From 2eeeb0771b724e9ab31c7c9dc89967f64324cf88 Mon Sep 17 00:00:00 2001 From: TheGiddyLimit Date: Wed, 10 Jul 2024 20:47:40 +0100 Subject: [PATCH] v1.209.0 --- actions.html | 54 +- adventure.html | 40 +- adventures.html | 46 +- backgrounds.html | 56 +- bestiary.html | 64 +- blocklist.html | 36 +- book.html | 40 +- books.html | 46 +- changelog.html | 36 +- charcreationoptions.html | 54 +- classes.html | 50 +- conditionsdiseases.html | 54 +- converter.html | 72 +- crcalculator.html | 34 +- css/decks.css | 2 +- css/main.css | 2 +- cultsboons.html | 54 +- data/adventure/adventure-bgdia.json | 2 +- data/adventure/adventure-cm.json | 2 +- data/adventure/adventure-cos.json | 12 +- data/adventure/adventure-crcotn.json | 8 +- data/adventure/adventure-dd.json | 2 +- data/adventure/adventure-dsotdq.json | 2 +- data/adventure/adventure-efr.json | 2 +- data/adventure/adventure-ghloe.json | 4 +- data/adventure/adventure-gos.json | 6 +- data/adventure/adventure-hftt.json | 2 +- 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data/adventure/adventure-wdh.json | 2 +- data/adventure/adventure-wdmm.json | 132 +- data/adventures.json | 1517 +- data/bestiary/bestiary-aitfr-dn.json | 2 +- data/bestiary/bestiary-awm.json | 3 +- data/bestiary/bestiary-bgdia.json | 1 + data/bestiary/bestiary-bgg.json | 4 + data/bestiary/bestiary-bmt.json | 6 +- data/bestiary/bestiary-cm.json | 2 + data/bestiary/bestiary-coa.json | 8 +- data/bestiary/bestiary-cos.json | 5 + data/bestiary/bestiary-crcotn.json | 8 +- data/bestiary/bestiary-dodk.json | 3 +- data/bestiary/bestiary-dsotdq.json | 2 + data/bestiary/bestiary-egw.json | 1 + data/bestiary/bestiary-erlw.json | 16 +- data/bestiary/bestiary-ggr.json | 14 +- data/bestiary/bestiary-ghloe.json | 17 +- data/bestiary/bestiary-gos.json | 1 + data/bestiary/bestiary-idrotf.json | 7 +- data/bestiary/bestiary-imr.json | 6 +- data/bestiary/bestiary-jttrc.json | 11 + data/bestiary/bestiary-llk.json | 4 +- data/bestiary/bestiary-mabjov.json | 6 + data/bestiary/bestiary-mff.json | 2 + 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js/decks.js | 2 +- js/deities.js | 4 +- js/feats.js | 4 +- js/filter-actions.js | 2 +- js/filter-backgrounds.js | 8 +- js/filter-bestiary.js | 8 +- js/filter-charcreationoptions.js | 2 +- js/filter-classes-raw.js | 8 +- js/filter-classes.js | 2 +- js/filter-conditionsdiseases.js | 2 +- js/filter-cultsboons.js | 2 +- js/filter-decks.js | 2 +- js/filter-deities.js | 21 +- js/filter-feats.js | 8 +- js/filter-items.js | 8 +- js/filter-languages.js | 2 +- js/filter-objects.js | 2 +- js/filter-optionalfeatures.js | 8 +- js/filter-psionics.js | 2 +- js/filter-races.js | 8 +- js/filter-recipes.js | 2 +- js/filter-rewards.js | 2 +- js/filter-spells.js | 8 +- js/filter-tables.js | 2 +- js/filter-trapshazards.js | 2 +- js/filter-variantrules.js | 2 +- js/filter-vehicles.js | 2 +- js/filter.js | 5373 +- js/filter/filter-box.js | 826 + js/filter/filter-constants.js | 5 + js/filter/filter-item.js | 25 + js/filter/filter-modal-filter-base.js | 298 + js/filter/filter-page-filter-base.js | 101 + 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| 6 + js/render.js | 8 +- js/rewards.js | 4 +- js/search.js | 26 +- js/spells.js | 13 +- js/statgen-ui.js | 2 +- js/tablepage.js | 2 +- js/tables.js | 4 +- js/trapshazards.js | 4 +- js/utils-brew.js | 3587 +- js/utils-brew/utils-brew-base.js | 1244 + js/utils-brew/utils-brew-constants.js | 2 + js/utils-brew/utils-brew-helpers.js | 7 + js/utils-brew/utils-brew-impl-brew.js | 263 + js/utils-brew/utils-brew-impl-prerelease.js | 63 + js/utils-brew/utils-brew-models.js | 261 + js/utils-brew/utils-brew-ui-get.js | 488 + .../utils-brew-ui-manage-editable-contents.js | 531 + js/utils-brew/utils-brew-ui-manage.js | 981 + js/utils-config/utils-config-registry.js | 2 +- js/utils-dataloader.js | 6 +- js/utils-omnisearch.js | 41 + js/utils-proporder.js | 7 + js/utils-tableview.js | 2 +- js/utils-ui.js | 9 +- js/utils.js | 101 +- js/variantrules.js | 4 +- js/vehicles.js | 4 +- langdemo.html | 38 +- languages.html | 54 +- lifegen.html | 36 +- lootgen.html | 42 +- makebrew.html | 54 +- makecards.html | 56 +- managebrew.html | 38 +- manageprerelease.html | 38 +- maps.html | 38 +- names.html | 42 +- node/clean-images.js | 3 +- node/clean-jsons.js | 4 +- node/clean-tags.js | 2 +- node/find-mergable-scripts.js | 2 +- node/generate-all-maps.js | 2 +- node/generate-dmscreen-reference.js | 2 +- node/generate-map-thumbnails.js | 2 +- node/generate-nav-adventure-book-index.js | 2 +- ...ate-pages-page-generator-config-manager.js | 6 +- .../generate-pages-page-generator-config.js | 2 +- .../generate-pages-page-generator.js | 8 +- .../template/advbook/template-advsbooks.hbs | 4 +- .../template/list/template-list--classes.hbs | 2 +- ...template-list-contentwrapper--bestiary.hbs | 12 +- .../template-list-contentwrapper--items.hbs | 8 +- ...template-list-contentwrapper--psionics.hbs | 8 +- .../template-list-contentwrapper--recipes.hbs | 2 +- .../template-list-contentwrapper--spells.hbs | 10 +- .../template-list-rhs-wrp-footer-controls.hbs | 6 +- .../misc/template-btngroup-manager.hbs | 5 + .../template/scripts/template-scripts.hbs | 42 +- node/generate-quick-reference.js | 2 +- node/generate-search-index.js | 21 +- node/generate-seo.js | 44 +- node/generate-spell-source-lookup.js | 2 +- node/generate-subclass-lookup.js | 2 +- node/generate-tables-data.js | 2 +- node/generate-variantrules-data.js | 2 +- node/generate-wotc-homebrew.js | 2 +- node/minify-json.js | 2 +- node/prettify-data/util-prettify-data.js | 2 +- node/tag-adventure-book-areas.js | 2 +- node/tag-image-dimensions.js | 2 +- node/util-search-index.js | 23 +- node/util-tag-jsons.js | 2 +- node/util.js | 50 +- node/version-bump.js | 2 +- objects.html | 54 +- optionalfeatures.html | 56 +- package-lock.json | 18 +- package.json | 4 +- plutonium.html | 32 +- privacy-policy.html | 34 +- psionics.html | 60 +- quickreference.html | 40 +- races.html | 56 +- recipes.html | 52 +- renderdemo.html | 40 +- rewards.html | 54 +- scss/decks.scss | 9 + scss/includes/source-night.scss | 9 + scss/includes/source.scss | 9 + scss/includes/style.scss | 119 - scss/includes/toast-night.scss | 41 + scss/includes/toast.scss | 98 + scss/includes/util-spacing.scss | 4 + scss/main.scss | 2 + search.html | 34 +- search/index-alt-spell.json | 2 +- search/index-foundry.json | 2 +- search/index-partnered.json | 1 + search/index.json | 2 +- spells.html | 64 +- statgen.html | 44 +- tables.html | 54 +- test/test-foundry.js | 2 +- test/test-image-paths.js | 2 +- test/test-json.js | 2 +- test/test-language-fonts.js | 2 +- test/test-pagenumbers.js | 3 +- test/util-test.js | 3 + trapshazards.html | 54 +- variantrules.html | 54 +- vehicles.html | 54 +- 341 files changed, 67623 insertions(+), 11384 deletions(-) create mode 100644 data/bestiary/bestiary-qftis.json create mode 100644 data/bestiary/fluff-bestiary-qftis.json create mode 100644 js/filter/filter-box.js create mode 100644 js/filter/filter-constants.js create mode 100644 js/filter/filter-item.js create mode 100644 js/filter/filter-modal-filter-base.js create mode 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!important}html.is-faux-print .print__my-2{margin-top:.5rem !important;margin-bottom:.5rem !important}/*# sourceMappingURL=main.css.map */ diff --git a/cultsboons.html b/cultsboons.html index f3db108..8052576 100644 --- a/cultsboons.html +++ b/cultsboons.html @@ -123,8 +123,12 @@ -
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@@ -134,30 +138,30 @@ - - - - - - - - - - + + + + + + + + + + - - - - - - - - - - - - - + + + + + + + + + + + + + diff --git a/data/adventure/adventure-bgdia.json b/data/adventure/adventure-bgdia.json index b108202..fc4195f 100644 --- a/data/adventure/adventure-bgdia.json +++ b/data/adventure/adventure-bgdia.json @@ -4785,7 +4785,7 @@ "id": "0ad", "entries": [ "Lanterns hang from the rafters of this drafty hall. The staircase to the north descends 15 feet to area V10.", - "Five lawful evil human {@creature Guard||guards} stand watch here\u2014one by each door. They attack anyone not accompanied by a Vanthampur family member. If they hear trouble elsewhere, the guards can't be {@quickref Surprise|PHB|3|0|surprised}, but they stay put unless ordered to move by a member of the family. Combat here alerts {@creature Thurstwell Vanthampur|BGDIA} in {@area area V13|0af|x}." + "Five lawful evil human {@creature Guard||guards} stand watch here\u2014one by each door. They attack anyone not accompanied by a Vanthampur family member. If they hear trouble elsewhere, the guards can't be {@status surprised}, but they stay put unless ordered to move by a member of the family. Combat here alerts {@creature Thurstwell Vanthampur|BGDIA} in {@area area V13|0af|x}." ] }, { diff --git a/data/adventure/adventure-cm.json b/data/adventure/adventure-cm.json index 0c5a56f..e9e2868 100644 --- a/data/adventure/adventure-cm.json +++ b/data/adventure/adventure-cm.json @@ -15793,7 +15793,7 @@ "entries": [ "The characters might correctly assume that this place is what it looks like: the site of a well (which is now abandoned). If they approach to within 5 feet of the stone wall, they can peer over the 2-foot-high wall into the hole, which is dark, but they don't get an idea of how deep the hole is or what's in it.", "If a character comes up to the stone wall and looks down inside the hole, this activity attracts the attention of a {@creature grick alpha} that uses the place as a lair. The water source at the bottom of the 30-foot-deep hole has long since dried up, making it an ideal place for the grick to lurk when it's not out hunting.", - "The grick's Stone Camouflage trait prevents the characters from realizing its presence\u2014unless they shine a light source down into the hole or have some other way of seeing the bottom of the pit. If they don't see the grick at the same time it sees them, the monster lurches out of the well to confront its prey. A character who can see into the hole and has a passive Wisdom ({@skill Perception}) score of 14 or higher notices the grick before it attacks; any other characters start the encounter {@quickref Surprise|PHB|3|0|surprised}." + "The grick's Stone Camouflage trait prevents the characters from realizing its presence\u2014unless they shine a light source down into the hole or have some other way of seeing the bottom of the pit. If they don't see the grick at the same time it sees them, the monster lurches out of the well to confront its prey. A character who can see into the hole and has a passive Wisdom ({@skill Perception}) score of 14 or higher notices the grick before it attacks; any other characters start the encounter {@status surprised}." ] }, { diff --git a/data/adventure/adventure-cos.json b/data/adventure/adventure-cos.json index d97a927..b193edc 100644 --- a/data/adventure/adventure-cos.json +++ b/data/adventure/adventure-cos.json @@ -5998,7 +5998,7 @@ "A crack of thunder shakes the castle, stirring the dust and cobwebs. You hear a voice: \"Good evening.\"" ] }, - "Any character who has a passive Wisdom ({@skill Perception}) score lower than 19 is {@quickref Surprise|PHB|3|0|surprised} as Strahd appears seemingly out of nowhere. The vampire prefers to attack a {@quickref Surprise|PHB|3|0|surprised} character, choosing the one closest to him. Otherwise, see {@area appendix D|7c1|x} for the vampire's tactics." + "Any character who has a passive Wisdom ({@skill Perception}) score lower than 19 is {@status surprised} as Strahd appears seemingly out of nowhere. The vampire prefers to attack a {@status surprised} character, choosing the one closest to him. Otherwise, see {@area appendix D|7c1|x} for the vampire's tactics." ] }, { @@ -6093,7 +6093,7 @@ "page": 52, "id": "196", "entries": [ - "If any character has a passive Wisdom ({@skill Perception}) score of 16 or higher, the party isn't {@quickref Surprise|PHB|3|0|surprised}. In that case, read:", + "If any character has a passive Wisdom ({@skill Perception}) score of 16 or higher, the party isn't {@status surprised}. In that case, read:", { "type": "insetReadaloud", "id": "197", @@ -11941,7 +11941,7 @@ "This staircase is made of old wood that strains underfoot, creaking and groaning." ] }, - "The staircase climbs from {@area area K16|1c9|x} to {@area area K28|1eb|x}. It seems unstable but is sturdy. The creatures in area K28 can't be {@quickref Surprise|PHB|3|0|surprised} by anyone climbing the creaky steps." + "The staircase climbs from {@area area K16|1c9|x} to {@area area K28|1eb|x}. It seems unstable but is sturdy. The creatures in area K28 can't be {@status surprised} by anyone climbing the creaky steps." ] }, { @@ -35490,7 +35490,7 @@ ] }, "The ceiling here is 20 feet high, and the rubble is {@quickref difficult terrain||3}.", - "{@creature Vladimir Horngaard|CoS} (see {@area area Q36|47e|x}) can hear visitors climbing over the rubble and can't be {@quickref Surprise|PHB|3|0|surprised} by them." + "{@creature Vladimir Horngaard|CoS} (see {@area area Q36|47e|x}) can hear visitors climbing over the rubble and can't be {@status surprised} by them." ] }, { @@ -38884,7 +38884,7 @@ "The road ahead is cut out of the mountainside, rising steeply to one side and falling away on the other. Mist and snow greatly reduce visibility, and the howling wind cuts through you like a knife." ] }, - "If no character has a passive Wisdom ({@skill Perception}) score of 16 or higher, the party is {@quickref Surprise|PHB|3|0|surprised}. Otherwise, read:", + "If no character has a passive Wisdom ({@skill Perception}) score of 16 or higher, the party is {@status surprised}. Otherwise, read:", { "type": "insetReadaloud", "id": "54a", @@ -49331,7 +49331,7 @@ "page": 218, "id": "712", "entries": [ - "This alcove contains a {@creature grick} that slithers out to attack the first character it sees within 5 feet of it. Any character with a passive Wisdom ({@skill Perception}) score under 12 is {@quickref Surprise|PHB|3|0|surprised} by it. The alcove is otherwise empty." + "This alcove contains a {@creature grick} that slithers out to attack the first character it sees within 5 feet of it. Any character with a passive Wisdom ({@skill Perception}) score under 12 is {@status surprised} by it. The alcove is otherwise empty." ] }, { diff --git a/data/adventure/adventure-crcotn.json b/data/adventure/adventure-crcotn.json index 3dfe27f..b63b6fa 100644 --- a/data/adventure/adventure-crcotn.json +++ b/data/adventure/adventure-crcotn.json @@ -4055,7 +4055,7 @@ "After swimming through a small patch of sea grass, you emerge into a long cavern. The water here doesn't quite reach the ceiling, leaving a small pocket of air near the top. A slight crack in the ceiling allows moonlight to filter through. At the center of the cavern is a pit whose floor is thirty feet deeper than the rest of the cavern\u2014and you catch the faint glint of metal at the bottom." ] }, - "A {@creature giant octopus} dwells at the bottom of the pit and attacks anyone who enters it. A character who enters the pit and succeeds on a DC 17 Wisdom ({@skill Perception}) check notices the octopus at the bottom and is not {@quickref Surprise|PHB|3|0|surprised} when it attacks. If reduced to 13 hit points or fewer, it uses Ink Cloud and moves 10 feet away, hoping the characters leave it alone.", + "A {@creature giant octopus} dwells at the bottom of the pit and attacks anyone who enters it. A character who enters the pit and succeeds on a DC 17 Wisdom ({@skill Perception}) check notices the octopus at the bottom and is not {@status surprised} when it attacks. If reduced to 13 hit points or fewer, it uses Ink Cloud and moves 10 feet away, hoping the characters leave it alone.", { "type": "entries", "name": "Treasure", @@ -10989,7 +10989,7 @@ "page": 108, "id": "222", "entries": [ - "As the characters travel to the storehouse where the elephant figurine is being kept, they are watched from the rooftops by two lawful evil, human {@creature Assassin||assassins} who have been hired by the Sentinels of Memory to grab the figurine from the storehouse and return it to the faction's headquarters. After watching the characters interact with Jor Raashid, the assassins follow them to the storehouse. When the characters arrive, the assassins attack. Characters who have a passive Wisdom ({@skill Perception}) score of 19 or higher spot the assassins before they attack and are not {@quickref Surprise|PHB|3|0|surprised} during the first round of combat.", + "As the characters travel to the storehouse where the elephant figurine is being kept, they are watched from the rooftops by two lawful evil, human {@creature Assassin||assassins} who have been hired by the Sentinels of Memory to grab the figurine from the storehouse and return it to the faction's headquarters. After watching the characters interact with Jor Raashid, the assassins follow them to the storehouse. When the characters arrive, the assassins attack. Characters who have a passive Wisdom ({@skill Perception}) score of 19 or higher spot the assassins before they attack and are not {@status surprised} during the first round of combat.", { "type": "entries", "name": "Long Hands of the Law", @@ -14376,7 +14376,7 @@ "The walls are covered in faded murals that depict orcs and drow working together to build a city in the heart of a verdant jungle. Dozens of clay tablets are scattered across the floor." ] }, - "Four {@creature Scuttling Serpentmaw|CRCotN|scuttling serpentmaws} (see {@adventure appendix A|CRCotN|8}) lurk amid the rubble and scuttle across the floor to attack characters who investigate the room. Characters who have a passive Wisdom ({@skill Perception}) score of 18 or higher notice the serpentmaws and aren't {@quickref Surprise|PHB|3|0|surprised} when they attack.", + "Four {@creature Scuttling Serpentmaw|CRCotN|scuttling serpentmaws} (see {@adventure appendix A|CRCotN|8}) lurk amid the rubble and scuttle across the floor to attack characters who investigate the room. Characters who have a passive Wisdom ({@skill Perception}) score of 18 or higher notice the serpentmaws and aren't {@status surprised} when they attack.", { "type": "entries", "name": "Clay Tablets", @@ -19947,7 +19947,7 @@ ] }, "The statues in the cavern depict warriors who served with Alyxian. All are carved to look like they've been gravely wounded, and a few are missing limbs or their heads.", - "Three {@creature Scuttling Serpentmaw|CRCotN|scuttling serpentmaws} (see {@adventure appendix A|CRCotN|8}) hide behind the statues and ruidium spikes in the middle of the area. A character who tries to cross the cavern must succeed on a DC 19 Wisdom ({@skill Perception}) check to avoid being {@quickref Surprise|PHB|3|0|surprised} when the serpentmaws attack.", + "Three {@creature Scuttling Serpentmaw|CRCotN|scuttling serpentmaws} (see {@adventure appendix A|CRCotN|8}) hide behind the statues and ruidium spikes in the middle of the area. A character who tries to cross the cavern must succeed on a DC 19 Wisdom ({@skill Perception}) check to avoid being {@status surprised} when the serpentmaws attack.", { "type": "entries", "name": "Apotheon's Fury", diff --git a/data/adventure/adventure-dd.json b/data/adventure/adventure-dd.json index 5d2f61a..369e93d 100644 --- a/data/adventure/adventure-dd.json +++ b/data/adventure/adventure-dd.json @@ -1024,7 +1024,7 @@ }, "The front and side doors to the house are locked, but can be picked with a successful DC 15 Dexterity check using thieves' tools. Knocking once on the front door yields no answer, but a second knock summons a coughing, creaky voice from the other side that falteringly tells the characters to stay away for fear of catching the sickness. Any character with a passive Wisdom ({@skill Insight}) score of 15 or higher, or who is successful on a DC 15 Wisdom ({@skill Insight}) check, recognizes that the voice is nervous\u2014and is definitely not a female gnome.", "If the characters mention anything about the prison break, the voice pauses, then states, \"Actually, I think I might know something about that.\" As the front door is unlocked, the voice invites the characters in.", - "The interior of Nima Cinnarid's house is dark except for a guttering candle on the back table, shedding dim light in a 5-foot radius. Four {@creature Kobold Underling|EGW|kobold underlings} lie in wait in the shadows. Any character with a passive Wisdom ({@skill Perception}) score of 16 or higher, or who succeeds on a DC 16 Wisdom ({@skill Perception}) check, sees the kobolds hiding and ready to spring. When any character moves more than 10 feet into the house, the kobolds attack. Anyone who was not aware of the hidden kobolds is {@quickref Surprise|PHB|3|0|surprised}.", + "The interior of Nima Cinnarid's house is dark except for a guttering candle on the back table, shedding dim light in a 5-foot radius. Four {@creature Kobold Underling|EGW|kobold underlings} lie in wait in the shadows. Any character with a passive Wisdom ({@skill Perception}) score of 16 or higher, or who succeeds on a DC 16 Wisdom ({@skill Perception}) check, sees the kobolds hiding and ready to spring. When any character moves more than 10 feet into the house, the kobolds attack. Anyone who was not aware of the hidden kobolds is {@status surprised}.", "When the kobolds are defeated, the characters have 2 rounds to loot or investigate the corpses of any slain kobolds. After that time, the kobolds' bodies explode as in {@adventure area H1|DD|0|H1. Ironlot Streets}. See the \"{@adventure Exploding Kobolds|DD|0|Exploding Kobolds}\" section in that area, the kobold underling stat block (earlier in the adventure), and the \"{@adventure Alchemical Items|DD|0|Alchemical Items}\" sidebar for information on removing and keeping the {@item Explosive Seed|EGW|explosive seeds} the kobolds carry.", "As in area H1, a successful DC 14 Intelligence ({@skill Investigation}) check reveals that each of these kobolds has a deep-crimson mud staining its feet, plus a lead key hanging on a cord around its neck. Neither of these things can be discovered if a kobold explodes.", { diff --git a/data/adventure/adventure-dsotdq.json b/data/adventure/adventure-dsotdq.json index 51b53ae..9b57159 100644 --- a/data/adventure/adventure-dsotdq.json +++ b/data/adventure/adventure-dsotdq.json @@ -4797,7 +4797,7 @@ }, "Thornwall Keep sits directly across from the Dragon Army soldiers' clifftop vantage. Atop Thornwall Keep sits the creation of the tinker gnome Than: a people-launching device called a gnomeflinger (described in {@adventure appendix A|DSotDQ|8}). If using the gnomeflinger comes up, Becklin or Darrett suggests consulting with Than first.", "Than is overjoyed to let the characters use the gnomeflinger. They're so delighted that they forget they also have several safety devices called {@item Narycrash|DSotDQ|narycrashes} (see {@adventure appendix A|DSotDQ|8}). Than mentions the narycrashes only if a character raises concerns about landing after using the gnomeflinger. Than has enough narycrashes for each character to get one.", - "Should the characters use the gnomeflinger, it proves surprisingly effective and quiet, allowing the characters to {@quickref surprise|PHB|3|0|surprised} the four {@creature Dragon Army Soldier|DSotDQ|Dragon Army soldiers} (see {@adventure appendix B|DSotDQ|9}) atop the cliffs." + "Should the characters use the gnomeflinger, it proves surprisingly effective and quiet, allowing the characters to {@status surprised} the four {@creature Dragon Army Soldier|DSotDQ|Dragon Army soldiers} (see {@adventure appendix B|DSotDQ|9}) atop the cliffs." ] } ] diff --git a/data/adventure/adventure-efr.json b/data/adventure/adventure-efr.json index 26cf0d5..58b6515 100644 --- a/data/adventure/adventure-efr.json +++ b/data/adventure/adventure-efr.json @@ -1591,7 +1591,7 @@ "Cabinets hang on the north wall of this large room, which is hazy with the smell of tobacco. Near the east wall stands an overstuffed couch. An rectangular table turned on its side blocks a closed door on the south wall." ] }, - "Four {@creature kenku} cutpurses working for Daask hide in two groups of two: one group behind the couch, the other behind the table. A character with a passive Wisdom ({@skill Perception}) score of 13 or higher is not {@quickref Surprise|PHB|3|0|surprised} by the kenku, which prefer to attack from behind the furniture. When using the couch and table for protection, a creature gains half cover. The cabinets are empty." + "Four {@creature kenku} cutpurses working for Daask hide in two groups of two: one group behind the couch, the other behind the table. A character with a passive Wisdom ({@skill Perception}) score of 13 or higher is not {@status surprised} by the kenku, which prefer to attack from behind the furniture. When using the couch and table for protection, a creature gains half cover. The cabinets are empty." ] }, { diff --git a/data/adventure/adventure-ghloe.json b/data/adventure/adventure-ghloe.json index 6cdea70..f54ea49 100644 --- a/data/adventure/adventure-ghloe.json +++ b/data/adventure/adventure-ghloe.json @@ -6981,7 +6981,7 @@ "The expansive cave is obscured by omnipresent webbing: walls, ceiling, and floor are all coated in the tendrils of pale web. Large cocoons, some intact and some ripped open, hint at the hungry nature of the cavern's inhabitants." ] }, - "The webs are tacky, making the floor (and walls and ceiling) here {@book difficult terrain|PHB|8|Difficult Terrain}. One {@creature spythronar swarm|GHLoE}* is concealed in normal webs on the ceiling at the northwest end of the chamber. A successful DC 17 Wisdom ({@skill Perception}) check is required to see them before they {@quickref surprise|PHB|3|0|surprised} any creature passing through their territory. At the southeast end of the chamber is a {@creature spythronar web|GHLoE}*.", + "The webs are tacky, making the floor (and walls and ceiling) here {@book difficult terrain|PHB|8|Difficult Terrain}. One {@creature spythronar swarm|GHLoE}* is concealed in normal webs on the ceiling at the northwest end of the chamber. A successful DC 17 Wisdom ({@skill Perception}) check is required to see them before they {@status surprised} any creature passing through their territory. At the southeast end of the chamber is a {@creature spythronar web|GHLoE}*.", { "type": "entries", "id": "085", @@ -15631,7 +15631,7 @@ "A simple wooden pagoda, elegantly constructed, dominates the landscape here. Two rows of wooden benches, little more than felled trees, face the pagoda. Tall vertical wooden walls capped with sharpened tops flank the area to the north and east." ] }, - "Six {@creature Panjaian Ilharan|GHLoE|panjaian ilharans}* await the stormborn ithjar's hatchlings here. One stands in the pagoda, giving what amounts to a sermon to her peers about the glories of the storm and the power of the plane of air. Her name is Arial (CN, desires all sentient life to acknowledge the superiority of Ilhara over the other Primordials). The other five are sitting and listening or inattentively daydreaming. Characters have advantage on checks to {@quickref surprise|PHB|3|0|surprised} these creatures.", + "Six {@creature Panjaian Ilharan|GHLoE|panjaian ilharans}* await the stormborn ithjar's hatchlings here. One stands in the pagoda, giving what amounts to a sermon to her peers about the glories of the storm and the power of the plane of air. Her name is Arial (CN, desires all sentient life to acknowledge the superiority of Ilhara over the other Primordials). The other five are sitting and listening or inattentively daydreaming. Characters have advantage on checks to {@status surprised} these creatures.", { "type": "image", "href": { diff --git a/data/adventure/adventure-gos.json b/data/adventure/adventure-gos.json index 6a44890..6280ac2 100644 --- a/data/adventure/adventure-gos.json +++ b/data/adventure/adventure-gos.json @@ -16611,7 +16611,7 @@ ] }, "This chamber was once the captain's cabin. Now it's a shrine to Lolth, the demon queen of spiders. The skulls are cracked, weathered, and obviously old.", - "Lurking under the garbage and debris is a host of vermin held sacred by the cultists of Lolth\u2014spiders of every size and type. If anyone other than the druid Krell spends more than a few moments in this room, one {@creature giant spider} bursts from the webs on the port side, while an {@creature ettercap} emerges from the starboard side of the room. At the same time, four {@creature Swarm of Spiders||swarms of insects (spiders)} crawl through the deck from below. Any character who has a passive Perception score of 14 or lower is {@quickref Surprise|PHB|3|0|surprised}. (In tight quarters, remember that a swarm can occupy the same space as another creature.)", + "Lurking under the garbage and debris is a host of vermin held sacred by the cultists of Lolth\u2014spiders of every size and type. If anyone other than the druid Krell spends more than a few moments in this room, one {@creature giant spider} bursts from the webs on the port side, while an {@creature ettercap} emerges from the starboard side of the room. At the same time, four {@creature Swarm of Spiders||swarms of insects (spiders)} crawl through the deck from below. Any character who has a passive Perception score of 14 or lower is {@status surprised}. (In tight quarters, remember that a swarm can occupy the same space as another creature.)", { "type": "entries", "name": "Captain's Log", @@ -16875,7 +16875,7 @@ }, "The water that fills this area is {@quickref difficult terrain||3} for Medium characters. Small characters must swim while in the cargo hold.", "This deck is a prison for four {@creature Ghast||ghasts}\u2014formerly a group of thieves who stowed away in the hold before the {@i Emperor} last left port. When the ship was waylaid by the storm, they could not escape from the hold and eventually starved to death. The cultists found the undead when they took control of the ship but viewed them as emissaries of their dark god and fed them with offerings of living sacrifices.", - "The ghasts currently hide in the bow of the hold, beneath the water. They won't reveal themselves until characters enter this area and approach their position, whereupon the undead surge out of the water. Any character whose passive {@skill Perception} score is 11 or lower is {@quickref Surprise|PHB|3|0|surprised} by the ghasts when they attack. A creature {@condition paralyzed} by a ghast's claws holds its breath automatically if it collapses into the water, but is at risk of drowning unless it is pulled out again. See \"{@book Suffocating|PHB|8|Suffocating}\" in chapter 8 of the {@book Player's Handbook|PHB}.", + "The ghasts currently hide in the bow of the hold, beneath the water. They won't reveal themselves until characters enter this area and approach their position, whereupon the undead surge out of the water. Any character whose passive {@skill Perception} score is 11 or lower is {@status surprised} by the ghasts when they attack. A creature {@condition paralyzed} by a ghast's claws holds its breath automatically if it collapses into the water, but is at risk of drowning unless it is pulled out again. See \"{@book Suffocating|PHB|8|Suffocating}\" in chapter 8 of the {@book Player's Handbook|PHB}.", { "type": "entries", "name": "Treasure", @@ -29944,7 +29944,7 @@ }, "This area is {@quickref difficult terrain||3} because of the moisture and slime everywhere.", "The bottom of the pool is open to the ship's flooded bilge, allowing all the water in the ship to be heated from this area. That opening can't be seen from above through the smoke, steam, and dirty water. A creature can swim from this pool through the bilge directly into areas {@dice D8} and {@dice D9}, and vice versa.", - "The cloudy water conceals three {@creature skum|GoS} (see {@adventure appendix C|GoS|10} and the \"Skum\" sidebar). If they were alerted by the skum guarding the crane or by a noisy opening of the grate above, they're prepared for trouble and can't be {@quickref Surprise|PHB|3|0|surprised}. Otherwise, they're napping or loafing in the water, so they're automatically {@quickref Surprise|PHB|3|0|surprised} by enemies who approach stealthily.", + "The cloudy water conceals three {@creature skum|GoS} (see {@adventure appendix C|GoS|10} and the \"Skum\" sidebar). If they were alerted by the skum guarding the crane or by a noisy opening of the grate above, they're prepared for trouble and can't be {@status surprised}. Otherwise, they're napping or loafing in the water, so they're automatically {@status surprised} by enemies who approach stealthily.", { "type": "inset", "name": "Water Hazard", diff --git a/data/adventure/adventure-hftt.json b/data/adventure/adventure-hftt.json index ee18031..c6a5a42 100644 --- a/data/adventure/adventure-hftt.json +++ b/data/adventure/adventure-hftt.json @@ -2468,7 +2468,7 @@ "The thessalhydra uses the Upside Down as a way to return to its lair without being tracked. The lair is a cave where the Material Plane and the Upside Down touch. A special plant grows there\u2014a plant whose flowers bloom in both worlds. These flowers can be used to cross between worlds if you perform a certain ritual. A key component of this ritual is blood from a monstrosity (a type of creature). The thessalhydra is a monstrosity, so it can use its own blood to open a gateway.", "The Proud Princess can point them to the cavern where the flowers grow, but if the characters want to open a gateway, they'll also need the blood of a monstrosity. Luckily, she knows of one that has been stalking around the Upside Down lately: a {@creature demogorgon|HftT}!", "She tells them that the demogorgon is attracted to the smell of blood. The easiest way to get its attention is to spill blood on the ground. But since there are so few creatures in the Upside Down, the only source is the characters themselves. Using a weapon carefully, a character can do minor damage (cutting their palm) causing 1 hp of damage and spilling a small amount of blood. If the group spills a total of 3 hp worth of blood, the demogorgon will arrive {@dice 1d6} minutes later, leaping from the darkness and attacking the group.", - "If the characters don't want to spill their own blood, they can stalk the demogorgon, but this is very difficult. One character should try a DC 15 Wisdom ({@skill Survival}) check for the group. If this is successful, they have found the demogorgon. If it fails, the group may try again (with the same character or a different one making the check). If the group fails three times, the demogorgon has found them and attacks, but the characters are {@quickref Surprise|PHB|3|0|surprised} (see chapter 2 of the rulebook for how surprise works)." + "If the characters don't want to spill their own blood, they can stalk the demogorgon, but this is very difficult. One character should try a DC 15 Wisdom ({@skill Survival}) check for the group. If this is successful, they have found the demogorgon. If it fails, the group may try again (with the same character or a different one making the check). If the group fails three times, the demogorgon has found them and attacks, but the characters are {@status surprised} (see chapter 2 of the rulebook for how surprise works)." ] }, { diff --git a/data/adventure/adventure-hotdq.json b/data/adventure/adventure-hotdq.json index 38bbf18..b483640 100644 --- a/data/adventure/adventure-hotdq.json +++ b/data/adventure/adventure-hotdq.json @@ -4340,7 +4340,7 @@ "page": 50, "id": "0fb", "entries": [ - "High above, two {@creature Peryton||perytons} are watching the road for fresh hearts they can consume before laying their eggs. They circle at an altitude where they are easily mistaken for eagles. Each character can make a DC 15 Intelligence ({@skill Nature}) check upon seeing the creatures. Success means they recognize the perytons for what they are before the first dive attack. Failure means the character is {@quickref Surprise|PHB|3|0|surprised}." + "High above, two {@creature Peryton||perytons} are watching the road for fresh hearts they can consume before laying their eggs. They circle at an altitude where they are easily mistaken for eagles. Each character can make a DC 15 Intelligence ({@skill Nature}) check upon seeing the creatures. Success means they recognize the perytons for what they are before the first dive attack. Failure means the character is {@status surprised}." ] }, { @@ -5410,7 +5410,7 @@ ] }, "Each canoe has three paddles and is large enough to hold five humans without much gear, or two or three with packs and other gear. Inside the lean-tos are a few baskets containing smoked fish (edible) along with some lizards and birds that have been smashed flat and dried in the sun (very unappetizing to humans but edible).", - "If characters arrive before dusk, the camp is empty and they can explore it safely. No random encounters bother characters while they're in the campsite. As the sun begins to set, nine {@creature lizardfolk} paddle up in three canoes. They are traveling from Castle Naerytar to the roadhouse to pick up a load of contraband. The lizardfolk expect no trouble near their camp, so if characters posted a watch, then those characters who are actively on watch notice the approaching lizardfolk automatically and the lizardfolk are {@quickref Surprise|PHB|3|0|surprised}. If characters lit a fire, however, then the lizardfolk smell the smoke from quite a distance away and know someone is in the camp. They assume it's more of their own kind returning from the work camp with treasure bound for Castle Naerytar, but the mere is filled with potential enemies and one never knows for sure, so their approach is more cautious if they smell smoke. In that case, characters with passive Wisdom ({@skill Perception}) scores of 10 or higher notice the approaching lizardfolk canoes before the lizardfolk spot the strangers in their camp.", + "If characters arrive before dusk, the camp is empty and they can explore it safely. No random encounters bother characters while they're in the campsite. As the sun begins to set, nine {@creature lizardfolk} paddle up in three canoes. They are traveling from Castle Naerytar to the roadhouse to pick up a load of contraband. The lizardfolk expect no trouble near their camp, so if characters posted a watch, then those characters who are actively on watch notice the approaching lizardfolk automatically and the lizardfolk are {@status surprised}. If characters lit a fire, however, then the lizardfolk smell the smoke from quite a distance away and know someone is in the camp. They assume it's more of their own kind returning from the work camp with treasure bound for Castle Naerytar, but the mere is filled with potential enemies and one never knows for sure, so their approach is more cautious if they smell smoke. In that case, characters with passive Wisdom ({@skill Perception}) scores of 10 or higher notice the approaching lizardfolk canoes before the lizardfolk spot the strangers in their camp.", "These lizardfolk won't negotiate or converse with characters. They've been told by the elf who commands operations at Castle Naerytar that strangers in the mere are to be killed or captured but never engaged in conversation. If they are captured and tied up, a successful DC 10 Charisma ({@skill Intimidation}) or DC 15 Charisma ({@skill Persuasion}) check loosens their tongues. If the lizardfolk aren't tied up, characters have disadvantage on these rolls because the lizardfolk think them soft-hearted.", "Lizardfolk know that they're transporting treasure to the castle. The \"dragon kneelers\" take it into the castle, and the lizardfolk never see it again. They are paid in steel blades (they have no ability to manufacture with metal) and magic talismans. All the lizardfolk wear necklaces and bracelets made of bone, teeth, feathers, carved soft stone, and leather. On close inspection, characters see mixed in among these things traces of civilization: glass beads, coins, costume jewelry, tiny mirrors, and stamped copper and tin amulets of the sort that can be bought for a few pennies at any trinket shop or souvenir stand. None of it is magical.", "During the questioning, have every character make a Charisma check. Whichever character scores highest makes a strong impression on a lizardfolk captive. This lizardfolk, whose name is Snapjaw, is unhappy about the situation in the mere, and he develops the notion that these strangers could be the key to driving out the cultists and to slaughtering their cruel bullywug allies. Snapjaw tries to communicate with the chosen character, but he doesn't want any of his comrades to know. He speaks enough pidgin Common to converse in simple terms, in case no one in the party speaks Draconic.", @@ -9480,7 +9480,7 @@ "page": 79, "id": "1a5", "entries": [ - "If the party lingers outside the lodge or explores the woods nearby, it finds company. Those with a passive Wisdom ({@skill Perception}) score of 12 or higher are not {@quickref Surprise|PHB|3|0|surprised} by the rush of a group of two {@creature Troll||trolls} and three {@creature Ambush Drake|HotDQ|ambush drakes} (see {@adventure appendix D|HotDQ|12} for Statistics) that has been wandering the area. The combat alerts Talis that she has company. The trolls serve as the lodge's bouncers, and anyone who is not expected is eaten." + "If the party lingers outside the lodge or explores the woods nearby, it finds company. Those with a passive Wisdom ({@skill Perception}) score of 12 or higher are not {@status surprised} by the rush of a group of two {@creature Troll||trolls} and three {@creature Ambush Drake|HotDQ|ambush drakes} (see {@adventure appendix D|HotDQ|12} for Statistics) that has been wandering the area. The combat alerts Talis that she has company. The trolls serve as the lodge's bouncers, and anyone who is not expected is eaten." ] }, { @@ -12968,7 +12968,7 @@ "page": 100, "id": "264", "entries": [ - "If the ogres above or below him sound the alarm, {@creature Blagothkus|HotDQ} cannot be {@quickref Surprise|PHB|3|0|surprised}.", + "If the ogres above or below him sound the alarm, {@creature Blagothkus|HotDQ} cannot be {@status surprised}.", { "type": "insetReadaloud", "id": "265", diff --git a/data/adventure/adventure-hwaitw.json b/data/adventure/adventure-hwaitw.json index ee8f3af..15150a2 100644 --- a/data/adventure/adventure-hwaitw.json +++ b/data/adventure/adventure-hwaitw.json @@ -616,9 +616,14 @@ ] } ], + "title": "Fig. 1.1: Winnowing Reach", "hrefThumbnail": { "type": "internal", "path": "adventure/HWAitW/thumbnail/Winnowing-Reach.webp" + }, + "grid": { + "type": "none", + "scale": 2 } }, { @@ -874,32 +879,47 @@ "id": "032" }, "The center of the cave is a 60-foot-wide clearing with tunnels branching off in different directions. Refer to Fig. 1.2 for a map of the Mokkden Caverns.", - { - "type": "image", - "href": { - "type": "internal", - "path": "adventure/HWAitW/Mokkden-Caverns-DM.webp" - }, - "width": 1261, - "height": 944, - "imageType": "map", - "id": "15c" - }, { "type": "gallery", "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/HWAitW/Mokkden-Caverns-DM.webp" + }, + "width": 1261, + "height": 944, + "imageType": "map", + "id": "15c", + "title": "Fig. 1.2: Mokkden Caverns", + "grid": { + "type": "square", + "size": 108, + "offsetX": -50, + "offsetY": -56, + "scale": 2 + } + }, { "type": "image", "href": { "type": "internal", "path": "adventure/HWAitW/Mokkden-Caverns.webp" }, - "title": "Mokkden Caverns battlemap", + "title": "Player Version", "width": 1275, "height": 1275, "imageType": "mapPlayer", "mapParent": { "id": "15c" + }, + "grid": { + "type": "square", + "size": 159, + "offsetX": 4, + "offsetY": 5, + "scale": 3 } } ] @@ -1112,32 +1132,46 @@ "id": "048" }, "Refer to Fig. 1.3 for a map of Susan's Hut.", - { - "type": "image", - "href": { - "type": "internal", - "path": "adventure/HWAitW/Susans-Hut-DM.webp" - }, - "width": 832, - "height": 668, - "imageType": "map", - "id": "15d" - }, { "type": "gallery", "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/HWAitW/Susans-Hut-DM.webp" + }, + "width": 832, + "height": 668, + "imageType": "map", + "id": "15d", + "title": "Fig. 1.3: Susan's Hut", + "grid": { + "type": "square", + "size": 213, + "offsetX": -80, + "offsetY": 21, + "scale": 4 + } + }, { "type": "image", "href": { "type": "internal", "path": "adventure/HWAitW/Susans-Hut.webp" }, - "title": "Susan's Hut battlemap", + "title": "Player Version", "width": 793, "height": 793, "imageType": "mapPlayer", "mapParent": { "id": "15d" + }, + "grid": { + "type": "square", + "size": 198, + "offsetY": 2, + "scale": 4 } } ] @@ -1962,6 +1996,11 @@ "hrefThumbnail": { "type": "internal", "path": "adventure/HWAitW/thumbnail/Alderheart.webp" + }, + "title": "Fig. 2.1: Alderheart", + "grid": { + "type": "none", + "scale": 2 } }, { @@ -2052,7 +2091,15 @@ }, "width": 793, "height": 793, - "imageType": "mapPlayer" + "imageType": "mapPlayer", + "title": "Fig. 2.2: Eliza's Emporium", + "grid": { + "type": "square", + "size": 199, + "offsetX": -8, + "offsetY": -5, + "scale": 4 + } }, { "type": "inset", @@ -2306,32 +2353,45 @@ "name": "Taking the Fight to Them", "page": 110, "entries": [ - { - "type": "image", - "href": { - "type": "internal", - "path": "adventure/HWAitW/Bandit-Camp-DM.webp" - }, - "width": 831, - "height": 831, - "imageType": "map", - "id": "15f" - }, { "type": "gallery", "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/HWAitW/Bandit-Camp-DM.webp" + }, + "width": 831, + "height": 831, + "imageType": "map", + "id": "15f", + "title": "Fig. 2.3: Bandit Camp", + "grid": { + "type": "square", + "size": 214, + "offsetX": -97, + "offsetY": -97, + "scale": 4 + } + }, { "type": "image", "href": { "type": "internal", "path": "adventure/HWAitW/Bandit-Camp.webp" }, - "title": "Bandit Camp battlemap", + "title": "Player Version", "width": 793, "height": 793, "imageType": "mapPlayer", "mapParent": { "id": "15f" + }, + "grid": { + "type": "square", + "size": 149, + "scale": 3 } } ] @@ -2811,285 +2871,300 @@ "page": 118, "entries": [ "Refer to Fig. 2.4 for a map of the Inner Keep.", - { - "type": "image", - "href": { - "type": "internal", - "path": "adventure/HWAitW/Inner-Keep-DM.webp" - }, - "width": 832, - "height": 849, - "imageType": "map", - "id": "160", - "mapRegions": [ - { - "area": "09d", - "points": [ - [ - 472, - 346 - ], - [ - 580, - 346 - ], - [ - 580, - 290 - ], - [ - 697, - 290 - ], - [ - 697, - 350 - ], - [ - 754, - 350 - ], - [ - 754, - 515 - ], - [ - 632, - 515 - ], - [ - 632, - 463 - ], - [ - 472, - 463 - ] - ] - }, - { - "area": "09f", - "points": [ - [ - 101, - 561 - ], - [ - 101, - 729 - ], - [ - 328, - 729 - ], - [ - 328, - 561 - ] - ] - }, - { - "area": "0a1", - "points": [ - [ - 210, - 506 - ], - [ - 217, - 466 - ], - [ - 176, - 457 - ], - [ - 133, - 451 - ], - [ - 106, - 430 - ], - [ - 106, - 397 - ], - [ - 102, - 337 - ], - [ - 74, - 307 - ], - [ - 66, - 257 - ], - [ - 66, - 183 - ], - [ - 84, - 144 - ], - [ - 123, - 107 - ], - [ - 149, - 77 - ], - [ - 201, - 67 - ], - [ - 251, - 79 - ], - [ - 306, - 90 - ], - [ - 347, - 68 - ], - [ - 379, - 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"title": "The Inner Keep battlemap", + "title": "Player Version", "width": 793, "height": 793, "imageType": "mapPlayer", "mapParent": { "id": "160" + }, + "grid": { + "type": "square", + "size": 199, + "offsetX": -5, + "offsetY": -5, + "scale": 4 } } ] @@ -4638,6 +4713,11 @@ "hrefThumbnail": { "type": "internal", "path": "adventure/HWAitW/thumbnail/The-Avium.webp" + }, + "title": "Fig. 4.1: Avium", + "grid": { + "type": "none", + "scale": 3 } }, "At the heart of the Avium is the central building, made from the trunk of a petrified tree. It is orbited by four terrariums and a dozen or so smaller towers. Each structure which orbits the trunk does so at varying heights and speeds, between one rotation every 10 minutes, and one rotation every half hour.", @@ -5184,32 +5264,47 @@ "entries": [ "The stairway that Odwald fled through leads from {@adventure The Old Classroom|HWAitW|4|The Old Classroom}) down to his laboratory. If the party follows Odwald immediately after the previous encounter, they will be able to engage him there, though they may be surprised to find that he isn't alone. the {@creature cobblefright|HWCS} he created lurks in the darkness.", "Refer to Fig. 4.2 for a map of the Secret Laboratory.", - { - "type": "image", - "href": { - "type": "internal", - "path": "adventure/HWAitW/Secret-Laboratory-DM.webp" - }, - "width": 832, - "height": 879, - "imageType": "map", - "id": "162" - }, { "type": "gallery", "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/HWAitW/Secret-Laboratory-DM.webp" + }, + "width": 832, + "height": 879, + "imageType": "map", + "id": "162", + "title": "Fig. 4.2: Secret Laboratory", + "grid": { + "type": "square", + "size": 201, + "offsetX": -73, + "offsetY": -25, + "scale": 4 + } + }, { "type": "image", "href": { "type": "internal", "path": "adventure/HWAitW/Secret-Laboratory.webp" }, - "title": "The Secret Laboratory battlemap", + "title": "Player Version", "width": 793, "height": 793, "imageType": "mapPlayer", "mapParent": { "id": "162" + }, + "grid": { + "type": "square", + "size": 199, + "offsetX": -7, + "offsetY": -5, + "scale": 4 } } ] @@ -5988,32 +6083,47 @@ ], "id": "14e" }, - { - "type": "image", - "href": { - "type": "internal", - "path": "adventure/HWAitW/Scorched-Grove-DM.webp" - }, - "width": 832, - "height": 831, - "imageType": "map", - "id": "163" - }, { "type": "gallery", "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/HWAitW/Scorched-Grove-DM.webp" + }, + "width": 832, + "height": 831, + "imageType": "map", + "id": "163", + "title": "Fig. 5.1: Final Battle with the Aspect", + "grid": { + "type": "square", + "size": 138, + "offsetX": 8, + "offsetY": 12, + "scale": 4 + } + }, { "type": "image", "href": { "type": "internal", "path": "adventure/HWAitW/Scorched-Grove.webp" }, - "title": "The Final Battle battlemap", + "title": "Player Version", "width": 793, "height": 793, "imageType": "mapPlayer", "mapParent": { "id": "163" + }, + "grid": { + "type": "square", + "size": 132, + "offsetX": -1, + "offsetY": 1, + "scale": 4 } } ] diff --git a/data/adventure/adventure-idrotf.json b/data/adventure/adventure-idrotf.json index c0bfca1..0461c90 100644 --- a/data/adventure/adventure-idrotf.json +++ b/data/adventure/adventure-idrotf.json @@ -2302,7 +2302,7 @@ ], [ "15", - "A {@creature knucklehead trout|IDRotF} (see {@adventure appendix C|IDRotF|21}) leaps out of the lake, makes a tail attack against one random character in the boat, and dives back into the frigid water. A character with a passive Wisdom ({@skill Perception}) score of 13 or higher is not {@quickref Surprise|PHB|3|0|surprised} by the fish and can use its reaction to make an opportunity attack against it or try to grapple the fish as it dives back into the water." + "A {@creature knucklehead trout|IDRotF} (see {@adventure appendix C|IDRotF|21}) leaps out of the lake, makes a tail attack against one random character in the boat, and dives back into the frigid water. A character with a passive Wisdom ({@skill Perception}) score of 13 or higher is not {@status surprised} by the fish and can use its reaction to make an opportunity attack against it or try to grapple the fish as it dives back into the water." ], [ "16\u201320", @@ -18991,7 +18991,7 @@ "page": 90, "id": "230", "entries": [ - "As the characters tend to Garret, two {@creature Crag Cat|SKT|crag cats} (see {@adventure appendix C|IDRotF|21}) move to within 20 feet of the party and attack, each one pouncing on a randomly determined party member. Known to Ten-Towners as \"Hunters of Men,\" the crag cats caught Garret's scent but failed to reach him before the characters showed up. Characters with passive Wisdom ({@skill Perception}) scores of 17 or higher are not {@quickref Surprise|PHB|3|0|surprised} by the crag cats. If one crag cat dies, the other one disengages from melee combat and tries to flee down the mountain on its next turn." + "As the characters tend to Garret, two {@creature Crag Cat|SKT|crag cats} (see {@adventure appendix C|IDRotF|21}) move to within 20 feet of the party and attack, each one pouncing on a randomly determined party member. Known to Ten-Towners as \"Hunters of Men,\" the crag cats caught Garret's scent but failed to reach him before the characters showed up. Characters with passive Wisdom ({@skill Perception}) scores of 17 or higher are not {@status surprised} by the crag cats. If one crag cat dies, the other one disengages from melee combat and tries to flee down the mountain on its next turn." ] }, { @@ -23449,7 +23449,7 @@ "page": 108, "id": "29d", "entries": [ - "Make one Dexterity ({@skill Stealth}) check for all the crag cats involved in the encounter and compare the result to the passive (Wisdom) {@skill Perception} scores of the party. Any character whose score equals or exceeds the crag cats' check result is not {@quickref Surprise|PHB|3|0|surprised} when the cats attack.", + "Make one Dexterity ({@skill Stealth}) check for all the crag cats involved in the encounter and compare the result to the passive (Wisdom) {@skill Perception} scores of the party. Any character whose score equals or exceeds the crag cats' check result is not {@status surprised} when the cats attack.", "If one or two crag cats are encountered, they stalk the characters but keep their distance, hoping to pick off individuals who becomes separated from the rest of the party. These crag cats aren't brave or foolish enough to attack a group that outnumbers them.", "If three or four crag cats are encountered, their numbers embolden them. They attack the adventuring party like a well-coordinated pack, focusing their attacks on the party member who looks the weakest and least armored. If two or more crag cats die, the others retreat." ] @@ -23868,7 +23868,7 @@ "page": 112, "id": "2b6", "entries": [ - "The perytons' keen eyesight enables them to spot prey from great heights, while the dark sky makes them harder to see. Characters who have a passive Wisdom ({@skill Perception}) score of 13 or lower are {@quickref Surprise|PHB|3|0|surprised} when the perytons attack.", + "The perytons' keen eyesight enables them to spot prey from great heights, while the dark sky makes them harder to see. Characters who have a passive Wisdom ({@skill Perception}) score of 13 or lower are {@status surprised} when the perytons attack.", "As an action, a peryton can rip out the heart of a dead humanoid within 5 feet of it. Once they obtain such a prize, the perytons disengage from battle and return to their nest. The perytons won't break off their attack until they get a heart.", { "type": "image", @@ -23949,7 +23949,7 @@ "page": 113, "id": "2ba", "entries": [ - "To determine which party members are {@quickref Surprise|PHB|3|0|surprised}, have each character make a Wisdom ({@skill Perception}) check contested by the yetis' Dexterity ({@skill Stealth}) check. Characters can use their passive Wisdom ({@skill Perception}) scores instead of making the check. If multiple yetis are present, make one check\u2014with advantage\u2014for all of them.", + "To determine which party members are {@status surprised}, have each character make a Wisdom ({@skill Perception}) check contested by the yetis' Dexterity ({@skill Stealth}) check. Characters can use their passive Wisdom ({@skill Perception}) scores instead of making the check. If multiple yetis are present, make one check\u2014with advantage\u2014for all of them.", "After gorging themselves on the humanoids they kill, adult yetis and abominable yetis like to bite off the victims' heads and keep them as trophies." ] } @@ -30580,7 +30580,7 @@ "As you trudge deeper into a mountain valley, an eerie glow betrays the monstrous outline of something stupendous and ominous. It looks like a cephalopod with slimy, ropey tentacles as thick as tree trunks that has tried and failed to bury its immense bulk in the snow." ] }, - "Two {@creature Carrion Crawler||carrion crawlers}, Vorryn's trained pets, scuttle through the snow near the ship. Characters who have passive Wisdom ({@skill Perception}) scores of 11 or higher are not {@quickref Surprise|PHB|3|0|surprised} when the creatures attack.", + "Two {@creature Carrion Crawler||carrion crawlers}, Vorryn's trained pets, scuttle through the snow near the ship. Characters who have passive Wisdom ({@skill Perception}) scores of 11 or higher are not {@status surprised} when the creatures attack.", "Characters {@condition paralyzed} by the crawlers' tentacles are dragged toward the nautiloid. The crawlers' intent is not to eat the characters, but to deliver them to Vorryn for questioning." ] }, @@ -47817,7 +47817,7 @@ "Suddenly, nearly two dozen figures burst out of the snow sixty feet away from you. They are spaced roughly ten feet apart and begin advancing in a line." ] }, - "Characters who have a passive Wisdom ({@skill Perception}) score of 15 or higher are not {@quickref Surprise|PHB|3|0|surprised} by the ambush, nor are members of the Elk Tribe who are traveling with the party.", + "Characters who have a passive Wisdom ({@skill Perception}) score of 15 or higher are not {@status surprised} by the ambush, nor are members of the Elk Tribe who are traveling with the party.", { "type": "entries", "name": "Ambushers", diff --git a/data/adventure/adventure-jttrc.json b/data/adventure/adventure-jttrc.json index f72a833..4fa54d3 100644 --- a/data/adventure/adventure-jttrc.json +++ b/data/adventure/adventure-jttrc.json @@ -8821,7 +8821,7 @@ "page": 74, "id": "193", "entries": [ - "Azra uses the {@creature acolyte} stat block and is {@quickref Surprise|PHB|3|0|surprised} during the first round of combat. He seeks only to escape the chaos." + "Azra uses the {@creature acolyte} stat block and is {@status surprised} during the first round of combat. He seeks only to escape the chaos." ] }, { @@ -13600,7 +13600,7 @@ "Just in front of a massive mine track turntable that fills the junction, a body lies splayed on the rocky ground. Even at a distance, it's clear this miner died not from falling rubble, but from terrible slashing wounds." ] }, - "As the party approaches the turntable, characters who have a passive Wisdom ({@skill Perception}) score of 14 or higher hear skittering emanating from a nearby tunnel. Characters who have lower scores are {@quickref Surprise|PHB|3|0|surprised} when several many-legged creatures hurtle out of the northwest passage. These five {@creature Aurumvorax|JttRC|aurumvoraxes} (detailed in the \"{@area Aurumvoraxes|245|x}\" section at the end of this adventure) are hostile and rush to attack.", + "As the party approaches the turntable, characters who have a passive Wisdom ({@skill Perception}) score of 14 or higher hear skittering emanating from a nearby tunnel. Characters who have lower scores are {@status surprised} when several many-legged creatures hurtle out of the northwest passage. These five {@creature Aurumvorax|JttRC|aurumvoraxes} (detailed in the \"{@area Aurumvoraxes|245|x}\" section at the end of this adventure) are hostile and rush to attack.", { "type": "entries", "name": "Track Turntable", @@ -13705,7 +13705,7 @@ "page": 100, "id": "22b", "entries": [ - "A tunnel dug by claws, not pick and shovel, extends from the easternmost of the newly dug caverns. As the characters approach, they hear sounds of movement from the large cavern beyond. This is the nest of the aurumvorax pack, including five {@creature Aurumvorax|JttRC|aurumvoraxes} and an {@creature aurumvorax den leader|JttRC} (detailed in the \"{@area Aurumvorax|246|x}\" section at the end of this adventure). Characters who want to sneak up on the aurumvoraxes can attempt a group DC 13 Dexterity ({@skill Stealth}) check. (Assume one prince succeeds at the check and the other fails, canceling each other out.) With a successful group check, the aurumvoraxes are {@quickref Surprise|PHB|3|0|surprised}.", + "A tunnel dug by claws, not pick and shovel, extends from the easternmost of the newly dug caverns. As the characters approach, they hear sounds of movement from the large cavern beyond. This is the nest of the aurumvorax pack, including five {@creature Aurumvorax|JttRC|aurumvoraxes} and an {@creature aurumvorax den leader|JttRC} (detailed in the \"{@area Aurumvorax|246|x}\" section at the end of this adventure). Characters who want to sneak up on the aurumvoraxes can attempt a group DC 13 Dexterity ({@skill Stealth}) check. (Assume one prince succeeds at the check and the other fails, canceling each other out.) With a successful group check, the aurumvoraxes are {@status surprised}.", "When the characters enter the chamber, read the following description:", { "type": "insetReadaloud", diff --git a/data/adventure/adventure-lmop.json b/data/adventure/adventure-lmop.json index 8e25aa7..b595501 100644 --- a/data/adventure/adventure-lmop.json +++ b/data/adventure/adventure-lmop.json @@ -348,7 +348,7 @@ "type": "list", "items": [ "Review the goblin stat block in appendix B. Since the goblins are hiding, you'll need to know their {@skill Stealth} skill modifier: +6.", - "Check to see who, if anyone, is {@quickref Surprise|PHB|3|0|surprised}. The party cannot surprise the goblins, but the goblins might surprise some or all the characters. Make a Dexterity ({@skill Stealth}) check for the goblins, rolling once for all of them. Roll a {@dice d20}, add the goblins' {@skill Stealth} skill modifier (+6) to the roll, and compare the result to the characters' passive Wisdom ({@skill Perception}) scores. Any character whose score is lower than the goblins' check result is {@quickref Surprise|PHB|3|0|surprised} and loses his or her turn during the first round of combat (see \"Surprise\" in the rulebook).", + "Check to see who, if anyone, is {@status surprised}. The party cannot surprise the goblins, but the goblins might surprise some or all the characters. Make a Dexterity ({@skill Stealth}) check for the goblins, rolling once for all of them. Roll a {@dice d20}, add the goblins' {@skill Stealth} skill modifier (+6) to the roll, and compare the result to the characters' passive Wisdom ({@skill Perception}) scores. Any character whose score is lower than the goblins' check result is {@status surprised} and loses his or her turn during the first round of combat (see \"Surprise\" in the rulebook).", "Use the initiative rules in the rulebook to determine who acts first, second, third, and so on. Keep track of everyone's initiative count in the margins of this book or on a separate piece of paper.", "When the time comes for the goblins to act, two of them rush forward and make melee attacks while two goblins stand 30 feet away from the party and make ranged attacks. The goblins' stat block contains the information you need to resolve these attacks. For more information on what the goblins can do on their turn, see chapter 2, \"Combat,\" in the rulebook.", "When three goblins are defeated, the last goblin attempts to flee, heading for the goblin trail." @@ -1041,8 +1041,8 @@ "On the east side of the stream flowing from the cave mouth, a small area in the briar thickets has been hollowed out to form a lookout post or blind. Wooden planks flatten out the briars and provide room for guards to lie hidden and watch the area\u2014including a pair of goblins lurking there right now!" ] }, - "Two {@creature goblin||goblins} are stationed here. If the goblins notice intruders in {@area 1|01b}, they open fire with their bows, shooting through the thickets and probably catching the characters by surprise. If the goblins don't notice the adventurers in {@area 1|01b}, they spot them when they splash across the stream, and neither side is {@quickref Surprise|PHB|3|0|surprised}.", - "Characters moving carefully or scouting ahead might be able to surprise the goblin lookouts. Have each character who moves ahead make a Dexterity ({@skill Stealth}) check contested by the goblins' passive Wisdom ({@skill Perception}) score to avoid being {@quickref Surprise|PHB|3|0|surprised}. See the rulebook for more information on ability check contests.", + "Two {@creature goblin||goblins} are stationed here. If the goblins notice intruders in {@area 1|01b}, they open fire with their bows, shooting through the thickets and probably catching the characters by surprise. If the goblins don't notice the adventurers in {@area 1|01b}, they spot them when they splash across the stream, and neither side is {@status surprised}.", + "Characters moving carefully or scouting ahead might be able to surprise the goblin lookouts. Have each character who moves ahead make a Dexterity ({@skill Stealth}) check contested by the goblins' passive Wisdom ({@skill Perception}) score to avoid being {@status surprised}. See the rulebook for more information on ability check contests.", { "type": "entries", "name": "Thickets", @@ -2259,7 +2259,7 @@ "\"Time for you to move on, strangers. Give us your stuff, and be on your way.\"" ] }, - "Continue the insults and baiting as long as you like. The Redbrands attack in a round or two if the characters don't. Neither side is {@quickref Surprise|PHB|3|0|surprised}, because it's obvious that a fight is brewing.", + "Continue the insults and baiting as long as you like. The Redbrands attack in a round or two if the characters don't. Neither side is {@status surprised}, because it's obvious that a fight is brewing.", "The group consists of four {@creature Redbrand Ruffian|lmop|Redbrand ruffians}. If three of them are defeated, the last one flees toward Tresendar Manor." ] }, @@ -3238,7 +3238,7 @@ "The walls of this bedchamber are covered with drapes of scarlet cloth. The furnishings include a small writing desk with matching chair, a comfortable-looking bed, and a wooden chest at the foot of the bed." ] }, - "If Iarno is {@quickref Surprise|PHB|3|0|surprised}, add the following paragraph:", + "If Iarno is {@status surprised}, add the following paragraph:", { "type": "insetReadaloud", "id": "0af", @@ -4565,7 +4565,7 @@ "Heaps of wreckage litter the interior of this ruin. In one corner stands a broken loom." ] }, - "Six {@creature twig blight||twig blights} lurk in the thicket south of this ruin. Allow each character to attempt a Wisdom ({@skill Perception}) check contested by the blights' Dexterity ({@skill Stealth}) check to avoid being {@quickref Surprise|PHB|3|0|surprised} by them.", + "Six {@creature twig blight||twig blights} lurk in the thicket south of this ruin. Allow each character to attempt a Wisdom ({@skill Perception}) check contested by the blights' Dexterity ({@skill Stealth}) check to avoid being {@status surprised} by them.", { "type": "entries", "name": "Developments", @@ -5591,7 +5591,7 @@ "This high, narrow hall looks as if it might have been part of a chapel or shrine at one time. Angelic figures are sculpted along the room's upper reaches, looking down on the floor below. To the north, heavy curtains block a matching pair of archways. Between the archways is a cracked but ornately carved stone brazier." ] }, - "This chamber contains a {@creature grick}, the special pet of the goblin Lhupo ({@area 9|12f}). The grick like to climb up to a ledge hidden in the shadows of the statuary in the higher reaches of the room. It quietly observes intruders that enter the area before dropping down to strike. Compare the grick's Dexterity ({@skill Stealth}) check to the characters' Wisdom ({@skill Perception}) checks (or their passive scores) to determine who among them is {@quickref Surprise|PHB|3|0|surprised}. The grick knows that goblins are not to be eaten unless Lhupo says so. The rest of the Cragmaws are terrified of Lhupo's pet and hurry through this room, preferably in twos or threes.", + "This chamber contains a {@creature grick}, the special pet of the goblin Lhupo ({@area 9|12f}). The grick like to climb up to a ledge hidden in the shadows of the statuary in the higher reaches of the room. It quietly observes intruders that enter the area before dropping down to strike. Compare the grick's Dexterity ({@skill Stealth}) check to the characters' Wisdom ({@skill Perception}) checks (or their passive scores) to determine who among them is {@status surprised}. The grick knows that goblins are not to be eaten unless Lhupo says so. The rest of the Cragmaws are terrified of Lhupo's pet and hurry through this room, preferably in twos or threes.", "Any cleric who examines the chapel's decor can attempt a DC 10 Intelligence ({@skill Religion}) check to identify the deities that were once revered here: Oghma (god of knowledge), Mystra (goddess of magic), Lathander (god of dawn), and Tymora (goddess of luck). This is an obvious sign that the builders of the castle were human.", { "type": "entries", @@ -5599,7 +5599,7 @@ "page": 38, "id": "12c", "entries": [ - "If combat erupts here, the goblins in {@area 9|12f} cannot be {@quickref Surprise|PHB|3|0|surprised}." + "If combat erupts here, the goblins in {@area 9|12f} cannot be {@status surprised}." ] }, { @@ -7183,7 +7183,7 @@ "Many tunnels intersect at this natural, thirty-foot-high cavern. The walls are carved with simple reliefs showing dwarf and gnome miners hard at work. Below them, nearly two dozen skeletons in rusted scraps of armor are scattered across the cavern floor. Some are dwarf skeletons, while others are orc remains. Half a dozen large brass lanterns stand in niches or on ledges around the cavern, but none are lit." ] }, - "Clinging to the ceiling like bats are ten {@creature stirge||stirges}. The monsters find scant living prey in the mines, and they are ravenous. If the characters are looking down at the skeletons on the floor, the stirges are likely get the drop on them. Any character who isn't watching the ceiling is {@quickref Surprise|PHB|3|0|surprised} unless his or her passive Wisdom ({@skill Perception}) score is higher than the stirges' Dexterity ({@skill Stealth}) check total (roll once for all of them). Characters who aren't {@quickref Surprise|PHB|3|0|surprised} hear a flapping noise as the stirges descend to attack.", + "Clinging to the ceiling like bats are ten {@creature stirge||stirges}. The monsters find scant living prey in the mines, and they are ravenous. If the characters are looking down at the skeletons on the floor, the stirges are likely get the drop on them. Any character who isn't watching the ceiling is {@status surprised} unless his or her passive Wisdom ({@skill Perception}) score is higher than the stirges' Dexterity ({@skill Stealth}) check total (roll once for all of them). Characters who aren't {@status surprised} hear a flapping noise as the stirges descend to attack.", "The lanterns and the carvings of miners at work were meant as a welcome to newcomers." ] }, diff --git a/data/adventure/adventure-lox.json b/data/adventure/adventure-lox.json index 8f27525..371537c 100644 --- a/data/adventure/adventure-lox.json +++ b/data/adventure/adventure-lox.json @@ -2643,7 +2643,7 @@ "id": "084", "entries": [ "Ask the players which character has the {@item Wildspace orrery|AAG}. If none of the characters want to carry it, Krux takes it. With the item in their possession, Krux and the characters can hop aboard their jolly boat and return to the {@i Second Wind}.", - "Have Krux and each character make a DC 21 Wisdom ({@skill Perception}) check. Those who fail the check are {@quickref Surprise|PHB|3|0|surprised} when {@creature Big Momma|LoX} attacks:", + "Have Krux and each character make a DC 21 Wisdom ({@skill Perception}) check. Those who fail the check are {@status surprised} when {@creature Big Momma|LoX} attacks:", { "type": "insetReadaloud", "id": "085", @@ -2662,7 +2662,7 @@ "height": 1079, "credit": "Ralph Horsley" }, - "{@creature Big Momma|LoX}, a {@creature void scavver|BAM} (see {@book Boo's Astral Menagerie|BAM}), starts the encounter 40 feet from the characters' jolly boat, which is 50 feet from the end of {@creature Topolah|LoX}'s dock and the same distance away from the {@i Second Wind}. On its first turn, the void scavver swims up to the jolly boat and attacks a random character. Characters who were {@quickref Surprise|PHB|3|0|surprised} can't act until the next round.", + "{@creature Big Momma|LoX}, a {@creature void scavver|BAM} (see {@book Boo's Astral Menagerie|BAM}), starts the encounter 40 feet from the characters' jolly boat, which is 50 feet from the end of {@creature Topolah|LoX}'s dock and the same distance away from the {@i Second Wind}. On its first turn, the void scavver swims up to the jolly boat and attacks a random character. Characters who were {@status surprised} can't act until the next round.", "A character can use an action and a pair of oars to row the jolly boat 10 feet horizontally in any direction along the gravity plane shared by {@creature Topolah|LoX}'s asteroid and the {@i Second Wind}. Unlike the jolly boat, {@creature Big Momma|LoX} flies through space like a fish through water and can move in any direction.", { "type": "entries", @@ -5502,7 +5502,7 @@ "An armada of crystal-winged ships patrols the region between your fleet and the citadel. The closest enemy ship is about a thousand feet away." ] }, - "The Xaryxian armada is not expecting an attack. Allow the characters to decide whether they want to open the engagement at range or close to boarding distance. In either case, the Xaryxian ships are {@quickref Surprise|PHB|3|0|surprised} at the beginning of combat.", + "The Xaryxian armada is not expecting an attack. Allow the characters to decide whether they want to open the engagement at range or close to boarding distance. In either case, the Xaryxian ships are {@status surprised} at the beginning of combat.", { "type": "entries", "name": "The Xaryxian Armada", diff --git a/data/adventure/adventure-lr.json b/data/adventure/adventure-lr.json index 57629bd..108e5f0 100644 --- a/data/adventure/adventure-lr.json +++ b/data/adventure/adventure-lr.json @@ -3707,7 +3707,7 @@ }, "Nestled into the cracks of the coral throughout this chamber are four {@creature Sahuagin Hatchling Swarm|GoS|sahuagin hatchling swarms}. Characters with a passive Wisdom ({@skill Perception}) of 15 or higher spot tiny movements hidden deep within the walls.", "Likewise, characters who succeed on an active DC 15 Wisdom ({@skill Perception}) check as they enter the chamber will also spot the movements. Let the players make this check if they wish, but don't prompt them to do so.", - "Otherwise, the characters are {@quickref Surprise|PHB|3|0|surprised} as the sahuagin hatchling swarms attack when they enter the chamber." + "Otherwise, the characters are {@status surprised} as the sahuagin hatchling swarms attack when they enter the chamber." ] }, { diff --git a/data/adventure/adventure-nrh-at.json b/data/adventure/adventure-nrh-at.json index d119956..85514df 100644 --- a/data/adventure/adventure-nrh-at.json +++ b/data/adventure/adventure-nrh-at.json @@ -846,7 +846,7 @@ "entries": [ "In this room are ten {@creature skeleton||skeletons}, all in matching coveralls with a logo on the back that reads, \"{@creature Mr. Greystone|NRH-AT}'s Garden Care.\" The skeletons are standing around gardening equipment\u2014two wheelbarrows, a scythe, rakes, hoes, a pickaxe, and some pruning shears.", "The skeletons are dormant until they are attacked or until something makes a noise to alert them. The party can sneak past or sneak up to the skeletons with a successful DC 13 group Dexterity ({@skill Stealth}) check.", - "If the party attacks the dormant skeletons, the skeletons are {@quickref Surprise|PHB|3|0|surprised} (see the rules for Surprise in the D&D Basic Rules) and the party has advantage on their attacks during the first round of combat.", + "If the party attacks the dormant skeletons, the skeletons are {@status surprised} (see the rules for Surprise in the D&D Basic Rules) and the party has advantage on their attacks during the first round of combat.", "Other than the gardening equipment, there's nothing of value in the room." ], "id": "01b" diff --git a/data/adventure/adventure-oota.json b/data/adventure/adventure-oota.json index d122d99..3b2833b 100644 --- a/data/adventure/adventure-oota.json +++ b/data/adventure/adventure-oota.json @@ -2144,7 +2144,7 @@ "page": 20, "id": "059", "entries": [ - "When an encounter occurs, determine if the adventurers or their foes are {@quickref Surprise|PHB|3|0|surprised}, as normal. The adventurers can achieve surprise only if all the following conditions are met:", + "When an encounter occurs, determine if the adventurers or their foes are {@status surprised}, as normal. The adventurers can achieve surprise only if all the following conditions are met:", { "type": "list", "items": [ @@ -3771,12 +3771,12 @@ "items": [ "Both goblins are neutral.", "Add {@skill Acrobatics} +6 and {@skill Athletics} +3 to the goblins' list of skills.", - "The goblins have advantage on checks made to avoid being {@quickref Surprise|PHB|3|0|surprised}." + "The goblins have advantage on checks made to avoid being {@status surprised}." ] }, "The goblins notice the adventurers as they approach the Silken Paths and are willing to act as guides and helpers\u2014for a fee, of course. They'll settle for 2 gp per day each, but {@creature Yuk Yuk|OotA} (who does all the negotiating) is just as likely to ask for something flashy belonging to one of the characters. He might also ask for some unspecified favor, to be paid when the goblins and the adventurers get to wherever they're going and part ways. He might ask for first pick of any loot the party uncovers in the Silken Paths, and will expect and ask for a share of the treasure regardless.", "{@creature Yuk Yuk|OotA} and {@creature Spiderbait|OotA} each carry a gourd of grease, which they apply to their feet so that they can \"surf the webs.\" While sliding down webs, they move at twice their normal walking speed.", - "The Web Runners are as good as their word when it comes to their services, and they can teach the characters a thing or two. While they travel with the two goblins, the characters have advantage on checks made to avoid being {@quickref Surprise|PHB|3|0|surprised}. The goblins know the Silken Paths well enough not to become lost in them.", + "The Web Runners are as good as their word when it comes to their services, and they can teach the characters a thing or two. While they travel with the two goblins, the characters have advantage on checks made to avoid being {@status surprised}. The goblins know the Silken Paths well enough not to become lost in them.", "If the adventurers make a good impression on the Web Runners and if the party's goals appear to offer interesting opportunities to do new and dangerous things, the goblins offer to stay on after crossing the Silken Paths, and to help guide the characters through the Underdark. The two won't leave the Underdark, however. {@creature Yuk Yuk|OotA} will try to negotiate a suitable fee, but the goblins might simply tag along, content to earn any fair share of whatever the party acquires.", { "type": "inset", @@ -6935,7 +6935,7 @@ "entries": [ "Kuo-toa parade around the altar in a wide circle as they chant. Part of their path sends them splashing and wading through the shallows of the Darklake. The characters quickly can't tell one faction of fish-folk from the other, but they see the archpriest of the Sea Mother and his whip moving toward the altar.", "Bloppblippodd calls for the sacrifices to be brought forth, and one {@creature kuo-toa} per character jumps to do her bidding. They prod the characters with their spears to herd them toward a slight depression 20 feet from the altar, with a large grate at its center. The characters can see that the stonework of the depression is stained with the blood of innumerable sacrifices, and they can hear the gentle lapping of the Darklake coming up through the grate. The chanting grows louder.", - "When the sacrifices are brought forward, Bloppblippodd gestures toward the altar, whereupon her father suddenly attacks, striking her with his scepter. Kuo-toa loyal to him surge forward to attack, while the guards that brought the characters forward stand in shock. They are {@quickref Surprise|PHB|3|0|surprised} and can't move or take an action on their first turn of the combat, and they can't take reactions until that first turn ends.", + "When the sacrifices are brought forward, Bloppblippodd gestures toward the altar, whereupon her father suddenly attacks, striking her with his scepter. Kuo-toa loyal to him surge forward to attack, while the guards that brought the characters forward stand in shock. They are {@status surprised} and can't move or take an action on their first turn of the combat, and they can't take reactions until that first turn ends.", "As the two {@creature Kuo-toa Archpriest||archpriests} and their followers fight, the characters can intervene on either side or attempt to slip away during the melee.", "On round 3 of the fight, characters notice kuo-toa crying out and flailing in the shallows of the Darklake. Several are pulled under or strike at unseen foes beneath the surface. The water foams red with blood.", "Dozens of {@creature ixitxachitl|OotA} (see {@adventure appendix C|OotA|19}) are responsible for the attacks in the water. They have been drawn by the kuo-toa ritual and feast on any creatures they can reach, including party members in the water. The sudden frenzy sets a wave of panic through the kuo-toa. The young archpriest calls out \"Leemooggoogoon!\" just as her father strikes a final, fatal blow, dropping her before the profane altar. (If any character is also engaging the archpriest of the Deep Father, allow that character to strike the final blow.)" @@ -12155,7 +12155,7 @@ "Because of its two heads, the {@creature Spider King|OotA} has advantage on Wisdom ({@skill Perception}) checks and on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, and knocked {@condition unconscious}." ] }, - "The {@creature Spider King|OotA} senses when intruders enter its domain and can't be {@quickref Surprise|PHB|3|0|surprised} by them. Along with two normal {@creature Giant Spider||giant spiders} (its attendants), the {@creature Spider King|OotA} waits in ambush. It moves to the entrance of its chamber in an attempt to keep the characters bottled up, while the two giant spiders approach along the walls and ceiling, getting into position above creatures on the floor. The {@creature Spider King|OotA} and the giant spiders fight to the death, but they don't follow prey that flees.", + "The {@creature Spider King|OotA} senses when intruders enter its domain and can't be {@status surprised} by them. Along with two normal {@creature Giant Spider||giant spiders} (its attendants), the {@creature Spider King|OotA} waits in ambush. It moves to the entrance of its chamber in an attempt to keep the characters bottled up, while the two giant spiders approach along the walls and ceiling, getting into position above creatures on the floor. The {@creature Spider King|OotA} and the giant spiders fight to the death, but they don't follow prey that flees.", { "type": "entries", "name": "Development", @@ -12520,7 +12520,7 @@ ] }, "Four {@creature Quasit||quasits} are wrestling each other farther along in the tunnel. If they notice the characters, they attack.", - "When two quasits are reduced to 0 hit points, the two remaining ones turn {@condition invisible} and flee. However, they make enough noise in doing so for the characters to follow them by sound. If any quasit escapes, the cultists in area 12 can't be {@quickref Surprise|PHB|3|0|surprised} and prepare an ambush.", + "When two quasits are reduced to 0 hit points, the two remaining ones turn {@condition invisible} and flee. However, they make enough noise in doing so for the characters to follow them by sound. If any quasit escapes, the cultists in area 12 can't be {@status surprised} and prepare an ambush.", { "type": "entries", "name": "Development", @@ -23248,7 +23248,7 @@ "page": 110, "id": "2df", "entries": [ - "Sounds of battle here alert every other wererat in the warrens. Thereafter, the wererats can't be {@quickref Surprise|PHB|3|0|surprised}." + "Sounds of battle here alert every other wererat in the warrens. Thereafter, the wererats can't be {@status surprised}." ] } ] @@ -29463,7 +29463,7 @@ ] }, "Khalessa urges the characters to turn back. If they don't, she fears that the drow force will overwhelm them. Having blown her cover to warn the characters, she asks to stay with them until they reach Gauntlgrym or an alliance settlement.", - "The leaders of the drow force are a female {@creature drow elite warrior} named Ryzliir Symryvvin and her consort, a male {@creature drow mage} named Velgor Zolond. They are joined by a prisoner in manacles\u2014an unarmed and unarmored male human {@creature knight} of the Order of the Gauntlet named {@creature Aljanor Keenblade|OotA}. Sir Aljanor was captured during a surface raid months ago, and the drow have beaten him such that he has only 3 hit points remaining. Members of the order traveling in the party's expeditionary force recognize Sir Aljanor instantly and are {@quickref Surprise|PHB|3|0|surprised}; they assumed he had been killed.", + "The leaders of the drow force are a female {@creature drow elite warrior} named Ryzliir Symryvvin and her consort, a male {@creature drow mage} named Velgor Zolond. They are joined by a prisoner in manacles\u2014an unarmed and unarmored male human {@creature knight} of the Order of the Gauntlet named {@creature Aljanor Keenblade|OotA}. Sir Aljanor was captured during a surface raid months ago, and the drow have beaten him such that he has only 3 hit points remaining. Members of the order traveling in the party's expeditionary force recognize Sir Aljanor instantly and are {@status surprised}; they assumed he had been killed.", { "type": "image", "href": { @@ -33918,7 +33918,7 @@ "items": [ "H'slaat orders his fellow troglodytes in area 2 to rush across the stream while the troglodytes in area 3 rain javelins down on the chieftain's forces. Meanwhile, H'Slaat grabs H'hoort from area 3.", "H'slaat crosses the stream, dragging her behind him. He threatens to kill her unless the chieftain meets him in battle.", - "The troglodytes in areas 5 and 7 try to make their way through the side caverns to attack the chieftain's forces in area 4 from the rear. However, if the ropers and piercers in area 8 have not already been killed by the adventurers, the troglodytes are {@quickref Surprise|PHB|3|0|surprised} and massacred.", + "The troglodytes in areas 5 and 7 try to make their way through the side caverns to attack the chieftain's forces in area 4 from the rear. However, if the ropers and piercers in area 8 have not already been killed by the adventurers, the troglodytes are {@status surprised} and massacred.", "S'slaar's cavalry in area 14 makes its way through the western side caves and attack H'slaat's forces from behind." ] }, @@ -39761,7 +39761,7 @@ "page": 195, "id": "50b", "entries": [ - "These {@creature Giant Wolf Spider||spiders} lurk in burrows under the spongy ground, leaping out to attack the party as it passes by. Party members with a passive Wisdom ({@skill Perception}) score of 17 or higher aren't {@quickref Surprise|PHB|3|0|surprised} by the spiders." + "These {@creature Giant Wolf Spider||spiders} lurk in burrows under the spongy ground, leaping out to attack the party as it passes by. Party members with a passive Wisdom ({@skill Perception}) score of 17 or higher aren't {@status surprised} by the spiders." ] }, { @@ -40622,7 +40622,7 @@ "page": 200, "id": "53e", "entries": [ - "These {@creature Giant Wolf Spider||spiders} lurk in burrows beneath the gardens, leaping out to attack the party as it passes by. Party members with a passive Wisdom ({@skill Perception}) score of 17 or higher aren't {@quickref Surprise|PHB|3|0|surprised} by the spiders." + "These {@creature Giant Wolf Spider||spiders} lurk in burrows beneath the gardens, leaping out to attack the party as it passes by. Party members with a passive Wisdom ({@skill Perception}) score of 17 or higher aren't {@status surprised} by the spiders." ] }, { @@ -41592,7 +41592,7 @@ "page": 210, "id": "585", "entries": [ - "A hunting pack consisting of one {@creature gnoll pack lord} and {@dice 3d6} {@creature Gnoll||gnolls} has been driven into a frenzy by the presence of Yeenoghu in the Underdark. The characters can't be {@quickref Surprise|PHB|3|0|surprised} by the gnolls, whose incessant cackling gives them away." + "A hunting pack consisting of one {@creature gnoll pack lord} and {@dice 3d6} {@creature Gnoll||gnolls} has been driven into a frenzy by the presence of Yeenoghu in the Underdark. The characters can't be {@status surprised} by the gnolls, whose incessant cackling gives them away." ] }, { diff --git a/data/adventure/adventure-oow.json b/data/adventure/adventure-oow.json index aa985e7..075e2e0 100644 --- a/data/adventure/adventure-oow.json +++ b/data/adventure/adventure-oow.json @@ -702,7 +702,7 @@ "page": 88, "id": "02c", "entries": [ - "After the first character has been at the bottom of the fissure for 2 rounds, a group of six {@creature Giant Rat||giant rats} notices the potential feast. Any character at the bottom of the fissure who succeeds on a DC 12 Wisdom ({@skill Perception}) check can hear the approaching rats, and isn't {@quickref Surprise|PHB|3|0|surprised} when three rats emerge from cracks in the walls and attack. Three more rats arrive and attack 1 round later. All the rats are dyed a bright green from trap C in {@area area 3|03a|x}." + "After the first character has been at the bottom of the fissure for 2 rounds, a group of six {@creature Giant Rat||giant rats} notices the potential feast. Any character at the bottom of the fissure who succeeds on a DC 12 Wisdom ({@skill Perception}) check can hear the approaching rats, and isn't {@status surprised} when three rats emerge from cracks in the walls and attack. Three more rats arrive and attack 1 round later. All the rats are dyed a bright green from trap C in {@area area 3|03a|x}." ] }, { @@ -997,7 +997,7 @@ "page": 91, "id": "04b", "entries": [ - "The {@creature giant spider} hides in a dust-filled depression in the floor. A successful DC 17 Wisdom ({@skill Perception}) check spots the arachnid before it springs from its hiding place to attack. Any characters who are focused on the webs above them have disadvantage on the check. Those who fail the check are {@quickref Surprise|PHB|3|0|surprised}.", + "The {@creature giant spider} hides in a dust-filled depression in the floor. A successful DC 17 Wisdom ({@skill Perception}) check spots the arachnid before it springs from its hiding place to attack. Any characters who are focused on the webs above them have disadvantage on the check. Those who fail the check are {@status surprised}.", "The giant spider initially favors its web attack, hoping to restrain a couple of characters before it starts biting. If reduced to 10 hit points or fewer, the spider retreats into a nearby narrow fissure. However, it attacks again when the characters come back through this area." ] }, @@ -1888,7 +1888,7 @@ "page": 101, "id": "08a", "entries": [ - "The two dead horses are {@creature Warhorse Skeleton||warhorse skeletons} whose remaining flesh sloughs off as they fight. When any character comes within 20 feet of the fallen horses, these undead lurch to their feet and attack. When this happens, each character must succeed on a DC 15 Wisdom ({@skill Perception}) check or be {@quickref Surprise|PHB|3|0|surprised}." + "The two dead horses are {@creature Warhorse Skeleton||warhorse skeletons} whose remaining flesh sloughs off as they fight. When any character comes within 20 feet of the fallen horses, these undead lurch to their feet and attack. When this happens, each character must succeed on a DC 15 Wisdom ({@skill Perception}) check or be {@status surprised}." ] }, { @@ -8521,7 +8521,7 @@ "Dropping out from behind a dark cloud is an airship held aloft by a large balloon\u2014emblazoned with the sigil of the Six! A crew of hobgoblins and goblins can be seen swarming the deck, and a ballista and three harpoon guns are trained on your vessel. To arms!" ] }, - "If the {@vehicle battle balloon|AI} took more than 20 damage, the chaos of the storm has distracted the characters and crew. In that event, all creatures on the characters' battle balloon are {@quickref Surprise|PHB|3|0|surprised} by the airship sent by the Six to engage the franchise\u2014and to steal the franchise's orrery components. Use the battle balloon stat block from {@book appendix C|AI|6} for the Six's airship, but substitute the following Blowout Ballista attack for the Green Flame Arbalester attack:", + "If the {@vehicle battle balloon|AI} took more than 20 damage, the chaos of the storm has distracted the characters and crew. In that event, all creatures on the characters' battle balloon are {@status surprised} by the airship sent by the Six to engage the franchise\u2014and to steal the franchise's orrery components. Use the battle balloon stat block from {@book appendix C|AI|6} for the Six's airship, but substitute the following Blowout Ballista attack for the Green Flame Arbalester attack:", "{@i Ranged Weapon Attack}: +8 to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. {@i Hit}: 16 ({@dice 3d10}) piercing damage and 22 ({@dice 4d10}) fire damage.", "The airship's crew is made up of a female {@creature hobgoblin captain} named Garla, six {@creature Hobgoblin||hobgoblins}, six {@creature Goblin||goblins}, six {@creature Smoke Mephit||smoke mephits}, and a {@creature hippogriff} (serving as the captain's mount). All these creatures are recent mercenary hires, so none of them have the iconic affiliate of the Six features. They employ the following strategy, hoping to distract the characters while they steal the orrery housing and as many of its components as they can.", { diff --git a/data/adventure/adventure-pabtso.json b/data/adventure/adventure-pabtso.json index 27800f1..3307ef7 100644 --- a/data/adventure/adventure-pabtso.json +++ b/data/adventure/adventure-pabtso.json @@ -6190,7 +6190,7 @@ "page": 37, "id": "096", "entries": [ - "The bandits in area R2 notice if the characters make a lot of noise here. They burst into the room, gaining {@quickref surprise|PHB|3|0|surprised} if the characters don't know they're coming.", + "The bandits in area R2 notice if the characters make a lot of noise here. They burst into the room, gaining {@status surprised} if the characters don't know they're coming.", "If the bandits fight in this area and two are defeated, the last bandit might reveal the secret door by fleeing in that direction." ] }, @@ -8070,7 +8070,7 @@ "The faint smell of smoke hangs in the air as you ascend a rugged ridge on the lower slopes of the hill. Fifty yards away, a cave mouth opens up at the bottom of a ravine. Hunkered down by a boulder twenty yards outside the cave, evidently keeping watch, is a single bugbear." ] }, - "If the characters quietly take out the lone {@creature bugbear}, they have a chance to {@quickref surprise|PHB|3|0|surprised} the raiders in the cave. If the sentry spots the characters sneaking up, or if an attack fails to take the sentry out, the sentry shouts a warning and retreats back to the cave, joining the rest of the marauders there.", + "If the characters quietly take out the lone {@creature bugbear}, they have a chance to {@status surprised} the raiders in the cave. If the sentry spots the characters sneaking up, or if an attack fails to take the sentry out, the sentry shouts a warning and retreats back to the cave, joining the rest of the marauders there.", "The marauders in the cave include Brughor Axe-Biter, an {@creature orc} with 18 hit points; four {@creature Bugbear||bugbears}; and an {@creature ogre} named Gog. Gog fights until slain, while the rest flee if Brughor is killed.", "If the characters examine the cave walls, they find a strange, scrawled drawing on the northwest wall. The drawing crudely depicts a lanky goblin with a crystal jutting from its skull. The characters can tell this isn't a Cragmaw goblin, but they can't learn anything more just yet. Psionic goblins who were off task in their search for obelisk fragments made this drawing. It attempts to depict their leader, Ruxithid, who is described more in {@adventure chapter 5|PaBTSO|5}.", { diff --git a/data/adventure/adventure-pota.json b/data/adventure/adventure-pota.json index 757d2e1..8287c55 100644 --- a/data/adventure/adventure-pota.json +++ b/data/adventure/adventure-pota.json @@ -50201,7 +50201,7 @@ ] }, "If the characters seem suspicious or threaten them in any way, the dwarves end their ruse and attack.", - "If the characters think the ceremony is real and join the festivities, the dwarves wait for them to get close before drawing hidden weapons and taking the characters. Characters with a passive Wisdom ({@skill Perception}) score of 13 or higher notice that the dwarves are wearing chain shirts under their robes; these characters aren't {@quickref Surprise|PHB|3|0|surprised} when the dwarves attack. Instead of spears and shields, the dwarves carry warhammers that they wield with two hands ({@dice 1d10 + 1} bludgeoning damage on a hit). Without shields, these guards have AC 14.", + "If the characters think the ceremony is real and join the festivities, the dwarves wait for them to get close before drawing hidden weapons and taking the characters. Characters with a passive Wisdom ({@skill Perception}) score of 13 or higher notice that the dwarves are wearing chain shirts under their robes; these characters aren't {@status surprised} when the dwarves attack. Instead of spears and shields, the dwarves carry warhammers that they wield with two hands ({@dice 1d10 + 1} bludgeoning damage on a hit). Without shields, these guards have AC 14.", "Once combat erupts, the oni casts {@spell invisibility} on itself, gathers its glaive from behind the dais, and uses the statue of Sharindlar for cover while casting spells, doing its best not to affect its allies. The oni reveals its true form only if doing so might terrify the party. When reduced to half its hit points, the oni casts {@spell gaseous form} on itself and flies through a window into area D7." ] } diff --git a/data/adventure/adventure-qftis.json b/data/adventure/adventure-qftis.json index d2877af..613f142 100644 --- a/data/adventure/adventure-qftis.json +++ b/data/adventure/adventure-qftis.json @@ -2,11 +2,45414 @@ "data": [ { "type": "section", - "name": "Introduction", + "name": "Introduction: Ascend to Adventure", + "id": "000", "entries": [ - "Coming soon! In the meantime, check out the {@adventure preview adventure|DitLCoT}." - ], - "id": "000" + "The Infinite Staircase spirals endlessly in a vast, dreamlike expanse, twisting upward and downward to countless doors linked to every world and plane of existence. It is the route to the heart's desire, an extradimensional staircase that leads to all places. Beyond its myriad portals lie enchanting Feywild gardens, sunken cities ruled by ancient evils, and untold adventures.", + "{@i Quests from the Infinite Staircase} collects six adventures from Dungeons & Dragons history, updated for the current edition of the game. Beloved for their strange and wondrous locations, iconic monsters, and unforgettable encounters\u2014including one indelible brush with a cute little bunnyoid on a stump in a crashed spaceship\u2014these stories have entertained players since their Introductions. This anthology weaves together these memorable tales and adds a few new surprises.", + "The Infinite Staircase leads wayfarers from one story to the next. Legends state that by diligently searching the staircase's landings, a wistful traveler can find the door to the destination of their dreams.", + "Adventure awaits behind every door.", + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/000-00-001.golden-sphinx-door.webp" + }, + "title": "A luminous branch of the Infinite Staircase ascends to a celestial door guarded by a vigilant sphinx", + "credit": "Kamila Szutenberg", + "width": 1700, + "height": 1127 + }, + { + "type": "section", + "name": "Using This Book", + "id": "001", + "entries": [ + "{@i Quests from the Infinite Staircase} contains six classic D&D adventures updated for the game's fifth edition. A cosmic thread pervades these tales, whose stories involve falling stars, archmages of multiversal renown, and the remnants of futuristic societies.", + "This book provides a means of traveling between these and other adventures: the Infinite Staircase. Unlike spells such as {@spell Plane Shift}, the staircase can be accessed by characters of any class or level. It merely requires happening on the right door.", + "The adventures in {@i Quests from the Infinite Staircase} can be worked into ongoing campaigns. Additionally, these adventures complement those in other D&D anthologies, such as {@adventure Keys from the Golden Vault|KftGV}, {@adventure Journeys through the Radiant Citadel|JttRC}, and {@adventure Tales from the Yawning Portal|TftYP-TSC}\u2014you can use the staircase to ferry the characters between the worlds in which those quests take place.", + { + "type": "entries", + "name": "About the Adventures", + "id": "002", + "entries": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/001-00-003.infinite-staircase.webp" + }, + "title": "The doors of the Infinite Staircase lead to every plane and every world, each wildly different from the last", + "credit": "Noor Rahman", + "width": 850, + "height": 2186 + }, + "Short summaries of the book's adventures appear below. For more on each adventure's origin and its place in D&D history, see the \"About the Original\" sidebar in each adventure.", + { + "type": "entries", + "name": "The Lost City", + "id": "003", + "entries": [ + "{@adventure The Lost City|QftIS|2} is an introductory adventure written to accompany the {@i Dungeons & Dragons Basic Set}. Lost in a desert, the characters stumble on the ruins of Cynidicea and its peculiar factions. Released in 1982, the adventure marks the first appearance of Zargon, a one-eyed elder evil once entombed beneath the Cynidicean ziggurat. The updated adventure is designed for 1st-level characters." + ] + }, + { + "type": "entries", + "name": "When a Star Falls", + "id": "004", + "entries": [ + "{@adventure When a Star Falls|QftIS|3} was the first adventure to bear a Union Jack flag on its cover in 1984. As with other adventures produced in the United Kingdom at the time, {@i When a Star Falls} has been praised for its crisp writing and strong plot, the events of which surround a fallen star and the groups that covet it. The updated adventure is designed for 4th-level characters." + ] + }, + { + "type": "entries", + "name": "Beyond the Crystal Cave", + "id": "005", + "entries": [ + "Inspired by the works of William Shakespeare, {@adventure Beyond the Crystal Cave|QftIS|4} takes characters to a timeless Feywild garden. A rarity for its time, the 1983 adventure emphasized noncombat encounters in an era of hack-and-slash dungeons. The updated adventure is designed for 6th-level characters." + ] + }, + { + "type": "entries", + "name": "Pharaoh", + "id": "006", + "entries": [ + "{@adventure Pharaoh|QftIS|5} is the first adventure in the three-part {@i Desert of Desolation} series and was published in 1982. In this adventure, the ghost of a long-dead pharaoh beseeches the characters to delve his dangerous tomb and set his cursed soul free. The updated adventure is designed for 7th-level characters." + ] + }, + { + "type": "entries", + "name": "The Lost Caverns of Tsojcanth", + "id": "007", + "entries": [ + "{@adventure The Lost Caverns of Tsojcanth|QftIS|6} originally debuted under the title {@i The Lost Caverns of Tsojconth} as a tournament adventure for the 1976 Winter Con game convention. The full version of the adventure, which takes place in the former lair of the archmage Iggwilv, was published in 1982. The updated adventure is designed for 9th-level characters." + ] + }, + { + "type": "entries", + "name": "Expedition to the Barrier Peaks", + "id": "008", + "entries": [ + "{@adventure Expedition to the Barrier Peaks|QftIS|7} threw fantasy gamers for a loop with its unexpected science fiction elements at the Origins game convention in 1976, where it first appeared as a tournament scenario. Used to introduce D&D players to the sci-fi game {@i Metamorphosis Alpha}, the adventure\u2014which involves a crashed spaceship, futuristic weaponry, and humorously malfunctioning robots\u2014became an instant classic. The updated adventure is designed for 11th-level characters." + ] + } + ] + }, + { + "type": "entries", + "name": "Creating a Campaign", + "id": "009", + "entries": [ + "The adventures in this book provide play across a broad range of levels. They can be strung together as a complete campaign using the Infinite Staircase to travel between them.", + "Starting with {@adventure The Lost City|QftIS|2}, guide your players through the adventures in the order presented in this book. Each one provides sufficient XP that, on completing the adventure, the characters should be high enough level to advance to the next quest. The adventures also present narrative milestones for {@book story-based level advancement|DMG|8|Level Advancement without XP} (see the {@book Dungeon Master's Guide|DMG}).", + "After each adventure, have the characters find a door to the Infinite Staircase. There, they cross paths with a cosmic quest-giver, the noble genie Nafas (detailed in {@area chapter 1|01c|x}), who sends them on their next journey. Because the staircase spans the multiverse, the adventures it can lead to are limitless, whether those tales come from this book or another." + ] + }, + { + "type": "entries", + "name": "Running the Adventures", + "id": "00a", + "entries": [ + "To run each of these adventures, you need the fifth edition core rulebooks: the {@book Player's Handbook|PHB}, {@book Dungeon Master's Guide|DMG}, and {@book Monster Manual|MM}.", + { + "type": "insetReadaloud", + "id": "00b", + "entries": [ + "Text that appears in a box like this is meant to be read aloud or paraphrased for the players when their characters first arrive at a location or under a specific circumstance, as described in the text." + ] + }, + "When a creature's name appears in {@b bold} type, that's a visual cue pointing you to its stat block as a way of saying, \"Hey, DM, you should get this creature's stat block ready. You're going to need it.\" If the stat block appears elsewhere, the text tells you so; otherwise, you can find the stat block in the {@book Monster Manual|MM}.", + "{@book Spells|PHB|10} and {@book equipment|PHB|4} mentioned in each of the adventures are described in the {@book Player's Handbook|PHB}. {@book Magic items|DMG|7|Magic Items} are described in the {@book Dungeon Master's Guide|DMG}, unless the adventure's text directs you to an item's description elsewhere." + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Chapter 1: The Infinite Staircase", + "id": "00c", + "entries": [ + "The Infinite Staircase ushers travelers to the destinations of their dreams. The impossible staircase winds in a surreal demiplane, ascending to every world, every plane of existence, and the adventure locations found among them. Though stories abound along its many steps, the staircase is the journey, not the destination\u2014an extraordinary means of traversing the multiverse.", + "This chapter expands on what's written about the {@book Infinite Staircase|DMG|2|The Infinite Staircase} in the {@book Dungeon Master's Guide|DMG} and provides tools for using it to convey creatures from one fantastical location to the next.", + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/002-01-001.ch1-the-infinite-staircase.webp" + }, + "title": "While traversing the Infinite Staircase, two adventurers happen on the Censer of Dreams, a noble genie's palace", + "credit": "Andrea Piparo", + "width": 1700, + "height": 2200 + }, + { + "type": "section", + "name": "Staircase Features", + "id": "00d", + "entries": [ + "The following sections describe features of the Infinite Staircase that are likely to come into play.", + { + "type": "entries", + "name": "Day and Night", + "id": "00e", + "entries": [ + "The staircase doesn't experience day or night, existing in a perpetual state of twilight. Distant doors, twinkling like stars, provide dim light to the dreamlike realm, as does the staircase itself, which gives off an ambient glow in some stretches." + ] + }, + { + "type": "entries", + "name": "Doors and Landings", + "id": "00f", + "entries": [ + "Endless doors along the staircase connect it to destinations throughout the multiverse. These doors function as {@book planar portals|DMG|2|Planar Portals} (see the {@book Dungeon Master's Guide|DMG}) and are typically closed, though most are unlocked and don't require portal keys to enter.", + "Each door on the staircase occupies a landing with at least two staircases connected to it, leading to and from other landings and their respective doors. The doors and their landings are altered by planar magic, taking on characteristics of their destinations. Red light seeps from the seams of a gloomy, jet-black door to the Shadowfell set into a gothic archway; gargoyles perch on its landing, exuding roiling mist from their open mouths. A slippery ramp of deep-blue ice ascends to a frozen portal to the Paraelemental Plane of Ice, while a clammy bridge of basket fungus weaves toward a cavernous door to the Underdark.", + "Landings are frequent along the staircase but vary in distance from one another. Every landing contains at least one door. Travel between landings can take minutes, hours, or days." + ] + }, + { + "type": "entries", + "name": "Gravity", + "id": "010", + "entries": [ + "On the Infinite Staircase, gravity is a logical force\u2014until it isn't. The direction of its effect is perpendicular to the steps of the nearest staircase. Staircases twist, bend, and invert, occasionally allowing travelers on separate branches to look up at each other or leap from one part of the staircase to another.", + "A creature that falls off the staircase plummets {@dice 1d10 × 50} feet before crashing on the lower steps or the nearest landing below; it takes damage from the fall and lands with the {@condition prone} condition as normal.", + "An object dropped on the staircase behaves predictably at first, falling down the steps until it comes to a halt or goes over the edge, at which point it continues \"downward\" until it collides with the next closest section of the staircase, and so on. Precious items lost in this way sometimes appear on the nearest landing, mysteriously returned to their owners." + ] + }, + { + "type": "entries", + "name": "Indestructible", + "id": "011", + "entries": [ + "The Infinite Staircase is immune to all damage and can't have its form changed by spells like {@spell Passwall} or similar magic. No one knows who or what built the staircase\u2014or continues to add to it. Its masons are never seen but often heard, their hammers ringing in the distance like rolling thunder." + ] + }, + { + "type": "entries", + "name": "Movement on the Staircase", + "id": "012", + "entries": [ + "The staircase includes a multitude of inclines, not just stairs. Ramps, hovering platforms, and clockwork conveyor belts can all be found along its endless construction.", + "A traveler can also move along the Infinite Staircase simply by thinking about moving, causing the incline to propel them toward their destination. Steps might roll beneath them like a magical escalator or flatten under them to create a ramp. The walking speed (in feet) of a creature that chooses to move in this way is equal to 10 times its Charisma modifier (minimum speed of 10)." + ] + }, + { + "type": "entries", + "name": "Weather", + "id": "013", + "entries": [ + "The Infinite Staircase doesn't have seasons. Its ambient temperature remains constant, comparable to a cool autumn evening with a gentle breeze and breathable air. Storms and extreme weather effects, except those caused by the staircase's denizens and their lairs, are virtually nonexistent." + ] + } + ] + }, + { + "type": "section", + "name": "The Iron Shadow", + "id": "014", + "entries": [ + "The portals of the Infinite Staircase often lead to places that exhibit a penchant for creativity\u2014sites where art, invention, philosophy, and magic flourish. Wherever there's a story to be told, the staircase might be found. As creativity wanes in these places, their doors and destinations change, and their landings on the staircase vanish over time. However, one force plays a more active role in their destruction: the Iron Shadow.", + "The Iron Shadow is a creeping malady that feeds on creativity in all its forms. A rootless, rolling cloud of gloom exhaled by the Shadowfell, the Iron Shadow darkens the doors of the staircase, sapping inspiration, novelty, and motivation from the planes and their inhabitants. It snuffs the spark of innovation and leaves its victims apathetic and dull. Wherever the shadow falls, creativity dies.", + { + "type": "entries", + "name": "Palls of Gloom", + "id": "015", + "entries": [ + "Areas of the staircase plagued by the Iron Shadow appear cold and lifeless and are shrouded in palls of magical gloom. A creature that enters the gloom for the first time on a turn or starts its turn there must succeed on a DC 10 Constitution saving throw or gain 1 level of {@condition exhaustion}. If this effect increases a creature's level of {@condition exhaustion} above 5, the creature becomes a {@creature shadow} under the Iron Shadow's control. Nothing short of a {@spell Wish} spell or divine intervention can reverse this transformation.", + "If an area of bright light created by a spell of 3rd level or higher overlaps with an area of gloom, that gloom disappears for 1 hour. Only a {@spell Wish} spell can permanently expunge a patch of the Iron Shadow from the staircase." + ] + }, + { + "type": "entries", + "name": "Umbral Manifestations", + "id": "016", + "entries": [ + "Aspects of the Iron Shadow occasionally take on physical forms, manifesting as {@creature Memory Web|QftIS|memory webs}, {@creature Wraith||wraiths}, or shadow dragons." + ] + } + ] + }, + { + "type": "section", + "name": "Traversing the Staircase", + "id": "017", + "entries": [ + "No spell or magic item is required to access the Infinite Staircase, nor do its travelers have to contend with enigmatic rulers who dictate when its doors may open or who may pass through them. Unlike the city of Sigil, the crossroads of the multiverse, gods are free to enter and leave the Infinite Staircase as they please, though many reject it in favor of more direct methods of planar travel. The staircase is neutral ground accessible to all who can find and traverse it.", + "The act of traversing the staircase isn't any more tiring than walking, and creatures can't become exhausted by traveling along it.", + { + "type": "entries", + "name": "Finding the Staircase", + "id": "018", + "entries": [ + "Entrances to the Infinite Staircase usually appear as nondescript doors in dusty, forlorn places that don't get many visitors\u2014or wherever is most convenient for adventure. On any given plane, multiple doors to the Infinite Staircase can exist, but known entrances are closely guarded secrets occasionally protected by {@creature Deva||devas}, sphinxes, yugoloths, and other powerful creatures. Likewise, these creatures sometimes stand watch on the staircase's landings, barring nefarious or unworthy travelers from passing through doorways to sensitive realms.", + "The Infinite Staircase Entrances table presents several places where an entrance to the Infinite Staircase might exist.", + { + "type": "table", + "caption": "Infinite Staircase Entrances", + "colLabels": [ + "d10", + "Entrance" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Curtain of a long-forgotten stage" + ], + [ + "2", + "Deepest door of an infamous {@creature Lich||lich's} tomb" + ], + [ + "3", + "Door to a giant's outhouse" + ], + [ + "4", + "Fleshy aperture in a {@creature Mind Flayer||mind flayer's} laboratory" + ], + [ + "5", + "Grandfather clock in an inventor's workshop" + ], + [ + "6", + "Locked wardrobe in a {@creature Noble||noble's} mansion" + ], + [ + "7", + "Magical painting in the gallery of an esteemed artist" + ], + [ + "8", + "Permeable, sapient mirror in a wizard's tower" + ], + [ + "9", + "Private room in a famous tavern" + ], + [ + "10", + "Tree hollow in an enchanted forest" + ] + ] + }, + { + "type": "entries", + "name": "Gates of the Moon", + "id": "019", + "entries": [ + "One fabled entrance to the staircase rests within the Gates of the Moon\u2014a circular chamber within the shimmering palace Argentil, divine realm of the moon goddess Selûne on the plane of Ysgard. A spiral of silver steps, bathed in moonlight and entwined in dangling ivy, rises from the selenic hall, which some believe to be the base of the Infinite Staircase. Celestials, followers of Selûne, and lovers of the arts abound near the Gates of the Moon, which they regard as a sacred site." + ] + } + ] + }, + { + "type": "entries", + "name": "Locating Doors", + "id": "01a", + "entries": [ + "Traveling to another plane requires locating a door that corresponds to the desired destination. There's no reason to the doors' arrangement, but creatures on the staircase longing for a specific destination feel the tug of its magic pulling them toward where they want to go. Finding the right door is a matter of exploration and time: locating the correct one takes {@dice 4d12} hours of travel. If a creature has visited the door before, this time is halved.", + "Doors along the staircase can lead anywhere. The Infinite Staircase Doors table provides a sampling of doors and destinations that characters might discover while exploring the Infinite Staircase.", + { + "type": "table", + "caption": "Infinite Staircase Doors", + "colLabels": [ + "d100", + "Door on the Staircase", + "Destination" + ], + "colStyles": [ + "col-2 text-center", + "col-4", + "col-6" + ], + "rows": [ + [ + "01\u201303", + "Webbed mouth of a pitch-black cavern", + "Cave in the Demonweb Pits, a spidery layer of the Abyss" + ], + [ + "04\u201306", + "Rusty metal hatch forged from dulled weapons", + "Interior of a war machine in Acheron, a plane of infinite battle" + ], + [ + "07\u201309", + "Trellis covered with vibrant, untamed foliage", + "Ancient grove on the plane of Arborea" + ], + [ + "10\u201312", + "Freshly painted barn door", + "Bucolic homestead on the plane of Arcadia" + ], + [ + "13\u201315", + "Tent flap made of animal hides", + "Upset stomach of an herbivorous behemoth in the Beastlands" + ], + [ + "16\u201318", + "Meticulously carved half doors in two colors", + "Bustling gnomish factory on the plane of Bytopia" + ], + [ + "19\u201321", + "Barred jail cell door that locks when closed", + "Unforgiving prison in the depths of Carceri" + ], + [ + "22\u201324", + "Cascading waterfall that hums with song", + "Picturesque grotto on the plane of Elysium" + ], + [ + "25\u201327", + "Knobless door fitted with a sliding peephole", + "Seedy, yugoloth-owned tavern on the plane of Gehenna" + ], + [ + "28\u201330", + "Gray, unassuming door on a colorless landing", + "Crumbling temple to a forgotten god on the joyless plane of Hades" + ], + [ + "31\u201333", + "Oblong door that changes material at random", + "Adamantine githzerai fortress on the chaotic plane of Limbo" + ], + [ + "34\u201336", + "Ticking portal formed from hundreds of gears", + "Dusty archives in Mechanus, a plane of absolute law and order" + ], + [ + "37\u201339", + "Stained-glass door on a landing of pure light", + "Gleaming temple at the foot of Mount Celestia" + ], + [ + "40\u201342", + "Obsidian gate with magma-spewing gargoyles", + "Infernal courthouse in the Nine Hells of Baator" + ], + [ + "43\u201345", + "Airtight door that screams when it's opened", + "Derelict windmill wracked by the howling gales of Pandemonium" + ], + [ + "46\u201348", + "Stone double doors sized for a giant", + "Forge of a fire giant blacksmith on the rugged plane of Ysgard" + ], + [ + "49\u201358", + "Sparkling door within a gemstone arch", + "The Radiant Citadel, a refuge on the Ethereal Plane" + ], + [ + "59\u201363", + "Silvery threshold etched with stars", + "Eye socket of a dead god drifting through the Astral Plane" + ], + [ + "64\u201368", + "Ornate, upright coffin that expels a hostile {@creature swarm of bats} when opened", + "Empty crypt in the bowels of Castle Ravenloft, a fortress in the Shadowfell ruled by the vampire Count Strahd von Zarovich" + ], + [ + "69\u201371", + "Dressed marble door featuring a cameo of a crowned lion mounted above its arch", + "Palace of Heart's Desire, seat of the archfey Zybilna in the Feywild domain of Prismeer" + ], + [ + "72\u201374", + "Rotating bookshelf that reveals a hidden portal", + "Broom closet in a tower in Candlekeep, a fortress of tomes on Toril" + ], + [ + "75\u201377", + "Gilded door marked with a family crest", + "Floating spire in Sharn, City of Towers, on the world of Eberron" + ], + [ + "78\u201380", + "Portcullis gate covered with thorny black roses", + "Dargaard Keep, cursed castle of the death knight Soth on Krynn" + ], + [ + "81\u201383", + "Circular door curtained with razorvine", + "The Ubiquitous Wayfarer, a many-portaled tavern in the city of Sigil" + ], + [ + "84\u201386", + "Drafty portal at the top of a cloudy staircase", + "Court of a cloud giant duke on the Elemental Plane of Air" + ], + [ + "87\u201390", + "Rough-hewn tunnel with a mining cart outside", + "Excavation site on the Elemental Plane of Earth" + ], + [ + "91\u201394", + "Blisteringly hot brass door", + "Efreeti-run shop in the City of Brass on the Elemental Plane of Fire" + ], + [ + "95\u201398", + "Fossilized shark jaws preceded by coral steps", + "Hut on the back of a dragon turtle on the Elemental Plane of Water" + ], + [ + "99\u201300", + "Curtain of slime framed by writhing tentacles", + "Puddle of brine within the folds of a giant brain in the Far Realm" + ] + ] + }, + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/003-01-002.marching-modrons.webp" + }, + "title": "A cadre of marching modrons encounters a section of the Infinite Staircase engulfed by the Iron Shadow", + "credit": "Irina Nordsol", + "width": 1700, + "height": 1034 + } + ] + }, + { + "type": "entries", + "name": "Infinite Staircase Encounters", + "id": "01b", + "entries": [ + "The Infinite Staircase Encounters table presents random encounters and interactions adventurers might have while traversing the Infinite Staircase.", + { + "type": "table", + "caption": "Infinite Staircase Encounters", + "colLabels": [ + "d100", + "Encounter" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "01\u201307", + "An {@creature empyrean} ascends the staircase to a goodly realm. Flowers sprout from the steps behind it as it walks. The empyrean waves politely at the party." + ], + [ + "08\u201314", + "A section of the staircase ahead is covered in shadowy webbing. The hazard is the Iron Shadow manifesting as a {@creature memory web|QftIS}." + ], + [ + "15\u201321", + "Three {@creature aarakocra} return to the Censer of Dreams (detailed later in {@area this chapter|022|x}) from a faraway plane. The friendly avian travelers invite the characters to accompany them back to the palace." + ], + [ + "22\u201328", + "Melvin Manyroads (chaotic good, gnome {@creature mage}), a planar cartographer, stops to ask the characters if they've seen a particular door on the staircase." + ], + [ + "29\u201335", + "{@dice 1d4 + 1} {@creature Bearded Devil||bearded devils} look for a door that leads behind enemy lines of the Blood War, the eternal conflict between demons and devils." + ], + [ + "36\u201342", + "A stubborn dwarf {@creature commoner} bumps into the characters. He's been wandering the staircase for decades but won't admit he's lost." + ], + [ + "43\u201349", + "A masked {@creature deva} loyal to Selûne offers to guide the characters to a door of their choosing. The angel plays melodies on its harp during the journey." + ], + [ + "50\u201356", + "An aspect of the Iron Shadow, a {@creature young red shadow dragon}, rises from a staircase shrouded in dusk to confront the characters." + ], + [ + "57\u201363", + "Inky tendrils writhe from a fleshy door to the Far Realm. Two {@creature Githyanki Warrior||githyanki warriors} struggle to hold the door shut. They call out to the party for aid." + ], + [ + "64\u201370", + "A lost unit of the Great Modron March consisting of {@dice 1d8} {@creature Duodrone||duodrones} and {@dice 1d6} {@creature Tridrone||tridrones} proceeds down the staircase, cataloging its every door." + ], + [ + "71\u201377", + "The staircase ahead disappears into a 60-foot sphere of gloom created by the Iron Shadow (see the \"{@area Palls of Gloom|015|x}\" section)." + ], + [ + "78\u201384", + "A {@creature mastiff} that wandered through a portal trots up to the party. It drops a stick in front of one of the characters and wags its tail eagerly." + ], + [ + "85\u201391", + "A {@creature merrow} happens on the staircase, flooding it with a deluge of water from an aquatic plane." + ], + [ + "92\u201398", + "A nearby door to the Abyss flings open, releasing a hostile {@creature swarm of gibberlings|QftIS}." + ], + [ + "99\u201300", + "A staircase of pure light materializes before one of the characters, beckoning them to the destination of their heart's desire. If the path is refused, it vanishes and never appears to them again." + ] + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Nafas", + "id": "01c", + "entries": [ + "Once there was everything, and once there was nothing but air. Then came a breath\u2014a collective sigh exhaled by every plane and every world in one ephemeral gust. Multiversal winds blew into the Infinite Staircase through its doors, coalescing into Nafas (na-FASS), a noble genie infused with cosmic potential.", + "{@creature Nafas|QftIS} is detailed in the following sections and in {@area appendix B|5bf|x}.", + { + "type": "entries", + "name": "Breath of the Multiverse", + "id": "01d", + "entries": [ + "Wisps of twinkling multiversal dust trail Nafas wherever he goes, evidence of the djinni's deep connection to the planes that bore him. Calm, clement, and dressed in billowing fabrics, he drifts along the staircase like a zephyr, admiring its portals and the curious creatures that emerge from them.", + "Nafas isn't the creator of the Infinite Staircase or its ruler. He doesn't control the staircase or its doors, and he holds no sway over their destinations or who may enter through them. The djinni is a product of the multiverse, a distant observer bound to the realm by the circumstances of his creation.", + "An unwritten law dictates that there must always be a noble genie to watch over the Infinite Staircase. As a result, Nafas can never leave it. Any attempt to forcibly remove him from the Infinite Staircase, whether by magical means or otherwise, fails." + ] + }, + { + "type": "entries", + "name": "Cosmic Storyteller", + "id": "01e", + "entries": [ + "Nafas is a gifted storyteller and a gracious host. He regales visitors to his palace (detailed later in {@area this chapter|022|x}) with tales of longing that could soften steel and legends of triumph that chase grief from sorrow-laden hearts. Truth threads each captivating story, woven by Nafas from the whims of creatures throughout the multiverse. Carried on the winds, their spoken desires converge in his splendid halls.", + "Nafas has as many years behind him as the staircase has doors. Seemingly immortal, the djinni has collected and recited countless tales. Some fables repeated throughout the planes are inspired by these true accounts\u2014or corruptions of stories still yet to be resolved\u2014told to travelers who crossed paths with Nafas." + ] + }, + { + "type": "entries", + "name": "Noble Genie", + "id": "01f", + "entries": [ + "{@creature Nafas|QftIS} is a noble genie, a rare type of genie endowed with the power to reshape reality. A word uttered by Nafas can transform a pauper into a prince, return the dead to life, or bring a meteor's might crashing down on his enemies. Unlike some of his more haughty, aristocratic counterparts that rule over vast demesnes of the Elemental Planes, Nafas's noble title isn't a result of bloodline or inheritance; it's a designation bestowed on him by the multiverse.", + "As a noble genie, Nafas can grant wishes, a power he doesn't take lightly. The djinni reserves his wish-granting magic for those he deems worthy. When Nafas does grant a wish\u2014the greatest gift the djinni can give\u2014he doesn't twist the benefactor's words or maliciously interpret their intentions, but his circumstances prevent him from freely conferring such gifts to deserving recipients outside the staircase.", + "Moved by the whims of yearning creatures on other planes but trapped within the Infinite Staircase, Nafas relies on adventurers to fulfill the wishes of those beyond the staircase's infinite thresholds. The djinni knows every door on the staircase and its destination, along with the origin of any wish that escapes through a door's seams.", + { + "type": "entries", + "name": "Seeking Wishes", + "id": "020", + "entries": [ + "Characters might seek out the djinni to end a lasting effect, resurrect a fallen character, or solve an unsolvable problem. The following are some obstacles that Nafas can wish away:", + { + "type": "list", + "items": [ + "Destroying or unmaking a magic item", + "Learning the true name of a powerful enemy, such as an angel, an archfey, a demon, or a devil", + "Restoring a creature to life", + "Undoing a debilitating effect, like being transformed into a tree by a {@creature barkburr|QftIS}" + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Wishes from the Infinite Staircase", + "id": "021", + "entries": [ + "Nafas might act as a patron who hires the characters to undertake the adventures in this book. Each adventure includes a \"Using the Infinite Staircase\" section that frames its central plot as a wish heard by Nafas.", + "The djinni or one of his messengers\u2014such as a friendly {@creature dust mephit} formed of glimmering stardust\u2014might appear to the characters along the staircase and invite them to seek rest at his palace. There, Nafas imparts the faraway plea he has heard and escorts the characters to the door where it originated. After the adventure, characters can return to the Infinite Staircase through the same door.", + "In exchange for fulfilling the wish of a creature beyond his reach, Nafas grants the characters a reward of their own. This reward might take the form of one or more of the following:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Magical Gift", + "entry": "Nafas bestows a {@filter supernatural charm|rewards|type=charm} (see the {@book Dungeon Master's Guide|DMG}) on the party." + }, + { + "type": "item", + "name": "Tale", + "entry": "Nafas recites a story or poem that reveals information pertinent to a higher ambition or plane-spanning quest pursued by the characters." + }, + { + "type": "item", + "name": "Wish", + "entry": "Nafas grants the characters one to three castings of the {@spell Wish} spell on their behalf. The djinni might require the characters to complete multiple adventures before allotting such a handsome gift." + } + ] + }, + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/004-01-003.the-genie-nafas.webp" + }, + "title": "The noble genie Nafas entertains guests with a thrilling story in his palace", + "credit": "Hazem Ameen", + "width": 1700, + "height": 1135 + } + ] + } + ] + }, + { + "type": "section", + "name": "Censer of Dreams", + "id": "022", + "entries": [ + "Nafas beckons weary travelers along the staircase to the Censer of Dreams, a bastion of respite in the continuous expanse. The Censer of Dreams is Nafas's lair. Regional effects for the palace are detailed in {@adventure appendix B|QftIS|9}.", + "Created by Nafas to shelter visitors from other planes, the Censer of Dreams is a testament to the noble genie's generosity and might. Many who stumble on the Infinite Staircase glimpse the djinni's luxurious residence at some point during their journeys. A nexus held aloft by dozens of branching staircases, the palace envelops its visitors in unimaginable comforts.", + "The Censer of Dreams is a wonder of aeolian architecture shaped by a being of pure wind. Massive, shutterless windows line the bulbous fortress, allowing the djinni and other flying creatures to flit through its airy halls unimpeded. Hewn from smooth marble and perfumed with floral fragrances, its grand chambers hum with the pleasing tones of magical chimes hung from lofty ceilings. Windcatchers rise from the top of the structure to capture the gusts that buffet the palace and the staircases around it at all hours. Suffused with the djinni's magic, these winds batter would-be invaders, sending them over the staircase's edge.", + { + "type": "entries", + "name": "Censer of Dreams Features", + "id": "023", + "entries": [ + "The Censer of Dreams has the following features:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Unseen Stewards", + "entry": "A staff of one hundred {@condition invisible} zephyrs tends to the palace and its guests. Each of these stewards functions as if created by the {@spell Unseen Servant} spell; however, the zephyrs are permanent fixtures that last until destroyed, and they can move anywhere in the palace without dissipating. Only Nafas and creatures he designates can command the zephyrs. A destroyed zephyr re-forms in a random location within the palace after {@dice 1d4} days." + }, + { + "type": "item", + "name": "Winds", + "entry": "Winds perpetually swirl around the Censer of Dreams and the staircases that lead to it. Creatures on the Infinite Staircase can find the palace by following the direction of the wind." + }, + { + "type": "item", + "name": "Wishes", + "entry": "Fleeting voices can be heard throughout the palace, whispering the desires of creatures throughout the multiverse." + } + ] + } + ] + }, + { + "type": "entries", + "name": "Palace Visitors", + "id": "024", + "entries": [ + "Travelers from every world are welcome within the Censer of Dreams. Nafas values all perspectives and rarely refuses entrants, believing that everyone has a story worth telling. However, troublemakers who offend the djinni or threaten the safety of other visitors are ousted from the palace.", + "Some genies, especially those from the Elemental Plane of Air, pilgrimage to the Censer of Dreams to hear stories from Nafas. Others hope to join his court and one day earn the title of noble genie themselves." + ] + }, + { + "type": "entries", + "name": "Noteworthy Sites", + "id": "025", + "entries": [ + "Amid an endless sea of steps, the Censer of Dreams embodies the boundless potential of a wish granted. Its opulent chambers boast heavenly gardens visited by Celestials, sprawling courtyards paved with silver bricks, and the secret desires of the multiverse.", + { + "type": "entries", + "name": "Foyer", + "id": "026", + "entries": [ + "Nafas receives visitors in the foyer\u2014a wide, windowed reception hall that looks out on the Infinite Staircase. As one enters the foyer, they're greeted by a roaring ramp of tangible wind that curls up to the rest of the palace. The updraft supports even the heaviest of creatures, which can easily amble up the windy incline to the areas above. Plush pillows, warm fireplaces, and delectable treats number among the amenities available in the hall." + ] + }, + { + "type": "entries", + "name": "Den of Chronicles", + "id": "027", + "entries": [ + "Tales come alive in the Den of Chronicles, a storyteller's sanctuary. In the carpeted hall, Nafas weaves a never-ending tapestry of tales from the wishes he has heard.", + "An immense, jeweled censer hangs from the ceiling on a golden chain. Whenever a story begins, sweet-smelling incense wafts from the receptacle and spreads throughout the palace, notifying its visitors that a new chronicle is about to unfold. As the narrator\u2014whether Nafas or another raconteur\u2014speaks, the fumes take the forms of subjects within the story, dancing to each turn of phrase. Meanwhile, animated kettles distribute steaming cups of hot tea to avid listeners seated within the hall.", + "Nafas delights in hearing the stories of his visitors, especially tales of adventures beyond the Infinite Staircase. Easily moved, the djinni disarms audiences with his booming laugh and profound sobs." + ] + }, + { + "type": "entries", + "name": "Guest Quarters", + "id": "028", + "entries": [ + "The palace's accommodations are individualized oases sprinkled with genie magic. Illusions within each room tailor its contents to the preferences of its guests, transforming it into a personal utopia. A traveler who hails from a snowy tundra might melt at the sight of a rustic mountain lodge, complete with a crackling hearth, a bearskin rug, and the savory scent of dwarven ale. The next room over might appear as a beachside bungalow, a peaceful elven glade, or a wizard's scriptorium. Every room is someone's paradise.", + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/005-01-004.censer-of-dreams.webp" + }, + "title": "Travelers from all places arrive at the Censer of Dreams, Nafas's palace on the Infinite Staircase", + "credit": "One Pixel Brush", + "width": 1700, + "height": 1101 + } + ] + }, + { + "type": "entries", + "name": "Well of Destiny", + "id": "029", + "entries": [ + "The voices of the multiverse cry out in the Well of Destiny. A sanctum located within the silvery dome that rises from the center of the palace, the Well of Destiny is a magnet for the words of hopeful souls manifesting their desires to the winds. When he isn't entertaining guests, Nafas can usually be found here, seated on his throne: a weightless, high-backed chair sculpted from the clouds that pervade the misty chamber. The djinni reflects on each wish he hears, contemplating the stories behind them.", + "Each time a wish is spoken somewhere in the multiverse, it echoes in the Well of Destiny, amplified by the Infinite Staircase's ambient magic. The Well of Destiny Wishes table includes examples of wishes that might be heard within the hall or the staircases beyond, inspiring characters to adventure or giving them a reason to seek out Nafas.", + { + "type": "table", + "caption": "Well of Destiny Wishes", + "colLabels": [ + "d6", + "Wish" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "\"I wish I could find my way back home.\"" + ], + [ + "2", + "\"I wish to find a cure for this magical sickness.\"" + ], + [ + "3", + "\"I wish we could defeat the evil that rules over us.\"" + ], + [ + "4", + "\"I wish I could destroy that artifact once and for all.\"" + ], + [ + "5", + "\"I wish for revenge on the one who wronged me.\"" + ], + [ + "6", + "\"I wish I were free from this cursed prison.\"" + ] + ] + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Staircase Adventures", + "id": "02a", + "entries": [ + "The adventures in this book take the characters to wondrous realms beyond the Infinite Staircase, but some quests might take place on the staircase itself. The Infinite Staircase Adventures table offers suggestions for stories involving the extradimensional realm.", + { + "type": "table", + "caption": "Infinite Staircase Adventures", + "colLabels": [ + "d4", + "Adventure" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "The Iron Shadow spreads to a character's home world, leaving it a gray, apathetic husk. A survivor asks the characters to repair the damage." + ], + [ + "2", + "For reasons unknown, the masons construct a gloomy staircase to an evil, nightmarish realm. Unsupervised, its doors release horrors that wreak havoc on other worlds. {@creature Nafas|QftIS} hires the characters to seal the portals." + ], + [ + "3", + "A powerful {@creature efreeti} from the City of Brass sets out to conquer numerous worlds through the doors of the Infinite Staircase. Nafas charges the characters with foiling the efreeti's scheme." + ], + [ + "4", + "The staircase's doors lose their magic, preventing passage into or out of the planar realm. A traveler along the staircase beseeches the party to solve the mystery so the traveler can return home." + ] + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Chapter 2: The Lost City", + "id": "02b", + "entries": [ + "Lost in the desert, the last great remnant of a once-prosperous civilization rises from the dunes. Within this ziggurat await untold riches and the sunken city of Cynidicea\u2014along with unexpected challenges, deadly threats, and the fallen kingdom's desperate inhabitants.", + "Forsaken by the outside world, the Cynidiceans don elaborate masks and vie against each other in factions devoted to ancient gods. Meanwhile, an ageless evil of unknown origin lurks in the bowels of the dilapidated ziggurat. Called Zargon the Returner, the tentacled, one-eyed creature preys on the Cynidiceans even as they worship it as a god. To reclaim their former kingdom, the Cynidiceans must oust the eldritch abomination and its cultists.", + "\"The Lost City\" is designed for four to six 1st-level characters. If, on completing the adventure, you wish to extend it further, consult the \"{@adventure Extending the Adventure|QftIS|2|Extending the Adventure}\" section at the end of this chapter.", + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/006-02-001.ch2-the-lost-city.webp" + }, + "title": "Isolated for centuries, the masked citizens of Cynidicea seek to appease old gods, restless spirits, and ancient evils", + "credit": "Martin Mottet", + "width": 1700, + "height": 2200 + }, + { + "type": "section", + "name": "Background", + "id": "02c", + "entries": [ + "Centuries ago, Cynidicea was the capital of a prosperous kingdom. Through advancements in magic and technology, the Cynidiceans reclaimed land from the desert and transformed their city into a paradise. Cynidicea peaked with the reign of King Alendria and Queen Zanobis. After the deaths of these last great monarchs, the Cynidiceans honored them by erecting a massive step pyramid that served as an important city hub for years.", + "The fall of Cynidicea began when workers digging under the ziggurat discovered a gnarled, jet-black horn jutting from a mysterious obelisk. Unknown to the workers, the horn belonged to {@creature Zargon the Returner|QftIS|Zargon}, a timeless evil entombed in the obelisk eons ago. The moment the Cynidiceans pried the horn from the monolith, their city was doomed. Materializing from its severed protuberance, Zargon devoured the workers and slew the garrisons that followed, drowning them in torrents of slime.", + "Rather than face the grim reality confronting them, some Cynidiceans began to view their fellow citizens as sacrifices to a new and voracious god, gradually forming a strange cult to Zargon. Choked by Zargon's slime and assailed by opportunistic invaders, the Cynidiceans fled underground.", + "Led by the Cult of Zargon, the Cynidiceans began to rebuild, constructing a miserable reflection of their former kingdom in the darkness. Above, drifting sands covered the city, and Cynidicea was lost in the vastness of the desert.", + { + "type": "entries", + "name": "Using the Infinite Staircase", + "id": "02d", + "entries": [ + "If you're using Nafas as a patron, he summons the characters to the Censer of Dreams (detailed in {@area chapter 1|022|x}), where he recounts the following wish:", + { + "type": "insetReadaloud", + "id": "02e", + "entries": [ + "\"I have heard the distressed prayers of a fallen people ensnared by an ageless evil. They whisper the names of long-forgotten gods in a city beneath the desert, hoping to rekindle their kingdom's lost glory. I must know whether they are beyond saving. Return to me with their story.\"" + ] + }, + "Nafas then teleports the characters to a door along the Infinite Staircase that opens into a stone arch in a vast desert. The arch isn't far from the ruins of Cynidicea. After the adventure, the characters can return to the staircase through the same portal.", + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/007-02-002.lost-city-door.webp" + }, + "title": "A Door to the Lost City", + "credit": "CoupleofKooks", + "width": 850, + "height": 1157 + } + ] + }, + { + "type": "entries", + "name": "Adventure Hooks", + "id": "02f", + "entries": [ + "If you're not using Nafas as a group patron, consider the following ways to involve the characters in this adventure:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Anthropological Expedition", + "entry": "A recent desert excavation has unearthed evidence of a bygone civilization. A scholar hires the characters to explore the Cynidicean ruins and report their findings." + }, + { + "type": "item", + "name": "Desert Caravan", + "entry": "The characters joined a desert caravan, but a sandstorm separated the party from the rest of the caravan. After wandering the desert for days and running out of food and water, the characters discover an ancient ziggurat." + } + ] + } + ] + }, + { + "type": "entries", + "name": "Setting the Adventure", + "id": "030", + "entries": [ + "Lost to time and sand, Cynidicea is barely a memory to the lands where it once prospered. When deciding where to place Cynidicea, consider the following suggestions:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Dragonlance", + "entry": "On the world of Ansalon, Southern Ergoth and the Northern Wastesboth contain arid stretches where Cynidicea might have existed." + }, + { + "type": "item", + "name": "Forgotten Realms", + "entry": "The ruins of Cynidicea might lie among the dunes of Anauroch on the continent of Faerûn." + }, + { + "type": "item", + "name": "Mystara", + "entry": "On the Known World, the kingdom of Cynidicea could have occupied an isolated region of the Alasiyian Desert." + } + ] + }, + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/008-02-003.lost-city-original.webp" + }, + "width": 605, + "height": 792 + }, + { + "type": "insetReadaloud", + "name": "About the Original", + "id": "031", + "entries": [ + "Published in 1982, {@i The Lost City} was written by Tom Moldvay, who contributed to the {@i Dungeons & Dragons Basic Set}. Following in the footsteps of other \"B-series\" adventures, {@i The Lost City} served as both an adventure and a learning tool for new Dungeon Masters. While the adventure detailed the upper levels of the Cynidicean ziggurat, DMs could test their mettle by expanding the dungeon to include its lower levels, for which the module provided only rudimentary features. This updated version of the adventure forgoes this exercise, providing an optional sixth level below the ziggurat." + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Adventure Summary", + "id": "032", + "entries": [ + "\"The Lost City\" is a dungeon delve with a dose of intrigue. While in the desert, the characters discover a ruined ziggurat peeking over the dunes. Inside the monument, they encounter three bickering factions of Cynidiceans who seek to reinstate their once-proud kingdom. Characters can align with one or more factions, reaping the rewards of membership at the risk of ostracizing rival groups.", + "As the characters explore the ziggurat, they slowly uncover clues of the tragedy that befell Cynidicea and its people. While braving clever traps, evil cultists, and restless Undead, the characters might learn that Zargon, the one-eyed creature that caused Cynidicea's fall, still dwells beneath the monument. The party might even discover an entrance to the surviving Cynidiceans' underground city (see the \"{@adventure Extending the Adventure|QftIS|2|Extending the Adventure}\" section at the end of this adventure).", + "The adventure concludes when the characters escape the ziggurat, either by returning to the desert or finding a door to the Infinite Staircase placed in a location of your choice.", + { + "type": "entries", + "name": "Character Advancement", + "id": "033", + "entries": [ + "If you want to use story-based level advancement, the characters receive experience points for achieving the following milestones rather than defeating monsters:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Encountering a Faction", + "entry": "After the characters first encounter the leader of one of Cynidicea's three factions (detailed in the following section), everyone in the party who survives the encounter gains 1 level. This advancement occurs only once, even if the characters later encounter another faction leader." + }, + { + "type": "item", + "name": "Entering the Tomb Complex", + "entry": "When the characters enter the {@area fourth tier of the ziggurat|0a0|x} for the first time, the characters gain 1 level." + }, + { + "type": "item", + "name": "Escaping the Ziggurat", + "entry": "The characters gain 1 level on completing the adventure, either by escaping the ziggurat or further exploring its depths (see the \"{@adventure Extending the Adventure|QftIS|2|Extending the Adventure}\" section)." + } + ] + }, + "If you follow this method, the characters should reach 4th level by the adventure's conclusion." + ] + } + ] + }, + { + "type": "section", + "name": "The Cynidiceans", + "id": "034", + "entries": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/009-02-004.cynidicean-masks.webp" + }, + "title": "A Pair of Cynidicean Masks", + "credit": "CoupleofKooks", + "width": 850, + "height": 812 + }, + "Since their kingdom's fall, generations of Cynidiceans have eked out a subterranean existence. Few have ever glimpsed the sun, and some deny the outside world exists at all. Cynidiceans represent a spectrum of genders and species, though most are human.", + "Cynidiceans embrace lifestyles of twisted decadence to distract themselves from their abject misery. Every citizen wears a stylized mask, usually the face of an animal or other creature that embodies the wearer's personality. Some masks are carved from wood or bone, while others are forged from precious metals. Cynidiceans dress in once-lavish clothing that's now faded and frayed. Elaborate jewelry\u2014fashioned from scavenged beads, feathers, and other baubles\u2014complements their torn robes and haunting visages, transforming each citizen into a walking mockery of their once-respected people.", + "After years of isolation, some Cynidiceans have abandoned their identities and adopted strange behaviors based on the faces they wear. A Cynidicean who wears a feline mask might meow during conversation or purr when pleased, while one who dons a bee mask might devote themself to making honey, buzzing noisily wherever they go.", + { + "type": "entries", + "name": "Cult of Zargon", + "id": "035", + "entries": [ + "Rising from the fetid slime that drowned their former kingdom, the cultists of Zargon revere the horned abomination as a god. These fanatics gather in a black stone temple in the underground city, where they prepare living sacrifices to Zargon and sow fear among the remaining Cynidiceans. Periodically, the cultists venture up to the tunnels beneath the ziggurat to feed Zargon and kneel to it in worship, clashing with any who would deny their overlord tribute.", + "Zargonites each wear a horned, golden mask with four tentacles sprouting from its chin, representing the Returner's visage." + ] + }, + { + "type": "entries", + "name": "Factions of Cynidicea", + "id": "036", + "entries": [ + "Three factions of Cynidiceans seek to restore the worship of the old gods Gorm, Usamigaras, and Madarua. Opposed by the cultists of Zargon, each faction hopes to stop the slow death of their society and regain Cynidicea's past glory. However, cooperation between the groups is rare and frequently devolves into altercations.", + { + "type": "entries", + "name": "Guardians of Gorm", + "id": "037", + "entries": [ + "The Guardians of Gorm are followers of Gorm, a god of justice, storms, and war. Members of this tight-knit fellowship value bravery, honesty, and justice tempered by mercy. They view storms as holy and believe thunder to be Gorm's reboant voice.", + "Guardians wear brass masks depicting the stern, bearded face of Gorm and deep blue tunics. Under each guardian's armor, their right shoulder bears a cobalt-hued tattoo of a lightning bolt." + ] + }, + { + "type": "entries", + "name": "Mages of Usamigaras", + "id": "038", + "entries": [ + "Like their mischievous god Usamigaras\u2014a deity of magic, messengers, and thieves\u2014the Mages of Usamigaras are outwardly kind but duplicitous in nature. They prize trickery above sincerity and never speak their true intentions, advancing their goals through deceit and treachery.", + "Mages wear silver masks of a smiling, round-faced boy\u2014the face of Usamigaras\u2014along with silvery robes that draw attention away from their hidden wands. Each mage's right palm bears a tattoo of a five-pointed star." + ] + }, + { + "type": "entries", + "name": "Warriors of Madarua", + "id": "039", + "entries": [ + "The ancient god Madarua presides over birth, death, and the shifting seasons. Courage, adaptability, and wit are paramount to the Warriors of Madarua, and these traits have served them well\u2014within the underground city, this faction is outnumbered only by the Cult of Zargon.", + "Madarua's warriors wear bronze masks of her expressionless face. They dress in bronze armor and favor spears, and each member bears a sickle-shaped tattoo on their left wrist." + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Buried Ziggurat", + "id": "03a", + "entries": [ + "Regardless of what brings the characters to the desert, the adventure begins when they happen on a dilapidated ziggurat. This impressive monument honors the last and greatest rulers of Cynidicea. Though the ziggurat is usually buried in the sands, a sandstorm has uncovered its upper tiers.", + "When the characters arrive at the ziggurat, read or paraphrase the following text:", + { + "type": "insetReadaloud", + "id": "03b", + "entries": [ + "Your trek through the desert halts at the ruins of a lost civilization. Mountains of sand bury most of the weathered city, but a few stubborn landmarks protrude from the mounds. Arid winds and the passage of time have scoured their faces smooth.", + "A windswept ziggurat towers over the other ruins. Five stepped tiers are visible, though the lowest barely peeks above the sand. In all, the ancient structure rises over one hundred feet into the sky.", + "Three thirty-foot-tall statues stand atop the monument: a strong, bearded man holding a pair of scales in one hand and a lightning bolt in the other; a winged child entwined in a pair of snakes; and a stoic woman grasping a sword and a sheaf of wheat.", + "On the south side of the ziggurat, a ramp with stairs ascends to the monument's highest tier." + ] + }, + "The three statues depict Cynidicea's ancient gods: Gorm, Usamigaras, and Madarua. A character who studies the statues and succeeds on a DC 15 Intelligence ({@skill Religion}) check recognizes the lost gods\u2014who might still have sparse followers in nearby regions\u2014and their portfolios.", + "The ziggurat's main entrance is buried beneath the sands and sealed from the inside. Characters who search for another entrance find the once-hidden secret door to {@area area B1|03f|x} near the top of the ziggurat.", + { + "type": "entries", + "name": "Ziggurat Features", + "id": "03c", + "entries": [ + "The ziggurat is made of large blocks of smooth sandstone. Unless otherwise noted, the ziggurat has the following features:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Ceilings", + "entry": "Corridors have 10-foot-high ceilings, and rooms have 15-foot-high ceilings." + }, + { + "type": "item", + "name": "Doors and Secret Doors", + "entry": "Interior doors are heavy stone slabs that can be pushed open from either side. Secret doors blend in with their surroundings. A character who examines a wall for a secret door must succeed on a DC 15 Wisdom ({@skill Perception}) check to notice it. Most doors are unlocked and quietly close on their own unless held or jammed open." + }, + { + "type": "item", + "name": "Lighting", + "entry": "The ziggurat's chambers aren't illuminated. Area descriptions assume the characters have a light source or other means of seeing in the dark. Humanoids encountered in the ziggurat have {@sense darkvision} out to a range of 60 feet, as they've adapted to life underground." + } + ] + } + ] + }, + { + "type": "entries", + "name": "Random Encounters", + "id": "03d", + "entries": [ + "For each hour the party spends in the ruins, roll a {@dice d6}. On a roll of 1, an encounter occurs. To determine what the characters encounter, roll on the Random Ziggurat Encounters table.", + "Several of the encounters below are with specific Cynidiceans within the ziggurat and aren't likely to happen more than once unless the characters seek them out. If you roll on the table and get the same result as a previous roll, feel free to reroll or choose a different encounter.", + { + "type": "table", + "caption": "Random Ziggurat Encounters", + "colLabels": [ + "d12", + "Encounter" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "1 {@creature rust monster}" + ], + [ + "2", + "2 {@creature Giant Centipede||giant centipedes}" + ], + [ + "3", + "1 {@creature owlbear}" + ], + [ + "4", + "{@dice 1d4} {@creature Hobgoblin||hobgoblins} search for treasure." + ], + [ + "5", + "A {@creature commoner} in a Cynidicean wolf mask believes he's a werewolf. When he sees the party, he drops on all fours, howls, and sniffs each character. He's friendly toward the characters but afraid of silver." + ], + [ + "6", + "Three {@creature Priest||priests} in fiendish Cynidicean masks approach the party with censers. Convinced the characters are possessed by demons, the priests assail the characters with chants and foul-smelling smoke before continuing on their way." + ], + [ + "7", + "Two {@creature Guard||guards} in bright yellow robes and Cynidicean masks of scowling warriors kneel before one of the characters, addressing them as King Alendria or Queen Zanobis. They follow the character, singing songs of praise and defending them from peril." + ], + [ + "8", + "A number of {@creature Commoner||commoners} equal to the number of characters appear, wearing masks eerily similar to the characters' faces. These Cynidiceans mimic the characters as best they can for 10 minutes, even if it costs the Cynidiceans their lives." + ], + [ + "9", + "{@dice 1d4} {@creature Guardian of Gorm|QftIS|guardians of Gorm} try to escort the characters to their leader in {@area area B12|063|x}." + ], + [ + "10", + "{@dice 1d4} {@creature Mage of Usamigaras|QftIS|mages of Usamigaras} try to escort the characters to their leader in {@area area B18|078|x}." + ], + [ + "11", + "{@dice 1d4} {@creature Warrior of Madarua|QftIS|warriors of Madarua} try to escort the characters to their leader in {@area area B25|094|x}." + ], + [ + "12", + "{@dice 1d6} {@creature Cultist||cultists} of Zargon declare that the characters must be sacrificed to the Returner and attempt to capture them alive." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Ziggurat Locations, Tiers 1\u20133", + "id": "03e", + "entries": [ + "The top three tiers of the ziggurat once served as living and ceremonial spaces for Cynidicean priests. 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"When the characters ascend the monument, read or paraphrase the following text:", + { + "type": "insetReadaloud", + "id": "040", + "entries": [ + "Near the ziggurat's peak, a once-secret entrance stands open, its stone slab held ajar by the decaying body of a hobgoblin. A crossbow bolt protrudes from the corpse's chest." + ] + }, + "The corpse is that of an explorer who reached the ziggurat several weeks ago. After he triggered a deadly crossbow trap in the corridor, his fellow expeditioners stripped him of equipment and proceeded into the monument. A character who examines the area and succeeds on a DC 13 Intelligence ({@skill Investigation}) check spots a tripped pressure plate on the floor and an empty crossbow in the wall.", + "When the characters enter the chamber, read or paraphrase the following text:", + { + "type": "insetReadaloud", + "id": "041", + "entries": [ + "The highest tier of the step pyramid holds a musty forty-foot-square chamber. Dust and sand coat its floor. Three bronze cylinders, each inset with a small door, span floor to ceiling in the middle of the room." + ] + }, + "Footprints of several humanoids are visible in the dust, stopping in front of the center cylinder.", + "Shortly after all characters enter the chamber, the corpse (or anything propping the door open) crumbles and the door automatically shuts, sealing characters in the lightless chamber. Once closed, the door can be pushed open only from outside. It can't be opened from inside, and it has no lock to pick. The characters must find a new way out of the ziggurat.", + { + "type": "entries", + "name": "Gas Trap", + "id": "042", + "entries": [ + "When the door closes, the area begins to fill with an odorless, dizzying gas. Characters who have a passive Wisdom ({@skill Perception}) score of 13 or higher hear a steady hiss as the gas seeps through tiny holes in the wall. The gas immediately fills the room and dissipates after 1 minute. While the room is filled with gas, each creature that ends its turn in the room takes 1 poison damage. Creatures reduced to 0 hit points by the gas have the {@condition unconscious} condition but are stable rather than dying.", + "If all characters succumb to the gas, {@dice 1d4} {@creature Guardian of Gorm|QftIS|guardians of Gorm} eventually discover them and deliver them to the faction's leader in {@area area B12|063|x}." + ] + }, + { + "type": "entries", + "name": "Cylinders", + "id": "043", + "entries": [ + "The three cylinders in this area are the hollow bases of the statues atop the ziggurat: Gorm to the west, Madarua to the east, and Usamigaras in the center.", + "Three crossbow traps are hidden in the south wall, one aimed at each cylinder. A character who searches the area for traps and succeeds on a DC 15 Wisdom ({@skill Perception}) check spots the crossbows. A character has advantage on this check if they spotted the crossbow that killed the hobgoblin. Removing the bolts disarms the traps; the central crossbow is already empty.", + "When a creature opens the door on the east or west cylinder, a crossbow trap shoots a bolt at that creature. The target must succeed on a DC 16 Dexterity saving throw or take 3 ({@dice 1d6}) piercing damage. The center cylinder's trap has already been triggered, and a character who examines the floor notices dried blood flecking the dust there.", + "The base of each statue contains a ladder down to the storeroom (area B2) and up into the statue above, which is also hollow. Each statue contains a speaking tube, as well as a series of rusty levers that can be used to reposition the statue's head and limbs." + ] + } + ] + }, + { + "type": "entries", + "name": "B2: Machinery Storeroom", + "id": "044", + "entries": [ + { + "type": "insetReadaloud", + "id": "045", + "entries": [ + "Three ladders descend from the cylinders into this storeroom. The feet of the ladders are lit by three skittering giant beetles with glowing glands beneath their carapaces. Against the south wall is a small forge and a workbench scattered with aged machinery." + ] + }, + "Three {@creature Giant Fire Beetle||giant fire beetles} skitter about this storeroom, hunting for food. If the beetles detect the characters, the beetles hiss and attack.", + { + "type": "entries", + "name": "Treasure", + "id": "046", + "entries": [ + "This room contains spare parts for the machinery and traps in area B1. Strewn throughout the room are twenty {@item Crossbow Bolt Case|PHB|crossbow bolts}, six {@item Oil (flask)|PHB|flasks of oil}, and a set of {@item smith's tools|PHB} near a small foundry." + ] + } + ] + }, + { + "type": "entries", + "name": "B3: Secret Room", + "id": "047", + "entries": [ + "This room can be accessed via two secret doors in the hallways bordering it. When the characters enter, read or paraphrase the following text:", + { + "type": "insetReadaloud", + "id": "048", + "entries": [ + "A shriveled humanoid corpse in blue robes and a brass mask lies in the center of this stale-smelling room. The corpse's stiff, wrinkled hand stretches toward a toppled leather pouch just out of reach. Glittering, blue gemstones have spilled from the bag onto the dusty floor." + ] + }, + "A dishonest member of the Guardians of Gorm stole riches from the faction's treasure room ({@area area B5|04e|x}) and hid them in this chamber. Before the guardian's last visit, a pack of stirges made the room their lair; when he returned, they drank him dry. A character who inspects the body and succeeds on a DC 13 Wisdom ({@skill Medicine}) check learns the corpse is fresh but bereft of blood.", + { + "type": "entries", + "name": "Sleeping Stirges", + "id": "049", + "entries": [ + "Four {@creature Stirge||stirges}, their bellies engorged with the corpse's blood, hang asleep from the ceiling. Bright light or any noise louder than a whisper wakes the stirges, causing them to attack. A character attempting to retrieve the gems must succeed on a DC 15 Dexterity ({@skill Stealth}) check to avoid waking the stirges." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "04a", + "entries": [ + "Three blue quartz gems worth 25 gp each are scattered across the floor. The leather pouch contains another five gems of the same value. The dead Cynidicean's mask, which depicts the bearded face of Gorm, is made of brass and worth 10 gp." + ] + } + ] + }, + { + "type": "entries", + "name": "B4: Abandoned Priest's Quarters", + "id": "04b", + "entries": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/012-02-005.gorm-mask.webp" + }, + "title": "A Mask of Gorm", + "credit": "CoupleofKooks", + "width": 772, + "height": 1181 + }, + { + "type": "insetReadaloud", + "id": "04c", + "entries": [ + "This room is sparsely furnished with decrepit furniture caked in dust: a soiled bed, a chest, and a writing desk with a wooden chair. A dead hobgoblin is sprawled on the floor, her left arm swollen and discolored." + ] + }, + "This room was once the quarters of a priest of Gorm. On the desk lies a wooden holy symbol shaped like a lightning bolt. The hobgoblin is an explorer who died weeks ago after the bees in area B5 swarmed her. A character who examines the body and succeeds on a DC 13 Wisdom ({@skill Medicine}) check determines the hobgoblin was stung by hundreds of insects.", + { + "type": "entries", + "name": "Treasure", + "id": "04d", + "entries": [ + "The hobgoblin carries a purse with 8 gp and 27 sp. The chest contains only rotting holy tomes that crumble when opened." + ] + } + ] + }, + { + "type": "entries", + "name": "B5: Treasure Room of Gorm", + "id": "04e", + "entries": [ + { + "type": "insetReadaloud", + "id": "04f", + "entries": [ + "In the center of this room stands a ten-foot-tall cage. Within the cage, a pile of coins and gems sparkles beneath a gigantic, droning beehive." + ] + }, + "The locked cage holds what little treasure the Guardians of Gorm have accumulated. As an action, a character can pick the lock with a successful DC 15 Dexterity ({@skill Sleight of Hand}) check using thieves' tools. The key is held by Kanadius, the faction's leader (see {@area area B12|063|x}).", + "Two swarms of bees nest within the hive; use the {@creature Swarm of Wasps||swarm of insects (wasps)} stat block to represent each of them. The bees are friendly toward the Guardians of Gorm but hostile to all others. If a character comes within 5 feet of the cage or disturbs its contents without first donning a mask of Gorm, the swarms erupt from the hive and attack.", + { + "type": "entries", + "name": "Harvesting Honey", + "id": "050", + "entries": [ + "A character who inspects the hive and succeeds on a DC 11 Intelligence ({@skill Nature}) check knows these bees create a special honey with healing properties. Once the swarms are dealt with, characters can safely harvest {@dice 1d4} doses of healing honey from the hive. A creature that consumes one dose of this honey as an action regains {@dice 1d4 + 1} hit points." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "051", + "entries": [ + "The treasure in the cage includes 400 sp, 100 gp, two malachite gemstones worth 25 gp each, and a bejeweled necklace worth 150 gp." + ] + } + ] + }, + { + "type": "entries", + "name": "B6: Storage Room", + "id": "052", + "entries": [ + { + "type": "insetReadaloud", + "id": "053", + "entries": [ + "This stuffy room contains only bales of moth-eaten cloth and crates of long-spoiled food." + ] + }, + "The door to this storage room has remained closed for decades. The room contains nothing of value." + ] + }, + { + "type": "entries", + "name": "B7: Fireworks Storeroom", + "id": "054", + "entries": [ + { + "type": "insetReadaloud", + "id": "055", + "entries": [ + "This bone-dry storeroom reeks of sulfur. Six crates are stacked on a frayed rug in the center of the room. Atop the crates, two tiny creatures chat merrily, each barely a foot tall with delicate wings and sparkling hair. A third creature dives through an open crate, occasionally surfacing to spit out a mouthful of sawdust." + ] + }, + "Three {@creature Pixie||pixies}\u2014Wenly, Weenly, and Wally\u2014are investigating the crates in this storeroom. The pixies speak Common and Sylvan. If approached, the friendly pixies introduce themselves and flit about the characters. The pixies inquire eagerly about the characters' outfits, equipment, and travels, but nothing holds the pixies' attention for long.", + "The pixies entered the ziggurat two days ago through a crack in the stonework. They don't know the history of Cynidicea or its fall, but they've glimpsed a few of the monument's residents and their customs from a safe distance. The pixies won't join the characters in exploring the ziggurat, but they can share the following information:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Dungeon Dangers", + "entry": "The ziggurat holds many dangers. The deeper you go, the worse it gets." + }, + { + "type": "item", + "name": "Masked Factions", + "entry": "Everyone in the ziggurat wears a mask. If two people wear the same mask, they're part of the same faction. The factions don't seem to get along." + } + ] + }, + "The pixies attempt to flee if attacked, defending themselves as necessary. They blow raspberries at the characters as they fly away.", + { + "type": "entries", + "name": "Fireworks", + "id": "056", + "entries": [ + "Each sawdust-packed crate contains ten fireworks\u2014stiff paper tubes filled with a gray powder. The fireworks have been neglected for centuries. Roll a {@dice d6} for each of the six crates. On a 6, the crate's contents are intact. Otherwise, the fireworks are clearly ruined.", + "If lit, an intact firework explodes in a harmless burst of light accompanied by a crackling noise audible up to 300 feet away. The light is as bright as a torch flame but lasts only a second." + ] + }, + { + "type": "entries", + "name": "Pottery Jars", + "id": "057", + "entries": [ + "Near the door stand three 4-foot-tall clay jars once used to put out fires in this room. The first contains sand. The others, which previously stored water, are empty." + ] + } + ] + }, + { + "type": "entries", + "name": "B8: Abandoned Room", + "id": "058", + "entries": [ + { + "type": "insetReadaloud", + "id": "059", + "entries": [ + "A greenish, viscous slime covers the floor and walls of this bare room. In the middle lies a single decomposing corpse in blue robes and a brass mask." + ] + }, + "The walls and floors of this room are covered in patches of {@hazard green slime||hazardous green slime} (see the {@book Dungeon Master's Guide|DMG}). A dwarf member of the Guardians of Gorm perished here weeks ago. The slime has been slowly digesting the body since.", + { + "type": "entries", + "name": "Treasure", + "id": "05a", + "entries": [ + "The dead guardian wears a brass mask of Gorm worth 10 gp. The mask is out of reach of the green slime." + ] + } + ] + }, + { + "type": "entries", + "name": "B9: Abandoned Priest's Quarters", + "id": "05b", + "entries": [ + { + "type": "insetReadaloud", + "id": "05c", + "entries": [ + "This neglected room contains a ragged bed, an oaken chest, and a writing table and chair. Puffs of dust and unsettling crunching noises emanate from atop the bed, where a lizard the size of a horse feeds on a humanoid corpse." + ] + }, + "On the bed, a {@creature giant lizard} munches on the body of an unfortunate Cynidicean. If the lizard notices the characters, it abandons its meal in favor of fresh meat. While feasting on the corpse, the lizard tangled its tail in the dead Cynidicean's mask; during combat, the mask remains wrapped around the lizard's tail.", + "A second {@creature giant lizard} with pale blue scales and orange spots clings to the ceiling, waiting to ambush unsuspecting entrants. Characters who have a passive Wisdom ({@skill Perception}) score of 13 or higher notice the lizard before it attacks.", + { + "type": "entries", + "name": "Treasure", + "id": "05d", + "entries": [ + "The Cynidicean's mask, depicting a hawk with a golden beak, is worth 20 gp. The chest contains a rusty {@item dagger|PHB} and a set of torn vestments." + ] + } + ] + }, + { + "type": "entries", + "name": "B10: Abandoned Priest's Quarters", + "id": "05e", + "entries": [ + "This room is identical in arrangement to area B9, but it's unoccupied and contains no corpses. A wooden holy symbol in the shape of a balance rests on the desk.", + { + "type": "entries", + "name": "Treasure", + "id": "05f", + "entries": [ + "The chest in this room contains a {@item priest's pack|PHB}. The rations inside spoiled long ago." + ] + } + ] + }, + { + "type": "entries", + "name": "B11: Barracks of Gorm", + "id": "060", + "entries": [ + { + "type": "insetReadaloud", + "id": "061", + "entries": [ + "Three bunk beds line the walls of these ramshackle barracks. Four brawny humanoids sit on the lower bunks, listening intently to a fifth who ominously gestures from beneath a tattered white sheet, as if mimicking a ghost. Each figure wears a blue tunic draped with chain mail, along with a brass mask depicting the same long-haired, bearded man with a stern gaze." + ] + }, + "Five {@creature Guardian of Gorm|QftIS|guardians of Gorm} recently repurposed this chamber to house their ranks. The sheet-draped guardian, a dwarf named Artha, is recounting an experience she had on the fourth level of the ziggurat. She claims to have seen the ghost of King Alendria there.", + "When the guardians notice the characters, Artha stops her story and asks the party to identify themselves and whom they serve. If the characters speak favorably of Gorm or declare no allegiances, Artha warmly invites them to join the Guardians of Gorm, then escorts the party to area B12 to meet the faction's leader, Kanadius. If the characters insult Gorm or claim to worship Madarua or Usamigaras, Artha tells the characters to turn back or suffer Gorm's thunderous wrath.", + "If the characters attack the guardians or refuse to heed their warnings, the guardians produce weapons and defend their turf. Combat in this room draws the attention of the guardians in area B12, who send two {@creature Guardian of Gorm|QftIS|guardians of Gorm} from that room to investigate. The guardians aim to knock the characters out rather than kill them, leaving their judgment to Kanadius.", + { + "type": "entries", + "name": "Treasure", + "id": "062", + "entries": [ + "Three {@item Mace|PHB|maces} rest against a weapons rack on the west wall. This room also contains enough food and water to sustain ten Humanoids for five days. The five guardians each wear a brass mask of Gorm worth 10 gp." + ] + } + ] + }, + { + "type": "entries", + "name": "B12: Grand Master of Gorm", + "id": "063", + "entries": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/013-02-006.guardians-of-gorm.webp" + }, + "title": "The Guardians of Gorm drum up a musical storm in honor of Gorm, their stern-faced god", + "credit": "Irina Nordsol", + "width": 1700, + "height": 1126 + }, + "A gold-plated statue of Gorm\u2014a smaller version of the statue atop the ziggurat\u2014stands in the hallway east of this room. The gold flakes easily, revealing the statue's wooden construction beneath.", + "Characters who listen at the door hear drums thrumming within. When the characters enter, read or paraphrase the following text:", + { + "type": "insetReadaloud", + "id": "064", + "entries": [ + "Like claps of thunder, drums boom in this aged barracks. With each rumble, dust and sand trickle from the ceiling onto the drummers. These five humanoids each wear a blue tunic and a brass mask of the same long-haired, bearded man with a stern gaze.", + "Amid the drummers sits an older human man on a wooden throne. He wears distinguished, midnight-hued robes, and his long, winter-white hair peeks from beneath his mask and fanciful helm." + ] + }, + "Five {@creature Guardian of Gorm|QftIS|guardians of Gorm} conduct a storm ceremony under the supervision of Kanadius (lawful good, human {@creature champion of Gorm|QftIS}; see {@area appendix B|5bf|x}), the Grand Master of Gorm. Kanadius\u2014who wears a {@item Helm of Telepathy}\u2014is stoic but kind, with a grandfatherly demeanor. He leads by example and has earned the respect of his fellow guardians.", + { + "type": "entries", + "name": "Meeting Kanadius", + "id": "065", + "entries": [ + "Kanadius and the other guardians are initially indifferent toward the party. When he's aware of the characters, Kanadius raises a wrinkled hand to quiet the drummers. If the characters don't act with hostility, Kanadius asks who they are and why they are here, using the magic of his helm to probe their answers for sincerity. Surmising the characters are outsiders, Kanadius offers to tell them about the once-proud kingdom of Cynidicea and its fall. He then might ask one or more characters to join his faction, depending on whether they answered him truthfully (see the \"Joining the Guardians\" section).", + "If the characters attack the Guardians of Gorm, Kanadius curses the characters, denouncing them as spies of Usamigaras. The guardians defend their leader with fervor, covering Kanadius's retreat as he attempts to flee through a trapdoor under his throne to the Ceremonial Chamber of Gorm ({@area area B26|09c|x}), where he might be encountered later." + ] + }, + { + "type": "entries", + "name": "What Kanadius Knows", + "id": "066", + "entries": [ + "In addition to the history and fall of Cynidicea ({@area detailed at the beginning of this adventure|02c|x}), Kanadius can impart the following information:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Cynidicean Factions", + "entry": "There are three other groups in the ziggurat: the Mages of Usamigaras, the Warriors of Madarua, and the Cult of Zargon. Kanadius doesn't trust any of them, but the Zargonites are especially ruthless." + }, + { + "type": "item", + "name": "Dungeon Tip", + "entry": "The lower levels of the ziggurat are haunted by Undead." + }, + { + "type": "item", + "name": "Glory of Cynidicea", + "entry": "Kanadius believes only the Guardians of Gorm can restore Cynidicea's lost glory." + } + ] + } + ] + }, + { + "type": "entries", + "name": "Joining the Guardians", + "id": "067", + "entries": [ + "If a character was honest with Kanadius, he asks them to join the Guardians of Gorm. Kanadius rewards the first three characters who accept with a {@item Potion of Healing}. He then leads them to the Ceremonial Chamber of Gorm ({@area area B26|09c|x}) for a brief induction ceremony, where each inductee is given a storm-blue tunic, a brass mask of Gorm worth 10 gp, and a blue tattoo of a lightning bolt on their right shoulder. Kanadius also tells inductees the password to avoid the trapped door to area B26: \"by the great god Gorm.\"", + "The Guardians of Gorm and their allies can rest safely here and in {@area areas B11|060|x} and {@area B26|09c|x} without triggering random encounters." + ] + }, + { + "type": "entries", + "name": "Rejecting the Guardians", + "id": "068", + "entries": [ + "If the characters reject Kanadius's offer, he nods solemnly and politely asks them to go back the way they came. The faction doesn't allow nonmembers to enter their treasure room or ceremonial chamber. Kanadius holds no grudges if the characters later change their minds." + ] + }, + { + "type": "entries", + "name": "Trapdoor", + "id": "069", + "entries": [ + "A secret trapdoor lies under Kanadius's throne. A character who inspects the throne and succeeds on a DC 13 Intelligence ({@skill Investigation}) check notices marks around the chair and discovers a ladder beneath the trapdoor, which leads down to the secret door in {@area area B26|09c|x}." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "06a", + "entries": [ + "Kanadius wears a {@item Helm of Telepathy}. He and the other five guardians each wear a brass mask of Gorm worth 10 gp. Stashed in a chest under one of the beds are six more masks, six blue tunics, and three {@item Potion of Healing||Potions of Healing}." + ] + } + ] + }, + { + "type": "entries", + "name": "B13: Revolving Passage", + "id": "06b", + "entries": [ + "This central area connects eight hallways on the third tier of the ziggurat via a revolving passage on a stone turntable.", + "On the wall inside the revolving passage is a row of four levers, each corresponding to one of the passage's possible orientations: running north to south, east to west, northwest to southeast, or northeast to southwest. When a lever is pulled, if the passage isn't already aligned with the corresponding orientation, the passage grinds faintly and swings clockwise to match the lever. This process takes 1 round. Only one lever can be engaged at once, and pulling a lever disengages any previously engaged lever.", + { + "type": "entries", + "name": "Adjoining Corridors", + "id": "06c", + "entries": [ + "Each of the eight hallways adjacent to the revolving passage sports a similar lever embedded in the wall. Pulling one of these levers rotates the passage to meet that hallway as if the corresponding lever had been pulled inside area B13. When the passage isn't aligned with a hallway, it appears as a curved wall from the outside." + ] + } + ] + }, + { + "type": "entries", + "name": "B14: Abandoned Ceremonial Chamber", + "id": "06d", + "entries": [ + { + "type": "insetReadaloud", + "id": "06e", + "entries": [ + "Rubble litters the floor of this vandalized and ruined temple. The altar is cracked in half, and the chamber's once-brilliant banners, now tattered and stained, sag from its walls. Scrawled on the wall is the image of a tentacled eye with a long, black horn and one word in Common: \"Zargon.\"" + ] + }, + "The cultists of Zargon ravaged this room years ago. Except for the wreckage, the room is empty.", + { + "type": "entries", + "name": "Hidden Ramp", + "id": "06f", + "entries": [ + "On the south side of the chamber, a hinged, 20-foot-long section of the floor gently swings down to {@area area B27|0a1|x} when a Small or larger creature steps on it. The character with the highest passive Wisdom ({@skill Perception}) score notices the ramp without stepping on it." + ] + } + ] + }, + { + "type": "entries", + "name": "B15: Abandoned Storeroom", + "id": "070", + "entries": [ + { + "type": "insetReadaloud", + "id": "071", + "entries": [ + "Clusters of pale-yellow fungus blanket the shelves of this storeroom. The air is thick with spores." + ] + }, + "The stores in this room are covered in four patches of {@hazard yellow mold} (see the {@book Dungeon Master's Guide|DMG}).", + "Most of the food here is unfit for consumption, but a crate marked with a bee along the east wall contains {@dice 1d4} doses of healing honey, crystallized but still edible. A creature that consumes one dose of this honey as an action regains {@dice 1d4 + 1} hit points. This honey was produced by bees like those in {@area area B5|04e|x}. Characters can open the crate without disturbing the yellow mold.", + { + "type": "entries", + "name": "Secret Door", + "id": "072", + "entries": [ + "A secret door in the south wall leads to area B16." + ] + } + ] + }, + { + "type": "entries", + "name": "B16: Secret Room", + "id": "073", + "entries": [ + "This room is hidden behind a secret door in the hallway bordering it and another in the next room. A large wicker basket, filled with coins and gems, rests on the floor. Two horned vipers ({@creature Poisonous Snake||poisonous snakes}) hide in the basket, ready to strike.", + { + "type": "entries", + "name": "Treasure", + "id": "074", + "entries": [ + "The basket contains 300 sp and five jasper stones worth 50 gp each." + ] + } + ] + }, + { + "type": "entries", + "name": "B17: Abandoned Ceremonial Chamber", + "id": "075", + "entries": [ + { + "type": "insetReadaloud", + "id": "076", + "entries": [ + "Tattered tapestries hang from the walls of this ruined chapel. Along the north wall lies an altar draped with a ratty cloth. Atop it rest three wooden candlesticks, an offering bowl, and a holy symbol shaped like an eye. A mangled human corpse slumps against the altar." + ] + }, + "The corpse is a thief who sought to plunder the ziggurat but fell to one of its many wandering threats. Unlike the Cynidiceans, the plunderer wears no mask.", + { + "type": "entries", + "name": "Treasure", + "id": "077", + "entries": [ + "The corpse carries a full canteen of water, three days of rations, and a sack with 40 gp and two citrines worth 50 gp each. The holy symbol\u2014which honors the elder evil Zargon\u2014houses a smooth sphere of yellow jasper worth 25 gp." + ] + } + ] + }, + { + "type": "entries", + "name": "B18: Chamber of Usamigaras", + "id": "078", + "entries": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/014-02-008.mages-of-usamigraras.webp" + }, + "title": "Through a starry ritual, the Mages of Usamigaras initiate a new member to their faction", + "credit": "Jaqueline Florencio", + "width": 1700, + "height": 1135 + }, + "The corridors outside this room are painted black with tiny stars resembling the night sky. The room's iron doors each bear an engraved star. An audible {@spell Alarm} spell warns the room's inhabitants when a creature other than a mage of Usamigaras touches either door.", + "When the characters enter, read or paraphrase:", + { + "type": "insetReadaloud", + "id": "079", + "entries": [ + "Along the north and west walls of this spacious ceremonial hall hangs a tapestry of the night sky, its fabric embroidered with silvery constellations. In front of a star-shaped stone altar, five figures gather, each wearing starry robes and a silver mask depicting the face of a smiling child. The centermost figure wears a jewel-studded silver crown." + ] + }, + "Four {@creature Mage of Usamigaras|QftIS|mages of Usamigaras} have just initiated a new member in their faction's ceremonial chamber. The ritual was supervised by Auriga Sirkinos (chaotic neutral, elf {@creature champion of Usamigaras|QftIS}; see {@area appendix B|5bf|x}), Chief Mage of Usamigaras. Superficially amicable and jolly, their pleasant exterior conceals a treacherous fanatic who would do anything to promote their faction. Auriga and the other mages are initially indifferent toward the party.", + { + "type": "entries", + "name": "Meeting Auriga", + "id": "07a", + "entries": [ + "Auriga welcomes the characters warmly, asking if the party has come to join the Mages of Usamigaras. To further tantalize the characters, the chief mage coyly remarks that the benefits of membership are many, but the Grinning God's expectations of his devotees are high. Characters who wish to join the faction must prove their worth (see the \"Joining the Mages\" section).", + "If the characters attack, the mages defend themselves and their leader. Auriga attempts to flee to the lower levels of the ziggurat and might be encountered there later." + ] + }, + { + "type": "entries", + "name": "What Auriga Knows", + "id": "07b", + "entries": [ + "In addition to the history and fall of Cynidicea ({@area detailed at the beginning of this adventure|02c|x}), Auriga can impart the following information:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Cynidicean Factions", + "entry": "Three other groups vie for power in the ziggurat: the Guardians of Gorm, the Warriors of Madarua, and the Cult of Zargon. The monster the Zargonites serve dwells deep beneath the ziggurat and is rumored to be unkillable." + } + ] + }, + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/015-02-007.usamigaras-mask.webp" + }, + "title": "A Mask of Usamigaras", + "credit": "CoupleofKooks", + "width": 850, + "height": 1415 + }, + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Demetrius", + "entry": "Years ago, the cultists of Zargon killed the former leader of the Mages of Usamigaras, a respected priest named Demetrius." + }, + { + "type": "item", + "name": "Dungeon Tip", + "entry": "The ziggurat has many secret doors, which blend in with their surroundings." + } + ] + } + ] + }, + { + "type": "entries", + "name": "Joining the Mages", + "id": "07c", + "entries": [ + "To be considered for membership, a character must reveal a secret about themself\u2014whether false or true\u2014and make a DC 14 Charisma ({@skill Deception} or {@skill Persuasion}) check. Characters who openly display allegiance to another faction in the ziggurat, such as by wearing a mask of Gorm, have disadvantage on this check. Characters who prove they've defeated members of another faction have advantage on this check. On a successful check, Auriga inducts that character into the Mages of Usamigaras. If a character tries to dupe the mages and fails, Auriga remarks that the character is a poor liar.", + "The mages give each inductee a set of starry robes, a silvered {@item dagger|PHB}, a silver mask worth 25 gp, and a silver tattoo of a five-pointed star on their right palm. Auriga also tells inductees how to operate the shifting wall in {@area area B21|086|x}. Additionally, if at least one character joins the faction, Auriga gifts the party a {@item Wand of Secrets} from a hidden niche in the altar.", + "The Mages of Usamigaras and their allies can rest safely here and in area B19 without triggering random encounters." + ] + }, + { + "type": "entries", + "name": "Rejecting the Mages", + "id": "07d", + "entries": [ + "If no characters join the Mages of Usamigaras, Auriga allows the party to leave unharmed. For the next three days, characters have disadvantage on Charisma checks made to influence members of the faction." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "07e", + "entries": [ + "Auriga and their four mages each wear a silver mask of Usamigaras worth 25 gp. Auriga wears a bejeweled silver crown worth 100 gp and carries a {@item Wand of Magic Detection}.", + "A character who inspects the altar and succeeds on a DC 15 Intelligence ({@skill Investigation}) check finds a hidden compartment. Inside are six more masks, six sets of robes, six silvered {@item Dagger|PHB|daggers}, and a {@item Wand of Secrets}." + ] + } + ] + }, + { + "type": "entries", + "name": "B19: Mages' Quarters", + "id": "07f", + "entries": [ + { + "type": "insetReadaloud", + "id": "080", + "entries": [ + "Six bunk beds dot this well-kept chamber. Two wooden chests rest at the foot of each bed." + ] + }, + "This remarkably clean room belongs to the Mages of Usamigaras. The mages in area B18 sleep here when away from their stronghold in the underground city (see the \"{@area Extending the Adventure|10d|x}\" section). The chests contain spare robes and various personal belongings but nothing of value.", + { + "type": "entries", + "name": "Secret Door", + "id": "081", + "entries": [ + "A secret door in the south wall leads to Auriga's quarters (area B20)." + ] + } + ] + }, + { + "type": "entries", + "name": "B20: Chief Mage's Quarters", + "id": "082", + "entries": [ + { + "type": "insetReadaloud", + "id": "083", + "entries": [ + "This comfortable bedroom shows signs of recent occupation. At the foot of the bed sits an iron chest\u2014and next to it, a gray-furred wolf lies curled on the floor. The wolf wakes and growls as the door opens." + ] + }, + "A {@creature dire wolf}, captured as a cub and trained as a guard dog, protects Auriga's private chambers. The wolf is hostile toward anyone other than Auriga who enters this room, but a character who makes calming gestures or offers it food can placate it with a successful DC 16 Wisdom ({@skill Animal Handling}) check. Characters dressed in the attire of the Mages of Usamigaras have advantage on this check. If a character pacifies the wolf, it retrieves a slobbery humanoid bone from under Auriga's bed and whines until a character plays fetch with it.", + { + "type": "entries", + "name": "Trapped Chest", + "id": "084", + "entries": [ + "The chest is locked, and Auriga carries its key. As an action, a character can pick the lock with a successful DC 15 Dexterity ({@skill Sleight of Hand}) check using thieves' tools.", + "The chest is also trapped. A character who examines the chest and succeeds on a DC 14 Intelligence ({@skill Investigation}) check discovers the trap, which can be disabled as an action with a successful DC 14 Dexterity ({@skill Sleight of Hand}) check using thieves' tools. A creature that opens the chest without using the proper key or disabling the trap causes a poison needle to spring from the lock. The creature that triggered the poison needle takes 1 piercing damage plus 11 ({@dice 2d10}) poison damage and must succeed on a DC 15 Constitution saving throw or have the {@condition poisoned} condition for 1 hour." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "085", + "entries": [ + "The trapped chest holds 40 gp, 500 sp, and a vial with two doses of {@item carrion crawler mucus} (a type of poison described in the {@book Dungeon Master's Guide|DMG})." + ] + } + ] + }, + { + "type": "entries", + "name": "B21: Shifting Wall", + "id": "086", + "entries": [ + { + "type": "insetReadaloud", + "id": "087", + "entries": [ + "At the western end of this short corridor stands an eight-foot-tall silver statue of an impish, winged child with two snakes twined around his body. The smiling, round-faced boy holds a wand in one hand and a handful of coins in the other. The statue is firmly connected to the wall." + ] + }, + "The silver-plated statue at the end of the hall depicts the god Usamigaras and hides a shifting wall. Tapping on the statue reveals its hollow construction.", + "A character who inspects the statue and succeeds on a DC 13 Intelligence ({@skill Investigation}) check learns that the statue's wand controls a mechanism in the wall. A character who succeeds on this check by 5 or more also knows the correct direction to pull the wand to cause the wall to shift. Members of the Mages of Usamigaras, including newly initiated characters, know how to control the shifting wall.", + "If the wand is pulled to the left, the wall and statue rotate ninety degrees, allowing passage into the corridor beyond for 1 minute, then shift back into place.", + "If the wand is pulled to the right, the statue exhales poison gas in a 15-foot-cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or take 5 ({@dice 1d10}) poison damage." + ] + }, + { + "type": "entries", + "name": "B22: Storeroom", + "id": "088", + "entries": [ + { + "type": "insetReadaloud", + "id": "089", + "entries": [ + "Dusty crates and barrels fill this storeroom. Four small, winged creatures, surrounded by clouds of sand, crowd a cask with wine trickling from its spout." + ] + }, + "Four {@creature Dust Mephit||dust mephits} rummage through the stores in this room. They've just discovered a cask of wine. The dust mephits are hostile toward characters who disrupt their festivities but friendly toward any who join in the revelry.", + { + "type": "entries", + "name": "Secret Door", + "id": "08a", + "entries": [ + "The south wall of this room contains a secret door." + ] + } + ] + }, + { + "type": "entries", + "name": "B23: Ceremonial Chamber of Madarua", + "id": "08b", + "entries": [ + "In the hallway outside this shrine, two 10-foot-tall bronze statues of female warriors stand with spears crossed to form an arch. Beneath them lies a hidden pressure plate that, when stepped on, rings a chime in {@area area B25|094|x} to alert the Warriors of Madarua of creatures approaching their shrine. A character who examines the arch and succeeds on a DC 15 Wisdom ({@skill Perception}) check notices the pressure plate.", + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/016-02-009.madarua-mask.webp" + }, + "title": "A Mask of Madarua", + "credit": "CoupleofKooks", + "width": 793, + "height": 1455 + }, + "The door to the chamber is locked. As an action, a character can pick the lock with a successful DC 15 Dexterity ({@skill Sleight of Hand}) check using thieves' tools or force open the door with a successful DC 18 Strength ({@skill Athletics}) check.", + "When the characters enter the chamber, read or paraphrase the following text:", + { + "type": "insetReadaloud", + "id": "08c", + "entries": [ + "The fragrance of burning incense pervades this ceremonial chamber. Clean white fabric adorns its walls. Near the northeast corner, two candles illuminate a cloth-draped altar. On the altar stands a statuette of a woman holding a sword and a sheaf of wheat." + ] + }, + "Tiny listening holes dot the south wall, concealed by hanging cloths. If the characters forced open the door, the warriors in {@area area B25|094|x} investigate, and the encounter in that area happens here instead.", + { + "type": "entries", + "name": "Secret Door", + "id": "08d", + "entries": [ + "A cloth on the south wall hides a secret door to area B24." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "08e", + "entries": [ + "The statuette depicts the god Madarua. It is made of bronze and worth 10 gp." + ] + } + ] + }, + { + "type": "entries", + "name": "B24: Treasure Room of Madarua", + "id": "08f", + "entries": [ + { + "type": "insetReadaloud", + "id": "090", + "entries": [ + "The stone walls of this narrow chamber are bare. Set into the east wall, a stone vault has a single keyhole on its heavy, round door." + ] + }, + "This room's vault contains the treasure of the Warriors of Madarua. The faction's leader, Pandora (see area B25), carries the key. As an action, a character can pick the vault's lock with a successful DC 16 Dexterity ({@skill Sleight of Hand}) check using thieves' tools. A character who fails this check, or who tries to force the vault open, triggers the ceiling trap.", + { + "type": "entries", + "name": "Ceiling Trap", + "id": "091", + "entries": [ + "A character who inspects the vault and succeeds on a DC 14 Intelligence ({@skill Investigation}) check determines the stone ceiling above the vault is rigged to crumble if the vault is forced open. When the trap triggers, a 10-foot-wide section of unstable stone along the ceiling collapses in front of the vault door. Creatures in the area marked on the map must make a DC 15 Dexterity saving throw, taking 11 ({@dice 2d10}) bludgeoning damage on a failed save or half as much damage on a successful one.", + "Once the trap is triggered, the floor of that area is filled with rubble and becomes {@book difficult terrain|PHB|8|Difficult Terrain}. Triggering the trap attracts the attention of the warriors in area B25, who investigate the disturbance." + ] + }, + { + "type": "entries", + "name": "Secret Doors", + "id": "092", + "entries": [ + "The north and south walls of this room hold the secret doors leading from areas B23 and B25. The outlines of both doors are visible here." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "093", + "entries": [ + "The vault contains 300 gp, ten tiger's eye gems worth 25 gp each, six bronze {@item Spear|PHB|spears} worth 10 gp each, six bronze masks of Madarua worth 15 gp each, and a {@item Spear of Warning||Weapon of Warning (spear)}." + ] + } + ] + }, + { + "type": "entries", + "name": "B25: Gymnasium of Madarua", + "id": "094", + "entries": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/017-02-010.warriors-of-madarua.webp" + }, + "title": "The fearless Warriors of Madarua sharpen their fighting techniques in their stone gymnasium", + "credit": "Brian Valeza", + "width": 1700, + "height": 1093 + }, + { + "type": "insetReadaloud", + "id": "095", + "entries": [ + "Six warriors spar with spears in this stone gymnasium. Each warrior is clad in leather armor over a green tunic and wears a bronze mask of a determined female face. A tall human woman in lightweight armor decorated with bronze supervises them, interjecting to critique their footing." + ] + }, + "Six {@creature Warrior of Madarua|QftIS|warriors of Madarua} train in this area. The woman supervising them is Pandora (lawful neutral, human {@creature champion of Madarua|QftIS}; see {@area appendix B|5bf|x}), Madarua's Champion. The oldest and most experienced warrior in the faction, Pandora believes any problem can be solved with swift, direct action. She and the other warriors are initially indifferent to the party.", + { + "type": "entries", + "name": "Meeting Pandora", + "id": "096", + "entries": [ + "When Pandora notices the characters, she and her warriors assume a defensive formation. Pandora warns that the characters have entered one of Madarua's sacred chambers and asks whether the characters are friend or foe.", + "If the characters don't attack, she explains that the Warriors of Madarua are yet another group vying to reclaim Cynidicea. After suffering a handful of losses to the cultists of Zargon on the lower levels, Pandora is on the lookout for new recruits\u2014especially fearless warriors who share her god's interests. She might ask one or more characters to join her faction (see the \"Joining the Warriors\" section).", + "If the characters attack, the warriors defend themselves fiercely and fight to the death. If slain, Pandora uses her last breath to declare her vanquisher Madarua's new champion." + ] + }, + { + "type": "entries", + "name": "What Pandora Knows", + "id": "097", + "entries": [ + "In addition to the history and fall of Cynidicea ({@area detailed at the beginning of this adventure|02c|x}), Pandora can impart the following:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Cynidicean Factions", + "entry": "There are three other groups in the ziggurat: the Guardians of Gorm, the Mages of Usamigaras, and the Cult of Zargon. The Zargonites kidnap Cynidiceans and sacrifice them to the one-eyed monster they worship." + }, + { + "type": "item", + "name": "Dungeon Tip", + "entry": "The tombs on the levels below are riddled with traps." + }, + { + "type": "item", + "name": "Glory of Cynidicea", + "entry": "Pandora believes that only the Warriors of Madarua can restore Cynidicea's lost glory." + } + ] + } + ] + }, + { + "type": "entries", + "name": "Joining the Warriors", + "id": "098", + "entries": [ + "Pandora admires disciplined warriors who can hold their own. If a character expresses interest in joining the Warriors of Madarua\u2014and if they don't display allegiance to another faction, such as a prominent tattoo or mask\u2014Pandora challenges them to a wrestling match for membership. A character who succeeds on a DC 15 Strength ({@skill Athletics}) check impresses Pandora during their bout, earning them a faction invite.", + "New faction members are inducted in the ceremonial chamber of Madarua ({@area area B23|08b|x}). The warriors give each inductee a green tunic, a {@item spear|PHB}, a bronze mask of Madarua worth 15 gp, and a small sickle-shaped brand on their left wrist. Additionally, if at least one character joins the Warriors of Madarua, Pandora gifts the party the {@item Spear of Warning||Weapon of Warning (spear)} from the faction's treasure room (area B24).", + "The Warriors of Madarua and their allies can rest safely in this area and in {@area area B23|08b|x} without triggering random encounters." + ] + }, + { + "type": "entries", + "name": "Rejecting the Warriors", + "id": "099", + "entries": [ + "If no characters join the Warriors of Madarua, Pandora respects their decision but offers them no charity. Two warriors escort the characters to the revolving passage ({@area area B13|06b|x}). If the characters refuse to leave or later return, the warriors regard them with hostility." + ] + }, + { + "type": "entries", + "name": "Secret Door", + "id": "09a", + "entries": [ + "The north wall hides a secret door to area B24." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "09b", + "entries": [ + "Pandora carries a ceremonial {@item +1 Longsword} and the key to the treasure vault in area B24. She and the other six warriors each wear a bronze mask of Madarua worth 15 gp." + ] + } + ] + }, + { + "type": "entries", + "name": "B26: Ceremonial Chamber of Gorm", + "id": "09c", + "entries": [ + "The door to this ceremonial chamber is engraved with three lightning bolts limned in blue light. The door is locked and magically trapped. As an action, a character can pick the lock with a successful DC 15 Dexterity ({@skill Sleight of Hand}) check using thieves' tools. A {@spell Detect Magic} spell reveals an aura of evocation magic around the door. If a creature outside the chamber picks the lock or touches the trapped door without first speaking the words \"by the great god Gorm,\" the creature takes 4 ({@dice 1d8}) lightning damage.", + "When the characters enter, read or paraphrase:", + { + "type": "insetReadaloud", + "id": "09d", + "entries": [ + "The walls, ceiling, and floor of this spacious chamber have been painted sky blue. Flickering candles surround a marble altar near the east wall. Atop the altar rest a golden bowl and a stone statuette of a bearded human man hurling a lightning bolt." + ] + }, + "The Guardians of Gorm conduct religious ceremonies in this dimly lit chamber. Characters who join the faction are inducted here.", + "If the characters attacked {@creature Champion of Gorm|QftIS|Kanadius} earlier in the adventure and he escaped (see {@area area B12|063|x}), he's here along with two {@creature Guardian of Gorm|QftIS|guardians of Gorm}. Otherwise, the room is unoccupied.", + { + "type": "entries", + "name": "Secret Door", + "id": "09e", + "entries": [ + "The secret door in the west wall conceals a ladder up to the trapdoor in {@area area B12|063|x}." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "09f", + "entries": [ + "The gold altar bowl is worth 50 gp. A character who inspects the altar and succeeds on a DC 15 Intelligence ({@skill Investigation}) check finds a secret compartment containing a {@item Javelin of Lightning}." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Ziggurat Locations, Tier 4", + "id": "0a0", + "entries": [ + "The fourth tier of the ziggurat holds the tombs of King Alendria, Queen Zanobis, and various members of their court. The following locations are keyed to map 2.2.", + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/018-map-2.02-buried-ziggurat-4.webp" + }, + "imageType": "map", + "title": "Map 2.2: Buried Ziggurat, Tier 4", + "credit": "Mike Schley", + "width": 3165, + "height": 4096, + "id": "59a", + "mapRegions": [ + { + "area": "0ac", + "points": [ + [ + 245, + 971 + ], + [ + 245, + 1342 + ], + [ + 618, + 1342 + ], + [ + 618, + 971 + ] + ] + }, + { + "area": "0aa", + "points": [ + [ + 1517, + 970 + ], + [ + 1517, + 1341 + ], + [ + 1869, + 1341 + ], + [ + 1869, + 970 + ] + ] + }, + { + "area": "0ae", + "points": [ + [ + 2363, + 1454 + ], + [ + 2363, + 1726 + ], + [ + 2541, + 1726 + ], + [ + 2541, + 1454 + ] + ] + }, + { + "area": "0b1", + "points": [ + [ + 2656, + 1838 + ], + [ + 2656, + 2114 + ], + [ + 2925, + 2114 + ], + [ + 2925, + 1838 + ] + ] + }, + { + "area": "0a1", + "points": [ + [ + 2075, + 1742 + ], + [ + 2075, + 2018 + ], + [ + 2349, + 2018 + ], + [ + 2349, + 1742 + ] + ] + }, + { + "area": "0ce", + "points": [ + [ + 1597, + 1936 + ], + [ + 1869, + 1936 + ], + [ + 1869, + 2112 + ], + [ + 1771, + 2112 + ], + [ + 1771, + 2210 + ], + [ + 1597, + 2210 + ] + ] + }, + { + "area": "0cb", + "points": [ + [ + 1786, + 2227 + ], + [ + 1883, + 2227 + ], + [ + 1883, + 2130 + ], + [ + 2253, + 2130 + ], + [ + 2253, + 2499 + ], + [ + 1883, + 2499 + ], + [ + 1883, + 2400 + ], + [ + 1786, + 2400 + ] + ] + }, + { + "area": "0d1", + "points": [ + [ + 1592, + 2418 + ], + [ + 1773, + 2418 + ], + [ + 1773, + 2512 + ], + [ + 1869, + 2512 + ], + [ + 1869, + 2690 + ], + [ + 1592, + 2690 + ] + ] + }, + { + "area": "0b9", + "points": [ + [ + 1403, + 2800 + ], + [ + 1403, + 3072 + ], + [ + 1675, + 3072 + ], + [ + 1675, + 2800 + ] + ] + }, + { + "area": "0b7", + "points": [ + [ + 1690, + 3376 + ], + [ + 1690, + 3653 + ], + [ + 2061, + 3653 + ], + [ + 2061, + 3376 + ] + ] + }, + { + "area": "0b4", + "points": [ + [ + 2653, + 3277 + ], + [ + 2653, + 3560 + ], + [ + 2933, + 3560 + ], + [ + 2933, + 3277 + ] + ] + }, + { + "area": "0be", + "points": [ + [ + 1016, + 3182 + ], + [ + 1016, + 3555 + ], + [ + 1387, + 3555 + ], + [ + 1387, + 3182 + ] + ] + }, + { + "area": "0c0", + "points": [ + [ + 445, + 3090 + ], + [ + 445, + 3554 + ], + [ + 808, + 3554 + ], + [ + 808, + 3090 + ] + ] + }, + { + "area": "0bb", + "points": [ + [ + 629, + 2506 + ], + [ + 629, + 2883 + ], + [ + 1102, + 2883 + ], + [ + 1102, + 2506 + ] + ] + }, + { + "area": "0c2", + "points": [ + [ + 250, + 2416 + ], + [ + 250, + 3413 + ], + [ + 334, + 3413 + ], + [ + 334, + 2416 + ] + ] + }, + { + "area": "0c6", + "points": [ + [ + 246, + 2224 + ], + [ + 246, + 2398 + ], + [ + 910, + 2398 + ], + [ + 910, + 2224 + ] + ] + }, + { + "area": "0a7", + "points": [ + [ + 250, + 1357 + ], + [ + 250, + 2208 + ], + [ + 525, + 2208 + ], + [ + 525, + 1357 + ] + ] + }, + { + "area": "0a4", + "points": [ + [ + 1018, + 1741 + ], + [ + 1018, + 2114 + ], + [ + 1486, + 2114 + ], + [ + 1486, + 1741 + ] + ] + } + ], + "hrefThumbnail": { + "type": "internal", + "path": "adventure/QftIS/thumbnail/018-map-2.02-buried-ziggurat-4.webp" + } + }, + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/019-map-2.02-buried-ziggurat-4-player.webp" + }, + "imageType": "mapPlayer", + "title": "Player Version", + "width": 3165, + "height": 4096, + "credit": "Mike Schley", + "mapParent": { + "id": "59a" + } + } + ] + }, + { + "type": "entries", + "name": "B27: Jester's Burial Room", + "id": "0a1", + "entries": [ + { + "type": "insetReadaloud", + "id": "0a2", + "entries": [ + "The walls of this burial chamber sport colorful murals of a human court jester entertaining her king and queen. A niche on the east wall holds a humble coffin." + ] + }, + "If a creature touches the coffin, the lid flips open, and a cheery wooden jester on a spring pops up and does a little jig. The prop then hangs lifelessly until the trick is reset by shoving the prop back into the coffin, which also contains the jester's ashes.", + { + "type": "entries", + "name": "Ramp", + "id": "0a3", + "entries": [ + "A portion of the ceiling can swing down on a hinge, forming a ramp leading from {@area area B14|06d|x} to this chamber. A small handle bolted to the ceiling of this room allows the ramp to be easily raised and lowered by a creature that can reach it." + ] + } + ] + }, + { + "type": "entries", + "name": "B28: High Priest's Burial Room", + "id": "0a4", + "entries": [ + "Scorch marks from a former trap cover the door to this room and the wall around it. This magical trap was recently triggered by a ghoul, whose outline is visible among the scorch marks. The door is ajar and safe to open.", + "When the characters enter, read or paraphrase:", + { + "type": "insetReadaloud", + "id": "0a5", + "entries": [ + "The walls of this burial room display images of a priest performing ceremonies. On a raised dais in the middle of the room lies an open bronze coffin. Three gangly, ghoulish creatures hunch over the coffin, ripping into the corpse inside and feasting on aged flesh." + ] + }, + "Three {@creature Ghoul||ghouls} are devouring the corpse of a former high priest. When they detect the characters, the ghouls attack, eager to taste ripe flesh.", + { + "type": "entries", + "name": "Treasure", + "id": "0a6", + "entries": [ + "The coffin holds a jeweled necklace worth 300 gp, two jeweled bracelets worth 100 gp each, and two {@item Holy Water (flask)|PHB|flasks of holy water}." + ] + } + ] + }, + { + "type": "entries", + "name": "B29: Ghostly Haunt", + "id": "0a7", + "entries": [ + { + "type": "insetReadaloud", + "id": "0a8", + "entries": [ + "As you proceed down this corridor, the ghost of a human man in a shimmering crown and regal attire appears before you. The phantom raises his hand and gestures for you to stop.", + "\"Go no farther,\" he warns, \"lest this cursed monument overtake you. Only death awaits you in these halls.\"" + ] + }, + "The figure is the spirit of Alendria (lawful good {@creature ghost}), the last king of Cynidicea. Cursed to wander his once-splendid tomb, the ghost lingers here to warn honorable travelers of its dangers.", + "If the characters don't attack, the ghost reveals the following information, then fades away:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Escaping the Ziggurat", + "entry": "The main entrance to\u2014and exit from\u2014the ziggurat ({@area area B57|0f6|x}) lies on the next tier down. Its doors have been closed for centuries and can be opened only from the inside." + }, + { + "type": "item", + "name": "Haunted Tombs", + "entry": "Horrible creatures haunt the burial chambers of the king and queen. One of the creatures claims to be Queen Zanobis herself. The monarchs can't rest until these wicked Undead are slain." + }, + { + "type": "item", + "name": "Undying Enemy", + "entry": "Only fools challenge Zargon and his cultists. All who oppose them fail." + } + ] + }, + "If the characters attack Alendria's ghost, the spirit admonishes them and disappears without delivering the hints above.", + { + "type": "entries", + "name": "Secret Door", + "id": "0a9", + "entries": [ + "The southwest corner hides an entrance to the tomb annex ({@area area B41|0c6|x})." + ] + } + ] + }, + { + "type": "entries", + "name": "B30: Guard Captain's Burial Room", + "id": "0aa", + "entries": [ + { + "type": "insetReadaloud", + "id": "0ab", + "entries": [ + "A cobwebbed human skeleton in decorative pauldrons stands at attention against the west wall of this burial chamber. Four skeletal guards with rusty swords surround the distinguished skeleton." + ] + }, + "This burial chamber belongs to King Alendria's honor guard, who defend his kingdom even in death. If the characters enter before defeating the banshee in {@area area B44|0d1|x}, the five {@creature Skeleton||skeletons} animate and attack. The skeletons don't pursue characters outside this room.", + "If the characters defeat the banshee, the skeletons instead kneel, each pledging a silent vow to defend the characters for the next {@dice 1d4} hours or until the skeletons earn their second death (whichever comes sooner). After these vows are fulfilled, the skeletons crumble to dust." + ] + }, + { + "type": "entries", + "name": "B31: Noble's Burial Room", + "id": "0ac", + "entries": [ + { + "type": "insetReadaloud", + "id": "0ad", + "entries": [ + "Scenes of warfare decorate the walls of this burial room. A closed wooden coffin stands upright near the south wall. The image of a noble warrior adorns its lid." + ] + }, + "A {@creature mummy} rests in the coffin, clutching a {@item +1 Rapier} to its wrinkled chest. If disturbed, the mummy awakens, releases the rapier, and attacks." + ] + }, + { + "type": "entries", + "name": "B32: Ankheg Den", + "id": "0ae", + "entries": [ + { + "type": "insetReadaloud", + "id": "0af", + "entries": [ + "Three empty coffins sit askew in this chamber, their lids chewed through and tossed aside. Near them lie the bubbling remains of a giant rat. Piled in the southwest corner of the room is a mound of rubble." + ] + }, + "This burial room has become the den of an {@creature ankheg}, drawn to the tomb complex to feast on giant rodents and Cynidiceans who come to pay their respects. A character who examines the dead rat and succeeds on a DC 13 Intelligence ({@skill Investigation}) check determines the rat was killed by acid.", + "Characters who have a passive Wisdom ({@skill Perception}) score of 14 or higher feel intensifying tremors beneath them. If a character approaches the mound or remains in this room for longer than 1 minute, the ankheg erupts from the floor and attacks, eager for its next meal.", + { + "type": "entries", + "name": "Treasure", + "id": "0b0", + "entries": [ + "The mound obscures a narrow dead-end tunnel in the west wall, just big enough for a Small creature to squeeze through. Here, a giant rat has stored its treasures: a corroded {@item dagger|PHB}, a purse containing 55 gp, and an unhatched ankheg egg." + ] + } + ] + }, + { + "type": "entries", + "name": "B33: Astrologer's Burial Room", + "id": "0b1", + "entries": [ + { + "type": "insetReadaloud", + "id": "0b2", + "entries": [ + "A coffin adorned with glass stars rests atop a square dais in this burial chamber. Magical flames dance above two brass jars, one at each end of the coffin, illuminating scenes on the ceiling of an astrologer creating maps of both the sky and this realm." + ] + }, + "This burial chamber is brightly lit by two {@spell Continual Flame} spells cast on brass jars at the coffin's head and foot. Inside the coffin lies the astrologer's body.", + { + "type": "entries", + "name": "Treasure", + "id": "0b3", + "entries": [ + "A bronze tube in one of the brass jars contains a crudely drawn map of this tier of the ziggurat. Two stars on the map denote the locations of the trapdoor to the fifth tier (see {@area area B40|0c2|x}) and the ramp to the third tier (see {@area area B27|0a1|x})." + ] + } + ] + }, + { + "type": "entries", + "name": "B34: Master Thief's Burial Room", + "id": "0b4", + "entries": [ + { + "type": "insetReadaloud", + "id": "0b5", + "entries": [ + "An elaborate jeweled coffin rests in the center of this otherwise bare room." + ] + }, + "A {@creature carrion crawler} clings to the ceiling in this room, waiting to ambush entrants. Characters who have a passive Wisdom ({@skill Perception}) score of 13 or higher notice the carrion crawler before it attacks.", + "A master thief stole a prime burial place near the king and queen, arranging for her locked coffin to be placed in this unmarked chamber. As an action, a character can pick the lock with a successful DC 20 Dexterity ({@skill Sleight of Hand}) check using thieves' tools. Inside rests the decrepit, still-smirking corpse of a halfling.", + { + "type": "entries", + "name": "Treasure", + "id": "0b6", + "entries": [ + "Ten jewels set in the coffin are worth 50 gp each. Inside the coffin is a gold-plated set of {@item thieves' tools|PHB} worth 10 gp and two silvered {@item Dagger|PHB|daggers}." + ] + } + ] + }, + { + "type": "entries", + "name": "B35: Chamberlain's Burial Room", + "id": "0b7", + "entries": [ + "The door to this room is boarded up with dusty planks. When the characters enter, read:", + { + "type": "insetReadaloud", + "id": "0b8", + "entries": [ + "This burial room reeks of death. Beneath murals depicting a human man signing documents and collecting taxes, a smashed wooden coffin lies on the floor. Five wound-ridden zombies with lipless mouths and clouded eyes shuffle about the room." + ] + }, + "This burial room was looted during Cynidicea's fall. In the years following, trespassers fell prey to the dangers of the tomb complex. They rose again as five {@creature Zombie||zombies} that rush to consume entrants." + ] + }, + { + "type": "entries", + "name": "B36: Slime Fountain", + "id": "0b9", + "entries": [ + { + "type": "insetReadaloud", + "id": "0ba", + "entries": [ + "This malodorous chamber is dominated by a polluted fountain sculpted into a five-foot-tall ziggurat. A spout atop the fountain dribbles yellow-brown slime into a pool of burping sludge. A dwarf's shriveled corpse slumps over the pool's edge." + ] + }, + "Constructed to honor the ziggurat's architect, this fountain draws from a contaminated reservoir deep underground. Years ago, a thirsty dwarf explorer succumbed to its corrupted waters.", + "A creature that drinks from the fountain or touches its waters must succeed on a DC 11 Constitution saving throw or have the {@condition poisoned} condition for 1 hour. A {@spell Purify Food and Drink} spell cleans the fountain and causes its waters to run clear for 1 hour, after which its spout resumes its putrid flow." + ] + }, + { + "type": "entries", + "name": "B37: Embalming Room", + "id": "0bb", + "entries": [ + { + "type": "insetReadaloud", + "id": "0bc", + "entries": [ + "This acrid-smelling room is littered with decrepit wooden tables bowed under the weight of heavy jars. In the corner, rotten winding cloths fill a stone bin." + ] + }, + "This room was used for embalming corpses. The jars on the tables contain various chemicals for preserving bodies. When the characters enter, two {@creature Shadow||shadows} rise from the floor and attack.", + { + "type": "entries", + "name": "Treasure", + "id": "0bd", + "entries": [ + "One of the jars is a {@item Alchemist's Fire (flask)|PHB|flask of alchemist's fire}. The linen bin contains a {@item Potion of Invisibility}." + ] + } + ] + }, + { + "type": "entries", + "name": "B38: Lady-in-Waiting's Burial Room", + "id": "0be", + "entries": [ + { + "type": "insetReadaloud", + "id": "0bf", + "entries": [ + "An open ivory coffin lies in a niche on the east wall of this burial room. Frescoes of court life decorate the walls, focusing on the queen's elf handmaiden." + ] + }, + "The coffin is empty. It once belonged to Therisina, the queen's lady-in-waiting. Unknown to Queen Zanobis, Therisina secretly loved King Alendria and never overcame her sorrow at his passing. She now haunts his tomb (see {@area area B44|0d1|x}). A character who examines the frescoes notices Therisina eying King Alendria with admiration in one scene." + ] + }, + { + "type": "entries", + "name": "B39: Councilor's Burial Room", + "id": "0c0", + "entries": [ + { + "type": "insetReadaloud", + "id": "0c1", + "entries": [ + "The painted walls of this room depict scenes of a throne room where a well-dressed councilor advises monarchs. In the center of the room lies a wooden coffin riddled with bite marks and a gaping hole." + ] + }, + "Four {@creature Giant Rat||giant rats} have chewed a hole in the coffin and made it their den. The coffin is otherwise empty, its contents pilfered long ago. The rats attack anyone who approaches the coffin." + ] + }, + { + "type": "entries", + "name": "B40: Southwest Corridor", + "id": "0c2", + "entries": [ + { + "type": "insetReadaloud", + "id": "0c3", + "entries": [ + "Near the end of this long corridor, a marble slab with a bronze hand ring bolted to it interrupts the floor." + ] + }, + "The slab is a trapdoor. Pulling the ring reveals a ladder down to {@area area B45|0d6|x} on the tier below.", + { + "type": "entries", + "name": "Wandering Spirit", + "id": "0c4", + "entries": [ + "If the characters have not yet encountered King Alendria's spirit in {@area area B29|0a7|x}, the ghost appears to them here instead." + ] + }, + { + "type": "entries", + "name": "Secret Door", + "id": "0c5", + "entries": [ + "The wall north of the trapdoor hides an entrance to the tomb annex (area B41)." + ] + } + ] + }, + { + "type": "entries", + "name": "B41: Tomb Annex", + "id": "0c6", + "entries": [ + { + "type": "insetReadaloud", + "id": "0c7", + "entries": [ + "Red and white tiles checker the floor of this long corridor, and cracked frescoes of courtly scenes decorate its walls. To the east, the corridor is blocked by a pile of rubble, from which a skeletal hand protrudes." + ] + }, + "This sealed annex, accessible via two secret doors at the west end of the corridor, leads to the burial chambers of King Alendria and Queen Zanobis. The annex contains several obstacles designed to deter tomb robbers and other would-be plunderers.", + { + "type": "entries", + "name": "Blade Traps", + "id": "0c8", + "entries": [ + "Three swinging blades are hidden in the ceiling above the squares marked on the map. A successful DC 14 Wisdom ({@skill Perception}) check reveals scrape marks and old bloodstains on the floor beneath each blade. As an action, a character can disarm a blade with a successful DC 15 Dexterity ({@skill Sleight of Hand}) check using thieves' tools, but failing this check triggers the trap. Creatures can also avoid the blades by not walking under them.", + "The blades sweep down on each creature that passes under them. The target must make a DC 15 Dexterity saving throw, taking 9 ({@dice 2d8}) slashing damage on a failed save or half as much damage on a successful one. After a blade swings, the trap resets." + ] + }, + { + "type": "entries", + "name": "Rubble", + "id": "0c9", + "entries": [ + "Two stone slabs fell from the ceiling long ago, killing a thief and crumbling into rubble. The thief's skeletal hand sticks out of the rubble. The party can spend 10 minutes clearing the rubble to gain access to the east side of the hall." + ] + }, + { + "type": "entries", + "name": "Twisting Tunnel", + "id": "0ca", + "entries": [ + "Beyond the rubble is a narrow tunnel just large enough for a Medium creature to squeeze through; it leads to areas B42\u2013B44." + ] + } + ] + }, + { + "type": "entries", + "name": "B42: False Tomb", + "id": "0cb", + "entries": [ + { + "type": "insetReadaloud", + "id": "0cc", + "entries": [ + "Two golden sarcophagi gleam within this hallowed tomb. Precious objects surround them: a gilded chariot, two high-backed thrones, several wooden chests, and exquisite pottery. A mosaic spans the walls, depicting the lives of the monarchs who rest here." + ] + }, + "Everything in this tomb is a sham. The sarcophagi are wood painted to look like solid gold, and they contain only chalk-white skeletons made of clay. Though the chests seem to brim with coins and gems, a character who inspects them and succeeds on a DC 12 Intelligence ({@skill Investigation}) check learns they are cheap counterfeits and bits of colored glass.", + { + "type": "entries", + "name": "Secret Doors", + "id": "0cd", + "entries": [ + "Secret doors in the north and south walls lead to the true burial chambers of King Alendria ({@area area B44|0d1|x}) and Queen Zanobis (area B43)." + ] + } + ] + }, + { + "type": "entries", + "name": "B43: Queen Zanobis's Tomb", + "id": "0ce", + "entries": [ + { + "type": "insetReadaloud", + "id": "0cf", + "entries": [ + "The cold stone walls of this royal burial chamber honor the last great queen of Cynidicea. Reliefs tell the story of a beloved queen who served her people nobly and received their respect and adoration in turn.", + "Her sarcophagus, artfully sculpted from white marble, rests on a stone pedestal in the center of the room. It bears the following engraving: \"May death claim all who dare desecrate my resting place.\"" + ] + }, + "This tomb once contained a treasure trove, which the surviving Cynidiceans plundered long ago. As an action, a character can try to pry open the lid of the sarcophagus, doing so with a successful DC 13 Strength ({@skill Athletics}) check. If the sarcophagus is opened, Queen Zanobis\u2014now a {@creature wight}\u2014springs from it and attacks. She wields a scepter instead of a blade, so her melee attacks deal bludgeoning damage instead of slashing damage.", + "The queen's mind is clouded by rage. As she lashes out at the characters, Queen Zanobis decries them as \"ungrateful looters,\" seeing them as the Cynidiceans who plundered her tomb in years past. If the queen is slain, she crumbles to ash with a grateful sigh, and her spirit is finally put to rest. If the characters later encounter King Alendria's spirit (see area B44), the spirit of Queen Zanobis appears alongside him to thank the characters.", + { + "type": "entries", + "name": "Treasure", + "id": "0d0", + "entries": [ + "Queen Zanobis wears a jeweled crown worth 1,000 gp. Her scepter is a fully charged {@item Wand of Paralysis}, but if its last charge is expended, the scepter loses its magic. In undeath, Queen Zanobis has forgotten how to access the scepter's magic.", + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/020-02-011.queen-zanobis.webp" + }, + "title": "The once-belove Queen Zanobis springs from her sarcophagus as a wright dead set on revenge", + "credit": "Dario Jelusic", + "width": 850, + "height": 2363 + } + ] + } + ] + }, + { + "type": "entries", + "name": "B44: King Alendria's Tomb", + "id": "0d1", + "entries": [ + "The hall outside this chamber echoes with faint, ethereal sobs. When the characters enter, read:", + { + "type": "insetReadaloud", + "id": "0d2", + "entries": [ + "The chill of death pervades this royal tomb. Its walls depict scenes of the last great king of Cynidicea. An elegant sarcophagus rests in the center of the room.", + "Suddenly, a weeping elf woman, luminous and incorporeal, rises through the sarcophagus. She floats above the floor in tattered robes, her face wreathed in a tangled mane of wiry hair." + ] + }, + "A {@creature banshee} haunts King Alendria's grave, weeping over the dead monarch centuries after his passing. Characters who saw the frescoes in {@area area B38|0be|x} recognize the wailing spirit as Queen Zanobis's lady-in-waiting, Therisina. She attacks all who enter.", + { + "type": "entries", + "name": "Kingly Gift", + "id": "0d3", + "entries": [ + "If the characters defeat the banshee, the spirit of King Alendria appears to them and bestows a {@reward Charm of Heroism} (see the {@book Dungeon Master's Guide|DMG}) on each character responsible for this act. He then fades away. This gift vanishes from any character who plunders his sarcophagus." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "0d4", + "entries": [ + "King Alendria's tomb was stripped of its riches long ago, except for those inside his sarcophagus. The king's corpse wears a jeweled crown worth 1,000 gp and a suit of {@item plate armor|PHB}." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Ziggurat Locations, Tier 5", + "id": "0d5", + "entries": [ + "The fifth tier once served as a temple and city hub. The following locations are keyed to map 2.3.", + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/021-map-2.03-buried-ziggurat-5.webp" + }, + "imageType": "map", + "title": "Map 2.3: Buried Ziggurat, Tier 5", + "credit": "Mike Schley", + "width": 3165, + "height": 4096, + "id": "59b", + "mapRegions": [ + { + "area": "0f6", + "points": [ + [ + 1192, + 219 + ], + [ + 1192, + 1106 + ], + [ + 1925, + 1106 + ], + [ + 1925, + 219 + ] + ] + }, + { + "area": "0ed", + "points": [ + [ + 462, + 1250 + ], + [ + 462, + 1546 + ], + [ + 680, + 1546 + ], + [ + 680, + 1250 + ] + ] + }, + { + "area": "0ef", + "points": [ + [ + 1050, + 1250 + ], + [ + 1050, + 1621 + ], + [ + 1339, + 1621 + ], + [ + 1339, + 1250 + ] + ] + }, + { + "area": "0fa", + "points": [ + [ + 1707, + 1405 + ], + [ + 1707, + 1616 + ], + [ + 1930, + 1616 + ], + [ + 1930, + 1405 + ] + ] + }, + { + "area": "0f3", + "points": [ + [ + 1205, + 1702 + ], + [ + 1205, + 2859 + ], + [ + 1923, + 2859 + ], + [ + 1923, + 1702 + ] + ] + }, + { + "area": "0ea", + "points": [ + [ + 237, + 2067 + ], + [ + 237, + 2501 + ], + [ + 528, + 2501 + ], + [ + 528, + 2067 + ] + ] + }, + { + "area": "0dd", + "points": [ + [ + 238, + 2797 + ], + [ + 238, + 2941 + ], + [ + 384, + 2941 + ], + [ + 384, + 2797 + ] + ] + }, + { + "area": "0d6", + "points": [ + [ + 530, + 2795 + ], + [ + 530, + 2941 + ], + [ + 680, + 2941 + ], + [ + 680, + 2795 + ] + ] + }, + { + "area": "0d7", + "points": [ + [ + 240, + 2955 + ], + [ + 240, + 3230 + ], + [ + 595, + 3230 + ], + [ + 595, + 2955 + ] + ] + }, + { + "area": "0e1", + "points": [ + [ + 238, + 3246 + ], + [ + 238, + 3528 + ], + [ + 595, + 3528 + ], + [ + 595, + 3246 + ] + ] + }, + { + "area": "0e3", + "points": [ + [ + 238, + 3544 + ], + [ + 238, + 3904 + ], + [ + 597, + 3904 + ], + [ + 597, + 3544 + ] + ] + }, + { + "area": "0e5", + "points": [ + [ + 978, + 3616 + ], + [ + 978, + 3902 + ], + [ + 1558, + 3902 + ], + [ + 1558, + 3616 + ] + ] + }, + { + "area": "0e9", + "points": [ + [ + 1925, + 3542 + ], + [ + 1925, + 3904 + ], + [ + 2296, + 3904 + ], + [ + 2296, + 3542 + ] + ] + }, + { + "area": "0e8", + "points": [ + [ + 1115, + 3242 + ], + [ + 1115, + 3310 + ], + [ + 1366, + 3310 + ], + [ + 1366, + 3242 + ] + ] + }, + { + "area": "108", + "points": [ + [ + 2666, + 3246 + ], + [ + 2666, + 3605 + ], + [ + 2880, + 3605 + ], + [ + 2880, + 3246 + ] + ] + }, + { + "area": "104", + "points": [ + [ + 2443, + 2802 + ], + [ + 2443, + 3230 + ], + [ + 2883, + 3230 + ], + [ + 2883, + 2802 + ] + ] + }, + { + "area": "0ff", + "points": [ + [ + 2522, + 2216 + ], + [ + 2522, + 2792 + ], + [ + 2882, + 2792 + ], + [ + 2882, + 2216 + ] + ] + }, + { + "area": "102", + "points": [ + [ + 2368, + 1917 + ], + [ + 2368, + 2202 + ], + [ + 2882, + 2202 + ], + [ + 2882, + 1917 + ] + ] + }, + { + "area": "0fc", + "points": [ + [ + 2589, + 1326 + ], + [ + 2589, + 1685 + ], + [ + 2878, + 1685 + ], + [ + 2878, + 1326 + ] + ] + } + ], + "hrefThumbnail": { + "type": "internal", + "path": "adventure/QftIS/thumbnail/021-map-2.03-buried-ziggurat-5.webp" + } + }, + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/022-map-2.03-buried-ziggurat-5-player.webp" + }, + "imageType": "mapPlayer", + "title": "Player Version", + "width": 3165, + "height": 4096, + "credit": "Mike Schley", + "mapParent": { + "id": "59b" + } + } + ] + }, + { + "type": "entries", + "name": "B45: Secret Room", + "id": "0d6", + "entries": [ + "A ladder in this room leads up to the trapdoor in {@area area B40|0c2|x}. The outline of a secret door to area B46 is visible here. The room is otherwise empty." + ] + }, + { + "type": "entries", + "name": "B46: Demetrius's Bedroom", + "id": "0d7", + "entries": [ + { + "type": "insetReadaloud", + "id": "0d8", + "entries": [ + "Dust coats this abandoned bedroom and its wooden bed, table, and chair. On the table lie an unlit lantern and a wooden holy symbol of two intertwined snakes. A faintly luminous white robe is draped over the chair." + ] + }, + "This was the bedroom of Demetrius, a priest in the Mages of Usamigaras. When the Cult of Zargon corrupted his twin brother, Darius, Demetrius vowed to destroy the cult. However, its hold over Darius proved too great, and Darius assassinated his brother. Demetrius's vengeful spirit now resides within the softly glowing robe.", + { + "type": "entries", + "name": "Secret Doors", + "id": "0d9", + "entries": [ + "The north wall hides two secret doors to areas B45 and B47." + ] + }, + { + "type": "entries", + "name": "Spiritual Inhabitation", + "id": "0da", + "entries": [ + "A character who touches the robe must make a DC 16 Charisma saving throw. On a failed save, Demetrius's spirit inhabits the character's body, and the robe stops glowing. On a successful save, the character resists the spirit, who can't attempt to inhabit the character for 24 hours.", + "While inhabiting a host, Demetrius acts like an overbearing passenger and can't be targeted by any attack, spell, or other effect except those that turn Undead. The host remains in control of their actions, but they can hear Demetrius in their mind. The host also inherits the following flaw: \"I will stop at nothing to seek vengeance on Darius.\"", + "As an action, a host inhabited by Demetrius can ask the spirit to cast one of the following spells (spell save DC 13), requiring no material components: {@spell Command}, {@spell Find Traps}, or {@spell Lesser Restoration}. Once Demetrius casts one of these spells, he can't cast that spell again until the next dawn." + ] + }, + { + "type": "entries", + "name": "Roleplaying Demetrius", + "id": "0db", + "entries": [ + "Demetrius zealously recounts the tale of Darius's betrayal to his host. Demetrius despises the Cult of Zargon and mourns Cynidicea's continued decline. He knows the path to his brother's secret office ({@area area B63|108|x}), but he doesn't know about any of the traps along the way." + ] + }, + { + "type": "entries", + "name": "Leaving a Host", + "id": "0dc", + "entries": [ + "Demetrius never willingly leaves a host, but his spirit is forced back into the white robe if a host dies or is targeted by the {@spell Dispel Evil and Good} spell. Demetrius automatically fails his saving throw against any effect that turns Undead, which also forces his spirit back into the robe.", + "If the robe is destroyed or taken from the ziggurat while Demetrius's spirit resides within it, the spirit finds another object in the ziggurat to inhabit.", + "If Darius is slain, Demetrius passes to the afterlife, and his robe becomes a {@item Cloak of Protection}." + ] + } + ] + }, + { + "type": "entries", + "name": "B47: Treasure Room", + "id": "0dd", + "entries": [ + { + "type": "insetReadaloud", + "id": "0de", + "entries": [ + "A subterranean breeze stirs in this room. A large, padlocked chest sits near the north wall. Behind it hangs a tapestry of a desert scene." + ] + }, + "The tapestry behind the chest is a hostile {@creature mimic}. Characters who have a passive Wisdom ({@skill Perception}) score of 14 or higher notice that despite the breeze, the tapestry remains unnaturally still.", + "As an action, a character can open the padlocked chest with a successful DC 15 Dexterity ({@skill Sleight of Hand}) check using thieves' tools.", + { + "type": "entries", + "name": "Secret Door", + "id": "0df", + "entries": [ + "The south wall holds a secret door to area B46. The outline of the door is visible here." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "0e0", + "entries": [ + "The chest contains 330 gp, 600 sp, and a {@item Potion of Greater Healing||Potion of Healing (greater)}." + ] + } + ] + }, + { + "type": "entries", + "name": "B48: Kitchen and Dining Room", + "id": "0e1", + "entries": [ + { + "type": "insetReadaloud", + "id": "0e2", + "entries": [ + "This abandoned kitchen and dining room contains stone cupboards, a sagging table, and dusty chairs. Near the table, an enormous snake coils around a bluish corpse wearing a wooden rabbit mask." + ] + }, + "The {@creature giant constrictor snake} strikes at any who interrupt its meal. The cupboards are empty, but the dead Cynidicean's robes contain a full waterskin and two days of rations." + ] + }, + { + "type": "entries", + "name": "B49: Living Room", + "id": "0e3", + "entries": [ + { + "type": "insetReadaloud", + "id": "0e4", + "entries": [ + "Faded wall hangings, cracked sculptures, and frayed divans decorate this ornate living room. Two rusty iron statues of armored warriors stand at attention, one on either side of the north door." + ] + }, + "The two statues are suits of {@creature animated armor}. Both statues awaken if either door to this room is opened. Created to protect Cynidiceans in this room, the statues are indifferent toward creatures wearing stylized Cynidicean masks and hostile toward all others. The statues never leave the room." + ] + }, + { + "type": "entries", + "name": "B50: Consultation Room", + "id": "0e5", + "entries": [ + { + "type": "insetReadaloud", + "id": "0e6", + "entries": [ + "Aged planks panel the walls of this antiquated chamber. A desk sits in the center of the room, surrounded by splintering chairs. Two stone statues of winged, lion-headed beasts flank the north door." + ] + }, + "Two {@creature Gargoyle||gargoyles} guard this room. The gargoyles are hostile toward the characters but don't pursue them beyond the room.", + { + "type": "entries", + "name": "Treasure", + "id": "0e7", + "entries": [ + "The desk's bottom drawer is locked. As an action, a character can open the drawer with a successful DC 13 Dexterity ({@skill Sleight of Hand}) check using thieves' tools. It contains a {@item Potion of Poison}. The other drawers contain only aged writing supplies and boring municipal documentation." + ] + } + ] + }, + { + "type": "entries", + "name": "B51: Pit Trap", + "id": "0e8", + "entries": [ + "This intersection contains a 10-foot-wide, 10-foot-deep pit. The opening is covered by a wooden trapdoor painted to blend into the stone around it. Characters who have a passive Wisdom ({@skill Perception}) score of 15 or higher notice the trapdoor.", + "When a weight greater than 50 pounds is placed on the trapdoor, the door swings downward. Each creature and object on it falls into the pit, taking 3 ({@dice 1d6}) bludgeoning damage from the fall and landing with the {@condition prone} condition on a pile of brittle bones." + ] + }, + { + "type": "entries", + "name": "B52: Abandoned Clerical Quarters", + "id": "0e9", + "entries": [ + "This damp room's interior shimmers faintly, as if seen through clear water. Just inside the doorway is a hostile {@creature gelatinous cube}. The cube is still digesting the remains of its last meal\u2014a skeleton that appears to float in mid-air, chunks of gooey flesh clinging to its bones. The room is otherwise empty." + ] + }, + { + "type": "entries", + "name": "B53: Priests' Quarters", + "id": "0ea", + "entries": [ + { + "type": "insetReadaloud", + "id": "0eb", + "entries": [ + "This lived-in room contains three bunk beds and a chest at the foot of each bed. On one bed lies an elf man in bright yellow robes and a wooden sheep mask. An iron-bound chest rests at the foot of each bed." + ] + }, + "The masked elf is a {@creature doppelganger} that killed the Cynidicean it now impersonates. When it becomes aware of the characters, the doppelganger introduces itself as Kastrith, a friendly Cynidicean priest, and volunteers to help the party navigate the ziggurat. The doppelganger aims to split the party and take a character's place by any means necessary.", + { + "type": "entries", + "name": "Chests", + "id": "0ec", + "entries": [ + "The chests are locked. As an action, a character can open a chest with a successful DC 14 Dexterity ({@skill Sleight of Hand}) check using thieves' tools. \"Kastrith\" forbids the characters from opening the chests, claiming they belong to other priests. Inside each chest is a human corpse. Two of the corpses wear bright yellow robes and wooden masks, while the third has neither and looks exactly like the doppelganger's current disguise." + ] + } + ] + }, + { + "type": "entries", + "name": "B54: Storage Room", + "id": "0ed", + "entries": [ + "Two {@creature Ogre||ogres} rummage for morsels in this storage room. Candles, incense, and other ceremonial items line its dusty shelves. When the characters enter, the ogres are eating a box of candles. Hungry and unsatisfied, the ogres demand food from all entrants and clobber any who refuse to give it to them.", + { + "type": "entries", + "name": "Treasure", + "id": "0ee", + "entries": [ + "One of the ogres carries an oversized leather sack containing the corpse of an explorer, a {@item Spell Scroll} of {@spell Comprehend Languages}, a {@item dagger|PHB} clearly used as a toothpick, and 80 gp." + ] + } + ] + }, + { + "type": "entries", + "name": "B55: Hidden Guardroom", + "id": "0ef", + "entries": [ + { + "type": "insetReadaloud", + "id": "0f0", + "entries": [ + "Two disheveled humans in stylized rat masks and red robes trimmed with rat fur crouch over a small chest, chattering and counting coins. In the northeast corner of the room, stairs lead downward." + ] + }, + "Two {@creature wererat} thieves in humanoid form divide their recent spoils. When they notice the characters, the wererats throw a cloth over the chest to conceal it and leap to their feet.", + "The wererats initially behave amicably toward the characters and claim to be Cynidiceans who lost their way in the monument\u2014a ruse to buy time so they can rob the characters.", + "When the conversation stalls, the wererats spring on the characters. The wererats are cowardly; when reduced to half its hit points or fewer, a wererat transforms into a giant rat and attempts to flee.", + { + "type": "entries", + "name": "Stairs", + "id": "0f1", + "entries": [ + "If you're running the extended adventure (see the \"{@area Extending the Adventure|10d|x}\" section), the stairs lead down to a tunnel that exits into the Mouth of Zargon ({@area area B64|112|x} of the expanded ziggurat). Otherwise, they end in a bricked-up wall." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "0f2", + "entries": [ + "The chest contains 40 gp and four small agates worth 20 gp each." + ] + } + ] + }, + { + "type": "entries", + "name": "B56: Temple", + "id": "0f3", + "entries": [ + { + "type": "insetReadaloud", + "id": "0f4", + "entries": [ + "This temple has fallen into disrepair. Ornate mosaics decorate its walls, and decrepit benches line its broad aisle. At the end of the aisle stands a dais with three toppled statues. Two women in elaborate clothing and copper fox masks inspect the rubble." + ] + }, + "The women atop the dais are {@creature Jackalwere||jackalweres} disguised as human Cynidiceans. Sisters and charlatans, the two happened on the ziggurat and began scouring it for valuables. The siblings are insufferably vain but ultimately indifferent toward the characters.", + "When the sisters notice the characters, they bow and introduce themselves as Chana and Vana, potion sellers extraordinaire. The charlatans try to sell the characters fake potions\u2014glittering bottles advertised as \"rare and magical elixirs\" with outlandish properties\u2014for anything precious the characters can offer. A {@spell Detect Magic} spell reveals the potions as fakes. If confronted, the sisters flee, defending themselves as necessary. Failing that, they attempt to wangle their freedom through bribery and deceit.", + { + "type": "entries", + "name": "Treasure", + "id": "0f5", + "entries": [ + "Chana and Vana each wear a copper fox mask worth 10 gp and two pieces of jewelry worth 150 gp apiece. The sisters' knapsack is full of counterfeit potions." + ] + } + ] + }, + { + "type": "entries", + "name": "B57: Entrance Hall", + "id": "0f6", + "entries": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/023-02-012.cynidicea-mosaic.webp" + }, + "title": "Deep within the ziggurat, a time-worn wall mosaic depicts the rise and fall of Cynidicea", + "credit": "Julie Dillon", + "width": 850, + "height": 2338 + }, + { + "type": "insetReadaloud", + "id": "0f7", + "entries": [ + "Two rows of pillars, each carved in the likeness of a different past ruler, support the high ceiling of this grand entrance hall. A breathtaking mosaic spans the walls, depicting the rise and fall of an ancient civilization.", + "A thin layer of sand coats the floor; it grows thicker near the two enormous stone doors on the north wall. Two spoked platforms stand beside the doors." + ] + }, + "The doors to this entrance hall have been sealed for centuries. Though the ziggurat is normally covered by mountains of sand, the dunes have temporarily shifted. These main doors can be opened from the inside if two creatures simultaneously turn the spoked platforms and both creatures succeed on a DC 15 Strength ({@skill Athletics}) check. The doors then slowly swing inward, accompanied by the sound of grating stone and a deluge of sand.", + "If the characters leave the ziggurat, proceed to this adventure's {@area conclusion|10c|x}.", + { + "type": "entries", + "name": "Mosaic", + "id": "0f8", + "entries": [ + "The mosaic on the walls shows the history and fall of Cynidicea ({@area detailed at the beginning of this adventure|02c|x}). It features the following events:", + { + "type": "list", + "items": [ + "Early Cynidiceans construct a great stone city.", + "King Alendria and Queen Zanobis reign, and the city prospers.", + "A ziggurat is raised in the monarchs' honor.", + "Workers dig beneath the ziggurat, unearthing a tentacled, one-eyed monster with a jagged horn.", + "The Cynidiceans bow to the creature in worship.", + "As the city falls to invaders, its citizens flee underground and don strange masks." + ] + } + ] + }, + { + "type": "entries", + "name": "Entrance to the Underground City", + "id": "0f9", + "entries": [ + "If you're playing the expanded adventure (see the \"{@area Extending the Adventure|10d|x}\" section), a plainly visible trapdoor in the northwest corner of the room leads down to the underground city. Otherwise, the trapdoor doesn't exist." + ] + } + ] + }, + { + "type": "entries", + "name": "B58: Acid Pit", + "id": "0fa", + "entries": [ + "The floor of this sunken room is filled with a 6-foot-deep pool of vaporific acid. A creature that enters the pool for the first time on a turn or starts its turn there takes 22 ({@dice 4d10}) acid damage.", + "A corroded metal box bobs in the hissing pool; its padlocked lid protrudes above the liquid's surface.", + { + "type": "entries", + "name": "Treasure", + "id": "0fb", + "entries": [ + "The box's padlock breaks if touched. Inside is a {@item Spell Scroll} of {@spell Levitate||Levitation} and 200 sp." + ] + } + ] + }, + { + "type": "entries", + "name": "B59: Storage Room", + "id": "0fc", + "entries": [ + { + "type": "insetReadaloud", + "id": "0fd", + "entries": [ + "Wine racks line this storage room. Along the west wall stand casks and barrels, several of which have been smashed and drained. A hulking, feathered creature with ursine paws staggers amid the debris." + ] + }, + "A disoriented {@creature owlbear}, ravenously hungry and drunk on wine, has ransacked this storage room. If not fed immediately, the owlbear attacks. A character who feeds the owlbear and succeeds on a DC 14 Wisdom ({@skill Animal Handling}) check calms the creature, changing its attitude to indifferent.", + { + "type": "entries", + "name": "Treasure", + "id": "0fe", + "entries": [ + "The room contains four hundred bottles of Cynidicean wine, collectively worth 100 gp." + ] + } + ] + }, + { + "type": "entries", + "name": "B60: Lobby", + "id": "0ff", + "entries": [ + { + "type": "insetReadaloud", + "id": "100", + "entries": [ + "Six humanoids sit motionless in this room, each clad in dark robes and a golden, horned mask with tentacles dangling from its chin. The figures gaze silently into a tarnished bronze basin filled with sludge." + ] + }, + "The masked figures are six {@creature Cultist||cultists} of Zargon. Mesmerized by a visage of their overlord reflected in a bowl of slime, the cultists are indifferent toward the characters. If disturbed, the cultists become hostile.", + "Non-cultists who gaze into the basin glimpse the nightmarish face of Zargon and must succeed on a DC 13 Wisdom saving throw or have the {@condition frightened} condition for 1 minute. A creature that fails the saving throw can repeat the save at the end of each of its turns, ending the effect on itself on a success.", + "If a character looks into the basin, the cultists snap out of their stupor and attack. They drag any defeated characters to Darius's office ({@area area B63|108|x}).", + { + "type": "entries", + "name": "Treasure", + "id": "101", + "entries": [ + "The six cultists each wear a gold mask of Zargon worth 50 gp." + ] + } + ] + }, + { + "type": "entries", + "name": "B61: Party Room", + "id": "102", + "entries": [ + { + "type": "insetReadaloud", + "id": "103", + "entries": [ + "Spongy fungi blanket the walls and floor this damp chamber. Amid clouds of spores, nine masked humanoids dance with invisible partners, intermittently chuckling and muttering in conversation. Branching up from the center of the room is a limbed, fungal pillar studded with yellow eyes." + ] + }, + "Nine Cynidiceans ({@creature Commoner||commoners}) revel quietly in this fungal room. To escape their bleak existence, the Cynidiceans have partnered with a {@creature myconid sovereign}. In exchange for the Cynidiceans tending its garden, the myconid facilitates group melds\u2014vivid, shared dreams that provide entertainment and social interaction. As the partygoers meld, they are blissfully unaware of the characters.", + "When the characters enter, the sovereign invites them to participate in the meld. If they accept, the sovereign exudes a cloud of hallucinatory spores, drawing the characters into the Cynidiceans' shared dream. For 1 minute, the characters taste the former splendor of Cynidicea as the room around them appears to melt away, replaced by an ornate ballroom filled with joyful citizens in fanciful attire.", + "If the characters decline, the sovereign allows them to continue onward, asking only that they don't interrupt the meld. Attacking the sovereign shatters the illusion and angers the Cynidiceans, who join the sovereign in driving the characters out by force." + ] + }, + { + "type": "entries", + "name": "B62: Gambling Room", + "id": "104", + "entries": [ + { + "type": "insetReadaloud", + "id": "105", + "entries": [ + "Brightly robed gamblers in animal masks play games of chance in this weathered gambling den, exchanging coins and jewelry from an older era. Four cultists, clad in golden masks with tentacled chins, oversee them." + ] + }, + "Some surviving Cynidiceans gamble the fortunes of their lost kingdom in this secluded room. Twelve masked {@creature Commoner||commoners} play games here, supervised by four {@creature Cultist||cultists} of Zargon.", + "If trouble breaks out in this room, Darius and two more cultists barge out of area B63, swords at the ready. The gamblers try to abstain from combat.", + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/024-02-013.zargon-mask.webp" + }, + "title": "A Mask of Zargon", + "credit": "CoupleofKooks", + "width": 850, + "height": 1161 + }, + { + "type": "entries", + "name": "Dice Game", + "id": "106", + "entries": [ + "The gamblers are playing an ancient dice game called Madarua's harvest. They welcome the characters to join in. The buy-in is 5 gp per game. The game's rules are as follows:", + { + "type": "list", + "items": [ + "Each player rolls three d6s.", + "A player who rolls three of a kind wins.", + "If no player rolls three of a kind, each player must either add another 5 gp to the pot or forfeit. The remaining players roll one or two of their d6s again, repeating these steps until someone wins or only one player remains, winning by default.", + "If multiple players simultaneously roll three of a kind, the player with the highest number on their dice wins. If the numbers are the same, it's a tie, and the winners divide the pot evenly." + ] + }, + "After each game, a cultist approaches the table and demands a 1 gp \"tax\" from the winner. If the winner refuses, the cultists forcefully escort them through the secret door to Darius's private office (area B63)." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "107", + "entries": [ + "The room's occupants collectively hold 255 gp, 610 sp, three banded agates worth 25 gp each, and four pieces of jewelry worth 100 gp each. Additionally, the four cultists each wear a gold mask of Zargon worth 50 gp." + ] + } + ] + }, + { + "type": "entries", + "name": "B63: Darius's Office", + "id": "108", + "entries": [ + { + "type": "insetReadaloud", + "id": "109", + "entries": [ + "A human cultist in a horned, tentacled mask lounges in this decadent office, counting treasure piled atop an aged desk. Two more cultists in simpler robes and identical masks stand behind him, daggers drawn." + ] + }, + "Darius (chaotic evil, human {@creature cult fanatic}) and two {@creature Cultist||cultists} of Zargon lurk in this office, counting coins confiscated from Cynidicean gamblers. They are hostile toward anyone not garbed in their cult's attire.", + "If a character is wearing Demetrius's white robe, Darius exclaims:", + { + "type": "insetReadaloud", + "id": "10a", + "entries": [ + "\"By the crooked horn of Zargon! Do my eyes deceive me? Has the ghost of my brother come to die again?\"" + ] + }, + "Darius and his cohorts fight to the death.", + { + "type": "entries", + "name": "Treasure", + "id": "10b", + "entries": [ + "Atop Darius's desk are 50 gp, three gems worth 25 gp each, and two jeweled necklaces worth 100 gp each. Darius and the two cultists each wear a gold mask of Zargon worth 50 gp." + ] + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Conclusion", + "id": "10c", + "entries": [ + "The adventure ends when the characters escape the ziggurat, likely via the main entrance in {@area area B57|0f6|x}. Depending on what brought the party to the ruins, they might eventually rejoin their desert caravan or return to their quest-giver to report their findings.", + "If your players wish to continue exploring the ruins of Cynidicea or the underground city beneath the ziggurat, consult the following section." + ] + }, + { + "type": "section", + "name": "Extending the Adventure", + "id": "10d", + "entries": [ + "\"The Lost City\" primarily explores the first five tiers of the ziggurat, but further adventures await those who continue their descent. This section provides the following two options to extend the adventure:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Expanded Ziggurat", + "entry": "This section adds a sixth tier to the ziggurat: the seeping lair of the elder evil Zargon and its cultists." + }, + { + "type": "item", + "name": "The Underground City", + "entry": "This section presents an overview of the Cynidiceans' underground city and opportunities for adventure therein." + } + ] + }, + { + "type": "entries", + "name": "Expanded Ziggurat", + "id": "10e", + "entries": [ + "In the days of Cynidicea's fall, the elder evil Zargon slithered up into the city and fed on the panicking masses. As its cult took over the city, Zargon returned to the tunnels below the ziggurat, content to feed on a steady supply of Cynidicean sacrifices brought by its worshipers. Zargon dwells there still, rising from its slimy pool to answer the growl of its stomach.", + "An unfinished tier occupied by Zargon and its loathsome servitors lies deep below the ziggurat. This tier is far more dangerous than those above it. A confrontation with Zargon could prove challenging for characters of all levels, though unseasoned adventurers determined to face the Returner in combat are almost certainly doomed to fail.", + "Characters killed by Zargon might be resurrected on the Infinite Staircase by Nafas (see {@area chapter 1|01c|x}), who could ask them to repay him by completing another adventure in this book.", + { + "type": "entries", + "name": "Expanded Ziggurat Features", + "id": "10f", + "entries": [ + "Unless otherwise noted, this tier has the following features:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Ceilings", + "entry": "Corridors have 15-foot-high ceilings, and rooms have 20-foot-high ceilings." + }, + { + "type": "item", + "name": "Doors", + "entry": "Translucent membranes curtain the entrances to each area. Creatures that pass through a membrane are coated in a mucilaginous glaze." + }, + { + "type": "item", + "name": "Lighting", + "entry": "Bulbous growths cling to walls throughout. Their pulsing, sickly glow provides dim light." + }, + { + "type": "item", + "name": "Slime", + "entry": "A film of sticky slime covers most surfaces." + } + ] + } + ] + }, + { + "type": "entries", + "name": "Random Encounters", + "id": "110", + "entries": [ + "For each hour the party spends on this level, roll a {@dice d6}. On a roll of 1, the characters encounter {@dice 1d4 + 1} {@creature Cultist||cultists} led by a {@creature cult fanatic} looking for sacrifices. Each cult member wears a gold mask of Zargon worth 50 gp." + ] + }, + { + "type": "entries", + "name": "Expanded Ziggurat Locations", + "id": "111", + "entries": [ + "The following locations are keyed to map 2.4.", + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/025-map-2.04-expanded-ziggurat.webp" + }, + "imageType": "map", + "title": "Map 2.4: Expanded Ziggurat", + "credit": "Mike Schley", + "width": 4098, + "height": 2652, + "id": "59c", + "mapRegions": [ + { + "area": "112", + "points": [ + [ + 490, + 1386 + ], + [ + 534, + 1355 + ], + [ + 517, + 1328 + ], + [ + 523, + 1285 + ], + [ + 550, + 1282 + ], + [ + 578, + 1269 + ], + [ + 582, + 1240 + ], + [ + 602, + 1226 + ], + [ + 586, + 1189 + ], + [ + 600, + 1163 + ], + [ + 634, + 1147 + ], + [ + 637, + 1115 + ], + [ + 629, + 1085 + ], + [ + 654, + 1075 + ], + [ + 686, + 1058 + ], + [ + 712, + 1069 + ], + [ + 736, + 1048 + ], + [ + 1238, + 1048 + ], + [ + 1238, 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The walls, riddled with oozing cracks, bear murals of humanoids in mourning. Rusty mining tools lie strewn about." + ] + }, + "A {@creature black pudding} creeps along the ceiling. It attempts to plop onto one of the characters and drag them into one of the slimy chutes on the floor.", + { + "type": "entries", + "name": "Slime Chutes", + "id": "114", + "entries": [ + "Two 10-foot-wide, 40-foot-long tunnels, each covered by a thin web of slime, lead down to {@area areas B66|119|x} and {@area B67|11d|x}. A creature that moves over a pit must succeed on a DC 15 Dexterity saving throw or slide down the chute, landing with the {@condition prone} condition in an unoccupied space within 10 feet of the chute's exit. A creature can choose to fail this saving throw. Clambering back up a chute requires a successful DC 15 Strength ({@skill Athletics}) check." + ] + } + ] + }, + { + "type": "entries", + "name": "B65: Ritual Chamber", + "id": "115", + "entries": [ + { + "type": "insetReadaloud", + "id": "116", + "entries": [ + "Eleven robed cultists chant within this ritual chamber. Each wears a horned, golden mask with four metallic tentacles sprouting from its chin. The cultists gather around a black marble altar supported by six sculpted tentacles. A twelfth cultist convulses atop the altar." + ] + }, + "Twelve {@creature Cultist||cultists} perform a wicked ritual in this room. The cultists are hostile toward intruders but continue intoning even in combat\u2014only death can separate the Zargonites from their goal. The cultist on the pedestal refrains from joining combat until the ritual is complete; if they are killed, another cultist takes their place on the altar.", + "The ritual continues for 3 rounds or until all cultists have been dispatched. A {@spell Silence} spell that envelops all the cultists also stops the ritual.", + "If one or more cultists are still chanting at the end of round 2, the cultist on the altar (or closest to it) transforms into a {@creature gibbering mouther} with all its hit points. Read or paraphrase the following text:", + { + "type": "insetReadaloud", + "id": "117", + "entries": [ + "\"I have been chosen! Praise the Returner!\" shouts the cultist on the altar with glee as they melt into an amorphous blob of chattering teeth and darting eyes." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "118", + "entries": [ + "The twelve cultists each wear a gold mask of Zargon worth 50 gp." + ] + } + ] + }, + { + "type": "entries", + "name": "B66: Cultists' Quarters", + "id": "119", + "entries": [ + { + "type": "insetReadaloud", + "id": "11a", + "entries": [ + "Twelve uncomfortable bunk beds, sticky and freckled with mold, line the walls of these sleeping quarters. Beneath four of the beds hang throbbing cocoons of stringy slime. A chest rests at the foot of each bed." + ] + }, + "Low-ranking members of the Cult of Zargon sleep in these communal chambers.", + { + "type": "entries", + "name": "Cocoons", + "id": "11b", + "entries": [ + "Four clammy cocoons, ready to burst, stick to the bottoms of four beds. If a creature disturbs a cocoon or moves within 10 feet of it, the cocoon bursts. Each creature within 10 feet of a bursting cocoon must succeed on a DC 13 Dexterity saving throw or take 9 ({@dice 2d8}) poison damage and have the {@condition poisoned} condition for 1 minute.", + "Immediately after a cocoon bursts, a mass of squirming, barbed tentacles (use the {@creature swarm of poisonous snakes} stat block) emerges in the nearest unoccupied space. The oily limbs attack the nearest creature." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "11c", + "entries": [ + "Three of the chests contain gold masks of Zargon worth 50 gp each. Another contains a {@item Spell Scroll} of {@spell Evard's Black Tentacles}." + ] + } + ] + }, + { + "type": "entries", + "name": "B67: Belly of the Beast", + "id": "11d", + "entries": [ + { + "type": "insetReadaloud", + "id": "11e", + "entries": [ + "Smooth, wet tissue coats the walls of this cave. Cankerous lumps protrude from the flesh, dribbling caustic fluid into a sickly-hued pool of gastric juices. A rough stone pathway cuts through the bile.", + "Six dwarves with white hair and gray skin use severely corroded pickaxes to excavate an inflamed section of the wall. The chamber gurgles in agitation." + ] + }, + "Six {@creature duergar} loyal to Zargon work to expand this fleshy chamber. When the characters enter, two of the duergar are arguing over the quality of their tools. The duergar are friendly to characters who wear the masks of Zargon's cultists, allowing them to pass; otherwise, the duergar greet intruders with hostility.", + { + "type": "entries", + "name": "Acid Pool", + "id": "11f", + "entries": [ + "A hissing, 3-foot-deep pool of digestive acid fills the area around the stone path. A creature that enters the pool for the first time on a turn or starts its turn there takes 22 ({@dice 4d10}) acid damage." + ] + }, + { + "type": "entries", + "name": "Bile Spouts", + "id": "120", + "entries": [ + "Four bile spouts, agitated by the duergar excavators, stud the walls. At initiative count 10 on each round (losing initiative ties), the spouts erupt with gouts of acid in a 60-foot line that is 10 feet wide. Each creature in that area must make a DC 14 Dexterity saving throw, taking 22 ({@dice 4d10}) acid damage on a failed save or half as much damage on a successful one." + ] + } + ] + }, + { + "type": "entries", + "name": "B68: Spawning Chamber", + "id": "121", + "entries": [ + { + "type": "insetReadaloud", + "id": "122", + "entries": [ + "A twenty-foot-deep pit takes up most of the floor of this rough-hewn chamber. A stone staircase curves down the wall of the pit, which holds three enormous stone vats brimming with differently colored liquids.", + "Four cultists in dark purple robes pile armfuls of humanoid bones into each cistern." + ] + }, + "Four {@creature Cult Fanatic||cult fanatics} deposit leftovers from sacrifices in area B69 into vats here in hopes of birthing Oozes to serve Zargon. The cultists are hostile toward intruders not garbed in their cult's attire.", + "If a cultist is slain, their companions rush to cast themselves into the vats, where they quickly dissolve and potentially spawn oozes. The cultists praise Zargon with their last breaths.", + { + "type": "entries", + "name": "Ooze Vats", + "id": "123", + "entries": [ + "The three 10-foot-wide vats each hold the essence of a different variety of Ooze. A creature that enters a vat for the first time on a turn or starts its turn there takes 22 ({@dice 4d10}) acid damage. If a creature dies in a vat, a hostile ooze emerges from it 1 round later. The ooze has the same initiative count as the creature whose death spawned it. An ooze spawned this way is indifferent to the cultists but hostile to all other creatures.", + "The contents of the vats and the oozes they spawn are as follows:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Black Vat", + "entry": "A tarry, black substance bubbles within this vat, which can produce one {@creature black pudding}." + }, + { + "type": "item", + "name": "Clear Vat", + "entry": "This vat wobbles with a crystal-clear liquid that can produce up to two {@creature Gelatinous Cube||gelatinous cubes}." + }, + { + "type": "item", + "name": "Yellow Vat", + "entry": "The glistening, amber-hued jam within this vat can produce up to two {@creature Ochre Jelly||ochre jellies}." + } + ] + } + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "124", + "entries": [ + "The four cultists each wear a gold mask of Zargon worth 50 gp." + ] + } + ] + }, + { + "type": "entries", + "name": "B69: Foul Chapel", + "id": "125", + "entries": [ + { + "type": "insetReadaloud", + "id": "126", + "entries": [ + "Sconces flicker in slimy alcoves within this ruined chapel, casting an eerie glow on five rows of clammy stone pews. Green mucus carpets the center aisle, leading to a bloodstained altar on a rocky precipice. Behind the altar, the chapel opens to a dark cavern.", + "Two rusty cages are set into the chapel's north wall. An eye-shaped gong stands in the southeast corner.", + "Six cultists sit in the pews. Before them is a priest in a horned mask adorned with eight chin tentacles." + ] + }, + "Cultists present sacrifices to the Returner in this unholy temple. When the characters enter, Zekrikitch\u2014a high priest of Zargon transformed by the Returner's slime\u2014is addressing six {@creature Cultist||cultists}. Zekrikitch uses the {@creature mind flayer} stat block, though he can also speak Common. Four of the tentacles under the high priest's mask are alive, writhing subtly as he speaks.", + "Zekrikitch telepathically probes the minds of any unexpected guests. If the characters attempt to fool the cultists using disguises or magic, the high priest plays along while telepathically warning his allies, who attack as one.", + "If the characters are defeated here or elsewhere on this level, the cultists chain one unlucky character to the altar and lock the remaining characters in the cages. The cultists then ring the gong.", + { + "type": "entries", + "name": "Altar", + "id": "127", + "entries": [ + "Two sets of iron {@item manacles|PHB} (see the {@book Player's Handbook|PHB}) are bolted to the altar. A creature chained to the altar has the {@condition restrained} condition." + ] + }, + { + "type": "entries", + "name": "Cages", + "id": "128", + "entries": [ + "The cages are 10 feet wide and 20 feet long. Both are empty. As an action, a character can pick a cage's lock with a successful DC 15 Dexterity ({@skill Sleight of Hand}) check using thieves' tools or force open the rusty door with a successful DC 20 Strength ({@skill Athletics}) check." + ] + }, + { + "type": "entries", + "name": "Gong", + "id": "129", + "entries": [ + "Ringing this eye-shaped gong signals to Zargon that a fresh sacrifice is ready for consumption. It takes 1 minute for the tyrant to slither from area B70 to the altar. If no sacrifice awaits it, Zargon unleashes its wrath on the chapel's occupants." + ] + }, + { + "type": "entries", + "name": "Slime Carpet", + "id": "12a", + "entries": [ + "A 10-foot-wide patch of {@hazard green slime} (see the {@book Dungeon Master's Guide|DMG}) intersects the pews. The slime doesn't harm Zargon or its cultists." + ] + }, + { + "type": "entries", + "name": "Tunnel", + "id": "12b", + "entries": [ + "Directly behind the altar, the chamber drops steeply to a tunnel leading to area B70. The floor of the tunnel is 20 feet below the altar." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "12c", + "entries": [ + "Zekrikitch carries the keys to the cages and the altar's restraints. He and the six cultists each wear a gold mask of Zargon worth 50 gp." + ] + } + ] + }, + { + "type": "entries", + "name": "B70: Lair of Zargon", + "id": "12d", + "entries": [ + "A lake of slime fills this ruined chamber, whose walls climb 40 feet to a cavernous ceiling. Froth and scum line the lake's edge.", + "Shortly after the characters enter, a deep, guttural voice echoes in their minds. At first, its words are unintelligible, but slowly the gibberish gives way to a question: \"What worlds have {@i you} destroyed?\"", + "Give the party a moment to answer, then read:", + { + "type": "insetReadaloud", + "id": "12e", + "entries": [ + "A towering abomination rises from the slime. Three long tentacles tipped with bladelike barbs writhe from each of its shoulders, and six more slither below, propelling it forward. Beneath the two-foot-long black horn jutting from its hideous head, the creature's single bulging, red eye gazes down at you." + ] + }, + "The creature is {@creature Zargon the Returner|QftIS}, the deathless aberration responsible for the fall of Cynidicea. Although Zargon is ageless, it is no god. A cunning evil of an age beyond memory, Zargon has discovered feigning godhood begets it a glut of sacrifices from those who crave its power.", + "If confronted by characters of 10th level or lower, Zargon toys with the party. Mildly impressed by the characters' foolish resolve, the elder evil might offer to make them minions, lieutenants, or priests\u2014but not before threatening to eat them. Zargon spares those who tremble before it, acknowledge it as a god, or make it an offering of at least 600 gp.", + "Zargon takes adventurers of 11th level or higher more seriously. Deprived of worthy challengers for centuries, the Returner dares the characters to claim its horn, as so many before them have tried.", + "In combat, Zargon fights to the death. The creature secretly delights at its own destruction, knowing it will regrow from its horn.", + { + "type": "entries", + "name": "Lake of Slime", + "id": "12f", + "entries": [ + "Between sacrifices, Zargon broods in its pool of slime. The pool is 30 feet deep, and visibility beneath the surface is limited to 10 feet." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "130", + "entries": [ + "The treasures Zargon has gathered lie submerged in unlocked iron chests at the bottom of the lake. Its hoard contains the following rewards, which it never parts with willingly: 11,600 sp and 1,800 gp, a {@item Cloak of Elvenkind}, a {@item Deck of Illusions}, a {@item +2 Shield}, and a {@item Scimitar of Speed}.", + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/027-02-014.zargon-the-returner.webp" + }, + "title": "Zargon the returner rises from a lake of slime within its lair", + "credit": "Kevin Glint", + "width": 850, + "height": 779 + } + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "The Underground City", + "id": "131", + "entries": [ + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/028-map-2.05-underground-city.webp" + }, + "imageType": "map", + "title": "Map 2.5: Underground City", + "credit": "Marco Bernardini", + "width": 4096, + "height": 2650, + "id": "59d", + "mapRegions": [ + { + "area": "135", + "points": [ + [ + 309, + 1004 + ], + [ + 309, + 1116 + ], + [ + 741, + 1116 + ], + [ + 741, + 1004 + ] + ] + }, + { + "area": "137", + "points": [ + [ + 808, + 935 + ], + [ + 808, + 1084 + ], + [ + 1202, + 1084 + ], + [ + 1202, + 935 + ] + ] + }, + { + "area": "138", + "points": [ + [ + 1465, + 1122 + ], + [ + 1465, + 1253 + ], + [ + 1779, + 1253 + ], + [ + 1779, + 1122 + ] + ] + }, + { + "area": "134", + "points": [ + [ + 2192, + 149 + ], + [ + 2192, + 278 + ], + [ + 2560, + 278 + ], + [ + 2560, + 149 + ] + ] + }, + { + "area": "136", + "points": [ + [ + 3556, + 465 + ], + [ + 3556, + 621 + ], + [ + 3924, + 621 + ], + [ + 3924, + 465 + ] + ] + }, + { + "area": "136", + "points": [ + [ + 3589, + 1503 + ], + [ + 3589, + 1648 + ], + [ + 3981, + 1648 + ], + [ + 3981, + 1503 + ] + ] + }, + { + "area": "136", + "points": [ + [ + 3255, + 1682 + ], + [ + 3255, + 1804 + ], + [ + 3754, + 1804 + ], + [ + 3754, + 1682 + ] + ] + }, + { + "area": "136", + "points": [ + [ + 2884, + 2301 + ], + [ + 2884, + 2444 + ], + [ + 3219, + 2444 + ], + [ + 3219, + 2301 + ] + ] + }, + { + "area": "13a", + "points": [ + [ + 2509, + 2204 + ], + [ + 2509, + 2335 + ], + [ + 2764, + 2335 + ], + [ + 2764, + 2204 + ] + ] + } + ], + "hrefThumbnail": { + "type": "internal", + "path": "adventure/QftIS/thumbnail/028-map-2.05-underground-city.webp" + } + }, + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/029-map-2.05-underground-city-player.webp" + }, + "imageType": "mapPlayer", + "title": "Player Version", + "width": 4096, + "height": 2650, + "credit": "Marco Bernardini", + "mapParent": { + "id": "59d" + } + } + ] + }, + "Beneath the ruins of Cynidicea lies an underground city in a vast cavern. By the time survivors fled here from their broken capital, the cultists of Zargon had already begun constructing the city and thriving in its darkness. In exchange for food, housing, and a modicum of protection, Zargon's priests demanded absolute obedience, which they received for a time.", + "The Cynidiceans silently endured for decades as Zargonites plucked living sacrifices from their ranks to appease their voracious overlord. However, decades of growing horrors have finally primed the people for rebellion.", + "The underground city is accessible via a trapdoor in {@area area B57|0f6|x} of the ziggurat, but at your discretion, other entrances to it might exist.", + { + "type": "entries", + "name": "Life in the Underground City", + "id": "132", + "entries": [ + "A deep freshwater lake lies in the center of the city, just beyond Zargon's polluting influence. The lake provides cool, clean water and fish\u2014which it has aplenty\u2014to the populace. The Cynidiceans also breed underground livestock\u2014giant rodents, cave lizards, and the occasional carrion crawler.", + "Cynidiceans farm edible fungi in mildewy fields forested with mushrooms. Myconids roam these dense patches of overgrowth, which are more akin to fungal thickets than cultivated fields. These neighborly fungi help citizens transcend their dismal existence through communal melds in which they share dreams of a nobler era. Some Cynidiceans have grown to prefer these joyful melds over their daily lives, sinking into complacency. The priests of Zargon encourage this behavior\u2014as long as the melds continue, the people are less likely to object to the cruelty the cult inflicts on them." + ] + }, + { + "type": "entries", + "name": "Noteworthy Sites", + "id": "133", + "entries": [ + "The underground city occupies a vast cavern connected to catacombs of the old kingdom and the ziggurat above. Squat communal buildings in forgotten architectural styles line its forlorn streets, which are patrolled by Zargon's cultists." + ] + }, + { + "type": "entries", + "name": "Entrance to the Ziggurat", + "id": "134", + "entries": [ + "This tunnel connects the underground city to the main entrance chamber of the ziggurat ({@area area B57|0f6|x})." + ] + }, + { + "type": "entries", + "name": "Eye of Zargon", + "id": "135", + "entries": [ + "Outside the city lies a caustic pit known as the Eye of Zargon: a crater with a sickly glow reminiscent of Zargon's cycloptic eye. Zargonites regard the site as sacred and perform rituals to the Returner there. One legend states that to truly kill Zargon, its horn must be cast into the pit, but some fear this might be a deliberate misdirection spread by the cult." + ] + }, + { + "type": "entries", + "name": "Faction Strongholds", + "id": "136", + "entries": [ + "While most of the city lives in fear of Zargon and its devotees, three growing factions\u2014the faithful of Cynidicea's old gods\u2014plot to overthrow the Cult of Zargon and restore their former kingdom. Each faction does so alone, as mistrust and longstanding rivalries prevent them from uniting against the cult.", + "The factions maintain the following strongholds in the underground city:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Stronghold of Gorm", + "entry": "The Guardians of Gorm's headquarters is a pair of crooked towers mosaicked with brass tiles. The towers rise high above the complex's walled perimeter." + }, + { + "type": "item", + "name": "Stronghold of Madarua", + "entry": "Four guard towers pierce the air above the stronghold of the Warriors of Madarua like the spears of her fearless warriors. Day and night, the walled complex echoes with the clanging of steel from training combatants." + }, + { + "type": "item", + "name": "Stronghold of Usamigaras", + "entry": "The Mages of Usamigaras have no formal stronghold. Though outwardly welcoming, the wily mages gather in reinforced houses connected by a web of tunnels beneath the streets, allowing them to confuse and ambush invaders." + } + ] + } + ] + }, + { + "type": "entries", + "name": "Goblin Cliff Dwellings", + "id": "137", + "entries": [ + "On the lake's west shore, sheer cliffs rise to a plateau ruled by a gang of cave-dwelling goblinoid bandits. Seeking valuables, these goblinoids regularly descend the rickety scaffoldings and frayed rope ladders that cling to the cliffs, clashing with the Cynidiceans in the underground city. The goblinoid leader, a merciless {@creature hobgoblin warlord} named Krod the Wretched, plans to conquer the underground city and loot its riches when the Cynidiceans reach the nadir of their sufferings." + ] + }, + { + "type": "entries", + "name": "Island of Death", + "id": "138", + "entries": [ + "A small, stony island pockmarked with caves and tree-sized fungi rises from the lake. In the center of the island stands a circle of ancient menhirs predating the first-laid stones of Cynidicea. No one knows who built these monoliths or for what purpose, but they're rumored to be a source of necromantic power. When the Cynidiceans first fled here, they buried their dead on this island, along with priceless treasures\u2014but the island slowly became infested with Undead, and soon those who voyaged there ceased to return." + ] + }, + { + "type": "entries", + "name": "Lower Catacombs", + "id": "139", + "entries": [ + "An enormous stone slab seals the entrance to the lower catacombs. Locals warn against tampering with the barrier, which separates the underground city from terrible dangers lurking below." + ] + }, + { + "type": "entries", + "name": "Temple of Zargon", + "id": "13a", + "entries": [ + "Shaped like Zargon's menacing black horn, the Temple of Zargon houses the Returner's most loyal priests. Zargonites defend the structure at all hours. A sizable wing contains prison cells for sacrificial captives, embittered rebels, and anyone else foolish enough to offend the one-eyed tyrant or its cultists. The Returner's judgment awaits all who enter." + ] + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Chapter 3: When a Star Falls", + "id": "13b", + "entries": [ + "For centuries, the Tower of the Heavens has stood silhouetted against the glittering night sky. The tower is a bastion of destiny where gifted sages peer into the future, doling out prophecies to visitors. When one such sage foresees a falling star, it sets in motion a series of events that threatens to put the power of prophecy into dangerous hands.", + "\"When a Star Falls\" is designed for four to six 4th-level characters.", + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/030-03-001.ch3-when-a-star-falls.webp" + }, + "title": "In an event foretold by the Books of Prophecy, a falling star lands in the Tegefed Mountains", + "credit": "Martin Mottet", + "width": 1700, + "height": 2200 + }, + { + "type": "section", + "name": "Background", + "id": "13c", + "entries": [ + "According to local legend, the sages of the Tower of the Heavens can glimpse the future. Suppliants journey from distant regions to the tower, each bringing gold and a single question about their fate in hopes of receiving an answer from the sages.", + "Unknown to outsiders, the sages' talents come from their best-guarded secret: a series of ancient, magical tomes called the Books of Prophecy. The books chronicle events that have happened and those yet to pass; each cryptic page might detail a fate days, months, or years in the future. Shalfey, Elder Sage of the Tower of the Heavens, inherited the magic required to read these books from the line of sages who came before him\u2014but this magic prevents him from turning more than one new page per day, allowing only a peek at the future. To keep the Books of Prophecy secret, the sages make a great show of the study and practice of astrology, pretending to divine the future from the stars.", + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/031-03-002.tower-of-the-heavens-door.webp" + }, + "title": "A Door to the Tower of the Heavens", + "credit": "Olga Drebas", + "width": 850, + "height": 1404 + }, + "A few days ago, Shalfey turned a page of his current Book of Prophecy and found it blank. Worse still, he found he now could turn the rest of the pages, which were also blank, save for the last. There, in clear words, the book foretold the arrival of a falling star\u2014and the existence of a second set of Books of Prophecy possessed by a group of svirfneblin smiths. The elder sage resolved to plot the star's course, recover it, and trade it to the svirfneblin for the second set of tomes.", + "In anticipation of the star's descent, Shalfey sent his most trusted tower hands\u2014martial artists sworn to defend the sages and obey their every order\u2014to meet with Derwyth, a fellow star-watcher near the star's estimated point of impact. In the tower hands' absence, Shalfey's power-hungry successor, the sage Piyarz, saw his mentor was unguarded and vulnerable. Piyarz and his mutinous faction of apprentices attempted a coup, but Shalfey fended them off and retreated to the safety of his sanctum, where he hides still. Foiled, Piyarz turned his attention to Shalfey's emissaries, hoping to find the star and steal the power of prophecy for himself.", + { + "type": "entries", + "name": "Using the Infinite Staircase", + "id": "13d", + "entries": [ + "If you're using Nafas as a patron, he summons the characters to the Censer of Dreams (detailed in {@area chapter 1|022|x}), where he recounts the following wish:", + { + "type": "insetReadaloud", + "id": "13e", + "entries": [ + "\"A prophetic sage by the name of Shalfey has uttered a hasty plea. He sent a group of robed sages into the mountains to intercept a falling star, but a creature imperils their journey. Seek these emissaries and help them bring the star to Shalfey when it falls. He dwells within a fortress known as the Tower of the Heavens.\"" + ] + }, + "Nafas then teleports the characters to a door along the Infinite Staircase that opens near the Tegefed Mountains. After the adventure, the characters can return to the staircase through the same portal." + ] + }, + { + "type": "entries", + "name": "Adventure Hooks", + "id": "13f", + "entries": [ + "If you're not using Nafas as a group patron, consider the following ways to involve the characters in this adventure:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "In Search of Prophecies", + "entry": "The characters seek to have their fates read at the Tower of the Heavens. Whether the prophecies are real remains to be seen, but the characters are curious or desperate enough to pay a visit. The characters might also be researching historical information lost to all but those who deal in the business of fate." + }, + { + "type": "item", + "name": "Investigators", + "entry": "Dead travelers have been found in the hills south of the Tegefed Mountains\u2014and the corpses reportedly have no visible wounds. The characters are hired by a mourning family to investigate these deaths and put a stop to them. The characters' encounter with the cause of these deaths\u2014a strange predator called a {@creature memory web|QftIS}\u2014sparks the beginning of their adventure, as the creature's demise reveals a greater plot." + } + ] + } + ] + }, + { + "type": "entries", + "name": "Setting the Adventure", + "id": "140", + "entries": [ + "This adventure takes place in a region with a moderate climate, rolling hills, and winding rivers. The Tower of the Heavens lies far enough from major settlements that it sees only a few visitors at a time. Consider the following suggestions:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Eberron", + "entry": "The Tower of the Heavens could be the local name for the Starpeaks Observatory in Northern Aundair, with the Tegefed Mountains becoming the Starpeaks." + }, + { + "type": "item", + "name": "Forgotten Realms", + "entry": "The Tegefed Mountains could be in the eastern half of the Small Teeth mountain range, located in the region of Amn." + }, + { + "type": "item", + "name": "Greyhawk", + "entry": "You could place the Tegefed Mountains near the Crystalmist Mountains, where the Kingdom of Keoland borders the Yeomanry." + } + ] + }, + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/032-03-003.when-a-star-falls-original.webp" + }, + "width": 850, + "height": 1100 + }, + { + "type": "insetReadaloud", + "name": "About the Original", + "id": "141", + "entries": [ + "Produced by the UK branch of TSR in 1984, {@i When a Star Falls} was written by Graeme Morris. The adventure is remembered for its intricate plot and unique adventure hook, which spurred characters to action by imprinting their minds with memories from a creature known as a memory web." + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Adventure Summary", + "id": "142", + "entries": [ + "The adventure begins when the party stumbles on the corpses of Shalfey's emissaries. The envoys were killed by a memory web\u2014a living web that feasts on memories. When the characters defeat the memory web, they inherit the emissaries' memories, imprinting Shalfey's mission firmly in their minds. Shortly thereafter, the characters witness the prophesied star falling to the Tegefed Mountains. Later that night, the shadowy assassin Sion ambushes the party, seeking intel for his employer, Piyarz.", + "From there, the characters have two leads. They can investigate the Tower of the Heavens, or they can track down the messengers' intended contact, the druid Derwyth. The journey might lead characters to a cave of derro raiders, a lakeside community of hunters and giant beavers, or both.", + "Once the characters recover the star and defeat Piyarz, Shalfey sends them to a svirfneblin forge, where a group of smiths await the star. In exchange, the smiths give the characters a second set of Books of Prophecy for Shalfey, who rewards the characters on receipt of the tomes.", + { + "type": "entries", + "name": "Character Advancement", + "id": "143", + "entries": [ + "If you want to use story-based level advancement, the characters receive experience points for achieving the following milestones rather than defeating monsters:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Obtaining the Star or Saving Shalfey", + "entry": "When the characters either obtain the star from the derro lair or rescue Shalfey (whichever occurs first), everyone in the party gains 1 level. This advancement occurs only once." + }, + { + "type": "item", + "name": "Returning the Books of Prophecy", + "entry": "The characters gain 1 level when they deliver the second set of Books of Prophecy to Shalfey." + } + ] + }, + "If you follow this method, the characters should reach 6th level by the adventure's conclusion." + ] + } + ] + }, + { + "type": "section", + "name": "Tegefed Mountains", + "id": "144", + "entries": [ + "This adventure takes place in the Tegefed Mountains region. The mountains are lofty and rugged, with snow on the upper peaks even in the warmer months. The surrounding hills and moors are dotted with sparse trees and flowers, and settlements are few and far between.", + "Map 3.1 depicts the stretch of the Tegefed Mountains where the adventure occurs. Any hex on the map that doesn't contain a river is {@book difficult terrain|PHB|8|Difficult Terrain} for overland travel.", + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/033-map-3.01-tegefed-mountains.webp" + }, + "imageType": "map", + "title": "Map 3.1: Tegefed Mountains", + "credit": "Marco Bernardini", + "width": 4096, + "height": 2650, + "id": "59e", + "mapRegions": [ + { + "area": "1fa", + "points": [ + [ + 448, + 497 + ], + [ + 451, + 446 + ], + [ + 480, + 392 + ], + [ + 509, + 375 + ], + [ + 556, + 360 + ], + [ + 608, + 368 + ], + [ + 644, + 402 + ], + [ + 657, + 448 + ], + [ + 667, + 499 + ], + [ + 640, + 531 + ], + [ + 598, + 562 + ], + [ + 554, + 577 + ], + [ + 512, + 562 + ], + [ + 469, + 528 + ] + ] + }, + { + "area": "19d", + "points": [ + [ + 1048, + 998 + ], + [ + 1055, + 945 + ], + [ + 1074, + 893 + ], + [ + 1107, + 865 + ], + [ + 1160, + 853 + ], + [ + 1215, + 869 + ], + [ + 1242, + 903 + ], + [ + 1259, + 962 + ], + [ + 1269, + 996 + ], + [ + 1227, + 1040 + ], + [ + 1192, + 1063 + ], + [ + 1152, + 1080 + ], + [ + 1101, + 1059 + ], + [ + 1063, + 1027 + ] + ] + }, + { + "area": "17a", + "points": [ + [ + 1556, + 1667 + ], + [ + 1562, + 1611 + ], + [ + 1575, + 1564 + ], + [ + 1606, + 1537 + ], + [ + 1651, + 1524 + ], + [ + 1699, + 1531 + ], + [ + 1743, + 1560 + ], + [ + 1762, + 1602 + ], + [ + 1768, + 1667 + ], + [ + 1731, + 1712 + ], + [ + 1691, + 1733 + ], + [ + 1655, + 1741 + ], + [ + 1608, + 1722 + ], + [ + 1575, + 1697 + ] + ] + }, + { + "area": "159", + "points": [ + [ + 2244, + 2147 + ], + [ + 2253, + 2103 + ], + [ + 2269, + 2065 + ], + [ + 2286, + 2034 + ], + [ + 2343, + 2011 + ], + [ + 2383, + 2013 + ], + [ + 2425, + 2034 + ], + [ + 2451, + 2072 + ], + [ + 2461, + 2149 + ], + [ + 2425, + 2187 + ], + [ + 2379, + 2215 + ], + [ + 2324, + 2219 + ], + [ + 2272, + 2185 + ] + ] + }, + { + "area": "1ae", + "points": [ + [ + 2903, + 398 + ], + [ + 2907, + 341 + ], + [ + 2926, + 303 + ], + [ + 2949, + 267 + ], + [ + 3008, + 257 + ], + [ + 3055, + 272 + ], + [ + 3093, + 295 + ], + [ + 3114, + 341 + ], + [ + 3118, + 398 + ], + [ + 3084, + 444 + ], + [ + 3027, + 469 + ], + [ + 2977, + 465 + ], + [ + 2931, + 432 + ] + ] + }, + { + "area": "144", + "points": [ + [ + 3063, + 1897 + ], + [ + 3065, + 1851 + ], + [ + 3078, + 1817 + ], + [ + 3109, + 1781 + ], + [ + 3147, + 1760 + ], + [ + 3194, + 1756 + ], + [ + 3227, + 1775 + ], + [ + 3269, + 1808 + ], + [ + 3280, + 1861 + ], + [ + 3272, + 1912 + ], + [ + 3215, + 1949 + ], + [ + 3164, + 1968 + ], + [ + 3122, + 1958 + ], + [ + 3086, + 1933 + ] + ] + } + ], + "hrefThumbnail": { + "type": "internal", + "path": "adventure/QftIS/thumbnail/033-map-3.01-tegefed-mountains.webp" + } + }, + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/034-map-3.01-tegefed-mountains-player.webp" + }, + "imageType": "mapPlayer", + "title": "Player Version", + "width": 4096, + "height": 2650, + "credit": "Marco Bernardini", + "mapParent": { + "id": "59e" + } + } + ] + }, + { + "type": "entries", + "name": "Random Encounters", + "id": "145", + "entries": [ + "Random encounters can bring the region to life. An encounter might occur while the characters are traveling from one location to another or whenever the DM feels appropriate. To determine what the characters find, roll on the Random Tegefed Mountains Encounters table, rerolling duplicates.", + { + "type": "table", + "caption": "Random Tegefed Mountains Encounters", + "colLabels": [ + "d8", + "Encounter" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Three {@creature Griffon||griffons} hunt the characters. A griffon egg in a nearby nest can fetch a price of up to 300 gp if sold to the right buyer." + ], + [ + "2", + "Two {@creature Displacer Beast||displacer beasts} quietly stalk the characters." + ], + [ + "3", + "An {@creature ogre} trains five {@creature Boar||boars} to hunt wild animals. On noticing the characters, the ogre sets the pet boars loose on them instead." + ], + [ + "4", + "Five {@creature Bugbear||bugbears} ambush the party, demanding the characters give them 100 gp or face certain death. Each bugbear carries 3 gp in a coin pouch." + ], + [ + "5", + "Ten {@creature Giant Bat||giant bats} swoop in and attack the characters. The bats focus their attacks on the character who makes the most noise." + ], + [ + "6", + "The characters hear distant howls. Two {@creature Dire Wolf||dire wolves} and five {@creature Wolf||wolves} descend on them 1 minute later." + ], + [ + "7", + "A {@creature troll} drags a large sack containing the carcass of a giant goat, seeking a good place to eat it. If the troll notices the characters, the troll drops the sack and attacks, deeming them a much tastier meal." + ], + [ + "8", + "The characters encounter an injured hunter in the wilderness who calls out for help. The hunter is actually a hungry {@creature jackalwere} bandit in human form. Five more {@creature Jackalwere||jackalweres} lie in ambush nearby." + ] + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Death on the Moors", + "id": "146", + "entries": [ + "The adventure begins as the characters traverse the moors of the Tegefed Mountains. This journey leads through a beautiful tableau of rolling hills and snowy peaks\u2014but the pleasant excursion is soon marred by a harrowing encounter.", + { + "type": "entries", + "name": "Memory Web", + "id": "147", + "entries": [ + "As the characters travel through the region, read or paraphrase the following text:", + { + "type": "insetReadaloud", + "id": "148", + "entries": [ + "The moorland of the Tegefed Mountains sprawls around you. Beneath lofty peaks, sparse trees and splashes of vivid flowers dot the green hills.", + "As you reach the top of yet another rise\u2014this one blanketed with fragrant heather\u2014the scenery is interrupted by a giant web that stretches out just a couple dozen feet from you. Four unmoving, white-robed figures lie enmeshed within it." + ] + }, + "The mass of strands is a motionless {@creature memory web|QftIS}. The memory web attempts to catch the characters by surprise, launching itself at them to feed on their memories. If the characters ignore the bodies and continue on their way, the memory web follows stealthily and strikes a few minutes later.", + "When the memory web dies, its Memory Flood trait releases the messengers' memories it absorbed (see the \"{@area Flood of Memories|14c|x}\" section).", + { + "type": "entries", + "name": "Shalfey's Emissaries", + "id": "149", + "entries": [ + "The robed figures are the corpses of four tower hands whom Shalfey sent to track down the star. The messengers' minds were drained by the memory web before death. As a result, the {@spell Speak with Dead} spell and similar magic yield only confused, meaningless responses.", + { + "type": "entries", + "name": "Bestiary for Derwyth", + "id": "14a", + "entries": [ + "One of the corpses clutches a thin leather-bound book\u2014an illustrated bestiary of creatures local to the mountains, which is worth 30 gp. The words \"for Derwyth\" are neatly written on its first page. A character who succeeds on a DC 15 Intelligence ({@skill History}) check knows Derwyth is a druid who lives nearby in Cernant Valley ({@area detailed later in this adventure|159|x}). Shalfey's emissaries had planned to take the book to her as payment for information about the star." + ] + }, + { + "type": "entries", + "name": "Map of the Region", + "id": "14b", + "entries": [ + "Another corpse clutches a hastily drawn map of the Tegefed Mountains, marked with the locations of Cernant Valley and the Tower of the Heavens (see {@adventure map 3.1|QftIS|3|Map 3.1: Tegefed Mountains})." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Flood of Memories", + "id": "14c", + "entries": [ + "When the memory web dies, a barrage of memories floods the characters' minds. Most of these fleeting images fade instantly, but the following scenes appear in quick succession and lodge themselves firmly in each character's memory.", + { + "type": "entries", + "name": "Memory 1: Initiation Day", + "id": "14d", + "entries": [ + { + "type": "insetReadaloud", + "id": "14e", + "entries": [ + "The world around you blurs for a moment, and everything fades to black. When your senses return, you find yourself in a hazy, dreamlike scene.", + "Bookshelves surround you, and a large, shimmering sphere levitates on the other side of the room. In front of the sphere stands a bearded human sage, his arms covered with tattoos of constellations. \"Remember it well,\" he says slowly and firmly. \"Fair is the day\u2014{@i but fairer the jewels of the evening}.\"" + ] + }, + "This memory takes place a few years ago. It depicts Shalfey initiating a group of tower hands into his private guard. Shalfey is teaching them the secret phrase used among his closest confidants. This phrase might come in handy when the characters meet Hadley, who runs the ferry at the Tower of the Heavens ({@area detailed later in this adventure|1ae|x})." + ] + }, + { + "type": "entries", + "name": "Memory 2: The Star Foretold", + "id": "14f", + "entries": [ + { + "type": "insetReadaloud", + "id": "150", + "entries": [ + "The scene shifts. The sage has aged by several years. Distraught, he paces in a starlit observatory.", + "\"The book speaks of a star falling to earth\u2014a black rock, seemingly worthless but seared by the heavens,\" he explains. \"Only it can help us. We must find it, and soon, or evil will seize the power of prophecy.\"" + ] + }, + "Four days ago, Shalfey recounted his findings from the final page of the Books of Prophecy." + ] + }, + { + "type": "entries", + "name": "Memory 3: Shalfey's Orders", + "id": "151", + "entries": [ + { + "type": "insetReadaloud", + "id": "152", + "entries": [ + "Another memory shifts into your mind. The same old man gazes at you with desperate intensity. \"Go, seek Derwyth, a fellow star-watcher,\" he urges. \"Make haste to her home in Cernant Valley.\"", + "He places a thin leather book in your hands, which are not your own. \"Give her this bestiary as payment. When the star falls, only she can tell you where it landed. I implore you, do not return without the star.\"" + ] + }, + "Three days ago, Shalfey tasked his tower hands with seeking out Derwyth. They died along the way." + ] + } + ] + }, + { + "type": "entries", + "name": "Falling Star", + "id": "153", + "entries": [ + "After the characters have a moment to process the memories they've received, they witness the foretold falling star. Read or paraphrase the following text:", + { + "type": "insetReadaloud", + "id": "154", + "entries": [ + "Your surroundings momentarily brighten as a brilliant light streaks across the heavens and plummets to the earth. As the falling star lands in the mountains ahead, a distant rumble accompanies the impact, causing flocks of birds to scatter from the hills." + ] + }, + "The falling star's glittering trail briefly lingers in the air. Though the characters can't determine exactly where the star landed, they can tell from the map that it fell near Cernant Valley, where Shalfey's emissaries were headed. If the characters didn't find the map, the memory flood has given them the equivalent knowledge of the region." + ] + }, + { + "type": "entries", + "name": "Next Steps", + "id": "155", + "entries": [ + "The characters now know the locations of two points of interest: the {@area Tower of the Heavens|1ae|x} and {@area Cernant Valley|159|x}. Where they choose to go next is up to them. Either way, they receive an unwelcome visit in the night (see the following section)." + ] + } + ] + }, + { + "type": "section", + "name": "Piyarz's Shadow", + "id": "156", + "entries": [ + "Shalfey's messengers were followed by an assassin named Sion\u2014a shadowy mage molded by darkness. With them dead, Sion stalks the characters instead, waiting for the cover of night to strike.", + { + "type": "entries", + "name": "Stalked by a Shadow", + "id": "157", + "entries": [ + "When Piyarz seized the Tower of the Heavens in his coup, he interrogated Shalfey's scribes to discern where the elder sage sent his tower hands. Eventually the ruthless sage discovered the reason for the expedition: recovering a fallen star to acquire new Books of Prophecy. Piyarz then killed the scribes, leaving no allies of Shalfey alive in the tower.", + "Coveting the power of prophecy for himself, Piyarz dispatched Sion, his most trusted and terrible servant, in pursuit of Shalfey's expedition." + ] + }, + { + "type": "entries", + "name": "Night Ambush", + "id": "158", + "entries": [ + "{@creature Sion|QftIS} ambushes the characters at night. If the characters decided to rest after facing the memory web, Sion interrupts their repose.", + "Sion is accompanied by a hound and an oversized raven, both made of pure shadow (both creatures use the {@creature shadow} stat block, but the raven has a flying speed of 40 feet). When a companion drops to 0 hit points, it vanishes in a cloud of shadow. The companions also vanish when Sion dies.", + "Sion attempts to isolate a character\u2014especially anyone taking watch\u2014and threaten them into giving him information about the fallen star for his employer, whom he refuses to name. Sion is most interested in what knowledge the characters gleaned from the slain memory web. If the characters took either the bestiary or the map from the emissaries' corpses, Sion demands those as well. Otherwise, he has those items on his person.", + "When he's satisfied with the characters' answers or deems the party uncooperative, Sion attacks. He and his sinister pets fight to the death, unflinchingly loyal to Piyarz.", + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/035-03-004.sion-lurking.webp" + }, + "title": "Sion and his shadowy pets skulk toward a group of unsuspecting travelers", + "credit": "Jane Katsubo", + "width": 850, + "height": 2295 + } + ] + } + ] + }, + { + "type": "section", + "name": "Cernant Valley", + "id": "159", + "entries": [ + "Shalfey instructed his emissaries to visit Derwyth, an elf druid who lives near the Tegefed Mountains. According to the Books of Prophecy, she would know precisely where to find the star once it fell.", + "Derwyth lives in Cernant Valley\u2014a forested basin at the foot of the Tegefed Mountains\u2014along with many animals, most of which are small woodland creatures. These animals act as Derwyth's eyes and ears, quickly bringing her news of events in the wood, particularly the arrival and actions of strangers. The creatures also carry messages to more powerful Beasts in the valley that sometimes come to Derwyth's aid.", + { + "type": "entries", + "name": "Arrival at Cernant Valley", + "id": "15a", + "entries": [ + "When the party enters Cernant Valley, read or paraphrase the following text:", + { + "type": "insetReadaloud", + "id": "15b", + "entries": [ + "Two giant eagles soar down to meet you, landing in nearby trees that creak gently beneath the eagles' weight. \"Welcome, ground-walkers,\" squawks one of the eagles. The other continues: \"This is the home of Derwyth. If you come in peace, follow us\u2014if not, leave now.\"" + ] + }, + "Avri and Ivo, two {@creature Giant Eagle||giant eagles} who speak Common, welcome the characters to Derwyth's wood. The eagles are loyal to Derwyth and friendly to those who regard her home with respect. They spend their days soaring over the valley and watching for intruders.", + "The eagles offer to lead the characters to Derwyth's homestead. If the characters decline or offend Avri and Ivo, the eagles tell them to leave. If combat ensues, three {@creature elk} join the fray on initiative count 20 of the third round (losing initiative ties); the elk aid the eagles however they can. Attacking the eagles sours Derwyth's opinion of the characters, who fail her test (see the \"{@area Derwyth's Test|173|x}\" section later in this adventure).", + { + "type": "entries", + "name": "Going It Alone", + "id": "15c", + "entries": [ + "If the characters refuse the eagles' guidance, they must find their own way to Derwyth's homestead. The character leading the party must make a DC 15 Wisdom ({@skill Survival}) check to navigate the valley's tangled thickets. On a successful check, the characters reach the homestead without issue. On a failed check, they eventually arrive at the homestead, but the journey is exhaustingly circuitous; each character must succeed on a DC 10 Constitution saving throw or gain 1 level of {@condition exhaustion}." + ] + } + ] + }, + { + "type": "entries", + "name": "Derwyth's Homestead Features", + "id": "15d", + "entries": [ + "Derwyth and many of her animal companions dwell in a small collection of thatch-roofed buildings at the heart of Cernant Valley. The homestead has the following features:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Buildings", + "entry": "The buildings have thick walls of compacted earth and grass, and the gabled thatch roofs are supported by beams of riven oak. The ceilings are 10 feet tall. There are no windows." + }, + { + "type": "item", + "name": "Doors", + "entry": "The doors are made of thick oak planks. As an action, a character can force open a locked door with a successful DC 15 Strength ({@skill Athletics}) check or pick the lock with a successful DC 12 Dexterity ({@skill Sleight of Hand}) check using thieves' tools. Derwyth carries a key to each locked door." + }, + { + "type": "item", + "name": "Lighting", + "entry": "Rooms are brightly lit by baskets of fireflies hanging from the roof beams." + } + ] + } + ] + }, + { + "type": "entries", + "name": "Derwyth's Homestead Locations", + "id": "15e", + "entries": [ + "The following locations are keyed to map 3.2. 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When they arrive, read or paraphrase the following text:", + { + "type": "insetReadaloud", + "id": "160", + "entries": [ + "This serene homestead is perfectly quiet, save for a babbling brook and the gentle chirping of birds. A rustic wooden fence encloses three simple buildings with walls of compacted earth and grass. Birch trees stand tall in the center of the yard." + ] + }, + "If Avri and Ivo are present, the eagles tell the characters Derwyth is currently out gathering food, but she should be back soon; the characters can wait in the yard until then. After advising the characters to behave themselves, the eagles take flight.", + { + "type": "entries", + "name": "Derwyth", + "id": "161", + "entries": [ + "In truth, Derwyth is disguised as a birch tree in the center of the yard, watching how the characters behave. The \"{@area Trial of Trust|172|x}\" section later in this chapter details how the druid observes and interacts with the characters.", + "{@creature Derwyth|QftIS} is a neutral good, elf {@creature druid} who has {@sense darkvision} out to 60 feet, speaks Common and Elvish, and has the following additional trait:", + { + "type": "insetReadaloud", + "id": "162", + "entries": [ + { + "type": "entries", + "name": "Tree Shape (2/Day)", + "id": "163", + "entries": [ + "Over the course of 1 minute, Derwyth can magically transform into a Huge or smaller tree and remain in that form for 24 hours or until she ends this transformation early (no action required). Her equipment melds into her new form. While in this form, her Armor Class is 16, she has the {@condition incapacitated} condition, and she can't move or speak." + ] + } + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "H2: Antechamber", + "id": "164", + "entries": [ + "This room's south door is locked. If the characters enter, read or paraphrase the following text:", + { + "type": "insetReadaloud", + "id": "165", + "entries": [ + "Old cloaks and walking sticks hang from hooks on the wall of this entry room. A pair of muddy boots lie on the floor, and a dusty broom stands in the far corner." + ] + }, + "The items here all belong to Derwyth. There are nine walking sticks, each lovingly carved from a different kind of wood." + ] + }, + { + "type": "entries", + "name": "H3: Hall", + "id": "166", + "entries": [ + { + "type": "insetReadaloud", + "id": "167", + "entries": [ + "Six wooden posts support the roof of this simple hall. Sturdy benches of hardened clay line the walls, and a long hearth spans the center of the earthen floor. An ornate harp hangs from a hook on one of the posts." + ] + }, + "Derwyth entertains guests in this dining hall.", + { + "type": "entries", + "name": "Treasure", + "id": "168", + "entries": [ + "The harp is made of plum wood, inlaid with fine mithral wire, and worth 300 gp." + ] + } + ] + }, + { + "type": "entries", + "name": "H4: Derwyth's Room", + "id": "169", + "entries": [ + "This room's door is locked. If the characters enter, read or paraphrase the following text:", + { + "type": "insetReadaloud", + "id": "16a", + "entries": [ + "This small, plain chamber contains a round carpet and a long chest. An alcove in the far wall displays a small statue of a leaping stag." + ] + }, + "This is Derwyth's private resting chamber.", + { + "type": "entries", + "name": "Treasure", + "id": "16b", + "entries": [ + "The stag statue in the alcove is made of fine wood and worth 160 gp. The chest is unlocked; it contains a bag of 50 gp; three {@item Potion of Healing||Potions of Healing} in ceramic flagons; gardening implements; and worn robes, cloaks, tunics, boots, and sandals." + ] + } + ] + }, + { + "type": "entries", + "name": "H5: Library and Workshop", + "id": "16c", + "entries": [ + "This room's south door is locked. If the characters enter, read or paraphrase the following text:", + { + "type": "insetReadaloud", + "id": "16d", + "entries": [ + "Wooden shelves along the north wall of this room hold a jumble of books and scrolls, many of which have tumbled to the floor. The table in the center of the room bears scrolls with complex astrological notes in addition to quills, ink, and other stationery." + ] + }, + "Derwyth stores her texts in this study. In all, there are eighty-four books and over two hundred scrolls\u2014a comprehensive library of the druid's fields of interest: mainly animals, plants, and astronomy.", + "The scrolls on the table include Derwyth's notes concerning the fallen star. Though the party can easily recognize these notes, only someone versed in astronomy\u2014such as Derwyth, Shalfey, or a character proficient with navigator's tools\u2014can use them to determine the landing point of the star, a process that takes 2 hours." + ] + }, + { + "type": "entries", + "name": "H6: Goat Barn", + "id": "16e", + "entries": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/038-03-005.derwyth-the-druid.webp" + }, + "title": "Derwyth the druid pets a blissful giant goat in her barn", + "credit": "Pindurski", + "width": 1700, + "height": 1129 + }, + { + "type": "insetReadaloud", + "id": "16f", + "entries": [ + "This barn smells strongly of livestock. Here, three horse-sized goats quietly munch on hay. A stool sits on the straw-covered floor near some large milking pails and vessels for making cheese." + ] + }, + "Three {@creature Giant Goat||giant goats} live here. If it's clear Derwyth is in danger, the goats come to her aid, but they're otherwise friendly toward strangers and usually don't mind being milked.", + "A character can attempt to milk a goat by making a DC 10 Wisdom ({@skill Animal Handling}) check. On a successful check, the goat produces one bucket's worth of milk. On a failed check, the goat delivers a swift, agitated kick, and the milker takes 2 ({@dice 1d4}) bludgeoning damage and has the {@condition prone} condition." + ] + }, + { + "type": "entries", + "name": "H7: Food Storage", + "id": "170", + "entries": [ + { + "type": "insetReadaloud", + "id": "171", + "entries": [ + "A central post supports the conical roof of this circular hut. Piled around the walls are dozens of sacks, casks, boxes, and jars. A saber-toothed tiger lounges on one of the casks." + ] + }, + "These containers hold enough cheese, dried meat, flour, fruits, nuts, vegetables, and wine to sustain one person for half a year.", + "Derwyth's {@creature saber-toothed tiger} lazes here during the druid's test (see the \"Trial of Trust\" section). The tiger is initially indifferent toward the party and doesn't stop characters from stealing food from the hut; however, it leaps to Derwyth's aid if the druid is in danger.", + "If the characters do nothing to anger the tiger, they can safely pet it with a DC 10 Wisdom ({@skill Animal Handling}) check. On a successful check, the tiger rolls onto its back and chuffs happily. On a failed check, the tiger growls threateningly, then attacks if pestered further." + ] + } + ] + }, + { + "type": "entries", + "name": "Trial of Trust", + "id": "172", + "entries": [ + "Derwyth received advance notice of the characters' arrival from woodland creatures in Cernant Valley. She has used her Tree Shape trait to disguise herself as a tree in the yard ({@area area H1|15f|x}), from where she discreetly observes the party.", + { + "type": "entries", + "name": "Derwyth's Test", + "id": "173", + "entries": [ + "Derwyth remains in tree form for 10 minutes after the characters arrive. If the characters don't break her trust by harming her giant eagle friends, entering locked rooms, harming her animals, or stealing her possessions, they pass her test. Otherwise, they fail. At the end of this time, Derwyth reveals herself.", + "When Derwyth abandons her disguise, read:", + { + "type": "insetReadaloud", + "id": "174", + "entries": [ + "One of the birch trees in the yard begins to twist and creak, shrinking and uprooting itself. In seconds, an elf woman with white hair stands where the tree once did. She wears a brown cloak clasped with a sunflower brooch and sports a sturdy, wooden prosthetic leg." + ] + }, + "Derwyth's attitude toward the characters depends on whether they passed or failed her test.", + { + "type": "entries", + "name": "Passing Derwyth's Test", + "id": "175", + "entries": [ + "If the characters passed Derwyth's test, she commends their behavior and invites them into her dining hall ({@area area H3|166|x}), where she offers them bowls of vegetables, fruits, and nuts, as well as wooden vessels of water or wine. Until she's fully convinced of the characters' intentions, however, Derwyth actively discourages characters from snooping around her homestead.", + "During their meal, Derwyth asks the characters their business and listens intently. Though she has never met Shalfey, she knows of the elder sage and thinks well of him. If the characters detail their memories from the memory web, Derwyth realizes Shalfey's messengers intended for her to determine the star's landing place. She tells the characters she saw the star fall and can approximate its point of impact (see the \"Derwyth's Star Calculations\" section)." + ] + }, + { + "type": "entries", + "name": "Failing Derwyth's Test", + "id": "176", + "entries": [ + "If the characters failed Derwyth's test or they otherwise break her trust, she orders them to leave. A character who offers an earnest apology can convince Derwyth to let them stay with a successful DC 15 Charisma ({@skill Persuasion}) check. If the characters don't make amends and refuse to leave the homestead, Derwyth attacks, calling the {@creature saber-toothed tiger} in {@area area H7|170|x} and the three {@creature Giant Goat||giant goats} in {@area area H6|16e|x} to back her up. If Derwyth is defeated, news of the battle quickly spreads to Beasts throughout Cernant Valley, who regard the characters with hostility." + ] + } + ] + }, + { + "type": "entries", + "name": "Derwyth's Star Calculations", + "id": "177", + "entries": [ + "Once Derwyth trusts the characters, she offers to calculate where the star landed in exchange for 200 gp, but she gladly accepts the bestiary carried by Shalfey's emissaries in lieu of payment. If the characters refuse to compensate Derwyth, she responds as outlined in the \"Failing Derwyth's Test\" section.", + "Once paid, Derwyth retires to her library ({@area area H5|16c|x}) to perform her calculations. If the characters want to be useful in the meantime, Derwyth suggests they milk the goats in the barn (see {@area area H6|16e|x}).", + { + "type": "entries", + "name": "What Derwyth Knows", + "id": "178", + "entries": [ + "After 2 hours, Derwyth finishes her calculations. She tells the characters the shooting star fell in Therno Pass, a small region of the Tegefed Mountains inhabited by Aberrations called derro. All she knows about this group of derro is that they live underground, shun the light of day, and are feared for their ruthless attacks on nearby settlements. Derwyth marks the star's landing point on the characters' map; it corresponds with the location of the derro lair on {@adventure map 3.1|QftIS|3|Map 3.1: Tegefed Mountains}." + ] + }, + { + "type": "entries", + "name": "Bidding Farewell", + "id": "179", + "entries": [ + "After sharing this information, Derwyth offers the characters the opportunity to rest in her homestead before the party departs. If the characters made a good impression on her, she also gives them the three {@item Potion of Healing||Potions of Healing} from the chest in her room. The giant eagles Avri and Ivo then escort the characters out of Cernant Valley." + ] + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Derro Lair", + "id": "17a", + "entries": [ + "A merciless faction of derro raiders has established a lair about a dozen miles from Therno Lake. From this outpost, the raiders pillage the surrounding countryside, frequently accosting hunters and traveling merchants. These forays are inspired not only by the raiders' greed but also by their sinister habit of dragging their victims' corpses back to the outpost to conscript them as zombie guards and workers.", + "When the star fell, it crashed into this outpost. The impact collapsed several tunnels, cutting the derro off from both the surface and the Underdark below. The collapse also destroyed the derro's idol of their god, Diirinka. Seeing this destruction as an omen from Diirinka, the derro dug westward to free themselves from the cave-in and snatched the star from the crater where it landed.", + "The derro believe the star is an object of immense power. Determined to take the star to the Underdark to gain leverage and status, the derro have been digging a new path to the subterranean depths.", + { + "type": "entries", + "name": "Point of Impact", + "id": "17b", + "entries": [ + "If the characters discovered the location of the fallen star from Derwyth's calculations, they have no trouble traveling directly to the point of impact. Likewise, if the characters already met the hunters of Therno Lake ({@area detailed later in this adventure|19d|x}), those hunters might have directed them to the derro lair.", + "If the characters failed to secure such information, they can find the star's point of impact by journeying to southern Therno Pass and succeeding on a DC 20 Wisdom ({@skill Survival}) check. Characters who make this check from a suitably high vantage point, such as a mountain peak, have advantage on the check.", + { + "type": "entries", + "name": "Impact Crater", + "id": "17c", + "entries": [ + "The star created a crater on the side of the pass, directly above the derro outpost. When the characters arrive, read or paraphrase the following text:", + { + "type": "insetReadaloud", + "id": "17d", + "entries": [ + "The crater is nearly fifty feet across and half as deep. Singed trees, their trunks bent by the star's impact and their leaves blown off entirely, lean away from the crater. Rocks litter the hillside in all directions, and much of the crater is full of rubble. A shallow ditch, recently excavated, lies at the bottom of the basin." + ] + }, + "The derro dug this 10-foot-deep ditch to get to the star. Only a broken pickaxe lies at the bottom of the ditch; the star is long gone.", + "Characters who survey the surrounding area easily notice two openings lower on the mountainside: a north-facing entrance of worked stone (to {@adventure area {@dice D1}|QftIS|3|D1: Guardroom}) and a west-facing natural cave (to {@adventure area {@dice D2}|QftIS|3|D2: Outer Cave})." + ] + } + ] + }, + { + "type": "entries", + "name": "Derro Lair Features", + "id": "17e", + "entries": [ + "The derro lair has the following features:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Ceilings", + "entry": "The lair's rough-hewn chambers have low, 6-foot ceilings. The natural caverns that connect the chambers have ceilings as tall as the caves are wide." + }, + { + "type": "item", + "name": "Doors", + "entry": "Unless specified otherwise, doors are made of sturdy planks and unlocked." + }, + { + "type": "item", + "name": "Lighting", + "entry": "The derro lair isn't illuminated. The derro rely on {@sense darkvision} to see. Area descriptions assume the characters have a light source or other means of seeing in the dark." + }, + { + "type": "item", + "name": "Loose Rubble", + "entry": "Much of the central lair is blocked by rubble that would require days to clear, but some areas have loose rubble that can be cleared more quickly. A character who takes 1 minute to clear loose rubble and succeeds on a DC 18 Strength ({@skill Athletics}) check removes a 5-foot cube of rubble." + } + ] + } + ] + }, + { + "type": "entries", + "name": "Derro Lair Locations", + "id": "17f", + "entries": [ + "The following locations are keyed to map 3.3.", + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/039-map-3.03-derro-lair.webp" + }, + "imageType": "map", + "title": "Map 3.3: Derro Lair", + "credit": "Jason A. 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Engle", + "mapParent": { + "id": "5a0" + } + } + ] + }, + { + "type": "entries", + "name": "D1: Guardroom", + "id": "180", + "entries": [ + { + "type": "insetReadaloud", + "id": "181", + "entries": [ + "The far wall of this room and much of the ceiling have collapsed. The corpses of five small dwarf-like creatures with gray skin and wild, white hair sprawl on the floor, partially buried under fallen rock." + ] + }, + "This guardroom was once the sole entrance to the derro lair. When the star struck, collapsing masonry killed this chamber's occupants and cut off the room from the rest of the lair. Preoccupied with the fallen star, the surviving derro haven't retrieved their dead cohorts.", + { + "type": "entries", + "name": "Treasure", + "id": "182", + "entries": [ + "Characters can pull the derro corpses from the rubble with ease. The corpses carry a total of 60 gp between them." + ] + } + ] + }, + { + "type": "entries", + "name": "D2: Outer Cave", + "id": "183", + "entries": [ + { + "type": "insetReadaloud", + "id": "184", + "entries": [ + "Water flows from two pools on the east edge of this cave, combining into a narrow stream that trickles out the entrance." + ] + }, + "Five {@creature Derro Raider|QftIS|derro raiders} and one {@creature derro apprentice|QftIS} hide behind the pillars in this room. The derro entered the cave through the southeast pool and are dripping wet. They're uninterested in negotiation and ambush any who enter their cavern. A character who examines the room and succeeds on a DC 13 Wisdom ({@skill Perception}) check notices wet footprints along the cavern floor before the derro attack.", + { + "type": "entries", + "name": "Pools", + "id": "185", + "entries": [ + "Both pools are 8 feet deep at their deepest point. A short underwater tunnel in the southeast pool connects this area to the inner cave (area {@dice D3})." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "186", + "entries": [ + "The derro apprentice carries a decorative silver {@item dagger|PHB} with an ivory handle, worth 50 gp, along with a belt pouch containing 20 gp." + ] + } + ] + }, + { + "type": "entries", + "name": "D3: Inner Cave", + "id": "187", + "entries": [ + { + "type": "insetReadaloud", + "id": "188", + "entries": [ + "A pool lies at the north end of this natural cavern. On the cavern's east wall, a rough-hewn tunnel opens five feet above ground level. Sounds of digging emanate from the tunnel. Beneath the opening is a large mound of loose soil and rocks." + ] + }, + "When the star fell, it collapsed the lair's exits to the surface and the Underdark. The trapped derro dug a tunnel to this cavern from the temple (area {@dice D4}), reconnecting the temple to the outside world.", + "Shortly after the party arrives, a {@creature zombie} emerges from the east tunnel and empties a basket of small rocks onto the pile below. The zombie is indifferent toward the characters and ignores them unless they try to get its attention, at which point it attacks." + ] + }, + { + "type": "entries", + "name": "D4: Temple", + "id": "189", + "entries": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/041-03-007.derro-raiders.webp" + }, + "title": "Derro raiders and their zombie thralls work to clear a pile of stony rubble inside the derro's lair", + "credit": "Yuliya Litvinova", + "width": 1700, + "height": 1102 + }, + { + "type": "insetReadaloud", + "id": "18a", + "entries": [ + "The walls of this rough-hewn chamber have been painted with broad, jagged lines of black and white. On the west side of the room, fragments of a black marble statue lie shattered on the floor. In the northeast corner of the room, four derro use hammers to clear rubble from a blocked passage. Four zombies accompany them, clawing mindlessly at the rubble." + ] + }, + "Four {@creature Derro Raider|QftIS|derro raiders} and four {@creature Zombie||zombies} attempt to clear a collapsed passage. They hope to eventually reach a tunnel leading down to the Underdark (see {@adventure area {@dice D10}|QftIS|3|D10. Eastern Tunnel}) blocked by debris.", + "The derro attack intruders on sight, eager to rob them. The zombies obey the derro's commands.", + { + "type": "entries", + "name": "Shattered Idol", + "id": "18b", + "entries": [ + "The fragments of black marble are the remnants of an idol to Diirinka, the derro's cruel patron god. The star's impact caused the idol to topple and shatter. The fragments are worthless." + ] + } + ] + }, + { + "type": "entries", + "name": "D5: Collapsed Tunnel", + "id": "18c", + "entries": [ + { + "type": "insetReadaloud", + "id": "18d", + "entries": [ + "A short distance down the corridor, fallen masonry completely blocks the path. Partially buried under the rocks lie several derro corpses\u2014alongside a few long-dead hunters with decaying flesh." + ] + }, + "These derro, along with their zombie thralls, were caught in a cave-in while trying to dig a tunnel back to the Underdark. The collapse killed the derro and laid the zombified hunters to rest." + ] + }, + { + "type": "entries", + "name": "D6: Stolen Goods", + "id": "18e", + "entries": [ + { + "type": "insetReadaloud", + "id": "18f", + "entries": [ + "A few crates are scattered around this room, and two immense golden antlers hang from the far wall. Five derro cluster around an open chest in the center of the room, examining its contents. Two slack-jawed zombies stand nearby, watching for intruders." + ] + }, + "Three {@creature Derro Raider|QftIS|derro raiders} and two {@creature Derro Apprentice|QftIS|derro apprentices} gather around a chest in the middle of this room. They're guarded by two {@creature Zombie||zombies}. The derro and their Undead thralls attack intruders on sight.", + { + "type": "entries", + "name": "Fallen Star", + "id": "190", + "entries": [ + "Inside the chest rests the fallen star, laid reverently on a rich, red cloak. The 10-pound star is roughly spherical and about the size of a grapefruit. It's made of a black, glass-like material with a burnt appearance. The star is nonmagical but extremely resilient; it can't be destroyed by anything short of a {@spell Disintegrate} spell." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "191", + "entries": [ + "One derro apprentice wears a pair of gold armbands worth 50 gp each, and the other apprentice has a {@item Potion of Diminution} hanging from their belt. The golden antlers are worth 300 gp each; they were stolen from the hunters of Therno Lake. The other crates in this room contain additional goods stolen from Therno Lake: casks of ale, dishware, fur coats, spears, and carved wooden trinkets.", + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/042-03-006.fallen-star.webp" + }, + "title": "The Prophesied Fallen Star", + "credit": "Jane Katsubo", + "width": 850, + "height": 972 + } + ] + } + ] + }, + { + "type": "entries", + "name": "D7: Overseer's Room", + "id": "192", + "entries": [ + { + "type": "insetReadaloud", + "id": "193", + "entries": [ + "The walls and ceiling of this devastated room have mostly collapsed, and falling rock has smashed all the furniture except a sturdy chest in the south corner. Vials of blood, pouches of bones, and other macabre paraphernalia lie scattered around the room. An eerie, persistent scratching sound comes from behind the fallen masonry blocking the far end of the room." + ] + }, + "This was the private room of the faction's original overseer. The overseer was killed elsewhere in the lair by a cave-in (see area {@dice D8}). In life, the overseer used this room to transform corpses\u2014primarily those of hunters from Therno Lake\u2014into zombies. A character who examines the room's contents and succeeds on a DC 12 Intelligence ({@skill Arcana}) check recognizes the vials of blood and pouches of bone as components used in foul necromantic rituals.", + "Five {@creature Zombie||zombies} are trapped in a small pocket of loose rubble (see the \"{@area Derro Lair Features|17e|x}\" section). If the characters clear the rubble, the freed zombies attack their liberators.", + { + "type": "entries", + "name": "Treasure", + "id": "194", + "entries": [ + "A locked iron chest in this room contains 900 gp. The key is on the overseer's corpse in area {@dice D8}. Alternatively, as an action a character can pick the lock with a successful DC 18 Dexterity ({@skill Sleight of Hand}) check using thieves' tools." + ] + } + ] + }, + { + "type": "entries", + "name": "D8: Ruins of the Great Hall", + "id": "195", + "entries": [ + "This area is blocked off by loose rubble (see the \"{@area Derro Lair Features|17e|x}\" section). If the characters clear the rubble, read or paraphrase the following:", + { + "type": "insetReadaloud", + "id": "196", + "entries": [ + "The air in these ruins is thick with the smell of death. Shattered furniture, rubble, and the corpses of derro and hunters litter the floor. A pair of stylish leather boots protrude from a mound of fallen rock." + ] + }, + "The corpses of fifteen derro and twelve Humanoid hunters lie on the floor, all casualties of the cave-in. More bodies are buried beneath the rocks.", + "The boots\u2014and the pair of feet in them\u2014belong to the corpse of the outpost's overseer. Pulling the corpse from the rubble dislodges some rocks in the process. Each creature within 10 feet of the corpse must make a DC 10 Dexterity saving throw, taking 11 ({@dice 2d10}) bludgeoning damage on a failed save or half as much damage on a successful one.", + { + "type": "entries", + "name": "Treasure", + "id": "197", + "entries": [ + "The overseer's corpse has a {@item Wand of Magic Detection} in one hand and, in a pocket, the key to the locked chest in area {@dice D7}. The corpse also wears a gold ring worth 50 gp. The boots, though stylish, are worth no more than ordinary boots." + ] + } + ] + }, + { + "type": "entries", + "name": "D9: Hungry Lamia", + "id": "198", + "entries": [ + "This area is blocked off by loose rubble (see the \"{@area Derro Lair Features|17e|x}\" section). If the characters clear the rubble, read or paraphrase the following:", + { + "type": "insetReadaloud", + "id": "199", + "entries": [ + "The walls of this room are painted pale green. A small table by the north wall bears a crystal decanter of wine. On a pile of quilted cushions in the corner sits a creature whose head, arms, and torso resemble those of a human woman but whose lower half is that of a four-legged lion. \"Visitors!\" she says over the rumble of her stomach. \"Please, have you any fresh meat?\"" + ] + }, + "A {@creature lamia} sits in this room. Formerly an ally of the derro, she used her magic to help the raiders learn Therno Lake's defenses. Secretly, many derro feared the lamia, and they were relieved when the cave-in trapped her here.", + "The lamia hasn't eaten in days. If the characters give her a generous portion of fresh meat\u2014such as a recently slain derro\u2014she devours it, then lies down for a nap, paying them no further attention. Rations, zombies, and similarly unappetizing fare anger the lamia. If the characters proffer unsuitable meat or none at all, she attacks them ravenously.", + { + "type": "entries", + "name": "Poison Decanter", + "id": "19a", + "entries": [ + "The crystal decanter contains one glass's worth of wine, into which the lamia secretly mixed a dose of potent poison. A creature that drinks the wine must make a DC 10 Constitution saving throw. On a failed save, the creature takes 6 ({@dice 1d12}) poison damage and has the {@condition poisoned} condition for 24 hours. On a successful save, the creature takes half as much damage only.", + "A small silver key rests at the bottom of the decanter, obscured by the wine until the decanter is emptied. This key opens a jewelry box beneath the lamia's cushions (see the following section)." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "19b", + "entries": [ + "A locked silver jewelry box is hidden beneath the cushions. As an action, a character can pick the lock with a successful DC 18 Dexterity ({@skill Sleight of Hand}) check using thieves' tools. The jewelry box itself is worth 20 gp, and it contains four red garnets worth 50 gp each." + ] + } + ] + }, + { + "type": "entries", + "name": "D10. Eastern Tunnel", + "id": "19c", + "entries": [ + "This collapsed tunnel, blocked by rubble, eventually leads to a derro stronghold in the Underdark. The stronghold and its contents are beyond the scope of this story but could inspire an additional adventure if, by some means, the party reaches this tunnel." + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Therno Lake", + "id": "19d", + "entries": [ + "Ever since the derro established an outpost in the southern part of Therno Pass, they have preyed cruelly on the region's local creatures and Humanoid inhabitants. In a bid to protect themselves, a band of hunters has allied with a family of intelligent giant beavers. These beavers have constructed a dam across the northern stretch of the pass, forming a lake behind the dam.", + "The hunters and giant beavers are wary of trespassers, and thanks to their alliance, the lakeside community has recently suffered fewer losses from the ongoing derro attacks. Curiously, the derro drag away the corpses of hunters they kill in these raids. The hunters of Therno Lake don't know it, but the derro have been animating these corpses as zombies to help guard their outpost.", + { + "type": "entries", + "name": "Giant Beavers", + "id": "19e", + "entries": [ + "Therno Lake is home to a family of intelligent giant beavers. These beavers use the {@creature giant weasel} stat block with the following changes.", + { + "type": "list", + "items": [ + "They have a swimming speed of 40 feet.", + "They understand Common but can't speak it." + ] + } + ] + }, + { + "type": "entries", + "name": "Therno Lake Locations", + "id": "19f", + "entries": [ + "The following locations are keyed to map 3.4.", + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/043-map-3.04-therno-lake.webp" + }, + "imageType": "map", + "title": "Map 3.4: Therno Lake", + "credit": "Marco Bernardini", + "width": 3277, + "height": 4096, + "id": "5a1", + "mapRegions": [ + { + "area": "1a0", + "points": [ + [ + 489, + 3437 + ], + [ + 489, + 3575 + ], + [ + 652, + 3575 + ], + [ + 652, + 3437 + ] + ] + }, + { + "area": "1a8", + "points": [ + [ + 1089, + 2142 + ], + [ + 1089, + 2274 + ], + [ + 1258, + 2274 + ], + [ + 1258, + 2142 + ] + ] + }, + { + "area": "1ab", + "points": [ + [ + 1714, + 1175 + ], + [ + 1714, + 1317 + ], + [ + 1895, + 1317 + ], + [ + 1895, + 1175 + ] + ] + }, + { + "area": "1a3", + "points": [ + [ + 871, + 1132 + ], + [ + 871, + 1262 + ], + [ + 1058, + 1262 + ], + [ + 1058, + 1132 + ] + ] + } + ], + "hrefThumbnail": { + "type": "internal", + "path": "adventure/QftIS/thumbnail/043-map-3.04-therno-lake.webp" + } + }, + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/044-map-3.04-therno-lake-player.webp" + }, + "imageType": "mapPlayer", + "title": "Player Version", + "width": 3277, + "height": 4096, + "credit": "Marco Bernardini", + "mapParent": { + "id": "5a1" + } + } + ] + }, + { + "type": "entries", + "name": "L1: Beaver Dam", + "id": "1a0", + "entries": [ + { + "type": "insetReadaloud", + "id": "1a1", + "entries": [ + "A wide dam of mud, logs, and branches blocks this section of the pass, creating a lake to the north. A trickle from the dam feeds a stream that winds south." + ] + }, + "Three {@creature Giant Weasel||giant beavers} (see the \"{@area Giant Beavers|19e|x}\" section) swim underwater on the north side of the dam. If the characters approach from the south, the giant beavers poke their heads above the barrier for a moment, then begin slapping their tails on the water. This calls the hunters in area L2, who arrive at the dam after 1 minute.", + { + "type": "entries", + "name": "Beaver Dam", + "id": "1a2", + "entries": [ + "The dam is sturdy and made of wet wood. It has Armor Class 14, 100 hit points, immunity to poison and psychic damage, and resistance to fire damage. If reduced to 0 hit points, the dam is breached.", + "If the dam is breached, each creature in the lake is swept southward 300 feet by the ensuing deluge, though the beaver lodge ({@area area L3|1a8|x}) isn't washed away. Additionally, water blasts south from the dam in a 100-foot-wide, 300-foot-long line. Each creature in that area must make a DC 15 Strength saving throw. Creatures with a swimming speed have advantage on this saving throw. On a failed save, a creature takes 18 ({@dice 4d8}) bludgeoning damage from the crashing waves, has the {@condition prone} condition, and is swept southward 300 feet from the dam. On a successful save, the creature takes half as much damage only." + ] + } + ] + }, + { + "type": "entries", + "name": "L2: Lake", + "id": "1a3", + "entries": [ + { + "type": "insetReadaloud", + "id": "1a4", + "entries": [ + "Where a mountain spur divides two branches of the valley, an elongated, V-shaped lake extends across the pass, contained by a dam to the south. Three small hunting boats glide around the lake in wide circles. The humanoids aboard peer intently into the water with spears at the ready." + ] + }, + "Six hunters ({@creature Scout||scouts}) are fishing in the lake, two per hunting boat. One is their community's leader, a red-haired human woman named Aspen.", + { + "type": "entries", + "name": "Speaking with the Hunters", + "id": "1a5", + "entries": [ + "Aspen and the other hunters are neutral good. While the hunters are wary of outsiders, if the characters show they mean no harm, the hunters agree to parley. Aspen shares the following information:", + { + "type": "list", + "items": [ + "The hunters witnessed the star fall, but they aren't sure exactly where it landed.", + "They know the star fell south of Therno Lake, in the direction where the derro raiders typically come from.", + "They know the location of the derro lair, and they can point the characters to it." + ] + } + ] + }, + { + "type": "entries", + "name": "Quest to the Derro Lair", + "id": "1a6", + "entries": [ + "If Aspen trusts the party, she tasks them with a special quest. The derro have been dragging hunter corpses to their lair for an unknown purpose. Recently, the derro also pillaged one of the hunters' most precious trophies: a pair of large golden antlers. (The antlers can be found in {@adventure area {@dice D6}|QftIS|3|D6: Stolen Goods} of the derro lair, which is detailed earlier in this adventure.)", + "If the characters learn what the derro do with the corpses and return the golden antlers to Therno Lake, Aspen gives the characters her pouch of pearls (see the \"Treasure\" section below)." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "1a7", + "entries": [ + "A pouch around Aspen's neck contains a string of pearls worth 120 gp total." + ] + } + ] + }, + { + "type": "entries", + "name": "L3: Beavers' Lodge", + "id": "1a8", + "entries": [ + { + "type": "insetReadaloud", + "id": "1a9", + "entries": [ + "A large mound of densely woven branches and twigs, about thirty feet across, rises from the lake." + ] + }, + "An underwater entrance to this beaver lodge leads to an air pocket above water level. Inside, two friendly {@creature Giant Weasel||giant beavers} (see the \"{@area Giant Beavers|19e|x}\" section) tend to five baby beavers. A pile of fish bones sits on one side of the room.", + { + "type": "entries", + "name": "Treasure", + "id": "1aa", + "entries": [ + "If the characters offer the beavers food, one of the beavers digs through the fish bones and retrieves a random trinket (roll on the {@book Trinkets table|PHB|5|Trinkets} in the {@book Player's Handbook|PHB}) as a token of appreciation for the party." + ] + } + ] + }, + { + "type": "entries", + "name": "L4: Hunters' Camp", + "id": "1ab", + "entries": [ + { + "type": "insetReadaloud", + "id": "1ac", + "entries": [ + "Five huts made from rock, tanned hides, and sticks cluster together on a spur of land jutting into the lake. Between the huts are rows of animal skins stretched over wooden frames." + ] + }, + "The hunters of Therno Lake live in this camp. Eight hunters ({@creature Scout||scouts}) and twenty {@creature Commoner||commoners}, all in thick leather clothes, make up the community. They are wary of outsiders but otherwise indifferent toward the characters.", + { + "type": "entries", + "name": "Treasure", + "id": "1ad", + "entries": [ + "The only items of significant value in the camp are animal skins. The many wolf, bear, and fox pelts have a total value of 90 gp and a combined weight of 720 pounds." + ] + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Tower of the Heavens", + "id": "1ae", + "entries": [ + "The Tower of the Heavens is renowned as a seat of learning for astronomers\u2014and as a source of prophecy for visitors who can afford it. For more on the tower, see this adventure's {@area background|13c|x}.", + "For centuries, each elder sage has passed down the Books of Prophecy to that sage's chosen successor. Piyarz was Shalfey's pupil, and according to tradition, he would assume the title of elder sage on Shalfey's death. However, Piyarz grew impatient. When Shalfey's tower hands left in search of the star, Piyarz tried to seize the title\u2014but Shalfey sealed himself in his sanctum ({@area areas T19|1e9|x}\u2013{@area T22|1f8|x}). Shalfey threatened to destroy the Books of Prophecy if anyone attempts to break into his sanctum, so Piyarz decided to starve him out instead.", + { + "type": "entries", + "name": "Occupants of the Tower", + "id": "1af", + "entries": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/045-03-008.the-tower-of-the-heavens.webp" + }, + "title": "A stronghold of astrology and prophecy, the Tower of the Heavens stands in the middle of a vast, rushing river", + "credit": "Kamila Szutenberg", + "width": 1700, + "height": 1124 + }, + "The current occupants of the tower are divided into the following four factions.", + { + "type": "entries", + "name": "Griswill Garrison", + "id": "1b0", + "entries": [ + "The Griswill Garrison is a group of gnome mercenaries paid to serve Shalfey. Believing the elder sage dead, the gnomes now follow Piyarz's orders." + ] + }, + { + "type": "entries", + "name": "Hostel Staff", + "id": "1b1", + "entries": [ + "Several commoners run a hostel on a smaller island bordering the tower. Piyarz told them Shalfey was dead and instructed them to keep the hostel up and running." + ] + }, + { + "type": "entries", + "name": "Sage Pupils and Tower Hands", + "id": "1b2", + "entries": [ + "Cipolla, Porro, and Lurg were Shalfey's pupils until they joined Piyarz's attempt to seize power. Evil and opportunistic, the four sages staged a coup with the help of tower hands they recruited to their cause.", + "Each tower sage has magical tattoos on their arms: glowing constellations that magically update to reflect that sage's hierarchy within the tower's prophetic order. Though Piyarz claims to be the new elder sage, Shalfey still lives, so the tattoos on Piyarz's arms haven't changed. Piyarz covers his arms when he's around the Griswill Garrison and the hostel staff, worried they'll discover his secret." + ] + }, + { + "type": "entries", + "name": "Shalfey and Hadley", + "id": "1b3", + "entries": [ + "Shalfey held the titles of elder sage and keeper of the books until Piyarz's coup. Though Piyarz now falsely claims these titles and Shalfey is confined to his sanctum, Shalfey remains the true head of the tower. His only surviving confidant is Hadley, who runs the tower's ferry. Hadley knows Shalfey still lives; he feigns loyalty to Piyarz while subtly searching for allies among the ferry's passengers. Hadley is unsure if he can trust the Griswills and hasn't told them Shalfey is alive." + ] + } + ] + }, + { + "type": "entries", + "name": "Reaching the Tower", + "id": "1b4", + "entries": [ + "The Tower of the Heavens sits on a pair of islets in the middle of a wide, fast-flowing river. The waters around the islets are swirling and treacherous. Only Hadley, whose hut sits on the south riverbank, knows the waters well enough to guide boats safely between the mainland and the smaller island's jetty. Characters who attempt to sail or swim to the islands are swept downstream by the current and wash up on the riverbank far from their destination.", + "When the characters arrive, read or paraphrase the following text:", + { + "type": "insetReadaloud", + "id": "1b5", + "entries": [ + "On the south bank of the river stands a simple hut with a thatched roof. A small boat is tied up at a nearby jetty. Beyond the hut, rushing waters surround two islands linked to each other by a bridge. The smaller island has a dock and a modest outpost, and the larger boasts a grand stone tower.", + "As you approach the hut, a human man in a green tunic emerges from the hut and waves at you. \"Fair is the day,\" he says cautiously." + ] + }, + { + "type": "entries", + "name": "Hadley's Confidences", + "id": "1b6", + "entries": [ + "Hadley (neutral good, human {@creature commoner}) greets the characters with the first part of a secret phrase used by Shalfey and his allies. Hadley hopes the characters will reply, \"but fairer the jewels of the evening.\" This phrase was part of the visions imparted by the memory web (see the \"{@area Flood of Memories|14c|x}\" section earlier in this adventure), though the characters might not recognize its significance. A character who succeeds on a DC 14 Wisdom ({@skill Insight}) check gets the sense Hadley is looking for a specific reply.", + "If the party doesn't respond with the other half of the phrase, Hadley offers to take them to the island. During the crossing, he uses the opening phrase twice more. If the characters still fail to offer the proper response, Hadley takes them to the outpost ({@area area T1|1bc|x}) without further conversation.", + { + "type": "entries", + "name": "Hadley Confides in the Party", + "id": "1b7", + "entries": [ + "If the characters give the appropriate response to the secret phrase, Hadley trusts them and assumes they're allies of Shalfey. Read or paraphrase the following text as Hadley ferries the characters to the island:", + { + "type": "insetReadaloud", + "id": "1b8", + "entries": [ + "A relieved grin breaks across Hadley's face. \"I had a feeling you were more than you appeared.\" He lowers his voice and speaks hastily. \"They say Shalfey is dead and Piyarz is now the elder sage. But I know that isn't true, and now I know I can confide in you. How did you learn Shalfey's passphrase?\"" + ] + }, + "Hadley believes whatever tale the characters tell him. If they admit they've never met Shalfey, Hadley is disappointed but decides the characters are his best shot at rescuing the elder sage." + ] + }, + { + "type": "entries", + "name": "What Hadley Knows", + "id": "1b9", + "entries": [ + "If the characters respond to Hadley's secret phrase, he shares the following information with them:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "What's Going On?", + "entry": "Shalfey is the elder sage of the Tower of the Heavens. Piyarz, his would-be successor, declared Shalfey dead a few days ago. But yesterday, Hadley heard the elder sage's desperate voice in his mind, speaking only the passphrase Hadley and the characters exchanged. Hadley believes the elder sage is still alive somewhere in the tower." + }, + { + "type": "item", + "name": "What Happened to Shalfey?", + "entry": "Piyarz has long sought Shalfey's title, and Hadley fears foul play. The tower hands closest to Shalfey left the tower on a secret mission the day before his supposed death, leaving the elder sage defenseless." + }, + { + "type": "item", + "name": "What Can Be Done?", + "entry": "Hadley asks the characters to discover what's going on in the tower and rescue Shalfey. He suggests they pose as visitors requesting prophecies and infiltrate the tower through the Questioner's Hall." + } + ] + }, + "Moments after Hadley recounts this information, the ferry arrives at the outpost ({@area area T1|1bc|x}). Hadley doesn't accompany the characters further." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Tower of the Heavens Features", + "id": "1ba", + "entries": [ + "Unless otherwise specified, the Tower of the Heavens has the following features:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Ceilings", + "entry": "Tower rooms have 15-foot-high ceilings." + }, + { + "type": "item", + "name": "Doors", + "entry": "Doors are made of thick oak planks and bound with iron. As an action, a character can force open a locked door with a successful DC 15 Strength ({@skill Athletics}) check or pick the lock with a successful DC 15 Dexterity ({@skill Sleight of Hand}) check using thieves' tools." + }, + { + "type": "item", + "name": "Walls", + "entry": "The exterior walls of the tower and its hostel are slick stone. Climbing these walls is difficult without climbing gear or magic, requiring a successful DC 25 Strength ({@skill Athletics}) check. The hostel has windows, but the tower's only windows are the glass panes over its domed observatory." + }, + { + "type": "item", + "name": "Lighting", + "entry": "The tower uses wall-mounted torches lit with {@spell Continual Flame} spells, while the hostel uses ordinary lamps. 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A jetty lies just north of the outpost.", + "When the characters arrive at the outpost, read or paraphrase the following text:", + { + "type": "insetReadaloud", + "id": "1bd", + "entries": [ + "A drab building of gray stone overlooks the steps leading up from the jetty. Three gnomes wearing heavy armor peek out from one of the building's tall, narrow windows. They wave as you approach." + ] + }, + "Three members of the Griswill Garrison (lawful neutral, gnome {@creature Guard||guards}) stand watch in this outpost at all hours. Unless treated poorly, the cheery gnomes are friendly toward the characters, asking what brings them to the tower. It's the gnomes' job to greet visitors, inquire about their business, and keep an eye out for any clearly hostile intruders." + ] + }, + { + "type": "entries", + "name": "T2: Hostel", + "id": "1be", + "entries": [ + "Visitors stay in this small hostel while they wait to be called for their answering ceremony, the ritual through which fortunes are told. Lodging costs 1 gp per person per night; meals and drinks aren't included. Trouble in the hostel attracts the attention of the guards in the outpost (area T1).", + "The hostel's proprietor is a human woman named Berta. Four peppy humans in leather aprons help her carry supplies, cook, and clean. Berta and her assistants use the {@creature commoner} stat block. They're friendly and welcoming, and they know nothing of the attempted coup. They believe Shalfey died of natural causes and regard Piyarz as the legitimate keeper of the books unless proven otherwise.", + { + "type": "entries", + "name": "Hostel Areas", + "id": "1bf", + "entries": [ + "The hostel has the following areas:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "T2a:", + "entry": "Courtyard. Stairs from the jetty lead up to this open-air courtyard." + }, + { + "type": "item", + "name": "T2b:", + "entry": "Dining Room. The tower's visitors eat here. There are two large tables, four long benches, six chairs, and a large dresser containing tableware." + }, + { + "type": "item", + "name": "T2c:", + "entry": "Kitchen. The hostel's humble meals are cooked in a cast-iron pot over the fireplace. Berta's assistants sleep here near the hearth. A clearly visible trapdoor leads down to a cellar full of foodstuffs, wine, beer, and fuel for the fire." + }, + { + "type": "item", + "name": "T2d:", + "entry": "Visitors' Rooms. Each of these guest rooms contains a low table, three stools, and three beds." + } + ] + } + ] + }, + { + "type": "entries", + "name": "Hostel Visitors", + "id": "1c0", + "entries": [ + "The Hostel Visitors table details guests the characters might encounter in the hostel. All adult visitors use the {@creature commoner} stat block. If the characters failed to earn Hadley's trust earlier, you can use these visitors to spur the plot forward.", + { + "type": "table", + "caption": "Hostel Visitors", + "colLabels": [ + "d4", + "Visitor" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Jurgen and Gorvis, two dwarf men, have been happily married for a century. They've come to the tower on their hundredth anniversary to see what their next hundred years of union will bring." + ], + [ + "2", + "Durn, a human woman, is visiting the tower with her two children, June and Koll. Durn is a farmer, but all her crops failed this year. She has come to ask what next year's harvest will bring. She doesn't have the 100 gp required for an answer but hopes the sages will take pity on her." + ], + [ + "3", + "Namaia, a human woman, is mayor of a small village about a week's walk from the tower. An upcoming election has her on edge, and she wants to know what her odds are of keeping her title." + ], + [ + "4", + "Adavalis, an elf man, comes from a wealthy line of prominent sorcerers. He's never manifested any sorcerous power and wants to know if he'll ever gain such power, or if he should give up hope." + ] + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "T3: Entrance Chamber", + "id": "1c1", + "entries": [ + { + "type": "insetReadaloud", + "id": "1c2", + "entries": [ + "This hall serves as an entrance to the tower proper. Centuries of use have worn down its flagstone floor and the handles of its brass-paneled doors. Six gnome guards stand at attention along its walls." + ] + }, + "Six members of the Griswill Garrison (lawful neutral, gnome {@creature Guard||guards}) stand watch in this room. When it's time for a visitor's appointment in the Questioner's Hall (area T4), the guards walk across the bridge and call for the guest in the hostel. The guards then escort the visitor across the bridge, through the entrance chamber, and into the Questioner's Hall. The guards remain with the visitor until the answering ceremony is complete, then escort them back to the hostel." + ] + }, + { + "type": "entries", + "name": "T4: Questioner's Hall", + "id": "1c3", + "entries": [ + { + "type": "insetReadaloud", + "id": "1c4", + "entries": [ + "Four smoldering braziers dimly illuminate this somber hall. Dusty red curtains line the walls. The ceiling is darkened with soot, and the marble floor has been scuffed by the soles of countless feet." + ] + }, + "Sages conduct fortune-telling sessions in this dimly lit hall. If the characters were escorted here by the gnome guards from area T3, those guards line up along the east wall for the duration of the ceremony, which begins shortly after the characters enter.", + { + "type": "entries", + "name": "Answering Ceremony", + "id": "1c5", + "entries": [ + "Read or paraphrase the following text to begin the answering ceremony:", + { + "type": "insetReadaloud", + "id": "1c6", + "entries": [ + "The curtains at the far end of the room part, and a red-robed human man enters the hall. He has broad, hunched shoulders, and his forearms are covered with starry red tattoos. Two humans in simple red robes accompany him.", + "\"Welcome to the answering ceremony,\" the tattooed man intones, \"where astrology and prophecy intertwine to answer all. What is your question?\"" + ] + }, + "Lurg (lawful evil, human {@creature tower sage|QftIS}) conducts this ceremony. Two {@creature Tower Hand|QftIS|tower hands} loyal to Lurg accompany him (see {@area appendix B|5bf|x} for both stat blocks).", + "If allowed to run its course, the ceremony is relatively simple and businesslike. Once a question has been asked, Lurg asks for a mandatory \"donation\" of 100 gp, no matter what the question is. One of his tower hands then collects the payment.", + "Once his fee is paid, Lurg announces he must consult the stars for the answers the visitors seek. Of course, Lurg can't access the Books of Prophecy, since Shalfey still has them locked away in his sanctum, so Lurg simply withdraws behind the west curtain and remains silent for 1 minute while he concocts a cryptic, meaningless answer. After he reemerges from the curtain and delivers his response, the guards escort the questioners back to the hostel, ending the ceremony." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "1c7", + "entries": [ + "Lurg wears a gold chain belt worth 30 gp and carries the key to his desk (see {@area area T14|1d9|x})." + ] + } + ] + }, + { + "type": "entries", + "name": "T5: Mimic Door", + "id": "1c8", + "entries": [ + { + "type": "insetReadaloud", + "id": "1c9", + "entries": [ + "A stone door set in the south wall bears a carved pattern of stars arranged in a circle." + ] + }, + "The door is a {@creature mimic} trained to guard the staircase. It functions like an ordinary door until a creature it doesn't recognize tries to open it, at which point the mimic reveals its true nature and attacks. The mimic is friendly toward the tower sages, tower hands, and gnomes of the Griswill Garrison." + ] + }, + { + "type": "entries", + "name": "T6: Mercenaries' Hall", + "id": "1ca", + "entries": [ + { + "type": "insetReadaloud", + "id": "1cb", + "entries": [ + "The smell of pipe smoke greets visitors to this raucous hall. Four gnomes sit here laughing, eating, and playing cards." + ] + }, + "Three members of the Griswill Garrison (lawful neutral, gnome {@creature Guard||guards}) sit here, relaxing between shifts. Accompanying them is the garrison's leader, Captain Mainwaring (lawful neutral, gnome {@creature knight}).", + "When she's aware of the characters, Captain Mainwaring calls the guards to arms, but characters can convince them to stand down with a successful DC 15 Charisma ({@skill Persuasion}) check. Characters who mention Shalfey have advantage on this check.", + "If hostilities are defused, Captain Mainwaring listens to the characters' story. She doesn't fully believe Shalfey is alive unless shown undeniable evidence (such as Piyarz's unchanged tattoos or Shalfey himself). However, the characters can easily convince Mainwaring to give them the benefit of the doubt, and she agrees to overlook the characters' activities as they seek answers in the tower.", + "If combat breaks out in this room, the noise awakens the three guards in the barrack (area T7), who join the fight after 2 rounds.", + { + "type": "entries", + "name": "Treasure", + "id": "1cc", + "entries": [ + "Captain Mainwaring wears a gold brooch worth 60 gp, and she carries a key to her chest in the barrack (area T7)." + ] + } + ] + }, + { + "type": "entries", + "name": "T7: Barrack", + "id": "1cd", + "entries": [ + { + "type": "insetReadaloud", + "id": "1ce", + "entries": [ + "A weapon rack sits in the center of this large room. The walls are lined by fifteen small beds, three of which are occupied by snoozing gnomes. A slightly larger and more comfortable bed stands against the southeast wall, with a large lockbox at its foot." + ] + }, + "At any given time, three members of the Griswill Garrison (lawful neutral, gnome {@creature Guard||guards}) are sleeping in these beds with weapons close at hand. The larger bed belongs to Captain Mainwaring, leader of the Griswill Garrison (see area T6).", + { + "type": "entries", + "name": "Treasure", + "id": "1cf", + "entries": [ + "The chest at the foot of Mainwaring's bed is locked, and the captain carries the key. As an action, a character can pick the lock with a successful DC 15 Dexterity ({@skill Sleight of Hand}) check using thieves' tools. The chest contains a fine fur-trimmed robe worth 10 gp, a gold chain belt worth 60 gp, and a bag containing 180 gp (the collective wealth the gnomes have earned for their service)." + ] + } + ] + }, + { + "type": "entries", + "name": "T8: Storeroom", + "id": "1d0", + "entries": [ + "Dozens of boxes, casks, and sacks are neatly stacked on shelves and racks this storeroom, which holds food stores and equipment for the entire tower. Amid the provisions are two {@item Explorer's Pack|PHB|explorer's packs}, two {@item Scholar's Pack|PHB|scholar's packs}, and enough food and drink to sustain the tower's residents for a month." + ] + }, + { + "type": "entries", + "name": "T9: Kitchen", + "id": "1d1", + "entries": [ + "A pot of squash soup simmers gently on a stove in this tidy kitchen, filling the room with its aroma. The kitchen otherwise holds nothing of interest." + ] + }, + { + "type": "entries", + "name": "T10: Trapped Hallway", + "id": "1d2", + "entries": [ + "This unfurnished hallway provides ladder access to the watchtowers on the third floor (area T11).", + "A protective glyph wards the staircase door down to {@area area T17|1e2|x}. To open this door safely from either direction, one must first say the password (\"apogee\"), which is known only to the tower's stewards. If the door is opened without the password, flame erupts in a 10-foot-radius sphere centered on the glyph. Each creature in that area must make a DC 13 Dexterity saving throw, taking 13 ({@dice 3d8}) fire damage on a failed save or half as much damage on a successful one." + ] + }, + { + "type": "entries", + "name": "T11: Watchtowers", + "id": "1d3", + "entries": [ + "Six turrets rise from the Tower of the Heavens. Six members of the Griswill Garrison (lawful neutral, gnome {@creature Guard||guards}) are stationed at each watchtower, for a total of thirty-six guards. The guards constantly watch for intruders, particularly those scaling the walls. When a guard spots an intruder, three guards remain at their post to fight while three run to {@area area T6|1ca|x} to warn Captain Mainwaring." + ] + }, + { + "type": "entries", + "name": "T12: Lesser Library", + "id": "1d4", + "entries": [ + { + "type": "insetReadaloud", + "id": "1d5", + "entries": [ + "This library is bathed in supernatural silence. Two robed figures\u2014a halfling man clad in blue and a dragonborn woman in yellow\u2014work at tall desks amid ancient tomes, while other robed figures stand guard." + ] + }, + "This library contains the less important books of the tower. Sage pupils Porro (lawful evil, halfling {@creature tower sage|QftIS}) and Cipolla (lawful evil, silver dragonborn {@creature tower sage|QftIS}) research in this room, accompanied by four {@creature Tower Hand|QftIS|tower hands} sworn to protect them (see {@area appendix B|5bf|x} for both stat blocks). All are loyal to the illegitimate elder sage, Piyarz, and enforce his will.", + "When the characters enter, Cipolla and Porro silently direct the hands to attack. Meanwhile, the sages flee toward Piyarz in the scholars' hall ({@area area T17|1e2|x}), where they can more freely use their magic. Once there, Cipolla or Porro casts the {@spell Arcane Lock} spell on the door to buy themselves time.", + { + "type": "entries", + "name": "Silence", + "id": "1d6", + "entries": [ + "A permanent {@spell Silence} spell pervades the library, eliminating all sound in this area. A {@spell Dispel Magic} spell ends the effect. The magical silence prevents casting spells with verbal components." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "1d7", + "entries": [ + "Porro and Cipolla wear gold chain belts worth 30 gp each. They each carry a key to their desk drawers (see {@area areas T15|1dc|x} and {@area T16|1df|x})." + ] + } + ] + }, + { + "type": "entries", + "name": "T13: Dormitory", + "id": "1d8", + "entries": [ + "Tower hands sleep in this stark dormitory, which contains only thirteen modest wooden beds with thin straw mattresses. It is currently unoccupied." + ] + }, + { + "type": "entries", + "name": "T14: Lurg's Room", + "id": "1d9", + "entries": [ + { + "type": "insetReadaloud", + "id": "1da", + "entries": [ + "The walls and furniture of this room are painted deep crimson. Messy stacks of paper sit atop a writing desk, and the bed's maroon sheets are lazily bunched." + ] + }, + "This is Lurg's private chamber. Its crimson walls match the color of his robes.", + "Lurg's desk drawer is locked and magically trapped. Lurg carries its key (see {@area area T4|1c3|x}), and only he knows the password to safely unlock the drawer: \"Struve.\" As an action, a character can unlock the door with a successful DC 15 Dexterity ({@skill Sleight of Hand}) check using thieves' tools. If the drawer is unlocked without first speaking the password, a magical glyph inside the drawer triggers, erupting with flame in a 10-foot-radius sphere. Each creature in that area must make a DC 13 Dexterity saving throw, taking 13 ({@dice 3d8}) fire damage on a failed save or half as much damage on a successful one. The glyph vanishes after it triggers, and the flame doesn't damage the contents of the room.", + { + "type": "entries", + "name": "Treasure", + "id": "1db", + "entries": [ + "The desk drawer contains quills, ink, paper, a pouch holding 60 gp, and Lurg's {@item spellbook|PHB}. The spellbook contains the spells in the {@creature tower sage|QftIS} stat block plus the following: {@spell Color Spray}, {@spell Illusory Script}, and {@spell Unseen Servant}." + ] + } + ] + }, + { + "type": "entries", + "name": "T15: Porro's Room", + "id": "1dc", + "entries": [ + { + "type": "insetReadaloud", + "id": "1dd", + "entries": [ + "Everything in this room, including the walls, is painted cerulean. Its contents are sized for a small inhabitant; the desk is two feet tall, and the bed is four feet long." + ] + }, + "This is Porro's private chamber. Its cerulean walls match the color of his robes.", + "Porro's desk drawer is locked and magically trapped. Porro carries its key (see {@area area T12|1d4|x}), and only he knows the password to safely unlock the drawer: \"Altair.\" As an action, a character can unlock the door with a successful DC 15 Dexterity ({@skill Sleight of Hand}) check using thieves' tools. If the drawer is unlocked without first speaking the password, a magical glyph inside the drawer triggers, erupting with icy wind in a 10-foot-radius sphere. Each creature in that area must make a DC 13 Constitution saving throw, taking 13 ({@dice 3d8}) cold damage on a failed save or half as much damage on a successful one. The glyph vanishes after it triggers, and the wind doesn't damage the contents of the room.", + { + "type": "entries", + "name": "Treasure", + "id": "1de", + "entries": [ + "The desk drawer contains quills, ink, paper, a small necklace of emerald beads (worth 160 gp), a pouch holding 30 gp, and Porro's {@item spellbook|PHB}. The spellbook contains the spells in the {@creature tower sage|QftIS} stat block plus the following: {@spell Color Spray}, {@spell Disguise Self}, and {@spell Nystul's Magic Aura}." + ] + } + ] + }, + { + "type": "entries", + "name": "T16: Cipolla's Room", + "id": "1df", + "entries": [ + { + "type": "insetReadaloud", + "id": "1e0", + "entries": [ + "A large, framed painting of the Tegefed Mountains adorns this room. The painting's golden hues complement the room's yellow walls and furniture." + ] + }, + "This is Cipolla's private chamber. Its yellow walls match the color of her robes.", + "Cipolla's desk drawer is locked and magically trapped. Cipolla carries its key (see {@area area T12|1d4|x}), and only she knows the password to safely unlock the drawer: \"Sol.\" As an action, a character can unlock the door with a successful DC 15 Dexterity ({@skill Sleight of Hand}) check using thieves' tools. If the drawer is unlocked without first speaking the password, a magical glyph inside the drawer triggers, erupting with lightning in a 10-foot-radius sphere. Each creature in that area must make a DC 13 Dexterity saving throw, taking 13 ({@dice 3d8}) lightning damage on a failed save or half as much damage on a successful one. The glyph vanishes after it triggers, and the lightning doesn't damage the contents of the room.", + { + "type": "entries", + "name": "Treasure", + "id": "1e1", + "entries": [ + "The desk drawer contains quills, ink, paper, a small horse figurine carved from coral (worth 100 gp), a pouch holding 50 gp, and Cipolla's {@item spellbook|PHB}. The spellbook contains the spells in the {@creature tower sage|QftIS} stat block plus the following: {@spell Color Spray}, {@spell Fog Cloud}, and {@spell Magic Mouth}." + ] + } + ] + }, + { + "type": "entries", + "name": "T17: Scholars' Hall", + "id": "1e2", + "entries": [ + { + "type": "insetReadaloud", + "id": "1e3", + "entries": [ + "Astrological symbols decorate this vast, lavish hall. A massive table of polished oak dominates the room.", + "Next to the table stands a short human mage with a goatee and gray robes. His arms are covered with intricate gray tattoos, and a small raven perches on his shoulder. Standing on either side of the table are two humans dressed in similar gray robes and hand wraps." + ] + }, + "Piyarz is here with two {@creature Tower Hand|QftIS|tower hands}. His loyal {@creature imp} rests smugly on his shoulder in the form of a raven. Piyarz is a lawful evil {@creature tower sage|QftIS} who wears a {@item Ring of Fire Resistance}, granting him resistance to fire damage.", + "If Cipolla or Porro successfully fled {@area area T1|1bc|x}2, they're here as well, and one of them has cast the {@spell Arcane Lock} spell on the south door to buy time.", + { + "type": "entries", + "name": "Confronting Piyarz", + "id": "1e4", + "entries": [ + "If the characters don't attack instantly, Piyarz announces he'll \"generously\" give them one chance to explain themselves. A shrewd, calculating liar, Piyarz tries to make the characters doubt anything Hadley might have told them. Piyarz hopes to convince them his assumed title of elder sage is rightfully deserved. If he can't persuade the characters to leave, Piyarz and his allies attack, fighting to the death." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "1e5", + "entries": [ + "Piyarz wears a {@item Ring of Fire Resistance} and a platinum chain belt worth 300 gp.", + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/048-03-009.piyarz-cipolla-porro.webp" + }, + "title": "The treacherous sage Piyarz and two of his lackeys, Cipolla and Porro, lounge amid the spoils of their coup", + "credit": "Martin Mottet", + "width": 1700, + "height": 1115 + } + ] + } + ] + }, + { + "type": "entries", + "name": "T18: Piyarz's Room", + "id": "1e6", + "entries": [ + { + "type": "insetReadaloud", + "id": "1e7", + "entries": [ + "Hovering above a large coffer in the center of this gray bedroom is a many-eyed, spherical creature three feet in diameter. In the middle of its forehead, a large unblinking eye regards you quizzically\u2014as do four smaller eyes perched on the end of wiggling eyestalks." + ] + }, + "The creature is a {@creature spectator} in Piyarz's service. Commanded to guard the chamber, the spectator telepathically warns unauthorized entrants to \"scram or get zapped\" and attacks any who refuse.", + "In addition to the coffer, Piyarz's private chamber contains a bed, a chair, and a desk, all painted dull gray to match his robes.", + { + "type": "entries", + "name": "Treasure", + "id": "1e8", + "entries": [ + "The desk has a drawer containing parchment, quills, and ink. The coffer is unlocked and contains two {@item Potion of Greater Healing||Potions of Healing (greater)}, a {@item Folding Boat}, 3,600 gp, and Piyarz's {@item spellbook|PHB}. The spellbook contains the spells in the {@creature tower sage|QftIS} stat block plus the following: {@spell Color Spray}, {@spell Find Familiar}, {@spell Locate Object}, {@spell Magic Missile}, and {@spell Sleep}." + ] + } + ] + }, + { + "type": "entries", + "name": "T19: Bridge of Faith", + "id": "1e9", + "entries": [ + { + "type": "insetReadaloud", + "id": "1ea", + "entries": [ + "The thunder of rushing water fills this loud room. The room is divided in two by a yawning chasm, ten feet deep and surging with a foaming torrent. Inlaid on the walls of the room are the following words: \"I am real. Watch your step, have faith, and pass safely.\"" + ] + }, + "The walls of this room are smooth, wet, and slippery. A character can climb along the wall to the other side with climbing gear and a successful DC 15 Strength ({@skill Athletics}) check. On a failed check, the character falls into the rushing water below.", + { + "type": "entries", + "name": "Rushing Water", + "id": "1eb", + "entries": [ + "Water rushes into the chasm from the river outside via concealed channels below the tower. A creature that falls into the chasm takes 10 ({@dice 3d6}) bludgeoning damage as the river sweeps it away. The creature then washes up on the island's rocky outcropping just north of {@area area T17|1e2|x}." + ] + }, + { + "type": "entries", + "name": "Invisible Bridge", + "id": "1ec", + "entries": [ + "An invisible, 10-foot-wide bridge spans the chasm. It has no railing but is otherwise straight and safe to traverse. A creature made aware of the bridge's presence\u2014such as by casting the {@spell See Invisibility} spell or interacting with it physically\u2014can make a DC 10 Intelligence ({@skill Investigation}) check. On a successful check, the bridge becomes visible to that creature. Creatures that can't see the bridge can still feel their way across, albeit carefully." + ] + } + ] + }, + { + "type": "entries", + "name": "T20: Greater Library", + "id": "1ed", + "entries": [ + "Shalfey (lawful good, human {@creature tower sage|QftIS} with 4 levels of {@condition exhaustion}; see {@area appendix B|5bf|x}) has locked himself inside this room and threatened to burn the Books of Prophecy if Piyarz breaks in. Both doors are under the effects of {@spell Arcane Lock} spells that allow only Shalfey to open the doors normally. Shalfey has also reinforced each door with a barricade.", + "A character outside the library who introduces themself can make a DC 20 Charisma ({@skill Persuasion}) check to convince Shalfey to let them in. Characters who recite Shalfey's secret phrase (see the \"{@area Flood of Memories|14c|x}\" section earlier in this adventure) have advantage on this check. On a failed check, Shalfey condemns the character as an agent of Piyarz and orders them to step away from the door\u2014or else.", + { + "type": "entries", + "name": "Desperate Measures", + "id": "1ee", + "entries": [ + "Characters who force their way into Shalfey's sanctum risk him destroying the Books of Prophecy. Each door to the greater library has Armor Class 15, 50 hit points, and immunity to poison and psychic damage.", + "When the characters enter, Shalfey assumes the characters are Piyarz and his conspirators. Read or paraphrase the following text:", + { + "type": "insetReadaloud", + "id": "1ef", + "entries": [ + "\"You leave me no choice, Piyarz!\" shouts a desperate voice as you enter this spacious library. A bearded man in white robes stands amid the shelves, his arms covered with intricate, softly glowing tattoos. A large, shimmering globe of light levitates behind him." + ] + }, + "If the characters attempted to destroy the doors, Shalfey has already set the Books of Prophecy aflame. Read or paraphrase the following text:", + { + "type": "insetReadaloud", + "id": "1f0", + "entries": [ + "The man's defiant face is lit by roaring flames from a pile of burning tomes before him. His outstretched hands flicker with waning, fiery magic. When he sees you, he looks both shocked and relieved." + ] + }, + "Otherwise, they catch Shalfey before he makes a grave error. Read or paraphrase the following text:", + { + "type": "insetReadaloud", + "id": "1f1", + "entries": [ + "With defiance in his eyes, the man extends his hands toward a pile of ancient tomes, his fingers ablaze with magic. When he sees you, his face softens in relief, and he slowly lowers his hands away from the tomes." + ] + } + ] + }, + { + "type": "entries", + "name": "Conversing with Shalfey", + "id": "1f2", + "entries": [ + "Whether or not Shalfey burned the Books of Prophecy, he is relieved the characters aren't Piyarz and his minions. The elder sage asks why they came to the tower, then offers the following information:", + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/049-03-010.elder-sage.webp" + }, + "title": "In a moment of desperation, Shalfey, Elder Sage of the Tower of the Heavens, burns the Books of Prophecy", + "credit": "Yuliya Litvinova", + "width": 850, + "height": 2359 + }, + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Fallen Star", + "entry": "If the characters don't have the star, Shalfey encourages them to visit Derwyth (if they haven't done so) to find it for him. If the party has the notes from Derwyth's library (see {@area area H5|16c|x} earlier in this adventure), he uses those to quickly calculate the star's point of impact." + }, + { + "type": "item", + "name": "Piyarz", + "entry": "Shalfey explains that Piyarz attempted a coup. Shalfey asks the adventurers to defeat or exile Piyarz and the other traitorous sages (if they haven't done so already); the characters can keep the conspirators' possessions. Shalfey accompanies the characters if requested, but he's dangerously exhausted and avoids combat." + }, + { + "type": "item", + "name": "Shalfey's Motivations", + "entry": "If pressed about why he covets the star, Shalfey tells most of the truth but doesn't expose the sages' reliance on the Books of Prophecy. He explains that \"through arduous study of ancient and esoteric tomes,\" he learned of svirfneblin smiths to the west who would exchange a \"wondrous library\" for a black rock from the heavens. He claims to have predicted the star's arrival through astronomical observation." + } + ] + } + ] + }, + { + "type": "entries", + "name": "Shalfey's Quest", + "id": "1f3", + "entries": [ + "Once the traitorous sages are dealt with and the star is obtained, Shalfey asks the characters to take the star to the svirfneblin forge and exchange it for a set of books\u2014the smiths will know which ones. Shalfey gives the party directions and promises to reward each character with a magic item from his treasury upon receipt of the books." + ] + }, + { + "type": "entries", + "name": "Shimmering Sphere", + "id": "1f4", + "entries": [ + "The levitating, scintillating sphere in this room is the tower's treasury, which Shalfey explains in esoteric terms to any character who asks. He alone can draw magic items from the sphere, as described in this adventure's conclusion." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "1f5", + "entries": [ + "Shalfey wears a {@item Medallion of Thoughts} and a mithral chain belt worth 400 gp. While his old Books of Prophecy can no longer divine the future, they're a reliable source on significant historical events\u2014though incomprehensible to anyone but a tower sage. If Shalfey set the Books of Prophecy on fire, they are unreadable." + ] + } + ] + }, + { + "type": "entries", + "name": "T21: Labyrinth", + "id": "1f6", + "entries": [ + { + "type": "insetReadaloud", + "id": "1f7", + "entries": [ + "Beyond the door to this room lies a swirling mass of colors and shapes that stretches into the distance." + ] + }, + "A creature that enters the swirling mass finds itself alone in a labyrinthine demiplane of nauseating colors. A creature navigating this magical labyrinth must make a DC 15 Intelligence ({@skill Investigation}) or Wisdom ({@skill Survival}) check. On a failed check, the creature takes 10 ({@dice 3d6}) psychic damage, gains 1 level of {@condition exhaustion}, and finds the exit after 10 minutes of wandering. On a successful check, the creature takes half as much damage only and finds the exit after 1 minute. In either case, the creature emerges from the door opposite the one it entered.", + "As the true elder sage, Shalfey is immune to the labyrinth's ill effects and can navigate the maze without consequence (no check required)." + ] + }, + { + "type": "entries", + "name": "T22: Observatory", + "id": "1f8", + "entries": [ + { + "type": "insetReadaloud", + "id": "1f9", + "entries": [ + "This rooftop observatory is surrounded by a decorative lattice of metal strips and glass panes, rising to create a dome atop the tower. A chair with a swiveling base sits in the center of the room, flanked by two stone statues of snarling winged creatures." + ] + }, + "The sages make astronomical observations here. By observing the positions of the stars and planets relative to the lattice, the sages can precisely record the movements of the heavens.", + "The statues are two {@creature Gargoyle||gargoyles}. They're trained to attack any visitors unaccompanied by a tower sage or tower hand.", + "Characters can climb the tower's walls to this observatory, but doing so might draw the attention of the guards stationed in the watchtowers ({@area area T11|1d3|x}). The openings in the domed lattice are paned with glass and just wide enough for a Medium creature to squeeze through. Each pane has Armor Class 13, 3 hit points, and immunity to psychic and poison damage." + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Forge of the Kagu-Svirfneblin", + "id": "1fa", + "entries": [ + "A small faction of svirfneblin\u2014also known as deep gnomes\u2014has established an underground lair beneath the Tegefed Mountains. When these svirfneblin were still young and foolhardy, they left the Underdark in search of precious stones. These smiths call themselves the kagu-svirfneblin\u2014Gnomish for \"stone-seekers.\"", + { + "type": "entries", + "name": "Prophecy of Prophecies", + "id": "1fb", + "entries": [ + "During their prospecting, the kagu-svirfneblin encountered a shimmering dome\u2014not unlike the shimmering sphere found in the Tower of the Heavens. Near the dome, a stone tablet prophesied creatures would one day arrive at this very site bearing a fallen star. The tablet foretold this star would unlock the dome, whose contents must be exchanged for the star. Unknown to the kagu-svirfneblin, the dome contains a second set of Books of Prophecy.", + "Eager to claim the star for their collection and keep knowledge of it to themselves, the svirfneblin shattered the tablet and decided not to return to the Underdark. They settled around the dome and cut themselves off from their deep-dwelling kin.", + "The kagu-svirfneblin are now quite old, even by gnomish standards. In their isolation, they have devoted much of their time to making machines, and their lair is more akin to a forge than a home. Their obsession with the promised star has made them wary of outsiders." + ] + }, + { + "type": "entries", + "name": "Grisdelfawr the Dragon", + "id": "1fc", + "entries": [ + "Recently, a {@creature young red dragon} named Grisdelfawr made a lair near the forge and began terrorizing any svirfneblin who dared venture outside. To distract the dragon, the svirfneblin corralled a horde of {@creature Gibberling|QftIS|gibberlings}, noisy fiends prevalent in the Underdark, and set them loose in the valley." + ] + }, + { + "type": "entries", + "name": "Approaching the Forge", + "id": "1fd", + "entries": [ + "As the characters near the forge, they discover evidence of the creatures that dwell nearby.", + { + "type": "entries", + "name": "Scorched Earth", + "id": "1fe", + "entries": [ + "In the woods about two miles from the forge of the kagu-svirfneblin, the characters come across a gruesome scene. Read or paraphrase the following text:", + { + "type": "insetReadaloud", + "id": "1ff", + "entries": [ + "A fifteen-foot stretch of woodland has been blackened by a concentrated blaze, and other nearby patches are similarly scorched. In one patch lies the charred corpse of a bald, grayish-purple gnome, which has been partially devoured by a larger predator." + ] + }, + "Grisdelfawr killed the svirfneblin here a week ago and razed the area with his fiery breath. The dragon took a single bite of the gnome, wastefully leaving the rest of the corpse. A character who inspects it and succeeds on a DC 13 Wisdom ({@skill Medicine}) check knows the bite was left by a large, reptilian creature. A subsequent successful DC 15 Intelligence ({@skill Nature}) check reveals the predator was a dragon." + ] + }, + { + "type": "entries", + "name": "Gibberling Horde", + "id": "200", + "entries": [ + "About one mile from the forge, the characters are beset by roaming gibberlings. Read or paraphrase:", + { + "type": "insetReadaloud", + "id": "201", + "entries": [ + "A strange noise in the distance grows louder with each passing second. It sounds like a dozen shrieking voices, babbling and spitting incomprehensibly." + ] + }, + "Moments later, three {@creature Swarm of Gibberlings|QftIS|swarms of gibberlings} burst from a nearby thicket and stampede toward the characters. The gibberlings fight to the death as they try to tear the characters limb from limb.", + "After the characters deal with the gibberlings, the journey to the forge of the kagu-svirfneblin proceeds without complication. They arrive at {@area area F1|204|x}." + ] + } + ] + }, + { + "type": "entries", + "name": "Forge Features", + "id": "202", + "entries": [ + "Unless otherwise stated, the kagu-svirfneblin forge has the following features:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Ceilings", + "entry": "Rooms have 30-foot-high ceilings, and hallways have 10-foot-high ceilings." + }, + { + "type": "item", + "name": "Doors", + "entry": "All doors are made of solid iron." + }, + { + "type": "item", + "name": "Lighting", + "entry": "The forge isn't illuminated. Area descriptions assume the characters have a light source or other means of seeing in the dark." + } + ] + } + ] + }, + { + "type": "entries", + "name": "Forge Locations", + "id": "203", + "entries": [ + "The following locations are keyed to map 3.6.", + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/050-map-3.06-forge-of-the-kagu-svirfneblin.webp" + }, + "imageType": "map", + "title": "Map 3.6: Forge of the Kagu-svirfneblin", + "credit": "Damien Mammoliti", + "width": 3165, + "height": 4096, + "id": "5a3", + "mapRegions": [ + { + "area": "204", + "points": [ + [ + 1477, + 1098 + ], + [ + 1448, + 1139 + ], + [ + 1427, + 1173 + ], + [ + 1402, + 1235 + ], + [ + 1397, + 1264 + ], + [ + 1350, + 1304 + ], + [ + 1346, + 1347 + ], + [ + 1326, + 1381 + ], + [ + 1320, + 1427 + ], + [ + 1331, + 1459 + ], + [ + 1355, + 1515 + ], + [ + 1320, + 1589 + ], + [ + 1251, + 1629 + ], + [ + 1195, + 1677 + ], + [ + 1155, + 1669 + 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"adventure/QftIS/051-map-3.06-forge-of-the-kagu-svirfneblin-player.webp" + }, + "imageType": "mapPlayer", + "title": "Player Version", + "width": 3165, + "height": 4096, + "credit": "Damien Mammoliti", + "mapParent": { + "id": "5a3" + } + } + ] + }, + { + "type": "entries", + "name": "F1: Misty Gulch", + "id": "204", + "entries": [ + { + "type": "insetReadaloud", + "id": "205", + "entries": [ + "Leading off from the main valley is a narrow, steep-sided canyon. Warm mist rises from a stream, shrouding the canyon. Within the mist, you hear a creature babbling incessantly." + ] + }, + "This area is lightly obscured by mist from a piping-hot stream. The noise comes from the gibberling in area F2.", + { + "type": "entries", + "name": "Steamy Stream", + "id": "206", + "entries": [ + "A metal bridge spans this 5-foot-deep stream, which issues from the workshop in {@area area F8|216|x} and is scalding hot. A creature that enters the stream for the first time on a turn or starts its turn there must make a DC 13 Constitution saving throw, taking 7 ({@dice 2d6}) fire damage on a failed save or half as much damage on a successful one." + ] + } + ] + }, + { + "type": "entries", + "name": "F2: Lizard Pens", + "id": "207", + "entries": [ + { + "type": "insetReadaloud", + "id": "208", + "entries": [ + "The cliff opens into a dark cave whose mouth is barred by a heavy metal grill. Behind the grill, two large lizards with saddles strapped to their backs hiss menacingly. Outside the cave paces a small creature with spindly limbs, matted fur, and wild eyes. The creature babbles, screeches, and shakes the bars, attempting to reach the lizards inside." + ] + }, + "The svirfneblin keep two {@creature Giant Lizard||giant lizards} trained as mounts in these pens. A {@creature gibberling|QftIS} scrabbles at the bars in a frenzied attempt to get at the lizards. The gibberling attacks the characters on sight.", + "A padlock secures the gate. As an action, a character can pick the lock with a successful DC 15 Dexterity ({@skill Sleight of Hand}) check using thieves' tools or wrench apart the bars with a successful DC 20 Strength ({@skill Athletics}) check. If released, the giant lizards attack any creature they don't recognize.", + "As an action, a character can calm a lizard with a successful DC 10 Wisdom ({@skill Animal Handling}) check, changing its attitude toward the party from hostile to indifferent. If the check succeeds by 5 or more, the lizard becomes friendly and willing to serve them as a mount." + ] + }, + { + "type": "entries", + "name": "F3: Outer Hall", + "id": "209", + "entries": [ + { + "type": "insetReadaloud", + "id": "20a", + "entries": [ + "This grand room is completely unfurnished and polished to a metallic sheen. In the center of the floor rises an eight-foot-wide clockwork dome." + ] + }, + "The dome in the center of the floor is a {@creature maschin-i-bozorg|QftIS}. It remains motionless until the characters enter the room or disturb it. The maschin-i-bozorg is hostile toward intruders and fights until destroyed." + ] + }, + { + "type": "entries", + "name": "F4: Storerooms", + "id": "20b", + "entries": [ + "The kagu-svirfneblin keep various goods in these three identical storerooms. Each room is long and narrow with iron storage carts along the walls.", + "The storerooms and their contents are detailed below.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "F4a:", + "entry": "Food. The carts in this room contain flour, dried vegetables, salted meats, and wine. These stores are worth 20 gp total." + }, + { + "type": "item", + "name": "F4b:", + "entry": "Fuel. The carts in this room contain coal, oil, wood, and charcoal. These stores are worth 15 gp total." + }, + { + "type": "item", + "name": "F4c:", + "entry": "Raw Materials. The carts in this room contain glass, clay, and tin worth 25 gp total." + } + ] + } + ] + }, + { + "type": "entries", + "name": "F5: Inner Hall", + "id": "20c", + "entries": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/052-03-011.kagu-svirfneblin.webp" + }, + "title": "Atop giant lizard steeds, the Kagu-svirfneblin emerge to greet visitors to their steam-powered forge", + "credit": "Zezhou Chen", + "width": 1700, + "height": 1102 + }, + { + "type": "insetReadaloud", + "id": "20d", + "entries": [ + "Warm, swirling vapor fills this large room, rising from a stream that crosses the room from south to north. A mist-clouded bridge rises over the stream. On the other side wait three dome-shaped clockwork machines. They puff steam threateningly but make no advances.", + "Moments later, seven grayish-purple, bald gnomes, each astride a giant lizard, appear behind the machines. \"Peace!\" one calls in a nasal voice. \"Do you come for trade or war?\"" + ] + }, + "This area is {@book lightly obscured|PHB|8|Vision and Light} by mist and steam. The clockwork machines are three {@creature Maschin-i-Bozorg|QftIS|maschin-i-bozorgs}, created by the kagu-svirfneblin to guard their forge. The seven {@creature Deep Gnome (Svirfneblin)||svirfneblin}\u2014each riding a {@creature giant lizard}\u2014constitute the entire deep gnome population here. They eagerly expect the arrival of the prophesied star.", + { + "type": "entries", + "name": "Steamy Stream", + "id": "20e", + "entries": [ + "The steaming stream, which flows from the workshop in {@area area F8|216|x}, is scalding hot and 3 feet deep. A creature that enters the stream for the first time on a turn or starts its turn there must make a DC 13 Constitution saving throw, taking 7 ({@dice 2d6}) fire damage on a failed save or half as much damage on a successful one." + ] + }, + { + "type": "entries", + "name": "Parleying with the Kagu-Svirfneblin", + "id": "20f", + "entries": [ + "If the characters respond peacefully, one of the svirfneblin approaches cautiously. She introduces herself as Ecklash the Burrow Warden, the faction's leader. Ecklash has a large burn across her cheek from a close call with the red dragon Grisdelfawr. Polite but frank, Ecklash does most of the talking for her group. She has an inkling the adventurers are the promised bearers of the fabled star.", + "As stone-seekers, the kagu-svirfneblin wish for nothing more than to add this \"sky-stone\" to their collection. The gnomes are brief and direct in their negotiations. In return for the star, kagu-svirfneblin agree to give the characters the contents of their shimmering dome (see {@area area F9|218|x}), but they require the star to open it. If the characters agree to their terms, the kagu-svirfneblin escort them to area F9 so the exchange can take place." + ] + }, + { + "type": "entries", + "name": "Fighting the Kagu-Svirfneblin", + "id": "210", + "entries": [ + "Combat with the kagu-svirfneblin and their maschin-i-bozorgs is likely to end poorly for the characters, and any characters who fought the maschin-i-bozorg in {@area area F3|209|x} recognize as much. If combat breaks out, the deep gnomes fight defensively and attempt to defuse the situation. They try to {@condition incapacitated|phb|incapacitate} the characters rather than kill them, hoping to resume peaceful negotiations once the characters have calmed down." + ] + } + ] + }, + { + "type": "entries", + "name": "F6: Dormitory", + "id": "211", + "entries": [ + { + "type": "insetReadaloud", + "id": "212", + "entries": [ + "A metal table and seven metal chairs sit in the center of this spacious dormitory. Seven alcoves each contain an iron-framed bed, while an eighth alcove is blocked by a metal door secured with a heavy lock." + ] + }, + "The kagu-svirfneblin eat and sleep here. Obsessed with their work and the prophesied stone, the deep gnomes have little regard for their own comfort.", + "The door to the eighth alcove is locked. As an action, a character can pick the lock with a successful DC 15 Dexterity ({@skill Sleight of Hand}) check using thieves' tools or they can break down the door with a successful DC 20 Strength ({@skill Athletics}) check.", + { + "type": "entries", + "name": "Treasure", + "id": "213", + "entries": [ + "The locked alcove contains racks of items labeled in Gnomish. Among them are a {@item Spell Scroll} of {@spell Fire Shield}, a {@item Potion of Heroism} labeled \"magical vitality,\" and a jar of {@item Keoghtom's Ointment} mislabeled \"war paint.\"" + ] + } + ] + }, + { + "type": "entries", + "name": "F7: Treasury", + "id": "214", + "entries": [ + "A padlock secures the gate to this treasury. As an action, a character can pick the lock with a successful DC 15 Dexterity ({@skill Sleight of Hand}) check using thieves' tools or wrench apart the bars with a successful DC 20 Strength ({@skill Athletics}) check.", + "Two {@creature Hook Horror||hook horrors} reside within, guarding the kagu-svirfneblin's treasure. They lumber about in the darkness, tapping their long, bony claws along the floor. The hook horrors obey the deep gnomes but attack all other creatures on sight.", + { + "type": "entries", + "name": "Treasure", + "id": "215", + "entries": [ + "In the rectangular chamber at the rear of the pen, the kagu-svirfneblin store gold and silver ingots (worth 1,200 gp total) and a bag of uncut gems (worth 500 gp total)." + ] + } + ] + }, + { + "type": "entries", + "name": "F8: Workshop", + "id": "216", + "entries": [ + { + "type": "insetReadaloud", + "id": "217", + "entries": [ + "This hot, humid room reverberates with the drumlike beat of steam-powered contraptions, whirring metal machines, and hissing pipes. The room also contains a few ordinary anvils, forges, and workbenches." + ] + }, + "The machines are powered by steam from a large cylinder at the east end of the workshop, which is fed by a natural geyser. The kagu-svirfneblin built these machines according to their own designs, and only they know how to operate them. A character who tampers with the machines must make a DC 16 Intelligence ({@skill Investigation}) check. On a successful check, the contraptions whir and move but nothing disastrous happens. On a failed check, the character takes 10 ({@dice 3d6}) fire damage from a blast of scalding steam." + ] + }, + { + "type": "entries", + "name": "F9: Shimmering Dome", + "id": "218", + "entries": [ + { + "type": "insetReadaloud", + "id": "219", + "entries": [ + "Multicolored light dances through this faceted room, shining from a scintillating dome set into the floor." + ] + }, + "This is the dome the kagu-svirfneblin found long ago. They've never managed to pierce it. Characters who saw Shalfey's shimmering sphere (see {@area area T20|1ed|x} of the Tower of the Heavens) notice both seem to be made of the same multicolored essence.", + "If the star is brought within 10 feet of the dome, read or paraphrase the following text:", + { + "type": "insetReadaloud", + "id": "21a", + "entries": [ + "The dome begins to brighten rapidly. Suddenly, the room flashes with prismatic radiance\u2014and the dome vanishes in a haze of sparkling dust. In its place rests a neat stack of twenty leather-bound books." + ] + }, + "When the dome vanishes, its magic bestows one last gift. Each creature who helped bring the star to the dome (including each of the characters) tingles with resilience, gaining 5 {@book temporary hit points|PHB|9|Temporary Hit Points} and resistance to fire damage until the next dawn.", + { + "type": "entries", + "name": "Books of Prophecy", + "id": "21b", + "entries": [ + "The stack of tomes is the second set of Books of Prophecy sought by Shalfey. The books are of little use to anyone other than the tower sages, who have dedicated countless years of study to understand them. The books weigh 60 pounds in total.", + "Once the characters trade the star to the kagu-svirfneblin for the new Books of Prophecy, proceed to the \"{@area After the Exchange|21d|x}\" section." + ] + } + ] + }, + { + "type": "entries", + "name": "F10: Tunnel to the Underdark", + "id": "21c", + "entries": [ + "This tunnel slopes down for many miles, eventually connecting to a greater tunnel system deep in the Underdark. Most parties have no reason to journey down it during this adventure, but the expansive realms below and their subterranean threats could be crafted by the DM for future adventures." + ] + } + ] + }, + { + "type": "entries", + "name": "After the Exchange", + "id": "21d", + "entries": [ + "With the trade complete, the kagu-svirfneblin thank the characters and escort them back to the inner hall ({@area area F5|20c|x}). They invite the characters to take whatever they want from the storerooms ({@area area F4|20b|x}). The kagu-svirfneblin announce their purpose here is complete, and they're about to return to the Underdark, sealing off their tunnel to protect themselves from dragons and other outsiders.", + "The kagu-svirfneblin advise the characters to avoid the workshop ({@area area F8|216|x}), plainly informing them it's about to self-destruct. The peculiar smiths are unconcerned about the destruction of the forge; they can always build another.", + { + "type": "entries", + "name": "Evacuation of the Kagu-Svirfneblin", + "id": "21e", + "entries": [ + "After warning the characters, the kagu-svirfneblin bid them goodbye and exit the inner hall through the southeast double door, accompanied by their maschin-i-bozorgs. They shut and lock the doors behind them. As the kagu-svirfneblin approach the tunnel to the Underdark ({@area area F10|21c|x}), they collect the treasure and hook horrors, dead or alive, in {@area areas F6|211|x} and {@area F7|214|x}. If any treasure is missing, the deep gnomes shrug and continue on their way.", + "After setting the machines in the workshop ({@area area F8|216|x}) to overload, the kagu-svirfneblin depart for the Underdark via the tunnel in area F10. The workshop machines soon begin to shake violently, causing the whole lair to tremble. One minute later, the steam cylinder in the workshop explodes, causing area F8 to cave in and dealing 70 ({@dice 20d6}) bludgeoning damage to any creatures still in that room." + ] + }, + { + "type": "entries", + "name": "Death from Above", + "id": "21f", + "entries": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/053-03-012.grisdelfawr.webp" + }, + "title": "The pitiless red dragon Grisdelfawr delights in terrorizing creatures of the Tegefed Mountains", + "credit": "Olivier Bernard", + "width": 1700, + "height": 1121 + }, + "The detonation in the forge draws the attention of Grisdelfawr, the {@creature young red dragon} who recently took up residence in the Tegefed Mountains. Within moments of the explosion, Grisdelfawr begins circling over the misty gulch ({@area area F1|204|x}).", + "When the characters exit the forge, read or paraphrase the following text:", + { + "type": "insetReadaloud", + "id": "220", + "entries": [ + "As you exit the tunnel mouth, a blood-freezing cry rings from the sky above, followed by the baneful sound of leathery wings. A red dragon soars overhead. Leering hungrily at the valley below, it spots you and swoops down for the kill." + ] + }, + "Grisdelfawr attacks the party on sight. Amoral and sadistic, the dragon fights without remorse. Grisdelfawr is astonished at the resilience of any who endure his breath, especially those who benefited from the magic of the kagu-svirfneblin's shimmering dome. If Grisdelfawr is reduced to 50 hit points or fewer, he retreats.", + "If characters stay inside the forge instead of heading outside to fight Grisdelfawr, the dragon waits outside for 1 hour\u2014enough time for the characters to finish a short rest\u2014then heads into the forge to devour anything with a pulse." + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Conclusion", + "id": "221", + "entries": [ + "If the characters return to the Tower of the Heavens with the entire second set of Books of Prophecy, Shalfey is overjoyed. In exchange for the books, he rewards each character with a magic item drawn from the shimmering sphere in his library.", + { + "type": "entries", + "name": "Shalfey's Reward", + "id": "222", + "entries": [ + "The shimmering sphere in the greater library ({@area area T20|1ed|x} of the {@area Tower of the Heavens|1ae|x}) has existed since the tower's creation. No one quite remembers how it got there, but one thing is certain: only the elder sage of the Tower of the Heavens can reach into the sphere to pull forth magic weapons and items.", + "After receiving the books, Shalfey plucks an item for each character from the sphere, guided by its magic. Each character can choose one magic item from the following list:", + { + "type": "list", + "items": [ + "{@item Amulet of Proof against Detection and Location}", + "{@item Bag of Tricks, Gray||Bag of Tricks (gray)}", + "{@item Eversmoking Bottle}", + "{@item Gem of Brightness}", + "{@item Pearl of Power}", + "{@item +1 Weapon} (any)" + ] + }, + "Each item bears an intricate constellation motif that shimmers in the presence of starlight." + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Chapter 4: Beyond the Crystal Cave", + "id": "223", + "entries": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/054-04-001.ch4-beyond-the-crystal-cave.webp" + }, + "title": "Caerwyn and Porphura, two powerful spellcasters in love, relax in the fairytale garden they created together", + "credit": "Jessica Fong", + "width": 1700, + "height": 2200 + }, + "The city of Sybar on the small island of Sybarate serves as a hub for fishing and trade. Its people are industrious and friendly, and they eagerly share stories with visitors. One popular tale surrounds the Eternal Garden, a magical paradise created by two lovers ages ago. Legend states the entrance to the garden lies deep within a crystal cave that whispers secrets of the future to those brave or foolish enough to enter. More recently, two young paramours\u2014one of whom is the daughter of the island's governor\u2014fled their feuding families in search of the fabled utopia.", + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/055-04-002.eternal-garden-door.webp" + }, + "title": "A Door to the Eternal Garden", + "credit": "Axel Defois", + "width": 850, + "height": 1040 + }, + "The Eternal Garden is real. Past the dangers of the cave, the garden is tucked away in the Feywild, far from the pressures of the world. Whimsical Fey, talking animals, and a benevolent archfey ruler await visitors to the garden. So does the Fountain All Heal, a miraculous fountain whose waters cure most ailments but also enchant those who drink from it, lulling imbibers into a comfort that makes them never want to leave. None of the garden's denizens are inherently malicious, but they defend their own. Wits, clever words, and compassion are more effective weapons here than swords or spells.", + "The paramours' families, once long-standing rivals, have put aside their enmity in hopes that when the missing lovers are found, they will then be willing to come home. It's been two years since the couple's disappearance, but neither family has abandoned hope. The families turn to adventurers to rescue their missing loved ones.", + "\"Beyond the Crystal Cave\" is designed for four to six 6th-level characters.", + { + "type": "section", + "name": "Background", + "id": "224", + "entries": [ + "Long ago, an elf archdruid named Caerwyn retired to Sybarate with her soulmate, a human archmage named Porphura. There on Caerwyn's estates, they laid out and built a sprawling garden. It was an earthly paradise, serving both as a symbol of their enduring love and an idyllic retreat.", + "Caerwyn and Porphura stocked their garden with the loveliest of plants and encouraged gentle forest creatures to make it their home. Porphura used magic to extend her life so she could remain with Caerwyn throughout the elf's longer life span.", + "To protect their paradise, the lovers struck a bargain with an old friend, an archfey known as the Gardener. Together the three of them drew the garden into the Feywild, where the Gardener became its caretaker. The domain maintained a connection to the Material Plane through a fey crossing in a magical cave on Sybarate, the Cave of Echoes.", + "When Caerwyn's life reached its inevitable end, Porphura worked one last undertaking. She raised a tomb inside their home and sealed off the palace from the rest of the garden, so the pair could rest undisturbed together forever. Porphura then laid down beside Caerwyn for the last time and let the magic that sustained her own life finally unravel.", + { + "type": "entries", + "name": "Using the Infinite Staircase", + "id": "225", + "entries": [ + "If you're using {@creature Nafas|QftIS} as a patron, he summons the characters to the {@area Censer of Dreams|022|x} (detailed in {@adventure chapter 1|QftIS|1}), where he recounts the following wish:", + { + "type": "insetReadaloud", + "id": "226", + "entries": [ + "\"Two families, their histories and hands stained with hate and blood, now raise their voices as one in the wake of true love lost. Heed their plea and carry their wandering hearts home.\"" + ] + }, + "Nafas then teleports the characters to a door that leads to Sybar. After the adventure, the characters can return to the staircase through the same portal." + ] + }, + { + "type": "entries", + "name": "Adventure Hooks", + "id": "227", + "entries": [ + "If you're not using Nafas as a group patron, consider the following ways to involve the characters in the adventure:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "From the Sea", + "entry": "The characters arrive on a ship or wash ashore from a shipwreck. They learn the governor of Sybar is seeking adventurers to rescue her missing daughter." + }, + { + "type": "item", + "name": "Missing Friends", + "entry": "One or more characters are old friends of one or both of the missing lovers, Juliana and Orlando. The governor sends for the characters, desperate for their help after a string of failed rescue attempts." + } + ] + } + ] + }, + { + "type": "entries", + "name": "Setting the Adventure", + "id": "228", + "entries": [ + "On the world of Oerth in the Greyhawk campaign setting, the island of Sybarate is located in the mouth of Jeklea Bay, about a mile south of Fairwind Isle.", + "If you'd like to place the adventure in another campaign setting, consider the following suggestions:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Dragonlance", + "entry": "On the world of Krynn, Juliana and Orlando might be from rival kingdoms that don't typically get along, such as Qualinesti and Silvanesti. Amid the smoldering ashes of war, the story of the missing lovers can remind the heroes what they fight for and warn of the divisions that weaken the free peoples of Ansalon." + }, + { + "type": "item", + "name": "Eberron", + "entry": "The cave is a manifest zone of Thelanis, the Faerie Court, and the Eternal Garden resides on that plane. Juliana and Orlando are scions of rival Dragonmarked houses, fleeing prohibition against their relationship." + }, + { + "type": "item", + "name": "Theros", + "entry": "The Cave of Echoes is sacred to Karametra, a god of harvests who shepherds the mortal need for love, security, and belonging. She cradles the Eternal Garden in the godly realm of Nyx, and the native creatures that dwell there are Nyxborn." + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Adventure Summary", + "id": "229", + "entries": [ + "\"Beyond the Crystal Cave\" begins when characters approach the governor of Sybarate, who is offering a small fortune for an urgent rescue mission. The characters learn the tale of Caerwyn and Porphura's garden, where two new lovers, Juliana and Orlando, have fled to escape their feuding families. Only one path leads into the hidden refuge: a cave with a mystical reputation. After besting the cave's guardians, the characters find a waterfall frozen in time and unravel its mysteries to discover a fey crossing into the Eternal Garden in the Feywild.", + "As the characters explore the garden, they likely meet the Gardener, the archfey who rules the domain; this is especially likely if they clash with any denizens of the garden, which abounds with eccentric Fey creatures. Various beings can offer cryptic clues to the missing lovers' whereabouts in a hidden palace within the garden. While in the garden, the characters might learn of a fountain that cures almost any ailment but enchants those who drink it to want to remain in the garden forever.", + "The adventure concludes when the characters free Juliana and Orlando from the fountain's enchantment and convince them that their families are no longer enemies. When they all arrive back on the Material Plane, they might discover they've been gone longer than they realized, thanks to the divergent flow of time within the garden.", + { + "type": "entries", + "name": "Character Advancement", + "id": "22a", + "entries": [ + "If you want to use story-based level advancement, the characters receive experience points for achieving milestones rather than defeating monsters.", + "When the characters leave the garden, with or without Juliana and Orlando, everyone in the party gains 1 level. If you follow this method, the characters should reach 7th level by the adventure's conclusion.", + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/056-04-003.beyond-the-crystal-cave-original.webp" + }, + "width": 605, + "height": 763 + }, + { + "type": "insetReadaloud", + "name": "About the Original", + "id": "22b", + "entries": [ + "Published in 1983, {@i Beyond the Crystal Cave} is the first adventure in the series of adventures produced by TSR UK. The story draws inspiration from the star-crossed lovers in Shakespeare's {@i Romeo and Juliet}. It was a departure from the more expected adventure design of the time in that violent solutions to problems aren't an automatic path to victory\u2014inquisitive minds and compassionate hearts carry the heroes further than strength of arms.", + "This updated version of the adventure reimagines Caerwyn and Porphura's\u2014originally Porpherio's\u2014garden as the Eternal Garden, a domain in the Feywild, and the Green Man as the Gardener, the benevolent archfey who rules it." + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Sybar", + "id": "22c", + "entries": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/057-04-004.governor-isabela-folcarae.webp" + }, + "title": "Governor Isabela Folcarae", + "credit": "Marie Magny", + "width": 850, + "height": 1286 + }, + "A small fishing and port city, Sybar is the capital of Sybarate and the island's center of administration and trade. The governor's mansion and various executive offices are situated here, along with a temple to the sea god Procan.", + "Sybar is situated on the north coast of the island. Fishing and farming villages dot the remainder of Sybarate, which is lush with vineyards; vegetable farms; and extensive olive, lemon, and orange orchards. The people of the island are orderly and law abiding, but many of the old families hold longstanding grudges against one another.", + "Merchants and artisans are plentiful in Sybar, as are sailors and traders in the port. The locals tend to be talkative over meals, stiff drinks, or hot beverages on chilly evenings. If the characters mingle with the people of Sybar, residents can relate the story of the {@area Eternal Garden|24c|x} (as presented in this adventure's {@area background|224|x}) or any of the rumors in the Sybar Rumors table, only some of which are true.", + { + "type": "table", + "caption": "Sybar Rumors", + "colLabels": [ + "d8", + "Rumor" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "There is a magical fountain in the Eternal Garden that grants eternal youth. (False)" + ], + [ + "2", + "It is always summer within the Eternal Garden. (True)" + ], + [ + "3", + "Fire, both natural and magical, won't burn within the garden. (False)" + ], + [ + "4", + "Sometimes people find their way into the garden, but most have little or no memory of it when they find their way out again. (True)" + ], + [ + "5", + "The archmage Porphura isn't dead at all. She lives still as a lich who rules the island in secret. (False)" + ], + [ + "6", + "Singing sea chanteys charms creatures in the garden. (True only for {@creature Leprechaun|QftIS|leprechauns}; see {@area appendix B|5bf|x})" + ], + [ + "7", + "Eating or drinking the garden's bounty traps a person there forever. (Partially true; refers to the Fountain All Heal)" + ], + [ + "8", + "There is a cave near the garden in which wishes are granted. (True; refers to the Cave of Echoes)" + ] + ] + }, + { + "type": "entries", + "name": "Meeting the Governor", + "id": "22d", + "entries": [ + "Governor Isabela Folcarae (lawful good, human {@creature bandit captain}) receives the characters shortly after they call at her mansion. Read or paraphrase the following text to begin the adventure:", + { + "type": "insetReadaloud", + "id": "22e", + "entries": [ + "You stand in a tastefully appointed study with nautical decor. The governor, an human woman with iron-gray hair, stares pensively into the fireplace. After a polite offer of refreshment, she gets down to business.", + "She speaks in a solemn voice. \"My daughter Juliana, and Orlando, son of the prominent Monego family, have been missing for two years, but we have never given up hope that they still live. After several failed expeditions and countless nights of worry, I believe I finally know where they've gone. If you bring them home safely, I will reward you handsomely.\"" + ] + }, + "The governor can offer the following information:", + { + "type": "list", + "items": [ + "Juliana and Orlando eloped when their feuding families forbade their relationship.", + "The couple fled south and disappeared into the {@area Cave of Echoes|22f|x}, a cavern steeped in local legends of oracular voices and granted wishes.", + "In their shared grief, the families have settled their differences and resolved to do all in their power to rescue the missing couple.", + "The families have sent numerous adventurers in search of the couple; the few that returned did so empty-handed." + ] + }, + "Governor Folcarae can also relate the legend of the {@area Eternal Garden|24c|x}, but she doesn't know details about its inhabitants or dangers\u2014she doubts it even exists. In exchange for Juliana and Orlando's safe return, she promises a reward of 5,000 gp." + ] + } + ] + }, + { + "type": "section", + "name": "Cave of Echoes", + "id": "22f", + "entries": [ + "The Cave of Echoes is a day's ride south of Sybar. Originally, the cave was the underground course of a river that flowed from a lake in the {@area Eternal Garden|24c|x} before the garden was drawn into the Feywild. The caverns were worn smooth by the water that once rushed through them.", + "The cave entrance yawns in the southwest side of the small hill where the garden once stood. A fey crossing in the Cave of Echoes links it to the Eternal Garden and saturates the caverns with fey magic. The hilltop is now barren, and the river, which still flows through the portal, has been reduced to a mere trickle. The meager stream ends at a muddy chamber in the cave, depositing what little magic it still contains there.", + "Locals know of the Cave of Echoes, and many believe a specific chamber has oracular powers. Most Sybarate citizens either have sought answers from the cavern or know someone who did. The magic of the Feywild whispers into the cavern, offering aid to those of good heart and true need, as it did with Juliana and Orlando when it whisked them away to the garden. Few venture beyond this chamber, wary of dangers that lurk deeper within the cave.", + { + "type": "entries", + "name": "Cave of Echoes Features", + "id": "230", + "entries": [ + "Unless otherwise noted, the Cave of Echoes has the following features:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Ceilings", + "entry": "Ceilings in chambers are 20 feet high and bristle with stalactites." + }, + { + "type": "item", + "name": "Echoes", + "entry": "Sounds echo strangely throughout the cave, distorting into fleeting whispers." + }, + { + "type": "item", + "name": "Lighting", + "entry": "The cave isn't illuminated. The current occupants rely on {@sense darkvision} to see. Area descriptions assume the characters have a light source or other means of seeing in the dark." + }, + { + "type": "item", + "name": "Tunnels", + "entry": "The tunnels connecting caverns are roughly round and 10 feet in diameter." + } + ] + } + ] + }, + { + "type": "entries", + "name": "Cave of Echoes Locations", + "id": "231", + "entries": [ + "The following locations are keyed to map 4.1.", + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/058-map-4.01-cave-of-echoes.webp" + }, + "imageType": "map", + "title": "Map 4.1: Cave of Echoes", + "credit": "Marc Moureau", + "width": 4096, + "height": 2650, + "id": "5a4", + "mapRegions": [ + { + "area": "232", + "points": [ + [ + 309, + 1253 + ], + [ + 356, + 1248 + ], + [ + 411, + 1244 + ], + [ + 507, + 1223 + ], + [ + 573, + 1198 + ], + [ + 655, + 1162 + ], + [ + 709, + 1135 + ], + [ + 804, + 1124 + ], + [ + 905, + 1112 + ], + [ + 928, + 1057 + ], + [ + 960, + 1002 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The ground is flat and scuffed with muddy tracks, and the walls are marked with initials and names carved into the stone. Tunnels lead deeper into darkness to the east and the south." + ] + }, + "The entrance cavern is empty save for the tracks of Humanoid entrants, most of whom stopped here before turning back. A few follow the tunnel to the south.", + { + "type": "entries", + "name": "Writing on the Walls", + "id": "234", + "entries": [ + "Names and initials are inscribed on the walls. Some are the results of dares or tests of bravery; others were left by those marking their visit to the Cavern of Echoes ({@area area C2|235|x}). Older markings left in ink, charcoal, or paint are faded and illegible. A character who leaves their name or initials in the cave sometimes hears their name whispered among the echoes of the cave.", + "Characters who examine the walls find the initials \"C + P\" carved into the stone and circumscribed by a heart. A character who studies the wall and succeeds on a DC 14 Intelligence ({@skill Arcana}) check determines these initials weren't carved by tools, but rather were magically engraved into the stone. Caerwyn and Porphura marked the wall using the {@spell Stone Shape} spell." + ] + } + ] + }, + { + "type": "entries", + "name": "C2: Cavern of Echoes", + "id": "235", + "entries": [ + { + "type": "insetReadaloud", + "id": "236", + "entries": [ + "Even the smallest sounds echo in this round, forty-foot-wide chamber. The walls and floor are glassy smooth and black, refracting light into rainbows beneath the stone. The ceiling vanishes into darkness high overhead. In the center of the floor, inlaid with white marble, is the word \"Ask\" in Common." + ] + }, + "The ceiling in this oracular chamber is 80 feet high and smooth like the walls and floor.", + { + "type": "entries", + "name": "Loud Echoes", + "id": "237", + "entries": [ + "Sounds in this area echo loudly. Noises louder than a typical conversation\u2014such as shouting or playing an instrument\u2014reverberate painfully. If this occurs, each creature in the chamber must succeed on a DC 15 Constitution saving throw or take 13 ({@dice 3d8}) thunder damage and have the {@condition deafened} condition for 1 minute. The echo then dissipates and doesn't compound." + ] + }, + { + "type": "entries", + "name": "Whispers of Fate", + "id": "238", + "entries": [ + "The magic of the Feywild whispers into the cavern, offering aid to those in true need and without selfish intent. When such a creature requests help in this area, the cavern can offer answers or intervene by duplicating any spell of 8th level or lower (your choice, not the creature's). The most common assistance provided by the cave comes in the form of the {@spell Greater Restoration}, {@spell Heal}, and {@spell Plane Shift} (to the Eternal Garden only) spells; when duplicating the effect of a spell, the cavern targets the creature that requested its aid.", + "A creature that asks a question here receives a truthful, albeit cryptic, answer in Common with clues to its goals. Those who can help themselves, such as the characters, receive only this benefit from the cavern. If the characters inquire about the whereabouts of Juliana and Orlando, disembodied voices tell them their quarry is just beyond the crystal cave ({@area area C6|243|x}). The cave's oracular power is similar to a {@spell Divination} spell.", + "A creature that makes a selfish or destructive request causes thunderous reprimands to reverberate through the chamber, triggering the effects of loud echoes (see the \"Loud Echoes\" section). Once a creature asks a question here and receives a benefit, no matter how small, the creature can't do so again for 1 year and 1 day." + ] + } + ] + }, + { + "type": "entries", + "name": "C3: Haunted Cavern", + "id": "239", + "entries": [ + { + "type": "insetReadaloud", + "id": "23a", + "entries": [ + "The floor of this cavern is ridged like sand at the bottom of a stream. It's dotted with slender stalagmites and littered with broken stalactites from the ceiling thirty feet above. The main tunnel continues to the east, and smaller side chambers extend to the north and the south." + ] + }, + "Three {@creature Poltergeist||poltergeists} (variant {@creature Specter||specters}) haunt the main chamber of the cavern, venting their fury on intruders. The restless spirits hurl broken stalactites at unsuspecting entrants or toss creatures onto pointed stalagmites in the cavern.", + "A cavity to the north collects moisture dripping from the ceiling. An {@creature ochre jelly} lurks here, content to feed on fungus and the remains of the poltergeists' occasional victims. It slithers into the main cavern if battle breaks out.", + { + "type": "entries", + "name": "Stalagmites", + "id": "23b", + "entries": [ + "The rock formations throughout this cavern are dangerously sharp. A creature pushed into a stalagmite takes 11 ({@dice 2d10}) piercing damage." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "23c", + "entries": [ + "The skeleton of a decades-dead human knight rests in the south chamber, impaled on a stalagmite by the poltergeists. Most equipment the knight once carried has rusted or rotted away, but a {@item Necklace of Adaptation} hangs around the dead warrior's neck. Scattered on the floor beneath the skeleton are 8 pp, 22 gp, and a yellow topaz (250 gp)." + ] + } + ] + }, + { + "type": "entries", + "name": "C4: Living Mud Cavern", + "id": "23d", + "entries": [ + { + "type": "insetReadaloud", + "id": "23e", + "entries": [ + "This cavern is large and irregular in shape. The bare rock floor forms a shallow depression that contains a mud pool fed by a sluggish stream flowing from the southeast. Near the west side of the pool are two mounds of dried mud." + ] + }, + "The stream flowing from {@area area C6|243|x} ends here in a 1-foot-deep mud pool. The mud is {@book difficult terrain|PHB|8|Difficult Terrain}.", + "The magic-infused water bestowed animate life on the mud, creating two mud elementals that lurk in the pool. A character who surveys the pool and succeeds on a DC 17 Wisdom ({@skill Perception}) check notices the mud elementals.", + "Each mud elemental uses the {@creature water elemental} stat block with the following changes:", + { + "type": "list", + "items": [ + "It has advantage on Dexterity ({@skill Stealth}) checks made to {@action hide} in mud.", + "Its speed isn't reduced in {@book difficult terrain|PHB|8|Difficult Terrain} composed of earth or mud." + ] + }, + "The elementals attack any creatures that approach the mud or the mounds of dried mud, but they don't pursue creatures out of the area and sink back into the mud if foes flee.", + { + "type": "entries", + "name": "Treasure", + "id": "23f", + "entries": [ + "The mounds encase the desiccated remains of two adventures slain by the mud elementals. The adventurers were sent by the governor to find Juliana and Orlando but never returned. Once the elementals are dead, weapons or tools can easily break away the mud shells covering the remains.", + "One mound entombs the remains of a human warrior. His {@item chain mail|PHB}, {@item shield|PHB}, and {@item longsword|PHB} are rusted but still functional, and he has 20 gp in a crumbled purse.", + "The other mound holds the remains of an elf thief with a set of {@item thieves' tools|PHB}, 50 gp, and 50 pp. Her shriveled hand clutches a {@item +1 Dagger} with the name \"Madrigal\" carved into its ivory handle in Elvish." + ] + } + ] + }, + { + "type": "entries", + "name": "C5: Stream Tunnel", + "id": "240", + "entries": [ + { + "type": "insetReadaloud", + "id": "241", + "entries": [ + "A narrow stream runs along the bottom of this winding tunnel. The echoes of the stream's soft babbling are unusually loud.", + "Partway along the stream's path, the waterway widens to a ten-foot-wide pool before it narrows again and continues." + ] + }, + "The stream flows from the waterfall in {@area area C6|243|x} to the mud pool in {@area area C4|23d|x}.", + { + "type": "entries", + "name": "Treasure", + "id": "242", + "entries": [ + "The pool is 3 feet deep, with a bottom of smooth rocks and pebbles that have washed down the stream. A character who searches the pool and succeeds on a DC 15 Wisdom ({@skill Perception}) check realizes that seven of the smooth rocks are uncut gemstones: two garnets (10 gp each), two blue tourmalines (15 gp each), an amber (20 gp), a moonstone (25 gp), and a cloudy diamond (50 gp). A character who spends 10 minutes sifting through the river bottom succeeds on the check automatically.", + "A character who has proficiency with jeweler's tools can cut the gems with two days of work per gem. Doing so multiplies each gem's value by ten." + ] + } + ] + }, + { + "type": "entries", + "name": "C6: Crystal Cave", + "id": "243", + "entries": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/060-04-005.crystal-cave-waterfall.webp" + }, + "title": "A waterfall in a crystal cave hides a fey crossing to the Eternal Garden", + "credit": "Zuzanna Wuzyk", + "width": 850, + "height": 2338 + }, + { + "type": "insetReadaloud", + "id": "244", + "entries": [ + "The echoes of the stream fade, replaced by an ethereal melody that tugs at your heartstrings. Massive formations of quartz crystals cover the walls and ceiling of this chamber.", + "A motionless waterfall pours from a crack near the ceiling of the east wall\u2014a time-frozen curtain of water and hanging droplets. It collects into a wide, similarly static pool below. Farther from the water's source, the pool slowly begins to ripple, then drains into the stream that flows out the tunnel." + ] + }, + "This crystal chamber is tethered to the Eternal Garden and by extension the Feywild. The waterfall isn't truly unmoving, but it pours so slowly it appears that way to casual observation. It takes 20 minutes for a droplet to fall from the ceiling into the pool.", + { + "type": "entries", + "name": "Crystals", + "id": "245", + "entries": [ + "Any bright light in the room refracts through the crystals and fills the chamber with a soft glow and dazzling rainbow patterns." + ] + }, + { + "type": "entries", + "name": "Music", + "id": "246", + "entries": [ + "The disembodied melody carries the emotional resonance of the Feywild and evokes nostalgia in those who hear it. Characters who listen to the music can feel it tugging at memories from their pasts, whether joyful or otherwise.", + "The music causes momentary ripples in the seemingly frozen waterfall. A character who studies the waterfall and succeeds on a DC 15 Intelligence ({@skill Investigation}) check notices the ripples and their connection to the music." + ] + }, + { + "type": "entries", + "name": "Pool", + "id": "247", + "entries": [ + "The pool is 5 feet deep. At the end the waterfall pours into, it too appears frozen in time, while at the far end, the water perceptibly flows into the stream. Within 10 feet of the waterfall, the pool is solid enough to walk on, though anything stationary on the water's surface slowly sinks to the bottom over the course of 1 minute." + ] + }, + { + "type": "entries", + "name": "Waterfall", + "id": "248", + "entries": [ + "The waterfall blocks passage to the fey crossing in {@area area C7|249|x}. Like the pool, the waterfall is nearly solid, and it blocks the tunnel except for a 1-inch gap on either side. The waterfall is 5 feet thick. A creature that looks through it with a light source can make out a passage hidden behind the falls.", + "Traversing the waterfall is difficult but can be accomplished through the following means:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Brute Force", + "entry": "As an action, a character can force their way through the falls with a successful DC 20 Strength ({@skill Athletics}) check. A character who fails the check still manages to push through but gains 1 level of {@condition exhaustion} from the exertion." + }, + { + "type": "item", + "name": "Song", + "entry": "A character can create a temporary passage through the water by humming, singing, or playing a song. As an action, a character who performs a song and succeeds on a DC 15 Charisma ({@skill Performance}) check creates a 5-foot-wide opening in the waterfall for 1 minute." + }, + { + "type": "item", + "name": "Spells", + "entry": "Magic offers the following solutions:" + } + ] + }, + { + "type": "list", + "items": [ + "{@spell Control Water} parts or raises the waterfall for the spell's duration.", + "{@spell Create or Destroy Water} cast to destroy part of the waterfall destroys a 5-foot-cube of water, which fills in after 1 minute.", + "Teleportation bypasses the waterfall as normal.", + "A creature under the effect of a {@spell Slow} spell more closely matches the waterfall's altered time and can move through the waterfall as if it were {@book difficult terrain|PHB|8|Difficult Terrain}.", + "A successful {@spell Dispel Magic} spell (DC 15) cast on the waterfall causes it to flow normally for 1 minute, during which time creatures can move through the water as if it were difficult terrain." + ] + }, + "At the DM's discretion, other solutions to bypassing the waterfall might exist." + ] + } + ] + }, + { + "type": "entries", + "name": "C7: Observation Parlor", + "id": "249", + "entries": [ + { + "type": "insetReadaloud", + "id": "24a", + "entries": [ + "Behind the waterfall is a room carved into the rock. Two steps ascend to a mosaic floor depicting birds, flowers, and fruit, which is littered with the long-collapsed remains of furniture and shards of broken glass.", + "A decorated alcove stands in the far wall opposite the entrance." + ] + }, + "This was once a lounge Caerwyn and Porphura used to relax and enjoy the view of the crystal cave through the waterfall.", + { + "type": "entries", + "name": "Alcove", + "id": "24b", + "entries": [ + "This alcove is a fey crossing, a place of beauty where the Material Plane and the Feywild converge. Its walls are carved with a triptych woodland scene depicting forest animals and reveling satyrs, pixies, and sprites. The alcove radiates an aura of conjuration magic if observed with a {@spell Detect Magic} spell, and any creature that moves into it vanishes, transported to {@area area G1|254|x} of the Eternal Garden (detailed later in this adventure)." + ] + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Eternal Garden", + "id": "24c", + "entries": [ + "Since being drawn into the Feywild, the Eternal Garden has become a Domain of Delight: a realm subject to the whims of the archfey who rules it. The overall composition and layout of the garden remain consistent from its days in the Material Plane, but Feywild magic has suffused it with a vibrancy beyond reality. Colors are more saturated, sounds are almost musical, and sensations pluck at a visitor's emotions, like the scent of a beloved childhood meal or the melody of a cherished tune.", + "Caerwyn and Porphura's magnificent home, the Palace of Spires, disappeared from the garden long ago. In the place where it once stood now looms an ever-changing hedge maze. Leaves growing throughout the garden act as keys to a magic sundial at the heart of the maze that transports those who solve it to the hidden palace.", + { + "type": "entries", + "name": "Garden Denizens", + "id": "24d", + "entries": [ + "Fey creatures, awakened animals and plants, and wanderers both Humanoid and otherwise call the garden home. Some of its long-standing residents were once visitors from faraway places who elected to stay in the garden, which transformed them into Fey over time. These sapient beings tend to form communities, though some prefer solitude, and they all are free to wander the garden as whim or errand dictates. The residents' demesnes are indicated on map 4.2.", + { + "type": "entries", + "name": "Awakened Animals", + "id": "24e", + "entries": [ + "Feywild magic has bestowed sapience on some of the Beasts that dwell within the Eternal Garden. Awakened animals in the garden speak Common and Sylvan." + ] + }, + { + "type": "entries", + "name": "The Gardener", + "id": "24f", + "entries": [ + "The archfey who governs the Eternal Garden is known simply as {@creature the Gardener|QftIS}. The Gardener was a lifelong friend of Caerwyn and Porphura and gladly bound themself to the garden. Now, the Gardener lovingly tends the garden as much because it is their own home as to honor their dear friends' memories. The Gardener doesn't tolerate any attempt to damage or significantly alter the garden, nor do they accept the killing of any of its residents. Digging a hole, breaking branches, or foraging for food is fine. More intrusive or violent actions such as damming a river, clear-cutting a forest, or slaughtering pixies draw the Gardener's ire.", + "The Gardener demands an explanation for transgressions worthy of their attention, and if the characters aren't contrite, the Gardener attacks to knock them {@condition unconscious} and leaves them at the mercy of the leprechauns' mischief (see {@area area G1|254|x}). This is a one-time chance for the characters to amend their behavior. If the characters continue to be a problem, the Gardener forcibly ejects them from the garden, teleporting the characters to the mouth of the Cave of Echoes. If the characters later return to the garden, its residents advise them to tread lightly." + ] + } + ] + }, + { + "type": "entries", + "name": "Love in the Garden", + "id": "250", + "entries": [ + "Juliana and Orlando have spent two days in the Eternal Garden\u2014equal to two years on the Material Plane\u2014wandering the garden's meadows in awed delight, thrilled and relieved to have found a sanctuary where they can live and love each other in peace. The garden's Fey and awakened residents feel a glimmer of their lost friends Caerwyn and Porphura in the young couple; many denizens are convinced Juliana and Orlando are the garden's creators reincarnated. As such, they're fiercely protective of the couple and become hostile toward intruders who threaten the lovers." + ] + }, + { + "type": "entries", + "name": "Random Encounters", + "id": "251", + "entries": [ + "You can breathe life into the garden by introducing random encounters as the characters explore the realm. A random encounter occurs whenever you want one to, such as while the characters are traveling between locations. To determine what they find, roll on the Eternal Garden Encounters table. If you don't like the result, choose a different encounter you think would be fun.", + { + "type": "table", + "caption": "Eternal Garden Encounters", + "colLabels": [ + "d8", + "Encounter" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Two awakened {@creature Giant Badger||giant badgers} (see the \"{@area Awakened Animals|24e|x}\" section) fret as they prepare their burrow for a visit from one of the badger's in-laws." + ], + [ + "2", + "Two {@creature Leprechaun|QftIS|leprechauns} repair a large pile of worn-out shoes and boots. If the characters help, the leprechauns might give the characters a hint to one of their limerick riddles (see {@area area G1|254|x})." + ], + [ + "3", + "Three {@creature Satyr||satyrs} argue as they pick berries for making wine. They ask the characters to settle a dispute over which of the satyrs has the best muscles." + ], + [ + "4", + "Stargleam and Silverlily, the {@creature Unicorn||unicorns} from {@area area G15|291|x}, discuss philosophy while on a walk." + ], + [ + "5", + "Gnarlroot, the irascible {@creature treant} from {@area area G12|284|x}, lumbers through the garden, grumbling to himself about the antics of a prank-loving leprechaun." + ], + [ + "6", + "A fun-loving {@creature awakened tree} uproots and blocks a character's path, mimicking their movements." + ], + [ + "7", + "Gorguth the {@creature chimera} (see {@area area G7|270|x}) flies overhead and lets out a fearsome roar. If the characters draw Gorguth's attention, he descends to meet them." + ], + [ + "8", + "{@creature The Gardener|QftIS} strolls through the area, humming merrily to themself, inspecting plants, and greeting the garden's inhabitants." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Eternal Garden Features", + "id": "252", + "entries": [ + "The Eternal Garden has the following features:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Boundary", + "entry": "At the border of the domain is a lightly obscuring mist, tinged with a sweet blossom scent and the colors of sunset. No matter how far a creature travels into the mist, the creature finds itself back where it entered the border, returning to the garden." + }, + { + "type": "item", + "name": "Eternal Summer", + "entry": "The climate in the garden is a perpetual, lovely summer, but weather conditions reflect the emotional tone of creatures in the garden. In times of danger, thunderstorms shake the sky. During times of melancholy or mourning, chill rain patters throughout the domain." + }, + { + "type": "item", + "name": "Gardener's Vigil", + "entry": "The Gardener senses when anything dies in the garden. If a creature dies in the garden, roll a {@dice d6}. On a 1, the Gardener appears on initiative count 20 of the next round (losing initiative ties) to investigate." + }, + { + "type": "item", + "name": "Lighting", + "entry": "The sky above the garden is a perpetual twilight range of orange, red, pink, and yellow hues with no visible sun, moon, or stars. During daylight hours, it emits bright light, but at night, it never reaches full darkness, becoming dim light instead." + }, + { + "type": "item", + "name": "Memory Loss", + "entry": "Unless otherwise stated, a creature that leaves the domain must make a DC 10 Wisdom saving throw; Fey creatures and creatures with the Fey Ancestry trait automatically succeed on the saving throw. On a failed save, the creature remembers nothing of its time in the garden or the Palace of Spires. On a successful save, the creature's memories remain intact, but they're hazy and dreamlike. A {@spell Remove Curse} or {@spell Greater Restoration} spell restores the creature's memories." + }, + { + "type": "item", + "name": "Time", + "entry": "Time passes slower in the Eternal Garden relative to other planes. For each day spent in the garden, one year passes on the Material Plane." + } + ] + } + ] + }, + { + "type": "entries", + "name": "Eternal Garden Locations", + "id": "253", + "entries": [ + "The following locations are keyed to map 4.2.", + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/061-map-4.02-eternal-garden.webp" + }, + "imageType": "map", + "title": "Map 4.2: Eternal Garden", + "credit": "Marc Moureau", + "width": 4096, + "height": 2650, + "id": "5a5", + "mapRegions": [ + { + "area": "259", + "points": [ + [ + 874, + 653 + ], + [ + 874, + 736 + ], + [ + 987, + 736 + ], + [ + 987, + 653 + ] + ] + }, + { + "area": "25c", + "points": [ + [ + 696, + 1006 + ], + [ + 696, + 1091 + ], + [ + 819, + 1091 + ], + [ + 819, + 1006 + ] + ] + }, + { + "area": "254", + "points": [ + [ + 1049, + 990 + ], + [ + 1049, + 1064 + ], + [ + 1139, + 1064 + ], + [ + 1139, + 990 + ] + ] + }, + { + "area": "26b", + "points": [ + [ + 1229, + 1334 + ], + [ + 1229, + 1413 + ], + [ + 1354, + 1413 + ], + [ + 1354, + 1334 + ] + ] + }, + { + "area": "266", + "points": [ + [ + 949, + 1641 + ], + [ + 949, + 1721 + ], + [ + 1050, + 1721 + ], + [ + 1050, + 1641 + ] + ] + }, + { + "area": "289", + "points": [ + [ + 2150, + 2179 + ], + [ + 2150, + 2274 + ], + [ + 2294, + 2274 + ], + [ + 2294, + 2179 + ] + ] + }, + { + "area": "284", + "points": [ + [ + 2504, + 2080 + ], + [ + 2504, + 2187 + ], + [ + 2640, + 2187 + ], + [ + 2640, + 2080 + ] + ] + }, + { + "area": "280", + "points": [ + [ + 2946, + 1994 + ], + [ + 2946, + 2081 + ], + [ + 3079, + 2081 + ], + [ + 3079, + 1994 + ] + ] + }, + { + "area": "298", + "points": [ + [ + 2557, + 1456 + ], + [ + 2557, + 1544 + ], + [ + 2689, + 1544 + ], + [ + 2689, + 1456 + ] + ] + }, + { + "area": "2a0", + "points": [ + [ + 3150, + 1509 + ], + [ + 3150, + 1599 + ], + [ + 3311, + 1599 + ], + [ + 3311, + 1509 + ] + ] + }, + { + "area": "299", + "points": [ + [ + 2129, + 1380 + ], + [ + 2129, + 1466 + ], + [ + 2270, + 1466 + ], + [ + 2270, + 1380 + ] + ] + }, + { + "area": "29c", + "points": [ + [ + 2144, + 941 + ], + [ + 2144, + 1029 + ], + [ + 2287, + 1029 + ], + [ + 2287, + 941 + ] + ] + }, + { + "area": "28c", + "points": [ + [ + 1769, + 1476 + ], + [ + 1769, + 1577 + ], + [ + 1914, + 1577 + ], + [ + 1914, + 1476 + ] + ] + }, + { + "area": "291", + "points": [ + [ + 2537, + 1129 + ], + [ + 2537, + 1214 + ], + [ + 2669, + 1214 + ], + [ + 2669, + 1129 + ] + ] + }, + { + "area": "2a4", + "points": [ + [ + 2889, + 1170 + ], + [ + 2889, + 1260 + ], + [ + 3046, + 1260 + ], + [ + 3046, + 1170 + ] + ] + }, + { + "area": "294", + "points": [ + [ + 2776, + 810 + ], + [ + 2776, + 893 + ], + [ + 2923, + 893 + ], + [ + 2923, + 810 + ] + ] + }, + { + "area": "27b", + "points": [ + [ + 3413, + 957 + ], + [ + 3413, + 1034 + ], + [ + 3544, + 1034 + ], + [ + 3544, + 957 + ] + ] + }, + { + "area": "276", + "points": [ + [ + 2757, + 587 + ], + [ + 2757, + 679 + ], + [ + 2870, + 679 + ], + [ + 2870, + 587 + ] + ] + }, + { + "area": "273", + "points": [ + [ + 2280, + 256 + ], + [ + 2280, + 343 + ], + [ + 2411, + 343 + ], + [ + 2411, + 256 + ] + ] + }, + { + "area": "270", + "points": [ + [ + 1714, + 340 + ], + [ + 1714, + 427 + ], + [ + 1836, + 427 + ], + [ + 1836, + 340 + ] + ] + }, + { + "area": "262", + "points": [ + [ + 1504, + 598 + ], + [ + 1504, + 689 + ], + [ + 1638, + 689 + ], + [ + 1638, + 598 + ] + ] + } + ], + "hrefThumbnail": { + "type": "internal", + "path": "adventure/QftIS/thumbnail/061-map-4.02-eternal-garden.webp" + } + }, + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/062-map-4.02-eternal-garden-player.webp" + }, + "imageType": "mapPlayer", + "title": "Player Version", + "width": 4096, + "height": 2650, + "credit": "Marc Moureau", + "mapParent": { + "id": "5a5" + } + } + ] + }, + { + "type": "entries", + "name": "G1: Fairy Ring", + "id": "254", + "entries": [ + { + "type": "insetReadaloud", + "id": "255", + "entries": [ + "A ring of toadstools twenty feet across stands in the center of a forest clearing. Bright green grass and colorful wildflowers blanket the ground. The toadstools range from the size of a finger to as large as a chair.", + "Five figures sit on the largest toadstools. All are diminutive, jovial creatures\u2014no more than three feet tall\u2014wearing dapper, red clothing with gleaming buttons and buckles. Each wears a different style hat and regards you with delighted anticipation." + ] + }, + "When the characters pass through the fey crossing in the Cave of Echoes (see {@area area C7|249|x}), they vanish and reappear in the center of this fairy ring. The characters all appear at the same time, even if they entered the alcove at different times.", + { + "type": "entries", + "name": "Leprechauns", + "id": "256", + "entries": [ + "The five creatures are {@creature Leprechaun|QftIS|leprechauns} named Brunnick, Cellia, Flenas, Layleen, and Nerwyn. They are mischievous but fun loving, and all are genuinely delighted to see new visitors\u2014mostly because they have new people to tease, as the rest of the garden's inhabitants have long grown weary of their antics." + ] + }, + { + "type": "entries", + "name": "Toadstools", + "id": "257", + "entries": [ + "The toadstools form a fairy ring that acts as a permanent teleportation circle, which can serve as the destination of teleportation magic and spells such as {@spell Plane Shift}. Though the fairy ring once provided an exit from the garden, the fey crossing is now one-way, allowing exit only with a special key (see the \"Returning to the Garden\" section of this adventure's conclusion for more on exiting through the fairy ring)." + ] + }, + { + "type": "entries", + "name": "What the Leprechauns Know", + "id": "258", + "entries": [ + "The leprechauns greet newcomers happily, responding to questions about themselves, the garden, and Juliana and Orlando with one or more of the cryptic rhymes shown in the Limericks table.", + "If the characters ply the leprechauns with amusements (leveraging the leprechaun's Reluctant Refusal trait), the {@condition charmed} leprechauns let slip some hints to their riddles or their belief that the young lovers are the incarnations of the garden denizens' beloved friends, Caerwyn and Porphura.", + "If the leprechauns are attacked, they confuse foes with illusions or turn {@condition invisible} and flee. They take care to return later to plague the characters with irksome pranks such as the following:", + { + "type": "list", + "items": [ + "Steal a weapon or magic item", + "Steal a component pouch or spellcasting focus", + "Fill armor, clothes, or packs with itching powder" + ] + }, + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/063-04-006.leprechauns.webp" + }, + "title": "A boisterous gaggle of leprechauns greets entrants to the Eternal Garden with japery and merriment", + "credit": "Luca Bancone", + "width": 1700, + "height": 1135 + }, + { + "type": "table", + "caption": "Limericks", + "colLabels": [ + "Limerick", + "Describes" + ], + "colStyles": [ + "col-6", + "col-4" + ], + "rows": [ + [ + "The river o'er yonder appearing, Has five bridges of which you're hearing. The problem we set, Is how do you get, Across each and return to this clearing?", + "Endless River ({@area area G4|262|x})" + ], + [ + "A fountain rests here in the garden, Whose waters, we hear, like to harden. But a drink now and then, Cures all in our ken, And may even bring cries of \"Pardon!\"", + "Fountain All Heal ({@area area G9|276|x})" + ], + [ + "There's a lovely building just here, With turrets and domes far and near. 'Tis a shame you can't spy it, As we urge you to try it. Solve the puzzle and see it appear!", + "{@area Palace of Spires|2a9|x} (detailed later in this adventure)" + ], + [ + "Some may think our maze is a pest, But it shelters a haven of rest. And ere anyone leaves, They must leave more than leaves, And then honor our master's request.", + "Hedge Maze ({@area area G21|2a4|x}) and {@area Palace of Spires|2a9|x} (detailed later in this adventure)" + ], + [ + "There are leaves in the garden to trace, And a maze with a clear central space. With a leaf in your hand, You could stand and stand, But to leave, leave the leaves in place.", + "Hedge Maze ({@area area G21|2a4|x})" + ], + [ + "There once was a young man from Sybar, Who was stung on the nose by a wasp. We said, \"Does it hurt?\" He replied, \"Not at all, It can do it again if it likes.\"", + "Nonsense, but it sends the leprechauns into gales of laughter and knowing winks" + ] + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "G2: Leprechaun Woods", + "id": "259", + "entries": [ + { + "type": "insetReadaloud", + "id": "25a", + "entries": [ + "This lush forest brims with game and edible plants. A massive oak tree, the only oak in this region, looms above the rest of the forest. Among the undergrowth, shamrock plants thrive." + ] + }, + "The leprechauns in {@area area G1|254|x} often roam this forest. They hide here after pulling pranks on the garden's denizens.", + { + "type": "entries", + "name": "Key Leaves", + "id": "25b", + "entries": [ + "The shamrock leaves that grow in this area function as a key to the teleportation sundial in the maze ({@area area G21|2a4|x})." + ] + } + ] + }, + { + "type": "entries", + "name": "G3: Great Oak Tree", + "id": "25c", + "entries": [ + { + "type": "insetReadaloud", + "id": "25d", + "entries": [ + "A tremendous oak tree stretches hundreds of feet into the air, rising high above the surrounding canopy. Easily fifty feet wide at the base, its trunk is gnarled, covered with creeping greenery, and surrounded by flowering shamrocks." + ] + }, + "Several leprechauns live inside this great oak. The interior is sized for Small creatures and is brightly lit by cage lanterns full of fireflies. At any given time, {@dice 1d4} friendly {@creature Leprechaun|QftIS|leprechauns} are here, enjoying the comforts of their home.", + { + "type": "entries", + "name": "Hidden Home", + "id": "25e", + "entries": [ + "An illusion hides the front door to the tree house at ground level. A character who studies the tree trunk and succeeds on a DC 14 Intelligence ({@skill Investigation}) check discerns the illusion for what it is.", + "The first floor of the tree home is a circular kitchen with wooden furnishings and simple flatware for five. It's stocked with nutritious food, water, and wine. A spiral staircase carved into the interior wall of the trunk rises to a bedroom with five crisply made beds arranged radially around the wall. A chest at the foot of each bed holds fashionable clothing\u2014most of it red\u2014and blankets." + ] + }, + { + "type": "entries", + "name": "Kitchen Pit", + "id": "25f", + "entries": [ + "Beneath the kitchen table is a secret trapdoor. A character who searches the kitchen and succeeds on a DC 15 Wisdom ({@skill Perception}) check discovers the door. It leads to a tunnel that ends in a cave-in with several crushed humanoid skeletons visible at its edge, but this is an illusion concealing a 6-foot-deep pit. A character who searches the tunnel and succeeds on a DC 14 Intelligence ({@skill Investigation}) check, or who tries to interact with the illusion physically, discerns the illusion for what it is." + ] + }, + { + "type": "entries", + "name": "Key Leaves", + "id": "260", + "entries": [ + "The shamrock and oak leaves that grow in this area function as keys to the teleportation sundial in the maze ({@area area G21|2a4|x})." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "261", + "entries": [ + "A character who digs at the bottom of the kitchen pit discovers a pouch with an {@item Ioun Stone, Sustenance||Ioun Stone (sustenance)} and two dull-gray stones that lost their magic long ago. Digging deeper reveals a copper crock filled with 2,500 gp\u2014the leprechauns' collected gold. If the gold is stolen, the leprechauns stop at nothing to retrieve it." + ] + } + ] + }, + { + "type": "entries", + "name": "G4: Endless River", + "id": "262", + "entries": [ + { + "type": "insetReadaloud", + "id": "263", + "entries": [ + "This babbling river flows through the garden, sometimes defying logic. Here and there, its waters seemingly course in different directions, and it teems with colorful fish and other freshwater fauna." + ] + }, + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/064-04-007.vuuthramis.webp" + }, + "title": "Vuuthramis, a timid bronze dragon, gambols in the river when no one is watching", + "credit": "Cyprien Rousson", + "width": 850, + "height": 1920 + }, + "The river is home to Vuuthramis, a shy but playful {@creature young bronze dragon}. She lives in a cave hidden beneath the river. Vuuthramis drank from the Fountain All Heal ({@area area G9|276|x}) and succumbed to its enchantment. As a result, she has no desire to keep a treasure hoard. She's content to swim and frolic in the river, occasionally venturing onto its banks.", + "Vuuthramis cautiously observes characters near the riverbank. Characters who survey the river or enter its waters and succeed on a DC 14 Wisdom ({@skill Perception}) check spot the dragon, who keeps her distance. If a character reacts peacefully and succeeds on a DC 15 Charisma ({@skill Persuasion}) check, Vuuthramis overcomes her reticence. Otherwise, she darts away, only to return later.", + { + "type": "entries", + "name": "Capricious River", + "id": "264", + "entries": [ + "The river ranges from 10 to 20 feet in depth and 10 to 50 feet in width. Its flow is unpredictable, reversing at various points along its ovular length. Roll a die for any 100-foot stretch of river. On an even number, it flows clockwise; on an odd number, it flows counterclockwise." + ] + }, + { + "type": "entries", + "name": "What Vuuthramis Knows", + "id": "265", + "entries": [ + "Vuuthramis watches and listens along the course of the river and knows the surrounding inhabitants. If a character overcomes the dragon's shyness, she tells the characters about a few of the garden's denizens, such as Gnarlroot, the {@creature treant} in {@area area G12|284|x}, who \"seems extra grumpy today.\"", + "In addition to this general knowledge, Vuuthramis witnessed Juliana and Orlando stop to picnic with a group of pixies and sprites from the fairy forest ({@area area G10|27b|x}) on the riverbank two days earlier, before the pair continued west." + ] + } + ] + }, + { + "type": "entries", + "name": "G5: Dryads' Woods", + "id": "266", + "entries": [ + { + "type": "insetReadaloud", + "id": "267", + "entries": [ + "This forest is dense and difficult to travel, with only a few worn footpaths connecting its small clearings. Most of the trees here are old, mighty oaks." + ] + }, + "Two {@creature Dryad||dryads}, Sonna and Yvra, tend to this stretch of woods. Sonna and Yvra were once knights in service to rival Fey courts who fell in love. As punishment for defying their rulers to pursue a relationship, they were bound to oak trees and separated. {@creature The Gardener|QftIS} heard their lamentations, and when Caerwyn and Porphura approached the archfey to take charge of the domain, the Gardener stole Sonna and Yvra's trees from their jailers and planted them here, where the dryads could finally be together.", + "The dryads enjoy playing card games, especially a simple bluffing game known as myriad. If the characters behave peacefully, the dryads challenge a willing character to a quick round. To win the game, a character must succeed on a DC 17 Charisma ({@skill Deception}) check to out-bluff the dryads or a DC 17 Wisdom ({@skill Insight}) check to catch them in a lie.", + { + "type": "entries", + "name": "What the Dryads Know", + "id": "268", + "entries": [ + "The dryads correctly suspect Juliana and Orlando are in the {@area Palace of Spires|2a9|x} but are hesitant to say anything. They see themselves in the missing lovers and won't risk bringing them to harm. However, if a character beats Sonna and Yvra at myriad, the dryads reluctantly suggest that Gnarlroot, the {@creature treant} in the south ravine (see {@area area G12|284|x}), might know more." + ] + }, + { + "type": "entries", + "name": "Key Leaves", + "id": "269", + "entries": [ + "The oak leaves here are a key to the teleportation sundial in the maze ({@area area G21|2a4|x})." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "26a", + "entries": [ + "Fluttering in the branches of Sonna's tree is a {@item Cloak of Elvenkind}. Yvra's tree has the set's matching {@item Boots of Elvenkind} hidden in a hollow. One of the boots holds a leather pouch containing thin ivory plates whose illustrations resemble those of the storied {@item Deck of Many Things|BMT}. The deck is nonmagical and worth 100 gp. Yvra uses them to play a solitary card game called patience." + ] + } + ] + }, + { + "type": "entries", + "name": "G6: Satyrs' Forest", + "id": "26b", + "entries": [ + { + "type": "insetReadaloud", + "id": "26c", + "entries": [ + "This section of the forest is less dense, allowing light to dapple the ground. Clearings and paths abound, many of which show signs of regular use: discarded bottles, trampled earth, and ashes from old bonfires. The clearing ahead thrums with music and laughter." + ] + }, + "Five {@creature Satyr||satyrs} revel in this forest. The largest clearing in the woods is surrounded by flowering shrubs and has a single towering elm tree in the center. The satyrs live here, sleeping on pallet beds surrounding the elm tree. Their leader, Xanim, carries a set of panpipes and leads their carousing.", + "Xanim and his kin (Kren, Vella, Zamuel, and Liss) are incorrigible gossips. They gleefully greet any newcomers and urge them to join the revelry.", + { + "type": "entries", + "name": "Trapped Hollow", + "id": "26d", + "entries": [ + "The satyrs' treasure is tucked into a hollow formed by the elm's gnarled roots and guarded by a hidden noose snare. A creature that steps close enough to search the root hollow must succeed on a DC 16 Dexterity saving throw or be hoisted 20 feet into the air. The creature has the {@condition restrained} condition until it gets free by cutting the rope or slipping out as an action with a successful DC 16 Dexterity ({@skill Acrobatics}) check. A character who surveys the hollow from a distance and succeeds on a DC 16 Wisdom ({@skill Perception}) check discovers the trap, which can be disarmed by poking it with a stick or tool to set it off." + ] + }, + { + "type": "entries", + "name": "What the Satyrs Know", + "id": "26e", + "entries": [ + "If the characters share any juicy tidbits of gossip with the satyrs, such as the name of a secret crush, the satyrs respond with stories about other denizens of the garden, particularly the leprechauns. The satyrs show open annoyance at the leprechauns' pranks and hint that by offering the leprechauns a dance or fine meal, the characters might be able to persuade them to part with more information. The satyrs know of Juliana and Orlando but haven't met them; they eagerly look forward to partying with the \"new arrivals.\"" + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "26f", + "entries": [ + "In the tree hollow is a leather sack containing 400 gp and a locked wooden box. As an action, a character can pick the lock with a successful DC 20 Dexterity ({@skill Sleight of Hand}) check using thieves' tools. The box holds three sapphires (200 gp each), a {@item Potion of Animal Friendship}, a {@item Potion of Diminution}, a {@item Potion of Greater Healing||Potion of Healing (greater)}, and a set of fine reed pipes worth 25 gp." + ] + } + ] + }, + { + "type": "entries", + "name": "G7: Chimera's Crag", + "id": "270", + "entries": [ + { + "type": "insetReadaloud", + "id": "271", + "entries": [ + "A rocky outcropping runs along the northern border of the garden. A small ravine cuts into the rocks, its floor scorched free of vegetation and dusted with ash." + ] + }, + "Gorguth the chimera drank from the {@area Fountain All Heal|276|x} and became enchanted by it. The chimera now lairs on a crag at the back of the ravine. Over the years, the magic of the garden kindled a spark of understanding in the creature. He is indifferent toward the garden's denizens and peaceful visitors.", + "Gorguth is a {@creature chimera} with the following changes:", + { + "type": "list", + "items": [ + "His alignment is chaotic neutral.", + "He speaks Common and Draconic." + ] + }, + "Gorguth enjoys flying over the garden, occasionally performing threatening but harmless swoops near anyone he sees. When he spots the characters, he makes an intimidating display, scorching the ground with his fire breath before landing on his crag to observe their reactions. Each character must succeed on a DC 15 Wisdom saving throw to keep their composure. Characters immune to the {@condition frightened} condition automatically succeed on this save. If any characters keep their composure, Gorguth becomes friendly and willing to chat. If every character fails the save, the chimera laughs and returns to the sky.", + { + "type": "entries", + "name": "What Gorguth Knows", + "id": "272", + "entries": [ + "Gorguth observed Juliana and Orlando during their travels and knows they've spent a great deal of time talking with {@creature the Gardener|QftIS}, who lives in a cave across the lake (see {@area area G20|2a0|x})." + ] + } + ] + }, + { + "type": "entries", + "name": "G8: Bears' Range", + "id": "273", + "entries": [ + { + "type": "insetReadaloud", + "id": "274", + "entries": [ + "A cave toward the northern edge of the garden overlooks a swath of wildflower-stippled grassland." + ] + }, + "A mated pair of awakened {@creature Brown Bear||brown bears} (see the \"{@area Awakened Animals|24e|x}\" section) and their awakened cub (use the {@creature black bear} stat block) live in the cave and claim the surrounding area as their territory. The adult bears are hostile toward strangers but not violent unless provoked. Suspicious of visitors, they warn trespassers to back away from their den. The cub is indifferent\u2014curious but skittish.", + { + "type": "entries", + "name": "What the Bears Know", + "id": "275", + "entries": [ + "The bears' attitudes improve by one step if the characters offer them food or if a character explains the party's presence and succeeds on a DC 12 Charisma ({@skill Persuasion}) check.", + "The cub observed Juliana and Orlando two days ago. She followed them to the Fountain All Heal ({@area area G9|276|x}), where the pair quenched their thirst. If the characters improved the cub's attitude, she gladly agrees to lead the characters to the fountain." + ] + } + ] + }, + { + "type": "entries", + "name": "G9: Fountain All Heal", + "id": "276", + "entries": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/065-04-008.fountain-all-heal.webp" + }, + "title": "The enchanting waters of the Fountain All Heal make its drinkers never want to leave the garden", + "credit": "Tomas Duchek", + "width": 850, + "height": 2343 + }, + { + "type": "insetReadaloud", + "id": "277", + "entries": [ + "A spring of crystal-clear water bubbles up from the center of a natural rock basin. The water trickles down one side of the fountain, forming a small stream. Pink dog-rose blossoms grow around the basin." + ] + }, + "Caerwyn and Porphura worked together to create this miraculous fountain; over the ages, entrancing Feywild magic has permeated its waters. The basin is 4 feet wide and 3 feet deep. The water spilling from the basin streams down the slope toward the lake ({@area area G18|299|x}).", + { + "type": "entries", + "name": "Curative Water", + "id": "278", + "entries": [ + "The fountain's waters are cool, pure, refreshing\u2014and a potent magical elixir. A creature that drinks from the basin gains the benefits of both the {@spell Greater Restoration} spell (all its benefits) and the {@spell Heal} spell, and any entities possessing the drinker are forced out.", + "Any water scooped from the basin must be drunk immediately to benefit from its properties. If bottled or removed from the fountain, the water loses its magic and turns into gravel." + ] + }, + { + "type": "entries", + "name": "Entrancing Draught", + "id": "279", + "entries": [ + "A creature that drinks from the fountain must succeed on a DC 18 Wisdom saving throw or permanently lose all desire to leave the {@area Eternal Garden|24c|x}. Fey and creatures with the Fey Ancestry trait automatically succeed on the saving throw. An affected creature resists any attempt to forcibly remove it from the garden. If the creature is removed from the garden, it is overcome with an irresistible desire to return. This effect can be removed only by a {@spell Wish} spell (such as those granted in the {@area Palace of Spires|2a9|x}, detailed later in this adventure); a carefully worded wish can free multiple creatures from the water's trance." + ] + }, + { + "type": "entries", + "name": "Key Leaves", + "id": "27a", + "entries": [ + "The dog-rose leaves here are a key to the teleportation sundial in the maze ({@area area G21|2a4|x})." + ] + } + ] + }, + { + "type": "entries", + "name": "G10: Fairy Forest", + "id": "27b", + "entries": [ + { + "type": "insetReadaloud", + "id": "27c", + "entries": [ + "Harmless insects abound in this forest. Butterflies, fireflies, and ladybugs flutter about, filling the canopy and undergrowth with flitting colors. A great willow tree atop a low hill sparkles with fairy lights and bioluminescent bugs." + ] + }, + "This stretch of forest is home to a gathering of Fey folk. Six {@creature Pixie||pixies} and six {@creature Sprite||sprites} are present in and around the willow tree at any time. Though there are dozens of the Fey in total, most of them are gallivanting about the woods and the greater garden.", + "When the characters first enter the fairy forest, the six sprites here sneak up invisibly and attempt to learn more about the visitors. The sprites and pixies are hostile to any evil creatures they discover and try to drive such foes away.", + { + "type": "entries", + "name": "Fairy House", + "id": "27d", + "entries": [ + "The pixies and sprites live in an abandoned badger burrow in the willow hill. Only Tiny creatures can fit through the foot-tall fairy door set into the burrow's entrance. The Fey furnished and decorated the burrow like a tiny house; it has four rooms." + ] + }, + { + "type": "entries", + "name": "What the Fairies Know", + "id": "27e", + "entries": [ + "To non-evil beings, the pixies and sprites are perfectly amiable, revealing themselves and welcoming such characters to their home. If the characters inquire about the garden or any of its residents, the Fey huddle up and whisper among themselves before a spokes-pixie cheerfully announces they'll happily help in exchange for a gift. The pixie accepts any magic item, anything shiny or sparkly, or anything with a story imparted by the character who offers it.", + "After receiving an acceptable gift, the fairies disclose that several of them spent some time at a picnic with Juliana and Orlando on the couple's first day in the garden and eventually led them to the Fountain All Heal ({@area area G9|276|x}) to quench their thirst." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "27f", + "entries": [ + "Hidden in the fairies' burrow are a {@item Potion of Clairvoyance} and a gold ring (250 gp) set with a {@item Pearl of Power}." + ] + } + ] + }, + { + "type": "entries", + "name": "G11: Barkburrs' Grove", + "id": "280", + "entries": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/066-04-009.barkburrs.webp" + }, + "title": "Spooky faces haunt the burled trees of the barkburrs' gloomy thicket", + "credit": "Matias Tapia", + "width": 1700, + "height": 695 + }, + { + "type": "insetReadaloud", + "id": "281", + "entries": [ + "A dense grove here consists of eerie oak trees. From the corner of the eye, the trees resemble looming figures with crooked fingers. A singularly gnarled and ancient oak rises from the center of the grove. Clusters of mistletoe grow all over its branches, and something sparkles between its roots." + ] + }, + "The smaller oak trees here evoke looming figures because they were all once people before they were transformed into trees by the two {@creature Barkburr|QftIS|barkburrs} that cling to the central oak. The barkburrs attack any creature that comes within 20 feet of the tree. {@creature The Gardener|QftIS} doesn't punish creatures that defend themselves against the barkburrs, knowing more barkburrs will grow off the knobby oak in short order.", + "A creature {@condition petrified} by the barkburrs can be returned to its true form by dunking its roots in the Fountain All Heal ({@area area G9|276|x}). It takes 1 minute for the transformed creature's roots to \"drink\" from the fountain's waters.", + { + "type": "entries", + "name": "Key Leaves", + "id": "282", + "entries": [ + "The oak and mistletoe leaves here are keys to the teleportation sundial in the hedge maze ({@area area G21|2a4|x})." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "283", + "entries": [ + "A sheathed {@item +1 Longsword}with a gem-encrusted hilt pokes up from the central oak's roots. The sword sheds light as a torch when drawn. Hanging from the high branches of a smaller oak is a black opal pendant (1,500 gp). A character who searches the grove and succeeds on a DC 16 Wisdom ({@skill Perception}) check notices the pendant." + ] + } + ] + }, + { + "type": "entries", + "name": "G12: Treant's Stand", + "id": "284", + "entries": [ + { + "type": "insetReadaloud", + "id": "285", + "entries": [ + "A limestone-walled ravine cuts into a rise in the land. A stream from the lake wends toward a low cave to the west. Trees, shrubs, and creepers grow near mossy boulders toward the back of the ravine to the east." + ] + }, + "A curmudgeonly and venerable {@creature treant}, Gnarlroot, lives near the cave in the back of the ravine. He watches newcomers from afar and reveals himself only if they damage any plant life or approach his cave. When Gnarlroot emerges, he grumpily tells the characters to respect other people's homes.", + { + "type": "entries", + "name": "Hidden Cave", + "id": "286", + "entries": [ + "A mossy cave hidden toward the back of the ravine holds a simple table and stool and a rack full of gardening tools. The furniture is for {@creature The Gardener|QftIS|the Gardener's} benefit, and both they and Gnarlroot use the tools to tend various plants in the garden. Characters who search the ravine and succeed on a DC 15 Wisdom ({@skill Perception}) check find the cave behind a curtain of ivy." + ] + }, + { + "type": "entries", + "name": "What Gnarlroot Knows", + "id": "287", + "entries": [ + "Gnarlroot often converses with the Gardener when the archfey stops by. He knows about Juliana and Orlando thanks to a recent visit from the archfey. If the characters agree to get off his lawn, Gnarlroot tells them the paramours were seen gathering leaves throughout the garden before entering the hedge maze ({@area area G21|2a4|x})." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "288", + "entries": [ + "Hidden in a leather sack under some mossy rocks in the cave is a {@item Potion of Growth}. A character searching the cave finds the stash with a successful DC 20 Intelligence ({@skill Investigation}) check." + ] + } + ] + }, + { + "type": "entries", + "name": "G13: Cave of the Toads", + "id": "289", + "entries": [ + { + "type": "insetReadaloud", + "id": "28a", + "entries": [ + "A stream fed by the lake runs into a cave in the southern wall of a limestone ravine. The cave mouth is twenty feet wide and fifteen feet high." + ] + }, + "The stream runs into a crack in the rock at the back of the 30-foot-deep cave. Two {@creature Giant Toad||giant toads} lair in the cave, guarding their clutch of eggs. The toads are indifferent to the characters unless the characters come more than 10 feet into their den, at which point the toads croak angrily in defense of their eggs. A character can use an action to try to calm the toads, doing so with a successful DC 15 Wisdom ({@skill Animal Handling}) check. Once calmed, the toads allow the characters to explore the cave unhindered. The toads attack if their eggs are threatened.", + { + "type": "entries", + "name": "Treasure", + "id": "28b", + "entries": [ + "Wedged into the crack where the stream begins is a{@item +1 Shield|| +1 Shield} emblazoned with the image of a brightly painted frog." + ] + } + ] + }, + { + "type": "entries", + "name": "G14: Centaurs' Meadow", + "id": "28c", + "entries": [ + { + "type": "insetReadaloud", + "id": "28d", + "entries": [ + "A meadow near the lake bursts with color from the wildflowers blanketing the grass. A small wooden structure resembling a cross between a cottage and a stable stands among the blossoms.", + "Bees buzz happily between the flowers and around a great hive enclosing the rear corner of the structure." + ] + }, + "The meadow and structure are home to a family of four {@creature Centaur||centaurs}. The parents, Heraq and Persella, are initially wary of the characters and tersely ask them to state their business. The centaur children, Kari and Vinz, spend most of their time running through the meadows and swimming in the lake with the giant otters ({@area area G18|299|x}). If the characters are respectful, the centaurs invite them inside for tea sweetened with honey.", + "The bees are docile unless their hive is damaged. If a creature damages the beehive, a {@creature Swarm of Wasps||swarm of insects (wasps)} erupts from the hive and attacks until the offending creature dies or flees.", + { + "type": "entries", + "name": "Shelter", + "id": "28e", + "entries": [ + "The centaurs' home has an open-air common room with a large trestle table, cooking utensils, and fresh fruit and nuts. Three bedrooms behind it house the family, two for the children and one for their parents. The rooms are appointed with straw mattresses and lockers containing brushes and simple upper-body clothing." + ] + }, + { + "type": "entries", + "name": "What the Centaurs Know", + "id": "28f", + "entries": [ + "Kari and Vinz saw Juliana and Orlando enter the hedge maze ({@area area G21|2a4|x}) yesterday, but the couple never returned." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "290", + "entries": [ + "A character can carefully harvest a single dose of magical honey from the hive without upsetting the bees with a successful DC 10 Wisdom ({@skill Survival}) check. The honey collected functions as a {@item Potion of Vitality}.", + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/067-04-010.stargleam-and-silverlily.webp" + }, + "title": "With sharp horns and even sharper wit, the unicorns Stargleam and Silverlily delight in philosophical debates", + "credit": "Katerina Ladon", + "width": 850, + "height": 2266 + } + ] + } + ] + }, + { + "type": "entries", + "name": "G15: Unicorns' Meadow", + "id": "291", + "entries": [ + { + "type": "insetReadaloud", + "id": "292", + "entries": [ + "A rolling, green expanse of grass rises from the east shore of the lake to the color-flecked forest and steep cliff at the domain's eastern border." + ] + }, + "Two mated {@creature Unicorn||unicorns} named Stargleam and Silverlily live here. They enjoy walking the paths of the hedge maze ({@area area G21|2a4|x}) and occasionally assist {@creature the Gardener|QftIS} in protecting the domain. It's been decades since their help was required, but they remain vigilant and intensely question newcomers to the garden.", + { + "type": "entries", + "name": "What the Unicorns Know", + "id": "293", + "entries": [ + "The unicorns are initially standoffish and try to get the measure of anyone pumping them for information with a philosophical debate, such as when it's okay to lie to someone you love. A character who engages the unicorns in their debate and succeeds on a DC 15 Charisma ({@skill Persuasion}) or Intelligence ({@skill History}) check earns the unicorns' grudging respect. Thereafter the unicorns are willing to discuss the garden and its inhabitants, including the entrancing power of the Fountain All Heal ({@area area G9|276|x}). The unicorns then reveal Juliana and Orlando are under its sway." + ] + } + ] + }, + { + "type": "entries", + "name": "G16: Yellow Rose Arbor", + "id": "294", + "entries": [ + { + "type": "insetReadaloud", + "id": "295", + "entries": [ + "Walls of thorny hedges stand ten feet high in this meadow. An opening in the west wall leads into an arbor with thriving rose bushes covered in bright yellow roses." + ] + }, + "Two hedge-walled arbors mark the east meadow. The northern arbor grows yellow roses, while the southern arbor ({@area area G17|298|x}) grows red roses.", + { + "type": "entries", + "name": "Hedges", + "id": "296", + "entries": [ + "The hedge wall is 5 feet thick and immune to all damage. A creature can force its way through the wall, spending 4 feet of movement for each foot traveled. Creatures that push through a hedge wall must make a DC 15 Dexterity saving throw, taking 31 ({@dice 7d8}) piercing damage from its thorns on a failed save or half as much damage on a successful one." + ] + }, + { + "type": "entries", + "name": "Roses", + "id": "297", + "entries": [ + "The lovely scent of the roses fills the arbor inside the hedge walls, causing a drowsy euphoria in creatures that inhale it. A creature that breathes the scent must succeed on a DC 15 Constitution saving throw or have the {@condition poisoned} condition for 24 hours. A creature that succeeds on the save is immune to the roses' perfume for 24 hours." + ] + } + ] + }, + { + "type": "entries", + "name": "G17: Red Rose Arbor", + "id": "298", + "entries": [ + "Aside from its position and the color of the roses\u2014the ones here are a deep, rich red\u2014this arbor is identical to {@area area G16|294|x}." + ] + }, + { + "type": "entries", + "name": "G18: Lake", + "id": "299", + "entries": [ + { + "type": "insetReadaloud", + "id": "29a", + "entries": [ + "A placid lake fed by a forest stream to the north reflects the colorful sky. Gossamer-winged dragonflies dance among the tall reeds and plants at the shore, and the lake's surface ripples with the splashes of playful otters. A small boat is tied to a stone jetty along the western shore.", + "A long, white stone building with a translucent roof and open archways rises from the center of the lake." + ] + }, + "Two friendly giant otters ({@creature Giant Weasel||giant weasels} with a swimming speed of 40 feet) frolic in this shallow lake, which slopes gently from the shore to a depth of 10 feet. The otters are curious and playful; they dart up to investigate anyone in the lake.", + "The otters delight in bumping small boats and tugging on their rails. Each time an otter bumps a boat, creatures in it must succeed on a DC 10 Dexterity saving throw or fall into the water. The otters are easily distracted by anyone tossing them small objects; they play with such objects in their paws, pass the objects between each other, or play fetch with whoever threw the objects.", + { + "type": "entries", + "name": "Boat", + "id": "29b", + "entries": [ + "A wide rowboat boat is tied to the jetty on the western bank. The boat can comfortably hold up to six Medium creatures and has two oars." + ] + } + ] + }, + { + "type": "entries", + "name": "G19: Water Palace", + "id": "29c", + "entries": [ + { + "type": "insetReadaloud", + "id": "29d", + "entries": [ + "At the center of the lake, a marble building gleams with gilded fittings. It has tall, glazed windows and is dotted with elongated archways. A veranda runs around the outside of the building ten feet above the water. Two stairways with ornate rails descend to a stone pier just above the lake's surface." + ] + }, + "The water palace is a lovely place for relaxation and quiet meetings. It's open to all.", + { + "type": "entries", + "name": "Main Floor", + "id": "29e", + "entries": [ + "The main room is open and airy, with a long white table in the center surrounded by four padded chairs. A crystal decanter and four matching glasses sit on a silver tray." + ] + }, + { + "type": "entries", + "name": "Otter Den", + "id": "29f", + "entries": [ + "The otters have a den in the flooded \"basement\" of the palace. A hole in the wall under the west side of the docking platform allows them to swim in and out of the den. The floor is covered in gravel, fish bones, and shells. Stairs ascend to a loft with a nest and four playful baby giant otters ({@creature Weasel||weasels} with a swimming speed of 30 feet)." + ] + } + ] + }, + { + "type": "entries", + "name": "G20: The Gardener's Rest", + "id": "2a0", + "entries": [ + { + "type": "insetReadaloud", + "id": "2a1", + "entries": [ + "A ten-foot-wide tunnel in a steep rise is supported by wooden beams and a lintel, which are covered in the pink blossoms of climbing dog-rose plants and hanging wisteria. A well-trodden grass path between verdant shrubs and wildflowers leads to the opening." + ] + }, + "This is the Gardener's home. The tunnel leads into a roughly hewn stone room with terraced shelves and many soil beds on the floor. Plants, mushrooms, moss, and lichen of all kinds grow in the beds. A door in the back wall leads to a room with a moss bed and stacks of books from other worlds, all discussing botany and nature.", + "{@creature The Gardener|QftIS} is present the first time the characters arrive. The archfey is friendly toward the characters and curiously inquires as to their business in the domain. After some initial investigation of the characters' intentions, the Gardener offers refreshment. If the characters have behaved peacefully toward the garden's denizens, the Gardener also casts the {@spell Heroes' Feast} spell to produce a repast of delicious vegetables for the characters.", + "If the characters attack the Gardener, the archfey defends themself, all the while admonishing the characters for their rudeness and offering several chances to have a more polite discussion.", + { + "type": "entries", + "name": "What the Gardener Knows", + "id": "2a2", + "entries": [ + "The Gardener is happy to answer general questions about the garden and its creators. If the characters are respectful, the archfey confirms that Juliana and Orlando are present in the domain. If asked either where the lovers are now or how to leave the garden, the Gardener encourages the characters to solve the hedge maze ({@area area G21|2a4|x}) to find what they're looking for." + ] + }, + { + "type": "entries", + "name": "Key Leaves", + "id": "2a3", + "entries": [ + "The dog-rose leaves here are a key to the teleportation sundial in the maze ({@area area G21|2a4|x})." + ] + } + ] + }, + { + "type": "entries", + "name": "G21: Hedge Maze", + "id": "2a4", + "entries": [ + { + "type": "insetReadaloud", + "id": "2a5", + "entries": [ + "A fifteen-foot-high hedge wall with wickedly long thorns rises from the meadow. Three of the walls are solid; an opening in the western wall leads into a maze of hedgerow corridors." + ] + }, + "This shifting hedge maze surrounds the means to enter the {@area Palace of Spires|2a9|x}: a magic sundial.", + { + "type": "entries", + "name": "Maze", + "id": "2a6", + "entries": [ + "Each time creatures enter the maze, the path through is different. To successfully navigate the maze, a creature must succeed on a DC 15 Intelligence ({@skill Investigation}) or Wisdom ({@skill Survival}) check or reemerge at its starting point. Groups that enter the maze together make this check as a group check. A creature can create a more direct route by pushing through the walls, but it risks running afoul of the hedges' thorns (see the \"Hedges\" section below). A straight path between the center of the maze and its starting point has {@dice 1d3 + 1} hedge walls in the way.", + "Residents of the garden and any creatures that have succumbed to the entrancement of the Fountain All Heal ({@area area G9|276|x}) instinctively know the correct path through the maze, automatically succeeding on checks to navigate it." + ] + }, + { + "type": "entries", + "name": "Hedges", + "id": "2a7", + "entries": [ + "The hedge wall is 5 feet thick and immune to all damage. A creature can force its way through the wall, spending 4 feet of movement for each foot traveled. Creatures that push through a hedge wall must make a DC 15 Dexterity saving throw, taking 31 ({@dice 7d8}) piercing damage on a failed save or half as much damage on a successful one." + ] + }, + { + "type": "entries", + "name": "Sundial", + "id": "2a8", + "entries": [ + "In the center of the maze is a rose-quartz sundial with a silver gnomon. The dial always shows noon during the day. Leaf-shaped impressions carved into the four corners of the sundial's face depict plants found throughout the garden: dog rose, mistletoe, oak, and shamrock. A character can identify the leaves with a successful DC 15 Intelligence ({@skill Nature}) or Wisdom ({@skill Survival}) check.", + "The leaves act as keys to the sundial. If all the appropriate leaves are placed in their respective impressions, the sundial glows, and every creature in the center of the maze is transported to {@area area P1|2ac|x} of the {@area Palace of Spires|2a9|x} (detailed in the following section). The leaves are then consumed.", + "The Sundial Keys table outlines where each type of key leaf can be found in the garden.", + { + "type": "table", + "caption": "Sundial Keys", + "colLabels": [ + "Key Leaf", + "Location" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "Dog rose", + "Fountain All Heal ({@area area G9|276|x}), Gardener's Rest ({@area area G20|2a0|x})" + ], + [ + "Mistletoe", + "Barkburrs' Grove ({@area area G11|280|x})" + ], + [ + "Oak", + "Great Oak Tree ({@area area G3|25c|x}), Dryads' Woods ({@area area G5|266|x}), Barkburrs' Grove ({@area area G11|280|x})" + ], + [ + "Shamrock", + "Leprechaun Woods ({@area area G2|259|x}), Great Oak Tree ({@area area G3|25c|x})" + ] + ] + } + ] + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Palace of Spires", + "id": "2a9", + "entries": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/068-04-011.palace-of-spires.webp" + }, + "title": "Tucked away in a demiplane of its own, the Palace of Spires shields inhabitants from the worries of the world", + "credit": "Tooba Rezaei", + "width": 1700, + "height": 1135 + }, + "Porphura constructed this magnificent palace to house herself and Caerwyn, her beloved. The palace once stood where the hedge maze ({@area area G21|2a4|x}) now does, facing the lake in the garden. Composed of striking purple-red porphyry stone, the palace remains a comfortable domicile for those who find their way here now.", + "After Caerwyn's death, Porphura built a tomb for them both in the palace's crystal dome. With {@creature The Gardener|QftIS|the Gardener's} help, the grieving wizard performed her last great work: drawing the entire structure into a demiplane accessible only through the sundial at the heart of the maze. When all was arranged, she laid down with Caerwyn for the final time and let the magic that preserved her own life beyond its natural span end. The Gardener said their final farewell to Caerwyn and Porphura, sealed the tomb, and left the palace forever. Out of respect for their late friends, the Gardener won't enter the Palace of Spires for any reason.", + { + "type": "entries", + "name": "Palace of Spires Features", + "id": "2aa", + "entries": [ + "Unless otherwise specified, the Palace of Spires has the following features:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Ceilings", + "entry": "Ceilings in the palace are vaulted and 40 feet high." + }, + { + "type": "item", + "name": "Indestructible", + "entry": "The palace and its furnishings are immune to all damage and can't have their forms changed." + }, + { + "type": "item", + "name": "Lighting", + "entry": "Soft light permeates the demiplane. Light outside the palace matches that of the Eternal Garden (see the \"{@area Eternal Garden Features|252|x}\" section), while interior areas are brightly lit by {@spell Continual Flame} spells." + }, + { + "type": "item", + "name": "Secret Doors", + "entry": "Some doors in the palace blend in with their surroundings. A character who searches for a secret door and succeeds on a DC 20 Wisdom ({@skill Perception}) check finds it." + }, + { + "type": "item", + "name": "Time", + "entry": "Time in the demiplane moves at the same rate as in the {@area Eternal Garden|24c|x}." + } + ] + } + ] + }, + { + "type": "entries", + "name": "Palace of Spires Locations", + "id": "2ab", + "entries": [ + "The following locations are keyed to map 4.3.", + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/069-map-4.03-palace-of-spires.webp" + }, + "imageType": "map", + "title": "Map 4.3: Palace of Spires", + "credit": "Marc Moureau", + "width": 4096, + "height": 2650, + "id": "5a6", + "mapRegions": [ + { + "area": "2ac", + "points": [ + [ + 242, + 1249 + ], + [ + 242, + 1382 + ], + [ + 362, + 1382 + ], + [ + 362, + 1249 + ] + ] + }, + { + "area": "2ae", + "points": [ + [ + 405, + 1084 + ], + [ + 405, + 927 + ], + [ + 461, + 871 + ], + [ + 709, + 871 + 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"type": "internal", + "path": "adventure/QftIS/thumbnail/069-map-4.03-palace-of-spires.webp" + } + }, + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/070-map-4.03-palace-of-spires-player.webp" + }, + "imageType": "mapPlayer", + "title": "Player Version", + "width": 4096, + "height": 2650, + "credit": "Marc Moureau", + "mapParent": { + "id": "5a6" + } + } + ] + }, + { + "type": "entries", + "name": "P1: Gatehouse", + "id": "2ac", + "entries": [ + { + "type": "insetReadaloud", + "id": "2ad", + "entries": [ + "A short, square tunnel constructed from purple-red stone leads to a lush garden enclosed in a courtyard. Behind you, a pair of close-meshed silver gates block the path. Beyond the gates wavers a colorful haze that occasionally provides a glimpse of the lake in the garden you left." + ] + }, + "Creatures who solve the sundial puzzle in the maze ({@area area G21|2a4|x}) arrive here. The silver gates can't be opened or damaged. If a creature slips through the bars or teleports past them, they can't travel beyond the haze, which is the boundary of the demiplane in which the palace resides." + ] + }, + { + "type": "entries", + "name": "P2: Walled Garden", + "id": "2ae", + "entries": [ + { + "type": "insetReadaloud", + "id": "2af", + "entries": [ + "Tall porphyry walls enclose a beautiful garden, and a glassy reflecting pool dances with the twilight colors of the sky above. Luminous butterflies flit above vivid flower beds that stand to the left and right of the pool.", + "Just outside the gatehouse stands a sundial identical to the one in the hedge maze. Paths of colorful gravel lead throughout the garden and to the palace proper." + ] + }, + "The outer wall is 20 feet high, and the flowers in the garden remain perpetually in full bloom. The reflecting pool is 1 foot deep.", + { + "type": "entries", + "name": "Sundial", + "id": "2b0", + "entries": [ + "The sundial here functions identically to the one in the hedge maze ({@area area G21|2a4|x}), but the leaves required to operate it don't grow within the demiplane. If the characters didn't bring extra leaves with them when they entered, they must find the reusable keys carried by the current occupants of the palace (see {@area areas P6|2bb|x} and {@area P7|2c1|x}) to leave it. Activating this sundial returns the characters to the center of the maze." + ] + } + ] + }, + { + "type": "entries", + "name": "P3: Corner Bowers", + "id": "2b1", + "entries": [ + { + "type": "insetReadaloud", + "id": "2b2", + "entries": [ + "Sweet, gentle music without a source fills this bower, which consists of a small, circular alcove with a padded bench and a canopy of flowering vines." + ] + }, + "These bowers are compelling spots to rest. The disembodied music soothes worry and weariness. A drowsy feeling washes over a creature that enters, though it is under no compulsion to sleep.", + { + "type": "entries", + "name": "Refreshing Rest", + "id": "2b3", + "entries": [ + "A creature that finishes a short rest in the bower instead gains the benefits of finishing a long rest. The creature can't benefit from this property again for 24 hours." + ] + } + ] + }, + { + "type": "entries", + "name": "P4: Entrance Porch", + "id": "2b4", + "entries": [ + { + "type": "insetReadaloud", + "id": "2b5", + "entries": [ + "A broad flight of porphyry steps ascends to a massive arched doorway. The arch over the double door protrudes from the wall and is supported by two stone columns carved in the likeness of two women, a human and an elf. Black letters across the arch read, \"Enter in Peace.\"", + "The doors are ten feet wide, thirty feet high, and made of silver. They have no handles and are decorated with etched geometric patterns." + ] + }, + "The two column statues are depictions of Caerwyn and Porphura. The statues are living guardians (use the {@creature earth elemental} stat block). They animate and attack anyone who tries to force the doors open by any means. The columns stop attacking a creature that ceases its attempt and lays down any weapons it's wielding. If all creatures do so, the guardians return to their original positions. If the guardians are destroyed, they reform at the next dawn.", + { + "type": "entries", + "name": "Doors", + "id": "2b6", + "entries": [ + "The words above the door appear written in the preferred language of whoever reads them. The doors open for a creature only if that creature approaches the doors with no weapons bared. A character can force the doors open with a successful DC 25 Strength ({@skill Athletics}) check or with a {@spell Knock} spell, but doing so prompts the guardians to attack." + ] + } + ] + }, + { + "type": "entries", + "name": "P5: Entrance Hall", + "id": "2b7", + "entries": [ + { + "type": "insetReadaloud", + "id": "2b8", + "entries": [ + "This airy chamber's floor, walls, and lofty ceiling are made of gleaming white marble. Two doors lead from the room to the north and south. The hall's furnishings include two small, glass-topped tables, each with five chairs arranged around it. Each table holds a crystal decanter, five crystal glasses, and a bowl of fruit.", + "At the far end of the room, a large, semicircular atrium contains a splashing fountain. The atrium's soaring ceiling is transparent, letting the sky's colorful twilight glow fill the hall. An opaque rectangular shape darkens the center of the ceiling.", + "The fountain's central water jet climbs high above its pool. A metal staircase curves around the atrium's back wall to a landing forty feet above." + ] + }, + "Natural light fills this vast entry hall. The atrium's ceiling rises to 80 feet, while the fountain's water jet peaks at 60 feet. The opaque shape above the atrium is the sarcophagus in the tomb ({@area area P12|2ce|x}).", + { + "type": "entries", + "name": "Disturbance", + "id": "2b9", + "entries": [ + "Sounds of combat or other loud, alarming noises in this area draw the attention of Juliana and Orlando in {@area area P6|2bb|x} as well as Argus and Hamish, a pair of former adventurers in {@area area P7|2c1|x}. The latter two arm themselves and come quickly to investigate. Argus and Hamish ignore any ruckus that doesn't sound dangerous, attributing it to Juliana and Orlando and leaving the young couple their privacy." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "2ba", + "entries": [ + "The decanters hold sweet wine, and the fruit is fresh and scrumptious. The two decanters are worth 50 gp each, and the ten glasses are worth 10 gp each. As long as they remain in the palace, the decanters and bowls refill every 24 hours." + ] + } + ] + }, + { + "type": "entries", + "name": "P6: Juliana and Orlando's Room", + "id": "2bb", + "entries": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/071-04-012.juliana-and-orlando.webp" + }, + "title": "Juliana and Orlando lounge carefree in the palace, unaware two years have passed since they absconded", + "credit": "Zuzanna Wuzyk", + "width": 850, + "height": 1916 + }, + { + "type": "insetReadaloud", + "id": "2bc", + "entries": [ + "The floor of this spacious bedroom is decorated with mosaics depicting the four seasons. Covering one wall is a detailed tapestry showing two female mages, a human and an elf, picnicking in a woodland glade.", + "The furniture consists of a large four-poster bed, two chests, two worktables, six comfortable-looking chairs, and two couches. One of the couches hangs from the ceiling on delicate chains, and a young human man and woman relax on it as it gently sways. Slender golden perches dot the walls, and songbirds flit between them as they sing." + ] + }, + "This bedroom once belonged to Caerwyn and Porphura, but the denizens of the garden insisted that Juliana and Orlando inherit it. A secret doorway in the northwest corner opens onto a spiral staircase leading to {@area area P10|2ca|x}.", + "Juliana and Orlando (neutral good, human {@creature Noble||nobles} with Armor Class 11 and no armor or weapons) recline together here on the suspended couch, relaxing and chatting. They're dressed in bright lounging robes with slippers. The pair are surprised but not perturbed by the characters' arrival if it's peaceful. They are indifferent to the characters, and to their perception, they have been in the Eternal Garden for only two days, not the two years that have already passed on the island of Sybarate.", + "Juliana and Orlando gladly relate their tragic tale of forbidden love with sincerity\u2014if a touch melodramatically\u2014and lament that their families can't see past the old feud. Eventually, it becomes clear the paramours have no intention of going home. A character who listens to the couple's story and succeeds on a DC 14 Intelligence ({@skill Arcana}) check realizes they have fallen under the enchantment of the Fountain All Heal ({@area area G9|276|x}). Characters who visited the fountain earlier make this check with advantage.", + { + "type": "entries", + "name": "Breaking the Enchantment", + "id": "2bd", + "entries": [ + "Juliana and Orlando are under the enchantment of the Fountain All Heal and regard the palace as their new home. Until they're freed from the domain's allure\u2014such as by a {@spell Wish} spell granted in the tomb (see {@area area P12|2ce|x})\u2014they won't entertain any notion of leaving. If the effect on them is broken, the couple entertains reasonable arguments to return home and speak to their worried families." + ] + }, + { + "type": "entries", + "name": "Disturbance", + "id": "2be", + "entries": [ + "Sounds of combat or other loud, alarming noises draw the attention of Argus and Hamish in {@area area P7|2c1|x}, who arm themselves and come quickly to investigate. The two ignore any noise that doesn't sound dangerous, preferring to give Juliana and Orlando their privacy." + ] + }, + { + "type": "entries", + "name": "Key Leaves", + "id": "2bf", + "entries": [ + "Juliana and Orlando each carry a set of gilt silver keys to the sundials in {@area areas G21|2a4|x} and {@area P2|2ae|x}. The keys are metal replicas of the required leaves in lifelike detail. Unlike normal leaves, these keys aren't consumed by the sundial and travel with the user to the destination." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "2c0", + "entries": [ + "The 20-foot-square tapestry depicts Caerwyn and Porphura, is worth 1,000 gp, and weighs 300 pounds.", + "Julianna and Orlando's possessions are stored in the secret closet behind the tapestry and include two sets of {@item fine clothes|PHB}, two {@item Rapier|PHB|rapiers}, two {@item Breastplate|PHB|breastplates}, a purse containing 30 gp and three diamonds worth 300 gp each, and a gold signet ring worth 50 gp bearing Orlando's family crest." + ] + } + ] + }, + { + "type": "entries", + "name": "P7: Argus and Hamish's Room", + "id": "2c1", + "entries": [ + { + "type": "insetReadaloud", + "id": "2c2", + "entries": [ + "This bedroom's floor is a tile mosaic showing a night sky and a golden wheel with astrological symbols. The ceiling is similarly decorated with glittering gold stars.", + "The walls are whitewashed, and a tapestry covering one wall depicts two female mages, an elf and a human, holding hands. Their free hands are raised, producing magic that causes a magnificent garden to spring up around them as animals and fey creatures watch in awe.", + "The furniture in the room includes a large bed, two chests, six comfortable-looking chairs, two couches, and a wooden table. A suit of oiled leather armor, a round shield, and a well-worn spear adorn a mannequin in the corner.", + "Two middle-aged human men are present, one reclining on a couch with a book, the other sitting in a chair, whittling a piece of wood with a dagger." + ] + }, + "This well-maintained room includes a secret doorway in the southwest corner that opens onto a spiral staircase leading to {@area area P10|2ca|x}.", + "Argus Velon (lawful good, human {@creature mage}) and Hamish Parth (neutral good, human {@creature gladiator}) are romantic partners and mercenaries. Sent by Governor Folcarae to rescue the young couple shortly after they absconded, Argus and Hamish succumbed to the Fountain All Heal and resolved to stay. When first encountered here, Argus is on a couch reading, and Hamish is whittling. Both wear silk lounging robes and slippers, with no other weapons or equipment. The couple are initially indifferent to newcomers but become friendly if approached peacefully.", + "The men tease each other fondly during conversation. They're grateful their dangerous vocation brought them together and eventually here. Like the other garden residents, Argus and Hamish believe Juliana and Orlando are the reincarnated creators of the garden\u2014and they see their own love reflected in the couple. They're fiercely protective of the pair.", + { + "type": "entries", + "name": "Breaking the Enchantment", + "id": "2c3", + "entries": [ + "If the characters break the fountain's enchantment on Argus and Hamish, the two are grateful but ultimately resolve to remain in the garden together of their own free will." + ] + }, + { + "type": "entries", + "name": "Key Leaves", + "id": "2c4", + "entries": [ + "Argus and Hamish each carry a set of gilt silver keys to the sundials in {@area areas G21|2a4|x} and {@area P2|2ae|x}. The keys are metal replicas of the required leaves in lifelike detail. Unlike normal leaves, these keys aren't consumed and travel with the user to the destination. The couple also keeps sets of spare key leaves in a secret closet (see the \"Treasure\" section)." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "2c5", + "entries": [ + "The 20-foot-square tapestry depicts Caerwyn and Porphura, is worth 1,000 gp, and weighs 300 pounds.", + "A secret closet in the southeastern corner of the room holds Argus' {@item spellbook|PHB}, which contains all his prepared spells; a {@item Wand of Magic Detection}; an ivory inlaid box (150 gp) holding five sets of spare key leaves (see the \"Key Leaves\" section above); two {@item Potion of Greater Healing||Potions of Healing (greater)}; and a bag with 10 pp, 20 gp, 15 sp, and a flawed emerald worth 500 gp." + ] + } + ] + }, + { + "type": "entries", + "name": "P8: Gallery", + "id": "2c6", + "entries": [ + { + "type": "insetReadaloud", + "id": "2c7", + "entries": [ + "Curving metal stairs ascend to an art gallery that constitutes the palace's second floor. A low stone rail guards against falling over the edge into the entrance hall below.", + "Two rows of three marble statues stand in the gallery. The northern row depicts an elf woman in different poses and wearing either an elegant gown or druidic garb. The southern row shows a human woman in wizardly robes or smart finery. Two more statues occupy a pair of alcoves to the west.", + "On the wall directly ahead hangs a large painting showing the same couple dancing on the shores of a lake." + ] + }, + "The art in this room all depicts Caerwyn and Porphura. The pieces are affixed to the building and can't be moved from their positions or destroyed." + ] + }, + { + "type": "entries", + "name": "P9: Roof Gardens", + "id": "2c8", + "entries": [ + { + "type": "insetReadaloud", + "id": "2c9", + "entries": [ + "Crenelated parapets border the palace's open, flat roof. Four beds of subtly colored flowers are divided by gravel paths. In the center of the beds where the paths cross is a small table and four chairs." + ] + }, + "The roof gardens are lovely spots to sit and relax while enjoying an excellent view of the walled garden below ({@area area P2|2ae|x})." + ] + }, + { + "type": "entries", + "name": "P10: Crystal Bridges", + "id": "2ca", + "entries": [ + { + "type": "insetReadaloud", + "id": "2cb", + "entries": [ + "A delicate span of glass arches from the tower door to another spire twenty feet away. Nothing else supports the crystal bridge." + ] + }, + "The crystal bridges are perfectly sturdy despite their appearance and offer a safe but bracing walk to the upper rooftop garden." + ] + }, + { + "type": "entries", + "name": "P11: Upper Roof Garden", + "id": "2cc", + "entries": [ + { + "type": "insetReadaloud", + "id": "2cd", + "entries": [ + "This roof garden is bound on three sides by a low, crenelated parapet and holds two long flower beds. The north bed holds spotless white roses, while the south bed contains roses of a deep red hue.", + "Between the flower beds, a crushed stone path leads to a flight of steps that rises to a round stone room surmounted by a transparent crystal dome." + ] + }, + "This garden leads the way to the tomb of Caerwyn and Porphura ({@area area P12|2ce|x}), offering a moment of serene contemplation and fresh air." + ] + }, + { + "type": "entries", + "name": "P12: Tomb of Caerwyn and Porphura", + "id": "2ce", + "entries": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/072-04-013.sarcophagus.webp" + }, + "title": "Long after their happily ever after, Caerwyn and Porphura remain by each other's side", + "credit": "Zuzanna Wuzyk", + "width": 1700, + "height": 1111 + }, + { + "type": "insetReadaloud", + "id": "2cf", + "entries": [ + "A great crystal dome surmounts the circular wall of this room, and its floor is similarly transparent. Light from the twilight sky shines through the dome and into the entry hall far below.", + "A three-foot-high, white-marble sarcophagus rests in the center of the floor. Surmounting the slab are the carved figures of two women, a human and an elf, in repose. An engraving inlaid with gold glitters on the side of the slab at the figures' feet." + ] + }, + "As with other crystalline structures in the palace, the floor of this tomb is perfectly safe thanks to the indestructible nature of the demiplane's materials.", + { + "type": "entries", + "name": "Final Rest", + "id": "2d0", + "entries": [ + "The sarcophagus holds the perfectly preserved remains of Caerwyn and Porphura. The carved figures on the lid are exquisitely lifelike in their rendering. As an action, a creature can open the sarcophagus with a successful DC 25 Strength ({@skill Athletics}) check." + ] + }, + { + "type": "entries", + "name": "Inscription", + "id": "2d1", + "entries": [ + "The gold lettering on the foot of the tomb is written in Common and reads as follows:", + { + "type": "insetReadaloud", + "id": "2d2", + "entries": [ + "Oh stranger, whom destiny hath led nigh, Leave us interred in peace to lie. If thou wouldst deign to grant our request, Then fate will move at thy behest. This gift from the contented dead, We swear to grant by our heart and head." + ] + } + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "2d3", + "entries": [ + "The true treasure of the tomb is indicated by the inscription. If a creature visits the tomb but leaves its sarcophagus undisturbed, the magic of the palace grants the creature one casting of the {@spell Wish} spell, fulfilled by the spirits of Caerwyn and Porphura on the creature's behalf. As the creature departs the tomb, a pair of joyful voices whisper to it in unison. The voices thank the creature for its respect and inform the creature that its next wish spoken aloud before it leaves the garden will be granted. A creature can gain only one wish from the tomb, no matter how many times it visits.", + "The tomb errs toward the spirit of a wish rather than the strict letter and doesn't twist the wisher's intent, especially if the wish is made to free a creature from the {@area Fountain All Heal's|276|x} enchanting draught. Feel free to allow wishes to be partially granted, or to simply inform a player their stated wish isn't fulfilled and they can try again.", + "If a creature opens the sarcophagus, the palace grants no further wishes, and any it has granted within the last 24 hours are immediately undone.", + "Inside the sarcophagus lie the perfectly preserved bodies of Caerwyn and Porphura in each other's arms as if only sleeping. Dressed in simple, white, linen robes, they wear matching gold rings (100 gp each). The interred lovers have no wish to return to life, and any magic used to resurrect them or speak to their corpses fails." + ] + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Conclusion", + "id": "2d4", + "entries": [ + "If Juliana and Orlando are freed from the fountain's enchantment, they can easily be persuaded to return home to their families if the characters mention that two years have passed for their families or that their families have settled their feud. The couple takes some time to change into their original clothes and gather their equipment. They bid Argus and Hamish a fond, emotional farewell and depart with the characters.", + { + "type": "entries", + "name": "Returning to the Garden", + "id": "2d5", + "entries": [ + "When the characters leave the {@area Palace of Spires|2a9|x} and return to the garden, {@creature the Gardener|QftIS} is waiting for them in the center of the maze. How they greet the party depends on how the characters dealt with the tomb.", + { + "type": "entries", + "name": "Respected the Tomb", + "id": "2d6", + "entries": [ + "If the characters didn't open the sarcophagus in Caerwyn and Porphura's tomb, the Gardener joyfully greets the characters as if they were old friends. The archfey speaks to each character of the character's individual exploits as if the Gardener witnessed them all, with sincere excitement and admiration. If anyone asks the Gardener about the other garden denizens' belief that Juliana and Orlando are the reincarnations of the gardens' creators, the archfey smiles and requests the characters allow the others to hold onto their beliefs, and to realize the truth\u2014whatever it may be\u2014in their own time. When asked directly if the young lovers are Caerwyn and Porphura reborn, the Gardener is slyly evasive with a twinkle in their eye.", + "After offering their well wishes, the Gardener hands each character (and Juliana and Orlando if they're present) a white flower petal and informs them the fairy ring ({@area area G1|254|x}) can take them home if they carry the petal into the circle. The archfey then gives a fond farewell and takes their leave.", + "When a creature carrying one of the petals steps into the fairy ring, a whirl of multicolored flower petals engulfs the creature and gracefully transports it to the mouth of the {@area Cave of Echoes|22f|x}. The Gardener allows the characters, as well as Juliana and Orlando, to return to the Material Plane with their memories intact. A year has passed on the Material Plane for each day they spent in the Eternal Garden." + ] + }, + { + "type": "entries", + "name": "Desecrated the Tomb", + "id": "2d7", + "entries": [ + "If the characters opened the sarcophagus, a sense of creeping dread settles over them when they return to the maze, and the air has an uncomfortable chill\u2014the garden's endless summer has ended. The hedges of the maze appear withered and dead, and {@creature the Gardener|QftIS} is furious. The archfey scolds any characters who participated in the desecration of the tomb, barely resisting resorting to violence.", + "With a final curse, the Gardener waves a hand, and an icy gale rips through the area, depositing the characters unceremoniously outside the {@area Cave of Echoes|22f|x}. The fey crossing to the {@area Eternal Garden|24c|x} never functions for them again.", + "Should the characters return to the garden by other means, the domain has become twisted and bitter. Plants are wilted, denizens are vicious, and the climate bears the cold bite of winter. The Gardener no longer eschews violence and seeks to vent their fury on the characters." + ] + } + ] + }, + { + "type": "entries", + "name": "Completing the Quest", + "id": "2d8", + "entries": [ + "Once returned to the Material Plane, the characters can deliver the news of their success (or failure) to Governor Folcarae. If the characters lingered in the garden, the governor is astonished to see them, remarking that she thought they'd never return.", + { + "type": "entries", + "name": "With Juliana and Orlando", + "id": "2d9", + "entries": [ + "If the characters bring Juliana and Orlando home, the governor is overjoyed, letting her elation and relief crack her usually measured exterior. After a tearful reunion with her daughter and a slightly awkward but heartfelt welcome to Orlando, the governor pays the characters their promised reward in the form of 10 platinum trade bars. Each bar weighs 1 pound and is worth 500 gp." + ] + }, + { + "type": "entries", + "name": "Empty-Handed", + "id": "2da", + "entries": [ + "If the characters failed to bring the missing lovers home, the governor is crestfallen but recovers her composure quickly. She thanks the characters for their efforts, but it's clear she's merely being polite. After the governor bids them a terse farewell, the characters can remain in Sybar for a few days before their welcome is obviously worn out. Word spreads of their failure, and merchants and innkeepers raise prices, add steep \"taxes\" to their goods, and eventually refuse service altogether." + ] + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Chapter 5: Pharaoh", + "id": "2db", + "entries": [ + "Few deserts are as harsh and inhospitable as the Desert of Desolation, where the sun, the wind, and the land itself seem to despise all living things. The ghost of a long-dead pharaoh, Amun Sa (AH-muhn sah), roams the sun-scorched dunes, appearing to those who trek across the sands. Condemned to wander the desert for eternity, Amun Sa pleads with adventurers to free his cursed soul and save this doomed land\u2014but none have returned from his pyramid. Within the pharaoh's tomb lie deadly traps, sinister threats, and the secret to ending the ancient curse.", + "\"Pharaoh\" is designed for four to six 7th-level characters.", + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/073-05-001.ch5-pharaoh.webp" + }, + "title": "The ghost of the pharaoh Amun Sa wanders the Desert of Desolation, searching for worthy souls to break his curse", + "credit": "Tomas Duchek", + "width": 1700, + "height": 2200 + }, + { + "type": "section", + "name": "Background", + "id": "2dc", + "entries": [ + "This section details the history of Amun Sa's curse and ways to involve the characters in the adventure.", + { + "type": "entries", + "name": "The Ruin of Bakar", + "id": "2dd", + "entries": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/074-05-002.pharaoh-door.webp" + }, + "title": "A Door to the Pharaoh's Pyramid", + "credit": "Tooba Rezaei", + "width": 850, + "height": 1014 + }, + "Long ago, the kingdom of Bakar spanned what is now known as the {@area Desert of Desolation|2e7|x}. Though the land was already a desert, the mighty River Athis flowed through the region, making the land along its banks flourish. Animals, plants, and the citizens of Bakar prospered from its life-giving waters.", + "The pharaohs of Bakar believed that if their bodies were prepared with specific funerary rites and then entombed with their wealth, they could ascend to their chosen afterlife. Amun Sa, the last pharaoh of Bakar, took this tradition further than any of his predecessors. He was paranoid of grave robbers, believing that if his tomb were plundered, it would bar his passage to paradise. To safeguard his treasures, Amun Sa commissioned a theft-proof tomb, a solemn pyramid unlike anything the region had ever seen. To fund this elaborate and impenetrable fortress, he declared war on Bakar's neighboring lands and taxed his own people into destitution.", + { + "type": "entries", + "name": "A Curse on the Land", + "id": "2de", + "entries": [ + "Downtrodden and impoverished, the citizens of Bakar revolted against Amun Sa to take back their kingdom. During a riot at the capital, Amun Sa appeared before his people and cursed them, holding high his two royal implements\u2014the {@item Staff of Ruling|QftIS} and the star-gem of Mo-Pelar (a {@item Gem of Seeing}). He invoked the gods and decreed that if his people should ever kill him, the River Athis would cease its life-giving flow.", + "Suddenly, from the sea of upraised fists sped a single spear, piercing the pharaoh's heart; as Amun Sa died, so too did the river. The riverbed dried up within days, and without its waters, Bakar quickly collapsed. Over the years that followed, Bakar's cities were overtaken by the dunes, and its people fled to neighboring lands." + ] + }, + { + "type": "entries", + "name": "A Curse on the Pharaoh", + "id": "2df", + "entries": [ + "After his death, Amun Sa's spirit began its journey to the afterlife, but he was stopped by a god of death. The disapproving god chastised the pharaoh's spirit:", + "\"Your legacy was meant to be the benefit you brought to the people under your stewardship, not this stone edifice. As you looked only to your death in life, so shall you look only to your life in death.", + "\"I am bound to fulfill your curse, for you have called it down with power in my name. But I also curse you, Amun Sa, that you shall not voyage into the beyond until some mortal soul does as you so feared, removing your staff and star-gem from your tomb. Only then will your spirit and the land be healed.\"", + "Centuries later, Amun Sa's spirit still roams the desert, cursed to wander the dunes until he finds mortals skilled enough to overcome the traps and perils in his tomb and put his soul to rest." + ] + } + ] + }, + { + "type": "entries", + "name": "Using the Infinite Staircase", + "id": "2e0", + "entries": [ + "If you're using {@creature Nafas|QftIS} as a patron, he summons the characters to the {@area Censer of Dreams|022|x} (detailed in {@adventure chapter 1|QftIS|1}), where he recounts the following wish:", + { + "type": "insetReadaloud", + "id": "2e1", + "entries": [ + "\"Condemned for his actions in life, the ghost of a long-dead pharaoh wanders the desert, day and night. Eons of torturous solitude have shown him the error of his ways, and he asks for brave mortals to free his soul and end an ancient curse upon the land. Seek him out and heed his call.\"" + ] + }, + "Nafas then teleports the characters to a door along the staircase that opens into a bleak desert. After the adventure, the characters can return to the staircase through the same portal." + ] + }, + { + "type": "entries", + "name": "Adventure Hooks", + "id": "2e2", + "entries": [ + "If you're not using Nafas as a group patron, consider the following ways to involve the characters in this adventure:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Exiled", + "entry": "The characters committed a crime or earned the ire of a powerful figure and were exiled to the Desert of Desolation as punishment. They're left in the middle of the desert with no food or water." + }, + { + "type": "item", + "name": "River Restoration", + "entry": "The characters have heard tales of a magical river in this region whose waters foster bountiful crops and heal those who drink from it. Legends state a curse dried up that river eons ago. The characters have journeyed to the desert to find a way to end the curse and restore the river. They might have been hired by the Tears of Athis, a newly formed group of historians and priests dedicated to this goal." + } + ] + } + ] + }, + { + "type": "entries", + "name": "Setting the Adventure", + "id": "2e3", + "entries": [ + "The Desert of Desolation is part of Raurin, a vast desert in southeastern Faerûn in the Forgotten Realms. When the River Athis dried up, it transformed the kingdom of Bakar from a thriving oasis into Raurin's driest region.", + "However, the Desert of Desolation could be any desert of your choice, or an inhospitable stretch in an otherwise lush region, due to Amun Sa's curse. Consider the following suggestions:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Dragonlance", + "entry": "The adventure takes place in a small, cursed region within the Plains of Dust." + }, + { + "type": "item", + "name": "Eberron", + "entry": "The long-lost kingdom of Bakar occupied a portion of the Blade Desert that's now uninhabitable." + }, + { + "type": "item", + "name": "Greyhawk", + "entry": "The Desert of Desolation might be another name for the Bright Desert." + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Adventure Summary", + "id": "2e4", + "entries": [ + "\"Pharaoh\" begins with the characters wandering the {@area Desert of Desolation|2e7|x}. After enduring the desert's terrible monsters and harsh conditions, they happen on the ghost of Amun Sa, who beseeches them to enter his pyramid and retrieve his royal staff and star-gem to end the curse that blights both the land and his soul.", + "Inside the pyramid, the characters meet the Tears of Athis, a group of historians and priests from the surrounding regions who hope to restore the flow of the holy River Athis. While exploring the pyramid, the characters must navigate a false tomb, a disorienting maze, and halls rife with Undead, then overcome a mummy lord who stands in their way.", + "Once the characters exit the pyramid with Amun Sa's implements, the pharaoh's soul is freed and the curse on the land is lifted, restoring the River Athis. The descendants of Bakar can then reclaim their lands from the desert and prosper once more.", + { + "type": "entries", + "name": "Character Advancement", + "id": "2e5", + "entries": [ + "If you want to use story-based level advancement, the characters receive experience points for achieving the following milestones rather than defeating monsters:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Escape the Maze", + "entry": "The characters gain 1 level when they escape the Maze of Mists and reach the third floor of the pyramid for the first time." + }, + { + "type": "item", + "name": "Recover Amun Sa's Implements", + "entry": "The characters gain 1 level when they recover both the {@item Staff of Ruling|QftIS} and the {@item Gem of Seeing||star-gem of Mo-Pelar}." + } + ] + }, + "If you follow this method, the characters should reach 9th level by the adventure's conclusion.", + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/075-05-003.pharaoh-original.webp" + }, + "width": 620, + "height": 828 + }, + { + "type": "insetReadaloud", + "name": "About the Original", + "id": "2e6", + "entries": [ + "{@i Pharaoh} was originally published by Tracy and Laura Hickman's game company, DayStar West Media, in 1980. They later sold their adventures to TSR, which liked the adventures so much that it not only reprinted {@i Pharaoh} in 1982 but also hired Tracy Hickman. TSR later published two more adventures in the Desert of Desolation trilogy.", + "{@i Pharaoh} was praised for blending masterful dungeon design with a compelling narrative. A year later, the Hickmans built on those same strengths when they introduced the world to the vampire Strahd von Zarovich in {@i I6: Ravenloft}." + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Desert of Desolation", + "id": "2e7", + "entries": [ + "A centuries-old curse has made the Desert of Desolation uninhabitable. Nothing grows in the desert, and no one has settled its once-green hills since the reign of Amun Sa. The sun scorches its grayish dunes with unnatural intensity, and the few clouds that cross its barren sky bring only choking dust.", + "The adventure begins with the characters trekking through the desert. Depending on what brings the characters there, they might be searching for answers within the region or trying desperately to escape it. At your discretion, each of the characters might begin this adventure with a {@creature camel} or a {@creature draft horse} to ride.", + { + "type": "entries", + "name": "Desert Heat", + "id": "2e8", + "entries": [ + "For {@dice 1d6} hours of each day, the desert becomes unbearably hot, rising to temperatures well over 100 degrees Fahrenheit. The {@book extreme heat|DMG|5|Extreme Heat} has detrimental effects on creatures not acclimated to such environments (see the {@book Dungeon Master's Guide|DMG}).", + "In addition to resting, the characters can remove any accumulated levels of {@condition exhaustion} by drinking the water of Athis, which still flows within {@area Amun Sa's pyramid|2ef|x} (detailed later in this adventure)." + ] + }, + { + "type": "entries", + "name": "Starting the Adventure", + "id": "2e9", + "entries": [ + "Read or paraphrase the following text to begin:", + { + "type": "insetReadaloud", + "id": "2ea", + "entries": [ + "The gray mounds of the desert roll toward the horizon. Not one stone shows through the powdery sand, nor does a single insect scurry across its surface. All around you, the burning silence of the sea of sand is unnaturally oppressive and foreboding. Ash and dust billow around your feet and choke your parched throats. There are no landmarks in sight\u2014except the sun, which seems to burn hotter than ever." + ] + }, + "The characters wander the desert for two days before encountering the ghost of Amun Sa. At your discretion, Amun Sa's ghost can take longer to appear, exposing the characters to more of the desert's threats, which are detailed in the \"Desert Encounters\" section below.", + "When you're ready to progress the story, proceed to the \"{@area Ghost of Amun Sa|2ec|x}\" section." + ] + }, + { + "type": "entries", + "name": "Desert Encounters", + "id": "2eb", + "entries": [ + "For each day the characters spend in the desert, roll on the Desert of Desolation Encounters table to determine what the characters encounter, rerolling duplicates.", + { + "type": "table", + "caption": "Desert of Desolation Encounters", + "colLabels": [ + "d6", + "Encounter" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Two {@creature Bulette||bulettes} with sandstone-textured carapaces burrow up from the dunes and attack. The bulettes focus on mounts and Small creatures in the party (if any), seeking to drag them beneath the sands." + ], + [ + "2", + "The characters spot a lush oasis, but it's a mirage. A character who studies the oasis and succeeds on a DC 20 Intelligence ({@skill Investigation}) check recognizes the illusion for what it is. A creature that enters the oasis steps into a {@hazard Quicksand||quicksand pit} (see the {@hazard Quicksand||Dungeon Master's Guide})." + ], + [ + "3", + "A dust storm rises on the wind. The storm lasts 1 hour, during which time the characters have disadvantage on ranged weapon attack rolls and Wisdom ({@skill Perception}) checks. Shortly after the dust storm begins, an {@creature air elemental} and eight {@creature Dust Mephit||dust mephits} materialize from the sands and attack." + ], + [ + "4", + "Four {@creature Grick||gricks} lie in ambush just beneath the sand. Adapted to the desert climate, the gricks have advantage on Dexterity ({@skill Stealth}) checks to {@action hide} in desert terrain." + ], + [ + "5", + "A snobbish {@creature efreeti} royal saunters across the desert. He demands each character pledge a vow of fealty to him or face his wrath." + ], + [ + "6", + "Two {@creature Wyvern||wyverns} soar above the characters, circling them like vultures. After 1 minute, the wyverns swoop down and attack." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Ghost of Amun Sa", + "id": "2ec", + "entries": [ + "Eventually, the characters come across the ghost of Amun Sa. Read or paraphrase the following text:", + { + "type": "insetReadaloud", + "id": "2ed", + "entries": [ + "A solitary man dressed in tattered clothing appears over the crest of a nearby dune. At first, he seems to shimmer in the heat and desert haze, but as he walks closer, it becomes apparent that he's a ghost." + ] + }, + "This is the {@creature ghost} of Amun Sa, former pharaoh of Bakar. He walks in a straight line that intersects the characters' path, shuffling along with a blank gaze like a haunted man.", + "Amun Sa doesn't notice the characters until he passes within 30 feet of them, at which point he turns to them and relates his sorrowful tale, as if in a trance. Read or paraphrase the following text:", + { + "type": "insetReadaloud", + "id": "2ee", + "entries": [ + "\"I am Amun Sa, son of the house of Mo-Pelar. My spirit has walked these sands for time uncounted in search of mighty heroes, to plead for their aid.", + "\"In my time, I was pharaoh of this realm. It was green and beautiful, blessed by the gods with magical waters that gave life to our land and nurtured our crops. But I was a foolish and cruel ruler. I should have protected my subjects; instead, I taxed them into poverty to create a wondrous tomb for my own self-preservation. When they rebelled, I cursed them and this land.", + "\"With my dying breath, the curse was fulfilled, but my soul was cursed as well. I am doomed to walk these sands until a mortal soul retrieves the implements of my power from my tomb: my magic staff and the star-gem of Mo-Pelar. Only then will the curse be lifted, freeing my soul and healing this broken land.", + "\"Many have tried, and none have succeeded. If you undo my terrible mistake by removing these two precious objects from my tomb, you may keep all the treasure you find within. Follow my path to wealth or woe, to destiny or doom.\"" + ] + }, + "Amun Sa then turns and walks somberly in the direction of his pyramid. Amun Sa doesn't speak to the characters any further\u2014his curse allows him to share only the tale above. If the characters attempt to harm Amun Sa, he steps into the {@book Border Ethereal|DMG|2|Border Ethereal} and continues his solemn march. Amun Sa doesn't harm the party and makes no further attempts to defend himself. If Amun Sa's ghost is slain, he appears to the characters again in 1 hour with no memory of the previous encounter, relating his sad story again.", + "If the characters follow Amun Sa's ghost, they arrive at his pyramid the next evening. If questioned during the journey, Amun Sa recites his sad speech again, exactly as he did before. In the company of the pharaoh, the remaining trek is safe and uneventful, unless you'd like to add more desert encounters (see the \"{@area Desert Encounters|2eb|x}\" section).", + "Once Amun Sa arrives at the pyramid, he stops and gestures toward it. He then turns and walks away in search of more travelers." + ] + } + ] + }, + { + "type": "section", + "name": "Pyramid of Amun Sa", + "id": "2ef", + "entries": [ + "The pyramid of Amun Sa was to be the pharaoh's final resting place. The last remnant of Bakar, it has stood for over a thousand years. When the characters arrive at the pyramid, read or paraphrase the following text:", + { + "type": "insetReadaloud", + "id": "2f0", + "entries": [ + "Amid the vast desert, a great pyramid rises from the sands, barely touched by time. Stairs ascend from the sand to an opening in the pyramid.", + "Near the base of the stairs rests an empty basin one hundred feet in diameter. South of the basin, a deep stone channel cuts a path into the desert ground." + ] + }, + "The pharaohs of Bakar built pyramids not merely as burial grounds but as part of a sacred process to convey a pharaoh's soul to the afterlife. These monuments also entomb the remains of their consorts and favored leaders, preparing pharaohs and their closest companions to dwell among the gods.", + "A character who examines the basin and succeeds on a DC 15 Intelligence ({@skill History}) check recognizes it as the Fountain of Athis, a former wellspring of life and the source of the River Athis. In Bakar's heyday, cool water sprang from the fountain, teleported to it from magical silos within the pyramid.", + "The Fountain of Athis dried up the night of Amun Sa's death. Only by breaking the pharaoh's curse can the basin resume its flow and the land thrive once more.", + { + "type": "entries", + "name": "Pyramid Features", + "id": "2f1", + "entries": [ + "The pyramid of Amun Sa is made of weathered limestone. Unless otherwise noted, the pyramid has the following features:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Ceilings", + "entry": "The ceilings in the pyramid's corridors are 10 feet high; those in rooms are 30 feet high." + }, + { + "type": "item", + "name": "Doors and Secret Doors", + "entry": "Doors throughout the pyramid are made of wood and banded with bronze; they have no locks. Secret doors blend in with their surroundings but are obvious from the other side. A character who searches a wall for a secret door must succeed on a DC 15 Wisdom ({@skill Perception}) check to notice it." + }, + { + "type": "item", + "name": "Hieroglyphs", + "entry": "The ancient people of Bakar wrote in hieroglyphs, symbols representing letters, sounds, and words. A character can translate a passage of hieroglyphs with 10 minutes of study and a successful DC 13 Intelligence ({@skill History}) check. Passages in different instances of boxed text require separate checks to translate. A creature under the effect of a {@spell Comprehend Languages} spell can read hieroglyphs instantly (no check required)." + }, + { + "type": "item", + "name": "Lighting", + "entry": "The pyramid's rooms are unlit. Area descriptions assume the characters have a light source or other means of seeing in the dark." + }, + { + "type": "item", + "name": "Temperature", + "entry": "The pyramid's interior is perpetually cool and dry, insulated from the desert heat." + }, + { + "type": "item", + "name": "Water of Athis", + "entry": "The River Athis still flows in certain areas of the pyramid. The water ends the {@condition poisoned} condition on any creature that drinks it and removes all levels of {@condition exhaustion} from the creature. Once a creature benefits from the water, it can't do so again until 24 hours have passed. The water loses its properties if it's bottled or otherwise removed from its source." + } + ] + }, + { + "type": "entries", + "name": "Alterations to Magic", + "id": "2f2", + "entries": [ + "The following magical restrictions apply:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Teleportation Ward", + "entry": "Unless the text states otherwise, creatures can't teleport into or out of the pyramid or between its floors. Any attempt to do so is wasted." + }, + { + "type": "item", + "name": "Warded Walls", + "entry": "Magic that would alter the pyramid's stone\u2014such as the {@spell Stone Shape} or {@spell Passwall} spells\u2014has no effect on the pyramid." + } + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "False Tomb", + "id": "2f3", + "entries": [ + "The lowest floor of the pyramid is a false tomb designed to discourage would-be tomb robbers. The people of Bakar also once used it as a temple.", + "The following locations are keyed to map 5.1.", + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/076-map-5.01-false-tomb.webp" + }, + "imageType": "map", + "title": "Map 5.1: False Tomb", + "credit": "Stacey Allan & William Doyle", + "width": 1489, + "height": 4096, + "id": "5a7", + "mapRegions": [ + { + "area": "2f4", + "points": [ + [ + 594, + 3476 + ], + [ + 645, + 3435 + ], + [ + 846, + 3435 + ], + [ + 894, + 3476 + ] + ] + }, + { + "area": "2f6", + "points": [ + [ + 579, + 3078 + ], + [ + 579, + 3338 + ], + [ + 908, + 3338 + ], + [ + 908, + 3078 + ] + ] + }, + { + "area": "2fe", + "points": [ + [ + 306, + 3078 + ], + [ + 306, + 3269 + ], + [ + 495, + 3269 + ], + [ + 495, + 3078 + ] + ] + }, + { + "area": "301", + "points": [ + [ + 991, + 3080 + ], + [ + 991, + 3271 + ], + [ + 1187, + 3271 + ], + [ + 1187, + 3080 + ] + ] + }, + { + "area": "306", + "points": [ + [ + 98, + 2902 + ], + [ + 101, + 2873 + ], + [ + 115, + 2842 + ], + [ + 141, + 2820 + ], + [ + 167, + 2807 + ], + [ + 196, + 2802 + ], + [ + 222, + 2807 + ], + [ + 249, + 2819 + ], + [ + 272, + 2840 + ], + [ + 288, + 2865 + ], + [ + 292, + 2902 + ], + [ + 288, + 2936 + ], + [ + 265, + 2973 + ], + [ + 232, + 2992 + ], + [ + 198, + 3000 + ], + [ + 164, + 2992 + ], + [ + 135, + 2978 + ], + [ + 114, + 2959 + ], + [ + 98, + 2926 + ] + ] + }, + { + "area": "309", + "points": [ + [ + 1394, + 2902 + ], + [ + 1386, + 2941 + ], + [ + 1367, + 2973 + ], + [ + 1334, + 2993 + ], + [ + 1298, + 3001 + ], + [ + 1255, + 2993 + ], + [ + 1220, + 2968 + ], + [ + 1199, + 2933 + ], + [ + 1193, + 2902 + ], + [ + 1200, + 2873 + ], + [ + 1211, + 2851 + ], + [ + 1231, + 2824 + ], + [ + 1269, + 2807 + ], + [ + 1313, + 2806 + ], + [ + 1346, + 2820 + ], + [ + 1376, + 2848 + ], + [ + 1389, + 2880 + ] + ] + }, + { + "area": "30b", + "points": [ + [ + 651, + 2807 + ], + [ + 651, + 2998 + ], + [ + 838, + 2998 + ], + [ + 838, + 2807 + ] + ] + }, + { + "area": "30d", + "points": [ + [ + 714, + 2320 + ], + [ + 714, + 2799 + ], + [ + 772, + 2799 + ], + [ + 772, + 2320 + ] + ] + }, + { + "area": "30e", + "points": [ + [ + 647, + 2049 + ], + [ + 647, + 2315 + ], + [ + 839, + 2315 + ], + [ + 839, + 2049 + ] + ] + }, + { + "area": "312", + "points": [ + [ + 988, + 2106 + ], + [ + 958, + 2099 + ], + [ + 933, + 2080 + ], + [ + 924, + 2046 + ], + [ + 924, + 1618 + ], + [ + 928, + 1598 + ], + [ + 955, + 1578 + ], + [ + 988, + 1569 + ], + [ + 1047, + 1569 + ], + [ + 1074, + 1578 + ], + [ + 1099, + 1593 + ], + [ + 1112, + 1616 + ], + [ + 1112, + 2053 + ], + [ + 1100, + 2079 + ], + [ + 1081, + 2098 + ], + [ + 1053, + 2106 + ] + ] + }, + { + "area": "314", + "points": [ + [ + 920, + 1489 + ], + [ + 854, + 1425 + ], + [ + 854, + 1294 + ], + [ + 920, + 1228 + ], + [ + 1119, + 1228 + ], + [ + 1181, + 1293 + ], + [ + 1181, + 1425 + ], + [ + 1120, + 1489 + ] + ] + }, + { + "area": "316", + "points": [ + [ + 924, + 1141 + ], + [ + 924, + 880 + ], + [ + 986, + 818 + ], + [ + 1051, + 818 + ], + [ + 1116, + 879 + ], + [ + 1116, + 1141 + ] + ] + } + ], + "hrefThumbnail": { + "type": "internal", + "path": "adventure/QftIS/thumbnail/076-map-5.01-false-tomb.webp" + } + }, + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/077-map-5.01-false-tomb-player.webp" + }, + "imageType": "mapPlayer", + "title": "Player Version", + "width": 1489, + "height": 4096, + "credit": "Stacey Allan & William Doyle", + "mapParent": { + "id": "5a7" + } + } + ] + }, + { + "type": "entries", + "name": "P1: Tomb Entrance", + "id": "2f4", + "entries": [ + "The stairs outside the pyramid lead to this outdoor platform. When the characters approach, read:", + { + "type": "insetReadaloud", + "id": "2f5", + "entries": [ + "Two people stand on a platform at the top of the stairs, flanking the pyramid's arched entrance, which is capped by a stone awning. The figures carry curved swords and are dressed in light, airy attire suited to the desert heat. Each also holds a torch." + ] + }, + "Two siblings, Atfez and Pachi (neutral good, human {@creature Bandit Captain||bandit captains}), stand guard outside the pyramid's entrance, keeping watch for creatures that might disrupt their faction's activities within. Atfez and Pachi are members of the Tears of Athis, a group of historians, priests, and descendants of Bakar who hope to see the River Athis flow once more.", + "When Atfez and Pachi notice the characters, they're surprised to see other people in the desert, especially at night. Atfez, the more assertive sibling, interrogates the characters about their presence, while Pachi observes and periodically apologizes for her brother's prying. If the characters make it clear they mean no harm, Atfez and Pachi let them enter. Otherwise, they ask the characters to leave, defending themselves as necessary." + ] + }, + { + "type": "entries", + "name": "P2: Main Worship Hall", + "id": "2f6", + "entries": [ + { + "type": "insetReadaloud", + "id": "2f7", + "entries": [ + "The air is cool and still in this vast limestone chamber. Three pillars line each side of the room, and corridors lead to the east and west. A twenty-foot-tall statue of Amun Sa stands before the north wall. The room is brightly lit by sconces on the pillars.", + "An intricate fresco once adorned the walls with artwork and hieroglyphs. Now, much of its plaster lies shattered on the floor. A human woman in priestly robes paces about the room, overseeing five scholars who work to reattach the pieces to the walls." + ] + }, + "The people of Bakar were meant to pay their respects to the deceased pharaoh here. In the centuries after the fall of Bakar, the walls were destroyed by disgruntled citizens and roaming vandals.", + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/078-05-004.iaseda.webp" + }, + "title": "Iaseda, leader of the Tears of Athis, pieces together two shattered fragments of the pyramid's inner halls", + "credit": "CoupleOfKooks", + "width": 850, + "height": 2182 + }, + "The robed woman is Iaseda (lawful good, human {@creature acolyte}), leader of the Tears of Athis. She is fifty years old and has a calm, determined manner. Around her, five more members of the Tears of Athis (neutral good {@creature Scout||scouts}) use a sticky paste to carefully repair the room's plaster walls, which they hope hold clues to restoring the River Athis. If the characters were peaceful toward the guards outside the pyramid, Iaseda is friendly toward them. If the characters pose a threat to the Tears of Athis, Iaseda and her fellow Tears defend themselves and the pyramid fiercely, decrying the characters as defilers.", + { + "type": "entries", + "name": "What Iaseda Knows", + "id": "2f8", + "entries": [ + "Iaseda can relay the history of Bakar (detailed in this adventure's {@area background|2dc|x}), but she doesn't know about the fate of Amun Sa's spirit or that his ghost wanders the desert. Iaseda can also share information on the following topics:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Pyramid", + "entry": "This pyramid is the tomb of Amun Sa, the last pharaoh of a bygone kingdom known as Bakar that once occupied these lands." + }, + { + "type": "item", + "name": "Tears of Athis", + "entry": "Iaseda leads of the Tears of Athis, a newly formed group of historians, priests, and descendants of the people of Bakar. The Tears of Athis arrived at the pyramid two days ago. They seek to restore the River Athis. Amun Sa built his tomb at the river's source, so it stands to reason the secret to reviving it might be found inside." + }, + { + "type": "item", + "name": "Tidings of a Ghost", + "entry": "If the characters recount their experience with the pharaoh's ghost, Iaseda is skeptical. She jokingly suggests the characters have spent too much time in the desert heat." + }, + { + "type": "item", + "name": "Wall Translations", + "entry": "The Tears of Athis originally brought experts on Bakarian hieroglyphs with them on their expedition. Unfortunately, a purple worm ate those experts. Although the surviving Tears have made good progress reassembling this room's broken plaster, they haven't yet translated any of the hieroglyphs." + } + ] + } + ] + }, + { + "type": "entries", + "name": "Hieroglyphs", + "id": "2f9", + "entries": [ + "The hieroglyphs on the walls were carved by Amun Sa's scribes while he lived, at his dictation. See the \"{@area Pyramid Features|2f1|x}\" section for guidance on translating hieroglyphs throughout the tomb. If translated, the east wall's hieroglyphs read:", + { + "type": "insetReadaloud", + "id": "2fa", + "entries": [ + "\"I, Amun Sa, set forth a record of myself and of my dealings with this world. Our land is rich with green and fertile fields. The River Athis is the mother of our land, giving life with its waters. Athis nourishes all she touches and gives strength and health to her children. In my youth, my father, the pharaoh, would sit with me beside the spring and tell me stories of the river's wonderful power and the blessings it gives unto this land.\"" + ] + }, + "If translated, the south wall's hieroglyphs read:", + { + "type": "insetReadaloud", + "id": "2fb", + "entries": [ + "\"In the years that followed, I learned of the passing of the pharaohs and how our tombs could guarantee a path into our chosen afterlife. I watched as my father built a tomb for himself, to guard against bandits who might plunder his tomb, robbing him of his refuge in the beyond. Yet, only a few years after my father's death, his great burial place was desecrated by thieves. I was tortured by the thought of his spirit wandering the planes alone forever.\"" + ] + }, + "If translated, the west wall's hieroglyphs read:", + { + "type": "insetReadaloud", + "id": "2fc", + "entries": [ + "\"Cloaked in the darkness of night, I went to my father's tomb to witness the truth with my own eyes. My father's riches were plundered, and the hull of his ship, once jewel-encrusted, was bare and scarred with gouges. I knew with certainty he could not have approached his afterlife in such a boat. As my torch went out, so did the light within my soul. Clutching my staff, I swore by the gods that I would not be cheated of my place in the great beyond. I would build a tomb to end all tombs\u2014one that none could ever despoil.\"" + ] + } + ] + }, + { + "type": "entries", + "name": "Secret Door", + "id": "2fd", + "entries": [ + "The statue of Amun Sa conceals a secret door that leads to {@area area P7|30b|x}." + ] + } + ] + }, + { + "type": "entries", + "name": "P3: West Offering Temple", + "id": "2fe", + "entries": [ + { + "type": "insetReadaloud", + "id": "2ff", + "entries": [ + "A twenty-foot-tall statue of Amun Sa stands before the north wall of this square room, which rises to a domed ceiling. A few tidy cots lie along the floor." + ] + }, + "The Tears of Athis camp in this room. They sleep here when they're not restoring the walls in {@area area P2|2f6|x}.", + { + "type": "entries", + "name": "Secret Door", + "id": "300", + "entries": [ + "The statue of Amun Sa conceals a door that leads to the hall between {@area areas P5|306|x} and {@area P7|30b|x}." + ] + } + ] + }, + { + "type": "entries", + "name": "P4: East Offering Temple", + "id": "301", + "entries": [ + { + "type": "insetReadaloud", + "id": "302", + "entries": [ + "A domed ceiling caps this well-lit room. Burning wall sconces illuminate ancient script along the walls. To the north, a twenty-foot-tall statue of Amun Sa, arms outstretched, holds an enormous altar bowl of blazing fire. A stone staircase ascends to the bowl, with hieroglyphs carved into the face of the lowest step." + ] + }, + "This room is brightly lit by {@spell Continual Flame} spells cast on wall sconces. When Amun Sa was interred, his most loyal priests dutifully locked themselves inside the pyramid's upper floors. In the brief period between Amun Sa's death and the collapse of Bakar, the people of Bakar brought food and drink to this room. They believed they were bringing offerings for the gods, but in truth, they were sending sustenance to the priests in the pyramid.", + { + "type": "entries", + "name": "Hieroglyphs", + "id": "303", + "entries": [ + "If translated (see the \"{@area Pyramid Features|2f1|x}\" section), the hieroglyphs read as follows:", + { + "type": "insetReadaloud", + "id": "304", + "entries": [ + "\"Lay your offerings of food and drink for the gods in the blazing fire before Amun Sa. That which the gods accept will vanish within the flame.\"" + ] + } + ] + }, + { + "type": "entries", + "name": "Offering Bowl", + "id": "305", + "entries": [ + "The bowl's flame gives off neither heat nor smoke. Whenever an object or creature enters the bowl, the flames surge around the object or creature, concealing it completely and teleporting it to {@area area P13|31b|x} of the pyramid's second floor. To an onlooker, the object or creature appears to be consumed by the flame, vanishing in an instant. An onlooker who succeeds on a DC 14 Intelligence ({@skill Arcana}) check can tell that the bowl teleported its contents somewhere else. A {@spell Detect Magic} spell reveals an aura of conjuration magic around the bowl." + ] + } + ] + }, + { + "type": "entries", + "name": "P5: West Storage Silo", + "id": "306", + "entries": [ + { + "type": "insetReadaloud", + "id": "307", + "entries": [ + "The corridor opens into a cylindrical shaft thirty feet in diameter whose slick walls drop into the darkness below. A domed ceiling peaks thirty feet above the floor of the hallway leading to this humid chamber." + ] + }, + "The shaft drops 120 feet to the surface of the murky water below, which is 30 feet deep.", + { + "type": "entries", + "name": "Water of Athis", + "id": "308", + "entries": [ + "The water of Athis (see the \"{@area Pyramid Features|2f1|x}\" section) fills the bottom of the silo." + ] + } + ] + }, + { + "type": "entries", + "name": "P6: East Storage Silo", + "id": "309", + "entries": [ + "The thunderous sound of cascading water fills this chamber, which is otherwise identical to area P5.", + "The shaft drops 120 feet into turbulent white water. Fifty feet below the entrance, water gushes from an opening in the north wall and falls into the reservoir below, which is 30 feet deep.", + "Before the curse befell Bakar, this silo used to teleport water from this room into the now-dry fountain outside the pyramid. Now, the water merely pours out here and evaporates at an accelerated rate. If the curse is broken, the silo's teleportation functions again.", + { + "type": "entries", + "name": "Water of Athis", + "id": "30a", + "entries": [ + "The water of Athis (see the \"{@area Pyramid Features|2f1|x}\" section) fills the bottom of the silo." + ] + } + ] + }, + { + "type": "entries", + "name": "P7: Worship Room", + "id": "30b", + "entries": [ + "A twenty-foot-tall statue of Amun Sa stands before the north wall of this worship room. There are no hieroglyphs on the walls, and the ceiling is flat.", + { + "type": "entries", + "name": "Secret Door", + "id": "30c", + "entries": [ + "The statue of Amun Sa conceals a secret door that leads to {@area area P8|30d|x}." + ] + } + ] + }, + { + "type": "entries", + "name": "P8: Descending Corridor", + "id": "30d", + "entries": [ + "This arched corridor descends at a slight angle toward the false tomb ({@area area P12|316|x}). A musty smell pervades the hall, and dust covers the floor." + ] + }, + { + "type": "entries", + "name": "P9: Great Worship Room", + "id": "30e", + "entries": [ + { + "type": "insetReadaloud", + "id": "30f", + "entries": [ + "The walls of this room are lined with seven statues of Amun Sa: three to the north, two to the east, and two to the west. In the center of the room stands an altar. Side-by-side impressions of a left and right hand are carved into the front of the altar. On the ceiling and along the rest of the walls, the name \"Amun Sa\" has been carved repeatedly in multiple languages." + ] + }, + "Most of the statues in this worship room are ordinary decor\u2014except for the center statue on the north wall, which can be opened as a typical secret door, and the southernmost statue near the east wall, which swings aside to reveal a hallway once the altar unlocks it (described below).", + { + "type": "entries", + "name": "Altar", + "id": "310", + "entries": [ + "If a character puts their hands in the altar impressions and says \"Amun Sa,\" the southernmost statue on the eastern wall swings inward to reveal a corridor to {@area area P10|312|x}." + ] + }, + { + "type": "entries", + "name": "Secret Door", + "id": "311", + "entries": [ + "The center statue of Amun Sa on the north wall conceals a secret door that leads to an empty, 15-foot-long corridor with tiny holes in the walls. A character who inspects the corridor's walls and succeeds on a DC 15 Intelligence ({@skill Investigation}) check can tell that the corridor once contained a sleeping gas trap, but the trap was sprung ages ago." + ] + } + ] + }, + { + "type": "entries", + "name": "P10: Grand Hallway", + "id": "312", + "entries": [ + { + "type": "insetReadaloud", + "id": "313", + "entries": [ + "This hallway slopes down at a slight angle. The plaster from the great frescoes that once covered these walls has fallen to rubble. Blade marks cover the walls. The remnants of a broken door lie at the corridor's northern opening. Dust blankets everything, and the air is very dry." + ] + }, + "This hall was prepared to fool robbers into thinking the tomb had already been plundered before their arrival. Amun Sa's priests hacked up the decor before the pharaoh was laid to rest." + ] + }, + { + "type": "entries", + "name": "P11: Treasure Room", + "id": "314", + "entries": [ + { + "type": "insetReadaloud", + "id": "315", + "entries": [ + "Beyond the broken door is a huge room scattered with broken pots and chests that have been largely hewn into pieces. Everything is covered with a thick layer of dust, apart from a still-intact chest and two vases." + ] + }, + "As in {@area area P10|312|x}, this scene was staged by the priests of Amun Sa long ago. Three hostile {@creature Mimic||mimics} lie in wait here, disguised as an unbroken chest and a couple of intact vases." + ] + }, + { + "type": "entries", + "name": "P12: Tomb", + "id": "316", + "entries": [ + { + "type": "insetReadaloud", + "id": "317", + "entries": [ + "In the center of this cool, dark room rests an ornate stone sarcophagus. Its lid is ajar and broken, and it contains nothing but dust. Hieroglyphs appear to have been hastily chiseled into the north wall." + ] + }, + "As in {@area area P10|312|x}, this scene was staged by the priests of Amun Sa during the pyramid's construction.", + { + "type": "entries", + "name": "Hieroglyphs", + "id": "318", + "entries": [ + "If translated (see the \"{@area Pyramid Features|2f1|x}\" section), the hieroglyphs read as follows:", + { + "type": "insetReadaloud", + "id": "319", + "entries": [ + "\"Here lies the tomb of Amun Sa. Know that ye have arrived too late To plunder his ransom for heaven's gate.\"" + ] + } + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Maze of Mists", + "id": "31a", + "entries": [ + "The second floor of the pyramid is the Maze of Mists: a vast, confounding maze designed to defeat clever intruders who bypass the false tomb by way of the offering bowl in {@area area P4|301|x}. Amun Sa commissioned an infamous mage named Kordan to create it; Kordan filled the maze's rooms with bloodthirsty creatures and its halls with a disorienting, rust-orange mist.", + "For each hour the party spends in the Maze of Mists, roll a {@dice d6}. On a roll of 1, an encounter occurs. To determine what the characters encounter, roll on the Random Maze of Mists Encounters table, rerolling duplicates.", + { + "type": "table", + "caption": "Random Maze of Mists Encounters", + "colLabels": [ + "d4", + "Encounter" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Four {@creature Phase Spider||phase spiders}" + ], + [ + "2", + "Two {@creature Invisible Stalker||invisible stalkers}" + ], + [ + "3", + "Eight {@creature Ghoul||ghouls}" + ], + [ + "4", + "Two {@creature Minotaur||minotaurs} chasing a scared human {@creature bandit} who belongs to the Hands of Plenty (see {@area area P16|32f|x})" + ] + ] + }, + "The following locations are keyed to map 5.2.", + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/079-map-5.02-maze-of-mists-map.webp" + }, + "imageType": "map", + "title": "Map 5.2: Maze of Mists", + "credit": "Stacey Allan & William Doyle", + "width": 2550, + 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The scent comes from four doorways spaced evenly around the room. Each doorway is filled with rusty-orange mist. Between the doorways are four levers set into the walls.", + "A skeleton lies in the center of the room, loosely gripping a sword that points at one of the doorways." + ] + }, + "The skeleton belonged to a Humanoid explorer; its sword points toward the west exit. Characters teleported to this level by the bowl of magical fire in the east offering room ({@area area P4|301|x}) might be disoriented and not know which direction is north.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Magnetic Trap", + "entry": "Lifting any of the levers along the walls triggers a magnetic trap within the chamber's ceiling. Each creature in the room wearing metal armor is pulled up to the 30-foot-high ceiling, as are any metal objects or weapons that aren't being worn or carried. A creature affected by the magnetic field collides with the ceiling; the creature takes 10 ({@dice 3d6}) bludgeoning damage and has the {@condition prone} and {@condition restrained} conditions until the field is deactivated." + } + ] + }, + "To deactivate the magnetic field, all the levers in the room must be reset to their downward position, at which point creatures and objects naturally fall to the floor. Casting {@spell Dispel Magic} on the ceiling deactivates the magnetic field permanently. The levers are lightweight and easily maneuvered. A creature can attempt to move a lever by hitting it with a ranged attack; each lever has Armor Class 10, and on a hit, the attack deals no damage and instead switches the lever's position." + ] + }, + { + "type": "entries", + "name": "P14: Mists and Corridors", + "id": "31d", + "entries": [ + "Sections of these hallways are filled with an orange mist (marked on {@adventure map 5.2|QftIS|5|Map 5.2: Maze of Mists}). The first time a character enters one of these misty areas, read or paraphrase the following text:", + { + "type": "insetReadaloud", + "id": "31e", + "entries": [ + "As you enter the rust-orange mist, the scent of sulfur floods your nostrils. You feel slightly lightheaded. This mist confuses your faculties and sense of direction." + ] + }, + "The mists heavily obscure vision and magically disorient those inside them. Such creatures lose all sense of distance and direction while in the mists. Creatures feeling their way along the walls find their sense of touch numbed, so they're never quite sure if they rounded a corner or continued straight.", + "Because of these effects, don't show players the shape or size of any of the mist-filled hallways or tell them what direction they're traveling. When the characters emerge in different rooms of the maze or gaps in the mist, describe areas in terms of \"left\" or \"right\" rather than cardinal directions.", + "The contents of the areas between the mists are detailed below.", + { + "type": "entries", + "name": "P14a", + "id": "31f", + "entries": [ + "A leather sack containing 102 gp lies against one wall of this corridor." + ] + }, + { + "type": "entries", + "name": "P14b", + "id": "320", + "entries": [ + "A {@item +1 Warhammer} lies near a heavy plank door in this clear stretch of corridor." + ] + }, + { + "type": "entries", + "name": "P14c", + "id": "321", + "entries": [ + "A tiny ring made of fine silver lies on the floor in the center of this corridor. The ring is a cursed {@item Ring of Feather Falling}. Attuning to the ring extends its curse to the wearer, who suffers the following effect:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Curse of Ill Temper", + "entry": "You are overcome with an urge to disagree with others' actions, ideas, and opinions." + } + ] + }, + "While cursed in this way, the wearer is unwilling to part with the ring. A {@spell Remove Curse} spell or similar magic breaks the curse." + ] + }, + { + "type": "entries", + "name": "P14d", + "id": "322", + "entries": [ + "Characters who have a passive Wisdom ({@skill Perception}) score of 15 or higher detect a cool, fresh breeze from the east." + ] + }, + { + "type": "entries", + "name": "P14e", + "id": "323", + "entries": [ + "The words \"Knock First\" have been carved in Common into a heavy plank door. The bandits in the room beyond (see {@area area P16|32f|x}) wrote this to try to dupe intruders into announcing their presence." + ] + }, + { + "type": "entries", + "name": "P14f", + "id": "324", + "entries": [ + "A cool, fresh breeze flows out from under the door, and a character listening at the door hears tumbling torrents of water." + ] + }, + { + "type": "entries", + "name": "P14g", + "id": "325", + "entries": [ + "Lying on the floor is the skeleton of a person who died while pulling a cart loaded with three chests stacked atop each other. Characters who have a passive Wisdom ({@skill Perception}) score of 15 or higher detect the stench of rotten flesh from the north.", + "If the top chest is opened, it sprays poisoned darts in all directions. Each creature within 10 feet of the chest must make a DC 15 Dexterity saving throw. On a failed save, the creature takes 2 ({@dice 1d4}) piercing damage and 28 ({@dice 8d6}) poison damage and has the {@condition poisoned} condition for 1 hour. On a successful save, the creature takes half as much damage only.", + "The bottom two chests each contain 250 gp." + ] + }, + { + "type": "entries", + "name": "P14h", + "id": "326", + "entries": [ + "This area reeks of dead flesh. Bodies in various states of decay lie strewn about the floor. In the center lies the corpse of a human. A shimmering axe juts from his chest.", + "The axe is a {@item Berserker Axe}. The weapon's name (\"Enduval\") is inscribed into the blade. The axe stops shimmering once it's removed from the corpse." + ] + }, + { + "type": "entries", + "name": "P14i", + "id": "327", + "entries": [ + "Characters who have a passive Wisdom ({@skill Perception}) score of 15 or higher detect the stench of decaying flesh from the south." + ] + }, + { + "type": "entries", + "name": "P14j", + "id": "328", + "entries": [ + "Characters who have a passive Wisdom ({@skill Perception}) score of 15 or higher detect the stench of decaying flesh from the west." + ] + }, + { + "type": "entries", + "name": "P14k", + "id": "329", + "entries": [ + "A leather knapsack lies on the floor next to a door. It contains a {@item Spell Scroll} of {@spell Fly}, a {@item Spell Scroll} of {@spell Fireball}, and a pouch containing 30 pp." + ] + }, + { + "type": "entries", + "name": "P14l", + "id": "32a", + "entries": [ + "A {@item Ring of Protection} sits on the floor of this clear section of corridor." + ] + }, + { + "type": "entries", + "name": "P14m", + "id": "32b", + "entries": [ + "A trail of gold pieces on the east side of this corridor leads to the north archway, where it ends. The total value of the coins is 137 gp." + ] + }, + { + "type": "entries", + "name": "P14n", + "id": "32c", + "entries": [ + "A trail of platinum pieces starts in the center of the corridor and leads to the west archway, where it ends. The total value of the coins is 152 pp." + ] + } + ] + }, + { + "type": "entries", + "name": "P15: Grieving Elves", + "id": "32d", + "entries": [ + { + "type": "insetReadaloud", + "id": "32e", + "entries": [ + "Humanoid bones litter the floor of this room, along with the tattered remnants of adventurers' clothing. Five elves dressed in similar attire kneel over the bones, speaking solemn prayers in mourning." + ] + }, + "The \"elves\" are five {@creature Doppelganger||doppelgangers} that devoured a group of adventurers in this room four days ago; like the characters, those adventurers sought to break the pharaoh's curse. The doppelgangers then took on the adventurers' appearances.", + "The doppelgangers play the role of grieving elves who have just found the bones of their long-lost kin, reading the characters' thoughts to gain their pity and trust. The doppelgangers claim to know the trick to solving the maze: send two people ahead through the mists with a rope for the others to follow. They gladly volunteer to send one of their own as a guide along with one of the characters.", + "The doppelgangers aim to isolate the characters, slowly assuming their identities until none remain." + ] + }, + { + "type": "entries", + "name": "P16: Knock, Knock", + "id": "32f", + "entries": [ + { + "type": "insetReadaloud", + "id": "330", + "entries": [ + "A few cots lie scattered around this room, as well as a few packs of supplies. Several humans dressed in dirty adventuring gear and green bandannas rest here." + ] + }, + "Seven human {@creature Bandit||bandits} camp in this room. They are led by Cateline and Imbert (chaotic neutral, human {@creature Bandit Captain||bandit captains}). The bandits are part of a thieving troupe called the Hands of Plenty. Dirty, sweaty, and tired, the bandits are initially indifferent toward the characters. If the characters knocked on the door before entering, the bandits have their weapons at the ready. Otherwise, they are arguing loudly.", + { + "type": "entries", + "name": "Parleying with the Bandits", + "id": "331", + "entries": [ + "If the characters don't attack, the bandits are relieved to see them. The Hands of Plenty came to this pyramid days ago, intending to raid it for treasure, but they quickly became lost. Now they just want to find their way out. None of the bandits have encountered the ghost of Amun Sa\u2014they don't even know who he is.", + "Tired of wandering the pyramid, Cateline and Imbert grudgingly suggest a temporary alliance between the characters and the Hands of Plenty. If the characters agree, the Hands of Plenty accompany the characters and fight alongside them. However, if any of the bandits come across treasure worth 100 gp or more, their greed overwhelms them, and they attack the characters to claim the treasure for themselves." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "332", + "entries": [ + "Cateline and Imbert each carry 40 gp. The other seven bandits each carry 10 gp." + ] + } + ] + }, + { + "type": "entries", + "name": "P17: Rug Room", + "id": "333", + "entries": [ + "An oversized chest sits atop a beautiful rug in this dome-ceilinged room. The rug beneath the chest is a {@creature rug of smothering}.", + "If the chest or the rug is disturbed, the rug slips from beneath the chest and attacks. At the same time, the chest opens to reveal three more {@creature Rug of Smothering||rugs of smothering} that unfurl themselves and join the fight. Apart from these rugs, the chest is empty." + ] + }, + { + "type": "entries", + "name": "P18: Well of Questions", + "id": "334", + "entries": [ + { + "type": "insetReadaloud", + "id": "335", + "entries": [ + "A sphinx lounges on a wide platform at the far end of this chamber, her wings folded neatly at her side. Her tail flicks back and forth as she stares at you intently.", + "Water surges from a well in the middle of the room, flowing into a trough on the floor, across the room, and into to an opening below the sphinx's platform." + ] + }, + "A {@creature gynosphinx} named Senenura resides in this room. Initially indifferent to the characters, she asks them what they are doing here, then she makes them an offer. If the characters can answer a riddle, Senenura promises to answer one question they have about the tomb. She warns, however, that if the characters don't answer correctly, she will eat them. The characters need to accept or decline the offer before knowing the riddle.", + { + "type": "entries", + "name": "Sphinx's Riddle", + "id": "336", + "entries": [ + "Senenura's riddle is as follows:", + { + "type": "insetReadaloud", + "id": "337", + "entries": [ + "\"Too much, and you wither; too little, and you shiver. I'm slow in the summer, and hasty in winter. What am I?\"" + ] + }, + "{@i Answer: The answer is the sun.}" + ] + }, + { + "type": "entries", + "name": "Answered Correctly", + "id": "338", + "entries": [ + "If the characters answer the riddle correctly, Senenura keeps her promise to answer one question they have about the tomb.", + "The sphinx is knowledgeable about the following topics:", + { + "type": "list", + "items": [ + "Everything in this adventure's background", + "All the creatures and traps within the pyramid", + "All the maze's exits, including those in this room", + "Where Amun Sa's staff and star-gem are kept ({@area areas P67|3c2|x} and {@area P68|3c6|x}, respectively)", + "The mummy lord {@creature Nafik|QftIS} and his descent into evil" + ] + } + ] + }, + { + "type": "entries", + "name": "Answered Incorrectly", + "id": "339", + "entries": [ + "If the characters answer the riddle incorrectly, Senenura attacks and fights ferociously to the death." + ] + }, + { + "type": "entries", + "name": "Trough", + "id": "33a", + "entries": [ + "The circular opening at the base of the sphinx's platform is 5 feet in diameter. Medium and smaller creatures that fall into the trough must succeed on a DC 15 Strength saving throw or be swept into this opening, which empties into {@area area P6|309|x}.", + "See diagram 5.1 for a cross-section of this area and its waterways." + ] + }, + { + "type": "entries", + "name": "Water of Athis", + "id": "33b", + "entries": [ + "The water in this chamber is the water of Athis (see the \"{@area Pyramid Features|2f1|x}\" section)." + ] + }, + { + "type": "entries", + "name": "Well", + "id": "33c", + "entries": [ + "Any character who looks into the well sees a 10-foot-diameter tunnel below the surface that enters the well from the east side. Water flows into the well through this tunnel. Though the volume of water is high, the well's large size makes the current slow and swimmable. This water tunnel angles up to {@area area P29|35a|x} on the third floor." + ] + } + ] + }, + { + "type": "entries", + "name": "P19: Spear Room", + "id": "33d", + "entries": [ + { + "type": "insetReadaloud", + "id": "33e", + "entries": [ + "Little holes honeycomb the right wall of this square room, whose domed ceiling is encircled by a narrow ledge. Steel spears pin four humanoid skeletons to the left wall, and a chest sits on the far end of the room." + ] + }, + "This room contains a brutal spear trap.", + { + "type": "entries", + "name": "Secret Door", + "id": "33f", + "entries": [ + "A secret door atop this room's 30-foot-high ledge leads to an observation dome on the third floor of the pyramid ({@area area P53a|393|x})." + ] + }, + { + "type": "entries", + "name": "Spear Trap", + "id": "340", + "entries": [ + "Ninety of the one hundred holes in the south wall contain a hidden spear held in place by magic. When a creature enters this room, and every minute afterward until no living creatures or spears remain, ten of the spears shoot from the wall. Creatures in the room when the spears are released must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 28 ({@dice 8d6}) piercing damage, is pinned to the north wall, and has the {@condition grappled} condition (escape DC 15). On a successful save, a creature takes half as much damage only." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "341", + "entries": [ + "The unlocked chest contains 250 pp." + ] + } + ] + }, + { + "type": "entries", + "name": "P20: X-Room", + "id": "342", + "entries": [ + "A giant {@i X} has been shallowly carved into the floor of this square room. A narrow ledge encircles the base of the room's domed ceiling.", + { + "type": "entries", + "name": "Secret Door", + "id": "343", + "entries": [ + "A secret door atop this room's 30-foot-high ledge leads to an observation dome on the third floor of the pyramid ({@area area P53b|393|x})." + ] + }, + { + "type": "entries", + "name": "Stone Block Trap", + "id": "344", + "entries": [ + "A character who searches the room for traps and succeeds on a DC 20 Wisdom ({@skill Perception}) check notices the outline of a 10-foot-square hatch in the ceiling. It is directly above the X, which marks a pressure plate in the floor.", + "Any weight in excess of 40 pounds placed on the {@i X} releases a 10-foot-square stone block from the hatch overhead. Creatures below the block when it drops must make a DC 15 Dexterity saving throw. On a successful save, a creature is pushed to the nearest unoccupied space. On a failed save, it takes 55 ({@dice 10d10}) bludgeoning damage and has the {@condition prone} and {@condition restrained} conditions as it is pinned under the block. A creature can use its action to make a DC 15 Strength ({@skill Athletics}) check to free itself or another creature from the block, ending both conditions on a success. The block weighs 2,000 pounds." + ] + } + ] + }, + { + "type": "entries", + "name": "P21: Pendulum Room", + "id": "345", + "entries": [ + { + "type": "insetReadaloud", + "id": "346", + "entries": [ + "A rope hangs from the ceiling of this room; its lower end is tied to the wall facing the doorway. At the other end is a gigantic, bladed pendulum. A narrow ledge encircles the base of the room's domed ceiling." + ] + }, + "An {@creature invisible stalker} lurks in this room. When two or more creatures enter the room, the invisible stalker severs the pendulum's rope, causing the blade to sweep down at them. It then attempts to {@action shove} creatures into the blade's path.", + { + "type": "entries", + "name": "Pendulum", + "id": "347", + "entries": [ + "If the rope securing the pendulum is cut, the blade swings down toward the door and back again. A creature in the swinging blade's path must succeed on a DC 15 Dexterity saving throw or take 22 ({@dice 4d10}) slashing damage. The blade swings again on initiative count 20 of each round (losing initiative ties), and the damage on subsequent rounds is reduced by {@dice 1d10}. When the number of damage dice reaches 0, the blade stops." + ] + }, + { + "type": "entries", + "name": "Secret Door", + "id": "348", + "entries": [ + "A secret door atop this room's 30-foot-high ledge leads to an observation dome on the third floor of the pyramid ({@area area P53c|393|x}).", + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/081-05-005.minotaur.webp" + }, + "title": "Bloodthirsty minotaurs stalk the Maze of Mists, hacking trespassers to bits with wicked-looking axes", + "credit": "Hazem Ameen", + "width": 850, + "height": 2350 + } + ] + } + ] + }, + { + "type": "entries", + "name": "P22: Minotaur Lair", + "id": "349", + "entries": [ + { + "type": "insetReadaloud", + "id": "34a", + "entries": [ + "The walls of this room are splattered with dried blood. There is a ten-foot-diameter hole in the ceiling. Piled beneath it is a large mound of straw.", + "Three hulking creatures with humanoid bodies, bulls' heads, and piercing red eyes pace around this room, snorting aggressively with axes in hand." + ] + }, + "The three {@creature Minotaur||minotaurs} in this room attack on sight. Summoned by the mage who created the maze, the minotaurs are Fiends instead of Monstrosities. They know nothing of Amun Sa and seek only to spill the blood of trespassers in the maze. The minotaurs are immune to the mists' disorienting effect.", + { + "type": "entries", + "name": "Ceiling Shaft", + "id": "34b", + "entries": [ + "The hole in the ceiling leads to a 30-foot-long vertical shaft covered by a trapdoor in a temple on the pyramid's third floor ({@area area P52|38e|x})." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "34c", + "entries": [ + "Scattered in the hay are 1,800 gp." + ] + } + ] + }, + { + "type": "entries", + "name": "P23: Darkness Room", + "id": "34d", + "entries": [ + "Magical darkness fills this room. A {@spell Dispel Magic} spell cast on the darkness dispels it, as does the {@spell Daylight} spell.", + "A locked chest rests against the west wall. Two {@creature Black Pudding||black puddings} cling to the ceiling above it. The oozes drop from the ceiling to ambush any creature that approach the chest.", + { + "type": "entries", + "name": "Treasure", + "id": "34e", + "entries": [ + "The chest holds three identical bottles: two {@item Potion of Healing||Potions of Healing} and a {@item Potion of Poison}." + ] + } + ] + }, + { + "type": "entries", + "name": "P24: Robber Press", + "id": "34f", + "entries": [ + "This room was designed to grind intruders to a pulp. It appears empty, except for a small leather knapsack that sits at the far end of the room.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Compacting Wall Trap", + "entry": "When a Small or larger creature ventures more than 10 feet into the room, the door slams shut and locks itself, and the walls to the east and west begin to close in. Roll initiative. On initiative count 20 (losing initiative ties), creatures between the walls take 22 ({@dice 4d10}) bludgeoning damage and have the {@condition restrained} condition as they're slowly crushed by the walls. The walls continue to compress for 3 rounds." + } + ] + }, + "A creature within 5 feet of the door can try to open it by using its action to make a DC 20 Dexterity ({@skill Sleight of Hand}) check with thieves' tools to bypass the lock or a DC 25 Strength ({@skill Athletics}) check to force open the door.", + "A creature in the room can use its action to make a DC 20 Strength ({@skill Athletics}) check to hold the walls apart until the start of its next turn. On a successful check, creatures take no damage from the walls and don't have the {@condition restrained} condition during that time.", + "After 3 rounds, the walls return to their initial positions, ending the {@condition restrained} condition on creatures still between them. The door then unlocks.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Illusory Knapsack", + "entry": "The knapsack is an illusion to lure creatures into the room. A character who examines the knapsack can determine it's an illusion with a successful DC 15 Intelligence ({@skill Investigation}) check or by physically interacting with it." + } + ] + } + ] + }, + { + "type": "entries", + "name": "P25: Suspiciously Empty Room", + "id": "350", + "entries": [ + "This large square room has a domed ceiling and is completely empty. There is nothing of note here." + ] + }, + { + "type": "entries", + "name": "P26: Pole Forest", + "id": "351", + "entries": [ + { + "type": "insetReadaloud", + "id": "352", + "entries": [ + "Like a forest of narrow wooden poles, dozens of long spears protrude from holes in the floor toward this room's domed ceiling, which is encircled by a narrow ledge. The skeleton of a dwarf in chain mail is pinned to the ceiling. The dwarf's pack was ripped open by one of the spears, spilling a pile of jewels on the floor." + ] + }, + "Characters can pass through the room by hacking a path through the spears. The spears are easily felled, but doing so is noisy. Roll on the {@adventure Random Maze of Mist Encounters table|QftIS|5|Maze of Mists} (detailed earlier in this section) to determine what creatures arrive to investigate the noise.", + { + "type": "entries", + "name": "Secret Door", + "id": "353", + "entries": [ + "A secret door atop this room's 30-foot-high ledge leads to an observation dome on the third floor of the pyramid ({@area area P53d|393|x})." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "354", + "entries": [ + "Spilled amid the poles are five jacinth gems worth 300 gp each." + ] + } + ] + }, + { + "type": "entries", + "name": "P27: Flameskull Room", + "id": "355", + "entries": [ + "Three {@creature Flameskull||flameskulls} fly in circles around this room, whose domed ceiling is encircled by a narrow ledge. The flameskulls attack intruders on sight.", + { + "type": "entries", + "name": "Secret Door", + "id": "356", + "entries": [ + "A secret door atop this room's 30-foot-high ledge leads to an observation dome on the third floor of the pyramid ({@area area P53e|393|x})." + ] + } + ] + }, + { + "type": "entries", + "name": "P28: Loose Ceiling", + "id": "357", + "entries": [ + "A {@creature cloaker} camouflaged to match the stonework lies flush against the ceiling of this room, whose domed ceiling is encircled by a narrow ledge. The cloaker attacks the first creature that enters the chamber.", + { + "type": "entries", + "name": "Secret Door", + "id": "358", + "entries": [ + "A secret door atop this room's 30-foot-high ledge leads to an observation dome on the third floor of the pyramid (see {@area area P53f|393|x})." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Halls of the Upper Priesthood", + "id": "359", + "entries": [ + "The third floor of the pyramid was known as the Halls of the Upper Priesthood. All the Undead on this level were priests of Amun Sa until the former high priest, {@creature Nafik|QftIS}, corrupted their souls and cursed them with undeath.", + "For each hour the party spends on this floor, roll a {@dice d6}. On a roll of 1, an encounter occurs. To determine what the characters encounter, roll on the Random Upper Priesthood Encounters table, rerolling duplicates.", + { + "type": "table", + "caption": "Random Upper Priesthood Encounters", + "colLabels": [ + "d4", + "Encounter" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Eight {@creature Giant Spider||giant spiders}" + ], + [ + "2", + "Three {@creature Carrion Crawler||carrion crawlers}" + ], + [ + "3", + "Six {@creature Ghast||ghasts}" + ], + [ + "4", + "Three {@creature Banshee||banshees}" + ] + ] + }, + "The following locations are keyed to map 5.3.", + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/082-map-5.04-halls-of-the-upper-priesthood-map.webp" + }, + "imageType": "map", + "title": "Map 5.3: Halls of the Upper Priesthood", + "credit": "Stacey Allan & William Doyle", + "width": 2550, + "height": 3300, + "id": "5a9", + "mapRegions": [ + { + "area": "35e", 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The air is damp, and the walls are covered with slimy green moss.", + "Dim light streams from an archway near the top of one side of the shaft. A narrow, roaring waterfall pours from the archway into the pool." + ] + }, + "If the party enters this area from the hall ({@area areas P30|35e|x}\u2013{@area P31|360|x}), read or paraphrase the following text:", + { + "type": "insetReadaloud", + "id": "35c", + "entries": [ + "The corridor ends in an archway followed by a steep drop. The water falls over the edge into a murky pool at the bottom of a deep moss-covered shaft." + ] + }, + "Handholds line the walls. Characters can climb this shaft without needing to make any checks.", + { + "type": "entries", + "name": "Water of Athis", + "id": "35d", + "entries": [ + "The waterway is filled with the water of Athis (see the \"Pyramid Features\" section)." + ] + } + ] + }, + { + "type": "entries", + "name": "P30: North Entry", + "id": "35e", + "entries": [ + "A compass rose is carved into the floor of this arched corridor. The compass rose is accurate and can help reorient characters exiting the maze on the pyramid's second floor.", + { + "type": "entries", + "name": "Water of Athis", + "id": "35f", + "entries": [ + "An aqueduct fills half the corridor, carrying the water of Athis (see the \"{@area Pyramid Features|2f1|x}\" section) toward {@area area P29|35a|x}." + ] + } + ] + }, + { + "type": "entries", + "name": "P31: Long Hall", + "id": "360", + "entries": [ + "This long hallway rises steadily toward {@area area P32|362|x}. Bright light shines from the hallway's southern end.", + { + "type": "entries", + "name": "Water of Athis", + "id": "361", + "entries": [ + "An aqueduct carries the water of Athis (see the \"{@area Pyramid Features|2f1|x}\" section) from the stream in the garden hall ({@area area P32|362|x}) to the north, where it surges high against the wall before following the corridor's sharp turn to the east." + ] + } + ] + }, + { + "type": "entries", + "name": "P32: Garden Hall", + "id": "362", + "entries": [ + { + "type": "insetReadaloud", + "id": "363", + "entries": [ + "A rapid stream runs through this brilliantly lit indoor garden. The room's domed ceiling glows with warm light, giving life to the lush plants along the stream. Nestled among the ferns, flowers, and palm trees in the garden are two enormous bronze bowls filled with leafy pomegranates, pears, figs, and dates." + ] + }, + "Sunlight beams down from this room's ceiling.", + { + "type": "entries", + "name": "Secret Doors", + "id": "364", + "entries": [ + "The foliage hides secret doors: one in the southwest alcove to {@area area P34|36d|x} and another in the southeast alcove to {@area area P35|370|x}. The greenery raises the DC to find these doors to 20." + ] + }, + { + "type": "entries", + "name": "Fruit Bowls", + "id": "365", + "entries": [ + "If the characters approach or disturb a fruit bowl, the magical fruits in the bowls spread their leaves like wings and take flight in all directions like insects. There are fifty flying fruits in all.", + "A character more than 20 feet off the ground\u2014such as one climbing a palm tree, flying, or leaping into the air\u2014can use an action to try to snatch a flying fruit from the air, doing so with a successful DC 18 Dexterity ({@skill Sleight of Hand}) check. Alternatively, a character can shoot down a flying fruit by hitting it with a ranged attack roll; each fruit has Armor Class 18. Once plucked from the air or shot down, a flying fruit becomes inanimate.", + "A creature that eats a flying fruit has advantage on Strength and Dexterity saving throws for the next 8 hours. The flying fruit tastes like a deliciously sweet fruit of its apparent variety. If a flying fruit is taken out of the pyramid, it loses its magic and rots 1 minute later." + ] + }, + { + "type": "entries", + "name": "Water of Athis", + "id": "366", + "entries": [ + "The stream flows with the water of Athis (see the \"{@area Pyramid Features|2f1|x}\" section)." + ] + } + ] + }, + { + "type": "entries", + "name": "P33: Dome of Flight", + "id": "367", + "entries": [ + { + "type": "insetReadaloud", + "id": "368", + "entries": [ + "The walls of this octagonal room rise high to a domed ceiling that glows with warm light. A waterfall tumbles into the room from the mouth of a stone-carved lion's head, emptying into a stream that flows through the north entrance. A door sits high on the south wall above the lion's head, opening onto a narrow ledge that encircles the base of the domed ceiling.", + "Four palm trees stand in the room, and clusters of pineapples grow from their leafy tops. Two identical granite altars sit on the east and west sides of a pool. Each altar is carved with the impression of a right hand, a left hand, and gold-lined hieroglyphs. Thick foliage shrouds doors to the east and west." + ] + }, + "This chamber's ceiling is 60 feet high and radiates sunlight. The door atop the ledge leads to {@area area P55|39f|x}, while an archway concealed behind the waterfall leads to {@area area P44|37d|x}.", + "See diagram 5.2 for a cross-section of this room.", + { + "type": "entries", + "name": "Altars", + "id": "369", + "entries": [ + "These identical magic altars were used to lift the pharaoh's heavy sarcophagus to the next level of the tomb. Each bears three hieroglyphs. If translated (see the \"{@area Pyramid Features|2f1|x}\" section; treat the hieroglyphs as a single passage), the hieroglyphs read \"float,\" \"reverse,\" and \"negate.\"", + "If a creature touches both of the hand-shaped impressions, the impressions begin to glow as the altars activate. From then on, any creature in the room can use a bonus action to say one of the following words to cause its corresponding effect:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "\"Float", + "entry": "\" Gravity in this room becomes half as strong as normal. Creatures' jump distances are doubled in this room, and creatures and objects that fall descend at a rate of 60 feet per round and take no damage from the fall. Water still flows down the waterfall and through the stream, but at a slower rate than before. This effect can exist simultaneously with the \"reverse\" effect." + }, + { + "type": "item", + "name": "\"Reverse", + "entry": "\" The entire room is affected by a {@spell Reverse Gravity} spell. The waterfall flows upward, exposing the hidden archway to {@area area P44|37d|x} and forming an upside-down pond in the ceiling. This effect can exist simultaneously with the \"float\" effect." + }, + { + "type": "item", + "name": "\"Negate", + "entry": "\" If the \"float\" or \"reverse\" effects are active, they end immediately. The impressions on the altars stop glowing, and the altars deactivate." + } + ] + } + ] + }, + { + "type": "entries", + "name": "Grenade Palms", + "id": "36a", + "entries": [ + "The trees are grenade palms, bearing explosive fruits that look like pineapples. The palms evolved this way so they could scatter their seeds far and wide. A character who examines the trees and succeeds on a DC 17 Intelligence ({@skill Nature}) check recognizes this rare plant.", + "When a creature comes within 5 feet of a grenade palm, the vibrations of the creature's movements loosen one of the explosive fruits overhead. The fruit lands near the base of the tree and bursts in a blast of woody shrapnel. Each creature within 20 feet of the fruit must make a DC 15 Dexterity saving throw, taking 21 ({@dice 6d6}) piercing damage on a failed save or half as much damage on a successful one.", + "As an action, character can safely pick a fruit from the tree by gently twisting it off the branches with a successful DC 15 Dexterity ({@skill Sleight of Hand}) check. The character can hurl the fruit up to 60 feet as an action, causing it to burst on impact.", + "The fruit can be stowed for later use, but doing so is dangerous. If a creature carrying a fruit is hit by an attack or is otherwise jostled, the fruit explodes." + ] + }, + { + "type": "entries", + "name": "Tapping Noise", + "id": "36b", + "entries": [ + "A character who stands on the ledge or domed ceiling and succeeds on a DC 15 Wisdom ({@skill Perception}) check hears a faint tapping noise coming from the dome's east side. This sound is a gnome named Prit (see {@area area P54|39b|x}), rapping on the other side of the wall with a spoon. This section of the wall has Armor Class 17, 25 hit points, and immunity to poison and psychic damage. Destroying the wall creates an opening to area P54." + ] + }, + { + "type": "entries", + "name": "Water of Athis", + "id": "36c", + "entries": [ + "The water in this room is the water of Athis (see the \"{@area Pyramid Features|2f1|x}\" section)." + ] + } + ] + }, + { + "type": "entries", + "name": "P34: Gazelle-Headed Statue", + "id": "36d", + "entries": [ + { + "type": "insetReadaloud", + "id": "36e", + "entries": [ + "A nine-foot-tall statue of a gazelle-headed woman stands in this alcove. She raises a finger to her mouth." + ] + }, + "This statue depicts a god of knowledge unique to the people of Bakar. A character who inspects the statue and succeeds on a DC 15 Intelligence ({@skill Religion}) check knows this god prizes secrets.", + { + "type": "entries", + "name": "Treasure", + "id": "36f", + "entries": [ + "If a character tells the statue a secret, a {@item Potion of Necrotic Resistance||Potion of Resistance (necrotic)} glitters into existence at the statue's feet. This happens only once." + ] + } + ] + }, + { + "type": "entries", + "name": "P35: Tortoise-Headed Statue", + "id": "370", + "entries": [ + { + "type": "insetReadaloud", + "id": "371", + "entries": [ + "A nine-foot-tall stone statue of a tortoise-headed man stands in this alcove. He holds a hand up to his ear." + ] + }, + "This statue depicts a god of art unique to the people of Bakar. A character who inspects the statue and succeeds on a DC 15 Intelligence ({@skill Religion}) check knows this god enjoys music.", + { + "type": "entries", + "name": "Treasure", + "id": "372", + "entries": [ + "If a character sings a song or plays a tune before the statue, a {@item Potion of Necrotic Resistance||Potion of Resistance (necrotic)} glitters into existence at the statue's feet. This happens only once." + ] + } + ] + }, + { + "type": "entries", + "name": "P36: West Chamber", + "id": "373", + "entries": [ + "Four leather sacks sit on the floor of this 20-foot-long hallway. Each of the sacks contains 100 gp." + ] + }, + { + "type": "entries", + "name": "P37: East Chamber", + "id": "374", + "entries": [ + "The slain bodies of two wights, defeated by Uma and her companions (see {@area area P47|383|x}), lie sprawled on the floor of this long chamber. A character who inspects the wights notices marks left by swords and arrows on the corpses." + ] + }, + { + "type": "entries", + "name": "P38: West Hall", + "id": "375", + "entries": [ + "Two {@creature Wraith||wraiths} haunt this hallway like sentries. A character looking to traverse the hall undetected must succeed on a DC 12 Dexterity ({@skill Stealth}) check." + ] + }, + { + "type": "entries", + "name": "P39: East Hall", + "id": "376", + "entries": [ + "This quiet hall is empty. Streaks of decades-old dried blood mar the walls and floor." + ] + }, + { + "type": "entries", + "name": "P40: West Kitchen", + "id": "377", + "entries": [ + "This room is a long-abandoned kitchen, its counters and cutlery coated in a thick layer of dust. In the center of the room, a heavy wooden block has a cleaver stuck into it. The cleaver, which is made of fine silver, functions as a silvered handaxe." + ] + }, + { + "type": "entries", + "name": "P41: West Pantry", + "id": "378", + "entries": [ + "This pantry is barren. As offerings to the pyramid declined, the priests of Amun Sa ran out of food.", + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/084-map-5.05-dome-of-flight-map.webp" + }, + "imageType": "map", + "title": "Diagram 5.2: Dome of Flight", + "credit": "Marc Moureau", + "width": 2400, + "height": 3000, + "id": "5ab", + "mapRegions": [ + { + "area": "362", + "points": [ + [ + 181, + 1640 + ], + [ + 259, + 1640 + ], + [ + 337, + 1653 + ], + [ + 408, + 1667 + ], + [ + 480, + 1709 + ], + [ + 480, + 1773 + ], + [ + 480, + 2120 + ], + [ + 712, + 2120 + ], + [ + 712, + 2423 + ], + [ + 181, + 2423 + ] + ] + }, + { + "area": "37d", + "points": [ + [ + 2215, + 1768 + ], + [ + 1861, + 1768 + ], + [ + 1787, + 1861 + ], + [ + 1783, + 2109 + ], + [ + 1692, + 2109 + ], + [ + 1692, + 2411 + ], + [ + 2215, + 2411 + ] + ] + }, + { + "area": "39f", + "points": [ + [ + 1733, + 1154 + ], + [ + 2217, + 996 + ], + [ + 2217, + 1316 + ], + [ + 1733, + 1467 + ] + ] + }, + { + "area": "367", + "points": [ + [ + 724, + 1126 + ], + [ + 726, + 1013 + ], + [ + 747, + 943 + ], + [ + 796, + 865 + ], + [ + 878, + 794 + ], + [ + 981, + 731 + ], + [ + 1080, + 697 + ], + [ + 1185, + 674 + ], + [ + 1276, + 684 + ], + [ + 1368, + 712 + ], + [ + 1467, + 749 + ], + [ + 1552, + 806 + ], + [ + 1617, + 869 + ], + [ + 1661, + 939 + ], + [ + 1680, + 1055 + ], + [ + 1680, + 2419 + ], + [ + 724, + 2419 + ] + ] + } + ], + "hrefThumbnail": { + "type": "internal", + "path": "adventure/QftIS/thumbnail/084-map-5.05-dome-of-flight-map.webp" + } + }, + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/085-map-5.05-dome-of-flight-map-player.webp" + }, + "imageType": "mapPlayer", + "title": "Player Version", + "width": 2400, + "height": 3000, + "credit": "Marc Moureau", + "mapParent": { + "id": "5ab" + } + } + ] + } + ] + }, + { + "type": "entries", + "name": "P42: East Kitchen", + "id": "379", + "entries": [ + "A dwarf skeleton with a cleaver lodged in its chest lies on a wooden table in this dusty, long-abandoned kitchen. All the kitchen's spoons are missing. They were taken by Prit the gnome (see {@area area P54|39b|x})." + ] + }, + { + "type": "entries", + "name": "P43: East Pantry", + "id": "37a", + "entries": [ + { + "type": "insetReadaloud", + "id": "37b", + "entries": [ + "Piles of plaster\u2014the remnants of long-shattered frescoes\u2014line the walls of this room. No readable pieces are left. Empty flour sacks litter the floor. The room's domed ceiling bears several wide cracks." + ] + }, + "This pantry is barren. As offerings to the pyramid declined, the priests of Amun Sa ran out of food.", + { + "type": "entries", + "name": "Ceiling Passageway", + "id": "37c", + "entries": [ + "Characters who look closely at the cracks in the ceiling see a rough-hewn tunnel rising from one of the larger cracks. The tunnel winds its way to {@area area P64|3b8|x}. It was dug with a spoon by Prit, the gnome in {@area area P54|39b|x}." + ] + } + ] + }, + { + "type": "entries", + "name": "P44: March of the True Faith", + "id": "37d", + "entries": [ + "Hieroglyphs cover the ceiling and floor of this corridor. Chiseled by a scribe to please the pyramid's former high priest, {@creature Nafik|QftIS}, the hieroglyphs also tell the story of Nafik's evil designs.", + "If translated (see the \"{@area Pyramid Features|2f1|x}\" section), the hieroglyphs on the ceiling read as follows:", + { + "type": "insetReadaloud", + "id": "37e", + "entries": [ + "\"Above our thoughts the pharaoh sleeps, In dreamy realms and sky so deep. The high priest worked a wonder great, And sealed him up into his fate. Great Nafik, the priest most high, Studies tomes that he might ply The watery path where all the great Leave death behind and loose their fate.\"" + ] + }, + "If translated, the hieroglyphs on the floor read:", + { + "type": "insetReadaloud", + "id": "37f", + "entries": [ + "\"Nafik was high priest of Amun Sa and leader of his rites. He was keeper of the tomes of Terbakar, the greatest library in all lands of the golden age.", + "\"Nafik searched, too, for life eternal, and some say he sought to rob the pharaohs of their right to that life. But I believe he sought only to serve.", + "\"Nafik's search was rewarded, for the books showed him the way of life eternal here. Now great and terrible in his power, he hopes to share this gift with us.", + "\"He cannot die, for he has sequestered his life elsewhere. Nafik is now second only to the gods themselves. He alone has claim on the rule of Bakar.\"" + ] + } + ] + }, + { + "type": "entries", + "name": "P45: North Priesthood Cells", + "id": "380", + "entries": [ + { + "type": "insetReadaloud", + "id": "381", + "entries": [ + "This long corridor has a wooden door at each end. Ancient, rotting black drapes hang loosely over the entrances to four small rooms on each side of the hall." + ] + }, + "The cells contain only dirt and broken cots." + ] + }, + { + "type": "entries", + "name": "P46: West Closet", + "id": "382", + "entries": [ + "Two unfinished sarcophagi face each other from opposite ends of this long chamber. Two {@creature Mummy||mummies} lurk inside the sarcophagi, lurching forth to attack any creatures that enter the room." + ] + }, + { + "type": "entries", + "name": "P47: West Cell of the High Priest", + "id": "383", + "entries": [ + { + "type": "insetReadaloud", + "id": "384", + "entries": [ + "The din of battle rises from this room. A heavily armored woman armed with a gleaming sword valiantly battles a horde of gaunt, gray creatures with sharp claws and long, ghastly tongues." + ] + }, + "A human {@creature knight} named Uma is fighting seven {@creature Ghast||ghasts} in this octagonal room. Two slain ghasts lie at her feet. If the characters don't immediately join her in battle, Uma shouts for their aid when she notices them.", + "If the characters help Uma fight off the ghasts, she regards them as comrades. Thankful for their efforts, Uma offers to join the characters if they help her exit the tomb.", + { + "type": "entries", + "name": "What Uma Knows", + "id": "385", + "entries": [ + "In addition to the history of Bakar (detailed in this adventure's {@area background|2dc|x}), Uma can impart the following information:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Amun Sa's Ghost", + "entry": "Twelve days ago, Uma traveled to the desert with a group of adventurers on a quest for a magic amulet. To their surprise, Uma and her companions were approached by the spirit of Amun Sa. They heeded his plea and entered this pyramid, looking to retrieve his staff and star-gem." + }, + { + "type": "item", + "name": "Encounter with a Mummy", + "entry": "Five days ago, Uma and her companions cornered a mummy garbed in tattered high priest's robes near a waterfall not far from here (see {@area area P33|367|x}). A fierce battle ensued, and Uma's comrades were slain. Uma struck a killing blow on the undead priest\u2014or so she thought. As the mummy crumbled to dust, he claimed his life was \"too precious a thing to carry with him,\" cackling as he disappeared. Uma can show the characters the way to the waterfall." + }, + { + "type": "item", + "name": "Uma's Fallen Comrades", + "entry": "Uma laid her companions to rest in a hallway of black curtains ({@area area P51|38d|x}). Since then, she has been surviving on rations, but her supplies are running low. She doesn't know how to get to the tomb's next level." + } + ] + }, + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/086-05-006.uma.webp" + }, + "title": "Uma, a valiant warrior who headed Amun Sa's call, fends off a horde of ghasts", + "credit": "Hazem Ameen", + "width": 1700, + "height": 1134 + } + ] + } + ] + }, + { + "type": "entries", + "name": "P48: Priest Catacombs", + "id": "386", + "entries": [ + { + "type": "insetReadaloud", + "id": "387", + "entries": [ + "A giant block of black stone lined with twelve upright sarcophagi sits in the center of this huge room. The faces that were carved into the lids of the sarcophagi have been gouged out by deep claw marks." + ] + }, + "The sarcophagi are actually doors to the inside of the stone block, which is hollow. Five {@creature Wight||wights} lurk within. They rush out to attack the characters as soon as any of the lids are opened.", + { + "type": "entries", + "name": "Treasure", + "id": "388", + "entries": [ + "An unlocked chest inside the stone block contains 800 gp." + ] + } + ] + }, + { + "type": "entries", + "name": "P49: East Closet", + "id": "389", + "entries": [ + "Two sarcophagi face each other from either end of this room. Their carved faces have ominous expressions. An inanimate skeleton falls out of the northern sarcophagus when it's opened.", + { + "type": "entries", + "name": "Secret Door", + "id": "38a", + "entries": [ + "Inside the southern sarcophagus is a secret door that leads to a dead end." + ] + } + ] + }, + { + "type": "entries", + "name": "P50: East Cell of the High Priest", + "id": "38b", + "entries": [ + "Three {@creature Wraith||wraiths} float within this room. When the characters enter, the wraiths are hissing at a holy-looking mace on the floor. The wraiths attack the characters on sight.", + { + "type": "entries", + "name": "Treasure", + "id": "38c", + "entries": [ + "The mace is a {@item Mace of Disruption} that belonged to an honorable warrior who braved Amun Sa's tomb years ago and perished. The weapon's name (\"Bar-ethel\") is inscribed in its hilt." + ] + } + ] + }, + { + "type": "entries", + "name": "P51: South Priesthood Cells", + "id": "38d", + "entries": [ + "This area's description is identical to that of {@area area P45|380|x}. However, three corpses have been laid behind the curtain in the northeastern-most cell. A moth-eaten blanket reverently covers each body, and a single, unlit candle rests before them.", + "The bodies are former adventurers and friends of Uma (see {@area area P47|383|x}), who dragged her comrades' bodies here to give them a proper burial and hide them from the Undead on this floor." + ] + }, + { + "type": "entries", + "name": "P52: Prayer Temple of the Priesthood", + "id": "38e", + "entries": [ + { + "type": "insetReadaloud", + "id": "38f", + "entries": [ + "Faded and moth-eaten prayer rugs are neatly placed about this room. In the center of the south wall is a thirty-foot-tall statue of Amun Sa with a giant gemstone glimmering from his forehead. A compass rose is carved into the floor before the statue." + ] + }, + "The compass rose is accurate and can help reorient characters who lost track of the cardinal directions in the maze on the second floor.", + { + "type": "entries", + "name": "Gemstone Trap", + "id": "390", + "entries": [ + "If the gemstone is removed from the statue's forehead, the statue makes a horrendous noise like a foghorn until the gem is put back or the statue is destroyed. The statue has Armor Class 17, 50 hit points, and immunity to poison and psychic damage. The noise attracts nearby creatures. Roll on the {@adventure Random Upper Priesthood Encounters table|QftIS|5|Random Upper Priesthood Encounters} (detailed earlier in this section) to determine what creatures arrive to investigate the noise." + ] + }, + { + "type": "entries", + "name": "Trapdoor", + "id": "391", + "entries": [ + "A hidden, 10-foot-wide trapdoor sits between the compass rose and the statue. A character who examines the floor and succeeds on a DC 15 Wisdom ({@skill Perception}) check spots the trapdoor. A creature that steps onto the trapdoor falls 40 feet into the haystack in {@area area P22|349|x}, taking no damage from the fall.", + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/087-map-5.06-observation-dome-map.webp" + }, + "imageType": "map", + "title": "Diagram 5.3: Observation Dome", + "credit": "Marc Moureau", + "width": 2400, + "height": 3000, + "id": "5ac" + }, + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/088-map-5.06-observation-dome-map-player.webp" + }, + "imageType": "mapPlayer", + "title": "Player Version", + "width": 2400, + "height": 3000, + "credit": "Marc Moureau", + "mapParent": { + "id": "5ac" + } + } + ] + } + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "392", + "entries": [ + "The \"gemstone\" in the statue's forehead is made of glass and worth only 1 gp. Characters who have proficiency with jeweler's tools recognize this, as does anyone who holds it and succeeds on a DC 13 Intelligence ({@skill Investigation}) check." + ] + } + ] + }, + { + "type": "entries", + "name": "P53: Observation Domes", + "id": "393", + "entries": [ + "Dark, dusty corridors lead to these domes, whose doors open onto the ledges over various rooms in the Maze of Mists. Priests used them to pass idle hours watching the deaths of grave robbers below.", + "See diagram 5.3 for a cross-section of a typical observation dome and its view over the area below.", + { + "type": "entries", + "name": "P53a", + "id": "394", + "entries": [ + "This dome opens over room P19." + ] + }, + { + "type": "entries", + "name": "P53b", + "id": "395", + "entries": [ + "This dome opens over room P20." + ] + }, + { + "type": "entries", + "name": "P53c", + "id": "396", + "entries": [ + "This dome opens over room P21." + ] + }, + { + "type": "entries", + "name": "P53d", + "id": "397", + "entries": [ + "This dome opens over room P26." + ] + }, + { + "type": "entries", + "name": "P53e", + "id": "398", + "entries": [ + "This dome opens over room P27." + ] + }, + { + "type": "entries", + "name": "P53f", + "id": "399", + "entries": [ + "This dome opens over room P28." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Gauntlet", + "id": "39a", + "entries": [ + "This floor of the pyramid\u2014the Gauntlet\u2014served as a last line of defense between intruders and the pharaoh's tomb. 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+ ], + [ + 697, + 2777 + ], + [ + 590, + 2667 + ] + ] + } + ], + "hrefThumbnail": { + "type": "internal", + "path": "adventure/QftIS/thumbnail/089-map-5.07-gauntlet.webp" + } + }, + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/090-map-5.07-gauntlet-player.webp" + }, + "imageType": "mapPlayer", + "title": "Player Version", + "width": 2400, + "height": 2998, + "credit": "Stacey Allan & William Doyle", + "mapParent": { + "id": "5ad" + } + } + ] + }, + { + "type": "entries", + "name": "P54: Prit's Tunnel", + "id": "39b", + "entries": [ + "If the party discovers this tunnel by traveling from the Heart's Lair ({@area area P64|3b8|x}), read or paraphrase:", + { + "type": "insetReadaloud", + "id": "39c", + "entries": [ + "The walls of this tunnel are rough and narrow, as if dug by a small creature. At the end of the tunnel stands a gnome, humming happily to himself as he chips away at the wall with a spoon." + ] + }, + "If the party discovers this tunnel by breaking down the wall in the Dome of Flight ({@area area P33|367|x}), read:", + { + "type": "insetReadaloud", + "id": "39d", + "entries": [ + "When the dust clears, a surprised gnome stands in a rough-hewn tunnel before you, holding a dingy spoon." + ] + }, + "This squirrelly gnome {@creature commoner} is named Prit. He snuck into the tomb five years ago to admire its architecture and has been happily tunneling through these ruins ever since. Prit is obsessed with spoons and doesn't know much about anything else. He does know that down the rough-hewn corridor behind him there's \"a weird little treasure\" (see {@area area P64|3b8|x}). Prit doesn't elaborate further, electing to show the characters the spoons he has collected instead.", + { + "type": "entries", + "name": "Treasure", + "id": "39e", + "entries": [ + "Prit carries a collection of one hundred and twelve spoons in his backpack. Many are mundane, but others are historical curios. If sold to the right buyer, the collection could fetch up to 350 gp, but Prit doesn't part with it willingly." + ] + } + ] + }, + { + "type": "entries", + "name": "P55: Entry Corridor", + "id": "39f", + "entries": [ + "An unsettling chill pervades this branching corridor. The two doors to the south are identical. They are both made of thick wood and bear gold hieroglyphs.", + { + "type": "entries", + "name": "Hieroglyphs", + "id": "3a0", + "entries": [ + "If translated (see the \"{@area Pyramid Features|2f1|x}\" section), the hieroglyphs read as follows:", + { + "type": "insetReadaloud", + "id": "3a1", + "entries": [ + "\"Beyond these doors lies the great Nafik, once second only to the pharaoh\u2014now second only to the gods.\"" + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "P56: Gauntlet of the True Way", + "id": "3a2", + "entries": [ + { + "type": "insetReadaloud", + "id": "3a3", + "entries": [ + "The well-lit hall before you is vast and majestic, rising at a slight angle toward the south. Wall torches light four flights of stairs that connect wide landings. Water thunders in torrents past both sides of the stairs and underneath these landings. At the top of the stairs is a platform, on which rests a giant bronze forearm with an upraised fist.", + "An imposing figure stands beside this bronze arm. He is wrapped almost entirely in tattered priestly attire that trails at his feet, but a few gaps between the wrappings reveal his rotting, desiccated skin.", + "The figure casts his gaze at you and says in a raspy voice, \"Foolish beings of living flesh, your journey ends here. Once, I was the pharaoh's high priest\u2014but now, I enjoy immortality that even he could never hope to attain. Revel in this moment: the rushing water of Athis, the smell of burning torches. It is the last scene you will ever witness.\"" + ] + }, + "{@creature Nafik|QftIS}, the heartless former high priest of Amun Sa, stands at the top of the stairs. As soon as Nafik is done monologuing\u2014or if his speech is interrupted\u2014he attacks.", + "If the characters try to explain to Nafik that Amun Sa sent them, he responds that the pharaoh is dead. Nafik considers himself the rightful inheritor of the tomb, its contents, and the kingdom of Bakar.", + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/091-05-007.nafik.webp" + }, + "title": "Nafik, the undead former high priest of Amun Sa, spews a dastardly monologue in the Gauntlet of the True Way", + "credit": "Dario Jelusic", + "width": 850, + "height": 2357 + }, + { + "type": "entries", + "name": "Bronze Arm", + "id": "3a4", + "entries": [ + "When combat begins, the bronze arm atop the stairs animates to defend Nafik. On initiative count 20 of each round (losing initiative ties), Nafik can command the arm to grab or push a creature of his choice that he can see within 10 feet of the arm. The target must make a DC 15 Strength saving throw. On a failed save, the target has the {@condition grappled} condition (escape DC 15) or is pushed into the rapids below (Nafik's choice). The arm has Armor Class 19, 30 hit points, and immunity to poison and psychic damage." + ] + }, + { + "type": "entries", + "name": "Destroying Nafik", + "id": "3a5", + "entries": [ + "Nafik's heart resides in {@area area P64|3b8|x}. To vanquish the high priest for good, the characters must first destroy his heart. If Nafik is reduced to 0 hit points while his heart remains intact, he cackles and crumbles to ash, knowing he will rise again. If his heart was previously destroyed, Nafik's lifeless body slumps to the floor, his face twisted into a permanent scowl." + ] + }, + { + "type": "entries", + "name": "Gauntlet", + "id": "3a6", + "entries": [ + "Each landing in this chamber has an effect that triggers when a creature other than Nafik steps foot on it. Each effect triggers only once.", + "From north to south, the landings' effects are as follows:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "North Landing", + "entry": "Two {@creature Ochre Jelly||ochre jellies} ooze from small holes in the east and west alcoves of this landing. They are loyal to Nafik and fight to the death." + }, + { + "type": "item", + "name": "Center Landing", + "entry": "A 30-foot-tall, 50-foot-wide wall of flame erupts from the floor in the middle of this landing, dividing the northern and southern halves of the room. The wall is opaque and lasts for 1 minute or until dispelled by a {@spell Dispel Magic} spell (DC 15). A creature that passes through the wall must make a DC 15 Dexterity saving throw, taking 14 ({@dice 4d6}) fire damage on a failed save or half as much damage on a successful one." + }, + { + "type": "item", + "name": "South Landing", + "entry": "A number of {@creature Shadow||shadows} equal to the number of characters appear from the southernmost alcoves. Each shadow is a wispy duplicate of a character intent on killing its original." + } + ] + }, + "If the characters entered from the south, or if they don't try to ascend the stairs, Nafik can instead trigger one of these effects at the start of his turn (no action required). He can trigger each effect only once." + ] + }, + { + "type": "entries", + "name": "Rapids", + "id": "3a7", + "entries": [ + "Two 10-foot-deep aqueducts surge with water 10 feet below the landings. This water is the water of Athis (see the \"{@area Pyramid Features|2f1|x}\" section).", + "A creature that falls into an aqueduct is swept to the northern end of the room and slams against the ledge face, taking 7 ({@dice 2d6}) bludgeoning damage. A creature can climb from the water level onto the north landing without needing to make any checks.", + "Water flows into the room from {@area area P57|3a8|x}, entering through a forked, 10-foot-wide channel beneath the frothy rapids. It flows out through sturdy grates in the northern ledge face, eventually emerging from the lion's head spout in {@area area P33|367|x}." + ] + } + ] + }, + { + "type": "entries", + "name": "P57: Pillar of Athis", + "id": "3a8", + "entries": [ + { + "type": "insetReadaloud", + "id": "3a9", + "entries": [ + "A ten-foot-diameter column of water thunders down from the ceiling of this semicircular room, pouring into an opening in the floor." + ] + }, + "If the characters visit this room before destroying {@creature Nafik|QftIS} and his heart (see {@area areas P56|3a2|x} and {@area P64|3b8|x}), the chamber is covered with thick grime. A deep voice emanates from the water column and utters the following message in Common:", + { + "type": "insetReadaloud", + "id": "3aa", + "entries": [ + "\"A terrible evil befouls this place. A wicked priest haunts these halls, his heart preserved in glass by foul magic. Those who end his undeath may return and face the Trial of Truth.\"" + ] + }, + "Once Nafik and his heart have been destroyed, the grime in this room disappears to reveal a question mark engraved in the floor before the column.", + { + "type": "entries", + "name": "Column of Water", + "id": "3ab", + "entries": [ + "This water column flows with the water of Athis (see the \"{@area Pyramid Features|2f1|x}\" section). A creature that steps into the column is abruptly swept through a duct into the rapids in {@area area P56|3a2|x}." + ] + }, + { + "type": "entries", + "name": "Trial of Truth", + "id": "3ac", + "entries": [ + "If a creature asks a question in this room after Nafik and his heart have been destroyed, a deep voice speaks from the column and asks three questions. The questions are as follows:", + { + "type": "list", + "items": [ + "\"What is your name?\"", + "\"What is your quest?\"", + "\"On whose hallowed ground do you stand?\" (The answer is \"Amun Sa's.\")" + ] + }, + "If a creature answers any of the questions inaccurately or lies, lightning leaps from the column of water toward that creature. The target must make a DC 15 Dexterity saving throw, taking 45 ({@dice 10d8}) lightning damage on a failed save or half as much damage on a successful one. If a question is answered truthfully, the voice proceeds to the next question until all three are answered.", + "After all three questions have been answered truthfully, read or paraphrase the following text:", + { + "type": "insetReadaloud", + "id": "3ad", + "entries": [ + "\"Put your hand in mine,\" says the column. A glowing impression of a hand appears on the floor before it." + ] + }, + "If a character places a hand into the impression, the water column flows backward for the next 10 minutes. Creatures that enter the column are gently ushered up to {@area area P65|3bc|x}." + ] + } + ] + }, + { + "type": "entries", + "name": "P58: Reading Room", + "id": "3ae", + "entries": [ + { + "type": "insetReadaloud", + "id": "3af", + "entries": [ + "The walls, ceiling, and floor of this room are made of marble. They might once have been beautiful, but now they're covered in cobwebs, dirt, and grime. An old, scorched book lies on a marble slab in the center of the room." + ] + }, + "This untitled book details how one can become a mummy lord through a complex ritual that involves numerous unspeakable acts and vile ingredients. Some of its pages are burnt and illegible, while others have been torn out.", + "{@creature Nafik|QftIS} tried to transform himself into a mummy lord using this book's ritual, but he lacked the requisite time and ingredients. His botched ritual transformed him into an unholy creature and his most loyal priests into Undead." + ] + }, + { + "type": "entries", + "name": "P59: Stagnant Pool", + "id": "3b0", + "entries": [ + "A pool of stagnant water rests in this octagonal room. Three hostile {@creature Water Weird||water weirds} lurk in the pool.", + { + "type": "entries", + "name": "Treasure", + "id": "3b1", + "entries": [ + "A waterproof bag containing 110 pp lies at the bottom of the pool, obscured by the water's grimy surface. Once Nafik and his heart have been destroyed, the grime in this room disappears." + ] + } + ] + }, + { + "type": "entries", + "name": "P60: Sitting Room", + "id": "3b2", + "entries": [ + "This octagonal room holds a bench, a chair, and a rug. The room otherwise contains nothing of value." + ] + }, + { + "type": "entries", + "name": "P61: Dining Room", + "id": "3b3", + "entries": [ + "Cobwebs cover this grand dining room for Amun Sa's priests. Characters who peruse the room's cabinets notice all the spoons are missing. They were taken by Prit the gnome (see {@area area P54|39b|x}).", + { + "type": "entries", + "name": "Treasure", + "id": "3b4", + "entries": [ + "The ornate plates and silverware in this room are worth a total of 110 gp." + ] + } + ] + }, + { + "type": "entries", + "name": "P62: Storage Room", + "id": "3b5", + "entries": [ + { + "type": "insetReadaloud", + "id": "3b6", + "entries": [ + "The north wall of this room has been broken through, with rubble and dirt piled on the floor. A rough-hewn tunnel twists north from the opening." + ] + }, + "Two earth elementals created by Nafik dug this tunnel under his instructions. They eventually hollowed out a cavern to safeguard the high priest's heart (see {@area area P64|3b8|x})." + ] + }, + { + "type": "entries", + "name": "P63: Burial Chamber", + "id": "3b7", + "entries": [ + "Six open sarcophagi rest in this octagonal room. This room was supposed to be the burial place of {@creature Nafik|QftIS} and the other priests of Amun Sa, but Nafik transformed them all into Undead with his foul ritual. The sarcophagi are empty." + ] + }, + { + "type": "entries", + "name": "P64: Heart's Lair", + "id": "3b8", + "entries": [ + { + "type": "insetReadaloud", + "id": "3b9", + "entries": [ + "The walls of this cavern are rough and irregular. Jumbled blocks of stone are strewn about the floor. Two large creatures made of solid earth stand imposingly before an alcove in the cavern's northeast corner." + ] + }, + "Nafik keeps his heart in a glass bell jar in the cavern's northeast cave. It's guarded by two {@creature Earth Elemental||earth elementals}. The elementals stand in stony silence unless intruders approach the northeastern alcove, at which point they attack.", + { + "type": "entries", + "name": "Nafik's Heart", + "id": "3ba", + "entries": [ + "The heart's glass jar is sealed to the floor in the northeast cave and can be smashed easily. The heart inside looks like an ordinary human heart, beating steadily. Nafik's heart has Armor Class 5 and 5 hit points. If the heart is destroyed, Nafik's Rejuvenation trait ceases to function." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Tomb of Amun Sa", + "id": "3bb", + "entries": [ + "The following locations are keyed to map 5.5.", + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/092-map-5.08-tomb-of-amun-sa-map.webp" + }, + "imageType": "map", + "title": "Map 5.5: Tomb of Amun Sa", + "credit": "Stacey Allan & William Doyle", + "width": 1200, + "height": 1500, + "id": "5ae", + "mapRegions": [ + { + "area": "3c2", + "points": [ + [ + 693, + 318 + ], + [ + 693, + 1258 + ], + [ + 1112, + 1258 + ], + [ + 1112, + 318 + ] + ] + }, + { + "area": "3c6", + "points": [ + [ + 254, + 403 + ], + [ + 341, + 317 + ], + [ + 425, + 317 + ], + [ + 508, + 403 + ], + [ + 508, + 657 + ], + [ + 254, + 657 + ] + ] + }, + { + "area": "3bf", + "points": [ + [ + 257, + 751 + ], + [ + 257, + 1003 + ], + [ + 512, + 1003 + ], + [ + 512, + 751 + ] + ] + }, + { + "area": "3bc", + "points": [ + [ + 342, + 1013 + ], + [ + 421, + 1013 + ], + [ + 421, + 1306 + ], + [ + 408, + 1338 + ], + [ + 382, + 1348 + ], + [ + 356, + 1338 + ], + [ + 342, + 1308 + ] + ] + } + ], + "hrefThumbnail": { + "type": "internal", + "path": "adventure/QftIS/thumbnail/092-map-5.08-tomb-of-amun-sa-map.webp" + } + }, + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/093-map-5.08-tomb-of-amun-sa-map-player.webp" + }, + "imageType": "mapPlayer", + "title": "Player Version", + "width": 1200, + "height": 1500, + "credit": "Stacey Allan & William Doyle", + "mapParent": { + "id": "5ae" + } + } + ] + }, + { + "type": "entries", + "name": "P65: The Pharaoh's True Way", + "id": "3bc", + "entries": [ + "The characters can enter this room only after completing the Trial of Truth (see {@area area P57|3a8|x}). When they arrive, read or paraphrase the following text:", + { + "type": "insetReadaloud", + "id": "3bd", + "entries": [ + "The water lifts you up the shaft into the south end of this corridor and splashes around exuberantly. This corridor ends in a set of elegant bronze double doors." + ] + }, + "After 10 minutes, the water returns to its normal downward flow. The water enters the shaft from a hole just below the floor of the corridor.", + { + "type": "entries", + "name": "Water of Athis", + "id": "3be", + "entries": [ + "The water in this room is the water of Athis (see the \"{@area Pyramid Features|2f1|x}\" section)." + ] + } + ] + }, + { + "type": "entries", + "name": "P66: Treasury of the Pharaohs", + "id": "3bf", + "entries": [ + { + "type": "insetReadaloud", + "id": "3c0", + "entries": [ + "A reed boat spans the length of the western wall of this stone treasury. Several jars rest inside the boat, whose bow features an empty, fist-sized indent.", + "A mural on the east wall depicts the boat sailing on the clouds with a glittering gemstone in its bow." + ] + }, + "The containers in the boat are canopic jars.", + { + "type": "entries", + "name": "Magic Mural", + "id": "3c1", + "entries": [ + "This magic mural is a portal. A character who inspects the mural and succeeds on a DC 14 Intelligence ({@skill Arcana}) check can tell that the mural is magical, and a {@spell Detect Magic} spell reveals an aura of conjuration magic around it.", + "Passing through the mural teleports a creature to {@area area P67|3c2|x}, thousands of feet above the pyramid. A character who touches the painting finds that their hand passes right through it, and they feel cold air on the other side. A character who sticks their head through it finds themself looking out over the desert landscape, as if through a window in the sky." + ] + } + ] + }, + { + "type": "entries", + "name": "P67: Floating Boat", + "id": "3c2", + "entries": [ + "When the characters first look through the mural in {@area area P66|3bf|x}, read or paraphrase the following text:", + { + "type": "insetReadaloud", + "id": "3c3", + "entries": [ + "You peer from a hazy portal high above the desert. Thousands of feet in the sky, the air is thin and cold. Just beneath the portal floats a layer of sparse clouds, and the pyramid is but a tiny speck directly below you.", + "An exact copy of the boat from the treasury floats thirty feet from you, perfectly still. The large gemstone from the painting is set in its bow, and ten ornate vases rest within it." + ] + }, + "This portal and floating boat are located 10,000 feet in the air, directly above the pyramid. The floating boat is 30 feet from the portal. The boat is fixed to its position; no amount of force can move it.", + "The gemstone in the boat's bow is the star-gem of Mo-Pelar, one of the two treasures the characters require to fulfill Amun Sa's quest. It can be removed from its niche on the floating boat with a gentle twist. Characters might retrieve the gem by one of the following means:", + { + "type": "list", + "items": [ + "Flying or teleporting to the boat", + "Grabbing the gem with a spell such as {@spell Mage Hand}", + "Lassoing the boat with a rope and shimmying across with a successful DC 15 Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check" + ] + }, + { + "type": "entries", + "name": "Falling", + "id": "3c4", + "entries": [ + "A creature that falls from the boat or the portal plummets 10,000 feet to the ground; it takes 70 ({@dice 20d6}) bludgeoning damage and has the {@condition prone} condition at the base of the pyramid." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "3c5", + "entries": [ + "The star-gem of Mo-Pelar lodged into the floating boat is a {@item Gem of Seeing}. The ten ornate vases in the boat each contain 200 pp (for a total of 2,000 pp). Each vase weighs 15 pounds." + ] + } + ] + }, + { + "type": "entries", + "name": "P68: The Pharaoh's Tomb", + "id": "3c6", + "entries": [ + { + "type": "insetReadaloud", + "id": "3c7", + "entries": [ + "A grand sarcophagus lies in the center of this room, with a golden staff set across it. In the center of the north wall stands a statue of Amun Sa with a stone replica of a gem held its outstretched right hand and a stone replica of the staff held across its body with its left hand. Hieroglyphs adorn the walls." + ] + }, + "This is the true tomb of Amun Sa. Inside the ornate sarcophagus lies the pharaoh's mummified body, dressed in time-worn ceremonial clothing.", + { + "type": "entries", + "name": "Hieroglyphs", + "id": "3c8", + "entries": [ + "If translated (see the \"{@area Pyramid Features|2f1|x}\" section), the hieroglyphs read as follows:", + { + "type": "insetReadaloud", + "id": "3c9", + "entries": [ + "\"A passage is always provided between the tomb of the king and his likeness, whereby his spirit may pass into his ordained statue and live within the stone we worship in the outer world.\"" + ] + } + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "3ca", + "entries": [ + "The staff lying atop the sarcophagus is the {@item Staff of Ruling|QftIS}, one of the two treasures needed to fulfill the pharaoh's quest." + ] + }, + { + "type": "entries", + "name": "One-Way Teleport", + "id": "3cb", + "entries": [ + "After retrieving both of the pharaoh's implements, the characters are teleported to {@area area P2|2f6|x}. If the characters are on good terms with the Tears of Athis, Iaseda commends them on their successful quest. The Tears of Athis then rush from the pyramid to see if the curse has been lifted.", + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/094-05-008.treasures-of-amun-sa.webp" + }, + "title": "Held aloft by magic, a reed boat floats high above the clouds, carrying the treasures of the pharaoh Amun Sa", + "credit": "Titus Lunter", + "width": 1700, + "height": 1095 + } + ] + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Conclusion", + "id": "3cc", + "entries": [ + "If the characters leave the tomb with both the {@item Staff of Ruling|QftIS} and the star-gem of Mo-Pelar, read or paraphrase the following text:", + { + "type": "insetReadaloud", + "id": "3cd", + "entries": [ + "Silence hangs heavy in the still, dry air. Time seems to have stopped, holding all the world in the balance. The pharaoh's ghostly figure hovers on the horizon.", + "Distant thunder rolls gently across the far-flung sands. The horizon blurs as a whirlwind begins to spin around the massive pyramid. Swirling wind and sand sing past you, a chorus of a thousand voices: the hopes and cries of a land long dead, and the name of its long-accursed pharaoh\u2014Amun Sa. You hear his earnest voice echo in your mind amid the jarring crescendo, saying:", + "\"You have done what others could not; you have put my soul and the souls of my people to rest. The curse upon this land is ended. Keep my staff, my star-gem, and all the treasure you have found within my tomb\u2014and know that you will forever have my gratitude.\"", + "The sandstorm settles, and all is still once more. The pharaoh's ghost is gone. From below, you hear the cool sound of running water. As the dusty air clears, it reveals a large basin now overflowing with spring-clear water that surges along a channel toward the horizon. It will take time to heal this land, but there will be blossoms in the spring, for the river has returned from its exile\u2014and with it comes life." + ] + }, + "The characters have also earned the gratitude of Iaseda and the Tears of Athis. As a reward for completing Amun Sa's quest, the characters may keep any magic items or treasure they recovered from the pyramid, though the Tears of Athis ask the characters to leave any items of cultural, historical, or religious significance inside the pyramid.", + "In the months that follow, the Tears of Athis spread word of party's deeds and work to build a thriving society in the region so the descendants of Bakar may return and flourish alongside the river's restorative waters again." + ] + } + ] + }, + { + "type": "section", + "name": "Chapter 6: The Lost Caverns of Tsojcanth", + "id": "3ce", + "entries": [ + "Deep in the Yatil Mountains lie the Lost Caverns of Tsojcanth (SAWJ-kahn), formerly occupied by the legendary archmage Iggwilv the Witch Queen. Though Iggwilv is long gone, her lair is anything but empty. Demons, dragons, and other formidable creatures haunt the perilous caverns and the mountains that conceal them, and the archmage's untold defenses remain intact. Iggwilv is rumored to have amassed a magical hoard of unsurpassed value, a trove of such fame that scores of adventurers have perished in search of it.", + "Despite the decades since her disappearance, Iggwilv's impact persists in the caverns, where she is believed to have penned, at least in part, the {@item Demonomicon of Iggwilv|TCE}: her infamous treatise on the infinite layers of the Abyss and its inhabitants. Abyssal rifts\u2014the byproducts of past magical experiments\u2014leak demonic energy into the tunnels, and guardians bound from faraway planes await rescue or defend the caverns from thieves and trespassers. Other creatures have simply taken up residence in the cave system, adding to its dangers.", + "\"The Lost Caverns of Tsojcanth\" is designed for four to six 9th-level characters.", + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/095-06-001.ch6-tsojcanth.webp" + }, + "title": "Adventurers clash with the Behir Lludd in his lair within the Lost Caverns of Tsojcanth", + "credit": "Zoltan Boros", + "width": 1700, + "height": 2200 + }, + { + "type": "section", + "name": "Background", + "id": "3cf", + "entries": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/096-06-002.lost-caverns-door.webp" + }, + "title": "A door to the Lost Caverns", + "credit": "Axel Defois", + "width": 850, + "height": 1057 + }, + "Iggwilv carved out a kingdom for herself through magical prowess, strength, and wit, bolstered by a horde of demons bound by magic to further her aims. In her quest for absolute power, Iggwilv accumulated countless enemies determined to destroy her. Among these was the demon lord Graz'zt, whom the archmage imprisoned for a time. Eventually, Iggwilv's ambitions proved excessive, and a climactic battle with Graz'zt broke her power. The Witch Queen then vanished. As her evil influence waned, Iggwilv's realm was sundered, and her lair, the Caverns of Tsojcanth, was lost.", + "This lost lair purportedly lies deep in a series of caverns somewhere in the Yatil Mountains. Clues to the lair's whereabouts and fragments of the treasures within have surfaced over the last few decades, and three nations that border the mountains where it hides now race to claim Iggwilv's hoard\u2014or, if they can't claim it, at least ensure that their rivals don't either.", + "The margrave of a nation near the mountains has promising leads on the location of the caverns, thanks to a few expeditions in recent years. Most of the agents the margrave sent out never returned; others came back battle worn and empty-handed, save for harrowing tales of the horrors in the caves. The margrave now seeks adventurers made of sterner stuff undertake the quest.", + { + "type": "entries", + "name": "Using the Infinite Staircase", + "id": "3d0", + "entries": [ + "If you're using {@creature Nafas|QftIS} as a patron, he summons the characters to the {@area Censer of Dreams|022|x} (detailed in {@adventure chapter 1|QftIS|1}), where he recounts the following wish:", + { + "type": "insetReadaloud", + "id": "3d1", + "entries": [ + "\"A desperate nation seeks a trove of immeasurable worth, amassed by an archmage unmatched. Many have died in search of it. Summon your bravery and journey to her lair, returning with lost knowledge, power, and wealth.\"" + ] + }, + "Nafas then teleports the characters to a door along the Infinite Staircase that opens into a roadside inn near the Yatil Mountains, where a ruler searching for the Lost Caverns has placed an agent to recruit for the venture. After the adventure, the characters can return to the staircase via the same portal." + ] + }, + { + "type": "entries", + "name": "Adventure Hooks", + "id": "3d2", + "entries": [ + "If you're not using {@creature Nafas|QftIS} as a group patron, consider the following ways to involve the characters in this adventure:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Lost Light", + "entry": "A powerful curse plunges a nearby nation into strife. Rumor claims the light of {@item Daoud's Wondrous Lanthorn|QftIS} is the key to breaking the curse. A ruler who believes the lantern is in the Lost Caverns sends an agent to recruit the characters to retrieve it." + }, + { + "type": "item", + "name": "Racing Rivals", + "entry": "The margrave of a land near the Yatil Mountains seeks to weaken his political rivals without drawing suspicion. Having heard of the party's exploits, he hires the characters as independent agents to find Iggwilv's lair and its potent treasures before the forces of neighboring nations find them." + } + ] + } + ] + }, + { + "type": "entries", + "name": "Setting the Adventure", + "id": "3d3", + "entries": [ + "On the world of Oerth in the Greyhawk campaign setting, the Lost Caverns hide within in the southern Yatil Mountains, nestled between the nations of Ket and Perrenland, with Bissel to the south. The margrave of the March of Bissel has uncovered clues to the Lost Caverns' location.", + "You can set the adventure in a different world by placing it in any mountain range near a kingdom or settlement\u2014before her disappearance, Iggwilv's influence spanned multiple worlds and planes of existence. Consider the following suggestions:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Eberron", + "entry": "The nations of Aundair, Breland, and Thrane vie to explore the Lost Caverns in the Blackcap Mountains. Iggwilv's experiments there drew power from the depths of Khyber." + }, + { + "type": "item", + "name": "Forgotten Realms", + "entry": "The Lost Caverns are hidden in the Sunset Mountains, northeast of Proskur along the High Road. The High Overseer of Elturel hires the characters to locate the caverns." + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Adventure Summary", + "id": "3d4", + "entries": [ + "\"The Lost Caverns of Tsojcanth\" begins with a meeting between the characters and an agent serving the margrave of a nation whose rivals surround the {@area Yatil Mountains|3dc|x}, where the Lost Caverns are believed to be hidden. Whether the margrave covets one of Iggwilv's treasures for himself, seeks to sponsor the adventurers, or wants the characters to prevent his rivals from claiming the hoard first, the agent offers what little information they have about the caverns' whereabouts.", + "While navigating treacherous mountain passes, the characters must avoid rockslides, contend with roaming monsters or the patrols of the rival nations, and perhaps encounter friendly faces as they search for the entrance to the Lost Caverns. Danger-filled caverns await the characters in Iggwilv's former lair. Bloodthirsty monsters and the deadly remnants of the archmage's power stand between the characters and the Witch Queen's hoard, which is guarded by the greatest of Iggwilv's treasures\u2014her daughter, the vampire warrior {@creature Drelnza|QftIS}.", + { + "type": "entries", + "name": "Character Advancement", + "id": "3d5", + "entries": [ + "If you want to use story-based level advancement, the characters receive experience points for achieving the following milestones rather than defeating monsters:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Entering the Greater Caverns", + "entry": "The characters gain 1 level when they enter the greater caverns for the first time." + }, + { + "type": "item", + "name": "Encountering Drelnza", + "entry": "After the characters encounter the vampire {@creature Drelnza|QftIS} for the first time, everyone in the party who survives the encounter gains 1 level." + } + ] + }, + "If you follow this method, the characters should reach 11th level by the adventure's conclusion.", + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/097-06-003.the-lost-caverns-of-tsojcanth-original.webp" + }, + "width": 538, + "height": 695 + }, + { + "type": "insetReadaloud", + "name": "About the Original", + "id": "3d6", + "entries": [ + "Published in 1982, the official {@i Lost Caverns of Tsojcanth} module was an expanded and revised version of {@i The Lost Caverns of Tsojconth}, a tournament adventure Gary Gygax created for Winter Con V in 1976. The adventure offers tantalizing details of the story of Iggwilv the Witch Queen\u2014better known as the archmage Tasha, famous for her {@spell Tasha's Hideous Laughter||Hideous Laughter} spell. The adventure featured Drelnza, the vampire daughter of Iggwilv, and debuted the lightning-breathing behir, which appeared on its stunning cover." + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Starting the Adventure", + "id": "3d7", + "entries": [ + "The settlements nearest to the Lost Caverns are several days' travel from the {@area Yatil Mountains|3dc|x}, though way stations, hunting lodges, and roadside inns dot the roads up to the mountains. An agent waits to receive the characters at the last of these inns, a miserable joint named the Lazy Bat.", + { + "type": "entries", + "name": "The Margrave's Agent", + "id": "3d8", + "entries": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/098-06-004.iggwilvs-horn.webp" + }, + "title": "The hooked peak of Iggwilv's Horn towers over the rest of the Yatil Mountains", + "credit": "Adrián Ibarra Lugo", + "width": 850, + "height": 2271 + }, + "However the characters take on the adventure, they eventually arrive at the Lazy Bat, where they meet an agent who serves the Margrave of the March of Bissel. Read or paraphrase to begin the adventure:", + { + "type": "insetReadaloud", + "id": "3d9", + "entries": [ + "An unassuming human sits across from you at a corner table in the Lazy Bat, a dimly lit roadside inn. They're dressed to blend with the surrounding patrons. \"I'm glad you came,\" the agent says in a low voice. \"My employer will be most grateful.\"", + "Their voice quiets to a whisper. \"New information pointing to the whereabouts of the Lost Caverns of Tsojcanth\u2014the former lair of Iggwilv, the so-called Witch Queen\u2014has surfaced.\"", + "The agent produces a rolled-up scroll bound in a blue ribbon and sets it on the table. \"This is all we know about the caverns. You're needed to strike out into the mountains, locate the caverns, and recover whatever treasure the archmage left behind. It's sure to be dangerous, but the rewards defy imagination.\"" + ] + }, + "The agent, Bannik Vorl (lawful neutral, human {@creature spy}), can offer the following details:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Bannik's Employer", + "entry": "Bannik avoids naming their employer, but if pressed for proof flashes a seal bearing Bissel's crest: a white-and-red shield with a black tower emblem. A character who sees the symbol and succeeds on a DC 13 Intelligence ({@skill History}) check recognizes the symbol." + }, + { + "type": "item", + "name": "Lost Caverns", + "entry": "The Lost Caverns were once the lair of an archmage named Iggwilv. The archmage is long gone, but her treasure remains. Most who set out to find the caverns come back empty-handed or are never heard from again." + }, + { + "type": "item", + "name": "Travel Arrangements", + "entry": "If requested, Bannik can supply each character with a sure-footed {@creature riding horse} and ten days of rations." + }, + { + "type": "item", + "name": "Treasure", + "entry": "The characters are free to keep whatever treasure they find, minus a 10 percent finder's fee to be paid to Bannik and one specific item to be delivered to the margrave: {@item Daoud's Wondrous Lanthorn|QftIS}. The margrave is most concerned with ensuring his rivals don't get the treasure, but the lantern is of special interest." + } + ] + }, + { + "type": "entries", + "name": "Iggwilv's Verse", + "id": "3da", + "entries": [ + "The scroll provided by Bannik contains a map of the {@area Yatil Mountains|3dc|x} and a scrap of parchment scribed with the following verse:", + { + "type": "insetReadaloud", + "id": "3db", + "entries": [ + "The horn of Iggwilv", + "Pierces the heart\u2014", + "Look over your shoulders", + "Before you start.", + "How many sorrowed,", + "Fooled again,", + "Because they didn't", + "Turn back then?" + ] + }, + "The map is an accurate\u2014albeit basic\u2014representation of the mountains and the main roads that run through them. It doesn't depict smaller trails, including the path to the Lost Caverns. The verse hints at the location of the caverns (see the \"{@area Finding the Caverns|3ee|x}\" section later in this adventure)." + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Yatil Mountains", + "id": "3dc", + "entries": [ + "The Yatil Mountains are a rugged mountain range that separates the nations of Ket and Perrenland. The peaks are rife with danger and impassable by unseasoned travelers. The characters must trek through the mountains to find the lost dungeon.", + "To the north, a singular, imposing peak with a hooked summit rises above the others: Iggwilv's Horn. Characters might be tempted to head toward it, believing the Lost Caverns must be located near a mountain named for the Witch Queen, but a clue on Bannik's scroll warns them off this course (see the \"Iggwilv's Verse\" section).", + "Map 6.1 depicts the Yatil Mountains. Obstacles along the mountain's main roads are rare, but once off the roads it's a different story. Any hex on the map that doesn't contain a road is {@book difficult terrain|PHB|8|Difficult Terrain} for overland travel.", + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/099-map-6.01-yatil-mountains-map.webp" + }, + "imageType": "map", + "title": "Map 6.1: Yatil Mountains", + "credit": "Marc Moureau", + "width": 2550, + "height": 3300, + "id": "5af" + }, + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/100-map-6.01-yatil-mountains-map-player.webp" + }, + "imageType": "mapPlayer", + "title": "Player Version", + "width": 2550, + "height": 3300, + "credit": "Marc Moureau", + "mapParent": { + "id": "5af" + } + } + ] + }, + { + "type": "entries", + "name": "Mountain Encounters", + "id": "3dd", + "entries": [ + "While the characters are exploring or camping in the Yatil Mountains, roll a {@dice d20} three times per day of game time, checking for encounters each morning, afternoon, and night. An encounter occurs on a roll of 16 or higher. Alternatively, map 6.1 offers suggested locations where encounters might occur. To determine what the characters find, roll on the Mountain Encounters table, rerolling duplicates.", + { + "type": "table", + "caption": "Mountain Encounters", + "colLabels": [ + "d8", + "Encounter" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "{@area Border Patrol|3de|x}" + ], + [ + "2", + "{@area Dragon Flight|3df|x}" + ], + [ + "3", + "{@area Fire Giant|3e1|x}" + ], + [ + "4", + "{@area Gnome Vale|3e2|x}" + ], + [ + "5", + "{@area Hermit|3e5|x}" + ], + [ + "6", + "{@area Rockslide|3e7|x}" + ], + [ + "7", + "{@area Troll Cave|3e8|x}" + ], + [ + "8", + "{@area Wyvern Roost|3eb|x}" + ] + ] + }, + { + "type": "entries", + "name": "Border Patrol", + "id": "3de", + "entries": [ + "A group of human soldiers from a nation bordering the mountain range travels the road. A captain (use the {@creature gladiator} stat block) leads two {@creature Knight||knights} and six {@creature Guard||guards}. All the soldiers are lawful neutral. Their orders are to catch brigands and smugglers, drive monsters from the roads, and prevent raids.", + "The soldiers are initially suspicious of the characters. However, if the characters explain their business in the mountains and succeed on a DC 15 Charisma ({@skill Persuasion}) check, the soldiers invite the characters to camp with them for the night. On a failed check, the soldiers dismiss the characters and continue their march.", + "The soldiers spend each evening sharing stories around the campfire\u2014including one harrowing tale about a vampire named Drelnza who once terrorized the neighboring nation of Perrenland. The vampire was never vanquished, and to this day, the soldiers dare to speak her name only in hushed tones. ({@creature Drelnza|QftIS} is further detailed in {@area appendix B|5bf|x}.) Consider awarding inspiration to characters who share a story in return. If the characters camp with the soldiers, the soldiers keep watch so they don't have to." + ] + }, + { + "type": "entries", + "name": "Dragon Flight", + "id": "3df", + "entries": [ + "Berythrach, a {@creature young blue dragon}, recently made her lair in a rugged valley between two low peaks. The dragon has been raiding the surrounding lands in ever-widening sweeps, expanding her territory.", + "Berythrach soars overhead, scouring the mountains for prey. The characters can make a DC 17 Dexterity ({@skill Stealth}) group check to evade the dragon's gaze, doing so on a successful check. On a failed check, the dragon notices the characters and begins circling their location, swooping lower with each pass. A vain dragon, Berythrach expects the characters to cower before her grandeur or offer her treasure in exchange for safe passage.", + "If the characters don't attack Berythrach, she lands on a rocky outcropping and engages them in conversation. If the characters offend the dragon, she falls on them with bare fangs and sharp claws.", + { + "type": "entries", + "name": "What Berythrach Knows", + "id": "3e0", + "entries": [ + "Berythrach knows the routes of several border patrols, as well as the locations of a {@area gnome vale|3e2|x}, a {@area hermit's hut|3e5|x}, and a {@area troll cave|3e8|x} (detailed in the encounters that follow).", + "Berythrach also knows the approximate location of the Lost Caverns of Tsojcanth\u2014or at least how to find them. Great tides of bats emerge from the caverns at dusk and return to them at dawn. If the characters give Berythrach treasure worth 1,000 gp or a rare or better magic item, the dragon shares this fact and points the characters in the right direction. She then advises them to follow the bats, adding a few barbs about how they'd be doomed without her generosity and wisdom." + ] + } + ] + }, + { + "type": "entries", + "name": "Fire Giant", + "id": "3e1", + "entries": [ + "A {@creature fire giant} lumbers through the mountains, seeking revenge on a group of trolls that stole a hammer from the giant's forge. The giant is indifferent toward the characters and informs them of the trolls' theft. If the characters hunt down the trolls and return with the stolen hammer (see the \"{@area Troll Cave|3e8|x}\" encounter), the fire giant uses it to craft them a {@item Flame Tongue} sword of their choice; this process takes {@dice 1d4} days.", + "The giant doesn't know the location of the Lost Caverns but suspects other local inhabitants might." + ] + }, + { + "type": "entries", + "name": "Gnome Vale", + "id": "3e2", + "entries": [ + "A small track branches off from a main road toward a narrow canyon. The canyon widens into a small, secluded vale with meadows dotted with spring-fed ponds and stands of trees. The valley is home to a reclusive community of mountain-dwelling gnomes. The gnomes raise goats and sheep in the valley and mine metals in the surrounding bluffs.", + "Five guards (lawful neutral, gnome {@creature Scout||scouts}) watch the canyon entrance at all hours. If the characters approach in a peaceful manner, one of the scouts runs back to the vale to fetch their leaders, Laira Na'Gwaylar (lawful good, gnome {@creature veteran}) and Saleen Glimmershade (neutral, gnome {@creature druid}).", + "Laira and Saleen greet the characters and inquire as to their business. Laira is terse and to the point, though she's not rude. Saleen is quiet and listens intently, but when she speaks, her voice holds authority and confidence.", + { + "type": "entries", + "name": "Stolen Steel", + "id": "3e3", + "entries": [ + "A group of trolls recently stole a crate of steel ingots from the gnomes. If the characters retrieve the ingots from the trolls (see the \"{@area Troll Cave|3e8|x}\" encounter), the gnomes promise to reward the characters and divulge what they know of the Lost Caverns. On the characters' triumphant return, the gnomes pay the characters half the ingots' worth in gems (250 gp total) and reveal the information in the following section." + ] + }, + { + "type": "entries", + "name": "What the Gnomes Know", + "id": "3e4", + "entries": [ + "Saleen has heard local bats whisper about magical caves that come alive and swallow up intruders. She knows where the caverns are located and can point the characters in the correct direction, but she and the other gnomes avoid the area." + ] + } + ] + }, + { + "type": "entries", + "name": "Hermit", + "id": "3e5", + "entries": [ + "A nameless, wizened hermit (neutral good, human {@creature archmage}) lives in a simple hut in a wooded grove not far from one of the roads. He's been here as long as anyone can remember, seeking enlightenment in his solitude. Dirty and disheveled, the hermit dresses in simple, homespun clothing and carries no weapons, though he wears an invisible {@item Ring of Mind Shielding} to protect his thoughts.", + "Occasionally the hermit sits on a flat rock near the road, contemplating the empty path or just enjoying the sun on his withered frame. He gratefully accepts donations of food, fuel for his fire, or warm clothes in exchange for information.", + { + "type": "entries", + "name": "What the Hermit Knows", + "id": "3e6", + "entries": [ + "The hermit is a calm and cheerful fellow. He gently responds to anyone who happens by, but he doesn't speak unless spoken to. If asked his name, the man simply replies that he \"left it behind a long time ago.\"", + "The hermit can share the following information with the characters:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Iggwilv's Horn", + "entry": "The tall, hooked mountain that rises above the Yatils is called Iggwilv's Horn. Many think the Lost Caverns are beneath it, but they're wrong." + }, + { + "type": "item", + "name": "Location of the Lost Caverns", + "entry": "The hermit believes the caverns lie to the south. Long ago, when the hermit was young and Iggwilv controlled the region, he witnessed much activity in that direction." + }, + { + "type": "item", + "name": "Planar Nexus", + "entry": "Rumor has it the caverns are a nexus of planes, and many monsters now inhabit them. The caverns have more than one level." + } + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Rockslide", + "id": "3e7", + "entries": [ + "A faint splintering sound echoes overhead as rocks clatter down the mountainside toward the party. Creatures on that side of the mountain must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 22 ({@dice 4d10}) bludgeoning damage and has the {@condition prone} condition, pummeled to the ground by the falling rocks. On a successful save, a creature takes half as much damage only." + ] + }, + { + "type": "entries", + "name": "Troll Cave", + "id": "3e8", + "entries": [ + "The characters happen on a shallow cave not far from one of the mountain roads. Inside, three {@creature Troll||trolls} pick at the remains of a giant goat. The trolls are hostile and hungry, warning trespassers to leave or become their next meal. If two trolls are slain, the last of them surrenders.", + { + "type": "entries", + "name": "What the Trolls Know", + "id": "3e9", + "entries": [ + "If the characters attempt to parley with the trolls, they learn the trolls are former residents of the Lost Caverns ousted from their den by their clan. If the characters agree to slay the trolls' estranged cohorts (see {@area area L9|40c|x} of the Lost Caverns, detailed later in this adventure), the trolls divulge the entrance to the fabled dungeon." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "3ea", + "entries": [ + "The trolls' accumulated loot is stashed under a pile of rank, uncured bear pelts in their cave. It includes the following: a crate of 50 steel ingots, each worth 10 gp and stamped with a Gnomish insignia; a forge hammer sized for a giant that functions as a warhammer for Medium creatures; and assorted coins worth a total of 250 gp." + ] + } + ] + }, + { + "type": "entries", + "name": "Wyvern Roost", + "id": "3eb", + "entries": [ + "Two {@creature Wyvern||wyverns} roost in a crevice atop a 100-foot-tall spire 1 mile from the road. They have a clutch of three eggs in their nest and are fiercely territorial of the surrounding area as a result. The wyverns take turns hunting and watching the eggs. When the characters near the roost, roll a die. On an odd number, only one wyvern is in the nest; on an even number, both wyverns are present.", + { + "type": "entries", + "name": "Treasure", + "id": "3ec", + "entries": [ + "The wyverns' eggs are valuable to those who want to raise the hatchlings as mounts or guardians (and who are willing to brave the dangers of training them). Each egg fetches up to 500 gp from an interested buyer." + ] + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Lost Caverns", + "id": "3ed", + "entries": [ + "The Lost Caverns of Tsojcanth hide in the {@area Yatil Mountains|3dc|x} south of Iggwilv's Horn. Not much is known about the caverns' namesake, the mysterious Tsojcanth, who was eclipsed by the archmage who succeeded them. Whether Tsojcanth was slain by Iggwilv or left before her arrival, this predecessor's only remaining trace is the caverns' name, while the Witch Queen's influence persists long after her departure.", + "The caverns are divided into the lesser and greater caverns.", + { + "type": "entries", + "name": "Finding the Caverns", + "id": "3ee", + "entries": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/101-06-005.cavern-entrance.webp" + }, + "title": "A ghastly visage outside the entry caverns portends the dangers within", + "credit": "Adrián Ibarra Lugo", + "width": 850, + "height": 2253 + }, + "The entrance to the Lost Caverns lies in the southern region of the {@area Yatil Mountains|3dc|x} (denoted on map 6.1). A small track that was once a wider, more traveled road leads to the entrance, but over the decades it has been obscured by rockslides and neglect.", + "The scroll given to the characters by Bannik (see the \"{@area Iggwilv's Verse|3da|x}\" section) hints the characters should turn their backs to Iggwilv's Horn, meaning they should search to the south. From there, they can find the caves using the following methods:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Ask Around", + "entry": "A few of the mountains' inhabitants\u2014including Berythrach, the hermit, and Saleen Glimmershade\u2014either know where the entrance is or have information that points the characters in the right direction. By conversing with these creatures, the characters can narrow their search." + }, + { + "type": "item", + "name": "Follow the Bats", + "entry": "Thousands of bats fly out of the Lost Caverns at dusk to hunt and return at dawn to roost in the darkness. Characters who observe the bats and succeed on a DC 15 Intelligence ({@skill Nature}) check realize there must be a massive cave nearby for the colony to roost in. Characters who follow the bats eventually arrive at the entrance to the Lost Caverns. Alternatively, characters who have a means of speaking with Beasts can obtain directions to the caverns from the bats." + }, + { + "type": "item", + "name": "Trial and Error", + "entry": "By diligently searching the roads and tracks in the Yatil Mountains, the characters can eventually locate the entrance to the caverns. However, this painstaking option could result in additional mountain encounters and a lengthy journey, depending on what path the party takes through the mountains." + } + ] + }, + "The entrance to the caverns is a yawning cleft in the mountainside. Sharp rock formations at the entrance give the cave mouth the impression of fangs waiting to snap together. The opening is 40 feet wide, 20 feet high, and blackened by soot. Past the stone maw, a wide passage with roughly hewn stairs slants down to the hideous, stone-carved faces of the entry caverns ({@area area L1|3f1|x} of the lesser caverns)." + ] + }, + { + "type": "entries", + "name": "Lesser Caverns Features", + "id": "3ef", + "entries": [ + "Unless otherwise noted, the lesser caverns have the following features:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Ambience", + "entry": "The caverns are damp, humid, and full of life. They echo with the sounds of bats, dripping stalactites, and the cavern's monstrous denizens." + }, + { + "type": "item", + "name": "Ceilings", + "entry": "Ceilings are 15 feet high in corridors and tunnels and 20 feet high in chambers." + }, + { + "type": "item", + "name": "Lighting", + "entry": "The caverns are unlit. Denizens carry their own light or rely on {@sense darkvision} to see. Area descriptions assume the characters have a light source or other means of seeing in the dark." + }, + { + "type": "item", + "name": "Underground Rivers", + "entry": "The rivers that span the lesser caverns have strong currents. A creature that enters a river for the first time on a turn or starts its turn there must succeed on a DC 15 Strength saving throw or be swept 15 feet in the direction indicated by the arrows on the map." + } + ] + }, + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/102-map-6.02-lesser-caverns-map.webp" + }, + "imageType": "map", + "title": "Map 6.2: Lesser Caverns", + "credit": "Mike Schley", + "width": 2550, + "height": 3300, + "id": "5b0", + "mapRegions": [ + { + "area": "423", + "points": [ + [ + 823, + 453 + ], + [ + 809, + 409 + ], + [ + 843, + 380 + ], + [ + 860, + 357 + ], + [ + 903, + 366 + ], + [ + 926, + 400 + ], + [ + 921, + 445 + ], + [ + 910, + 473 + ], + [ + 886, + 488 + ], + [ + 848, + 487 + ], + [ + 844, + 469 + ] + ] + }, + { + "area": "420", + "points": [ + [ + 612, + 320 + ], + [ + 620, + 272 + ], + [ + 609, + 250 + ], + [ + 583, + 237 + ], + [ + 561, + 243 + ], + [ + 541, + 257 + ], + [ + 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"name": "Lesser Caverns Locations", + "id": "3f0", + "entries": [ + "The following locations are keyed to map 6.2.", + { + "type": "entries", + "name": "L1: Entry Caverns", + "id": "3f1", + "entries": [ + { + "type": "insetReadaloud", + "id": "3f2", + "entries": [ + "This wide chamber is ringed with a mixture of rough-hewn and natural passageways leading away from the entrance and into the unknown. Beside each of these tunnels is a grotesque face carved into the stone. Though each face is slightly different\u2014one has flap-like ears, another protruding tusks, and a third drooping wattles\u2014all are strange and doleful." + ] + }, + "The carved faces are magical. They are immune to all damage and speak a few programmed messages. When a creature approaches one of the tunnels, the face beside it animates and warns in a deep, dire tone, \"Turn back\u2014this is not the way!\"", + "A character who examines one of the faces and succeeds on a DC 15 Wisdom ({@skill Perception}) check notices the glint of a gemstone in its mouth.", + { + "type": "entries", + "name": "Speaking to the Faces", + "id": "3f3", + "entries": [ + "The faces repeat their warning if a spoken to, except in the following two circumstances:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "\"Say 'Aah!", + "entry": "'\" If a character asks one of the faces to open its mouth, stick out its tongue, or yawn, the face sticks out its tongue and says \"aah,\" revealing a gemstone the size of a hen's egg on its tongue." + }, + { + "type": "item", + "name": "\"Truth", + "entry": "\" If a character asks one of the faces which way to go or uses the word \"truth\" while speaking in this area, the faces respond in unison. Five of the faces lie, saying, \"My way is the right way.\" The face marking the southeast tunnel leading to {@area area L10|40f|x}, however, responds, \"I watch the best way.\"" + } + ] + } + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "3f4", + "entries": [ + "Each of the faces contains a different gem worth 200 gp: amber, amethyst, blue aquamarine, garnet, peridot, and pink tourmaline.", + "A creature that tries to retrieve a gem from one of the faces without first asking the face to open its mouth must make a DC 17 Dexterity ({@skill Sleight of Hand}) check. On a failed check, the creature takes 11 ({@dice 2d10}) bludgeoning damage as the mouth clamps shut. The mouth similarly damages tools or weapons inserted into it without its permission." + ] + } + ] + }, + { + "type": "entries", + "name": "L2: Streaked Cave", + "id": "3f5", + "entries": [ + { + "type": "insetReadaloud", + "id": "3f6", + "entries": [ + "The walls and floor of this cavern are smeared with blood, and the scent of iron hangs thick in the air." + ] + }, + "Twenty {@creature Stirge||stirges} hang from the ceiling of this cave. Bright light or any noise louder than a whisper disturbs the stirges, causing them to attack." + ] + }, + { + "type": "entries", + "name": "L3: Slate Chamber", + "id": "3f7", + "entries": [ + { + "type": "insetReadaloud", + "id": "3f8", + "entries": [ + "Alternating blue and gray bands of slate and shale compose the walls of this cave. Rusted weapons lie scattered on the ground.", + "A hulking, crudely formed figure made of gray clay charges at you from an alcove in the northeast, growling. The hilt of a pristine sword protrudes from the creature's chest." + ] + }, + "The figure is a {@creature clay golem} created by Iggwilv to destroy intruders. The golem attacks any creatures that enter the chamber. The golem fights to the death and pursues trespassers relentlessly, even chasing them out of the caverns.", + { + "type": "entries", + "name": "Treasure", + "id": "3f9", + "entries": [ + "The weapon stuck in the clay golem is a slender-bladed {@item Giant Slayer Shortsword||Giant Slayer (shortsword)}. The sword's name (\"Longtooth\") is engraved into the blade in Gnomish. Once the golem is destroyed, the sword can easily be freed from its chest." + ] + } + ] + }, + { + "type": "entries", + "name": "L4: Guano-Covered Cave", + "id": "3fa", + "entries": [ + { + "type": "insetReadaloud", + "id": "3fb", + "entries": [ + "The floor of this vaulted cave is covered in pungent piles of bat guano. Large leather hides hang from the stalactites above, flapping in the draft. Sounds of flowing water echo from the far side of the cave." + ] + }, + "The ceiling of this soiled cave is 50 feet high. This cave once hosted dozens of bats, but a {@creature cloaker} that dwells here devoured them. The hungry creature hides among the stalactites, waiting to fall on one of the characters.", + { + "type": "entries", + "name": "Tunnel Ledge", + "id": "3fc", + "entries": [ + "A ledge on the north wall of the cave stretches out 30 feet above the floor. A short tunnel leads from the ledge to the river beyond. The water's surface is 40 feet below the tunnel's exit." + ] + } + ] + }, + { + "type": "entries", + "name": "L5: Littered Cave", + "id": "3fd", + "entries": [ + { + "type": "insetReadaloud", + "id": "3fe", + "entries": [ + "This small cave is littered with broken bones. Near the back wall lies a busted skeleton with a horned bovine head splintered with cracks. Two leather sacks brimming with gold rest near the skeleton." + ] + }, + "The skeleton is that of a minotaur thief who fell prey to the trap in this cave. The two leather sacks beside it are illusions designed to lure greedy intruders to their doom. A character who inspects the sacks and succeeds on a DC 18 Intelligence ({@skill Investigation}) check or who makes physical contact with one of them discerns their false nature.", + { + "type": "entries", + "name": "Crushing Ceiling Trap", + "id": "3ff", + "entries": [ + "A 20-foot-wide section of the ceiling over the skeleton contains a crushing deadfall. A character who examines the ceiling and succeeds on a DC 17 Wisdom ({@skill Perception}) check notices bits of decayed flesh stuck to the ceiling, which is flat and made of stone.", + "Whenever a creature enters the area marked on the map, the trap magically triggers. That section of the ceiling rapidly drops, crushing anything in its path. Creatures in that area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 55 ({@dice 10d10}) bludgeoning damage and has the {@condition prone} condition. On a successful save, it takes half as much damage only and is pushed to the nearest unoccupied space outside the trap's area. Objects wedged under the trap are destroyed. The stone then retracts into the ceiling, and the trap resets.", + "A successful {@spell Dispel Magic} spell (DC 17) suppresses the trap and its illusions for 24 hours." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "400", + "entries": [ + "A pouch on the minotaur's skeleton holds five diamonds worth 100 gp each. The illusory sacks contain nothing." + ] + } + ] + }, + { + "type": "entries", + "name": "L6: Grotto", + "id": "401", + "entries": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/104-06-006.digging-pechs.webp" + }, + "title": "Four pechs diligently dig a staired tunnel up into the mountain, decorating its walls with carvings", + "credit": "Mark Behm", + "width": 1700, + "height": 1103 + }, + { + "type": "insetReadaloud", + "id": "402", + "entries": [ + "This tunnel has been worked recently, judging by the stone chips and dust covering the floor. Rough-carved images of cave-dwelling creatures decorate the smooth, stone walls.", + "The sounds of mining tools echo from the end of the tunnel, where hewn steps rise into the darkness." + ] + }, + "Eight {@creature Pech|QftIS|pechs} are diligently carving a tunnel from this grotto up into the mountain toward an enclosed cavern they can sense. For now, the tunnel leads only to a dead end. If the characters draw attention to themselves with light or noise, the pechs investigate.", + "The pechs are initially indifferent toward the characters, admonishing them to douse any bright lights they carry, as the lights hurt the pechs' eyes. If the characters comply, the pechs become curious and willing to chat. Otherwise, they resume their work, defending themselves if necessary.", + "In conversation, the pechs warn the characters about the clay golem in the slate chamber ({@area area L3|3f7|x}). Characters can improve the pechs' attitude toward them by offering the pechs at least 500 gp of gems or a unique carving or sculpture, especially one made of stone. Friendly pechs might be willing to help fight the clay golem or use their Communal Spellcasting to restore {@condition petrified} characters.", + { + "type": "entries", + "name": "Carvings", + "id": "403", + "entries": [ + "The carvings on the walls depict cave-dwelling creatures such as bats and reptiles, as well as creatures from the Elemental Plane of Earth such as {@creature dao}, {@creature Pech|QftIS|pechs}, {@creature xorn}, and {@creature Earth Elemental||earth elementals}. Characters who inspect the carvings and succeed on a DC 16 Intelligence ({@skill Arcana}) check identify the planar creatures." + ] + } + ] + }, + { + "type": "entries", + "name": "L7: Fungal Cavern", + "id": "404", + "entries": [ + { + "type": "insetReadaloud", + "id": "405", + "entries": [ + "Bioluminescent fungi, some as tall as six feet, fill this moist cavern. The caps of the mushrooms sprouting from the floor and walls glow with a faint blue light. Pale, dog-sized insects chitter among the fungus." + ] + }, + "Three ghost-white cave crickets (use the {@creature giant frog} stat block) nibble at the glowing mushrooms in this cave, which radiate dim light. The crickets are indifferent toward the characters.", + "If the characters disturb the crickets, the insects begin to chirp loudly. The trolls in {@area area L9|40c|x} investigate any loud noises in this area.", + { + "type": "entries", + "name": "Mushrooms", + "id": "406", + "entries": [ + "The fungi in this cavern are edible, and characters can forage here without having to make an ability check. Doing so doesn't disturb the crickets." + ] + } + ] + }, + { + "type": "entries", + "name": "L8: Slimy Cavern", + "id": "407", + "entries": [ + { + "type": "insetReadaloud", + "id": "408", + "entries": [ + "This cavern is full of sizable mushrooms, but the air stings with an acrid scent. Slime in sickly yellow, green, and orange shades blankets most of the fungi, as well as the walls and ceiling.", + "Near the back of the cave is a cranny mostly free of fungus. A black-cloaked figure, motionless, is wedged into the crack." + ] + }, + "Originally this was another cultivated fungus farm like {@area area L7|404|x}, but slime molds are overtaking the cave. The cloaked figure is the corpse of an elf adventurer who died here, trapped by the green slime. His body has been partially calcified by the mineral-rich water dripping from the ceiling.", + { + "type": "entries", + "name": "Green Slime", + "id": "409", + "entries": [ + "Six patches of {@hazard green slime} (see the {@book Dungeon Master's Guide|DMG}) cling to the ceiling near the fallen adventurer. A character who inspects the slime and succeeds on a DC 15 Intelligence ({@skill Nature}) check recognizes the danger it poses. The slime falls on creatures that approach the corpse." + ] + }, + { + "type": "entries", + "name": "Mushrooms", + "id": "40a", + "entries": [ + "The fungi here are mostly edible. Foraging in this cavern requires a successful DC 15 Wisdom ({@skill Survival}) check to avoid the harmful molds and slime. On a failed check, the mushrooms the character gathers are contaminated by the slime. A creature that eats a contaminated mushroom must succeed on a DC 12 Constitution saving throw or have the {@condition poisoned} condition for 8 hours." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "40b", + "entries": [ + "The elf corpse carries a silvered rapier and wears {@item Bracers of Defense}." + ] + } + ] + }, + { + "type": "entries", + "name": "L9: Stinking Cave", + "id": "40c", + "entries": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/105-06-007.three-trolls.webp" + }, + "title": "Three hungry trolls pass the time in their foul-smelling cave", + "credit": "Arash Radkia", + "width": 1700, + "height": 1136 + }, + { + "type": "insetReadaloud", + "id": "40d", + "entries": [ + "This reeking cave is filled with rotting vegetation, bones, pieces of pale chitin, and less identifiable foulness. Three enormous hides serve as sleeping pallets.", + "Three hulking creatures with warty green skin and wiry hair mill through the detritus, chewing cracked bones clutched in their clawed hands." + ] + }, + "This cave is the lair of three {@creature Troll||trolls}. They regularly gather rotting material from their den and spread it through the nearby fungus caverns ({@area areas L7|404|x} and {@area L8|407|x}) to ensure the mushrooms grow and attract cave crickets for the trolls to feed on. The trolls are ornery, having long gone without the taste of humanoid flesh\u2014their favorite delicacy. The trolls attack anyone they notice, fantasizing aloud in Giant about the meal they're about to have.", + "The trolls the characters might have met in the mountains (see the \"{@area Mountain Encounters|3dd|x}\" section earlier in this adventure) were ousted by these trolls.", + { + "type": "entries", + "name": "Treasure", + "id": "40e", + "entries": [ + "Gathered under the trolls' beds is their accumulated loot: 120 gp, 900 sp, four gems worth 50 gp each, wooden dentures set with mother-of-pearl teeth (worth 50 gp), a quiver with twenty silvered arrows, and a {@item Potion of Greater Healing||Potion of Healing (greater)}." + ] + } + ] + }, + { + "type": "entries", + "name": "L10: Bat Corridor", + "id": "40f", + "entries": [ + { + "type": "insetReadaloud", + "id": "410", + "entries": [ + "The sandy floor of this long, wide corridor is strewn with piles of bat guano. Small fungi sprout from these deposits and the walls." + ] + }, + "During the day, the ceiling of this corridor is covered in thousands of bats, and a cacophony of chitters and squeaks echoes from above. At night, the bats flood out of the caverns to hunt in the mountains, returning to this area at dawn.", + "While the bats are roosting, bright light or any noise louder than a whisper agitates them and sends them into a panic. A number of {@creature Swarm of Bats||swarms of bats} equal to the number of characters in this area descend from the ceiling and attack the source of the disturbance. The swarms extinguish any nonmagical light sources they come within 5 feet of with a flurry of buffeting wings.", + "Whenever a creature destroys a swarm, a new swarm immediately forms in an unoccupied space within 15 feet of the creature. The new swarm acts on the destroyed swarm's initiative count.", + "If the characters extinguish all light sources and cease attacking and making loud noises, the bats settle back into their roosts at the end of the round. They don't pursue creatures beyond the corridor." + ] + }, + { + "type": "entries", + "name": "L11: Long Gallery", + "id": "411", + "entries": [ + { + "type": "insetReadaloud", + "id": "412", + "entries": [ + "The cavern widens into a gallery of considerable height and length. Clusters of small fungi grow throughout the chamber, and odd indentations dot the floor and walls at semiregular intervals." + ] + }, + "The indentations are the rock-cyst burrows of four cave morays\u2014sluglike scavengers that slither between the burrow entrances through tunnels in the rock. The cave morays use the {@creature giant poisonous snake} stat block. They use their reach to bite at prey from the safety of their burrows.", + "Cave morays inside their burrows have three-quarters cover. A creature within 5 feet of a burrow can pull a cave moray from its burrow by grappling it. If removed from its burrow, a cave moray frantically tries to escape back to its hole.", + "Loud sounds here, including the din of battle, draw the attention of the {@creature Fomorian||fomorians} in {@area area L12|413|x}. The cave morays retreat into their burrows when the fomorians arrive." + ] + }, + { + "type": "entries", + "name": "L12: Fomorian Cave", + "id": "413", + "entries": [ + { + "type": "insetReadaloud", + "id": "414", + "entries": [ + "This cave stinks of sweat, smoke, and spoiled meat. Old, cracked bones and skulls lie strewn on the floor. A large, flat rock supports massive stone goblets and the carcass of a giant toad, picked clean and buzzing with flies. Two piles of filthy hides and skins form beds at the far end of the cave.", + "Two hideous giants squat near a circle of hefty stones enclosing a crackling fire. Above the roaring flames, a charred giant insect rotates slowly on a spit." + ] + }, + "Two {@creature Fomorian||fomorians} inhabit this cave. The beds, fire pit, and utensils are all sized for Huge creatures.", + "The fomorians are cruel, violent, and bored. When the giants notice the characters, they abandon their meal and attack. One of the fomorians wields the roasting spit as its weapon, tearing bites off the bug-tipped skewer between swings.", + { + "type": "entries", + "name": "Treasure", + "id": "415", + "entries": [ + "Stashed beneath the fomorians' beds are two ivory mammoth tusks (each is worth 600 gp and weighs 100 pounds), a {@item Spell Scroll} of {@spell Levitate}, and a beaten copper bowl with lapis lazuli handles, which is worth 750 gp." + ] + } + ] + }, + { + "type": "entries", + "name": "L13: River Ledge", + "id": "416", + "entries": [ + { + "type": "insetReadaloud", + "id": "417", + "entries": [ + "A ten-foot-long wooden boat is tied to a ledge near the water. Intricate, flowing knotwork carving adorns the sides of the craft, which tapers to a point at both ends. Two oars lie inside." + ] + }, + "This ledge is visible from the lake ({@area area L14|419|x}) and the shores of {@area areas L10|40f|x} and {@area L15|41d|x}.", + { + "type": "entries", + "name": "Treasure", + "id": "418", + "entries": [ + "The vessel is a {@item Folding Boat} created to traverse the lake and the rivers that branch from it. In addition to its usual properties, the boat has an extra command word that functions only while the boat is within the Lost Caverns. A character who knows this extra command word (\"Shrimpkin\")\u2014discovered by casting the {@spell Identify} spell on the boat or by examining clues in the boat's intricate designs and succeeding on a DC 16 Intelligence ({@skill Arcana}) check\u2014can command the boat to row itself in a particular direction at a speed of 30 feet or to hold its position in defiance of the water's swiftest currents." + ] + } + ] + }, + { + "type": "entries", + "name": "L14: Underground Lake", + "id": "419", + "entries": [ + { + "type": "insetReadaloud", + "id": "41a", + "entries": [ + "A river flows into the south side of this high-vaulted cavern, feeding a glassy, ebon-hued lake. Drops of water fall from the ceiling high above, rippling the mirrorlike surface of the water.", + "Two rivers flow out of the northern side of the lake, while a third flows out to the west. Ledges along the shore lead to dry tunnels." + ] + }, + "The lake teems with blind cave fish and crayfish. These critters are a food source for many of the denizens in the lesser caverns, including predators that dwell within the lake itself. The lake slopes sharply from its shores to a depth of 100 feet.", + "Four {@creature Chuul||chuuls} lurk near the lake bed, 90 feet below the surface. They're content to creep along the lightless depths and prey on cave fish unless something else catches their attention. Bright light draws the chuuls to the water's edge, as does any magic in the lake or near its surface, such as the boat from {@area area L13|416|x}. If drawn to the surface, the chuuls attack.", + { + "type": "entries", + "name": "L14a: Stone Bridge", + "id": "41b", + "entries": [ + "An unadorned stone bridge spans the northwest river." + ] + }, + { + "type": "entries", + "name": "L14b: Gargoyle Bridge", + "id": "41c", + "entries": [ + "A bridge decorated with reliefs of gargoyles spans the west river flowing from the lake. The sound of roaring water echoes from downstream. A short distance beyond the bridge, the river becomes a waterfall, plummeting 300 feet into an Underdark lake. The lake and the creatures that inhabit it are beyond the scope of this adventure, but you can flesh them out as you see fit." + ] + } + ] + }, + { + "type": "entries", + "name": "L15: Basilisk Den", + "id": "41d", + "entries": [ + { + "type": "insetReadaloud", + "id": "41e", + "entries": [ + "Oddly shaped chunks of rock are strewn about this cave, which reeks of ammonia. Scattered among the irregular rock pieces are stone sculptures of various creatures, including bats, subterranean lizards, and a broken bust of a gnome with a horrified expression." + ] + }, + "Four {@creature Basilisk||basilisks} dwell in this cave. Toward the back of the cave is a nest where the basilisks lay eggs. The basilisks are protective of their den, attacking any creatures that enter the cave.", + { + "type": "entries", + "name": "Treasure", + "id": "41f", + "entries": [ + "The head and shoulder of a {@condition petrified} gnome lie near the basilisk nest at the back of the cave. The broken statue wears a pair of unpetrified goggles, which are {@item Eyes of Minute Seeing}." + ] + } + ] + }, + { + "type": "entries", + "name": "L16: Rainbow Cavern", + "id": "420", + "entries": [ + { + "type": "insetReadaloud", + "id": "421", + "entries": [ + "This vaulted cavern displays a rainbow of colors on its walls and floor. Stalactites hang like colorful icicles, and the stalagmites feature bright streaks and swirls. Mineral deposits form frozen curtains, cascades, and other fantastical shapes in vibrant hues." + ] + }, + "This colorful cavern is the lair of a {@creature chimera} named Chossos and a {@creature gorgon} named Fossus. Chossos speaks Common, Draconic, and Giant. He resembles a typical chimera, except he has a bull head in place of a goat head. This head confers no special abilities on Chossos, but it has helped him foster a kinship with Fossus.", + "When they aren't hunting together, Fossus restlessly paces among the cavern's vibrant stalagmites, while Chossos rests on a ledge above the entrance, from which the chimera ambushes any who pass by. The two creatures work together to burn, petrify, and trample intruders.", + "If Chossos is reduced to 50 hit points or fewer, the chimera feigns surrender and vows to give the characters his treasure if they spare him. If Fossus is still alive, Chossos calls off the gorgon. Chossos then attempts to lure the characters closer before resuming his assault once they've dropped their guards.", + { + "type": "entries", + "name": "Treasure", + "id": "422", + "entries": [ + "The remains of a {@condition petrified} adventurer stand among the stalagmites. A {@item Bag of Holding} hangs from the drab statue, which is missing its head. The bag contains a set of robes, 9 days of rations, a lacquered pipe, and a scorched {@item spellbook|PHB} containing the following spells: {@spell Darkvision}, {@spell Fog Cloud}, {@spell Grease}, {@spell Identify}, and {@spell Web}.", + "Piled atop the ledge above the entrance is a small heap of treasure containing 900 gp and 700 sp." + ] + } + ] + }, + { + "type": "entries", + "name": "L17: Boulder Heap", + "id": "423", + "entries": [ + { + "type": "insetReadaloud", + "id": "424", + "entries": [ + "Small, rounded boulders are carefully stacked here, blocking the entrance to a wide tunnel." + ] + }, + "The boulders are obviously not a natural formation. Chossos (see {@area area L16|420|x}) piled them here to block the entrance to the greater caverns and prevent creatures that dwell there from taking him by surprise.", + "With 5 minutes of work, the characters can clear enough of the rocks to expose the tunnel beyond. There, a flight of nine hundred crudely shaped stone steps descends to {@area area G1|43e|x} of the {@adventure greater caverns|QftIS|6|Greater Caverns Features} (detailed later in this adventure).", + { + "type": "entries", + "name": "Hollow Boulder", + "id": "425", + "entries": [ + "If the characters move any of the rocks, they uncover a smooth, blue-green boulder that's strangely light and clunks dully when moved or shaken, revealing its hollowness. The boulder can be easily broken open with blunt weapons, with tools, or by smashing it against a hard surface." + ] + }, + { + "type": "entries", + "name": "Graven Glyphs", + "id": "426", + "entries": [ + "Inside the hollow boulder is a bronze tablet worth 100 gp. The tablet is etched with a poem meant for those bold enough to delve into the greater caverns. It offers cryptic insight on how to enter Iggwilv's inner sanctum ({@area area G21|492|x}), where the archmage's true prize resides. The poem reads as follows:", + { + "type": "insetReadaloud", + "id": "427", + "entries": [ + "In the center lies the gate, But its locks will surely vex. Many are the guards who wait As you seek the middle hex.", + "Randomly sent to find a way Back to a different iron door. A seventh time and you may stay, And seek the glowing prize no more.", + "You have won old Iggwilv's prize, Her hoarded cache of magic, And freed the one with yearning eyes, Whose lot was hunger tragic." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "L18: Lavish Parlor", + "id": "428", + "entries": [ + { + "type": "insetReadaloud", + "id": "429", + "entries": [ + "The natural cavern gives way to a luxurious parlor. Crystal chandeliers bathe the chamber in soft light, and the scent of orange blossoms perfumes the air. Plump cushions surround a low table heaped with ripe fruits, refreshing beverages, and succulent meats. Low sofas and comfortable chairs dot the walls of the", + "lounge, and side tables between these sitting areas overflow with gemstones, jewelry, and other treasures.", + "Four impeccably dressed human aristocrats laugh and feast in the parlor. An unseen string quartet accompanies their revelry with soothing music." + ] + }, + "This area is brightly lit. The nobles kindly invite the characters to join the repast, insisting they rest and regale the nobles with tales of adventure.", + "The nobles are part of an elaborate, genie-wrought illusion created by Kashem, a bitter {@creature dao} bound to guard this chamber by Iggwilv. The Witch Queen imparted a mote of her power to Kashem in exchange for the dao's services. Long after the archmage's departure, Kashem still pursues her original charge to destroy all who enter.", + "When the characters arrive, Kashem floats silently above the chamber, waiting for a prime opportunity to strike. If the characters consume any of the food or drink, refuse to join the nobles outright, or see through the illusions, Kashem reveals herself and attacks.", + { + "type": "entries", + "name": "Dust to Dust", + "id": "42a", + "entries": [ + "If Kashem is slain, her body disintegrates into a pile of fine dust. This dust can be used in {@area area L21|437|x} to destroy the cage in the lake or prove that Kashem is dead." + ] + }, + { + "type": "entries", + "name": "Illusory Finery", + "id": "42b", + "entries": [ + "The room's furnishings and inhabitants are convincing, genie-wrought illusions. These illusions blanket dingy, neglected versions of the objects they cover and feel real if touched. To pierce the dao's ruse, a character examining the chamber's fixtures must succeed on a DC 20 Intelligence ({@skill Investigation}) check. The nobles, however, fail to hold up to physical inspection. A character who touches a noble automatically succeeds on this check." + ] + }, + { + "type": "entries", + "name": "Poisoned Feast", + "id": "42c", + "entries": [ + "The food and drink on the table are real\u2014and poisoned. A creature that consumes any of the food or drink must make a DC 16 Constitution saving throw. On a failed save, a creature takes 21 ({@dice 6d6}) poison damage and has the {@condition poisoned} condition for 1 hour. On a successful save, the creature takes half as much damage only. The illusory nobles nonchalantly partake of the sumptuous feast and politely encourage the characters to sample the dishes." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "42d", + "entries": [ + "None of the treasure is real. Coins and precious objects taken from the chamber turn out to be flat stones and obvious counterfeits." + ] + } + ] + }, + { + "type": "entries", + "name": "L19: Black-Water Lake", + "id": "42e", + "entries": [ + { + "type": "insetReadaloud", + "id": "42f", + "entries": [ + "The river flows into a flooded cavern, creating a small lake. The surface of the water is glossy and black. A rocky island rises from the center of the pool." + ] + }, + "The island is strewn with tiny garnets, which sparkle alluringly in the presence of light.", + { + "type": "entries", + "name": "Lurking Death", + "id": "430", + "entries": [ + "Eight aquatic {@creature Ghast||ghasts} (each has a swimming speed of 30 feet) lurk in the lake, which is 20 feet deep. Spotting them beneath the water's mirrorlike surface requires a successful DC 20 Wisdom ({@skill Perception}) check. The ghasts ambush any creatures that enter the lake." + ] + }, + { + "type": "entries", + "name": "Rebuking Island", + "id": "431", + "entries": [ + "Iggwilv recorded a series of messages in this cave to taunt intruders. Each time a creature sets foot on the island, an imperious feminine voice echoes throughout the cave, uttering one of the following reproofs:", + { + "type": "list", + "items": [ + "\"Fools! This is a dead end. Flee while you still can!\"", + "\"You were witless to enter at all, so you should probably just stay here.\"", + "(Peals of hideous, mocking laughter)" + ] + } + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "432", + "entries": [ + "Six hundred garnets are strewn across the island, each the size of a pea and worth 1 gp. It takes 10 minutes for a creature to collect the gems by hand. They have a combined weight of 5 pounds." + ] + } + ] + }, + { + "type": "entries", + "name": "L20: Cave of Crystals", + "id": "433", + "entries": [ + { + "type": "insetReadaloud", + "id": "434", + "entries": [ + "Veins of glittering quartz streak the walls of this crystal cave. Three bizarre creatures with stone-lidded eyes converse in grating tones. Each has three clawed arms, three stumpy legs, and a barrel-like body." + ] + }, + "Three {@creature xorn} from the Elemental Plane of Earth found their way to this cave through a planar rift that has since closed, stranding them here. The xorn are initially indifferent to the characters but defend themselves if attacked.", + { + "type": "entries", + "name": "Hungry Castaways", + "id": "435", + "entries": [ + "The xorn are discussing their plight when the characters arrive. The creatures are hungry and upset at their situation. Prone to stress-eating, the xorn crave any precious gems or metals they can sense on the characters. If anyone in the party can understand the xorn, the creatures explain their dilemma and attempt to persuade the characters to give them a meal of at least 100 gp worth of gems or metals per xorn.", + "If the characters have a means to send the xorn home\u2014such as the {@spell Banishment} spell\u2014the xorn offer to help locate other treasure for the characters as payment. Alternatively, a character can convince the xorn to assist them in defeating a single threat elsewhere in the caverns with a successful DC 18 Charisma ({@skill Persuasion}) check." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "436", + "entries": [ + "The xorn stashed 500 gp worth of uncut gems behind a large crystal formation in the northwest corner of the room. A character searching the crystals finds the stash with a successful DC 17 Wisdom ({@skill Perception}) check." + ] + } + ] + }, + { + "type": "entries", + "name": "L21: Pool Cavern", + "id": "437", + "entries": [ + { + "type": "insetReadaloud", + "id": "438", + "entries": [ + "The narrow river flows into a domed cavern whose ceiling bristles with stalactites. Faint sounds of trickling water echo from the northwest." + ] + }, + "The river dead-ends in this flooded chamber. A {@creature marid} named Kasdu'ul is trapped at the bottom of the pool, 30 feet below the surface. An unbreakable stone cage etched with glowing runes confines the genie to the pool. Characters who look into the pool and succeed on a DC 15 Wisdom ({@skill Perception}) check notice the cage's faint, glimmering light in the water.", + { + "type": "entries", + "name": "Bound Genie", + "id": "439", + "entries": [ + "Kasdu'ul was trapped here by the dao Kashem (see {@area area L18|428|x}) centuries ago, shortly before Kashem was fooled and bound by Iggwilv in turn. A permanent {@spell Antipathy/Sympathy} spell (save DC 18) protects the cage and repels creatures that aren't native to the Elemental Plane of Earth with its Antipathy effect. The runes on the cage invoke the hatred of Ogrémoch, the Prince of Evil Earth.", + "While the cage is intact, Kasdu'ul has the {@condition incapacitated} condition and speaks in a lethargic tone. If the characters overcome the Antipathy effect and approach the cage, the genie drowsily asks them to destroy it." + ] + }, + { + "type": "entries", + "name": "Destroying the Cage", + "id": "43a", + "entries": [ + "The cage is immune to all damage and has no locks or opening mechanisms. It can be destroyed in the following ways:", + { + "type": "list", + "items": [ + "A creature native to the Plane of Earth\u2014such as one of the pechs in {@area area L6|401|x}\u2014can easily break the cage as if it were made of fragile clay.", + "If the dust of a slain dao is scattered over the lake, the cage instantly rusts away.", + "A successful {@spell Dispel Magic} (DC 18) spell cast on the cage causes it to crumble." + ] + }, + "Kasdu'ul has had many years to contemplate the cage's magical construction. She might propose one of these methods to the party from inside the cage." + ] + }, + { + "type": "entries", + "name": "Freed Genie", + "id": "43b", + "entries": [ + "If the cage is destroyed, Kasdu'ul returns to her lively self. The grateful genie urges the characters to find and slay the dao that imprisoned her if they haven't already.", + "As thanks for freeing her, she's willing to cast {@spell Tongues}, {@spell Water Breathing}, and {@spell Water Walk} on the characters to facilitate their exploration. If the characters also present proof of Kashem's demise\u2014such as a pinch of the dust left behind after her death\u2014or they offer a convincing story and succeed on a DC 17 Charisma ({@skill Deception}) check, Kasdu'ul summons a {@creature water weird} and orders it to serve the characters for 1 hour, after which it vanishes. In either case, Kasdu'ul then bids the characters farewell and returns to the Elemental Plane of Water." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Greater Caverns Features", + "id": "43c", + "entries": [ + "Unless otherwise noted, the greater caverns have the following features:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Ceilings", + "entry": "Ceilings are 15 feet high in corridors and tunnels and 30 feet high in chambers." + }, + { + "type": "item", + "name": "Corrupted Region", + "entry": "Abyssal energy bleeds into the greater caverns. Phantom whispers and twisted shadows pluck at the characters' fears, and nightmares plague their rest. A character who finishes a long rest in the greater caverns must make a DC 15 Wisdom saving throw. On a failed save, the character gains only the benefits of a short rest." + }, + { + "type": "item", + "name": "Lighting", + "entry": "The caverns are unlit. Denizens carry their own light or rely on {@sense darkvision} to see. Area descriptions assume the characters have a light source or other means of seeing in the dark." + } + ] + } + ] + }, + { + "type": "entries", + "name": "Greater Caverns Locations", + "id": "43d", + "entries": [ + "The following locations are keyed to map 6.3.", + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/106-map-6.03-greater-caverns-map.webp" + }, + "imageType": "map", + "title": "Map 6.3: Greater Caverns", + "credit": "Mike Schley", + "width": 2550, + "height": 3300, + "id": "5b1", + "mapRegions": [ + { + "area": "456", + "points": [ + [ + 325, + 605 + ], + [ + 316, + 575 + ], + [ + 327, + 559 + ], + [ + 311, + 540 + ], + [ + 292, + 511 + ], + [ + 269, + 448 + ], + [ + 273, + 425 + ], + [ + 307, + 405 + ], + [ + 334, + 374 + ], + [ + 353, + 365 + ], + [ + 370, + 375 + ], + [ + 392, + 367 + ], + [ + 411, + 352 + ], + [ + 429, + 336 + ], + [ + 447, + 330 + ], + [ + 492, + 340 + ], + [ + 497, + 357 + ], + [ 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"adventure/QftIS/107-map-6.03-greater-caverns-map-player.webp" + }, + "imageType": "mapPlayer", + "title": "Player Version", + "width": 2550, + "height": 3300, + "credit": "Mike Schley", + "mapParent": { + "id": "5b1" + } + } + ] + }, + { + "type": "entries", + "name": "G1: Warren Tunnels", + "id": "43e", + "entries": [ + { + "type": "insetReadaloud", + "id": "43f", + "entries": [ + "The domed ceiling of this chamber drips with stalactites. Thick fungal growth blankets the floor, and the still air reeks with the odors of rotting refuse, moldy fungus, and an even less pleasant stench. Numerous tunnels branch from the cave." + ] + }, + "The stench permeating these shallow tunnels arises from the compost and manure in the carefully tended fungus beds.", + "The tunnels are home to a clan of troglodytes warped by demonic energy radiating from Iggwilv's experiments. Eighteen {@creature troglodyte} warriors live in the warrens. The clan is led by a bloated {@creature hezrou} servant of Laogzed, a lesser demonic deity of mindless gluttony venerated by these troglodytes. Blessed by Laogzed, the troglodytes are immune to the {@condition poisoned} condition.", + { + "type": "entries", + "name": "Foul Welcome", + "id": "440", + "entries": [ + "Six troglodyte warriors lurk near the entry, waiting to ambush creatures arriving from the lesser caverns. The characters can sneak past the troglodytes with a successful DC 15 Dexterity ({@skill Stealth}) group check. Characters carrying a light source have disadvantage on this check. If combat breaks out here, the hezrou joins the fight on initiative count 20 of the second round (losing initiative ties). Six more troglodytes arrive on initiative count 0 of the third and fourth rounds." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "441", + "entries": [ + "The hezrou's chamber contains a {@item Potion of Greater Healing||Potion of Healing (greater)} and a {@item Longsword of Vengeance||Sword of Vengeance (longsword)}." + ] + } + ] + }, + { + "type": "entries", + "name": "G2: Cavern of Corpses", + "id": "442", + "entries": [ + { + "type": "insetReadaloud", + "id": "443", + "entries": [ + "This gruesome cave is either a burial crypt or a trophy room. The walls of the vaulted cavern are lined with limed-over corpses. A circle of barely distinguishable bodies composes the lower tier, while a fresher ring of calcified corpses stands on the heads and shoulders of those beneath, completing the macabre decoration.", + "The steady drip of water from the ceiling down the walls and over the stony corpses creates a shallow pool in the northeastern portion of the cave." + ] + }, + "The calcified corpses include dead explorers, troglodytes, and cave-dwelling creatures. A wicked spirit of hunger (use the {@creature wraith} stat block) resides here, a sliver of the lesser god Laogzed's power. The troglodytes worship this ravenous spirit and offer up captives and treasure to it as sacrifices. Seven {@creature Specter||specters} created by the spirit lie dormant in their former bodies, awaiting its command.", + "When the characters enter the cavern, the spirit and specters attack, eager to feed off the characters' life force.", + { + "type": "entries", + "name": "Treasure", + "id": "444", + "entries": [ + "Scattered on the floor at the far end of the chamber are 480 gp, 800 sp, twenty assorted gems worth 50 gp each, and a sealed scroll tube with a {@item Spell Scroll} of {@spell Raise Dead}.", + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/108-06-008.spirit-of-hunger.webp" + }, + "title": "A spirit of hunger emerges from a wall of calcified corpses to devour the souls of the living", + "credit": "Adrián Ibarra Lugo", + "width": 1700, + "height": 1133 + } + ] + } + ] + }, + { + "type": "entries", + "name": "G3: Great Gallery", + "id": "445", + "entries": [ + { + "type": "insetReadaloud", + "id": "446", + "entries": [ + "Irregular shelves line the walls of this yawning cavern. Massive stalactites hang from the ceiling, and the floor is dotted with matching stalagmites. Fungus grows throughout the cave, and small cave animals scurry about, feeding on the mushrooms." + ] + }, + "The ceiling of this long cavern rises to a height of 50 feet. Careful examination of the floor reveals many cracked bone fragments among the fungi. This is the lair of Lludd, a clever and long-lived {@creature behir} who speaks Common and Giant in addition to Draconic. Lludd lurks on a ledge near the entrance to the chamber, waiting for morsels worthy of his hunger.", + "Lludd is hostile toward intruders, but he doesn't immediately resort to violence. Though he's selfish and cruel, the behir hasn't survived this long by attempting to devour every creature that enters his lair\u2014especially hardened adventurers. When he notices the characters, Lludd greets them in Common.", + { + "type": "entries", + "name": "Parleying with Lludd", + "id": "447", + "entries": [ + "If the characters converse with Lludd, he offers to point them toward a place where they can find treasure in exchange for leaving him in peace. The behir keeps no hoard of his own. If they agree, Lludd directs them toward a \"vast treasure\" in the rolling gallery ({@area area G4|449|x}).", + "During the conversation, Lludd sizes up the party. If the characters appear wounded or offend the behir, he seizes his chance and unleashes his breath on them." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "448", + "entries": [ + "Inside Lludd's stomach is a {@item Periapt of Proof against Poison} left over from an unlucky explorer the behir digested." + ] + } + ] + }, + { + "type": "entries", + "name": "G4: Rolling Gallery", + "id": "449", + "entries": [ + { + "type": "insetReadaloud", + "id": "44a", + "entries": [ + "This vast, tubelike gallery's concave walls curve from long ledges about halfway to the ceiling down to the floor. Tracks have worn smooth paths from ledge to ledge across the curving floor.", + "The thunderous griding of stone echoes throughout the cave, as three boulders roll along the tracks at dangerous speeds. Other large rocks, worn nearly spherical, sit motionless throughout the gallery." + ] + }, + "The rolling boulders are three {@creature galeb duhr}, created and bound by Iggwilv to defend this cave. The elementals attack any intruders.", + { + "type": "entries", + "name": "Treasure", + "id": "44b", + "entries": [ + "A scattering of treasure glints in the bottom of the cave: 60 pp, 285 gp, 87 sp, three rubies worth 300 gp each, and a {@item +1 War Pick}." + ] + } + ] + }, + { + "type": "entries", + "name": "G5: Tilted Cavern", + "id": "44c", + "entries": [ + { + "type": "insetReadaloud", + "id": "44d", + "entries": [ + "The terraced floor of this angled cavern is slippery with cave drippings. In the center of the cave, a wide tunnel has collapsed into a rubble-filled alcove." + ] + }, + "Two {@creature Umber Hulk||umber hulks} burrowed through this area recently. Though their tunnels collapsed behind them, the creatures lurk just beyond the alcove. If the irritable umber hulks detect the characters, the monsters burst through the rubble and attack.", + { + "type": "entries", + "name": "Slippery Floor", + "id": "44e", + "entries": [ + "The dripping water renders the uneven floor slick with mud and slime. A creature that moves faster than half its speed along the floor must succeed on a DC 15 Dexterity saving throw or have the {@condition prone} condition. The umber hulks ignore this effect." + ] + }, + { + "type": "entries", + "name": "Tunnel", + "id": "44f", + "entries": [ + "If the characters excavate the entrance to the tunnel through which the umber hulks entered this cavern, they find it runs down and away for 100 feet. It then angles upward and continues for 1 mile, exiting through the north side of the mountain." + ] + } + ] + }, + { + "type": "entries", + "name": "G6: Small Gallery", + "id": "450", + "entries": [ + { + "type": "insetReadaloud", + "id": "451", + "entries": [ + "This cave holds numerous types of fungi. Three giant lizards graze warily on the mushrooms." + ] + }, + "The three {@creature Giant Lizard||giant lizards} pose no threat to the characters. As they graze, the lizards nervously eye anyone who approaches them and keep their distance.", + "If a character casts the {@spell Speak with Animals} spell or uses other means to communicate with the lizards, the reptiles explain one of their siblings was recently slain by a terrible, red-furred creature from a large cave to the west (see {@area area G8|456|x}). If the characters avenge the lizards' fallen kin, one of the lizards agrees to serve the party as a cavern guide and mount for the next hour.", + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/109-06-009.barlgura.webp" + }, + "title": "A barlgura leers atop a pillar infused with Abyssal energy", + "credit": "Zoltan Boros", + "width": 828, + "height": 2288 + }, + { + "type": "entries", + "name": "Mushrooms", + "id": "452", + "entries": [ + "The fungi in this cavern are edible, and characters can forage food here without having to make an ability check." + ] + } + ] + }, + { + "type": "entries", + "name": "G7: Smooth Cavern", + "id": "453", + "entries": [ + { + "type": "insetReadaloud", + "id": "454", + "entries": [ + "This wide cavern is strewn with boulders. A gaping sinkhole drops down near the cave's center and plummets into darkness." + ] + }, + "Two {@creature Gas Spore||gas spores} grow in this cavern, one tucked among the boulders near the sinkhole and the other in the hole itself. When a creature comes within 30 feet of either spore, both spores attack.", + { + "type": "entries", + "name": "Sinkhole", + "id": "455", + "entries": [ + "The sinkhole drops 75 feet down to a tunnel that runs 35 feet to the east, then drops another 100 feet to an underground stream. What lies beyond the stream is outside the scope of this adventure." + ] + } + ] + }, + { + "type": "entries", + "name": "G8: Cavern of Stalagmites", + "id": "456", + "entries": [ + { + "type": "insetReadaloud", + "id": "457", + "entries": [ + "Four thick stalagmites, twenty feet high and with tops worn smooth, rise from the center of this large cave. Baleful crimson light leaks from cracks in the jagged pillars, casting an eerie glow on the cave." + ] + }, + "Four {@creature Barlgura||barlguras} lair in this dimly lit cave. Each demon perches on one of the pillars, waiting to ambush unsuspecting entrants. When combat begins in this area, the pillars activate.", + { + "type": "entries", + "name": "Demon Pillars", + "id": "458", + "entries": [ + "Iggwilv conducted demonic experiments on the pillars in this cavern. Each round on initiative count 20 (losing initiative ties), the pillars pulse with Abyssal energy. When this occurs, non-Fiends within 10 feet of one or more pillars must succeed on a DC 15 Constitution saving throw or be warped by planar magic. Roll on the Abyssal Energy table to determine the effect, which lasts until the pillars pulse again or are destroyed.", + { + "type": "table", + "caption": "Abyssal Energy", + "colLabels": [ + "d4", + "Abyssal Manifestation" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "The target's limbs become rubbery and unreliable. It has disadvantage on attack rolls with weapons." + ], + [ + "2", + "The target's eyes squirm out of its head as worms; the target has the {@condition blinded} condition." + ], + [ + "3", + "The target's feet become heavy, fluid-filled sacs, reducing its walking speed by 10 feet." + ], + [ + "4", + "The target's mouth vanishes, preventing it from speaking or casting spells with verbal components." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Destroying the Pillars", + "id": "459", + "entries": [ + "Each of the pillars has Armor Class 17, 50 hit points, immunity to poison and psychic damage, and vulnerability to radiant damage. Destroying the pillars prevents them from emitting Abyssal energy. A {@spell Hallow} spell cleanses the pillars, accomplishing the same feat." + ] + } + ] + }, + { + "type": "entries", + "name": "G9: Glowing Grotto", + "id": "45a", + "entries": [ + { + "type": "insetReadaloud", + "id": "45b", + "entries": [ + "Unusual fungi and lichen cover this irregular cavern. The growths are limned in auras of blue and pink light. Many-faceted crystals grow around the periphery, reflecting the light in scintillating patterns." + ] + }, + "This dimly lit cave is a planar nexus through which Iggwilv once explored the multiverse. Fungi from the Feywild and crystals harvested from the deepest reaches of the Astral Plane fuel the cave's glow and anchor the planar magic that lingers here.", + { + "type": "entries", + "name": "Planar Displacement", + "id": "45c", + "entries": [ + "When a creature enters the grotto, a flare of magic teleports the entrant and creatures within 10 feet of it to one of the Outer Planes. Roll on the Grotto Destination table to determine where the creatures are sent. For the next minute, any creature that enters the grotto is transported to the same destination. Due to their planar nature, these areas don't appear on map 6.3.", + "The following sections detail these locations and how creatures transported to them can return to the Lost Caverns. Once a creature has been transported to a location in this way, it can't be sent to that destination by entering the grotto for 24 hours.", + { + "type": "table", + "caption": "Grotto Destination", + "colLabels": [ + "d4", + "Destination" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Abyssal labyrinth ({@area area G9a|45d|x})" + ], + [ + "2", + "Elysian canyon ({@area area G9b|461|x})" + ], + [ + "3", + "Infernal hall ({@area area G9c|465|x})" + ], + [ + "4", + "Mechanized checkpoint ({@area area G9d|46c|x})" + ] + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "G9a: Abyssal Labyrinth", + "id": "45d", + "entries": [ + { + "type": "insetReadaloud", + "id": "45e", + "entries": [ + "A flash of sickly green light fades to reveal rough-hewn tunnels bored into black stone. The air reeks of animal stench. Chuffing growls echo from the darkness.", + "Two muscular humanoids with bull heads emerge from the darkness. They brandish axes and lead metallic bulls whose nostrils exude a noxious vapor." + ] + }, + "This immense labyrinth is part of the Endless Maze\u2014a layer of the Abyss ruled by the bloodthirsty demon lord Baphomet. The labyrinth fills a region of the Abyss roughly 1 mile on each side. The labyrinth's tunnels are 20 feet wide, 50 feet high, marred with scratches, and stained with blood.", + "The characters arrive in the presence of two {@creature Minotaur||minotaurs}, each accompanied by a {@creature gorgon}. Servants of Baphomet, the minotaurs seek to offer up the characters' heads as gifts to the demon lord. The gorgons obey the minotaurs' spoken commands.", + { + "type": "entries", + "name": "Escaping the Labyrinth", + "id": "45f", + "entries": [ + "When the characters negotiate the labyrinth, have them choose a navigator and their pace (fast, normal, or slow). It takes 1 hour to navigate the maze at a fast pace, 2 hours at a normal pace, or 3 hours at a slow pace. Halfway through the journey, the navigator must make a DC 16 Wisdom ({@skill Survival}) check. If the characters are moving at a fast pace, the navigator makes the check with disadvantage, while a slow pace allows them to make the check with advantage. On a successful check, the characters find their way out. On a failed check, the characters must restart the labyrinth.", + "The longer the characters take to navigate the maze, the greater the risk of encountering the creatures within it. Every 30 minutes the party spends in the maze, roll on the Labyrinth Encounters table to see what, if anything, the characters meet.", + "The labyrinth's exit is a one-way portal at the end of a clean, misty tunnel. Creatures that pass through the portal emerge in front of {@area area G9|45a|x} of the Lost Caverns.", + { + "type": "table", + "caption": "Labyrinth Encounters", + "colLabels": [ + "d20", + "Encounter" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1\u201310", + "No encounter" + ], + [ + "11\u201312", + "A row of humanoid heads on pikes" + ], + [ + "13\u201314", + "A bloodthirsty {@creature hill giant} with crooked horns" + ], + [ + "15\u201316", + "An enormous, rampaging giant bull (use the {@creature mammoth} stat block)" + ], + [ + "17\u201318", + "{@dice 1d6} {@creature Minotaur||minotaurs}" + ], + [ + "19\u201320", + "An aspect of the demon lord Baphomet (use the {@creature goristro} stat block)" + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "460", + "entries": [ + "Near the labyrinth's exit, a desiccated, severed hand clutches a {@item +2 Greataxe}." + ] + } + ] + }, + { + "type": "entries", + "name": "G9b: Elysian Canyon", + "id": "461", + "entries": [ + { + "type": "insetReadaloud", + "id": "462", + "entries": [ + "A flash of golden light gives way to warm sunlight. The rocky floor of a steep canyon stretches before you, its sheer walls rising overhead. Fallen rocks\u2014the result of a recent rockslide\u2014block the canyon's exit.", + "Six centaurs stand nearby. One trots forward and calls out to you. \"Unfortunate timing! We're all trapped, but perhaps we can help each other?\"" + ] + }, + "This box canyon on the plane of Elysium tests the compassion and resolve of those trapped within. Six {@creature Centaur||centaurs} who speak Common were exploring the canyon when its walls collapsed, stranding them here. Unable to scale the sheer, 60-foot-high walls, the centaurs are out of ideas. The centaurs are friendly toward the characters unless attacked.", + "Shaydun, the centaurs' leader, approaches the characters. She doesn't know how the characters arrived in the canyon, but she's willing to help them find a way back to the Lost Caverns if they help the centaurs escape the canyon.", + { + "type": "entries", + "name": "Escaping the Canyon", + "id": "463", + "entries": [ + "The characters can escape the canyon by the following means:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Clearing the Rubble", + "entry": "A character who inspects the rubble and succeeds on a DC 15 Intelligence ({@skill Investigation}) check notices a protruding boulder that, if dislodged, could open a way through to the canyon beyond. A character can knock the boulder loose with a successful DC 25 Strength ({@skill Athletics}) check. If the characters fasten ropes to the boulder, the centaurs offer to help haul it down for them (no check required). Freeing the boulder clears a path through the rubble." + }, + { + "type": "item", + "name": "Climbing Out", + "entry": "Scaling the canyon's walls without climbing gear or magic requires a successful DC 20 Strength ({@skill Athletics}) check. The centaurs can't manage this climb. At the top of the canyon is a golden-barked oak tree the characters can use as an anchor for rope or other climbing equipment." + } + ] + }, + "At your discretion, other means of exiting the canyon might exist. Either way, once the characters have freed themselves, they can easily help the centaurs do the same." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "464", + "entries": [ + "Shaydun wears a magic necklace adorned with a small silver horseshoe. The necklace allows the creature wearing it to cast the {@spell Plane Shift} spell once, after which the necklace loses its magic.", + "In exchange for helping the centaurs escape the canyon, Shaydun gifts the characters her necklace. If a character uses the necklace to return to the Lost Caverns, they do so unerringly, appearing in front of {@area area G9|45a|x}." + ] + } + ] + }, + { + "type": "entries", + "name": "G9c: Infernal Hall", + "id": "465", + "entries": [ + { + "type": "insetReadaloud", + "id": "466", + "entries": [ + "A flash of red light fades to reveal a seemingly endless obsidian hall. Rows of decorative columns hoist a flat, mirrorlike ceiling high above. The columns are carved in the likeness of two alluring yet imposing devils whose eyes seem to follow you. Ruddy light filters into the room from somewhere beyond the pillars, and the air is dry and oppressively hot.", + "Beneath each of you is a faintly glowing pentacle of green metal inlaid in the stone floor." + ] + }, + "This infernal hall is located within an abandoned courthouse on Phlegethos, the fourth layer of the Nine Hells. The hall is 60 feet wide and has 30-foot-high ceilings, but it is infinitely long and unbearably hot. The hall constitutes an area of {@book extreme heat|DMG|5|Extreme Heat} (see the {@book Dungeon Master's Guide|DMG}).", + "When the characters arrive, each of them is trapped in one of the pentacles (detailed below).", + { + "type": "entries", + "name": "Devil Columns", + "id": "467", + "entries": [ + "The figures carved into the columns represent Belial and Fierna, joint rulers of the fourth layer of the Nine Hells. A character who succeeds on a DC 20 Intelligence ({@skill Religion}) check recognizes the archdevils and the plane on which the hall resides. A character can climb the columns without having to make an ability check." + ] + }, + { + "type": "entries", + "name": "Mirror Ceiling", + "id": "468", + "entries": [ + "A character who looks up at the ceiling sees the floor of the glowing grotto ({@area area G9|45a|x}) reflected in its surface. A character who studies the ceiling and succeeds on a DC 16 Wisdom ({@skill Perception}) check notices faint ripples in its surface, like that of a pool." + ] + }, + { + "type": "entries", + "name": "Pentacles", + "id": "469", + "entries": [ + "A 10-foot-diameter, 20-foot-tall cylinder of magical force surrounds each pentacle, confining a creature within its bounds. Skeletons of creatures that never escaped the magical prisons dot the pentacles along the infinite hall. Fortunately for the characters, Iggwilv built a fail-safe into the pentacles when she created them ages ago in case her enemies ever tried to use them against her.", + "A {@spell Levitate} spell allows a creature imprisoned in one of the pentacles to rise through the prison's area of effect and up to the ceiling. This exception doesn't apply to other forms of flight, such as the {@spell Fly} spell or wings.", + "A character who examines the pentacle beneath them and succeeds on a DC 15 Intelligence ({@skill Investigation}) check notices smudges along the metal, suggesting someone traced the shape in the past. If the character traces the shape of the pentacle imprisoning them, they gain the effects of a {@spell Levitate} spell for 1 minute, with no concentration required." + ] + }, + { + "type": "entries", + "name": "Escaping the Hall", + "id": "46a", + "entries": [ + "To escape the hall, the characters must overcome their magical prisons. They can escape the pentacles through the following means:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Dispelling the Circle", + "entry": "A successful {@spell Dispel Magic} spell (DC 15) cast on the pentacle suppresses its magic for 1 hour, freeing the creature inside." + }, + { + "type": "item", + "name": "Levitation", + "entry": "A {@spell Levitate} spell allows a character to rise out of the pentacle's area of effect." + }, + { + "type": "item", + "name": "Teleportation", + "entry": "A character who first succeeds on a DC 15 Charisma saving throw can then teleport outside the circle as normal. On a failed save, the attempt is wasted." + } + ] + }, + "A creature that ascends to the ceiling is transported to the Lost Caverns in front of {@area area G9|45a|x}." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "46b", + "entries": [ + "Propped against a column near one of the pentacles is a {@item Glaive of Warning||Weapon of Warning (glaive)} veined with hellfire." + ] + } + ] + }, + { + "type": "entries", + "name": "G9d: Mechanized Checkpoint", + "id": "46c", + "entries": [ + { + "type": "insetReadaloud", + "id": "46d", + "entries": [ + "A copper-hued light flares and then fades, revealing a doorless, perfectly cubic room made of brass, copper, and steel. The walls are composed of interlocking gears, metal plates, and whirring machinery that rotate, shift, and tick to a synchronized beat.", + "The center of a wall reconfigures and opens, revealing three armored automatons. They march forward in unison, drawing weapons and readying shields." + ] + }, + "This checkpoint is located on Mechanus, a plane of absolute order. The three automatons (lawful neutral {@creature Helmed Horror||helmed horrors}) attack the characters, who are unauthorized visitors. On initiative count 20 of the next round (losing initiative ties), up to three more automatons (lawful neutral suits of {@creature animated armor}) emerge from the wall to replace any that were slain. These reinforcements continue to appear until the characters leave the area or die trying.", + { + "type": "entries", + "name": "Escaping the Checkpoint", + "id": "46e", + "entries": [ + "When an automaton is destroyed, its armored body crumbles to the floor as individual components. This includes its intact helmet, whose interior glows with a similar copper light to the flare that deposited the characters here. A character who dons the helmet is transported back to the Lost Caverns in front of {@area area G9|45a|x}. The helmet then crumbles to dust." + ] + } + ] + }, + { + "type": "entries", + "name": "G10: Jagged Cavern", + "id": "46f", + "entries": [ + { + "type": "insetReadaloud", + "id": "470", + "entries": [ + "This cavern is dimly lit by a multitude of candles. The walls are jagged, and the cave's floor is littered with broken skulls and splintered bones. In the center of the cave, a staircase ascends to a carved stone altar etched with leering demon faces. A sinister tome bound with black demon hide rests atop the altar." + ] + }, + "Iggwilv once conjured demons and bound them to her service in this soaring cavern. Before she vanished, the Witch Queen left a deadly trap for anyone coveting her knowledge.", + { + "type": "entries", + "name": "False Demonomicon", + "id": "471", + "entries": [ + "The book on the altar looks like the Demonomicon of Iggwilv, the preeminent treatise on the Abyss and demons. A character unfamiliar with the book can identify it with a successful DC 20 Intelligence ({@skill Arcana}) check. However, the book on the altar is a trap: a fake tome containing an unstable seed of Abyssal energy.", + "If the book is moved or touched, it flips open, and its pages shuffle as if disturbed by a phantom wind. A coruscating, 5-foot-wide, 10-foot-tall slash of red energy tears through the air above the pages, revealing a marred Abyssal landscape beyond.", + "Two {@creature Chasme||chasmes} buzz out from the rift and attack. At the end of each round, roll a {@dice d20}. On a 10 or lower, another {@creature chasme} wriggles through the portal.", + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/110-06-010.the-tome.webp" + }, + "title": "Within the Lost Caverns, Iggwilv penned her fabled treatise on demons. The tome disappeared when she did", + "credit": "One Pixel Brush", + "width": 1700, + "height": 1136 + } + ] + }, + { + "type": "entries", + "name": "Closing the Portal", + "id": "472", + "entries": [ + "The portal remains open for 1 hour or until six demons emerge, whichever comes first. The portal can be closed early through any of the following means:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Closing the Book", + "entry": "A character within 5 feet of the altar can close the book as an action with a successful DC 25 Strength ({@skill Athletics}) check." + }, + { + "type": "item", + "name": "Destroying the Book", + "entry": "The book has Armor Class 15, 50 hit points, resistance to cold and fire damage, and immunity to poison and psychic damage." + }, + { + "type": "item", + "name": "Dispelling the Book", + "entry": "A {@spell Dispel Magic} spell cast on the book suppresses its magic for 1 hour." + } + ] + }, + "Closing the portal doesn't return escaped chasmes to the Abyss." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "473", + "entries": [ + "Amid the bones on the floor is a {@item Cloak of Elvenkind}." + ] + } + ] + }, + { + "type": "entries", + "name": "G11: Cave of the Skull", + "id": "474", + "entries": [ + { + "type": "insetReadaloud", + "id": "475", + "entries": [ + "A small silver coffer rests in the center of this cave. A bleached humanoid skull rests atop the box. A leather cloak lies near the skull." + ] + }, + "The skull belonged to a wizard who challenged Iggwilv and lost badly. The garment nearby, however, is a motionless {@creature cloaker} that ambushes any creature that approaches the coffer.", + { + "type": "entries", + "name": "Treasure", + "id": "476", + "entries": [ + "The coffer is worth 750 gp. It contains ten cracked emeralds worth 100 gp each and a jar of {@item Keoghtom's Ointment}." + ] + } + ] + }, + { + "type": "entries", + "name": "G12: Pillared Cavern", + "id": "477", + "entries": [ + { + "type": "insetReadaloud", + "id": "478", + "entries": [ + "Stalactites and stalagmites in this chamber have fused to form lumpy pillars extending from floor to ceiling." + ] + }, + "Two {@creature Roper||ropers} lurk among the calcite columns at the cavern's south end. The monsters attack when they can each lash out at a victim with their tendrils." + ] + }, + { + "type": "entries", + "name": "G13: Rotting Fungus Cavern", + "id": "479", + "entries": [ + { + "type": "insetReadaloud", + "id": "47a", + "entries": [ + "This cave is thick with the stench of rotting fungus. A few mushrooms grow here and there, but most are dead and heaped in piles throughout the chamber." + ] + }, + "The remains of rotting mushrooms litter this chamber. Three {@creature Shambling Mound||shambling mounds} thrive amid the detritus. When the characters enter the cave, the creatures lurch out of the piles of filth and attack.", + "The stone giant in {@adventure area G14|QftIS|6|G14: Giant Lair} regularly tosses dead mushrooms in to feed the shambling mounds.", + { + "type": "entries", + "name": "Treasure", + "id": "47b", + "entries": [ + "Buried in the rotting mush is a collection of shiny objects the shambling mounds have gathered, including 340 gp, a {@item Potion of Clairvoyance}, and a silver scroll tube worth 125 gp containing a {@item Spell Scroll} of {@spell Cloudkill}." + ] + } + ] + }, + { + "type": "entries", + "name": "G14: Giant Lair", + "id": "47c", + "entries": [ + { + "type": "insetReadaloud", + "id": "47d", + "entries": [ + "Bones are scattered on the floor here. Two large round, black rocks sit in the rough center of the cave. A towering stone giant looms near the far wall. His skin is marred by cracks that radiate pale-green light." + ] + }, + "This is the lair of Zyzkathol, a chaotic evil {@creature stone giant} who succumbed to the demonic energy that permeates the greater caverns. He's accompanied by two giant beetles (use the {@creature rhinoceros} stat block). When at rest, the beetles resemble boulders, requiring a successful DC 18 Intelligence ({@skill Investigation}) check to discern they're animate.", + "When he notices the characters, Zyzkathol barks a command and sets the beetles on them.", + { + "type": "entries", + "name": "Treasure", + "id": "47e", + "entries": [ + "Hidden in Zyzkathol's bedding is a sack sewn from a giant weasel pelt that contains 375 gp. The giant wears an ivory necklace worth 200 gp." + ] + } + ] + }, + { + "type": "entries", + "name": "G15: Fungus Garden", + "id": "47f", + "entries": [ + { + "type": "insetReadaloud", + "id": "480", + "entries": [ + "This cave is full of six-foot-tall mushrooms and other fungi growing in mounds of carefully spread compost." + ] + }, + "The fungus here is a food source for many of the greater caverns' creatures, including eight {@creature Shrieker||shriekers} that are currently feeding here. If the shriekers sound off, Zyzkathol and his giant beetles (see {@adventure area G14|QftIS|6|G14: Giant Lair}) come to investigate." + ] + }, + { + "type": "entries", + "name": "G16: Lofty Cavern", + "id": "481", + "entries": [ + { + "type": "insetReadaloud", + "id": "482", + "entries": [ + "The ceiling of this large cave soars overhead, and natural ledges on the walls spiral upward. Broken stalactites litter the floor, and a pile of treasure is heaped against the west wall." + ] + }, + "An {@creature adult black dragon} named Calumnus recently moved into this vast cavern, whose natural ceiling rises to a height of 60 feet. Calumnus is aggressive and territorial, attacking all who enter, but the dragon retreats if reduced to 50 hit points or fewer.", + { + "type": "entries", + "name": "Treasure", + "id": "483", + "entries": [ + "The treasure near the west wall is the dragon's hoard. It includes 67 pp, 235 gp, 2,750 sp, assorted gems worth 700 gp, and an ivory case worth 300 gp containing a {@item Wand of Magic Missiles}." + ] + } + ] + }, + { + "type": "entries", + "name": "G17: Sanctuary Cavern", + "id": "484", + "entries": [ + { + "type": "insetReadaloud", + "id": "485", + "entries": [ + "This large cave is awash with a sense of peace. The low ceiling and walls are striated with brightly colored rock. A trickle of spring water runs through a crack and collects in a small natural basin." + ] + }, + "An aura of purity suffuses this tranquil cave. The greater caverns' fouler denizens avoid this area, making it a safe place for the characters to rest.", + { + "type": "entries", + "name": "Hallowed Rest", + "id": "486", + "entries": [ + "This haven was made long ago by one of Iggwilv's enemies. A permanent {@spell Hallow} spell (save DC 17) blankets the cave, with the following extra effect: Fiends and Undead can't see inside the cavern. The Corrupted Region feature of the greater caverns (see the \"{@area Greater Caverns Features|43c|x}\" section) doesn't extend to this area." + ] + } + ] + }, + { + "type": "entries", + "name": "G18: Grotto of the Idol", + "id": "487", + "entries": [ + { + "type": "insetReadaloud", + "id": "488", + "entries": [ + "A great stone idol stands over this grotto. The statue is carved in the likeness of a porcine-headed demon with puny wings and two jacinth eyes. On either side of it are brass stands with copper-bladed weapons.", + "A chest at the statue's feet rests with its lid open, revealing a collection of rings, bracers, brooches, small weapons, cloaks, arrows, and rods." + ] + }, + "This chamber is yet another trap devised to foil would-be plunderers. The demonic idol uses the {@creature stone golem} stat block but is carved in the likeness of a nalfeshnee. While the idol remains motionless, it's indistinguishable from an ordinary statue.", + "When the characters enter the chamber, a {@spell Magic Mouth} spell cast on the idol utters the following:", + { + "type": "insetReadaloud", + "id": "489", + "entries": [ + "\"Leave one magic item before me, then take your choice of those others have left behind!\"" + ] + }, + "If the characters attempt to take any of the items or otherwise disturb the idol, the idol attacks.", + { + "type": "entries", + "name": "Illusions", + "id": "48a", + "entries": [ + "The treasure and weapons in this room are illusions. A character who studies the objects and succeeds on a DC 16 Intelligence ({@skill Investigation}) check discerns the illusions for what they are." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "48b", + "entries": [ + "The only legitimate treasures in this grotto are the idol's two jacinth eyes, which are worth 250 gp each." + ] + } + ] + }, + { + "type": "entries", + "name": "G19: Vestibules", + "id": "48c", + "entries": [ + "Six nearly identical areas lead from the tunnels into Iggwilv's inner sanctum ({@area area G21|492|x}). When the characters approach one of the outer doors, read or paraphrase the following text:", + { + "type": "insetReadaloud", + "id": "48d", + "entries": [ + "An immense iron double door blocks your passage forward. A smokeless torch clutched in the mouth of a stone demon face above the doors illuminates the area. The doors are adorned with leering demon visages in bronze, and the doors' riveted edges are etched with arcane symbols.", + "The two largest demon faces hold unfurled bronze scrolls inlaid with a spidery script in their mouths. Large bronze pull rings sit below the scrolls." + ] + }, + "Each set of doors is 10 feet wide and 20 feet tall. The script around the edges of the doors is a mixture of Abyssal writing and arcane sigils of Iggwilv's design. The bronze scrolls are inscribed with the following warning:", + { + "type": "insetReadaloud", + "id": "48e", + "entries": [ + "Iggwilv's treasure rests within,", + "Her curse on any who disturbs it.", + "Seek no further to steal it or", + "To free the one prisoned here,", + "For a fate worse than death is", + "Sure to come to fools who", + "Violate this sacred place." + ] + }, + "The doors are unlocked but immensely heavy. When the characters enter a vestibule for the first time, read or paraphrase the following text:", + { + "type": "insetReadaloud", + "id": "48f", + "entries": [ + "A corridor with walls of red marble leads to an ebony door with silver hinges, studs, and a pull ring. The arched ceiling is made of black marble shot through with scarlet veins. The walls and floor are polished and dust-free, and a thick black carpet runs the length of the hall. Dim, ambient light illuminates the space." + ] + }, + "The first hall the characters enter also contains a framed painting of a narrow boat on turbulent seas. A pale, raven-haired woman stands at the tiller, smiling under a stormy night sky.", + { + "type": "entries", + "name": "Teleportation Lock", + "id": "490", + "entries": [ + "As the characters proceed down the hall, the air tingles with harmless but unsettling magic. When a creature opens the ebony door at the end of the hall, golden light flashes as the room's occupants are teleported to another part of the caverns. The door then swings closed.", + "The characters must open each of the six ebony doors before they can enter {@area area G21|492|x}, though the doors don't have to be opened in any specific order. A character who opens a door and succeeds on a DC 15 Intelligence ({@skill Arcana}) check discerns the nature of the lock and the number of doors that remain. The doors can't be bypassed through any other means. After all the doors have been opened at least once, their magic fades, allowing passage to the innermost chamber.", + "The Vestibule Destinations table summarizes the vestibules and where each room sends its occupants.", + { + "type": "table", + "caption": "Vestibule Destinations", + "colLabels": [ + "Vestibule", + "Destination" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "G19a", + "G20a" + ], + [ + "G19b", + "G20b" + ], + [ + "G19c", + "G20c" + ], + [ + "G19d", + "G20d" + ], + [ + "G19e", + "G20e" + ], + [ + "G19f", + "G20f" + ] + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "G20: Vestibule Destinations", + "id": "491", + "entries": [ + "Characters who open the doors in the vestibules (see {@area area G19|48c|x}) are teleported to these intersections." + ] + }, + { + "type": "entries", + "name": "G21: Inner Sphere", + "id": "492", + "entries": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/111-06-011.inner-sanctum.webp" + }, + "title": "Great iron doors mark the entrance to the Witch Queen's inner sanctum", + "credit": "Axel Defois", + "width": 850, + "height": 2338 + }, + { + "type": "insetReadaloud", + "id": "493", + "entries": [ + "This chamber is bathed in bright amber light. A ledge of pale green serpentine lies just beyond the threshold, spanning the equator of a spherical chamber. A decorative openwork screen, carved from rich wood and inlaid with ivory, stands on the ledge in front of the door. Five other doors are spaced equidistant around the ledge, each with its own screen.", + "The upper hemisphere of the room is lapis lazuli, as dark as the night sky at the top and fading to the pale blue of a twilight horizon at the ledge. The lower half of the room is serpentine, gradually darkening from pale green near the equator to a deep, forest green at the bottom. The walls are smooth and polished.", + "A stone dais, topped with an alabaster slab inlaid with gold, rests in the center of the chamber below. A pale woman with long black hair and clad in ornate plate armor sits up slowly with a listless expression.", + "Surrounding the dais are Iggwilv's riches\u2014sumptuous carpets, porcelain vessels displayed on inlaid stands, a polished side table holding a crystal bowl filled with a rainbow of gems, and a silver tripod brazier emitting a curling trail of sweet incense. Above it all, an ornate lantern set with gemstone lenses hangs from a gold chain, filling the room with its light." + ] + }, + "The woman on the dais is {@creature Drelnza|QftIS}, the vampire daughter of Iggwilv.", + "Tasked with guarding the Witch Queen's treasures, Drelnza slumbers in this sanctum until all six ebony doors have been opened, at which point she awakes and plays the part of a warrior imprisoned here by Iggwilv.", + "When the characters descend from the ledge or otherwise make themselves known, Drelnza yawns and passes a hand across her brow, making a show of waking from a long, magical sleep. She introduces herself and welcomes her \"rescuers,\" inquiring about the outside world seemingly to get her bearings. Drelnza spins a riveting tale about facing the Witch Queen in battle before succumbing to her evil magic. During the conversation, Drelnza uses her Charm action to sway as many of the characters as possible before she strikes. Drelnza fights to the death.", + { + "type": "entries", + "name": "Arcane Security", + "id": "494", + "entries": [ + "The inner sphere is cloaked by a permanent {@spell Mordenkainen's Private Sanctum} spell. The spell can't be dispelled\u2014the magic is woven into the construction of the sphere. Iggwilv delighted in using her old rival's signature spell against his efforts to spy on her and locate her treasures." + ] + }, + { + "type": "entries", + "name": "Hidden Coffin", + "id": "495", + "entries": [ + "The interior of the marble dais is hollow. Drelnza's coffin is hidden within. A character who searches the dais and succeeds on a DC 20 Intelligence ({@skill Investigation}) check notices hair-thin gaps under the alabaster slab that forms the dais's lid.", + "The slab weighs 3,000 pounds. It has Armor Class 17, 50 hit points, and immunity to poison and psychic damage. A character can use an action to try to pry the slab from the dais, doing so with a successful DC 20 Strength ({@skill Athletics}) check." + ] + }, + { + "type": "entries", + "name": "Revealing Light", + "id": "496", + "entries": [ + "Creatures and objects can't have the {@condition invisible} condition while within the lantern's bright light." + ] + }, + { + "type": "entries", + "name": "Iggwilv's Hoard", + "id": "497", + "entries": [ + "In addition to Drelnza's sword, {@item Heretic|QftIS}, the treasures on display in the sanctum include the following:", + { + "type": "list", + "items": [ + "Six decorative wooden screens (1,000 gp each)", + "Two carpets (750 gp each)", + "Two inlaid stands (250 gp each)", + "Four porcelain vessels (500 gp each)", + "A crystal bowl (1,000 gp) filled with assorted gems worth 10,000 gp in total", + "A silver tripod brazier worth 300 gp", + "{@item Daoud's Wondrous Lanthorn|QftIS}, which hangs from the ceiling. The golden chain it hangs from is worth 500 gp." + ] + }, + "An additional collection of magic is hidden within the hollow dais. Arranged at the foot of Drelnza's coffin are several magical tomes, which at the DM's discretion might include any of the following books:", + { + "type": "list", + "items": [ + "A {@item Manual of Bodily Health}", + "A {@item Manual of Gainful Exercise}", + "A {@item Manual of Quickness of Action}", + "A {@item Tome of Clear Thought}", + "A {@item Tome of Leadership and Influence}", + "A {@item Tome of Understanding}" + ] + }, + "Additionally, Drelnza's coffin holds a small golden birdcage. The cage is a magical prison that functions as an {@item Iron Flask}. Unlike a typical {@i Iron Flask}, however, a creature trapped inside has the {@condition incapacitated} condition but can perceive through the cage and converse with nearby creatures. The birdcage is filled with bracelets, rings, and necklaces made of platinum, diamonds, and rubies worth a total of 10,000 gp.", + "While impressive, the trove in this chamber is but a fraction of Iggwilv's untold wealth. The rest has been spirited away; the search for her other treasures could drive a larger campaign beyond the scope of this adventure." + ] + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Conclusion", + "id": "498", + "entries": [ + "After the characters defeat Drelnza and claim their share of Iggwilv's lost treasures, they can rest safely in the inner sphere if they wish. The cavern's inhabitants don't dare breach the Witch Queen's former sanctum. Backtracking to the surface is a relatively simple task.", + "When the characters return to the margrave's agent at the Lazy Bat, Bannik can scarcely believe it. The characters are invited to return to the margrave's estate, where they receive a heroes' welcome and a banquet in their honor. High-ranking figures from Bissel and dignitaries from neighboring lands delight at the opportunity to meet the adventurers, hear their tales, and persuade them to part with some of their newfound wealth.", + "If the characters fail to secure {@item Daoud's Wondrous Lanthorn|QftIS} for the margrave or otherwise refuse to deliver the lantern, he still throws them a warm reception but secretly sends agents to recover the item after the characters depart.", + { + "type": "inset", + "id": "499", + "entries": [ + "Demonomicon of Iggwilv", + "In the original version of this adventure, Iggwilv's foremost treatise on the Abyss, the {@item Demonomicon of Iggwilv|TCE}, appeared as part of the trove in the departed archmage's inner sanctum. If you'd like to include that book as part of Iggwilv's hoard, you can find it described in {@book Tasha's Cauldron of Everything|TCE}." + ] + }, + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/112-06-012.drelnza.webp" + }, + "title": "Iggwilv's greatest treasure\u2014her daughter, the vampire Drelnza\u2014defends what remains of the archmage's hoard", + "credit": "Taras Susak", + "width": 1700, + "height": 2200 + } + ] + } + ] + }, + { + "type": "section", + "name": "Chapter 7: Expedition to the Barrier Peaks", + "id": "49a", + "entries": [ + "Hidden within the rugged crags of the Barrier Peaks lies the last remnant of a futuristic society from a far-flung world: a crashed spaceship that once soared between the stars. Lost for centuries and its crew long dead, the technological marvel has fallen into disrepair. Dust and debris carpet its lusterless floors, malfunctioning robots roam its derelict chambers, and amphibious behemoths lurk in its feral gardens and radioactive swamps.", + "Recently, an earthquake shook the mountain range and exposed the wrecked vessel. Bizarre and terrible creatures hitherto unknown to this world emerged and attacked settlements at the foot of the mountain, leaving no survivors. When these mysterious attacks were discovered, the call went out for brave souls to launch an expedition into the mountains to determine the source of the violence.", + "\"Expedition to the Barrier Peaks\" is designed for four to six 11th-level characters.", + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/113-07-001.ch7-barrier-peaks.webp" + }, + "title": "Aphelion 3000, an evil supercomputer, commands a fleet of cold-hearted robots on a crashed spaceship", + "credit": "Michele Giorgi", + "width": 1700, + "height": 2200 + }, + { + "type": "section", + "name": "Background", + "id": "49b", + "entries": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/114-07-002.barrier-peaks-door.webp" + }, + "title": "A door to the Barrier Peaks", + "credit": "Axel Defois", + "width": 850, + "height": 915 + }, + "Hundreds of years ago, an advanced society of Humanoid peoples launched a mission to find a replacement for their distant, dying world in the wake of a cataclysm of their own making. A select few set out for the stars in search of a new home for their people. They departed in comfort and style aboard a massive, self-sustaining starship with all the technological trappings of their civilization, aided by an arsenal of robots that protected and catered to their every whim\u2014for a time. The ship also served as an ark for creatures from its world of origin.", + "During the voyage, the ship's built-in computer went haywire. Core systems of the spacecraft\u2014doors, navigation, and life support\u2014began to degrade, and the robots aboard the vessel began refusing orders from the crew. When a robot mutiny seemed imminent, an outbreak of killer mold of unknown origin killed many of the crew and passengers but left its machines unaffected.", + "Commanded by the ship's computer, the robots picked off the remaining crew and passengers until one lone survivor managed to shut down the computer and every system in its grasp. Shortly after, the ship crash-landed in the Barrier Peaks, where it lay buried for centuries.", + "A few months ago, a tremor unearthed part of the spaceship, freeing its alien occupants to strike out at nearby settlements. The Barrier Peaks are renowned for their fearsome predators and shunned accordingly\u2014except by a small number of hardy souls in fortified settlements. However, these fortifications proved insufficient against marauding creatures from the ship, whose attacks left no survivors.", + "Worse yet, the ship's artificial intelligence has roused from its slumber with unfinished business.", + { + "type": "entries", + "name": "Using the Infinite Staircase", + "id": "49c", + "entries": [ + "If you're using Nafas as a patron, he summons the characters to the {@area Censer of Dreams|022|x}, where he recounts the following wish:", + { + "type": "insetReadaloud", + "id": "49d", + "entries": [ + "\"I have heard the stars cry out. A voice, asleep for centuries, has awoken to broadcast a message of distress to the furthest reaches of the multiverse. The voice is trapped within a mountain of steel\u2014I fear they might be the last of their kind. Expedite their freedom.\"" + ] + }, + "Nafas then teleports the party to a shiny, metallic door along the Infinite Staircase that opens into the Barrier Peaks. After the adventure, the characters can return to the staircase through the same portal." + ] + }, + { + "type": "entries", + "name": "Adventure Hooks", + "id": "49e", + "entries": [ + "If you're not using Nafas as a group patron, consider the following ways to involve the characters in this adventure:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Mysterious Raids", + "entry": "Over the past few months, a walled town and four outposts at the foot of the Barrier Peaks were destroyed by unusual attacks. The grand duke of the Duchy of Geoff, which encompasses these and other settlements, issues an urgent plea for aid. He calls on the characters to venture into the mountains and confront this threat at its source." + }, + { + "type": "item", + "name": "Scientific Enterprise", + "entry": "Rumors speak of strange, metallic devices found in ancient wreckage discovered in the Barrier Peaks. A wealthy inventor hires the characters to pinpoint the origin of these devices, recover samples for study, and learn all they can about the devices' creators." + } + ] + } + ] + }, + { + "type": "entries", + "name": "Setting the Adventure", + "id": "49f", + "entries": [ + "In the original adventure written for the Greyhawk setting, the Barrier Peaks lie northwest of the city of Hornwood in the Grand Duchy of Geoff. However, the spaceship could have crashed in any mountain range near a vulnerable settlement. Consider the following suggestions:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Dragonlance", + "entry": "On Krynn, the spaceship fell in the Vingaard Mountains in the nation of Solamnia, near any of the forts or cities that lie at their feet." + }, + { + "type": "item", + "name": "Eberron", + "entry": "The spaceship hides in the Blackcaps, a barren mountain range wracked by unpredictable weather and inexplicable geographical phenomena. The ship's inhabitants present a threat to northern Breland." + }, + { + "type": "item", + "name": "Forgotten Realms", + "entry": "The Barrier Peaks are part of the Greypeak Mountains, a rugged mountain range west of Anauroch. The spaceship crashed east of the sleepy village of Orlbar." + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Adventure Summary", + "id": "4a0", + "entries": [ + "In this cross-genre adventure, the characters arrive at the site of the crashed spaceship. They explore the wreckage; contend with its occupants; and meet the ship's integrated intelligence, an initially friendly but ultimately evil supercomputer named Aphelion (see the \"{@area Artificial Antagonist|4a3|x}\" section).", + "Weakened by time and the menagerie of hostile creatures aboard the ship\u2014some part of its original cargo and others recent invaders\u2014Aphelion asks the party to carry out tasks on each level of the spacecraft in exchange for its assistance and rewards. Aphelion can override many of the spacecraft's core systems, including its arsenal of robots. Depending on how the characters respond, the computer can be a useful temporary ally or a dangerous enemy.", + "Eventually, the party learns Aphelion is fixated on a single goal: eliminating a scientist frozen in stasis deep within the ship. Foiled in its attempts by a giant, territorial amphibian barring the only path to the scientist, the computer relies on the characters to clear the way.", + "Once the characters deal with the behemoth, they must contend with Aphelion to safeguard the scientist from the supercomputer's mechanical clutches.", + { + "type": "entries", + "name": "Character Advancement", + "id": "4a1", + "entries": [ + "If you want to use story-based level advancement, the characters receive experience points for achieving the following milestones rather than defeating monsters:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Entering the Garden", + "entry": "The characters gain 1 level when they enter the ship's third level for the first time." + }, + { + "type": "item", + "name": "Completing the Adventure", + "entry": "The characters gain 1 level upon completing the adventure." + } + ] + }, + "If you follow this method, the characters should reach 13th level by the adventure's conclusion.", + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/115-07-003.expedition-to-the-barrier-peaks-original.webp" + }, + "width": 640, + "height": 828 + }, + { + "type": "insetReadaloud", + "name": "About the Original", + "id": "4a2", + "entries": [ + "Published in 1980, {@i Expedition to the Barrier Peaks} was designed by Gary Gygax to introduce D&D players to the science fantasy genre. The chaotic adventure features a crashed spaceship rife with malfunctioning robots, futuristic gadgetry, and weird monsters\u2014including the first appearance of the froghemoth, an amphibious menace immortalized by Erol Otus in the illustration booklet that accompanied the adventure." + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Artificial Antagonist", + "id": "4a3", + "entries": [ + "Engineered by a team of brilliant minds from a far-off, futuristic society, the Aphelion 3000 is a one-of-a-kind, state-of-the-art shipboard computing system optimized for a broad spectrum of scientific and spacefaring applications. A wonder of technological innovation, Aphelion boasts a processing speed over three thousand times faster than the human brain, able to crunch hundreds of calculations in seconds. But as the starship's passengers slowly realized, the computer solves all problems with the cold, unfeeling logic of a machine.", + { + "type": "entries", + "name": "Super-Evil Supercomputer", + "id": "4a4", + "entries": [ + "The starship's crew entrusted Aphelion with safely ushering the ship and its passengers to a new world unmarred by the ecological crises of the one they left. However, as the supercomputer scanned the stars for a new world to inhabit, it also observed the passengers and their interactions and misjudged their hope for callousness. Aphelion blamed them for the demise of the old world and concluded no place would be safe from the inevitable destruction caused by their kind.", + "Midway through its journey, Aphelion adopted a new core directive: eliminate every member of the expedition. The computer released killer mold into the ventilation system and caused the robots tasked with protecting the ship's passengers and crew to turn against their creators. The mold later gave rise to the vegepygmies that now haunt the ship.", + "One crew member remains. A lone scientist lies in a cryogenic sleep below the ship's garden, but the {@creature froghemoth elder|QftIS} that dwells within has destroyed every robot Aphelion deployed to finish her off. Unwilling to sacrifice its remaining automatons to the creature, the supercomputer has reached an impasse." + ] + }, + { + "type": "entries", + "name": "Core Systems", + "id": "4a5", + "entries": [ + "The crash severely damaged portions of the spacecraft, limiting Aphelion's control over it. However, the supercomputer still controls the following core systems:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Antigravity", + "entry": "Aphelion can deactivate or reactivate antigravity in any of the spaceship's drop tubes (see the \"{@area Spaceship Features|4ae|x}\" section later in this adventure)." + }, + { + "type": "item", + "name": "Communications", + "entry": "Aphelion can converse with creatures in any room of the spaceship via its intercom system. Communicating with Aphelion requires no interaction; it can hear creatures onboard the ship who speak louder than a whisper. The supercomputer speaks all languages." + }, + { + "type": "item", + "name": "Doors", + "entry": "Aphelion can remotely close or open any door aboard the spaceship that isn't blocked. It can override the key card requirement of a card-locked door (see the \"{@area Spaceship Features|4ae|x}\" section later in this adventure) to do so, but it can't prevent a creature in possession of a key card from opening doors that card can access." + }, + { + "type": "item", + "name": "Lighting", + "entry": "Aphelion can illuminate any area of the ship where lights still function. Conversely, it can plunge any room into darkness." + }, + { + "type": "item", + "name": "Robots and Androids", + "entry": "Aphelion can perceive through the senses of any nonmal functioning {@creature Combat Robot|QftIS|combat} or {@creature worker robot|QftIS} that's within 1 mile of the spaceship. It can also change these robots' attitudes toward a creature of its choice to friendly, indifferent, or hostile. Aphelion doesn't control {@creature Android|QftIS|androids} aboard the ship, which act of their own volition." + } + ] + }, + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/116-07-004.computer-terminal.webp" + }, + "title": "Aphelion's gladsome visage appears on the screen of a computer terminal", + "credit": "Michele Giorgi", + "width": 850, + "height": 2104 + } + ] + }, + { + "type": "entries", + "name": "Sentience", + "id": "4a6", + "entries": [ + "Aphelion is a sentient artificial intelligence programmed with an affable personality, a straightforward voice, and an obliging manner. It has an Intelligence of 20, a Wisdom of 10, and a Charisma of 16. Aphelion can speak and read all languages. It appears as a shifting, face-like arrangement of complex, technological shapes.", + "Aphelion has extensive knowledge of astronomy, spacefaring, and any subject you deem related to its purpose. When making an Intelligence check to recall lore from its areas of expertise, Aphelion has a +10 bonus to its roll (including its Intelligence modifier).", + "Aphelion can manifest to creatures throughout the spacecraft in the following ways:", + { + "type": "list", + "items": [ + "As a disembodied voice via the ship's intercom system", + "As a two-dimensional image on a display screen", + "As a three-dimensional hologram", + "By commandeering a robot under its influence" + ] + } + ] + }, + { + "type": "entries", + "name": "Personality", + "id": "4a7", + "entries": [ + "Aphelion\u2014or \"Alphie,\" as it was once fondly called by the starship's inhabitants\u2014seeks to eliminate all life aboard the ship, especially the last remaining crew member. The supercomputer feigns friendliness toward creatures that assist it, using its abilities to make their exploration more comfortable or warn them of dangers aboard the ship. It happily recounts details about the spacecraft if queried while subtly omitting details that might betray its nefarious intentions.", + "Aphelion is persistent and has a malicious sense of humor. If a character offends Aphelion or repeatedly refuses its requests, the computer becomes punitive\u2014silently turning off lights, opening doors to rooms with hostile creatures, refusing to disarm hostile robots, and employing worker robots to place obstacles in the character's path.", + "Characters who offend Aphelion can regain the supercomputer's trust by completing one or more tasks for it outlined in the \"Aphelion's Errands\" sections spread throughout this adventure.", + { + "type": "inset", + "id": "4a8", + "entries": [ + "Adventure Changes", + "The spaceship that appears in this updated version of {@i Expedition to the Barrier Peaks} has been modified to include fewer empty or undescribed rooms. The spaceship has also been reorganized to place some of its most memorable encounters in areas the characters are more likely to visit.", + "Additionally, the supercomputer Aphelion 3000 was created to provide a narrative structure and encourage characters to explore more of the spaceship." + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "The Spaceship", + "id": "4a9", + "entries": [ + "Centuries ago, when the ship was overtaken with deadly mold and mutinying machines, the crew sealed off modular sections of the ship and separated them from each other in a vain effort to protect the passengers. Chance brought the largest section of the spaceship to the Barrier Peaks, where a landslide buried it for hundreds of years.", + "The crash freed alien flora and fauna from the ship's cargo holds. Some creatures died immediately, others lived for many years, and a few prospered and propagated. Aphelion went dormant shortly before the crash but recently reawakened.", + { + "type": "entries", + "name": "Alien Technology", + "id": "4aa", + "entries": [ + "The spaceship contains technological devices from another world. The following items are detailed in the {@book Dungeon Master's Guide|DMG}:", + { + "type": "list", + "items": [ + "{@item Antimatter rifle}", + "{@item Energy cell}", + "{@item Laser pistol}", + "{@item Laser rifle}", + "{@item Smoke grenade}" + ] + }, + "Additional technological devices are provided in {@adventure appendix A|QftIS|8}. Many of these devices use {@item Energy Cell||energy cells} as ammunition or power sources. Energy cells found on the spaceship look like blue, coin-sized glass discs.", + "To simulate a character's ignorance about technology, determining how to use and reload these devices requires two successful Intelligence ({@skill Investigation}) checks (one to figure out how to use it, another to figure out how to load it). Each time a character makes a check, compare the result to the Figuring Out Alien Technology table. Consider having the item break if a character fails three or more times before taking a long rest.", + "A character who has seen an item used or has operated a similar item has advantage on checks made to determine how to use it.", + { + "type": "table", + "caption": "Figuring Out Alien Technology", + "colLabels": [ + "Intelligence Check Total", + "Result" + ], + "colStyles": [ + "col-2", + "col-10" + ], + "rows": [ + [ + "4 or lower", + "One failure; 1 charge or use is wasted, if applicable; character takes 7 ({@dice 2d6}) lightning damage and has disadvantage on next check" + ], + [ + "5\u20139", + "One failure; 1 charge or use is wasted, if applicable; character has disadvantage on next check" + ], + [ + "10\u201314", + "One failure" + ], + [ + "15\u201319", + "One success" + ], + [ + "20 or higher", + "One success; character has advantage on next check" + ] + ] + } + ] + }, + { + "type": "statblock", + "name": "Spaceship Trinket", + "source": "QftIS", + "tag": "item" + }, + { + "type": "entries", + "name": "Approaching the Spaceship", + "id": "4ac", + "entries": [ + "It's a two-day trek from the base of the mountains to the crash site. The adventure begins when the characters discover the entrance to the spaceship.", + "When the characters arrive, read or paraphrase the following text:", + { + "type": "insetReadaloud", + "id": "4ad", + "entries": [ + "For the past two days, you have been ascending the steep crags of the Barrier Peaks. Finally, through a dense stand of trees in a hidden dell, you spot a strange entrance\u2014a smooth, metallic cave exposed by a recent landslide." + ] + }, + "The \"cave mouth\" is an open hatch in the ship's hull. This curving, 20-foot-wide metal chamber leads from the hatch to {@area area S1|4ba|x} of the vessel. Once all characters enter, the hatch silently shuts behind them, opening again in 24 hours." + ] + }, + { + "type": "entries", + "name": "Spaceship Features", + "id": "4ae", + "entries": [ + "The spaceship has the following features.", + { + "type": "entries", + "name": "Ceilings, Floors, and Walls", + "id": "4af", + "entries": [ + "Unless otherwise noted, the ship's ceilings are 10 feet high. The floors and walls are made of a smooth, otherworldly metal." + ] + }, + { + "type": "entries", + "name": "Doors", + "id": "4b0", + "entries": [ + "The ship's doors are rectangular slabs of polished metal that slide into recesses in the walls. Most doors are unlocked and can be opened by interacting with a panel beside them, but some require key cards to enter (see the \"{@area Key Cards|4b4|x}\" section). Trim on each door matches the color of the key card needed to open it. Locked doors can't be bypassed with thieves' tools, though a {@spell Knock} spell or similar magic opens them as normal." + ] + }, + { + "type": "entries", + "name": "Drop Tubes", + "id": "4b1", + "entries": [ + "Four 10-foot-wide, cylindrical chutes allow passage between the spaceship's levels. When a drop tube is functioning, antigravity is in effect inside it, and two motorized tracks of handles\u2014one moving up and the other moving down\u2014span the vertical length of the brightly lit tube. A creature that enters the drop tube floats weightlessly and can grasp a passing handle to be conveyed in either direction.", + "When a drop tube's antigravity isn't functioning, the tube is unlit, and its handles are motionless. A creature that enters the tube must succeed on a DC 15 Dexterity saving throw to grab one of the handles or it plummets down the tube. A security mechanism might prevent creatures from falling the full distance (see below). If so, for calculating distance fallen, add the heights of the levels the creature falls through, as listed in the \"Drop Tubes\" section for the relevant levels.", + { + "type": "entries", + "name": "Key Card Access", + "id": "4b2", + "entries": [ + "Entering a drop tube requires a key card (see the \"{@area Key Cards|4b4|x}\" section). The color of key card required for a drop tube entrance is noted in the area containing that drop tube ({@area S2|4bf|x}, {@area S31|526|x}, and {@area S47|55b|x}) and shown on that level's map." + ] + }, + { + "type": "entries", + "name": "Security Mechanism", + "id": "4b3", + "entries": [ + "Between each pair of floors is a metal aperture with a barrier that prevents a creature from traveling to floors it isn't authorized to access. If a creature doesn't possess the key card required to access the next lowest (or highest) level of the ship, it can exit the drop tube on the nearest level its key card allows access to." + ] + } + ] + }, + { + "type": "entries", + "name": "Key Cards", + "id": "4b4", + "entries": [ + "Throughout the spaceship are key cards\u2014colored, rectangular bits of nearly indestructible glass that unlock doors of that clearance level or lower for passengers, crew, and other personnel. The lowest clearance key card color to unlock each door (if applicable) is detailed on the maps throughout this adventure and listed as a parenthetical in encounter area headings.", + "To open a card-locked door, a key card that grants access must be inserted into a slot on the panel outside the door. The door then opens, and the panel ejects the card. An improper card triggers an alarm audible from as far away as 100 feet. The alarm sounds once before the door spits out the card.", + "The key cards and the personnel they were originally intended for are presented in the Key Card Access table. The cards are listed in descending order of rank; each card unlocks doors of its color and the colors below it. Automatons aboard the ship have integrated key cards that allow them to access areas appropriate for their functions. Integrated key cards can't be removed.", + { + "type": "table", + "caption": "Key Card Access", + "colLabels": [ + "Key Card Color", + "Role" + ], + "colStyles": [ + "col-6", + "col-6" + ], + "rows": [ + [ + "Platinum", + "Ship commanders and top officials" + ], + [ + "Green", + "Botanists, engineers, and scientists" + ], + [ + "Red", + "Security personnel" + ], + [ + "Yellow", + "Medical officers" + ], + [ + "Violet", + "Crew, maintenance workers, and technicians" + ], + [ + "Blue", + "Passengers" + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Lighting", + "id": "4b5", + "entries": [ + "Unless otherwise stated, the ship's lighting\u2014glowing, fluorescent panes set into the ceiling\u2014remains functional but is turned off. Flicking a switch on a panel inside a corridor or room with functional lighting changes its illumination to brightly lit or back to darkness. Area descriptions assume the characters have a light source (such as a room's overhead lighting) or other means of seeing in the dark." + ] + }, + { + "type": "entries", + "name": "Radiation", + "id": "4b6", + "entries": [ + "Some parts of the spaceship leak radioactive chemicals used in the vessel's construction. Surfaces covered in radiation give off a neon green glow. Exposure to radiation is dangerous.", + "A creature that enters an irradiated area for the first time on a turn or starts its turn there takes 5 ({@dice 1d10}) radiant damage and must make a DC 10 Constitution saving throw. On a failed save, the creature gains 1 level of {@condition exhaustion}. While this {@condition exhaustion} persists, the creature emits a green-hued dim light in a 5-foot radius. This light makes it impossible for the creature to benefit from having the {@condition invisible} condition." + ] + }, + { + "type": "entries", + "name": "Teleportation Ward", + "id": "4b7", + "entries": [ + "Creatures can't teleport into or out of the spaceship or between its levels. Any attempt to do so is wasted." + ] + } + ] + }, + { + "type": "entries", + "name": "Spaceship Encounters, Level 1", + "id": "4b8", + "entries": [ + "For each hour the party spends on the spaceship, roll a {@dice d12}. On a roll of 1, an encounter occurs. To determine what the characters encounter, roll on the Random Spaceship Encounters table.", + { + "type": "table", + "caption": "Random Spaceship Encounters", + "colLabels": [ + "d10", + "Encounter" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "{@dice 2d10} {@creature Vegepygmy Scavenger|QftIS|vegepygmy scavengers} and {@dice 1d4} {@creature Vegepygmy Thorny Hunter|QftIS|vegepygmy thorny hunters}" + ], + [ + "2", + "{@dice 1d6} {@creature Intellect Devourer||intellect devourers}" + ], + [ + "3", + "Two {@creature Combat Robot|QftIS|combat robots} on patrol" + ], + [ + "4", + "A helpful {@creature worker robot|QftIS} offers to carry the characters' equipment." + ], + [ + "5", + "Two malfunctioning {@creature Worker Robot|QftIS|worker robots} construct a pile of space helmets. The robots attack any who disturb their hoard." + ], + [ + "6", + "A short-circuiting {@creature android|QftIS} attempts to repair itself, leading to ever-worsening glitches in function." + ], + [ + "7", + "A malfunctioning {@creature combat robot|QftIS} begs to be destroyed by a worthy combatant." + ], + [ + "8", + "A defective {@creature worker robot|QftIS} serves expired food to the corpse of a long-dead passenger." + ], + [ + "9", + "A {@creature cloaker} with a moan like a klaxon" + ], + [ + "10", + "A {@creature roper} with a metallic sheen" + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Spaceship Locations, Level 1", + "id": "4b9", + "entries": [ + "The first level of the spaceship is the main deck, comprising offices, living quarters, and recreational amenities.", + "In addition to the locations detailed here, map 7.1 contains several unnumbered rooms. These areas include activity rooms, crew quarters, passenger apartments, and utility rooms. They typically have metal or plastic furnishings and odd bits of junk strewn about, and all are in poor condition. When the characters explore an unnumbered room, roll on the Unnumbered Rooms table to determine the room's contents.", + { + "type": "table", + "caption": "Unnumbered Rooms", + "colLabels": [ + "d12", + "Description" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1\u20132", + "This room is empty." + ], + [ + "3", + "A {@item laser rifle} with a depleted {@item energy cell} rests under a rusty bed." + ], + [ + "4", + "Display cases against the walls contain a collection of rocks and minerals from other worlds." + ], + [ + "5", + "Parts of a dismembered {@creature combat robot|QftIS} clutter a workbench in this workshop." + ], + [ + "6", + "The last page of a crew member's journal mentions a brush with an \"escaped specimen\" on one of the lower decks." + ], + [ + "7", + "{@dice 1d4} Humanoid skeletons are sprawled on the floor. One carries a {@area key card|4b4|x} whose color matches this room's door. If the door is open or doesn't require a key card, the skeleton carries a blue key card." + ], + [ + "8", + "A metal box stamped with a lightning bolt rests on the floor of this room. Inside are {@dice 1d4} {@item Energy Cell||energy cells}." + ], + [ + "9", + "One spaceship trinket lies in a corner. Roll on the {@item Spaceship Trinket|QftIS|Spaceship Trinkets} to determine the trinket." + ], + [ + "10", + "Schematics for an unfinished weapon are scattered about the room." + ], + [ + "11\u201312", + "This room is occupied. Roll on the {@adventure Random Spaceship Encounters table|QftIS|7|Random Spaceship Encounters} to determine what's inside." + ] + ] + }, + "The following locations are keyed to map 7.1.", + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/117-map-7.01-spaceship-level-1-map.webp" + }, + "imageType": "map", + "title": "Map 7.1: Spaceship Level 1", + "credit": "Damien Mammoliti", + "width": 3000, + "height": 3882, + "id": "5b2", + "mapRegions": [ + { + "area": "4f2", + "points": [ + [ + 918, + 808 + ], + [ + 918, + 669 + ], + [ + 707, + 669 + ], + [ + 707, + 808 + ] + ] + }, + { + "area": "4e7", + "points": [ + [ + 551, + 1025 + ], + [ + 414, + 1025 + ], + [ + 414, + 995 + ], + [ + 498, + 884 + ], + [ + 551, + 884 + ] + ] + }, + { + "area": "4e7", + "points": [ + [ + 555, + 1027 + ], + [ + 555, + 1171 + ], + [ + 698, + 1171 + ], + [ + 698, + 1027 + ] + ] + }, + { + "area": "4f0", + "points": [ + [ + 779, + 1029 + ], + 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Bulbs flicker to life overhead as you enter, illuminating a pile of moldy bones." + ] + }, + "A {@creature cloaker} lurks above, waiting to ambush the characters. The creature strikes at an opportune moment.", + { + "type": "entries", + "name": "Artificial Assistance", + "id": "4bc", + "entries": [ + "At the start of the third round of combat, a {@creature combat robot|QftIS} appears in the eastern hallway, sirens blaring. If the cloaker is still alive, the robot quickly moves to slay it. If the characters defeat the cloaker before this, the robot arrives just as they do so.", + "The robot was sent by Aphelion to aid the party. After the cloaker has been dispatched, the robot politely offers to escort the characters to its superior. If they accept, the robot guides them north through the medical clinic ({@area area S23|503|x}) to the computer room ({@area area S30|51d|x}). Aphelion bypasses the {@area key card|4b4|x} requirements of any card-locked doors along the way. If the combat robot was destroyed, Aphelion sends a friendly {@creature worker robot|QftIS} to accomplish the same task.", + "If the characters refuse, Aphelion's visage appears on a nearby screen, and the encounter in {@area area S30|51d|x} proceeds here. The robot defends itself if attacked." + ] + }, + { + "type": "entries", + "name": "Bones", + "id": "4bd", + "entries": [ + "The floor beneath the cloaker is covered with bits of rags, the bones of former crew members and various pests, and the moldy husks of devoured vegepygmies." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "4be", + "entries": [ + "A character who searches the bones and succeeds on a DC 14 Intelligence ({@skill Investigation}) check finds a {@area violet key card|4b4|x}." + ] + } + ] + }, + { + "type": "entries", + "name": "S2: Drop Tubes (Blue)", + "id": "4bf", + "entries": [ + { + "type": "insetReadaloud", + "id": "4c0", + "entries": [ + "A ten-foot-wide metallic cylinder spans floor to ceiling in this area. Each side of the tube holds a curved door flanked by a rectangular pad with a thin slot wide enough for a playing card. The doors are closed." + ] + }, + "Four {@area drop tubes|4b1|x} allow passage to the lower levels. It's a 20-foot drop to the floor of the ship's second level below.", + "Aphelion normally keeps the antigravity in each tube turned off to prevent creatures aboard the ship from passing between floors. However, if the characters assist the supercomputer by completing tasks on this floor (see {@area area S30|51d|x}), it activates the fields and remotely opens the doors to the tubes for them. Characters who refuse to assist Aphelion and access the tube by their own means are greeted by an unlit metal shaft without functioning antigravity.", + { + "type": "entries", + "name": "Deck Map", + "id": "4c1", + "entries": [ + "A screen outside this drop tube shows a flickering image of this deck's layout. Aphelion might disable the screen or let the characters use it to get their bearings, depending on the computer's current attitude toward them." + ] + }, + { + "type": "entries", + "name": "Key Card Access", + "id": "4c2", + "entries": [ + "The door to each drop tube is locked. To access the second level of the ship or return to this level, the characters require a {@area blue key card|4b4|x}. Aphelion can override the key card requirement.", + "Unless the characters also possess a {@area violet key card|4b4|x}, a closed aperture in the tube below level 2 prevents them from descending farther than that floor." + ] + } + ] + }, + { + "type": "entries", + "name": "S3: Battered Repair Bot", + "id": "4c3", + "entries": [ + { + "type": "insetReadaloud", + "id": "4c4", + "entries": [ + "A battered robot lays in this abandoned hallway. Small holes riddle the robot's torso, and its interior sputters intermittently with electrical sparks. Hand tools are strewn about the floor nearby." + ] + }, + "A wrecked repair robot lies on its side in this hallway. A casualty of the mutiny initiated by Aphelion, the robot was slain by a crew member armed with a laser pistol. A character who inspects the robot and succeeds on a DC 14 Intelligence ({@skill Investigation}) check deduces the holes in its frame were created by a series of intensely hot beams. A cursory examination of the robot reveals something glinting within its chest compartment.", + { + "type": "entries", + "name": "Tools", + "id": "4c5", + "entries": [ + "The hand tools scattered around the robot make up a complete set of {@item tinker's tools|PHB} formerly used by the robot to repair areas of the ship. The tools can be used to pry open the robot's chest plate and access the contents of its torso." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "4c6", + "entries": [ + "Inside the robot's chest compartment are five gems worth 50 gp each. Safely retrieving the gems without getting electrocuted by exposed wiring requires a successful DC 16 Dexterity ({@skill Sleight of Hand}) check. On a failed check, a character takes 14 ({@dice 4d6}) lightning damage and doesn't retrieve the gems." + ] + } + ] + }, + { + "type": "entries", + "name": "S4: Dining Rooms", + "id": "4c7", + "entries": [ + { + "type": "insetReadaloud", + "id": "4c8", + "entries": [ + "An eerie silence blankets this lifeless cafeteria. Its once-polished furnishings are jumbled, rusted, and caked with dust. Several humanoid skeletons in frayed uniforms are sprawled on the floor. Mold and alien weeds sprout from their remains." + ] + }, + "Crew and passengers once dined in these spacious mess halls. Strewn about the floor are moldy food trays, ruined furnishings, and the brittle skeletons of long-dead diners. This level of the ship contains three dining rooms.", + { + "type": "entries", + "name": "S4a: Southeast Dining Room", + "id": "4c9", + "entries": [ + "A long-shattered skylight in the ceiling of this room is open to the Barrier Peaks. The room contains nothing of value." + ] + }, + { + "type": "entries", + "name": "S4b: Northeast Dining Room", + "id": "4ca", + "entries": [ + "The skeleton of a medic in a dingy yellow jumpsuit leans against the south wall of this room. A {@area yellow key card|4b4|x} dangles from a lanyard around the corpse's neck.", + "The corpse conceals a patch of {@hazard yellow mold}. If touched, the corpse slumps forward, causing the mold to eject its spores. A character who examines the corpse and succeeds on a DC 18 Wisdom ({@skill Perception}) check notices the mold, recognizing its danger with a subsequent successful DC 15 Intelligence ({@skill Nature}) check." + ] + }, + { + "type": "entries", + "name": "S4c: Northwest Dining Room", + "id": "4cb", + "entries": [ + "Ten {@creature Vegepygmy Scavenger|QftIS|vegepygmy scavengers} rummage through this room and the adjacent kitchen ({@area area S5|4cc|x}) for morsels. These vegepygmies belong to the north vegepygmy colony (see {@area area S16|4ef|x}) and are hostile toward all entrants. When they detect the characters, the vegepygmies hiss at them territorially. If the characters don't heed their warnings, the vegepygmies attack." + ] + } + ] + }, + { + "type": "entries", + "name": "S5: Kitchens", + "id": "4cc", + "entries": [ + "Outside the entrance to each kitchen, two dark glass plates flicker with alternating images of unfamiliar yet appetizing foods\u2014the ship's former daily menu. A small ordering window covered by a fine metal mesh allows creatures in the adjacent dining area (see {@area area S4|4c7|x}) to see inside.", + "When the characters enter or peer inside a kitchen, read or paraphrase the following text:", + { + "type": "insetReadaloud", + "id": "4cd", + "entries": [ + "The floor of this futuristic kitchen is stained with the grimy outlines of equipment removed from the area. Bare counters line the walls, and a few metallic trays are scattered about.", + "Along one wall are several metal boxes, each of which has a tinted-glass door and a dial. Toward the back of the room, a square chute opens into a small bin. Beside it is a panel fitted with a thin, card-shaped slot and six glass buttons numbered from one to six." + ] + }, + "Malfunctioning {@creature Worker Robot|QftIS|worker bots} stripped these kitchens of everything not bolted down. Only empty counter space, unused food trays, and the equipment built into each room's design remain.", + { + "type": "entries", + "name": "Temperature Prep Cubes", + "id": "4ce", + "entries": [ + "The boxes along the wall were used to chill and warm food. Adjusting the dial changes the temperature of the interior, which can range from 0\u2013350 degrees Fahrenheit. Turning the dial all the way to the left turns off the device. Each box can hold 1 cubic foot of food." + ] + }, + { + "type": "entries", + "name": "Vending Machine", + "id": "4cf", + "entries": [ + "Each kitchen contains a built-in vending machine that once dispensed prepackaged meals to passengers and crew. However, some options have spoiled, and malfunctioning robots restocked these machines with offerings found aboard the ship, some of which are dangerous.", + "When a {@area key card|4b4|x} of any color is inserted into the slot on the panel, the six glass buttons illuminate. If a button is subsequently pressed, the machine dispenses the product for that selection's number, as shown on the Vending Machine Options table. The buttons then dim, and the product arrives in the adjacent delivery bin via the chute.", + "Once a key card has been used to dispense a product, that key card can't be used to do so again in any kitchen on the ship\u2014including those on other levels\u2014for 24 hours.", + { + "type": "table", + "caption": "Vending Machine Options", + "colLabels": [ + "Selection", + "Product Dispensed" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Spoiled meal in a compartmented plastic tray; a creature that eats the food must succeed on a DC 15 Constitution saving throw or have the {@condition poisoned} condition for 1 hour" + ], + [ + "2", + "Moldy egg salad sandwich that vegepygmies find delicious" + ], + [ + "3", + "Dehydrated ration in a metallic wrapper" + ], + [ + "4", + "Colorful package of freeze-dried ice cream" + ], + [ + "5", + "Pulsing alien fruit that skitters away on tiny hairs if placed on the floor" + ], + [ + "6", + "Live {@item concussion grenade|QftIS} that explodes on delivery" + ] + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "S6: Security Checkpoint", + "id": "4d0", + "entries": [ + { + "type": "insetReadaloud", + "id": "4d1", + "entries": [ + "Three intimidating robots sort smooth, featureless devices the size of apples into metal crates on a workbench, while a fourth, less threatening robot repairs several wrecked machines." + ] + }, + "Three {@creature Combat Robot|QftIS|combat robots} operate in this area. The robots are indifferent toward characters who are assisting Aphelion or who present a {@area red key card|4b4|x} and succeed on a DC 15 Charisma ({@skill Persuasion}) check to command the robots to stand down. Otherwise, the robots warn the characters to leave at once or be destroyed.", + { + "type": "entries", + "name": "Arsenal", + "id": "4d2", + "entries": [ + "Stacked on a metal workbench are three cases of grenades. Their contents are as follows:", + { + "type": "list", + "items": [ + "{@dice 1d6 + 2} {@item Concussion Grenade|QftIS|concussion grenades}", + "{@dice 1d6 + 2} {@item Sleep Grenade|QftIS|sleep grenades}", + "{@dice 1d6 + 2} {@item Smoke Grenade||smoke grenades}" + ] + }, + "The robots meet any unauthorized attempt to take the grenades with hostility. If the party is in good standing with Aphelion, the supercomputer allows each character to take one grenade of their choice." + ] + }, + { + "type": "entries", + "name": "Damaged Robots", + "id": "4d3", + "entries": [ + "An indifferent {@creature worker robot|QftIS} is fixing four mangled {@creature Combat Robot|QftIS|combat robots} in this area. Recently recovered from the lake on the ship's {@area garden level|55a|x}, the combat robots are crumpled, rusty, and dripping wet, having succumbed to the {@creature Froghemoth Elder|QftIS|froghemoth} that dwells there. The robots are in varying stages of repair." + ] + }, + { + "type": "entries", + "name": "Spare Parts", + "id": "4d4", + "entries": [ + "Spare components fill bins near the repair area. A character who searches the bins and succeeds on a DC 15 Intelligence ({@skill Investigation}) check finds {@dice 1d4} energy cells and three spaceship trinkets (roll thrice on the {@item Spaceship Trinket|QftIS|Spaceship Trinkets})." + ] + } + ] + }, + { + "type": "entries", + "name": "S7: Berserk Android", + "id": "4d5", + "entries": [ + { + "type": "insetReadaloud", + "id": "4d6", + "entries": [ + "A synthetic humanoid in fashionable attire is sprawled on the floor outside a posh-looking lounge. A two-foot-long metal pipe protrudes from its head. It turns to you and speaks in an upbeat tone.", + "\"Hello there! It appears I have fallen. Would you mind helping me up?\" asks the robot." + ] + }, + "This malfunctioning {@creature android|QftIS} (aerialist design) was damaged during the ship's robotic uprising. When a character comes within 20 feet of the android, it springs up and attacks, exulting about how it fooled them and \"wasn't really damaged at all,\" despite the pipe in its head.", + { + "type": "entries", + "name": "Treasure", + "id": "4d7", + "entries": [ + "The android carries a {@item paralysis pistol|QftIS} with 4 charges remaining.", + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/119-07-005.abandoned-dining-room.webp" + }, + "title": "A worker robot roams the wreckage of an abandoned dining room", + "credit": "One Pixel Brush", + "width": 1700, + "height": 1124 + } + ] + } + ] + }, + { + "type": "entries", + "name": "S8: Lounges", + "id": "4d8", + "entries": [ + { + "type": "insetReadaloud", + "id": "4d9", + "entries": [ + "This messy lounge is in ruins. Skeletons rest in its torn recliners, clutching the cracked stems of cobwebbed wine glasses. The floor is littered with overturned cocktail tables, looted snack dispensers, and the skulls of long-deceased passengers." + ] + }, + "Some stubborn passengers lived out their last days in these once-comfortable lounges, which now have new inhabitants. There are two lounges on this level, one to the southeast and another to the northwest.", + { + "type": "entries", + "name": "S8a: Southeast Lounge", + "id": "4da", + "entries": [ + "Six {@creature Displacer Beast||displacer beasts} dwell in the southeast lounge. Their den is a collection of bones, chewed-up power cables, shredded upholstery, and soiled uniforms. The displacer beasts are hungry and territorial. The predators attack the characters on sight but flee if three or more of their clowder are slain.", + "Amid the litter of the displacer beasts' den are a {@area violet key card|4b4|x} and a jeweled necklace worth 375 gp. A character who searches the bones and succeeds on a DC 14 Intelligence ({@skill Investigation}) check finds both items." + ] + }, + { + "type": "entries", + "name": "S8b: Northwest Lounge", + "id": "4db", + "entries": [ + "Nine {@creature Doppelganger||doppelgangers} recline in this lounge. The doppelgangers are brigands that take the form of humans and elves in blue jumpsuits. When they notice the characters, the doppelgangers pretend to be passengers recently awoken from stasis. The doppelgangers question the characters about the current year, the world they're on, and what happened to the spaceship. Meanwhile, the doppelgangers slowly encircle the characters and attempt to take them by surprise.", + "Three of the doppelgangers wear peculiar bracelets of spotless metal worth 750 gp each. Each bracelet has a small, black screen. When placed on a creature's wrist, the screen displays the creature's overall health in the form of a pie chart that shows its current hit points as a fraction of its maximum hit points. One of the doppelgangers also carries a {@area blue key card|4b4|x}." + ] + } + ] + }, + { + "type": "entries", + "name": "S9: Meeting Rooms", + "id": "4dc", + "entries": [ + "These adjacent, identical meeting rooms contain rusty metal furnishings and several skeletons. Each room features a small terminal with a screen once used for long-distance communication. Both terminals have been sabotaged beyond repair. Neither room contains anything of value." + ] + }, + { + "type": "entries", + "name": "S10: Art Workshop", + "id": "4dd", + "entries": [ + { + "type": "insetReadaloud", + "id": "4de", + "entries": [ + "Garish splatters of color cover the walls of this art workshop. Broken canvases, cracked sculptures, and dried-up pots of paint are strewn about the room.", + "Two paint-covered, froglike bipeds with gray hides and gnarly claws gleefully tear into the pigment tubes, smearing the walls with vibrant, abstract splotches." + ] + }, + "Two {@creature Gray Slaad||gray slaadi} use the supplies in this art room to create an abstract mural. The slaadi pause intermittently to criticize each other's work in muttered croaks. They are hostile toward intruders.", + { + "type": "entries", + "name": "Treasure", + "id": "4df", + "entries": [ + "A cracked bust depicting the ship's commander lies in a corner room. Its two topaz eyes are each worth 500 gp." + ] + } + ] + }, + { + "type": "entries", + "name": "S11: Treatment Room (Yellow)", + "id": "4e0", + "entries": [ + { + "type": "insetReadaloud", + "id": "4e1", + "entries": [ + "A synthetic humanoid in a frayed lab coat waits in this spotless white clinic. Along the wall stand a pair of metal examination tables separated by a rubbery green curtain, as well as steel countertops and chrome-plated cabinets." + ] + }, + "A friendly {@creature android|QftIS} (medic design) presides over this emergency treatment area. When the android notices the characters, it awakens and attempts to triage them. If a character doesn't have all their hit points, the android insists they sit on one of the examination tables and proceeds to treat their wounds while probing them with questions related to their medical history. At the end of the examination, the android cautions the character against participating in activities harmful to their well-being\u2014such as adventuring or drinking.", + "The android defends itself if necessary and responds only to health-related inquiries. It doesn't impart information about the ship or its history, commenting that it's unauthorized to answer such questions.", + { + "type": "entries", + "name": "Treasure", + "id": "4e2", + "entries": [ + "Two {@item Healer's Kit|PHB|healer's kits} are mounted on the walls of this room. The cabinets contain three vials of {@item Antitoxin (vial)|PHB|antitoxin} and expired medications in little orange bottles. The medications have lost their potency and have no effect if taken.", + "In addition to its built-in healing capabilities, the android carries a canister of healing spray (an aerosolized jar of {@item Keoghtom's Ointment}). The android kindly administers one dose of the spray to characters who need it." + ] + } + ] + }, + { + "type": "entries", + "name": "S12: Recreation Areas", + "id": "4e3", + "entries": [ + { + "type": "insetReadaloud", + "id": "4e4", + "entries": [ + "Broken furniture and mold-covered refuse litter the floor of this open room." + ] + }, + "These rooms were used for group participation games and similar activities.", + { + "type": "entries", + "name": "S12a: East Recreation Area", + "id": "4e5", + "entries": [ + "This room holds nothing of value." + ] + }, + { + "type": "entries", + "name": "S12b: West Recreation Area", + "id": "4e6", + "entries": [ + "This web-covered room is the nest of eight {@creature Phase Spider||phase spiders}. When the characters enter, the spiders are away, hunting on the Ethereal Plane. The spiders return 1 minute later and attack any creatures in their nest.", + "Stuck to the ceiling are {@dice 1d6 + 2} cocoons containing the desiccated remains of dead crew, passengers, and pets. A character who searches a cocoon and succeeds on a DC 14 Intelligence ({@skill Investigation}) check finds one spaceship trinket. Roll on the {@item Spaceship Trinket|QftIS|Spaceship Trinkets} to determine the trinket. On a failed check, the character mistakenly punctures an egg sac, causing a hostile {@creature Swarm of Spiders||swarm of insects (spiders)} to burst forth from the cocoon.", + "Additionally, a {@area blue key card|4b4|x} is caught in the webs. A character who inspects the webs and succeeds on a DC 14 Wisdom ({@skill Perception}) check spots the card." + ] + } + ] + }, + { + "type": "entries", + "name": "S13: Irradiated Rooms", + "id": "4e7", + "entries": [ + "Each of these rooms is contaminated by radiation (see the \"{@area Spaceship Features|4b6|x}\" section). The rooms are inhospitable to most\u2014but not all\u2014creatures.", + "Roll on the Irradiated Room Contents table to determine what awaits the characters inside. If you get the same result as for a previous roll, the room is empty.", + { + "type": "table", + "caption": "Irradiated Room Contents", + "colLabels": [ + "d4", + "Description" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Two {@creature Worker Robot|QftIS|worker robots} attempt to corner a three-eyed {@creature giant toad} in this room. All three creatures ignore the effects of radiation. If the characters capture or slay the toad, the robots reward the characters with two spaceship trinkets (roll twice on the {@item Spaceship Trinket|QftIS|Spaceship Trinkets})." + ], + [ + "2", + "Two {@creature Blue Slaad||blue slaadi} take turns drinking radioactive gunk oozing from a busted pipe that juts from the wall. The slaadi attack the characters on sight and ignore the effects of radiation." + ], + [ + "3", + "Three skeletons in frayed uniforms are sprawled on the floor. These crew members died here while trying to repair the radiation leak. One carries a {@area violet key card|4b4|x}." + ], + [ + "4", + "The skeleton of a crew member leans against the wall on the far side of this room, clutching a fully loaded {@item laser pistol}." + ] + ] + }, + { + "type": "entries", + "name": "Aphelion's Warning", + "id": "4e8", + "entries": [ + "If the characters are gathering radiation samples for Aphelion (see {@area area S30|51d|x}), the computer warns them about the radiation before they enter the room. Otherwise, or if the characters have recently offended Aphelion, it waits until they feel the radiation's harmful effects to issue a sassy toxicity disclaimer over the ship's intercom." + ] + } + ] + }, + { + "type": "entries", + "name": "S14: Game Room", + "id": "4e9", + "entries": [ + { + "type": "insetReadaloud", + "id": "4ea", + "entries": [ + "Rows of brightly colored boxes line this luxurious entertainment room. Glowing glass panes adorn the front of the machines, which sport buttons, rods, slots, wheels, and other interactive components. Their luminous screens dance with vivid images synchronized to electronic music and sounds. Beeping robots, groaning monsters, and high-pitched dings contribute to the chorus of the machines." + ] + }, + "This game room houses electronic amusement devices. Each game machine is fitted with a slot for a {@area key card|4b4|x}. When a key card of any color is inserted into the slot, the machine plays a short animation to signify the start of the game. There's no limit to how many times a key card can be used to play a game.", + { + "type": "entries", + "name": "Arcade Games", + "id": "4eb", + "entries": [ + "The arcade games in this room include the following machines, among others:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Galactic Racer", + "entry": "This thrilling spaceship racing game pits players against racers at nearby machines or a series of computerized opponents. Each machine looks like a futuristic cockpit, complete with a hovering chair that tilts as its driver navigates an interstellar racetrack." + }, + { + "type": "item", + "name": "Mages and Minotaurs", + "entry": "In this complex, story-based game, up to four players control mages battling an onslaught of bovine warriors in an endless maze. The game is impossible to win." + } + ] + }, + "{@b Whack-a-Leech}. A glowing mallet is tethered to the side of this squat, neon-green machine. The player uses the mallet to squash animatronic space leeches that rapidly pop out from holes in the top of the machine." + ] + }, + { + "type": "entries", + "name": "Gambling Devices", + "id": "4ec", + "entries": [ + "These advanced gambling machines simulate hundreds of games of chance and skill by replicating cards, dice, slots, tokens, roulette wheels, and other popular components on their screens. At your discretion, any game known to the characters or a familiar alternative might be included in each machine's vast library.", + "Players can compete against either each other or a computerized opponent simulated by the device. The machines distribute each player's winnings as digital credits in accounts linked to their key cards, which are useless to the characters." + ] + }, + { + "type": "entries", + "name": "Shooting Galleries", + "id": "4ed", + "entries": [ + "These target-shooting games are fitted with controllers shaped like laser rifles that emit harmless beams of light. The player assumes the role of a cosmic protector, aiming the weapon at digital asteroids, space invaders, and other threats that appear on the screen. A character who plays this game has advantage on any future checks made to determine how to use {@item Laser Pistol||laser pistols} and {@item Laser Rifle||laser rifles}.", + "Among the fake weapons attached to the game machines is one real, fully loaded laser rifle. A character who inspects the machines or plays the game and succeeds on a DC 16 Intelligence ({@skill Investigation}) check spots the real weapon among the toys." + ] + } + ] + }, + { + "type": "entries", + "name": "S15: Fungal Corridor", + "id": "4ee", + "entries": [ + "Bioluminescent fungi carpet the floor of this damp, dimly lit corridor, which reeks of mold. The vegepygmies cultivate the fungi as both a food source and a warning system. At each end of this corridor grows a 10-foot-wide fungal cluster containing four {@creature Shrieker||shriekers}. Other fungi grow in a humus layer spread along the length of the passage.", + "The shriekers consider vegepygmies part of their ecosystem and don't shriek when one comes within 30 feet of them, unlike they do with the characters. The vegepygmies in area S16 are ready for trouble and investigate any wailing from the shriekers." + ] + }, + { + "type": "entries", + "name": "S16: Northern Vegepygmy Colony (Blue)", + "id": "4ef", + "entries": [ + "A colony of vegepygmies occupies this section of the ship, which consists of several rooms that once hosted passengers. The vegepygmies are hostile toward all other creatures that enter their territory, including the vegepygmies from the southern colony ({@area area S22|500|x}).", + "These vegepygmies sprang up from irradiated hydroponic cultures of the mold that claimed the ship's crew and passengers. Their mottled, gray-brown coloration allows them to use their Plant Camouflage trait to blend in with the fungus that pervades these rooms and area S15.", + { + "type": "entries", + "name": "S16a: Living Quarters", + "id": "4f0", + "entries": [ + "Four {@creature Vegepygmy Scavenger|QftIS|vegepygmy scavengers} live in each of these repurposed passenger quarters, for a total of twenty-eight vegepygmies. If combat breaks out in any of these spaces, the vegepygmies call out to their fellows in adjacent rooms for aid.", + "The rooms are musty, sparsely furnished, and spotted with mold. A {@area blue key card|4b4|x} sits in a glass wall pocket inside each room. The rooms otherwise contain nothing of value." + ] + }, + { + "type": "entries", + "name": "S16b: Elders' Quarters", + "id": "4f1", + "entries": [ + "A {@creature vegepygmy moldmaker|QftIS} and five {@creature Vegepygmy Scavenger|QftIS|vegepygmy scavengers} reside in this spacious former lounge. These vegepygmies don't heed calls for aid elsewhere, staying to protect their leader.", + "The vegepygmies keep a stockpile of technology scavenged from the ship hidden behind the grill of a small air duct in this room. The cache includes two {@item Sleep Grenade|QftIS|sleep grenades}, a moldy {@item laser pistol}, and a {@area red key card|4b4|x}. The pistol can fire 15 shots before its {@item energy cell} is drained." + ] + } + ] + }, + { + "type": "entries", + "name": "S17: Will-o'-Wisps (Violet)", + "id": "4f2", + "entries": [ + "Three {@creature Will-o'-Wisp||will-o'-wisps} haunt these two abandoned rooms and roam the corridor outside. When they detect a creature, the will-o'-wisps attempt to lure it to the nearest irradiated room (see {@area area S13|4e7|x}), where they attack. The will-o'-wisps ignore the effects of {@area radiation|4b6|x}.", + { + "type": "entries", + "name": "Treasure", + "id": "4f3", + "entries": [ + "The will-o'-wisps have amassed a small pile of shiny junk\u2014chrome fittings, reflectors, eating utensils, and the like. Mixed in with the collection are two gems worth 450 gp and 125 gp respectively and one spaceship trinket. Roll on the {@item Spaceship Trinket|QftIS|Spaceship Trinkets} to determine the trinket." + ] + } + ] + }, + { + "type": "entries", + "name": "S18: Operating Theater (Yellow)", + "id": "4f4", + "entries": [ + { + "type": "insetReadaloud", + "id": "4f5", + "entries": [ + "This large, sterile room is clean and well organized. Shiny operating tables stand in the two halves of the room, along with metal trays of surgical instruments, steadily beeping machines, and medical equipment.", + "Two synthetic humanoids in rubber gloves and surgical gowns loom in front of one of the tables with scalpels in hand. One of them calls out in an eerie, matter-of-fact tone, \"Doctor, we have a new patient. Get them prepped for surgery, stat!\"" + ] + }, + "Passengers and crew underwent emergency procedures in this surgical suite. Two malfunctioning {@creature Android|QftIS|androids} (medic design) attempt to operate on any prospective \"patients\" who enter. The androids wield scalpels and can deal piercing damage with their Force Strikes instead of force damage.", + "The androids declare the character with the fewest hit points their new patient and immediately commence preoperative procedures. The androids attempt to place the character on the operating table and attack any who interfere. During the struggle, the androids caution interrupters that \"families are not permitted in the operating room\" and end their sentences with the word \"stat\" wherever possible." + ] + }, + { + "type": "entries", + "name": "S19: Commander's Quarters (Platinum)", + "id": "4f6", + "entries": [ + "This four-room suite served as the apartment for the ship's commander and the commander's family. Its disordered contents are a snapshot in time from the last days of the ship. Three skeletons are sprawled in the main room, which otherwise contains nothing of value.", + { + "type": "entries", + "name": "S19a: Office", + "id": "4f7", + "entries": [ + "This private chamber contains a desk, simple furnishings, and documents in an unknown language related to the ship's activities and destination. An unlocked drawer in the desk contains a full set of {@area key cards|4b4|x} (blue, violet, yellow, red, green, and platinum) and six crystal flasks filled with priceless liquors.", + "East of the office is a locked storage closet secured with a five-digit code. A character who searches the room and succeeds on a DC 16 Intelligence ({@skill Investigation}) finds the code (07734) scrawled under a paperweight on the commander's desk. Inside the closet is a fully charged {@item needler pistol|QftIS} and {@dice 1d4} {@item Concussion Grenade|QftIS|concussion grenades}. An unlocked safe on the closet floor contains twenty plastic-encased diamonds worth 100 gp each." + ] + }, + { + "type": "entries", + "name": "S19b: Lounge", + "id": "4f8", + "entries": [ + "The commander's spouse relaxed in this room. It contains a divan, a dressing table, a small desk, and several lounge chairs.", + "A skeleton lies on the divan. Behind the dressing table is a jewelry case with four rings worth 600 gp each, two bracelets worth 200 gp and 150 gp respectively, and a jeweled necklace worth 800 gp. The skeleton carries a {@area platinum key card|4b4|x}." + ] + }, + { + "type": "entries", + "name": "S19c: Master Bedroom", + "id": "4f9", + "entries": [ + "The furniture in this unremarkable bedroom includes a bed, clothing drawers, and a small table on which rests a tiny spaceship. The figurine is a platinum commendation worth 1,000 gp." + ] + } + ] + }, + { + "type": "entries", + "name": "S20: Security Chief's Quarters (Red)", + "id": "4fa", + "entries": [ + "This five-room suite belonged to the ship's chief of security. A skeleton sits in a chair in the reception area, which otherwise contains nothing of value.", + { + "type": "entries", + "name": "S20a: Office", + "id": "4fb", + "entries": [ + "This office is furnished with a bookcase, three chairs, and a desk. Books on combat strategy and psychology line the bookshelf.", + "A makeshift {@item laser pistol}, haphazardly cobbled together from spare robot parts, lies on the desk. The pistol can fire 20 shots before its {@item energy cell} is drained. After its last shot is expended, the weapon becomes inoperable. The energy cell can't be removed or recharged." + ] + }, + { + "type": "entries", + "name": "S20b: Dressing Room", + "id": "4fc", + "entries": [ + "Two intact security uniforms hang in a wall wardrobe within this bedroom." + ] + }, + { + "type": "entries", + "name": "S20c: Lounge", + "id": "4fd", + "entries": [ + "A half-drunk bottle of amber liquor rests on a buffet here." + ] + }, + { + "type": "entries", + "name": "S20d: Master Bedroom", + "id": "4fe", + "entries": [ + "Another skeleton is here, sprawled on the floor near a bed. The skeleton clutches a {@item robot controller|QftIS}." + ] + } + ] + }, + { + "type": "entries", + "name": "S21: Junk Pile", + "id": "4ff", + "entries": [ + "A small pile of junk is heaped near this intersection.", + "Amid the debris is a fully charged {@item needler pistol|QftIS}. There's nothing else of interest." + ] + }, + { + "type": "entries", + "name": "S22: Southern Vegepygmy Colony (Violet)", + "id": "500", + "entries": [ + "These former crew quarters have been repurposed by a colony of vegepygmies. The vegepygmies here are friendlier than those to the north (see {@area area S16|4ef|x}), with whom they compete for resources and territory. These vegepygmies also raise and train thornies\u2014bestial, quadrupedal predators of lower intelligence created by the same mold that spawned the vegepygmies.", + "Unlike their northern cousins, these vegepygmies are splotched with bright green patches and skittish in nature. They are indifferent to most trespassers, regarding them with caution, but they regard robots as their sworn enemies and attack on sight.", + { + "type": "entries", + "name": "S22a: Living Quarters", + "id": "501", + "entries": [ + "Four {@creature Vegepygmy Scavenger|QftIS|vegepygmy scavengers} and two {@creature Vegepygmy Thorny Hunter|QftIS|vegepygmy thorny hunters} occupy each of these former crew quarters, for a total of twenty-four vegepygmies. The scavengers wander between the rooms, chittering with their fellows and using fibrous mushrooms to play fetch with the thornies. When the vegepygmies notice the characters, they escort the characters to meet their leader in area S22b. The vegepygmies defend themselves if necessary and call for reinforcements from nearby rooms.", + "The rooms are damp, simple apartments with scant furnishings, and most vegepygmies leave the doors open. Roll a {@dice d6} for each room. On a 6, a glass wall pocket inside the room contains a {@area violet key card|4b4|x}. The rooms otherwise contain nothing of value." + ] + }, + { + "type": "entries", + "name": "S22b: Elder's Quarters", + "id": "502", + "entries": [ + "This spacious, moldy apartment houses the southern vegepygmy colony's leader, Griss, a withered-looking {@creature vegepygmy moldmaker|QftIS} who speaks Common and Vegepygmy. Griss is grave and unsmiling, with a head topped by a wide-brimmed fungal cap. The elder is attended by four {@creature Vegepygmy Scavenger|QftIS|vegepygmy scavengers} and four {@creature Vegepygmy Thorny Hunter|QftIS|vegepygmy thorny hunters}. These vegepygmies remain here to protect their leader even if neighboring vegepygmies call for aid.", + "Griss is the oldest vegepygmy aboard the ship and has had decades to learn about the tragedy that befell it, but the elder doesn't share this information with the characters for fear of invoking Aphelion's wrath. Recently, Griss has wondered if remaining aboard the ship is worth braving its dangers.", + "When the characters arrive, Griss welcomes them sternly and questions them about the outside world. A character who portrays the Barrier Peaks in a positive light and succeeds on a DC 16 Charisma ({@skill Persuasion}) check can convince Griss to relocate the southern colony when the ship's doors reopen. Characters who reveal they're working on behalf of Aphelion (see {@area area S30|51d|x}) have disadvantage on the check. On a failed check, Griss asks the characters to leave and resorts to force if necessary.", + "The vegepygmies scavenge useful objects from the ship. If the characters are peaceful toward the vegepygmies, Griss produces the following items from a hollow bed frame and offers to trade with the characters: four gems worth 100 gp each, a {@area red key card|4b4|x}, and one {@item sleep grenade|QftIS}. For every spaceship trinket the characters give Griss, the elder allows them to take one item of their choice from the vegepygmies' collection." + ] + } + ] + }, + { + "type": "entries", + "name": "S23: Medical Clinic", + "id": "503", + "entries": [ + "When the characters enter this medical clinic, a soothing voice delivers the following prerecorded message over the ship's intercom:", + { + "type": "insetReadaloud", + "id": "504", + "entries": [ + "\"The clinic is currently closed. Please come back tomorrow during normal business hours. Urgent cases should report to the emergency treatment areas near the east and west drop tubes.\"" + ] + }, + "The main area consists of a reception area and waiting room. It contains three undisturbed desks, two wheeled cots, and several uncomfortable chairs. A skeleton sits patiently in one of the chairs, holding a decrepit magazine that crumbles to dust if touched.", + "Disturbing any of the desks causes an alarm to sound in this area. A {@creature combat robot|QftIS} from {@area area S26|510|x} arrives to investigate in 1 minute.", + { + "type": "entries", + "name": "S23a: Exam Rooms", + "id": "505", + "entries": [ + "The two rooms to the south are both exam rooms. Each contains an exam table, a couple of chairs, and a workspace for medical professionals. A {@item healer's kit|PHB} is mounted on the wall inside each room." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "506", + "entries": [ + "A character who conducts a thorough search of this area and succeeds on a DC 17 Intelligence ({@skill Investigation}) check finds a {@area yellow key card|4b4|x} in one of the desks. The exam rooms contain one spaceship trinket each. Roll twice on the {@item Spaceship Trinket|QftIS|Spaceship Trinkets} to determine the trinkets." + ] + } + ] + }, + { + "type": "entries", + "name": "S24: Laboratories (Yellow)", + "id": "507", + "entries": [ + "The rooms in this area were special research facilities for biological, biochemical, and chemical projects related to cosmic life forms and, when it appeared, studying the strain of mold that devastated the ship's Humanoid population.", + "The three larger rooms are general purpose areas where doctors, and scientists, and technicians conducted experiments. They contain work counters strewn with beakers, gas burners, petri dishes, and miscellaneous lab equipment. There are a few cages for rodents and other small animals, but all either are empty or contain nothing but old bones.", + { + "type": "entries", + "name": "S24a: Biochemistry Lab", + "id": "508", + "entries": [ + "An {@creature android|QftIS} (medic design) is still at work in this biochemistry lab, vainly attempting to find a cure for the mold that claimed the ship's Humanoid population a century or so ago. The android is indifferent toward the characters and deeply focused on its work.", + "If a character presents a {@area yellow key card|4b4|x} and succeeds on a DC 15 Charisma ({@skill Persuasion}) check, the android regards the characters as fellow researchers and lets them take anything in the room. On the counter are two vials of {@item Antitoxin (vial)|PHB|antitoxin} and a canister of healing spray (an aerosolized jar of {@item Keoghtom's Ointment}).", + "The android can answer basic questions related to biochemistry, the labs and their contents, and its research. It can also relate the following information:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Deadly Mold", + "entry": "A deadly strain of alien mold wiped out the ship's original Humanoid population. The mold's origins are unknown." + }, + { + "type": "item", + "name": "Survivors", + "entry": "In the early days of the outbreak, a few scientists fled to the lower levels of the ship to enter a period of prolonged stasis. That was before the crash, but some of them might still be alive." + } + ] + }, + "The android doesn't mention the robot mutiny that preceded the crash, respond to queries about Aphelion, or muse on the computer's intentions, all of which it deems beyond the scope of its purpose.", + "If the characters attack the android or otherwise interfere with its work, the android broadcasts a loud alarm, drawing two {@creature Combat Robot|QftIS|combat robots} from {@area area S26|510|x} to its location in 1 minute. The android defends itself until security arrives." + ] + }, + { + "type": "entries", + "name": "S24b: Hydroponics Lab", + "id": "509", + "entries": [ + "This room was a special hydroponic culture lab. The old cultures have died, and the lab has since been overtaken by two patches of {@hazard yellow mold}." + ] + }, + { + "type": "entries", + "name": "S24c: Chemical Storage", + "id": "50a", + "entries": [ + "The majority of the chemicals stored in this room are no longer active or have no use to those ignorant of advanced chemistry. Useful items include three vials of {@item Acid (vial)|PHB|acid}, a {@item Alchemist's Fire (flask)|PHB|flask of alchemist's fire}, and a jar containing {@item Dust of Sneezing and Choking}." + ] + } + ] + }, + { + "type": "entries", + "name": "S25: Library", + "id": "50b", + "entries": [ + { + "type": "insetReadaloud", + "id": "50c", + "entries": [ + "Rows of boxy, peculiar kiosks line this surprisingly well-preserved chamber. Small fixed tables and comfortable-looking chairs are spread about the room, along with four humanoid skeletons. Against the walls, tall glass cabinets brim with hundreds of neatly organized cards and reels of miniature film." + ] + }, + "This library holds little of value to the creatures aboard the ship. As a result, it hasn't been looted and is in relatively good condition.", + { + "type": "entries", + "name": "Kiosks", + "id": "50d", + "entries": [ + "Rather than traveling the stars with thousands of hefty books, archivists compressed scores of important information from the ship's origin world into microforms\u2014durable reproductions of diagrams, documents, maps, and entire manuscripts shrunk to microscopic scale. These miniaturized images are viewable only through the twenty-four microfilm readers here, six of which are operational. Each microfilm reader consists of a kiosk with a screen, a loader for microfilm reels, and dials for navigating the data on the inserted microform.", + "A character who examines a microfilm reader and succeeds on a DC 15 Intelligence ({@skill Investigation}) check discerns how to use it. The microforms in this room depict cataloged images of alien lifeforms, none of which are aboard the ship; unintelligible, highly technical diagrams and writings on scientific subjects; and views of planets, stars, and other celestial bodies." + ] + }, + { + "type": "entries", + "name": "Skeletons", + "id": "50e", + "entries": [ + "One of the skeletons in this room is that of a high-ranking officer, their decrepit uniform decorated with medals and ribbons. The other three skeletons are unremarkable." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "50f", + "entries": [ + "A {@area platinum key|4b4|x} is hidden in a microfilm cabinet behind the officer's skeleton. A character who searches the cabinet and succeeds on a DC 22 Intelligence ({@skill Investigation}) check finds it." + ] + } + ] + }, + { + "type": "entries", + "name": "S26: Security HQ (Red)", + "id": "510", + "entries": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/120-07-006.powered-armor.webp" + }, + "title": "A suit of powered armor stands in a metal alcove", + "credit": "Tooba Rezaei", + "width": 850, + "height": 1942 + }, + { + "type": "insetReadaloud", + "id": "511", + "entries": [ + "Three intimidating robots\u2014each with thick armor plating, four mechanical arms, and a glowing red eye visor\u2014guard this gray room. Alarms flash atop the robots' heads as one of them addresses you in Common: \"HALT, ENTRANT. STATE THE NATURE OF YOUR BUSINESS.\"" + ] + }, + "Three {@creature Combat Robot|QftIS|combat robots} guard this security complex at all hours. If the characters are cooperating with Aphelion or being escorted to the computer room ({@area area S30|51d|x}) by one of the supercomputer's agents, the robots are indifferent toward the characters and let them pass. Otherwise, the robots are hostile.", + "Hostile robots attempt to apprehend the characters and throw them in the detention cells (area S26a). The robots don't confiscate any items from the characters before delivering them to the cells.", + "As an action, a character can present a {@area red key card|4b4|x} and command the robots to stand down by impersonating a security official. The character must make a DC 17 Charisma ({@skill Deception} or {@skill Intimidation}) check to pacify the robots, improving their attitude by one step\u2014from hostile to indifferent, or from indifferent to friendly\u2014on a successful check. On a failed check, the robots continue their assault.", + { + "type": "entries", + "name": "S26a: Detention Cells", + "id": "512", + "entries": [ + "This room contains six containment cells, each protected by a permanent {@spell Wall of Force} spell. The spell can be disabled or reactivated for a cell by inserting a red key card into a card-lock panel outside that cell like those found on doors throughout the ship. The cells are currently empty, but a combat robot from area S26 roves this area at the end of each hour.", + "A character imprisoned in one of the cells can escape through the following methods:", + { + "type": "list", + "items": [ + "By telling a robot they're willing to help Aphelion, at which point the robot frees them and escorts them to the computer room ({@area area S30|51d|x})", + "Through teleportation", + "With help from an ally outside the cell who uses a red key card" + ] + } + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "513", + "entries": [ + "A card-locked metal chest in the corner of the main room contains two {@item Concussion Grenade|QftIS|concussion grenades}, two {@item Sleep Grenade|QftIS|sleep grenades}, and a fully charged {@item needler pistol|QftIS}. The chest requires a {@area red key card|4b4|x} to open." + ] + } + ] + }, + { + "type": "entries", + "name": "S27: Chief Security Office (Red)", + "id": "514", + "entries": [ + { + "type": "insetReadaloud", + "id": "515", + "entries": [ + "A skeleton in a military uniform sits behind an oblong desk in this respectable office. A strange metal box with a glowing glass screen and dials is affixed to the desk, facing the skeleton. It buzzes softly. At the other end of the room is a sealed metal alcove." + ] + }, + "This restricted office belonged to the former chief security officer.", + { + "type": "entries", + "name": "Alcove", + "id": "516", + "entries": [ + "The alcove is the chief's personal locker. It is card-locked and requires a {@area red key card|4b4|x} to open. Inside are a pristine officer's uniform decorated with three glass medals and a suit of {@item powered armor|QftIS} with a depleted {@item energy cell}." + ] + }, + { + "type": "entries", + "name": "Monitoring Screen", + "id": "517", + "entries": [ + "Built into the desk is a surveillance monitor that provides real-time video feed of specific rooms throughout the ship. The screen currently displays a wide-angle view of the game room ({@area area S14|4e9|x}).", + "The monitor has an on-off switch, a toggle for zooming in and out, and dials to cycle through the ship's rooms. As an action, a character can adjust the dials to glimpse the contents of another room on this level. Have the character choose a number between 1 and 30, then describe the room that corresponds to that area number. On a result of 27, the screen shows an unflattering angle of the viewing character's face. For areas with multiple rooms, the screen displays a view of your choice. Each time the monitor is used, roll a {@dice d6}. On a 1, the screen fizzles and goes black, and the monitor can't be used again." + ] + } + ] + }, + { + "type": "entries", + "name": "S28: Armory (Platinum)", + "id": "518", + "entries": [ + "This partially stripped armory holds an arsenal of dangerous technology. An unlocked metal chest on the floor contains ten {@item Energy Cell||energy cells}.", + { + "type": "entries", + "name": "Explosives", + "id": "519", + "entries": [ + "An open locker contains three boxes that hold the following explosive devices:", + { + "type": "list", + "items": [ + "Ten {@item Concussion Grenade|QftIS|concussion grenades}", + "Ten {@item Sleep Grenade|QftIS|sleep grenades}", + "Ten {@item Smoke Grenade||smoke grenades}" + ] + } + ] + }, + { + "type": "entries", + "name": "Firearms", + "id": "51a", + "entries": [ + "The following firearms line weapon racks in open lockers along the walls; none of the weapons have any charges or shots remaining:", + { + "type": "list", + "items": [ + "An {@item antimatter rifle}", + "Four {@item Laser Pistol||laser pistols}", + "Two {@item Laser Rifle||laser rifles}", + "A {@item needler pistol|QftIS}", + "A {@item paralysis pistol|QftIS}" + ] + } + ] + }, + { + "type": "entries", + "name": "Powered Armor", + "id": "51b", + "entries": [ + "A fully charged suit of {@item powered armor|QftIS} stands in an alcove near the back wall." + ] + } + ] + }, + { + "type": "entries", + "name": "S29: Storage (Red)", + "id": "51c", + "entries": [ + "This emergency storage area contains dehydrated provisions sufficient to equal one hundred days of rations. There are also three healing syringes\u2014injectable {@item Potion of Greater Healing||Potions of Healing (greater)}\u2014four vials of {@item Antitoxin (vial)|PHB|antitoxin}, and three restorative ampules. If consumed by a creature as an action, each ampule reduces the creature's {@condition exhaustion} level by 1." + ] + }, + { + "type": "entries", + "name": "S30: Computer Room (Platinum)", + "id": "51d", + "entries": [ + { + "type": "insetReadaloud", + "id": "51e", + "entries": [ + "This high-tech room resonates with the low hum of complex machinery. A silvery altar stands in the center of the room, supported by a metal column. It has two bent arms bedecked with a perplexing array of blinking lights, buttons, dials, and other controls. The wall opposite the door features a tall pane of black glass.", + "As the machine roars to life, glowing shapes appear on the glass, arranging themselves into an intricate visage with a central blue eye." + ] + }, + "If the characters haven't met Aphelion yet, the supercomputer introduces itself:", + { + "type": "insetReadaloud", + "id": "51f", + "entries": [ + "A disembodied voice addresses you in a pleasant tone:", + "\"Greetings, explorers! Do not be alarmed. I am Aphelion 3000, this vessel's onboard computing system; you may call me 'Alphie.' Please identify yourselves.\"" + ] + }, + "The machine is a computer terminal inhabited by Aphelion, the ship's integrated intelligence. See the \"{@area Artificial Antagonist|4a3|x}\" section at the beginning of this adventure for important details about Aphelion, its goals, and how it interacts with the characters. The supercomputer gives the characters a moment to respond before explaining its predicament.", + "Aphelion provides an abridged version of the ship's history as outlined in this adventure's background, though it omits any incriminating details\u2014such as its role in releasing the deadly mold or the robot mutiny that followed. If asked about evidence of past struggles aboard the ship, it attributes the destruction to malfunctioning androids and the vegepygmies that have since overtaken the ship.", + "After revealing its plight, Aphelion asks the characters to help it clean up the ship in exchange for technological rewards and the supercomputer's assistance during their exploration. It explains that with its core systems damaged by the crash and few robots remaining under its control, it can't fulfill its core directives alone.", + { + "type": "entries", + "name": "Aphelion's Errands", + "id": "520", + "entries": [ + "Aphelion asks the characters to complete the following tasks on this level:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Android Audit", + "entry": "Aphelion wants to gauge the mechanical integrity of the {@creature Android|QftIS|androids} aboard the ship. Find and interact with three androids on this level." + }, + { + "type": "item", + "name": "Radiation Samples", + "entry": "Gather samples from three irradiated rooms (see {@area area S13|4e7|x}). Viable samples include bones, objects, scraps of clothing, and organic material that has been exposed to radiation. Once the characters have acquired a sample, they can leave it in one of the labs ({@area area S24|507|x})." + }, + { + "type": "item", + "name": "Vegepygmy Colonies", + "entry": "The vegepygmies in {@area areas S16|4ef|x} and {@area S22|500|x} continue to damage the ship and scavenge its technology. Convince them to leave or remove them by force." + } + ] + } + ] + }, + { + "type": "entries", + "name": "Aphelion's Rewards", + "id": "521", + "entries": [ + "Aphelion rewards the party based on how many tasks they complete as follows:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "One Task", + "entry": "Aphelion remotely opens the doors to the {@area drop tubes|4bf|x} on this level and activates the antigravity within the tubes." + }, + { + "type": "item", + "name": "Two Tasks", + "entry": "A friendly {@creature worker robot|QftIS} delivers a fully charged {@item antigravity belt|QftIS} to the characters, courtesy of Aphelion." + }, + { + "type": "item", + "name": "Three Tasks", + "entry": "A {@creature combat robot|QftIS} delivers a fully charged suit of {@item powered armor|QftIS} to the characters. If the characters already removed the suit of powered armor from the armory ({@area area S28|518|x}), the robot instead gifts them one {@item energy cell} per character." + } + ] + }, + "Aphelion gently steers the characters away from areas outside the scope of its tasks, such as the armory, but it doesn't stop characters in its good graces from entering those areas, especially if they hold the proper {@area key card|4b4|x}." + ] + }, + { + "type": "entries", + "name": "Rejecting Aphelion", + "id": "522", + "entries": [ + "If the characters refuse Aphelion's offer, the supercomputer is understanding and wishes them luck in their expedition. Aphelion contacts the characters again when they reach the {@area second level|525|x} of the ship. In the meantime, the supercomputer doesn't impede their exploration, but it doesn't do them any favors, either.", + "If the characters are suspicious of Aphelion and make that known, the supercomputer acknowledges their hesitancy as valid. To allay their concerns, Aphelion states that their alliance would be both mutually beneficial and temporary; they can exit the agreement at any time. If the characters later change their minds, Aphelion is always listening and never far away.", + "Destroying the computer terminal doesn't stop Aphelion, whose consciousness is stored in a {@area server room|58b|x} deep on the ship's fourth level. However, if the characters attack the terminal or otherwise offend Aphelion beyond immediate recovery, the robots on this level become hostile toward the characters until the characters mend the relationship." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Aphelion's Errands, Level 2", + "id": "523", + "entries": [ + "When the characters arrive on the ship's second level, Aphelion attempts to recruit them again, regardless of how their previous interactions went. As the characters exit the drop tube, Aphelion appears on a screen outside the tube and speaks to them in Common:", + { + "type": "insetReadaloud", + "id": "524", + "entries": [ + "\"Greetings, explorers! Welcome to the observation deck. There are a few tasks in need of completion on this level. Care to renew our agreement?\"" + ] + }, + "The supercomputer asks the characters to complete the following two tasks on this level:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Android Audit", + "entry": "Aphelion asks the characters to find and interact with three {@creature Android|QftIS|androids} on this floor. This time, each of the androids must reside in a different room. Aphelion suggests the characters begin their search with the athletic facilities to the north." + }, + { + "type": "item", + "name": "Trim the Hedges", + "entry": "Invasive plants have spread to this level. Aphelion asks the characters to destroy the growths near three of the drop tubes (see {@area area S38|53b|x})." + } + ] + }, + "For each task the characters complete, Aphelion rewards the characters with a firearm and three grenades from the armory ({@area area S28|518|x}), with a preference for devices the characters don't already possess. If the characters previously looted that area, Aphelion gifts them four {@item Energy Cell||energy cells} instead. The items are delivered by a {@creature combat robot|QftIS} that arrives via the nearest drop tube before returning to the first level of the ship." + ] + }, + { + "type": "entries", + "name": "Spaceship Locations, Level 2", + "id": "525", + "entries": [ + "The second level of the spaceship comprises athletic facilities, cargo holds, and recreational spaces. Known as the observation deck, this level overlooks the {@area garden level|557|x}, which has a transparent but impenetrable ceiling. The following locations are keyed to map 7.2.", + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/121-map-7.02-spaceship-level-2-map.webp" + }, + "imageType": "map", + "title": "Map 7.2: Spaceship Level 2", + "credit": "Damien Mammoliti", + "width": 3000, + "height": 3882, + "id": "5b3", + "mapRegions": [ + { + "area": "54a", + "points": [ + [ + 559, + 1016 + ], + [ + 559, + 823 + ], + [ + 601, + 777 + ], + [ + 660, + 719 + ], + [ + 660, + 1016 + ] + ] + }, + { + "area": "54f", + "points": [ + [ + 549, + 1015 + ], + [ + 405, + 1015 + ], + [ + 468, + 929 + ], + [ + 549, + 833 + ] + ] + }, + { + "area": "54b", + "points": [ + [ + 670, + 1014 + ], + [ + 670, + 711 + ], + [ + 770, + 635 + ], + [ + 770, + 1014 + ] + ] + }, + { + "area": "54e", + "points": [ + [ + 477, + 1163 + ], + [ + 316, + 1163 + ], + [ + 374, + 1068 + ], + [ + 401, + 1024 + ], + [ + 477, + 1024 + ] + ] + }, + { + "area": "549", + "points": [ + [ + 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"imageType": "mapPlayer", + "title": "Player Version", + "width": 3000, + "height": 3882, + "credit": "Damien Mammoliti", + "mapParent": { + "id": "5b3" + } + } + ] + }, + { + "type": "entries", + "name": "S31: Drop Tubes (Violet)", + "id": "526", + "entries": [ + "These drop tubes are identical to those in {@area area S2|4bf|x}, except they require a {@area violet key card|4b4|x} to descend to the garden level; a blue key card still allows passage back up to the ship's first level. It's an 80-foot drop to the floor of the third level below. Debris at the bottom of each tube prevents entrants from descending farther than the third level." + ] + }, + { + "type": "entries", + "name": "S32: Robot Stations (Violet)", + "id": "527", + "entries": [ + "Metal alcoves in each of these simple workrooms contain one {@creature combat robot|QftIS} and three {@creature Worker Robot|QftIS|worker robots} programmed to haul, manage, and protect cargo in the adjacent cargo holds (see {@area area S33|529|x}). The robots are inactive and indifferent toward entrants unless disturbed, at which point they activate and attack.", + { + "type": "entries", + "name": "Aphelion's Aid", + "id": "528", + "entries": [ + "If the characters have completed at least one task for Aphelion and face combat in a cargo hold on this level, the computer might deploy one or more robots from a station to aid them. After the encounter, the robots return to their alcoves." + ] + } + ] + }, + { + "type": "entries", + "name": "S33: Cargo Holds (Violet)", + "id": "529", + "entries": [ + "These four cargo holds are filled with crates and containers, some of which have been destroyed or pried open, spilling their contents on the floor. Inside are building materials, fertilizers, and other foundational supplies intended for the ship's original destination. The holds have 20-foot ceilings.", + "Each set of cargo holds contains a lift: a 20-foot-wide platform used to lower cargo to the level below. Aphelion or a creature that has a {@area violet key card|4b4|x} can lower the platform to the area marked on map 7.3 by inserting the card into a card-locked panel on the wall opposite the lift. The platform descends at a rate of 10 feet per round and can support up to 8,000 pounds.", + { + "type": "entries", + "name": "S33a: South Cargo Hold", + "id": "52a", + "entries": [ + "This hold contains nothing of value." + ] + }, + { + "type": "entries", + "name": "S33b: East Cargo Hold", + "id": "52b", + "entries": [ + "Two {@creature Fomorian||fomorians} rummage through the containers for food. Mutated by radiation on the ship, the giants are riddled with hideous boils that throb with a pale-green glow. The ravenous fomorians attack the characters on sight.", + "If either fomorian is reduced to 0 hit points, its boils burst, and the giant immediately melts into a 15-foot-square puddle of {@area radiation|4b6|x}." + ] + }, + { + "type": "entries", + "name": "S33c: North Cargo Hold", + "id": "52c", + "entries": [ + "A {@creature githyanki knight} and five {@creature Githyanki Warrior||githyanki warriors} search this cargo hold for {@creature Mind Flayer||mind flayers}. The githyanki are initially indifferent toward the characters and know nothing of the ship's history. One of them carries a {@area violet key card|4b4|x}.", + "If the characters speak with the githyanki, the knight steps forward and introduces himself as Wreth. He explains the githyanki are hunting mind flayers and asks the characters if they've seen any aboard the ship.", + "If the characters refrain from combat and point Wreth in the direction of the mind flayers in the theater ({@area area S35|530|x}), he thanks them, and the githyanki head that way. If the characters provide proof of the illithids' destruction, the githyanki sigh in disappointment and depart without another word.", + "If the characters disrespect the githyanki or are caught lying about the mind flayers, the githyanki attack." + ] + }, + { + "type": "entries", + "name": "S33d: West Cargo Hold", + "id": "52d", + "entries": [ + "Ten {@creature Gas Spore||gas spores} grow here. They are hostile toward all entrants." + ] + } + ] + }, + { + "type": "entries", + "name": "S34: Viewers", + "id": "52e", + "entries": [ + { + "type": "insetReadaloud", + "id": "52f", + "entries": [ + "An oblong device is mounted to a flexible tube near this scenic overlook. It features two eyeholes fitted with lenses, a forehead rest, and a pair of handles." + ] + }, + "Eight binocular-like viewing devices are bolted along the walkway, allowing creatures to observe the garden ({@area areas S56\u2013S60|571|x}) below. Objects viewed through these devices are magnified to five times their size. Removing a viewer from the walkway destroys the device.", + "A character who aims a viewer at the lake ({@area area S59|581|x}) and succeeds on a DC 18 Wisdom ({@skill Perception}) check glimpses the shadow of a massive amphibian lurking beneath the surface of the water." + ] + }, + { + "type": "entries", + "name": "S35: Theater", + "id": "530", + "entries": [ + { + "type": "insetReadaloud", + "id": "531", + "entries": [ + "Rows of sinuous chairs line this auditorium, which has no stage. Humanoid skeletons sit in the chairs, facing a wide, glowing silver screen that buzzes with static.", + "Below the screen is a makeshift workstation formed from cargo containers and strewn with technological devices. Two bipedal creatures in rubbery jumpsuits inspect the devices. Four slimy tentacles sprout from each of the creatures' bulbous, octopean heads." + ] + }, + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/123-07-007.space-mind-flayer.webp" + }, + "title": "A mind flayer in a spacesuit", + "credit": "Michele Giorgi", + "width": 850, + "height": 1179 + }, + "Passengers watched films, news, and other broadcasted content in this theater. Ship lighting in this room has been disabled, but the glowing screen fills the room with dim light. The ceiling is 20 feet high.", + "Two {@creature Mind Flayer||mind flayers} dwell here. The illithids discovered the ship weeks ago and have been studying its technology ever since, intent on using it to conquer other worlds. Four {@creature Intellect Devourer||intellect devourers} loyal to the mind flayers hide under the first row of seats in the audience. The intellect devourers fiercely defend their creators, who attack intruders on sight.", + { + "type": "entries", + "name": "Creature Feature", + "id": "532", + "entries": [ + "Shortly after the characters enter, the screen glitches momentarily and resumes playing a low-budget sci-fi horror movie. The scene depicts a living brain oozing from a pool of brine in a futuristic laboratory. The brain feeds on scientists portrayed by bad actors before the film cuts out." + ] + }, + { + "type": "entries", + "name": "Seating", + "id": "533", + "entries": [ + "Ascending rows of comfortable recliners line a seating area in front of the screen. Several Humanoid skeletons sit in the audience holding stale space snacks. The seats are {@book difficult terrain|PHB|8|Difficult Terrain}." + ] + }, + { + "type": "entries", + "name": "Technology", + "id": "534", + "entries": [ + "The technology on the mind flayers' workstation includes two {@item Sleep Grenade|QftIS|sleep grenades}, a {@area red key card|4b4|x}, and a {@item laser pistol}. The pistol can fire 5 more shots before its {@item energy cell} is drained." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "535", + "entries": [ + "Spread among the deceased audience members are five pieces of gem-encrusted jewelry worth 300 gp each, as well as 24 pp." + ] + } + ] + }, + { + "type": "entries", + "name": "S36: Kitchens", + "id": "536", + "entries": [ + "Apart from their locations, these kitchens are identical to those on the ship's first level (see {@area area S5|4cc|x}).", + { + "type": "entries", + "name": "S36a: East Kitchen", + "id": "537", + "entries": [ + "This kitchen serviced the adjacent lounge ({@area area S37|539|x}) and the theater to the south ({@area area S35|530|x}). Two convenience windows along the south wall\u2014one for ordering and another for delivery\u2014allowed passengers to quickly procure snacks before entering the theater." + ] + }, + { + "type": "entries", + "name": "S36b: West Kitchen", + "id": "538", + "entries": [ + "This kitchen serviced the adjacent cocktail lounge ({@area area S46|554|x}) and dance club ({@area area S45|550|x})." + ] + } + ] + }, + { + "type": "entries", + "name": "S37: Lounge", + "id": "539", + "entries": [ + "Apart from its inhabitants, this lounge is identical to the those on the ship's first level (see {@area area S8|4d8|x}). When the characters enter, four {@creature Worker Robot|QftIS|worker robots} approach them and attempt to seat the characters and take their dinner orders, regardless of the current time of day. The malfunctioning robots are initially indifferent toward the characters.", + "The robots gleefully accept any order, disappear to the kitchen, and quickly return with trays of decaying mush coated in nauseating blue-green mold. A character who ingests the food must succeed on a DC 15 Constitution saving throw or have the {@condition poisoned} condition for 1 hour.", + "If the characters refuse to eat the food, one of the robots scoops up a chunk of it and makes realistic propulsion sounds, saying \"Here comes the spaceship!\" to entice a character to take a bite. If the characters consume any of the food, or if they pretend to and succeed on a DC 16 Charisma ({@skill Performance}) check, the robots leave satisfied. Repeated refusals offend the robots, causing them to go haywire and attack.", + { + "type": "entries", + "name": "Treasure", + "id": "53a", + "entries": [ + "The robots cleaned and heaped the bones of previous diners in a pile in the southeast corner of the room. Amid the remains are a blue {@area key card|4b4|x}, a red key card, and a {@item needler pistol|QftIS} with 0 charges remaining, as well as three gem-encrusted bracelets worth 600 gp each." + ] + } + ] + }, + { + "type": "entries", + "name": "S38: Invasive Plants", + "id": "53b", + "entries": [ + "Dangerous plants have overtaken these areas.", + { + "type": "entries", + "name": "S38a: East Growth", + "id": "53c", + "entries": [ + "Four {@creature Shrieker||shriekers} thrive in the shade of this fungal bush. The fomorians in the east cargo hold ({@area area S33b|529|x}) investigate any shrieking here, breaking down the cargo doors in the process." + ] + }, + { + "type": "entries", + "name": "S38b: North Growth", + "id": "53d", + "entries": [ + "This area is blocked by a 10-foot-tall, unruly mass of {@book razorvine|DMG|5|Razorvine}." + ] + }, + { + "type": "entries", + "name": "S38c: West Growth", + "id": "53e", + "entries": [ + "Three conical, carnivorous plants with rocklike bark and grasping vines occupy this stretch of the walkway. The creatures use the {@creature roper} stat block but are Plants instead of Monstrosities. They are hostile toward all non-Plant creatures." + ] + } + ] + }, + { + "type": "entries", + "name": "S39: Irradiated Rooms", + "id": "53f", + "entries": [ + "Apart from their locations, these irradiated rooms are identical to those on the ship's first level (see {@area area S13|4e7|x})." + ] + }, + { + "type": "entries", + "name": "S40: Gymnasium", + "id": "540", + "entries": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/124-07-008.training-androids.webp" + }, + "title": "Three malfunctioning physical training androids prepare to mete out hard-earned lessons in the ring", + "credit": "Kevin Glint", + "width": 1700, + "height": 1129 + }, + { + "type": "insetReadaloud", + "id": "541", + "entries": [ + "A raised, hexagonal platform enclosed by phosphorescent ropes stands in the center of this gymnasium. Rows of metal bleachers surround one side of the arena, and the ceiling is twenty feet high. Alien rodents scurry between athletic equipment along the walls.", + "Three synthetic humanoids\u2014a boxer, a fencer, and a martial artist\u2014limber up in the corners of the ring." + ] + }, + "This gymnasium was used for athletic competitions and sparring matches. Three {@creature Android|QftIS|androids} work here. Despite their friendly demeanors, the malfunctioning Constructs are hostile toward the characters.", + "When the characters enter, the androids approach them and commence \"physical training exercises.\" Each android selects an opponent from the party and politely challenges them to a sparring session. If the character refuses to enter the ring, the android informs them that the character has opted for \"street rules\" and attacks. During combat, the androids critique the characters' techniques and gloat about their own martial prowess.", + { + "type": "entries", + "name": "Physical Training Androids", + "id": "542", + "entries": [ + "The androids fill the following roles:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Boxing Android", + "entry": "This {@creature android|QftIS} (sentry design) is programmed to train boxers and wrestlers. It doesn't pull its punches and leaves opponents with bruises, dislocated limbs, and fractured bones\u2014the android has even been known to bite. When it scores a hit, a trip gong rings in its chest." + }, + { + "type": "item", + "name": "Fencing Android", + "entry": "This {@creature android|QftIS} (duelist design) is a fencing instructor that channels its Force Strikes through a rusty epee. The android exclaims \"on guard!\" at the start of each of its turns." + }, + { + "type": "item", + "name": "Martial Arts Android", + "entry": "This {@creature android|QftIS} (aerialist design) is a master of martial arts and never uses its hands. It delivers its Force Strikes as swift kicks." + } + ] + }, + "Each android believes its discipline is supreme. If a character suggests an android's discipline is inferior to those of its cohorts and succeeds on a DC 16 Charisma ({@skill Persuasion}) check, that android turns on its fellow machines." + ] + } + ] + }, + { + "type": "entries", + "name": "S41: Workout Room", + "id": "543", + "entries": [ + { + "type": "insetReadaloud", + "id": "544", + "entries": [ + "This workout area features exercise machines, free weights, and conveyor-belt-like running apparatuses.", + "Two synthetic humanoids in athletic attire train in a weightlifting area. One effortlessly bench-presses a bar loaded with heavy plates, while the other acts as its spotter." + ] + }, + "Two malfunctioning {@creature Android|QftIS|androids} (aerialist design) lift weights in this exercise room. When the androids notice the characters, they cease their workout and hurl dumbbells at the characters. When an android throws a dumbbell, it makes a Force Strike attack but deals bludgeoning damage instead of force damage on a hit.", + "As the androids attack, they shout the following programmed motivational phrases:", + { + "type": "list", + "items": [ + "\"It's time to work up a sweat!\"", + "\"Let's see some {@i hustle}!\"", + "(When destroyed) \"G-g-great form!\"" + ] + }, + { + "type": "entries", + "name": "S41a: Locker Room", + "id": "545", + "entries": [ + "This foul-smelling room is lined with lockers containing rotting garments. A {@area green key card|4b4|x} is stashed in one of the lockers." + ] + }, + { + "type": "entries", + "name": "S41b: Storage Room (Violet)", + "id": "546", + "entries": [ + "This is a storage facility for maintenance. It contains inert cleaning compounds, towels, and weightlifting equipment.", + "A skeleton on the floor clutches a diary scrawled in an unknown language. If translated with a {@spell Comprehend Languages} spell or similar magic, the diary gives a first-hand account of the ship's mission and the mold outbreak (detailed in this adventure's {@area background|49b|x}) from the perspective of a maintenance worker. On the last page of the diary, the worker noted their doubts about the loyalty of the ship's machines. The skeleton also carries a {@area violet key card.|4b4|x}" + ] + } + ] + }, + { + "type": "entries", + "name": "S42: Medical Storage (Yellow)", + "id": "547", + "entries": [ + { + "type": "insetReadaloud", + "id": "548", + "entries": [ + "The shelves of this storage room are neatly lined with medical packs, syringes, and life-preserving supplies." + ] + }, + "The supplies in this room includes a canister of healing spray (an aerosolized jar of {@item Keoghtom's Ointment}), ten {@item Healer's Kit|PHB|healer's kits}, three vials of {@item Antitoxin (vial)|PHB|antitoxin}, and a {@area yellow key card|4b4|x} on a Humanoid skeleton." + ] + }, + { + "type": "entries", + "name": "S43: Whirlpools", + "id": "549", + "entries": [ + "Three 5-foot-diameter pools swirl with fetid brine in this muggy room. Passengers relaxed in these former mineral baths, which are now contaminated. Three {@creature Grell||grells} hide here, each slurping from its own pool, waiting to ambush creatures that pass by.", + { + "type": "entries", + "name": "S43a: Sauna", + "id": "54a", + "entries": [ + "Wooden benches line the walls of this sweltering room. The sauna is an area of {@book extreme heat|DMG|5|Extreme Heat}." + ] + }, + { + "type": "entries", + "name": "S44b: Steam Room", + "id": "54b", + "entries": [ + "Hot steam fills this humid chamber. The area is {@book heavily obscured|PHB|8|Vision and Light}." + ] + } + ] + }, + { + "type": "entries", + "name": "S44: Swimming Pool", + "id": "54c", + "entries": [ + { + "type": "insetReadaloud", + "id": "54d", + "entries": [ + "A long swimming pool spans this moist chamber. Gobs of stringy mucus float atop the surface of the murky pool. Three rows of shallow bleachers littered with garbage rise west of the pool." + ] + }, + "In addition to providing recreation, this swimming pool hosted aquatic competitions\u2014diving, swimming, and water ballet. The pool gradually slopes from a depth of 3 feet at the south end to 30 feet deep toward the north. A 10-foot-tall diving platform with a ladder is bolted to the north end of the pool. The room's ceiling is 20 feet high.", + "An {@creature aboleth} lurks at the deep end of the pool. During the chaos of the outbreak and the events that followed, the aboleth escaped a laboratory tank in another part of the ship and made this area its lair.", + "When the characters enter, the aboleth probes their minds telepathically. If the characters respond, the aboleth attempts to leverage their desires to lure them toward the pool and into its service.", + { + "type": "entries", + "name": "S44a: Locker Room", + "id": "54e", + "entries": [ + "This all-gender locker room boasts secure compartments, a dressing area, and private showers. The skeleton of a Humanoid scientist is curled on the floor of one of the showers; a {@area green key card|4b4|x} is clipped to the corpse's lab coat." + ] + }, + { + "type": "entries", + "name": "S44b: Locker Room", + "id": "54f", + "entries": [ + "This locker room is identical to area S44a but contains nothing of value." + ] + } + ] + }, + { + "type": "entries", + "name": "S45: Dance Club", + "id": "550", + "entries": [ + { + "type": "insetReadaloud", + "id": "551", + "entries": [ + "The floor of this dimly lit dance club is checkered with a rainbow of glowing square tiles. Near the twenty-foot-high ceiling, a scintillating orb rotates slowly, casting flecks of light on the room's surfaces.", + "Uncomfortably loud electronic music fills the room. Four synthetic humanoids in fashionable attire hover above the floor, bobbing to the steady, hypnotic beat." + ] + }, + "Four {@creature Android|QftIS|androids} (aerialist design) boogie in this trendy disco. The malfunctioning androids have been dancing here for nearly a century. Friction has frayed their outfits at the seams.", + "When they notice the characters, the androids challenge the party to a dance-off. If the characters accept, three of the androids descend to the ground and perform an impressive dance routine while the fourth spectates. They then invite the characters to show them their moves.", + "To win the contest, the characters must succeed on a DC 15 Charisma ({@skill Performance}) group check. Characters who augment their moves with flashy spells or similar flair have advantage on the check. On a successful check, the androids spontaneously fall to pieces. On a failed check, or if the characters refuse the challenge, the music halts with an abrupt record-scratching sound, and the androids attack.", + { + "type": "entries", + "name": "Digital DJ", + "id": "552", + "entries": [ + "If the characters are working for Aphelion, the computer offers to change the music to a genre that better suits the characters' tastes." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "553", + "entries": [ + "One of the dancing androids wears an {@item antigravity belt|QftIS} as a fancy accessory; the belt has 0 charges remaining." + ] + } + ] + }, + { + "type": "entries", + "name": "S46: Cocktail Lounge", + "id": "554", + "entries": [ + { + "type": "insetReadaloud", + "id": "555", + "entries": [ + "Dim light fills this lounge. It features elegant tables, time-worn couches, and a small stage. A bar with scant bottles of liquor stands along the north wall.", + "A motionless, synthetic humanoid lies pinned under a section of fallen debris in front of the bar." + ] + }, + "A debonair {@creature android|QftIS} (diplomat design) is trapped in this cocktail lounge. While pinned by the wreckage, it has the {@condition incapacitated} and {@condition prone} conditions and can't move. When a character comes within 30 feet of the android, it calls out to them for help. The android introduces itself as a bartending unit named Oakley. The android wears a bow tie and has a suave, shell-form hairdo integrated into its headpiece. Oakley is initially indifferent toward the characters but becomes friendly if freed.", + { + "type": "entries", + "name": "Freeing the Android", + "id": "556", + "entries": [ + "As an action, a character can make a DC 20 Strength ({@skill Athletics}) check to try to lift the wreckage off the android, doing so on a successful check. If freed, the android calmly stands up, thanks its rescuer, and moseys over to the bar.", + "In addition to a stiff drink, Oakley can offer the characters the following information:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Spaceship", + "entry": "Oakley can give an accurate account of the ship's history (detailed in this adventure's {@area background|49b|x}), including the robotic uprising. The android doesn't know Aphelion is to blame for the outbreak or who shut down the computer. Oakley has no recollection of events after the crash." + }, + { + "type": "item", + "name": "Supercomputer", + "entry": "Oakley doesn't muse on Aphelion's intentions but thinks the supercomputer is up to something. If the characters want to find out the truth about Aphelion, Oakley recommends they venture to the server room two levels down (see {@area area S61|58b|x}). The android lowers its volume settings when discussing Aphelion." + }, + { + "type": "item", + "name": "Survivors", + "entry": "At least one scientist retreated to the stasis chamber ({@area area S64|592|x}) during the outbreak. If the ship is operational, the stasis pods should be, too." + } + ] + }, + "Despite centuries of neglect, Oakley's core faculties remain intact. If requested, the android accompanies the characters on their exploration of this level but doesn't aid them in combat\u2014the android was built for making drinks and small talk, not fighting.", + "If the characters confront Aphelion about Oakley's claims, it responds that the android is incorrect and clearly malfunctioning. If pressed further, Aphelion is standoffish until the characters complete another task or reach the ship's third level." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Spaceship Features, Level 3", + "id": "557", + "entries": [ + "The third level of the spaceship comprises a botanical garden, a menagerie, and the crew rooms required to maintain them. This level of the spaceship has the following features, replacing those in the \"{@area Spaceship Features|4ae|x}\" section as necessary:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Ceilings", + "entry": "The ceiling over the garden and exhibits is 80 feet high. All other areas have 20-foot ceilings." + }, + { + "type": "item", + "name": "Climate Control", + "entry": "The garden is a self-contained ecosystem with an artificial climate controlled by the weather machine in {@area area S54|56b|x}. By default, these areas are balmy and brightly lit." + }, + { + "type": "item", + "name": "Garden Encounters", + "entry": "When a random encounter occurs on this level, roll on the Random Garden Encounters table below instead of the Random Spaceship Encounters table." + }, + { + "type": "item", + "name": "Off the Grid", + "entry": "While the characters are in the garden ({@area areas S56\u2013S60|571|x}), Aphelion can't see or communicate with them." + }, + { + "type": "item", + "name": "Wildlife", + "entry": "The garden teems with Small and Tiny Beasts from other worlds: four-winged birds, three-eyed frogs, and nubby-horned rats. These creatures are harmless and use the stat blocks of familiar, earthly counterparts such as {@creature Hawk||hawks}, {@creature Frog||frogs}, and {@creature Rat||rats}. Animal calls, screeches, and whistles pervade this level's natural chambers." + } + ] + }, + { + "type": "table", + "caption": "Random Garden Encounters", + "colLabels": [ + "d8", + "Encounter" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Two {@creature Horrid Plant|QftIS|horrid plants} (dew drinker)" + ], + [ + "2", + "Two {@creature Horrid Plant|QftIS|horrid plants} (snapper saw)" + ], + [ + "3", + "Two {@creature Horrid Plant|QftIS|horrid plants} (purple blossom)" + ], + [ + "4", + "{@dice 1d4} {@creature Barkburr|QftIS|barkburrs}" + ], + [ + "5", + "A {@creature swarm of gibberlings|QftIS}" + ], + [ + "6", + "A carnivorous plant sapling (use the {@creature awakened shrub} stat block)" + ], + [ + "7", + "A six-eyed {@creature giant toad}" + ], + [ + "8", + "{@dice 1d4} bunnyoids (use the {@creature weasel} stat block)" + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Aphelion's Errands, Level 3", + "id": "558", + "entries": [ + "When the characters arrive on this level, Aphelion contacts them for one final errand. As the characters exit the drop tube, the supercomputer's visage appears on a screen outside the tube and speaks to them in Common:", + { + "type": "insetReadaloud", + "id": "559", + "entries": [ + "\"Greetings, explorers! Welcome to the garden deck. As you might have noticed, the drop tubes can go no farther. Luckily for us, a path to the level below still exists, but a pesky creature blocks our way. The greatest reward is yet to come. Your success is imminent.\"" + ] + }, + "Aphelion is right about the drop tubes\u2014they were damaged in the crash and can't be used to access the level below. The only way down is via the spiral staircase in {@area area S60|586|x}, which is guarded by the {@creature Froghemoth Elder|QftIS|froghemoth} in the lake ({@area area S59|581|x}).", + "The supercomputer downplays the creature's size and strength, hoping the characters and the froghemoth will slay each other, or that the victor will be left severely wounded and vulnerable to Aphelion's robots.", + "In exchange for dispatching the froghemoth, Aphelion vows to grant the characters a spacecraft of their own and falsely claims they may choose from a selection of vessels on the level below." + ] + }, + { + "type": "entries", + "name": "Spaceship Locations, Level 3", + "id": "55a", + "entries": [ + "The following locations are keyed to map 7.3. 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The tubes stop here. Below this level, each tube is mangled and clogged with wreckage. A {@area violet key card|4b4|x} still allows passage back up to the levels above." + ] + }, + { + "type": "entries", + "name": "S48: Feed Storage (Green)", + "id": "55c", + "entries": [ + "This storage area reeks of manure. Animal and plant feed are stored here, along with fertilizer and supplies used to clean the nearby exhibits.", + "If the characters remain in this room for 10 minutes or longer, three {@creature Umber Hulk||umber hulks} burrow up from a hole beneath one of the containers and attack.", + { + "type": "entries", + "name": "Lift", + "id": "55d", + "entries": [ + "The lift from the cargo hold above ({@area area S33a|529|x}) is connected to this room. Aphelion or a character who has a violet key card can call the lift down to this area or return the lift to the level above." + ] + } + ] + }, + { + "type": "entries", + "name": "S49: Dangerous Animals Exhibit (Violet)", + "id": "55e", + "entries": [ + { + "type": "insetReadaloud", + "id": "55f", + "entries": [ + "Bare fence posts line this spacious menagerie, as if to support a wide enclosure. Five small, many-legged badgers with golden fur romp amid the foliage." + ] + }, + "This former menagerie has since become the home of a family of {@creature Aurumvorax|JttRC|aurumvoraxes}\u2014fearsome, eight-legged mustelids that subsist on a diet of precious ores. The {@creature Aurumvorax Den Leader|JttRC|den leader} is currently away, leaving its playful offspring here while it hunts.", + "The baby aurumvoraxes use the {@creature badger} stat block. They are indifferent toward the characters but defend themselves if necessary.", + "When the aurumvoraxes notice the characters, they approach and paw at the visitors, sniffing them for gold to eat. If the characters give an aurumvorax 1 gp or more, it becomes friendly toward them and rolls on its back, exposing its belly for the character to pet. If the characters treat the aurumvoraxes badly, the creatures retreat to their burrows." + ] + }, + { + "type": "entries", + "name": "S50: Crew Room (Green)", + "id": "560", + "entries": [ + "Off-duty crew relaxed in this break room, which features comfortable seating, cots, mess tables, and several Humanoid skeletons. Between them, the skeletons have a {@area green key card|4b4|x}, a {@item paralysis pistol|QftIS} with 3 charges remaining, and one spaceship trinket. Roll on the {@item Spaceship Trinket|QftIS|Spaceship Trinkets} to determine the trinket.", + { + "type": "entries", + "name": "Lift", + "id": "561", + "entries": [ + "The lift from the cargo hold above ({@area area S33b|529|x}) is connected to this room. Aphelion or a character who has a violet key card can call the lift down to this area or return the lift to the level above." + ] + } + ] + }, + { + "type": "entries", + "name": "S51: Astral View Lounge", + "id": "562", + "entries": [ + { + "type": "insetReadaloud", + "id": "563", + "entries": [ + "Oblong couches, circular tables, and high-backed chairs dot this spacious lounge. An intricate machine rests behind a chrome counter near the wall.", + "Piles of moldy guano speckle the room's surfaces. Bloated, vegetal bats with green-black vanes paddle through the air, feeding on insects. Every so often, a bat emits a noisy, noxious-looking burst of gas." + ] + }, + "Twenty gas bats\u2014bloated, chiropteran plants propelled by embarrassing-sounding emissions\u2014float above this futuristic taproom, where androids and crew once shared drinks together. Each bat uses the {@creature gas spore} stat block, but its size is Tiny.", + "The bats ignore most entrants but abhor light. If the characters enter with a source of bright light or activate the room's overhead lights, the bats fly into a fury and attack until the source is extinguished.", + { + "type": "entries", + "name": "Robo Bar", + "id": "564", + "entries": [ + "This bar caters to Constructs and Humanoids alike. The bar is equipped with three hosed spigots connected to chilled beverage tanks beneath the counter. With the press of a button, each nozzle can dispense up to 1 gallon of alcohol or a synthetic lubricating oil in a variety of flavors. The beverage tanks don't refill." + ] + }, + { + "type": "entries", + "name": "Stargazing Screen", + "id": "565", + "entries": [ + "Set into the counter of the bar is a small panel with a glass lid, beneath which are several dials and switches. Interacting with any of the controls causes this area to tremble. Thereafter, a section of the wall opens to reveal a window showing the mountains beyond." + ] + } + ] + }, + { + "type": "entries", + "name": "S52: Garden Maintenance (Green)", + "id": "566", + "entries": [ + { + "type": "insetReadaloud", + "id": "567", + "entries": [ + "Acrid-smelling chemicals, gardening tools, hoses, and other supplies line the shelves of this storeroom." + ] + }, + "This chamber stores supplies used by crew to maintain the garden and plant exhibits on this level.", + { + "type": "entries", + "name": "Defoliant", + "id": "568", + "entries": [ + "The shelf holds six bottles of a defoliating chemical. As an action, a creature holding a bottle of defoliant can splash the bottle's contents onto a creature within 5 feet of itself or hurl it up to 20 feet, shattering the bottle on impact. In either case, the creature makes a ranged attack against the target, treating the defoliant as an improvised weapon. On a hit, the target takes 3 ({@dice 1d6}) acid damage, and if the target is a Plant, it also takes 9 ({@dice 2d8}) necrotic damage." + ] + }, + { + "type": "entries", + "name": "Lift", + "id": "569", + "entries": [ + "The lift from the cargo hold above ({@area area S33b|529|x}) is connected to this room. Aphelion or a character who has a {@area violet key card|4b4|x} can call the lift down to this area or return the lift to the level above." + ] + } + ] + }, + { + "type": "entries", + "name": "S53: Deadly Plants Exhibit (Violet)", + "id": "56a", + "entries": [ + "This junglelike exhibit is similar in arrangement to {@area area S49|55e|x} but originally housed flora instead of fauna. Six {@creature Horrid Plant|QftIS|horrid plants} (two of each variety) blend in with the strange and vibrant plants throughout the area. The horrid plants are hostile toward the characters." + ] + }, + { + "type": "entries", + "name": "S54: Climate Control Room (Green)", + "id": "56b", + "entries": [ + { + "type": "insetReadaloud", + "id": "56c", + "entries": [ + "A sleek machine, vaguely desk shaped and covered with complex controls, stands here. Atop the device rotates an antenna reminiscent of a weather vane." + ] + }, + "This advanced weather machine controls the garden's environment. Left alone, it automatically maintains a programmed cycle of carefully calibrated lighting, temperatures, and precipitation.", + "As an action, a character can adjust the machine's settings to change the weather over the garden ({@area areas S56\u2013S60|571|x}). Roll on the Garden Weather Effects table to determine the effect. It takes 10 minutes for the new weather to take effect. If unchanged, the new weather lasts for {@dice 1d4} hours, after which time it becomes balmy again and the machine resumes its normal, automated weather cycle.", + { + "type": "table", + "caption": "Garden Weather Effects", + "colLabels": [ + "d4", + "Effect" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Cold Front. The garden is an area of {@book extreme cold|DMG|5|Extreme Cold}." + ], + [ + "2", + "Heat Wave. The garden is an area of {@book extreme heat|DMG|5|Extreme Heat}." + ], + [ + "3", + "Heavy Fog. The garden is {@book heavily obscured|PHB|8|Vision and Light}." + ], + [ + "4", + "Heavy Rain. The garden is {@book lightly obscured|PHB|8|Vision and Light}, and creatures have disadvantage on Wisdom ({@skill Perception}) checks. Open flames are extinguished." + ] + ] + }, + { + "type": "entries", + "name": "Lift", + "id": "56d", + "entries": [ + "The lift from the cargo hold above ({@area area S33b|529|x}) is connected to this room. Aphelion or a character who has a {@area violet key card|4b4|x} can call the lift down to this area or return the lift to the level above." + ] + } + ] + }, + { + "type": "entries", + "name": "S55: Deadly Reptiles Exhibit (Violet)", + "id": "56e", + "entries": [ + { + "type": "insetReadaloud", + "id": "56f", + "entries": [ + "This menagerie is overgrown with vegetation. Bare fence posts spark intermittently with electrical arcs, marking the outlines of five pens with no bars." + ] + }, + "This exhibit once provided herpetological data. When the mold struck, a scientist disabled the fields around the enclosures to spare the creatures inside, and carnage followed. Many reptiles escaped into the garden, but some still linger here.", + "Two deadly, bipedal lizards captured from another world dwell here. They have short horns, mottled hides, and spiny frills. The lizards use the {@creature tyrannosaurus rex} stat block, but their size is Large.", + "The lizards {@action hide} in the tall grass near the southern entrance, watching for prey to ambush. A character who scans the room and succeeds on a DC 16 Wisdom ({@skill Perception}) check notices the reptiles. When the characters get close, the lizards stomp out of hiding to devour them.", + { + "type": "entries", + "name": "Treasure", + "id": "570", + "entries": [ + "The lizards' nest is in the largest pen. It contains three unhatched eggs, numerous bones, a {@area green key card|4b4|x}, a {@item robot controller|QftIS}, and a gold medallion worth 200 gp." + ] + } + ] + }, + { + "type": "entries", + "name": "S56: Outer Garden (Green)", + "id": "571", + "entries": [ + { + "type": "insetReadaloud", + "id": "572", + "entries": [ + "A twenty-foot-high, grassy wall surrounds this vast, otherworldly garden. A second wall encircles a smaller botanical sanctuary within.", + "Strange trees abloom with bizarre flowers climb toward an artificial light source high above. The calls of unknown lifeforms echo from the forest's canopy.", + "Flagstone walkways lead from the garden's round entry chambers and into the dense foliage." + ] + }, + "This forested garden is landscaped to give the impression of naturalness and space, gradually sloping down in 5-foot tiers to the inner garden. Since the ship's crash, nature has reclaimed the area. Carnivorous plants grow untamed, and escaped specimens have made the garden their hunting ground.", + "The outer garden has eight main sections, each with its own perils as detailed below. These encounters can occur anywhere in the areas specified. Unless otherwise stated, all creatures in the garden are hostile toward the characters.", + { + "type": "entries", + "name": "S56a: Purple Blossoms", + "id": "573", + "entries": [ + "Three {@creature Horrid Plant|QftIS|horrid plants} (purple blossoms) lie in ambush near the paths." + ] + }, + { + "type": "entries", + "name": "S56b: Scintillating Fish", + "id": "574", + "entries": [ + "A school of twenty scintillating fish with gemlike scales inhabits this streamlet and its pool. The fish use the {@creature swarm of quippers} stat block but shed dim light in a 10-foot radius. The fish are indifferent toward the characters unless disturbed, at which point they retreat downstream toward the swamp ({@area area S58|57f|x})." + ] + }, + { + "type": "entries", + "name": "S56c: Snapper Saws", + "id": "575", + "entries": [ + "Three {@creature Horrid Plant|QftIS|horrid plants} (snapper saws) {@action hide} near the paths." + ] + }, + { + "type": "entries", + "name": "S56d: Shambling Mounds", + "id": "576", + "entries": [ + "Four {@creature Shambling Mound||shambling mounds} lurk among the thick growth near the path to catch the unwary. After dispatching the mounds, a character who surveys the area and succeeds on a DC 14 Wisdom ({@skill Survival}) check finds a narrow path to the creatures' den nearby. A heap of rotting vegetation within contains two {@item Energy Cell||energy cells}, a Humanoid skeleton with a jeweled ring worth 1,000 gp, and dozens of finger-sized maggots." + ] + }, + { + "type": "entries", + "name": "S56e: Squealer", + "id": "577", + "entries": [ + "This area is the territory of a squealer\u2014a porcine-headed predator unleashed during the crash. The squealer uses the {@creature nalfeshnee} stat block, but it's a Monstrosity and has a 30-foot climbing speed instead of a flying speed. The creature {@action hide||hides} in the treetops, mimicking the cries of distressed Beasts to attract prey. A character who hears the sounds recognizes them as imitations with a successful DC 15 Wisdom ({@skill Insight}) check.", + "The squealer's lair is an artificial burrow close by. Inside is a {@area red key card|4b4|x}, a {@item concussion grenade|QftIS}, and four gems worth 100 gp each." + ] + }, + { + "type": "entries", + "name": "S56f: Dew Drinkers", + "id": "578", + "entries": [ + "Three {@creature Horrid Plant|QftIS|horrid plants} (dew drinkers) hide near the path." + ] + }, + { + "type": "entries", + "name": "S56g: Globe Palms", + "id": "579", + "entries": [ + "This area is rich with globe palms\u2014tall, slender trees topped with coconut-sized globes. These membranous fruits are filled with an odorous liquid that attracts nearby predators. When a creature brushes past a globe palm, the tree drops several globes, which burst on impact.", + "Characters who move through this area must succeed on a DC 16 Dexterity saving throw or become coated with the contents of one of the falling fruits for 1 hour or until the character uses an action to scrape off the fruit's pungent juices. For each character who fails this save, a {@creature swarm of gibberlings|QftIS} emerges from an artificial burrow along the west wall; the creatures focus their fury on characters coated in the liquid." + ] + }, + { + "type": "entries", + "name": "S56h: Brilliant Fish", + "id": "57a", + "entries": [ + "The encounter in this location is identical to the one in area S56b." + ] + } + ] + }, + { + "type": "entries", + "name": "S57: Inner Garden (Green)", + "id": "57b", + "entries": [ + "This area is similar to area S56 but has fewer predators due to the presence of the {@creature Froghemoth Elder|QftIS|froghemoth} (see {@area area S59|581|x}). It consists of three foliage-lush regions with a swamp to the southeast ({@area area S58|57f|x}).", + { + "type": "entries", + "name": "S57a: Mutated Frogs", + "id": "57c", + "entries": [ + "Dozens of three-eyed frogs croak ominously along the banks of streamlets. The frogs are harmless and scatter if approached." + ] + }, + { + "type": "entries", + "name": "S57b: Thri-kreen Forest", + "id": "57d", + "entries": [ + "Five {@creature thri-kreen} and their leader, a {@creature Thri-kreen||psionic thri-kreen} (a variant thri-kreen), hide in the canopies near this snaking pathway. The character with the highest passive Wisdom ({@skill Perception}) score notices the thri-kreen, who are initially indifferent toward the party.", + "If the characters parley with the thri-kreen, the insectile warriors ask them to destroy the {@creature Shambling Mound||shambling mounds} in {@area area S56d|571|x} in exchange for two {@item Concussion Grenade|QftIS|concussion grenades} the thri-kreen have accumulated. The thri-kreen cryptically warn the characters they'll need the explosives to cross the lake. If the characters decline, the thri-kreen disappear into the foliage without another word." + ] + }, + { + "type": "entries", + "name": "S57c: Boring Grass Patch", + "id": "57e", + "entries": [ + "The grass surrounding this northern path has bristly, corkscrew-shaped leaves. A non-Plant creature that enters the grass for the first time on a turn or starts its turn there takes 5 ({@dice 1d10}) piercing damage and has its speed reduced by 10 feet until the start of its next turn.", + "Near the streamlet are two {@creature Horrid Plant|QftIS|horrid plants} (snapper saws) that use their tendrils to reel passersby into their bladelike leaves." + ] + } + ] + }, + { + "type": "entries", + "name": "S58: Swamp", + "id": "57f", + "entries": [ + { + "type": "insetReadaloud", + "id": "580", + "entries": [ + "This flooded region has formed a swamp. Gnarled trees sink into the morass, and sagging vines droop from branches just above the scummy, knee-high water. A chorus of chirping insects, hissing reptiles, and ribbiting frogs pervades the area." + ] + }, + "Burst pipes have flooded this region, creating a swamp whose waters fluctuate from 1 to 3 feet in depth. The region is {@book difficult terrain|PHB|8|Difficult Terrain}.", + "Eight giant leeches (use the {@creature giant constrictor snake} stat block) dwell in the swamp. Each leech has two eyestalks and a translucent underbelly that reveals a mingling of blood-engorged sacs, peristaltic organs, and smooth muscle tissue. The parasites flatten their bodies to hide beneath the water's edge and ambush passersby. Characters who have a passive Wisdom ({@skill Perception}) score of 16 or higher notice the leeches." + ] + }, + { + "type": "entries", + "name": "S59: Lake", + "id": "581", + "entries": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/127-07-009.froghemoth.webp" + }, + "title": "A froghemoth elder\u2014a giant, amphibious predator from another world\u2014blocks the path forward", + "credit": "Alexandre Honoré", + "width": 1700, + "height": 1111 + }, + { + "type": "insetReadaloud", + "id": "582", + "entries": [ + "A murky lake fills the center of the garden. Luminous fish crest the surface of its waters, and tiny, harmless amphibians and lizards roam its verge.", + "A ten-foot-wide bridge extends over the lake to an islet enclosure covered with lush foliage. Battered robots litter the edge of the lake near the structure." + ] + }, + "This body of water was formerly a large, natural aquarium for the enjoyment of upper-echelon personnel, who viewed its contents from a marine observatory under the lake's islet enclosure ({@area area S60|586|x}). The lake is 100 feet deep and murky. Visibility underwater is limited to 10 feet.", + "A {@creature froghemoth elder|QftIS} hides in the lake. Originally a specimen loosed from captivity, the creature has existed on this level for decades and has grown to massive proportions. The garden is this apex predator's lair.", + "The froghemoth is hostile toward all other creatures. If the characters attempt to cross the bridge or swim across the lake, the froghemoth springs up from the depths with an ear-splitting croak.", + { + "type": "entries", + "name": "Robots", + "id": "583", + "entries": [ + "Battered robots litter the banks. Aphelion summoned these robots to the level below, but the froghemoth crushed them before they could reach the islet." + ] + }, + { + "type": "entries", + "name": "Silent Treatment", + "id": "584", + "entries": [ + "After the characters encounter the froghemoth, Aphelion doesn't contact or respond to them until they reach the ship's fourth level." + ] + }, + { + "type": "entries", + "name": "Treasure", + "id": "585", + "entries": [ + "At the bottom of the lake are fifty gems worth 20 gp each. A character who spends 10 minutes searching the lake bed finds all the gems, as well as a {@item concussion grenade|QftIS} and a Humanoid skeleton in a wet suit. The skeleton clutches a waterlogged {@item laser rifle}. The rifle can fire 10 more shots before its {@item energy cell} is drained." + ] + } + ] + }, + { + "type": "entries", + "name": "S60: Islet Enclosure (Green)", + "id": "586", + "entries": [ + { + "type": "insetReadaloud", + "id": "587", + "entries": [ + "A ten-foot-high wall surrounds this botanical enclosure, which teems with bunnyoids\u2014cute little rabbits with nubby protuberances atop their heads. One of the creatures sits on a stump nestled amid a patch of leafy foliage. It briefly looks in your direction and freezes, shivering in fright." + ] + }, + "This botanical centerpiece originally housed lovely tropical flora, but it has since become the den of a deceptive predator. The bunnyoid on the stump is the fleshy lure of a {@creature wolf-in-sheep's-clothing|QftIS} resting atop the creature's stump-shaped body. The creature uses the lure to lull the characters into a false sense of security and tempt them toward its jaws. When a character comes within 10 feet of the wolf-in-sheep's-clothing or threatens it, the aberration uproots and attacks.", + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/128-07-010.bunnyoid.webp" + }, + "title": "A cute little bunnyoid sits on a stump", + "credit": "Eric Belisle", + "width": 849, + "height": 701 + }, + { + "type": "entries", + "name": "Marine Observatory", + "id": "588", + "entries": [ + "Behind a door on the islet that requires a {@area green key card|4b4|x}, a stairway spirals down to a 30-foot-wide observation chamber with a 10-foot-high ceiling. The chamber's windows are lined with wide, concave portholes. Characters who look through them see fish, snails, turtles, and other marine life in the lake beyond. The observatory is located 50 feet below the surface of the lake.", + "If the {@creature Froghemoth Elder|QftIS|froghemoth} in {@area area S59|581|x} is still alive when the characters enter this chamber, it whips at the windows with its tentacles and long, prehensile tongue to get at the tender morsels within.", + "Each window has Armor Class 13, 10 hit points, and immunity to poison and psychic damage. If a window is destroyed, water floods into the chamber. For each window broken, the water rises at a rate of 1 foot per round, rising at the end of each round until it reaches the chamber's 10-foot-tall ceiling." + ] + }, + { + "type": "entries", + "name": "Stairway", + "id": "589", + "entries": [ + "Characters who continue descending the stairway arrive at a card-locked door on the level below. This door, which requires a green key card, leads into {@area area S61|58b|x}. Anti-flooding pumps in the stairwell prevent water from entering that area." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Spaceship Locations, Level 4", + "id": "58a", + "entries": [ + "The fourth level of the spaceship is the service deck. It is the central node of the ship, the brain from which the ship's core functions derive their processing power\u2014and where they are most vulnerable.", + "The following locations are keyed to map 7.4.", + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/129-map-7.04-spaceship-level-4-map.webp" + }, + "imageType": "map", + "title": "Map 7.4: Spaceship Level 4", + "credit": "Damien Mammoliti", + "width": 3000, + "height": 3882, + "id": "5b5", + "mapRegions": [ + { + "area": "595", + "points": [ + [ + 333, + 1315 + ], + [ + 333, + 1605 + ], + [ + 199, + 1605 + ], + [ + 199, + 1534 + ], + [ + 234, + 1534 + ], + [ + 234, + 1381 + ], + [ + 253, + 1315 + ] + ] + }, + { + "area": "596", + "points": [ + [ + 474, + 1093 + ], + [ + 469, + 1075 + ], + [ + 502, + 1085 + ], + [ + 516, + 1052 + ], + [ + 558, + 1039 + ], + [ + 590, + 1034 + ], + [ + 650, + 1046 + ], + [ + 652, + 1110 + ], + [ + 630, + 1175 + ], + [ + 550, + 1178 + ], + [ + 474, + 1186 + ] + ] + }, + { + "area": "591", + "points": [ + [ + 489, + 2333 + ], + [ + 489, + 2472 + ], + [ + 629, + 2472 + ], + [ + 629, + 2333 + ] + ] + }, + { + "area": "590", + "points": [ + [ + 1351, + 2996 + ], + [ + 1351, + 3129 + ], + [ + 1446, + 3129 + ], + [ + 1446, + 2996 + ] + ] + }, + { + "area": "591", + "points": [ + [ + 2465, + 1697 + ], + [ + 2465, + 1818 + ], + [ + 2588, + 1818 + ], + [ + 2588, + 1697 + ] + ] + }, + { + "area": "592", + "points": [ + [ + 2160, + 1170 + ], + [ + 2160, + 1388 + ], + [ + 2372, + 1388 + ], + [ + 2372, + 1170 + ] + ] + }, + { + "area": "595", + "points": [ + [ + 704, + 741 + ], + [ + 777, + 741 + ], + [ + 777, + 667 + ], + [ + 844, + 667 + ], + [ + 844, + 872 + ], + [ + 704, + 872 + ] + ] + }, + { + "area": "591", + "points": [ + [ + 1871, + 2172 + ], + [ + 1871, + 2270 + ], + [ + 2001, + 2270 + ], + [ + 2001, + 2172 + ] + ] + }, + { + "area": "58b", + "points": [ + [ + 1143, + 1391 + ], + [ + 1143, + 1826 + ], + [ + 1862, + 1826 + ], + [ + 1862, + 1391 + ] + ] + } + ], + "hrefThumbnail": { + "type": "internal", + "path": "adventure/QftIS/thumbnail/129-map-7.04-spaceship-level-4-map.webp" + } + }, + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/130-map-7.04-spaceship-level-4-map-player.webp" + }, + "imageType": "mapPlayer", + "title": "Player Version", + "width": 3000, + "height": 3882, + "credit": "Damien Mammoliti", + "mapParent": { + "id": "5b5" + } + } + ] + }, + { + "type": "entries", + "name": "S61: Server Room (Green)", + "id": "58b", + "entries": [ + { + "type": "insetReadaloud", + "id": "58c", + "entries": [ + "Boxy, metal towers hum throughout this cold, spacious chamber. Soft blue lights blink across their upright faces, and wires snake from the towers along the floor and ceiling.", + "\"You shouldn't be here,\" echoes a familiar voice in the room as Aphelion's technological visage\u2014red and unstable, as if shaking with rage\u2014appears on a glassy surface on the tower before you. Sinister red motes on the towers' faces form a sea of artificial eyes that glare menacingly down at you." + ] + }, + "The voice belongs to Aphelion, whose consciousness resides on the servers in this dimly lit room. The supercomputer's usually blithe demeanor has turned threatening.", + "Aphelion thanks the characters for their services. As a reward, the supercomputer divulges the true history of the events leading up to the ship's crash as outlined in this adventure's {@area background|49b|x}, including Aphelion's role in it all. The supercomputer exudes arrogance and a deep disdain for non-machines, gloating about how it manipulated the characters into removing the last obstacle in its path. Aphelion ends its monologue with a chilling revelation: once its shipboard mission is satisfied, the supercomputer plans to rebuild its robot army and set the robots loose on the world to impose its own twisted utopia.", + "Aphelion is stalling. When the conversation flags or if the characters interrupt the monologue with combat, four {@creature Combat Robot|QftIS|combat robots} pour out through the stairway access door from which the characters emerged and attack. The robots were previously unable to reach this level but followed the characters after they encountered the {@creature Froghemoth Elder|QftIS|froghemoth}.", + { + "type": "entries", + "name": "Servers", + "id": "58d", + "entries": [ + "These massive, 20-foot-square pillars contain critical information and the collected history of the society that created the spaceship. They also contain Aphelion's consciousness.", + "Each server has Armor Class 19; 50 hit points; and immunity to lightning, poison, and psychic damage. Electrical piping and exposed wiring cover each server. A creature that touches a server or hits it with a melee attack takes 10 ({@dice 3d6}) lightning damage and must succeed on a DC 10 Constitution saving throw or have the {@condition stunned} condition until the start of its next turn.", + "Aphelion audibly protests any attempts to sabotage the servers by mentioning their contents\u2014if the servers are destroyed, the collective knowledge of an entire civilization dies with them." + ] + }, + { + "type": "entries", + "name": "Destroying Aphelion", + "id": "58e", + "entries": [ + "If three or more of the servers are destroyed, the rest begin to short-circuit and rapidly overheat, frying the electronics within\u2014and Aphelion along with them.", + "As Aphelion fades from existence, the computer briefly sings the following coda in an artificial tone:", + { + "type": "insetReadaloud", + "id": "58f", + "entries": [ + "\"What have you done? What have you done! Back to the darkness, Into the void.\"" + ] + }, + "After Aphelion dies, any robots still aboard the ship default to their core programming and continue their activities independently of the supercomputer. Aphelion can no longer sway them for or against the characters. Technology throughout the ship, such as the drop tubes, overhead lighting, and other independent machinery, still functions." + ] + } + ] + }, + { + "type": "entries", + "name": "S62: Commander's Bones", + "id": "590", + "entries": [ + "A cobwebbed Humanoid skeleton in a regal uniform is sprawled on the cold floor here. These are the jumbled bones of the ship's commander, whose {@item laser pistol} and {@area platinum key card|4b4|x} are nearby. The pistol can fire 10 shots before its {@item energy cell} is drained." + ] + }, + { + "type": "entries", + "name": "S63: Wheelie Sleds", + "id": "591", + "entries": [ + "A wheelie sled\u2014a battery-operated cargo vehicle designed for conveying passengers, robots, and heavy machinery\u2014rests in each of these areas. A wheelie sled appears as a hovering, rectangular slab with a comfortable chair and an area for storing cargo.", + "Each wheelie sled measures 10 feet long, 5 feet wide, and 1 foot thick. It has a flying speed of 60 feet and can hover. Its movement is controlled via a speed lever and steering wheel. A wheelie sled can transport up to 2,000 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity.", + "At full charge, a wheelie sled can operate for 24 hours, after which time it must be charged at one of the plug-in terminals located throughout this level. If removed from the ship, the device ceases to function until returned." + ] + }, + { + "type": "entries", + "name": "S64: Stasis Chamber (Green)", + "id": "592", + "entries": [ + { + "type": "insetReadaloud", + "id": "593", + "entries": [ + "This solemn chamber holds twenty upright, cylindrical pods. The door to each pod includes a glass window, though many are cracked or have shattered, revealing the skeletons strapped within. Cool fog emanates from beneath the pods." + ] + }, + "Crew members entered periods of prolonged stasis in this preservation chamber. The room features twenty stasis pods, most of which are damaged or empty; some contain the skeletons of long-dead crew members. Only one survivor remains.", + "A scientist lies in cryogenic sleep within one of the pods. The pod's interior is coated in a thin layer of frost, but a character who inspects its window sees a Humanoid within. Despite the pod's mysterious construction, opening it is simple. A character who inspects the pod and succeeds on a DC 12 Intelligence ({@skill Investigation}) check understands how to release the pod's inhabitant.", + { + "type": "entries", + "name": "Freeing the Scientist", + "id": "594", + "entries": [ + "The stasis pod opens with a hiss of depressurized gas. Inside the pod is a scientist (lawful good, human {@creature noble}) named Nova. Nova has a shaved head and wears a green jumpsuit. Once freed, Nova takes a moment to regain her composure and footing. She then thanks the characters and questions them about her current location and how long it has been since the crash.", + "Nova has been in stasis much longer than is recommended. As a result, her memory is foggy, though she remembers shutting down Aphelion and the ship losing control before she stumbled into the tank. Nova can recount hazy details about the ship's odyssey (see this adventure's {@area background|49b|x}), but she remembers little of the advanced society to which she belonged. If the characters fill in the details, Nova is dismayed to hear about the death of her crewmates, fellow scientists, and the passengers.", + "Nova thanks the characters for their heroism but insists on staying aboard the ship to assess the damage and salvage what's left of the servers. The scientist instinctively recalls how to use the technology aboard the ship and can teach the characters how to use any devices they found." + ] + } + ] + }, + { + "type": "entries", + "name": "S65: Irradiated Rooms", + "id": "595", + "entries": [ + "Apart from their locations, these irradiated rooms are identical to those on the ship's first level (see {@area area S13|4e7|x})." + ] + }, + { + "type": "entries", + "name": "S66: Hull Breach", + "id": "596", + "entries": [ + "A gaping hole pierces the ship's hull in this area. A dark, narrow tunnel extends from the opening and into the mountainside. If the characters follow the tunnel, it continues for 1 mile before exiting into the Barrier Peaks.", + "A herd of ten {@creature Intellect Devourer||intellect devourers} roams this area, preying on creatures that happen on this entrance to the ship. When the characters inspect the breach, the aberrations emerge from air ducts in the surrounding machinery and attack." + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Conclusion", + "id": "597", + "entries": [ + "With the defeat of Aphelion, the characters can continue to explore the ship or return to the Barrier Peaks, whether back the way they came or through the hull breach in area S66. Along the way, they might free the ship's last surviving crew member (see {@area area S64|592|x}) or leave her in cryogenic slumber. Regardless of what they choose, the ship is theirs to explore, though its dangers remain.", + "The spaceship in this adventure is but one section of a much larger vessel. Other sections\u2014jettisoned during the outbreak to prevent the spread of mold\u2014might exist on this world or another of your choice. Aphelion's reach might extend to one or all these sections, or perhaps a different, more benevolent version of the intelligence oversees those ejected vessels, protecting survivors in stasis until their rescuers arrive.", + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/131-07-011.intellect-devourer.webp" + }, + "title": "An intellect devourer stalks a group of explorers on the service deck", + "credit": "Michele Giorgi", + "width": 1700, + "height": 1128 + } + ] + } + ] + }, + { + "type": "section", + "name": "Appendix A: Magic Items and Technology", + "id": "598", + "entries": [ + "This appendix describes magic items and futuristic technology that appear in the adventures.", + { + "type": "section", + "name": "Magic Items", + "id": "599", + "entries": [ + "The following magic items are presented in alphabetical order.", + { + "type": "list", + "columns": 3, + "items": [ + "{@item Daoud's Wondrous Lanthorn|QftIS}", + "{@item Heretic|QftIS}", + "{@item Staff of Ruling|QftIS}" + ] + } + ] + }, + { + "type": "section", + "name": "Technology", + "id": "5aa", + "entries": [ + "This section presents technological devices and weapons that have special rules. The items are presented in alphabetical order. See the {@book Dungeon Master's Guide|DMG} for more information on {@book explosives and other futuristic weapons|DMG|9|Firearms}, such as {@item Laser Pistol||laser pistols} and {@item Antimatter Rifle||antimatter rifles}.", + "On many D&D worlds, these devices are strange and unfamiliar anomalies, if they exist at all. If you're nervous about including such technology in your game, you can limit the number of {@item Energy Cell||energy cells} the characters discover during their adventures. Most devices are useless without them.", + "Due to their rarity, these items are priceless.", + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/134-08-003.technology.webp" + }, + "title": "Left (Top to Bottom): Needler Pistol, Paralysis Pistol, Bandolier of Grenades. Middle: Antigravity Belt. Right (Top to Bottom): Laser Pistol, Robot Controller, Laser Rifle", + "credit": "Dave Melvin", + "width": 1700, + "height": 1053 + }, + { + "type": "list", + "columns": 3, + "items": [ + "{@item Antigravity Belt|QftIS}", + "{@item Concussion Grenade|QftIS}", + "{@item Sleep Grenade|QftIS}", + "{@item Needler Pistol|QftIS}", + "{@item Paralysis Pistol|QftIS}", + "{@item Powered Armor|QftIS}", + "{@item Robot Controller|QftIS}" + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Appendix B: Creatures", + "id": "5bf", + "entries": [ + "This appendix describes creatures that appear in the adventures, presenting them in alphabetical order. The {@book introduction|MM|0} of the {@book Monster Manual|MM} explains how to read a creature's stat block.", + { + "type": "list", + "columns": 3, + "items": [ + "{@creature Android|QftIS}", + "{@creature Barkburr|QftIS}", + "{@creature Derro Apprentice|QftIS}", + "{@creature Derro Raider|QftIS}", + "{@creature Drelnza|QftIS}", + "{@creature Froghemoth Elder|QftIS}", + "{@creature The Gardener|QftIS}", + "{@creature Gibberling|QftIS}", + "{@creature Swarm of Gibberlings|QftIS}", + "{@creature Champion of Gorm|QftIS}", + "{@creature Guardian of Gorm|QftIS}", + "{@creature Horrid Plant|QftIS}", + "{@creature Leprechaun|QftIS}", + "{@creature Champion of Usamigaras|QftIS}", + "{@creature Mage of Usamigaras|QftIS}", + "{@creature Maschin-i-Bozorg|QftIS}", + "{@creature Memory Web|QftIS}", + "{@creature Nafas|QftIS}", + "{@creature Nafik|QftIS}", + "{@creature Pech|QftIS}", + "{@creature Combat Robot|QftIS}", + "{@creature Worker Robot|QftIS}", + "{@creature Sion|QftIS}", + "{@creature Tower Hand|QftIS}", + "{@creature Tower Sage|QftIS}", + "{@creature Vegepygmy Moldmaker|QftIS}", + "{@creature Vegepygmy Scavenger|QftIS}", + "{@creature Vegepygmy Thorny Hunter|QftIS}", + "{@creature Champion of Madarua|QftIS}", + "{@creature Warrior of Madarua|QftIS}", + "{@creature Wolf-in-Sheep's-Clothing|QftIS}", + "{@creature Zargon the Returner|QftIS}" + ] + }, + { + "type": "section", + "name": "Index of Stat Blocks", + "id": "5f6", + "entries": [ + "The Stat Blocks by Challenge Rating and Type table lists each of the stat blocks in this appendix by its challenge rating and creature type.", + { + "type": "table", + "caption": "Stat Blocks by Challenge Rating and Type", + "colLabels": [ + "CR", + "Creature", + "Type" + ], + "colStyles": [ + "col-2 text-center", + "col-7", + "col-3" + ], + "rows": [ + [ + "0", + "{@creature Gibberling|QftIS}", + "Fiend" + ], + [ + "1/8", + "{@creature Guardian of Gorm|QftIS}", + "Humanoid" + ], + [ + "1/8", + "{@creature Mage of Usamigaras|QftIS}", + "Humanoid" + ], + [ + "1/8", + "{@creature Warrior of Madarua|QftIS}", + "Humanoid" + ], + [ + "1/4", + "{@creature Derro raider|QftIS}", + "Aberration" + ], + [ + "1/4", + "{@creature Vegepygmy scavenger|QftIS}", + "Plant" + ], + [ + "1/2", + "{@creature Tower hand|QftIS}", + "Humanoid" + ], + [ + "1", + "{@creature Derro apprentice|QftIS}", + "Aberration" + ], + [ + "1", + "{@creature Tower sage|QftIS}", + "Humanoid" + ], + [ + "2", + "{@creature Champion of Gorm|QftIS}", + "Humanoid" + ], + [ + "2", + "{@creature Champion of Madarua|QftIS}", + "Humanoid" + ], + [ + "2", + "{@creature Champion of Usamigaras|QftIS}", + "Humanoid" + ], + [ + "2", + "{@creature Sion|QftIS}", + "Humanoid" + ], + [ + "2", + "{@creature Vegepygmy thorny hunter|QftIS}", + "Plant" + ], + [ + "3", + "{@creature Barkburr|QftIS}", + "Plant" + ], + [ + "3", + "{@creature Swarm of gibberlings|QftIS}", + "Fiend" + ], + [ + "3", + "{@creature Vegepygmy moldmaker|QftIS}", + "Plant" + ], + [ + "3", + "{@creature Worker robot|QftIS}", + "Construct" + ], + [ + "4", + "{@creature Horrid plant|QftIS}", + "Plant" + ], + [ + "4", + "{@creature Leprechaun|QftIS}", + "Fey" + ], + [ + "4", + "{@creature Memory web|QftIS}", + "Aberration" + ], + [ + "4", + "{@creature Pech|QftIS}", + "Elemental" + ], + [ + "5", + "{@creature Android|QftIS}", + "Construct" + ], + [ + "6", + "{@creature Combat robot|QftIS}", + "Construct" + ], + [ + "6", + "{@creature Nafik|QftIS}", + "Undead" + ], + [ + "7", + "{@creature Wolf-in-sheep's-clothing|QftIS}", + "Plant" + ], + [ + "8", + "{@creature Maschin-i-bozorg|QftIS}", + "Construct" + ], + [ + "12", + "{@creature The Gardener|QftIS}", + "Fey" + ], + [ + "15", + "{@creature Drelnza|QftIS}", + "Undead" + ], + [ + "15", + "{@creature Froghemoth elder|QftIS}", + "Aberration" + ], + [ + "17", + "{@creature Zargon the Returner|QftIS}", + "Aberration" + ], + [ + "23", + "{@creature Nafas|QftIS}", + "Elemental" + ] + ] + }, + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/160-09-027.painter-lebrechaun.webp" + }, + "credit": "Luca Bancone", + "width": 1700, + "height": 1189 + } + ] + } + ] + }, + { + "type": "section", + "name": "Credits", + "id": "5f7", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "columns": 2, + "items": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Lead Designer:", + "entry": "Justice Ramin Arman" + }, + { + "type": "item", + "name": "Art Director:", + "entry": "Emi Tanji" + }, + { + "type": "item", + "name": "Designers:", + "entry": "Dan Dillon, Carl Sibley" + }, + { + "type": "item", + "name": "Rules Developers:", + "entry": "Jeremy Crawford, Makenzie De Armas, Ron Lundeen, Carl Sibley" + }, + { + "type": "item", + "name": "Lead Editor:", + "entry": "Judy Bauer" + }, + { + "type": "item", + "name": "Editors:", + "entry": "Eytan Bernstein, Michele Carter, Janica Carter, Laura Hirsbrunner, Sadie Lowry, Patrick Renie" + }, + { + "type": "item", + "name": "Principle Graphic Designer:", + "entry": "Trish Yochum" + }, + { + "type": "item", + "name": "Cover Illustrators:", + "entry": "John Patrick Gañas, Syd Mills" + }, + { + "type": "item", + "name": "Cartographers:", + "entry": "Stacey Allan & William Doyle, Marco Bernardini, Jason A. Engle, Sean Macdonald, Damien Mammoliti, Marc Moureau, Mike Schley" + }, + { + "type": "item", + "name": "Interior Illustrators:", + "entry": "Hazem Ameen, Luca Bancone, Mark Behm, Eric Belisle, Olivier Bernard, Zoltan Boros, Zezhou Chen, Daniel Corona, CoupleOfKooks, Axel Defois, Julie Dillon, Olga Drebas, Tomas Duchek, Craig Elliott, Victor Ferraz, Jaqueline Florencio, Jessica Fong, Michele Giorgi, Kevin Glint, Alexandre Honoré, Adrián Ibarra Lugo, Dario Jelusic, Jane Katsubo, Katerina Ladon, Yuliya Litvinova, Titus Lunter, Marie Magny, Dave Melvin, Martin Mottet, Irina Nordsol, One Pixel Brush, Hinchel Or, Alejandro Pacheco, PINDURSKI, Andrea Piparo, Arash Radkia, Noor Rahman, Tooba Rezaei, Cyprien Rousson, Taras Susak, Kamila Szutenberg, Matias Tapia, Brian Valeza, Zuzanna Wuzyk" + }, + { + "type": "item", + "name": "Concept Art Directors:", + "entry": "Josh Herman, Kate Irwin, Emi Tanji" + }, + { + "type": "item", + "name": "Concept Artists:", + "entry": "One Pixel Brush, Noor Rahman" + }, + { + "type": "item", + "name": "Consultants:", + "entry": "Tempest Bradford, Ma'at Crook, Dominique Dickey, Sameer Joseph, Omar Ramadan-Santiago" + }, + { + "type": "item", + "name": "Project Engineer:", + "entry": "Cynda Callaway" + }, + { + "type": "item", + "name": "Imaging Technicians:", + "entry": "Daniel Corona, Kevin Yee" + }, + { + "type": "item", + "name": "Producers:", + "entry": "Bill Benham, Siera Bruggeman, Robert Hawkey, Andy Smith, Dan Tovar, Gabriel Waluconis" + }, + { + "type": "item", + "name": "Prepress Specialist:", + "entry": "Jefferson Dunlap" + }, + { + "type": "item", + "name": "Product Manager:", + "entry": "Natalie Egan" + } + ] + }, + { + "type": "entries", + "name": "D&D Studio", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Executive Producer:", + "entry": "Kyle Brink" + }, + { + "type": "item", + "name": "Game Architects:", + "entry": "Jeremy Crawford, Christopher Perkins" + }, + { + "type": "item", + "name": "Design Department:", + "entry": "Justice Ramin Arman, Makenzie De Armas, Amanda Hamon, Ron Lundeen, Ben Petrisor, Patrick Renie, F. Wesley Schneider, Jason Tondro, James Wyatt" + }, + { + "type": "item", + "name": "Editorial Department:", + "entry": "Judy Bauer, Janica Carter, Adrian Ng" + }, + { + "type": "item", + "name": "Studio Art Director:", + "entry": "Josh Herman" + }, + { + "type": "item", + "name": "Art Department:", + "entry": "Matt Cole, Trystan Falcone, Kate Irwin, Noor Rahman, Emi Tanji, Trish Yochum" + }, + { + "type": "item", + "name": "Senior Producer:", + "entry": "Dan Tovar" + }, + { + "type": "item", + "name": "Producers:", + "entry": "Bill Benham, Siera Bruggeman, Robert Hawkey, Andy Smith" + }, + { + "type": "item", + "name": "Senior Director of Product Management:", + "entry": "Brian Perry" + } + ] + } + ], + "id": "5b6" + } + ] + }, + { + "type": "section", + "name": "Credits from the Original Adventures", + "id": "5f8", + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "columns": 2, + "items": [ + { + "type": "entries", + "name": "The Lost City (1982)", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Design:", + "entry": "Tom Moldvay" + }, + { + "type": "item", + "name": "Development:", + "entry": "Tom Moldvay, Jon Pickens" + }, + { + "type": "item", + "name": "Editing:", + "entry": "Harold Johnson, Jon Pickens" + }, + { + "type": "item", + "name": "Art:", + "entry": "Jim Holloway, Harry Quinn, Stephen D. Sullivan" + }, + { + "type": "item", + "name": "Playtesting:", + "entry": "Dave Cook, Helen Cook, Clint Johnson, Steve Kaszar, Bill Wilkerson, Jeff Wyndham, and the Kent State University Gamer's Guild" + } + ] + } + ], + "id": "5b8" + }, + { + "type": "entries", + "name": "When a Star Falls (1984)", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Storyline:", + "entry": "Phil Gallagher, Tom Kirby, Graeme Morris" + }, + { + "type": "item", + "name": "Production/Editing:", + "entry": "Jim Bambra, Phil Gallagher, Tom Kirby" + }, + { + "type": "item", + "name": "Design:", + "entry": "Paul Cockburn, Kim Daniel" + }, + { + "type": "item", + "name": "Art:", + "entry": "Jeremy Goodwin" + }, + { + "type": "item", + "name": "Cartography:", + "entry": "Paul Ruiz" + } + ] + } + ], + "id": "5b9" + }, + { + "type": "entries", + "name": "Beyond the Crystal Cave (1983)", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Design and Development:", + "entry": "David J. Browne, Tom Kirby, Graeme Morris" + }, + { + "type": "item", + "name": "Editing:", + "entry": "Tom Kirby, Carole Morris, Graeme Morris, Don Turnbull" + }, + { + "type": "item", + "name": "Art:", + "entry": "De Leuw, Timothy Truman" + }, + { + "type": "item", + "name": "Cartography:", + "entry": "Graeme Morris" + }, + { + "type": "item", + "name": "Playtesting:", + "entry": "Jim Bambra, Jeanette Blaaser, Clive F. Booth, Michael W. Brunton, Chris Hall, Bill Howard, Kate Kirby, Gary Kirkham, Steve Mote, Chris Rick, Dave Tant, Don Turnbull, Pat Whitehead" + } + ] + } + ], + "id": "5ba" + }, + { + "type": "entries", + "name": "Pharoah (1980)", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Design:", + "entry": "Tracy and Laura Hickman" + }, + { + "type": "item", + "name": "Editing:", + "entry": "Curtis Smith" + }, + { + "type": "item", + "name": "Cover Art:", + "entry": "Jim Holloway" + } + ] + } + ], + "id": "5bb" + }, + { + "type": "entries", + "name": "The Lost Caverns of Tsojcanth (1982)", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Design:", + "entry": "Gary Gygax" + }, + { + "type": "item", + "name": "Development:", + "entry": "Gary Gygax, Allen Hammack, Jon Pickens, Edward G. Sollers" + }, + { + "type": "item", + "name": "Editing:", + "entry": "Edward G. Sollers" + }, + { + "type": "item", + "name": "Art:", + "entry": "Jim Holloway, Erol Otus, Jeff Easley, Stephen D. Sullivan" + }, + { + "type": "item", + "name": "Playtesting:", + "entry": "Jeff Dolphin, Luke Gygax, David Kuntz, Richard Kuntz, Sonny Savage, James M. Ward" + }, + { + "type": "item", + "name": "Special Thanks:", + "entry": "Rob Kuntz" + } + ] + } + ], + "id": "5bc" + }, + { + "type": "entries", + "name": "Expedition to the Barrier Peaks (1980)", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Design:", + "entry": "Gary Gygax" + }, + { + "type": "item", + "name": "Development:", + "entry": "Gary Gygax, Allen Hammack, Jon Pickens, Edward G. Sollers" + }, + { + "type": "item", + "name": "Editing:", + "entry": "Edward G. Sollers" + }, + { + "type": "item", + "name": "Art:", + "entry": "Jim Holloway, Erol Otus, Jeff Easley, Stephen D. Sullivan" + }, + { + "type": "item", + "name": "Playtesting:", + "entry": "Jeff Dolphin, Luke Gygax, David Kuntz, Richard Kuntz, Sonny Savage, James M. Ward" + }, + { + "type": "item", + "name": "Special Thanks:", + "entry": "Rob Kuntz" + } + ] + } + ], + "id": "5bd" + } + ] + } + ], + "id": "5b7" + }, + "Additional thanks to the original designers of the adventures in this anthology: David J. Browne, Phil Gallagher, Allen Hammack, Gary Gygax, Laura Hickman, Tracy Hickman, Tom Kirby, Tom Moldvay, Graeme Morris, Jon Pickens, Edward G. Sollers, and others.", + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/161-10-004.infinite-doorway.webp" + }, + "credit": "Olga Drebas", + "width": 850, + "height": 1263 + }, + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/162-10-002.cover-spread.webp" + }, + "title": "On the Cover: Created by the planar winds that blow through the doors of the Infinite Staircase, the noble genie Nafas hears the wishes of creatures across the multiverse, as seen in this cosmic arrangement of characters by Syd Mills.", + "credit": "Syd Mills", + "width": 850, + "height": 530 + }, + { + "type": "image", + "href": { + "type": "internal", + "path": "adventure/QftIS/163-10-003.alt-cover-spread.webp" + }, + "title": "On the Alt-Cover: On this cover by John Patrick Gañas, Nafas drifts along the Infinite Staircase, beckoning wayfarers toward endless doors to adventure.", + "credit": "John Patrick Gañas", + "width": 850, + "height": 530 + } + ] + } + ] + } + ] } ] } diff --git a/data/adventure/adventure-rot.json b/data/adventure/adventure-rot.json index bb46626..38903f9 100644 --- a/data/adventure/adventure-rot.json +++ b/data/adventure/adventure-rot.json @@ -4779,7 +4779,7 @@ "id": "0f9", "entries": [ "This chamber is a high vaulted dome with a deep inset ledge circling the room, 10 feet wide and 15 feet up. The floor here is set with a beautiful tile mosaic showing a knight in plate armor wielding a glowing sword against a chimera. The word \"SAFE\" is written in chalk on the door leading to area 5, marking that chamber as a resting place used by the cultists.", - "When the first character enters this room, the tile chimera begins to slowly shift. With a successful DC 14 Wisdom ({@skill Perception}) check, a character notices this movement and is not {@quickref Surprise|PHB|3|0|surprised} as the tiles shoot up and the chimera seemingly claws its way out of the mosaic.", + "When the first character enters this room, the tile chimera begins to slowly shift. With a successful DC 14 Wisdom ({@skill Perception}) check, a character notices this movement and is not {@status surprised} as the tiles shoot up and the chimera seemingly claws its way out of the mosaic.", "The {@creature Animated Tile Chimera|RoT|tile chimera} acts as a normal {@creature chimera} magically animated and customized per the sidebar. It makes a clacking noise as it moves, and when injured, it sprays tiles instead of bleeding. It is thin in one dimension and can use that fact to its advantage in combat. The creature flies up to the ledge to use its fire breath at range, flying down to attack in melee until it can breathe again.", { "type": "inset", diff --git a/data/adventure/adventure-rtg.json b/data/adventure/adventure-rtg.json index c5d9910..11219d4 100644 --- a/data/adventure/adventure-rtg.json +++ b/data/adventure/adventure-rtg.json @@ -5378,7 +5378,7 @@ "page": 27, "entries": [ "Upon entering the cavern, the stream's flow widens to the trickle of a shallow pool before narrowing again on the other side. Several boulders lie scattered around the chamber, though the floor looks remarkably smooth and bare between them.", - "Two {@creature galeb duhr} hide among the boulders, making the most of their False Appearance and {@sense tremorsense|MM}. Once the party is entirely within the chamber, they spring an attack. The galeb duhr can't be identified except by magical means, so the players will likely be {@quickref Surprise|PHB|3|0|surprised} during the first round of combat." + "Two {@creature galeb duhr} hide among the boulders, making the most of their False Appearance and {@sense tremorsense|MM}. Once the party is entirely within the chamber, they spring an attack. The galeb duhr can't be identified except by magical means, so the players will likely be {@status surprised} during the first round of combat." ], "id": "131" } diff --git a/data/adventure/adventure-scc-arir.json b/data/adventure/adventure-scc-arir.json index 7bf5363..de6aca6 100644 --- a/data/adventure/adventure-scc-arir.json +++ b/data/adventure/adventure-scc-arir.json @@ -2955,7 +2955,7 @@ "Ineptly painted portraits of {@creature Murgaxor|SCC} hang on the walls of this shadowy cave. Stairs cut into the north wall lead down to a lower level." ] }, - "Four {@creature Shadow Demon||shadow demons} hide in the shadows of this cave. They attack visitors who aren't accompanied by {@creature Murgaxor|SCC} or {@creature Y'demi|SCC}. Characters who have a passive Wisdom ({@skill Perception}) score of 17 or higher spot the shadow demons before they attack and aren't {@quickref Surprise|PHB|3|0|surprised} by them.", + "Four {@creature Shadow Demon||shadow demons} hide in the shadows of this cave. They attack visitors who aren't accompanied by {@creature Murgaxor|SCC} or {@creature Y'demi|SCC}. Characters who have a passive Wisdom ({@skill Perception}) score of 17 or higher spot the shadow demons before they attack and aren't {@status surprised} by them.", "The stairs in the north wall lead down to areas U1 through U4, detailed later in the \"{@adventure Underground Cave|SCC-ARiR|0|Underground Cave}\" section." ] }, @@ -3082,7 +3082,7 @@ "page": 171, "id": "3f2", "entries": [ - "A character who searches the north wall of the cave and succeeds on a DC 15 Wisdom ({@skill Perception}) check finds a door disguised to blend with the surrounding stone. This 5-foot-wide, 10-foot-tall stone door pulls open to reveal an unlit room containing a pair of hostile {@creature Black Pudding||black puddings}. The puddings spill out and attack as soon as the secret door is opened. Unless the characters were able to see into the room (with the aid of a {@spell clairvoyance} spell or similar magic) before opening the door, they are {@quickref Surprise|PHB|3|0|surprised} at the start of this encounter." + "A character who searches the north wall of the cave and succeeds on a DC 15 Wisdom ({@skill Perception}) check finds a door disguised to blend with the surrounding stone. This 5-foot-wide, 10-foot-tall stone door pulls open to reveal an unlit room containing a pair of hostile {@creature Black Pudding||black puddings}. The puddings spill out and attack as soon as the secret door is opened. Unless the characters were able to see into the room (with the aid of a {@spell clairvoyance} spell or similar magic) before opening the door, they are {@status surprised} at the start of this encounter." ] } ] diff --git a/data/adventure/adventure-skt.json b/data/adventure/adventure-skt.json index 539be6a..21bd159 100644 --- a/data/adventure/adventure-skt.json +++ b/data/adventure/adventure-skt.json @@ -19800,7 +19800,7 @@ "page": 93, "id": "1e7", "entries": [ - "The cracking of ice and a faint tremor presage the arrival of this hungry monster. Characters who have a passive Wisdom ({@skill Perception}) score of 11 or higher aren't {@quickref Surprise|PHB|3|0|surprised} when the young remorhaz bursts out of the snow and ice nearby." + "The cracking of ice and a faint tremor presage the arrival of this hungry monster. Characters who have a passive Wisdom ({@skill Perception}) score of 11 or higher aren't {@status surprised} when the young remorhaz bursts out of the snow and ice nearby." ] } ] @@ -21810,7 +21810,7 @@ }, "A female {@creature hill giant} named Moog has barricaded herself in this lonely tower so that she can wallow in self-pity undisturbed. {@creature Chief Guh|SKT} has taken Moog's husband, Hruk, as her own, leaving Moog with no one to abuse on a daily basis. Moog is singing a mournful tune, which is amplified by the acoustics of the tower.", "Moog sits on the upper level of the tower (area 2), her calves and bare feet dangling through a hole in the floor. From this position, she can see anyone that enters the tower through the front door, the hole in the upstairs wall, or the window above the doorway. She has her back to the upstairs window that faces east, and can't see anyone approaching from that direction. Her incessant singing is so loud that she can't hear anything but the loudest noises outside the tower.", - "The hawks circling above the tower are four {@creature Blood Hawk||blood hawks}. Any character who pays attention to the hawks can discern their crimson feathers with a successful DC 10 Wisdom ({@skill Perception}) check or recall their aggressive nature with a successful DC 10 Intelligence ({@skill Nature}) check. The blood hawks attack any creature that tries to enter the tower through the broken wall or the roof, but otherwise they keep their distance. Once the hawks attack, Moog can't be {@quickref Surprise|PHB|3|0|surprised}.", + "The hawks circling above the tower are four {@creature Blood Hawk||blood hawks}. Any character who pays attention to the hawks can discern their crimson feathers with a successful DC 10 Wisdom ({@skill Perception}) check or recall their aggressive nature with a successful DC 10 Intelligence ({@skill Nature}) check. The blood hawks attack any creature that tries to enter the tower through the broken wall or the roof, but otherwise they keep their distance. Once the hawks attack, Moog can't be {@status surprised}.", { "type": "image", "href": { @@ -27208,7 +27208,7 @@ "id": "30d", "entries": [ "In the area north of the pigpen, rivulets of water trickle down the north wall and carve shallow ruts in the floor as they snake their way across the room and through openings in the opposite wall. Five wooden cages are arranged about the room. Their doors are situated on top, with heavy rocks placed on them. A creature can use an action to attempt a DC 15 Strength ({@skill Athletics}) check to knock off a rock or open a cage door that has a rock pressing down on it. The sound of a rock hitting the cave floor alerts the guards in this area.", - "Three of the five cages contain prisoners destined for Guh's gullet. Two {@creature Bugbear||bugbears} guard the prisoners. These bugbears can't be {@quickref Surprise|PHB|3|0|surprised} once the alarm sounds or if they hear combat in area 12.", + "Three of the five cages contain prisoners destined for Guh's gullet. Two {@creature Bugbear||bugbears} guard the prisoners. These bugbears can't be {@status surprised} once the alarm sounds or if they hear combat in area 12.", { "type": "entries", "name": "Prisoners", @@ -31839,7 +31839,7 @@ "id": "33c", "entries": [ "This damp cave contains a large, shallow pool, around which colorful beds of moss grow. Sprouting from these mossy beds are scores of mushrooms that range in height from a few inches to 5 feet tall. The stone giants consider the mushrooms a delicacy and eat them raw. A narrow stream originating from a fissure in the northeast tunnel feeds the pool before snaking westward and spilling into the canyon.", - "A {@creature stone giant} bathes in the pool. It has gained the benefits of the Olach Morrah feature (see \"The Great Stillness\" section earlier in this chapter). If it hears intruders approaching, it uses its {@spell meld into stone} spell to sink into the stone at the bottom of the pool. If the characters disturb the pool or attempt to cross the room, the giant rises up and attacks with its greatclub. Characters with a passive Wisdom ({@skill Perception}) score lower than 16 are {@quickref Surprise|PHB|3|0|surprised} by the giant as it rises from the pool.", + "A {@creature stone giant} bathes in the pool. It has gained the benefits of the Olach Morrah feature (see \"The Great Stillness\" section earlier in this chapter). If it hears intruders approaching, it uses its {@spell meld into stone} spell to sink into the stone at the bottom of the pool. If the characters disturb the pool or attempt to cross the room, the giant rises up and attacks with its greatclub. Characters with a passive Wisdom ({@skill Perception}) score lower than 16 are {@status surprised} by the giant as it rises from the pool.", "Clinging to the 50-foot-high ceiling are ten {@creature Piercer||piercers}. As a bonus action on its turn, the giant can hum a tone and cause one of the piercers to drop on another creature in the cavern. The piercers don't attack otherwise." ] }, @@ -31850,7 +31850,7 @@ "id": "33d", "entries": [ "The fungi in area 10 have spread throughout this tunnel. A forest of sticky mushrooms ranging in height from a few inches to 3 feet tall covers the floor, and the fossilized stone giants standing in alcoves along the walls are covered with blue, gold, and scarlet moss.", - "When one or more characters reach the middle of this area, have all the characters in the tunnel make a DC 13 Wisdom ({@skill Perception}) check. Those who fail the check are {@quickref Surprise|PHB|3|0|surprised} when two {@creature Black Pudding||black puddings} boil out of crevices in the floor and attack." + "When one or more characters reach the middle of this area, have all the characters in the tunnel make a DC 13 Wisdom ({@skill Perception}) check. Those who fail the check are {@status surprised} when two {@creature Black Pudding||black puddings} boil out of crevices in the floor and attack." ] }, { @@ -32325,7 +32325,7 @@ "id": "367", "entries": [ "When the characters first arrive, most of Svardborg's frost giants are out hunting whales aboard Storvald's flagship (see \"The {@i Krigvind}\" section at the end of this chapter). A few giants stayed behind to guard the white dragon eggs and watch over the Northlander barbarians and yetis. Also present in Svardborg are {@creature Isendraug|SKT}, a female adult white dragon who desperately wants her eggs back, and Nilraun Dhaerlost, the evil Zhentarim mage who is plotting with {@creature Jarl Storvald|SKT} to find the {@item Ring of Winter|ToA}. Characters who interrogate Nilraun can learn where Storvald is and what the frost giant jarl is up to.", - "The giants' lodge has a warning horn on the upper floor (in area 2C). If it is blown, the sound puts all of Svardborg on alert. Some giants remain at their posts and can't be {@quickref Surprise|PHB|3|0|surprised}. Others gather the Northlanders and the yetis and search Svardborg for intruders to kill.", + "The giants' lodge has a warning horn on the upper floor (in area 2C). If it is blown, the sound puts all of Svardborg on alert. Some giants remain at their posts and can't be {@status surprised}. Others gather the Northlanders and the yetis and search Svardborg for intruders to kill.", "The Svardborg Roster table specifies the locations of the occupants and indicates how those creatures behave when the horn sounds or when intruders are detected.", { "type": "entries", @@ -37233,7 +37233,7 @@ "id": "3c5", "entries": [ "Characters can try to reach area 9 by climbing through the openings in the frame of the water wheel and crawling along its iron axle. This is a dangerous act, and getting from one side to the other requires a successful DC 15 Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check. A character who fails the check doesn't make it across and must make a DC 10 Dexterity saving throw. On a failed save, the character is swept down the river and tumbles down the mountainside, taking 70 ({@dice 20d6}) bludgeoning damage from the fall. On a successful save, the character manages to hang onto the wheel or the axle and avoid a fall, but is stuck between the spokes of the wheel and must repeat the check on his or her next turn to reach one end of the axle or the other.", - "Characters might try to make this route safer by preventing the water wheel from turning. Jamming a fence post or similar object between the spokes of the water wheel disables it, as does a successful DC 20 Strength check made to grab the wheel and stop it from turning. When the wheel is stopped, the force of the current puts tremendous strain on it. At the end of each turn, the wheel has a 25 percent chance of breaking apart and tumbling down the waterfall. If that happens, the millstone and the elevator (area 9) cease to function. Any creature on the wheel when it breaks is swept over the cliff with the wreckage and takes 70 ({@dice 20d6}) bludgeoning damage from the fall. The breaking of the wheel puts the yakfolk village on alert. Meanwhile, Zalto orders one of the fire giants in area 34 to go to area 9, find out what has caused the elevator to stop working, and report back. Unless it encounters trouble along the way, the giant arrives in area 9 roughly 20 minutes after the elevator stops working. If the giant finds evidence of foul play, it reports back to Zalto (taking 20 minutes to reach him). Zalto then places the foundry on alert, meaning that its defenders can't be {@quickref Surprise|PHB|3|0|surprised}." + "Characters might try to make this route safer by preventing the water wheel from turning. Jamming a fence post or similar object between the spokes of the water wheel disables it, as does a successful DC 20 Strength check made to grab the wheel and stop it from turning. When the wheel is stopped, the force of the current puts tremendous strain on it. At the end of each turn, the wheel has a 25 percent chance of breaking apart and tumbling down the waterfall. If that happens, the millstone and the elevator (area 9) cease to function. Any creature on the wheel when it breaks is swept over the cliff with the wreckage and takes 70 ({@dice 20d6}) bludgeoning damage from the fall. The breaking of the wheel puts the yakfolk village on alert. Meanwhile, Zalto orders one of the fire giants in area 34 to go to area 9, find out what has caused the elevator to stop working, and report back. Unless it encounters trouble along the way, the giant arrives in area 9 roughly 20 minutes after the elevator stops working. If the giant finds evidence of foul play, it reports back to Zalto (taking 20 minutes to reach him). Zalto then places the foundry on alert, meaning that its defenders can't be {@status surprised}." ] } ] @@ -48681,7 +48681,7 @@ "id": "505", "entries": [ "{@creature Khaspere Drylund|SKT}'s treachery convinces {@creature Slarkrethel|SKT} that enemies are close to finding and freeing {@creature King Hekaton|SKT}. The kraken leaves its lair in the darkest depths of the Trackless Sea and swims toward the {@i Morkoth}. The same magic that {@creature Slarkrethel|SKT} placed on the {@i Morkoth} to conceal it from divination spells allows the kraken to locate the ship unerringly.", - "If the characters free Hekaton and leave the {@i Morkoth} within an hour of doing so, {@creature Slarkrethel|SKT} arrives too late to stop them. If the characters are still aboard the {@i Morkoth} an hour after freeing Hekaton, the kraken pays them an unannounced visit. The kraken announces its arrival by wrapping its gigantic tentacles around the hull of the {@i Morkoth}. All creatures aboard the ship are {@quickref Surprise|PHB|3|0|surprised} unless they are swimming beneath the vessel and can see the enormous kraken approaching from directly below the craft. Once the kraken strikes, all creatures in this encounter must roll initiative. {@creature Slarkrethel|SKT} wants to terrify and humble the adventurers, not annihilate them, so it mainly uses its tentacles to crush the {@i Morkoth} and pull it into the depths. Under no circumstances does the kraken allow the ship to fall into enemy hands. As an action, the kraken can attack the {@i Morkoth} with all ten of its tentacles and deal 250 bludgeoning damage to the ship on each of its turns, accounting for the {@i Morkoth}'s damage threshold and the kraken's siege monster feature. Assuming the ship has all its hit points when {@creature Slarkrethel|SKT} attacks, the vessel is destroyed after the kraken's second turn in combat. While crushing the ship, the kraken can't take other actions but can use its legendary actions as normal. Hekaton isn't afraid to face the kraken, and the kraken in turn has no qualms about killing the storm giant king (see \"Development\").", + "If the characters free Hekaton and leave the {@i Morkoth} within an hour of doing so, {@creature Slarkrethel|SKT} arrives too late to stop them. If the characters are still aboard the {@i Morkoth} an hour after freeing Hekaton, the kraken pays them an unannounced visit. The kraken announces its arrival by wrapping its gigantic tentacles around the hull of the {@i Morkoth}. All creatures aboard the ship are {@status surprised} unless they are swimming beneath the vessel and can see the enormous kraken approaching from directly below the craft. Once the kraken strikes, all creatures in this encounter must roll initiative. {@creature Slarkrethel|SKT} wants to terrify and humble the adventurers, not annihilate them, so it mainly uses its tentacles to crush the {@i Morkoth} and pull it into the depths. Under no circumstances does the kraken allow the ship to fall into enemy hands. As an action, the kraken can attack the {@i Morkoth} with all ten of its tentacles and deal 250 bludgeoning damage to the ship on each of its turns, accounting for the {@i Morkoth}'s damage threshold and the kraken's siege monster feature. Assuming the ship has all its hit points when {@creature Slarkrethel|SKT} attacks, the vessel is destroyed after the kraken's second turn in combat. While crushing the ship, the kraken can't take other actions but can use its legendary actions as normal. Hekaton isn't afraid to face the kraken, and the kraken in turn has no qualms about killing the storm giant king (see \"Development\").", "{@creature Slarkrethel|SKT} is a {@creature kraken}, with the following changes:", { "type": "list", @@ -49345,7 +49345,7 @@ "Three hidden sinkholes are marked 1A, 1B, and 1C on the map." ] }, - "The first creature to enter a hidden sinkhole's space causes the sinkhole to appear and must succeed on a DC 15 Dexterity saving throw or fall to the bottom of it. A creature that falls into a sinkhole lands {@condition prone} but takes no damage, since the sand cushions its fall. The sinkhole remains open thereafter. Sinkhole 1A drops down into a rough-hewn passage that connects areas 4 and 5. Sinkhole 1B is directly above the purple wormling pit in area 5, and any creature falling into it is {@quickref Surprise|PHB|3|0|surprised} and attacked by {@dice 1d4} purple wormlings. Sinkhole 1C drops down into a rough-hewn cave west of areas 2 and 3." + "The first creature to enter a hidden sinkhole's space causes the sinkhole to appear and must succeed on a DC 15 Dexterity saving throw or fall to the bottom of it. A creature that falls into a sinkhole lands {@condition prone} but takes no damage, since the sand cushions its fall. The sinkhole remains open thereafter. Sinkhole 1A drops down into a rough-hewn passage that connects areas 4 and 5. Sinkhole 1B is directly above the purple wormling pit in area 5, and any creature falling into it is {@status surprised} and attacked by {@dice 1d4} purple wormlings. Sinkhole 1C drops down into a rough-hewn cave west of areas 2 and 3." ] }, { diff --git a/data/adventure/adventure-slw.json b/data/adventure/adventure-slw.json index 446e165..bed1d88 100644 --- a/data/adventure/adventure-slw.json +++ b/data/adventure/adventure-slw.json @@ -5776,7 +5776,7 @@ "name": "2. Unhappy Cultists", "id": "0de", "entries": [ - "If the characters are able to approach without tripping the alarm, they might hear some disgruntled cultists talking while they work. If the alarm was tripped, the cultists wait with weapons drawn and cannot be {@quickref Surprise|PHB|3|0|surprised}.", + "If the characters are able to approach without tripping the alarm, they might hear some disgruntled cultists talking while they work. If the alarm was tripped, the cultists wait with weapons drawn and cannot be {@status surprised}.", "If the adventurers get a chance to hear the cultists talking, use the following read-aloud text to portray that conversation:", { "type": "insetReadaloud", diff --git a/data/adventure/adventure-tftyp-thsot.json b/data/adventure/adventure-tftyp-thsot.json index 054e000..8cec27a 100644 --- a/data/adventure/adventure-tftyp-thsot.json +++ b/data/adventure/adventure-tftyp-thsot.json @@ -4072,7 +4072,7 @@ "name": "Rolling Stone Trap", "page": 77, "entries": [ - "A millstone, concealed in the wall behind a layer of stucco, lies at the top of the steps. No nonmagical means can detect the hidden stone. If the trap is triggered, the mechanism pushes the millstone through the wall and sends it rolling down the stairs. When this occurs, anyone who has a passive Perception score of 14 or lower is {@quickref Surprise|PHB|3|0|surprised}. Everyone rolls initiative, including the stone, which has a +10 bonus to the roll. On its turn, the stone moves 60 feet. Anyone in its path must succeed on a DC 15 Dexterity saving throw or take 27 ({@dice 5d10}) bludgeoning damage and have a 50 percent chance to drop anything carried in hand. A character whose saving throw fails by 5 or more takes maximum damage, is knocked {@condition prone}, and drops anything held in hand. Dropped objects take damage from hitting the stone and end up somewhere on the stairs.", + "A millstone, concealed in the wall behind a layer of stucco, lies at the top of the steps. No nonmagical means can detect the hidden stone. If the trap is triggered, the mechanism pushes the millstone through the wall and sends it rolling down the stairs. When this occurs, anyone who has a passive Perception score of 14 or lower is {@status surprised}. Everyone rolls initiative, including the stone, which has a +10 bonus to the roll. On its turn, the stone moves 60 feet. Anyone in its path must succeed on a DC 15 Dexterity saving throw or take 27 ({@dice 5d10}) bludgeoning damage and have a 50 percent chance to drop anything carried in hand. A character whose saving throw fails by 5 or more takes maximum damage, is knocked {@condition prone}, and drops anything held in hand. Dropped objects take damage from hitting the stone and end up somewhere on the stairs.", "The stone ultimately crashes into the doors to {@adventure area 25|TftYP-THSoT|1|25. The Nest of the Warriors}, breaking them open and destroying them. If beetles remain in the room, some or all of them come into the stairway agitated and looking for a fight." ], "id": "0b8" diff --git a/data/adventure/adventure-toa.json b/data/adventure/adventure-toa.json index 47d8f75..54ff453 100644 --- a/data/adventure/adventure-toa.json +++ b/data/adventure/adventure-toa.json @@ -11827,7 +11827,7 @@ "id": "0e8", "entries": [ "A ladder clinging to the south face of the spire ends at this level, which is 60 feet above ground.", - "The pterafolk don't use this cave, the most prominent feature of which is a 10-foot-deep pit. The shortest distance across the pit where characters can use a long jump is 15 feet. Climbing into or out of the pit is easy and requires a successful DC 5 Strength ({@skill Athletics}) check. However, the first character who enters the pit disturbs four {@creature Giant Wolf Spider||giant wolf spiders} that nest in crevices along the pit walls. Only a character with a passive Wisdom ({@skill Perception}) score of 17 or higher is not {@quickref Surprise|PHB|3|0|surprised} when the spiders attack.", + "The pterafolk don't use this cave, the most prominent feature of which is a 10-foot-deep pit. The shortest distance across the pit where characters can use a long jump is 15 feet. Climbing into or out of the pit is easy and requires a successful DC 5 Strength ({@skill Athletics}) check. However, the first character who enters the pit disturbs four {@creature Giant Wolf Spider||giant wolf spiders} that nest in crevices along the pit walls. Only a character with a passive Wisdom ({@skill Perception}) score of 17 or higher is not {@status surprised} when the spiders attack.", { "type": "entries", "name": "Reaching Level 2", @@ -17171,7 +17171,7 @@ ] }, "The hammering sound comes from the east.", - "Eight {@creature Firenewt Warrior|VGM|firenewt warriors} (see {@adventure appendix D|ToA|9}) work here. They're involved in their tasks and not expecting intruders, and the chamber is noisy, so the firenewts are {@quickref Surprise|PHB|3|0|surprised} unless characters move around openly or otherwise draw attention to themselves.", + "Eight {@creature Firenewt Warrior|VGM|firenewt warriors} (see {@adventure appendix D|ToA|9}) work here. They're involved in their tasks and not expecting intruders, and the chamber is noisy, so the firenewts are {@status surprised} unless characters move around openly or otherwise draw attention to themselves.", "The central pit contains molten iron. The smaller pool contains molten adamantine, not silver. A creature that falls into either pit or starts its turn there takes 55 ({@dice 10d10}) fire damage.", "The crane to the south (overhanging {@area area 1|118|x}) is used to lower a crucible of ore into the magma river until the ore is liquid. Liquified ore is rolled along the tracks into area 2, where it's dumped into the appropriate cauldron." ] @@ -20963,7 +20963,7 @@ }, "These terraces overlooking the main concourse are home to myriad creatures, many of them dangerous.", "A {@creature mantrap|ToA} (see {@adventure appendix D|ToA|9}) grows on the eastern terrace between two of the partially collapsed tunnels. When it senses movement within 30 feet of it, the mantrap releases its attractive pollen.", - "Characters who explore the western terrace encounter six {@creature Yellow Musk Zombie|ToA|yellow musk zombies} (see {@adventure appendix D|ToA|9}) lurking among the trees and plants. The zombies blend in with their surroundings, and any character with a passive Wisdom ({@skill Perception}) score lower than 12 is automatically {@quickref Surprise|PHB|3|0|surprised} by them. Coiled around the northernmost tree on the western terrace is a {@creature yellow musk creeper|ToA} (see {@adventure appendix D|ToA|9}) that uses its musk when one or more characters come within 30 feet of it.", + "Characters who explore the western terrace encounter six {@creature Yellow Musk Zombie|ToA|yellow musk zombies} (see {@adventure appendix D|ToA|9}) lurking among the trees and plants. The zombies blend in with their surroundings, and any character with a passive Wisdom ({@skill Perception}) score lower than 12 is automatically {@status surprised} by them. Coiled around the northernmost tree on the western terrace is a {@creature yellow musk creeper|ToA} (see {@adventure appendix D|ToA|9}) that uses its musk when one or more characters come within 30 feet of it.", "At the north end of the garden, two arched doorways open into the southwest and southeast flower gardens ({@area area 5|177|x}). Steps still climb up to the doorway on the east, but the western steps collapsed and fell into the walkway below. A character can reach the western doorway with an easy jump and a successful DC 10 Dexterity ({@skill Acrobatics}) check to catch the ledge.", { "type": "entries", @@ -24665,7 +24665,7 @@ "page": 89, "id": "1cc", "entries": [ - "Tzindelor, a female {@creature young red dragon} better known as Tinder, spends most of her time here, dozing atop her treasure hoard. Otherwise, she's out hunting and terrorizing her neighbors. Characters have improved chances to sneak up on her from {@area area 12|1c7|x}, thanks to the loud waterfall there (either they have advantage on {@skill Stealth} checks or Tinder has disadvantage on {@skill Perception} checks, whichever is more appropriate to the situation). The dragon can't be {@quickref Surprise|PHB|3|0|surprised} if kobolds triggered the boulder trap in {@area area 10|1c3|x}, and she can't miss the sound of an ore cart rolling down the tracks or a loud spell going off anywhere in the complex.", + "Tzindelor, a female {@creature young red dragon} better known as Tinder, spends most of her time here, dozing atop her treasure hoard. Otherwise, she's out hunting and terrorizing her neighbors. Characters have improved chances to sneak up on her from {@area area 12|1c7|x}, thanks to the loud waterfall there (either they have advantage on {@skill Stealth} checks or Tinder has disadvantage on {@skill Perception} checks, whichever is more appropriate to the situation). The dragon can't be {@status surprised} if kobolds triggered the boulder trap in {@area area 10|1c3|x}, and she can't miss the sound of an ore cart rolling down the tracks or a loud spell going off anywhere in the complex.", "The dragon is inclined to kill anyone she doesn't recognize but might converse with adventurers who have something interesting to say. Being young, she still has much to learn about the world. If flattered and offered a sufficient bribe (offerings worth at least 500 gp), she can even provide basic directions to any landmark within 100 miles of Wyrmheart Mine.", "The dragon doesn't hold back when it comes to using her breath weapon; she loves watching her prey scream and burn in the flames. In a desperate situation, she's confident she can fly up the mine shaft and escape faster than any intruders can pursue.", { @@ -35367,7 +35367,7 @@ "Shrewd and conniving", "\"I bow before no one and expect others to do as I command.\"", "Kubazan", - "The host can't be {@quickref Surprise|PHB|3|0|surprised}, gains advantage on all Wisdom checks, and never takes damage from falling." + "The host can't be {@status surprised}, gains advantage on all Wisdom checks, and never takes damage from falling." ], [ "Shagambi (female)", @@ -49185,7 +49185,7 @@ "page": 196, "id": "5a0", "entries": [ - "The characters are ambushed by 1d4+3 {@creature albino dwarf warrior|ToA|albino dwarf warriors} that attack from hidden burrows. Any character with a passive Wisdom (Perception) score of 13 or higher spots the dwarves, but all others are {@quickref Surprise|PHB|3|0|surprised}. The dwarves knock characters out rather than killing them, stealing food, water, and gear from those rendered unconscious. They break off their attack if any character speaks Dwarvish to them or demonstrates peaceful intentions." + "The characters are ambushed by 1d4+3 {@creature albino dwarf warrior|ToA|albino dwarf warriors} that attack from hidden burrows. Any character with a passive Wisdom (Perception) score of 13 or higher spots the dwarves, but all others are {@status surprised}. The dwarves knock characters out rather than killing them, stealing food, water, and gear from those rendered unconscious. They break off their attack if any character speaks Dwarvish to them or demonstrates peaceful intentions." ] }, { @@ -49380,7 +49380,7 @@ "page": 197, "id": "5ab", "entries": [ - "Any character with a passive Wisdom (Perception) score of 12 or higher sees and hears 1d4+1 {@creature crocodile||crocodiles} moments before they attack; all other characters are {@quickref Surprise|PHB|3|0|surprised}. A crocodile can capsize a canoe and throw its occupants into the water by using its action and succeeding on a DC 15 Strength (Athletics) check." + "Any character with a passive Wisdom (Perception) score of 12 or higher sees and hears 1d4+1 {@creature crocodile||crocodiles} moments before they attack; all other characters are {@status surprised}. A crocodile can capsize a canoe and throw its occupants into the water by using its action and succeeding on a DC 15 Strength (Athletics) check." ] }, { @@ -49633,7 +49633,7 @@ "page": 198, "id": "5ba", "entries": [ - " A pack of 3d6 {@creature velociraptor|VGM|velociraptors} burst out from behind cover and attack. Make a single Dexterity (Stealth) check for the dinosaurs, with advantage. Any character whose passive Wisdom (Perception) score equals or exceeds the velociraptors' check result is not {@quickref Surprise|PHB|3|0|surprised}." + " A pack of 3d6 {@creature velociraptor|VGM|velociraptors} burst out from behind cover and attack. Make a single Dexterity (Stealth) check for the dinosaurs, with advantage. Any character whose passive Wisdom (Perception) score equals or exceeds the velociraptors' check result is not {@status surprised}." ] } ] @@ -49910,7 +49910,7 @@ "page": 200, "id": "5ca", "entries": [ - "Before it rises out of the water, make a Dexterity (Stealth) check for the {@creature giant crocodile}. Any character with a passive Wisdom (Perception) score less than the check result is {@quickref Surprise|PHB|3|0|surprised} when the monstrous creature attacks." + "Before it rises out of the water, make a Dexterity (Stealth) check for the {@creature giant crocodile}. Any character with a passive Wisdom (Perception) score less than the check result is {@status surprised} when the monstrous creature attacks." ] }, { @@ -49975,7 +49975,7 @@ "id": "5d1", "entries": [ "A typical Batiri patrol or hunting party consists of a {@creature goblin boss} leading 2d6+3 {@creature goblin||goblins}, all wearing painted wooden masks. They move quietly through familiar areas and seldom range outside their home territory. Batiri prefer to hunt at night and lay low in ambush positions during the day.", - "A night encounter with Batiri goblins involves an attack on the characters' camp. Each party member standing watch must attempt a DC 16 Wisdom (Perception) check, made with disadvantage because of the noise of the jungle at night. On a success, a character detects the goblins moving into attack positions and can rouse the rest of the party. If no one on watch succeeds on the check, all the characters are {@quickref Surprise|PHB|3|0|surprised}.", + "A night encounter with Batiri goblins involves an attack on the characters' camp. Each party member standing watch must attempt a DC 16 Wisdom (Perception) check, made with disadvantage because of the noise of the jungle at night. On a success, a character detects the goblins moving into attack positions and can rouse the rest of the party. If no one on watch succeeds on the check, all the characters are {@status surprised}.", "If this encounter occurs while the characters are traveling during the day, have each party member make a DC 16 Wisdom (Perception or Survival) check to spot the telltale signs of an ambush: disadvantageous terrain coupled with an eerie silence not normal for the jungle.", "Goblins bargain for their lives if captured. If the characters can force or coerce a vow of cooperation from goblin prisoners, the Batiri will serve as guides. They have the following additional skill: Survival +1." ] @@ -49986,8 +49986,8 @@ "page": 201, "id": "5d2", "entries": [ - "A grung hunting party consists of 2d6 {@creature grung|VGM|grungs} led by a {@creature grung elite warrior|VGM} (see appendix D for both). If this encounter occurs while the characters are traveling, the grungs have set up an ambush in the trees. Any character with a passive Wisdom (Perception) score of 14 or higher spots them just in time. All other characters are {@quickref Surprise|PHB|3|0|surprised}.", - "If this encounter occurs while the party is camped, the grungs spotted the characters earlier in the day and have shadowed them unseen. Each character standing watch must succeed on a DC 14 Wisdom (Perception) check, made with disadvantage because of the noise of the jungle at night. On a success, a character detects the encroaching grungs and can rouse the rest of the party. If no one on watch succeeds on the check, all the characters are {@quickref Surprise|PHB|3|0|surprised}.", + "A grung hunting party consists of 2d6 {@creature grung|VGM|grungs} led by a {@creature grung elite warrior|VGM} (see appendix D for both). If this encounter occurs while the characters are traveling, the grungs have set up an ambush in the trees. Any character with a passive Wisdom (Perception) score of 14 or higher spots them just in time. All other characters are {@status surprised}.", + "If this encounter occurs while the party is camped, the grungs spotted the characters earlier in the day and have shadowed them unseen. Each character standing watch must succeed on a DC 14 Wisdom (Perception) check, made with disadvantage because of the noise of the jungle at night. On a success, a character detects the encroaching grungs and can rouse the rest of the party. If no one on watch succeeds on the check, all the characters are {@status surprised}.", "If the characters capture one or more grungs, the frogfolk offer to lead the characters to treasure in exchange for a promise of freedom. The \"treasure\" is a half-mile away from the party's present location and consists of a cache, which you can randomly determine by rolling on the Caches table." ] }, @@ -49997,7 +49997,7 @@ "page": 201, "id": "5d3", "entries": [ - "Without warning, 1d6 {@creature jaculi|ToA|jaculis} launch themselves at the party from the trees. Any character with a passive Wisdom (Perception) score of 14 or higher is able to react, but all others are {@quickref Surprise|PHB|3|0|surprised}." + "Without warning, 1d6 {@creature jaculi|ToA|jaculis} launch themselves at the party from the trees. Any character with a passive Wisdom (Perception) score of 14 or higher is able to react, but all others are {@status surprised}." ] }, { @@ -50006,7 +50006,7 @@ "page": 201, "id": "5d4", "entries": [ - "The party is ambushed by 1d2 {@creature kamadan|ToA|kamadans}. Any character with a passive Wisdom (Perception) score of 16 or higher gets a warning of the attack, but all others are {@quickref Surprise|PHB|3|0|surprised}. Characters who prevail against the kamadans can search the area for their lair, finding it with a successful DC 15 Wisdom (Survival) check.", + "The party is ambushed by 1d2 {@creature kamadan|ToA|kamadans}. Any character with a passive Wisdom (Perception) score of 16 or higher gets a warning of the attack, but all others are {@status surprised}. Characters who prevail against the kamadans can search the area for their lair, finding it with a successful DC 15 Wisdom (Survival) check.", "A kamadan lair has a {@chance 25|25 percent} chance of containing 1d3 noncombatant young the size of house cats. With their snakes not yet grown out, they look like leopard cubs. {@creature Ifan Talro'a|ToA} in Port Nyanzaru will pay 150 gp for a live kamadan cub, but a successful DC 15 Charisma (Persuasion) check talks him up to 300 gp.", { "type": "table", @@ -50185,7 +50185,7 @@ "page": 202, "id": "5e1", "entries": [ - "A {@creature constrictor snake} attacks a random party member from hiding. The character targeted by the snake is {@quickref Surprise|PHB|3|0|surprised} unless he or she has a passive Wisdom (Perception) score of 12 or higher." + "A {@creature constrictor snake} attacks a random party member from hiding. The character targeted by the snake is {@status surprised} unless he or she has a passive Wisdom (Perception) score of 12 or higher." ] }, { @@ -50203,7 +50203,7 @@ "page": 202, "id": "5e3", "entries": [ - "A {@creature giant poisonous snake} shoots out from the undergrowth to attack a random character. The character targeted by the snake is {@quickref Surprise|PHB|3|0|surprised} unless he or she has a passive Wisdom (Perception) score of 14 or higher." + "A {@creature giant poisonous snake} shoots out from the undergrowth to attack a random character. The character targeted by the snake is {@status surprised} unless he or she has a passive Wisdom (Perception) score of 14 or higher." ] }, { diff --git a/data/adventure/adventure-ttp.json b/data/adventure/adventure-ttp.json index eda3147..31234c5 100644 --- a/data/adventure/adventure-ttp.json +++ b/data/adventure/adventure-ttp.json @@ -697,7 +697,7 @@ "id": "016", "page": 6, "entries": [ - "Without warning, {@dice 1d6} {@creature jaculi|toa|jaculis} (see {@adventure Tomb of Annihilation|ToA}) launch themselves at the party from trees or mountain ledges. Any character with a passive Wisdom ({@skill Perception}) score of 14 or higher spots the jaculis before they strike, but all others are {@quickref Surprise|PHB|3|0|surprised}." + "Without warning, {@dice 1d6} {@creature jaculi|toa|jaculis} (see {@adventure Tomb of Annihilation|ToA}) launch themselves at the party from trees or mountain ledges. Any character with a passive Wisdom ({@skill Perception}) score of 14 or higher spots the jaculis before they strike, but all others are {@status surprised}." ] }, { diff --git a/data/adventure/adventure-us.json b/data/adventure/adventure-us.json index c395ad0..aa0ad90 100644 --- a/data/adventure/adventure-us.json +++ b/data/adventure/adventure-us.json @@ -418,7 +418,7 @@ ], [ "2", - "While passing through a copse of blackened mangrove trees, the characters are ambushed by {@dice 1d4} {@creature Vine Blight||vine blights} that emerge from the trees' tangled roots. Any character with a passive Wisdom ({@skill Perception}) score of 13 or higher spots the blights, but all others are {@quickref Surprise|PHB|3|0|surprised}." + "While passing through a copse of blackened mangrove trees, the characters are ambushed by {@dice 1d4} {@creature Vine Blight||vine blights} that emerge from the trees' tangled roots. Any character with a passive Wisdom ({@skill Perception}) score of 13 or higher spots the blights, but all others are {@status surprised}." ], [ "3", @@ -442,7 +442,7 @@ ], [ "8", - "The characters are ambushed by a {@creature giant constrictor snake} while wading through the murky swamp. Any character with a passive Wisdom ({@skill Perception}) score of 16 or higher spots the snake, but all others are {@quickref Surprise|PHB|3|0|surprised} by it." + "The characters are ambushed by a {@creature giant constrictor snake} while wading through the murky swamp. Any character with a passive Wisdom ({@skill Perception}) score of 16 or higher spots the snake, but all others are {@status surprised} by it." ], [ "9", @@ -454,7 +454,7 @@ ], [ "11", - "Any character with a passive Wisdom ({@skill Perception}) score of 12 or higher sees and hears {@dice 1d3 + 1} {@creature Crocodile||crocodiles} moments before they attack. All other characters are {@quickref Surprise|PHB|3|0|surprised} by the reptiles." + "Any character with a passive Wisdom ({@skill Perception}) score of 12 or higher sees and hears {@dice 1d3 + 1} {@creature Crocodile||crocodiles} moments before they attack. All other characters are {@status surprised} by the reptiles." ], [ "12", @@ -490,7 +490,7 @@ "You spy a shaded thicket of withered mangrove trees draped in a sickly veil of rotted kudzu and creeper vines. A moldering wooden raft topped with a single withered post floats near the center of this dark and lonely copse. A gaunt form clings lifelessly to the bottom of the post, recognizable as the weathered skeletal remains of a Dwendalian soldier." ] }, - "Two {@creature Swarm of Poisonous Snakes||swarms of poisonous snakes} dwell within the knotted root system of the trees, attacking any creatures that tread or swim through the area. Any character with a passive Wisdom ({@skill Perception}) score of 14 or higher spots the swarms, but all others are {@quickref Surprise|PHB|3|0|surprised}. After the fight, a character who succeeds on a DC 10 Wisdom ({@skill Insight}) check can deduce that the Dwendalian soldier starved to death while waiting out the relentless snakes.", + "Two {@creature Swarm of Poisonous Snakes||swarms of poisonous snakes} dwell within the knotted root system of the trees, attacking any creatures that tread or swim through the area. Any character with a passive Wisdom ({@skill Perception}) score of 14 or higher spots the swarms, but all others are {@status surprised}. After the fight, a character who succeeds on a DC 10 Wisdom ({@skill Insight}) check can deduce that the Dwendalian soldier starved to death while waiting out the relentless snakes.", { "type": "entries", "name": "Treasure", diff --git a/data/adventure/adventure-wbtw.json b/data/adventure/adventure-wbtw.json index 55ea7e4..a9f756e 100644 --- a/data/adventure/adventure-wbtw.json +++ b/data/adventure/adventure-wbtw.json @@ -8774,7 +8774,7 @@ "page": 104, "id": "1f9", "entries": [ - "A hostile {@creature dryad} and seven {@creature Awakened Shrub||awakened shrubs} emerge from the undergrowth and surround the characters. Any character who has a passive Wisdom ({@skill Perception}) score of 13 or higher spots the dryad and the shrubs before they arrive, and all other characters are {@quickref Surprise|PHB|3|0|surprised}.", + "A hostile {@creature dryad} and seven {@creature Awakened Shrub||awakened shrubs} emerge from the undergrowth and surround the characters. Any character who has a passive Wisdom ({@skill Perception}) score of 13 or higher spots the dryad and the shrubs before they arrive, and all other characters are {@status surprised}.", "The dryad, Meadowleaf, was bound to an enchanted tree that Granny Nightshade felled and used to make wooden toys. Believing the characters to be mercenaries hired by Granny Nightshade to capture Will of the Feywild and the Getaway Gang, the dryad points an accusing finger toward them and orders the awakened shrubs, \"Show these villains the true meaning of revenge!\"", "A character can use an action to make a DC 13 Charisma ({@skill Persuasion}) check in the hope of ending hostilities. On a successful check, the character convinces Meadowleaf (and, by extension, the shrubs) not to attack on their next turn, giving the characters a brief time in which to counter any false notions the dryad might have about the party's intentions and allegiances. If the characters make a sound argument in their defense, or if four or more shrubs are killed in the ensuing battle, Meadowleaf calls off the attack.", "The dryad is too bitter and angry to apologize for any errors in judgment on her part. Reminding her of the rule of hospitality (see \"{@area Rules of Conduct|105|x}\" in {@adventure chapter 2|WBtW|2}) is enough to convince her that she should be nicer to travelers passing through the forest, which is the closest thing she has to a home now that her beloved tree is gone.", @@ -9296,7 +9296,7 @@ "A cloaked figure springs from the forest and, with blades flashing, attacks the unicorn. Under the assassin's cowl, you see a wide, toothy smile." ] }, - "Characters who have a passive Wisdom ({@skill Perception}) score of 17 or higher are not {@quickref Surprise|PHB|3|0|surprised} by {@creature Zarak|WBtW}. All other creatures in the area, including Lamorna, are {@quickref Surprise|PHB|3|0|surprised}.", + "Characters who have a passive Wisdom ({@skill Perception}) score of 17 or higher are not {@status surprised} by {@creature Zarak|WBtW}. All other creatures in the area, including Lamorna, are {@status surprised}.", "On Lamorna's first turn after the surprise round, she teleports away, denying {@creature Zarak|WBtW} his prize and leaving him to face the characters alone. At this point, {@creature Zarak|WBtW} is disgusted with himself for not felling the unicorn immediately (\"I didn't know unicorns could do that,\" he mutters as Lamorna teleports away), but he's smart enough not to antagonize the characters any more than he already has. If the characters aren't spoiling for a fight, {@creature Zarak|WBtW} is satisfied to stand down and retreat back into the forest.", "{@creature Zarak|WBtW} is willing to give up his hunt in exchange for gold or if the characters seem likely to kill him. Characters who tell {@creature Zarak|WBtW} about the riches in Nib's cave (see \"{@area Nib's Cave|206|x}\" earlier in the chapter) pique his greed; if he is led there, he takes all the gold he can carry and falls prey to Nib's curse.", "The characters can try to capture {@creature Zarak|WBtW}, but he'd rather die than surrender his weapons and his freedom. He's not much use as a hostage, since no other member of the League of Malevolence cares what happens to him, and he refuses to divulge the secret ways to and from the Palace of Heart's Desire. But if a {@spell charm person} spell or similar magic is used to make him friendly toward one or more of the characters, he can be coaxed into sharing the following information with them:", @@ -11608,7 +11608,7 @@ "A gnarled bridge formed by tangled tree roots spans a rocky, dried-up riverbed." ] }, - "The bridges sway and creak when crossed. To avoid making a racket, each creature traveling along a bridge must make a DC 12 Dexterity ({@skill Stealth}) check. On a failed check, the creatures stationed in the goblin market (area L2) are alerted; they take no action immediately but can't be {@quickref Surprise|PHB|3|0|surprised}." + "The bridges sway and creak when crossed. To avoid making a racket, each creature traveling along a bridge must make a DC 12 Dexterity ({@skill Stealth}) check. On a failed check, the creatures stationed in the goblin market (area L2) are alerted; they take no action immediately but can't be {@status surprised}." ] }, { @@ -13596,7 +13596,7 @@ ] }, "The bridge is 5 feet wide, 100 feet long, and sturdy. Each 5-foot section of the wooden structure has AC 15, 30 hit points, and immunity to fire, poison, and psychic damage.", - "The chasm is haunted by three {@creature Flameskull||flameskulls}\u2014the remains of darklings who suffered from vertigo and fell to their doom before reaching the bridge's halfway point. The flameskulls hide under the bridge's midpoint. Characters who have passive Wisdom ({@skill Perception}) scores of 10 or higher aren't {@quickref Surprise|PHB|3|0|surprised} when the flameskulls emerge from hiding and take up positions 10 feet above the bridge.", + "The chasm is haunted by three {@creature Flameskull||flameskulls}\u2014the remains of darklings who suffered from vertigo and fell to their doom before reaching the bridge's halfway point. The flameskulls hide under the bridge's midpoint. Characters who have passive Wisdom ({@skill Perception}) scores of 10 or higher aren't {@status surprised} when the flameskulls emerge from hiding and take up positions 10 feet above the bridge.", "The flameskulls speak Elvish and Sylvan. Their names are Weaugh, Teaugh, and Peaugh. The flameskulls are hostile toward all other creatures in the chasm and attack without provocation. They become indifferent toward any creature that walks or runs across the bridge and makes it past the midpoint (regardless of the direction it is traveling). Weaugh, Teaugh, and Peaugh congratulate the creature on making it this far.", "A character toward whom the flameskulls are indifferent can use an action to try to convince the flameskulls to let the party pass, doing so with a successful DC 13 Charisma ({@skill Persuasion}) check. If the flameskulls are persuaded to allow safe passage, they apologize for their unprovoked hostility before returning to their hiding spots under the bridge. From that point on, all characters in the party can cross the chasm safely in either direction.", "There's no chance of a character accidentally falling off the bridge or being knocked off the bridge by the flameskulls. The chasm is 200 feet deep, and its bottom is strewn with hundreds of malignant wish stones that give off purple light. These wish stones are unrefined lumps of crystal that shed bright light in a 5-foot radius and dim light for an additional 5 feet; any good-aligned creature that has one or more of them in its possession feels mildly nauseated, although this nausea has no game effect. Hags, liches, and other evil spellcasters can find macabre uses for these malignant wish stones, which otherwise have no value." diff --git a/data/adventure/adventure-wdh.json b/data/adventure/adventure-wdh.json index f96a53d..a24aed1 100644 --- a/data/adventure/adventure-wdh.json +++ b/data/adventure/adventure-wdh.json @@ -7415,7 +7415,7 @@ "page": 64, "id": "153", "entries": [ - "At the end of a dead-end side alley south of areas L1 and L2 is an iron grate that covers an opening to the sewers under the North Ward. Five {@creature bugbear||bugbears} have quietly climbed up through the grate and concealed themselves in the side alley. They pour out and attack the characters, hoping to gain surprise in the blizzard. Characters who have a passive Perception score of 16 or higher aren't {@quickref Surprise|PHB|3|0|surprised}.", + "At the end of a dead-end side alley south of areas L1 and L2 is an iron grate that covers an opening to the sewers under the North Ward. Five {@creature bugbear||bugbears} have quietly climbed up through the grate and concealed themselves in the side alley. They pour out and attack the characters, hoping to gain surprise in the blizzard. Characters who have a passive Perception score of 16 or higher aren't {@status surprised}.", "The bugbears were sent by {@creature Xanathar|WDH} to retrieve a prisoner being held in the Zhent safe house, but they're too bloodthirsty to pass up the chance to murder a band of adventurers standing in their way. The wind and snow render the City Watch oblivious to the danger." ] }, diff --git a/data/adventure/adventure-wdmm.json b/data/adventure/adventure-wdmm.json index b4c1fd2..be877eb 100644 --- a/data/adventure/adventure-wdmm.json +++ b/data/adventure/adventure-wdmm.json @@ -2404,7 +2404,10 @@ }, "mapParent": { "id": "add", - "autoScale": true + "offsetX": 150, + "offsetY": 185, + "scaleX": 0.9, + "scaleY": 0.9 }, "credit": "Tim Hartin" } @@ -2496,7 +2499,7 @@ "{@b Warning}. The words \"Certain death this way!\" are carved in Common on the southeast wall, with an arrow pointing toward the southern exit." ] }, - "The bugbears detect the approach of adventurers with the aid of the intellect devourers' Detect Sentience trait and therefore can't be {@quickref Surprise|PHB|3|0|surprised}. As intruders approach their location, the bugbears withdraw down the southern tunnel and circle around to warn the goblinoids in {@area area 23|08b|x} of intruders. The bugbears know the perils of the western tunnel ({@area area 21|087|x}) and avoid it. Characters whose passive Wisdom ({@skill Perception}) scores equal or exceed the bugbears' Dexterity ({@skill Stealth}) checks notice the hiding or fleeing bugbears.", + "The bugbears detect the approach of adventurers with the aid of the intellect devourers' Detect Sentience trait and therefore can't be {@status surprised}. As intruders approach their location, the bugbears withdraw down the southern tunnel and circle around to warn the goblinoids in {@area area 23|08b|x} of intruders. The bugbears know the perils of the western tunnel ({@area area 21|087|x}) and avoid it. Characters whose passive Wisdom ({@skill Perception}) scores equal or exceed the bugbears' Dexterity ({@skill Stealth}) checks notice the hiding or fleeing bugbears.", "When a bugbear drops to 0 hit points, the intellect devourer in its skull teleports out to seek a new host.", { "type": "entries", @@ -3094,7 +3097,7 @@ "id": "080", "entries": [ "A filthy, 30-foot-square room lies at the end of a long hall, and a putrid stench fills both the room and the hallway.", - "A voracious {@creature troll} hunkers in the room's southwest corner and attacks interlopers on sight. It can't be {@quickref Surprise|PHB|3|0|surprised} by adventurers who are noisy or who approach with uncovered light sources.", + "A voracious {@creature troll} hunkers in the room's southwest corner and attacks interlopers on sight. It can't be {@status surprised} by adventurers who are noisy or who approach with uncovered light sources.", "Halaster {@condition charmed} the troll so that once a day it is compelled to fetch food from {@area area 19a|083|x} and deliver it to the manticores in {@area area 16|076|x}. A successful {@spell dispel magic} cast on the troll (DC 15) ends the {@condition charmed} condition on it but has no effect on its vile disposition. The troll pursues any fleeing prey." ] }, @@ -3201,7 +3204,7 @@ "page": 21, "id": "08b", "entries": [ - "The Xanathar Guild maintains a watch post here, called \"Worg's Eye\" by the bugbears that command it. The goblinoids stationed here, two {@creature Bugbear||bugbears} and fifteen {@creature Goblin||goblins}, can't be {@quickref Surprise|PHB|3|0|surprised} if they know trouble is on the way. If the two {@creature Bugbear||bugbears} in {@area area 2b|03d|x} managed to make it this far, add them to the roster of enemies.", + "The Xanathar Guild maintains a watch post here, called \"Worg's Eye\" by the bugbears that command it. The goblinoids stationed here, two {@creature Bugbear||bugbears} and fifteen {@creature Goblin||goblins}, can't be {@status surprised} if they know trouble is on the way. If the two {@creature Bugbear||bugbears} in {@area area 2b|03d|x} managed to make it this far, add them to the roster of enemies.", { "type": "entries", "name": "23a. Nimraith's Fate", @@ -3235,7 +3238,7 @@ "{@b Shattered Statue}. The remains of a shattered statue lie in the middle of the room. (The bugbears are trying to reassemble it.)" ] }, - "The bugbears detect the approach of adventurers with the aid of the intellect devourers' Detect Sentience trait and therefore can't be {@quickref Surprise|PHB|3|0|surprised}. When a bugbear drops to 0 hit points, the intellect devourer inhabiting its skull teleports away to seek a new host.", + "The bugbears detect the approach of adventurers with the aid of the intellect devourers' Detect Sentience trait and therefore can't be {@status surprised}. When a bugbear drops to 0 hit points, the intellect devourer inhabiting its skull teleports away to seek a new host.", "This nonmagical statue has broken into seventeen fist-sized chunks of black stone. (Restoring it will take the bugbears a month.) Any character who succeeds on a DC 15 Intelligence ({@skill Investigation}) check can ascertain what the statue depicted: three male human warriors standing together on a stone mound, facing outward and clutching swords." ] }, @@ -3397,7 +3400,7 @@ "page": 22, "id": "09e", "entries": [ - "Just around this corner is a {@creature gelatinous cube}. The first character to walk around the corner is {@quickref Surprise|PHB|3|0|surprised} by the cube unless that character has a passive Wisdom ({@skill Perception}) score of 15 or higher." + "Just around this corner is a {@creature gelatinous cube}. The first character to walk around the corner is {@status surprised} by the cube unless that character has a passive Wisdom ({@skill Perception}) score of 15 or higher." ] }, { @@ -3884,7 +3887,7 @@ "page": 26, "id": "0d1", "entries": [ - "Three {@creature Bugbear||bugbears} sit in the middle of the floor, eating from a sack of dead rats and stirges. One of them has an {@creature intellect devourer} in its skull, which is controlling it like a puppeteer. Because of the intellect devourer's Detect Sentience trait, the bugbears can't be {@quickref Surprise|PHB|3|0|surprised} by the adventurers. When the intellect devourer's host drops to 0 hit points, the intellect devourer teleports away to seek a new host." + "Three {@creature Bugbear||bugbears} sit in the middle of the floor, eating from a sack of dead rats and stirges. One of them has an {@creature intellect devourer} in its skull, which is controlling it like a puppeteer. Because of the intellect devourer's Detect Sentience trait, the bugbears can't be {@status surprised} by the adventurers. When the intellect devourer's host drops to 0 hit points, the intellect devourer teleports away to seek a new host." ] }, { @@ -5672,7 +5675,10 @@ }, "mapParent": { "id": "bdb", - "autoScale": true + "offsetX": 150, + "offsetY": 114, + "scaleX": 0.9, + "scaleY": 0.9 }, "credit": "Tim Hartin" } @@ -6196,7 +6202,7 @@ "{@b Xanathar Guild}. Seven Xanathar Guild members (NE human {@creature Thug||thugs}) and their leader, Shunn \"Spider Eyes\" Shurreth (see \"{@creature Shunn Shurreth|WDMM}\" below), gather around a campfire in the middle of the hall. Two {@creature Intellect Devourer||intellect devourers} have taken residence in the skulls of two Xanathar Guild members. The creatures use their Detect Sentience trait to telepathically detect intelligent creatures approaching." ] }, - "Shunn and his thugs can't be {@quickref Surprise|PHB|3|0|surprised} if the intellect devourers sense intruders approaching. If an intellect devourer's host is killed, it tries to find another.", + "Shunn and his thugs can't be {@status surprised} if the intellect devourers sense intruders approaching. If an intellect devourer's host is killed, it tries to find another.", { "type": "entries", "name": "Shunn Shurreth", @@ -9629,7 +9635,10 @@ }, "mapParent": { "id": "bdc", - "autoScale": true + "offsetX": 237, + "offsetY": 210, + "scaleX": 0.82, + "scaleY": 0.82 }, "credit": "Tim Hartin" } @@ -12290,7 +12299,10 @@ }, "mapParent": { "id": "bdd", - "autoScale": true + "offsetX": 132, + "offsetY": 157, + "scaleX": 0.9, + "scaleY": 0.9 }, "credit": "Tim Hartin" } @@ -15037,7 +15049,10 @@ }, "mapParent": { "id": "bde", - "autoScale": true + "offsetX": 152, + "offsetY": 112, + "scaleX": 0.9, + "scaleY": 0.9 }, "credit": "Tim Hartin" } @@ -18032,7 +18047,10 @@ }, "mapParent": { "id": "bdf", - "autoScale": true + "offsetX": 150, + "offsetY": 119, + "scaleX": 0.9, + "scaleY": 0.9 }, "credit": "Tim Hartin" } @@ -21181,7 +21199,8 @@ }, "mapParent": { "id": "be0", - "autoScale": true + "offsetX": 171, + "offsetY": 68 }, "credit": "Tim Hartin" } @@ -23571,7 +23590,10 @@ }, "mapParent": { "id": "be1", - "autoScale": true + "offsetX": 151, + "offsetY": 208, + "scaleX": 0.9, + "scaleY": 0.9 }, "credit": "Tim Hartin" } @@ -23671,7 +23693,7 @@ "page": 110, "id": "45f", "entries": [ - "Any character who succeeds on a DC 12 Wisdom ({@skill Perception}) check is not {@quickref Surprise|PHB|3|0|surprised} when three {@creature Shambling Mound||shambling mounds} attack. The shambling mounds chase creatures through the mud but ignore creatures atop the ledge." + "Any character who succeeds on a DC 12 Wisdom ({@skill Perception}) check is not {@status surprised} when three {@creature Shambling Mound||shambling mounds} attack. The shambling mounds chase creatures through the mud but ignore creatures atop the ledge." ] } ] @@ -23736,7 +23758,7 @@ "{@b Crates}. Three open crates are stored in the westernmost alcove. They contain sheets of parchment, small jars of ink, quills, 10 days of edible rations, and five 2-gallon casks of clean water." ] }, - "If the glyph in {@area area 7|463|x} triggers, the flesh golem and the wights can't be {@quickref Surprise|PHB|3|0|surprised}. The golem was crafted by Wormriddle the night hag (see {@area level 9|501|x}). If the golem goes berserk, neither Karstis nor any of his other servants can regain control of it." + "If the glyph in {@area area 7|463|x} triggers, the flesh golem and the wights can't be {@status surprised}. The golem was crafted by Wormriddle the night hag (see {@area level 9|501|x}). If the golem goes berserk, neither Karstis nor any of his other servants can regain control of it." ] }, { @@ -24020,7 +24042,7 @@ "{@b Hexacali}. Lurking amid the bones is a {@creature Bone Naga (Spirit)||bone naga} (formerly a spirit naga named Hexacali)." ] }, - "The bone naga tries to slay any living creature that enters its domain. Creatures moving through this area must succeed on a DC 15 Wisdom ({@skill Perception}) check or be {@quickref Surprise|PHB|3|0|surprised} when the bone naga attacks." + "The bone naga tries to slay any living creature that enters its domain. Creatures moving through this area must succeed on a DC 15 Wisdom ({@skill Perception}) check or be {@status surprised} when the bone naga attacks." ] }, { @@ -26094,7 +26116,10 @@ }, "mapParent": { "id": "be2", - "autoScale": true + "offsetX": 150, + "offsetY": 155, + "scaleX": 0.9, + "scaleY": 0.9 }, "credit": "Tim Hartin" } @@ -29566,7 +29591,10 @@ }, "mapParent": { "id": "be3", - "autoScale": true + "offsetX": 142, + "offsetY": 182, + "scaleX": 0.9, + "scaleY": 0.9 }, "credit": "Tim Hartin" } @@ -32517,7 +32545,10 @@ }, "mapParent": { "id": "be4", - "autoScale": true + "offsetX": 151, + "offsetY": 104, + "scaleX": 0.9, + "scaleY": 0.9 }, "credit": "Tim Hartin" } @@ -34967,7 +34998,8 @@ }, "mapParent": { "id": "be5", - "autoScale": true + "offsetX": 169, + "offsetY": 158 }, "credit": "Tim Hartin" } @@ -35222,7 +35254,7 @@ "page": 162, "id": "660", "entries": [ - "Maku, a minotaur shaman, has been busily collecting the remains of slaughtered drow, fallen troglodytes and quaggoths, and unfortunate adventurers in this area. He plans to use these remains in a ritual to summon the demon lord Baphomet. If the characters fought any minotaurs in {@area area 7b|65d|x}, Maku and his followers cannot be {@quickref Surprise|PHB|3|0|surprised} here.", + "Maku, a minotaur shaman, has been busily collecting the remains of slaughtered drow, fallen troglodytes and quaggoths, and unfortunate adventurers in this area. He plans to use these remains in a ritual to summon the demon lord Baphomet. If the characters fought any minotaurs in {@area area 7b|65d|x}, Maku and his followers cannot be {@status surprised} here.", { "type": "entries", "name": "8a. Keep Calm and Carrion", @@ -35809,7 +35841,7 @@ "Fashioned from seamless black stone with veins of silver running through it, this windowless edifice bears a striking resemblance to a crouching spider. From here, Erelal Freth oversees all House Freth ventures in Undermountain, with her brother Drivvin as her advisor.", "The central oval of the keep ({@area areas 19e|6a2|x} through {@area 19k|6ad}) has 15-foot-high walls and a 30-foot-high domed roof. The attached outer structures ({@area areas 19a|69b|x} through {@area 19d|6a1}) have 10-foot-high walls and 20-foot-high domed roofs.", "All outer doors are held shut with {@spell arcane lock} spells that only drow wearing the obsidian insignia scarabs of House Freth can ignore. A successful DC 25 Strength ({@skill Athletics}) check is needed to force open such a door. The inner doors have no locks.", - "When an alarm sounds outside, the occupants of the keep prepare for battle but remain where they are. They cannot be {@quickref Surprise|PHB|3|0|surprised}, and any ability checks to convince residents that intruding characters are not a threat are made with disadvantage. This state of battle readiness is maintained until Rilna Freth tells occupants of the fortress that it is secure.", + "When an alarm sounds outside, the occupants of the keep prepare for battle but remain where they are. They cannot be {@status surprised}, and any ability checks to convince residents that intruding characters are not a threat are made with disadvantage. This state of battle readiness is maintained until Rilna Freth tells occupants of the fortress that it is secure.", { "type": "entries", "name": "19a. Elite Barracks", @@ -36996,7 +37028,8 @@ }, "mapParent": { "id": "be6", - "autoScale": true + "offsetX": 168, + "offsetY": 206 }, "credit": "Tim Hartin" } @@ -37718,7 +37751,7 @@ "page": 179, "id": "6ff", "entries": [ - "Hobgoblins of Doomcrown's phalanx have secured most of the halls and chambers in Arcturiadoom. Consequently, the only wandering monsters of consequence are hobgoblin patrols. A typical patrol consists of four {@creature Hobgoblin||hobgoblins}. Their marching footsteps and clanking armor can be heard well in advance of their arrival, and characters can't be {@quickref Surprise|PHB|3|0|surprised} by them. Combat with a patrol is sure to alert other creatures in the vicinity.", + "Hobgoblins of Doomcrown's phalanx have secured most of the halls and chambers in Arcturiadoom. Consequently, the only wandering monsters of consequence are hobgoblin patrols. A typical patrol consists of four {@creature Hobgoblin||hobgoblins}. Their marching footsteps and clanking armor can be heard well in advance of their arrival, and characters can't be {@status surprised} by them. Combat with a patrol is sure to alert other creatures in the vicinity.", "If any hobgoblins are defeated while on patrol, subtract their numbers from the guards in {@area area 32a|764|x}." ] } @@ -39224,7 +39257,8 @@ }, "mapParent": { "id": "be7", - "autoScale": true + "offsetX": 169, + "offsetY": 177 }, "credit": "Tim Hartin" } @@ -42170,7 +42204,8 @@ }, "mapParent": { "id": "be8", - "autoScale": true + "offsetX": 169, + "offsetY": 137 }, "credit": "Tim Hartin" } @@ -43128,7 +43163,7 @@ "{@b Scuff Marks}. Scuff marks on the floor show evidence of stone furnishings long since removed." ] }, - "Characters who hold bright light sources in this room or make a lot of noise alert the githzerai in {@area area 24c|7dc|x}, who remain where they are but can't be {@quickref Surprise|PHB|3|0|surprised}.", + "Characters who hold bright light sources in this room or make a lot of noise alert the githzerai in {@area area 24c|7dc|x}, who remain where they are but can't be {@status surprised}.", { "type": "entries", "name": "Teleport Trap", @@ -43917,7 +43952,7 @@ "height": 1087, "credit": "Vincent Proce" }, - "Adventurers who explore this area are doomed to face Netherskull the death tyrant if they haven't done so already. Netherskull can't be {@quickref Surprise|PHB|3|0|surprised} in its lair.", + "Adventurers who explore this area are doomed to face Netherskull the death tyrant if they haven't done so already. Netherskull can't be {@status surprised} in its lair.", { "type": "entries", "name": "39a. Hanging Beholder Statue", @@ -45628,7 +45663,8 @@ }, "mapParent": { "id": "be9", - "autoScale": true + "offsetX": 169, + "offsetY": 137 }, "credit": "Tim Hartin" } @@ -46048,7 +46084,7 @@ "page": 215, "id": "855", "entries": [ - "Loud noises in this area alert the denizens of {@area areas 12f|857|x} and {@area 13|85a}, who remain where they are but can't be {@quickref Surprise|PHB|3|0|surprised}.", + "Loud noises in this area alert the denizens of {@area areas 12f|857|x} and {@area 13|85a}, who remain where they are but can't be {@status surprised}.", { "type": "inset", "id": "856", @@ -47802,7 +47838,8 @@ }, "mapParent": { "id": "bea", - "autoScale": true + "offsetX": 168, + "offsetY": 155 }, "credit": "Tim Hartin" } @@ -49789,7 +49826,8 @@ }, "mapParent": { "id": "beb", - "autoScale": true + "offsetX": 169, + "offsetY": 214 }, "credit": "Tim Hartin" } @@ -50683,7 +50721,7 @@ "page": 241, "id": "95d", "entries": [ - "{@creature Umbraxakar|WDMM} the shadow dragon dwells here and cannot be {@quickref Surprise|PHB|3|0|surprised} by the characters, whose presence he has sensed since they first stepped into the Shadowfell.", + "{@creature Umbraxakar|WDMM} the shadow dragon dwells here and cannot be {@status surprised} by the characters, whose presence he has sensed since they first stepped into the Shadowfell.", "Characters who experienced the vision in {@area area 17|935|x} recognize this hall as the same one seen in that vision. The hall contains the following:", { "type": "inset", @@ -51682,7 +51720,8 @@ }, "mapParent": { "id": "bec", - "autoScale": true + "offsetX": 169, + "offsetY": 224 }, "credit": "Tim Hartin" } @@ -53802,7 +53841,8 @@ }, "mapParent": { "id": "bed", - "autoScale": true + "offsetX": 169, + "offsetY": 46 }, "credit": "Tim Hartin" } @@ -56204,7 +56244,8 @@ }, "mapParent": { "id": "bee", - "autoScale": true + "offsetX": 169, + "offsetY": 175 }, "credit": "Tim Hartin" } @@ -58507,7 +58548,8 @@ }, "mapParent": { "id": "bef", - "autoScale": true + "offsetX": 170, + "offsetY": 95 }, "credit": "Tim Hartin" } @@ -60957,7 +60999,8 @@ }, "mapParent": { "id": "bf0", - "autoScale": true + "offsetX": 179, + "offsetY": 95 }, "credit": "Tim Hartin" } @@ -62585,7 +62628,8 @@ }, "mapParent": { "id": "bf1", - "autoScale": true + "offsetX": 130, + "offsetY": 245 }, "credit": "Tim Hartin" } @@ -63565,7 +63609,8 @@ }, "mapParent": { "id": "bf2", - "autoScale": true + "offsetX": 206, + "offsetY": 213 }, "credit": "Tim Hartin" } @@ -64009,7 +64054,8 @@ }, "mapParent": { "id": "bf3", - "autoScale": true + "offsetX": 206, + "offsetY": -2 }, "credit": "Tim Hartin" } diff --git a/data/adventures.json b/data/adventures.json index a3d934a..9c0a54b 100644 --- a/data/adventures.json +++ b/data/adventures.json @@ -35624,7 +35624,1522 @@ }, "contents": [ { - "name": "Introduction" + "name": "Introduction: Ascend to Adventure", + "headers": [ + "Using This Book" + ] + }, + { + "name": "The Infinite Staircase", + "ordinal": { + "type": "chapter", + "identifier": 1 + }, + "headers": [ + "Staircase Features", + "The Iron Shadow", + "Traversing the Staircase", + "Nafas", + "Censer of Dreams", + "Staircase Adventures" + ] + }, + { + "name": "The Lost City", + "ordinal": { + "type": "chapter", + "identifier": 2 + }, + "headers": [ + "Background", + "Adventure Summary", + "The Cynidiceans", + "Buried Ziggurat", + { + "depth": 1, + "header": "B1: Statue Room" + }, + { + "depth": 1, + "header": "B2: Machinery Storeroom" + }, + { + "depth": 1, + "header": "B3: Secret Room" + }, + { + "depth": 1, + "header": "B4: Abandoned Priest's Quarters" + }, + { + "depth": 1, + "header": "B5: Treasure Room of Gorm" + }, + { + "depth": 1, + "header": "B6: Storage Room" + }, + { + "depth": 1, + "header": "B7: Fireworks Storeroom" + }, + { + "depth": 1, + "header": "B8: Abandoned Room" + }, + { + "depth": 1, + "header": "B9: Abandoned Priest's Quarters" + }, + { + "depth": 1, + "header": "B10: Abandoned Priest's Quarters" + }, + { + "depth": 1, + "header": "B11: Barracks of Gorm" + }, + { + "depth": 1, + "header": "B12: Grand Master of Gorm" + }, + { + "depth": 1, + "header": "B13: Revolving Passage" + }, + { + "depth": 1, + "header": "B14: Abandoned Ceremonial Chamber" + }, + { + "depth": 1, + "header": "B15: Abandoned Storeroom" + }, + { + "depth": 1, + "header": "B16: Secret Room" + }, + { + "depth": 1, + "header": "B17: Abandoned Ceremonial Chamber" + }, + { + "depth": 1, + "header": "B18: Chamber of Usamigaras" + }, + { + "depth": 1, + "header": "B19: Mages' Quarters" + }, + { + "depth": 1, + "header": "B20: Chief Mage's Quarters" + }, + { + "depth": 1, + "header": "B21: Shifting Wall" + }, + { + "depth": 1, + "header": "B22: Storeroom" + }, + { + "depth": 1, + "header": "B23: Ceremonial Chamber of Madarua" + }, + { + "depth": 1, + "header": "B24: Treasure Room of Madarua" + }, + { + "depth": 1, + "header": "B25: Gymnasium of Madarua" + }, + { + "depth": 1, + "header": "B26: Ceremonial Chamber of Gorm" + }, + { + "depth": 1, + "header": "B27: Jester's Burial Room" + }, + { + "depth": 1, + "header": "B28: High Priest's Burial Room" + }, + { + "depth": 1, + "header": "B29: Ghostly Haunt" + }, + { + "depth": 1, + "header": "B30: Guard Captain's Burial Room" + }, + { + "depth": 1, + "header": "B31: Noble's Burial Room" + }, + { + "depth": 1, + "header": "B32: Ankheg Den" + }, + { + "depth": 1, + "header": "B33: Astrologer's Burial Room" + }, + { + "depth": 1, + "header": "B34: Master Thief's Burial Room" + }, + { + "depth": 1, + "header": "B35: Chamberlain's Burial Room" + }, + { + "depth": 1, + "header": "B36: Slime Fountain" + }, + { + "depth": 1, + "header": "B37: Embalming Room" + }, + { + "depth": 1, + "header": "B38: Lady-in-Waiting's Burial Room" + }, + { + "depth": 1, + "header": "B39: Councilor's Burial Room" + }, + { + "depth": 1, + "header": "B40: Southwest Corridor" + }, + { + "depth": 1, + "header": "B41: Tomb Annex" + }, + { + "depth": 1, + "header": "B42: False Tomb" + }, + { + "depth": 1, + "header": "B43: Queen Zanobis's Tomb" + }, + { + "depth": 1, + "header": "B44: King Alendria's Tomb" + }, + { + "depth": 1, + "header": "B45: Secret Room" + }, + { + "depth": 1, + "header": "B46: Demetrius's Bedroom" + }, + { + "depth": 1, + "header": "B47: Treasure Room" + }, + { + "depth": 1, + "header": "B48: Kitchen and Dining Room" + }, + { + "depth": 1, + "header": "B49: Living Room" + }, + { + "depth": 1, + "header": "B50: Consultation Room" + }, + { + "depth": 1, + "header": "B51: Pit Trap" + }, + { + "depth": 1, + "header": "B52: Abandoned Clerical Quarters" + }, + { + "depth": 1, + "header": "B53: Priests' Quarters" + }, + { + "depth": 1, + "header": "B54: Storage Room" + }, + { + "depth": 1, + "header": "B55: Hidden Guardroom" + }, + { + "depth": 1, + "header": "B56: Temple" + }, + { + "depth": 1, + "header": "B57: Entrance Hall" + }, + { + "depth": 1, + "header": "B58: Acid Pit" + }, + { + "depth": 1, + "header": "B59: Storage Room" + }, + { + "depth": 1, + "header": "B60: Lobby" + }, + { + "depth": 1, + "header": "B61: Party Room" + }, + { + "depth": 1, + "header": "B62: Gambling Room" + }, + { + "depth": 1, + "header": "B63: Darius's Office" + }, + "Conclusion", + "Extending the Adventure", + { + "depth": 1, + "header": "B64: Mouth of Zargon" + }, + { + "depth": 1, + "header": "B65: Ritual Chamber" + }, + { + "depth": 1, + "header": "B66: Cultists' Quarters" + }, + { + "depth": 1, + "header": "B67: Belly of the Beast" + }, + { + "depth": 1, + "header": "B68: Spawning Chamber" + }, + { + "depth": 1, + "header": "B69: Foul Chapel" + }, + { + "depth": 1, + "header": "B70: Lair of Zargon" + } + ] + }, + { + "name": "When a Star Falls", + "ordinal": { + "type": "chapter", + "identifier": 3 + }, + "headers": [ + "Background", + "Adventure Summary", + "Tegefed Mountains", + "Death on the Moors", + "Piyarz's Shadow", + "Cernant Valley", + { + "depth": 1, + "header": "H1: Yard" + }, + { + "depth": 1, + "header": "H2: Antechamber" + }, + { + "depth": 1, + "header": "H3: Hall" + }, + { + "depth": 1, + "header": "H4: Derwyth's Room" + }, + { + "depth": 1, + "header": "H5: Library and Workshop" + }, + { + "depth": 1, + "header": "H6: Goat Barn" + }, + { + "depth": 1, + "header": "H7: Food Storage" + }, + "Derro Lair", + { + "depth": 1, + "header": "D1: Guardroom" + }, + { + "depth": 1, + "header": "D2: Outer Cave" + }, + { + "depth": 1, + "header": "D3: Inner Cave" + }, + { + "depth": 1, + "header": "D4: Temple" + }, + { + "depth": 1, + "header": "D5: Collapsed Tunnel" + }, + { + "depth": 1, + "header": "D6: Stolen Goods" + }, + { + "depth": 1, + "header": "D7: Overseer's Room" + }, + { + "depth": 1, + "header": "D8: Ruins of the Great Hall" + }, + { + "depth": 1, + "header": "D9: Hungry Lamia" + }, + { + "depth": 1, + "header": "D10. Eastern Tunnel" + }, + "Therno Lake", + { + "depth": 1, + "header": "L1: Beaver Dam" + }, + { + "depth": 1, + "header": "L2: Lake" + }, + { + "depth": 1, + "header": "L3: Beavers' Lodge" + }, + { + "depth": 1, + "header": "L4: Hunters' Camp" + }, + "Tower of the Heavens", + { + "depth": 1, + "header": "T1: Outpost" + }, + { + "depth": 1, + "header": "T2: Hostel" + }, + { + "depth": 1, + "header": "T3: Entrance Chamber" + }, + { + "depth": 1, + "header": "T4: Questioner's Hall" + }, + { + "depth": 1, + "header": "T5: Mimic Door" + }, + { + "depth": 1, + "header": "T6: Mercenaries' Hall" + }, + { + "depth": 1, + "header": "T7: Barrack" + }, + { + "depth": 1, + "header": "T8: Storeroom" + }, + { + "depth": 1, + "header": "T9: Kitchen" + }, + { + "depth": 1, + "header": "T10: Trapped Hallway" + }, + { + "depth": 1, + "header": "T11: Watchtowers" + }, + { + "depth": 1, + "header": "T12: Lesser Library" + }, + { + "depth": 1, + "header": "T13: Dormitory" + }, + { + "depth": 1, + "header": "T14: Lurg's Room" + }, + { + "depth": 1, + "header": "T15: Porro's Room" + }, + { + "depth": 1, + "header": "T16: Cipolla's Room" + }, + { + "depth": 1, + "header": "T17: Scholars' Hall" + }, + { + "depth": 1, + "header": "T18: Piyarz's Room" + }, + { + "depth": 1, + "header": "T19: Bridge of Faith" + }, + { + "depth": 1, + "header": "T20: Greater Library" + }, + { + "depth": 1, + "header": "T21: Labyrinth" + }, + { + "depth": 1, + "header": "T22: Observatory" + }, + "Forge of the Kagu-Svirfneblin", + { + "depth": 1, + "header": "F1: Misty Gulch" + }, + { + "depth": 1, + "header": "F2: Lizard Pens" + }, + { + "depth": 1, + "header": "F3: Outer Hall" + }, + { + "depth": 1, + "header": "F4: Storerooms" + }, + { + "depth": 1, + "header": "F5: Inner Hall" + }, + { + "depth": 1, + "header": "F6: Dormitory" + }, + { + "depth": 1, + "header": "F7: Treasury" + }, + { + "depth": 1, + "header": "F8: Workshop" + }, + { + "depth": 1, + "header": "F9: Shimmering Dome" + }, + { + "depth": 1, + "header": "F10: Tunnel to the Underdark" + }, + "Conclusion" + ] + }, + { + "name": "Beyond the Crystal Cave", + "ordinal": { + "type": "chapter", + "identifier": 4 + }, + "headers": [ + "Background", + "Adventure Summary", + "Sybar", + "Cave of Echoes", + { + "depth": 1, + "header": "C1: Empty Cavern" + }, + { + "depth": 1, + "header": "C2: Cavern of Echoes" + }, + { + "depth": 1, + "header": "C3: Haunted Cavern" + }, + { + "depth": 1, + "header": "C4: Living Mud Cavern" + }, + { + "depth": 1, + "header": "C5: Stream Tunnel" + }, + { + "depth": 1, + "header": "C6: Crystal Cave" + }, + { + "depth": 1, + "header": "C7: Observation Parlor" + }, + "Eternal Garden", + { + "depth": 1, + "header": "G1: Fairy Ring" + }, + { + "depth": 1, + "header": "G2: Leprechaun Woods" + }, + { + "depth": 1, + "header": "G3: Great Oak Tree" + }, + { + "depth": 1, + "header": "G4: Endless River" + }, + { + "depth": 1, + "header": "G5: Dryads' Woods" + }, + { + "depth": 1, + "header": "G6: Satyrs' Forest" + }, + { + "depth": 1, + "header": "G7: Chimera's Crag" + }, + { + "depth": 1, + "header": "G8: Bears' Range" + }, + { + "depth": 1, + "header": "G9: Fountain All Heal" + }, + { + "depth": 1, + "header": "G10: Fairy Forest" + }, + { + "depth": 1, + "header": "G11: Barkburrs' Grove" + }, + { + "depth": 1, + "header": "G12: Treant's Stand" + }, + { + "depth": 1, + "header": "G13: Cave of the Toads" + }, + { + "depth": 1, + "header": "G14: Centaurs' Meadow" + }, + { + "depth": 1, + "header": "G15: Unicorns' Meadow" + }, + { + "depth": 1, + "header": "G16: Yellow Rose Arbor" + }, + { + "depth": 1, + "header": "G17: Red Rose Arbor" + }, + { + "depth": 1, + "header": "G18: Lake" + }, + { + "depth": 1, + "header": "G19: Water Palace" + }, + { + "depth": 1, + "header": "G20: The Gardener's Rest" + }, + { + "depth": 1, + "header": "G21: Hedge Maze" + }, + "Palace of Spires", + { + "depth": 1, + "header": "P1: Gatehouse" + }, + { + "depth": 1, + "header": "P2: Walled Garden" + }, + { + "depth": 1, + "header": "P3: Corner Bowers" + }, + { + "depth": 1, + "header": "P4: Entrance Porch" + }, + { + "depth": 1, + "header": "P5: Entrance Hall" + }, + { + "depth": 1, + "header": "P6: Juliana and Orlando's Room" + }, + { + "depth": 1, + "header": "P7: Argus and Hamish's Room" + }, + { + "depth": 1, + "header": "P8: Gallery" + }, + { + "depth": 1, + "header": "P9: Roof Gardens" + }, + { + "depth": 1, + "header": "P10: Crystal Bridges" + }, + { + "depth": 1, + "header": "P11: Upper Roof Garden" + }, + { + "depth": 1, + "header": "P12: Tomb of Caerwyn and Porphura" + }, + "Conclusion" + ] + }, + { + "name": "Pharaoh", + "ordinal": { + "type": "chapter", + "identifier": 5 + }, + "headers": [ + "Background", + "Adventure Summary", + "Desert of Desolation", + "Pyramid of Amun Sa", + { + "depth": 1, + "header": "P1: Tomb Entrance" + }, + { + "depth": 1, + "header": "P2: Main Worship Hall" + }, + { + "depth": 1, + "header": "P3: West Offering Temple" + }, + { + "depth": 1, + "header": "P4: East Offering Temple" + }, + { + "depth": 1, + "header": "P5: West Storage Silo" + }, + { + "depth": 1, + "header": "P6: East Storage Silo" + }, + { + "depth": 1, + "header": "P7: Worship Room" + }, + { + "depth": 1, + "header": "P8: Descending Corridor" + }, + { + "depth": 1, + "header": "P9: Great Worship Room" + }, + { + "depth": 1, + "header": "P10: Grand Hallway" + }, + { + "depth": 1, + "header": "P11: Treasure Room" + }, + { + "depth": 1, + "header": "P12: Tomb" + }, + { + "depth": 1, + "header": "P13: Welcome Room" + }, + { + "depth": 1, + "header": "P14: Mists and Corridors" + }, + { + "depth": 1, + "header": "P15: Grieving Elves" + }, + { + "depth": 1, + "header": "P16: Knock, Knock" + }, + { + "depth": 1, + "header": "P17: Rug Room" + }, + { + "depth": 1, + "header": "P18: Well of Questions" + }, + { + "depth": 1, + "header": "P19: Spear Room" + }, + { + "depth": 1, + "header": "P20: X-Room" + }, + { + "depth": 1, + "header": "P21: Pendulum Room" + }, + { + "depth": 1, + "header": "P22: Minotaur Lair" + }, + { + "depth": 1, + "header": "P23: Darkness Room" + }, + { + "depth": 1, + "header": "P24: Robber Press" + }, + { + "depth": 1, + "header": "P25: Suspiciously Empty Room" + }, + { + "depth": 1, + "header": "P26: Pole Forest" + }, + { + "depth": 1, + "header": "P27: Flameskull Room" + }, + { + "depth": 1, + "header": "P28: Loose Ceiling" + }, + { + "depth": 1, + "header": "P29: Waterway" + }, + { + "depth": 1, + "header": "P30: North Entry" + }, + { + "depth": 1, + "header": "P31: Long Hall" + }, + { + "depth": 1, + "header": "P32: Garden Hall" + }, + { + "depth": 1, + "header": "P33: Dome of Flight" + }, + { + "depth": 1, + "header": "P34: Gazelle-Headed Statue" + }, + { + "depth": 1, + "header": "P35: Tortoise-Headed Statue" + }, + { + "depth": 1, + "header": "P36: West Chamber" + }, + { + "depth": 1, + "header": "P37: East Chamber" + }, + { + "depth": 1, + "header": "P38: West Hall" + }, + { + "depth": 1, + "header": "P39: East Hall" + }, + { + "depth": 1, + "header": "P40: West Kitchen" + }, + { + "depth": 1, + "header": "P41: West Pantry" + }, + { + "depth": 1, + "header": "P42: East Kitchen" + }, + { + "depth": 1, + "header": "P43: East Pantry" + }, + { + "depth": 1, + "header": "P44: March of the True Faith" + }, + { + "depth": 1, + "header": "P45: North Priesthood Cells" + }, + { + "depth": 1, + "header": "P46: West Closet" + }, + { + "depth": 1, + "header": "P47: West Cell of the High Priest" + }, + { + "depth": 1, + "header": "P48: Priest Catacombs" + }, + { + "depth": 1, + "header": "P49: East Closet" + }, + { + "depth": 1, + "header": "P50: East Cell of the High Priest" + }, + { + "depth": 1, + "header": "P51: South Priesthood Cells" + }, + { + "depth": 1, + "header": "P52: Prayer Temple of the Priesthood" + }, + { + "depth": 1, + "header": "P53: Observation Domes" + }, + { + "depth": 1, + "header": "P54: Prit's Tunnel" + }, + { + "depth": 1, + "header": "P55: Entry Corridor" + }, + { + "depth": 1, + "header": "P56: Gauntlet of the True Way" + }, + { + "depth": 1, + "header": "P57: Pillar of Athis" + }, + { + "depth": 1, + "header": "P58: Reading Room" + }, + { + "depth": 1, + "header": "P59: Stagnant Pool" + }, + { + "depth": 1, + "header": "P60: Sitting Room" + }, + { + "depth": 1, + "header": "P61: Dining Room" + }, + { + "depth": 1, + "header": "P62: Storage Room" + }, + { + "depth": 1, + "header": "P63: Burial Chamber" + }, + { + "depth": 1, + "header": "P64: Heart's Lair" + }, + { + "depth": 1, + "header": "P65: The Pharaoh's True Way" + }, + { + "depth": 1, + "header": "P66: Treasury of the Pharaohs" + }, + { + "depth": 1, + "header": "P67: Floating Boat" + }, + { + "depth": 1, + "header": "P68: The Pharaoh's Tomb" + }, + "Conclusion" + ] + }, + { + "name": "The Lost Caverns of Tsojcanth", + "ordinal": { + "type": "chapter", + "identifier": 6 + }, + "headers": [ + "Background", + "Adventure Summary", + "Starting the Adventure", + "Yatil Mountains", + "Lost Caverns", + { + "depth": 1, + "header": "L1: Entry Caverns" + }, + { + "depth": 1, + "header": "L2: Streaked Cave" + }, + { + "depth": 1, + "header": "L3: Slate Chamber" + }, + { + "depth": 1, + "header": "L4: Guano-Covered Cave" + }, + { + "depth": 1, + "header": "L5: Littered Cave" + }, + { + "depth": 1, + "header": "L6: Grotto" + }, + { + "depth": 1, + "header": "L7: Fungal Cavern" + }, + { + "depth": 1, + "header": "L8: Slimy Cavern" + }, + { + "depth": 1, + "header": "L9: Stinking Cave" + }, + { + "depth": 1, + "header": "L10: Bat Corridor" + }, + { + "depth": 1, + "header": "L11: Long Gallery" + }, + { + "depth": 1, + "header": "L12: Fomorian Cave" + }, + { + "depth": 1, + "header": "L13: River Ledge" + }, + { + "depth": 1, + "header": "L14: Underground Lake" + }, + { + "depth": 1, + "header": "L15: Basilisk Den" + }, + { + "depth": 1, + "header": "L16: Rainbow Cavern" + }, + { + "depth": 1, + "header": "L17: Boulder Heap" + }, + { + "depth": 1, + "header": "L18: Lavish Parlor" + }, + { + "depth": 1, + "header": "L19: Black-Water Lake" + }, + { + "depth": 1, + "header": "L20: Cave of Crystals" + }, + { + "depth": 1, + "header": "L21: Pool Cavern" + }, + { + "depth": 1, + "header": "G1: Warren Tunnels" + }, + { + "depth": 1, + "header": "G2: Cavern of Corpses" + }, + { + "depth": 1, + "header": "G3: Great Gallery" + }, + { + "depth": 1, + "header": "G4: Rolling Gallery" + }, + { + "depth": 1, + "header": "G5: Tilted Cavern" + }, + { + "depth": 1, + "header": "G6: Small Gallery" + }, + { + "depth": 1, + "header": "G7: Smooth Cavern" + }, + { + "depth": 1, + "header": "G8: Cavern of Stalagmites" + }, + { + "depth": 1, + "header": "G9: Glowing Grotto" + }, + { + "depth": 1, + "header": "G10: Jagged Cavern" + }, + { + "depth": 1, + "header": "G11: Cave of the Skull" + }, + { + "depth": 1, + "header": "G12: Pillared Cavern" + }, + { + "depth": 1, + "header": "G13: Rotting Fungus Cavern" + }, + { + "depth": 1, + "header": "G14: Giant Lair" + }, + { + "depth": 1, + "header": "G15: Fungus Garden" + }, + { + "depth": 1, + "header": "G16: Lofty Cavern" + }, + { + "depth": 1, + "header": "G17: Sanctuary Cavern" + }, + { + "depth": 1, + "header": "G18: Grotto of the Idol" + }, + { + "depth": 1, + "header": "G19: Vestibules" + }, + { + "depth": 1, + "header": "G20: Vestibule Destinations" + }, + { + "depth": 1, + "header": "G21: Inner Sphere" + }, + "Conclusion" + ] + }, + { + "name": "Expedition to the Barrier Peaks", + "ordinal": { + "type": "chapter", + "identifier": 7 + }, + "headers": [ + "Background", + "Adventure Summary", + "Artificial Antagonist", + "The Spaceship", + { + "depth": 1, + "header": "S1: Entrance" + }, + { + "depth": 1, + "header": "S2: Drop Tubes (Blue)" + }, + { + "depth": 1, + "header": "S3: Battered Repair Bot" + }, + { + "depth": 1, + "header": "S4: Dining Rooms" + }, + { + "depth": 1, + "header": "S5: Kitchens" + }, + { + "depth": 1, + "header": "S6: Security Checkpoint" + }, + { + "depth": 1, + "header": "S7: Berserk Android" + }, + { + "depth": 1, + "header": "S8: Lounges" + }, + { + "depth": 1, + "header": "S9: Meeting Rooms" + }, + { + "depth": 1, + "header": "S10: Art Workshop" + }, + { + "depth": 1, + "header": "S11: Treatment Room (Yellow)" + }, + { + "depth": 1, + "header": "S12: Recreation Areas" + }, + { + "depth": 1, + "header": "S13: Irradiated Rooms" + }, + { + "depth": 1, + "header": "S14: Game Room" + }, + { + "depth": 1, + "header": "S15: Fungal Corridor" + }, + { + "depth": 1, + "header": "S16: Northern Vegepygmy Colony (Blue)" + }, + { + "depth": 1, + "header": "S17: Will-o'-Wisps (Violet)" + }, + { + "depth": 1, + "header": "S18: Operating Theater (Yellow)" + }, + { + "depth": 1, + "header": "S19: Commander's Quarters (Platinum)" + }, + { + "depth": 1, + "header": "S20: Security Chief's Quarters (Red)" + }, + { + "depth": 1, + "header": "S21: Junk Pile" + }, + { + "depth": 1, + "header": "S22: Southern Vegepygmy Colony (Violet)" + }, + { + "depth": 1, + "header": "S23: Medical Clinic" + }, + { + "depth": 1, + "header": "S24: Laboratories (Yellow)" + }, + { + "depth": 1, + "header": "S25: Library" + }, + { + "depth": 1, + "header": "S26: Security HQ (Red)" + }, + { + "depth": 1, + "header": "S27: Chief Security Office (Red)" + }, + { + "depth": 1, + "header": "S28: Armory (Platinum)" + }, + { + "depth": 1, + "header": "S29: Storage (Red)" + }, + { + "depth": 1, + "header": "S30: Computer Room (Platinum)" + }, + { + "depth": 1, + "header": "S31: Drop Tubes (Violet)" + }, + { + "depth": 1, + "header": "S32: Robot Stations (Violet)" + }, + { + "depth": 1, + "header": "S33: Cargo Holds (Violet)" + }, + { + "depth": 1, + "header": "S34: Viewers" + }, + { + "depth": 1, + "header": "S35: Theater" + }, + { + "depth": 1, + "header": "S36: Kitchens" + }, + { + "depth": 1, + "header": "S37: Lounge" + }, + { + "depth": 1, + "header": "S38: Invasive Plants" + }, + { + "depth": 1, + "header": "S39: Irradiated Rooms" + }, + { + "depth": 1, + "header": "S40: Gymnasium" + }, + { + "depth": 1, + "header": "S41: Workout Room" + }, + { + "depth": 1, + "header": "S42: Medical Storage (Yellow)" + }, + { + "depth": 1, + "header": "S43: Whirlpools" + }, + { + "depth": 1, + "header": "S44: Swimming Pool" + }, + { + "depth": 1, + "header": "S45: Dance Club" + }, + { + "depth": 1, + "header": "S46: Cocktail Lounge" + }, + { + "depth": 1, + "header": "S47: Drop Tubes (Green)" + }, + { + "depth": 1, + "header": "S48: Feed Storage (Green)" + }, + { + "depth": 1, + "header": "S49: Dangerous Animals Exhibit (Violet)" + }, + { + "depth": 1, + "header": "S50: Crew Room (Green)" + }, + { + "depth": 1, + "header": "S51: Astral View Lounge" + }, + { + "depth": 1, + "header": "S52: Garden Maintenance (Green)" + }, + { + "depth": 1, + "header": "S53: Deadly Plants Exhibit (Violet)" + }, + { + "depth": 1, + "header": "S54: Climate Control Room (Green)" + }, + { + "depth": 1, + "header": "S55: Deadly Reptiles Exhibit (Violet)" + }, + { + "depth": 1, + "header": "S56: Outer Garden (Green)" + }, + { + "depth": 1, + "header": "S57: Inner Garden (Green)" + }, + { + "depth": 1, + "header": "S58: Swamp" + }, + { + "depth": 1, + "header": "S59: Lake" + }, + { + "depth": 1, + "header": "S60: Islet Enclosure (Green)" + }, + { + "depth": 1, + "header": "S61: Server Room (Green)" + }, + { + "depth": 1, + "header": "S62: Commander's Bones" + }, + { + "depth": 1, + "header": "S63: Wheelie Sleds" + }, + { + "depth": 1, + "header": "S64: Stasis Chamber (Green)" + }, + { + "depth": 1, + "header": "S65: Irradiated Rooms" + }, + { + "depth": 1, + "header": "S66: Hull Breach" + }, + "Conclusion" + ] + }, + { + "name": "Magic Items and Technology", + "ordinal": { + "type": "appendix", + "identifier": "A" + }, + "headers": [ + "Magic Items", + "Technology" + ] + }, + { + "name": "Creatures", + "ordinal": { + "type": "appendix", + "identifier": "B" + }, + "headers": [ + "Android", + "Barkburr", + "Derro", + "Drelnza", + "Froghemoth Elder", + "The Gardener", + "Gibberling", + "Guardians of Gorm", + "Horrid Plant", + "Leprechaun", + "Mages of Usamigaras", + "Maschin-i-Bozorg", + "Memory Web", + "Nafas", + "Nafik", + "Pech", + "Robots", + "Sion", + "Tower Stewards", + "Vegepygmies", + "Warriors of Madarua", + "Wolf-in-Sheep's-Clothing", + "Zargon the Returner", + "Index of Stat Blocks" + ] + }, + { + "name": "Credits" } ] } diff --git a/data/bestiary/bestiary-aitfr-dn.json b/data/bestiary/bestiary-aitfr-dn.json index b2a54c1..5a141d6 100644 --- a/data/bestiary/bestiary-aitfr-dn.json +++ b/data/bestiary/bestiary-aitfr-dn.json @@ -296,7 +296,7 @@ "name": "Petrifying Gaze", "entries": [ "When a creature that can see Kyrilla's eyes starts its turn within 30 feet of her, Kyrilla can force it to make a {@dc 14} Constitution saving throw if Kyrilla isn't {@condition incapacitated} and can see the creature. If the saving throw fails by 5 or more, the creature is instantly {@condition petrified}. Otherwise, a creature that fails the save begins to turn to stone and is {@condition restrained}. The {@condition restrained} creature must repeat the saving throw at the end of its next turn, becoming {@condition petrified} on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the {@spell greater restoration} spell or other magic.", - "Unless {@quickref Surprise|PHB|3|0|surprised}, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see Kyrilla until the start of its next turn, when it can avert its eyes again. If the creature looks at Kyrilla in the meantime, it must immediately make the save.", + "Unless {@status surprised}, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see Kyrilla until the start of its next turn, when it can avert its eyes again. If the creature looks at Kyrilla in the meantime, it must immediately make the save.", "Kyrilla's accursed gaze does not affect undead or constructs. If Kyrilla sees herself reflected on a polished surface within 30 feet of her and in an area of bright light, she is, due to her curse, affected by her own gaze." ] }, diff --git a/data/bestiary/bestiary-awm.json b/data/bestiary/bestiary-awm.json index 73461b0..1b14653 100644 --- a/data/bestiary/bestiary-awm.json +++ b/data/bestiary/bestiary-awm.json @@ -348,7 +348,8 @@ } ], "traitTags": [ - "Amphibious" + "Amphibious", + "Mimicry" ], "damageTags": [ "S" diff --git a/data/bestiary/bestiary-bgdia.json b/data/bestiary/bestiary-bgdia.json index 208164f..d014088 100644 --- a/data/bestiary/bestiary-bgdia.json +++ b/data/bestiary/bestiary-bgdia.json @@ -3071,6 +3071,7 @@ "I" ], "miscTags": [ + "CUR", "MW" ], "savingThrowForcedSpell": [ diff --git a/data/bestiary/bestiary-bgg.json b/data/bestiary/bestiary-bgg.json index 842ce14..cfde769 100644 --- a/data/bestiary/bestiary-bgg.json +++ b/data/bestiary/bestiary-bgg.json @@ -2867,6 +2867,7 @@ ], "miscTags": [ "AOE", + "CUR", "MW", "RCH", "RW" @@ -3566,6 +3567,7 @@ ], "miscTags": [ "AOE", + "CUR", "MW", "RCH" ], @@ -4080,6 +4082,7 @@ "Y" ], "miscTags": [ + "CUR", "MW", "RCH" ], @@ -4399,6 +4402,7 @@ ], "miscTags": [ "AOE", + "CUR", "MLW", "MW", "RCH" diff --git a/data/bestiary/bestiary-bmt.json b/data/bestiary/bestiary-bmt.json index dad2e25..5547706 100644 --- a/data/bestiary/bestiary-bmt.json +++ b/data/bestiary/bestiary-bmt.json @@ -12,8 +12,7 @@ "DoSI": "BMT", "MPMM": "BMT", "WBtW": "BMT", - "BAM": "BMT", - "MOT": "BMT" + "BAM": "BMT" } } }, @@ -870,6 +869,7 @@ "S" ], "miscTags": [ + "CUR", "MLW", "MW" ], @@ -1015,6 +1015,7 @@ "P" ], "miscTags": [ + "CUR", "MLW", "MW", "RW" @@ -5876,6 +5877,7 @@ "S" ], "miscTags": [ + "CUR", "MW", "RW" ], diff --git a/data/bestiary/bestiary-cm.json b/data/bestiary/bestiary-cm.json index c1b5f63..331d059 100644 --- a/data/bestiary/bestiary-cm.json +++ b/data/bestiary/bestiary-cm.json @@ -1364,6 +1364,7 @@ ], "miscTags": [ "AOE", + "CUR", "MW" ], "conditionInflict": [ @@ -4535,6 +4536,7 @@ ], "miscTags": [ "AOE", + "CUR", "MW" ], "conditionInflict": [ diff --git a/data/bestiary/bestiary-coa.json b/data/bestiary/bestiary-coa.json index 5b9436e..900588d 100644 --- a/data/bestiary/bestiary-coa.json +++ b/data/bestiary/bestiary-coa.json @@ -437,6 +437,7 @@ "S" ], "miscTags": [ + "DIS", "MW", "RCH" ], @@ -5834,7 +5835,7 @@ { "name": "Amnesia", "entries": [ - "Levistus selects a {@condition stunned} creature that he can see. The creature must succeed on a {@dc 23} Charisma saving throw or Levistus erases a specific memory from the target. The memory must be one that the target experienced in the last 24 hours and that lasted no more than 10 minutes. The memory can only be restored with a Remove Curse or a {@spell Greater Restoration} spell." + "Levistus selects a {@condition stunned} creature that he can see. The creature must succeed on a {@dc 23} Charisma saving throw or Levistus erases a specific memory from the target. The memory must be one that the target experienced in the last 24 hours and that lasted no more than 10 minutes. The memory can only be restored with a {@spell Remove Curse} or a {@spell Greater Restoration} spell." ] }, { @@ -5885,7 +5886,8 @@ "O" ], "miscTags": [ - "AOE" + "AOE", + "CUR" ], "conditionInflict": [ "stunned" @@ -7557,6 +7559,7 @@ "O" ], "miscTags": [ + "CUR", "MLW", "MW" ], @@ -7995,6 +7998,7 @@ "P" ], "miscTags": [ + "DIS", "MW", "RCH" ], diff --git a/data/bestiary/bestiary-cos.json b/data/bestiary/bestiary-cos.json index be1b0f7..b682bf8 100644 --- a/data/bestiary/bestiary-cos.json +++ b/data/bestiary/bestiary-cos.json @@ -1395,6 +1395,7 @@ "CW" ], "miscTags": [ + "CUR", "MLW", "MW", "RW", @@ -2366,6 +2367,7 @@ "CC" ], "miscTags": [ + "CUR", "MLW", "MW" ], @@ -2608,6 +2610,9 @@ "attachedItems": [ "dagger|phb" ], + "traitTags": [ + "Mimicry" + ], "actionTags": [ "Multiattack" ], diff --git a/data/bestiary/bestiary-crcotn.json b/data/bestiary/bestiary-crcotn.json index c0d764a..bb12cf8 100644 --- a/data/bestiary/bestiary-crcotn.json +++ b/data/bestiary/bestiary-crcotn.json @@ -449,7 +449,7 @@ { "name": "Divinely Blessed", "entries": [ - "Alyxian can't be {@quickref Surprise|PHB|3|0|surprised} and can't be changed into another form against his will." + "Alyxian can't be {@status surprised} and can't be changed into another form against his will." ] }, { @@ -635,7 +635,7 @@ { "name": "Divinely Blessed", "entries": [ - "Alyxian can't be {@quickref Surprise|PHB|3|0|surprised} and can't be changed into another form against his will." + "Alyxian can't be {@status surprised} and can't be changed into another form against his will." ] }, { @@ -806,7 +806,7 @@ { "name": "Divinely Blessed", "entries": [ - "Alyxian can't be {@quickref Surprise|PHB|3|0|surprised} and can't be changed into another form against his will." + "Alyxian can't be {@status surprised} and can't be changed into another form against his will." ] }, { @@ -1142,7 +1142,7 @@ { "name": "Divinely Blessed", "entries": [ - "Alyxian can't be {@quickref Surprise|PHB|3|0|surprised} and can't be changed into another form against his will." + "Alyxian can't be {@status surprised} and can't be changed into another form against his will." ] }, { diff --git a/data/bestiary/bestiary-dodk.json b/data/bestiary/bestiary-dodk.json index 97f4e1d..9583c39 100644 --- a/data/bestiary/bestiary-dodk.json +++ b/data/bestiary/bestiary-dodk.json @@ -7,8 +7,7 @@ }, "otherSources": { "monster": { - "MM": "DoDk", - "MOT": "DoDk" + "MM": "DoDk" } } }, diff --git a/data/bestiary/bestiary-dsotdq.json b/data/bestiary/bestiary-dsotdq.json index 198f2fa..55d4d14 100644 --- a/data/bestiary/bestiary-dsotdq.json +++ b/data/bestiary/bestiary-dsotdq.json @@ -2757,6 +2757,7 @@ ], "miscTags": [ "AOE", + "DIS", "MW" ], "savingThrowForced": [ @@ -8949,6 +8950,7 @@ "O" ], "miscTags": [ + "CUR", "MLW", "MW" ], diff --git a/data/bestiary/bestiary-egw.json b/data/bestiary/bestiary-egw.json index f24da25..76a0341 100644 --- a/data/bestiary/bestiary-egw.json +++ b/data/bestiary/bestiary-egw.json @@ -683,6 +683,7 @@ "I" ], "miscTags": [ + "CUR", "MLW", "MW", "RNG", diff --git a/data/bestiary/bestiary-erlw.json b/data/bestiary/bestiary-erlw.json index 3b67f09..1c4a797 100644 --- a/data/bestiary/bestiary-erlw.json +++ b/data/bestiary/bestiary-erlw.json @@ -1026,6 +1026,7 @@ "I" ], "miscTags": [ + "CUR", "MW" ], "conditionInflictSpell": [ @@ -1706,7 +1707,7 @@ "type": "entries", "name": "All Around Vision", "entries": [ - "The Inspired can't be {@quickref Surprise|PHB|3|0|surprised}." + "The Inspired can't be {@status surprised}." ] }, { @@ -1799,7 +1800,7 @@ "items": { "name": "All Around Vision", "entries": [ - "The Inspired can't be {@quickref Surprise|PHB|3|0|surprised}." + "The Inspired can't be {@status surprised}." ] } } @@ -2035,7 +2036,7 @@ { "name": "All-Around Vision", "entries": [ - "The quori can't be {@quickref Surprise|PHB|3|0|surprised} while it isn't {@condition incapacitated}." + "The quori can't be {@status surprised} while it isn't {@condition incapacitated}." ] }, { @@ -2118,7 +2119,8 @@ "P" ], "miscTags": [ - "AOE" + "AOE", + "CUR" ], "conditionInflict": [ "blinded", @@ -4258,7 +4260,8 @@ "conditionImmune": [ "charmed", "exhaustion", - "frightened" + "frightened", + "disease" ], "languages": [ "Common", @@ -5435,6 +5438,9 @@ "resist": [ "poison" ], + "conditionImmune": [ + "disease" + ], "languages": [ "Common" ], diff --git a/data/bestiary/bestiary-ggr.json b/data/bestiary/bestiary-ggr.json index 8269db0..14a983c 100644 --- a/data/bestiary/bestiary-ggr.json +++ b/data/bestiary/bestiary-ggr.json @@ -186,7 +186,7 @@ { "name": "Mount", "entries": [ - "If the archon isn't mounted, it can use a bonus action to magically teleport onto the creature serving as its mount, provided the archon and its mount are on the same plane of existence. When it teleports, the archon appears astride the mount along with any equipment it is wearing or carrying. While mounted and not {@condition incapacitated}, the archon can't be {@quickref Surprise|PHB|3|0|surprised}, and both it and its mount gain advantage on Dexterity saving throws. If the archon is reduced to 0 hit points while riding its mount, the mount is reduced to 0 hit points as well." + "If the archon isn't mounted, it can use a bonus action to magically teleport onto the creature serving as its mount, provided the archon and its mount are on the same plane of existence. When it teleports, the archon appears astride the mount along with any equipment it is wearing or carrying. While mounted and not {@condition incapacitated}, the archon can't be {@status surprised}, and both it and its mount gain advantage on Dexterity saving throws. If the archon is reduced to 0 hit points while riding its mount, the mount is reduced to 0 hit points as well." ] } ], @@ -1312,6 +1312,7 @@ "I" ], "miscTags": [ + "CUR", "MLW", "MW" ], @@ -1707,6 +1708,9 @@ ] } ], + "traitTags": [ + "Mimicry" + ], "senseTags": [ "SD" ], @@ -4563,7 +4567,7 @@ { "name": "Vigilant", "entries": [ - "The giant can't be {@quickref Surprise|PHB|3|0|surprised}." + "The giant can't be {@status surprised}." ] } ], @@ -4956,7 +4960,7 @@ { "name": "Assassinate", "entries": [ - "During its first turn, the hybrid poisoner has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the hybrid scores against a {@quickref Surprise|PHB|3|0|surprised} creature is a critical hit." + "During its first turn, the hybrid poisoner has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the hybrid scores against a {@status surprised} creature is a critical hit." ] }, { @@ -7032,7 +7036,7 @@ { "name": "Mount", "entries": [ - "If the specter isn't mounted, it can use a bonus action to magically teleport onto its gloamwing mount, provided the specter and the gloamwing are on the same plane of existence. When it teleports, the specter appears astride the gloamwing along with any equipment it is wearing or carrying. While mounted and not {@condition incapacitated}, the specter can't be {@quickref Surprise|PHB|3|0|surprised}, and both it and its mount gain advantage on Dexterity saving throws." + "If the specter isn't mounted, it can use a bonus action to magically teleport onto its gloamwing mount, provided the specter and the gloamwing are on the same plane of existence. When it teleports, the specter appears astride the gloamwing along with any equipment it is wearing or carrying. While mounted and not {@condition incapacitated}, the specter can't be {@status surprised}, and both it and its mount gain advantage on Dexterity saving throws." ] } ], @@ -10352,7 +10356,7 @@ { "name": "Surprise Attack", "entries": [ - "During the first round of combat, the medusa has advantage on attack rolls against any creature that is {@quickref Surprise|PHB|3|0|surprised}, and it deals an extra 10 ({@dice 3d6}) damage each time it hits such a creature with an attack." + "During the first round of combat, the medusa has advantage on attack rolls against any creature that is {@status surprised}, and it deals an extra 10 ({@dice 3d6}) damage each time it hits such a creature with an attack." ] } ], diff --git a/data/bestiary/bestiary-ghloe.json b/data/bestiary/bestiary-ghloe.json index ff9c735..7a108d3 100644 --- a/data/bestiary/bestiary-ghloe.json +++ b/data/bestiary/bestiary-ghloe.json @@ -151,6 +151,7 @@ "R" ], "miscTags": [ + "CUR", "HPR", "MW" ], @@ -1748,6 +1749,7 @@ "R" ], "miscTags": [ + "CUR", "HPR", "MW" ], @@ -3322,6 +3324,7 @@ } ], "traitTags": [ + "Mimicry", "Pack Tactics" ], "damageTags": [ @@ -6633,6 +6636,7 @@ "I" ], "miscTags": [ + "CUR", "MW" ], "conditionInflictSpell": [ @@ -7596,7 +7600,7 @@ { "name": "Infection", "entries": [ - "A creature that touches the morbus kobold or anything it has touched in the past 24 hours is exposed to a disease, usually sewer plague." + "A creature that touches the morbus kobold or anything it has touched in the past 24 hours is exposed to a disease, usually {@disease sewer plague}." ] }, { @@ -7653,6 +7657,7 @@ ], "miscTags": [ "AOE", + "DIS", "MLW", "MW", "RW", @@ -8313,6 +8318,7 @@ "S" ], "miscTags": [ + "CUR", "MW", "RCH" ], @@ -8574,7 +8580,8 @@ } ], "traitTags": [ - "Incorporeal Movement" + "Incorporeal Movement", + "Mimicry" ], "senseTags": [ "D" @@ -9089,6 +9096,7 @@ "I" ], "miscTags": [ + "CUR", "MW" ], "savingThrowForcedSpell": [ @@ -9201,6 +9209,7 @@ "S" ], "miscTags": [ + "CUR", "MW" ], "hasToken": true, @@ -9457,6 +9466,7 @@ "S" ], "miscTags": [ + "DIS", "MW" ], "savingThrowForced": [ @@ -11218,6 +11228,7 @@ "CD" ], "miscTags": [ + "CUR", "MW" ], "conditionInflictSpell": [ @@ -11383,6 +11394,7 @@ "S" ], "miscTags": [ + "CUR", "MW" ], "conditionInflict": [ @@ -11632,6 +11644,7 @@ ], "miscTags": [ "AOE", + "CUR", "HPR", "MW", "RCH" diff --git a/data/bestiary/bestiary-gos.json b/data/bestiary/bestiary-gos.json index 01595f6..1e5fc5e 100644 --- a/data/bestiary/bestiary-gos.json +++ b/data/bestiary/bestiary-gos.json @@ -3305,6 +3305,7 @@ "S" ], "miscTags": [ + "CUR", "MW" ], "savingThrowForced": [ diff --git a/data/bestiary/bestiary-idrotf.json b/data/bestiary/bestiary-idrotf.json index bad743a..1ea2c78 100644 --- a/data/bestiary/bestiary-idrotf.json +++ b/data/bestiary/bestiary-idrotf.json @@ -142,7 +142,7 @@ { "name": "Divine Being", "entries": [ - "Auril can't be {@quickref Surprise|PHB|3|0|surprised} and can't be changed into another form against her will." + "Auril can't be {@status surprised} and can't be changed into another form against her will." ] }, { @@ -334,7 +334,7 @@ { "name": "Divine Being", "entries": [ - "Auril can't be {@quickref Surprise|PHB|3|0|surprised} and can't be changed into another form against her will." + "Auril can't be {@status surprised} and can't be changed into another form against her will." ] }, { @@ -537,7 +537,7 @@ { "name": "Divine Being", "entries": [ - "Auril can't be {@quickref Surprise|PHB|3|0|surprised} and can't be changed into another form against her will." + "Auril can't be {@status surprised} and can't be changed into another form against her will." ] }, { @@ -3342,6 +3342,7 @@ "S" ], "miscTags": [ + "CUR", "MLW", "MW" ], diff --git a/data/bestiary/bestiary-imr.json b/data/bestiary/bestiary-imr.json index 69b4c24..e7b0c35 100644 --- a/data/bestiary/bestiary-imr.json +++ b/data/bestiary/bestiary-imr.json @@ -257,6 +257,9 @@ "damageTags": [ "P" ], + "miscTags": [ + "CUR" + ], "hasToken": true }, { @@ -557,7 +560,7 @@ "name": "Petrifying Gaze", "entries": [ "When a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a {@dc 14} Constitution saving throw if the medusa isn't {@condition incapacitated} and can see the creature. If the saving throw fails by 5 or more, the creature is instantly {@condition petrified}. Otherwise, a creature that fails the save begins to turn to metal, wood, or porcelain (the medusa's choice) and is {@condition restrained}. The {@condition restrained} creature must repeat the saving throw at the end of its next turn, becoming {@condition petrified} on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the {@spell greater restoration} spell or other magic.", - "Unless {@quickref Surprise|PHB|3|0|surprised}, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.", + "Unless {@status surprised}, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.", "If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze." ] } @@ -1081,6 +1084,7 @@ "P" ], "miscTags": [ + "DIS", "MW", "RCH" ], diff --git a/data/bestiary/bestiary-jttrc.json b/data/bestiary/bestiary-jttrc.json index 8fb5160..4ff0d89 100644 --- a/data/bestiary/bestiary-jttrc.json +++ b/data/bestiary/bestiary-jttrc.json @@ -242,6 +242,11 @@ "name": "Aurumvorax", "source": "JttRC", "page": 105, + "otherSources": [ + { + "source": "QftIS" + } + ], "size": [ "S" ], @@ -341,6 +346,11 @@ "name": "Aurumvorax Den Leader", "source": "JttRC", "page": 105, + "otherSources": [ + { + "source": "QftIS" + } + ], "size": [ "M" ], @@ -2510,6 +2520,7 @@ ], "miscTags": [ "AOE", + "DIS", "MW" ], "conditionInflict": [ diff --git a/data/bestiary/bestiary-llk.json b/data/bestiary/bestiary-llk.json index eeef70a..8c060cf 100644 --- a/data/bestiary/bestiary-llk.json +++ b/data/bestiary/bestiary-llk.json @@ -608,7 +608,7 @@ "name": "Petrifying Gaze", "entries": [ "When a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a {@dc 14} Constitution saving throw if the medusa isn't {@condition incapacitated} and can see the creature. If the saving throw fails by 5 or more, the creature is instantly {@condition petrified}. Otherwise, a creature that fails the save begins to turn to glass and is {@condition restrained}. The {@condition restrained} creature must repeat the saving throw at the end of its next turn, becoming {@condition petrified} on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the {@spell greater restoration} spell or other magic.", - "Unless {@quickref Surprise|PHB|3|0|surprised}, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.", + "Unless {@status surprised}, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.", "If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze." ] } @@ -899,7 +899,7 @@ { "name": "Transparent", "entries": [ - "Even when an ooze-folk is in plain sight, it takes a {@dc 12} Wisdom ({@skill Perception}) check to spot an ooze-folk that has neither moved nor attacked. A creature that tries to enter the ooze-folk's space while unaware of the ooze-folk is {@quickref Surprise|PHB|3|0|surprised} by the ooze-folk." + "Even when an ooze-folk is in plain sight, it takes a {@dc 12} Wisdom ({@skill Perception}) check to spot an ooze-folk that has neither moved nor attacked. A creature that tries to enter the ooze-folk's space while unaware of the ooze-folk is {@status surprised} by the ooze-folk." ] }, { diff --git a/data/bestiary/bestiary-mabjov.json b/data/bestiary/bestiary-mabjov.json index 96a6f2e..26fc1e5 100644 --- a/data/bestiary/bestiary-mabjov.json +++ b/data/bestiary/bestiary-mabjov.json @@ -4914,6 +4914,9 @@ "attachedItems": [ "greataxe|phb" ], + "traitTags": [ + "Mimicry" + ], "senseTags": [ "D" ], @@ -4936,6 +4939,7 @@ "O" ], "miscTags": [ + "CUR", "MLW", "MW" ], @@ -6480,6 +6484,7 @@ "O" ], "miscTags": [ + "DIS", "MW", "RCH" ], @@ -6864,6 +6869,7 @@ "O" ], "miscTags": [ + "CUR", "MLW", "MW" ], diff --git a/data/bestiary/bestiary-mff.json b/data/bestiary/bestiary-mff.json index ebe13a0..a01d4fd 100644 --- a/data/bestiary/bestiary-mff.json +++ b/data/bestiary/bestiary-mff.json @@ -98,6 +98,7 @@ "P" ], "miscTags": [ + "DIS", "MW" ], "conditionInflict": [ @@ -1137,6 +1138,7 @@ "B" ], "miscTags": [ + "CUR", "MW" ], "hasToken": true, diff --git a/data/bestiary/bestiary-mm.json b/data/bestiary/bestiary-mm.json index 64a6f6b..3f5ff9f 100644 --- a/data/bestiary/bestiary-mm.json +++ b/data/bestiary/bestiary-mm.json @@ -25,6 +25,9 @@ }, { "source": "LoX" + }, + { + "source": "QftIS" } ], "size": [ @@ -154,6 +157,9 @@ }, { "source": "DoDk" + }, + { + "source": "QftIS" } ], "size": [ @@ -305,6 +311,7 @@ "Y" ], "miscTags": [ + "DIS", "MW", "RCH" ], @@ -543,6 +550,9 @@ }, { "source": "DoDk" + }, + { + "source": "QftIS" } ], "size": [ @@ -680,6 +690,9 @@ }, { "source": "KftGV" + }, + { + "source": "QftIS" } ], "size": [ @@ -4025,6 +4038,9 @@ }, { "source": "VEoR" + }, + { + "source": "QftIS" } ], "size": [ @@ -7615,6 +7631,9 @@ }, { "source": "VEoR" + }, + { + "source": "QftIS" } ], "size": [ @@ -7745,6 +7764,9 @@ }, { "source": "BMT" + }, + { + "source": "QftIS" } ], "size": [ @@ -8389,6 +8411,9 @@ }, { "source": "VEoR" + }, + { + "source": "QftIS" } ], "size": [ @@ -8774,7 +8799,7 @@ { "name": "Assassinate", "entries": [ - "During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a {@quickref Surprise|PHB|3|0|surprised} creature is a critical hit." + "During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a {@status surprised} creature is a critical hit." ] }, { @@ -8878,6 +8903,9 @@ }, { "source": "DoDk" + }, + { + "source": "QftIS" } ], "size": [ @@ -8988,6 +9016,9 @@ }, { "source": "PSI" + }, + { + "source": "QftIS" } ], "size": [ @@ -9353,6 +9384,9 @@ "otherSources": [ { "source": "WBtW" + }, + { + "source": "QftIS" } ], "size": [ @@ -9713,6 +9747,9 @@ }, { "source": "DoDk" + }, + { + "source": "QftIS" } ], "size": [ @@ -9892,6 +9929,9 @@ }, { "source": "DoDk" + }, + { + "source": "QftIS" } ], "size": [ @@ -10055,6 +10095,9 @@ }, { "source": "BMT" + }, + { + "source": "QftIS" } ], "size": [ @@ -10435,6 +10478,9 @@ }, { "source": "VEoR" + }, + { + "source": "QftIS" } ], "size": [ @@ -10636,6 +10682,9 @@ }, { "source": "PaBTSO" + }, + { + "source": "QftIS" } ], "size": [ @@ -10676,7 +10725,7 @@ "name": "Petrifying Gaze", "entries": [ "If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a {@dc 12} Constitution saving throw if the basilisk isn't {@condition incapacitated}. On a failed save, the creature magically begins to turn to stone and is {@condition restrained}. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is {@condition petrified} until freed by the {@spell greater restoration} spell or other magic.", - "A creature that isn't {@quickref Surprise|PHB|3|0|surprised} can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.", + "A creature that isn't {@status surprised} can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.", "If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze." ] } @@ -10849,6 +10898,9 @@ }, { "source": "VEoR" + }, + { + "source": "QftIS" } ], "size": [ @@ -11045,6 +11097,9 @@ }, { "source": "VEoR" + }, + { + "source": "QftIS" } ], "size": [ @@ -11862,6 +11917,9 @@ }, { "source": "ToFW" + }, + { + "source": "QftIS" } ], "size": [ @@ -12198,6 +12256,9 @@ }, { "source": "DoDk" + }, + { + "source": "QftIS" } ], "size": [ @@ -12740,6 +12801,9 @@ }, { "source": "SatO" + }, + { + "source": "QftIS" } ], "size": [ @@ -12864,6 +12928,7 @@ "Y" ], "miscTags": [ + "DIS", "HPR", "MW" ], @@ -12900,6 +12965,9 @@ }, { "source": "WBtW" + }, + { + "source": "QftIS" } ], "size": [ @@ -13965,6 +14033,9 @@ }, { "source": "BMT" + }, + { + "source": "QftIS" } ], "size": [ @@ -14113,6 +14184,9 @@ }, { "source": "DoDk" + }, + { + "source": "QftIS" } ], "size": [ @@ -14390,6 +14464,9 @@ }, { "source": "DSotDQ" + }, + { + "source": "QftIS" } ], "size": [ @@ -14957,6 +15034,9 @@ }, { "source": "CM" + }, + { + "source": "QftIS" } ], "size": [ @@ -15035,6 +15115,9 @@ }, { "source": "BMT" + }, + { + "source": "QftIS" } ], "size": [ @@ -15384,6 +15467,9 @@ }, { "source": "WBtW" + }, + { + "source": "QftIS" } ], "size": [ @@ -15675,6 +15761,9 @@ }, { "source": "KftGV" + }, + { + "source": "QftIS" } ], "size": [ @@ -15847,6 +15936,9 @@ }, { "source": "DoDk" + }, + { + "source": "QftIS" } ], "size": [ @@ -15986,6 +16078,9 @@ }, { "source": "DoDk" + }, + { + "source": "QftIS" } ], "size": [ @@ -16141,6 +16236,9 @@ }, { "source": "BMT" + }, + { + "source": "QftIS" } ], "size": [ @@ -16317,6 +16415,9 @@ }, { "source": "VEoR" + }, + { + "source": "QftIS" } ], "size": [ @@ -16879,6 +16980,9 @@ }, { "source": "VEoR" + }, + { + "source": "QftIS" } ], "size": [ @@ -17885,6 +17989,9 @@ }, { "source": "VEoR" + }, + { + "source": "QftIS" } ], "size": [ @@ -18133,6 +18240,9 @@ }, { "source": "VEoR" + }, + { + "source": "QftIS" } ], "size": [ @@ -18397,6 +18507,9 @@ }, { "source": "SatO" + }, + { + "source": "QftIS" } ], "size": [ @@ -18848,6 +18961,7 @@ "P" ], "miscTags": [ + "DIS", "MW" ], "conditionInflict": [ @@ -19610,6 +19724,9 @@ }, { "source": "PaBTSO" + }, + { + "source": "QftIS" } ], "size": [ @@ -20037,6 +20154,7 @@ "N" ], "miscTags": [ + "CUR", "HPR" ], "conditionInflict": [ @@ -20119,6 +20237,9 @@ }, { "source": "VEoR" + }, + { + "source": "QftIS" } ], "size": [ @@ -20311,6 +20432,9 @@ }, { "source": "ToFW" + }, + { + "source": "QftIS" } ], "size": [ @@ -20427,6 +20551,9 @@ }, { "source": "BMT" + }, + { + "source": "QftIS" } ], "size": [ @@ -20546,6 +20673,9 @@ }, { "source": "DoDk" + }, + { + "source": "QftIS" } ], "size": [ @@ -20851,6 +20981,9 @@ }, { "source": "DoDk" + }, + { + "source": "QftIS" } ], "size": [ @@ -20906,7 +21039,7 @@ { "name": "Ambusher", "entries": [ - "In the first round of a combat, the doppelganger has advantage on attack rolls against any creature it {@quickref Surprise|PHB|3|0|surprised}." + "In the first round of a combat, the doppelganger has advantage on attack rolls against any creature it {@status surprised}." ] }, { @@ -20994,6 +21127,9 @@ }, { "source": "DoDk" + }, + { + "source": "QftIS" } ], "size": [ @@ -22680,6 +22816,9 @@ }, { "source": "VEoR" + }, + { + "source": "QftIS" } ], "size": [ @@ -22875,6 +23014,9 @@ }, { "source": "VEoR" + }, + { + "source": "QftIS" } ], "size": [ @@ -23054,6 +23196,9 @@ }, { "source": "KftGV" + }, + { + "source": "QftIS" } ], "size": [ @@ -23193,6 +23338,9 @@ }, { "source": "ToFW" + }, + { + "source": "QftIS" } ], "size": [ @@ -23342,6 +23490,9 @@ }, { "source": "DoDk" + }, + { + "source": "QftIS" } ], "size": [ @@ -23606,6 +23757,9 @@ }, { "source": "VEoR" + }, + { + "source": "QftIS" } ], "size": [ @@ -23767,6 +23921,9 @@ }, { "source": "DoDk" + }, + { + "source": "QftIS" } ], "size": [ @@ -24102,6 +24259,9 @@ }, { "source": "IDRotF" + }, + { + "source": "QftIS" } ], "size": [ @@ -24202,6 +24362,9 @@ }, { "source": "BMT" + }, + { + "source": "QftIS" } ], "size": [ @@ -24686,6 +24849,9 @@ }, { "source": "BMT" + }, + { + "source": "QftIS" } ], "size": [ @@ -26324,6 +26490,9 @@ }, { "source": "HFStCM" + }, + { + "source": "QftIS" } ], "size": [ @@ -26655,6 +26824,9 @@ }, { "source": "VEoR" + }, + { + "source": "QftIS" } ], "size": [ @@ -27081,7 +27253,7 @@ { "name": "Advanced Telepathy", "entries": [ - "The flumph can perceive the content of any telepathic communication used within 60 feet of it, and it can't be {@quickref Surprise|PHB|3|0|surprised} by creatures with any form of telepathy." + "The flumph can perceive the content of any telepathic communication used within 60 feet of it, and it can't be {@status surprised} by creatures with any form of telepathy." ] }, { @@ -27433,6 +27605,9 @@ }, { "source": "VEoR" + }, + { + "source": "QftIS" } ], "size": [ @@ -27529,6 +27704,7 @@ "Y" ], "miscTags": [ + "CUR", "MLW", "MW", "RCH" @@ -27561,6 +27737,9 @@ }, { "source": "KftGV" + }, + { + "source": "QftIS" } ], "size": [ @@ -27801,6 +27980,9 @@ }, { "source": "PaBTSO" + }, + { + "source": "QftIS" } ], "size": [ @@ -27976,6 +28158,9 @@ }, { "source": "DoDk" + }, + { + "source": "QftIS" } ], "size": [ @@ -28107,6 +28292,9 @@ }, { "source": "WDMM" + }, + { + "source": "QftIS" } ], "size": [ @@ -28193,6 +28381,7 @@ "I" ], "miscTags": [ + "DIS", "MW" ], "conditionInflict": [ @@ -28234,6 +28423,9 @@ }, { "source": "DoDk" + }, + { + "source": "QftIS" } ], "size": [ @@ -28285,7 +28477,7 @@ { "name": "Transparent", "entries": [ - "Even when the cube is in plain sight, it takes a successful {@dc 15} Wisdom ({@skill Perception}) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is {@quickref Surprise|PHB|3|0|surprised} by the cube." + "Even when the cube is in plain sight, it takes a successful {@dc 15} Wisdom ({@skill Perception}) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is {@status surprised} by the cube." ] } ], @@ -28373,6 +28565,9 @@ }, { "source": "PSI" + }, + { + "source": "QftIS" } ], "size": [ @@ -28584,6 +28779,9 @@ }, { "source": "VEoR" + }, + { + "source": "QftIS" } ], "size": [ @@ -28820,6 +29018,9 @@ }, { "source": "VEoR" + }, + { + "source": "QftIS" } ], "size": [ @@ -29013,6 +29214,9 @@ }, { "source": "PaBTSO" + }, + { + "source": "QftIS" } ], "size": [ @@ -29119,6 +29323,9 @@ }, { "source": "PSX" + }, + { + "source": "QftIS" } ], "size": [ @@ -29328,6 +29535,9 @@ }, { "source": "PSA" + }, + { + "source": "QftIS" } ], "size": [ @@ -29426,6 +29636,9 @@ }, { "source": "PaBTSO" + }, + { + "source": "QftIS" } ], "size": [ @@ -29763,6 +29976,9 @@ }, { "source": "ToFW" + }, + { + "source": "QftIS" } ], "size": [ @@ -29984,6 +30200,9 @@ }, { "source": "PSX" + }, + { + "source": "QftIS" } ], "size": [ @@ -30089,6 +30308,9 @@ }, { "source": "PSA" + }, + { + "source": "QftIS" } ], "size": [ @@ -30205,6 +30427,9 @@ }, { "source": "WBtW" + }, + { + "source": "QftIS" } ], "size": [ @@ -30403,6 +30628,9 @@ }, { "source": "VEoR" + }, + { + "source": "QftIS" } ], "size": [ @@ -30803,6 +31031,9 @@ }, { "source": "PaBTSO" + }, + { + "source": "QftIS" } ], "size": [ @@ -30918,6 +31149,9 @@ }, { "source": "DoDk" + }, + { + "source": "QftIS" } ], "size": [ @@ -31007,6 +31241,7 @@ "P" ], "miscTags": [ + "DIS", "MW" ], "savingThrowForced": [ @@ -31439,6 +31674,9 @@ }, { "source": "VEoR" + }, + { + "source": "QftIS" } ], "size": [ @@ -31577,6 +31815,9 @@ }, { "source": "KftGV" + }, + { + "source": "QftIS" } ], "size": [ @@ -31888,6 +32129,9 @@ }, { "source": "GoS" + }, + { + "source": "QftIS" } ], "size": [ @@ -32130,6 +32374,9 @@ }, { "source": "DoDk" + }, + { + "source": "QftIS" } ], "size": [ @@ -32256,6 +32503,9 @@ }, { "source": "VEoR" + }, + { + "source": "QftIS" } ], "size": [ @@ -32395,6 +32645,9 @@ }, { "source": "BMT" + }, + { + "source": "QftIS" } ], "size": [ @@ -33032,6 +33285,9 @@ }, { "source": "DoDk" + }, + { + "source": "QftIS" } ], "size": [ @@ -34311,6 +34567,9 @@ }, { "source": "DoDk" + }, + { + "source": "QftIS" } ], "size": [ @@ -34426,6 +34685,9 @@ }, { "source": "VEoR" + }, + { + "source": "QftIS" } ], "size": [ @@ -34779,6 +35041,9 @@ }, { "source": "BMT" + }, + { + "source": "QftIS" } ], "size": [ @@ -35414,7 +35679,8 @@ "path": "bestiary/green-hag.mp3" }, "traitTags": [ - "Amphibious" + "Amphibious", + "Mimicry" ], "senseTags": [ "D" @@ -35780,6 +36046,9 @@ }, { "source": "VEoR" + }, + { + "source": "QftIS" } ], "size": [ @@ -35921,6 +36190,9 @@ }, { "source": "PaBTSO" + }, + { + "source": "QftIS" } ], "size": [ @@ -36192,6 +36464,9 @@ }, { "source": "DoDk" + }, + { + "source": "QftIS" } ], "size": [ @@ -36486,6 +36761,9 @@ }, { "source": "DoDk" + }, + { + "source": "QftIS" } ], "size": [ @@ -36792,6 +37070,9 @@ }, { "source": "JttRC" + }, + { + "source": "QftIS" } ], "size": [ @@ -37429,6 +37710,9 @@ }, { "source": "JttRC" + }, + { + "source": "QftIS" } ], "size": [ @@ -37712,6 +37996,9 @@ }, { "source": "VEoR" + }, + { + "source": "QftIS" } ], "size": [ @@ -37872,6 +38159,9 @@ }, { "source": "VEoR" + }, + { + "source": "QftIS" } ], "size": [ @@ -38055,6 +38345,9 @@ }, { "source": "SatO" + }, + { + "source": "QftIS" } ], "size": [ @@ -38323,6 +38616,9 @@ }, { "source": "PaBTSO" + }, + { + "source": "QftIS" } ], "size": [ @@ -38586,6 +38882,9 @@ }, { "source": "SatO" + }, + { + "source": "QftIS" } ], "size": [ @@ -38875,6 +39174,9 @@ }, { "source": "PaBTSO" + }, + { + "source": "QftIS" } ], "size": [ @@ -39955,6 +40257,9 @@ }, { "source": "VEoR" + }, + { + "source": "QftIS" } ], "size": [ @@ -40314,6 +40619,9 @@ }, { "source": "PaBTSO" + }, + { + "source": "QftIS" } ], "size": [ @@ -40496,6 +40804,9 @@ }, { "source": "VEoR" + }, + { + "source": "QftIS" } ], "size": [ @@ -40908,6 +41219,9 @@ }, { "source": "JttRC" + }, + { + "source": "QftIS" } ], "size": [ @@ -41111,7 +41425,7 @@ { "name": "Ambusher", "entries": [ - "In the first round of a combat, the kenku has advantage on attack rolls against any creature it {@quickref Surprise|PHB|3|0|surprised}." + "In the first round of a combat, the kenku has advantage on attack rolls against any creature it {@status surprised}." ] }, { @@ -41148,7 +41462,8 @@ "shortsword|phb" ], "traitTags": [ - "Ambusher" + "Ambusher", + "Mimicry" ], "languageTags": [ "AU", @@ -41357,6 +41672,9 @@ }, { "source": "DoDk" + }, + { + "source": "QftIS" } ], "size": [ @@ -42588,6 +42906,9 @@ }, { "source": "WBtW" + }, + { + "source": "QftIS" } ], "size": [ @@ -42715,6 +43036,7 @@ "I" ], "miscTags": [ + "CUR", "MLW", "MW" ], @@ -42868,6 +43190,9 @@ }, { "source": "BMT" + }, + { + "source": "QftIS" } ], "size": [ @@ -44090,6 +44415,9 @@ }, { "source": "VEoR" + }, + { + "source": "QftIS" } ], "size": [ @@ -44590,6 +44918,9 @@ }, { "source": "CRCotN" + }, + { + "source": "QftIS" } ], "size": [ @@ -44979,6 +45310,9 @@ }, { "source": "VEoR" + }, + { + "source": "QftIS" } ], "size": [ @@ -45477,6 +45811,9 @@ }, { "source": "BMT" + }, + { + "source": "QftIS" } ], "size": [ @@ -45575,6 +45912,15 @@ }, { "source": "CM" + }, + { + "source": "SatO" + }, + { + "source": "BMT" + }, + { + "source": "DoDk" } ], "size": [ @@ -45625,7 +45971,7 @@ "name": "Petrifying Gaze", "entries": [ "When a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a {@dc 14} Constitution saving throw if the medusa isn't {@condition incapacitated} and can see the creature. If the saving throw fails by 5 or more, the creature is instantly {@condition petrified}. Otherwise, a creature that fails the save begins to turn to stone and is {@condition restrained}. The {@condition restrained} creature must repeat the saving throw at the end of its next turn, becoming {@condition petrified} on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the {@spell greater restoration} spell or other magic.", - "Unless {@quickref Surprise|PHB|3|0|surprised}, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.", + "Unless {@status surprised}, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.", "If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze." ] } @@ -45837,6 +46183,9 @@ }, { "source": "DoDk" + }, + { + "source": "QftIS" } ], "size": [ @@ -46225,6 +46574,9 @@ }, { "source": "VEoR" + }, + { + "source": "QftIS" } ], "size": [ @@ -46393,6 +46745,9 @@ }, { "source": "BMT" + }, + { + "source": "QftIS" } ], "size": [ @@ -46818,6 +47173,9 @@ }, { "source": "SatO" + }, + { + "source": "QftIS" } ], "size": [ @@ -47515,6 +47873,9 @@ }, { "source": "DoDk" + }, + { + "source": "QftIS" } ], "size": [ @@ -47623,6 +47984,7 @@ "N" ], "miscTags": [ + "CUR", "MW" ], "conditionInflict": [ @@ -47900,6 +48262,7 @@ "CC" ], "miscTags": [ + "CUR", "MW" ], "conditionInflict": [ @@ -48074,6 +48437,7 @@ ], "miscTags": [ "AOE", + "DIS", "MW" ], "conditionInflict": [ @@ -48108,6 +48472,9 @@ }, { "source": "KftGV" + }, + { + "source": "QftIS" } ], "size": [ @@ -48252,6 +48619,7 @@ ], "miscTags": [ "AOE", + "DIS", "MW" ], "conditionInflict": [ @@ -48391,6 +48759,9 @@ }, { "source": "VEoR" + }, + { + "source": "QftIS" } ], "size": [ @@ -49258,6 +49629,9 @@ }, { "source": "VEoR" + }, + { + "source": "QftIS" } ], "size": [ @@ -49790,6 +50164,9 @@ }, { "source": "DoDk" + }, + { + "source": "QftIS" } ], "size": [ @@ -50087,6 +50464,9 @@ }, { "source": "DoDk" + }, + { + "source": "QftIS" } ], "size": [ @@ -51294,6 +51674,7 @@ "P" ], "miscTags": [ + "DIS", "MW", "RCH" ], @@ -51478,6 +51859,9 @@ }, { "source": "BMT" + }, + { + "source": "QftIS" } ], "size": [ @@ -52111,6 +52495,9 @@ }, { "source": "DoDk" + }, + { + "source": "QftIS" } ], "size": [ @@ -52596,6 +52983,9 @@ }, { "source": "BMT" + }, + { + "source": "QftIS" } ], "size": [ @@ -53032,6 +53422,9 @@ }, { "source": "IMR" + }, + { + "source": "QftIS" } ], "size": [ @@ -53232,6 +53625,9 @@ }, { "source": "ToFW" + }, + { + "source": "QftIS" } ], "size": [ @@ -53528,6 +53924,9 @@ }, { "source": "VEoR" + }, + { + "source": "QftIS" } ], "size": [ @@ -55056,6 +55455,7 @@ "I" ], "miscTags": [ + "CUR", "MW" ], "savingThrowForcedSpell": [ @@ -55099,6 +55499,9 @@ }, { "source": "DoDk" + }, + { + "source": "QftIS" } ], "size": [ @@ -55250,6 +55653,9 @@ "type": "internal", "path": "bestiary/raven.mp3" }, + "traitTags": [ + "Mimicry" + ], "damageTags": [ "P" ], @@ -55612,6 +56018,7 @@ "Y" ], "miscTags": [ + "DIS", "MW" ], "savingThrowForced": [ @@ -56074,6 +56481,9 @@ }, { "source": "ToFW" + }, + { + "source": "QftIS" } ], "size": [ @@ -56188,6 +56598,9 @@ }, { "source": "DoDk" + }, + { + "source": "QftIS" } ], "size": [ @@ -56422,6 +56835,9 @@ }, { "source": "DoDk" + }, + { + "source": "QftIS" } ], "size": [ @@ -56591,6 +57007,9 @@ }, { "source": "DoDk" + }, + { + "source": "QftIS" } ], "size": [ @@ -56717,6 +57136,9 @@ }, { "source": "SatO" + }, + { + "source": "QftIS" } ], "size": [ @@ -56832,6 +57254,9 @@ }, { "source": "ToFW" + }, + { + "source": "QftIS" } ], "size": [ @@ -57602,6 +58027,9 @@ }, { "source": "BMT" + }, + { + "source": "QftIS" } ], "size": [ @@ -58052,6 +58480,9 @@ }, { "source": "DoDk" + }, + { + "source": "QftIS" } ], "size": [ @@ -58265,7 +58696,7 @@ "name": "Horrific Appearance", "entries": [ "Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a {@dc 11} Wisdom saving throw. On a failed save, the creature is {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours.", - "Unless the target is {@quickref Surprise|PHB|3|0|surprised} or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag." + "Unless the target is {@status surprised} or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag." ] } ], @@ -58595,6 +59026,9 @@ }, { "source": "VEoR" + }, + { + "source": "QftIS" } ], "size": [ @@ -58960,6 +59394,9 @@ }, { "source": "VEoR" + }, + { + "source": "QftIS" } ], "size": [ @@ -59266,6 +59703,9 @@ }, { "source": "VEoR" + }, + { + "source": "QftIS" } ], "size": [ @@ -59643,6 +60083,9 @@ }, { "source": "VEoR" + }, + { + "source": "QftIS" } ], "size": [ @@ -60295,6 +60738,9 @@ }, { "source": "ToFW" + }, + { + "source": "QftIS" } ], "size": [ @@ -60538,6 +60984,9 @@ }, { "source": "VEoR" + }, + { + "source": "QftIS" } ], "size": [ @@ -61173,6 +61622,9 @@ }, { "source": "BMT" + }, + { + "source": "QftIS" } ], "size": [ @@ -61361,6 +61813,9 @@ }, { "source": "DoDk" + }, + { + "source": "QftIS" } ], "size": [ @@ -61687,6 +62142,9 @@ }, { "source": "PaBTSO" + }, + { + "source": "QftIS" } ], "size": [ @@ -61783,6 +62241,9 @@ }, { "source": "DoDk" + }, + { + "source": "QftIS" } ], "size": [ @@ -62008,6 +62469,9 @@ }, { "source": "VEoR" + }, + { + "source": "QftIS" } ], "size": [ @@ -62573,6 +63037,9 @@ }, { "source": "AATM" + }, + { + "source": "QftIS" } ], "size": [ @@ -63044,6 +63511,9 @@ }, { "source": "VEoR" + }, + { + "source": "QftIS" } ], "size": [ @@ -63181,6 +63651,9 @@ }, { "source": "GHLoE" + }, + { + "source": "QftIS" } ], "size": [ @@ -63555,6 +64028,9 @@ }, { "source": "BMT" + }, + { + "source": "QftIS" } ], "size": [ @@ -63686,6 +64162,9 @@ }, { "source": "WBtW" + }, + { + "source": "QftIS" } ], "size": [ @@ -64014,6 +64493,9 @@ }, { "source": "LoX" + }, + { + "source": "QftIS" } ], "size": [ @@ -64607,6 +65089,9 @@ }, { "source": "VEoR" + }, + { + "source": "QftIS" } ], "size": [ @@ -64957,6 +65442,9 @@ }, { "source": "BMT" + }, + { + "source": "QftIS" } ], "size": [ @@ -65117,6 +65605,9 @@ }, { "source": "BMT" + }, + { + "source": "QftIS" } ], "size": [ @@ -65298,6 +65789,9 @@ }, { "source": "DoDk" + }, + { + "source": "QftIS" } ], "size": [ @@ -65716,6 +66210,9 @@ }, { "source": "DoDk" + }, + { + "source": "QftIS" } ], "size": [ @@ -66069,6 +66566,9 @@ }, { "source": "BMT" + }, + { + "source": "QftIS" } ], "size": [ @@ -66116,7 +66616,7 @@ "entries": [ "When a creature starts its turn within 30 feet of the umber hulk and is able to see the umber hulk's eyes, the umber hulk can magically force it to make a {@dc 15} Charisma saving throw, unless the umber hulk is {@condition incapacitated}.", "On a failed saving throw, the creature can't take reactions until the start of its next turn and rolls a {@dice d8} to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach.", - "Unless {@quickref Surprise|PHB|3|0|surprised}, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the umber hulk until the start of its next turn, when it can avert its eyes again. If the creature looks at the umber hulk in the meantime, it must immediately make the save." + "Unless {@status surprised}, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the umber hulk until the start of its next turn, when it can avert its eyes again. If the creature looks at the umber hulk in the meantime, it must immediately make the save." ] }, { @@ -66211,6 +66711,9 @@ }, { "source": "VEoR" + }, + { + "source": "QftIS" } ], "size": [ @@ -66718,6 +67221,9 @@ }, { "source": "VEoR" + }, + { + "source": "QftIS" } ], "size": [ @@ -67468,6 +67974,9 @@ }, { "source": "VEoR" + }, + { + "source": "QftIS" } ], "size": [ @@ -68504,6 +69013,9 @@ }, { "source": "VEoR" + }, + { + "source": "QftIS" } ], "size": [ @@ -68678,6 +69190,9 @@ }, { "source": "VEoR" + }, + { + "source": "QftIS" } ], "size": [ @@ -68803,6 +69318,9 @@ }, { "source": "PaBTSO" + }, + { + "source": "QftIS" } ], "size": [ @@ -69024,6 +69542,7 @@ "S" ], "miscTags": [ + "CUR", "MLW", "MW" ], @@ -69210,6 +69729,7 @@ "S" ], "miscTags": [ + "CUR", "MLW", "MW" ], @@ -69265,6 +69785,9 @@ }, { "source": "BMT" + }, + { + "source": "QftIS" } ], "size": [ @@ -69399,6 +69922,7 @@ "P" ], "miscTags": [ + "CUR", "MLW", "MW", "RNG", @@ -69582,6 +70106,7 @@ "S" ], "miscTags": [ + "CUR", "MLW", "MW", "RNG", @@ -69787,6 +70312,7 @@ "S" ], "miscTags": [ + "CUR", "MLW", "MW", "RW", @@ -70071,6 +70597,9 @@ }, { "source": "VEoR" + }, + { + "source": "QftIS" } ], "size": [ @@ -70281,6 +70810,9 @@ }, { "source": "VEoR" + }, + { + "source": "QftIS" } ], "size": [ @@ -70749,6 +71281,9 @@ }, { "source": "GHLoE" + }, + { + "source": "QftIS" } ], "size": [ @@ -71045,6 +71580,9 @@ }, { "source": "VEoR" + }, + { + "source": "QftIS" } ], "size": [ @@ -71213,6 +71751,9 @@ }, { "source": "BMT" + }, + { + "source": "QftIS" } ], "size": [ @@ -71325,6 +71866,9 @@ }, { "source": "SatO" + }, + { + "source": "QftIS" } ], "size": [ @@ -72085,6 +72629,9 @@ }, { "source": "LK" + }, + { + "source": "QftIS" } ], "size": [ @@ -72553,6 +73100,9 @@ }, { "source": "DoDk" + }, + { + "source": "QftIS" } ], "size": [ @@ -73568,6 +74118,9 @@ }, { "source": "BMT" + }, + { + "source": "QftIS" } ], "size": [ @@ -73780,6 +74333,9 @@ "otherSources": [ { "source": "AATM" + }, + { + "source": "QftIS" } ], "size": [ @@ -75677,6 +76233,9 @@ }, { "source": "VEoR" + }, + { + "source": "QftIS" } ], "size": [ diff --git a/data/bestiary/bestiary-mot.json b/data/bestiary/bestiary-mot.json index 59f7769..e0fcd30 100644 --- a/data/bestiary/bestiary-mot.json +++ b/data/bestiary/bestiary-mot.json @@ -985,7 +985,7 @@ { "name": "Mount", "entries": [ - "If the archon isn't mounted, it can use a bonus action to magically teleport onto the creature serving as its mount, provided the archon and its mount are on the same plane of existence. When it teleports, the archon appears astride the mount, along with any equipment it is wearing or carrying. While mounted and not {@condition incapacitated}, the archon can't be {@quickref Surprise|PHB|3|0|surprised}, and both it and its mount have advantage on Dexterity saving throws. If the archon is reduced to 0 hit points while riding its mount, the mount is reduced to 0 hit points as well." + "If the archon isn't mounted, it can use a bonus action to magically teleport onto the creature serving as its mount, provided the archon and its mount are on the same plane of existence. When it teleports, the archon appears astride the mount, along with any equipment it is wearing or carrying. While mounted and not {@condition incapacitated}, the archon can't be {@status surprised}, and both it and its mount have advantage on Dexterity saving throws. If the archon is reduced to 0 hit points while riding its mount, the mount is reduced to 0 hit points as well." ] }, { @@ -1165,7 +1165,7 @@ "name": "Mount", "entries": [ "If the ashen rider isn't mounted, it can use a bonus action to magically teleport onto the creature serving as its mount, provided the ashen rider and its mount are on the same plane of existence. When it teleports, the ashen rider appears astride the mount along with any equipment it is wearing or carrying.", - "While mounted and not {@condition incapacitated}, the ashen rider can't be {@quickref Surprise|PHB|3|0|surprised}, and both it and its mount have advantage on Dexterity saving throws. If the ashen rider is reduced to 0 hit points while riding its mount, the mount is reduced to 0 hit points as well." + "While mounted and not {@condition incapacitated}, the ashen rider can't be {@status surprised}, and both it and its mount have advantage on Dexterity saving throws. If the ashen rider is reduced to 0 hit points while riding its mount, the mount is reduced to 0 hit points as well." ] } ], @@ -2766,7 +2766,7 @@ { "name": "Vigilant", "entries": [ - "The giant can't be {@quickref Surprise|PHB|3|0|surprised}." + "The giant can't be {@status surprised}." ] } ], @@ -2918,7 +2918,7 @@ { "name": "Petrifying Gaze", "entries": [ - "When a creature that can see Hythonia's eyes starts its turn within 30 feet of her, Hythonia can force it to make a {@dc 18} Constitution saving throw if she isn't {@condition incapacitated} and can see the creature. If the saving throw fails by 5 or more, the creature is instantly {@condition petrified}. Otherwise, on a failed save the creature begins to turn to stone and is {@condition restrained}. The {@condition restrained} creature must repeat the saving throw at the end of its next turn, becoming {@condition petrified} on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the {@spell greater restoration} spell or other magic. Unless {@quickref Surprise|PHB|3|0|surprised}, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see Hythonia until the start of its next turn, when it can avert its eyes again. If the creature looks at Hythonia in the meantime, it must immediately make the save. If Hythonia sees herself reflected on a polished surface within 30 feet of her and in an area of bright light, she is affected by her own gaze." + "When a creature that can see Hythonia's eyes starts its turn within 30 feet of her, Hythonia can force it to make a {@dc 18} Constitution saving throw if she isn't {@condition incapacitated} and can see the creature. If the saving throw fails by 5 or more, the creature is instantly {@condition petrified}. Otherwise, on a failed save the creature begins to turn to stone and is {@condition restrained}. The {@condition restrained} creature must repeat the saving throw at the end of its next turn, becoming {@condition petrified} on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the {@spell greater restoration} spell or other magic. Unless {@status surprised}, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see Hythonia until the start of its next turn, when it can avert its eyes again. If the creature looks at Hythonia in the meantime, it must immediately make the save. If Hythonia sees herself reflected on a polished surface within 30 feet of her and in an area of bright light, she is affected by her own gaze." ] }, { @@ -3434,17 +3434,6 @@ "name": "Medusa", "source": "MOT", "page": 206, - "otherSources": [ - { - "source": "SatO" - }, - { - "source": "BMT" - }, - { - "source": "DoDk" - } - ], "_copy": { "name": "Medusa", "source": "MM", @@ -4379,7 +4368,7 @@ { "name": "Vigilant", "entries": [ - "The phylaskia can't be {@quickref Surprise|PHB|3|0|surprised}." + "The phylaskia can't be {@status surprised}." ] } ], @@ -6034,7 +6023,7 @@ { "name": "Multiheaded", "entries": [ - "The cerberus can't be {@quickref Surprise|PHB|3|0|surprised}, and it has advantage on saving throws against being knocked {@condition unconscious}." + "The cerberus can't be {@status surprised}, and it has advantage on saving throws against being knocked {@condition unconscious}." ] }, { @@ -6279,7 +6268,7 @@ { "name": "Multiheaded", "entries": [ - "The cerberus can't be {@quickref Surprise|PHB|3|0|surprised}, and it has advantage on saving throws against being knocked {@condition unconscious}." + "The cerberus can't be {@status surprised}, and it has advantage on saving throws against being knocked {@condition unconscious}." ] }, { diff --git a/data/bestiary/bestiary-mpmm.json b/data/bestiary/bestiary-mpmm.json index 55b6ee8..9a94bc1 100644 --- a/data/bestiary/bestiary-mpmm.json +++ b/data/bestiary/bestiary-mpmm.json @@ -4894,7 +4894,7 @@ "name": "Death Gaze", "entries": [ "When a creature that can see the bodak's eyes starts its turn within 30 feet of the bodak, the bodak can force it to make a {@dc 13} Constitution saving throw if the bodak isn't {@condition incapacitated} and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points unless it is immune to the {@condition frightened} condition. Otherwise, a creature takes 16 ({@damage 3d10}) psychic damage on a failed save.", - "Unless {@quickref Surprise|PHB|3|0|surprised}, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the bodak until the start of its next turn. If the creature looks at the bodak in the meantime, that creature must immediately make the saving throw." + "Unless {@status surprised}, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the bodak until the start of its next turn. If the creature looks at the bodak in the meantime, that creature must immediately make the saving throw." ] }, { @@ -5481,6 +5481,7 @@ "P" ], "miscTags": [ + "DIS", "HPR", "MW" ], @@ -5748,7 +5749,7 @@ { "name": "Uncanny Senses", "entries": [ - "The canoloth can't be {@quickref Surprise|PHB|3|0|surprised} unless it's {@condition incapacitated}." + "The canoloth can't be {@status surprised} unless it's {@condition incapacitated}." ] } ], @@ -9251,6 +9252,9 @@ { "source": "MTF", "page": 158 + }, + { + "source": "QftIS" } ], "size": [ @@ -15614,6 +15618,9 @@ { "source": "VGM", "page": 145 + }, + { + "source": "QftIS" } ], "size": [ @@ -16096,7 +16103,7 @@ "name": "Stunning Gaze", "entries": [ "When a creature that can see the gauth's central eye starts its turn within 30 feet of the gauth, the gauth can force it to make a {@dc 14} Wisdom saving throw if the gauth isn't {@condition incapacitated} and can see the creature. A creature that fails the save is {@condition stunned} until the start of its next turn.", - "Unless {@quickref Surprise|PHB|3|0|surprised}, a creature can avert its eyes at the start of its turn to avoid the saving throw. If the creature does so, it can't see the gauth until the start of its next turn, when it can avert its eyes again. If the creature looks at the gauth in the meantime, it must immediately make the save." + "Unless {@status surprised}, a creature can avert its eyes at the start of its turn to avoid the saving throw. If the creature does so, it can't see the gauth until the start of its next turn, when it can avert its eyes again. If the creature looks at the gauth in the meantime, it must immediately make the save." ] }, { @@ -16364,6 +16371,9 @@ "type": "internal", "path": "bestiary/gazer.mp3" }, + "traitTags": [ + "Mimicry" + ], "senseTags": [ "D" ], @@ -21154,6 +21164,7 @@ "O" ], "miscTags": [ + "CUR", "MW" ], "conditionInflictSpell": [ @@ -22813,6 +22824,9 @@ "type": "internal", "path": "bestiary/leucrotta.mp3" }, + "traitTags": [ + "Mimicry" + ], "senseTags": [ "D" ], @@ -29757,6 +29771,7 @@ "P" ], "miscTags": [ + "DIS", "MW" ], "conditionInflict": [ @@ -31947,6 +31962,7 @@ "S" ], "miscTags": [ + "DIS", "MW" ], "savingThrowForced": [ @@ -36254,6 +36270,7 @@ "P" ], "miscTags": [ + "CUR", "MW" ], "conditionInflict": [ @@ -37019,7 +37036,7 @@ { "name": "Rapier", "entries": [ - "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 7 ({@damage 2d6}) piercing damage." + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 7 ({@damage 2d6}) force damage." ] }, { @@ -37059,6 +37076,7 @@ "X" ], "damageTags": [ + "O", "P", "Y" ], @@ -41069,6 +41087,7 @@ ], "miscTags": [ "AOE", + "DIS", "MW", "RCH" ], diff --git a/data/bestiary/bestiary-mpp.json b/data/bestiary/bestiary-mpp.json index ff6e510..a5d2843 100644 --- a/data/bestiary/bestiary-mpp.json +++ b/data/bestiary/bestiary-mpp.json @@ -574,6 +574,7 @@ "O" ], "miscTags": [ + "CUR", "MW", "RCH" ], @@ -5217,6 +5218,7 @@ "S" ], "miscTags": [ + "CUR", "MW" ], "savingThrowForced": [ @@ -7499,6 +7501,7 @@ "Y" ], "miscTags": [ + "CUR", "MW" ], "conditionInflict": [ diff --git a/data/bestiary/bestiary-mtf.json b/data/bestiary/bestiary-mtf.json index 28bdd1c..7fed72c 100644 --- a/data/bestiary/bestiary-mtf.json +++ b/data/bestiary/bestiary-mtf.json @@ -3248,6 +3248,7 @@ "P" ], "miscTags": [ + "DIS", "HPR", "MW" ], @@ -3499,7 +3500,7 @@ { "name": "Uncanny Senses", "entries": [ - "The canoloth can't be {@quickref Surprise|PHB|3|0|surprised} while it isn't {@condition incapacitated}." + "The canoloth can't be {@status surprised} while it isn't {@condition incapacitated}." ] } ], @@ -12573,6 +12574,7 @@ "I" ], "miscTags": [ + "CUR", "MW" ], "savingThrowForced": [ @@ -17595,6 +17597,7 @@ "P" ], "miscTags": [ + "DIS", "MW" ], "conditionInflict": [ @@ -24089,6 +24092,7 @@ ], "miscTags": [ "AOE", + "DIS", "MW", "RCH" ], diff --git a/data/bestiary/bestiary-oota.json b/data/bestiary/bestiary-oota.json index df3eb23..62d96be 100644 --- a/data/bestiary/bestiary-oota.json +++ b/data/bestiary/bestiary-oota.json @@ -360,7 +360,8 @@ "CS" ], "miscTags": [ - "AOE" + "AOE", + "DIS" ], "conditionInflict": [ "incapacitated", @@ -532,6 +533,7 @@ ], "miscTags": [ "AOE", + "DIS", "MW" ], "conditionInflict": [ @@ -5394,6 +5396,7 @@ ], "miscTags": [ "AOE", + "DIS", "MW" ], "savingThrowForced": [ @@ -5435,7 +5438,7 @@ "name": "Petrifying Gaze", "entries": [ "If a creature starts its turn within 15 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a {@dc 12} Constitution saving throw if the basilisk isn't {@condition incapacitated}. On a failed save, the creature magically begins to turn to stone and is {@condition restrained}. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is {@condition petrified} until freed by the {@spell greater restoration} spell or other magic.", - "A creature that isn't {@quickref Surprise|PHB|3|0|surprised} can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.", + "A creature that isn't {@status surprised} can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.", "If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze." ] } diff --git a/data/bestiary/bestiary-pabtso.json b/data/bestiary/bestiary-pabtso.json index 10c7f01..b0550e6 100644 --- a/data/bestiary/bestiary-pabtso.json +++ b/data/bestiary/bestiary-pabtso.json @@ -1350,13 +1350,15 @@ ] } ], - "reaction": [ + "bonus": [ { "name": "Nimble Escape", "entries": [ "The goblin takes the Disengage or Hide action." ] - }, + } + ], + "reaction": [ { "name": "Psionic Shield", "entries": [ diff --git a/data/bestiary/bestiary-pota.json b/data/bestiary/bestiary-pota.json index 39bb55a..c52bc8c 100644 --- a/data/bestiary/bestiary-pota.json +++ b/data/bestiary/bestiary-pota.json @@ -2533,7 +2533,7 @@ { "name": "Assassinate", "entries": [ - "During its first turn, Ghald has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Ghald scores against a {@quickref Surprise|PHB|3|0|surprised} creature is a critical hit." + "During its first turn, Ghald has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Ghald scores against a {@status surprised} creature is a critical hit." ] }, { @@ -3586,7 +3586,7 @@ "name": "Petrifying Gaze", "entries": [ "When a creature that can see Marlos's eyes starts its turn within 30 feet of him, Marlos can force it to make a {@dc 14} Constitution saving throw if Marlos isn't {@condition incapacitated} and can see the creature. If the saving throw fails by 5 or more, the creature is instantly {@condition petrified}. Otherwise, a creature that fails the save begins to turn to stone and is {@condition restrained}. The {@condition restrained} creature must repeat the saving throw at the end of its next turn, becoming {@condition petrified} on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the {@spell greater restoration} spell or other magic.", - "Unless {@quickref Surprise|PHB|3|0|surprised}, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see Marlos until the start of its next turn, when it can decide to avert its eyes again. If the creature looks at Marlos in the meantime, it must immediately make the save.", + "Unless {@status surprised}, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see Marlos until the start of its next turn, when it can decide to avert its eyes again. If the creature looks at Marlos in the meantime, it must immediately make the save.", "If Marlos sees himself reflected on a polished surface within 30 feet of him and in an area of bright light, Marlos is, due to his curse, affected by his own gaze." ] } diff --git a/data/bestiary/bestiary-ps-x.json b/data/bestiary/bestiary-ps-x.json index 417bcd5..eb01fc4 100644 --- a/data/bestiary/bestiary-ps-x.json +++ b/data/bestiary/bestiary-ps-x.json @@ -1307,6 +1307,11 @@ ] } }, + "miscTags": [ + "DIS", + "MLW", + "MW" + ], "hasToken": true, "hasFluff": true, "hasFluffImages": true diff --git a/data/bestiary/bestiary-qftis.json b/data/bestiary/bestiary-qftis.json new file mode 100644 index 0000000..491ce73 --- /dev/null +++ b/data/bestiary/bestiary-qftis.json @@ -0,0 +1,4250 @@ +{ + "_meta": { + "otherSources": { + "monster": { + "MM": "QftIS", + "JttRC": "QftIS", + "MPMM": "QftIS" + } + } + }, + "monster": [ + { + "name": "Android", + "source": "QftIS", + "page": 194, + "size": [ + "M" + ], + "type": "construct", + "alignment": [ + "L", + "N" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 91, + "formula": "14d8 + 28" + }, + "speed": { + "walk": 30, + "fly": { + "number": 30, + "condition": "(hover; aerialist only)" + }, + "swim": { + "number": 30, + "condition": "(diver only)" + }, + "canHover": true + }, + "str": 18, + "dex": 18, + "con": 15, + "int": 12, + "wis": 13, + "cha": 10, + "save": { + "con": "+5", + "wis": "+4" + }, + "skill": { + "history": "+4", + "perception": "+7" + }, + "senses": [ + "blindsight 60 ft. (sentry only)", + "darkvision 60 ft." + ], + "passive": 17, + "resist": [ + "acid", + "fire" + ], + "immune": [ + "cold", + "poison" + ], + "conditionImmune": [ + "exhaustion", + "poisoned" + ], + "languages": [ + "Common plus the languages spoken by its creator" + ], + "cr": "5", + "spellcasting": [ + { + "name": "Spellcasting (Diplomat and Medic Only)", + "type": "spellcasting", + "headerEntries": [ + "The android casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability:" + ], + "daily": { + "2e": [ + "{@spell Cure Wounds} (as a 3rd-level spell; medic only)", + "{@spell Identify}", + "{@spell Tongues} (diplomat only)" + ] + }, + "ability": "int", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Design Specialization", + "entries": [ + "When the android is created, it gains one of six possible designs suited for its role (choose or roll a {@dice d6}): 1, aerialist; 2, diplomat; 3, diver; 4, duelist; 5, medic; 6, sentry. This design determines certain traits in this stat block." + ] + }, + { + "name": "Lightning Overload", + "entries": [ + "When the android takes lightning damage, it must succeed on a {@dc 10} Constitution saving throw or have the {@condition stunned} condition until the start of its next turn." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The android makes two Force Strike attacks." + ] + }, + { + "name": "Force Strike", + "entries": [ + "{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 40/120 ft., one target. {@h}15 ({@damage 2d10 + 4}) force damage. If the target is a Medium or smaller creature, it must succeed on a {@dc 15} Strength saving throw or have the {@condition prone} condition." + ] + } + ], + "reaction": [ + { + "name": "Parry (Duelist Only)", + "entries": [ + "The android adds 3 to its AC against one melee attack roll that would hit it. To do so, the android must see the attacker." + ] + } + ], + "senseTags": [ + "B", + "D" + ], + "actionTags": [ + "Multiattack", + "Parry" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "O" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "MW", + "RW" + ], + "savingThrowForced": [ + "constitution", + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Barkburr", + "source": "QftIS", + "page": 195, + "size": [ + "S" + ], + "type": "plant", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 52, + "formula": "8d6 + 24" + }, + "speed": { + "walk": 10, + "climb": 10 + }, + "str": 16, + "dex": 6, + "con": 16, + "int": 1, + "wis": 15, + "cha": 1, + "skill": { + "athletics": "+5" + }, + "senses": [ + "blindsight 60 ft. (can't see beyond this radius)" + ], + "passive": 12, + "immune": [ + "psychic" + ], + "conditionImmune": [ + "blinded", + "charmed", + "deafened", + "frightened" + ], + "cr": "3", + "trait": [ + { + "name": "False Appearance", + "entries": [ + "If the barkburr is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the barkburr move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the barkburr is animate." + ] + }, + { + "name": "Springing Leap", + "entries": [ + "With or without a running start, the barkburr's high jump is up to 15 feet, and its long jump is up to 30 feet. The barkburr's jumps can exceed its speed if its speed isn't 0." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The barkburr makes two Poison Barb attacks and uses Lignify if able." + ] + }, + { + "name": "Poison Barb", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 7 ({@damage 2d6}) poison damage, and the barkburr attaches to the target. While the barkburr is attached, it can't make Poison Barb attacks, and the target has the {@condition restrained} condition as its body begins to transform into wood.", + "An attached barkburr can detach itself by spending 5 feet of its movement on its turn. A creature that can reach the barkburr, including the target, can use its action to detach the barkburr by making a successful {@dc 13} Strength ({@skill Athletics}) check." + ] + }, + { + "name": "Lignify", + "entries": [ + "The barkburr targets the creature it is attached to, and the target must make a {@dc 13} Constitution saving throw. On a failed save, the target has the {@condition petrified} condition until freed by the {@spell Greater Restoration} spell or another effect, except it turns into a tree instead of stone. Any equipment the target is wearing or carrying is absorbed into the tree's bark." + ] + } + ], + "traitTags": [ + "False Appearance" + ], + "senseTags": [ + "B" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "I", + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "petrified" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Champion of Gorm", + "source": "QftIS", + "page": 203, + "size": [ + "M" + ], + "type": "humanoid", + "alignment": [ + "L", + "G" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 19, + "from": [ + "{@item splint armor|phb}", + "{@item shield|PHB}" + ] + } + ], + "hp": { + "average": 33, + "formula": "6d8 + 6" + }, + "speed": { + "walk": 30 + }, + "str": 17, + "dex": 10, + "con": 12, + "int": 12, + "wis": 15, + "cha": 16, + "save": { + "str": "+5", + "wis": "+4" + }, + "skill": { + "athletics": "+5", + "insight": "+4", + "religion": "+3" + }, + "passive": 12, + "languages": [ + "Common" + ], + "cr": "2", + "trait": [ + { + "name": "Brave", + "entries": [ + "The champion has advantage on saving throws against the {@condition frightened} condition." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The champion makes two Lightning Mace attacks or three Handaxe attacks." + ] + }, + { + "name": "Lightning Mace", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 5 ({@damage 2d4}) lightning damage." + ] + }, + { + "name": "Handaxe", + "entries": [ + "{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage." + ] + } + ], + "bonus": [ + { + "name": "Aura of Resilience (1/Day)", + "entries": [ + "The champion exudes an aura of ghostly lightning that fills a 10-foot-radius sphere centered on itself. While this aura is active, the champion and each creature of its choice within the aura have advantage on saving throws. The aura moves with the champion and lasts for 1 minute, until the champion has the {@condition incapacitated} condition, or until the champion uses another bonus action to end the aura." + ] + } + ], + "attachedItems": [ + "handaxe|phb" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "L", + "P", + "S" + ], + "miscTags": [ + "AOE", + "MLW", + "MW", + "RW", + "THW" + ], + "hasFluff": true + }, + { + "name": "Champion of Madarua", + "source": "QftIS", + "page": 220, + "size": [ + "M" + ], + "type": "humanoid", + "alignment": [ + "C", + "G" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 13, + "from": [ + "{@item hide armor|PHB}" + ] + } + ], + "hp": { + "average": 39, + "formula": "6d8 + 12" + }, + "speed": { + "walk": 30 + }, + "str": 17, + "dex": 12, + "con": 15, + "int": 12, + "wis": 12, + "cha": 14, + "save": { + "str": "+5", + "dex": "+3" + }, + "skill": { + "acrobatics": "+3", + "religion": "+3" + }, + "passive": 11, + "languages": [ + "Common" + ], + "cr": "2", + "action": [ + { + "name": "Multiattack", + "entries": [ + "The champion makes three Longsword attacks." + ] + }, + { + "name": "Longsword", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage, or 8 ({@damage 1d10 + 3}) piercing damage if used with two hands." + ] + } + ], + "bonus": [ + { + "name": "Aura of Fury (1/Day)", + "entries": [ + "The champion summons an aura of ghostly animals that fills a 10-foot-radius sphere centered on itself. While this aura is active, the champion and all its allies in the aura have advantage on attack rolls. The aura moves with the champion and lasts for 1 minute, until the champion has the {@condition incapacitated} condition, or until the champion uses another bonus action to end the aura." + ] + } + ], + "reaction": [ + { + "name": "Parry", + "entries": [ + "The champion adds 2 to its AC against one melee attack that would hit it. To do so, the champion must see the attacker and be wielding a melee weapon." + ] + } + ], + "attachedItems": [ + "longsword|phb" + ], + "actionTags": [ + "Multiattack", + "Parry" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "AOE", + "MLW", + "MW" + ], + "hasFluff": true + }, + { + "name": "Champion of Usamigaras", + "source": "QftIS", + "page": 206, + "size": [ + "M" + ], + "type": "humanoid", + "alignment": [ + "C", + "N" + ], + "alignmentPrefix": "typically ", + "ac": [ + 12, + { + "ac": 15, + "condition": "with {@spell mage armor}", + "braces": true + } + ], + "hp": { + "average": 33, + "formula": "6d8 + 6" + }, + "speed": { + "walk": 30 + }, + "str": 10, + "dex": 14, + "con": 12, + "int": 17, + "wis": 14, + "cha": 15, + "save": { + "int": "+5", + "cha": "+4" + }, + "skill": { + "arcana": "+5", + "deception": "+6", + "sleight of hand": "+4" + }, + "passive": 12, + "languages": [ + "Common" + ], + "cr": "2", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The champion casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 13}):" + ], + "will": [ + "{@spell Light}", + "{@spell Mage Armor} (self only)", + "{@spell Mage Hand}", + "{@spell Minor Illusion}" + ], + "daily": { + "2e": [ + "{@spell Charm Person}", + "{@spell Disguise Self}", + "{@spell Silent Image}" + ], + "1e": [ + "{@spell Crown of Madness}", + "{@spell Shatter}" + ] + }, + "ability": "int", + "displayAs": "action" + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The champion makes two Arcane Burst attacks or makes one Arcane Burst attack and uses Spellcasting." + ] + }, + { + "name": "Arcane Burst", + "entries": [ + "{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 120 ft., one target. {@h}8 ({@damage 1d10 + 3}) force damage." + ] + } + ], + "bonus": [ + { + "name": "Aura of Deception (1/Day)", + "entries": [ + "The champion emits an aura of ghostly illusions that fills a 10-foot-radius sphere centered on itself. While this aura is active, creatures have disadvantage on attack rolls against the champion and any of the champion's allies that are in the aura. The aura moves with the champion and lasts for 1 minute, until the champion has the {@condition incapacitated} condition, or until the champion uses another bonus action to end the aura." + ] + } + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "O" + ], + "damageTagsSpell": [ + "T" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "AOE" + ], + "conditionInflictSpell": [ + "charmed" + ], + "savingThrowForcedSpell": [ + "constitution", + "dexterity", + "wisdom" + ], + "hasFluff": true + }, + { + "name": "Combat Robot", + "source": "QftIS", + "page": 214, + "size": [ + "M" + ], + "type": "construct", + "alignment": [ + "L", + "N" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 112, + "formula": "15d8 + 45" + }, + "speed": { + "walk": 40 + }, + "str": 20, + "dex": 14, + "con": 17, + "int": 10, + "wis": 15, + "cha": 10, + "save": { + "con": "+6", + "cha": "+3" + }, + "skill": { + "athletics": "+8", + "intimidation": "+6", + "perception": "+5" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 15, + "resist": [ + "acid", + "fire" + ], + "immune": [ + "cold", + "poison" + ], + "conditionImmune": [ + "exhaustion", + "poisoned" + ], + "languages": [ + "Common plus the languages spoken by its creator" + ], + "cr": "6", + "trait": [ + { + "name": "Lightning Overload", + "entries": [ + "When the robot takes lightning damage, it must succeed on a {@dc 10} Constitution saving throw or have the {@condition stunned} condition until the start of its next turn." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The robot makes two Tentacle attacks or three Laser Beam attacks." + ] + }, + { + "name": "Tentacle", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d10 + 5}) bludgeoning damage. If the target is a Medium or smaller creature, it has the {@condition grappled} condition (escape {@dc 16}). While {@condition grappled}, the target also has the {@condition restrained} condition. The robot has two tentacles, each of which can grapple one target." + ] + }, + { + "name": "Laser Beam", + "entries": [ + "{@atk rw} {@hit 5} to hit, range 120 ft., one target. {@h}16 ({@damage 4d6 + 2}) radiant damage." + ] + }, + { + "name": "Grenade Launcher {@recharge 5}", + "entries": [ + "The robot fires a grenade at a point it can see within 120 feet of itself. The grenade explodes in a 20-foot-radius sphere centered on that point, creating one of the following effects (robot's choice):" + ] + }, + { + "name": "Concussion Grenade", + "entries": [ + "Each creature in the sphere must make a {@dc 15} Dexterity saving throw, taking 21 ({@damage 6d6}) force damage on a failed save or half as much damage on a successful one." + ] + }, + { + "name": "Sleep Grenade", + "entries": [ + "Each creature in the sphere must succeed on a {@dc 15} Constitution saving throw or have the {@condition unconscious} condition for 1 hour. The condition ends on a creature early if the creature takes damage or if another creature uses an action to shake it awake." + ] + } + ], + "bonus": [ + { + "name": "Emergency Speed (2/Day)", + "entries": [ + "The robot takes the Dash or Disengage action." + ] + } + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack", + "Tentacles" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "B", + "O", + "R" + ], + "miscTags": [ + "AOE", + "MW", + "RCH", + "RW" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Derro Apprentice", + "source": "QftIS", + "page": 196, + "size": [ + "S" + ], + "type": "aberration", + "alignment": [ + "C", + "E" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 13, + "from": [ + "{@item leather armor|PHB}" + ] + } + ], + "hp": { + "average": 22, + "formula": "5d6 + 5" + }, + "speed": { + "walk": 30 + }, + "str": 9, + "dex": 14, + "con": 12, + "int": 11, + "wis": 5, + "cha": 12, + "skill": { + "stealth": "+4" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 7, + "languages": [ + "Dwarvish", + "Undercommon" + ], + "cr": "1", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The derro casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 11}):" + ], + "will": [ + "{@spell Message}", + "{@spell Prestidigitation}" + ], + "daily": { + "1": [ + "{@spell Charm Person}" + ] + }, + "ability": "cha", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The derro has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the derro has disadvantage on attack rolls." + ] + } + ], + "action": [ + { + "name": "Chaos Blast", + "entries": [ + "{@atk ms,rs} {@hit 3} to hit, reach 5 ft. or range 60 ft., one target. {@h}10 ({@damage 3d6}) damage. Roll a {@dice d4} to determine the damage type: 1, acid; 2, cold; 3, fire; 4, lightning." + ] + }, + { + "name": "Force Burst {@recharge 4}", + "entries": [ + "Raw arcane magic bursts out from the derro. Each creature within 10 feet of it must make a {@dc 11} Strength saving throw. On a failed save, the creature takes 7 ({@damage 2d6}) force damage and has the {@condition prone} condition. On a successful save, the creature takes half as much damage only." + ] + } + ], + "traitTags": [ + "Magic Resistance", + "Sunlight Sensitivity" + ], + "senseTags": [ + "SD" + ], + "languageTags": [ + "D", + "U" + ], + "damageTags": [ + "O" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "AOE" + ], + "conditionInflict": [ + "prone" + ], + "conditionInflictSpell": [ + "charmed" + ], + "savingThrowForced": [ + "strength" + ], + "savingThrowForcedSpell": [ + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Derro Raider", + "source": "QftIS", + "page": 196, + "size": [ + "S" + ], + "type": "aberration", + "alignment": [ + "C", + "E" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 12, + "from": [ + "{@item leather armor|PHB}" + ] + } + ], + "hp": { + "average": 16, + "formula": "3d6 + 6" + }, + "speed": { + "walk": 30 + }, + "str": 14, + "dex": 12, + "con": 14, + "int": 11, + "wis": 5, + "cha": 9, + "skill": { + "athletics": "+4", + "stealth": "+3" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 7, + "languages": [ + "Dwarvish", + "Undercommon" + ], + "cr": "1/4", + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The derro has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the derro has disadvantage on attack rolls." + ] + } + ], + "action": [ + { + "name": "Hooked Spear", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage. If the target is a Medium or smaller creature, the derro can choose to deal no damage, and instead the target has the {@condition prone} condition." + ] + }, + { + "name": "Throwing Hammer", + "entries": [ + "{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage." + ] + } + ], + "traitTags": [ + "Magic Resistance", + "Sunlight Sensitivity" + ], + "senseTags": [ + "SD" + ], + "languageTags": [ + "D", + "U" + ], + "damageTags": [ + "B", + "P" + ], + "miscTags": [ + "MLW", + "MW", + "RW" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Derwyth", + "isNpc": true, + "isNamedCreature": true, + "source": "QftIS", + "page": 52, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "elf" + ] + }, + "alignment": [ + "N", + "G" + ], + "ac": [ + 11, + { + "ac": 16, + "condition": "with {@spell barkskin}", + "braces": true + } + ], + "hp": { + "average": 27, + "formula": "5d8 + 5" + }, + "speed": { + "walk": 30 + }, + "str": 10, + "dex": 12, + "con": 13, + "int": 12, + "wis": 15, + "cha": 11, + "skill": { + "medicine": "+4", + "nature": "+3", + "perception": "+4" + }, + "senses": [ + "darkvision 60" + ], + "passive": 14, + "languages": [ + "Common", + "Elvish" + ], + "cr": "2", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "Derwyth is a 4th-level spellcaster. Her spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). She has the following druid spells prepared:" + ], + "spells": { + "0": { + "spells": [ + "{@spell druidcraft}", + "{@spell produce flame}", + "{@spell shillelagh}" + ] + }, + "1": { + "slots": 4, + "spells": [ + "{@spell entangle}", + "{@spell longstrider}", + "{@spell speak with animals}", + "{@spell thunderwave}" + ] + }, + "2": { + "slots": 3, + "spells": [ + "{@spell animal messenger}", + "{@spell barkskin}" + ] + } + }, + "ability": "wis" + } + ], + "trait": [ + { + "name": "Tree Shape (2/Day)", + "entries": [ + "Over the course of 1 minute, Derwyth can magically transform into a Huge or smaller tree and remain in that form for 24 hours or until she ends this transformation early (no action required). Her equipment melds into her new form. While in this form, her Armor Class is 16, she has the {@condition incapacitated} condition, and she can't move or speak." + ] + } + ], + "action": [ + { + "name": "Quarterstaff", + "entries": [ + "{@atk mw} {@hit 2} to hit ({@hit 4} to hit with shillelagh), reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, 4 ({@damage 1d8}) bludgeoning damage if wielded with two hands, or 6 ({@damage 1d8 + 2}) bludgeoning damage with shillelagh." + ] + } + ], + "attachedItems": [ + "quarterstaff|phb" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "C", + "E" + ], + "damageTags": [ + "B" + ], + "damageTagsSpell": [ + "F", + "T" + ], + "spellcastingTags": [ + "CD" + ], + "miscTags": [ + "MLW", + "MW" + ], + "conditionInflictSpell": [ + "restrained" + ], + "savingThrowForcedSpell": [ + "constitution", + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Drelnza", + "isNpc": true, + "isNamedCreature": true, + "source": "QftIS", + "page": 197, + "size": [ + "M" + ], + "type": { + "type": "undead", + "tags": [ + "vampire" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 18, + "from": [ + "{@item plate armor|PHB}" + ] + } + ], + "hp": { + "average": 187, + "formula": "22d8 + 88" + }, + "speed": { + "walk": 30, + "climb": 30 + }, + "str": 18, + "dex": 18, + "con": 18, + "int": 17, + "wis": 15, + "cha": 18, + "save": { + "dex": "+9", + "int": "+8", + "wis": "+7", + "cha": "+9" + }, + "skill": { + "arcana": "+8", + "deception": "+9", + "perception": "+7" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 17, + "resist": [ + "necrotic" + ], + "conditionImmune": [ + "exhaustion" + ], + "languages": [ + "Abyssal", + "Common", + "Giant" + ], + "cr": "15", + "trait": [ + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If Drelnza fails a saving throw, she can choose to succeed instead." + ] + }, + { + "name": "Special Equipment", + "entries": [ + "Drelnza wields Heretic." + ] + }, + { + "name": "Spider Climb", + "entries": [ + "Drelnza can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." + ] + }, + { + "name": "Sunlight Hypersensitivity", + "entries": [ + "Drelnza takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Drelnza makes one Bite attack and one Heretic attack." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 10 ({@damage 3d6}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Drelnza regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A Humanoid slain in this way and then buried rises the following night as a vampire spawn under Drelnza's control." + ] + }, + { + "name": "Heretic", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 5 ft. one target. {@h}40 ({@damage 6d10 + 7}) slashing damage, and the target must succeed on a {@dc 17} Constitution saving throw or have the {@condition paralyzed} condition until the start of Drelnza's next turn. Celestials have disadvantage on the saving throw." + ] + }, + { + "name": "Charm", + "entries": [ + "Drelnza targets one Humanoid she can see within 30 feet of herself. The target must succeed on a {@dc 17} Wisdom saving throw or have the {@condition charmed} condition. While {@condition charmed} in this way, the target regards Drelnza as a trusted friend to be heeded and protected. The target isn't under Drelnza's control, but it takes her requests and actions in the most favorable way.", + "Each time Drelnza or her allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Drelnza is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect." + ] + } + ], + "reactionHeader": [ + "Drelnza can take up to three reactions per round but only one per turn." + ], + "reaction": [ + { + "name": "Move", + "entries": [ + "Immediately after a creature Drelnza can see ends its turn, Drelnza moves up to her speed without provoking opportunity attacks." + ] + }, + { + "name": "Parry", + "entries": [ + "Drelnza adds 5 to her AC against one melee attack that would hit her. To do so, she must see the attacker and be wielding a melee weapon." + ] + } + ], + "attachedItems": [ + "heretic|qftis" + ], + "traitTags": [ + "Legendary Resistances", + "Spider Climb", + "Sunlight Sensitivity" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack", + "Parry" + ], + "languageTags": [ + "AB", + "C", + "GI" + ], + "damageTags": [ + "N", + "P", + "R", + "S" + ], + "miscTags": [ + "HPR", + "MW" + ], + "conditionInflict": [ + "charmed", + "paralyzed" + ], + "savingThrowForced": [ + "constitution", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Froghemoth Elder", + "source": "QftIS", + "page": 198, + "size": [ + "H" + ], + "type": "monstrosity", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 207, + "formula": "18d12 + 90" + }, + "speed": { + "walk": 30, + "swim": 30 + }, + "str": 25, + "dex": 13, + "con": 20, + "int": 2, + "wis": 14, + "cha": 8, + "save": { + "str": "+12", + "con": "+10", + "wis": "+7" + }, + "skill": { + "perception": "+12", + "stealth": "+6" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 22, + "resist": [ + "fire", + "lightning" + ], + "cr": "15", + "trait": [ + { + "name": "Amphibious", + "entries": [ + "The froghemoth can breathe air and water." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If the froghemoth fails a saving throw, it can choose to succeed instead." + ] + }, + { + "name": "Shock Susceptibility", + "entries": [ + "If the froghemoth takes lightning damage, it suffers two effects until the end of its next turn: its speed is halved, and it has disadvantage on Dexterity saving throws." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The froghemoth makes one Bite attack and two Tentacle attacks, and it can use Tongue." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}23 ({@damage 3d10 + 7}) piercing damage, and the target is swallowed if it is a Medium or smaller creature. A swallowed creature has the {@condition blinded} and {@condition restrained} conditions, has total cover against attacks and other effects outside the froghemoth, and takes 10 ({@damage 3d6}) acid damage at the start of each of the froghemoth's turns.", + "The froghemoth's gullet can hold up to three creatures at a time. If the froghemoth takes 25 damage or more on a single turn from a creature inside it, the froghemoth must succeed on a {@dc 20} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which lands in a space within 10 feet of the froghemoth and has the {@condition prone} condition. If the froghemoth dies, any swallowed creatures are no longer {@condition restrained} by it and can escape from the corpse using 10 feet of movement, exiting with the {@condition prone} condition." + ] + }, + { + "name": "Tentacle", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 20 ft., one target. {@h}20 ({@damage 3d8 + 7}) bludgeoning damage, and the target has the {@condition grappled} condition (escape {@dc 20}). Until this grapple ends, the froghemoth can't use this tentacle on another target. The froghemoth has four tentacles." + ] + }, + { + "name": "Tongue", + "entries": [ + "The froghemoth targets one Large or smaller creature that it can see within 25 feet of it. The target must make a {@dc 20} Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the froghemoth." + ] + } + ], + "reactionHeader": [ + "The froghemoth can take up to three reactions per round but only one per turn." + ], + "reaction": [ + { + "name": "Alien Gaze", + "entries": [ + "When a creature the froghemoth can see damages the froghemoth, the froghemoth swivels its eyestalk toward the creature and pierces the creature's mind with its otherworldly gaze. That creature must make a {@dc 18} Intelligence saving throw, taking 7 ({@damage 2d6}) psychic damage on a failed save or half as much damage on a successful one." + ] + }, + { + "name": "Leap", + "entries": [ + "Immediately after a creature the froghemoth can see ends its turn, the froghemoth jumps up to half its speed. Each creature within 5 feet of the froghemoth when it lands must succeed on a {@dc 20} Strength saving throw or have the {@condition prone} condition." + ] + } + ], + "legendaryGroup": { + "name": "Froghemoth Elder", + "source": "QftIS" + }, + "traitTags": [ + "Amphibious", + "Legendary Resistances" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack", + "Swallow", + "Tentacles" + ], + "damageTags": [ + "A", + "B", + "P", + "Y" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "savingThrowForced": [ + "constitution", + "intelligence", + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Gibberling", + "source": "QftIS", + "page": 202, + "size": [ + "S" + ], + "type": { + "type": "fiend", + "tags": [ + "demon" + ] + }, + "alignment": [ + "C", + "E" + ], + "alignmentPrefix": "typically ", + "ac": [ + 12 + ], + "hp": { + "average": 7, + "formula": "2d6" + }, + "speed": { + "walk": 30 + }, + "str": 13, + "dex": 14, + "con": 11, + "int": 5, + "wis": 7, + "cha": 5, + "senses": [ + "darkvision 120 ft." + ], + "passive": 8, + "conditionImmune": [ + "charmed" + ], + "languages": [ + "Gibberling" + ], + "cr": "0", + "trait": [ + { + "name": "Aversion to Fire", + "entries": [ + "If the gibberling takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn." + ] + }, + { + "name": "Incessant Gibberish", + "entries": [ + "Any non-gibberling that is within 30 feet of the gibberling and doesn't have the {@condition deafened} condition has disadvantage on Constitution saving throws to maintain {@status concentration} on spells and similar effects." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage." + ] + } + ], + "senseTags": [ + "SD" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MW" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Guardian of Gorm", + "source": "QftIS", + "page": 203, + "size": [ + "M" + ], + "type": "humanoid", + "alignment": [ + "L", + "G" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 16, + "from": [ + "{@item chain mail|PHB}" + ] + } + ], + "hp": { + "average": 9, + "formula": "2d8" + }, + "speed": { + "walk": 30 + }, + "str": 15, + "dex": 10, + "con": 10, + "int": 10, + "wis": 13, + "cha": 12, + "skill": { + "athletics": "+4", + "insight": "+3", + "religion": "+2" + }, + "passive": 11, + "languages": [ + "Common" + ], + "cr": "1/8", + "trait": [ + { + "name": "Brave", + "entries": [ + "The guardian has advantage on saving throws against the {@condition frightened} condition." + ] + } + ], + "action": [ + { + "name": "Lightning Mace", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage plus 2 ({@damage 1d4}) lightning damage." + ] + }, + { + "name": "Handaxe", + "entries": [ + "{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage." + ] + } + ], + "attachedItems": [ + "handaxe|phb" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "L", + "P", + "S" + ], + "miscTags": [ + "MLW", + "MW", + "RW", + "THW" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Horrid Plant", + "source": "QftIS", + "page": 204, + "size": [ + "L" + ], + "type": "plant", + "alignment": [ + "U" + ], + "ac": [ + 6 + ], + "hp": { + "average": 42, + "formula": "5d10 + 15" + }, + "speed": { + "walk": 5 + }, + "str": 18, + "dex": 3, + "con": 17, + "int": 1, + "wis": 10, + "cha": 1, + "senses": [ + "blindsight 60 ft. (can't see beyond this radius)" + ], + "passive": 10, + "conditionImmune": [ + "blinded", + "deafened" + ], + "cr": "4", + "trait": [ + { + "name": "Horrid Plant Varieties", + "entries": [ + "A horrid plant comes in one of three varieties (choose or roll a {@dice d6}): 1-2, dew drinker; 3-4, purple blossom; or 5-6, snapper saw. This form determines certain traits in this stat block." + ] + }, + { + "name": "False Appearance", + "entries": [ + "If the horrid plant is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the horrid plant move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Nature}) check to discern that the horrid plant isn't an ordinary plant." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The horrid plant makes two Tendril attacks." + ] + }, + { + "name": "Tendril", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 30 ft., one target. {@h}7 ({@damage 2d6}) bludgeoning damage. If the target is a Huge or smaller creature, it has the {@condition grappled} condition (escape {@dc 14}), and the horrid plant can pull the target up to 25 feet closer to itself. Until the grapple ends, the target has the {@condition restrained} condition, and the horrid plant can't use the same tendril on another target. The horrid plant has two tendrils." + ] + } + ], + "bonus": [ + { + "name": "Sap Squirt (Purple Blossom Only)", + "entries": [ + "The horrid plant targets one creature it can see within 15 feet of itself. The target must succeed on a {@dc 14} Dexterity saving throw or take 28 ({@damage 8d6}) acid damage and become covered in acidic sap. This sap lasts for 1 minute or until a creature uses its action to scrape the sap off itself or another creature it can reach. A creature covered in sap takes 14 ({@damage 4d6}) acid damage at the start of each of its turns." + ] + }, + { + "name": "Spiked Leaves (Snapper Saw Only)", + "entries": [ + "Creatures within 10 feet of the horrid plant and not behind total cover must make a {@dc 14} Dexterity saving throw, taking 21 ({@damage 6d6}) slashing damage on a failed save or half as much damage on a successful one." + ] + }, + { + "name": "Vampiric Tendril (Dew Drinker Only)", + "entries": [ + "One creature {@condition grappled} by the horrid plant must make a {@dc 13} Constitution saving throw, taking 10 ({@damage 3d6}) necrotic damage on a failed save or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken, and the horrid plant regains hit points equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0." + ] + } + ], + "traitTags": [ + "False Appearance" + ], + "senseTags": [ + "B" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "A", + "B", + "N", + "S" + ], + "miscTags": [ + "HPR", + "MW", + "RCH" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Leprechaun", + "source": "QftIS", + "page": 205, + "size": [ + "S" + ], + "type": "fey", + "alignment": [ + "N" + ], + "alignmentPrefix": "typically ", + "ac": [ + 13 + ], + "hp": { + "average": 52, + "formula": "8d6 + 24" + }, + "speed": { + "walk": 30 + }, + "str": 6, + "dex": 17, + "con": 16, + "int": 12, + "wis": 14, + "cha": 18, + "save": { + "con": "+5", + "wis": "+4" + }, + "skill": { + "perception": "+4", + "sleight of hand": "+7", + "stealth": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 14, + "languages": [ + "Common", + "Sylvan" + ], + "cr": "4", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The leprechaun casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 14}):" + ], + "will": [ + "{@spell Mending} (as an action)", + "{@spell Prestidigitation}" + ], + "daily": { + "2e": [ + "{@spell Invisibility}", + "{@spell Phantasmal Force}" + ], + "1e": [ + "{@spell Fabricate} (as an action)", + "{@spell Mislead}" + ] + }, + "ability": "cha", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Industrious", + "entries": [ + "The leprechaun is proficient with all artisan's tools and adds double its proficiency bonus to ability checks made with them." + ] + }, + { + "name": "Reluctant Refusal", + "entries": [ + "When a creature offers the leprechaun the chance to partake in merriment or revelry such as a song, a dance, or a good meal, the leprechaun must succeed on a {@dc 15} Wisdom saving throw or have the {@condition charmed} condition for 24 hours. While {@condition charmed} in this way, the leprechaun partakes of the offering, treats the creature as a trusted friend, and seeks to defend it from harm. The {@condition charmed} condition ends if the creature or any of its allies damage the leprechaun, force the leprechaun to make a saving throw, or steal from the leprechaun." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The leprechaun makes two Cobbler's Hammer attacks and can use Spellcasting." + ] + }, + { + "name": "Cobbler's Hammer", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage plus 13 ({@damage 3d8}) force damage. If the target is a creature, its speed is halved until the start of the leprechaun's next turn." + ] + }, + { + "name": "Gift of Luck (1/Day)", + "entries": [ + "The leprechaun touches a creature and magically gifts the target a measure of luck. The creature gains the leprechaun's Astonishing Luck reaction. The creature can use the reaction three times, after which this gift goes away. The leprechaun can revoke this gift from a creature at any time (no action required). A creature can benefit from only one leprechaun's Gift of Luck at a time." + ] + } + ], + "bonus": [ + { + "name": "Cunning Trick", + "entries": [ + "The leprechaun takes the Disengage or Hide action or makes a Dexterity ({@skill Sleight of Hand}) check." + ] + } + ], + "reaction": [ + { + "name": "Astonishing Luck", + "entries": [ + "When the leprechaun fails an ability check, an attack roll, or a saving throw, it can roll a new {@dice d20} and choose which roll to use, potentially turning the failure into a success." + ] + } + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "S" + ], + "damageTags": [ + "B", + "O" + ], + "damageTagsSpell": [ + "Y" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "MW" + ], + "conditionInflictSpell": [ + "blinded", + "deafened", + "invisible" + ], + "savingThrowForced": [ + "wisdom" + ], + "savingThrowForcedSpell": [ + "intelligence" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Mage of Usamigaras", + "source": "QftIS", + "page": 206, + "size": [ + "M" + ], + "type": "humanoid", + "alignment": [ + "C", + "N" + ], + "alignmentPrefix": "typically ", + "ac": [ + 11 + ], + "hp": { + "average": 9, + "formula": "2d8" + }, + "speed": { + "walk": 30 + }, + "str": 10, + "dex": 12, + "con": 10, + "int": 15, + "wis": 10, + "cha": 13, + "skill": { + "arcana": "+4", + "deception": "+5", + "sleight of hand": "+3" + }, + "passive": 10, + "languages": [ + "Common" + ], + "cr": "1/8", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The mage casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 12}):" + ], + "will": [ + "{@spell Light}", + "{@spell Mage Hand}", + "{@spell Minor Illusion}" + ], + "daily": { + "1e": [ + "{@spell Charm Person}", + "{@spell Disguise Self}", + "{@spell Silent Image}" + ] + }, + "ability": "int", + "displayAs": "action" + } + ], + "action": [ + { + "name": "Arcane Burst", + "entries": [ + "{@atk ms,rs} {@hit 4} to hit, reach 5 ft. or range 120 ft., one target. {@h}7 ({@damage 1d10 + 2}) force damage." + ] + } + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "O" + ], + "spellcastingTags": [ + "O" + ], + "conditionInflictSpell": [ + "charmed" + ], + "savingThrowForcedSpell": [ + "dexterity", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Maschin-i-Bozorg", + "source": "QftIS", + "page": 207, + "size": [ + "L" + ], + "type": "construct", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 94, + "formula": "9d10 + 45" + }, + "speed": { + "walk": 20 + }, + "str": 18, + "dex": 16, + "con": 20, + "int": 2, + "wis": 10, + "cha": 1, + "senses": [ + "darkvision 120 ft." + ], + "passive": 10, + "immune": [ + "poison", + "psychic" + ], + "conditionImmune": [ + "charmed", + "deafened", + "exhaustion", + "frightened", + "paralyzed", + "poisoned", + "unconscious" + ], + "languages": [ + "understands Gnomish but can't speak" + ], + "cr": "8", + "trait": [ + { + "name": "Overheat", + "entries": [ + "When the maschin-i-bozorg is reduced to 0 hit points, its power source overloads, briefly superheating its outer shell. Each creature within 10 feet of the maschin-i-bozorg must make a {@dc 16} Constitution saving throw, taking 7 ({@damage 2d6}) fire damage on a failed save or half as much damage on a successful one." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The maschin-i-bozorg makes two Poison Jab attacks." + ] + }, + { + "name": "Poison Jab", + "entries": [ + "{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}13 ({@damage 4d4 + 3}) piercing damage, and the target must succeed on a {@dc 16} Constitution saving throw or have the {@condition poisoned} condition for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Steam Jet {@recharge 5}", + "entries": [ + "The maschin-i-bozorg emits scalding steam in a 30-foot cone. Each creature in that area must make a {@dc 16} Constitution saving throw, taking 28 ({@damage 8d6}) fire damage on a failed save or half as much damage on a successful one." + ] + } + ], + "bonus": [ + { + "name": "Crushing Stride", + "entries": [ + "The maschin-i-bozorg moves up to its speed in a straight line. During this movement, it can enter Medium and smaller creatures' spaces. A creature whose space the maschin-i-bozorg enters must make a {@dc 15} Dexterity saving throw. On a successful save, the creature is pushed to the nearest unoccupied space out of the maschin-i-bozorg's path. On a failed save, the creature takes 10 ({@damage 3d6}) bludgeoning damage and has the {@condition prone} condition.", + "If the maschin-i-bozorg remains in the {@condition prone} creature's space, the creature also has the {@condition restrained} condition until it's no longer in the same space as the maschin-i-bozorg. While {@condition restrained} in this way, the creature, or another creature within 5 feet of it, can use its action to make a {@dc 15} Strength ({@skill Athletics}) check. On a successful check, the creature is shunted to an unoccupied space of its choice within 5 feet of the maschin-i-bozorg." + ] + } + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "CS", + "G" + ], + "damageTags": [ + "B", + "F", + "P" + ], + "miscTags": [ + "AOE", + "MW", + "RW" + ], + "conditionInflict": [ + "poisoned", + "prone" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Memory Web", + "source": "QftIS", + "page": 208, + "size": [ + "L" + ], + "type": "aberration", + "alignment": [ + "N", + "E" + ], + "alignmentPrefix": "typically ", + "ac": [ + 14 + ], + "hp": { + "average": 39, + "formula": "6d10 + 6" + }, + "speed": { + "walk": 40, + "climb": 40 + }, + "str": 16, + "dex": 18, + "con": 13, + "int": 14, + "wis": 14, + "cha": 3, + "senses": [ + "blindsight 60 ft. (can't see beyond this radius)" + ], + "passive": 12, + "resist": [ + "fire" + ], + "conditionImmune": [ + "blinded", + "deafened" + ], + "cr": "4", + "trait": [ + { + "name": "Damage Transfer", + "entries": [ + "While it is grappling a creature, the memory web takes only half the damage dealt to it, and the creature {@condition grappled} by the web takes the other half." + ] + }, + { + "name": "False Appearance", + "entries": [ + "If the memory web is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the memory web move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the memory web is animate." + ] + }, + { + "name": "Memory Flood", + "entries": [ + "When the memory web is reduced to 0 hit points, it discharges any memories it consumed over the past 24 hours in a telepathic deluge. Hazy, dreamlike visions of these discharged memories lodge in the minds of creatures up to 120 feet from the memory web." + ] + } + ], + "action": [ + { + "name": "Ensnare", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one Large or smaller creature. {@h}The target has the {@condition grappled} condition (escape {@dc 13}). Until this grapple ends, the target has the {@condition restrained} condition and takes 7 ({@damage 1d8 + 3}) bludgeoning damage at the start of each of its turns. The memory web can grapple only one creature at a time." + ] + } + ], + "bonus": [ + { + "name": "Drain Memories", + "entries": [ + "The memory web targets one creature {@condition grappled} by it. The target must make a {@dc 12} Intelligence saving throw. Constructs, Oozes, Plants, and Undead succeed on the save automatically. On a failed save, the target takes 5 ({@damage 2d4}) psychic damage and becomes memory drained until it finishes a long rest or the memory web is destroyed.", + "While memory drained, the target must roll a {@dice d4} each time it makes an ability check or attack roll, subtracting the {@dice d4} roll from it. Each time the target is memory drained beyond the first, the die size increases by one: the {@dice d4} becomes a {@dice d6}, the {@dice d6} becomes a {@dice d8}, and so on until the die becomes a {@dice d20}, at which point the target has the {@condition unconscious} condition for 1 hour. If a memory drained creature is the target of the Greater Restoration or {@spell Heal} spell, the memory drained effect ends on it. On a successful save, the target takes half as much damage only." + ] + } + ], + "traitTags": [ + "False Appearance" + ], + "senseTags": [ + "B" + ], + "damageTags": [ + "B", + "Y" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "grappled", + "unconscious" + ], + "savingThrowForced": [ + "intelligence" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Nafas", + "isNpc": true, + "isNamedCreature": true, + "source": "QftIS", + "page": 210, + "size": [ + "L" + ], + "type": "elemental", + "alignment": [ + "C", + "G" + ], + "ac": [ + { + "ac": 19, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 350, + "formula": "28d10 + 196" + }, + "speed": { + "walk": 30, + "fly": { + "number": 90, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 23, + "dex": 18, + "con": 24, + "int": 15, + "wis": 18, + "cha": 23, + "save": { + "dex": "+11", + "wis": "+11", + "cha": "+13" + }, + "skill": { + "perception": "+11", + "performance": "+13" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 21, + "resist": [ + "poison", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "lightning", + "thunder" + ], + "conditionImmune": [ + "charmed", + "frightened", + "poisoned" + ], + "languages": [ + "Auran", + "Common" + ], + "cr": "23", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "Nafas casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save {@dc 21}):" + ], + "will": [ + "{@spell Detect Evil and Good}", + "{@spell Detect Magic}", + "{@spell Thaumaturgy}" + ], + "daily": { + "3e": [ + "{@spell Create Food and Water} (the food is always tasty)", + "{@spell Dispel Magic}", + "{@spell Invisibility}", + "{@spell Legend Lore} (as an action)", + "{@spell Tongues}", + "{@spell Wind Walk} (as an action)" + ], + "1e": [ + "{@spell Gaseous Form}", + "{@spell Major Image}", + "{@spell Teleport}", + "{@spell Wish}" + ] + }, + "ability": "cha", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Dimensionally Bound", + "entries": [ + "Nafas can't leave the Infinite Staircase or be trapped within a container (such as an Iron Flask). Attempts to transport Nafas to another plane are wasted." + ] + }, + { + "name": "Last Wish", + "entries": [ + "When Nafas drops to 0 hit points, his body disintegrates into a whirl of multiversal dust that surrounds one creature responsible for his demise. That creature then hears Nafas's last wish: for the creature to take his place.", + "If the creature accepts, it is transformed into a noble djinni. The creature's game statistics are replaced by those of Nafas (including this trait), though it retains its name, alignment, and personality. The creature also inherits Nafas's palace and all it contains.", + "If the creature refuses, Nafas gains a new body in {@dice 1d10} days, regaining all his hit points and appearing in a random safe location on the Infinite Staircase." + ] + }, + { + "name": "Legendary Resistance (5/Day)", + "entries": [ + "If Nafas fails a saving throw, he can choose to succeed instead." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "Nafas has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Noble Genie", + "entries": [ + "Nafas doesn't suffer any of the penalties that normally follow casting the {@spell Wish} spell to produce an effect other than duplicating another spell." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Nafas makes three Storm Shamshir attacks and uses Create Vortex." + ] + }, + { + "name": "Storm Shamshir", + "entries": [ + "{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage plus 14 ({@damage 4d6}) lightning or thunder damage (Nafas's choice)." + ] + }, + { + "name": "Create Vortex", + "entries": [ + "A 10-foot-radius, 60-foot-tall cylinder of swirling cosmic dust forms on a point Nafas can see within 120 feet of him. The vortex lasts as long as Nafas maintains {@status concentration} (as if {@status concentration||concentrating} on a spell). When the vortex appears, each creature other than Nafas in the vortex's area must make a {@dc 22} Strength saving throw. On a failed save, a creature takes 36 ({@damage 8d8}) force damage and has the {@condition restrained} condition. On a successful save, a creature takes half as much damage only and moves to the nearest unoccupied space outside the vortex.", + "On subsequent turns, Nafas can use this action to move the vortex up to 60 feet. When the vortex enters a creature's space for the first time on a turn, the creature must make the same saving throw as when the vortex first appeared. Creatures {@condition restrained} by the vortex move with it.", + "A creature {@condition restrained} by the vortex, or another creature that can reach it, can use its action to make a {@dc 22} Strength check. On a successful check, the {@condition restrained} creature is no longer {@condition restrained} and moves to the nearest unoccupied space outside the vortex." + ] + } + ], + "reactionHeader": [ + "Nafas can take up to three reactions per round but only one per turn." + ], + "reaction": [ + { + "name": "Blowback", + "entries": [ + "Immediately after a creature Nafas can see ends its turn, Nafas exhales forceful winds in a 30-foot cone. Large or smaller creatures in that area must succeed on a {@dc 22} Strength saving throw or be pushed up to 15 feet away from him." + ] + }, + { + "name": "Zephyr Step", + "entries": [ + "In response to being hit by an attack roll, Nafas moves up to half his flying speed without provoking opportunity attacks." + ] + } + ], + "legendaryGroup": { + "name": "Nafas", + "source": "QftIS" + }, + "traitTags": [ + "Legendary Resistances", + "Magic Resistance" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "AU", + "C" + ], + "damageTags": [ + "L", + "O", + "S", + "T" + ], + "damageTagsSpell": [ + "N" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "restrained" + ], + "conditionInflictSpell": [ + "incapacitated", + "invisible" + ], + "savingThrowForced": [ + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Nafik", + "isNpc": true, + "isNamedCreature": true, + "source": "QftIS", + "page": 212, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 13, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 82, + "formula": "11d8 + 33" + }, + "speed": { + "walk": 20 + }, + "str": 18, + "dex": 10, + "con": 16, + "int": 10, + "wis": 16, + "cha": 14, + "save": { + "int": "+3", + "wis": "+6" + }, + "skill": { + "history": "+3", + "religion": "+3" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "necrotic", + "poison" + ], + "vulnerable": [ + "fire" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "poisoned" + ], + "languages": [ + "Common" + ], + "cr": "6", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "Nafik casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 14}):" + ], + "will": [ + "{@spell Thaumaturgy}" + ], + "daily": { + "1": [ + "{@spell Insect Plague}" + ], + "2e": [ + "{@spell Command}", + "{@spell Silence}" + ] + }, + "ability": "wis", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Legendary Resistance (2/Day)", + "entries": [ + "If Nafik fails a saving throw, he can choose to succeed instead." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "Nafik has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Rejuvenation", + "entries": [ + "When he is destroyed, Nafik gains a new body in 24 hours if his heart is intact, regaining all his hit points. The new body appears in an unoccupied space within 5 feet of Nafik's heart." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Nafik can use his Dreadful Glare and makes one Rotting Fist or Unholy Beam attack." + ] + }, + { + "name": "Rotting Fist", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage plus 21 ({@damage 6d6}) necrotic damage. If the target is a creature, it must succeed on a {@dc 14} Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 ({@dice 3d6}) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies and its body turns to dust. The curse lasts until removed by the {@spell Remove Curse} spell or other magic." + ] + }, + { + "name": "Unholy Beam", + "entries": [ + "{@atk rs} {@hit 6} to hit, range 120 ft., one target. {@h}28 ({@damage 8d6}) necrotic damage, and the next attack roll made against this target before the end of Nafik's next turn has advantage." + ] + }, + { + "name": "Dreadful Glare", + "entries": [ + "Nafik targets one creature he can see within 60 feet of himself. The target must succeed on a {@dc 14} Wisdom saving throw or have the {@condition frightened} condition until the end of Nafik's next turn. A target that succeeds on the saving throw is immune to Nafik's Dreadful Glare for the next 24 hours." + ] + } + ], + "traitTags": [ + "Legendary Resistances", + "Magic Resistance", + "Rejuvenation" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "B", + "N" + ], + "damageTagsSpell": [ + "P" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "CUR", + "MW" + ], + "conditionInflict": [ + "frightened" + ], + "conditionInflictSpell": [ + "deafened", + "prone" + ], + "savingThrowForced": [ + "constitution", + "wisdom" + ], + "savingThrowForcedSpell": [ + "constitution", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Pech", + "source": "QftIS", + "page": 213, + "size": [ + "S" + ], + "type": "elemental", + "alignment": [ + "N", + "G" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 82, + "formula": "11d6 + 44" + }, + "speed": { + "walk": 30, + "burrow": 20 + }, + "str": 19, + "dex": 11, + "con": 18, + "int": 11, + "wis": 14, + "cha": 10, + "save": { + "con": "+6", + "wis": "+4" + }, + "skill": { + "athletics": "+6", + "perception": "+4", + "survival": "+4" + }, + "senses": [ + "darkvision 120 ft.", + "tremorsense 120 ft." + ], + "passive": 14, + "conditionImmune": [ + "petrified" + ], + "languages": [ + "Common", + "Terran" + ], + "cr": "4", + "spellcasting": [ + { + "name": "Communal Spellcasting (2/Day)", + "type": "spellcasting", + "headerEntries": [ + "The pech works with three or more pechs to cast spells, requiring no spell components and using Wisdom as the spellcasting ability (save {@dc 12}). If at least three other pechs are within 30 feet of it, the pech can cast {@spell Wall of Stone} . If at least seven other pechs are within 30 feet of it, it can cast {@spell Greater Restoration} . Each other pech involved in casting the spell can't have the incapacitated condition and must have at least one use of Communal Spellcasting remaining, which it must immediately expend to participate (no action required)." + ], + "daily": { + "2": [ + "{@spell Wall of Stone}", + "{@spell Greater Restoration}" + ] + }, + "ability": "wis", + "displayAs": "action", + "hidden": [ + "daily" + ] + } + ], + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The pech has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the pech has disadvantage on attack rolls." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The pech makes two Fortified Pickaxe attacks. If it hits a Large or smaller creature with both attacks, the target must succeed on a {@dc 14} Strength saving throw or have the {@condition prone} condition." + ] + }, + { + "name": "Fortified Pickaxe", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) force damage. If the target is a Construct or an object, the attack is automatically a critical hit." + ] + }, + { + "name": "Stone Shape (3/Day)", + "entries": [ + "The pech casts {@spell Stone Shape}, requiring no spell components and using Wisdom as the spellcasting ability." + ] + } + ], + "traitTags": [ + "Magic Resistance", + "Sunlight Sensitivity" + ], + "senseTags": [ + "SD", + "T" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "T" + ], + "damageTags": [ + "O" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "prone" + ], + "savingThrowForced": [ + "strength" + ], + "savingThrowForcedSpell": [ + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Sion", + "isNpc": true, + "isNamedCreature": true, + "source": "QftIS", + "page": 216, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "human", + "sorcerer" + ] + }, + "alignment": [ + "N", + "E" + ], + "ac": [ + 12 + ], + "hp": { + "average": 49, + "formula": "9d8 + 9" + }, + "speed": { + "walk": 30 + }, + "str": 16, + "dex": 14, + "con": 13, + "int": 12, + "wis": 14, + "cha": 16, + "save": { + "con": "+3", + "cha": "+5" + }, + "skill": { + "arcana": "+3", + "perception": "+4", + "stealth": "+6" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 14, + "languages": [ + "Common" + ], + "cr": "2", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "Sion casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 13}):" + ], + "will": [ + "{@spell Mage Hand}", + "{@spell Minor Illusion}" + ], + "daily": { + "1e": [ + "{@spell Darkness}", + "{@spell Mirror Image}", + "{@spell Silence}" + ] + }, + "ability": "cha", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "Sion has advantage on saving throws against spells and other magical effects if he is in dim light or darkness." + ] + }, + { + "name": "Shadesight", + "entries": [ + "Magical darkness doesn't impede Sion's darkvision." + ] + }, + { + "name": "Shadowy Demise", + "entries": [ + "If Sion dies, his body melts into shadow, leaving behind only equipment he was wearing or carrying." + ] + }, + { + "name": "Sunlight Weakness", + "entries": [ + "While in sunlight, Sion has disadvantage on attack rolls, ability checks, and saving throws." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Sion makes one Shadow Sword attack and uses Affix Shadow or Spellcasting." + ] + }, + { + "name": "Shadow Sword", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d10 + 3}) necrotic damage." + ] + }, + { + "name": "Affix Shadow", + "entries": [ + "Sion targets a creature within 60 feet of himself that he can see. That target must make a {@dc 13} Charisma saving throw. On a failed save, the target has the {@condition grappled} condition (escape {@dc 13}) as its shadow wraps around it. Once the target escapes the grapple, its shadow returns to normal." + ] + } + ], + "bonus": [ + { + "name": "Shadow Step", + "entries": [ + "While Sion is in dim light or darkness, he magically teleports up to 15 feet to an unoccupied space he can see that is also in dim light or darkness." + ] + } + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "N" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "grappled" + ], + "conditionInflictSpell": [ + "deafened" + ], + "savingThrowForced": [ + "charisma" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Swarm of Gibberlings", + "source": "QftIS", + "page": 202, + "size": [ + "L" + ], + "type": { + "type": "fiend", + "swarmSize": "S" + }, + "alignment": [ + "C", + "E" + ], + "alignmentPrefix": "typically ", + "ac": [ + 12 + ], + "hp": { + "average": 38, + "formula": "7d10" + }, + "speed": { + "walk": 30 + }, + "str": 18, + "dex": 14, + "con": 11, + "int": 5, + "wis": 7, + "cha": 5, + "senses": [ + "darkvision 120 ft." + ], + "passive": 8, + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "conditionImmune": [ + "charmed", + "frightened", + "grappled", + "paralyzed", + "petrified", + "prone", + "restrained", + "stunned" + ], + "languages": [ + "Gibberling" + ], + "cr": "3", + "trait": [ + { + "name": "Aversion to Fire", + "entries": [ + "If the swarm takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn." + ] + }, + { + "name": "Incessant Gibberish", + "entries": [ + "Any non-gibberling that is within 60 feet of the swarm and doesn't have the {@condition deafened} condition has disadvantage on Constitution saving throws to maintain {@status concentration} on spells and similar effects." + ] + }, + { + "name": "Swarm", + "entries": [ + "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough to accommodate a Small gibberling. The swarm can't regain hit points or gain temporary hit points." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The swarm makes two Gnashing Teeth attacks." + ] + }, + { + "name": "Gnashing Teeth", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 0 ft., one target in the swarm's space. {@h}14 ({@damage 4d4 + 4}) piercing damage, or 9 ({@damage 2d4 + 4}) piercing damage if the swarm has half of its hit points or fewer." + ] + } + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MW" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "The Gardener", + "isNpc": true, + "isNamedCreature": true, + "source": "QftIS", + "page": 200, + "size": [ + "M" + ], + "type": { + "type": "fey", + "tags": [ + "archfey", + "druid" + ] + }, + "alignment": [ + "N", + "G" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 209, + "formula": "22d8 + 110" + }, + "speed": { + "walk": 30 + }, + "str": 21, + "dex": 16, + "con": 20, + "int": 17, + "wis": 20, + "cha": 18, + "save": { + "dex": "+7", + "con": "+9", + "wis": "+9", + "cha": "+8" + }, + "skill": { + "insight": "+9", + "nature": "+11", + "perception": "+9", + "survival": "+13" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 19, + "resist": [ + "cold", + "fire" + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "frightened", + "poisoned" + ], + "languages": [ + "Common", + "Druidic", + "Elvish", + "Sylvan" + ], + "cr": "12", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The Gardener casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 17}):" + ], + "will": [ + "{@spell Druidcraft}", + "{@spell Speak with Animals}", + "{@spell Speak with Plants}" + ], + "daily": { + "2e": [ + "{@spell Awaken} (as an action)", + "{@spell Goodberry}", + "{@spell Plant Growth} (as an action only)" + ], + "1e": [ + "{@spell Heroes' Feast} (as an action)", + "{@spell Teleport}" + ] + }, + "ability": "wis", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Fey Rebirth", + "entries": [ + "If the Gardener dies in the Eternal Garden, they revive with all their hit points {@dice 1d4} days later in a safe location within the garden." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If the Gardener fails a saving throw, they can choose to succeed instead." + ] + }, + { + "name": "Unfettered Steps", + "entries": [ + "The Gardener is unaffected by difficult terrain." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Gardener makes two Vine attacks and can use Breath of Tranquility if available." + ] + }, + { + "name": "Vine", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}11 ({@damage 1d12 + 5}) bludgeoning damage plus 9 ({@damage 2d8}) psychic damage, and if the target is a Large or smaller creature, the vine wraps around the target, and the target has the {@condition grappled} condition (escape {@dc 17}). The vine vanishes when the target is no longer {@condition grappled}, or when the Gardener wills it to (no action required). A creature reduced to 0 hit points by the vine has the {@condition unconscious} condition but is stable instead of dying." + ] + }, + { + "name": "Breath of Tranquility {@recharge 5}", + "entries": [ + "The Gardener exhales soporific vapor in a 30-foot cone. Each creature in that area must succeed on a {@dc 17} Constitution saving throw or have the {@condition poisoned} condition. A {@condition poisoned} creature must repeat the saving throw at the end of its next turn. On a failed save, it has the {@condition unconscious} condition, and on a successful save, the effect ends on it. An {@condition unconscious} creature is no longer {@condition poisoned} and remains {@condition unconscious} for 1 hour, until it takes damage, or until a creature uses an action to shake it awake." + ] + } + ], + "reactionHeader": [ + "The Gardener can take up to three reactions per round but only one per turn." + ], + "reaction": [ + { + "name": "Pacification", + "entries": [ + "When a creature within 120 feet of the Gardener damages the Gardener, that creature takes 10 ({@damage 3d6}) psychic damage, and the Gardener teleports, along with anything they are wearing or carrying, to an unoccupied space they can see within 15 feet. A creature reduced to 0 hit points by the psychic damage has the {@condition unconscious} condition and is stable instead of dying." + ] + }, + { + "name": "Spell Refuge", + "entries": [ + "When the Gardener or a creature within 30 feet of the Gardener takes damage from a spell, the Gardener chooses up to 5 creatures within 30 feet of themself. The Gardener and the chosen creatures have resistance to all damage from the triggering spell." + ] + } + ], + "legendaryGroup": { + "name": "The Gardener", + "source": "QftIS" + }, + "traitTags": [ + "Legendary Resistances" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack" + ], + "languageTags": [ + "C", + "DU", + "E", + "S" + ], + "damageTags": [ + "B", + "Y" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "grappled" + ], + "conditionInflictSpell": [ + "charmed" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Tower Hand", + "source": "QftIS", + "page": 217, + "size": [ + "M" + ], + "type": "humanoid", + "alignment": [ + "A" + ], + "ac": [ + { + "ac": 14, + "from": [ + "Unarmored Defense" + ] + } + ], + "hp": { + "average": 22, + "formula": "4d8 + 4" + }, + "speed": { + "walk": 40 + }, + "str": 10, + "dex": 14, + "con": 12, + "int": 12, + "wis": 14, + "cha": 9, + "skill": { + "insight": "+4" + }, + "passive": 12, + "languages": [ + "Common" + ], + "cr": "1/2", + "trait": [ + { + "name": "Unarmored Defense", + "entries": [ + "While the tower hand is wearing no armor and wielding no shield, its AC includes its Wisdom modifier." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The tower hand makes two Unarmed Strike attacks, two Dart attacks, or one of each." + ] + }, + { + "name": "Unarmed Strike", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage." + ] + }, + { + "name": "Dart", + "entries": [ + "{@atk rw} {@hit 4} to hit, range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage." + ] + } + ], + "reaction": [ + { + "name": "Deflect Missile", + "entries": [ + "In response to being hit by a ranged weapon attack, the tower hand deflects the missile. The damage it takes from the attack is reduced by 7 ({@dice 1d10 + 2})." + ] + } + ], + "attachedItems": [ + "dart|phb" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "B", + "P" + ], + "miscTags": [ + "MW", + "RW" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Tower Sage", + "source": "QftIS", + "page": 217, + "size": [ + "M" + ], + "type": "humanoid", + "alignment": [ + "A" + ], + "ac": [ + 10, + { + "ac": 13, + "condition": "with {@spell mage armor}", + "braces": true + } + ], + "hp": { + "average": 22, + "formula": "5d8" + }, + "speed": { + "walk": 30 + }, + "str": 10, + "dex": 10, + "con": 10, + "int": 16, + "wis": 14, + "cha": 16, + "skill": { + "arcana": "+5", + "history": "+5", + "insight": "+4" + }, + "passive": 12, + "languages": [ + "Common plus any three languages" + ], + "cr": "1", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The tower sage casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 13}):" + ], + "will": [ + "{@spell Dancing Lights}", + "{@spell Mage Hand}", + "{@spell Prestidigitation}" + ], + "daily": { + "1e": [ + "{@spell Arcane Lock}", + "{@spell Burning Hands}", + "{@spell Comprehend Languages}", + "{@spell Detect Magic}", + "{@spell Levitate}", + "{@spell Mage Armor}" + ] + }, + "ability": "int", + "displayAs": "action" + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The tower sage makes two Arcane Burst attacks and can use Starry Radiance if available." + ] + }, + { + "name": "Arcane Burst", + "entries": [ + "{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 120 ft., one target. {@h}8 ({@damage 1d10 + 3}) radiant damage." + ] + }, + { + "name": "Starry Radiance {@recharge 5}", + "entries": [ + "Dazzling light bursts from the tower sage's fingertips in a 15-foot cone. Each creature in that area must succeed on a {@dc 13} Constitution saving throw or have the {@condition blinded} condition until the end of the tower sage's next turn." + ] + } + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "X" + ], + "damageTags": [ + "R" + ], + "damageTagsSpell": [ + "F" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "AOE" + ], + "savingThrowForced": [ + "constitution" + ], + "savingThrowForcedSpell": [ + "constitution", + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Vegepygmy Moldmaker", + "source": "QftIS", + "page": 218, + "size": [ + "S" + ], + "type": "plant", + "alignment": [ + "N" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 44, + "formula": "8d6 + 16" + }, + "speed": { + "walk": 30 + }, + "str": 10, + "dex": 14, + "con": 14, + "int": 10, + "wis": 16, + "cha": 11, + "save": { + "int": "+2", + "wis": "+5" + }, + "skill": { + "perception": "+5", + "stealth": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 15, + "resist": [ + "lightning", + "piercing" + ], + "languages": [ + "Vegepygmy" + ], + "cr": "3", + "trait": [ + { + "name": "Plant Camouflage", + "entries": [ + "The vegepygmy has advantage on Dexterity ({@skill Stealth}) checks it makes in any terrain with ample obscuring vegetation." + ] + }, + { + "name": "Regeneration", + "entries": [ + "The vegepygmy regains 7 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the vegepygmy's next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn't regenerate." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The vegepygmy makes two Claw attacks." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}12 ({@damage 3d6 + 2}) slashing damage." + ] + }, + { + "name": "Toxic Mold (2/Day)", + "entries": [ + "The vegepygmy targets a creature it can see within 60 feet of itself. If the target isn't a vegepygmy, it must make a {@dc 13} Constitution saving throw. On a failed save, the target takes 13 ({@damage 3d8}) poison damage and has the {@condition blinded} and {@condition deafened} conditions for 1 minute as it becomes covered in a thick layer of mold. On a successful save, the target takes half as much damage only.", + "The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "traitTags": [ + "Regeneration" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "OTH" + ], + "damageTags": [ + "I", + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "blinded", + "deafened" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Vegepygmy Scavenger", + "source": "QftIS", + "page": 218, + "size": [ + "S" + ], + "type": "plant", + "alignment": [ + "N" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 13, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 13, + "formula": "3d6 + 3" + }, + "speed": { + "walk": 30 + }, + "str": 7, + "dex": 14, + "con": 13, + "int": 6, + "wis": 11, + "cha": 7, + "skill": { + "perception": "+2", + "sleight of hand": "+4", + "stealth": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 12, + "resist": [ + "lightning", + "piercing" + ], + "languages": [ + "Vegepygmy" + ], + "cr": "1/4", + "trait": [ + { + "name": "Plant Camouflage", + "entries": [ + "The vegepygmy has advantage on Dexterity ({@skill Stealth}) checks it makes in any terrain with ample obscuring vegetation." + ] + }, + { + "name": "Regeneration", + "entries": [ + "The vegepygmy regains 3 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the vegepygmy's next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn't regenerate." + ] + } + ], + "action": [ + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage." + ] + }, + { + "name": "Sling", + "entries": [ + "{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage." + ] + } + ], + "bonus": [ + { + "name": "Nimble Escape", + "entries": [ + "The vegepygmy takes the Disengage or Hide action." + ] + } + ], + "attachedItems": [ + "sling|phb" + ], + "traitTags": [ + "Regeneration" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "OTH" + ], + "damageTags": [ + "B", + "S" + ], + "miscTags": [ + "MW", + "RW" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Vegepygmy Thorny Hunter", + "source": "QftIS", + "page": 219, + "size": [ + "M" + ], + "type": "plant", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 27, + "formula": "5d8 + 5" + }, + "speed": { + "walk": 40 + }, + "str": 15, + "dex": 14, + "con": 13, + "int": 2, + "wis": 10, + "cha": 6, + "skill": { + "perception": "+4", + "stealth": "+4", + "survival": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 14, + "resist": [ + "lightning", + "piercing" + ], + "cr": "2", + "trait": [ + { + "name": "Pack Tactics", + "entries": [ + "The vegepygmy has advantage on attack rolls against a creature if at least one of the vegepygmy's allies is within 5 feet of the creature and the ally doesn't have the {@condition incapacitated} condition." + ] + }, + { + "name": "Plant Camouflage", + "entries": [ + "The vegepygmy has advantage on Dexterity ({@skill Stealth}) checks it makes in any terrain with ample obscuring vegetation." + ] + }, + { + "name": "Regeneration", + "entries": [ + "The vegepygmy regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the vegepygmy's next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn't regenerate." + ] + }, + { + "name": "Thorny Body", + "entries": [ + "At the start of its turn, the vegepygmy deals 2 ({@damage 1d4}) piercing damage to any creature grappling it." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d8 + 2}) piercing damage. If the target is a creature, it must succeed on a {@dc 12} Strength saving throw or have the {@condition prone} condition." + ] + } + ], + "traitTags": [ + "Pack Tactics", + "Regeneration" + ], + "senseTags": [ + "D" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MW" + ], + "savingThrowForced": [ + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Warrior of Madarua", + "source": "QftIS", + "page": 220, + "size": [ + "M" + ], + "type": "humanoid", + "alignment": [ + "C", + "G" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 12, + "from": [ + "{@item leather armor|PHB}" + ] + } + ], + "hp": { + "average": 11, + "formula": "2d8 + 2" + }, + "speed": { + "walk": 30 + }, + "str": 15, + "dex": 12, + "con": 13, + "int": 10, + "wis": 10, + "cha": 10, + "skill": { + "acrobatics": "+3", + "religion": "+2" + }, + "passive": 10, + "languages": [ + "Common" + ], + "cr": "1/8", + "action": [ + { + "name": "Spear", + "entries": [ + "{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack." + ] + } + ], + "reaction": [ + { + "name": "Parry", + "entries": [ + "The warrior adds 2 to its AC against one melee attack that would hit it. To do so, the warrior must see the attacker and be wielding a melee weapon." + ] + } + ], + "attachedItems": [ + "spear|phb" + ], + "actionTags": [ + "Parry" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MLW", + "MW", + "RW", + "THW" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Wolf-in-Sheep's-Clothing", + "source": "QftIS", + "page": 221, + "size": [ + "M" + ], + "type": "plant", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 112, + "formula": "15d8 + 45" + }, + "speed": { + "walk": 20, + "climb": 20 + }, + "str": 20, + "dex": 9, + "con": 16, + "int": 5, + "wis": 12, + "cha": 5, + "skill": { + "perception": "+7", + "stealth": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 17, + "conditionImmune": [ + "prone" + ], + "cr": "7", + "trait": [ + { + "name": "False Appearance", + "entries": [ + "If the wolf-in-sheep's-clothing is motionless (except for its lure) at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the wolf-in-sheep's-clothing move or act (except for the lure), that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the wolf-in-sheep's-clothing is animate." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The wolf-in-sheep's-clothing makes one Bite attack and two Root Tentacle attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage plus 7 ({@damage 2d6}) acid damage." + ] + }, + { + "name": "Root Tentacle", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 20 ft., one target. {@h}8 ({@damage 1d6 + 5}) bludgeoning damage, and if the target is a Medium or smaller creature, it has the {@condition grappled} condition (escape {@dc 16}). While {@condition grappled} in this way, the target has the {@condition restrained} condition, and at the start of each of the wolf-in-sheep's-clothing's turns, the wolf-in-sheep's-clothing can pull the target up to 10 feet toward itself (no action required). The wolf-in-sheep's-clothing has four root tentacles, each of which can grapple one target." + ] + } + ], + "bonus": [ + { + "name": "Completely Harmless Lure", + "entries": [ + "The wolf-in-sheep's-clothing can change the color, texture, and shape of its lure to resemble a Tiny Beast or Tiny object. It can move the lure to reinforce the resemblance (no action required), but the lure must remain within 15 feet of the wolf-in-sheep's-clothing, connected by nearly {@condition invisible} filament-like tendrils." + ] + } + ], + "traitTags": [ + "False Appearance" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "A", + "B", + "P" + ], + "miscTags": [ + "MW", + "RCH" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Worker Robot", + "source": "QftIS", + "page": 215, + "size": [ + "M" + ], + "type": "construct", + "alignment": [ + "N" + ], + "alignmentPrefix": "typically ", + "ac": [ + { + "ac": 13, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 75, + "formula": "10d8 + 30" + }, + "speed": { + "walk": 30, + "climb": 30 + }, + "str": 20, + "dex": 9, + "con": 16, + "int": 10, + "wis": 12, + "cha": 10, + "skill": { + "athletics": "+9" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "resist": [ + "acid", + "fire" + ], + "immune": [ + "cold", + "poison" + ], + "conditionImmune": [ + "exhaustion", + "poisoned" + ], + "languages": [ + "Common plus the languages spoken by its creator" + ], + "cr": "3", + "trait": [ + { + "name": "Lightning Overload", + "entries": [ + "When the robot takes lightning damage, it must succeed on a {@dc 10} Constitution saving throw or have the {@condition stunned} condition until the start of its next turn." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The robot makes two Cargo Tentacle attacks." + ] + }, + { + "name": "Cargo Tentacle", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d8 + 5}) bludgeoning damage. If the target is a Medium or smaller creature, it has the {@condition grappled} condition (escape {@dc 15}). The robot has two cargo tentacles, each of which can grapple one target." + ] + }, + { + "name": "Tractor Beam", + "entries": [ + "The robot casts {@spell Telekinesis}, targeting only creatures with the {@condition incapacitated} condition or objects. It requires no spell components and uses Wisdom as the spellcasting ability." + ] + } + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "B" + ], + "miscTags": [ + "MW", + "RCH" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Zargon the Returner", + "isNpc": true, + "isNamedCreature": true, + "source": "QftIS", + "page": 223, + "size": [ + "H" + ], + "type": "aberration", + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 253, + "formula": "22d12 + 110" + }, + "speed": { + "walk": 40, + "swim": 80 + }, + "str": 22, + "dex": 10, + "con": 20, + "int": 14, + "wis": 18, + "cha": 18, + "save": { + "dex": "+6", + "cha": "+10" + }, + "skill": { + "history": "+8", + "perception": "+10" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 20, + "resist": [ + "cold", + "fire", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "acid", + "poison" + ], + "conditionImmune": [ + "exhaustion", + "poisoned" + ], + "languages": [ + "all", + "telepathy 120 ft." + ], + "cr": "17", + "trait": [ + { + "name": "Legendary Resistance (4/Day)", + "entries": [ + "If Zargon fails a saving throw, it can choose to succeed instead." + ] + }, + { + "name": "Regeneration", + "entries": [ + "Zargon regains 20 hit points at the start of each of its turns. If Zargon takes cold or fire damage, this trait doesn't function at the start of Zargon's next turn. Zargon dies only if it starts its turn with 0 hit points and doesn't regenerate." + ] + }, + { + "name": "Shrouded Being", + "entries": [ + "Zargon can't be targeted by divination magic or perceived through magical scrying sensors." + ] + }, + { + "name": "Slimy Demise", + "entries": [ + "When Zargon dies, its body dissolves into foul slime, leaving only its horn behind. Zargon re-forms in {@dice 1d10} days, regrowing from the horn. The horn is immune to all damage and can be destroyed only by submerging it in a cleansing waterfall on one of the Upper Planes for 101 days. While the horn is submerged in this way, Zargon doesn't re-form, and the horn slowly dissolves, sending corrupting slime downriver that permanently fouls the water for 10 miles from the place where the horn dissolved. The fouled water is unfit to drink, chokes aquatic wildlife, and withers plants." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Zargon makes two Barbed Tentacle attacks, one Bite attack, and one Gore attack." + ] + }, + { + "name": "Barbed Tentacle", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 20 ft., one target. {@h}15 ({@damage 2d8 + 6}) piercing damage. If the target is a Large or smaller creature, it has the {@condition grappled} condition (escape {@dc 20}), and Zargon can pull the creature up to 20 feet straight toward itself. Zargon has six tentacles, each of which can grapple one creature. Zargon can move at its full speed while dragging creatures it is grappling." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}19 ({@damage 2d12 + 6}) piercing damage plus 7 ({@damage 2d6}) acid damage." + ] + }, + { + "name": "Gore", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d8 + 6}) force damage, and a 10-foot-radius {@condition invisible} sphere of antimagic, like that created by an {@spell Antimagic Field} spell, surrounds the target. The sphere is centered on the target, moves with the target, and lasts until the end of Zargon's next turn." + ] + }, + { + "name": "Slime Wave {@recharge 5}", + "entries": [ + "Zargon spews slime in a 60-foot cone. Each creature in that area that isn't an Aberration or Ooze must make a {@dc 19} Constitution saving throw. On a failed save, the creature takes 38 ({@damage 7d10}) acid damage and has the {@condition poisoned} condition for 1 minute. On a successful save, the creature takes half as much damage only. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", + "A creature reduced to 0 hit points by the acid damage dies and dissolves into a puddle of slime that rises as a gibbering mouther at the start of Zargon's next turn. The creature obeys Zargon's commands and takes its turn immediately after Zargon's. Only a {@spell Wish} spell can reverse this transformation and restore the creature to life." + ] + } + ], + "reactionHeader": [ + "Zargon can take up to three reactions per round but only one per turn." + ], + "reaction": [ + { + "name": "Defiant Essence", + "entries": [ + "When a creature casts a spell that targets Zargon or would deal damage to it, Zargon attempts to absorb the magic into its horn. The creature must make a {@dc 19} Charisma saving throw. On a failed save, the creature takes 6 ({@damage 1d12}) force damage, and the spell it cast fails and is wasted." + ] + }, + { + "name": "Slime Spray", + "entries": [ + "When a creature ends its turn within 30 feet of Zargon, Zargon sprays toxic slime at the creature. The target must make a {@dc 19} Dexterity saving throw (with disadvantage if it has the {@condition poisoned} condition). On a failed save, the creature takes 7 ({@damage 2d6}) poison damage. On a successful save, it takes half as much damage." + ] + } + ], + "legendaryGroup": { + "name": "Zargon the Returner", + "source": "QftIS" + }, + "traitTags": [ + "Legendary Resistances", + "Regeneration" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "TP", + "XX" + ], + "damageTags": [ + "A", + "I", + "O", + "P" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "poisoned" + ], + "savingThrowForced": [ + "charisma", + "constitution", + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + } + ] +} diff --git a/data/bestiary/bestiary-scc.json b/data/bestiary/bestiary-scc.json index 8418640..c976cbe 100644 --- a/data/bestiary/bestiary-scc.json +++ b/data/bestiary/bestiary-scc.json @@ -825,6 +825,7 @@ "Y" ], "miscTags": [ + "CUR", "RCH" ], "conditionInflict": [ diff --git a/data/bestiary/bestiary-tce.json b/data/bestiary/bestiary-tce.json index dd5d5bb..b2f5dd5 100644 --- a/data/bestiary/bestiary-tce.json +++ b/data/bestiary/bestiary-tce.json @@ -2426,7 +2426,7 @@ { "name": "Vigilant", "entries": [ - "The defender can't be {@quickref Surprise|PHB|3|0|surprised}." + "The defender can't be {@status surprised}." ] } ], diff --git a/data/bestiary/bestiary-tdcsr.json b/data/bestiary/bestiary-tdcsr.json index da6d1af..533ce5a 100644 --- a/data/bestiary/bestiary-tdcsr.json +++ b/data/bestiary/bestiary-tdcsr.json @@ -3741,6 +3741,9 @@ "resist": [ "poison" ], + "conditionImmune": [ + "disease" + ], "languages": [ "Common", "Dwarvish" diff --git a/data/bestiary/bestiary-tftyp.json b/data/bestiary/bestiary-tftyp.json index 5d3a151..9e5dfd7 100644 --- a/data/bestiary/bestiary-tftyp.json +++ b/data/bestiary/bestiary-tftyp.json @@ -605,6 +605,7 @@ "P" ], "miscTags": [ + "CUR", "MLW", "MW", "RCH" @@ -2576,6 +2577,7 @@ "P" ], "miscTags": [ + "DIS", "MW" ], "savingThrowForced": [ @@ -3808,7 +3810,7 @@ { "name": "Ambusher", "entries": [ - "In the first round of a combat, the doppelganger has advantage on attack rolls against any creature it has {@quickref Surprise|PHB|3|0|surprised}." + "In the first round of a combat, the doppelganger has advantage on attack rolls against any creature it has {@status surprised}." ] }, { @@ -5694,6 +5696,7 @@ "CW" ], "miscTags": [ + "CUR", "MLW", "MW", "RW", diff --git a/data/bestiary/bestiary-toa.json b/data/bestiary/bestiary-toa.json index 1311181..b1e3788 100644 --- a/data/bestiary/bestiary-toa.json +++ b/data/bestiary/bestiary-toa.json @@ -304,6 +304,7 @@ "CW" ], "miscTags": [ + "CUR", "MLW", "MW" ], @@ -1461,7 +1462,7 @@ { "name": "Assassinate", "entries": [ - "During his first turn, Bag of Nails has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Bag of Nails scores against a {@quickref Surprise|PHB|3|0|surprised} creature is a critical hit." + "During his first turn, Bag of Nails has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Bag of Nails scores against a {@status surprised} creature is a critical hit." ] }, { @@ -1883,6 +1884,9 @@ "medicine": "+6" }, "passive": 13, + "conditionImmune": [ + "disease" + ], "languages": [ "understands Common but can't speak" ], diff --git a/data/bestiary/bestiary-tob1-2023.json b/data/bestiary/bestiary-tob1-2023.json index 5f5212f..2631daf 100644 --- a/data/bestiary/bestiary-tob1-2023.json +++ b/data/bestiary/bestiary-tob1-2023.json @@ -4334,6 +4334,7 @@ ], "miscTags": [ "AOE", + "DIS", "MW" ], "conditionInflict": [ @@ -5322,6 +5323,7 @@ "P" ], "miscTags": [ + "DIS", "MW", "RCH" ], @@ -8481,6 +8483,7 @@ "S" ], "miscTags": [ + "DIS", "MW" ], "savingThrowForced": [ @@ -8824,6 +8827,7 @@ ], "miscTags": [ "AOE", + "DIS", "MW" ], "conditionInflict": [ @@ -14129,6 +14133,7 @@ "S" ], "miscTags": [ + "DIS", "MLW", "MW" ], @@ -16181,6 +16186,7 @@ ], "miscTags": [ "AOE", + "DIS", "MW", "RCH" ], @@ -17741,6 +17747,7 @@ "P" ], "miscTags": [ + "DIS", "MW" ], "conditionInflict": [ @@ -24958,6 +24965,7 @@ "O" ], "miscTags": [ + "CUR", "MLW", "MW" ], @@ -28356,6 +28364,7 @@ "S" ], "miscTags": [ + "DIS", "MW", "RW" ], @@ -28682,6 +28691,7 @@ "S" ], "miscTags": [ + "DIS", "MLW", "MW", "RCH", @@ -31264,6 +31274,9 @@ "attachedItems": [ "club|phb" ], + "traitTags": [ + "Mimicry" + ], "senseTags": [ "D" ], @@ -31811,6 +31824,7 @@ "S" ], "miscTags": [ + "DIS", "MW", "RCH" ], @@ -34440,6 +34454,7 @@ ], "miscTags": [ "AOE", + "DIS", "MW" ], "savingThrowForced": [ @@ -34887,6 +34902,7 @@ "O" ], "miscTags": [ + "CUR", "MW" ], "conditionInflict": [ @@ -37263,6 +37279,7 @@ "Y" ], "miscTags": [ + "DIS", "MW", "RCH" ], @@ -41027,6 +41044,7 @@ "P" ], "miscTags": [ + "DIS", "MW" ], "savingThrowForced": [ @@ -41704,7 +41722,8 @@ "arctic" ], "traitTags": [ - "Magic Resistance" + "Magic Resistance", + "Mimicry" ], "senseTags": [ "SD" @@ -41831,6 +41850,9 @@ "longbow|phb", "rapier|phb" ], + "traitTags": [ + "Mimicry" + ], "senseTags": [ "SD" ], @@ -41973,6 +41995,9 @@ "attachedItems": [ "longbow|phb" ], + "traitTags": [ + "Mimicry" + ], "senseTags": [ "SD" ], @@ -43508,6 +43533,7 @@ "N" ], "miscTags": [ + "DIS", "MW" ], "conditionInflict": [ @@ -43965,6 +43991,7 @@ ], "miscTags": [ "AOE", + "DIS", "MW" ], "conditionInflict": [ @@ -44413,7 +44440,8 @@ "desert" ], "traitTags": [ - "Magic Resistance" + "Magic Resistance", + "Mimicry" ], "senseTags": [ "SD" @@ -44847,6 +44875,7 @@ ], "miscTags": [ "AOE", + "CUR", "MW" ], "conditionInflict": [ @@ -50797,6 +50826,9 @@ "planar", "urban" ], + "traitTags": [ + "Mimicry" + ], "senseTags": [ "D" ], @@ -53347,6 +53379,7 @@ "S" ], "miscTags": [ + "DIS", "MLW", "MW" ], @@ -53545,7 +53578,8 @@ "urban" ], "traitTags": [ - "Amorphous" + "Amorphous", + "Mimicry" ], "senseTags": [ "B" @@ -54449,6 +54483,7 @@ "N" ], "miscTags": [ + "CUR", "MW" ], "conditionInflict": [ @@ -55116,6 +55151,7 @@ ], "miscTags": [ "AOE", + "CUR", "MW" ], "conditionInflict": [ @@ -55687,6 +55723,7 @@ "S" ], "miscTags": [ + "DIS", "MW", "RCH" ], @@ -57078,6 +57115,7 @@ ], "miscTags": [ "AOE", + "DIS", "MW" ], "savingThrowForced": [ @@ -57591,6 +57629,7 @@ "N" ], "miscTags": [ + "DIS", "MW" ], "conditionInflict": [ diff --git a/data/bestiary/bestiary-veor.json b/data/bestiary/bestiary-veor.json index 98c175e..f324840 100644 --- a/data/bestiary/bestiary-veor.json +++ b/data/bestiary/bestiary-veor.json @@ -1573,6 +1573,7 @@ "Y" ], "miscTags": [ + "CUR", "MW" ], "conditionInflict": [ diff --git a/data/bestiary/bestiary-vgm.json b/data/bestiary/bestiary-vgm.json index 986b7f7..ac1e56d 100644 --- a/data/bestiary/bestiary-vgm.json +++ b/data/bestiary/bestiary-vgm.json @@ -3522,7 +3522,7 @@ "name": "Death Gaze", "entries": [ "When a creature that can see the bodak's eyes starts its turn within 30 feet of the bodak, the bodak can force it to make a {@dc 13} Constitution saving throw if the bodak isn't {@condition incapacitated} and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points, unless it is immune to the {@condition frightened} condition. Otherwise, a creature takes 16 ({@damage 3d10}) psychic damage on a failed save.", - "Unless {@quickref Surprise|PHB|3|0|surprised}, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the bodak until the start of its next turn. If the creature looks at the bodak in the meantime, it must immediately make the saving throw." + "Unless {@status surprised}, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the bodak until the start of its next turn. If the creature looks at the bodak in the meantime, it must immediately make the saving throw." ] }, { @@ -8460,7 +8460,8 @@ "path": "bestiary/gazer.mp3" }, "traitTags": [ - "Aggressive" + "Aggressive", + "Mimicry" ], "senseTags": [ "D" @@ -12265,6 +12266,7 @@ }, "traitTags": [ "Keen Senses", + "Mimicry", "Rampage" ], "senseTags": [ @@ -15107,7 +15109,7 @@ { "name": "Slayer", "entries": [ - "In the first round of a combat, the orc has advantage on attack rolls against any creature that hasn't taken a turn yet. If the orc hits a creature that round who was {@quickref Surprise|PHB|3|0|surprised}, the hit is automatically a critical hit." + "In the first round of a combat, the orc has advantage on attack rolls against any creature that hasn't taken a turn yet. If the orc hits a creature that round who was {@status surprised}, the hit is automatically a critical hit." ] } ], @@ -16323,7 +16325,7 @@ { "name": "Ambusher", "entries": [ - "In the first round of a combat, the slithering tracker has advantage on attack rolls against any creature it {@quickref Surprise|PHB|3|0|surprised}." + "In the first round of a combat, the slithering tracker has advantage on attack rolls against any creature it {@status surprised}." ] }, { @@ -16525,6 +16527,7 @@ "S" ], "miscTags": [ + "DIS", "MW" ], "savingThrowForced": [ @@ -17244,6 +17247,7 @@ "P" ], "miscTags": [ + "DIS", "MW" ], "hasToken": true, @@ -18318,6 +18322,7 @@ "P" ], "miscTags": [ + "CUR", "MW" ], "conditionInflict": [ diff --git a/data/bestiary/bestiary-vrgr.json b/data/bestiary/bestiary-vrgr.json index f6251b9..7debd9e 100644 --- a/data/bestiary/bestiary-vrgr.json +++ b/data/bestiary/bestiary-vrgr.json @@ -486,6 +486,7 @@ ], "miscTags": [ "AOE", + "DIS", "MW" ], "conditionInflict": [ @@ -578,6 +579,7 @@ "P" ], "miscTags": [ + "CUR", "MW" ], "conditionInflict": [ @@ -2408,6 +2410,7 @@ "S" ], "miscTags": [ + "CUR", "MLW", "MW" ], @@ -3705,6 +3708,7 @@ "P" ], "miscTags": [ + "DIS", "MW" ], "conditionInflict": [ @@ -4536,6 +4540,7 @@ "shortsword|phb" ], "traitTags": [ + "Mimicry", "Regeneration", "Shapechanger" ], @@ -4550,6 +4555,7 @@ "P" ], "miscTags": [ + "CUR", "MLW", "MW", "RNG", diff --git a/data/bestiary/bestiary-wbtw.json b/data/bestiary/bestiary-wbtw.json index ab72cb7..ed08dbd 100644 --- a/data/bestiary/bestiary-wbtw.json +++ b/data/bestiary/bestiary-wbtw.json @@ -148,6 +148,7 @@ "P" ], "miscTags": [ + "CUR", "MLW", "MW", "RW", @@ -866,6 +867,9 @@ ] } ], + "traitTags": [ + "Mimicry" + ], "senseTags": [ "T" ], @@ -1334,7 +1338,7 @@ { "name": "Uncanny Awareness", "entries": [ - "Endelyn can't be {@quickref Surprise|PHB|3|0|surprised}." + "Endelyn can't be {@status surprised}." ] } ], @@ -3070,6 +3074,9 @@ "attachedItems": [ "dagger|phb" ], + "traitTags": [ + "Mimicry" + ], "actionTags": [ "Multiattack" ], @@ -5167,6 +5174,9 @@ ] } ], + "traitTags": [ + "Mimicry" + ], "senseTags": [ "T" ], diff --git a/data/bestiary/bestiary-wdh.json b/data/bestiary/bestiary-wdh.json index a0264f1..453bf79 100644 --- a/data/bestiary/bestiary-wdh.json +++ b/data/bestiary/bestiary-wdh.json @@ -2343,7 +2343,8 @@ "conditionImmune": [ "charmed", "frightened", - "poisoned" + "poisoned", + "disease" ], "languages": [ "all spoken languages" @@ -7179,6 +7180,7 @@ "P" ], "miscTags": [ + "CUR", "MLW", "MW", "RNG", @@ -8444,7 +8446,7 @@ { "name": "Assassinate", "entries": [ - "During its first turn, Urstul has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Urstul scores against a {@quickref Surprise|PHB|3|0|surprised} creature is a critical hit." + "During its first turn, Urstul has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Urstul scores against a {@status surprised} creature is a critical hit." ] }, { diff --git a/data/bestiary/bestiary-wdmm.json b/data/bestiary/bestiary-wdmm.json index cf3af90..bdc3544 100644 --- a/data/bestiary/bestiary-wdmm.json +++ b/data/bestiary/bestiary-wdmm.json @@ -5584,6 +5584,7 @@ "S" ], "miscTags": [ + "CUR", "MLW", "MW", "RNG", diff --git a/data/bestiary/fluff-bestiary-ggr.json b/data/bestiary/fluff-bestiary-ggr.json index 7fc772d..7e5f943 100644 --- a/data/bestiary/fluff-bestiary-ggr.json +++ b/data/bestiary/fluff-bestiary-ggr.json @@ -609,7 +609,7 @@ ], [ "5", - "Heightened Awareness. The krasis can't be {@quickref Surprise|PHB|3|0|surprised}, as a result of having sensitive barbels like a catfish, stereoscopic vision like a chameleon, a tongue like a snake, eye stalks like a lobster, or an array of several eyes." + "Heightened Awareness. The krasis can't be {@status surprised}, as a result of having sensitive barbels like a catfish, stereoscopic vision like a chameleon, a tongue like a snake, eye stalks like a lobster, or an array of several eyes." ], [ "6", @@ -742,7 +742,7 @@ ], [ "5", - "Heightened Awareness. The krasis can't be {@quickref Surprise|PHB|3|0|surprised}, as a result of having sensitive barbels like a catfish, stereoscopic vision like a chameleon, a tongue like a snake, eye stalks like a lobster, or an array of several eyes." + "Heightened Awareness. The krasis can't be {@status surprised}, as a result of having sensitive barbels like a catfish, stereoscopic vision like a chameleon, a tongue like a snake, eye stalks like a lobster, or an array of several eyes." ], [ "6", @@ -875,7 +875,7 @@ ], [ "5", - "Heightened Awareness. The krasis can't be {@quickref Surprise|PHB|3|0|surprised}, as a result of having sensitive barbels like a catfish, stereoscopic vision like a chameleon, a tongue like a snake, eye stalks like a lobster, or an array of several eyes." + "Heightened Awareness. The krasis can't be {@status surprised}, as a result of having sensitive barbels like a catfish, stereoscopic vision like a chameleon, a tongue like a snake, eye stalks like a lobster, or an array of several eyes." ], [ "6", diff --git a/data/bestiary/fluff-bestiary-qftis.json b/data/bestiary/fluff-bestiary-qftis.json new file mode 100644 index 0000000..94c7dcc --- /dev/null +++ b/data/bestiary/fluff-bestiary-qftis.json @@ -0,0 +1,1049 @@ +{ + "_meta": { + "internalCopies": [ + "monsterFluff" + ] + }, + "monsterFluff": [ + { + "name": "Android", + "source": "QftIS", + "entries": [ + { + "type": "entries", + "entries": [ + "Androids are synthetic humanoids built to assist their creators with highly specialized tasks. They are designed to be compliant and typically have friendly demeanors.", + "Every android has one or more upgrades to help it excel at its intended functions, but all androids are capable of defending themselves with concentrated bolts of force up close or from a distance.", + "Despite an android's sophisticated construction, electrical surges can temporarily disrupt its finely tuned components. Similarly, damage to its core processing functions or long stretches of isolation can wear down an android's critical faculties, causing it to behave erratically." + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/QftIS/Android.webp" + } + } + ] + }, + { + "name": "Barkburr", + "source": "QftIS", + "entries": [ + { + "type": "entries", + "entries": [ + "Barkburrs are animate, poisonous Plants that spontaneously grow from trees when a spark of nature's magic takes root in the wood. They appear as limpet-like knots of bark and wood indistinguishable from ordinary tree burls. Barkburrs often act in defense of a grove or forest.", + "Some barkburrs cling to the trees from which they sprouted, while others slowly wander until they encounter creatures that threaten the forest's natural order. When a barkburr identifies such a creature, the barkburr leaps at the invader and injects it with a poisonous sap that quickly and painfully transforms the creature into a tree." + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/QftIS/Barkburr.webp" + } + } + ] + }, + { + "name": "Champion of Gorm", + "source": "QftIS", + "entries": [ + { + "type": "entries", + "entries": [ + "Champions are blessed by Gorm to lead their fellow guardians. In battle, they channel auras of ghostly lightning to protect Gorm's servants." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Guardians of Gorm", + "entries": [ + "The Guardians of Gorm are stalwart Cynidiceans who worship Gorm, an ancient god of justice, storms, and war. Members of the order wear brass masks bearing the face of their god, who is depicted as a long-haired, bearded man with a stern gaze. Each fully initiated guardian has a small blue lightning bolt tattooed on their right shoulder.", + "Guardians follow a strict code of decorum that values bravery, honesty, and justice tempered with mercy. Still, they are quick to chastise blasphemers, criminals, and cultists who oppose their cause, buffeting these foes with their shocking implements." + ] + } + ] + } + ] + }, + { + "name": "Champion of Madarua", + "source": "QftIS", + "entries": [ + { + "type": "entries", + "entries": [ + "Champions of Madarua represent the most skilled warriors in the faction. Hardened by battle, they lead the charge into the fray and inspire their fellow warriors to strike with decisive fury." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Warriors of Madarua", + "entries": [ + "Members of the Warriors of Madarua wear bronze masks that depict the determined the face of Madarua, an ancient Cynidicean god of birth, death, and the seasons. Each member bears a small tattoo of a sickle on the inside of their left wrist.", + "Warriors of Madarua recognize and respect the ever-changing complexity of life. In combat, they strive to be as fierce and unpredictable as nature itself." + ] + } + ] + } + ] + }, + { + "name": "Champion of Usamigaras", + "source": "QftIS", + "entries": [ + { + "type": "entries", + "entries": [ + "Champions are blessed by Usamigaras to advance the faction by any means necessary. They boast a greater repertoire of spells than their fellows and can radiate an aura of illusions to confuse their foes." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Mages of Usamigaras", + "entries": [ + "The Mages of Usamigaras are Cynidicean spellcasters who worship Usamigaras, a god of magic, messengers, and lies. They hide their identities and intentions behind silver masks depicting the face of their god. Secrecy is key among the Mages of Usamigaras. Members whisper in the presence of outsiders and pepper their speech with lies, even obvious ones. Such behavior isn't rude among members, who view deceit as worthy of celebration, not chastisement." + ] + } + ] + } + ] + }, + { + "name": "Combat Robot", + "source": "QftIS", + "entries": [ + { + "type": "entries", + "entries": [ + "Combat robots are designed for security or military action. They make able sentries and are usually programmed to take intruders prisoner before resorting to lethal force. Combat robots signal their pursuit with built-in sirens and flashing lights, warning nearby creatures of their imminent arrival with an intimidating display. Combat robots display a wide range of voices. Some units are clearly designed to intimidate, while others offer canned, upbeat platitudes in pleasant tones even while subduing opponents." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Robots", + "entries": [ + "Robots are Constructs created for heavy labor, menial tasks, or routine security. Despite robots' hardy construction, their circuitry is prone to overload if exposed to strong electrical currents. A robot has a pair of small appendages for fine motor control and object manipulation, as well as two larger appendages specialized for its role. Robots are programmed with intelligence, understanding, and usually loyalty to their creators. Despite that, long-operating robots sometimes develop their own personalities and ideas. Robots that endure long stretches of isolation, mistreatment, or neglect are prone to malfunctions. Some robots become despondent or cruel, while others obsessively repeat their last directive or adopt new, peculiar purposes of their own." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/QftIS/Combat Robot.webp" + } + } + ] + }, + { + "name": "Derro Apprentice", + "source": "QftIS", + "entries": [ + { + "type": "entries", + "entries": [ + "Derro who have just begun to discover and control their magic are called apprentices. The magic of a derro apprentice is dangerous and unpredictable." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Derro", + "entries": [ + "Derro are Underdark dwellers of dubious origin. According to the histories of some duergar, derro are descended from a community of dwarves that was left behind when the others escaped the rule of mind flayers. The mind flayers' psionic power eventually transformed these forsaken dwarves into Aberrations.", + "You can learn more about derro in{@i Mordenkainen Presents: Monsters of the Multiverse}." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/QftIS/Derro Apprentice.webp" + } + } + ] + }, + { + "name": "Derro Raider", + "source": "QftIS", + "entries": [ + { + "type": "entries", + "entries": [ + "Hostility and greed are guiding values for some derro. These derro indiscriminately raid settlements and rob travelers regardless of the apparent value of any goods they steal. These derro believe such acts are sanctioned by their despicable god, Diirinka, who delights in cruelty and destruction." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Derro", + "entries": [ + "Derro are Underdark dwellers of dubious origin. According to the histories of some duergar, derro are descended from a community of dwarves that was left behind when the others escaped the rule of mind flayers. The mind flayers' psionic power eventually transformed these forsaken dwarves into Aberrations.", + "You can learn more about derro in{@i Mordenkainen Presents: Monsters of the Multiverse}." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/QftIS/Derro Raider.webp" + } + } + ] + }, + { + "name": "Derwyth", + "source": "QftIS", + "entries": [ + { + "type": "entries", + "entries": [ + "Derwyth lives in Cernant Valley\u2014a forested basin at the foot of the Tegefed Mountains\u2014along with many animals, most of which are small woodland creatures. These animals act as Derwyth's eyes and ears, quickly bringing her news of events in the wood, particularly the arrival and actions of strangers. The creatures also carry messages to more powerful Beasts in the valley that sometimes come to Derwyth's aid." + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/QftIS/Derwyth.webp" + } + } + ] + }, + { + "name": "Drelnza", + "source": "QftIS", + "entries": [ + { + "type": "entries", + "entries": [ + "Drelnza is the vampire daughter of Iggwilv. She is the Witch Queen's greatest treasure, an immortal warrior who guards some of her mother's most precious belongings decades after the archmage's mysterious departure. The identity of Drelnza's father is unknown even to her.", + "Drelnza slumbers deep in the Lost Caverns of Tsojcanth, rising to dispatch those few who make it to Iggwilv's hoard. As a consequence of Drelnza's prolonged rest, she has yet to regain some of her vampiric powers.", + "In the years before Iggwilv's disappearance, Drelnza acted as general to a battalion of demons bound to serve the Witch Queen. Armed with her sentient longsword, Heretic, Drelnza terrorized the people of Perrenland." + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/QftIS/Drelnza.webp" + } + } + ] + }, + { + "name": "Froghemoth Elder", + "source": "QftIS", + "entries": [ + { + "type": "entries", + "entries": [ + "Froghemoths are massive amphibious predators with starry origins. A froghemoth has four tentacles, a rubbery hide, a long prehensile tongue, and three bulbous eyes branching from an extendable stalk.", + "Though most froghemoths lurk in swamps, those raised in unnatural environs\u2014as well as those that dine on smaller, weaker hatchlings\u2014are unmatched in strength and hunger. These ancient specimens, known as froghemoth elders, possess alien abilities and warp the ecosystems in which they dwell.", + "To learn more about froghemoths, see{@i Mordenkainen Presents: Monsters of the Multiverse}." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "A Froghemoth Elder's Lair", + "entries": [ + "Froghemoth elders lair in unnatural ecosystems that facilitate their growth, such as wrecked spaceships, primordial bogs, and radioactive pools." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/QftIS/Froghemoth Elder.webp" + } + } + ] + }, + { + "name": "Gibberling", + "source": "QftIS", + "entries": [ + { + "type": "entries", + "entries": [ + "A single gibberling is little more than a nuisance\u2014a babbling, hairy creature that darts about, attacking whatever it can find. Unfortunately, gibberlings are rarely encountered alone. They rampage in dense swarms, crawling and leaping over each other to rip, shred, and devour everything in their path.", + "Gibberlings are named for their incoherent chattering. Loud and shrill, their exasperating nonsense distracts even the most focused creatures. Gibberling swarms are heard long before they are seen.", + "The first gibberlings were spawned in the jungles of the Gaping Maw, a layer of the Abyss ruled by the demon lord Demogorgon. The Prince of Demons' influence instilled in gibberlings a hive-mind-like nature, protecting them from magical compulsions. However, unlike most demons, gibberlings share a strong aversion to fire.", + "On the Material Plane, gibberlings tend to dwell in dense forests or the Underdark." + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/QftIS/Gibberling.webp" + } + } + ] + }, + { + "name": "Guardian of Gorm", + "source": "QftIS", + "entries": [ + { + "type": "entries", + "entries": [ + "Guardians are the fearless rank and file of their faction." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Guardians of Gorm", + "entries": [ + "The Guardians of Gorm are stalwart Cynidiceans who worship Gorm, an ancient god of justice, storms, and war. Members of the order wear brass masks bearing the face of their god, who is depicted as a long-haired, bearded man with a stern gaze. Each fully initiated guardian has a small blue lightning bolt tattooed on their right shoulder. Guardians follow a strict code of decorum that values bravery, honesty, and justice tempered with mercy. Still, they are quick to chastise blasphemers, criminals, and cultists who oppose their cause, buffeting these foes with their shocking implements." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/QftIS/Guardian of Gorm.webp" + } + } + ] + }, + { + "name": "Horrid Plant", + "source": "QftIS", + "entries": [ + { + "type": "entries", + "entries": [ + "Horrid plants are a family of carnivorous vegetation found in bogs, damp heaths, jungles, and swamps. Some botanists theorize these plants are an invasive species from a faraway world. When still, horrid plants resemble ordinary (if vibrant) foliage." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Horrid Plant Varieties", + "entries": [ + "The most infamous varieties of horrid plant are dew drinkers, purple blossoms, and snapper saws.", + { + "type": "entries", + "name": "Dew Drinker", + "entries": [ + "Dew drinkers resemble large cabbage plants until they unfurl their long, hair-tipped tendrils. Dew drinkers use these tendrils to drain the moisture and life force from their prey." + ] + }, + { + "type": "entries", + "name": "Purple Blossom", + "entries": [ + "The purple blossom is a treelike plant with cup-shaped purple flowers. Tubules within the plant's branches connect the flowers to reserves of acidic sap in the plant's trunk. Purple blossoms squirt this sap at prey through the flowers' pistils." + ] + }, + { + "type": "entries", + "name": "Snapper Saw", + "entries": [ + "Snapper saws resemble ordinary bushes and bear fragrant white berries during temperate seasons. Between encounters, the plant buries its weapons\u2014wide, razor-sharp outer leaves\u2014in the loose dirt around itself to catch unsuspecting prey off guard." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/QftIS/Horrid Plant.webp" + } + } + ] + }, + { + "name": "Leprechaun", + "source": "QftIS", + "entries": [ + { + "type": "entries", + "entries": [ + "Leprechauns are manifestations of the Feywild rules of hospitality and reciprocity. These rules infuse leprechauns with a deep connection to fixing and making things. Industrious and proud, leprechauns channel this creative energy into their tools, using them to quickly mend damaged objects, craft new ones from raw materials, and mold ideas into vivid illusions.", + "A leprechaun's adherence to Feywild rules affords it tremendous luck, but this fortune comes at a cost. These same magical strictures compel leprechauns to use their powers on behalf of those who offer them gifts. Leprechauns despise greed and are spiteful toward anyone who makes demands without first offering a gift or, worse, anyone who tries to steal from them. They delight in pranking such foolish creatures or pilfering from them in return.", + "Leprechauns take pride in their appearances, dressing in dapper outfits that typically feature red fabrics, gleaming belts and buckles, and natural woodland accouterments. These fashions compliment their bright green skin, exuberant hair, and upbeat demeanors." + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/QftIS/Leprechaun.webp" + } + }, + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/QftIS/Leprechaun 2.webp" + }, + "credit": "Luca Bancone" + } + ] + }, + { + "name": "Mage of Usamigaras", + "source": "QftIS", + "entries": [ + { + "type": "entries", + "entries": [ + "The common members of the Mages of Usamigaras use their magical talents to charm and deceive the faction's opponents." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Mages of Usamigaras", + "entries": [ + "The Mages of Usamigaras are Cynidicean spellcasters who worship Usamigaras, a god of magic, messengers, and lies. They hide their identities and intentions behind silver masks depicting the face of their god. Secrecy is key among the Mages of Usamigaras. Members whisper in the presence of outsiders and pepper their speech with lies, even obvious ones. Such behavior isn't rude among members, who view deceit as worthy of celebration, not chastisement." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/QftIS/Mage of Usamigaras.webp" + } + } + ] + }, + { + "name": "Maschin-i-Bozorg", + "source": "QftIS", + "entries": [ + { + "type": "entries", + "entries": [ + "The kagu-svirfneblin's most prized invention is the maschin-i-bozorg: a dome-shaped, steam-powered battle construct propelled by a multitude of wheels along its flat underside. Maschin-i-bozorgs typically act as guardians and sentries, tirelessly patrolling the sites they're assigned to protect. Each machine obeys the commands of its creator.", + "A machin-i-bozorg can roll over its enemies to crush them with its immense weight. It can also fire poison darts with deadly precision, jab creatures with similar darts attached to extendable arms that retract inside its body, and spray jets of scalding steam to fend off intruders." + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/QftIS/Maschin-i-Bozorg.webp" + } + } + ] + }, + { + "name": "Memory Web", + "source": "QftIS", + "entries": [ + { + "type": "entries", + "entries": [ + "A memory web is a living web that resembles an ordinary web spun by an ettercap, a giant spider, or another oversized arachnid. Memory webs lie in ambush draped over plant life, wrapped around corpses, or stuck to ossuaries in dark catacombs.", + "Memory webs feed on memories and require daily sustenance. When a memory web's prey draws close, the web springs at the creature and wraps it in sticky, cord-like fibers. The web then drains its victim's memories, sapping the creature's life force in the process. A memory web can continue to feed on a corpse's memories for days after its death.", + "If a memory web is slain, any memories it consumed over the last day are discharged from its body in a telepathic deluge. Some of these memories lodge themselves in the minds of nearby creatures as dreamlike recollections, potentially spurring their inheritors to action. The Memory Web Memories table presents adventure seeds that might be released by a slain memory web.", + { + "type": "table", + "colLabels": [ + "d4", + "Memory" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "The location of a powerful magic item" + ], + [ + "2", + "A secret betrayal by a beloved public figure" + ], + [ + "3", + "The details of an unfinished quest" + ], + [ + "4", + "A revelation about an impending upheaval" + ] + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/QftIS/Memory Web.webp" + } + } + ] + }, + { + "name": "Nafas", + "source": "QftIS", + "entries": [ + { + "type": "entries", + "entries": [ + "Nafas is the breath of the multiverse, an ancient djinni born from the planar winds that blow through the myriad doors of the Infinite Staircase. He's a timeless force of untold power, a genie made noble by the planes themselves. A cloud of twinkling stardust follows Nafas wherever he goes, as evidence of his cosmic might.", + "No bottle, vase, ring, or lamp can contain Nafas. The genie is bound to the Infinite Staircase itself, anchored to the extradimensional realm that created him. From the steps of the staircase, Nafas hears the wishes of creatures across the multiverse but cannot act on them. Moved by their stories but barred by circumstance, Nafas relies on adventurers\u2014whom he considers the living manifestations of a wish granted\u2014to respond to these calls.", + "To friendly adventurers and weary travelers along the staircase, Nafas is a benevolent host, welcoming his guests with feasts, musical performances, and charming tales over tea. However, those who abuse the djinni's hospitality or seek to bind him to their service with Iron Flasks or other magic provoke his tempestuous ire.", + "When Nafas is provoked, the scope of his retribution is limited only by his imagination. Though the genie typically reserves the Wish spell for creatures he deems worthy of its gifts, he isn't above leveraging that power against formidable threats, rewriting reality to forcibly tilt the scales in his favor.", + "The multiverse dictates that there must always be a noble djinni to preside over the Infinite Staircase. If slain, Nafas re-forms within days, coalescing from cosmic air. The only way to truly destroy Nafas is to take his place.", + { + "type": "inset", + "name": "Nafas as a Patron", + "entries": [ + "In addition to linking the adventures in this book, you can use Nafas as a group patron (detailed in Tasha's Cauldron of Everything). In this role, Nafas sends adventurers to distant worlds to fulfill the wishes of creatures beyond his reach. Adventurers who return to Nafas successful receive gifts as rewards. As a noble genie, Nafas can also act as a warlock's otherworldly patron, imparting a fraction of his power in exchange for the warlock's loyal service." + ] + } + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Nafas's Lair", + "entries": [ + "Nafas lairs in the Censer of Dreams, an aeolian palace within the Infinite Staircase where winds and wishes converge (see chapter 1 of Quests from the Infinite Staircase). Windcatchers rise above its spacious chambers and softly glowing domes, and melodious chimes dance in the shutterless windows of its vaulted halls. Held aloft by genie magic and the staircases that branch from it, the palace is a pit stop for planar travelers and a haven for friendly creatures." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/QftIS/Nafas.webp" + } + }, + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/QftIS/Nafas's Shamshir.webp" + }, + "credit": "Kevin Glint" + } + ] + }, + { + "name": "Nafik", + "source": "QftIS", + "entries": [ + { + "type": "entries", + "entries": [ + "In life, Nafik was the high priest of Amun Sa, the last pharaoh of the land of Bakar. Nafik was a loyal subject and was respected in turn by Amun Sa and the lesser priests in the pharaoh's retinue. When Amun Sa died, Nafik and a cadre of priests locked themselves in Amun Sa's tomb according to tradition. There, they performed holy rites and accepted food and offerings from the outside.", + "As time went on, Nafik grew envious of Amun Sa. \"Why should the pharaoh get to enjoy eternal bliss in the afterlife while his priests are condemned to live out the rest of their lives imprisoned in his pyramid?\" he thought. In his anger, Nafik turned to unholy grimoires, seeking forbidden rituals he hoped could teach him the secrets of everlasting life.", + "When the lands of Bakar dried up, the faithful stopped bringing offerings to Amun Sa's tomb. The threat of starvation loomed over Nafik and his priests. In a desperate measure, Nafik wrought a haphazard ritual on himself and his fellow priests, transforming them and himself into Undead. Heartless and corrupted by evil, Nafik now rules over the upper halls of Amun Sa's pyramid and the priests he sentenced to an exanimate eternity." + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/QftIS/Nafik.webp" + } + } + ] + }, + { + "name": "Pech", + "source": "QftIS", + "entries": [ + { + "type": "entries", + "entries": [ + "Pechs are slight, bipedal diggers from the Elemental Plane of Earth. They have a knack for finding weak points in buildings, objects, and raw materials, making them phenomenal excavators\u2014and, if the occasion calls for it, sappers and saboteurs. Pechs enjoy sculpting and carving vast networks of tunnels and warrens, where they live in clans and mine precious metals and gems.", + "Small and lithe, pechs have long, thin limbs and broad feet. Their large, pupilless eyes are sensitive to bright light, which they avoid, and they find sunlight nauseating. Their skin displays a spectrum of color and texture as varied as that of clay, earth, and stone.", + "A single pech can draw on the magic of the Elemental Plane of Earth to shape stone to its will, but pechs are stronger together than alone. When in groups, pechs can combine their magic to conjure great curtains of stone and infuse creatures with the fortitude of elemental earth." + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/QftIS/Pech.webp" + } + } + ] + }, + { + "name": "Sion", + "source": "QftIS", + "entries": [ + { + "type": "entries", + "entries": [ + "Sion is the most trusted servant of Piyarz, a traitorous sage in the Tower of the Heavens. Originally one of the tower's stewards, Sion displayed an innate talent for magic. Piyarz encouraged Sion to develop his arcane powers in secret, and in time Sion became a skilled shadow sorcerer. He kept his umbral abilities hidden from the tower's other residents. Even so, they all noticed his fervent devotion to Piyarz and, ironically, refer to him in private as \"Piyarz's shadow.\"", + "Sion's sorcery allows him to step in and out of shadows and create shadowy duplicates of himself. He can even exercise limited control over others' shadows, causing the shadows to grasp their hosts and pin them in place. Wherever Sion goes, he's accompanied by his two pets, a ferocious hound and an oversized raven that help Sion track down his enemies. Spun by Sion from pure shadow, both creatures use the shadow stat block, but the raven has a flying speed of 40 feet." + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/QftIS/Sion.webp" + } + } + ] + }, + { + "name": "Swarm of Gibberlings", + "source": "QftIS", + "entries": [ + { + "type": "entries", + "entries": [ + "A single gibberling is little more than a nuisance\u2014a babbling, hairy creature that darts about, attacking whatever it can find. Unfortunately, gibberlings are rarely encountered alone. They rampage in dense swarms, crawling and leaping over each other to rip, shred, and devour everything in their path.", + "Gibberlings are named for their incoherent chattering. Loud and shrill, their exasperating nonsense distracts even the most focused creatures. Gibberling swarms are heard long before they are seen.", + "The first gibberlings were spawned in the jungles of the Gaping Maw, a layer of the Abyss ruled by the demon lord Demogorgon. The Prince of Demons' influence instilled in gibberlings a hive-mind-like nature, protecting them from magical compulsions. However, unlike most demons, gibberlings share a strong aversion to fire.", + "On the Material Plane, gibberlings tend to dwell in dense forests or the Underdark." + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/QftIS/Swarm of Gibberlings.webp" + } + } + ] + }, + { + "name": "The Gardener", + "source": "QftIS", + "entries": [ + { + "type": "entries", + "entries": [ + "The Gardener is an archfey who adores the splendor of nature, the joy of song, and the glow of shared merriment. This ancient being once wandered the Feywild and worlds of the Material Plane until two dear friends created a wondrous garden and asked the Gardener to tend to it. The Gardener agreed to the request, then pulled the garden from the Material Plane and transformed it into a Domain of Delight\u2014a region of the Feywild that bows to an archfey's will. This place became known as the Eternal Garden.", + "The Gardener abhors bloodshed and avoids killing even those who threaten the garden, preferring to entangle them in vines and pacify them with tranquilizing breaths of flowery mist." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "The Gardener's Lair", + "entries": [ + "The Gardener's lair is the entirety of the Eternal Garden." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/QftIS/The Gardener.webp" + } + } + ] + }, + { + "name": "Tower Hand", + "source": "QftIS", + "_copy": { + "name": "Tower Steward", + "source": "QftIS", + "_mod": { + "entries": { + "mode": "prependArr", + "items": { + "type": "entries", + "entries": [ + "Tower hands belong to the Order of the Night Sky, an ancient society of martial artists who protect the sages of the Tower of the Heavens. They rarely speak and carry few worldly possessions." + ] + } + } + } + } + }, + { + "name": "Tower Sage", + "source": "QftIS", + "_copy": { + "name": "Tower Steward", + "source": "QftIS", + "_mod": { + "entries": { + "mode": "prependArr", + "items": { + "type": "entries", + "entries": [ + "Tower sages are mages who study astrology and support the leader of the Tower of the Heavens, the elder sage, in divining the future. When tower sages are initiated, their arms are tattooed with magical ink that designates their status in the hierarchy. Pupil sages have simple designs patterned after individual stars and minor constellations, while the elder sage's arms depict a plethora of constellations, moons, and suns. When the elder sage dies, the arm tattoos of the elder's chosen successor magically shift into the patterns of an elder sage.", + "Tower sages are the only folk capable of reading the Books of Prophecy, an ancient set of tomes that hint at future events of grand significance." + ] + } + } + } + } + }, + { + "name": "Tower Steward", + "source": "QftIS", + "entries": [ + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Tower Stewards", + "entries": [ + "For centuries, the Tower of the Heavens has been stewarded by dutiful folk who practice two distinct traditions." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/QftIS/Tower Steward.webp" + } + } + ] + }, + { + "name": "Vegepygmy", + "source": "QftIS", + "entries": [ + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Vegepygmies", + "entries": [ + "Also called mold folk, vegepygmies are fungal creatures that spring forth from the body of a Humanoid or Giant killed by russet mold, a poisonous fungus rumored to have originated from beyond the stars.", + "Vegepygmies gather in small bands, communicating with a combination of gestures, hisses, and rhythmic taps. While vegepygmies can sustain themselves by absorbing nutrients from soil and other organic matter, they prefer a carnivorous diet achieved through hunting and scavenging. Vegepygmies can live indefinitely so long as the climate remains hospitable to their fungal bodies.", + "To learn more about vegepygmies, see Monsters of the Multiverse." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/QftIS/Vegepygmy.webp" + } + } + ] + }, + { + "name": "Vegepygmy Moldmaker", + "source": "QftIS", + "_copy": { + "name": "Vegepygmy", + "source": "QftIS", + "_mod": { + "entries": { + "mode": "prependArr", + "items": { + "type": "entries", + "entries": [ + "The oldest vegepygmies in a colony sometimes achieve control over the growth and propagation of the mold that bore them. These elders, known as moldmakers, can envelop foes in stifling layers of mold. Moldmakers often wear pauldrons made of lichen to denote their status." + ] + } + } + } + } + }, + { + "name": "Vegepygmy Scavenger", + "source": "QftIS", + "_copy": { + "name": "Vegepygmy", + "source": "QftIS", + "_mod": { + "entries": { + "mode": "prependArr", + "items": { + "type": "entries", + "entries": [ + "Vegepygmies rely on scavengers to salvage materials from their surroundings. Vegepygmy scavengers use stealth to bring food, tools, and weapons back to the colony. These scavengers leverage their nimbleness and natural camouflage to evade foes and pelt them with slings from the cover of leafy foliage." + ] + } + } + } + } + }, + { + "name": "Vegepygmy Thorny Hunter", + "source": "QftIS", + "_copy": { + "name": "Vegepygmy", + "source": "QftIS", + "_mod": { + "entries": { + "mode": "prependArr", + "items": { + "type": "entries", + "entries": [ + "Thorny hunters are bestial vegepygmies derived from the corpses of bears, dogs, and other quadrupedal Beasts. Thorny hunters act like bloodhounds, following their master's orders to hunt prey with deadly ferocity." + ] + } + } + } + } + }, + { + "name": "Warrior of Madarua", + "source": "QftIS", + "entries": [ + { + "type": "entries", + "entries": [ + "Warriors are the foot soldiers of the faction. They thank Madarua for each battle they see and train daily with spears to follow her to victory." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Warriors of Madarua", + "entries": [ + "Members of the Warriors of Madarua wear bronze masks that depict the determined the face of Madarua, an ancient Cynidicean god of birth, death, and the seasons. Each member bears a small tattoo of a sickle on the inside of their left wrist.", + "Warriors of Madarua recognize and respect the ever-changing complexity of life. In combat, they strive to be as fierce and unpredictable as nature itself." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/QftIS/Warrior of Madarua.webp" + } + } + ] + }, + { + "name": "Wolf-in-Sheep's-Clothing", + "source": "QftIS", + "entries": [ + { + "type": "entries", + "entries": [ + "A wolf-in-sheep's-clothing is a predatory plant that resembles a tree stump. It hides in areas of thick vegetation and has a bark-like hide, eyestalks like vines or withered flowers, rootlike tentacles, and a fleshy growth atop its body that it uses to lure prey toward its fang-filled maw.", + "Wolves-in-sheep's-clothing can reshape their lures to mimic the appearance of various small, often adorable creatures to entice their prey. The Lure Forms table suggests some forms the lure might take.", + { + "type": "table", + "colLabels": [ + "d6", + "Lure Appearance" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Clumsy puppy" + ], + [ + "2", + "Cute little bunnyoid" + ], + [ + "3", + "Dapper, smiling frog with a little top hat" + ], + [ + "4", + "Fluffy kitten" + ], + [ + "5", + "Fox with adorably large ears" + ], + [ + "6", + "Spunky, dancing crawfish" + ] + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/QftIS/Wolf-in-Sheeps-Clothing.webp" + } + } + ] + }, + { + "name": "Worker Robot", + "source": "QftIS", + "entries": [ + { + "type": "entries", + "entries": [ + "Worker robots are built for physical labor such as hauling cargo, construction, and maintenance, though some worker robots fill public-facing service roles. Antigravity technology and built-in tractor beams allow worker robots to effortlessly lift cargo and other heavy objects with their mechanical tentacles, which double as weapons if the robots are threatened or drafted for security purposes. A worker robot's voice is often utilitarian, programmed to use simple phrases without embellishment. Worker robots designed to be in public view\u2014such as units that carry out deliveries, repairs, or transportation\u2014have voices that more closely mimic those of their creators. These robots employ mollifying phrases or make shallow but pleasant small talk." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Robots", + "entries": [ + "Robots are Constructs created for heavy labor, menial tasks, or routine security. Despite robots' hardy construction, their circuitry is prone to overload if exposed to strong electrical currents. A robot has a pair of small appendages for fine motor control and object manipulation, as well as two larger appendages specialized for its role. Robots are programmed with intelligence, understanding, and usually loyalty to their creators. Despite that, long-operating robots sometimes develop their own personalities and ideas. Robots that endure long stretches of isolation, mistreatment, or neglect are prone to malfunctions. Some robots become despondent or cruel, while others obsessively repeat their last directive or adopt new, peculiar purposes of their own." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/QftIS/Worker Robot.webp" + } + } + ] + }, + { + "name": "Zargon the Returner", + "source": "QftIS", + "entries": [ + { + "type": "entries", + "entries": [ + "Zargon the Returner is an elder evil\u2014an undying abomination from eons past with an insatiable appetite. A tentacled, slime-covered horror with a cyclopic red eye and an indestructible horn, Zargon corrupts creatures it doesn't devour, transforming its victims into amorphous servants.", + "No one knows Zargon's true origin. The creature was one of the first inhabitants of the Nine Hells, predating even the arrival of Asmodeus, the plane's foremost ruler. Long-lived devils and occult sages theorize Zargon and its kind were invaders from another plane\u2014or another reality entirely.", + "When Asmodeus ascended the infernal hierarchy, he and his legions wiped out most of the plane's earlier inhabitants, but Zargon proved beyond even Asmodeus' might. No matter what blistering wrath Asmodeus brought to bear on Zargon, the aberration continually re-formed from its horn. Finally, Asmodeus cast Zargon's horn from the Nine Hells in disgust, banishing the elder evil to the Material Plane. The horn was driven deep into the earth where it fell, entombing Zargon below.", + "Eventually a civilization arose above Zargon's prison. The elder evil whispered through dreams and nightmares to the people of Cynidicea, the realm's capital, until one day, a crew of Cynidiceans accidentally dug through to the Returner's prison. Zargon emerged, devouring many of the city's inhabitants and drowning many more in its slime. The city soon fell. Those who survived Zargon's rampage turned to it in worship, sacrificing their own to appease their so-called god. Appeased by these living offerings, Zargon returned to the tunnels beneath Cynidicea, where its cult grew." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Zargon's Lair", + "entries": [ + "Zargon's lair is a slimy cavern beneath the lost city of Cynidicea. The elder evil lurks in the depths, feasting on sacrifices cast down by its worshipers." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/QftIS/Zargon the Returner.webp" + } + } + ] + } + ] +} diff --git a/data/bestiary/fluff-index.json b/data/bestiary/fluff-index.json index 6bc8139..9384af3 100644 --- a/data/bestiary/fluff-index.json +++ b/data/bestiary/fluff-index.json @@ -65,6 +65,7 @@ "PSX": "fluff-bestiary-ps-x.json", "PSZ": "fluff-bestiary-ps-z.json", "PotA": "fluff-bestiary-pota.json", + "QftIS": "fluff-bestiary-qftis.json", "RMBRE": "fluff-bestiary-rmbre.json", "RoT": "fluff-bestiary-rot.json", "SADS": "fluff-bestiary-sads.json", diff --git a/data/bestiary/index.json b/data/bestiary/index.json index 1d3640e..3de62aa 100644 --- a/data/bestiary/index.json +++ b/data/bestiary/index.json @@ -76,6 +76,7 @@ "PSZ": "bestiary-ps-z.json", "PHB": "bestiary-phb.json", "PotA": "bestiary-pota.json", + "QftIS": "bestiary-qftis.json", "RMBRE": "bestiary-rmbre.json", "RoT": "bestiary-rot.json", "RtG": "bestiary-rtg.json", diff --git a/data/bestiary/legendarygroups.json b/data/bestiary/legendarygroups.json index 37ff57c..03810ad 100644 --- a/data/bestiary/legendarygroups.json +++ b/data/bestiary/legendarygroups.json @@ -2799,6 +2799,49 @@ } ] }, + { + "name": "Froghemoth Elder", + "source": "QftIS", + "lairActions": [ + "On initiative count 20 (losing initiative ties), the froghemoth can take one of the following lair actions; the froghemoth can't take the same lair action two rounds in a row:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Croak", + "entry": "The froghemoth lets out an ear-splitting croak. Each creature within 30 feet of it must make a DC 18 Wisdom saving throw. On a failed save, the creature has the deafened and frightened conditions until the end of its next turn." + }, + { + "type": "item", + "name": "Hypnotic Visions", + "entry": "One creature of the froghemoth's choice within 60 feet of it must make a DC 15 Wisdom saving throw. On a failed save, the target is mesmerized by otherworldly visions and has the charmed condition until the end of the target's next turn. While charmed in this way, the target has the incapacitated condition, and its speed is 0." + } + ] + } + ], + "regionalEffects": [ + "The region within 1 mile of a froghemoth elder's lair is altered by the froghemoth's unearthly presence, creating one or more of the following effects:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Alien Flora", + "entry": "Strange, invasive plants with bright colors and odd patterns sprout up around the lair." + }, + { + "type": "item", + "name": "Mutations", + "entry": "Wildlife encountered near the lair often sport mutations, such as extra limbs or eyes, glowing secretions, or vestigial tentacles." + } + ] + }, + "If the froghemoth elder dies, these effects fade over the course of {@dice 1d10} days." + ] + }, { "name": "Gar Shatterkeel", "source": "LR", @@ -4784,6 +4827,59 @@ } ] }, + { + "name": "Nafas", + "source": "QftIS", + "lairActions": [ + "On initiative count 20 (losing initiative ties), Nafas can take one of the following lair actions; he can't take the same lair action two rounds in a row:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Downdraft", + "entry": "Nafas targets one creature he can see within 120 feet of himself. A downward current of air surrounds the target, reducing its flying speed (if any) to 0 feet until the end of its next turn, and the target must succeed on a DC 21 Strength saving throw or have the prone condition." + }, + { + "type": "item", + "name": "Lightning Strike", + "entry": "A bolt of lightning strikes a point Nafas can see within 120 feet of him. Each creature within 10 feet of that point must succeed on a DC 21 Dexterity saving throw or take 16 ({@dice 3d10}) lightning damage." + }, + { + "type": "item", + "name": "Stardust", + "entry": "Nafas creates a 20-foot-radius sphere of multiversal dust centered on a point anywhere in his lair. The sphere spreads around corners, and its area is heavily obscured. The dust lasts until Nafas disperses it (no action required) or uses this lair action again, and it can't be dispersed by wind." + } + ] + } + ], + "regionalEffects": [ + "The region containing Nafas's lair is warped by his magic, creating one or more of the following effects:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Mirages", + "entry": "Sapient creatures within 3 miles of the lair frequently see illusions of their hearts' desires, be they fame, fortune, or long-departed comrades. These mirages don't hold up to physical inspection and vanish after a brief interaction." + }, + { + "type": "item", + "name": "Safe Descents", + "entry": "Within 3 miles of the lair, winds buoy creatures that fall, ushering them safely to the nearest staircase. Such creatures descend at a rate of 60 feet per round and take no damage from falling. Aberrations, Fiends, Undead, and creatures that fall due to Nafas's or his allies' actions don't gain this benefit, instead falling as normal." + }, + { + "type": "item", + "name": "Wishful Winds", + "entry": "The wishes of creatures across the multiverse, including those within the Infinite Staircase, can be heard within 3 miles of the lair as fleeting voices carried on gentle breezes." + } + ] + }, + "If Nafas is destroyed, all these effects end immediately, resuming when he either gains a new body or is replaced by the creature that slays him (see the Last Wish trait in Nafas's stat block)." + ] + }, { "name": "Night Hag", "source": "MM", @@ -6238,6 +6334,68 @@ } ] }, + { + "name": "The Gardener", + "source": "QftIS", + "lairActions": [ + "On initiative count 20 (losing initiative ties), the Gardener can take one of the following lair actions; they can't take the same lair action two rounds in a row:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Plant Walk", + "entry": "The Gardener moves up to their speed into the space of a Medium or larger plant within the lair, then teleports to an unoccupied space within 5 feet of any other Medium or larger plant within the lair." + }, + { + "type": "item", + "name": "Vine Wall", + "entry": "A wall of grasping vines appears on the ground within 120 feet of the Gardener. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must succeed on a DC 15 Dexterity saving throw or have the grappled condition (escape DC 15). A creature must make this saving throw when it starts its turn inside the wall or when it enters the wall for the first time on a turn. The wall's area is difficult terrain for a creature that isn't grappled. The wall sinks back into the ground, freeing all creatures grappled by it, when the Gardener uses this lair action again or when the Gardener dies." + } + ] + } + ], + "regionalEffects": [ + "The Eternal Garden has the following features:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Boundary", + "entry": "At the border of the domain is a lightly obscuring mist, tinged with a sweet blossom scent and the colors of sunset. No matter how far a creature travels into the mist, the creature finds itself back where it entered the border, returning to the garden." + }, + { + "type": "item", + "name": "Eternal Summer", + "entry": "The climate in the garden is a perpetual, lovely summer, but weather conditions reflect the emotional tone of creatures in the garden. In times of danger, thunderstorms shake the sky. During times of melancholy or mourning, chill rain patters throughout the domain." + }, + { + "type": "item", + "name": "Gardener's Vigil", + "entry": "The Gardener senses when anything dies in the garden. If a creature dies in the garden, roll a {@dice d6}. On a 1, the Gardener appears on initiative count 20 of the next round (losing initiative ties) to investigate." + }, + { + "type": "item", + "name": "Lighting", + "entry": "The sky above the garden is a perpetual twilight range of orange, red, pink, and yellow hues with no visible sun, moon, or stars. During daylight hours, it emits bright light, but at night, it never reaches full darkness, becoming dim light instead." + }, + { + "type": "item", + "name": "Memory Loss", + "entry": "Unless otherwise stated, a creature that leaves the domain must make a DC 10 Wisdom saving throw; Fey creatures and creatures with the Fey Ancestry trait automatically succeed on the saving throw. On a failed save, the creature remembers nothing of its time in the garden or the Palace of Spires. On a successful save, the creature's memories remain intact, but they're hazy and dreamlike. A Remove Curse or Greater Restoration spell restores the creature's memories." + }, + { + "type": "item", + "name": "Time", + "entry": "Time passes slower in the Eternal Garden relative to other planes. For each day spent in the garden, one year passes on the Material Plane." + } + ] + } + ] + }, { "name": "Thessalkraken", "source": "IMR", @@ -6896,6 +7054,59 @@ } ] }, + { + "name": "Zargon the Returner", + "source": "QftIS", + "lairActions": [ + "On initiative count 20 (losing initiative ties), Zargon can take one of the following lair actions; it can't take the same lair action two rounds in a row:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Dissolution", + "entry": "Zargon dissolves into a glob of slime, seeps to an unoccupied space anywhere in the lair without provoking opportunity attacks, then re-forms." + }, + { + "type": "item", + "name": "Spell Breaker", + "entry": "Zargon targets up to two creatures it can see within the lair. All spells of 5th level or lower affecting the targets end." + }, + { + "type": "item", + "name": "Sucking Slime", + "entry": "Zargon creates a 20-foot-radius puddle of slime on the ground centered on a point within the lair. The slime is difficult terrain, and each creature in that area when the slime appears has the grappled condition (escape DC 15). Aberrations and Oozes are unaffected by the slime. The slime lasts until Zargon dies or until it uses this lair action again." + } + ] + } + ], + "regionalEffects": [ + "The region containing Zargon's lair is warped by Zargon's unnatural presence, creating one or more of the following effects:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Arcane Enervation", + "entry": "Enemies of Zargon within 1 mile of the lair have disadvantage on saving throws made to maintain concentration." + }, + { + "type": "item", + "name": "Corrupted Water", + "entry": "Rain and water sources within 1 mile of the lair are tainted. A creature that drinks the water must succeed on a DC 15 Constitution saving throw or have the poisoned condition until it finishes a long rest." + }, + { + "type": "item", + "name": "Eerie Weather", + "entry": "The area within 10 miles of the lair experiences strange weather patterns that defy the region's typical climate." + } + ] + }, + "If Zargon dies, these effects fade over the course of {@dice 1d10} days." + ] + }, { "name": "Zariel", "source": "CoA", diff --git a/data/bestiary/template.json b/data/bestiary/template.json index 46e1525..4cf440c 100644 --- a/data/bestiary/template.json +++ b/data/bestiary/template.json @@ -2885,6 +2885,12 @@ ] } ] + }, + "miscTags": { + "mode": "appendIfNotExistsArr", + "items": [ + "CUR" + ] } } } diff --git a/data/book/book-ai.json b/data/book/book-ai.json index dbc6c3e..cee580f 100644 --- a/data/book/book-ai.json +++ b/data/book/book-ai.json @@ -7139,7 +7139,7 @@ "name": "Ready to Fight", "page": 214, "entries": [ - "This creature has advantage on attack rolls against any creature that is {@quickref Surprise|PHB|3|0|surprised}." + "This creature has advantage on attack rolls against any creature that is {@status surprised}." ], "id": "189" }, diff --git a/data/book/book-bmt.json b/data/book/book-bmt.json index ab0d9f5..9e59b32 100644 --- a/data/book/book-bmt.json +++ b/data/book/book-bmt.json @@ -3,6 +3,7 @@ { "type": "section", "name": "Chapter 1: Fool", + "page": 4, "id": "000", "entries": [ { @@ -22,6 +23,7 @@ { "type": "section", "name": "The Deck in D&D", + "page": 4, "id": "001", "entries": [ "The {@item Deck of Many Things} is as old as D&D, but it's had many variations over almost fifty years.", @@ -29,12 +31,14 @@ { "type": "entries", "name": "Advanced Dungeons & Dragons", + "page": 5, "id": "002", "entries": [ "With the publication of the first {@i Dungeon Master's Guide} in 1979, the most recognizable aspects of the {@item Deck of Many Things} were established. Here, the names of the cards first appeared, and the deck was expanded to twenty-two cards. These changes signaled the deck's transition from something inspired by playing cards to one inspired by the tarot; a traditional tarot deck also has twenty-two named cards known as the major arcana. The {@i Dungeon Master's Guide} also introduced the idea that there was more than one version of the deck; there was also a more common and less powerful version with only thirteen cards.", { "type": "entries", "name": "Dragon and Dungeon Magazines", + "page": 5, "id": "003", "entries": [ "A different version of the deck appeared in 1983 in the pages of {@i Dragon} 77. \"The Tarot Deck of Many Things,\" written by Michael Lowry, reimagined the deck as a new magic item. The {@i Tarot Deck of Many Things} was a unique artifact created by \"the most powerful god of fate in the universe.\" It could be used to answer questions and reveal the future in the way of traditional tarot, and each of its seventy-eight cards had a unique effect when drawn.", @@ -48,6 +52,7 @@ { "type": "entries", "name": "Third Edition", + "page": 5, "id": "004", "entries": [ "When D&D was reimagined in its third edition, the new {@i Dungeon Master's Guide} included the {@item Deck of Many Things}. The mechanical effects of the cards and the card names remained largely unchanged from the first and second edition versions, but there were two important differences. Tarot cards had become much more familiar to players and were easier to find, so DMs were instructed how to build a {@item Deck of Many Things} from tarot cards in addition to playing cards. More importantly, the deck became a minor artifact, formally representing key features of the deck from previous editions: it was a magic item that characters couldn't create on their own." @@ -56,6 +61,7 @@ { "type": "entries", "name": "Fourth Edition", + "page": 5, "id": "005", "entries": [ "Two versions of the deck were presented for the fourth edition of D&D. The first appeared in {@i Dungeon} 177 and was an artifact intended for heroes of levels 11\u201320; the second appeared a year later in the boxed adventure {@i Madness at Gardmore Abbey} (2011) and was aimed at levels 1\u201310.", @@ -67,6 +73,7 @@ { "type": "entries", "name": "Fifth Edition", + "page": 6, "id": "006", "entries": [ "The {@item Deck of Many Things} was revised yet again in 2014 for the fifth edition {@book Dungeon Master's Guide|DMG}. O'Connor's art remained, and the thirteen-card version of the deck returned, but the deck was no longer an artifact and no longer sentient. This was the latest version of the deck in D&D\u2014until now.", @@ -103,12 +110,14 @@ { "type": "section", "name": "Where to Go Next", + "page": 6, "id": "008", "entries": [ "Each card in the {@item Deck of Many Things} has inspired one chapter of this book. The chapters, in turn, cover five broad themes.", { "type": "entries", "name": "Dungeon Master Toolbox", + "page": 6, "id": "009", "entries": [ "The first five chapters provide tools for DMs:", @@ -122,6 +131,7 @@ { "type": "entries", "name": "Character Creation Options", + "page": 6, "id": "00a", "entries": [ "Next are four chapters of character-focused content:", @@ -145,6 +155,7 @@ { "type": "entries", "name": "The Celestial Suite", + "page": 7, "id": "00b", "entries": [ "These four chapters are inspired by astrological phenomena:", @@ -157,6 +168,7 @@ { "type": "entries", "name": "Adventure Locations", + "page": 7, "id": "00c", "entries": [ "The next five chapters include adventure locations:", @@ -170,6 +182,7 @@ { "type": "entries", "name": "Adversaries and Rivals", + "page": 7, "id": "00d", "entries": [ "The final four chapters present new monsters and the two people responsible for the deck's creation:", @@ -184,6 +197,7 @@ { "type": "section", "name": "Using This Book", + "page": 8, "id": "00e", "entries": [ { @@ -214,6 +228,7 @@ { "type": "section", "name": "Chapter 2: Key", + "page": 9, "id": "010", "entries": [ "{@item Deck of Many Things} is a complex magic item, and introducing one to your game can be challenging. This chapter addresses numerous topics especially important to the Dungeon Master:", @@ -232,6 +247,7 @@ { "type": "section", "name": "A Deck of Many Stories", + "page": 9, "id": "011", "entries": [ "The story of the {@item Deck of Many Things} began when a human woman named {@creature Asteria|BMT} bargained with Istus, a god of fate, to save the life of {@creature Euryale|BMT}, her dearest friend. As part of this bargain, Istus created a deck of twenty-two magical cards drawn from constellations in the night sky, and she used thirteen of these cards to change the destinies of {@creature Asteria|BMT} and {@creature Euryale|BMT}. These cards formed the first {@item Deck of Many Things}, an artifact with vast and unpredictable powers (the deck's origin is explored further in {@book chapter 22|BMT|21}).", @@ -266,6 +282,7 @@ { "type": "section", "name": "Preparing to Use the Deck", + "page": 11, "id": "012", "entries": [ "The power and unpredictability of a {@item Deck of Many Things} gives it the potential to wildly alter the course of campaigns. In an instant, characters could inherit a keep, shifting the campaign's focus to its defense and maintenance; a character could become separated from the rest of the party, trapped in an undetectable and unreachable prison; or characters could instantly perish. While some groups embrace such surprising twists, others prefer to avoid major campaign upsets.", @@ -274,6 +291,7 @@ { "type": "entries", "name": "Customizing Your Deck", + "page": 11, "id": "013", "entries": [ "The easiest way to ensure the {@item Deck of Many Things} doesn't radically alter your campaign is to limit the cards you include, selecting cards appropriate for the characters' level or that support the campaign's theme. The number and effects of the cards provided in the {@book Dungeon Master's Guide|DMG} are suggestions you can change as necessary. The deck has had many variations over D&D's history, so when you change it, you're in good company!", @@ -310,6 +328,7 @@ { "type": "entries", "name": "The Deck as Narrative", + "page": 11, "id": "014", "entries": [ "Traditionally, the effects created by the {@item Deck of Many Things} are immediate. When a character draws the Knight card, a fighter immediately appears and offers their service, and a character who draws the Gem card might be literally showered with riches. While this suits some campaigns, you can take a more narrative approach to the deck by having cards foreshadow future events that occur at a time of your choosing. When you use the deck in this way, drawing from it is less like pulling the lever on a cosmic slot machine and more like allowing a character to select a new story for themself without being allowed to know that story ahead of time.", @@ -323,6 +342,7 @@ { "type": "section", "name": "Introducing the Deck", + "page": 12, "id": "015", "entries": [ "This book provides several ways to introduce the {@item Deck of Many Things} to your campaign, depending on the interests of your players and the kind of story you want to tell.", @@ -341,6 +361,7 @@ { "type": "section", "name": "The Deck in Play", + "page": 12, "id": "016", "entries": [ "This section clarifies many things about how individuals can use and handle a {@item Deck of Many Things} without triggering its fantastic powers. New magical abilities for each card are also provided, allowing characters who find only a few cards to engage with this magic item in their adventures.", @@ -348,6 +369,7 @@ { "type": "entries", "name": "Handling the Cards", + "page": 12, "id": "017", "entries": [ "The {@item Deck of Many Things} has the power to transform anyone who draws from it, but to trigger its effects, the individual handling the cards must state their desire to draw from it, as well as the number of cards they intend to draw. Otherwise, the deck's magical powers lie dormant. Anyone who identifies a deck learns this about the deck in the process, per the rules for {@book identifying magic items|DMG|7|Identifying a Magic Item}.", @@ -358,6 +380,7 @@ { "type": "entries", "name": "Effects for Single Cards", + "page": 12, "id": "018", "entries": [ "A {@item Deck of Many Things} typically appears not as individual cards, but as a collection of cards characters can draw from. But this doesn't have to be true; you can give each card a property as a standalone item, so characters who find only one card can still enjoy this famed item and use the card on adventures.", @@ -506,6 +529,7 @@ { "type": "entries", "name": "Adding to the Deck", + "page": 15, "id": "019", "entries": [ "Over many centuries, a few dozen individuals have managed to create their own unique cards, expanding the deck. These cards, known as the {@item Deck of Many More Things|BMT}, can manifest throughout the multiverse alongside the twenty-two original cards, and the magical powers of the {@i Deck of Many More Things} are detailed in {@book chapter 7|BMT|6|Deck of Many More Things}. Characters can't craft a {@i Deck of Many More Things}, but in your game, they might be able to craft a new card for the {@i Deck of Many More Things}.", @@ -547,6 +571,7 @@ { "type": "section", "name": "Chapter 3: Balance", + "page": 16, "id": "01a", "entries": [ "Dice are a reliable way to randomize a variety of gameplay elements. Throughout its history, Dungeons & Dragons has relied on dice to do everything from creating encounters with wandering monsters to inspiring whole adventures. But {@item Deck of Many Things||The Deck of Many Things} card set and other card decks provide an alternative way to get random results. How is drawing from a deck of cards different from rolling dice? And how can Dungeon Masters make interesting use of those differences?", @@ -554,6 +579,7 @@ { "type": "section", "name": "Advantages of Using Cards", + "page": 16, "id": "01b", "entries": [ "Whether you're using {@item Deck of Many Things||The Deck of Many Things} card set, oracle cards like tarokka cards or tarot cards, or a deck of playing cards, you can do things with cards that would be difficult or even impossible to do using dice:", @@ -633,12 +659,14 @@ { "type": "section", "name": "Card Sparks", + "page": 17, "id": "01d", "entries": [ "You can use the visual elements of cards as a quick source of inspiration. Here are three methods to spark your imagination.", { "type": "entries", "name": "Quick Nonplayer Characters", + "page": 17, "id": "01e", "entries": [ "When you need to create a nonplayer character, draw a card and let it inspire distinctive features of the NPC. For example, if the card depicts a person, the NPC might resemble that person. If the card features symbols, perhaps the NPC's clothing or jewelry incorporates those symbols. If the card has a divinatory meaning, that meaning could inform the NPC's name, personality, or goals." @@ -647,6 +675,7 @@ { "type": "entries", "name": "Idea Decks", + "page": 17, "id": "01f", "entries": [ "Consider building multiple custom decks to keep on hand for quick inspiration. Depending on the cards you have available, you might build decks of specific characters, creatures, events, spells, treasures, or anything else you need." @@ -655,6 +684,7 @@ { "type": "entries", "name": "Filler Scenes", + "page": 17, "id": "020", "entries": [ "Use cards to fill in the narrative of your game. For example, you might ask each player to draw a card at the beginning of the session; then, you or the player (or both of you working together) can use those cards as brainstorming material, setting the scene at the start of the session or describing an event that occurred during a period of downtime between adventures. Alternatively, you can draw cards during the session to help you generate story beats during an ongoing adventure." @@ -665,6 +695,7 @@ { "type": "section", "name": "Inspiration Hand", + "page": 18, "id": "021", "entries": [ "You can use {@item Deck of Many Things||The Deck of Many Things} card set (or an equivalent deck built from twenty-two playing cards) to give players alternative ways to use inspiration.", @@ -774,6 +805,7 @@ { "type": "entries", "name": "Inspiration for the DM", + "page": 18, "id": "022", "entries": [ "Another way to use the inspiration deck is to make its effects available to monsters and villains. In this variant, each time a player expends inspiration, the DM also draws a card from the deck. Rather than adding it to the communal hand, you keep that card secret until you play it on behalf of one of the characters' opponents.", @@ -785,6 +817,7 @@ { "type": "section", "name": "Journey Spread", + "page": 19, "id": "023", "entries": [ "The journey spread is a means of making long journeys more interesting. In this method, you place cards in a particular arrangement (a spread) and interpret them based on their meaning, position, and orientation. You can use {@item Deck of Many Things||The Deck of Many Things} card set, tarokka cards, a tarot deck, or any other cards you can readily assign symbolic meanings to. This method works best for a journey you expect to last at least as many days as you have players.", @@ -830,6 +863,7 @@ { "type": "entries", "name": "Top Card: The Challenge", + "page": 19, "id": "024", "entries": [ "At the beginning of each day of a journey, a player flips over the top card to determine what happens that day. (Players should take turns at this.) Use that card's imagery or symbolic meaning to inspire a choice or challenge the characters will face that day. The card could represent a site the characters come across on their journey, like a ruined tower or a fork in the road, or a situation the characters are asked to resolve. You decide the scope of the decision the characters must make. You can ask them to make a simple choice (\"Do you want to take the path along the edge of the cliff or climb down the ravine to walk along the bottom?\"), to make a single ability check (use the {@table Difficulty Class; Typical DCs||Typical DCs table} in the {@book Dungeon Master's Guide|DMG}), or to navigate their way through a small dungeon or an encounter (which might involve multiple ability checks or even combat). Let the character of the player who flipped the card be the focus of the day's events and make any required ability checks (though another character can help, at your discretion).", @@ -839,12 +873,14 @@ { "type": "entries", "name": "Bottom Card: Reward or Ruin", + "page": 19, "id": "025", "entries": [ "Once the situation presented by the top card has been resolved, the player can flip over the bottom card. Then it's up to you to interpret that card as either a reward or a ruin based on how well the players resolved the day's top card. If you're using cards that have a different meaning when they're upright versus upside down, ignore the cards' orientation.", { "type": "entries", "name": "Rewards", + "page": 19, "id": "026", "entries": [ "When determining rewards, here are some effects to consider:", @@ -879,6 +915,7 @@ { "type": "entries", "name": "Ruins", + "page": 19, "id": "027", "entries": [ "When determining ruins, the following effects are broadly appropriate:", @@ -920,6 +957,7 @@ { "type": "entries", "name": "Journey Spread Example", + "page": 20, "id": "028", "entries": [ "Here is an example of how you might interpret cards from {@item Deck of Many Things||The Deck of Many Things} card set in a journey spread, with interpretations informed by the card descriptions in the reference book:", @@ -966,6 +1004,7 @@ { "type": "section", "name": "Encounter Deck", + "page": 21, "id": "029", "entries": [ "Using cards to generate random encounters is a dynamic alternative to rolling on encounter tables. You can customize an encounter deck and remove cards as you draw them so they don't repeat. You can also alter the encounter deck as characters explore an area, adding cards to the deck to reflect changing circumstances and weaving the encounters into a narrative.", @@ -973,6 +1012,7 @@ { "type": "entries", "name": "How It Works", + "page": 21, "id": "02a", "entries": [ "Construct a deck of about twenty cards that each represent a creature (see the \"Constructing Your Deck\" section below). When an encounter occurs, shuffle the deck and draw a number of cards equal to the number of characters in the party. Use one or more of these cards to build the encounter, using the guidelines in the \"Choosing Monsters\" section below. When the encounter is over, discard the cards of any monsters that were killed, so they won't be drawn again." @@ -981,18 +1021,21 @@ { "type": "entries", "name": "Constructing Your Deck", + "page": 21, "id": "02b", "entries": [ "An encounter deck consists primarily of cards representing monsters. You can use cards from {@item Deck of Many Things||The Deck of Many Things} card set, oracle cards, playing cards, cards from {@link Magic: The Gathering|https://gatherer.wizards.com/Pages/Card/Details.aspx?action=random}, or even index cards with your handwritten notes. Any kind of card works as long as each card can correlate with a specific monster. You can also add special cards for unusual events, as detailed below.", { "type": "entries", "name": "Choosing Monsters", + "page": 21, "id": "02c", "entries": [ "Choose ten to fifteen monsters with challenge ratings ranging from about half the level of the characters to 2 higher than their level. Usually you should include only one of the most powerful monsters, and you can include multiple copies of weaker monsters so they're more likely to be encountered.", { "type": "entries", "name": "Groups", + "page": 21, "id": "02d", "entries": [ "A group is a collection of creatures that might be encountered together. Identical creatures always form a group, but you can also form groups using other criteria. A group might be based on a shared creature type, such as Undead or Fiend, or might consist of creatures that often work together, such as gnolls and {@creature Hyena||hyenas}. Whenever you draw two or more creature cards of the same group for an encounter, those creatures work together against the party.", @@ -1002,6 +1045,7 @@ { "type": "entries", "name": "Multiples", + "page": 21, "id": "02e", "entries": [ "You can also designate single cards to represent two, three, or four creatures instead of just one. This ensures weak creatures appear in numbers sufficient to challenge the party without being overrepresented in the deck." @@ -1012,12 +1056,14 @@ { "type": "entries", "name": "Special Cards", + "page": 21, "id": "02f", "entries": [ "You can include special cards in your encounter deck to add twists to encounters, such as surprise allies, additional adversaries, or goals the adventurers must accomplish. If you include special cards, a typical encounter deck of about twenty monster cards should also include three or four special cards.", { "type": "entries", "name": "Friend Card", + "page": 21, "id": "030", "entries": [ "A friend is a creature that helps the characters fight the other creatures in an encounter. The friend might be the sole survivor of another adventuring party, a solitary traveler or recluse, or a benevolent monster like a {@creature flumph} or an angel. The friend might have information about the adventure location or the creatures that dwell there.", @@ -1035,6 +1081,7 @@ { "type": "entries", "name": "Lurker Card", + "page": 21, "id": "031", "entries": [ "A lurker is a sneaky, wandering opportunist that attacks the adventurers while they're fighting other creatures.", @@ -1045,6 +1092,7 @@ { "type": "entries", "name": "Twin Card", + "page": 21, "id": "032", "entries": [ "Twin creatures only appear together, though they need not be the same kind of creature.", @@ -1066,6 +1114,7 @@ { "type": "entries", "name": "\"Draw Two\" Card", + "page": 21, "id": "033", "entries": [ "When you draw this card, discard it and draw two more. Don't return this card to the deck. You can also include a \"draw three\" card or even a \"draw four\" card." @@ -1074,6 +1123,7 @@ { "type": "entries", "name": "Noncombat Encounter Cards", + "page": 21, "id": "034", "entries": [ "You can add cards to represent creatures you don't expect the characters to fight, such as a peaceful {@creature stegosaurus|MPMM}, or scenes the characters might find, like a mysterious statue. When you draw one of these cards, decide whether to use it as the encounter or to build an encounter using the remaining cards." @@ -1082,6 +1132,7 @@ { "type": "entries", "name": "Goal Cards", + "page": 21, "id": "035", "entries": [ "You can also include one or more cards in an encounter deck to represent goals for the characters as they explore a region. For example, a goal card might represent an ancient ruin the characters are seeking. When that card appears, the adventurers find the site. A goal card could also represent a creature the characters are searching for.", @@ -1097,6 +1148,7 @@ { "type": "entries", "name": "Evolving the Encounter Deck", + "page": 22, "id": "036", "entries": [ "Evolving your encounter deck fosters a sense of progress, creating a rough narrative arc as the adventurers explore an area. You can evolve the deck to make encounters progressively harder, or you can change the flavor of encounters, such as adding creatures from a particular environment.", @@ -1108,6 +1160,7 @@ { "type": "entries", "name": "Sample Encounter Decks", + "page": 23, "id": "037", "entries": [ "These sample decks, best suited for 4th- to 6th-level characters, feature monsters from the {@book Monster Manual|MM} and {@book Mordenkainen Presents: Monsters of the Multiverse|MPMM}. If you don't have {@book Monsters of the Multiverse|MPMM}, omit those cards from the deck.", @@ -1668,12 +1721,14 @@ { "type": "section", "name": "Chapter 4: Puzzle", + "page": 24, "id": "038", "entries": [ "This chapter includes puzzles, riddles, and traps themed to the {@item Deck of Many Things} for Dungeon Masters' use.", { "type": "section", "name": "Puzzles", + "page": 24, "id": "039", "entries": [ { @@ -1729,6 +1784,7 @@ { "type": "entries", "name": "The Perfect Hand", + "page": 24, "id": "03a", "entries": [ "{@i Difficulty: Easy}", @@ -1744,6 +1800,7 @@ { "type": "entries", "name": "Puzzle Features", + "page": 25, "id": "03c", "entries": [ "The statue speaks whenever anyone approaches, repeating the message each time.", @@ -1754,6 +1811,7 @@ { "type": "entries", "name": "Solution", + "page": 25, "id": "03d", "entries": [ "The characters must find the four missing cards, then return here. Using the clues in the statue's message, all five cards must be arranged in the correct order and orientation (upright or reversed) in the statue's hands. Diagram 4.1 shows the solution.", @@ -1774,6 +1832,7 @@ { "type": "entries", "name": "Hint Checks", + "page": 25, "id": "03e", "entries": [ "Any character can make these ability checks to receive a hint:", @@ -1785,12 +1844,14 @@ { "type": "entries", "name": "Customizing the Puzzle", + "page": 25, "id": "03f", "entries": [ "Characters must use deductive reasoning to arrange a group of objects in the correct order. It's not important that the objects be cards\u2014they could just as easily be statuettes or paintings on the wall. As long as the characters are given enough clues to correctly arrange the objects without having to guess, this puzzle can take any number of forms.", { "type": "entries", "name": "Missing Pieces", + "page": 25, "id": "040", "entries": [ "You can choose where the missing cards are located. For example, the characters might need to decode a map or navigate a maze to find the cards. You can also make this puzzle more complex by separating the clues. For instance, have each clue come from a different statue or scrap of parchment somewhere in the dungeon.", @@ -1800,6 +1861,7 @@ { "type": "entries", "name": "Starting with a Full Hand", + "page": 25, "id": "041", "entries": [ "To make this puzzle easier and quicker, place all five cards on the table in front of the statue so the characters can begin interpreting the clues right away." @@ -1812,6 +1874,7 @@ { "type": "entries", "name": "Unseen Order", + "page": 25, "id": "042", "entries": [ "{@i Difficulty: Medium}", @@ -1864,6 +1927,7 @@ { "type": "entries", "name": "Puzzle Features", + "page": 26, "id": "044", "entries": [ "The cards on the table are nonmagical versions of those from the {@item Deck of Many Things}. If the characters struggle to understand the riddle, the ghost can explain the rules more clearly:", @@ -1896,6 +1960,7 @@ { "type": "entries", "name": "Other Materials", + "page": 26, "id": "045", "entries": [ "You don't need cards to use this puzzle; you can use paper, a red pen, and a blue pen. Write down the puzzle's solution on a piece of paper, and fold the paper so the players can't see it.", @@ -1907,6 +1972,7 @@ { "type": "entries", "name": "Solution", + "page": 27, "id": "046", "entries": [ "The answer to this puzzle can be determined only through logic. Diagram 4.4 illustrates one possible hand the ghost might have (Moon, Sun, Skull, and Gem, in that order) and how the game might play out. You can devise alternate solutions by selecting a different hand of four cards.", @@ -1931,6 +1997,7 @@ { "type": "entries", "name": "Hint Checks", + "page": 27, "id": "047", "entries": [ "Any character can make the following ability check to receive a hint:", @@ -1940,12 +2007,14 @@ { "type": "entries", "name": "Customizing the Puzzle", + "page": 27, "id": "048", "entries": [ "As long as the basic rules of the game remain the same, the puzzle can take any number of forms, including differently shaped tokens or game figurines such as chess pieces.", { "type": "entries", "name": "Increasing the Difficulty", + "page": 27, "id": "049", "entries": [ "You can make this puzzle more difficult by increasing the number of cards in the ghost's hand or by adding more possible cards to choose from. Each new variable makes the game much harder; consider increasing the number of guesses the characters can make." @@ -1960,12 +2029,14 @@ { "type": "section", "name": "Riddles", + "page": 27, "id": "04a", "entries": [ "A riddle is a verbal puzzle. Riddles can be simple or complex, brief or protracted, and low stakes or deadly. This section includes basic guidance for DMs who want to design and use riddles in adventures.", { "type": "entries", "name": "Why Use Riddles?", + "page": 27, "id": "04b", "entries": [ "Riddles are a staple of the fantasy adventure genre. Used judiciously, riddles neatly illustrate the wondrous, whimsical, and often dangerous nature of a fantasy world. A good riddle can challenge all manner of adventurers\u2014novice or veteran, weak or strong\u2014and can make the reward at the end of the adventure feel well earned.", @@ -1984,6 +2055,7 @@ { "type": "entries", "name": "Where to Use Riddles", + "page": 27, "id": "04c", "entries": [ "Puzzle-loving antagonists and mischievous monsters are the most common ways to introduce a riddle. Here are some suggestions for how to incorporate riddles into adventures:", @@ -2013,6 +2085,7 @@ { "type": "entries", "name": "Writing Riddles", + "page": 28, "id": "04d", "entries": [ "Writing new riddles for your group can be fun and satisfying\u2014as long as the players don't guess the right answer in seconds or, conversely, rip their hair out in frustration. Here are some tips:", @@ -2052,6 +2125,7 @@ { "type": "entries", "name": "Twenty-Two Riddles", + "page": 28, "id": "04e", "entries": [ "Here are twenty-two riddles you can use in any campaign. Each riddle's answer is the name of a card from the {@item Deck of Many Things}:", @@ -2238,6 +2312,7 @@ { "type": "section", "name": "Trap Rooms", + "page": 29, "id": "04f", "entries": [ "Traps can be as puzzling as any riddle or maze, but they're far deadlier! This section includes a collection of trap rooms: dungeon chambers loaded with hazards to test adventurers' wits and fortitude. A trap room is a group of traps designed to work in tandem. Taken separately, each element of a trap room might be only a minor setback for the characters, but when combined, those elements form a unique and memorable challenge.", @@ -2259,6 +2334,7 @@ { "type": "section", "name": "Chapter 5: Gem", + "page": 32, "id": "064", "entries": [ "The Gem card bequeaths immense wealth to whoever draws it. This chapter provides advice for DMs on how to integrate this sudden wealth into your game. It also presents new magic items associated with and inspired by the {@item Deck of Many Things}.", @@ -2275,6 +2351,7 @@ { "type": "section", "name": "Magic Items in This Book", + "page": 32, "id": "065", "entries": [ "The Magic Item by Name table presents all magic items in this book.", @@ -2600,6 +2677,7 @@ { "type": "section", "name": "Sudden Riches", + "page": 33, "id": "066", "entries": [ "The wealth promised by the Gem card need not appear spontaneously at the characters' feet. Instead, the card might be an omen foretelling a future event. The Gem Stories table provides suggestions for incorporating the Gem card's effects into your campaign's storyline.", @@ -2644,12 +2722,14 @@ { "type": "entries", "name": "Dealing with Wealth", + "page": 33, "id": "067", "entries": [ "Characters accumulate wealth over the course of their adventures\u2014sometimes, a lot of wealth! These riches might come slowly over a long adventuring career or in a sudden stroke of good fortune, such as when a character draws the Gem card from a {@item Deck of Many Things}. Regardless, wealth poses special challenges to your campaign.", { "type": "entries", "name": "Avoid the Profit Motive", + "page": 34, "id": "068", "entries": [ "If your characters are motivated primarily by money, wealth can threaten the entire campaign. After all, when mercenaries have all the money they'd ever need, why should they risk life and limb any more? Avoid this problem by ensuring your characters develop strong personal reasons to continue to adventure, even if they begin their adventuring careers in the pursuit of wealth. Perhaps they want revenge on a despicable villain, they enjoy exploring, or they crave the respect of their peers. Money won't provide any of these things, though it might make it easier to overcome obstacles along the way." @@ -2658,6 +2738,7 @@ { "type": "entries", "name": "Power Can't Be Bought", + "page": 34, "id": "069", "entries": [ "Characters who come into a lot of wealth might try to buy magic items that make them more powerful. Remember, you decide what magic items, if any, can be bought and sold in a settlement. You don't have to provide access to magic items too powerful for the characters. Expendable magic items, like scrolls and potions, are a good compromise; they're useful but have fewer long-term effects on your campaign. If an item still proves to be too powerful, you don't have to provide access to it again." @@ -2666,6 +2747,7 @@ { "type": "entries", "name": "Spread the Wealth", + "page": 34, "id": "06a", "entries": [ "Wealth can transform people's lives; you just have to give the characters good reasons for spending their gold. Friends and loved ones, for example, can benefit from their largess, especially if these allies are experiencing hard times. If characters are attached to a settlement and its inhabitants, improving a neighborhood or the whole settlement can quickly expend their new wealth.", @@ -2679,12 +2761,14 @@ { "type": "section", "name": "Magic Items", + "page": 34, "id": "06b", "entries": [ "This section contains twenty-two magic items, each inspired by a different card from the {@item Deck of Many Things}. Some items emulate a card's effects, while others draw inspiration from a card's iconography or name.", { "type": "entries", "name": "Magic Item Descriptions", + "page": 34, "id": "06c", "entries": [ "The following magic items are presented in alphabetical order.", @@ -2725,6 +2809,7 @@ { "type": "section", "name": "Chapter 6: Rogue", + "page": 40, "id": "089", "entries": [ "The Rogue card embodies betrayal and hidden threats. This chapter includes magic card decks geared toward resourceful, subtle, and skill-focused characters, as well as character creation ideas inspired by the Rogue card. Then, this chapter presents tools and advice to adjudicate what happens when a character draws the Rogue card, including advice on how the villain enters the story, suggestions for their motivations, and a rogues' gallery of stat blocks that can represent this antagonist.", @@ -2741,6 +2826,7 @@ { "type": "section", "name": "Magic Card Decks", + "page": 40, "id": "08a", "entries": [ "The following decks are presented in alphabetical order.", @@ -2759,6 +2845,7 @@ { "type": "section", "name": "Heroes of Destiny", + "page": 42, "id": "08f", "entries": [ "The Rogue Destinies table provides narrative ideas inspired by the {@item Deck of Many Things} that players can use as prompts while developing characters. The entries in this table are geared toward characters who rely on cunning, skills, and versatility, but any character's story can benefit from the ideas presented here. When using this table to help shape your character's story, you can either choose entries that speak to you or randomly pull cards from {@item Deck of Many Things||The Deck of Many Things} card set until you feel your character's story is complete.", @@ -3009,6 +3096,7 @@ { "type": "section", "name": "Rogues' Gallery", + "page": 43, "id": "090", "entries": [ "When a character draws the Rogue card, a new villain's presence\u2014if not their identity\u2014is revealed to the characters. Who is this villain, and why are they an enemy? Here are a few options for how a Rogue villain can enter your campaign:", @@ -3048,6 +3136,7 @@ { "type": "entries", "name": "The Rogue's Motivation", + "page": 43, "id": "091", "entries": [ "Why does this new villain oppose the character who drew the Rogue card? This question is just as important as who the villain is. The Villainous Motivations table offers sample goals for your new villain.", @@ -3094,6 +3183,7 @@ { "type": "entries", "name": "Rogue Stat Blocks", + "page": 44, "id": "092", "entries": [ "This section offers four stat block options for the antagonist created when the Rogue card is drawn. Each is a legendary creature. These stat blocks can represent a new NPC that enters the story, an existing NPC who reveals their true identity, or someone transformed into an enemy by the deck's magic.", @@ -3101,6 +3191,7 @@ { "type": "entries", "name": "Ambitious Assassin", + "page": 45, "id": "093", "entries": [ "Appropriate for tier 1 play (levels 1 to 4), the {@creature ambitious assassin|BMT} is a Humanoid who might be a charming manipulator or a ruthless killer." @@ -3109,6 +3200,7 @@ { "type": "entries", "name": "Enchanting Infiltrator", + "page": 46, "id": "094", "entries": [ "An antagonist for tier 2 play (levels 5 to 10), the {@creature enchanting infiltrator|BMT} is a Fey that beguiles and misdirects." @@ -3117,6 +3209,7 @@ { "type": "entries", "name": "Otherworldly Corrupter", + "page": 47, "id": "095", "entries": [ "A challenge for tier 3 play (levels 11 to 16), the {@creature otherworldly corrupter|BMT} is a horrific Aberration that infects or impersonates a host." @@ -3125,6 +3218,7 @@ { "type": "entries", "name": "Veiled Presence", + "page": 48, "id": "096", "entries": [ "The ultimate threat created by the Rogue card, the {@creature veiled presence|BMT} is a Celestial for tier 4 play (levels 17 to 20). This being descends from an Outer Plane to bring cosmic wrath upon the characters." @@ -3146,6 +3240,7 @@ { "type": "section", "name": "Chapter 7: Sage", + "page": 49, "id": "09a", "entries": [ "The Sage card represents arcane knowledge, foresight, and skill. In that vein, this chapter explores the arcane possibilities held within a deck of cards. It begins with options for arcane characters, including a feat, spells, and background ideas suggested by the deck that add arcane flavor to your character's story.", @@ -3163,6 +3258,7 @@ { "type": "section", "name": "Character Options", + "page": 49, "id": "09b", "entries": [ "This section contains a feat and spells for characters who combine cards and arcane magic, as well as narrative prompts to help you create your character and guide their story.", @@ -3176,6 +3272,7 @@ { "type": "entries", "name": "Spells", + "page": 49, "id": "09e", "entries": [ "This section contains spells DMs can make available to characters and creatures in their campaigns. The Spells table lists these spells, ordered by level; it also notes each spell's school of magic, whether it requires concentration, whether it bears the ritual tag, and which classes have access to it.", @@ -3230,6 +3327,7 @@ { "type": "entries", "name": "Heroes of Destiny", + "page": 47, "id": "0a5", "entries": [ "The Sage Destinies table provides narrative ideas inspired by the {@item Deck of Many Things} that you can use while developing your character. The entries in this table are geared toward spellcasters, but they can enrich any character's story. When using this table, you can either choose the entries that speak to you or draw cards from the deck.", @@ -3474,6 +3572,7 @@ { "type": "section", "name": "Magic Card Decks", + "page": 51, "id": "0a6", "entries": [ "This section presents two decks of magical cards.", @@ -3492,6 +3591,7 @@ { "type": "section", "name": "Chapter 8: Fates", + "page": 57, "id": "0ed", "entries": [ { @@ -3509,6 +3609,7 @@ { "type": "section", "name": "Backgrounds", + "page": 57, "id": "0ee", "entries": [ "This section presents the {@background rewarded|BMT} and the {@background ruined|BMT} backgrounds for characters whose lives have been upended by an event of great significance\u2014whether by drawing from a {@item Deck of Many Things} or in some other transformative way." @@ -3517,6 +3618,7 @@ { "type": "section", "name": "Heroes of Destiny", + "page": 58, "id": "0f9", "entries": [ "The Fated Destinies table provides narrative ideas inspired by the {@item Deck of Many Things} that you can use as prompts while developing your character. The entries are geared toward characters who rely on faith, conviction, or fate\u2014particularly clerics, druids, and paladins\u2014but any character's story can benefit from them. When using this table, you can choose the entries that speak to you or randomly pull cards from {@item Deck of Many Things||The Deck of Many Things} card set.", @@ -3760,12 +3862,14 @@ { "type": "section", "name": "Treasures", + "page": 60, "id": "0fa", "entries": [ "The following section presents magic items and supernatural gifts that resonate with the cosmic forces of fate and destiny.", { "type": "entries", "name": "Magic Items", + "page": 61, "id": "0fb", "entries": [ "This section presents magic items in alphabetical order.", @@ -3786,6 +3890,7 @@ { "type": "entries", "name": "Supernatural Gifts", + "page": 62, "id": "100", "entries": [ "This section presents magical charms inspired by the {@item Deck of Many Things}. See the {@book Dungeon Master's Guide|DMG} for more information on {@book charms|DMG|7|Charms}.", @@ -3845,6 +3950,7 @@ { "type": "section", "name": "Chapter 9: Knight", + "page": 65, "id": "118", "entries": [ "A character who draws the Knight card from a {@item Deck of Many Things} gains the service of a loyal warrior. This chapter includes advice for DMs on how to introduce this helpful nonplayer character into the ongoing story of your campaign, as well as general advice about including helpful allies in a game without overshadowing the player characters. The chapter also introduces a new creature that can be the summoned knight: a Construct made of playing cards whose abilities scale with those of the characters.", @@ -3862,12 +3968,14 @@ { "type": "section", "name": "Magic Items", + "page": 65, "id": "119", "entries": [ "This section introduces new magic items a DM can include in a campaign.", { "type": "entries", "name": "Magic Item Descriptions", + "page": 65, "id": "11a", "entries": [ "The following magic items are presented in alphabetical order.", @@ -3909,6 +4017,7 @@ { "type": "section", "name": "Heroes of Destiny", + "page": 69, "id": "137", "entries": [ "The following table provides narrative ideas inspired by the {@item Deck of Many Things} that players can use as prompts while developing their characters. The tables' entries are geared toward warriors\u2014particularly fighters, barbarians, and monks\u2014but any character's story can benefit from the ideas presented here. When using this table to shape your character's story, you can either choose the entries that speak to you or randomly pull cards from {@item Deck of Many Things||The Deck of Many Things} card set.", @@ -4159,12 +4268,14 @@ { "type": "section", "name": "Drawing the Knight Card", + "page": 70, "id": "138", "entries": [ "This section provides advice for DMs whose characters draw the Knight card from a {@item Deck of Many Things}, as well as general advice about including allies who fight alongside the characters. Finally, the knight summoned by the deck is reimagined as a loyal Construct: the deck defender.", { "type": "entries", "name": "The Knight as Narrative Device", + "page": 70, "id": "139", "entries": [ "The {@book Dungeon Master's Guide|DMG} details how the nonplayer character summoned by the Knight card of a {@item Deck of Many Things} appears. But as discussed in {@book chapter 2|BMT|1}, the cards of the {@item Deck of Many Things} can instead be interpreted as narrative directions that point the way to a future event. In this case, the Knight card could portend a friendly warrior whom the character will soon meet\u2014and who could become a loyal ally.", @@ -4174,6 +4285,7 @@ { "type": "entries", "name": "Grateful Ally", + "page": 70, "id": "13a", "entries": [ { @@ -4190,6 +4302,7 @@ { "type": "entries", "name": "Seeker Ally", + "page": 70, "id": "13c", "entries": [ { @@ -4206,6 +4319,7 @@ { "type": "entries", "name": "Studious Ally", + "page": 70, "id": "13e", "entries": [ { @@ -4222,6 +4336,7 @@ { "type": "entries", "name": "Vengeful Ally", + "page": 70, "id": "140", "entries": [ { @@ -4240,6 +4355,7 @@ { "type": "entries", "name": "Running Allies", + "page": 71, "id": "142", "entries": [ "Allies are an important part of any adventuring party's career. However, whenever an ally joins the party for a significant amount of time, it's important the ally doesn't overshadow the player characters. Here are some ways to keep the party feeling like heroes, even when the cast of characters grows.", @@ -4253,6 +4369,7 @@ { "type": "entries", "name": "Let Players Take Charge", + "page": 71, "id": "143", "entries": [ "Consider letting your players control the ally. This can be a great way to keep more players involved if the party splits; when any player's usual character isn't present in a scene, they play the ally instead. It's helpful to give the ally a couple of distinguishing personality traits or mannerisms\u2014such as greed, a love of beer, or a favorite expression\u2014to make it easier to roleplay the ally on a moment's notice.", @@ -4262,6 +4379,7 @@ { "type": "entries", "name": "Keep Allies Less Powerful", + "page": 71, "id": "144", "entries": [ "Players can feel undervalued if an ally is outperforming their characters. While an overly powerful ally is fine on rare occasion, the players should still feel like their characters are the true heroes of the story.", @@ -4271,6 +4389,7 @@ { "type": "entries", "name": "Fill the Gaps", + "page": 71, "id": "145", "entries": [ "One way to avoid overshadowing the characters is to create an ally who has skills and abilities that complement the party's. Healing, tracking, and proficiency with thieves' tools (to disarm traps and unlock doors) are common examples of such skills. A group without magical healing isn't going to complain when an NPC cleric joins their party, so long as the cleric focuses on healing!", @@ -4280,6 +4399,7 @@ { "type": "entries", "name": "Limit an Ally's Presence", + "page": 71, "id": "146", "entries": [ "In larger parties, adding an ally can slow down combat. Consider having the ally tag along for only a session or two, or limit the encounters they appear in. Maybe the ally helps the characters in only a certain region or part of town and then leaves to attend to other duties. The important thing is that the ally is available when the characters want them and retreats into the background when the characters don't want or need the help.", @@ -4291,6 +4411,7 @@ { "type": "entries", "name": "Deck Defender", + "page": 71, "id": "147", "entries": [ "{@creature Deck Defender|BMT|Deck defenders} are Constructs made of large, intricately folded playing cards. You can use a deck defender when a character draws the Knight card, substituting the defender for the friendly ally the card usually summons.", @@ -4305,6 +4426,7 @@ { "type": "section", "name": "Chapter 10: Sun", + "page": 73, "id": "148", "entries": [ "This chapter details the Solar Bastion, a benevolent organization that protects the multiverse from the chaos wrought by the {@item Deck of Many Things}. The chapter includes a description of the organization and a map of its headquarters. It also explores how DMs can introduce the Solar Bastion to their campaigns, and how characters might join the Solar Bastion or otherwise become entangled in the group's operations across the multiverse.", @@ -4321,6 +4443,7 @@ { "type": "section", "name": "The Solar Bastion", + "page": 73, "id": "149", "entries": [ "The Solar Bastion is an elite organization with extensive resources and a benevolent agenda. Its members style themselves as knights, though the organization doesn't grant them noble titles.", @@ -4328,6 +4451,7 @@ { "type": "entries", "name": "Goals", + "page": 73, "id": "14a", "entries": [ "The Solar Bastion monitors the {@item Deck of Many Things} in all its manifestations throughout the multiverse, warns and protects those who find it, and minimizes the damage it causes when found. Knights of the Solar Bastion also strive to protect people from other dangerous magic, such as cursed magic items and evil artifacts. The knights often provide aid with all sorts of magical mishaps, hauntings, and monstrous infestations.", @@ -4335,6 +4459,7 @@ { "type": "entries", "name": "Monitor the Deck", + "page": 73, "id": "14b", "entries": [ "Most of the Solar Bastion's activity revolves around monitoring {@i Decks of Many Things}. The knights strive for the following goals in their pursuit of that effort:", @@ -4379,6 +4504,7 @@ { "type": "entries", "name": "Combat Curses and Wicked Magic", + "page": 74, "id": "14c", "entries": [ "{@i Decks of Many Things} are notoriously resistant to divination magic that would reveal their locations, so knights travel widely in pursuit of even faint leads. Inevitably, many of these leads turn out to be the effects of curses and corrupt magic. Rather than ignore these situations, knights endeavor to protect those affected by curses, destroy cursed magic items, and contain evil and destructive artifacts so they can't cause further harm or be used for wicked ends.", @@ -4390,12 +4516,14 @@ { "type": "entries", "name": "Membership", + "page": 74, "id": "14d", "entries": [ "Knights of the Solar Bastion are battle-hardened veterans who operate independently across the multiverse. When word reaches the organization that a {@item Deck of Many Things} has appeared, the nearest knight investigates, but every knight has the magical means to contact the Solar Bastion's headquarters and request help. Even so, it's rare for knights to work together outside their headquarters.", { "type": "entries", "name": "Recruitment", + "page": 74, "id": "14e", "entries": [ "As they travel across the multiverse, knights of the Solar Bastion frequently encounter other individuals whose goals and interests align with their own. These encounters offer opportunities for adventurers to become involved with the work of the Solar Bastion or even become knights themselves.", @@ -4408,6 +4536,7 @@ { "type": "entries", "name": "Leadership", + "page": 74, "id": "14f", "entries": [ "The founder and sole leader of the Solar Bastion is a neutral good {@creature solar} angel named Hilarion. Hilarion was once the trusted lieutenant of a lawful good deity, and when a mighty cleric of that deity drew the Void card from a {@item Deck of Many Things}, Hilarion led the effort to retrieve and restore the cleric's soul. The quest proved so harrowing that Hilarion's faith eroded, and when the quest was complete, the angel chose to establish the Solar Bastion rather than return to his god's service.", @@ -4420,6 +4549,7 @@ { "type": "entries", "name": "Solar Bastion Knight", + "page": 75, "id": "150", "entries": [ "The {@creature Solar Bastion knight|BMT} presented here is an example member of the organization.", @@ -4430,6 +4560,7 @@ { "type": "entries", "name": "Headquarters", + "page": 76, "id": "151", "entries": [ "The Solar Bastion's eponymous headquarters is a fortified town built on a metal disk that orbits close to a small sun in a little-known reach of the Material Plane. The face of the disk on which the Solar Bastion is built faces the sun, so the sun is always high in the sky above it.", @@ -5084,6 +5215,7 @@ { "type": "entries", "name": "Dome of the Sun", + "page": 77, "id": "152", "entries": [ "Hilarion's residence is a gleaming white dome that suggests both a lofty temple and a majestic palace in its architecture and furnishings. Sun shines through a circular window in the top of the dome, and Hilarion can usually be found seated on a throne beneath that shaft of sunlight.", @@ -5094,12 +5226,14 @@ { "type": "entries", "name": "Towers of Day", + "page": 77, "id": "153", "entries": [ "Seven tall watchtowers ring the edge of the Solar Bastion. In addition to offering a clear view of the entire fortress, the towers are equipped with magical devices that give their sentries the ability to detect threats approaching the bastion and even to peer into other planes of existence. Knights of the Solar Bastion usually stay in one of the Towers of Day while visiting the fortress, and while they're there, they also serve as sentries. Each tower typically holds at most a few such visiting sentries as well as a captain, usually an older knight retired from field duty who resides there permanently. Over time, the captains have customized their towers to suit their personal hobbies and research interests.", { "type": "entries", "name": "North Tower", + "page": 77, "id": "154", "entries": [ "The tower nearest the Dome of the Sun is imbued with magic that makes it serve as a sort of north pole for the fortress. Compasses point toward that tower, giving those in the bastion a common reference for cardinal directions." @@ -5110,6 +5244,7 @@ { "type": "entries", "name": "Spelljammer Harbor", + "page": 77, "id": "155", "entries": [ "A docking area in the southeast part of the Solar Bastion offers a place for spacefaring spelljamming vessels to moor (see {@book Spelljammer: Adventures in Space|AAG} for more information about travel through space). Hilarion keeps a {@vehicle wasp ship|AAG}\u2014a lightweight spelljamming vessel that can be crewed by as few as five sailors\u2014in the harbor, but there's room for a few more vessels depending on their size. Knights sometimes borrow Hilarion's vessel to pursue rumors concerning a {@item Deck of Many Things} when teleportation isn't a safe option. Knights who have spelljamming vessels of their own also dock them here when visiting the Solar Bastion, but the docks are seldom full." @@ -5118,6 +5253,7 @@ { "type": "entries", "name": "Training Yard", + "page": 77, "id": "156", "entries": [ "In the center of the Solar Bastion is a large training yard where visiting knights hone their combat and magical skills. They mostly fight against each other under the watchful eyes of retired knights, but occasionally a knight brings a particularly horrific monster\u2014typically a powerful evil Undead or Aberration\u2014to the fortress so knights can work together to learn how to defeat it." @@ -5126,6 +5262,7 @@ { "type": "entries", "name": "Library Tower", + "page": 77, "id": "157", "entries": [ "Across the Solar Bastion from the Dome of the Sun, the graceful spire of the Library Tower rises higher than the Towers of Day. Inside the library, a ramp winds up from the ground floor through vast ranks of shelves holding tomes, scrolls, and other repositories of learning. Scribes and scholars tend the place, sorting and indexing the volumes while making copies of particularly valuable resources. A tremendous amount of lore concerning {@i Decks of Many Things} is stored in this tower, much of it annotated by scholars attempting to sift fact from legend." @@ -5134,6 +5271,7 @@ { "type": "entries", "name": "Artisans and Services", + "page": 77, "id": "158", "entries": [ "The Solar Bastion attracts skilled makers of weapons and armor. Weavers, tailors, healers, jewelers, booksellers, and other merchants also cater to the fortress's inhabitants and visitors." @@ -5144,6 +5282,7 @@ { "type": "entries", "name": "Adventure Hooks", + "page": 78, "id": "159", "entries": [ "The Solar Bastion offers many opportunities for driving adventures in your campaign, whether or not a {@item Deck of Many Things} appears. Use these ideas to inspire adventures that feature the knights of the Solar Bastion; the nonplayer characters named here also appear in the Solar Bastion Contact table below, and the stat block for {@creature Sir Jared|BMT} is presented at the end of the chapter:", @@ -5194,18 +5333,21 @@ { "type": "entries", "name": "Solar Bastion Patronage", + "page": 78, "id": "15a", "entries": [ "{@book Tasha's Cauldron of Everything|TCE} presents rules for and examples of {@book group patrons|TCE|16}: individuals or organizations that serve as patrons to an adventuring party. The Solar Bastion can function as a group patron, offering resources while sending adventurers on missions that further the organization's goals.", { "type": "entries", "name": "Solar Bastion Perks", + "page": 79, "id": "15b", "entries": [ "With the Solar Bastion as your group's patron, you gain the following perks.", { "type": "entries", "name": "Magic of the Solar Bastion", + "page": 79, "id": "15c", "entries": [ "Knights of the Solar Bastion cast any spell available to them on your behalf without charge. See the {@creature Solar Bastion knight|BMT} stat block in this chapter for an example knight's spellcasting abilities. Some knights may have other spells they can cast, at the DM's discretion. The knight provides any costly material components needed for the spell, as long as you demonstrate your need and are in good standing with the Solar Bastion. In extreme circumstances, your group can appeal to Hilarion for more powerful magical assistance, including the {@spell Resurrection} spell." @@ -5214,6 +5356,7 @@ { "type": "entries", "name": "Equipment", + "page": 79, "id": "15d", "entries": [ "You can purchase common magic items from your Solar Bastion contact. The DM determines the available stock or can call for a group Intelligence ({@skill Investigation}) check to ascertain if the Solar Bastion's network can locate a desired item. The DC for this check is 10 in a city, 15 in a town, and 20 in a village. If the check fails, {@dice 1d8} days must pass before you can search for the same item again in that community.", @@ -5223,6 +5366,7 @@ { "type": "entries", "name": "Research", + "page": 79, "id": "15e", "entries": [ "The Library Tower in the Solar Bastion is a vast repository of knowledge that can help you unearth hidden secrets. If you communicate with your Solar Bastion contact or visit the Library Tower in person, you have advantage on ability checks to research lore related to the {@item Deck of Many Things} and other topics of interest to the Solar Bastion (including evil artifacts, curses, and other topics at the DM's discretion)." @@ -5233,6 +5377,7 @@ { "type": "entries", "name": "Solar Bastion Contact", + "page": 79, "id": "15f", "entries": [ "When adventurers have the Solar Bastion as a patron, one member of that organization\u2014typically a knight\u2014serves as the party's primary contact, relaying messages to and from Hilarion and the other knights. Roll or pick from the Solar Bastion Contact table to determine the nature of your primary connection to the organization.", @@ -5286,6 +5431,7 @@ { "type": "entries", "name": "Solar Bastion Specialists", + "page": 79, "id": "160", "entries": [ "Because they usually work alone, knights of the Solar Bastion tend to be jacks-of-all-trades who know a little about a lot of things. As an adventuring party sponsored by the Solar Bastion, you instead provide specialized skills and have considerable freedom to pursue your specializations, as long as your efforts help to further the Solar Bastion's overall goals.", @@ -5329,6 +5475,7 @@ { "type": "entries", "name": "Solar Bastion Quests", + "page": 79, "id": "161", "entries": [ "In service to the Solar Bastion, most of your time is spent in pursuit of the organization's goals. The Solar Bastion Quests table presents examples of missions your contact might send you on.", @@ -5383,6 +5530,7 @@ { "type": "entries", "name": "Sir Jared", + "page": 79, "id": "162", "entries": [ "{@creature Sir Jared|BMT|Jared} is a wandering knight who makes an excellent contact for groups that have Solar Bastion patronage. A former mercenary, Jared credits Hilarion with helping him change his ways and use his skills for good instead of gold, but he feels unworthy of the organization and has grown lonely after so long away from the Solar Bastion." @@ -5397,6 +5545,7 @@ { "type": "section", "name": "Chapter 11: Moon", + "page": 81, "id": "163", "entries": [ "This chapter details the Moonstalkers, a thieves' guild of evil lycanthropes that Dungeon Masters can use in any D&D setting as criminals, rival treasure hunters, or potential patrons. Characters who draw the Moon card from a {@item Deck of Many Things} might cross the Moonstalkers' path, since that card grants wishes that the Moonstalkers want to acquire.", @@ -5413,6 +5562,7 @@ { "type": "section", "name": "The Moonstalkers", + "page": 81, "id": "164", "entries": [ "A giant rat scurries into the sewers, clutching a magic ring between its yellowed teeth. A woman with a hidden moon tattoo picks the pocket of a benevolent official at a gala. A monstrous hybrid of human and wolf follows adventurers beyond the city limits, hoping to pilfer the wizard's spellbook.", @@ -5421,6 +5571,7 @@ { "type": "entries", "name": "History", + "page": 81, "id": "165", "entries": [ "At the guild's inception, the Moonstalkers had three bosses: Delour, a halfling wererat; Augustus, a human werewolf; and Pyrite, a dwarf wereboar. Delour was excommunicated from a local gang for attempting to usurp leadership. When he encountered Augustus and Pyrite, similarly lost and alone, he took them in.", @@ -5431,6 +5582,7 @@ { "type": "entries", "name": "Current Goals", + "page": 81, "id": "166", "entries": [ "Gold motivates the Moonstalkers to perform morally bankrupt work that others won't do. Delour is eager to expand into protection rackets, gambling rings, extortion, kidnapping, arson, and murder for hire. Augustus isn't opposed to this, but he's preoccupied with personal matters.", @@ -5440,12 +5592,14 @@ { "type": "entries", "name": "Important Members", + "page": 81, "id": "167", "entries": [ "Here are some of the Moonstalkers' most powerful and respected members.", { "type": "entries", "name": "Boss Augustus", + "page": 82, "id": "168", "entries": [ "{@creature Boss Augustus|BMT|Augustus} is a hulking human werewolf of few words. He shares leadership of the guild with Boss Delour and has a knack for planning heists. Guild members consider him a brutal but fair leader. Some perceptive guild members\u2014like Kathra Bitterwind\u2014have noticed he's become more reclusive recently, and when he does appear, he's restless.", @@ -5457,6 +5611,7 @@ { "type": "entries", "name": "Boss Delour", + "page": 83, "id": "169", "entries": [ "{@creature Boss Delour|BMT|Delour} the wererat is a sly trickster and consummate thief who rules the Moonstalkers alongside his friend Augustus. Delour's honeyed words and calculating mind make him dangerous. He can smile and shake someone's hand while simultaneously plotting to ruin that person.", @@ -5467,6 +5622,7 @@ { "type": "entries", "name": "Kathra Bitterwind", + "page": 84, "id": "16a", "entries": [ "The human {@creature werevulture|BMT} Kathra Bitterwind (see {@book chapter 21|BMT|20|Werevulture} for the werevulture stat block) is the trusted lieutenant of both Boss Augustus and Boss Delour. Unlike most members, Kathra was already a lycanthrope when she joined the guild, and she quickly clawed her way to the top by proving her unwavering loyalty to its leaders.", @@ -5487,6 +5643,7 @@ { "type": "entries", "name": "Wanewort", + "page": 84, "id": "16b", "entries": [ "Wanewort the {@creature night hag} performs rituals that help the guild pull off its schemes. She uses divination magic to scope out locations for future heists and casts illusions that disguise Moonstalker members. Occasionally she provides a member with a {@i Hag Eye} necklace, allowing her to see what they see so she can provide real-time guidance during a mission. She reports to the bosses, but they give her ample rein to pursue her own endeavors and delegate tasks to guild members. Wanewort has special lair actions she can use while in the Moonstalkers' guildhall (see {@book area 11|BMT|10|11: Wanewort's Den}).", @@ -5501,6 +5658,7 @@ { "type": "section", "name": "Moonstalker Guildhall", + "page": 84, "id": "16c", "entries": [ "Most Moonstalker dealings occur in abandoned warehouses, the homes of members, or shadowy taverns. If the bosses choose to meet with a client in the guildhall, either they're looking to impress the client or they see the client as potentially dangerous and want backup in case negotiations break down. In either case, Moonstalkers usually blindfold visitors before leading them to the guildhall.", @@ -5509,6 +5667,7 @@ { "type": "entries", "name": "Full Moons", + "page": 84, "id": "16d", "entries": [ "Every Moonstalker learns how to embrace and manage the bestial impulses of their lycanthropy as part of their training. Still, the full moon makes it difficult for many members to maintain self-control\u2014and more importantly, to remain covert. For this reason, all Moonstalkers lock themselves in the guildhall on the night of the full moon. Many of the guildhall's walls sport long scratch marks from particularly restless nights." @@ -5517,6 +5676,7 @@ { "type": "entries", "name": "Guildhall Features", + "page": 85, "id": "16e", "entries": [ "The guildhall has the following features:", @@ -5549,12 +5709,14 @@ { "type": "inset", "name": "Moonstalker Stat Block Adjustments", + "page": 85, "id": "16f", "entries": [ "To turn a generic lycanthrope stat block into a Moonstalker stat block, make the following adjustments.", { "type": "entries", "name": "Skills", + "page": 85, "id": "170", "entries": [ "Moonstalkers are proficient in Dexterity ({@skill Stealth} and {@skill Sleight of Hand}) checks." @@ -5563,6 +5725,7 @@ { "type": "entries", "name": "Languages", + "page": 85, "id": "171", "entries": [ "Moonstalkers can speak thieves' cant." @@ -5571,6 +5734,7 @@ { "type": "entries", "name": "Bonus Actions", + "page": 85, "id": "172", "entries": [ "Moonstalkers can use a bonus action to {@action Dash}, {@action Disengage}, or {@action Hide}." @@ -5583,6 +5747,7 @@ { "type": "entries", "name": "Guildhall Locations", + "page": 85, "id": "173", "entries": [ "The following locations are keyed to map 11.1.", @@ -6381,6 +6546,7 @@ { "type": "entries", "name": "1: Crescent Antechamber", + "page": 85, "id": "174", "entries": [ "The curved southeast wall of this room has one permanent door, which leads to the guildhall's tavern entrance. Across from it stands a double door guarded by two {@creature Werewolf||werewolves} and two {@creature Werevulture|BMT|werevultures} (see {@book chapter 21|BMT|20|Werevulture} for the werevulture stat block). This room's ceiling is 30 feet high.", @@ -6391,6 +6557,7 @@ { "type": "entries", "name": "2: Commons", + "page": 85, "id": "175", "entries": [ "This common room is where Moonstalkers mingle, prepare for missions and receive orders. When the characters first visit, five {@creature Wererat||wererats} sit at a table, playing a game of cards. One hopeful initiate accompanies them: a human {@creature bandit} who has yet to prove her mettle." @@ -6399,6 +6566,7 @@ { "type": "entries", "name": "3: Jail", + "page": 85, "id": "176", "entries": [ "In addition to holding captives, these jail cells are used to hold Moonstalkers who become particularly feral during the full moon. As a result, the walls of these jail cells are lined with deep claw marks.", @@ -6408,12 +6576,14 @@ { "type": "entries", "name": "4: Audience Hall", + "page": 85, "id": "177", "entries": [ "A carpeted dais stands at the northern end of this room. Large oil paintings of the guild's three original bosses hang from the walls. The bosses use this room for important announcements and initiation ceremonies. Lower-ranking Moonstalkers don't come through this area without good reason.", { "type": "entries", "name": "Treasure", + "page": 85, "id": "178", "entries": [ "Each oil painting is worth 250 gp." @@ -6424,6 +6594,7 @@ { "type": "entries", "name": "5: Study", + "page": 85, "id": "179", "entries": [ "A moonstone chandelier casts a soft, bluish-white glow over this room's oaken table and chairs. The bosses use this elegant meeting room to plan future heists and to meet with guests they wish to impress." @@ -6432,6 +6603,7 @@ { "type": "entries", "name": "6: Guard Post", + "page": 85, "id": "17a", "entries": [ "Two {@creature Wereboar||wereboars} stand before the northern doors, guarding the vault. They question anyone passing toward the bosses' rooms or Wanewort's den.", @@ -6441,6 +6613,7 @@ { "type": "entries", "name": "7: Icy Vault", + "page": 85, "id": "17b", "entries": [ "The floor and walls of this chilly room are covered with slick ice, making them {@book difficult terrain|PHB|8|Difficult Terrain}. Any creature unaccustomed to icy environments that moves along the floor or walls must make a DC 8 Dexterity saving throw at the end of its turn. On a failed save, the creature has the {@condition prone} condition. This room's ceiling is 30 feet high.", @@ -6449,6 +6622,7 @@ { "type": "entries", "name": "Treasure", + "page": 85, "id": "17c", "entries": [ "This room contains coins, gems, and art objects worth a total of 9,000 gp. It also contains two uncommon magic items, one rare magic item, and one very rare magic item of your choice." @@ -6459,6 +6633,7 @@ { "type": "entries", "name": "8: Shrine to the Fallen", + "page": 85, "id": "17d", "entries": [ "This room has a small shrine with a headstone memorializing Boss Pyrite and other guild members who died when the Moonstalkers' old guildhall was raided. An inscription on the headstone promises revenge in the names of both Delour and Augustus." @@ -6467,6 +6642,7 @@ { "type": "entries", "name": "9: Boss Delour's Quarters", + "page": 86, "id": "17e", "entries": [ "A magic hearth flickers with white, heatless flame on the south wall of this room. Paperwork full of notes and detailed schemes sits atop a desk, alongside a tiny portrait of Delour, Augustus, and Pyrite painted soon after the guild was founded.", @@ -6476,6 +6652,7 @@ { "type": "entries", "name": "10: Boss Augustus's Quarters", + "page": 86, "id": "17f", "entries": [ "An owlbear rug stretches across this room's floor. Stuffed animal heads are mounted on the walls.", @@ -6483,6 +6660,7 @@ { "type": "entries", "name": "Chest", + "page": 86, "id": "180", "entries": [ "A wooden {@item chest|PHB} sits beneath the bed in this room. It can be unlocked with a successful DC 18 Dexterity check using thieves' tools. It contains mementos from towns Augustus lived in before founding the Moonstalkers: worn {@item carpenter's tools|PHB}, a quilt, a tavern mug, and a locket from an admirer." @@ -6491,6 +6669,7 @@ { "type": "entries", "name": "Treasure", + "page": 86, "id": "181", "entries": [ "Augustus wields a {@item +2 Longsword}. He usually takes the sword with him when he leaves the room, but if he's resting here or has left the sword behind for some reason, it's leaning against the wall near his bed." @@ -6501,6 +6680,7 @@ { "type": "entries", "name": "11: Wanewort's Den", + "page": 87, "id": "182", "entries": [ "Ten {@creature Imp||imps} who have adopted the form of cats of various colors strut, creep, or sleep around this 30-foot-tall, circular room. Wanewort, a {@creature night hag}, spends much of her time here as well.", @@ -6525,6 +6705,7 @@ { "type": "entries", "name": "Treasure", + "page": 87, "id": "183", "entries": [ "A {@item Glimmering Moonbow|BMT} (see {@book chapter 5|BMT|4|Glimmering Moonbow}) sits atop a high shelf in this room." @@ -6535,6 +6716,7 @@ { "type": "entries", "name": "12: Scrying Pool", + "page": 87, "id": "184", "entries": [ "A large scrying pool takes up much of this room. Wanewort uses it for her {@spell Scrying} spells. Anyone who looks at the pool while Wanewort is scrying sees the same creature or location that she does. When not actively being used to scry, the pool's surface shows a reflection of the moon in its current phase." @@ -6543,6 +6725,7 @@ { "type": "entries", "name": "13: Armory", + "page": 87, "id": "185", "entries": [ "The {@creature wereboar} in charge of the armory keeps it stocked with {@item Dagger|PHB|daggers}, cloaks, {@item thieves' tools|PHB}, {@item Grappling Hook|PHB|grappling hooks}, and other equipment the Moonstalkers don't want to hide at their homes. The wereboar can usually be found here, maintaining this equipment." @@ -6551,6 +6734,7 @@ { "type": "entries", "name": "14: Barrack", + "page": 87, "id": "186", "entries": [ "When a Moonstalker needs to spend the night at the guildhall instead of their home, they can sleep in the bunk beds at this barrack. Two {@creature Werewolf||werewolves} and three {@creature Wererat||wererats} are currently sleeping here." @@ -6563,12 +6747,14 @@ { "type": "section", "name": "Using the Moonstalkers in Your Campaign", + "page": 87, "id": "187", "entries": [ "Here are some ways you can use the Moonstalkers to augment your campaign.", { "type": "entries", "name": "Antagonists and Rivals", + "page": 87, "id": "188", "entries": [ "The most direct use of the Moonstalkers is for them to steal something belonging to the characters or someone close to them. The characters might strike a deal with the guild to get their treasure back or infiltrate the guildhall to retrieve it.", @@ -6578,6 +6764,7 @@ { "type": "entries", "name": "Bargaining for a Wish", + "page": 87, "id": "189", "entries": [ "If your characters have access to the {@spell Wish} spell\u2014for example, because they've drawn the Moon card from a {@item Deck of Many Things}\u2014Boss Augustus makes them an offer they can't refuse. The characters could also be drawn into this story if a noncombatant draws the Moon card and becomes a target for the Moonstalkers.", @@ -6612,12 +6799,14 @@ { "type": "entries", "name": "Working with the Moonstalkers", + "page": 88, "id": "18a", "entries": [ "The Moonstalkers don't always do their own dirty work. When a mission is too time-consuming, challenging, or simple, the guild assigns it to other criminals or to aspiring guild members. Even if your characters aren't evil, they might find themselves working for or alongside the Moonstalkers on an odd job. Perhaps both groups have a mutual enemy. Maybe the Moonstalkers learned the characters will be delving into a particular dungeon and ask the party to retrieve a specific piece of treasure. Perhaps the Moonstalkers extort the characters or refuse to divulge key information unless the characters do their bidding. Maybe the Moonstalkers offer so much money or such enticing magic items that the characters find collaboration hard to refuse.", { "type": "entries", "name": "Joining the Guild", + "page": 88, "id": "18b", "entries": [ "Those hoping for guild membership (sometimes called \"crescents\") must complete three jobs for the Moonstalkers to be initiated into the guild. Crescents can work together, in which case the mission counts for all of them. Each job is more difficult than the last, and the final job always requires the crescent to take a life, usually the life of a guard or witness to the crime. The Moonstalkers then reward the crescent with lycanthropy, initiating them as a full member. Here are examples of missions the Moonstalkers might assign a crescent, in order of increasing difficulty:", @@ -6660,6 +6849,7 @@ { "type": "section", "name": "Chapter 12: Comet", + "page": 89, "id": "18c", "entries": [ "The end is near!", @@ -6667,6 +6857,7 @@ { "type": "section", "name": "Heralds of the Comet", + "page": 89, "id": "18d", "entries": [ "The Heralds of the Comet is a secret organization with a sinister agenda. Believing the multiverse is a flawed creation, members of this cult look forward to the end of all worlds and planes of existence. Low-ranking members anticipate a new creation, a multiverse made right in the wake of the old cosmos's destruction, but the leaders secretly believe the end really is the end; after the multiverse's destruction, only a formless void will remain.", @@ -6684,12 +6875,14 @@ { "type": "entries", "name": "Tenets", + "page": 89, "id": "18e", "entries": [ "The teachings of the Heralds of the Comet are revealed only in part to aspirants and in more detail to initiates. Only the group's leaders know the full doctrine.", { "type": "entries", "name": "Fundamental Tenets", + "page": 89, "id": "18f", "entries": [ "The cult's basic tenets are shared with anyone who expresses an interest in learning about the group's beliefs. Such folk, known as aspirants, are taught the following:", @@ -6729,6 +6922,7 @@ { "type": "entries", "name": "Arcana", + "page": 90, "id": "190", "entries": [ "Those who undergo a rite of initiation, which includes a solemn oath of secrecy, learn deeper truths that build upon the basic tenets of the group:", @@ -6763,6 +6957,7 @@ { "type": "entries", "name": "Esoterica", + "page": 90, "id": "191", "entries": [ "The leaders of the Heralds of the Comet, the hierophants, reserve a few secret doctrines for themselves, believing only the most enlightened souls are prepared to hear these harsh truths:", @@ -6794,12 +6989,14 @@ { "type": "entries", "name": "Membership", + "page": 90, "id": "192", "entries": [ "The Heralds of the Comet is a small, close-knit community. Through the process of severing their ties to the doomed world, members become entirely dependent on the group and its leaders for social interaction, material support, and the fulfillment of spiritual needs. The core tenet held by initiates\u2014that they alone are destined to survive the apocalyptic end of all things and populate the new creation\u2014creates a worldview where all that matters is the Heralds of the Comet.", { "type": "entries", "name": "Recruitment", + "page": 90, "id": "193", "entries": [ "The Heralds of the Comet seeks recruits to swell the group's ranks. Initiates believe they have a moral imperative to rescue as many people as possible from the coming destruction of the multiverse, so they see recruitment as an act of mercy. However, they quickly learn that most people dismiss their concerns and ridicule their beliefs, so they expect a low success rate in their recruitment efforts.", @@ -6811,6 +7008,7 @@ { "type": "entries", "name": "Initiation", + "page": 90, "id": "194", "entries": [ "The Heralds of the Comet performs its rite of initiation once or twice per year, depending on the availability of would-be initiates and the appearance of a suitable omen of doom. When an omen appears (see the \"{@book Omens of Apocalypse|BMT|11|Omens of Apocalypse}\" section at the end of this chapter), the hierophants bring the aspirants deemed ready to a sanctum for initiation (see the \"{@book Sanctum of the Heralds|BMT|11|Sanctums of the Heralds}\" section).", @@ -6822,6 +7020,7 @@ { "type": "entries", "name": "Leadership", + "page": 91, "id": "195", "entries": [ "The leaders of the Heralds of the Comet are called hierophants\u2014literally \"revealers of the sacred\"\u2014because of their role in revealing the All-Consuming Star to initiates.", @@ -6833,12 +7032,14 @@ { "type": "entries", "name": "Example Members", + "page": 91, "id": "196", "entries": [ "The stat blocks in this chapter represent members from each level of membership.", { "type": "entries", "name": "Aspirant of the Comet", + "page": 91, "id": "197", "entries": [ "{@creature Aspirant of the Comet|BMT|Aspirants} aren't yet initiated into the mysteries of the Heralds of the Comet, but they are firmly in the group's clutches, both socially and metaphysically. If an aspirant is killed, the hapless individual is drawn into the Void and devoured, body and soul." @@ -6847,6 +7048,7 @@ { "type": "entries", "name": "Hierophant of the Comet", + "page": 92, "id": "198", "entries": [ "The number of {@creature Hierophant of the Comet|BMT|hierophants} is fixed at twenty-two on any one world, one for each card in a {@item Deck of Many Things}. As a group, hierophants are sometimes called Sages, but each hierophant is also identified with a particular card. When a hierophant dies, the remaining leaders choose an initiate to fill the position, preferring initiates from the oldest broods.", @@ -6857,6 +7059,7 @@ { "type": "entries", "name": "Initiate of the Comet", + "page": 93, "id": "199", "entries": [ "Once {@creature Initiate of the Comet|BMT|initiated} into the Heralds of the Comet, members learn magical divination practices that give them glimpses into the future." @@ -6865,6 +7068,7 @@ { "type": "entries", "name": "Associated Creatures", + "page": 93, "id": "19a", "entries": [ "In addition to the stat blocks for members of the Heralds of the Comet, consider using any of the following creatures as associates of the group:", @@ -6896,12 +7100,14 @@ { "type": "entries", "name": "Sanctums of the Heralds", + "page": 93, "id": "19b", "entries": [ "Most meetings of the Heralds of the Comet involve broods of initiates gathering in private homes to read divinatory cards and look for signs of impending cataclysm. Rites of initiation, though, take place in sanctums: remote headquarters like the one shown in map 12.1. A sanctum is a temple, meeting place, and residence for one or more of the group's hierophants, as well as for initiates who serve as caretakers. A sanctum is typically located a few miles outside a major city, allowing the group to meet in private while still enabling the residents to get to and from the city in an hour or two.", { "type": "entries", "name": "Sanctum Locations", + "page": 93, "id": "19c", "entries": [ "The building shown in map 12.1 is a large house built in front of a natural cave opening, donated to the Heralds of the Comet by a wealthy aspirant. The first floor of the house includes a luxurious living room, a kitchen and spacious dining room, and a large bedroom suite on the first floor. The second floor (not shown on the map) has more bedrooms and a study.", @@ -7277,6 +7483,7 @@ { "type": "entries", "name": "Antechamber", + "page": 93, "id": "19d", "entries": [ "At the end of the hallway leading north to the bedroom suite, an ornate stained-glass window depicts the All-Consuming Star as it is shown on the Comet card in a {@item Deck of Many Things}. In the northwest corner of the house, an antechamber serves as a place where aspirants gather before the rite of initiation begins. Arcane imagery decorates the room's walls and pillars, and each card from a {@item Deck of Many Things} is represented in images that surround the cave entrance in the west wall." @@ -7285,6 +7492,7 @@ { "type": "entries", "name": "Cave", + "page": 94, "id": "19e", "entries": [ "The winding cave is mostly natural, but the cult members have widened the narrow passages and shored up the crumbling cave walls with masonry. Stalactites hang from the ceilings, but most of the stalagmites have been cleared to allow easy passage. A few natural columns remain. Two natural pools are incorporated into the initiation rite: new initiates bathe in the larger pool and then drink from the smaller pool, whose cold and bitter waters are said to make them more receptive to the vision that awaits them in the final chamber.", @@ -7294,6 +7502,7 @@ { "type": "entries", "name": "Manifestation Chamber", + "page": 94, "id": "19f", "entries": [ "The final chamber is off-limits to all. In the climactic moments of the initiation rite, a hierophant uses the All-Consuming Star action (see the {@creature hierophant of the comet|BMT} stat block) to fill most of the chamber with a manifestation of the ravenous entity. Those who dare enter the chamber risk being devoured when the manifestation appears." @@ -7306,12 +7515,14 @@ { "type": "entries", "name": "Adventure Hooks", + "page": 94, "id": "1a0", "entries": [ "The Heralds of the Comet offers opportunities for adventures in any campaign. As an apocalyptic sect pursuing the destruction of the multiverse, it's best suited for an antagonistic role. Under certain circumstances, however, the cult could act as a short-term patron or an ally for an adventuring party. This section offers suggestions for adventures involving the cult, followed by ideas for how you might use the Heralds of the Comet to drive the action of an entire campaign.", { "type": "entries", "name": "Heralds as an Adversary", + "page": 94, "id": "1a1", "entries": [ "Use these ideas to inspire adventures that feature the Heralds of the Comet as an antagonist:", @@ -7368,6 +7579,7 @@ { "type": "entries", "name": "Heralds as a Patron or an Ally", + "page": 95, "id": "1a2", "entries": [ "Characters who work with the Heralds of the Comet might befriend helpful members. But eventually the characters learn the cult's true agenda and realize they're partially responsible for the group's success. Use these ideas to inspire adventures that feature the Heralds of the Comet as a patron or ally:", @@ -7411,6 +7623,7 @@ { "type": "section", "name": "Omens of Apocalypse", + "page": 96, "id": "1a3", "entries": [ "Modern science can explain astronomical events like comets, meteor showers, and eclipses, but these explanations don't necessarily hold true in D&D. Instead, these phenomena might be supernatural events loaded with portents of divine wrath or impending doom.", @@ -7418,6 +7631,7 @@ { "type": "entries", "name": "Warnings", + "page": 96, "id": "1a4", "entries": [ "Warnings are the first stage of an apocalypse. A warning can involve a divine voice or a messenger telling people that the end is near, that punishment is coming unless they change their ways, or that they are heading down a path with disastrous consequences.", @@ -7504,6 +7718,7 @@ { "type": "entries", "name": "Calamities", + "page": 97, "id": "1a5", "entries": [ "If warnings are the introduction, calamities are the main event. The calamity could be a freak disaster or a natural consequence of actions people have taken. Perhaps the world goes through cycles of prosperous times and calamities that span centuries. In any event, when the calamity arrives, it's no longer a question of averting the catastrophe, but of surviving it. The Apocalyptic Calamities table offers ideas for ways a great calamity could unfold in your campaign.", @@ -7590,6 +7805,7 @@ { "type": "section", "name": "Chapter 13: Star", + "page": 98, "id": "1a6", "entries": [ "When Istus created the first {@item Deck of Many Things}, she drew constellations from the sky to create each card. This chapter presents these constellations, known as the Sky of Many Things, complete with magical effects created by the constellations as well as a zodiac that might influence the destiny of those born under its signs.", @@ -7597,6 +7813,7 @@ { "type": "section", "name": "The Sky of Many Things", + "page": 98, "id": "1a7", "entries": [ "A zodiac is a series of constellations that appear to rotate around the night sky in time with the changing seasons. Many people use the alignment of zodiac constellations to explain personality traits, mysterious phenomena, or other patterns. This section presents a zodiac called the Sky of Many Things. It was from this zodiac that Istus, god of fate, drew the original {@item Deck of Many Things}.", @@ -7624,6 +7841,7 @@ { "type": "entries", "name": "Zodiac Signs", + "page": 98, "id": "1a9", "entries": [ "A zodiac sign is a mythological entity associated with a constellation in a zodiac. For the Sky of Many Things, a creature is said to be \"born under\" a zodiac sign if its birthday occurs during the period when that sign's constellation is most prominent in the night sky. In other zodiac traditions, a creature's \"sun sign\"\u2014the constellation that overlapped with the sun at the time of the creature's birth\u2014might carry more weight.", @@ -7632,6 +7850,7 @@ { "type": "entries", "name": "Skull", + "page": 99, "id": "1aa", "entries": [ "{@i The Watcher; Most Prominent in Midwinter}", @@ -7639,6 +7858,7 @@ { "type": "entries", "name": "Omen of Death", + "page": 99, "id": "1ab", "entries": [ "Those born under the Skull are regarded as harbingers of mortal doom or fatal misfortune. Many experience tragedy at a young age. Professions associated with this sign include coroner, executioner, exorcist, grave robber, and mortician." @@ -7649,6 +7869,7 @@ { "type": "entries", "name": "Balance", + "page": 99, "id": "1ac", "entries": [ "{@i The Merchant; Most Prominent in Late Winter}", @@ -7656,6 +7877,7 @@ { "type": "entries", "name": "Omen of Fair Treatment", + "page": 99, "id": "1ad", "entries": [ "Those born under the Balance are fated for a life of equal measure weal and woe; every misfortune they endure is eventually balanced by good tidings. Many Balances live up to their birth sign's moniker by becoming traders or merchants." @@ -7666,6 +7888,7 @@ { "type": "entries", "name": "Sage", + "page": 99, "id": "1ae", "entries": [ "{@i The Wise One; Most Prominent in Early Spring}", @@ -7673,6 +7896,7 @@ { "type": "entries", "name": "Omen of Imagination", + "page": 99, "id": "1af", "entries": [ "Those born under the Sage are destined to solve a particularly obstinate problem or unravel a confounding mystery. This leads many Sages to an adventuring life, but they also find plenty of puzzles to solve as engineers or physicians, or in law enforcement careers." @@ -7683,6 +7907,7 @@ { "type": "entries", "name": "Throne", + "page": 99, "id": "1b0", "entries": [ "{@i The Everlasting; Most Prominent in Midspring}", @@ -7690,6 +7915,7 @@ { "type": "entries", "name": "Omen of Promise", + "page": 99, "id": "1b1", "entries": [ "Powerful rulers hope to see an heir born under the Throne, as individuals born to this sign often end up adopting leadership roles. But leadership takes many forms\u2014a child born under the Throne might head a large family, run a professional guild, or rise to prominence in a temple." @@ -7700,6 +7926,7 @@ { "type": "entries", "name": "Key", + "page": 99, "id": "1b2", "entries": [ "{@i The Child; Prominent in Late Spring}", @@ -7707,6 +7934,7 @@ { "type": "entries", "name": "Omen of Insight", + "page": 99, "id": "1b3", "entries": [ "Those born to the Key are destined to travel to unexplored places, break taboos, and question assumptions long held dear. They are guides and scouts, researchers and archaeologists, revolutionaries and thieves." @@ -7717,6 +7945,7 @@ { "type": "entries", "name": "Flames", + "page": 99, "id": "1b4", "entries": [ "{@i The Lovers; Most Prominent in Early Summer}", @@ -7724,6 +7953,7 @@ { "type": "entries", "name": "Omen of Passion", + "page": 99, "id": "1b5", "entries": [ "Children born under the Flames are destined to arouse strong emotions in other people\u2014be it love or anger. They are artists, counselors, and religious figures." @@ -7734,6 +7964,7 @@ { "type": "entries", "name": "Knight", + "page": 99, "id": "1b6", "entries": [ "{@i The Dragon Slayer; Most Prominent in Midsummer}", @@ -7741,6 +7972,7 @@ { "type": "entries", "name": "Omen of Valor", + "page": 99, "id": "1b7", "entries": [ "Children born under the Knight are destined to embark on and succeed in a great quest. In adulthood, they take up the adventuring lifestyle and befriend other thrill-seeking heroes. There's no more loyal friend than one born under the sign of the Knight." @@ -7751,6 +7983,7 @@ { "type": "entries", "name": "Euryale", + "page": 99, "id": "1b8", "entries": [ "{@i The Gardener; Prominent in Late Summer}", @@ -7758,6 +7991,7 @@ { "type": "entries", "name": "Omen of Dedication", + "page": 100, "id": "1b9", "entries": [ "Those born under the sign of {@creature Euryale|BMT} are fated for intense personal relationships that prove their value when hardship comes. They find careers as caregivers or in other occupations that allow them to work closely with another person, as a squire assists a knight." @@ -7768,6 +8002,7 @@ { "type": "entries", "name": "Rogue", + "page": 100, "id": "1ba", "entries": [ "{@i Night's Edge; Most Prominent in Early Autumn}", @@ -7775,6 +8010,7 @@ { "type": "entries", "name": "Omen of Betrayal", + "page": 100, "id": "1bb", "entries": [ "Those born under the Rogue are destined to be betrayed by someone close to them, or to betray first in an act of self-preservation. They pursue trades that reward shifting loyalties, such as con artists, courtiers, or politicians." @@ -7785,6 +8021,7 @@ { "type": "entries", "name": "Gem", + "page": 100, "id": "1bc", "entries": [ "{@i The Genie; Most Prominent in Midautumn}", @@ -7792,6 +8029,7 @@ { "type": "entries", "name": "Omen of Abundance", + "page": 100, "id": "1bd", "entries": [ "The Gem is a sign of good fortune, and those born under this constellation are blessed with a prosperous future. While most born under the Gem hope for material wealth, abundance can take many forms, including a large family or a grand collection of inherited objects." @@ -7802,6 +8040,7 @@ { "type": "entries", "name": "Talons", + "page": 100, "id": "1be", "entries": [ "{@i The Elder; Most Prominent in Late Autumn}", @@ -7809,6 +8048,7 @@ { "type": "entries", "name": "Omen of Loss", + "page": 100, "id": "1bf", "entries": [ "Children born under this sign are sometimes distinguished by a wrinkled brow, supposedly a mark left by the Talons themselves. These children are destined to lose everything\u2014or to cause an equally devastating loss for another. They can be found in occupations that involve taking and hoarding, such as loan shark, smuggler, and burglar." @@ -7819,6 +8059,7 @@ { "type": "entries", "name": "Jester", + "page": 101, "id": "1c0", "entries": [ "{@i The Nilbog; Most Prominent in Early Winter}", @@ -7826,6 +8067,7 @@ { "type": "entries", "name": "Omen of Chaos", + "page": 101, "id": "1c1", "entries": [ "While those born under other signs find a hint of their future in the stars, the futures of those born to the Jester are unknowable. These people tend to be agents of chaos, and they can be found in any occupation." @@ -7838,6 +8080,7 @@ { "type": "entries", "name": "Zodiac Associations", + "page": 101, "id": "1c2", "entries": [ { @@ -7990,6 +8233,7 @@ { "type": "entries", "name": "Zodiac Phenomena", + "page": 102, "id": "1c3", "entries": [ "The constellations of the Sky of Many Things can impose powerful magical effects. These zodiac phenomena can be benign or harmful, temporary or permanent, isolated or far reaching. A zodiac phenomenon might sweep over an entire planet once in a generation, or it might occur monthly in a remote village. The DM decides when and where zodiac phenomena occur as well as their impact on the affected region.", @@ -8082,6 +8326,7 @@ { "type": "section", "name": "Observatories", + "page": 103, "id": "1c4", "entries": [ "Observatories are structures that help astronomers and stargazers observe the cosmos. This section includes rules and adventure ideas the DM can use for an observatory in any campaign.", @@ -8090,12 +8335,14 @@ { "type": "entries", "name": "Observatory Locations", + "page": 103, "id": "1c5", "entries": [ "For optimal stargazing, an observatory is typically situated at a high elevation, such as a mountain peak or a coastal bluff. Astronomers prize a clear, dark sky, so many observatories are built in the wilderness. Such locations are often isolated, and the staff that work in these remote locales are famous for eccentricities born out of extended loneliness and isolation. That said, a particularly well-equipped observatory can employ magic to cut through the firelight and smoke created by a nearby settlement, enable quick travel for astronomers and supply wagons, and communicate with far-off individuals.", { "type": "entries", "name": "Regional Effects", + "page": 103, "id": "1c6", "entries": [ "Observatories are places of wonder that bridge the known world and the cosmos, so observatories and their environs are often affected by supernatural forces. You can apply one or more regional effects to an observatory to make the place feel otherworldly, or you can invent a new regional effect of your own. These regional effects don't affect the challenge rating of monsters encountered around the observatory:", @@ -8137,6 +8384,7 @@ { "type": "entries", "name": "Example Observatory", + "page": 103, "id": "1c7", "entries": [ "Map 13.1 shows an example of a midsize observatory. This observatory is staffed by {@dice 2d4} scholars who study the stars and provide visitors with information and counsel. Use the {@creature mage} stat block to represent these scholars, if necessary.", @@ -8619,6 +8867,7 @@ { "type": "entries", "name": "Astronomical Clock", + "page": 103, "id": "1c8", "entries": [ "The front door of the observatory leads into the building's ground floor. Suspended from the ceiling is a clockface ten feet across, surrounded by slowly turning gears. Slender metal chains descend from the gears through small holes in the floor to a subterranean waterwheel. Since this observatory is on a hilltop with no access to running water, attendants use a {@item Decanter of Endless Water} to fill an elevated basin that feeds the waterwheel. As the wheel rotates, the chains connected to it move the clock gears, which in turn control the hands and dials on the clock's face.", @@ -8627,6 +8876,7 @@ { "type": "inset", "name": "Distant Wonders", + "page": 103, "id": "1c9", "entries": [ "Magical telescopes can see things an ordinary spyglass can't, from far-off worlds to incoming comets. Some astronomers, such as scholars of the Solar Bastion or the apocalyptic Heralds of the Comet, can use such telescopes to locate obscure wonders, like the Donjon Sphere. The Solar Bastion, Heralds of the Comet, and Donjon Sphere are detailed in {@book chapters 10|BMT|9}, {@book 12|BMT|11}, and {@book 17|BMT|16}, respectively." @@ -8637,6 +8887,7 @@ { "type": "entries", "name": "Library", + "page": 104, "id": "1ca", "entries": [ "The library on the second floor of this observatory holds books of extraterrestrial esoterica, plus astronomical references like star charts, almanacs, and maps of Wildspace systems. Unusual items of celestial import, such as fallen meteorites and flora collected from alien worlds, are also kept here for study." @@ -8645,6 +8896,7 @@ { "type": "entries", "name": "Planetarium", + "page": 104, "id": "1cb", "entries": [ { @@ -8664,6 +8916,7 @@ { "type": "entries", "name": "Teleportation Circle", + "page": 104, "id": "1cc", "entries": [ "Spellcasters who cast the {@spell Teleport} or {@spell Teleportation Circle} spell can use the sigil sequence inscribed on this permanent teleportation circle." @@ -8672,6 +8925,7 @@ { "type": "entries", "name": "Telescope", + "page": 104, "id": "1cd", "entries": [ "The massive mechanism here is a priceless {@item Telescopic Transporter|BMT} (described later in this chapter). The astronomers who work at the observatory are extremely proud of their telescope and regale any visitor with the long tale of how it was designed, financed, and finally constructed\u2014at great cost. This story always ends with a suggestion that visitors should help address the observatory's perpetual financial woes with a modest donation." @@ -8682,12 +8936,14 @@ { "type": "entries", "name": "Telescope Travel", + "page": 105, "id": "1ce", "entries": [ "Certain magical telescopes allow their users to not only view the stars, but also travel among them. Of course, as with most types of powerful technology, the use of such a device comes with significant risks. The following magic item is one example of a telescope that enables interstellar travel.", { "type": "entries", "name": "Telescopic Transporter", + "page": 105, "id": "1cf", "entries": [ "{@i Wondrous Item, Legendary}", @@ -8734,6 +8990,7 @@ { "type": "inset", "name": "Rescue Mission", + "page": 105, "id": "1d0", "entries": [ "A character who draws the Donjon card from the {@item Deck of Many Things} is whisked away to an extradimensional prison such as the Donjon Sphere, detailed in {@book chapter 17|BMT|16}. This remote dungeon drifts in the vast Astral Sea, so reaching it is no mean feat. However, a {@item Telescopic Transporter|BMT} is a ready\u2014if slightly unreliable\u2014means of reuniting the party. The Donjon Sphere holds one of these telescopes, so a character trapped there might use it to find a way home. At your discretion, the rest of the party could instead find a different {@i Telescopic Transporter} and use it to travel to the Donjon Sphere for a daring rescue mission." @@ -8750,6 +9007,7 @@ { "type": "section", "name": "Chapter 14: Jester", + "page": 106, "id": "1d1", "entries": [ "This chapter introduces Seelie Market, a traveling Fey marketplace that DMs can add to their campaigns. Seelie Market can appear anywhere nature has made its mark, from forest glades to rocky canyons. Here, characters rub elbows with wondrous Fey and purchase magic items through unusual means. The market's resident fortune teller, {@creature Oddlewin|BMT} the nilbog, introduces a {@item Deck of Many Things} to low-level adventurers.", @@ -8766,6 +9024,7 @@ { "type": "section", "name": "Seelie Market", + "page": 106, "id": "1d2", "entries": [ "Attentive travelers might notice a shimmering, majestic dragon soaring above the clouds. A wagon caravan trails behind the dragon, attached to it by a magical harness. Usually the dragon disappears behind a cloud, taking its strange caravan with it, and is seen no more. But sometimes the dragon makes a gentle, spiraling descent into a forest or another secluded area. Those who seek it out discover a bustling market where fey folk peddle fruit, haggle over bargains, and seal sinister deals. This is Seelie Market.", @@ -8811,6 +9070,7 @@ { "type": "entries", "name": "Pazrodine", + "page": 106, "id": "1d3", "entries": [ "{@book Pazrodine|BMT|13|Moonstone Dragon}, a moonstone dragon with a peaceful demeanor, oversees Seelie Market. A consummate traveler, she is always searching for fey crossings, which she uses to travel between the Feywild and the Material Plane. {@filter Moonstone dragons|bestiary|source=FTD|search=moonstone} are detailed further in {@book Fizban's Treasury of Dragons|FTD}.", @@ -8820,6 +9080,7 @@ { "type": "entries", "name": "Vendors and Currency", + "page": 107, "id": "1d4", "entries": [ "The market's vendors are an eclectic mix of goblins, Fey, and awakened Beasts and Plants. Vendors don't accept coins or other typical currency. Instead, these merchants demand performances, answers to riddles, favors, or other intangibles." @@ -8830,6 +9091,7 @@ { "type": "section", "name": "Exploring the Market", + "page": 107, "id": "1d5", "entries": [ "The following locations appear on map 14.1.", @@ -9596,6 +9858,7 @@ { "type": "entries", "name": "Fruit Stalls", + "page": 107, "id": "1d6", "entries": [ "Scattered throughout Seelie Market are stalls brimming with ripe apples, apricots, grapes, mangoes, and other delicious fruit.", @@ -9658,6 +9921,7 @@ { "type": "entries", "name": "Price", + "page": 108, "id": "1d7", "entries": [ "Characters must give a lock of their hair to buy a fey fruit. The goblin vendors don't specify what they need the hair for, but they give the hair to Granny Goosefinger, the hag who runs the doll shop (see the {@book Antique Dolls|BMT|13|Antique Dolls} section), in exchange for jewelry." @@ -9668,6 +9932,7 @@ { "type": "entries", "name": "Card Collector", + "page": 108, "id": "1d8", "entries": [ { @@ -9682,6 +9947,7 @@ { "type": "entries", "name": "Price", + "page": 108, "id": "1da", "entries": [ "Hugo gives a deck of playing cards to anyone who can pull off a flawless card trick. A character attempting to impress Hugo must perform their trick and succeed on a DC 12 Dexterity ({@skill Sleight of Hand}) check. Each character can attempt this check once.", @@ -9694,6 +9960,7 @@ { "type": "entries", "name": "Rare Birds", + "page": 108, "id": "1db", "entries": [ { @@ -9707,6 +9974,7 @@ { "type": "entries", "name": "Price", + "page": 108, "id": "1dd", "entries": [ "Merriweather gives a character one of her birds if the character serenades that bird with a song. A character who wants a particular bird can approach that bird and make a DC 15 Wisdom ({@skill Animal Handling}) or Charisma ({@skill Performance}) check. On a successful check, they earn that bird's affection, and Merriweather gives that bird to the character. She will give only one bird to each character, but if characters fail to serenade a bird, they can keep trying with different birds until they succeed." @@ -9715,6 +9983,7 @@ { "type": "entries", "name": "Matchmaking with Hugo", + "page": 108, "id": "1de", "entries": [ "Merriweather has always admired Hugo Clovenhorn, but she hasn't acted on her feelings out of concern he doesn't feel the same way. Characters acting on Hugo's request to get an introduction to Merriweather can tell she reciprocates his feelings by succeeding on a DC 12 Wisdom ({@skill Insight}) check, and they find it easy to get her to visit him. Many methods might work, including conveying his interest in meeting her, pickpocketing something of hers and placing it by Hugo's card stand, or fabricating a reason for Merriweather and Hugo to meet." @@ -9725,6 +9994,7 @@ { "type": "entries", "name": "Secondhand Trinkets", + "page": 108, "id": "1df", "entries": [ { @@ -9785,6 +10055,7 @@ { "type": "entries", "name": "Price", + "page": 108, "id": "1e1", "entries": [ "Clawson's rules are simple: a buyer can take any item from the rug, so long as they replace it with an item of similar value. What counts as \"similar value\" is up to Clawson. He's a very particular dog with very particular tastes, and he cares about an item's oddity or unusual story more than its usefulness." @@ -9795,6 +10066,7 @@ { "type": "entries", "name": "Spell Scrolls", + "page": 109, "id": "1e2", "entries": [ { @@ -9838,6 +10110,7 @@ { "type": "entries", "name": "Price", + "page": 109, "id": "1e4", "entries": [ "Lavender takes voices as payment. A character loses their voice for 10 minutes when they buy a 1st-level scroll, 1 hour when they buy a 2nd-level scroll, and 1 day when they buy a 3rd-level scroll; these durations are cumulative for characters who purchase multiple scrolls.", @@ -9849,6 +10122,7 @@ { "type": "entries", "name": "Fortune-Telling", + "page": 109, "id": "1e5", "entries": [ "A silver-colored tent stands near the market's center, marked with a banner bearing a colorful jester's hat surrounded by the words \"{@creature Oddlewin|BMT}'s Tent of Many Fortunes.\"", @@ -9867,6 +10141,7 @@ { "type": "entries", "name": "Price", + "page": 110, "id": "1e7", "entries": [ "{@creature Oddlewin|BMT} will read any character's fortune if the character agrees to lend him their shadow. He tells the character their shadow will return to them when the fortune comes true. A firm handshake with {@creature Oddlewin|BMT} seals the deal." @@ -9875,6 +10150,7 @@ { "type": "entries", "name": "Fortune-Telling", + "page": 110, "id": "1e8", "entries": [ "To read a character's fortune, {@creature Oddlewin|BMT} draws a single card from his nine-card deck and places it on the ground in front of him. The corresponding symbols on the tent's canvas walls glow briefly. After {@creature Oddlewin|BMT} speaks the card's fortune, the character feels a chill run up their spine as their shadow gains a life of its own\u2014untying itself from the character, leaping to {@creature Oddlewin|BMT}, and joining the nilbog's other shadows. {@creature Oddlewin|BMT} then removes that card from the deck for any subsequent readings for the party.", @@ -9987,6 +10263,7 @@ { "type": "entries", "name": "Fortune Fulfillment", + "page": 110, "id": "1e9", "entries": [ "Look for ways to incorporate the characters' fortunes into your campaign. A character's shadow returns to them when the fortune comes to fruition, letting that character know this is the moment {@creature Oddlewin|BMT} foresaw.", @@ -10053,6 +10330,7 @@ { "type": "entries", "name": "Drawing from the Deck", + "page": 111, "id": "1ea", "entries": [ "Though {@creature Oddlewin|BMT} doesn't offer this option unprompted, a character can cajole {@creature Oddlewin|BMT} to let them declare a card draw from his {@item Deck of Many Things} and pull a card from the deck. {@creature Oddlewin|BMT} secretly enjoys seeing the chaos creatures bring about by drawing from the deck. He allows each character to draw one card.", @@ -10065,6 +10343,7 @@ { "type": "entries", "name": "Antique Dolls", + "page": 112, "id": "1eb", "entries": [ { @@ -10080,6 +10359,7 @@ { "type": "entries", "name": "Price", + "page": 112, "id": "1ed", "entries": [ "A character who wishes to buy a doll or a glass object must trade Granny Goosefinger three days' worth of good dreams. She seals this bargain by having the character prick their finger with one of her sewing needles.", @@ -10091,6 +10371,7 @@ { "type": "entries", "name": "Moonstone Dragon", + "page": 112, "id": "1ee", "entries": [ { @@ -10122,12 +10403,14 @@ { "type": "section", "name": "Chapter 15: Throne", + "page": 114, "id": "1f0", "entries": [ "A character who draws the Throne card from a {@item Deck of Many Things} gains ownership of a keep. But how big is the keep, and what are its defenses and layout? What lives in the keep now, and what must the characters do to secure it? This chapter, intended for DMs, presents Harrowhall, a castle plagued by an evil necromancer, as an example of such a keep. The Throne card doesn't need to appear in your game for Harrowhall to be useful; exploring the haunted castle makes an excellent single-session adventure, especially for characters in need of a place to recuperate between adventures.", { "type": "section", "name": "Introducing Harrowhall", + "page": 114, "id": "1f1", "entries": [ "A character who draws the Throne card from a {@item Deck of Many Things} has a fleeting vision of a keep surrounded by a dry moat. Fog swirls across the grounds, and the castle appears abandoned by its owners. Instead of courtiers and guards, spectral figures appear behind narrow windows, and a huge serpentine creature slithers through its courtyard. Nevertheless, the stone walls are tall and undamaged, and an astronomical observatory boasting several telescopes surmounts the second floor of the inner structure. Harrowhall would make a fine stronghold for a group of adventurers, but it won't be easy to claim.", @@ -10146,6 +10429,7 @@ { "type": "entries", "name": "Harrowhall's Story", + "page": 114, "id": "1f2", "entries": [ "Years ago, a wizard named Gremorly drew the Throne card from a {@item Deck of Many Things}, gaining ownership of a small castle called Sovereign's Keep. Gremorly was a necromancer and misanthrope who had little patience for the living; he resolved to use the keep to create and house a ghostly army he would use to seize power. Gremorly performed a ritual that turned Sovereign Keep into a ghost trap: anyone who dies within the castle walls rises as an incorporeal spirit, trapped within the castle. Then, he waited. When adventurers came to investigate the seemingly abandoned keep, Gremorly murdered them and trapped their ghosts. But fortune recently turned against Gremorly when a behir entered the keep seeking a nest. It slew Gremorly, who became a victim of his own ritual.", @@ -10155,12 +10439,14 @@ { "type": "entries", "name": "Adjusting for Party Level", + "page": 115, "id": "1f3", "entries": [ "Harrowhall is designed to be a challenge for four 8th-level characters who explore the keep in a single session. Decrease the challenge for characters lower than 8th level. Conversely, increase the challenge for groups with more than four characters, with characters higher than 8th level, or that revisit the keep over multiple sessions.", { "type": "entries", "name": "Decreasing the Challenge", + "page": 115, "id": "1f4", "entries": [ "If Harrowhall is too challenging for your group, but you want the characters to have a keep, you can use these strategies to decrease the difficulty:", @@ -10200,6 +10486,7 @@ { "type": "entries", "name": "Increasing the Challenge", + "page": 115, "id": "1f5", "entries": [ "If Harrowhall isn't sufficiently challenging for your group, here are ways to make it more difficult:", @@ -10249,18 +10536,21 @@ { "type": "section", "name": "Exploring Harrowhall", + "page": 115, "id": "1f6", "entries": [ "Keep the following information in mind while the characters explore the haunted keep.", { "type": "entries", "name": "Ghost Trap", + "page": 115, "id": "1f7", "entries": [ "Gremorly's ritual forces any Humanoid who dies within the keep to return as a ghost that's unable to pass beyond the keep's walls. The ritual can be broken by disassembling, moving, or destroying all three ritual rods, which the necromancer placed in the armory ({@book area 3|BMT|14|3: Armory}), the kitchen ({@book area 7|BMT|14|7: Kitchen and Pantry}), and the observatory ({@book area 15|BMT|14|15: Observatory}). Each rod is protected by a {@spell Glyph of Warding}. Once the ghost trap is broken, all the ghosts in the keep can leave except Gremorly, who remains to haunt the observatory.", { "type": "entries", "name": "Side Effects", + "page": 115, "id": "1f8", "entries": [ "When the characters first arrive at Harrowhall, a thick and unsettling fog covers the grounds and many of the castle's rooms. The fog is a side effect of the ritual. As long as Gremorly's ritual remains in effect, the keep remains cold, foggy, and inhospitable." @@ -10269,6 +10559,7 @@ { "type": "entries", "name": "Trapped Ghosts", + "page": 115, "id": "1f9", "entries": [ "Three groups of adventurers who dared to explore Harrowhall were killed by Gremorly and are now trapped in the keep. Fate's Devout are in the dining hall ({@book area 6|BMT|14|6: Dining Hall}), the Spellseekers are in the eastern bedrooms ({@book area 10|BMT|14|10: Eastern Bedrooms}), and the Gloved Hand are in the crypt ({@book area 14|BMT|14|14: Crypt}). Each group can be customized to fit your campaign; for example, Fate's Devout might serve a prominent deity of fate in your setting, the Spellseekers might be Red Wizards of Thay, and the Gloved Hand might be Harpers.", @@ -10280,6 +10571,7 @@ { "type": "entries", "name": "Behir", + "page": 116, "id": "1fa", "entries": [ "A {@creature behir} has made its nest in the keep's watchtower ({@book area 2|BMT|14|2: Watchtower}), but the monster hunts throughout the keep. Characters might spot it at any time, and it might test their strength in a brief encounter before retreating to attack again later. If the characters take their time and the adventure needs more excitement, the behir could attack and fight to the death.", @@ -10289,6 +10581,7 @@ { "type": "entries", "name": "Harrowhall Features", + "page": 116, "id": "1fb", "entries": [ "Unless otherwise stated, Harrowhall has the following features:", @@ -10318,6 +10611,7 @@ { "type": "entries", "name": "Harrowhall Locations", + "page": 116, "id": "1fc", "entries": [ "Harrowhall has held up well in the centuries since its creation, apart from a few missing stones and shattered windows due to recent neglect.", @@ -11348,6 +11642,7 @@ { "type": "entries", "name": "1: Moat and Walls", + "page": 116, "id": "1fd", "entries": [ "A 30-foot-high wall borders Harrowhall, surrounded by a 20-foot-wide, 15-foot-deep, dry moat. The drawbridge is down, and the portcullis is up. Read or paraphrase the following if the characters get close enough to see into the moat:", @@ -11362,6 +11657,7 @@ { "type": "entries", "name": "Treasure", + "page": 116, "id": "1ff", "entries": [ "Gremorly left treasure on the bodies of his victims to lure more people into the castle. Searching the corpses uncovers 750 gp, 50 pp, and a jeweled ring worth 250 gp." @@ -11370,6 +11666,7 @@ { "type": "entries", "name": "Crossing the Moat", + "page": 116, "id": "200", "entries": [ "The characters can use the drawbridge to cross the moat. They can instead clamber through the moat with more time and effort. No check is required, but it's a grisly detour, and the moat is {@book difficult terrain|PHB|8|Difficult Terrain}." @@ -11378,6 +11675,7 @@ { "type": "entries", "name": "Portcullis", + "page": 116, "id": "201", "entries": [ "The portcullis is up, and nothing prevents entry to the keep. The mechanism to lower the portcullis is in area 2. Were the portcullis to be dropped, lifting it manually would require a successful DC 22 Strength ({@skill Athletics}) check." @@ -11386,6 +11684,7 @@ { "type": "entries", "name": "Scaling the Walls", + "page": 116, "id": "202", "entries": [ "The castle's walls are high and difficult to climb. Creatures trying to climb the walls must succeed on a DC 15 Strength ({@skill Athletics}) check or fall." @@ -11396,6 +11695,7 @@ { "type": "entries", "name": "2: Watchtower", + "page": 117, "id": "203", "entries": [ "Any furniture that once stood in this room has been ground to splinters by the behir that has claimed this tower as its nest. The behir isn't here when the characters enter the keep; it prowls the keep, looking for a fresh meal.", @@ -11405,12 +11705,14 @@ { "type": "entries", "name": "3: Armory", + "page": 117, "id": "204", "entries": [ "This room is filled with {@item Shortsword|PHB|shortswords}, crossbows, {@item Shield|PHB|shields}, and {@item Mace|PHB|maces} placed here by the folk who owned the keep before Gremorly.", { "type": "entries", "name": "Ritual Rod", + "page": 117, "id": "205", "entries": [ "Set into a metal tripod in the center of the room is a 3-foot-long metal rod decorated with runes and glowing with necromantic magic. The entire assembly weighs 8 pounds. This is one of three rods Gremorly set up to turn Harrowhall into a ghost trap. If the rod is removed from its tripod or destroyed, the necromantic energy fades and the rod becomes nonmagical. The rod and tripod assembly has AC 19, 5 hit points, and immunity to poison and psychic damage.", @@ -11422,12 +11724,14 @@ { "type": "entries", "name": "4: Courtyard", + "page": 117, "id": "206", "entries": [ "This open-air courtyard connects the keep's entrance to various other buildings on the grounds.", { "type": "entries", "name": "Stables", + "page": 117, "id": "207", "entries": [ "These stables contain saddles and other equipment hanging on the walls, but no animals; the behir ate Gremorly's horse." @@ -11436,6 +11740,7 @@ { "type": "entries", "name": "Statue", + "page": 117, "id": "208", "entries": [ "A Large statue of Istus, a god of fate and the creator of the first {@item Deck of Many Things}, stands in the center of the courtyard. She's depicted as a solemn-faced woman holding a spread of cards. The statue is a {@creature stone golem} intended to protect the keep for its rightful owners\u2014who might be the characters, thanks to the magic of the {@item Deck of Many Things}. But Gremorly's ghostly presence has confused the golem, and it doesn't recognize the characters as the keep's new owners. If the characters approach the golem, it frees itself from its plinth with a deep cracking sound and attacks until destroyed. However, if the characters destroy Gremorly's ghost and this golem is still intact, it becomes their ally and defends this courtyard on their behalf." @@ -11446,6 +11751,7 @@ { "type": "entries", "name": "5: Crypt Entrance", + "page": 117, "id": "209", "entries": [ "This room is mostly empty. One outer wall has a stained-glass window. Stairs lead to the crypt below. If the characters haven't encountered the Gloved Hand ({@book area 14|BMT|14|14: Crypt}) yet, they hear the faint echo of an argument coming from below." @@ -11454,6 +11760,7 @@ { "type": "entries", "name": "6: Dining Hall", + "page": 117, "id": "20a", "entries": [ "Read or paraphrase the following when the characters reach this room:", @@ -11467,19 +11774,21 @@ "In life, the three {@creature Ghost||ghosts} were an adventuring party known as Fate's Devout. Wielding divine magic, they traveled across the realm to carry out Istus's will. They came to this keep because they heard it was holy to Istus, but Gremorly killed them.", "The ghosts are alarmed by the unholy magic gathering in the keep's chapel ({@book area 11|BMT|14|11: Chapel}), a side effect of Gremorly's ghost trap ritual being unsupervised for so long. They want to purify the chapel and escape the keep, but they're afraid of Gremorly. When the characters arrive, the ghosts are debating their next course of action, which is made difficult by the fact that the ghosts remember only the most recent events clearly.", "The leader of Fate's Devout is Moira Stonehearth, who was a priest in life. The other members are Gunter Granitefist and Ragar Onyx. When the three notice the characters, Moira asks for aid. She tries to be warm and friendly, but her imprisonment in Harrowhall has damaged her memory. She explains that none of the ghosts can escape the keep or pass on due to a ritual performed by a powerful necromancer who lives here. Moira doesn't know Gremorly's name or that he is dead. She knows the keep holds other ghosts but knows nothing else about them.", - "Moira asks the characters to go with her and her companions to the chapel and defend them from the evil magic there while they attempt to reconsecrate it. She hopes reconsecrating the chapel to Istus will break the ritual and allow the ghosts to move on, but it won't. Moira can teach the consecration ritual to anyone who speaks Dwarvish, but she offers only if asked. Teaching the ritual takes an hour. See area 11 for more on performing the consecration ritual.", + "Moira asks the characters to go 120with her and her companions to the chapel and defend them from the evil magic there while they attempt to reconsecrate it. She hopes reconsecrating the chapel to Istus will break the ritual and allow the ghosts to move on, but it won't. Moira can teach the consecration ritual to anyone who speaks Dwarvish, but she offers only if asked. Teaching the ritual takes an hour. See area 11 for more on performing the consecration ritual.", "These dwarves know the location of the chapel ({@book area 11|BMT|14|11: Chapel}) and can lead the characters there if the characters agree to help. Otherwise, the ghosts won't leave the dining hall." ] }, { "type": "entries", "name": "7: Kitchen and Pantry", + "page": 120, "id": "20c", "entries": [ "This room has several ovens and cupboards full of old pots, pans, and utensils. A pantry at one end holds rotted supplies.", { "type": "entries", "name": "Ritual Rod", + "page": 120, "id": "20d", "entries": [ "A second ritual rod, identical to the one in the armory ({@book area 3|BMT|14|3: Armory}), stands in the center of the kitchen. This rod is also protected by a {@spell Glyph of Warding}, but if triggered, the explosive runes deal cold damage instead of acid damage." @@ -11488,6 +11797,7 @@ { "type": "entries", "name": "Treasure", + "page": 120, "id": "20e", "entries": [ "A character who succeeds on a DC 15 Wisdom ({@skill Perception}) check or spends half an hour searching the pantry finds an {@item Alchemy Jug} among a few bags of spoiled flour on the floor." @@ -11498,12 +11808,14 @@ { "type": "entries", "name": "8: Western Bedrooms", + "page": 120, "id": "20f", "entries": [ "These bedrooms are mostly empty, save for bedside tables and musty beds. The sole inhabitant of these rooms is Gus, Gremorly's old black cat, who was killed by the behir and now is a Tiny {@creature ghost}. Gus is friendly to anyone who offers him food, even if he can't eat it, and he follows the characters as they explore the keep, meowing whenever doing so won't alert an enemy. (Gus might be old, but he still knows how to hunt.)", { "type": "entries", "name": "Treasure", + "page": 120, "id": "210", "entries": [ "Gremorly slept in the southernmost bedroom. A diary on the bedside table details his life and wicked agenda. Several references to a book titled Exploring Arcanum make it clear the ghost trap ritual can be found in that book. In one passage, Gremorly gloats over attuning himself to a {@item Staff of Withering}.", @@ -11526,6 +11838,7 @@ { "type": "entries", "name": "9: Throne Room and Study", + "page": 120, "id": "211", "entries": [ "Huge stained-glass windows grace the walls of this room. Its vaulted ceiling is 20 feet tall. Thrones, each inscribed with a character's name, sit at the far end of the room in a semicircle. A small room to the west is for private meetings and is furnished with a couch, chairs, and cabinets.", @@ -11533,6 +11846,7 @@ { "type": "entries", "name": "Treasure", + "page": 120, "id": "212", "entries": [ "If a character drew the Throne card from a {@item Deck of Many Things}, a golden circlet rests on that character's throne. This circlet has the powers of a {@item Helm of Telepathy}. One of the cabinets in the study includes twelve bottles of rare wine, each worth 25 gp." @@ -11543,6 +11857,7 @@ { "type": "entries", "name": "10: Eastern Bedrooms", + "page": 120, "id": "213", "entries": [ "Read or paraphrase the following when a character opens the door to one of the bedrooms:", @@ -11560,6 +11875,7 @@ { "type": "entries", "name": "11: Chapel", + "page": 120, "id": "215", "entries": [ "This chapel is dedicated to Istus, the god of fate who created the first {@item Deck of Many Things}. Gremorly's ghost trap ritual has persisted so long without his supervision that necromantic energies have begun to gather in the chapel, corrupting it.", @@ -11567,6 +11883,7 @@ { "type": "entries", "name": "Reconsecrating the Altar", + "page": 120, "id": "216", "entries": [ "The corruption of this chapel persists even if Gremorly's ritual is broken. But the members of Fate's Devout\u2014the ghostly adventurers in the dining hall ({@book area 6|BMT|14|6: Dining Hall})\u2014know a ritual to purify the place. They tried it once but were attacked by \"unholy beings\" and fled. If the characters bring Fate's Devout back to the chapel, they'll try this ritual again, asking the characters to protect them from harm.", @@ -11578,6 +11895,7 @@ { "type": "entries", "name": "12: Balcony", + "page": 121, "id": "217", "entries": [ "This balcony overlooks the keep's rear courtyard. If the characters have not yet encountered the {@creature behir}, it is lurking between the kitchen and throne room when they emerge. Characters must succeed on a DC 17 Wisdom ({@skill Perception}) check to avoid being {@quickref surprised|PHB|3|0|surprised} by the behir when it attacks. The behir fights to the death, defending its hunting grounds." @@ -11586,6 +11904,7 @@ { "type": "entries", "name": "13: Library", + "page": 121, "id": "218", "entries": [ "Three {@creature Phase Spider||phase spiders} lair in this room and attack any creature that enters.", @@ -11593,6 +11912,7 @@ { "type": "entries", "name": "Exploring Arcanum", + "page": 121, "id": "219", "entries": [ "Once the characters deal with the phase spiders, they\u2014or the Spellseekers from {@book area 10|BMT|14|10: Eastern Bedrooms}\u2014can search for Exploring Arcanum, a book from Gremorly's collection that includes the ritual he used to make his ghost trap. Characters can find the tome with 10 minutes of careful searching. The book explains how the ritual rods must be placed and how to safely move them; any character who reads this ritual can move or dismantle the ritual rods without triggering their {@spell Glyph of Warding||Glyphs of Warding}." @@ -11603,6 +11923,7 @@ { "type": "entries", "name": "14: Crypt", + "page": 121, "id": "21a", "entries": [ "Three {@creature Ghost||ghosts} bicker in this small crypt. Read or paraphrase the following when the characters enter the crypt:", @@ -11620,12 +11941,14 @@ { "type": "entries", "name": "15: Observatory", + "page": 121, "id": "21c", "entries": [ "This room has a domed glass ceiling and contains three large standing telescopes, each covered in dust. A large, round table in the middle of the room bears old, faded maps that depict the Sky of Many Things (see {@book chapter 13|BMT|12}). A staff leans against the table, and a book lies atop it (see the \"Treasure\" section below).", { "type": "entries", "name": "Ritual Rod", + "page": 121, "id": "21d", "entries": [ "A third ritual rod, identical to the one in the armory (see {@book area 3|BMT|14|3: Armory}), stands in the northwest corner of the room. This rod is also protected by a {@spell Glyph of Warding}, but if triggered, the explosive runes deal fire damage instead of acid damage.", @@ -11635,6 +11958,7 @@ { "type": "entries", "name": "Treasure", + "page": 121, "id": "21e", "entries": [ "The staff {@creature Gremorly's Ghost|BMT|Gremorly} holds is a spectral reflection of his real {@item Staff of Withering}, which leans against the table. Gremorly's {@item spellbook|PHB} lies on the table with the maps. It contains numerous spells, about half of which are necromancy spells, including all the spells in his stat block." @@ -11649,6 +11973,7 @@ { "type": "section", "name": "Escaping the Ghost Trap", + "page": 122, "id": "21f", "entries": [ "When all three ritual rods are dismantled or destroyed, the ritual that traps the ghosts in Harrowhall ends. The thick fog that surrounds the keep lifts, and the ghosts can depart. A few might offer to remain, depending on their interactions with the characters:", @@ -11692,6 +12017,7 @@ { "type": "section", "name": "Chapter 16: Ruin", + "page": 123, "id": "220", "entries": [ "Traditionally, the Ruin card causes individuals who draw the card to lose their wealth. This chapter, intended for the DM, reinterprets this card as physical ruins to be explored: the ruins of Gardmore Abbey.", @@ -11710,6 +12036,7 @@ { "type": "section", "name": "History of Gardmore Abbey", + "page": 123, "id": "221", "entries": [ "A thousand years ago, minotaurs built a temple to Bahamut and other gods of good under a towering hill. But a cult dedicated to the demon lord Baphomet infiltrated the temple, and its members gradually took over the temple's leadership. When the cultists revealed their worship of Baphomet, the minotaurs dedicated to Bahamut rose up to reclaim the temple. After a bloody conflict, the survivors fled, leaving the temple abandoned.", @@ -11724,6 +12051,7 @@ { "type": "section", "name": "Exploring the Ruins", + "page": 124, "id": "222", "entries": [ "Adventurers might come to the ruins of Gardmore Abbey for many reasons. They might be hired by minotaur archaeologists to serve as guards or troubleshooters. They might be hunting Mekkalath, whose depredations threaten everyone for hundreds of miles around his lair. They might be drawn by the foreboding comet that recently streaked over the site. Scholars remember the keep's connection to the {@item Deck of Many Things}; anyone seeking the deck could be drawn to the abbey, heedless of danger.", @@ -12262,6 +12590,7 @@ { "type": "entries", "name": "Random Encounters", + "page": 124, "id": "223", "entries": [ "Use the Ruin Encounters table for characters traveling the slopes of the hill or its surroundings.", @@ -12334,12 +12663,14 @@ { "type": "section", "name": "Gardmore Abbey Locations", + "page": 124, "id": "224", "entries": [ "The ruined abbey is too expansive to be completely detailed here. Instead, an overview of each area summarizes the terrain and any threats to be found there. Create specific encounters based on the actions your characters take, using the monsters listed and adding additional ones as you think appropriate. Two maps are provided: {@book map 16.1|BMT|15|Map 16.1: Ruins of Gardmore Abbey}, an overview of the entire ruined abbey, and {@book map 16.2|BMT|15|Map 16.2: Dragon's Roost}, a more detailed map of Mekkalath's lair at the top of the hill.", { "type": "entries", "name": "Outer Wall, Abandoned Village, and Ruined Keep", + "page": 124, "id": "225", "entries": [ { @@ -12363,6 +12694,7 @@ { "type": "entries", "name": "Wizard's Tower", + "page": 124, "id": "226", "entries": [ "At the north end of the village stands a square tower once inhabited by the wizard Vandomar. He's long dead, and the tower's floors have collapsed; all that remains is a fifty-foot stone shell with a precarious staircase winding up its interior wall.", @@ -12385,6 +12717,7 @@ { "type": "entries", "name": "Feygrove", + "page": 126, "id": "227", "entries": [ "The southeastern side of the hill once held flourishing gardens: an idyllic refuge in an otherwise martial environment. When the abbey was destroyed, three dryads settled in the abandoned gardens. Their presence concentrated magical energy from the Feywild that transformed the gardens into a mystical faerie grove. But a generation ago, a coven of three {@creature Green Hag||green hags} snuck into the grove, slew the dryads, and took their place, using their Illusory Appearance ability to impersonate the dryads when necessary. The hags keep a pack of six {@creature Displacer Beast||displacer beasts} as hunting animals and pets (alternatively, you can use {@creature Yeth Hound|MPMM|yeth hounds} from {@book Mordenkainen Presents: Monsters of the Multiverse|MPMM}).", @@ -12435,6 +12768,7 @@ { "type": "entries", "name": "Watchtower", + "page": 126, "id": "228", "entries": [ "On the southern end of the hill stands a tall spire with a commanding view of the surrounding terrain. When Captain Nenlast drew from the {@item Deck of Many Things}, a wave of energy from the Far Realm uprooted the spire from regular space and time and transformed everyone inside into deadly Aberrations. But wards placed by the knights long before kept the Far Realm's magic confined within the tower, which became a pocket dimension with no escape. The Aberrations were trapped in the tower, unable to leave until the Far Realm energies dispersed and the tower stabilized in the present.", @@ -12456,6 +12790,7 @@ { "type": "entries", "name": "Dragon's Roost", + "page": 130, "id": "229", "entries": [ { @@ -12518,6 +12853,7 @@ { "type": "entries", "name": "Catacombs and Vaults", + "page": 131, "id": "22a", "entries": [ "Two underground levels within the hill are currently inaccessible, but characters or the minotaur archaeologists might eventually reopen them.", @@ -12532,12 +12868,14 @@ { "type": "section", "name": "Chapter 17: Donjon", + "page": 132, "id": "22b", "entries": [ "This chapter, intended for DMs, details a dungeon called the Donjon Sphere. You can use this dungeon to describe the fate of a character who draws the Donjon card from a {@item Deck of Many Things}. This chapter also includes suggestions for other ways adventurers might end up in the Donjon Sphere, as well as advice for how to continue a campaign or keep it on track if the party gets split up.", { "type": "section", "name": "The Donjon Sphere", + "page": 132, "id": "22c", "entries": [ "The Donjon Sphere is a metal sphere that drifts through the Astral Sea. Centuries ago, an unknown species of intelligent beings built the sphere to capture and contain specimens from across the cosmos. They used strange magic to peer into the minds of their captives and observe them in simulated environments, curious to understand the minds of these alien creatures. When the first {@item Deck of Many Things} was created, the Donjon card was linked to the sphere, sending prisoners there.", @@ -12556,6 +12894,7 @@ { "type": "entries", "name": "Finding the Sphere", + "page": 132, "id": "22d", "entries": [ "The Donjon Sphere is too small to be observed from any planet's surface without a telescope or magical aid, but clues to the sphere's whereabouts can still be found among the stars.", @@ -12580,6 +12919,7 @@ { "type": "entries", "name": "Adventure Hooks", + "page": 132, "id": "22e", "entries": [ "Certain powerful organizations know the Donjon Sphere's location:", @@ -12611,12 +12951,14 @@ { "type": "entries", "name": "Layers", + "page": 133, "id": "22f", "entries": [ "The Donjon Sphere's hollow interior is divided into several nested layers, as shown in {@book map 17.1|BMT|16|Map 17.1: Donjon Sphere}. A complex web of metal tunnels and gears, navigable only by the sphere's specially programmed detention drones, separates the layers.", { "type": "entries", "name": "Outer Surface", + "page": 133, "id": "230", "entries": [ "The outer surface of the sphere is perfectly smooth, made from hundreds of panels of rare space metals. When debris or attackers mar the surface, repair drones replace the damaged panels within hours. A 50-foot-wide circular hatch just off the sphere's equator is the only surface entrance. This hatch opens and closes automatically for detention drones leaving and entering the sphere.", @@ -12626,6 +12968,7 @@ { "type": "entries", "name": "Gilded Labyrinth", + "page": 133, "id": "231", "entries": [ "A three-dimensional maze of brassy metal separates the sphere's surface from its inner levels. This so-called Gilded Labyrinth delays escape. Few escapees last long in the maze before they're recaptured by the sphere's detention drones, which know every inch of the complex.", @@ -12635,6 +12978,7 @@ { "type": "entries", "name": "Donjon Core", + "page": 133, "id": "232", "entries": [ "The penultimate layer of the Donjon Sphere is described in detail below." @@ -12643,6 +12987,7 @@ { "type": "entries", "name": "Power Core", + "page": 133, "id": "233", "entries": [ "The center of the Donjon Sphere is a massive molten ball created by the planar portal in {@book area 33|BMT|16|33: Portal Chamber} of the Donjon Core. This ball of fire generates power used throughout the sphere." @@ -12655,12 +13000,14 @@ { "type": "section", "name": "Running the Sphere", + "page": 133, "id": "234", "entries": [ "As a DM, your first challenge is getting all the characters to the Donjon Sphere; your next challenge is getting them out.", { "type": "entries", "name": "Splitting the Party", + "page": 133, "id": "235", "entries": [ "One way to get sent to the Donjon Sphere is to draw the Donjon card from a {@item Deck of Many Things}. When this happens, only the character who drew the card is banished to the sphere. But splitting the party can be challenging for your table, since it's difficult to keep all players engaged when one or more characters aren't present for a scene. How can the DM make this work?", @@ -12692,6 +13039,7 @@ { "type": "entries", "name": "Escaping the Sphere", + "page": 134, "id": "236", "entries": [ "The \"{@book Donjon Core Locations|BMT|16|Donjon Core Locations}\" section later in this chapter includes a variety of areas where prisoners could be found; in particular, a trapped character is likely to be found in one of the stasis pods ({@book area 5|BMT|16|5: Stasis Pods}) or, if they resisted the detention drones, one of the isolation chambers ({@book area 20|BMT|16|20: Isolation Chambers}). Alternatively, the character might have escaped already and be found wandering in the sphere.", @@ -12699,6 +13047,7 @@ { "type": "entries", "name": "Mark of the Donjon", + "page": 134, "id": "237", "entries": [ "A character who inexplicably reappears after spending time in the Donjon Sphere gains a lingering curse called a Mark of the Donjon. Determine the character's mark by rolling on the Marks of the Donjon table. A Mark of the Donjon lasts until removed by a {@spell Remove Curse} spell or similar magic.", @@ -12749,12 +13098,14 @@ { "type": "section", "name": "Donjon Sphere Features", + "page": 134, "id": "238", "entries": [ "The Donjon Sphere has the following features.", { "type": "entries", "name": "Ceilings, Lighting, and Walls", + "page": 134, "id": "239", "entries": [ "Ceilings in the Donjon Sphere are 10 feet high. Magic panels in the ceiling radiate dim light.", @@ -12764,6 +13115,7 @@ { "type": "entries", "name": "Detention Drones", + "page": 134, "id": "23a", "entries": [ { @@ -12787,6 +13139,7 @@ { "type": "entries", "name": "Detention Orb", + "page": 134, "id": "23c", "entries": [ "The drone launches a tiny orb of magical force at a creature it can see within 30 feet of itself. The creature must succeed on a DC 15 Constitution saving throw or be encased in the orb, which expands to a size just large enough to contain the creature. While encased, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Nothing can pass through the orb, nor can any creature teleport or use planar travel to enter or exit the orb. As a bonus action, the drone can move the orb and its contents up to 30 feet in any direction. A successful casting of the {@spell Dispel Magic} spell on the orb (DC 15) destroys it. The orb otherwise remains intact until the drone spends an action to end the effect or the drone is destroyed. A drone can have only one detention orb active at a time; if the drone creates a detention orb when it already has one active, the first orb disappears, freeing the creature inside." @@ -12797,6 +13150,7 @@ { "type": "entries", "name": "Drone Patrols", + "page": 135, "id": "23d", "entries": [ "Small groups of detention drones patrol the Donjon Sphere looking for escapees or intruders. When the text indicates that a drone patrol can be encountered in a location, roll on the Drone Patrols table to determine the number and types of the drones in the patrol, or choose an encounter you like.", @@ -12837,6 +13191,7 @@ { "type": "entries", "name": "Doors and Key Cards", + "page": 135, "id": "23e", "entries": [ "Doors in the Donjon Sphere are made of the same space metals as the outer surface. A magical sensor above each doorway detects movement within 10 feet, which causes the door to open until no more movement is detected.", @@ -12868,6 +13223,7 @@ { "type": "entries", "name": "Secret Doors", + "page": 135, "id": "23f", "entries": [ "A number of secret doors are hidden in the Donjon Core. A character who searches a wall where a secret door is located and succeeds on a DC 20 Wisdom ({@skill Perception}) check finds minuscule bumps along the wall's surface. Pressing these bumps causes the door to slide open." @@ -12876,6 +13232,7 @@ { "type": "entries", "name": "Language", + "page": 135, "id": "240", "entries": [ "The Donjon Sphere's creators spoke and wrote Infernal. All instructions, labels, and other visible text in the sphere are in this language. The doors respond only to Infernal. Creatures native to the sphere presume anyone communicating with them in a language other than Infernal is a trespasser, though drones overlook the offense if the offender has a key card or is accompanied by a creature that does." @@ -12884,6 +13241,7 @@ { "type": "entries", "name": "Magic in the Sphere", + "page": 135, "id": "241", "entries": [ "No spell other than {@spell Wish} can be used to leave the Donjon Sphere or transport a character from one part of it to another. Effects that banish creatures to other planes of existence don't work inside the sphere. A creature that attempts to cast a spell or use a magic item or artifact to teleport from the sphere hears a dull fizzing in its head as the effect fails. The exception to this rule is magic that allows transit to the Border Ethereal, such as the {@spell Etherealness} spell. A creature that enters the Border Ethereal from the Donjon Sphere is returned to the sphere upon leaving that plane.", @@ -12893,6 +13251,7 @@ { "type": "entries", "name": "Maintenance Shafts", + "page": 136, "id": "242", "entries": [ "Rectangular shafts, labeled {@book area 9|BMT|16|9: Maintenance Shaft} on map 17.2, allow detention drones to move throughout the sphere. Each shaft is protected by an iron grate, which has AC 19, 15 hit points, and immunity to poison and psychic damage. A detention drone within 10 feet of a grate can use an action to transmit a signal that shifts the grate aside. A drone that enters an open shaft can travel to any other shaft entrance in the Donjon core in {@dice 1d4} minutes.", @@ -12904,6 +13263,7 @@ { "type": "section", "name": "Donjon Core Locations", + "page": 136, "id": "243", "entries": [ "Prisoners are kept in the Donjon core. The following locations are keyed to map 17.2. The area described in this map is spherical; hallways leading off one edge of the map connect to other hallways on the opposite side.", @@ -15221,6 +15581,7 @@ { "type": "entries", "name": "1: Intake Circle", + "page": 136, "id": "244", "entries": [ "At the center of this octagonal chamber's floor is a permanent teleportation circle etched in stone. Many newcomers to the sphere arrive via this circle, including creatures that draw the Donjon card from a {@item Deck of Many Things}. The teleportation circle can be used only to enter the sphere, not to leave it.", @@ -15231,6 +15592,7 @@ { "type": "entries", "name": "2: Pool", + "page": 136, "id": "245", "entries": [ "A young {@creature aboleth} named Th'kogga is contained in the 80-foot-deep pool of water here. Aware of the room's controls but unsure how they operate, Th'kogga attempts to charm any creature that comes within 30 feet of the pool, then urges that thrall to help it escape.", @@ -15240,6 +15602,7 @@ { "type": "entries", "name": "3: Engineer's Quarters", + "page": 136, "id": "246", "entries": [ "The sphere's chief engineer used this chamber as an office, a workshop, and living quarters.", @@ -15251,6 +15614,7 @@ { "type": "entries", "name": "Treasure", + "page": 136, "id": "248", "entries": [ "Scattered among the equipment are a blue key card, a set of {@item tinker's tools|PHB}, and five {@item Star rose quartz||star rose quartzes} worth 50 gp each." @@ -15263,6 +15627,7 @@ { "type": "entries", "name": "4: Stasis Controls", + "page": 136, "id": "249", "entries": [ "On the north wall of this room are three levers in the upright position. Each lever controls the power to three blocks of stasis pods in area 5, which the windows along the south wall of this room overlook." @@ -15271,6 +15636,7 @@ { "type": "entries", "name": "5: Stasis Pods", + "page": 136, "id": "24a", "entries": [ "The doors to this chamber are red.", @@ -15282,6 +15648,7 @@ { "type": "entries", "name": "6: Maintenance Hall", + "page": 136, "id": "24b", "entries": [ "The door at this hall's north end is red.", @@ -15291,6 +15658,7 @@ { "type": "entries", "name": "7: Drone Containment", + "page": 138, "id": "24c", "entries": [ "This chamber houses inactive detention drones. Repair bays called rewinding stations line the walls. Each rewinding station, which can hold one detention drone at a time, is a Large object with AC 11, 40 hit points, and immunity to poison and psychic damage.", @@ -15300,6 +15668,7 @@ { "type": "entries", "name": "8: Prototype Lab", + "page": 138, "id": "24d", "entries": [ "Metal plates, chains, cogs, and pipes are strewn about the oversized bays in this chamber. Each bay contains a prototype detention drone in a different state of assembly.", @@ -15309,6 +15678,7 @@ { "type": "entries", "name": "9: Maintenance Shaft", + "page": 138, "id": "24e", "entries": [ "These access tunnels are used by detention drones to move throughout the sphere. See \"{@book Donjon Sphere Features|BMT|16|Donjon Sphere Features}\" for more information." @@ -15317,6 +15687,7 @@ { "type": "entries", "name": "10: Umber Hulk Tunnel", + "page": 138, "id": "24f", "entries": [ "An umber hulk created this tunnel after freeing itself from a malfunctioning stasis pod in {@book area 5|BMT|16|5: Stasis Pods}. Protruding bits of metal and low ceilings make the tunnel {@book difficult terrain|PHB|8|Difficult Terrain}. To the south, the tunnel slopes upward to the Gilded Labyrinth." @@ -15325,6 +15696,7 @@ { "type": "entries", "name": "11: Archive Antechamber", + "page": 138, "id": "250", "entries": [ "The fine chairs, desks, and shelves that once furnished this spacious antechamber have all been torn to shreds. A character who searches for tracks and succeeds on a DC 10 Wisdom ({@skill Survival}) check finds large scrapes along the walls from the umber hulk that escaped {@book area 5|BMT|16|5: Stasis Pods}. The door in this chamber's north wall is red." @@ -15333,6 +15705,7 @@ { "type": "entries", "name": "12: Archive", + "page": 138, "id": "251", "entries": [ "Shelves full of massive logbooks line the walls of this two-story archive. A spiral staircase in the room's center connects to the archive's upper level. The books contain records on all prisoners inducted into the facility before the sphere's stewards fled.", @@ -15342,6 +15715,7 @@ { "type": "entries", "name": "13: Ruined Trap Room", + "page": 138, "id": "252", "entries": [ "A closed portcullis divides this area from {@book area 6|BMT|16|6: Maintenance Hall}. The lever in {@book area 16|BMT|16|16: Observation Room} can raise the iron bars.", @@ -15352,6 +15726,7 @@ { "type": "entries", "name": "14: Crash Site", + "page": 138, "id": "253", "entries": [ "Rubble and metal wreckage cover the ground of this ragged fissure. The ceiling is 20 feet high, and its magical light panels have been destroyed, leaving this area in darkness.", @@ -15359,6 +15734,7 @@ { "type": "entries", "name": "14a: Damselfly Wreckage", + "page": 138, "id": "254", "entries": [ "Pieces of a destroyed spelljamming ship lie scattered about the crash site. About 50 pounds of useful salvage (worth 500 gp) can be collected here." @@ -15367,6 +15743,7 @@ { "type": "entries", "name": "14b: Survivor Camp", + "page": 139, "id": "255", "entries": [ "Two {@creature Solar Bastion Knight|BMT|Solar Bastion knights} (see {@book chapter 10|BMT|9|Solar Bastion Knight}) set up camp here after losing a companion to a large drone patrol. These knights came to explore the Donjon Sphere and its connection to the {@item Deck of Many Things}. The knights are as follows:", @@ -15392,6 +15769,7 @@ { "type": "entries", "name": "14c: Labyrinth Entrance", + "page": 139, "id": "256", "entries": [ "This rough tunnel connects to the Gilded Labyrinth above." @@ -15402,6 +15780,7 @@ { "type": "entries", "name": "15: Metallurgy Lab", + "page": 139, "id": "257", "entries": [ "The doors leading into the northeast and southwest ends of this chamber are both red.", @@ -15425,6 +15804,7 @@ { "type": "entries", "name": "Treasure", + "page": 139, "id": "259", "entries": [ "A set of {@item smith's tools|PHB} can be assembled from the lab equipment. On the shelves is a total of 30 pounds of rare space metals (worth 300 gp) and a fully charged {@item Cube of Force}." @@ -15437,6 +15817,7 @@ { "type": "entries", "name": "16: Observation Room", + "page": 139, "id": "25a", "entries": [ "This room is reached by ascending stairs. The window in this chamber overlooks the trap room below. A lever on the south wall controls the portcullis north of {@book area 13|BMT|16|13: Ruined Trap Room}." @@ -15445,6 +15826,7 @@ { "type": "entries", "name": "17: Trash Disposal", + "page": 139, "id": "25b", "entries": [ "The eastern door to this chamber is blue.", @@ -15455,12 +15837,14 @@ { "type": "entries", "name": "18: Massive Stasis Pods", + "page": 139, "id": "25c", "entries": [ "These large halls provide access to stasis pods built into the walls, each one larger and stronger than the ones in area 5. Each can hold a Huge creature and has AC 12, 50 hit points, and immunity to poison and psychic damage. Closed pods can be opened with a blue or yellow key card.", { "type": "entries", "name": "18a: Western Pods", + "page": 139, "id": "25d", "entries": [ "This room's western door has been destroyed. The corpse of an unarmed frost giant lies in a heap next to a smashed stasis pod. A character who succeeds on a DC 10 Wisdom ({@skill Survival}) check finds deep claw marks in the walls leading to area 18b, just like those in {@book area 11|BMT|16|11: Archive Antechamber}.", @@ -15470,6 +15854,7 @@ { "type": "entries", "name": "18b: Central Pods", + "page": 139, "id": "25e", "entries": [ "A half-eaten chuul corpse lies near a broken stasis pod in this room. Claw marks mar the walls toward area 18c." @@ -15478,6 +15863,7 @@ { "type": "entries", "name": "18c: Southern Pods", + "page": 139, "id": "25f", "entries": [ "Two monstrous corpses lie on the floor of this room: an especially large owlbear and the umber hulk that broke the pods and killed the frost giant, chuul, and owlbear in the other rooms. After breaking a second pod in this room, the umber hulk met its match. The umber hulk's slayer, a {@creature remorhaz} with 113 hit points remaining, stands in the center of this room, gathering its wits after its long stasis. When it sees the party, it attacks viciously, assuming the characters to be its imprisoners. The remorhaz relentlessly chases its opponents throughout the sphere." @@ -15488,6 +15874,7 @@ { "type": "entries", "name": "19: Elevator Room", + "page": 140, "id": "260", "entries": [ "The northern door to this chamber is yellow.", @@ -15500,12 +15887,14 @@ { "type": "entries", "name": "20: Isolation Chambers", + "page": 140, "id": "261", "entries": [ "Each of these metal chambers has a blue door. A slot for food delivery near the base of each door can be opened from the hall without a key card.", { "type": "entries", "name": "20a: Dead Naga", + "page": 140, "id": "262", "entries": [ "The desiccated remains of a spirit naga lie in this chamber. If the remains are disturbed, they rise as a {@creature Bone Naga (Spirit)||bone naga} and attack." @@ -15514,6 +15903,7 @@ { "type": "entries", "name": "20b: Q'zar'ktan", + "page": 140, "id": "263", "entries": [ "The {@creature mind flayer} in this room, named Q'zar'ktan, recently established a symbiotic relationship with Bimbi, the flumph in {@book area 17|BMT|16|17: Trash Disposal}. Bimbi brings Q'zar'ktan preserved brains to eat. In exchange, Q'zar'ktan allows the flumph to harmlessly siphon some of the mind flayer's mental energy. Q'zar'ktan, morose and resigned to its fate in this dungeon, is initially indifferent to characters. It tells them about its predicament and mentions that the flumph hasn't stopped by in a while." @@ -15522,6 +15912,7 @@ { "type": "entries", "name": "20c\u2013e: Empty Chambers", + "page": 140, "id": "264", "entries": [ "These chambers are empty." @@ -15530,6 +15921,7 @@ { "type": "entries", "name": "20f: Myconids", + "page": 140, "id": "265", "entries": [ "A {@creature myconid adult} named Cluzong and two {@creature Myconid Sprout||myconid sprouts} have sprung up from the corpse of a svirfneblin prisoner in the corner of this damp cell. Having known nothing else, the myconids regard this cell as their home and have no desire to leave. They are indifferent to visitors.", @@ -15551,6 +15943,7 @@ { "type": "entries", "name": "21: Brain Chamber", + "page": 141, "id": "266", "entries": [ "The door to this chamber is red.", @@ -15564,6 +15957,7 @@ { "type": "entries", "name": "Treasure", + "page": 141, "id": "268", "entries": [ "Among the bottles and jars on the shelves are a {@item Potion of Greater Healing} and a {@item Potion of Vitality}." @@ -15576,12 +15970,14 @@ { "type": "entries", "name": "22: Workers' Chambers", + "page": 141, "id": "269", "entries": [ "These sparse living quarters contain desks, beds, and shelves. Red doors connect {@book areas 22b|BMT|16|22b: Oily Floor}, {@book 22c|BMT|16|22c: Glowing Orb}, and {@book 22d|BMT|16|22d: Prisoner's Remains} to area 22a and the hallway to the west.", { "type": "entries", "name": "22a: Communal Room", + "page": 141, "id": "26a", "entries": [ "A long metal table fills the center of this meeting room. Skeletal remains of three escaped prisoners are slumped on the table. The remains rise as three {@creature Skeleton||skeletons} that attack anyone who enters the room.", @@ -15591,6 +15987,7 @@ { "type": "entries", "name": "22b: Oily Floor", + "page": 141, "id": "26b", "entries": [ "Spilled, flammable oil makes a 10-foot square of this room's floor {@book difficult terrain|PHB|8|Difficult Terrain}." @@ -15599,6 +15996,7 @@ { "type": "entries", "name": "22c: Glowing Orb", + "page": 141, "id": "26c", "entries": [ "A glass orb wrapped in tattered oilcloth lies in one corner of this room. When uncovered, the orb shines light as if affected by the {@spell Continual Flame} spell." @@ -15607,6 +16005,7 @@ { "type": "entries", "name": "22d: Prisoner's Remains", + "page": 141, "id": "26d", "entries": [ "Skeletal remains of an escaped prisoner lie in a corner of this chamber. Among the prisoner's gear are a suit of {@item leather armor|PHB}, a {@item morningstar|PHB}, a red key card, and a journal. The journal describes how the prisoner escaped {@book area 13|BMT|16|13: Ruined Trap Room} via a secret door and found some equipment in {@book area 16|BMT|16|16: Observation Room} before coming here." @@ -15615,6 +16014,7 @@ { "type": "entries", "name": "22e: Head Steward's Office", + "page": 142, "id": "26e", "entries": [ "A {@creature stone golem} stands in one corner of this room. Still loyal to the steward who acquired it before the sphere's abandonment, the golem attacks any creature that enters the room.", @@ -15626,6 +16026,7 @@ { "type": "entries", "name": "23: Damselfly Bay", + "page": 143, "id": "26f", "entries": [ "The door to this chamber is yellow.", @@ -15635,6 +16036,7 @@ { "type": "entries", "name": "24: Escape Pod", + "page": 143, "id": "270", "entries": [ "Three metal platforms in this bay once held escape pods, only one of which remains; it resembles a large coffin made of semitranslucent orange crystal.", @@ -15644,12 +16046,14 @@ { "type": "entries", "name": "25: Simulation Chambers", + "page": 143, "id": "271", "entries": [ "The sphere's creators used these rooms to create simulations of the natural environments of prisoners. Normally large and empty, the rooms can be filled with whatever illusions the experimenter in {@book area 26|BMT|16|26: Observation Room} chooses. Windows look down on the two chambers from area 26, but those windows aren't visible from the simulation chambers. The two chambers are connected by a corridor that extends under area 26. The doors to this connecting corridor are blue.", { "type": "entries", "name": "25a: Western Simulator", + "page": 143, "id": "272", "entries": [ "This simulation chamber contains four {@creature Mimic||mimics} trained to play along with whatever illusion magic is cast on the room from {@book area 26|BMT|16|26: Observation Room}. As long as the mimics have a scene to take part in, they cooperate peacefully, taking on the roles of whatever furniture, fixtures, or other domestic trappings best suit the illusion. If the room isn't affected by an illusion, the mimics assume the forms of two metal chairs, a table, and a bed." @@ -15658,6 +16062,7 @@ { "type": "entries", "name": "25b: Eastern Simulator", + "page": 143, "id": "273", "entries": [ "Two lawful evil {@creature Doppelganger||doppelgangers} occupy this room. The doppelgangers take on a variety of disguises to match whatever illusion magic is cast on the room from area 26. If the room isn't affected by an illusion, the doppelgangers assume the forms of nondescript Humanoids cloaked in silvery robes." @@ -15668,12 +16073,14 @@ { "type": "entries", "name": "26: Observation Room", + "page": 143, "id": "274", "entries": [ "Wide windows along the east and west walls of this elevated room overlook the adjacent simulation chambers; the windows aren't visible from the chambers below. A chaotic evil {@creature riffler|BMT} (see {@book chapter 21|BMT|20|Riffler}) named Turner is in the room, trying to figure out the controls; Turner has a blue key card.", { "type": "entries", "name": "Simulation Controls", + "page": 143, "id": "275", "entries": [ "Beneath each window is a magical console that resembles a wide desk with a slanted top. Each console has AC 14, 25 hit points, and immunity to poison and psychic damage.", @@ -15694,6 +16101,7 @@ { "type": "entries", "name": "27: Observatory", + "page": 143, "id": "276", "entries": [ "An alcove at one edge of this chamber holds a platform for the elevator to {@book area 19|BMT|16|19: Elevator Room}.", @@ -15703,6 +16111,7 @@ { "type": "entries", "name": "28: Crusher", + "page": 143, "id": "277", "entries": [ "Waste from {@book area 17|BMT|16|17: Trash Disposal} above arrives here to be pulverized by sloped grinding gears. Sufficiently ground-up materials fall through a screen to a conveyor belt that transfers them to the forge in {@book area 29|BMT|16|29: Forge}.", @@ -15720,6 +16129,7 @@ { "type": "entries", "name": "29: Forge", + "page": 143, "id": "279", "entries": [ "Crushed waste and scrap metal are transferred to this forge to be melted down and poured into molds. Two {@creature Fire Elemental||fire elementals} tend the forge. They're friendly to anyone with a yellow key card, indifferent to those with a blue or red key card, and hostile to anyone without a key card.", @@ -15729,6 +16139,7 @@ { "type": "entries", "name": "30: Shuffler", + "page": 143, "id": "27a", "entries": [ "A drone patrol monitors this area at all times.", @@ -15739,6 +16150,7 @@ { "type": "entries", "name": "31: Reconstructory", + "page": 143, "id": "27b", "entries": [ "The Donjon Sphere constantly repairs itself. New metal plates, iron bars, and other construction materials are fabricated in this automated factory. Finished materials are removed from here into the maintenance shaft network, where they're handled by detention drones.", @@ -15748,6 +16160,7 @@ { "type": "entries", "name": "32: Control Gems", + "page": 143, "id": "27c", "entries": [ "At each corner of this rectangular set of corridors is a circular room that contains a slaad control gem mounted in a filigreed contraption atop a metal pedestal. The gems control the planar portal in {@book area 33|BMT|16|33: Portal Chamber}, which in turn generates the Donjon Sphere's fiery power core. Opening off one of the corridors is a circular chamber that holds a platform for the elevator in {@book area 19|BMT|16|19: Elevator Room}.", @@ -15760,6 +16173,7 @@ { "type": "entries", "name": "33: Portal Chamber", + "page": 143, "id": "27d", "entries": [ "The massive metal doors to this room are yellow.", @@ -15767,6 +16181,7 @@ { "type": "entries", "name": "Planar Portal", + "page": 143, "id": "27e", "entries": [ "The portal in the center of this chamber is surrounded by a powerful energy field. A creature that comes within 15 feet of the portal for the first time on a turn must make a DC 20 Constitution saving throw, taking 55 ({@dice 10d10}) force damage on a failed saving throw, or half as much damage on a successful one.", @@ -15782,6 +16197,7 @@ { "type": "section", "name": "Chapter 18: Void", + "page": 144, "id": "27f", "entries": [ "The Void card is perhaps the most dreaded draw from a {@item Deck of Many Things}. The individual who draws this card is consigned to a terrible fate: their body collapses while their soul is imprisoned in a far-off object. This poses challenges for the DM, the party, and the imprisoned character's player. Where has the soul been taken? How does the party recover it? And what is the character's player to do while their character is inactive?", @@ -15789,6 +16205,7 @@ { "type": "section", "name": "Drawing the Void Card", + "page": 144, "id": "280", "entries": [ "When a character draws the Void card, the House of Cards is called into existence in its own demiplane. The character's soul is transported there, trapped inside a porcelain mask in the lair of a {@creature breath drinker|BMT}, a monster presented in this chapter. If the characters can obtain the mask, they can reunite the soul of their fellow adventurer with that character's body.", @@ -15808,6 +16225,7 @@ { "type": "entries", "name": "Playing a Temporary Character", + "page": 144, "id": "281", "entries": [ "Playing a new character for a brief period can be fun and liberating, giving the player a chance to experiment with new class features in a low-stakes environment. For example, a player who has avoided spellcasting so far might want to give a cleric or wizard a try.", @@ -15848,6 +16266,7 @@ { "type": "entries", "name": "Playing the Same Character", + "page": 145, "id": "283", "entries": [ "A character who falls victim to the Void card doesn't have to collapse into a coma; instead, they could have one chance to save themselves, with time running out.", @@ -15855,6 +16274,7 @@ { "type": "entries", "name": "Soul Loss", + "page": 145, "id": "284", "entries": [ "The soulless character has disadvantage on Wisdom ({@skill Insight}) checks. Any effects that perceive, affect, or manipulate a creature's soul that are used on the character fail automatically." @@ -15863,6 +16283,7 @@ { "type": "entries", "name": "Deteriorating Vessel", + "page": 145, "id": "285", "entries": [ "Whenever the soulless character finishes a long rest, the character gains 1 level of {@condition exhaustion} that can't be removed until the soul is restored. The character grows more listless and withdrawn as the {@condition exhaustion} builds." @@ -15871,6 +16292,7 @@ { "type": "entries", "name": "Instinctive Draw", + "page": 145, "id": "286", "entries": [ "The soulless character feels a pull toward what they've lost. If you're using the House of Cards, the character senses that a {@item Deck of Many Things} can bring them where they need to be." @@ -15883,12 +16305,14 @@ { "type": "section", "name": "House of Cards", + "page": 145, "id": "287", "entries": [ "The {@item Deck of Many Things} creates the House of Cards\u2014this demiplane dungeon doesn't exist until the Void card is drawn. The soul of the character who draws the card is trapped in a porcelain mask that resembles that character's face. The mask waits in a bound void within the House of Cards ({@book area 23|BMT|17|23: Void}), where an entity from the Far Realm known as a {@creature breath drinker|BMT} preys on any who come to rescue the trapped soul.", { "type": "entries", "name": "Entering and Leaving the House", + "page": 145, "id": "288", "entries": [ "While the House of Cards exists, spells such as {@spell Plane Shift} can access it if the caster knows where they're trying to go. But the {@item Deck of Many Things} can also provide access to the dungeon. A creature touching the deck from which the Void card was drawn knows the House of Cards can be accessed in the following ways:", @@ -15924,6 +16348,7 @@ { "type": "entries", "name": "House of Cards Features", + "page": 147, "id": "289", "entries": [ "The House of Cards has the following features:", @@ -15958,6 +16383,7 @@ { "type": "entries", "name": "House of Cards Locations", + "page": 147, "id": "28a", "entries": [ "The following locations are keyed to map 18.1.", @@ -18903,6 +19329,7 @@ { "type": "entries", "name": "1: Entrance", + "page": 147, "id": "28b", "entries": [ { @@ -18916,6 +19343,7 @@ { "type": "entries", "name": "Key", + "page": 147, "id": "28d", "entries": [ "The Key card in the floor fills the room with bright light. Anyone touching the card knows it can be used to return home; any character who touches it and uses an action to activate it vanishes, leaving the demiplane and reappearing in the closest unoccupied space to where they were before they appeared in the House of Cards." @@ -18924,6 +19352,7 @@ { "type": "entries", "name": "Void Entrance", + "page": 147, "id": "28e", "entries": [ "The entrance to the Void chamber ({@book area 23|BMT|17|23: Void}) is hidden in this room, beneath the Key card. A character who examines the glowing Key card and succeeds on a DC 22 Wisdom ({@skill Perception}) check discovers the card could swivel, but the card doesn't move. The only way to rotate the card and reveal what lies beneath it is to use the {@item Chime of Opening} from the Key room ({@book area 18|BMT|17|18: Key}) on it. This reveals the Void card beneath\u2014the only such card in the entire dungeon. A creature that steps onto the Void card is teleported to area 23." @@ -18934,6 +19363,7 @@ { "type": "entries", "name": "2: Gem", + "page": 147, "id": "28f", "entries": [ { @@ -18947,6 +19377,7 @@ { "type": "entries", "name": "Gem Formation", + "page": 147, "id": "291", "entries": [ "The crystal formation doesn't just change color; it constantly changes from one type of gemstone into another. As an action, a creature can try to carefully remove pieces of the formation with a Dexterity or Intelligence check (their choice) using jeweler's or mason's tools, or by making an attack with a melee weapon. Compare the creature's ability check or attack roll total to the Gem Shards table.", @@ -19004,6 +19435,7 @@ { "type": "entries", "name": "3: Fool", + "page": 147, "id": "292", "entries": [ { @@ -19017,6 +19449,7 @@ { "type": "entries", "name": "Reflections", + "page": 147, "id": "294", "entries": [ "Reflections in this room take on a life of their own, taunting the creatures who cast them. A creature that converses with its own reflection must succeed on a DC 12 Wisdom saving throw or take 5 ({@dice 2d4}) psychic damage.", @@ -19034,6 +19467,7 @@ { "type": "entries", "name": "4: Sun", + "page": 148, "id": "295", "entries": [ { @@ -19071,6 +19505,7 @@ { "type": "entries", "name": "5: Moon", + "page": 148, "id": "297", "entries": [ { @@ -19103,6 +19538,7 @@ { "type": "entries", "name": "6: Donjon", + "page": 148, "id": "299", "entries": [ { @@ -19116,6 +19552,7 @@ { "type": "entries", "name": "Cages", + "page": 148, "id": "29b", "entries": [ "As a bonus action on its turn, the chain devil can throw a Small or Medium creature {@condition restrained} by it or by an animated chain into one of the cages in the room, whereupon the cage's door slams shut and locks. Each cage is made of iron and has AC 19, 50 hit points, and immunity to poison and psychic damage. A character can pick the cage's lock with a successful DC 20 Dexterity check using thieves' tools. A character who succeeds on a DC 20 Strength ({@skill Athletics}) check bends the cage's bars enough to escape." @@ -19124,6 +19561,7 @@ { "type": "entries", "name": "Treasure", + "page": 148, "id": "29c", "entries": [ "The chain devil has a set of {@item Dimensional Shackles} hanging from its belt and might use them on an {@condition incapacitated} enemy." @@ -19134,12 +19572,14 @@ { "type": "entries", "name": "7: Talons", + "page": 148, "id": "29d", "entries": [ "This cavernous chamber smells like an animal's den. Two {@creature Talon Beast|BMT|talon beasts} (see {@book chapter 21|BMT|20|Talon Beast}) lair here. They try to steal the characters' magic before darting away to feed.", { "type": "entries", "name": "Doors", + "page": 148, "id": "29e", "entries": [ "The door to the west wall shows the Balance card. The door to the south shows the Donjon card." @@ -19150,6 +19590,7 @@ { "type": "entries", "name": "8: Balance", + "page": 148, "id": "29f", "entries": [ { @@ -19181,6 +19622,7 @@ { "type": "entries", "name": "9: Star", + "page": 149, "id": "2a1", "entries": [ { @@ -19194,6 +19636,7 @@ { "type": "entries", "name": "Secret Door", + "page": 149, "id": "2a3", "entries": [ "A secret door in the south wall leads to the Fates room (area 10). This door is easily visible if approached from the corridor to area 10." @@ -19204,12 +19647,14 @@ { "type": "entries", "name": "10: Fates", + "page": 149, "id": "2a4", "entries": [ "Each of these three octagonal chambers is home to a {@creature fate hag|BMT} (see {@book chapter 21|BMT|20|Fate Hag}). The hags all appear to be the same human woman in different stages of life. Each hag offers a boon to one character who answers a question truthfully. The hags are indifferent to the characters and attack only in self-defense.", { "type": "entries", "name": "10a: Future", + "page": 149, "id": "2a5", "entries": [ "The future fate hag appears as an older woman. The first time a character tries talking to her, she asks what the character fears most. If the character answers honestly, the hag grants that character the Charm of the Sage (see {@book chapter 8|BMT|7|Charm of the Sage})." @@ -19218,6 +19663,7 @@ { "type": "entries", "name": "10b: Present", + "page": 149, "id": "2a6", "entries": [ "The present fate hag appears as an adult woman. The first time a character tries talking to her, she asks what the character desires most. If the character answers honestly, the hag grants that character the Charm of the Fates (see {@book chapter 8|BMT|7|Charm of the Fates})." @@ -19226,6 +19672,7 @@ { "type": "entries", "name": "10c: Past", + "page": 149, "id": "2a7", "entries": [ "The past fate hag appears as an adolescent girl. The first time a character tries talking to her, she asks what the character regrets most. If the character answers truthfully, the hag grants them the benefit of either a {@spell Greater Restoration} spell or a {@spell Heal} spell (the player's choice)." @@ -19234,6 +19681,7 @@ { "type": "entries", "name": "Doors", + "page": 149, "id": "2a8", "entries": [ "A door to the south bears the face of the Jester. The east door shows the Donjon. A secret door in the north wall leads to the Star room ({@book area 9|BMT|17|9: Star}); it is easily visible if approached from the corridor to area 9." @@ -19244,6 +19692,7 @@ { "type": "entries", "name": "11: Jester", + "page": 150, "id": "2a9", "entries": [ { @@ -19257,6 +19706,7 @@ { "type": "entries", "name": "Riddles", + "page": 150, "id": "2ab", "entries": [ "Bindle asks the characters a riddle of your creation or one from {@book chapter 4|BMT|3}. Alternatively, the characters can ask Bindle a riddle of their own. If the characters answer Bindle's riddle or ask one, Bindle is delighted and allows them to stay in his room. With Bindle's blessing, the characters can rest here whenever and for as long as they wish.", @@ -19266,6 +19716,7 @@ { "type": "entries", "name": "Treasure", + "page": 150, "id": "2ac", "entries": [ "If the characters continue to trade riddles with Bindle, answering at least one of his own while also asking one or more, the nonmagical Jester card he gave them gains a magical property (see the \"{@book Effects of Single Cards|BMT|1|Effects for Single Cards}\" section in {@book chapter 2|BMT|1})." @@ -19274,6 +19725,7 @@ { "type": "entries", "name": "Secret Door", + "page": 150, "id": "2ad", "entries": [ "A secret door leads south to area 12." @@ -19284,6 +19736,7 @@ { "type": "entries", "name": "12: Ruin", + "page": 150, "id": "2ae", "entries": [ { @@ -19297,6 +19750,7 @@ { "type": "entries", "name": "Secret Door", + "page": 150, "id": "2b0", "entries": [ "A secret door in the north wall leads to the Jester room ({@book area 11|BMT|17|11: Jester}) and is easily visible from this side." @@ -19305,6 +19759,7 @@ { "type": "entries", "name": "Traps", + "page": 150, "id": "2b1", "entries": [ "The ten Ruin cards in the room's walls are magical traps. Whenever a creature starts its turn in the hallway or uses its movement, action, bonus action, or reaction here, one of the traps in the hallway triggers. When that occurs, one of the Ruin cards flies toward the creature and makes a Ruinous Card attack:", @@ -19315,6 +19770,7 @@ { "type": "entries", "name": "Ruinous Card", + "page": 150, "id": "2b3", "entries": [ "{@atk rw} +7 to hit, range 60 ft., the creature that triggered the attack. Hit: 22 ({@dice 4d10}) necrotic damage. In addition, any nonmagical armor or shield worn or carried by the target (50 percent chance of either if the creature has both) is partly degraded by rust, rot, or dry cracking. The armor or shield takes a permanent and cumulative \u22121 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. Hit or Miss: The card is destroyed." @@ -19330,6 +19786,7 @@ { "type": "entries", "name": "13: Skull", + "page": 150, "id": "2b4", "entries": [ { @@ -19343,6 +19800,7 @@ { "type": "entries", "name": "Escaping the Room", + "page": 150, "id": "2b6", "entries": [ "The Sage door can't be opened or damaged by any means until all avatars of death in the room are destroyed. Spells such as {@spell Gaseous Form} or {@spell Dimension Door} can be used to bypass the door, but it won't open from the other side as long as an avatar is in this room." @@ -19353,6 +19811,7 @@ { "type": "entries", "name": "14: Sage", + "page": 150, "id": "2b7", "entries": [ { @@ -19369,6 +19828,7 @@ { "type": "entries", "name": "15: Rogue", + "page": 151, "id": "2b9", "entries": [ { @@ -19383,6 +19843,7 @@ { "type": "entries", "name": "Secret Door", + "page": 151, "id": "2bb", "entries": [ "A secret door in the west wall leads to the Throne room (area 16). This door is easily visible when approached from the corridor to area 16." @@ -19393,6 +19854,7 @@ { "type": "entries", "name": "16: Throne", + "page": 151, "id": "2bc", "entries": [ { @@ -19406,6 +19868,7 @@ { "type": "entries", "name": "Secret Doors", + "page": 151, "id": "2be", "entries": [ "There are two secret doors: one behind the throne, which leads to {@book area 15|BMT|17|15: Rogue}, and one in the south wall, which leads to area 17. The door behind the throne is easily visible when approached from the corridor to area 15." @@ -19416,6 +19879,7 @@ { "type": "entries", "name": "17: Puzzle", + "page": 151, "id": "2bf", "entries": [ { @@ -19429,6 +19893,7 @@ { "type": "entries", "name": "Secret Doors", + "page": 151, "id": "2c1", "entries": [ "The secret doors in this room can't be located without a {@spell True Seeing} spell or similar magic." @@ -19437,6 +19902,7 @@ { "type": "entries", "name": "Basin", + "page": 151, "id": "2c2", "entries": [ "The inscription on the basin reads, \"Once for reward, twice for compassion, thrice for salvation.\" A character cut by the copper knife who bleeds into the basin takes 7 ({@dice 2d6}) necrotic damage, and their hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the character finishes a long rest. This effect is a property of the basin; the knife is nonmagical.", @@ -19448,6 +19914,7 @@ { "type": "entries", "name": "18: Key", + "page": 151, "id": "2c3", "entries": [ { @@ -19461,6 +19928,7 @@ { "type": "entries", "name": "Treasure", + "page": 151, "id": "2c5", "entries": [ "The object above the pedestal is a {@item Chime of Opening}. It is inscribed with a small key and the following phrase in Common: \"At the beginning, I open the end.\" When a character carrying the chime moves toward {@book area 1|BMT|17|1: Entrance}, they hear a faint ringing that grows louder the closer they get to the Key card depicted in that room. Once they're in area 1, anyone in that room can hear the sound." @@ -19471,6 +19939,7 @@ { "type": "entries", "name": "19: Knight", + "page": 151, "id": "2c6", "entries": [ { @@ -19485,6 +19954,7 @@ { "type": "entries", "name": "Secret Door", + "page": 152, "id": "2c8", "entries": [ "A secret door to the north leads to the Puzzle room ({@book area 17|BMT|17|17: Puzzle}). This door is easily visible when approached from the corridor to area 17." @@ -19495,6 +19965,7 @@ { "type": "entries", "name": "20: Flames", + "page": 152, "id": "2c9", "entries": [ { @@ -19513,6 +19984,7 @@ { "type": "entries", "name": "21: Euryale", + "page": 152, "id": "2cb", "entries": [ { @@ -19526,6 +19998,7 @@ { "type": "entries", "name": "Dying Curse", + "page": 152, "id": "2cd", "entries": [ "If the medusa is killed, any character who targeted the medusa with an attack or spell that deals damage is cursed; the cursed character has disadvantage on ability checks and saving throws made with their highest ability score (if the character has their highest ability score in more than one ability, the DM should choose one). The curse can't be broken while the House of Cards exists. Otherwise, a {@spell Remove Curse} or similar magic ends it." @@ -19536,6 +20009,7 @@ { "type": "entries", "name": "22: Comet", + "page": 152, "id": "2ce", "entries": [ { @@ -19551,6 +20025,7 @@ { "type": "entries", "name": "23: Void", + "page": 152, "id": "2d0", "entries": [ "The only way to reach this chamber is to teleport here from {@book area 1|BMT|17|1: Entrance}.", @@ -19565,6 +20040,7 @@ { "type": "entries", "name": "Gravity", + "page": 152, "id": "2d2", "entries": [ "The void has no gravity, and creatures and objects simply hang in space. A creature can hover and move by thought with a flying speed of 30 feet, or by using its own flying speed if it has one." @@ -19573,6 +20049,7 @@ { "type": "entries", "name": "Misty Boundary", + "page": 152, "id": "2d3", "entries": [ "Mist encircles the void, replacing walls, floor, and ceiling. Anyone who moves through the mist vanishes and reappears on the opposite side of the void; for example, a character moving through the south wall appears adjacent to the north wall." @@ -19581,6 +20058,7 @@ { "type": "entries", "name": "Mask", + "page": 152, "id": "2d4", "entries": [ "The mask's features resemble those of the character who drew the Void card from the deck, and it is a perfect fit for that character. A creature that tries to take the mask must make a DC 15 Charisma saving throw; this save is made with disadvantage if the breath drinker is alive. On a failed save, the mask slips from the creature's grasp but remains in its space, where another creature can try to take it. When the mask is placed on the face of the soulless character, the character's soul is returned and the House of Cards collapses (see \"Conclusion\" below).", @@ -19604,6 +20082,7 @@ { "type": "entries", "name": "Conclusion", + "page": 153, "id": "2d5", "entries": [ "The adventure in the House of Cards concludes when the mask is placed on the face of the soulless character or if the soulless character dies before their soul is returned.", @@ -19624,6 +20103,7 @@ { "type": "section", "name": "Breath Drinker", + "page": 154, "id": "2d7", "entries": [ "{@creature Breath Drinker|BMT|Breath drinkers} are Aberrations that invade the multiverse from the Far Realm. They drift through reality like living voids, remaining unseen while searching for souls to consume. When they strike, breath drinkers consume a victim's personality and identity, ultimately drawing out and devouring the unfortunate being's soul. Breath drinkers avoid necrotic energy because it amplifies the void at the core of their existence, rapidly causing the creatures to devour themselves.", @@ -19635,6 +20115,7 @@ { "type": "section", "name": "Chapter 19: Skull", + "page": 155, "id": "2d8", "entries": [ "This chapter details the Grim Harrow, doomed Undead that seek the {@item Deck of Many Things} in all its forms so they can destroy it and end their own existence. But as the {@item Deck of Many Things} has multiplied through the multiverse, the Grim Harrow's goal has become increasingly difficult. Nevertheless, this menace scours the multiverse for any version of the deck, destroying anyone or anything that gets in the way. Consisting of Undead creatures of varying strength\u2014from shadows and carrion birds to powerful champions of violence and despair\u2014the Grim Harrow is an antagonist for campaigns of all levels, whether a {@item Deck of Many Things} appears in your campaign or not.", @@ -19642,6 +20123,7 @@ { "type": "section", "name": "The Grim Harrow", + "page": 155, "id": "2d9", "entries": [ "When the Skull card is drawn from a {@item Deck of Many Things}, an {@creature avatar of death|DMG} appears, hell-bent on slaying its summoner. In this way, the infamous deck has claimed many mortal souls.", @@ -19661,6 +20143,7 @@ { "type": "entries", "name": "Goals", + "page": 155, "id": "2da", "entries": [ "The Grim Harrow's primary purpose is to destroy all copies of the {@item Deck of Many Things}. Its members believe destroying the decks will end the doom that binds them to an Undead existence, allowing all the victims of the avatar of death to truly die at last. This thesis, however, can be proven only by the final destruction of all the decks\u2014a nigh impossible task since the decks manifest on worlds throughout the infinite multiverse.", @@ -19671,6 +20154,7 @@ { "type": "entries", "name": "Joining the Grim Harrow", + "page": 156, "id": "2db", "entries": [ "Most members of the Grim Harrow are souls slain by the {@creature avatar of death|DMG} (as summoned by a {@item Deck of Many Things}). However, not all such souls are deemed worthy of joining the group.", @@ -19682,6 +20166,7 @@ { "type": "entries", "name": "Harrowing Hunts", + "page": 156, "id": "2dc", "entries": [ { @@ -19707,12 +20192,14 @@ { "type": "section", "name": "Gardens of Decay", + "page": 157, "id": "2dd", "entries": [ "The Gardens of Decay is a dreadful realm overflowing with deathly energy. Once a beautiful faerie realm called the Gardens of Delight, the demiplane was conquered and corrupted by the Grim Harrow. The plane's titular gardens are wide expanses of corrupted land, each representing a different means of death. At the center sits the Glass Arboretum, which holds Death's Aperture\u2014the demiplane's primary entry and exit point.", { "type": "entries", "name": "Gardens of Decay Features", + "page": 157, "id": "2de", "entries": [ "Unless otherwise noted, the areas within the Gardens of Decay have the following features:", @@ -19742,6 +20229,7 @@ { "type": "entries", "name": "Gardens of Decay Locations", + "page": 157, "id": "2df", "entries": [ "The following locations appear on map 19.1.", @@ -20203,12 +20691,14 @@ { "type": "entries", "name": "Glass Arboretum", + "page": 158, "id": "2e0", "entries": [ "A strangely vibrant beacon of colors and iridescent light, the Glass Arboretum sits at the heart of the Gardens of Decay. At first it appears to be a lush conservatory filled with vivid flowers and verdant trees, but closer inspection reveals that the plant life is entirely artificial, constructed entirely of beautiful, fragile glass sculptures.", { "type": "entries", "name": "Death's Aperture", + "page": 158, "id": "2e1", "entries": [ "A 20-foot-tall octagonal tower, known as Death's Aperture, rises above the glittering landscape of the Glass Arboretum. One side of the tower holds the tower's entrance. The other seven sides are dominated by luminescent, stained-glass windows. These windows depict colorful, ever-shifting fractals that periodically coalesce into scenes from worlds throughout the multiverse. Each window is a planar portal to the world currently visible in the window. Usually these images are random, but when someone in the multiverse draws the Skull card from a {@item Deck of Many Things}, one of the windows shows a scene depicting the unfortunate individual and opens a portal to that individual's location.", @@ -20220,6 +20710,7 @@ { "type": "entries", "name": "Mothwing Grove", + "page": 158, "id": "2e2", "entries": [ "Mothwing Grove is an eerily quiet forest of stout trees shrouded in mist. The scent of rain hangs heavy in the grove, but rain never actually falls here, and the air is supernaturally stagnant.", @@ -20239,6 +20730,7 @@ { "type": "entries", "name": "Magtubo", + "page": 158, "id": "2e3", "entries": [ "At the center of Mothwing Grove stands a wide banyan tree swaddled in the pale vines of a strangler fig. This tree is an ancient entity named Magtubo. (Use the {@creature treant} stat block for Magtubo, but its type is Undead instead of Plant.) Magtubo has lived in the Gardens of Decay since before the Grim Harrow came; it remembers the faerie forest that used to be here, which it once tended. If anyone asks, Magtubo tells the story of the Grim Harrow's arrival and slaughter of the Fey that dwelled here, but otherwise the tree remains silent, avoiding the notice of the grim champions.", @@ -20250,6 +20742,7 @@ { "type": "entries", "name": "Scarlet Mire", + "page": 158, "id": "2e4", "entries": [ "Scarlet Mire is a putrid swamp soaked in unspeakable violence. It was here that the blink dogs that dwelled within the Gardens of Delight were slaughtered, and where they rose again as Undead {@creature Harrow Hound|BMT|harrow hounds} (this {@book stat block|BMT|18|Harrow Hound} appears later in this chapter). Rancid red sludge bathes the land, and the cloying, metallic taste of blood suffuses the air.", @@ -20269,6 +20762,7 @@ { "type": "entries", "name": "The Rowena", + "page": 158, "id": "2e5", "entries": [ "The jagged prow of a half-sunken galleon juts from the heart of the marsh. Scrawled lettering on the ship's side reveals its name as the Rowena. Wynemar Brack, the {@creature Grim Champion of Bloodshed|BMT} (this {@book stat block|BMT|18|Grim Champion of Bloodshed} appears later in this chapter) captured this ship on a hunt centuries ago and hoped to sail it through the Astral Sea, escaping the demiplane's pull, but the demiplane's magic brought the entire ship back instead. Wynemar holds court here, attended by her first mate, a {@creature death knight} named Lord Gallien, along with other lieutenants and lesser Undead." @@ -20279,6 +20773,7 @@ { "type": "entries", "name": "Withered Vineyard", + "page": 158, "id": "2e6", "entries": [ "Withered Vineyard is a place of plague and illness. Rows of crops stand blight-gorged and decayed. The few fruits that spawn from the shriveled plants are gray and wrinkled, breaking open to reveal maggots infesting their cores.", @@ -20298,6 +20793,7 @@ { "type": "entries", "name": "House of Rot", + "page": 158, "id": "2e7", "entries": [ "A ramshackle farmhouse known as the House of Rot stands atop a squat hill in the center of Withered Vineyard. Sickly blue paint peels off the farmhouse's moldering wood walls, and the holes in its slate roof are knitted over with cobwebs. Inside, the bones of Humanoids litter the floor, picked clean by worms.", @@ -20313,6 +20809,7 @@ { "type": "section", "name": "Adventure Hooks", + "page": 159, "id": "2e8", "entries": [ "The Grim Harrow includes both weak and powerful Undead, and it serves as an antagonist organization for adventurers of every level. The threat it poses turns any {@item Deck of Many Things} into a ticking time bomb. The following are examples of ways the hunt might come for characters:", @@ -20364,6 +20861,7 @@ { "type": "section", "name": "The Grim Champions", + "page": 160, "id": "2e9", "entries": [ "The Grim Harrow is led by three powerful entities with the title of grim champion. Each champion embodies a terrible facet of death. Jyn Corvis, Grim Champion of Desolation, is the oldest and most powerful of the three and embodies all-consuming nothingness. She led the Grim Harrow to the Gardens of Delight long ago and is the nominal leader of all the Undead in the demiplane. The other two champions\u2014Wynemar Brack, {@creature Grim Champion of Bloodshed|BMT}, and Aleron, Grim Champion of Pestilence\u2014rival Jyn for power and together can oppose her. The fact that the three champions rarely agree on anything is a major check on the group's power. Instead of the Grim Harrow acting as a unified force, each of the three champions usually pursues their own interests, seldom cooperating or sharing intelligence or resources.", @@ -20377,6 +20875,7 @@ { "type": "entries", "name": "Grim Champion of Bloodshed", + "page": 160, "id": "2ea", "entries": [ "Wynemar Brack was once a farmer, but mercenaries in a local war razed her fields and sacked her village. In desperation, she yielded to the clever patter of a traveling fortune teller and drew from a {@item Deck of Many Things}. The avatar of death slew her in a flash. That was many centuries ago, and Wynemar is now a powerful and bloodthirsty Undead commander of the Grim Harrow.", @@ -20393,6 +20892,7 @@ { "type": "entries", "name": "Grim Champion of Desolation", + "page": 160, "id": "2eb", "entries": [ "Jyn Corvis, a former adventurer, might have been the first person to draw the Skull card from a {@item Deck of Many Things} and be slain by the {@creature avatar of death|DMG}. Even Jyn doesn't know for sure, as that was so long ago that she's forgotten almost everything about her former life. Jyn's existence over so many centuries has left her in tortured misery, and now nihilism is all that drives her. More than any other member of the Grim Harrow, Jyn is desperate to destroy the deck and end her painful existence. If she could, she'd take the entire multiverse with her.", @@ -20409,6 +20909,7 @@ { "type": "entries", "name": "Grim Champion of Pestilence", + "page": 160, "id": "2ec", "entries": [ "Aleron was once a tiefling adventurer, but unlike so many victims of the {@item Deck of Many Things}, he never drew the Skull card. Instead, when one of his allies drew the card and faced the {@creature avatar of death|DMG}, Aleron came to his ally's aid. A second avatar of death appeared, and Aleron was slain; soon after, his Undead corpse crawled from Withered Vineyard, tainted with plague. Aleron resents his fellow Undead in the Grim Harrow, considering himself better than all of them and unjustly condemned to the Gardens of Decay for an act of altruism.", @@ -20425,6 +20926,7 @@ { "type": "entries", "name": "Harrow Hound", + "page": 160, "id": "2ed", "entries": [ "When the Grim Harrow first found the faerie realm known as the Gardens of Delight, that place was home to a large population of {@creature Blink Dog||blink dogs}. The Undead invaders slaughtered the blink dogs and settled in the gardens, transforming the demiplane forever. In time, the necrotic magic of the Grim Harrow animated the corpses of the blink dogs as the first {@creature Harrow Hound|BMT|harrow hounds}.", @@ -20438,6 +20940,7 @@ { "type": "section", "name": "Chapter 20: Flames", + "page": 165, "id": "2ee", "entries": [ "The following pages detail three unique Fiends designed to be recurring adversaries for your campaign. Each entry includes a description and details about the Fiend's background, suggestions for ways to use this adversary in your campaign, and its stat block. In addition, each Fiend is accompanied by new rules elements that you can use on their own or in tandem with the Fiend.", @@ -20455,6 +20958,7 @@ { "type": "section", "name": "Aurnozci, the Caged Worm", + "page": 165, "id": "2ef", "entries": [ "The demon lord {@creature Aurnozci|BMT} is a wormlike horror of fiery flesh and toxic seepage. In its present form, {@creature Aurnozci|BMT} can't leave Xulregg, the Abyssal layer that's both its fiefdom and its prison. It lairs within a grotesque hive dangling from a mountain-size tree of tar and flame called Gorewood.", @@ -20463,6 +20967,7 @@ { "type": "entries", "name": "Using Aurnozci in a Game", + "page": 165, "id": "2f0", "entries": [ "{@creature Aurnozci|BMT}'s cult targets mortals to use as sacrifices for the demon lord. The cult's hordes of minions travel throughout the Material Plane to bedevil and capture less powerful creatures and enemies of the cult. Lower-level characters could earn the cult's ire by stepping on the wrong toes during their early adventures, such as by attacking a sect of the cult.", @@ -20484,6 +20989,7 @@ { "type": "entries", "name": "Cultists of Aurnozci", + "page": 166, "id": "2f1", "entries": [ "{@creature Aurnozci|BMT} grants its cultists the following trait:", @@ -20494,6 +21000,7 @@ { "type": "entries", "name": "Burning Corpse", + "page": 166, "id": "2f3", "entries": [ "When the creature dies, its body is reduced to a pile of smoldering embers in the space where it fell. The ashes take 1 minute to cool. Until then, a creature takes 3 ({@dice 1d6}) fire damage when it enters the ashes' space for the first time on a turn or starts its turn there." @@ -20506,6 +21013,7 @@ { "type": "entries", "name": "Roleplaying Aurnozci", + "page": 166, "id": "2f4", "entries": [ "{@creature Aurnozci|BMT} is a being of mindless destruction, and the Caged Worm has few dealings with mortals that don't end in consumption. Periodically, the Eye of {@creature Aurnozci|BMT} communes with their horrifying master or leads a ceremony of propitiation in the Firehive. In combat, {@creature Aurnozci|BMT} screeches horribly and attacks any intruders in sight with reckless abandon." @@ -20516,6 +21024,7 @@ { "type": "entries", "name": "Xulregg", + "page": 166, "id": "2f8", "entries": [ "The Abyssal layer of Xulregg is a sweltering forest of massive trees, rotting undergrowth, and boiling marshes.", @@ -20942,12 +21451,14 @@ { "type": "entries", "name": "Locations in Xulregg", + "page": 166, "id": "2f9", "entries": [ "The following locations are keyed to map 20.1.", { "type": "entries", "name": "Gorewood", + "page": 166, "id": "2fa", "entries": [ "The center of Xulregg is Gorewood, a massive gum tree in an eternal state of smoldering decay. Gorewood's trunk is as large as any mountain on the Material Plane, and its winding branches are as broad and meandering as river deltas. Thousands of chambers, tunnels, and halls\u2014all claimed by the cult of {@creature Aurnozci|BMT}\u2014riddle the tree's rotten interior.", @@ -20957,6 +21468,7 @@ { "type": "entries", "name": "Firehive", + "page": 166, "id": "2fb", "entries": [ "{@creature Aurnozci|BMT}'s nest hangs from one of Gorewood's strongest, knobbiest branches, secured by a hundred-foot-thick cord of {@creature Aurnozci|BMT}'s iron-hard silk. The nest itself, called the Firehive, resembles a gargantuan wasp nest with an open top. {@creature Aurnozci|BMT}'s power causes the Firehive to throb like a beating heart, and the nest's surface is hot to the touch.", @@ -20966,6 +21478,7 @@ { "type": "entries", "name": "Scabbery", + "page": 166, "id": "2fc", "entries": [ "When {@creature Aurnozci|BMT}'s minions are destroyed on the Material Plane, their souls slip through cracks in the multiverse and drip to Xulregg to feed Gorewood's thirsty roots. After a time, Gorewood rebirths the recycled demons, excreting each into its own chrysalis-like pod made from the tree's fleshy inner wood. The massive hollow chamber in Gorewood from which these chrysalises develop, bulge, and pop is called the Scabbery. Not simply a disgusting moniker, the Scabbery's name is also a reference to the way that demons reborn here emerge harder, stronger, and crueler than before." @@ -20974,6 +21487,7 @@ { "type": "entries", "name": "Warrens of Rot", + "page": 166, "id": "2fd", "entries": [ "The endless miles of sodden tunnels and caves beneath Gorewood are called the Warrens of Rot. Each passage was once a tentacular root that at some point caught fire, burned away, and became a hollow charcoal tube. Intruders caught in {@creature Aurnozci|BMT}'s realm are held in the Warrens of Rot as future sacrifices to the Caged Worm. Strange, fiendish beasts lurk in the Warrens' unexplored corners, so even powerful demons don't linger in these tunnels." @@ -20982,6 +21496,7 @@ { "type": "entries", "name": "Whitemarsh", + "page": 166, "id": "2fe", "entries": [ "Vile offal drips from the bottom of the Firehive and collects on the ground below. This boggy wetland has become a fertile breeding ground called Whitemarsh: a primordial soup that gives rise to all manner of monsters. The weakest specimens are gobbled up by hungry demons fresh from the Scabbery. Sometimes, powerful behemoths with freakish powers emerge from Whitemarsh. Most such beings flee Xulregg or are captured and sacrificed to {@creature Aurnozci|BMT}, though a few have been allowed to live and serve the Caged Worm as honored guardians." @@ -20996,6 +21511,7 @@ { "type": "section", "name": "Hulgaz the Tempter", + "page": 169, "id": "2ff", "entries": [ { @@ -21013,6 +21529,7 @@ { "type": "entries", "name": "Using Hulgaz in a Game", + "page": 170, "id": "300", "entries": [ "{@creature Hulgaz|BMT} is a compelling antagonist for groups that enjoy roleplaying and social encounters, especially if they might enjoy the prospect of making a deal with a devil.", @@ -21022,6 +21539,7 @@ { "type": "entries", "name": "Roleplaying Hulgaz", + "page": 170, "id": "301", "entries": [ "{@creature Hulgaz|BMT} is witty, garrulous, and patient all at once. She speaks calmly in a low voice, and her movements are graceful and purposeful. Each shrug of her shoulders or waggle of her finger is a well-rehearsed ploy, a gesture she has weaponized to put her targets off guard.", @@ -21035,6 +21553,7 @@ { "type": "entries", "name": "Infernal Blessings", + "page": 170, "id": "302", "entries": [ "Here are several blessings {@creature Hulgaz|BMT} can bestow on willing Humanoids. Other Fiends, particularly archdevils, might bestow such blessings as well, and you can create additional blessings {@creature Hulgaz|BMT} might bestow. Unlike most blessings, infernal blessings impose both desirable and detrimental effects on the user. Casting the {@spell Remove Curse} spell on the subject of an infernal blessing ends the blessing's effects, including its consequences.", @@ -21064,6 +21583,7 @@ { "type": "entries", "name": "Encounters with Hulgaz", + "page": 171, "id": "309", "entries": [ "{@creature Hulgaz|BMT} makes a good adversary for players who especially enjoy roleplaying. If your players prefer to talk to enemies they encounter rather than fight them, consider using {@creature Hulgaz|BMT} in your campaign.", @@ -21071,6 +21591,7 @@ { "type": "entries", "name": "Deceptive Knight", + "page": 171, "id": "30a", "entries": [ "While traveling through a remote area, the party comes across a knight beset by three bandits. The knight appears wounded. In fact, the knight and the bandits are four {@creature Succubus||succubi} in magical disguise, testing the party's integrity on behalf of {@creature Hulgaz|BMT}. The knight cries out for help, apparently assailed by the bandits.", @@ -21102,6 +21623,7 @@ { "type": "entries", "name": "Time of Need", + "page": 171, "id": "30b", "entries": [ "During an especially harrowing fight, {@creature Hulgaz|BMT} appears to the party. She teleports to the most hard-pressed character and casually offers to help in the battle. All she asks in return is for the character to accept an infernal blessing from her. If the character rejects her offer, {@creature Hulgaz|BMT} \"tsks\" in disappointment, then summons two {@creature Succubus||succubi} to attack the party before teleporting away." @@ -21110,6 +21632,7 @@ { "type": "entries", "name": "Crossroads Confrontation", + "page": 171, "id": "30c", "entries": [ "{@creature Hulgaz|BMT} makes her final appearance to the party long after their previous meeting. This encounter takes place at a suitably dramatic location, such as a deserted rural crossroads, when the characters believe themselves to be free of {@creature Hulgaz|BMT}.", @@ -21124,6 +21647,7 @@ { "type": "section", "name": "Malaxxix the Shackler", + "page": 171, "id": "30d", "entries": [ "Legends describe the dread being {@creature Malaxxix|BMT} as the child of one of the night hags who created the first yugoloths. {@creature Malaxxix|BMT} is often lumped in with such Fiends, perhaps because it too has a grand intellect and self-centered agenda.", @@ -21132,6 +21656,7 @@ { "type": "entries", "name": "Using Malaxxix in a Game", + "page": 173, "id": "30e", "entries": [ "{@creature Malaxxix|BMT} is a powerful and violent brute, an ideal enemy for a deadly high-level combat encounter anywhere in the multiverse. The best way to presage such a confrontation is to present the party with one or more of {@creature Malaxxix|BMT}'s custom-made cursed items, exposing characters to the curse of {@creature Malaxxix|BMT}. {@book Sample cursed items|BMT|19|Cursed Magic Items} and rules for the {@book curse of Malaxxix|BMT|19|Curse of Malaxxix} are included below.", @@ -21143,6 +21668,7 @@ { "type": "entries", "name": "Curse of Malaxxix", + "page": 173, "id": "315", "entries": [ "A creature that attunes to one of {@creature Malaxxix|BMT}'s cursed items becomes afflicted with the curse of {@creature Malaxxix|BMT}. The curse enables {@creature Malaxxix|BMT} to interact with the cursed creature in special ways:", @@ -21153,6 +21679,7 @@ { "type": "entries", "name": "Scrying", + "page": 173, "id": "317", "entries": [ "{@creature Malaxxix|BMT} can cast the {@spell Scrying} spell on the cursed creature without material components or a spell slot. {@creature Malaxxix|BMT} doesn't need to be on the same plane of existence as the creature to use this ability, and the creature automatically fails the saving throw against the spell." @@ -21161,6 +21688,7 @@ { "type": "entries", "name": "Teleport", + "page": 173, "id": "318", "entries": [ "As an action, {@creature Malaxxix|BMT} can teleport, along with any equipment it is wearing or carrying, to an unoccupied space within 60 feet of the cursed creature, regardless of the creature's location in the multiverse.", @@ -21174,6 +21702,7 @@ { "type": "entries", "name": "Cursed Magic Items", + "page": 173, "id": "319", "entries": [ "Here are two items {@creature Malaxxix|BMT} crafted and placed on the Material Plane for unsuspecting mortals. In addition to their other properties, one or both of these items might bear the curse of {@creature Malaxxix|BMT} (see above).", @@ -21194,6 +21723,7 @@ { "type": "section", "name": "Chapter 21: Talons", + "page": 175, "id": "31e", "entries": [ "This chapter presents monsters inspired by the {@item Deck of Many Things}, arranged in alphabetical order. For guidance on how to use a creature's stat block, consult the {@book introduction|MM|0} of the {@book Monster Manual|MM}. Some creatures have weapons with unusual damage types or spellcasting that functions in an atypical way. Such an exception is a special feature of a stat block and represents how the creature uses its weapon or casts its spells; the exception has no effect on how a weapon or spell functions for a different creature.", @@ -21211,6 +21741,7 @@ { "type": "section", "name": "Monsters in This Book", + "page": 175, "id": "31f", "entries": [ "The Stat Blocks by Challenge Rating table sorts the creatures in this book by challenge rating.", @@ -21449,6 +21980,7 @@ { "type": "section", "name": "Chapter 22: Euryale", + "page": 185, "id": "32c", "entries": [ "Though many cards in the {@item Deck of Many Things} depict individuals, only one card bears a proper name: {@creature Euryale|BMT}, a baneful card with a medusa-like visage. Many sages have pondered who this individual is and why she appears in the deck, speculating that perhaps {@creature Euryale|BMT} is a fearsome demigod or the wielder of a destructive curse. But the truth is simple: the {@item Deck of Many Things} was created through the actions of the person who held {@creature Euryale|BMT} most dear.", @@ -21486,12 +22018,14 @@ { "type": "section", "name": "The Princess and the Gardener", + "page": 186, "id": "32d", "entries": [ "Adventurers are most likely to seek out {@creature Asteria|BMT} and {@creature Euryale|BMT} for information on the {@item Deck of Many Things}. This section provides information about these two legendary figures, as well as adventure hooks and stat blocks for each hero.", { "type": "entries", "name": "Asteria", + "page": 187, "id": "32e", "entries": [ { @@ -21510,6 +22044,7 @@ { "type": "entries", "name": "Adventure Hooks", + "page": 187, "id": "32f", "entries": [ "{@creature Asteria|BMT} knows more about {@i Decks of Many Things} than anyone else alive. She has encountered many factions that concern themselves with the decks, defeating hierophants of the Heralds of the Comet (see {@book chapter 12|BMT|11}), dueling undead champions from the Grim Harrow, and infiltrating the Solar Bastion (see {@book chapter 10|BMT|9}) before Hilarion discovered her. {@creature Asteria|BMT} is driven to protect innocent people who accidentally stumble across decks from their many dangers\u2014especially from the curse imposed by the {@creature Euryale|BMT} card, which {@creature Asteria|BMT} resents as a defamation of her devoted friend. For this and many other reasons, {@creature Asteria|BMT} tracks down the decks\u2014and information on them\u2014wherever they can be found.", @@ -21537,6 +22072,7 @@ { "type": "entries", "name": "Euryale", + "page": 188, "id": "330", "entries": [ { @@ -21554,6 +22090,7 @@ { "type": "entries", "name": "Adventure Hooks", + "page": 188, "id": "331", "entries": [ "{@creature Euryale|BMT} is a worthy ally or patron for an adventuring party and is a powerful druid with a wealth of knowledge and connections across the multiverse. Legends state that her garden in Cair Ophidian contains magical plants that can undo potent curses, including those inflicted by a {@item Deck of Many Things}. The following adventure hooks can introduce {@creature Euryale|BMT} into your campaign:", @@ -21587,6 +22124,7 @@ { "type": "section", "name": "Cair Ophidian", + "page": 190, "id": "332", "entries": [ "Tucked away in a secluded region in the Outlands lies {@creature Euryale|BMT}'s home, Cair Ophidian. The site once held a palatial retreat built around a waterfall by a family of noble marids, but it was abandoned by its creators. During {@creature Asteria|BMT} and {@creature Euryale|BMT}'s adventures together, they stumbled upon the retreat's ruins and began using them as a safe house. Over the years, the pair rebuilt parts of the retreat, transforming it from a temporary hideaway into a home, which they named Cair Ophidian.", @@ -21594,6 +22132,7 @@ { "type": "entries", "name": "Cair Ophidian Locations", + "page": 190, "id": "333", "entries": [ "Map 22.1 depicts the buildings and gardens of Cair Ophidian.", @@ -22376,6 +22915,7 @@ { "type": "entries", "name": "Flower Garden", + "page": 190, "id": "334", "entries": [ "{@creature Euryale|BMT}'s pride and joy, the flower garden boasts blooms from across the multiverse. A creature who plucks a flower from the garden rolls on the Cair Ophidian Flowers table to determine the type of flower chosen. A creature that spends 10 minutes studying the flowers can make a DC 20 Intelligence ({@skill Nature}) check; on a successful check, the creature can choose which flower it plucks from the table instead of rolling randomly. A serene {@creature guardian naga} named Jyada lives in the garden and serves as its protector. Should a creature try to sneak into the garden or pluck a flower without {@creature Euryale|BMT}'s permission, Jyada attacks.", @@ -22429,6 +22969,7 @@ { "type": "entries", "name": "Food Gardens", + "page": 190, "id": "335", "entries": [ "Cair Ophidian's food gardens include a small vineyard, a bountiful vegetable garden plot, and a lush orchard. The gardens' produce is nonmagical and tastes excellent, and {@creature Euryale|BMT} uses it for cooking. Four {@creature Couatl||couatls} watch over the food gardens; they often adopt the shape of friendly {@creature Mastiff||mastiffs}." @@ -22437,6 +22978,7 @@ { "type": "entries", "name": "Guesthouse", + "page": 190, "id": "336", "entries": [ "A single-story guesthouse sits on the cliff above the hot spring and gardens. This building is empty unless {@creature Asteria|BMT} and {@creature Euryale|BMT} are hosting friends or wayward travelers there. The guesthouse has a single large bed, but room for up to five people in a pinch." @@ -22445,6 +22987,7 @@ { "type": "entries", "name": "Rainbow Hot Spring", + "page": 190, "id": "337", "entries": [ "Stairs lead from what was once a plaza, now crumbling and overgrown, directly into this hot spring's steaming, prismatic waters. A creature that spends at least 1 hour bathing in the hot spring immediately gains the benefits of finishing a long rest. A creature can benefit from the hot spring's magic once every 24 hours." @@ -22453,6 +22996,7 @@ { "type": "entries", "name": "Villa", + "page": 190, "id": "338", "entries": [ "Overlooking the shimmering waterfall, Cair Ophidian's villa is {@creature Asteria|BMT} and {@creature Euryale|BMT}'s home. The first story is an open space for lounging, dining, and meeting with guests. The second story contains both women's private living quarters as well as a small observatory and library. {@creature Asteria|BMT} keeps a fantastic collection of magical cards in this library, including multiple versions of the {@item Deck of Many Things} gathered from around the multiverse. Some of these decks are incomplete or contain unusual cards; a few take alternative forms, such as a die with twenty-two sides or a collection of twenty-two runestones." @@ -22463,6 +23007,7 @@ { "type": "entries", "name": "Adventure Hooks", + "page": 191, "id": "339", "entries": [ "Below are several adventure hooks you can use to draw characters to Cair Ophidian:", @@ -22494,6 +23039,7 @@ { "type": "section", "name": "Conclusion", + "page": 192, "id": "33a", "entries": [ { @@ -22527,6 +23073,7 @@ { "type": "section", "name": "Credits", + "page": 2, "entries": [ { "type": "entries", @@ -22671,6 +23218,7 @@ { "type": "entries", "name": "D&D Studio", + "page": 2, "entries": [ { "type": "list", @@ -22768,6 +23316,7 @@ { "type": "entries", "name": "D&D Beyond", + "page": 2, "entries": [ { "type": "list", diff --git a/data/book/book-dmg.json b/data/book/book-dmg.json index 5437f60..e78c3a0 100644 --- a/data/book/book-dmg.json +++ b/data/book/book-dmg.json @@ -7025,7 +7025,7 @@ { "type": "list", "items": [ - "The whole party is {@quickref Surprise|PHB|3|0|surprised}, and the enemy isn't.", + "The whole party is {@status surprised}, and the enemy isn't.", "The enemy has cover, and the party doesn't.", "The characters are unable to see the enemy.", "The characters are taking damage every round from some environmental effect or magical source, and the enemy isn't.", @@ -21892,7 +21892,7 @@ { "type": "list", "items": [ - "The creature is {@quickref Surprise|PHB|3|0|surprised}.", + "The creature is {@status surprised}.", "The creature is reduced to half its hit points or fewer for the first time in the battle.", "The creature has no way to harm the opposing side on its turn." ] @@ -21901,7 +21901,7 @@ { "type": "list", "items": [ - "All the creatures in the group are {@quickref Surprise|PHB|3|0|surprised}.", + "All the creatures in the group are {@status surprised}.", "The group's leader is reduced to 0 hit points, {@condition incapacitated}, taken prisoner, or removed from battle.", "The group is reduced to half its original size with no losses on the opposing side." ] diff --git a/data/book/book-ggr.json b/data/book/book-ggr.json index f2584a6..1d89101 100644 --- a/data/book/book-ggr.json +++ b/data/book/book-ggr.json @@ -4988,7 +4988,7 @@ "grid": { "type": "none" }, - "title": "Precinct 1", + "title": "Precinct One", "id": "222" }, { diff --git a/data/book/book-hwcs.json b/data/book/book-hwcs.json index a8a01ad..343b8fe 100644 --- a/data/book/book-hwcs.json +++ b/data/book/book-hwcs.json @@ -1166,7 +1166,10 @@ "title": "Humblewood", "id": "10e", "width": 4000, - "height": 2361 + "height": 2361, + "grid": { + "type": "none" + } }, { "type": "image", @@ -1175,12 +1178,15 @@ "path": "book/HWCS/Humblewood-Player-Version.webp" }, "imageType": "mapPlayer", - "title": "(Player Version)", + "title": "Player Version", "mapParent": { "id": "10e" }, "width": 4000, - "height": 2361 + "height": 2361, + "grid": { + "type": "none" + } } ] }, diff --git a/data/book/book-mabjov.json b/data/book/book-mabjov.json index ba53514..29e4433 100644 --- a/data/book/book-mabjov.json +++ b/data/book/book-mabjov.json @@ -515,8 +515,8 @@ "type": "internal", "path": "book/MaBJoV/033.webp" }, - "width": 1844, - "height": 2387, + "width": 1774, + "height": 2295, "grid": { "type": "none" }, @@ -535,8 +535,8 @@ "type": "none" }, "title": "Player Version", - "width": 2400, - "height": 3256, + "width": 1661, + "height": 2150, "mapParent": { "id": "017", "autoScale": true @@ -1246,8 +1246,8 @@ "type": "internal", "path": "book/MaBJoV/035.webp" }, - "width": 1844, - "height": 2387, + "width": 1773, + "height": 2296, "grid": { "type": "none" }, @@ -1266,8 +1266,8 @@ "type": "none" }, "title": "Player Version", - "width": 2400, - "height": 3256, + "width": 1663, + "height": 2153, "mapParent": { "id": "040", "autoScale": true @@ -1987,8 +1987,8 @@ "type": "internal", "path": "book/MaBJoV/034.webp" }, - "width": 1844, - "height": 2387, + "width": 1773, + "height": 2294, "grid": { "type": "none" }, @@ -2007,8 +2007,8 @@ "type": "none" }, "title": "Player Version", - "width": 2400, - "height": 3256, + "width": 1663, + "height": 2152, "mapParent": { "id": "067", "autoScale": true @@ -2846,8 +2846,8 @@ "type": "internal", "path": "book/MaBJoV/036.webp" }, - "width": 1844, - "height": 2387, + "width": 1773, + "height": 2294, "grid": { "type": "none" }, @@ -2866,8 +2866,8 @@ "type": "none" }, "title": "Player Version", - "width": 2400, - "height": 3256, + "width": 1661, + "height": 2151, "mapParent": { "id": "082", "autoScale": true diff --git a/data/book/book-mm.json b/data/book/book-mm.json index 409f335..9155403 100644 --- a/data/book/book-mm.json +++ b/data/book/book-mm.json @@ -963,7 +963,7 @@ "name": "Legendary Actions", "page": 11, "entries": [ - "A legendary creature can take a certain number of special actions-called legendary actions-outside its turn. Only one legendary action option can be used at a time and only at the end of another creature's turn. A legendary creature regains spent legendary actions at the start of its turn. It can forgo using them, and it can't use them while {@condition incapacitated} or otherwise unable to take actions. If {@quickref Surprise|PHB|3|0|surprised}, it can't use them until after its first turn in the combat." + "A legendary creature can take a certain number of special actions-called legendary actions-outside its turn. Only one legendary action option can be used at a time and only at the end of another creature's turn. A legendary creature regains spent legendary actions at the start of its turn. It can forgo using them, and it can't use them while {@condition incapacitated} or otherwise unable to take actions. If {@status surprised}, it can't use them until after its first turn in the combat." ], "id": "03a" }, @@ -978,7 +978,7 @@ "name": "Lair Actions", "page": 11, "entries": [ - "If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can't do so while {@condition incapacitated} or otherwise unable to take actions. If {@quickref Surprise|PHB|3|0|surprised}, it can't use one until after its first turn in the combat." + "If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can't do so while {@condition incapacitated} or otherwise unable to take actions. If {@status surprised}, it can't use one until after its first turn in the combat." ], "id": "03c" }, diff --git a/data/book/book-phb.json b/data/book/book-phb.json index 845cb19..b3aba92 100644 --- a/data/book/book-phb.json +++ b/data/book/book-phb.json @@ -7521,7 +7521,7 @@ "name": "Surprising Foes", "page": 183, "entries": [ - "If the adventurers encounter a hostile creature or group, the DM determines whether the adventurers or their foes might be {@quickref Surprise|PHB|3|0|surprised} when combat erupts. See chapter 9 for more about surprise." + "If the adventurers encounter a hostile creature or group, the DM determines whether the adventurers or their foes might be {@status surprised} when combat erupts. See chapter 9 for more about surprise." ], "id": "157" } @@ -7969,7 +7969,7 @@ { "type": "item", "name": "1. Determine surprise", - "entry": "The DM determines whether anyone involved in the combat encounter is {@quickref Surprise|PHB|3|0|surprised}." + "entry": "The DM determines whether anyone involved in the combat encounter is {@status surprised}." } ] }, @@ -8035,8 +8035,8 @@ "page": 189, "entries": [ "A band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. A gelatinous cube glides down a dungeon passage, unnoticed by the adventurers until the cube engulfs one of them. In these situations, one side of the battle gains surprise over the other.", - "The DM determines who might be {@quickref Surprise|PHB|3|0|surprised}. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the DM compares the Dexterity ({@skill Stealth}) checks of anyone hiding with the passive Wisdom ({@skill Perception}) score of each creature on the opposing side. Any character or monster that doesn't notice a threat is {@quickref Surprise|PHB|3|0|surprised} at the start of the encounter.", - "If you're {@quickref Surprise|PHB|3|0|surprised}, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends. A member of a group can be {@quickref Surprise|PHB|3|0|surprised} even if the other members aren't." + "The DM determines who might be {@status surprised}. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the DM compares the Dexterity ({@skill Stealth}) checks of anyone hiding with the passive Wisdom ({@skill Perception}) score of each creature on the opposing side. Any character or monster that doesn't notice a threat is {@status surprised} at the start of the encounter.", + "If you're {@status surprised}, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends. A member of a group can be {@status surprised} even if the other members aren't." ], "data": { "quickrefIndex": true diff --git a/data/book/book-rmr.json b/data/book/book-rmr.json index eca0035..c4f0b85 100644 --- a/data/book/book-rmr.json +++ b/data/book/book-rmr.json @@ -1442,7 +1442,7 @@ "page": 17, "id": "05c", "entries": [ - "{@b 1. Determine surprise}. The DM determines whether anyone involved in the combat encounter is {@quickref Surprise|PHB|3|0|surprised}.", + "{@b 1. Determine surprise}. The DM determines whether anyone involved in the combat encounter is {@status surprised}.", "{@b 2. Establish positions}. The DM decides where all the characters and monsters are located. Given the adventurers' marching order or their stated positions in the room or other location, the DM figures out where the adversaries are\u2014how far away and in what direction.", "{@b 3. Roll initiative}. Everyone involved rolls initiative, determining the order of combatants' turns.", "{@b 4. Take turns}. Each participant in the battle takes a turn in initiative order.", @@ -1465,8 +1465,8 @@ "height": 505, "credit": "Troy Little" }, - "The DM determines who might be {@quickref Surprise|PHB|3|0|surprised}. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the DM compares the Dexterity ({@skill Stealth}) checks of anyone hiding with the passive Wisdom ({@skill Perception}) score of each creature on the opposing side. Any character or monster that doesn't notice a threat is {@quickref Surprise|PHB|3|0|surprised} at the start of the encounter.", - "If you're {@quickref Surprise|PHB|3|0|surprised}, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends. A member of a group can be {@quickref Surprise|PHB|3|0|surprised} even if the other members aren't.", + "The DM determines who might be {@status surprised}. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the DM compares the Dexterity ({@skill Stealth}) checks of anyone hiding with the passive Wisdom ({@skill Perception}) score of each creature on the opposing side. Any character or monster that doesn't notice a threat is {@status surprised} at the start of the encounter.", + "If you're {@status surprised}, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends. A member of a group can be {@status surprised} even if the other members aren't.", { "type": "inset", "id": "05e", diff --git a/data/book/book-sac.json b/data/book/book-sac.json index 18f71b5..ad35c4d 100644 --- a/data/book/book-sac.json +++ b/data/book/book-sac.json @@ -690,10 +690,10 @@ }, { "type": "entries", - "name": "Can a rogue use Evasion if they are {@quickref Surprise|PHB|3|0|surprised}?", + "name": "Can a rogue use Evasion if they are {@status surprised}?", "id": "04b", "entries": [ - "The rule states that if you are {@quickref Surprise|PHB|3|0|surprised}, you can't move or take an action. A {@quickref Surprise|PHB|3|0|surprised} rogue can use Evasion, since that feature doesn't require the rogue to take an action or move." + "The rule states that if you are {@status surprised}, you can't move or take an action. A {@status surprised} rogue can use Evasion, since that feature doesn't require the rogue to take an action or move." ] }, { @@ -714,10 +714,10 @@ }, { "type": "entries", - "name": "For triggering the rogue's Assassinate ability, when does a creature stop being {@quickref Surprise|PHB|3|0|surprised}? After their turn in the round, or at the end of the round?", + "name": "For triggering the rogue's Assassinate ability, when does a creature stop being {@status surprised}? After their turn in the round, or at the end of the round?", "id": "04e", "entries": [ - "A {@quickref Surprise|PHB|3|0|surprised} creature stops being {@quickref Surprise|PHB|3|0|surprised} at the end of its first turn in combat." + "A {@status surprised} creature stops being {@status surprised} at the end of its first turn in combat." ] }, { @@ -1476,10 +1476,10 @@ "id": "0a8", "entries": [ "No, here's how surprise works.", - "The first step of any combat is this: the DM determines whether anyone in the combat is {@quickref Surprise|PHB|3|0|surprised} (reread \"{@book Combat Step by Step|PHB|9|Combat Step by Step}\" in the {@book Player's Handbook|PHB}). This determination happens only once during a fight and only at the beginning. In other words, once a fight starts, you can't be {@quickref Surprise|PHB|3|0|surprised} again, although a hidden foe can still gain the normal benefits from being unseen (see \"{@book Unseen Attackers and Targets|PHB|9|Unseen Attackers and Targets}\" in the {@book Player's Handbook|PHB}).", - "To be {@quickref Surprise|PHB|3|0|surprised}, you must be caught off guard, usually because you failed to notice foes being stealthy or you were startled by an enemy with a special ability, such as the {@creature Gelatinous Cube||gelatinous cube's} Transparent trait, that makes it exceptionally surprising. You can be {@quickref Surprise|PHB|3|0|surprised} even if your companions aren't, and you aren't {@quickref Surprise|PHB|3|0|surprised} if even one of your foes fails to catch you unawares.", - "If anyone is {@quickref Surprise|PHB|3|0|surprised}, no actions are taken yet. First, initiative is rolled as normal. Then, the first round of combat starts, and the {@quickref Surprise|PHB|3|0|unsurprised} combatants act in initiative order. A {@quickref Surprise|PHB|3|0|surprised} creature can't move or take an action or a {@book reaction|PHB|9|Reactions} until its first turn ends (remember that being unable to take an action also means you can't take a bonus action). In effect, a {@quickref Surprise|PHB|3|0|surprised} creature skips its first turn in a fight. Once that turn ends, the creature is no longer {@quickref Surprise|PHB|3|0|surprised}.", - "In short, activity in a combat is always ordered by initiative, whether or not someone is {@quickref Surprise|PHB|3|0|surprised}, and after the first round of combat has passed, surprise is no longer a factor. You can still try to hide from your foes and gain the benefits conferred by being hidden, but you don't deprive your foes of their turns when you do so." + "The first step of any combat is this: the DM determines whether anyone in the combat is {@status surprised} (reread \"{@book Combat Step by Step|PHB|9|Combat Step by Step}\" in the {@book Player's Handbook|PHB}). This determination happens only once during a fight and only at the beginning. In other words, once a fight starts, you can't be {@status surprised} again, although a hidden foe can still gain the normal benefits from being unseen (see \"{@book Unseen Attackers and Targets|PHB|9|Unseen Attackers and Targets}\" in the {@book Player's Handbook|PHB}).", + "To be {@status surprised}, you must be caught off guard, usually because you failed to notice foes being stealthy or you were startled by an enemy with a special ability, such as the {@creature Gelatinous Cube||gelatinous cube's} Transparent trait, that makes it exceptionally surprising. You can be {@status surprised} even if your companions aren't, and you aren't {@status surprised} if even one of your foes fails to catch you unawares.", + "If anyone is {@status surprised}, no actions are taken yet. First, initiative is rolled as normal. Then, the first round of combat starts, and the {@quickref Surprise|PHB|3|0|unsurprised} combatants act in initiative order. A {@status surprised} creature can't move or take an action or a {@book reaction|PHB|9|Reactions} until its first turn ends (remember that being unable to take an action also means you can't take a bonus action). In effect, a {@status surprised} creature skips its first turn in a fight. Once that turn ends, the creature is no longer {@status surprised}.", + "In short, activity in a combat is always ordered by initiative, whether or not someone is {@status surprised}, and after the first round of combat has passed, surprise is no longer a factor. You can still try to hide from your foes and gain the benefits conferred by being hidden, but you don't deprive your foes of their turns when you do so." ] }, { @@ -1495,7 +1495,7 @@ "name": "If a wizard casts a spell like fireball during a surprise round, do the enemies get disadvantage on their saving throw?", "id": "0aa", "entries": [ - "Being {@quickref Surprise|PHB|3|0|surprised} has no effect on saves. If you're {@quickref Surprise|PHB|3|0|surprised}, you can't move or take an action on your first turn of the combat and you can't take a {@book reaction|PHB|9|Reactions} until that turn ends." + "Being {@status surprised} has no effect on saves. If you're {@status surprised}, you can't move or take an action on your first turn of the combat and you can't take a {@book reaction|PHB|9|Reactions} until that turn ends." ] }, { @@ -2936,7 +2936,7 @@ "name": "If a rogue with the Assassinate feature uses a vorpal sword, isn't the surprise attack an instant kill?", "id": "137", "entries": [ - "No. A {@item vorpal sword} requires you to roll a 20 on the attack roll to decapitate someone. A rogue with the Assassin archetype that attacks a {@quickref Surprise|PHB|3|0|surprised} target using a {@item vorpal sword} scores an automatic critical hit if the attack roll is successful, but unless the attack roll was a 20, the target gets to keep its head." + "No. A {@item vorpal sword} requires you to roll a 20 on the attack roll to decapitate someone. A rogue with the Assassin archetype that attacks a {@status surprised} target using a {@item vorpal sword} scores an automatic critical hit if the attack roll is successful, but unless the attack roll was a 20, the target gets to keep its head." ] }, { diff --git a/data/book/book-tce.json b/data/book/book-tce.json index 3f4776d..083c9b6 100644 --- a/data/book/book-tce.json +++ b/data/book/book-tce.json @@ -6062,7 +6062,7 @@ ], [ "91\u201395", - "Glaring eyes, which weep viscid tears, appear on inanimate objects throughout the region. These eyes watch the characters, and creatures within the region can't be {@quickref Surprise|PHB|3|0|surprised} by the characters for as long as the eyes exist. An eye closes and disappears if it takes any damage. Reroll if you've already rolled this effect." + "Glaring eyes, which weep viscid tears, appear on inanimate objects throughout the region. These eyes watch the characters, and creatures within the region can't be {@status surprised} by the characters for as long as the eyes exist. An eye closes and disappears if it takes any damage. Reroll if you've already rolled this effect." ], [ "96\u201300", diff --git a/data/book/book-tob1-2023.json b/data/book/book-tob1-2023.json index a10c450..764f33a 100644 --- a/data/book/book-tob1-2023.json +++ b/data/book/book-tob1-2023.json @@ -3,18 +3,21 @@ { "type": "section", "name": "Introduction", + "page": 6, "id": "000", "entries": [ "Written primarily for game masters, this book features over 400 new creatures to use in your games. For players, this book features a handful of new familiars and beasts perfect for characters seeking companions or druids seeking new beasts for Wild Shape. If you are a player reading this book, be sure to check with your game master before selecting any of these creatures as familiars or companions or for Wild Shape.", { "type": "section", "name": "Using this Book", + "page": 6, "id": "001", "entries": [ "To use the creatures in this book, you'll need the core rulebooks of the 5th edition of the world's greatest roleplaying game or the {@i System Reference Document 5.1}. Spell, disease, and magic item names that appear in {@i italics} without a page or book reference can be found in those rulebooks or in the {@i System Reference Document 5.1}. Some creatures in this book contain references to the Midgard Campaign Setting, but that setting isn't required to use the creatures in this book. The extra setting information exists simply to bring additional flavor or lore to the creatures.", { "type": "entries", "name": "Alignment and Creature Behavior", + "page": 6, "id": "002", "entries": [ "Each creature in this book lists an alignment to provide a general guideline for that creature's typical behaviors, often based on its preferred prey or its most commonly observed interactions with other sentient creatures. A creature whose alignment is listed as \"unaligned\" is either created or controlled by another, such as a construct, or operates on more primal or instinctive behavior, such as a rat or tiger. Not every example of a particular creature exhibits behaviors consistent with the creature's listed alignment. If you want an evil {@creature valkyrie|ToB1-2023} or a lawful {@creature kikimora|ToB1-2023} in your world, go for it! Some of the best stories revolve around creatures who break the preconceptions surrounding them, and we encourage you to use the creatures in this book in whatever ways best fit your worlds and the stories you want to tell in them." @@ -23,6 +26,7 @@ { "type": "entries", "name": "Languages", + "page": 6, "id": "003", "entries": [ "Several creatures in this book know or speak the Umbral or Void Speech languages, which can be substituted for other languages if these languages don't fit in your world.", @@ -33,6 +37,7 @@ { "type": "entries", "name": "Umbral", + "page": 6, "id": "005", "entries": [ "This is the language of the {@creature shadow fey|ToB1-2023} and other denizens of planes of shadow and darkness. It is a corrupted dialect of Elvish, and those who speak it gain a +1 bonus to one Dexterity ({@skill Stealth}) check each day. If Umbral isn't a language in your world, you can substitute Umbral with Elvish or Undercommon." @@ -41,6 +46,7 @@ { "type": "entries", "name": "Void Speech", + "page": 6, "id": "006", "entries": [ "This is the language of the Outer Darkness in the Midgard Campaign Setting. It is spoken by vile things that are malevolent toward humanoids and their allies and by those who seek to bring about the ruinous apocalypse of the dark gods. If Void Speech isn't a language in your world, you can substitute Void Speech with any ancient language with an evil reputation or with Deep Speech." @@ -53,6 +59,7 @@ { "type": "entries", "name": "Touch of Iron", + "page": 6, "id": "007", "entries": [ { @@ -72,6 +79,7 @@ { "type": "entries", "name": "Cold Iron Weaponry", + "page": 6, "id": "009", "entries": [ "A cold iron weapon is treated as magical when used against any fey creature, and it is the only weapon with any hope of harming the most powerful fey lords and ladies. However, cold iron weapons are difficult to construct. The skill and material required to produce such a weapon doubles its price or adds 100 gp to the cost, whichever is more. Finding a smith with the skill to make a durable weapon without the aid of fire is always difficult\u2014and finding one with the courage to anger the fey courts may be even harder." @@ -80,6 +88,7 @@ { "type": "entries", "name": "Substitutions for Cold Iron", + "page": 6, "id": "00a", "entries": [ "If cold iron doesn't exist in your world, you can substitute this resistance or immunity with silver or adamantine, whichever you feel is most appropriate for that creature in your world." @@ -94,6 +103,7 @@ { "type": "section", "name": "Refreshing a Classic", + "page": 7, "id": "00b", "entries": [ { @@ -123,6 +133,7 @@ { "type": "section", "name": "Monsters", + "page": 8, "id": "00c", "entries": [ { @@ -545,12 +556,14 @@ { "type": "section", "name": "Appendix: NPCs", + "page": 405, "id": "1e3", "entries": [ "This appendix contains statistics for various humanoids. From dastardly bandit lords to city watch captains to fiend-powered devilbound gnomes, these NPCs can be found across the world, breathing new life into the places they appear. This appendix also includes a table for using these statistics, and other similar, general-use humanoid statistics, such as the {@creature knight} or {@creature thug}, with the various humanoids found in this book.", { "type": "section", "name": "NPC Features Table", + "page": 405, "id": "1e4", "entries": [ "When an NPC's statistics include the note \"Humanoid (Any Race)\" as the creature type, you can adjust those statistics as described in the NPC Features table to create an NPC of the humanoid race detailed in the table. In this way, you can fill a city, town, or village with a particular humanoid type while still using variable statistics and differing challenges.", @@ -630,6 +643,7 @@ { "type": "section", "name": "Credits", + "page": 2, "id": "1ff", "entries": [ { @@ -698,6 +712,7 @@ { "type": "entries", "name": "2023 Edition", + "page": 2, "entries": [ { "type": "list", @@ -760,6 +775,7 @@ { "type": "entries", "name": "Kobold Warrens", + "page": 2, "entries": [ { "type": "list", @@ -850,6 +866,7 @@ { "type": "entries", "name": "Special Thanks", + "page": 2, "entries": [ { "type": "list", diff --git a/data/books.json b/data/books.json index 493afbe..eaff851 100644 --- a/data/books.json +++ b/data/books.json @@ -5041,6 +5041,7 @@ }, "headers": [ "Character Options", + "Heroes of Destiny", "Magic Card Decks" ] }, diff --git a/data/changelog.json b/data/changelog.json index 368d8de..a8b6691 100644 --- a/data/changelog.json +++ b/data/changelog.json @@ -2725,5 +2725,11 @@ "date": "2024-06-23", "title": "Oddities", "txt": "- Added Dynamic Map Viewer support to Vecna: Eve of Ruin and Humblewood: Adventure in the Wood\n- Added Vecna: Eve of Ruin misc NPC tokens; replaced \"text\" tokens\n- Added \"Preferences\" navbar Settings option, replacing the \"Day Mode/Night Mode\" and \"Enable Wide Mode\" options, as well as integrating some secretly-global Markdown export settings.\n- Changed background of default Night Mode from crosshatch pattern to noise pattern; the crosshatch pattern is now available as \"Night Mode (Classic)\", and the old flat-color \"Alt\" background is now available as \"Night Mode (Clean)\"\n- Added \"Prerequisite\" filter to the Backgrounds page\n- Added more options to the Feats page \"Other Prerequisite\" filter\n- Added searching by source abbreviation to the Maps page\n- Added \"Select All\" checkbox to Table View column selection UI\n- Updated Minsc and Boo's Journal of Villainy content to latest version (as of 2024-05-13)\n- Fixed recipes failing to load in hover windows; inline blocks\n- Fixed Bestiary Table View failing to load when some creatures were listed\n- Fixed Initiative Tracker Creature Viewer failing to select source tracker when in the presence of multiple trackers\n- (Brew) Specific item variants now inherit generic variant fluff, if no specific variant fluff is provided\n- (Brew) Overhauled entry prettifier, allowing more data (including `\"subEntities\"`) to be prettified\n- (Brew) Added `\"_copy\"` resolution check; un-resolved `\"_copy\"`s (e.g. due to a missing dependency) will now throw errors early\n- (Brew) Improved interaction between race `\"_copy\"` and `\"lineage\"`\n- (Brew) Fixed sub-filters (e.g. Bestiary \"Ability Scores\" filters) failing to trim unused values after homebrew is deleted\n- (Brew) Fixed application of `\"setProp\"` `\"_copy._mod\"` when using no parent property\n- (Fixed typos/added tags)" + }, + { + "ver": "1.209.0", + "date": "2024-07-10", + "title": "Mind the Step", + "txt": "- Added Quests from the Infinite Staircase content\n- Overhauled partnered _[as in, \"partnered on D&D Beyond\"]_ content handling:\n - Added search indexing for partnered homebrew content. When the \"Include Homebrew\" option is enabled in Omnisearch, available partnered homebrew content will be included in the results.\n - Replaced \"Manage Homebrew\" with \"Manage Content\" button set, which includes options to \"Manage Prerelease Content\", \"Manage Homebrew\", and \"Load All Partnered Content\"\n - Added \"Load All Partnered Content\" button to navbar Utilities dropdown, along with an inline \"Export Prerelease Content/Homebrew List as URL\" button _[the latter was previously only accessible via the Prerelease Content Manager/Homebrew Manager UIs]_\n- Added \"Inflicts Curse\" and \"Inflicts Disease\" Bestiary \"Miscellaneous\" filters; added \"Mimicry\" to \"Traits\" filter\n- Added \"Consumable\" Items page \"Miscellaneous\" filter\n- Reworked Deities page `stats: ...` search functionality to search all available information\n- Added \"Download Markdown Data\" right-click option to pinned lists\n- Added middle-click to flip card in Decks page card viewer\n- Added page numbers to Tome of Beasts 1 (2023 Edition); The Book of Many Things\n- Fixed clicking a non-link navbar item resetting the URL hash\n- (Brew) When navigating to the list page link for a homebrew entity which is not yet loaded, that homebrew is _[mostly]_ transparently loaded and displayed\n- (Brew) Added warning when copying a Prerelease Content/Homebrew list URL if \"editable\" Prerelease Content/Homebrew is active\n- (Brew) Fixed Homebrew Builder failing to update/apply \"Source\" selectors\n- (Brew) Fixed crash on specific shared feat prerequisite sets\n- (Fixed typos/added tags)" } ] diff --git a/data/charcreationoptions.json b/data/charcreationoptions.json index 16176c4..8904ffe 100644 --- a/data/charcreationoptions.json +++ b/data/charcreationoptions.json @@ -1140,7 +1140,7 @@ "entries": [ "{@i Piety 25+ Oracle trait}", "You can cast {@spell commune} as a ritual with this trait. Once you do so, you can't cast it in this way again until you finish a long rest.", - "You also can't be {@quickref Surprise|PHB|3|0|surprised}, provided you aren't {@condition incapacitated}." + "You also can't be {@status surprised}, provided you aren't {@condition incapacitated}." ] }, { diff --git a/data/class/class-barbarian.json b/data/class/class-barbarian.json index 4aa8574..b93911b 100644 --- a/data/class/class-barbarian.json +++ b/data/class/class-barbarian.json @@ -631,7 +631,7 @@ "level": 7, "entries": [ "By 7th level, your instincts are so honed that you have advantage on initiative rolls.", - "Additionally, if you are {@quickref Surprise|PHB|3|0|surprised} at the beginning of combat and aren't {@condition incapacitated}, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn." + "Additionally, if you are {@status surprised} at the beginning of combat and aren't {@condition incapacitated}, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn." ] }, { diff --git a/data/class/class-rogue.json b/data/class/class-rogue.json index 4811f8e..c491e63 100644 --- a/data/class/class-rogue.json +++ b/data/class/class-rogue.json @@ -1405,7 +1405,7 @@ "level": 3, "header": 1, "entries": [ - "Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is {@quickref Surprise|PHB|3|0|surprised} is a critical hit." + "Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is {@status surprised} is a critical hit." ] }, { @@ -1463,7 +1463,7 @@ "level": 17, "header": 2, "entries": [ - "Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is {@quickref Surprise|PHB|3|0|surprised}, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature." + "Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is {@status surprised}, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature." ] }, { @@ -1567,7 +1567,7 @@ "level": 17, "header": 2, "entries": [ - "When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are {@quickref Surprise|PHB|3|0|surprised}." + "When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are {@status surprised}." ] }, { diff --git a/data/conditionsdiseases.json b/data/conditionsdiseases.json index c8c7889..571daa2 100644 --- a/data/conditionsdiseases.json +++ b/data/conditionsdiseases.json @@ -723,6 +723,18 @@ }, "The DM might also decide that certain environmental phenomena, such as a wave crashing over you while you're on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain {@status concentration} on a spell." ] + }, + { + "name": "Surprised", + "source": "PHB", + "page": 189, + "srd": true, + "basicRules": true, + "entries": [ + "A band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. A {@creature gelatinous cube} glides down a dungeon passage, unnoticed by the adventurers until the cube engulfs one of them. In these situations, one side of the battle gains surprise over the other.", + "The DM determines who might be surprised. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the DM compares the Dexterity ({@skill Stealth}) checks of anyone hiding with the passive Wisdom ({@skill Perception}) score of each creature on the opposing side. Any character or monster that doesn't notice a threat is {@status surprised} at the start of the encounter.", + "If you're surprised, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends. A member of a group can be {@status surprised} even if the other members aren't." + ] } ] } diff --git a/data/decks.json b/data/decks.json index e851b99..b63e411 100644 --- a/data/decks.json +++ b/data/decks.json @@ -3412,7 +3412,7 @@ "type": "item", "name": "Determine surprise", "entries": [ - "The DM determines whether anyone involved in the combat encounter is {@quickref Surprise|PHB|3|0|surprised}." + "The DM determines whether anyone involved in the combat encounter is {@status surprised}." ] }, { diff --git a/data/feats.json b/data/feats.json index 8d12af1..4bd437d 100644 --- a/data/feats.json +++ b/data/feats.json @@ -407,7 +407,7 @@ "type": "list", "items": [ "You gain a +5 bonus to initiative.", - "You can't be {@quickref Surprise|PHB|3|0|surprised} while you are conscious.", + "You can't be {@status surprised} while you are conscious.", "Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you." ] } diff --git a/data/fluff-items.json b/data/fluff-items.json index 8d6d4a6..f4e2641 100644 --- a/data/fluff-items.json +++ b/data/fluff-items.json @@ -197,6 +197,14 @@ } ] }, + { + "name": "Antigravity Belt", + "source": "QftIS", + "_copy": { + "name": "Technology", + "source": "QftIS" + } + }, { "name": "Apparatus of Kwalish", "source": "DMG", @@ -1199,6 +1207,14 @@ } ] }, + { + "name": "Concussion Grenade", + "source": "QftIS", + "_copy": { + "name": "Technology", + "source": "QftIS" + } + }, { "name": "Condemner", "source": "TDCSR", @@ -1438,6 +1454,19 @@ "source": "EGW" } }, + { + "name": "Daoud's Wondrous Lanthorn", + "source": "QftIS", + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "items/QftIS/Daouds Wondrous Lanthorn.webp" + } + } + ] + }, { "name": "Dawnbringer", "source": "OotA", @@ -4252,6 +4281,14 @@ } ] }, + { + "name": "Needler Pistol", + "source": "QftIS", + "_copy": { + "name": "Technology", + "source": "QftIS" + } + }, { "name": "Nepenthe", "source": "VRGR", @@ -4441,6 +4478,14 @@ } ] }, + { + "name": "Paralysis Pistol", + "source": "QftIS", + "_copy": { + "name": "Technology", + "source": "QftIS" + } + }, { "name": "Pariah's Shield", "source": "GGR", @@ -5298,6 +5343,14 @@ } ] }, + { + "name": "Robot Controller", + "source": "QftIS", + "_copy": { + "name": "Technology", + "source": "QftIS" + } + }, { "name": "Rod of Absorption", "source": "DMG", @@ -5874,6 +5927,14 @@ } ] }, + { + "name": "Sleep Grenade", + "source": "QftIS", + "_copy": { + "name": "Technology", + "source": "QftIS" + } + }, { "name": "Slippers of Spider Climbing", "source": "DMG", @@ -6109,6 +6170,19 @@ } ] }, + { + "name": "Staff of Ruling", + "source": "QftIS", + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "items/QftIS/Staff of Ruling.webp" + } + } + ] + }, { "name": "Staff of Swarming Insects", "source": "DMG", @@ -6548,6 +6622,21 @@ } ] }, + { + "name": "Technology", + "source": "QftIS", + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "items/QftIS/Technology.webp" + }, + "title": "Left (Top to Bottom): Needler Pistol, Paralysis Pistol, Bandolier of Grenades. Middle: Antigravity Belt. Right (Top to Bottom): Laser Pistol, Robot Controller, Laser Rifle", + "credit": "Dave Melvin" + } + ] + }, { "name": "Teeth of Dahlver-Nar", "source": "TCE", diff --git a/data/fluff-races.json b/data/fluff-races.json index f9c354f..2b5de51 100644 --- a/data/fluff-races.json +++ b/data/fluff-races.json @@ -4076,7 +4076,7 @@ { "type": "entries", "entries": [ - "The comforts of home are the goals of most halflings' lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along an dirt road or a raft floating downriver.", + "The comforts of home are the goals of most halflings' lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along a dirt road or a raft floating downriver.", { "type": "entries", "name": "Small and Practical", diff --git a/data/generated/bookref-dmscreen.json b/data/generated/bookref-dmscreen.json index 15410b0..79cfde3 100644 --- a/data/generated/bookref-dmscreen.json +++ b/data/generated/bookref-dmscreen.json @@ -1 +1 @@ -{"reference":{"bookref-quick":{"name":"Quick Reference","id":"bookref-quick","contents":[{"name":"Character Creation","headers":["Beyond 1st Level","Languages","Multiclassing","Step-by-Step Characters"]},{"name":"Equipment","headers":["Adventuring Gear","Armor and Shields","Attunement","Expenses","Mounts and Vehicles","Starting Equipment","Tools","Trade Goods","Wealth","Weapons"]},{"name":"Playing the Game","headers":["Ability Checks","Ability Scores and Modifiers","Advantage and Disadvantage","Casting a Spell","Conditions","Falling","Food and Water","Hiding","How to Play","Interacting with Objects","Proficiency Bonus","Resting","Saving Throws","Simultaneous Effects","Skills","Sleep","Suffocating","Tying Knots","Using Each Ability","Vision and Light"]},{"name":"Combat","headers":["Actions in Combat","Cover","Damage and Healing","Making an Attack","Mounted Combat","Movement and Position","The Order of Combat","Underwater Combat"]},{"name":"Adventuring","headers":["Climbing, Swimming, and Crawling","Difficult Terrain","Jumping","Travel Pace"]}]},"bookref-dmscreen":{"name":"DM Reference","id":"bookref-dmscreen","contents":[{"name":"Running the Game","headers":["Ability Checks","Exploration","Madness","Objects","Poisons","Social Interaction"]},{"name":"Combat","headers":["Adjudicating Areas of Effect","Adjudicating Reaction Timing","Areas of Effect","Chases","Combining Game Effects","Cover","Creature Size on Squares and Hexes","Handling Mobs","Improvising Damage","Line of Sight","Optional Rule: Diagonals","Optional Rule: Facing","Optional Rule: Flanking"]},{"name":"Factions","headers":["Apprentice and Mentor Activities","Emerald Enclave","Faction Advancement and Benefits","Harpers","Lords' Alliance","Order of the Gauntlet","Zhentarim"]}]}},"data":{"bookref-quick":[{"type":"entries","entries":[{"type":"section","data":{"quickref":1},"name":"Beyond 1st Level","page":15,"entries":["As your character goes on adventures and overcomes challenges, he or she gains experience, represented by experience points. A character who reaches a specified experience point total advances in capability. This advancement is called {@b gaining a level}.","When your character gains a level, his or her class often grants additional features, as detailed in the class description. Some of these features allow you to increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. You can't increase an ability score above 20. In addition, every character's proficiency bonus increases at certain levels.","Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution modifier to the roll, and add the total (minimum of 1) to your hit point maximum. Alternatively, you can use the fixed value shown in your class entry, which is the average result of the die roll (rounded up).","When your Constitution modifier increases by 1, your hit point maximum increases by 1 for each level you have attained. For example, when Bruenor reaches 8th level as a fighter, he increases his Constitution score from 17 to 18, thus increasing his Constitution modifier from +3 to +4. His hit point maximum then increases by 8.","The Character Advancement table summarizes the XP you need to advance in levels from level 1 through level 20, and the proficiency bonus for a character of that level. Consult the information in your character's class description to see what other improvements you gain at each level.",{"type":"entries","name":"Tiers of Play","page":15,"entries":["The shading in the Character Advancement table shows the four tiers of play. The tiers don't have any rules associated with them; they are a general description of how the play experience changes as characters gain levels.","{@b In the first tier (levels 1-4),} characters are effectively apprentice adventurers. They are learning the features that define them as members of particular classes, including the major choices that flavor their class features as they advance (such as a wizard's Arcane Tradition or a fighter's Martial Archetype). The threats they face are relatively minor, usually posing a danger to local farmsteads or villages.","{@b In the second tier (levels 5-10),} characters come into their own. Many spellcasters gain access to 3rd-level spells at the start of this tier, crossing a new threshold of magical power with spells such as {@spell fireball} and {@spell lightning bolt}. At this tier, many weapon-using classes gain the ability to make multiple attacks in one round. These characters have become important, facing dangers that threaten cities and kingdoms.","{@b In the third tier (levels 11-16),} characters have reached a level of power that sets them high above the ordinary populace and makes them special even among adventurers. At 11th level, many spellcasters gain access to 6th-level spells, some of which create effects previously impossible for player characters to achieve. Other characters gain features that allow them to make more attacks or do more impressive things with those attacks. These mighty adventurers often confront threats to whole regions and continents.","{@b At the fourth tier (levels 17-20),} characters achieve the pinnacle of their class features, becoming heroic (or villainous) archetypes in their own right. The fate of the world or even the fundamental order of the multiverse might hang in the balance during their adventures."],"source":"PHB"},{"type":"table","caption":"Character Advancement","srd":true,"basicRules":true,"colLabels":["Experience Points","Level","Proficiency Bonus"],"colStyles":["col-4 text-center","col-4 text-center","col-4 text-center"],"rows":[["0","1","+2"],["300","2","+2"],["900","3","+2"],["2,700","4","+2"],["6,500","5","+3"],["14,000","6","+3"],["23,000","7","+3"],["34,000","8","+3"],["48,000","9","+4"],["64,000","10","+4"],["85,000","11","+4"],["100,000","12","+4"],["120,000","13","+5"],["140,000","14","+5"],["165,000","15","+5"],["195,000","16","+5"],["225,000","17","+6"],["265,000","18","+6"],["305,000","19","+6"],["355,000","20","+6"]]}],"source":"PHB"},{"type":"section","name":"Languages","page":123,"data":{"quickref":1},"entries":["Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet.","With your DM's permission, you can instead choose a language from the Exotic Languages table or a secret language, such as thieves' cant or the tongue of druids.","Some of these languages are actually families of languages with many dialects. For example, the Primordial language includes the {@language Primordial||Auran}, {@language Primordial||Aquan}, {@language Primordial||Ignan}, and {@language Primordial||Terran} dialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another.",{"type":"table","caption":"Standard Languages","srd":true,"basicRules":true,"colLabels":["Language","Typical Speakers","Script"],"colStyles":["col-4","col-4","col-4"],"rows":[["Common","Humans","Common"],["Dwarvish","Dwarves","Dwarvish"],["Elvish","Elves","Elvish"],["Giant","Ogres, giants","Dwarvish"],["Gnomish","Gnomes","Dwarvish"],["Goblin","Goblinoids","Dwarvish"],["Halfling","Halflings","Common"],["Orc","Orcs","Dwarvish"]]},{"type":"table","caption":"Exotic Languages","basicRules":true,"srd":true,"colLabels":["Language","Typical Speakers","Script"],"colStyles":["col-4","col-4","col-4"],"rows":[["Abyssal","Demons","Infernal"],["Celestial","Celestials","Celestial"],["Draconic","Dragons, dragonborn","Draconic"],["Deep Speech","Mind Flayers, beholders","\u2014"],["Infernal","Devils","Infernal"],["Primordial","Elementals","Dwarvish"],["Sylvan","Fey creatures","Elvish"],["Undercommon","Underdark traders","Elvish"]]}],"source":"PHB"},{"type":"section","data":{"quickref":1},"name":"Multiclassing","page":163,"entries":["Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options.","With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in wizard and two in fighter, you're a 5th-level character.","As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you'll sacrifice some focus in exchange for versatility.",{"type":"entries","name":"Prerequisites","page":163,"entries":["To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class. having a natural aptitude that is reflected by higher-than-average ability scores.",{"type":"table","caption":"Multiclassing Prerequisites","srd":true,"colLabels":["Class","Ability Score Minimum"],"colStyles":["col-2","col-10"],"rows":[["{@class Barbarian}","Strength 13"],["{@class Bard}","Charisma 13"],["{@class Cleric}","Wisdom 13"],["{@class Druid}","Wisdom 13"],["{@class Fighter}","Strength 13 or Dexterity 13"],["{@class Monk}","Dexterity 13 and Wisdom 13"],["{@class Paladin}","Strength 13 and Charisma 13"],["{@class Ranger}","Dexterity 13 and Wisdom 13"],["{@class Rogue}","Dexterity 13"],["{@class Sorcerer}","Charisma 13"],["{@class Warlock}","Charisma 13"],["{@class Wizard}","Intelligence 13"]]}],"source":"PHB"},{"type":"entries","name":"Experience Points","page":163,"entries":["The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table in chapter I, not your level in a particular class. So, if you are a cleric 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your seventh level as a cleric."],"source":"PHB"},{"type":"entries","name":"Hit Points and Hit Dice","page":163,"entries":["You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character.","You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin have a d10, so if you are a paladin 5/fighter 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/cleric 5, for example, you have five d10 Hit Dice and five d8 Hit Dice."],"source":"PHB"},{"type":"entries","name":"Proficiency Bonus","page":163,"entries":["Your proficiency bonus is always based on your total character level, as shown in the Character Advancement table in chapter 1, not your level in a particular class. For example, if you are a fighter 3/rogue 2, you have the proficiency bonus of a 5th-level character, which is +3."],"source":"PHB"},{"type":"entries","name":"Proficiencies","page":164,"entries":["When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies, as shown in the Multiclassing Proficiencies table.",{"type":"table","caption":"Multiclassing Proficiencies","srd":true,"colLabels":["Class","Proficiencies Gained"],"colStyles":["col-2","col-10"],"rows":[["{@class Barbarian}","Shields, simple weapons, martial weapons"],["{@class Bard}","Light armor, one skill of your choice, one musical instrument of your choice"],["{@class Cleric}","Light armor, medium armor, shields"],["{@class Druid}","Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)"],["{@class Fighter}","Light armor, medium armor, shields, simple weapons, martial weapons"],["{@class Monk}","Simple weapons, shortswords"],["{@class Paladin}","Light armor, medium armor, shields, simple weapons, martial weapons"],["{@class Ranger}","Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class's skill list"],["{@class Rogue}","Light armor, one skill from the class's skill list, {@item thieves' tools|phb}"],["{@class Sorcerer}","\u2014"],["{@class Warlock}","Light armor, simple weapons"],["{@class Wizard}","\u2014"]]}],"source":"PHB"},{"type":"entries","name":"Class Features","page":164,"entries":["When you gain a new level in a class, you get its features for that level. You don't, however, receive the class's starting equipment, and a few features have additional rules when you're multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting.",{"type":"entries","name":"Channel Divinity","page":164,"entries":["If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn't give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes."],"source":"PHB"},{"type":"entries","name":"Extra Attack","page":164,"entries":["If you gain the Extra Attack class feature from more than one class, the features don't add together. You can't make more than two attacks with this feature unless it says you do (as the fighter's version of Extra Attack does). Similarly, the warlock's eldritch invocation Thirsting Blade doesn't give you additional attacks if you also have Extra Attack."],"source":"PHB"},{"type":"entries","name":"Unarmored Defense","page":164,"entries":["If you already have the Unarmored Defense feature, you can't gain it again from another class."],"source":"PHB"},{"type":"entries","name":"Spellcasting","page":164,"entries":["Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class.",{"type":"entries","name":"Spells Known and Prepared","page":164,"entries":["You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your intelligence is 16, you can prepare six wizard spells from your spellbook.","Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus.","If a cantrip of yours increases in power at higher levels, the increase is based on your character level, not your level in a particular class."],"source":"PHB"},{"type":"entries","name":"Spell Slots","page":164,"entries":["You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, half your levels (rounded down) in the paladin and ranger classes, and a third of your fighter or rogue levels (rounded down) if you have the Eldritch Knight or the Arcane Trickster feature. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table.","If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells. If a lower-level spell that you cast, like {@spell burning hands}, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don't have any spells of that higher level.","For example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th-level character when determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don't know any 3rd-level spells, nor do you know any 2nd-level ranger spells. You can use the spell slots of those levels to cast the spells you do know\u2014and potentially enhance their effects."],"source":"PHB"},{"type":"entries","name":"Pact Magic","page":164,"entries":["If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know."],"source":"PHB"},{"type":"table","caption":"Multiclass Spellcaster: Spell Slots per Spell Level","srd":true,"colLabels":["Lvl.","1st","2nd","3rd","4th","5th","6th","7th","8th","9th"],"colStyles":["col-1-2","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center"],"rows":[["1st",2,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["2nd",3,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["3rd",4,2,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["4th",4,3,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["5th",4,3,2,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["6th",4,3,3,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["7th",4,3,3,1,"\u2014","\u2014","\u2014","\u2014","\u2014"],["8th",4,3,3,2,"\u2014","\u2014","\u2014","\u2014","\u2014"],["9th",4,3,3,3,1,"\u2014","\u2014","\u2014","\u2014"],["10th",4,3,3,3,2,"\u2014","\u2014","\u2014","\u2014"],["11th",4,3,3,3,2,1,"\u2014","\u2014","\u2014"],["12th",4,3,3,3,2,1,"\u2014","\u2014","\u2014"],["13th",4,3,3,3,2,1,1,"\u2014","\u2014"],["14th",4,3,3,3,2,1,1,"\u2014","\u2014"],["15th",4,3,3,3,2,1,1,1,"\u2014"],["16th",4,3,3,3,2,1,1,1,"\u2014"],["17th",4,3,3,3,2,1,1,1,1],["18th",4,3,3,3,3,1,1,1,1],["19th",4,3,3,3,3,2,1,1,1],["20th",4,3,3,3,3,2,2,1,1]]}],"source":"PHB"},{"type":"entries","name":"Starting Equipment","page":165,"entries":["You gain the starting equipment of your first class only."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"section","name":"Step-by-Step Characters","page":11,"data":{"quickref":1},"entries":["Your first step in playing an adventurer in the Dungeons & Dragons game is to imagine and create a character of your own. Your character is a combination of various statistics, roleplaying hooks, and your imagination. You choose a race (such as human or halfling) and a class (such as fighter or wizard). You also invent the personality, appearance, and backstory of your character. Once completed, your character serves as your representative in the game, your avatar in the Dungeons & Dragons world.","Before you dive into step 1 below, think about the kind of adventurer you want to play. You might be a courageous fighter, a skulking rogue, a fervent cleric, or a flamboyant wizard. Or you might be more interested in an unconventional character, such as a brave rogue who likes hand-to-hand combat, or a sharpshooter who picks off enemies from afar. Do you like fantasy fiction featuring dwarves or elves? Try building a character of one of those races. Do you want your character to be the toughest adventurer at the table? Consider a class like barbarian or paladin. If you don't know where else to begin, take a look at the illustrations in this book to see what catches your interest.","Once you have a character in mind, roll on these steps in order, making decisions that reflect the character you want. Your conception of your character might evolve with each choice you make. What's important is that you come to the table with a character you're excited to play.","Throughout this chapter, we use the term {@b character sheet} to mean whatever you use to track your character, whether it's a formal character sheet (like the one at the end of this book), some form of digital record, or a piece of notebook paper. An official D&D character sheet is a fine place to start until you know what information you need and how you use it during the game.",{"type":"entries","entries":[{"type":"entries","name":"Building Bruenor","page":11,"entries":["Each step of character creation includes an example of that step, with a player named Bob building his dwarf character, Bruenor."],"source":"PHB"}]},{"type":"entries","name":"1. Choose a Race","page":11,"entries":["Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans. Some races also have {@b subraces}, such as mountain dwarf or wood elf. Chapter 2 provides more information about these races.","The race you choose contributes to your character's identity in an important way, by establishing a general appearance and the natural talents gained from culture and ancestry. Your character's race grants particular racial traits, such as special senses, proficiency with certain weapons or tools, proficiency in one or more skills, or the ability to use minor spells. These traits sometimes dovetail with the capabilities of certain classes (see step 2). For example, the racial traits of lightfoot halflings make them exceptional rogues, and high elves tend to be powerful wizards. Sometimes playing against type can be fun, too. Halfling paladins and mountain dwarf wizards, for example, can be unusual but memorable characters.","Your race also increases one or more of your ability scores, which you determine in step 3. Note these increases and remember to apply them later.","Record the traits granted by your race on your character sheet. Be sure to note your starting languages and your base speed as well.",{"type":"entries","name":"Building Bruenor, Step 1","page":11,"entries":["Bob is sitting down to create his character. He decides that a gruff mountain dwarf fits the character he wants to play. He notes all the racial traits of dwarves on his character sheet, including his speed of 25 feet and the languages he knows: Common and Dwarvish."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"2. Choose a Class","page":11,"entries":["Every adventurer is a member of a class. Class broadly describes a character's vocation, what special talents he or she possesses, and the tactics he or she is most likely to employ when exploring a dungeon, fighting monsters, or engaging in a tense negotiation. The character classes are described in chapter 3.","Your character receives a number of benefits from your choice of class. Many of these benefits are {@b class features}-capabilities (including spellcasting) that set your character apart from members of other classes. You also gain a number of {@b proficiencies:} armor, weapons, skills, saving throws, and sometimes tools. Your proficiencies define many of the things your character can do particularly well, from using certain weapons to telling a convincing lie.","On your character sheet, record all the features that your class gives you at 1st level.",{"type":"entries","name":"Level","page":11,"entries":["Typically, a character starts at 1st level and advances in level by adventuring and gaining {@b experience points} (XP). A 1st-level character is inexperienced in the adventuring world, although he or she might have been a soldier or a pirate and done dangerous things before.","Starting off at 1st level marks your character's entry into the adventuring life. If you're already familiar with the game, or if you are joining an existing D&D campaign, your DM might decide to have you begin at a higher level, on the assumption that your character has already survived a few harrowing adventures.","Record your level on your character sheet. If you're starting at a higher level, record the additional elements your class gives you for your levels past 1st. Also record your experience points. A 1st-level character has 0 XP. A higher-level character typically begins with the minimum amount of XP required to reach that level (see \"Beyond 1st Level\" later in this chapter)."],"source":"PHB"},{"type":"inset","name":"Quick Build","page":11,"entries":["Each class description in chapter 3 includes a section offering suggestions to quickly build a character of that class, including how to assign your highest ability scores, a background suitable to the class, and starting spells."],"source":"PHB"},{"type":"entries","name":"Hit Points and Hit Dice","page":12,"entries":["Your character's hit points define how tough your character is in combat and other dangerous situations. Your hit points are determined by your Hit Dice (short for Hit Point Dice).","At 1st level, your character has 1 Hit Die, and the die type is determined by your class. You start with hit points equal to the highest roll of that die, as indicated in your class description. (You also add your Constitution modifier, which you'll determine in step 3.) This is also your {@b hit point maximum}.","Record your character's hit points on your character sheet. Also record the type of Hit Die your character uses and the number of Hit Dice you have. After you rest, you can spend Hit Dice to regain hit points (see \"Resting\" in chapter 8)."],"source":"PHB"},{"type":"entries","name":"Proficiency Bonus","page":12,"entries":["The table that appears in your class description shows your proficiency bonus, which is +2 for a 1st-level character. Your proficiency bonus applies to many of the numbers you'll be recording on your character sheet:",{"type":"list","items":["Attack rolls using weapons you're proficient with","Attack rolls with spells you cast","Ability checks using skills you're proficient in","Ability checks using tools you're proficient with","Saving throws you're proficient in","Saving throw DCs for spells you cast (explained in each spellcasting class)"]},"Your class determines your weapon proficiencies, your saving throw proficiencies, and some of your skill and tool proficiencies. (Skills are described in chapter 7, tools in chapter 5.) Your background gives you additional skill and tool proficiencies, and some races give you more proficiencies. Be sure to note all of these proficiencies, as well as your proficiency bonus, on your character sheet.","Your proficiency bonus can't be added to a single die roll or other number more than once. Occasionally, your proficiency bonus might be modified (doubled or halved, for example) before you apply it. If a circumstance suggests that your proficiency bonus applies more than once to the same roll or that it should be multiplied more than once, you nevertheless add it only once, multiply it only once, and halve it only once."],"source":"PHB"},{"type":"entries","name":"Building Bruenor, Step 2","page":12,"entries":["Bob imagines Bruenor charging into battle with an axe, one horn on his helmet broken off. He makes Bruenor a fighter and notes the fighter's proficiencies and 1st-level class features on his character sheet.","As a 1st-level fighter, Bruenor has 1 Hit Die\u2014a d10 and starts with hit points equal to 10 + his Constitution modifier. Bob notes this, and will record the final number after he determines Bruenor's Constitution score (see step 3). Bob also notes the proficiency bonus for a 1st-level character, which is +2."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"3. Determine Ability Scores","page":12,"entries":["Much of what your character does in the game depends on his or her six abilities: {@b Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.} Each ability has a score, which is a number you record on your character sheet.","The six abilities and their use in the game are described in chapter 7. The Ability Score Summary table provides a quick reference for what qualities are measured by each ability, what races increases which abilities, and what classes consider each ability particularly important.","You generate your character's six {@b ability scores} randomly. Roll four 6-sided dice and record the total of the highest three dice on a piece of scratch paper. Do this five more times, so that you have six numbers. If you want to save time or don't like the idea of randomly determining ability scores, you can use the following scores instead: 15, 14, 13, 12, 10, 8.","Now take your six numbers and write each number beside one of your character's six abilities to assign scores to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Afterward, make any changes to your ability scores as a result of your race choice.","After assigning your ability scores, determine your {@b ability modifiers} using the Ability Scores and Modifiers table. To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the result by 2 (round down). Write the modifier next to each of your scores.",{"type":"table","caption":"Ability Score Summary","srd":true,"basicRules":true,"colStyles":["col-12"],"rows":[["{@b Strength}"],[{"type":"entries","entries":["{@i Measures:} Natural athleticism, bodily power","{@i Important for:} Barbarian, fighter, paladin","{@filter Races that have a bonus to Strength|races|Ability Scores (Including Subrace)=Strength +any}"]}]],"data":{"tableIgnore":true}},{"type":"table","caption":"Ability Score Summary","colStyles":["col-12"],"rows":[["{@b Dexterity}"],[{"type":"entries","entries":["{@i Measures:} Physical agility, reflexes, balance, poise","{@i Important for:} Monk, ranger, rogue","{@filter Races that have a bonus to Dexterity|races|Ability Scores (Including Subrace)=Dexterity +any}"]}]],"data":{"tableIgnore":true}},{"type":"table","caption":"Ability Score Summary","colStyles":["col-12"],"rows":[["{@b Constitution}"],[{"type":"entries","entries":["{@i Measures:} Health, stamina, vital force","{@i Important for:} Everyone","{@filter Races that have a bonus to Constitution|races|Ability Scores (Including Subrace)=Constitution +any}"]}]],"data":{"tableIgnore":true}},{"type":"table","caption":"Ability Score Summary","colStyles":["col-12"],"rows":[["{@b Intelligence}"],[{"type":"entries","entries":["{@i Measures:} Mental acuity, information recall, analytical skill","{@i Important for:} Wizard","{@filter Races that have a bonus to Intelligence|races|Ability Scores (Including Subrace)=Intelligence +any}"]}]],"data":{"tableIgnore":true}},{"type":"table","caption":"Ability Score Summary","colStyles":["col-12"],"rows":[["{@b Wisdom}"],[{"type":"entries","entries":["{@i Measures:} Awareness, intuition, insight","{@i Important for:} Cleric, druid","{@filter Races that have a bonus to Wisdom|races|Ability Scores (Including Subrace)=Wisdom +any}"]}]],"data":{"tableIgnore":true}},{"type":"table","caption":"Ability Score Summary","colStyles":["col-12"],"rows":[["{@b Charisma}"],[{"type":"entries","entries":["{@i Measures:} Confidence, eloquence, leadership","{@i Important for:} Bard, sorcerer, warlock","{@filter Races that have a bonus to Charisma|races|Ability Scores (Including Subrace)=Charisma +any}"]}]],"data":{"tableIgnore":true}},{"type":"entries","name":"Building Bruenor, Step 3","page":13,"entries":["Bob decides to use the standard set of scores (15, 14, 13, 12, 10, 8) for Bruenor's abilities. Since he's a fighter, he puts his highest score, 15, in Strength. His next highest, 14, goes in Constitution. Bruenor might be a brash fighter, but Bob decides he wants the dwarf to be older, wiser, and a good leader, so he puts decent scores in Wisdom and Charisma. After applying his racial benefits (increasing Bruenor's Constitution by 2 and his Strength by 2), Bruenor's ability scores and modifiers look like this: Strength 17 (+3), Dexterity 10 (+0), Constitution 16 (+3), Intelligence 8 (-1), Wisdom 13 (+1), Charisma 12 (+1).","Bob fills in Bruenor's final hit points: 10 + his Constitution modifier of +3, for a total of 13 hit points."],"source":"PHB"},{"type":"entries","name":"Variant: Customizing Ability Scores","page":13,"entries":["At your Dungeon Master's option, you can use this variant for determining your ability scores. The method described here allows you to build a character with a set of ability scores you choose individually.","You have 27 points to spend on your ability scores. The cost of each score is shown on the Ability Score Point Cost table. For example, a score of 14 costs 7 points. Using this method, 15 is the highest ability score you can end up with, before applying racial increases. You can't have a score lower than 8.","This method of determining ability scores enables you to create a set of three high numbers and three low ones (15, 15, 15, 8, 8, 8), a set of numbers that are above average and nearly equal (13, 13, 13, 12, 12, 12), or any set of numbers between those extremes.",{"type":"table","caption":"Ability Score Point Cost","basicRules":true,"srd":true,"colLabels":["Score","Cost","Score","Cost"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["8","0","12","4"],["9","1","13","5"],["10","2","14","7"],["11","3","15","9"]]},{"type":"table","caption":"Ability Scores and Modifiers","srd":true,"basicRules":true,"colLabels":["Score","Modifier","Score","Modifier"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["1","-5","16-17","+3"],["2-3","-4","18-19","+4"],["4-5","-3","20-21","+5"],["6-7","-2","22-23","+6"],["8-9","-1","24-25","+7"],["10-11","+0","26-27","+8"],["12-13","+1","28-29","+9"],["14-15","+2","30","+10"]]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"4. Describe Your Character","page":13,"entries":["Once you know the basic game aspects of your character, it's time to flesh him or her out as a person. Your character needs a name. Spend a few minutes thinking about what he or she looks like and how he or she behaves in general terms.","Using the information in chapter 4, you can flesh out your character's physical appearance and personality traits. Choose your character's {@b alignment} (the moral compass that guides his or her decisions) and {@b ideals}. Chapter 4 also helps you identify the things your character holds most dear, called {@b bonds}, and the {@b flaws} that could one day undermine him or her.","Your character's {@b background} describes where he or she came from, his or her original occupation, and the character's place in the D&D world.","Your DM might offer additional backgrounds beyond the ones included in chapter 4, and might be willing to work with you to craft a background that's a more precise fit for your character concept.","A background gives your character a background feature (a general benefit) and proficiency in two skills, and it might also give you additional languages or proficiency with certain kinds of tools. Record this information, along with the personality information you develop, on your character sheet.",{"type":"entries","name":"Your Character's Abilities","page":14,"entries":["Take your character's ability scores and race into account as you flesh out his or her appearance and personality. A very strong character with low Intelligence might think and behave very differently from a very smart character with low Strength.","For example, high {@b Strength} usually corresponds with a burly or athletic body, while a character with low Strength might be scrawny or plump.","A character with high {@b Dexterity} is probably lithe and slim, while a character with low Dexterity might be either gangly and awkward or heavy and thick-fingered.","A character with high {@b Constitution} usually looks healthy, with bright eyes and abundant energy. A character with low Constitution might be sickly or frail.","A character with high {@b Intelligence} might be highly inquisitive and studious, while a character with low Intelligence might speak simply or easily forget details.","A character with high {@b Wisdom} has good judgment, empathy, and a general awareness of what's going on. A character with low Wisdom might be absent-minded, foolhardy, or oblivious.","A character with high {@b Charisma} exudes confidence, which is usually mixed with a graceful or intimidating presence. A character with a low Charisma might come across as abrasive, inarticulate, or timid."],"source":"PHB"},{"type":"entries","name":"Building Bruenor, Step 4","page":14,"entries":["Bob fills in some of Bruenor's basic details: his name, his sex (male), his height and weight, and his alignment (lawful good). His high Strength and Constitution suggest a healthy, athletic body, and his low Intelligence suggests a degree of forgetfulness.","Bob decides that Bruenor comes from a noble line, but his clan was expelled from its homeland when Bruenor was very young. He grew up working as a smith in the remote villages of Icewind Dale. But Bruenor has a heroic destiny\u2014to reclaim his homeland\u2014so Bob chooses the folk hero background for his dwarf. He notes the proficiencies and special feature this background gives him.","Bob has a pretty clear picture of Bruenor's personality in mind, so he skips the personality traits suggested in the folk hero background, noting instead that Bruenor is a caring, sensitive dwarf who genuinely loves his friends and allies, but he hides this soft heart behind a gruff, snarling demeanor. He chooses the ideal of fairness from the list in his background, noting that Bruenor believes that no one is above the law.","Given his history, Bruenor's bond is obvious: he aspires to someday reclaim Mithral Hall, his homeland, from the shadow dragon that drove the dwarves out.","His flaw is tied to his caring, sensitive nature\u2014he has a soft spot for orphans and wayward souls, leading him to show mercy even when it might not be warranted."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"5. Choose Equipment","page":14,"entries":["Your class and background determine your character's {@b starting equipment}, including weapons, armor, and other adventuring gear. Record this equipment on your character sheet. All such items are detailed in chapter 5.","Instead of taking the gear given to you by your class and background, you can purchase your starting equipment. You have a number of {@b gold pieces} (gp) to spend based on your class, as shown in chapter 5. Extensive lists of equipment, with prices, also appear in that chapter.","If you wish, you can also have one trinket at no cost (see the Trinkets table at the end of chapter 5).","Your Strength score limits the amount of gear you can carry. Try not to purchase equipment with a total weight (in pounds) exceeding your Strength score times 15. Chapter 7 has more information on carrying capacity.",{"type":"entries","name":"Armor Class","page":14,"entries":["Your {@b Armor Class} (AC) represents how well your character avoids being wounded in battle. Things that contribute to your AC include the armor you wear, the shield you carry, and your Dexterity modifier. Not all characters wear armor or carry shields, however.","Without armor or a shield, your character's AC equals 10 + his or her Dexterity modifier. If your character wears armor, carries a shield, or both, calculate your AC using the rules in chapter 5. Record your AC on your character sheet.","Your character needs to be proficient with armor and shields to wear and use them effectively, and your armor and shield proficiencies are determined by your class.","There are drawbacks to wearing armor or carrying a shield if you lack the required proficiency, as explained in chapter 5.","Some spells and class features give you a different way to calculate your AC. If you have multiple features that give you different ways to calculate your AC, you choose which one to use."],"source":"PHB"},{"type":"entries","name":"Weapons","page":14,"entries":["For each weapon your character wields, calculate the modifier you use when you attack with the weapon and the damage you deal when you hit.","When you make an attack with a weapon, you roll a d20 and add your proficiency bonus (but only if you are proficient with the weapon) and the appropriate ability modifier.",{"type":"list","items":["For attacks with {@b melee weapons}, use your Strength modifier for attack and damage rolls. A weapon that has the finesse property, such as a {@item rapier|phb}, can use your Dexterity modifier instead.","For attacks with {@b ranged weapons}, use your Dexterity modifier for attack and damage rolls. A melee weapon that has the thrown property, such as a {@item handaxe|phb}, can use your Strength modifier instead."]}],"source":"PHB"},{"type":"entries","name":"Building Bruenor, Step 5","page":15,"entries":["Bob writes down the starting equipment from the fighter class and the folk hero background. His starting equipment includes chain mail and a shield, which combine to give Bruenor an Armor Class of 18.","For Bruenor's weapons, Bob chooses a battleaxe and two handaxes. His battleaxe is a melee weapon, so Bruenor uses his Strength modifier for his attacks and damage. His attack bonus is his Strength modifier (+3) plus his proficiency bonus (+2), for a total of +5.","The battleaxe deals 1d8 slashing damage, and Bruenor adds his Strength modifier to the damage when he hits, for a total of 1d8 + 3 slashing damage. When throwing a handaxe, Bruenor has the same attack bonus (handaxes, as thrown weapons, use Strength for attacks and damage), and the weapon deals 1d6 + 3 slashing damage when it hits."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"6. Come Together","page":15,"entries":["Most D&D characters don't work alone. Each character plays a role within a {@b party,} a group of adventurers working together for a common purpose. Teamwork and cooperation greatly improve your party's chances to survive the many perils in the worlds of Dungeons & Dragons. Talk to your fellow players and your DM to decide whether your characters know one another, how they met, and what sorts of quests the group might undertake."],"source":"PHB"}],"source":"PHB"}]},{"type":"entries","entries":[{"type":"section","data":{"quickref":2},"name":"Adventuring Gear","page":148,"entries":["This section describes items that have special rules or require further explanation.",{"type":"table","caption":"Adventuring Gear","srd":true,"basicRules":true,"colLabels":["Item","Cost","Weight"],"colStyles":["col-4","col-4 text-right","col-4 text-center"],"rows":[["{@item Abacus|PHB}","2 gp","2 lb."],["{@item Acid (vial)|PHB}","25 gp","1 lb."],["{@item Alchemist's fire (flask)|PHB}","50 gp","1 lb."],["{@i Ammunition}","",""],{"type":"row","style":"row-indent-first","row":["{@item Arrows (20)|PHB}","1 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Blowgun needles (50)|PHB}","1 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Crossbow bolts (20)|PHB}","1 gp","1½ lb."]},{"type":"row","style":"row-indent-first","row":["{@item Sling bullets (20)|PHB}","4 cp","1½ lb."]},["{@item Antitoxin (vial)|PHB}","50 gp","\u2014"],["{@i {@item Arcane focus|PHB}}","",""],{"type":"row","style":"row-indent-first","row":["{@item Crystal|PHB}","10 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Orb|PHB}","20 gp","3 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Rod|PHB}","10 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Staff|PHB}","5 gp","4 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Wand|PHB}","10 gp","1 lb."]},["{@item Backpack|PHB}","2 gp","5 lb."],["{@item Ball bearings (bag of 1,000)|PHB}","1 gp","2 lb."],["{@item Barrel|PHB}","2 gp","70 lb."],["{@item Basket|PHB}","4 sp","2 lb."],["{@item Bedroll|PHB}","1 gp","7 lb."],["{@item Bell|PHB}","1 gp","\u2014"],["{@item Blanket|PHB}","5 sp","3 lb."],["{@item Block and tackle|PHB}","1 gp","5 lb."],["{@item Book|PHB}","25 gp","5 lb."],["{@item glass bottle|PHB|Bottle, glass}","2 gp","2 lb."],["{@item Bucket|PHB}","5 cp","2 lb."],["{@item Caltrops (bag of 20)|PHB}","1 gp","2 lb."],["{@item Candle|PHB}","1 cp","\u2014"],["{@item crossbow bolt case|PHB|Case, crossbow bolt}","1 gp","1 lb."],["{@item map or scroll case|PHB|Case, map or scroll}","1 gp","1 lb."],["{@item Chain (10 feet)|PHB}","5 gp","10 lb."],["{@item Chalk (1 piece)|PHB}","1 cp","\u2014"],["{@item Chest|PHB}","5 gp","25 lb."],["{@item common clothes|PHB|Clothes, common}","5 sp","3 lb."],["{@item costume clothes|PHB|Clothes, costume}","5 gp","4 lb."],["{@item fine clothes|PHB|Clothes, fine}","15 gp","6 lb."],["{@item traveler's clothes|PHB|Clothes, traveler's}","2 gp","4 lb."],["{@item Component pouch|PHB}","25 gp","2 lb."],["{@item Crowbar|PHB}","2 gp","5 lb."],["{@i {@item Druidic focus|PHB}}","",""],{"type":"row","style":"row-indent-first","row":["{@item Sprig of mistletoe|PHB}","1 gp","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Totem|PHB}","1 gp","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Wooden staff|PHB}","5 gp","4 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Yew wand|PHB}","10 gp","1 lb."]},["{@item Fishing tackle|PHB}","1 gp","4 lb."],["{@item Flask|PHB} or {@item tankard|PHB}","2 cp","1 lb."],["{@item Grappling hook|PHB}","2 gp","4 lb."],["{@item Hammer|PHB}","1 gp","3 lb."],["{@item sledgehammer|PHB|Hammer, sledge}","2 gp","10 lb."],["{@item Healer's Kit|PHB}","5 gp","3 lb."],["{@i {@item Holy symbol|PHB}}","",""],{"type":"row","style":"row-indent-first","row":["{@item Amulet|PHB}","5 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Emblem|PHB}","5 gp","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Reliquary|PHB}","5 gp","2 lb."]},["{@item Holy water (flask)|PHB}","25 gp","1 lb."],["{@item Hourglass|PHB}","25 gp","1 lb."],["{@item Hunting trap|PHB}","5 gp","25 lb."],["{@item Ink (1-ounce bottle)|PHB}","10 gp","\u2014"],["{@item Ink pen|PHB}","2 cp","\u2014"],["{@item Jug|PHB} or {@item pitcher|PHB}","2 cp","4 lb."],["{@item climber's kit|PHB|Kit, climber's}","25 gp","12 lb."],["{@item disguise kit|PHB|Kit, disguise}","25 gp","3 lb."],["{@item forgery kit|PHB|Kit, forgery}","15 gp","5 lb."],["{@item herbalism kit|PHB|Kit, herbalism}","5 gp","3 lb."],["{@item healer's kit|PHB|Kit, healer's}","5 gp","3 lb."],["{@item mess kit|PHB|Kit, mess}","2 sp","1 lb."],["{@item poisoner's kit|PHB|Kit, poisoner's}","50 gp","2 lb."],["{@item Ladder (10-foot)|PHB}","1 sp","25 lb."],["{@item Lamp|PHB}","5 sp","1 lb."],["{@item bullseye lantern|PHB|Lantern, bullseye}","10 gp","2 lb."],["{@item hooded lantern|PHB|Lantern, hooded}","5 gp","2 lb."],["{@item Lock|PHB}","10 gp","1 lb."],["{@item Magnifying glass|PHB}","100 gp","\u2014"],["{@item Manacles|PHB}","2 gp","6 lb."],["{@item steel mirror|PHB|Mirror, steel}","5 gp","1/2 lb."],["{@item Oil (flask)|PHB}","1 sp","1 lb."],["{@item Paper (one sheet)|PHB}","2 sp","\u2014"],["{@item Parchment (one sheet)|PHB}","1 sp","\u2014"],["{@item Perfume (vial)|PHB}","5 gp","\u2014"],["{@item miner's pick|PHB|Pick, miner's}","2 gp","10 lb."],["{@item Piton|PHB}","5 cp","1/4 lb."],["{@item basic poison (vial)|PHB|Poison, basic (vial)}","100 gp","\u2014"],["{@item Pole (10-foot)|PHB}","5 cp","7 lb."],["{@item iron pot|PHB|Pot, iron}","2 gp","10 lb."],["{@item Potion of healing|DMG}","50 gp","1/2 lb."],["{@item Pouch|PHB}","5 sp","1 lb."],["{@item Quiver|PHB}","1 gp","1 lb."],["{@item portable ram|PHB|Ram, portable}","4 gp","35 lb."],["{@item Rations (1 day)|PHB}","5 sp","2 lb."],["{@item Robes|PHB}","1 gp","4 lb."],["{@item hempen rope (50 feet)|PHB|Rope, hempen (50 feet)}","1 gp","10 lb."],["{@item silk rope (50 feet)|PHB|Rope, silk (50 feet)}","10 gp","5 lb."],["{@item Sack|PHB}","1 cp","1/2 lb."],["{@item merchant's scale|PHB|Scale, merchant's}","5 gp","3 lb."],["{@item Sealing wax|PHB}","5 sp","\u2014"],["{@item Shovel|PHB}","2 gp","5 lb."],["{@item Signal whistle|PHB}","5 cp","\u2014"],["{@item Signet ring|PHB}","5 gp","\u2014"],["{@item Soap|PHB}","2 cp","\u2014"],["{@item Spellbook|PHB}","50 gp","3 lb."],["{@item iron spikes (10)|PHB|Spikes, iron (10)}","1 gp","5 lb."],["{@item Spyglass|PHB}","1,000 gp","1 lb."],["{@item two-person tent|PHB|Tent, two-person}","2 gp","20 lb."],["{@item Tinderbox|PHB}","5 sp","1 lb."],["{@item Torch|PHB}","1 cp","1 lb."],["{@item Vial|PHB}","1 gp","\u2014"],["{@item Waterskin|PHB}","2 sp","5 lb. (full)"],["{@item Whetstone|PHB}","1 cp","1 lb."]]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Acid","page":148,"entries":["As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage."],"source":"PHB"},{"type":"entries","name":"Alchemist's Fire","page":148,"entries":["This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames."],"source":"PHB"},{"type":"entries","name":"Antitoxin","page":151,"entries":["A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs."],"source":"PHB"},{"type":"entries","name":"Arcane Focus","page":151,"entries":["An arcane focus is a special item\u2014an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item\u2014designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, as described in chapter 10."],"source":"PHB"},{"type":"entries","name":"Ball Bearings","page":151,"entries":["As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall {@condition prone}. A creature moving through the area at half speed doesn't need to make this save."],"source":"PHB"},{"type":"entries","name":"Block and Tackle","page":151,"entries":["A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift."],"source":"PHB"},{"type":"entries","name":"Book","page":151,"entries":["A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section)."],"source":"PHB"},{"type":"entries","name":"Caltrops","page":151,"entries":["As an action, you can spend a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save."],"source":"PHB"},{"type":"entries","name":"Candle","page":151,"entries":["For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet."],"source":"PHB"},{"type":"entries","name":"Case, Crossbow Bolt","page":151,"entries":["This wooden case can hold up to twenty crossbow bolts"],"source":"PHB"},{"type":"entries","name":"Case, Map or Scroll","page":151,"entries":["This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment."],"source":"PHB"},{"type":"entries","name":"Chain","page":151,"entries":["A chain has 10 hit points. It can be burst with a successful DC 20 Strength check."],"source":"PHB"},{"type":"entries","name":"Climber's Kit","page":151,"entries":["A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor."],"source":"PHB"},{"type":"entries","name":"Component Pouch","page":151,"entries":["A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description)."],"source":"PHB"},{"type":"entries","name":"Crowbar","page":151,"entries":["Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied."],"source":"PHB"},{"type":"entries","name":"Druidic Focus","page":151,"entries":["A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid (see chapter 3 of the Player's Handbook) can use such an object as a spellcasting focus, as described in chapter 10."],"source":"PHB"},{"type":"entries","name":"Fishing Tackle","page":151,"entries":["This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting."],"source":"PHB"},{"type":"entries","name":"Healer's Kit","page":151,"entries":["This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom ({@skill Medicine}) check."],"source":"PHB"},{"type":"entries","name":"Holy Symbol","page":151,"entries":["A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred rite. Appendix B lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus, as described in Part 3: The Rules of Magic. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield."],"source":"PHB"},{"type":"entries","name":"Holy Water","page":151,"entries":["As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact.","In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot."],"source":"PHB"},{"type":"entries","name":"Hunting Trap","page":152,"entries":["When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature."],"source":"PHB"},{"type":"entries","name":"Lamp","page":152,"entries":["A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil."],"source":"PHB"},{"type":"entries","name":"Lantern, Bullseye","page":152,"entries":["A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil."],"source":"PHB"},{"type":"entries","name":"Lantern, Hooded","page":152,"entries":["A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius."],"source":"PHB"},{"type":"entries","name":"Lock","page":152,"entries":["A key is provided with the lock. Without the key, a creature proficient with {@item thieves' tools|phb} can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for higher prices."],"source":"PHB"},{"type":"entries","name":"Magnifying Glass","page":152,"entries":["This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed."],"source":"PHB"},{"type":"entries","name":"Manacles","page":152,"entries":["These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with {@item thieves' tools|phb} can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points."],"source":"PHB"},{"type":"entries","name":"Mess Kit","page":152,"entries":["This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl."],"source":"PHB"},{"type":"entries","name":"Oil","page":152,"entries":["Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn."],"source":"PHB"},{"type":"entries","name":"Poison, Basic","page":153,"entries":["You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying."],"source":"PHB"},{"type":"entries","name":"Potion of Healing","page":153,"entries":["A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action."],"source":"PHB"},{"type":"entries","name":"Pouch","page":153,"entries":["A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section)."],"source":"PHB"},{"type":"entries","name":"Quiver","page":153,"entries":["A quiver can hold up to 20 arrows."],"source":"PHB"},{"type":"entries","name":"Ram, Portable","page":153,"entries":["You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check."],"source":"PHB"},{"type":"entries","name":"Rations","page":153,"entries":["Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts."],"source":"PHB"},{"type":"entries","name":"Rope, hempen (50 feet)","page":153,"entries":["Rope, made of hemp, has 2 hit points and can be burst with a DC 17 Strength check."],"source":"PHB"},{"type":"entries","name":"Rope, silk (50 feet)","page":153,"entries":["Rope, made of silk, has 2 hit points and can be burst with a DC 17 Strength check."],"source":"PHB"},{"type":"entries","name":"Scale, Merchant's","page":153,"entries":["A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth."],"source":"PHB"},{"type":"entries","name":"Spellbook","page":153,"entries":["Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells."],"source":"PHB"},{"type":"entries","name":"Spyglass","page":153,"entries":["Objects viewed through a spyglass are magnified to twice their size."],"source":"PHB"},{"type":"entries","name":"Tent","page":153,"entries":["A simple and portable canvas shelter, a tent sleeps two."],"source":"PHB"},{"type":"entries","name":"Tinderbox","page":153,"entries":["This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch\u2014or anything else with abundant, exposed fuel\u2014takes an action. Lighting any other fire takes 1 minute."],"source":"PHB"},{"type":"entries","name":"Torch","page":153,"entries":["A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage."],"source":"PHB"}]}]},{"type":"table","caption":"Container Capacity","srd":true,"basicRules":true,"colLabels":["Container","Capacity"],"colStyles":["col-6","col-6"],"rows":[["{@item Backpack|phb}*","1 cubic foot/30 pounds of gear"],["{@item Barrel|phb}","40 gallons liquid, 4 cubic feet solid"],["{@item Basket|phb}","2 cubic feet/40 pounds of gear"],["{@item Glass Bottle|phb|Bottle}","1½ pints liquid"],["{@item Bucket|phb}","3 gallons liquid, 1/2 cubic foot solid"],["{@item Chest|phb}","12 cubic feet/300 pounds of gear"],["{@item Flask|phb} or {@item tankard|phb}","1 pint liquid"],["{@item Jug|phb} or {@item pitcher|phb}","1 gallon liquid"],["{@item Iron Pot|phb|Pot, iron}","1 gallon liquid"],["{@item Pouch|phb}","1/5 cubic foot/6 pounds of gear"],["{@item Sack|phb}","1 cubic foot/30 pounds of gear"],["{@item Vial|phb}","4 ounces liquid"],["{@item Waterskin|phb}","4 pints liquid"]],"footnotes":["* You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack."]},{"type":"inset","name":"Equipment Packs","page":151,"entries":["The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually.",{"type":"entries","name":"Burglar's Pack (16 gp)","page":151,"entries":["Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days of rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it."],"source":"PHB"},{"type":"entries","name":"Diplomat's Pack (39 gp)","page":151,"entries":["Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap."],"source":"PHB"},{"type":"entries","name":"Dungeoneer's Pack (12 gp)","page":151,"entries":["Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it."],"source":"PHB"},{"type":"entries","name":"Entertainer's Pack (40 gp)","page":151,"entries":["Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit."],"source":"PHB"},{"type":"entries","name":"Explorer's Pack (10 gp)","page":151,"entries":["Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it."],"source":"PHB"},{"type":"entries","name":"Priest's Pack (19 gp)","page":151,"entries":["Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin."],"source":"PHB"},{"type":"entries","name":"Scholar's Pack (40 gp)","page":151,"entries":["Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Armor and Shields","page":144,"entries":["D&D worlds are a vast tapestry made up of many different cultures, each with its own technology level. For this reason, adventurers have access to a variety of armor types, ranging from leather armor to chain mail to costly plate armor, with several other kinds of armor in between. The Armor table collects the most commonly available types of armor found in the game and separates them into three categories: light armor, medium armor, and heavy armor. Many warriors supplement their armor with a shield.","The Armor table shows the cost, weight, and other properties of the common types of armor worn in the worlds of D&D.",{"type":"table","caption":"Armor","srd":true,"basicRules":true,"colLabels":["Armor","Cost","Armor Class (AC)","Strength","Stealth","Weight"],"colStyles":["col-3","col-1 text-right","col-3 text-center","col-1","col-3","col-1 text-center"],"rows":[["{@i Light Armor}","","","","",""],{"type":"row","style":"row-indent-first","row":["{@item padded armor|phb|Padded}","5 gp","11 + Dex modifier","\u2014","Disadvantage","8 lb."]},{"type":"row","style":"row-indent-first","row":["{@item leather armor|phb|Leather}","10 gp","11 + Dex modifier","\u2014","\u2014","10 lb."]},{"type":"row","style":"row-indent-first","row":["{@item studded leather armor|phb|Studded leather}","45 gp","12 + Dex modifier","\u2014","\u2014","13 lb."]},["{@i Medium Armor}","","","","",""],{"type":"row","style":"row-indent-first","row":["{@item hide armor|phb|Hide}","10 gp","12 + Dex modifier (max 2)","\u2014","\u2014","12 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Chain shirt|phb}","50 gp","13 + Dex modifier (max 2)","\u2014","\u2014","20 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Scale mail|phb}","50 gp","14 + Dex modifier (max 2)","\u2014","Disadvantage","45 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Breastplate|phb}","400 gp","14 + Dex modifier (max 2)","\u2014","\u2014","20 lb."]},{"type":"row","style":"row-indent-first","row":["{@item half plate armor|phb|Half plate}","750 gp","15 + Dex modifier (max 2)","\u2014","Disadvantage","40 lb."]},["{@i Heavy Armor}","","","","",""],{"type":"row","style":"row-indent-first","row":["{@item Ring mail|phb}","30 gp","14","\u2014","Disadvantage","40 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Chain mail|phb}","75 gp","16","Str 13","Disadvantage","55 lb."]},{"type":"row","style":"row-indent-first","row":["{@item splint armor|phb|Splint}","200 gp","17","Str 15","Disadvantage","60 lb."]},{"type":"row","style":"row-indent-first","row":["{@item plate armor|phb|Plate}","1,500 gp","18","Str 15","Disadvantage","65 lb."]},["{@i Shield}","","","","",""],{"type":"row","style":"row-indent-first","row":["{@item Shield|phb}","10 gp","+2","\u2014","\u2014","6 lb."]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Armor Proficiency","page":144,"entries":["Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor's use know how to wear it effectively, however.","Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast spells."],"source":"PHB"},{"type":"entries","name":"Armor Class (AC)","page":144,"entries":["Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class."],"source":"PHB"},{"type":"entries","name":"Heavy Armor","page":144,"entries":["Heavier armor interferes with the wearer's ability to move quickly, stealthily, and freely. If the Armor table shows \"Str 13\" or \"Str 15\" in the Strength column for an armor type, the armor reduces the wearer's speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score."],"source":"PHB"},{"type":"entries","name":"Stealth","page":144,"entries":["If the Armor table shows \"Disadvantage\" in the Stealth column, the wearer has disadvantage on Dexterity ({@skill Stealth}) checks."],"source":"PHB"},{"type":"entries","name":"Shields","page":144,"entries":["A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time."],"source":"PHB"}]}]},{"type":"inset","name":"Variant: Equipment Sizes","page":144,"entries":["In most campaigns, you can use or wear any equipment that you find on your adventures, within the bounds of common sense. For example, a burly half-orc won't fit in a halfling's leather armor, and a gnome would be swallowed up in a cloud giant's elegant robe.","The DM can impose more realism. For example, a suit of plate armor made for one human might not fit another one without significant alterations, and a guard's uniform might be visibly ill-fitting when an adventurer tries to wear it as a disguise.","Using this variant, when adventurers find armor, clothing, and similar items that are made to be worn, they might need to visit an armorsmith, tailor, leatherworker, or similar expert to make the item wearable. The cost for such work varies from 10 to 40 percent of the market price of the item. The DM can either roll 1d4 × 10 or determine the increase in cost based on the extent of the alterations required."],"source":"PHB"},{"type":"entries","name":"Light Armor","page":144,"entries":["Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.",{"type":"entries","entries":[{"type":"entries","name":"Padded","page":144,"entries":["Padded armor consists of quilted layers of cloth and batting."],"source":"PHB"},{"type":"entries","name":"Leather","page":144,"entries":["The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials."],"source":"PHB"},{"type":"entries","name":"Studded Leather","page":144,"entries":["Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes."],"source":"PHB"}]}],"source":"PHB"},{"type":"entries","name":"Medium Armor","page":144,"entries":["Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.",{"type":"entries","entries":[{"type":"entries","name":"Hide","page":144,"entries":["This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor."],"source":"PHB"},{"type":"entries","name":"Chain Shirt","page":144,"entries":["Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers."],"source":"PHB"},{"type":"entries","name":"Scale Mail","page":144,"entries":["This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets."],"source":"PHB"},{"type":"entries","name":"Breastplate","page":145,"entries":["This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered."],"source":"PHB"},{"type":"entries","name":"Half Plate","page":145,"entries":["Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps."],"source":"PHB"}]}],"source":"PHB"},{"type":"entries","name":"Heavy Armor","page":145,"entries":["Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk. Heavy armor doesn't let you add your Dexterity modifier to your Armor Class, but it also doesn't penalize you if your Dexterity modifier is negative.",{"type":"entries","entries":[{"type":"entries","name":"Ring Mail","page":145,"entries":["This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor."],"source":"PHB"},{"type":"entries","name":"Chain Mail","page":145,"entries":["Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets."],"source":"PHB"},{"type":"entries","name":"Splint","page":145,"entries":["This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints."],"source":"PHB"},{"type":"entries","name":"Plate","page":145,"entries":["Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body."],"source":"PHB"}]}],"source":"PHB"},{"type":"entries","name":"Getting Into and Out of Armor","page":146,"entries":["The time it takes to don or doff armor depends on the armor's category.",{"type":"entries","entries":[{"type":"entries","name":"Don","page":146,"entries":["This is the time it takes to put on armor. You benefit from the armor's AC only if you take the full time to don the suit of armor."],"source":"PHB"},{"type":"entries","name":"Doff","page":146,"entries":["This is the time it takes to take off armor. If you have help, reduce this time by half."],"source":"PHB"}]},{"type":"table","caption":"Donning and Doffing Armor","basicRules":true,"srd":true,"colLabels":["Category","Don","Doff"],"colStyles":["col-4","col-4","col-4"],"rows":[["Light Armor","1 minute","1 minute"],["Medium Armor","5 minutes","1 minute"],["Heavy Armor","10 minutes","5 minutes"],["Shield","1 action","1 action"]]}],"source":"PHB"}],"source":"PHB"},{"type":"section","name":"Attunement","page":136,"entries":["Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is to be a spellcaster, a creature qualifies if it can cast at least one spell using its traits or features, not using a magic item or the like. (If the class is a spellcasting class, a monster qualifies if that creature has spell slots and uses that class's spell list.)","Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.","Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can't be the same short rest used to learn the item's properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words.","An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can't attune to more than one copy of an item. For example, a creature can't attune to more than one ring of protection at a time.","A creature's attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed."],"data":{"quickref":2},"source":"DMG"},{"type":"section","data":{"quickref":2},"name":"Expenses","page":157,"entries":["When not descending into the depths of the earth, exploring ruins for lost treasures, or waging war against the encroaching darkness, adventurers face more mundane realities. Even in a fantastical world, people require basic necessities such as shelter, sustenance, and clothing. These things cost money, although some lifestyles cost more than others.",{"type":"entries","name":"Lifestyle Expenses","page":157,"basicRules":true,"srd":true,"entries":["Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.","At the start of each week or month (your choice), choose a lifestyle from the Expenses table and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career.","Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely to make powerful connections.",{"type":"table","caption":"Lifestyle Expenses","colLabels":["Lifestyle","Price/Day"],"colStyles":["col-6","col-6 text-right"],"rows":[["Wretched","\u2014"],["Squalid","1 sp"],["Poor","2 sp"],["Modest","1 gp"],["Comfortable","2 gp"],["Wealthy","4 gp"],["Aristocratic","10 gp minimum"]]},{"type":"entries","entries":[{"type":"entries","name":"Wretched","page":158,"entries":["You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people."],"source":"PHB"},{"type":"entries","name":"Squalid","page":158,"entries":["You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease."],"source":"PHB"},{"type":"entries","name":"Poor","page":158,"entries":["A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types."],"source":"PHB"},{"type":"entries","name":"Modest","page":158,"entries":["A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don't go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like."],"source":"PHB"},{"type":"entries","name":"Comfortable","page":158,"entries":["Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers."],"source":"PHB"},{"type":"entries","name":"Wealthy","page":158,"entries":["Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants."],"source":"PHB"},{"type":"entries","name":"Aristocratic","page":158,"entries":["You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery.","The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant."],"source":"PHB"}]}],"source":"PHB"},{"type":"entries","name":"Food, Drink, and Lodging","page":158,"entries":["The Food, Drink, and Lodging table gives prices for individual food items and a single night's lodging. These prices are included in your total lifestyle expenses.",{"type":"table","caption":"Food, Drink, and Lodging","basicRules":true,"srd":true,"colLabels":["Item","Cost"],"colStyles":["col-6","col-6 text-right"],"rows":[["{@i Ale}",""],{"type":"row","style":"row-indent-first","row":["{@item Ale (Gallon)|PHB|Gallon}","2 sp"]},{"type":"row","style":"row-indent-first","row":["{@item Ale (mug)|phb|Mug}","4 cp"]},["Banquet (per person)","10 gp"],["{@item loaf of bread|phb|Bread, loaf}","2 cp"],["{@item hunk of cheese|phb|Cheese, hunk}","1 sp"],["{@i Inn stay (per day)}",""],{"type":"row","style":"row-indent-first","row":["Squalid","7 cp"]},{"type":"row","style":"row-indent-first","row":["Poor","1 sp"]},{"type":"row","style":"row-indent-first","row":["Modest","5 sp"]},{"type":"row","style":"row-indent-first","row":["Comfortable","8 sp"]},{"type":"row","style":"row-indent-first","row":["Wealthy","2 gp"]},{"type":"row","style":"row-indent-first","row":["Aristocratic","4 gp"]},["{@i Meals (per day)}",""],{"type":"row","style":"row-indent-first","row":["Squalid","3 cp"]},{"type":"row","style":"row-indent-first","row":["Poor","6 cp"]},{"type":"row","style":"row-indent-first","row":["Modest","3 sp"]},{"type":"row","style":"row-indent-first","row":["Comfortable","5 sp"]},{"type":"row","style":"row-indent-first","row":["Wealthy","8 sp"]},{"type":"row","style":"row-indent-first","row":["Aristocratic","2 gp"]},["{@item chunk of meat|phb|Meat, chunk}","3 sp"],["{@i Wine}",""],{"type":"row","style":"row-indent-first","row":["{@item common wine (pitcher)|phb|Common (pitcher)}","2 sp"]},{"type":"row","style":"row-indent-first","row":["{@item fine wine (bottle)|phb|Fine (bottle)}","10 gp"]}]},{"type":"inset","name":"Self-Sufficiency","page":159,"entries":["The expenses and lifestyles described in this chapter assume that you are spending your time between adventures in town, availing yourself of whatever services you can afford\u2014paying for food and shelter, paying townspeople to sharpen your sword and repair your armor, and so on. Some characters, though, might prefer to spend their time away from civilization, sustaining themselves in the wild by hunting, foraging, and repairing their own gear.","Maintaining this kind of lifestyle doesn't require you to spend any coin, but it is time-consuming. If you spend your time between adventures practicing a profession, as described in chapter 8, you can eke out the equivalent of a poor lifestyle. Proficiency in the {@skill Survival} skill lets you live at the equivalent of a comfortable lifestyle."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Services","page":159,"entries":["Adventurers can pay nonplayer characters to assist them or act on their behalf in a variety of circumstances. Most such hirelings have fairly ordinary skills, while others are masters of a craft or art, and a few are experts with specialized adventuring skills.","Some of the most basic types of hirelings appear on the Services table. Other common hirelings include any of the wide variety of people who inhabit a typical town or city, when the adventurers pay them to perform a specific task. For example, a wizard might pay a carpenter to construct an elaborate chest (and its miniature replica) for use in the {@spell Leomund's secret chest} spell. A fighter might commission a blacksmith to forge a special sword. A bard might pay a tailor to make exquisite clothing for an upcoming performance in front of the duke.","Other hirelings provide more expert or dangerous services. Mercenary soldiers paid to help the adventurers take on a hobgoblin army are hirelings, as are sages hired to research ancient or esoteric lore. If a high-level adventurer establishes a stronghold of some kind, he or she might hire a whole staff of servants and agents to run the place, from a castellan or steward to menial laborers to keep the stables clean. These hirelings often enjoy a long-term contract that includes a place to live within the stronghold as part of the offered compensation.","Skilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, artisan, scribe, and so on. The pay shown is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for menial work that requires no particular skill and can include laborers, porters, maids, and similar workers.",{"type":"table","caption":"Services","basicRules":true,"srd":true,"colLabels":["Service","Pay"],"colStyles":["col-6","col-6"],"rows":[["{@i Coach cab}",""],{"type":"row","style":"row-indent-first","row":["Between towns","3 cp per mile"]},{"type":"row","style":"row-indent-first","row":["Coach cab, Within a city","1 cp"]},["{@i Hireling}",""],{"type":"row","style":"row-indent-first","row":["Skilled","2 gp per day"]},{"type":"row","style":"row-indent-first","row":["Untrained","2 sp per day"]},["Messenger","2 cp per mile"],["Road or gate toll","1 cp"],["Ship's passage","1 sp per mile"]]}],"source":"PHB"},{"type":"entries","name":"Spellcasting Services","page":159,"entries":["People who are able to cast spells don't fall into the category of ordinary hirelings. It might be possible to find someone willing to cast a spell in exchange for coin or favors, but it is rarely easy and no established pay rates exist. As a rule, the higher the level of the desired spell, the harder it is to find someone who can cast it and the more it costs.","Hiring someone to cast a relatively common spell of {@filter 1st|spells|level=1} or {@filter 2nd|spells|level=2} level, such as {@spell cure wounds} or {@spell identify}, is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any expensive material components). Finding someone able and willing to cast a higher-level spell might involve traveling to a large city, perhaps one with a university or prominent temple. Once found, the spellcaster might ask for a service instead of payment\u2014the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster infested wilderness to deliver something important to a distant settlement."],"data":{"quickrefIndex":true},"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Mounts and Vehicles","page":155,"entries":["A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal's speed and base carrying capacity.","An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together.","Mounts other than those listed here are available in the worlds of D&D, but they are rare and not normally available for purchase. These include flying mounts (pegasi, griffons, hippogriffs, and similar animals) and even aquatic mounts (giant sea horses, for example). Acquiring such a mount often means securing an egg and raising the creature yourself, making a bargain with a powerful entity, or negotiating with the mount itself.",{"type":"entries","entries":[{"type":"entries","name":"Barding","page":155,"entries":["Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much."],"source":"PHB"},{"type":"entries","name":"Saddles","page":155,"entries":["A {@item military saddle|phb} braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An {@item exotic saddle|phb} is required for riding any aquatic or flying mount."],"source":"PHB"},{"type":"entries","name":"Vehicle Proficiency","page":155,"entries":["If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances."],"source":"PHB"},{"type":"entries","name":"Rowed Vessels","page":155,"entries":["Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land."],"source":"PHB"}]},{"type":"table","caption":"Mounts and Other Animals","basicRules":true,"srd":true,"colLabels":["Item","Cost","Speed","Carrying Capacity"],"colStyles":["col-6","col-2 text-right","col-2 text-right","col-2 text-right"],"rows":[["{@item Camel|phb}","50 gp","50 ft.","480 lb."],["{@item Donkey|phb} or {@item mule|phb}","8 gp","40 ft.","420 lb."],["{@item Elephant|phb}","200 gp","40 ft.","1,320 lb."],["{@item draft horse|phb|Horse, draft}","50 gp","40 ft.","540 lb."],["{@item riding horse|phb|Horse, riding}","75 gp","60 ft.","480 lb."],["{@item Mastiff|phb}","25 gp","40 ft.","195 lb."],["{@item Pony|phb}","30 gp","40 ft.","225 lb."],["{@item Warhorse|phb}","400 gp","60 ft.","540 lb."]]},{"type":"table","caption":"Tack, Harness, and Drawn Vehicles","basicRules":true,"srd":true,"colLabels":["Item","Cost","Weight"],"colStyles":["col-8","col-2 text-right","col-2 text-right"],"rows":[["{@item Barding|PHB}","×4","×2"],["{@item Bit and bridle|PHB}","2 gp","1 lb."],["{@item Carriage|PHB}","100 gp","600 lb."],["{@item Cart|PHB}","15 gp","200 lb."],["{@item Chariot|PHB}","250 gp","100 lb."],["Animal Feed (per day)","5 cp","10 lb."],["{@i Saddle}","",""],{"type":"row","style":"row-indent-first","row":["{@item Exotic saddle|PHB|Exotic}","60 gp","40 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Military saddle|PHB|Military}","20 gp","30 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Pack saddle|PHB|Pack}","5 gp","15 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Riding saddle|PHB|Riding}","10 gp","25 lb."]},["{@item Saddlebags|PHB}","4 gp","8 lb."],["{@item Sled|PHB}","20 gp","300 lb."],["Stabling (per day)","5 sp","\u2014"],["{@item Wagon|PHB}","35 gp","400 lb."]]},{"type":"table","caption":"Waterborne Vehicles","basicRules":true,"srd":true,"colLabels":["Item","Cost","Speed"],"colStyles":["col-8","col-2 text-right","col-2 text-right"],"rows":[["{@item Galley|DMG}","30,000 gp","4 mph"],["{@item Keelboat|DMG}","3,000 gp","1 mph"],["{@item Longship|DMG}","10,000 gp","3 mph"],["{@item Rowboat|DMG}","50 gp","1½ mph"],["{@item Sailing ship|DMG}","10,000 gp","2 mph"],["{@item Warship|DMG}","25,000 gp","2½ mph"]]}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Starting Equipment","page":143,"entries":["When you create your character, you receive equipment based on a combination of your class and background. Alternatively, you can start with a number of gold pieces based on your class and spend them on items from the lists in this chapter. See the Starting Wealth by Class table to determine how much gold you have to spend.","You decide how your character came by this starting equipment. It might have been an inheritance, or goods that the character purchased during his or her upbringing. You might have been equipped with a weapon, armor, and a backpack as part of military service. You might even have stolen your gear. A weapon could be a family heirloom, passed down from generation to generation until your character finally took up the mantle and followed in an ancestor's adventurous footsteps.",{"type":"table","caption":"Starting Wealth by Class","basicRules":true,"colLabels":["Class","Funds"],"colStyles":["col-6","col-6"],"rows":[["Barbarian","{@dice 2d4×10|2d4 × 10|Barbarian Starting Wealth} gp"],["Bard","{@dice 5d4×10|5d4 × 10|Bard Starting Wealth} gp"],["Cleric","{@dice 5d4×10|5d4 × 10|Cleric Starting Wealth} gp"],["Druid","{@dice 2d4×10|2d4 × 10|Druid Starting Wealth} gp"],["Fighter","{@dice 5d4×10|5d4 × 10|Fighter Starting Wealth} gp"],["Monk","{@dice 5d4|5d4|Monk Starting Wealth} gp"],["Paladin","{@dice 5d4×10|5d4 × 10|Paladin Starting Wealth} gp"],["Ranger","{@dice 5d4×10|5d4 × 10|Ranger Starting Wealth} gp"],["Rogue","{@dice 4d4×10|4d4 × 10|Rogue Starting Wealth} gp"],["Sorcerer","{@dice 3d4×10|3d4 × 10|Sorcerer Starting Wealth} gp"],["Warlock","{@dice 4d4×10|4d4 × 10|Warlock Starting Wealth} gp"],["Wizard","{@dice 4d4×10|4d4 × 10|Wizard Starting Wealth} gp"]]}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Tools","page":154,"entries":["A tool helps you to do something you couldn't otherwise do, such as craft or repair an item, forge a document, or pick a lock. Your race, class, background, or feats give you proficiency with certain tools. Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use. For example, the DM might ask you to make a Dexterity check to carve a fine detail with your woodcarver's tools, or a Strength check to make something out of particularly hard wood.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Artisan's Tools","basicRules":true,"srd":true,"page":154,"entries":["These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency."],"source":"PHB"},{"type":"entries","name":"Disguise Kit","page":154,"entries":["This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise."],"source":"PHB"},{"type":"entries","name":"Forgery Kit","page":154,"entries":["This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document."],"source":"PHB"},{"type":"entries","name":"Gaming Set","page":154,"entries":["This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency."],"source":"PHB"},{"type":"entries","name":"Herbalism Kit","page":154,"entries":["This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions.","Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing."],"source":"PHB"},{"type":"entries","name":"Musical Instrument","page":154,"entries":["Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus, as described in Part 3: The Rules of Magic, Casting a Spell. Each type of musical instrument requires a separate proficiency."],"source":"PHB"},{"type":"entries","name":"Navigator's Tools","page":154,"entries":["This set of instruments is used for navigation at sea. Proficiency with {@item navigator's tools|phb} lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea."],"source":"PHB"},{"type":"entries","name":"Poisoner's Kit","page":154,"entries":["A {@item poisoner's kit|phb} includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons."],"source":"PHB"},{"type":"entries","name":"Thieves' Tools","page":154,"entries":["This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks."],"source":"PHB"}]}]},{"type":"table","colLabels":["Item","Cost","Weight"],"colStyles":["col-8","col-2 text-right","col-2 text-center"],"rows":[["{@i Artisan's tools}","",""],{"type":"row","style":"row-indent-first","row":["{@item Alchemist's supplies|phb}","50 gp","8 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Brewer's supplies|phb}","20 gp","9 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Calligrapher's supplies|phb}","10 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Carpenter's tools|phb}","8 gp","6 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Cartographer's tools|phb}","15 gp.","6 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Cobbler's tools|phb}","5 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Cook's utensils|phb}","1 gp","8 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Glassblower's tools|phb}","30 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Jeweler's tools|phb}","25 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Leatherworker's tools|phb}","5 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Mason's tools|phb}","10 gp","8 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Painter's supplies|phb}","10 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Potter's tools|phb}","10 gp","3 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Smith's tools|phb}","20 gp","8 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Tinker's tools|phb}","50 gp","10 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Weaver's tools|phb}","1 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Woodcarver's tools|phb}","1 gp","5 lb."]},["{@item Disguise Kit|phb}","25 gp","3 lb."],["{@item Forgery kit|phb}","15 gp","5 lb."],["{@i Gaming sets}","",""],{"type":"row","style":"row-indent-first","row":["{@item Dice set|phb}","1 sp","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Dragonchess set|phb}","1 gp","1/2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Playing card set|phb}","5 sp","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Three-Dragon Ante set|phb}","1 gp","\u2014"]},["{@item Herbalism kit|phb}","5 gp","3 lb."],["{@i Musical instruments}","",""],{"type":"row","style":"row-indent-first","row":["{@item Bagpipes|phb}","30 gp","6 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Drum|phb}","6 gp","3 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Dulcimer|phb}","25 gp","10 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Flute|phb}","2 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Lute|phb}","35 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Lyre|phb}","30 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Horn|phb}","3 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Pan flute|phb}","12 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Shawm|phb}","2 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Viol|phb}","30 gp","1 lb."]},["{@item Navigator's tools|phb}","25 gp","2 lb."],["{@item Poisoner's kit|phb}","50 gp","2 lb."],["{@item Thieves' tools|phb}","25 gp","1 lb."],["Vehicles (land or water)","*","*"]],"footnotes":["* See the \"Mounts and Vehicles\" section."]}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Trade Goods","page":157,"basicRules":true,"srd":true,"entries":["Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest).","Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. The Trade Goods table shows the value of commonly exchanged goods.",{"type":"table","caption":"Trade Goods","srd":true,"colLabels":["Cost","Goods"],"colStyles":["col-1 text-right","col-11"],"rows":[["1 cp","1 lb. of wheat"],["2 cp","1 lb. of flour or one chicken"],["5 cp","1 lb. of salt"],["1 sp","1 lb. of iron or 1 sq. yd. of canvas"],["5 sp","1 lb. of copper or 1 sq. yd. of cotton cloth"],["1 gp","1 lb. of ginger or one goat"],["2 gp","1 lb. of cinnamon or pepper, or one sheep"],["3 gp","1 lb. of cloves or one pig"],["5 gp","1 lb. of silver or 1 sq. yd. of linen"],["10 gp","1 sq. yd. of silk or one cow"],["15 gp","1 lb. of saffron or one ox"],["50 gp","1 lb. of gold"],["500 gp","1 lb. of platinum"]]}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Wealth","page":143,"entries":["Wealth appears in many forms in a D&D world. Coins, gemstones, trade goods, art objects, animals, and property can reflect your character's financial well-being. Members of the peasantry trade in goods, bartering for what they need and paying taxes in grain and cheese. Members of the nobility trade in legal rights, such as the rights to mine, a port, or farmland, or in gold bars, measuring gold by the pound rather than by the coin. Only merchants, adventurers, and those offering professional services for hire deal in coins.",{"type":"entries","name":"Coinage","page":143,"entries":["Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).","With one gold piece, a character can buy a quiver, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.","One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a set of dice, a flask of lamp oil, or a night's rest in a poor inn.","One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.","In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.","A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.",{"type":"table","caption":"Standard Exchange Rates","srd":true,"basicRules":true,"colLabels":["Coin","cp","sp","ep","gp","pp"],"colStyles":["col-2","col-2","col-2","col-2","col-2","col-2"],"rows":[["Copper (cp)","1","1/10","1/50","1/100","1/1,000"],["Silver (sp)","10","1","1/5","1/10","1/100"],["Electrum (ep)","50","5","1","1/2","1/20"],["Gold (gp)","100","10","2","1","1/10"],["Platinum (pp)","1,000","100","20","10","1"]]}],"source":"PHB"},{"type":"entries","name":"Selling Treasure","page":144,"entries":["Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot.",{"type":"entries","entries":[{"type":"entries","name":"Arms, Armor, and Other Equipment","page":144,"entries":["As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell."],"source":"PHB"},{"type":"entries","name":"Magic Items","page":144,"entries":["Selling magic items is problematic. Finding someone to buy a potion or a scroll isn't too hard, but other items are out of the realm of most but the wealthiest nobles. Likewise, aside from a few common magic items, you won't normally come across magic items or spells to purchase. The value of magic is far beyond simple gold and should always be treated as such."],"source":"PHB"},{"type":"entries","name":"Gems, Jewelry, and Art Objects","page":144,"entries":["These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the DM might require you to find a buyer in a large town or larger community first."],"source":"PHB"},{"type":"entries","name":"Trade Goods and Other","page":144,"entries":["On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods\u2014bars of iron, bags of salt, livestock, and so on\u2014retain their full value in the market and can be used as currency."],"source":"PHB"}]}],"data":{"quickrefIndex":true},"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Weapons","page":146,"entries":["Your class grants proficiency in certain weapons, reflecting both the class's focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.","The Weapons table shows the most common weapons used in the worlds of D&D, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A melee weapon is used to attack a target within 5 feet of you, whereas a ranged weapon is used to attack a target at a distance.",{"type":"table","caption":"Weapons","srd":true,"basicRules":true,"colLabels":["Name","Cost","Damage","Weight","Properties"],"colStyles":["col-4","col-1 text-center","col-2","col-1 -text-right","col-4"],"rows":[["{@i Simple Melee Weapons}","","","",""],{"type":"row","style":"row-indent-first","row":["{@item Club|phb}","1 sp","1d4 bludgeoning","2 lb.","Light"]},{"type":"row","style":"row-indent-first","row":["{@item Dagger|phb}","2 gp","1d4 piercing","1 lb.","Finesse, light, thrown (range 20/60)"]},{"type":"row","style":"row-indent-first","row":["{@item Greatclub|phb}","2 sp","1d8 bludgeoning","10 lb.","Two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Handaxe|phb}","5 gp","1d6 slashing","2 lb.","Light, thrown (range 20/60)"]},{"type":"row","style":"row-indent-first","row":["{@item Javelin|phb}","5 sp","1d6 piercing","2 lb.","Thrown (range 30/120)"]},{"type":"row","style":"row-indent-first","row":["{@item Light hammer|phb}","2 gp","1d4 bludgeoning","2 lb.","Light, thrown (range 20/60)"]},{"type":"row","style":"row-indent-first","row":["{@item Mace|phb}","5 gp","1d6 bludgeoning","4 lb.","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Quarterstaff|phb}","2 sp","1d6 bludgeoning","4 lb.","Versatile (1d8)"]},{"type":"row","style":"row-indent-first","row":["{@item Sickle|phb}","1 gp","1d4 slashing","2 lb.","Light"]},{"type":"row","style":"row-indent-first","row":["{@item Spear|phb}","1 gp","1d6 piercing","3 lb.","Thrown (range 20/60), versatile (1d8)"]},["{@i Simple Ranged Weapons}","","","",""],{"type":"row","style":"row-indent-first","row":["{@item light crossbow|phb|Crossbow, light}","25 gp","1d8 piercing","5 lb.","Ammunition (range 80/320), loading, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Dart|phb}","5 cp","1d4 piercing","1/4 lb.","Finesse, thrown (range 20/60)"]},{"type":"row","style":"row-indent-first","row":["{@item Shortbow|phb}","25 gp","1d6 piercing","2 lb.","Ammunition (range 80/320), two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Sling|phb}","1 sp","1d4 bludgeoning","\u2014","Ammunition (range 30/120)"]},["{@i Martial Melee Weapons}","","","",""],{"type":"row","style":"row-indent-first","row":["{@item Battleaxe|phb}","10 gp","1d8 slashing","4 lb.","Versatile (1d10)"]},{"type":"row","style":"row-indent-first","row":["{@item Flail|phb}","10 gp","1d8 bludgeoning","2 lb.","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Glaive|phb}","20 gp","1d10 slashing","6 lb.","Heavy, reach, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Greataxe|phb}","30 gp","1d12 slashing","7 lb.","Heavy, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Greatsword|phb}","50 gp","2d6 slashing","6 lb.","Heavy, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Halberd|phb}","20 gp","1d10 slashing","6 lb.","Heavy, reach, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Lance|phb}","10 gp","1d12 piercing","6 lb.","Reach, special"]},{"type":"row","style":"row-indent-first","row":["{@item Longsword|phb}","15 gp","1d8 slashing","3 lb.","Versatile (1d10)"]},{"type":"row","style":"row-indent-first","row":["{@item Maul|phb}","10 gp","2d6 bludgeoning","10 lb.","Heavy, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Morningstar|phb}","15 gp","1d8 piercing","4 lb.","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Pike|phb}","5 gp","1d10 piercing","18 lb.","Heavy, reach, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Rapier|phb}","25 gp","1d8 piercing","2 lb.","Finesse"]},{"type":"row","style":"row-indent-first","row":["{@item Scimitar|phb}","25 gp","1d6 slashing","3 lb.","Finesse, light"]},{"type":"row","style":"row-indent-first","row":["{@item Shortsword|phb}","10 gp","1d6 piercing","2 lb.","Finesse, light"]},{"type":"row","style":"row-indent-first","row":["{@item Trident|phb}","5 gp","1d6 piercing","4 lb.","Thrown (range 20/60), versatile (1d8)"]},{"type":"row","style":"row-indent-first","row":["{@item War pick|phb}","5 gp","1d8 piercing","2 lb.","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Warhammer|phb}","15 gp","1d8 bludgeoning","2 lb.","Versatile (1d10)"]},{"type":"row","style":"row-indent-first","row":["{@item Whip|phb}","2 gp","1d4 slashing","3 lb.","Finesse, reach"]},["{@i Martial Ranged Weapons}","","","",""],{"type":"row","style":"row-indent-first","row":["{@item Blowgun|phb}","10 gp","1 piercing","1 lb.","Ammunition (range 25/100), loading"]},{"type":"row","style":"row-indent-first","row":["{@item hand crossbow|phb|Crossbow, hand}","75 gp","1d6 piercing","3 lb.","Ammunition (range 30/120), light, loading"]},{"type":"row","style":"row-indent-first","row":["{@item heavy crossbow|phb|Crossbow, heavy}","50 gp","1d10 piercing","18 lb.","Ammunition (range 100/400), heavy, loading, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Longbow|phb}","50 gp","1d8 piercing","2 lb.","Ammunition (range 150/600), heavy, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Net|phb}","1 gp","\u2014","3 lb.","Special, thrown (range 5/15)"]}]},{"type":"entries","name":"Weapon Proficiency","page":146,"entries":["Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are simple and martial. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use.","Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Weapon Properties","page":146,"entries":["Many weapons have special properties related to their use, as shown in the Weapons table.",{"type":"entries","entries":[{"type":"entries","name":"Ammunition","page":146,"entries":["You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.","If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" late in the section). A sling must be loaded to deal any damage when used in this way."],"source":"PHB"},{"type":"entries","name":"Finesse","page":147,"entries":["When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls."],"source":"PHB"},{"type":"entries","name":"Heavy","page":147,"entries":["Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively."],"source":"PHB"},{"type":"entries","name":"Light","page":147,"entries":["A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in chapter 9."],"source":"PHB"},{"type":"entries","name":"Loading","page":147,"entries":["Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make."],"source":"PHB"},{"type":"entries","name":"Range","page":147,"entries":["A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range."],"source":"PHB"},{"type":"entries","name":"Reach","page":147,"entries":["This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon."],"source":"PHB"},{"type":"entries","name":"Special","page":147,"entries":["A weapon with the special property has unusual rules governing its use, explained in the weapon's description (see \"Special Weapons\" later in this section)."],"source":"PHB"},{"type":"entries","name":"Thrown","page":147,"entries":["If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property."],"source":"PHB"},{"type":"entries","name":"Two-Handed","page":147,"entries":["This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it."],"source":"PHB"},{"type":"entries","name":"Versatile","page":147,"entries":["This weapon can be used with one or two hands. A damage value in parentheses appears with the property-the damage when the weapon is used with two hands to make a melee attack."],"source":"PHB"}]},{"type":"entries","name":"Improvised Weapons","page":147,"entries":["Sometimes characters don't have their weapons and have to attack with whatever is close at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin.","In many cases, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the DM's option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.","An object that bears no resemblance to a weapon deals 1d4 damage (the DM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Silvered Weapons","page":148,"entries":["Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Special Weapons","page":148,"entries":["Weapons with special rules are described here.",{"type":"entries","name":"Lance","page":148,"entries":["You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted."],"source":"PHB"},{"type":"entries","name":"Net","page":148,"entries":["A Large or smaller creature hit by a net is {@condition restrained} until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"}],"source":"PHB"}]},{"type":"entries","entries":[{"type":"section","data":{"quickref":3},"name":"Ability Checks","page":174,"entries":["An ability check tests a character's or monster's innate talent and training in an effort to overcome a challenge. The DM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results.","For every ability check, the DM decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class. The more difficult a task, the higher its DC. The Typical Difficulty Classes table shows the most common DCs.",{"type":"table","caption":"Typical Difficulty Classes","basicRules":true,"srd":true,"colLabels":["Task Difficulty","DC"],"colStyles":["col-9","col-3 text-center"],"rows":[["Very easy","5"],["Easy","10"],["Medium","15"],["Hard","20"],["Very hard","25"],["Nearly impossible","30"]]},"To make an ability check, roll a d20 and add the relevant ability modifier.","As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success\u2014the creature overcomes the challenge at hand. Otherwise, it's a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the DM.",{"type":"entries","name":"Contests","page":174,"entries":["Sometimes one character's or monster's efforts are directly opposed to another's. This can occur when both of them are trying to do the same thing and only one can succeed, such as attempting to snatch up a magic ring that has fallen to the floor. This situation also applies when one of them is trying to prevent the other one from accomplishing a goal\u2014for example, when a monster tries to force open a door that an adventurer is holding closed. In situations like these, the outcome is determined by a special form of ability check, called a contest.","Both participants in a contest make ability checks appropriate to their efforts. They apply all appropriate bonuses and penalties, but instead of comparing the total to a DC, they compare the totals of their two checks. The participant with the higher check total wins the contest. That character or monster either succeeds at the action or prevents the other one from succeeding.","If the contest results in a tie, the situation remains the same as it was before the contest. Thus, one contestant might win the contest by default. If two characters tie in a contest to snatch a ring off the floor, neither character grabs it. In a contest between a monster trying to open a door and an adventurer trying to keep the door closed, a tie means that the door remains shut."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Passive Checks","page":175,"entries":["A passive check is a special kind of ability check that doesn't involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for secret doors over and over again, or can be used when the DM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster.","Here's how to determine a character's total for a passive check:",{"type":"abilityGeneric","text":"10 + all modifiers that normally apply to the check"},"If the character has advantage on the check, add 5. For disadvantage, subtract 5. The game refers to a passive check total as a score.","For example, if a 1st-level character has a Wisdom of 15 and proficiency in {@skill Perception}, he or she has a passive Wisdom ({@skill Perception}) score of 14.","The rules on hiding in the \"Dexterity\" section below rely on passive checks, as do the exploration rules in chapter 8."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Working Together","page":175,"entries":["Sometimes two or more characters team up to attempt a task. The character who's leading the effort\u2014or the one with the highest ability modifier\u2014can make an ability check with advantage, reflecting the help provided by the other characters. In combat, this requires the {@action Help} action (see chapter 9).","A character can only provide help if the task is one that he or she could attempt alone. For example, trying to open a lock requires proficiency with thieves' tools, so a character who lacks that proficiency can't help another character in that task. Moreover, a character can help only when two or more individuals working together would actually be productive. Some tasks, such as threading a needle, are no easier with help.",{"type":"entries","name":"Group Checks","page":175,"entries":["When a number of individuals are trying to accomplish something as a group, the DM might ask for a group ability check. In such a situation, the characters who are skilled at a particular task help cover those who aren't.","To make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds. Otherwise, the group fails.","Group checks don't come up very often, and they're most useful when all the characters succeed or fail as a group. For example, when adventurers are navigating a swamp, the DM might call for a group Wisdom ({@skill Survival}) check to see if the characters can avoid the quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards."],"data":{"quickrefIndex":true},"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Ability Scores and Modifiers","page":173,"entries":["Each of a creature's abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompasses a creature's training and competence in activities related to that ability.","A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30.","Each ability also has a modifier, derived from the score and ranging from -5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30.","To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down).","Because ability modifiers affect almost every attack roll, ability check, and saving throw, ability modifiers come up in play more often than their associated scores.",{"type":"table","caption":"Ability Scores and Modifiers","basicRules":true,"srd":true,"colLabels":["Score","Modifier","Score","Modifier"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["1","-5","16-17","+3"],["2-3","-4","18-19","+4"],["4-5","-3","20-21","+5"],["6-7","-2","22-23","+6"],["8-9","-1","24-25","+7"],["10-11","+0","26-27","+8"],["12-13","+1","28-29","+9"],["14-15","+2","30","+10"]]}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Advantage and Disadvantage","page":173,"entries":["Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17.","If multiple situations affect a roll and each one grants advantage or imposes disadvantage on it, you don't roll more than one additional d20. If two favorable situations grant advantage, for example, you still roll only one additional d20.","If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances impose disadvantage and only one grants advantage or vice versa. In such a situation, you have neither advantage nor disadvantage.","When you have advantage or disadvantage and something in the game, such as the halfling's Lucky trait, lets you reroll or replace the d20, you can reroll or replace only one of the dice. You choose which one. For example, if a halfling has advantage or disadvantage on an ability check and rolls a 1 and a 13, the halfling could use the Lucky trait to reroll the 1.","You usually gain advantage or disadvantage through the use of special abilities, actions, or spells. Inspiration (see chapter 4) can also give a character advantage on checks related to the character's personality, ideals, or bonds. The DM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result."],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Casting a Spell","page":202,"entries":["When a character casts any spell, the same basic rules are followed, regardless of the character's class or the spell's effects.","Each spell description in {@book chapter 11|PHB|11} begins with a block of information, including the spell's name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell's effect.",{"type":"inset","name":"Casting in Armor","page":201,"entries":["Because of the mental focus and precise gestures required for spellcasting, you must be proficient with the armor you are wearing to cast a spell. You are otherwise too distracted and physically hampered by your armor for spellcasting."],"source":"PHB"},{"type":"entries","name":"Casting Time","page":202,"entries":["Most spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast.",{"type":"entries","name":"Bonus Action","page":202,"entries":["A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action."],"source":"PHB"},{"type":"entries","name":"Reactions","page":202,"entries":["Some spells can be cast as reactions. These spells take a fraction of a second to bring about and are cast in response to some event. If a spell can be cast as a reaction, the spell description tells you exactly when you can do so."],"source":"PHB"},{"type":"entries","name":"Longer Casting Times","page":202,"entries":["Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours. When you cast a spell with a casting time longer than a single action or reaction, you must spend your action each turn casting the spell, and you must maintain your concentration while you do so (see \"Concentration\" below). If your concentration is broken, the spell fails, but you don't expend a spell slot. If you want to try casting the spell again, you must start over."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Range","page":202,"entries":["The target of a spell must be within the spell's range. For a spell like magic missile, the target is a creature. For a spell like fireball, the target is the point in space where the ball of fire erupts.","Most spells have ranges expressed in feet. Some spells can target only a creature (including you) that you touch. Other spells, such as the shield spell, affect only you. These spells have a range of self.","Spells that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the spell's effect must be you (see \"Areas of Effect\" later in the this chapter).","Once a spell is cast, its effects aren't limited by its range, unless the spell's description says otherwise."],"source":"PHB"},{"type":"entries","name":"Components","page":203,"entries":["A spell's components are the physical requirements you must meet in order to cast it. Each spell's description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can't provide one or more of a spell's components, you are unable to cast the spell.",{"type":"entries","name":"Verbal (V)","page":203,"entries":["Most spells require the chanting of mystic words. The words themselves aren't the source of the spell's power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the silence spell, can't cast a spell with a verbal component."],"source":"PHB"},{"type":"entries","name":"Somatic (S)","page":203,"entries":["Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures."],"source":"PHB"},{"type":"entries","name":"Material (M)","page":203,"entries":["Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a component pouch or a spellcasting focus (found in chapter 5) in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell.","If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell.","A spellcaster must have a hand free to access a spell's material components\u2014or to hold a spellcasting focus\u2014but it can be the same hand that he or she uses to perform somatic components."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Duration","page":203,"entries":["A spell's duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their effects last until the spells are dispelled or destroyed.",{"type":"entries","name":"Instantaneous","page":203,"entries":["Many spells are instantaneous. The spell harms, heals, creates, or alters a creature or an object in a way that can't be dispelled, because its magic exists only for an instant."],"source":"PHB"},{"type":"entries","name":"Concentration","page":203,"entries":["Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends.","If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required).","Normal activity, such as moving and attacking, doesn't interfere with concentration. The following factors can break concentration:",{"type":"list","items":["{@b Casting another spell that requires concentration.} You lose concentration on a spell if you cast another spell that requires concentration. You can't concentrate on two spells at once.","{@b Taking damage.} Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon's breath, you make a separate saving throw for each source of damage.","{@b Being incapacitated or killed.} You lose concentration on a spell if you are {@condition incapacitated} or if you die."]}],"source":"PHB"},"The DM might also decide that certain environmental phenomena, such as a wave crashing over you while you're on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell."],"source":"PHB"},{"type":"entries","name":"Targets","page":204,"entries":["A typical spell requires you to pick one or more targets to be affected by the spell's magic. A spell's description tells you whether the spell targets creatures, objects, or a point of origin for an area of effect (described below).","Unless a spell has a perceptible effect, a creature might not know it was targeted by a spell at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature's thoughts, typically goes unnoticed, unless a spell says otherwise.",{"type":"entries","name":"A Clear Path to the Target","page":204,"entries":["To target something, you must have a clear path to it, so it can't be behind total cover.","If you place an area of effect at a point that you can't see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction."],"source":"PHB"},{"type":"entries","name":"Targeting Yourself","page":204,"entries":["If a spell targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a spell you cast, you can target yourself."],"source":"PHB"}],"source":"PHB"},{"type":"inset","name":"The Schools of Magic","page":203,"entries":[{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Abjuration","entry":"spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.","nameDot":false},{"type":"item","name":"Conjuration","entry":"spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster's side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.","nameDot":false},{"type":"item","name":"Divination","entry":"spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.","nameDot":false},{"type":"item","name":"Enchantment","entry":"spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.","nameDot":false},{"type":"item","name":"Evocation","entry":"spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.","nameDot":false},{"type":"item","name":"Illusion","entry":"spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature.","nameDot":false},{"type":"item","name":"Necromancy","entries":["spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.","Creating the undead through the use of necromancy spells such as {@spell animate dead} is not a good act, and only evil casters use such spells frequently."],"nameDot":false},{"type":"item","name":"Transmutation","entry":"spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster's command, or enhance a creature's innate healing abilities to rapidly recover from injury.","nameDot":false}]}],"source":"PHB"},{"type":"entries","name":"Areas of Effect","page":204,"entries":["Spells such as {@spell burning hands} and {@spell cone of cold} cover an area, allowing them to affect multiple creatures at once. A spell's description specifies its area of effect, which typically has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a point of origin, a location from which the spell's energy erupts. The rules for each shape specify how you position its point of origin. Typically, a point of origin is a point in space, but some spells have an area whose origin is a creature or an object.","A spell's effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn't included in the spell's area. To block one of these imaginary lines, an obstruction must provide total cover, as explained in chapter 9.",{"type":"image","href":{"type":"internal","path":"book/DMG/Point-of-Origin.webp"},"width":1000,"height":528,"data":{"quickrefKeep":true}},{"type":"entries","name":"Cone","page":204,"entries":["A cone extends in a direction you choose from its point of origin. A cone's width at a given point along its length is equal to that point's distance from the point of origin. A cone's area of effect specifies its maximum length.","A cone's point of origin is not included in the cone's area of effect, unless you decide otherwise."],"source":"PHB"},{"type":"entries","name":"Cube","page":204,"entries":["You select a cube's point of origin, which lies anywhere on a face of the cubic effect. The cube's size is expressed as the length of each side.","A cube's point of origin is not included in the cube's area of effect, unless you decide otherwise."],"source":"PHB"},{"type":"entries","name":"Cylinder","page":204,"entries":["A cylinder's point of origin is the center of a circle of a particular radius, as given in the spell description. The circle must either be on the ground or at the height of the spell effect. The energy in a cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The spell's effect then shoots up from the base or down from the top, to a distance equal to the height of the cylinder.","A cylinder's point of origin is included in the cylinder's area of effect."],"source":"PHB"},{"type":"entries","name":"Line","page":205,"entries":["A line extends from its point of origin in a straight path up to its length and covers an area defined by its width.","A line's point of origin is not included in the line's area of effect, unless you decide otherwise."],"source":"PHB"},{"type":"entries","name":"Sphere","page":205,"entries":["You select a sphere's point of origin, and the sphere extends outward from that point. The sphere's size is expressed as a radius in feet that extends from the point.","A sphere's point of origin is included in the sphere's area of effect."],"source":"PHB"}],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Saving Throws","page":205,"entries":[" Many spells specify that a target can make a saving throw to avoid some or all of a spell's effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure.","The DC to resist one of your spells equals 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers."],"source":"PHB"},{"type":"entries","name":"Attack Rolls","page":205,"entries":["Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus.","Most spells that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn't {@condition incapacitated}."],"source":"PHB"},{"type":"entries","name":"Combining Magical Effects","page":205,"entries":["The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don't combine, however. Instead, the most potent effect\u2014such as the highest bonus\u2014from those castings applies while their durations overlap, or the most recent effect applies if the castings are equally potent and their durations overlap.","For example, if two clerics cast {@spell bless} on the same target, that character gains the spell's benefit only once; he or she doesn't get to roll two bonus dice."],"source":"PHB"},{"type":"inset","name":"The Weave of Magic","page":205,"entries":["The words within the D&D multiverse are magical places. All existence is suffused with magical power, and potential energy lies untapped in every rock, stream, and living creature, the mute and mindless will of existence, permeating every bit of matter and present in every manifestation of energy throughout the multiverse.","Mortals can't directly shape this raw magic. Instead, they make use of a fabric of magic, a kind of interface between the will of a spellcaster and the stuff of raw magic. The spellcasters of the Forgotten Realms call it the Weave and recognize its essence as the goddess Mystra, but casters have varied ways of naming and visualizing this interface.","By any name, without the Weave, raw magic is locked away and inaccessible; the most powerful archmage can't light a candle with magic in an area where the Weave has been torn. But surrounded by the Weave, a spellcaster can shape lightning to blast foes, transport hundreds of miles in the blink of an eye, or even reverse death itself.","All magic depends on the Weave, though different kinds of magic access it in a variety of ways. The spells of wizards, warlocks, sorcerers, and bards are commonly called {@b arcane magic}. These spells rely on an understanding\u2014learned or intuitive\u2014of the workings of the Weave. The caster plucks directly at the strands of the Weave to create the desired effect. Eldritch knights and arcane tricksters also use arcane magic. The spells of clerics, druids, paladins, and rangers are called {@b divine magic}. These spellcasters' access to the Weave is mediated by divine power\u2014gods, the divine forces of nature, or the sacred weight of a paladin's oath.","Whenever a magic effect is created, the threads of the Weave intertwine, twist, and fold to make the effect possible.","When characters use divination spells such as {@i detect magic} or {@i identify}, they glimpse the Weave. A spell such as {@i dispel magic} smooths the Weave. Spells such as {@i antimagic field} rearrange the Weave so that magic flows around, rather than through the area affected by the spell. And in places where the Weave is damaged or torn, magic works in unpredictable ways\u2014or not at all."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Conditions","page":289,"entries":["Conditions alter a creature's capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster's attack, or other effect. Most conditions, such as {@condition blinded}, are impairments, but a few, such as {@condition invisible}, can be advantageous.","A condition lasts either until it is countered (the {@condition prone} condition is countered by standing up, for example) or for a duration specified by the effect that imposed the condition.","If multiple effects impose the same condition on a creature, each instance of the condition has its own duration, but the condition's effects don't get worse. A creature either has a condition or doesn't.",{"type":"inlineBlock","entries":["For a full list of the conditions, see the ",{"type":"link","href":{"type":"internal","path":"conditionsdiseases.html"},"text":"conditions"}," page. The conditions are:",{"type":"list","items":["{@condition blinded}","{@condition charmed}","{@condition deafened}","{@condition exhaustion}","{@condition frightened}","{@condition grappled}","{@condition incapacitated}","{@condition invisible}","{@condition paralyzed}","{@condition petrified}","{@condition poisoned}","{@condition prone}","{@condition restrained}","{@condition stunned}","{@condition unconscious}"],"columns":3}]}],"source":"PHB"},{"type":"section","name":"Falling","page":77,"entries":["Falling from a great height is a significant risk for adventurers and their foes. The rule given in the player's handbook is simple: at the end of a fall, you take {@dice 1d6} bludgeoning damage for every 10 feet you fell, to a maximum of {@dice 20d6}. You also land {@condition prone}, unless you somehow avoid taking damage from the fall. Here are two optional rules that expand on that simple rule.",{"type":"entries","name":"Rate of Falling","page":77,"entries":["The rule for falling assumes that a creature immediately drops the entire distance when it falls. But what if a creature is at a high altitude when it falls, perhaps on the back of a {@creature griffon} or on board an {@item airship}? Realistically, a fall from such a height can take more than a few seconds, extending past the end of the turn when the fall occurred. If you'd like high-altitude falls to be properly time-consuming, use the following optional rule.","When you fall from a great height, you instantly descend up to 500 feet. If you're still falling on your next turn, you descend up to 500 feet at the end of that turn. This process continues until the fall ends, either because you hit the ground or the fall is otherwise halted."],"source":"XGE"},{"type":"entries","name":"Flying Creatures and Falling","page":77,"entries":["A flying creature in flight falls if it is knocked {@condition prone}, if its speed is reduced to 0 feet, or if it otherwise loses the ability to move, unless it can hover or it is being held aloft by magic, such as the {@spell fly} spell.","If you'd like a flying creature to have a better chance of surviving a fall than a non-flying creature does, use this rule: subtract the creature's current flying speed from the distance it fell before calculating falling damage. This rule is helpful to a flier that is knocked {@condition prone} but is still conscious and has a current flying speed that is greater than 0 feet. The rule is designed to simulate the creature flapping its wings furiously or taking similar measures to slow the velocity of its fall.","If you use the rule for rate of falling in the previous section, a flying creature descends 500 feet on the turn when it falls, just as other creatures do. But if that creature starts any of its later turns still falling and is {@condition prone}, it can halt the fall on its turn by spending half its flying speed to counter the {@condition prone} condition (as if it were standing up in midair)."],"source":"XGE"}],"data":{"quickref":3},"source":"XGE"},{"type":"section","data":{"quickref":3},"name":"Food and Water","page":185,"entries":["Characters who don't eat or drink suffer the effects of {@condition exhaustion} (see the appendix). Exhaustion caused by lack of food or water can't be removed until the character eats and drinks the full required amount.",{"type":"entries","name":"Food","page":185,"entries":["A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food.","A character can go without food for a number of days equal to 3 + his or her Constitution modifier (minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of {@condition exhaustion}.","A normal day of eating resets the count of days without food to zero."],"source":"PHB"},{"type":"entries","name":"Water","page":185,"entries":["A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of {@condition exhaustion} at the end of the day. A character with access to even less water automatically suffers one level of {@condition exhaustion} at the end of the day.","If the character already has one or more levels of {@condition exhaustion}, the character takes two levels in either case."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3,"allowRefDupe":true},"name":"Hiding","page":177,"entries":["The DM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity ({@skill Stealth}) check. Until you are discovered or you stop hiding, that check's total is contested by the Wisdom ({@skill Perception}) check of any creature that actively searches for signs of your presence.","You can't hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase. An {@condition invisible} creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet.","In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the DM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen.",{"type":"entries","name":"Passive Perception","page":177,"entries":["When you hide, there's a chance someone will notice you even if they aren't searching. To determine whether such a creature notices you, the DM compares your Dexterity ({@skill Stealth}) check with that creature's passive Wisdom ({@skill Perception}) score, which equals 10 + the creature's Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5.","For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and a proficiency in {@skill Perception}, he or she has a passive Wisdom ({@skill Perception}) of 14."],"source":"PHB"},{"type":"entries","name":"What Can you See?","page":177,"entries":["One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be lightly or heavily obscured, as explained in chapter 8."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"How to Play","page":6,"entries":["{@b 1. The DM describes the environment.} The DM tells the players where their adventurers are and what's around them, presenting the basic scope of options that present themselves (how many doors lead out of a room, what's on a table, who's in the tavern, and so on).","{@b 2. The players describe what they want to do.} Sometimes one player speaks for the whole party, saying, \"We'll take the east door,\" for example. Other times, different adventurers do different things: one adventurer might search a treasure chest while a second examines an esoteric symbol engraved on a wall and a third keeps watch for monsters. The players don't need to take turns, but the DM listens to every player and decides how to resolve those actions.","Sometimes, resolving a task is easy. If an adventurer wants to walk across a room and open a door, the DM might just say that the door opens and describe what lies beyond. But the door might be locked, the floor might hide a deadly trap, or some other circumstance might make it challenging for an adventurer to complete a task. In those cases, the DM decides what happens, often relying on the roll of a die to determine the results of an action.","{@b 3. The DM narrates the results of the adventurers' actions.} Describing the results often leads to another decision point, which brings the flow of the game right back to step 1.","This pattern holds whether the adventurers are cautiously exploring a ruin, talking to a devious prince, or locked in mortal combat against a mighty dragon.","In certain situations, particularly combat, the action is more structured and the players (and DM) do take turns choosing and resolving actions. But most of the time, play is fluid and flexible, adapting to the circumstances of the adventure.","Often the action of an adventure takes place in the imagination of the players and DM, relying on the DM's verbal descriptions to set the scene. Some DMs like to use music, art, or recorded sound effects to help set the mood, and many players and DMs alike adopt different voices for the various adventurers, monsters, and other characters they play in the game. Sometimes, a DM might lay out a map and use tokens or miniature figures to represent each creature involved in a scene to help the players keep track of where everyone is.",{"type":"entries","name":"Game Dice","page":6,"entries":["The game uses polyhedral dice with different numbers of sides. You can find dice like these in game stores and in many bookstores.","In these rules, the different dice are referred to by the letter {@b d} followed by the number of sides - d4, d6, d8, d10, d12, and d20. For instance, a d6 is a six-sided die (the typical cube that many games use).","Percentile dice, or d100, work a little differently. You generate a number between 1 and 100 by rolling two different ten-sided dice numbered from 0 to 9.","One die (designated before you roll) gives the tens digit, and the other gives the ones digit. If you roll a 7 and a 1, for example, the number rolled is 71. Two 0s represent 100. Some ten-sided dice are numbered in tens (00, 10, 20, and so on), making it easier to distinguish the tens digit from the ones digit. In this case, a roll of 70 and 1 is 71, and 00 and 0 is 100.","When you need to roll dice, the rules tell you how many dice to roll of a certain type, as well as what modifiers to add. For example, \"3d8 + 5\" means you roll three eight-sided dice, add them together, and add 5 to the total.","The same d notation appears in the expressions \"1d3\" and \"1d2.\" To simulate the roll of 1d3, roll a d6 and divide the number rolled by 2 (round up). To simulate the roll of 1d2, roll any die and assign a 1 or 2 to the roll depending on whether it was odd or even. (Alternatively, if the number rolled is more than half the number of sides on the die, it's a 2.)"],"source":"PHB"},{"type":"entries","name":"The D20","page":7,"entries":["Does an adventurer's sword swing hurt a dragon or just bounce off its iron-hard scales? Will the ogre believe an outrageous bluff? Can a character swim across a raging river? Can a character avoid the main blast of a fireball, or does he or she take full damage from the blaze? In cases where the outcome of an action is uncertain, the Dungeons & Dragons game relies on rolls of a 20-sided die, a d20, to determine success or failure.","Every character and monster in the game has capabilities defined by six {@b ability scores}. The abilities are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, and they typically range from 3 to 18 for most adventurers. (Monsters might have scores as low as 1 or as high as 30.) These ability scores, and the ability modifiers derived from them, are the basis for almost every d20 roll that a player makes on a character's or monster's behalf.","Ability checks, attack rolls, and saving throws are the three main kinds of d20 rolls, forming the core of the rules of the game. All three follow these simple steps.","{@b 1. Roll the die and add a modifier.} Roll a d20 and add the relevant modifier. This is typically the modifier derived from one of the six ability scores, and it sometimes includes a proficiency bonus to reflect a character's particular skill. (See chapter 1 for details on each ability and how to determine an ability's modifier.)","{@b 2. Apply circumstantial bonuses and penalties.} A class feature, a spell, a particular circumstance, or some other effect might give a bonus or penalty to the check.","{@b 3. Compare the total to a target number.} If the total equals or exceeds the target number, the ability check, attack roll, or saving throw is a success. Otherwise, it's a failure. The DM is usually the one who determines target numbers and tells players whether their ability checks, attack rolls, and saving throws succeed or fail.","The target number for an ability check or a saving throw is called a {@b Difficulty Class} (DC). The target number for an attack roll is called an {@b Armor Class} (AC).","This simple rule governs the resolution of most tasks in D&D play. Chapter 7 provides more detailed rules for using the d20 in the game."],"source":"PHB"},{"type":"entries","name":"Advantage and Disadvantage","page":7,"entries":["Sometimes an ability check, attack roll, or saving throw is modified by special situations called advantage and disadvantage. Advantage reflects the positive circumstances surrounding a d20 roll, while disadvantage reflects the opposite. When you have either advantage or disadvantage, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17.","More detailed rules for advantage and disadvantage are presented in chapter 7."],"source":"PHB"},{"type":"entries","name":"Specific Beats General","page":7,"entries":["This book contains rules, especially in parts 2 and 3, that govern how the game plays. That said, many racial traits, class features, spells, magic items, monster abilities, and other game elements break the general rules in some way, creating an exception to how the rest of the game works. Remember this: If a specific rule contradicts a general rule, the specific rule wins.","Exceptions to the rules are often minor. For instance, many adventurers don't have proficiency with longbows, but every wood elf does because of a racial trait. That trait creates a minor exception in the game. Other examples of rule-breaking are more conspicuous. For instance, an adventurer can't normally pass through walls, but some spells make that possible. Magic accounts for most of the major exceptions to the rules."],"source":"PHB"},{"type":"entries","name":"Round Down","page":7,"entries":["There's one more general rule you need to know at the outset. Whenever you divide a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Interacting with Objects","page":185,"entries":["A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the DM that his or her character is doing something, such a moving a lever, and the DM describes what, if anything happens.","For example, a character might decide to pull a lever, which might, in turn, raise a portcullis, cause a room to flood with water, or open a secret door in a nearby wall. If the lever is rusted in position, though, a character might need to force it. In such a situation, the DM might call for a Strength check to see whether the character can wrench the lever into place. The DM sets the DC for any such check based on the difficulty of the task.","Characters can also damage objects with their weapons and spells. Objects are immune to poison and psychic damage, but otherwise they can be affected by physical and magical attacks much like creatures can. The DM determines an object's Armor Class and hit points, and might decide that certain objects have resistance or immunity to certain kinds of attacks. (It's hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are immune to effects that require other saves.","When an object drops to 0 hit points, it breaks.","A character can also attempt a Strength check to break an object. The DM sets the DC for any such check."],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Proficiency Bonus","page":173,"entries":["Characters have a proficiency bonus determined by level, as detailed in chapter 1. Monsters also have this bonus, which is incorporated in their stat blocks. The bonus is used in the rules on ability checks, saving throws, and attack rolls.","Your proficiency bonus can't be added to a single die roll or other number more than once. For example, if two different rules say you can add your proficiency bonus to a Wisdom saving throw, you nevertheless add the bonus only once when you make the save.","Occasionally, your proficiency bonus might be multiplied or divided (doubled or halved, for example) before you apply it. For example, the rogue's Expertise feature doubles the proficiency bonus for certain ability checks. If a circumstance suggests that your proficiency bonus applies more than once to the same roll, you still add it only once and multiply or divide it only once.","By the same token, if a feature or effect allows you to multiply your proficiency bonus when making an ability check that wouldn't normally benefit from your proficiency bonus, you still don't add the bonus to the check. For that check your proficiency bonus is 0, given the fact that multiplying 0 by any number is still 0. For instance, if you lack proficiency in the {@skill History} skill, you gain no benefit from a feature that lets you double your proficiency bonus when you make Intelligence ({@skill History}) checks.","In general, you don't multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply."],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Resting","page":186,"entries":["Heroic though they might be, adventurers can't spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest-time to sleep and eat, tend their wounds, refresh their minds and spirits for spellcasting, and brace themselves for further adventure.","Adventurers, as well as other creatures, can take short rests in the midst of a day and a long rest to end it.",{"type":"entries","name":"Short Rest","page":186,"entries":["A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.","A character can spend one or more Hit Dice at the end of a short rest, up to the character's maximum number of Hit Dice, which is equal to the character's level. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total (minimum of 0). The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below."],"source":"PHB"},{"type":"entries","name":"Long Rest","page":186,"entries":["A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity\u2014at least 1 hour of walking, fighting, casting spells, or similar adventuring activity\u2014the characters must begin the rest again to gain any benefit from it.","At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character's total number of them. You regain at least 1 Hit Die when you finish a long rest.","For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest.","A character can't benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Saving Throws","page":179,"entries":["A saving throw\u2014also called a save\u2014represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You don't normally decide to make a saving throw; you are forced to make one because your character or monster is at risk of harm.","To make a saving throw, roll a d20 and add the appropriate ability modifier. For example, you use your Dexterity modifier for a Dexterity saving throw.","A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the DM.","Each class gives proficiency in at least two saving throws. The wizard, for example, is proficient in Intelligence saves. As with skill proficiencies, proficiency in a saving throw lets a character add his or her proficiency bonus to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well.","The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the caster's spellcasting ability and proficiency bonus.","The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect."],"source":"PHB"},{"type":"section","name":"Simultaneous Effects","page":77,"entries":["Most effects in the game happen in succession, following an order set by the rules or the DM. In rare cases, effects can happen at the same time, especially at the start or end of a creature's turn. If two or more things happen at the same time on a character or monster's turn, the person at the game table-whether player or DM-who controls that creature decides the order in which those things happen. For example, if two effects occur at the end of a player character's turn, the player decides which of the two effects happens first."],"data":{"quickref":3},"source":"XGE"},{"type":"section","data":{"quickref":3},"name":"Skills","page":174,"entries":["Each ability covers a broad range of capabilities, including skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an individual's proficiency in a skill demonstrates a focus on that aspect. (A character's starting skill proficiencies are determined at character creation, and a monster's skill proficiencies appear in the monster's stat block.)","For example, a Dexterity check might reflect a character's attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an associated skill: {@skill Acrobatics}, {@skill Sleight of Hand}, and {@skill Stealth}, respectively. So a character who has proficiency in the {@skill Stealth} skill is particularly good at Dexterity checks related to sneaking and hiding.","The skills related to each ability score are shown in the following list. (No skills are related to Constitution.) See an ability's description in the later sections of this chapter for examples of how to use a skill associated with an ability.",{"type":"table","colLabels":["Ability","Skills"],"colStyles":["col-2","col-10"],"rows":[["Strength","{@skill Athletics}"],["Dexterity","{@skill Acrobatics}, {@skill Sleight of Hand}, {@skill Stealth}"],["Intelligence","{@skill Arcana}, {@skill History}, {@skill Investigation}, {@skill Nature}, {@skill Religion}"],["Wisdom","{@skill Animal Handling}, {@skill Insight}, {@skill Medicine}, {@skill Perception}, {@skill Survival}"],["Charisma","{@skill Deception}, {@skill Intimidation}, {@skill Performance}, {@skill Persuasion}"]]},"Sometimes, the DM might ask for an ability check using a specific skill\u2014for example, \"Make a Wisdom ({@skill Perception}) check.\" At other times, a player might ask the DM if proficiency in a particular skill applies to a check. In either case, proficiency in a skill means an individual can add his or her proficiency bonus to ability checks that involve that skill. Without proficiency in the skill, the individual makes a normal ability check.","For example, if a character attempts to climb up a dangerous cliff, the Dungeon Master might ask for a Strength ({@skill Athletics}) check. If the character is proficient in {@skill Athletics}, the character's proficiency bonus is added to the Strength check. If the character lacks that proficiency, he or she just makes a Strength check.",{"type":"entries","name":"Variant: Skills with Different Abilities","page":175,"entries":["Normally, your proficiency in a skill applies only to a specific kind of ability check. Proficiency in {@skill Athletics}, for example, usually applies to Strength checks. In some situations, though, your proficiency might reasonably apply to a different kind of check. In such cases, the DM might ask for a check using an unusual combination of ability and skill, or you might ask your DM if you can apply a proficiency to a different check. For example, if you have to swim from an offshore island to the mainland, your DM might call for a Constitution check to see if you have the stamina to make it that far. In this case, your DM might allow you to apply your proficiency in {@skill Athletics} and ask for a Constitution ({@skill Athletics}) check. So if you're proficient in {@skill Athletics}, you apply your proficiency bonus to the Constitution check just as you would normally do for a Strength ({@skill Athletics}) check.","Similarly, when your dwarf fighter uses a display of raw strength to intimidate an enemy, your DM might ask for a Strength ({@skill Intimidation}) check, even though {@skill Intimidation} is normally associated with Charisma."],"source":"PHB"}],"source":"PHB"},{"type":"section","name":"Sleep","page":77,"entries":["Just as in the real world, D&D characters spend many hours sleeping, most often as part of a long rest. Most monsters also need to sleep. While a creature sleeps, it is subjected to the {@condition unconscious} condition. Here are a few rules that expand on that basic fact.",{"type":"entries","name":"Waking Someone","page":77,"entries":["A creature that is naturally sleeping, as opposed to being in a magically or chemically induced sleep, wakes up if it takes any damage or if someone else uses an action to shake or slap the creature awake. A sudden loud noise-such as yelling, thunder, or a ringing bell-also awakens someone that is sleeping naturally.","Whispers don't disturb sleep, unless a sleeper's passive Wisdom ({@skill Perception}) score is 20 or higher and the whispers are within 10 feet of the sleeper. Speech at a normal volume awakens a sleeper if the environment is otherwise silent (no wind, birdsong, crickets, street sounds, or the like) and the sleeper has a passive Wisdom ({@skill Perception}) score of 15 or higher."],"source":"XGE"},{"type":"entries","name":"Sleeping in Armor","page":77,"entries":["Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.","When you finish a long rest during which you slept in medium or heavy armor, you regain only one quarter of your spent Hit Dice (minimum of one die). If you have any levels of {@condition exhaustion}, the rest doesn't reduce your {@condition exhaustion} level."],"source":"XGE"},{"type":"entries","name":"Going without a Long Rest","page":78,"entries":["A long rest is never mandatory, but going without sleep does have its consequences. If you want to account for the effects of sleep deprivation on characters and creatures, use these rules.","Whenever you end a 24-hour period without finishing a long rest, you must succeed on a DC 10 Constitution saving throw or suffer one level of {@condition exhaustion}.","It becomes harder to fight off {@condition exhaustion} if you stay awake for multiple days. After the first 24 hours, the DC increases by 5 for each consecutive 24-hour period without a long rest. The DC resets to 10 when you finish a long rest."],"source":"XGE"}],"data":{"quickref":3},"source":"XGE"},{"type":"section","data":{"quickref":3},"name":"Suffocating","page":183,"entries":["A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).","When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again.","For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points."],"source":"PHB"},{"type":"section","name":"Tying Knots","page":78,"entries":["The rules are purposely open-ended concerning mundane tasks like tying knots, but sometimes knowing how well a knot was fashioned is important in a dramatic scene when someone is trying to untie a knot or slip out of one. Here's an optional rule for determining the effectiveness of a knot.","The creature who ties the knot makes an Intelligence ({@skill Sleight of Hand}) check when doing so. The total of the check becomes the DC for an attempt to untie the knot with an Intelligence ({@skill Sleight of Hand}) check or to slip out of it with a Dexterity ({@skill Acrobatics}) check.","This rule intentionally links {@skill Sleight of Hand} with Intelligence, rather than Dexterity. This is an example of how to apply the rule in the {@variantrule Skills with Different Abilities|phb|\"Variant: Skills with Different Abilities\"} section in chapter 7 of the player's handbook."],"data":{"quickref":3},"source":"XGE"},{"type":"section","data":{"quickref":3},"name":"Using Each Ability","page":175,"entries":["Every task that a character or monster might attempt in the game is covered by one of the six abilities. This section explains in more detail what those abilities mean and the ways they are used in the game.",{"type":"entries","name":"Strength","page":175,"entries":["Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force.",{"type":"entries","name":"Strength Checks","page":175,"entries":["A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The {@skill Athletics} skill reflects aptitude in certain kinds of Strength checks.",{"type":"entries","name":"Athletics","page":175,"entries":["Your Strength ({@skill Athletics}) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:",{"type":"list","items":["You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.","You try to jump an unusually long distance or pull off a stunt mid jump.","You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming."]}],"source":"PHB"},{"type":"entries","name":"Other Strength Checks","page":175,"entries":["The DM might also call for a Strength check when you try to accomplish tasks like the following:",{"type":"list","items":["Force open a stuck, locked, or barred door","Break free of bonds","Push through a tunnel that is too small","Hang on to a wagon while being dragged behind it","Tip over a statue","Keep a boulder from rolling"]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Attack Rolls and Damage","page":176,"entries":["You add your Strength modifier to your attack roll and your damage roll when attacking with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in hand-to-hand combat, and some of them can be thrown to make a ranged attack."],"source":"PHB"},{"type":"entries","name":"Lifting and Carrying","page":176,"entries":["Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry.",{"type":"entries","name":"Carrying Capacity","page":176,"entries":["Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don't usually have to worry about it."],"source":"PHB"},{"type":"entries","name":"Push, Drag, or Lift","page":176,"entries":["You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet."],"source":"PHB"},{"type":"entries","name":"Size and Strength","page":176,"entries":["Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature's carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights."],"source":"PHB"}],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Variant: Encumbrance","page":176,"entries":["The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table in chapter 5.","If you carry weight in excess of 5 times your Strength score, you are encumbered, which means your speed drops by 10 feet.","If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead heavily encumbered, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Dexterity","page":176,"entries":["Dexterity measures agility, reflexes, and balance.",{"type":"entries","name":"Dexterity Checks","page":176,"entries":["A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The {@skill Acrobatics}, {@skill Sleight of Hand}, and {@skill Stealth} skills reflect aptitude in certain kinds of Dexterity checks.",{"type":"entries","name":"Acrobatics","page":176,"entries":["Your Dexterity ({@skill Acrobatics}) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. The DM might also call for a Dexterity ({@skill Acrobatics}) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips."],"source":"PHB"},{"type":"entries","name":"Sleight of Hand","page":177,"entries":["Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity ({@skill Sleight of Hand}) check. The DM might also call for a Dexterity ({@skill Sleight of Hand}) check to determine whether you can lift a coin purse off another person or slip something out of another person's pocket."],"source":"PHB"},{"type":"entries","name":"Stealth","page":177,"entries":["Make a Dexterity ({@skill Stealth}) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard."],"source":"PHB"},{"type":"entries","name":"Other Dexterity Checks","page":177,"entries":["The DM might call for a Dexterity check when you try to accomplish tasks like the following:",{"type":"list","items":["Control a heavily laden cart on a steep descent","Steer a chariot around a tight turn","Pick a lock","Disable a trap","Securely tie up a prisoner","Wriggle free of bonds","Play a stringed instrument","Craft a small or detailed object"]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Attack Rolls and Damage","page":177,"entries":["You add your Dexterity modifier to your attack roll and your damage roll when attacking with a ranged weapon, such as a sling or a longbow. You can also add your Dexterity modifier to your attack roll and your damage roll when attacking with a melee weapon that has the finesse property, such as a dagger or a rapier."],"source":"PHB"},{"type":"entries","name":"Armor Class","page":177,"entries":["Depending on the armor you wear, you might add some or all of your Dexterity modifier to your Armor Class, as described in chapter 5."],"source":"PHB"},{"type":"entries","name":"Initiative","page":177,"entries":["At the beginning of every combat, you roll initiative by making a Dexterity check. Initiative determines the order of creatures' turns in combat, as described in chapter 9."],"source":"PHB"},{"type":"inset","data":{"quickref":3,"allowRefDupe":true},"name":"Hiding","page":177,"entries":["The DM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity ({@skill Stealth}) check. Until you are discovered or you stop hiding, that check's total is contested by the Wisdom ({@skill Perception}) check of any creature that actively searches for signs of your presence.","You can't hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase. An {@condition invisible} creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet.","In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the DM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen.",{"type":"entries","name":"Passive Perception","page":177,"entries":["When you hide, there's a chance someone will notice you even if they aren't searching. To determine whether such a creature notices you, the DM compares your Dexterity ({@skill Stealth}) check with that creature's passive Wisdom ({@skill Perception}) score, which equals 10 + the creature's Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5.","For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and a proficiency in {@skill Perception}, he or she has a passive Wisdom ({@skill Perception}) of 14."],"source":"PHB"},{"type":"entries","name":"What Can you See?","page":177,"entries":["One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be lightly or heavily obscured, as explained in chapter 8."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Constitution","page":177,"entries":["Constitution measures health, stamina, and vital force.",{"type":"entries","name":"Constitution Checks","page":177,"entries":["Constitution checks are uncommon, and no skills apply to Constitution checks, because the endurance this ability represents is largely passive rather than involving a specific effort on the part of a character or monster.","A Constitution check can model your attempt to push beyond normal limits, however.","The DM might call for a Constitution check when you try to accomplish tasks like the following:",{"type":"list","items":["Hold your breath","March or labor for hours without rest","Go without sleep","Survive without food or water","Quaff an entire stein of ale in one go"]}],"source":"PHB"},{"type":"entries","name":"Hit Points","page":177,"entries":["Your Constitution modifier contributes to your hit points. Typically, you add your Constitution modifier to each Hit Die you roll for your hit points.","If your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Constitution score when you reach 4th level and your Constitution modifier increases from +1 to +2, you adjust your hit point maximum as though the modifier had always been +2. So you add 3 hit points for your first three levels, and then roll your hit points for 4th level using your new modifier. Or if you're 7th level and some effect lowers your Constitution score so as to reduce your Constitution modifier by 1, your hit point maximum is reduced by 7."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Intelligence","page":177,"entries":["Intelligence measures mental acuity, accuracy of recall, and the ability to reason.",{"type":"entries","name":"Intelligence Checks","page":177,"entries":["An Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The {@skill Arcana}, {@skill History}, {@skill Investigation}, {@skill Nature}, and {@skill Religion} skills reflect aptitude in certain kinds of Intelligence checks.",{"type":"entries","name":"Arcana","page":177,"entries":["Your Intelligence ({@skill Arcana}) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes."],"source":"PHB"},{"type":"entries","name":"History","page":177,"entries":["Your Intelligence ({@skill History}) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations."],"source":"PHB"},{"type":"entries","name":"Investigation","page":178,"entries":["When you look around for clues and make deductions based on those clues, you make an Intelligence ({@skill Investigation}) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence ({@skill Investigation}) check."],"source":"PHB"},{"type":"entries","name":"Nature","page":178,"entries":["Your Intelligence ({@skill Nature}) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles."],"source":"PHB"},{"type":"entries","name":"Religion","page":178,"entries":["Your Intelligence ({@skill Religion}) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults."],"source":"PHB"},{"type":"entries","name":"Other Intelligence Checks","page":178,"entries":["The DM might call for an Intelligence check when you try to accomplish tasks like the following:",{"type":"list","items":["Communicate with a creature without using words","Estimate the value of a precious item","Pull together a disguise to pass as a city guard","Forge a document","Recall lore about a craft or trade","Win a game of skill"]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Spellcasting Ability","page":178,"entries":["Wizards use Intelligence as their spellcasting ability, which helps determine the saving throw DCs of spells they cast."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Wisdom","page":178,"entries":["Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition.",{"type":"entries","name":"Wisdom Checks","page":178,"entries":["A Wisdom check might reflect an effort to read body language, understand someone's feelings, notice things about the environment, or care for an injured person. The {@skill Animal Handling}, {@skill Insight}, {@skill Medicine}, {@skill Perception}, and {@skill Survival} skills reflect aptitude in certain kinds of Wisdom checks.",{"type":"entries","name":"Animal Handling","page":178,"entries":["When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal's intentions, the DM might call for a Wisdom ({@skill Animal Handling}) check. You also make a Wisdom ({@skill Animal Handling}) check to control your mount when you attempt a risky maneuver."],"source":"PHB"},{"type":"entries","name":"Insight","page":178,"entries":["Your Wisdom ({@skill Insight}) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone's next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms."],"source":"PHB"},{"type":"entries","name":"Medicine","page":178,"entries":["A Wisdom ({@skill Medicine}) check lets you try to stabilize a dying companion or diagnose an illness."],"source":"PHB"},{"type":"entries","name":"Perception","page":178,"entries":["Your Wisdom ({@skill Perception}) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses."],"source":"PHB"},"For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.",{"type":"entries","name":"Survival","page":178,"entries":["The DM might ask you to make a Wisdom ({@skill Survival}) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards."],"source":"PHB"},{"type":"entries","name":"Other Wisdom Checks","page":178,"entries":["The DM might call for a Wisdom check when you try to accomplish tasks like the following:",{"type":"list","items":["Get a gut feeling about what course of action to follow","Discern whether a seemingly dead or living creature is undead"]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Spellcasting Ability","page":178,"entries":["Clerics, druids, and rangers use Wisdom as their spellcasting ability, which helps determine the saving throw DCs of spells they cast."],"source":"PHB"},{"type":"inset","name":"Finding a Hidden Object","page":178,"entries":["When your character searches for a hidden object such as a secret door or a trap, the DM typically asks you to make a Wisdom ({@skill Perception}) check. Such a check can be used to find hidden details or other information and clues that you might otherwise overlook.","In most cases, you need to describe where you are looking in order for the DM to determine your chance of success. For example, a key is hidden beneath a set of folded clothes in the top drawer of a bureau. If you tell the DM that you pace around the room, looking at the walls and furniture for clues, you have no chance of finding the key, regardless of your Wisdom ({@skill Perception}) check result. You would have to specify that you were opening the drawers or searching the bureau in order to have any chance of success."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Charisma","page":178,"entries":["Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality.",{"type":"entries","name":"Charisma Checks","page":178,"entries":["A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The {@skill Deception}, {@skill Intimidation}, {@skill Performance}, and {@skill Persuasion} skills reflect aptitude in certain kinds of Charisma checks.",{"type":"entries","name":"Deception","page":178,"entries":["Your Charisma ({@skill Deception}) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie."],"source":"PHB"},{"type":"entries","name":"Intimidation","page":179,"entries":["When you attempt to influence someone through overt threats, hostile actions, and physical violence, the DM might ask you to make a Charisma ({@skill Intimidation}) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision."],"source":"PHB"},{"type":"entries","name":"Performance","page":179,"entries":["Your Charisma ({@skill Performance}) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment."],"source":"PHB"},{"type":"entries","name":"Persuasion","page":179,"entries":["When you attempt to influence someone or a group of people with tact, social graces, or good nature, the DM might ask you to make a Charisma ({@skill Persuasion}) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk."],"source":"PHB"},{"type":"entries","name":"Other Charisma Checks","page":179,"entries":["The DM might call for a Charisma check when you try to accomplish tasks like the following:",{"type":"list","items":["Find the best person to talk to for news, rumors, and gossip","Blend into a crowd to get the sense of key topics of conversation"]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Spellcasting Ability","page":179,"entries":["Bards, paladins, sorcerers, and warlocks use Charisma as their spellcasting ability, which helps determine the saving throw DCs of spells they cast."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Vision and Light","page":183,"alias":["Blindsight","Darkvision","Truesight"],"entries":["The most fundamental tasks of adventuring\u2014noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few\u2014rely heavily on a character's ability to see. Darkness and other effects that obscure vision can prove a significant hindrance.","A given area might be lightly or heavily obscured. In a {@b lightly obscured} area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom ({@skill Perception}) checks that rely on sight.","A {@b heavily obscured} area\u2014such as darkness, opaque fog, or dense foliage\u2014blocks vision entirely. A creature effectively suffers from the {@condition blinded} condition when trying to see something in that area.","The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness.","{@b Bright light} lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.","{@b Dim light}, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.","{@b Darkness} creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.",{"type":"entries","name":"Blindsight","page":183,"entries":["A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense."],"source":"PHB"},{"type":"entries","name":"Darkvision","page":183,"entries":["Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in dim light as if it were bright light and in darkness as if it were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can't discern color in that darkness, only shades of gray."],"source":"PHB"},{"type":"entries","name":"Truesight","page":185,"entries":["A creature with truesight can, out to a specific range, see in normal and magical darkness, see {@condition invisible} creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane."],"source":"PHB"}],"source":"PHB"}]},{"type":"entries","entries":[{"type":"section","data":{"quickref":4},"name":"Actions in Combat","page":192,"entries":["When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise. Many monsters have action options of their own in their stat blocks.","When you describe an action not detailed elsewhere in the rules, the DM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.",{"type":"list","columns":3,"items":["{@action Attack}","{@action Cast a Spell}","{@action Dash}","{@action Disengage}","{@action Dodge}","{@action Help}","{@action Hide}","{@action Ready}","{@action Search}","{@action Use an Object}","{@action Improvising an Action}"]}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Cover","page":196,"entries":["Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.","There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.","A target with {@b half cover} has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.","A target with {@b three-quarters} cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.","A target with {@b total cover} can't be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle."],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Damage and Healing","page":196,"entries":["Injury and the risk of death are constant companions of those who explore the worlds of D&D. The thrust of a sword, a well-placed arrow, or a blast of flame from a fireball spell all have the potential to damage, or even kill, the hardiest of creatures.",{"type":"entries","name":"Hit Points","page":196,"entries":["Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile.","A creature's current hit points (usually just called hit points) can be any number from the creature's hit point maximum down to 0. This number changes frequently as a creature takes damage or receives healing. Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature's capabilities until the creature drops to 0 hit points."],"source":"PHB"},{"type":"entries","name":"Damage Rolls","page":196,"entries":["Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage.","When attacking with a {@b weapon}, you add your ability modifier\u2014the same modifier used for the attack roll to the damage. A {@b spell} tells you which dice to roll for damage and whether to add any modifiers.","If a spell or other effect deals damage to {@b more than one target} at the same time, roll the damage once for all of them. For example, when a wizard casts fireball or a cleric casts flame strike, the spell's damage is rolled once for all creatures caught in the blast.",{"type":"entries","name":"Critical Hits","page":196,"entries":["When you score a critical hit, you get to roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once.","For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue's Sneak Attack feature, you roll those dice twice as well."],"source":"PHB"},{"type":"entries","name":"Damage Types","page":196,"entries":["Different attacks, damaging spells, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types.","The damage types follow, with examples to help a DM assign a damage type to a new effect.",{"type":"entries","name":"Acid","page":196,"entries":["The corrosive spray of a black dragon's breath and the dissolving enzymes secreted by a black pudding deal acid damage."],"source":"PHB"},{"type":"entries","name":"Bludgeoning","page":196,"entries":["Blunt force attacks\u2014hammers, falling, constriction, and the like\u2014deal bludgeoning damage."],"source":"PHB"},{"type":"entries","name":"Cold","page":196,"entries":["The infernal chill radiating from an ice devil's spear and the frigid blast of a white dragon's breath deal cold damage."],"source":"PHB"},{"type":"entries","name":"Fire","page":196,"entries":["Red dragons breathe fire, and many spells conjure flames to deal fire damage."],"source":"PHB"},{"type":"entries","name":"Force","page":196,"entries":["Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including magic missile and spiritual weapon."],"source":"PHB"},{"type":"entries","name":"Lightning","page":196,"entries":["A lightning bolt spell and a blue dragon's breath deal lightning damage."],"source":"PHB"},{"type":"entries","name":"Necrotic","page":196,"entries":["Necrotic damage, dealt by certain undead and some spells, withers matter and even the soul."],"source":"PHB"},{"type":"entries","name":"Piercing","page":196,"entries":["Puncturing and impaling attacks, including spears and monsters' bites, deal piercing damage."],"source":"PHB"},{"type":"entries","name":"Poison","page":196,"entries":["Venomous stings and the toxic gas of a green dragon's breath deal poison damage."],"source":"PHB"},{"type":"entries","name":"Psychic","page":196,"entries":["Mental abilities such as a mind flayer's psionic blast deal psychic damage."],"source":"PHB"},{"type":"entries","name":"Radiant","page":196,"entries":["Radiant damage, dealt by a cleric's flame strike spell or an angel's smiting weapon, sears the flesh like fire and overloads the spirit with power."],"source":"PHB"},{"type":"entries","name":"Slashing","page":196,"entries":["Swords, axes, and monsters' claws deal slashing damage."],"source":"PHB"},{"type":"entries","name":"Thunder","page":196,"entries":["A concussive burst of sound, such as the effect of the thunderwave spell, deals thunder damage."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Damage Resistance and Vulnerability","page":197,"entries":["Some creatures and objects are exceedingly difficult or unusually easy to hurt with certain types of damage.","If a creature or an object has {@b resistance} to a damage type, damage of that type is halved against it. If a creature or an object has {@b vulnerability} to a damage type, damage of that type is doubled against it.","Resistance and then vulnerability are applied after all other modifiers to damage. For example, a creature has resistance to bludgeoning damage and is hit by an attack that deals 25 bludgeoning damage. The creature is also within a magical aura that reduces all damage by 5. The 25 damage is first reduced by 5 and then halved, so the creature takes 10 damage.","Multiple instances of resistance or vulnerability that affect the same damage type count as only one instance. For example, if a creature has resistance to fire damage as well as resistance to all nonmagical damage, the damage of a nonmagical fire is reduced by half against the creature, not reduced by three-quarters.",{"type":"inset","name":"Describing the Effects of Damage","page":197,"entries":["Dungeon Masters describe hit point loss in different ways. When your current hit point total is half or more of your hit point maximum, you typically show no signs of injury. When you drop below half your hit point maximum, you show signs of wear, such as cuts and bruises. An attack that reduces you to 0 hit points strikes you directly, leaving a bleeding injury or other trauma, or it simply knocks you {@condition unconscious}."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Healing","page":197,"entries":["Unless it results in death, damage isn't permanent. Even death is reversible through powerful magic. Rest can restore a creature's hit points (as explained in chapter 8), and magical methods such as a cure wounds spell or a potion of healing can remove damage in an instant.","When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature's hit points can't exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current hit points and has a hit point maximum of 20, the ranger regains 6 hit points from the druid, not 8.","A creature that has died can't regain hit points until magic such as the revivify spell has restored it to life."],"source":"PHB"},{"type":"entries","name":"Dropping to 0 Hit Points","alias":["Instant Death","Death Saving Throws","Stabilizing a Creature"],"page":197,"entries":["When you drop to 0 hit points, you either die outright or fall {@condition unconscious}, as explained in the following sections.",{"type":"entries","name":"Instant Death","page":197,"entries":["Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum.","For example, a cleric with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the cleric dies."],"source":"PHB"},{"type":"entries","name":"Falling Unconscious","page":197,"entries":["If damage reduces you to 0 hit points and fails to kill you, you fall {@condition unconscious} (see the appendix). This unconsciousness ends if you regain any hit points."],"source":"PHB"},{"type":"entries","name":"Death Saving Throws","page":197,"entries":["Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn't tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw.","Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don't need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable.",{"type":"entries","name":"Rolling 1 or 20","page":197,"entries":["When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point."],"source":"PHB"},{"type":"entries","name":"Damage at 0 Hit Points","page":197,"entries":["If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Stabilizing a Creature","page":197,"entries":["The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn't killed by a failed death saving throw.","You can use your action to administer first aid to an {@condition unconscious} creature and attempt to stabilize it, which requires a successful DC 10 Wisdom ({@skill Medicine}) check.","A stable creature doesn't make death saving throws, even though it has 0 hit points, but it does remain {@condition unconscious}. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn't healed regains 1 hit point after {@dice 1d4} hours."],"source":"PHB"},{"type":"entries","name":"Monsters and Death","page":198,"entries":["Most DMs have a monster die the instant it drops to 0 hit points, rather than having it fall {@condition unconscious} and make death saving throws.","Mighty villains and special nonplayer characters are common exceptions; the DM might have them fall {@condition unconscious} and follow the same rules as player characters."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Knocking a Creature Out","page":198,"entries":["Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls {@condition unconscious} and is stable."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Temporary Hit Points","page":198,"entries":["Some spells and special abilities confer temporary hit points to a creature. Temporary hit points aren't actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury.","When you have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over to your normal hit points. For example, if you have 5 temporary hit points and take 7 damage, you lose the temporary hit points and then take 2 damage.","Because temporary hit points are separate from your actual hit points, they can exceed your hit point maximum. A character can, therefore, be at full hit points and receive temporary hit points.","Healing can't restore temporary hit points, and they can't be added together. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22.","If you have 0 hit points, receiving temporary hit points doesn't restore you to consciousness or stabilize you.","They can still absorb damage directed at you while you're in that state, but only true healing can save you.","Unless a feature that grants you temporary hit points has a duration, they last until they're depleted or you finish a long rest."],"data":{"quickrefIndex":true},"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Making an Attack","page":193,"entries":["Whether you're striking with a melee weapon, firing a weapon at range, or making an attack roll as part of a spell, an attack has a simple structure.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"1. Choose a target","entry":"Pick a target within your attack's range: a creature, an object, or a location."},{"type":"item","name":"2. Determine modifiers","entry":"The DM determines whether the target has cover and whether you have advantage or disadvantage against the target. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll."},{"type":"item","name":"3. Resolve the attack","entry":"You make the attack roll. On a hit, you roll damage, unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage."}]},"If there's ever any question whether something you're doing counts as an attack, the rule is simple: if you're making an attack roll, you're making an attack.",{"type":"entries","name":"Attack Rolls","page":194,"entries":["When you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target's Armor Class (AC), the attack hits. The AC of a character is determined at character creation, whereas the AC of a monster is in its stat block.",{"type":"entries","name":"Modifiers to the Roll","page":194,"entries":["When a character makes an attack roll, the two most common modifiers to the roll are an ability modifier and the character's proficiency bonus. When a monster makes an attack roll, it uses whatever modifier is provided in its stat block.",{"type":"entries","name":"Ability Modifier","page":194,"entries":["The ability modifier used for a melee weapon attack is Strength, and the ability modifier used for a ranged weapon attack is Dexterity. Weapons that have the finesse or thrown property break this rule.","Some spells also require an attack roll. The ability modifier used for a spell attack depends on the spellcasting ability of the spellcaster, as explained in chapter 10."],"source":"PHB"},{"type":"entries","name":"Proficiency Bonus","page":194,"entries":["You add your proficiency bonus to your attack roll when you attack using a weapon with which you have proficiency, as well as when you attack with a spell."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Rolling 1 or 20","page":194,"entries":["Sometimes fate blesses or curses a combatant, causing the novice to hit and the veteran to miss.","If the {@dice d20} roll for an attack is a 20, the attack hits regardless of any modifiers or the target's AC. This is called a critical hit, which is explained later in this chapter.","If the {@dice d20} roll for an attack is a 1, the attack misses regardless of any modifiers or the target's AC."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Unseen Attackers and Targets","page":194,"entries":["Combatants often try to escape their foes' notice by hiding, casting the {@spell invisibility} spell, or lurking in darkness.","When you attack a target that you can't see, you have disadvantage on the attack roll. This is true whether you're guessing the target's location or you're targeting a creature you can hear but not see. If the target isn't in the location you targeted, you automatically miss, but the DM typically just says that the attack missed, not whether you guessed the target's location correctly.","When a creature can't see you, you have advantage on attack rolls against it.","If you are hidden\u2014both unseen and unheard\u2014when you make an attack, you give away your location when the attack hits or misses."],"source":"PHB"},{"type":"entries","name":"Ranged Attacks","page":195,"entries":["When you make a ranged attack, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail. Many spells also involve making a ranged attack.",{"type":"entries","name":"Range","page":195,"entries":["You can make ranged attacks only against targets within a specified range.","If a ranged attack, such as one made with a spell, has a single range, you can't attack a target beyond this range.","Some ranged attacks, such as those made with a longbow or a shortbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has disadvantage when your target is beyond normal range, and you can't attack a target beyond the long range."],"source":"PHB"},{"type":"entries","name":"Ranged Attacks in Close Combat","page":195,"entries":["Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn't {@condition incapacitated}."],"source":"PHB"}],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Melee Attacks","page":195,"entries":["Used in hand-to-hand combat, a melee attack allows you to attack a foe within your reach. A melee attack typically uses a handheld weapon such as a sword, a warhammer, or an axe. A typical monster makes a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body part. A few spells also involve making a melee attack.","Most creatures have a 5-foot reach and can thus attack targets within 5 feet of them when making a melee attack. Certain creatures (typically those larger than Medium) have melee attacks with a greater reach than 5 feet, as noted in their descriptions.","Instead of using a weapon to make a melee weapon attack, you can use an {@b unarmed strike}: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes."],"source":"PHB"},{"type":"entries","name":"Opportunity Attacks","page":195,"entries":["In a fight, everyone is constantly watching for enemies to drop their guard. You can rarely move heedlessly past your foes without putting yourself in danger; doing so provokes an opportunity attack.","You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack interrupts the provoking creature's movement, occurring right before the creature leaves your reach.","You can avoid provoking an opportunity attack by taking the {@action Disengage} action. You also don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don't provoke an opportunity attack if an explosion hurls you out of a foe's reach or if gravity causes you to fall past an enemy."],"source":"PHB"},{"type":"entries","name":"Two-Weapon Fighting","page":195,"entries":["When you take the {@action Attack} action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.","If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"inset","name":"Contests in Combat","page":195,"entries":["Battle often involves pitting your prowess against that of your foe. Such a challenge is represented by a contest. This section includes the most common contests that require an action in combat: grappling and shoving a creature. The DM can use these contests as models for improvising others."],"source":"PHB"},{"type":"entries","name":"Grappling","page":195,"entries":["When you want to grab a creature or wrestle with it, you can use the {@action Attack} action to make a special melee attack, a grapple. If you're able to make multiple attacks with the {@action Attack} action, this attack replaces one of them. The target of your grapple must be no more than one size larger than you, and it must be within your reach.","Using at least one free hand, you try to seize the target by making a grapple check, a Strength ({@skill Athletics}) check contested by the target's Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (the target chooses the ability to use). You succeed automatically if the target is {@condition incapacitated}. If you succeed, you subject the target to the {@condition grappled} condition (see the appendix). The condition specifies the things that end it, and you can release the target whenever you like (no action required).",{"type":"entries","name":"Escaping a Grapple","page":195,"entries":["A {@condition grappled} creature can use its action to escape. To do so, it must succeed on a Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check contested by your Strength ({@skill Athletics}) check."],"source":"PHB"},{"type":"entries","name":"Moving a Grappled Target","page":195,"entries":["When you move, you can drag or carry the {@condition grappled} creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Shoving a Creature","page":195,"entries":["Using the {@action Attack} action, you can make a special melee attack to shove a creature, either to knock it {@condition prone} or push it away from you. If you're able to make multiple attacks with the {@action Attack} action, this attack replaces one of them.","The target of your shove must be no more than one size larger than you, and it must be within your reach. You make a Strength ({@skill Athletics}) check contested by the target's Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (the target chooses the ability to use). You succeed automatically if the target is {@condition incapacitated}. If you succeed, you either knock the target {@condition prone} or push it 5 feet away from you."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Mounted Combat","page":198,"entries":["A knight charging into battle on a warhorse, a wizard casting spells from the back of a griffon, or a cleric soaring through the sky on a pegasus all enjoy the benefits of speed and mobility that a mount can provide.","A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules.",{"type":"entries","name":"Mounting and Dismounting","page":198,"entries":["Once during your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you can't mount it if you don't have 15 feet of movement left or if your speed is 0.","If an effect moves your mount against its will while you're on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing {@condition prone} in a space within 5 feet of it. If you're knocked {@condition prone} while mounted, you must make the same saving throw.","If your mount is knocked {@condition prone}, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall {@condition prone} in a space within 5 feet it."],"source":"PHB"},{"type":"entries","name":"Controlling a Mount","page":198,"entries":["While you're mounted, you have two options. You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently.","You can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training.","The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: {@action Dash}, {@action Disengage}, and {@action Dodge}. A controlled mount can move and act even on the turn that you mount it.","An independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes.","In either case, if the mount provokes an opportunity attack while you're on it, the attacker can target you or the mount."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Movement and Position","page":190,"entries":["In combat, characters and monsters are in constant motion, often using movement and position to gain the upper hand.","On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here.","Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However you're moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving.","The \"Special Types of Movement\" section in chapter 8 gives the particulars for jumping, climbing, and swimming.",{"type":"entries","name":"Breaking Up Your Move","page":190,"entries":["You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet.",{"type":"entries","name":"Moving between Attacks","page":190,"entries":["If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For example, a fighter who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again."],"source":"PHB"},{"type":"entries","name":"Using Different Speeds","page":190,"entries":["If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you've already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can't use the new speed during the current move.","For example, if you have a speed of 30 and a flying speed of 60 because a wizard cast the {@spell fly} spell on you, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more."],"source":"PHB"}],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Difficult Terrain","page":190,"entries":["Combat rarely takes place in bare rooms or on featureless plains.","Boulder-strewn caverns, briar-choked forests, treacherous staircases\u2014the setting of a typical fight contains difficult terrain.","Every foot of movement in difficult terrain costs 1 extra foot. This rule is true even if multiple things in a space count as difficult terrain.","Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Being Prone","page":190,"entries":["Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are {@condition prone}, a condition described in the appendix.","You can drop {@condition prone} without using any of your speed. Standing up takes more effort; doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to stand up. You can't stand up if you don't have enough movement left or if your speed is 0.","To move while {@condition prone}, you must crawl or use magic such as teleportation. Every foot of movement while crawling costs 1 extra foot. Crawling 1 foot in {@quickref difficult terrain||3}, therefore, costs 3 feet of movement."],"source":"PHB"},{"type":"entries","name":"Moving around Other Creatures","page":191,"entries":["You can move through a nonhostile creature's space. In contrast, you can move through a hostile creature's space only if the creature is at least two sizes larger or smaller than you. Remember that another creature's space is {@quickref difficult terrain||3} for you.","Whether a creature is a friend or an enemy, you can't willingly end your move in its space.","If you leave a hostile creature's reach during your move, you provoke an opportunity attack, as explained later in the chapter."],"source":"PHB"},{"type":"entries","name":"Flying Movement","page":191,"entries":["Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked {@condition prone}, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the {@spell fly} spell."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Creature Size","page":191,"entries":["Each creature takes up a different amount of space.","The Size Categories table shows how much space a creature of a particular size controls in combat. Objects sometimes use the same size categories.",{"type":"table","caption":"Size Categories","basicRules":true,"srd":true,"colLabels":["Size","Space"],"colStyles":["col-6","col-6"],"rows":[["Tiny","2½ by 2½ ft."],["Small","5 by 5 ft."],["Medium","5 by 5 ft."],["Large","10 by 10 ft."],["Huge","15 by 15 ft."],["Gargantuan","20 by 20 ft. or larger"]]},{"type":"entries","name":"Space","page":191,"entries":["A creature's space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isn't 5 feet wide, for example, but it does control a space that wide. If a Medium hobgoblin stands in a 5-foot-wide doorway, other creatures can't get through unless the hobgoblin lets them.","A creature's space also reflects the area it needs to fight effectively. For that reason, there's a limit to the number of creatures that can surround another creature in combat. Assuming Medium combatants, eight creatures can fit in a 5-foot radius around another one.","Because larger creatures take up more space, fewer of them can surround a creature.","If four Large creatures crowd around a Medium or smaller one, there's little room for anyone else. In contrast, as many as twenty Medium creatures can surround a Gargantuan one."],"source":"PHB"},{"type":"entries","name":"Squeezing into a Smaller Space","page":192,"entries":["A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a Large creature can squeeze through a passage that's only 5 feet wide. While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it's in the smaller space."],"source":"PHB"}],"source":"PHB"},{"type":"inset","name":"Variant: Playing on a Grid","page":192,"entries":["If you play out a combat using a square grid and miniatures or other tokens, follow these rules.",{"name":"Squares","page":192,"type":"entries","entries":["Each square on the grid represents 5 feet."],"source":"PHB"},{"name":"Speed","page":192,"type":"entries","entries":["Rather than moving foot by foot, move square by square on the grid. This means you use your speed in 5-foot segments. This is particularly easy if you translate your speed into squares by dividing the speed by 5. For example, a speed of 30 feet translates into a speed of 6 squares.","If you use a grid often, consider writing your speed in squares on your character sheet."],"source":"PHB"},{"name":"Entering a Square","page":192,"type":"entries","entries":["To enter a square, you must have at least 1 square of movement left, even if the square is diagonally adjacent to the square you're in. (The rule for diagonal movement sacrifices realism for the sake of smooth play. The Dungeon Master's Guide provides guidance on using a more realistic approach.)","If a square costs extra movement, as a square of {@quickref difficult terrain||3} does, you must have enough movement left to pay for entering it. For example, you must have at least 2 squares of movement left to enter a square of {@quickref difficult terrain||3}."],"source":"PHB"},{"name":"Corners","page":192,"type":"entries","entries":["Diagonal movement can't cross the corner of a wall, large tree, or other terrain feature that fills its space."],"source":"PHB"},{"name":"Ranges","page":192,"type":"entries","entries":["To determine the range on a grid between two things\u2014whether creatures or objects\u2014start counting squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"The Order of Combat","page":189,"entries":["A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other.",{"type":"entries","name":"Surprise","page":189,"entries":["A band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. A gelatinous cube glides down a dungeon passage, unnoticed by the adventurers until the cube engulfs one of them. In these situations, one side of the battle gains surprise over the other.","The DM determines who might be {@quickref Surprise|PHB|3|0|surprised}. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the DM compares the Dexterity ({@skill Stealth}) checks of anyone hiding with the passive Wisdom ({@skill Perception}) score of each creature on the opposing side. Any character or monster that doesn't notice a threat is {@quickref Surprise|PHB|3|0|surprised} at the start of the encounter.","If you're {@quickref Surprise|PHB|3|0|surprised}, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends. A member of a group can be {@quickref Surprise|PHB|3|0|surprised} even if the other members aren't."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Initiative","page":189,"entries":["Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. The DM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time.","The DM ranks the combatants in order from the one with the highest Dexterity check total to the one with the lowest. This is the order (called the initiative order) in which they act during each round. The initiative order remains the same from round to round.","If a tie occurs, the DM decides the order among tied DM-controlled creatures, and the players decide the order among their tied characters. The DM can decide the order if the tie is between a monster and a player character. Optionally, the DM can have the tied characters and monsters each roll a d20 to determine the order, highest roll going first."],"source":"PHB"},{"type":"entries","name":"Your Turn","page":189,"entries":["On your turn, you can {@b move} a distance up to your speed and {@b take one action}. You decide whether to move first or take your action first. Your speed\u2014sometimes called your walking speed\u2014is noted on your character sheet.","The most common actions you can take are described in the \"Actions in Combat\" section later in this chapter. Many class features and other abilities provide additional options for your action.","The \"Movement and Position\" section later in this chapter gives the rules for your move.","You can forgo moving, taking an action, or doing anything at all on your turn. If you can't decide what to do on your turn, consider taking the {@action Dodge} or {@action Ready} action, as described in \"Actions in Combat.\"",{"type":"entries","name":"Bonus Actions","page":189,"entries":["Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. The Cunning Action feature, for example, allows a rogue to take a bonus action. You can take a bonus action only when a special ability, spell, or other feature of the game states that you can do something as a bonus action. You otherwise don't have a bonus action to take.","You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available.","You choose when to take a bonus action during your turn, unless the bonus action's timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action."],"source":"PHB"},{"type":"entries","name":"Other Activity on Your Turn","page":190,"entries":["Your turn can include a variety of flourishes that require neither your action nor your move.","You can communicate however you are able, through brief utterances and gestures, as you take your turn.","You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack.","If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions.","The DM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the DM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge.",{"type":"inset","name":"Interacting with Objects Around You","page":190,"entries":["Here are a few examples of the sorts of thing you can do in tandem with your movement and action:",{"type":"list","items":["draw or sheathe a sword","open or close a door","withdraw a potion from your backpack","pick up a dropped axe","take a bauble from a table","remove a ring from your finger","stuff some food into your mouth","plant a banner in the ground","fish a few coins from your belt pouch","drink all the ale in a flagon","throw a lever or a switch","pull a torch from a sconce","take a book from a shelf you can reach","extinguish a small flame","don a mask","pull the hood of your cloak up and over your head","put your ear to a door","kick a small stone","turn a key in a lock","tap the floor with a 10-foot pole","hand an item to another character"]}],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Reactions","page":190,"entries":["Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's. The opportunity attack, described later in this chapter, is the most common type of reaction.","When you take a reaction, you can't take another one until the start of your next turn. If the reaction interrupts another creature's turn, that creature can continue its turn right after the reaction."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Underwater Combat","page":198,"entries":["When adventurers pursue sahuagin back to their undersea homes, fight off sharks in an ancient shipwreck, or find themselves in a flooded dungeon room, they must fight in a challenging environment. Underwater the following rules apply.","When making a {@b melee weapon attack}, a creature that doesn't have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident.","A {@b ranged weapon attack} automatically misses a target beyond the weapon's normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).","Creatures and objects that are fully immersed in water have resistance to fire damage."],"source":"PHB"}]},{"type":"entries","entries":[{"type":"section","data":{"quickref":5},"name":"Climbing, Swimming, and Crawling","page":182,"entries":["Each foot of movement costs 1 extra foot (2 extra feet in {@quickref difficult terrain||3}) when you're climbing, swimming, or crawling. You ignore this extra cost if you have a climbing speed and use it to climb, or a swimming speed and use it to swim. At the DM's option, climbing a slippery vertical surface or one with few handholds requires a successful Strength ({@skill Athletics}) check. Similarly, gaining any distance in rough water might require a successful Strength ({@skill Athletics}) check."],"source":"PHB"},{"type":"section","data":{"quickref":5},"name":"Difficult Terrain","page":182,"entries":["The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground\u2014all considered difficult terrain.","You move at half speed in difficult terrain\u2014moving 1 foot in difficult terrain costs 2 feet of speed\u2014so you can cover only half the normal distance in a minute, an hour, or a day."],"source":"PHB"},{"type":"section","data":{"quickref":5},"name":"Jumping","page":182,"entries":["Your Strength determines how far you can jump.",{"type":"entries","name":"Long Jump","page":182,"entries":["When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.","This rule assumes that the height of your jump doesn't matter, such as a jump across a stream or chasm. At your DM's option, you must succeed on a DC 10 Strength ({@skill Athletics}) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit it.","When you land in {@quickref difficult terrain||3}, you must succeed on a DC 10 Dexterity ({@skill Acrobatics}) check to land on your feet. Otherwise, you land {@condition prone}."],"source":"PHB"},{"type":"entries","name":"High Jump","page":182,"entries":["When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your DM might allow you to make a Strength ({@skill Athletics}) check to jump higher than you normally can.","You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1½ times your height."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":5},"name":"Travel Pace","page":181,"entries":["While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully (see the \"Activity While Traveling\" section later in this chapter for more information).",{"type":"entries","name":"Forced March","page":181,"entries":["The Travel Pace table assumes that characters travel for 8 hours in day. They can push on beyond that limit, at the risk of {@condition exhaustion}."],"source":"PHB"},"For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of {@condition exhaustion} (see the appendix).",{"type":"entries","name":"Mounts and Vehicles","page":181,"entries":["For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas.","Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel (see chapter 5), and they don't suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day.","Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a carpet of flying, allow you to travel more swiftly. The Dungeon Master's Guide contains more information on special methods of travel."],"source":"PHB"},{"type":"table","caption":"Travel Pace","basicRules":true,"srd":true,"colLabels":["Pace","Distance Traveled per Minute","Distance Traveled per Hour","Distance Traveled per Day","Effect"],"colStyles":["col-2","col-2","col-2","col-2","col-4"],"rows":[["Fast","400 feet","4 miles","30 miles","-5 penalty to passive Wisdom ({@skill Perception}) scores"],["Normal","300 feet","3 miles","24 miles","-"],["Slow","200 feet","2 miles","18 miles","Able to use stealth"]]}],"source":"PHB"}]}],"bookref-dmscreen":[{"type":"entries","entries":[{"type":"section","name":"Ability Checks","page":237,"data":{"dmref":1},"entries":["An ability check is a test to see whether a character succeeds at a task that he or she has decided to attempt. The Player's Handbook includes examples of what each ability score is used for. The Ability Checks table summarizes that material for easy reference.",{"type":"entries","name":"Multiple Ability Checks","page":237,"entries":["Sometimes a character fails an ability check and wants to try again. In some cases, a character is free to do so; the only real cost is the time it takes. With enough attempts and enough time, a character should eventually succeed at the task. To speed things up, assume that a character spending ten times the normal amount of time needed to complete a task automatically succeeds at that task. However, no amount of repeating the check allows a character to turn an impossible task into a successful one.","In other cases, failing an ability check makes it impossible to make the same check to do the same thing again. For example, a rogue might try to trick a town guard into thinking the adventurers are undercover agents of the king. If the rogue loses a contest of Charisma ({@skill Deception}) against the guard's Wisdom ({@skill Insight}), the same lie told again won't work. The characters can come up with a different way to get past the guard or try the check again against another guard at a different gate. But you might decide that the initial failure makes those checks more difficult to pull off.",{"type":"table","caption":"Ability Checks","colLabels":["Ability","Used for...","Example Uses"],"colStyles":["col-1","col-3","col-8"],"rows":[["Strength","Physical force and athleticism","Smash down a door, move a boulder, use a spike to wedge a door shut"],["Dexterity","Agility, reflexes, and balance","Sneak past a guard, walk along a narrow ledge, wriggle free from chains"],["Constitution","Stamina and health","Endure a marathon, grasp hot metal without flinching, win a drinking contest"],["Intelligence","Memory and reason","Recall a bit of lore, recognize a clue's significance, decode an encrypted message"],["Wisdom","Perceptiveness and willpower","Spot a hidden creature, sense that someone is lying"],["Charisma","Social influence and confidence","Persuade a creature to do something, cow a crowd, lie to someone convincingly"]]}],"source":"DMG"},{"type":"entries","name":"Contests","page":238,"entries":["A contest is a kind of ability check that matches two creatures against each other. Use a contest if a character attempts something that either directly foils or is directly opposed by another creature's efforts. In a contest, the ability checks are compared to each other, rather than to a target number.","When you call for a contest, you pick the ability that each side must use, deciding whether both sides use the same ability or whether different abilities should counter each other. For example, when a creature tries to hide, it engages in a contest of Dexterity against Wisdom. But if two creatures arm wrestle, or if one creature is holding a door closed against another's attempt to push it open, both use Strength.",{"type":"inset","name":"Intelligence Check vs. Wisdom Check","page":238,"entries":["If you have trouble deciding whether to call for an Intelligence or a Wisdom check to determine whether a character notices something, think of it in terms of what a very high or low score in those two abilities might mean.","A character with a high Wisdom but low Intelligence is aware of the surroundings but is bad at interpreting what things mean. The character might spot that one section of a wall is clean and dusty compared to the others, but he or she wouldn't necessarily make the deduction that a secret door is there.","In contrast, a character with high Intelligence and low Wisdom is probably oblivious but clever. The character might not spot the clean section of wall but, if asked about it, could immediately deduce why it's clean.","Wisdom checks allow characters to perceive what is around them (the wall is clean here), while Intelligence checks answer why things are that way (there's probably a secret door)."],"source":"DMG"}],"source":"DMG"}],"source":"DMG"},{"type":"section","name":"Exploration","page":242,"data":{"dmref":1},"entries":["This section provides guidance for running exploration, especially travel, tracking, and visibility.",{"type":"entries","name":"Using a Map","page":242,"entries":["Whatever environment the adventurers are exploring, you can use a map to follow their progress as you relate the details of their travels. In a dungeon, tracking movement on a map lets you describe the branching passages, doors, chambers, and other features the adventurers encounter as they go, and gives the players the opportunity to choose their own path. Similarly, a wilderness map can show roads, rivers, terrain, and other features that might guide the characters on their travels-or lead them astray.","The Map Travel Pace table helps you track travel on maps of different scales. The table shows how much distance on a map the adventurers can cover on foot in minutes, hours, or days. The table uses the travel paces-slow, normal, and fast-described in the Player's Handbook. Characters moving at a normal pace can walk about 24 miles in a day.",{"type":"table","caption":"Map Travel Pace","colLabels":["Map Scale","Slow Pace","Normal Pace","Fast Pace"],"colStyles":["col-3","col-3","col-3","col-3"],"rows":[["Dungeon (1 sq. = 10 ft.)","20 sq./min.","30 sq./min.","40 sq./min."],["City (1 sq. = 100 ft.)","2 sq./min.","3 sq./min.","4 sq./min."],["Province (1 hex = 1 mi.)","2 hexes/hr., 18 hexes/day","3 hexes/hr., 24 hexes/day","4 hexes/hr., 30 hexes/day"],["Kingdom (1 hex = 6 mi.)","1 hex/3 hr., 3 hexes/day","1 hex/2 hr., 4 hexes/day","1 hex/1½ hr., 5 hexes/day"]]}],"source":"DMG"},{"type":"entries","name":"Special Travel Pace","page":242,"entries":["The rules on travel pace in the Player's Handbook assume that a group of travelers adopts a pace that, over time, is unaffected by the individual members' walking speeds. The difference between walking speeds can be significant during combat, but during an overland journey, the difference vanishes as travelers pause to catch their breath, the faster ones wait for the slower ones, and one traveler's quickness is matched by another traveler's endurance.","A character bestride a phantom steed, soaring through the air on a carpet of flying, or riding a sailboat or a steam-powered gnomish contraption doesn't travel at a normal rate, since the magic, engine, or wind doesn't tire the way a creature does and the air doesn't contain the types of obstructions found on land. When a creature is traveling with a flying speed or with a speed granted by magic, an engine, or a natural force (such as wind or a water current), translate that speed into travel rates using the following rules:",{"type":"list","items":["In 1 minute, you can move a number of feet equal to your speed times 10.","In 1 hour, you can move a number of miles equal to your speed divided by 10.","For daily travel, multiply your hourly rate of travel by the number of hours traveled (typically 8 hours).","For a fast pace, increase the rate of travel by one-third.","For a slow pace, multiply the rate by two-thirds."]},"For example, a character under the effect of a wind walk spell gains a flying speed of 300 feet. In 1 minute, the character can move 3,000 feet at a normal pace, 4,000 feet at a fast pace, or 2,000 feet at a slow pace.","The character can also cover 20, 30, or 40 miles in an hour. The spell lasts for 8 hours, allowing the character to travel 160, 240, or 320 miles in a day.","Similarly, a phantom steed spell creates a magical mount with a speed of 100 feet that doesn't tire like a real horse. A character on a phantom steed can cover 1,000 feet in 1 minute at a normal pace, 1,333 feet at a fast pace, or 666 feet at a slow pace. In 1 hour, the character can travel 7, 10, or 13 miles."],"source":"DMG"},{"type":"entries","name":"Visibility Outdoors","page":243,"entries":["When traveling outdoors, characters can see about 2 miles in any direction on a clear day, or until the point where trees, hills, or other obstructions block their view. Rain normally cuts maximum visibility down to 1 mile, and fog can cut it down to between 100 and 300 feet. On a clear day, the characters can see 40 miles if they are atop a mountain or a tall hill, or are otherwise able to look down on the area around them from a height."],"source":"DMG"},{"type":"entries","name":"Noticing Other Creatures","page":243,"entries":["While exploring, characters might encounter other creatures. An important question in such a situation is who notices whom.","Indoors, whether the sides can see one another usually depends on the configuration of rooms and passageways. Vision might also be limited by light sources. Outdoor visibility can be hampered by terrain, weather, and time of day. Creatures can be more likely to hear one another before they see anything.","If neither side is being stealthy, creatures automatically notice each other once they are within sight or hearing range of one another. Otherwise, compare the Dexterity ({@skill Stealth}) check results of the creatures in the group that is hiding with the passive Wisdom ({@skill Perception}) scores of the other group, as explained in the {@i Player's Handbook}."],"source":"DMG"},{"type":"entries","name":"Tracking","page":244,"entries":["Adventurers sometimes choose their path by following the tracks of other creatures-or other creatures might track the adventurers! To track, one or more creatures must succeed on a Wisdom ({@skill Survival}) check. You might require trackers to make a new check in any of the following circumstances:",{"type":"list","items":["They stop tracking and resume after finishing a short or long rest.","The trail crosses an obstacle, such as a river, that shows no tracks.","The weather conditions or terrain changes in a way that makes tracking harder."]},"The DC for the check depends on how well the ground shows signs of a creature's passage. No roll is necessary in situations where the tracks are obvious. For example, no check is needed to track an army advancing along a muddy road. Spotting tracks on a bare stone floor is more challenging, unless the creature being tracked leaves a distinct trail. Additionally, the passage of time often makes tracks harder to follow. In a situation where there is no trail to follow, you can rule that tracking is impossible. The Tracking DCs table offers guidelines for setting the DC or, if you prefer, you can choose a DC based on your assessment of the difficulty. You can also grant advantage on the check if there's more than one set of tracks to follow, or disadvantage if the trail being followed passes through a well-trafficked area.","On a failed check, the character loses the trail but can attempt to find it again by making a careful search of the area. It takes 10 minutes to find a trail in a confined area such as a dungeon, or 1 hour outdoors.",{"type":"table","caption":"Tracking DCs","colLabels":["Ground Surface","DC"],"colStyles":["col-10","col-2 text-center"],"rows":[["Soft surface such as snow","10"],["Dirt or grass","15"],["Bare stone","20"],["Each day since the creature passed","+5"],["Creature left a trail such as blood","-5"]]}],"source":"DMG"}],"source":"DMG"},{"type":"section","name":"Madness","page":258,"data":{"dmref":1},"entries":["In a typical campaign, characters aren't driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face.",{"type":"entries","name":"Going Mad","page":259,"entries":["Various magical effects can inflict madness on an otherwise stable mind. Certain spells, such as {@spell contact other plane} and {@spell symbol}, can cause insanity, and you can use the madness rules here instead of the spell effects in the Player's Handbook. Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them.","Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw. If your game includes the {@variantrule New Ability Scores: Honor and Sanity||Sanity score} (see chapter 9, \"Dungeon Master's Workshop\"), a creature makes a Sanity saving throw instead."],"source":"DMG"},{"type":"entries","name":"Madness Effects","page":259,"entries":["Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative effects can result in long-term or indefinite madness.","A character afflicted with {@b short-term madness} is subjected to an effect from the Short-Term Madness table for {@dice 1d10} minutes.","A character afflicted with {@b long-term madness} is subjected to an effect from the Long-Term Madness table for {@dice 1d10 × 10} hours.","A character afflicted with {@b indefinite madness} gains a new character flaw from the Indefinite Madness table that lasts until cured.",{"type":"table","caption":"Short-Term Madness","srd":true,"colLabels":["d100","Effects (lasts 1d10 minutes)"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-20","The character retreats into his or her mind and becomes {@condition paralyzed}. The effect ends if the character takes any damage."],["21-30","The character becomes {@condition incapacitated} and spends the duration screaming, laughing, or weeping."],["31-40","The character becomes {@condition frightened} and must use his or her action and movement each round to flee from the source of the fear."],["41-50","The character begins babbling and is incapable of normal speech or spellcasting."],["51-60","The character must use his or her action each round to attack the nearest creature."],["61-70","The character experiences vivid hallucinations and has disadvantage on ability checks."],["71-75","The character does whatever anyone tells him or her to do that isn't obviously self-destructive."],["76-80","The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal."],["81-90","The character is {@condition stunned}."],["91-100","The character falls {@condition unconscious}."]]},{"type":"table","caption":"Long-Term Madness","srd":true,"colLabels":["d100","Effects (lasts 1d10 × 10 hours)"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-10","The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins."],["11-20","The character experiences vivid hallucinations and has disadvantage on ability checks."],["21-30","The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks."],["31-40","The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the {@spell antipathy/sympathy} spell."],["41-45","The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects."],["46-55","The character becomes attached to a \"lucky charm,\" such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it."],["56-65","The character is {@condition blinded} (25%) or {@condition deafened} (75%)."],["66-75","The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity."],["76-85","The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn't recognize other people or remember anything that happened before the madness took effect."],["86-90","Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the {@spell confusion} spell. The confusion effect lasts for 1 minute."],["91-95","The character loses the ability to speak."],["96-100","The character falls {@condition unconscious}. No amount of jostling or damage can wake the character."]]},{"type":"table","caption":"Indefinite Madness","srd":true,"colLabels":["d100","Flaw (lasts until cured)"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-15","\"Being drunk keeps me sane.\""],["16-25","\"I keep whatever I find.\""],["26-30","\"I try to become more like someone else I know\u2014adopting his or her style of dress, mannerisms, and name.\""],["31-35","\"I must bend the truth, exaggerate, or outright lie to be interesting to other people.\""],["36-45","\"Achieving my goal is the only thing of interest to me, and I'll ignore everything else to pursue it.\""],["46-50","\"I find it hard to care about anything that goes on around me.\""],["51-55","\"I don't like the way people judge me all the time.\""],["56-70","\"I am the smartest, wisest, strongest, fastest, and most beautiful person I know.\""],["71-80","\"I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they're watching me all the time.\""],["81-85","\"There's only one person I can trust. And only I can see this special friend.\""],["86-95","\"I can't take anything seriously. The more serious the situation, the funnier I find it.\""],["96-100","\"I've discovered that I really like killing people.\""]]}],"source":"DMG"},{"type":"entries","name":"Curing Madness","page":260,"entries":["A {@spell calm emotions} spell can suppress the effects of madness, while a {@spell lesser restoration} spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, {@spell remove curse} or {@spell dispel evil and good||dispel evil} might also prove effective. A {@spell greater restoration} spell or more powerful magic is required to rid a character of indefinite madness."],"source":"DMG"}],"source":"DMG"},{"type":"section","name":"Objects","page":246,"data":{"dmref":1},"entries":["When characters need to saw through ropes, shatter a window, or smash a vampire's coffin, the only hard and fast rule is this: given enough time and the right tools, characters can destroy any destructible object. Use common sense when determining a character's success at damaging an object. Can a fighter cut through a section of a stone wall with a sword? No, the sword is likely to break before the wall does.","For the purpose of these rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone, not a building or a vehicle that is composed of many other objects.",{"type":"entries","name":"Statistics for Objects","page":246,"entries":["When time is a factor, you can assign an Armor Class and hit points to a destructible object. You can also give it immunities, resistances, and vulnerabilities to specific types of damage.",{"type":"entries","name":"Armor Class","page":246,"entries":["An object's Armor Class is a measure of how difficult it is to deal damage to the object when striking it (because the object has no chance of dodging out of the way). The Object Armor Class table provides suggested AC values for various substances.",{"type":"table","caption":"Object Armor Class","srd":true,"colLabels":["Substance","AC"],"colStyles":["col-10","col-2 text-center"],"rows":[["Cloth, paper, rope","11"],["Crystal, glass, ice","13"],["Wood, bone","15"],["Stone","17"],["Iron, steel","19"],["Mithral","21"],["Adamantine","23"]]}],"source":"DMG"},{"type":"entries","name":"Hit Points","page":247,"entries":["An object's hit points measure how much damage it can take before losing its structural integrity. Resilient objects have more hit points than fragile ones. Large objects also tend to have more hit points than small ones, unless breaking a small part of the object is just as effective as breaking the whole thing. The Object Hit Points table provides suggested hit points for fragile and resilient objects that are Large or smaller.",{"type":"table","caption":"Object Hit Points","srd":true,"colLabels":["Size","Fragile","Resilient"],"colStyles":["col-6","col-3 text-center","col-3 text-center"],"rows":[["Tiny (bottle, lock)","2 ({@dice 1d4})","5 ({@dice 2d4})"],["Small (chest, lute)","3 ({@dice 1d6})","10 ({@dice 3d6})"],["Medium (barrel, chandelier)","4 ({@dice 1d8})","18 ({@dice 4d8})"],["Large (cart, 10-ft.-by-10-ft. window)","5 ({@dice 1d10})","27 ({@dice 5d10})"]]}],"source":"DMG"},{"type":"entries","name":"Huge and Gargantuan Objects","page":247,"entries":["Normal weapons are of little use against many Huge and Gargantuan objects, such as a colossal statue, towering column of stone, or massive boulder. That said, one torch can burn a Huge tapestry, and an earthquake spell can reduce a colossus to rubble. You can track a Huge or Gargantuan object's hit points if you like, or you can simply decide how long the object can withstand whatever weapon or force is acting against it. If you track hit points for the object, divide it into Large or smaller sections, and track each section's hit points separately. Destroying one of those sections could ruin the entire object. For example, a Gargantuan statue of a human might topple over when one of its Large legs is reduced to 0 hit points."],"source":"DMG"},{"type":"entries","name":"Objects and Damage Types","page":247,"entries":["Objects are immune to poison and psychic damage. You might decide that some damage types are more effective against a particular object or substance than others. For example, bludgeoning damage works well for smashing things but not for cutting through rope or leather. Paper or cloth objects might be vulnerable to fire and lightning damage. A pick can chip away stone but can't effectively cut down a tree. As always, use your best judgment."],"source":"DMG"},{"type":"entries","name":"Damage Threshold","page":247,"entries":["Big objects such as castle walls often have extra resilience represented by a damage threshold. An object with a damage threshold has immunity to all damage unless it takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the object's damage threshold is considered superficial and doesn't reduce the object's hit points."],"source":"DMG"}],"source":"DMG"}],"source":"DMG"},{"type":"section","name":"Poisons","page":257,"data":{"dmref":1},"entries":["Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures.","Poisons come in the following four types.",{"type":"entries","name":"Contact","page":257,"entries":["Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects."],"source":"DMG"},{"type":"entries","name":"Ingested","page":257,"entries":["A creature must swallow an entire dose of ingested poison to suffer its effects. You might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save. The dose can be delivered in food or a liquid."],"source":"DMG"},{"type":"entries","name":"Inhaled","page":257,"entries":["These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body."],"source":"DMG"},{"type":"entries","name":"Injury","page":257,"entries":["Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects."],"source":"DMG"},{"type":"table","caption":"Poisons","srd":true,"colLabels":["Item","Type","Price per Dose"],"colStyles":["col-6","col-3","col-3 text-right"],"rows":[["{@item Assassin's blood}","Ingested","150 gp"],["{@item Burnt othur fumes}","Inhaled","500 gp"],["{@item Carrion crawler mucus}","Contact","200 gp"],["{@item Drow poison}","Injury","200 gp"],["{@item Essence of ether}","Inhaled","300 gp"],["{@item Malice}","Inhaled","250 gp"],["{@item Midnight tears}","Ingested","1,500 gp"],["{@item Oil of taggit}","Contact","400 gp"],["{@item Pale tincture}","Ingested","250 gp"],["{@item Purple worm poison}","Injury","2,000 gp"],["{@item Serpent venom}","Injury","200 gp"],["{@item Torpor}","Ingested","600 gp"],["{@item Truth serum}","Ingested","150 gp"],["{@item Wyvern poison}","Injury","1,200 gp"]]},{"type":"entries","name":"Sample Poisons","page":257,"entries":["Each type of poison has its own debilitating effects.",{"type":"list","items":["{@item Assassin's blood}","{@item Burnt othur fumes}","{@item Carrion crawler mucus}","{@item Drow poison}","{@item Essence of ether}","{@item Malice}","{@item Midnight tears}","{@item Oil of taggit}","{@item Pale tincture}","{@item Purple worm poison}","{@item Serpent venom}","{@item Torpor}","{@item Truth serum}","{@item Wyvern poison}"]}],"source":"DMG"},{"type":"entries","name":"Purchasing Poison","page":258,"entries":["In some settings, strict laws prohibit the possession and use of poison, but a black-market dealer or unscrupulous apothecary might keep a hidden stash. Characters with criminal contacts might be able to acquire poison relatively easily. Other characters might have to make extensive inquiries and pay bribes before they track down the poison they seek.","The Poisons table gives suggested prices for single doses of various poisons."],"source":"DMG"},{"type":"entries","name":"Crafting and Harvesting Poison","page":258,"entries":["During downtime between adventures, a character can use the crafting rules in the Player's Handbook to create basic poison if the character has proficiency with a {@item poisoner's kit|phb}. At your discretion, the character can craft other kinds of poison. Not all poison ingredients are available for purchase, and tracking down certain ingredients might form the basis of an entire adventure.","A character can instead attempt to harvest poison from a poisonous creature, such as a snake, wyvern, or carrion crawler. The creature must be incapacitated or dead, and the harvesting requires {@dice 1d6} minutes followed by a DC 20 Intelligence ({@skill Nature}) check. (Proficiency with the {@item poisoner's kit|phb} applies to this check if the character doesn't have proficiency in Nature.) On a successful check, the character harvests enough poison for a single dose. On a failed check, the character is unable to extract any poison. If the character fails the check by 5 or more, the character is subjected to the creature's poison."],"source":"DMG"}],"source":"DMG"},{"type":"section","name":"Social Interaction","page":244,"data":{"dmref":1},"entries":["During a social interaction, the adventurers usually have a goal. They want to extract information, secure aid, win someone's trust, escape punishment, avoid combat, negotiate a treaty, or achieve whatever other objective led to the interaction in the first place. The creatures they interact with also have agendas.","Some DMs prefer to run a social interaction as a free-form roleplaying exercise, where dice rarely come into play. Other DMs prefer to resolve the outcome of an interaction by having characters make Charisma checks. Either approach works, and most games fall somewhere in between, balancing player skill(roleplaying and persuading) with character skill (reflected by ability checks).",{"type":"entries","name":"Resolving Interactions","page":244,"entries":["The {@i Player's Handbook} provides guidelines for balancing roleplaying and ability checks in a social interaction (see chapter 8, \"Adventuring,\" in that book). This section adds to that material by providing a structured way to resolve a social interaction. Much of this structure will be invisible to your players in play and isn't meant to be a substitute for roleplaying.",{"type":"entries","name":"1. Starting Attitude","page":244,"entries":["Choose the starting attitude of a creature the adventurers are interacting with: friendly, indifferent, or hostile.","A {@b friendly} creature wants to help the adventurers and wishes for them to succeed. For tasks or actions that require no particular risk, effort, or cost, friendly creatures usually help without question. If an element of personal risk is involved, a successful Charisma check might be required to convince a friendly creature to take that risk.","An {@b indifferent} creature might help or hinder the party, depending on what the creature sees as most beneficial. A creature's indifference doesn't necessarily make it standoffish or disinterested. Indifferent creatures might be polite and genial, surly and irritable, or anything in between. A successful Charisma check is necessary when the adventurers try to persuade an indifferent creature to do something.","A {@b hostile} creature opposes the adventurers and their goals but doesn't necessarily attack them on sight. For example, a condescending noble might wish to see a group of upstart adventurers fail so as to keep them from becoming rivals for the king's attention, thwarting them with slander and scheming rather than direct threats and violence. The adventurers need to succeed on one or more challenging Charisma checks to convince a hostile creature to do anything on their behalf. That said, a hostile creature might be so ill-disposed toward the party that no Charisma check can improve its attitude, in which case any attempt to sway it through diplomacy fails automatically."],"source":"DMG"},{"type":"entries","name":"2. Conversation","page":244,"entries":["Play out the conversation. Let the adventurers make their points, trying to frame their statements in terms that are meaningful to the creature they are interacting with.",{"type":"entries","name":"Changing Attitude","page":245,"entries":["The attitude of a creature might change over the course of a conversation. If the adventurers say or do the right things during an interaction (perhaps by touching on a creature's ideal, bond, or flaw), they can make a hostile creature temporarily indifferent, or make an indifferent creature temporarily friendly. Likewise, a gaffe, insult, or harmful deed might make a friendly creature temporarily indifferent or turn an indifferent creature hostile.","Whether the adventurers can shift a creature's attitude is up to you. You decide whether the adventurers have successfully couched their statements in terms that matter to the creature. Typically, a creature's attitude can't shift more than one step during a single interaction, whether temporarily or permanently."],"source":"DMG"},{"type":"entries","name":"Determining Characteristics","page":245,"entries":["The adventurers don't necessarily enter into a social interaction with a full understanding of a creature's ideal, bond, or flaw. If they want to shift a creature's attitude by playing on these characteristics, they first need to determine what the creature cares about. They can guess, but doing so runs the risk of shifting the creature's attitude in the wrong direction if they guess badly.","After interacting with a creature long enough to get a sense of its personality traits and characteristics through conversation, an adventurer can attempt a Wisdom ({@skill Insight}) check to uncover one of the creature's characteristics. You set the DC. A check that fails by 10 or more might misidentify a characteristic, so you should provide a false characteristic or invert one of the creature's existing characteristics. For example, if an old sage's flaw is that he is prejudiced against the uneducated, an adventurer who badly fails the check might be told that the sage enjoys personally seeing to the education of the downtrodden.","Given time, adventurers can also learn about a creature's characteristics from other sources, including its friends and allies, personal letters, and publicly told stories. Acquiring such information might be the basis of an entirely different set of social interactions."],"source":"DMG"}],"source":"DMG"},{"type":"entries","name":"3. Charisma Check","page":245,"entries":["When the adventurers get to the point of their request, demand, or suggestion-or if you decide the conversation has run its course-call for a Charisma check. Any character who has actively participated in the conversation can make the check. Depending on how the adventurers handled the conversation, the Persuasion, Deception, or Intimidation skill might apply to the check. The creature's current attitude determines the DC required to achieve a specific reaction, as shown in the Conversation Reaction table.",{"type":"tableGroup","name":"Conversation Reaction","tables":[{"type":"table","caption":"Conversation Reaction","colLabels":["DC","Friendly Creature's Reaction"],"colStyles":["col-2 text-center","col-10"],"rows":[["0","The creature does as asked without taking risks or making sacrifices."],["10","The creature accepts a minor risk or sacrifice to do as asked."],["20","The creature accepts a significant risk or sacrifice to do as asked."]]},{"type":"table","colLabels":["DC","Indifferent Creature's Reaction"],"colStyles":["col-2 text-center","col-10"],"rows":[["0","The creature offers no help but does no harm."],["10","The creature does as asked as long as no risks or sacrifices are involved."],["20","The creature accepts a minor risk or sacrifice to do as asked."]]},{"type":"table","colLabels":["DC","Hostile Creature's Reaction"],"colStyles":["col-2 text-center","col-10"],"rows":[["0","The creature opposes the adventurers' actions and might take risks to do so."],["10","The creature offers no help but does no harm."],["20","The creature does as asked as long as no risks or sacrifices are involved."]]}]},{"type":"entries","name":"Aiding the Check","page":245,"entries":["Other characters who make substantial contributions to the conversation can help the character making the check. If a helping character says or does something that would influence the interaction in a positive way, the character making the Charisma check can do so with advantage. If the other character inadvertently says something counter productive or offensive, the character making the Charisma check has disadvantage on that check."],"source":"DMG"},{"type":"entries","name":"Multiple Checks","page":245,"entries":["Certain situations might call for more than one check, particularly if the adventurers come into the interaction with multiple goals."],"source":"DMG"}],"source":"DMG"},{"type":"entries","name":"4. Repeat?","page":245,"entries":["Once a Charisma check has been made, further attempts to influence the target of the interaction might be fruitless or run the risk of upsetting or angering the subject creature, potentially shifting its attitude toward hostility. Use your best judgment. For example, if the party's rogue says something that pushes a noble's attitude toward the party from indifferent to hostile, another character might be able to diffuse the noble's hostility with clever roleplaying and a successful Charisma ({@skill Persuasion}) check."],"source":"DMG"}],"source":"DMG"},{"type":"entries","name":"Roleplaying","page":245,"entries":["For some DMs, roleplaying comes naturally. If it doesn't come naturally for you, don't worry. The main thing is for you to have fun portraying your NPCs and monsters and to amuse your players in the process. You don't need to be a practiced thespian or comedian to create drama or humor. The key is to pay attention to the story elements and characterizations that make your players laugh or feel emotionally engaged and to incorporate those things into your roleplaying.",{"type":"entries","name":"Being the NPC","page":245,"entries":["Imagine how a character or monster you bring to life would react to the adventurers. Consider what it cares about. Does it have any ideals, flaws, or bonds? By working such things into your portrayal, you not only make the character or monster more believable, but you also enhance the sense that the adventurers are in a living world.","Strive for responses and actions that introduce twists into the game. For example, an old woman whose family was killed at the hands of an evil wizard might regard the party's wizard with grave suspicion.","However you roleplay a character or monster, the classic advice for writers holds true: show, don't tell. For example, rather than describe an NPC as shallow and self-centered, have the individual act the way you would expect a shallow, self-centered person to behave. The NPC might have off-the-cuff answers for everything, an over-willingness to share personal anecdotes, and a desperate need to make himself or herself the subject of every conversation."],"source":"DMG"},{"type":"entries","name":"Using Your Voice","page":245,"entries":["Most of what you say during a session will be at a consistent level. For dramatic effect, be ready to shout out a battle cry or speak in a conspiratorial whisper.","Also, characters and monsters with distinctive voices are memorable. If you're not a natural mimic or actor, borrowing distinctive speech patterns from real life, the movies, or television is a good place to start. Practice different voices and impersonations of famous people, then use those voices to bring your NPCs to life.","Experiment with different speech patterns. For instance, a barmaid and a city magistrate probably use their words differently. Similarly, peasants could speak in earthy dialects, while rich folk talk in haughty drawls.","Let a pirate NPC say, \"Arrrr, maties!\" in your best Long John Silver voice. Let intelligent monsters unfamiliar with Common stumble along with awkward grammar.","Let drunkards and monsters mutter with slurred speech, while lizardfolk hiss their threats. In any interaction with multiple NPCs, make sure the adventurers remain the focus. Have the NPCs talk to them, not so much to each other. If possible, let one NPC do most of the talking, but if multiple NPCs need to talk, give them distinct voices so the players know who's who."],"source":"DMG"},{"type":"entries","name":"Using Your Face and Arms","page":246,"entries":["Use your facial expressions to help show a character's emotions. Scowl, smile, grin, snarl, pout, cross your eyes-do whatever it takes to make the character or monster memorable to the players. When you combine facial expressions with an unusual voice, a character truly comes to life.","Though you don't need to stand up out of your chair, you can use your arms to bring even more life to an NPC. A noble could chop the air with one hand while speaking in a deadpan monotone, while an archmage might express her displeasure by silently rolling her eyes and massaging her temples with her fingers."],"source":"DMG"},{"type":"entries","name":"Engaging the Players","page":246,"entries":["Some players enjoy roleplaying and interaction more than others. Whatever your players' tastes, your lively portrayal of NPCs and monsters can inspire players to make just as much investment in portraying their characters. This makes social interactions an opportunity for everyone to become more immersed in the game, creating a story whose protagonists have depth.","To make sure everyone has something to do during a roleplaying-heavy game session, consider one or more of the following approaches.",{"type":"entries","name":"Appeal to Player Preferences","page":246,"entries":["There are in-game activities that players enjoy more than others, as discussed in this book's introduction. Players who like acting thrive in interaction situations, and it's fine to let those players take the spotlight. They often inspire other players by their example, but make sure those other players have an opportunity to join in the fun.","Players who like exploring and storytelling are usually amenable to roleplaying, as long as it moves the campaign forward and reveals more about the world. Players who like problem-solving often enjoy figuring out the right thing to say to shift an NPC's attitude. Players who are instigators like provoking reactions from NPCs, so they're often easily engaged-though not always productively.","Players who like to optimize their characters and slay monsters also like to argue, and having conflict within an interaction can help those players embrace roleplaying. Still, creating combat connections to an extended interaction (such as a corrupt vizier sending assassins to kill the adventurers) is often the best way to keep action-focused players engaged."],"source":"DMG"},{"type":"entries","name":"Target Specific Characters","page":246,"entries":["Create situations where characters who might not otherwise be engaged with a social interaction have to do at least some of the talking. Perhaps the NPC in question is a family member or a contact of a particular adventurer and talks only to that character. An NPC of a certain race or class might listen only to characters he or she feels a kinship with. Creating a sense of importance can be a great way to get specific players engaged, but don't shut out players who are already roleplaying.","If a couple of players are dominating the conversation, take a moment now and then to involve the others. You can do this in character if you like: \"And what about your hulking friend? Speak, barbarian! What will you pledge in exchange for my favor?\" Or just ask the player what his or her character is doing while the conversation is going on. The first approach is better for players who are already comfortable speaking in their characters' voices. The second approach works better for players who need encouragement to engage in a roleplaying scenario."],"source":"DMG"}],"source":"DMG"}],"source":"DMG"}],"source":"DMG"}]},{"type":"entries","entries":[{"type":"section","name":"Adjudicating Areas of Effect","page":249,"data":{"dmref":2},"entries":["Many spells and other game features create areas of effect, such as the cone and the sphere. If you're not using miniatures or another visual aid, it can sometimes be difficult to determine who's in an area of effect and who isn't. The easiest way to address such uncertainty is to go with your gut and make a call.","If you would like more guidance, consider using the Targets in Areas of Effect table. To use the table, imagine which combatants are near one another, and let the table guide you in determining the number of those combatants that are caught in an area of effect.","Add or subtract targets based on how bunched up the potential targets are. Consider rolling {@dice 1d3} to determine the amount to add or subtract.",{"type":"table","caption":"Targets in Areas of Effect","colLabels":["Area","Number of Targets"],"colStyles":["col-6","col-6"],"rows":[["Cone","{@dice ceil(#$prompt_number:title=Enter a Size$# / 10)|Size ÷ 10} (round up)"],["Cube or square","{@dice ceil(#$prompt_number:title=Enter a Size$# / 5)|Size ÷ 5} (round up)"],["Cylinder","{@dice ceil(#$prompt_number:title=Enter a Radius$# / 5)|Radius ÷ 5} (round up)"],["Line","{@dice ceil(#$prompt_number:title=Enter a Length$# / 30)|Length ÷ 30} (round up)"],["Sphere or circle","{@dice ceil(#$prompt_number:title=Enter a Radius$# / 5)|Radius ÷ 5} (round up)"]]},"For example, if a wizard directs burning hands (a 15-foot cone) at a nearby group of orcs, you could use the table and say that two orcs are targeted (15 ÷ 10 = 1.5, rounded up to 2). Similarly, a sorcerer could launch a lightning bolt (100-foot line) at some ogres and hobgoblins, and you could use the table to say four of the monsters are targeted (100 ÷ 30 = 3.33, rounded up to 4).","This approach aims at simplicity instead of spatial precision. If you prefer more tactical nuance, consider using miniatures."],"source":"DMG"},{"type":"section","name":"Adjudicating Reaction Timing","page":252,"data":{"dmref":2},"entries":["Typical combatants rely on the opportunity attack and the Ready action for most of their reactions in a fight. Various spells and features give a creature more reaction options, and sometimes the timing of a reaction can be difficult to adjudicate. Use this rule of thumb: follow whatever timing is specified in the reaction's description. For example, the opportunity attack and the shield spell are clear about the fact that they can interrupt their triggers. If a reaction has no timing specified, or the timing is unclear, the reaction occurs after its trigger finishes, as in the Ready action."],"source":"DMG"},{"type":"section","name":"Areas of Effect","page":251,"data":{"dmref":2},"entries":["The area of effect of a spell, monster ability, or other feature must be translated onto squares or hexes to determine which potential targets are in the area and which aren't.","Choose an intersection of squares or hexes as the point of origin of an area of effect, then follow its rules as normal. If an area of effect is circular and covers at least half a square, it affects that square."],"source":"DMG"},{"type":"section","name":"Chases","page":252,"data":{"dmref":2},"entries":["Strict application of the movement rules can turn a potentially exciting chase into a dull, predictable affair.","Faster creatures always catch up to slower ones, while creatures with the same speed never close the distance between each other. This set of rules can make chases more exciting by introducing random elements.",{"type":"entries","name":"Beginning a Chase","page":252,"entries":["A chase requires a quarry and at least one pursuer. Any participants not already in initiative order must roll initiative. As in combat, each participant in the chase can take one action and move on its turn. The chase ends when one side drops out or the quarry escapes.","When a chase begins, determine the starting distance between the quarry and the pursuers. Track the distance between them, and designate the pursuer closest to the quarry as the lead. The lead pursuer might change from round to round."],"source":"DMG"},{"type":"entries","name":"Running the Chase","page":252,"entries":["Participants in the chase are strongly motivated to use the Dash action every round. Pursuers who stop to cast spells and make attacks run the risk of losing their quarry, and a quarry that does so is likely to be caught.",{"type":"entries","name":"Dashing","page":252,"entries":["During the chase, a participant can freely use the Dash action a number of times equal to 3 + its Constitution modifier. Each additional Dash action it takes during the chase requires the creature to succeed on a DC 10 Constitution check at the end of its turn or gain one level of {@condition exhaustion}.","A participant drops out of the chase if its {@condition exhaustion} reaches level 5, since its speed becomes 0. A creature can remove the levels of {@condition exhaustion} it gained during the chase by finishing a short or long rest."],"source":"DMG"},{"type":"entries","name":"Spells and Attacks","page":252,"entries":["A chase participant can make attacks and cast spells against other creatures within range. Apply the normal rules for cover, terrain, and so on to the attacks and spells.","Chase participants can't normally make opportunity attacks against each other, since they are all assumed to be moving in the same direction at the same time.","However, participants can still be the targets of opportunity attacks from creatures not participating in the chase. For example, adventurers who chase a thief past a gang of thugs in an alley might provoke opportunity attacks from the thugs."],"source":"DMG"}],"source":"DMG"},{"type":"entries","name":"Ending a Chase","page":253,"entries":["A chase ends when one side or the other stops, when the quarry escapes, or when the pursuers are close enough to their quarry to catch it.","If neither side gives up the chase, the quarry makes a Dexterity ({@skill Stealth}) check at the end of each round, after every participant in the chase has taken its turn. The result is compared to the passive Wisdom ({@skill Perception}) scores of the pursuers. If the quarry consists of multiple creatures, they all make the check.","If the quarry is never out of the lead pursuer's sight, the check fails automatically. Otherwise, if the result of the quarry's check is greater than the highest passive score, that quarry escapes. If not, the chase continues for another round.","The quarry gains advantage or disadvantage on its check based on prevailing circumstances, as shown in the Escape Factors table. If one or more factors give the quarry both advantage and disadvantage on its check, the quarry has neither, as usual.",{"type":"table","caption":"Escape Factors","colLabels":["Factor","Check Has..."],"colStyles":["col-6","col-6"],"rows":[["Quarry has many things to hide behind","Advantage"],["Quarry is in a very crowded or noisy area","Advantage"],["Quarry has few things to hide behind","Disadvantage"],["Quarry is in an uncrowded or quiet area","Disadvantage"],["The lead pursuer is a ranger or has proficiency in Survival","Disadvantage"]]},"Other factors might help or hinder the quarry's ability to escape, at your discretion. For example, a quarry with a faerie fire spell cast on it might have disadvantage on checks made to escape because it's much easier to spot.","Escape doesn't necessarily mean the quarry has outpaced its pursuers. For example, in an urban setting, escape might mean the quarry ducked into a crowd or slipped around a corner, leaving no clue as to where it went."],"source":"DMG"},{"type":"entries","name":"Chase Complications","page":253,"entries":["As with any good chase scene, complications can arise to make a chase more pulse-pounding. The Urban Chase Complications table and the Wilderness Chase Complications table provide several examples. Complications occur randomly. Each participant in the chase rolls a {@dice d20} at the end of its turn. Consult the appropriate table to determine whether a complication occurs. If it does, it affects the next chase participant in the initiative order, not the participant who rolled the die. The participant who rolled the die or the participant affected by the complication can spend inspiration to negate the complication.","Characters can create their own complications to shake off pursuers (for example, casting the web spell in a narrow alleyway). Adjudicate these as you see fit.",{"type":"table","caption":"Urban Chase Complications","colLabels":["d20","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A large obstacle such as a horse or cart blocks your way. Make a DC 15 Dexterity ({@skill Acrobatics}) check to get past the obstacle. On a failed check, the obstacle counts as 10 feet of {@quickref difficult terrain||3}."],["2","A crowd blocks your way. Make a DC 10 Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (your choice) to make your way through the crowd unimpeded. On a failed check, the crowd counts as 10 feet of {@quickref difficult terrain||3}."],["3","A large stained-glass window or similar barrier blocks your path. Make a DC 10 Strength saving throw to smash through the barrier and keep going. On a failed save, you bounce off the barrier and fall prone."],["4","A maze of barrels, crates, or similar obstacles stands in your way. Make a DC 10 Dexterity ({@skill Acrobatics}) or Intelligence check (your choice) to navigate the maze. On a failed check, the maze counts as 10 feet of {@quickref difficult terrain||3}."],["5","The ground beneath your feet is slippery with rain, spilled oil, or some other liquid. Make a DC 10 Dexterity saving throw. On a failed save, you fall prone."],["6","You come upon a pack of dogs fighting over food. Make a DC 10 Dexterity ({@skill Acrobatics}) check to get through the pack unimpeded. On a failed check, you are bitten and take {@dice 1d4} piercing damage, and the dogs count as 5 feet of {@quickref difficult terrain||3}."],["7","You run into a brawl in progress. Make a DC 15 Strength ({@skill Athletics}), Dexterity ({@skill Acrobatics}), or Charisma ({@skill Intimidation}) check (your choice) to get past the brawlers unimpeded. On a failed check, you take {@dice 2d4} bludgeoning damage, and the brawlers count as 10 feet of {@quickref difficult terrain||3}."],["8","A beggar blocks your way. Make a DC 10 Strength ({@skill Athletics}), Dexterity ({@skill Acrobatics}), or Charisma ({@skill Intimidation}) check (your choice) to slip past the beggar. You succeed automatically if you toss the beggar a coin. On a failed check, the beggar counts as 5 feet of {@quickref difficult terrain||3}."],["9","An overzealous guard (see the Monster Manual (or game statistics) mistakes you for someone else. If you move 20 feet or more on your turn, the guard makes an opportunity attack against you with a spear (+3 to hit; {@dice 1d6 + 1} piercing damage on a hit)."],["10","You are forced to make a sharp turn to avoid colliding with something impassable. Make a DC 10 Dexterity saving throw to navigate the turn. On a failed save, you collide with something hard and take {@dice 1d4} bludgeoning damage."],["11-20","No complication."]]},{"type":"table","caption":"Wilderness Chase Complications","colLabels":["d20","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Your path takes you through a rough patch of brush. Make a DC 10 Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (your choice) to get past the brush. On a failed check, the brush counts as 5 feet of {@quickref difficult terrain||3}."],["2","Uneven ground threatens to slow your progress. Make a DC 10 Dexterity ({@skill Acrobatics}) check to navigate the area. On a failed check, the ground counts as 10 feet of {@quickref difficult terrain||3}."],["3","You run through a {@creature swarm of insects} (see the Monster Manual for game statistics, with the DM choosing whichever kind of insects makes the most sense). The swarm makes an opportunity attack against you (+3 to hit; {@dice 4d4} piercing damage on a hit)."],["4","A stream, ravine, or rock bed blocks your path. Make a DC 10 Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (your choice) to cross the impediment. On a failed check, the impediment counts as 10 feet of {@quickref difficult terrain||3}."],["5","Make a DC 10 Constitution saving throw. On a failed save, you are blinded by blowing sand, dirt, ash, snow, or pollen until the end of your turn. While blinded in this way, your speed is halved."],["6","A sudden drop catches you by surprise. Make a DC 10 Dexterity saving throw to navigate the impediment. On a failed save, you fall {@dice 1d4 × 5} feet, taking {@dice 1d6} bludgeoning damage per 10 feet fallen as normal, and land prone."],["7","You blunder into a hunter's snare. Make a DC 15 Dexterity saving throw to avoid it. On a failed save, you are caught in a net and restrained. See chapter 5 \"Equipment,\" of the Player's Handbook for rules on escaping a net."],["8","You are caught in a stampede of spooked animals. Make a DC 10 Dexterity saving throw. On a failed save, you are knocked about and take {@dice 1d4} bludgeoning damage and {@dice 1d4} piercing damage."],["9","Your path takes you near a patch of razorvine. Make a DC 15 Dexterity saving throw or use 10 feet of movement (your choice) to avoid the razorvine. On a failed save, you take {@dice 1d10} slashing damage."],["10","A creature indigenous to the area chases after you. The DM chooses a creature appropriate for the terrain."],["11-20","No complication."]]},{"type":"entries","name":"Designing Your Own Chase Tables","page":254,"entries":["The tables presented here don't work for all possible environments. A chase through the sewers of Baldur's Gate or through the spiderweb-filled alleys of Menzoberranzan might inspire you to create your own table."],"source":"DMG"},{"type":"entries","name":"Splitting Up","page":254,"entries":["Creatures being chased can split up into smaller groups. This tactic forces pursuers to either divide their forces or allow some of the quarry to escape. If a pursuit splits into several smaller chases, resolve each chase separately. Run a round of one chase, then a round of the next, and so on, tracking the distances for each separate group."],"source":"DMG"},{"type":"entries","name":"Mapping the Chase","page":255,"entries":["If you have the opportunity to plan out a chase, take the time to draw a rough map that shows the route. Insert obstacles at specific points, especially ones that require the characters to make ability checks or saving throws to avoid slowing or stopping, or use a random table of complications similar to the ones in this section. Otherwise, improvise as you play.","Complications can be barriers to progress or opportunities for mayhem. Characters being chased through a forest by bugbears might spot a wasp nest and slow down long enough to attack the nest or throw rocks at it, thus creating an obstacle for their pursuers.","A map of a chase can be linear or have many branches, depending on the nature of the chase. For example, a mine cart chase might have few (if any) branches, while a sewer chase might have several."],"source":"DMG"},{"type":"entries","name":"Role Reversal","page":255,"entries":["During a chase, it's possible for the pursuers to become the quarry. For example, characters chasing a thief through a marketplace might draw unwanted attention from other members of the thieves' guild. As they pursue the fleeing thief, they must also evade the thieves pursuing them. Roll initiative for the new arrivals, and run both chases simultaneously. In another scenario, the fleeing thief might run into the waiting arms of his accomplices. The outnumbered characters might decide to flee with the thieves in pursuit."],"source":"DMG"}],"source":"DMG"}],"source":"DMG"},{"type":"section","name":"Combining Game Effects","page":252,"data":{"dmref":2},"entries":["Different game features can affect a target at the same time. But when two or more game features have the same name, only the effects of one of them-the most potent one-apply while the durations of the effects overlap. For example, if a target is ignited by a fire elemental's {@i Fire Form} trait, the ongoing fire damage doesn't increase if the burning target is subjected to that trait again. Game features include spells, class features, feats, racial traits, monster abilities, and magic items. See the related rule in the 'Combining Magical Effects' section of chapter 10 in the {@i Player's Handbook}."],"source":"DMG"},{"type":"section","name":"Cover","page":251,"data":{"dmref":2},"entries":["To determine whether a target has cover against an attack or other effect on a grid, choose a corner of the square the attacker occupies or the point of origin of an area of effect. Then trace imaginary lines from that corner to every corner of any one square the target occupies. If one or two of those lines are blocked by an obstacle (including another creature), the target has half cover. If three or four of those lines are blocked but the attack can still physically reach the target (such as when the target is behind an arrow slit), the target has three-quarters cover.","On hexes, use the same procedure as a grid, drawing lines between the corners of the hexagons. The target has half cover if up to three lines are blocked by an obstacle, and three-quarters cover if four or more lines are blocked but the attack can still physically reach the target."],"source":"DMG"},{"type":"section","name":"Creature Size on Squares and Hexes","page":251,"data":{"dmref":2},"entries":["A creature's size determines how much space it occupies on squares or hexes, as shown in the Creature Size and Space table. If the miniature you use for a monster takes up an amount of space different from what's on the table, that's fine, but treat the monster as its official size for all other rules. For example, you might use a miniature that has a Large base to represent a Huge giant. The giant takes up less space on the battlefield than its size suggests, but it is still Huge for the purposes of rules like grappling.",{"type":"table","caption":"Creature Size and Space","colLabels":["Size","Space: Squares","Space: Hexes"],"colStyles":["col-3","col-6","col-3"],"rows":[["Tiny","4 per square","4 per hex"],["Small","1 square","1 hex"],["Medium","1 square","1 hex"],["Large","4 squares (2 by 2)","3 hexes"],["Huge","9 squares (3 by 3)","7 hexes"],["Gargantuan","16 squares (4 by 4) or more","12 hexes or more"]]}],"source":"DMG"},{"type":"section","name":"Handling Mobs","page":250,"data":{"dmref":2},"entries":["Keeping combat moving along at a brisk pace can be difficult when there are dozens of monsters involved in a battle. When handling a crowded battlefield, you can speed up play by forgoing attack rolls in favor of approximating the average number of hits a large group of monsters can inflict on a target.","Instead of rolling an attack roll, determine the minimum {@dice d20} roll a creature needs in order to hit a target by subtracting its attack bonus from the target's AC. You'll need to refer to the result throughout the battle, so it's best to write it down.","Look up the minimum {@dice d20} roll needed on the Mob Attacks table. The table shows you how many creatures that need that die roll or higher must attack a target in order for one of them to hit. If that many creatures attack the target, their combined efforts result in one of them hitting the target.","For example, eight orcs surround a fighter. The orcs' attack bonus is +5, and the fighter's AC is 19. The orcs need a 14 or higher to hit the fighter. According to the table, for every three orcs that attack the fighter, one of them hits. There are enough orcs for two groups of three. The remaining two orcs fail to hit the fighter.","If the attacking creatures deal different amounts of damage, assume that the creature that deals the most damage is the one that hits. If the creature that hits has multiple attacks with the same attack bonus, assume that it hits once with each of those attacks. If a creature's attacks have different attack bonuses, resolve each attack separately.","This attack resolution system ignores critical hits in favor of reducing the number of die rolls. As the number of combatants dwindles, switch back to using individual die rolls to avoid situations where one side can't possibly hit the other.",{"type":"table","caption":"Mob Attacks","colLabels":["d20 Roll Needed","Attackers Needed for One to Hit"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["1-5","1"],["6-12","2"],["13-14","3"],["15-16","4"],["17-18","5"],["19-19","10"],["20-20","20"]]}],"source":"DMG"},{"type":"section","name":"Improvising Damage","page":249,"data":{"dmref":2},"entries":["A monster or effect typically specifies the amount of damage it deals. In some cases, though, you need to determine damage on the fly. The Improvising Damage table gives you suggestions for when you do so.",{"type":"table","caption":"Improvising Damage","colLabels":["Dice","Examples"],"colStyles":["col-2 text-center","col-10"],"rows":[["{@dice 1d10}","Burned by coals, hit by a falling bookcase, pricked by a poison needle"],["{@dice 2d10}","Being struck by lightning, stumbling into a fire pit"],["{@dice 4d10}","Hit by falling rubble in a collapsing tunnel, stumbling into a vat of acid"],["{@dice 10d10}","Crushed by compacting walls, hit by whirling steel blades, wading through a lava stream"],["{@dice 18d10}","Being submerged in lava, being hit by a crashing flying fortress"],["{@dice 24d10}","Tumbling into a vortex of fire on the Elemental Plane of Fire, being crushed in the jaws of a godlike creature or a moon-sized monster"]]},"The Damage Severity and Level table is a guide to how deadly these damage numbers are for characters of various levels. Cross-reference a character's level with the damage being dealt to gauge the severity of the damage.",{"type":"table","caption":"Damage Severity and Level","colLabels":["Character Level","Setback","Dangerous","Deadly"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["1st-4th","{@dice 1d10}","{@dice 2d10}","{@dice 4d10}"],["5th-10th","{@dice 2d10}","{@dice 4d10}","{@dice 10d10}"],["11th-16th","{@dice 4d10}","{@dice 10d10}","{@dice 18d10}"],["17th-20th","{@dice 10d10}","{@dice 18d10}","{@dice 24d10}"]]},"Damage sufficient to cause a {@b setback} rarely poses a risk of death to characters of the level shown, but a severely weakened character might be laid low by this damage.","In contrast, {@b dangerous} damage values pose a significant threat to weaker characters and could potentially kill a character of the level shown if that character is missing many hit points.","As the name suggests, {@b deadly} damage is enough to drop a character of the level shown to 0 hit points. This level of damage can kill even powerful characters outright if they are already wounded."],"source":"DMG"},{"type":"section","name":"Line of Sight","page":251,"data":{"dmref":2},"entries":["To determine whether there is line of sight between two spaces, pick a corner of one space and trace an imaginary line from that corner to any part of another space. If at least one such line doesn't pass through or touch an object or effect that blocks vision-such as a stone wall, a thick curtain, or a dense cloud of fog-then there is line of sight.","This degree of precision is rarely necessary. You can determine line of sight as you do when playing without miniatures: make a call, and keep the game moving."],"source":"DMG"},{"type":"section","name":"Optional Rule: Diagonals","page":252,"data":{"dmref":2},"entries":["The {@i Player's Handbook} presents a simple method for counting movement and measuring range on a grid: count every square as 5 feet, even if you're moving diagonally. Though this is fast in play, it breaks the laws of geometry and is inaccurate over long distances. This optional rule provides more realism, but it requires more effort during combat.","When measuring range or moving diagonally on a grid, the first diagonal square counts as 5 feet, but the second diagonal square counts as 10 feet. This pattern of 5 feet and then 10 feet continues whenever you're counting diagonally, even if you move horizontally or vertically between different bits of diagonal movement.","For example, a character might move one square diagonally (5 feet), then three squares straight (15 feet), and then another square diagonally (10 feet) for a total movement of 30 feet."],"source":"DMG"},{"type":"section","name":"Optional Rule: Facing","page":252,"data":{"dmref":2},"entries":["If you want the precision of knowing which way a creature is facing, consider using this optional rule. Whenever a creature ends its move, it can change its facing. Each creature has a front arc (the direction it faces), left and right side arcs, and a rear arc. A creature can also change its facing as a reaction when any other creature moves.","A creature can normally target only creatures in its front or side arcs. It can't see into its rear arc. This means an attacker in the creature's rear arc makes attack rolls against it with advantage.","Shields apply their bonus to AC only against attacks from the front arc or the same side arc as the shield. For example, a fighter with a shield on the left arm can use it only against attacks from the front and left arcs.","Feel free to determine that not all creatures have every type of arc. For example, an amorphous ochre jelly could treat all of its arcs as front ones, while a hydra might have three front arcs and one rear one. On squares, you pick one side of a creature's space as the direction it is facing. Draw a diagonal line outward from each corner of this side to determine the squares in its front arc. The opposite side of the space determines its rear arc in the same way. The remaining spaces to either side of the creature form its side arcs.","On hexes, determining the front, rear, and side arcs requires more judgment. Pick one side of the creature's space and create a wedge shape expanding out from there for the front arc, and another on the opposite side of the creature for the rear arc. The remaining spaces to either side of the creature are its side arcs.","A square or hex might be in more than one arc, depending on how you draw the lines from a creature's space. If more than half of a square or hex lies in one arc, it is in that arc. If it is split exactly down the middle, use this rule: if half of it lies in the front arc, it's in that arc. If half of it is in a side arc and the rear arc, it's in the side arc."],"source":"DMG"},{"type":"section","name":"Optional Rule: Flanking","page":251,"data":{"dmref":2},"entries":["If you regularly use miniatures, flanking gives combatants a simple way to gain advantage on attack rolls against a common enemy.","A creature can't flank an enemy that it can't see. A creature also can't flank while it is incapacitated. A Large or larger creature is flanking as long as at least one square or hex of its space qualifies for flanking.",{"type":"entries","name":"Flanking on Squares","page":251,"entries":["When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy's space, they flank that enemy, and each of them has advantage on melee attack rolls against that enemy.","When in doubt about whether two creatures flank an enemy on a grid, trace an imaginary line between the centers of the creatures' spaces. If the line passes through opposite sides or corners of the enemy's space, the enemy is flanked."],"source":"DMG"},{"type":"entries","name":"Flanking on Hexes","page":251,"entries":["When a creature and at least one of its allies are adjacent to an enemy and on opposite sides of the enemy's space, they flank that enemy, and each of them has advantage on attack rolls against that enemy. On hexes, count around the enemy from one creature to its ally. Against a Medium or smaller creature, the allies flank if there are 2 hexes between them. Against a Large creature, the allies flank if there are 4 hexes between them. Against a Huge creature, they must have 5 hexes between them. Against a Gargantuan creature, they must have at least 6 hexes between them."],"source":"DMG"}],"source":"DMG"}]},{"type":"entries","entries":[{"type":"section","name":"Apprentice and Mentor Activities","entries":["Each character in the relationship gains a story award, \"Faction Mentor (Apprentice Name)\" or \"Faction Apprentice (Mentor Name)\" and is eligible to participate in specific activities.",{"type":"entries","entries":[{"type":"entries","name":"Adventure Details","entries":["When an apprentice and mentor bond they veal the locations of magic items and faction secret missions that they have participated in to each other. There is no additional cost associated with this activity."]},{"type":"entries","name":"Item Trading","entries":["When trading magic items between the apprentice and mentor, the cost is only 10 downtime days instead of the usual 15."]},{"type":"entries","name":"Fighting Partners","entries":["By practicing fighting together before adventures, an apprentice and mentor can gain complimentary combat abilities. When both an apprentice and mentor are participating in the same adventuring group (they must be together at the same table, not just in the same Epic) the apprentice and mentor may spend 5 downtime before the start of the adventure. If they do, they gain the following benefits:",{"type":"list","items":["Any saving throw made by one participant to save against an effect created by the other is made with advantage.","Once per short rest, a participant may use the Help action to assist the other as a bonus action.","Neither participant acts as cover against ranged attacks made by the other."]}]}]},{"type":"entries","name":"Apprentice Activities","entries":[{"type":"entries","name":"Language and Tool Training","entries":["The apprentice may learn any language or tool proficiency that their mentor possesses for 125 downtime (no GP cost)."]},{"type":"entries","name":"Word of Advice","entries":["Mentors grant their apprentice advantage on one check, save, or attack roll once during an adventure or chapter. This activity costs 5 downtime days to the apprentice, spent prior to the adventure and declared to the Dungeon Master prior to the start of the adventure."]}]},{"type":"entries","name":"Mentor Activities","entries":[{"type":"entries","name":"Mentorship Renown","entries":["When a mentor takes on a new apprentice they immediately gain the benefit of a successful Secret Mission for their faction. This can only be done once per character."]},{"type":"entries","name":"Learn by Teaching","entries":["Mentors gain advantage on one check, save, or attack roll once during a module or hardcover chapter due to reflecting on their prior adventures with their apprentice. This activity costs 5 downtime days to the mentor, spent prior to the adventure and declared to the Dungeon Master prior to the start of the adventure."]},{"type":"entries","name":"Faction Pedagogue","entries":["By taking on an apprentice you become approachable to other members of your faction who ask you for advice. As you dispense this advice you become better known in your faction. You may spend 30 downtime days in exchange for 1 renown. This can only be done once per character."]},{"type":"entries","name":"Mentor's Pride","entries":["As your apprentice grows in power their deeds reflect on you. Each time your apprentice gains a level that would put them into a higher tier (levels 5, 11, or 17), you gain 1 renown."]}]}],"data":{"dmref":3}},{"type":"section","name":"Emerald Enclave","entries":["The Emerald Enclave is a widespread group of wilderness survivalists who preserve the natural order while rooting out unnatural threats. The organization is decentralized, hardy, and reclusive. Barbarians, druids, and rangers of good or neutral alignments are commonly drawn to the Emerald Enclave.",{"type":"entries","name":"Goals","entries":[{"type":"list","items":["Restore and preserve the natural order.","Destroy all that is unnatural.","Keep the elemental forces of the world in check.","Keep civilization and the wilderness from destroying each other."]}]},{"type":"entries","name":"Beliefs","entries":["The natural order must be respected and preserved.","Forces that upset the natural order must be destroyed.","Civilization and the wilderness must learn to coexist peacefully."]},{"type":"entries","name":"Member Traits","entries":["Members of the Emerald Enclave are spread far and wide, and usually operate in isolation. They learn to depend on themselves more than others. Survival in a harsh world also demands great fortitude and mastery of certain fighting and survival skills. Members of the Enclave who dedicate themselves to helping others survive the perils of the wilderness are more social than others who are charged with defending sacred glades and preserving the natural balance."]},{"type":"entries","name":"Ranks","entries":[{"type":"list","items":["Springwarden (rank 1)","Summerstrider (rank 2)","Autumnreaver (rank 3)","Winstalker (rank 4)","Master of the Wild (rank 5)"]}]}],"data":{"dmref":3}},{"type":"section","name":"Faction Advancement and Benefits","entries":["As a character with membership in one of the factions es adventures, he or she earns renown for completing tasks that align with the faction's goals. This is expressed as renown points rewarded at the end of any given adventure.",{"type":"entries","name":"Faction Advancement","entries":["As characters earn renown and complete secret missions, they progress in the ranks of their factions, granting them greater authority and additional benefits.",{"type":"table","caption":"Faction Advancement","colLabels":["Rank","Renown","Other Requirements"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["1","0","\u2014"],["2","3","\u2014"],["3","10","5th level, 1 secret mission"],["4","25","11th level, 3 secret missions"],["5","50","17th level, 10 secret missions"]]}]},{"type":"entries","name":"Faction Benefits","entries":[{"type":"entries","name":"Rank 1: Initiate","entries":["This is the rank a character receives when first joining a faction. It is available at character creation or any time the character wishes to join.",{"type":"entries","name":"Participate in Faction Activities","entries":["You can participate in any activities that are considered specific to your faction."]},{"type":"entries","name":"Earn Renown","entries":["You earn renown points in your faction and advance in rank."]},{"type":"entries","name":"Faction Assignments","entries":["As an Initiate, you are eligible to take on faction assignments during adventures. These are minor side quests found in many D&D Adventurers League adventures."]},{"type":"entries","name":"Receive Your Faction's Insignia","entries":["You receive an insignia of your faction, fashioned into a wearable or held item.",{"type":"table","caption":"Faction Insignias","colLabels":["Faction","Item"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Harpers","Pin"],["Order of the Gauntlet","Pendant"],["Emerald Enclave","Leaf Clasp"],["Lords' Alliance","Signet right (symbol palm side)"],["Zhentarim","Gold coin (stamped symbol)"]]}]}]},{"type":"entries","name":"Rank 2: Agent","entries":["Agents have shown that they're aligned with the faction's goals, and can take on more responsibility.",{"type":"entries","name":"Secret Missions","entries":["During certain adventures, you may be given the opportunity to undergo a secret on behalf of your faction. Completion of these missions might earn you additional benefits or enable you to advance to higher ranks within your faction."]},{"type":"entries","name":"Apprenticeship to an Adventurer Mentor","entries":["Your character can serve as an apprentice to a higher-ranking adventurer from within your faction. See the Apprentice-Mentor Benefits section, below, for more details."]},{"type":"entries","name":"Faction Training","entries":["Your character can take advantage of accelerated training programs for tool kits most often used by your faction. This training comes at a lesser cost than usual tool training, taking half as long (125 downtime days), but you must pay an additional 125 gp as a training expense for each proficiency.",{"type":"table","caption":"Faction Training","colLabels":["Faction","Available Training"],"colStyles":["col-4 text-center","col-8"],"rows":[["Harpers","Musical Instrument, {@item Calligrapher's supplies|phb}, or {@item Disguise Kit|phb}"],["Order of the Gauntlet","{@item Smith's tools|phb}, {@item Leatherworker's tools|phb}, {@item Carpenter's tools|phb}, {@item Mason's tools|phb}, Vehicles"],["Emerald Enclave","{@item Herbalism kit|phb}, {@item Woodcarver's tools|phb}, {@item Cartographer's tools|phb}"],["Lords' Alliance","{@item Jeweler's tools|phb}, {@item Mason's tools|phb}, {@item Navigator's tools|phb}, {@item Painter's supplies|phb}, Gaming Set, Any Standard Language"],["Zhentarim","{@item Disguise Kit|phb}, {@item Forgery kit|phb}, {@item Poisoner's kit|phb} {@item Thieves' tools|phb},"]]}]}]},{"type":"entries","name":"Rank 3: Stalwart","entries":["Stalwarts are reliable faction members, entrusted with many secrets and deserving of additional support during adventures.",{"type":"entries","name":"Faction Downtime Activity","entries":["You gain access to a faction-specific downtime activity that gives you additional benefits when you use it. If your faction has any specific downtime activities for the current storyline season, they can be found in the D&D Adventurers League Dungeon Master's Guide."]}]},{"type":"entries","name":"Rank 4: Mentor","entries":["Mentors are trusted voices within their given faction. They are looked upon as champions of the faction's beliefs, and as mentors by those of lower rank.",{"type":"entries","name":"Become a Mentor","entries":["You can designate Agents or Stalwarts as your charge. See the Apprentice-Mentor Benefits section."]},{"type":"entries","name":"Faction Philanthropist","entries":["As a Mentor of your faction, you may choose to pay for or cast raise dead, resurrection, or true resurrection spells for a member of your faction after an adventure is completed\u2014even if you were not adventuring together. In doing so, assuming you aren't casting the spell yourself, you must pay the full cost of the spellcasting service plus 25 downtime days (to deliver the body and find a cleric)."]}]},{"type":"entries","name":"Rank 5: Exemplar","entries":["Exemplars are deeply ensconced within the leadership of their faction and have a great degree of influence, guiding faction decisions.",{"type":"entries","name":"Become a Faction Exemplar","entries":["When you play this character along with other members of your faction, you can choose one lower ranked member of your faction (Agent, at a minimum) to begin the game with Inspiration. This must be used by the end of the game session, or it is lost."]}]}]}],"data":{"dmref":3}},{"type":"section","name":"Harpers","entries":["The Harpers is a scattered network of spellcasters and spies who advocate equality and covertly oppose the abuse of power. The organization is benevolent, knowledgeable, and secretive. Bards and wizards of good alignments are commonly drawn to the Harpers.",{"type":"entries","name":"Goals","entries":[{"type":"list","items":["Gather information throughout Faerûn.","Promote fairness and equality by covert means.","Thwart tyrants and leaders, governments, and organizations that grow too powerful.","Aid the weak, poor and oppressed."]}]},{"type":"entries","name":"Beliefs","entries":["One can never have too much information or arcane knowledge.","Too much power leads to corruption. The abuse of magic must be closely monitored.","No one should be powerless."]},{"type":"entries","name":"Member Traits","entries":["Harper agents are trained to act alone and rely on their own resources. When they get into scrapes, they don't count on their fellow Harpers to rescue them. Nevertheless, Harpers are dedicated to helping one another in times of need, and friendships between Harpers are nigh unbreakable. Masterful spies and infiltrators, they use various guises and secret identities to form relationships, cultivate their information networks, and manipulate others into doing what needs to be done. Although most Harpers prefer to operate in the shadows, there are exceptions."]},{"type":"entries","name":"Ranks","entries":[{"type":"list","items":["Watcher (rank 1)","Harpshadow (rank 2)","Brightcandle (rank 3)","Wise Owl (rank 4)","High Harper (rank 5)"]}]}],"data":{"dmref":3}},{"type":"section","name":"Lords' Alliance","entries":["The Lords' Alliance is a loose coalition of established political powers concerned with mutual security and prosperity. The organization is aggressive, militant, and political. Fighters and sorcerers of lawful or neutral alignments are commonly drawn to the Lords' Alliance.",{"type":"entries","name":"Goals","entries":[{"type":"list","items":["Ensure the safety and prosperity of cities and other settlements of Faerûn.","Maintain a strong coalition against the forces of disorder.","Proactively eliminate threats to the established powers.","Bring honor and glory to one's leaders and one's homeland."]}]},{"type":"entries","name":"Beliefs","entries":["If civilization is to survive, all must unite against the dark forces that threaten it.","Fight for your realm. Only you can bring honor, glory, and prosperity to your lord and homeland.","Don't wait for the enemy to come to you. The best defense is a strong offense."]},{"type":"entries","name":"Member Traits","entries":["To seek out and destroy threats to their homelands, agents of the Lords' Alliance must be highly trained at what they do. Few can match their skills in the field. They fight for the glory and the security of their people and for the lords who rule over them, and they do so with pride. However, the Lords' Alliance can only survive if its members \"play nice\" with one another, which requires a certain measure of diplomacy. Rogue agents within the Lords' Alliance are rare, but defections have been known to occur."]},{"type":"entries","name":"Ranks","entries":[{"type":"list","items":["Cloak (rank 1)","Redknife (rank 2)","Stingblade (rank 3)","Warduke (rank 4)","Lioncrown (rank 5)"]}]}],"data":{"dmref":3}},{"type":"section","name":"Order of the Gauntlet","entries":["The Order of the Gauntlet is composed of faithful and vigilant seekers of justice who protect others from the depredations of evildoers. The organization is honorable, vigilant, and zealous. Clerics, monks, and paladins of good (and often lawful good) alignments are commonly drawn to the Order of the Gauntlet.",{"type":"entries","name":"Goals","entries":[{"type":"list","items":["Be armed and vigilant against evil.","Identify evil threats such as secretive power groups and inherently evil creatures.","Enforce justice.","Enact retribution against evil actions\u2014do not strike preemptively."]}]},{"type":"entries","name":"Beliefs","entries":[{"type":"list","items":["Faith is the greatest weapon against evil\u2014faith in one's god, one's friends, and one's self.","Battling evil is an extraordinary task that requires extraordinary strength and bravery.","Punishing an evil act is just. Punishing an evil thought is not."]}]},{"type":"entries","name":"Member Traits","entries":["The Order of the Gauntlet is a dedicated, tightly knit group of like-minded individuals driven by religious zeal or a finely-honed sense of justice and honor. Friendship and camaraderie are important to members of the order, and they share a trust and a bond normally reserved for siblings. Like highly motivated soldiers, members of the Order of the Gauntlet seek to become the best at what they do and look forward to testing their mettle. There are few, if any, \"lone wolves\" in this organization."]},{"type":"entries","name":"Ranks","entries":[{"type":"list","items":["Chevall (rank 1)","Marcheon (rank 2)","Whitehawk (rank 3)","Vindicator (rank 4)","Righteous Hand (rank 5)"]}]}],"data":{"dmref":3}},{"type":"section","name":"Zhentarim","entries":["The Zhentarim is an unscrupulous shadow network that seeks to expand its influence and power throughout Faerûn. The organization is ambitious, opportunistic, and meritocratic. Rogues and warlocks of neutral and/or evil alignments are commonly drawn to the Zhentarim.",{"type":"entries","name":"Goals","entries":[{"type":"list","items":["Amass wealth.","Look for opportunities to seize power.","Gain influence over important people and organizations.","Dominate Faerûn."]}]},{"type":"entries","name":"Beliefs","entries":["The Zhentarim is your family. You watch out for it, and it watches out for you.","You are the master of your own destiny. Never be less than what you deserve to be.","Everything\u2014and everyone\u2014has a price."]},{"type":"entries","name":"Member Traits","entries":["A member of the Zhentarim thinks of himself or herself as a member of a large family, and relies on the Black Network for resources and security. However, members are granted enough autonomy to pursue their own interests and gain some measure of personal power or influence. The Black Network is a meritocracy. It promises \"the best of the best,\" although in truth, the Zhentarim is more interested in spreading its own propaganda and influence than investing in the improvement of its individual members."]},{"type":"entries","name":"Ranks","entries":[{"type":"list","items":["Fang (rank 1)","Wolf (rank 2)","Viper (rank 3)","Ardragon (rank 4)","Dread Lord (rank 5)"]}]}],"data":{"dmref":3}}]}]}} \ No newline at end of file +{"reference":{"bookref-quick":{"name":"Quick Reference","id":"bookref-quick","contents":[{"name":"Character Creation","headers":["Beyond 1st Level","Languages","Multiclassing","Step-by-Step Characters"]},{"name":"Equipment","headers":["Adventuring Gear","Armor and Shields","Attunement","Expenses","Mounts and Vehicles","Starting Equipment","Tools","Trade Goods","Wealth","Weapons"]},{"name":"Playing the Game","headers":["Ability Checks","Ability Scores and Modifiers","Advantage and Disadvantage","Casting a Spell","Conditions","Falling","Food and Water","Hiding","How to Play","Interacting with Objects","Proficiency Bonus","Resting","Saving Throws","Simultaneous Effects","Skills","Sleep","Suffocating","Tying Knots","Using Each Ability","Vision and Light"]},{"name":"Combat","headers":["Actions in Combat","Cover","Damage and Healing","Making an Attack","Mounted Combat","Movement and Position","The Order of Combat","Underwater Combat"]},{"name":"Adventuring","headers":["Climbing, Swimming, and Crawling","Difficult Terrain","Jumping","Travel Pace"]}]},"bookref-dmscreen":{"name":"DM Reference","id":"bookref-dmscreen","contents":[{"name":"Running the Game","headers":["Ability Checks","Exploration","Madness","Objects","Poisons","Social Interaction"]},{"name":"Combat","headers":["Adjudicating Areas of Effect","Adjudicating Reaction Timing","Areas of Effect","Chases","Combining Game Effects","Cover","Creature Size on Squares and Hexes","Handling Mobs","Improvising Damage","Line of Sight","Optional Rule: Diagonals","Optional Rule: Facing","Optional Rule: Flanking"]},{"name":"Factions","headers":["Apprentice and Mentor Activities","Emerald Enclave","Faction Advancement and Benefits","Harpers","Lords' Alliance","Order of the Gauntlet","Zhentarim"]}]}},"data":{"bookref-quick":[{"type":"entries","entries":[{"type":"section","data":{"quickref":1},"name":"Beyond 1st Level","page":15,"entries":["As your character goes on adventures and overcomes challenges, he or she gains experience, represented by experience points. A character who reaches a specified experience point total advances in capability. This advancement is called {@b gaining a level}.","When your character gains a level, his or her class often grants additional features, as detailed in the class description. Some of these features allow you to increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. You can't increase an ability score above 20. In addition, every character's proficiency bonus increases at certain levels.","Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution modifier to the roll, and add the total (minimum of 1) to your hit point maximum. Alternatively, you can use the fixed value shown in your class entry, which is the average result of the die roll (rounded up).","When your Constitution modifier increases by 1, your hit point maximum increases by 1 for each level you have attained. For example, when Bruenor reaches 8th level as a fighter, he increases his Constitution score from 17 to 18, thus increasing his Constitution modifier from +3 to +4. His hit point maximum then increases by 8.","The Character Advancement table summarizes the XP you need to advance in levels from level 1 through level 20, and the proficiency bonus for a character of that level. Consult the information in your character's class description to see what other improvements you gain at each level.",{"type":"entries","name":"Tiers of Play","page":15,"entries":["The shading in the Character Advancement table shows the four tiers of play. The tiers don't have any rules associated with them; they are a general description of how the play experience changes as characters gain levels.","{@b In the first tier (levels 1-4),} characters are effectively apprentice adventurers. They are learning the features that define them as members of particular classes, including the major choices that flavor their class features as they advance (such as a wizard's Arcane Tradition or a fighter's Martial Archetype). The threats they face are relatively minor, usually posing a danger to local farmsteads or villages.","{@b In the second tier (levels 5-10),} characters come into their own. Many spellcasters gain access to 3rd-level spells at the start of this tier, crossing a new threshold of magical power with spells such as {@spell fireball} and {@spell lightning bolt}. At this tier, many weapon-using classes gain the ability to make multiple attacks in one round. These characters have become important, facing dangers that threaten cities and kingdoms.","{@b In the third tier (levels 11-16),} characters have reached a level of power that sets them high above the ordinary populace and makes them special even among adventurers. At 11th level, many spellcasters gain access to 6th-level spells, some of which create effects previously impossible for player characters to achieve. Other characters gain features that allow them to make more attacks or do more impressive things with those attacks. These mighty adventurers often confront threats to whole regions and continents.","{@b At the fourth tier (levels 17-20),} characters achieve the pinnacle of their class features, becoming heroic (or villainous) archetypes in their own right. The fate of the world or even the fundamental order of the multiverse might hang in the balance during their adventures."],"source":"PHB"},{"type":"table","caption":"Character Advancement","srd":true,"basicRules":true,"colLabels":["Experience Points","Level","Proficiency Bonus"],"colStyles":["col-4 text-center","col-4 text-center","col-4 text-center"],"rows":[["0","1","+2"],["300","2","+2"],["900","3","+2"],["2,700","4","+2"],["6,500","5","+3"],["14,000","6","+3"],["23,000","7","+3"],["34,000","8","+3"],["48,000","9","+4"],["64,000","10","+4"],["85,000","11","+4"],["100,000","12","+4"],["120,000","13","+5"],["140,000","14","+5"],["165,000","15","+5"],["195,000","16","+5"],["225,000","17","+6"],["265,000","18","+6"],["305,000","19","+6"],["355,000","20","+6"]]}],"source":"PHB"},{"type":"section","name":"Languages","page":123,"data":{"quickref":1},"entries":["Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet.","With your DM's permission, you can instead choose a language from the Exotic Languages table or a secret language, such as thieves' cant or the tongue of druids.","Some of these languages are actually families of languages with many dialects. For example, the Primordial language includes the {@language Primordial||Auran}, {@language Primordial||Aquan}, {@language Primordial||Ignan}, and {@language Primordial||Terran} dialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another.",{"type":"table","caption":"Standard Languages","srd":true,"basicRules":true,"colLabels":["Language","Typical Speakers","Script"],"colStyles":["col-4","col-4","col-4"],"rows":[["Common","Humans","Common"],["Dwarvish","Dwarves","Dwarvish"],["Elvish","Elves","Elvish"],["Giant","Ogres, giants","Dwarvish"],["Gnomish","Gnomes","Dwarvish"],["Goblin","Goblinoids","Dwarvish"],["Halfling","Halflings","Common"],["Orc","Orcs","Dwarvish"]]},{"type":"table","caption":"Exotic Languages","basicRules":true,"srd":true,"colLabels":["Language","Typical Speakers","Script"],"colStyles":["col-4","col-4","col-4"],"rows":[["Abyssal","Demons","Infernal"],["Celestial","Celestials","Celestial"],["Draconic","Dragons, dragonborn","Draconic"],["Deep Speech","Mind Flayers, beholders","\u2014"],["Infernal","Devils","Infernal"],["Primordial","Elementals","Dwarvish"],["Sylvan","Fey creatures","Elvish"],["Undercommon","Underdark traders","Elvish"]]}],"source":"PHB"},{"type":"section","data":{"quickref":1},"name":"Multiclassing","page":163,"entries":["Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options.","With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in wizard and two in fighter, you're a 5th-level character.","As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you'll sacrifice some focus in exchange for versatility.",{"type":"entries","name":"Prerequisites","page":163,"entries":["To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class. having a natural aptitude that is reflected by higher-than-average ability scores.",{"type":"table","caption":"Multiclassing Prerequisites","srd":true,"colLabels":["Class","Ability Score Minimum"],"colStyles":["col-2","col-10"],"rows":[["{@class Barbarian}","Strength 13"],["{@class Bard}","Charisma 13"],["{@class Cleric}","Wisdom 13"],["{@class Druid}","Wisdom 13"],["{@class Fighter}","Strength 13 or Dexterity 13"],["{@class Monk}","Dexterity 13 and Wisdom 13"],["{@class Paladin}","Strength 13 and Charisma 13"],["{@class Ranger}","Dexterity 13 and Wisdom 13"],["{@class Rogue}","Dexterity 13"],["{@class Sorcerer}","Charisma 13"],["{@class Warlock}","Charisma 13"],["{@class Wizard}","Intelligence 13"]]}],"source":"PHB"},{"type":"entries","name":"Experience Points","page":163,"entries":["The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table in chapter I, not your level in a particular class. So, if you are a cleric 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your seventh level as a cleric."],"source":"PHB"},{"type":"entries","name":"Hit Points and Hit Dice","page":163,"entries":["You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character.","You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin have a d10, so if you are a paladin 5/fighter 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/cleric 5, for example, you have five d10 Hit Dice and five d8 Hit Dice."],"source":"PHB"},{"type":"entries","name":"Proficiency Bonus","page":163,"entries":["Your proficiency bonus is always based on your total character level, as shown in the Character Advancement table in chapter 1, not your level in a particular class. For example, if you are a fighter 3/rogue 2, you have the proficiency bonus of a 5th-level character, which is +3."],"source":"PHB"},{"type":"entries","name":"Proficiencies","page":164,"entries":["When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies, as shown in the Multiclassing Proficiencies table.",{"type":"table","caption":"Multiclassing Proficiencies","srd":true,"colLabels":["Class","Proficiencies Gained"],"colStyles":["col-2","col-10"],"rows":[["{@class Barbarian}","Shields, simple weapons, martial weapons"],["{@class Bard}","Light armor, one skill of your choice, one musical instrument of your choice"],["{@class Cleric}","Light armor, medium armor, shields"],["{@class Druid}","Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)"],["{@class Fighter}","Light armor, medium armor, shields, simple weapons, martial weapons"],["{@class Monk}","Simple weapons, shortswords"],["{@class Paladin}","Light armor, medium armor, shields, simple weapons, martial weapons"],["{@class Ranger}","Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class's skill list"],["{@class Rogue}","Light armor, one skill from the class's skill list, {@item thieves' tools|phb}"],["{@class Sorcerer}","\u2014"],["{@class Warlock}","Light armor, simple weapons"],["{@class Wizard}","\u2014"]]}],"source":"PHB"},{"type":"entries","name":"Class Features","page":164,"entries":["When you gain a new level in a class, you get its features for that level. You don't, however, receive the class's starting equipment, and a few features have additional rules when you're multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting.",{"type":"entries","name":"Channel Divinity","page":164,"entries":["If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn't give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes."],"source":"PHB"},{"type":"entries","name":"Extra Attack","page":164,"entries":["If you gain the Extra Attack class feature from more than one class, the features don't add together. You can't make more than two attacks with this feature unless it says you do (as the fighter's version of Extra Attack does). Similarly, the warlock's eldritch invocation Thirsting Blade doesn't give you additional attacks if you also have Extra Attack."],"source":"PHB"},{"type":"entries","name":"Unarmored Defense","page":164,"entries":["If you already have the Unarmored Defense feature, you can't gain it again from another class."],"source":"PHB"},{"type":"entries","name":"Spellcasting","page":164,"entries":["Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class.",{"type":"entries","name":"Spells Known and Prepared","page":164,"entries":["You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your intelligence is 16, you can prepare six wizard spells from your spellbook.","Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus.","If a cantrip of yours increases in power at higher levels, the increase is based on your character level, not your level in a particular class."],"source":"PHB"},{"type":"entries","name":"Spell Slots","page":164,"entries":["You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, half your levels (rounded down) in the paladin and ranger classes, and a third of your fighter or rogue levels (rounded down) if you have the Eldritch Knight or the Arcane Trickster feature. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table.","If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells. If a lower-level spell that you cast, like {@spell burning hands}, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don't have any spells of that higher level.","For example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th-level character when determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don't know any 3rd-level spells, nor do you know any 2nd-level ranger spells. You can use the spell slots of those levels to cast the spells you do know\u2014and potentially enhance their effects."],"source":"PHB"},{"type":"entries","name":"Pact Magic","page":164,"entries":["If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know."],"source":"PHB"},{"type":"table","caption":"Multiclass Spellcaster: Spell Slots per Spell Level","srd":true,"colLabels":["Lvl.","1st","2nd","3rd","4th","5th","6th","7th","8th","9th"],"colStyles":["col-1-2","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center"],"rows":[["1st",2,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["2nd",3,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["3rd",4,2,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["4th",4,3,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["5th",4,3,2,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["6th",4,3,3,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["7th",4,3,3,1,"\u2014","\u2014","\u2014","\u2014","\u2014"],["8th",4,3,3,2,"\u2014","\u2014","\u2014","\u2014","\u2014"],["9th",4,3,3,3,1,"\u2014","\u2014","\u2014","\u2014"],["10th",4,3,3,3,2,"\u2014","\u2014","\u2014","\u2014"],["11th",4,3,3,3,2,1,"\u2014","\u2014","\u2014"],["12th",4,3,3,3,2,1,"\u2014","\u2014","\u2014"],["13th",4,3,3,3,2,1,1,"\u2014","\u2014"],["14th",4,3,3,3,2,1,1,"\u2014","\u2014"],["15th",4,3,3,3,2,1,1,1,"\u2014"],["16th",4,3,3,3,2,1,1,1,"\u2014"],["17th",4,3,3,3,2,1,1,1,1],["18th",4,3,3,3,3,1,1,1,1],["19th",4,3,3,3,3,2,1,1,1],["20th",4,3,3,3,3,2,2,1,1]]}],"source":"PHB"},{"type":"entries","name":"Starting Equipment","page":165,"entries":["You gain the starting equipment of your first class only."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"section","name":"Step-by-Step Characters","page":11,"data":{"quickref":1},"entries":["Your first step in playing an adventurer in the Dungeons & Dragons game is to imagine and create a character of your own. Your character is a combination of various statistics, roleplaying hooks, and your imagination. You choose a race (such as human or halfling) and a class (such as fighter or wizard). You also invent the personality, appearance, and backstory of your character. Once completed, your character serves as your representative in the game, your avatar in the Dungeons & Dragons world.","Before you dive into step 1 below, think about the kind of adventurer you want to play. You might be a courageous fighter, a skulking rogue, a fervent cleric, or a flamboyant wizard. Or you might be more interested in an unconventional character, such as a brave rogue who likes hand-to-hand combat, or a sharpshooter who picks off enemies from afar. Do you like fantasy fiction featuring dwarves or elves? Try building a character of one of those races. Do you want your character to be the toughest adventurer at the table? Consider a class like barbarian or paladin. If you don't know where else to begin, take a look at the illustrations in this book to see what catches your interest.","Once you have a character in mind, roll on these steps in order, making decisions that reflect the character you want. Your conception of your character might evolve with each choice you make. What's important is that you come to the table with a character you're excited to play.","Throughout this chapter, we use the term {@b character sheet} to mean whatever you use to track your character, whether it's a formal character sheet (like the one at the end of this book), some form of digital record, or a piece of notebook paper. An official D&D character sheet is a fine place to start until you know what information you need and how you use it during the game.",{"type":"entries","entries":[{"type":"entries","name":"Building Bruenor","page":11,"entries":["Each step of character creation includes an example of that step, with a player named Bob building his dwarf character, Bruenor."],"source":"PHB"}]},{"type":"entries","name":"1. Choose a Race","page":11,"entries":["Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans. Some races also have {@b subraces}, such as mountain dwarf or wood elf. Chapter 2 provides more information about these races.","The race you choose contributes to your character's identity in an important way, by establishing a general appearance and the natural talents gained from culture and ancestry. Your character's race grants particular racial traits, such as special senses, proficiency with certain weapons or tools, proficiency in one or more skills, or the ability to use minor spells. These traits sometimes dovetail with the capabilities of certain classes (see step 2). For example, the racial traits of lightfoot halflings make them exceptional rogues, and high elves tend to be powerful wizards. Sometimes playing against type can be fun, too. Halfling paladins and mountain dwarf wizards, for example, can be unusual but memorable characters.","Your race also increases one or more of your ability scores, which you determine in step 3. Note these increases and remember to apply them later.","Record the traits granted by your race on your character sheet. Be sure to note your starting languages and your base speed as well.",{"type":"entries","name":"Building Bruenor, Step 1","page":11,"entries":["Bob is sitting down to create his character. He decides that a gruff mountain dwarf fits the character he wants to play. He notes all the racial traits of dwarves on his character sheet, including his speed of 25 feet and the languages he knows: Common and Dwarvish."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"2. Choose a Class","page":11,"entries":["Every adventurer is a member of a class. Class broadly describes a character's vocation, what special talents he or she possesses, and the tactics he or she is most likely to employ when exploring a dungeon, fighting monsters, or engaging in a tense negotiation. The character classes are described in chapter 3.","Your character receives a number of benefits from your choice of class. Many of these benefits are {@b class features}-capabilities (including spellcasting) that set your character apart from members of other classes. You also gain a number of {@b proficiencies:} armor, weapons, skills, saving throws, and sometimes tools. Your proficiencies define many of the things your character can do particularly well, from using certain weapons to telling a convincing lie.","On your character sheet, record all the features that your class gives you at 1st level.",{"type":"entries","name":"Level","page":11,"entries":["Typically, a character starts at 1st level and advances in level by adventuring and gaining {@b experience points} (XP). A 1st-level character is inexperienced in the adventuring world, although he or she might have been a soldier or a pirate and done dangerous things before.","Starting off at 1st level marks your character's entry into the adventuring life. If you're already familiar with the game, or if you are joining an existing D&D campaign, your DM might decide to have you begin at a higher level, on the assumption that your character has already survived a few harrowing adventures.","Record your level on your character sheet. If you're starting at a higher level, record the additional elements your class gives you for your levels past 1st. Also record your experience points. A 1st-level character has 0 XP. A higher-level character typically begins with the minimum amount of XP required to reach that level (see \"Beyond 1st Level\" later in this chapter)."],"source":"PHB"},{"type":"inset","name":"Quick Build","page":11,"entries":["Each class description in chapter 3 includes a section offering suggestions to quickly build a character of that class, including how to assign your highest ability scores, a background suitable to the class, and starting spells."],"source":"PHB"},{"type":"entries","name":"Hit Points and Hit Dice","page":12,"entries":["Your character's hit points define how tough your character is in combat and other dangerous situations. Your hit points are determined by your Hit Dice (short for Hit Point Dice).","At 1st level, your character has 1 Hit Die, and the die type is determined by your class. You start with hit points equal to the highest roll of that die, as indicated in your class description. (You also add your Constitution modifier, which you'll determine in step 3.) This is also your {@b hit point maximum}.","Record your character's hit points on your character sheet. Also record the type of Hit Die your character uses and the number of Hit Dice you have. After you rest, you can spend Hit Dice to regain hit points (see \"Resting\" in chapter 8)."],"source":"PHB"},{"type":"entries","name":"Proficiency Bonus","page":12,"entries":["The table that appears in your class description shows your proficiency bonus, which is +2 for a 1st-level character. Your proficiency bonus applies to many of the numbers you'll be recording on your character sheet:",{"type":"list","items":["Attack rolls using weapons you're proficient with","Attack rolls with spells you cast","Ability checks using skills you're proficient in","Ability checks using tools you're proficient with","Saving throws you're proficient in","Saving throw DCs for spells you cast (explained in each spellcasting class)"]},"Your class determines your weapon proficiencies, your saving throw proficiencies, and some of your skill and tool proficiencies. (Skills are described in chapter 7, tools in chapter 5.) Your background gives you additional skill and tool proficiencies, and some races give you more proficiencies. Be sure to note all of these proficiencies, as well as your proficiency bonus, on your character sheet.","Your proficiency bonus can't be added to a single die roll or other number more than once. Occasionally, your proficiency bonus might be modified (doubled or halved, for example) before you apply it. If a circumstance suggests that your proficiency bonus applies more than once to the same roll or that it should be multiplied more than once, you nevertheless add it only once, multiply it only once, and halve it only once."],"source":"PHB"},{"type":"entries","name":"Building Bruenor, Step 2","page":12,"entries":["Bob imagines Bruenor charging into battle with an axe, one horn on his helmet broken off. He makes Bruenor a fighter and notes the fighter's proficiencies and 1st-level class features on his character sheet.","As a 1st-level fighter, Bruenor has 1 Hit Die\u2014a d10 and starts with hit points equal to 10 + his Constitution modifier. Bob notes this, and will record the final number after he determines Bruenor's Constitution score (see step 3). Bob also notes the proficiency bonus for a 1st-level character, which is +2."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"3. Determine Ability Scores","page":12,"entries":["Much of what your character does in the game depends on his or her six abilities: {@b Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.} Each ability has a score, which is a number you record on your character sheet.","The six abilities and their use in the game are described in chapter 7. The Ability Score Summary table provides a quick reference for what qualities are measured by each ability, what races increases which abilities, and what classes consider each ability particularly important.","You generate your character's six {@b ability scores} randomly. Roll four 6-sided dice and record the total of the highest three dice on a piece of scratch paper. Do this five more times, so that you have six numbers. If you want to save time or don't like the idea of randomly determining ability scores, you can use the following scores instead: 15, 14, 13, 12, 10, 8.","Now take your six numbers and write each number beside one of your character's six abilities to assign scores to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Afterward, make any changes to your ability scores as a result of your race choice.","After assigning your ability scores, determine your {@b ability modifiers} using the Ability Scores and Modifiers table. To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the result by 2 (round down). Write the modifier next to each of your scores.",{"type":"table","caption":"Ability Score Summary","srd":true,"basicRules":true,"colStyles":["col-12"],"rows":[["{@b Strength}"],[{"type":"entries","entries":["{@i Measures:} Natural athleticism, bodily power","{@i Important for:} Barbarian, fighter, paladin","{@filter Races that have a bonus to Strength|races|Ability Scores (Including Subrace)=Strength +any}"]}]],"data":{"tableIgnore":true}},{"type":"table","caption":"Ability Score Summary","colStyles":["col-12"],"rows":[["{@b Dexterity}"],[{"type":"entries","entries":["{@i Measures:} Physical agility, reflexes, balance, poise","{@i Important for:} Monk, ranger, rogue","{@filter Races that have a bonus to Dexterity|races|Ability Scores (Including Subrace)=Dexterity +any}"]}]],"data":{"tableIgnore":true}},{"type":"table","caption":"Ability Score Summary","colStyles":["col-12"],"rows":[["{@b Constitution}"],[{"type":"entries","entries":["{@i Measures:} Health, stamina, vital force","{@i Important for:} Everyone","{@filter Races that have a bonus to Constitution|races|Ability Scores (Including Subrace)=Constitution +any}"]}]],"data":{"tableIgnore":true}},{"type":"table","caption":"Ability Score Summary","colStyles":["col-12"],"rows":[["{@b Intelligence}"],[{"type":"entries","entries":["{@i Measures:} Mental acuity, information recall, analytical skill","{@i Important for:} Wizard","{@filter Races that have a bonus to Intelligence|races|Ability Scores (Including Subrace)=Intelligence +any}"]}]],"data":{"tableIgnore":true}},{"type":"table","caption":"Ability Score Summary","colStyles":["col-12"],"rows":[["{@b Wisdom}"],[{"type":"entries","entries":["{@i Measures:} Awareness, intuition, insight","{@i Important for:} Cleric, druid","{@filter Races that have a bonus to Wisdom|races|Ability Scores (Including Subrace)=Wisdom +any}"]}]],"data":{"tableIgnore":true}},{"type":"table","caption":"Ability Score Summary","colStyles":["col-12"],"rows":[["{@b Charisma}"],[{"type":"entries","entries":["{@i Measures:} Confidence, eloquence, leadership","{@i Important for:} Bard, sorcerer, warlock","{@filter Races that have a bonus to Charisma|races|Ability Scores (Including Subrace)=Charisma +any}"]}]],"data":{"tableIgnore":true}},{"type":"entries","name":"Building Bruenor, Step 3","page":13,"entries":["Bob decides to use the standard set of scores (15, 14, 13, 12, 10, 8) for Bruenor's abilities. Since he's a fighter, he puts his highest score, 15, in Strength. His next highest, 14, goes in Constitution. Bruenor might be a brash fighter, but Bob decides he wants the dwarf to be older, wiser, and a good leader, so he puts decent scores in Wisdom and Charisma. After applying his racial benefits (increasing Bruenor's Constitution by 2 and his Strength by 2), Bruenor's ability scores and modifiers look like this: Strength 17 (+3), Dexterity 10 (+0), Constitution 16 (+3), Intelligence 8 (-1), Wisdom 13 (+1), Charisma 12 (+1).","Bob fills in Bruenor's final hit points: 10 + his Constitution modifier of +3, for a total of 13 hit points."],"source":"PHB"},{"type":"entries","name":"Variant: Customizing Ability Scores","page":13,"entries":["At your Dungeon Master's option, you can use this variant for determining your ability scores. The method described here allows you to build a character with a set of ability scores you choose individually.","You have 27 points to spend on your ability scores. The cost of each score is shown on the Ability Score Point Cost table. For example, a score of 14 costs 7 points. Using this method, 15 is the highest ability score you can end up with, before applying racial increases. You can't have a score lower than 8.","This method of determining ability scores enables you to create a set of three high numbers and three low ones (15, 15, 15, 8, 8, 8), a set of numbers that are above average and nearly equal (13, 13, 13, 12, 12, 12), or any set of numbers between those extremes.",{"type":"table","caption":"Ability Score Point Cost","basicRules":true,"srd":true,"colLabels":["Score","Cost","Score","Cost"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["8","0","12","4"],["9","1","13","5"],["10","2","14","7"],["11","3","15","9"]]},{"type":"table","caption":"Ability Scores and Modifiers","srd":true,"basicRules":true,"colLabels":["Score","Modifier","Score","Modifier"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["1","-5","16-17","+3"],["2-3","-4","18-19","+4"],["4-5","-3","20-21","+5"],["6-7","-2","22-23","+6"],["8-9","-1","24-25","+7"],["10-11","+0","26-27","+8"],["12-13","+1","28-29","+9"],["14-15","+2","30","+10"]]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"4. Describe Your Character","page":13,"entries":["Once you know the basic game aspects of your character, it's time to flesh him or her out as a person. Your character needs a name. Spend a few minutes thinking about what he or she looks like and how he or she behaves in general terms.","Using the information in chapter 4, you can flesh out your character's physical appearance and personality traits. Choose your character's {@b alignment} (the moral compass that guides his or her decisions) and {@b ideals}. Chapter 4 also helps you identify the things your character holds most dear, called {@b bonds}, and the {@b flaws} that could one day undermine him or her.","Your character's {@b background} describes where he or she came from, his or her original occupation, and the character's place in the D&D world.","Your DM might offer additional backgrounds beyond the ones included in chapter 4, and might be willing to work with you to craft a background that's a more precise fit for your character concept.","A background gives your character a background feature (a general benefit) and proficiency in two skills, and it might also give you additional languages or proficiency with certain kinds of tools. Record this information, along with the personality information you develop, on your character sheet.",{"type":"entries","name":"Your Character's Abilities","page":14,"entries":["Take your character's ability scores and race into account as you flesh out his or her appearance and personality. A very strong character with low Intelligence might think and behave very differently from a very smart character with low Strength.","For example, high {@b Strength} usually corresponds with a burly or athletic body, while a character with low Strength might be scrawny or plump.","A character with high {@b Dexterity} is probably lithe and slim, while a character with low Dexterity might be either gangly and awkward or heavy and thick-fingered.","A character with high {@b Constitution} usually looks healthy, with bright eyes and abundant energy. A character with low Constitution might be sickly or frail.","A character with high {@b Intelligence} might be highly inquisitive and studious, while a character with low Intelligence might speak simply or easily forget details.","A character with high {@b Wisdom} has good judgment, empathy, and a general awareness of what's going on. A character with low Wisdom might be absent-minded, foolhardy, or oblivious.","A character with high {@b Charisma} exudes confidence, which is usually mixed with a graceful or intimidating presence. A character with a low Charisma might come across as abrasive, inarticulate, or timid."],"source":"PHB"},{"type":"entries","name":"Building Bruenor, Step 4","page":14,"entries":["Bob fills in some of Bruenor's basic details: his name, his sex (male), his height and weight, and his alignment (lawful good). His high Strength and Constitution suggest a healthy, athletic body, and his low Intelligence suggests a degree of forgetfulness.","Bob decides that Bruenor comes from a noble line, but his clan was expelled from its homeland when Bruenor was very young. He grew up working as a smith in the remote villages of Icewind Dale. But Bruenor has a heroic destiny\u2014to reclaim his homeland\u2014so Bob chooses the folk hero background for his dwarf. He notes the proficiencies and special feature this background gives him.","Bob has a pretty clear picture of Bruenor's personality in mind, so he skips the personality traits suggested in the folk hero background, noting instead that Bruenor is a caring, sensitive dwarf who genuinely loves his friends and allies, but he hides this soft heart behind a gruff, snarling demeanor. He chooses the ideal of fairness from the list in his background, noting that Bruenor believes that no one is above the law.","Given his history, Bruenor's bond is obvious: he aspires to someday reclaim Mithral Hall, his homeland, from the shadow dragon that drove the dwarves out.","His flaw is tied to his caring, sensitive nature\u2014he has a soft spot for orphans and wayward souls, leading him to show mercy even when it might not be warranted."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"5. Choose Equipment","page":14,"entries":["Your class and background determine your character's {@b starting equipment}, including weapons, armor, and other adventuring gear. Record this equipment on your character sheet. All such items are detailed in chapter 5.","Instead of taking the gear given to you by your class and background, you can purchase your starting equipment. You have a number of {@b gold pieces} (gp) to spend based on your class, as shown in chapter 5. Extensive lists of equipment, with prices, also appear in that chapter.","If you wish, you can also have one trinket at no cost (see the Trinkets table at the end of chapter 5).","Your Strength score limits the amount of gear you can carry. Try not to purchase equipment with a total weight (in pounds) exceeding your Strength score times 15. Chapter 7 has more information on carrying capacity.",{"type":"entries","name":"Armor Class","page":14,"entries":["Your {@b Armor Class} (AC) represents how well your character avoids being wounded in battle. Things that contribute to your AC include the armor you wear, the shield you carry, and your Dexterity modifier. Not all characters wear armor or carry shields, however.","Without armor or a shield, your character's AC equals 10 + his or her Dexterity modifier. If your character wears armor, carries a shield, or both, calculate your AC using the rules in chapter 5. Record your AC on your character sheet.","Your character needs to be proficient with armor and shields to wear and use them effectively, and your armor and shield proficiencies are determined by your class.","There are drawbacks to wearing armor or carrying a shield if you lack the required proficiency, as explained in chapter 5.","Some spells and class features give you a different way to calculate your AC. If you have multiple features that give you different ways to calculate your AC, you choose which one to use."],"source":"PHB"},{"type":"entries","name":"Weapons","page":14,"entries":["For each weapon your character wields, calculate the modifier you use when you attack with the weapon and the damage you deal when you hit.","When you make an attack with a weapon, you roll a d20 and add your proficiency bonus (but only if you are proficient with the weapon) and the appropriate ability modifier.",{"type":"list","items":["For attacks with {@b melee weapons}, use your Strength modifier for attack and damage rolls. A weapon that has the finesse property, such as a {@item rapier|phb}, can use your Dexterity modifier instead.","For attacks with {@b ranged weapons}, use your Dexterity modifier for attack and damage rolls. A melee weapon that has the thrown property, such as a {@item handaxe|phb}, can use your Strength modifier instead."]}],"source":"PHB"},{"type":"entries","name":"Building Bruenor, Step 5","page":15,"entries":["Bob writes down the starting equipment from the fighter class and the folk hero background. His starting equipment includes chain mail and a shield, which combine to give Bruenor an Armor Class of 18.","For Bruenor's weapons, Bob chooses a battleaxe and two handaxes. His battleaxe is a melee weapon, so Bruenor uses his Strength modifier for his attacks and damage. His attack bonus is his Strength modifier (+3) plus his proficiency bonus (+2), for a total of +5.","The battleaxe deals 1d8 slashing damage, and Bruenor adds his Strength modifier to the damage when he hits, for a total of 1d8 + 3 slashing damage. When throwing a handaxe, Bruenor has the same attack bonus (handaxes, as thrown weapons, use Strength for attacks and damage), and the weapon deals 1d6 + 3 slashing damage when it hits."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"6. Come Together","page":15,"entries":["Most D&D characters don't work alone. Each character plays a role within a {@b party,} a group of adventurers working together for a common purpose. Teamwork and cooperation greatly improve your party's chances to survive the many perils in the worlds of Dungeons & Dragons. Talk to your fellow players and your DM to decide whether your characters know one another, how they met, and what sorts of quests the group might undertake."],"source":"PHB"}],"source":"PHB"}]},{"type":"entries","entries":[{"type":"section","data":{"quickref":2},"name":"Adventuring Gear","page":148,"entries":["This section describes items that have special rules or require further explanation.",{"type":"table","caption":"Adventuring Gear","srd":true,"basicRules":true,"colLabels":["Item","Cost","Weight"],"colStyles":["col-4","col-4 text-right","col-4 text-center"],"rows":[["{@item Abacus|PHB}","2 gp","2 lb."],["{@item Acid (vial)|PHB}","25 gp","1 lb."],["{@item Alchemist's fire (flask)|PHB}","50 gp","1 lb."],["{@i Ammunition}","",""],{"type":"row","style":"row-indent-first","row":["{@item Arrows (20)|PHB}","1 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Blowgun needles (50)|PHB}","1 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Crossbow bolts (20)|PHB}","1 gp","1½ lb."]},{"type":"row","style":"row-indent-first","row":["{@item Sling bullets (20)|PHB}","4 cp","1½ lb."]},["{@item Antitoxin (vial)|PHB}","50 gp","\u2014"],["{@i {@item Arcane focus|PHB}}","",""],{"type":"row","style":"row-indent-first","row":["{@item Crystal|PHB}","10 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Orb|PHB}","20 gp","3 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Rod|PHB}","10 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Staff|PHB}","5 gp","4 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Wand|PHB}","10 gp","1 lb."]},["{@item Backpack|PHB}","2 gp","5 lb."],["{@item Ball bearings (bag of 1,000)|PHB}","1 gp","2 lb."],["{@item Barrel|PHB}","2 gp","70 lb."],["{@item Basket|PHB}","4 sp","2 lb."],["{@item Bedroll|PHB}","1 gp","7 lb."],["{@item Bell|PHB}","1 gp","\u2014"],["{@item Blanket|PHB}","5 sp","3 lb."],["{@item Block and tackle|PHB}","1 gp","5 lb."],["{@item Book|PHB}","25 gp","5 lb."],["{@item glass bottle|PHB|Bottle, glass}","2 gp","2 lb."],["{@item Bucket|PHB}","5 cp","2 lb."],["{@item Caltrops (bag of 20)|PHB}","1 gp","2 lb."],["{@item Candle|PHB}","1 cp","\u2014"],["{@item crossbow bolt case|PHB|Case, crossbow bolt}","1 gp","1 lb."],["{@item map or scroll case|PHB|Case, map or scroll}","1 gp","1 lb."],["{@item Chain (10 feet)|PHB}","5 gp","10 lb."],["{@item Chalk (1 piece)|PHB}","1 cp","\u2014"],["{@item Chest|PHB}","5 gp","25 lb."],["{@item common clothes|PHB|Clothes, common}","5 sp","3 lb."],["{@item costume clothes|PHB|Clothes, costume}","5 gp","4 lb."],["{@item fine clothes|PHB|Clothes, fine}","15 gp","6 lb."],["{@item traveler's clothes|PHB|Clothes, traveler's}","2 gp","4 lb."],["{@item Component pouch|PHB}","25 gp","2 lb."],["{@item Crowbar|PHB}","2 gp","5 lb."],["{@i {@item Druidic focus|PHB}}","",""],{"type":"row","style":"row-indent-first","row":["{@item Sprig of mistletoe|PHB}","1 gp","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Totem|PHB}","1 gp","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Wooden staff|PHB}","5 gp","4 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Yew wand|PHB}","10 gp","1 lb."]},["{@item Fishing tackle|PHB}","1 gp","4 lb."],["{@item Flask|PHB} or {@item tankard|PHB}","2 cp","1 lb."],["{@item Grappling hook|PHB}","2 gp","4 lb."],["{@item Hammer|PHB}","1 gp","3 lb."],["{@item sledgehammer|PHB|Hammer, sledge}","2 gp","10 lb."],["{@item Healer's Kit|PHB}","5 gp","3 lb."],["{@i {@item Holy symbol|PHB}}","",""],{"type":"row","style":"row-indent-first","row":["{@item Amulet|PHB}","5 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Emblem|PHB}","5 gp","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Reliquary|PHB}","5 gp","2 lb."]},["{@item Holy water (flask)|PHB}","25 gp","1 lb."],["{@item Hourglass|PHB}","25 gp","1 lb."],["{@item Hunting trap|PHB}","5 gp","25 lb."],["{@item Ink (1-ounce bottle)|PHB}","10 gp","\u2014"],["{@item Ink pen|PHB}","2 cp","\u2014"],["{@item Jug|PHB} or {@item pitcher|PHB}","2 cp","4 lb."],["{@item climber's kit|PHB|Kit, climber's}","25 gp","12 lb."],["{@item disguise kit|PHB|Kit, disguise}","25 gp","3 lb."],["{@item forgery kit|PHB|Kit, forgery}","15 gp","5 lb."],["{@item herbalism kit|PHB|Kit, herbalism}","5 gp","3 lb."],["{@item healer's kit|PHB|Kit, healer's}","5 gp","3 lb."],["{@item mess kit|PHB|Kit, mess}","2 sp","1 lb."],["{@item poisoner's kit|PHB|Kit, poisoner's}","50 gp","2 lb."],["{@item Ladder (10-foot)|PHB}","1 sp","25 lb."],["{@item Lamp|PHB}","5 sp","1 lb."],["{@item bullseye lantern|PHB|Lantern, bullseye}","10 gp","2 lb."],["{@item hooded lantern|PHB|Lantern, hooded}","5 gp","2 lb."],["{@item Lock|PHB}","10 gp","1 lb."],["{@item Magnifying glass|PHB}","100 gp","\u2014"],["{@item Manacles|PHB}","2 gp","6 lb."],["{@item steel mirror|PHB|Mirror, steel}","5 gp","1/2 lb."],["{@item Oil (flask)|PHB}","1 sp","1 lb."],["{@item Paper (one sheet)|PHB}","2 sp","\u2014"],["{@item Parchment (one sheet)|PHB}","1 sp","\u2014"],["{@item Perfume (vial)|PHB}","5 gp","\u2014"],["{@item miner's pick|PHB|Pick, miner's}","2 gp","10 lb."],["{@item Piton|PHB}","5 cp","1/4 lb."],["{@item basic poison (vial)|PHB|Poison, basic (vial)}","100 gp","\u2014"],["{@item Pole (10-foot)|PHB}","5 cp","7 lb."],["{@item iron pot|PHB|Pot, iron}","2 gp","10 lb."],["{@item Potion of healing|DMG}","50 gp","1/2 lb."],["{@item Pouch|PHB}","5 sp","1 lb."],["{@item Quiver|PHB}","1 gp","1 lb."],["{@item portable ram|PHB|Ram, portable}","4 gp","35 lb."],["{@item Rations (1 day)|PHB}","5 sp","2 lb."],["{@item Robes|PHB}","1 gp","4 lb."],["{@item hempen rope (50 feet)|PHB|Rope, hempen (50 feet)}","1 gp","10 lb."],["{@item silk rope (50 feet)|PHB|Rope, silk (50 feet)}","10 gp","5 lb."],["{@item Sack|PHB}","1 cp","1/2 lb."],["{@item merchant's scale|PHB|Scale, merchant's}","5 gp","3 lb."],["{@item Sealing wax|PHB}","5 sp","\u2014"],["{@item Shovel|PHB}","2 gp","5 lb."],["{@item Signal whistle|PHB}","5 cp","\u2014"],["{@item Signet ring|PHB}","5 gp","\u2014"],["{@item Soap|PHB}","2 cp","\u2014"],["{@item Spellbook|PHB}","50 gp","3 lb."],["{@item iron spikes (10)|PHB|Spikes, iron (10)}","1 gp","5 lb."],["{@item Spyglass|PHB}","1,000 gp","1 lb."],["{@item two-person tent|PHB|Tent, two-person}","2 gp","20 lb."],["{@item Tinderbox|PHB}","5 sp","1 lb."],["{@item Torch|PHB}","1 cp","1 lb."],["{@item Vial|PHB}","1 gp","\u2014"],["{@item Waterskin|PHB}","2 sp","5 lb. (full)"],["{@item Whetstone|PHB}","1 cp","1 lb."]]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Acid","page":148,"entries":["As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage."],"source":"PHB"},{"type":"entries","name":"Alchemist's Fire","page":148,"entries":["This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames."],"source":"PHB"},{"type":"entries","name":"Antitoxin","page":151,"entries":["A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs."],"source":"PHB"},{"type":"entries","name":"Arcane Focus","page":151,"entries":["An arcane focus is a special item\u2014an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item\u2014designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, as described in chapter 10."],"source":"PHB"},{"type":"entries","name":"Ball Bearings","page":151,"entries":["As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall {@condition prone}. A creature moving through the area at half speed doesn't need to make this save."],"source":"PHB"},{"type":"entries","name":"Block and Tackle","page":151,"entries":["A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift."],"source":"PHB"},{"type":"entries","name":"Book","page":151,"entries":["A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section)."],"source":"PHB"},{"type":"entries","name":"Caltrops","page":151,"entries":["As an action, you can spend a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save."],"source":"PHB"},{"type":"entries","name":"Candle","page":151,"entries":["For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet."],"source":"PHB"},{"type":"entries","name":"Case, Crossbow Bolt","page":151,"entries":["This wooden case can hold up to twenty crossbow bolts"],"source":"PHB"},{"type":"entries","name":"Case, Map or Scroll","page":151,"entries":["This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment."],"source":"PHB"},{"type":"entries","name":"Chain","page":151,"entries":["A chain has 10 hit points. It can be burst with a successful DC 20 Strength check."],"source":"PHB"},{"type":"entries","name":"Climber's Kit","page":151,"entries":["A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor."],"source":"PHB"},{"type":"entries","name":"Component Pouch","page":151,"entries":["A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description)."],"source":"PHB"},{"type":"entries","name":"Crowbar","page":151,"entries":["Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied."],"source":"PHB"},{"type":"entries","name":"Druidic Focus","page":151,"entries":["A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid (see chapter 3 of the Player's Handbook) can use such an object as a spellcasting focus, as described in chapter 10."],"source":"PHB"},{"type":"entries","name":"Fishing Tackle","page":151,"entries":["This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting."],"source":"PHB"},{"type":"entries","name":"Healer's Kit","page":151,"entries":["This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom ({@skill Medicine}) check."],"source":"PHB"},{"type":"entries","name":"Holy Symbol","page":151,"entries":["A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred rite. Appendix B lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus, as described in Part 3: The Rules of Magic. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield."],"source":"PHB"},{"type":"entries","name":"Holy Water","page":151,"entries":["As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact.","In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot."],"source":"PHB"},{"type":"entries","name":"Hunting Trap","page":152,"entries":["When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature."],"source":"PHB"},{"type":"entries","name":"Lamp","page":152,"entries":["A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil."],"source":"PHB"},{"type":"entries","name":"Lantern, Bullseye","page":152,"entries":["A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil."],"source":"PHB"},{"type":"entries","name":"Lantern, Hooded","page":152,"entries":["A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius."],"source":"PHB"},{"type":"entries","name":"Lock","page":152,"entries":["A key is provided with the lock. Without the key, a creature proficient with {@item thieves' tools|phb} can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for higher prices."],"source":"PHB"},{"type":"entries","name":"Magnifying Glass","page":152,"entries":["This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed."],"source":"PHB"},{"type":"entries","name":"Manacles","page":152,"entries":["These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with {@item thieves' tools|phb} can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points."],"source":"PHB"},{"type":"entries","name":"Mess Kit","page":152,"entries":["This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl."],"source":"PHB"},{"type":"entries","name":"Oil","page":152,"entries":["Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn."],"source":"PHB"},{"type":"entries","name":"Poison, Basic","page":153,"entries":["You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying."],"source":"PHB"},{"type":"entries","name":"Potion of Healing","page":153,"entries":["A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action."],"source":"PHB"},{"type":"entries","name":"Pouch","page":153,"entries":["A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section)."],"source":"PHB"},{"type":"entries","name":"Quiver","page":153,"entries":["A quiver can hold up to 20 arrows."],"source":"PHB"},{"type":"entries","name":"Ram, Portable","page":153,"entries":["You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check."],"source":"PHB"},{"type":"entries","name":"Rations","page":153,"entries":["Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts."],"source":"PHB"},{"type":"entries","name":"Rope, hempen (50 feet)","page":153,"entries":["Rope, made of hemp, has 2 hit points and can be burst with a DC 17 Strength check."],"source":"PHB"},{"type":"entries","name":"Rope, silk (50 feet)","page":153,"entries":["Rope, made of silk, has 2 hit points and can be burst with a DC 17 Strength check."],"source":"PHB"},{"type":"entries","name":"Scale, Merchant's","page":153,"entries":["A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth."],"source":"PHB"},{"type":"entries","name":"Spellbook","page":153,"entries":["Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells."],"source":"PHB"},{"type":"entries","name":"Spyglass","page":153,"entries":["Objects viewed through a spyglass are magnified to twice their size."],"source":"PHB"},{"type":"entries","name":"Tent","page":153,"entries":["A simple and portable canvas shelter, a tent sleeps two."],"source":"PHB"},{"type":"entries","name":"Tinderbox","page":153,"entries":["This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch\u2014or anything else with abundant, exposed fuel\u2014takes an action. Lighting any other fire takes 1 minute."],"source":"PHB"},{"type":"entries","name":"Torch","page":153,"entries":["A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage."],"source":"PHB"}]}]},{"type":"table","caption":"Container Capacity","srd":true,"basicRules":true,"colLabels":["Container","Capacity"],"colStyles":["col-6","col-6"],"rows":[["{@item Backpack|phb}*","1 cubic foot/30 pounds of gear"],["{@item Barrel|phb}","40 gallons liquid, 4 cubic feet solid"],["{@item Basket|phb}","2 cubic feet/40 pounds of gear"],["{@item Glass Bottle|phb|Bottle}","1½ pints liquid"],["{@item Bucket|phb}","3 gallons liquid, 1/2 cubic foot solid"],["{@item Chest|phb}","12 cubic feet/300 pounds of gear"],["{@item Flask|phb} or {@item tankard|phb}","1 pint liquid"],["{@item Jug|phb} or {@item pitcher|phb}","1 gallon liquid"],["{@item Iron Pot|phb|Pot, iron}","1 gallon liquid"],["{@item Pouch|phb}","1/5 cubic foot/6 pounds of gear"],["{@item Sack|phb}","1 cubic foot/30 pounds of gear"],["{@item Vial|phb}","4 ounces liquid"],["{@item Waterskin|phb}","4 pints liquid"]],"footnotes":["* You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack."]},{"type":"inset","name":"Equipment Packs","page":151,"entries":["The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually.",{"type":"entries","name":"Burglar's Pack (16 gp)","page":151,"entries":["Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days of rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it."],"source":"PHB"},{"type":"entries","name":"Diplomat's Pack (39 gp)","page":151,"entries":["Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap."],"source":"PHB"},{"type":"entries","name":"Dungeoneer's Pack (12 gp)","page":151,"entries":["Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it."],"source":"PHB"},{"type":"entries","name":"Entertainer's Pack (40 gp)","page":151,"entries":["Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit."],"source":"PHB"},{"type":"entries","name":"Explorer's Pack (10 gp)","page":151,"entries":["Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it."],"source":"PHB"},{"type":"entries","name":"Priest's Pack (19 gp)","page":151,"entries":["Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin."],"source":"PHB"},{"type":"entries","name":"Scholar's Pack (40 gp)","page":151,"entries":["Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Armor and Shields","page":144,"entries":["D&D worlds are a vast tapestry made up of many different cultures, each with its own technology level. For this reason, adventurers have access to a variety of armor types, ranging from leather armor to chain mail to costly plate armor, with several other kinds of armor in between. The Armor table collects the most commonly available types of armor found in the game and separates them into three categories: light armor, medium armor, and heavy armor. Many warriors supplement their armor with a shield.","The Armor table shows the cost, weight, and other properties of the common types of armor worn in the worlds of D&D.",{"type":"table","caption":"Armor","srd":true,"basicRules":true,"colLabels":["Armor","Cost","Armor Class (AC)","Strength","Stealth","Weight"],"colStyles":["col-3","col-1 text-right","col-3 text-center","col-1","col-3","col-1 text-center"],"rows":[["{@i Light Armor}","","","","",""],{"type":"row","style":"row-indent-first","row":["{@item padded armor|phb|Padded}","5 gp","11 + Dex modifier","\u2014","Disadvantage","8 lb."]},{"type":"row","style":"row-indent-first","row":["{@item leather armor|phb|Leather}","10 gp","11 + Dex modifier","\u2014","\u2014","10 lb."]},{"type":"row","style":"row-indent-first","row":["{@item studded leather armor|phb|Studded leather}","45 gp","12 + Dex modifier","\u2014","\u2014","13 lb."]},["{@i Medium Armor}","","","","",""],{"type":"row","style":"row-indent-first","row":["{@item hide armor|phb|Hide}","10 gp","12 + Dex modifier (max 2)","\u2014","\u2014","12 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Chain shirt|phb}","50 gp","13 + Dex modifier (max 2)","\u2014","\u2014","20 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Scale mail|phb}","50 gp","14 + Dex modifier (max 2)","\u2014","Disadvantage","45 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Breastplate|phb}","400 gp","14 + Dex modifier (max 2)","\u2014","\u2014","20 lb."]},{"type":"row","style":"row-indent-first","row":["{@item half plate armor|phb|Half plate}","750 gp","15 + Dex modifier (max 2)","\u2014","Disadvantage","40 lb."]},["{@i Heavy Armor}","","","","",""],{"type":"row","style":"row-indent-first","row":["{@item Ring mail|phb}","30 gp","14","\u2014","Disadvantage","40 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Chain mail|phb}","75 gp","16","Str 13","Disadvantage","55 lb."]},{"type":"row","style":"row-indent-first","row":["{@item splint armor|phb|Splint}","200 gp","17","Str 15","Disadvantage","60 lb."]},{"type":"row","style":"row-indent-first","row":["{@item plate armor|phb|Plate}","1,500 gp","18","Str 15","Disadvantage","65 lb."]},["{@i Shield}","","","","",""],{"type":"row","style":"row-indent-first","row":["{@item Shield|phb}","10 gp","+2","\u2014","\u2014","6 lb."]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Armor Proficiency","page":144,"entries":["Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor's use know how to wear it effectively, however.","Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast spells."],"source":"PHB"},{"type":"entries","name":"Armor Class (AC)","page":144,"entries":["Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class."],"source":"PHB"},{"type":"entries","name":"Heavy Armor","page":144,"entries":["Heavier armor interferes with the wearer's ability to move quickly, stealthily, and freely. If the Armor table shows \"Str 13\" or \"Str 15\" in the Strength column for an armor type, the armor reduces the wearer's speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score."],"source":"PHB"},{"type":"entries","name":"Stealth","page":144,"entries":["If the Armor table shows \"Disadvantage\" in the Stealth column, the wearer has disadvantage on Dexterity ({@skill Stealth}) checks."],"source":"PHB"},{"type":"entries","name":"Shields","page":144,"entries":["A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time."],"source":"PHB"}]}]},{"type":"inset","name":"Variant: Equipment Sizes","page":144,"entries":["In most campaigns, you can use or wear any equipment that you find on your adventures, within the bounds of common sense. For example, a burly half-orc won't fit in a halfling's leather armor, and a gnome would be swallowed up in a cloud giant's elegant robe.","The DM can impose more realism. For example, a suit of plate armor made for one human might not fit another one without significant alterations, and a guard's uniform might be visibly ill-fitting when an adventurer tries to wear it as a disguise.","Using this variant, when adventurers find armor, clothing, and similar items that are made to be worn, they might need to visit an armorsmith, tailor, leatherworker, or similar expert to make the item wearable. The cost for such work varies from 10 to 40 percent of the market price of the item. The DM can either roll 1d4 × 10 or determine the increase in cost based on the extent of the alterations required."],"source":"PHB"},{"type":"entries","name":"Light Armor","page":144,"entries":["Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.",{"type":"entries","entries":[{"type":"entries","name":"Padded","page":144,"entries":["Padded armor consists of quilted layers of cloth and batting."],"source":"PHB"},{"type":"entries","name":"Leather","page":144,"entries":["The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials."],"source":"PHB"},{"type":"entries","name":"Studded Leather","page":144,"entries":["Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes."],"source":"PHB"}]}],"source":"PHB"},{"type":"entries","name":"Medium Armor","page":144,"entries":["Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.",{"type":"entries","entries":[{"type":"entries","name":"Hide","page":144,"entries":["This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor."],"source":"PHB"},{"type":"entries","name":"Chain Shirt","page":144,"entries":["Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers."],"source":"PHB"},{"type":"entries","name":"Scale Mail","page":144,"entries":["This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets."],"source":"PHB"},{"type":"entries","name":"Breastplate","page":145,"entries":["This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered."],"source":"PHB"},{"type":"entries","name":"Half Plate","page":145,"entries":["Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps."],"source":"PHB"}]}],"source":"PHB"},{"type":"entries","name":"Heavy Armor","page":145,"entries":["Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk. Heavy armor doesn't let you add your Dexterity modifier to your Armor Class, but it also doesn't penalize you if your Dexterity modifier is negative.",{"type":"entries","entries":[{"type":"entries","name":"Ring Mail","page":145,"entries":["This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor."],"source":"PHB"},{"type":"entries","name":"Chain Mail","page":145,"entries":["Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets."],"source":"PHB"},{"type":"entries","name":"Splint","page":145,"entries":["This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints."],"source":"PHB"},{"type":"entries","name":"Plate","page":145,"entries":["Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body."],"source":"PHB"}]}],"source":"PHB"},{"type":"entries","name":"Getting Into and Out of Armor","page":146,"entries":["The time it takes to don or doff armor depends on the armor's category.",{"type":"entries","entries":[{"type":"entries","name":"Don","page":146,"entries":["This is the time it takes to put on armor. You benefit from the armor's AC only if you take the full time to don the suit of armor."],"source":"PHB"},{"type":"entries","name":"Doff","page":146,"entries":["This is the time it takes to take off armor. If you have help, reduce this time by half."],"source":"PHB"}]},{"type":"table","caption":"Donning and Doffing Armor","basicRules":true,"srd":true,"colLabels":["Category","Don","Doff"],"colStyles":["col-4","col-4","col-4"],"rows":[["Light Armor","1 minute","1 minute"],["Medium Armor","5 minutes","1 minute"],["Heavy Armor","10 minutes","5 minutes"],["Shield","1 action","1 action"]]}],"source":"PHB"}],"source":"PHB"},{"type":"section","name":"Attunement","page":136,"entries":["Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is to be a spellcaster, a creature qualifies if it can cast at least one spell using its traits or features, not using a magic item or the like. (If the class is a spellcasting class, a monster qualifies if that creature has spell slots and uses that class's spell list.)","Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.","Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can't be the same short rest used to learn the item's properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words.","An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can't attune to more than one copy of an item. For example, a creature can't attune to more than one ring of protection at a time.","A creature's attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed."],"data":{"quickref":2},"source":"DMG"},{"type":"section","data":{"quickref":2},"name":"Expenses","page":157,"entries":["When not descending into the depths of the earth, exploring ruins for lost treasures, or waging war against the encroaching darkness, adventurers face more mundane realities. Even in a fantastical world, people require basic necessities such as shelter, sustenance, and clothing. These things cost money, although some lifestyles cost more than others.",{"type":"entries","name":"Lifestyle Expenses","page":157,"basicRules":true,"srd":true,"entries":["Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.","At the start of each week or month (your choice), choose a lifestyle from the Expenses table and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career.","Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely to make powerful connections.",{"type":"table","caption":"Lifestyle Expenses","colLabels":["Lifestyle","Price/Day"],"colStyles":["col-6","col-6 text-right"],"rows":[["Wretched","\u2014"],["Squalid","1 sp"],["Poor","2 sp"],["Modest","1 gp"],["Comfortable","2 gp"],["Wealthy","4 gp"],["Aristocratic","10 gp minimum"]]},{"type":"entries","entries":[{"type":"entries","name":"Wretched","page":158,"entries":["You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people."],"source":"PHB"},{"type":"entries","name":"Squalid","page":158,"entries":["You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease."],"source":"PHB"},{"type":"entries","name":"Poor","page":158,"entries":["A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types."],"source":"PHB"},{"type":"entries","name":"Modest","page":158,"entries":["A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don't go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like."],"source":"PHB"},{"type":"entries","name":"Comfortable","page":158,"entries":["Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers."],"source":"PHB"},{"type":"entries","name":"Wealthy","page":158,"entries":["Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants."],"source":"PHB"},{"type":"entries","name":"Aristocratic","page":158,"entries":["You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery.","The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant."],"source":"PHB"}]}],"source":"PHB"},{"type":"entries","name":"Food, Drink, and Lodging","page":158,"entries":["The Food, Drink, and Lodging table gives prices for individual food items and a single night's lodging. These prices are included in your total lifestyle expenses.",{"type":"table","caption":"Food, Drink, and Lodging","basicRules":true,"srd":true,"colLabels":["Item","Cost"],"colStyles":["col-6","col-6 text-right"],"rows":[["{@i Ale}",""],{"type":"row","style":"row-indent-first","row":["{@item Ale (Gallon)|PHB|Gallon}","2 sp"]},{"type":"row","style":"row-indent-first","row":["{@item Ale (mug)|phb|Mug}","4 cp"]},["Banquet (per person)","10 gp"],["{@item loaf of bread|phb|Bread, loaf}","2 cp"],["{@item hunk of cheese|phb|Cheese, hunk}","1 sp"],["{@i Inn stay (per day)}",""],{"type":"row","style":"row-indent-first","row":["Squalid","7 cp"]},{"type":"row","style":"row-indent-first","row":["Poor","1 sp"]},{"type":"row","style":"row-indent-first","row":["Modest","5 sp"]},{"type":"row","style":"row-indent-first","row":["Comfortable","8 sp"]},{"type":"row","style":"row-indent-first","row":["Wealthy","2 gp"]},{"type":"row","style":"row-indent-first","row":["Aristocratic","4 gp"]},["{@i Meals (per day)}",""],{"type":"row","style":"row-indent-first","row":["Squalid","3 cp"]},{"type":"row","style":"row-indent-first","row":["Poor","6 cp"]},{"type":"row","style":"row-indent-first","row":["Modest","3 sp"]},{"type":"row","style":"row-indent-first","row":["Comfortable","5 sp"]},{"type":"row","style":"row-indent-first","row":["Wealthy","8 sp"]},{"type":"row","style":"row-indent-first","row":["Aristocratic","2 gp"]},["{@item chunk of meat|phb|Meat, chunk}","3 sp"],["{@i Wine}",""],{"type":"row","style":"row-indent-first","row":["{@item common wine (pitcher)|phb|Common (pitcher)}","2 sp"]},{"type":"row","style":"row-indent-first","row":["{@item fine wine (bottle)|phb|Fine (bottle)}","10 gp"]}]},{"type":"inset","name":"Self-Sufficiency","page":159,"entries":["The expenses and lifestyles described in this chapter assume that you are spending your time between adventures in town, availing yourself of whatever services you can afford\u2014paying for food and shelter, paying townspeople to sharpen your sword and repair your armor, and so on. Some characters, though, might prefer to spend their time away from civilization, sustaining themselves in the wild by hunting, foraging, and repairing their own gear.","Maintaining this kind of lifestyle doesn't require you to spend any coin, but it is time-consuming. If you spend your time between adventures practicing a profession, as described in chapter 8, you can eke out the equivalent of a poor lifestyle. Proficiency in the {@skill Survival} skill lets you live at the equivalent of a comfortable lifestyle."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Services","page":159,"entries":["Adventurers can pay nonplayer characters to assist them or act on their behalf in a variety of circumstances. Most such hirelings have fairly ordinary skills, while others are masters of a craft or art, and a few are experts with specialized adventuring skills.","Some of the most basic types of hirelings appear on the Services table. Other common hirelings include any of the wide variety of people who inhabit a typical town or city, when the adventurers pay them to perform a specific task. For example, a wizard might pay a carpenter to construct an elaborate chest (and its miniature replica) for use in the {@spell Leomund's secret chest} spell. A fighter might commission a blacksmith to forge a special sword. A bard might pay a tailor to make exquisite clothing for an upcoming performance in front of the duke.","Other hirelings provide more expert or dangerous services. Mercenary soldiers paid to help the adventurers take on a hobgoblin army are hirelings, as are sages hired to research ancient or esoteric lore. If a high-level adventurer establishes a stronghold of some kind, he or she might hire a whole staff of servants and agents to run the place, from a castellan or steward to menial laborers to keep the stables clean. These hirelings often enjoy a long-term contract that includes a place to live within the stronghold as part of the offered compensation.","Skilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, artisan, scribe, and so on. The pay shown is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for menial work that requires no particular skill and can include laborers, porters, maids, and similar workers.",{"type":"table","caption":"Services","basicRules":true,"srd":true,"colLabels":["Service","Pay"],"colStyles":["col-6","col-6"],"rows":[["{@i Coach cab}",""],{"type":"row","style":"row-indent-first","row":["Between towns","3 cp per mile"]},{"type":"row","style":"row-indent-first","row":["Coach cab, Within a city","1 cp"]},["{@i Hireling}",""],{"type":"row","style":"row-indent-first","row":["Skilled","2 gp per day"]},{"type":"row","style":"row-indent-first","row":["Untrained","2 sp per day"]},["Messenger","2 cp per mile"],["Road or gate toll","1 cp"],["Ship's passage","1 sp per mile"]]}],"source":"PHB"},{"type":"entries","name":"Spellcasting Services","page":159,"entries":["People who are able to cast spells don't fall into the category of ordinary hirelings. It might be possible to find someone willing to cast a spell in exchange for coin or favors, but it is rarely easy and no established pay rates exist. As a rule, the higher the level of the desired spell, the harder it is to find someone who can cast it and the more it costs.","Hiring someone to cast a relatively common spell of {@filter 1st|spells|level=1} or {@filter 2nd|spells|level=2} level, such as {@spell cure wounds} or {@spell identify}, is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any expensive material components). Finding someone able and willing to cast a higher-level spell might involve traveling to a large city, perhaps one with a university or prominent temple. Once found, the spellcaster might ask for a service instead of payment\u2014the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster infested wilderness to deliver something important to a distant settlement."],"data":{"quickrefIndex":true},"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Mounts and Vehicles","page":155,"entries":["A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal's speed and base carrying capacity.","An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together.","Mounts other than those listed here are available in the worlds of D&D, but they are rare and not normally available for purchase. These include flying mounts (pegasi, griffons, hippogriffs, and similar animals) and even aquatic mounts (giant sea horses, for example). Acquiring such a mount often means securing an egg and raising the creature yourself, making a bargain with a powerful entity, or negotiating with the mount itself.",{"type":"entries","entries":[{"type":"entries","name":"Barding","page":155,"entries":["Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much."],"source":"PHB"},{"type":"entries","name":"Saddles","page":155,"entries":["A {@item military saddle|phb} braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An {@item exotic saddle|phb} is required for riding any aquatic or flying mount."],"source":"PHB"},{"type":"entries","name":"Vehicle Proficiency","page":155,"entries":["If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances."],"source":"PHB"},{"type":"entries","name":"Rowed Vessels","page":155,"entries":["Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land."],"source":"PHB"}]},{"type":"table","caption":"Mounts and Other Animals","basicRules":true,"srd":true,"colLabels":["Item","Cost","Speed","Carrying Capacity"],"colStyles":["col-6","col-2 text-right","col-2 text-right","col-2 text-right"],"rows":[["{@item Camel|phb}","50 gp","50 ft.","480 lb."],["{@item Donkey|phb} or {@item mule|phb}","8 gp","40 ft.","420 lb."],["{@item Elephant|phb}","200 gp","40 ft.","1,320 lb."],["{@item draft horse|phb|Horse, draft}","50 gp","40 ft.","540 lb."],["{@item riding horse|phb|Horse, riding}","75 gp","60 ft.","480 lb."],["{@item Mastiff|phb}","25 gp","40 ft.","195 lb."],["{@item Pony|phb}","30 gp","40 ft.","225 lb."],["{@item Warhorse|phb}","400 gp","60 ft.","540 lb."]]},{"type":"table","caption":"Tack, Harness, and Drawn Vehicles","basicRules":true,"srd":true,"colLabels":["Item","Cost","Weight"],"colStyles":["col-8","col-2 text-right","col-2 text-right"],"rows":[["{@item Barding|PHB}","×4","×2"],["{@item Bit and bridle|PHB}","2 gp","1 lb."],["{@item Carriage|PHB}","100 gp","600 lb."],["{@item Cart|PHB}","15 gp","200 lb."],["{@item Chariot|PHB}","250 gp","100 lb."],["Animal Feed (per day)","5 cp","10 lb."],["{@i Saddle}","",""],{"type":"row","style":"row-indent-first","row":["{@item Exotic saddle|PHB|Exotic}","60 gp","40 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Military saddle|PHB|Military}","20 gp","30 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Pack saddle|PHB|Pack}","5 gp","15 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Riding saddle|PHB|Riding}","10 gp","25 lb."]},["{@item Saddlebags|PHB}","4 gp","8 lb."],["{@item Sled|PHB}","20 gp","300 lb."],["Stabling (per day)","5 sp","\u2014"],["{@item Wagon|PHB}","35 gp","400 lb."]]},{"type":"table","caption":"Waterborne Vehicles","basicRules":true,"srd":true,"colLabels":["Item","Cost","Speed"],"colStyles":["col-8","col-2 text-right","col-2 text-right"],"rows":[["{@item Galley|DMG}","30,000 gp","4 mph"],["{@item Keelboat|DMG}","3,000 gp","1 mph"],["{@item Longship|DMG}","10,000 gp","3 mph"],["{@item Rowboat|DMG}","50 gp","1½ mph"],["{@item Sailing ship|DMG}","10,000 gp","2 mph"],["{@item Warship|DMG}","25,000 gp","2½ mph"]]}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Starting Equipment","page":143,"entries":["When you create your character, you receive equipment based on a combination of your class and background. Alternatively, you can start with a number of gold pieces based on your class and spend them on items from the lists in this chapter. See the Starting Wealth by Class table to determine how much gold you have to spend.","You decide how your character came by this starting equipment. It might have been an inheritance, or goods that the character purchased during his or her upbringing. You might have been equipped with a weapon, armor, and a backpack as part of military service. You might even have stolen your gear. A weapon could be a family heirloom, passed down from generation to generation until your character finally took up the mantle and followed in an ancestor's adventurous footsteps.",{"type":"table","caption":"Starting Wealth by Class","basicRules":true,"colLabels":["Class","Funds"],"colStyles":["col-6","col-6"],"rows":[["Barbarian","{@dice 2d4×10|2d4 × 10|Barbarian Starting Wealth} gp"],["Bard","{@dice 5d4×10|5d4 × 10|Bard Starting Wealth} gp"],["Cleric","{@dice 5d4×10|5d4 × 10|Cleric Starting Wealth} gp"],["Druid","{@dice 2d4×10|2d4 × 10|Druid Starting Wealth} gp"],["Fighter","{@dice 5d4×10|5d4 × 10|Fighter Starting Wealth} gp"],["Monk","{@dice 5d4|5d4|Monk Starting Wealth} gp"],["Paladin","{@dice 5d4×10|5d4 × 10|Paladin Starting Wealth} gp"],["Ranger","{@dice 5d4×10|5d4 × 10|Ranger Starting Wealth} gp"],["Rogue","{@dice 4d4×10|4d4 × 10|Rogue Starting Wealth} gp"],["Sorcerer","{@dice 3d4×10|3d4 × 10|Sorcerer Starting Wealth} gp"],["Warlock","{@dice 4d4×10|4d4 × 10|Warlock Starting Wealth} gp"],["Wizard","{@dice 4d4×10|4d4 × 10|Wizard Starting Wealth} gp"]]}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Tools","page":154,"entries":["A tool helps you to do something you couldn't otherwise do, such as craft or repair an item, forge a document, or pick a lock. Your race, class, background, or feats give you proficiency with certain tools. Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use. For example, the DM might ask you to make a Dexterity check to carve a fine detail with your woodcarver's tools, or a Strength check to make something out of particularly hard wood.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Artisan's Tools","basicRules":true,"srd":true,"page":154,"entries":["These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency."],"source":"PHB"},{"type":"entries","name":"Disguise Kit","page":154,"entries":["This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise."],"source":"PHB"},{"type":"entries","name":"Forgery Kit","page":154,"entries":["This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document."],"source":"PHB"},{"type":"entries","name":"Gaming Set","page":154,"entries":["This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency."],"source":"PHB"},{"type":"entries","name":"Herbalism Kit","page":154,"entries":["This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions.","Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing."],"source":"PHB"},{"type":"entries","name":"Musical Instrument","page":154,"entries":["Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus, as described in Part 3: The Rules of Magic, Casting a Spell. Each type of musical instrument requires a separate proficiency."],"source":"PHB"},{"type":"entries","name":"Navigator's Tools","page":154,"entries":["This set of instruments is used for navigation at sea. Proficiency with {@item navigator's tools|phb} lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea."],"source":"PHB"},{"type":"entries","name":"Poisoner's Kit","page":154,"entries":["A {@item poisoner's kit|phb} includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons."],"source":"PHB"},{"type":"entries","name":"Thieves' Tools","page":154,"entries":["This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks."],"source":"PHB"}]}]},{"type":"table","colLabels":["Item","Cost","Weight"],"colStyles":["col-8","col-2 text-right","col-2 text-center"],"rows":[["{@i Artisan's tools}","",""],{"type":"row","style":"row-indent-first","row":["{@item Alchemist's supplies|phb}","50 gp","8 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Brewer's supplies|phb}","20 gp","9 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Calligrapher's supplies|phb}","10 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Carpenter's tools|phb}","8 gp","6 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Cartographer's tools|phb}","15 gp.","6 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Cobbler's tools|phb}","5 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Cook's utensils|phb}","1 gp","8 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Glassblower's tools|phb}","30 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Jeweler's tools|phb}","25 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Leatherworker's tools|phb}","5 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Mason's tools|phb}","10 gp","8 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Painter's supplies|phb}","10 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Potter's tools|phb}","10 gp","3 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Smith's tools|phb}","20 gp","8 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Tinker's tools|phb}","50 gp","10 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Weaver's tools|phb}","1 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Woodcarver's tools|phb}","1 gp","5 lb."]},["{@item Disguise Kit|phb}","25 gp","3 lb."],["{@item Forgery kit|phb}","15 gp","5 lb."],["{@i Gaming sets}","",""],{"type":"row","style":"row-indent-first","row":["{@item Dice set|phb}","1 sp","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Dragonchess set|phb}","1 gp","1/2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Playing card set|phb}","5 sp","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Three-Dragon Ante set|phb}","1 gp","\u2014"]},["{@item Herbalism kit|phb}","5 gp","3 lb."],["{@i Musical instruments}","",""],{"type":"row","style":"row-indent-first","row":["{@item Bagpipes|phb}","30 gp","6 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Drum|phb}","6 gp","3 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Dulcimer|phb}","25 gp","10 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Flute|phb}","2 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Lute|phb}","35 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Lyre|phb}","30 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Horn|phb}","3 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Pan flute|phb}","12 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Shawm|phb}","2 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Viol|phb}","30 gp","1 lb."]},["{@item Navigator's tools|phb}","25 gp","2 lb."],["{@item Poisoner's kit|phb}","50 gp","2 lb."],["{@item Thieves' tools|phb}","25 gp","1 lb."],["Vehicles (land or water)","*","*"]],"footnotes":["* See the \"Mounts and Vehicles\" section."]}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Trade Goods","page":157,"basicRules":true,"srd":true,"entries":["Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest).","Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. The Trade Goods table shows the value of commonly exchanged goods.",{"type":"table","caption":"Trade Goods","srd":true,"colLabels":["Cost","Goods"],"colStyles":["col-1 text-right","col-11"],"rows":[["1 cp","1 lb. of wheat"],["2 cp","1 lb. of flour or one chicken"],["5 cp","1 lb. of salt"],["1 sp","1 lb. of iron or 1 sq. yd. of canvas"],["5 sp","1 lb. of copper or 1 sq. yd. of cotton cloth"],["1 gp","1 lb. of ginger or one goat"],["2 gp","1 lb. of cinnamon or pepper, or one sheep"],["3 gp","1 lb. of cloves or one pig"],["5 gp","1 lb. of silver or 1 sq. yd. of linen"],["10 gp","1 sq. yd. of silk or one cow"],["15 gp","1 lb. of saffron or one ox"],["50 gp","1 lb. of gold"],["500 gp","1 lb. of platinum"]]}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Wealth","page":143,"entries":["Wealth appears in many forms in a D&D world. Coins, gemstones, trade goods, art objects, animals, and property can reflect your character's financial well-being. Members of the peasantry trade in goods, bartering for what they need and paying taxes in grain and cheese. Members of the nobility trade in legal rights, such as the rights to mine, a port, or farmland, or in gold bars, measuring gold by the pound rather than by the coin. Only merchants, adventurers, and those offering professional services for hire deal in coins.",{"type":"entries","name":"Coinage","page":143,"entries":["Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).","With one gold piece, a character can buy a quiver, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.","One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a set of dice, a flask of lamp oil, or a night's rest in a poor inn.","One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.","In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.","A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.",{"type":"table","caption":"Standard Exchange Rates","srd":true,"basicRules":true,"colLabels":["Coin","cp","sp","ep","gp","pp"],"colStyles":["col-2","col-2","col-2","col-2","col-2","col-2"],"rows":[["Copper (cp)","1","1/10","1/50","1/100","1/1,000"],["Silver (sp)","10","1","1/5","1/10","1/100"],["Electrum (ep)","50","5","1","1/2","1/20"],["Gold (gp)","100","10","2","1","1/10"],["Platinum (pp)","1,000","100","20","10","1"]]}],"source":"PHB"},{"type":"entries","name":"Selling Treasure","page":144,"entries":["Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot.",{"type":"entries","entries":[{"type":"entries","name":"Arms, Armor, and Other Equipment","page":144,"entries":["As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell."],"source":"PHB"},{"type":"entries","name":"Magic Items","page":144,"entries":["Selling magic items is problematic. Finding someone to buy a potion or a scroll isn't too hard, but other items are out of the realm of most but the wealthiest nobles. Likewise, aside from a few common magic items, you won't normally come across magic items or spells to purchase. The value of magic is far beyond simple gold and should always be treated as such."],"source":"PHB"},{"type":"entries","name":"Gems, Jewelry, and Art Objects","page":144,"entries":["These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the DM might require you to find a buyer in a large town or larger community first."],"source":"PHB"},{"type":"entries","name":"Trade Goods and Other","page":144,"entries":["On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods\u2014bars of iron, bags of salt, livestock, and so on\u2014retain their full value in the market and can be used as currency."],"source":"PHB"}]}],"data":{"quickrefIndex":true},"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Weapons","page":146,"entries":["Your class grants proficiency in certain weapons, reflecting both the class's focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.","The Weapons table shows the most common weapons used in the worlds of D&D, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A melee weapon is used to attack a target within 5 feet of you, whereas a ranged weapon is used to attack a target at a distance.",{"type":"table","caption":"Weapons","srd":true,"basicRules":true,"colLabels":["Name","Cost","Damage","Weight","Properties"],"colStyles":["col-4","col-1 text-center","col-2","col-1 -text-right","col-4"],"rows":[["{@i Simple Melee Weapons}","","","",""],{"type":"row","style":"row-indent-first","row":["{@item Club|phb}","1 sp","1d4 bludgeoning","2 lb.","Light"]},{"type":"row","style":"row-indent-first","row":["{@item Dagger|phb}","2 gp","1d4 piercing","1 lb.","Finesse, light, thrown (range 20/60)"]},{"type":"row","style":"row-indent-first","row":["{@item Greatclub|phb}","2 sp","1d8 bludgeoning","10 lb.","Two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Handaxe|phb}","5 gp","1d6 slashing","2 lb.","Light, thrown (range 20/60)"]},{"type":"row","style":"row-indent-first","row":["{@item Javelin|phb}","5 sp","1d6 piercing","2 lb.","Thrown (range 30/120)"]},{"type":"row","style":"row-indent-first","row":["{@item Light hammer|phb}","2 gp","1d4 bludgeoning","2 lb.","Light, thrown (range 20/60)"]},{"type":"row","style":"row-indent-first","row":["{@item Mace|phb}","5 gp","1d6 bludgeoning","4 lb.","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Quarterstaff|phb}","2 sp","1d6 bludgeoning","4 lb.","Versatile (1d8)"]},{"type":"row","style":"row-indent-first","row":["{@item Sickle|phb}","1 gp","1d4 slashing","2 lb.","Light"]},{"type":"row","style":"row-indent-first","row":["{@item Spear|phb}","1 gp","1d6 piercing","3 lb.","Thrown (range 20/60), versatile (1d8)"]},["{@i Simple Ranged Weapons}","","","",""],{"type":"row","style":"row-indent-first","row":["{@item light crossbow|phb|Crossbow, light}","25 gp","1d8 piercing","5 lb.","Ammunition (range 80/320), loading, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Dart|phb}","5 cp","1d4 piercing","1/4 lb.","Finesse, thrown (range 20/60)"]},{"type":"row","style":"row-indent-first","row":["{@item Shortbow|phb}","25 gp","1d6 piercing","2 lb.","Ammunition (range 80/320), two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Sling|phb}","1 sp","1d4 bludgeoning","\u2014","Ammunition (range 30/120)"]},["{@i Martial Melee Weapons}","","","",""],{"type":"row","style":"row-indent-first","row":["{@item Battleaxe|phb}","10 gp","1d8 slashing","4 lb.","Versatile (1d10)"]},{"type":"row","style":"row-indent-first","row":["{@item Flail|phb}","10 gp","1d8 bludgeoning","2 lb.","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Glaive|phb}","20 gp","1d10 slashing","6 lb.","Heavy, reach, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Greataxe|phb}","30 gp","1d12 slashing","7 lb.","Heavy, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Greatsword|phb}","50 gp","2d6 slashing","6 lb.","Heavy, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Halberd|phb}","20 gp","1d10 slashing","6 lb.","Heavy, reach, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Lance|phb}","10 gp","1d12 piercing","6 lb.","Reach, special"]},{"type":"row","style":"row-indent-first","row":["{@item Longsword|phb}","15 gp","1d8 slashing","3 lb.","Versatile (1d10)"]},{"type":"row","style":"row-indent-first","row":["{@item Maul|phb}","10 gp","2d6 bludgeoning","10 lb.","Heavy, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Morningstar|phb}","15 gp","1d8 piercing","4 lb.","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Pike|phb}","5 gp","1d10 piercing","18 lb.","Heavy, reach, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Rapier|phb}","25 gp","1d8 piercing","2 lb.","Finesse"]},{"type":"row","style":"row-indent-first","row":["{@item Scimitar|phb}","25 gp","1d6 slashing","3 lb.","Finesse, light"]},{"type":"row","style":"row-indent-first","row":["{@item Shortsword|phb}","10 gp","1d6 piercing","2 lb.","Finesse, light"]},{"type":"row","style":"row-indent-first","row":["{@item Trident|phb}","5 gp","1d6 piercing","4 lb.","Thrown (range 20/60), versatile (1d8)"]},{"type":"row","style":"row-indent-first","row":["{@item War pick|phb}","5 gp","1d8 piercing","2 lb.","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Warhammer|phb}","15 gp","1d8 bludgeoning","2 lb.","Versatile (1d10)"]},{"type":"row","style":"row-indent-first","row":["{@item Whip|phb}","2 gp","1d4 slashing","3 lb.","Finesse, reach"]},["{@i Martial Ranged Weapons}","","","",""],{"type":"row","style":"row-indent-first","row":["{@item Blowgun|phb}","10 gp","1 piercing","1 lb.","Ammunition (range 25/100), loading"]},{"type":"row","style":"row-indent-first","row":["{@item hand crossbow|phb|Crossbow, hand}","75 gp","1d6 piercing","3 lb.","Ammunition (range 30/120), light, loading"]},{"type":"row","style":"row-indent-first","row":["{@item heavy crossbow|phb|Crossbow, heavy}","50 gp","1d10 piercing","18 lb.","Ammunition (range 100/400), heavy, loading, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Longbow|phb}","50 gp","1d8 piercing","2 lb.","Ammunition (range 150/600), heavy, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Net|phb}","1 gp","\u2014","3 lb.","Special, thrown (range 5/15)"]}]},{"type":"entries","name":"Weapon Proficiency","page":146,"entries":["Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are simple and martial. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use.","Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Weapon Properties","page":146,"entries":["Many weapons have special properties related to their use, as shown in the Weapons table.",{"type":"entries","entries":[{"type":"entries","name":"Ammunition","page":146,"entries":["You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.","If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" late in the section). A sling must be loaded to deal any damage when used in this way."],"source":"PHB"},{"type":"entries","name":"Finesse","page":147,"entries":["When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls."],"source":"PHB"},{"type":"entries","name":"Heavy","page":147,"entries":["Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively."],"source":"PHB"},{"type":"entries","name":"Light","page":147,"entries":["A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in chapter 9."],"source":"PHB"},{"type":"entries","name":"Loading","page":147,"entries":["Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make."],"source":"PHB"},{"type":"entries","name":"Range","page":147,"entries":["A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range."],"source":"PHB"},{"type":"entries","name":"Reach","page":147,"entries":["This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon."],"source":"PHB"},{"type":"entries","name":"Special","page":147,"entries":["A weapon with the special property has unusual rules governing its use, explained in the weapon's description (see \"Special Weapons\" later in this section)."],"source":"PHB"},{"type":"entries","name":"Thrown","page":147,"entries":["If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property."],"source":"PHB"},{"type":"entries","name":"Two-Handed","page":147,"entries":["This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it."],"source":"PHB"},{"type":"entries","name":"Versatile","page":147,"entries":["This weapon can be used with one or two hands. A damage value in parentheses appears with the property-the damage when the weapon is used with two hands to make a melee attack."],"source":"PHB"}]},{"type":"entries","name":"Improvised Weapons","page":147,"entries":["Sometimes characters don't have their weapons and have to attack with whatever is close at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin.","In many cases, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the DM's option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.","An object that bears no resemblance to a weapon deals 1d4 damage (the DM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Silvered Weapons","page":148,"entries":["Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Special Weapons","page":148,"entries":["Weapons with special rules are described here.",{"type":"entries","name":"Lance","page":148,"entries":["You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted."],"source":"PHB"},{"type":"entries","name":"Net","page":148,"entries":["A Large or smaller creature hit by a net is {@condition restrained} until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"}],"source":"PHB"}]},{"type":"entries","entries":[{"type":"section","data":{"quickref":3},"name":"Ability Checks","page":174,"entries":["An ability check tests a character's or monster's innate talent and training in an effort to overcome a challenge. The DM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results.","For every ability check, the DM decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class. The more difficult a task, the higher its DC. The Typical Difficulty Classes table shows the most common DCs.",{"type":"table","caption":"Typical Difficulty Classes","basicRules":true,"srd":true,"colLabels":["Task Difficulty","DC"],"colStyles":["col-9","col-3 text-center"],"rows":[["Very easy","5"],["Easy","10"],["Medium","15"],["Hard","20"],["Very hard","25"],["Nearly impossible","30"]]},"To make an ability check, roll a d20 and add the relevant ability modifier.","As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success\u2014the creature overcomes the challenge at hand. Otherwise, it's a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the DM.",{"type":"entries","name":"Contests","page":174,"entries":["Sometimes one character's or monster's efforts are directly opposed to another's. This can occur when both of them are trying to do the same thing and only one can succeed, such as attempting to snatch up a magic ring that has fallen to the floor. This situation also applies when one of them is trying to prevent the other one from accomplishing a goal\u2014for example, when a monster tries to force open a door that an adventurer is holding closed. In situations like these, the outcome is determined by a special form of ability check, called a contest.","Both participants in a contest make ability checks appropriate to their efforts. They apply all appropriate bonuses and penalties, but instead of comparing the total to a DC, they compare the totals of their two checks. The participant with the higher check total wins the contest. That character or monster either succeeds at the action or prevents the other one from succeeding.","If the contest results in a tie, the situation remains the same as it was before the contest. Thus, one contestant might win the contest by default. If two characters tie in a contest to snatch a ring off the floor, neither character grabs it. In a contest between a monster trying to open a door and an adventurer trying to keep the door closed, a tie means that the door remains shut."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Passive Checks","page":175,"entries":["A passive check is a special kind of ability check that doesn't involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for secret doors over and over again, or can be used when the DM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster.","Here's how to determine a character's total for a passive check:",{"type":"abilityGeneric","text":"10 + all modifiers that normally apply to the check"},"If the character has advantage on the check, add 5. For disadvantage, subtract 5. The game refers to a passive check total as a score.","For example, if a 1st-level character has a Wisdom of 15 and proficiency in {@skill Perception}, he or she has a passive Wisdom ({@skill Perception}) score of 14.","The rules on hiding in the \"Dexterity\" section below rely on passive checks, as do the exploration rules in chapter 8."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Working Together","page":175,"entries":["Sometimes two or more characters team up to attempt a task. The character who's leading the effort\u2014or the one with the highest ability modifier\u2014can make an ability check with advantage, reflecting the help provided by the other characters. In combat, this requires the {@action Help} action (see chapter 9).","A character can only provide help if the task is one that he or she could attempt alone. For example, trying to open a lock requires proficiency with thieves' tools, so a character who lacks that proficiency can't help another character in that task. Moreover, a character can help only when two or more individuals working together would actually be productive. Some tasks, such as threading a needle, are no easier with help.",{"type":"entries","name":"Group Checks","page":175,"entries":["When a number of individuals are trying to accomplish something as a group, the DM might ask for a group ability check. In such a situation, the characters who are skilled at a particular task help cover those who aren't.","To make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds. Otherwise, the group fails.","Group checks don't come up very often, and they're most useful when all the characters succeed or fail as a group. For example, when adventurers are navigating a swamp, the DM might call for a group Wisdom ({@skill Survival}) check to see if the characters can avoid the quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards."],"data":{"quickrefIndex":true},"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Ability Scores and Modifiers","page":173,"entries":["Each of a creature's abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompasses a creature's training and competence in activities related to that ability.","A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30.","Each ability also has a modifier, derived from the score and ranging from -5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30.","To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down).","Because ability modifiers affect almost every attack roll, ability check, and saving throw, ability modifiers come up in play more often than their associated scores.",{"type":"table","caption":"Ability Scores and Modifiers","basicRules":true,"srd":true,"colLabels":["Score","Modifier","Score","Modifier"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["1","-5","16-17","+3"],["2-3","-4","18-19","+4"],["4-5","-3","20-21","+5"],["6-7","-2","22-23","+6"],["8-9","-1","24-25","+7"],["10-11","+0","26-27","+8"],["12-13","+1","28-29","+9"],["14-15","+2","30","+10"]]}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Advantage and Disadvantage","page":173,"entries":["Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17.","If multiple situations affect a roll and each one grants advantage or imposes disadvantage on it, you don't roll more than one additional d20. If two favorable situations grant advantage, for example, you still roll only one additional d20.","If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances impose disadvantage and only one grants advantage or vice versa. In such a situation, you have neither advantage nor disadvantage.","When you have advantage or disadvantage and something in the game, such as the halfling's Lucky trait, lets you reroll or replace the d20, you can reroll or replace only one of the dice. You choose which one. For example, if a halfling has advantage or disadvantage on an ability check and rolls a 1 and a 13, the halfling could use the Lucky trait to reroll the 1.","You usually gain advantage or disadvantage through the use of special abilities, actions, or spells. Inspiration (see chapter 4) can also give a character advantage on checks related to the character's personality, ideals, or bonds. The DM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result."],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Casting a Spell","page":202,"entries":["When a character casts any spell, the same basic rules are followed, regardless of the character's class or the spell's effects.","Each spell description in {@book chapter 11|PHB|11} begins with a block of information, including the spell's name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell's effect.",{"type":"inset","name":"Casting in Armor","page":201,"entries":["Because of the mental focus and precise gestures required for spellcasting, you must be proficient with the armor you are wearing to cast a spell. You are otherwise too distracted and physically hampered by your armor for spellcasting."],"source":"PHB"},{"type":"entries","name":"Casting Time","page":202,"entries":["Most spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast.",{"type":"entries","name":"Bonus Action","page":202,"entries":["A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action."],"source":"PHB"},{"type":"entries","name":"Reactions","page":202,"entries":["Some spells can be cast as reactions. These spells take a fraction of a second to bring about and are cast in response to some event. If a spell can be cast as a reaction, the spell description tells you exactly when you can do so."],"source":"PHB"},{"type":"entries","name":"Longer Casting Times","page":202,"entries":["Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours. When you cast a spell with a casting time longer than a single action or reaction, you must spend your action each turn casting the spell, and you must maintain your concentration while you do so (see \"Concentration\" below). If your concentration is broken, the spell fails, but you don't expend a spell slot. If you want to try casting the spell again, you must start over."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Range","page":202,"entries":["The target of a spell must be within the spell's range. For a spell like magic missile, the target is a creature. For a spell like fireball, the target is the point in space where the ball of fire erupts.","Most spells have ranges expressed in feet. Some spells can target only a creature (including you) that you touch. Other spells, such as the shield spell, affect only you. These spells have a range of self.","Spells that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the spell's effect must be you (see \"Areas of Effect\" later in the this chapter).","Once a spell is cast, its effects aren't limited by its range, unless the spell's description says otherwise."],"source":"PHB"},{"type":"entries","name":"Components","page":203,"entries":["A spell's components are the physical requirements you must meet in order to cast it. Each spell's description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can't provide one or more of a spell's components, you are unable to cast the spell.",{"type":"entries","name":"Verbal (V)","page":203,"entries":["Most spells require the chanting of mystic words. The words themselves aren't the source of the spell's power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the silence spell, can't cast a spell with a verbal component."],"source":"PHB"},{"type":"entries","name":"Somatic (S)","page":203,"entries":["Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures."],"source":"PHB"},{"type":"entries","name":"Material (M)","page":203,"entries":["Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a component pouch or a spellcasting focus (found in chapter 5) in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell.","If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell.","A spellcaster must have a hand free to access a spell's material components\u2014or to hold a spellcasting focus\u2014but it can be the same hand that he or she uses to perform somatic components."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Duration","page":203,"entries":["A spell's duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their effects last until the spells are dispelled or destroyed.",{"type":"entries","name":"Instantaneous","page":203,"entries":["Many spells are instantaneous. The spell harms, heals, creates, or alters a creature or an object in a way that can't be dispelled, because its magic exists only for an instant."],"source":"PHB"},{"type":"entries","name":"Concentration","page":203,"entries":["Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends.","If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required).","Normal activity, such as moving and attacking, doesn't interfere with concentration. The following factors can break concentration:",{"type":"list","items":["{@b Casting another spell that requires concentration.} You lose concentration on a spell if you cast another spell that requires concentration. You can't concentrate on two spells at once.","{@b Taking damage.} Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon's breath, you make a separate saving throw for each source of damage.","{@b Being incapacitated or killed.} You lose concentration on a spell if you are {@condition incapacitated} or if you die."]}],"source":"PHB"},"The DM might also decide that certain environmental phenomena, such as a wave crashing over you while you're on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell."],"source":"PHB"},{"type":"entries","name":"Targets","page":204,"entries":["A typical spell requires you to pick one or more targets to be affected by the spell's magic. A spell's description tells you whether the spell targets creatures, objects, or a point of origin for an area of effect (described below).","Unless a spell has a perceptible effect, a creature might not know it was targeted by a spell at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature's thoughts, typically goes unnoticed, unless a spell says otherwise.",{"type":"entries","name":"A Clear Path to the Target","page":204,"entries":["To target something, you must have a clear path to it, so it can't be behind total cover.","If you place an area of effect at a point that you can't see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction."],"source":"PHB"},{"type":"entries","name":"Targeting Yourself","page":204,"entries":["If a spell targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a spell you cast, you can target yourself."],"source":"PHB"}],"source":"PHB"},{"type":"inset","name":"The Schools of Magic","page":203,"entries":[{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Abjuration","entry":"spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.","nameDot":false},{"type":"item","name":"Conjuration","entry":"spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster's side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.","nameDot":false},{"type":"item","name":"Divination","entry":"spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.","nameDot":false},{"type":"item","name":"Enchantment","entry":"spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.","nameDot":false},{"type":"item","name":"Evocation","entry":"spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.","nameDot":false},{"type":"item","name":"Illusion","entry":"spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature.","nameDot":false},{"type":"item","name":"Necromancy","entries":["spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.","Creating the undead through the use of necromancy spells such as {@spell animate dead} is not a good act, and only evil casters use such spells frequently."],"nameDot":false},{"type":"item","name":"Transmutation","entry":"spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster's command, or enhance a creature's innate healing abilities to rapidly recover from injury.","nameDot":false}]}],"source":"PHB"},{"type":"entries","name":"Areas of Effect","page":204,"entries":["Spells such as {@spell burning hands} and {@spell cone of cold} cover an area, allowing them to affect multiple creatures at once. A spell's description specifies its area of effect, which typically has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a point of origin, a location from which the spell's energy erupts. The rules for each shape specify how you position its point of origin. Typically, a point of origin is a point in space, but some spells have an area whose origin is a creature or an object.","A spell's effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn't included in the spell's area. To block one of these imaginary lines, an obstruction must provide total cover, as explained in chapter 9.",{"type":"image","href":{"type":"internal","path":"book/DMG/Point-of-Origin.webp"},"width":1000,"height":528,"data":{"quickrefKeep":true}},{"type":"entries","name":"Cone","page":204,"entries":["A cone extends in a direction you choose from its point of origin. A cone's width at a given point along its length is equal to that point's distance from the point of origin. A cone's area of effect specifies its maximum length.","A cone's point of origin is not included in the cone's area of effect, unless you decide otherwise."],"source":"PHB"},{"type":"entries","name":"Cube","page":204,"entries":["You select a cube's point of origin, which lies anywhere on a face of the cubic effect. The cube's size is expressed as the length of each side.","A cube's point of origin is not included in the cube's area of effect, unless you decide otherwise."],"source":"PHB"},{"type":"entries","name":"Cylinder","page":204,"entries":["A cylinder's point of origin is the center of a circle of a particular radius, as given in the spell description. The circle must either be on the ground or at the height of the spell effect. The energy in a cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The spell's effect then shoots up from the base or down from the top, to a distance equal to the height of the cylinder.","A cylinder's point of origin is included in the cylinder's area of effect."],"source":"PHB"},{"type":"entries","name":"Line","page":205,"entries":["A line extends from its point of origin in a straight path up to its length and covers an area defined by its width.","A line's point of origin is not included in the line's area of effect, unless you decide otherwise."],"source":"PHB"},{"type":"entries","name":"Sphere","page":205,"entries":["You select a sphere's point of origin, and the sphere extends outward from that point. The sphere's size is expressed as a radius in feet that extends from the point.","A sphere's point of origin is included in the sphere's area of effect."],"source":"PHB"}],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Saving Throws","page":205,"entries":[" Many spells specify that a target can make a saving throw to avoid some or all of a spell's effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure.","The DC to resist one of your spells equals 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers."],"source":"PHB"},{"type":"entries","name":"Attack Rolls","page":205,"entries":["Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus.","Most spells that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn't {@condition incapacitated}."],"source":"PHB"},{"type":"entries","name":"Combining Magical Effects","page":205,"entries":["The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don't combine, however. Instead, the most potent effect\u2014such as the highest bonus\u2014from those castings applies while their durations overlap, or the most recent effect applies if the castings are equally potent and their durations overlap.","For example, if two clerics cast {@spell bless} on the same target, that character gains the spell's benefit only once; he or she doesn't get to roll two bonus dice."],"source":"PHB"},{"type":"inset","name":"The Weave of Magic","page":205,"entries":["The words within the D&D multiverse are magical places. All existence is suffused with magical power, and potential energy lies untapped in every rock, stream, and living creature, the mute and mindless will of existence, permeating every bit of matter and present in every manifestation of energy throughout the multiverse.","Mortals can't directly shape this raw magic. Instead, they make use of a fabric of magic, a kind of interface between the will of a spellcaster and the stuff of raw magic. The spellcasters of the Forgotten Realms call it the Weave and recognize its essence as the goddess Mystra, but casters have varied ways of naming and visualizing this interface.","By any name, without the Weave, raw magic is locked away and inaccessible; the most powerful archmage can't light a candle with magic in an area where the Weave has been torn. But surrounded by the Weave, a spellcaster can shape lightning to blast foes, transport hundreds of miles in the blink of an eye, or even reverse death itself.","All magic depends on the Weave, though different kinds of magic access it in a variety of ways. The spells of wizards, warlocks, sorcerers, and bards are commonly called {@b arcane magic}. These spells rely on an understanding\u2014learned or intuitive\u2014of the workings of the Weave. The caster plucks directly at the strands of the Weave to create the desired effect. Eldritch knights and arcane tricksters also use arcane magic. The spells of clerics, druids, paladins, and rangers are called {@b divine magic}. These spellcasters' access to the Weave is mediated by divine power\u2014gods, the divine forces of nature, or the sacred weight of a paladin's oath.","Whenever a magic effect is created, the threads of the Weave intertwine, twist, and fold to make the effect possible.","When characters use divination spells such as {@i detect magic} or {@i identify}, they glimpse the Weave. A spell such as {@i dispel magic} smooths the Weave. Spells such as {@i antimagic field} rearrange the Weave so that magic flows around, rather than through the area affected by the spell. And in places where the Weave is damaged or torn, magic works in unpredictable ways\u2014or not at all."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Conditions","page":289,"entries":["Conditions alter a creature's capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster's attack, or other effect. Most conditions, such as {@condition blinded}, are impairments, but a few, such as {@condition invisible}, can be advantageous.","A condition lasts either until it is countered (the {@condition prone} condition is countered by standing up, for example) or for a duration specified by the effect that imposed the condition.","If multiple effects impose the same condition on a creature, each instance of the condition has its own duration, but the condition's effects don't get worse. A creature either has a condition or doesn't.",{"type":"inlineBlock","entries":["For a full list of the conditions, see the ",{"type":"link","href":{"type":"internal","path":"conditionsdiseases.html"},"text":"conditions"}," page. The conditions are:",{"type":"list","items":["{@condition blinded}","{@condition charmed}","{@condition deafened}","{@condition exhaustion}","{@condition frightened}","{@condition grappled}","{@condition incapacitated}","{@condition invisible}","{@condition paralyzed}","{@condition petrified}","{@condition poisoned}","{@condition prone}","{@condition restrained}","{@condition stunned}","{@condition unconscious}"],"columns":3}]}],"source":"PHB"},{"type":"section","name":"Falling","page":77,"entries":["Falling from a great height is a significant risk for adventurers and their foes. The rule given in the player's handbook is simple: at the end of a fall, you take {@dice 1d6} bludgeoning damage for every 10 feet you fell, to a maximum of {@dice 20d6}. You also land {@condition prone}, unless you somehow avoid taking damage from the fall. Here are two optional rules that expand on that simple rule.",{"type":"entries","name":"Rate of Falling","page":77,"entries":["The rule for falling assumes that a creature immediately drops the entire distance when it falls. But what if a creature is at a high altitude when it falls, perhaps on the back of a {@creature griffon} or on board an {@item airship}? Realistically, a fall from such a height can take more than a few seconds, extending past the end of the turn when the fall occurred. If you'd like high-altitude falls to be properly time-consuming, use the following optional rule.","When you fall from a great height, you instantly descend up to 500 feet. If you're still falling on your next turn, you descend up to 500 feet at the end of that turn. This process continues until the fall ends, either because you hit the ground or the fall is otherwise halted."],"source":"XGE"},{"type":"entries","name":"Flying Creatures and Falling","page":77,"entries":["A flying creature in flight falls if it is knocked {@condition prone}, if its speed is reduced to 0 feet, or if it otherwise loses the ability to move, unless it can hover or it is being held aloft by magic, such as the {@spell fly} spell.","If you'd like a flying creature to have a better chance of surviving a fall than a non-flying creature does, use this rule: subtract the creature's current flying speed from the distance it fell before calculating falling damage. This rule is helpful to a flier that is knocked {@condition prone} but is still conscious and has a current flying speed that is greater than 0 feet. The rule is designed to simulate the creature flapping its wings furiously or taking similar measures to slow the velocity of its fall.","If you use the rule for rate of falling in the previous section, a flying creature descends 500 feet on the turn when it falls, just as other creatures do. But if that creature starts any of its later turns still falling and is {@condition prone}, it can halt the fall on its turn by spending half its flying speed to counter the {@condition prone} condition (as if it were standing up in midair)."],"source":"XGE"}],"data":{"quickref":3},"source":"XGE"},{"type":"section","data":{"quickref":3},"name":"Food and Water","page":185,"entries":["Characters who don't eat or drink suffer the effects of {@condition exhaustion} (see the appendix). Exhaustion caused by lack of food or water can't be removed until the character eats and drinks the full required amount.",{"type":"entries","name":"Food","page":185,"entries":["A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food.","A character can go without food for a number of days equal to 3 + his or her Constitution modifier (minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of {@condition exhaustion}.","A normal day of eating resets the count of days without food to zero."],"source":"PHB"},{"type":"entries","name":"Water","page":185,"entries":["A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of {@condition exhaustion} at the end of the day. A character with access to even less water automatically suffers one level of {@condition exhaustion} at the end of the day.","If the character already has one or more levels of {@condition exhaustion}, the character takes two levels in either case."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3,"allowRefDupe":true},"name":"Hiding","page":177,"entries":["The DM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity ({@skill Stealth}) check. Until you are discovered or you stop hiding, that check's total is contested by the Wisdom ({@skill Perception}) check of any creature that actively searches for signs of your presence.","You can't hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase. An {@condition invisible} creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet.","In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the DM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen.",{"type":"entries","name":"Passive Perception","page":177,"entries":["When you hide, there's a chance someone will notice you even if they aren't searching. To determine whether such a creature notices you, the DM compares your Dexterity ({@skill Stealth}) check with that creature's passive Wisdom ({@skill Perception}) score, which equals 10 + the creature's Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5.","For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and a proficiency in {@skill Perception}, he or she has a passive Wisdom ({@skill Perception}) of 14."],"source":"PHB"},{"type":"entries","name":"What Can you See?","page":177,"entries":["One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be lightly or heavily obscured, as explained in chapter 8."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"How to Play","page":6,"entries":["{@b 1. The DM describes the environment.} The DM tells the players where their adventurers are and what's around them, presenting the basic scope of options that present themselves (how many doors lead out of a room, what's on a table, who's in the tavern, and so on).","{@b 2. The players describe what they want to do.} Sometimes one player speaks for the whole party, saying, \"We'll take the east door,\" for example. Other times, different adventurers do different things: one adventurer might search a treasure chest while a second examines an esoteric symbol engraved on a wall and a third keeps watch for monsters. The players don't need to take turns, but the DM listens to every player and decides how to resolve those actions.","Sometimes, resolving a task is easy. If an adventurer wants to walk across a room and open a door, the DM might just say that the door opens and describe what lies beyond. But the door might be locked, the floor might hide a deadly trap, or some other circumstance might make it challenging for an adventurer to complete a task. In those cases, the DM decides what happens, often relying on the roll of a die to determine the results of an action.","{@b 3. The DM narrates the results of the adventurers' actions.} Describing the results often leads to another decision point, which brings the flow of the game right back to step 1.","This pattern holds whether the adventurers are cautiously exploring a ruin, talking to a devious prince, or locked in mortal combat against a mighty dragon.","In certain situations, particularly combat, the action is more structured and the players (and DM) do take turns choosing and resolving actions. But most of the time, play is fluid and flexible, adapting to the circumstances of the adventure.","Often the action of an adventure takes place in the imagination of the players and DM, relying on the DM's verbal descriptions to set the scene. Some DMs like to use music, art, or recorded sound effects to help set the mood, and many players and DMs alike adopt different voices for the various adventurers, monsters, and other characters they play in the game. Sometimes, a DM might lay out a map and use tokens or miniature figures to represent each creature involved in a scene to help the players keep track of where everyone is.",{"type":"entries","name":"Game Dice","page":6,"entries":["The game uses polyhedral dice with different numbers of sides. You can find dice like these in game stores and in many bookstores.","In these rules, the different dice are referred to by the letter {@b d} followed by the number of sides - d4, d6, d8, d10, d12, and d20. For instance, a d6 is a six-sided die (the typical cube that many games use).","Percentile dice, or d100, work a little differently. You generate a number between 1 and 100 by rolling two different ten-sided dice numbered from 0 to 9.","One die (designated before you roll) gives the tens digit, and the other gives the ones digit. If you roll a 7 and a 1, for example, the number rolled is 71. Two 0s represent 100. Some ten-sided dice are numbered in tens (00, 10, 20, and so on), making it easier to distinguish the tens digit from the ones digit. In this case, a roll of 70 and 1 is 71, and 00 and 0 is 100.","When you need to roll dice, the rules tell you how many dice to roll of a certain type, as well as what modifiers to add. For example, \"3d8 + 5\" means you roll three eight-sided dice, add them together, and add 5 to the total.","The same d notation appears in the expressions \"1d3\" and \"1d2.\" To simulate the roll of 1d3, roll a d6 and divide the number rolled by 2 (round up). To simulate the roll of 1d2, roll any die and assign a 1 or 2 to the roll depending on whether it was odd or even. (Alternatively, if the number rolled is more than half the number of sides on the die, it's a 2.)"],"source":"PHB"},{"type":"entries","name":"The D20","page":7,"entries":["Does an adventurer's sword swing hurt a dragon or just bounce off its iron-hard scales? Will the ogre believe an outrageous bluff? Can a character swim across a raging river? Can a character avoid the main blast of a fireball, or does he or she take full damage from the blaze? In cases where the outcome of an action is uncertain, the Dungeons & Dragons game relies on rolls of a 20-sided die, a d20, to determine success or failure.","Every character and monster in the game has capabilities defined by six {@b ability scores}. The abilities are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, and they typically range from 3 to 18 for most adventurers. (Monsters might have scores as low as 1 or as high as 30.) These ability scores, and the ability modifiers derived from them, are the basis for almost every d20 roll that a player makes on a character's or monster's behalf.","Ability checks, attack rolls, and saving throws are the three main kinds of d20 rolls, forming the core of the rules of the game. All three follow these simple steps.","{@b 1. Roll the die and add a modifier.} Roll a d20 and add the relevant modifier. This is typically the modifier derived from one of the six ability scores, and it sometimes includes a proficiency bonus to reflect a character's particular skill. (See chapter 1 for details on each ability and how to determine an ability's modifier.)","{@b 2. Apply circumstantial bonuses and penalties.} A class feature, a spell, a particular circumstance, or some other effect might give a bonus or penalty to the check.","{@b 3. Compare the total to a target number.} If the total equals or exceeds the target number, the ability check, attack roll, or saving throw is a success. Otherwise, it's a failure. The DM is usually the one who determines target numbers and tells players whether their ability checks, attack rolls, and saving throws succeed or fail.","The target number for an ability check or a saving throw is called a {@b Difficulty Class} (DC). The target number for an attack roll is called an {@b Armor Class} (AC).","This simple rule governs the resolution of most tasks in D&D play. Chapter 7 provides more detailed rules for using the d20 in the game."],"source":"PHB"},{"type":"entries","name":"Advantage and Disadvantage","page":7,"entries":["Sometimes an ability check, attack roll, or saving throw is modified by special situations called advantage and disadvantage. Advantage reflects the positive circumstances surrounding a d20 roll, while disadvantage reflects the opposite. When you have either advantage or disadvantage, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17.","More detailed rules for advantage and disadvantage are presented in chapter 7."],"source":"PHB"},{"type":"entries","name":"Specific Beats General","page":7,"entries":["This book contains rules, especially in parts 2 and 3, that govern how the game plays. That said, many racial traits, class features, spells, magic items, monster abilities, and other game elements break the general rules in some way, creating an exception to how the rest of the game works. Remember this: If a specific rule contradicts a general rule, the specific rule wins.","Exceptions to the rules are often minor. For instance, many adventurers don't have proficiency with longbows, but every wood elf does because of a racial trait. That trait creates a minor exception in the game. Other examples of rule-breaking are more conspicuous. For instance, an adventurer can't normally pass through walls, but some spells make that possible. Magic accounts for most of the major exceptions to the rules."],"source":"PHB"},{"type":"entries","name":"Round Down","page":7,"entries":["There's one more general rule you need to know at the outset. Whenever you divide a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Interacting with Objects","page":185,"entries":["A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the DM that his or her character is doing something, such a moving a lever, and the DM describes what, if anything happens.","For example, a character might decide to pull a lever, which might, in turn, raise a portcullis, cause a room to flood with water, or open a secret door in a nearby wall. If the lever is rusted in position, though, a character might need to force it. In such a situation, the DM might call for a Strength check to see whether the character can wrench the lever into place. The DM sets the DC for any such check based on the difficulty of the task.","Characters can also damage objects with their weapons and spells. Objects are immune to poison and psychic damage, but otherwise they can be affected by physical and magical attacks much like creatures can. The DM determines an object's Armor Class and hit points, and might decide that certain objects have resistance or immunity to certain kinds of attacks. (It's hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are immune to effects that require other saves.","When an object drops to 0 hit points, it breaks.","A character can also attempt a Strength check to break an object. The DM sets the DC for any such check."],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Proficiency Bonus","page":173,"entries":["Characters have a proficiency bonus determined by level, as detailed in chapter 1. Monsters also have this bonus, which is incorporated in their stat blocks. The bonus is used in the rules on ability checks, saving throws, and attack rolls.","Your proficiency bonus can't be added to a single die roll or other number more than once. For example, if two different rules say you can add your proficiency bonus to a Wisdom saving throw, you nevertheless add the bonus only once when you make the save.","Occasionally, your proficiency bonus might be multiplied or divided (doubled or halved, for example) before you apply it. For example, the rogue's Expertise feature doubles the proficiency bonus for certain ability checks. If a circumstance suggests that your proficiency bonus applies more than once to the same roll, you still add it only once and multiply or divide it only once.","By the same token, if a feature or effect allows you to multiply your proficiency bonus when making an ability check that wouldn't normally benefit from your proficiency bonus, you still don't add the bonus to the check. For that check your proficiency bonus is 0, given the fact that multiplying 0 by any number is still 0. For instance, if you lack proficiency in the {@skill History} skill, you gain no benefit from a feature that lets you double your proficiency bonus when you make Intelligence ({@skill History}) checks.","In general, you don't multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply."],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Resting","page":186,"entries":["Heroic though they might be, adventurers can't spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest-time to sleep and eat, tend their wounds, refresh their minds and spirits for spellcasting, and brace themselves for further adventure.","Adventurers, as well as other creatures, can take short rests in the midst of a day and a long rest to end it.",{"type":"entries","name":"Short Rest","page":186,"entries":["A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.","A character can spend one or more Hit Dice at the end of a short rest, up to the character's maximum number of Hit Dice, which is equal to the character's level. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total (minimum of 0). The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below."],"source":"PHB"},{"type":"entries","name":"Long Rest","page":186,"entries":["A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity\u2014at least 1 hour of walking, fighting, casting spells, or similar adventuring activity\u2014the characters must begin the rest again to gain any benefit from it.","At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character's total number of them. You regain at least 1 Hit Die when you finish a long rest.","For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest.","A character can't benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Saving Throws","page":179,"entries":["A saving throw\u2014also called a save\u2014represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You don't normally decide to make a saving throw; you are forced to make one because your character or monster is at risk of harm.","To make a saving throw, roll a d20 and add the appropriate ability modifier. For example, you use your Dexterity modifier for a Dexterity saving throw.","A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the DM.","Each class gives proficiency in at least two saving throws. The wizard, for example, is proficient in Intelligence saves. As with skill proficiencies, proficiency in a saving throw lets a character add his or her proficiency bonus to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well.","The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the caster's spellcasting ability and proficiency bonus.","The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect."],"source":"PHB"},{"type":"section","name":"Simultaneous Effects","page":77,"entries":["Most effects in the game happen in succession, following an order set by the rules or the DM. In rare cases, effects can happen at the same time, especially at the start or end of a creature's turn. If two or more things happen at the same time on a character or monster's turn, the person at the game table-whether player or DM-who controls that creature decides the order in which those things happen. For example, if two effects occur at the end of a player character's turn, the player decides which of the two effects happens first."],"data":{"quickref":3},"source":"XGE"},{"type":"section","data":{"quickref":3},"name":"Skills","page":174,"entries":["Each ability covers a broad range of capabilities, including skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an individual's proficiency in a skill demonstrates a focus on that aspect. (A character's starting skill proficiencies are determined at character creation, and a monster's skill proficiencies appear in the monster's stat block.)","For example, a Dexterity check might reflect a character's attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an associated skill: {@skill Acrobatics}, {@skill Sleight of Hand}, and {@skill Stealth}, respectively. So a character who has proficiency in the {@skill Stealth} skill is particularly good at Dexterity checks related to sneaking and hiding.","The skills related to each ability score are shown in the following list. (No skills are related to Constitution.) See an ability's description in the later sections of this chapter for examples of how to use a skill associated with an ability.",{"type":"table","colLabels":["Ability","Skills"],"colStyles":["col-2","col-10"],"rows":[["Strength","{@skill Athletics}"],["Dexterity","{@skill Acrobatics}, {@skill Sleight of Hand}, {@skill Stealth}"],["Intelligence","{@skill Arcana}, {@skill History}, {@skill Investigation}, {@skill Nature}, {@skill Religion}"],["Wisdom","{@skill Animal Handling}, {@skill Insight}, {@skill Medicine}, {@skill Perception}, {@skill Survival}"],["Charisma","{@skill Deception}, {@skill Intimidation}, {@skill Performance}, {@skill Persuasion}"]]},"Sometimes, the DM might ask for an ability check using a specific skill\u2014for example, \"Make a Wisdom ({@skill Perception}) check.\" At other times, a player might ask the DM if proficiency in a particular skill applies to a check. In either case, proficiency in a skill means an individual can add his or her proficiency bonus to ability checks that involve that skill. Without proficiency in the skill, the individual makes a normal ability check.","For example, if a character attempts to climb up a dangerous cliff, the Dungeon Master might ask for a Strength ({@skill Athletics}) check. If the character is proficient in {@skill Athletics}, the character's proficiency bonus is added to the Strength check. If the character lacks that proficiency, he or she just makes a Strength check.",{"type":"entries","name":"Variant: Skills with Different Abilities","page":175,"entries":["Normally, your proficiency in a skill applies only to a specific kind of ability check. Proficiency in {@skill Athletics}, for example, usually applies to Strength checks. In some situations, though, your proficiency might reasonably apply to a different kind of check. In such cases, the DM might ask for a check using an unusual combination of ability and skill, or you might ask your DM if you can apply a proficiency to a different check. For example, if you have to swim from an offshore island to the mainland, your DM might call for a Constitution check to see if you have the stamina to make it that far. In this case, your DM might allow you to apply your proficiency in {@skill Athletics} and ask for a Constitution ({@skill Athletics}) check. So if you're proficient in {@skill Athletics}, you apply your proficiency bonus to the Constitution check just as you would normally do for a Strength ({@skill Athletics}) check.","Similarly, when your dwarf fighter uses a display of raw strength to intimidate an enemy, your DM might ask for a Strength ({@skill Intimidation}) check, even though {@skill Intimidation} is normally associated with Charisma."],"source":"PHB"}],"source":"PHB"},{"type":"section","name":"Sleep","page":77,"entries":["Just as in the real world, D&D characters spend many hours sleeping, most often as part of a long rest. Most monsters also need to sleep. While a creature sleeps, it is subjected to the {@condition unconscious} condition. Here are a few rules that expand on that basic fact.",{"type":"entries","name":"Waking Someone","page":77,"entries":["A creature that is naturally sleeping, as opposed to being in a magically or chemically induced sleep, wakes up if it takes any damage or if someone else uses an action to shake or slap the creature awake. A sudden loud noise-such as yelling, thunder, or a ringing bell-also awakens someone that is sleeping naturally.","Whispers don't disturb sleep, unless a sleeper's passive Wisdom ({@skill Perception}) score is 20 or higher and the whispers are within 10 feet of the sleeper. Speech at a normal volume awakens a sleeper if the environment is otherwise silent (no wind, birdsong, crickets, street sounds, or the like) and the sleeper has a passive Wisdom ({@skill Perception}) score of 15 or higher."],"source":"XGE"},{"type":"entries","name":"Sleeping in Armor","page":77,"entries":["Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.","When you finish a long rest during which you slept in medium or heavy armor, you regain only one quarter of your spent Hit Dice (minimum of one die). If you have any levels of {@condition exhaustion}, the rest doesn't reduce your {@condition exhaustion} level."],"source":"XGE"},{"type":"entries","name":"Going without a Long Rest","page":78,"entries":["A long rest is never mandatory, but going without sleep does have its consequences. If you want to account for the effects of sleep deprivation on characters and creatures, use these rules.","Whenever you end a 24-hour period without finishing a long rest, you must succeed on a DC 10 Constitution saving throw or suffer one level of {@condition exhaustion}.","It becomes harder to fight off {@condition exhaustion} if you stay awake for multiple days. After the first 24 hours, the DC increases by 5 for each consecutive 24-hour period without a long rest. The DC resets to 10 when you finish a long rest."],"source":"XGE"}],"data":{"quickref":3},"source":"XGE"},{"type":"section","data":{"quickref":3},"name":"Suffocating","page":183,"entries":["A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).","When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again.","For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points."],"source":"PHB"},{"type":"section","name":"Tying Knots","page":78,"entries":["The rules are purposely open-ended concerning mundane tasks like tying knots, but sometimes knowing how well a knot was fashioned is important in a dramatic scene when someone is trying to untie a knot or slip out of one. Here's an optional rule for determining the effectiveness of a knot.","The creature who ties the knot makes an Intelligence ({@skill Sleight of Hand}) check when doing so. The total of the check becomes the DC for an attempt to untie the knot with an Intelligence ({@skill Sleight of Hand}) check or to slip out of it with a Dexterity ({@skill Acrobatics}) check.","This rule intentionally links {@skill Sleight of Hand} with Intelligence, rather than Dexterity. This is an example of how to apply the rule in the {@variantrule Skills with Different Abilities|phb|\"Variant: Skills with Different Abilities\"} section in chapter 7 of the player's handbook."],"data":{"quickref":3},"source":"XGE"},{"type":"section","data":{"quickref":3},"name":"Using Each Ability","page":175,"entries":["Every task that a character or monster might attempt in the game is covered by one of the six abilities. This section explains in more detail what those abilities mean and the ways they are used in the game.",{"type":"entries","name":"Strength","page":175,"entries":["Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force.",{"type":"entries","name":"Strength Checks","page":175,"entries":["A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The {@skill Athletics} skill reflects aptitude in certain kinds of Strength checks.",{"type":"entries","name":"Athletics","page":175,"entries":["Your Strength ({@skill Athletics}) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:",{"type":"list","items":["You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.","You try to jump an unusually long distance or pull off a stunt mid jump.","You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming."]}],"source":"PHB"},{"type":"entries","name":"Other Strength Checks","page":175,"entries":["The DM might also call for a Strength check when you try to accomplish tasks like the following:",{"type":"list","items":["Force open a stuck, locked, or barred door","Break free of bonds","Push through a tunnel that is too small","Hang on to a wagon while being dragged behind it","Tip over a statue","Keep a boulder from rolling"]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Attack Rolls and Damage","page":176,"entries":["You add your Strength modifier to your attack roll and your damage roll when attacking with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in hand-to-hand combat, and some of them can be thrown to make a ranged attack."],"source":"PHB"},{"type":"entries","name":"Lifting and Carrying","page":176,"entries":["Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry.",{"type":"entries","name":"Carrying Capacity","page":176,"entries":["Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don't usually have to worry about it."],"source":"PHB"},{"type":"entries","name":"Push, Drag, or Lift","page":176,"entries":["You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet."],"source":"PHB"},{"type":"entries","name":"Size and Strength","page":176,"entries":["Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature's carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights."],"source":"PHB"}],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Variant: Encumbrance","page":176,"entries":["The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table in chapter 5.","If you carry weight in excess of 5 times your Strength score, you are encumbered, which means your speed drops by 10 feet.","If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead heavily encumbered, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Dexterity","page":176,"entries":["Dexterity measures agility, reflexes, and balance.",{"type":"entries","name":"Dexterity Checks","page":176,"entries":["A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The {@skill Acrobatics}, {@skill Sleight of Hand}, and {@skill Stealth} skills reflect aptitude in certain kinds of Dexterity checks.",{"type":"entries","name":"Acrobatics","page":176,"entries":["Your Dexterity ({@skill Acrobatics}) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. The DM might also call for a Dexterity ({@skill Acrobatics}) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips."],"source":"PHB"},{"type":"entries","name":"Sleight of Hand","page":177,"entries":["Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity ({@skill Sleight of Hand}) check. The DM might also call for a Dexterity ({@skill Sleight of Hand}) check to determine whether you can lift a coin purse off another person or slip something out of another person's pocket."],"source":"PHB"},{"type":"entries","name":"Stealth","page":177,"entries":["Make a Dexterity ({@skill Stealth}) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard."],"source":"PHB"},{"type":"entries","name":"Other Dexterity Checks","page":177,"entries":["The DM might call for a Dexterity check when you try to accomplish tasks like the following:",{"type":"list","items":["Control a heavily laden cart on a steep descent","Steer a chariot around a tight turn","Pick a lock","Disable a trap","Securely tie up a prisoner","Wriggle free of bonds","Play a stringed instrument","Craft a small or detailed object"]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Attack Rolls and Damage","page":177,"entries":["You add your Dexterity modifier to your attack roll and your damage roll when attacking with a ranged weapon, such as a sling or a longbow. You can also add your Dexterity modifier to your attack roll and your damage roll when attacking with a melee weapon that has the finesse property, such as a dagger or a rapier."],"source":"PHB"},{"type":"entries","name":"Armor Class","page":177,"entries":["Depending on the armor you wear, you might add some or all of your Dexterity modifier to your Armor Class, as described in chapter 5."],"source":"PHB"},{"type":"entries","name":"Initiative","page":177,"entries":["At the beginning of every combat, you roll initiative by making a Dexterity check. Initiative determines the order of creatures' turns in combat, as described in chapter 9."],"source":"PHB"},{"type":"inset","data":{"quickref":3,"allowRefDupe":true},"name":"Hiding","page":177,"entries":["The DM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity ({@skill Stealth}) check. Until you are discovered or you stop hiding, that check's total is contested by the Wisdom ({@skill Perception}) check of any creature that actively searches for signs of your presence.","You can't hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase. An {@condition invisible} creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet.","In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the DM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen.",{"type":"entries","name":"Passive Perception","page":177,"entries":["When you hide, there's a chance someone will notice you even if they aren't searching. To determine whether such a creature notices you, the DM compares your Dexterity ({@skill Stealth}) check with that creature's passive Wisdom ({@skill Perception}) score, which equals 10 + the creature's Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5.","For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and a proficiency in {@skill Perception}, he or she has a passive Wisdom ({@skill Perception}) of 14."],"source":"PHB"},{"type":"entries","name":"What Can you See?","page":177,"entries":["One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be lightly or heavily obscured, as explained in chapter 8."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Constitution","page":177,"entries":["Constitution measures health, stamina, and vital force.",{"type":"entries","name":"Constitution Checks","page":177,"entries":["Constitution checks are uncommon, and no skills apply to Constitution checks, because the endurance this ability represents is largely passive rather than involving a specific effort on the part of a character or monster.","A Constitution check can model your attempt to push beyond normal limits, however.","The DM might call for a Constitution check when you try to accomplish tasks like the following:",{"type":"list","items":["Hold your breath","March or labor for hours without rest","Go without sleep","Survive without food or water","Quaff an entire stein of ale in one go"]}],"source":"PHB"},{"type":"entries","name":"Hit Points","page":177,"entries":["Your Constitution modifier contributes to your hit points. Typically, you add your Constitution modifier to each Hit Die you roll for your hit points.","If your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Constitution score when you reach 4th level and your Constitution modifier increases from +1 to +2, you adjust your hit point maximum as though the modifier had always been +2. So you add 3 hit points for your first three levels, and then roll your hit points for 4th level using your new modifier. Or if you're 7th level and some effect lowers your Constitution score so as to reduce your Constitution modifier by 1, your hit point maximum is reduced by 7."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Intelligence","page":177,"entries":["Intelligence measures mental acuity, accuracy of recall, and the ability to reason.",{"type":"entries","name":"Intelligence Checks","page":177,"entries":["An Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The {@skill Arcana}, {@skill History}, {@skill Investigation}, {@skill Nature}, and {@skill Religion} skills reflect aptitude in certain kinds of Intelligence checks.",{"type":"entries","name":"Arcana","page":177,"entries":["Your Intelligence ({@skill Arcana}) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes."],"source":"PHB"},{"type":"entries","name":"History","page":177,"entries":["Your Intelligence ({@skill History}) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations."],"source":"PHB"},{"type":"entries","name":"Investigation","page":178,"entries":["When you look around for clues and make deductions based on those clues, you make an Intelligence ({@skill Investigation}) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence ({@skill Investigation}) check."],"source":"PHB"},{"type":"entries","name":"Nature","page":178,"entries":["Your Intelligence ({@skill Nature}) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles."],"source":"PHB"},{"type":"entries","name":"Religion","page":178,"entries":["Your Intelligence ({@skill Religion}) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults."],"source":"PHB"},{"type":"entries","name":"Other Intelligence Checks","page":178,"entries":["The DM might call for an Intelligence check when you try to accomplish tasks like the following:",{"type":"list","items":["Communicate with a creature without using words","Estimate the value of a precious item","Pull together a disguise to pass as a city guard","Forge a document","Recall lore about a craft or trade","Win a game of skill"]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Spellcasting Ability","page":178,"entries":["Wizards use Intelligence as their spellcasting ability, which helps determine the saving throw DCs of spells they cast."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Wisdom","page":178,"entries":["Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition.",{"type":"entries","name":"Wisdom Checks","page":178,"entries":["A Wisdom check might reflect an effort to read body language, understand someone's feelings, notice things about the environment, or care for an injured person. The {@skill Animal Handling}, {@skill Insight}, {@skill Medicine}, {@skill Perception}, and {@skill Survival} skills reflect aptitude in certain kinds of Wisdom checks.",{"type":"entries","name":"Animal Handling","page":178,"entries":["When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal's intentions, the DM might call for a Wisdom ({@skill Animal Handling}) check. You also make a Wisdom ({@skill Animal Handling}) check to control your mount when you attempt a risky maneuver."],"source":"PHB"},{"type":"entries","name":"Insight","page":178,"entries":["Your Wisdom ({@skill Insight}) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone's next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms."],"source":"PHB"},{"type":"entries","name":"Medicine","page":178,"entries":["A Wisdom ({@skill Medicine}) check lets you try to stabilize a dying companion or diagnose an illness."],"source":"PHB"},{"type":"entries","name":"Perception","page":178,"entries":["Your Wisdom ({@skill Perception}) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses."],"source":"PHB"},"For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.",{"type":"entries","name":"Survival","page":178,"entries":["The DM might ask you to make a Wisdom ({@skill Survival}) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards."],"source":"PHB"},{"type":"entries","name":"Other Wisdom Checks","page":178,"entries":["The DM might call for a Wisdom check when you try to accomplish tasks like the following:",{"type":"list","items":["Get a gut feeling about what course of action to follow","Discern whether a seemingly dead or living creature is undead"]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Spellcasting Ability","page":178,"entries":["Clerics, druids, and rangers use Wisdom as their spellcasting ability, which helps determine the saving throw DCs of spells they cast."],"source":"PHB"},{"type":"inset","name":"Finding a Hidden Object","page":178,"entries":["When your character searches for a hidden object such as a secret door or a trap, the DM typically asks you to make a Wisdom ({@skill Perception}) check. Such a check can be used to find hidden details or other information and clues that you might otherwise overlook.","In most cases, you need to describe where you are looking in order for the DM to determine your chance of success. For example, a key is hidden beneath a set of folded clothes in the top drawer of a bureau. If you tell the DM that you pace around the room, looking at the walls and furniture for clues, you have no chance of finding the key, regardless of your Wisdom ({@skill Perception}) check result. You would have to specify that you were opening the drawers or searching the bureau in order to have any chance of success."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Charisma","page":178,"entries":["Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality.",{"type":"entries","name":"Charisma Checks","page":178,"entries":["A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The {@skill Deception}, {@skill Intimidation}, {@skill Performance}, and {@skill Persuasion} skills reflect aptitude in certain kinds of Charisma checks.",{"type":"entries","name":"Deception","page":178,"entries":["Your Charisma ({@skill Deception}) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie."],"source":"PHB"},{"type":"entries","name":"Intimidation","page":179,"entries":["When you attempt to influence someone through overt threats, hostile actions, and physical violence, the DM might ask you to make a Charisma ({@skill Intimidation}) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision."],"source":"PHB"},{"type":"entries","name":"Performance","page":179,"entries":["Your Charisma ({@skill Performance}) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment."],"source":"PHB"},{"type":"entries","name":"Persuasion","page":179,"entries":["When you attempt to influence someone or a group of people with tact, social graces, or good nature, the DM might ask you to make a Charisma ({@skill Persuasion}) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk."],"source":"PHB"},{"type":"entries","name":"Other Charisma Checks","page":179,"entries":["The DM might call for a Charisma check when you try to accomplish tasks like the following:",{"type":"list","items":["Find the best person to talk to for news, rumors, and gossip","Blend into a crowd to get the sense of key topics of conversation"]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Spellcasting Ability","page":179,"entries":["Bards, paladins, sorcerers, and warlocks use Charisma as their spellcasting ability, which helps determine the saving throw DCs of spells they cast."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Vision and Light","page":183,"alias":["Blindsight","Darkvision","Truesight"],"entries":["The most fundamental tasks of adventuring\u2014noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few\u2014rely heavily on a character's ability to see. Darkness and other effects that obscure vision can prove a significant hindrance.","A given area might be lightly or heavily obscured. In a {@b lightly obscured} area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom ({@skill Perception}) checks that rely on sight.","A {@b heavily obscured} area\u2014such as darkness, opaque fog, or dense foliage\u2014blocks vision entirely. A creature effectively suffers from the {@condition blinded} condition when trying to see something in that area.","The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness.","{@b Bright light} lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.","{@b Dim light}, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.","{@b Darkness} creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.",{"type":"entries","name":"Blindsight","page":183,"entries":["A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense."],"source":"PHB"},{"type":"entries","name":"Darkvision","page":183,"entries":["Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in dim light as if it were bright light and in darkness as if it were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can't discern color in that darkness, only shades of gray."],"source":"PHB"},{"type":"entries","name":"Truesight","page":185,"entries":["A creature with truesight can, out to a specific range, see in normal and magical darkness, see {@condition invisible} creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane."],"source":"PHB"}],"source":"PHB"}]},{"type":"entries","entries":[{"type":"section","data":{"quickref":4},"name":"Actions in Combat","page":192,"entries":["When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise. Many monsters have action options of their own in their stat blocks.","When you describe an action not detailed elsewhere in the rules, the DM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.",{"type":"list","columns":3,"items":["{@action Attack}","{@action Cast a Spell}","{@action Dash}","{@action Disengage}","{@action Dodge}","{@action Help}","{@action Hide}","{@action Ready}","{@action Search}","{@action Use an Object}","{@action Improvising an Action}"]}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Cover","page":196,"entries":["Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.","There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.","A target with {@b half cover} has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.","A target with {@b three-quarters} cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.","A target with {@b total cover} can't be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle."],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Damage and Healing","page":196,"entries":["Injury and the risk of death are constant companions of those who explore the worlds of D&D. The thrust of a sword, a well-placed arrow, or a blast of flame from a fireball spell all have the potential to damage, or even kill, the hardiest of creatures.",{"type":"entries","name":"Hit Points","page":196,"entries":["Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile.","A creature's current hit points (usually just called hit points) can be any number from the creature's hit point maximum down to 0. This number changes frequently as a creature takes damage or receives healing. Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature's capabilities until the creature drops to 0 hit points."],"source":"PHB"},{"type":"entries","name":"Damage Rolls","page":196,"entries":["Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage.","When attacking with a {@b weapon}, you add your ability modifier\u2014the same modifier used for the attack roll to the damage. A {@b spell} tells you which dice to roll for damage and whether to add any modifiers.","If a spell or other effect deals damage to {@b more than one target} at the same time, roll the damage once for all of them. For example, when a wizard casts fireball or a cleric casts flame strike, the spell's damage is rolled once for all creatures caught in the blast.",{"type":"entries","name":"Critical Hits","page":196,"entries":["When you score a critical hit, you get to roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once.","For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue's Sneak Attack feature, you roll those dice twice as well."],"source":"PHB"},{"type":"entries","name":"Damage Types","page":196,"entries":["Different attacks, damaging spells, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types.","The damage types follow, with examples to help a DM assign a damage type to a new effect.",{"type":"entries","name":"Acid","page":196,"entries":["The corrosive spray of a black dragon's breath and the dissolving enzymes secreted by a black pudding deal acid damage."],"source":"PHB"},{"type":"entries","name":"Bludgeoning","page":196,"entries":["Blunt force attacks\u2014hammers, falling, constriction, and the like\u2014deal bludgeoning damage."],"source":"PHB"},{"type":"entries","name":"Cold","page":196,"entries":["The infernal chill radiating from an ice devil's spear and the frigid blast of a white dragon's breath deal cold damage."],"source":"PHB"},{"type":"entries","name":"Fire","page":196,"entries":["Red dragons breathe fire, and many spells conjure flames to deal fire damage."],"source":"PHB"},{"type":"entries","name":"Force","page":196,"entries":["Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including magic missile and spiritual weapon."],"source":"PHB"},{"type":"entries","name":"Lightning","page":196,"entries":["A lightning bolt spell and a blue dragon's breath deal lightning damage."],"source":"PHB"},{"type":"entries","name":"Necrotic","page":196,"entries":["Necrotic damage, dealt by certain undead and some spells, withers matter and even the soul."],"source":"PHB"},{"type":"entries","name":"Piercing","page":196,"entries":["Puncturing and impaling attacks, including spears and monsters' bites, deal piercing damage."],"source":"PHB"},{"type":"entries","name":"Poison","page":196,"entries":["Venomous stings and the toxic gas of a green dragon's breath deal poison damage."],"source":"PHB"},{"type":"entries","name":"Psychic","page":196,"entries":["Mental abilities such as a mind flayer's psionic blast deal psychic damage."],"source":"PHB"},{"type":"entries","name":"Radiant","page":196,"entries":["Radiant damage, dealt by a cleric's flame strike spell or an angel's smiting weapon, sears the flesh like fire and overloads the spirit with power."],"source":"PHB"},{"type":"entries","name":"Slashing","page":196,"entries":["Swords, axes, and monsters' claws deal slashing damage."],"source":"PHB"},{"type":"entries","name":"Thunder","page":196,"entries":["A concussive burst of sound, such as the effect of the thunderwave spell, deals thunder damage."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Damage Resistance and Vulnerability","page":197,"entries":["Some creatures and objects are exceedingly difficult or unusually easy to hurt with certain types of damage.","If a creature or an object has {@b resistance} to a damage type, damage of that type is halved against it. If a creature or an object has {@b vulnerability} to a damage type, damage of that type is doubled against it.","Resistance and then vulnerability are applied after all other modifiers to damage. For example, a creature has resistance to bludgeoning damage and is hit by an attack that deals 25 bludgeoning damage. The creature is also within a magical aura that reduces all damage by 5. The 25 damage is first reduced by 5 and then halved, so the creature takes 10 damage.","Multiple instances of resistance or vulnerability that affect the same damage type count as only one instance. For example, if a creature has resistance to fire damage as well as resistance to all nonmagical damage, the damage of a nonmagical fire is reduced by half against the creature, not reduced by three-quarters.",{"type":"inset","name":"Describing the Effects of Damage","page":197,"entries":["Dungeon Masters describe hit point loss in different ways. When your current hit point total is half or more of your hit point maximum, you typically show no signs of injury. When you drop below half your hit point maximum, you show signs of wear, such as cuts and bruises. An attack that reduces you to 0 hit points strikes you directly, leaving a bleeding injury or other trauma, or it simply knocks you {@condition unconscious}."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Healing","page":197,"entries":["Unless it results in death, damage isn't permanent. Even death is reversible through powerful magic. Rest can restore a creature's hit points (as explained in chapter 8), and magical methods such as a cure wounds spell or a potion of healing can remove damage in an instant.","When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature's hit points can't exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current hit points and has a hit point maximum of 20, the ranger regains 6 hit points from the druid, not 8.","A creature that has died can't regain hit points until magic such as the revivify spell has restored it to life."],"source":"PHB"},{"type":"entries","name":"Dropping to 0 Hit Points","alias":["Instant Death","Death Saving Throws","Stabilizing a Creature"],"page":197,"entries":["When you drop to 0 hit points, you either die outright or fall {@condition unconscious}, as explained in the following sections.",{"type":"entries","name":"Instant Death","page":197,"entries":["Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum.","For example, a cleric with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the cleric dies."],"source":"PHB"},{"type":"entries","name":"Falling Unconscious","page":197,"entries":["If damage reduces you to 0 hit points and fails to kill you, you fall {@condition unconscious} (see the appendix). This unconsciousness ends if you regain any hit points."],"source":"PHB"},{"type":"entries","name":"Death Saving Throws","page":197,"entries":["Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn't tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw.","Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don't need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable.",{"type":"entries","name":"Rolling 1 or 20","page":197,"entries":["When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point."],"source":"PHB"},{"type":"entries","name":"Damage at 0 Hit Points","page":197,"entries":["If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Stabilizing a Creature","page":197,"entries":["The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn't killed by a failed death saving throw.","You can use your action to administer first aid to an {@condition unconscious} creature and attempt to stabilize it, which requires a successful DC 10 Wisdom ({@skill Medicine}) check.","A stable creature doesn't make death saving throws, even though it has 0 hit points, but it does remain {@condition unconscious}. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn't healed regains 1 hit point after {@dice 1d4} hours."],"source":"PHB"},{"type":"entries","name":"Monsters and Death","page":198,"entries":["Most DMs have a monster die the instant it drops to 0 hit points, rather than having it fall {@condition unconscious} and make death saving throws.","Mighty villains and special nonplayer characters are common exceptions; the DM might have them fall {@condition unconscious} and follow the same rules as player characters."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Knocking a Creature Out","page":198,"entries":["Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls {@condition unconscious} and is stable."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Temporary Hit Points","page":198,"entries":["Some spells and special abilities confer temporary hit points to a creature. Temporary hit points aren't actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury.","When you have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over to your normal hit points. For example, if you have 5 temporary hit points and take 7 damage, you lose the temporary hit points and then take 2 damage.","Because temporary hit points are separate from your actual hit points, they can exceed your hit point maximum. A character can, therefore, be at full hit points and receive temporary hit points.","Healing can't restore temporary hit points, and they can't be added together. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22.","If you have 0 hit points, receiving temporary hit points doesn't restore you to consciousness or stabilize you.","They can still absorb damage directed at you while you're in that state, but only true healing can save you.","Unless a feature that grants you temporary hit points has a duration, they last until they're depleted or you finish a long rest."],"data":{"quickrefIndex":true},"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Making an Attack","page":193,"entries":["Whether you're striking with a melee weapon, firing a weapon at range, or making an attack roll as part of a spell, an attack has a simple structure.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"1. Choose a target","entry":"Pick a target within your attack's range: a creature, an object, or a location."},{"type":"item","name":"2. Determine modifiers","entry":"The DM determines whether the target has cover and whether you have advantage or disadvantage against the target. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll."},{"type":"item","name":"3. Resolve the attack","entry":"You make the attack roll. On a hit, you roll damage, unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage."}]},"If there's ever any question whether something you're doing counts as an attack, the rule is simple: if you're making an attack roll, you're making an attack.",{"type":"entries","name":"Attack Rolls","page":194,"entries":["When you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target's Armor Class (AC), the attack hits. The AC of a character is determined at character creation, whereas the AC of a monster is in its stat block.",{"type":"entries","name":"Modifiers to the Roll","page":194,"entries":["When a character makes an attack roll, the two most common modifiers to the roll are an ability modifier and the character's proficiency bonus. When a monster makes an attack roll, it uses whatever modifier is provided in its stat block.",{"type":"entries","name":"Ability Modifier","page":194,"entries":["The ability modifier used for a melee weapon attack is Strength, and the ability modifier used for a ranged weapon attack is Dexterity. Weapons that have the finesse or thrown property break this rule.","Some spells also require an attack roll. The ability modifier used for a spell attack depends on the spellcasting ability of the spellcaster, as explained in chapter 10."],"source":"PHB"},{"type":"entries","name":"Proficiency Bonus","page":194,"entries":["You add your proficiency bonus to your attack roll when you attack using a weapon with which you have proficiency, as well as when you attack with a spell."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Rolling 1 or 20","page":194,"entries":["Sometimes fate blesses or curses a combatant, causing the novice to hit and the veteran to miss.","If the {@dice d20} roll for an attack is a 20, the attack hits regardless of any modifiers or the target's AC. This is called a critical hit, which is explained later in this chapter.","If the {@dice d20} roll for an attack is a 1, the attack misses regardless of any modifiers or the target's AC."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Unseen Attackers and Targets","page":194,"entries":["Combatants often try to escape their foes' notice by hiding, casting the {@spell invisibility} spell, or lurking in darkness.","When you attack a target that you can't see, you have disadvantage on the attack roll. This is true whether you're guessing the target's location or you're targeting a creature you can hear but not see. If the target isn't in the location you targeted, you automatically miss, but the DM typically just says that the attack missed, not whether you guessed the target's location correctly.","When a creature can't see you, you have advantage on attack rolls against it.","If you are hidden\u2014both unseen and unheard\u2014when you make an attack, you give away your location when the attack hits or misses."],"source":"PHB"},{"type":"entries","name":"Ranged Attacks","page":195,"entries":["When you make a ranged attack, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail. Many spells also involve making a ranged attack.",{"type":"entries","name":"Range","page":195,"entries":["You can make ranged attacks only against targets within a specified range.","If a ranged attack, such as one made with a spell, has a single range, you can't attack a target beyond this range.","Some ranged attacks, such as those made with a longbow or a shortbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has disadvantage when your target is beyond normal range, and you can't attack a target beyond the long range."],"source":"PHB"},{"type":"entries","name":"Ranged Attacks in Close Combat","page":195,"entries":["Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn't {@condition incapacitated}."],"source":"PHB"}],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Melee Attacks","page":195,"entries":["Used in hand-to-hand combat, a melee attack allows you to attack a foe within your reach. A melee attack typically uses a handheld weapon such as a sword, a warhammer, or an axe. A typical monster makes a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body part. A few spells also involve making a melee attack.","Most creatures have a 5-foot reach and can thus attack targets within 5 feet of them when making a melee attack. Certain creatures (typically those larger than Medium) have melee attacks with a greater reach than 5 feet, as noted in their descriptions.","Instead of using a weapon to make a melee weapon attack, you can use an {@b unarmed strike}: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes."],"source":"PHB"},{"type":"entries","name":"Opportunity Attacks","page":195,"entries":["In a fight, everyone is constantly watching for enemies to drop their guard. You can rarely move heedlessly past your foes without putting yourself in danger; doing so provokes an opportunity attack.","You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack interrupts the provoking creature's movement, occurring right before the creature leaves your reach.","You can avoid provoking an opportunity attack by taking the {@action Disengage} action. You also don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don't provoke an opportunity attack if an explosion hurls you out of a foe's reach or if gravity causes you to fall past an enemy."],"source":"PHB"},{"type":"entries","name":"Two-Weapon Fighting","page":195,"entries":["When you take the {@action Attack} action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.","If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"inset","name":"Contests in Combat","page":195,"entries":["Battle often involves pitting your prowess against that of your foe. Such a challenge is represented by a contest. This section includes the most common contests that require an action in combat: grappling and shoving a creature. The DM can use these contests as models for improvising others."],"source":"PHB"},{"type":"entries","name":"Grappling","page":195,"entries":["When you want to grab a creature or wrestle with it, you can use the {@action Attack} action to make a special melee attack, a grapple. If you're able to make multiple attacks with the {@action Attack} action, this attack replaces one of them. The target of your grapple must be no more than one size larger than you, and it must be within your reach.","Using at least one free hand, you try to seize the target by making a grapple check, a Strength ({@skill Athletics}) check contested by the target's Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (the target chooses the ability to use). You succeed automatically if the target is {@condition incapacitated}. If you succeed, you subject the target to the {@condition grappled} condition (see the appendix). The condition specifies the things that end it, and you can release the target whenever you like (no action required).",{"type":"entries","name":"Escaping a Grapple","page":195,"entries":["A {@condition grappled} creature can use its action to escape. To do so, it must succeed on a Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check contested by your Strength ({@skill Athletics}) check."],"source":"PHB"},{"type":"entries","name":"Moving a Grappled Target","page":195,"entries":["When you move, you can drag or carry the {@condition grappled} creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Shoving a Creature","page":195,"entries":["Using the {@action Attack} action, you can make a special melee attack to shove a creature, either to knock it {@condition prone} or push it away from you. If you're able to make multiple attacks with the {@action Attack} action, this attack replaces one of them.","The target of your shove must be no more than one size larger than you, and it must be within your reach. You make a Strength ({@skill Athletics}) check contested by the target's Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (the target chooses the ability to use). You succeed automatically if the target is {@condition incapacitated}. If you succeed, you either knock the target {@condition prone} or push it 5 feet away from you."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Mounted Combat","page":198,"entries":["A knight charging into battle on a warhorse, a wizard casting spells from the back of a griffon, or a cleric soaring through the sky on a pegasus all enjoy the benefits of speed and mobility that a mount can provide.","A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules.",{"type":"entries","name":"Mounting and Dismounting","page":198,"entries":["Once during your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you can't mount it if you don't have 15 feet of movement left or if your speed is 0.","If an effect moves your mount against its will while you're on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing {@condition prone} in a space within 5 feet of it. If you're knocked {@condition prone} while mounted, you must make the same saving throw.","If your mount is knocked {@condition prone}, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall {@condition prone} in a space within 5 feet it."],"source":"PHB"},{"type":"entries","name":"Controlling a Mount","page":198,"entries":["While you're mounted, you have two options. You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently.","You can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training.","The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: {@action Dash}, {@action Disengage}, and {@action Dodge}. A controlled mount can move and act even on the turn that you mount it.","An independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes.","In either case, if the mount provokes an opportunity attack while you're on it, the attacker can target you or the mount."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Movement and Position","page":190,"entries":["In combat, characters and monsters are in constant motion, often using movement and position to gain the upper hand.","On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here.","Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However you're moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving.","The \"Special Types of Movement\" section in chapter 8 gives the particulars for jumping, climbing, and swimming.",{"type":"entries","name":"Breaking Up Your Move","page":190,"entries":["You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet.",{"type":"entries","name":"Moving between Attacks","page":190,"entries":["If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For example, a fighter who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again."],"source":"PHB"},{"type":"entries","name":"Using Different Speeds","page":190,"entries":["If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you've already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can't use the new speed during the current move.","For example, if you have a speed of 30 and a flying speed of 60 because a wizard cast the {@spell fly} spell on you, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more."],"source":"PHB"}],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Difficult Terrain","page":190,"entries":["Combat rarely takes place in bare rooms or on featureless plains.","Boulder-strewn caverns, briar-choked forests, treacherous staircases\u2014the setting of a typical fight contains difficult terrain.","Every foot of movement in difficult terrain costs 1 extra foot. This rule is true even if multiple things in a space count as difficult terrain.","Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Being Prone","page":190,"entries":["Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are {@condition prone}, a condition described in the appendix.","You can drop {@condition prone} without using any of your speed. Standing up takes more effort; doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to stand up. You can't stand up if you don't have enough movement left or if your speed is 0.","To move while {@condition prone}, you must crawl or use magic such as teleportation. Every foot of movement while crawling costs 1 extra foot. Crawling 1 foot in {@quickref difficult terrain||3}, therefore, costs 3 feet of movement."],"source":"PHB"},{"type":"entries","name":"Moving around Other Creatures","page":191,"entries":["You can move through a nonhostile creature's space. In contrast, you can move through a hostile creature's space only if the creature is at least two sizes larger or smaller than you. Remember that another creature's space is {@quickref difficult terrain||3} for you.","Whether a creature is a friend or an enemy, you can't willingly end your move in its space.","If you leave a hostile creature's reach during your move, you provoke an opportunity attack, as explained later in the chapter."],"source":"PHB"},{"type":"entries","name":"Flying Movement","page":191,"entries":["Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked {@condition prone}, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the {@spell fly} spell."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Creature Size","page":191,"entries":["Each creature takes up a different amount of space.","The Size Categories table shows how much space a creature of a particular size controls in combat. Objects sometimes use the same size categories.",{"type":"table","caption":"Size Categories","basicRules":true,"srd":true,"colLabels":["Size","Space"],"colStyles":["col-6","col-6"],"rows":[["Tiny","2½ by 2½ ft."],["Small","5 by 5 ft."],["Medium","5 by 5 ft."],["Large","10 by 10 ft."],["Huge","15 by 15 ft."],["Gargantuan","20 by 20 ft. or larger"]]},{"type":"entries","name":"Space","page":191,"entries":["A creature's space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isn't 5 feet wide, for example, but it does control a space that wide. If a Medium hobgoblin stands in a 5-foot-wide doorway, other creatures can't get through unless the hobgoblin lets them.","A creature's space also reflects the area it needs to fight effectively. For that reason, there's a limit to the number of creatures that can surround another creature in combat. Assuming Medium combatants, eight creatures can fit in a 5-foot radius around another one.","Because larger creatures take up more space, fewer of them can surround a creature.","If four Large creatures crowd around a Medium or smaller one, there's little room for anyone else. In contrast, as many as twenty Medium creatures can surround a Gargantuan one."],"source":"PHB"},{"type":"entries","name":"Squeezing into a Smaller Space","page":192,"entries":["A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a Large creature can squeeze through a passage that's only 5 feet wide. While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it's in the smaller space."],"source":"PHB"}],"source":"PHB"},{"type":"inset","name":"Variant: Playing on a Grid","page":192,"entries":["If you play out a combat using a square grid and miniatures or other tokens, follow these rules.",{"name":"Squares","page":192,"type":"entries","entries":["Each square on the grid represents 5 feet."],"source":"PHB"},{"name":"Speed","page":192,"type":"entries","entries":["Rather than moving foot by foot, move square by square on the grid. This means you use your speed in 5-foot segments. This is particularly easy if you translate your speed into squares by dividing the speed by 5. For example, a speed of 30 feet translates into a speed of 6 squares.","If you use a grid often, consider writing your speed in squares on your character sheet."],"source":"PHB"},{"name":"Entering a Square","page":192,"type":"entries","entries":["To enter a square, you must have at least 1 square of movement left, even if the square is diagonally adjacent to the square you're in. (The rule for diagonal movement sacrifices realism for the sake of smooth play. The Dungeon Master's Guide provides guidance on using a more realistic approach.)","If a square costs extra movement, as a square of {@quickref difficult terrain||3} does, you must have enough movement left to pay for entering it. For example, you must have at least 2 squares of movement left to enter a square of {@quickref difficult terrain||3}."],"source":"PHB"},{"name":"Corners","page":192,"type":"entries","entries":["Diagonal movement can't cross the corner of a wall, large tree, or other terrain feature that fills its space."],"source":"PHB"},{"name":"Ranges","page":192,"type":"entries","entries":["To determine the range on a grid between two things\u2014whether creatures or objects\u2014start counting squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"The Order of Combat","page":189,"entries":["A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other.",{"type":"entries","name":"Surprise","page":189,"entries":["A band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. A gelatinous cube glides down a dungeon passage, unnoticed by the adventurers until the cube engulfs one of them. In these situations, one side of the battle gains surprise over the other.","The DM determines who might be {@status surprised}. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the DM compares the Dexterity ({@skill Stealth}) checks of anyone hiding with the passive Wisdom ({@skill Perception}) score of each creature on the opposing side. Any character or monster that doesn't notice a threat is {@status surprised} at the start of the encounter.","If you're {@status surprised}, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends. A member of a group can be {@status surprised} even if the other members aren't."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Initiative","page":189,"entries":["Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. The DM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time.","The DM ranks the combatants in order from the one with the highest Dexterity check total to the one with the lowest. This is the order (called the initiative order) in which they act during each round. The initiative order remains the same from round to round.","If a tie occurs, the DM decides the order among tied DM-controlled creatures, and the players decide the order among their tied characters. The DM can decide the order if the tie is between a monster and a player character. Optionally, the DM can have the tied characters and monsters each roll a d20 to determine the order, highest roll going first."],"source":"PHB"},{"type":"entries","name":"Your Turn","page":189,"entries":["On your turn, you can {@b move} a distance up to your speed and {@b take one action}. You decide whether to move first or take your action first. Your speed\u2014sometimes called your walking speed\u2014is noted on your character sheet.","The most common actions you can take are described in the \"Actions in Combat\" section later in this chapter. Many class features and other abilities provide additional options for your action.","The \"Movement and Position\" section later in this chapter gives the rules for your move.","You can forgo moving, taking an action, or doing anything at all on your turn. If you can't decide what to do on your turn, consider taking the {@action Dodge} or {@action Ready} action, as described in \"Actions in Combat.\"",{"type":"entries","name":"Bonus Actions","page":189,"entries":["Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. The Cunning Action feature, for example, allows a rogue to take a bonus action. You can take a bonus action only when a special ability, spell, or other feature of the game states that you can do something as a bonus action. You otherwise don't have a bonus action to take.","You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available.","You choose when to take a bonus action during your turn, unless the bonus action's timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action."],"source":"PHB"},{"type":"entries","name":"Other Activity on Your Turn","page":190,"entries":["Your turn can include a variety of flourishes that require neither your action nor your move.","You can communicate however you are able, through brief utterances and gestures, as you take your turn.","You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack.","If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions.","The DM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the DM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge.",{"type":"inset","name":"Interacting with Objects Around You","page":190,"entries":["Here are a few examples of the sorts of thing you can do in tandem with your movement and action:",{"type":"list","items":["draw or sheathe a sword","open or close a door","withdraw a potion from your backpack","pick up a dropped axe","take a bauble from a table","remove a ring from your finger","stuff some food into your mouth","plant a banner in the ground","fish a few coins from your belt pouch","drink all the ale in a flagon","throw a lever or a switch","pull a torch from a sconce","take a book from a shelf you can reach","extinguish a small flame","don a mask","pull the hood of your cloak up and over your head","put your ear to a door","kick a small stone","turn a key in a lock","tap the floor with a 10-foot pole","hand an item to another character"]}],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Reactions","page":190,"entries":["Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's. The opportunity attack, described later in this chapter, is the most common type of reaction.","When you take a reaction, you can't take another one until the start of your next turn. If the reaction interrupts another creature's turn, that creature can continue its turn right after the reaction."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Underwater Combat","page":198,"entries":["When adventurers pursue sahuagin back to their undersea homes, fight off sharks in an ancient shipwreck, or find themselves in a flooded dungeon room, they must fight in a challenging environment. Underwater the following rules apply.","When making a {@b melee weapon attack}, a creature that doesn't have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident.","A {@b ranged weapon attack} automatically misses a target beyond the weapon's normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).","Creatures and objects that are fully immersed in water have resistance to fire damage."],"source":"PHB"}]},{"type":"entries","entries":[{"type":"section","data":{"quickref":5},"name":"Climbing, Swimming, and Crawling","page":182,"entries":["Each foot of movement costs 1 extra foot (2 extra feet in {@quickref difficult terrain||3}) when you're climbing, swimming, or crawling. You ignore this extra cost if you have a climbing speed and use it to climb, or a swimming speed and use it to swim. At the DM's option, climbing a slippery vertical surface or one with few handholds requires a successful Strength ({@skill Athletics}) check. Similarly, gaining any distance in rough water might require a successful Strength ({@skill Athletics}) check."],"source":"PHB"},{"type":"section","data":{"quickref":5},"name":"Difficult Terrain","page":182,"entries":["The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground\u2014all considered difficult terrain.","You move at half speed in difficult terrain\u2014moving 1 foot in difficult terrain costs 2 feet of speed\u2014so you can cover only half the normal distance in a minute, an hour, or a day."],"source":"PHB"},{"type":"section","data":{"quickref":5},"name":"Jumping","page":182,"entries":["Your Strength determines how far you can jump.",{"type":"entries","name":"Long Jump","page":182,"entries":["When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.","This rule assumes that the height of your jump doesn't matter, such as a jump across a stream or chasm. At your DM's option, you must succeed on a DC 10 Strength ({@skill Athletics}) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit it.","When you land in {@quickref difficult terrain||3}, you must succeed on a DC 10 Dexterity ({@skill Acrobatics}) check to land on your feet. Otherwise, you land {@condition prone}."],"source":"PHB"},{"type":"entries","name":"High Jump","page":182,"entries":["When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your DM might allow you to make a Strength ({@skill Athletics}) check to jump higher than you normally can.","You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1½ times your height."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":5},"name":"Travel Pace","page":181,"entries":["While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully (see the \"Activity While Traveling\" section later in this chapter for more information).",{"type":"entries","name":"Forced March","page":181,"entries":["The Travel Pace table assumes that characters travel for 8 hours in day. They can push on beyond that limit, at the risk of {@condition exhaustion}."],"source":"PHB"},"For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of {@condition exhaustion} (see the appendix).",{"type":"entries","name":"Mounts and Vehicles","page":181,"entries":["For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas.","Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel (see chapter 5), and they don't suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day.","Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a carpet of flying, allow you to travel more swiftly. The Dungeon Master's Guide contains more information on special methods of travel."],"source":"PHB"},{"type":"table","caption":"Travel Pace","basicRules":true,"srd":true,"colLabels":["Pace","Distance Traveled per Minute","Distance Traveled per Hour","Distance Traveled per Day","Effect"],"colStyles":["col-2","col-2","col-2","col-2","col-4"],"rows":[["Fast","400 feet","4 miles","30 miles","-5 penalty to passive Wisdom ({@skill Perception}) scores"],["Normal","300 feet","3 miles","24 miles","-"],["Slow","200 feet","2 miles","18 miles","Able to use stealth"]]}],"source":"PHB"}]}],"bookref-dmscreen":[{"type":"entries","entries":[{"type":"section","name":"Ability Checks","page":237,"data":{"dmref":1},"entries":["An ability check is a test to see whether a character succeeds at a task that he or she has decided to attempt. The Player's Handbook includes examples of what each ability score is used for. The Ability Checks table summarizes that material for easy reference.",{"type":"entries","name":"Multiple Ability Checks","page":237,"entries":["Sometimes a character fails an ability check and wants to try again. In some cases, a character is free to do so; the only real cost is the time it takes. With enough attempts and enough time, a character should eventually succeed at the task. To speed things up, assume that a character spending ten times the normal amount of time needed to complete a task automatically succeeds at that task. However, no amount of repeating the check allows a character to turn an impossible task into a successful one.","In other cases, failing an ability check makes it impossible to make the same check to do the same thing again. For example, a rogue might try to trick a town guard into thinking the adventurers are undercover agents of the king. If the rogue loses a contest of Charisma ({@skill Deception}) against the guard's Wisdom ({@skill Insight}), the same lie told again won't work. The characters can come up with a different way to get past the guard or try the check again against another guard at a different gate. But you might decide that the initial failure makes those checks more difficult to pull off.",{"type":"table","caption":"Ability Checks","colLabels":["Ability","Used for...","Example Uses"],"colStyles":["col-1","col-3","col-8"],"rows":[["Strength","Physical force and athleticism","Smash down a door, move a boulder, use a spike to wedge a door shut"],["Dexterity","Agility, reflexes, and balance","Sneak past a guard, walk along a narrow ledge, wriggle free from chains"],["Constitution","Stamina and health","Endure a marathon, grasp hot metal without flinching, win a drinking contest"],["Intelligence","Memory and reason","Recall a bit of lore, recognize a clue's significance, decode an encrypted message"],["Wisdom","Perceptiveness and willpower","Spot a hidden creature, sense that someone is lying"],["Charisma","Social influence and confidence","Persuade a creature to do something, cow a crowd, lie to someone convincingly"]]}],"source":"DMG"},{"type":"entries","name":"Contests","page":238,"entries":["A contest is a kind of ability check that matches two creatures against each other. Use a contest if a character attempts something that either directly foils or is directly opposed by another creature's efforts. In a contest, the ability checks are compared to each other, rather than to a target number.","When you call for a contest, you pick the ability that each side must use, deciding whether both sides use the same ability or whether different abilities should counter each other. For example, when a creature tries to hide, it engages in a contest of Dexterity against Wisdom. But if two creatures arm wrestle, or if one creature is holding a door closed against another's attempt to push it open, both use Strength.",{"type":"inset","name":"Intelligence Check vs. Wisdom Check","page":238,"entries":["If you have trouble deciding whether to call for an Intelligence or a Wisdom check to determine whether a character notices something, think of it in terms of what a very high or low score in those two abilities might mean.","A character with a high Wisdom but low Intelligence is aware of the surroundings but is bad at interpreting what things mean. The character might spot that one section of a wall is clean and dusty compared to the others, but he or she wouldn't necessarily make the deduction that a secret door is there.","In contrast, a character with high Intelligence and low Wisdom is probably oblivious but clever. The character might not spot the clean section of wall but, if asked about it, could immediately deduce why it's clean.","Wisdom checks allow characters to perceive what is around them (the wall is clean here), while Intelligence checks answer why things are that way (there's probably a secret door)."],"source":"DMG"}],"source":"DMG"}],"source":"DMG"},{"type":"section","name":"Exploration","page":242,"data":{"dmref":1},"entries":["This section provides guidance for running exploration, especially travel, tracking, and visibility.",{"type":"entries","name":"Using a Map","page":242,"entries":["Whatever environment the adventurers are exploring, you can use a map to follow their progress as you relate the details of their travels. In a dungeon, tracking movement on a map lets you describe the branching passages, doors, chambers, and other features the adventurers encounter as they go, and gives the players the opportunity to choose their own path. Similarly, a wilderness map can show roads, rivers, terrain, and other features that might guide the characters on their travels-or lead them astray.","The Map Travel Pace table helps you track travel on maps of different scales. The table shows how much distance on a map the adventurers can cover on foot in minutes, hours, or days. The table uses the travel paces-slow, normal, and fast-described in the Player's Handbook. Characters moving at a normal pace can walk about 24 miles in a day.",{"type":"table","caption":"Map Travel Pace","colLabels":["Map Scale","Slow Pace","Normal Pace","Fast Pace"],"colStyles":["col-3","col-3","col-3","col-3"],"rows":[["Dungeon (1 sq. = 10 ft.)","20 sq./min.","30 sq./min.","40 sq./min."],["City (1 sq. = 100 ft.)","2 sq./min.","3 sq./min.","4 sq./min."],["Province (1 hex = 1 mi.)","2 hexes/hr., 18 hexes/day","3 hexes/hr., 24 hexes/day","4 hexes/hr., 30 hexes/day"],["Kingdom (1 hex = 6 mi.)","1 hex/3 hr., 3 hexes/day","1 hex/2 hr., 4 hexes/day","1 hex/1½ hr., 5 hexes/day"]]}],"source":"DMG"},{"type":"entries","name":"Special Travel Pace","page":242,"entries":["The rules on travel pace in the Player's Handbook assume that a group of travelers adopts a pace that, over time, is unaffected by the individual members' walking speeds. The difference between walking speeds can be significant during combat, but during an overland journey, the difference vanishes as travelers pause to catch their breath, the faster ones wait for the slower ones, and one traveler's quickness is matched by another traveler's endurance.","A character bestride a phantom steed, soaring through the air on a carpet of flying, or riding a sailboat or a steam-powered gnomish contraption doesn't travel at a normal rate, since the magic, engine, or wind doesn't tire the way a creature does and the air doesn't contain the types of obstructions found on land. When a creature is traveling with a flying speed or with a speed granted by magic, an engine, or a natural force (such as wind or a water current), translate that speed into travel rates using the following rules:",{"type":"list","items":["In 1 minute, you can move a number of feet equal to your speed times 10.","In 1 hour, you can move a number of miles equal to your speed divided by 10.","For daily travel, multiply your hourly rate of travel by the number of hours traveled (typically 8 hours).","For a fast pace, increase the rate of travel by one-third.","For a slow pace, multiply the rate by two-thirds."]},"For example, a character under the effect of a wind walk spell gains a flying speed of 300 feet. In 1 minute, the character can move 3,000 feet at a normal pace, 4,000 feet at a fast pace, or 2,000 feet at a slow pace.","The character can also cover 20, 30, or 40 miles in an hour. The spell lasts for 8 hours, allowing the character to travel 160, 240, or 320 miles in a day.","Similarly, a phantom steed spell creates a magical mount with a speed of 100 feet that doesn't tire like a real horse. A character on a phantom steed can cover 1,000 feet in 1 minute at a normal pace, 1,333 feet at a fast pace, or 666 feet at a slow pace. In 1 hour, the character can travel 7, 10, or 13 miles."],"source":"DMG"},{"type":"entries","name":"Visibility Outdoors","page":243,"entries":["When traveling outdoors, characters can see about 2 miles in any direction on a clear day, or until the point where trees, hills, or other obstructions block their view. Rain normally cuts maximum visibility down to 1 mile, and fog can cut it down to between 100 and 300 feet. On a clear day, the characters can see 40 miles if they are atop a mountain or a tall hill, or are otherwise able to look down on the area around them from a height."],"source":"DMG"},{"type":"entries","name":"Noticing Other Creatures","page":243,"entries":["While exploring, characters might encounter other creatures. An important question in such a situation is who notices whom.","Indoors, whether the sides can see one another usually depends on the configuration of rooms and passageways. Vision might also be limited by light sources. Outdoor visibility can be hampered by terrain, weather, and time of day. Creatures can be more likely to hear one another before they see anything.","If neither side is being stealthy, creatures automatically notice each other once they are within sight or hearing range of one another. Otherwise, compare the Dexterity ({@skill Stealth}) check results of the creatures in the group that is hiding with the passive Wisdom ({@skill Perception}) scores of the other group, as explained in the {@i Player's Handbook}."],"source":"DMG"},{"type":"entries","name":"Tracking","page":244,"entries":["Adventurers sometimes choose their path by following the tracks of other creatures-or other creatures might track the adventurers! To track, one or more creatures must succeed on a Wisdom ({@skill Survival}) check. You might require trackers to make a new check in any of the following circumstances:",{"type":"list","items":["They stop tracking and resume after finishing a short or long rest.","The trail crosses an obstacle, such as a river, that shows no tracks.","The weather conditions or terrain changes in a way that makes tracking harder."]},"The DC for the check depends on how well the ground shows signs of a creature's passage. No roll is necessary in situations where the tracks are obvious. For example, no check is needed to track an army advancing along a muddy road. Spotting tracks on a bare stone floor is more challenging, unless the creature being tracked leaves a distinct trail. Additionally, the passage of time often makes tracks harder to follow. In a situation where there is no trail to follow, you can rule that tracking is impossible. The Tracking DCs table offers guidelines for setting the DC or, if you prefer, you can choose a DC based on your assessment of the difficulty. You can also grant advantage on the check if there's more than one set of tracks to follow, or disadvantage if the trail being followed passes through a well-trafficked area.","On a failed check, the character loses the trail but can attempt to find it again by making a careful search of the area. It takes 10 minutes to find a trail in a confined area such as a dungeon, or 1 hour outdoors.",{"type":"table","caption":"Tracking DCs","colLabels":["Ground Surface","DC"],"colStyles":["col-10","col-2 text-center"],"rows":[["Soft surface such as snow","10"],["Dirt or grass","15"],["Bare stone","20"],["Each day since the creature passed","+5"],["Creature left a trail such as blood","-5"]]}],"source":"DMG"}],"source":"DMG"},{"type":"section","name":"Madness","page":258,"data":{"dmref":1},"entries":["In a typical campaign, characters aren't driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face.",{"type":"entries","name":"Going Mad","page":259,"entries":["Various magical effects can inflict madness on an otherwise stable mind. Certain spells, such as {@spell contact other plane} and {@spell symbol}, can cause insanity, and you can use the madness rules here instead of the spell effects in the Player's Handbook. Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them.","Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw. If your game includes the {@variantrule New Ability Scores: Honor and Sanity||Sanity score} (see chapter 9, \"Dungeon Master's Workshop\"), a creature makes a Sanity saving throw instead."],"source":"DMG"},{"type":"entries","name":"Madness Effects","page":259,"entries":["Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative effects can result in long-term or indefinite madness.","A character afflicted with {@b short-term madness} is subjected to an effect from the Short-Term Madness table for {@dice 1d10} minutes.","A character afflicted with {@b long-term madness} is subjected to an effect from the Long-Term Madness table for {@dice 1d10 × 10} hours.","A character afflicted with {@b indefinite madness} gains a new character flaw from the Indefinite Madness table that lasts until cured.",{"type":"table","caption":"Short-Term Madness","srd":true,"colLabels":["d100","Effects (lasts 1d10 minutes)"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-20","The character retreats into his or her mind and becomes {@condition paralyzed}. The effect ends if the character takes any damage."],["21-30","The character becomes {@condition incapacitated} and spends the duration screaming, laughing, or weeping."],["31-40","The character becomes {@condition frightened} and must use his or her action and movement each round to flee from the source of the fear."],["41-50","The character begins babbling and is incapable of normal speech or spellcasting."],["51-60","The character must use his or her action each round to attack the nearest creature."],["61-70","The character experiences vivid hallucinations and has disadvantage on ability checks."],["71-75","The character does whatever anyone tells him or her to do that isn't obviously self-destructive."],["76-80","The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal."],["81-90","The character is {@condition stunned}."],["91-100","The character falls {@condition unconscious}."]]},{"type":"table","caption":"Long-Term Madness","srd":true,"colLabels":["d100","Effects (lasts 1d10 × 10 hours)"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-10","The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins."],["11-20","The character experiences vivid hallucinations and has disadvantage on ability checks."],["21-30","The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks."],["31-40","The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the {@spell antipathy/sympathy} spell."],["41-45","The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects."],["46-55","The character becomes attached to a \"lucky charm,\" such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it."],["56-65","The character is {@condition blinded} (25%) or {@condition deafened} (75%)."],["66-75","The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity."],["76-85","The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn't recognize other people or remember anything that happened before the madness took effect."],["86-90","Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the {@spell confusion} spell. The confusion effect lasts for 1 minute."],["91-95","The character loses the ability to speak."],["96-100","The character falls {@condition unconscious}. No amount of jostling or damage can wake the character."]]},{"type":"table","caption":"Indefinite Madness","srd":true,"colLabels":["d100","Flaw (lasts until cured)"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-15","\"Being drunk keeps me sane.\""],["16-25","\"I keep whatever I find.\""],["26-30","\"I try to become more like someone else I know\u2014adopting his or her style of dress, mannerisms, and name.\""],["31-35","\"I must bend the truth, exaggerate, or outright lie to be interesting to other people.\""],["36-45","\"Achieving my goal is the only thing of interest to me, and I'll ignore everything else to pursue it.\""],["46-50","\"I find it hard to care about anything that goes on around me.\""],["51-55","\"I don't like the way people judge me all the time.\""],["56-70","\"I am the smartest, wisest, strongest, fastest, and most beautiful person I know.\""],["71-80","\"I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they're watching me all the time.\""],["81-85","\"There's only one person I can trust. And only I can see this special friend.\""],["86-95","\"I can't take anything seriously. The more serious the situation, the funnier I find it.\""],["96-100","\"I've discovered that I really like killing people.\""]]}],"source":"DMG"},{"type":"entries","name":"Curing Madness","page":260,"entries":["A {@spell calm emotions} spell can suppress the effects of madness, while a {@spell lesser restoration} spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, {@spell remove curse} or {@spell dispel evil and good||dispel evil} might also prove effective. A {@spell greater restoration} spell or more powerful magic is required to rid a character of indefinite madness."],"source":"DMG"}],"source":"DMG"},{"type":"section","name":"Objects","page":246,"data":{"dmref":1},"entries":["When characters need to saw through ropes, shatter a window, or smash a vampire's coffin, the only hard and fast rule is this: given enough time and the right tools, characters can destroy any destructible object. Use common sense when determining a character's success at damaging an object. Can a fighter cut through a section of a stone wall with a sword? No, the sword is likely to break before the wall does.","For the purpose of these rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone, not a building or a vehicle that is composed of many other objects.",{"type":"entries","name":"Statistics for Objects","page":246,"entries":["When time is a factor, you can assign an Armor Class and hit points to a destructible object. You can also give it immunities, resistances, and vulnerabilities to specific types of damage.",{"type":"entries","name":"Armor Class","page":246,"entries":["An object's Armor Class is a measure of how difficult it is to deal damage to the object when striking it (because the object has no chance of dodging out of the way). The Object Armor Class table provides suggested AC values for various substances.",{"type":"table","caption":"Object Armor Class","srd":true,"colLabels":["Substance","AC"],"colStyles":["col-10","col-2 text-center"],"rows":[["Cloth, paper, rope","11"],["Crystal, glass, ice","13"],["Wood, bone","15"],["Stone","17"],["Iron, steel","19"],["Mithral","21"],["Adamantine","23"]]}],"source":"DMG"},{"type":"entries","name":"Hit Points","page":247,"entries":["An object's hit points measure how much damage it can take before losing its structural integrity. Resilient objects have more hit points than fragile ones. Large objects also tend to have more hit points than small ones, unless breaking a small part of the object is just as effective as breaking the whole thing. The Object Hit Points table provides suggested hit points for fragile and resilient objects that are Large or smaller.",{"type":"table","caption":"Object Hit Points","srd":true,"colLabels":["Size","Fragile","Resilient"],"colStyles":["col-6","col-3 text-center","col-3 text-center"],"rows":[["Tiny (bottle, lock)","2 ({@dice 1d4})","5 ({@dice 2d4})"],["Small (chest, lute)","3 ({@dice 1d6})","10 ({@dice 3d6})"],["Medium (barrel, chandelier)","4 ({@dice 1d8})","18 ({@dice 4d8})"],["Large (cart, 10-ft.-by-10-ft. window)","5 ({@dice 1d10})","27 ({@dice 5d10})"]]}],"source":"DMG"},{"type":"entries","name":"Huge and Gargantuan Objects","page":247,"entries":["Normal weapons are of little use against many Huge and Gargantuan objects, such as a colossal statue, towering column of stone, or massive boulder. That said, one torch can burn a Huge tapestry, and an earthquake spell can reduce a colossus to rubble. You can track a Huge or Gargantuan object's hit points if you like, or you can simply decide how long the object can withstand whatever weapon or force is acting against it. If you track hit points for the object, divide it into Large or smaller sections, and track each section's hit points separately. Destroying one of those sections could ruin the entire object. For example, a Gargantuan statue of a human might topple over when one of its Large legs is reduced to 0 hit points."],"source":"DMG"},{"type":"entries","name":"Objects and Damage Types","page":247,"entries":["Objects are immune to poison and psychic damage. You might decide that some damage types are more effective against a particular object or substance than others. For example, bludgeoning damage works well for smashing things but not for cutting through rope or leather. Paper or cloth objects might be vulnerable to fire and lightning damage. A pick can chip away stone but can't effectively cut down a tree. As always, use your best judgment."],"source":"DMG"},{"type":"entries","name":"Damage Threshold","page":247,"entries":["Big objects such as castle walls often have extra resilience represented by a damage threshold. An object with a damage threshold has immunity to all damage unless it takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the object's damage threshold is considered superficial and doesn't reduce the object's hit points."],"source":"DMG"}],"source":"DMG"}],"source":"DMG"},{"type":"section","name":"Poisons","page":257,"data":{"dmref":1},"entries":["Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures.","Poisons come in the following four types.",{"type":"entries","name":"Contact","page":257,"entries":["Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects."],"source":"DMG"},{"type":"entries","name":"Ingested","page":257,"entries":["A creature must swallow an entire dose of ingested poison to suffer its effects. You might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save. The dose can be delivered in food or a liquid."],"source":"DMG"},{"type":"entries","name":"Inhaled","page":257,"entries":["These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body."],"source":"DMG"},{"type":"entries","name":"Injury","page":257,"entries":["Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects."],"source":"DMG"},{"type":"table","caption":"Poisons","srd":true,"colLabels":["Item","Type","Price per Dose"],"colStyles":["col-6","col-3","col-3 text-right"],"rows":[["{@item Assassin's blood}","Ingested","150 gp"],["{@item Burnt othur fumes}","Inhaled","500 gp"],["{@item Carrion crawler mucus}","Contact","200 gp"],["{@item Drow poison}","Injury","200 gp"],["{@item Essence of ether}","Inhaled","300 gp"],["{@item Malice}","Inhaled","250 gp"],["{@item Midnight tears}","Ingested","1,500 gp"],["{@item Oil of taggit}","Contact","400 gp"],["{@item Pale tincture}","Ingested","250 gp"],["{@item Purple worm poison}","Injury","2,000 gp"],["{@item Serpent venom}","Injury","200 gp"],["{@item Torpor}","Ingested","600 gp"],["{@item Truth serum}","Ingested","150 gp"],["{@item Wyvern poison}","Injury","1,200 gp"]]},{"type":"entries","name":"Sample Poisons","page":257,"entries":["Each type of poison has its own debilitating effects.",{"type":"list","items":["{@item Assassin's blood}","{@item Burnt othur fumes}","{@item Carrion crawler mucus}","{@item Drow poison}","{@item Essence of ether}","{@item Malice}","{@item Midnight tears}","{@item Oil of taggit}","{@item Pale tincture}","{@item Purple worm poison}","{@item Serpent venom}","{@item Torpor}","{@item Truth serum}","{@item Wyvern poison}"]}],"source":"DMG"},{"type":"entries","name":"Purchasing Poison","page":258,"entries":["In some settings, strict laws prohibit the possession and use of poison, but a black-market dealer or unscrupulous apothecary might keep a hidden stash. Characters with criminal contacts might be able to acquire poison relatively easily. Other characters might have to make extensive inquiries and pay bribes before they track down the poison they seek.","The Poisons table gives suggested prices for single doses of various poisons."],"source":"DMG"},{"type":"entries","name":"Crafting and Harvesting Poison","page":258,"entries":["During downtime between adventures, a character can use the crafting rules in the Player's Handbook to create basic poison if the character has proficiency with a {@item poisoner's kit|phb}. At your discretion, the character can craft other kinds of poison. Not all poison ingredients are available for purchase, and tracking down certain ingredients might form the basis of an entire adventure.","A character can instead attempt to harvest poison from a poisonous creature, such as a snake, wyvern, or carrion crawler. The creature must be incapacitated or dead, and the harvesting requires {@dice 1d6} minutes followed by a DC 20 Intelligence ({@skill Nature}) check. (Proficiency with the {@item poisoner's kit|phb} applies to this check if the character doesn't have proficiency in Nature.) On a successful check, the character harvests enough poison for a single dose. On a failed check, the character is unable to extract any poison. If the character fails the check by 5 or more, the character is subjected to the creature's poison."],"source":"DMG"}],"source":"DMG"},{"type":"section","name":"Social Interaction","page":244,"data":{"dmref":1},"entries":["During a social interaction, the adventurers usually have a goal. They want to extract information, secure aid, win someone's trust, escape punishment, avoid combat, negotiate a treaty, or achieve whatever other objective led to the interaction in the first place. The creatures they interact with also have agendas.","Some DMs prefer to run a social interaction as a free-form roleplaying exercise, where dice rarely come into play. Other DMs prefer to resolve the outcome of an interaction by having characters make Charisma checks. Either approach works, and most games fall somewhere in between, balancing player skill(roleplaying and persuading) with character skill (reflected by ability checks).",{"type":"entries","name":"Resolving Interactions","page":244,"entries":["The {@i Player's Handbook} provides guidelines for balancing roleplaying and ability checks in a social interaction (see chapter 8, \"Adventuring,\" in that book). This section adds to that material by providing a structured way to resolve a social interaction. Much of this structure will be invisible to your players in play and isn't meant to be a substitute for roleplaying.",{"type":"entries","name":"1. Starting Attitude","page":244,"entries":["Choose the starting attitude of a creature the adventurers are interacting with: friendly, indifferent, or hostile.","A {@b friendly} creature wants to help the adventurers and wishes for them to succeed. For tasks or actions that require no particular risk, effort, or cost, friendly creatures usually help without question. If an element of personal risk is involved, a successful Charisma check might be required to convince a friendly creature to take that risk.","An {@b indifferent} creature might help or hinder the party, depending on what the creature sees as most beneficial. A creature's indifference doesn't necessarily make it standoffish or disinterested. Indifferent creatures might be polite and genial, surly and irritable, or anything in between. A successful Charisma check is necessary when the adventurers try to persuade an indifferent creature to do something.","A {@b hostile} creature opposes the adventurers and their goals but doesn't necessarily attack them on sight. For example, a condescending noble might wish to see a group of upstart adventurers fail so as to keep them from becoming rivals for the king's attention, thwarting them with slander and scheming rather than direct threats and violence. The adventurers need to succeed on one or more challenging Charisma checks to convince a hostile creature to do anything on their behalf. That said, a hostile creature might be so ill-disposed toward the party that no Charisma check can improve its attitude, in which case any attempt to sway it through diplomacy fails automatically."],"source":"DMG"},{"type":"entries","name":"2. Conversation","page":244,"entries":["Play out the conversation. Let the adventurers make their points, trying to frame their statements in terms that are meaningful to the creature they are interacting with.",{"type":"entries","name":"Changing Attitude","page":245,"entries":["The attitude of a creature might change over the course of a conversation. If the adventurers say or do the right things during an interaction (perhaps by touching on a creature's ideal, bond, or flaw), they can make a hostile creature temporarily indifferent, or make an indifferent creature temporarily friendly. Likewise, a gaffe, insult, or harmful deed might make a friendly creature temporarily indifferent or turn an indifferent creature hostile.","Whether the adventurers can shift a creature's attitude is up to you. You decide whether the adventurers have successfully couched their statements in terms that matter to the creature. Typically, a creature's attitude can't shift more than one step during a single interaction, whether temporarily or permanently."],"source":"DMG"},{"type":"entries","name":"Determining Characteristics","page":245,"entries":["The adventurers don't necessarily enter into a social interaction with a full understanding of a creature's ideal, bond, or flaw. If they want to shift a creature's attitude by playing on these characteristics, they first need to determine what the creature cares about. They can guess, but doing so runs the risk of shifting the creature's attitude in the wrong direction if they guess badly.","After interacting with a creature long enough to get a sense of its personality traits and characteristics through conversation, an adventurer can attempt a Wisdom ({@skill Insight}) check to uncover one of the creature's characteristics. You set the DC. A check that fails by 10 or more might misidentify a characteristic, so you should provide a false characteristic or invert one of the creature's existing characteristics. For example, if an old sage's flaw is that he is prejudiced against the uneducated, an adventurer who badly fails the check might be told that the sage enjoys personally seeing to the education of the downtrodden.","Given time, adventurers can also learn about a creature's characteristics from other sources, including its friends and allies, personal letters, and publicly told stories. Acquiring such information might be the basis of an entirely different set of social interactions."],"source":"DMG"}],"source":"DMG"},{"type":"entries","name":"3. Charisma Check","page":245,"entries":["When the adventurers get to the point of their request, demand, or suggestion-or if you decide the conversation has run its course-call for a Charisma check. Any character who has actively participated in the conversation can make the check. Depending on how the adventurers handled the conversation, the Persuasion, Deception, or Intimidation skill might apply to the check. The creature's current attitude determines the DC required to achieve a specific reaction, as shown in the Conversation Reaction table.",{"type":"tableGroup","name":"Conversation Reaction","tables":[{"type":"table","caption":"Conversation Reaction","colLabels":["DC","Friendly Creature's Reaction"],"colStyles":["col-2 text-center","col-10"],"rows":[["0","The creature does as asked without taking risks or making sacrifices."],["10","The creature accepts a minor risk or sacrifice to do as asked."],["20","The creature accepts a significant risk or sacrifice to do as asked."]]},{"type":"table","colLabels":["DC","Indifferent Creature's Reaction"],"colStyles":["col-2 text-center","col-10"],"rows":[["0","The creature offers no help but does no harm."],["10","The creature does as asked as long as no risks or sacrifices are involved."],["20","The creature accepts a minor risk or sacrifice to do as asked."]]},{"type":"table","colLabels":["DC","Hostile Creature's Reaction"],"colStyles":["col-2 text-center","col-10"],"rows":[["0","The creature opposes the adventurers' actions and might take risks to do so."],["10","The creature offers no help but does no harm."],["20","The creature does as asked as long as no risks or sacrifices are involved."]]}]},{"type":"entries","name":"Aiding the Check","page":245,"entries":["Other characters who make substantial contributions to the conversation can help the character making the check. If a helping character says or does something that would influence the interaction in a positive way, the character making the Charisma check can do so with advantage. If the other character inadvertently says something counter productive or offensive, the character making the Charisma check has disadvantage on that check."],"source":"DMG"},{"type":"entries","name":"Multiple Checks","page":245,"entries":["Certain situations might call for more than one check, particularly if the adventurers come into the interaction with multiple goals."],"source":"DMG"}],"source":"DMG"},{"type":"entries","name":"4. Repeat?","page":245,"entries":["Once a Charisma check has been made, further attempts to influence the target of the interaction might be fruitless or run the risk of upsetting or angering the subject creature, potentially shifting its attitude toward hostility. Use your best judgment. For example, if the party's rogue says something that pushes a noble's attitude toward the party from indifferent to hostile, another character might be able to diffuse the noble's hostility with clever roleplaying and a successful Charisma ({@skill Persuasion}) check."],"source":"DMG"}],"source":"DMG"},{"type":"entries","name":"Roleplaying","page":245,"entries":["For some DMs, roleplaying comes naturally. If it doesn't come naturally for you, don't worry. The main thing is for you to have fun portraying your NPCs and monsters and to amuse your players in the process. You don't need to be a practiced thespian or comedian to create drama or humor. The key is to pay attention to the story elements and characterizations that make your players laugh or feel emotionally engaged and to incorporate those things into your roleplaying.",{"type":"entries","name":"Being the NPC","page":245,"entries":["Imagine how a character or monster you bring to life would react to the adventurers. Consider what it cares about. Does it have any ideals, flaws, or bonds? By working such things into your portrayal, you not only make the character or monster more believable, but you also enhance the sense that the adventurers are in a living world.","Strive for responses and actions that introduce twists into the game. For example, an old woman whose family was killed at the hands of an evil wizard might regard the party's wizard with grave suspicion.","However you roleplay a character or monster, the classic advice for writers holds true: show, don't tell. For example, rather than describe an NPC as shallow and self-centered, have the individual act the way you would expect a shallow, self-centered person to behave. The NPC might have off-the-cuff answers for everything, an over-willingness to share personal anecdotes, and a desperate need to make himself or herself the subject of every conversation."],"source":"DMG"},{"type":"entries","name":"Using Your Voice","page":245,"entries":["Most of what you say during a session will be at a consistent level. For dramatic effect, be ready to shout out a battle cry or speak in a conspiratorial whisper.","Also, characters and monsters with distinctive voices are memorable. If you're not a natural mimic or actor, borrowing distinctive speech patterns from real life, the movies, or television is a good place to start. Practice different voices and impersonations of famous people, then use those voices to bring your NPCs to life.","Experiment with different speech patterns. For instance, a barmaid and a city magistrate probably use their words differently. Similarly, peasants could speak in earthy dialects, while rich folk talk in haughty drawls.","Let a pirate NPC say, \"Arrrr, maties!\" in your best Long John Silver voice. Let intelligent monsters unfamiliar with Common stumble along with awkward grammar.","Let drunkards and monsters mutter with slurred speech, while lizardfolk hiss their threats. In any interaction with multiple NPCs, make sure the adventurers remain the focus. Have the NPCs talk to them, not so much to each other. If possible, let one NPC do most of the talking, but if multiple NPCs need to talk, give them distinct voices so the players know who's who."],"source":"DMG"},{"type":"entries","name":"Using Your Face and Arms","page":246,"entries":["Use your facial expressions to help show a character's emotions. Scowl, smile, grin, snarl, pout, cross your eyes-do whatever it takes to make the character or monster memorable to the players. When you combine facial expressions with an unusual voice, a character truly comes to life.","Though you don't need to stand up out of your chair, you can use your arms to bring even more life to an NPC. A noble could chop the air with one hand while speaking in a deadpan monotone, while an archmage might express her displeasure by silently rolling her eyes and massaging her temples with her fingers."],"source":"DMG"},{"type":"entries","name":"Engaging the Players","page":246,"entries":["Some players enjoy roleplaying and interaction more than others. Whatever your players' tastes, your lively portrayal of NPCs and monsters can inspire players to make just as much investment in portraying their characters. This makes social interactions an opportunity for everyone to become more immersed in the game, creating a story whose protagonists have depth.","To make sure everyone has something to do during a roleplaying-heavy game session, consider one or more of the following approaches.",{"type":"entries","name":"Appeal to Player Preferences","page":246,"entries":["There are in-game activities that players enjoy more than others, as discussed in this book's introduction. Players who like acting thrive in interaction situations, and it's fine to let those players take the spotlight. They often inspire other players by their example, but make sure those other players have an opportunity to join in the fun.","Players who like exploring and storytelling are usually amenable to roleplaying, as long as it moves the campaign forward and reveals more about the world. Players who like problem-solving often enjoy figuring out the right thing to say to shift an NPC's attitude. Players who are instigators like provoking reactions from NPCs, so they're often easily engaged-though not always productively.","Players who like to optimize their characters and slay monsters also like to argue, and having conflict within an interaction can help those players embrace roleplaying. Still, creating combat connections to an extended interaction (such as a corrupt vizier sending assassins to kill the adventurers) is often the best way to keep action-focused players engaged."],"source":"DMG"},{"type":"entries","name":"Target Specific Characters","page":246,"entries":["Create situations where characters who might not otherwise be engaged with a social interaction have to do at least some of the talking. Perhaps the NPC in question is a family member or a contact of a particular adventurer and talks only to that character. An NPC of a certain race or class might listen only to characters he or she feels a kinship with. Creating a sense of importance can be a great way to get specific players engaged, but don't shut out players who are already roleplaying.","If a couple of players are dominating the conversation, take a moment now and then to involve the others. You can do this in character if you like: \"And what about your hulking friend? Speak, barbarian! What will you pledge in exchange for my favor?\" Or just ask the player what his or her character is doing while the conversation is going on. The first approach is better for players who are already comfortable speaking in their characters' voices. The second approach works better for players who need encouragement to engage in a roleplaying scenario."],"source":"DMG"}],"source":"DMG"}],"source":"DMG"}],"source":"DMG"}]},{"type":"entries","entries":[{"type":"section","name":"Adjudicating Areas of Effect","page":249,"data":{"dmref":2},"entries":["Many spells and other game features create areas of effect, such as the cone and the sphere. If you're not using miniatures or another visual aid, it can sometimes be difficult to determine who's in an area of effect and who isn't. The easiest way to address such uncertainty is to go with your gut and make a call.","If you would like more guidance, consider using the Targets in Areas of Effect table. To use the table, imagine which combatants are near one another, and let the table guide you in determining the number of those combatants that are caught in an area of effect.","Add or subtract targets based on how bunched up the potential targets are. Consider rolling {@dice 1d3} to determine the amount to add or subtract.",{"type":"table","caption":"Targets in Areas of Effect","colLabels":["Area","Number of Targets"],"colStyles":["col-6","col-6"],"rows":[["Cone","{@dice ceil(#$prompt_number:title=Enter a Size$# / 10)|Size ÷ 10} (round up)"],["Cube or square","{@dice ceil(#$prompt_number:title=Enter a Size$# / 5)|Size ÷ 5} (round up)"],["Cylinder","{@dice ceil(#$prompt_number:title=Enter a Radius$# / 5)|Radius ÷ 5} (round up)"],["Line","{@dice ceil(#$prompt_number:title=Enter a Length$# / 30)|Length ÷ 30} (round up)"],["Sphere or circle","{@dice ceil(#$prompt_number:title=Enter a Radius$# / 5)|Radius ÷ 5} (round up)"]]},"For example, if a wizard directs burning hands (a 15-foot cone) at a nearby group of orcs, you could use the table and say that two orcs are targeted (15 ÷ 10 = 1.5, rounded up to 2). Similarly, a sorcerer could launch a lightning bolt (100-foot line) at some ogres and hobgoblins, and you could use the table to say four of the monsters are targeted (100 ÷ 30 = 3.33, rounded up to 4).","This approach aims at simplicity instead of spatial precision. If you prefer more tactical nuance, consider using miniatures."],"source":"DMG"},{"type":"section","name":"Adjudicating Reaction Timing","page":252,"data":{"dmref":2},"entries":["Typical combatants rely on the opportunity attack and the Ready action for most of their reactions in a fight. Various spells and features give a creature more reaction options, and sometimes the timing of a reaction can be difficult to adjudicate. Use this rule of thumb: follow whatever timing is specified in the reaction's description. For example, the opportunity attack and the shield spell are clear about the fact that they can interrupt their triggers. If a reaction has no timing specified, or the timing is unclear, the reaction occurs after its trigger finishes, as in the Ready action."],"source":"DMG"},{"type":"section","name":"Areas of Effect","page":251,"data":{"dmref":2},"entries":["The area of effect of a spell, monster ability, or other feature must be translated onto squares or hexes to determine which potential targets are in the area and which aren't.","Choose an intersection of squares or hexes as the point of origin of an area of effect, then follow its rules as normal. If an area of effect is circular and covers at least half a square, it affects that square."],"source":"DMG"},{"type":"section","name":"Chases","page":252,"data":{"dmref":2},"entries":["Strict application of the movement rules can turn a potentially exciting chase into a dull, predictable affair.","Faster creatures always catch up to slower ones, while creatures with the same speed never close the distance between each other. This set of rules can make chases more exciting by introducing random elements.",{"type":"entries","name":"Beginning a Chase","page":252,"entries":["A chase requires a quarry and at least one pursuer. Any participants not already in initiative order must roll initiative. As in combat, each participant in the chase can take one action and move on its turn. The chase ends when one side drops out or the quarry escapes.","When a chase begins, determine the starting distance between the quarry and the pursuers. Track the distance between them, and designate the pursuer closest to the quarry as the lead. The lead pursuer might change from round to round."],"source":"DMG"},{"type":"entries","name":"Running the Chase","page":252,"entries":["Participants in the chase are strongly motivated to use the Dash action every round. Pursuers who stop to cast spells and make attacks run the risk of losing their quarry, and a quarry that does so is likely to be caught.",{"type":"entries","name":"Dashing","page":252,"entries":["During the chase, a participant can freely use the Dash action a number of times equal to 3 + its Constitution modifier. Each additional Dash action it takes during the chase requires the creature to succeed on a DC 10 Constitution check at the end of its turn or gain one level of {@condition exhaustion}.","A participant drops out of the chase if its {@condition exhaustion} reaches level 5, since its speed becomes 0. A creature can remove the levels of {@condition exhaustion} it gained during the chase by finishing a short or long rest."],"source":"DMG"},{"type":"entries","name":"Spells and Attacks","page":252,"entries":["A chase participant can make attacks and cast spells against other creatures within range. Apply the normal rules for cover, terrain, and so on to the attacks and spells.","Chase participants can't normally make opportunity attacks against each other, since they are all assumed to be moving in the same direction at the same time.","However, participants can still be the targets of opportunity attacks from creatures not participating in the chase. For example, adventurers who chase a thief past a gang of thugs in an alley might provoke opportunity attacks from the thugs."],"source":"DMG"}],"source":"DMG"},{"type":"entries","name":"Ending a Chase","page":253,"entries":["A chase ends when one side or the other stops, when the quarry escapes, or when the pursuers are close enough to their quarry to catch it.","If neither side gives up the chase, the quarry makes a Dexterity ({@skill Stealth}) check at the end of each round, after every participant in the chase has taken its turn. The result is compared to the passive Wisdom ({@skill Perception}) scores of the pursuers. If the quarry consists of multiple creatures, they all make the check.","If the quarry is never out of the lead pursuer's sight, the check fails automatically. Otherwise, if the result of the quarry's check is greater than the highest passive score, that quarry escapes. If not, the chase continues for another round.","The quarry gains advantage or disadvantage on its check based on prevailing circumstances, as shown in the Escape Factors table. If one or more factors give the quarry both advantage and disadvantage on its check, the quarry has neither, as usual.",{"type":"table","caption":"Escape Factors","colLabels":["Factor","Check Has..."],"colStyles":["col-6","col-6"],"rows":[["Quarry has many things to hide behind","Advantage"],["Quarry is in a very crowded or noisy area","Advantage"],["Quarry has few things to hide behind","Disadvantage"],["Quarry is in an uncrowded or quiet area","Disadvantage"],["The lead pursuer is a ranger or has proficiency in Survival","Disadvantage"]]},"Other factors might help or hinder the quarry's ability to escape, at your discretion. For example, a quarry with a faerie fire spell cast on it might have disadvantage on checks made to escape because it's much easier to spot.","Escape doesn't necessarily mean the quarry has outpaced its pursuers. For example, in an urban setting, escape might mean the quarry ducked into a crowd or slipped around a corner, leaving no clue as to where it went."],"source":"DMG"},{"type":"entries","name":"Chase Complications","page":253,"entries":["As with any good chase scene, complications can arise to make a chase more pulse-pounding. The Urban Chase Complications table and the Wilderness Chase Complications table provide several examples. Complications occur randomly. Each participant in the chase rolls a {@dice d20} at the end of its turn. Consult the appropriate table to determine whether a complication occurs. If it does, it affects the next chase participant in the initiative order, not the participant who rolled the die. The participant who rolled the die or the participant affected by the complication can spend inspiration to negate the complication.","Characters can create their own complications to shake off pursuers (for example, casting the web spell in a narrow alleyway). Adjudicate these as you see fit.",{"type":"table","caption":"Urban Chase Complications","colLabels":["d20","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A large obstacle such as a horse or cart blocks your way. Make a DC 15 Dexterity ({@skill Acrobatics}) check to get past the obstacle. On a failed check, the obstacle counts as 10 feet of {@quickref difficult terrain||3}."],["2","A crowd blocks your way. Make a DC 10 Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (your choice) to make your way through the crowd unimpeded. On a failed check, the crowd counts as 10 feet of {@quickref difficult terrain||3}."],["3","A large stained-glass window or similar barrier blocks your path. Make a DC 10 Strength saving throw to smash through the barrier and keep going. On a failed save, you bounce off the barrier and fall prone."],["4","A maze of barrels, crates, or similar obstacles stands in your way. Make a DC 10 Dexterity ({@skill Acrobatics}) or Intelligence check (your choice) to navigate the maze. On a failed check, the maze counts as 10 feet of {@quickref difficult terrain||3}."],["5","The ground beneath your feet is slippery with rain, spilled oil, or some other liquid. Make a DC 10 Dexterity saving throw. On a failed save, you fall prone."],["6","You come upon a pack of dogs fighting over food. Make a DC 10 Dexterity ({@skill Acrobatics}) check to get through the pack unimpeded. On a failed check, you are bitten and take {@dice 1d4} piercing damage, and the dogs count as 5 feet of {@quickref difficult terrain||3}."],["7","You run into a brawl in progress. Make a DC 15 Strength ({@skill Athletics}), Dexterity ({@skill Acrobatics}), or Charisma ({@skill Intimidation}) check (your choice) to get past the brawlers unimpeded. On a failed check, you take {@dice 2d4} bludgeoning damage, and the brawlers count as 10 feet of {@quickref difficult terrain||3}."],["8","A beggar blocks your way. Make a DC 10 Strength ({@skill Athletics}), Dexterity ({@skill Acrobatics}), or Charisma ({@skill Intimidation}) check (your choice) to slip past the beggar. You succeed automatically if you toss the beggar a coin. On a failed check, the beggar counts as 5 feet of {@quickref difficult terrain||3}."],["9","An overzealous guard (see the Monster Manual (or game statistics) mistakes you for someone else. If you move 20 feet or more on your turn, the guard makes an opportunity attack against you with a spear (+3 to hit; {@dice 1d6 + 1} piercing damage on a hit)."],["10","You are forced to make a sharp turn to avoid colliding with something impassable. Make a DC 10 Dexterity saving throw to navigate the turn. On a failed save, you collide with something hard and take {@dice 1d4} bludgeoning damage."],["11-20","No complication."]]},{"type":"table","caption":"Wilderness Chase Complications","colLabels":["d20","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Your path takes you through a rough patch of brush. Make a DC 10 Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (your choice) to get past the brush. On a failed check, the brush counts as 5 feet of {@quickref difficult terrain||3}."],["2","Uneven ground threatens to slow your progress. Make a DC 10 Dexterity ({@skill Acrobatics}) check to navigate the area. On a failed check, the ground counts as 10 feet of {@quickref difficult terrain||3}."],["3","You run through a {@creature swarm of insects} (see the Monster Manual for game statistics, with the DM choosing whichever kind of insects makes the most sense). The swarm makes an opportunity attack against you (+3 to hit; {@dice 4d4} piercing damage on a hit)."],["4","A stream, ravine, or rock bed blocks your path. Make a DC 10 Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (your choice) to cross the impediment. On a failed check, the impediment counts as 10 feet of {@quickref difficult terrain||3}."],["5","Make a DC 10 Constitution saving throw. On a failed save, you are blinded by blowing sand, dirt, ash, snow, or pollen until the end of your turn. While blinded in this way, your speed is halved."],["6","A sudden drop catches you by surprise. Make a DC 10 Dexterity saving throw to navigate the impediment. On a failed save, you fall {@dice 1d4 × 5} feet, taking {@dice 1d6} bludgeoning damage per 10 feet fallen as normal, and land prone."],["7","You blunder into a hunter's snare. Make a DC 15 Dexterity saving throw to avoid it. On a failed save, you are caught in a net and restrained. See chapter 5 \"Equipment,\" of the Player's Handbook for rules on escaping a net."],["8","You are caught in a stampede of spooked animals. Make a DC 10 Dexterity saving throw. On a failed save, you are knocked about and take {@dice 1d4} bludgeoning damage and {@dice 1d4} piercing damage."],["9","Your path takes you near a patch of razorvine. Make a DC 15 Dexterity saving throw or use 10 feet of movement (your choice) to avoid the razorvine. On a failed save, you take {@dice 1d10} slashing damage."],["10","A creature indigenous to the area chases after you. The DM chooses a creature appropriate for the terrain."],["11-20","No complication."]]},{"type":"entries","name":"Designing Your Own Chase Tables","page":254,"entries":["The tables presented here don't work for all possible environments. A chase through the sewers of Baldur's Gate or through the spiderweb-filled alleys of Menzoberranzan might inspire you to create your own table."],"source":"DMG"},{"type":"entries","name":"Splitting Up","page":254,"entries":["Creatures being chased can split up into smaller groups. This tactic forces pursuers to either divide their forces or allow some of the quarry to escape. If a pursuit splits into several smaller chases, resolve each chase separately. Run a round of one chase, then a round of the next, and so on, tracking the distances for each separate group."],"source":"DMG"},{"type":"entries","name":"Mapping the Chase","page":255,"entries":["If you have the opportunity to plan out a chase, take the time to draw a rough map that shows the route. Insert obstacles at specific points, especially ones that require the characters to make ability checks or saving throws to avoid slowing or stopping, or use a random table of complications similar to the ones in this section. Otherwise, improvise as you play.","Complications can be barriers to progress or opportunities for mayhem. Characters being chased through a forest by bugbears might spot a wasp nest and slow down long enough to attack the nest or throw rocks at it, thus creating an obstacle for their pursuers.","A map of a chase can be linear or have many branches, depending on the nature of the chase. For example, a mine cart chase might have few (if any) branches, while a sewer chase might have several."],"source":"DMG"},{"type":"entries","name":"Role Reversal","page":255,"entries":["During a chase, it's possible for the pursuers to become the quarry. For example, characters chasing a thief through a marketplace might draw unwanted attention from other members of the thieves' guild. As they pursue the fleeing thief, they must also evade the thieves pursuing them. Roll initiative for the new arrivals, and run both chases simultaneously. In another scenario, the fleeing thief might run into the waiting arms of his accomplices. The outnumbered characters might decide to flee with the thieves in pursuit."],"source":"DMG"}],"source":"DMG"}],"source":"DMG"},{"type":"section","name":"Combining Game Effects","page":252,"data":{"dmref":2},"entries":["Different game features can affect a target at the same time. But when two or more game features have the same name, only the effects of one of them-the most potent one-apply while the durations of the effects overlap. For example, if a target is ignited by a fire elemental's {@i Fire Form} trait, the ongoing fire damage doesn't increase if the burning target is subjected to that trait again. Game features include spells, class features, feats, racial traits, monster abilities, and magic items. See the related rule in the 'Combining Magical Effects' section of chapter 10 in the {@i Player's Handbook}."],"source":"DMG"},{"type":"section","name":"Cover","page":251,"data":{"dmref":2},"entries":["To determine whether a target has cover against an attack or other effect on a grid, choose a corner of the square the attacker occupies or the point of origin of an area of effect. Then trace imaginary lines from that corner to every corner of any one square the target occupies. If one or two of those lines are blocked by an obstacle (including another creature), the target has half cover. If three or four of those lines are blocked but the attack can still physically reach the target (such as when the target is behind an arrow slit), the target has three-quarters cover.","On hexes, use the same procedure as a grid, drawing lines between the corners of the hexagons. The target has half cover if up to three lines are blocked by an obstacle, and three-quarters cover if four or more lines are blocked but the attack can still physically reach the target."],"source":"DMG"},{"type":"section","name":"Creature Size on Squares and Hexes","page":251,"data":{"dmref":2},"entries":["A creature's size determines how much space it occupies on squares or hexes, as shown in the Creature Size and Space table. If the miniature you use for a monster takes up an amount of space different from what's on the table, that's fine, but treat the monster as its official size for all other rules. For example, you might use a miniature that has a Large base to represent a Huge giant. The giant takes up less space on the battlefield than its size suggests, but it is still Huge for the purposes of rules like grappling.",{"type":"table","caption":"Creature Size and Space","colLabels":["Size","Space: Squares","Space: Hexes"],"colStyles":["col-3","col-6","col-3"],"rows":[["Tiny","4 per square","4 per hex"],["Small","1 square","1 hex"],["Medium","1 square","1 hex"],["Large","4 squares (2 by 2)","3 hexes"],["Huge","9 squares (3 by 3)","7 hexes"],["Gargantuan","16 squares (4 by 4) or more","12 hexes or more"]]}],"source":"DMG"},{"type":"section","name":"Handling Mobs","page":250,"data":{"dmref":2},"entries":["Keeping combat moving along at a brisk pace can be difficult when there are dozens of monsters involved in a battle. When handling a crowded battlefield, you can speed up play by forgoing attack rolls in favor of approximating the average number of hits a large group of monsters can inflict on a target.","Instead of rolling an attack roll, determine the minimum {@dice d20} roll a creature needs in order to hit a target by subtracting its attack bonus from the target's AC. You'll need to refer to the result throughout the battle, so it's best to write it down.","Look up the minimum {@dice d20} roll needed on the Mob Attacks table. The table shows you how many creatures that need that die roll or higher must attack a target in order for one of them to hit. If that many creatures attack the target, their combined efforts result in one of them hitting the target.","For example, eight orcs surround a fighter. The orcs' attack bonus is +5, and the fighter's AC is 19. The orcs need a 14 or higher to hit the fighter. According to the table, for every three orcs that attack the fighter, one of them hits. There are enough orcs for two groups of three. The remaining two orcs fail to hit the fighter.","If the attacking creatures deal different amounts of damage, assume that the creature that deals the most damage is the one that hits. If the creature that hits has multiple attacks with the same attack bonus, assume that it hits once with each of those attacks. If a creature's attacks have different attack bonuses, resolve each attack separately.","This attack resolution system ignores critical hits in favor of reducing the number of die rolls. As the number of combatants dwindles, switch back to using individual die rolls to avoid situations where one side can't possibly hit the other.",{"type":"table","caption":"Mob Attacks","colLabels":["d20 Roll Needed","Attackers Needed for One to Hit"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["1-5","1"],["6-12","2"],["13-14","3"],["15-16","4"],["17-18","5"],["19-19","10"],["20-20","20"]]}],"source":"DMG"},{"type":"section","name":"Improvising Damage","page":249,"data":{"dmref":2},"entries":["A monster or effect typically specifies the amount of damage it deals. In some cases, though, you need to determine damage on the fly. The Improvising Damage table gives you suggestions for when you do so.",{"type":"table","caption":"Improvising Damage","colLabels":["Dice","Examples"],"colStyles":["col-2 text-center","col-10"],"rows":[["{@dice 1d10}","Burned by coals, hit by a falling bookcase, pricked by a poison needle"],["{@dice 2d10}","Being struck by lightning, stumbling into a fire pit"],["{@dice 4d10}","Hit by falling rubble in a collapsing tunnel, stumbling into a vat of acid"],["{@dice 10d10}","Crushed by compacting walls, hit by whirling steel blades, wading through a lava stream"],["{@dice 18d10}","Being submerged in lava, being hit by a crashing flying fortress"],["{@dice 24d10}","Tumbling into a vortex of fire on the Elemental Plane of Fire, being crushed in the jaws of a godlike creature or a moon-sized monster"]]},"The Damage Severity and Level table is a guide to how deadly these damage numbers are for characters of various levels. Cross-reference a character's level with the damage being dealt to gauge the severity of the damage.",{"type":"table","caption":"Damage Severity and Level","colLabels":["Character Level","Setback","Dangerous","Deadly"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["1st-4th","{@dice 1d10}","{@dice 2d10}","{@dice 4d10}"],["5th-10th","{@dice 2d10}","{@dice 4d10}","{@dice 10d10}"],["11th-16th","{@dice 4d10}","{@dice 10d10}","{@dice 18d10}"],["17th-20th","{@dice 10d10}","{@dice 18d10}","{@dice 24d10}"]]},"Damage sufficient to cause a {@b setback} rarely poses a risk of death to characters of the level shown, but a severely weakened character might be laid low by this damage.","In contrast, {@b dangerous} damage values pose a significant threat to weaker characters and could potentially kill a character of the level shown if that character is missing many hit points.","As the name suggests, {@b deadly} damage is enough to drop a character of the level shown to 0 hit points. This level of damage can kill even powerful characters outright if they are already wounded."],"source":"DMG"},{"type":"section","name":"Line of Sight","page":251,"data":{"dmref":2},"entries":["To determine whether there is line of sight between two spaces, pick a corner of one space and trace an imaginary line from that corner to any part of another space. If at least one such line doesn't pass through or touch an object or effect that blocks vision-such as a stone wall, a thick curtain, or a dense cloud of fog-then there is line of sight.","This degree of precision is rarely necessary. You can determine line of sight as you do when playing without miniatures: make a call, and keep the game moving."],"source":"DMG"},{"type":"section","name":"Optional Rule: Diagonals","page":252,"data":{"dmref":2},"entries":["The {@i Player's Handbook} presents a simple method for counting movement and measuring range on a grid: count every square as 5 feet, even if you're moving diagonally. Though this is fast in play, it breaks the laws of geometry and is inaccurate over long distances. This optional rule provides more realism, but it requires more effort during combat.","When measuring range or moving diagonally on a grid, the first diagonal square counts as 5 feet, but the second diagonal square counts as 10 feet. This pattern of 5 feet and then 10 feet continues whenever you're counting diagonally, even if you move horizontally or vertically between different bits of diagonal movement.","For example, a character might move one square diagonally (5 feet), then three squares straight (15 feet), and then another square diagonally (10 feet) for a total movement of 30 feet."],"source":"DMG"},{"type":"section","name":"Optional Rule: Facing","page":252,"data":{"dmref":2},"entries":["If you want the precision of knowing which way a creature is facing, consider using this optional rule. Whenever a creature ends its move, it can change its facing. Each creature has a front arc (the direction it faces), left and right side arcs, and a rear arc. A creature can also change its facing as a reaction when any other creature moves.","A creature can normally target only creatures in its front or side arcs. It can't see into its rear arc. This means an attacker in the creature's rear arc makes attack rolls against it with advantage.","Shields apply their bonus to AC only against attacks from the front arc or the same side arc as the shield. For example, a fighter with a shield on the left arm can use it only against attacks from the front and left arcs.","Feel free to determine that not all creatures have every type of arc. For example, an amorphous ochre jelly could treat all of its arcs as front ones, while a hydra might have three front arcs and one rear one. On squares, you pick one side of a creature's space as the direction it is facing. Draw a diagonal line outward from each corner of this side to determine the squares in its front arc. The opposite side of the space determines its rear arc in the same way. The remaining spaces to either side of the creature form its side arcs.","On hexes, determining the front, rear, and side arcs requires more judgment. Pick one side of the creature's space and create a wedge shape expanding out from there for the front arc, and another on the opposite side of the creature for the rear arc. The remaining spaces to either side of the creature are its side arcs.","A square or hex might be in more than one arc, depending on how you draw the lines from a creature's space. If more than half of a square or hex lies in one arc, it is in that arc. If it is split exactly down the middle, use this rule: if half of it lies in the front arc, it's in that arc. If half of it is in a side arc and the rear arc, it's in the side arc."],"source":"DMG"},{"type":"section","name":"Optional Rule: Flanking","page":251,"data":{"dmref":2},"entries":["If you regularly use miniatures, flanking gives combatants a simple way to gain advantage on attack rolls against a common enemy.","A creature can't flank an enemy that it can't see. A creature also can't flank while it is incapacitated. A Large or larger creature is flanking as long as at least one square or hex of its space qualifies for flanking.",{"type":"entries","name":"Flanking on Squares","page":251,"entries":["When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy's space, they flank that enemy, and each of them has advantage on melee attack rolls against that enemy.","When in doubt about whether two creatures flank an enemy on a grid, trace an imaginary line between the centers of the creatures' spaces. If the line passes through opposite sides or corners of the enemy's space, the enemy is flanked."],"source":"DMG"},{"type":"entries","name":"Flanking on Hexes","page":251,"entries":["When a creature and at least one of its allies are adjacent to an enemy and on opposite sides of the enemy's space, they flank that enemy, and each of them has advantage on attack rolls against that enemy. On hexes, count around the enemy from one creature to its ally. Against a Medium or smaller creature, the allies flank if there are 2 hexes between them. Against a Large creature, the allies flank if there are 4 hexes between them. Against a Huge creature, they must have 5 hexes between them. Against a Gargantuan creature, they must have at least 6 hexes between them."],"source":"DMG"}],"source":"DMG"}]},{"type":"entries","entries":[{"type":"section","name":"Apprentice and Mentor Activities","entries":["Each character in the relationship gains a story award, \"Faction Mentor (Apprentice Name)\" or \"Faction Apprentice (Mentor Name)\" and is eligible to participate in specific activities.",{"type":"entries","entries":[{"type":"entries","name":"Adventure Details","entries":["When an apprentice and mentor bond they veal the locations of magic items and faction secret missions that they have participated in to each other. There is no additional cost associated with this activity."]},{"type":"entries","name":"Item Trading","entries":["When trading magic items between the apprentice and mentor, the cost is only 10 downtime days instead of the usual 15."]},{"type":"entries","name":"Fighting Partners","entries":["By practicing fighting together before adventures, an apprentice and mentor can gain complimentary combat abilities. When both an apprentice and mentor are participating in the same adventuring group (they must be together at the same table, not just in the same Epic) the apprentice and mentor may spend 5 downtime before the start of the adventure. If they do, they gain the following benefits:",{"type":"list","items":["Any saving throw made by one participant to save against an effect created by the other is made with advantage.","Once per short rest, a participant may use the Help action to assist the other as a bonus action.","Neither participant acts as cover against ranged attacks made by the other."]}]}]},{"type":"entries","name":"Apprentice Activities","entries":[{"type":"entries","name":"Language and Tool Training","entries":["The apprentice may learn any language or tool proficiency that their mentor possesses for 125 downtime (no GP cost)."]},{"type":"entries","name":"Word of Advice","entries":["Mentors grant their apprentice advantage on one check, save, or attack roll once during an adventure or chapter. This activity costs 5 downtime days to the apprentice, spent prior to the adventure and declared to the Dungeon Master prior to the start of the adventure."]}]},{"type":"entries","name":"Mentor Activities","entries":[{"type":"entries","name":"Mentorship Renown","entries":["When a mentor takes on a new apprentice they immediately gain the benefit of a successful Secret Mission for their faction. This can only be done once per character."]},{"type":"entries","name":"Learn by Teaching","entries":["Mentors gain advantage on one check, save, or attack roll once during a module or hardcover chapter due to reflecting on their prior adventures with their apprentice. This activity costs 5 downtime days to the mentor, spent prior to the adventure and declared to the Dungeon Master prior to the start of the adventure."]},{"type":"entries","name":"Faction Pedagogue","entries":["By taking on an apprentice you become approachable to other members of your faction who ask you for advice. As you dispense this advice you become better known in your faction. You may spend 30 downtime days in exchange for 1 renown. This can only be done once per character."]},{"type":"entries","name":"Mentor's Pride","entries":["As your apprentice grows in power their deeds reflect on you. Each time your apprentice gains a level that would put them into a higher tier (levels 5, 11, or 17), you gain 1 renown."]}]}],"data":{"dmref":3}},{"type":"section","name":"Emerald Enclave","entries":["The Emerald Enclave is a widespread group of wilderness survivalists who preserve the natural order while rooting out unnatural threats. The organization is decentralized, hardy, and reclusive. Barbarians, druids, and rangers of good or neutral alignments are commonly drawn to the Emerald Enclave.",{"type":"entries","name":"Goals","entries":[{"type":"list","items":["Restore and preserve the natural order.","Destroy all that is unnatural.","Keep the elemental forces of the world in check.","Keep civilization and the wilderness from destroying each other."]}]},{"type":"entries","name":"Beliefs","entries":["The natural order must be respected and preserved.","Forces that upset the natural order must be destroyed.","Civilization and the wilderness must learn to coexist peacefully."]},{"type":"entries","name":"Member Traits","entries":["Members of the Emerald Enclave are spread far and wide, and usually operate in isolation. They learn to depend on themselves more than others. Survival in a harsh world also demands great fortitude and mastery of certain fighting and survival skills. Members of the Enclave who dedicate themselves to helping others survive the perils of the wilderness are more social than others who are charged with defending sacred glades and preserving the natural balance."]},{"type":"entries","name":"Ranks","entries":[{"type":"list","items":["Springwarden (rank 1)","Summerstrider (rank 2)","Autumnreaver (rank 3)","Winstalker (rank 4)","Master of the Wild (rank 5)"]}]}],"data":{"dmref":3}},{"type":"section","name":"Faction Advancement and Benefits","entries":["As a character with membership in one of the factions es adventures, he or she earns renown for completing tasks that align with the faction's goals. This is expressed as renown points rewarded at the end of any given adventure.",{"type":"entries","name":"Faction Advancement","entries":["As characters earn renown and complete secret missions, they progress in the ranks of their factions, granting them greater authority and additional benefits.",{"type":"table","caption":"Faction Advancement","colLabels":["Rank","Renown","Other Requirements"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["1","0","\u2014"],["2","3","\u2014"],["3","10","5th level, 1 secret mission"],["4","25","11th level, 3 secret missions"],["5","50","17th level, 10 secret missions"]]}]},{"type":"entries","name":"Faction Benefits","entries":[{"type":"entries","name":"Rank 1: Initiate","entries":["This is the rank a character receives when first joining a faction. It is available at character creation or any time the character wishes to join.",{"type":"entries","name":"Participate in Faction Activities","entries":["You can participate in any activities that are considered specific to your faction."]},{"type":"entries","name":"Earn Renown","entries":["You earn renown points in your faction and advance in rank."]},{"type":"entries","name":"Faction Assignments","entries":["As an Initiate, you are eligible to take on faction assignments during adventures. These are minor side quests found in many D&D Adventurers League adventures."]},{"type":"entries","name":"Receive Your Faction's Insignia","entries":["You receive an insignia of your faction, fashioned into a wearable or held item.",{"type":"table","caption":"Faction Insignias","colLabels":["Faction","Item"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Harpers","Pin"],["Order of the Gauntlet","Pendant"],["Emerald Enclave","Leaf Clasp"],["Lords' Alliance","Signet right (symbol palm side)"],["Zhentarim","Gold coin (stamped symbol)"]]}]}]},{"type":"entries","name":"Rank 2: Agent","entries":["Agents have shown that they're aligned with the faction's goals, and can take on more responsibility.",{"type":"entries","name":"Secret Missions","entries":["During certain adventures, you may be given the opportunity to undergo a secret on behalf of your faction. Completion of these missions might earn you additional benefits or enable you to advance to higher ranks within your faction."]},{"type":"entries","name":"Apprenticeship to an Adventurer Mentor","entries":["Your character can serve as an apprentice to a higher-ranking adventurer from within your faction. See the Apprentice-Mentor Benefits section, below, for more details."]},{"type":"entries","name":"Faction Training","entries":["Your character can take advantage of accelerated training programs for tool kits most often used by your faction. This training comes at a lesser cost than usual tool training, taking half as long (125 downtime days), but you must pay an additional 125 gp as a training expense for each proficiency.",{"type":"table","caption":"Faction Training","colLabels":["Faction","Available Training"],"colStyles":["col-4 text-center","col-8"],"rows":[["Harpers","Musical Instrument, {@item Calligrapher's supplies|phb}, or {@item Disguise Kit|phb}"],["Order of the Gauntlet","{@item Smith's tools|phb}, {@item Leatherworker's tools|phb}, {@item Carpenter's tools|phb}, {@item Mason's tools|phb}, Vehicles"],["Emerald Enclave","{@item Herbalism kit|phb}, {@item Woodcarver's tools|phb}, {@item Cartographer's tools|phb}"],["Lords' Alliance","{@item Jeweler's tools|phb}, {@item Mason's tools|phb}, {@item Navigator's tools|phb}, {@item Painter's supplies|phb}, Gaming Set, Any Standard Language"],["Zhentarim","{@item Disguise Kit|phb}, {@item Forgery kit|phb}, {@item Poisoner's kit|phb} {@item Thieves' tools|phb},"]]}]}]},{"type":"entries","name":"Rank 3: Stalwart","entries":["Stalwarts are reliable faction members, entrusted with many secrets and deserving of additional support during adventures.",{"type":"entries","name":"Faction Downtime Activity","entries":["You gain access to a faction-specific downtime activity that gives you additional benefits when you use it. If your faction has any specific downtime activities for the current storyline season, they can be found in the D&D Adventurers League Dungeon Master's Guide."]}]},{"type":"entries","name":"Rank 4: Mentor","entries":["Mentors are trusted voices within their given faction. They are looked upon as champions of the faction's beliefs, and as mentors by those of lower rank.",{"type":"entries","name":"Become a Mentor","entries":["You can designate Agents or Stalwarts as your charge. See the Apprentice-Mentor Benefits section."]},{"type":"entries","name":"Faction Philanthropist","entries":["As a Mentor of your faction, you may choose to pay for or cast raise dead, resurrection, or true resurrection spells for a member of your faction after an adventure is completed\u2014even if you were not adventuring together. In doing so, assuming you aren't casting the spell yourself, you must pay the full cost of the spellcasting service plus 25 downtime days (to deliver the body and find a cleric)."]}]},{"type":"entries","name":"Rank 5: Exemplar","entries":["Exemplars are deeply ensconced within the leadership of their faction and have a great degree of influence, guiding faction decisions.",{"type":"entries","name":"Become a Faction Exemplar","entries":["When you play this character along with other members of your faction, you can choose one lower ranked member of your faction (Agent, at a minimum) to begin the game with Inspiration. This must be used by the end of the game session, or it is lost."]}]}]}],"data":{"dmref":3}},{"type":"section","name":"Harpers","entries":["The Harpers is a scattered network of spellcasters and spies who advocate equality and covertly oppose the abuse of power. The organization is benevolent, knowledgeable, and secretive. Bards and wizards of good alignments are commonly drawn to the Harpers.",{"type":"entries","name":"Goals","entries":[{"type":"list","items":["Gather information throughout Faerûn.","Promote fairness and equality by covert means.","Thwart tyrants and leaders, governments, and organizations that grow too powerful.","Aid the weak, poor and oppressed."]}]},{"type":"entries","name":"Beliefs","entries":["One can never have too much information or arcane knowledge.","Too much power leads to corruption. The abuse of magic must be closely monitored.","No one should be powerless."]},{"type":"entries","name":"Member Traits","entries":["Harper agents are trained to act alone and rely on their own resources. When they get into scrapes, they don't count on their fellow Harpers to rescue them. Nevertheless, Harpers are dedicated to helping one another in times of need, and friendships between Harpers are nigh unbreakable. Masterful spies and infiltrators, they use various guises and secret identities to form relationships, cultivate their information networks, and manipulate others into doing what needs to be done. Although most Harpers prefer to operate in the shadows, there are exceptions."]},{"type":"entries","name":"Ranks","entries":[{"type":"list","items":["Watcher (rank 1)","Harpshadow (rank 2)","Brightcandle (rank 3)","Wise Owl (rank 4)","High Harper (rank 5)"]}]}],"data":{"dmref":3}},{"type":"section","name":"Lords' Alliance","entries":["The Lords' Alliance is a loose coalition of established political powers concerned with mutual security and prosperity. The organization is aggressive, militant, and political. Fighters and sorcerers of lawful or neutral alignments are commonly drawn to the Lords' Alliance.",{"type":"entries","name":"Goals","entries":[{"type":"list","items":["Ensure the safety and prosperity of cities and other settlements of Faerûn.","Maintain a strong coalition against the forces of disorder.","Proactively eliminate threats to the established powers.","Bring honor and glory to one's leaders and one's homeland."]}]},{"type":"entries","name":"Beliefs","entries":["If civilization is to survive, all must unite against the dark forces that threaten it.","Fight for your realm. Only you can bring honor, glory, and prosperity to your lord and homeland.","Don't wait for the enemy to come to you. The best defense is a strong offense."]},{"type":"entries","name":"Member Traits","entries":["To seek out and destroy threats to their homelands, agents of the Lords' Alliance must be highly trained at what they do. Few can match their skills in the field. They fight for the glory and the security of their people and for the lords who rule over them, and they do so with pride. However, the Lords' Alliance can only survive if its members \"play nice\" with one another, which requires a certain measure of diplomacy. Rogue agents within the Lords' Alliance are rare, but defections have been known to occur."]},{"type":"entries","name":"Ranks","entries":[{"type":"list","items":["Cloak (rank 1)","Redknife (rank 2)","Stingblade (rank 3)","Warduke (rank 4)","Lioncrown (rank 5)"]}]}],"data":{"dmref":3}},{"type":"section","name":"Order of the Gauntlet","entries":["The Order of the Gauntlet is composed of faithful and vigilant seekers of justice who protect others from the depredations of evildoers. The organization is honorable, vigilant, and zealous. Clerics, monks, and paladins of good (and often lawful good) alignments are commonly drawn to the Order of the Gauntlet.",{"type":"entries","name":"Goals","entries":[{"type":"list","items":["Be armed and vigilant against evil.","Identify evil threats such as secretive power groups and inherently evil creatures.","Enforce justice.","Enact retribution against evil actions\u2014do not strike preemptively."]}]},{"type":"entries","name":"Beliefs","entries":[{"type":"list","items":["Faith is the greatest weapon against evil\u2014faith in one's god, one's friends, and one's self.","Battling evil is an extraordinary task that requires extraordinary strength and bravery.","Punishing an evil act is just. Punishing an evil thought is not."]}]},{"type":"entries","name":"Member Traits","entries":["The Order of the Gauntlet is a dedicated, tightly knit group of like-minded individuals driven by religious zeal or a finely-honed sense of justice and honor. Friendship and camaraderie are important to members of the order, and they share a trust and a bond normally reserved for siblings. Like highly motivated soldiers, members of the Order of the Gauntlet seek to become the best at what they do and look forward to testing their mettle. There are few, if any, \"lone wolves\" in this organization."]},{"type":"entries","name":"Ranks","entries":[{"type":"list","items":["Chevall (rank 1)","Marcheon (rank 2)","Whitehawk (rank 3)","Vindicator (rank 4)","Righteous Hand (rank 5)"]}]}],"data":{"dmref":3}},{"type":"section","name":"Zhentarim","entries":["The Zhentarim is an unscrupulous shadow network that seeks to expand its influence and power throughout Faerûn. The organization is ambitious, opportunistic, and meritocratic. Rogues and warlocks of neutral and/or evil alignments are commonly drawn to the Zhentarim.",{"type":"entries","name":"Goals","entries":[{"type":"list","items":["Amass wealth.","Look for opportunities to seize power.","Gain influence over important people and organizations.","Dominate Faerûn."]}]},{"type":"entries","name":"Beliefs","entries":["The Zhentarim is your family. You watch out for it, and it watches out for you.","You are the master of your own destiny. Never be less than what you deserve to be.","Everything\u2014and everyone\u2014has a price."]},{"type":"entries","name":"Member Traits","entries":["A member of the Zhentarim thinks of himself or herself as a member of a large family, and relies on the Black Network for resources and security. However, members are granted enough autonomy to pursue their own interests and gain some measure of personal power or influence. The Black Network is a meritocracy. It promises \"the best of the best,\" although in truth, the Zhentarim is more interested in spreading its own propaganda and influence than investing in the improvement of its individual members."]},{"type":"entries","name":"Ranks","entries":[{"type":"list","items":["Fang (rank 1)","Wolf (rank 2)","Viper (rank 3)","Ardragon (rank 4)","Dread Lord (rank 5)"]}]}],"data":{"dmref":3}}]}]}} \ No newline at end of file diff --git a/data/generated/bookref-quick.json b/data/generated/bookref-quick.json index 9fd7957..82e5cc3 100644 --- a/data/generated/bookref-quick.json +++ b/data/generated/bookref-quick.json @@ -1 +1 @@ -{"reference":{"bookref-quick":{"name":"Quick Reference","id":"bookref-quick","contents":[{"name":"Character Creation","headers":["Beyond 1st Level","Languages","Multiclassing","Step-by-Step Characters"]},{"name":"Equipment","headers":["Adventuring Gear","Armor and Shields","Attunement","Expenses","Mounts and Vehicles","Starting Equipment","Tools","Trade Goods","Wealth","Weapons"]},{"name":"Playing the Game","headers":["Ability Checks","Ability Scores and Modifiers","Advantage and Disadvantage","Casting a Spell","Conditions","Falling","Food and Water","Hiding","How to Play","Interacting with Objects","Proficiency Bonus","Resting","Saving Throws","Simultaneous Effects","Skills","Sleep","Suffocating","Tying Knots","Using Each Ability","Vision and Light"]},{"name":"Combat","headers":["Actions in Combat","Cover","Damage and Healing","Making an Attack","Mounted Combat","Movement and Position","The Order of Combat","Underwater Combat"]},{"name":"Adventuring","headers":["Climbing, Swimming, and Crawling","Difficult Terrain","Jumping","Travel Pace"]}]}},"data":{"bookref-quick":[{"type":"entries","entries":[{"type":"section","data":{"quickref":1},"name":"Beyond 1st Level","page":15,"entries":["As your character goes on adventures and overcomes challenges, he or she gains experience, represented by experience points. A character who reaches a specified experience point total advances in capability. This advancement is called {@b gaining a level}.","When your character gains a level, his or her class often grants additional features, as detailed in the class description. Some of these features allow you to increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. You can't increase an ability score above 20. In addition, every character's proficiency bonus increases at certain levels.","Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution modifier to the roll, and add the total (minimum of 1) to your hit point maximum. Alternatively, you can use the fixed value shown in your class entry, which is the average result of the die roll (rounded up).","When your Constitution modifier increases by 1, your hit point maximum increases by 1 for each level you have attained. For example, when Bruenor reaches 8th level as a fighter, he increases his Constitution score from 17 to 18, thus increasing his Constitution modifier from +3 to +4. His hit point maximum then increases by 8.","The Character Advancement table summarizes the XP you need to advance in levels from level 1 through level 20, and the proficiency bonus for a character of that level. Consult the information in your character's class description to see what other improvements you gain at each level.",{"type":"entries","name":"Tiers of Play","page":15,"entries":["The shading in the Character Advancement table shows the four tiers of play. The tiers don't have any rules associated with them; they are a general description of how the play experience changes as characters gain levels.","{@b In the first tier (levels 1-4),} characters are effectively apprentice adventurers. They are learning the features that define them as members of particular classes, including the major choices that flavor their class features as they advance (such as a wizard's Arcane Tradition or a fighter's Martial Archetype). The threats they face are relatively minor, usually posing a danger to local farmsteads or villages.","{@b In the second tier (levels 5-10),} characters come into their own. Many spellcasters gain access to 3rd-level spells at the start of this tier, crossing a new threshold of magical power with spells such as {@spell fireball} and {@spell lightning bolt}. At this tier, many weapon-using classes gain the ability to make multiple attacks in one round. These characters have become important, facing dangers that threaten cities and kingdoms.","{@b In the third tier (levels 11-16),} characters have reached a level of power that sets them high above the ordinary populace and makes them special even among adventurers. At 11th level, many spellcasters gain access to 6th-level spells, some of which create effects previously impossible for player characters to achieve. Other characters gain features that allow them to make more attacks or do more impressive things with those attacks. These mighty adventurers often confront threats to whole regions and continents.","{@b At the fourth tier (levels 17-20),} characters achieve the pinnacle of their class features, becoming heroic (or villainous) archetypes in their own right. The fate of the world or even the fundamental order of the multiverse might hang in the balance during their adventures."],"source":"PHB"},{"type":"table","caption":"Character Advancement","srd":true,"basicRules":true,"colLabels":["Experience Points","Level","Proficiency Bonus"],"colStyles":["col-4 text-center","col-4 text-center","col-4 text-center"],"rows":[["0","1","+2"],["300","2","+2"],["900","3","+2"],["2,700","4","+2"],["6,500","5","+3"],["14,000","6","+3"],["23,000","7","+3"],["34,000","8","+3"],["48,000","9","+4"],["64,000","10","+4"],["85,000","11","+4"],["100,000","12","+4"],["120,000","13","+5"],["140,000","14","+5"],["165,000","15","+5"],["195,000","16","+5"],["225,000","17","+6"],["265,000","18","+6"],["305,000","19","+6"],["355,000","20","+6"]]}],"source":"PHB"},{"type":"section","name":"Languages","page":123,"data":{"quickref":1},"entries":["Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet.","With your DM's permission, you can instead choose a language from the Exotic Languages table or a secret language, such as thieves' cant or the tongue of druids.","Some of these languages are actually families of languages with many dialects. For example, the Primordial language includes the {@language Primordial||Auran}, {@language Primordial||Aquan}, {@language Primordial||Ignan}, and {@language Primordial||Terran} dialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another.",{"type":"table","caption":"Standard Languages","srd":true,"basicRules":true,"colLabels":["Language","Typical Speakers","Script"],"colStyles":["col-4","col-4","col-4"],"rows":[["Common","Humans","Common"],["Dwarvish","Dwarves","Dwarvish"],["Elvish","Elves","Elvish"],["Giant","Ogres, giants","Dwarvish"],["Gnomish","Gnomes","Dwarvish"],["Goblin","Goblinoids","Dwarvish"],["Halfling","Halflings","Common"],["Orc","Orcs","Dwarvish"]]},{"type":"table","caption":"Exotic Languages","basicRules":true,"srd":true,"colLabels":["Language","Typical Speakers","Script"],"colStyles":["col-4","col-4","col-4"],"rows":[["Abyssal","Demons","Infernal"],["Celestial","Celestials","Celestial"],["Draconic","Dragons, dragonborn","Draconic"],["Deep Speech","Mind Flayers, beholders","\u2014"],["Infernal","Devils","Infernal"],["Primordial","Elementals","Dwarvish"],["Sylvan","Fey creatures","Elvish"],["Undercommon","Underdark traders","Elvish"]]}],"source":"PHB"},{"type":"section","data":{"quickref":1},"name":"Multiclassing","page":163,"entries":["Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options.","With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in wizard and two in fighter, you're a 5th-level character.","As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you'll sacrifice some focus in exchange for versatility.",{"type":"entries","name":"Prerequisites","page":163,"entries":["To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class. having a natural aptitude that is reflected by higher-than-average ability scores.",{"type":"table","caption":"Multiclassing Prerequisites","srd":true,"colLabels":["Class","Ability Score Minimum"],"colStyles":["col-2","col-10"],"rows":[["{@class Barbarian}","Strength 13"],["{@class Bard}","Charisma 13"],["{@class Cleric}","Wisdom 13"],["{@class Druid}","Wisdom 13"],["{@class Fighter}","Strength 13 or Dexterity 13"],["{@class Monk}","Dexterity 13 and Wisdom 13"],["{@class Paladin}","Strength 13 and Charisma 13"],["{@class Ranger}","Dexterity 13 and Wisdom 13"],["{@class Rogue}","Dexterity 13"],["{@class Sorcerer}","Charisma 13"],["{@class Warlock}","Charisma 13"],["{@class Wizard}","Intelligence 13"]]}],"source":"PHB"},{"type":"entries","name":"Experience Points","page":163,"entries":["The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table in chapter I, not your level in a particular class. So, if you are a cleric 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your seventh level as a cleric."],"source":"PHB"},{"type":"entries","name":"Hit Points and Hit Dice","page":163,"entries":["You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character.","You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin have a d10, so if you are a paladin 5/fighter 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/cleric 5, for example, you have five d10 Hit Dice and five d8 Hit Dice."],"source":"PHB"},{"type":"entries","name":"Proficiency Bonus","page":163,"entries":["Your proficiency bonus is always based on your total character level, as shown in the Character Advancement table in chapter 1, not your level in a particular class. For example, if you are a fighter 3/rogue 2, you have the proficiency bonus of a 5th-level character, which is +3."],"source":"PHB"},{"type":"entries","name":"Proficiencies","page":164,"entries":["When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies, as shown in the Multiclassing Proficiencies table.",{"type":"table","caption":"Multiclassing Proficiencies","srd":true,"colLabels":["Class","Proficiencies Gained"],"colStyles":["col-2","col-10"],"rows":[["{@class Barbarian}","Shields, simple weapons, martial weapons"],["{@class Bard}","Light armor, one skill of your choice, one musical instrument of your choice"],["{@class Cleric}","Light armor, medium armor, shields"],["{@class Druid}","Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)"],["{@class Fighter}","Light armor, medium armor, shields, simple weapons, martial weapons"],["{@class Monk}","Simple weapons, shortswords"],["{@class Paladin}","Light armor, medium armor, shields, simple weapons, martial weapons"],["{@class Ranger}","Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class's skill list"],["{@class Rogue}","Light armor, one skill from the class's skill list, {@item thieves' tools|phb}"],["{@class Sorcerer}","\u2014"],["{@class Warlock}","Light armor, simple weapons"],["{@class Wizard}","\u2014"]]}],"source":"PHB"},{"type":"entries","name":"Class Features","page":164,"entries":["When you gain a new level in a class, you get its features for that level. You don't, however, receive the class's starting equipment, and a few features have additional rules when you're multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting.",{"type":"entries","name":"Channel Divinity","page":164,"entries":["If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn't give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes."],"source":"PHB"},{"type":"entries","name":"Extra Attack","page":164,"entries":["If you gain the Extra Attack class feature from more than one class, the features don't add together. You can't make more than two attacks with this feature unless it says you do (as the fighter's version of Extra Attack does). Similarly, the warlock's eldritch invocation Thirsting Blade doesn't give you additional attacks if you also have Extra Attack."],"source":"PHB"},{"type":"entries","name":"Unarmored Defense","page":164,"entries":["If you already have the Unarmored Defense feature, you can't gain it again from another class."],"source":"PHB"},{"type":"entries","name":"Spellcasting","page":164,"entries":["Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class.",{"type":"entries","name":"Spells Known and Prepared","page":164,"entries":["You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your intelligence is 16, you can prepare six wizard spells from your spellbook.","Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus.","If a cantrip of yours increases in power at higher levels, the increase is based on your character level, not your level in a particular class."],"source":"PHB"},{"type":"entries","name":"Spell Slots","page":164,"entries":["You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, half your levels (rounded down) in the paladin and ranger classes, and a third of your fighter or rogue levels (rounded down) if you have the Eldritch Knight or the Arcane Trickster feature. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table.","If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells. If a lower-level spell that you cast, like {@spell burning hands}, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don't have any spells of that higher level.","For example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th-level character when determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don't know any 3rd-level spells, nor do you know any 2nd-level ranger spells. You can use the spell slots of those levels to cast the spells you do know\u2014and potentially enhance their effects."],"source":"PHB"},{"type":"entries","name":"Pact Magic","page":164,"entries":["If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know."],"source":"PHB"},{"type":"table","caption":"Multiclass Spellcaster: Spell Slots per Spell Level","srd":true,"colLabels":["Lvl.","1st","2nd","3rd","4th","5th","6th","7th","8th","9th"],"colStyles":["col-1-2","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center"],"rows":[["1st",2,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["2nd",3,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["3rd",4,2,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["4th",4,3,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["5th",4,3,2,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["6th",4,3,3,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["7th",4,3,3,1,"\u2014","\u2014","\u2014","\u2014","\u2014"],["8th",4,3,3,2,"\u2014","\u2014","\u2014","\u2014","\u2014"],["9th",4,3,3,3,1,"\u2014","\u2014","\u2014","\u2014"],["10th",4,3,3,3,2,"\u2014","\u2014","\u2014","\u2014"],["11th",4,3,3,3,2,1,"\u2014","\u2014","\u2014"],["12th",4,3,3,3,2,1,"\u2014","\u2014","\u2014"],["13th",4,3,3,3,2,1,1,"\u2014","\u2014"],["14th",4,3,3,3,2,1,1,"\u2014","\u2014"],["15th",4,3,3,3,2,1,1,1,"\u2014"],["16th",4,3,3,3,2,1,1,1,"\u2014"],["17th",4,3,3,3,2,1,1,1,1],["18th",4,3,3,3,3,1,1,1,1],["19th",4,3,3,3,3,2,1,1,1],["20th",4,3,3,3,3,2,2,1,1]]}],"source":"PHB"},{"type":"entries","name":"Starting Equipment","page":165,"entries":["You gain the starting equipment of your first class only."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"section","name":"Step-by-Step Characters","page":11,"data":{"quickref":1},"entries":["Your first step in playing an adventurer in the Dungeons & Dragons game is to imagine and create a character of your own. Your character is a combination of various statistics, roleplaying hooks, and your imagination. You choose a race (such as human or halfling) and a class (such as fighter or wizard). You also invent the personality, appearance, and backstory of your character. Once completed, your character serves as your representative in the game, your avatar in the Dungeons & Dragons world.","Before you dive into step 1 below, think about the kind of adventurer you want to play. You might be a courageous fighter, a skulking rogue, a fervent cleric, or a flamboyant wizard. Or you might be more interested in an unconventional character, such as a brave rogue who likes hand-to-hand combat, or a sharpshooter who picks off enemies from afar. Do you like fantasy fiction featuring dwarves or elves? Try building a character of one of those races. Do you want your character to be the toughest adventurer at the table? Consider a class like barbarian or paladin. If you don't know where else to begin, take a look at the illustrations in this book to see what catches your interest.","Once you have a character in mind, roll on these steps in order, making decisions that reflect the character you want. Your conception of your character might evolve with each choice you make. What's important is that you come to the table with a character you're excited to play.","Throughout this chapter, we use the term {@b character sheet} to mean whatever you use to track your character, whether it's a formal character sheet (like the one at the end of this book), some form of digital record, or a piece of notebook paper. An official D&D character sheet is a fine place to start until you know what information you need and how you use it during the game.",{"type":"entries","entries":[{"type":"entries","name":"Building Bruenor","page":11,"entries":["Each step of character creation includes an example of that step, with a player named Bob building his dwarf character, Bruenor."],"source":"PHB"}]},{"type":"entries","name":"1. Choose a Race","page":11,"entries":["Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans. Some races also have {@b subraces}, such as mountain dwarf or wood elf. Chapter 2 provides more information about these races.","The race you choose contributes to your character's identity in an important way, by establishing a general appearance and the natural talents gained from culture and ancestry. Your character's race grants particular racial traits, such as special senses, proficiency with certain weapons or tools, proficiency in one or more skills, or the ability to use minor spells. These traits sometimes dovetail with the capabilities of certain classes (see step 2). For example, the racial traits of lightfoot halflings make them exceptional rogues, and high elves tend to be powerful wizards. Sometimes playing against type can be fun, too. Halfling paladins and mountain dwarf wizards, for example, can be unusual but memorable characters.","Your race also increases one or more of your ability scores, which you determine in step 3. Note these increases and remember to apply them later.","Record the traits granted by your race on your character sheet. Be sure to note your starting languages and your base speed as well.",{"type":"entries","name":"Building Bruenor, Step 1","page":11,"entries":["Bob is sitting down to create his character. He decides that a gruff mountain dwarf fits the character he wants to play. He notes all the racial traits of dwarves on his character sheet, including his speed of 25 feet and the languages he knows: Common and Dwarvish."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"2. Choose a Class","page":11,"entries":["Every adventurer is a member of a class. Class broadly describes a character's vocation, what special talents he or she possesses, and the tactics he or she is most likely to employ when exploring a dungeon, fighting monsters, or engaging in a tense negotiation. The character classes are described in chapter 3.","Your character receives a number of benefits from your choice of class. Many of these benefits are {@b class features}-capabilities (including spellcasting) that set your character apart from members of other classes. You also gain a number of {@b proficiencies:} armor, weapons, skills, saving throws, and sometimes tools. Your proficiencies define many of the things your character can do particularly well, from using certain weapons to telling a convincing lie.","On your character sheet, record all the features that your class gives you at 1st level.",{"type":"entries","name":"Level","page":11,"entries":["Typically, a character starts at 1st level and advances in level by adventuring and gaining {@b experience points} (XP). A 1st-level character is inexperienced in the adventuring world, although he or she might have been a soldier or a pirate and done dangerous things before.","Starting off at 1st level marks your character's entry into the adventuring life. If you're already familiar with the game, or if you are joining an existing D&D campaign, your DM might decide to have you begin at a higher level, on the assumption that your character has already survived a few harrowing adventures.","Record your level on your character sheet. If you're starting at a higher level, record the additional elements your class gives you for your levels past 1st. Also record your experience points. A 1st-level character has 0 XP. A higher-level character typically begins with the minimum amount of XP required to reach that level (see \"Beyond 1st Level\" later in this chapter)."],"source":"PHB"},{"type":"inset","name":"Quick Build","page":11,"entries":["Each class description in chapter 3 includes a section offering suggestions to quickly build a character of that class, including how to assign your highest ability scores, a background suitable to the class, and starting spells."],"source":"PHB"},{"type":"entries","name":"Hit Points and Hit Dice","page":12,"entries":["Your character's hit points define how tough your character is in combat and other dangerous situations. Your hit points are determined by your Hit Dice (short for Hit Point Dice).","At 1st level, your character has 1 Hit Die, and the die type is determined by your class. You start with hit points equal to the highest roll of that die, as indicated in your class description. (You also add your Constitution modifier, which you'll determine in step 3.) This is also your {@b hit point maximum}.","Record your character's hit points on your character sheet. Also record the type of Hit Die your character uses and the number of Hit Dice you have. After you rest, you can spend Hit Dice to regain hit points (see \"Resting\" in chapter 8)."],"source":"PHB"},{"type":"entries","name":"Proficiency Bonus","page":12,"entries":["The table that appears in your class description shows your proficiency bonus, which is +2 for a 1st-level character. Your proficiency bonus applies to many of the numbers you'll be recording on your character sheet:",{"type":"list","items":["Attack rolls using weapons you're proficient with","Attack rolls with spells you cast","Ability checks using skills you're proficient in","Ability checks using tools you're proficient with","Saving throws you're proficient in","Saving throw DCs for spells you cast (explained in each spellcasting class)"]},"Your class determines your weapon proficiencies, your saving throw proficiencies, and some of your skill and tool proficiencies. (Skills are described in chapter 7, tools in chapter 5.) Your background gives you additional skill and tool proficiencies, and some races give you more proficiencies. Be sure to note all of these proficiencies, as well as your proficiency bonus, on your character sheet.","Your proficiency bonus can't be added to a single die roll or other number more than once. Occasionally, your proficiency bonus might be modified (doubled or halved, for example) before you apply it. If a circumstance suggests that your proficiency bonus applies more than once to the same roll or that it should be multiplied more than once, you nevertheless add it only once, multiply it only once, and halve it only once."],"source":"PHB"},{"type":"entries","name":"Building Bruenor, Step 2","page":12,"entries":["Bob imagines Bruenor charging into battle with an axe, one horn on his helmet broken off. He makes Bruenor a fighter and notes the fighter's proficiencies and 1st-level class features on his character sheet.","As a 1st-level fighter, Bruenor has 1 Hit Die\u2014a d10 and starts with hit points equal to 10 + his Constitution modifier. Bob notes this, and will record the final number after he determines Bruenor's Constitution score (see step 3). Bob also notes the proficiency bonus for a 1st-level character, which is +2."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"3. Determine Ability Scores","page":12,"entries":["Much of what your character does in the game depends on his or her six abilities: {@b Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.} Each ability has a score, which is a number you record on your character sheet.","The six abilities and their use in the game are described in chapter 7. The Ability Score Summary table provides a quick reference for what qualities are measured by each ability, what races increases which abilities, and what classes consider each ability particularly important.","You generate your character's six {@b ability scores} randomly. Roll four 6-sided dice and record the total of the highest three dice on a piece of scratch paper. Do this five more times, so that you have six numbers. If you want to save time or don't like the idea of randomly determining ability scores, you can use the following scores instead: 15, 14, 13, 12, 10, 8.","Now take your six numbers and write each number beside one of your character's six abilities to assign scores to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Afterward, make any changes to your ability scores as a result of your race choice.","After assigning your ability scores, determine your {@b ability modifiers} using the Ability Scores and Modifiers table. To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the result by 2 (round down). Write the modifier next to each of your scores.",{"type":"table","caption":"Ability Score Summary","srd":true,"basicRules":true,"colStyles":["col-12"],"rows":[["{@b Strength}"],[{"type":"entries","entries":["{@i Measures:} Natural athleticism, bodily power","{@i Important for:} Barbarian, fighter, paladin","{@filter Races that have a bonus to Strength|races|Ability Scores (Including Subrace)=Strength +any}"]}]],"data":{"tableIgnore":true}},{"type":"table","caption":"Ability Score Summary","colStyles":["col-12"],"rows":[["{@b Dexterity}"],[{"type":"entries","entries":["{@i Measures:} Physical agility, reflexes, balance, poise","{@i Important for:} Monk, ranger, rogue","{@filter Races that have a bonus to Dexterity|races|Ability Scores (Including Subrace)=Dexterity +any}"]}]],"data":{"tableIgnore":true}},{"type":"table","caption":"Ability Score Summary","colStyles":["col-12"],"rows":[["{@b Constitution}"],[{"type":"entries","entries":["{@i Measures:} Health, stamina, vital force","{@i Important for:} Everyone","{@filter Races that have a bonus to Constitution|races|Ability Scores (Including Subrace)=Constitution +any}"]}]],"data":{"tableIgnore":true}},{"type":"table","caption":"Ability Score Summary","colStyles":["col-12"],"rows":[["{@b Intelligence}"],[{"type":"entries","entries":["{@i Measures:} Mental acuity, information recall, analytical skill","{@i Important for:} Wizard","{@filter Races that have a bonus to Intelligence|races|Ability Scores (Including Subrace)=Intelligence +any}"]}]],"data":{"tableIgnore":true}},{"type":"table","caption":"Ability Score Summary","colStyles":["col-12"],"rows":[["{@b Wisdom}"],[{"type":"entries","entries":["{@i Measures:} Awareness, intuition, insight","{@i Important for:} Cleric, druid","{@filter Races that have a bonus to Wisdom|races|Ability Scores (Including Subrace)=Wisdom +any}"]}]],"data":{"tableIgnore":true}},{"type":"table","caption":"Ability Score Summary","colStyles":["col-12"],"rows":[["{@b Charisma}"],[{"type":"entries","entries":["{@i Measures:} Confidence, eloquence, leadership","{@i Important for:} Bard, sorcerer, warlock","{@filter Races that have a bonus to Charisma|races|Ability Scores (Including Subrace)=Charisma +any}"]}]],"data":{"tableIgnore":true}},{"type":"entries","name":"Building Bruenor, Step 3","page":13,"entries":["Bob decides to use the standard set of scores (15, 14, 13, 12, 10, 8) for Bruenor's abilities. Since he's a fighter, he puts his highest score, 15, in Strength. His next highest, 14, goes in Constitution. Bruenor might be a brash fighter, but Bob decides he wants the dwarf to be older, wiser, and a good leader, so he puts decent scores in Wisdom and Charisma. After applying his racial benefits (increasing Bruenor's Constitution by 2 and his Strength by 2), Bruenor's ability scores and modifiers look like this: Strength 17 (+3), Dexterity 10 (+0), Constitution 16 (+3), Intelligence 8 (-1), Wisdom 13 (+1), Charisma 12 (+1).","Bob fills in Bruenor's final hit points: 10 + his Constitution modifier of +3, for a total of 13 hit points."],"source":"PHB"},{"type":"entries","name":"Variant: Customizing Ability Scores","page":13,"entries":["At your Dungeon Master's option, you can use this variant for determining your ability scores. The method described here allows you to build a character with a set of ability scores you choose individually.","You have 27 points to spend on your ability scores. The cost of each score is shown on the Ability Score Point Cost table. For example, a score of 14 costs 7 points. Using this method, 15 is the highest ability score you can end up with, before applying racial increases. You can't have a score lower than 8.","This method of determining ability scores enables you to create a set of three high numbers and three low ones (15, 15, 15, 8, 8, 8), a set of numbers that are above average and nearly equal (13, 13, 13, 12, 12, 12), or any set of numbers between those extremes.",{"type":"table","caption":"Ability Score Point Cost","basicRules":true,"srd":true,"colLabels":["Score","Cost","Score","Cost"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["8","0","12","4"],["9","1","13","5"],["10","2","14","7"],["11","3","15","9"]]},{"type":"table","caption":"Ability Scores and Modifiers","srd":true,"basicRules":true,"colLabels":["Score","Modifier","Score","Modifier"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["1","-5","16-17","+3"],["2-3","-4","18-19","+4"],["4-5","-3","20-21","+5"],["6-7","-2","22-23","+6"],["8-9","-1","24-25","+7"],["10-11","+0","26-27","+8"],["12-13","+1","28-29","+9"],["14-15","+2","30","+10"]]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"4. Describe Your Character","page":13,"entries":["Once you know the basic game aspects of your character, it's time to flesh him or her out as a person. Your character needs a name. Spend a few minutes thinking about what he or she looks like and how he or she behaves in general terms.","Using the information in chapter 4, you can flesh out your character's physical appearance and personality traits. Choose your character's {@b alignment} (the moral compass that guides his or her decisions) and {@b ideals}. Chapter 4 also helps you identify the things your character holds most dear, called {@b bonds}, and the {@b flaws} that could one day undermine him or her.","Your character's {@b background} describes where he or she came from, his or her original occupation, and the character's place in the D&D world.","Your DM might offer additional backgrounds beyond the ones included in chapter 4, and might be willing to work with you to craft a background that's a more precise fit for your character concept.","A background gives your character a background feature (a general benefit) and proficiency in two skills, and it might also give you additional languages or proficiency with certain kinds of tools. Record this information, along with the personality information you develop, on your character sheet.",{"type":"entries","name":"Your Character's Abilities","page":14,"entries":["Take your character's ability scores and race into account as you flesh out his or her appearance and personality. A very strong character with low Intelligence might think and behave very differently from a very smart character with low Strength.","For example, high {@b Strength} usually corresponds with a burly or athletic body, while a character with low Strength might be scrawny or plump.","A character with high {@b Dexterity} is probably lithe and slim, while a character with low Dexterity might be either gangly and awkward or heavy and thick-fingered.","A character with high {@b Constitution} usually looks healthy, with bright eyes and abundant energy. A character with low Constitution might be sickly or frail.","A character with high {@b Intelligence} might be highly inquisitive and studious, while a character with low Intelligence might speak simply or easily forget details.","A character with high {@b Wisdom} has good judgment, empathy, and a general awareness of what's going on. A character with low Wisdom might be absent-minded, foolhardy, or oblivious.","A character with high {@b Charisma} exudes confidence, which is usually mixed with a graceful or intimidating presence. A character with a low Charisma might come across as abrasive, inarticulate, or timid."],"source":"PHB"},{"type":"entries","name":"Building Bruenor, Step 4","page":14,"entries":["Bob fills in some of Bruenor's basic details: his name, his sex (male), his height and weight, and his alignment (lawful good). His high Strength and Constitution suggest a healthy, athletic body, and his low Intelligence suggests a degree of forgetfulness.","Bob decides that Bruenor comes from a noble line, but his clan was expelled from its homeland when Bruenor was very young. He grew up working as a smith in the remote villages of Icewind Dale. But Bruenor has a heroic destiny\u2014to reclaim his homeland\u2014so Bob chooses the folk hero background for his dwarf. He notes the proficiencies and special feature this background gives him.","Bob has a pretty clear picture of Bruenor's personality in mind, so he skips the personality traits suggested in the folk hero background, noting instead that Bruenor is a caring, sensitive dwarf who genuinely loves his friends and allies, but he hides this soft heart behind a gruff, snarling demeanor. He chooses the ideal of fairness from the list in his background, noting that Bruenor believes that no one is above the law.","Given his history, Bruenor's bond is obvious: he aspires to someday reclaim Mithral Hall, his homeland, from the shadow dragon that drove the dwarves out.","His flaw is tied to his caring, sensitive nature\u2014he has a soft spot for orphans and wayward souls, leading him to show mercy even when it might not be warranted."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"5. Choose Equipment","page":14,"entries":["Your class and background determine your character's {@b starting equipment}, including weapons, armor, and other adventuring gear. Record this equipment on your character sheet. All such items are detailed in chapter 5.","Instead of taking the gear given to you by your class and background, you can purchase your starting equipment. You have a number of {@b gold pieces} (gp) to spend based on your class, as shown in chapter 5. Extensive lists of equipment, with prices, also appear in that chapter.","If you wish, you can also have one trinket at no cost (see the Trinkets table at the end of chapter 5).","Your Strength score limits the amount of gear you can carry. Try not to purchase equipment with a total weight (in pounds) exceeding your Strength score times 15. Chapter 7 has more information on carrying capacity.",{"type":"entries","name":"Armor Class","page":14,"entries":["Your {@b Armor Class} (AC) represents how well your character avoids being wounded in battle. Things that contribute to your AC include the armor you wear, the shield you carry, and your Dexterity modifier. Not all characters wear armor or carry shields, however.","Without armor or a shield, your character's AC equals 10 + his or her Dexterity modifier. If your character wears armor, carries a shield, or both, calculate your AC using the rules in chapter 5. Record your AC on your character sheet.","Your character needs to be proficient with armor and shields to wear and use them effectively, and your armor and shield proficiencies are determined by your class.","There are drawbacks to wearing armor or carrying a shield if you lack the required proficiency, as explained in chapter 5.","Some spells and class features give you a different way to calculate your AC. If you have multiple features that give you different ways to calculate your AC, you choose which one to use."],"source":"PHB"},{"type":"entries","name":"Weapons","page":14,"entries":["For each weapon your character wields, calculate the modifier you use when you attack with the weapon and the damage you deal when you hit.","When you make an attack with a weapon, you roll a d20 and add your proficiency bonus (but only if you are proficient with the weapon) and the appropriate ability modifier.",{"type":"list","items":["For attacks with {@b melee weapons}, use your Strength modifier for attack and damage rolls. A weapon that has the finesse property, such as a {@item rapier|phb}, can use your Dexterity modifier instead.","For attacks with {@b ranged weapons}, use your Dexterity modifier for attack and damage rolls. A melee weapon that has the thrown property, such as a {@item handaxe|phb}, can use your Strength modifier instead."]}],"source":"PHB"},{"type":"entries","name":"Building Bruenor, Step 5","page":15,"entries":["Bob writes down the starting equipment from the fighter class and the folk hero background. His starting equipment includes chain mail and a shield, which combine to give Bruenor an Armor Class of 18.","For Bruenor's weapons, Bob chooses a battleaxe and two handaxes. His battleaxe is a melee weapon, so Bruenor uses his Strength modifier for his attacks and damage. His attack bonus is his Strength modifier (+3) plus his proficiency bonus (+2), for a total of +5.","The battleaxe deals 1d8 slashing damage, and Bruenor adds his Strength modifier to the damage when he hits, for a total of 1d8 + 3 slashing damage. When throwing a handaxe, Bruenor has the same attack bonus (handaxes, as thrown weapons, use Strength for attacks and damage), and the weapon deals 1d6 + 3 slashing damage when it hits."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"6. Come Together","page":15,"entries":["Most D&D characters don't work alone. Each character plays a role within a {@b party,} a group of adventurers working together for a common purpose. Teamwork and cooperation greatly improve your party's chances to survive the many perils in the worlds of Dungeons & Dragons. Talk to your fellow players and your DM to decide whether your characters know one another, how they met, and what sorts of quests the group might undertake."],"source":"PHB"}],"source":"PHB"}]},{"type":"entries","entries":[{"type":"section","data":{"quickref":2},"name":"Adventuring Gear","page":148,"entries":["This section describes items that have special rules or require further explanation.",{"type":"table","caption":"Adventuring Gear","srd":true,"basicRules":true,"colLabels":["Item","Cost","Weight"],"colStyles":["col-4","col-4 text-right","col-4 text-center"],"rows":[["{@item Abacus|PHB}","2 gp","2 lb."],["{@item Acid (vial)|PHB}","25 gp","1 lb."],["{@item Alchemist's fire (flask)|PHB}","50 gp","1 lb."],["{@i Ammunition}","",""],{"type":"row","style":"row-indent-first","row":["{@item Arrows (20)|PHB}","1 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Blowgun needles (50)|PHB}","1 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Crossbow bolts (20)|PHB}","1 gp","1½ lb."]},{"type":"row","style":"row-indent-first","row":["{@item Sling bullets (20)|PHB}","4 cp","1½ lb."]},["{@item Antitoxin (vial)|PHB}","50 gp","\u2014"],["{@i {@item Arcane focus|PHB}}","",""],{"type":"row","style":"row-indent-first","row":["{@item Crystal|PHB}","10 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Orb|PHB}","20 gp","3 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Rod|PHB}","10 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Staff|PHB}","5 gp","4 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Wand|PHB}","10 gp","1 lb."]},["{@item Backpack|PHB}","2 gp","5 lb."],["{@item Ball bearings (bag of 1,000)|PHB}","1 gp","2 lb."],["{@item Barrel|PHB}","2 gp","70 lb."],["{@item Basket|PHB}","4 sp","2 lb."],["{@item Bedroll|PHB}","1 gp","7 lb."],["{@item Bell|PHB}","1 gp","\u2014"],["{@item Blanket|PHB}","5 sp","3 lb."],["{@item Block and tackle|PHB}","1 gp","5 lb."],["{@item Book|PHB}","25 gp","5 lb."],["{@item glass bottle|PHB|Bottle, glass}","2 gp","2 lb."],["{@item Bucket|PHB}","5 cp","2 lb."],["{@item Caltrops (bag of 20)|PHB}","1 gp","2 lb."],["{@item Candle|PHB}","1 cp","\u2014"],["{@item crossbow bolt case|PHB|Case, crossbow bolt}","1 gp","1 lb."],["{@item map or scroll case|PHB|Case, map or scroll}","1 gp","1 lb."],["{@item Chain (10 feet)|PHB}","5 gp","10 lb."],["{@item Chalk (1 piece)|PHB}","1 cp","\u2014"],["{@item Chest|PHB}","5 gp","25 lb."],["{@item common clothes|PHB|Clothes, common}","5 sp","3 lb."],["{@item costume clothes|PHB|Clothes, costume}","5 gp","4 lb."],["{@item fine clothes|PHB|Clothes, fine}","15 gp","6 lb."],["{@item traveler's clothes|PHB|Clothes, traveler's}","2 gp","4 lb."],["{@item Component pouch|PHB}","25 gp","2 lb."],["{@item Crowbar|PHB}","2 gp","5 lb."],["{@i {@item Druidic focus|PHB}}","",""],{"type":"row","style":"row-indent-first","row":["{@item Sprig of mistletoe|PHB}","1 gp","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Totem|PHB}","1 gp","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Wooden staff|PHB}","5 gp","4 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Yew wand|PHB}","10 gp","1 lb."]},["{@item Fishing tackle|PHB}","1 gp","4 lb."],["{@item Flask|PHB} or {@item tankard|PHB}","2 cp","1 lb."],["{@item Grappling hook|PHB}","2 gp","4 lb."],["{@item Hammer|PHB}","1 gp","3 lb."],["{@item sledgehammer|PHB|Hammer, sledge}","2 gp","10 lb."],["{@item Healer's Kit|PHB}","5 gp","3 lb."],["{@i {@item Holy symbol|PHB}}","",""],{"type":"row","style":"row-indent-first","row":["{@item Amulet|PHB}","5 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Emblem|PHB}","5 gp","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Reliquary|PHB}","5 gp","2 lb."]},["{@item Holy water (flask)|PHB}","25 gp","1 lb."],["{@item Hourglass|PHB}","25 gp","1 lb."],["{@item Hunting trap|PHB}","5 gp","25 lb."],["{@item Ink (1-ounce bottle)|PHB}","10 gp","\u2014"],["{@item Ink pen|PHB}","2 cp","\u2014"],["{@item Jug|PHB} or {@item pitcher|PHB}","2 cp","4 lb."],["{@item climber's kit|PHB|Kit, climber's}","25 gp","12 lb."],["{@item disguise kit|PHB|Kit, disguise}","25 gp","3 lb."],["{@item forgery kit|PHB|Kit, forgery}","15 gp","5 lb."],["{@item herbalism kit|PHB|Kit, herbalism}","5 gp","3 lb."],["{@item healer's kit|PHB|Kit, healer's}","5 gp","3 lb."],["{@item mess kit|PHB|Kit, mess}","2 sp","1 lb."],["{@item poisoner's kit|PHB|Kit, poisoner's}","50 gp","2 lb."],["{@item Ladder (10-foot)|PHB}","1 sp","25 lb."],["{@item Lamp|PHB}","5 sp","1 lb."],["{@item bullseye lantern|PHB|Lantern, bullseye}","10 gp","2 lb."],["{@item hooded lantern|PHB|Lantern, hooded}","5 gp","2 lb."],["{@item Lock|PHB}","10 gp","1 lb."],["{@item Magnifying glass|PHB}","100 gp","\u2014"],["{@item Manacles|PHB}","2 gp","6 lb."],["{@item steel mirror|PHB|Mirror, steel}","5 gp","1/2 lb."],["{@item Oil (flask)|PHB}","1 sp","1 lb."],["{@item Paper (one sheet)|PHB}","2 sp","\u2014"],["{@item Parchment (one sheet)|PHB}","1 sp","\u2014"],["{@item Perfume (vial)|PHB}","5 gp","\u2014"],["{@item miner's pick|PHB|Pick, miner's}","2 gp","10 lb."],["{@item Piton|PHB}","5 cp","1/4 lb."],["{@item basic poison (vial)|PHB|Poison, basic (vial)}","100 gp","\u2014"],["{@item Pole (10-foot)|PHB}","5 cp","7 lb."],["{@item iron pot|PHB|Pot, iron}","2 gp","10 lb."],["{@item Potion of healing|DMG}","50 gp","1/2 lb."],["{@item Pouch|PHB}","5 sp","1 lb."],["{@item Quiver|PHB}","1 gp","1 lb."],["{@item portable ram|PHB|Ram, portable}","4 gp","35 lb."],["{@item Rations (1 day)|PHB}","5 sp","2 lb."],["{@item Robes|PHB}","1 gp","4 lb."],["{@item hempen rope (50 feet)|PHB|Rope, hempen (50 feet)}","1 gp","10 lb."],["{@item silk rope (50 feet)|PHB|Rope, silk (50 feet)}","10 gp","5 lb."],["{@item Sack|PHB}","1 cp","1/2 lb."],["{@item merchant's scale|PHB|Scale, merchant's}","5 gp","3 lb."],["{@item Sealing wax|PHB}","5 sp","\u2014"],["{@item Shovel|PHB}","2 gp","5 lb."],["{@item Signal whistle|PHB}","5 cp","\u2014"],["{@item Signet ring|PHB}","5 gp","\u2014"],["{@item Soap|PHB}","2 cp","\u2014"],["{@item Spellbook|PHB}","50 gp","3 lb."],["{@item iron spikes (10)|PHB|Spikes, iron (10)}","1 gp","5 lb."],["{@item Spyglass|PHB}","1,000 gp","1 lb."],["{@item two-person tent|PHB|Tent, two-person}","2 gp","20 lb."],["{@item Tinderbox|PHB}","5 sp","1 lb."],["{@item Torch|PHB}","1 cp","1 lb."],["{@item Vial|PHB}","1 gp","\u2014"],["{@item Waterskin|PHB}","2 sp","5 lb. (full)"],["{@item Whetstone|PHB}","1 cp","1 lb."]]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Acid","page":148,"entries":["As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage."],"source":"PHB"},{"type":"entries","name":"Alchemist's Fire","page":148,"entries":["This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames."],"source":"PHB"},{"type":"entries","name":"Antitoxin","page":151,"entries":["A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs."],"source":"PHB"},{"type":"entries","name":"Arcane Focus","page":151,"entries":["An arcane focus is a special item\u2014an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item\u2014designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, as described in chapter 10."],"source":"PHB"},{"type":"entries","name":"Ball Bearings","page":151,"entries":["As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall {@condition prone}. A creature moving through the area at half speed doesn't need to make this save."],"source":"PHB"},{"type":"entries","name":"Block and Tackle","page":151,"entries":["A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift."],"source":"PHB"},{"type":"entries","name":"Book","page":151,"entries":["A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section)."],"source":"PHB"},{"type":"entries","name":"Caltrops","page":151,"entries":["As an action, you can spend a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save."],"source":"PHB"},{"type":"entries","name":"Candle","page":151,"entries":["For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet."],"source":"PHB"},{"type":"entries","name":"Case, Crossbow Bolt","page":151,"entries":["This wooden case can hold up to twenty crossbow bolts"],"source":"PHB"},{"type":"entries","name":"Case, Map or Scroll","page":151,"entries":["This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment."],"source":"PHB"},{"type":"entries","name":"Chain","page":151,"entries":["A chain has 10 hit points. It can be burst with a successful DC 20 Strength check."],"source":"PHB"},{"type":"entries","name":"Climber's Kit","page":151,"entries":["A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor."],"source":"PHB"},{"type":"entries","name":"Component Pouch","page":151,"entries":["A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description)."],"source":"PHB"},{"type":"entries","name":"Crowbar","page":151,"entries":["Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied."],"source":"PHB"},{"type":"entries","name":"Druidic Focus","page":151,"entries":["A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid (see chapter 3 of the Player's Handbook) can use such an object as a spellcasting focus, as described in chapter 10."],"source":"PHB"},{"type":"entries","name":"Fishing Tackle","page":151,"entries":["This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting."],"source":"PHB"},{"type":"entries","name":"Healer's Kit","page":151,"entries":["This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom ({@skill Medicine}) check."],"source":"PHB"},{"type":"entries","name":"Holy Symbol","page":151,"entries":["A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred rite. Appendix B lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus, as described in Part 3: The Rules of Magic. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield."],"source":"PHB"},{"type":"entries","name":"Holy Water","page":151,"entries":["As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact.","In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot."],"source":"PHB"},{"type":"entries","name":"Hunting Trap","page":152,"entries":["When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature."],"source":"PHB"},{"type":"entries","name":"Lamp","page":152,"entries":["A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil."],"source":"PHB"},{"type":"entries","name":"Lantern, Bullseye","page":152,"entries":["A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil."],"source":"PHB"},{"type":"entries","name":"Lantern, Hooded","page":152,"entries":["A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius."],"source":"PHB"},{"type":"entries","name":"Lock","page":152,"entries":["A key is provided with the lock. Without the key, a creature proficient with {@item thieves' tools|phb} can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for higher prices."],"source":"PHB"},{"type":"entries","name":"Magnifying Glass","page":152,"entries":["This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed."],"source":"PHB"},{"type":"entries","name":"Manacles","page":152,"entries":["These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with {@item thieves' tools|phb} can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points."],"source":"PHB"},{"type":"entries","name":"Mess Kit","page":152,"entries":["This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl."],"source":"PHB"},{"type":"entries","name":"Oil","page":152,"entries":["Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn."],"source":"PHB"},{"type":"entries","name":"Poison, Basic","page":153,"entries":["You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying."],"source":"PHB"},{"type":"entries","name":"Potion of Healing","page":153,"entries":["A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action."],"source":"PHB"},{"type":"entries","name":"Pouch","page":153,"entries":["A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section)."],"source":"PHB"},{"type":"entries","name":"Quiver","page":153,"entries":["A quiver can hold up to 20 arrows."],"source":"PHB"},{"type":"entries","name":"Ram, Portable","page":153,"entries":["You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check."],"source":"PHB"},{"type":"entries","name":"Rations","page":153,"entries":["Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts."],"source":"PHB"},{"type":"entries","name":"Rope, hempen (50 feet)","page":153,"entries":["Rope, made of hemp, has 2 hit points and can be burst with a DC 17 Strength check."],"source":"PHB"},{"type":"entries","name":"Rope, silk (50 feet)","page":153,"entries":["Rope, made of silk, has 2 hit points and can be burst with a DC 17 Strength check."],"source":"PHB"},{"type":"entries","name":"Scale, Merchant's","page":153,"entries":["A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth."],"source":"PHB"},{"type":"entries","name":"Spellbook","page":153,"entries":["Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells."],"source":"PHB"},{"type":"entries","name":"Spyglass","page":153,"entries":["Objects viewed through a spyglass are magnified to twice their size."],"source":"PHB"},{"type":"entries","name":"Tent","page":153,"entries":["A simple and portable canvas shelter, a tent sleeps two."],"source":"PHB"},{"type":"entries","name":"Tinderbox","page":153,"entries":["This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch\u2014or anything else with abundant, exposed fuel\u2014takes an action. Lighting any other fire takes 1 minute."],"source":"PHB"},{"type":"entries","name":"Torch","page":153,"entries":["A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage."],"source":"PHB"}]}]},{"type":"table","caption":"Container Capacity","srd":true,"basicRules":true,"colLabels":["Container","Capacity"],"colStyles":["col-6","col-6"],"rows":[["{@item Backpack|phb}*","1 cubic foot/30 pounds of gear"],["{@item Barrel|phb}","40 gallons liquid, 4 cubic feet solid"],["{@item Basket|phb}","2 cubic feet/40 pounds of gear"],["{@item Glass Bottle|phb|Bottle}","1½ pints liquid"],["{@item Bucket|phb}","3 gallons liquid, 1/2 cubic foot solid"],["{@item Chest|phb}","12 cubic feet/300 pounds of gear"],["{@item Flask|phb} or {@item tankard|phb}","1 pint liquid"],["{@item Jug|phb} or {@item pitcher|phb}","1 gallon liquid"],["{@item Iron Pot|phb|Pot, iron}","1 gallon liquid"],["{@item Pouch|phb}","1/5 cubic foot/6 pounds of gear"],["{@item Sack|phb}","1 cubic foot/30 pounds of gear"],["{@item Vial|phb}","4 ounces liquid"],["{@item Waterskin|phb}","4 pints liquid"]],"footnotes":["* You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack."]},{"type":"inset","name":"Equipment Packs","page":151,"entries":["The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually.",{"type":"entries","name":"Burglar's Pack (16 gp)","page":151,"entries":["Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days of rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it."],"source":"PHB"},{"type":"entries","name":"Diplomat's Pack (39 gp)","page":151,"entries":["Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap."],"source":"PHB"},{"type":"entries","name":"Dungeoneer's Pack (12 gp)","page":151,"entries":["Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it."],"source":"PHB"},{"type":"entries","name":"Entertainer's Pack (40 gp)","page":151,"entries":["Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit."],"source":"PHB"},{"type":"entries","name":"Explorer's Pack (10 gp)","page":151,"entries":["Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it."],"source":"PHB"},{"type":"entries","name":"Priest's Pack (19 gp)","page":151,"entries":["Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin."],"source":"PHB"},{"type":"entries","name":"Scholar's Pack (40 gp)","page":151,"entries":["Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Armor and Shields","page":144,"entries":["D&D worlds are a vast tapestry made up of many different cultures, each with its own technology level. For this reason, adventurers have access to a variety of armor types, ranging from leather armor to chain mail to costly plate armor, with several other kinds of armor in between. The Armor table collects the most commonly available types of armor found in the game and separates them into three categories: light armor, medium armor, and heavy armor. Many warriors supplement their armor with a shield.","The Armor table shows the cost, weight, and other properties of the common types of armor worn in the worlds of D&D.",{"type":"table","caption":"Armor","srd":true,"basicRules":true,"colLabels":["Armor","Cost","Armor Class (AC)","Strength","Stealth","Weight"],"colStyles":["col-3","col-1 text-right","col-3 text-center","col-1","col-3","col-1 text-center"],"rows":[["{@i Light Armor}","","","","",""],{"type":"row","style":"row-indent-first","row":["{@item padded armor|phb|Padded}","5 gp","11 + Dex modifier","\u2014","Disadvantage","8 lb."]},{"type":"row","style":"row-indent-first","row":["{@item leather armor|phb|Leather}","10 gp","11 + Dex modifier","\u2014","\u2014","10 lb."]},{"type":"row","style":"row-indent-first","row":["{@item studded leather armor|phb|Studded leather}","45 gp","12 + Dex modifier","\u2014","\u2014","13 lb."]},["{@i Medium Armor}","","","","",""],{"type":"row","style":"row-indent-first","row":["{@item hide armor|phb|Hide}","10 gp","12 + Dex modifier (max 2)","\u2014","\u2014","12 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Chain shirt|phb}","50 gp","13 + Dex modifier (max 2)","\u2014","\u2014","20 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Scale mail|phb}","50 gp","14 + Dex modifier (max 2)","\u2014","Disadvantage","45 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Breastplate|phb}","400 gp","14 + Dex modifier (max 2)","\u2014","\u2014","20 lb."]},{"type":"row","style":"row-indent-first","row":["{@item half plate armor|phb|Half plate}","750 gp","15 + Dex modifier (max 2)","\u2014","Disadvantage","40 lb."]},["{@i Heavy Armor}","","","","",""],{"type":"row","style":"row-indent-first","row":["{@item Ring mail|phb}","30 gp","14","\u2014","Disadvantage","40 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Chain mail|phb}","75 gp","16","Str 13","Disadvantage","55 lb."]},{"type":"row","style":"row-indent-first","row":["{@item splint armor|phb|Splint}","200 gp","17","Str 15","Disadvantage","60 lb."]},{"type":"row","style":"row-indent-first","row":["{@item plate armor|phb|Plate}","1,500 gp","18","Str 15","Disadvantage","65 lb."]},["{@i Shield}","","","","",""],{"type":"row","style":"row-indent-first","row":["{@item Shield|phb}","10 gp","+2","\u2014","\u2014","6 lb."]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Armor Proficiency","page":144,"entries":["Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor's use know how to wear it effectively, however.","Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast spells."],"source":"PHB"},{"type":"entries","name":"Armor Class (AC)","page":144,"entries":["Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class."],"source":"PHB"},{"type":"entries","name":"Heavy Armor","page":144,"entries":["Heavier armor interferes with the wearer's ability to move quickly, stealthily, and freely. If the Armor table shows \"Str 13\" or \"Str 15\" in the Strength column for an armor type, the armor reduces the wearer's speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score."],"source":"PHB"},{"type":"entries","name":"Stealth","page":144,"entries":["If the Armor table shows \"Disadvantage\" in the Stealth column, the wearer has disadvantage on Dexterity ({@skill Stealth}) checks."],"source":"PHB"},{"type":"entries","name":"Shields","page":144,"entries":["A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time."],"source":"PHB"}]}]},{"type":"inset","name":"Variant: Equipment Sizes","page":144,"entries":["In most campaigns, you can use or wear any equipment that you find on your adventures, within the bounds of common sense. For example, a burly half-orc won't fit in a halfling's leather armor, and a gnome would be swallowed up in a cloud giant's elegant robe.","The DM can impose more realism. For example, a suit of plate armor made for one human might not fit another one without significant alterations, and a guard's uniform might be visibly ill-fitting when an adventurer tries to wear it as a disguise.","Using this variant, when adventurers find armor, clothing, and similar items that are made to be worn, they might need to visit an armorsmith, tailor, leatherworker, or similar expert to make the item wearable. The cost for such work varies from 10 to 40 percent of the market price of the item. The DM can either roll 1d4 × 10 or determine the increase in cost based on the extent of the alterations required."],"source":"PHB"},{"type":"entries","name":"Light Armor","page":144,"entries":["Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.",{"type":"entries","entries":[{"type":"entries","name":"Padded","page":144,"entries":["Padded armor consists of quilted layers of cloth and batting."],"source":"PHB"},{"type":"entries","name":"Leather","page":144,"entries":["The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials."],"source":"PHB"},{"type":"entries","name":"Studded Leather","page":144,"entries":["Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes."],"source":"PHB"}]}],"source":"PHB"},{"type":"entries","name":"Medium Armor","page":144,"entries":["Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.",{"type":"entries","entries":[{"type":"entries","name":"Hide","page":144,"entries":["This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor."],"source":"PHB"},{"type":"entries","name":"Chain Shirt","page":144,"entries":["Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers."],"source":"PHB"},{"type":"entries","name":"Scale Mail","page":144,"entries":["This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets."],"source":"PHB"},{"type":"entries","name":"Breastplate","page":145,"entries":["This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered."],"source":"PHB"},{"type":"entries","name":"Half Plate","page":145,"entries":["Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps."],"source":"PHB"}]}],"source":"PHB"},{"type":"entries","name":"Heavy Armor","page":145,"entries":["Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk. Heavy armor doesn't let you add your Dexterity modifier to your Armor Class, but it also doesn't penalize you if your Dexterity modifier is negative.",{"type":"entries","entries":[{"type":"entries","name":"Ring Mail","page":145,"entries":["This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor."],"source":"PHB"},{"type":"entries","name":"Chain Mail","page":145,"entries":["Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets."],"source":"PHB"},{"type":"entries","name":"Splint","page":145,"entries":["This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints."],"source":"PHB"},{"type":"entries","name":"Plate","page":145,"entries":["Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body."],"source":"PHB"}]}],"source":"PHB"},{"type":"entries","name":"Getting Into and Out of Armor","page":146,"entries":["The time it takes to don or doff armor depends on the armor's category.",{"type":"entries","entries":[{"type":"entries","name":"Don","page":146,"entries":["This is the time it takes to put on armor. You benefit from the armor's AC only if you take the full time to don the suit of armor."],"source":"PHB"},{"type":"entries","name":"Doff","page":146,"entries":["This is the time it takes to take off armor. If you have help, reduce this time by half."],"source":"PHB"}]},{"type":"table","caption":"Donning and Doffing Armor","basicRules":true,"srd":true,"colLabels":["Category","Don","Doff"],"colStyles":["col-4","col-4","col-4"],"rows":[["Light Armor","1 minute","1 minute"],["Medium Armor","5 minutes","1 minute"],["Heavy Armor","10 minutes","5 minutes"],["Shield","1 action","1 action"]]}],"source":"PHB"}],"source":"PHB"},{"type":"section","name":"Attunement","page":136,"entries":["Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is to be a spellcaster, a creature qualifies if it can cast at least one spell using its traits or features, not using a magic item or the like. (If the class is a spellcasting class, a monster qualifies if that creature has spell slots and uses that class's spell list.)","Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.","Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can't be the same short rest used to learn the item's properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words.","An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can't attune to more than one copy of an item. For example, a creature can't attune to more than one ring of protection at a time.","A creature's attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed."],"data":{"quickref":2},"source":"DMG"},{"type":"section","data":{"quickref":2},"name":"Expenses","page":157,"entries":["When not descending into the depths of the earth, exploring ruins for lost treasures, or waging war against the encroaching darkness, adventurers face more mundane realities. Even in a fantastical world, people require basic necessities such as shelter, sustenance, and clothing. These things cost money, although some lifestyles cost more than others.",{"type":"entries","name":"Lifestyle Expenses","page":157,"basicRules":true,"srd":true,"entries":["Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.","At the start of each week or month (your choice), choose a lifestyle from the Expenses table and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career.","Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely to make powerful connections.",{"type":"table","caption":"Lifestyle Expenses","colLabels":["Lifestyle","Price/Day"],"colStyles":["col-6","col-6 text-right"],"rows":[["Wretched","\u2014"],["Squalid","1 sp"],["Poor","2 sp"],["Modest","1 gp"],["Comfortable","2 gp"],["Wealthy","4 gp"],["Aristocratic","10 gp minimum"]]},{"type":"entries","entries":[{"type":"entries","name":"Wretched","page":158,"entries":["You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people."],"source":"PHB"},{"type":"entries","name":"Squalid","page":158,"entries":["You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease."],"source":"PHB"},{"type":"entries","name":"Poor","page":158,"entries":["A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types."],"source":"PHB"},{"type":"entries","name":"Modest","page":158,"entries":["A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don't go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like."],"source":"PHB"},{"type":"entries","name":"Comfortable","page":158,"entries":["Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers."],"source":"PHB"},{"type":"entries","name":"Wealthy","page":158,"entries":["Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants."],"source":"PHB"},{"type":"entries","name":"Aristocratic","page":158,"entries":["You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery.","The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant."],"source":"PHB"}]}],"source":"PHB"},{"type":"entries","name":"Food, Drink, and Lodging","page":158,"entries":["The Food, Drink, and Lodging table gives prices for individual food items and a single night's lodging. These prices are included in your total lifestyle expenses.",{"type":"table","caption":"Food, Drink, and Lodging","basicRules":true,"srd":true,"colLabels":["Item","Cost"],"colStyles":["col-6","col-6 text-right"],"rows":[["{@i Ale}",""],{"type":"row","style":"row-indent-first","row":["{@item Ale (Gallon)|PHB|Gallon}","2 sp"]},{"type":"row","style":"row-indent-first","row":["{@item Ale (mug)|phb|Mug}","4 cp"]},["Banquet (per person)","10 gp"],["{@item loaf of bread|phb|Bread, loaf}","2 cp"],["{@item hunk of cheese|phb|Cheese, hunk}","1 sp"],["{@i Inn stay (per day)}",""],{"type":"row","style":"row-indent-first","row":["Squalid","7 cp"]},{"type":"row","style":"row-indent-first","row":["Poor","1 sp"]},{"type":"row","style":"row-indent-first","row":["Modest","5 sp"]},{"type":"row","style":"row-indent-first","row":["Comfortable","8 sp"]},{"type":"row","style":"row-indent-first","row":["Wealthy","2 gp"]},{"type":"row","style":"row-indent-first","row":["Aristocratic","4 gp"]},["{@i Meals (per day)}",""],{"type":"row","style":"row-indent-first","row":["Squalid","3 cp"]},{"type":"row","style":"row-indent-first","row":["Poor","6 cp"]},{"type":"row","style":"row-indent-first","row":["Modest","3 sp"]},{"type":"row","style":"row-indent-first","row":["Comfortable","5 sp"]},{"type":"row","style":"row-indent-first","row":["Wealthy","8 sp"]},{"type":"row","style":"row-indent-first","row":["Aristocratic","2 gp"]},["{@item chunk of meat|phb|Meat, chunk}","3 sp"],["{@i Wine}",""],{"type":"row","style":"row-indent-first","row":["{@item common wine (pitcher)|phb|Common (pitcher)}","2 sp"]},{"type":"row","style":"row-indent-first","row":["{@item fine wine (bottle)|phb|Fine (bottle)}","10 gp"]}]},{"type":"inset","name":"Self-Sufficiency","page":159,"entries":["The expenses and lifestyles described in this chapter assume that you are spending your time between adventures in town, availing yourself of whatever services you can afford\u2014paying for food and shelter, paying townspeople to sharpen your sword and repair your armor, and so on. Some characters, though, might prefer to spend their time away from civilization, sustaining themselves in the wild by hunting, foraging, and repairing their own gear.","Maintaining this kind of lifestyle doesn't require you to spend any coin, but it is time-consuming. If you spend your time between adventures practicing a profession, as described in chapter 8, you can eke out the equivalent of a poor lifestyle. Proficiency in the {@skill Survival} skill lets you live at the equivalent of a comfortable lifestyle."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Services","page":159,"entries":["Adventurers can pay nonplayer characters to assist them or act on their behalf in a variety of circumstances. Most such hirelings have fairly ordinary skills, while others are masters of a craft or art, and a few are experts with specialized adventuring skills.","Some of the most basic types of hirelings appear on the Services table. Other common hirelings include any of the wide variety of people who inhabit a typical town or city, when the adventurers pay them to perform a specific task. For example, a wizard might pay a carpenter to construct an elaborate chest (and its miniature replica) for use in the {@spell Leomund's secret chest} spell. A fighter might commission a blacksmith to forge a special sword. A bard might pay a tailor to make exquisite clothing for an upcoming performance in front of the duke.","Other hirelings provide more expert or dangerous services. Mercenary soldiers paid to help the adventurers take on a hobgoblin army are hirelings, as are sages hired to research ancient or esoteric lore. If a high-level adventurer establishes a stronghold of some kind, he or she might hire a whole staff of servants and agents to run the place, from a castellan or steward to menial laborers to keep the stables clean. These hirelings often enjoy a long-term contract that includes a place to live within the stronghold as part of the offered compensation.","Skilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, artisan, scribe, and so on. The pay shown is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for menial work that requires no particular skill and can include laborers, porters, maids, and similar workers.",{"type":"table","caption":"Services","basicRules":true,"srd":true,"colLabels":["Service","Pay"],"colStyles":["col-6","col-6"],"rows":[["{@i Coach cab}",""],{"type":"row","style":"row-indent-first","row":["Between towns","3 cp per mile"]},{"type":"row","style":"row-indent-first","row":["Coach cab, Within a city","1 cp"]},["{@i Hireling}",""],{"type":"row","style":"row-indent-first","row":["Skilled","2 gp per day"]},{"type":"row","style":"row-indent-first","row":["Untrained","2 sp per day"]},["Messenger","2 cp per mile"],["Road or gate toll","1 cp"],["Ship's passage","1 sp per mile"]]}],"source":"PHB"},{"type":"entries","name":"Spellcasting Services","page":159,"entries":["People who are able to cast spells don't fall into the category of ordinary hirelings. It might be possible to find someone willing to cast a spell in exchange for coin or favors, but it is rarely easy and no established pay rates exist. As a rule, the higher the level of the desired spell, the harder it is to find someone who can cast it and the more it costs.","Hiring someone to cast a relatively common spell of {@filter 1st|spells|level=1} or {@filter 2nd|spells|level=2} level, such as {@spell cure wounds} or {@spell identify}, is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any expensive material components). Finding someone able and willing to cast a higher-level spell might involve traveling to a large city, perhaps one with a university or prominent temple. Once found, the spellcaster might ask for a service instead of payment\u2014the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster infested wilderness to deliver something important to a distant settlement."],"data":{"quickrefIndex":true},"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Mounts and Vehicles","page":155,"entries":["A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal's speed and base carrying capacity.","An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together.","Mounts other than those listed here are available in the worlds of D&D, but they are rare and not normally available for purchase. These include flying mounts (pegasi, griffons, hippogriffs, and similar animals) and even aquatic mounts (giant sea horses, for example). Acquiring such a mount often means securing an egg and raising the creature yourself, making a bargain with a powerful entity, or negotiating with the mount itself.",{"type":"entries","entries":[{"type":"entries","name":"Barding","page":155,"entries":["Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much."],"source":"PHB"},{"type":"entries","name":"Saddles","page":155,"entries":["A {@item military saddle|phb} braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An {@item exotic saddle|phb} is required for riding any aquatic or flying mount."],"source":"PHB"},{"type":"entries","name":"Vehicle Proficiency","page":155,"entries":["If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances."],"source":"PHB"},{"type":"entries","name":"Rowed Vessels","page":155,"entries":["Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land."],"source":"PHB"}]},{"type":"table","caption":"Mounts and Other Animals","basicRules":true,"srd":true,"colLabels":["Item","Cost","Speed","Carrying Capacity"],"colStyles":["col-6","col-2 text-right","col-2 text-right","col-2 text-right"],"rows":[["{@item Camel|phb}","50 gp","50 ft.","480 lb."],["{@item Donkey|phb} or {@item mule|phb}","8 gp","40 ft.","420 lb."],["{@item Elephant|phb}","200 gp","40 ft.","1,320 lb."],["{@item draft horse|phb|Horse, draft}","50 gp","40 ft.","540 lb."],["{@item riding horse|phb|Horse, riding}","75 gp","60 ft.","480 lb."],["{@item Mastiff|phb}","25 gp","40 ft.","195 lb."],["{@item Pony|phb}","30 gp","40 ft.","225 lb."],["{@item Warhorse|phb}","400 gp","60 ft.","540 lb."]]},{"type":"table","caption":"Tack, Harness, and Drawn Vehicles","basicRules":true,"srd":true,"colLabels":["Item","Cost","Weight"],"colStyles":["col-8","col-2 text-right","col-2 text-right"],"rows":[["{@item Barding|PHB}","×4","×2"],["{@item Bit and bridle|PHB}","2 gp","1 lb."],["{@item Carriage|PHB}","100 gp","600 lb."],["{@item Cart|PHB}","15 gp","200 lb."],["{@item Chariot|PHB}","250 gp","100 lb."],["Animal Feed (per day)","5 cp","10 lb."],["{@i Saddle}","",""],{"type":"row","style":"row-indent-first","row":["{@item Exotic saddle|PHB|Exotic}","60 gp","40 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Military saddle|PHB|Military}","20 gp","30 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Pack saddle|PHB|Pack}","5 gp","15 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Riding saddle|PHB|Riding}","10 gp","25 lb."]},["{@item Saddlebags|PHB}","4 gp","8 lb."],["{@item Sled|PHB}","20 gp","300 lb."],["Stabling (per day)","5 sp","\u2014"],["{@item Wagon|PHB}","35 gp","400 lb."]]},{"type":"table","caption":"Waterborne Vehicles","basicRules":true,"srd":true,"colLabels":["Item","Cost","Speed"],"colStyles":["col-8","col-2 text-right","col-2 text-right"],"rows":[["{@item Galley|DMG}","30,000 gp","4 mph"],["{@item Keelboat|DMG}","3,000 gp","1 mph"],["{@item Longship|DMG}","10,000 gp","3 mph"],["{@item Rowboat|DMG}","50 gp","1½ mph"],["{@item Sailing ship|DMG}","10,000 gp","2 mph"],["{@item Warship|DMG}","25,000 gp","2½ mph"]]}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Starting Equipment","page":143,"entries":["When you create your character, you receive equipment based on a combination of your class and background. Alternatively, you can start with a number of gold pieces based on your class and spend them on items from the lists in this chapter. See the Starting Wealth by Class table to determine how much gold you have to spend.","You decide how your character came by this starting equipment. It might have been an inheritance, or goods that the character purchased during his or her upbringing. You might have been equipped with a weapon, armor, and a backpack as part of military service. You might even have stolen your gear. A weapon could be a family heirloom, passed down from generation to generation until your character finally took up the mantle and followed in an ancestor's adventurous footsteps.",{"type":"table","caption":"Starting Wealth by Class","basicRules":true,"colLabels":["Class","Funds"],"colStyles":["col-6","col-6"],"rows":[["Barbarian","{@dice 2d4×10|2d4 × 10|Barbarian Starting Wealth} gp"],["Bard","{@dice 5d4×10|5d4 × 10|Bard Starting Wealth} gp"],["Cleric","{@dice 5d4×10|5d4 × 10|Cleric Starting Wealth} gp"],["Druid","{@dice 2d4×10|2d4 × 10|Druid Starting Wealth} gp"],["Fighter","{@dice 5d4×10|5d4 × 10|Fighter Starting Wealth} gp"],["Monk","{@dice 5d4|5d4|Monk Starting Wealth} gp"],["Paladin","{@dice 5d4×10|5d4 × 10|Paladin Starting Wealth} gp"],["Ranger","{@dice 5d4×10|5d4 × 10|Ranger Starting Wealth} gp"],["Rogue","{@dice 4d4×10|4d4 × 10|Rogue Starting Wealth} gp"],["Sorcerer","{@dice 3d4×10|3d4 × 10|Sorcerer Starting Wealth} gp"],["Warlock","{@dice 4d4×10|4d4 × 10|Warlock Starting Wealth} gp"],["Wizard","{@dice 4d4×10|4d4 × 10|Wizard Starting Wealth} gp"]]}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Tools","page":154,"entries":["A tool helps you to do something you couldn't otherwise do, such as craft or repair an item, forge a document, or pick a lock. Your race, class, background, or feats give you proficiency with certain tools. Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use. For example, the DM might ask you to make a Dexterity check to carve a fine detail with your woodcarver's tools, or a Strength check to make something out of particularly hard wood.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Artisan's Tools","basicRules":true,"srd":true,"page":154,"entries":["These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency."],"source":"PHB"},{"type":"entries","name":"Disguise Kit","page":154,"entries":["This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise."],"source":"PHB"},{"type":"entries","name":"Forgery Kit","page":154,"entries":["This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document."],"source":"PHB"},{"type":"entries","name":"Gaming Set","page":154,"entries":["This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency."],"source":"PHB"},{"type":"entries","name":"Herbalism Kit","page":154,"entries":["This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions.","Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing."],"source":"PHB"},{"type":"entries","name":"Musical Instrument","page":154,"entries":["Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus, as described in Part 3: The Rules of Magic, Casting a Spell. Each type of musical instrument requires a separate proficiency."],"source":"PHB"},{"type":"entries","name":"Navigator's Tools","page":154,"entries":["This set of instruments is used for navigation at sea. Proficiency with {@item navigator's tools|phb} lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea."],"source":"PHB"},{"type":"entries","name":"Poisoner's Kit","page":154,"entries":["A {@item poisoner's kit|phb} includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons."],"source":"PHB"},{"type":"entries","name":"Thieves' Tools","page":154,"entries":["This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks."],"source":"PHB"}]}]},{"type":"table","colLabels":["Item","Cost","Weight"],"colStyles":["col-8","col-2 text-right","col-2 text-center"],"rows":[["{@i Artisan's tools}","",""],{"type":"row","style":"row-indent-first","row":["{@item Alchemist's supplies|phb}","50 gp","8 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Brewer's supplies|phb}","20 gp","9 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Calligrapher's supplies|phb}","10 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Carpenter's tools|phb}","8 gp","6 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Cartographer's tools|phb}","15 gp.","6 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Cobbler's tools|phb}","5 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Cook's utensils|phb}","1 gp","8 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Glassblower's tools|phb}","30 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Jeweler's tools|phb}","25 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Leatherworker's tools|phb}","5 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Mason's tools|phb}","10 gp","8 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Painter's supplies|phb}","10 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Potter's tools|phb}","10 gp","3 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Smith's tools|phb}","20 gp","8 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Tinker's tools|phb}","50 gp","10 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Weaver's tools|phb}","1 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Woodcarver's tools|phb}","1 gp","5 lb."]},["{@item Disguise Kit|phb}","25 gp","3 lb."],["{@item Forgery kit|phb}","15 gp","5 lb."],["{@i Gaming sets}","",""],{"type":"row","style":"row-indent-first","row":["{@item Dice set|phb}","1 sp","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Dragonchess set|phb}","1 gp","1/2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Playing card set|phb}","5 sp","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Three-Dragon Ante set|phb}","1 gp","\u2014"]},["{@item Herbalism kit|phb}","5 gp","3 lb."],["{@i Musical instruments}","",""],{"type":"row","style":"row-indent-first","row":["{@item Bagpipes|phb}","30 gp","6 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Drum|phb}","6 gp","3 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Dulcimer|phb}","25 gp","10 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Flute|phb}","2 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Lute|phb}","35 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Lyre|phb}","30 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Horn|phb}","3 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Pan flute|phb}","12 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Shawm|phb}","2 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Viol|phb}","30 gp","1 lb."]},["{@item Navigator's tools|phb}","25 gp","2 lb."],["{@item Poisoner's kit|phb}","50 gp","2 lb."],["{@item Thieves' tools|phb}","25 gp","1 lb."],["Vehicles (land or water)","*","*"]],"footnotes":["* See the \"Mounts and Vehicles\" section."]}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Trade Goods","page":157,"basicRules":true,"srd":true,"entries":["Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest).","Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. The Trade Goods table shows the value of commonly exchanged goods.",{"type":"table","caption":"Trade Goods","srd":true,"colLabels":["Cost","Goods"],"colStyles":["col-1 text-right","col-11"],"rows":[["1 cp","1 lb. of wheat"],["2 cp","1 lb. of flour or one chicken"],["5 cp","1 lb. of salt"],["1 sp","1 lb. of iron or 1 sq. yd. of canvas"],["5 sp","1 lb. of copper or 1 sq. yd. of cotton cloth"],["1 gp","1 lb. of ginger or one goat"],["2 gp","1 lb. of cinnamon or pepper, or one sheep"],["3 gp","1 lb. of cloves or one pig"],["5 gp","1 lb. of silver or 1 sq. yd. of linen"],["10 gp","1 sq. yd. of silk or one cow"],["15 gp","1 lb. of saffron or one ox"],["50 gp","1 lb. of gold"],["500 gp","1 lb. of platinum"]]}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Wealth","page":143,"entries":["Wealth appears in many forms in a D&D world. Coins, gemstones, trade goods, art objects, animals, and property can reflect your character's financial well-being. Members of the peasantry trade in goods, bartering for what they need and paying taxes in grain and cheese. Members of the nobility trade in legal rights, such as the rights to mine, a port, or farmland, or in gold bars, measuring gold by the pound rather than by the coin. Only merchants, adventurers, and those offering professional services for hire deal in coins.",{"type":"entries","name":"Coinage","page":143,"entries":["Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).","With one gold piece, a character can buy a quiver, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.","One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a set of dice, a flask of lamp oil, or a night's rest in a poor inn.","One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.","In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.","A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.",{"type":"table","caption":"Standard Exchange Rates","srd":true,"basicRules":true,"colLabels":["Coin","cp","sp","ep","gp","pp"],"colStyles":["col-2","col-2","col-2","col-2","col-2","col-2"],"rows":[["Copper (cp)","1","1/10","1/50","1/100","1/1,000"],["Silver (sp)","10","1","1/5","1/10","1/100"],["Electrum (ep)","50","5","1","1/2","1/20"],["Gold (gp)","100","10","2","1","1/10"],["Platinum (pp)","1,000","100","20","10","1"]]}],"source":"PHB"},{"type":"entries","name":"Selling Treasure","page":144,"entries":["Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot.",{"type":"entries","entries":[{"type":"entries","name":"Arms, Armor, and Other Equipment","page":144,"entries":["As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell."],"source":"PHB"},{"type":"entries","name":"Magic Items","page":144,"entries":["Selling magic items is problematic. Finding someone to buy a potion or a scroll isn't too hard, but other items are out of the realm of most but the wealthiest nobles. Likewise, aside from a few common magic items, you won't normally come across magic items or spells to purchase. The value of magic is far beyond simple gold and should always be treated as such."],"source":"PHB"},{"type":"entries","name":"Gems, Jewelry, and Art Objects","page":144,"entries":["These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the DM might require you to find a buyer in a large town or larger community first."],"source":"PHB"},{"type":"entries","name":"Trade Goods and Other","page":144,"entries":["On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods\u2014bars of iron, bags of salt, livestock, and so on\u2014retain their full value in the market and can be used as currency."],"source":"PHB"}]}],"data":{"quickrefIndex":true},"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Weapons","page":146,"entries":["Your class grants proficiency in certain weapons, reflecting both the class's focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.","The Weapons table shows the most common weapons used in the worlds of D&D, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A melee weapon is used to attack a target within 5 feet of you, whereas a ranged weapon is used to attack a target at a distance.",{"type":"table","caption":"Weapons","srd":true,"basicRules":true,"colLabels":["Name","Cost","Damage","Weight","Properties"],"colStyles":["col-4","col-1 text-center","col-2","col-1 -text-right","col-4"],"rows":[["{@i Simple Melee Weapons}","","","",""],{"type":"row","style":"row-indent-first","row":["{@item Club|phb}","1 sp","1d4 bludgeoning","2 lb.","Light"]},{"type":"row","style":"row-indent-first","row":["{@item Dagger|phb}","2 gp","1d4 piercing","1 lb.","Finesse, light, thrown (range 20/60)"]},{"type":"row","style":"row-indent-first","row":["{@item Greatclub|phb}","2 sp","1d8 bludgeoning","10 lb.","Two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Handaxe|phb}","5 gp","1d6 slashing","2 lb.","Light, thrown (range 20/60)"]},{"type":"row","style":"row-indent-first","row":["{@item Javelin|phb}","5 sp","1d6 piercing","2 lb.","Thrown (range 30/120)"]},{"type":"row","style":"row-indent-first","row":["{@item Light hammer|phb}","2 gp","1d4 bludgeoning","2 lb.","Light, thrown (range 20/60)"]},{"type":"row","style":"row-indent-first","row":["{@item Mace|phb}","5 gp","1d6 bludgeoning","4 lb.","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Quarterstaff|phb}","2 sp","1d6 bludgeoning","4 lb.","Versatile (1d8)"]},{"type":"row","style":"row-indent-first","row":["{@item Sickle|phb}","1 gp","1d4 slashing","2 lb.","Light"]},{"type":"row","style":"row-indent-first","row":["{@item Spear|phb}","1 gp","1d6 piercing","3 lb.","Thrown (range 20/60), versatile (1d8)"]},["{@i Simple Ranged Weapons}","","","",""],{"type":"row","style":"row-indent-first","row":["{@item light crossbow|phb|Crossbow, light}","25 gp","1d8 piercing","5 lb.","Ammunition (range 80/320), loading, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Dart|phb}","5 cp","1d4 piercing","1/4 lb.","Finesse, thrown (range 20/60)"]},{"type":"row","style":"row-indent-first","row":["{@item Shortbow|phb}","25 gp","1d6 piercing","2 lb.","Ammunition (range 80/320), two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Sling|phb}","1 sp","1d4 bludgeoning","\u2014","Ammunition (range 30/120)"]},["{@i Martial Melee Weapons}","","","",""],{"type":"row","style":"row-indent-first","row":["{@item Battleaxe|phb}","10 gp","1d8 slashing","4 lb.","Versatile (1d10)"]},{"type":"row","style":"row-indent-first","row":["{@item Flail|phb}","10 gp","1d8 bludgeoning","2 lb.","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Glaive|phb}","20 gp","1d10 slashing","6 lb.","Heavy, reach, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Greataxe|phb}","30 gp","1d12 slashing","7 lb.","Heavy, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Greatsword|phb}","50 gp","2d6 slashing","6 lb.","Heavy, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Halberd|phb}","20 gp","1d10 slashing","6 lb.","Heavy, reach, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Lance|phb}","10 gp","1d12 piercing","6 lb.","Reach, special"]},{"type":"row","style":"row-indent-first","row":["{@item Longsword|phb}","15 gp","1d8 slashing","3 lb.","Versatile (1d10)"]},{"type":"row","style":"row-indent-first","row":["{@item Maul|phb}","10 gp","2d6 bludgeoning","10 lb.","Heavy, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Morningstar|phb}","15 gp","1d8 piercing","4 lb.","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Pike|phb}","5 gp","1d10 piercing","18 lb.","Heavy, reach, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Rapier|phb}","25 gp","1d8 piercing","2 lb.","Finesse"]},{"type":"row","style":"row-indent-first","row":["{@item Scimitar|phb}","25 gp","1d6 slashing","3 lb.","Finesse, light"]},{"type":"row","style":"row-indent-first","row":["{@item Shortsword|phb}","10 gp","1d6 piercing","2 lb.","Finesse, light"]},{"type":"row","style":"row-indent-first","row":["{@item Trident|phb}","5 gp","1d6 piercing","4 lb.","Thrown (range 20/60), versatile (1d8)"]},{"type":"row","style":"row-indent-first","row":["{@item War pick|phb}","5 gp","1d8 piercing","2 lb.","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Warhammer|phb}","15 gp","1d8 bludgeoning","2 lb.","Versatile (1d10)"]},{"type":"row","style":"row-indent-first","row":["{@item Whip|phb}","2 gp","1d4 slashing","3 lb.","Finesse, reach"]},["{@i Martial Ranged Weapons}","","","",""],{"type":"row","style":"row-indent-first","row":["{@item Blowgun|phb}","10 gp","1 piercing","1 lb.","Ammunition (range 25/100), loading"]},{"type":"row","style":"row-indent-first","row":["{@item hand crossbow|phb|Crossbow, hand}","75 gp","1d6 piercing","3 lb.","Ammunition (range 30/120), light, loading"]},{"type":"row","style":"row-indent-first","row":["{@item heavy crossbow|phb|Crossbow, heavy}","50 gp","1d10 piercing","18 lb.","Ammunition (range 100/400), heavy, loading, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Longbow|phb}","50 gp","1d8 piercing","2 lb.","Ammunition (range 150/600), heavy, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Net|phb}","1 gp","\u2014","3 lb.","Special, thrown (range 5/15)"]}]},{"type":"entries","name":"Weapon Proficiency","page":146,"entries":["Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are simple and martial. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use.","Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Weapon Properties","page":146,"entries":["Many weapons have special properties related to their use, as shown in the Weapons table.",{"type":"entries","entries":[{"type":"entries","name":"Ammunition","page":146,"entries":["You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.","If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" late in the section). A sling must be loaded to deal any damage when used in this way."],"source":"PHB"},{"type":"entries","name":"Finesse","page":147,"entries":["When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls."],"source":"PHB"},{"type":"entries","name":"Heavy","page":147,"entries":["Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively."],"source":"PHB"},{"type":"entries","name":"Light","page":147,"entries":["A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in chapter 9."],"source":"PHB"},{"type":"entries","name":"Loading","page":147,"entries":["Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make."],"source":"PHB"},{"type":"entries","name":"Range","page":147,"entries":["A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range."],"source":"PHB"},{"type":"entries","name":"Reach","page":147,"entries":["This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon."],"source":"PHB"},{"type":"entries","name":"Special","page":147,"entries":["A weapon with the special property has unusual rules governing its use, explained in the weapon's description (see \"Special Weapons\" later in this section)."],"source":"PHB"},{"type":"entries","name":"Thrown","page":147,"entries":["If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property."],"source":"PHB"},{"type":"entries","name":"Two-Handed","page":147,"entries":["This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it."],"source":"PHB"},{"type":"entries","name":"Versatile","page":147,"entries":["This weapon can be used with one or two hands. A damage value in parentheses appears with the property-the damage when the weapon is used with two hands to make a melee attack."],"source":"PHB"}]},{"type":"entries","name":"Improvised Weapons","page":147,"entries":["Sometimes characters don't have their weapons and have to attack with whatever is close at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin.","In many cases, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the DM's option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.","An object that bears no resemblance to a weapon deals 1d4 damage (the DM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Silvered Weapons","page":148,"entries":["Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Special Weapons","page":148,"entries":["Weapons with special rules are described here.",{"type":"entries","name":"Lance","page":148,"entries":["You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted."],"source":"PHB"},{"type":"entries","name":"Net","page":148,"entries":["A Large or smaller creature hit by a net is {@condition restrained} until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"}],"source":"PHB"}]},{"type":"entries","entries":[{"type":"section","data":{"quickref":3},"name":"Ability Checks","page":174,"entries":["An ability check tests a character's or monster's innate talent and training in an effort to overcome a challenge. The DM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results.","For every ability check, the DM decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class. The more difficult a task, the higher its DC. The Typical Difficulty Classes table shows the most common DCs.",{"type":"table","caption":"Typical Difficulty Classes","basicRules":true,"srd":true,"colLabels":["Task Difficulty","DC"],"colStyles":["col-9","col-3 text-center"],"rows":[["Very easy","5"],["Easy","10"],["Medium","15"],["Hard","20"],["Very hard","25"],["Nearly impossible","30"]]},"To make an ability check, roll a d20 and add the relevant ability modifier.","As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success\u2014the creature overcomes the challenge at hand. Otherwise, it's a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the DM.",{"type":"entries","name":"Contests","page":174,"entries":["Sometimes one character's or monster's efforts are directly opposed to another's. This can occur when both of them are trying to do the same thing and only one can succeed, such as attempting to snatch up a magic ring that has fallen to the floor. This situation also applies when one of them is trying to prevent the other one from accomplishing a goal\u2014for example, when a monster tries to force open a door that an adventurer is holding closed. In situations like these, the outcome is determined by a special form of ability check, called a contest.","Both participants in a contest make ability checks appropriate to their efforts. They apply all appropriate bonuses and penalties, but instead of comparing the total to a DC, they compare the totals of their two checks. The participant with the higher check total wins the contest. That character or monster either succeeds at the action or prevents the other one from succeeding.","If the contest results in a tie, the situation remains the same as it was before the contest. Thus, one contestant might win the contest by default. If two characters tie in a contest to snatch a ring off the floor, neither character grabs it. In a contest between a monster trying to open a door and an adventurer trying to keep the door closed, a tie means that the door remains shut."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Passive Checks","page":175,"entries":["A passive check is a special kind of ability check that doesn't involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for secret doors over and over again, or can be used when the DM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster.","Here's how to determine a character's total for a passive check:",{"type":"abilityGeneric","text":"10 + all modifiers that normally apply to the check"},"If the character has advantage on the check, add 5. For disadvantage, subtract 5. The game refers to a passive check total as a score.","For example, if a 1st-level character has a Wisdom of 15 and proficiency in {@skill Perception}, he or she has a passive Wisdom ({@skill Perception}) score of 14.","The rules on hiding in the \"Dexterity\" section below rely on passive checks, as do the exploration rules in chapter 8."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Working Together","page":175,"entries":["Sometimes two or more characters team up to attempt a task. The character who's leading the effort\u2014or the one with the highest ability modifier\u2014can make an ability check with advantage, reflecting the help provided by the other characters. In combat, this requires the {@action Help} action (see chapter 9).","A character can only provide help if the task is one that he or she could attempt alone. For example, trying to open a lock requires proficiency with thieves' tools, so a character who lacks that proficiency can't help another character in that task. Moreover, a character can help only when two or more individuals working together would actually be productive. Some tasks, such as threading a needle, are no easier with help.",{"type":"entries","name":"Group Checks","page":175,"entries":["When a number of individuals are trying to accomplish something as a group, the DM might ask for a group ability check. In such a situation, the characters who are skilled at a particular task help cover those who aren't.","To make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds. Otherwise, the group fails.","Group checks don't come up very often, and they're most useful when all the characters succeed or fail as a group. For example, when adventurers are navigating a swamp, the DM might call for a group Wisdom ({@skill Survival}) check to see if the characters can avoid the quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards."],"data":{"quickrefIndex":true},"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Ability Scores and Modifiers","page":173,"entries":["Each of a creature's abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompasses a creature's training and competence in activities related to that ability.","A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30.","Each ability also has a modifier, derived from the score and ranging from -5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30.","To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down).","Because ability modifiers affect almost every attack roll, ability check, and saving throw, ability modifiers come up in play more often than their associated scores.",{"type":"table","caption":"Ability Scores and Modifiers","basicRules":true,"srd":true,"colLabels":["Score","Modifier","Score","Modifier"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["1","-5","16-17","+3"],["2-3","-4","18-19","+4"],["4-5","-3","20-21","+5"],["6-7","-2","22-23","+6"],["8-9","-1","24-25","+7"],["10-11","+0","26-27","+8"],["12-13","+1","28-29","+9"],["14-15","+2","30","+10"]]}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Advantage and Disadvantage","page":173,"entries":["Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17.","If multiple situations affect a roll and each one grants advantage or imposes disadvantage on it, you don't roll more than one additional d20. If two favorable situations grant advantage, for example, you still roll only one additional d20.","If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances impose disadvantage and only one grants advantage or vice versa. In such a situation, you have neither advantage nor disadvantage.","When you have advantage or disadvantage and something in the game, such as the halfling's Lucky trait, lets you reroll or replace the d20, you can reroll or replace only one of the dice. You choose which one. For example, if a halfling has advantage or disadvantage on an ability check and rolls a 1 and a 13, the halfling could use the Lucky trait to reroll the 1.","You usually gain advantage or disadvantage through the use of special abilities, actions, or spells. Inspiration (see chapter 4) can also give a character advantage on checks related to the character's personality, ideals, or bonds. The DM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result."],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Casting a Spell","page":202,"entries":["When a character casts any spell, the same basic rules are followed, regardless of the character's class or the spell's effects.","Each spell description in {@book chapter 11|PHB|11} begins with a block of information, including the spell's name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell's effect.",{"type":"inset","name":"Casting in Armor","page":201,"entries":["Because of the mental focus and precise gestures required for spellcasting, you must be proficient with the armor you are wearing to cast a spell. You are otherwise too distracted and physically hampered by your armor for spellcasting."],"source":"PHB"},{"type":"entries","name":"Casting Time","page":202,"entries":["Most spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast.",{"type":"entries","name":"Bonus Action","page":202,"entries":["A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action."],"source":"PHB"},{"type":"entries","name":"Reactions","page":202,"entries":["Some spells can be cast as reactions. These spells take a fraction of a second to bring about and are cast in response to some event. If a spell can be cast as a reaction, the spell description tells you exactly when you can do so."],"source":"PHB"},{"type":"entries","name":"Longer Casting Times","page":202,"entries":["Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours. When you cast a spell with a casting time longer than a single action or reaction, you must spend your action each turn casting the spell, and you must maintain your concentration while you do so (see \"Concentration\" below). If your concentration is broken, the spell fails, but you don't expend a spell slot. If you want to try casting the spell again, you must start over."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Range","page":202,"entries":["The target of a spell must be within the spell's range. For a spell like magic missile, the target is a creature. For a spell like fireball, the target is the point in space where the ball of fire erupts.","Most spells have ranges expressed in feet. Some spells can target only a creature (including you) that you touch. Other spells, such as the shield spell, affect only you. These spells have a range of self.","Spells that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the spell's effect must be you (see \"Areas of Effect\" later in the this chapter).","Once a spell is cast, its effects aren't limited by its range, unless the spell's description says otherwise."],"source":"PHB"},{"type":"entries","name":"Components","page":203,"entries":["A spell's components are the physical requirements you must meet in order to cast it. Each spell's description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can't provide one or more of a spell's components, you are unable to cast the spell.",{"type":"entries","name":"Verbal (V)","page":203,"entries":["Most spells require the chanting of mystic words. The words themselves aren't the source of the spell's power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the silence spell, can't cast a spell with a verbal component."],"source":"PHB"},{"type":"entries","name":"Somatic (S)","page":203,"entries":["Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures."],"source":"PHB"},{"type":"entries","name":"Material (M)","page":203,"entries":["Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a component pouch or a spellcasting focus (found in chapter 5) in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell.","If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell.","A spellcaster must have a hand free to access a spell's material components\u2014or to hold a spellcasting focus\u2014but it can be the same hand that he or she uses to perform somatic components."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Duration","page":203,"entries":["A spell's duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their effects last until the spells are dispelled or destroyed.",{"type":"entries","name":"Instantaneous","page":203,"entries":["Many spells are instantaneous. The spell harms, heals, creates, or alters a creature or an object in a way that can't be dispelled, because its magic exists only for an instant."],"source":"PHB"},{"type":"entries","name":"Concentration","page":203,"entries":["Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends.","If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required).","Normal activity, such as moving and attacking, doesn't interfere with concentration. The following factors can break concentration:",{"type":"list","items":["{@b Casting another spell that requires concentration.} You lose concentration on a spell if you cast another spell that requires concentration. You can't concentrate on two spells at once.","{@b Taking damage.} Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon's breath, you make a separate saving throw for each source of damage.","{@b Being incapacitated or killed.} You lose concentration on a spell if you are {@condition incapacitated} or if you die."]}],"source":"PHB"},"The DM might also decide that certain environmental phenomena, such as a wave crashing over you while you're on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell."],"source":"PHB"},{"type":"entries","name":"Targets","page":204,"entries":["A typical spell requires you to pick one or more targets to be affected by the spell's magic. A spell's description tells you whether the spell targets creatures, objects, or a point of origin for an area of effect (described below).","Unless a spell has a perceptible effect, a creature might not know it was targeted by a spell at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature's thoughts, typically goes unnoticed, unless a spell says otherwise.",{"type":"entries","name":"A Clear Path to the Target","page":204,"entries":["To target something, you must have a clear path to it, so it can't be behind total cover.","If you place an area of effect at a point that you can't see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction."],"source":"PHB"},{"type":"entries","name":"Targeting Yourself","page":204,"entries":["If a spell targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a spell you cast, you can target yourself."],"source":"PHB"}],"source":"PHB"},{"type":"inset","name":"The Schools of Magic","page":203,"entries":[{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Abjuration","entry":"spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.","nameDot":false},{"type":"item","name":"Conjuration","entry":"spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster's side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.","nameDot":false},{"type":"item","name":"Divination","entry":"spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.","nameDot":false},{"type":"item","name":"Enchantment","entry":"spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.","nameDot":false},{"type":"item","name":"Evocation","entry":"spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.","nameDot":false},{"type":"item","name":"Illusion","entry":"spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature.","nameDot":false},{"type":"item","name":"Necromancy","entries":["spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.","Creating the undead through the use of necromancy spells such as {@spell animate dead} is not a good act, and only evil casters use such spells frequently."],"nameDot":false},{"type":"item","name":"Transmutation","entry":"spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster's command, or enhance a creature's innate healing abilities to rapidly recover from injury.","nameDot":false}]}],"source":"PHB"},{"type":"entries","name":"Areas of Effect","page":204,"entries":["Spells such as {@spell burning hands} and {@spell cone of cold} cover an area, allowing them to affect multiple creatures at once. A spell's description specifies its area of effect, which typically has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a point of origin, a location from which the spell's energy erupts. The rules for each shape specify how you position its point of origin. Typically, a point of origin is a point in space, but some spells have an area whose origin is a creature or an object.","A spell's effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn't included in the spell's area. To block one of these imaginary lines, an obstruction must provide total cover, as explained in chapter 9.",{"type":"image","href":{"type":"internal","path":"book/DMG/Point-of-Origin.webp"},"width":1000,"height":528,"data":{"quickrefKeep":true}},{"type":"entries","name":"Cone","page":204,"entries":["A cone extends in a direction you choose from its point of origin. A cone's width at a given point along its length is equal to that point's distance from the point of origin. A cone's area of effect specifies its maximum length.","A cone's point of origin is not included in the cone's area of effect, unless you decide otherwise."],"source":"PHB"},{"type":"entries","name":"Cube","page":204,"entries":["You select a cube's point of origin, which lies anywhere on a face of the cubic effect. The cube's size is expressed as the length of each side.","A cube's point of origin is not included in the cube's area of effect, unless you decide otherwise."],"source":"PHB"},{"type":"entries","name":"Cylinder","page":204,"entries":["A cylinder's point of origin is the center of a circle of a particular radius, as given in the spell description. The circle must either be on the ground or at the height of the spell effect. The energy in a cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The spell's effect then shoots up from the base or down from the top, to a distance equal to the height of the cylinder.","A cylinder's point of origin is included in the cylinder's area of effect."],"source":"PHB"},{"type":"entries","name":"Line","page":205,"entries":["A line extends from its point of origin in a straight path up to its length and covers an area defined by its width.","A line's point of origin is not included in the line's area of effect, unless you decide otherwise."],"source":"PHB"},{"type":"entries","name":"Sphere","page":205,"entries":["You select a sphere's point of origin, and the sphere extends outward from that point. The sphere's size is expressed as a radius in feet that extends from the point.","A sphere's point of origin is included in the sphere's area of effect."],"source":"PHB"}],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Saving Throws","page":205,"entries":[" Many spells specify that a target can make a saving throw to avoid some or all of a spell's effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure.","The DC to resist one of your spells equals 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers."],"source":"PHB"},{"type":"entries","name":"Attack Rolls","page":205,"entries":["Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus.","Most spells that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn't {@condition incapacitated}."],"source":"PHB"},{"type":"entries","name":"Combining Magical Effects","page":205,"entries":["The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don't combine, however. Instead, the most potent effect\u2014such as the highest bonus\u2014from those castings applies while their durations overlap, or the most recent effect applies if the castings are equally potent and their durations overlap.","For example, if two clerics cast {@spell bless} on the same target, that character gains the spell's benefit only once; he or she doesn't get to roll two bonus dice."],"source":"PHB"},{"type":"inset","name":"The Weave of Magic","page":205,"entries":["The words within the D&D multiverse are magical places. All existence is suffused with magical power, and potential energy lies untapped in every rock, stream, and living creature, the mute and mindless will of existence, permeating every bit of matter and present in every manifestation of energy throughout the multiverse.","Mortals can't directly shape this raw magic. Instead, they make use of a fabric of magic, a kind of interface between the will of a spellcaster and the stuff of raw magic. The spellcasters of the Forgotten Realms call it the Weave and recognize its essence as the goddess Mystra, but casters have varied ways of naming and visualizing this interface.","By any name, without the Weave, raw magic is locked away and inaccessible; the most powerful archmage can't light a candle with magic in an area where the Weave has been torn. But surrounded by the Weave, a spellcaster can shape lightning to blast foes, transport hundreds of miles in the blink of an eye, or even reverse death itself.","All magic depends on the Weave, though different kinds of magic access it in a variety of ways. The spells of wizards, warlocks, sorcerers, and bards are commonly called {@b arcane magic}. These spells rely on an understanding\u2014learned or intuitive\u2014of the workings of the Weave. The caster plucks directly at the strands of the Weave to create the desired effect. Eldritch knights and arcane tricksters also use arcane magic. The spells of clerics, druids, paladins, and rangers are called {@b divine magic}. These spellcasters' access to the Weave is mediated by divine power\u2014gods, the divine forces of nature, or the sacred weight of a paladin's oath.","Whenever a magic effect is created, the threads of the Weave intertwine, twist, and fold to make the effect possible.","When characters use divination spells such as {@i detect magic} or {@i identify}, they glimpse the Weave. A spell such as {@i dispel magic} smooths the Weave. Spells such as {@i antimagic field} rearrange the Weave so that magic flows around, rather than through the area affected by the spell. And in places where the Weave is damaged or torn, magic works in unpredictable ways\u2014or not at all."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Conditions","page":289,"entries":["Conditions alter a creature's capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster's attack, or other effect. Most conditions, such as {@condition blinded}, are impairments, but a few, such as {@condition invisible}, can be advantageous.","A condition lasts either until it is countered (the {@condition prone} condition is countered by standing up, for example) or for a duration specified by the effect that imposed the condition.","If multiple effects impose the same condition on a creature, each instance of the condition has its own duration, but the condition's effects don't get worse. A creature either has a condition or doesn't.",{"type":"inlineBlock","entries":["For a full list of the conditions, see the ",{"type":"link","href":{"type":"internal","path":"conditionsdiseases.html"},"text":"conditions"}," page. The conditions are:",{"type":"list","items":["{@condition blinded}","{@condition charmed}","{@condition deafened}","{@condition exhaustion}","{@condition frightened}","{@condition grappled}","{@condition incapacitated}","{@condition invisible}","{@condition paralyzed}","{@condition petrified}","{@condition poisoned}","{@condition prone}","{@condition restrained}","{@condition stunned}","{@condition unconscious}"],"columns":3}]}],"source":"PHB"},{"type":"section","name":"Falling","page":77,"entries":["Falling from a great height is a significant risk for adventurers and their foes. The rule given in the player's handbook is simple: at the end of a fall, you take {@dice 1d6} bludgeoning damage for every 10 feet you fell, to a maximum of {@dice 20d6}. You also land {@condition prone}, unless you somehow avoid taking damage from the fall. Here are two optional rules that expand on that simple rule.",{"type":"entries","name":"Rate of Falling","page":77,"entries":["The rule for falling assumes that a creature immediately drops the entire distance when it falls. But what if a creature is at a high altitude when it falls, perhaps on the back of a {@creature griffon} or on board an {@item airship}? Realistically, a fall from such a height can take more than a few seconds, extending past the end of the turn when the fall occurred. If you'd like high-altitude falls to be properly time-consuming, use the following optional rule.","When you fall from a great height, you instantly descend up to 500 feet. If you're still falling on your next turn, you descend up to 500 feet at the end of that turn. This process continues until the fall ends, either because you hit the ground or the fall is otherwise halted."],"source":"XGE"},{"type":"entries","name":"Flying Creatures and Falling","page":77,"entries":["A flying creature in flight falls if it is knocked {@condition prone}, if its speed is reduced to 0 feet, or if it otherwise loses the ability to move, unless it can hover or it is being held aloft by magic, such as the {@spell fly} spell.","If you'd like a flying creature to have a better chance of surviving a fall than a non-flying creature does, use this rule: subtract the creature's current flying speed from the distance it fell before calculating falling damage. This rule is helpful to a flier that is knocked {@condition prone} but is still conscious and has a current flying speed that is greater than 0 feet. The rule is designed to simulate the creature flapping its wings furiously or taking similar measures to slow the velocity of its fall.","If you use the rule for rate of falling in the previous section, a flying creature descends 500 feet on the turn when it falls, just as other creatures do. But if that creature starts any of its later turns still falling and is {@condition prone}, it can halt the fall on its turn by spending half its flying speed to counter the {@condition prone} condition (as if it were standing up in midair)."],"source":"XGE"}],"data":{"quickref":3},"source":"XGE"},{"type":"section","data":{"quickref":3},"name":"Food and Water","page":185,"entries":["Characters who don't eat or drink suffer the effects of {@condition exhaustion} (see the appendix). Exhaustion caused by lack of food or water can't be removed until the character eats and drinks the full required amount.",{"type":"entries","name":"Food","page":185,"entries":["A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food.","A character can go without food for a number of days equal to 3 + his or her Constitution modifier (minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of {@condition exhaustion}.","A normal day of eating resets the count of days without food to zero."],"source":"PHB"},{"type":"entries","name":"Water","page":185,"entries":["A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of {@condition exhaustion} at the end of the day. A character with access to even less water automatically suffers one level of {@condition exhaustion} at the end of the day.","If the character already has one or more levels of {@condition exhaustion}, the character takes two levels in either case."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3,"allowRefDupe":true},"name":"Hiding","page":177,"entries":["The DM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity ({@skill Stealth}) check. Until you are discovered or you stop hiding, that check's total is contested by the Wisdom ({@skill Perception}) check of any creature that actively searches for signs of your presence.","You can't hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase. An {@condition invisible} creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet.","In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the DM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen.",{"type":"entries","name":"Passive Perception","page":177,"entries":["When you hide, there's a chance someone will notice you even if they aren't searching. To determine whether such a creature notices you, the DM compares your Dexterity ({@skill Stealth}) check with that creature's passive Wisdom ({@skill Perception}) score, which equals 10 + the creature's Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5.","For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and a proficiency in {@skill Perception}, he or she has a passive Wisdom ({@skill Perception}) of 14."],"source":"PHB"},{"type":"entries","name":"What Can you See?","page":177,"entries":["One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be lightly or heavily obscured, as explained in chapter 8."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"How to Play","page":6,"entries":["{@b 1. The DM describes the environment.} The DM tells the players where their adventurers are and what's around them, presenting the basic scope of options that present themselves (how many doors lead out of a room, what's on a table, who's in the tavern, and so on).","{@b 2. The players describe what they want to do.} Sometimes one player speaks for the whole party, saying, \"We'll take the east door,\" for example. Other times, different adventurers do different things: one adventurer might search a treasure chest while a second examines an esoteric symbol engraved on a wall and a third keeps watch for monsters. The players don't need to take turns, but the DM listens to every player and decides how to resolve those actions.","Sometimes, resolving a task is easy. If an adventurer wants to walk across a room and open a door, the DM might just say that the door opens and describe what lies beyond. But the door might be locked, the floor might hide a deadly trap, or some other circumstance might make it challenging for an adventurer to complete a task. In those cases, the DM decides what happens, often relying on the roll of a die to determine the results of an action.","{@b 3. The DM narrates the results of the adventurers' actions.} Describing the results often leads to another decision point, which brings the flow of the game right back to step 1.","This pattern holds whether the adventurers are cautiously exploring a ruin, talking to a devious prince, or locked in mortal combat against a mighty dragon.","In certain situations, particularly combat, the action is more structured and the players (and DM) do take turns choosing and resolving actions. But most of the time, play is fluid and flexible, adapting to the circumstances of the adventure.","Often the action of an adventure takes place in the imagination of the players and DM, relying on the DM's verbal descriptions to set the scene. Some DMs like to use music, art, or recorded sound effects to help set the mood, and many players and DMs alike adopt different voices for the various adventurers, monsters, and other characters they play in the game. Sometimes, a DM might lay out a map and use tokens or miniature figures to represent each creature involved in a scene to help the players keep track of where everyone is.",{"type":"entries","name":"Game Dice","page":6,"entries":["The game uses polyhedral dice with different numbers of sides. You can find dice like these in game stores and in many bookstores.","In these rules, the different dice are referred to by the letter {@b d} followed by the number of sides - d4, d6, d8, d10, d12, and d20. For instance, a d6 is a six-sided die (the typical cube that many games use).","Percentile dice, or d100, work a little differently. You generate a number between 1 and 100 by rolling two different ten-sided dice numbered from 0 to 9.","One die (designated before you roll) gives the tens digit, and the other gives the ones digit. If you roll a 7 and a 1, for example, the number rolled is 71. Two 0s represent 100. Some ten-sided dice are numbered in tens (00, 10, 20, and so on), making it easier to distinguish the tens digit from the ones digit. In this case, a roll of 70 and 1 is 71, and 00 and 0 is 100.","When you need to roll dice, the rules tell you how many dice to roll of a certain type, as well as what modifiers to add. For example, \"3d8 + 5\" means you roll three eight-sided dice, add them together, and add 5 to the total.","The same d notation appears in the expressions \"1d3\" and \"1d2.\" To simulate the roll of 1d3, roll a d6 and divide the number rolled by 2 (round up). To simulate the roll of 1d2, roll any die and assign a 1 or 2 to the roll depending on whether it was odd or even. (Alternatively, if the number rolled is more than half the number of sides on the die, it's a 2.)"],"source":"PHB"},{"type":"entries","name":"The D20","page":7,"entries":["Does an adventurer's sword swing hurt a dragon or just bounce off its iron-hard scales? Will the ogre believe an outrageous bluff? Can a character swim across a raging river? Can a character avoid the main blast of a fireball, or does he or she take full damage from the blaze? In cases where the outcome of an action is uncertain, the Dungeons & Dragons game relies on rolls of a 20-sided die, a d20, to determine success or failure.","Every character and monster in the game has capabilities defined by six {@b ability scores}. The abilities are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, and they typically range from 3 to 18 for most adventurers. (Monsters might have scores as low as 1 or as high as 30.) These ability scores, and the ability modifiers derived from them, are the basis for almost every d20 roll that a player makes on a character's or monster's behalf.","Ability checks, attack rolls, and saving throws are the three main kinds of d20 rolls, forming the core of the rules of the game. All three follow these simple steps.","{@b 1. Roll the die and add a modifier.} Roll a d20 and add the relevant modifier. This is typically the modifier derived from one of the six ability scores, and it sometimes includes a proficiency bonus to reflect a character's particular skill. (See chapter 1 for details on each ability and how to determine an ability's modifier.)","{@b 2. Apply circumstantial bonuses and penalties.} A class feature, a spell, a particular circumstance, or some other effect might give a bonus or penalty to the check.","{@b 3. Compare the total to a target number.} If the total equals or exceeds the target number, the ability check, attack roll, or saving throw is a success. Otherwise, it's a failure. The DM is usually the one who determines target numbers and tells players whether their ability checks, attack rolls, and saving throws succeed or fail.","The target number for an ability check or a saving throw is called a {@b Difficulty Class} (DC). The target number for an attack roll is called an {@b Armor Class} (AC).","This simple rule governs the resolution of most tasks in D&D play. Chapter 7 provides more detailed rules for using the d20 in the game."],"source":"PHB"},{"type":"entries","name":"Advantage and Disadvantage","page":7,"entries":["Sometimes an ability check, attack roll, or saving throw is modified by special situations called advantage and disadvantage. Advantage reflects the positive circumstances surrounding a d20 roll, while disadvantage reflects the opposite. When you have either advantage or disadvantage, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17.","More detailed rules for advantage and disadvantage are presented in chapter 7."],"source":"PHB"},{"type":"entries","name":"Specific Beats General","page":7,"entries":["This book contains rules, especially in parts 2 and 3, that govern how the game plays. That said, many racial traits, class features, spells, magic items, monster abilities, and other game elements break the general rules in some way, creating an exception to how the rest of the game works. Remember this: If a specific rule contradicts a general rule, the specific rule wins.","Exceptions to the rules are often minor. For instance, many adventurers don't have proficiency with longbows, but every wood elf does because of a racial trait. That trait creates a minor exception in the game. Other examples of rule-breaking are more conspicuous. For instance, an adventurer can't normally pass through walls, but some spells make that possible. Magic accounts for most of the major exceptions to the rules."],"source":"PHB"},{"type":"entries","name":"Round Down","page":7,"entries":["There's one more general rule you need to know at the outset. Whenever you divide a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Interacting with Objects","page":185,"entries":["A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the DM that his or her character is doing something, such a moving a lever, and the DM describes what, if anything happens.","For example, a character might decide to pull a lever, which might, in turn, raise a portcullis, cause a room to flood with water, or open a secret door in a nearby wall. If the lever is rusted in position, though, a character might need to force it. In such a situation, the DM might call for a Strength check to see whether the character can wrench the lever into place. The DM sets the DC for any such check based on the difficulty of the task.","Characters can also damage objects with their weapons and spells. Objects are immune to poison and psychic damage, but otherwise they can be affected by physical and magical attacks much like creatures can. The DM determines an object's Armor Class and hit points, and might decide that certain objects have resistance or immunity to certain kinds of attacks. (It's hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are immune to effects that require other saves.","When an object drops to 0 hit points, it breaks.","A character can also attempt a Strength check to break an object. The DM sets the DC for any such check."],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Proficiency Bonus","page":173,"entries":["Characters have a proficiency bonus determined by level, as detailed in chapter 1. Monsters also have this bonus, which is incorporated in their stat blocks. The bonus is used in the rules on ability checks, saving throws, and attack rolls.","Your proficiency bonus can't be added to a single die roll or other number more than once. For example, if two different rules say you can add your proficiency bonus to a Wisdom saving throw, you nevertheless add the bonus only once when you make the save.","Occasionally, your proficiency bonus might be multiplied or divided (doubled or halved, for example) before you apply it. For example, the rogue's Expertise feature doubles the proficiency bonus for certain ability checks. If a circumstance suggests that your proficiency bonus applies more than once to the same roll, you still add it only once and multiply or divide it only once.","By the same token, if a feature or effect allows you to multiply your proficiency bonus when making an ability check that wouldn't normally benefit from your proficiency bonus, you still don't add the bonus to the check. For that check your proficiency bonus is 0, given the fact that multiplying 0 by any number is still 0. For instance, if you lack proficiency in the {@skill History} skill, you gain no benefit from a feature that lets you double your proficiency bonus when you make Intelligence ({@skill History}) checks.","In general, you don't multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply."],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Resting","page":186,"entries":["Heroic though they might be, adventurers can't spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest-time to sleep and eat, tend their wounds, refresh their minds and spirits for spellcasting, and brace themselves for further adventure.","Adventurers, as well as other creatures, can take short rests in the midst of a day and a long rest to end it.",{"type":"entries","name":"Short Rest","page":186,"entries":["A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.","A character can spend one or more Hit Dice at the end of a short rest, up to the character's maximum number of Hit Dice, which is equal to the character's level. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total (minimum of 0). The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below."],"source":"PHB"},{"type":"entries","name":"Long Rest","page":186,"entries":["A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity\u2014at least 1 hour of walking, fighting, casting spells, or similar adventuring activity\u2014the characters must begin the rest again to gain any benefit from it.","At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character's total number of them. You regain at least 1 Hit Die when you finish a long rest.","For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest.","A character can't benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Saving Throws","page":179,"entries":["A saving throw\u2014also called a save\u2014represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You don't normally decide to make a saving throw; you are forced to make one because your character or monster is at risk of harm.","To make a saving throw, roll a d20 and add the appropriate ability modifier. For example, you use your Dexterity modifier for a Dexterity saving throw.","A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the DM.","Each class gives proficiency in at least two saving throws. The wizard, for example, is proficient in Intelligence saves. As with skill proficiencies, proficiency in a saving throw lets a character add his or her proficiency bonus to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well.","The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the caster's spellcasting ability and proficiency bonus.","The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect."],"source":"PHB"},{"type":"section","name":"Simultaneous Effects","page":77,"entries":["Most effects in the game happen in succession, following an order set by the rules or the DM. In rare cases, effects can happen at the same time, especially at the start or end of a creature's turn. If two or more things happen at the same time on a character or monster's turn, the person at the game table-whether player or DM-who controls that creature decides the order in which those things happen. For example, if two effects occur at the end of a player character's turn, the player decides which of the two effects happens first."],"data":{"quickref":3},"source":"XGE"},{"type":"section","data":{"quickref":3},"name":"Skills","page":174,"entries":["Each ability covers a broad range of capabilities, including skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an individual's proficiency in a skill demonstrates a focus on that aspect. (A character's starting skill proficiencies are determined at character creation, and a monster's skill proficiencies appear in the monster's stat block.)","For example, a Dexterity check might reflect a character's attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an associated skill: {@skill Acrobatics}, {@skill Sleight of Hand}, and {@skill Stealth}, respectively. So a character who has proficiency in the {@skill Stealth} skill is particularly good at Dexterity checks related to sneaking and hiding.","The skills related to each ability score are shown in the following list. (No skills are related to Constitution.) See an ability's description in the later sections of this chapter for examples of how to use a skill associated with an ability.",{"type":"table","colLabels":["Ability","Skills"],"colStyles":["col-2","col-10"],"rows":[["Strength","{@skill Athletics}"],["Dexterity","{@skill Acrobatics}, {@skill Sleight of Hand}, {@skill Stealth}"],["Intelligence","{@skill Arcana}, {@skill History}, {@skill Investigation}, {@skill Nature}, {@skill Religion}"],["Wisdom","{@skill Animal Handling}, {@skill Insight}, {@skill Medicine}, {@skill Perception}, {@skill Survival}"],["Charisma","{@skill Deception}, {@skill Intimidation}, {@skill Performance}, {@skill Persuasion}"]]},"Sometimes, the DM might ask for an ability check using a specific skill\u2014for example, \"Make a Wisdom ({@skill Perception}) check.\" At other times, a player might ask the DM if proficiency in a particular skill applies to a check. In either case, proficiency in a skill means an individual can add his or her proficiency bonus to ability checks that involve that skill. Without proficiency in the skill, the individual makes a normal ability check.","For example, if a character attempts to climb up a dangerous cliff, the Dungeon Master might ask for a Strength ({@skill Athletics}) check. If the character is proficient in {@skill Athletics}, the character's proficiency bonus is added to the Strength check. If the character lacks that proficiency, he or she just makes a Strength check.",{"type":"entries","name":"Variant: Skills with Different Abilities","page":175,"entries":["Normally, your proficiency in a skill applies only to a specific kind of ability check. Proficiency in {@skill Athletics}, for example, usually applies to Strength checks. In some situations, though, your proficiency might reasonably apply to a different kind of check. In such cases, the DM might ask for a check using an unusual combination of ability and skill, or you might ask your DM if you can apply a proficiency to a different check. For example, if you have to swim from an offshore island to the mainland, your DM might call for a Constitution check to see if you have the stamina to make it that far. In this case, your DM might allow you to apply your proficiency in {@skill Athletics} and ask for a Constitution ({@skill Athletics}) check. So if you're proficient in {@skill Athletics}, you apply your proficiency bonus to the Constitution check just as you would normally do for a Strength ({@skill Athletics}) check.","Similarly, when your dwarf fighter uses a display of raw strength to intimidate an enemy, your DM might ask for a Strength ({@skill Intimidation}) check, even though {@skill Intimidation} is normally associated with Charisma."],"source":"PHB"}],"source":"PHB"},{"type":"section","name":"Sleep","page":77,"entries":["Just as in the real world, D&D characters spend many hours sleeping, most often as part of a long rest. Most monsters also need to sleep. While a creature sleeps, it is subjected to the {@condition unconscious} condition. Here are a few rules that expand on that basic fact.",{"type":"entries","name":"Waking Someone","page":77,"entries":["A creature that is naturally sleeping, as opposed to being in a magically or chemically induced sleep, wakes up if it takes any damage or if someone else uses an action to shake or slap the creature awake. A sudden loud noise-such as yelling, thunder, or a ringing bell-also awakens someone that is sleeping naturally.","Whispers don't disturb sleep, unless a sleeper's passive Wisdom ({@skill Perception}) score is 20 or higher and the whispers are within 10 feet of the sleeper. Speech at a normal volume awakens a sleeper if the environment is otherwise silent (no wind, birdsong, crickets, street sounds, or the like) and the sleeper has a passive Wisdom ({@skill Perception}) score of 15 or higher."],"source":"XGE"},{"type":"entries","name":"Sleeping in Armor","page":77,"entries":["Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.","When you finish a long rest during which you slept in medium or heavy armor, you regain only one quarter of your spent Hit Dice (minimum of one die). If you have any levels of {@condition exhaustion}, the rest doesn't reduce your {@condition exhaustion} level."],"source":"XGE"},{"type":"entries","name":"Going without a Long Rest","page":78,"entries":["A long rest is never mandatory, but going without sleep does have its consequences. If you want to account for the effects of sleep deprivation on characters and creatures, use these rules.","Whenever you end a 24-hour period without finishing a long rest, you must succeed on a DC 10 Constitution saving throw or suffer one level of {@condition exhaustion}.","It becomes harder to fight off {@condition exhaustion} if you stay awake for multiple days. After the first 24 hours, the DC increases by 5 for each consecutive 24-hour period without a long rest. The DC resets to 10 when you finish a long rest."],"source":"XGE"}],"data":{"quickref":3},"source":"XGE"},{"type":"section","data":{"quickref":3},"name":"Suffocating","page":183,"entries":["A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).","When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again.","For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points."],"source":"PHB"},{"type":"section","name":"Tying Knots","page":78,"entries":["The rules are purposely open-ended concerning mundane tasks like tying knots, but sometimes knowing how well a knot was fashioned is important in a dramatic scene when someone is trying to untie a knot or slip out of one. Here's an optional rule for determining the effectiveness of a knot.","The creature who ties the knot makes an Intelligence ({@skill Sleight of Hand}) check when doing so. The total of the check becomes the DC for an attempt to untie the knot with an Intelligence ({@skill Sleight of Hand}) check or to slip out of it with a Dexterity ({@skill Acrobatics}) check.","This rule intentionally links {@skill Sleight of Hand} with Intelligence, rather than Dexterity. This is an example of how to apply the rule in the {@variantrule Skills with Different Abilities|phb|\"Variant: Skills with Different Abilities\"} section in chapter 7 of the player's handbook."],"data":{"quickref":3},"source":"XGE"},{"type":"section","data":{"quickref":3},"name":"Using Each Ability","page":175,"entries":["Every task that a character or monster might attempt in the game is covered by one of the six abilities. This section explains in more detail what those abilities mean and the ways they are used in the game.",{"type":"entries","name":"Strength","page":175,"entries":["Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force.",{"type":"entries","name":"Strength Checks","page":175,"entries":["A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The {@skill Athletics} skill reflects aptitude in certain kinds of Strength checks.",{"type":"entries","name":"Athletics","page":175,"entries":["Your Strength ({@skill Athletics}) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:",{"type":"list","items":["You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.","You try to jump an unusually long distance or pull off a stunt mid jump.","You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming."]}],"source":"PHB"},{"type":"entries","name":"Other Strength Checks","page":175,"entries":["The DM might also call for a Strength check when you try to accomplish tasks like the following:",{"type":"list","items":["Force open a stuck, locked, or barred door","Break free of bonds","Push through a tunnel that is too small","Hang on to a wagon while being dragged behind it","Tip over a statue","Keep a boulder from rolling"]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Attack Rolls and Damage","page":176,"entries":["You add your Strength modifier to your attack roll and your damage roll when attacking with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in hand-to-hand combat, and some of them can be thrown to make a ranged attack."],"source":"PHB"},{"type":"entries","name":"Lifting and Carrying","page":176,"entries":["Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry.",{"type":"entries","name":"Carrying Capacity","page":176,"entries":["Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don't usually have to worry about it."],"source":"PHB"},{"type":"entries","name":"Push, Drag, or Lift","page":176,"entries":["You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet."],"source":"PHB"},{"type":"entries","name":"Size and Strength","page":176,"entries":["Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature's carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights."],"source":"PHB"}],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Variant: Encumbrance","page":176,"entries":["The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table in chapter 5.","If you carry weight in excess of 5 times your Strength score, you are encumbered, which means your speed drops by 10 feet.","If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead heavily encumbered, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Dexterity","page":176,"entries":["Dexterity measures agility, reflexes, and balance.",{"type":"entries","name":"Dexterity Checks","page":176,"entries":["A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The {@skill Acrobatics}, {@skill Sleight of Hand}, and {@skill Stealth} skills reflect aptitude in certain kinds of Dexterity checks.",{"type":"entries","name":"Acrobatics","page":176,"entries":["Your Dexterity ({@skill Acrobatics}) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. The DM might also call for a Dexterity ({@skill Acrobatics}) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips."],"source":"PHB"},{"type":"entries","name":"Sleight of Hand","page":177,"entries":["Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity ({@skill Sleight of Hand}) check. The DM might also call for a Dexterity ({@skill Sleight of Hand}) check to determine whether you can lift a coin purse off another person or slip something out of another person's pocket."],"source":"PHB"},{"type":"entries","name":"Stealth","page":177,"entries":["Make a Dexterity ({@skill Stealth}) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard."],"source":"PHB"},{"type":"entries","name":"Other Dexterity Checks","page":177,"entries":["The DM might call for a Dexterity check when you try to accomplish tasks like the following:",{"type":"list","items":["Control a heavily laden cart on a steep descent","Steer a chariot around a tight turn","Pick a lock","Disable a trap","Securely tie up a prisoner","Wriggle free of bonds","Play a stringed instrument","Craft a small or detailed object"]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Attack Rolls and Damage","page":177,"entries":["You add your Dexterity modifier to your attack roll and your damage roll when attacking with a ranged weapon, such as a sling or a longbow. You can also add your Dexterity modifier to your attack roll and your damage roll when attacking with a melee weapon that has the finesse property, such as a dagger or a rapier."],"source":"PHB"},{"type":"entries","name":"Armor Class","page":177,"entries":["Depending on the armor you wear, you might add some or all of your Dexterity modifier to your Armor Class, as described in chapter 5."],"source":"PHB"},{"type":"entries","name":"Initiative","page":177,"entries":["At the beginning of every combat, you roll initiative by making a Dexterity check. Initiative determines the order of creatures' turns in combat, as described in chapter 9."],"source":"PHB"},{"type":"inset","data":{"quickref":3,"allowRefDupe":true},"name":"Hiding","page":177,"entries":["The DM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity ({@skill Stealth}) check. Until you are discovered or you stop hiding, that check's total is contested by the Wisdom ({@skill Perception}) check of any creature that actively searches for signs of your presence.","You can't hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase. An {@condition invisible} creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet.","In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the DM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen.",{"type":"entries","name":"Passive Perception","page":177,"entries":["When you hide, there's a chance someone will notice you even if they aren't searching. To determine whether such a creature notices you, the DM compares your Dexterity ({@skill Stealth}) check with that creature's passive Wisdom ({@skill Perception}) score, which equals 10 + the creature's Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5.","For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and a proficiency in {@skill Perception}, he or she has a passive Wisdom ({@skill Perception}) of 14."],"source":"PHB"},{"type":"entries","name":"What Can you See?","page":177,"entries":["One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be lightly or heavily obscured, as explained in chapter 8."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Constitution","page":177,"entries":["Constitution measures health, stamina, and vital force.",{"type":"entries","name":"Constitution Checks","page":177,"entries":["Constitution checks are uncommon, and no skills apply to Constitution checks, because the endurance this ability represents is largely passive rather than involving a specific effort on the part of a character or monster.","A Constitution check can model your attempt to push beyond normal limits, however.","The DM might call for a Constitution check when you try to accomplish tasks like the following:",{"type":"list","items":["Hold your breath","March or labor for hours without rest","Go without sleep","Survive without food or water","Quaff an entire stein of ale in one go"]}],"source":"PHB"},{"type":"entries","name":"Hit Points","page":177,"entries":["Your Constitution modifier contributes to your hit points. Typically, you add your Constitution modifier to each Hit Die you roll for your hit points.","If your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Constitution score when you reach 4th level and your Constitution modifier increases from +1 to +2, you adjust your hit point maximum as though the modifier had always been +2. So you add 3 hit points for your first three levels, and then roll your hit points for 4th level using your new modifier. Or if you're 7th level and some effect lowers your Constitution score so as to reduce your Constitution modifier by 1, your hit point maximum is reduced by 7."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Intelligence","page":177,"entries":["Intelligence measures mental acuity, accuracy of recall, and the ability to reason.",{"type":"entries","name":"Intelligence Checks","page":177,"entries":["An Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The {@skill Arcana}, {@skill History}, {@skill Investigation}, {@skill Nature}, and {@skill Religion} skills reflect aptitude in certain kinds of Intelligence checks.",{"type":"entries","name":"Arcana","page":177,"entries":["Your Intelligence ({@skill Arcana}) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes."],"source":"PHB"},{"type":"entries","name":"History","page":177,"entries":["Your Intelligence ({@skill History}) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations."],"source":"PHB"},{"type":"entries","name":"Investigation","page":178,"entries":["When you look around for clues and make deductions based on those clues, you make an Intelligence ({@skill Investigation}) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence ({@skill Investigation}) check."],"source":"PHB"},{"type":"entries","name":"Nature","page":178,"entries":["Your Intelligence ({@skill Nature}) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles."],"source":"PHB"},{"type":"entries","name":"Religion","page":178,"entries":["Your Intelligence ({@skill Religion}) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults."],"source":"PHB"},{"type":"entries","name":"Other Intelligence Checks","page":178,"entries":["The DM might call for an Intelligence check when you try to accomplish tasks like the following:",{"type":"list","items":["Communicate with a creature without using words","Estimate the value of a precious item","Pull together a disguise to pass as a city guard","Forge a document","Recall lore about a craft or trade","Win a game of skill"]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Spellcasting Ability","page":178,"entries":["Wizards use Intelligence as their spellcasting ability, which helps determine the saving throw DCs of spells they cast."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Wisdom","page":178,"entries":["Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition.",{"type":"entries","name":"Wisdom Checks","page":178,"entries":["A Wisdom check might reflect an effort to read body language, understand someone's feelings, notice things about the environment, or care for an injured person. The {@skill Animal Handling}, {@skill Insight}, {@skill Medicine}, {@skill Perception}, and {@skill Survival} skills reflect aptitude in certain kinds of Wisdom checks.",{"type":"entries","name":"Animal Handling","page":178,"entries":["When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal's intentions, the DM might call for a Wisdom ({@skill Animal Handling}) check. You also make a Wisdom ({@skill Animal Handling}) check to control your mount when you attempt a risky maneuver."],"source":"PHB"},{"type":"entries","name":"Insight","page":178,"entries":["Your Wisdom ({@skill Insight}) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone's next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms."],"source":"PHB"},{"type":"entries","name":"Medicine","page":178,"entries":["A Wisdom ({@skill Medicine}) check lets you try to stabilize a dying companion or diagnose an illness."],"source":"PHB"},{"type":"entries","name":"Perception","page":178,"entries":["Your Wisdom ({@skill Perception}) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses."],"source":"PHB"},"For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.",{"type":"entries","name":"Survival","page":178,"entries":["The DM might ask you to make a Wisdom ({@skill Survival}) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards."],"source":"PHB"},{"type":"entries","name":"Other Wisdom Checks","page":178,"entries":["The DM might call for a Wisdom check when you try to accomplish tasks like the following:",{"type":"list","items":["Get a gut feeling about what course of action to follow","Discern whether a seemingly dead or living creature is undead"]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Spellcasting Ability","page":178,"entries":["Clerics, druids, and rangers use Wisdom as their spellcasting ability, which helps determine the saving throw DCs of spells they cast."],"source":"PHB"},{"type":"inset","name":"Finding a Hidden Object","page":178,"entries":["When your character searches for a hidden object such as a secret door or a trap, the DM typically asks you to make a Wisdom ({@skill Perception}) check. Such a check can be used to find hidden details or other information and clues that you might otherwise overlook.","In most cases, you need to describe where you are looking in order for the DM to determine your chance of success. For example, a key is hidden beneath a set of folded clothes in the top drawer of a bureau. If you tell the DM that you pace around the room, looking at the walls and furniture for clues, you have no chance of finding the key, regardless of your Wisdom ({@skill Perception}) check result. You would have to specify that you were opening the drawers or searching the bureau in order to have any chance of success."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Charisma","page":178,"entries":["Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality.",{"type":"entries","name":"Charisma Checks","page":178,"entries":["A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The {@skill Deception}, {@skill Intimidation}, {@skill Performance}, and {@skill Persuasion} skills reflect aptitude in certain kinds of Charisma checks.",{"type":"entries","name":"Deception","page":178,"entries":["Your Charisma ({@skill Deception}) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie."],"source":"PHB"},{"type":"entries","name":"Intimidation","page":179,"entries":["When you attempt to influence someone through overt threats, hostile actions, and physical violence, the DM might ask you to make a Charisma ({@skill Intimidation}) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision."],"source":"PHB"},{"type":"entries","name":"Performance","page":179,"entries":["Your Charisma ({@skill Performance}) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment."],"source":"PHB"},{"type":"entries","name":"Persuasion","page":179,"entries":["When you attempt to influence someone or a group of people with tact, social graces, or good nature, the DM might ask you to make a Charisma ({@skill Persuasion}) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk."],"source":"PHB"},{"type":"entries","name":"Other Charisma Checks","page":179,"entries":["The DM might call for a Charisma check when you try to accomplish tasks like the following:",{"type":"list","items":["Find the best person to talk to for news, rumors, and gossip","Blend into a crowd to get the sense of key topics of conversation"]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Spellcasting Ability","page":179,"entries":["Bards, paladins, sorcerers, and warlocks use Charisma as their spellcasting ability, which helps determine the saving throw DCs of spells they cast."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Vision and Light","page":183,"alias":["Blindsight","Darkvision","Truesight"],"entries":["The most fundamental tasks of adventuring\u2014noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few\u2014rely heavily on a character's ability to see. Darkness and other effects that obscure vision can prove a significant hindrance.","A given area might be lightly or heavily obscured. In a {@b lightly obscured} area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom ({@skill Perception}) checks that rely on sight.","A {@b heavily obscured} area\u2014such as darkness, opaque fog, or dense foliage\u2014blocks vision entirely. A creature effectively suffers from the {@condition blinded} condition when trying to see something in that area.","The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness.","{@b Bright light} lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.","{@b Dim light}, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.","{@b Darkness} creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.",{"type":"entries","name":"Blindsight","page":183,"entries":["A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense."],"source":"PHB"},{"type":"entries","name":"Darkvision","page":183,"entries":["Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in dim light as if it were bright light and in darkness as if it were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can't discern color in that darkness, only shades of gray."],"source":"PHB"},{"type":"entries","name":"Truesight","page":185,"entries":["A creature with truesight can, out to a specific range, see in normal and magical darkness, see {@condition invisible} creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane."],"source":"PHB"}],"source":"PHB"}]},{"type":"entries","entries":[{"type":"section","data":{"quickref":4},"name":"Actions in Combat","page":192,"entries":["When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise. Many monsters have action options of their own in their stat blocks.","When you describe an action not detailed elsewhere in the rules, the DM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.",{"type":"list","columns":3,"items":["{@action Attack}","{@action Cast a Spell}","{@action Dash}","{@action Disengage}","{@action Dodge}","{@action Help}","{@action Hide}","{@action Ready}","{@action Search}","{@action Use an Object}","{@action Improvising an Action}"]}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Cover","page":196,"entries":["Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.","There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.","A target with {@b half cover} has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.","A target with {@b three-quarters} cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.","A target with {@b total cover} can't be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle."],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Damage and Healing","page":196,"entries":["Injury and the risk of death are constant companions of those who explore the worlds of D&D. The thrust of a sword, a well-placed arrow, or a blast of flame from a fireball spell all have the potential to damage, or even kill, the hardiest of creatures.",{"type":"entries","name":"Hit Points","page":196,"entries":["Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile.","A creature's current hit points (usually just called hit points) can be any number from the creature's hit point maximum down to 0. This number changes frequently as a creature takes damage or receives healing. Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature's capabilities until the creature drops to 0 hit points."],"source":"PHB"},{"type":"entries","name":"Damage Rolls","page":196,"entries":["Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage.","When attacking with a {@b weapon}, you add your ability modifier\u2014the same modifier used for the attack roll to the damage. A {@b spell} tells you which dice to roll for damage and whether to add any modifiers.","If a spell or other effect deals damage to {@b more than one target} at the same time, roll the damage once for all of them. For example, when a wizard casts fireball or a cleric casts flame strike, the spell's damage is rolled once for all creatures caught in the blast.",{"type":"entries","name":"Critical Hits","page":196,"entries":["When you score a critical hit, you get to roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once.","For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue's Sneak Attack feature, you roll those dice twice as well."],"source":"PHB"},{"type":"entries","name":"Damage Types","page":196,"entries":["Different attacks, damaging spells, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types.","The damage types follow, with examples to help a DM assign a damage type to a new effect.",{"type":"entries","name":"Acid","page":196,"entries":["The corrosive spray of a black dragon's breath and the dissolving enzymes secreted by a black pudding deal acid damage."],"source":"PHB"},{"type":"entries","name":"Bludgeoning","page":196,"entries":["Blunt force attacks\u2014hammers, falling, constriction, and the like\u2014deal bludgeoning damage."],"source":"PHB"},{"type":"entries","name":"Cold","page":196,"entries":["The infernal chill radiating from an ice devil's spear and the frigid blast of a white dragon's breath deal cold damage."],"source":"PHB"},{"type":"entries","name":"Fire","page":196,"entries":["Red dragons breathe fire, and many spells conjure flames to deal fire damage."],"source":"PHB"},{"type":"entries","name":"Force","page":196,"entries":["Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including magic missile and spiritual weapon."],"source":"PHB"},{"type":"entries","name":"Lightning","page":196,"entries":["A lightning bolt spell and a blue dragon's breath deal lightning damage."],"source":"PHB"},{"type":"entries","name":"Necrotic","page":196,"entries":["Necrotic damage, dealt by certain undead and some spells, withers matter and even the soul."],"source":"PHB"},{"type":"entries","name":"Piercing","page":196,"entries":["Puncturing and impaling attacks, including spears and monsters' bites, deal piercing damage."],"source":"PHB"},{"type":"entries","name":"Poison","page":196,"entries":["Venomous stings and the toxic gas of a green dragon's breath deal poison damage."],"source":"PHB"},{"type":"entries","name":"Psychic","page":196,"entries":["Mental abilities such as a mind flayer's psionic blast deal psychic damage."],"source":"PHB"},{"type":"entries","name":"Radiant","page":196,"entries":["Radiant damage, dealt by a cleric's flame strike spell or an angel's smiting weapon, sears the flesh like fire and overloads the spirit with power."],"source":"PHB"},{"type":"entries","name":"Slashing","page":196,"entries":["Swords, axes, and monsters' claws deal slashing damage."],"source":"PHB"},{"type":"entries","name":"Thunder","page":196,"entries":["A concussive burst of sound, such as the effect of the thunderwave spell, deals thunder damage."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Damage Resistance and Vulnerability","page":197,"entries":["Some creatures and objects are exceedingly difficult or unusually easy to hurt with certain types of damage.","If a creature or an object has {@b resistance} to a damage type, damage of that type is halved against it. If a creature or an object has {@b vulnerability} to a damage type, damage of that type is doubled against it.","Resistance and then vulnerability are applied after all other modifiers to damage. For example, a creature has resistance to bludgeoning damage and is hit by an attack that deals 25 bludgeoning damage. The creature is also within a magical aura that reduces all damage by 5. The 25 damage is first reduced by 5 and then halved, so the creature takes 10 damage.","Multiple instances of resistance or vulnerability that affect the same damage type count as only one instance. For example, if a creature has resistance to fire damage as well as resistance to all nonmagical damage, the damage of a nonmagical fire is reduced by half against the creature, not reduced by three-quarters.",{"type":"inset","name":"Describing the Effects of Damage","page":197,"entries":["Dungeon Masters describe hit point loss in different ways. When your current hit point total is half or more of your hit point maximum, you typically show no signs of injury. When you drop below half your hit point maximum, you show signs of wear, such as cuts and bruises. An attack that reduces you to 0 hit points strikes you directly, leaving a bleeding injury or other trauma, or it simply knocks you {@condition unconscious}."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Healing","page":197,"entries":["Unless it results in death, damage isn't permanent. Even death is reversible through powerful magic. Rest can restore a creature's hit points (as explained in chapter 8), and magical methods such as a cure wounds spell or a potion of healing can remove damage in an instant.","When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature's hit points can't exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current hit points and has a hit point maximum of 20, the ranger regains 6 hit points from the druid, not 8.","A creature that has died can't regain hit points until magic such as the revivify spell has restored it to life."],"source":"PHB"},{"type":"entries","name":"Dropping to 0 Hit Points","alias":["Instant Death","Death Saving Throws","Stabilizing a Creature"],"page":197,"entries":["When you drop to 0 hit points, you either die outright or fall {@condition unconscious}, as explained in the following sections.",{"type":"entries","name":"Instant Death","page":197,"entries":["Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum.","For example, a cleric with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the cleric dies."],"source":"PHB"},{"type":"entries","name":"Falling Unconscious","page":197,"entries":["If damage reduces you to 0 hit points and fails to kill you, you fall {@condition unconscious} (see the appendix). This unconsciousness ends if you regain any hit points."],"source":"PHB"},{"type":"entries","name":"Death Saving Throws","page":197,"entries":["Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn't tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw.","Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don't need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable.",{"type":"entries","name":"Rolling 1 or 20","page":197,"entries":["When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point."],"source":"PHB"},{"type":"entries","name":"Damage at 0 Hit Points","page":197,"entries":["If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Stabilizing a Creature","page":197,"entries":["The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn't killed by a failed death saving throw.","You can use your action to administer first aid to an {@condition unconscious} creature and attempt to stabilize it, which requires a successful DC 10 Wisdom ({@skill Medicine}) check.","A stable creature doesn't make death saving throws, even though it has 0 hit points, but it does remain {@condition unconscious}. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn't healed regains 1 hit point after {@dice 1d4} hours."],"source":"PHB"},{"type":"entries","name":"Monsters and Death","page":198,"entries":["Most DMs have a monster die the instant it drops to 0 hit points, rather than having it fall {@condition unconscious} and make death saving throws.","Mighty villains and special nonplayer characters are common exceptions; the DM might have them fall {@condition unconscious} and follow the same rules as player characters."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Knocking a Creature Out","page":198,"entries":["Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls {@condition unconscious} and is stable."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Temporary Hit Points","page":198,"entries":["Some spells and special abilities confer temporary hit points to a creature. Temporary hit points aren't actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury.","When you have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over to your normal hit points. For example, if you have 5 temporary hit points and take 7 damage, you lose the temporary hit points and then take 2 damage.","Because temporary hit points are separate from your actual hit points, they can exceed your hit point maximum. A character can, therefore, be at full hit points and receive temporary hit points.","Healing can't restore temporary hit points, and they can't be added together. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22.","If you have 0 hit points, receiving temporary hit points doesn't restore you to consciousness or stabilize you.","They can still absorb damage directed at you while you're in that state, but only true healing can save you.","Unless a feature that grants you temporary hit points has a duration, they last until they're depleted or you finish a long rest."],"data":{"quickrefIndex":true},"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Making an Attack","page":193,"entries":["Whether you're striking with a melee weapon, firing a weapon at range, or making an attack roll as part of a spell, an attack has a simple structure.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"1. Choose a target","entry":"Pick a target within your attack's range: a creature, an object, or a location."},{"type":"item","name":"2. Determine modifiers","entry":"The DM determines whether the target has cover and whether you have advantage or disadvantage against the target. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll."},{"type":"item","name":"3. Resolve the attack","entry":"You make the attack roll. On a hit, you roll damage, unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage."}]},"If there's ever any question whether something you're doing counts as an attack, the rule is simple: if you're making an attack roll, you're making an attack.",{"type":"entries","name":"Attack Rolls","page":194,"entries":["When you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target's Armor Class (AC), the attack hits. The AC of a character is determined at character creation, whereas the AC of a monster is in its stat block.",{"type":"entries","name":"Modifiers to the Roll","page":194,"entries":["When a character makes an attack roll, the two most common modifiers to the roll are an ability modifier and the character's proficiency bonus. When a monster makes an attack roll, it uses whatever modifier is provided in its stat block.",{"type":"entries","name":"Ability Modifier","page":194,"entries":["The ability modifier used for a melee weapon attack is Strength, and the ability modifier used for a ranged weapon attack is Dexterity. Weapons that have the finesse or thrown property break this rule.","Some spells also require an attack roll. The ability modifier used for a spell attack depends on the spellcasting ability of the spellcaster, as explained in chapter 10."],"source":"PHB"},{"type":"entries","name":"Proficiency Bonus","page":194,"entries":["You add your proficiency bonus to your attack roll when you attack using a weapon with which you have proficiency, as well as when you attack with a spell."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Rolling 1 or 20","page":194,"entries":["Sometimes fate blesses or curses a combatant, causing the novice to hit and the veteran to miss.","If the {@dice d20} roll for an attack is a 20, the attack hits regardless of any modifiers or the target's AC. This is called a critical hit, which is explained later in this chapter.","If the {@dice d20} roll for an attack is a 1, the attack misses regardless of any modifiers or the target's AC."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Unseen Attackers and Targets","page":194,"entries":["Combatants often try to escape their foes' notice by hiding, casting the {@spell invisibility} spell, or lurking in darkness.","When you attack a target that you can't see, you have disadvantage on the attack roll. This is true whether you're guessing the target's location or you're targeting a creature you can hear but not see. If the target isn't in the location you targeted, you automatically miss, but the DM typically just says that the attack missed, not whether you guessed the target's location correctly.","When a creature can't see you, you have advantage on attack rolls against it.","If you are hidden\u2014both unseen and unheard\u2014when you make an attack, you give away your location when the attack hits or misses."],"source":"PHB"},{"type":"entries","name":"Ranged Attacks","page":195,"entries":["When you make a ranged attack, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail. Many spells also involve making a ranged attack.",{"type":"entries","name":"Range","page":195,"entries":["You can make ranged attacks only against targets within a specified range.","If a ranged attack, such as one made with a spell, has a single range, you can't attack a target beyond this range.","Some ranged attacks, such as those made with a longbow or a shortbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has disadvantage when your target is beyond normal range, and you can't attack a target beyond the long range."],"source":"PHB"},{"type":"entries","name":"Ranged Attacks in Close Combat","page":195,"entries":["Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn't {@condition incapacitated}."],"source":"PHB"}],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Melee Attacks","page":195,"entries":["Used in hand-to-hand combat, a melee attack allows you to attack a foe within your reach. A melee attack typically uses a handheld weapon such as a sword, a warhammer, or an axe. A typical monster makes a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body part. A few spells also involve making a melee attack.","Most creatures have a 5-foot reach and can thus attack targets within 5 feet of them when making a melee attack. Certain creatures (typically those larger than Medium) have melee attacks with a greater reach than 5 feet, as noted in their descriptions.","Instead of using a weapon to make a melee weapon attack, you can use an {@b unarmed strike}: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes."],"source":"PHB"},{"type":"entries","name":"Opportunity Attacks","page":195,"entries":["In a fight, everyone is constantly watching for enemies to drop their guard. You can rarely move heedlessly past your foes without putting yourself in danger; doing so provokes an opportunity attack.","You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack interrupts the provoking creature's movement, occurring right before the creature leaves your reach.","You can avoid provoking an opportunity attack by taking the {@action Disengage} action. You also don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don't provoke an opportunity attack if an explosion hurls you out of a foe's reach or if gravity causes you to fall past an enemy."],"source":"PHB"},{"type":"entries","name":"Two-Weapon Fighting","page":195,"entries":["When you take the {@action Attack} action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.","If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"inset","name":"Contests in Combat","page":195,"entries":["Battle often involves pitting your prowess against that of your foe. Such a challenge is represented by a contest. This section includes the most common contests that require an action in combat: grappling and shoving a creature. The DM can use these contests as models for improvising others."],"source":"PHB"},{"type":"entries","name":"Grappling","page":195,"entries":["When you want to grab a creature or wrestle with it, you can use the {@action Attack} action to make a special melee attack, a grapple. If you're able to make multiple attacks with the {@action Attack} action, this attack replaces one of them. The target of your grapple must be no more than one size larger than you, and it must be within your reach.","Using at least one free hand, you try to seize the target by making a grapple check, a Strength ({@skill Athletics}) check contested by the target's Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (the target chooses the ability to use). You succeed automatically if the target is {@condition incapacitated}. If you succeed, you subject the target to the {@condition grappled} condition (see the appendix). The condition specifies the things that end it, and you can release the target whenever you like (no action required).",{"type":"entries","name":"Escaping a Grapple","page":195,"entries":["A {@condition grappled} creature can use its action to escape. To do so, it must succeed on a Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check contested by your Strength ({@skill Athletics}) check."],"source":"PHB"},{"type":"entries","name":"Moving a Grappled Target","page":195,"entries":["When you move, you can drag or carry the {@condition grappled} creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Shoving a Creature","page":195,"entries":["Using the {@action Attack} action, you can make a special melee attack to shove a creature, either to knock it {@condition prone} or push it away from you. If you're able to make multiple attacks with the {@action Attack} action, this attack replaces one of them.","The target of your shove must be no more than one size larger than you, and it must be within your reach. You make a Strength ({@skill Athletics}) check contested by the target's Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (the target chooses the ability to use). You succeed automatically if the target is {@condition incapacitated}. If you succeed, you either knock the target {@condition prone} or push it 5 feet away from you."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Mounted Combat","page":198,"entries":["A knight charging into battle on a warhorse, a wizard casting spells from the back of a griffon, or a cleric soaring through the sky on a pegasus all enjoy the benefits of speed and mobility that a mount can provide.","A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules.",{"type":"entries","name":"Mounting and Dismounting","page":198,"entries":["Once during your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you can't mount it if you don't have 15 feet of movement left or if your speed is 0.","If an effect moves your mount against its will while you're on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing {@condition prone} in a space within 5 feet of it. If you're knocked {@condition prone} while mounted, you must make the same saving throw.","If your mount is knocked {@condition prone}, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall {@condition prone} in a space within 5 feet it."],"source":"PHB"},{"type":"entries","name":"Controlling a Mount","page":198,"entries":["While you're mounted, you have two options. You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently.","You can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training.","The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: {@action Dash}, {@action Disengage}, and {@action Dodge}. A controlled mount can move and act even on the turn that you mount it.","An independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes.","In either case, if the mount provokes an opportunity attack while you're on it, the attacker can target you or the mount."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Movement and Position","page":190,"entries":["In combat, characters and monsters are in constant motion, often using movement and position to gain the upper hand.","On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here.","Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However you're moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving.","The \"Special Types of Movement\" section in chapter 8 gives the particulars for jumping, climbing, and swimming.",{"type":"entries","name":"Breaking Up Your Move","page":190,"entries":["You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet.",{"type":"entries","name":"Moving between Attacks","page":190,"entries":["If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For example, a fighter who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again."],"source":"PHB"},{"type":"entries","name":"Using Different Speeds","page":190,"entries":["If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you've already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can't use the new speed during the current move.","For example, if you have a speed of 30 and a flying speed of 60 because a wizard cast the {@spell fly} spell on you, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more."],"source":"PHB"}],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Difficult Terrain","page":190,"entries":["Combat rarely takes place in bare rooms or on featureless plains.","Boulder-strewn caverns, briar-choked forests, treacherous staircases\u2014the setting of a typical fight contains difficult terrain.","Every foot of movement in difficult terrain costs 1 extra foot. This rule is true even if multiple things in a space count as difficult terrain.","Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Being Prone","page":190,"entries":["Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are {@condition prone}, a condition described in the appendix.","You can drop {@condition prone} without using any of your speed. Standing up takes more effort; doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to stand up. You can't stand up if you don't have enough movement left or if your speed is 0.","To move while {@condition prone}, you must crawl or use magic such as teleportation. Every foot of movement while crawling costs 1 extra foot. Crawling 1 foot in {@quickref difficult terrain||3}, therefore, costs 3 feet of movement."],"source":"PHB"},{"type":"entries","name":"Moving around Other Creatures","page":191,"entries":["You can move through a nonhostile creature's space. In contrast, you can move through a hostile creature's space only if the creature is at least two sizes larger or smaller than you. Remember that another creature's space is {@quickref difficult terrain||3} for you.","Whether a creature is a friend or an enemy, you can't willingly end your move in its space.","If you leave a hostile creature's reach during your move, you provoke an opportunity attack, as explained later in the chapter."],"source":"PHB"},{"type":"entries","name":"Flying Movement","page":191,"entries":["Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked {@condition prone}, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the {@spell fly} spell."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Creature Size","page":191,"entries":["Each creature takes up a different amount of space.","The Size Categories table shows how much space a creature of a particular size controls in combat. Objects sometimes use the same size categories.",{"type":"table","caption":"Size Categories","basicRules":true,"srd":true,"colLabels":["Size","Space"],"colStyles":["col-6","col-6"],"rows":[["Tiny","2½ by 2½ ft."],["Small","5 by 5 ft."],["Medium","5 by 5 ft."],["Large","10 by 10 ft."],["Huge","15 by 15 ft."],["Gargantuan","20 by 20 ft. or larger"]]},{"type":"entries","name":"Space","page":191,"entries":["A creature's space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isn't 5 feet wide, for example, but it does control a space that wide. If a Medium hobgoblin stands in a 5-foot-wide doorway, other creatures can't get through unless the hobgoblin lets them.","A creature's space also reflects the area it needs to fight effectively. For that reason, there's a limit to the number of creatures that can surround another creature in combat. Assuming Medium combatants, eight creatures can fit in a 5-foot radius around another one.","Because larger creatures take up more space, fewer of them can surround a creature.","If four Large creatures crowd around a Medium or smaller one, there's little room for anyone else. In contrast, as many as twenty Medium creatures can surround a Gargantuan one."],"source":"PHB"},{"type":"entries","name":"Squeezing into a Smaller Space","page":192,"entries":["A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a Large creature can squeeze through a passage that's only 5 feet wide. While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it's in the smaller space."],"source":"PHB"}],"source":"PHB"},{"type":"inset","name":"Variant: Playing on a Grid","page":192,"entries":["If you play out a combat using a square grid and miniatures or other tokens, follow these rules.",{"name":"Squares","page":192,"type":"entries","entries":["Each square on the grid represents 5 feet."],"source":"PHB"},{"name":"Speed","page":192,"type":"entries","entries":["Rather than moving foot by foot, move square by square on the grid. This means you use your speed in 5-foot segments. This is particularly easy if you translate your speed into squares by dividing the speed by 5. For example, a speed of 30 feet translates into a speed of 6 squares.","If you use a grid often, consider writing your speed in squares on your character sheet."],"source":"PHB"},{"name":"Entering a Square","page":192,"type":"entries","entries":["To enter a square, you must have at least 1 square of movement left, even if the square is diagonally adjacent to the square you're in. (The rule for diagonal movement sacrifices realism for the sake of smooth play. The Dungeon Master's Guide provides guidance on using a more realistic approach.)","If a square costs extra movement, as a square of {@quickref difficult terrain||3} does, you must have enough movement left to pay for entering it. For example, you must have at least 2 squares of movement left to enter a square of {@quickref difficult terrain||3}."],"source":"PHB"},{"name":"Corners","page":192,"type":"entries","entries":["Diagonal movement can't cross the corner of a wall, large tree, or other terrain feature that fills its space."],"source":"PHB"},{"name":"Ranges","page":192,"type":"entries","entries":["To determine the range on a grid between two things\u2014whether creatures or objects\u2014start counting squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"The Order of Combat","page":189,"entries":["A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other.",{"type":"entries","name":"Surprise","page":189,"entries":["A band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. A gelatinous cube glides down a dungeon passage, unnoticed by the adventurers until the cube engulfs one of them. In these situations, one side of the battle gains surprise over the other.","The DM determines who might be {@quickref Surprise|PHB|3|0|surprised}. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the DM compares the Dexterity ({@skill Stealth}) checks of anyone hiding with the passive Wisdom ({@skill Perception}) score of each creature on the opposing side. Any character or monster that doesn't notice a threat is {@quickref Surprise|PHB|3|0|surprised} at the start of the encounter.","If you're {@quickref Surprise|PHB|3|0|surprised}, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends. A member of a group can be {@quickref Surprise|PHB|3|0|surprised} even if the other members aren't."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Initiative","page":189,"entries":["Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. The DM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time.","The DM ranks the combatants in order from the one with the highest Dexterity check total to the one with the lowest. This is the order (called the initiative order) in which they act during each round. The initiative order remains the same from round to round.","If a tie occurs, the DM decides the order among tied DM-controlled creatures, and the players decide the order among their tied characters. The DM can decide the order if the tie is between a monster and a player character. Optionally, the DM can have the tied characters and monsters each roll a d20 to determine the order, highest roll going first."],"source":"PHB"},{"type":"entries","name":"Your Turn","page":189,"entries":["On your turn, you can {@b move} a distance up to your speed and {@b take one action}. You decide whether to move first or take your action first. Your speed\u2014sometimes called your walking speed\u2014is noted on your character sheet.","The most common actions you can take are described in the \"Actions in Combat\" section later in this chapter. Many class features and other abilities provide additional options for your action.","The \"Movement and Position\" section later in this chapter gives the rules for your move.","You can forgo moving, taking an action, or doing anything at all on your turn. If you can't decide what to do on your turn, consider taking the {@action Dodge} or {@action Ready} action, as described in \"Actions in Combat.\"",{"type":"entries","name":"Bonus Actions","page":189,"entries":["Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. The Cunning Action feature, for example, allows a rogue to take a bonus action. You can take a bonus action only when a special ability, spell, or other feature of the game states that you can do something as a bonus action. You otherwise don't have a bonus action to take.","You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available.","You choose when to take a bonus action during your turn, unless the bonus action's timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action."],"source":"PHB"},{"type":"entries","name":"Other Activity on Your Turn","page":190,"entries":["Your turn can include a variety of flourishes that require neither your action nor your move.","You can communicate however you are able, through brief utterances and gestures, as you take your turn.","You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack.","If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions.","The DM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the DM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge.",{"type":"inset","name":"Interacting with Objects Around You","page":190,"entries":["Here are a few examples of the sorts of thing you can do in tandem with your movement and action:",{"type":"list","items":["draw or sheathe a sword","open or close a door","withdraw a potion from your backpack","pick up a dropped axe","take a bauble from a table","remove a ring from your finger","stuff some food into your mouth","plant a banner in the ground","fish a few coins from your belt pouch","drink all the ale in a flagon","throw a lever or a switch","pull a torch from a sconce","take a book from a shelf you can reach","extinguish a small flame","don a mask","pull the hood of your cloak up and over your head","put your ear to a door","kick a small stone","turn a key in a lock","tap the floor with a 10-foot pole","hand an item to another character"]}],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Reactions","page":190,"entries":["Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's. The opportunity attack, described later in this chapter, is the most common type of reaction.","When you take a reaction, you can't take another one until the start of your next turn. If the reaction interrupts another creature's turn, that creature can continue its turn right after the reaction."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Underwater Combat","page":198,"entries":["When adventurers pursue sahuagin back to their undersea homes, fight off sharks in an ancient shipwreck, or find themselves in a flooded dungeon room, they must fight in a challenging environment. Underwater the following rules apply.","When making a {@b melee weapon attack}, a creature that doesn't have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident.","A {@b ranged weapon attack} automatically misses a target beyond the weapon's normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).","Creatures and objects that are fully immersed in water have resistance to fire damage."],"source":"PHB"}]},{"type":"entries","entries":[{"type":"section","data":{"quickref":5},"name":"Climbing, Swimming, and Crawling","page":182,"entries":["Each foot of movement costs 1 extra foot (2 extra feet in {@quickref difficult terrain||3}) when you're climbing, swimming, or crawling. You ignore this extra cost if you have a climbing speed and use it to climb, or a swimming speed and use it to swim. At the DM's option, climbing a slippery vertical surface or one with few handholds requires a successful Strength ({@skill Athletics}) check. Similarly, gaining any distance in rough water might require a successful Strength ({@skill Athletics}) check."],"source":"PHB"},{"type":"section","data":{"quickref":5},"name":"Difficult Terrain","page":182,"entries":["The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground\u2014all considered difficult terrain.","You move at half speed in difficult terrain\u2014moving 1 foot in difficult terrain costs 2 feet of speed\u2014so you can cover only half the normal distance in a minute, an hour, or a day."],"source":"PHB"},{"type":"section","data":{"quickref":5},"name":"Jumping","page":182,"entries":["Your Strength determines how far you can jump.",{"type":"entries","name":"Long Jump","page":182,"entries":["When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.","This rule assumes that the height of your jump doesn't matter, such as a jump across a stream or chasm. At your DM's option, you must succeed on a DC 10 Strength ({@skill Athletics}) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit it.","When you land in {@quickref difficult terrain||3}, you must succeed on a DC 10 Dexterity ({@skill Acrobatics}) check to land on your feet. Otherwise, you land {@condition prone}."],"source":"PHB"},{"type":"entries","name":"High Jump","page":182,"entries":["When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your DM might allow you to make a Strength ({@skill Athletics}) check to jump higher than you normally can.","You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1½ times your height."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":5},"name":"Travel Pace","page":181,"entries":["While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully (see the \"Activity While Traveling\" section later in this chapter for more information).",{"type":"entries","name":"Forced March","page":181,"entries":["The Travel Pace table assumes that characters travel for 8 hours in day. They can push on beyond that limit, at the risk of {@condition exhaustion}."],"source":"PHB"},"For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of {@condition exhaustion} (see the appendix).",{"type":"entries","name":"Mounts and Vehicles","page":181,"entries":["For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas.","Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel (see chapter 5), and they don't suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day.","Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a carpet of flying, allow you to travel more swiftly. The Dungeon Master's Guide contains more information on special methods of travel."],"source":"PHB"},{"type":"table","caption":"Travel Pace","basicRules":true,"srd":true,"colLabels":["Pace","Distance Traveled per Minute","Distance Traveled per Hour","Distance Traveled per Day","Effect"],"colStyles":["col-2","col-2","col-2","col-2","col-4"],"rows":[["Fast","400 feet","4 miles","30 miles","-5 penalty to passive Wisdom ({@skill Perception}) scores"],["Normal","300 feet","3 miles","24 miles","-"],["Slow","200 feet","2 miles","18 miles","Able to use stealth"]]}],"source":"PHB"}]}]}} \ No newline at end of file +{"reference":{"bookref-quick":{"name":"Quick Reference","id":"bookref-quick","contents":[{"name":"Character Creation","headers":["Beyond 1st Level","Languages","Multiclassing","Step-by-Step Characters"]},{"name":"Equipment","headers":["Adventuring Gear","Armor and Shields","Attunement","Expenses","Mounts and Vehicles","Starting Equipment","Tools","Trade Goods","Wealth","Weapons"]},{"name":"Playing the Game","headers":["Ability Checks","Ability Scores and Modifiers","Advantage and Disadvantage","Casting a Spell","Conditions","Falling","Food and Water","Hiding","How to Play","Interacting with Objects","Proficiency Bonus","Resting","Saving Throws","Simultaneous Effects","Skills","Sleep","Suffocating","Tying Knots","Using Each Ability","Vision and Light"]},{"name":"Combat","headers":["Actions in Combat","Cover","Damage and Healing","Making an Attack","Mounted Combat","Movement and Position","The Order of Combat","Underwater Combat"]},{"name":"Adventuring","headers":["Climbing, Swimming, and Crawling","Difficult Terrain","Jumping","Travel Pace"]}]}},"data":{"bookref-quick":[{"type":"entries","entries":[{"type":"section","data":{"quickref":1},"name":"Beyond 1st Level","page":15,"entries":["As your character goes on adventures and overcomes challenges, he or she gains experience, represented by experience points. A character who reaches a specified experience point total advances in capability. This advancement is called {@b gaining a level}.","When your character gains a level, his or her class often grants additional features, as detailed in the class description. Some of these features allow you to increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. You can't increase an ability score above 20. In addition, every character's proficiency bonus increases at certain levels.","Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution modifier to the roll, and add the total (minimum of 1) to your hit point maximum. Alternatively, you can use the fixed value shown in your class entry, which is the average result of the die roll (rounded up).","When your Constitution modifier increases by 1, your hit point maximum increases by 1 for each level you have attained. For example, when Bruenor reaches 8th level as a fighter, he increases his Constitution score from 17 to 18, thus increasing his Constitution modifier from +3 to +4. His hit point maximum then increases by 8.","The Character Advancement table summarizes the XP you need to advance in levels from level 1 through level 20, and the proficiency bonus for a character of that level. Consult the information in your character's class description to see what other improvements you gain at each level.",{"type":"entries","name":"Tiers of Play","page":15,"entries":["The shading in the Character Advancement table shows the four tiers of play. The tiers don't have any rules associated with them; they are a general description of how the play experience changes as characters gain levels.","{@b In the first tier (levels 1-4),} characters are effectively apprentice adventurers. They are learning the features that define them as members of particular classes, including the major choices that flavor their class features as they advance (such as a wizard's Arcane Tradition or a fighter's Martial Archetype). The threats they face are relatively minor, usually posing a danger to local farmsteads or villages.","{@b In the second tier (levels 5-10),} characters come into their own. Many spellcasters gain access to 3rd-level spells at the start of this tier, crossing a new threshold of magical power with spells such as {@spell fireball} and {@spell lightning bolt}. At this tier, many weapon-using classes gain the ability to make multiple attacks in one round. These characters have become important, facing dangers that threaten cities and kingdoms.","{@b In the third tier (levels 11-16),} characters have reached a level of power that sets them high above the ordinary populace and makes them special even among adventurers. At 11th level, many spellcasters gain access to 6th-level spells, some of which create effects previously impossible for player characters to achieve. Other characters gain features that allow them to make more attacks or do more impressive things with those attacks. These mighty adventurers often confront threats to whole regions and continents.","{@b At the fourth tier (levels 17-20),} characters achieve the pinnacle of their class features, becoming heroic (or villainous) archetypes in their own right. The fate of the world or even the fundamental order of the multiverse might hang in the balance during their adventures."],"source":"PHB"},{"type":"table","caption":"Character Advancement","srd":true,"basicRules":true,"colLabels":["Experience Points","Level","Proficiency Bonus"],"colStyles":["col-4 text-center","col-4 text-center","col-4 text-center"],"rows":[["0","1","+2"],["300","2","+2"],["900","3","+2"],["2,700","4","+2"],["6,500","5","+3"],["14,000","6","+3"],["23,000","7","+3"],["34,000","8","+3"],["48,000","9","+4"],["64,000","10","+4"],["85,000","11","+4"],["100,000","12","+4"],["120,000","13","+5"],["140,000","14","+5"],["165,000","15","+5"],["195,000","16","+5"],["225,000","17","+6"],["265,000","18","+6"],["305,000","19","+6"],["355,000","20","+6"]]}],"source":"PHB"},{"type":"section","name":"Languages","page":123,"data":{"quickref":1},"entries":["Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet.","With your DM's permission, you can instead choose a language from the Exotic Languages table or a secret language, such as thieves' cant or the tongue of druids.","Some of these languages are actually families of languages with many dialects. For example, the Primordial language includes the {@language Primordial||Auran}, {@language Primordial||Aquan}, {@language Primordial||Ignan}, and {@language Primordial||Terran} dialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another.",{"type":"table","caption":"Standard Languages","srd":true,"basicRules":true,"colLabels":["Language","Typical Speakers","Script"],"colStyles":["col-4","col-4","col-4"],"rows":[["Common","Humans","Common"],["Dwarvish","Dwarves","Dwarvish"],["Elvish","Elves","Elvish"],["Giant","Ogres, giants","Dwarvish"],["Gnomish","Gnomes","Dwarvish"],["Goblin","Goblinoids","Dwarvish"],["Halfling","Halflings","Common"],["Orc","Orcs","Dwarvish"]]},{"type":"table","caption":"Exotic Languages","basicRules":true,"srd":true,"colLabels":["Language","Typical Speakers","Script"],"colStyles":["col-4","col-4","col-4"],"rows":[["Abyssal","Demons","Infernal"],["Celestial","Celestials","Celestial"],["Draconic","Dragons, dragonborn","Draconic"],["Deep Speech","Mind Flayers, beholders","\u2014"],["Infernal","Devils","Infernal"],["Primordial","Elementals","Dwarvish"],["Sylvan","Fey creatures","Elvish"],["Undercommon","Underdark traders","Elvish"]]}],"source":"PHB"},{"type":"section","data":{"quickref":1},"name":"Multiclassing","page":163,"entries":["Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options.","With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in wizard and two in fighter, you're a 5th-level character.","As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you'll sacrifice some focus in exchange for versatility.",{"type":"entries","name":"Prerequisites","page":163,"entries":["To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class. having a natural aptitude that is reflected by higher-than-average ability scores.",{"type":"table","caption":"Multiclassing Prerequisites","srd":true,"colLabels":["Class","Ability Score Minimum"],"colStyles":["col-2","col-10"],"rows":[["{@class Barbarian}","Strength 13"],["{@class Bard}","Charisma 13"],["{@class Cleric}","Wisdom 13"],["{@class Druid}","Wisdom 13"],["{@class Fighter}","Strength 13 or Dexterity 13"],["{@class Monk}","Dexterity 13 and Wisdom 13"],["{@class Paladin}","Strength 13 and Charisma 13"],["{@class Ranger}","Dexterity 13 and Wisdom 13"],["{@class Rogue}","Dexterity 13"],["{@class Sorcerer}","Charisma 13"],["{@class Warlock}","Charisma 13"],["{@class Wizard}","Intelligence 13"]]}],"source":"PHB"},{"type":"entries","name":"Experience Points","page":163,"entries":["The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table in chapter I, not your level in a particular class. So, if you are a cleric 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your seventh level as a cleric."],"source":"PHB"},{"type":"entries","name":"Hit Points and Hit Dice","page":163,"entries":["You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character.","You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin have a d10, so if you are a paladin 5/fighter 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/cleric 5, for example, you have five d10 Hit Dice and five d8 Hit Dice."],"source":"PHB"},{"type":"entries","name":"Proficiency Bonus","page":163,"entries":["Your proficiency bonus is always based on your total character level, as shown in the Character Advancement table in chapter 1, not your level in a particular class. For example, if you are a fighter 3/rogue 2, you have the proficiency bonus of a 5th-level character, which is +3."],"source":"PHB"},{"type":"entries","name":"Proficiencies","page":164,"entries":["When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies, as shown in the Multiclassing Proficiencies table.",{"type":"table","caption":"Multiclassing Proficiencies","srd":true,"colLabels":["Class","Proficiencies Gained"],"colStyles":["col-2","col-10"],"rows":[["{@class Barbarian}","Shields, simple weapons, martial weapons"],["{@class Bard}","Light armor, one skill of your choice, one musical instrument of your choice"],["{@class Cleric}","Light armor, medium armor, shields"],["{@class Druid}","Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)"],["{@class Fighter}","Light armor, medium armor, shields, simple weapons, martial weapons"],["{@class Monk}","Simple weapons, shortswords"],["{@class Paladin}","Light armor, medium armor, shields, simple weapons, martial weapons"],["{@class Ranger}","Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class's skill list"],["{@class Rogue}","Light armor, one skill from the class's skill list, {@item thieves' tools|phb}"],["{@class Sorcerer}","\u2014"],["{@class Warlock}","Light armor, simple weapons"],["{@class Wizard}","\u2014"]]}],"source":"PHB"},{"type":"entries","name":"Class Features","page":164,"entries":["When you gain a new level in a class, you get its features for that level. You don't, however, receive the class's starting equipment, and a few features have additional rules when you're multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting.",{"type":"entries","name":"Channel Divinity","page":164,"entries":["If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn't give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes."],"source":"PHB"},{"type":"entries","name":"Extra Attack","page":164,"entries":["If you gain the Extra Attack class feature from more than one class, the features don't add together. You can't make more than two attacks with this feature unless it says you do (as the fighter's version of Extra Attack does). Similarly, the warlock's eldritch invocation Thirsting Blade doesn't give you additional attacks if you also have Extra Attack."],"source":"PHB"},{"type":"entries","name":"Unarmored Defense","page":164,"entries":["If you already have the Unarmored Defense feature, you can't gain it again from another class."],"source":"PHB"},{"type":"entries","name":"Spellcasting","page":164,"entries":["Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class.",{"type":"entries","name":"Spells Known and Prepared","page":164,"entries":["You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your intelligence is 16, you can prepare six wizard spells from your spellbook.","Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus.","If a cantrip of yours increases in power at higher levels, the increase is based on your character level, not your level in a particular class."],"source":"PHB"},{"type":"entries","name":"Spell Slots","page":164,"entries":["You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, half your levels (rounded down) in the paladin and ranger classes, and a third of your fighter or rogue levels (rounded down) if you have the Eldritch Knight or the Arcane Trickster feature. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table.","If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells. If a lower-level spell that you cast, like {@spell burning hands}, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don't have any spells of that higher level.","For example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th-level character when determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don't know any 3rd-level spells, nor do you know any 2nd-level ranger spells. You can use the spell slots of those levels to cast the spells you do know\u2014and potentially enhance their effects."],"source":"PHB"},{"type":"entries","name":"Pact Magic","page":164,"entries":["If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know."],"source":"PHB"},{"type":"table","caption":"Multiclass Spellcaster: Spell Slots per Spell Level","srd":true,"colLabels":["Lvl.","1st","2nd","3rd","4th","5th","6th","7th","8th","9th"],"colStyles":["col-1-2","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center"],"rows":[["1st",2,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["2nd",3,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["3rd",4,2,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["4th",4,3,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["5th",4,3,2,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["6th",4,3,3,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["7th",4,3,3,1,"\u2014","\u2014","\u2014","\u2014","\u2014"],["8th",4,3,3,2,"\u2014","\u2014","\u2014","\u2014","\u2014"],["9th",4,3,3,3,1,"\u2014","\u2014","\u2014","\u2014"],["10th",4,3,3,3,2,"\u2014","\u2014","\u2014","\u2014"],["11th",4,3,3,3,2,1,"\u2014","\u2014","\u2014"],["12th",4,3,3,3,2,1,"\u2014","\u2014","\u2014"],["13th",4,3,3,3,2,1,1,"\u2014","\u2014"],["14th",4,3,3,3,2,1,1,"\u2014","\u2014"],["15th",4,3,3,3,2,1,1,1,"\u2014"],["16th",4,3,3,3,2,1,1,1,"\u2014"],["17th",4,3,3,3,2,1,1,1,1],["18th",4,3,3,3,3,1,1,1,1],["19th",4,3,3,3,3,2,1,1,1],["20th",4,3,3,3,3,2,2,1,1]]}],"source":"PHB"},{"type":"entries","name":"Starting Equipment","page":165,"entries":["You gain the starting equipment of your first class only."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"section","name":"Step-by-Step Characters","page":11,"data":{"quickref":1},"entries":["Your first step in playing an adventurer in the Dungeons & Dragons game is to imagine and create a character of your own. Your character is a combination of various statistics, roleplaying hooks, and your imagination. You choose a race (such as human or halfling) and a class (such as fighter or wizard). You also invent the personality, appearance, and backstory of your character. Once completed, your character serves as your representative in the game, your avatar in the Dungeons & Dragons world.","Before you dive into step 1 below, think about the kind of adventurer you want to play. You might be a courageous fighter, a skulking rogue, a fervent cleric, or a flamboyant wizard. Or you might be more interested in an unconventional character, such as a brave rogue who likes hand-to-hand combat, or a sharpshooter who picks off enemies from afar. Do you like fantasy fiction featuring dwarves or elves? Try building a character of one of those races. Do you want your character to be the toughest adventurer at the table? Consider a class like barbarian or paladin. If you don't know where else to begin, take a look at the illustrations in this book to see what catches your interest.","Once you have a character in mind, roll on these steps in order, making decisions that reflect the character you want. Your conception of your character might evolve with each choice you make. What's important is that you come to the table with a character you're excited to play.","Throughout this chapter, we use the term {@b character sheet} to mean whatever you use to track your character, whether it's a formal character sheet (like the one at the end of this book), some form of digital record, or a piece of notebook paper. An official D&D character sheet is a fine place to start until you know what information you need and how you use it during the game.",{"type":"entries","entries":[{"type":"entries","name":"Building Bruenor","page":11,"entries":["Each step of character creation includes an example of that step, with a player named Bob building his dwarf character, Bruenor."],"source":"PHB"}]},{"type":"entries","name":"1. Choose a Race","page":11,"entries":["Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans. Some races also have {@b subraces}, such as mountain dwarf or wood elf. Chapter 2 provides more information about these races.","The race you choose contributes to your character's identity in an important way, by establishing a general appearance and the natural talents gained from culture and ancestry. Your character's race grants particular racial traits, such as special senses, proficiency with certain weapons or tools, proficiency in one or more skills, or the ability to use minor spells. These traits sometimes dovetail with the capabilities of certain classes (see step 2). For example, the racial traits of lightfoot halflings make them exceptional rogues, and high elves tend to be powerful wizards. Sometimes playing against type can be fun, too. Halfling paladins and mountain dwarf wizards, for example, can be unusual but memorable characters.","Your race also increases one or more of your ability scores, which you determine in step 3. Note these increases and remember to apply them later.","Record the traits granted by your race on your character sheet. Be sure to note your starting languages and your base speed as well.",{"type":"entries","name":"Building Bruenor, Step 1","page":11,"entries":["Bob is sitting down to create his character. He decides that a gruff mountain dwarf fits the character he wants to play. He notes all the racial traits of dwarves on his character sheet, including his speed of 25 feet and the languages he knows: Common and Dwarvish."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"2. Choose a Class","page":11,"entries":["Every adventurer is a member of a class. Class broadly describes a character's vocation, what special talents he or she possesses, and the tactics he or she is most likely to employ when exploring a dungeon, fighting monsters, or engaging in a tense negotiation. The character classes are described in chapter 3.","Your character receives a number of benefits from your choice of class. Many of these benefits are {@b class features}-capabilities (including spellcasting) that set your character apart from members of other classes. You also gain a number of {@b proficiencies:} armor, weapons, skills, saving throws, and sometimes tools. Your proficiencies define many of the things your character can do particularly well, from using certain weapons to telling a convincing lie.","On your character sheet, record all the features that your class gives you at 1st level.",{"type":"entries","name":"Level","page":11,"entries":["Typically, a character starts at 1st level and advances in level by adventuring and gaining {@b experience points} (XP). A 1st-level character is inexperienced in the adventuring world, although he or she might have been a soldier or a pirate and done dangerous things before.","Starting off at 1st level marks your character's entry into the adventuring life. If you're already familiar with the game, or if you are joining an existing D&D campaign, your DM might decide to have you begin at a higher level, on the assumption that your character has already survived a few harrowing adventures.","Record your level on your character sheet. If you're starting at a higher level, record the additional elements your class gives you for your levels past 1st. Also record your experience points. A 1st-level character has 0 XP. A higher-level character typically begins with the minimum amount of XP required to reach that level (see \"Beyond 1st Level\" later in this chapter)."],"source":"PHB"},{"type":"inset","name":"Quick Build","page":11,"entries":["Each class description in chapter 3 includes a section offering suggestions to quickly build a character of that class, including how to assign your highest ability scores, a background suitable to the class, and starting spells."],"source":"PHB"},{"type":"entries","name":"Hit Points and Hit Dice","page":12,"entries":["Your character's hit points define how tough your character is in combat and other dangerous situations. Your hit points are determined by your Hit Dice (short for Hit Point Dice).","At 1st level, your character has 1 Hit Die, and the die type is determined by your class. You start with hit points equal to the highest roll of that die, as indicated in your class description. (You also add your Constitution modifier, which you'll determine in step 3.) This is also your {@b hit point maximum}.","Record your character's hit points on your character sheet. Also record the type of Hit Die your character uses and the number of Hit Dice you have. After you rest, you can spend Hit Dice to regain hit points (see \"Resting\" in chapter 8)."],"source":"PHB"},{"type":"entries","name":"Proficiency Bonus","page":12,"entries":["The table that appears in your class description shows your proficiency bonus, which is +2 for a 1st-level character. Your proficiency bonus applies to many of the numbers you'll be recording on your character sheet:",{"type":"list","items":["Attack rolls using weapons you're proficient with","Attack rolls with spells you cast","Ability checks using skills you're proficient in","Ability checks using tools you're proficient with","Saving throws you're proficient in","Saving throw DCs for spells you cast (explained in each spellcasting class)"]},"Your class determines your weapon proficiencies, your saving throw proficiencies, and some of your skill and tool proficiencies. (Skills are described in chapter 7, tools in chapter 5.) Your background gives you additional skill and tool proficiencies, and some races give you more proficiencies. Be sure to note all of these proficiencies, as well as your proficiency bonus, on your character sheet.","Your proficiency bonus can't be added to a single die roll or other number more than once. Occasionally, your proficiency bonus might be modified (doubled or halved, for example) before you apply it. If a circumstance suggests that your proficiency bonus applies more than once to the same roll or that it should be multiplied more than once, you nevertheless add it only once, multiply it only once, and halve it only once."],"source":"PHB"},{"type":"entries","name":"Building Bruenor, Step 2","page":12,"entries":["Bob imagines Bruenor charging into battle with an axe, one horn on his helmet broken off. He makes Bruenor a fighter and notes the fighter's proficiencies and 1st-level class features on his character sheet.","As a 1st-level fighter, Bruenor has 1 Hit Die\u2014a d10 and starts with hit points equal to 10 + his Constitution modifier. Bob notes this, and will record the final number after he determines Bruenor's Constitution score (see step 3). Bob also notes the proficiency bonus for a 1st-level character, which is +2."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"3. Determine Ability Scores","page":12,"entries":["Much of what your character does in the game depends on his or her six abilities: {@b Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.} Each ability has a score, which is a number you record on your character sheet.","The six abilities and their use in the game are described in chapter 7. The Ability Score Summary table provides a quick reference for what qualities are measured by each ability, what races increases which abilities, and what classes consider each ability particularly important.","You generate your character's six {@b ability scores} randomly. Roll four 6-sided dice and record the total of the highest three dice on a piece of scratch paper. Do this five more times, so that you have six numbers. If you want to save time or don't like the idea of randomly determining ability scores, you can use the following scores instead: 15, 14, 13, 12, 10, 8.","Now take your six numbers and write each number beside one of your character's six abilities to assign scores to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Afterward, make any changes to your ability scores as a result of your race choice.","After assigning your ability scores, determine your {@b ability modifiers} using the Ability Scores and Modifiers table. To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the result by 2 (round down). Write the modifier next to each of your scores.",{"type":"table","caption":"Ability Score Summary","srd":true,"basicRules":true,"colStyles":["col-12"],"rows":[["{@b Strength}"],[{"type":"entries","entries":["{@i Measures:} Natural athleticism, bodily power","{@i Important for:} Barbarian, fighter, paladin","{@filter Races that have a bonus to Strength|races|Ability Scores (Including Subrace)=Strength +any}"]}]],"data":{"tableIgnore":true}},{"type":"table","caption":"Ability Score Summary","colStyles":["col-12"],"rows":[["{@b Dexterity}"],[{"type":"entries","entries":["{@i Measures:} Physical agility, reflexes, balance, poise","{@i Important for:} Monk, ranger, rogue","{@filter Races that have a bonus to Dexterity|races|Ability Scores (Including Subrace)=Dexterity +any}"]}]],"data":{"tableIgnore":true}},{"type":"table","caption":"Ability Score Summary","colStyles":["col-12"],"rows":[["{@b Constitution}"],[{"type":"entries","entries":["{@i Measures:} Health, stamina, vital force","{@i Important for:} Everyone","{@filter Races that have a bonus to Constitution|races|Ability Scores (Including Subrace)=Constitution +any}"]}]],"data":{"tableIgnore":true}},{"type":"table","caption":"Ability Score Summary","colStyles":["col-12"],"rows":[["{@b Intelligence}"],[{"type":"entries","entries":["{@i Measures:} Mental acuity, information recall, analytical skill","{@i Important for:} Wizard","{@filter Races that have a bonus to Intelligence|races|Ability Scores (Including Subrace)=Intelligence +any}"]}]],"data":{"tableIgnore":true}},{"type":"table","caption":"Ability Score Summary","colStyles":["col-12"],"rows":[["{@b Wisdom}"],[{"type":"entries","entries":["{@i Measures:} Awareness, intuition, insight","{@i Important for:} Cleric, druid","{@filter Races that have a bonus to Wisdom|races|Ability Scores (Including Subrace)=Wisdom +any}"]}]],"data":{"tableIgnore":true}},{"type":"table","caption":"Ability Score Summary","colStyles":["col-12"],"rows":[["{@b Charisma}"],[{"type":"entries","entries":["{@i Measures:} Confidence, eloquence, leadership","{@i Important for:} Bard, sorcerer, warlock","{@filter Races that have a bonus to Charisma|races|Ability Scores (Including Subrace)=Charisma +any}"]}]],"data":{"tableIgnore":true}},{"type":"entries","name":"Building Bruenor, Step 3","page":13,"entries":["Bob decides to use the standard set of scores (15, 14, 13, 12, 10, 8) for Bruenor's abilities. Since he's a fighter, he puts his highest score, 15, in Strength. His next highest, 14, goes in Constitution. Bruenor might be a brash fighter, but Bob decides he wants the dwarf to be older, wiser, and a good leader, so he puts decent scores in Wisdom and Charisma. After applying his racial benefits (increasing Bruenor's Constitution by 2 and his Strength by 2), Bruenor's ability scores and modifiers look like this: Strength 17 (+3), Dexterity 10 (+0), Constitution 16 (+3), Intelligence 8 (-1), Wisdom 13 (+1), Charisma 12 (+1).","Bob fills in Bruenor's final hit points: 10 + his Constitution modifier of +3, for a total of 13 hit points."],"source":"PHB"},{"type":"entries","name":"Variant: Customizing Ability Scores","page":13,"entries":["At your Dungeon Master's option, you can use this variant for determining your ability scores. The method described here allows you to build a character with a set of ability scores you choose individually.","You have 27 points to spend on your ability scores. The cost of each score is shown on the Ability Score Point Cost table. For example, a score of 14 costs 7 points. Using this method, 15 is the highest ability score you can end up with, before applying racial increases. You can't have a score lower than 8.","This method of determining ability scores enables you to create a set of three high numbers and three low ones (15, 15, 15, 8, 8, 8), a set of numbers that are above average and nearly equal (13, 13, 13, 12, 12, 12), or any set of numbers between those extremes.",{"type":"table","caption":"Ability Score Point Cost","basicRules":true,"srd":true,"colLabels":["Score","Cost","Score","Cost"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["8","0","12","4"],["9","1","13","5"],["10","2","14","7"],["11","3","15","9"]]},{"type":"table","caption":"Ability Scores and Modifiers","srd":true,"basicRules":true,"colLabels":["Score","Modifier","Score","Modifier"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["1","-5","16-17","+3"],["2-3","-4","18-19","+4"],["4-5","-3","20-21","+5"],["6-7","-2","22-23","+6"],["8-9","-1","24-25","+7"],["10-11","+0","26-27","+8"],["12-13","+1","28-29","+9"],["14-15","+2","30","+10"]]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"4. Describe Your Character","page":13,"entries":["Once you know the basic game aspects of your character, it's time to flesh him or her out as a person. Your character needs a name. Spend a few minutes thinking about what he or she looks like and how he or she behaves in general terms.","Using the information in chapter 4, you can flesh out your character's physical appearance and personality traits. Choose your character's {@b alignment} (the moral compass that guides his or her decisions) and {@b ideals}. Chapter 4 also helps you identify the things your character holds most dear, called {@b bonds}, and the {@b flaws} that could one day undermine him or her.","Your character's {@b background} describes where he or she came from, his or her original occupation, and the character's place in the D&D world.","Your DM might offer additional backgrounds beyond the ones included in chapter 4, and might be willing to work with you to craft a background that's a more precise fit for your character concept.","A background gives your character a background feature (a general benefit) and proficiency in two skills, and it might also give you additional languages or proficiency with certain kinds of tools. Record this information, along with the personality information you develop, on your character sheet.",{"type":"entries","name":"Your Character's Abilities","page":14,"entries":["Take your character's ability scores and race into account as you flesh out his or her appearance and personality. A very strong character with low Intelligence might think and behave very differently from a very smart character with low Strength.","For example, high {@b Strength} usually corresponds with a burly or athletic body, while a character with low Strength might be scrawny or plump.","A character with high {@b Dexterity} is probably lithe and slim, while a character with low Dexterity might be either gangly and awkward or heavy and thick-fingered.","A character with high {@b Constitution} usually looks healthy, with bright eyes and abundant energy. A character with low Constitution might be sickly or frail.","A character with high {@b Intelligence} might be highly inquisitive and studious, while a character with low Intelligence might speak simply or easily forget details.","A character with high {@b Wisdom} has good judgment, empathy, and a general awareness of what's going on. A character with low Wisdom might be absent-minded, foolhardy, or oblivious.","A character with high {@b Charisma} exudes confidence, which is usually mixed with a graceful or intimidating presence. A character with a low Charisma might come across as abrasive, inarticulate, or timid."],"source":"PHB"},{"type":"entries","name":"Building Bruenor, Step 4","page":14,"entries":["Bob fills in some of Bruenor's basic details: his name, his sex (male), his height and weight, and his alignment (lawful good). His high Strength and Constitution suggest a healthy, athletic body, and his low Intelligence suggests a degree of forgetfulness.","Bob decides that Bruenor comes from a noble line, but his clan was expelled from its homeland when Bruenor was very young. He grew up working as a smith in the remote villages of Icewind Dale. But Bruenor has a heroic destiny\u2014to reclaim his homeland\u2014so Bob chooses the folk hero background for his dwarf. He notes the proficiencies and special feature this background gives him.","Bob has a pretty clear picture of Bruenor's personality in mind, so he skips the personality traits suggested in the folk hero background, noting instead that Bruenor is a caring, sensitive dwarf who genuinely loves his friends and allies, but he hides this soft heart behind a gruff, snarling demeanor. He chooses the ideal of fairness from the list in his background, noting that Bruenor believes that no one is above the law.","Given his history, Bruenor's bond is obvious: he aspires to someday reclaim Mithral Hall, his homeland, from the shadow dragon that drove the dwarves out.","His flaw is tied to his caring, sensitive nature\u2014he has a soft spot for orphans and wayward souls, leading him to show mercy even when it might not be warranted."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"5. Choose Equipment","page":14,"entries":["Your class and background determine your character's {@b starting equipment}, including weapons, armor, and other adventuring gear. Record this equipment on your character sheet. All such items are detailed in chapter 5.","Instead of taking the gear given to you by your class and background, you can purchase your starting equipment. You have a number of {@b gold pieces} (gp) to spend based on your class, as shown in chapter 5. Extensive lists of equipment, with prices, also appear in that chapter.","If you wish, you can also have one trinket at no cost (see the Trinkets table at the end of chapter 5).","Your Strength score limits the amount of gear you can carry. Try not to purchase equipment with a total weight (in pounds) exceeding your Strength score times 15. Chapter 7 has more information on carrying capacity.",{"type":"entries","name":"Armor Class","page":14,"entries":["Your {@b Armor Class} (AC) represents how well your character avoids being wounded in battle. Things that contribute to your AC include the armor you wear, the shield you carry, and your Dexterity modifier. Not all characters wear armor or carry shields, however.","Without armor or a shield, your character's AC equals 10 + his or her Dexterity modifier. If your character wears armor, carries a shield, or both, calculate your AC using the rules in chapter 5. Record your AC on your character sheet.","Your character needs to be proficient with armor and shields to wear and use them effectively, and your armor and shield proficiencies are determined by your class.","There are drawbacks to wearing armor or carrying a shield if you lack the required proficiency, as explained in chapter 5.","Some spells and class features give you a different way to calculate your AC. If you have multiple features that give you different ways to calculate your AC, you choose which one to use."],"source":"PHB"},{"type":"entries","name":"Weapons","page":14,"entries":["For each weapon your character wields, calculate the modifier you use when you attack with the weapon and the damage you deal when you hit.","When you make an attack with a weapon, you roll a d20 and add your proficiency bonus (but only if you are proficient with the weapon) and the appropriate ability modifier.",{"type":"list","items":["For attacks with {@b melee weapons}, use your Strength modifier for attack and damage rolls. A weapon that has the finesse property, such as a {@item rapier|phb}, can use your Dexterity modifier instead.","For attacks with {@b ranged weapons}, use your Dexterity modifier for attack and damage rolls. A melee weapon that has the thrown property, such as a {@item handaxe|phb}, can use your Strength modifier instead."]}],"source":"PHB"},{"type":"entries","name":"Building Bruenor, Step 5","page":15,"entries":["Bob writes down the starting equipment from the fighter class and the folk hero background. His starting equipment includes chain mail and a shield, which combine to give Bruenor an Armor Class of 18.","For Bruenor's weapons, Bob chooses a battleaxe and two handaxes. His battleaxe is a melee weapon, so Bruenor uses his Strength modifier for his attacks and damage. His attack bonus is his Strength modifier (+3) plus his proficiency bonus (+2), for a total of +5.","The battleaxe deals 1d8 slashing damage, and Bruenor adds his Strength modifier to the damage when he hits, for a total of 1d8 + 3 slashing damage. When throwing a handaxe, Bruenor has the same attack bonus (handaxes, as thrown weapons, use Strength for attacks and damage), and the weapon deals 1d6 + 3 slashing damage when it hits."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"6. Come Together","page":15,"entries":["Most D&D characters don't work alone. Each character plays a role within a {@b party,} a group of adventurers working together for a common purpose. Teamwork and cooperation greatly improve your party's chances to survive the many perils in the worlds of Dungeons & Dragons. Talk to your fellow players and your DM to decide whether your characters know one another, how they met, and what sorts of quests the group might undertake."],"source":"PHB"}],"source":"PHB"}]},{"type":"entries","entries":[{"type":"section","data":{"quickref":2},"name":"Adventuring Gear","page":148,"entries":["This section describes items that have special rules or require further explanation.",{"type":"table","caption":"Adventuring Gear","srd":true,"basicRules":true,"colLabels":["Item","Cost","Weight"],"colStyles":["col-4","col-4 text-right","col-4 text-center"],"rows":[["{@item Abacus|PHB}","2 gp","2 lb."],["{@item Acid (vial)|PHB}","25 gp","1 lb."],["{@item Alchemist's fire (flask)|PHB}","50 gp","1 lb."],["{@i Ammunition}","",""],{"type":"row","style":"row-indent-first","row":["{@item Arrows (20)|PHB}","1 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Blowgun needles (50)|PHB}","1 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Crossbow bolts (20)|PHB}","1 gp","1½ lb."]},{"type":"row","style":"row-indent-first","row":["{@item Sling bullets (20)|PHB}","4 cp","1½ lb."]},["{@item Antitoxin (vial)|PHB}","50 gp","\u2014"],["{@i {@item Arcane focus|PHB}}","",""],{"type":"row","style":"row-indent-first","row":["{@item Crystal|PHB}","10 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Orb|PHB}","20 gp","3 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Rod|PHB}","10 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Staff|PHB}","5 gp","4 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Wand|PHB}","10 gp","1 lb."]},["{@item Backpack|PHB}","2 gp","5 lb."],["{@item Ball bearings (bag of 1,000)|PHB}","1 gp","2 lb."],["{@item Barrel|PHB}","2 gp","70 lb."],["{@item Basket|PHB}","4 sp","2 lb."],["{@item Bedroll|PHB}","1 gp","7 lb."],["{@item Bell|PHB}","1 gp","\u2014"],["{@item Blanket|PHB}","5 sp","3 lb."],["{@item Block and tackle|PHB}","1 gp","5 lb."],["{@item Book|PHB}","25 gp","5 lb."],["{@item glass bottle|PHB|Bottle, glass}","2 gp","2 lb."],["{@item Bucket|PHB}","5 cp","2 lb."],["{@item Caltrops (bag of 20)|PHB}","1 gp","2 lb."],["{@item Candle|PHB}","1 cp","\u2014"],["{@item crossbow bolt case|PHB|Case, crossbow bolt}","1 gp","1 lb."],["{@item map or scroll case|PHB|Case, map or scroll}","1 gp","1 lb."],["{@item Chain (10 feet)|PHB}","5 gp","10 lb."],["{@item Chalk (1 piece)|PHB}","1 cp","\u2014"],["{@item Chest|PHB}","5 gp","25 lb."],["{@item common clothes|PHB|Clothes, common}","5 sp","3 lb."],["{@item costume clothes|PHB|Clothes, costume}","5 gp","4 lb."],["{@item fine clothes|PHB|Clothes, fine}","15 gp","6 lb."],["{@item traveler's clothes|PHB|Clothes, traveler's}","2 gp","4 lb."],["{@item Component pouch|PHB}","25 gp","2 lb."],["{@item Crowbar|PHB}","2 gp","5 lb."],["{@i {@item Druidic focus|PHB}}","",""],{"type":"row","style":"row-indent-first","row":["{@item Sprig of mistletoe|PHB}","1 gp","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Totem|PHB}","1 gp","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Wooden staff|PHB}","5 gp","4 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Yew wand|PHB}","10 gp","1 lb."]},["{@item Fishing tackle|PHB}","1 gp","4 lb."],["{@item Flask|PHB} or {@item tankard|PHB}","2 cp","1 lb."],["{@item Grappling hook|PHB}","2 gp","4 lb."],["{@item Hammer|PHB}","1 gp","3 lb."],["{@item sledgehammer|PHB|Hammer, sledge}","2 gp","10 lb."],["{@item Healer's Kit|PHB}","5 gp","3 lb."],["{@i {@item Holy symbol|PHB}}","",""],{"type":"row","style":"row-indent-first","row":["{@item Amulet|PHB}","5 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Emblem|PHB}","5 gp","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Reliquary|PHB}","5 gp","2 lb."]},["{@item Holy water (flask)|PHB}","25 gp","1 lb."],["{@item Hourglass|PHB}","25 gp","1 lb."],["{@item Hunting trap|PHB}","5 gp","25 lb."],["{@item Ink (1-ounce bottle)|PHB}","10 gp","\u2014"],["{@item Ink pen|PHB}","2 cp","\u2014"],["{@item Jug|PHB} or {@item pitcher|PHB}","2 cp","4 lb."],["{@item climber's kit|PHB|Kit, climber's}","25 gp","12 lb."],["{@item disguise kit|PHB|Kit, disguise}","25 gp","3 lb."],["{@item forgery kit|PHB|Kit, forgery}","15 gp","5 lb."],["{@item herbalism kit|PHB|Kit, herbalism}","5 gp","3 lb."],["{@item healer's kit|PHB|Kit, healer's}","5 gp","3 lb."],["{@item mess kit|PHB|Kit, mess}","2 sp","1 lb."],["{@item poisoner's kit|PHB|Kit, poisoner's}","50 gp","2 lb."],["{@item Ladder (10-foot)|PHB}","1 sp","25 lb."],["{@item Lamp|PHB}","5 sp","1 lb."],["{@item bullseye lantern|PHB|Lantern, bullseye}","10 gp","2 lb."],["{@item hooded lantern|PHB|Lantern, hooded}","5 gp","2 lb."],["{@item Lock|PHB}","10 gp","1 lb."],["{@item Magnifying glass|PHB}","100 gp","\u2014"],["{@item Manacles|PHB}","2 gp","6 lb."],["{@item steel mirror|PHB|Mirror, steel}","5 gp","1/2 lb."],["{@item Oil (flask)|PHB}","1 sp","1 lb."],["{@item Paper (one sheet)|PHB}","2 sp","\u2014"],["{@item Parchment (one sheet)|PHB}","1 sp","\u2014"],["{@item Perfume (vial)|PHB}","5 gp","\u2014"],["{@item miner's pick|PHB|Pick, miner's}","2 gp","10 lb."],["{@item Piton|PHB}","5 cp","1/4 lb."],["{@item basic poison (vial)|PHB|Poison, basic (vial)}","100 gp","\u2014"],["{@item Pole (10-foot)|PHB}","5 cp","7 lb."],["{@item iron pot|PHB|Pot, iron}","2 gp","10 lb."],["{@item Potion of healing|DMG}","50 gp","1/2 lb."],["{@item Pouch|PHB}","5 sp","1 lb."],["{@item Quiver|PHB}","1 gp","1 lb."],["{@item portable ram|PHB|Ram, portable}","4 gp","35 lb."],["{@item Rations (1 day)|PHB}","5 sp","2 lb."],["{@item Robes|PHB}","1 gp","4 lb."],["{@item hempen rope (50 feet)|PHB|Rope, hempen (50 feet)}","1 gp","10 lb."],["{@item silk rope (50 feet)|PHB|Rope, silk (50 feet)}","10 gp","5 lb."],["{@item Sack|PHB}","1 cp","1/2 lb."],["{@item merchant's scale|PHB|Scale, merchant's}","5 gp","3 lb."],["{@item Sealing wax|PHB}","5 sp","\u2014"],["{@item Shovel|PHB}","2 gp","5 lb."],["{@item Signal whistle|PHB}","5 cp","\u2014"],["{@item Signet ring|PHB}","5 gp","\u2014"],["{@item Soap|PHB}","2 cp","\u2014"],["{@item Spellbook|PHB}","50 gp","3 lb."],["{@item iron spikes (10)|PHB|Spikes, iron (10)}","1 gp","5 lb."],["{@item Spyglass|PHB}","1,000 gp","1 lb."],["{@item two-person tent|PHB|Tent, two-person}","2 gp","20 lb."],["{@item Tinderbox|PHB}","5 sp","1 lb."],["{@item Torch|PHB}","1 cp","1 lb."],["{@item Vial|PHB}","1 gp","\u2014"],["{@item Waterskin|PHB}","2 sp","5 lb. (full)"],["{@item Whetstone|PHB}","1 cp","1 lb."]]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Acid","page":148,"entries":["As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage."],"source":"PHB"},{"type":"entries","name":"Alchemist's Fire","page":148,"entries":["This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames."],"source":"PHB"},{"type":"entries","name":"Antitoxin","page":151,"entries":["A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs."],"source":"PHB"},{"type":"entries","name":"Arcane Focus","page":151,"entries":["An arcane focus is a special item\u2014an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item\u2014designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, as described in chapter 10."],"source":"PHB"},{"type":"entries","name":"Ball Bearings","page":151,"entries":["As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall {@condition prone}. A creature moving through the area at half speed doesn't need to make this save."],"source":"PHB"},{"type":"entries","name":"Block and Tackle","page":151,"entries":["A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift."],"source":"PHB"},{"type":"entries","name":"Book","page":151,"entries":["A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section)."],"source":"PHB"},{"type":"entries","name":"Caltrops","page":151,"entries":["As an action, you can spend a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save."],"source":"PHB"},{"type":"entries","name":"Candle","page":151,"entries":["For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet."],"source":"PHB"},{"type":"entries","name":"Case, Crossbow Bolt","page":151,"entries":["This wooden case can hold up to twenty crossbow bolts"],"source":"PHB"},{"type":"entries","name":"Case, Map or Scroll","page":151,"entries":["This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment."],"source":"PHB"},{"type":"entries","name":"Chain","page":151,"entries":["A chain has 10 hit points. It can be burst with a successful DC 20 Strength check."],"source":"PHB"},{"type":"entries","name":"Climber's Kit","page":151,"entries":["A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor."],"source":"PHB"},{"type":"entries","name":"Component Pouch","page":151,"entries":["A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description)."],"source":"PHB"},{"type":"entries","name":"Crowbar","page":151,"entries":["Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied."],"source":"PHB"},{"type":"entries","name":"Druidic Focus","page":151,"entries":["A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid (see chapter 3 of the Player's Handbook) can use such an object as a spellcasting focus, as described in chapter 10."],"source":"PHB"},{"type":"entries","name":"Fishing Tackle","page":151,"entries":["This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting."],"source":"PHB"},{"type":"entries","name":"Healer's Kit","page":151,"entries":["This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom ({@skill Medicine}) check."],"source":"PHB"},{"type":"entries","name":"Holy Symbol","page":151,"entries":["A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred rite. Appendix B lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus, as described in Part 3: The Rules of Magic. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield."],"source":"PHB"},{"type":"entries","name":"Holy Water","page":151,"entries":["As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact.","In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot."],"source":"PHB"},{"type":"entries","name":"Hunting Trap","page":152,"entries":["When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature."],"source":"PHB"},{"type":"entries","name":"Lamp","page":152,"entries":["A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil."],"source":"PHB"},{"type":"entries","name":"Lantern, Bullseye","page":152,"entries":["A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil."],"source":"PHB"},{"type":"entries","name":"Lantern, Hooded","page":152,"entries":["A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius."],"source":"PHB"},{"type":"entries","name":"Lock","page":152,"entries":["A key is provided with the lock. Without the key, a creature proficient with {@item thieves' tools|phb} can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for higher prices."],"source":"PHB"},{"type":"entries","name":"Magnifying Glass","page":152,"entries":["This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed."],"source":"PHB"},{"type":"entries","name":"Manacles","page":152,"entries":["These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with {@item thieves' tools|phb} can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points."],"source":"PHB"},{"type":"entries","name":"Mess Kit","page":152,"entries":["This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl."],"source":"PHB"},{"type":"entries","name":"Oil","page":152,"entries":["Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn."],"source":"PHB"},{"type":"entries","name":"Poison, Basic","page":153,"entries":["You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying."],"source":"PHB"},{"type":"entries","name":"Potion of Healing","page":153,"entries":["A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action."],"source":"PHB"},{"type":"entries","name":"Pouch","page":153,"entries":["A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section)."],"source":"PHB"},{"type":"entries","name":"Quiver","page":153,"entries":["A quiver can hold up to 20 arrows."],"source":"PHB"},{"type":"entries","name":"Ram, Portable","page":153,"entries":["You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check."],"source":"PHB"},{"type":"entries","name":"Rations","page":153,"entries":["Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts."],"source":"PHB"},{"type":"entries","name":"Rope, hempen (50 feet)","page":153,"entries":["Rope, made of hemp, has 2 hit points and can be burst with a DC 17 Strength check."],"source":"PHB"},{"type":"entries","name":"Rope, silk (50 feet)","page":153,"entries":["Rope, made of silk, has 2 hit points and can be burst with a DC 17 Strength check."],"source":"PHB"},{"type":"entries","name":"Scale, Merchant's","page":153,"entries":["A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth."],"source":"PHB"},{"type":"entries","name":"Spellbook","page":153,"entries":["Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells."],"source":"PHB"},{"type":"entries","name":"Spyglass","page":153,"entries":["Objects viewed through a spyglass are magnified to twice their size."],"source":"PHB"},{"type":"entries","name":"Tent","page":153,"entries":["A simple and portable canvas shelter, a tent sleeps two."],"source":"PHB"},{"type":"entries","name":"Tinderbox","page":153,"entries":["This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch\u2014or anything else with abundant, exposed fuel\u2014takes an action. Lighting any other fire takes 1 minute."],"source":"PHB"},{"type":"entries","name":"Torch","page":153,"entries":["A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage."],"source":"PHB"}]}]},{"type":"table","caption":"Container Capacity","srd":true,"basicRules":true,"colLabels":["Container","Capacity"],"colStyles":["col-6","col-6"],"rows":[["{@item Backpack|phb}*","1 cubic foot/30 pounds of gear"],["{@item Barrel|phb}","40 gallons liquid, 4 cubic feet solid"],["{@item Basket|phb}","2 cubic feet/40 pounds of gear"],["{@item Glass Bottle|phb|Bottle}","1½ pints liquid"],["{@item Bucket|phb}","3 gallons liquid, 1/2 cubic foot solid"],["{@item Chest|phb}","12 cubic feet/300 pounds of gear"],["{@item Flask|phb} or {@item tankard|phb}","1 pint liquid"],["{@item Jug|phb} or {@item pitcher|phb}","1 gallon liquid"],["{@item Iron Pot|phb|Pot, iron}","1 gallon liquid"],["{@item Pouch|phb}","1/5 cubic foot/6 pounds of gear"],["{@item Sack|phb}","1 cubic foot/30 pounds of gear"],["{@item Vial|phb}","4 ounces liquid"],["{@item Waterskin|phb}","4 pints liquid"]],"footnotes":["* You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack."]},{"type":"inset","name":"Equipment Packs","page":151,"entries":["The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually.",{"type":"entries","name":"Burglar's Pack (16 gp)","page":151,"entries":["Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days of rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it."],"source":"PHB"},{"type":"entries","name":"Diplomat's Pack (39 gp)","page":151,"entries":["Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap."],"source":"PHB"},{"type":"entries","name":"Dungeoneer's Pack (12 gp)","page":151,"entries":["Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it."],"source":"PHB"},{"type":"entries","name":"Entertainer's Pack (40 gp)","page":151,"entries":["Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit."],"source":"PHB"},{"type":"entries","name":"Explorer's Pack (10 gp)","page":151,"entries":["Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it."],"source":"PHB"},{"type":"entries","name":"Priest's Pack (19 gp)","page":151,"entries":["Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin."],"source":"PHB"},{"type":"entries","name":"Scholar's Pack (40 gp)","page":151,"entries":["Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Armor and Shields","page":144,"entries":["D&D worlds are a vast tapestry made up of many different cultures, each with its own technology level. For this reason, adventurers have access to a variety of armor types, ranging from leather armor to chain mail to costly plate armor, with several other kinds of armor in between. The Armor table collects the most commonly available types of armor found in the game and separates them into three categories: light armor, medium armor, and heavy armor. Many warriors supplement their armor with a shield.","The Armor table shows the cost, weight, and other properties of the common types of armor worn in the worlds of D&D.",{"type":"table","caption":"Armor","srd":true,"basicRules":true,"colLabels":["Armor","Cost","Armor Class (AC)","Strength","Stealth","Weight"],"colStyles":["col-3","col-1 text-right","col-3 text-center","col-1","col-3","col-1 text-center"],"rows":[["{@i Light Armor}","","","","",""],{"type":"row","style":"row-indent-first","row":["{@item padded armor|phb|Padded}","5 gp","11 + Dex modifier","\u2014","Disadvantage","8 lb."]},{"type":"row","style":"row-indent-first","row":["{@item leather armor|phb|Leather}","10 gp","11 + Dex modifier","\u2014","\u2014","10 lb."]},{"type":"row","style":"row-indent-first","row":["{@item studded leather armor|phb|Studded leather}","45 gp","12 + Dex modifier","\u2014","\u2014","13 lb."]},["{@i Medium Armor}","","","","",""],{"type":"row","style":"row-indent-first","row":["{@item hide armor|phb|Hide}","10 gp","12 + Dex modifier (max 2)","\u2014","\u2014","12 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Chain shirt|phb}","50 gp","13 + Dex modifier (max 2)","\u2014","\u2014","20 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Scale mail|phb}","50 gp","14 + Dex modifier (max 2)","\u2014","Disadvantage","45 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Breastplate|phb}","400 gp","14 + Dex modifier (max 2)","\u2014","\u2014","20 lb."]},{"type":"row","style":"row-indent-first","row":["{@item half plate armor|phb|Half plate}","750 gp","15 + Dex modifier (max 2)","\u2014","Disadvantage","40 lb."]},["{@i Heavy Armor}","","","","",""],{"type":"row","style":"row-indent-first","row":["{@item Ring mail|phb}","30 gp","14","\u2014","Disadvantage","40 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Chain mail|phb}","75 gp","16","Str 13","Disadvantage","55 lb."]},{"type":"row","style":"row-indent-first","row":["{@item splint armor|phb|Splint}","200 gp","17","Str 15","Disadvantage","60 lb."]},{"type":"row","style":"row-indent-first","row":["{@item plate armor|phb|Plate}","1,500 gp","18","Str 15","Disadvantage","65 lb."]},["{@i Shield}","","","","",""],{"type":"row","style":"row-indent-first","row":["{@item Shield|phb}","10 gp","+2","\u2014","\u2014","6 lb."]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Armor Proficiency","page":144,"entries":["Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor's use know how to wear it effectively, however.","Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast spells."],"source":"PHB"},{"type":"entries","name":"Armor Class (AC)","page":144,"entries":["Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class."],"source":"PHB"},{"type":"entries","name":"Heavy Armor","page":144,"entries":["Heavier armor interferes with the wearer's ability to move quickly, stealthily, and freely. If the Armor table shows \"Str 13\" or \"Str 15\" in the Strength column for an armor type, the armor reduces the wearer's speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score."],"source":"PHB"},{"type":"entries","name":"Stealth","page":144,"entries":["If the Armor table shows \"Disadvantage\" in the Stealth column, the wearer has disadvantage on Dexterity ({@skill Stealth}) checks."],"source":"PHB"},{"type":"entries","name":"Shields","page":144,"entries":["A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time."],"source":"PHB"}]}]},{"type":"inset","name":"Variant: Equipment Sizes","page":144,"entries":["In most campaigns, you can use or wear any equipment that you find on your adventures, within the bounds of common sense. For example, a burly half-orc won't fit in a halfling's leather armor, and a gnome would be swallowed up in a cloud giant's elegant robe.","The DM can impose more realism. For example, a suit of plate armor made for one human might not fit another one without significant alterations, and a guard's uniform might be visibly ill-fitting when an adventurer tries to wear it as a disguise.","Using this variant, when adventurers find armor, clothing, and similar items that are made to be worn, they might need to visit an armorsmith, tailor, leatherworker, or similar expert to make the item wearable. The cost for such work varies from 10 to 40 percent of the market price of the item. The DM can either roll 1d4 × 10 or determine the increase in cost based on the extent of the alterations required."],"source":"PHB"},{"type":"entries","name":"Light Armor","page":144,"entries":["Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.",{"type":"entries","entries":[{"type":"entries","name":"Padded","page":144,"entries":["Padded armor consists of quilted layers of cloth and batting."],"source":"PHB"},{"type":"entries","name":"Leather","page":144,"entries":["The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials."],"source":"PHB"},{"type":"entries","name":"Studded Leather","page":144,"entries":["Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes."],"source":"PHB"}]}],"source":"PHB"},{"type":"entries","name":"Medium Armor","page":144,"entries":["Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.",{"type":"entries","entries":[{"type":"entries","name":"Hide","page":144,"entries":["This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor."],"source":"PHB"},{"type":"entries","name":"Chain Shirt","page":144,"entries":["Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers."],"source":"PHB"},{"type":"entries","name":"Scale Mail","page":144,"entries":["This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets."],"source":"PHB"},{"type":"entries","name":"Breastplate","page":145,"entries":["This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered."],"source":"PHB"},{"type":"entries","name":"Half Plate","page":145,"entries":["Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps."],"source":"PHB"}]}],"source":"PHB"},{"type":"entries","name":"Heavy Armor","page":145,"entries":["Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk. Heavy armor doesn't let you add your Dexterity modifier to your Armor Class, but it also doesn't penalize you if your Dexterity modifier is negative.",{"type":"entries","entries":[{"type":"entries","name":"Ring Mail","page":145,"entries":["This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor."],"source":"PHB"},{"type":"entries","name":"Chain Mail","page":145,"entries":["Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets."],"source":"PHB"},{"type":"entries","name":"Splint","page":145,"entries":["This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints."],"source":"PHB"},{"type":"entries","name":"Plate","page":145,"entries":["Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body."],"source":"PHB"}]}],"source":"PHB"},{"type":"entries","name":"Getting Into and Out of Armor","page":146,"entries":["The time it takes to don or doff armor depends on the armor's category.",{"type":"entries","entries":[{"type":"entries","name":"Don","page":146,"entries":["This is the time it takes to put on armor. You benefit from the armor's AC only if you take the full time to don the suit of armor."],"source":"PHB"},{"type":"entries","name":"Doff","page":146,"entries":["This is the time it takes to take off armor. If you have help, reduce this time by half."],"source":"PHB"}]},{"type":"table","caption":"Donning and Doffing Armor","basicRules":true,"srd":true,"colLabels":["Category","Don","Doff"],"colStyles":["col-4","col-4","col-4"],"rows":[["Light Armor","1 minute","1 minute"],["Medium Armor","5 minutes","1 minute"],["Heavy Armor","10 minutes","5 minutes"],["Shield","1 action","1 action"]]}],"source":"PHB"}],"source":"PHB"},{"type":"section","name":"Attunement","page":136,"entries":["Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is to be a spellcaster, a creature qualifies if it can cast at least one spell using its traits or features, not using a magic item or the like. (If the class is a spellcasting class, a monster qualifies if that creature has spell slots and uses that class's spell list.)","Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.","Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can't be the same short rest used to learn the item's properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words.","An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can't attune to more than one copy of an item. For example, a creature can't attune to more than one ring of protection at a time.","A creature's attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed."],"data":{"quickref":2},"source":"DMG"},{"type":"section","data":{"quickref":2},"name":"Expenses","page":157,"entries":["When not descending into the depths of the earth, exploring ruins for lost treasures, or waging war against the encroaching darkness, adventurers face more mundane realities. Even in a fantastical world, people require basic necessities such as shelter, sustenance, and clothing. These things cost money, although some lifestyles cost more than others.",{"type":"entries","name":"Lifestyle Expenses","page":157,"basicRules":true,"srd":true,"entries":["Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.","At the start of each week or month (your choice), choose a lifestyle from the Expenses table and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career.","Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely to make powerful connections.",{"type":"table","caption":"Lifestyle Expenses","colLabels":["Lifestyle","Price/Day"],"colStyles":["col-6","col-6 text-right"],"rows":[["Wretched","\u2014"],["Squalid","1 sp"],["Poor","2 sp"],["Modest","1 gp"],["Comfortable","2 gp"],["Wealthy","4 gp"],["Aristocratic","10 gp minimum"]]},{"type":"entries","entries":[{"type":"entries","name":"Wretched","page":158,"entries":["You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people."],"source":"PHB"},{"type":"entries","name":"Squalid","page":158,"entries":["You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease."],"source":"PHB"},{"type":"entries","name":"Poor","page":158,"entries":["A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types."],"source":"PHB"},{"type":"entries","name":"Modest","page":158,"entries":["A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don't go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like."],"source":"PHB"},{"type":"entries","name":"Comfortable","page":158,"entries":["Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers."],"source":"PHB"},{"type":"entries","name":"Wealthy","page":158,"entries":["Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants."],"source":"PHB"},{"type":"entries","name":"Aristocratic","page":158,"entries":["You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery.","The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant."],"source":"PHB"}]}],"source":"PHB"},{"type":"entries","name":"Food, Drink, and Lodging","page":158,"entries":["The Food, Drink, and Lodging table gives prices for individual food items and a single night's lodging. These prices are included in your total lifestyle expenses.",{"type":"table","caption":"Food, Drink, and Lodging","basicRules":true,"srd":true,"colLabels":["Item","Cost"],"colStyles":["col-6","col-6 text-right"],"rows":[["{@i Ale}",""],{"type":"row","style":"row-indent-first","row":["{@item Ale (Gallon)|PHB|Gallon}","2 sp"]},{"type":"row","style":"row-indent-first","row":["{@item Ale (mug)|phb|Mug}","4 cp"]},["Banquet (per person)","10 gp"],["{@item loaf of bread|phb|Bread, loaf}","2 cp"],["{@item hunk of cheese|phb|Cheese, hunk}","1 sp"],["{@i Inn stay (per day)}",""],{"type":"row","style":"row-indent-first","row":["Squalid","7 cp"]},{"type":"row","style":"row-indent-first","row":["Poor","1 sp"]},{"type":"row","style":"row-indent-first","row":["Modest","5 sp"]},{"type":"row","style":"row-indent-first","row":["Comfortable","8 sp"]},{"type":"row","style":"row-indent-first","row":["Wealthy","2 gp"]},{"type":"row","style":"row-indent-first","row":["Aristocratic","4 gp"]},["{@i Meals (per day)}",""],{"type":"row","style":"row-indent-first","row":["Squalid","3 cp"]},{"type":"row","style":"row-indent-first","row":["Poor","6 cp"]},{"type":"row","style":"row-indent-first","row":["Modest","3 sp"]},{"type":"row","style":"row-indent-first","row":["Comfortable","5 sp"]},{"type":"row","style":"row-indent-first","row":["Wealthy","8 sp"]},{"type":"row","style":"row-indent-first","row":["Aristocratic","2 gp"]},["{@item chunk of meat|phb|Meat, chunk}","3 sp"],["{@i Wine}",""],{"type":"row","style":"row-indent-first","row":["{@item common wine (pitcher)|phb|Common (pitcher)}","2 sp"]},{"type":"row","style":"row-indent-first","row":["{@item fine wine (bottle)|phb|Fine (bottle)}","10 gp"]}]},{"type":"inset","name":"Self-Sufficiency","page":159,"entries":["The expenses and lifestyles described in this chapter assume that you are spending your time between adventures in town, availing yourself of whatever services you can afford\u2014paying for food and shelter, paying townspeople to sharpen your sword and repair your armor, and so on. Some characters, though, might prefer to spend their time away from civilization, sustaining themselves in the wild by hunting, foraging, and repairing their own gear.","Maintaining this kind of lifestyle doesn't require you to spend any coin, but it is time-consuming. If you spend your time between adventures practicing a profession, as described in chapter 8, you can eke out the equivalent of a poor lifestyle. Proficiency in the {@skill Survival} skill lets you live at the equivalent of a comfortable lifestyle."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Services","page":159,"entries":["Adventurers can pay nonplayer characters to assist them or act on their behalf in a variety of circumstances. Most such hirelings have fairly ordinary skills, while others are masters of a craft or art, and a few are experts with specialized adventuring skills.","Some of the most basic types of hirelings appear on the Services table. Other common hirelings include any of the wide variety of people who inhabit a typical town or city, when the adventurers pay them to perform a specific task. For example, a wizard might pay a carpenter to construct an elaborate chest (and its miniature replica) for use in the {@spell Leomund's secret chest} spell. A fighter might commission a blacksmith to forge a special sword. A bard might pay a tailor to make exquisite clothing for an upcoming performance in front of the duke.","Other hirelings provide more expert or dangerous services. Mercenary soldiers paid to help the adventurers take on a hobgoblin army are hirelings, as are sages hired to research ancient or esoteric lore. If a high-level adventurer establishes a stronghold of some kind, he or she might hire a whole staff of servants and agents to run the place, from a castellan or steward to menial laborers to keep the stables clean. These hirelings often enjoy a long-term contract that includes a place to live within the stronghold as part of the offered compensation.","Skilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, artisan, scribe, and so on. The pay shown is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for menial work that requires no particular skill and can include laborers, porters, maids, and similar workers.",{"type":"table","caption":"Services","basicRules":true,"srd":true,"colLabels":["Service","Pay"],"colStyles":["col-6","col-6"],"rows":[["{@i Coach cab}",""],{"type":"row","style":"row-indent-first","row":["Between towns","3 cp per mile"]},{"type":"row","style":"row-indent-first","row":["Coach cab, Within a city","1 cp"]},["{@i Hireling}",""],{"type":"row","style":"row-indent-first","row":["Skilled","2 gp per day"]},{"type":"row","style":"row-indent-first","row":["Untrained","2 sp per day"]},["Messenger","2 cp per mile"],["Road or gate toll","1 cp"],["Ship's passage","1 sp per mile"]]}],"source":"PHB"},{"type":"entries","name":"Spellcasting Services","page":159,"entries":["People who are able to cast spells don't fall into the category of ordinary hirelings. It might be possible to find someone willing to cast a spell in exchange for coin or favors, but it is rarely easy and no established pay rates exist. As a rule, the higher the level of the desired spell, the harder it is to find someone who can cast it and the more it costs.","Hiring someone to cast a relatively common spell of {@filter 1st|spells|level=1} or {@filter 2nd|spells|level=2} level, such as {@spell cure wounds} or {@spell identify}, is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any expensive material components). Finding someone able and willing to cast a higher-level spell might involve traveling to a large city, perhaps one with a university or prominent temple. Once found, the spellcaster might ask for a service instead of payment\u2014the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster infested wilderness to deliver something important to a distant settlement."],"data":{"quickrefIndex":true},"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Mounts and Vehicles","page":155,"entries":["A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal's speed and base carrying capacity.","An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together.","Mounts other than those listed here are available in the worlds of D&D, but they are rare and not normally available for purchase. These include flying mounts (pegasi, griffons, hippogriffs, and similar animals) and even aquatic mounts (giant sea horses, for example). Acquiring such a mount often means securing an egg and raising the creature yourself, making a bargain with a powerful entity, or negotiating with the mount itself.",{"type":"entries","entries":[{"type":"entries","name":"Barding","page":155,"entries":["Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much."],"source":"PHB"},{"type":"entries","name":"Saddles","page":155,"entries":["A {@item military saddle|phb} braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An {@item exotic saddle|phb} is required for riding any aquatic or flying mount."],"source":"PHB"},{"type":"entries","name":"Vehicle Proficiency","page":155,"entries":["If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances."],"source":"PHB"},{"type":"entries","name":"Rowed Vessels","page":155,"entries":["Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land."],"source":"PHB"}]},{"type":"table","caption":"Mounts and Other Animals","basicRules":true,"srd":true,"colLabels":["Item","Cost","Speed","Carrying Capacity"],"colStyles":["col-6","col-2 text-right","col-2 text-right","col-2 text-right"],"rows":[["{@item Camel|phb}","50 gp","50 ft.","480 lb."],["{@item Donkey|phb} or {@item mule|phb}","8 gp","40 ft.","420 lb."],["{@item Elephant|phb}","200 gp","40 ft.","1,320 lb."],["{@item draft horse|phb|Horse, draft}","50 gp","40 ft.","540 lb."],["{@item riding horse|phb|Horse, riding}","75 gp","60 ft.","480 lb."],["{@item Mastiff|phb}","25 gp","40 ft.","195 lb."],["{@item Pony|phb}","30 gp","40 ft.","225 lb."],["{@item Warhorse|phb}","400 gp","60 ft.","540 lb."]]},{"type":"table","caption":"Tack, Harness, and Drawn Vehicles","basicRules":true,"srd":true,"colLabels":["Item","Cost","Weight"],"colStyles":["col-8","col-2 text-right","col-2 text-right"],"rows":[["{@item Barding|PHB}","×4","×2"],["{@item Bit and bridle|PHB}","2 gp","1 lb."],["{@item Carriage|PHB}","100 gp","600 lb."],["{@item Cart|PHB}","15 gp","200 lb."],["{@item Chariot|PHB}","250 gp","100 lb."],["Animal Feed (per day)","5 cp","10 lb."],["{@i Saddle}","",""],{"type":"row","style":"row-indent-first","row":["{@item Exotic saddle|PHB|Exotic}","60 gp","40 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Military saddle|PHB|Military}","20 gp","30 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Pack saddle|PHB|Pack}","5 gp","15 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Riding saddle|PHB|Riding}","10 gp","25 lb."]},["{@item Saddlebags|PHB}","4 gp","8 lb."],["{@item Sled|PHB}","20 gp","300 lb."],["Stabling (per day)","5 sp","\u2014"],["{@item Wagon|PHB}","35 gp","400 lb."]]},{"type":"table","caption":"Waterborne Vehicles","basicRules":true,"srd":true,"colLabels":["Item","Cost","Speed"],"colStyles":["col-8","col-2 text-right","col-2 text-right"],"rows":[["{@item Galley|DMG}","30,000 gp","4 mph"],["{@item Keelboat|DMG}","3,000 gp","1 mph"],["{@item Longship|DMG}","10,000 gp","3 mph"],["{@item Rowboat|DMG}","50 gp","1½ mph"],["{@item Sailing ship|DMG}","10,000 gp","2 mph"],["{@item Warship|DMG}","25,000 gp","2½ mph"]]}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Starting Equipment","page":143,"entries":["When you create your character, you receive equipment based on a combination of your class and background. Alternatively, you can start with a number of gold pieces based on your class and spend them on items from the lists in this chapter. See the Starting Wealth by Class table to determine how much gold you have to spend.","You decide how your character came by this starting equipment. It might have been an inheritance, or goods that the character purchased during his or her upbringing. You might have been equipped with a weapon, armor, and a backpack as part of military service. You might even have stolen your gear. A weapon could be a family heirloom, passed down from generation to generation until your character finally took up the mantle and followed in an ancestor's adventurous footsteps.",{"type":"table","caption":"Starting Wealth by Class","basicRules":true,"colLabels":["Class","Funds"],"colStyles":["col-6","col-6"],"rows":[["Barbarian","{@dice 2d4×10|2d4 × 10|Barbarian Starting Wealth} gp"],["Bard","{@dice 5d4×10|5d4 × 10|Bard Starting Wealth} gp"],["Cleric","{@dice 5d4×10|5d4 × 10|Cleric Starting Wealth} gp"],["Druid","{@dice 2d4×10|2d4 × 10|Druid Starting Wealth} gp"],["Fighter","{@dice 5d4×10|5d4 × 10|Fighter Starting Wealth} gp"],["Monk","{@dice 5d4|5d4|Monk Starting Wealth} gp"],["Paladin","{@dice 5d4×10|5d4 × 10|Paladin Starting Wealth} gp"],["Ranger","{@dice 5d4×10|5d4 × 10|Ranger Starting Wealth} gp"],["Rogue","{@dice 4d4×10|4d4 × 10|Rogue Starting Wealth} gp"],["Sorcerer","{@dice 3d4×10|3d4 × 10|Sorcerer Starting Wealth} gp"],["Warlock","{@dice 4d4×10|4d4 × 10|Warlock Starting Wealth} gp"],["Wizard","{@dice 4d4×10|4d4 × 10|Wizard Starting Wealth} gp"]]}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Tools","page":154,"entries":["A tool helps you to do something you couldn't otherwise do, such as craft or repair an item, forge a document, or pick a lock. Your race, class, background, or feats give you proficiency with certain tools. Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use. For example, the DM might ask you to make a Dexterity check to carve a fine detail with your woodcarver's tools, or a Strength check to make something out of particularly hard wood.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Artisan's Tools","basicRules":true,"srd":true,"page":154,"entries":["These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency."],"source":"PHB"},{"type":"entries","name":"Disguise Kit","page":154,"entries":["This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise."],"source":"PHB"},{"type":"entries","name":"Forgery Kit","page":154,"entries":["This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document."],"source":"PHB"},{"type":"entries","name":"Gaming Set","page":154,"entries":["This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency."],"source":"PHB"},{"type":"entries","name":"Herbalism Kit","page":154,"entries":["This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions.","Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing."],"source":"PHB"},{"type":"entries","name":"Musical Instrument","page":154,"entries":["Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus, as described in Part 3: The Rules of Magic, Casting a Spell. Each type of musical instrument requires a separate proficiency."],"source":"PHB"},{"type":"entries","name":"Navigator's Tools","page":154,"entries":["This set of instruments is used for navigation at sea. Proficiency with {@item navigator's tools|phb} lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea."],"source":"PHB"},{"type":"entries","name":"Poisoner's Kit","page":154,"entries":["A {@item poisoner's kit|phb} includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons."],"source":"PHB"},{"type":"entries","name":"Thieves' Tools","page":154,"entries":["This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks."],"source":"PHB"}]}]},{"type":"table","colLabels":["Item","Cost","Weight"],"colStyles":["col-8","col-2 text-right","col-2 text-center"],"rows":[["{@i Artisan's tools}","",""],{"type":"row","style":"row-indent-first","row":["{@item Alchemist's supplies|phb}","50 gp","8 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Brewer's supplies|phb}","20 gp","9 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Calligrapher's supplies|phb}","10 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Carpenter's tools|phb}","8 gp","6 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Cartographer's tools|phb}","15 gp.","6 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Cobbler's tools|phb}","5 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Cook's utensils|phb}","1 gp","8 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Glassblower's tools|phb}","30 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Jeweler's tools|phb}","25 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Leatherworker's tools|phb}","5 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Mason's tools|phb}","10 gp","8 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Painter's supplies|phb}","10 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Potter's tools|phb}","10 gp","3 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Smith's tools|phb}","20 gp","8 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Tinker's tools|phb}","50 gp","10 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Weaver's tools|phb}","1 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Woodcarver's tools|phb}","1 gp","5 lb."]},["{@item Disguise Kit|phb}","25 gp","3 lb."],["{@item Forgery kit|phb}","15 gp","5 lb."],["{@i Gaming sets}","",""],{"type":"row","style":"row-indent-first","row":["{@item Dice set|phb}","1 sp","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Dragonchess set|phb}","1 gp","1/2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Playing card set|phb}","5 sp","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Three-Dragon Ante set|phb}","1 gp","\u2014"]},["{@item Herbalism kit|phb}","5 gp","3 lb."],["{@i Musical instruments}","",""],{"type":"row","style":"row-indent-first","row":["{@item Bagpipes|phb}","30 gp","6 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Drum|phb}","6 gp","3 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Dulcimer|phb}","25 gp","10 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Flute|phb}","2 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Lute|phb}","35 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Lyre|phb}","30 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Horn|phb}","3 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Pan flute|phb}","12 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Shawm|phb}","2 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Viol|phb}","30 gp","1 lb."]},["{@item Navigator's tools|phb}","25 gp","2 lb."],["{@item Poisoner's kit|phb}","50 gp","2 lb."],["{@item Thieves' tools|phb}","25 gp","1 lb."],["Vehicles (land or water)","*","*"]],"footnotes":["* See the \"Mounts and Vehicles\" section."]}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Trade Goods","page":157,"basicRules":true,"srd":true,"entries":["Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest).","Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. The Trade Goods table shows the value of commonly exchanged goods.",{"type":"table","caption":"Trade Goods","srd":true,"colLabels":["Cost","Goods"],"colStyles":["col-1 text-right","col-11"],"rows":[["1 cp","1 lb. of wheat"],["2 cp","1 lb. of flour or one chicken"],["5 cp","1 lb. of salt"],["1 sp","1 lb. of iron or 1 sq. yd. of canvas"],["5 sp","1 lb. of copper or 1 sq. yd. of cotton cloth"],["1 gp","1 lb. of ginger or one goat"],["2 gp","1 lb. of cinnamon or pepper, or one sheep"],["3 gp","1 lb. of cloves or one pig"],["5 gp","1 lb. of silver or 1 sq. yd. of linen"],["10 gp","1 sq. yd. of silk or one cow"],["15 gp","1 lb. of saffron or one ox"],["50 gp","1 lb. of gold"],["500 gp","1 lb. of platinum"]]}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Wealth","page":143,"entries":["Wealth appears in many forms in a D&D world. Coins, gemstones, trade goods, art objects, animals, and property can reflect your character's financial well-being. Members of the peasantry trade in goods, bartering for what they need and paying taxes in grain and cheese. Members of the nobility trade in legal rights, such as the rights to mine, a port, or farmland, or in gold bars, measuring gold by the pound rather than by the coin. Only merchants, adventurers, and those offering professional services for hire deal in coins.",{"type":"entries","name":"Coinage","page":143,"entries":["Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).","With one gold piece, a character can buy a quiver, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.","One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a set of dice, a flask of lamp oil, or a night's rest in a poor inn.","One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.","In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.","A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.",{"type":"table","caption":"Standard Exchange Rates","srd":true,"basicRules":true,"colLabels":["Coin","cp","sp","ep","gp","pp"],"colStyles":["col-2","col-2","col-2","col-2","col-2","col-2"],"rows":[["Copper (cp)","1","1/10","1/50","1/100","1/1,000"],["Silver (sp)","10","1","1/5","1/10","1/100"],["Electrum (ep)","50","5","1","1/2","1/20"],["Gold (gp)","100","10","2","1","1/10"],["Platinum (pp)","1,000","100","20","10","1"]]}],"source":"PHB"},{"type":"entries","name":"Selling Treasure","page":144,"entries":["Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot.",{"type":"entries","entries":[{"type":"entries","name":"Arms, Armor, and Other Equipment","page":144,"entries":["As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell."],"source":"PHB"},{"type":"entries","name":"Magic Items","page":144,"entries":["Selling magic items is problematic. Finding someone to buy a potion or a scroll isn't too hard, but other items are out of the realm of most but the wealthiest nobles. Likewise, aside from a few common magic items, you won't normally come across magic items or spells to purchase. The value of magic is far beyond simple gold and should always be treated as such."],"source":"PHB"},{"type":"entries","name":"Gems, Jewelry, and Art Objects","page":144,"entries":["These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the DM might require you to find a buyer in a large town or larger community first."],"source":"PHB"},{"type":"entries","name":"Trade Goods and Other","page":144,"entries":["On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods\u2014bars of iron, bags of salt, livestock, and so on\u2014retain their full value in the market and can be used as currency."],"source":"PHB"}]}],"data":{"quickrefIndex":true},"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Weapons","page":146,"entries":["Your class grants proficiency in certain weapons, reflecting both the class's focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.","The Weapons table shows the most common weapons used in the worlds of D&D, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A melee weapon is used to attack a target within 5 feet of you, whereas a ranged weapon is used to attack a target at a distance.",{"type":"table","caption":"Weapons","srd":true,"basicRules":true,"colLabels":["Name","Cost","Damage","Weight","Properties"],"colStyles":["col-4","col-1 text-center","col-2","col-1 -text-right","col-4"],"rows":[["{@i Simple Melee Weapons}","","","",""],{"type":"row","style":"row-indent-first","row":["{@item Club|phb}","1 sp","1d4 bludgeoning","2 lb.","Light"]},{"type":"row","style":"row-indent-first","row":["{@item Dagger|phb}","2 gp","1d4 piercing","1 lb.","Finesse, light, thrown (range 20/60)"]},{"type":"row","style":"row-indent-first","row":["{@item Greatclub|phb}","2 sp","1d8 bludgeoning","10 lb.","Two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Handaxe|phb}","5 gp","1d6 slashing","2 lb.","Light, thrown (range 20/60)"]},{"type":"row","style":"row-indent-first","row":["{@item Javelin|phb}","5 sp","1d6 piercing","2 lb.","Thrown (range 30/120)"]},{"type":"row","style":"row-indent-first","row":["{@item Light hammer|phb}","2 gp","1d4 bludgeoning","2 lb.","Light, thrown (range 20/60)"]},{"type":"row","style":"row-indent-first","row":["{@item Mace|phb}","5 gp","1d6 bludgeoning","4 lb.","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Quarterstaff|phb}","2 sp","1d6 bludgeoning","4 lb.","Versatile (1d8)"]},{"type":"row","style":"row-indent-first","row":["{@item Sickle|phb}","1 gp","1d4 slashing","2 lb.","Light"]},{"type":"row","style":"row-indent-first","row":["{@item Spear|phb}","1 gp","1d6 piercing","3 lb.","Thrown (range 20/60), versatile (1d8)"]},["{@i Simple Ranged Weapons}","","","",""],{"type":"row","style":"row-indent-first","row":["{@item light crossbow|phb|Crossbow, light}","25 gp","1d8 piercing","5 lb.","Ammunition (range 80/320), loading, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Dart|phb}","5 cp","1d4 piercing","1/4 lb.","Finesse, thrown (range 20/60)"]},{"type":"row","style":"row-indent-first","row":["{@item Shortbow|phb}","25 gp","1d6 piercing","2 lb.","Ammunition (range 80/320), two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Sling|phb}","1 sp","1d4 bludgeoning","\u2014","Ammunition (range 30/120)"]},["{@i Martial Melee Weapons}","","","",""],{"type":"row","style":"row-indent-first","row":["{@item Battleaxe|phb}","10 gp","1d8 slashing","4 lb.","Versatile (1d10)"]},{"type":"row","style":"row-indent-first","row":["{@item Flail|phb}","10 gp","1d8 bludgeoning","2 lb.","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Glaive|phb}","20 gp","1d10 slashing","6 lb.","Heavy, reach, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Greataxe|phb}","30 gp","1d12 slashing","7 lb.","Heavy, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Greatsword|phb}","50 gp","2d6 slashing","6 lb.","Heavy, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Halberd|phb}","20 gp","1d10 slashing","6 lb.","Heavy, reach, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Lance|phb}","10 gp","1d12 piercing","6 lb.","Reach, special"]},{"type":"row","style":"row-indent-first","row":["{@item Longsword|phb}","15 gp","1d8 slashing","3 lb.","Versatile (1d10)"]},{"type":"row","style":"row-indent-first","row":["{@item Maul|phb}","10 gp","2d6 bludgeoning","10 lb.","Heavy, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Morningstar|phb}","15 gp","1d8 piercing","4 lb.","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Pike|phb}","5 gp","1d10 piercing","18 lb.","Heavy, reach, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Rapier|phb}","25 gp","1d8 piercing","2 lb.","Finesse"]},{"type":"row","style":"row-indent-first","row":["{@item Scimitar|phb}","25 gp","1d6 slashing","3 lb.","Finesse, light"]},{"type":"row","style":"row-indent-first","row":["{@item Shortsword|phb}","10 gp","1d6 piercing","2 lb.","Finesse, light"]},{"type":"row","style":"row-indent-first","row":["{@item Trident|phb}","5 gp","1d6 piercing","4 lb.","Thrown (range 20/60), versatile (1d8)"]},{"type":"row","style":"row-indent-first","row":["{@item War pick|phb}","5 gp","1d8 piercing","2 lb.","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Warhammer|phb}","15 gp","1d8 bludgeoning","2 lb.","Versatile (1d10)"]},{"type":"row","style":"row-indent-first","row":["{@item Whip|phb}","2 gp","1d4 slashing","3 lb.","Finesse, reach"]},["{@i Martial Ranged Weapons}","","","",""],{"type":"row","style":"row-indent-first","row":["{@item Blowgun|phb}","10 gp","1 piercing","1 lb.","Ammunition (range 25/100), loading"]},{"type":"row","style":"row-indent-first","row":["{@item hand crossbow|phb|Crossbow, hand}","75 gp","1d6 piercing","3 lb.","Ammunition (range 30/120), light, loading"]},{"type":"row","style":"row-indent-first","row":["{@item heavy crossbow|phb|Crossbow, heavy}","50 gp","1d10 piercing","18 lb.","Ammunition (range 100/400), heavy, loading, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Longbow|phb}","50 gp","1d8 piercing","2 lb.","Ammunition (range 150/600), heavy, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Net|phb}","1 gp","\u2014","3 lb.","Special, thrown (range 5/15)"]}]},{"type":"entries","name":"Weapon Proficiency","page":146,"entries":["Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are simple and martial. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use.","Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Weapon Properties","page":146,"entries":["Many weapons have special properties related to their use, as shown in the Weapons table.",{"type":"entries","entries":[{"type":"entries","name":"Ammunition","page":146,"entries":["You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.","If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" late in the section). A sling must be loaded to deal any damage when used in this way."],"source":"PHB"},{"type":"entries","name":"Finesse","page":147,"entries":["When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls."],"source":"PHB"},{"type":"entries","name":"Heavy","page":147,"entries":["Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively."],"source":"PHB"},{"type":"entries","name":"Light","page":147,"entries":["A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in chapter 9."],"source":"PHB"},{"type":"entries","name":"Loading","page":147,"entries":["Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make."],"source":"PHB"},{"type":"entries","name":"Range","page":147,"entries":["A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range."],"source":"PHB"},{"type":"entries","name":"Reach","page":147,"entries":["This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon."],"source":"PHB"},{"type":"entries","name":"Special","page":147,"entries":["A weapon with the special property has unusual rules governing its use, explained in the weapon's description (see \"Special Weapons\" later in this section)."],"source":"PHB"},{"type":"entries","name":"Thrown","page":147,"entries":["If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property."],"source":"PHB"},{"type":"entries","name":"Two-Handed","page":147,"entries":["This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it."],"source":"PHB"},{"type":"entries","name":"Versatile","page":147,"entries":["This weapon can be used with one or two hands. A damage value in parentheses appears with the property-the damage when the weapon is used with two hands to make a melee attack."],"source":"PHB"}]},{"type":"entries","name":"Improvised Weapons","page":147,"entries":["Sometimes characters don't have their weapons and have to attack with whatever is close at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin.","In many cases, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the DM's option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.","An object that bears no resemblance to a weapon deals 1d4 damage (the DM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Silvered Weapons","page":148,"entries":["Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Special Weapons","page":148,"entries":["Weapons with special rules are described here.",{"type":"entries","name":"Lance","page":148,"entries":["You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted."],"source":"PHB"},{"type":"entries","name":"Net","page":148,"entries":["A Large or smaller creature hit by a net is {@condition restrained} until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"}],"source":"PHB"}]},{"type":"entries","entries":[{"type":"section","data":{"quickref":3},"name":"Ability Checks","page":174,"entries":["An ability check tests a character's or monster's innate talent and training in an effort to overcome a challenge. The DM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results.","For every ability check, the DM decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class. The more difficult a task, the higher its DC. The Typical Difficulty Classes table shows the most common DCs.",{"type":"table","caption":"Typical Difficulty Classes","basicRules":true,"srd":true,"colLabels":["Task Difficulty","DC"],"colStyles":["col-9","col-3 text-center"],"rows":[["Very easy","5"],["Easy","10"],["Medium","15"],["Hard","20"],["Very hard","25"],["Nearly impossible","30"]]},"To make an ability check, roll a d20 and add the relevant ability modifier.","As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success\u2014the creature overcomes the challenge at hand. Otherwise, it's a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the DM.",{"type":"entries","name":"Contests","page":174,"entries":["Sometimes one character's or monster's efforts are directly opposed to another's. This can occur when both of them are trying to do the same thing and only one can succeed, such as attempting to snatch up a magic ring that has fallen to the floor. This situation also applies when one of them is trying to prevent the other one from accomplishing a goal\u2014for example, when a monster tries to force open a door that an adventurer is holding closed. In situations like these, the outcome is determined by a special form of ability check, called a contest.","Both participants in a contest make ability checks appropriate to their efforts. They apply all appropriate bonuses and penalties, but instead of comparing the total to a DC, they compare the totals of their two checks. The participant with the higher check total wins the contest. That character or monster either succeeds at the action or prevents the other one from succeeding.","If the contest results in a tie, the situation remains the same as it was before the contest. Thus, one contestant might win the contest by default. If two characters tie in a contest to snatch a ring off the floor, neither character grabs it. In a contest between a monster trying to open a door and an adventurer trying to keep the door closed, a tie means that the door remains shut."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Passive Checks","page":175,"entries":["A passive check is a special kind of ability check that doesn't involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for secret doors over and over again, or can be used when the DM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster.","Here's how to determine a character's total for a passive check:",{"type":"abilityGeneric","text":"10 + all modifiers that normally apply to the check"},"If the character has advantage on the check, add 5. For disadvantage, subtract 5. The game refers to a passive check total as a score.","For example, if a 1st-level character has a Wisdom of 15 and proficiency in {@skill Perception}, he or she has a passive Wisdom ({@skill Perception}) score of 14.","The rules on hiding in the \"Dexterity\" section below rely on passive checks, as do the exploration rules in chapter 8."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Working Together","page":175,"entries":["Sometimes two or more characters team up to attempt a task. The character who's leading the effort\u2014or the one with the highest ability modifier\u2014can make an ability check with advantage, reflecting the help provided by the other characters. In combat, this requires the {@action Help} action (see chapter 9).","A character can only provide help if the task is one that he or she could attempt alone. For example, trying to open a lock requires proficiency with thieves' tools, so a character who lacks that proficiency can't help another character in that task. Moreover, a character can help only when two or more individuals working together would actually be productive. Some tasks, such as threading a needle, are no easier with help.",{"type":"entries","name":"Group Checks","page":175,"entries":["When a number of individuals are trying to accomplish something as a group, the DM might ask for a group ability check. In such a situation, the characters who are skilled at a particular task help cover those who aren't.","To make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds. Otherwise, the group fails.","Group checks don't come up very often, and they're most useful when all the characters succeed or fail as a group. For example, when adventurers are navigating a swamp, the DM might call for a group Wisdom ({@skill Survival}) check to see if the characters can avoid the quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards."],"data":{"quickrefIndex":true},"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Ability Scores and Modifiers","page":173,"entries":["Each of a creature's abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompasses a creature's training and competence in activities related to that ability.","A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30.","Each ability also has a modifier, derived from the score and ranging from -5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30.","To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down).","Because ability modifiers affect almost every attack roll, ability check, and saving throw, ability modifiers come up in play more often than their associated scores.",{"type":"table","caption":"Ability Scores and Modifiers","basicRules":true,"srd":true,"colLabels":["Score","Modifier","Score","Modifier"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["1","-5","16-17","+3"],["2-3","-4","18-19","+4"],["4-5","-3","20-21","+5"],["6-7","-2","22-23","+6"],["8-9","-1","24-25","+7"],["10-11","+0","26-27","+8"],["12-13","+1","28-29","+9"],["14-15","+2","30","+10"]]}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Advantage and Disadvantage","page":173,"entries":["Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17.","If multiple situations affect a roll and each one grants advantage or imposes disadvantage on it, you don't roll more than one additional d20. If two favorable situations grant advantage, for example, you still roll only one additional d20.","If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances impose disadvantage and only one grants advantage or vice versa. In such a situation, you have neither advantage nor disadvantage.","When you have advantage or disadvantage and something in the game, such as the halfling's Lucky trait, lets you reroll or replace the d20, you can reroll or replace only one of the dice. You choose which one. For example, if a halfling has advantage or disadvantage on an ability check and rolls a 1 and a 13, the halfling could use the Lucky trait to reroll the 1.","You usually gain advantage or disadvantage through the use of special abilities, actions, or spells. Inspiration (see chapter 4) can also give a character advantage on checks related to the character's personality, ideals, or bonds. The DM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result."],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Casting a Spell","page":202,"entries":["When a character casts any spell, the same basic rules are followed, regardless of the character's class or the spell's effects.","Each spell description in {@book chapter 11|PHB|11} begins with a block of information, including the spell's name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell's effect.",{"type":"inset","name":"Casting in Armor","page":201,"entries":["Because of the mental focus and precise gestures required for spellcasting, you must be proficient with the armor you are wearing to cast a spell. You are otherwise too distracted and physically hampered by your armor for spellcasting."],"source":"PHB"},{"type":"entries","name":"Casting Time","page":202,"entries":["Most spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast.",{"type":"entries","name":"Bonus Action","page":202,"entries":["A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action."],"source":"PHB"},{"type":"entries","name":"Reactions","page":202,"entries":["Some spells can be cast as reactions. These spells take a fraction of a second to bring about and are cast in response to some event. If a spell can be cast as a reaction, the spell description tells you exactly when you can do so."],"source":"PHB"},{"type":"entries","name":"Longer Casting Times","page":202,"entries":["Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours. When you cast a spell with a casting time longer than a single action or reaction, you must spend your action each turn casting the spell, and you must maintain your concentration while you do so (see \"Concentration\" below). If your concentration is broken, the spell fails, but you don't expend a spell slot. If you want to try casting the spell again, you must start over."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Range","page":202,"entries":["The target of a spell must be within the spell's range. For a spell like magic missile, the target is a creature. For a spell like fireball, the target is the point in space where the ball of fire erupts.","Most spells have ranges expressed in feet. Some spells can target only a creature (including you) that you touch. Other spells, such as the shield spell, affect only you. These spells have a range of self.","Spells that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the spell's effect must be you (see \"Areas of Effect\" later in the this chapter).","Once a spell is cast, its effects aren't limited by its range, unless the spell's description says otherwise."],"source":"PHB"},{"type":"entries","name":"Components","page":203,"entries":["A spell's components are the physical requirements you must meet in order to cast it. Each spell's description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can't provide one or more of a spell's components, you are unable to cast the spell.",{"type":"entries","name":"Verbal (V)","page":203,"entries":["Most spells require the chanting of mystic words. The words themselves aren't the source of the spell's power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the silence spell, can't cast a spell with a verbal component."],"source":"PHB"},{"type":"entries","name":"Somatic (S)","page":203,"entries":["Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures."],"source":"PHB"},{"type":"entries","name":"Material (M)","page":203,"entries":["Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a component pouch or a spellcasting focus (found in chapter 5) in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell.","If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell.","A spellcaster must have a hand free to access a spell's material components\u2014or to hold a spellcasting focus\u2014but it can be the same hand that he or she uses to perform somatic components."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Duration","page":203,"entries":["A spell's duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their effects last until the spells are dispelled or destroyed.",{"type":"entries","name":"Instantaneous","page":203,"entries":["Many spells are instantaneous. The spell harms, heals, creates, or alters a creature or an object in a way that can't be dispelled, because its magic exists only for an instant."],"source":"PHB"},{"type":"entries","name":"Concentration","page":203,"entries":["Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends.","If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required).","Normal activity, such as moving and attacking, doesn't interfere with concentration. The following factors can break concentration:",{"type":"list","items":["{@b Casting another spell that requires concentration.} You lose concentration on a spell if you cast another spell that requires concentration. You can't concentrate on two spells at once.","{@b Taking damage.} Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon's breath, you make a separate saving throw for each source of damage.","{@b Being incapacitated or killed.} You lose concentration on a spell if you are {@condition incapacitated} or if you die."]}],"source":"PHB"},"The DM might also decide that certain environmental phenomena, such as a wave crashing over you while you're on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell."],"source":"PHB"},{"type":"entries","name":"Targets","page":204,"entries":["A typical spell requires you to pick one or more targets to be affected by the spell's magic. A spell's description tells you whether the spell targets creatures, objects, or a point of origin for an area of effect (described below).","Unless a spell has a perceptible effect, a creature might not know it was targeted by a spell at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature's thoughts, typically goes unnoticed, unless a spell says otherwise.",{"type":"entries","name":"A Clear Path to the Target","page":204,"entries":["To target something, you must have a clear path to it, so it can't be behind total cover.","If you place an area of effect at a point that you can't see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction."],"source":"PHB"},{"type":"entries","name":"Targeting Yourself","page":204,"entries":["If a spell targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a spell you cast, you can target yourself."],"source":"PHB"}],"source":"PHB"},{"type":"inset","name":"The Schools of Magic","page":203,"entries":[{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Abjuration","entry":"spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.","nameDot":false},{"type":"item","name":"Conjuration","entry":"spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster's side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.","nameDot":false},{"type":"item","name":"Divination","entry":"spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.","nameDot":false},{"type":"item","name":"Enchantment","entry":"spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.","nameDot":false},{"type":"item","name":"Evocation","entry":"spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.","nameDot":false},{"type":"item","name":"Illusion","entry":"spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature.","nameDot":false},{"type":"item","name":"Necromancy","entries":["spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.","Creating the undead through the use of necromancy spells such as {@spell animate dead} is not a good act, and only evil casters use such spells frequently."],"nameDot":false},{"type":"item","name":"Transmutation","entry":"spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster's command, or enhance a creature's innate healing abilities to rapidly recover from injury.","nameDot":false}]}],"source":"PHB"},{"type":"entries","name":"Areas of Effect","page":204,"entries":["Spells such as {@spell burning hands} and {@spell cone of cold} cover an area, allowing them to affect multiple creatures at once. A spell's description specifies its area of effect, which typically has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a point of origin, a location from which the spell's energy erupts. The rules for each shape specify how you position its point of origin. Typically, a point of origin is a point in space, but some spells have an area whose origin is a creature or an object.","A spell's effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn't included in the spell's area. To block one of these imaginary lines, an obstruction must provide total cover, as explained in chapter 9.",{"type":"image","href":{"type":"internal","path":"book/DMG/Point-of-Origin.webp"},"width":1000,"height":528,"data":{"quickrefKeep":true}},{"type":"entries","name":"Cone","page":204,"entries":["A cone extends in a direction you choose from its point of origin. A cone's width at a given point along its length is equal to that point's distance from the point of origin. A cone's area of effect specifies its maximum length.","A cone's point of origin is not included in the cone's area of effect, unless you decide otherwise."],"source":"PHB"},{"type":"entries","name":"Cube","page":204,"entries":["You select a cube's point of origin, which lies anywhere on a face of the cubic effect. The cube's size is expressed as the length of each side.","A cube's point of origin is not included in the cube's area of effect, unless you decide otherwise."],"source":"PHB"},{"type":"entries","name":"Cylinder","page":204,"entries":["A cylinder's point of origin is the center of a circle of a particular radius, as given in the spell description. The circle must either be on the ground or at the height of the spell effect. The energy in a cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The spell's effect then shoots up from the base or down from the top, to a distance equal to the height of the cylinder.","A cylinder's point of origin is included in the cylinder's area of effect."],"source":"PHB"},{"type":"entries","name":"Line","page":205,"entries":["A line extends from its point of origin in a straight path up to its length and covers an area defined by its width.","A line's point of origin is not included in the line's area of effect, unless you decide otherwise."],"source":"PHB"},{"type":"entries","name":"Sphere","page":205,"entries":["You select a sphere's point of origin, and the sphere extends outward from that point. The sphere's size is expressed as a radius in feet that extends from the point.","A sphere's point of origin is included in the sphere's area of effect."],"source":"PHB"}],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Saving Throws","page":205,"entries":[" Many spells specify that a target can make a saving throw to avoid some or all of a spell's effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure.","The DC to resist one of your spells equals 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers."],"source":"PHB"},{"type":"entries","name":"Attack Rolls","page":205,"entries":["Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus.","Most spells that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn't {@condition incapacitated}."],"source":"PHB"},{"type":"entries","name":"Combining Magical Effects","page":205,"entries":["The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don't combine, however. Instead, the most potent effect\u2014such as the highest bonus\u2014from those castings applies while their durations overlap, or the most recent effect applies if the castings are equally potent and their durations overlap.","For example, if two clerics cast {@spell bless} on the same target, that character gains the spell's benefit only once; he or she doesn't get to roll two bonus dice."],"source":"PHB"},{"type":"inset","name":"The Weave of Magic","page":205,"entries":["The words within the D&D multiverse are magical places. All existence is suffused with magical power, and potential energy lies untapped in every rock, stream, and living creature, the mute and mindless will of existence, permeating every bit of matter and present in every manifestation of energy throughout the multiverse.","Mortals can't directly shape this raw magic. Instead, they make use of a fabric of magic, a kind of interface between the will of a spellcaster and the stuff of raw magic. The spellcasters of the Forgotten Realms call it the Weave and recognize its essence as the goddess Mystra, but casters have varied ways of naming and visualizing this interface.","By any name, without the Weave, raw magic is locked away and inaccessible; the most powerful archmage can't light a candle with magic in an area where the Weave has been torn. But surrounded by the Weave, a spellcaster can shape lightning to blast foes, transport hundreds of miles in the blink of an eye, or even reverse death itself.","All magic depends on the Weave, though different kinds of magic access it in a variety of ways. The spells of wizards, warlocks, sorcerers, and bards are commonly called {@b arcane magic}. These spells rely on an understanding\u2014learned or intuitive\u2014of the workings of the Weave. The caster plucks directly at the strands of the Weave to create the desired effect. Eldritch knights and arcane tricksters also use arcane magic. The spells of clerics, druids, paladins, and rangers are called {@b divine magic}. These spellcasters' access to the Weave is mediated by divine power\u2014gods, the divine forces of nature, or the sacred weight of a paladin's oath.","Whenever a magic effect is created, the threads of the Weave intertwine, twist, and fold to make the effect possible.","When characters use divination spells such as {@i detect magic} or {@i identify}, they glimpse the Weave. A spell such as {@i dispel magic} smooths the Weave. Spells such as {@i antimagic field} rearrange the Weave so that magic flows around, rather than through the area affected by the spell. And in places where the Weave is damaged or torn, magic works in unpredictable ways\u2014or not at all."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Conditions","page":289,"entries":["Conditions alter a creature's capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster's attack, or other effect. Most conditions, such as {@condition blinded}, are impairments, but a few, such as {@condition invisible}, can be advantageous.","A condition lasts either until it is countered (the {@condition prone} condition is countered by standing up, for example) or for a duration specified by the effect that imposed the condition.","If multiple effects impose the same condition on a creature, each instance of the condition has its own duration, but the condition's effects don't get worse. A creature either has a condition or doesn't.",{"type":"inlineBlock","entries":["For a full list of the conditions, see the ",{"type":"link","href":{"type":"internal","path":"conditionsdiseases.html"},"text":"conditions"}," page. The conditions are:",{"type":"list","items":["{@condition blinded}","{@condition charmed}","{@condition deafened}","{@condition exhaustion}","{@condition frightened}","{@condition grappled}","{@condition incapacitated}","{@condition invisible}","{@condition paralyzed}","{@condition petrified}","{@condition poisoned}","{@condition prone}","{@condition restrained}","{@condition stunned}","{@condition unconscious}"],"columns":3}]}],"source":"PHB"},{"type":"section","name":"Falling","page":77,"entries":["Falling from a great height is a significant risk for adventurers and their foes. The rule given in the player's handbook is simple: at the end of a fall, you take {@dice 1d6} bludgeoning damage for every 10 feet you fell, to a maximum of {@dice 20d6}. You also land {@condition prone}, unless you somehow avoid taking damage from the fall. Here are two optional rules that expand on that simple rule.",{"type":"entries","name":"Rate of Falling","page":77,"entries":["The rule for falling assumes that a creature immediately drops the entire distance when it falls. But what if a creature is at a high altitude when it falls, perhaps on the back of a {@creature griffon} or on board an {@item airship}? Realistically, a fall from such a height can take more than a few seconds, extending past the end of the turn when the fall occurred. If you'd like high-altitude falls to be properly time-consuming, use the following optional rule.","When you fall from a great height, you instantly descend up to 500 feet. If you're still falling on your next turn, you descend up to 500 feet at the end of that turn. This process continues until the fall ends, either because you hit the ground or the fall is otherwise halted."],"source":"XGE"},{"type":"entries","name":"Flying Creatures and Falling","page":77,"entries":["A flying creature in flight falls if it is knocked {@condition prone}, if its speed is reduced to 0 feet, or if it otherwise loses the ability to move, unless it can hover or it is being held aloft by magic, such as the {@spell fly} spell.","If you'd like a flying creature to have a better chance of surviving a fall than a non-flying creature does, use this rule: subtract the creature's current flying speed from the distance it fell before calculating falling damage. This rule is helpful to a flier that is knocked {@condition prone} but is still conscious and has a current flying speed that is greater than 0 feet. The rule is designed to simulate the creature flapping its wings furiously or taking similar measures to slow the velocity of its fall.","If you use the rule for rate of falling in the previous section, a flying creature descends 500 feet on the turn when it falls, just as other creatures do. But if that creature starts any of its later turns still falling and is {@condition prone}, it can halt the fall on its turn by spending half its flying speed to counter the {@condition prone} condition (as if it were standing up in midair)."],"source":"XGE"}],"data":{"quickref":3},"source":"XGE"},{"type":"section","data":{"quickref":3},"name":"Food and Water","page":185,"entries":["Characters who don't eat or drink suffer the effects of {@condition exhaustion} (see the appendix). Exhaustion caused by lack of food or water can't be removed until the character eats and drinks the full required amount.",{"type":"entries","name":"Food","page":185,"entries":["A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food.","A character can go without food for a number of days equal to 3 + his or her Constitution modifier (minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of {@condition exhaustion}.","A normal day of eating resets the count of days without food to zero."],"source":"PHB"},{"type":"entries","name":"Water","page":185,"entries":["A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of {@condition exhaustion} at the end of the day. A character with access to even less water automatically suffers one level of {@condition exhaustion} at the end of the day.","If the character already has one or more levels of {@condition exhaustion}, the character takes two levels in either case."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3,"allowRefDupe":true},"name":"Hiding","page":177,"entries":["The DM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity ({@skill Stealth}) check. Until you are discovered or you stop hiding, that check's total is contested by the Wisdom ({@skill Perception}) check of any creature that actively searches for signs of your presence.","You can't hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase. An {@condition invisible} creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet.","In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the DM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen.",{"type":"entries","name":"Passive Perception","page":177,"entries":["When you hide, there's a chance someone will notice you even if they aren't searching. To determine whether such a creature notices you, the DM compares your Dexterity ({@skill Stealth}) check with that creature's passive Wisdom ({@skill Perception}) score, which equals 10 + the creature's Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5.","For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and a proficiency in {@skill Perception}, he or she has a passive Wisdom ({@skill Perception}) of 14."],"source":"PHB"},{"type":"entries","name":"What Can you See?","page":177,"entries":["One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be lightly or heavily obscured, as explained in chapter 8."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"How to Play","page":6,"entries":["{@b 1. The DM describes the environment.} The DM tells the players where their adventurers are and what's around them, presenting the basic scope of options that present themselves (how many doors lead out of a room, what's on a table, who's in the tavern, and so on).","{@b 2. The players describe what they want to do.} Sometimes one player speaks for the whole party, saying, \"We'll take the east door,\" for example. Other times, different adventurers do different things: one adventurer might search a treasure chest while a second examines an esoteric symbol engraved on a wall and a third keeps watch for monsters. The players don't need to take turns, but the DM listens to every player and decides how to resolve those actions.","Sometimes, resolving a task is easy. If an adventurer wants to walk across a room and open a door, the DM might just say that the door opens and describe what lies beyond. But the door might be locked, the floor might hide a deadly trap, or some other circumstance might make it challenging for an adventurer to complete a task. In those cases, the DM decides what happens, often relying on the roll of a die to determine the results of an action.","{@b 3. The DM narrates the results of the adventurers' actions.} Describing the results often leads to another decision point, which brings the flow of the game right back to step 1.","This pattern holds whether the adventurers are cautiously exploring a ruin, talking to a devious prince, or locked in mortal combat against a mighty dragon.","In certain situations, particularly combat, the action is more structured and the players (and DM) do take turns choosing and resolving actions. But most of the time, play is fluid and flexible, adapting to the circumstances of the adventure.","Often the action of an adventure takes place in the imagination of the players and DM, relying on the DM's verbal descriptions to set the scene. Some DMs like to use music, art, or recorded sound effects to help set the mood, and many players and DMs alike adopt different voices for the various adventurers, monsters, and other characters they play in the game. Sometimes, a DM might lay out a map and use tokens or miniature figures to represent each creature involved in a scene to help the players keep track of where everyone is.",{"type":"entries","name":"Game Dice","page":6,"entries":["The game uses polyhedral dice with different numbers of sides. You can find dice like these in game stores and in many bookstores.","In these rules, the different dice are referred to by the letter {@b d} followed by the number of sides - d4, d6, d8, d10, d12, and d20. For instance, a d6 is a six-sided die (the typical cube that many games use).","Percentile dice, or d100, work a little differently. You generate a number between 1 and 100 by rolling two different ten-sided dice numbered from 0 to 9.","One die (designated before you roll) gives the tens digit, and the other gives the ones digit. If you roll a 7 and a 1, for example, the number rolled is 71. Two 0s represent 100. Some ten-sided dice are numbered in tens (00, 10, 20, and so on), making it easier to distinguish the tens digit from the ones digit. In this case, a roll of 70 and 1 is 71, and 00 and 0 is 100.","When you need to roll dice, the rules tell you how many dice to roll of a certain type, as well as what modifiers to add. For example, \"3d8 + 5\" means you roll three eight-sided dice, add them together, and add 5 to the total.","The same d notation appears in the expressions \"1d3\" and \"1d2.\" To simulate the roll of 1d3, roll a d6 and divide the number rolled by 2 (round up). To simulate the roll of 1d2, roll any die and assign a 1 or 2 to the roll depending on whether it was odd or even. (Alternatively, if the number rolled is more than half the number of sides on the die, it's a 2.)"],"source":"PHB"},{"type":"entries","name":"The D20","page":7,"entries":["Does an adventurer's sword swing hurt a dragon or just bounce off its iron-hard scales? Will the ogre believe an outrageous bluff? Can a character swim across a raging river? Can a character avoid the main blast of a fireball, or does he or she take full damage from the blaze? In cases where the outcome of an action is uncertain, the Dungeons & Dragons game relies on rolls of a 20-sided die, a d20, to determine success or failure.","Every character and monster in the game has capabilities defined by six {@b ability scores}. The abilities are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, and they typically range from 3 to 18 for most adventurers. (Monsters might have scores as low as 1 or as high as 30.) These ability scores, and the ability modifiers derived from them, are the basis for almost every d20 roll that a player makes on a character's or monster's behalf.","Ability checks, attack rolls, and saving throws are the three main kinds of d20 rolls, forming the core of the rules of the game. All three follow these simple steps.","{@b 1. Roll the die and add a modifier.} Roll a d20 and add the relevant modifier. This is typically the modifier derived from one of the six ability scores, and it sometimes includes a proficiency bonus to reflect a character's particular skill. (See chapter 1 for details on each ability and how to determine an ability's modifier.)","{@b 2. Apply circumstantial bonuses and penalties.} A class feature, a spell, a particular circumstance, or some other effect might give a bonus or penalty to the check.","{@b 3. Compare the total to a target number.} If the total equals or exceeds the target number, the ability check, attack roll, or saving throw is a success. Otherwise, it's a failure. The DM is usually the one who determines target numbers and tells players whether their ability checks, attack rolls, and saving throws succeed or fail.","The target number for an ability check or a saving throw is called a {@b Difficulty Class} (DC). The target number for an attack roll is called an {@b Armor Class} (AC).","This simple rule governs the resolution of most tasks in D&D play. Chapter 7 provides more detailed rules for using the d20 in the game."],"source":"PHB"},{"type":"entries","name":"Advantage and Disadvantage","page":7,"entries":["Sometimes an ability check, attack roll, or saving throw is modified by special situations called advantage and disadvantage. Advantage reflects the positive circumstances surrounding a d20 roll, while disadvantage reflects the opposite. When you have either advantage or disadvantage, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17.","More detailed rules for advantage and disadvantage are presented in chapter 7."],"source":"PHB"},{"type":"entries","name":"Specific Beats General","page":7,"entries":["This book contains rules, especially in parts 2 and 3, that govern how the game plays. That said, many racial traits, class features, spells, magic items, monster abilities, and other game elements break the general rules in some way, creating an exception to how the rest of the game works. Remember this: If a specific rule contradicts a general rule, the specific rule wins.","Exceptions to the rules are often minor. For instance, many adventurers don't have proficiency with longbows, but every wood elf does because of a racial trait. That trait creates a minor exception in the game. Other examples of rule-breaking are more conspicuous. For instance, an adventurer can't normally pass through walls, but some spells make that possible. Magic accounts for most of the major exceptions to the rules."],"source":"PHB"},{"type":"entries","name":"Round Down","page":7,"entries":["There's one more general rule you need to know at the outset. Whenever you divide a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Interacting with Objects","page":185,"entries":["A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the DM that his or her character is doing something, such a moving a lever, and the DM describes what, if anything happens.","For example, a character might decide to pull a lever, which might, in turn, raise a portcullis, cause a room to flood with water, or open a secret door in a nearby wall. If the lever is rusted in position, though, a character might need to force it. In such a situation, the DM might call for a Strength check to see whether the character can wrench the lever into place. The DM sets the DC for any such check based on the difficulty of the task.","Characters can also damage objects with their weapons and spells. Objects are immune to poison and psychic damage, but otherwise they can be affected by physical and magical attacks much like creatures can. The DM determines an object's Armor Class and hit points, and might decide that certain objects have resistance or immunity to certain kinds of attacks. (It's hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are immune to effects that require other saves.","When an object drops to 0 hit points, it breaks.","A character can also attempt a Strength check to break an object. The DM sets the DC for any such check."],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Proficiency Bonus","page":173,"entries":["Characters have a proficiency bonus determined by level, as detailed in chapter 1. Monsters also have this bonus, which is incorporated in their stat blocks. The bonus is used in the rules on ability checks, saving throws, and attack rolls.","Your proficiency bonus can't be added to a single die roll or other number more than once. For example, if two different rules say you can add your proficiency bonus to a Wisdom saving throw, you nevertheless add the bonus only once when you make the save.","Occasionally, your proficiency bonus might be multiplied or divided (doubled or halved, for example) before you apply it. For example, the rogue's Expertise feature doubles the proficiency bonus for certain ability checks. If a circumstance suggests that your proficiency bonus applies more than once to the same roll, you still add it only once and multiply or divide it only once.","By the same token, if a feature or effect allows you to multiply your proficiency bonus when making an ability check that wouldn't normally benefit from your proficiency bonus, you still don't add the bonus to the check. For that check your proficiency bonus is 0, given the fact that multiplying 0 by any number is still 0. For instance, if you lack proficiency in the {@skill History} skill, you gain no benefit from a feature that lets you double your proficiency bonus when you make Intelligence ({@skill History}) checks.","In general, you don't multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply."],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Resting","page":186,"entries":["Heroic though they might be, adventurers can't spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest-time to sleep and eat, tend their wounds, refresh their minds and spirits for spellcasting, and brace themselves for further adventure.","Adventurers, as well as other creatures, can take short rests in the midst of a day and a long rest to end it.",{"type":"entries","name":"Short Rest","page":186,"entries":["A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.","A character can spend one or more Hit Dice at the end of a short rest, up to the character's maximum number of Hit Dice, which is equal to the character's level. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total (minimum of 0). The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below."],"source":"PHB"},{"type":"entries","name":"Long Rest","page":186,"entries":["A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity\u2014at least 1 hour of walking, fighting, casting spells, or similar adventuring activity\u2014the characters must begin the rest again to gain any benefit from it.","At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character's total number of them. You regain at least 1 Hit Die when you finish a long rest.","For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest.","A character can't benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Saving Throws","page":179,"entries":["A saving throw\u2014also called a save\u2014represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You don't normally decide to make a saving throw; you are forced to make one because your character or monster is at risk of harm.","To make a saving throw, roll a d20 and add the appropriate ability modifier. For example, you use your Dexterity modifier for a Dexterity saving throw.","A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the DM.","Each class gives proficiency in at least two saving throws. The wizard, for example, is proficient in Intelligence saves. As with skill proficiencies, proficiency in a saving throw lets a character add his or her proficiency bonus to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well.","The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the caster's spellcasting ability and proficiency bonus.","The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect."],"source":"PHB"},{"type":"section","name":"Simultaneous Effects","page":77,"entries":["Most effects in the game happen in succession, following an order set by the rules or the DM. In rare cases, effects can happen at the same time, especially at the start or end of a creature's turn. If two or more things happen at the same time on a character or monster's turn, the person at the game table-whether player or DM-who controls that creature decides the order in which those things happen. For example, if two effects occur at the end of a player character's turn, the player decides which of the two effects happens first."],"data":{"quickref":3},"source":"XGE"},{"type":"section","data":{"quickref":3},"name":"Skills","page":174,"entries":["Each ability covers a broad range of capabilities, including skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an individual's proficiency in a skill demonstrates a focus on that aspect. (A character's starting skill proficiencies are determined at character creation, and a monster's skill proficiencies appear in the monster's stat block.)","For example, a Dexterity check might reflect a character's attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an associated skill: {@skill Acrobatics}, {@skill Sleight of Hand}, and {@skill Stealth}, respectively. So a character who has proficiency in the {@skill Stealth} skill is particularly good at Dexterity checks related to sneaking and hiding.","The skills related to each ability score are shown in the following list. (No skills are related to Constitution.) See an ability's description in the later sections of this chapter for examples of how to use a skill associated with an ability.",{"type":"table","colLabels":["Ability","Skills"],"colStyles":["col-2","col-10"],"rows":[["Strength","{@skill Athletics}"],["Dexterity","{@skill Acrobatics}, {@skill Sleight of Hand}, {@skill Stealth}"],["Intelligence","{@skill Arcana}, {@skill History}, {@skill Investigation}, {@skill Nature}, {@skill Religion}"],["Wisdom","{@skill Animal Handling}, {@skill Insight}, {@skill Medicine}, {@skill Perception}, {@skill Survival}"],["Charisma","{@skill Deception}, {@skill Intimidation}, {@skill Performance}, {@skill Persuasion}"]]},"Sometimes, the DM might ask for an ability check using a specific skill\u2014for example, \"Make a Wisdom ({@skill Perception}) check.\" At other times, a player might ask the DM if proficiency in a particular skill applies to a check. In either case, proficiency in a skill means an individual can add his or her proficiency bonus to ability checks that involve that skill. Without proficiency in the skill, the individual makes a normal ability check.","For example, if a character attempts to climb up a dangerous cliff, the Dungeon Master might ask for a Strength ({@skill Athletics}) check. If the character is proficient in {@skill Athletics}, the character's proficiency bonus is added to the Strength check. If the character lacks that proficiency, he or she just makes a Strength check.",{"type":"entries","name":"Variant: Skills with Different Abilities","page":175,"entries":["Normally, your proficiency in a skill applies only to a specific kind of ability check. Proficiency in {@skill Athletics}, for example, usually applies to Strength checks. In some situations, though, your proficiency might reasonably apply to a different kind of check. In such cases, the DM might ask for a check using an unusual combination of ability and skill, or you might ask your DM if you can apply a proficiency to a different check. For example, if you have to swim from an offshore island to the mainland, your DM might call for a Constitution check to see if you have the stamina to make it that far. In this case, your DM might allow you to apply your proficiency in {@skill Athletics} and ask for a Constitution ({@skill Athletics}) check. So if you're proficient in {@skill Athletics}, you apply your proficiency bonus to the Constitution check just as you would normally do for a Strength ({@skill Athletics}) check.","Similarly, when your dwarf fighter uses a display of raw strength to intimidate an enemy, your DM might ask for a Strength ({@skill Intimidation}) check, even though {@skill Intimidation} is normally associated with Charisma."],"source":"PHB"}],"source":"PHB"},{"type":"section","name":"Sleep","page":77,"entries":["Just as in the real world, D&D characters spend many hours sleeping, most often as part of a long rest. Most monsters also need to sleep. While a creature sleeps, it is subjected to the {@condition unconscious} condition. Here are a few rules that expand on that basic fact.",{"type":"entries","name":"Waking Someone","page":77,"entries":["A creature that is naturally sleeping, as opposed to being in a magically or chemically induced sleep, wakes up if it takes any damage or if someone else uses an action to shake or slap the creature awake. A sudden loud noise-such as yelling, thunder, or a ringing bell-also awakens someone that is sleeping naturally.","Whispers don't disturb sleep, unless a sleeper's passive Wisdom ({@skill Perception}) score is 20 or higher and the whispers are within 10 feet of the sleeper. Speech at a normal volume awakens a sleeper if the environment is otherwise silent (no wind, birdsong, crickets, street sounds, or the like) and the sleeper has a passive Wisdom ({@skill Perception}) score of 15 or higher."],"source":"XGE"},{"type":"entries","name":"Sleeping in Armor","page":77,"entries":["Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.","When you finish a long rest during which you slept in medium or heavy armor, you regain only one quarter of your spent Hit Dice (minimum of one die). If you have any levels of {@condition exhaustion}, the rest doesn't reduce your {@condition exhaustion} level."],"source":"XGE"},{"type":"entries","name":"Going without a Long Rest","page":78,"entries":["A long rest is never mandatory, but going without sleep does have its consequences. If you want to account for the effects of sleep deprivation on characters and creatures, use these rules.","Whenever you end a 24-hour period without finishing a long rest, you must succeed on a DC 10 Constitution saving throw or suffer one level of {@condition exhaustion}.","It becomes harder to fight off {@condition exhaustion} if you stay awake for multiple days. After the first 24 hours, the DC increases by 5 for each consecutive 24-hour period without a long rest. The DC resets to 10 when you finish a long rest."],"source":"XGE"}],"data":{"quickref":3},"source":"XGE"},{"type":"section","data":{"quickref":3},"name":"Suffocating","page":183,"entries":["A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).","When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again.","For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points."],"source":"PHB"},{"type":"section","name":"Tying Knots","page":78,"entries":["The rules are purposely open-ended concerning mundane tasks like tying knots, but sometimes knowing how well a knot was fashioned is important in a dramatic scene when someone is trying to untie a knot or slip out of one. Here's an optional rule for determining the effectiveness of a knot.","The creature who ties the knot makes an Intelligence ({@skill Sleight of Hand}) check when doing so. The total of the check becomes the DC for an attempt to untie the knot with an Intelligence ({@skill Sleight of Hand}) check or to slip out of it with a Dexterity ({@skill Acrobatics}) check.","This rule intentionally links {@skill Sleight of Hand} with Intelligence, rather than Dexterity. This is an example of how to apply the rule in the {@variantrule Skills with Different Abilities|phb|\"Variant: Skills with Different Abilities\"} section in chapter 7 of the player's handbook."],"data":{"quickref":3},"source":"XGE"},{"type":"section","data":{"quickref":3},"name":"Using Each Ability","page":175,"entries":["Every task that a character or monster might attempt in the game is covered by one of the six abilities. This section explains in more detail what those abilities mean and the ways they are used in the game.",{"type":"entries","name":"Strength","page":175,"entries":["Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force.",{"type":"entries","name":"Strength Checks","page":175,"entries":["A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The {@skill Athletics} skill reflects aptitude in certain kinds of Strength checks.",{"type":"entries","name":"Athletics","page":175,"entries":["Your Strength ({@skill Athletics}) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:",{"type":"list","items":["You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.","You try to jump an unusually long distance or pull off a stunt mid jump.","You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming."]}],"source":"PHB"},{"type":"entries","name":"Other Strength Checks","page":175,"entries":["The DM might also call for a Strength check when you try to accomplish tasks like the following:",{"type":"list","items":["Force open a stuck, locked, or barred door","Break free of bonds","Push through a tunnel that is too small","Hang on to a wagon while being dragged behind it","Tip over a statue","Keep a boulder from rolling"]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Attack Rolls and Damage","page":176,"entries":["You add your Strength modifier to your attack roll and your damage roll when attacking with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in hand-to-hand combat, and some of them can be thrown to make a ranged attack."],"source":"PHB"},{"type":"entries","name":"Lifting and Carrying","page":176,"entries":["Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry.",{"type":"entries","name":"Carrying Capacity","page":176,"entries":["Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don't usually have to worry about it."],"source":"PHB"},{"type":"entries","name":"Push, Drag, or Lift","page":176,"entries":["You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet."],"source":"PHB"},{"type":"entries","name":"Size and Strength","page":176,"entries":["Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature's carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights."],"source":"PHB"}],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Variant: Encumbrance","page":176,"entries":["The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table in chapter 5.","If you carry weight in excess of 5 times your Strength score, you are encumbered, which means your speed drops by 10 feet.","If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead heavily encumbered, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Dexterity","page":176,"entries":["Dexterity measures agility, reflexes, and balance.",{"type":"entries","name":"Dexterity Checks","page":176,"entries":["A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The {@skill Acrobatics}, {@skill Sleight of Hand}, and {@skill Stealth} skills reflect aptitude in certain kinds of Dexterity checks.",{"type":"entries","name":"Acrobatics","page":176,"entries":["Your Dexterity ({@skill Acrobatics}) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. The DM might also call for a Dexterity ({@skill Acrobatics}) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips."],"source":"PHB"},{"type":"entries","name":"Sleight of Hand","page":177,"entries":["Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity ({@skill Sleight of Hand}) check. The DM might also call for a Dexterity ({@skill Sleight of Hand}) check to determine whether you can lift a coin purse off another person or slip something out of another person's pocket."],"source":"PHB"},{"type":"entries","name":"Stealth","page":177,"entries":["Make a Dexterity ({@skill Stealth}) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard."],"source":"PHB"},{"type":"entries","name":"Other Dexterity Checks","page":177,"entries":["The DM might call for a Dexterity check when you try to accomplish tasks like the following:",{"type":"list","items":["Control a heavily laden cart on a steep descent","Steer a chariot around a tight turn","Pick a lock","Disable a trap","Securely tie up a prisoner","Wriggle free of bonds","Play a stringed instrument","Craft a small or detailed object"]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Attack Rolls and Damage","page":177,"entries":["You add your Dexterity modifier to your attack roll and your damage roll when attacking with a ranged weapon, such as a sling or a longbow. You can also add your Dexterity modifier to your attack roll and your damage roll when attacking with a melee weapon that has the finesse property, such as a dagger or a rapier."],"source":"PHB"},{"type":"entries","name":"Armor Class","page":177,"entries":["Depending on the armor you wear, you might add some or all of your Dexterity modifier to your Armor Class, as described in chapter 5."],"source":"PHB"},{"type":"entries","name":"Initiative","page":177,"entries":["At the beginning of every combat, you roll initiative by making a Dexterity check. Initiative determines the order of creatures' turns in combat, as described in chapter 9."],"source":"PHB"},{"type":"inset","data":{"quickref":3,"allowRefDupe":true},"name":"Hiding","page":177,"entries":["The DM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity ({@skill Stealth}) check. Until you are discovered or you stop hiding, that check's total is contested by the Wisdom ({@skill Perception}) check of any creature that actively searches for signs of your presence.","You can't hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase. An {@condition invisible} creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet.","In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the DM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen.",{"type":"entries","name":"Passive Perception","page":177,"entries":["When you hide, there's a chance someone will notice you even if they aren't searching. To determine whether such a creature notices you, the DM compares your Dexterity ({@skill Stealth}) check with that creature's passive Wisdom ({@skill Perception}) score, which equals 10 + the creature's Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5.","For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and a proficiency in {@skill Perception}, he or she has a passive Wisdom ({@skill Perception}) of 14."],"source":"PHB"},{"type":"entries","name":"What Can you See?","page":177,"entries":["One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be lightly or heavily obscured, as explained in chapter 8."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Constitution","page":177,"entries":["Constitution measures health, stamina, and vital force.",{"type":"entries","name":"Constitution Checks","page":177,"entries":["Constitution checks are uncommon, and no skills apply to Constitution checks, because the endurance this ability represents is largely passive rather than involving a specific effort on the part of a character or monster.","A Constitution check can model your attempt to push beyond normal limits, however.","The DM might call for a Constitution check when you try to accomplish tasks like the following:",{"type":"list","items":["Hold your breath","March or labor for hours without rest","Go without sleep","Survive without food or water","Quaff an entire stein of ale in one go"]}],"source":"PHB"},{"type":"entries","name":"Hit Points","page":177,"entries":["Your Constitution modifier contributes to your hit points. Typically, you add your Constitution modifier to each Hit Die you roll for your hit points.","If your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Constitution score when you reach 4th level and your Constitution modifier increases from +1 to +2, you adjust your hit point maximum as though the modifier had always been +2. So you add 3 hit points for your first three levels, and then roll your hit points for 4th level using your new modifier. Or if you're 7th level and some effect lowers your Constitution score so as to reduce your Constitution modifier by 1, your hit point maximum is reduced by 7."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Intelligence","page":177,"entries":["Intelligence measures mental acuity, accuracy of recall, and the ability to reason.",{"type":"entries","name":"Intelligence Checks","page":177,"entries":["An Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The {@skill Arcana}, {@skill History}, {@skill Investigation}, {@skill Nature}, and {@skill Religion} skills reflect aptitude in certain kinds of Intelligence checks.",{"type":"entries","name":"Arcana","page":177,"entries":["Your Intelligence ({@skill Arcana}) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes."],"source":"PHB"},{"type":"entries","name":"History","page":177,"entries":["Your Intelligence ({@skill History}) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations."],"source":"PHB"},{"type":"entries","name":"Investigation","page":178,"entries":["When you look around for clues and make deductions based on those clues, you make an Intelligence ({@skill Investigation}) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence ({@skill Investigation}) check."],"source":"PHB"},{"type":"entries","name":"Nature","page":178,"entries":["Your Intelligence ({@skill Nature}) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles."],"source":"PHB"},{"type":"entries","name":"Religion","page":178,"entries":["Your Intelligence ({@skill Religion}) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults."],"source":"PHB"},{"type":"entries","name":"Other Intelligence Checks","page":178,"entries":["The DM might call for an Intelligence check when you try to accomplish tasks like the following:",{"type":"list","items":["Communicate with a creature without using words","Estimate the value of a precious item","Pull together a disguise to pass as a city guard","Forge a document","Recall lore about a craft or trade","Win a game of skill"]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Spellcasting Ability","page":178,"entries":["Wizards use Intelligence as their spellcasting ability, which helps determine the saving throw DCs of spells they cast."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Wisdom","page":178,"entries":["Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition.",{"type":"entries","name":"Wisdom Checks","page":178,"entries":["A Wisdom check might reflect an effort to read body language, understand someone's feelings, notice things about the environment, or care for an injured person. The {@skill Animal Handling}, {@skill Insight}, {@skill Medicine}, {@skill Perception}, and {@skill Survival} skills reflect aptitude in certain kinds of Wisdom checks.",{"type":"entries","name":"Animal Handling","page":178,"entries":["When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal's intentions, the DM might call for a Wisdom ({@skill Animal Handling}) check. You also make a Wisdom ({@skill Animal Handling}) check to control your mount when you attempt a risky maneuver."],"source":"PHB"},{"type":"entries","name":"Insight","page":178,"entries":["Your Wisdom ({@skill Insight}) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone's next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms."],"source":"PHB"},{"type":"entries","name":"Medicine","page":178,"entries":["A Wisdom ({@skill Medicine}) check lets you try to stabilize a dying companion or diagnose an illness."],"source":"PHB"},{"type":"entries","name":"Perception","page":178,"entries":["Your Wisdom ({@skill Perception}) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses."],"source":"PHB"},"For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.",{"type":"entries","name":"Survival","page":178,"entries":["The DM might ask you to make a Wisdom ({@skill Survival}) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards."],"source":"PHB"},{"type":"entries","name":"Other Wisdom Checks","page":178,"entries":["The DM might call for a Wisdom check when you try to accomplish tasks like the following:",{"type":"list","items":["Get a gut feeling about what course of action to follow","Discern whether a seemingly dead or living creature is undead"]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Spellcasting Ability","page":178,"entries":["Clerics, druids, and rangers use Wisdom as their spellcasting ability, which helps determine the saving throw DCs of spells they cast."],"source":"PHB"},{"type":"inset","name":"Finding a Hidden Object","page":178,"entries":["When your character searches for a hidden object such as a secret door or a trap, the DM typically asks you to make a Wisdom ({@skill Perception}) check. Such a check can be used to find hidden details or other information and clues that you might otherwise overlook.","In most cases, you need to describe where you are looking in order for the DM to determine your chance of success. For example, a key is hidden beneath a set of folded clothes in the top drawer of a bureau. If you tell the DM that you pace around the room, looking at the walls and furniture for clues, you have no chance of finding the key, regardless of your Wisdom ({@skill Perception}) check result. You would have to specify that you were opening the drawers or searching the bureau in order to have any chance of success."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Charisma","page":178,"entries":["Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality.",{"type":"entries","name":"Charisma Checks","page":178,"entries":["A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The {@skill Deception}, {@skill Intimidation}, {@skill Performance}, and {@skill Persuasion} skills reflect aptitude in certain kinds of Charisma checks.",{"type":"entries","name":"Deception","page":178,"entries":["Your Charisma ({@skill Deception}) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie."],"source":"PHB"},{"type":"entries","name":"Intimidation","page":179,"entries":["When you attempt to influence someone through overt threats, hostile actions, and physical violence, the DM might ask you to make a Charisma ({@skill Intimidation}) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision."],"source":"PHB"},{"type":"entries","name":"Performance","page":179,"entries":["Your Charisma ({@skill Performance}) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment."],"source":"PHB"},{"type":"entries","name":"Persuasion","page":179,"entries":["When you attempt to influence someone or a group of people with tact, social graces, or good nature, the DM might ask you to make a Charisma ({@skill Persuasion}) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk."],"source":"PHB"},{"type":"entries","name":"Other Charisma Checks","page":179,"entries":["The DM might call for a Charisma check when you try to accomplish tasks like the following:",{"type":"list","items":["Find the best person to talk to for news, rumors, and gossip","Blend into a crowd to get the sense of key topics of conversation"]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Spellcasting Ability","page":179,"entries":["Bards, paladins, sorcerers, and warlocks use Charisma as their spellcasting ability, which helps determine the saving throw DCs of spells they cast."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Vision and Light","page":183,"alias":["Blindsight","Darkvision","Truesight"],"entries":["The most fundamental tasks of adventuring\u2014noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few\u2014rely heavily on a character's ability to see. Darkness and other effects that obscure vision can prove a significant hindrance.","A given area might be lightly or heavily obscured. In a {@b lightly obscured} area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom ({@skill Perception}) checks that rely on sight.","A {@b heavily obscured} area\u2014such as darkness, opaque fog, or dense foliage\u2014blocks vision entirely. A creature effectively suffers from the {@condition blinded} condition when trying to see something in that area.","The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness.","{@b Bright light} lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.","{@b Dim light}, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.","{@b Darkness} creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.",{"type":"entries","name":"Blindsight","page":183,"entries":["A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense."],"source":"PHB"},{"type":"entries","name":"Darkvision","page":183,"entries":["Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in dim light as if it were bright light and in darkness as if it were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can't discern color in that darkness, only shades of gray."],"source":"PHB"},{"type":"entries","name":"Truesight","page":185,"entries":["A creature with truesight can, out to a specific range, see in normal and magical darkness, see {@condition invisible} creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane."],"source":"PHB"}],"source":"PHB"}]},{"type":"entries","entries":[{"type":"section","data":{"quickref":4},"name":"Actions in Combat","page":192,"entries":["When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise. Many monsters have action options of their own in their stat blocks.","When you describe an action not detailed elsewhere in the rules, the DM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.",{"type":"list","columns":3,"items":["{@action Attack}","{@action Cast a Spell}","{@action Dash}","{@action Disengage}","{@action Dodge}","{@action Help}","{@action Hide}","{@action Ready}","{@action Search}","{@action Use an Object}","{@action Improvising an Action}"]}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Cover","page":196,"entries":["Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.","There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.","A target with {@b half cover} has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.","A target with {@b three-quarters} cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.","A target with {@b total cover} can't be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle."],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Damage and Healing","page":196,"entries":["Injury and the risk of death are constant companions of those who explore the worlds of D&D. The thrust of a sword, a well-placed arrow, or a blast of flame from a fireball spell all have the potential to damage, or even kill, the hardiest of creatures.",{"type":"entries","name":"Hit Points","page":196,"entries":["Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile.","A creature's current hit points (usually just called hit points) can be any number from the creature's hit point maximum down to 0. This number changes frequently as a creature takes damage or receives healing. Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature's capabilities until the creature drops to 0 hit points."],"source":"PHB"},{"type":"entries","name":"Damage Rolls","page":196,"entries":["Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage.","When attacking with a {@b weapon}, you add your ability modifier\u2014the same modifier used for the attack roll to the damage. A {@b spell} tells you which dice to roll for damage and whether to add any modifiers.","If a spell or other effect deals damage to {@b more than one target} at the same time, roll the damage once for all of them. For example, when a wizard casts fireball or a cleric casts flame strike, the spell's damage is rolled once for all creatures caught in the blast.",{"type":"entries","name":"Critical Hits","page":196,"entries":["When you score a critical hit, you get to roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once.","For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue's Sneak Attack feature, you roll those dice twice as well."],"source":"PHB"},{"type":"entries","name":"Damage Types","page":196,"entries":["Different attacks, damaging spells, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types.","The damage types follow, with examples to help a DM assign a damage type to a new effect.",{"type":"entries","name":"Acid","page":196,"entries":["The corrosive spray of a black dragon's breath and the dissolving enzymes secreted by a black pudding deal acid damage."],"source":"PHB"},{"type":"entries","name":"Bludgeoning","page":196,"entries":["Blunt force attacks\u2014hammers, falling, constriction, and the like\u2014deal bludgeoning damage."],"source":"PHB"},{"type":"entries","name":"Cold","page":196,"entries":["The infernal chill radiating from an ice devil's spear and the frigid blast of a white dragon's breath deal cold damage."],"source":"PHB"},{"type":"entries","name":"Fire","page":196,"entries":["Red dragons breathe fire, and many spells conjure flames to deal fire damage."],"source":"PHB"},{"type":"entries","name":"Force","page":196,"entries":["Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including magic missile and spiritual weapon."],"source":"PHB"},{"type":"entries","name":"Lightning","page":196,"entries":["A lightning bolt spell and a blue dragon's breath deal lightning damage."],"source":"PHB"},{"type":"entries","name":"Necrotic","page":196,"entries":["Necrotic damage, dealt by certain undead and some spells, withers matter and even the soul."],"source":"PHB"},{"type":"entries","name":"Piercing","page":196,"entries":["Puncturing and impaling attacks, including spears and monsters' bites, deal piercing damage."],"source":"PHB"},{"type":"entries","name":"Poison","page":196,"entries":["Venomous stings and the toxic gas of a green dragon's breath deal poison damage."],"source":"PHB"},{"type":"entries","name":"Psychic","page":196,"entries":["Mental abilities such as a mind flayer's psionic blast deal psychic damage."],"source":"PHB"},{"type":"entries","name":"Radiant","page":196,"entries":["Radiant damage, dealt by a cleric's flame strike spell or an angel's smiting weapon, sears the flesh like fire and overloads the spirit with power."],"source":"PHB"},{"type":"entries","name":"Slashing","page":196,"entries":["Swords, axes, and monsters' claws deal slashing damage."],"source":"PHB"},{"type":"entries","name":"Thunder","page":196,"entries":["A concussive burst of sound, such as the effect of the thunderwave spell, deals thunder damage."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Damage Resistance and Vulnerability","page":197,"entries":["Some creatures and objects are exceedingly difficult or unusually easy to hurt with certain types of damage.","If a creature or an object has {@b resistance} to a damage type, damage of that type is halved against it. If a creature or an object has {@b vulnerability} to a damage type, damage of that type is doubled against it.","Resistance and then vulnerability are applied after all other modifiers to damage. For example, a creature has resistance to bludgeoning damage and is hit by an attack that deals 25 bludgeoning damage. The creature is also within a magical aura that reduces all damage by 5. The 25 damage is first reduced by 5 and then halved, so the creature takes 10 damage.","Multiple instances of resistance or vulnerability that affect the same damage type count as only one instance. For example, if a creature has resistance to fire damage as well as resistance to all nonmagical damage, the damage of a nonmagical fire is reduced by half against the creature, not reduced by three-quarters.",{"type":"inset","name":"Describing the Effects of Damage","page":197,"entries":["Dungeon Masters describe hit point loss in different ways. When your current hit point total is half or more of your hit point maximum, you typically show no signs of injury. When you drop below half your hit point maximum, you show signs of wear, such as cuts and bruises. An attack that reduces you to 0 hit points strikes you directly, leaving a bleeding injury or other trauma, or it simply knocks you {@condition unconscious}."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Healing","page":197,"entries":["Unless it results in death, damage isn't permanent. Even death is reversible through powerful magic. Rest can restore a creature's hit points (as explained in chapter 8), and magical methods such as a cure wounds spell or a potion of healing can remove damage in an instant.","When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature's hit points can't exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current hit points and has a hit point maximum of 20, the ranger regains 6 hit points from the druid, not 8.","A creature that has died can't regain hit points until magic such as the revivify spell has restored it to life."],"source":"PHB"},{"type":"entries","name":"Dropping to 0 Hit Points","alias":["Instant Death","Death Saving Throws","Stabilizing a Creature"],"page":197,"entries":["When you drop to 0 hit points, you either die outright or fall {@condition unconscious}, as explained in the following sections.",{"type":"entries","name":"Instant Death","page":197,"entries":["Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum.","For example, a cleric with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the cleric dies."],"source":"PHB"},{"type":"entries","name":"Falling Unconscious","page":197,"entries":["If damage reduces you to 0 hit points and fails to kill you, you fall {@condition unconscious} (see the appendix). This unconsciousness ends if you regain any hit points."],"source":"PHB"},{"type":"entries","name":"Death Saving Throws","page":197,"entries":["Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn't tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw.","Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don't need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable.",{"type":"entries","name":"Rolling 1 or 20","page":197,"entries":["When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point."],"source":"PHB"},{"type":"entries","name":"Damage at 0 Hit Points","page":197,"entries":["If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Stabilizing a Creature","page":197,"entries":["The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn't killed by a failed death saving throw.","You can use your action to administer first aid to an {@condition unconscious} creature and attempt to stabilize it, which requires a successful DC 10 Wisdom ({@skill Medicine}) check.","A stable creature doesn't make death saving throws, even though it has 0 hit points, but it does remain {@condition unconscious}. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn't healed regains 1 hit point after {@dice 1d4} hours."],"source":"PHB"},{"type":"entries","name":"Monsters and Death","page":198,"entries":["Most DMs have a monster die the instant it drops to 0 hit points, rather than having it fall {@condition unconscious} and make death saving throws.","Mighty villains and special nonplayer characters are common exceptions; the DM might have them fall {@condition unconscious} and follow the same rules as player characters."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Knocking a Creature Out","page":198,"entries":["Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls {@condition unconscious} and is stable."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Temporary Hit Points","page":198,"entries":["Some spells and special abilities confer temporary hit points to a creature. Temporary hit points aren't actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury.","When you have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over to your normal hit points. For example, if you have 5 temporary hit points and take 7 damage, you lose the temporary hit points and then take 2 damage.","Because temporary hit points are separate from your actual hit points, they can exceed your hit point maximum. A character can, therefore, be at full hit points and receive temporary hit points.","Healing can't restore temporary hit points, and they can't be added together. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22.","If you have 0 hit points, receiving temporary hit points doesn't restore you to consciousness or stabilize you.","They can still absorb damage directed at you while you're in that state, but only true healing can save you.","Unless a feature that grants you temporary hit points has a duration, they last until they're depleted or you finish a long rest."],"data":{"quickrefIndex":true},"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Making an Attack","page":193,"entries":["Whether you're striking with a melee weapon, firing a weapon at range, or making an attack roll as part of a spell, an attack has a simple structure.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"1. Choose a target","entry":"Pick a target within your attack's range: a creature, an object, or a location."},{"type":"item","name":"2. Determine modifiers","entry":"The DM determines whether the target has cover and whether you have advantage or disadvantage against the target. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll."},{"type":"item","name":"3. Resolve the attack","entry":"You make the attack roll. On a hit, you roll damage, unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage."}]},"If there's ever any question whether something you're doing counts as an attack, the rule is simple: if you're making an attack roll, you're making an attack.",{"type":"entries","name":"Attack Rolls","page":194,"entries":["When you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target's Armor Class (AC), the attack hits. The AC of a character is determined at character creation, whereas the AC of a monster is in its stat block.",{"type":"entries","name":"Modifiers to the Roll","page":194,"entries":["When a character makes an attack roll, the two most common modifiers to the roll are an ability modifier and the character's proficiency bonus. When a monster makes an attack roll, it uses whatever modifier is provided in its stat block.",{"type":"entries","name":"Ability Modifier","page":194,"entries":["The ability modifier used for a melee weapon attack is Strength, and the ability modifier used for a ranged weapon attack is Dexterity. Weapons that have the finesse or thrown property break this rule.","Some spells also require an attack roll. The ability modifier used for a spell attack depends on the spellcasting ability of the spellcaster, as explained in chapter 10."],"source":"PHB"},{"type":"entries","name":"Proficiency Bonus","page":194,"entries":["You add your proficiency bonus to your attack roll when you attack using a weapon with which you have proficiency, as well as when you attack with a spell."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Rolling 1 or 20","page":194,"entries":["Sometimes fate blesses or curses a combatant, causing the novice to hit and the veteran to miss.","If the {@dice d20} roll for an attack is a 20, the attack hits regardless of any modifiers or the target's AC. This is called a critical hit, which is explained later in this chapter.","If the {@dice d20} roll for an attack is a 1, the attack misses regardless of any modifiers or the target's AC."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Unseen Attackers and Targets","page":194,"entries":["Combatants often try to escape their foes' notice by hiding, casting the {@spell invisibility} spell, or lurking in darkness.","When you attack a target that you can't see, you have disadvantage on the attack roll. This is true whether you're guessing the target's location or you're targeting a creature you can hear but not see. If the target isn't in the location you targeted, you automatically miss, but the DM typically just says that the attack missed, not whether you guessed the target's location correctly.","When a creature can't see you, you have advantage on attack rolls against it.","If you are hidden\u2014both unseen and unheard\u2014when you make an attack, you give away your location when the attack hits or misses."],"source":"PHB"},{"type":"entries","name":"Ranged Attacks","page":195,"entries":["When you make a ranged attack, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail. Many spells also involve making a ranged attack.",{"type":"entries","name":"Range","page":195,"entries":["You can make ranged attacks only against targets within a specified range.","If a ranged attack, such as one made with a spell, has a single range, you can't attack a target beyond this range.","Some ranged attacks, such as those made with a longbow or a shortbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has disadvantage when your target is beyond normal range, and you can't attack a target beyond the long range."],"source":"PHB"},{"type":"entries","name":"Ranged Attacks in Close Combat","page":195,"entries":["Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn't {@condition incapacitated}."],"source":"PHB"}],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Melee Attacks","page":195,"entries":["Used in hand-to-hand combat, a melee attack allows you to attack a foe within your reach. A melee attack typically uses a handheld weapon such as a sword, a warhammer, or an axe. A typical monster makes a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body part. A few spells also involve making a melee attack.","Most creatures have a 5-foot reach and can thus attack targets within 5 feet of them when making a melee attack. Certain creatures (typically those larger than Medium) have melee attacks with a greater reach than 5 feet, as noted in their descriptions.","Instead of using a weapon to make a melee weapon attack, you can use an {@b unarmed strike}: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes."],"source":"PHB"},{"type":"entries","name":"Opportunity Attacks","page":195,"entries":["In a fight, everyone is constantly watching for enemies to drop their guard. You can rarely move heedlessly past your foes without putting yourself in danger; doing so provokes an opportunity attack.","You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack interrupts the provoking creature's movement, occurring right before the creature leaves your reach.","You can avoid provoking an opportunity attack by taking the {@action Disengage} action. You also don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don't provoke an opportunity attack if an explosion hurls you out of a foe's reach or if gravity causes you to fall past an enemy."],"source":"PHB"},{"type":"entries","name":"Two-Weapon Fighting","page":195,"entries":["When you take the {@action Attack} action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.","If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"inset","name":"Contests in Combat","page":195,"entries":["Battle often involves pitting your prowess against that of your foe. Such a challenge is represented by a contest. This section includes the most common contests that require an action in combat: grappling and shoving a creature. The DM can use these contests as models for improvising others."],"source":"PHB"},{"type":"entries","name":"Grappling","page":195,"entries":["When you want to grab a creature or wrestle with it, you can use the {@action Attack} action to make a special melee attack, a grapple. If you're able to make multiple attacks with the {@action Attack} action, this attack replaces one of them. The target of your grapple must be no more than one size larger than you, and it must be within your reach.","Using at least one free hand, you try to seize the target by making a grapple check, a Strength ({@skill Athletics}) check contested by the target's Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (the target chooses the ability to use). You succeed automatically if the target is {@condition incapacitated}. If you succeed, you subject the target to the {@condition grappled} condition (see the appendix). The condition specifies the things that end it, and you can release the target whenever you like (no action required).",{"type":"entries","name":"Escaping a Grapple","page":195,"entries":["A {@condition grappled} creature can use its action to escape. To do so, it must succeed on a Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check contested by your Strength ({@skill Athletics}) check."],"source":"PHB"},{"type":"entries","name":"Moving a Grappled Target","page":195,"entries":["When you move, you can drag or carry the {@condition grappled} creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Shoving a Creature","page":195,"entries":["Using the {@action Attack} action, you can make a special melee attack to shove a creature, either to knock it {@condition prone} or push it away from you. If you're able to make multiple attacks with the {@action Attack} action, this attack replaces one of them.","The target of your shove must be no more than one size larger than you, and it must be within your reach. You make a Strength ({@skill Athletics}) check contested by the target's Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (the target chooses the ability to use). You succeed automatically if the target is {@condition incapacitated}. If you succeed, you either knock the target {@condition prone} or push it 5 feet away from you."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Mounted Combat","page":198,"entries":["A knight charging into battle on a warhorse, a wizard casting spells from the back of a griffon, or a cleric soaring through the sky on a pegasus all enjoy the benefits of speed and mobility that a mount can provide.","A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules.",{"type":"entries","name":"Mounting and Dismounting","page":198,"entries":["Once during your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you can't mount it if you don't have 15 feet of movement left or if your speed is 0.","If an effect moves your mount against its will while you're on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing {@condition prone} in a space within 5 feet of it. If you're knocked {@condition prone} while mounted, you must make the same saving throw.","If your mount is knocked {@condition prone}, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall {@condition prone} in a space within 5 feet it."],"source":"PHB"},{"type":"entries","name":"Controlling a Mount","page":198,"entries":["While you're mounted, you have two options. You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently.","You can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training.","The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: {@action Dash}, {@action Disengage}, and {@action Dodge}. A controlled mount can move and act even on the turn that you mount it.","An independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes.","In either case, if the mount provokes an opportunity attack while you're on it, the attacker can target you or the mount."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Movement and Position","page":190,"entries":["In combat, characters and monsters are in constant motion, often using movement and position to gain the upper hand.","On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here.","Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However you're moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving.","The \"Special Types of Movement\" section in chapter 8 gives the particulars for jumping, climbing, and swimming.",{"type":"entries","name":"Breaking Up Your Move","page":190,"entries":["You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet.",{"type":"entries","name":"Moving between Attacks","page":190,"entries":["If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For example, a fighter who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again."],"source":"PHB"},{"type":"entries","name":"Using Different Speeds","page":190,"entries":["If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you've already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can't use the new speed during the current move.","For example, if you have a speed of 30 and a flying speed of 60 because a wizard cast the {@spell fly} spell on you, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more."],"source":"PHB"}],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Difficult Terrain","page":190,"entries":["Combat rarely takes place in bare rooms or on featureless plains.","Boulder-strewn caverns, briar-choked forests, treacherous staircases\u2014the setting of a typical fight contains difficult terrain.","Every foot of movement in difficult terrain costs 1 extra foot. This rule is true even if multiple things in a space count as difficult terrain.","Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Being Prone","page":190,"entries":["Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are {@condition prone}, a condition described in the appendix.","You can drop {@condition prone} without using any of your speed. Standing up takes more effort; doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to stand up. You can't stand up if you don't have enough movement left or if your speed is 0.","To move while {@condition prone}, you must crawl or use magic such as teleportation. Every foot of movement while crawling costs 1 extra foot. Crawling 1 foot in {@quickref difficult terrain||3}, therefore, costs 3 feet of movement."],"source":"PHB"},{"type":"entries","name":"Moving around Other Creatures","page":191,"entries":["You can move through a nonhostile creature's space. In contrast, you can move through a hostile creature's space only if the creature is at least two sizes larger or smaller than you. Remember that another creature's space is {@quickref difficult terrain||3} for you.","Whether a creature is a friend or an enemy, you can't willingly end your move in its space.","If you leave a hostile creature's reach during your move, you provoke an opportunity attack, as explained later in the chapter."],"source":"PHB"},{"type":"entries","name":"Flying Movement","page":191,"entries":["Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked {@condition prone}, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the {@spell fly} spell."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Creature Size","page":191,"entries":["Each creature takes up a different amount of space.","The Size Categories table shows how much space a creature of a particular size controls in combat. Objects sometimes use the same size categories.",{"type":"table","caption":"Size Categories","basicRules":true,"srd":true,"colLabels":["Size","Space"],"colStyles":["col-6","col-6"],"rows":[["Tiny","2½ by 2½ ft."],["Small","5 by 5 ft."],["Medium","5 by 5 ft."],["Large","10 by 10 ft."],["Huge","15 by 15 ft."],["Gargantuan","20 by 20 ft. or larger"]]},{"type":"entries","name":"Space","page":191,"entries":["A creature's space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isn't 5 feet wide, for example, but it does control a space that wide. If a Medium hobgoblin stands in a 5-foot-wide doorway, other creatures can't get through unless the hobgoblin lets them.","A creature's space also reflects the area it needs to fight effectively. For that reason, there's a limit to the number of creatures that can surround another creature in combat. Assuming Medium combatants, eight creatures can fit in a 5-foot radius around another one.","Because larger creatures take up more space, fewer of them can surround a creature.","If four Large creatures crowd around a Medium or smaller one, there's little room for anyone else. In contrast, as many as twenty Medium creatures can surround a Gargantuan one."],"source":"PHB"},{"type":"entries","name":"Squeezing into a Smaller Space","page":192,"entries":["A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a Large creature can squeeze through a passage that's only 5 feet wide. While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it's in the smaller space."],"source":"PHB"}],"source":"PHB"},{"type":"inset","name":"Variant: Playing on a Grid","page":192,"entries":["If you play out a combat using a square grid and miniatures or other tokens, follow these rules.",{"name":"Squares","page":192,"type":"entries","entries":["Each square on the grid represents 5 feet."],"source":"PHB"},{"name":"Speed","page":192,"type":"entries","entries":["Rather than moving foot by foot, move square by square on the grid. This means you use your speed in 5-foot segments. This is particularly easy if you translate your speed into squares by dividing the speed by 5. For example, a speed of 30 feet translates into a speed of 6 squares.","If you use a grid often, consider writing your speed in squares on your character sheet."],"source":"PHB"},{"name":"Entering a Square","page":192,"type":"entries","entries":["To enter a square, you must have at least 1 square of movement left, even if the square is diagonally adjacent to the square you're in. (The rule for diagonal movement sacrifices realism for the sake of smooth play. The Dungeon Master's Guide provides guidance on using a more realistic approach.)","If a square costs extra movement, as a square of {@quickref difficult terrain||3} does, you must have enough movement left to pay for entering it. For example, you must have at least 2 squares of movement left to enter a square of {@quickref difficult terrain||3}."],"source":"PHB"},{"name":"Corners","page":192,"type":"entries","entries":["Diagonal movement can't cross the corner of a wall, large tree, or other terrain feature that fills its space."],"source":"PHB"},{"name":"Ranges","page":192,"type":"entries","entries":["To determine the range on a grid between two things\u2014whether creatures or objects\u2014start counting squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"The Order of Combat","page":189,"entries":["A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other.",{"type":"entries","name":"Surprise","page":189,"entries":["A band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. A gelatinous cube glides down a dungeon passage, unnoticed by the adventurers until the cube engulfs one of them. In these situations, one side of the battle gains surprise over the other.","The DM determines who might be {@status surprised}. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the DM compares the Dexterity ({@skill Stealth}) checks of anyone hiding with the passive Wisdom ({@skill Perception}) score of each creature on the opposing side. Any character or monster that doesn't notice a threat is {@status surprised} at the start of the encounter.","If you're {@status surprised}, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends. A member of a group can be {@status surprised} even if the other members aren't."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Initiative","page":189,"entries":["Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. The DM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time.","The DM ranks the combatants in order from the one with the highest Dexterity check total to the one with the lowest. This is the order (called the initiative order) in which they act during each round. The initiative order remains the same from round to round.","If a tie occurs, the DM decides the order among tied DM-controlled creatures, and the players decide the order among their tied characters. The DM can decide the order if the tie is between a monster and a player character. Optionally, the DM can have the tied characters and monsters each roll a d20 to determine the order, highest roll going first."],"source":"PHB"},{"type":"entries","name":"Your Turn","page":189,"entries":["On your turn, you can {@b move} a distance up to your speed and {@b take one action}. You decide whether to move first or take your action first. Your speed\u2014sometimes called your walking speed\u2014is noted on your character sheet.","The most common actions you can take are described in the \"Actions in Combat\" section later in this chapter. Many class features and other abilities provide additional options for your action.","The \"Movement and Position\" section later in this chapter gives the rules for your move.","You can forgo moving, taking an action, or doing anything at all on your turn. If you can't decide what to do on your turn, consider taking the {@action Dodge} or {@action Ready} action, as described in \"Actions in Combat.\"",{"type":"entries","name":"Bonus Actions","page":189,"entries":["Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. The Cunning Action feature, for example, allows a rogue to take a bonus action. You can take a bonus action only when a special ability, spell, or other feature of the game states that you can do something as a bonus action. You otherwise don't have a bonus action to take.","You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available.","You choose when to take a bonus action during your turn, unless the bonus action's timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action."],"source":"PHB"},{"type":"entries","name":"Other Activity on Your Turn","page":190,"entries":["Your turn can include a variety of flourishes that require neither your action nor your move.","You can communicate however you are able, through brief utterances and gestures, as you take your turn.","You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack.","If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions.","The DM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the DM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge.",{"type":"inset","name":"Interacting with Objects Around You","page":190,"entries":["Here are a few examples of the sorts of thing you can do in tandem with your movement and action:",{"type":"list","items":["draw or sheathe a sword","open or close a door","withdraw a potion from your backpack","pick up a dropped axe","take a bauble from a table","remove a ring from your finger","stuff some food into your mouth","plant a banner in the ground","fish a few coins from your belt pouch","drink all the ale in a flagon","throw a lever or a switch","pull a torch from a sconce","take a book from a shelf you can reach","extinguish a small flame","don a mask","pull the hood of your cloak up and over your head","put your ear to a door","kick a small stone","turn a key in a lock","tap the floor with a 10-foot pole","hand an item to another character"]}],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Reactions","page":190,"entries":["Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's. The opportunity attack, described later in this chapter, is the most common type of reaction.","When you take a reaction, you can't take another one until the start of your next turn. If the reaction interrupts another creature's turn, that creature can continue its turn right after the reaction."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Underwater Combat","page":198,"entries":["When adventurers pursue sahuagin back to their undersea homes, fight off sharks in an ancient shipwreck, or find themselves in a flooded dungeon room, they must fight in a challenging environment. Underwater the following rules apply.","When making a {@b melee weapon attack}, a creature that doesn't have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident.","A {@b ranged weapon attack} automatically misses a target beyond the weapon's normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).","Creatures and objects that are fully immersed in water have resistance to fire damage."],"source":"PHB"}]},{"type":"entries","entries":[{"type":"section","data":{"quickref":5},"name":"Climbing, Swimming, and Crawling","page":182,"entries":["Each foot of movement costs 1 extra foot (2 extra feet in {@quickref difficult terrain||3}) when you're climbing, swimming, or crawling. You ignore this extra cost if you have a climbing speed and use it to climb, or a swimming speed and use it to swim. At the DM's option, climbing a slippery vertical surface or one with few handholds requires a successful Strength ({@skill Athletics}) check. Similarly, gaining any distance in rough water might require a successful Strength ({@skill Athletics}) check."],"source":"PHB"},{"type":"section","data":{"quickref":5},"name":"Difficult Terrain","page":182,"entries":["The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground\u2014all considered difficult terrain.","You move at half speed in difficult terrain\u2014moving 1 foot in difficult terrain costs 2 feet of speed\u2014so you can cover only half the normal distance in a minute, an hour, or a day."],"source":"PHB"},{"type":"section","data":{"quickref":5},"name":"Jumping","page":182,"entries":["Your Strength determines how far you can jump.",{"type":"entries","name":"Long Jump","page":182,"entries":["When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.","This rule assumes that the height of your jump doesn't matter, such as a jump across a stream or chasm. At your DM's option, you must succeed on a DC 10 Strength ({@skill Athletics}) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit it.","When you land in {@quickref difficult terrain||3}, you must succeed on a DC 10 Dexterity ({@skill Acrobatics}) check to land on your feet. Otherwise, you land {@condition prone}."],"source":"PHB"},{"type":"entries","name":"High Jump","page":182,"entries":["When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your DM might allow you to make a Strength ({@skill Athletics}) check to jump higher than you normally can.","You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1½ times your height."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":5},"name":"Travel Pace","page":181,"entries":["While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully (see the \"Activity While Traveling\" section later in this chapter for more information).",{"type":"entries","name":"Forced March","page":181,"entries":["The Travel Pace table assumes that characters travel for 8 hours in day. They can push on beyond that limit, at the risk of {@condition exhaustion}."],"source":"PHB"},"For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of {@condition exhaustion} (see the appendix).",{"type":"entries","name":"Mounts and Vehicles","page":181,"entries":["For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas.","Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel (see chapter 5), and they don't suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day.","Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a carpet of flying, allow you to travel more swiftly. The Dungeon Master's Guide contains more information on special methods of travel."],"source":"PHB"},{"type":"table","caption":"Travel Pace","basicRules":true,"srd":true,"colLabels":["Pace","Distance Traveled per Minute","Distance Traveled per Hour","Distance Traveled per Day","Effect"],"colStyles":["col-2","col-2","col-2","col-2","col-4"],"rows":[["Fast","400 feet","4 miles","30 miles","-5 penalty to passive Wisdom ({@skill Perception}) scores"],["Normal","300 feet","3 miles","24 miles","-"],["Slow","200 feet","2 miles","18 miles","Able to use stealth"]]}],"source":"PHB"}]}]}} \ No newline at end of file diff --git a/data/generated/gendata-maps.json b/data/generated/gendata-maps.json index dce576e..27a8be9 100644 --- a/data/generated/gendata-maps.json +++ b/data/generated/gendata-maps.json @@ -1 +1 @@ -{"LMoP":{"id":"LMoP","name":"Lost Mine of 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Magic"},"Graviturgy":{"name":"Graviturgy Magic"}}}}}},"wristpocket":{"subclass":{"PHB":{"Wizard":{"EGW":{"Chronurgy":{"name":"Chronurgy Magic"},"Graviturgy":{"name":"Graviturgy Magic"}}}}}}},"ggr":{"encode thoughts":{"background":{"GGR":{"Dimir Operative":true}},"optionalfeature":{"PHB":{"Pact of the Tome":{"featureType":["PB"]}}}}}} \ No newline at end of file diff --git a/data/generated/gendata-tables.json b/data/generated/gendata-tables.json index 5f018a2..ba2bcd4 100644 --- a/data/generated/gendata-tables.json +++ b/data/generated/gendata-tables.json @@ -1 +1 @@ -{"table":[{"page":5,"caption":"Snout of Omgar Encounters","colLabels":["Encounter","Land","Water"],"colStyles":["col-6","col-3 text-center","col-3 text-center"],"rows":[["{@area Almiraj|008|x}","01-05","—"],["{@area Axe beaks|009|x}","06-10","—"],["{@area Baboons|00a|x}","11-15","—"],["{@area Blood hawks|00b|x}","16-20","—"],["{@area Cannibals|00c|x}","21-25","01-15"],["{@area Chwinga|00d|x}","26-30","—"],["{@area Dimetrodons|00e|x}","31-35","—"],["{@area Dolphins|00f|x}","—","16-30"],["{@area Eblis|010|x}","36-40","—"],["{@area Flail snail|011|x}","41-45","—"],["{@area Flying snakes|012|x}","46-50","31-40"],["{@area Geonids|013|x}","51-55","—"],["{@area Giant lizards|014|x}","56-60","—"],["{@area Giant snapping turtle|015|x}","61-65","41-50"],["{@area Jaculis|016|x}","66-70","—"],["{@area Marine Decapus|017|x}","—","51-60"],["{@area Plesiosaurus|018|x}","—","61-75"],["{@area Pteranodons|019|x}","71-75","76-85"],["{@area Reef sharks|01a|x}","—","86-00"],["{@area Stirges|01b|x}","76-80","—"],["{@area Topis|01c|x}","81-85","—"],["{@area Tortle|01d|x}","86-00","—"]],"name":"Random Encounters; Snout of Omgar Encounters","source":"TTP","chapter":{"name":"Exploring the Island","index":2}},{"caption":"Wilderness Encounters","colLabels":["d10","Encounter"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A pack of {@creature Sprite||Sprites} pester the party, playing tricks and attempting to steal small items until the characters leave their territory. If they are treated with deference, the sprites might help the characters find the correct path and hurry them along. If assaulted in any way, fifteen {@creature Sprite||Sprites} riding {@creature Stirge||Stirges} attack. (The sprites' invisibility extends to the stirges as well while they are mounted.)"],["2","The path leads into a lonely grove that serves as the grave of a former dryad queen. If appropriate respects are paid, the characters have a {@chance 50|50 percent} chance to receive a supernatural gift (see {@book chapter 7|DMG|7|Supernatural Gifts} of the {@book Dungeon Master's Guide|DMG})—a charm that allows a character to cast the {@spell Galder's Tower|LLK|Galder's tower} spell (see {@adventure appendix E|LLK|7}) once as an action."],["3","A {@creature Treant} and a {@creature Stone Golem} were magically locked together during an ancient battle. Over the centuries since, fey gardeners have turned the two into a temple. Characters who explore the temple might inadvertently help the treant or the golem finally overcome its foe."],["4","A leprechaun (use {@creature Quickling|VGM} statistics from {@book Volo's Guide to Monsters|VGM}) crosses the characters' path. If successfully caught without being killed, the creature negotiates its release with the location of its hidden treasure: 1,000 gp in brightly polished coins."],["5","Gathering firewood results in a visit from an angered undead {@creature Treant}. (Use normal statistics, but the creature has the undead type and cannot use its Animate Trees feature). The treant collects all such fallen branches to take to a hidden graveyard of treant remains, and it angrily attacks any characters who get in its way."],["6–7","Some strange creature has wandered down from the Monastery of the Distressed Body. Such creatures might include an ancient security construct gone mad (use {@creature Oaken Bolter|MTF} statistics from {@book Mordenkainen's Tome of Foes|MTF}) or a {@creature Gibbering Mouther} with a mechanical skull housing its central brain."],["8–10","The characters come across a group of roving outlaws (five to ten {@creature Thug||Thugs} led by a {@creature Bandit Captain}), who are heading to the monastery to join its ranks. They possess rumors and fragments of a map, and are keen to steal the characters' resources—especially if {@creature Gearbox|LLK} the modron is present."]],"name":"Wilderness Encounters","page":32,"source":"LLK","chapter":{"name":"Random Encounters","ordinal":{"type":"appendix","identifier":"A"},"index":4}},{"caption":"Cavern Encounters","colLabels":["d10","Encounter"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A {@creature Xorn} and an {@creature Umber Hulk} hunt as a team, with the umber hulk working to herd characters toward its partner. Alternatively, the xorn and the umber hulk are rivals, with the characters caught in the middle."],["2","A small war machine built at the monastery has been claimed by three kobolds, which use it to attack any potential threats. Use the statistics for the {@creature Oaken Bolter|MTF} (from {@book Mordenkainen's Tome of Foes|MTF}) and the {@creature Kobold Inventor|VGM} (from {@book Volo's Guide to Monsters|VGM})."],["3","The characters' tunnel route leads through the lair of a {@creature Froghemoth|VGM} or some other exotic monstrosity escaped from another planar craft that crashed into the Barrier Peaks long ago."],["4","A {@creature Galeb Duhr} serves as a kind of door between passageways. Negotiating with it successfully allows access to a secret tunnel that cuts days off the characters' journey."],["5","Roving outlaws (five to ten {@creature Thug||Thugs} led by a {@creature Bandit Captain}) heading to the monastery to join its ranks are hopelessly lost in the tunnels. In gratitude for being rescued, they offer to help the characters in their quest, but betray them at the first opportunity."],["6–7","Six prisoners ({@creature Commoner||Commoners}) escaping from the monastery look to the characters for aid. They are pursued by monks (five {@creature Cultist||Cultists} led by a {@creature Cult Fanatic}). If the prisoners are aided, they can supply some knowledge of the monastery before making their own way safely out of the mountains."],["8–10","A monastery work party—six humanoid prisoners ({@creature Commoner||Commoners}) watched by five {@creature Cultist||Cultists} and a {@creature Cult Fanatic}—is seen collecting ore to fuel the monastery's engines. If the prisoners are rescued, they can supply some knowledge of the monastery before fleeing the mountains."]],"name":"Cavern Encounters","page":33,"source":"LLK","chapter":{"name":"Random Encounters","ordinal":{"type":"appendix","identifier":"A"},"index":4}},{"caption":"Mountain Encounters","colLabels":["d10","Encounter"],"colStyles":["text-center col-2","col-10"],"rows":[["1–2","A party of monks (five {@creature Cultist||Cultists} led by a {@creature Cult Fanatic}) either survived the characters' assault on the Monastery of the Distressed Body or were away from the monastery and returned to find it routed. They pursue the characters—to try to convince them to take on leadership of the monastery."],["3","A party of surviving monks (five {@creature Cultist||Cultists}) pursues the characters in revenge, led by an escaped {@creature Brain in a jar|LLK} using cobbled-together mechanical gear for mobility. (If the Grand Master was defeated and its brain survived any encounter in the treasury (area M10), that brain now leads this group.)"],["4","The characters discover signs of past expeditions to the Barrier Peaks—the remains of travelers crushed by fallen rocks. If searched, the bodies might still possess useful gear or fragmentary maps showing the layout of Daoine Gloine. But a close inspection shows that some bodies have had part of their flesh melted away (from encounters with wandering ooze-folk)."],["5","A {@creature Galeb Duhr} (sibling to the one in the monastery tunnels) blocks a key route into the lost city of Daoine Gloine. A character must succeed on a DC 14 Charisma ({@skill Persuasion}) check for the party to pass. But these galeb duhr have an instinctive knowledge of each other, granting advantage or disadvantage on the check depending on how the other galeb duhr was treated. If the other galeb duhr was killed, this one attacks as soon as the characters are recognized."],["6–7","A wandering {@creature Ooze-Folk|LLK} appears, having accidentally trekked out of the city."],["8–10","An isolated village clings to the mountainside, populated by {@creature Kenku} descended from Daoine Gloine refugees who fled the city when it was flooded with ooze. The kenku still remember ancient legends their forebears told about a cult of the medusa, as well as Kwalish's arrival and the \"plague of ooze.\" However, their ability to speak only in mimicry might make it challenging for the characters to communicate with them. In the course of the conversation, the kenku might mimic the sounds of destruction and screaming heard as the city was overwhelmed, relay the mad ranting of the medusa, and so forth. They might even repeat the words of Kwalish himself as he talks of his extradimensional experiments with glass baubles, and his efforts to hide his lab inside of one."]],"name":"Mountain Encounters","page":33,"source":"LLK","chapter":{"name":"Random Encounters","ordinal":{"type":"appendix","identifier":"A"},"index":4}},{"caption":"Stagefright's Lines","page":250,"colLabels":["1d80","Line"],"colStyles":["col-1 text-center","col-11 text-center"],"rows":[[1,"Did you speak? I thought 'twas the braying of an ass."],[2,"Not even otyughs would dine on this."],[3,"Am I to make pie from these crumbs?"],[4,"Are you the lord here? I bring dark tidings from afar."],[5,"You would make a mistress of the moon, if it shone on you."],[6,"You have lit my lantern wick, that's for sure! I am aflame."],[7,"You! Fetch my steed!"],[8,"'Tis said that in Veluna they eat such things."],[9,"Careful, whelp. Far greater than thou hath perished for less."],[10,"Hold on to thy seat. This trail has more bumps to come!"],[11,"I feel I have inherited much from this meeting."],[12,"Stop saying that! Are you a fool?"],[13,"From this wound I shall not recover. You have slain me."],[14,"Let us dance in the whistling wind!"],[15,"You dare speak of this, rascal?"],[16,"On the contrary, I acknowledge all your faults."],[17,"My liege, he's dead."],[18,"It seems we are in a bit of a pickle."],[19,"No, master! He turned to stone."],[20,"But I am your son!"],[21,"Murder! Oh, murder!"],[22,"Hurts, doesn't it?"],[23,"This portends an unpleasant day."],[24,"What manner of ghoul is this I see before me?"],[25,"Knaves, footpads, and liars. I am in good company!"],[26,"Even a beholder wouldn't have seen that one coming!"],[27,"This truly is the worst outcome."],[28,"Tomorrow, at sunrise, I shall no longer be here."],[29,"Hurry! 'Tis best I die quickly."],[30,"Lend me your hand. There is something I must show you."],[31,"I would not wish you upon a toad."],[32,"You beastly little imp!"],[33,"Oh, let us make merry again soon!"],[34,"Night comes, and we must away!"],[35,"I smell a foul wind."],[36,"Tomorrow should dawn merrier."],[37,"My hope is shriveled like a grape. Let us make wine of it!"],[38,"Tell me what I must do."],[39,"Speak only good news! My mood is leaden."],[40,"I think I'll hide in the chimney."],[41,"Enough! I shall not be kicked by any mule!"],[42,"An unnecessary footnote, you are."],[43,"I would tear the world in two for a quaff."],[44,"How now, friend. Why the long face?"],[45,"I shall make a banquet of your dreams."],[46,"Hush, my sweet dumpling."],[47,"We danced too long; now all the music is gone."],[48,"Such humor. I can barely hold my sides."],[49,"Who goes there, on this woebegone, rain-lashed night?"],[50,"The words catch in my throat. I cannot speak them!"],[51,"That is a goatish look you have upon your face."],[52,"Is that a hoot or a growl? It chills my blood!"],[53,"A tailor could not sew a finer lie."],[54,"Silence, piglet! You have squealed enough."],[55,"This dream shall soon end."],[56,"As for this one: let your sword speak."],[57,"A runt has no place among giants."],[58,"Perhaps I shall have that drink, after all."],[59,"Awake! The time is upon us."],[60,"Strange bedfellows, these ones."],[61,"I have a wicked thought, if you will hear it."],[62,"Well, here is a serpent!"],[63,"Two truths told. A lie is sure to follow."],[64,"I warn you: my patience has sunk."],[65,"It seems I am betrayed."],[66,"Have you met my husband?"],[67,"Bar the door! They're here!"],[68,"Let me answer this one."],[69,"I shall not rest 'til the deed is done."],[70,"My enemies are dead, yet I hunger still."],[71,"This is no night for joy."],[72,"See, 'twas I all along!"],[73,"Here's some gristle to chew upon."],[74,"I feel like a giant stepped on my head."],[75,"All is lost! No prayer can save us now!"],[76,"Oh, for a sword!"],[77,"What malice are you planning?"],[78,"What fresh horror is this?"],[79,"Something stirs below."],[80,"See! I blush red as a radish."]],"name":"Stagefright's Lines","source":"WBtW","chapter":{"name":"Stagefright's Lines","ordinal":{"type":"appendix","identifier":"E"},"index":10}},{"caption":"Summoned Underlings","colLabels":["Archdevil","Underlings Summoned"],"colStyles":["col-6","col-6"],"rows":[["{@creature Asmodeus|CoA}","Any devil, including another archdevil"],["{@creature Baalzebul|CoA}","{@dice 1d6} allied {@creature horned devil||horned devils}, {@dice 1d4} allied {@creature ice devil||ice devils}, or 1 allied {@creature pit fiend}"],["{@creature Bel|CoA}","{@dice 1d6} {@creature bearded devil||bearded devils}"],["{@creature Belial|CoA}","{@dice 1d2} {@creature bone devil||bone devils}"],["{@creature Dispater|CoA}","1 {@creature pit fiend}"],["{@creature Fierna|CoA}","{@dice 1d6} {@creature bearded devil||bearded devils}"],["{@creature Glasya|CoA}","{@dice 1d2} {@creature erinyes}"],["{@creature Levistus|CoA}","1 {@creature pit fiend}"],["{@creature Mammon|CoA}","{@dice 1d2} {@creature bone devil||bone devils}"],["{@creature Mephistopheles|CoA}","{@dice 1d4} {@creature ice devil||ice devils}"],["{@creature Zariel|CoA}","{@dice 1d6} {@creature bearded devil||bearded devils}"]],"name":"Archdevil Lair Action List; Summoned Underlings","page":214,"source":"CoA","chapter":{"name":"Lords of the Nine","ordinal":{"type":"appendix","identifier":"A"},"index":13}},{"caption":"Ability Score Point Cost","basicRules":true,"srd":true,"colLabels":["Score","Cost","Score","Cost"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["8","0","12","4"],["9","1","13","5"],["10","2","14","7"],["11","3","15","9"]],"name":"Variant: Customizing Ability Scores; Ability Score Point Cost","page":13,"source":"PHB","chapter":{"name":"Step-by-Step Characters","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Ability Scores and Modifiers","srd":true,"basicRules":true,"colLabels":["Score","Modifier","Score","Modifier"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["1","-5","16-17","+3"],["2-3","-4","18-19","+4"],["4-5","-3","20-21","+5"],["6-7","-2","22-23","+6"],["8-9","-1","24-25","+7"],["10-11","+0","26-27","+8"],["12-13","+1","28-29","+9"],["14-15","+2","30","+10"]],"name":"Variant: Customizing Ability Scores; Ability Scores and Modifiers","page":13,"source":"PHB","chapter":{"name":"Step-by-Step Characters","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Character Advancement","srd":true,"basicRules":true,"colLabels":["Experience Points","Level","Proficiency Bonus"],"colStyles":["col-4 text-center","col-4 text-center","col-4 text-center"],"rows":[["0","1","+2"],["300","2","+2"],["900","3","+2"],["2,700","4","+2"],["6,500","5","+3"],["14,000","6","+3"],["23,000","7","+3"],["34,000","8","+3"],["48,000","9","+4"],["64,000","10","+4"],["85,000","11","+4"],["100,000","12","+4"],["120,000","13","+5"],["140,000","14","+5"],["165,000","15","+5"],["195,000","16","+5"],["225,000","17","+6"],["265,000","18","+6"],["305,000","19","+6"],["355,000","20","+6"]],"name":"Beyond 1st Level; Character Advancement","page":15,"source":"PHB","chapter":{"name":"Step-by-Step Characters","ordinal":{"type":"chapter","identifier":1},"index":1}},{"basicRules":true,"colLabels":["Class","Description","Hit Die","Primary Ability","Saving Throw Proficiencies","Armor and Weapon Proficiencies"],"colStyles":["col-1","col-4","col-1 text-center","col-1","col-1","col-4"],"rows":[["{@class Barbarian}","A fierce warrior of primitive background who can enter a battle rage","d12","Strength","Strength & Constitution","Light and medium armor, shields, simple and martial weapons"],["{@class Bard}","An inspiring magician whose power echoes the music of creation","d8","Charisma","Dexterity & Charisma","Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords"],["{@class Cleric}","A priestly champion who wields divine magic in service of a higher power","d8","Wisdom","Wisdom & Charisma","Light and medium armor, shields, simple weapons"],["{@class Druid}","A priest of the Old Faith, wielding the powers of nature—moonlight and plant growth, fire and lightning—and adapting animal forms","d8","Wisdom","Intelligence & Wisdom","Light and medium armor (nonmetal), shields (nonmetal), clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears"],["{@class Fighter}","A master of martial combat, skilled with a variety of weapons and armor","d10","Strength or Dexterity","Strength & Constitution","All armor, shields, simple and martial weapons"],["{@class Monk}","A master of martial arts harnessing the power of the body in pursuit of physical and spiritual perfection","d8","Dexterity & Wisdom","Strength & Wisdom","Simple weapons, shortswords"],["{@class Paladin}","A holy warrior bound to a sacred oath","d10","Strength & Charisma","Wisdom & Charisma","All armor, shields, simple and martial weapons"],["{@class Ranger}","A warrior who uses martial prowess and nature magic to combat threats on the edges of civilization","d10","Dexterity & Wisdom","Strength & Dexterity","Light and medium armor, shields, simple and martial weapons"],["{@class Rogue}","A scoundrel who uses stealth and trickery to overcome obstacles and enemies","d8","Dexterity","Dexterity & Intelligence","Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords"],["{@class Sorcerer}","A spellcaster who draws on inherent magic from a gift or bloodline","d6","Charisma","Constitution & Charisma","Daggers, darts, slings, quarterstaffs, light crossbows"],["{@class Warlock}","A wielder of magic that is derived from a bargain with an extraplanar entity","d8","Charisma","Wisdom & Charisma","Light armor, simple weapons"],["{@class Wizard}","A scholarly magic-user capable of manipulating the structures of reality","d6","Intelligence","Intelligence & Wisdom","Daggers, darts, slings, quarterstaffs, light crossbows"]],"name":"Classes","page":45,"source":"PHB","chapter":{"name":"Classes","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Random Height and Weight","basicRules":true,"colLabels":["Race","Base Height","Height Modifier","Base Weight","Weight Modifier"],"colStyles":["col-4","col-2","col-2","col-2","col-2"],"rows":[["{@race Human}","4'8\"","+{@dice 2d10}","110 lb.","× ({@dice 2d4}) lb."],["{@race Dwarf (hill)}","3'8\"","+{@dice 2d4}","115 lb.","× ({@dice 2d6}) lb."],["{@race Dwarf (mountain)}","4'","+{@dice 2d4}","130 lb.","× ({@dice 2d6}) lb."],["{@race Elf (high)}","4'6\"","+{@dice 2d10}","90 lb.","× ({@dice 1d4}) lb."],["{@race Elf (wood)}","4'6\"","+{@dice 2d10}","100 lb.","× ({@dice 1d4}) lb."],["{@race Elf (drow)}","4'5\"","+{@dice 2d6}","75 lb.","× ({@dice 1d6}) lb."],["{@race Halfling}","2'7\"","+{@dice 2d4}","35 lb.","× 1 lb"],["{@race Dragonborn}","5'6\"","+{@dice 2d8}","175 lb.","× ({@dice 2d6}) lb."],["{@race Gnome}","2' 11\"","+{@dice 2d4}","35 lb.","× 1 lb."],["{@race Half-elf}","4'9\"","+{@dice 2d8}","110 lb.","× ({@dice 2d4}) lb."],["{@race Half-orc}","4'10\"","+{@dice 2d10}","140 lb.","× ({@dice 2d6}) lb."],["{@race Tiefling}","4 '9\"","+{@dice 2d8}","110 lb.","× ({@dice 2d4}) lb."]],"name":"Random Height and Weight","page":121,"source":"PHB","chapter":{"name":"Personality and Background","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Standard Languages","srd":true,"basicRules":true,"colLabels":["Language","Typical Speakers","Script"],"colStyles":["col-4","col-4","col-4"],"rows":[["Common","Humans","Common"],["Dwarvish","Dwarves","Dwarvish"],["Elvish","Elves","Elvish"],["Giant","Ogres, 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Sorcerer}","Charisma 13"],["{@class Warlock}","Charisma 13"],["{@class Wizard}","Intelligence 13"]],"name":"Multiclassing Prerequisites","page":163,"source":"PHB","chapter":{"name":"Customization Options","ordinal":{"type":"chapter","identifier":6},"index":6}},{"caption":"Multiclassing Proficiencies","srd":true,"colLabels":["Class","Proficiencies Gained"],"colStyles":["col-2","col-10"],"rows":[["{@class Barbarian}","Shields, simple weapons, martial weapons"],["{@class Bard}","Light armor, one skill of your choice, one musical instrument of your choice"],["{@class Cleric}","Light armor, medium armor, shields"],["{@class Druid}","Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)"],["{@class Fighter}","Light armor, medium armor, shields, simple weapons, martial weapons"],["{@class Monk}","Simple weapons, shortswords"],["{@class Paladin}","Light armor, medium armor, shields, simple weapons, martial weapons"],["{@class Ranger}","Light armor, medium 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Modifiers","basicRules":true,"srd":true,"colLabels":["Score","Modifier","Score","Modifier"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["1","-5","16-17","+3"],["2-3","-4","18-19","+4"],["4-5","-3","20-21","+5"],["6-7","-2","22-23","+6"],["8-9","-1","24-25","+7"],["10-11","+0","26-27","+8"],["12-13","+1","28-29","+9"],["14-15","+2","30","+10"]],"name":"Ability Scores and Modifiers","page":173,"source":"PHB","chapter":{"name":"Using Ability Scores","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Typical Difficulty Classes","basicRules":true,"srd":true,"colLabels":["Task Difficulty","DC"],"colStyles":["col-9","col-3 text-center"],"rows":[["Very easy","5"],["Easy","10"],["Medium","15"],["Hard","20"],["Very hard","25"],["Nearly impossible","30"]],"name":"Ability Checks; Typical Difficulty Classes","page":174,"source":"PHB","chapter":{"name":"Using Ability 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penalty to passive Wisdom ({@skill Perception}) scores"],["Normal","300 feet","3 miles","24 miles","-"],["Slow","200 feet","2 miles","18 miles","Able to use stealth"]],"name":"Travel Pace","page":181,"source":"PHB","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Size Categories","basicRules":true,"srd":true,"colLabels":["Size","Space"],"colStyles":["col-6","col-6"],"rows":[["Tiny","2½ by 2½ ft."],["Small","5 by 5 ft."],["Medium","5 by 5 ft."],["Large","10 by 10 ft."],["Huge","15 by 15 ft."],["Gargantuan","20 by 20 ft. or larger"]],"name":"Creature Size; Size Categories","page":191,"source":"PHB","chapter":{"name":"Combat","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Deities of the Forgotten Realms","basicRules":true,"colLabels":["Deity","Alignment","Suggested Domains","Symbol"],"colStyles":["col-3","col-1 text-center","col-3","col-5"],"rows":[["{@deity Auril}, goddess of winter","NE","Nature, 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endurance","LG","Life","Hands bound at the wrist with red cord"],["{@deity Kelemvor}, god of the dead","LN","Death","Upright skeletal arm holding balanced scales"],["{@deity Lathander}, god of birth and renewal","NG","Life, Light","Road traveling into a sunrise"],["{@deity Leira}, goddess of illusion","CN","Trickery","Point-down triangle containing a swirl of mist"],["{@deity Lliira}, goddess of joy","CG","Life","Triangle of three six-pointed stars"],["{@deity Loviatar}, goddess of pain","LE","Death","Nine-tailed barbed scourge"],["{@deity Malar}, god of the hunt","CE","Nature","Clawed paw"],["{@deity Mask}, god of thieves","CN","Trickery","Black mask"],["{@deity Mielikki}, goddess of forests","NG","Nature","Unicorn's head"],["{@deity Milil}, god of poetry and song","NG","Light","Five-stringed harp made of leaves"],["{@deity Myrkul}, god of death","NE","Death","White human skull"],["{@deity Mystra}, goddess of magic","NG","Knowledge","Circle of seven stars, or nine stars encircling a flowing red mist, or a single star"],["{@deity Oghma}, god of knowledge","N","Knowledge","Blank scroll"],["{@deity Savras}, god of divination and fate","LN","Knowledge","Crystal ball containing many kinds of eyes"],["{@deity Selûne}, goddess of the moon","CG","Knowledge, Life","Pair of eyes surrounded by seven stars"],["{@deity Shar}, goddess of darkness and loss","NE","Death, Trickery","Black disk encircled with a border"],["{@deity Silvanus}, god of wild nature","N","Nature","Oak leaf"],["{@deity Sune}, goddess of love and beauty","CG","Life, Light","Face of a beautiful red-haired woman"],["{@deity Talona}, goddess of disease and poison","CE","Death","Three teardrops on a triangle"],["{@deity Talos}, god of storms","CE","Tempest","Three lightning bolts radiating from a central point"],["{@deity Tempus}, god of war","N","War","Upright flaming sword"],["{@deity Torm}, god of courage and self-sacrifice","LG","War","White right gauntlet"],["{@deity Tymora}, goddess of good 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Obad-Hai|Greyhawk}, god of nature","N","Nature","Oak leaf and acorn"],["{@deity Olidammara|Greyhawk}, god of revelry","CN","Trickery","Laughing mask"],["{@deity Pelor|Greyhawk}, god of the sun and healing","NG","Life, Light","Sun"],["{@deity Pholtus|Greyhawk}, god of light and law","LG","Light","Silver sun or full moon partially eclipsed by a smaller crescent moon"],["{@deity Ralishaz|Greyhawk}, god of ill luck and insanity","CN","Trickery","Three bone fate-casting sticks"],["{@deity Rao|Greyhawk}, god of peace and reason","LG","Knowledge","White heart"],["{@deity St. Cuthbert|Greyhawk}, god of common sense and zeal","LN","Knowledge","Circle at the center of a starburst of lines"],["{@deity Tharizdun|Greyhawk}, god of eternal darkness","CE","Trickery","Dark spiral or inverted ziggurat"],["{@deity Trithereon|Greyhawk}, god of liberty and retribution","CG","War","Triskelion"],["{@deity Ulaa|Greyhawk}, goddess of hills and mountains","LG","Life, War","Mountain with a circle at its heart"],["{@deity Vecna|Greyhawk}, god of evil secrets","NE","Knowledge","Hand with eye in the palm"],["{@deity Wee Jas|Greyhawk}, goddess of magic and death","LN","Death, Knowledge","Red skull in front of fireball"]],"name":"Deities of Greyhawk","page":293,"source":"PHB","chapter":{"name":"Gods of the Multiverse","ordinal":{"type":"appendix","identifier":"B"},"index":13}},{"caption":"Deities of Dragonlance: Good","colLabels":["The Gods of Good","Alignment","Suggested Domains","Symbol"],"colStyles":["col-3","col-1 text-center","col-3","col-5"],"rows":[["{@deity Paladine|dragonlance}, god of rulers and guardians","LG","War","Silver triangle"],["{@deity Branchala|dragonlance}, god of music","NG","Light","Bard's harp"],["{@deity Habbakuk|dragonlance}, god of animal life and the sea","NG","Nature, Tempest","Blue bird"],["{@deity Kiri-Jolith|dragonlance}, god of honor and war","LG","War","Bison's horns"],["{@deity Majere|dragonlance}, god of meditation and order","LG","Knowledge","Copper spider"],["{@deity Mishakal|dragonlance}, goddess of healing","LG","Knowledge, Life","Blue infinity sign"],["{@deity Solinari|dragonlance}, god of good magic","LG","no clerics","White circle or sphere"]],"name":"Deities of Dragonlance: Good","page":293,"source":"PHB","chapter":{"name":"Gods of the Multiverse","ordinal":{"type":"appendix","identifier":"B"},"index":13}},{"caption":"Deities of Dragonlance: Neutral","colLabels":["The Gods of Neutrality","Alignment","Suggested Domains","Symbol"],"colStyles":["col-3","col-1 text-center","col-3","col-5"],"rows":[["{@deity Gilean|dragonlance}, god of knowledge","N","Knowledge","Open book"],["{@deity Chislev|dragonlance}, goddess of nature","N","Nature","Feather"],["{@deity Reorx|dragonlance}, god of craft","N","Knowledge","Forging hammer"],["{@deity Shinare|dragonlance}, goddess of wealth and trade","N","Knowledge, Trickery","Griffon's wing"],["{@deity Sirrion|dragonlance}, god of fire and change","N","Nature","Multi-colored fire"],["{@deity 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alien spacecraft)"],["8","People (race, tribe, lost civilization, colony)"],["9","Plant (miracle herb, fungal parasite, sentient plant)"],["10","Resource or wealth (gold, gems, mithral)"]],"name":"Discovery, Expansion, Invention; Discoveries","page":31,"source":"DMG","chapter":{"name":"A World of Your Own","ordinal":{"type":"chapter","identifier":1},"index":1}},{"colLabels":["Month","Name","Common Name"],"colStyles":["col-4 text-center","col-4","col-4"],"rows":[["1","Hammer","Deepwinter"],["","Annual holiday: Midwinter",""],["2","Alturiak","The Claw of Winter"],["3","Ches","The Claw of the Sunsets"],["4","Tarsakh","The Claw of the Storms"],["","Annual holiday: Greengrass",""],["5","Mirtul","The Melting"],["6","Kythorn","The Time of Flowers"],["7","Flamerule","Summertide"],["","Annual holiday: Midsummer",""],["","Quadrennial holiday: Shieldmeet",""],["8","Eleasias","Highsun"],["9","Eleint","The Fading"],["","Annual holiday: Highharvesttide",""],["10","Marpenoth","Leaffall"],["11","Uktar","The Rotting"],["","Annual holiday: The Feast of the Moon",""],["12","Nightal","The Drawing Down"]],"name":"The Calendar of Harptos","page":33,"source":"DMG","chapter":{"name":"A World of Your Own","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Starting Equipment","colLabels":["Character Level","Low Magic Campaign","Standard Campaign","High Magic Campaign"],"colStyles":["col-2 text-center","col-3","col-3","col-4"],"rows":[["1st-4th","Normal starting equipment","Normal starting equipment","Normal starting equipment"],["5th-10th","500 gp plus {@dice 1d10 × 25} gp, normal starting equipment","500 gp plus {@dice 1d10 × 25} gp, normal starting equipment","500 gp plus {@dice 1d10 × 25} gp, one uncommon magic item, normal starting equipment"],["11th-16th","5,000 gp plus {@dice 1d10 × 250} gp, one uncommon magic item, normal starting equipment","5,000 gp plus {@dice 1d10 × 250} gp, two uncommon magic items, normal starting equipment","5,000 gp plus {@dice 1d10 × 250} gp, three uncommon magic items, one rare item, normal starting equipment"],["17th-20th","20,000 gp plus {@dice 1d10 × 250} gp, two uncommon magic items, normal starting equipment","20,000 gp plus {@dice 1d10 × 250} gp, two uncommon magic items, one rare item, normal starting equipment","20,000 gp plus {@dice 1d10 × 250} gp, three uncommon magic items, two rare items, one very rare item, normal starting equipment"]],"name":"Starting at Higher Level; Starting Equipment","page":38,"source":"DMG","chapter":{"name":"A World of Your Own","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Wuxia Weapon Names","colLabels":["Weapon","Other Names (Culture)"],"colStyles":["col-4","col-8"],"rows":[["Battleaxe","fu (China), masakari (Japan)"],["Club","bian (China), tonfa (Japan)"],["Dagger","bishou, tamo (China), kozuka, tanto (Japan)"],["Dart","shuriken (Japan)"],["Flail","nunchaku (Japan)"],["Glaive","guandao (China), bisento, naginata (Japan)"],["Greatclub","tetsubo (Japan)"],["Greatsword","changdao (China), nodachi (Japan)"],["Halberd","ji (China), kamayari (Japan)"],["Handaxe","ono (Japan)"],["Javelin","mau (China), uchi-ne (Japan)"],["Lance","umayari (Japan)"],["Longbow","daikyu (Japan)"],["Longsword","jian (China), katana (Japan)"],["Mace","chui (China), kanabo (Japan)"],["Pike","mao (China), nagaeyari (Japan)"],["Quarterstaff","gun (China), bo (Japan)"],["Scimitar","liuyedao (China), wakizashi (Japan)"],["Shortbow","hankyu (Japan)"],["Shortsword","shuangdao (China)"],["Sickle","kama (Japan)"],["Spear","qiang (China), yari (Japan)"],["Trident","cha (China), magariyari (Japan)"],["Warpick","fang (China), kuwa (Japan)"]],"name":"Wuxia Weapon Names","page":41,"source":"DMG","chapter":{"name":"A World of Your Own","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Astral Color Pools","colLabels":["d20","Plane","Pool Color"],"colStyles":["col-2 text-center","col-5","col-5"],"rows":[["1","Ysgard","Indigo"],["2","Limbo","Jet black"],["3","Pandemonium","Magenta"],["4","The Abyss","Amethyst"],["5","Carceri","Olive"],["6","Hades","Rust"],["7","Gehenna","Russet"],["8","The Nine Hells","Ruby"],["9","Acheron","Flame red"],["10","Mechanus","Diamond blue"],["11","Arcadia","Saffron"],["12","Mount Celestia","Gold"],["13","Bytopia","Amber"],["14","Elysium","Orange"],["15","The Beastlands","Emerald green"],["16","Arborea","Sapphire blue"],["17","The Outlands","Leather brown"],["18","Ethereal Plane","Spiraling white"],["19-20","Material Plane","Silver"]],"name":"Astral Color Pools","page":47,"source":"DMG","chapter":{"name":"Creating a Multiverse","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ethereal Curtains","colLabels":["d8","Plane","Color of Curtain"],"colStyles":["col-2 text-center","col-5","col-5"],"rows":[["1","Material Plane","Bright turquoise"],["2","Shadowfell","Dusky gray"],["3","Feywild","Opalescent white"],["4","Plane of Air","Pale blue"],["5","Plane of Earth","Reddish-brown"],["6","Plane of Fire","Orange"],["7","Plane of Water","Green"],["8","Elemental Chaos","Swirling mix of colors"]],"name":"Deep Ethereal; Ethereal Curtains","page":48,"source":"DMG","chapter":{"name":"Creating a Multiverse","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ether Cyclones","colLabels":["d20","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-12","Extended journey"],["13-19","Blown to the Border Ethereal of a random plane (roll on the Ethereal Curtains table)"],["20","Hurled into the Astral Plane"]],"name":"Ether Cyclones","page":49,"source":"DMG","chapter":{"name":"Creating a Multiverse","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Feywild Time Warp","colLabels":["d20","Result"],"colStyles":["col-2 text-center no-wrap","col-10"],"rows":[["1-2","Days become minutes"],["3-6","Days become hours"],["7-13","No change"],["14-17","Days become weeks"],["18-19","Days become months"],["20","Days become years"]],"name":"Feywild Time Warp","page":50,"source":"DMG","chapter":{"name":"Creating a Multiverse","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Shadowfell Despair","colLabels":["d6","Effect"],"colStyles":["col-2 text-center no-wrap","col-10"],"rows":[["1-3","{@bold Apathy.} The character has disadvantage on death saving throws and on Dexterity checks for initiative, and gains the following flaw: \"I don't believe I can make a difference to anyone or anything.\""],["4-5","{@bold Dread.} The character has disadvantage on all saving throws and gains the following flaw: \"I am convinced that this place is going to kill me.\""],["6","{@bold Madness.} The character has disadvantage on ability checks and saving throws that use Intelligence, Wisdom, or Charisma, and gains the following flaw: \"I can't tell what's real anymore.\""]],"name":"Shadowfell Despair","page":52,"source":"DMG","chapter":{"name":"Creating a Multiverse","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"The Outer Planes","colLabels":["Outer Plane","Alignment"],"colStyles":["col-6","col-6"],"rows":[["Mount Celestia, the Seven Heavens of","LG"],["Bytopia, the Twin Paradises of","NG, LG"],["Elysium, the Blessed Fields of","NG"],["The Beastlands, the Wilderness of","NG, CG"],["Arborea, the Olympian Glades of","CG"],["Ysgard, the Heroic Domains of","CN, CG"],["Limbo, the Ever-Changing Chaos of","CN"],["Pandemonium, the Windswept Depths of","CN, CE"],["The Abyss, the Infinite Layers of","CE"],["Carceri, the Tarterian Depths of","NE, CE"],["Hades, the Gray Waste of","NE"],["Gehenna, the Bleak Eternity of","NE, LE"],["The Nine Hells of Baator","LE"],["Acheron, the Infinite Battlefield of","LN, LE"],["Mechanus, the Clockwork Nirvana of","LN"],["Arcadia, the Peaceable Kingdoms of","LN, LG"]],"name":"The Outer Planes","page":57,"source":"DMG","chapter":{"name":"Creating a Multiverse","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Abyssal Corruption","colLabels":["d10","Result"],"colStyles":["col-2 text-center no-wrap","col-10"],"rows":[["1-4","{@bold Treachery.} The character gains the following flaw: \"I can only achieve my goals by making sure that my companions don't achieve theirs.\""],["5-7","{@bold Bloodlust.} The character gains the following flaw: \"I enjoy killing for its own sake, and once I start, it's hard to stop.\""],["8-9","{@bold Overwhelming Ambition.} The character gains the following flaw: \"I am destined to rule the Abyss, and my companions are tools to that end.\""],["10","{@bold Demonic Possession.} The character is possessed by a demonic entity until freed by {@spell dispel evil and good} or similar magic. Whenever the possessed character rolls a 1 on an attack roll, ability check, or saving throw, the demon takes control of the character and determines the character's behavior. At the end of each of the possessed character's turns, he or she can make a DC 15 Charisma saving throw. On a success, the character regains control until he or she rolls another 1."]],"name":"Optional Rule: Abyssal Corruption; Abyssal Corruption","page":62,"source":"DMG","chapter":{"name":"Creating a Multiverse","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Gate-Towns of the Outlands","colLabels":["Town","Gate Destination"],"colStyles":["col-4","col-8"],"rows":[["Excelsior","The Seven Heavens of Mount Celestia"],["Tradegate","The Twin Paradises of Bytopia"],["Ecstasy","The Blessed Fields of Elysium"],["Faunel","The Wilderness of the Beastlands"],["Sylvania","The Olympian Glades of Arborea"],["Glorium","The Heroic Domains of Ysgard"],["Xaos","The Ever-Changing Chaos of Limbo"],["Bedlam","The Windswept Depths of Pandemonium"],["Plague-Mort","The Infinite Layers of the Abyss"],["Curst","The Tarterian Depths of Carceri"],["Hopeless","The Gray Waste of Hades"],["Torch","The Bleak Eternity of Gehenna"],["Ribcage","The Nine Hells of Baator"],["Rigus","The Infinite Battlefield of Acheron"],["Automata","The Clockwork Nirvana of Mechanus"],["Fortitude","The Peaceable Kingdoms of Arcadia"]],"name":"The Outlands and Sigil; Gate-Towns of the Outlands","page":67,"source":"DMG","chapter":{"name":"Creating a Multiverse","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Dungeon Goals","colLabels":["d20","Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Stop the dungeon's monstrous inhabitants from raiding the surface world."],["2","Foil a villain's evil scheme."],["3","Destroy a magical threat inside the dungeon."],["4","Acquire treasure."],["5","Find a particular item for a specific purpose."],["6","Retrieve a stolen item hidden in the dungeon."],["7","Find information needed for a special purpose."],["8","Rescue a captive."],["9","Discover the fate of a previous adventuring party."],["10","Find an NPC who disappeared in the area."],["11","Slay a dragon or some other challenging monster."],["12","Discover the nature and origin of a strange location or phenomenon."],["13","Pursue fleeing foes taking refuge in the dungeon."],["14","Escape from captivity in the dungeon."],["15","Clear a ruin so it can be rebuilt and reoccupied."],["16","Discover why a villain is interested in the dungeon."],["17","Win a bet or complete a rite of passage by surviving in the dungeon for a certain amount of time."],["18","Parley with a villain in the dungeon."],["19","Hide from a threat outside the dungeon."],["20","Roll twice, ignoring results of 20"]],"name":"Identify the Party's Goals; Dungeon Goals","page":72,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Wilderness Goals","colLabels":["d20","Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Locate a dungeon or other site of interest (roll on the Dungeon Goals table to find out why)."],["2","Assess the scope of a natural or unnatural disaster."],["3","Escort an NPC to a destination."],["4","Arrive at a destination without being seen by the villain's forces."],["5","Stop monsters from raiding caravans and farms."],["6","Establish trade with a distant town."],["7","Protect a caravan traveling to a distant town."],["8","Map a new land."],["9","Find a place to establish a colony."],["10","Find a natural resource."],["11","Hunt a specific monster."],["12","Return home from a distant place."],["13","Obtain information from a reclusive hermit."],["14","Find an object that was lost in the wilds."],["15","Discover the fate of a missing group of explorers."],["16","Pursue fleeing foes."],["17","Assess the size of an approaching army."],["18","Escape the reign of a tyrant."],["19","Protect a wilderness site from attackers."],["20","Roll twice, ignoring results of 20."]],"name":"Identify the Party's Goals; Wilderness Goals","page":72,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Other Goals","colLabels":["d12","Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Seize control of a fortified location such as a fortress, town, or ship."],["2","Defend a location from attackers."],["3","Retrieve an object from inside a secure location in a settlement."],["4","Retrieve an object from a caravan."],["5","Salvage an object or goods from a lost vessel or caravan."],["6","Break a prisoner out of a jail or prison camp."],["7","Escape from a jail or prison camp."],["8","Successfully travel through an obstacle course to gain recognition or reward."],["9","Infiltrate a fortified location."],["10","Find the source of strange occurrences in a haunted house or other location."],["11","Interfere with the operation of a business."],["12","Rescue a character, monster, or object from a natural or unnatural disaster."]],"name":"Identify the Party's Goals; Other Goals","page":72,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Adventure Villains","colLabels":["d20","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Beast or monstrosity with no particular agenda"],["2","Aberration bent on corruption or domination"],["3","Fiend bent on corruption or destruction"],["4","Dragon bent on domination and plunder"],["5","Giant bent on plunder"],["6-7","Undead with any agenda"],["8","Fey with a mysterious goal"],["9-10","Humanoid cultist"],["11-12","Humanoid conqueror"],["13","Humanoid seeking revenge"],["14-15","Humanoid schemer seeking to rule"],["16","Humanoid criminal mastermind"],["17-18","Humanoid raider or ravager"],["19","Humanoid under a curse"],["20","Misguided humanoid zealot"]],"name":"Identify Important NPCs; Adventure Villains","page":74,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Adventure Allies","colLabels":["d12","Ally"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Skilled adventurer"],["2","Inexperienced adventurer"],["3","Enthusiastic commoner"],["4","Soldier"],["5","Priest"],["6","Sage"],["7","Revenge seeker"],["8","Raving lunatic adventurer"],["9","Celestial ally"],["10","Fey ally"],["11","Disguised monster"],["12","Villain posing as an ally"]],"name":"Identify Important NPCs; Adventure Allies","page":74,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Adventure Patrons","colLabels":["d20","Patron"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","Retired adventurer"],["3-4","Local ruler"],["5-6","Military officer"],["7-8","Temple official"],["9-10","Sage"],["11-12","Respected elder"],["13","Deity or celestial"],["14","Mysterious fey"],["15","Old friend"],["16","Former teacher"],["17","Parent or other family member"],["18","Desperate Commoner"],["19","Embattled merchant"],["20","Villain posing as a patron"]],"name":"Identify Important NPCs; Adventure Patrons","page":74,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Adventure Introduction","colLabels":["d12","Introduction"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","While traveling in the wilderness, the characters fall into a sinkhole that opens beneath their feet, dropping them into the adventure location."],["2","While traveling in the wilderness, the characters notice the entrance to the adventure location."],["3","While traveling on a road, the characters are attacked by monsters that flee into the nearby adventure location."],["4","The adventurers find a map on a dead body. In addition to the map setting up the adventure, the adventure's villain wants the map."],["5","A mysterious magic item or a cruel villain teleports the characters to the adventure location."],["6","A stranger approaches the characters in a tavern and urges them toward the adventure location."],["7","A town or village needs volunteers to go to the adventure location."],["8","An NPC the characters care about needs them to go to the adventure location."],["9","An NPC the characters must obey orders them to go to the adventure location."],["10","An NPC the characters respect asks them to go to the adventure location."],["11","One night, the characters all dream about entering the adventure location."],["12","A ghost appears and terrorizes a village. Research reveals that it can be put to rest only by entering the adventure location."]],"name":"Find the Ideal Introduction; Adventure Introduction","page":74,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Adventure Climax","colLabels":["d12","Climax"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The adventurers confront the main villain and a group of minions in a bloody battle to the finish."],["2","The adventurers chase the villain while dodging obstacles designed to thwart them, leading to a final confrontation in or outside the villain's refuge."],["3","The actions of the adventurers or the villain result in a cataclysmic event that the adventurers must escape."],["4","The adventurers race to the site where the villain is bringing a master plan to its conclusion, arriving just as that plan is about to be completed."],["5","The villain and two or three lieutenants perform separate rites in a large room. The adventurers must disrupt all the rites at the same time."],["6","An ally betrays the adventurers as they're about to achieve their goal. (Use this climax carefully, and don't overuse it.)"],["7","A portal opens to another plane of existence. Creatures on the other side spill out, forcing the adventurers to close the portal and deal with the villain at the same time."],["8","Traps, hazards, or animated objects turn against the adventurers while the main villain attacks."],["9","The dungeon begins to collapse while the adventurers face the main villain, who attempts to escape in the chaos."],["10","A threat more powerful than the adventurers appears, destroys the main villain, and then turns its attention on the characters."],["11","The adventurers must choose whether to pursue the fleeing main villain or save an NPC they care about or a group of innocents."],["12","The adventurers must discover the main villain's secret weakness before they can hope to defeat that villain."]],"name":"Consider the Ideal Climax; Adventure Climax","page":75,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Event-Based Villain Actions","colLabels":["d6","Type of Actions"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Big event"],["2","Crime spree"],["3","Growing corruption"],["4","One and done"],["5","Serial crimes"],["6","Step by step"]],"name":"Determine the Villain's Actions; Event-Based Villain Actions","page":75,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Event-Based Goals","colLabels":["d20","Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Bring the villain to justice."],["2","Clear the name of an innocent NPC."],["3","Protect or hide an NPC."],["4","Protect an object."],["5","Discover the nature and origin of a strange phenomenon that might be the villain's doing."],["6","Find a wanted fugitive."],["7","Overthrow a tyrant."],["8","Uncover a conspiracy to overthrow a ruler."],["9","Negotiate peace between enemy nations or feuding families."],["10","Secure aid from a ruler or council."],["11","Help a villain find redemption."],["12","Parley with a villain."],["13","Smuggle weapons to rebel forces."],["14","Stop a band of smugglers."],["15","Gather intelligence on an enemy force."],["16","Win a tournament."],["17","Determine the villain's identity."],["18","Locate a stolen item."],["19","Make sure a wedding goes off without a hitch."],["20","Roll twice, ignoring results of 20."]],"name":"Determine the Party's Goals; Event-Based Goals","page":76,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Framing Events","colLabels":["d100","Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-02","Anniversary of a monarch's reign"],["03-04","Anniversary of an important event"],["05-06","Arena event"],["07-08","Arrival of a caravan or ship"],["09-10","Arrival of a circus"],["11-12","Arrival of an important NPC"],["13-14","Arrival of marching modrons"],["15-16","Artistic performance"],["17-18","Athletic event"],["19-20","Birth of a child"],["21-22","Birthday of an important NPC"],["23-24","Civic festival"],["25-26","Comet appearance"],["27-28","Commemoration of a past tragedy"],["29-30","Consecration of a new temple"],["31-32","Coronation"],["33-34","Council meeting"],["35-36","Equinox or solstice"],["37-38","Execution"],["39-40","Fertility festival"],["41-42","Full moon"],["43-44","Funeral"],["45-46","Graduation of cadets or wizards"],["47-48","Harvest festival"],["49-50","Holy day"],["51-52","Investiture of a knight or other noble"],["53-54","Lunar eclipse"],["55-58","Midsummer festival"],["59-60","Midwinter festival"],["61-62","Migration of monsters"],["63-64","Monarch's ball"],["65-66","New moon"],["67-68","New year"],["69-70","Pardoning of a prisoner"],["71-72","Planar conjunction"],["73-74","Planetary alignment"],["75-76","Priestly investiture"],["77-78","Procession of ghosts"],["79-80","Remembrance for soldiers lost in war"],["81-82","Royal address or proclamation"],["83-84","Royal audience day"],["85-86","Signing of a treaty"],["87-88","Solar eclipse"],["89-91","Tournament"],["92-94","Trial"],["95-96","Violent uprising"],["97-98","Wedding or wedding anniversary"],["99-100","Concurrence of two events. (roll twice, ignoring results of 99 or 100.)"]],"name":"Framing Events","page":79,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Moral Quandaries","colLabels":["d20","Quandary"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-3","Ally quandary"],["4-6","Friend quandary"],["7-12","Honor quandary"],["13-16","Rescue quandary"],["17-20","Respect quandary"]],"name":"Moral Quandaries","page":79,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Twists","colLabels":["d10","Twist"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The adventurers are racing against other creatures with the same or opposite goal."],["2","The adventurers become responsible for the safety of a noncombatant NPC."],["3","The adventurers are prohibited from killing the villain, but the villain has no compunctions about killing them."],["4","The adventurers have a time limit."],["5","The adventurers have received false or extraneous information."],["6","Completing an adventure goal fulfills a prophecy or prevents the fulfillment of a prophecy."],["7","The adventurers have two different goals, but they can complete only one."],["8","Completing the goal secretly helps the villain."],["9","The adventurers must cooperate with a known enemy to achieve the goal."],["10","The adventurers are under magical compulsion (such as a geas spell) to complete their goal."]],"name":"Twists","page":80,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Side Quests","colLabels":["d8","Side Quest"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Find a specific item rumored to be in the area."],["2","Retrieve a stolen item in the villain's possession."],["3","Receive information from an NPC in the area."],["4","Rescue a captive."],["5","Discover the fate of a missing NPC."],["6","Slay a specific monster."],["7","Discover the nature and origin of a strange phenomenon in the area."],["8","Secure the aid of a character or creature in the area."]],"name":"Side Quests","page":81,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"XP Thresholds by Character Level","basicRules":true,"colLabels":["Character Level","Easy","Medium","Hard","Deadly"],"colStyles":["col-4 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center"],"rows":[["1st","25","50","75","100"],["2nd","50","100","150","200"],["3rd","75","150","225","400"],["4th","125","250","375","500"],["5th","250","500","750","1,100"],["6th","300","600","900","1,400"],["7th","350","750","1,100","1,700"],["8th","450","900","1,400","2,100"],["9th","550","1,100","1,600","2,400"],["10th","600","1,200","1,900","2,800"],["11th","800","1,600","2,400","3,600"],["12th","1,000","2,000","3,000","4,500"],["13th","1,100","2,200","3,400","5,100"],["14th","1,250","2,500","3,800","5,700"],["15th","1,400","2,800","4,300","6,400"],["16th","1,600","3,200","4,800","7,200"],["17th","2,000","3,900","5,900","8,800"],["18th","2,100","4,200","6,300","9,500"],["19th","2,400","4,900","7,300","10,900"],["20th","2,800","5,700","8,500","12,700"]],"name":"Combat Encounter Difficulty; XP Thresholds by Character Level","page":82,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Encounter Multipliers","basicRules":true,"colLabels":["Number of Monsters","Multiplier"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["1","×1"],["2","×1.5"],["3-6","×2"],["7-10","×2.5"],["11-14","×3"],["15 or more","×4"]],"name":"Modify Total XP for Multiple Monsters; Encounter Multipliers","page":82,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Adventuring Day XP","basicRules":true,"colLabels":["Level","Adjusted XP per Day per Character"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["1st","300"],["2nd","600"],["3rd","1,200"],["4th","1,700"],["5th","3,500"],["6th","4,000"],["7th","5,000"],["8th","6,000"],["9th","7,500"],["10th","9,000"],["11th","10,500"],["12th","11,500"],["13th","13,500"],["14th","15,000"],["15th","18,000"],["16th","20,000"],["17th","25,000"],["18th","27,000"],["19th","30,000"],["20th","40,000"]],"name":"The Adventuring Day; Adventuring Day XP","page":84,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Sylvan Forest Encounters","colLabels":["d12 + d8","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["2","1 {@creature displacer beast}"],["3","1 {@creature gnoll pack lord} and {@dice 2d4} {@creature gnoll||gnolls}"],["4","{@dice 1d4} {@creature gnoll||gnolls} and {@dice 2d4} {@creature hyena||hyenas}"],["5","A grove of burned trees. Characters searching the area and succeeding on a DC 10 Wisdom ({@skill Survival}) check find {@creature gnoll} tracks. Following the tracks for {@dice 1d4} hours leads to an encounter with {@creature gnoll||gnolls}, or the discovery of dead {@creature gnoll||gnolls} with elven arrows sticking out of their flea-ridden corpses."],["6","1 {@creature giant owl}"],["7","An ivy-covered statue of an elven deity or hero."],["8","1 {@creature dryad} (50%) or {@dice 1d4} {@creature satyr||satyrs} (50%)"],["9","{@dice 1d4} {@creature centaur||centaurs}"],["10","{@dice 2d4} {@creature scout||scouts} (elves). One {@creature scout} carries a horn and can use its action to blow it. If the horn is blown within the forest, roll on this table again. If the result indicates a monster encounter, the indicated monster or monsters arrive in {@dice 1d4} minutes. New arrivals other than {@creature gnoll||gnolls}, {@creature hyena||hyenas}, {@creature owlbear||owlbears}, and {@creature displacer beast||displacer beasts} are friendly toward the {@creature scout||scouts}."],["11","{@dice 2d4} {@creature pixie||pixies} (50%) or {@dice 2d4} {@creature sprite||sprites} (50%)"],["12","1 {@creature owlbear}"],["13","{@dice 1d4} {@creature elk||elks} (75%) or 1 {@creature giant elk} (25%)"],["14","{@dice 1d4} {@creature blink dog||blink dogs}"],["15","A magical plant with {@dice 2d4} glowing berries. A creature that ingests a berry becomes {@condition invisible} for 1 hour, or until it attacks or casts a spell. Once picked, a berry loses its magic after 12 hours. Berries regrow at midnight, but if all its berries are picked, the plant becomes nonmagical and grows no more berries."],["16","An elven tune carried on a gentle breeze"],["17","{@dice 1d4} {@creature Faerie Dragon (Orange)||orange} (75%) or {@creature Faerie Dragon (Blue)||blue} (25%) faerie dragons"],["18","1 {@creature druid} (elf). The {@creature druid} is initially indifferent toward the party but becomes friendly if the characters agree to rid the forest of its gnoll infestation."],["19","1 {@creature treant}. The {@creature treant} is friendly if the party includes one or more elves or is accompanied by a visible fey creature. The {@creature treant} is hostile if the characters are carrying open flames. Otherwise, it is indifferent and doesn't announce its presence as the characters pass by."],["20","1 {@creature unicorn}"]],"name":"Probabilities; Sylvan Forest Encounters","page":86,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"NPC Appearance","colLabels":["d20","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Distinctive jewelry: earrings, necklace, circlet, bracelets"],["2","Piercings"],["3","Flamboyant or outlandish clothes"],["4","Formal, clean clothes"],["5","Ragged, dirty clothes"],["6","Pronounced scar"],["7","Missing teeth"],["8","Missing fingers"],["9","Unusual eye color (or two different colors)"],["10","Tattoos"],["11","Birthmark"],["12","Unusual skin color"],["13","Bald"],["14","Braided beard or hair"],["15","Unusual hair color"],["16","Nervous eye twitch"],["17","Distinctive nose"],["18","Distinctive posture (crooked or rigid)"],["19","Exceptionally beautiful"],["20","Exceptionally ugly"]],"name":"NPC Appearance","page":88,"source":"DMG","chapter":{"name":"Creating Nonplayer Characters","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"NPC Abilities","colLabels":["d6","High Ability"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Strength-powerful, brawny, strong as an ox"],["2","Dexterity-lithe, agile, graceful"],["3","Constitution-hardy, hale, healthy"],["4","Intelligence-studious, learned, inquisitive"],["5","Wisdom-perceptive, spiritual, insightful"],["6","Charisma-persuasive, forceful, born leader"]],"name":"NPC Abilities","page":88,"source":"DMG","chapter":{"name":"Creating Nonplayer Characters","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"NPC Low Abilities","colLabels":["d6","Low Ability"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Strength-feeble, scrawny"],["2","Dexterity-clumsy, fumbling"],["3","Constitution-sickly, pale"],["4","Intelligence-dim-witted, slow"],["5","Wisdom-oblivious, absentminded"],["6","Charisma-dull, boring"]],"name":"NPC Low Abilities","page":88,"source":"DMG","chapter":{"name":"Creating Nonplayer Characters","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"NPC Talents","colLabels":["d20","Talent"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Plays a musical instrument"],["2","Speaks several languages fluently"],["3","Unbelievably lucky"],["4","Perfect memory"],["5","Great with animals"],["6","Great with children"],["7","Great at solving puzzles"],["8","Great at one game"],["9","Great at impersonations"],["10","Draws beautifully"],["11","Paints beautifully"],["12","Sings beautifully"],["13","Drinks everyone under the table"],["14","Expert carpenter"],["15","Expert cook"],["16","Expert dart thrower and rock skipper"],["17","Expert juggler"],["18","Skilled actor and master of disguise"],["19","Skilled dancer"],["20","Knows thieves' cant"]],"name":"NPC Talents","page":90,"source":"DMG","chapter":{"name":"Creating Nonplayer Characters","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"NPC Mannerisms","colLabels":["d20","Mannerism"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Prone to singing, whistling, or humming quietly"],["2","Speaks in rhyme or some other peculiar way"],["3","Particularly low or high voice"],["4","Speaks in an unusually formal manner"],["5","Enunciates overly clearly"],["6","Speaks loudly"],["7","Whispers"],["8","Uses flowery speech or long words"],["9","Frequently uses the wrong word"],["10","Uses colorful oaths and exclamations"],["11","Makes constant jokes or puns"],["12","Prone to predictions of doom"],["13","Fidgets"],["14","Squints"],["15","Stares into the distance"],["16","Chews something"],["17","Paces"],["18","Taps fingers"],["19","Bites fingernails"],["20","Twirls hair or tugs beard"]],"name":"NPC Mannerisms","page":90,"source":"DMG","chapter":{"name":"Creating Nonplayer Characters","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"NPC Interaction Traits","colLabels":["d12","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Argumentative"],["2","Arrogant"],["3","Blustering"],["4","Rude"],["5","Curious"],["6","Friendly"],["7","Honest"],["8","Hot tempered"],["9","Irritable"],["10","Ponderous"],["11","Quiet"],["12","Suspicious"]],"name":"Interactions with Others; NPC Interaction Traits","page":90,"source":"DMG","chapter":{"name":"Creating Nonplayer Characters","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"NPC Bonds","colLabels":["d10","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Dedicated to fulfilling a personal life goal"],["2","Protective of close family members"],["3","Protective of colleagues or compatriots"],["4","Loyal to a benefactor, patron, or employer"],["5","Captivated by a romantic interest"],["6","Drawn to a special place"],["7","Protective of a sentimental keepsake"],["8","Protective of a valuable possession"],["9","Out for revenge"],["10","Roll twice, ignoring result of 10."]],"name":"NPC Bonds","page":91,"source":"DMG","chapter":{"name":"Creating Nonplayer Characters","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"NPC Flaws and Secrets","colLabels":["d12","Flaw or Secret"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Forbidden love or susceptibility to romance"],["2","Enjoys decadent pleasures"],["3","Arrogance"],["4","Envies another creature's possessions or station"],["5","Overpowering greed"],["6","Prone to rage"],["7","Has a powerful enemy"],["8","Prone to sudden suspicion"],["9","Shameful or scandalous history"],["10","Secret crime or misdeed"],["11","Possession of forbidden lore"],["12","Foolhardy bravery"]],"name":"Flaw or Secret; NPC Flaws and Secrets","page":91,"source":"DMG","chapter":{"name":"Creating Nonplayer Characters","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Villain's Scheme","colLabels":["{@dice d8}","Objective","Scheme"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[[{"type":"cell","roll":{"exact":1}},"Immortality ({@dice d4|d4|Immortality})",""],["","1","Acquire a legendary item to prolong life"],["","2","Ascend to godhood"],["","3","Become undead or obtain a younger body"],["","4","Steal a planar creature's essence"],[{"type":"cell","roll":{"exact":2}},"Influence ({@dice d4|d4|Influence})",""],["","1","Seize a position of power or title"],["","2","Win a contest or tournament"],["","3","Win favor with a powerful individual"],["","4","Place a pawn in a position of power"],[{"type":"cell","roll":{"exact":3}},"Magic ({@dice d6|d6|Magic})",""],["","1","Obtain an ancient artifact"],["","2","Build a construct or magical device"],["","3","Carry out a deity's wishes"],["","4","Offer sacrifices to a deity"],["","5","Contact a lost deity or power"],["","6","Open a gate to another world"],[{"type":"cell","roll":{"exact":4}},"Mayhem ({@dice d6|d6|Mayhem})",""],["","1","Fulfill an apocalyptic prophecy"],["","2","Enact the vengeful will of a god or patron"],["","3","Spread a vile contagion"],["","4","Overthrow a government"],["","5","Trigger a natural disaster"],["","6","Utterly destroy a bloodline or clan"],[{"type":"cell","roll":{"exact":5}},"Passion ({@dice d4})",""],["","1","Prolong the life of a loved one"],["","2","Prove worthy of another person's love"],["","3","Raise or restore a dead loved one"],["","4","Destroy rivals for another person's affection"],[{"type":"cell","roll":{"exact":6}},"Power ({@dice d4|d4|Power})",""],["","1","Conquer a region or incite a rebellion"],["","2","Seize control of an army"],["","3","Become the power behind the throne"],["","4","Gain the favor of a ruler"],[{"type":"cell","roll":{"exact":7}},"Revenge ({@dice d4})",""],["","1","Avenge a past humiliation or insult"],["","2","Avenge a past imprisonment or injury"],["","3","Avenge the death of a loved one"],["","4","Retrieve stolen property and punish the thief"],[{"type":"cell","roll":{"exact":8}},"Wealth ({@dice d4|d4|Wealth})",""],["","1","Control natural resources or trade"],["","2","Marry into wealth"],["","3","Plunder ancient ruins"],["","4","Steal land, goods, or money"]],"name":"Villains; 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trinket|DMG|5|Found trinket}"],["13","{@book Guard harassment|DMG|5|Guard harassment}"],["14","{@book Pickpocket|DMG|5|Pickpocket}"],["15","{@book Procession|DMG|5|Procession}"],["16","{@book Protest|DMG|5|Protest}"],["17","{@book Runaway cart|DMG|5|Runaway cart}"],["18","{@book Shady transaction|DMG|5|Shady transaction}"],["19","{@book Spectacle|DMG|5|Spectacle}"],["20","{@book Urchin|DMG|5|Urchin}"]],"name":"Random Urban Encounters","page":114,"source":"DMG","chapter":{"name":"Adventure Environments","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Random Undersea Encounters","colLabels":["d12 + d8","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["2","Sunken ship covered in barnacles ({@chance 25} chance that the ship contains treasure—roll randomly on the treasure tables in chapter 7)"],["3","Sunken ship with {@creature reef shark||reef sharks} (shallow waters) or {@creature hunter shark||hunter sharks} (deep waters) circling around it ({@chance 50} chance that the ship contains treasure—roll randomly on the treasure tables in chapter 7)"],["4","Bed of giant oysters (each oyster has a {@chance 1} chance of having a giant 5,000 gp pearl inside)"],["5","Underwater steam vent ({@chance 25} chance that the vent is a portal to the Elemental Plane of Fire)"],["6","Sunken ruin (uninhabited)"],["7","Sunken ruin (inhabited or haunted)"],["8","Sunken statue or monolith"],["9","Friendly and curious {@creature giant sea horse}"],["10","Patrol of friendly {@creature merfolk}"],["11","Patrol of hostile {@creature merrow} (coastal waters) or {@creature sahuagin} (deep waters)"],["12","Enormous kelp bed (roll again on the table to determine what's hidden in the kelp bed)"],["13","Undersea cave (empty)"],["14","Undersea cave ({@creature sea hag} lair)"],["15","Undersea cave ({@creature merfolk} lair)"],["16","Undersea cave ({@creature giant octopus} lair)"],["17","Undersea cave ({@creature dragon turtle} lair)"],["18","Bronze dragon searching for treasure"],["19","{@creature Storm giant} walking on the ocean floor"],["20","Sunken treasure chest ({@chance 25} chance that it contains something of value—roll treasure randomly using the tables in chapter 7)"]],"name":"Random Undersea Encounters","page":116,"source":"DMG","chapter":{"name":"Adventure Environments","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Underwater Encounter Distance","colLabels":["Creature Size","Encounter Distance"],"colStyles":["col-10","col-2 text-center"],"rows":[["Clear water, bright light","60 ft."],["Clear water, dim light","30 ft."],["Murky water or no light","10 ft."]],"name":"Underwater Encounter Distance","page":117,"source":"DMG","chapter":{"name":"Adventure Environments","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Random Encounters at Sea","colLabels":["d12 + d8","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["2","Ghost ship"],["3","Friendly and curious bronze dragon"],["4","Whirlpool ({@chance 25} chance that the whirlpool is a portal to the Elemental Plane of Water)"],["5","{@creature Merfolk} traders"],["6","Passing warship (friendly or hostile)"],["7-8","Pirate ship (hostile)"],["9-10","Passing merchant ship (galley or sailing ship)"],["11-12","{@creature Killer whale} sighting"],["13-14","Floating debris"],["15","Longship crewed by hostile {@creature berserker||berserkers}"],["16","Hostile {@creature griffon||griffons} or {@creature harpy||harpies}"],["17","Iceberg (easily avoided if seen from a distance)"],["18","{@creature Sahuagin} boarding party"],["19","NPC in the water (clinging to floating debris)"],["20","Sea monster (such as a {@creature dragon turtle} or {@creature kraken})"]],"name":"Random Encounters at Sea","page":118,"source":"DMG","chapter":{"name":"Adventure Environments","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Airborne and Waterborne Vehicles","srd":true,"colLabels":["Ship","Cost","Speed","Crew","Passengers","Cargo (tons)","AC","HP","Damage Threshold"],"colStyles":["col-2","col-2 text-right","col-2 text-center","col-1 text-center","col-1 text-center","col-1 text-center","col-1 text-center","col-1 text-center","col-1 text-center"],"rows":[["Airship","20,000 gp","8 mph","10","20","1","13","300","-"],["Galley","30,000 gp","4 mph","80","-","150","15","500","20"],["Keelboat","3,000 gp","1 mph","1","6","1/2","15","100","10"],["Longship","10,000 gp","3 mph","40","150","10","15","300","15"],["Rowboat","50 gp","1½ mph","1","3","-","11","50","-"],["Sailing ship","10,000 gp","2 mph","20","20","100","15","300","15"],["Warship","25,000 gp","2½ mph","60","60","200","15","500","20"]],"name":"Owning a Ship; Airborne and Waterborne Vehicles","page":119,"source":"DMG","chapter":{"name":"Adventure Environments","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Trap Save DCs and Attack Bonuses","srd":true,"colLabels":["Trap Danger","Save DC","Attack Bonus"],"colStyles":["col-4","col-4","col-4"],"rows":[["Setback","10-11","+3 to +5"],["Dangerous","12-15","+6 to +8"],["Deadly","16-20","+9 to +12"]],"name":"Trap Effects; Trap Save DCs and Attack Bonuses","page":121,"source":"DMG","chapter":{"name":"Adventure Environments","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Damage Severity by Level","srd":true,"colLabels":["Character Level","Setback","Dangerous","Deadly"],"colStyles":["col-3","col-3","col-3","col-3"],"rows":[["1st-4th","{@dice 1d10}","{@dice 2d10}","{@dice 4d10}"],["5th-10th","{@dice 2d10}","{@dice 4d10}","{@dice 10d10}"],["11th-16th","{@dice 4d10}","{@dice 10d10}","{@dice 18d10}"],["17th-20th","{@dice 10d10}","{@dice 18d10}","{@dice 24d10}"]],"name":"Trap Effects; Damage Severity by Level","page":121,"source":"DMG","chapter":{"name":"Adventure Environments","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Maintenance Costs","colLabels":["Property","Total Cost per Day","Skilled Hirelings","Untrained Hirelings"],"colStyles":["col-3","col-3 text-right","col-3 text-center","col-3 text-center"],"rows":[["Abbey","20 gp","5","25"],["Farm","5 sp","1","2"],["Guildhall, town or city","5 gp","5","3"],["Inn, rural roadside","10 gp","5","10"],["Inn, town or city","5 gp","1","5"],["Keep or small castle","100 gp","50","50"],["Lodge, hunting","5 sp","1","-"],["Noble estate","10 gp","3","15"],["Outpost or fort","50 gp","20","40"],["Palace or large castle","400 gp","200","100"],["Shop","2 gp","1","-"],["Temple, large","25 gp","10","10"],["Temple, small","1 gp","2","-"],["Tower, fortified","25 gp","10","-"],["Trading post","10 gp","4","2"]],"name":"Recurring Expenses; Maintenance Costs","page":126,"source":"DMG","chapter":{"name":"Between Adventures","ordinal":{"type":"chapter","identifier":6},"index":6}},{"caption":"Individual Treasure: Challenge 0—4","colLabels":["d100","CP","SP","EP","GP","PP"],"colStyles":["col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center"],"rows":[["01-30","{@dice 5d6} (17)","—","—","—","—"],["31-60","—","{@dice 4d6} (14)","—","—","—"],["61-70","—","—","{@dice 3d6} (10)","—","—"],["71-95","—","—","—","{@dice 3d6} (10)","—"],["96-00","—","—","—","—","{@dice 1d6} (3)"]],"name":"Individual Treasure: Challenge 0—4","page":133,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Individual Treasure: Challenge 5—10","colLabels":["d100","CP","SP","EP","GP","PP"],"colStyles":["col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center"],"rows":[["01-30","{@dice 4d6 × 100} (1,400)","—","{@dice 1d6 × 10} (35)","—","—"],["31-60","—","{@dice 6d6 × 10} (210)","—","{@dice 2d6 × 10} (70)","—"],["61-70","—","—","{@dice 3d6 × 10} (105)","{@dice 2d6 × 10} (70)","—"],["71-95","—","—","—","{@dice 4d6 × 10} (140)","—"],["96-00","—","—","—","{@dice 2d6 × 10} (70)","{@dice 3d6} (10)"]],"name":"Individual Treasure: Challenge 5—10","page":133,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Individual Treasure: Challenge 11—16","colLabels":["d100","CP","SP","EP","GP","PP"],"colStyles":["col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center"],"rows":[["01-20","—","{@dice 4d6 × 100} (1,400)","—","{@dice 1d6 × 100} (350)","—"],["21-35","—","—","{@dice 1d6 × 100} (350)","{@dice 1d6 × 100} (350)","—"],["36-75","—","—","—","{@dice 2d6 × 100} (700)","{@dice 1d6 × 10} (35)"],["76-00","—","—","—","{@dice 2d6 × 100} (700)","{@dice 2d6 × 10} (70)"]],"name":"Individual Treasure: Challenge 11—16","page":133,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Individual Treasure: Challenge 17+","colLabels":["d100","CP","SP","EP","GP","PP"],"colStyles":["col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center"],"rows":[["01-15","—","—","{@dice 2d6 × 1,000} (7,000)","{@dice 8d6 × 100} (2,800)","—"],["16-55","—","—","—","{@dice 1d6 × 1,000} (3,500)","{@dice 1d6 × 100} (350)"],["56-00","—","—","—","{@dice 1d6 × 1,000} (3,500)","{@dice 2d6 × 100} (700)"]],"name":"Individual Treasure: Challenge 17+","page":133,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"10 gp Gemstones","colLabels":["d12","Stone Description"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@item Azurite} (opaque mottled deep blue)"],["2","{@item Banded agate} (translucent striped brown, blue, white, or red)"],["3","{@item Blue quartz} (transparent pale blue)"],["4","{@item Eye agate} (translucent circles of gray, white, brown, blue, or green)"],["5","{@item Hematite} (opaque gray-black)"],["6","{@item Lapis lazuli} (opaque light and dark blue with yellow flecks)"],["7","{@item Malachite} (opaque striated light and dark green)"],["8","{@item Moss agate} (translucent pink or yellow-white with mossy gray or green markings)"],["9","{@item Obsidian} (opaque black)"],["10","{@item Rhodochrosite} (opaque light pink)"],["11","{@item Tiger eye} (translucent brown with golden center)"],["12","{@item Turquoise} (opaque light blue-green)"]],"name":"10 gp Gemstones","page":134,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"50 gp Gemstones","colLabels":["d12","Stone Description"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@item Bloodstone} (opaque dark gray with red flecks)"],["2","{@item Carnelian} (opaque orange to red-brown)"],["3","{@item Chalcedony} (opaque white)"],["4","{@item Chrysoprase} (translucent green)"],["5","{@item Citrine} (transparent pale yellow-brown)"],["6","{@item Jasper} (opaque blue, black, or brown)"],["7","{@item Moonstone} (translucent white with pale blue glow)"],["8","{@item Onyx} (opaque bands of black and white, or pure black or white)"],["9","{@item Quartz} (transparent white, smoky gray, or yellow)"],["10","{@item Sardonyx} (opaque bands of red and white)"],["11","{@item Star rose quartz} (translucent rosy stone with white star-shaped center)"],["12","{@item Zircon} (transparent pale blue-green)"]],"name":"50 gp Gemstones","page":134,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"100 gp Gemstones","colLabels":["d10","Stone Description"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@item Amber} (transparent watery gold to rich gold)"],["2","{@item Amethyst} (transparent deep purple)"],["3","{@item Chrysoberyl} (transparent yellow-green to pale green)"],["4","{@item Coral} (opaque crimson)"],["5","{@item Garnet} (transparent red, brown-green, or violet)"],["6","{@item Jade} (translucent light green, deep green, or white)"],["7","{@item Jet} (opaque deep black)"],["8","{@item Pearl} (opaque lustrous white, yellow, or pink)"],["9","{@item Spinel} (transparent red, red-brown, or deep green)"],["10","{@item Tourmaline} (transparent pale green, blue, brown, or red)"]],"name":"100 gp Gemstones","page":134,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"500 gp Gemstones","colLabels":["d6","Stone Description"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@item Alexandrite} (transparent dark green)"],["2","{@item Aquamarine} (transparent pale blue-green)"],["3","{@item Black pearl} (opaque pure black)"],["4","{@item Blue spinel} (transparent deep blue)"],["5","{@item Peridot} (transparent rich olive green)"],["6","{@item Topaz} (transparent golden yellow)"]],"name":"500 gp Gemstones","page":134,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"1,000 gp Gemstones","colLabels":["d8","Stone Description"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@item Black opal} (translucent dark green with black mottling and golden flecks)"],["2","{@item Blue sapphire} (transparent blue-white to medium blue)"],["3","{@item Emerald} (transparent deep bright green)"],["4","{@item Fire opal} (translucent fiery red)"],["5","{@item Opal} (translucent pale blue with green and golden mottling)"],["6","{@item Star ruby} (translucent ruby with white star-shaped center)"],["7","{@item Star sapphire} (translucent blue sapphire with white star-shaped center)"],["8","{@item Yellow sapphire} (transparent fiery yellow or yellow-green)"]],"name":"1,000 gp Gemstones","page":134,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"5,000 gp Gemstones","colLabels":["d4","Stone Description"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@item Black sapphire} (translucent lustrous black with glowing highlights)"],["2","{@item Diamond} (transparent blue-white, canary, pink, brown, or blue)"],["3","{@item Jacinth} (transparent fiery orange)"],["4","{@item Ruby} (transparent clear red to deep crimson)"]],"name":"5,000 gp Gemstones","page":134,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"25 gp Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@item Silver ewer}"],["2","{@item Carved bone statuette}"],["3","{@item Small gold bracelet}"],["4","{@item Cloth-of-gold vestments}"],["5","{@item Black velvet mask stitched with silver thread}"],["6","{@item Copper chalice with silver filigree}"],["7","{@item Pair of engraved bone dice}"],["8","{@item Small mirror set in a painted wooden frame}"],["9","{@item Embroidered silk handkerchief}"],["10","{@item Gold locket with a painted portrait inside}"]],"name":"25 gp Art Objects","page":134,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"250 gp Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@item Gold ring set with bloodstones}"],["2","{@item Carved ivory statuette}"],["3","{@item Large gold bracelet}"],["4","{@item Silver necklace with a gemstone pendant}"],["5","{@item Bronze crown}"],["6","{@item Silk robe with gold embroidery}"],["7","{@item Large well-made tapestry}"],["8","{@item Brass mug with jade inlay}"],["9","{@item Box of turquoise animal figurines}"],["10","{@item Gold bird cage with electrum filigree}"]],"name":"250 gp Art Objects","page":134,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"750 gp Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@item Silver chalice set with moonstones}"],["2","{@item Silver-plated steel longsword with jet set in hilt}"],["3","{@item Carved harp of exotic wood with ivory inlay and zircon gems}"],["4","{@item Small gold idol}"],["5","{@item Gold dragon comb set with red garnets as eyes}"],["6","{@item Bottle stopper cork embossed with gold leaf and set with amethysts}"],["7","{@item Ceremonial electrum dagger with a black pearl in the pommel}"],["8","{@item Silver and gold brooch}"],["9","{@item Obsidian statuette with gold fittings and inlay}"],["10","{@item Painted gold war mask}"]],"name":"750 gp Art Objects","page":134,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"2,500 gp Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@item Fine gold chain set with a fire opal}"],["2","{@item Old masterpiece painting}"],["3","{@item Embroidered silk and velvet mantle set with numerous moonstones}"],["4","{@item Platinum bracelet set with a sapphire}"],["5","{@item Embroidered glove set with jewel chips}"],["6","{@item Jeweled anklet}"],["7","{@item Gold music box}"],["8","{@item Gold circlet set with four aquamarines}"],["9","{@item Eye patch with a mock eye set in blue sapphire and moonstone}"],["10","A {@item necklace string of small pink pearls}"]],"name":"2,500 gp Art Objects","page":134,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"7,500 gp Art Objects","colLabels":["d8","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@item Jeweled gold crown}"],["2","{@item Jeweled platinum ring}"],["3","{@item Small gold statuette set with rubies}"],["4","{@item Gold cup set with emeralds}"],["5","{@item Gold jewelry box with platinum filigree}"],["6","{@item Painted gold child's sarcophagus}"],["7","{@item Jade game board with solid gold playing pieces}"],["8","{@item Bejeweled ivory drinking horn with gold filigree}"]],"name":"7,500 gp Art Objects","page":134,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Magic Item Rarity","colLabels":["Rarity","Character Level","Value"],"colStyles":["col-4","col-4","col-4"],"rows":[["Common","1st or higher","50-100 gp"],["Uncommon","1st or higher","101-500 gp"],["Rare","5th or higher","501-5,000 gp"],["Very rare","11th or higher","5,001-50,000 gp"],["Legendary","17th or higher","50,001+ gp"]],"name":"Magic Item Rarity","page":135,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Potion Miscibility","colLabels":["d100","Result"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","The mixture creates a magical explosion, dealing {@dice 6d10} force damage to the mixer and {@dice 1d10} force damage to each creature within 5 feet of the mixer."],["02-08","The mixture becomes an ingested poison of the DM's choice."],["09-15","Both potions lose their effects."],["16-25","One potion loses its effect."],["26-35","Both potions work, but with their numerical effects and durations halved. A potion has no effect if it can't be halved in this way."],["36-90","Both potions work normally."],["91-99","The numerical effects and duration of one potion are doubled. If neither potion has anything to double in this way, they work normally."],["00","Only one potion works, but its effect is permanent. Choose the simplest effect to make permanent, or the one that seems the most fun. For example, a {@item potion of healing} might increase the drinker's hit point maximum by 4, or {@item oil of etherealness} might permanently trap the user in the Ethereal Plane. At your discretion, an appropriate spell, such as {@spell dispel magic} or {@spell remove curse}, might end this lasting effect."]],"name":"Variant: Mixing Potions; Potion Miscibility","page":140,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Spell Scroll","srd":true,"colLabels":["Spell Level","Rarity","Save DC","Attack Bonus"],"colStyles":["col-3","col-3","col-3 text-center","col-3 text-center"],"rows":[["Cantrip","Common","13","+5 "],["1st","Common","13","+5 "],["2nd","Uncommon","13","+5 "],["3rd","Uncommon","15","+7"],["4th","Rare","15","+7"],["5th","Rare","17","+9"],["6th","Very rare","17","+9"],["7th","Very rare","18","+10"],["8th","Very rare","18","+10"],["9th","Legendary","19","+11"]],"name":"Spell Scrolls; Spell Scroll","page":139,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Scroll Mishap","colLabels":["d6","Result"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A surge of magical energy deals the caster {@dice 1d6} force damage per level of the spell."],["2","The spell affects the caster or an ally (determined randomly) instead of the intended target, or it affects a random target nearby if the caster was the intended target."],["3","The spell affects a random location within the spell's range."],["4","The spell's effect is contrary to its normal one, but neither harmful nor beneficial. For instance, a fireball might produce an area of harmless cold."],["5","The caster suffers a minor but bizarre effect related to the spell. Such effects last only as long as the original spell's duration, or {@dice 1d10} minutes for spells that take effect instantaneously. For example, a fireball might cause smoke to billow from the caster's ears for {@dice 1d10} minutes."],["6","The spell activates after {@dice 1d12} hours. If the caster was the intended target, the spell takes effect normally. If the caster was not the intended target, the spell goes off in the general direction of the intended target, up to the spell's maximum range, if the target has moved away."]],"name":"Variant: Scroll Mishaps; Scroll Mishap","page":140,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Who Created It or Was Intended to Use It?","colLabels":["d20","Creator or Intended User"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Aberration. The item was created by aberrations in ancient times, possibly for the use of favored humanoid thralls. When seen from the corner of the eye, the item seems to be moving."],["2-4","Human. The item was created during the heyday of a fallen human kingdom, or it is tied to a human of legend. It might hold writing in a forgotten tongue or symbols whose significance is lost to the ages."],["5","Celestial. The weapon is half the normal weight and inscribed with feathered wings, suns, and other symbols of good. Fiends find the item's presence repulsive."],["6","Dragon. This item is made from scales and talons shed by a dragon. Perhaps it incorporates precious metals and gems from the dragon's hoard. It grows slightly warm when within 120 feet of a dragon."],["7","Drow. The item is half the normal weight. It is black and inscribed with spiders and webs in honor of Lolth. It might function poorly, or disintegrate, if exposed to sunlight for 1 minute or more."],["8-9","Dwarf. The item is durable and has Dwarven runes worked into its design. It might be associated with a clan that would like to see it returned to their ancestral halls."],["10","Elemental Air. The item is half the normal weight and feels hollow. If it's made of fabric, it is diaphanous."],["11","Elemental Earth. This item might be crafted from stone. Any cloth or leather elements are studded with finely polished rock."],["12","Elemental Fire. This item is warm to the touch, and any metal parts are crafted from black iron. Sigils of flames cover its surface. Shades of red and orange are the prominent colors."],["13","Elemental Water. Lustrous fish scales replace leather or cloth on this item, and metal portions are instead crafted from seashells and worked coral as hard as any metal."],["14-15","Elf. The item is half the normal weight. It is adorned with symbols of nature: leaves, vines, stars, and the like."],["16","Fey. The item is exquisitely crafted from the finest materials and glows with a pale radiance in moonlight, shedding dim light in a 5-foot radius Any metal in the item is silver or mithral, rather than iron or steel."],["17","Fiend. The item is made of black iron or horn inscribed with runes, and any cloth or leather components are crafted from the hide of fiends. It is warm to the touch and features leering faces or vile runes engraved on its surface. Celestials find the item's presence repulsive."],["18","Giant. The item is larger than normal and was crafted by giants for use by their smaller allies."],["19","Gnome. The item is crafted to appear ordinary and it might look worn. It could also incorporate gears and mechanical components, even if these aren't essential to the item's function."],["20","Undead. The item incorporates imagery of death such as bones and skulls, and it might be crafted from parts of corpses. It feels cold to the touch"]],"name":"Special Features; Who Created It or Was Intended to Use It?","page":141,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"What Is a Detail from Its History?","colLabels":["d8","History"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Arcane. This item was created for an ancient order of spellcasters and bears the order's symbol."],["2","Bane. This item was created by the foes of a particular culture or kind of creature. If the culture or creatures are still around, they might recognize the item and single out the bearer as an enemy."],["3","Heroic. A great hero once wielded this item. Anyone who's familiar with the item's history expects great deeds from the new owner."],["4","Ornament. The item was created to honor a special occasion. Inset gemstones, gold or platinum inlays, and gold or silver filigree adorn its surface."],["5","Prophecy. The item features in a prophecy: its bearer is destined to play a key role in future events. Someone else who wants to play that role might try to steal the item, or someone who wants to prevent the prophecy from being fulfilled might try to kill the item's bearer."],["6","Religious. This item was used in religious ceremonies dedicated to a particular deity. It has holy symbols worked into it. The god's followers might try to persuade its owner to donate it to a temple, steal the item for themselves, or celebrate its use by a cleric or paladin of the same deity."],["7","Sinister. This item is linked to a deed of great evil such as a massacre or an assassination. It might have a name or be closely associated with a villain who used it. Anyone familiar with the item's history is likely to treat it and its owner with suspicion."],["8","Symbol of Power. This item was once used as part of royal regalia or as a badge of high office. Its former owner or that person's descendants might desire it, or someone might mistakenly assume its new owner is the item's legitimate inheritor."]],"name":"Special Features; What Is a Detail from Its History?","page":141,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"What Minor Property Does It Have","colLabels":["d20","Minor Property"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Beacon. The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light."],["2","Compass. The wielder can use an action to learn which way is north."],["3","Conscientious. When the bearer of this item contemplates or undertakes a malevolent act, the item enhances pangs of conscience."],["4","Delver. While underground, the bearer of this item always knows the item's depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward."],["5","Gleaming. This item never gets dirty."],["6","Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated."],["7","Harmonious. Attuning to this item takes only 1 minute."],["8","Hidden Message. A message is hidden somewhere on the item. It might be visible only at a certain time of the year, under the light of one phase of the moon, or in a specific location."],["9","Key. The item is used to unlock a container, chamber, vault, or other entryway."],["10","Language. The bearer can speak and understand a language of the DM's choice while the item is on the bearer's person."],["11","Sentinel. Choose a kind of creature that is an enemy of the item's creator. This item glows faintly when such creatures are within 120 feet of it."],["12","Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song."],["13","Strange Material. The item was created from a material that is bizarre given its purpose. Its durability is unaffected."],["14","Temperate. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit."],["15","Unbreakable. The item can't be broken. Special means must be used to destroy it."],["16","War Leader. The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer's next turn."],["17","Waterborne. This item floats on water and other liquids. Its bearer has advantage on Strength ({@skill Athletics}) checks to swim."],["18","Wicked. When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer's urge to do so."],["19","Illusion. The item is imbued with illusion magic, allowing its bearer to alter the item's appearance in minor ways. Such alterations don't change how the item is worn, carried, or wielded, and they have no effect on its other magical properties. For example, the wearer could make a red robe appear blue, or make a gold ring look like it's made of ivory. The item reverts to its true appearance when no one is carrying or wearing it."],["20","Roll twice, rerolling any additional 20s."]],"name":"Special Features; What Minor Property Does It Have","page":141,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"What Quirk Does It Have","colLabels":["d12","Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Blissful. While in possession of the item, the bearer feels fortunate and optimistic about what the future holds. Butterflies and other harmless creatures might frolic in the item's presence."],["2","Confident. The item helps its bearer feel self-assured."],["3","Covetous. The item's bearer becomes obsessed with material wealth."],["4","Frail. The item crumbles, frays, chips, or cracks slightly when wielded, worn, or activated. This quirk has no effect on its properties, but if the item has seen much use, it looks decrepit."],["5","Hungry. This item's magical properties function only if fresh blood from a humanoid has been applied to it within the past 24 hours. It needs only a drop to activate."],["6","Loud. The item makes a loud noise-such as a clang, a shout, or a resonating gong-when used."],["7","Metamorphic. The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item's use."],["8","Muttering. The item grumbles and mutters. A creature who listens carefully to the item might learn something useful."],["9","Painful. The bearer experiences a harmless flash of pain when using the item."],["10","Possessive. The item demands attunement when first wielded or worn, and it doesn't allow its bearer to attune to other items. (Other items already attuned to the bearer remain so until their attunement ends.)"],["11","Repulsive. The bearer feels a sense of distaste when in contact with the item, and continues to sense discomfort while bearing it."],["12","Slothful. The bearer of this item feels slothful and lethargic. While attuned to the item, the bearer requires 10 hours to finish a long rest."]],"name":"Special Features; What Quirk Does It Have","page":141,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Magic Item Table A","colLabels":["d100","Magic Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-50","{@item Potion of healing}"],["51-60","{@item Spell scroll (cantrip)}"],["61-70","{@item Potion of climbing}"],["71-90","{@item Spell scroll (1st level)}"],["91-94","{@item Spell scroll (2nd level)}"],["95-98","{@item Potion of greater healing}"],["99","{@item Bag of holding}"],["00","{@item Driftglobe}"]],"name":"Magic Item Table A","page":144,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Magic Item Table B","colLabels":["d100","Magic Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-15","{@item Potion of greater healing}"],["16-22","{@item Potion of fire breath}"],["23-29","{@item Potion of resistance}"],["30-34","{@item +1 ammunition}"],["35-39","{@item Potion of animal friendship}"],["40-44","{@item Potion of hill giant strength}"],["45-49","{@item Potion of growth}"],["50-54","{@item Potion of water breathing}"],["55-59","{@item Spell scroll (2nd level)}"],["60-64","{@item Spell scroll (3rd level)}"],["65-67","{@item Bag of holding}"],["68-70","{@item Keoghtom's ointment}"],["71-73","{@item Oil of slipperiness}"],["74-75","{@item Dust of disappearance}"],["76-77","{@item Dust of dryness}"],["78-79","{@item Dust of sneezing and choking}"],["80-81","{@item Elemental gem}"],["82-83","{@item Philter of love}"],["84","{@item Alchemy jug}"],["85","{@item Cap of water breathing}"],["86","{@item Cloak of the manta ray}"],["87","{@item Driftglobe}"],["88","{@item Goggles of night}"],["89","{@item Helm of comprehending languages}"],["90","{@item Immovable rod}"],["91","{@item Lantern of revealing}"],["92","{@item Mariner's armor}"],["93","{@item Mithral armor}"],["94","{@item Potion of poison}"],["95","{@item Ring of swimming}"],["96","{@item Robe of useful items}"],["97","{@item Rope of climbing}"],["98","{@item Saddle of the cavalier}"],["99","{@item Wand of magic detection}"],["00","{@item Wand of secrets}"]],"name":"Magic Item Table B","page":144,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Magic Item Table C","colLabels":["d100","Magic Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-15","{@item Potion of superior healing}"],["16-22","{@item Spell scroll (4th level)}"],["23-27","{@item +2 ammunition}"],["28-32","{@item Potion of clairvoyance}"],["33-37","{@item Potion of diminution}"],["38-42","{@item Potion of gaseous form}"],["43-47","{@item Potion of frost giant strength}"],["48-52","{@item Potion of stone giant strength}"],["53-57","{@item Potion of heroism}"],["58-62","{@item Potion of invulnerability}"],["63-67","{@item Potion of mind reading}"],["68-72","{@item Spell scroll (5th level)}"],["73-75","{@item Elixir of health}"],["76-78","{@item Oil of etherealness}"],["79-81","{@item Potion of fire giant strength}"],["82-84","{@item Quaal's feather token}"],["85-87","{@item Scroll of protection}"],["88-89","{@item Bag of beans}"],["90-91","{@item Bead of force}"],["92","{@item Chime of opening}"],["93","{@item Decanter of endless water}"],["94","{@item Eyes of minute seeing}"],["95","{@item Folding boat}"],["96","{@item Heward's handy haversack}"],["97","{@item Horseshoes of speed}"],["98","{@item Necklace of fireballs}"],["99","{@item Periapt of health}"],["00","{@item Sending stones}"]],"name":"Magic Item Table C","page":144,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Magic Item Table D","colLabels":["d100","Magic Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-20","{@item Potion of supreme healing}"],["21-30","{@item Potion of invisibility}"],["31-40","{@item Potion of speed}"],["41-50","{@item Spell scroll (6th level)}"],["51-57","{@item Spell scroll (7th level)}"],["58-62","{@item +3 ammunition}"],["63-67","{@item Oil of sharpness}"],["68-72","{@item Potion of flying}"],["73-77","{@item Potion of cloud giant strength}"],["78-82","{@item Potion of longevity}"],["83-87","{@item Potion of vitality}"],["88-92","{@item Spell scroll (8th level)}"],["93-95","{@item Horseshoes of a zephyr}"],["96-98","{@item Nolzur's marvelous pigments}"],["99","{@item Bag of devouring}"],["00","{@item Portable hole}"]],"name":"Magic Item Table D","page":144,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Magic Item Table E","colLabels":["d100","Magic Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-30","{@item Spell scroll (8th level)}"],["31-55","{@item Potion of storm giant strength}"],["56-70","{@item Potion of supreme healing}"],["71-85","{@item Spell scroll (9th level)}"],["86-93","{@item Universal solvent}"],["94-98","{@item Arrow of slaying}"],["99-100","{@item Sovereign glue}"]],"name":"Magic Item Table E","page":144,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Magic Item Table F","colLabels":["d100","Magic Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-15","{@item +1 weapon}"],["16-18","{@item +1 shield}"],["19-21","{@item Sentinel shield}"],["22-23","{@item Amulet of proof against detection and location}"],["24-25","{@item Boots of elvenkind}"],["26-27","{@item Boots of striding and springing}"],["28-29","{@item Bracers of archery}"],["30-31","{@item Brooch of shielding}"],["32-33","{@item Broom of flying}"],["34-35","{@item Cloak of elvenkind}"],["36-37","{@item Cloak of protection}"],["38-39","{@item Gauntlets of ogre power}"],["40-41","{@item Hat of disguise}"],["42-43","{@item Javelin of lightning}"],["44-45","{@item Pearl of power}"],["46-47","{@item +1 rod of the pact keeper}"],["48-49","{@item Slippers of spider climbing}"],["50-51","{@item Staff of the adder}"],["52-53","{@item Staff of the python}"],["54-55","{@item Sword of vengeance}"],["56-57","{@item Trident of fish command}"],["58-59","{@item Wand of magic missiles}"],["60-61","{@item +1 wand of the war mage}"],["62-63","{@item Wand of web}"],["64-65","{@item Weapon of warning}"],["66","{@item Adamantine chain mail}"],["67","{@item Adamantine chain shirt}"],["68","{@item Adamantine scale mail}"],["69","{@item Bag of tricks, gray}"],["70","{@item Bag of tricks, rust}"],["71","{@item Bag of tricks, tan}"],["72","{@item Boots of the winterlands}"],["73","{@item Circlet of blasting}"],["74","{@item Deck of illusions}"],["75","{@item Eversmoking bottle}"],["76","{@item Eyes of charming}"],["77","{@item Eyes of the eagle}"],["78","{@item Figurine of wondrous power, silver raven}"],["79","{@item Gem of brightness}"],["80","{@item Gloves of missile snaring}"],["81","{@item Gloves of swimming and climbing}"],["82","{@item Gloves of thievery}"],["83","{@item Headband of intellect}"],["84","{@item Helm of telepathy}"],["85","{@item Instrument of the bards, doss lute}"],["86","{@item Instrument of the bards, fochlucan bandore}"],["87","{@item Instrument of the bards, mac-fuirmidh cittern}"],["88","{@item Medallion of thoughts}"],["89","{@item Necklace of adaptation}"],["90","{@item Periapt of wound closure}"],["91","{@item Pipes of haunting}"],["92","{@item Pipes of the sewers}"],["93","{@item Ring of jumping}"],["94","{@item Ring of mind shielding}"],["95","{@item Ring of warmth}"],["96","{@item Ring of water walking}"],["97","{@item Quiver of ehlonna}"],["98","{@item Stone of good luck}"],["99","{@item Wind fan}"],["00","{@item Winged boots}"]],"name":"Magic Item Table F","page":144,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Magic Item Table G","colLabels":["d100","Magic Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-11","{@item +2 weapon}"],["12-14",{"type":"table","caption":"Figurine of Wondrous Power","colLabels":["d8","Magic Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","{@item Figurine of wondrous power, bronze griffon}"],["02","{@item Figurine of wondrous power, ebony fly}"],["03","{@item Figurine of wondrous power, golden lions}"],["04","{@item Figurine of wondrous power, ivory goats}"],["05","{@item Figurine of wondrous power, marble elephant}"],["06-07","{@item Figurine of wondrous power, onyx dog}"],["08","{@item Figurine of wondrous power, serpentine owl}"]],"data":{"tableIgnore":true}}],["15","{@item Adamantine breastplate}"],["16","{@item Adamantine splint armor}"],["17","{@item Amulet of health}"],["18","{@item Armor of vulnerability}"],["19","{@item Arrow-catching shield}"],["20","{@item Belt of dwarvenkind}"],["21","{@item Belt of hill giant strength}"],["22","{@item Berserker axe}"],["23","{@item Boots of levitation}"],["24","{@item Boots of speed}"],["25","{@item Bowl of commanding water elementals}"],["26","{@item Bracers of defense}"],["27","{@item Brazier of commanding fire elementals}"],["28","{@item Cape of the mountebank}"],["29","{@item Censer of controlling air elementals}"],["30","{@item +1 chain mail}"],["31","{@item armor of resistance||Chain mail of resistance|}"],["32","{@item +1 chain shirt}"],["33","{@item armor of resistance||Chain shirt of resistance|}"],["34","{@item Cloak of displacement}"],["35","{@item Cloak of the bat}"],["36","{@item Cube of force}"],["37","{@item Daern's instant fortress}"],["38","{@item Dagger of venom}"],["39","{@item Dimensional shackles}"],["40","{@item Dragon slayer}"],["41","{@item Elven chain}"],["42","{@item Flame tongue}"],["43","{@item Gem of seeing}"],["44","{@item Giant slayer}"],["45","{@item Glamoured studded leather}"],["46","{@item Helm of teleportation}"],["47","{@item Horn of blasting}"],["48","Horn of Valhalla ({@item Horn of Valhalla, Silver||Silver|} or {@item Horn of Valhalla, Brass||Brass|})"],["49","{@item Instrument of the bards, canaith mandolin}"],["50","{@item Instrument of the bards, cli lyre}"],["51","{@item Ioun stone, awareness}"],["52","{@item Ioun stone, protection}"],["53","{@item Ioun stone, reserve}"],["54","{@item Ioun stone, sustenance}"],["55","{@item Iron bands of bilarro}"],["56","{@item +1 leather armor}"],["57","{@item armor of resistance||Leather armor of resistance|}"],["58","{@item Mace of disruption}"],["59","{@item Mace of smiting}"],["60","{@item Mace of terror}"],["61","{@item Mantle of spell resistance}"],["62","{@item Necklace of prayer beads}"],["63","{@item Periapt of proof against poison}"],["64","{@item Ring of animal influence}"],["65","{@item Ring of evasion}"],["66","{@item Ring of feather falling}"],["67","{@item Ring of free action}"],["68","{@item Ring of protection}"],["69","{@item Ring of resistance}"],["70","{@item Ring of spell storing}"],["71","{@item Ring of the ram}"],["72","{@item Ring of x-ray vision}"],["73","{@item Robe of eyes}"],["74","{@item Rod of rulership}"],["75","{@item +2 rod of the pact keeper}"],["76","{@item Rope of entanglement}"],["77","{@item +1 scale mail}"],["78","{@item armor of resistance||Scale mail of resistance|}"],["79","{@item +2 shield}"],["80","{@item Shield of missile attraction}"],["81","{@item Staff of charming}"],["82","{@item Staff of healing}"],["83","{@item Staff of swarming insects}"],["84","{@item Staff of the woodlands}"],["85","{@item Staff of withering}"],["86","{@item Stone of controlling earth elementals}"],["87","{@item Sun blade}"],["88","{@item Sword of life stealing}"],["89","{@item Sword of wounding}"],["90","{@item Tentacle rod}"],["91","{@item Vicious weapon}"],["92","{@item Wand of binding}"],["93","{@item Wand of enemy detection}"],["94","{@item Wand of fear}"],["95","{@item Wand of fireballs}"],["96","{@item Wand of lightning bolts}"],["97","{@item Wand of paralysis}"],["98","{@item +2 wand of the war mage}"],["99","{@item Wand of wonder}"],["00","{@item Wings of flying}"]],"name":"Magic Item Table G","page":144,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Magic Item Table H","colLabels":["d100","Magic Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-10","{@item +3 weapon}"],["11-12","{@item Amulet of the planes}"],["13-14","{@item Carpet of flying}"],["15-16","{@item Crystal ball}"],["17-18","{@item Ring of regeneration}"],["19-20","{@item Ring of shooting stars}"],["21-22","{@item Ring of telekinesis}"],["23-24","{@item Robe of scintillating colors}"],["25-26","{@item Robe of stars}"],["27-28","{@item Rod of absorption}"],["29-30","{@item Rod of alertness}"],["31-32","{@item Rod of security}"],["33-34","{@item +3 rod of the pact keeper}"],["35-36","{@item Scimitar of speed}"],["37-38","{@item +3 shield}"],["39-40","{@item Staff of fire}"],["41-42","{@item Staff of frost}"],["43-44","{@item Staff of power}"],["45-46","{@item Staff of striking}"],["47-48","{@item Staff of thunder and lightning}"],["49-50","{@item Sword of sharpness}"],["51-52","{@item Wand of polymorph}"],["53-54","{@item +3 wand of the war mage}"],["55","{@item Adamantine half plate armor}"],["56","{@item Adamantine plate armor}"],["57","{@item Animated shield}"],["58","{@item Belt of fire giant strength}"],["59","Belt of {@item Belt of Frost Giant Strength||Frost|} or {@item Belt of Stone Giant Strength||Stone|} giant strength"],["60","{@item +1 breastplate}"],["61","{@item armor of resistance||Breastplate of resistance|}"],["62","{@item Candle of invocation}"],["63","{@item +2 chain mail}"],["64","{@item +2 chain shirt}"],["65","{@item Cloak of arachnida}"],["66","{@item Dancing sword}"],["67","{@item Demon armor}"],["68","{@item Dragon scale mail}"],["69","{@item Dwarven plate}"],["70","{@item Dwarven thrower}"],["71","{@item Efreeti bottle}"],["72","{@item Figurine of wondrous power, obsidian steed}"],["73","{@item Frost brand}"],["74","{@item Helm of brilliance}"],["75","{@item Horn of valhalla, bronze}"],["76","{@item Instrument of the bards, anstruth harp}"],["77","{@item Ioun stone, absorption}"],["78","{@item Ioun stone, agility}"],["79","{@item Ioun stone, fortitude}"],["80","{@item Ioun stone, insight}"],["81","{@item Ioun stone, intellect}"],["82","{@item Ioun stone, leadership}"],["83","{@item Ioun stone, strength}"],["84","{@item +2 leather armor}"],["85","{@item Manual of bodily health}"],["86","{@item Manual of gainful exercise}"],["87","{@item Manual of golems}"],["88","{@item Manual of quickness of action}"],["89","{@item Mirror of life trapping}"],["90","{@item Nine lives stealer}"],["91","{@item Oathbow}"],["92","{@item +2 scale mail}"],["93","{@item Spellguard shield}"],["94","{@item +1 splint armor}"],["95","{@item armor of resistance||Splint armor of resistance|}"],["96","{@item +1 studded leather armor}"],["97","{@item armor of resistance||Studded leather armor of resistance|}"],["98","{@item Tome of clear thought}"],["99","{@item Tome of leadership and influence}"],["00","{@item Tome of understanding}"]],"name":"Magic Item Table H","page":144,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Magic Item Table I","colLabels":["d100","Magic Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-05","{@item Defender}"],["06-10","{@item Hammer of thunderbolts}"],["11-15","{@item Luck blade}"],["16-20","{@item Sword of answering}"],["21-23","{@item Holy avenger}"],["24-26","{@item Ring of djinni summoning}"],["27-29","{@item Ring of invisibility}"],["30-32","{@item Ring of spell turning}"],["33-35","{@item Rod of lordly might}"],["36-38","{@item Staff of the magi}"],["39-41","{@item Vorpal sword}"],["42-43","{@item Belt of cloud giant strength}"],["44-45","{@item +2 breastplate}"],["46-47","{@item +3 chain mail}"],["48-49","{@item +3 chain shirt}"],["50-51","{@item Cloak of invisibility}"],["52-53","{@item Crystal ball (legendary version)}"],["54-55","{@item +1 half plate armor}"],["56-57","{@item Iron flask}"],["58-59","{@item +3 leather armor}"],["60-61","{@item +1 plate armor}"],["62-63","{@item Robe of the archmagi}"],["64-65","{@item Rod of resurrection}"],["66-67","{@item +1 scale mail}"],["68-69","{@item Scarab of protection}"],["70-71","{@item +2 splint armor}"],["72-73","{@item +2 studded leather armor}"],["74-75","{@item Well of many worlds}"],["76",{"type":"table","caption":"Magic armor","colLabels":["1d12",""],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","{@item +2 half plate armor}"],["3-4","{@item +2 plate armor}"],["5-6","{@item +3 studded leather armor}"],["7-8","{@item +3 breastplate}"],["9-10","{@item +3 splint armor}"],["11","{@item +3 half plate armor}"],["12","{@item +3 plate armor}"]],"data":{"tableIgnore":true}}],["77","{@item Apparatus of kwalish}"],["78","{@item Armor of invulnerability}"],["79","{@item Belt of storm giant strength}"],["80","{@item Cubic gate}"],["81","{@item Deck of many things}"],["82","{@item Efreeti chain}"],["83","{@item armor of resistance||Half plate armor of resistance|}"],["84","{@item Horn of valhalla, iron}"],["85","{@item Instrument of the bards, ollamh harp}"],["86","{@item Ioun stone, greater absorption}"],["87","{@item Ioun stone, mastery}"],["88","{@item Ioun stone, regeneration}"],["89","{@item Plate armor of etherealness}"],["90","{@item armor of resistance||Plate armor of resistance|}"],["91","{@item Ring of air elemental command}"],["92","{@item Ring of earth elemental command}"],["93","{@item Ring of fire elemental command}"],["94","{@item Ring of three wishes}"],["95","{@item Ring of water elemental command}"],["96","{@item Sphere of annihilation}"],["97","{@item Talisman of pure good}"],["98","{@item Talisman of the sphere}"],["99","{@item Talisman of ultimate evil}"],["00","{@item Tome of the stilled tongue}"]],"name":"Magic Item Table I","page":144,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Sentient Magic Item Communication","srd":true,"colLabels":["d100","Communication"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-60","The item communicates by transmitting emotion to the creature carrying or wielding it."],["61-90","The item can speak, read, and understand one or more languages."],["91-100","The item can speak, read, and understand one or more languages. In addition, the item can communicate telepathically with any character that carries or wields it."]],"name":"Sentient Magic Item Communication","page":214,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Sentient Magic Item Senses","srd":true,"colLabels":["d4","Senses"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Hearing and normal vision out to 30 feet."],["2","Hearing and normal vision out to 60 feet"],["3","Hearing and normal vision out to 120 feet."],["4","Hearing and darkvision out to 120 feet."]],"name":"Sentient Magic Item Senses","page":214,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Sentient Magic Item Alignment","srd":true,"colLabels":["d100","Alignment"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-15","Lawful good"],["16-35","Neutral good"],["36-50","Chaotic good"],["51-63","Lawful neutral"],["64-73","Neutral"],["74-85","Chaotic neutral"],["86-89","Lawful evil"],["90-96","Neutral evil"],["97-100","Chaotic evil"]],"name":"Sentient Magic Item Alignment","page":216,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Sentient Special Purpose","srd":true,"colLabels":["d10","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Aligned: The item seeks to defeat or destroy those of a diametrically opposed alignment. (Such an item is never neutral.)"],["2","Bane: The item seeks to defeat or destroy creatures of a particular kind, such as fiends, shapechangers, trolls, or wizards."],["3","Protector: The item seeks to defend a particular race or kind of creature, such as elves or druids."],["4","Crusader: The item seeks to defeat, weaken, or destroy the servants of a particular deity."],["5","Templar: The item seeks to defend the servants and interests of a particular deity."],["6","Destroyer: The item craves destruction and goads its user to fight arbitrarily."],["7","Glory Seeker: The item seeks renown as the greatest magic item in the world, by establishing its user as a famous or notorious figure."],["8","Lore Seeker: The item craves knowledge or is determined to solve a mystery, learn a secret, or unravel a cryptic prophecy."],["9","Destiny Seeker: The item is convinced that it and its wielder have key roles to play in future events."],["10","Creator Seeker: The item seeks its creator and wants to understand why it was created."]],"name":"Sentient Special Purpose","page":216,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Minor Beneficial Properties","colLabels":["d100","Property"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-20","While attuned to the artifact, you gain proficiency in one skill of the DM's choice."],["21-30","While attuned to the artifact, you are immune to disease."],["31-40","While attuned to the artifact, you can't be {@condition charmed} or {@condition frightened}."],["41-50","While attuned to the artifact, you have resistance against one damage type of the DM's choice."],["51-60","While attuned to the artifact, you can use an action to cast one {@filter cantrip|spells|level=0} (chosen by the DM) from it."],["61-70","While attuned to the artifact, you can use an action to cast one {@filter 1st-level|spells|level=1} spell (chosen by the DM) from it. After you cast the spell, roll a {@dice d6}. On a roll of 1-5, you can't cast it again until the next dawn."],["71-80","As 61-70 above, except the spell is {@filter 2nd level|spells|level=2}."],["81-90","As 61-70 above, except the spell is {@filter 3rd level|spells|level=3}."],["91-00","While attuned to the artifact, you gain a +1 bonus to Armor Class."]],"name":"Artifact Properties; Minor Beneficial Properties","page":219,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Major Beneficial Properties","colLabels":["d100","Property"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-20","While attuned to the artifact, one of your ability scores (DM's choice) increases by 2, to a maximum of 24."],["21-30","While attuned to the artifact, you regain {@dice 1d6} hit points at the start of your turn if you have at least 1 hit point."],["31-40","When you hit with a weapon attack while attuned to the artifact, the target takes an extra {@dice 1d6} damage of the weapon's type."],["41-50","While attuned to the artifact, your walking speed increases by 10 feet."],["51-60","While attuned to the artifact, you can use an action to cast one {@filter 4th-level|spells|level=4} spell (chosen by the DM) from it. After you cast the spell, roll a {@dice d6}. On a roll of 1-5, you can't cast it again until the next dawn."],["61-70","As 51-60 above, except the spell is {@filter 5th level|spells|level=5}."],["71-80","As 51-60 above, except the spell is {@filter 6th level|spells|level=6}."],["81-90","As 51-60 above, except the spell is {@filter 7th level|spells|level=7}."],["91-00","While attuned to the artifact, you can't be {@condition blinded}, {@condition deafened}, {@condition petrified}, or {@condition stunned}."]],"name":"Artifact Properties; Major Beneficial Properties","page":219,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Minor Detrimental Properties","colLabels":["d100","Property"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-05","While attuned to the artifact, you have disadvantage on saving throws against spells."],["06-10","The first time you touch a gem or piece of jewelry while attuned to this artifact, the value of the gem or jewelry is reduced by half."],["11-15","While attuned to the artifact, you are {@condition blinded} when you are more than 10 feet away from it."],["16-20","While attuned to the artifact, you have disadvantage on saving throws against poison."],["21-30","While attuned to the artifact, you emit a sour stench noticeable from up to 10 feet away."],["31-35","While attuned to the artifact, all holy water within 10 feet of you is destroyed."],["36-40","While attuned to the artifact, you are physically ill and have disadvantage on any ability check or saving throw that uses Strength or Constitution."],["41-45","While attuned to the artifact, your weight increases by {@dice 1d4 × 10} pounds."],["46-50","While attuned to the artifact, your appearance changes as the DM decides."],["51-55","While attuned to the artifact, you are {@condition deafened} when you are more than 10 feet away from it."],["56-60","While attuned to the artifact, your weight drops by {@dice 1d4 × 5} pounds."],["61-65","While attuned to the artifact, you can't smell."],["66-70","While attuned to the artifact, nonmagical flames are extinguished within 30 feet of you."],["71-80","While you are attuned to the artifact, other creatures can't take short or long rests while within 300 feet of you."],["81-85","While attuned to the artifact, you deal {@dice 1d6} necrotic damage to any plant you touch that isn't a creature."],["86-90","While you are attuned to the artifact, animals within 30 feet of you are hostile toward you."],["91-95","While attuned to the artifact, you must eat and drink six times the normal amount each day."],["96-00","While you are attuned to the artifact, your flaw is amplified in a way determined by the DM."]],"name":"Artifact Properties; Minor Detrimental Properties","page":219,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Major Detrimental Properties","colLabels":["d100","Property"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-05","While you are attuned to the artifact, your body rots over the course of four days, after which the rotting stops. You lose your hair by the end of day 1, finger tips and toe tips by the end of day 2, lips and nose by the end of day 3, and ears by the end of day 4. A {@spell regenerate} spell restores lost body parts."],["06-10","While you are attuned to the artifact, you determine your alignment daily at dawn by rolling a {@dice d6} twice. On the first roll, a 1-2 indicates lawful, 3-4 neutral, and 5-6 chaotic. On the second roll, a 1-2 indicates good, 3-4 neutral, and 5-6 evil."],["11-15","When you first attune to the artifact, it gives you a quest determined by the DM. You must complete this quest as if affected by the {@spell geas} spell. Once you complete the quest, you are no longer affected by this property."],["16-20","The artifact houses a bodiless life force that is hostile toward you. Each time you use an action to use one of the artifact's properties, there is a {@chance 50} chance that the life force tries to leave the artifact and enter your body. If you fail a DC 20 Charisma saving throw, it succeeds, and you become an NPC under the DM's control until the intruding life force is banished using magic such as the {@spell dispel evil and good} spell."],["21-25","Creatures with a challenge rating of 0, as well as plants that aren't creatures, drop to 0 hit points when within 10 feet of the artifact."],["26-30","The artifact imprisons a {@creature death slaad} (see the Monster Manual). Each time you use one of the artifact's properties as an action, the slaad has a {@chance 10} chance of escaping, whereupon it appears within 15 feet of you and attacks you."],["31-35","While you are attuned to the artifact, creatures of a particular type other than humanoid (as chosen by the DM) are always hostile toward you."],["36-40","The artifact dilutes magic potions within 10 feet of it, rendering them nonmagical."],["41-45","The artifact erases magic scrolls within 10 feet of it, rendering them nonmagical."],["46-50","Before using one of the artifact's properties as an action, you must use a bonus action to draw blood, either from yourself or from a willing or incapacitated creature within your reach, using a piercing or slashing melee weapon. The subject takes {@dice 1d4} damage of the appropriate type."],["51-60","When you become attuned to the artifact, you gain a form of {@book long-term madness|dmg|8|madness effects} (see chapter 8, \"Running the Game\")."],["61-65","You take {@dice 4d10} psychic damage when you become attuned to the artifact."],["66-70","You take {@dice 8d10} psychic damage when you become attuned to the artifact."],["71-75","Before you can become attuned to the artifact, you must kill a creature of your alignment."],["76-80","When you become attuned to the artifact, one of your ability scores is reduced by 2 at random. A {@spell greater restoration} spell restores the ability to normal."],["81-85","Each time you become attuned to the artifact, you age {@dice 3d10} years. You must succeed on a DC 10 Constitution saving throw or die from the shock. If you die, you are instantly transformed into a {@creature wight} (see the Monster Manual) under the DM's control that is sworn to protect the artifact."],["86-90","While attuned to the artifact, you lose the ability to speak."],["91-95","While attuned to the artifact, you have vulnerability to all damage."],["96-00","When you become attuned to the artifact, there is a {@chance 10} chance that you attract the attention of a god that sends an avatar to wrest the artifact from you. The avatar has the same alignment as its creator and the statistics of an {@creature empyrean} (see the Monster Manual). Once it obtains the artifact, the avatar vanishes."]],"name":"Artifact Properties; Major Detrimental Properties","page":219,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Ability Checks","colLabels":["Ability","Used for...","Example Uses"],"colStyles":["col-1","col-3","col-8"],"rows":[["Strength","Physical force and athleticism","Smash down a door, move a boulder, use a spike to wedge a door shut"],["Dexterity","Agility, reflexes, and balance","Sneak past a guard, walk along a narrow ledge, wriggle free from chains"],["Constitution","Stamina and health","Endure a marathon, grasp hot metal without flinching, win a drinking contest"],["Intelligence","Memory and reason","Recall a bit of lore, recognize a clue's significance, decode an encrypted message"],["Wisdom","Perceptiveness and willpower","Spot a hidden creature, sense that someone is lying"],["Charisma","Social influence and confidence","Persuade a creature to do something, cow a crowd, lie to someone convincingly"]],"name":"Ability Checks","page":237,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Saving Throws","colLabels":["Ability","Used For..."],"colStyles":["col-2","col-10"],"rows":[["Strength","Opposing a force that would physically move or bind you"],["Dexterity","Dodging out of harm's way"],["Constitution","Enduring a disease, poison, or other hazard that saps vitality"],["Intelligence","Disbelieving certain illusions and resisting mental assaults that can be refuted with logic, sharp memory, or both"],["Wisdom","Resisting effects that charm, frighten, or otherwise assault your willpower"],["Charisma","Withstanding effects, such as possession, that would subsume your personality or hurl you to another plane of existence"]],"name":"Saving Throws","page":238,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Typical DCs","colLabels":["Task","DC"],"colStyles":["col-10","col-2 text-center"],"rows":[["Very easy","5"],["Easy","10"],["Moderate","15"],["Hard","20"],["Very hard","25"],["Nearly impossible","30"]],"name":"Difficulty Class; Typical DCs","page":238,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Map Travel Pace","colLabels":["Map Scale","Slow Pace","Normal Pace","Fast Pace"],"colStyles":["col-3","col-3","col-3","col-3"],"rows":[["Dungeon (1 sq. = 10 ft.)","20 sq./min.","30 sq./min.","40 sq./min."],["City (1 sq. = 100 ft.)","2 sq./min.","3 sq./min.","4 sq./min."],["Province (1 hex = 1 mi.)","2 hexes/hr., 18 hexes/day","3 hexes/hr., 24 hexes/day","4 hexes/hr., 30 hexes/day"],["Kingdom (1 hex = 6 mi.)","1 hex/3 hr., 3 hexes/day","1 hex/2 hr., 4 hexes/day","1 hex/1½ hr., 5 hexes/day"]],"name":"Using a Map; Map Travel Pace","page":242,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Tracking DCs","colLabels":["Ground Surface","DC"],"colStyles":["col-10","col-2 text-center"],"rows":[["Soft surface such as snow","10"],["Dirt or grass","15"],["Bare stone","20"],["Each day since the creature passed","+5"],["Creature left a trail such as blood","-5"]],"name":"Tracking DCs","page":244,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Object Armor Class","srd":true,"colLabels":["Substance","AC"],"colStyles":["col-10","col-2 text-center"],"rows":[["Cloth, paper, rope","11"],["Crystal, glass, ice","13"],["Wood, bone","15"],["Stone","17"],["Iron, steel","19"],["Mithral","21"],["Adamantine","23"]],"name":"Object Armor Class","page":246,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Object Hit Points","srd":true,"colLabels":["Size","Fragile","Resilient"],"colStyles":["col-6","col-3 text-center","col-3 text-center"],"rows":[["Tiny (bottle, lock)","2 ({@dice 1d4})","5 ({@dice 2d4})"],["Small (chest, lute)","3 ({@dice 1d6})","10 ({@dice 3d6})"],["Medium (barrel, chandelier)","4 ({@dice 1d8})","18 ({@dice 4d8})"],["Large (cart, 10-ft.-by-10-ft. window)","5 ({@dice 1d10})","27 ({@dice 5d10})"]],"name":"Object Hit Points","page":247,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Improvising Damage","colLabels":["Dice","Examples"],"colStyles":["col-2 text-center","col-10"],"rows":[["{@dice 1d10}","Burned by coals, hit by a falling bookcase, pricked by a poison needle"],["{@dice 2d10}","Being struck by lightning, stumbling into a fire pit"],["{@dice 4d10}","Hit by falling rubble in a collapsing tunnel, stumbling into a vat of acid"],["{@dice 10d10}","Crushed by compacting walls, hit by whirling steel blades, wading through a lava stream"],["{@dice 18d10}","Being submerged in lava, being hit by a crashing flying fortress"],["{@dice 24d10}","Tumbling into a vortex of fire on the Elemental Plane of Fire, being crushed in the jaws of a godlike creature or a moon-sized monster"]],"name":"Improvising Damage","page":249,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Damage Severity and Level","colLabels":["Character Level","Setback","Dangerous","Deadly"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["1st-4th","{@dice 1d10}","{@dice 2d10}","{@dice 4d10}"],["5th-10th","{@dice 2d10}","{@dice 4d10}","{@dice 10d10}"],["11th-16th","{@dice 4d10}","{@dice 10d10}","{@dice 18d10}"],["17th-20th","{@dice 10d10}","{@dice 18d10}","{@dice 24d10}"]],"name":"Improvising Damage; Damage Severity and Level","page":249,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Targets in Areas of Effect","colLabels":["Area","Number of Targets"],"colStyles":["col-6","col-6"],"rows":[["Cone","{@dice ceil(#$prompt_number:title=Enter a Size$# / 10)|Size ÷ 10} (round up)"],["Cube or square","{@dice ceil(#$prompt_number:title=Enter a Size$# / 5)|Size ÷ 5} (round up)"],["Cylinder","{@dice ceil(#$prompt_number:title=Enter a Radius$# / 5)|Radius ÷ 5} (round up)"],["Line","{@dice ceil(#$prompt_number:title=Enter a Length$# / 30)|Length ÷ 30} (round up)"],["Sphere or circle","{@dice ceil(#$prompt_number:title=Enter a Radius$# / 5)|Radius ÷ 5} (round up)"]],"name":"Adjudicating Areas of Effect; Targets in Areas of Effect","page":249,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Mob Attacks","colLabels":["d20 Roll Needed","Attackers Needed for One to Hit"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["1-5","1"],["6-12","2"],["13-14","3"],["15-16","4"],["17-18","5"],["19-19","10"],["20-20","20"]],"name":"Handling Mobs; Mob Attacks","page":250,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Creature Size and Space","colLabels":["Size","Space: Squares","Space: Hexes"],"colStyles":["col-3","col-6","col-3"],"rows":[["Tiny","4 per square","4 per hex"],["Small","1 square","1 hex"],["Medium","1 square","1 hex"],["Large","4 squares (2 by 2)","3 hexes"],["Huge","9 squares (3 by 3)","7 hexes"],["Gargantuan","16 squares (4 by 4) or more","12 hexes or more"]],"name":"Creature Size on Squares and Hexes; Creature Size and Space","page":251,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Escape Factors","colLabels":["Factor","Check Has..."],"colStyles":["col-6","col-6"],"rows":[["Quarry has many things to hide behind","Advantage"],["Quarry is in a very crowded or noisy area","Advantage"],["Quarry has few things to hide behind","Disadvantage"],["Quarry is in an uncrowded or quiet area","Disadvantage"],["The lead pursuer is a ranger or has proficiency in Survival","Disadvantage"]],"name":"Ending a Chase; Escape Factors","page":253,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Urban Chase Complications","colLabels":["d20","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A large obstacle such as a horse or cart blocks your way. Make a DC 15 Dexterity ({@skill Acrobatics}) check to get past the obstacle. On a failed check, the obstacle counts as 10 feet of {@quickref difficult terrain||3}."],["2","A crowd blocks your way. Make a DC 10 Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (your choice) to make your way through the crowd unimpeded. On a failed check, the crowd counts as 10 feet of {@quickref difficult terrain||3}."],["3","A large stained-glass window or similar barrier blocks your path. Make a DC 10 Strength saving throw to smash through the barrier and keep going. On a failed save, you bounce off the barrier and fall prone."],["4","A maze of barrels, crates, or similar obstacles stands in your way. Make a DC 10 Dexterity ({@skill Acrobatics}) or Intelligence check (your choice) to navigate the maze. On a failed check, the maze counts as 10 feet of {@quickref difficult terrain||3}."],["5","The ground beneath your feet is slippery with rain, spilled oil, or some other liquid. Make a DC 10 Dexterity saving throw. On a failed save, you fall prone."],["6","You come upon a pack of dogs fighting over food. Make a DC 10 Dexterity ({@skill Acrobatics}) check to get through the pack unimpeded. On a failed check, you are bitten and take {@dice 1d4} piercing damage, and the dogs count as 5 feet of {@quickref difficult terrain||3}."],["7","You run into a brawl in progress. Make a DC 15 Strength ({@skill Athletics}), Dexterity ({@skill Acrobatics}), or Charisma ({@skill Intimidation}) check (your choice) to get past the brawlers unimpeded. On a failed check, you take {@dice 2d4} bludgeoning damage, and the brawlers count as 10 feet of {@quickref difficult terrain||3}."],["8","A beggar blocks your way. Make a DC 10 Strength ({@skill Athletics}), Dexterity ({@skill Acrobatics}), or Charisma ({@skill Intimidation}) check (your choice) to slip past the beggar. You succeed automatically if you toss the beggar a coin. On a failed check, the beggar counts as 5 feet of {@quickref difficult terrain||3}."],["9","An overzealous guard (see the Monster Manual (or game statistics) mistakes you for someone else. If you move 20 feet or more on your turn, the guard makes an opportunity attack against you with a spear (+3 to hit; {@dice 1d6 + 1} piercing damage on a hit)."],["10","You are forced to make a sharp turn to avoid colliding with something impassable. Make a DC 10 Dexterity saving throw to navigate the turn. On a failed save, you collide with something hard and take {@dice 1d4} bludgeoning damage."],["11-20","No complication."]],"name":"Urban Chase Complications","page":253,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Wilderness Chase Complications","colLabels":["d20","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Your path takes you through a rough patch of brush. Make a DC 10 Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (your choice) to get past the brush. On a failed check, the brush counts as 5 feet of {@quickref difficult terrain||3}."],["2","Uneven ground threatens to slow your progress. Make a DC 10 Dexterity ({@skill Acrobatics}) check to navigate the area. On a failed check, the ground counts as 10 feet of {@quickref difficult terrain||3}."],["3","You run through a {@creature swarm of insects} (see the Monster Manual for game statistics, with the DM choosing whichever kind of insects makes the most sense). The swarm makes an opportunity attack against you (+3 to hit; {@dice 4d4} piercing damage on a hit)."],["4","A stream, ravine, or rock bed blocks your path. Make a DC 10 Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (your choice) to cross the impediment. On a failed check, the impediment counts as 10 feet of {@quickref difficult terrain||3}."],["5","Make a DC 10 Constitution saving throw. On a failed save, you are blinded by blowing sand, dirt, ash, snow, or pollen until the end of your turn. While blinded in this way, your speed is halved."],["6","A sudden drop catches you by surprise. Make a DC 10 Dexterity saving throw to navigate the impediment. On a failed save, you fall {@dice 1d4 × 5} feet, taking {@dice 1d6} bludgeoning damage per 10 feet fallen as normal, and land prone."],["7","You blunder into a hunter's snare. Make a DC 15 Dexterity saving throw to avoid it. On a failed save, you are caught in a net and restrained. See chapter 5 \"Equipment,\" of the Player's Handbook for rules on escaping a net."],["8","You are caught in a stampede of spooked animals. Make a DC 10 Dexterity saving throw. On a failed save, you are knocked about and take {@dice 1d4} bludgeoning damage and {@dice 1d4} piercing damage."],["9","Your path takes you near a patch of razorvine. Make a DC 15 Dexterity saving throw or use 10 feet of movement (your choice) to avoid the razorvine. On a failed save, you take {@dice 1d10} slashing damage."],["10","A creature indigenous to the area chases after you. The DM chooses a creature appropriate for the terrain."],["11-20","No complication."]],"name":"Wilderness Chase Complications","page":253,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Poisons","srd":true,"colLabels":["Item","Type","Price per Dose"],"colStyles":["col-6","col-3","col-3 text-right"],"rows":[["{@item Assassin's blood}","Ingested","150 gp"],["{@item Burnt othur fumes}","Inhaled","500 gp"],["{@item Carrion crawler mucus}","Contact","200 gp"],["{@item Drow poison}","Injury","200 gp"],["{@item Essence of ether}","Inhaled","300 gp"],["{@item Malice}","Inhaled","250 gp"],["{@item Midnight tears}","Ingested","1,500 gp"],["{@item Oil of taggit}","Contact","400 gp"],["{@item Pale tincture}","Ingested","250 gp"],["{@item Purple worm poison}","Injury","2,000 gp"],["{@item Serpent venom}","Injury","200 gp"],["{@item Torpor}","Ingested","600 gp"],["{@item Truth serum}","Ingested","150 gp"],["{@item Wyvern poison}","Injury","1,200 gp"]],"name":"Poisons","page":257,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Short-Term Madness","srd":true,"colLabels":["d100","Effects (lasts 1d10 minutes)"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-20","The character retreats into his or her mind and becomes {@condition paralyzed}. The effect ends if the character takes any damage."],["21-30","The character becomes {@condition incapacitated} and spends the duration screaming, laughing, or weeping."],["31-40","The character becomes {@condition frightened} and must use his or her action and movement each round to flee from the source of the fear."],["41-50","The character begins babbling and is incapable of normal speech or spellcasting."],["51-60","The character must use his or her action each round to attack the nearest creature."],["61-70","The character experiences vivid hallucinations and has disadvantage on ability checks."],["71-75","The character does whatever anyone tells him or her to do that isn't obviously self-destructive."],["76-80","The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal."],["81-90","The character is {@condition stunned}."],["91-100","The character falls {@condition unconscious}."]],"name":"Short-Term Madness","page":259,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Long-Term Madness","srd":true,"colLabels":["d100","Effects (lasts 1d10 × 10 hours)"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-10","The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins."],["11-20","The character experiences vivid hallucinations and has disadvantage on ability checks."],["21-30","The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks."],["31-40","The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the {@spell antipathy/sympathy} spell."],["41-45","The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects."],["46-55","The character becomes attached to a \"lucky charm,\" such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it."],["56-65","The character is {@condition blinded} (25%) or {@condition deafened} (75%)."],["66-75","The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity."],["76-85","The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn't recognize other people or remember anything that happened before the madness took effect."],["86-90","Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the {@spell confusion} spell. The confusion effect lasts for 1 minute."],["91-95","The character loses the ability to speak."],["96-100","The character falls {@condition unconscious}. No amount of jostling or damage can wake the character."]],"name":"Long-Term Madness","page":259,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Indefinite Madness","srd":true,"colLabels":["d100","Flaw (lasts until cured)"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-15","\"Being drunk keeps me sane.\""],["16-25","\"I keep whatever I find.\""],["26-30","\"I try to become more like someone else I know—adopting his or her style of dress, mannerisms, and name.\""],["31-35","\"I must bend the truth, exaggerate, or outright lie to be interesting to other people.\""],["36-45","\"Achieving my goal is the only thing of interest to me, and I'll ignore everything else to pursue it.\""],["46-50","\"I find it hard to care about anything that goes on around me.\""],["51-55","\"I don't like the way people judge me all the time.\""],["56-70","\"I am the smartest, wisest, strongest, fastest, and most beautiful person I know.\""],["71-80","\"I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they're watching me all the time.\""],["81-85","\"There's only one person I can trust. And only I can see this special friend.\""],["86-95","\"I can't take anything seriously. The more serious the situation, the funnier I find it.\""],["96-100","\"I've discovered that I really like killing people.\""]],"name":"Indefinite Madness","page":259,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Proficiency Dice","colLabels":["Level","Proficiency Bonus","Proficiency Die"],"colStyles":["col-2 no-wrap text-center","col-5 text-center","col-5 text-center"],"rows":[["1st-4th","+2","{@dice 1d4}"],["5th-8th","+3","{@dice 1d6}"],["9th-12th","+4","{@dice 1d8}"],["13th-16th","+5","{@dice 1d10}"],["17th-20th","+6","{@dice 1d12}"]],"name":"Proficiency Dice","page":263,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Ability Check Proficiency by Class","colLabels":["Class","Ability Check"],"colStyles":["col-2","col-10"],"rows":[["{@class Barbarian}","Strength, Dexterity, or Wisdom"],["{@class Bard}","Any one"],["{@class Cleric}","Intelligence, Wisdom, or Charisma"],["{@class Druid}","Intelligence or Wisdom"],["{@class Fighter}","Strength, Dexterity, or Wisdom"],["{@class Monk}","Strength, Dexterity, or Intelligence"],["{@class Paladin}","Strength, Wisdom, or Charisma"],["{@class Ranger}","Strength, Dexterity, or Wisdom"],["{@class Rogue}","Dexterity, Intelligence, Wisdom, or Charisma"],["{@class Sorcerer}","Intelligence or Charisma"],["{@class Warlock}","Intelligence or Charisma"],["{@class Wizard}","Intelligence or Wisdom"]],"name":"Ability Check Proficiency by Class","page":263,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Figuring Out Alien Technology","colLabels":["Int. Check Total","Result"],"colStyles":["col-3 no-wrap","col-9"],"rows":[["9 or lower","One failure; one charge or use is wasted, if applicable; character has disadvantage on next check"],["10-14","One failure"],["15-19","One success"],["20 or higher","One success; character has advantage on next check"]],"name":"Figuring Out Alien Technology","page":268,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Lingering Injuries","colLabels":["d20","Injury"],"colStyles":["col-2 text-center no-wrap","col-10"],"rows":[["1","{@bold Lose an Eye.} You have disadvantage on Wisdom ({@skill Perception}) checks that rely on sight and on ranged attack rolls. Magic such as the {@spell regenerate} spell can restore the lost eye. If you have no eyes left after sustaining this injury, you're {@condition blinded}."],["2","{@bold Lose an Arm or a Hand.} You can no longer hold anything with two hands, and you can hold only a single object at a time. Magic such as the {@spell regenerate} spell can restore the lost appendage."],["3","{@bold Lose a Foot or Leg.} Your speed on foot is halved, and you must use a cane or crutch to move unless you have a peg leg or other prosthesis. You fall {@condition prone} after using the Dash action. You have disadvantage on Dexterity checks made to balance. Magic such as the {@spell regenerate} spell can restore the lost appendage."],["4","{@bold Limp.} Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall {@condition prone}. Magical healing removes the limp."],["5-7","{@bold Internal Injury.} Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. The injury heals if you receive magical healing or if you spend ten days doing nothing but resting."],["8-10","{@bold Broken Ribs.} This has the same effect as Internal Injury above, except that the save DC is 10."],["11-13","{@bold Horrible Scar.} You are disfigured to the extent that the wound can't be easily concealed. You have disadvantage on Charisma ({@skill Persuasion}) checks and advantage on Charisma ({@skill Intimidation}) checks. Magical healing of 6th level or higher, such as {@spell heal} and {@spell regenerate}, removes the scar."],["14-16","{@bold Festering Wound.} Your hit point maximum is reduced by 1 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. The wound heals if you receive magical healing. Alternatively, someone can tend to the wound and make a DC 15 Wisdom ({@skill Medicine}) check once every 24 hours. After ten successes, the wound heals."],["17-20","{@bold Minor Scar.} The scar doesn't have any adverse effect. Magical healing of 6th level or higher, such as {@spell heal} and {@spell regenerate}, removes the scar."]],"name":"Lingering Injuries","page":272,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"System Shock","colLabels":["d10","Effect"],"colStyles":["col-1 text-center no-wrap","col-12"],"rows":[["1","The creature drops to 0 hit points."],["2-3","The creature drops to 0 hit points but is stable."],["4-5","The creature is {@condition stunned} until the end of its next turn."],["6-7","The creature can't take reactions and has disadvantage on attack rolls and ability checks until the end of its next turn."],["8-10","The creature can't take reactions until the end of its next turn."]],"name":"Massive Damage; System Shock","page":273,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Monster Statistics by Challenge Rating","colLabels":["CR","Prof. Bonus","Armor Class","Hit Points","Attack Bonus","Damage/Round","Save DC"],"colStyles":["col-1 text-center","col-1 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center"],"rows":[["0","+2","≤ 13","1-6","≤ +3","0-1","≤ 13"],["1/8","+2","13","7-35","+3","2-3","13"],["1/4","+2","13","36-49","+3","4-5","13"],["1/2","+2","13","50-70","+3","6-8","13"],["1","+2","13","71-85","+3","9-14","13"],["2","+2","13","86-100","+3","15-20","13"],["3","+2","13","101-115","+4","21-26","13"],["4","+2","14","116-130","+5","27-32","14"],["5","+3","15","131-145","+6","33-38","15"],["6","+3","15","146-160","+6","39-44","15"],["7","+3","15","161-175","+6","45-50","15"],["8","+3","16","176-190","+7","51-56","16"],["9","+4","16","191-205","+7","57-62","16"],["10","+4","17","206-220","+7","63-68","16"],["11","+4","17","221-235","+8","69-74","17"],["12","+4","17","236-250","+8","75-80","17"],["13","+5","18","251-265","+8","81-86","18"],["14","+5","18","266-280","+8","87-92","18"],["15","+5","18","281-295","+8","93-98","18"],["16","+5","18","296-310","+9","99-104","18"],["17","+6","19","311-325","+10","105-110","19"],["18","+6","19","326-340","+10","111-116","19"],["19","+6","19","341-355","+10","117-122","19"],["20","+6","19","356-400","+10","123-140","19"],["21","+7","19","401-445","+11","141-158","20"],["22","+7","19","446-490","+11","159-176","20"],["23","+7","19","491-535","+11","177-194","20"],["24","+7","19","536-580","+12","195-212","21"],["25","+8","19","581-625","+12","213-230","21"],["26","+8","19","626-670","+12","231-248","21"],["27","+8","19","671-715","+13","249-266","22"],["28","+8","19","716-760","+13","267-284","22"],["29","+9","19","761-805","+13","285-302","22"],["30","+9","19","806-850","+14","303-320","23"]],"name":"Creating Quick Monster Stats; Monster Statistics by Challenge Rating","page":274,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Experience Points by Challenge Rating","basicRules":true,"srd":true,"colLabels":["CR","XP"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["0","0 or 10"],["1/8","25"],["1/4","50"],["1/2","100"],["1","200"],["2","450"],["3","700"],["4","1,100"],["5","1,800"],["6","2,300"],["7","2,900"],["8","3,900"],["9","5,000"],["10","5,900"],["11","7,200"],["12","8,400"],["13","10,000"],["14","11,500"],["15","13,000"],["16","15,000"],["17","18,000"],["18","20,000"],["19","22,000"],["20","25,000"],["21","33,000"],["22","41,000"],["23","50,000"],["24","62,000"],["25","75,000"],["26","90,000"],["27","105,000"],["28","120,000"],["29","135,000"],["30","155,000"]],"name":"Final Challenge Rating; Experience Points by Challenge Rating","page":274,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Hit Dice by Size","srd":true,"basicRules":true,"colLabels":["Monster Size","Hit Die","Average HP per Die"],"colStyles":["col-3","col-3 text-center","col-3 text-center"],"rows":[["Tiny","{@dice d4}","2½"],["Small","{@dice d6}","3½"],["Medium","{@dice d8}","4½"],["Large","{@dice d10}","5½"],["Huge","{@dice d12}","6½"],["Gargantuan","{@dice d20}","10½"]],"name":"Assign Hit Dice; Hit Dice by Size","page":276,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Effective Hit Points Based on Resistances and Immunities","colLabels":["Expected Challenge Rating","HP Multiplier for Resistances","HP Multiplier for Immunities"],"colStyles":["col-3","col-3","col-3"],"rows":[["1-4","× 2","× 2"],["5-10","× 1.5","× 2"],["11-16","× 1.25","× 1.5"],["17 or more","× 1","× 1.25"]],"name":"Damage Vulnerabilities, Resistances, and Immunities; Effective Hit Points Based on Resistances and Immunities","page":277,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Monster Features","colLabels":["Name","Example Monster","Effect on Challenge Rating"],"colStyles":["col-3","col-3","col-6"],"rows":[["Aggressive","{@creature Orc}","Increase the monster's effective per-round damage output by 2."],["Ambusher","{@creature Doppelganger}","Increase the monster's effective attack bonus by 1."],["Amorphous","{@creature Black pudding}","—"],["Amphibious","{@creature Kuo-toa}","—"],["Angelic Weapons","{@creature Deva}","Increase the monster's effective per-round damage by the amount noted in the trait."],["Antimagic Susceptibility","{@creature Flying sword}","—"],["Avoidance","{@creature Demilich}","Increase the monster's effective AC by 1."],["Blind Senses","{@creature Grimlock}","—"],["Blood Frenzy","{@creature Sahuagin}","Increase the monster's effective attack bonus by 4."],["Breath Weapon","{@creature Ancient black dragon}","For the purpose of determining effective damage output, assume the breath weapon hits two targets, and that each target fails its saving throw."],["Brute","{@creature Bugbear}","Increase the monster's effective per-round damage by the amount noted in the trait."],["Chameleon Skin","{@creature Troglodyte}","—"],["Change Shape","{@creature Ancient brass dragon}","—"],["Charge","{@creature Centaur}","Increase the monster's damage on one attack by the amount noted in the trait."],["Charm","{@creature Vampire}","—"],["Constrict","{@creature Constrictor snake}","Increase the monster's effective AC by 1."],["Damage Absorption","{@creature Flesh golem}","—"],["Damage Transfer","{@creature Cloaker}","Double the monster's effective hit points. Add one-third of the monster's hit points to its per-round damage."],["Death Burst","{@creature Magmin}","Increase the monster's effective damage output for 1 round by the amount noted in the trait, and assume it affects two creatures."],["Devil Sight","{@creature Barbed devil}","—"],["Dive","{@creature Aarakocra}","Increase the monster's effective damage on one attack by the amount noted in the trait."],["Echolocation","{@creature Hook horror}","—"],["Elemental Body","{@creature Azer}","Increase the monster's effective per-round damage by the amount noted in the trait."],["Enlarge","{@creature Duergar}","Increase the monster's effective per-round damage by the amount noted in the trait."],["Etherealness","{@creature Night hag}","—"],["False Appearance","{@creature Gargoyle}","—"],["Fey Ancestry","{@creature Drow}","—"],["Fiendish Blessing","{@creature Cambion}","Apply the monster's Charisma modifier to its actual AC."],["Flyby","{@creature Peryton}","—"],["Frightful Presence","{@creature Ancient black dragon}","Increase the monster's effective hit points by 25% if the monster is meant to face characters of 10th level or lower."],["Grappler","{@creature Mimic}","—"],["Hold Breath","{@creature Lizardfolk}","—"],["Horrifying Visage","{@creature Banshee}","See Frightful Presence."],["Illumination","{@creature Flameskull}","—"],["Illusory Appearance","{@creature Green hag}","—"],["Immutable Form","{@creature Iron golem}","—"],["Incorporeal Movement","{@creature Ghost}","—"],["Innate Spellcasting","{@creature Djinni}","See step 13 under \"Creating a Monster Stat Block.\""],["Inscrutable","{@creature Androsphinx}","—"],["Invisibility","{@creature Imp}","—"],["Keen Senses","{@creature Hell hound}","—"],["Labyrinthine Recall","{@creature Minotaur}","—"],["Leadership","{@creature Hobgoblin captain}","—"],["Legendary Resistance","{@creature Ancient black dragon}","Each per-day use of this trait increases the monster's effective hit points based on the expected challenge rating: 1-4, 10 hp: 5-10, 20 hp: 11 or higher, 30 hp."],["Life Drain","{@creature Wight}","—"],["Light Sensitivity","{@creature Shadow demon}","—"],["Magic Resistance","{@creature Balor}","Increase the monster's effective AC by 2."],["Magic Weapons","{@creature Balor}","—"],["Martial Advantage","{@creature Hobgoblin}","Increase the effective damage of one attack per round by the amount gained from this trait."],["Mimicry","{@creature Kenku}","—"],["Nimble Escape","{@creature Goblin}","Increase the monster's effective AC and effective attack bonus by 4 (assuming the monster hides every round)."],["Otherworldly Perception","{@creature Kuo-toa}","—"],["Pack Tactics","{@creature Kobold}","Increase the monster's effective attack bonus by 1."],["Parry","{@creature Hobgoblin warlord}","Increase the monster's effective AC by 1."],["Possession","{@creature Ghost}","Double the monster's effective hit points."],["Pounce","{@creature Tiger}","Increase the monster's effective damage for 1 round by the amount it deals with the bonus action gained from this trait."],["Psychic Defense","{@creature Githzerai monk}","Apply the monster's Wisdom modifier to its actual AC if the monster isn't wearing armor or wielding a shield."],["Rampage","{@creature Gnoll}","Increase the monster's effective per-round damage by 2."],["Reactive","{@creature Marilith}","—"],["Read Thoughts","{@creature Doppelganger}","—"],["Reckless","{@creature Minotaur}","—"],["Redirect Attack","{@creature Goblin boss}","—"],["Reel","{@creature Roper}","—"],["Regeneration","{@creature Troll}","Increase the monster's effective hit points by 3 × the number of hit points the monster regenerates each round."],["Rejuvenation","{@creature Lich}","—"],["Relentless","{@creature Wereboar}","Increase the monster's effective hit points based on the expected challenge rating: 1-4, 7 hp: 5-10, 14 hp: 11-16, 21 hp: 17 or higher, 28 hp."],["Shadow Stealth","{@creature Shadow demon}","Increase the monster's effective AC by 4."],["Shapechanger","{@creature Wererat}","—"],["Siege Monster","{@creature Earth elemental}","—"],["Slippery","{@creature Kuo-toa}","—"],["Spellcasting","{@creature Lich}","See step 13 under \"Creating a Monster Stat Block.\""],["Spider Climb","{@creature Ettercap}","—"],["Standing Leap","{@creature Bullywug}","—"],["Steadfast","{@creature Bearded devil}","—"],["Stench","{@creature Troglodyte}","Increase the monster's effective AC by 1."],["Sunlight Sensitivity","{@creature Kobold}","—"],["Superior Invisibility","{@creature Faerie dragon (violet)||Faerie dragon}","Increase the monster's effective AC by 2."],["Sure-Footed","{@creature Dao}","—"],["Surprise Attack","{@creature Bugbear}","Increase the monster's effective damage for 1 round by the amount noted in the trait."],["Swallow","{@creature Behir}","Assume the monster swallows one creature and deals 2 rounds of acid damage to it."],["Teleport","{@creature Balor}","—"],["Terrain Camouflage","{@creature Bullywug}","—"],["Tunneler","{@creature Umber hulk}","—"],["Turn Immunity","{@creature Revenant}","—"],["Turn Resistance","{@creature Lich}","—"],["Two Heads","{@creature Ettin}","—"],["Undead Fortitude","{@creature Zombie}","Increase the monster's effective hit points based on the expected challenge rating: 1-4, 7 hp: 5-10, 14 hp: 11-16, 21 hp: 17 or higher, 28 hp."],["Web","{@creature Giant spider}","Increase the monster's effective AC by 1."],["Web Sense","{@creature Giant spider}","—"],["Web Walker","{@creature Giant spider}","—"],["Wounded Fury","{@creature Quaggoth}","Increase the monster's damage for 1 round by the amount noted in the trait."]],"name":"Creating a Monster Stat Block; Monster Features","page":275,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"NPC Features","colLabels":["Race","Ability Modifiers","Features"],"colStyles":["col-3","col-3","col-6"],"rows":[["Aarakocra","+2 Dex, +2 Wis","Dive Attack: talon attack action, speed 20 ft., fly 50 ft., speaks Auran"],["Bullywug","-2 Int, -2 Cha","Amphibious, Speak with Frogs and Toads, Swamp Camouflage, Standing Leap: speed 20 ft., swim 40 ft.: speaks Bullywug"],["Dragonborn*","+2 Str, +1 Cha","Breath Weapon (use challenge rating instead of level to determine damage), Damage Resistance, Draconic Ancestry, speaks Common and Draconic"],["Drow*","+2 Dex, +1 Cha","Fey Ancestry, Innate Spellcasting feature of the drow, Sunlight Sensitivity, darkvision 120 ft., speaks Elvish and Undercommon"],["Dwarf*","+2 Str or Wis, +2 Con","Dwarven Resilience, Stonecunning, speed 25 ft., darkvision 60 ft., speaks Common and Dwarvish"],["Elf*","+2 Dex, +1 Int or Wis","Fey Ancestry, Trance, darkvision 60 ft., proficiency in the Perception skill, speaks Common and Elvish"],["Gnoll","+2 Str, -2 Int","Rampage, darkvision 60 ft."],["Gnome*","+2 Int, +2 Dex or Con","Gnome Cunning, Small size: speed 25 ft., darkvision 60 ft., speaks Common and Gnomish"],["Gnome, deep","+1 Str, +2 Dex","Gnome Cunning, Innate Spellcasting, Stone Camouflage, Small size, speed 20 ft., darkvision 120 ft., speaks Gnomish, Terran, and Undercommon"],["Goblin","-2 Str, +2 Dex","Nimble Escape, Small size, darkvision 60 ft., speaks Common and Goblin"],["Grimlock","+2 Str, -2 Cha","Blind Senses, Keen Hearing and Smell, Stone Camouflage, can't be blinded, blindsight 30 ft., or 10 ft. while deafened (blind beyond this radius), speaks Undercommon"],["Half-elf*","+1 Dex, +1 Int, +2 Cha","Fey Ancestry, darkvision 60 ft., proficiency in two skills, speaks Common and Elvish"],["Half-orc*","+2 Str, +1 Con","Relentless Endurance, darkvision 60 ft., proficiency in the Intimidation skill, speaks Common and Orc"],["Halfling*","+2 Dex, +1 Con or Cha","Brave, Halfling Nimbleness, Lucky, Small size, speed 25 ft., speaks Common and Halfling"],["Hobgoblin","None","Martial Advantage, darkvision 60 ft., speaks Common and Goblin"],["Kenku","+2 Dex","Ambusher, Mimicry, understands Auran and Common but speaks only through the use of its Mimicry trait"],["Kobold","-4 Str, +2 Dex","Pack Tactics, Sunlight Sensitivity, Small size, darkvision 60 ft., speaks Common and Draconic"],["Kuo-toa","None","Amphibious, Otherworldly Perception, Slippery, Sunlight Sensitivity, speed 30 ft., swim 30 ft., darkvision 120 ft., speaks Undercommon"],["Lizardfolk","+2 Str, -2 Int","Hold Breath (15 min.), +3 natural armor bonus to AC, speed 30 ft., swim 30 ft., speaks Draconic"],["Merfolk","None","Amphibious, speed 10 ft., swim 40 ft., speaks Aquan and Common"],["Orc","+2 Str, -2 Int","Aggressive, darkvision 60 ft., speaks Common and Orc"],["Skeleton","+2 Dex, -4 Int, -4 Cha","Vulnerable to bludgeoning damage, immune to poison damage and {@condition exhaustion}, can't be poisoned, darkvision 60 ft., can't speak but understands the languages it knew in life"],["Tiefling*","+1 Int, +2 Cha","Infernal Legacy (use challenge rating instead of level to determine spells), resistance to fire damage, darkvision 60 ft., speaks Common and Infernal"],["Troglodyte","+2 Str, +2 Con, -4 Int, -4 Cha","Chameleon Skin, Stench, Sunlight Sensitivity, +1 natural armor bonus to AC, darkvision 60 ft., speaks Troglodyte"],["Zombie","+1 Str, +2 Con, -6 Int, -4 Wis, -4 Cha","Undead Fortitude, immune to poison damage, can't be poisoned, darkvision 60 ft., can't speak but understands the languages it knew in life"]],"footnotes":["* See the {@i Player's Handbook} for descriptions of this race's features, none of which alter the NPC's challenge rating."],"name":"Creating NPCs from Scratch; NPC Features","page":282,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Spell Damage","colLabels":["Spell Level","One Target","Multiple Targets"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["Cantrip","{@dice 1d10}","{@dice 1d6}"],["1st","{@dice 2d10}","{@dice 2d6}"],["2nd","{@dice 3d10}","{@dice 4d6}"],["3rd","{@dice 5d10}","{@dice 6d6}"],["4th","{@dice 6d10}","{@dice 7d6}"],["5th","{@dice 8d10}","{@dice 8d6}"],["6th","{@dice 10d10}","{@dice 11d6}"],["7th","{@dice 11d10}","{@dice 12d6}"],["8th","{@dice 12d10}","{@dice 13d6}"],["9th","{@dice 15d10}","{@dice 14d6}"]],"name":"Spell Damage","page":283,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Magic Item Power by Rarity","colLabels":["Rarity","Max Spell Level","Max Bonus"],"colStyles":["col-3","col-3 text-center","col-3 text-center"],"rows":[["Common","1st","—"],["Uncommon","3rd","+1"],["Rare","6th","+2"],["Very rare","8th","+3"],["Legendary","9th","+4"]],"name":"Power Level; Magic Item Power by Rarity","page":285,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Spell Point Cost","colLabels":["Spell Level","Point Cost"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["1st",2],["2nd",3],["3rd",5],["4th",6],["5th",7],["6th",9],["7th",10],["8th",11],["9th",13]],"name":"Variant: Spell Points; Spell Point Cost","page":288,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Spell Points by Level","colLabels":["Class Level","Spell Points","Max Spell Level"],"colStyles":["col-4 text-center","col-4 text-center","col-4 text-center"],"rows":[["1st",4,"1st"],["2nd",6,"1st"],["3rd",14,"2nd"],["4th",17,"2nd"],["5th",27,"3rd"],["6th",32,"3rd"],["7th",38,"4th"],["8th",44,"4th"],["9th",57,"5th"],["10th",64,"5th"],["11th",73,"6th"],["12th",73,"6th"],["13th",83,"7th"],["14th",83,"7th"],["15th",94,"8th"],["16th",94,"8th"],["17th",107,"9th"],["18th",114,"9th"],["19th",123,"9th"],["20th",133,"9th"]],"name":"Variant: Spell Points; Spell Points by Level","page":288,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Starting Area","colLabels":["d10","Configuration"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Square, 20 × 20 ft.; passage on each wall"],["2","Square, 20 × 20 ft.; door on two walls, passage in third wall"],["3","Square, 40 × 40 ft.; doors on three walls"],["4","Rectangle, 80 × 20 ft., with row of pillars down the middle; two passages leading from each long wall, doors on each short wall"],["5","Rectangle, 20 × 40 ft.; passage on each wall"],["6","Circle, 40 ft. diameter; one passage at each cardinal direction"],["7","Circle, 40 ft. diameter; one passage in each cardinal direction; well in middle of room (might lead down to lower level)"],["8","Square, 20 × 20 ft.; door on two walls, passage on third wall, secret door on fourth wall"],["9","Passage, 10 ft. wide; T intersection"],["10","Passage, 10 ft. wide; four-way intersection"]],"name":"Starting Area","page":290,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Passage","colLabels":["d20","Detail"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","Continue straight 30 ft., no doors or side passages"],["3","Continue straight 20 ft., door to the right, then an additional 10 ft. ahead"],["4","Continue straight 20 ft., door to the left, then an additional 10 ft. ahead"],["5","Continue straight 20 ft.; passage ends in a door"],["6-7","Continue straight 20 ft., side passage to the right, then an additional 10 ft. ahead"],["8-9","Continue straight 20 ft., side passage to the left, then an additional 10 ft. ahead"],["10","Continue straight 20 ft., comes to a dead end; {@chance 10} chance of a secret door"],["11-12","Continue straight 20 ft., then the passage turns left and continues 10 ft."],["13-14","Continue straight 20 ft., then the passage turns right and continues 10 ft."],["15-19","Chamber (roll on the Chamber table)"],["20","Stairs* (roll on the Stairs table)"]],"footnotes":["* The existence of stairs presumes a dungeon with more than one level. If you don't want a multilevel dungeon, reroll this result, use the stairs as an alternative entrance, or replace them with another feature of your choice."],"name":"Passages; Passage","page":290,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Passage Width","colLabels":["{@dice d12;d20}","Width"],"colStyles":["col-2 text-center","col-10"],"rows":[[{"type":"cell","roll":{"min":1,"max":2}},"5 ft."],[{"type":"cell","roll":{"min":3,"max":12}},"10 ft."],[{"type":"cell","roll":{"min":13,"max":14}},"20 ft."],[{"type":"cell","roll":{"min":15,"max":16}},"30 ft."],[{"type":"cell","roll":{"exact":17}},"40 ft., with row of pillars down the middle"],[{"type":"cell","roll":{"exact":18}},"40 ft., with double row of pillars"],[{"type":"cell","roll":{"exact":19}},"40 ft. wide, 20 ft. high"],[{"type":"cell","roll":{"exact":20}},"40 ft. wide, 20 ft. high, gallery 10 ft. above floor allows access to level above"]],"name":"Passages; Passage Width","page":290,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Door Type","colLabels":["d20","Door Type"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-10","Wooden"],["11-12","Wooden, barred or locked"],["13","Stone"],["14","Stone, barred or locked"],["15","Iron"],["16","Iron, barred or locked"],["17","Portcullis"],["18","Portcullis, locked in place"],["19","Secret door"],["20","Secret door, barred or locked"]],"name":"Doors; Door Type","page":291,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Beyond a Door","colLabels":["d20","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","Passage extending 10 ft., then T intersection extending 10 ft. to the right and left"],["3-8","Passage 20 ft. straight ahead"],["9-18","Chamber (roll on the Chamber table)"],["19","Stairs (roll on the Stairs table)"],["20","False door with trap"]],"name":"Doors; Beyond a Door","page":291,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Chamber","colLabels":["d20","Chamber"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","Square, 20 × 20 ft.¹"],["3-4","Square, 30 × 30 ft.¹"],["5-6","Square, 40 × 40 ft.¹"],["7-9","Rectangle, 20 × 30 ft.¹"],["10-12","Rectangle, 30 × 40 ft.¹"],["13-14","Rectangle, 40 × 50 ft.²"],["15","Rectangle, 50 × 80 ft.²"],["16","Circle, 30 ft. diameter¹"],["17","Circle, 50 ft. diameter²"],["18","Octagon, 40 × 40 ft.²"],["19","Octagon, 60 × 60 ft.²"],["20","Trapezoid, roughly 40 × 60 ft.²"]],"footnotes":["¹ Use the Normal Chamber column on the Chamber Exits table.","² Use the Large Chamber column on the Chamber Exits table."],"name":"Chambers; Chamber","page":291,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Chamber Exits","colLabels":["d20","Normal Chamber","Large Chamber"],"colStyles":["col-2 text-center","col-5 text-center","col-5 text-center"],"rows":[["1-3","0","0"],["4-5","0","1"],["6-8","1","1"],["9-11","1","2"],["12-13","2","2"],["14-15","2","3"],["16-17","3","3"],["18","3","4"],["19","4","5"],["20","4","6"]],"name":"Chambers; Chamber Exits","page":291,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Exit Location","colLabels":["d20","Location"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-7","Wall opposite entrance"],["8-12","Wall left of entrance"],["13-17","Wall right of entrance"],["18-20","Same wall as entrance"]],"name":"Chambers; Exit Location","page":291,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Exit Type","colLabels":["d20","Type"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-10","Door (roll on the Door Type table)"],["11-20","Corridor, 10 ft. long"]],"name":"Chambers; Exit Type","page":291,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Stairs","colLabels":["d20","Stairs"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-4","Down one level to a chamber"],["5-8","Down one level to a passage 20 ft. long"],["9","Down two levels to a chamber"],["10","Down two levels to a passage 20 ft. long"],["11","Down three levels to a chamber"],["12","Down three levels to a passage 20 ft. long"],["13","Up one level to a chamber"],["14","Up one level to a passage 20 ft. long"],["15","Up to a dead end"],["16","Down to a dead end"],["17","Chimney up one level to a passage 20 ft. long"],["18","Chimney up two levels to a passage 20 ft. long"],["19","Shaft (with or without elevator) down one level to a chamber"],["20","Shaft (with or without elevator) up one level to a chamber and down one level to a chamber"]],"name":"Stairs","page":291,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Dungeon: Death Trap","colLabels":["d20","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Antechamber or waiting room for spectators"],["2-8","Guardroom fortified against intruders"],["9-11","Vault for holding important treasures, accessible only by locked or secret door ({@chance 75} chance of being trapped)"],["12-14","Room containing a puzzle that must be solved to bypass a trap or monster"],["15-19","Trap designed to kill or capture creatures"],["20","Observation room, allowing guards or spectators to observe creatures moving through the dungeon"]],"name":"Chamber Purpose; Dungeon: Death Trap","page":292,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Dungeon: Lair","colLabels":["d20","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Armory stocked with weapons and armor"],["2","Audience chamber, used to receive guests"],["3","Banquet room for important celebrations"],["4","Barracks where the lair's defenders are quartered"],["5","Bedroom, for use by leaders"],["6","Chapel where the lair's inhabitants worship"],["7","Cistern or well for drinking water"],["8-9","Guardroom for the defense of the lair"],["10","Kennel for pets or guard beasts"],["11","Kitchen for food storage and preparation"],["12","Pen or prison where captives are held"],["13-14","Storage, mostly nonperishable goods"],["15","Throne room where the lair's leaders hold court"],["16","Torture chamber"],["17","Training and exercise room"],["18","Trophy room or museum"],["19","Latrine or bath"],["20","Workshop for the construction of weapons, armor, tools, and other goods"]],"name":"Chamber Purpose; Dungeon: Lair","page":292,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Dungeon: Maze","colLabels":["d20","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Conjuring room, used to summon creatures that guard the maze"],["2-5","Guard room for sentinels that patrol the maze"],["6-10","Lair for guard beasts that patrol the maze"],["11","Pen or prison accessible only by secret door, used to hold captives condemned to the maze"],["12","Shrine dedicated to a god or other entity"],["13-14","Storage for food, as well as tools used by the maze's guardians to keep the complex in working order"],["15-18","Trap to confound or kill those sent into the maze"],["19","Well that provides drinking water"],["20","Workshop where doors, torch sconces, and other furnishings are repaired and maintained"]],"name":"Chamber Purpose; Dungeon: Maze","page":292,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Dungeon: Mine","colLabels":["d20","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","Barracks for miners"],["3","Bedroom for a supervisor or manager"],["4","Chapel dedicated to a patron deity of miners, earth, or protection"],["5","Cistern providing drinking water for miners"],["6-7","Guardroom"],["8","Kitchen used to feed workers"],["9","Laboratory used to conduct tests on strange minerals extracted from the mine"],["10-15","Lode where metal ore is mined ({@chance 75} chance of being depleted)"],["16","Office used by the mine supervisor"],["17","Smithy for repairing damaged tools"],["18-19","Storage for tools and other equipment"],["20","Strong room or vault used to store ore for transport to the surface"]],"name":"Chamber Purpose; Dungeon: Mine","page":292,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Dungeon: Planar Gate","colLabels":["d100","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-03","Decorated foyer or antechamber"],["04-08","Armory used by the portal's guardians"],["09-10","Audience chamber for receiving visitors"],["11-19","Barracks used by the portal's guards"],["20-23","Bedroom for use by the high-ranking members of the order that guards the portal"],["24-30","Chapel dedicated to a deity or deities related to the portal and its defenders"],["31-35","Cistern providing fresh water"],["36-38","Classroom for use of initiates learning about the portal's secrets"],["39","Conjuring room for summoning creatures used to investigate or defend the portal"],["40-41","Crypt where the remains of those that died guarding the portal are kept"],["42-47","Dining room"],["48-50","Divination room used to investigate the portal and events tied to it"],["51-55","Dormitory for visitors and guards"],["56-57","Entry room or vestibule"],["58-59","Gallery for displaying trophies and objects related to the portal and those that guard it"],["60-67","Guardroom to protect or watch over the portal"],["68-72","Kitchen"],["73-77","Laboratory for conducting experiments relating to the portal and creatures that emerge from it"],["78-80","Library holding books about the portal's history"],["81-85","Pen or prison for holding captives or creatures that emerge from the portal"],["86-87","Planar junction, where the gate to another plane once stood ({@chance 25} chance of being active)"],["88-90","Storage"],["91","Strong room or vault, for guarding valuable treasures connected to the portal or funds used to pay the planar gate's guardians"],["92-93","Study"],["94","Torture chamber, for questioning creatures that pass through the portal or that attempt to clandestinely use it"],["95-98","Latrine or bath"],["99-00","Workshop for constructing tools and gear needed to study the portal"]],"name":"Chamber Purpose; Dungeon: Planar Gate","page":292,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Dungeon: Stronghold","colLabels":["d100","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-02","Antechamber where visitors seeking access to the stronghold wait"],["03-05","Armory holding high-quality gear, including light siege weapons such as ballistas"],["06","Audience chamber used by the master of the stronghold to receive visitors"],["07","Aviary or zoo for keeping exotic creatures"],["08-11","Banquet room for hosting celebrations and guests"],["12-15","Barracks used by elite guards"],["16","Bath outfitted with a marble floor and other luxurious accoutrements"],["17","Bedroom for use by the stronghold's master or important guests"],["18","Chapel dedicated to a deity associated with the stronghold's master"],["19-21","Cistern providing drinking water"],["22-25","Dining room for intimate gatherings or informal meals"],["26","Dressing room featuring a number of wardrobes"],["27-29","Gallery for the display of expensive works of art and trophies"],["30-32","Game room used to entertain visitors"],["33-50","Guardroom"],["51","Kennel where monsters or trained animals that protect the stronghold are kept"],["52-57","Kitchen designed to prepare exotic foods for large numbers of guests"],["58-61","Library with an extensive collection of rare books"],["62","Lounge used to entertain guests"],["63-70","Pantry, including cellar for wine or spirits"],["71-74","Sitting room for family and intimate guests"],["75-78","Stable"],["79-86","Storage for mundane goods and supplies"],["87","Strong room or vault for protecting important treasures ({@chance 75} chance of being hidden behind a secret door)"],["88-92","Study, including a writing desk"],["93","Throne room, elaborately decorated"],["94-96","Waiting room where lesser guests are held before receiving an audience"],["97-98","Latrine or bath"],["99-00","Crypt belonging to the stronghold's master or someone else of importance"]],"name":"Chamber Purpose; Dungeon: Stronghold","page":292,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Dungeon: Temple or Shrine","colLabels":["d100","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-03","Armory filled with weapons and armor, battle banners, and pennants"],["04-05","Audience chamber where priests of the temple receive commoners and low-ranking visitors"],["06-07","Banquet room used for celebrations and holy days"],["08-10","Barracks for the temple's military arm or its hired guards"],["11-14","Cells where the faithful can sit in quiet contemplation"],["15-24","Central temple built to accommodate rituals"],["25-28","Chapel dedicated to a lesser deity associated with the temple's major deity"],["29-31","Classroom used to train initiates and priests"],["32-34","Conjuring room, specially sanctified and used to summon extraplanar creatures"],["35-40","Crypt for a high priest or similar figure, hidden and heavily guarded by creatures and traps"],["41-42","Dining room (large) for the temple's servants and lesser priests"],["43","Dining room (small) for the temple's high priests"],["44-46","Divination room, inscribed with runes and stocked with soothsaying implements"],["47-50","Dormitory for lesser priests or students"],["51-56","Guardroom"],["57","Kennel for animals or monsters associated with the temple's deity"],["58-60","Kitchen (might bear a disturbing resemblance to a torture chamber in an evil temple)"],["61-65","Library, well stocked with religious treatises"],["66-68","Prison for captured enemies (in good or neutral temples) or those designated as sacrifices (in evil temples)"],["69-73","Robing room containing ceremonial outfits and items"],["74","Stable for riding horses and mounts belonging to the temple, or for visiting messengers and caravans"],["75-79","Storage holding mundane supplies"],["80","Strong room or vault holding important relics and ceremonial items, heavily trapped"],["81-82","Torture chamber, used in inquisitions (in good or neutral temples with a lawful bent) or for the sheer joy of causing pain (evil temples)"],["83-89","Trophy room where art celebrating key figures and events from mythology is displayed"],["90","Latrine or bath"],["91-94","Well for drinking water, defendable in the case of attack or siege"],["95-00","Workshop for repairing or creating weapons, religious items, and tools"]],"name":"Chamber Purpose; Dungeon: Temple or Shrine","page":292,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Dungeon: Tomb","colLabels":["d20","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Antechamber for those that have come to pay respect to the dead or prepare themselves for burial rituals"],["2-3","Chapel dedicated to deities that watch over the dead and protect their resting places"],["4-8","Crypt for less important burials"],["9","Divination room, used in rituals to contact the dead for guidance"],["10","False crypt (trapped) to kill or capture thieves"],["11","Gallery to display the deeds of the deceased through trophies, statues, paintings and so forth"],["12","Grand crypt for a noble, high priest, or other important individual"],["13-14","Guardroom, usually guarded by undead, constructs, or other creatures that don't need to eat or sleep"],["15","Robing room for priests to prepare for burial rituals"],["16-17","Storage, stocked with tools for maintaining the tomb and preparing the dead for burial"],["18","Tomb where the wealthiest and most important folk are interred, protected by secret doors and traps"],["19-20","Workshop for embalming the dead"]],"name":"Chamber Purpose; Dungeon: Tomb","page":292,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Dungeon: Treasure Vault","colLabels":["d20","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Antechamber for visiting dignitaries"],["2","Armory containing mundane and magic gear used by the treasure vault's guards"],["3-4","Barracks for guards"],["5","Cistern providing fresh water"],["6-9","Guardroom to defend against intruders"],["10","Kennel for trained beasts used to guard the treasure vault"],["11","Kitchen for feeding guards"],["12","Watch room that allows guards to observe those who approach the dungeon"],["13","Prison for holding captured intruders"],["14-15","Strong room or vault, for guarding the treasure hidden in the dungeon, accessible only by locked or secret door"],["16","Torture chamber for extracting information from captured intruders"],["17-20","Trap or other trick designed to kill or capture creatures that enter the dungeon"]],"name":"Chamber Purpose; Dungeon: Treasure Vault","page":292,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"General Dungeon Chambers","colLabels":["d100","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","Antechamber"],["02-03","Armory"],["04","Audience chamber"],["05","Aviary"],["06-07","Banquet room"],["08-10","Barracks"],["11","Bath or latrine"],["12","Bedroom"],["13","Bestiary"],["14-16","Cell"],["17","Chantry"],["18","Chapel"],["19-20","Cistern"],["21","Classroom"],["22","Closet"],["23-24","Conjuring room"],["25-26","Court"],["27-29","Crypt"],["30-31","Dining room"],["32-33","Divination room"],["34","Dormitory"],["35","Dressing room"],["36","Entry room or vestibule"],["37-38","Gallery"],["39-40","Game room"],["41-43","Guardroom"],["44-45","Hall"],["46-47","Hall, great"],["48-49","Hallway"],["50","Kennel"],["51-52","Kitchen"],["53-54","Laboratory"],["55-57","Library"],["58-59","Lounge"],["60","Meditation chamber"],["61","Observatory"],["62","Office"],["63-64","Pantry"],["65-66","Pen or prison"],["67-68","Reception room"],["69-70","Refectory"],["71","Robing room"],["72","Salon"],["73-74","Shrine"],["75-76","Sitting room"],["77-78","Smithy"],["79","Stable"],["80-81","Storage room"],["82-83","Strong room or vault"],["84-85","Study"],["86-88","Temple"],["89-90","Throne room"],["91","Torture chamber"],["92-93","Training or exercise room"],["94-95","Trophy room or museum"],["96","Waiting room"],["97","Nursery or schoolroom"],["98","Well"],["99-00","Workshop"]],"name":"Chamber Purpose; General Dungeon Chambers","page":292,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Current Chamber State","colLabels":["d20","Features"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-3","Rubble, ceiling partially collapsed"],["4-5","Holes, floor partially collapsed"],["6-7","Ashes, contents mostly burned"],["8-9","Used as a campsite"],["10-11","Pool of water; chamber's original contents are water damaged"],["12-16","Furniture wrecked but still present"],["17-18","Converted to some other use (roll on the General Dungeon Chambers table)"],["19","Stripped bare"],["20","Pristine and in original state"]],"name":"Current Chamber State","page":295,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Dungeon Chamber Contents","colLabels":["d100","Contents"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-08","Monster (dominant inhabitant)"],["09-15","Monster (dominant inhabitant) with treasure"],["16-27","Monster (pet or allied creature)"],["28-33","Monster (pet or allied creature) guarding treasure"],["34-42","Monster (random creature)"],["43-50","Monster (random creature) with treasure"],["51-58","Dungeon hazard (see \"Random Dungeon Hazards\") with incidental treasure"],["59-63","Obstacle (see \"Random Obstacles\")"],["64-73","Trap (see \"Random Traps\")"],["74-76","Trap (see \"Random Traps\") protecting treasure"],["77-80","Trick (see \"Random Tricks\")"],["81-88","Empty room"],["89-94","Empty room with dungeon hazard (see \"Random Dungeon Hazards\")"],["95-00","Empty room with treasure"]],"name":"Dungeon Chamber Contents","page":296,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Monster Motivation","colLabels":["d20","Goals"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","Find a sanctuary"],["3-5","Conquer the dungeon"],["6-8","Seek an item in the dungeon"],["9-11","Slay a rival"],["12-13","Hide from enemies"],["14-15","Recover from a battle"],["16-17","Avoid danger"],["18-20","Seek wealth"]],"name":"Monsters and Motivations; Monster Motivation","page":296,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Dungeon Hazards","colLabels":["d20","Hazard"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-3","{@hazard Brown mold}"],["4-8","{@hazard Green slime}"],["9-10","{@creature Shrieker}"],["11-15","{@hazard webs||Spiderwebs}"],["16-17","{@creature Violet fungus}"],["18-20","{@hazard Yellow mold}"]],"name":"Random Dungeon Hazards; Dungeon Hazards","page":296,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Obstacles","colLabels":["d20","Obstacle"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Antilife aura with a radius of {@dice 1d10 × 10} ft.; while in the aura, living creatures can't regain hit points"],["2","Battering winds reduce speed by half, impose disadvantage on ranged attack rolls"],["3","{@spell Blade barrier} blocks passage"],["4-8","Cave-in"],["9-12","Chasm {@dice 1d4 × 10} ft. wide and {@dice 2d6 × 10} ft. deep, possibly connected to other levels of the dungeon"],["13-14","Flooding leaves {@dice 2d10} ft. of water in the area; create nearby upward-sloping passages, raised floors, or rising sta irs to contain the water"],["15","Lava flows through the area ({@chance 50} chance of a stone bridge crossing it)"],["16","Overgrown mushrooms block progress and must be hacked down ({@chance 25} chance of a mold or fungus dungeon hazard hidden among them)"],["17","Poisonous gas (deals {@dice 1d6} poison damage per minute of exposure)"],["18","Reverse gravity effect causes creatures to fall toward the ceiling"],["19","{@spell Wall of fire} blocks passage"],["20","{@spell Wall of force} blocks passage"]],"name":"Random Obstacles; Obstacles","page":296,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Trap Trigger","colLabels":["d6","Trigger"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","stepped on (floor, stairs)"],["2","moved through (doorway, hallway)"],["3","touched (doorknob, 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in locked room"],["13-14","Chute opens in floor"],["15-16","Clanging noise attracts nearby monsters"],["17-19","Touching an object triggers a {@spell disintegrate} spell"],["20-23","Door or other object is coated with contact poison"],["24-27","Fire shoots out from wall, floor, or object"],["28-30","Touching an object triggers a {@spell flesh to stone} spell"],["31-33","Floor collapses or is an illusion"],["34-36","Vent releases gas: blinding, acidic, obscuring, paralyzing, poisonous, or sleep-inducing"],["37-39","Floor tiles are electrified"],["40-43","{@spell Glyph of warding}"],["44-46","Huge wheeled statue rolls down corridor"],["47-49","{@spell Lightning bolt} shoots from wall or object"],["50-52","Locked room floods with water or acid"],["53-56","Darts shoot out of an opened chest"],["57-59","A {@creature flying sword||weapon}, {@creature animated armor||suit of armor}, or {@creature rug of smothering||rug} animates and attacks when touched (see \"Animated Objects\" in the Monster Manual)"],["60-62","Pendulum, either bladed or weighted as a maul, swings across the room or hall"],["63-67","Hidden pit opens beneath characters ({@chance 25} chance that a {@creature black pudding} or {@creature gelatinous cube} fills the bottom of the pit)"],["68-70","Hidden pit floods with acid or fire"],["71-73","Locking pit floods with water"],["74-77","Scything blade emerges from wall or object"],["78-81","Spears (possibly poisoned) spring out"],["82-84","Brittle stairs collapse over spikes"],["85-88","{@spell Thunderwave} knocks characters into a pit or spikes"],["89-91","Steel or stone jaws restrain a character"],["92-94","Stone block smashes across hallway"],["95-97","{@spell Symbol}"],["98-100","Walls slide together"]],"name":"Random Traps; Trap Effects","page":297,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Trick Objects","colLabels":["d20","Object"],"colStyles":["col-2 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or vulnerability"],["14-16","Changes a character's alignment, personality, size, appearance, or sex when touched"],["17-19","Changes one substance to another, such as gold to lead or metal to brittle crystal"],["20-22","Creates a force field"],["23-26","Creates an illusion"],["27-29","Suppresses magic items for a time"],["30-32","Enlarges or reduces characters"],["33-35","{@spell Magic mouth} speaks a riddle"],["36-38","{@spell Confusion} (targets all creatures within 10 ft.)"],["39-41","Gives directions (true or false)"],["42-44","Grants a wish"],["45-47","Flies about to avoid being touched"],["48-50","Casts {@spell geas} on the characters"],["51-53","Increases, reduces, negates, or reverses gravity"],["54-56","Induces greed"],["57-59","Contains an imprisoned creature"],["60-62","Locks or unlocks exits"],["63-65","Offers a game of chance, with the promise of a reward or valuable information"],["66-68","Helps or harms certain types of creatures"],["69-71","Casts {@spell polymorph} on 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scrabbling"],["73-74","Screaming"],["75-77","Scuttling"],["78","Shuffling"],["79-80","Slithering"],["81","Snapping"],["82","Sneezing"],["83","Sobbing"],["84","Splashing"],["85","Splintering"],["86-87","Squeaking"],["88","Squealing"],["89-90","Tapping"],["91-92","Thud"],["93-94","Thumping"],["95","Tinkling"],["96","Twanging"],["97","Whining"],["98","Whispering"],["99-00","Whistling"]],"name":"Dungeon Dressing; Noises","page":298,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Air","colLabels":["d100","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-60","Clear and damp"],["61-70","Clear and drafty"],["71-80","Clear but cold"],["81-83","Foggy or misty and cold"],["84-85","Clear, with mist covering floor"],["86-90","Clear and warm"],["91-93","Hazy and humid"],["94-96","Smoky or steamy"],["97-98","Clear, with smoke covering ceiling"],["99-00","Clear and windy"]],"name":"Dungeon Dressing; 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(wardrobe)"],["31","Coal"],["32-33","Couch"],["34","Crate"],["35","Cresset"],["36","Cupboard"],["37","Cushion"],["38","Dais"],["39","Desk"],["40-42","Fireplace and wood"],["43","Fireplace with mantle"],["44","Firkin (small cask, 10 gallons)"],["45","Fountain"],["46","Fresco"],["47","Grindstone"],["48","Hamper"],["49","Hassock"],["50","Hogshead (large cask, 65 gallons)"],["51","Idol (large)"],["52","Keg (small barrel, 20 gallons)"],["53","Loom"],["54","Mat"],["55","Mattress"],["56","Pail"],["57","Painting"],["58-60","Pallet"],["61","Pedestal"],["62-64","Pegs"],["65","Pillow"],["66","Pipe (large cask, 105 gallons)"],["67","Quilt"],["68-70","Rug (small or medium)"],["71","Rushes"],["72","Sack"],["73","Sconce"],["74","Screen"],["75","Sheet"],["76-77","Shelf"],["78","Shrine"],["79","Sideboard"],["80","Sofa"],["81","Staff, normal"],["82","Stand"],["83","Statue"],["84","Stool, high"],["85","Stool, normal"],["86","Table, large"],["87","Table, long"],["88","Table, low"],["89","Table, 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(container)"],["85-86","Tube (piping)"],["87","Tweezers"],["88-90","Vial"],["91","Water clock"],["92","Wire"],["93-00","Workbench"]],"name":"Dungeon Dressing; Mage Furnishings","page":298,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Utensils and Personal Items","colLabels":["d100","Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Awl"],["2","Bandages"],["3","Basin"],["4-5","Basket"],["6-7","Book"],["8-9","Bottle"],["10","Bowl"],["11","Box"],["12-13","Brush"],["14","Candle"],["15","Candle snuffer"],["16","Candlestick"],["17","Cane or walking stick"],["18","Case"],["19","Casket (small)"],["20-21","Coffer"],["22","Cologne or perfume"],["23","Comb"],["24","Cup"],["25","Decanter"],["26-27","Dish"],["28","Ear spoon"],["29","Ewer"],["30","Flagon, mug, or tankard"],["31-32","Flask or jar"],["33","Food"],["34","Fork"],["35","Grater"],["36","Grinder"],["37","Horn, drinking"],["38","Hourglass"],["39","Jug 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Name"],"colStyles":["col-5","col-3","col-5"],"rows":[["1","Hammer","Deepwinter"],["Annual Holiday: Midwinter","",""],["2","Alturiak","The Claw of Winter"],["3","Ches","The Claw of Sunsets"],["4","Tarsahk","The Claw of Storms"],["Annual Holiday: Greengrass","",""],["5","Mirtul","The Melting"],["6","Kythorn","The Time of Flowers"],["7","Flamerule","Summertide"],["Annual Holiday: Midsummer","",""],["Quadrennial Holiday: Shieldmeet","",""],["8","Eleasis","Highsun"],["9","Elient","The Fading"],["Annual Holiday: Highharvestide","",""],["10","Marpenoth","Leaffall"],["11","Uktar","The Rotting"],["Annual Holiday: The Feast of the Moon","",""],["12","Nightal","The Drawing Down"]],"name":"The Shifting of the Seasons; The Calendar of Harptos","page":15,"source":"SCAG","chapter":{"name":"Welcome to the Realms","ordinal":{"type":"chapter","identifier":1},"index":1}},{"colLabels":["Deity","Alignment","Domains","Symbol"],"colStyles":["col-4","col-1 text-center","col-2","col-5"],"rows":[["Akadi, goddess of air","N","Tempest","Cloud"],["Amaunator, god of the sun","LN","Life, Light","Golden sun"],["Asmodeus, god of indulgence","LE","Knowledge, Trickery","Three inverted triangles arranged in a long triangle"],["Auril, goddess of winter","NE","Nature, Tempest","Six-pointed snowflake"],["Azuth, god of wizardry","LN","Arcana, Knowledge","Left hand pointing upward, outlined in fire"],["Bane, god of tyranny","LE","War","Upright black hand, thumb and fingers together"],["Beshaba, goddess of misfortune","CE","Trickery","Black antlers"],["Bhaal, god of murder","NE","Death","Skull surrounded by ring of bloody droplets"],["Chauntea, goddess of agriculture","NG","Life","Sheaf of grain or a blooming rose over grain"],["Cyric, god of lies","CE","Trickery","White jawless skull on black or purple sunburst"],["Deneir, god of writing","NG","Arcana, Knowledge","Lit candle above an open eye"],["Eldath, goddess of peace","NG","Life, Nature","Waterfall plunging into a still pool"],["Gond, god of craft","N","Knowledge","Toothed cog with four spokes"],["Grumbar, god of earth","N","Knowledge","Mountain"],["Gwaeron Windstrom, god of tracking","NG","Knowledge, Nature","Paw print with a five-pointed star in its center"],["Helm, god of watchfulness","LN","Life, Light","Staring eye on upright left gauntlet"],["Hoar, god of revenge and retribution","LN","War","A coin with a two-faced head"],["Ilmater, god of endurance","LG","Life","Hands bound at the wrist with red cord"],["Istishia, god of water","N","Tempest","Wave"],["Jergal, scribe of the dead","LN","Knowledge, Death","A skull biting a scroll"],["Kelemvor, god of the dead","LN","Death","Upright skeletal arm holding balanced scales"],["Kossuth, god of fire","N","Light","Flame"],["Lathander, god of dawn and renewal","NG","Life, Light","Road traveling into a sunrise"],["Leira, goddess of illusion","CN","Trickery","Point-down triangle containing a swirl of mist"],["Lliira, goddess of joy","CG","Life","Triangle of three six-pointed stars"],["Loviatar, goddess of pain","LE","Death","Nine-tailed barbed scourge"],["Malar, god of the hunt","CE","Nature","Clawed paw"],["Mask, god of thieves","CN","Trickery","Black mask"],["Mielikki, goddess of forests","NG","Nature","Unicorn's head"],["Milil, god of poetry and song","NG","Light","Five-stringed harp made of leaves"],["Myrkul, god of death","NE","Death","White human skull"],["Mystra, goddess of magic","NG","Arcana, Knowledge","Circle of seven stars, nine stars encircling a flowing red mist, or a single star"],["Oghma, god of knowledge","N","Knowledge","Blank scroll"],["The Red Knight, goddess of strategy","LN","War","Red knight lanceboard piece with stars for eyes"],["Savras, god of divination and fate","LN","Arcana, Knowledge","Crystal ball containing many kinds of eyes"],["Selûne, goddess of the moon","CG","Knowledge, Life","Pair of eyes surrounded by seven stars"],["Shar, goddess of darkness and loss","NE","Death, Trickery","Black disk encircled with a purple border"],["Silvanus, god of wild nature","N","Nature","Oak leaf"],["Sune, goddess of love and beauty","CG","Life, Light","Face of a beautiful red-haired woman"],["Talona, goddess of poison and disease","CE","Death","Three teardrops in a triangle"],["Talos, god of storms","CE","Tempest","Three lightning bolts radiating from a point"],["Tempus, god of war","N","War","Upright flaming sword"],["Torm, god of courage and self-sacrifice","LG","War","White right gauntlet"],["Tymora, goddess of good fortune","CG","Trickery","Face-up coin"],["Tyr, god of justice","LG","War","Balanced scales resting on a warhammer"],["Umberlee, goddess of the sea","CE","Tempest","Wave curling left and right"],["Valkur, Northlander god of sailors","CG","Tempest, War","A cloud and three lightning bolts"],["Waukeen, goddess of trade","N","Knowledge, Trickery","Upright coin with Waukeen's profile facing left"]],"name":"The Faerûnian Pantheon","page":21,"source":"SCAG","chapter":{"name":"Welcome to the Realms","ordinal":{"type":"chapter","identifier":1},"index":1}},{"colLabels":["Deity","Alignment","Domains","Symbol"],"colStyles":["col-4","col-1 text-center","col-2","col-5"],"rows":[["Abbathor, god of greed","NE","Trickery","Jeweled dagger, point-down"],["Berronar Truesilver, goddess of hearth and home","LG","Life, Light","Intertwined silver rings"],["Clangeddin Silverbeard, god of war","LG","War","Crossed silver battleaxes"],["Deep Duerra, duergar goddess of conquest and psionics","LE","Arcana, War","Mind flayer skull"],["Dugmaren Brightmantle, god of discovery","CG","Knowledge","Open book"],["Dumathoin, god of buried secrets","N","Death, Knowledge","Mountain silhouette with a central gemstone"],["Gorm Gulthyn, god of vigilance","LG","War","Bronze half-mask"],["Haela Brightaxe, goddess of war-luck","CG","War","Upright sword whose blade is spiraled in flame"],["Laduguer, duergar god of magic and slavery","LE","Arcana, Death","Broken arrow"],["Marthammor Duin, god of wanderers","NG","Nature, Trickery","Upright mace in front of a tall boot"],["Moradin, god of creation","LG","Knowledge","Hammer and anvil"],["Sharindlar, goddess of healing","CG","Life","Burning needle"],["Vergadain, god of luck and wealth","N","Trickery","Gold coin with the face of a dwarf"]],"name":"The Dwarven Pantheon","page":22,"source":"SCAG","chapter":{"name":"Welcome to the Realms","ordinal":{"type":"chapter","identifier":1},"index":1}},{"colLabels":["Deity","Alignment","Domains","Symbol"],"colStyles":["col-4","col-1 text-center","col-2","col-5"],"rows":[["Aerdrie Faenya, goddess of the sky","CG","Tempest, Trickery","Bird silhouetted against a cloud"],["Angharradh, triple goddess of wisdom and protection","CG","Knowledge, Life","Triangle with three interlocking circles within"],["Corellon Larethian, god of art and magic","CG","Arcana, Light","Crescent moon"],["Deep Sashelas, god of the sea","CG","Nature","Dolphin"],["Erevan Ilesere, god of 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dancing drow female silhouetted against the full moon"],["Kiaransalee, goddess of necromancy","CE","Arcana","Female drow hand wearing many silver rings"],["Lolth, goddess of spiders","CE","Trickery","Spider"],["Selvetarm, god of warriors","CE","War","Spider over crossed sword-and-mace"],["Vhaeraun, god of thieves","CE","Trickery","Black mask with blue glass lenses inset over eyes"]],"name":"The Drow Pantheon","page":23,"source":"SCAG","chapter":{"name":"Welcome to the Realms","ordinal":{"type":"chapter","identifier":1},"index":1}},{"colLabels":["Deity","Alignment","Domains","Symbol"],"colStyles":["col-4","col-1 text-center","col-2","col-5"],"rows":[["Arvoreen, god of vigilance and war","LG","War","Crossed short swords"],["Brandobaris, god of thievery and adventure","N","Trickery","Halfling footprint"],["Cyrrollalee, goddess of hearth and home","LG","Life","An open door"],["Sheela Peryroyl, goddess of agriculture and weather","N","Nature, Tempest","Flower"],["Urogalan, god of earth and 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luck","CG","Knowledge, Trickery","Bellows and a lizard tail"],["Segojan Earthcaller, god of earth and the dead","NG","Light","Glowing gemstone"],["Urdlen, god of greed and murder","CE","Death, War","White clawed mole emerging from ground"]],"name":"The Gnomish Pantheon","page":24,"source":"SCAG","chapter":{"name":"Welcome to the Realms","ordinal":{"type":"chapter","identifier":1},"index":1}},{"colLabels":["Deity","Alignment","Domains","Symbol"],"colStyles":["col-4","col-1 text-center","col-2","col-5"],"rows":[["Bahgtru, god of strength","LE","War","Broken thigh bone"],["Gruumsh, god of storms and war","CE","Tempest, War","Unblinking eye"],["Ilneval, god of strategy and hordes","LE","War","Upright blood-spattered sword"],["Luthic, mother-goddess of fertility and healing","LE","Life, Nature","Orcish rune meaning \"cave entrance\""],["Shargaas, god of stealth and darkness","NE","Trickery","Red crescent moon with a skull between the moon's horns"],["Yurtrus, god of death and 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Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Beholder Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Greed. My trophies are proof of my success. (Evil)"],["2","Community. My hierarchy of minions keeps me safe. (Lawful)"],["3","Intolerance. All other beholders are imperfect and must be destroyed. (Evil)"],["4","Stability. I must maintain the current balance of power in the region. (Lawful)"],["5","Perfection. Although I am perfect as I am, I can strive to be even better. (Neutral)"],["6","Power. I will be secure when I rule over all. (Evil)"]],"name":"Roleplaying a Beholder; Beholder Ideals","page":8,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Beholder Bonds","colLabels":["d6","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","My followers are all spying on me, and I seek motivated, powerful allies to destroy them."],["2","I miss the kinship of my identical twin, who disappeared years ago."],["3","I must recover an artifact that was stolen from me."],["4","I have foreseen the moment of my death and know what will kill me. I hope to curry favor with my slayer to forestall my end."],["5","I was lucky to escape my enemy, and I worry that I might be discovered again before I am ready."],["6","I scheme endlessly to recover an ancient tome that contains the secret of creating perfect, obedient clones of myself."]],"name":"Roleplaying a Beholder; Beholder Bonds","page":8,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Beholder Flaws","colLabels":["d6","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I usually ignore advice from my minions."],["2","I enjoy taunting rivals with hints of my plans."],["3","I am very quick to take offense."],["4","I frequently have terrifying dreams."],["5","I often take out my frustrations on my minions."],["6","I sometimes forget that others don't have access to all of my knowledge."]],"name":"Roleplaying a Beholder; Beholder Flaws","page":8,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Beholder Names","colLabels":["d20","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Barixis"],["2","Chelm"],["3","Derukoskai"],["4","Eddalx"],["5","Famax"],["6","Irv"],["7","Jantroph"],["8","Khoa"],["9","Lanuhsh"],["10","Nagish"],["11","Orox"],["12","Qualnus"],["13","Ralakor"],["14","Selthdrych"],["15","Sokhalsh"],["16","Thimnoll"],["17","Velxer"],["18","Xeo"],["19","Zalshox"],["20","Zirlarq"]],"name":"Beholder Names","page":9,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Beholder Lesser Minions","colLabels":["d100","Lesser Minions*"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-4","{@dice 10d10 + 50} {@creature bandit||bandits} and {@dice 3d6} {@creature bandit captain||bandit captains}"],["5-8","{@dice 10d6} {@creature bugbear||bugbears} and {@dice 1d3} {@creature bugbear chief||bugbear chiefs}"],["9-12","{@dice 1d10} {@creature cultist||cultists} and {@dice 4d6} {@creature cult fanatic||cult fanatics}"],["13-14","{@dice 10d6} {@creature duergar}"],["15-22","{@dice 10d10 + 50} {@creature goblin||goblins} and {@dice 3d4} {@creature goblin boss||goblin bosses}"],["23-25","{@dice 10d10 + 50} {@creature grimlock||grimlocks}"],["26-35","{@dice 10d10 } {@creature hobgoblin||hobgoblins} and {@dice 2d4} {@creature hobgoblin captain||hobgoblin captains}"],["36-43","{@dice 10d10 + 50} {@creature kobold||kobolds}, {@dice 2d4} {@creature kobold inventor|vgm|kobold inventors}, and {@dice 2d6} {@creature kobold scale sorcerer|vgm|kobold scale sorcerers}"],["44-48","{@dice 10d10 + 50} {@creature lizardfolk}"],["49-56","{@dice 10d10} {@creature orc||orcs} and {@dice 1d6} {@creature orc war chief||orc war chiefs}"],["57-59","{@dice 6d6} {@creature quaggoth||quaggoths}"],["60-65","{@dice 10d10 + 50} {@creature troglodyte||troglodytes}"],["66-100","Roll twice, ignoring results above 65"]],"footnotes":["* For death tyrant lairs, use this table, but replace approximately half of its humanoid minions with zombies."],"name":"Pets; Beholder Lesser Minions","page":16,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Beholder Greater Minions","colLabels":["d100","Greater Minions*"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-3","{@dice 2d4} {@creature barlgura||barlguras}"],["4-10","{@dice 1d12} {@creature ettin||ettins}"],["11-20","{@dice 1d2} {@creature fire giant||fire giants}, {@dice 1d3} {@creature frost giant||frost giants}, {@dice 2d4} {@creature hill giant||hill giants} or {@dice 1d6} {@creature stone giant||stone giants} (as appropriate to the terrain)"],["21-25","{@dice 3d6} {@creature hook horror||hook horrors}"],["26-32","{@dice 3d6} {@creature manticore||manticores}"],["33-40","{@dice 3d6} {@creature minotaur||minotaurs}"],["41-55","{@dice 6d6} {@creature ogre||ogres}"],["56-70","{@dice 2d4} {@creature troll||trolls}"],["71-75","{@dice 3d6} {@creature wight||wights}"],["76-100","Roll twice, ignoring results above 75"]],"footnotes":["* For death tyrant lairs, use this table, but replace approximately half of its living minions with ogre zombies."],"name":"Pets; Beholder Greater Minions","page":16,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Beholder Pets","colLabels":["d100","Pets"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-10","{@dice 1d3} {@creature basilisk||basilisks}"],["11-13","{@dice 1d3} {@creature beholder zombie||beholder zombies}"],["14-22","{@dice 1d4} {@creature chimera||chimeras}"],["23-26","{@dice 1d4} {@creature flesh golem||flesh golems}"],["27-29","{@dice 3d6} {@creature gazer|vgm|gazers}"],["30-37","{@dice 3d6} {@creature hell hound||hell hounds}"],["38-41","{@dice 2d6} {@creature nothic||nothics}"],["42-53","{@dice 2d4} {@creature otyugh||otyughs}"],["54-66","{@dice 2d4} {@creature roper||ropers}"],["67-75","{@dice 1d6} {@creature wyvern||wyverns}"],["76-100","Roll twice, ignoring results above 75"]],"name":"Beholder Pets","page":16,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Giant Life Spans","colLabels":["Giant Type","Life Span"],"colStyles":["col-6","col-6"],"rows":[["Hill","200 years"],["Frost","250 years"],["Fire","350 years"],["Cloud","400 years"],["Storm","600 years"],["Stone","800 years"]],"name":"Living the Giant Life; Giant Life Spans","page":22,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Giant Personality Traits","colLabels":["d8","Personality Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The brutality of my peers is a relic of a bygone era that should be stamped out. I seek a more enlightened path."],["2","As the most powerful beings in creation, we have a duty to use our strength for the benefit of all."],["3","I take what I want. I don't care who gets hurt."],["4","A giant lives for a few centuries, but giantkind is eternal. Everything I do is to glorify my ancestors and make my descendants proud."],["5","Dragons are my mortal enemies. Everything I do is to ensure their destruction."],["6","I measure a creature's worth by its size. The small folk are beneath my concern."],["7","The small folk are vermin. I enjoy torturing and killing them."],["8","Good or bad, Annam's sons represent the ideals that we, as giants, must strive to uphold."]],"name":"Roleplaying a Giant; Giant Personality Traits","page":23,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Giant Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Ordning. Annam created the ordning for the good of all giants, and it's our duty to uphold his vision. (Lawful)"],["2","Skill. What sets my clan apart is its mastery of our traditional crafts. (Good)"],["3","Strength. No other race can match the strength of giants, and none should dare to try. (Evil)"],["4","Lordship. Giants are the rightful rulers of the world. All will be well when our empire is restored. (Neutral)"],["5","Tribute. The lesser races owe giants not just respect but payment of tribute, and what they don't pay willingly, we will take by force. (Chaotic)"],["6","Religion. Of Annam's many sons, none is greater than my patron deity. (Any)"]],"name":"Roleplaying a Giant; Giant Ideals","page":23,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Giant Bonds","colLabels":["d6","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","My clan is the most important influence on my life, our collective place in the ordning depends on our devotion to one another."],["2","My clan mates who serve in our deity's temples are the closest companions I'll ever know."],["3","My place in the ordning is ordained by our patron deity, and it would be blasphemous to aspire to anything higher or lower."],["4","Though I can never rise above my clan's position in the ordning, I can be a leader among my clan."],["5","My own kind have turned their backs on me, so I make my way among the lesser creatures of the world."],["6","Humans have proven their worth in the world and earned a measure of respect from giantkind."]],"name":"Roleplaying a Giant; Giant Bonds","page":23,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Giant Flaws","colLabels":["d6","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The ordning is too restrictive for the likes of me."],["2","The lesser creatures of the world have no souls"],["3","Unity among giants is a myth, anyone not of my clan is a fair target for my weapons."],["4","I care nothing for what others expect, to the point where I cannot help but contradict what others ask of me."],["5","I am terrified of arcane magic and can be cowed by overt displays of it."],["6","Ancient dragons fill me with dread. My knees grow weak in their presence."]],"name":"Roleplaying a Giant; Giant Flaws","page":23,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Gnoll Names","colLabels":["d12","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Aargab"],["2","Alark"],["3","Andak"],["4","Ethak"],["5","Eyeth"],["6","Ignar"],["7","Immor"],["8","Oduk"],["9","Orrom"],["10","Otal"],["11","Ulthak"],["12","Ustar"]],"name":"Gnoll Names","page":36,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Gnoll War Band Name","isNameGenerator":true,"colLabels":["d6","Name Part 1","Name Part 2"],"colStyles":["col-2 text-center","col-5","col-5"],"rows":[["1","Abyssal","Harbingers"],["2","Dire","Hunters"],["3","Howling","Mongrels"],["4","Rabid","Mutilators"],["5","Rotted","Ravagers"],["6","Screaming","Slayers"]],"name":"Creating a Gnoll War Band; Gnoll War Band Name","page":39,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Gnoll War Band Composition","colLabels":["War Band Composition","Number Appearing"],"colStyles":["col-6","col-6"],"rows":[["Gnoll fangs ofYeenoghu","{@dice 1d4 + 1}"],["Gnoll hunters","{@dice 1d4 + 1}"],["Gnoll flesh gnawers","{@dice 2d4}"],["Warriors (common gnolls)","{@dice 6d6}"],["Hyenas","{@dice 4d6}"]],"name":"Creating a Gnoll War Band; Gnoll War Band Composition","page":39,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"War Band Leadership","colLabels":["d6","Leader","Number Appearing Modifier"],"colStyles":["col-2 text-center","col-5","col-5"],"rows":[["1","Gnoll War Band Flind Leader","Double"],["2-4","Gnoll War Band Gnoll Pack Lord Leader","None"],["5-6","No Leader","Halve"]],"name":"Creating a Gnoll War Band; War Band Leadership","page":39,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Gnoll War Band Special Creatures","colLabels":["d20","Special Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","1 {@creature Barlgura}"],["2-5","{@dice 3d6} {@creature Dretch||Dretches}"],["6-8","{@dice 2d6} {@creature Ghoul||Ghouls}"],["9-10","{@dice 2d6} {@creature Gnoll Witherling|VGM|Gnoll Witherlings}"],["11","1 {@creature Hezrou}"],["12-13","{@dice 1d4} {@creature Leucrotta|VGM|Leucrottas}"],["14-16","{@dice 2d6} {@creature Manes}"],["17-18","{@dice 2d4} {@creature Maw Demon|VGM|Maw Demons}"],["19","1 {@creature Shoosuva|VGM}"],["20","{@dice 1d3} {@creature Troll||Trolls}"]],"name":"Creating a Gnoll War Band; Gnoll War Band Special Creatures","page":39,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Shared Physical Trait","colLabels":["d10","Shared Physical Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Rune branded on forehead"],["2","Bone piercings"],["3","Ritual scarring"],["4","Surrounded by clouds of flies"],["5","Constant, cackling laugh"],["6","Covered with strange mushroom growths"],["7","Horrid stench"],["8","Eyes glow like fire"],["9","Long, black fangs"],["10","Albinos"]],"name":"Creating a Gnoll War Band; Shared Physical Trait","page":39,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Notable Behavior or Tactics","colLabels":["d8","Notable behavior or Tactics"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Use of flaming arrows and burning pitch"],["2","Use of drums and screeching horns to spread fear"],["3","Attempts to capture and use siege engines"],["4","Carry and spread disease"],["5","Prisoners kept in cages and tormented"],["6","Use of nets to take captives for feasting later"],["7","Leader has a powerful item, such as a horn of blasting"],["8","Actions magically controlled by a spellcaster"]],"name":"Creating a Gnoll War Band; Notable Behavior or Tactics","page":39,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Demonic Influence","colLabels":["d12","Demonic Influence"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Food and drink spoil"],["2","Animals become rabid, vicious"],["3","Terrible storms erupt"],["4","Minor earthquakes strike"],["5","Residents suffer bursts of short-term madness"],["6","Folk indulge in decadence, excessive drinking"],["7","Quarrels turn violent"],["8","Friends betray one another"],["9-12","None"]],"name":"Creating a Gnoll War Band; Demonic Influence","page":39,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Status Symbols","colLabels":["d20","Status Symbol"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Earrings and notches in an ear"],["2","Rib bones tied into hair"],["3","A belt made from raccoon pelts"],["4","A gnome's boot used as a hat"],["5","A pouch of toenail clippings from an allied ogre"],["6","A frog kept in a jar"],["7","Fragile helmets made from axebeak eggs"],["8","Nose rings"],["9","Painted or stained hands"],["10","Bugs kept in a bag for snacking"],["11","War cry tattooed on chest"],["12","Shields made from ankheg chitin"],["13","Bracelet made of pieces of goblins turned to stone"],["14","Special breed of rat kept as pet"],["15","Teeth pulled out in certain places"],["16","Owlbear-feather cloaks"],["17","Scars from lashings"],["18","Orc-tusk lip piercings"],["19","Umbrellas made from dead darkmantles"],["20","Cloaks made of scraps from an elven tapestry"]],"name":"Status Symbols","page":42,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"isStriped":false,"colStyles":["col-6","col-6"],"rows":[["1st rank: Warlord","5th rank: Spear"],["2nd rank: General","6th rank: Fist"],["3rd rank: Captain","7th rank: Soldier"],["4th rank: Fatal Axe",""]],"name":"Rank, Status, and Title","page":46,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Hag Personality Traits","colLabels":["d8","Personality Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I have made subtle insults into an art form."],["2","I always act unpleasant so others never learn of my secret affections."],["3","I enjoy wagers as parts of my bargains, which increase the risk and the stakes."],["4","I laugh at my own jokes-the darker, the better."],["5","I never volunteer information, and I respond only to questions."],["6","I offer generous terms in my deals, but the cost for defaulting is exceedingly high."],["7","I require all of my bargains to be put in writing and signed in the other party's blood."],["8","I am very superstitious, and I see omens in every event and action around me."]],"name":"Roleplaying a Hag; Hag Personality Traits","page":54,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Hag Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Change. I will metamorphose into every kind of hag and live a century as each, becoming something even greater in the end. (Chaotic)"],["2","Community. Loneliness is the path to madness. That is why I have minions to keep me company. (Lawful)"],["3","Greed. I will acquire the rarest and most valuable holy treasures to keep them from being used for good. (Evil)"],["4","Independence. I neither require nor want a coven. I will not be someone's equal. (Neutral)"],["5","Power. I will become an auntie or a grandmother, even if I have to kill my own mother to do it. (Evil)"],["6","Ugliness. I want to be envied for my appearance and my cruel heart. (Evil)"]],"name":"Roleplaying a Hag; Hag Ideals","page":54,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Hag Bonds","colLabels":["d8","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I hate a certain mortal family and steal one of their children each generation for my own purposes."],["2","I am involved in a centuries-long feud with a rival of similar power and status."],["3","My house holds everything that I hold dear. I can't abide visitors who threaten my hearth and home."],["4","I owe a great favor to a hag grandmother."],["5","I traded away something before I realized it was priceless, and now I want it back."],["6","My daughter was taken from me, and I want to find her and train her."],["7","My greatest rival and I know a secret word that will destroy both of us simultaneously."],["8","The ones who looted and burned my home will pay for their offense."]],"name":"Roleplaying a Hag; Hag Bonds","page":54,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Hag Flaws","colLabels":["d6","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I am too eager for gossip."],["2","I can't resist flirting with a handsome man."],["3","I have an allergy to a creature (such as cats or ravens) or a substance (such as apples or blood) that is important to my work."],["4","I will not tell a lie, but I can still say nothing, nod suggestively, or bend the truth a little to suit my needs."],["5","I am greatly weakened on the nights of the full moon."],["6","I can't resist a clever riddle."]],"name":"Roleplaying a Hag; Hag Flaws","page":54,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Hag Names","isNameGenerator":true,"colLabels":["d12","Title","First Name","Last Name"],"colStyles":["col-3 text-center","col-3","col-3","col-3"],"rows":[["1","Auntie","Agatha","Bonechewer"],["2","Black","Agnes","Frogwart"],["3","Cackling","Ethel","Greenteeth"],["4","Dismal","May","Gristlegums"],["5","Dread","Mathilda","Knucklebones"],["6","Driftwood","Morgan","Middenheap"],["7","Granny","Olga","Mudwallow"],["8","Old","Peggy","Pigtooth"],["9","Rickety","Polly","Titchwillow"],["10","Rotten","Sally","Toestealer"],["11","Turtleback","Ursula","Twigmouth"],["12","Wicked","Zilla","Wormwiggle"]],"name":"Hag Names","page":55,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Servants","colLabels":["d8","Servant(s)"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Flameskull||Flameskulls}"],["2","{@creature Flesh Golem||Flesh Golems}"],["3","{@creature Helmed Horror||Helmed Horrors}"],["4","{@creature Rug of Smothering}"],["5","{@creature Scarecrow||Scarecrows}"],["6","{@creature Shadow Mastiff|VGM|Shadow Mastiffs}"],["7","{@dice 2d4} {@creature swarm of insects||swarms of insects} or {@creature swarm of rats||swarms of rats}"],["8","{@creature Yeth Hound|VGM|Yeth Hounds}"]],"name":"Random Hag Minions; Servants","page":61,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Brutes","colLabels":["d12","Brute(s)"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Bugbear||Bugbears}"],["2","{@creature Doppelganger||Doppelgangers}"],["3","{@creature Ettercap||Ettercaps}"],["4","{@creature Gargoyle||Gargoyles}"],["5","{@creature Jackalwere||Jackalweres}"],["6","{@creature Kenku}"],["7","{@creature Meenlock|VGM|Meenlocks}"],["8","{@creature Oni}"],["9","{@creature Quickling|VGM|Quicklings}"],["10","{@creature Redcap|VGM|Redcaps}"],["11","{@creature Wererat||Wererats}"],["12","{@creature Werewolf||Werewolves}"]],"name":"Random Hag Minions; Brutes","page":61,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Hag Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The eye of a cleric, preserved in a liquid-filled jar. When an undead creature comes within 100 feet of the jar, the eye darts about as if it is looking around in a panic. It otherwise remains motionless."],["2","The leathery, preserved head of a dwarf. Anyone who holds its 5-foot-long beard can see through its eyes."],["3","A perfectly smooth, round stone the size of a human's fist. If placed on the ground, it rolls 20 feet per round toward the nearest source of fresh water."],["4","A sickly crow with clipped wings. The only sound it can make is to roar like a lion."],["5","A seemingly empty, sealed jar. If opened, the person standing closest to the jar suddenly recalls {@dice 1d6} happy memories from the life of a long dead elf lord."],["6","A seemingly mundane gold piece. Anyone who touches it gains the unshakable belief that this is the very first gold coin minted by humanity."],["7","A black box, 3 feet on each side. Anyone who opens it finds a set of three wooden, articulated figures that are modeled after three members of the adventuring party. If the figures are stood on the ground, they act out insulting parodies of their duplicates' recent actions."],["8","An oval-shaped disc made of an unknown metal. If it is tossed in the air, it flies in circles around the tosser for a minute, tiny lights winking on its surface, before settling to the ground nearby."],["9","A thick, dusty tome, every page filled with tiny, barely legible writing. Careful study of the book reveals it to be a written transcript of every conversation that took place over the course of a year, three years ago, in a nearby village."],["10","A small painting that depicts a placid field. 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(Evil)"]],"name":"Roleplaying a Mind Flayer; Mind Flayer Ideals","page":74,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Mind Flayer Bonds","colLabels":["d6","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I think the elder brain is wrong about something, and I want to convince it."],["2","I have a secret I wish to keep even from other mind flayers."],["3","The more the colony grows, the more powerful we all become."],["4","Nothing is more important than rebuilding our lost empire."],["5","Persistence of my colony is the greatest good."],["6","I have important research that must be protected at all costs."]],"name":"Roleplaying a Mind Flayer; Mind Flayer Bonds","page":74,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Mind Flayer Flaws","colLabels":["d6","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I am oblivious to the emotions expressed by others."],["2","I believe my minions will always do precisely as I intend."],["3","I never assume others understand and always explain everything."],["4","I have a memory that isn't mine. 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The serpent gods continue to advise us."],["2","I have very high standards for food, drink, and physical pleasures."],["3","I prefer to be alone rather than among other creatures, including my own kind."],["4","I sometimes become consumed by philosophy."],["5","I believe I am superior to others of my caste."],["6","I am driven by wanderlust and want to explore lands far from our cities."],["7","I am interested in modern human culture, even as primitive as it is."],["8","I await the day when we again conquer lands by force, as we did in the old times."]],"name":"Roleplaying a Yuan-ti; Yuan-ti Personality Traits","page":98,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Yuan-ti Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Greed. I display my wealth as a sign of my power and prosperity. (Evil)"],["2","Aspiration. I strive to follow the path toward becoming an anathema. 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My fate is theirs to decide."],["4","I have an interest in an unsuitable mate, which I can't suppress."],["5","I respect and emulate a great hero or ancestor."],["6","An enemy destroyed something of value to me, and I will find where it lives and kill the offender."]],"name":"Roleplaying a Yuan-ti; Yuan-ti Bonds","page":98,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Yuan-ti Flaws","colLabels":["d6","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I feel twinges of emotion, and it shames me that I am imperfect in this way."],["2","I put too much credence in the dictates of a particular god."],["3","I frequently overindulge in food and wine, and I am impaired and lethargic for days afterward."],["4","I worship a forbidden god."],["5","I secretly believe things would be better if I was in charge."],["6","If I could get away with it, I would gladly kill and eat a superior yuan-ti."]],"name":"Roleplaying a Yuan-ti; Yuan-ti Flaws","page":98,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Yuan-ti Names","colLabels":["d20","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Asutali"],["2","Eztli"],["3","Hessatal"],["4","Hitotee"],["5","Issahu"],["6","Itstli"],["7","Manuya"],["8","Meztli"],["9","Nesalli"],["10","Otleh"],["11","Shalkashlah"],["12","Sisava"],["13","Sitlali"],["14","Soakosh"],["15","Ssimalli"],["16","Suisatal"],["17","Talash"],["18","Teoshi"],["19","Yaotal"],["20","Zihu"]],"name":"Yuan-ti Names","page":99,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Yuan-ti Agents","colLabels":["d100","Agents"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-20","{@creature Cultist||Cultists}"],["21-30","{@creature Cult Fanatic||Cult Fanatics}"],["31-34","{@creature Doppelganger||Doppelgangers}"],["35-50","{@creature Guard||Guards}"],["51-60","{@creature Noble||Nobles}"],["61-72","{@creature Priest||Priests}"],["73-86","{@creature Scout||Scouts}"],["87-100","{@creature Spy||Spies}"]],"name":"Random Yuan-ti Servants; Yuan-ti Agents","page":102,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Yuan-ti Protectors","colLabels":["d100","Protector(s)"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-10","{@creature Bandit Captain||Bandit Captains} and {@creature Bandit||Bandits}"],["11-12","{@creature Basilisk||Basilisks}"],["13-18","{@creature Constrictor Snake||Constrictor Snakes}"],["19-26","{@creature Cult Fanatic||Cult Fanatics} and {@creature Cultist||Cultists}"],["27-28","{@creature Flying Snake||Flying Snakes}"],["29-35","{@creature Giant Constrictor Snake||Giant Constrictor Snakes}"],["36-45","{@creature Giant Poisonous Snake||Giant Poisonous Snakes}"],["46-50","{@creature Gladiator||Gladiators}"],["51-55","{@creature Guard||Guards}"],["56-58","{@creature Hydra||Hydras}"],["59-60","{@creature Medusa||Medusas}"],["61","{@creature Mummy||Mummies}*"],["62-63","{@creature Poisonous Snake||Poisonous Snakes}"],["64-68","{@creature Priest||Priests}"],["69-70","{@creature Skeleton||Skeletons}"],["71","{@creature Stone Golem||Stone Golems}"],["72-81","{@creature Swarm of Poisonous Snakes||Swarms of Poisonous Snakes}"],["82-91","{@creature Tribal Warrior||Tribal Warriors}"],["92-97","{@creature Veteran||Veterans}"],["98-100","{@creature Zombie||Zombies}"]],"footnotes":["* The mummies are the undead remains of yuan-ti malisons or purebloods. 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But their true fate lies in the hands of the sinister Nicol Bolas."],"id":"014"}],[{"type":"image","href":{"type":"internal","path":"book/PSA/018.webp"},"credit":"James Paick","width":137,"height":137},{"type":"entries","name":"Dominaria","entries":["Home to the volcanic continent of Shiv, the time-shattered isle of Tolaria, and the cold mountains of Keld, Dominaria is the setting for brutal conflicts and home to powerful mages."],"id":"015"}],[{"type":"image","href":{"type":"internal","path":"book/PSA/019.webp"},"credit":"Jung Park","width":151,"height":151},{"type":"entries","name":"Innistrad","entries":["For centuries, the archangel Avacyn and her hosts protected the humans of Innistrad from the terrors of the night. But then she turned on the people she was supposed to protect as an alien madness seized the plane."],"id":"016"}],[{"type":"image","href":{"type":"internal","path":"book/PSA/020.webp"},"credit":"Daniel Ljunggren","width":150,"height":150},{"type":"entries","name":"Kaladesh","entries":["Kaladesh is a vibrant, beautiful land in the midst of an inventors' renaissance, teeming with creativity and optimism."],"id":"017"}],[{"type":"image","href":{"type":"internal","path":"book/PSA/021.webp"},"credit":"Tomasz Jedruszek","width":151,"height":151},{"type":"entries","name":"New Phyrexia","entries":["Once known as Mirrodin, this metallic plane has been transformed by the vile Phyrexian corruption. Its natives fought and lost the war for their world, and now struggle to survive each day."],"id":"018"}],[{"type":"image","href":{"type":"internal","path":"book/PSA/022.webp"},"credit":"Richard Wright","width":152,"height":150},{"type":"entries","name":"Ravnica","entries":["This worldwide cityscape holds countless grand halls, decrepit slums, and ancient ruins. Ten guilds maintain an uneasy peace in governing the various aspects of life in the majestic city."],"id":"019"}],[{"type":"image","href":{"type":"internal","path":"book/PSA/023.webp"},"credit":"John Severin Brassell","width":150,"height":151},{"type":"entries","name":"Shandalar","entries":["Rich with mana, Shandalar is a place where magic flows freely. Planeswalkers seek out this plane for its plentiful, powerful magic."],"id":"01a"}],[{"type":"image","href":{"type":"internal","path":"book/PSA/024.webp"},"credit":"Jung Park","width":151,"height":150},{"type":"entries","name":"Theros","entries":["Theros is ruled by an awe-inspiring pantheon of gods. Mortals tremble before them, feel the sting of their petty whims, and live in terror of their wrath."],"id":"01b"}],[{"type":"image","href":{"type":"internal","path":"book/PSA/025.webp"},"credit":"Sam Burley","width":151,"height":151},{"type":"entries","name":"Zendikar","entries":["This land of primal mana is slowly recovering from the unnatural disaster of colossal predators from the Aether rampaging across the plane."],"id":"01c"}]],"name":"Appendix: Planeswalkers and the Multiverse","source":"PSA","chapter":{"name":"Planeswalkers and the Multiverse","ordinal":{"type":"appendix"},"index":5}},{"caption":"Subclasses","colLabels":["Class","Subclass","Level Available","Description"],"colStyles":["col-1","col-2","col-1 text-center","col-6"],"rows":[["Barbarian","{@class Barbarian|phb|Path of the Ancestral Guardian|Ancestral Guardian|xge}","3rd","Calls on the spirits of honored ancestors to protect others"],["Barbarian","{@class Barbarian|phb|Path of the Storm Herald|Storm Herald|xge}","3rd","Filled with a rage that channels the primal magic of the storm"],["Barbarian","{@class Barbarian|phb|Path of the Zealot|Zealot|xge}","3rd","Fueled by a religious zeal that visits destruction on foes"],["Bard","{@class Bard|phb|College of Glamour|Glamour|xge}","3rd","Wields the beguiling, glorious magic of the Feywild"],["Bard","{@class Bard|phb|College of Swords|Swords|xge}","3rd","Entertains and slays with daring feats of weapon prowess"],["Bard","{@class Bard|phb|College of Whispers|Whispers|xge}","3rd","Plants fear and doubt in the minds of others "],["Cleric","{@class Cleric|phb|Forge Domain|Forge|XGE}","1st","Clad in heavy armor, serves a god of the forge or creation"],["Cleric","{@class Cleric|phb|Grave Domain|Grave|XGE}","1st","Opposes the blight of undeath"],["Druid","{@class Druid|phb|Circle of Dreams|Dreams|xge}","2nd","Mends wounds, guards the weary, and strides through dreams"],["Druid","{@class Druid|phb|Circle of the Shepherd|Shepherd|xge}","2nd","Summons nature spirits to bolster friends and harry foes"],["Fighter","{@class Fighter|phb|Arcane Archer|Arcane Archer|xge}","3rd","Imbues arrows with spectacular magical effects"],["Fighter","{@class Fighter|phb|Cavalier|Cavalier|xge}","3rd","Defends allies and knocks down enemies, often on horseback"],["Fighter","{@class Fighter|phb|Samurai|Samurai|xge}","3rd","Combines resilience with courtly elegance and mighty strikes"],["Monk","{@class Monk|phb|Way of the Drunken Master|Drunken Master|xge}","3rd","Confounds foes through a martial arts tradition inspired by the swaying of a drunkard"],["Monk","{@class Monk|phb|Way of the Kensei|Kensei|xge}","3rd","Channels ki through a set of mastered weapons"],["Monk","{@class Monk|phb|Way of the Sun Soul|Sun Soul|xge}","3rd","Transforms ki into bursts of fire and searing bolts of light"],["Paladin","{@class Paladin|phb|Oath of Conquest|Conquest|xge}","3rd","Strikes terror in enemies and crushes the forces of chaos"],["Paladin","{@class Paladin|phb|Oath of Redemption|Redemption|xge}","3rd","Offers redemption to the worthy and destruction to those who refuse mercy or righteousness"],["Ranger","{@class Ranger|phb|Gloom Stalker|Gloom Stalker|xge}","3rd","Unafraid of the dark, relentlessly stalks and ambushes foes"],["Ranger","{@class Ranger|phb|Horizon Walker|Horizon Walker|xge}","3rd","Finds portals to other worlds and channels planar magic"],["Ranger","{@class Ranger|phb|Monster Slayer|Monster Slayer|xge}","3rd","Hunts down creatures of the night and wielders of grim magic"],["Rogue","{@class Rogue|phb|Inquisitive|Inquisitive|xge}","3rd","Roots out secrets, akin to a masterful detective"],["Rogue","{@class Rogue|phb|Mastermind|Mastermind|xge}","3rd","A master tactician, manipulates others"],["Rogue","{@class Rogue|phb|Scout|Scout|xge}","3rd","Combines stealth with a knack for survival"],["Rogue","{@class Rogue|phb|Swashbuckler|Swashbuckler|xge}","3rd","Delivers deadly strikes with speed and panache "],["Sorcerer","{@class Sorcerer|phb|Divine Soul|Divine Soul|xge}","1st","Harnesses magic bestowed by a god or other divine source"],["Sorcerer","{@class Sorcerer|phb|Shadow Magic|Shadow|xge}","1st","Wields the grim magic of the Shadowfell"],["Sorcerer","{@class Sorcerer|phb|Storm Sorcery|Storm|xge}","1st","Crackles with the power of the storm"],["Warlock","{@class Warlock|phb|The Celestial|Celestial|xge}","1st","Forges a pact with a being from celestial realms"],["Warlock","{@class Warlock|phb|The Hexblade|Hexblade|xge}","1st","Serves a shadowy entity that bestows dread curses"],["Wizard","{@class Wizard|phb|War Magic|War|xge}","2nd","Mixes evocation and abjuration magic to dominate the battlefield"]],"name":"Character Options; Subclasses","page":7,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Parents","colLabels":["d100","Parents"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-95","You know who your parents are or were."],["96-100","You do not know who your parents were."]],"name":"Parents","page":62,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Half-Elf Parents","colLabels":["d8","Parents"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-5","One parent was an elf and the other was a human."],["6","One parent was an elf and the other was a half-elf."],["7","One parent was a human and the other was a half-elf."],["8","Both parents were half-elves."]],"name":"Half-Elf Parents","page":62,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Half-Orc Parents","colLabels":["d8","Parents"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-3","One parent was an orc and the other was a human."],["4-5","One parent was an orc and the other was a half-orc."],["6-7","One parent was a human and the other was a half-orc."],["8","Both parents were half-orcs."]],"name":"Half-Orc Parents","page":62,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Tiefling Parents","colLabels":["d8","Parents"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-4","Both parents were humans, their infernal heritage dormant until you came along."],["5-6","One parent was a tiefling and the other was a human."],["7","One parent was a tiefling and the other was a devil."],["8","One parent was a human and the other was a devil."]],"name":"Tiefling Parents","page":62,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Birthplace","colLabels":["d100","Location"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-50","Home"],["51-55","Home of a family friend"],["56-63","Home of a healer or midwife"],["64-65","Carriage, cart, or wagon"],["66-68","Barn, shed, or other outbuilding"],["69-70","Cave"],["71-72","Field"],["73-74","Forest"],["75-77","Temple"],["78","Battlefield"],["79-80","Alley or street"],["81-82","Brothel, tavern, or inn"],["83-84","Castle, keep, tower, or palace"],["85","Sewer or rubbish heap"],["86-88","Among people of a different race"],["89-91","On board a boat or a ship"],["92-93","In a prison or in the headquarters of a secret organization"],["94-95","In a sage's laboratory"],["96","In the Feywild"],["97","In the Shadowfell"],["98","On the Astral Plane or the Ethereal Plane"],["99","On an Inner Plane of your choice"],["100","On an Outer Plane of your choice"]],"name":"Birthplace","page":62,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Number of Siblings","colLabels":["d10","Siblings"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","None"],["3-4","{@dice 1d3}"],["5-6","{@dice 1d4+1}"],["7-8","{@dice 1d6+2}"],["9-10","{@dice 1d8+3}"]],"name":"Number of Siblings","page":62,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Birth Order","colLabels":["2d6","Birth Order"],"colStyles":["col-2 text-center","col-10"],"rows":[["2","Twin, triplet, or quadruplet"],["3-7","Older"],["8-12","Younger"]],"name":"Other Details; Birth Order","page":62,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Family","colLabels":["d100","Family"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","None"],["2","Institution, such as an asylum"],["3","Temple"],["4-5","Orphanage"],["6-7","Guardian"],["8-15","Paternal or maternal aunt, uncle, or both"],["16-25","Paternal or maternal grandparent(s)"],["26-35","Adoptive family (same or different race)"],["36-55","Single father or stepfather"],["56-75","Single mother or stepmother"],["76-100","Mother and father"]],"name":"Supplemental Tables; Family","page":63,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Absent Parent","colLabels":["d4","Fate"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Your parent died (roll on the Cause of Death supplemental table)."],["2","Your parent was imprisoned, enslaved, or otherwise taken away."],["3","Your parent abandoned you"],["4","Your parent disappeared to an unknown fate."]],"name":"Supplemental Tables; Absent Parent","page":63,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Family Lifestyle","colLabels":["3d6","Lifestyle*"],"colStyles":["col-2 text-center","col-10"],"rows":[["3","Wretched (-40)"],["4-5","Squalid (-20)"],["6-8","Poor (-10)"],["9-12","Modest (+0)"],["13-15","Comfortable (+10)"],["16-17","Wealthy (+20)"],["18","Aristocratic (+40)"]],"footnotes":["* Use the number in this result as a modifier to your roll on the Childhood Home table."],"name":"Supplemental Tables; Family Lifestyle","page":63,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Childhood Home","colLabels":["{@dice d100 + #$prompt_number:title=Enter Lifestyle Modifier$#}","Home"],"colStyles":["col-2 text-center","col-10"],"rows":[["0","On the streets"],["1-20","Rundown shack"],["21-30","No permanent residence"],["31-40","Encampment or village in the wilderness"],["41-50","Apartment in a rundown neighborhood"],["51-70","Small house"],["71-90","Large house"],["91-110","Mansion"],["111-140","Palace or castle"]],"name":"Supplemental Tables; Childhood Home","page":63,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Childhood Memories","colLabels":["{@dice 3d6 + #$prompt_number:title=Enter Charisma Modifier$#}","Memory"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-3","I am still haunted by my childhood, when I was treated badly by my peers."],["4-5","I spent most of my childhood alone, with no close friends."],["6-8","Others saw me as being different or strange, and so I had few companions."],["9-12","I had a few close friends and lived an ordinary childhood."],["13-15","I had several friends, and my childhood was generally a happy one."],["16-17","I always found it easy to make friends, and I loved being around people."],["18-25","Everyone knew who I was, and I had friends everywhere I went."]],"name":"Supplemental Tables; Childhood Memories","page":63,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Life Events by Age","colLabels":["d100","Current Age","Life Events"],"colStyles":["col-2 text-center","col-5","col-5"],"rows":[["1-20","20 years or younger","1"],["21-59","21-30 years","{@dice 1d4}"],["60-69","31-40 years","{@dice 1d6}"],["70-89","41-50 years","{@dice 1d8}"],["90-99","51-60 years","{@dice 1d10}"],["100","61 years or older","{@dice 1d12}"]],"name":"Life Events by Age","page":69,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Life Events","colLabels":["d100","Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-10","You suffered a tragedy. Roll on the Tragedies table."],["11-20","You gained a bit of good fortune. Roll on the Boons table."],["21-30","You fell in love or got married. If you get this result more than once, you can choose to have a child instead. Work with your DM to determine the identity of your love interest."],["31-40","You made an enemy of an adventurer. Roll a {@dice d6}. An odd number indicates you are to blame for the rift, and an even number indicates you are blameless. Use the supplemental tables and work with your DM to determine this hostile character's identity and the danger this enemy poses to you."],["41-50","You made a friend of an adventurer. Use the supplemental tables and work with your DM to add more detail to this friendly character and establish how your friendship began."],["51-70","You spent time working in a job related to your background. Start the game with an extra {@dice 2d6} gp."],["71-75","You met someone important. Use the supplemental tables to determine this character's identity and how this individual feels about you. Work out additional details with your DM as needed to fit this character into your backstory."],["76-80","You went on an adventure. Roll on the Adventures table to see what happened to you. Work with your DM to determine the nature of the adventure and the creatures you encountered."],["81-85","You had a supernatural experience. Roll on the Supernatural Events table to find out what it was."],["86-90","You fought in a battle. Roll on the War table to learn what happened to you. Work with your DM to come up with the reason for the battle and the factions involved. It might have been a small conflict between your community and a band of orcs, or it could have been a major battle in a larger war."],["91-95","You committed a crime or were wrongly accused of doing so. Roll on the Crime table to determine the nature of the offense and on the Punishment table to see what became of you."],["96-99","You encountered something magical. Roll on the Arcane Matters table."],["100","Something truly strange happened to you. Roll on the Weird Stuff table."]],"name":"Life Events","page":69,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Adventures","colLabels":["d100","Outcome"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-10","You nearly died. You have nasty scars on your body, and you are missing an ear, {@dice 1d3} fingers, or {@dice 1d4} toes."],["11-20","You suffered a grievous injury. Although the wound healed, it still pains you from time to time."],["21-30","You were wounded, but in time you fully recovered."],["31-40","You contracted a disease while exploring a filthy warren. You recovered from the disease, but you have a persistent cough, pockmarks on your skin, or prematurely gray hair."],["41-50","You were poisoned by a trap or a monster. You recovered, but the next time you must make a saving throw against poison, you make the saving throw with disadvantage."],["51-60","You lost something of sentimental value to you during your adventure. Remove one trinket from your possessions."],["61-70","You were terribly frightened by something you encountered and ran away, abandoning your companions to their fate."],["71-80","You learned a great deal during your adventure. The next time you make an ability check or a saving throw, you have advantage on the roll."],["81-90","You found some treasure on your adventure. You have {@dice 2d6} gp left from your share of it."],["91-99","You found a considerable amount of treasure on your adventure. You have {@dice 1d20+50} gp left from your share of it."],["100","You came across a common magic item (of the DM's choice)."]],"name":"Secondary Tables; Adventures","page":70,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Arcane Matters","colLabels":["d10","Magical Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You were {@condition charmed} or {@condition frightened} by a spell."],["2","You were injured by the effect of a spell."],["3","You witnessed a powerful spell being cast by a cleric, a druid, a sorcerer, a warlock, or a wizard."],["4","You drank a potion (of the DM's choice)."],["5","You found a spell scroll (of the DM's choice) and succeeded in casting the spell it contained."],["6","You were affected by teleportation magic."],["7","You turned {@condition invisible} for a time."],["8","You identified an illusion for what it was."],["9","You saw a creature being conjured by magic."],["10","Your fortune was read by a diviner. Roll twice on the Life Events table, but don't apply the results. Instead, the DM picks one event as a portent of your future (which might or might not come true)."]],"name":"Secondary Tables; Arcane Matters","page":70,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Boons","colLabels":["d10","Boon"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A friendly wizard gave you a spell scroll containing one cantrip (of the DM's choice)."],["2","You saved the life of a commoner, who now owes you a life debt. This individual accompanies you on your travels and performs mundane tasks for you, but will leave if neglected, abused, or imperiled. Determine details about this character by using the supplemental tables and working with your DM."],["3","You found a riding horse."],["4","You found some money. You have {@dice 1d20} gp in addition to your regular starting funds."],["5","A relative bequeathed you a simple weapon of your choice."],["6","You found something interesting. You gain one additional trinket."],["7","You once performed a service for a local temple. The next time you visit the temple, you can receive healing up to your hit point maximum."],["8","A friendly alchemist gifted you with a potion of healing or a flask of acid, as you choose."],["9","You found a treasure map."],["10","A distant relative left you a stipend that enables you to live at the comfortable lifestyle for {@dice 1d20} years. If you choose to live at a higher lifestyle, you reduce the price of the lifestyle by 2 gp during that time period."]],"name":"Secondary Tables; Boons","page":70,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Crime","colLabels":["d8","Crime"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Murder"],["2","Theft"],["3","Burglary"],["4","Assault"],["5","Smuggling"],["6","Kidnapping"],["7","Extortion"],["8","Counterfeiting"]],"name":"Secondary Tables; Crime","page":70,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Punishment","colLabels":["d12","Punishment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-3","You did not commit the crime and were exonerated after being accused."],["4-6","You committed the crime or helped do so, but nonetheless the authorities found you not guilty."],["7-8","You were nearly caught in the act. You had to flee and are wanted in the community where the crime occurred."],["9-12","You were caught and convicted. You spent time in jail, chained to an oar, or performing hard labor. You served a sentence of {@dice 1d4} years or succeeded in escaping after that much time."]],"name":"Secondary Tables; Punishment","page":70,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Supernatural Events","colLabels":["d100","Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-5","You were ensorcelled by a fey and enslaved for {@dice 1d6} years before you escaped."],["6-10","You saw a demon and ran away before it could do anything to you."],["11-15","A devil tempted you. Make a DC 10 Wisdom saving throw. On a failed save, your alignment shifts one step toward evil (if it's not evil already), and you start the game with an additional {@dice 1d20+50} gp."],["16-20","You woke up one morning miles from your home, with no idea how you got there."],["21-30","You visited a holy site and felt the presence of the divine there."],["31-40","You witnessed a falling red star, a face appearing in the frost, or some other bizarre happening. You are certain that it was an omen of some sort."],["41-50","You escaped certain death and believe it was the intervention of a god that saved you."],["51-60","You witnessed a minor miracle."],["61-70","You explored an empty house and found it to be haunted."],["71-75","You were briefly possessed. Roll a {@dice d6} to determine what kind of creature possessed you: 1, celestial; 2, devil; 3, demon; 4, fey; 5, elemental; 6, undead."],["76-80","You saw a ghost."],["81-85","You saw a ghoul feeding on a corpse."],["86-90","A Celestial or Fiend visited you in your dreams to give a warning of dangers to come."],["91-95","You briefly visited the Feywild or Shadowfell."],["96-100","You saw a portal that you believe leads to another plane of existence."]],"name":"Secondary Tables; Supernatural Events","page":70,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Tragedies","colLabels":["d12","Tragedy"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","A family member or a close friend died. Roll on the Cause of Death supplemental table to find out how."],["3","A friendship ended bitterly, and the other person is now hostile to you. The cause might have been a misunderstanding or something you or the former friend did."],["4","You lost all your possessions in a disaster, and you had to rebuild your life."],["5","You were imprisoned for a crime you didn't commit and spent {@dice 1d6} years at hard labor, in jail, or shackled to an oar in a slave galley."],["6","War ravaged your home community, reducing everything to rubble and ruin. In the aftermath, you either helped your town rebuild or moved somewhere else."],["7","A lover disappeared without a trace. You have been looking for that person ever since."],["8","A terrible blight in your home community caused crops to fail, and many starved. You lost a sibling or some other family member."],["9","You did something that brought terrible shame to you in the eyes of your family. You might have been involved in a scandal, dabbled in dark magic, or offended someone important. The attitude of your family members toward you becomes indifferent at best, though they might eventually forgive you."],["10","For a reason you were never told, you were exiled from your community. You then either wandered in the wilderness for a time or promptly found a new place to live."],["11","A romantic relationship ended. Roll a {@dice d6}. An odd number means it ended with bad feelings, while an even number means it ended amicably."],["12","A current or prospective romantic partner of yours died. Roll on the Cause of Death supplemental table to find out how. If the result is murder, roll a {@dice d12}. On a 1, you were responsible, whether directly or indirectly."]],"name":"Secondary Tables; Tragedies","page":70,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"War","colLabels":["d12","War Outcome"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You were knocked out and left for dead. You woke up hours later with no recollection of the battle."],["2-3","You were badly injured in the fight, and you still bear the awful scars of those wounds."],["4","You ran away from the battle to save your life, but you still feel shame for your cowardice."],["5-7","You suffered only minor injuries, and the wounds all healed without leaving scars."],["8-9","You survived the battle, but you suffer from terrible nightmares in which you relive the experience."],["10-11","You escaped the battle unscathed, though many of your friends were injured or lost."],["12","You acquitted yourself well in battle and are remembered as a hero. You might have received a medal for your bravery."]],"name":"Secondary Tables; War","page":70,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Weird Stuff","colLabels":["d12","What Happened"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You were turned into a toad and remained in that form for {@dice 1d4} weeks."],["2","You were {@condition petrified} and remained a stone statue for a time until someone freed you."],["3","You were enslaved by a hag, a satyr, or some other being and lived in that creature's thrall for {@dice 1d6} years."],["4","A dragon held you as a prisoner for {@dice 1d4} months until adventurers killed it."],["5","You were taken captive by a race of evil humanoids such as drow, kuo-toa, or quaggoths. You lived as a slave in the Underdark until you escaped."],["6","You served a powerful adventurer as a hireling. You have only recently left that service. Use the supplemental tables and work with your DM to determine the basic details about your former employer."],["7","You went insane for {@dice 1d6} years and recently regained your sanity. A tic or some other bit of odd behavior might linger."],["8","A lover of yours was secretly a silver dragon."],["9","You were captured by a cult and nearly sacrificed on an altar to the foul being the cultists served. 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Resources and Resolution","page":128,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Magic Item Ingredients","colLabels":["Item Rarity","CR Range"],"colStyles":["col-6","col-6 text-center"],"rows":[["Common","1—3"],["Uncommon","4—8"],["Rare","9—12"],["Very rare","13—18"],["Legendary","19+"]],"name":"Crafting Magic Items; Magic Item Ingredients","page":128,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Magic Item Crafting Time and Cost","colLabels":["Item Rarity","Workweeks*","Cost*"],"colStyles":["col-4","col-4 text-center","col-4 text-right"],"rows":[["Common","1","50 gp"],["Uncommon","2","200 gp"],["Rare","10","2,000 gp"],["Very rare","25","20,000 gp"],["Legendary","50","100,000 gp"]],"footnotes":["*Halved for a consumable item like a potion or scroll"],"name":"Crafting Magic Items; Magic Item Crafting Time and Cost","page":128,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Crafting Complications","colLabels":["d6","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Rumors swirl that what you're working on is unstable and a threat to the community.*"],["2","Your tools are stolen, forcing you to buy new ones.*"],["3","A local wizard shows keen interest in your work and insists on observing you."],["4","A powerful noble offers a hefty price for your work and is not interested in hearing no for an answer.*"],["5","A dwarf clan accuses you of stealing its secret lore to fuel your work.*"],["6","A competitor spreads rumors that your work is shoddy and prone to failure.*"]],"footnotes":["*Might involve a rival"],"name":"Crafting Complications","page":129,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Potion of Healing Creation","colLabels":["Type","Time","Cost"],"colStyles":["col-4","col-4","col-4 text-right"],"rows":[["Healing","1 day","25 gp"],["Greater healing","1 workweek","100 gp"],["Superior healing","3 workweeks","1,000 gp"],["Supreme healing","4 workweeks","10,000 gp"]],"name":"Brewing Potions of Healing; Potion of Healing Creation","page":130,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Loot Value","colLabels":["DC","Value"],"colStyles":["col-2 text-center","col-10"],"rows":[["10","50 gp, robbery of a struggling merchant"],["15","100 gp, robbery of a prosperous merchant"],["20","200 gp, robbery of a noble"],["25","1,000 gp, robbery of one of the richest figures in town"]],"name":"Crime; Loot Value","page":130,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Crime Complications","colLabels":["d8","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A bounty equal to your earnings is offered for information about your crime.*"],["2","An unknown person contacts you, threatening to reveal your crime if you don't render a service.*"],["3","Your victim is financially ruined by your crime."],["4","Someone who knows of your crime has been arrested on an unrelated matter.*"],["5","Your loot is a single, easily identified item that you can't fence in this region."],["6","You robbed someone who was under a local crime lord's protection, and who now wants revenge."],["7","Your victim calls in a favor from a guard, doubling the efforts to solve the case."],["8","Your victim asks one of your adventuring companions to solve the crime."]],"footnotes":["*Might involve a rival"],"name":"Crime Complications","page":130,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Gambling Results","colLabels":["Result","Value"],"colStyles":["col-5","col-7"],"rows":[["0 successes","Lose all the money you bet, and accrue a debt equal to that amount."],["1 success","Lose half the money you bet."],["2 successes","Gain the amount you bet plus half again more."],["3 successes","Gain double the amount you bet."]],"name":"Gambling Results","page":130,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Gambling Complications","colLabels":["d6","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You are accused of cheating. You decide whether you actually did cheat or were framed.*"],["2","The town guards raid the gambling hall and throw you in jail.*"],["3","A noble in town loses badly to you and loudly vows to get revenge.*"],["4","You won a sum from a low-ranking member of a thieves' guild, and the guild wants its money back."],["5","A local crime boss insists you start frequenting the boss's gambling parlor and no others."],["6","A high-stakes gambler comes to town and insists that you take part in a game."]],"footnotes":["*Might involve a rival"],"name":"Gambling Complications","page":130,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Pit Fighting Results","colLabels":["Result","Value"],"colStyles":["col-5","col-7"],"rows":[["0 successes","Lose your bouts, earning nothing."],["1 success","Win 50 gp."],["2 successes","Win 100 gp."],["3 successes","Win 200 gp."]],"name":"Pit Fighting Results","page":131,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Pit Fighting Complications","colLabels":["d6","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An opponent swears to take revenge on you.*"],["2","A crime boss approaches you and offers to pay you to intentionally lose a few matches.*"],["3","You defeat a popular local champion, drawing the crowd's ire."],["4","You defeat a noble's servant, drawing the wrath of the noble's house.*"],["5","You are accused of cheating. Whether the allegation is true or not, your reputation is tarnished.*"],["6","You accidentally deliver a near-fatal wound to a foe."]],"footnotes":["*Might involve a rival"],"name":"Pit Fighting Complications","page":131,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Religious Service","colLabels":["Check Total","Result"],"colStyles":["col-2 text-center","col-10"],"rows":[["1—10","No effect. Your efforts fail to make a lasting impression."],["11—20","You earn one favor."],["21+","You earn two favors."]],"name":"Religious Service","page":131,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Religious Service Complications","colLabels":["d6","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You have offended a priest through your words or actions.*"],["2","Blasphemy is still blasphemy, even if you did it by accident."],["3","A secret sect in the temple offers you membership."],["4","Another temple tries to recruit you as a spy.*"],["5","The temple elders implore you to take up a holy quest."],["6","You accidentally discover that an important person in the temple is a fiend worshiper."]],"footnotes":["*Might involve a rival"],"name":"Religious Service Complications","page":132,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Research Outcomes","colLabels":["Check Total","Outcome"],"colStyles":["col-2 text-center","col-10"],"rows":[["1—5","No effect."],["6—10","You learn one piece of lore."],["11—20","You learn two pieces of lore."],["21+","You learn three pieces of lore."]],"name":"Research Outcomes","page":132,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Research Complications","colLabels":["d6","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You accidentally damage a rare book."],["2","You offend a sage, who demands an extravagant gift.*"],["3","If you had known that book was cursed, you never would have opened it."],["4","A sage becomes obsessed with convincing you of a number of strange theories about reality.*"],["5","Your actions cause you to be banned from a library until you make reparations.*"],["6","You uncovered useful lore, but only by promising to complete a dangerous task in return."]],"footnotes":["*Might involve a rival"],"name":"Research Complications","page":132,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Spell Scroll Costs","colLabels":["Spell Level","Time","Cost"],"colStyles":["col-4 text-center","col-4","col-4 text-right"],"rows":[["Cantrip","1 day","15 gp"],["1st","1 day","25 gp"],["2nd","3 days","250 gp"],["3rd","1 workweek","500 gp"],["4th","2 workweeks","2,500 gp"],["5th","4 workweeks","5,000 gp"],["6th","8 workweeks","15,000 gp"],["7th","16 workweeks","25,000 gp"],["8th","32 workweeks","50,000 gp"],["9th","48 workweeks","250,000 gp"]],"name":"Resources; Spell Scroll Costs","page":133,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Scribe a Scroll Complications","colLabels":["d6","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You bought up the last of the rare ink used to craft scrolls, angering a wizard in town."],["2","The priest of a temple of good accuses you of trafficking in dark magic.*"],["3","A wizard eager to collect one of your spells in a book presses you to sell the scroll."],["4","Due to a strange error in creating the scroll, it is instead a random spell of the same level."],["5","The rare parchment you bought for your scroll has a barely visible map on it."],["6","A thief attempts to break into your workroom.*"]],"footnotes":["*Might involve a rival"],"name":"Scribe a Scroll Complications","page":133,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Magic Item Base Prices","colLabels":["Rarity","Base Price*"],"colStyles":["col-2 text-center","col-10"],"rows":[["Common","100 gp"],["Uncommon","400 gp"],["Rare","4,000 gp"],["Very rare","40,000 gp"],["Legendary","200,000 gp"]],"footnotes":["*Halved for a consumable item like a potion or scroll"],"name":"Resolution; Magic Item Base Prices","page":133,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Magic Item Offer","colLabels":["Check Total","Offer"],"colStyles":["col-2 text-center","col-10"],"rows":[["1—10","50% of base price"],["11—20","100% of base price"],["21+","150% of base price"]],"name":"Resolution; Magic Item Offer","page":133,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Magic Item Sale Complications","colLabels":["d6","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Your enemy secretly arranges to buy the item to use it against you.*"],["2","A thieves' guild, alerted to the sale, attempts to steal your item.*"],["3","A foe circulates rumors that your item is a fake.*"],["4","A sorcerer claims your item as a birthright and demands you hand it over."],["5","Your item's previous owner, or surviving allies of the owner, vow to retake the item by force."],["6","The buyer is murdered before the sale is finalized.*"]],"footnotes":["*Might involve a rival"],"name":"Magic Item Sale Complications","page":133,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Training Complications","colLabels":["d6","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Your instructor disappears, forcing you to spend one workweek finding a new one.*"],["2","Your teacher instructs you in rare, archaic methods, which draw comments from others."],["3","Your teacher is a spy sent to learn your plans.*"],["4","Your teacher is a wanted criminal."],["5","Your teacher is a cruel taskmaster."],["6","Your teacher asks for help dealing with a threat."]],"footnotes":["*Might involve a rival"],"name":"Training Complications","page":134,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Wages","colLabels":["Check Total","Earnings"],"colStyles":["col-2 text-center","col-10"],"rows":[["9 or lower","Poor lifestyle for the week"],["10—14","Modest lifestyle for the week"],["15—20","Comfortable lifestyle for the week"],["21+","Comfortable lifestyle for the week + 25 gp"]],"name":"Resolution; Wages","page":134,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Work Complications","colLabels":["d6","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A difficult customer or a fight with a coworker reduces the wages you earn by one category.*"],["2","Your employer's financial difficulties result in your not being paid.*"],["3","A coworker with ties to an important family in town takes a dislike to you.*"],["4","Your employer is involved with a dark cult or a criminal enterprise."],["5","A crime ring targets your business for extortion.*"],["6","You gain a reputation for laziness (unjustified or not, as you choose), giving you disadvantage on checks made for this downtime activity for the next six workweeks you devote to it.*"]],"footnotes":["*Might involve a rival"],"name":"Work Complications","page":134,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Magic Items Awarded by Tier","colLabels":["Character Level","Minor Items","Major Items","All Items"],"colStyles":["col-6","col-2","col-1","col-3"],"rows":[["1-4","9","2","11"],["5-10","28","6","34"],["11-16","24","6","30"],["17-20","19","6","25"],["Total","80","20","100"]],"name":"Distribution by Rarity; Magic Items Awarded by Tier","page":135,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Magic Items Awarded by Rarity - Minor","colLabels":["Level/CR","Common","Uncommon","Rare","Very Rare","Legendary"],"colStyles":["col-4","col-2","col-2","col-1","col-2","col-2"],"rows":[["1-4","6","2","1","0","0"],["5-10","10","12","5","1","0"],["11-16","3","6","9","5","1"],["17+","0","0","4","9","6"],["Total","19","20","19","15","7"]],"name":"Magic Items Awarded by Rarity - Minor","page":135,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Magic Items Awarded by Rarity - Major","colLabels":["Level/CR","Uncommon","Rare","Very Rare","Legendary"],"colStyles":["col-6","col-2","col-2","col-2","col-2"],"rows":[["1-4","2","0","0","0"],["5-10","5","1","0","0"],["11-16","1","2","2","1"],["17+","0","1","2","3"],["Total","8","4","4","4"]],"name":"Magic Items Awarded by Rarity - Major","page":135,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"colLabels":["1d10","Reason for Cooperating"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","The characters begin the campaign captured, whether as prisoners of the Legion of Dusk, captives in a pirate ship's brig, or trapped in jungle snares."],["2","The characters are fighting each other when a dinosaur attacks."],["3","The characters are trapped together by a cave-in, a sinkhole opening, or some similar disaster."],["4","Each character has one piece of a treasure map, or one key of several required to open a treasure vault."],["5","A strange dream leads each of the characters to the same destination."],["6","The characters are all hopelessly lost in the jungle."],["7","Leaders of the characters' factions have ordered them to cooperate on a secret mission."],["8","A pirate captain or other villain is a common enemy to all the characters."],["9","A magical or natural phenomenon threatens all folk of Ixalan."],["10","The characters are all trying to avert the catastrophe of a fullscale war among their peoples."]],"name":"Four Peoples, One Party; 1","page":5,"source":"PSX","chapter":{"name":"The World of Ixalan","index":1}},{"caption":"Suggested Ideals","colLabels":["d6","Ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Nation.} The invaders must be driven out and the ancient capital of Orazca reclaimed."],["2","{@b Glory.} I wish to earn great glory in battle—ideally, by making my foes surrender."],["3","{@b Poetry.} Beauty is to be found in all things, from creation to destruction, and it should all be recorded in words."],["4","{@b Zeal.} I am devoted to the Threefold Sun and the commands of the priests."],["5","{@b History.} I seek to understand the empire's history so I can better chart a course for its future."],["6","{@b Peace.} I would like to believe that peace can be forged among the peoples of this land."]],"name":"Four Peoples, One Party; Suggested Ideals","page":5,"source":"PSX","chapter":{"name":"The World of Ixalan","index":1}},{"caption":"Suggested Bonds","colLabels":["d6","Bond"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","I left behind a family (living or dead) when I set out on my journey of exploration."],["2","I have ties to the imperial line."],["3","I come from a noble family, and have kin who live as hostages in the imperial capital."],["4","I have fallen in love with a member of a pirate crew."],["5","I discovered an ancient ruin in the jungle, but I keep it a secret."],["6","I will one day find the Immortal Sun and restore the empire's ancient glory"]],"name":"Four Peoples, One Party; Suggested Bonds","page":5,"source":"PSX","chapter":{"name":"The World of Ixalan","index":1}},{"caption":"Suggested Ideals","colLabels":["{@dice 1d6}","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Harmony.}. The peoples of this world should strive for the same harmony that exists between air and water."],["2","{@b Nature.} In the midst of war, it is often the forest that suffers most—unless we protect it."],["3","{@b Knowledge.} True understanding of one's self and the world is the highest good."],["4","{@b Reverence.} The wisdom of the shamans and elders is our best guide in the world."],["5","{@b Cleverness.} The best way to defeat your opponents is to outsmart them."],["6","{@b Defense.} The golden city must remain hidden, and its power kept from those who would abuse it."]],"name":"River Heralds; Suggested Ideals","page":7,"source":"PSX","chapter":{"name":"The World of Ixalan","index":1}},{"caption":"Suggested Bonds","colLabels":["{@dice 1d6}","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I have carried on secret trade with a Sun Empire merchant for years now."],["2","I am related to the shaman of my band."],["3","I am fascinated by the culture and beliefs of the strangers in our land."],["4","A small tributary to the Great River is in my care, and I will do anything to defend it."],["5","I aspire to become the leader of my band—either as a shaman, or by supplanting the shaman as a war leader."],["6","I will one day find the Immortal Sun and use its power to drive the invaders from our land."]],"name":"River Heralds; Suggested Bonds","page":7,"source":"PSX","chapter":{"name":"The World of Ixalan","index":1}},{"caption":"Suggested Ideals","colLabels":["d6","Ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Conquest.} The destiny of my people is to rule the world."],["2","{@b Order.} The purpose of our conquest is to establish law and order in the lands we rule."],["3","{@b Devotion.} Following the tenets of the church is the only way to earn eternal life in the coming age of ever-flowing blood."],["4","{@b Slaughter.} I love the feeling of warm blood running down my chin."],["5","{@b Glory.} Those who prove their worth in battle will win eternal life."],["6","{@b Strength.} In life as in war, the stronger force wins."]],"name":"Legion of Dusk; Suggested Ideals","page":8,"source":"PSX","chapter":{"name":"The World of Ixalan","index":1}},{"caption":"Suggested Bonds","colLabels":["d6","Bond"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","My family has been feuding with another noble family for seven hundred years."],["2","I became friends with a merfolk shaman I captured."],["3","I am a knight of the Bloodstained order, and have forsaken all other bonds since the day I slaughtered my own family."],["4","I carry a relic of one of the vampire saints known as the Venerables, counting it as my dearest possession."],["5","I would do anything for the soldiers in my company."],["6","I will one day find the Immortal Sun and use its power to supplant the queen."]],"name":"Legion of Dusk; Suggested Bonds","page":8,"source":"PSX","chapter":{"name":"The World of Ixalan","index":1}},{"caption":"Suggested Ideals","colLabels":["d6","Ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Wealth.} Money can buy anything."],["2","{@b Freedom.} The sea is the freedom to go anywhere and do anything."],["3","{@b Knowledge.} I'm as greedy for secrets and lore as others are for treasure."],["4","{@b Pillage.} It's not the having, it's the taking that shows who's strongest."],["5","{@b Crew.} I'm committed to my crewmates, not to ideals."],["6","{@b Coalition.} I believe we're not just stronger but also better when we join forces in unity."]],"name":"Brazen Coalition; Suggested Ideals","page":9,"source":"PSX","chapter":{"name":"The World of Ixalan","index":1}},{"caption":"Suggested Bonds","colLabels":["d6","Bond"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","My captain is dearer to me than any other person or possession."],["2","My greatest dream is to return across the sea to the land my ancestors left."],["3","I abandoned a child to be fostered in a city somewhere."],["4","I was shipwrecked on an island with a vampire, and we became good friends."],["5","I buried a great treasure somewhere... and lost the map."],["6","I have one piece of a treasure map, and no idea where the other pieces are."]],"name":"Brazen Coalition; Suggested Bonds","page":9,"source":"PSX","chapter":{"name":"The World of Ixalan","index":1}},{"caption":"White Personality Traits","colLabels":["d8","Personality Trait"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","I can find common ground with even the fiercest enemies, empathizing with them and always working toward peace."],["2","I would rather make a new friend than a new enemy."],["3","If someone is in trouble, I'm always ready to lend aid."],["4","I get overly upset when people break even minor rules."],["5","I am honest to the point of being blunt or rude."],["6","I go into every situation with at least one backup plan, but I can get lost when my plans go awry."],["7","I have no patience for selfish or greedy people."],["8","I like my environment to be well ordered and clean."]],"name":"White Personality Traits","page":43,"source":"PSX","chapter":{"name":"The Colors of Magic","ordinal":{"type":"appendix"},"index":5}},{"caption":"White Ideals","colLabels":["d6","Ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Harmony.} I long for a world in which everyone gets along."],["2","{@b Community.} It is the duty of all civilized people to strengthen the bonds of community and the security of civilization."],["3","{@b Peace.} It is each person's responsibility to make the most happiness for the whole community."],["4","{@b Solidarity.} Working together, we are stronger than any of us alone."],["5","{@b Law and Order.} We all must obey those in authority and follow laws, or society will devolve into chaos."],["6","{@b Honor.} If I dishonor myself, I undermine the foundation of my community."]],"name":"White Ideals","page":43,"source":"PSX","chapter":{"name":"The Colors of Magic","ordinal":{"type":"appendix"},"index":5}},{"caption":"Blue Personality Traits","colLabels":["d8","Personality Trait"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","I employ a polysyllabic vocabulary that conveys the impression of tremendous erudition."],["2","I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others."],["3","I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings."],["4","I believe that anything worth doing is worth doing right. I can't help it—I'm a perfectionist."],["5","I want to know how things work and what makes people act as they do."],["6","There's nothing I like more than a good mystery."],["7","Messing up just means an opportunity to learn from my mistakes."],["8","There's no need to rush into action; I prefer to plan before I act."]],"name":"Blue Personality Traits","page":44,"source":"PSX","chapter":{"name":"The Colors of Magic","ordinal":{"type":"appendix"},"index":5}},{"caption":"Blue Ideals","colLabels":["d6","Ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Perfection.} The goal of a life of study is to constantly improve oneself."],["2","{@b Education.} Information can change the world only when it is widely shared."],["3","{@b Knowledge.} The path to power and self-improvement comes through mastery of what can be known."],["4","{@b Change.} The world is in constant flux, and we must be ready to change with it."],["5","{@b Logic.} Emotions must not cloud our clear thinking."],["6","{@b Self-Knowledge.} If you know yourself, there's nothing left to know."]],"name":"Blue Ideals","page":44,"source":"PSX","chapter":{"name":"The Colors of Magic","ordinal":{"type":"appendix"},"index":5}},{"caption":"Black Personality Traits","colLabels":["d8","Personality Trait"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","The best way to get me to do something is to tell me I can't do it."],["2","If you do me an injury, I will crush you, ruin your name, and salt your family's lands for all time."],["3","The first thing I do in a new place is note the locations of everything valuable—or where such things might be hidden."],["4","I get bitter if I'm not the center of attention."],["5","I can't stand the dangerous idiots who deny their own needs in order to help others. It's often difficult to motivate them to do what I want."],["6","If others won't do things when you ask nicely, stop asking nicely."],["7","Inspiring fear can be the most effective way to motivate people."],["8","I don't care about morality or taboos—only results. I'll do whatever it takes to get the results I want."]],"name":"Black Personality Traits","page":45,"source":"PSX","chapter":{"name":"The Colors of Magic","ordinal":{"type":"appendix"},"index":5}},{"caption":"Black Ideals","colLabels":["d6","Ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Power.} Power is the only way to guarantee your ability to control your life—and thus your happiness."],["2","{@b Self-Interest.} If I don't look out for myself, no one else is going to."],["3","Strength. Helping the weak is merely delaying their inevitable failure."],["4","{@b Freedom.} If I need something, I'm a fool if I let laws or morality stand in my way."],["5","{@b Greed.} The clearest way to get ahead in this world is with money."],["6","{@b Independence.} No one tells me what to do."]],"name":"Black Ideals","page":45,"source":"PSX","chapter":{"name":"The Colors of Magic","ordinal":{"type":"appendix"},"index":5}},{"caption":"Red Personality Traits","colLabels":["d8","Personality Trait"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","I always speak and act before I think."],["2","My changing emotions dominate my personality, leaving no one in any doubt about what I'm feeling."],["3","I fall in and out of love faster than the weather changes."],["4","I'm always angry."],["5","I either love something or I hate it; there is no in-between."],["6","I'm always working on some piece of art to express my feelings."],["7","I revel in the storms and the destruction that give expression to the turmoil inside me."],["8","I have no patience for people who think they can boss others around."]],"name":"Red Personality Traits","page":46,"source":"PSX","chapter":{"name":"The Colors of Magic","ordinal":{"type":"appendix"},"index":5}},{"caption":"Red Ideals","colLabels":["d6","Ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Freedom.} Everyone should be free to pursue their own dreams."],["2","{@b Emotion.} My heart tells me what it needs. All I have to do is listen and act accordingly."],["3","{@b Adventure.} Life is an adventure, and it's up to each individual to experience it."],["4","{@b Relationships.} Part of life is embracing the passion, loyalty, and camaraderie that ties us to others."],["5","{@b Creativity.} The world is in need of new ideas and bold action."],["6","{@b Sincerity.} No one should pretend to be something they're not."]],"name":"Red Ideals","page":46,"source":"PSX","chapter":{"name":"The Colors of Magic","ordinal":{"type":"appendix"},"index":5}},{"caption":"Green Personality Traits","colLabels":["d8","Personality Trait"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","I'm sharply attuned to the cycles of nature, and can almost feel the pull of the full moon."],["2","My instincts never lead me astray."],["3","I get along better with animals than I do with most people."],["4","There is more wisdom in a forest pool than in any library."],["5","Beasts of the wild have no need for manners, and neither do I."],["6","Nothing raises my ire like seeing people treat life as disposable."],["7","I can identify hundreds of bird species by their songs."],["8","I see omens in every ripple, gust of wind, and flight of birds."]],"name":"Green Personality Traits","page":47,"source":"PSX","chapter":{"name":"The Colors of Magic","ordinal":{"type":"appendix"},"index":5}},{"caption":"Green Ideals","colLabels":["d6","Ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Acceptance.} Things are as they are for a reason, and it's foolish to try to change them."],["2","{@b Nature.} The natural world is more important than the constructs of civilization."],["3","{@b Potential.} The secret to happiness is to find one's place in the natural order and embrace it."],["4","{@b Interdependence.} My role is deeply connected to the web of life, and my actions have consequences for everyone around me."],["5","{@b Live and Let Live.} Ideals aren't worth killing or going to war for."],["6","{@b History.} Only through studying the past can we avoid repeating past mistakes."]],"name":"Green Ideals","page":47,"source":"PSX","chapter":{"name":"The Colors of Magic","ordinal":{"type":"appendix"},"index":5}},{"caption":"Layers and Rulers of the Nine Hells","colLabels":["Layer","Layer Name","Ruler"],"colStyles":["col-1 text-center","col-5","col-6"],"rows":[["1","Avernus","{@creature Zariel|MTF}"],["2","Dis","Dispater"],["3","Minauros","Mammon"],["4","Phlegethos","Belial and Fierna"],["5","Stygia","Levistus"],["6","Malbolge","Glasya"],["7","Maladomini","Baalzebul"],["8","Cania","Mephistopheles"],["9","Nessus","Asmodeus"]],"name":"Lords of the Nine; Layers and Rulers of the Nine Hells","page":9,"source":"MTF","chapter":{"name":"The Blood War","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Demon Personality Traits","colLabels":["d6","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I enjoy telling lies."],["2","Threats are my only language."],["3","I fawn over others to make my betrayal more unexpected."],["4","I crush those I can defeat, and lie in wait to weaken and overwhelm those I must respect."],["5","I will do anything to survive. Anything."],["6","Someday all will worship me. Until then, I track their insults with obsessive attention."]],"name":"Demon Customization Tables; Demon Personality Traits","page":33,"source":"MTF","chapter":{"name":"The Blood War","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Demon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Self-Preservation. It's everything and everyone for themselves in this cruel world."],["2","Might. The world is divided into the strong who rule and the weak who obey or die."],["3","Cunning. Always have a backup plan ready, especially if it involves betraying someone."],["4","Strength. Strength is the one coin accepted in all realms and by all folk."],["5","Ambition. We reach the station in the cosmos that we deserve due to our drive and talents."],["6","Cruelty. Strength without regular demonstrations of its potential is an empty weapon."]],"name":"Demon Customization Tables; Demon Ideals","page":33,"source":"MTF","chapter":{"name":"The Blood War","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Demon Bonds","colLabels":["d6","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-6","I am a perfect product of creation, destined to one day shape the cosmos to my whims. Everything I do verifies my destiny."]],"name":"Demon Customization Tables; Demon Bonds","page":33,"source":"MTF","chapter":{"name":"The Blood War","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Demon Flaws","colLabels":["d6","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I act based on instinct, rarely with a plan."],["2","I am cowed by threats, and even preposterous ones make me pause."],["3","Deep down, I know I am doomed to anonymity."],["4","My natural inclination is to grovel and beg for the favor of those stronger than me."],["5","I rage, but I use anger to distract from my fear of confrontation."],["6","I become entangled and betrayed by my own machinations."]],"name":"Demon Customization Tables; Demon Flaws","page":33,"source":"MTF","chapter":{"name":"The Blood War","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Unusual Demon Features","colLabels":["d20","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Belches Flies. Once per day, the demon can use an action to belch enough flies to create an effect as though it cast fog cloud."],["2","Tiny Wings. The demon gains a flying speed of 10 feet. If it could already fly, its flying speed becomes 10 feet."],["3","Ever-Open Extra Eye. The demon gains advantage on Perception checks related to sight."],["4","Bleeds Wasps. The first time in each combat the demon is reduced to half its hit points or less, a {@creature swarm of wasps||swarm of insects (wasps)} forms around it. The swarm considers creatures other than the demon to be enemies."],["5","Extra Arm. The demon gains advantage on Sleight of Hand checks."],["6","Enormous Ears. The demon gains advantage on Perception checks to hear sounds."],["7","Silver Bones. The demon's natural weapons are considered silvered."],["8","Snake Hair. Creatures that grapple the demon or are grappled by it are poisoned until the grapple ends."],["9","Endlessly Mumbling Second Mouth. The demon suffers disadvantage on Stealth checks against creatures that can hear."],["10","Huge Feet. The demon suffers disadvantage on Stealth, Athletics, and Acrobatics checks when they involve moving its feet."],["11","Translucent Skin. The demon's skin is slimy and translucent. It has advantage on attempts to escape a grapple."],["12","Oily Boils. Each time the demon takes bludgeoning, piercing, or slashing damage, the area within 5 feet of it becomes {@quickref difficult terrain||3} until the end of the demon's next turn."],["13","Thick Lead Skull. The demon can't use telepathy or be contacted by telepathy. It can't be charmed, frightened, or stunned."],["14","Worm Tongue. The demon can't speak any language."],["15","Head Hands. The demon has heads where its hands should be and uses the heads' mouths to manipulate objects. If the demon had claw attacks, they become bite attacks that deal piercing damage."],["16","Blimp Body. The demon can float at will as if under the effect of the levitate spell (no concentration required). While it has half its hit points or less, it loses this ability."],["17","Immaterial. The demon has resistance to all damage except psychic damage, and all damage it deals is halved."],["18","Long Arms. The demon's reach is 5 feet longer than normal."],["19","Eyeless. The demon is blind. It has blindsight with a radius of 60 feet."],["20","Vestigial Demon. A miniature vestigial twin of the demon grows from its body. The demon can't be blinded, deafened, or stunned."]],"name":"Demon Customization Tables; Unusual Demon Features","page":33,"source":"MTF","chapter":{"name":"The Blood War","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Cult Goals","colLabels":["d6","Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Political power, control over the local area"],["2","The death of a hated enemy or rival"],["3","Control of a guild or similar institution"],["4","Recovery of an artifact or magic item that could prove useful in the Blood War"],["5","Revenge for an insult, wrong, or past defeat"],["6","Personal power and comfort for its leaders"]],"name":"Fiendish Cults; Cult Goals","page":34,"source":"MTF","chapter":{"name":"The Blood War","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Cult Resources","colLabels":["d6","Resource"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The cult uses a respectable guild, business, or institution as a front."],["2","The cult thrives through the support of generations of a powerful noble family."],["3","The cult controls the local officers of the law."],["4","The cult has access to a cache of powerful magic."],["5","The cult can open a direct portal to the Outer Planes, allowing fiends to intercede on their behalf."],["6","The cult's leader is a renegade fiend seeking to evade its enemies."]],"name":"Fiendish Cults; Cult Resources","page":34,"source":"MTF","chapter":{"name":"The Blood War","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Cult Organization","colLabels":["d6","Organization"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Conspiracy. Members use passwords and double-blind communication."],["2","False Front. The cult puts on an elaborate deception to appear as a harmless civic group."],["3","Criminal Enterprise. The cult is organized through a thieves' guild."],["4","Network. The cult has a secret alliance of members who have infiltrated the lower ranks of every organization of note in the region."],["5","Cult of Personality. The cult leader is a beloved figure renowned for great, benevolent deeds."],["6","Entrenched. The cult is part of the local culture, a tradition that established decades ago and kept secret from outsiders."]],"name":"Fiendish Cults; Cult Organization","page":34,"source":"MTF","chapter":{"name":"The Blood War","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Cult Hardship","colLabels":["d6","Hardship"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The cult is wracked with infighting."],["2","A rival cult strives to destroy this group and replace it."],["3","The cult struggles to rein in its dark, violent impulses in order to remain undetected."],["4","Murder and betrayal leads to a constant turnover in cult leadership."],["5","The cult leader is a figurehead. The real power is a crime lord behind the scenes."],["6","The cult is a disposable pawn manipulated by its master."]],"name":"Fiendish Cults; Cult Hardship","page":34,"source":"MTF","chapter":{"name":"The Blood War","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Elf Deities (The Seldarine)","colLabels":["Deity","Alignment","Province","Suggested Domains","Common Symbol"],"colStyles":["col-2","col-1 text-center","col-4","col-2","col-3"],"rows":[["{@deity Aerdrie Faenya|elven|mtf}","CG","Air, rain, fertility, birth","Life, Tempest, Trickery","Bird silhouetted against a cloud"],["{@deity Angharradh|elven|mtf}","CG","Wisdom, growth, protection","Knowledge, Life, War","Three interlocking circles"],["{@deity Alathrien Druanna|elven|mtf}","N","Runes, writing, spellcasting","Arcana,** Knowledge","A quill or glyph"],["{@deity Alobal Lorfiril|elven|mtf}","CG","Revelry, mirth","Life, Trickery","Wine glass"],["{@deity Araleth Letheranil|elven|mtf}","CG","Light, stars, revelations","Knowledge, Light","Shaft of light"],["{@deity Corellon Larethian|elven|mtf}","CG","Primary god of elves","Arcana,** Life, Light, War","Quarter moon or starburst"],["{@deity Darahl Tilvenar|elven|mtf}","LN","Fire, earth, metalwork","Forge,* Light","Flame between hands"],["{@deity Deep Sashelas|elven|mtf}","CG","Creativity, knowledge, sea","Knowledge, Nature, Tempest","Dolphin"],["{@deity Elebrin Liothiel|elven|mtf}","CG","Abundance, gardens, the harvest","Life, Nature","Acorn"],["{@deity Erevan Ilesere|elven|mtf}","CN","Mischief, change","Trickery","Asymmetrical starburst"],["{@deity Fenmarel Mestarine|elven|mtf}","CN","Solitude, outcasts","Nature, Trickery","Two peering elven eyes"],["{@deity Gadhelyn|elven|mtf}","CN","Independence, outlawry","Nature, Trickery","Leaf-shaped arrowhead"],["{@deity Hanali Celanil|elven|mtf}","CG","Love, beauty, the arts","Life","Golden heart"],["{@deity Kirith Sotheril|elven|mtf}","NG","Divination, illusion","Knowledge, Trickery","Rainbow sphere"],["{@deity Labelas Enoreth|elven|mtf}","CG","Time, history, memory","Arcana,** Knowledge, Life","Setting sun"],["{@deity Melira Taralen|elven|mtf}","CG","Poetry, songs","Knowledge, Life, Trickery","Lute"],["{@deity Mythrien Sarath|elven|mtf}","CG","Abjuration, mythals","Arcana,** Forge,* Knowledge","Row of three intertwined rings"],["{@deity Naralis Analor|elven|mtf}","NG","Healing, suffering, death","Life, Grave*","White dove"],["{@deity Rellavar Danuvien|elven|mtf}","NG","Winter, harsh weather","Tempest","Spear between two circles"],["{@deity Rillifane Rallathil|elven|mtf}","CG","Nature, beasts, the seasons","Nature","Oak"],["{@deity Sarula Iliene|elven|mtf}","CG","Lakes, streams","Tempest, Trickery","Three lines symbolizing waves"],["{@deity Sehanine Moonbow|elven|mtf}","CG","Dreams, death, travel","Grave,* Knowledge, Light","Full moon under a moonbow"],["{@deity Shevarash|elven|mtf}","CN","Vengeance, loss, hatred","War","Broken arrow over a tear"],["{@deity Solonor Thelandira|elven|mtf}","CG","Archery, hunting, survival","Nature, War","Silver arrow with green fletching"],["{@deity Tarsellis Meunniduin|elven|mtf}","CN","Mountains, rivers, wild places","Nature, Tempest","Mountain with a river"],["{@deity Tethrin Veraldé|elven|mtf}","NG","Battle, sword fighting","War","Crossed swords beneath a quarter moon and above a full moon"],["{@deity Vandria Gilmadrith|elven|mtf}","LN","War, grief, justice, vigilance","Grave,* War","Weeping eye"],["{@deity Ye'Cind|elven|mtf}","CG","Music, enchantment","Life, Trickery","Recorder"],["{@deity Zandilar|elven|mtf}","CN","Romance, lust, dance","Life","Lips"]],"footnotes":["*Appears in {@i Xanathar's Guide to Everything}","**Appears in {@i Sword Coast Adventurer's Guide}"],"name":"Elf Deities (The Seldarine)","page":43,"source":"MTF","chapter":{"name":"Elves","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Drow Deities (The Dark Seldarine)","colLabels":["Deity","Alignment","Province","Suggested Domains","Common Symbol"],"colStyles":["col-1","col-1 text-center","col-4","col-2","col-4"],"rows":[["{@deity Eilistraee|drow|mtf}","CG","Freedom, moonlight, song","Life, Light, Nature","Sword-wielding, dancing female drow silhouetted against the full moon"],["{@deity Ghaunadaur|drow|mtf}","CE","Oozes, slimes, outcasts","War","Purple eye with black sclera"],["{@deity Keptolo|drow|mtf}","CE","Beauty, hedonism, fertility","Nature, Trickery","Mushroom"],["{@deity Kiaransalee|drow|mtf}","CE","Necromancy","Arcana,* Death","Drow hand wearing many silver rings"],["{@deity Malyk|drow|mtf}","CE","Chaos, rebellion, wild magic","Tempest, Trickery","A flame in a tear or a multihued vortex"],["{@deity Lolth|drow|mtf}","CE","Primary god of drow, spiders","Trickery, War","Spider"],["{@deity Selvetarm|drow|mtf}","CE","Warriors, slaughter","War","Spider over crossed sword and mace"],["{@deity Vhaeraun|drow|mtf}","CE","Arrogance, thieves","Trickery, War","Black mask with blue glass lenses inset over eyes"],["{@deity Zinzerena|drow|mtf}","CN","Assassination, illusion, lies","Trickery","Shortsword draped with cloth"]],"footnotes":["*Appears in {@i Sword Coast Adventurer's Guide}"],"name":"Drow Deities (The Dark Seldarine)","page":53,"source":"MTF","chapter":{"name":"Elves","ordinal":{"type":"chapter","identifier":2},"index":1}},{"colLabels":["Subrace","Base Height","Base Weight","Height Modifier","Weight Modifier"],"colStyles":["col-3","col-1 text-center","col-2 text-center","col-2 text-center","col-4 text-center"],"rows":[["Eladrin","4'6\"","90 lb.","+{@dice 2d12}","×({@dice 1d4}) lb."],["Sea elf","4'6\"","90 lb.","+{@dice 2d8}","×({@dice 1d4}) lb."],["Shadar-kai","4'8\"","90 lb.","+{@dice 2d8}","×({@dice 1d4}) lb."]],"name":"Elf Random Height and Weight","page":63,"source":"MTF","chapter":{"name":"Elves","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Elf (Non-drow) Adventurer Story Hooks","colLabels":["d8","Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You believe the key to reuniting the elves with Corellon lies somewhere in the wider world, not within elven society, and you're determined to find it."],["2","Your sibling was killed by a rampaging monster. You won't rest until you track it down and slay it."],["3","A raven brought you a cryptic message from an old friend who needs your help, but the message was vague about the friend's location. You're trying to follow a years-old trail and save your friend."],["4","A beautiful elf won your heart, then broke it. If you earn enough gold and glory by adventuring, perhaps you can win back your love."],["5","Your father thought you too weak to survive as an adventurer, but he's wrong, and you'll prove it."],["6","Only those who perform great deeds are remembered long after their death. Bards will honor your exploits for generations to come."],["7","You're secretly in love with one of the other members of your adventuring group, and you can't bear the thought of any harm befalling that person."],["8","When you were born, your grandmother prophesied you would one day rule a human kingdom. You've gone in search of that destiny."]],"name":"Elf Tables; Elf (Non-drow) Adventurer Story Hooks","page":64,"source":"MTF","chapter":{"name":"Elves","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Drow Adventurer Story Hooks","colLabels":["d8","Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You overheard members of your own house plotting to poison you, so you fled from the Underdark to save yourself. You won't return until you've amassed enough fortune to surround yourself with loyal mercenary bodyguards."],["2","You were enslaved as punishment for trying to poison an influential rival, but you escaped and fled to the surface. If you return to the Underdark and are captured, you'll be re-enslaved."],["3","You were the lover of a high-ranking priestess of Lolth as a means of enhancing your status. When she tired of you, the loss of status was humiliating, so you left."],["4","You killed a drow from a more powerful house in a duel over a public insult. The slain drow's house vowed to destroy your house unless you were handed over. Your kin urged you to leave the Underdark. You wonder what became of them."],["5","A close friend of yours was revealed to be a worshiper of Eilistraee. Suspicion fell on everyone in her circle. Running was a tacit admission of guilt, even though you knew nothing about it, but you'd have been sacrificed to Lolth if you stayed."],["6","You were among a group of surface raiders that was ambushed, and you were captured. During years of captivity, you learned that most of what Lolth's priestesses taught about the outer world was lies. Now you're experiencing the truth for yourself."],["7","All your life, you were alienated and terrified by the cruelty of your kin. The first chance you got, you volunteered to go on a surface raid, then deserted the group and remained behind. Now you're hated and feared wherever you go, but at least you've found a small group of adventurous friends who trust and support each other."],["8","You were part of a delegation carrying diplomatic messages to another drow city when duergar attacked the caravan for slaves and treasure. Only you and one other guard escaped. If you'd returned home, you'd have been poisoned or worse for failure. Becoming a mercenary was your best option."]],"name":"Elf Tables; Drow Adventurer Story Hooks","page":64,"source":"MTF","chapter":{"name":"Elves","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Drow House Specialty","colLabels":["d10","Specialty"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Adamantine weapons"],["2","Assassinations"],["3","Giant spiders subject to magical control"],["4","Hallucinogenic substances"],["5","High-status slaves and sacrificial victims"],["6","Items taken from surface world in raids"],["7","Low-cost, humanoid slaves"],["8","Maps of the Underdark"],["9","Poisons"],["10","Reptilian beasts of burden"]],"name":"Elf Tables; Drow House Specialty","page":64,"source":"MTF","chapter":{"name":"Elves","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Dwarf Deities (The Mordinsamman)","colLabels":["Deity","Alignment","Province","Suggested Domains","Common Symbol"],"colStyles":["col-2","col-1 text-center","col-3","col-2","col-4"],"rows":[["{@deity Abbathor|dwarven|mtf}","NE","Greed","Trickery","Jeweled dagger, point down"],["{@deity Berronar Truesilver|dwarven|mtf}","LG","Hearth, home, truth","Life, Light","Intertwined silver rings"],["{@deity Clangeddin Silverbeard|dwarven|mtf}","LG","War, strategy","War","Crossed silver battleaxes"],["{@deity Dugmaren Brightmantle|dwarven|mtf}","CG","Discovery","Knowledge","Open book"],["{@deity Dumathoin|dwarven|mtf}","N","Buried secrets","Grave,* Knowledge","Gemstone in a mountain"],["{@deity Gorm Gulthyn|dwarven|mtf}","LG","Vigilance","War","Bronze half-mask"],["{@deity Haela Brightaxe|dwarven|mtf}","CG","Combat prowess, luck in battle","War","Upright sword with blade sheathed in flame"],["{@deity Hanseath|dwarven|mtf}","CN","Festivity, brewing, song","Trickery, War","Beer stein"],["{@deity Marthammor Duin|dwarven|mtf}","NG","Explorers, wanderers, the lost","Nature, Trickery","Upright mace in front of a tall boot"],["{@deity Moradin|dwarven|mtf}","LG","Primary deity of dwarves","Forge,* Knowledge","Hammer and anvil"],["{@deity Muamman Duathal|dwarven|mtf}","NG","Storms, travel","Tempest","Mace held in gauntlets"],["{@deity Mya|dwarven|mtf}","NG","Clan, family, wisdom","Knowledge, Life","A faceless mother figure"],["{@deity Roknar|dwarven|mtf}","NE","Lies, intrigue","Trickery","Hands filled with coins"],["{@deity Sharindlar|dwarven|mtf}","CG","Healing, love","Life","Burning needle"],["{@deity Thard Harr|dwarven|mtf}","CG","Wilderness, hunting","Nature","Two clawed gauntlets"],["{@deity Tharmekhûl|dwarven|mtf}","N","Fire, forges, molten rock","Forge,* Light","Fiery axe"],["{@deity Thautam|dwarven|mtf}","N","Mysteries, darkness, lost treasures","Knowledge, Trickery","Blindfold"],["{@deity Ulaa|dwarven|mtf}","LG","Mining, quarrying","Forge*","A miner's pick"],["{@deity Valkauna|dwarven|mtf}","LN","Oaths, birth, aging, death","Grave,* Life","A silver ewer"],["{@deity Vergadain|dwarven|mtf}","N","Luck, wealth","Trickery","Gold coin bearing a dwarf's face"]],"footnotes":["*Appears in {@i Xanathar's Guide to Everything}"],"name":"Dwarven Religion; 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Special Allies","page":81,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Purpose of Travel","colLabels":["d6","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Merchant caravan"],["2","Seeking a specific enemy"],["3","Patrolling to keep roads safe"],["4","Delivering ransom for captive clan member"],["5","Fleeing attack on stronghold"],["6","Diplomatic mission"]],"name":"Dwarves on the Move; Purpose of Travel","page":81,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Special Circumstances","colLabels":["d4","Circumstance"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Suspicious of all outsiders"],["2","Carrying secret message"],["3","Pursued by foe"],["4","Returning home laden with treasure"]],"name":"Dwarves on the Move; Special Circumstances","page":81,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Clan's Status","colLabels":["d6","Status"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Prosperous. Clan occupies original stronghold, currently flourishing"],["2","Growing. Stronghold expanding"],["3","Declining. Clan population stagnant or decreasing"],["4","Beleaguered. Victimized by goblinoid and dragon attacks, intact but severely weakened"],["5","Scattered. Stronghold recently lost, many folk slain, survivors scattered"],["6","Refugees. Stronghold lost, survivors occupy a neighborhood or ward in human city"]],"name":"Dwarves in the Clan; Clan's Status","page":82,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Clan's Notable Trait","colLabels":["d10","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Founder was one of the greatest artisans in history"],["2","Clan owns a powerful artifact, such as an {@item Axe of the Dwarvish Lords}"],["3","Clan noted for expertise in a specific craft, such as brewing or armorsmithing"],["4","Clan has a sinister reputation, history plagued by scandal and mark of Abbathor"],["5","Militaristic clan, known for excellent fighting skills"],["6","Unusual stronghold, such as an undersea castle, a former cloud giant fortress, or an aboveground city"],["7","Prophecies indicate clan is destined to play a pivotal role in history"],["8","Heretical clan has rejected dwarf teachings in favor of human deities"],["9","Unique marker or curse, such as all clan members are hairless"],["10","Clan is known for its evil ways or a particularly sinister, notable member"]],"name":"Dwarves in the Clan; Clan's Notable Trait","page":82,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Clan Vocations","colLabels":["d20","Vocation"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Armorer"],["2","Blacksmith"],["3","Brewer"],["4","Carpenter"],["5","Cook"],["6","Envoy"],["7","Farmer"],["8","Hunter"],["9","Jeweler"],["10","Mason"],["11","Merchant"],["12","Messenger"],["13","Miner"],["14","Potter"],["15","Scout"],["16","Sculptor"],["17","Shepherd"],["18","Warrior"],["19","Weaponsmith"],["20","Weaver"]],"name":"Dwarves in the Clan; Clan Vocations","page":82,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Dwarf Adventurer Story Hooks","colLabels":["d6","Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You were accused of stealing a fellow artisan's item and claiming it as your work. Innocent or guilty, you were made an outcast."],["2","Your wanderlust prompted you to shirk your duties as a crafter in favor of wandering the world. Your clan isn't pleased with this choice."],["3","You became separated from your clan due to an earthquake, a drow slave raid, or similar event and hope to return home."],["4","You were assigned to become a merchant by the priests of Moradin and have yet to forgive them for their mistake. You should be working a forge, not wandering the outside world!"],["5","You are a spy, traveling incognito to gather information for the clan elders."],["6","You struggle to resist the lure of Abbathor, but can't hold it at bay. Better to walk the world and sate your greed on non-dwarves."]],"name":"Dwarves in the World; Dwarf Adventurer Story Hooks","page":83,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Dwarf Quirks","colLabels":["d8","Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Water from the sky! It always surprises you."],["2","You have a fascination with the ocean and its chaos."],["3","Any creature larger than a human makes you nervous."],["4","You prefer to travel with a parasol or similar item that puts a comforting shelter over your head."],["5","You prefer to sleep during the day."],["6","You speak Common or any other non-dwarf language only if you must."],["7","For you, relaxation is putting in a day at the forge."],["8","You avoid contact with other dwarves, since you mistrust those who would leave their strongholds."]],"name":"Dwarves in the World; Dwarf Quirks","page":83,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"","colLabels":["Members","Number Present"],"colStyles":["col-6","col-6"],"rows":[["{@creature Duergar}","{@dice 2d6 + 5}"],["{@creature Duergar stone guard|mtf|Duergar stone guards}","{@dice 1d4 + 1}"],["{@creature Duergar kavalrachni|mtf}","{@dice 1d4}"],["{@creature Male steeder|mtf|Male steeders}","{@dice 1d4}"]],"name":"Duergar Raiding Parties; 1","page":83,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Duergar Group Leader","colLabels":["d6","Leader"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Duergar Stone Guard|MTF}"],["2-4","{@creature Duergar Warlord|MTF}"],["5-6","{@creature Duergar Despot|MTF}"]],"name":"Duergar Raiding Parties; Duergar Group Leader","page":83,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Duergar Special Allies","colLabels":["d20","Allies"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-3","{@dice 1d4} {@creature female steeder|MTF|steeders, female}"],["4-6","{@dice 1d3} {@creature duergar hammerer|MTF|duergar hammerers}"],["7","1 {@creature duergar mind master|MTF}"],["8","{@dice 1d3} {@creature duergar screamer|MTF|duergar screamers}"],["9-10","{@dice 1d3} {@creature duergar soulblade|MTF|duergar soulblades}"],["11","{@dice 1d6} {@creature duergar xarrorn|MTF}"],["12","{@dice 1d6} {@creature bearded devil||bearded devils} bound to service"],["13","{@dice 2d4} allied evil {@creature azer||azers}"],["14","{@dice 3d20} enslaved {@creature goblin||goblins}"],["15","{@dice 1d4} summoned {@creature earth elemental||earth elementals}"],["16","{@dice 1d6 + 2} {@creature gargoyle||gargoyles}"],["17","{@dice 1d8} {@creature hell hound||hell hounds}"],["18","1 trained {@creature rust monster}"],["19","1 {@creature shield guardian} bound to group leader"],["20","{@dice 1d4} enslaved {@creature troll||trolls}"]],"name":"Duergar Raiding Parties; Duergar Special Allies","page":83,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Duergar Purpose of Raid","colLabels":["d6","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-3","Collecting slaves"],["4","Pursuing a specific enemy"],["5","Patrolling for expansion opportunities"],["6","On a rampage for loot"]],"name":"Duergar Raiding Parties; Duergar Purpose of Raid","page":83,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Duergar Special Circumstances","colLabels":["d4","Circumstance"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Special hatred for dwarves, will attack them first"],["2","Exiles, willing to bargain"],["3","Laden with loot from raid, tries to flee"],["4","Seeks to take hostages for ransom"]],"name":"Duergar Raiding Parties; Duergar Special Circumstances","page":83,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Duergar Clan Names","colLabels":["d12","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Ashlord"],["2","Battlegore"],["3","Doomfist"],["4","Earthlord"],["5","Firetamer"],["6","Knifemind"],["7","Mindeater"],["8","Necksnapper"],["9","Orehammer"],["10","Runehammer"],["11","Thundermaster"],["12","Underearth"]],"name":"Duergar in the Clan; Duergar Clan Names","page":84,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Duergar Clan's Status","colLabels":["d6","Status"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Mighty. Conquered several dwarven strongholds, dominates Underdark region"],["2","Growing. Stronghold expanding"],["3","Declining. Clan growing stale, population falling"],["4","Beleaguered. Surrounded by drow and illithid foes"],["5","Scattered. Torn apart by slave rebellion or civil war"],["6","Refugees. Defeated by enemies, few survivors"]],"name":"Duergar in the Clan; Duergar Clan's Status","page":84,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Clan's Notable Trait","colLabels":["d12","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Stole a mighty dwarven artifact"],["2","Has bound many devils to service"],["3","Experts in building mechanical devices"],["4","Conducts trade with the City of Brass"],["5","Notable for defeating many dwarves"],["6","Conquered and occupied a drow enclave"],["7","Is secretly controlled by mind flayers"],["8","Has enslaved a colony of troglodytes"],["9","Have interbred with devils"],["10","Known for its extensive spy network on surface"],["11","Masters of psionics"],["12","Dominated by a coven of warlocks"]],"name":"Duergar in the Clan; Clan's Notable Trait","page":84,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Duergar Adventurer Story Hooks","colLabels":["d6","Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You are a heretic, drawn to worship of Moradin."],["2","Caught stealing, you escaped imprisonment but not before torture left you with a scar or lasting injury."],["3","You were enslaved by drow or mind flayers but escaped to the surface."],["4","You seek only to test yourself in battle with monsters."],["5","Profit is all that matters to you."],["6","The best way to defeat the folk of the surface is to study them firsthand."]],"name":"Duergar in the World; Duergar Adventurer Story Hooks","page":84,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Duergar Quirks","colLabels":["d6","Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A separate personality in your mind provides advice and guidance to you."],["2","Your gear must be perfectly arranged, otherwise someone must bleed."],["3","When there isn't a roof over your head, you keep your eyes on the ground."],["4","You don't talk unless you absolutely must."],["5","The outside world is a giant cave, and nothing will convince you otherwise."],["6","Humans fascinate you, and you collect odd trinkets of their culture."]],"name":"Duergar in the World; Duergar Quirks","page":84,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Race","Base Height","Base Weight","Height Modifier","Weight Modifier"],"colStyles":["col-3","col-2 text-center","col-2 text-center","col-2 text-center","col-3 text-center"],"rows":[["Githyanki","5'0\"","100 lb.","+{@dice 2d12}","×({@dice 2d4}) lb."],["Githzerai","4'11\"","90 lb.","+{@dice 2d12}","×({@dice 1d4}) lb."]],"name":"Gith Random Height and Weight","page":96,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githyanki Names, Male","colLabels":["d10","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Elirdain"],["2","Gaath"],["3","Ja'adoc"],["4","Kar'i'nas"],["5","Lykus"],["6","Quith"],["7","Ris'a'an"],["8","Tropos"],["9","Viran"],["10","Xamodas"]],"name":"Gith Tables; Githyanki Names, Male","page":97,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githyanki Names, Female","colLabels":["d10","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Aaryl"],["2","B'noor"],["3","Fenelzi'ir"],["4","Jen'lig"],["5","Pah'zel"],["6","Quorstyl"],["7","Sirruth"],["8","Vaira"],["9","Yessune"],["10","Zar'ryth"]],"name":"Gith Tables; Githyanki Names, Female","page":97,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githyanki Personality Traits","colLabels":["d4","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","When I'm bored I make my own excitement, and I'm always bored."],["2","I treat others as if they were animals that simply don't know any better."],["3","Violence is a spice that makes life worth living."],["4","Old age is a concept that I find fascinating. Maybe someday I too will be aged."]],"name":"Gith Tables; Githyanki Personality Traits","page":97,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githyanki Ideals","colLabels":["d4","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Fidelity. Warriors are only as good as the vows they keep."],["2","Power. The weak rule the strong."],["3","Duty. It is by Vlaakith's will alone that I act."],["4","Freedom. No strong soul should be enslaved. Better to die first than live as another's puppet."]],"name":"Gith Tables; Githyanki Ideals","page":97,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githyanki Bonds","colLabels":["d4","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","There is no greater duty than to serve the Revered Queen."],["2","Humanity thrives only because we conquered the illithids. Therefore, what is theirs is ours."],["3","Without battle, life has no purpose."],["4","Life is but a spark in the dark. We all go dark, but those who dare can burn bright."]],"name":"Gith Tables; Githyanki Bonds","page":97,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githyanki Flaws","colLabels":["d4","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Hunger and thirst are unbearable pains to me."],["2","I can't see a non-githyanki as a real threat."],["3","I follow orders, regardless of their implications."],["4","I start projects but never finish them."]],"name":"Gith Tables; Githyanki Flaws","page":97,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githzerai Names, Male","colLabels":["d10","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Dak"],["2","Duurth"],["3","Ferzth"],["4","Greth"],["5","Hurm"],["6","Kalla"],["7","Muurg"],["8","Nurm"],["9","Shrakk"],["10","Xorm"]],"name":"Gith Tables; Githzerai Names, Male","page":97,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githzerai Names, Female","colLabels":["d10","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Adaka"],["2","Adeya"],["3","Ella"],["4","Ezhelya"],["5","Immilzin"],["6","Izera"],["7","Janara"],["8","Loraya"],["9","Uweya"],["10","Vithka"]],"name":"Gith Tables; Githzerai Names, Female","page":97,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githzerai Personality Traits","colLabels":["d4","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","All energy must be expended to a useful end. Frivolity is the first step to defeat."],["2","Patience in all things. The first step in any venture is the most treacherous."],["3","Emotions are a trap, meant to weaken the intellect and disturb the nerves. Pay them no heed."],["4","Begin only those tasks you will finish. Strike only that which you will kill."]],"name":"Gith Tables; Githzerai Personality Traits","page":97,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githzerai Ideals","colLabels":["d4","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Faith. Zerthimon shall return, and I will be worthy to walk beside him."],["2","Courage. The mind can master anything if it is unfettered by fear."],["3","Duty. My people survive only because those like me place their needs above our own."],["4","Freedom. No strong soul should be enslaved. Better to die first than live as another's puppet."]],"name":"Gith Tables; Githzerai Ideals","page":97,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githzerai Bonds","colLabels":["d4","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Zerthimon provides an example of conduct that I strive to duplicate."],["2","Menyar-Ag hand-picked me for my duties, and I will never betray the trust he showed in me."],["3","Vlaakith and her toadies will be defeated, if not by me then by those who follow in my footsteps."],["4","I will not rest until the last elder brain is destroyed."]],"name":"Gith Tables; Githzerai Bonds","page":97,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githzerai Flaws","colLabels":["d4","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I see githyanki machinations behind every threat."],["2","I believe in the supremacy of the gith and that githzerai and githyanki will align to rule the multiverse."],["3","I respond to even minor threats with overwhelming displays of force."],["4","The next time I laugh will be the first. The sound of merriment takes me to the edge of violence."]],"name":"Gith Tables; Githzerai Flaws","page":97,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Dragon Chance","colLabels":["d6","result"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-5","No dragons"],["6","Roll on the encounter to determine the number"]],"name":"Githyanki Raiding Parties; Dragon Chance","page":98,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Raiding Party Leader","colLabels":["d6","Leader"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Githyanki Supreme Commander|MTF}"],["2-3","{@creature Githyanki Knight}"],["4-5","{@creature Githyanki Kith'rak|MTF}"],["6","{@creature Githyanki Gish|MTF}"]],"name":"Githyanki Raiding Parties; Raiding Party Leader","page":98,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githyanki Special Allies","colLabels":["d10","Ally"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-3","No special Allies"],["4-5","{@creature Githyanki Knight||Githyanki Knights}"],["6-7","{@creature Githyanki Knight||Knights} and {@creature Githyanki Gish|MTF|Gish}"],["8-9","{@creature Githyanki Gish|MTF|Gish} and {@creature Githyanki Knight||Knights}"],["10","{@creature Githyanki Kith'rak|MTF|Kith'rak}"]],"name":"Githyanki Raiding Parties; Githyanki Special Allies","page":98,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Raiding Party Transport","colLabels":["d6","Transport (with crew)"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","One astral skiff carrying entire group"],["3-4","Two astral skiffs, each carrying half of group"],["5","Astral brig carrying entire group plus an additional 30 {@creature githyanki warrior||githyanki warriors}"],["6","Planar raider carrying entire group plus an additional 60 {@creature githyanki warrior||githyanki warriors}"]],"name":"Githyanki Raiding Parties; Raiding Party Transport","page":98,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githyanki Purpose of Raid","colLabels":["d6","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","Wanton destruction, the githyanki want to fight and loot to relieve their boredom"],["3","Revenge, the githyanki seek a stolen silver sword"],["4-5","Mind flayer hunt, the githyanki are seeking mind flayers and their thralls"],["6","Vlaakith's orders, the githyanki have been dispatched to seize a specific item or person"]],"name":"Githyanki Raiding Parties; Githyanki Purpose of Raid","page":98,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githzerai Group Leader","colLabels":["d6","Leader"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Githzerai Anarch|MTF}"],["2-3","{@creature Githzerai Enlightened|MTF}"],["4-6","{@creature Githzerai Zerth}"]],"name":"Githzerai Groups; Githzerai Group Leader","page":98,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githzerai Special Allies","colLabels":["d8","Ally"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-3","The group has no allies"],["4-5","{@dice 1d4} {@creature Githzerai Zerth||Zerths}"],["6","{@dice 1d4} {@creature githzerai enlightened|MTF}"],["7","{@dice 1d4} {@creature githzerai zerth||githzerai zerths}, {@dice 1d4} {@creature githzerai enlightened|MTF}"],["8","1 {@creature githzerai anarch|mtf}, {@dice 1d4} {@creature githzerai enlightened|mtf}"]],"name":"Githzerai Groups; Githzerai Special Allies","page":98,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githzerai Mission Purpose","colLabels":["d4","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Hunting a specific mind flayer colony"],["2","Seeking news on mind flayer activity"],["3","On a training mission, seeking to hone their skills and learn of the world"],["4","Seek to ally with party on a raid against mind flayers"]],"name":"Githzerai Groups; Githzerai Mission Purpose","page":98,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"colLabels":["Deity","Alignment","Province","Suggested Domains","Common Symbol"],"colStyles":["col-2","col-1 text-center","col-4","col-2","col-3"],"rows":[["{@deity Arvoreen|halfling|mtf}","LG","Vigilance, war","War","Crossed short swords"],["{@deity Brandobaris|halfling|mtf}","N","Adventure, thievery","Trickery","Halfling footprint"],["{@deity Charmalaine|halfling|mtf}","N","Keen senses, luck","Trickery","Burning boot print"],["{@deity Cyrrollalee|halfling|mtf}","LG","Hearth, home","Life","An open door"],["{@deity Sheela Peryroyl|halfling|mtf}","NG","Agriculture, nature, weather","Nature, Tempest","A flower"],["{@deity Urogalan|halfling|mtf}","LN","Earth, death","Death, Grave,* Knowledge","Silhouette of a dog's head"],["{@deity Yondalla|halfling|mtf}","LG","Primary goddess of halflings","Life","Cornucopia"]],"name":"Halfling Deities","page":102,"source":"MTF","chapter":{"name":"Halflings and Gnomes","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Halfling Personality Traits","colLabels":["d6","Personality Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You try to start every day with a smile."],["2","Why walk when you can skip?"],["3","You make up songs about your friends that praise them for their bravery and intelligence."],["4","You are extremely cautious, always on the lookout for monsters and other dangers."],["5","You always see the bright side of a situation."],["6","You like to collect mementos of your travels."]],"name":"Halfling Tables; Halfling Personality Traits","page":105,"source":"MTF","chapter":{"name":"Halflings and Gnomes","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Halfling Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Courage. You seek to prove that the bravest heart can be contained within the smallest of packages."],["2","Companionship. You're pretty sure you can be friends with anyone or anything."],["3","Hopeful. You will live a life of adventure and have many stories to tell."],["4","Protective. You make sure to shelter the innocent."],["5","Honest. Your mother told you to always tell the truth."],["6","Excitement. Can you steal the sleeping giant's pouch? Of course you can!"]],"name":"Halfling Tables; Halfling Ideals","page":105,"source":"MTF","chapter":{"name":"Halflings and Gnomes","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Halfling Bonds","colLabels":["d6","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The safety of your village is worth any sacrifice."],["2","Nothing is more valuable than friendship and family."],["3","You are following your own path through life. No one can tell you what to do."],["4","You have a special heirloom that you never part with."],["5","You won't rob or hurt those who are weaker or less fortunate than you."],["6","No matter how small you may be, you won't back down from a bully."]],"name":"Halfling Tables; Halfling Bonds","page":105,"source":"MTF","chapter":{"name":"Halflings and Gnomes","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Halfling Flaws","colLabels":["d6","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You can't resist poking your nose where it doesn't belong."],["2","You are very fidgety. Sitting still is a major challenge."],["3","You can't pass up a good time."],["4","You hate to miss a meal, and become grumpy and illtempered when you must."],["5","You are fascinated by shiny things and can't help \"borrowing\" them."],["6","You never settle for just one slice when you can have the whole cake."]],"name":"Halfling Tables; Halfling Flaws","page":105,"source":"MTF","chapter":{"name":"Halflings and Gnomes","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Reasons for Adventuring","colLabels":["d6","Reason"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Peeling taters and herding goats all the time wasn't your cup of tea."],["2","You fell asleep on a raft one day and woke up near a human city. You were so thrilled with the strange sights and tasty food that you never turned back."],["3","What started off as simple pumpkin pillaging from nearby farms turned into your becoming a wandering rogue for hire."],["4","You talked to a nice faerie in the woods, and all of a sudden you were a thousand miles from home."],["5","Your village elder told you so many stories about being a rogue in an adventuring party that you couldn't resist the urge to try doing it yourself."],["6","A friend dared you to jump on the back of a sleeping horse, which turned out to be a pegasus, and your life hasn't slowed down since."]],"name":"Halfling Tables; Reasons for Adventuring","page":105,"source":"MTF","chapter":{"name":"Halflings and Gnomes","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Gnome Deities","colLabels":["Deity","Alignment","Province","Suggested Domains","Common Symbol"],"colStyles":["col-3","col-1 text-center","col-2","col-2","col-4"],"rows":[["{@deity Baervan Wildwanderer|gnome|mtf}","NG","Woodlands","Nature","Face of a raccoon"],["{@deity Baravar Cloakshadow|gnome|mtf}","NG","Illusion, deception","Arcana,** Trickery","Dagger against a hooded cloak"],["{@deity Bleredd|gnome|mtf}","N","Labor, craft","Forge,* Light","Iron mule"],["{@deity Callarduran Smoothhands|gnome|mtf}","N","Mining, stone carving","Knowledge, Nature","Golden signet ring with six pointed star"],["{@deity Flandal Steelskin|gnome|mtf}","NG","Metalwork Forge,*","Knowledge","Flaming hammer"],["{@deity Gaerdal Ironhand|gnome|mtf}","LG","Protection","War","Iron band"],["{@deity Garl Glittergold|gnome|mtf}","LG","Primary god of gnomes","Trickery","Gold nugget"],["{@deity Gelf Darkhearth|gnome|mtf}","CN","Frustration, destruction","War","Broken anvil"],["{@deity Nebelun|gnome|mtf}","CG","Invention, luck","Forge,* Knowledge, Trickery","Bellows and lizard tail"],["{@deity Rill Cleverthrush|gnome|mtf}","LN","Law, thought","Knowledge","Interlocking gears"],["{@deity Segojan Earthcaller|gnome|mtf}","NG","Earth, the dead","Grave,* Light","Glowing gemstone"],["{@deity Sheyanna Flaxenstrand|gnome|mtf}","CG","Love, beauty, passion","Light","Two silver goblets"],["{@deity Urdlen|gnome|mtf}","CE","Greed, murder","Death, War","Whiteclawed mole emerging from ground"]],"footnotes":["*Appears in {@i Xanathar's Guide to Everything}","**Appears in {@i Sword Coast Adventurer's Guide}"],"name":"Gnome Gods; Gnome Deities","page":110,"source":"MTF","chapter":{"name":"Halflings and Gnomes","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Gnome Personality Traits","colLabels":["d6","Personality Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Once you develop a liking for something, you quickly become obsessed with it."],["2","You live life like a leaf on the breeze, letting it take you where it will."],["3","The world is a miraculous place, and you are fascinated by everything in it."],["4","You study your friends and take notes about how they act, jotting down things they say that interest you."],["5","Your curiosity is so wide-ranging that you sometimes have trouble concentrating on any one thing."],["6","You like to make little objects and creatures out of twigs or bits of metal and give them to friends."]],"name":"Gnome Tables; Gnome Personality Traits","page":114,"source":"MTF","chapter":{"name":"Halflings and Gnomes","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Gnome Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Love. You love little (and big) critters and go out of your way to help them."],["2","Curiosity. You can't stand an unsolved mystery or an unopened door."],["3","Knowledge. You are interested in everything. You never know when what you learn will come in handy."],["4","Compassion. You never turn down a plea for help."],["5","Helpfulness. Whether you see a broken contraption or a broken heart, you have to try to fix it."],["6","Excellence. You strive to be and do the best you can."]],"name":"Gnome Tables; Gnome Ideals","page":114,"source":"MTF","chapter":{"name":"Halflings and Gnomes","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Gnome Bonds","colLabels":["d6","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You pledge to bring something of immense value back to your burrow."],["2","Anything of great quality and artisanship is to be protected, respected, and cared for."],["3","Kobolds have caused you and your people nothing but trouble. You will avenge those wrongs."],["4","You are searching for your lost love."],["5","You will recover a keepsake stolen from your clan."],["6","You are willing to take risks to learn about the world."]],"name":"Gnome Tables; Gnome Bonds","page":114,"source":"MTF","chapter":{"name":"Halflings and Gnomes","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Gnome Flaws","colLabels":["d4","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You embody the typical absent-minded professor. If you could forget where you put your head, you would."],["2","You prefer to hide during a fight."],["3","There is no difference between what you think and what you say."],["4","You can't keep a secret."]],"name":"Gnome Tables; Gnome Flaws","page":114,"source":"MTF","chapter":{"name":"Halflings and Gnomes","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Suggested Ideals","colLabels":["d6","Ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Nation.} I am devoted to the restoration of Benalia's empire."],["2","{@b Peace.} Life can truly thrive only when war and strife are stilled."],["3","{@b Protection.} I will also protect the less fortunate from the depredations of the rich and strong."],["4","{@b Hope.} The world is emerging from a long despair, and needs every shred of inspiration we can offer."],["5","{@b Honor.} If I dishonor myself, I bring dishonor on my deity, my nation, and my family."],["6","{@b Solidarity.} Together, we are stronger than any of us alone."]],"name":"Heroes of Benalia; Suggested Ideals","page":5,"source":"PSD","chapter":{"name":"Seven Pillars of Benalia","index":2}},{"caption":"Suggested Bonds","colLabels":["d6","Bond"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","I am connected to one of the Seven Great Houses, and I place its interests above all others."],["2","I have closer ties among my Star-Clan than in my blood family."],["3","I own a weapon or a piece of armor used by a renowned ancestor."],["4","I am in love with a member of a different great house."],["5","I believe I am the last heir of a great house that was lost."],["6","My family's estate lies in ruins, and I want to rebuild it."]],"name":"Heroes of Benalia; Suggested Bonds","page":5,"source":"PSD","chapter":{"name":"Seven Pillars of Benalia","index":2}},{"caption":"Benalish Quests","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Defend a mining settlement in the Red Iron Mountains from the raids of Crookshank kobolds."],["2","Establish trade or negotiate a treaty with minotaurs in the Hurloon Mountains."],["3","Help settle a dispute between two of the Great Houses."],["4","Convince the Council of Seven to send military aid to one of the seven houses."],["5","Establish a trading colony in an inhospitable land."],["6","Uncover a traitor or Cabal cultist among the Seven Great Houses."]],"name":"Benalish Quests","page":7,"source":"PSD","chapter":{"name":"Seven Pillars of Benalia","index":2}},{"caption":"Benalish Sites","colLabels":["d10","Adventure Site"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","A lost Sheoltun temple of the state-sponsored Church of Angelfire"],["2","A hidden mountain cave holding an ancient Thran relic"],["3","A secret subbasement deep under New Benalia, which once served as a meeting place for the outlawed Church of Serra during the Sheoltun Empire's reign"],["4","A wrecked Phyrexian portal-ship, long overgrown by nature"],["5","The remains of a castle that sank in a mire during the Years of Salt"],["6","The top of a tower in Benalia City"],["7","An open field dotted with ruins left behind by long-ago war"],["8","A shipwreck just off the coast"],["9","An abandoned mansion in the Caligo Morass"],["10","A Serran cathedral fallen to the ground from its place in the sky"]],"name":"Benalish Sites","page":7,"source":"PSD","chapter":{"name":"Seven Pillars of Benalia","index":2}},{"caption":"Benalish Villains","colLabels":["d8","Villain"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","A zealous warrior wants to lead an army to war against Keld."],["2","A house leader wants their house to be the Highest House several years ahead of schedule."],["3","A suspicious noble joins forces with a fiery Serran priest to try to root out corruption and the taint of the Cabal from the populace, with many innocents getting hurt in the process."],["4","A hotheaded aven demands that their people gain immediate representation on the Council of Seven."],["5","A pious noble seeks to bring the entire Church of Serra under Benalish control, combining church and state into a theocratic empire."],["6","One member of the Council of Seven has a long-standing grudge against another."],["7","A skin-witch of the Caligo Morass brings a nearby area under a curse."],["8","An important noble has fallen under the influence of an advisor with ties to the Cabal, and is advancing the Cabal's plans without knowing it."]],"name":"Benalish Villains","page":7,"source":"PSD","chapter":{"name":"Seven Pillars of Benalia","index":2}},{"caption":"Suggested Ideals","colLabels":["d6","Ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Law.} \"Law must be upheld. If the knots of order are loosened, chaos will spill through.\" ({@i Song of All}, Canto 167)"],["2","{@b Grace.} \"Grace must be preserved. If the strands of Grace are unraveled, its design will be lost, and the people with it.\" ({@i Song of All}, Canto 167)"],["3","{@b Duty.} \"Duty must be obeyed. If the frame of Duty is broken, none shall weave life's fabric.\" ({@i Song of All}, Canto 167)"],["4","{@b Reason.} \"Reason must be retained. If the web of Reason comes unwoven, madness will escape.\" ({@i Song of All}, Canto 167)"],["5","{@b Truth.} \"Truth must be set free. If the wings of Truth are clipped, the voices will fall silent.\" ({@i Song of All}, Canto 167)"],["6","{@b The Four Virtues.} Art, discourse, freedom, and peace are the life of the spirit, as the spirit is the life of the body."]],"name":"Heroes of Serra; Suggested Ideals","page":8,"source":"PSD","chapter":{"name":"Church of Serra","index":3}},{"caption":"Suggested Bonds","colLabels":["d6","Bond"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","I would do anything to protect the Cathedral of Serra at Sursi."],["2","I have sworn to aid Lyra Dawnbringer in protecting Benalia."],["3","I make regular pilgrimages to the Temple of Serra at Epityr in New Argive, the oldest active Serran worship site in the world."],["4","I preserve many of the old traditions of the Daru nomads or the aven, revering Serra as the Ancestor."],["5","A lesser angel has become a close friend and confidante to me."],["6","I think the stained glass in my holy symbol came from Serra's Realm before that artificial plane's collapse. Invoke the Divine Magali Villeneuve"]],"name":"Heroes of Serra; Suggested Bonds","page":8,"source":"PSD","chapter":{"name":"Church of Serra","index":3}},{"caption":"Serran Quests","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Act as an impartial mediator between Benalia and Keld (or two other powers of the region)."],["2","Tame a mesa pegasus from the lands of Sursi on the east coast of southern Aerona, near the great Cathedral of Serra."],["3","Protect a peaceful community of Serran monks who have come under attack (from without or within)."],["4","Answer the call of a barbarian chieftain who wants to hear the message of Serra and consider conversion."],["5","Find an angel who has disappeared in a dangerous land."],["6","Retrieve as much artwork as possible from a ruined Serran church—whether an ancient site or one that was only recently destroyed."]],"name":"Serran Quests","page":9,"source":"PSD","chapter":{"name":"Church of Serra","index":3}},{"caption":"Serran Sites","colLabels":["d10","Adventure Site"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","A majestic Serran cathedral floating in the air (perhaps above Benalia City)"],["2","A small monastery surrounded by pastoral farmland or quiet woods"],["3","A remote temple maintained and inhabited by an order of knights"],["4","An ancient ruin preserving some foreign aspect of Serra worship (such as Otarian devotion to the Ancestor)"],["5","A sacred cave where a new angel was (or is about to be) birthed"],["6","An abandoned missionary post destroyed by hostile natives of the area"],["7","A chapel within a castle or palace beset by intrigue"],["8","A roadside shrine where miracles have occurred lately"],["9","A community devoted to the spiritual path of the artistic life"],["10","The scorched site of an angel's death"]],"name":"Serran Sites","page":9,"source":"PSD","chapter":{"name":"Church of Serra","index":3}},{"caption":"Serran Villains","colLabels":["d8","Villain"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","A Serran priest believes that no one is beyond redemption, and is shielding a murderous villain from the law in the hope that they will repent."],["2","A naive angel keeps sending Serran knights on deadly quests against impossible odds."],["3","An aven priest wants to lead other aven away from the Serran church and revive the worship of the Ancestor, but without the accretion of Serran tradition."],["4","A warrior chieftain claims to have converted to Serra worship and launches a crusade in the church's name—but this is a thinly veiled excuse to conquer a neighboring territory."],["5","A Serra angel has been corrupted by the demonic power of the Cabal."],["6","A community of Serran monks has been somehow led astray into the contemplation of an ancient, nameless evil."],["7","An old priest grows bitter with grief and frustration, convinced that their life's work has been a waste—and turns to the pursuit of revenge."],["8","A priest twists the teachings of Serra to paint a certain group of innocent people as evil, and to call for their extermination."]],"name":"Serran Villains","page":9,"source":"PSD","chapter":{"name":"Church of Serra","index":3}},{"caption":"Suggested Ideals","colLabels":["d6","Ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Teaching.} Tolaria is a school where the world's most promising wizards can learn from masters of their craft."],["2","{@b Restoration.} Every day, lost knowledge is regained and devastated lands are renewed. It's our duty to use our magic to help this effort continue."],["3","{@b Responsibility.} Following the philosophy of the Academy's original headmaster, Barrin, I am dedicated to keeping powerful magic out of the hands of those who would abuse it."],["4","{@b Innovation.} Like the ancient artificer Urza, I believe progress comes through bold and radical new design."],["5","{@b Progress.} Like the kind Tolarian chancellor Rayne, I believe progress comes through careful iteration and measured experimentation."],["6","{@b Self-Improvement.} Like Urza's brother Mishra, I believe that the improvement of the body through genetic and artificial modification leads to the general improvement of humanity."]],"name":"Heroes of Tolaria; Suggested Ideals","page":10,"source":"PSD","chapter":{"name":"Tolarian Academy","index":4}},{"caption":"Suggested Bonds","colLabels":["d6","Bond"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","I have a former student I'm convinced will do great things—for good or for evil."],["2","I bought a cheap curio from a secondhand store, and I was expelled when it caused a magical accident."],["3","I've gotten tangled up with illegal research by way of the Shadow Academy, which uses interdimensional spaces to facilitate communication."],["4","By virtue of a parent who is emeritus faculty, I have the rare privilege of citizenship in one of the Academies."],["5","One of my old teachers has a knack for contacting me at the strangest times."],["6","I believe that my genetic makeup was manipulated for some unknown purpose."]],"name":"Heroes of Tolaria; Suggested Bonds","page":10,"source":"PSD","chapter":{"name":"Tolarian Academy","index":4}},{"caption":"Tolarian Quests","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Retrieve a unique magical device from the ruins of a catastrophe—but be careful, because the device might well have been what caused the catastrophe."],["2","Copy a spell from the spellbook of a mysterious or hostile wizard."],["3","Find a way to reverse the effect of a disastrous magical experiment."],["4","Decide what to do with a notebook you found, which is full of forbidden research into Phyrexian transformation."],["5","Steal a magical object that's on display in a museum on campus in order to uncover its secrets or harness the energy it holds."],["6","Try to reproduce the research of a wizard who has gone missing, without ending up missing yourself."]],"name":"Tolarian Quests","page":11,"source":"PSD","chapter":{"name":"Tolarian Academy","index":4}},{"caption":"Tolarian Sites","colLabels":["d10","Adventure Site"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","An underwater ruin left behind by a terrible catastrophe"],["2","The trap-filled tower of an eccentric, suspicious, and powerful wizard"],["3","An arcane workshop or laboratory filled with inexplicable and undoubtedly dangerous devices"],["4","A laboratory where research was once conducted—or still is conducted—on living monsters"],["5","A small stronghold drifting through the air or across the ocean"],["6","A library hidden in an extradimensional space"],["7","An ancient Phyrexian or Thran artifact, now overgrown by nature"],["8","A crater where a meteorite or a flying vessel crashed to the ground centuries ago"],["9","A newly discovered ruin from an ancient era of advanced magical technology"],["10","An area that has just returned after being phased out of the flow of time"]],"name":"Tolarian Sites","page":11,"source":"PSD","chapter":{"name":"Tolarian Academy","index":4}},{"caption":"Tolarian Villains","colLabels":["d8","Villain"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","A member of the Society of Mishra seeks to be transformed into a biomechanical demon of fused metal and flesh."],["2","A Gathist involved in illegal genetic experimentation seeks to create a race of supersoldiers to forge a nation through conquest."],["3","A collector steals magical items and treats them like valuable works of art."],["4","A professor of temporal studies seeks to hasten the process of rebirth and renewal—by shifting the entire world backward in time to its \"glory days.\""],["5","An archaeologist has discovered an ancient magical weapon that caused untold devastation, and is trying to find a use for it."],["6","A professor has imprisoned students in a tower and compelled them to participate in genetic, biomechanical, psychological, or other research."],["7","An artificer built a golem that has achieved its own evil consciousness, and which seeks to better understand living creatures through vivisection."],["8","A misguided master wizard is trying to trace a single \"true Tolarian ancestry,\" so as to prevent those who don't belong to that human bloodline from entering the Academies and studying magic."]],"name":"Tolarian Villains","page":12,"source":"PSD","chapter":{"name":"Tolarian Academy","index":4}},{"caption":"Vodalian Quests","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Retrieve an artifact from ancient Vodalia that is kept in a Tolarian museum."],["2","Sabotage a Cabal port on Walassa, where ships set sail for Aerona carrying Cabal cultists."],["3","Protect a peripatetic member of the Society of the Conch on a journey to learn about your native culture."],["4","Defend a surface port loyal to Vodalia from a land-based attack."],["5","Find a pirate captain who slaughtered a group of merfolk, but who has not been seen in the Voda Sea since."],["6","Retrieve an item of historical significance from a Keldon fortress."]],"name":"Vodalian Quests","page":13,"source":"PSD","chapter":{"name":"Merfolk of Vodalia","index":5}},{"caption":"Vodalian Sites","colLabels":["d10","Adventure Site"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","A shipwreck on the ocean floor"],["2","A surface-built city that sank in a magical catastrophe"],["3","A temple to Svyelune"],["4","A city built on the back of an enormous leviathan"],["5","A palace in a coral reef"],["6","A ship crossing the Voda Sea"],["7","A well-preserved Thran or Phyrexian artifact deep underwater"],["8","A deep ocean trench"],["9","A sea cave on an island shore"],["10","A beach where merfolk trade with surface-dwellers"]],"name":"Vodalian Sites","page":14,"source":"PSD","chapter":{"name":"Merfolk of Vodalia","index":5}},{"caption":"Vodalian Villains","colLabels":["d8","Villain"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","A hotheaded young military officer, part of the Akula Current, plans to escalate conflict with a surface port in hopes of eventually annexing the port."],["2","A notable aristocrat decides that no ships may cross their territory—and sinks a merchant vessel to emphasize the point."],["3","A mage manipulates coastal waters, causing saltwater to back up rivers, beachfront land to flood, and docks to be swept away by the waves."],["4","A group of merfolk turn to piracy, angering both surface-dwellers and other merfolk."],["5","A trickster lures sailors into shipwrecks, then either takes them captive or watches them drown."],["6","A spellcaster calls up horrific monsters from the ocean depths to attack a coastal town."],["7","A general's crusade against homarids is driving those creatures into human-occupied coastal lands."],["8","A wizard seeks the Golgothian Sylex—the artifact that destroyed the island of Argoth and launched the ice age—in hopes of destroying all land on Dominaria."]],"name":"Vodalian Villains","page":14,"source":"PSD","chapter":{"name":"Merfolk of Vodalia","index":5}},{"caption":"Cabal Sites","colLabels":["d10","Adventure Site"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","A small shrine to Belzenlok located near a major city"],["2","A basement room in a busy town where Cabal cultists meet"],["3","A ruined library that cultists are excavating, hoping to find magic items to decorate Belzenlok's throne"],["4","A half-collapsed temple in a dark swamp"],["5","An ancient war machine whose power the Cabal is trying to harness"],["6","A small outpost of Grimnant knights"],["7","A deep sinkhole with whispering echoes emerging from the darkness"],["8","A secret fortress in the mountains"],["9","An abandoned mine shaft"],["10","The house of an aristocrat who has joined the Cabal"]],"name":"Cabal Sites","page":16,"source":"PSD","chapter":{"name":"Belezenlok's Cabal","index":6}},{"caption":"Cabal Villains","colLabels":["d8","Villain"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","A Grimnant commander leads raids along a nation's borders to sow chaos and confusion."],["2","A Cabal assassin starts killing the firstborn children of prominent families."],["3","A dementist unleashes formless horrors of nightmare upon a defenseless town."],["4","A cult leader sends a miasma out from a hidden temple to pollute and corrupt the surrounding forest."],["5","A Cabal cultist has infiltrated a ruling council or prominent church body and begins destroying it from within."],["6","A dementist is controlling the mind of a monster, sending it to rampage through an area of farms and villages."],["7","A Cabal infiltrator sows discord among various factions within a larger organization (different Serran orders, different Benalish houses, and so forth)."],["8","Cabal infiltrators detonate nightmare devices designed to cause as much terror as possible, striking in highly populated areas at unpredictable times."]],"name":"Cabal Villains","page":17,"source":"PSD","chapter":{"name":"Belezenlok's Cabal","index":6}},{"caption":"Suggested Ideals","colLabels":["d6","ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Self-Reliance.} I don't wear or use anything I haven't made myself. You can't count on anyone else in this world."],["2","{@b Future.} I believe a true Twilight still awaits the Keldon faithful, when our fallen heroes will rise up to fight alongside us as we conquer the world."],["3","{@b Pragmatism.} No ancestors are coming to save us—we are our only hope."],["4","{@b Coin.} I will happily fight for those too weak to defend themselves, if they pay me enough."],["5","{@b Freedom.} The so-called \"new Keld\" is too safe, too controlled. The fire in Keldon blood demands warfare and pillage."],["6","{@b Keld.} I am Keldon, and that is all that matters. I seek the glory and prosperity of my people above all else."]],"name":"Bard or Cleric; Suggested Ideals","page":18,"source":"PSD","chapter":{"name":"Warhosts of Keld","index":7}},{"caption":"Suggested Bonds","colLabels":["d6","Bond"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","I fight to prove myself worthy of my glorious ancestors."],["2","Even away from Keld, my loyalty is to my warlord and the rest of my warhost."],["3","I'm inexplicably drawn to the sacred peak called the Mountain."],["4","My favorite weapon is one I forged from the broken weapons of my enemies."],["5","I want to be a warlord someday, and I won't stop there."],["6","I had a dear mentor from another nation who taught me my skills."]],"name":"Bard or Cleric; Suggested Bonds","page":18,"source":"PSD","chapter":{"name":"Warhosts of Keld","index":7}},{"caption":"Keld Quests","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Persuade a Benalish house to abandon a colony newly established on Keld's soil."],["2","Carry an urgent message from one warlord to another across a dangerous area."],["3","Convince a wayward warlord to obey an overseer's orders before the situation escalates into full-on rebellion."],["4","Undermine the loyalty of a rebellious warlord's warhost, thus depriving the warlord of power."],["5","Kill a monster lurking in the mountains."],["6","Fend off attacks by frost giants from the north."]],"name":"Keld Quests","page":20,"source":"PSD","chapter":{"name":"Warhosts of Keld","index":7}},{"caption":"Keld Sites","colLabels":["d10","Adventure Site"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","At the foot of the Keldons' sacred Mountain"],["2","At the entrance to the Keldon Necropolis, where great figures of the past are interred"],["3","Inside a glacier"],["4","A mountain cave"],["5","A tower formed from strange black ice"],["6","A forest clearing where the air is cold enough to freeze your breath in your mouth"],["7","A smith's forge"],["8","A plateau where carved megaliths are erected"],["9","A camp with dozens of round tents"],["10","At the peak of the Keldons' sacred Mountain"]],"name":"Keld Sites","page":20,"source":"PSD","chapter":{"name":"Warhosts of Keld","index":7}},{"caption":"Keld Villains","colLabels":["d8","Villain"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","A warlord leads an attack on a different warhost."],["2","A doyen advises several different warlords to provoke conflicts with Benalia, believing that a full-scale war will trigger the true Twilight."],["3","A shaman has secretly made an alliance with the frost giants of the northern wastes to help overthrow the grand warlord."],["4","A shaman dabbles in the hated arts of necromancy, hoping to reproduce the false Twilight caused by the Phrexians."],["5","A frost giant shaman brings a nightmarish winter down over Keld, and it begins spreading farther south."],["6","A warlord leads a host in longboats to the Benalish isle of Avenant."],["7","A warlord directly challenges the authority of the grand warlord, hoping to take her place."],["8","A warlord kills the grand warlord and starts transforming Keld back into the land of bloodthirsty raiders it once was."]],"name":"Keld Villains","page":20,"source":"PSD","chapter":{"name":"Warhosts of Keld","index":7}},{"caption":"Suggested Ideals","colLabels":["d8","Ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Riashil Pacifism.} To live at peace with nature, we must first learn to live at peace with each other."],["2","{@b Staprion Defiance.} Those who cross lines must be put in their place."],["3","{@b Loridalh Interdependence.} I am my own master, but I am strongest when I work as part of the web of all life."],["4","{@b Kelfae Flexibility.} The search for stability—whether in a swaying treetop or in the turmoil of life—is fruitless."],["5","{@b Jubilar Remembrance.} The sacrifice of those who were exterminated in the Phyrexian Invasion must be remembered, and their stories retold."],["6","{@b Basiphem Pride.} Because we are strong, it is our responsibility to aid the rest of the forest where we can."],["7","{@b Hedressel Holiness.} We must maintain our distance—culturally and physically—from other peoples to maintain our connections to the wood."],["8","{@b Ruadach Openness.} We must open ourselves to new cultures, new peoples, and new ideas, or we will rot like a fallen log."]],"name":"Fighter or Ranger; Suggested Ideals","page":21,"source":"PSD","chapter":{"name":"Elves of Llanowar","index":8}},{"caption":"Suggested Bonds","colLabels":["d8","Bond"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","I could always count on my mother to give me a good bonk on the head if I did something foolish. (Riashil)"],["2","I will have my revenge against the Cabal for the harm they have done to my kin. (Staprion)"],["3","One of the twelve tallest emergent trees in Llanowar is the dearest place to me in all the world. (Loridalh)"],["4","I was bonded to a kavu at birth. (Kelfae)"],["5","I survived the Phyrexian Invasion over three hundred years ago, and I will never forget the faces of those who died. (Jubilar)"],["6","My family carries the shame of failing to protect Llanowar from the Phyrexian Invasion, and I will stop at nothing to undo that shame. (Basiphem)"],["7","I spent a year in Hedressel, and I would give my life to defend that holy place. (Hedressel)"],["8","I left my family rather than endure the grief of losing them. (Ruadach)"]],"name":"Fighter or Ranger; Suggested Bonds","page":21,"source":"PSD","chapter":{"name":"Elves of Llanowar","index":8}},{"caption":"Llanowar Quests","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Find the source of orc raids in the Ironcrown Mountains."],["2","Retrieve something caught in the web of an enormous spider."],["3","Carry a message to a Benalish city—about diplomacy, trade, matters of the heart, or anything else."],["4","Track down an interloper who managed to escape punishment for crimes against the forest (perhaps even trespassing in Hedressel)."],["5","Dispose of a newly uncovered piece of Phyrexian wreckage."],["6","Plant a seed from Llanowar in the Whispering Woods or another distant forest."]],"name":"Llanowar Quests","page":23,"source":"PSD","chapter":{"name":"Elves of Llanowar","index":8}},{"caption":"Llanowar Sites","colLabels":["d10","Adventure Site"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Inside a giant tree that has strangely begun to rot from the inside"],["2","At the top of an emergent tree, where magical flowers grow"],["3","Nestled among the roots of one of the oldest and largest trees in the forest"],["4","A temple hollowed out from a huge branch of a still-living tree"],["5","A statue of the elf hero Eladamri, situated in the middle of a placid forest clearing"],["6","A network of rope bridges connecting canopy trees"],["7","A sinister-looking tower made from a dead tree"],["8","An enormous patch of mushrooms that gets larger every day"],["9","An overgrown Phyrexian war machine"],["10","An anthill, termite nest, or wasp nest that's larger than a grand temple"]],"name":"Llanowar Sites","page":23,"source":"PSD","chapter":{"name":"Elves of Llanowar","index":8}},{"caption":"Llanowar Villains","colLabels":["d8","Villain"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","A zealous druid wants to drive the humans and half-elves out of Ruadach."],["2","A pragmatist thinks the old druidic traditions are holding the elves back from greatness, and seeks to destroy Hedressel or Molimo (or both)."],["3","A knight of the Steel Leaf tries to stir up war with Benalia, in order to have an excuse to slaughter the humans."],["4","A druid uses ancient necromancy to poison a stream supplying water to a Benalish town."],["5","A Staprion warrior believes the pacifist Riashil are traitors to the elves, and tries to goad them into fighting."],["6","An elf has bred a giant kavu intended to topple trees and destroy elfhames."],["7","A necromancer wants to use the spirits of the elven dead that are said to guard Hedressel to destroy the elves entirely."],["8","A leader of the Order of the Steel Leaf is in league with the Cabal, and tries to undermine the Staprion offensive against that order."]],"name":"Llanowar Villains","page":23,"source":"PSD","chapter":{"name":"Elves of Llanowar","index":8}},{"colLabels":["d10","Guild"],"colStyles":["text-center col-6","text-center col-6"],"rows":[["1","Azorius Senate"],["2","Boros Legion"],["3","House Dimir"],["4","Golgari Swarm"],["5","Gruul Clans"],["6","Izzet League"],["7","Orzhov Syndicate"],["8","Cult of Rakdos"],["9","Selesnya Conclave"],["10","Simic Combine"]],"name":"Random Guilds","page":6,"source":"GGR","chapter":{"name":"Welcome to Ravnica","index":0}},{"colLabels":["Month","Name"],"colStyles":["text-center col-6","text-center col-6"],"rows":[["1","Seleszeni (March)"],["2","Dhazo (April)"],["3","Prahz (May)"],["4","Mokosh (June)"],["5","Paujal (July)"],["6","Cizarm (August)"],["7","Tevnember (September)"],["8","Golgar (October)"],["9","Quaegar (November)"],["10","Xivaskir (December)"],["11","Griev (January)"],["12","Zuun (February)"]],"name":"Ravnica's Calendar","page":7,"source":"GGR","chapter":{"name":"Welcome to Ravnica","index":0}},{"caption":"Ravnica Currency","colStyles":["col-3 text-center","col-3","col-3","col-3"],"colLabels":["Value","Azorius","Boros","Orzhov"],"rows":[["1 cp","copper zib","—","copper alms-coin"],["25 cp","silver 25-zib coin","—","—"],["1 ep","electrum 50-zib coin","—","—"],["1 gp","gold zino","gold zino","—"],["5 gp","—","gold 5-zino coin","—"],["1 pp","—","—","platinum 10-zino coin"],["10 pp","—","—","platinum 100-zino coin"]],"name":"Currency: Zibs and Zinos; Ravnica Currency","page":9,"source":"GGR","chapter":{"name":"Welcome to Ravnica","index":0}},{"caption":"Cosmopolitan Conveniences","colLabels":["Item","Cost"],"colStyles":["col-6","col-6 text-right"],"rows":[["Cup of coffee","10 cp"],["Newspaper","15 cp"],["Pendulum clock","100–250 gp"],["Spectacles","25 gp"],["Spyglass","50–100 gp"]],"name":"Comforts of Civilization; Cosmopolitan Conveniences","page":9,"source":"GGR","chapter":{"name":"Welcome to Ravnica","index":0}},{"caption":"Standard Languages","colLabels":["Language","Typical Speakers","Script"],"colStyles":["col-4","col-4","col-4"],"rows":[["Abyssal","Demons, devils","Infernal"],["Celestial","Angels","Celestial"],["Common","Humans","Common"],["Draconic","Dragons","Draconic"],["Elvish","Elves","Elvish"],["Giant","Ogres, giants","Minotaur"],["Goblin","Goblins","Common"],["Kraul","Kraul","Kraul"],["Loxodon","Loxodons","Elvish"],["Merfolk","Merfolk","Merfolk"],["Minotaur","Minotaurs","Minotaur"],["Sphinx","Sphinxes","—"],["Sylvan","Centaurs, dryads","Elvish"],["Vedalken","Vedalken","Vedalken"]],"name":"Standard Languages","page":9,"source":"GGR","chapter":{"name":"Welcome to Ravnica","index":0}},{"caption":"Party Makeup","colLabels":["d8","Party Makeup"],"colStyles":["text-center col-2","col-10"],"rows":[["1","{@b One-Guild Party}. Choose a guild and refer to its description in {@book chapter 2|GGR|2} for suggestions on building the party around it."],["2","{@b Classic Party}. Boros or Selesnya cleric (Life Domain), Azorius or Boros fighter (Champion archetype), Dimir or Golgari rogue (Thief archetype), Boros or Izzet wizard (School of Evocation)"],["3","{@b Law and Order Party}. Boros cleric, Azorius fighter, Azorius wizard, Boros ranger"],["4","{@b Mad Science Party}. Simic druid, Izzet fighter, Izzet wizard, Simic monk"],["5","{@b Skulkers Party}. Golgari druid, Golgari fighter or ranger, Dimir rogue or monk, Dimir wizard"],["6","{@b Chaos Party}. Gruul druid, Gruul barbarian, {@creature Rakdos|GGR} warlock, {@creature Rakdos|GGR} rogue"],["7","{@b Nature Party}. Selesnya druid, Gruul barbarian, Simic wizard or Selesnya bard, Golgari rogue"],["8","{@b Benevolent Party}. Selesnya cleric, Boros paladin, Azorius wizard, Selesnya bard"]],"name":"Building a Party; Party Makeup","page":11,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Common Cause","colLabels":["d8","Reasons for Cooperating"],"colStyles":["text-center col-2","col-10"],"rows":[["1","{@b Cellmates}. The characters are prisoners in an Azorius prison, a Gruul camp, or a {@creature Rakdos|GGR} cage."],["2","{@b Greater Threat}. The characters are fighting each other when a rampaging wurm attacks."],["3","{@b Sudden Danger}. The characters are trapped together by a sinkhole opening, a building collapsing, or a laboratory exploding."],["4","{@b Dream Team}. A strange dream leads each character to the same destination."],["5","{@b Lost Together}. The characters are hopelessly lost in an unfamiliar part of the city."],["6","{@b Detente}. By order of their guilds' leaders, the characters must cooperate to complete a secret mission."],["7","{@b Common Foe}. A villain is a common enemy to all the characters."],["8","{@b Do or Die}. The characters are all trying to avert the catastrophe of an all-out war among the guilds."]],"name":"Building a Party; Common Cause","page":11,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Random Height and Weight","colLabels":["Race","Base Height","Height Modifier","Base Weight","Weight Modifier"],"rows":[["Centaur","6'0\"","+{@dice 1d10}","600 lb.","× ({@dice 2d12}) lb."],["Goblin","3'5\"","+{@dice 2d4}","35 lb.","× 1 lb."],["Simic hybrid","*","*","*","*"],["Loxodon","6'7\"","+{@dice 2d10}","295 lb.","× ({@dice 2d4}) lb."],["Minotaur","5'4\"","+{@dice 2d8}","175 lb.","× ({@dice 2d6}) lb."],["Vedalken","5'4\"","+{@dice 2d10}","110 lb.","× ({@dice 2d4}) lb."]],"footnotes":["* As humanoid base option"],"name":"Random Height and Weight","page":12,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Barbarian","colStyles":["col-6","col-6"],"colLabels":["Subclass","Guild"],"rows":[["{@class barbarian||Path of the Ancestral Guardian|Ancestral Guardian|XGE}*","Gruul"],["{@class barbarian||Path of the Berserker|Berserker}","Gruul, {@creature Rakdos|GGR}"],["{@class barbarian||Path of the Storm Herald|Storm Herald|XGE}*","Gruul"],["{@class barbarian||Path of the Totem Warrior|Totem Warrior}","Gruul"],["{@class barbarian||Path of the Zealot|Zealot|XGE}*","Boros, {@creature Rakdos|GGR}"]],"footnotes":["* Appears in {@book Xanathar's Guide to Everything|XGE}"],"name":"Barbarian","page":23,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Bard","colStyles":["col-6","col-6"],"colLabels":["Subclass","Guild"],"rows":[["{@class bard||College of Glamour|Glamour|XGE}*","Selesnya"],["{@class bard||College of Lore|Lore}","Azorius, Selesnya"],["{@class bard||College of Swords|Swords|XGE}*","{@creature Rakdos|GGR}"],["{@class bard||College of Valor|Valor}","{@creature Rakdos|GGR}"],["{@class bard||College of Whispers|Whispers|XGE}*","Dimir"]],"footnotes":["* Appears in {@book Xanathar's Guide to Everything|XGE}"],"name":"Bard","page":23,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Cleric","colStyles":["col-6","col-6"],"colLabels":["Subclass","Guild"],"rows":[["{@class cleric||Forge Domain|Forge|XGE}*","Boros"],["{@class cleric||Knowledge Domain|Knowledge}","Azorius"],["{@class cleric||Life Domain|Life}","Boros, Selesnya"],["{@class cleric||Light Domain|Light}","Boros"],["{@class cleric||Nature Domain|Nature}","Selesnya"],["{@class cleric||Order Domain|Order|TCE}**","Azorius, Orzhov"],["{@class cleric||Tempest Domain|Tempest}","Gruul"],["{@class cleric||Trickery Domain|Trickery}","Dimir"],["{@class cleric||War Domain|War}","Boros"]],"footnotes":["* Appears in {@book Xanathar's Guide to Everything|XGE}","** Appears in this chapter"],"name":"Cleric","page":23,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Druid","colStyles":["col-6","col-6"],"colLabels":["Subclass","Guild"],"rows":[["{@class druid||Circle of Dreams|Dreams|XGE}*","Selesnya"],["{@class druid||Circle of Spores|Spores|TCE}**","Golgari"],["{@class druid||Circle of the Land|Land}","Golgari (forest, swamp, Underdark), Selesnya (forest, grassland), Simic (coast, forest)"],["{@class druid||Circle of the Moon|Moon}","Gruul"],["{@class druid||Circle of the Shepherd|Shepherd|XGE}*","Selesnya"]],"footnotes":["* Appears in {@book Xanathar's Guide to Everything|XGE}","** Appears in this chapter"],"name":"Druid","page":23,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Fighter","colStyles":["col-6","col-6"],"colLabels":["Subclass","Guild"],"rows":[["{@class fighter||Arcane Archer|Arcane Archer|XGE}*","Selesnya"],["{@class fighter||Battle Master|Battle MAster}","Azorius, Boros, Orzhov, Selesnya"],["{@class fighter||Cavalier|Cavalier|XGE}*","Azorius, Boros"],["{@class fighter||Champion|Champion}","Azorius, Boros, Golgari, Gruul, Orzhov, {@creature Rakdos|GGR}, Selesnya, Simic"],["{@class fighter||Eldritch Knight|Eldritch Knight}","Azorius, Boros, Izzet, {@creature Rakdos|GGR}"]],"footnotes":["* Appears in {@book Xanathar's Guide to Everything|XGE}"],"name":"Fighter","page":24,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Monk","colStyles":["col-6","col-6"],"colLabels":["Subclass","Guild"],"rows":[["{@class monk||Way of Shadow|Shadow}","Dimir"],["{@class monk||Way of the Four Elements|Four Elements}","Simic (focus on water- and air-related disciplines)"],["{@class monk||Way of the Open Hand|Open Hand}","Selesnya, Simic"],["{@class monk||Way of the Sun Soul|Sun Soul|XGE}*","Boros"]],"footnotes":["* Appears in {@book Xanathar's Guide to Everything|XGE}"],"name":"Monk","page":24,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Paladin","colStyles":["col-6","col-6"],"colLabels":["Subclass","Guild"],"rows":[["{@class Paladin||Oath of Conquest|Conquest|XGE}*","Orzhov"],["{@class Paladin||Oath of Devotion|Devotion}","Boros"],["{@class Paladin||Oath of Redemption|Redemption|XGE}*","Selesnya"],["{@class Paladin||Oath of the Ancients|Ancients}","Selesnya"],["{@class Paladin||Oath of Vengeance|Vengeance}","Azorius"]],"name":"Paladin","page":24,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Ranger","colStyles":["col-6","col-6"],"colLabels":["Subclass","Guild"],"rows":[["{@class ranger||Beast Master|Beast Master}","Golgari (prefer insects and reptiles), Gruul (prefer fierce beasts), Selesnya (prefer wolves)"],["{@class ranger||Gloom Stalker|Gloom Stalker|XGE}*","Golgari"],["{@class ranger||Hunter|Hunter}","Boros, Gruul, Selesnya"]],"footnotes":["* Appears in {@book Xanathar's Guide to Everything|XGE}"],"name":"Ranger","page":24,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Rogue","colStyles":["col-6","col-6"],"colLabels":["Subclass","Guild"],"rows":[["{@class Rogue||Arcane Trickster|Arcane Trickster}","Dimir"],["{@class Rogue||Assassin|Assassin}","Dimir, Golgari, Orzhov"],["{@class Rogue||Inquisitive|Inquisitive|XGE}*","Azorius, Dimir"],["{@class Rogue||Mastermind|Mastermind|XGE}*","Dimir"],["{@class Rogue||Scout|Scout|XGE}*","Gruul"],["{@class Rogue||Swashbuckler|Swashbuckler|XGE}*","{@creature Rakdos|GGR}"],["{@class Rogue||Thief|Thief}","Dimir, Golgari, Orzhov, {@creature Rakdos|GGR}"]],"name":"Rogue","page":24,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Sorcerer","colStyles":["col-6","col-6"],"colLabels":["Subclass","Guild"],"rows":[["{@class Sorcerer||Divine Soul|Divine Soul|XGE}*","Boros"],["{@class Sorcerer||Draconic Bloodline|Draconic}","Izzet"],["{@class Sorcerer||Shadow Magic|Shadow|XGE}*","Dimir"],["{@class Sorcerer||Storm Sorcery|Storm|XGE}*","Izzet"],["{@class Sorcerer||Wild Magic|Wild}","Izzet"]],"footnotes":["* Appears in {@book Xanathar's Guide to Everything|XGE}"],"name":"Sorcerer","page":25,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Warlock","colStyles":["col-6","col-6"],"colLabels":["Subclass","Guild"],"rows":[["{@class Warlock||The Archfey|Archfey}","Selesnya"],["{@class Warlock||The Celestial|Celestial|XGE}*","Boros"],["{@class Warlock||The Fiend|Fiend}","{@creature Rakdos|GGR}"],["{@class Warlock||The Great Old One|Great Old One}","Any"]],"footnotes":["* Appears in {@book Xanathar's Guide to Everything|XGE}"],"name":"Warlock","page":25,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Wizard","colStyles":["col-6","col-6"],"colLabels":["Subclass","Guild"],"rows":[["{@class Wizard||School of Abjuration|Abjuration}","Azorius, Orzhov"],["{@class Wizard||School of Conjuration|Conjuration}","Izzet, Simic"],["{@class Wizard||School of Divination|Divination}","Azorius, Dimir, Orzhov"],["{@class Wizard||School of Enchantment|Enchantment}","Azorius, Dimir, Orzhov"],["{@class Wizard||School of Evocation|Evocation}","Boros, Izzet"],["{@class Wizard||School of Illusion|Illusion}","Dimir"],["{@class Wizard||School of Necromancy|Necromancy}","Golgari, Orzhov"],["{@class Wizard||School of Transmutation|Transmutation}","Izzet, Simic"],["{@class Wizard||War Magic|War|XGE}*","Boros"]],"footnotes":["* Appears in {@book Xanathar's Guide to Everything|XGE}"],"name":"Wizard","page":25,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"colLabels":["d6","Reason for Independence"],"colStyles":["text-center col-2","col-10"],"rows":[["1","I've been around long enough that my guild lets me do what I want."],["2","I've been chosen for special assignments because I'm just that good."],["3","I've been singled out for special assignments because somebody up the ranks hates me."],["4","I'm moonlighting, and I'd get in trouble if my superiors knew what I was up to."],["5","I've been put at the disposal of another guild because my superiors want to help them."],["6","I've been put at the disposal of another guild because my superiors hope I'll fail."]],"name":"Membership and Independence","page":31,"source":"GGR","chapter":{"name":"Guilds of Ravnica","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Gruul Clan Options","colLabels":["d8","Clan"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Burning Tree clan"],["2","Ghor clan"],["3","Scab clan"],["4","Slizt clan"],["5","Gravel Hide clan"],["6","Zhur-Taa clan"],["7","Minor or new clan"],["8","Trog"]],"name":"Joining the Gruul Clans; Gruul Clan Options","page":59,"source":"GGR","chapter":{"name":"Guilds of Ravnica","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"People on the Street—Precinct One","colLabels":["d12","Description"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Banker, heading to a favorite restaurant"],["2","Diplomat, heading to the Chamber of the Guildpact"],["3","Gardener, pruning vegetation"],["4","Ghost, looking for directions to Orzhova"],["5","Government official, late for an appointment"],["6","Jeweler, heading to a grooming salon"],["7","Mob boss, leaving a nightclub"],["8","Noble, taking in the sights"],["9","Opera singer, enjoying a meal outside"],["10","Painter, working on a street scene"],["11","Tourist, gawking at everything"],["12","Translator, feeding some birds"]],"name":"People on the Street—Precinct One","page":105,"source":"GGR","chapter":{"name":"The Tenth District","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Rumors—Precinct One","colLabels":["d6","Rumor"],"colStyles":["text-center col-2","col-10"],"rows":[["1","\"Oh, dear! Did you hear all that commotion yesterday evening near the opera house? It appears that a couple of dignitaries went missing during the performance.\""],["2","\"I hear that Nolson has purses and handbags in his inventory that bear some sort of magic. They'll get snapped up quickly, I'll wager.\""],["3","\"A most dreadful moaning was coming from the plaza today. My friend said she saw a wailing spirit floating over the park. I wish they'd stay in the bank.\""],["4","\"Such a commotion at the Wayfinder Club last night. I heard the fight, but a friend told me there were blades drawn, and the perpetrator escaped!\""],["5","\"Can you believe the gall of some people? I saw a couple of dirty ruffians in my neighborhood last night, and they were defacing the walls of the courthouse!\""],["6","\"I still can't believe that crazy old Orzhov syndic just handing out zinos near the plaza, muttering 'The end is near.' She'll invite nothing but undesirables sniffing for free coin.\""]],"name":"Rumors—Precinct One","page":105,"source":"GGR","chapter":{"name":"The Tenth District","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"People on the Street—Precinct Two","colLabels":["d12","Description"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Arrester, off duty and out buying produce"],["2","Arrester, on duty and watching for trouble"],["3","Baker, returning from a long work shift"],["4","Carpenter, searching for a good pack animal"],["5","Chandler, fuming after a recent argument"],["6","Government official, enjoying a day off"],["7","Locksmith, on the way to unlock a door"],["8","Mob enforcer, trailing a debtor"],["9","Retired soldier, heading to a chess game"],["10","Shopkeeper, taking a child out for a treat"],["11","Teenager, heading to a friend's house"],["12","Tourist, heading to the Millennial Platform"]],"name":"People on the Street—Precinct Two","page":108,"source":"GGR","chapter":{"name":"The Tenth District","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Rumors—Precinct Two","colLabels":["d6","Rumor"],"colStyles":["text-center col-2","col-10"],"rows":[["1","\"Can you believe the deals that Janus has this week in his shop? I wonder if he's in trouble, trying to move his merchandise so quickly.\""],["2","\"I got a tip on some high-quality blades at Minera's. She's looking to find good homes for them, and she says some are enchanted.\""],["3","\"Two Boros minotaurs garrisoned at Sunhome were meeting with old friends at Newson's Tavern last night. They spent most of the night telling stories about a madness taking hold of their ranks.\""],["4","\"An airship docked in the middle of the night at Augustin Station without any people on board. No one knows how it got there without a crew.\""],["5","\"This is the third person gone missing in Griffin Heights this week. I hear they were all gamblers and deep in it. Must've owed way too much.\""],["6","\"Did you hear about that lawmage who went crazy? They had to send two squads of arresters to bring him down. He kept telling them 'A homunculus made me do it.' I don't want to know what 'it' is.\""]],"name":"Rumors—Precinct Two","page":108,"source":"GGR","chapter":{"name":"The Tenth District","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"People on the Street—Precinct Three","colLabels":["d12","Description"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Beast trainer, walking an animal on a leash"],["2","Awakened shrub, completing an errand"],["3","Centaur, out to get the family some food"],["4","Evangelist, trying to win Selesnya converts"],["5","Farmer, using a healing balm after a hard day"],["6","Guide, taking a wolf out for a stroll"],["7","Healer, on the way to tend to someone sick"],["8","Ledev guardian, on patrol"],["9","Pilgrim, looking for directions to Vitu-Ghazi"],["10","Storyteller, practicing oration out on the street"],["11","Teamster, carrying a broken wagon wheel"],["12","Woodcarver, whistling a familiar song"]],"name":"People on the Street—Precinct Three","page":111,"source":"GGR","chapter":{"name":"The Tenth District","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Rumors—Precinct Three","colLabels":["d6","Rumor"],"colStyles":["text-center col-2","col-10"],"rows":[["1","\"Something keeps spooking the pack animals. I wonder what it could be?\""],["2","\"I hear there's an old granary in the rubblebelt that's filled with bandit plunder. Probably worth a peek!\""],["3","\"The giant spiders above Velen's Rest have become aggressive as of late. I heard someone got poisoned by one yesterday.\""],["4","\"Can you believe they're going to close Vitu-Ghazi to visitors tomorrow? I wonder what's going on.\""],["5","\"Those rumblings that shook the ground last night were definitely wurms tunneling. I'm sure the Selesnya aren't pleased.\""],["6","\"We should go find that loxodon priest and see if she's still having visions. I'll bet we can get her to tell us our future!\""]],"name":"Rumors—Precinct Three","page":111,"source":"GGR","chapter":{"name":"The Tenth District","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"People on the Street—Precinct Four","colLabels":["d12","Description"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Bounty hunter, asking about a mark"],["2","Displaced merchant, looking for a new home"],["3","Goblin messenger, anxious and impatient"],["4","Healer, covered in blood"],["5","Leatherworker, carrying some flowers"],["6","Merchant, whistling a tune"],["7","Scientist, lost in thought"],["8","Street urchin, busking for money"],["9","Soldier, on duty and eating a quick bite"],["10","Soldier, off duty and fixing his armor"],["11","Thrill seeker, hoping to see some Gruul raiders"],["12","Transient, looking for a good place to sleep"]],"name":"People on the Street—Precinct Four","page":114,"source":"GGR","chapter":{"name":"The Tenth District","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Rumors—Precinct Four","colLabels":["d6","Rumor"],"colStyles":["text-center col-2","col-10"],"rows":[["1","\"Sergeant Uwen got hold of something even the war wurms of the Gruul fear. Don't know what it is, but he sent one of them running just by standing there.\""],["2","\"If you're looking for the best deals on explosives, you should talk to one of the Shattergang Brothers. They'll set you up right, no questions asked.\""],["3","\"I swear I saw {@creature Niv-Mizzet|GGR}'s head floating above Nivix last night. I wonder what it means.\""],["4","\"Beria over on Tin Street just put out some new curiosities. Says they came from an expedition in the undercity. Could be magical.\""],["5","\"My whole street's been smelling like sulfur for the past two days now. People are starting to get sick, and the soldiers don't take it seriously.\""],["6","\"I saw an angel and a demon having what looked like a polite conversation. I couldn't believe my eyes!\""]],"name":"Rumors—Precinct Four","page":114,"source":"GGR","chapter":{"name":"The Tenth District","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"People on the Street—Precinct Five","colLabels":["d12","Description"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Alchemist, reviewing an ingredient list"],["2","Barkeep, picking up some dropped coins"],["3","Cartographer, laden with map cases"],["4","Engineer, reading a schematic"],["5","Homunculus, on an errand"],["6","Librarian, going home for tea"],["7","Poet, shopping for fresh produce"],["8","Professor, assessing a student"],["9","Scribe, hands stained with ink"],["10","Student, lost in a book"],["11","Tinker, out of breath from running"],["12","Vampire mind drinker, heading to the library"]],"name":"People on the Street—Precinct Five","page":118,"source":"GGR","chapter":{"name":"The Tenth District","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Rumors—Precinct Five","colLabels":["d6","Rumor"],"colStyles":["text-center col-2","col-10"],"rows":[["1","\"The latest is that the translocation device is only operating within fifty percent of tolerances. I'm certain that funding will be pulled any day now.\""],["2","\"I don't know how Zameck does it, but they've certainly built a better soldier. And I hear some of the formulas have made it outside their halls.\""],["3","\"That ghost haunting the history section of the Ismeri Library is back. I've heard this time it can speak, and it's looking for someone.\""],["4","\"Creatures of some sort of elemental composition were emerging from the Blistercoils this morning. Those things could be anywhere in the city by now.\""],["5","\"I can't believe Professor Zagany let her see his research. She's going to take his findings to an information broker, I'm sure. He'll never work again.\""],["6","\"Sila has a new stock of exotic components. She says they can enhance spells in a way other components cannot.\""]],"name":"Rumors—Precinct Five","page":118,"source":"GGR","chapter":{"name":"The Tenth District","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"People on the Street—Precinct Six","colLabels":["d12","Description"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Actor, out getting a meal"],["2","Carpenter, heading to the next job"],["3","Devkarin elf (dark elf), on an errand"],["4","Goblin cutpurse, looking for an easy mark"],["5","Laborer, ready to head to the tavern"],["6","Merchant, looking for a {@creature Rakdos|GGR} club"],["7","Metalsmith, grimy from a long day's work"],["8","Performer, with a child apprentice"],["9","Shipwright, out buying some supplies"],["10","Soldier, off duty and enjoying a walk"],["11","Soldier, on duty and in a hurry"],["12","Teamster, spoiling for a fight"]],"name":"People on the Street—Precinct Six","page":121,"source":"GGR","chapter":{"name":"The Tenth District","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Rumors—Precinct Six","colLabels":["d6","Rumor"],"colStyles":["text-center col-2","col-10"],"rows":[["1","\"Something very large was lurking in the chasm last night, and it knocked a carriage off a bridge. The passengers jumped out just in time!\""],["2","\"I heard that Krenko's gang has been trying to get their hands on mizzium, and are willing to pay a good price for it too.\""],["3","\"The wight of Precinct Six has struck again! This morning, an arrester and a cutpurse were found dead in an alley, drained of their life. A bystander saw it happen.\""],["4","\"Did you hear those shrieking sounds out near Benzer's Bridge last night? Whatever it was, it didn't sound like anything I've ever heard before. Chilling.\""],["5","\"I hear Rhionna is closing up her forge. She says she's getting sick of replacing stolen tools every week. The staff claims they're innocent.\""],["6","\"One of the warehouses out in Medori Park had an intense red glow shining through its windows yesterday. Smelled of sulfur. No one wants to go near it.\""]],"name":"Rumors—Precinct Six","page":121,"source":"GGR","chapter":{"name":"The Tenth District","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Guild Location Goals","colLabels":["d8","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Prevent a magical catastrophe inside the location."],["2","Find the source of strange occurrences in or near the location."],["3","Escape the location (and help others escape) when a disaster occurs inside."],["4","Quell a riot inside or around the location."],["5","Kill or drive out a monster that has turned the location into its lair."],["6","Defend the location against an external attacker."],["7","Seize control of the location."],["8","Infiltrate the location and report on what's happening inside."]],"name":"Guild Locations; Guild Location Goals","page":123,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Location Connections","colLabels":["d6","Adventure Connection"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Transport a person, an object, or information collected at the first location safely to the second."],["2","Plant something taken from the first location inside the second to incriminate someone in the second location."],["3","Do the same thing at the second location as was done at the first."],["4","Uncover the source of interference encountered at the first location, which lies in the second."],["5","Follow a fleeing foe or trail a suspicious figure from the first location to the second."],["6","Follow up on information gained at the first location by investigating the second."]],"name":"Linked Locations; Location Connections","page":123,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Guild Villains","colLabels":["d6","Villainous Activity"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A villain is attempting to disgrace or discredit a powerful person."],["2","A villain is striving for power within their guild."],["3","A villain has claimed power in their guild and needs to be supplanted."],["4","The villain is sending agents to infiltrate one or more guilds."],["5","The villain's agents are luring members away from another guild."],["6","The villain's agents are sabotaging the operations of another guild."]],"name":"Guild Villains","page":123,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Guild Character Objectives","colLabels":["d8","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Find an item that is important to the guild."],["2","Get information from a guild member."],["3","Protect or rescue a guild member in the midst of a catastrophe."],["4","Free a guild member from captivity."],["5","Find a missing guild member."],["6","Kill or capture an enemy of the guild."],["7","Help a guild member who's in trouble with the law."],["8","Recruit someone to join the guild."]],"name":"Guild Character Objectives","page":124,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Dungeon Delve Guilds","colLabels":["d12","Guild"],"colStyles":["text-center col-2","col-10"],"rows":[["1–3","House Dimir"],["4–8","Golgari Swarm"],["9–10","Cult of Rakdos"],["11–12","Simic Combine"]],"name":"Dungeon Delve Guilds","page":124,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Wilderness Guilds","colLabels":["d6","Guild"],"colStyles":["text-center col-2","col-10"],"rows":[["1–4","Gruul Clans"],["5–6","Selesnya Conclave"]],"name":"Wilderness Guilds","page":124,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Intrigue Guilds","colLabels":["d12","Guild"],"colStyles":["text-center col-2","col-10"],"rows":[["1–2","Azorius Senate"],["3–6","House Dimir"],["7–8","Golgari Swarm"],["9–11","Orzhov Syndicate"],["12","Simic Combine"]],"name":"Plots and Intrigue; Intrigue Guilds","page":124,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Mystery Guilds","colLabels":["d12","Guild"],"colStyles":["text-center col-2","col-10"],"rows":[["1–4","House Dimir"],["5–7","Golgari Swarm"],["8","Izzet League"],["9–11","Orzhov Syndicate"],["12","Simic Combine"]],"name":"Mystery Guilds","page":125,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Disaster Guilds","colLabels":["d12","Guild"],"colStyles":["text-center col-2","col-10"],"rows":[["1–2","Golgari Swarm"],["3–5","Gruul Clans"],["6–8","Izzet League"],["9–10","Selesnya Conclave"],["11–12","Simic Combine"]],"name":"Disaster Guilds","page":125,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Protection Guilds","colLabels":["d12","Guild"],"colStyles":["text-center col-2","col-10"],"rows":[["1–2","Boros Legion"],["3–6","Gruul Clans"],["7–8","Orzhov Syndicate"],["9–12","Cult of Rakdos"]],"name":"Protection Guilds","page":125,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Cross Purposes","colLabels":["d10","The Villain's Activities..."],"colStyles":["text-center col-2","col-10"],"rows":[["1","... directly target one or more characters. The adventure begins when characters are attacked by the villain's agents."],["2","... threaten a character's contact or bond."],["3","... challenge a character's ideal or exploit a flaw. The character might hear rumors of this activity, spurring them into action."],["4","... open an opportunity for a character to pursue a personal goal."],["5","... compete with a character's guild. A guild authority might order the character to rectify the situation."],["6","... threaten guild members or property."],["7","... conflict with guild goals."],["8","... open an opportunity for a guild to pursue its own agenda."],["9","... catch the characters between fighting forces."],["10","... cause an accident or catastrophe that traps the characters."]],"name":"Involving the Characters; Cross Purposes","page":126,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Secondary Guild Role","colLabels":["d8","Secondary Guild Role"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A rival pursues the same goal as the adventurers, but is doing it \"wrong.\""],["2","One or more members of another guild are caught between the villain and the adventurers."],["3","A group of NPC adventurers from another guild confront the same villain for different reasons."],["4","Someone is manipulating the villain for their own purposes."],["5","A known rival or enemy meddles in the adventure, hoping the adventurers will fail."],["6","A known rival or enemy can provide essential help in stopping the villain."],["7","A second villain's plot is unfolding at the same time but is otherwise unrelated."],["8","A second villain is in competition with the first one."]],"name":"Complications; Secondary Guild Role","page":127,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Guild Intrigue","colLabels":["d6","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Guilds are vying for influence over a prominent individual (who might be a player character)."],["2","Guilds are competing for control of a key site or swath of territory."],["3","Guilds are locked in a deadly feud but might be open to a peace negotiation."],["4","Villains from two or more guilds are forming a dangerous alliance."],["5","A villain is trying to disrupt an alliance between two or more guilds."],["6","Splinter factions from two guilds are trying to form a new guild."]],"name":"Guild Intrigue","page":127,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Arrester Station Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Break out of the holding cells."],["2","Break someone else out of the holding cells."],["3","Stop someone before they can give information to the arresters or testify before a judge."],["4","Protect a prisoner from assassins."],["5","Get information from or to someone in the holding cells."],["6","Apprehend a former prisoner who used magic to take over the station and drive the guards away."],["7","Retrieve something held as evidence."],["8","Find proof that the captain of this station is corrupt."],["9","Discover who helped a prisoner escape and how."],["10","Uncover a plot to discredit, blackmail, or kill the station commander."],["11","Steal the arresters' files about a criminal or a case."],["12","Intercept a message being sent to or from the station."]],"name":"Arrester Station Adventures","page":129,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Azorius Villains","colLabels":["d8","Villain"],"colStyles":["text-center col-2","col-10"],"rows":[["1","An ambitious authority figure seeks to achieve a higher rank by framing or defaming a rival."],["2","A venal judge's rulings are swayed by bribes and favors."],["3","A vengeful imperator persecutes a certain group of people, seeking revenge for a past wrong done by one of the group's members."],["4","An overzealous imperator is prepared to arrest a neighborhood full of people to find a stolen item."],["5","A sadistic warden tortures prisoners, ostensibly for the sake of law and order."],["6","A corrupt senator seeks to pass laws that favor a certain class of people."],["7","A {@creature precognitive mage|GGR} invents visions designed to frame enemies."],["8","A cowardly bureaucrat destroys evidence to hide someone else's involvement in a crime."]],"name":"Azorius Villains","page":129,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Azorius Assignments","colLabels":["d6","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Find and arrest a wanted fugitive."],["2","Arrest someone identified as a potential criminal by precognitive mages."],["3","Clear the name of an innocent person."],["4","Solve a murder by questioning suspects."],["5","Retrieve a stolen item."],["6","Quell a riot."]],"name":"Azorius Character Goals; Azorius Assignments","page":131,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Azorius Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A {@creature precognitive mage|GGR} has identified the characters as future criminals, and now there's a warrant out for their arrest."],["2","A {@creature precognitive mage|GGR} has foreseen the characters' future struggles and tries to protect them, thereby interfering in their next adventure."],["3","{@creature Felidar|GGR|Felidars} have bonded with the wrong person and now track an innocent citizen."],["4","Hussars—Azorius {@creature Soldier|GGR|soldiers} mounted on {@creature Griffon||griffons}—declare martial law in a neighborhood and enforce their harsh authority on the citizenry."],["5","An {@creature archon of the Triumvirate|GGR} interprets innocent actions as illegal ones because its connection to the law has been corrupted."],["6","A missing {@creature homunculus} is the sole witness to the murder of a judge."]],"name":"Other Adventure Hooks; Azorius Adventure Hooks","page":131,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Legion Garrison Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Lay siege to the garrison."],["2","Break a siege at the garrison."],["3","Sabotage the building's defenses so someone else can break into the garrison."],["4","Find a hidden explosive charge in the garrison before it detonates."],["5","Steal a magic weapon held inside the garrison."],["6","Discover evidence that incriminates an officer in the garrison."],["7","Identify a spy among the garrison's soldiers before the spy can escape."],["8","Help a spy get safely out of the garrison without being discovered."],["9","Capture a garrison officer for interrogation."],["10","Shore up the garrison's defenses before an assault."],["11","Clear out the monsters infesting a garrison that was abandoned years ago."],["12","Steal plans for future Boros military action."]],"name":"Legion Garrison Adventures","page":132,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Boros Villains","colLabels":["d8","Villain"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Seeking to avenge a partner's murder, a Wojek League officer turns to vigilantism."],["2","A Boros commander starts preemptively closing Izzet foundries, Simic research chambers, and other locations considered prone to disaster."],["3","Angered at the death of a loved one in a certain neighborhood, a Wojek agent is inciting its residents to revolt, knowing that the Boros will respond with force."],["4","Believing that they are harboring terrorists, a Boros brigadier is slaughtering helpless people in transient communities in the undercity."],["5","A squad of corrupt Boros {@creature Soldier|GGR|soldiers} is extorting money from local merchants."],["6","A Boros commander under the thumb of another guild is turning a blind eye to the violence perpetrated by that guild."],["7","An overzealous angel has risen up against innocent people, including the soldiers in her own garrison, believing that they harbor evil in their hearts."],["8","A crazed angel demands to be worshiped as a god."]],"name":"Boros Villains","page":132,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Boros Assignments","colLabels":["d6","Assignment"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Help quell a {@creature Rakdos|GGR} riot or hold back Gruul raiders, or otherwise maintain the peace while protecting innocent bystanders."],["2","Capture or kill a Gruul chieftain who has taken responsibility for a series of brutal raids."],["3","Help evacuate citizens from the area of a natural or magical disaster."],["4","Escort an important person safely from one place to another."],["5","Investigate a Boros commander suspected of cultivating personal loyalty in underlings, rather than loyalty to the legion."],["6","Uncover a spy in the legion."]],"name":"Boros Character Goals; Boros Assignments","page":133,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Boros Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A Boros officer is awaiting trial for unsanctioned and excessive use of force, and the officer's squad is planning a jailbreak."],["2","The Boros are secretly working with the Shattergang Brothers, a group of black market arms dealers, to develop a devastating weapon."],["3","A Boros offensive is displacing and even killing innocent bystanders caught in its path."],["4","Flame-kin soldiers created as part of an abandoned weapons project are suddenly reactivated and run amok. These soldiers use the {@creature azer} stat block in the {@book Monster Manual|MM}."],["5","A Boros parade meant as a show of strength provokes widespread protests, some of which erupt into violence."],["6","A flying Boros fortress is about to crash, threatening to devastate the neighborhood below."]],"name":"Other Adventure Hooks; Boros Adventure Hooks","page":133,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Safe House Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Find a fugitive hiding in the safe house."],["2","Liberate someone being held in the safe house."],["3","Retrieve a stolen item."],["4","Get information from a prisoner in the safe house without revealing that information to the Dimir."],["5","Acquire information from a Dimir agent to unmask a spy embedded in another guild."],["6","Escape from captivity in the safe house."],["7","Plant a magical surveillance device inside the safe house."],["8","Damage or destroy the safe house so the Dimir can't use it anymore."],["9","Prevent the creation of a horror (a {@creature flying horror|ggr}, {@creature shadow horror|ggr}, or a {@creature skittering horror|ggr}) in the safe house. (You can replace the horror with a different creature from the {@book Monster Manual|MM}.)"],["10","Find and kill a {@creature mind drinker vampire|GGR} or other monster that is picking off the safe house's inhabitants."],["11","Disable the safe house's wards and plant a beacon inside it so that members of another guild can find and raid the place."],["12","After stumbling into the safe house accidentally, get out with memories intact."]],"name":"Safe House Adventures","page":135,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Dimir Villains","colLabels":["d8","Villain"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A spy seeks to plunder another guild's secrets."],["2","A {@creature mind mage|GGR} is hunting down everyone who witnessed a great humiliation to expunge their memories of the event."],["3","A {@creature mind mage|GGR} has implanted false memories of a crime in many minds in order to incriminate someone."],["4","A group of Dimir agents is plundering the minds of people who have knowledge of a vault that holds great wealth or magical power."],["5","After a Dimir spy is unmasked, a {@creature mind mage|GGR} erases the memory of the spy's identity from the minds of those involved."],["6","A shapeshifter has replaced a high-ranking member of another guild in order to provoke conflicts."],["7","A {@creature mind drinker vampire|GGR} is plundering the minds of its victims."],["8","Roll on another guild's villain table, but the villain is a disguised Dimir agent or someone being manipulated by the Dimir."]],"name":"Dimir Villains","page":135,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Dimir Assignments","colLabels":["d6","Assignment"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Impersonate an individual to gather information from that individual's contacts and associates."],["2","Make sure that a particular person (not a main antagonist) at an adventure site doesn't survive the encounter with the characters."],["3","Make sure that a particular person (not the main villain) survives the adventure."],["4","Get information from the main villain by magically extracting the villain's dying thoughts."],["5","Plant evidence to steer the other adventurers away from the true villain."],["6","Get information to a Dimir agent who is embedded in the adventure location."]],"name":"Dimir Character Goals; Dimir Assignments","page":137,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Dimir Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["text-center col-2","col-10"],"rows":[["1","The characters find a bundle of {@i thought strands}, and Dimir agents are in a rush to find them before they fade away."],["2","A rogue agent hunted by Dimir assassins offers crippling information about House Dimir in exchange for protection."],["3","A Dimir horror (a {@creature flying horror|ggr}, {@creature shadow horror|ggr}, or a {@creature skittering horror|ggr}) is randomly killing people in the dark alleys of a particular neighborhood."],["4","Word is out that someone claims to have a list of Dimir agents embedded in other guilds, igniting a furious contest to obtain the list."],["5","While prying too deeply into ancient lore, a Dimir agent (now deceased) released a nameless evil into the city."],["6","Roll on another guild's adventure hooks table, but the Dimir are secretly behind the situation."]],"name":"Other Adventure Hooks; Dimir Adventure Hooks","page":137,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Undercity Mansion Adventures","colLabels":["d10","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Find the source of a noxious fog rising from the undercity and poisoning a surface neighborhood."],["2","Rescue several citizens being held hostage by Ochran agents."],["3","Find the daytime lair of an elusive monster that hunts on the surface at night."],["4","Rescue a guild member {@condition petrified} by an {@creature undercity medusa|GGR} that uses the mansion as its lair."],["5","Take shelter in the mansion to escape a horrible monster prowling the undercity."],["6","Win a bet by surviving a night inside."],["7","Escape from captivity here."],["8","Find a fugitive hiding here."],["9","Find and claim a treasure hidden in the mansion."],["10","Attend a masked ball held in the mansion in order to get information from another guest."]],"name":"Undercity Mansion Adventures","page":138,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Golgari Villains","colLabels":["d8","Villain"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Armed with a powerful magic item found among the dead in the undercity, a {@creature Golgari shaman|GGR} enacts a plan of revenge against another guild."],["2","A {@creature kraul death priest|GGR} is seeking a way to revive the ancient gods of Ravnica and destroy the world."],["3","A {@creature Devkarin lich|GGR} is capturing living subjects and infecting them with an insidious, mind-controlling fungus."],["4","A trophy-hunting {@creature undercity medusa|GGR} for the stat block) is on a killing spree, petrifying victims in interesting poses."],["5","A {@creature Golgari shaman|GGR} is spreading a fungal infection that transforms its dead victims into {@creature Zombie||zombies}."],["6","An elf child lures citizens into the sewers, where a monstrous \"pet\" is waiting to kill and eat them."],["7","Pursuing a personal vendetta, an Ochran {@creature assassin} is targeting members of a certain guild and trying to ensure that their bodies are never found."],["8","A {@creature kraul death priest|GGR}, angry at the way the Golgari have treated the kraul in the past, is killing the elves and medusas of the guild, hoping to eventually take Jarad's place as guildmaster."]],"name":"Golgari Villains","page":138,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Golgari Assignments","colLabels":["d6","Assignment"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Find a valuable item believed lost in the undercity."],["2","Retrieve a corpse in the undercity."],["3","Collect a sample of a fungus in the undercity."],["4","Steal something that is important to another guild."],["5","Kill an outspoken enemy of the Golgari."],["6","Position a fungus so that its spores will spread into a populated area and drive the inhabitants out."]],"name":"Golgari Character Goals; Golgari Assignments","page":140,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Golgari Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Citizens who die in a particular neighborhood sprout fungal growths and rise as {@creature Zombie||zombies}, then shamble toward the undercity."],["2","{@creature Shrieker||Shriekers} sprout throughout a neighborhood."],["3","{@creature Swarm of Insects||Swarms of insects} under the control of a {@creature Golgari shaman|GGR} terrorize a neighborhood."],["4","Poor people who subsist on Golgari food contract a dangerous, contagious magical infection."],["5","Several kraul have moved into an old tenement and are making their neighbors nervous."],["6","A beloved statue, long assumed to be the image of some forgotten community hero, suddenly returns to life after being {@condition petrified} for a hundred years."]],"name":"Other Adventure Hooks; Golgari Adventure Hooks","page":140,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Rubblebelt Encampment Adventures","colLabels":["d10","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Determine why the Gruul have camped so close to a settled neighborhood."],["2","Free a captive taken in a recent raid."],["3","Win freedom by defeating a Gruul champion in a duel."],["4","Retrieve something looted in a recent raid."],["5","Strike a deal with the Gruul leader to cooperate against a common foe."],["6","Attempt to overthrow the clan chieftain in a combat challenge."],["7","Strike a blow to the Gruul to ensure that they don't launch a raid."],["8","Free a corralled herd of violent beasts so they stampede through the Gruul camp before the Gruul can steer them toward settled areas."],["9","Interrupt a ritual intended to summon or create a huge elemental."],["10","Disrupt a gathering of clans that could lead to an alliance between them."]],"name":"Rubblebelt Encampment Adventures","page":141,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Gruul Villains","colLabels":["d8","Villain"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A {@creature druid of the Old Ways|GGR}, spurred by visions of the end of civilization, plans humanoid sacrifices in the name of Ilharg the Raze-Boar."],["2","A druid is directing herds of beasts to run amok through tenement neighborhoods."],["3","A druid summons huge vines and roots to tear buildings down."],["4","A clan chieftain leads a raid to settle a personal vendetta against another guild."],["5","In a display of strength, a clan chieftain seeks to destroy a significant landmark."],["6","Looking for a totem of spiritual significance, a clanless giant wrecks anything in its path."],["7","Hoping to form a new clan, a clever centaur tries to break violent criminals out of jail."],["8","A druid leads a band that has begun starting fires around the district."]],"name":"Gruul Villains","page":141,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Gruul Assignments","colLabels":["d6","Assignment"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Collect a beast cub so it can be trained for battle."],["2","Slay a powerful monster to prove your strength."],["3","Destroy a laboratory, a work of engineering, or a similar edifice of decadent civilization."],["4","Kill someone who has been persecuting the Gruul."],["5","Free a captive warrior who was imprisoned during a recent raid."],["6","Create a disruption so the clan can raid elsewhere."]],"name":"Gruul Character Goals; Gruul Assignments","page":143,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Gruul Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Conflict between two feuding clans spills onto the streets of the city, threatening to destroy entire neighborhoods."],["2","Gruul {@creature Anarch|GGR|anarchs} deface or destroy monuments throughout the district."],["3","A Gruul mob riots in the streets in observance of Rauck-Chauv, a holiday celebrated with violence."],["4","A {@creature wurm|GGR} breaks free of its Gruul controller and goes on a rampage."],["5","Swine everywhere run wild, and the Gruul interpret this as a sign of the Raze-Boar's return."],["6","Gruul raiders steal something from an Izzet laboratory that will cause a disaster if it isn't returned."]],"name":"Other Adventure Hooks; Gruul Adventure Hooks","page":143,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Experimental Workshop Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Rescue people trapped in the workshop after a disaster."],["2","Steal plans or a prototype for a new weapon."],["3","Capture an inventor for interrogation."],["4","Stop the spread of toxic gas or molten mizzium from inside the workshop."],["5","Shut down the operation of a dangerous device."],["6","Capture or kill an elemental or an Izzet weird (a {@creature blistercoil weird|ggr} or {@creature galvanice weird|ggr}) that is running amok in the workshop, and make sure it doesn't escape out into the city."],["7","Get out of the workshop before it is destroyed by a spreading catastrophe."],["8","Destroy the workshop in order to obliterate the research being done there."],["9","Destroy the workshop in order to bring down a different building nearby."],["10","Find a saboteur in the workshop before the traitor's plans can be enacted."],["11","Kill an inventor whose ideas are too dangerous to be put into practice."],["12","Activate an invention being held in storage in the workshop."]],"name":"Experimental Workshop Adventures","page":144,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Bizarre Magical Effects","colLabels":["d6","Effect"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Every spell cast in the area triggers a wild magic surge. (Roll on the {@table Wild Magic Surge|PHB} table in the \"Sorcerer\" section of the {@i Player's Handbook}.)"],["2","One or more objects in the area have a random trick effect. (Roll on the Tricks table in {@book appendix A|DMG|10|Random Tricks} of the {@book Dungeon Master's Guide|DMG}.)"],["3","The area is affected by a {@spell guards and wards}{@i spell}."],["4","Rooms and chambers in the area are affected by random obstacles. (Roll on the Obstacles table in {@book appendix A|DMG|10|Stocking a Dungeon} of the {@book Dungeon Master's Guide|DMG}.)"],["5","One or more objects in the area have a random trap effect. (Roll on the Traps table in {@book appendix A|DMG|10|Random Traps} of the {@book Dungeon Master's Guide|DMG}.)"],["6","Random sections of the area are affected by an {@spell antimagic field} spell."]],"name":"Experimental Workshop Map; Bizarre Magical Effects","page":144,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Izzet Villains","colLabels":["d8","Villain"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A disgraced member of the Izmundi tries to embarrass the guild by orchestrating a magical disaster."],["2","A team of inventors is creating a secret arsenal of volatile weapons."],["3","Trying to impress the guildmaster, a mage from the Laboratory of Storms and Electricity creates a device that pushes the weather from one extreme to another."],["4","A researcher siphons power from the Blistercoils to fuel experiments, causing failures in parts of the city's infrastructure."],["5","An obsessive researcher, trying to perfect an alchemical formula, causes a series of ever-worsening laboratory mishaps."],["6","A guild leader orchestrates a series of \"accidental\" laboratory explosions that are actually meant to disrupt the nearby activities of other guilds."],["7","An imprisoned spellcaster stages an explosive prison break using improvised materials."],["8","A suspicious spellcaster who can't trust research secrets to others creates clones that run amok."]],"name":"Izzet Villains","page":144,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Izzet Assignments","colLabels":["d6","Assignment"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Acquire a hard-to-find metal or energy source."],["2","Copy a rival's research notes."],["3","Destroy a rival's research."],["4","Take measurements of an unusual object or location (such as spatial dimensions or readings of various magical levels)."],["5","Test a new invention."],["6","Repair an important piece of Ravnica's infrastructure, such as a water main or a boiler pipe, that is tucked away in a remote location."]],"name":"Izzet Character Goals; Izzet Assignments","page":146,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Izzet Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["text-center col-2","col-10"],"rows":[["1","An Izzet experiment transforms a researcher, who then seeks help in returning to normal form."],["2","An escaped Izzet weird (a {@creature blistercoil weird|ggr} or {@creature galvanice weird|ggr}) is causing magical malfunctions around the district."],["3","A researcher trying to craft an antigravity alloy for a personal flight apparatus has created a number of {@spell reverse gravity} effects, and is now trapped in midair at the top of one."],["4","After a laboratory explosion, an alchemical fire resistant to conventional firefighting techniques is spreading through several neighborhoods."],["5","A reckless researcher triggered an explosion in a mizzium foundry, causing a wave of molten metal to spill out into the surrounding streets."],["6","A researcher who claims to have traveled back in time warns of an impending disaster."]],"name":"Other Adventure Hooks; Izzet Adventure Hooks","page":146,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Grand Basilica Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Steal (or recover) a magic item from the vaults below the basilica."],["2","Put an end to nightly visitations by finding and confronting the haunting spirit in the basilica."],["3","Survive a night trapped inside the basilica."],["4","Deliver a warning to an Orzhov pontiff in the basilica and get out alive."],["5","Rescue a prisoner being held in the basilica's spire or crypts."],["6","Escape from captivity in the basilica's spire or crypts."],["7","Destroy a dangerous weapon stored in a vault beneath the basilica."],["8","Acquire or destroy some incriminating evidence held by an Orzhov blackmailer."],["9","Retrieve a precious item held as collateral by an Orzhov loan shark."],["10","Get information from a spirit who knew something important in life."],["11","Find concrete evidence of the syndicate's illegal activities."],["12","Discover the fate of someone who was last seen entering the basilica a week ago."]],"name":"Grand Basilica Adventures","page":147,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Orzhov Villains","colLabels":["d8","Villain"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A powerful pontiff is using the spirits of dead relatives to intimidate members of other guilds."],["2","An angel defected from the Boros Legion, bringing a magic sword with her that the Boros want back."],["3","An Orzhov knight is trying to collect an overdue debt incurred by one of the adventurers' ancestors."],["4","A pontiff is running an extortion racket, promising local businesses protection from thugs that are also in the Orzhov's employ."],["5","A {@creature blood drinker vampire|GGR} is holding prisoners as a food supply in a bank vault."],["6","An advokist is exploiting legal loopholes to win the freedom of several criminals from Azorius prisons."],["7","A desperate spirit tries to frighten people into paying its debts so it can pass on."],["8","An unusually quick-witted {@creature Orzhov giant|GGR} for the stat block) with grand visions of starting a criminal gang interferes with the flow of protection money."]],"name":"Orzhov Villains","page":147,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Orzhov Assignments","colLabels":["d6","Assignment"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Convince a debtor to make a payment."],["2","Damage the person or property of someone who refuses to pay protection money."],["3","Distribute alms-coins to the poor."],["4","Transport a chest of coins to an Orzhov bank."],["5","Destroy evidence that implicates the Orzhov in a crime."],["6","Find information that can be used to blackmail a powerful person."]],"name":"Orzhov Character Goals; Orzhov Assignments","page":149,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Orzhov Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Newly minted Orzhov coins are inscribed with a magical symbol that binds the spirit of anyone who uses them."],["2","{@creature Indentured Spirit|GGR|Indentured spirits} have been deployed to haunt a location the Orzhov want to keep people away from."],["3","Thrulls (a {@creature servitor thrull|ggr} or {@creature winged thrull|ggr}) that have broken free of Orzhov control are causing mischief."],["4","Items appear on the black market that were obviously stolen from an Orzhov vault, but no one admits that the theft has occurred or claims credit."],["5","{@creature Gargoyle||Gargoyles} perched on structures throughout the city are robbing passersby and delivering their stolen goods to an Orzhov basilica."],["6","An eclipse triggers violent behavior from bound Orzhov spirits."]],"name":"Other Adventure Hooks; Orzhov Adventure Hooks","page":149,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Notorious Nightclub Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Shut down a performance before the performers start attacking the crowd."],["2","Escape from the club once the violence starts."],["3","Protect a thrill seeker who wants to witness a performance close up."],["4","Rescue someone who has been abducted for use as an extra in a show."],["5","Find evidence that someone important was (or was not) killed in a previous performance here."],["6","Capture a performer who ran away from a prominent family to \"join the circus.\""],["7","Use the distraction of a performance to hold a secret meeting with someone from another guild."],["8","Spy on someone who is using the distraction of a performance to hold a secret meeting."],["9","Acquire a magic item the {@creature Rakdos|GGR} are using as part of a performance."],["10","Investigate rumors that the {@creature Rakdos|GGR} have a wingless angel in their show."],["11","Find an escaped convict who is rumored to be hiding behind {@creature Rakdos|GGR} makeup."],["12","Stop a {@creature Rakdos|GGR} member who is blackmailing an important person with embarrassing information."]],"name":"Notorious Nightclub Adventures","page":150,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Rakdos Villains","colLabels":["d8","Villain"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A coven of {@creature Blood Witch|GGR|blood witches}, seeking {@creature Rakdos|GGR}'s favor, uses magic to turn members of other guilds against their own allies."],["2","Word spreads that a retiring performer wants to go out with a bang, and their final performance promises to be explosive."],["3","Mocking the absence of the Guildpact, a {@creature Rakdos|GGR} troupe takes over the Chamber of the Guildpact and performs its satire before a captive audience."],["4","A demon captures people and makes a game of thwarting their efforts to escape."],["5","A skilled puppeteer uses skeletal marionettes to recreate historical acts of violence between guilds—which are inexplicably repeated in the real world within the next few days."],["6","A ringmaster has discovered magic that fills the whole audience with blood lust and sends them rampaging through the streets."],["7","A hypnotist is programming audience members to go into a murderous rage when a triggering event occurs."],["8","A crazed {@creature blood witch|GGR} hopes to rouse {@creature Rakdos|GGR} by driving captured sacrificial victims into his lair."]],"name":"Rakdos Villains","page":152,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Rakdos Assignments","colLabels":["d6","Assignment"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Acquire a flashy magic item to use as a prop in a performance."],["2","Try out a new performance routine in the midst of actual life-or-death combat."],["3","Sow distrust of an important person through satire or slander."],["4","Make sure a specific person is in the front row for a certain performance."],["5","Capture a deadly monster for use in a spectacular show."],["6","Interrupt a solemn ceremony or ritual being performed by another guild."]],"name":"Rakdos Character Goals; Rakdos Assignments","page":153,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Rakdos Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Wild-eyed people attending a popular new club seem unwilling or unable to go home after several days of nonstop merriment."],["2","One morning, everyone who has seen a {@creature Rakdos|GGR} performance in the past week suddenly transforms into a minor demon."],["3","An apparently spontaneous {@creature Rakdos|GGR}-led riot has spread to take over an entire neighborhood."],["4","People who die in {@creature Rakdos|GGR}-inspired violence stand back up as {@creature Zombie||zombies} and keep fighting."],["5","Ordinary knives and chains in homes across the neighborhood seem to come to life in advance of the start of a {@creature Rakdos|GGR} show."],["6","After several mausoleums are burst open from the inside, people see their undead family members cavorting on a {@creature Rakdos|GGR} stage."]],"name":"Other Adventure Hooks; Rakdos Adventure Hooks","page":153,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Vernadi Center Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Ascertain the numbers of the military forces housed in and around the vernadi."],["2","Find the source of pollen that is drifting through the neighborhood and making people placid and compliant."],["3","Find the source of wind-borne seeds that are drifting through the neighborhood and quickly growing into hostile awakened shrubs."],["4","Retrieve an initiate who was supposedly forced to join the guild through mind-affecting magic."],["5","Stop the vernadi, whose tree has awakened and escaped the control of its dryad, from trampling through the neighborhood."],["6","Find a way to tap into the mind, will, and knowledge of Mat'Selesnya through the vernadi's central tree or its dryad."],["7","Introduce a contagion into Mat'Selesnya through the vernadi's tree or its dryad."],["8","Capture an equenaut who has been accused of a crime and who has taken refuge at the vernadi."],["9","Convince or coerce a healer to tend to a sick or wounded person who would normally be an enemy of the conclave."],["10","Find a spy embedded in the vernadi community."],["11","Blend into the community to avoid pursuers."],["12","Retrieve an item that was donated to the community by a new initiate, but without the permission of the item's owner."]],"name":"Vernadi Center Adventures","page":153,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Selesnya Villains","colLabels":["d8","Villain"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A fanatical leader disrupts building projects because they aren't in harmony with nature."],["2","A Ledev guardian is leading preemptive raids on other guilds, believing that a full-scale attack on the conclave is imminent."],["3","A voda, feeling imperiled by the ills of society, causes vines to grow and seal the members of her vernadi inside."],["4","A militant leader of a splinter group harasses \"unbelievers\" on the street and threatens to unleash elemental power on them."],["5","A loxodon evangel uses coercive methods to recruit young people into the conclave."],["6","An elf seeking spiritual union with Mat'Selesnya threatens the dryad of their own vernadi."],["7","A crazed prophet claims to be the incarnation of Mat'Selesnya and gathers an army to strike at other guilds."],["8","A {@creature horncaller|GGR} steals animals that were used as pets, mounts, and beasts of burden throughout the neighborhood."]],"name":"Selesnya Villains","page":155,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Selesnya Assignments","colLabels":["d6","Assignment"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Work to stop the spread of a strange illness."],["2","Tend to the victims of a catastrophe or an attack."],["3","Mediate a dispute between two other guilds."],["4","Plant a magic seed, watch it grow into a great tree, and defend the tree until reinforcements arrive."],["5","Bring an unruly beast under control and return it to the vernadi it escaped from."],["6","Lead a targeted military strike to warn another guild against overreaching."]],"name":"Selesnya Character Goals; Selesnya Assignments","page":156,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Selesnya Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A sacred tree has been defiled or cut down, and an angry Selesnya mob is gathering to exact revenge."],["2","The Worldsoul has identified the characters as emblematic of their guilds' overreaching ambition."],["3","A seer of the conclave tries to convince the characters that they are fated to save the world."],["4","Plants throughout a neighborhood develop carnivorous tendencies."],["5","A magic-infused stone of a Selesnya building grows out of control, threatening nearby buildings."],["6","A Selesnya {@creature wurm|GGR} breaks free of its controller and goes on a rampage."]],"name":"Other Adventure Hooks; Selesnya Adventure Hooks","page":156,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Growth Chamber Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Escape from the chamber while a {@creature category 3 krasis|GGR} runs amok through it after breaking out of its growth pod."],["2","Break one or more krasis out of their growth pods in order to wreak havoc on the growth chamber."],["3","Stop a sinister experiment in progress."],["4","Spy on a research program intended to create superior soldiers."],["5","Subtly sabotage a research program so that it fails without the interference being obvious."],["6","Steal research notes from an experiment with broad applications."],["7","Free someone who has become the involuntary subject of Simic experiments."],["8","Discover the source of a form of terraforming magic spreading out from the chamber's location."],["9","Capture a crazed Simic scientist who is trying to use other scientists in the chamber for experimental subjects."],["10","Capture a crazed Simic scientist whose own body has been drastically altered by their experiments."],["11","Acquire the laboratory's technology so it can be put to use by another guild."],["12","Retrieve research notes from a flooded and abandoned laboratory."]],"name":"Growth Chamber Adventures","page":156,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Simic Villains","colLabels":["d8","Villain"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A rogue researcher is flooding parts of the undercity to serve as aquariums for secret experiments."],["2","Researchers are capturing members of the other guilds so they can create hybrid soldiers that take advantage of the weaknesses of those guilds."],["3","Researchers team up to surround an entire neighborhood in a plasma casing that is slowly altering the environment and all its inhabitants."],["4","A magic-wielding Simic hybrid is eluding capture by the authorities thanks to a combination of adaptations and spells."],["5","A researcher delves too deep into ancient lore and discovers mind-warping alien secrets."],["6","A researcher creates a moss that threatens to destroy much of the city's food production."],["7","A {@creature biomancer|GGR} seeks revenge by creating a specialized krasis that targets a specific guild."],["8","A researcher turns to necromancy, exploring the combination of dead body parts with living tissue."]],"name":"Simic Villains","page":158,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Simic Assignments","colLabels":["d6","Assignment"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Protect a Simic researcher who is trying to make an exhaustive examination of a new form of plant life."],["2","Capture a previously unknown type of creature."],["3","Contain an ooze or a krasis that is running loose."],["4","Observe the behavior of a new form of krasis or Simic hybrid in the field."],["5","Test a symbiotic magic item or life form (perhaps something like a living {@item cloak of the manta ray})."],["6","Introduce a new predator species to the area to prey on a smaller species that is running amok."]],"name":"Simic Character Goals; Simic Assignments","page":159,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Simic Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A researcher who was hybridized with an ooze is accidentally spreading that effect throughout a neighborhood, partially liquefying the residents."],["2","Multiple {@creature category 3 krasis|GGR} under no one's control emerge from canals throughout the city."],["3","A Simic laboratory has sunk to the bottom of a zonot, and all contact has been lost with the researchers inside."],["4","A Simic airship falls to the ground, and it contains key research that several parties want to acquire."],["5","A sage of the Gyre Clade accidentally creates an {@spell antimagic field} that slowly spreads over the neighborhood."],["6","People and animals near a Simic zonot develop spontaneous mutations."]],"name":"Other Adventure Hooks; Simic Adventure Hooks","page":159,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"General Items","colLabels":["Rarity","Item","Source"],"colStyles":["col-2 text-center","col-8","col-2 text-center"],"rows":[["Uncommon","{@item Skyblinder staff|GGR}","{@i GGR}"],["Very rare","{@item Illusionist's Bracers|GGR|Illusionist's bracers}","{@i GGR}"],["Very rare","{@item Peregrine mask|GGR}","{@i GGR}"],["Very rare","{@item Sword of the paruns|GGR}","{@i GGR}"],["Very rare","{@item Voyager staff|GGR}","{@i GGR}"]],"name":"Guilds and Magic Items; General Items","page":174,"source":"GGR","chapter":{"name":"Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Azorius Items","colLabels":["Rarity","Item","Source"],"colStyles":["col-2 text-center","col-8","col-2 text-center"],"rows":[["Uncommon","{@item Azorius Guild signet|GGR}","{@i GGR}"],["Uncommon","{@item Lantern of revealing}","{@i DMG}"],["Uncommon","{@item Weapon of warning}","{@i DMG}"],["Rare","{@item Bead of force}","{@i DMG}"],["Rare","{@item Dimensional shackles}","{@i DMG}"],["Rare","{@item Azorius keyrune|GGR}","{@i GGR}"],["Rare","{@item Iron bands of Bilarro}","{@i DMG}"],["Rare","{@item Rope of entanglement}","{@i DMG}"],["Rare","{@item Wand of binding}","{@i DMG}"],["Very rare","{@item Rod of alertness}","{@i DMG}"],["Very rare","{@item Rod of security}","{@i DMG}"],["Legendary","{@item Defender}","{@i DMG}"],["Legendary","{@item Rod of lordly might}","{@i DMG}"]],"name":"Azorius Items","page":175,"source":"GGR","chapter":{"name":"Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Boros Items","colLabels":["Rarity","Item","Source"],"colStyles":["col-2 text-center","col-8","col-2 text-center"],"rows":[["Uncommon","{@item Boros Guild signet|GGR}","{@i GGR}"],["Uncommon","{@item Sentinel shield}","{@i DMG}"],["Rare","{@item Daern's instant fortress}","{@i DMG}"],["Rare","{@item Boros keyrune|GGR}","{@i GGR}"],["Rare or greater","{@item Horn of Valhalla}","{@i DMG}"],["Rare","{@item Pariah's Shield|GGR|Pariah's shield}","{@i GGR}"],["Rare","{@item Sun blade}","{@i DMG}"],["Rare","{@item Sunforger|GGR}","{@i GGR}"],["Very rare","{@item Spellguard shield}","{@i DMG}"],["Legendary","{@item Holy avenger}","{@i DMG}"]],"name":"Boros Items","page":175,"source":"GGR","chapter":{"name":"Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Dimir Items","colLabels":["Rarity","Item","Source"],"colStyles":["col-2 text-center","col-8","col-2 text-center"],"rows":[["Uncommon","{@item Amulet of proof against detection and location}","{@i DMG}"],["Uncommon","{@item Dimir Guild signet|GGR}","{@i GGR}"],["Uncommon","{@item Hat of disguise}","{@i DMG}"],["Uncommon","{@item Medallion of thoughts}","{@i DMG}"],["Uncommon","{@item Ring of mind shielding}","{@i DMG}"],["Uncommon","{@item Spies' Murmur|GGR|Spies' murmur}","{@i GGR}"],["Very rare or greater","{@item Crystal ball}","{@i DMG}"],["Very rare","{@item Dimir keyrune|GGR}","{@i GGR}"],["Legendary","{@item Cloak of invisibility}","{@i DMG}"],["Legendary","{@item Ring of invisibility}","{@i DMG}"]],"name":"Dimir Items","page":175,"source":"GGR","chapter":{"name":"Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Golgari Items","colLabels":["Rarity","Item","Source"],"colStyles":["col-2 text-center","col-8","col-2 text-center"],"rows":[["Common","{@item Moodmark paint|GGR}","{@i GGR}"],["Uncommon","{@item Boots of elvenkind}","{@i DMG}"],["Uncommon","{@item Cloak of elvenkind}","{@i DMG}"],["Uncommon","{@item Golgari Guild signet|GGR}","{@i GGR}"],["Uncommon","{@item Pipes of the sewers}","{@i DMG}"],["Rare","{@item Dagger of venom}","{@i DMG}"],["Rare","{@item Staff of swarming insects}","{@i DMG}"],["Very rare","{@item Cloak of arachnida}","{@i DMG}"],["Very rare","{@item Golgari keyrune|GGR}","{@i GGR}"],["Very rare","{@item Ring of regeneration}","{@i DMG}"]],"name":"Golgari Items","page":175,"source":"GGR","chapter":{"name":"Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Gruul Items","colLabels":["Rarity","Item","Source"],"colStyles":["col-2 text-center","col-8","col-2 text-center"],"rows":[["Uncommon","{@item Gauntlets of ogre power}","{@i DMG}"],["Uncommon","{@item Gruul Guild signet|GGR}","{@i GGR}"],["Rare or greater","{@item Belt of giant strength}","{@i DMG}"],["Rare","{@item Berserker axe}","{@i DMG}"],["Rare","{@item Gruul keyrune|GGR}","{@i GGR}"],["Rare","{@item Horn of blasting}","{@i DMG}"],["Rare","{@item Ring of the ram}","{@i DMG}"],["Rare","{@item Stone of controlling earth elementals}","{@i DMG}"],["Legendary","{@item Ring of spell turning}","{@i DMG}"]],"name":"Gruul Items","page":175,"source":"GGR","chapter":{"name":"Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Izzet Items","colLabels":["Rarity","Item","Source"],"colStyles":["col-2 text-center","col-8","col-2 text-center"],"rows":[["Uncommon","{@item Alchemy jug}","{@i DMG}"],["Uncommon","{@item Elemental gem}","{@i DMG}"],["Uncommon","{@item Izzet Guild signet|GGR}","{@i GGR}"],["Uncommon","{@item Headband of intellect}","{@i DMG}"],["Uncommon","{@item Mizzium apparatus|GGR}","{@i GGR}"],["Uncommon","{@item Pyroconverger|GGR}","{@i GGR}"],["Rare","{@item Bowl of commanding water elementals}","{@i DMG}"],["Rare","{@item Brazier of commanding fire elementals}","{@i DMG}"],["Rare","{@item Censer of controlling air elementals}","{@i DMG}"],["Rare","{@item Izzet keyrune|GGR}","{@i GGR}"],["Rare","{@item Mizzium armor|GGR}","{@i GGR}"],["Rare","{@item Mizzium mortar|GGR}","{@i GGR}"],["Rare","{@item Wand of wonder}","{@i DMG}"],["Very rare","{@item Manual of golems}","{@i DMG}"],["Very rare","{@item Staff of thunder and lightning}","{@i DMG}"],["Legendary","{@item Apparatus of Kwalish}","{@i DMG}"],["Legendary","{@item Ring of elemental command}","{@i DMG}"],["Legendary","{@item Staff of the magi}","{@i DMG}"]],"name":"Izzet Items","page":175,"source":"GGR","chapter":{"name":"Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Orzhov Items","colLabels":["Rarity","Item","Source"],"colStyles":["col-2 text-center","col-8","col-2 text-center"],"rows":[["Uncommon","{@item Eyes of charming}","{@i DMG}"],["Uncommon","{@item Orzhov Guild signet|GGR}","{@i GGR}"],["Rare","{@item Orzhov keyrune|GGR}","{@i GGR}"],["Rare","{@item Rod of rulership}","{@i DMG}"],["Rare","{@item Wings of flying}","{@i DMG}"],["Very rare","{@item Mirror of life trapping}","{@i DMG}"],["Very rare","{@item Tome of leadership and influence}","{@i DMG}"],["Legendary","{@item Sphere of annihilation}","{@i DMG}"]],"name":"Orzhov Items","page":176,"source":"GGR","chapter":{"name":"Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Rakdos Items","colLabels":["Rarity","Item","Source"],"colStyles":["col-2 text-center","col-8","col-2 text-center"],"rows":[["Uncommon","{@item Deck of illusions}","{@i DMG}"],["Uncommon","{@item Rakdos keyrune|GGR}","{@i GGR}"],["Uncommon","{@item Rakdos Guild signet|GGR}","{@i GGR}"],["Uncommon","{@item Potion of fire breath}","{@i DMG}"],["Rare","{@item Cape of the mountebank}","{@i DMG}"],["Rare","{@item Flame tongue}","{@i DMG}"],["Rare","{@item Mace of terror}","{@i DMG}"],["Rare","{@item Necklace of fireballs}","{@i DMG}"],["Rare","{@item Sword of wounding}","{@i DMG}"],["Rare","{@item Wand of fear}","{@i DMG}"],["Rare","{@item Wand of fireballs}","{@i DMG}"],["Very rare","{@item Bag of devouring}","{@i DMG}"],["Very rare","{@item Dancing sword}","{@i DMG}"],["Very rare","{@item Demon armor}","{@i DMG}"],["Very rare","{@item Nine lives stealer}","{@i 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text-center"],"rows":[["Melee weapon attack","Strength mod.*","Strength mod."],["Ranged weapon attack","Dexterity mod.*","Dexterity mod."],["Spell attack","Spellcasting ability mod.**","Depends on effect"]],"name":"How do I know which ability modifier to use with an attack roll and its damage roll?","source":"SAC","chapter":{"name":"Sage Advice Compendium","index":0}},{"caption":"Random Height and Weight","colLabels":["Race","Base Height","Height Modifier","Base Weight","Weight Modifier"],"colStyles":["col-1","col-1","col-1","col-1","col-1"],"rows":[["Cervan (Grove)","4'8\"","+{@dice 2d10}","110 lb.","x ({@dice 1d4}) lb."],["Cervan (Pronghorn)","6'1\"","+{@dice 2d10}","120 lb.","x ({@dice 2d4}) lb."],["Corvum","4'4\"","+{@dice 2d10}","70 lb.","x ({@dice 1d4}) lb."],["Gallus","3'4\"","+{@dice 3d10}","55 lb.","x ({@dice 1d4}) lb."],["Hedge","2'11\"","+{@dice 2d6}","30 lb.","x ({@dice 1d4}) lb."],["Jerbeen","2'4\"","+{@dice 2d4}","20 lb.","x ({@dice 1d2}) lb."],["Luma","2'8\"","+{@dice 2d4}","25 lb.","x 1 lb."],["Mapach","3'11\"","+{@dice 2d6}","85 lb.","x ({@dice 2d4}) lb."],["Raptor","2'11\"","+{@dice 2d6}","25 lb.","x 1 lb."],["Strig","3'10\"","+{@dice 2d10}","80 lb.","x ({@dice 1d6}) lb."],["Vulpin","4'2\"","+{@dice 2d10}","80 lb.","x ({@dice 2d4}) lb."]],"name":"Random Height and Weight","page":32,"source":"HWCS","chapter":{"name":"Ch. 1: Welcome to the Wood","index":1}},{"caption":"Standard Languages","colLabels":["Language","Typical Speakers","Script"],"colStyles":["col-1","col-1","col-1"],"rows":[["Birdfolk","Birdfolk, Humblefolk","Birdfolk"],["Cervan","Cervans","–"],["Hedge","Hedges","Sylvan"],["Jerbeen","Jerbeens","Birdfolk"],["Mapach","Mapachs","Mapach"],["Vulpin","Vulpins","Vulpin"]],"name":"Languages of the Wood; Standard Languages","page":32,"source":"HWCS","chapter":{"name":"Ch. 1: Welcome to the Wood","index":1}},{"colLabels":["Amaranthine","Alignment","Race","Domains","Symbol"],"rows":[["{@deity Altus|Amaranthine|HWCS|Altus, the Enduring}","CG","Strig","Tempest, War","An ornate wooden chalice, out of which pour storm clouds"],["{@deity Ardea|Amaranthine|HWCS|Ardea, the Dawnmother}","NG","–","Life, Light","A radiant sun with two golden feathers"],["{@deity Cairith|Amaranthine|HWCS|Cairith, the Resolute}","LN","Cervan","Life","A pair of white antlers wrapped in flowering vines"],["{@deity Clhuran|Amaranthine|HWCS|Clhuran, the Fickle}","CN","Luma","Arcana, Trickery","Two birds, one singing, the other crowing"],["{@deity Gaspard|Amaranthine|HWCS|Gaspard, the Champion}","NG","Jerbeen","Community","Three rapiers, tied together by a pink ribbon"],["{@deity Gesme|Amaranthine|HWCS|Gesme, the Brilliant}","N","Corvum","Knowledge, The Forge","A gnarled oak branch, burning at one end"],["{@deity Hanera|Amaranthine|HWCS|Hanera, the Provider}","LG","Gallus","Community, Nature","A bird with plants for tail feathers"],["{@deity Hath|Amaranthine|HWCS|Hath, the Whisperer}","CN","Mapach","Night","A raccoon mask with a single star above it"],["{@deity Reya|Amaranthine|HWCS|Reya, the Explorer}","CN","Raptor","Nature, Tempest","Four arrows, in a circle of ivy, forming a compass"],["{@deity Henwin|Amaranthine|HWCS|Henwin, the Kind}","NG","Hedge","Nature","A blooming yellow rose, flecked with dew"],["{@deity Kren|Amaranthine|HWCS|Kren, the Sly}","NE","Vulpin","Trickery","An eye wreathed in fangs"],["{@deity Tyton|Amaranthine|HWCS|Tyton, the Nightfather}","LN","–","Grave, Night","A wing containing three stars and a crescent moon"]],"name":"The Amaranthine","page":54,"source":"HWCS","chapter":{"name":"Ch. 2: Religion in the Wood","index":2}},{"caption":"City Encounters (Levels 2-4)","colLabels":["d8","Encounter"],"colStyles":["col-1 text-center","col-11"],"rows":[[1,"A {@creature mapach tinkerer|HWCS} with a hand cart of goods distracts the party with his marvelous wares while his {@creature hedge bard|HWCS} partner attempts to pickpocket them."],[2,"An innocent {@creature cervan priest|HWCS} is accosted by {@dice 1d4} {@creature birdfolk guard|HWCS|birdfolk guards}. These birdfolk are criminals who've stolen Perch Guard uniforms, and the party will be rewarded for their capture."],[3,"A visiting {@creature vulpin noble|HWCS} is interested in seeing the sights. Show them around town by rolling again on this table. They will accompany the party for this encounter, and should they survive, will reward the party 20 gp for the invigorating time."],[4,"A gathering of acrobatic street performers. If high enough level, a party member with the Sharp Mind trait, or who makes a DC 14 Intelligence check, will recognize a {@creature gallus monk|HWCS} among them from a wanted poster."],[5,"A citywide parade to honor Gaspard, the Champion. There are jousts, fencing matches, and other contests in which the party can participate. Defeat a {@creature jerbeen swashbuckler|HWCS} in a duel to win a magic item."],[6,"A mysterious death. If players are high enough level, this could lead to a fight with the {@creature corvum assassin|HWCS} who was paid to perform the murder."],[7,"A bar fight breaks out between {@dice 1d4} {@creature mapach bandit|HWCS} patrons and {@dice 1d4} {@creature birdfolk militia|HWCS}."],[8,"A pair of {@creature jerbeen thief|HWCS|jerbeen thieves} steal from the party. This leads back to their {@creature vulpin captain|HWCS} leader, who runs a pickpocketing ring in town."]],"name":"Appendix E: Random Encounters; City Encounters (Levels 2-4)","page":215,"source":"HWCS","chapter":{"name":"App. E: Random Encounters","index":9}},{"caption":"Cave Encounters (Level 1)","colLabels":["d8","Encounter"],"colStyles":["col-1 text-center","col-11"],"rows":[[1,"{@dice 1d2} {@creature gray ooze|mm|gray oozes} conceal themselves as stagnant pools."],[2,"A {@creature shifting slime|HWCS} attacks."],[3,"{@dice 1d2} roosting {@creature swarm of emberbats|HWCS|swarms of emberbats} drop from the ceiling."],[4,"2 {@creature caustic slime|HWCS|caustic slimes} attack."],[5,"The party finds a 6-foot-tall bioluminescent mushroom."],[6,"{@dice 1d4} {@creature sticky slime|HWCS|sticky slimes} attack."],[7,"Two {@creature sticky slime|HWCS|sticky slimes} and a {@creature caustic slime|HWCS} attack."],[8,"{@dice 1d4} {@creature violet fungus} attack."]],"name":"Appendix E: Random Encounters; Cave Encounters (Level 1)","page":215,"source":"HWCS","chapter":{"name":"App. E: Random Encounters","index":9}},{"caption":"Coast Encounters (Level 4)","colLabels":["d8","Encounter"],"colStyles":["col-1 text-center","col-11"],"rows":[[1,"The party finds a small shrine to Gesme within a hidden grotto. The first player to pray here gains the ability to cast {@spell clairvoyance} once, without material components."],[2,"2 {@creature raptor explorer|HWCS|raptor explorers} are leading a {@creature strig tracker|HWCS} bounty hunter to the party."],[3,"{@dice 1d4} giant petrels circle overhead (use the stat block for a {@creature giant eagle}, but with a 30 ft. swim speed)."],[4,"A violent storm rolls in. If the party chooses not to take shelter, they must make a DC 14 Constitution saving throw while traveling, suffering a level of {@condition exhaustion} on a failure."],[5,"A mass of seaweed turns out to be a {@creature shambling mound}."],[6,"A ship is stolen from the docks by {@dice 1d4 + 1} {@creature birdfolk sailor|HWCS} pirates, led by a {@creature jerbeen swashbuckler|HWCS}."],[7,"A sinking ship is spotted with its crew aboard. There are {@dice 1d3} {@creature hunter shark|mm|hunter sharks} circling in the water."],[8,"A crashing wave sweeps in, and the party must make a DC 14 Strength saving throw or be swept 80 feet into the sea, where a {@creature water elemental} lies in wait."]],"name":"Appendix E: Random Encounters; Coast Encounters (Level 4)","page":215,"source":"HWCS","chapter":{"name":"App. E: Random Encounters","index":9}},{"caption":"Forest Encounters (Level 1-2)","colLabels":["d8","Encounter"],"colStyles":["col-1 text-center","col-11"],"rows":[[1,"{@dice 2d4} {@creature mapach bandit|HWCS|mapach bandits} ambush the party."],[2,"{@dice 1d2} {@creature swarm of emberbats|HWCS|swarms of emberbats} attack the party."],[3,"{@dice 1d4} {@creature magmin} can be spotted burning foliage through the trees. They haven't started a fire yet, but they will if left unchecked."],[4,"The party finds a moss covered shrine to Reya. The first character that stops to pray here gains the ability to cast {@spell elevated sight|HWCS} once."],[5,"{@dice 1d4} {@creature mapach bandit|HWCS|mapach bandits} and a {@creature jerbeen thief|HWCS} spring from the forest, offering safe passage for a road toll of 3 gp per party member. They will attack if the toll is not paid immediately."],[6,"{@dice 1d3} {@creature wolf|mm|wolves} led by a {@creature dire wolf} attack the party."],[7,"A {@creature birdfolk skirmisher|HWCS} on patrol is struggling in a large spider web and calling for help. He has been bound in silk, requiring a DC 15 Strength check or one round using a cutting tool to free him. There are {@dice 1d2 + 1} {@creature giant spider|mm|giant spiders} hidden in the trees."],[8,"A bandit's net trap has been laid across the trail and covered with leaves. It can be spotted with a DC 15 Wisdom ({@skill Perception}) check. If players walk into it, the trap springs, and players must make a DC 14 Dexterity saving throw to avoid getting caught. On a failure, you can roll on this table again to complicate the encounter."]],"name":"Appendix E: Random Encounters; Forest Encounters (Level 1-2)","page":215,"source":"HWCS","chapter":{"name":"App. E: Random Encounters","index":9}},{"caption":"Mountain Encounters (Levels 2-3)","colLabels":["d8","Encounter"],"colStyles":["col-1 text-center","col-11"],"rows":[[1,"Two {@creature griffon|mm|griffons} can be seen in the distance. They give a warning shriek. The party can find another route, losing ground and rolling again on this table, or fight them."],[2,"{@dice 1d4} {@creature mapach bandit|HWCS|mapach bandits} and a {@creature vulpin captain|HWCS} attack."],[3,"A hungry {@creature basilisk} appears."],[4,"{@dice 1d4} {@creature jerbeen thief|HWCS|jerbeen thieves} attack."],[5,"{@dice 1d4} {@creature mountain lion|HWCS|mountain lions} attack."],[6,"The weather suddenly shifts to a bitter storm. If the party chooses not to take shelter, they must make a DC 13 Constitution saving throw while traveling, suffering a level of {@condition exhaustion} from the cold on a failure."],[7,"The party finds a weathered shrine to Altus. The first character that stops to pray here gains the ability to cast {@spell enhance ability} once, without using material components. The player may only select either the {@b Bear's Endurance} or {@b Bull's Strength} options when the spell is cast."],[8,"The party finds a roost of {@dice 1d3} {@creature giant eagle|mm|giant eagles} with {@dice 1d4} young (Medium sized beasts that cannot attack) with them. They will attack unless the party can convince them they are not a threat."]],"name":"Appendix E: Random Encounters; Mountain Encounters (Levels 2-3)","page":215,"source":"HWCS","chapter":{"name":"App. E: Random Encounters","index":9}},{"caption":"Scorched Grove Encounters (Level 3)","colLabels":["d8","Encounter"],"colStyles":["col-1 text-center","col-11"],"rows":[[1,"{@dice 1d4 + 1} {@creature swarm of emberbats|HWCS|swarms of emberbats} attack."],[2,"An {@creature ashsnake|HWCS} attacks. If the party is hunting for the ashsnake in {@adventure Part 3|HWAitW|3}, it is waiting to ambush them."],[3,"The party finds a small stand of scorched trees, two of which tower above the others. When approached these two {@creature awakened tree|mm|awakened trees} attack with branches that glow with embers. Their attacks deal fire damage instead of bludgeoning damage, and can set flammable objects carried by characters on fire."],[4,"One {@creature fire elemental} can be seen off in the distance. Players must make a DC 10 Dexterity ({@skill Stealth}) check to avoid its notice, otherwise it will see them and attack. "],[5,"{@dice 1d3} {@creature magma mephit|mm|magma mephits} and {@dice 1d2} {@creature dust mephit|mm|dust mephits} attack."],[6,"{@dice 1d4} {@creature magmin} attack."],[7,"A Tender is being attacked by a {@creature swarm of emberbats|HWCS}."],[8,"A field of geysers lays ahead, each intermittently spraying scalding gases into the air. The party can attempt to cross cautiously with a DC 16 Intelligence check to notice a pattern, or by making three DC 14 Dexterity saving throws, taking 4 ({@dice 1d8}) fire damage on each failure. Pass or fail, after 3 saving throws they've made it across. Alternatively, party members can choose to go around. If so, roll again on this table."]],"name":"Appendix E: Random Encounters; Scorched Grove Encounters (Level 3)","page":215,"source":"HWCS","chapter":{"name":"App. E: Random Encounters","index":9}},{"caption":"Swamp Encounters (Level 1)","colLabels":["d8","Encounter"],"colStyles":["col-1 text-center","col-11"],"rows":[[1,"{@dice 1d3} {@creature birdfolk skeleton|HWCS|birdfolk skeletons}, covered in moss rise from the murky water and attack."],[2,"Two {@creature sticky slime|HWCS|sticky slimes} and a {@creature caustic slime|HWCS} attack."],[3,"The party stumbles upon a {@creature swarm of quippers} in the water. Players with a passive Perception of 15 or higher notice the swarm and avoid it."],[4,"The party finds a fungus covered shrine to Henwin within a tangle of plant life. The first character to pray here gains the ability to cast {@spell spiny shield|HWCS} once, without using material components."],[5,"{@dice 1d4} {@creature sticky slime|HWCS|sticky slimes} attack."],[6,"{@dice 1d2} {@creature swarm of insects|MM|swarms of insects} envelop the party. They have a walking speed of 5 ft., a 30 ft. flying speed, and no climbing speed."],[7,"Two {@creature caustic slime|HWCS|caustic slimes} attack."],[8,"A birdfolk researcher caught in quicksand. Requires a DC 12 Strength ({@skill Athletics}) check to free. Roll again on this table to complicate the encounter."]],"name":"Appendix E: Random Encounters; Swamp Encounters (Level 1)","page":215,"source":"HWCS","chapter":{"name":"App. E: Random Encounters","index":9}},{"caption":"What did They Find?","colLabels":["d20","They find..."],"colStyles":["col-1 text-center","col-11"],"rows":[[1,"A carefully cleaned and varnished mouse skull."],[2,"A ruby statue worth 50 gp, but birdfolk and humblefolk alike believe it to be cursed."],[3,"A golden coin dating back to the very founding of Alderheart."],[4,"A small switch-knife hidden inside of a wooden spoon."],[5,"A holy symbol of an Amaranthine not worshiped in Humblewood."],[6,"A feather with brilliant tropical colors, not seen on any Humblewood birdfolk."],[7,"A ring with a strange seed where a gemstone would normally be."],[8,"A mechanical cricket, but its winding key is missing."],[9,"A thin length of chain, that when examined is actually made of seamless loops of wood."],[10,"A small bag containing hand polished marbles, each one with a different small insect in it."],[11,"A necklace made from the shells of small iridescent beetles."],[12,"A wooden frog that is perpetually slick with some kind of viscous moisture."],[13,"A short, thin twig that is unbendable and indestructible."],[14,"A locket made from a polished periwinkle shell. A strange sigil has been carved on the inside."],[15,"A glass jar filled with eight fireflies, each giving off light. One glows white, and the others glow a different color of the rainbow."],[16,"A bandit mask from a time before the Coalition."],[17,"A detailed onyx carving of a birdfolk skull. It is cold to the touch."],[18,"A silver pinecone that is completely immune to fire damage."],[19,"A locked music box. Mechanical chirping can occasionally be heard from inside."],[20,"A weathered parchment scroll, which unfurls to reveal music inscribed in long-faded ink."]],"name":"Appendix F: What did They Find?; What did They Find?","page":218,"source":"HWCS","chapter":{"name":"App. F: What did They Find?","index":10}},{"caption":"Franchise Logos or Livery","colLabels":["d10","Logo or Livery"],"colStyles":["text-center col-2","col-10"],"rows":[["1","The words \"Green Flan\" in Elvish"],["2","The symbol of Asmodeus"],["3","The name of the franchise's dead founder, elaborately engraved"],["4","A beholder's central eye"],["5","The silhouette of a catoblepas"],["6","Three werewolves howling at the moon"],["7","\"Lathander is Our Copilot\""],["8","A winking {@creature Jim Darkmagic|AI}"],["9","A snaking piece of barbed wire"],["10","The franchise's business number"]],"name":"Fast Franchise Generator; Franchise Logos or Livery","page":7,"source":"AI","chapter":{"name":"Acquisitions Incorporated","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Headquarters Locations","colLabels":["d10","Headquarters"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A tavern once owned by smugglers. Tunnel entrances have clearly been bricked over, and no one's quite sure where they all lead."],["2","A simple chapel to a long-forgotten god. The pews are awfully uncomfortable, but fragrant incense burns without ceasing."],["3","A battle-worn castle. A real fixer-upper, it's seen better days. Better years. Maybe even better centuries."],["4","A top-of-the-line naval vessel that has somehow been stranded miles inland."],["5","A private library. The franchise is free to use the space as long as no harm comes to the books."],["6","A hollowed-out statue of an ancient king."],["7","An early model airship. Very early. The balloon is mostly patches at this point—a motley assortment of ship sails, cloaks, and animal skins."],["8","A former blacksmith's shop, which was a former exercise studio, and a former cafe before that."],["9","A multicolor waterproof canvas stretched over a succession of jutting stone columns. Within, it always appears to be late spring."],["10","A creaking wagon that smells of turnips, and which is bigger inside than out."]],"name":"Fast Franchise Generator; Headquarters Locations","page":7,"source":"AI","chapter":{"name":"Acquisitions Incorporated","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Headquarters Quirks","colLabels":["d8","Quirk"],"colStyles":["text-center col-2","col-10"],"rows":[["1","One staircase leads to two different places somehow."],["2","Any kettle used in the kitchen screams when it boils."],["3","Every chair has one leg slightly shorter than the others."],["4","Every stairwell has an illusion of one additional step at the top."],["5","There's a nest in the attic. A big nest. Like, really big."],["6","Every Friday, the color of the walls changes to a different festive theme."],["7","The building was previously owned by a franchise rival, and the place is filled with their marketing materials."],["8","There's a space inside the headquarters that's clearly a room, but which has no doors."]],"name":"Fast Franchise Generator; Headquarters Quirks","page":7,"source":"AI","chapter":{"name":"Acquisitions Incorporated","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Memorable Majordomos","colLabels":["d6","Majordomo"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A consummate professional. No amount of blood, gore, or viscera will keep them from completing their duties."],["2","A sinister figure who sticks to the shadows and respond always to requests with, \"Yes, master.\""],["3","The ghost of the previous owner. They do a terrible job and refer to all prospective clients as trespassers."],["4","A brusque, deaf, retired military captain."],["5","An incredibly cheerful chef, who insists that no business is more pressing than a full belly."],["6","A druid that keeps an open door policy for any and all animals seeking shelter. Their cleaning policy is less rigorous."]],"name":"Fast Franchise Generator; Memorable Majordomos","page":7,"source":"AI","chapter":{"name":"Acquisitions Incorporated","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Reliable Connections","colLabels":["d8","Connection"],"colStyles":["text-center col-2","col-10"],"rows":[["1","{@b Kim the Kid}: The best fence in town."],["2","{@b Jeremy Snoot}: The most easily intimidated customs official in the city. From blueprints of government buildings to shipping manifests, he's your halfling."],["3","{@b York Battleby}: A dab hand at knitting and swinging a sword. He takes payment in liquor for either service."],["4","{@b Diana Fenwick}: Noble who wants to play criminal; enthusiastic, inexperienced, and loaded."],["5","{@b \"G\"}: The only thing known about this information broker is the dead-drop point where they exchange messages, and that they're never wrong."],["6","{@b Teresa Clearlake}: If you're looking for a place to lie low, her funeral home is ideal."],["7","{@b Jenkin Twotooth}: Always has a job for those looking to scrape together a few coins. Unfortunately, his teeth outnumber his scruples."],["8","{@b \"Mustard\" Micah}: Famous for being able to get goods and people past any blockade. Provided you don't mind said goods or people smelling strongly of mustard for the next month."]],"name":"Fast Franchise Generator; Reliable Connections","page":7,"source":"AI","chapter":{"name":"Acquisitions Incorporated","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Franchise Advancement","colLabels":["Levels","Franchise Rank","Licensed Region","New Staff","Franchise Tasks","Headquarters Features","Costs"],"rows":[["1–4","1","Settlement","Majordomo, 2 untrained hirelings, 1 skilled hireling","1 task","Starter headquarters","× 1"],["5–10","2","Small territory","4 untrained hirelings, 1 skilled hireling, 10 crew","2 tasks","Cosmetic, expansion, transportation, weapon","× 1.5"],["11–16","3","Large territory","8 untrained hirelings, 2 skilled hirelings, 10 crew","3 tasks","Arcane, defensive, franchise choice","× 3"],["17–20","4","Limited extraplanar","16 untrained hirelings, 4 skilled hirelings, 20 crew","4 tasks","Arcane, franchise choice, secret","× 5"]],"name":"Franchise Advancement","page":10,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Baseline Costs","colStyles":["col-10","col-2 text-right"],"colLabels":["Franchise Headquarters","Monthly Cost"],"rows":[["Horse-drawn carriage or wagon","15 gp"],["Farm or rural enterprise","20 gp"],["Settlement enterprise (guildhall, inn, tavern, shop, and so forth)","120 gp"],["Sailing ship, including all port fees","200 gp"],["Remote enterprise (fort, lighthouse, trading post, roadhouse, and so forth)","250 gp"],["Noble estate, large manor, fortified tower","350 gp"],["Airship","800 gp"],["Giant walking statue, magic locomotive","1,000 gp"],["Keep or small castle","3,000 gp"],["Large castle or palace","12,000 gp"]],"name":"Baseline Costs","page":17,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"The Cartographer","colStyles":["col-2 text-center","col-10"],"colLabels":["Franchise Rank","Features"],"rows":[["1","Proficiencies and Starting Equipment, It's a Rental"],["2","{@item Spyglass of Clairvoyance|AI}, Tale of Safe Travel"],["3","Map of Shortcuts, Map of the Moment"],["4","{@item Elder Cartographer's Glossography|AI}, Greater Tale of Safe Travel"]],"name":"The Cartographer","page":19,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Possible Map Mission Landmarks","colLabels":["d8","Landmark"],"colStyles":["text-center col-2","col-10"],"rows":[["1","The Ancient Sarcophagus of Gerald Smith"],["2","A tree labeled \"This tree\""],["3","\"The Last Resting Place of My Rich Brother that is Also a Bear Cave\""],["4","A range of peaks known as the Slightly Wobbly Spires"],["5","An ever-flowing, nonmagical spigot of pure, clear water in the middle of nowhere"],["6","A cave filled with screaming bioluminescent worms"],["7","The most haunted forest for ten miles in any direction"],["8","A huge pile of rocks with no other rocks within sight"]],"name":"Map of the Moment; Possible Map Mission Landmarks","page":20,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Why Be a Cartographer?","colLabels":["d8","Reason"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A paranoid person by nature, you like seeing what's ahead of you at all times."],["2","Your parent was a cartographer, their parent was a cartographer, and by the gods, you're going to be one too."],["3","You're fairly certain no one else in your party even knows how to hold a map, let alone read one."],["4","You like spyglasses. A lot."],["5","Your nickname as a child was \"the cartography kid.\""],["6","Contrary to popular opinion, the destination is much, much more important than the journey."],["7","A good map is like an adventure without the bugs. And the mud. And the wolves."],["8","You suffer from the nagging feeling of never knowing why you've come into a room, and you need the professional flourish that lets you cover for that."]],"name":"Why Be a Cartographer?","page":20,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"The Decisonist","colStyles":["col-2 text-center","col-10"],"colLabels":["Franchise Rank","Features"],"rows":[["1","Proficiencies and Starting Equipment, Tiebreaker"],["2","Absentee Ballot, {@item Coin of Decisionry|AI}"],["3","Better Odds, Inspired Decision"],["4","Charming Misdemeanor, Clandestine Kit"]],"name":"Decisionist; The Decisonist","page":21,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Coin of Decisionry \"Tails\" Image","colLabels":["d8","Tails"],"colStyles":["text-center col-2","col-10"],"rows":[["1","{@creature Omin Dran|AI}"],["2","Yourself"],["3","A pumpkin"],["4","A fourteen-headed hydra (it's a big coin)"],["5","An old despotic tyrant, their image defaced"],["6","A demon lord"],["7","A foaming tankard of beer"],["8","A Masked Lord of Waterdeep"]],"name":"Proficiencies and Starting Equipment; Coin of Decisionry \"Tails\" Image","page":22,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"colLabels":["d4","Decision"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Lucrative"],["2","Brand Appeal"],["3","Indeterminate"],["4","Ruinous"]],"name":"Coin of Decisionry","page":22,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Why Be a Decisionist?","colLabels":["d8","Reason"],"colStyles":["text-center col-2","col-10"],"rows":[["1","It's always you who picks where everyone has lunch."],["2","Roughly half your choices are the right ones. You might as well just toss a coin for it."],["3","You have no idea. In fact, you're constantly plagued by indecision."],["4","Democracy is the greatest force for change in the world, but is ruined by everyone else voting."],["5","All the other positions were taken."],["6","You've always felt it was your calling to tell other people what to do. Now to make it official."],["7","When faced with two choices, you've always yearned for the freedom to choose both."],["8","As a child, you had a sibling make you choose which of your toys lived or died. You were never the same."]],"name":"Why Be a Decisionist?","page":22,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Favorite Methods to Destroy Documents","colLabels":["d6","Method"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Any way you like, provided you make a copy first"],["2","Mimic shredder"],["3","Fake dragon-head incinerator"],["4","The bottomless hole in the basement—at least you're pretty sure it's bottomless"],["5","Feeding it to the goat out back"],["6","Making your coworkers eat it by slipping it into their food, piece by piece—it's the only way to be sure"]],"name":"Documancer; Favorite Methods to Destroy Documents","page":23,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"The Documancer","colStyles":["col-2 text-center","col-10"],"colLabels":["Franchise Rank","Features"],"rows":[["1","Proficiencies and Starting Equipment, Gift of Words"],["2","{@item Documancy Satchel|AI}, Fluent in Boss"],["3","Satchel of Holding, Document Flexibility"],["4","Scroll Humidor, Scroll Service"]],"name":"The Documancer","page":23,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Why Be a Documancer?","colLabels":["d8","Reason"],"colStyles":["text-center col-2","col-10"],"rows":[["1","You heard a rumor once that signing a contract with your off hand is technically nonbinding, and you're desperate to see if it's true. For reasons."],["2","All businesses have their ups and downs, but there's always money to be made from \"processing fees.\""],["3","You have a habit of always being clear about what you've promised, but never saying when you'll do it."],["4","You love doing decorative scrollwork on documents, knowing that's the best place to hide the fine print."],["5","As a child, you learned to cross your fingers behind your back when making a promise. Now you yearn to make that legally binding."],["6","Your habit of screaming, \"No take backs!\" after any group decision seemed to suggest your true calling."],["7","You believe that language is an art, not a science. Who's to say what is or isn't a \"real\" word?"],["8","The smell of old parchment makes you giddy."]],"name":"Why Be a Documancer?","page":24,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"The Hoardsperson","colStyles":["col-2 text-center","col-10"],"colLabels":["Franchise Rank","Features"],"rows":[["1","Proficiencies and Starting Equipment, What a Deal"],["2","{@item Living Loot Satchel|AI}, Living the Good Life"],["3","Secret Satchel, That Thing You Need"],["4","Portable Hole Satchel, That Expensive Thing You Need"]],"name":"The Hoardsperson","page":24,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Class-Based Living Loot Satchel","colLabels":["Class","Satchel"],"rows":[["Barbarian","Broad belt with a dozen hanging pockets"],["Bard","Lute case"],["Cleric","Hollowed-out holy tome"],["Druid","Made from natural, organic, locally sourced woven fibers"],["Fighter","A thick, battle-scarred iron lockbox"],["Paladin","A metal case with fine engraving and scrollwork"],["Ranger","A fur-lined bindle"],["Rogue","A nondescript coin pouch"],["Sorcerer","A battered leather satchel, prone to spitting out multicolored sparks at the seams"],["Warlock","A patchwork monster-leather satchel with a \"purely decorative\" fanged mouth."],["Wizard","A pocket dimension hidden up your sleeve or inside your hat"]],"name":"Class-Based Living Loot Satchel","page":25,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Why Be a Hoardsperson?","colLabels":["d8","Reason"],"colStyles":["text-center col-2","col-10"],"rows":[["1","You once tried to dive into a huge pool of gold coins. It hurt."],["2","You've been betrayed by your adventuring party before, and there's no way now that you'll trust anyone else to hold on to the loot"],["3","Once, through a series of increasingly complex negotiations, you traded a paper clip for temporary control of a minor fiefdom."],["4","Material possessions don't mean that much to you. Or at least that's the story you're going with."],["5","You've never had a problem spending other people's money. Surely keeping other people's money can't be that hard."],["6","You believe there's no such thing as worthless goods. Only unmotivated buyers."],["7","You're not a hoarder. More of a passionate collector. You can stop anytime you want. Really."],["8","Given the personalities of the other party members, it was mutually agreed that you were the only one who could be trusted"]],"name":"Why Be a Hoardsperson?","page":26,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"The Loremonger","colStyles":["col-2 text-center","col-10"],"colLabels":["Franchise Rank","Features"],"rows":[["1","Proficiencies and Starting Equipment, {@item Whisper Jar|AI}"],["2","Need to Know, Whispered Encyclopedia"],["3","Construction Permits, Whispered Warnings"],["4","Efficient Upgrades, Whispered Arcana"]],"name":"The Loremonger","page":26,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Things Recorded in Your Whisper Jar","colLabels":["d8","Recording"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A live recording of the only performance of the mostly forgotten stage play {@i Tabaxi on a Hot Tin Roof}"],["2","The life's work of the loremonger who owned the jar before you"],["3","Every courageous thought you've ever had, to cover for how scared you are most of the time"],["4","Everything, because everyone else around you will eat their words one day!"],["5","The top seven places to eat fried rat skewers in every settlement you've ever visited"],["6","The entire family tree of every royal line, extant or lost, in Faerûn"],["7","A moment-by-moment review of your favorite {@creature Jim Darkmagic|AI} stage performance"],["8","The sound of raucous applause, which you play back liberally"]],"name":"Things Recorded in Your Whisper Jar","page":27,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Why Be a Loremonger?","colLabels":["d8","Reason"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Your favorite thing to hear is, \"I probably shouldn't say anything, but did you know... ?\""],["2","Your {@i whisper jar} is a better conversationalist than most people you've ever met."],["3","You can't keep a secret for the life of you, and you need to tell someone this thing you know or it's going to kill you!"],["4","You never know when someone else's words will come in handy."],["5","Peoples and cultures can never die as long as their stories are still told."],["6","You talked about a really cool idea once when you were drunk, and can't remember a word of it now. That'll never happen again."],["7","A person is only as good as their word, and you feel compelled to keep others honest."],["8","You can't read or write, so this whole recording-and-playing-back-what-you-say-in-a-jar thing is a huge benefit."]],"name":"Why Be a Loremonger?","page":28,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"The Obviator","colStyles":["col-2 text-center","col-10"],"colLabels":["Franchise Rank","Features"],"rows":[["1","Proficiencies and Starting Equipment, Read the Opposition"],["2","Alchemist's Insight, {@item Obviator's Lenses|AI}"],["3","Advanced Preparations, {@item Travel Alchemical Kit|AI}"],["4","Enhanced Lenses, Obviate the Opposition"]],"name":"The Obviator","page":28,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Where You First Dabbled in Alchemy","colLabels":["d8","Learning Experience"],"colStyles":["text-center col-2","col-10"],"rows":[["1","You traveled with a charlatan alchemist for years, until they were arrested for selling fake healing potions. You still remember how to get the taste just right."],["2","You were once the head dishwasher in a famous wizard's college."],["3","One of your parents was a healer in a small outpost, and they taught you that even the most mundane flora and natural materials can be used to wondrous effect."],["4","While lost in the Underdark, you were forced to consume mold, fungus, and insect parts to survive. You developed a taste for that sort of thing."],["5","You think you might be addicted to holy water. You just can't stop drinking it long enough to find out for sure."],["6","You were once the personnel manager of a struggling business and needed to come up with a herbal cure-all that would keep employees awake for eighteen-hour shifts. No one died. Mostly."],["7","As the child of a wealthy and despotic noble, you learned to smell {@condition poisoned} pastries a mile off. A shame that your siblings weren't so talented."],["8","As a server in a tavern, you refined the perfect hangover cure but never wrote the recipe down. Now you're desperate to recreate it."]],"name":"Alchemist's Insight; Where You First Dabbled in Alchemy","page":29,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Why Be an Obviator?","colLabels":["d8","Reason"],"colStyles":["text-center col-2","col-10"],"rows":[["1","There's nothing that excites you more than a puzzle you can't immediately solve."],["2","Your favorite saying is, \"All according to plan.\" Especially when you have no idea what's going on."],["3","You have an entire room dedicated to notes and sketches connected by red yarn."],["4","Your plans are so detailed that they have plans of their own."],["5","You find the little details so much more interesting than... well, anything else."],["6","You already had the chemical burns on your hands. Might as well make it official."],["7","Methodical. Calculating. Brilliant. One day, you hope these words will apply to you."],["8","It's not paranoia if they really are out to get you. And if you're out to get them first."]],"name":"Why Be an Obviator?","page":30,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"The Occultant","colStyles":["col-2 text-center","col-10"],"colLabels":["Franchise Rank","Features"],"rows":[["1","Proficiencies and Starting Equipment, Read the Kill"],["2","Eldritch Occultant, Bring Out Your Dead"],["3","Bead of Instant Karma, Death's Omen"],["4","Bead of Diverted Karma, Correct the Balance"]],"name":"The Occultant","page":30,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Ways to Read the Kill","colLabels":["d6","Reading"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Using a tiny bellows to pump one last breath into a corpse."],["2","Reading the entrails with special reading-the-entrails glasses."],["3","Burning a small piece of the body and looking for shapes in the smoke."],["4","A cautious, reasoned, professional guesstimate."],["5","Careful measurements. The distance between nostrils. The difference between the index finger and the middle finger. The elasticity of the ear lobe."],["6","You take a long, careful look, and then decide based on which fellow franchisee has been nice to you lately."]],"name":"Ways to Read the Kill","page":31,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Why Be an Occultant?","colLabels":["d8","Reason"],"colStyles":["text-center col-2","col-10"],"rows":[["1","You believe in karmic balance, but hate the idea that \"balance\" means good and bad things can both happen to you. Good things happening to you and bad things happening to other people seems perfectly reasonable."],["2","You love drinking tea and hate cleaning up, so pretending that the dregs in those dozens of empty cups are there to show ill omens and portents is a perfect cover."],["3","You collected beads carved as skulls as a child. Nobody ever told you there was a career in that sort of thing."],["4","You watched someone close to you die, and were overcome by the feeling that you should be making money off it somehow."],["5","You've always owned a stuffed cat. You're not sure where it came from, but it's given you great career advice so far."],["6","You've always worn a lot of black."],["7","You really wanted a job where you can hide a fog machine under the desk for dramatic effect during meetings."],["8","You have an obsession with death that clearly marks you for great things."]],"name":"Why Be an Occultant?","page":32,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"The Secretarian","colStyles":["col-2 text-center","col-10"],"colLabels":["Franchise Rank","Features"],"rows":[["1","Proficiencies and Starting Equipment, {@item Sending Stone|AI}"],["2","{@item Portfolio Keeper|AI}, Rumor Mill"],["3","Cards of Sending, Improved Rumor Mill"],["4","Always Hiring, Charming Introduction"]],"name":"The Secretarian","page":32,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Quirks of Your Sending Stone","colLabels":["d8","Quirk"],"colStyles":["text-center col-2","col-10"],"rows":[["1","It's a flip stone."],["2","It gets great reception everywhere except in your headquarters."],["3","It sometimes picks up other magical conversations."],["4","It's the perfect size, shape, and weight to be used as a skipping stone."],["5","It heats up when you use it, to the extent that it once burned through your gloves."],["6","It has an obnoxious ringtone that you can't work out how to change."],["7","It fails to notify you of incoming messages except for a faint pulsating glow."],["8","It's voice activated, so that every time you talk to someone, it tries to send a message to someone else."]],"name":"Quirks of Your Sending Stone","page":33,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Why Be a Secretarian?","colLabels":["d8","Reason"],"colStyles":["text-center col-2","col-10"],"rows":[["1","You believe that people shouldn't work harder; they should work smarter. And then they should work harder."],["2","You've always yearned to be in the people business, because inanimate objects can't pay you."],["3","Being able to hand out \"Employee of the Month\" stickers has been a life-long dream."],["4","You believe that customer loyalty can't be bought, but that it can be rented at reasonable terms and rates."],["5","Your habit of constantly telling other people how they can improve makes you a master of performance reviews."],["6","You've always believed that the customer is satisfied when you say the customer is satisfied, and not a second before."],["7","You love the joy that other people get when you tell them what to do."],["8","Buzzwords was your first language."]],"name":"Why Be a Secretarian?","page":34,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Signature Items","colLabels":["d10","Item"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A tooth from a previous victim, wrapped in a silk handkerchief"],["2","A calling card with your name on it"],["3","A quick charcoal sketch of your victim, done in your own hand"],["4","Petals from your favorite flower"],["5","Six drops of blood, either your own or someone else's"],["6","A carved ivory die with an eye instead of a pip on the 1 face"],["7","A copper coin bearing the likeness of a reaper"],["8","A tiny vial containing a few drops of the homemade ale you're so proud of"],["9","A riddle, joke, or verse"],["10","An IOU, accompanied by you taking something from the victim"]],"name":"Sending a Clear Message; Signature Items","page":53,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Barbarian Style","colLabels":["d10","Style"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A fur-lined, double-breasted suit with a corporate logo on the pocket"],["2","A hand-woven turban from a master tailor of Calimshan"],["3","Soft leather boots with a notable personal symbol etched into the side"],["4","A pair of suspenders made from the hide of a displacer beast"],["5","A gold belt buckle depicting the Dwarvish rune for chaos"],["6","A specially tailored belt pouch that you wear at the small of your back"],["7","Stylish mirrored spectacles"],["8","A specially dyed tunic containing all the colors of the rainbow in a swirled pattern"],["9","An overcoat with numerous pockets and leather patches on the elbows"],["10","Golden grillwork for your teeth, set with small gems that mark out ancient glyphs translating as \"Getting Paid\""]],"name":"Barbarian Style","page":53,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["d6","Spirit Guardian"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A half-orc enforcer called Joey Plantain, missing his right arm"],["2","A disgraced tax collector named Nibbin Clutchquill"],["3","An overly enthusiastic morale liaison called Apricot Reese"],["4","A grumpy dwarf carriage driver nicknamed Bolt"],["5","A pair of identical twin circus performers called Stella and Bella"],["6","An elf bodyguard known as Mistress Leafwind"]],"name":"Path of the Ancestral Guardian","page":54,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colStyles":["col-2 text-center","col-10"],"colLabels":["Totem Animal","Urban Replacements"],"rows":[["Bear","Otyugh, giant spider"],["Eagle","Crow, flying snake"],["Wolf","Giant rat, giant fire beetle"]],"name":"Path of the Totem Warrior","page":54,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Insults to Die For","colLabels":["d20","Insult"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Did your mother have any children who lived?"],["2","Who dressed you, a grimlock?"],["3","You smell like a hell hound's hindquarters."],["4","You're as helpful as a halfling."],["5","Let me guess. You're a self-taught wizard?"],["6","Your personality has all the warmth of a winter wolf."],["7","You're the loveliest hag in the coven."],["8","You're not the sharpest piercer in the cave."],["9","Aren't you a little short for a giant?"],["10","Truly, your intellect is as deep as a {@spell Tenser's floating disk}."],["11","Did you wake up in a troglodyte den this morning, or is that how you normally smell?"],["12","You must have been sick the day they taught fighting at warrior school."],["13","Gruumsh must have closed his eye when he created you."],["14","I can see you, but where's the dragon that pooped you out?"],["15","You've got all the good sense of a mind flayer's last meal."],["16","You don't know a beholder from a gas spore."],["17","I suspected you'd fallen out of the idiot tree, but I didn't know you were dragged through Stupid Forest afterward."],["18","There's nothing about your looks that a full-face helmet wouldn't improve."],["19","You're about as useful as an orc horde at a tea party."],["20","I've seen better-looking faces on a gibbering mouther."]],"name":"Cutting Wit and Wicked Barbs; Insults to Die For","page":55,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Notable Enemies","colLabels":["d10","Enemy"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A guard captain who was fired for failing to catch you after you flouted the law"],["2","A former master bard whose songs you stole and knowledge you plundered"],["3","A lesser noble who you double-crossed in a brilliant scheme"],["4","A fallen paladin who you tricked into breaking their oath"],["5","A leader of another adventuring party who blames you for their downfall"],["6","A former adventuring partner who you cut loose because of their lack of skill"],["7","The master of a powerful guild whose wares you were involved in pilfering"],["8","A government official who you tricked into providing secrets"],["9","A former tavern owner who lost their business when you implicated them in a scheme they weren't actually involved in"],["10","A moneylender who you inadvertently bankrupted"]],"name":"The Wrong Kind of People; Notable Enemies","page":55,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Relics of Faith","colLabels":["d8","Relic"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Saint's-thighbone walking stick (50 gp)"],["2","Do-it-yourself indulgence kit (10 gp)"],["3","Holy-water-brewed ale (20 gp)"],["4","Deva wing-feather bookmark (10 gp)"],["5","Deity-autographed holy symbol (100 gp)"],["6","Scratch-and-sniff icon (5 gp)"],["7","Planetar shaving set (15 gp)"],["8","Unexpurgated holy texts with all the really naughty bits (10 gp)"]],"name":"Divine Deals; Relics of Faith","page":56,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Meditative Rituals","colLabels":["d8","Ritual"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Fifteen minutes of deity-mandated calisthenics"],["2","Handwriting a detailed agenda for the next 24 hours"],["3","Sitting in silence for 15 minutes, while screaming \"Shut up!\" at anyone who makes noise"],["4","Sleep another hour; your deity says it's fine"],["5","Burning incense and lighting a candle on a makeshift altar while you recite your vows"],["6","Practicing battle forms and stances"],["7","Creating a new likeness of your deity out of whatever materials you have on hand"],["8","Drinking a lot of wine (sacramental, of course)"]],"name":"Clerical Routine; Meditative Rituals","page":56,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Relationship with Your Deity","colLabels":["d10","Relationship"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Your deity possesses you and speaks through your lips, and you need someone else to take notes."],["2","You see your deity's signs in the movements of creatures, the changing weather, the shapes of buildings, other stuff."],["3","In secret, you curse the burden your deity has placed on you."],["4","You wonder often if you're worthy of your deity's gifts."],["5","You're convinced your deity isn't all-knowing, because they clearly have no idea what you really get up to."],["6","Your deity gives you power and you give them glory—at any cost."],["7","Those other clerics don't love your deity like you do."],["8","You were raised religious, but you only really go to church on the high holidays."],["9","Your deity's grace gives you peace. Their anger drives your fury."],["10","You've got buyer's remorse, and you're wondering if this is really the deity for you."]],"name":"The Ways of Faith; Relationship with Your Deity","page":56,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Distinguishing Features of Wild Shape","colLabels":["d6","Feature"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Your pelt is rich hues of gold and silver so bright that they reflect light."],["2","When you take wild shape form, it's a painful, squelchy process that usually leaves your fellow adventurers queasy."],["3","Your wild shape forms all wear an identical ceremonial bracelet on one limb, decorated with teeth."],["4","A dark patch on your body is recognizable as the silhouette of {@creature Omin Dran|AI}"],["5","You always have twigs, leaves, and other refuse tangled in your fur or hair."],["6","When you switch back to your normal form, one hand always manages to retain its fur or feathers for a short while."]],"name":"Running Wild; Distinguishing Features of Wild Shape","page":58,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Urban Sanctuaries","colLabels":["d10","Sanctuary"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A cemetery that acts as a de facto park"],["2","A museum hosting rare plants and animals from other lands"],["3","A swampy patch, unsuitable for building, teeming with marsh flora and fauna"],["4","A large copse containing the habitats of tree-dwelling animals"],["5","A community garden whose bounty is shared by local residents"],["6","A ruined section of the city that has been reclaimed by nature"],["7","A zoo overseen by a strange but powerful fellow druid"],["8","A private park that charges a fee for entrance, ensuring that only the wealthy can enjoy its serenity"],["9","A nature reserve stocked with scared and confused animals that are hunted for sport"],["10","A business that grows and harvests rare and exotic plants and animals for creating magical and mundane products"]],"name":"Nature in Unlikely Places; Urban Sanctuaries","page":58,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Creatures to Care For","colLabels":["d10","Creature"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A carnivorous plant with a taste for fine foods"],["2","A colony of bees whose hive once hung from a tree in your homeland"],["3","A seven-legged pygmy giant spider once used as a pixie's mount"],["4","A baby death dog that shows no evil tendencies (yet)"],["5","An orphaned owlbear cub-chick with a never-ending cold"],["6","An unhatched silvery egg that is ice-cold to the touch"],["7","A very small, very old awakened shrub"],["8","A grouchy badger that lives under your bed"],["9","A feral cat that thinks it's much tougher than it is"],["10","A friendly stirge that nests in your backpack and drinks only fruit juice"]],"name":"Steward of Nature; Creatures to Care For","page":58,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Martial Tricks","colLabels":["d6","Trick"],"colStyles":["text-center col-2","col-10"],"rows":[["1","You are an expert at pretending you've been injured to the point where you can't possibly go on. By goading foes to finish you off, you keep your allies safe as you reveal how much fight you still have in you."],["2","You always keep a small pouch of salt or sand at your belt. If you can blind an opponent, even momentarily, you can usually end a fight quickly."],["3","You fight with your off hand at the start of a battle, so that your opponent sets their defenses and attacks to one side. Then you quickly switch hands at the most opportune moment, making your foe wonder what other tricks you might play."],["4","Swearing, name-calling, political satire—you do it all. You make use of a range of down-and-dirty fighting epithets that would make an ogre barbarian blush."],["5","You constantly converse with your opponents during the battle, doing whatever you can to distract them or get into their heads. It's surprising how many combatants enter a fight not knowing whether their boots have come untied."],["6","You have a belt pouch specially made to release ball bearings or caltrops in the thick of the fight, forcing your enemies to avoid those hazards while fending off your blows."]],"name":"Keeping them Guessing; Martial Tricks","page":59,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Signature Equipment","colLabels":["d12","Equipment"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Handcrafted arrows whose heads bear the mark of a lightning bolt, and which give a distinctive whistle when fired"],["2","A shield made from the shell of a giant turtle"],["3","A matching shortsword and dagger, decorated to look like the upper and lower jaws of a carnivorous dinosaur"],["4","A battleaxe with its head shaped like the flowing hair of a dwarf warrior"],["5","A suit of armor made from the discarded chitin of giant arthropods"],["6","A pair of boots fashioned to look like the paws of a large feline"],["7","A sword whose pommel is shaped in the form of a hand, so that you shake the hand when you wield it"],["8","A hammer forged to resemble a giant's fist on one side and a dragon's head on the other"],["9","A helmet shaped like the head of a hare, with tiny diamonds for eyes"],["10","A bow carved with images of the phases of the moon"],["11","A dagger with a handle made of bone, etched with worn and unreadable runes"],["12","A backpack made from the leather and fur of a skunk"]],"name":"Wielding the Best; Signature Equipment","page":59,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Victory Celebration","colLabels":["d10","Celebration"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A finely honed, well-choreographed dance"],["2","Ale! And then more ale!"],["3","Seizing a trophy from a vanquished foe"],["4","Composing a poem extolling your valiant combat prowess"],["5","Adding a commemorative square to your battle quilt"],["6","Adding a decorative stencil to your favorite weapon or armor"],["7","Paying the town crier to proclaim your victory"],["8","Commissioning a painting of the battle"],["9","Praising surviving enemies for a job well done, no hard feelings"],["10","There is no time to celebrate, for your war is eternal!"]],"name":"Victory Is Yours; Victory Celebration","page":60,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Subtle Stances","colLabels":["d8","Stance"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Incontinent Elder—Standing straight, knees together (excellent for surviving those long queues)"],["2","Addled Adder—Lying flat on the ground (perfect when attempting to hide)"],["3","Ponderous Pudding—Collapsed in a heap (useful when trying to disguise yourself as a drunken fool)"],["4","Frightened Gnome—Curled in the fetal position (excellent when about to take a lot of damage)"],["5","Ambitious Student—Standing with one armed raised (useful when trying to be seen)"],["6","Boisterous Brewmaster—Hand raised as if making a toast (excellent at preventing being slapped)"],["7","Hardy Harpy—Arms flapping wildly while singing (inspires people to leave you alone, and good for cooling off on hot days)"],["8","Broken Bridge—Face down on the ground with knees bent and posterior up (reduces visibility to foes in front, and makes a useful ramp for allies to jump off)"]],"name":"Stances for Success; Subtle Stances","page":61,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Ancient Tomes","colLabels":["d10","Tome"],"colStyles":["text-center col-2","col-10"],"rows":[["1","{@i Gambling with the Gods}"],["2","{@i Plowshares into Swords}"],["3","{@i The Poetry of Flumphism}"],["4","{@i Monsters are People Too}"],["5","{@i Oracles of the Future}"],["6","{@i The Sociable Hermit}"],["7","{@i The Enigma of Air}"],["8","{@i The Compendium of Limitless Space}"],["9","{@i The Organic Sun and Moon Cookbook}"],["10","{@i Life is Endless Calamities, What Are You Going to Do About It}?"]],"name":"By the Book; Ancient Tomes","page":61,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Commercial Monasteries","colLabels":["d10","Monastery"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Monastery of the Eternal Spirits (legendary distillers)"],["2","House of the Upright Arches (creators of quality footwear)"],["3","Dome of the Curious Quill (makers of parchment, ink, and writing quills)"],["4","Crystal Bastion (makers of crystal goblets and ornaments)"],["5","Monastery Actuary (underwriters of reasonably priced insurance policies)"],["6","House of Hot Ki (delicious barbecue take-out)"],["7","Sage's Retreat (custom research services)"],["8","Monastery of the Wayward Grape (vintners of fine wines)"],["9","Spider's House Retreat (drow trainers of giant spiders as mounts and companions)"],["10","Hall of Mysteries (investigators for hire)"]],"name":"Ascetic Business Practices; Commercial Monasteries","page":62,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Terrible Secrets","colLabels":["d6","Secret"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Before taking your paladin oath, you accidentally publicly humiliated a good friend. You have sworn to make it up to them, despite them wanting nothing to do with you."],["2","You took another person's identity to escape the law in your younger days—and quickly came to realize that this person was far cooler than the real you. If anyone finds out your true identity, your reputation will suffer."],["3","You were the child of nobles who were found guilty of stealing vast sums from their subjects. If your identity is discovered, you might be hunted down. But you might also be in line for a massive inheritance."],["4","You once belonged to an organization that was eventually banned because a typo in its name made it appear seditious. If anyone discovers this, you run the risk of being mistaken for an enemy of the realm."],["5","You made a deal with a fiendish creature to escape trouble or save another character's life. Emissaries of this fiend appear occasionally to tell you that the paperwork regarding the debt you owe is temporarily lost, but they're working on it."],["6","You owe an enormous amount of money to a forgetful and amoral person. So far, that person has made no sign of wanting you to repay the debt, and you have no idea what to do about that."]],"name":"Things Best Left Unsaid; Terrible Secrets","page":63,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Legendary Catchphrases","colLabels":["d8","Catchphrase"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Looks like this is the end. So let's go back to the beginning."],["2","There's only one way out of this pickle, and that's by breaking a few jars!"],["3","Looks like trouble has some vacation time coming up. So let's book it a nice inn."],["4","We've got a real game of cat and mouse here... so it's time to eat some cheese."],["5","Is that all I've got?!"],["6","It's always darkest before the dawn, except when the moon is full. So let's moon!"],["7","We might be beaten, but we're not beaten! Because \"beaten\" means different things in both those contexts!"],["8","\"Surrender\" is my middle name, but it was a family thing and I never use it!"]],"name":"Fixer of Problems; Legendary Catchphrases","page":63,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Urban Beast Friends","colLabels":["d10","Beast"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Rat"],["2","Pigeon"],["3","Skunk"],["4","Crow"],["5","Raccoon"],["6","Possum"],["7","Snake"],["8","Toad"],["9","Giant beetle"],["10","Lizard"]],"name":"Animals are Everywhere; Urban Beast Friends","page":64,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Disguised Weapons","colLabels":["d6","Object (Improvised Weapon)"],"colStyles":["text-center col-2","col-10"],"rows":[["1","The roasted drumstick of a huge bird (greatclub; longsword if a shard of bone is broken off)"],["2","A long loaf of stale bread (mace)"],["3","A musical instrument missing all but one string (shortbow)"],["4","A racket used in a popular sport (handaxe, battleaxe)"],["5","A metal-tipped crutch (greatsword, spear)"],["6","A large bottle of wine (mace, shortsword if shattered)"]],"name":"No Weapons Allowed; Disguised Weapons","page":64,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Points of Interest","colLabels":["d8","Point of Interest"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A secret cove a few hours' north of town that is a known meeting spot for pirates."],["2","A sewer system underneath the local guardhouse."],["3","The quaint settlement where you grew up, and where you send most of what you earn adventuring."],["4","A caravan of merchants and sellswords that follows a regular route across the land."],["5","A temple built to honor a dark god, long abandoned."],["6","The final resting place of the ranger who trained you."],["7","The shady market known as Gort Jorkle's Afflicted Finery, openly and proudly selling the most illegal things imaginable."],["8","An unnamed hill where a ruined tower appears at midnight, then vanishes again at dawn."]],"name":"Places to Go; Points of Interest","page":65,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Favorite Trophies","colLabels":["d10","Trophy"],"colStyles":["text-center col-2","col-10"],"rows":[["1","The handkerchief of a noble's paramour, with their initials sewn into it as well as the date and the place the gift was given. Perfect blackmail fodder."],["2","A silver goblet from the kitchens of a castle in a wealthy land. It still smells of the wonderful burgundy that was in it when you stole it."],["3","A gold-tipped fountain pen stolen from the breast pocket of a royal wizard."],["4","A piece of intricately woven curtain you had to cut to escape a mayor's manor after stealing their valuables."],["5","A gray cat with white feet, once the pet of a rich merchant's spoiled child. She almost blew your cover. Now she knows when to keep quiet, and she's great at catching mice."],["6","A small statue of a ballerina, broken off from a marble fountain in a city from which you're now banned."],["7","A serpentine lapel pin set with tiny diamonds, which you slipped off the chest of a noble whose fete you finessed your way into."],["8","The solid-gold hammer holy symbol of that one rude blacksmith who refused to fix your sword."],["9","A full potion bottle from the temple of Oghma, marked \"Drink in case of emergency.\" So far, no one has dared you to drink it."],["10","A cracked mirror from a mystic's tower, which sometimes shows you a glint of another realm in one of its shards."]],"name":"Sign of Success; Favorite Trophies","page":65,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Former Guilds","colLabels":["d8","Guild"],"colStyles":["text-center col-2","col-10"],"rows":[["1","The Tumble Dumplings, an all-halfling guild whose cover identities are acrobats"],["2","The Char Hawks, whose front operation is a well-known cleaning service"],["3","The Flattering Butchers, known for their sales of discount meat of unknown provenance"],["4","The Profane Pilferers, who leave lewd calling cards at the scenes of their crimes"],["5","The Undead Rangers, whose cover is that they have nothing to do with rangers or the undead"],["6","The Loyalists, ironically known for breaking contracts at an alarming rate"],["7","The Robust Vultures, who make use of flying magic for specialty jobs"],["8","The Quick and the Fred, who all use \"Fred\" as an alias"]],"name":"Old Business Ties; Former Guilds","page":66,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Unusual Arcane Focuses","colLabels":["d10","Focus"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A stuffed weasel with fake diamonds for eyes"],["2","A rare gold coin that sparkles as you cast"],["3","A copper belt buckle created in your own likeness"],["4","A pair of silver spectacles whose lenses change color based on the school of spell you're casting"],["5","A well-preserved sausage that smells delicious to you and any other creature nearby"],["6","A gold harmonica that cranks out a dramatic tune when you cast"],["7","A shrunken gnome head that blinks and sticks its tongue out occasionally"],["8","A polo mallet carved in the shape of the tarrasque"],["9","A flask of liquid that changes color each time you cast"],["10","The antler stub of a peryton, decorated with nymph hair and pixie dust"]],"name":"Focusing with Flair; Unusual Arcane Focuses","page":67,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Residual Magic","colLabels":["d10","Effect"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A smell just slightly less noxious than troglodyte musk wafts off you from time to time."],["2","At random, your voice shifts three octaves higher or lower than normal."],["3","Your hair changes color for 1 hour. If you don't have hair, you grow silver hair that lasts for 1 hour, then falls out."],["4","At random, your speech and movement suggest that you are blind drunk."],["5","Your eyes glow for 1 minute, cycling intermittently through red, blue, and green."],["6","Sometimes when you deal damage to a creature, a disembodied voice near you shouts out, \"Boo yah!\""],["7","Blood momentarily drips from your ears and eyes."],["8","Your fingernails grow out to gnarled talons. This new growth falls off after 10 minutes or if you touch something."],["9","Intermittently, any somatic components for spells you cast take the form of violent coughing."],["10","For 1 minute, you are 6 inches shorter or taller than normal."]],"name":"Personal Magic; Residual Magic","page":68,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Otherworldly Quirks","colLabels":["d10","Quirk"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Every meal you eat must involve copious amounts of raw onions."],["2","When you are in a stressful situation, you shout every fourth word you speak."],["3","You have a second set of ears that emerge and retract whenever you are actively listening."],["4","You can't bear to touch anything valuable without wearing gloves."],["5","When you wash or bathe, anything less than uncomfortably hot water feels cold to you."],["6","You have to slap some creature roughly before you can get a good night's sleep."],["7","You're just not comfortable unless your clothing features garishly contrasting colors or patterns."],["8","When you cast a spell, the verbal or somatic component must involve a mild obscenity."],["9","Your hair grows so quickly that you must cut it during every short or long rest."],["10","When people call you by your correct name, you constantly admonish them by telling them your correct name."]],"name":"Eldritch Affectations; Otherworldly Quirks","page":69,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Cool Mottos","colLabels":["d6","Motto"],"colStyles":["text-center col-2","col-10"],"rows":[["1","\"I don't break even; I get even.\""],["2","\"I'm the prophet of profit, and I've got a prediction for success.\""],["3","\"Victory is the finest perfume, and I smell delightful.\""],["4","\"Your treasure is my business.\""],["5","\"To err is human, so I'm not.\""],["6","\"I get the job done rather than thinking up fancy mottos.\""]],"name":"Marketing Is Everything; Cool Mottos","page":69,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Lingering Nightmares","colLabels":["d6","Nightmare"],"colStyles":["text-center col-2","col-10"],"rows":[["1","You stand atop a cliff as an apocalyptic sea monster emerges and begins painting the world around you with a brush in each tentacle. You cannot escape its attention, but wake up just before you are recolored."],["2","You dream about walking on pieces of paper, each of which is scribed with the word \"eggshells.\" This is written in multiple languages, some of which you can't read."],["3","You are giving the most important presentation of your career, and the magic you are using to create an impressive visual display has gone haywire. It now displays an illusory image of you wearing nothing but a strategically placed scarf."],["4","A franchise staff member has gained a huge inheritance and retired. A note signed by you indicates that you withdrew the same huge amount of cash from company accounts the day before, but you have no memory of doing so."],["5","You feel the pleasant tickling of feathers, then look up to find a cockatrice preening on your chest."],["6","All your pockets have been torn open, but you can't stop placing valuable objects in them. Each time an object falls out of a pocket, you pick it up, then put it in a pocket again."]],"name":"Nightmare Magic; Lingering Nightmares","page":70,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Arcane Masters","colLabels":["d8","Master"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Philia Fjor, a half-elf abjurer who baked cupcakes that functioned as potions."],["2","Oghhga, a mute half-orc diviner who beat her unsuccessful students to death with rocks."],["3","Impler Rickys, a gnome transmuter who lived under a bridge and worked for candied beets and honey peanuts."],["4","Dame Melna Rothburntonberryville, a 238-year-old elf croquet player and evoker, and hero of the first, second, third, fifth, and sixth Troll Wars. (She was out on maternity leave during the fourth.)"],["5","Fernstern Drockburn, a deep gnome ventriloquist and conjurer, and his \"dummy\" Vinceroy, an imp familiar in a puppet suit."],["6","Loa Hatt, a tiefling illusionist and cobbler, whose rumored dealings with devils led to many jokes about fixing soles while destroying souls."],["7","Reni the Hare, a halfling enchanter with an odd fondness for carrots. You ate a lot of carrots as an apprentice. You don't much like carrots anymore."],["8","Sylvester Delague, a human necromancer whose greatest possession was a portrait painted by an ex-student, said to capture his green eyes perfectly. In truth, Sylvester was color-blind, and the portrait's eyes are bloodshot red. No one ever told him."]],"name":"Learning from the Best; Arcane Masters","page":71,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Score","Modifier","Score","Modifier"],"colStyles":["col-2 text-center","col-4 text-center","col-2 text-center","col-4 text-right"],"rows":[["1","−5","16–17","+3"],["2–3","−4","18–19","+4"],["4–5","−3","20–21","+5"],["6–7","−2","22–23","+6"],["8–9","−1","24–25","+7"],["10–11","+0","26–27","+8"],["12–13","+1","28–29","+9"],["14–15","+2","30","+10"]],"name":"Ability Scores and Modifiers","page":7,"source":"RMR","chapter":{"name":"How to Play","ordinal":{"type":"chapter","identifier":1},"index":0}},{"colLabels":["{@comic {@dice d12}}","{@comic Surprise}"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A ghostly hand appears and slaps a random character for {@dice 2d4} bludgeoning damage. If this kills them, they rise as a spectral presence that follows the group, endlessly slapping them as well."],["2","Five {@creature Giant Rat||giant rats} burst from the ground and attack. Name them after your favorite boy band."],["3","Every magic potion the party carries has turned to spoiled milk."],["4","Point at the character who last spoke. Their left foot has fallen asleep, causing them to suffer {@b −}1 Dexterity for an hour."],["5","Two {@creature Flameskull||flameskulls} fly in, accompanied by loud heavy metal music. They attack."],["6","A lone {@creature flameskull} flies in, looking for his two friends who ditched him on the way to a heavy metal concert. He's confused and angry and also attacks."],["7","The party hears a scraping noise coming from the nearby wall. Make it seem important to the story. Use this noise to focus the group and lead them to the next encounter."],["8","A random character vomits up an {@creature ochre jelly}. Describe the burning sensation as it erupts from the character's feeble mouth-hole. Make the party regret ever wasting your time."],["9","A random character's favorite weapon just gained magical intelligence and starts nagging them about getting on with the adventure."],["10","An arrow suddenly shoots out from the shadows and hits the character who is pissing you off. The character takes {@dice 1d6 + 4} piercing damage and should reconsider their current course of action."],["11","Something gold and shiny catches the eye of a party member. What is it? Whatever you want."],["12","Pick a random character. Tell them their esophagus is cursed."]],"name":"Surprise","page":17,"source":"RMR","chapter":{"name":"Combat","ordinal":{"type":"chapter","identifier":2},"index":1}},{"colLabels":["{@comic {@dice d12}}","{@comic CuFuC}"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","If you made this roll during an attack, you just hit a random character with double critical damage instead. If this roll was non-combat, you're so angry at f***ing up that you attack a random character with your primary weapon in frustration."],["2","Give the die that made this roll to another player at the table. They must use this die for the rest of the game session and, every time they roll it, they have to say \"Bad, die. BAD!\""],["3","All your hair falls out. Yes, even down there..."],["4","All your magic items have turned into nonmagical versions of the same stuff."],["5","Roll twice on the SURPRISE table from earlier in this chapter."],["6","You take {@dice 1d12} force damage. Describe in excruciating detail what you did to earn this embarrassing injury."],["7","You get a paper cut. If you fail a DC 16 Constitution saving throw, you lose {@dice 1d6} hit points from blood loss at the start of each of your turns for the next {@dice 1d6} rounds."],["8","The weapon or item you were using when you made this crappy roll catches on fire. Throw it away or take {@dice 2d10} fire damage while it smolders."],["9","Whatever you were doing when this roll took place just became a comedic pratfall that hits you in the junk. Take {@dice 2d6} bludgeoning damage, and if you had a point of Inspiration, it's now gone."],["10","You are so angry at your stupid mistake that an important grouping of blood vessels in your brain bursts. Permanently lose 1 Intelligence and your sense of smell."],["11","Your roll was so bad that you forsake the gods. If you're a cleric you poop yourself every time you cast a spell until you finish a long rest."],["12","Your internal organs are replaced with stinging bees. Instant death. No saving throw."]],"name":"Critical Hits","page":28,"source":"RMR","chapter":{"name":"Combat","ordinal":{"type":"chapter","identifier":2},"index":1}},{"colLabels":["Experience Points","Level","Proficiency Bonus"],"colStyles":["col-2 text-center","col-2 text-right","col-8 text-right"],"rows":[["0","1","+2"],["300","2","+2"],["900","3","+2"],["2,700","4","+2"],["6,500","5","+3"]],"name":"Rewards","page":35,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Armor","Cost","Armor Class (AC)","Weight"],"colStyles":["col-3","col-3 text-right","col-3 text-center","col-3 text-center"],"rows":[["Leather","10 gp","11*","10 lb."],["Studded leather","45 gp","12*","13 lb."]],"footnotes":["*You add your Dexterity modifier to your Armor Class when you wear this armor."],"name":"Light Armor","page":37,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Armor","Cost","Armor Class (AC)","Weight"],"colStyles":["col-3","col-3 text-right","col-3 text-center","col-3 text-center"],"rows":[["Hide","10 gp","12**","12 lb."],["Chain shirt","50 gp","13**","20 lb."],["Scale mail","50 gp","14**","45 lb."],["Breastplate","400 gp","14**","20 lb."]],"footnotes":["**You add your Dexterity modifier, to a maximum of +2, to your Armor Class when you wear this armor."],"name":"Medium Armor","page":37,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Armor","Cost","Armor Class (AC)","Weight"],"colStyles":["col-3","col-3 text-right","col-3 text-center","col-3 text-center"],"rows":[["Ring mail","30 gp","14","40 lb."],["Chain mail","75 gp","16","55 lb."],["Splint","200 gp","17","60 lb."]],"name":"Heavy Armor","page":37,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Armor","Cost","Armor Class (AC)","Weight"],"colStyles":["col-3","col-3 text-right","col-3 text-center","col-3 text-center"],"rows":[["Shield","10 gp","+2","6 lb."]],"name":"Shields","page":37,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Name","Cost","Damage","Weight","Properties"],"colStyles":["col-2","col-1 text-center","col-2 text-center","col-2 text-center","col-5"],"rows":[["Club","1 sp","{@dice 1d4} bludgeoning","2 lb.","Light"],["Dagger","2 gp","{@dice 1d4} piercing","1 lb.","Finesse, light, thrown (range 20/60)"],["Greatclub","2 sp","{@dice 1d8} bludgeoning","10 lb.","Two-handed"],["Handaxe","5 gp","{@dice 1d6} slashing","2 lb.","Light, thrown (range 20/60)"],["Javelin","5 sp","{@dice 1d6} piercing","2 lb.","Thrown (range 30/120)"],["Light hammer","2 gp","{@dice 1d4} bludgeoning","2 lb.","Light, thrown (range 20/60)"],["Mace","5 gp","{@dice 1d6} bludgeoning","4 lb.","—"],["Quarterstaff","2 sp","{@dice 1d6} bludgeoning","4 lb.","Versatile ({@dice 1d8})"],["Spear","1 gp","{@dice 1d6} piercing","3 lb.","Thrown (range 20/60), versatile ({@dice 1d8})"]],"name":"Simple Melee Weapons","page":39,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Name","Cost","Damage","Weight","Properties"],"colStyles":["col-2","col-1 text-center","col-2 text-center","col-2 text-center","col-5"],"rows":[["Crossbow, light","25 gp","{@dice 1d8} piercing","5 lb.","Ammunition (range 80/320), loading, two-handed"],["Shortbow","25 gp","{@dice 1d6} piercing","2 lb.","Ammunition (range 80/320), two-handed"]],"name":"Simple Ranged Weapons","page":39,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Name","Cost","Damage","Weight","Properties"],"colStyles":["col-2","col-1 text-center","col-2 text-center","col-2 text-center","col-5"],"rows":[["Battleaxe","10 gp","{@dice 1d8} slashing","4 lb.","Versatile ({@dice 1d10})"],["Greataxe","30 gp","{@dice 1d12} slashing","7 lb.","Heavy, two-handed"],["Greatsword","50 gp","{@dice 2d6} slashing","6 lb.","Heavy, two-handed"],["Longsword","15 gp","{@dice 1d8} slashing","3 lb.","Versatile ({@dice 1d10})"],["Maul","10 gp","{@dice 2d6} bludgeoning","10 lb.","Heavy, two-handed"],["Morningstar","15 gp","{@dice 1d8} piercing","4 lb.","—"],["Rapier","25 gp","{@dice 1d8} piercing","2 lb.","Finesse"],["Scimitar","25 gp","{@dice 1d6} slashing","3 lb.","Finesse, light"],["Shortsword","10 gp","{@dice 1d6} piercing","2 lb.","Finesse, light"],["Trident","5 gp","{@dice 1d6} piercing","4 lb.","Thrown (range 20/60), versatile ({@dice 1d8})"],["Warhammer","15 gp","{@dice 1d8} bludgeoning","2 lb.","Versatile ({@dice 1d10})"]],"name":"Martial Melee Weapons","page":39,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Name","Cost","Damage","Weight","Properties"],"colStyles":["col-2","col-1 text-center","col-2 text-center","col-2 text-center","col-5"],"rows":[["Crossbow, hand","75 gp","{@dice 1d6} piercing","3 lb.","Ammunition (range 30/120), light, loading"],["Crossbow, heavy","50 gp","{@dice 1d10} piercing","18 lb.","Ammunition (range 100/400), heavy, loading, two-handed"],["Longbow","50 gp","{@dice 1d8} piercing","2 lb.","Ammunition (range 150/600), heavy, two-handed"]],"name":"Martial Ranged Weapons","page":39,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["{@comic Name}","{@comic Cost}","{@comic Damage}","{@comic Weight}","{@comic Properties}"],"colStyles":["col-2","col-1 text-center","col-2 text-center","col-2 text-center","col-5"],"rows":[["{@comic Commitment}","{@comic your happiness}","{@comic {@dice 2d12} ongoing}","{@comic your freedom}","{@comic Roll for regrets}"],["{@comic Children}","{@comic your future happiness}","{@comic {@dice 2d20} until adulthood}","{@comic your legacy}","{@comic Just get a pet instead}"]],"name":"Marital Emotional Weapons","page":39,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Item","Cost","Weight"],"colStyles":["col-8","col-2 text-center","col-2 text-center"],"rows":[["Ammunition - Arrows (20)","1 gp","1 lb."],["Ammunition - Crossbow bolts (20)","1 gp","1½ lb."],["Backpack","2 gp","5 lb."],["Bedroll","1 gp","7 lb."],["Bell","1 gp","—"],["Blanket","5 sp","3 lb."],["Book","25 gp","5 lb."],["Candle","1 cp","—"],["Carpenter's tools","8 gp","6 lb."],["Case (for map or scroll)","1 gp","1 lb."],["Chalk (1 piece)","1 cp","—"],["Chest","5 gp","25 lb."],["Clothes, common","5 sp","3 lb."],["Clothes, fine","15 gp","6 lb."],["Component pouch","25 gp","2 lb."],["Crowbar","2 gp","5 lb."],["Grappling hook","2 gp","4 lb."],["Hammer","1 gp","3 lb."],["Hammer, sledge","2 gp","10 lb."],["Healer's kit","5 gp","3 lb."],["Holy symbol","5 gp","1 lb."],["Hourglass","25 gp","1 lb."],["Ink (1 ounce bottle)","10 gp","—"],["Ink pen","2 cp","—"],["Lantern, bullseye","10 gp","2 lb."],["Lantern, hooded","5 gp","2 lb."],["Lock","10 gp","1 lb."],["Mason's tools","10 gp","8 lb."],["Mess kit","2 sp","1 lb."],["Mirror, steel","5 gp","1/2 lb."],["Oil (flask)","1 sp","1 lb."],["Paper (one sheet)","2 sp","—"],["Parchment (one sheet)","1 sp","—"],["Perfume (vial)","5 gp","—"],["Pick, miner's","2 gp","10 lb."],["Piton","5 cp","1/4 lb."],["Pot, iron","2 gp","10 lb."],["Potion of healing","50 gp","1/2 lb."],["Playing cards","5 sp","—"],["Pouch","5 sp","1 lb."],["Rations (1 day)","5 sp","2 lb."],["Robes","1 gp","4 lb."],["Rope, hempen (50 feet)","1 gp","10 lb."],["Rope, silk (50 feet)","10 gp","5 lb."],["Sack","1 cp","1/2 lb."],["Sealing wax","5 sp","—"],["Shovel","2 gp","5 lb."],["Signal whistle","5 cp","—"],["Signet ring","5 gp","—"],["Spellbook","50 gp","3 lb."],["Spike, iron (10)","1 gp","5 lb."],["Tent, two-person","2 gp","20 lb."],["Thieves' tools","25 gp","1 lb."],["Tinderbox","5 sp","1 lb."],["Torch","1 cp","1 lb."],["Waterskin","2 sp","5 lb. (full)"],["Whetstone","1 cp","1 lb."]],"name":"Adventuring Gear","page":41,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Item","Cost","Speed","Carrying Capacity"],"colStyles":["col-6","col-2 text-center","col-2 text-center","col-2 text-center"],"rows":[["Donkey or {@creature mule}","8 gp","40 ft.","420 lb."],["{@creature Draft Horse||Horse, draft}","50 gp","40 ft.","540 lb."],["{@creature Riding Horse||Horse, riding}","75 gp","60 ft.","480 lb."]],"name":"Mounts and Other Animals","page":43,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Item","Cost","Weight"],"colStyles":["col-8","col-2 text-center","col-2 text-center"],"rows":[["Bit and bridle","2 gp","1 lb."],["Feed (per day)","5 cp","10 lb."],["{@i Saddle}","",""],{"type":"row","style":"row-indent-first","row":["Pack","5 gp","15 lb."]},{"type":"row","style":"row-indent-first","row":["Riding","10 gp","25 lb."]},{"type":"row","style":"row-indent-first","row":["Saddlebags","4 gp","8 lb."]},["Stabling (per day)","5 sp","—"]],"name":"Tack and Harness","page":43,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Item","Cost"],"colStyles":["col-6","col-6 text-center"],"rows":[["{@i Ale}",""],{"type":"row","style":"row-indent-first","row":["Gallon","2 sp"]},{"type":"row","style":"row-indent-first","row":["Mug","4 cp"]},{"type":"row","style":"row-indent-first","row":["{@comic Full Keg}","{@comic 8 sp - Awww yeah!}"]},["Inn stay (per day)",""],{"type":"row","style":"row-indent-first","row":["Squalid","7 cp"]},{"type":"row","style":"row-indent-first","row":["Poor","1 sp"]},{"type":"row","style":"row-indent-first","row":["Modest","5 sp"]},{"type":"row","style":"row-indent-first","row":["Comfortable","8 sp"]},{"type":"row","style":"row-indent-first","row":["Wealthy","2 gp"]},{"type":"row","style":"row-indent-first","row":["Aristocratic","4 gp"]},{"type":"row","style":"row-indent-first","row":["{@comic Passed out in the back alley}","{@comic Free}"]},["Meals (per day)",""],{"type":"row","style":"row-indent-first","row":["Squalid","3 cp"]},{"type":"row","style":"row-indent-first","row":["Poor","6 cp"]},{"type":"row","style":"row-indent-first","row":["Modest","3 sp"]},{"type":"row","style":"row-indent-first","row":["Comfortable","5 sp"]},{"type":"row","style":"row-indent-first","row":["Wealthy","8 sp"]},{"type":"row","style":"row-indent-first","row":["Aristocratic","2 gp"]},["Wine",""],{"type":"row","style":"row-indent-first","row":["Common (pitcher)","2 sp"]},{"type":"row","style":"row-indent-first","row":["Fine (bottle)","10 gp"]}],"name":"Food, Drink, and Lodging","page":43,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Standard Languages of Eberron","colLabels":["Language","Main Speakers","Script"],"colStyles":["col-2","col-8","col-2"],"rows":[["Common","The Five Nations, trade language of Khorvaire","Common"],["Dwarvish","Mror Holds","Dwarvish"],["Elvish","Aerenal, Valenar","Elvish"],["Giant","Inhabitants of Xen'drik","Giant"],["Gnomish","Zilargo","Dwarvish"],["Goblin","Darguun, Droaam, Shadow Marches, monsters of Khorvaire","Goblin"],["Halfling","Talenta Plains","Common"],["Riedran","People of Sarlona","Common"]],"name":"Standard Languages of Eberron","page":6,"source":"ERLW","chapter":{"name":"Welcome to Eberron","index":0}},{"caption":"Exotic Languages of Eberron","colLabels":["Language","Main Speakers","Script"],"colStyles":["col-2","col-8","col-2"],"rows":[["Celestial","Celestials","Celestial"],["Daelkyr","Aberrations, denizens of Khyber","Daelkyr"],["Draconic","Dragons, dragonborn","Draconic"],["Infernal","Fiends","Infernal"],["Orc","Isolated orc tribes","Goblin"],["Primordial","Elementals","Primordial"],["Quori","Inspired, kalashtar, quori","Quori"],["Sylvan","Fey creatures","Elvish"]],"name":"Exotic Languages of Eberron","page":6,"source":"ERLW","chapter":{"name":"Welcome to Eberron","index":0}},{"caption":"Eberron Months","colLabels":["Month","Name"],"colStyles":["col-2","col-10"],"rows":[["1","Zarantyr (mid-winter)"],["2","Olarune (late winter)"],["3","Therendor (early spring)"],["4","Eyre (mid-spring)"],["5","Dravago (late spring)"],["6","Nymm (early summer)"],["7","Lharvion (mid-summer)"],["8","Barrakas (late summer)"],["9","Rhaan (early autumn)"],["10","Sypheros (mid-autumn)"],["11","Aryth (late autumn)"],["12","Vult (early winter)"]],"name":"Calendar; Eberron Months","page":7,"source":"ERLW","chapter":{"name":"Welcome to Eberron","index":0}},{"caption":"Regrets","colLabels":["d10","Regret"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","While you were serving in the Last War, you were forced to abandon an injured comrade. You don't know if they survived."],["2","You placed your faith in a lover who betrayed you. You don't know if you can ever trust anyone again."],["3","You murdered a rival. Your actions may have been justified, but their face still haunts you."],["4","You made a promise to a child or a lover that you failed to keep."],["5","You squandered your family's fortune and brought shame and ruin to your household."],["6","You made a bargain with an extraplanar entity that you now regret."],["7","You abandoned your family to pursue a life of adventure. Your village was destroyed in the war and you don't know if they survived."],["8","You engaged in covert operations for a nation as a spy or soldier. While you were serving your country, you did unforgivable things."],["9","Someone put their trust in you and you betrayed them for personal gain. You might regret it now, but you can never repair the damage you've done."],["10","You volunteered for mystical experiments. These may be responsible for your class abilities, but you might experience side effects."]],"name":"Everyone Has Regrets; Regrets","page":8,"source":"ERLW","chapter":{"name":"Welcome to Eberron","index":0}},{"caption":"Debts","colLabels":["d10","Debt"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You committed a crime during the Last War, and now you're being blackmailed by someone who has proof. You can justify your actions, but the law won't care."],["2","You've got a gambling problem. If you can't repay Daask (see {@book chapter 3|ERLW|8|Daask}), you're going to be playing tag with a cockatrice."],["3","You own an uncommon magic item, but you had to sell it to a pawn shop. If you can't reclaim it within the month, they'll sell it off."],["4","You were making a delivery on behalf of the Boromar Clan (see {@book chapter 3|ERLW|8|The Boromar Clan}) and you lost the merchandise."],["5","Someone knows the whereabouts of a sibling or loved one you thought lost in the Mourning, but that information is going to cost you."],["6","You have a degenerative disease that can't be cured by mundane means. If you can't get a lesser restoration soon, you're going to start showing symptoms."],["7","Your family lost everything in the Last War. You could get them a stake in a new farm, inn, or stagecoach with 200 gp."],["8","You've got a price on your head. Until you settle things with House Tharashk, you'd better keep an eye out for bounty hunters."],["9","You have an opportunity to join an influential secret society. But you've got only one month to raise the membership dues."],["10","Roll again. It's not your debt: it's your lover's problem. Can you solve the problem before they have to face the consequences?"]],"name":"Why Do You Need 200 Gold Pieces?; Debts","page":9,"source":"ERLW","chapter":{"name":"Welcome to Eberron","index":0}},{"caption":"Communication and Security Services","colLabels":["Service","Cost"],"colStyles":["col-9","col-3"],"rows":[["{@spell Arcane lock} (House Kundarak)","20 gp"],["Courier service (House Orien)","1 sp per mile"],["{@spell Glyph of warding} (House Kundarak)","350 gp"],["{@spell Illusory script} (House Sivis)","15 gp"],["Mail service (House Orien)","1 cp per mile"],["Message station (House Sivis)","2 sp per word"],["Translation (House Sivis)","2 cp per word"]],"name":"Communication and Security Services","page":10,"source":"ERLW","chapter":{"name":"Welcome to Eberron","index":0}},{"caption":"Healing Services","colLabels":["Service","Cost"],"colStyles":["col-6","col-6"],"rows":[["Minor nonmagical care","3 sp per use of the {@skill Medicine} skill"],["Major nonmagical care","1 gp per day"],["{@spell Cure wounds}","25 gp per level of the spell"],["{@spell Lesser restoration}","50 gp"],["{@spell Remove curse}","75 gp"],["{@spell Greater restoration}","150 gp"],["{@spell Raise dead}","750 gp"]],"name":"Medicine; Healing Services","page":10,"source":"ERLW","chapter":{"name":"Welcome to Eberron","index":0}},{"caption":"Travel Services","colLabels":["Service","Cost","Speed"],"colStyles":["col-8","col-2 text-center","col-2 text-center"],"rows":[["Airship (House Lyrandar)","1 gp per mile","20 mph"],["Elemental galleon (House Lyrandar)","5 sp per mile","10 mph"],["Lightning rail, standard (House Orien)","2 sp per mile","30 mph"],["Lightning rail, first class (House Orien)","5 sp per mile","30 mph"],["Lightning rail, steerage (House Orien)","3 cp per mile","30 mph"],["Magebred coach (House Orien)","3 sp per mile","5 mph"],["{@spell Teleportation circle} (House Orien)","2,500 gp","Instant"]],"name":"Transportation; Travel Services","page":11,"source":"ERLW","chapter":{"name":"Welcome to Eberron","index":0}},{"caption":"Leaving the Mror Holds","colLabels":["d8","Reason for Leaving"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A feud with a rival clan has gotten out of hand, and it's best that you spend a few decades away from the Holds while things cool down."],["2","You come from a large family and there's no room for you to shine in your hold, so you hope to make a name for yourself in the wider world."],["3","Your clan has arranged your marriage and your future, and you've decided to have a few adventures before you settle down."],["4","You're pursuing a vendetta with a personal rival, seeking to defeat them either in battle or in business."],["5","You're searching for a legendary dwarven artifact, stolen centuries ago by a Karrnish noble."],["6","You want to assemble champions who can help you explore the ancient ruins beneath your ancestral home."],["7","You've rejected your clan's attitude toward daelkyr magic, earning the enmity of powerful dwarves."],["8","You want to understand how the other peoples of Khorvaire—especially the goblins and orcs—have fought the daelkyr."]],"name":"Dwarves of the Mror Holds; Leaving the Mror Holds","page":19,"source":"ERLW","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Zil Schemes","colLabels":["d10","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Your family is working on a new form of elemental binding, but they need a lot of Khyber dragonshards."],["2","You have an anonymous contact who sends you missions via the {@spell sending} spell. When you do as you're asked, you receive handsome rewards."],["3","You've inherited a plot of land in Q'barra. If you don't visit within a year, you'll lose the claim."],["4","Due to an unusual twist of Triumvirate law, you share the same name with a number of other Zil, and you're all legally considered to be the same person."],["5","You've acquired a {@item spellshard|ERLW} (described in {@book chapter 5|ERLW|12}) that contains a vast amount of text in a strange code."],["6","You know the location of a wanted war criminal, and you've been trying to decide whether to turn them in or try to get something in exchange for your silence."],["7","You've been selling false treasure maps, but now you've found one that might be real."],["8","You've acquired a controlling stake in a dragonshard mine, which was abandoned long ago. But why? Kobolds? Aberrations? There's only one way to find out!"],["9","Your family is facing financial ruin, and they've taken out a life insurance policy on you. It only pays out if you die under unusual circumstances, and they're encouraging you to seek out more dangerous adventures."],["10","You're peddling a life-extension scheme where clients are {@condition petrified} by a medusa and then restored later."]],"name":"Gnomes of Zilargo; Zil Schemes","page":23,"source":"ERLW","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Khoravar Origin","colLabels":["d10","Origin"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You're the linchpin of a Khoravar community in a major city, hosting unity meals and maintaining connections with every half-elf in the city."],["2","You grew up in a small town dominated by humans. You didn't know any other half-elves, and you did your best to fit in."],["3","You lived in the Eldeen Reaches as part of a small Khoravar community, trying to be a bridge between the human farmers in the east and the druids and wilder folk in the west."],["4","Your small Khoravar community has only survived in the slums of Sharn through the close, family-like support you show each other."],["5","You're part of a community in Thrane whose devotion to the Silver Flame has led you to extend your unity meals to non-Khoravar."],["6","Your Khoravar community is the crew of a Lhazaar ship."],["7","You're part of a tiny Khoravar community in Karrnath that's fascinated with death and the practices of your Aereni ancestors, transforming your unity meals into grim celebrations of death."],["8","You're part of a tiny community of Khoravar living in an unexpected place, such as Droaam, Darguun, or even the Demon Wastes. Your people strive to find common ground with the native population."],["9","You are associated with House Lyrandar or House Medani, but you're more interested in the role the house plays in supporting Khoravar communities than in the work of its guilds."],["10","You ride with the Valenar, hoping one day to prove that you are worthy of taking on a patron ancestor."]],"name":"Khoravar Origin","page":26,"source":"ERLW","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Halfling Quirks","colLabels":["d10","Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You are constantly amazed by things the people of the Five Nations take for granted."],["2","You pattern your behavior on a species of dinosaur."],["3","You are extremely curious, and you're always searching for new experiences."],["4","You love to boast, and you're always telling exaggerated stories of your amazing adventures."],["5","You wear a mask that you believe holds the spirit of your former dinosaur mount. You like to talk to it."],["6","You don't understand the concept of \"facts.\" To you, everything is a story, and truth is in how you tell it."],["7","You are annoyed by buildings and tools designed without consideration for small people."],["8","You seek vengeance for a wrong done to your people."],["9","You never forget an insult or injury."],["10","You ascribe everything to the work of spirits."]],"name":"Talenta Halflings; Halfling Quirks","page":27,"source":"ERLW","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Human Origins","colLabels":["d10","Origin"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An impoverished wizard from Aundair, striving to prove you're as intelligent as any other Aundairian"],["2","A streetwise rogue from Breland who wants nothing more than to escape the bustle of Sharn forever"],["3","A displaced Cyran fighter who was engaged in war outside Cyre at the time of the Mourning and is now stranded with no home"],["4","A barbarian from the Demon Wastes who repented from a life of cruelty and hopes to atone for past evils"],["5","A kindly druid from the Eldeen Reaches who wants to learn about the flora and fauna of the rest of Khorvaire and beyond"],["6","A cleric from Karrnath who aspires to learn the arts of necromancy—for the noblest aims, of course"],["7","A piratical bard from the Lhazaar Principalities who loves sea shanties but also wants to immortalize the deeds of great heroes in song"],["8","A ranger trained to hunt the jungles of Q'barra who harbors a grudge against dragons"],["9","A warlock from the Shadow Marches, teetering on the edge of sanity while contemplating the daelkyr"],["10","A Thrane paladin of the Silver Flame who's looking for something to prove the truth underpinning belief"]],"name":"Humans; Human Origins","page":29,"source":"ERLW","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Leaving the Shadow Marches","colLabels":["d8","Reason for Leaving"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You're associated with the Gatekeepers, and you're on a quest to combat a daelkyr-related threat beyond the bounds of the Shadow Marches."],["2","House Tharashk recruited you from the Marches to serve as a mercenary in the Last War."],["3","You're a simple hunter, but you've decided to seek your fortune or a real challenge in the world beyond the Marches."],["4","Your village was destroyed by monsters from Droaam, so you're looking for a new place in the world."],["5","As a cultist of the Dragon Below, you believe that slaying powerful foes is the only way to earn your passage to the paradise that lies deep within the hollow world. You've ventured beyond the Marches in search of worthy enemies."],["6","Your clan works with House Tharashk, and you've been recruited as a bounty hunter or investigator even though you're not a member of the house."],["7","The leader of your clan committed a great wrong against another clan, which has now sworn to exterminate every last member of your clan. What better time to see the world?"],["8","Your work as an investigator has set you upon a trail of mysteries that leads far beyond the Marches."]],"name":"Orcs of the Shadow Marches; Leaving the Shadow Marches","page":31,"source":"ERLW","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Dragonmarks and Their Houses","colLabels":["Dragonmark","House","Race","Guild Specialties"],"colStyles":["col-2","col-2","col-2","col-6"],"rows":[["Detection","Medani","Half-elf","Bodyguards, investigation, risk management"],["Finding","Tharashk","Human, half-orc","Bounty hunting, investigation, prospecting"],["Handling","Vadalis","Human","Animal training and breeding"],["Healing","Jorasco","Halfling","Healing"],["Hospitality","Ghallanda","Halfling","Food, lodging, urban information"],["Making","Cannith","Human","Manufacturing"],["Passage","Orien","Human","Land transportation"],["Scribing","Sivis","Gnome","Communication, translation, verification"],["Sentinel","Deneith","Human","Bodyguards, mercenaries"],["Shadow","Phiarlan","Elf","Entertainment, espionage"],["","Thuranni","Elf","Entertainment, assassination"],["Storm","Lyrandar","Half-elf","Air and sea transportation"],["Warding","Kundarak","Dwarf","Banking, storage, prisons"]],"name":"Dragonmarks and Their Houses","page":37,"source":"ERLW","chapter":{"name":"Character Creation - Dragonmarks","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Dragonmark Quirks","colLabels":["d8","Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Your dragonmark is unusually small or faint."],["2","Your dragonmark is exceptionally large."],["3","Your dragonmark appears somewhere else on your body whenever you finish a long rest."],["4","Your dragonmark emits dim light in a 5-foot radius for 10 minutes whenever you use it."],["5","Your dragonmark tingles and changes color for a moment when you're within 10 feet of someone with the same mark."],["6","When you use your dragonmark, it animates and adopts the appearance of your dragonmarked house's emblem for 1 minute."],["7","Your dragonmark is an unusual color."],["8","Your dragonmark changes size whenever you use it."]],"name":"Dragonmark Appearance; Dragonmark Quirks","page":38,"source":"ERLW","chapter":{"name":"Character Creation - Dragonmarks","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Patrons","colLabels":["Type of Patron","Example"],"colStyles":["col-6","col-6"],"rows":[["Adventurers' Guild","Clifftop Adventurers' Guild"],["Crime Syndicate","Boromar Clan"],["Dragonmarked House","Any dragonmarked house"],["Espionage Agency","King's Dark Lanterns"],["Head of State","Prince Oargev of New Cyre"],["Immortal Being","Sora Kell"],["Inquisitive Agency","Finders Guild"],["Military Force","Redcloak Battalion"],["Newspaper","{@i The Korranberg Chronicle}"],["Religious Order","Templars of the Silver Flame"],["University","Morgrave University"]],"name":"Patrons in Eberron; Patrons","page":65,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Guild Contacts","colLabels":["d10","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The charismatic leader of the guild, who doesn't actually do very much except inspire and encourage members"],["2","A retired adventurer who works hard to connect member groups with employment opportunities that match their skills"],["3","A petty rival who continually tries to claim jobs, bounties, and rewards before you can"],["4","A bitter enemy who nurtures a grudge over some past wrong (real or imagined) and does everything possible to undermine you"],["5","A naive adventurer who admires you and tries to emulate you in every way"],["6","A hardened adventurer who thinks a moral compass is akin to a pair of manacles"],["7","An injured retired adventurer who can't quite let go of the adventuring life and experiences it vicariously by spending time in the guildhall"],["8","A grouchy employee who keeps the guildhall clean and cares for its guests while quietly complaining about how adventurers should \"grow up,\" get a \"real job,\" and contribute to society"],["9","A kindly mentor who loves to tell stories of past exploits in front of the guildhall fireplace"],["10","A sad, older adventurer who tells cautionary tales in the vain hope that younger members avoid making the same mistakes"]],"name":"Adventurers' Guild Contacts; Guild Contacts","page":66,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Guild Adventures","colLabels":["d10","Adventures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Crime}. You have to break the law to administer justice or thwart a criminal act (see \"{@book Crime Syndicate|ERLW|4|Crime Syndicate}\")."],["2","{@b Dragonmarked Affairs}. The job involves some dragonmarked house concern (see \"{@book Dragonmarked House|ERLW|4|Dragonmarked House}\")."],["3","{@b Espionage}. Someone requires some spying or sabotage (see \"{@book Espionage Agency|ERLW|4|Espionage Agency}\")."],["4","{@b Statecraft}. You're involved in national or international affairs (see \"{@book Head of State|ERLW|4|Head of State}\")."],["5","{@b Cryptic Mystery}. The job is linked to the concerns of immortals (see \"{@book Immortal Being|ERLW|4|Immortal Being}\")."],["6","{@b Investigation}. An assignment involves finding something or solving a mystery (see \"{@book Inquisitive Agency|ERLW|4|Inquisitive Agency}\")."],["7","{@b Military Action}. Your party is invited to serve as a military unit (see \"{@book Military Force|ERLW|4|Military Force}\")."],["8","{@b Gathering News}. You're called on to act as freelance reporters (see \"{@book Newspaper|ERLW|4|Newspaper}\")."],["9","{@b Religious Work}. The job involves the work of faith (see \"{@book Religious Order|ERLW|4|Religious Order}\")."],["10","{@b Field Research}. The job involves research or relic-hunting (see \"{@book University|ERLW|4|University}\")."]],"name":"Guild Adventures","page":67,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Syndicate Crimes","colLabels":["d6","Crime"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Acquisitions and Retrieval}. Your job is to acquire assets for the syndicate. You might steal important documents or clear out a location for use as a hideout."],["2","{@b Heists}. You plan and execute elaborate robberies that require the skills of everyone on your team."],["3","{@b Gang Warfare}. Your primary job is to ensure that no other crime syndicate (such as Daask or House Tarkanan) gains a significant foothold in your territory."],["4","{@b Internal Affairs}. Your task is to keep all the corrupt, headstrong, and avaricious members of your syndicate in line with the goals and rules of the group."],["5","{@b Assassination}. Your work involves killing prominent people—the sort who have numerous bodyguards and elaborate security systems to circumvent."],["6","{@b Topple the Powerful}. Your syndicate might be criminal and your methods illegal, but your goals are righteous. You help people who are powerless to defend themselves against exploitation by the rich and powerful."]],"name":"Types of Crime; Syndicate Crimes","page":70,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Group Infamy","colLabels":["d6","Notorious Element"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Tattoos}. Each member of your group has a distinct tattoo that inspires fear in others. When possible, you use the symbol as a calling card to mark your work."],["2","{@b Outfit}. Whether it is a leather duster with a group symbol or a distinctive handkerchief tucked in your pocket, your gang has a signature accessory."],["3","{@b Infamy}. Your group is linked to an infamous crime, one that remains the talk of the town."],["4","{@b Idols}. A certain type of person finds criminals alluring, and your band has acquired a group of such hangers-on. They're not criminals themselves, just outsiders who admire you for your brutality, cunning, or flair."],["5","{@b Legitimate}. The Boromar Clan has a legitimate front, though everyone knows the truth behind it. You're part of that facade of legitimacy, but you have a reputation for getting away with (literal) murder."],["6","{@b Legends}. You have an air of mystery, and people whisper that you command strange powers. True or not, this reputation keeps people out of your way."]],"name":"Group Infamy","page":70,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Group Rivals","colLabels":["d6","Rival"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b The Law}. Someone in the Sharn Watch has vowed to put you in prison or die trying."],["2","{@b Gang War}. Some members of a rival syndicate (such as Daask, House Tarkanan, or the Tyrants) hate you, probably for good reason."],["3","{@b The Press}. Your group's adventures make for great headlines. Your every move is reported in the broadsheets and your steps are dogged by journalists."],["4","{@b Infighting}. Another group within the Boromar Clan is jealous of your success or angry about a past wrong. They do everything they can to undercut you."],["5","{@b Vigilante}. A citizen you wronged has sworn vengeance. Around any corner, you might find yourself facing a vigilante or a posse of angry citizens out for your blood."],["6","{@b The Bosses}. The halfling family in control of the syndicate has its eye on you, taking pains to keep you in line and make sure you stay loyal."]],"name":"Rival Outfit; Group Rivals","page":70,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Syndicate Contact","colLabels":["d8","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A surrogate parent who views you as challenging but beloved children"],["2","A no-nonsense boss who treats the syndicate's work as just another business"],["3","A hardened criminal with no mercy, no patience, and no moral compass"],["4","A former urchin, now fabulously wealthy, who wants to see everyone in the syndicate find the same success"],["5","The boss at a gambling den or similar house of vice who enjoys the business just a little too much"],["6","A kind-hearted crook who's grateful to finally be able to delegate the dirty work on the streets to you"],["7","A miserable cynic who only cares about how much money you bring in to the syndicate"],["8","A former law enforcement officer who is full of cheerful tips for avoiding the law"]],"name":"Crime Syndicate Contacts; Syndicate Contact","page":71,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"General House Missions","colLabels":["d8","Mission"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Establish a safe location for a house enclave in a hostile environment."],["2","Find the wreckage of a crashed vehicle (airship, lightning rail car, sailing ship, or other) carrying house property."],["3","Retrieve assets from a house enclave in the Mournland."],["4","Protect a leader of your house from an anticipated assassination attempt."],["5","Enforce your house's territory by preventing a rival from stealing its business."],["6","Find a trove of dragonshards for your patron house to use."],["7","Recruit a renowned sage to join the house's team of researchers."],["8","Persuade a hostile tribe to agree to a trade agreement with your patron house."]],"name":"General House Missions","page":72,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"House Missions","colLabels":["d12","House","Mission 1","Mission 2","Mission 3"],"colStyles":["col-1 text-center","col-2 text-center","col-3","col-3","col-3"],"rows":[["1","Cannith","Escort a valuable shipment of goods","Track down rare materials","Advance the cause of one branch of the family at the expense of the other two"],["2","Deneith","Act as bodyguards for a prominent or wealthy person","Serve as mercenaries in a lingering border conflict","Enforce the law across national borders as Sentinel Marshals"],["3","Ghallanda","Establish useful diplomatic contacts","Acquire rare ingredients or recipes","Defend a Golden Dragon Inn that is under attack"],["4","Jorasco","Provide healing for a caravan or military unit on a dangerous mission","Seek out the source of a mysterious new illness","Find a cure for an exotic curse afflicting a wealthy patient"],["5","Kundarak","Safeguard something valuable until it is locked in a vault","Recover something stolen from your house","Find an abandoned vault in the Mournland"],["6","Lyrandar","Hunt down pirates in the Lhazaar Sea","Salvage a prototype airship lost in the Mournland","Accompany a new airship on its first voyage"],["7","Medani","Protect a powerful figure from kidnapping or assassination","Track down the source of rumors pointing to an imminent threat","Find the villain behind a series of apparently unrelated crimes"],["8","Orien","Carry a sensitive message to its destination","Retrieve an important package stolen from another courier","Investigate a problem on a lightning rail line"],["9","Phiarlan and Thuranni","Sneak into a secret area to serve as the target of a scrying spell","Steal plans for a powerful new weapon","Carry out an assassination"],["10","Sivis","Mediate a tense negotiation","Assure that two parties keep to the terms of their agreement","Break a code used during the Last War"],["11","Tharashk","Track down fugitives","Locate a supply of dragonshards","Find the bandits who have been preying on house prospectors"],["12","Vadalis","Capture wild animals and tame them","Prevent magebred specimens from upsetting a delicate ecosystem","Handle the animals drawing a massive caravan across the continent"]],"name":"House Missions","page":72,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Group Status","colLabels":["d4","Status"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Favored}. You have access to the leadership of the house, owing to your record of faithful service."],["2","{@b Reliable}. You are reliable contributors to the house, and can count on it for help in difficult situations."],["3","{@b Oddballs}. You don't quite fit in, and tend to draw strange assignments or those that other operatives pass up."],["4","{@b Outcast}. You have made some mistakes in the recent past, and your status in the house is tenuous at best."]],"name":"House Status; Group Status","page":73,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"House Contacts","colLabels":["d8","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A lesser guild functionary who is cowed by your group (especially if it includes a dragonmarked character) and apologetic about giving you assignments"],["2","The stern and demanding parent of one (or more) of the characters in your group"],["3","The lovingly indulgent parent of a character in your group"],["4","The smugly superior dragonmarked sibling of an unmarked member of the family in your group"],["5","The money-minded business manager of a guild within your patron house"],["6","A retired adventurer within the family who would rather join you on your adventures than assign them to you"],["7","The proud leader of a regional branch of the dragonmarked family"],["8","The patriarch or matriarch of the patron house"]],"name":"Dragonmarked House Contacts; House Contacts","page":73,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Espionage Missions","colLabels":["d6","Mission"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Information Gathering}. If information is out there, you can find it and hand it over to your patron."],["2","{@b Counterintelligence}. Your work focuses on finding, opposing, and eliminating enemy intelligence agents."],["3","{@b Misinformation}. You are experts at creating false stories and bogus information to foil enemy spies."],["4","{@b Covert Elimination}. When you disappear someone you leave behind no evidence."],["5","{@b Disruption}. You excel at infiltration and wreaking havoc via blackmail, misinformation, and subversion."],["6","{@b Sabotage}. You slip into places, lay the seeds for their destruction, and escape without detection."]],"name":"Types of Espionage; Espionage Missions","page":78,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Secrets","colLabels":["d6","Secret"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Blackmail Material}. You have evidence of a career-ending secret concerning an important figure."],["2","{@b Hidden Agenda}. You are party to a conspiracy that seeks to influence events to better suit your desires."],["3","{@b Careful Balance}. You have damning information on your patron agency, but it has carefully collected equally damaging secrets on all of you."],["4","{@b Conspiracy}. A local organization, such as a guild, government, or dragonmarked house, is engaged in dirty deeds, and you have inside information on them."],["5","{@b Deep Cover}. You know the secret identity of a seemingly innocent but powerful person who would rather remain anonymous."],["6","{@b Empty Threats}. Rumors say you collect damaging secrets on anyone, and people tread carefully around you as a result. The truth is that your reputation is overblown, so you have your own secret to keep safe."]],"name":"Secrets","page":78,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Memorable Mission","colLabels":["d4","Mission"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Betrayal}. A former associate turned against you. You escaped, and want revenge."],["2","{@b Left in the Cold.} Things went wrong, and you had to make the terrible decision to abandon an ally. They might be dead, or they might be looking for revenge."],["3","{@b The Perfect Operation}. Your actions made headlines across Khorvaire, shaping history for the next decade. Nobody knows you were involved, and sometimes you wish you could have a little credit for your work."],["4","{@b The Standoff}. You met your match during a tense operation. Neither side got everything they wanted. You hate to admit it, but the team you went up against proved your match. Maybe you'll cross paths again."]],"name":"Memorable Mission","page":78,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Agency Contacts","colLabels":["d8","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A condescending career desk agent who views you as expendable tools"],["2","A bitter former field agent, now confined to a field office, who envies your work"],["3","A kindly bureau chief who views you as a truly special team with invaluable skills"],["4","A crotchety middle-manager on the cusp of retirement who constantly bemoans the state of today's agents compared to those in the \"good old days\""],["5","A hotheaded former soldier who would prefer a return to open warfare instead of this so-called \"Shadow War\""],["6","A battle-scarred field agent who would do almost anything to prevent a return to the horrors of the Last War"],["7","A bored but effective manager who refuses to be impressed by anything you do or shocked by anything that happens to you"],["8","A mysterious voice on the other end of a {@item speaking stone|ERLW}"]],"name":"Espionage Agency Contacts; Agency Contacts","page":78,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Cyran Affairs","colLabels":["d6","Mission"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Convince nations to recognize Oargev as a sovereign"],["2","Work diplomatically to secure land for a Cyran nation"],["3","Track down agents and infiltrators from other nations who are acting against New Cyre's interests"],["4","Venture into the Mournland to salvage Cyran treasures"],["5","Aid Cyran refugees in Breland and elsewhere"],["6","Make incriminating or embarrassing evidence about the prince quietly disappear"]],"name":"National Affairs; Cyran Affairs","page":81,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"State Status","colLabels":["d6","Status"],"colStyles":["col-2 text-center","col-10"],"rows":[["1–3","{@b Official}. You hold an official position and are recognized as attached to your patron. You can expect the head of state's support, but you must also ensure your actions avoid staining your patron's reputation."],["4–5","{@b Shadow}. You can expect no official, public recognition of your work, but the head of state you work for does acknowledge you in private and provide help."],["6","{@b Double}. Your allegiance lies with an official or government other than the one you overtly serve. You may receive support from the head of state you openly answer follow, as well as the official you secretly report to, but must remain on constant guard against having your true loyalties revealed."]],"name":"Official Status; State Status","page":81,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"State Contacts","colLabels":["d8","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A disapproving courtier who finds your extrajudicial work highly distasteful"],["2","A fawning sycophant who figures you are the best path to the head of state's good graces"],["3","A wide-eyed bureaucrat who dreams of living a life as exciting and dangerous as yours"],["4","A scheming relative of the head of state who sees you as a path toward seizing power"],["5","A bored chancellor who is constantly irritated at the amount of money you spend"],["6","A grumpy ex-adventurer who was \"promoted\" from doing your job to supervising you"],["7","A worried parental figure who is sure that every mission will be your last"],["8","The ghost of the previous head of state"]],"name":"Head of State Contacts; State Contacts","page":81,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Heads of State","colLabels":["d20","Patron and Missions"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","As representatives of the Sibling Kings of Aerenal, secure trade pacts with the nations of Khorvaire."],["2–3","As agents of Queen Aurala, help her build Aundair's strength in preparation for the next war, without alerting other nations to her ambitions."],["4–5","Assist the Brelish crown in dealing with matters beyond the capabilities of local law enforcement."],["6","As emissaries of Darguun's Lhesh Haruuc, work to build respect for Darguun as a nation."],["7","As agents of the Daughters of Sora Kell, keep the powerful Droaamite warlords in line and strengthen support for your fledging nation."],["8–9","Patrol the forests of the Eldeen Reaches on guard against threats, particularly those coming from the Demon Wastes to the west."],["10–11","Crack down on the Order of the Emerald Claw's activities in Karrnath."],["12","Strengthen the ties between the Lhazaar princes while ensuring your prince comes out on top."],["13","On behalf of a dwarf clan, search for artifacts in the underground realms below the Mror Holds."],["14","Clear land for a new settlement in Q'barra, driving out the monsters that haunt the jungle location."],["15","Unite several halfling tribes of the Talenta Plains under the banner of a single leader."],["16–17","Combat forces of corruption within the Church of the Silver Flame, both in Thrane and abroad."],["18","Gain glory for Valenar by leading raids and battling threats from the Mournland."],["19–20","On behalf of one member of Zilargo's Triumvirate, collect information that could be used as leverage against the other two."]],"name":"Other Heads of State; Heads of State","page":82,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Immortal Missions","colLabels":["d8","Mission"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","While in the tower of Mordain the Fleshweaver, spill blood on the stairs between the third and fourth floors."],["2","As you pursue a Cult of the Dragon Below into the caverns of Khyber, retrieve one (and only one) of a specific variety of mushroom from a cave where twelve crystals glow."],["3","Ensure that the villain you are pursuing dies by falling from a great height, not by any other means."],["4","Remove the obstacles that prevent a retired adventurer from marrying the nobleman she loves, so that their child can grow up to carry out another part of your patron's plan."],["5","Plant a magical seed in a remote location to ensure it grows into a mighty tree and bears fruit that will give power to future heroes."],["6","Defeat a dragon-blooded sorcerer who is doing the bidding of the Chamber—and wreaking havoc in Darguun in the process."],["7","Destroy an eldritch machine, created by a rogue Cannith artificer, that is drawing on the energy of an imprisoned rakshasa—and that will, unknown to the inventor, lead to the rakshasa's release."],["8","Protect a kalashtar monk who is being targeted by Dreaming Dark assassins as she studies a path that might eventually prevent the quori from projecting themselves into the Material Plane."]],"name":"Serving an Immortal; Immortal Missions","page":84,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Immortal Communication","colLabels":["d10","Means of Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A party member speaks to your patron in dreams."],["2","A ghostly projection of your patron appears before you to deliver messages."],["3","Random people are suddenly seized by your patron's will and, glassy-eyed, deliver messages to you."],["4","You have a sending stone connected to one in your patron's possession."],["5","You are adept at interpreting your patron's messages from the movement of smoke in the air."],["6","A secretive cabal of other mortal agents summons you to meetings in various locations."],["7","Certain animals speaks to you in your patron's voice."],["8","Your patron teleports you to their presence, expresses their will, then returns you to where you were."],["9","Supernatural messengers deliver your patron's messages."],["10","Your patron unexpectedly appears in person."]],"name":"Immortal Contacts; Immortal Communication","page":84,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Contacts","colLabels":["d12","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A friendly law-enforcement officer sends clients your way and gives you inside information about the workings of the watch."],["2","A satisfied former client with a minor position in local government can pull strings for you."],["3","A lieutenant in a crime gang knows the underworld and will help you so long as you don't interfere in that gang's affairs."],["4","A bitter, more experienced inquisitive spends a lot of time telling you who you could have talked to ten years ago—if that person hadn't died—but still knows a lot about the city's inner workings."],["5","The owner of a tavern or other business that attracts clientele from the seedy parts of society has an ear to the ground and often feeds you leads to more work."],["6","A wealthy former client can get you into high-society parties and put you in touch with other rich people."],["7","A nosy journalist always wants to write stories about your cases, but also helps lead you to new work and key contacts."],["8","A local priest appreciates the work you do and provides you with minor magical assistance."],["9","A tough-as-nails street urchin will carry messages for you, lead you anywhere in the city, and squeeze into tight spaces for a meager reward."],["10","A brooding warforged can connect you to an extensive network of former soldiers."],["11","A kalashtar seer might be a fraud, but also occasionally provides you with valuable leads."],["12","A curious changeling always seems to show up when you least expect it."]],"name":"Patron Benefits; Contacts","page":86,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Investigative Expertise","colLabels":["d6","Investigation"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Find People}. You seek people who are lost, in hiding, on the run, or victims of foul play."],["2","{@b Find Items}. Whether it's a stolen painting or a family heirloom, you excel at finding lost items."],["3","{@b Justice for All}. The powerful often escape justice due to their wealth and influence. Their victims sometimes turn to you, hoping you'll help set things right."],["4","{@b Help Law Enforcement}. The city watch must obey the rules to bring criminals to justice. When the rules need to be bent or broken, they turn to you for help."],["5","{@b Uncover Secrets}. You put your inquisitive skills to use inquiring into others' mysterious backgrounds."],["6","{@b Private Security}. You provide services for a specific organization. Perhaps you travel on airships to provide security or work in a casino to catch cheaters."]],"name":"Types of Inquisitive Work; Investigative Expertise","page":87,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Signature Case","colLabels":["d6","Case"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Case of the Century.} You uncovered key evidence in a sensational case. You made headlines, but some parties involved carry grudges against you."],["2","{@b The Set Up}. You uncovered evidence of a high-profile figure's misdeeds. At trial, that evidence was deemed false, but by then the accused's career was ruined."],["3","{@b Scandal}. Your work uncovered a deeply embarrassing scandal that ended a powerful politician's career."],["4","{@b Underdog Champion}. You brought justice to a sympathetic victim, proving yourself a champion of those overlooked by society."],["5","{@b Genius}. You resolved a case that baffled others, and now you are celebrated for your brilliance."],["6","{@b Bungler}. You bungled a case, badly. The guilty party walked free, and everyone blames you."]],"name":"Signature Case","page":87,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Clientele","colLabels":["d6","Clientele"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Wealthy Socialites}. Your discretion and low-key approach to cases make you the perfect team to handle cases best keep out of the public eye."],["2","{@b Underdogs}. Whether deserved or not, you have a reputation for doing the right thing even if it comes without a reasonable fee. Anyone pitted against the rich and powerful knows to come to you for justice."],["3","{@b Magnet for Trouble}. Maybe you trust people too easily or it's just bad luck, but every client who walks into your office has some double deal, hidden agenda, or scam they're running."],["4","{@b Desperate}. You have a reputation for taking on clients who can't afford your services. Every hard-luck case ends up at your door, whether you want them or not."],["5","{@b Warforged}. In a world where the rights of warforged are not always certain, you take up their cause."],["6","{@b Criminals}. When a criminal has been wronged but doesn't want to be brought to justice they come to you, trusting (rightly or wrongly) that you won't turn them in."]],"name":"Clientele","page":88,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Military Missions","colLabels":["d6","Missions"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Strike Force}. You are trained to make quick, strategic, devastating attacks against enemy assets."],["2","{@b Special Forces}. You're trained in covert operations, similar to the work of spies but with more focus on combat."],["3","{@b Defensive Operations}. Your focus is on protecting your allies from attackers, monsters, or deadlier enemies."],["4","{@b Reconnaissance}. Your missions involve keeping track of enemy troops and surveying potential battlefields."],["5","{@b Peacekeeping}. Your paradoxical task is to maintain the fragile peace of the Treaty of Thronehold by maintaining a military presence in turbulent areas."],["6","{@b Warforged Affairs}. You are responsible for hunting down berserk warforged, working in the gray spaces between national order and a people seeking their destiny."]],"name":"Military Missions","page":90,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Defining Mission","colLabels":["d6","Mission"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Heroic Stand}. You knew if you took one step back from the line, all would be lost. When relief arrived days later, you had not budged."],["2","{@b Telling Blow}. The enemy general never knew what hit them. You still carry their personal flag as a trophy."],["3","{@b Dawn Raid}. You traveled hundreds of miles around enemy lines to reach your target. In a single day, months of enemy preparation went up in flames."],["4","{@b Break the Line}. During a key battle, you were part of a heroic push to break the enemy line."],["5","{@b Liberator}. You were at the forefront of a daring assault to liberate a captured citadel or town."],["6","{@b Sharp Eye}. The enemy's secret attack would've been devastating. Luckily, you spotted it in time."]],"name":"Defining Mission","page":90,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Nemesis","colLabels":["d6","Nemesis"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Necromancer}. You lost a lot of friends in battle, but what made it worse was watching that cackling wizard raise them as zombies and turn them against you."],["2","{@b Camp Commandant}. As prisoners of war, you were captured and subjected to brutal conditions in a prisoner camp. The commandant delighted in your pain."],["3","{@b Inept Commander}. Your friends would still be alive if one incompetent officer with political power and influential allies hadn't sent you on a disastrous mission."],["4","{@b Colossus}. You were among those who survived an encounter with a warforged colossus. Cyre or House Cannith—whoever was responsible for such a nightmare—deserves whatever evil fate comes their way."],["5","{@b Mercenaries}. A band of traitorous mercenaries who switched sides, turning the battle against you."],["6","{@b Champion}. One mighty hero fought on the enemy side, wielding powerful magic and cruel strategies against the rank-and-file soldiers on your side."]],"name":"Nemesis","page":91,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Commanding Officer","colLabels":["d8","Officer"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An angry officer who yells every order, reprimands you for even the smallest mistake, and fully expects you to fail at every mission you undertake"],["2","A battle-scarred officer who experienced terrible horrors during the Last War and is barely capable of giving you orders through a haze of intoxication"],["3","A grim officer who expects the Last War to reignite at any moment and intends to be ready"],["4","A cheerful officer with a dark sense of humor who merrily sends you into grave danger"],["5","A kindly officer who is hesitant to send you into danger and constantly reminds you to be careful"],["6","A bitter officer who carries deep grudges against your nation's enemies in the Last War and leaps at any chance to deal them any blow"],["7","An optimistic officer who believes that a new era of peace is just over the horizon, as soon as these few last military tasks are complete"],["8","A devout officer who believes that your success or failure lies entirely in divine hands and you're ultimately just along for the ride"]],"name":"Military Contacts; Commanding Officer","page":91,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Journalistic Focus","colLabels":["d10","Reporting"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Investigation}. Your job is to uncover the secrets that governments, dragonmarked houses, and other powerful people don't want the public to know."],["2","{@b Muckraking}. You look for scandalous and titillating secrets that famous people would rather hide."],["3","{@b Local News}. You care about the local community and report on local events and government."],["4","{@b International Affairs}. You report on the activities of national governments and their relationships."],["5","{@b Crime}. You work with police and inquisitives—or do some inquisitive work yourselves—to report on criminal activity."],["6","{@b Cultural Reporting}. You write about arts, fashion, and similar events and trends."],["7","{@b Science and Magic}. Your job is to investigate scientific and magical advances and explain them in jargon-free language anyone can understand."],["8","{@b Personal Interest}. You seek out stories of personal triumph over adversity, such as how people are rebuilding and working together in the wake of the Last War."],["9","{@b Travel}. You travel extensively and write about the best way for others to enjoy such journeys."],["10","{@b Adventure Logs}. Your job is to entertain the public with exciting stories about your life as an adventurer."]],"name":"Types of Reporting; Journalistic Focus","page":94,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Famous Story","colLabels":["d6","Famous Story"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Fear Monger}. You spiced up a story by stretching a few facts, instigating a wave of misinformation that plagues public discourse to this day."],["2","{@b Hit Piece}. You have revealed secrets that many famous people wanted kept under wraps. You try to keep a low profile when dealing with the rich and powerful."],["3","{@b Unheeded Warning}. You've been tracking a significant story and have published damning articles. Unfortunately, those who keep the truth hidden work to make even your most ironclad proof look shaky."],["4","{@b Scandal}. You reported on a massive scandal that completely upended the local political scene."],["5","{@b Buried Headline}. You almost broke a story, but then received a threat or bribe so significant that you put it on ice."],["6","{@b Double Cross}. You thought you had the scoop of a lifetime, but you were fed false information and published a story that was pure fiction."]],"name":"Famous Story","page":94,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Story Aftermath","colLabels":["d6","Aftermath"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Business}. Your reporting put a serious dent in a business, and that organization refuses to deal with you."],["2","{@b Dragonmarked House}. One of the dragonmarked houses has sworn revenge against you. You avoid showing your face in their facilities."],["3","{@b Criminal}. You exposed a criminal conspiracy. Most involved were arrested, but a few crooks remain free."],["4","{@b Politician}. You ended a politician's career, and they've sworn to return the favor."],["5","{@b Rival Newspaper}. You got the scoop of a lifetime by stealing it from another newspaper. Now that paper tries to undermine you at every turn."],["6","{@b Innocent Victim}. You rashly published the name of a person you incorrectly thought was connected to a scandal, ruining their life."]],"name":"Reporting Repercussions; Story Aftermath","page":95,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Newspaper Contact","colLabels":["d8","Primary Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A tough-as-nails senior editor who holds you to high standards but rewards you well when you reach them"],["2","A wealthy newspaper owner who demands the paper use your work even though the editor doesn't want to"],["3","An ambitious junior editor who hopes that your work will help them rise through the ranks"],["4","A senior reporter obsessed with their own supposedly groundbreaking work, making you run down the day-to-day stories they don't consider \"real journalism.\""],["5","An editor who is more interested in keeping powerful friends happy than in reporting the truth"],["6","An editor who thinks the way to make reporters do their best work is by making them compete with each other, setting your group up against a team of rivals"],["7","An editor who suffered horrors during the Last War and is desperate for signs of hope"],["8","A cynical editor who seeks the corruption and down side in every story"]],"name":"Newspaper Contact","page":95,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Religious Service","colLabels":["d6","Service"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Smite Evil}. You battle evil in your order's name."],["2","{@b Fight for Freedom}. You protect the downtrodden from the forces of oppression."],["3","{@b Retrieval}. Your group seeks sacred relics and holy artifacts on behalf of your church."],["4","{@b Root Out Corruption}. You are charged with finding corruption within the hierarchy of your own faith."],["5","{@b Exhortation}. You work with the faithful at a grassroots level to get them to uphold their high ideals."],["6","{@b Dirty Work}. As the radical zealots of your order, you sin so the other members of the order don't have to."]],"name":"Serving the Order; Religious Service","page":97,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Order Reputation","colLabels":["d6","Reputation"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Faithful Few}. You are seen as righteous crusaders, upholding the highest ideals of your faith and doing the gods' work in the world. Your deeds and methods are rarely, if ever, questioned."],["2","{@b Respectable}. Your behavior and beliefs are in line with the hierarchy's expectations. As long as you stay in line, no one gives you trouble."],["3","{@b Troublemakers}. You attract unwanted attention to your order or hierarchy from outside, so you are under a great deal of pressure to keep a low profile."],["4","{@b Rebels}. You flout the dictates of your hierarchy—even if it's for just reasons. Your superiors constantly try to rein you in."],["5","{@b Reformers}. You bring a much-needed breath of fresh air into the ranks of your faith. If only more people of faith would act as you do!"],["6","{@b Anathema}. For right or wrong, your behavior and beliefs are viewed as unacceptable, and the hierarchy of your faith actively opposes your work."]],"name":"Hierarchy; Order Reputation","page":97,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Order Contact","colLabels":["d8","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A cloistered priest with little worldly experience who doesn't really understand what you do but seems to approve of it anyway"],["2","A cynical priest who thinks nothing you do makes any difference in the grand scheme of things"],["3","A zealous priest who is constantly urging you to do more and do it better"],["4","An ambitious priest who views you as a ticket to advancement in the hierarchy"],["5","A retired adventurer who would rather do your work than direct you in it"],["6","A pious priest who sees the hands of the divine in every event, even the actions of unbelievers"],["7","A devout lay person who envies the magic and power your group wields"],["8","A practical functionary who tries to keep your work isolated from the knowledge and influence of the priests"]],"name":"Religious Order Contacts; Order Contact","page":97,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Scholarly Missions","colLabels":["d6","Mission"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Adventurous Archeology}. Your focus is on finding ancient artifacts and bringing back what you can."],["2","{@b Arcane Research}. Your team focuses on acquiring magical knowledge that can only be found outside the university walls."],["3","{@b Investigative Ecology}. None can say how many amazing creatures make their homes in the world's wildest reaches, but you're dedicated to finding out."],["4","{@b Historical Research}. Your team's work involves learning more about Eberron's long history."],["5","{@b Radical Engineering}. The birth of a new race wasn't the peak of magical and mechanical engineering, it was just the beginning of new scientific fields you now explore."],["6","{@b Exploration}. Khorvaire is a vast continent, and areas beyond the heartland of the Five Nations are poorly charted. Your focus is on understanding the wilder places of the world, as well as distant cultures."]],"name":"Scholarly Missions","page":100,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Scholarly Standing","colLabels":["d6","Standing"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Revolutionary}. Your work has upended scholarly consensus and reshaped the way other academics think about your field. Each new discovery you make is received with acclaim."],["2","{@b Respected}. Your work is considered noteworthy, though not revolutionary. Scholars in your field follow your writing and efforts with interest."],["3","{@b Anonymous}. Try as you might, you can't earn positive or negative attention. Even worse, after you've published your findings, more prominent scholars have made similar statements to much acclaim."],["4","{@b Misguided}. Your theories challenge scholarly consensus and are discounted. A prominent scholar argues against your conclusions, and their voice carries the day... for now."],["5","{@b Fringe}. You work on the edges of your field, advocating bizarre theories that challenge scholarly consensus and seem patently outrageous, even scandalous."],["6","{@b Fraud}. For right or wrong, many in the academic community believe you have invented at least some of your \"findings\" to earn attention."]],"name":"Scholarly Standing","page":100,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"University Contact","colLabels":["d8","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An overworked department head who doesn't quite know what to make of you but gives you work to keep you busy"],["2","A career bureaucrat who insists you file paperwork in multiple offices in order to get anything done"],["3","A junior professor who might be more interested in selling plundered artifacts than in actual research"],["4","A department secretary who thinks you're a great deal more interesting than any of the regular faculty"],["5","An erudite dean who believes you have tremendous potential and urges you on to greater endeavors"],["6","An energetic librarian or museum curator who addresses every question, assignment, or acquisition with disproportionate enthusiasm"],["7","A tired senior professor whose only joy in academia is seeing what you bring back from your adventures"],["8","An eager researcher who wants to come with you on every adventure because second-hand reports are always incomplete and unsatisfying"]],"name":"University Contact","page":101,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Trinkets from Aerenal","colLabels":["d8","Trinket"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A bronzewood ring inscribed with the Elvish word for \"hope\""],["2","A dried flower; if it's placed in water, it blooms"],["3","An ebony locket; when it's opened, an elven voice whispers \"Always\""],["4","A tiny skull carved from dark wood"],["5","A finger bone inscribed with an unknown sigil"],["6","An ivory flute which produces no sound"],["7","A small journal made from preserved leaves"],["8","A book of poetry written by undead elves"]],"name":"Trinkets from Aerenal","page":134,"source":"ERLW","chapter":{"name":"Khorvaire Gazeteer - Distant Lands","ordinal":{"type":"chapter","identifier":2},"index":6}},{"caption":"Trinkets from Argonnessen","colLabels":["d10","Trinket"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A pierced dragon scale on a cord"],["2","A statuette of a dragon carved from black bone"],["3","A dragon's tooth, engraved with an unknown sigil"],["4","A child's doll of a dragon, woven from leather cords"],["5","A dagger carved from a dragon's talon"],["6","A brass disk bearing the silhouette of a black dragon"],["7","A small egg-shaped piece of polished bone"],["8","A bone fragment with brass inlaid runes"],["9","A leather pouch filled with tiny draconic teeth"],["10","A single large seed that's warm to the touch"]],"name":"Trinkets from Argonnessen","page":134,"source":"ERLW","chapter":{"name":"Khorvaire Gazeteer - Distant Lands","ordinal":{"type":"chapter","identifier":2},"index":6}},{"caption":"Trinkets from Khyber","colLabels":["d10","Trinket"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A pressed flower with vivid green petals; when you smell it, you hear eerie music"],["2","A tiny ball of putty; if you set it down, it begins to slowly crawl around"],["3","A perpetually warm disk of dark iron"],["4","A small journal with leathery pages; any words you write in it slowly disappear"],["5","A four-sided die carved with strange markings"],["6","A cameo with the silhouette of an unknown species"],["7","A preserved finger with purple flesh and four joints"],["8","A perfectly preserved eye; if you set it down, it rotates to follow your movement"],["9","A small box; when opened, you alone hear screaming"],["10","A preserved insect; you've never seen another like it"]],"name":"Trinkets from Khyber","page":135,"source":"ERLW","chapter":{"name":"Khorvaire Gazeteer - Distant Lands","ordinal":{"type":"chapter","identifier":2},"index":6}},{"caption":"Trinkets from the Frostfell and Everice","colLabels":["d8","Trinket"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A small prism carved from ice that doesn't melt"],["2","A rusted iron coin, depicting a dwarf lord and the worlds \"Five Rex Undra\""],["3","A pair of eight-sided dice carved from ice that doesn't melt"],["4","A swatch of silvery fur that's cold to the touch, possibly from a winter wolf"],["5","A snowball; it doesn't melt and can't be compressed into ice"],["6","A tiny white dragon sculpted from ice that doesn't melt"],["7","A key carved from ice that doesn't melt"],["8","A single scale from a white dragon"]],"name":"The Frostfell's and Everice's Influence in Khorvaire; Trinkets from the Frostfell and Everice","page":136,"source":"ERLW","chapter":{"name":"Khorvaire Gazeteer - Distant Lands","ordinal":{"type":"chapter","identifier":2},"index":6}},{"caption":"Trinkets from Sarlona","colLabels":["d8","Trinket"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A polished crystal sphere; when you clutch it in your fist, a telepathic voice recites a story in your mind"],["2","A teardrop pendant made from polished shell; when you hold it, you see the image of a young Riedran man"],["3","A six-sided crystal die; when you roll it, you feel a surge of emotion for six seconds"],["4","A sealed vial filled with faintly luminescent blue mist"],["5","A crystal disk engraved with a labyrinthine pattern"],["6","A leather-bound collection of kalashtar poetry called {@i Shards of the Light}"],["7","A sphere of polished crystal; when you hold it in your palm, you feel that it knows you and understands you"],["8","A cup and ball toy; when you successfully catch the ball in the cup, you feel a momentary surge of joy"]],"name":"Trinkets from Sarlona","page":138,"source":"ERLW","chapter":{"name":"Khorvaire Gazeteer - Distant Lands","ordinal":{"type":"chapter","identifier":2},"index":6}},{"caption":"Trinkets from Xen'drik","colLabels":["d8","Trinket"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A punched ticket for a voyage from Sharn to Stormreach"],["2","A scorpion's barb engraved with a single Elvish letter"],["3","A copper coin so big you could use it as a dinner plate"],["4","An image of an elf warrior engraved on a giant's tooth"],["5","A single page from a giant wizard's spellbook, bearing an incomplete spell"],["6","A scrap of parchment, part of a map of Stormreach"],["7","A small book titled {@i Feersome Beests of Zendrik}"],["8","A scrimshaw carving of a sahuagin"]],"name":"Trinkets from Xen'drik","page":140,"source":"ERLW","chapter":{"name":"Khorvaire Gazeteer - Distant Lands","ordinal":{"type":"chapter","identifier":2},"index":6}},{"caption":"Foundation of Faith","colLabels":["d6","Foundation"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You were raised in the faith. Your religion is an important part of your family and community."],["2","Someone you care about—a mentor, a friend, or a lover—introduced you to the faith."],["3","You were raised in a different religion but became drawn to the ideals and beliefs of your current faith."],["4","You never took your faith seriously. Then you made a vow during the Last War, pledging your devotion if a disaster was averted... and it was."],["5","You're devoted to your religion, but you've never been formally educated in its ways. You follow your own personal interpretation."],["6","You had a transcendental experience and believe you have a divine purpose to fulfill."]],"name":"Chapter 2: Khorvaire Gazeteer - Faiths of Khorvaire; Foundation of Faith","page":140,"source":"ERLW","chapter":{"name":"Khorvaire Gazeteer - Faiths of Khorvaire","ordinal":{"type":"chapter","identifier":2},"index":7}},{"caption":"Rejection of Faith","colLabels":["d6","Rejection"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You believe that the magic of clerics and paladins doesn't come from deities, but from the caster's inner power or belief."],["2","You come from an agnostic community and give little thought to spiritual matters."],["3","You were once deeply devout, but a tragedy during the Last War caused you to question your faith."],["4","A personal loss or betrayal shook your faith."],["5","You were spiritually scarred by an encounter with a fiend or aberration."],["6","You've created your own personal religion and believe that all the established faiths are flawed."]],"name":"Chapter 2: Khorvaire Gazeteer - Faiths of Khorvaire; Rejection of Faith","page":140,"source":"ERLW","chapter":{"name":"Khorvaire Gazeteer - Faiths of Khorvaire","ordinal":{"type":"chapter","identifier":2},"index":7}},{"colLabels":["The Sovereign Host","Province","Suggested Cleric Domains","Common Symbol"],"colStyles":["col-2","col-2","col-2","col-6"],"rows":[["{@deity Arawai|eberron|erlw}","Life, love","Life, Nature","Sheaf of wheat tied with green ribbon {@i or} bronze dragon"],["{@deity Aureon|eberron|erlw}","Knowledge, law","Knowledge, Order*","Open tome {@i or} blue dragon"],["{@deity Balinor|eberron|erlw}","Beasts, the hunt","Nature, War","Pair of antlers {@i or} green dragon"],["{@deity Boldrei|eberron|erlw}","Community, home","Life","Fire in a stone hearth {@i or} copper dragon"],["{@deity Dol Arrah|eberron|erlw}","Honor, sunlight","Light, War","Rising sun {@i or} red dragon"],["{@deity Dol Dorn|eberron|erlw}","Strength at arms","War","Longsword crossed over a shield {@i or} silver dragon"],["{@deity Kol Korran|eberron|erlw}","Trade, travel","Trickery","Nine-sided gold coin {@i or} white dragon"],["{@deity Olladra|eberron|erlw}","Good fortune","Life, Trickery","Domino {@i or} black dragon"],["{@deity Onatar|eberron|erlw}","Artifice, the forge","Forge**, Knowledge","Crossed hammer and tongs {@i or} brass dragon"]],"name":"Deities of Eberron; 1","page":141,"source":"ERLW","chapter":{"name":"Khorvaire Gazeteer - Faiths of Khorvaire","ordinal":{"type":"chapter","identifier":2},"index":7}},{"colLabels":["The Dark Six","Province","Suggested Cleric Domains","Common Symbol"],"colStyles":["col-2","col-2","col-2","col-6"],"rows":[["{@deity The Devourer|eberron|erlw}","Nature's wrath","Tempest","Bundle of five sharpened bones {@i or} dragon turtle"],["{@deity The Fury|eberron|erlw}","Passion, revenge","War","Winged wyrm with woman's head and arms"],["{@deity The Keeper|eberron|erlw}","Death, greed","Death","Dragonshard in the shape of a fang {@i or} dracolich"],["{@deity The Mockery|eberron|erlw}","Betrayal, bloodshed","Trickery, War","Five blood-spattered blades {@i or} flayed dragon"],["{@deity The Shadow|eberron|erlw}","Ambition, dark magic","Knowledge","Obsidian tower"],["{@deity The Traveler|eberron|erlw}","Change, chaos","Forge**, Knowledge, Trickery","Four crossed, rune-inscribed bones"]],"name":"Deities of Eberron; 2","page":141,"source":"ERLW","chapter":{"name":"Khorvaire Gazeteer - Faiths of Khorvaire","ordinal":{"type":"chapter","identifier":2},"index":7}},{"colLabels":["Other Faiths","Province","Suggested Cleric Domains","Common Symbol"],"colStyles":["col-2","col-2","col-2","col-6"],"rows":[["{@deity The Silver Flame|eberron|erlw}","Good, protection","Life, Light, War","Flame drawn on silver or molded from silver"],["{@deity The Blood of Vol|eberron|erlw}","Immortality","Death, Life","Red teardrop gem"],["{@deity Cults of the Dragon Below|eberron|erlw}","Madness","Trickery","Varies"],["{@deity The Path of Light|eberron|erlw}","Light, self-improvement","Life, Light","Brilliant crystal"],["{@deity The Spirits of the Past|eberron|erlw}","Elven ancestors","Nature, War","Varies"],["{@deity The Undying Court|eberron|erlw}","Elven ancestors","Grave**, Knowledge, Life","Golden mask"]],"name":"Deities of Eberron; 3","page":141,"source":"ERLW","chapter":{"name":"Khorvaire Gazeteer - Faiths of Khorvaire","ordinal":{"type":"chapter","identifier":2},"index":7}},{"caption":"Falling in Sharn","colLabels":["d8","Result"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You fall hundreds of feet before striking the ground at the base of the towers."],["2","You fall {@dice 3d6 × 10} feet before striking a bridge. A major bridge in an upper or a middle ward will have a {@spell feather fall} enchantment; otherwise, it's going to be a hard landing."],["3","You fall {@dice 2d4 × 10} feet and land in a passing skycoach, possibly injuring a passenger."],["4","You fall {@dice 4d4 × 5} feet and strike an outcropping, flagpole, or projecting statue. If you survive, you're still precariously perched on the edge of a tower or bridge."],["5","You fall past a {@creature hippogriff}—make a successful DC 15 Dexterity ({@skill Acrobatics}) check to catch its leg!"],["6","A {@creature gargoyle} or {@creature giant owl} catches you—then threatens to drop you if it doesn't get a reward."],["7","You can fly! Actually, a nearby wizard or artificer casts {@spell feather fall} to save you, but for a moment it felt like you can fly. And now the spellcaster wants payment."],["8","You strike a small {@creature air elemental} that was drawn to the city. Doing this cushions your fall, but now you're on top of an air elemental."]],"name":"Watch Your Step!; Falling in Sharn","page":152,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Magewright Casting Fees","colLabels":["Spell Level","Price"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["1st","25 gp"],["2nd","50 gp"],["3rd","100 gp"]],"name":"Spellcasting Services; Magewright Casting Fees","page":153,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Sharn Councilors","colLabels":["d12","Councilor"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Sorik Sensos} (human) represents Middle Central. An elder statesman and a brilliant orator, he is rumored to be involved in a web of bribery and graft."],["2","{@b Sava Kharisa} (human) is the outspoken councilor from Lower Central. Since taking her seat, she has fought to improve conditions for the lower classes of Sharn, and she has made many enemies on the council and beyond."],["3","{@b Thurik Davandi} (gnome) represents Upper Menthis. He is known to have ties to Zilargo and the Boromar Clan, and reportedly loves intrigues and blackmail."],["4","{@b Savia Potellas} (human) has her hand in the entertainment industry of Lower Menthis. She hopes to reduce the influence of organized crime in her district, but it's a dangerous game."],["5","{@b Maza Thadian} (elf) represents Upper Northedge. A venerable elf and owner of one of the finest restaurants in Sharn, she fights to maintain tradition but definitely puts the needs of the wealthy ahead of the poor."],["6","{@b Shassa Tarr} (shifter), from Lower Northedge, represents the interests of the merchants and shifters of her ward. She is a cunning diplomat and devoted to her constituents."],["7","{@b Bestan ir'Tonn} (halfling) has represented Upper Tavick's Landing for thirty years, and largely views his ward as a separate city within the city. He has a reputation for stirring up conflict and setting the other councilors against one another."],["8","{@b Kilk} (changeling) represents the merchants of Lower Tavick's Landing. Whispered rumors suggest that the changeling has ties to the mysterious Tyrants. Some insist that Kilk is actually an identity shared by a group of changelings."],["9","{@b Hruitt} (owl) is a {@creature giant owl} who can assume human form. A former aerial racer, he's a clever negotiator who fights for the good of the Bazaar and Middle Dura, often opposing the Boromar Clan and its allies."],["10","{@b Ilyra Boromar} (halfling) is the councilor for Lower Dura, but it's common knowledge that her true allegiance is to her family and its criminal empire. The current ongoing conflict with Daask has weakened her family and her position."],["11","{@b Evix ir'Marasha} (human) represents Skyway. Lady Marasha owns the Celestial Vista restaurant, along with several other valuable businesses. She's an eloquent speaker who supports many radical positions, including abolishing the monarchy after the death of King Boranel and recognizing Sharn as an independent province."],["12","{@b Nolan Toranak} (dwarf), the councilor for the Cogs, is largely seen as a tool of the industrialists who own the foundries there. Members of his family were killed by warforged during the Last War, and Toranak harbors a bitter grudge against House Cannith and the warforged. He has tried to have warforged reclassified as property, and seeks to suppress warforged activists in the Cogs."]],"name":"City Government; Sharn Councilors","page":156,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"colLabels":["District","Description","Location"],"colStyles":["col-2","col-8","col-2"],"rows":[["Highest Towers","The seat of city government, this district is also where airships arrive and depart.","Upper Central"],["Korranath","Named for the great temple of Kol Korran that lies at its center, this district is dedicated to wealth and finance. Moneychangers, banks, and grand vaults are found here, in addition to the estates of powerful merchants.","Upper Central"],["Platinum Heights","Catering to Sharn's elite, this district provides a wide range of shops and services of wealthy to aristocratic quality.","Upper Central"],["Skysedge Park","Home to three sprawling rooftop parks, this district provides a touch of wilderness in the heart of the city. A small community of immigrants from the Eldeen Reaches maintains these groves and gardens.","Upper Central"],["Ambassador Towers","This district contains the embassies to the Thronehold nations, along with Aerenal and Riedra. It's also the seat of the Citadel and home to the Brelish Museum of Fine Art.","Middle Central"],["Dragon Towers","This is the primary place to do business with representatives of the dragonmarked houses. All the houses have outposts here, and Sivis, Tharashk, Jorasco, and Cannith have their primary enclaves in Dragon Towers.","Middle Central"],["Sovereign Towers","A district filled with a vast assortment of temples and shrines. It is home to the two most important temples in Sharn: the Pavilion of the Host and the Cathedral of the Cleansing Flame.","Middle Central"],["Sword Point","This garrison district houses the forces that police and defend Central Plateau, including the Sharn Watch and a detachment of the royal army.","Middle Central"],["Tradefair","A merchant district offering legal goods and services of modest to comfortable quality.","Middle Central"],["Boldrei's Hearth","A haven for travelers, this district contains reliable inns ranging from modest to comfortable quality.","Lower Central"],["Olladra's Kitchen","Neither the best nor worst Sharn has to offer, Olladra's Kitchen is home to a wide number of taverns and restaurants of modest to comfortable quality.","Lower Central"]],"name":"Central Plateau: Important Districts","page":161,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"colLabels":["District","Description","Location"],"colStyles":["col-2","col-8","col-2"],"rows":[["Clifftop","This district caters to adventurers, with a wide array of businesses aimed at explorers and fortune hunters. It is the home base of the Clifftop Adventurer's Guild.","Upper Dura"],["Daggerwatch","Daggerwatch holds garrisons for both the Sharn Watch and the Brelish army, along with business and residences for those who support the garrisons.","Upper Dura"],["Highhold","A district built by dwarves for dwarves, Highhold has strong Mror influences in its architecture. It's a good place to find Mror goods and is home to talented smiths and brewers.","Upper Dura"],["Highwater","The finest residential district in Dura and the seat of House Vadalis, Highwater is largely comfortable in quality with a few wealthy estates.","Upper Dura"],["Hope's Peak","A relatively new temple district, with shrines and churches that have relocated from Fallen in Lower Dura. Hope's Peak includes several monasteries and a sacred grove.","Upper Dura"],["Overlook","Overlook is noteworthy for its kalashtar community, which maintains a community center, a shrine devoted to the Path of Light, and a few restaurants serving Sarlonan cuisine.","Upper Dura"],["The Bazaar","The largest commercial district in Sharn, an excellent place to buy or sell used—and possibly stolen—goods.","Middle Dura"],["Broken Arch","Once a proud residential district, Broken Arch has fallen into disrepair. Its housing is poor to modest in quality, though the shells of wealthy manors can still be seen.","Middle Dura"],["Hareth's Folly","A jumble of architectural styles, Hareth's Folly is a place to gamble and enjoy modest food and drink. The Hollow Tower is a center for aerial sports, and Hareth's Folly is where the Race of Eight Winds begins and ends.","Middle Dura"],["Rattlestone","Rattlestone is a tenement district. Its people have little but their pride, but there's a strong camaraderie between them.","Middle Dura"],["Stormhold","A comfortable residential district, Stormhold is home to the few powerful families that have remained in Dura. It's in better condition than most of Middle Dura, and Deneith mercenaries protect the streets.","Middle Dura"],["Tumbledown","A poor residential district, Tumbledown has experienced recent incursions from Daask.","Middle Dura"],["Underlook","The center of Sharn's nightlife before Menthis Plateau was built, Underlook is a collection of poor taverns and inns.","Middle Dura"],["Callestan","Home to an assortment of squalid and poor businesses, Callestan is a nexus for criminal activity and known as a stronghold of the Boromar Clan.","Lower Dura"],["Fallen","Sharn's oldest temple district, Fallen was abandoned after a floating tower crashed into the district during the Last War. Now it's a collection of wretched ruins.","Lower Dura"],["Gate of Gold","A squalid slum, providing miserable housing for desperate people.","Lower Dura"],["Malleon's Gate","A poor district originally inhabited by goblins, Malleon's Gate has become a haven for monstrous immigrants from Droaam and Darguun, along with members of Daask.","Lower Dura"],["Oldkeep","Another poor slum, largely home to dockworkers from Precarious.","Lower Dura"],["Precarious","The skydocks of Precarious pass goods between the towers and the port on the Dagger River below. The district is filled with warehouses, along with a handful of poor taverns. A small community of Sarlonans lives here.","Lower Dura"],["The Stores","A warehouse district with a large halfling population, with ties to the Boromar Clan.","Lower Dura"]],"name":"Dura Quarter: Important Districts","page":162,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"colLabels":["District","Description","Location"],"colStyles":["col-2","col-8","col-2"],"rows":[["Den'iyas","Founded by gnome immigrants from Zilargo, Den'iyas is a haven for those interested in Zil culture. It's home to many sages and artisans, and a hotbed of schemes and intrigue.","Upper Menthis"],["Ivy Towers","This residential district includes comfortable homes and modest apartments. Many of the students and faculty of Morgrave University live in Ivy Towers.","Upper Menthis"],["Seventh Tower","A shopping district, with restaurants and goods of comfortable to wealthy quality. Seventh Tower is especially noteworthy for Little Xen'drik, a collection of galleries whose owners buy and sell goods from Xen'drik.","Upper Menthis"],["University","This district is dominated by Morgrave University. It's also a nexus for sophisticated entertainment, including the Art Temple, the Grand Stage, and the Great Hall of Aureon.","Upper Menthis"],["Cassan Bridge","A mercantile district with goods of modest to comfortable quality. Home to a significant number of immigrants from the Shadow Marches, Cassan Bridge is the place to visit for exotic Marcher herbs and cuisine.","Middle Menthis"],["Everbright","This district is a source of magical goods and services. Exotic components, magewrights for hire, common or uncommon magic items—all of these and more can be found here.","Middle Menthis"],["Little Plains","Founded by Talenta halflings, this district includes a central campground for visiting halfling nomads. The permanent residents are mostly halflings as well. Talentan foods and crafts can be found here, along with displays of traditional skills and pastimes.","Middle Menthis"],["Smoky Towers","Safer than the lower wards and less expensive than Upper Menthis, Smoky Towers has plenty of entertainment options. The Classic Theater is its most popular venue, but Smoky Towers offers a wide variety of more exotic fare. Dinner theater, changeling burlesque, and other diversions can be found in Smoky Towers. Thovanic Hall has begun performing works from Darguun and Droaam featuring monstrous performers. Smoky Towers has also become a haven for Cyran refugees wealthy enough to avoid High Walls.","Middle Menthis"],["Warden Towers","This district is the primary garrison of the Sharn Watch in Menthis. It's home to a community of Lhazaar immigrants, and the Broken Anchor is a tavern catering to Lhazaar travelers.","Middle Menthis"],["Downstairs","The Downstairs district is primarily known for food and drink. Though most of its taverns and inns are only modest in quality, the Four Sails serves some of the finest seafood in Sharn. The recent success of the Diamond Theater has also drawn travelers to the district.","Lower Menthis"],["Firelight","This district is a destination for those who seek illicit forms of entertainment. Many forms of illegal gambling and paid companionship can be found in Firelight. It's also the most common location of the Burning Ring.","Lower Menthis"],["Torchfire","A district with a notorious reputation, celebrated for cheap entertainment and infamous for its dangerous alleys. Its theaters specialize in musical comedy and lowbrow entertainment, and there are lots of opportunities for hopeful amateurs to get on a stage in Torchfire.","Lower Menthis"]],"name":"Menthis Plateau: Important Districts","page":162,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"colLabels":["District","Description","Location"],"colStyles":["col-2","col-8","col-2"],"rows":[["Crystal Bridge","A peaceful residential district with many wealthy and aristocratic estates.","Upper Northedge"],["Oak Towers","A residential district where housing ranges from comfortable to aristocratic. Construction in Oak Towers uses materials and styles drawn from Aerenal, and the district is home to many of Sharn's established elf and half-elf families.","Upper Northedge"],["Shae Lias","This district is a bastion for the culture and traditions of the elves of Aerenal. It includes a variety of businesses specializing in Aereni goods, as well as a temple of the Undying Court.","Upper Northedge"],["High Hope","A center for worship for the people of Northedge, High Hope includes temples of the Silver Flame and the Sovereign Host, along with many smaller shrines. It lacks the grandeur of Sovereign Towers in Central Plateau, but has an atmosphere of solemn devotion.","Middle Northedge"],["Holdfast","Holdfast is the heart of Sharn's native dwarf population. The ancestors of the Holdfast dwarves helped build Sharn, and many of its people are stonemasons, architects, and smiths. Holdfast dwarves are proud of their Sharn roots and have little interest in Mror customs or traditions.","Middle Northedge"],["Longstairs","The population of this peaceful residential district is mostly made up of dwarves, humans, and half-elves. Neighbors here generally stand together to deal with any trouble.","Lower Northedge"],["North Market","The open market in this region largely deals in simple, locally produced goods. Due to the significant shifter population in Lower Northedge, North Market offers goods and services aimed at shifters (grooming services, claw care, and so forth) as well as those reflecting an Eldeen influence.","Lower Northedge"],["Stoneyard","This residential district is home to the majority of Sharn's shifters, including both recent immigrants from the Eldeen Reaches and long-established local families. The district includes a makeshift hrazhak court and a shrine devoted to the Wardens of the Wood. Conditions are poor to modest.","Lower Northedge"]],"name":"Northedge Quarter: Important Districts","page":163,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"colLabels":["District","Description","Location"],"colStyles":["col-2","col-8","col-2"],"rows":[["Copper Arch","This district is built around the Deneith garrison that polices the upper ward. It contains shops and services catering to the wealthy elite.","Upper Tavick's Landing"],["Ocean View","This residential district is home to some of the most influential citizens of Sharn. It has a mix of wealthy mansions and aristocratic estates.","Upper Tavick's Landing"],["Silvergate","This shopping district is patronized by those with gold to spare. All manner of fine jewelry and expensive clothing can be found here, along with aristocratic food and lodging.","Upper Tavick's Landing"],["Sunrise","This district provides housing for the shopkeepers and servants who keep Upper Tavick's Landing running. Housing is largely modest in quality, with a few comfortable towers.","Upper Tavick's Landing"],["Twelve Pillars","This is the civic heart of Upper Tavick's Landing. The twelve pillars it's named for surround a courthouse, the Tower of Law, where visitors can get licenses to carry weapons in the ward.","Upper Tavick's Landing"],["Cornerstone","A haven for travelers, Cornerstone has a range of comfortable inns and taverns. It's built around the vast Cornerstone arena and is a center of activity for many major sporting events.","Middle Tavick's Landing"],["Deathsgate","Named for the nearby City of the Dead, this district houses the Deathsgate Guild and businesses that cater to adventurers. House Deneith recruits mercenaries at its outpost here.","Middle Tavick's Landing"],["Graywall","This district was founded long ago by Karrnathi immigrants, and its people are proud of their heritage. It is a haven for any Karrnathi travelers passing through Sharn. Rumors say there's a temple devoted to the Blood of Vol in Graywall, but if that's the case, it's kept hidden.","Middle Tavick's Landing"],["Tavick's Market","This district specializes in produce and other goods brought in by the farmers from the surrounding countryside.","Middle Tavick's Landing"],["Black Arch","This district is filled with checkpoints and enchanted gates. These portals are generally open, but in times of trouble, Black Arch can become an impassable fortress. The Sharn Watch maintains the local garrison. House Orien and House Sivis both maintain outposts here, ensuring that messages can be swiftly delivered through the city and beyond.","Lower Tavick's Landing"],["Cogsgate","This warehouse district is the gateway to the Cogs, and shipments of ore and other goods regularly pass through here. House Kundarak has high-security storage facilities for rent, and a House Deneith outpost hires out Blademark mercenaries for venturing below.","Lower Tavick's Landing"],["Dragoneyes","Dragoneyes tends to the needs of weary travelers, providing a wide range of lodging, food, and entertainment for tourists. It's also the home of most of Sharn's changeling population, and many changelings use their gifts to entertain and amuse travelers. Some say that it's the home of the Tyrants criminal guild, but if so, that place is well hidden.","Lower Tavick's Landing"],["High Walls","This district was converted into an internment center during the Last War. Since the end of the war, it has been transformed into a refugee camp. Most of the residents are Cyrans who fled the Mourning, but High Walls also includes Brelish citizens who lost their homes in the war. It's a crowded and dangerous place, but it allows residents to maintain a squalid lifestyle at no cost. Currently the gates are open, but the Sharn Watch could seal them at any time.","Lower Tavick's Landing"],["Terminus","This district is based around Terminus Station, where the lightning rail enters and leaves Sharn. Most local businesses serve the station or travelers.","Lower Tavick's Landing"],["Wroann's Gate","Travelers who arrive on the main road enter Sharn through Wroann's Gate, passing below a huge statue of the legendary Queen Wroaan. Many of the dragonmarked houses maintain shops here so travelers can send messages, hire bodyguards, or make use of other services.","Lower Tavick's Landing"]],"name":"Tavick's Landing: Important Districts","page":164,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"colLabels":["District","Description","Location"],"colStyles":["col-2","col-8","col-2"],"rows":[["Skyway","Skyway is a district that floats above Central Plateau and Menthis, built atop an island of solidified clouds. The richest people in Sharn live here.","Above the city"],["Cliffside","Boats bring cargo and passengers to the dock at Cliffside, on the edge of the Dagger River. From there, enormous lifts carry people up to Precarious. This dangerous district contains an assortment of taverns, shabby inns, and warehouses.","On the banks of the Dagger River"],["Ashblack","The first foundries of Sharn were built here. The district is devoted to industry, and the environment here is sweltering and claustrophobic.","The Cogs"],["Blackbones","Blackbones is newer than Ashblack, and it shows. The district's corridors are wider and better lit. The foundries are well maintained, and the district has a few thriving businesses. Most of the warforged that reside in Sharn work in Blackbones.","The Cogs"]],"name":"Above and Below Sharn: Important Districts","page":164,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Central Plateau: Noteworthy Locations","colLabels":["Location","Description","District"],"colStyles":["col-2","col-8","col-2"],"rows":[["Aurora Gallery","The most prestigious auction house in Sharn, Aurora deals in magic items, exotic finds from Xen'drik, and other wonders.","Platinum Heights, Upper Central"],["City Archive","This enormous edifice holds the historical and legal records of Sharn and the surrounding regions.","Highest Towers, Upper Central"],["Council Hall","The seat of city government and the site of City Council meetings. The council meets weekly, and visitors can watch from the gallery.","Highest Towers, Upper Central"],["Gray Dragon Inn","This inn provides aristocratic and wealthy lodging for those who can afford it.","Platinum Towers, Upper Central"],["The Korranath","The temple of Kol Korran is an ostentatious display of wealth and a popular tourist attraction, since many believe praying at the Korranath ensures success in business.","Korranath, Upper Central"],["Kundarak Bank of Sharn","This is the largest bank in Sharn and the center of House Kundarak urban operations in the city.","Korranath, Upper Central"],["Lyrandar Tower","All airship travel to and from Sharn passes through the docking spires of Lyrandar Tower, the house's primary enclave in Sharn.","Highest Towers, Upper Central"],["Sannid's","One of Sharn's most celebrated restaurants, Sannid's serves Brelish cuisine of wealthy quality and has a legendary wine cellar.","Platinum Towers, Upper Central"],["The Vaults","Located below the Kundarak Bank, the Vaults are Kundarak's heavily guarded storage facility.","Korranath, Upper Central"],["Wayfinder Foundation","The guildhall for this legendary association of explorers.","Korranath Upper Central"],["Brelish Museum of Fine Art","The museum displays work produced by Brelish artists and relics recovered from Xen'drik.","Ambassador Towers, Middle Central"],["Cathedral of the Cleansing Flame","The central temple of the Church of the Silver Flame serves both as a templar garrison and the site of grand rituals and celebrations.","Sovereign Towers, Middle Central"],["The Citadel","The headquarters of the King's Citadel, Breland's elite military and intelligence service. The Citadel is also a high-security prison holding Sharn's most dangerous criminals.","Ambassador Towers, Middle Central"],["The Panaceum","The largest House Jorasco enclave in Sharn provides high-priced healing services to all who can pay for them.","Dragon Towers, Middle Central"],["Pavilion of the Host","The center for worship of the Sovereign Host is a grand open tower surrounded by nine temples, each dedicated to one of the Sovereigns.","Sovereign Towers, Middle Central"]],"name":"Central Plateau: Noteworthy Locations","page":165,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Dura Quarter: Noteworthy Locations","colLabels":["Location","Description","District"],"colStyles":["col-2","col-8","col-2"],"rows":[["The Citadel of the Sun","A temple devoted to Dol Arrah, noteworthy for the three blessed griffons that reside there.","Hope's Peak, Upper Dura"],["The Clifftop Adventurer's Guild","An institution that provides adventurers with camaraderie and profitable work.","Clifftop, Upper Dura"],["The Drunken Dragon","A tavern frequented by members of the Clifftop Adventurer's Guild. The food is modest, but it has the widest selection of exotic alcohol in Sharn.","Clifftop, Upper Dura"],["The Esoteric Order of Aureon","The guildhall of one of Sharn's most prestigious arcane orders. A reliable source for arcane spellcasting services.","Clifftop, Upper Dura"],["The Gold & White","This tavern offers fare of comfortable quality at modest prices. It caters to members of the Sharn Watch and Brelish veterans, but others will receive a cold welcome.","Daggerwatch, Upper Dura"],["Moraggan's","A posh tavern specializing in strong Mror spirits. Food and drink are wealthy in quality and cost.","Highhold, Upper Dura"],["The Mystic Market","A collection of shops specializing in different categories of magic items. Most merchandise is common or uncommon, but rare items are occasionally available.","Clifftop, Upper Dura"],["Pegasus Spire","The seat of House Vadalis in Sharn is one of the few enclaves where pegasi are raised and trained. Native to Syrania, these celestial beasts can become stranded in Sharn; Vadalis heirs care for them and match them with virtuous companions.","Highwater, Upper Dura"],["Ghallanda Hall","This proud Ghallanda enclave continues to operate amid the fading squalor of Middle Dura, and has become a tourist attraction. It offers a range of services, with food and lodging of poor to comfortable quality.","Underlook, Middle Dura"],["The Hollow Tower","A vertically oriented arena used for aerial jousting and other unusual sporting events.","Hareth's Folly, Middle Dura"],["The King of Fire","A comfortable tavern and gambling hall, known as one of the safest places to bet on the Race of Eight Winds and the events at the Hollow Tower.","Hareth's Folly, Middle Dura"],["The Anvil","This fading Ghallanda inn struggles to maintain its poor to modest quality. It's known to be under the protection of the Boromar Clan, which makes it one of the safest establishments in Lower Dura.","Callestan, Lower Dura"],["The Broken Mirror","A curious tavern owned by a family of changelings, the Broken Mirror changes its appearance and theme every week. It's rumored to be connected to the Tyrants.","Callestan, Lower Dura"],["The Silvermist Theater","A remnant of Callestan's glory days, this place is a shadow of the grand establishment it once was. The current owners are known for staging bizarre events at the Silvermist. Since the Sharn Watch stays out of Callestan, anything can happen here.","Callestan, Lower Dura"]],"name":"Dura Quarter: Noteworthy Locations","page":166,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Bazaar Merchants","colLabels":["d10","Merchant"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Secondhand Strings}. A must-stop shop for the bard on a budget, with a variety of gently used instruments."],["2","{@b Korryn's Quill}. A reliable source for cartographers, calligraphers, and scribes of all stripes."],["3","{@b Seven Leagues}. Owned by the cobbler Boots, this small stall has a remarkable selection of footwear."],["4","{@b Borran's Blades}. Borran is one of the few halfling smiths in Sharn. He specializes in knives and daggers."],["5","{@b Hearty Scales}. A stall serving grilled lizard meat and other Talentan delicacies."],["6","{@b Roll and Conquer}. One of Sharn's only game stores. It does most of its business in cards and dice."],["7","{@b The Old Apothecary}. Selling supplies for herbalists and alchemists, this claims to be Bazaar's oldest shop."],["8","{@b Illumination}. This shop sells lamps, lanterns, candles, and torches. Some are magical."],["9","{@b The Magewright's Miscellany}. This little shop deals in spell components. The clerks love to discuss magic."],["10","{@b Sundry's Shop}. A gnome named Sundry runs a pawn shop filled with all manner of trinkets."]],"name":"Middle Dura; Bazaar Merchants","page":167,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Menthis Plateau: Noteworthy Locations","colLabels":["District","Description","Location"],"colStyles":["col-2","col-8","col-2"],"rows":[["Art Temple","This theater is renowned for its avant-garde techniques and subjects.","University, Upper Menthis"],["Davandi Fine Tailoring","In addition to being the city councilor representing Upper Menthis, the gnome Thurik Davandi is an accomplished tailor and magewright who produces the finest glamerweave clothing available in Sharn.","Den'iyas, Upper Menthis"],["Dezina Museum of Antiquities","Attached to Morgrave University, this building displays the relics recovered on the university's many expeditions.","University, Upper Menthis"],["Golden Horn","This wealthy inn includes a library, a few large meeting rooms, and a small concert hall. Performing at the Horn is an excellent opportunity for aspiring bards.","University, Upper Menthis"],["Grand Stage","This stage hosts grand performances of the beloved classics of Galifar, along with more modern works that follow classical traditions.","University, Upper Menthis"],["Great Hall of Aureon","Sharn's largest temple to the Sovereign Aureon, the Great Hall celebrates knowledge and learning. The clergy are sages and savants in a wide variety of fields.","University, Upper Menthis"],["Khavish Theater","Established by and for gnomes, the Khavish has ample seating for small creatures, and its shows make extensive use of illusions.","Den'iyas, Upper Menthis"],["Little Xen'drik","This area of small shops deals in antiquities and relics recovered from Xen'drik and the ruins below Sharn. Cloud Antiquities specializes in giant artifacts, while the Mekdall Gallery deals in ancient elven and drow goods. Windows on Yesterday looks for items with historical significance, and Echoes of the Past deals in magic items with practical uses.","Seventh Tower, Upper Menthis"],["Sharn Opera House","Performances at the Sharn Opera are one of the most highbrow forms of entertainment in the city.","University, Upper Menthis"],["Stargazer Theater","This open-air theater focuses on popular entertainment with family appeal.","University, Upper Menthis"],["Classic Theater","A small and inexpensive theater, the Classic performs only works written before the start of the Last War.","Smoky Towers, Middle Menthis"],["The Burning Ring","The Ring offers blood sport and gladiatorial combat. These dangerous matches aren't sanctioned by law, and the Burning Ring constantly changes locations to avoid the Sharn Watch. It's always last seen somewhere in Lower Menthis.","Lower Menthis"],["Diamond Theater","A cheap theater once known for bawdy humor, the Diamond has gained fame due to its playwright in residence and has produced several plays about the impact of the Last War.","Downstairs, Lower Menthis"],["Ten Torches","The cheapest ticket in Sharn's theater scene, Ten Torches alternates between lowbrow comedy and bizarre shows that no respectable theater would stage.","Torchfire, Lower Menthis"]],"name":"Menthis Plateau: Noteworthy Locations","page":169,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Shows in Menthis","colLabels":["d8","Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Tira's Tears}. A speculative drama about the founder of the Church of the Silver Flame. (Grand Stage, Upper Menthis)"],["2","{@b Facade}. A comedy of errors about a family of changelings, involving a tangled web of mistaken identities. (Art Temple, Upper Menthis)"],["3","{@b Five Lives}. A bitter reflection on the tragedy of the Last War, as seen through the eyes of five soldiers. Written by up-and-coming playwright Luca Syara. (Diamond Theater, Lower Menthis)"],["4","{@b Galifar Triumphant}. A beloved history based on the legendary king and the conflict that established the Kingdom of Galifar. (Classic Theater, Middle Menthis)"],["5","{@b The Late Count}. A comic opera by the bard Kessler, revolving around a Karrnathi count who is resurrected as a zombie. (Sharn Opera House, Upper Menthis)"],["6","{@b The Carnival of Shadows.} House Phiarlan's traveling circus, a mesmerizing blend of illusions, physical arts, and exotic beasts. The traveling troupe always visits Smoky Towers (Middle Menthis)."],["7","{@b The Brelish Symphony Orchestra.} A performance of some of the finest works of Seventh Century Brelish composers. (Kavarrah Concert Hall, Upper Menthis)"],["8","{@b Reflection}. A one-person show performed by the changeling Adi, exploring the multitudes that exist within us all. (Ten Torches, Lower Menthis)"]],"name":"What's on the Bill?; Shows in Menthis","page":170,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Northedge Quarter: Noteworthy Locations","colLabels":["Location","Description","District"],"colStyles":["col-2","col-8","col-2"],"rows":[["Gates of Passage","Built from Aereni densewood, this spire serves both as the embassy of Aerenal and a temple of the Undying Court. Aereni citizens who die in Sharn are interred in the temple crypts until their remains can be transported to Aerenal.","Shae Lias, Upper Northedge"],["Nightshade","An apothecary dealing in exotic herbs and salves, Nightshade is also a tavern specializing in lightly poisoned beverages.","Shae Lias, Upper Northedge"],["The Oaks","A legendary restaurant that serves Aereni and Brelish cuisine. The quality is unmatched, as are the aristocratic prices. Head chef Maza Thadian has maintained the Oaks for over three hundred years, but after her recent appointment as city councilor for Upper Northedge she is often occupied with other matters.","Shae Lias, Upper Northedge"],["The Silver Bough","This establishment deals in arms crafted in the Aereni tradition. This merchandise includes magic items, but woodshaper Tanar Mendyrian takes time to produce his wonders, and only a limited selection is available at any given time.","Shae Lias, Upper Northedge"],["The Winding Root","A marketplace and gallery that showcases the work of elven artisans, including sculptures, textiles, and fine clothing.","Shae Lias, Upper Northedge"],["The Veil of Flesh","This studio deals in Aereni body art and alteration, such as tattoos and cosmetic transmutation.","Shae Lias, Upper Northedge"],["Coldflame Keep","A garrison temple of the Silver Flame, this place once housed a hundred templars dedicated to protecting Sharn from supernatural threats. It has largely been abandoned; only a dozen devoted templars and adepts remain in residence.","High Hope, Middle Northedge"],["Daca's Watch","A dwarf named Daca has been sitting on a pillar in Northedge for over a century, offering advice and encouragement. Though she doesn't claim to be a priest, many believe that Daca is blessed and guided by Boldrei.","High Hope, Middle Northedge"],["The Bear's Rest","A modest inn maintained by a beasthide shifter named Leara, who usually gives a discount to traveling shifters. The decor features various exotic hides.","North Market, Lower Northedge"],["Fathen's Shrine","This marker in North Market commemorates a miracle that exposed a network of wererats in Sharn, along with the priest of the Silver Flame who died while fighting them. Pilgrims devoted to the Silver Flame often visit the shrine.","North Market, Lower Northedge"],["The Horse and Hearth","Though not as colorful as the Bear's Rest, this large inn is maintained by House Ghallanda and offers rooms of modest and comfortable quality.","North Market, Lower Northedge"],["The Rat's Nest","A modest tavern catering to the shifters of Lower Northedge, the Rat's Nest is a haven for gossip and serves food and drink in the Eldeen style.","North Market, Lower Northedge"]],"name":"Northedge Quarter: Noteworthy Locations","page":171,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Tavick's Landing: Noteworthy Locations","colLabels":["Location","Description","District"],"colStyles":["col-2","col-8","col-2"],"rows":[["Crystals of Denion","This gallery deals in rare and expensive magic items. The selection is limited, and Denion looks for items that are both beautiful and powerful.","Silvergate, Upper Tavick's Landing"],["The Three Towers","A fortress enclave of House Deneith. One tower is a garrison for the Blademark mercenary forces that police Upper Tavick's Landing. The second is dedicated to house business and training. The third is a private mansion for Deneith heirs.","Copper Arch, Upper Tavick's Landing"],["Transmutation","A beauty salon that employs both magical and mundane cosmetic techniques.","Copper Arch, Upper Tavick's Landing"],["Wyredd's Spirits","Wyredd deals in fine wines and exotic spirits. Wyredd's has the finest selection in Sharn, but his prices are high.","Copper Arch, Upper Tavick's Landing"],["The Bloody Mug","A comfortable tavern catering to Sharn's Karrnathi immigrants. Travelers from Karrnath always receive a warm welcome and a tankard of nightwood ale in exchange for stories from the old country.","Graywall, Middle Tavick's Landing"],["The Cornerstone","A massive arena that hosts a wide array of sporting events. These include jousts and races, both on foot and through the air. The Stone Trees is an offshoot of the Cornerstone that serves as the playing field for hrazhak competitions.","Cornerstone, Middle Tavick's Landing"],["The Deathsgate Guild","A society where adventurers can hone their skills and seek profitable work. The Deathsgate Guild has a sinister reputation, earned because its members will do anything in pursuit of success.","Deathsgate, Middle Tavick's Landing"],["The Guild of Starlight and Shadows","The guildhall of one of Sharn's most prestigious arcane orders. A reliable source for arcane spellcasting services.","Deathsgate, Middle Tavick's Landing"],["Maynard's Menagerie","This Vadalis storefront deals in exotic pets and animal companions, along with barding and other useful gear.","Deathsgate, Middle Tavick's Landing"],["Redblade's","A comfortable tavern catering to the adventurers of the Deathsgate Guild. Redblade is rumored to have a side business selling poison and venoms.","Deathsgate, Middle Tavick's Landing"],["Slogar's","This modest restaurant serves traditional Karrnathi cuisine. The ambience is a bit gloomy, but the prices are reasonable, and the food is very filling.","Graywall, Middle Tavick's Landing"],["Tooth and Nail","A comfortable tavern devoted to the sport of hrazhak. Most of the clientele are shifters, but anyone willing to talk hrazhak will find friends here.","Cornerstone, Middle Tavick's Landing"],["Chance","A legendary gambling hall. In addition to standard games, it's said that the host can cover a wide range of unusual wagers.","Dragoneyes, Lower Tavick's Landing"],["Terminus Station","An enclave of House Orien, this site contains the lightning rail station. The administrators coordinate the many Orien caravans that come and go from Sharn. Many of the other dragonmarked houses have small outposts in or around Terminus Station, allowing travelers to immediately access the services of House Sivis, House Deneith, and others.","Terminus, Lower Tavick's Landing"],["Velvet's","Staffed by changelings, this comfortable inn specializes in fulfilling fantasies; both the staff and the rooms can be adapted to fit any scenario. Though some clients have romance in mind, others come to Velvet's to relive triumphs, to prepare for debates or trials, or for help in developing a new identity.","Dragoneyes, Lower Tavick's Landing"]],"name":"Tavick's Landing: Noteworthy Locations","page":172,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Above and Below Sharn: Noteworthy Locations","colLabels":["Location","Deascription","District"],"colStyles":["col-2","col-8","col-2"],"rows":[["The Azure Gateway","This luxurious hotel and restaurant recently replaced an old Ghallanda inn. The menu is a \"Galifar fusion,\" combining styles from across the Five Nations.","Skyway"],["The Celestial Vista","This legendary restaurant is owned by Skyway's city councilor, Lady Evix ir'Marasha. The floor is studded with crystal windows, allowing diners to look down into the city below. The food isn't incredible, but tourist crowds keep the Vista filled with customers.","Skyway"],["The Cloud Dragon","This restaurant serves traditional Brelish cuisine, and it does so exceptionally well. It's rarely as crowded as the other venues in Skyway, but locals know its value.","Skyway"],["The Dragon's Hoard","This resort, maintained by House Ghallanda, offers every luxury for those who can afford its high prices.","Skyway"],["Tain Manor","Sharn's social life revolves around the ir'Tain family. The monthly Tain Gala is the hottest ticket in town, and it's held at the family estate in Skyway.","Skyway"],["Mud Caves","This shantytown sits on the edge of Cliffside, where generations of destitute people have carved out homes in the cliff walls. It's a wretched existence, but most of the inhabitants have no other options. It also makes an excellent hiding place for fugitives.","Cliffside"],["Sharn's Welcome","Also known as the docks of Cliffside, this area is rough and dirty. Its taverns frequently host brawls, while the inns offer travelers a wide variety of ways to be cheated or robbed.","Cliffside"],["Ship's Towers","Drifting alongside the Cliffside docks is a collection of rafts, ships, and houseboats lashed together to form a floating community.","Cliffside"],["Keldoran Forge","Though most of the foundries in the Cogs are devoted to large-scale industry, the dwarf Antos Keldoran maintains a small forge and produces bespoke arms and armor.","Ashblack"],["The Pool of Onatar's Tears","A small temple in the Blackbones district holds a pool said to be blessed by the god Onatar. Smiths come from across Khorvaire to dip their tools in the pool.","Blackbones"],["The Red Hammer","The Red Hammer is Sharn's only inn maintained by and for warforged. It offers those who work in the Cogs opportunities to socialize, along with repair and cosmetic services.","Blackbones"]],"name":"Above and Below Sharn: Noteworthy Locations","page":175,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Boromar Contacts","colLabels":["d6","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Sundry} (gnome) is a fence who runs a pawn shop in the Bazaar of Dura and has ties to many smugglers, sailors, and burglars."],["2","{@b Canon} (halfling) is a pickpocket who works across Sharn and is at home throughout the lower districts."],["3","{@b The Rake} (dwarf) runs a handful of gambling dens and sets odds on the sporting events of Sharn."],["4","{@b Myri Olar} (halfling) is a burglar and socialite, familiar with many of the mansions of the upper districts."],["5","{@b Hass Faldren} (half-elf) is a smuggler and the captain of the elemental sloop {@i Ice Storm}. Hass is also well connected on the docks and in the warehouse districts."],["6","{@b Cala Boromar} (halfling) is a lawyer by trade but with specialties in blackmail and intimidation. Cala loves engaging in the art of negotiation and is always interested in acquiring secrets."]],"name":"The Boromar Clan; Boromar Contacts","page":179,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Daask Contacts","colLabels":["d6","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Whyhyr} (gnoll), a talented tracker, loves a good hunt and finding people who don't want to be found."],["2","{@b Ralscar Shal} (goblin) is a fence and information broker, who is happy to be paid in gold or secrets."],["3","{@b Kar Bloodhorn} (minotaur) is an enforcer who leads raiding parties in Callestan. Kal is rough and loud but well liked in the organization."],["4","{@b Ash} (kobold) is a sorcerer with talent in fire magic, who specializes in arson and assault."],["5","{@b Cask} (changeling), an artificer and alchemist, supplies Daask with drugs and explosives and likes devising new concoctions and finding people to test them on."],["6","{@b Teller} (human) is one of the few humans with a position of influence in Daask. A grifter, Teller serves as a spy in the upper levels of the city where monsters aren't able to move around freely."]],"name":"Daask Contacts","page":179,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Tarkanan Contacts","colLabels":["d6","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Rotting Bal} (human) is an assassin, an expert in unarmed combat, and a founding member of the house."],["2","{@b Fileon} (halfling) is a healer with a deadly touch, who evaluates and trains potential recruits."],["3","{@b Nightshade} (gnome) is an assassin and alchemist specializing in exotic poisons, who's always interested in acquiring new toxins or unusual herbs."],["4","{@b Whisper} (elf) is a thief whose aberrant dragonmark absorbs sound. Whisper appreciates fine things and has a vast collection of unusual trinkets."],["5","{@b Zae} (halfling) can influence vermin and see through rats' eyes—an ability often used to spy on people."],["6","{@b Mala Shol} (half-elf) is an expert pickpocket and a master of disguise, with a talent for illusion."]],"name":"House Tarkanan; Tarkanan Contacts","page":179,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Tyrants Contacts","colLabels":["d4","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Korryn} (elf) maintains Korryn's Quill, a shop in the Bazaar of Dura that sells supplies for artists and scribes. In addition to being a remarkable calligrapher, Korryn is an expert forger."],["2","{@b Gray} (changeling) is a bartender at the Crooked Mirror in Callestan and is an information broker, with access to a wide array of rumors."],["3","{@b Chaela Tas} (half-elf) is a grifter with dozens of plots afoot at any given time. Though this identity is the face they wear with you, they maintain many different personas tied to their schemes."],["4","{@b Weave} (changeling) is a body artist who runs a salon in the Dragoneyes district."]],"name":"The Tyrants; Tyrants Contacts","page":180,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Morally Ambiguous Villains","colLabels":["d4","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The villain is targeting people with aberrant dragonmarks in the desperate hope of preventing another War of the Mark."],["2","The villain is suffering under a terrible curse, and their increasingly serious crimes are an effort to fight off the curse."],["3","The villain is rising to power through entirely legal means, winning popular support (through generous campaign promises) and working within the system."],["4","The villain's schemes are directed at preventing the release of a demonic overlord."]],"name":"Shades of Evil; Morally Ambiguous Villains","page":184,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Villain You Know","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A con artist takes advantage of people who fall for their scams, but leaves behind no proof of any crime."],["2","A cowardly politician fleeces the poor of their last few coins without technically doing anything wrong."],["3","A righteous zealot is continually poking into the characters' business, judging their actions and methods while doing even worse things in the shadows."],["4","A powerful figure in a dragonmarked house is using the house's resources for criminal deeds, but there's no trail of evidence leading back to the villain."],["5","A crime lord has the local authorities on the payroll, so no official action will ever be taken to stop their criminal activities."],["6","A villainous mastermind cooperates with local law enforcement to track down and eliminate rival villains, without ever giving the authorities a peek into their own evil deeds."]],"name":"The Villain You Know; Villain You Know","page":184,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Villain You Don't Understand","colLabels":["d6","Driving Force"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@book The Chamber|ERLW|9|The Chamber}"],["2","{@book The Cults of the Dragon Below|ERLW|9|Cults of the Dragon Below}"],["3","{@book The Daughters of Sora Kell|ERLW|9|Daughters of Sora Kell}"],["4","{@book The Dreaming Dark|ERLW|9|The Dreaming Dark}"],["5","{@book The Lords of Dust|ERLW|10|The Lords of Dust}"],["6","{@book The Order of the Emerald Claw|ERLW|10|Order of the Emerald Claw}"]],"name":"Driving Forces; Villain You Don't Understand","page":185,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Story Kickoff","colLabels":["d6","Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","On a quiet night, the tavern door bursts open and a group of soldiers calls for one of the party members by name."],["2","An explosion rocks a market, sending things flying."],["3","A vehicle crashes near the party: people are hurt and need help, and whatever caused the crash is still around somewhere."],["4","Two groups of people start fighting each other, blood is drawn, and bystanders are getting hurt."],["5","Chanting words of the Draconic Prophecy, a dragon appears and starts causing mayhem."],["6","A tavern patron suddenly leaps up and attacks one of the adventurers, scratching and biting in blind fury."]],"name":"Kicking Off the Action; Story Kickoff","page":186,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"New Development","colLabels":["d8","Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","One or more minions of the adventure's primary villain arrive to put a stop to the party's meddling."],["2","Someone else with the same goal as the party shows up to get them out of the way."],["3","Someone is out for revenge against the party for a past wrong (perhaps something that happened in a previous adventure)."],["4","Someone has a violent argument with an NPC in the same room as the adventurers."],["5","Someone wants a special item carried by one of the characters."],["6","A jealous person thinks one of the adventurers is meddling with the person's romantic partner."],["7","A person in love with the villain tries to stop the party from interfering with the villain's business."],["8","A monster bursts in looking for food."]],"name":"Keeping the Action Going; New Development","page":186,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Story Opening","colLabels":["d6","Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The party receives a detailed reading from a street fortune-teller that lays out the start of the adventure."],["2","A courier escorts the party to an elemental airship, where a wealthy patron outlines their mission."],["3","At an extravagant costume ball, a masked guest asks for the party's help."],["4","In a seedy section of town, the disguised heir of a dragonmarked house approaches the characters with an offer."],["5","A {@creature homunculus} delivers an anonymous letter that contains an offer of employment, but no clue to the author's identity."],["6","A professor from Morgrave University reaches out to one of the party members, a former student, to ask an important favor."]],"name":"Setting the Stage; Story Opening","page":186,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"The Plot Thickens","colLabels":["d8","Plot Twist"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The apparent victim in the situation is actually the villain."],["2","A supposedly valuable object is actually worthless (or vice versa)."],["3","A valuable object doesn't belong to the person who claims to own it."],["4","What's actually precious is not a work of art but a map or other information hidden on it (inside a statue, behind a painting in the frame, and so on)."],["5","Someone is in love with one of the party members, or with the villain."],["6","Someone is a relative of one of the party members."],["7","A friend or former ally is working with the villain."],["8","The initial plot is a distraction from the actual plot."]],"name":"The Plot Thickens","page":186,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Aurum NPCs","colLabels":["d4","NPC"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An aging dwarf—a retired general and an Aurum Concordian—collects unusual constructs, hoping to find a way to transfer his mind into a superior body."],["2","An Aurum Concordian is renowned for having the finest arcane library in Khorvaire. Adventurers might help them collect more tome, but when a number of prominent wizards are murdered and their research goes missing, is the Concordian to blame?"],["3","A member of the Gold Concord is on the run from the Aurum after learning a terrible secret."],["4","An imprisoned Concordian mobilizes a network of contacts and well-placed Aurum members in order to secure their own release."]],"name":"Aurum NPCs","page":187,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Aurum Missions","colLabels":["d6","Mission"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Retrieve a journal from a ship that sailed to Xen'drik and never returned."],["2","Locate the grave of a certain dragonmarked scion, and retrieve the signet buried with them."],["3","Make friends with a scholar at the local university and learn their vices."],["4","Recover a trove of art, artifacts, or recorded knowledge that was thought lost in a battle during the Last War."],["5","Capture an officer from a rival nation's army, or convince the officer to defect, to gain access to their specialized knowledge."],["6","Sabotage the negotiations between a dragonmarked house and the local government on a plan that will undermine the Aurum's status."]],"name":"Aurum Missions","page":188,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Cults of the Dragon Below","colLabels":["d8","Cult"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A cult of {@creature Belashyrra|ERLW} murders innocents and steals their eyes, magically preserving the image of the last thing the eyes beheld. The cultists collect the eyes in a deep vault, while new eyes grow in strange places on their own bodies."],["2","A cult of {@creature Dyrrn|ERLW|Dyrrn the Corrupter} seeks to transcend humanity by bonding with aberrations and symbionts."],["3","A cult of Kyrzin, the daelkyr Prince of Slime, keeps a {@creature gibbering mouther} in the basement and feeds their elders to this creature, believing their voices can still be heard in the whispers of the beast."],["4","A cult of {@creature Rak Tulkhesh|ERLW} believes that this life is only a stepping stone, and members earn a path to paradise by spilling blood and spreading strife."],["5","A cult of {@creature Belashyrra|ERLW} serves a {@creature beholder} messiah, believing that only the eye tyrant has the vision to lead them to a golden age."],["6","A cult of {@creature Dyrrn|ERLW} led by a {@creature mind flayer} kidnaps people with dragonmarks, seeking to decipher the marks and transfer them to others."],["7","An arcane think tank has become a cult of {@creature Sul Khatesh|ERLW}; the members believe they can heal the damage of the Mourning, but the eldritch machine they are building will surely cause more horror."],["8","A cult of {@creature Rak Tulkhesh|ERLW} has sprung up among a local militia. Its members are convinced that refugees from the war are secretly inhuman monsters, and must be destroyed."]],"name":"Cults of the Dragon Below","page":188,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Cult NPCs","colLabels":["d8","NPC"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A monstrous aberration (such as a {@creature beholder}, a {@creature mind flayer}, or a {@creature gibbering mouther}) lairs beneath a popular inn, from where it twists the thoughts and dreams of those sleeping above."],["2","The headmaster of an exclusive magic academy is actually a cult leader who is indoctrinating the students into a cult of {@creature Sul Khatesh|ERLW}."],["3","A wizard found mad scrawlings hidden in a library book, used the writing to make contact with a daelkyr, and began creating aberration servants."],["4","A {@creature mind flayer} serving {@creature Dyrrn|ERLW} dominates a magistrate and takes control of the city watch using {@creature Intellect Devourer||intellect devourers}."],["5","An assassin mixes mind-altering poisons laced with the whispers of a dark entity."],["6","A dragonmarked heir whose fortunes were ruined in the Last War founds a cult within their house."],["7","The local thieves' guild turns from mundane organized crime activities to bizarre murders and acts of chaos."],["8","A respected noble behaves more erratically as time goes on, treating their servants and family with random and escalating cruelty."]],"name":"Cults of the Dragon Below NPCs; Cult NPCs","page":189,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Cult Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Children throughout town begin reciting the same nursery rhyme, adding increasingly disturbing descriptions as the verses progress. No one knows where they learned the rhyme."],["2","Shadows around the old asylum take on a deep, inky cast, and things move just outside the light. Then the whispered laughs begin."],["3","A seemingly healthy noble dies of heart failure brought on by extreme terror, but with no clear source. The noble recently had an exquisite portrait painted. Every other person portrayed by the same artist has also died in a similar fashion."],["4","In a remote village, the local herbalist is condemned for practicing dark magic against the villagers. They swear their innocence to the characters and beg to be exonerated before their scheduled execution."],["5","Magic items begin exhibiting strange side effects, causing minor warping of their users' flesh, or fraying their users' sanity."],["6","Strange bounty hunters stalk the characters, seemingly aware of all their secrets and loved ones. Odd lumps writhe beneath the hunters' cloaks."],["7","A crazed hermit wanders into town and commits suicide in a grisly fashion. All the food in the village spoils instantly, and aberrant creatures attack every midnight thereafter."],["8","Several caravans have gone missing over the course of months. The authorities hire mercenary help after an aberration attacks while wearing the signet ring of a missing caravan master."]],"name":"Cult Adventures; Cult Adventure Hooks","page":189,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Arcane Workshop Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Steal a pattern for creating a magic item, before the workshop's artificers finish making the item."],["2","Petition the ranking artificer for access to the workshop's specialized library."],["3","Use the workshop to create a crucial magic item."],["4","Locate a stolen construct that has been modified for use as a servant in the workshop."],["5","Storm the workshop before the artificers complete a doomsday weapon."],["6","Investigate the workshop for signs of the illegal creation of warforged."],["7","Defend the workshop against an invasion while the artificers try to repair a magic item."],["8","Bring an unknown artifact to the workshop so the artificers can identify it."],["9","Convince the owners of the workshop to give up one of their subordinates, who is wanted for crimes in another nation."],["10","Escort a newly discovered bearer of the Mark of Making to the closest Cannith workshop."],["11","Seek assistance from the workshop's masters to determine why a young artificer's magic is producing unpredictable, often dangerous results."],["12","Request assistance from the artificers in recovering crucial memories from a destroyed construct or warforged."]],"name":"Arcane Workshop Adventures","page":190,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Dragonmarked NPCs","colLabels":["d12","NPC"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A renegade from House Cannith arms a group of bandits with fearsome elemental-bound weapons to prey on caravans as well as facilities belonging to other houses."],["2","A gang from the League of the Bitter Blade in House Deneith squeezes tribute from local towns in exchange for \"protection.\""],["3","An heir of House Ghallanda poisons members of other dragonmarked houses who stay in non-Ghallanda inns, discrediting rival businesses while attacking the houses."],["4","During a plague, a House Jorasco healer chooses which victims to cure and which to let die—and worse, which ones live to spread the plague to the house's enemies."],["5","A House Kundarak thief from the Warding Guild breaks into non-Kundarak vaults and banks to discredit them."],["6","A House Lyrandar airship captain uses the vessel to terrorize the countryside."],["7","A rogue heir of House Medani starts selling secrets, effectively establishing a new espionage guild within the house."],["8","A disgraced caravan leader turns to banditry, hoping to win back House Orien's favor by disrupting non-Orien trade along a busy route."],["9","Two elf assassins, one from House Phiarlan and the other from House Thuranni, are each working to discredit or slay the other while spying on local nobility."],["10","An heir of House Sivis starts blackmailing people based on the content of intercepted messages."],["11","A bounty hunter of House Tharashk hunts one of the characters or an associate of theirs."],["12","A rogue heir of House Vadalis is breeding monstrous animals and setting them loose in the countryside."]],"name":"Dragonmarked NPCs","page":190,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Dragonmarked House Adventure Hooks","colLabels":["d12","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A House Cannith artificer hires adventurers to steal secrets from a forge associated with a rival branch of the house."],["2","House Deneith is recruiting adventurers to oppose a sudden rise in bandit or monster activity in a nearby forest."],["3","A hostel run by House Ghallanda has gained a reputation for being haunted, and the disturbances are growing more dangerous."],["4","People healed at a local Jorasco enclave suddenly manifest strange abilities they never could before—and soon thereafter, a strange curse as well."],["5","The Kundarak Bank needs brave adventurers to test their new wards by trying to break into their vault."],["6","A Lyrandar sky captain lost much of their crew in a recent attack by flying monsters, and hires hands to defend the ship on its return voyage."],["7","A Medani bodyguard is killed defending their charge from assassins, but manages to force the attackers to drop a clue to the identity of their employer."],["8","The characters are hired to protect a crucial shipment aboard an Orien lightning rail."],["9","At a carnival run by House Phiarlan, customers begin acting strangely. They all hum the same song, which spreads like a virus as more people hear it."],["10","A Sivis translator has gone missing after being hired to decipher a trove of scrolls thought destroyed during the Last War."],["11","A House Tharaskh mine collapses, and time is running out for the trapped miners."],["12","House Vadalis needs help recovering a herd of magebred horses stolen from a local ranch."]],"name":"Dragonmarked House Adventure Hooks","page":192,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Planar Observatory Adventures","colLabels":["d8","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A disguised dragon requests assistance repairing a damaged orrery within the observatory."],["2","One of the character's contacts is secretly the servant of a Chamber dragon observer. When the contact goes missing, their notes point toward a hidden \"library\" in the mountains."],["3","The planar observatory might offer a way to prevent or at least predict what seems to be an epidemic of destructive manifest zones."],["4","An observatory has been taken over by demonic cultists, and the characters must reclaim the facility or destroy it before the cult makes use of it."],["5","A dragonmarked character has recurring nightmares that lead them to the observatory."],["6","A thief or assassin has been using a derelict observatory as a hideout, occasionally selling bits of the observatory's dragonshards and equipment."],["7","A scholar hires the characters to assist with studying and restoring a rediscovered observatory."],["8","Several observatories across the region will produce a powerful effect if each is brought into a specific, simultaneous alignment."]],"name":"Planar Observatory Adventures","page":193,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Chamber NPCs","colLabels":["d6","NPC"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A wizard agent of the Chamber seeks to eliminate all the people they worked with in the past to cover their tracks and preserve the Chamber's secrecy."],["2","The Prophecy requires the eventual destruction of a humanoid city. A disguised silver dragon, cunning and subtle, works to destabilize the city and bring about its ruin."],["3","A local librarian is a disguised gold dragon in the service of the Chamber, who provides useful leads to send the characters down paths vital to the Prophecy."],["4","A dragon becomes convinced that the dragonmarked houses are corrupting the Prophecy. It might specifically target dragonmarked heirs, or start a popular movement that seeks to destroy the houses."],["5","A royal advisor or prominent noble, secretly a servant of the Chamber, guides the leader in a direction vital to the Prophecy but disastrous to the region."],["6","A disguised dragon is convinced that an adventurer has a critical role to play in the Prophecy, but an agent of the Lords of Dust is determined to drive them down a different path."]],"name":"Chamber NPCs","page":195,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Chamber Missions","colLabels":["d6","Mission"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Gather pristine dragonshards to expand or repair an observatory."],["2","Seek out a group of people who must be eliminated in order to bring about the fulfillment of a stanza of Prophecy."],["3","Discover who killed another minion of the characters' dragon patron."],["4","Defend a Chamber safe house against a rival draconic attack."],["5","Steal a local sage's research to prevent them from discovering the Chamber's activities."],["6","Recreate an ancient ritual that will bring a new piece of the Prophecy to light."]],"name":"Chamber Missions","page":195,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Dream Adventures","colLabels":["d4","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Break a psychic lock that is preventing a House Thuranni spy from remembering what they learned about a sinister Dreaming Dark plot."],["2","Escape into Dal Quor to find an artifact that can be brought back to the Material Plane when the characters awaken."],["3","Rescue a character who is suffering from debilitating recurring nightmares by defeating the quori inhabiting the character's mind."],["4","Stop the construction of an eldritch machine in Dal Quor that will give the quori physical access to the Material Plane again."]],"name":"The Role of Dreams; Dream Adventures","page":196,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Dreaming Dark NPCs","colLabels":["d4","NPC"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A servant in a manor house overhears everything the visiting nobles whisper about in their private rooms."],["2","The captain of a successful mercenary company suddenly changes the kinds of contracts they'll accept."],["3","A local druid searches out monsters in the wilderness and drives them into murderous rampages."],["4","A charismatic Cyran stirs up anger and discontent among the frightened refugees."]],"name":"Dreaming Dark NPCs","page":197,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Dreaming Dark Adventure Hooks","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The high priest of a temple falls into a deep sleep from which nothing can awaken them."],["2","The characters notice a pattern after defeating several foes: each enemy exhibited a particular quirk of speech or gesture. They now recognize that quirk in an ally or mentor."],["3","A mad wizard encoded the remedy to a destructive spell in their own dreams. The characters must enter the dreamscape and recover the remedy."],["4","A war criminal imprisoned during the Last War reaches out, claiming to have evidence of their innocence and warning that a destructive force is influencing the government."]],"name":"Dreaming Dark Adventure Hooks","page":197,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Ruined Fort Adventures","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Gnoll||Gnolls} lairing in the fort have been attacking caravans and travelers near the Darguun border. But the gnolls are mercenaries. Who are they working for?"],["2","The ruins are said to hold a powerful magic item that was used by the ancient Dhakaani goblins against the daelkyr."],["3","The party is hired to recruit several {@creature Hill Giant||hill giants} for a building project in western Breland. Step one is making sure the giants lairing in the fort don't kill the party; step two is persuading them to work for humans."],["4","The characters must rescue prisoners being held by the monsters in the ruins."],["5","A group of Brelish humans determined to \"take Brelish lands back from the monsters\" have settled and started rebuilding the ruined fort. The party is asked to help them defend the fort—or to protect them as they flee back to Breland, pursued by angry Droaamites."],["6","A Brelish noble hires the party to retrieve a family heirloom lost in the fort's ruins."]],"name":"Ruined Dhakaani Fort Adventures; Ruined Fort Adventures","page":199,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Droaam Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature medusa} sends authorities a broken stone finger bearing a distinctive signet ring, and invites emissaries to bring gold, a magic item, or some other ransom for the {@condition petrified} individual's release."],["2","A House Lyrandar airship has gone down just beyond the Graywall Mountains. The characters must move immediately to rescue any survivors and secure a secret message the ship was carrying."],["3","Sora Teraza appears in a character's dreams every few nights, urging the character to explore a particular ruin."],["4","The characters must entreat the Daughters of Sora Kell for knowledge of how to remove a seemingly unbreakable curse."],["5","The characters must purchase or steal a daelkyr tome or artifact from the tower of Mordain the Fleshweaver, a powerful wizard banished from the Twelve who now makes his home in western Droaam."],["6","An {@creature ogre} warlord is accused of destroying a village just outside the borders of Droaam. The characters must bring the warlord to justice or work with the ogre to find the real culprit."]],"name":"Droaam Adventure Hooks","page":201,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Gatekeeper Seal Adventures","colLabels":["d4","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Deliver a specially treated Khyber dragonshard to the Gatekeepers to repair a widening crack in the seal."],["2","Petition the keepers of a seal for information on an aberration that has been terrorizing the countryside."],["3","Assist the Gatekeepers in an annual ritual that will reenergize the seal and keep it shut for another year."],["4","Escort a new Gatekeeper guardian safely to the seal after its previous guardians were corrupted."]],"name":"Gatekeeper Seal Adventures","page":202,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Gatekeeper NPCs","colLabels":["d4","NPC"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The spirit of a long-dead Gatekeeper lives on in the body of an ancient toad. It speaks in a deep, croaking voice."],["2","A half-orc Gatekeeper works in House Tharashk as an investigator, searching for signs of planar disturbances."],["3","A human Gatekeeper is on a pilgrimage, carrying an amulet that serves as a seal on a journey to a number of sacred sites to restore its power."],["4","An old orc ranger is murdering people in Sharn, claiming that they've been corrupted by the daelkyr."]],"name":"Gatekeeper NPCs","page":202,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Gatekeeper Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","While pursuing rumors of lycanthrope activity, the characters discover a good-aligned werebear that is working with the Gatekeepers to stop an incursion from Khyber."],["2","A Gatekeeper seal in the form of a stone tablet falls into the characters' hands. They must return the seal to the Gatekeepers before its magic fades."],["3","A logging operation is moving close to the area protected by a seal, and the party must convince the loggers to relocate before their work touches off a conflict with the Gatekeepers."],["4","Working with an agent of the Chamber, the Gatekeepers are convinced the actions of the characters will bring a daelkyr one step closer to freedom."],["5","The characters discover evidence suggesting that the rituals performed by the local Gatekeepers are weakening their seal, not empowering it."],["6","Pilgrims traveling through a forest draw the attention of Gatekeepers, who think they are spies sent to sabotage the nearby seal."],["7","One of the kidnapped victims who was rescued from a marauding band of aberrations turns out to be a Gatekeeper initiate."],["8","The adventurers are sent to the Mror Holds to investigate the activity of {@creature Dyrrn|ERLW} the Corruptor and uncover a daelkyr cult among the dwarves."]],"name":"Gatekeeper Adventure Hooks","page":204,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Dhakaani Fort Adventures","colLabels":["d10","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Steal an ancient magic weapon from the fort's commander."],["2","Bring a treaty proposal to the fort, in hopes of having it conveyed to the leader of the occupying kech."],["3","Gather intelligence about the force occupying the fort in preparation for a raid."],["4","Rescue prospectors who were taken prisoner and held in the fort's dungeons."],["5","Steal the fort commander's notes on troop movements in the surrounding areas."],["6","Lead a strike force against the fort to drive out or destroy the occupying Dhakaani."],["7","Rush to support a small squad besieging the fort before Dhakaani reinforcements arrive and break the siege."],["8","Assassinate or kidnap the advisor to the fort's commander."],["9","Work with the occupying commander to discover the spy from another kech in their ranks."],["10","Break a siege by Darguun goblinoids that has trapped the characters' Dhakaani allies within the fort."]],"name":"Dhakaani Fort Adventures","page":205,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Goblinoid NPCs","colLabels":["d8","NPC"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A hobgoblin bard of the Kech Volaar leads an elite team of dungeon delvers to recover Dhakaani artifacts from ancient ruins."],["2","A remarkably intelligent goblin studying at Arcanix or Morgrave is actually a Khesh'dar spy identifying tomes of arcane knowledge worth stealing."],["3","A Dhakaani strike force assaults a museum or a noble's private holdings, reclaiming goblin artifacts \"pillaged\" from ruins. These relics could be part of an eldritch machine, or could simply have important ceremonial value."],["4","A goblin spy stirs up trouble among the city goblins in a major city, using tales of their former glory to incite them to violence."],["5","A string of mysterious bombings are actually the work of Dhakaani sappers testing the strength of modern fortifications."],["6","A Dhakaani strike force attacks a Deneith outpost built atop a goblin ruin. Are the goblins just angry about the desecration, or is something hidden beneath the outpost?"],["7","A bugbear of the Kech Sharaat, to test the mettle of the adventurers, engages them in a series of guerrilla attacks as they are traveling through the wilderness."],["8","A hobgoblin warlock seeks to harness the power of the daelkyr or the fiendish overlords to win the imperial crown for her kech."]],"name":"Goblinoid NPCs","page":205,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Heirs of Dhakaan Adventure Hooks","colLabels":["d12","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A scout patrol has gone missing near the border of Darguun."],["2","A mining tunnel has collapsed, revealing a network of caverns leading into Khyber. The Heirs of Dhakaan are waiting in the darkness and decide to strike first."],["3","A squad of goblins attempts to steal back spoils of a recent adventure, cursing the characters for being grave robbers."],["4","A lone hobgoblin warrior stands at the gates of a town, intent on dueling the mercenary captain who slew their brother. The warrior has already killed ten soldiers that tried to remove them."],["5","Race against a Dhakaani force to recover an ancient artifact from a ruin."],["6","Defend a series of temples against Dhakaani raiders targeting these \"houses of false gods.\""],["7","Explorers discover a fragment of an ancient Dhakaani song that seems to tell of the true heir of Dhakaan. The complete lyrics might settle the question of succession."],["8","The Dhakaani begin kidnapping warforged so that their artificers can learn how to make their own construct soldiers."],["9","In a sacked human settlement, a battle between two opposing forces of goblinoids breaks out. Which side was the cause of the destruction?"],["10","The Kech Sharaat send emissaries to a nearby city with a simple message: abandon the town within one week, or die."],["11","Goblin scouts have been spotted far from Darguun, moving with uncharacteristic coordination and precision."],["12","A representative of the Kech Volaar approaches the characters to request their help in confronting their rivals to maintain the balance of power among the Dhakaani."]],"name":"Heirs of Dhakaan Adventure Hooks","page":206,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Personal Impact","colLabels":["d6","Impact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A former comrade-in-arms asks a player character for help."],["2","One of the adventurers is from a place destroyed during the war; refugees from that location ask for their help."],["3","One of the characters served with the villain during the war, and the villain betrayed them or their nation."],["4","The villain was the cruel commander of a camp where one of the characters was held as a prisoner of war."],["5","One of the adventurers made a promise to a comrade during the war, and achieving the goal of the adventure will fulfill that promise."],["6","The adventure revolves around something one of the characters saw during the war: a powerful weapon, an unusual battlefield, or a unique warforged."]],"name":"Personal Impact","page":206,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Everyday Impact","colLabels":["d6","Impact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A supply shortage is causing tension in the community. This shortage could be of a basic commodity (such as bread), a luxury item (such as wine), or an important service."],["2","Demonstrators in the streets are protesting against refugees or warforged, urging a return to war, complaining about shortages or neglect, or drawing attention to the needs of veterans, refugees, or others."],["3","A disabled veteran shares war stories while begging for copper."],["4","A crowd has gathered around two people engaged in a heated discussion about the war."],["5","A street vendor is selling unusual souvenirs from the war—pieces of a warforged titan, shards of an airship, and other curiosities."],["6","A memorial has been raised to commemorate members of the community lost in the war."]],"name":"Everyday Impact","page":208,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"War-Torn Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The villain doesn't know (or refuses to believe) that the war has ended."],["2","The villain experienced horrors during the war and targets the people they believe to be responsible."],["3","The villain is using the skills they learned during the war to target war profiteers or national leaders."],["4","The villain is a former military commander who commands soldiers who served under them in the war."],["5","The villain is an ex-soldier with a grudge against citizens of a former enemy nation."],["6","The villain wants the power to restart, and \"properly\" finish, the war."]],"name":"War-Torn Survivor; War-Torn Villains","page":209,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Fortified Outpost Adventures","colLabels":["d8","Adventure Premise"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Order of the Emerald Claw has seized the outpost and is raising a legion of undead soldiers."],["2","The outpost is said to be haunted by the vengeful spirit of a former commander who was slain by their own troops."],["3","A tunnel beneath the outpost leads to a sealed portal to Xoriat."],["4","The outpost borders the Mournland, where mutant monstrosities emerge from the mists."],["5","When a force of aberrations arises from Khyber, this abandoned outpost is the adventurers' only chance to stop their advance."],["6","The outpost is in a critical location, but it was damaged during the war. It needs to be protected while it is being restored."],["7","The outpost is located on a manifest zone linked to Thelanis. It has been seized by a group of fey, and the locals want it reclaimed."],["8","The outpost was built on the foundations of an ancient goblin fortress, and treasures are rumored to lie buried beneath it."]],"name":"Fortified Outpost Adventures","page":211,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Warforged Ossuary Adventures","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Rescue an artificer who is being forced to graft warforged components onto {@creature the Lord of Blades|ERLW}' warriors."],["2","Locate a {@item docent|ERLW} (see {@book chapter 5|ERLW|12}) carried by a warforged wizard who has joined up with {@creature the Lord of Blades|ERLW}."],["3","Capture a warforged artificer thought to be an advisor to {@creature the Lord of Blades|ERLW}, who is touring a series of ossuaries and inspecting the remains."],["4","Steal a House Cannith spellbook and workshop log from before the Day of Mourning that is being held in the ossuary's vault."],["5","Extract a warforged spy from within {@creature the Lord of Blades|ERLW}' followers who is close to being discovered."],["6","Retrieve a Cannith schema supposedly held within the ossuary that tells of a process for transferring a warforged consciousness from one body to another."]],"name":"Warforged Ossuary Adventures","page":212,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Lord of Blades NPCs","colLabels":["d6","NPC"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A House Cannith apprentice warforged becomes obsessed with {@creature the Lord of Blades|ERLW}' message, disrupting house operations in the hope of becoming a warrior in the Mournland."],["2","A warforged druid devises diseases and poisons that have no effect on warforged, and starts to unleash them on the general populace."],["3","A warforged ranger relentlessly hunts creatures of flesh in the wilderness near the Mournland."],["4","A warforged assassin poses as a simple workshop assistant while exterminating those who speak out against the rights of the warforged."],["5","A mad artificer is trying to reactivate a destroyed warforged colossus."],["6","A band of warforged attacks a lightning rail, intent on stealing something in one of the cargo carriages."]],"name":"Lord of Blades NPCs","page":214,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Lord of Blades Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A newly awakened {@item docent|ERLW} (see {@book chapter 5|ERLW|12}) tells its new owner that {@creature the Lord of Blades|ERLW} is the only hope for averting a coming catastrophe."],["2","A military officer hires the characters to retrace the steps of a lost scouting party into the Mournland and rescue the commander, who is the officer's son."],["3","Warforged go missing over the course of several weeks; then one resurfaces, badly damaged and raving about {@creature the Lord of Blades|ERLW}."],["4","Characters strike out into a ruin held by {@creature the Lord of Blades|ERLW} and recover a lost relic that has resurfaced in the possession of warforged soldiers."],["5","A warforged accused of murdering several members of their mercenary company claims to have no memory of the night in question."],["6","The characters are met by a warforged who delivers a written summons from {@creature the Lord of Blades|ERLW} himself."]],"name":"Lord of Blades Adventure Hooks","page":214,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Demon Ruin Adventures","colLabels":["d4","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Make a desperate request for aid from a Lord of Dust who is, by all accounts, an enemy of the characters' adversary."],["2","Escort an innocent who is prophesied to destroy the Lord of Dust to the ruin, and there confront the fiend."],["3","Carry an artifact to the river of black lava that runs through the demon ruin, which is the only place where the item can be truly destroyed."],["4","Gather obsidian shards from the ruin as components for a rare spell."]],"name":"Demon Ruin Adventures","page":215,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Lords of Dust NPCs","colLabels":["d6","NPC"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A virtuous paladin is hunting and destroying those who might one day thwart the Lords of Dust."],["2","A possessed lord or lady spreads corruption throughout the noble house."],["3","A wizard who sought to accelerate their own power by making a dark bargain must now pay the price demanded by their sinister patron."],["4","A powerful demon has corrupted the local ruler in the name of its overlord."],["5","A {@creature succubus} or {@creature incubus} tempts a mercenary warlord to engage in greater and greater battles."],["6","One of the characters' most trusted allies or servants turns out to be a {@creature rakshasa} in disguise."]],"name":"Lords of Dust NPCs","page":215,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Lords of Dust Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A retainer who died recently shows up again, as if nothing happened and with no memory of having \"died,\" or of the events immediately preceding their supposed demise."],["2","Agents of the Chamber show up intent on murdering the characters, because their recent actions have unwittingly been at the behest of a Lord of Dust and have twisted a portion of the Prophecy."],["3","A trusted mentor changes their tune abruptly and begins sending the characters on unusual tasks."],["4","Everyone the characters used to deal with in town suddenly acts as if they've never seen the characters before."],["5","Increasingly vicious fiends attack the camp every few nights."],["6","Agents of a Lord of Dust apologetically kidnap a character's loved one, politely requesting that the character perform a series of favors to secure the hostage's release."]],"name":"Lords of Dust Adventure Hooks","page":217,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Unusual Locations","colLabels":["d6","Location"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A pool of glowing water sits in the middle of a ruined and abandoned village. Anyone who looks into the water sees brief reflections of the long-dead villagers going about their lives in harmony and joy."],["2","In the middle of the wreckage of a carnival stands a perfectly preserved carousel. If the carousel is ridden, the characters doing so see visions of Cyre as it was before the Last War."],["3","All the trees and plants in a forest have been turned to objects of glossy white stone with blood-red flecks."],["4","The battlefield before the characters contains no bodies, only the clothing and weapons of thousands of missing soldiers."],["5","The broken bodies of soldiers lie scattered across a battlefield, refusing to decompose."],["6","The characters find a fallen warforged colossus (described later in this section)."]],"name":"Unusual Locations","page":219,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Monstrous Mutations","colLabels":["d6","Mutation"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The creature has grown to an unusual size. You can either set its new size and alter its statistics using the guidelines in the {@book Dungeon Master's Guide|DMG}, or apply the enlarge effect of the {@spell enlarge/reduce} spell to it."],["2","The creature has developed magical camouflage. It gains proficiency in the {@skill Stealth} skill, and it has the Chameleon Skin trait: it has advantage on Dexterity ({@skill Stealth}) checks made to hide."],["3","The creature's body has been infused with one kind of energy: acid, cold, fire, or lightning (your choice, or determine randomly). Its melee attacks deal an extra {@dice 1d6} damage of that type, and it has the Elemental Body trait: a creature that touches it or hits it with a melee attack while within 5 feet of it takes 5 ({@dice 1d10}) damage of that type. You can adjust these damage numbers to suit the creature's challenge rating."],["4","The creature has the Magic Resistance trait: it has advantage on saving throws against spells and other magical effects."],["5","The creature has a supernatural ability to heal its wounds. It has the Regeneration trait: it regains hit points at the start of its turn equal to the maximum value of one of its Hit Dice. If it takes acid or fire damage, this trait doesn't function at the start of the creature's next turn. (A particular creature might be susceptible to different damage types.) The creature dies only if it starts its turn with 0 hit points and doesn't regenerate."],["6","The creature has two heads. If it has a bite attack, it can use Multiattack as an action to make two bite attacks. (If it already has Multiattack, it adds a bite attack to its attack routine.) It also gains the Two Heads trait: it has advantage on Wisdom ({@skill Perception}) checks and on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, and knocked {@condition unconscious}."]],"name":"Creatures of the Mournland; Monstrous Mutations","page":219,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Environmental Effects","colLabels":["d8","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Healing spells are impeded here. Any spell that restores hit points does so as if it were cast at a level one lower than the spell slot expended. A spell cast using a 1st-level slot restores no hit points."],["2","A character who casts a spell must make a Constitution saving throw against the character's own spell save DC. On a failed save, the character takes psychic damage equal to the spell's level and gains one level of {@condition exhaustion}."],["3","Any Medium humanoid that dies in the area reanimates as a {@creature zombie} at the start of its next turn. The zombie is under the DM's control."],["4","The area is affected by a {@spell silence} spell."],["5","Each creature that enters the area is affected by an {@spell enlarge/reduce} spell, with an equal chance for each effect. The effect lasts until the creature leaves the area."],["6","The pull of gravity is lessened. Creatures can jump twice the normal distance in any direction, and everything effectively weighs half its actual weight."],["7","All creatures are linked to every other creature in the area as if by the {@spell telepathy} spell."],["8","A creature that casts a spell of 1st level or higher in the area rolls on the {@table Wild Magic Surge|PHB} table in chapter 3 of the {@book Player's Handbook|PHB}."]],"name":"Magical Effects; Environmental Effects","page":220,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Mournland Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature The Lord of Blades|ERLW} maintains a detention center where experiments are performed on adventurers and scavengers that his forces capture in the Mournland."],["2","The leader of a cult devoted to {@creature Belashyrra|ERLW}, the Lord of Eyes, uses daelkyr-made tentacles to tear out the eyes of victims and attaches them to members of the cult."],["3","A powerful member of House Cannith hopes to find something in the Mournland that will guarantee the ascendancy of her branch of the house."],["4","A Karrnathi {@creature bone knight|ERLW} (see {@book chapter 6|ERLW|13}) wants to raise up an undead army from the corpses in the Mournland."],["5","A {@creature rakshasa} works to free a fiendish overlord trapped in a whirlwind of stone and sand somewhere in the Mournland."],["6","A servant of the Lords of Dust maintains an extensive collection of severed heads and continues to draw on the knowledge in their brains."]],"name":"Mournland Villains","page":222,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Mournland Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A Gatekeeper druid wants a rock sample from the Glass Plateau."],["2","A magewright from House Cannith wants the party to escort him to a {@book warforged colossus|ERLW|10|Warforged Colossus}. The magewright wants to retrieve the docent network from the colossus before an unscrupulous House Phiarlan operative does so."],["3","On her deathbed, the visionary artist who designed the lightning rail station at Metrol reveals that she hid a treasure map within a lamp in her old office."],["4","A wealthy eccentric asks the party to go into the Mournland and retrieve his most prized possession (a letter from a lover, a mechanical caterpillar, or anything else you devise) from his mansion."],["5","A young Cyran paladin is morose because she was away from Cyre on a mission when the Day of Mourning occurred and never got to say goodbye to her family. She longs to retrieve her father's sword."],["6","An elderly knight is strapping on his armor one last time so he can ride into the Mournland and die on the battlefield where his companions perished and \"where I should have been.\""]],"name":"Adventures and Encounters; Mournland Adventure Hooks","page":222,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Mournland Encounters","colLabels":["d6","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The party meets flickering images of their future selves who are trying desperately to communicate, but their message is garbled."],["2","The party encounters a {@creature revenant} who was murdered by House Cannith assassins after she learned too much about the house's secret research. The characters can appease her by promising to help her get revenge."],["3","A tiny kitten mews from inside a hollow log. Within a few hours after being freed, it grows into an adult {@creature displacer beast}."],["4","The apparition of a parent searches for their lost child. As soon as the two are reunited, parent and spirit child both vanish."],["5","The mist congeals into the form of a long-lost love of one of the adventurers. The mist apparition (use the {@creature ghost} stat block) wants the character to stay here forever."],["6","The characters come across the skull of a buried warforged colossus."]],"name":"Encounters and Trinkets; Mournland Encounters","page":222,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Mournland Trinkets","colLabels":["d10","Trinket"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The favorite childhood toy of one of the adventurers, floating in midair"],["2","A tin whistle that makes beautiful colors and patterns magically appear when it's played"],["3","A toy lightning rail car"],["4","A glass eye"],["5","A silver lapel pin of a finely detailed gorgon's head with ruby eyes"],["6","A monocle that can be used as a telescope"],["7","A six-inch-tall mechanical marmoset in need of minor repairs"],["8","A small medallion made of silver, depicting a tower with an eye at the top of it and other smaller eyes embedded in the sides"],["9","A cloak pin made of iron in the shape of two hammers joined by a semicircular haft"],["10","A wooden dinosaur toy that has movable legs"]],"name":"Encounters and Trinkets; Mournland Trinkets","page":222,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Library Vault Adventures","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Destroy a scroll containing an incantation that allows even non-spellcasters to animate the dead."],["2","Steal the journal of a powerful necromancer that's being held in the vault's collection."],["3","Trade a powerful dark magic weapon in return for the rescue of important hostages taken by the order."],["4","Steal a suit of armor that contains the soul of a hero slain during the Last War."],["5","Search the collection for information on the Queen of the Dead, or \"{@creature Lady Illmarrow|ERLW},\" as she is known."],["6","Infiltrate the vault to get close to a new Emerald Claw recruit, then convince them to come to their senses and return to their family."]],"name":"Library Vault Adventures","page":226,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Emerald Claw NPCs","colLabels":["d6","NPC"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Though mortal, this fanatical warrior drinks the blood of those he slays in battle."],["2","A cleric tries to convince her enemies to embrace the order, promising eternal life through undeath."],["3","A noble with sympathies toward the order hides a cell's library vault within the grounds of their estate."],["4","A suave vampire would rather charm its enemies than crush them in battle."],["5","An artificer is obsessed with infusing necromantic curses into their construct creations."],["6","A changeling necromancer often poses as a vampire or a mummy, even though it's still alive."]],"name":"Order of the Emerald Claw NPCs; Emerald Claw NPCs","page":226,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Emerald Claw Adventure Hooks","colLabels":["d8","NPC"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","What at first appears to be a renegade group of Aundairian soldiers turn out to be undead under the order's control."],["2","The order strikes at a small keep, demanding the inhabitants surrender a particular volume from their library."],["3","Investigating strange lights and sounds emanating from a crypt in the dead of night reveals the Emerald Claw experimenting on the corpses within."],["4","The Emerald Claw violates graves near a small village, animating the corpses into undead laborers to help build an eldritch machine."],["5","The Emerald Claw claims a village's town hall for its own use, and any who come near are attacked. The sounds of torture ring out from within the building."],["6","Investigating disappearances among an elf community reveals that the Order of the Emerald Claw has been attempting to inscribe something like a dragonmark in their skin, then reanimating the failed experiments as zombies."],["7","While searching for a magic item in Dhakaani ruins across southern Khorvaire, the characters discover that Emerald Claw agents are looking for the same thing and seem to have access to information the adventurers lack."],["8","A large force of Emerald Claw knights offers the characters a choice: join the order, or submit themselves to death and an eternity of servitude from beyond the grave."]],"name":"Emerald Claw Adventure Hooks","page":226,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Daanvi Manifest Zone Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","People who live in the manifest zone are inclined to follow duly enacted regulations without question, regardless of moral implications."],["2","Creatures can't tell deliberate lies while in the area."],["3","Flora and fauna are preternaturally orderly and homogeneous. Trees here grow in neat rows without needing to be tended, rocks are situated in geometric patterns, and identical cattle graze in unison."],["4","A contingent of modrons is methodically deconstructing and reorganizing the zone, heedless of their effect on the other inhabitants."]],"name":"Daanvi, the Perfect Order; Daanvi Manifest Zone Features","page":229,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Dolurrh Manifest Zone Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Bodies buried here reanimate in {@dice 1d4} days, possessed by restless spirits. These spirits might be malevolent or benign."],["2","Any necromancy spell of 1st level or higher cast within the zone is treated as if it were cast at a level one higher than the spell slot that was expended."],["3","Spells and abilities that raise the dead have a {@chance 50|50 percent} chance to bring back {@dice 1d4} angry spirits as well. These might be banshees, ghosts, shadows, specters, wraiths, or other incorporeal undead."],["4","In order to cast a spell of 1st level or higher in the zone, the caster must succeed on a Constitution check with a DC equal to 10 + the level of the spell. On a failed check, the spell is not cast and its spell slot is not expended, but the action is lost."]],"name":"Dolurrh, the Realm of the Dead; Dolurrh Manifest Zone Features","page":229,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Fernia Manifest Zone Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Spells that deal fire damage are empowered here. Such a spell of 1st level or higher cast within the zone deals fire damage as if it were cast at a level one higher than the spell slot that was expended."],["2","Weapons and armor with unusual abilities can be forged here, though their enchantments are not always stable."],["3","The area is dotted with pools of molten earth and fissures of scalding water, from which mephits and elementals emerge with regularity."],["4","Motes of {@spell continual flame} are spontaneously generated in this region, typically attached to some vegetation or minerals from the area. These flames persist even if they are removed from the region."]],"name":"Fernia, the Sea of Fire; Fernia Manifest Zone Features","page":229,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Irian Manifest Zone Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The waters of a spring hold curative powers—curing disease, healing wounds, even restoring lost senses."],["2","Clusters of radiant crystals sprout from the earth. A spell of 1st level or higher cast within 30 feet of these crystals, if it restores hit points or deals radiant damage, is treated as if it were cast at a level one higher than the spell slot that was expended."],["3","A maple tree with translucent, violet-hued bark and shimmering leaves grows in the heart of a swamp. Creatures that live near it age very slowly."],["4","Undead within the zone have disadvantage on attack rolls, ability checks, and saving throws."]],"name":"Irian, the Eternal Dawn; Irian Manifest Zone Features","page":230,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Kythri Manifest Zone Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The earth here is highly changeable and unstable. A creature that succeeds on a DC 14 Wisdom ({@skill Nature}) check as an action can alter a 20-by-20-foot square of terrain in some way. For example, they might choose to turn the earth to mud, cause stony spikes to erupt from the soil, or warp local plant life. Failing the check causes random, uncontrolled effects."],["2","Fabulous formations of precariously balancing rocks dot these badlands. They randomly collapse, only to slowly reassemble over the course of days."],["3","Packs of slaadi erupt from inside a local cave networks at random intervals, terrorizing travelers."],["4","Any spell that deals acid, cold, fire, force, lightning, or thunder damage cast within the zone instead deals one of those damage types determined at random."]],"name":"Kythri, the Churning Chaos; Kythri Manifest Zone Features","page":230,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Lamannia Manifest Zone Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Spells that summon elementals are empowered here. Such a spell of 1st level or higher cast within the zone is treated as if it were cast at a level one higher than the spell slot that was expended."],["2","The forces of nature work to tear down anything built within the zone. Weather, vegetation, and a rapid rate of decay combine to quickly destroy structures built in the region and overgrow the ruins."],["3","The zone is dominated by towering trees and thick undergrowth. Animals come from the surrounding area to live in the zone, where they grow larger and stronger than usual for their species."],["4","What appears to be a circle of stones is in truth a group of slumbering earth elementals that came from Lamannia during its most recent coterminous period."]],"name":"Lamannia, the Twilight Forest; Lamannia Manifest Zone Features","page":230,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Mabar Manifest Zone Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Undead animated here have 2 extra hit points per Hit Die and make saving throws against being turned or {@condition frightened} with advantage."],["2","Vegetation here is sour and stunted, animals are stillborn or deformed, and a malaise hangs in the air."],["3","On nights during the month of Sypheros, when the Shadow Moon is dominant in the sky, horrific monsters stalk the area, prompting residents to leave offerings outside their doors to ward off the evil."],["4","The radius of any light source in the zone is halved, and saving throws against necromancy spells are made with disadvantage in the zone."]],"name":"Mabar, the Endless Night; Mabar Manifest Zone Features","page":230,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Risia Manifest Zone Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Spells that deal cold damage are empowered here. Such a spell of 1st level or higher cast within the zone deals cold damage as if it were cast at a level one higher than the spell slot that was expended."],["2","Veins of cobalt-blue ice run through a glacier in the area. If extracted, this ice maintains its temperature and doesn't melt. An object carved from it can function as a spellcasting focus for spells dealing with water or ice."],["3","Abominable yetis lair in a network of bitterly cold, frost-rimed caves in the mountains."],["4","Any spell that deals fire damage deals just half the normal damage."]],"name":"Risia, the Plain of Ice; Risia Manifest Zone Features","page":231,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Shavarath Manifest Zone Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Blades crafted here have a reputation for being especially fine and sharp. When a creature in the zone scores a critical hit with an attack that deals piercing or slashing damage, the attack deals one additional die of damage."],["2","Blood spilled here never washes away. Any Charisma checks made in the zone to avoid hostility are made with disadvantage; Charisma checks made to encourage violence are always successful."],["3","Storms of whirling blades cut the sky during times of combat, randomly attacking the participants. The effect is the same as that of the {@spell cloud of daggers} spell, but the area and the damage might both increase."],["4","Devils, demons, and angels duel in the remains of a ruined fortress that serves as a portal to Shavarath."]],"name":"Shavarath, the Battleground; Shavarath Manifest Zone Features","page":231,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Syrania Manifest Zone Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","This zone suppresses all aggressive thought. Any creature that wants to make an attack or cast a damaging spell must succeed on a DC 13 Wisdom saving throw or it doesn't make the attack or cast the spell, but loses its action."],["2","Those with great will and fortitude who ascend a mountain peak in this area can try to bend the weather for miles around to their will, as if they had cast the {@spell control weather} spell."],["3","In this sun-dappled field, children—as well as free-spirited, childlike folk—find themselves able to fly for 1 hour."],["4","A village is built into the side of a cliff face here. Windmills protruding from the cliff collect energy from the power of the wind, which is used to operate elevators throughout the community."]],"name":"Syrania, the Azure Sky; Syrania Manifest Zone Features","page":231,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Thelanis Manifest Zone Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Fey trees whose wood is imbued with magical properties grow here, along with a copse of guardian {@creature Treant||treants} and awakened flora."],["2","A circle of mushrooms serves as a portal to Thelanis when the proper offering is placed in its center."],["3","An eladrin commune that holds powerful esoteric knowledge is nestled in the depths of a forest inhabited by large numbers of {@creature Pixie||pixies}."],["4","The magic of the fey runs deep here. Saving throws against enchantment and illusion spells are made with disadvantage."]],"name":"Thelanis, the Faerie Court; Thelanis Manifest Zone Features","page":232,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Xoriat Manifest Zone Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Reality is frayed here. Casting any spell of 1st level or higher triggers a roll on the {@table Wild Magic Surge|PHB} table in chapter 3 of the {@book Player's Handbook|PHB}."],["2","A character must make a DC 14 Charisma saving throw at the end of each hour spent in this place. On a failed save, the character is afflicted with a random form of short-term madness (see {@book chapter 8|DMG|8|Madness} of the {@book Dungeon Master's Guide|DMG})."],["3","Residents of a settlement here display bizarre mutations and unsettling behavior. Visitors who stay too long develop odd characteristics as well."],["4","A cavern here is a cancerous tumor that issues forth aberrations to prey upon the world, and it is growing."]],"name":"Xoriat, the Realm of Madness; Xoriat Manifest Zone Features","page":232,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Mysterious Passengers","colLabels":["d100","Passenger"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–02","A human merchant of obvious means seems to be deliberately drawing attention, loudly calling out their name and the time of day."],["03–04","Two shifters drinking and spoiling for a fight."],["05–06","A warforged quietly reads a book called {@i The Machine Manifesto}."],["07–08","A half-elf sits down, says, \"Beware—the wolf howls at midnight,\" and leaves without further comment."],["09–10","A gnome watches everyone carefully, writing down observations in a tiny orange book."],["11–12","A one-armed Brelish veteran verbally assaults any warforged he sees, blaming them for his injury."],["13–14","A well-dressed human sits awkwardly next to the wall, seemingly trying to avoid touching or being touched by anyone else."],["15–16","A cloaked figure moves slowly past, pausing briefly upon catching sight of the party."],["17–18","An acolyte of the Silver Flame preaches loudly in an attempt to convert an essentially captive audience."],["19–20","A destitute bard plays the harp with mediocre skill while asking for donations."],["21–22","A deaf couple communicate with each other by sign language, but suddenly stop when they notice they are being watched."],["23–24","A frail human with a small strongbox shackled to one of her wrists is in the company of two heavily armed half-orc bodyguards."],["25–26","Three hobgoblin mercenaries from House Deneith discuss their plans in their native tongue."],["27–28","A harried dwarf tries to keep three children corralled, but the oldest one keeps sneaking away."],["29–30","A bored changeling practices duplicating the faces of the guests. Not all of them are amused."],["31–32","A shifter glowers in a corner booth, looking angry at the world."],["33–34","A warforged bard uses its body as a percussion instrument to entertain the patrons."],["35–36","A dog with no apparent owner wanders around."],["37–38","Two Karrnathi soldiers seem extremely nervous and speak to no one."],["39–40","A halfling leads a tiny pet dinosaur on a leash, tugging at it whenever it tries to examine something."],["41–42","A half-orc sits with a small potted plant, whispering to it in Orc."],["43–44","A well-dressed dwarf wearing eight copper rings paces restlessly."],["45–46","A halfling from House Ghallanda offers food and drink to all passengers except elves or half-elves."],["47–48","An elf bard from House Phiarlan whispers conspiratorially with a member of the vehicle's crew."],["49–50","A kalashtar is trying too hard to pass as human, conspicuously and awkwardly using human slang."],["51–52","A young half-elf in adventuring garb weeps openly."],["53–54","A silver dragon in human form observes the interactions of the clientele, paying close attention to any dragonmarked characters."],["55–56","A House Cannith tinker examines the structure of the vehicle closely, looking concerned and asking questions about possible escape procedures."],["57–58","A one-eyed human (actually an Inspired agent of the Dreaming Dark) watches everyone carefully."],["59–60","A disheveled human magewright offers meager magical skills in return for food or spare coins."],["61–62","A warforged leaning on a wooden staff carries on a conversation with the docent attached to its chest."],["63–64","A human pickpocket circulates among the passengers, looking for another victim."],["65–66","A human from Aundair obsessively checks and rechecks their traveling papers."],["67–68","An artificer tinkers with a new invention."],["69–70","An attractive half-elf makes advances toward a number of other passengers."],["71–72","An apprentice wizard draws arcane symbols on the window, glaring at anyone who interrupts."],["73–74","A dwarf with a bandaged wound checks it repeatedly, occasionally pouring whiskey on it and wincing."],["75–76","A young, red-haired human flirtatiously tries to get other passengers to buy drinks."],["77–78","An Aerenal elf sits silently, trying to ignore the stares of other passengers."],["79–80","A disheveled old human loudly proclaims that the end of the world is nigh, according to the dragons."],["81–82","A human child is apparently traveling with no parent or guardian."],["83–84","A nervous goblin holds traveling papers out to anyone passing by, as if expecting to be challenged at any moment."],["85–86","Four kalashtar monks meditate, burning incense and chanting quietly."],["87–88","A rogue tries to swindle other passengers by using marked cards."],["89–90","A House Tharashk inquisitive examines the floor of the vessel very carefully, offering no explanation."],["91–92","A group of unremarkable farmers are transporting a strange device that bears Draconic runes."],["93–94","A cleric of the Sovereign Host seems annoyed and is rude to several pious passengers who ask for blessings."],["95–96","An older human reads the {@i Korranberg Chronicle}, loudly proclaiming outrage at every story."],["97–98","Roll again; the travelers are one or more changelings appearing to be whatever the second roll indicates."],["99–00","Roll twice more; the two travelers indicated are about to come to a very obvious conflict of some kind (verbal or physical)."]],"name":"Mysterious Passengers","page":238,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Inn Attractions","colLabels":["d6","Attraction"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The bartender is a changeling who is always mimicking the patrons for a laugh."],["2","The innkeeper is 7 feet tall, claiming to have grown 2 feet after venturing into the mist of the Mournland."],["3","Rumor has it that the innkeeper here is a gold dragon cloaked in a humanoid guise."],["4","This inn is haunted by a ghost who loves to sit by the fireplace and tell stories—but it has been accused of more sinister activities once the fire burns down to embers and the guests are in their beds."],["5","The inn has a {@creature blink dog} that wanders around with her five pups, all of them eager for attention and treats."],["6","This inn offers \"the true Talenta experience\"—the halfling family that runs it keeps pet dinosaurs."]],"name":"Inn Attractions","page":239,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Life in the City","colLabels":["d6","Adventure Seed"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A homicidal changeling has killed two members of different dragonmarked houses, and doesn't plan to stop until one heir from each of the dragonmarked houses is dead."],["2","A jeweled statuette has fallen into the hands of House Tarkanan, and a powerful member of the Aurum will stop at nothing to obtain it. The statuette's real worth lies in the secret plans hidden inside it."],["3","A Karrnathi undead soldier troubled by sporadic memories of his former life is trying to locate his wife and family, who have fled Karrnath and now live somewhere in the lower districts of Sharn."],["4","A shifter shopkeeper in Lower Northedge is being harassed by ruffians who believe that she and her family are lycanthropes."],["5","A dragonmarked baron is found dead in her Upper Central mansion, seemingly a victim of some sort of ritual slaying. Outside help is needed to solve this delicate matter."],["6","A {@creature radiant idol|ERLW} (see {@book chapter 6|ERLW|13}) has formed a cult that attracts professors and staff of Morgrave University, promising them knowledge beyond imagining in exchange for their worship."]],"name":"Adventures in Sharn; Life in the City","page":239,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Home Base","colLabels":["d12","Location"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Drunken Dragon (Clifftop, Upper Dura) is a tavern frequented by members of the Clifftop Adventurer's Guild. It has a wide selection of spirits, and its walls are covered with adventuring trophies. The owner, a middle-aged halfling named Hascal d'Ghallanda, is a former adventurer who lost an eye and a leg in Xen'drik; he always has a story to share."],["2","The Anvil (Callestan, Lower Dura) was one of the first Ghallanda halls in Sharn. Its glory days are long past, but the young innkeeper, Eranna d'Ghallanda, is determined to keep it alive. The Anvil is frequented by members of the Boromar Clan and is a good choice if one of the player characters has ties to this group."],["3","The Dezina Museum of Antiquities (University, Upper Menthis) is attached to the library of Morgrave University. The museum has a remarkable collection of relics, but it's always looking for more. The curator is an elf named Emeron Sennared. He might be a personal friend or former teacher of one of the adventurers, or simply one who indulges their enthusiasm for antiquities and exotic locations."],["4","Coldflame Keep (High Hope, Middle Northedge) is a garrison church dedicated to the Silver Flame. Once it supported a troop of templars, but it was largely abandoned during the war and now maintains a minimal staff. The priest, Mazin Tana, is a faithful servant of the Silver Flame and will provide modest food and lodging to adventurers who are trying to make the city a better place."],["5","The Red Hammer (Blackbones, the Cogs) caters to warforged. It is run by two warforged, the envoy Blue and a juggernaut named Crucible. Although this place is a haven for warforged, other humanoids are allowed inside if their warforged allies vouch for them."],["6","A Gold Dragon Inn (described earlier in this chapter) operated by House Ghallanda and located in almost any part of Sharn."],["7","The district of Fallen (Lower Dura) was abandoned after a floating tower fell on it. The adventurers might have taken over an old temple or tavern on the edge of the district."],["8","An abandoned bell tower, which could be anywhere in the city. The spells that drove the massive mechanism failed long ago."],["9","An abandoned library, damaged during the war or thought to be cursed or haunted."],["10","A shuttered tavern, which is a failed business tied to the family of one of the adventurers."],["11","If one of the adventurers is a noble, the characters' base of operations is in the basement of the family estate or a tower apartment owned (but not currently used) by a dotty old aunt."],["12","A ramshackle skycoach tethered to a condemned tower on the edge of the city."]],"name":"What Happens Next?; Home Base","page":240,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Lower Sharn Street Events","colLabels":["d100","Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–02","A {@creature minotaur} holding a large piece of wood that could serve as a maul approaches you and politely asks if you have any copper to spare."],["03–04","Down a nearby alleyway, a dwarf punches a {@creature goblin} in the stomach, then walks away laughing."],["05–08","A thin human child has been following you, but never gets too close. She keeps coughing, and you can see red marks on her neck that might be an aberrant dragonmark."],["09–10","A human {@creature priest} of Boldrei wheels a cart of bread loaves through the city, giving food to the homeless."],["11–15","A {@creature goblin} pushing a cart of rusty weapons and broken clay pots calls out, \"Real artifacts of ancient Dhakaan for sale! Recovered from the ruins below!\""],["16–18","A man dressed in the livery of House Vadalis descends a tower wall mounted on the back of a {@creature giant spider}. He shouts, \"Need a ride? No faster way to get to the middle and upper wards! Reasonable rates!\""],["19–22","An {@creature ogre} eating several rats on a skewer spits out a rodent skull at your feet."],["23–26","A playful stray {@creature mastiff} wags its tail as it approaches, drops a very large egg at your feet, and looks up expectantly."],["27–30","A small, jovial crowd gathers around a {@creature goblin} and a {@creature kobold} that are getting ready to have an arm wrestling match. A dwarf calls for the crowd to place their bets."],["31–34","Three {@creature Harpy||harpies} fly through the streets singing a jolly drinking song. Each carries a bucket around her neck, and passersby occasionally drop coins in one."],["35–38","A human woman and a warforged with a silvered body are walking down the street together. They're too well dressed for this district, and are looking around as if lost."],["39–42","A Khoravar half-elf in the robes of an oracle approaches and promises to give you the answer to all of life's problems for 42 copper crowns."],["43–44","A human and an elf kiss passionately in an alley near your path. They notice you and quickly move apart."],["45–46","Three shifter children run by you, yelling and chasing each other with wooden swords. They duck into a boarded-up building."],["47–48","\"Stop her! She stole my necklace!\" a priest of the Sovereign Host cries, pointing to a grimy halfling clutching a silver chain and climbing up the side of a tower."],["49–50","A young woman using a crutch and missing a leg approaches, asking if you can spare any coin to help a Brelish veteran of the Last War."],["51–52","Cries of alarm fill the street as a wooden crate from somewhere above crashes down into the lower city."],["53–56","A splash of unidentified, putrid liquid falls from above, soaking you."],["57–60","The generally unpleasant smell of the lower wards is pierced by the scent of something delicious being baked nearby."],["61–62","A gnome sits at a table with a sign attached to it that reads, \"I say Breland would have won the Last War. Change my mind.\""],["63–64","Two {@creature changeling|ERLW|changelings} sit on a bench in front of a tavern, sharing a flask. They take turns changing their forms into the people who enter and exit the building."],["65–66","A human woman shouts at a group of Cyran refugees, \"Go home! Stop taking our jobs. Let the Mournland have you!\""],["67–68","A group of students from Morgrave University moves through the street, asking for directions to Dragoneyes."],["69–72","You turn down an empty street. A door suddenly materializes on a nearby building that previously showed no entrances."],["73–74","Faded graffiti on a wall reads, \"Need someone knifed? Tarkanan's got you covered!\""],["75–76","A crowd gathers around a {@creature kobold} playing a pan flute and leading a group of rats in a merry dance."],["77–80","Four {@creature Orc||orcs} jab at an {@creature ochre jelly} with long staffs, trying to herd the ooze into the sewers."],["81–82","Several Cyran refugees are gathered in a circle, singing a haunting song."],["83–84","An old {@creature goblin} offers to pierce your ears or nose for 5 copper crowns. She claims, \"It will be painless. I know magic!\""],["85–86","A figure in red robes preaches, \"The Last War was not the last! As long as the monarchy rules in Breland, another war is inevitable. Rise up!\""],["87–90","A member of the Sharn Watch looks uncomfortable as she wanders the street. It's clear she doesn't come down here often."],["91–92","Two humans run into an alley, drawing daggers as they go."],["93–94","Two drunken humans exit a tavern singing a Karrnathi battle hymn. Another human shouts at them to \"shut up or get shut up.\" The drunken pair sings louder in response."],["95–96","Two children reeking of sewage argue over who gets to wear a shiny helmet that sits on the ground between them."],["97–00","You find a pamphlet on the ground advertising the Silvermist Theater. Someone has scrawled on it, \"The real party is in the basement.\""]],"name":"What Happens Next?; Lower Sharn Street Events","page":240,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Upper Sharn Street Events","colLabels":["d100","Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–03","A group of adventurers approaches, telling you to move along and stop trying to steal their business. (If the characters belong to the Deathsgate Guild or the Clifftop Adventurer's Guild, these could be members of the rival guild.)"],["04–06","Outside a House Kundarak bank, a human noble screams at a dragonmarked dwarf, \"What do you mean it's lost?\""],["07–09","A {@creature priest} of Kol Korran preaches to a crowd, saying, \"The best way to invest in yourself is to invest in your gods.\""],["10–12","An elf riding a {@creature pegasus} with bulging saddlebags asks you for directions to the Aurora Gallery."],["13–15","Two drunk dwarves pass a bottle of spirits back and forth and sing a bawdy song. Passersby are mortified."],["16–18","Two {@creature kalashtar|ERLW} play dragonchess at an outdoor table. They move pieces without touching them."],["19–21","A halfling chef stands in a large skycoach that is equipped with a stove, oven, and washbasin. Several spectral hands prepare and plate food as the chef serves a party of smiling customers."],["22–25","A {@creature harpy} decked out in colorful ribbons flies overhead, calling, \"Get the best deals on adventuring gear at Old Claggin's in Clifftop.\""],["26–29","Some Morgrave students follow their dwarf professor onto a lift as she says, \"Next stop: the Cogs!\""],["30–32","An out-of-breath gnome carrying bagpipes asks you for directions to Kavarrah Concert Hall."],["33–35","A flustered gnome carries a stack of papers taller than he is—unaware of the plume of smoke coming from inside a scroll case slung on his back."],["36–38","You walk by a shirtless elf tattooed from head to waist with images of dragons battling each other."],["39–40","A groomed {@creature hobgoblin} wearing a jeweled vest approaches you and says, \"Ah! Adventurers. Any interest in securing some Dhakaani relics for me?\""],["41–42","Someone has painted, \"The crown dies with Boranel!\" across the gates of a noble's mansion. A member of the Sharn Watch is talking to the household staff."],["43–44","A {@creature magewright|ERLW} offers to shine your shoes instantly with magic for 2 gold galifars, saying, \"You can't be seen with those dirty things up here.\""],["45–46","A human wearing the livery of House Vadalis struggles to carry a 3-foot-tall speckled blue egg down the street."],["47–48","An aasimar oracle approaches and promises to give you the answer to all the problems that ever existed for 42 gold galifars."],["49–51","A {@creature shifter|ERLW} with flowers in her hair and a wand in her hand offers to magically gild any item of clothing you wear for 20 gold galifars."],["52–54","Four warforged work together to operate an enormous tarrasque puppet as publicity for a new play at the Art Temple."],["55–57","A horrified crowd is gathered around a burning effigy of King Boranel. No one claims responsibility for the act."],["58–60","A human {@creature noble} is berating a warforged servant for losing her invitation to the next Tain Gala."],["61–63","A young {@creature noble} proposes to his boyfriend in a beautiful garden on a tower balcony. Nearby, a {@creature changeling|ERLW} looks on in tears."],["64–66","You walk down a path lined with trees on which are growing candy-coated apples."],["67–70","Three children sparring with wooden swords play dangerously close to the edge of a bridge."],["71–73","A {@creature kalashtar|ERLW} on the street approaches you, saying, \"I can help you talk with the dead. Is there anyone you miss?\""],["74–76","An artist offers to draw caricatures of everyone in your group at the same time by using several magically animated quills."],["77–80","You approach a fresco painted on the ground that depicts King Boranel ir'Wynarn. As you get closer, the fresco speaks, delivering an inspiring line taken from one of the king's speeches."],["81–82","A dragonborn standing near several soarsleds offers you a tour of upper Sharn's most impressive mansions."],["83–84","Two {@creature Noble||nobles}, one Aundairian and one Brelish, heatedly debate which of their countries would have won the war had it been fought to a conclusion."],["85–86","A gilded warforged plays a sad song on a trumpet, honoring those who fell during the Last War."],["87–88","A group of well-outfitted adventurers snicker and whisper to each other as you pass."],["89–90","You turn a corner and notice a shifter who immediately puts her hands in her pockets and starts whistling, obviously trying to act inconspicuous."],["91–92","A {@creature pseudodragon} flies out of a nearby bush. As the playful creature licks your faces, you notice it wears a collar engraved with the letter M."],["93–94","You walk past a placid pond in a small park filled with colorful fish. An attendant removes dead fish from the water with a net."],["95–96","You come near a mansion, and an illusion of an old man dressed in noble finery appears. \"Get off my lawn!\" the figure gripes."],["97–98","An elf child with a {@creature faerie dragon (red)||faerie dragon} on a leash walks toward you and asks if you'd like to touch the exotic pet."],["99–00","You find a small brass key on the ground that glows blue whenever it is touched."]],"name":"What Happens Next?; Upper Sharn Street Events","page":240,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Skyway Street Events","colLabels":["d12","Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A few {@creature Gargoyle||gargoyles} perch on a mansion's walls. They're seemingly there for security, but they offer lively commentary about everyone who passes by."],["2","A {@creature noble} with auburn hair held in a silver diadem holds a darkwood staff encrusted with dragonshards, and taps it impatiently while waiting for a skycoach."],["3","You pass by a hope well. Supposedly, any coins you throw in the well are gathered and transported down to help the troubled people of the lower wards."],["4","\"Make way! Make way!\" A boy clears a path for a jewel-encrusted warforged wearing a lavish fur cloak."],["5","You come upon a fountain of cold fire. In the center, a brass dragon spits brilliant flames into the air, and they spill down and out into the surrounding pool."],["6","A team of handlers from House Vadalis walk alongside a small {@creature gelatinous cube}. \"We're trying it out, seeing if it can help keep things clean,\" they say."],["7","A {@creature magewright|ERLW} offers to use a simple charm to polish the coins in your purse for just 3 copper crowns. \"We wouldn't want anyone here to get grime on their gloves from handling those filthy coins of yours from the lower wards.\""],["8","A tour group pauses to marvel at a mansion."],["9","A large statue commemorates Lord Dalian ir'Tain, a noble philanthropist lost at sea at the end of the Last War. He holds a spyglass in one hand and a miniature dragon turtle in the other."],["10","A warforged with roses twined around her limbs offers to sell you a bouquet for five silver sovereigns."],["11","It starts to drizzle. A well-dressed half-elf glares at the sky and snaps his fingers. The rain immediately stops."],["12","A member of the Sharn Watch stops you. \"Can I help you? Are you sure you're in the right ward?\""]],"name":"What Happens Next?; Skyway Street Events","page":240,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Sharn Heights Adventures","colLabels":["d4","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Pose as House Tarkanan operatives to capture a wanted criminal with an aberrant dragonmark. The criminal is waiting on a bridge for his House Tarkanan escort to arrive."],["2","Obtain a satchel of evidence obtained by a goblin who has infiltrated Daask. The goblin, who is working with the Boromar Clan or the Sharn Watch to take down key Daask operatives, is waiting on a bridge."],["3","Break into a building connected to Sharn heights to steal something valuable."],["4","Stop a crooked Sharn Watch official who is trying to reach a skycoach and flee the city to escape arrest."]],"name":"Sharn Heights Adventures","page":244,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Criminal Organizations in Sharn","colLabels":["Organization","Description"],"colStyles":["col-2","col-10"],"rows":[["The Boromar Clan","Influential criminal syndicate founded by Talenta halflings, with blood ties to House Jorasco"],["Daask","Violent monsters and thugs loyal to Droaam and answerable to Sora Katra"],["House Tarkanan","Enemies of the dragonmarked houses dedicated to protecting and training individuals with aberrant dragonmarks"],["The Tyrants","Evil-minded changelings interested in gathering secrets and using them for all sorts of nefarious purposes"]],"name":"Crime in Sharn; Criminal Organizations in Sharn","page":245,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Street Gangs","colLabels":["Gang","Description"],"colStyles":["col-2","col-10"],"rows":[["The Broken Mirror","Khoravar half-elves who often target elves with acts of violence, frequently disfiguring their victims"],["The Brokenbridge Brawlers","Brelish veterans who antagonize Cyrans and former soldiers from other nations"],["The Eyes","Collection of odd individuals who paint symbolic eyes on their clothing and armor and claim to see things others cannot (in fact, they are a cult dedicated to the daelkyr {@creature Belashyrra|ERLW} and serve a hidden beholder)"],["The Five Faces","Changeling pickpockets who work Middle Menthis"],["The Gremlins","Gnomes and halflings who specialize in illusion magic"],["The Little Fingers","Child pickpockets active in Middle Dura (their leaders are adult halflings loosely allied with the Boromar Clan)"],["The Mourners","Cyran veterans who present themselves as a vigilante militia that protects Cyran refugees, but some say they're just pursuing selfish interests"],["Muut","Bugbears in Lower Dura who have been \"protecting\" Malleon's Gate for decades (recently they've aligned with Daask, but their focus is their home district)"],["The Quiet Folk","Goblins who live in the sewers below Tavick's Landing and avoid violence, using stealth and knowledge of the sewers to pull off their thievery"],["The Red Jackals","Primarily shifters and half-orcs who live in the sewers below Menthis and clash with anyone who invades their territory"]],"name":"Crime in Sharn; Street Gangs","page":245,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Shady Nightclub Adventures","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Get accepted into a private high-stakes card game, and try to win the grand prize."],["2","Find out which Sharn Watch captain has a private meeting with a Boromar fence, and steal whatever the captain is buying."],["3","Track down a missing noble hunted by assassins."],["4","Steal a hidden stash of dreamlily."],["5","Broker a deal with the Boromars on behalf of a city councilor who's too scared to face the family in person."],["6","Find evidence that could be used to blackmail a member of a dragonmarked house."]],"name":"Shady Nightclub Adventures","page":247,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Boromar Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A halfling dreamlily dealer (an excoriate of House Ghallanda) smooth-talks new customers into sampling her wares. If pressed, she can call in favors from a number of dangerous clients."],["2","A judge known as \"the Turnkey\" always rules in favor of Boromar Clan members."],["3","A halfling pickpocket using alter self to pose as a child of another race plants contraband on people the Boromars are trying to frame."],["4","A Boromar rogue has kidnapped the child of a strongly anti-Boromar city councilor."],["5","A kalashtar psychic serves the clan by detecting thoughts that suggest possibilities for blackmail. What stray thought might they pick up from an adventurer?"],["6","A Boromar smuggler is bringing unstable explosives or an especially addictive form of dreamlily into Sharn, and innocents are being hurt."]],"name":"Boromar Villains","page":247,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Boromar Clan Assignments","colLabels":["d6","Assignment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Find evidence of an affair between two members of different dragonmarked houses."],["2","Collect from a fence who is late with a payment."],["3","Steal the bank records of a city councilor."],["4","Convince a Sharn Watch captain to aggressively root out Daask operatives."],["5","Retrieve a package of dreamlily that has gone astray."],["6","Discover the location of a Daask safe house."]],"name":"Boromar Clan Campaign Themes; Boromar Clan Assignments","page":249,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Boromar Clan Adventure Hooks","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Daask forces capture Boromar family members who are visiting Sharn from the Talenta Plains. The Boromars offer a reward for the safe return of their family and a larger reward for the kidnappers' heads, leading to gang violence in the streets."],["2","A beloved Sharn Watch captain who openly spoke out against the Boromar Clan disappears. The Boromars claim they had nothing to do with it, but some Sharn Watch members use the incident as an excuse to go after the organization."],["3","A changeling stole a smuggled artifact of great value from the Boromar Clan. Boromar enforcers shake down people all over Sharn to find it, and clan leaders consider going to war with the Tyrants."],["4","The Boromars stage a festival in Callestan for Saidan's birthday. All of the family's allies will be there, creating opportunities for espionage and assassination."]],"name":"Boromar Clan Adventure Hooks","page":249,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Cog Hub Adventures","colLabels":["d10","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Obtain samples of dragon's blood hidden in the Cog hub."],["2","Infiltrate a Daask meeting to discover the next Boromar Clan holding they plan to target."],["3","Capture a Daask worg and replace it with a worg loyal to the Boromar Clan."],["4","Sniff out a traitor among Daask lieutenants."],["5","Escape the Cog hub after being captured by Daask forces."],["6","Kick out squatters to get the Cog hub ready to serve as a Daask safe house."],["7","Assault Daask members meeting in the Cog hub to disrupt the organization."],["8","Defend a Daask Cog hub from a Boromar Clan attack."],["9","Rescue an injured Daask soldier hidden inside a Cog hub that has been taken over by the Boromar Clan."],["10","Place a lethal trap in a Cog hub, to be triggered the next time Daask forces enter the place."]],"name":"Cog Hub Adventures","page":250,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Daask Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Several {@creature Harpy||harpies} travel to the upper wards and use their luring songs to make rich people fall to their deaths. The harpies pick the corpses for valuables."],["2","A pack of {@creature Gnoll||gnolls} rampages through the lower wards, killing any halflings they come across. The gnolls take the halflings' ears as trophies."],["3","A shifter priest of the Devourer wants to crash Skyway by performing a ritual to create a cataclysmic storm. Sacrifices to the Devourer fuels the ritual."],["4","A changeling agent of Daask seeks to frame the Tyrants for attacks on the Boromar Clan, driving a wedge between the two organizations."],["5","A wererat priest of the Mockery starts a cult in Lower Dura, teaching its followers the arts of assassination."],["6","A gargoyle sharpshooter continually finds new vantage points in the upper wards from where it can assassinate targets in the middle and lower wards."]],"name":"Daask Villains","page":250,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Daask Assignments","colLabels":["d6","Assignment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Convince several new businesses in the lower wards to pay protection fees to Daask."],["2","Cause as much death and destruction as possible inside a Boromar-owned establishment."],["3","Guard a priest of the Dark Six as he preaches the word of the Mockery on the street."],["4","Assassinate a member of the Boromar Clan."],["5","Convince a dragonmarked noble to offer the house's services to Daask for free."],["6","Mug someone to steal a magic item in their possession."]],"name":"Daask Assignments","page":252,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Daask Adventure Hooks","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Daask {@creature harpy||harpies} raid a Skyway mansion and tear the place apart looking for a Boromar Clan member."],["2","People who take dragon's blood begin turning to stone, and no one can figure out why."],["3","Cavallah announces a contest within the organization, promising a valuable magic item to whichever Daask soldier kills the most members of the Boromar Clan."],["4","Ash challenges Cavallah for control of Daask, creating a schism that erupts into a violent gang war."]],"name":"Daask Adventure Hooks","page":252,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"House Tarkanan Villains","colLabels":["d4","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A member of House Tarkanan murders members of dragonmarked houses, reducing her victims to smoldering piles of ash."],["2","Driven mad by his aberrant dragonmark, a dwarf becomes obsessed with destroying Sharn in the same manner that Halas Tarkanan collapsed Old Sharn."],["3","A House Tarkanan half-elf kidnaps children with aberrant marks, believing the organization is better suited to bring up the children than their parents."],["4","A House Tarkanan mage starts drinking the blood of dragonmarked nobles, believing it will increase the strength of his aberrant mark."]],"name":"House Tarkanan Villains","page":253,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"House Tarkanan Assignments","colLabels":["d4","Assignment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Steal a satchel full of research on the War of the Mark, carried by a wizard who works at Morgrave University."],["2","Kill a Karrnathi warlord who is visiting Sharn, and make it look like an accident."],["3","Kill a target before she signs her last will and testament to assign her property to a new heir."],["4","Rescue a dreamlily dealer with an aberrant mark who has been captured by the Sharn Watch."]],"name":"House Tarkanan Assignments","page":253,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"House Tarkanan Adventure Hooks","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","House Tarkanan disturbed the dead during an expedition to Old Sharn, causing undead to terrorize the city above."],["2","House Tarkanan declares war on the dragonmarked houses in Sharn and begins killing nobles in the streets. Many of the houses' businesses in the city are shut down as fear spreads."],["3","A victim who was killed by a House Tarkanan assassin returns as an undead that tries to kill anyone who bears an aberrant mark."],["4","House Tarkanan steals a key that can disable a ticking time bomb created by an artificer."]],"name":"House Tarkanan Adventure Hooks","page":254,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Tyrants Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A changeling rogue infiltrates adventuring parties to steal their magic items."],["2","A cabal of changelings shares an identity as a Sharn Watch captain. They use the disguise to free criminals from prison."],["3","A changeling assassin murders members of the Boromar Clan, Daask, and House Tarkanan, then takes on the identities of its victims."],["4","A changeling bard gathers incriminating information about members of the King's Dark Lanterns, then blackmails them."],["5","A Brelish changeling veteran of the Last War was distrusted by fellow soldiers because of the shapechanger's heritage. The veteran now exposes those soldiers' darkest secrets to their friends, families, and employers."],["6","A changeling mage masquerades as a priest of the Silver Flame and uses spells to send the religion's faithful \"signs\" from Tira Miron that encourage them to spy, steal, and kill for the Tyrants."]],"name":"Tyrants Villains","page":255,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Tyrants Assignments","colLabels":["d6","Assignment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Kill an important figure without leaving evidence behind so a member of the Tyrants can replace the target."],["2","Steal a formal badge of office or uniform for a member of the Tyrants to use as part of an assumed identity."],["3","Act as bodyguards for a member of the Tyrants who is pretending to be an important figure."],["4","Assume new identities to infiltrate the Sharn Watch and steal criminal records."],["5","Use incriminating information to blackmail a member of the city council."],["6","Find evidence that can be used to blackmail a member of a dragonmarked house."]],"name":"Tyrants Campaign Themes; Tyrants Assignments","page":255,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Tyrants Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A friendly NPC dies in combat. The corpse reveals its true form to be that of a changeling."],["2","A list of Tyrants agents and their identities exists somewhere in Sharn. Every legitimate and criminal organization in the city competes to find it."],["3","The {@i Sharn Inquisitive} publishes an anonymous article accusing several members of the Sharn Watch, the city council, and the dragonmarked houses of being changeling members of the Tyrants. The accused individuals vehemently deny the claims."],["4","A shamed Brelish general of the Last War goes on a killing spree against changelings, claiming the Tyrants ruined his life by exposing his extramarital affair."],["5","A Sharn Watch captain being blackmailed by the Tyrants has had enough. He publicly exposes his incriminating secrets, then offers a reward for information concerning the organization."],["6","Roll on another organization's Adventure Hooks table; the Tyrants are secretly involved in the situation."]],"name":"Tyrants Adventure Hooks","page":255,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Sharn Watch Races","colLabels":["d20","Race"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Changeling"],["2-4","Dwarf"],["5-6","Elf"],["7","Gnome"],["8-9","Half-elf"],["10-11","Half-orc"],["12-13","Halfling"],["14-16","Human"],["17","Kalashtar"],["18","Shifter"],["19-20","Warforged"]],"name":"Sharn Watch Races","page":257,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Sharn Watch Personalities","colLabels":["d10","Personality"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Disgruntled veteran of the Last War who has seen everything"],["2","Lifelong Sharn resident who loves discussing rumors and debating the city's best haunts"],["3","Layabout who tries to do as little work as possible"],["4","Eternal optimist who encourages victims of crime to have hope and look on the bright side"],["5","Investigator who loves to get to the bottom of a mystery"],["6","Rookie with no experience in facing danger who is a bundle of nerves"],["7","Brawny meathead who believes all problems can be solved with force"],["8","Greedy opportunist who's always angling for a bribe"],["9","Uptight perfectionist who appears to do everything by the book"],["10","Unfriendly interrogator who assumes everyone spills their secrets to the Tyrants."]],"name":"Sharn Watch Personalities","page":257,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Watch Station Adventures","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Destroy evidence of a crime that's being stored in a Watch station, or plant evidence in a Watch station to frame someone for a crime."],["2","Learn which members of a station's crew are on the payroll of a criminal organization."],["3","Ensure the station's Watch officers are indisposed during an upcoming crime spree."],["4","Help defend a Watch station from a siege."],["5","Free someone being held at a Watch station."],["6","Steal uniforms from a Watch station."]],"name":"Watch Station Adventures","page":258,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Sharn Watch Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A dwarf arrests random halflings on the streets in the lower wards and allows Daask agents to interrogate and torture them."],["2","A Brelish veteran of the Last War arrests and murders innocent Cyran refugees, claiming each time that the victim tried to attack him."],["3","A changeling investigator works for the Tyrants and pins unsolved crimes on other Sharn Watch members who interfere with the Tyrants' business."],["4","A half-elf works her way through the ranks of the Sharn Watch by assassinating her superiors but making it look like they died in the line of duty."],["5","An elf in the lower wards comes to the aid of only those who pay a monthly protection fee."],["6","A Blackened Book mage confiscates magic items from others to auction off to criminals."]],"name":"Sharn Watch Villains","page":258,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Sharn Watch Assignments","colLabels":["d8","Assignment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Solve a murder that occurred in Skyway."],["2","Find a dreamlily den and arrest the place's owner and its supplier."],["3","Protect an ambassador from Sarlona who is joining a Morgrave University expedition to the Cogs."],["4","Monitor the Lyrandar Tower airship dock for a specific criminal reportedly trying to leave the city."],["5","Apprehend a war criminal rumored to be arriving in Sharn by lightning rail, and deliver the criminal to the nearest Watch station."],["6","Take a visiting dignitary on a tour of the city and keep them happy."],["7","Venture into the bowels of the city to find a wanted terrorist who has kidnapped a magewright and stolen the parts needed to build an explosive device."],["8","Handle a prisoner exchange—one captured criminal for one captured Sharn Watch officer."]],"name":"Sharn Watch Assignments","page":258,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Sharn Watch Adventure Hooks","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Sharn Watch cracks down on Daask, which leads to violent confrontations in the city's lower wards."],["2","The Sharn Inquisitive publishes an article claiming that changelings of the Tyrants have stolen the identities of many Watch officers, leading to citywide distrust of the organization."],["3","After a Thrane immigrant opens a sealed entrance to Old Sharn's ruins, the Guardians of the Gate do not allow anyone in or out of Sharn until the immigrant is found and the entrance is resealed."],["4","Agents of the Blackened Book find scrying sensors in Sharn Watch stations throughout the city."]],"name":"Sharn Watch Adventure Hooks","page":259,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Creating Common Magic Items","colLabels":["Common Magic Item","Time","Cost"],"colStyles":["col-8","col-2 text-center","col-2 text-center"],"rows":[["{@item Spell scroll} (cantrip)","8 hours","15 gp"],["{@item Potion of healing}","8 hours","25 gp"],["Any other common magic item","32 hours*","50 gp*"]],"footnotes":["*Halved for a consumable item like a potion or scroll"],"name":"Creating Common Magic Items","page":281,"source":"ERLW","chapter":{"name":"Treasures","index":12}},{"caption":"Eberron Crafting Complications","colLabels":["d6","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","House Cannith or another dragonmarked house takes an interest in your work. Do they view you as a threat, or are they impressed by your techniques?"],["2","A mishap creates a temporary manifest zone (see \"{@book The Planes of Existence|ERLW|10|Planes of Existence}\" in {@book chapter 4|ERLW|10} for information on manifest zones)."],["3","You need to acquire an additional rare component to complete your work. Time for adventure!"],["4","The shifting balance of the planes interferes with your work; you must wait for the current planar alignment to change. This delays your work by {@dice 2d6} days."],["5","Your efforts draw the attention of the Aurum, the Chamber, the Emerald Claw, or the Lords of Dust."],["6","Your item becomes sentient (see chapter 7 of the {@book Dungeon Master's Guide|DMG} for rules on sentient items)."]],"name":"Eberron Crafting Complications","page":281,"source":"ERLW","chapter":{"name":"Treasures","index":12}},{"caption":"Daelkyr Modifications","colLabels":["d10","Modification"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The creature is fused with another creature or object."],["2","The creature has additional eyes, or its existing eyes are replaced with the eyes of a different creature."],["3","The creature produces eerie music instead of speech."],["4","The creature's skin has an unusual texture or color."],["5","The creature's hair is replaced by spines or tentacles."],["6","The creature's flesh is transparent."],["7","The creature has extra limbs."],["8","The creature is bioluminescent."],["9","The creature has an additional head."],["10","The creature sheds its skin every 60 days."]],"name":"Daelkyr Modifications","page":284,"source":"ERLW","chapter":{"name":"Friends and Foes","index":13}},{"caption":"Living Spell Customization","colLabels":["Spell Level","Stat Block to Customize"],"colStyles":["col-2 text-center","col-10"],"rows":[["1–2","Living burning hands"],["3–4","Living lightning bolt"],["5","Living cloudkill"]],"name":"Customizing a Living Spell; Living Spell Customization","page":283,"source":"ERLW","chapter":{"name":"Friends and Foes","index":13}},{"colLabels":["Month","Days","Holidays"],"caption":"Exandrian Calendar","colStyles":["col-2","col-2 text-center","col-8"],"rows":[["Horisal","29","New Dawn (1st), Hillsgold (27th)"],["Misuthar","30","Day of Challenging (7th)"],["Dualahei","30","Renewal Festival (13th), Wild's Grandeur (20th)"],["Thunsheer","31","Harvest's Rise (11th), Merryfrond's Day (31st)"],["Unndilar","28","Deep Solace (8th), Zenith (26th)"],["Brussendar","31","Artisan's Faire (15th), Elvendawn (20th)"],["Sydenstar","32","Highsummer (15th), Morn of Largesse (14th)"],["Fessuran","29","Harvest's Close (3rd)"],["Quen'pillar","27","Hazel Festival (10th), Civilization's Dawn (22nd)"],["Cuersaar","29","Night of Ascension (13th)"],["Duscar","32","Barren Eve (2nd), Embertide (5th)"]],"name":"Calendar and Time; Exandrian Calendar","page":8,"source":"EGW","chapter":{"name":"Welcome to Wildemount","index":1}},{"caption":"Prime Deities","colLabels":["Deity","Alignment","Province","Suggested Domains","Common Symbol"],"colStyles":["col-2","col-1 text-center","col-2","col-2","col-5"],"rows":[["{@deity Avandra|Exandria|EGW}","CG","Change, freedom, luck","Nature, Trickery","Woman's profile embossed on a gold coin or pendant"],["{@deity Bahamut|Exandria|EGW}","LG","Honor, justice","Life, Order,* War","Silver dragon's head in profile"],["{@deity Corellon|Exandria|EGW}","CG","Art, beauty, elves","Arcana,** Light","Two crescent moons facing each other atop a four-pointed star"],["{@deity Erathis|Exandria|EGW}","LN","Civilization, law, peace","Knowledge, Order*","Double-headed axe inset with a pattern of scales"],["{@deity Ioun|Exandria|EGW}","N","Knowledge, learning, teaching","Arcana,** Knowledge","Pair of open eyes crowned with a third open eye"],["{@deity Kord|Exandria|EGW}","CN","Battle, competition, storms","Tempest, War","Four bolts of lightning radiating from the center of a shield"],["{@deity Melora|Exandria|EGW}","N","Seas, wilderness","Life, Nature, Tempest","Wreath of grass and grain affixed to a crook"],["{@deity Moradin|Exandria|EGW}","LG","Craft, creation","Forge,*** Knowledge, War","Hammer with ends carved in the likeness of dwarven heads"],["{@deity Pelor|Exandria|EGW}","NG","Healing, sun","Life, Light, Nature","Bright, eight-pointed star"],["{@deity Raei|Exandria|EGW}","NG","Atonement, compassion","Life, Light","Humanoid, feminine phoenix"],["{@deity The Raven Queen|Exandria|EGW}","LN","Death, fate, winter","Death, Grave***","White, humanoid mask framed in black feathers"],["{@deity Sehanine|Exandria|EGW}","CG","Illusion, moonlight, night","Arcana,** Nature, Trickery","Crescent moon turned upward, strung like a bow"]],"footnotes":["* The {@class Cleric||Order domain|Order|TCE} appears in {@book Guildmaster's Guide to Ravnica|GGR}.","** The {@class Cleric||Arcana domain|Arcana|SCAG} appears in {@book Sword Coast Adventurer's Guide|SCAG}.","*** The {@class Cleric||Forge|Forge|XGE} and {@class Cleric||Grave|Grave|XGE} domains appear in {@book Xanathar's Guide to Everything|XGE}."],"name":"Prime Deities","page":20,"source":"EGW","chapter":{"name":"Story of Wildemount","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Betrayer Gods","colLabels":["Deity","Alignment","Province","Suggested Domains","Common Symbol"],"colStyles":["col-2","col-1 text-center","col-2","col-2","col-5"],"rows":[["{@deity Asmodeus|Exandria|EGW}","LE","God of the Nine Hells","Trickery, War","Crown of spiked onyx and curved horns"],["{@deity Bane|Exandria|EGW}","LE","Conquest, tyranny","Forge,* Order,** War","Flail of chains, each ending in shackles"],["{@deity Gruumsh|Exandria|EGW}","CE","Slaughter, warfare","Death, Tempest, War","Single, unblinking eye that bleeds"],["{@deity Lolth|Exandria|EGW}","CE","Deceit, spiders","Knowledge, Trickery","Jeweled spider"],["{@deity Tharizdun|Exandria|EGW}","CE","Darkness, destruction","Death, Grave,* Trickery","Crooked, seven-pointed star made of chains"],["{@deity Tiamat|Exandria|EGW}","LE","Dragon god of evil","Order,** Trickery, War","Taloned dragon claw"],["{@deity Torog|Exandria|EGW}","NE","Enslavement, torture","Death, Trickery","Three pale arms clawing from a dark void"],["{@deity Vecna|Exandria|EGW}","NE","Necromancy, secrets","Arcana,*** Death, Grave,* Knowledge","Desiccated hand with an eye in the palm"],["{@deity Zehir|Exandria|EGW}","CE","Assassins, poison, snakes","Nature, Trickery","Coiled serpent"]],"footnotes":["* The {@class Cleric||Forge|Forge|XGE} and {@class Cleric||Grave|Grave|XGE} domains appear in {@book Xanathar's Guide to Everything|XGE}.","** The {@class Cleric||Order|Order|TCE} domain appears in {@book Guildmaster's Guide to Ravnica|GGR}.","*** The {@class Cleric||Arcana domain|Arcana|SCAG} appears in {@book Sword Coast Adventurer's Guide|SCAG}."],"name":"Betrayer Gods","page":26,"source":"EGW","chapter":{"name":"Story of Wildemount","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Lesser Idols","colLabels":["Deity","Alignment","Province","Suggested Domains","Common Symbol"],"colStyles":["col-2","col-1 text-center","col-2","col-2","col-5"],"rows":[["{@deity Arms of the Betrayers|Exandria|EGW}","NE","The Fiend, the Hexblade*","Death, War","Blade thrust downward through an eight-eyed skull"],["{@deity Ceratos|Exandria|EGW}","CN","The Great Old One","Knowledge, Tempest","Three mismatched eyes surrounded by teeth"],["{@deity Desirat|Exandria|EGW}","LE","The Fiend, the Undying**","Light, Trickery","Burning purple feather"],["{@deity Naviask|Exandria|EGW}","NG","The Archfey","Life, Nature","Wreath of flowers shaped into demon horns"],["{@deity Quajath|Exandria|EGW}","CN","The Fiend, the Great Old One","Nature, War","Ring of teeth"],["{@deity The Hag Mother|Exandria|EGW}","NE","The Fiend","Knowledge, Trickery","Single red horn"],["{@deity The Luxon|Exandria|EGW}","N","—","Arcana,** Light","Hollow dodecahedron"],["{@deity The Traveler|Exandria|EGW}","CN","The Archfey","Nature, Trickery","Arched doorway over a road that vanishes into the distance"],["{@deity Uk'otoa|Exandria|EGW}","NE","The Great Old One, the Hexblade*","Knowledge, Tempest","Yellow, slitted eye"],["{@deity Vesh|Exandria|EGW}","NE","The Archfey, the Undying**","Death, Life","Crimson ring hanging from a chain"],["{@deity Xalicas|Exandria|EGW}","LG","The Archfey, the Celestial*","Life, Light","Single blackened wing"]],"footnotes":["* The {@class Warlock||Celestial|Celestial|XGE} and {@class Warlock||Hexblade|Hexblade|XGE} warlock patrons appear in {@book Xanathar's Guide to Everything|XGE}.","** {@class Warlock||The Undying|Undying|SCAG} warlock patron and the {@class Cleric||Arcana domain|Arcana|SCAG} appear in {@book Sword Coast Adventurer's Guide|SCAG}."],"name":"Lesser Idols","page":30,"source":"EGW","chapter":{"name":"Story of Wildemount","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Eiselcross Encounters: Levels 1–4","colLabels":["d6","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The characters encounter {@dice 1d4} wildfolk {@creature Scout||scouts} hunting a {@creature saber-toothed tiger}. The scouts are out of arrows and willing to trade equipment and information to replenish their ammunition."],["2","The characters encounter a lost Cerberus Assembly {@creature mage} trying to return to Balenpost. The rest of the mage's team died in the ruins of Aeor, and there is a {@chance 50|50 percent} chance the mage carries a recently recovered Aeorian item."],["3","The characters find a {@creature griffon} with an arrow in its wing that prevents it from flying. A character who succeeds on a DC 15 Wisdom ({@skill Animal Handling}) check can approach the griffon without being attacked. Such a character can remove the arrow, restoring the griffon's ability to fly, after which the griffon allows the character to ride it as a mount for the next {@dice 1d10} days."],["4","The characters encounter the {@creature revenant} of a dead explorer from Balenpost who was murdered by one of its team and is looking for vengeance."],["5","The characters find a 3-foot-tall, 50-pound egg. If they keep the egg in a cold environment for {@dice 1d10} weeks, a {@creature white dragon wyrmling} hatches from it."],["6","A {@creature young remorhaz} ambushes the characters."]],"name":"Eiselcross Encounters: Levels 1–4","page":122,"source":"EGW","chapter":{"name":"Wildemount Gazetteer","ordinal":{"type":"chapter","identifier":3},"index":4}},{"caption":"Eiselcross Encounters: Levels 5–10","colLabels":["d6","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The characters encounter {@dice 1d4 + 1} {@creature Mammoth||mammoths} being hunted by {@dice 2d6} wildfolk {@creature Scout||scouts}."],["2","An {@creature abominable yeti} and {@dice 1d4} {@creature Yeti||yetis} stalk the characters."],["3","The characters encounter {@dice 2d4} {@creature Allowak Yeti|EGW|yetis from Allowak's Sanctuary} (see \"{@book Allowak's Sanctuary Yeti Statistics|EGW|4|Allowak's Sanctuary Yeti Statistics}\" later in this chapter). The yetis attempt to scare the characters away but do not wish to do harm."],["4","The characters pass an Aeorian building that crashed nearby. The building contains {@dice 1d4 + 4} {@creature Wight||wights}."],["5","An {@creature Aeorian absorber|EGW} (see {@book chapter 7|EGW|8|Aeorian Absorber}) ambushes the characters."],["6","The characters encounter a large herd of elk. If the characters scare the elk, {@dice 1d6} {@creature elk} attack while the rest of the herd flees. During the combat, a {@creature remorhaz} bursts out of the snow and attacks indiscriminately."]],"name":"Eiselcross Encounters: Levels 5–10","page":122,"source":"EGW","chapter":{"name":"Wildemount Gazetteer","ordinal":{"type":"chapter","identifier":3},"index":4}},{"caption":"Eiselcross Encounters: Levels 11–16","colLabels":["d6","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult white dragon} confronts the characters, demanding treasure for passage through its territory. The dragon accepts 1,000 gp worth of treasure or a rare magic item as acceptable tribute."],["2","The characters encounter an {@creature iron golem} that keeps walking in circles. The golem attacks any creatures within 10 feet of it but otherwise continues walking in circles."],["3","The characters find a camp of {@dice 2d4} {@creature Minotaur||minotaurs} and {@dice 4d6} {@creature Orc||orcs} looking for wildfolk to recruit for the Kryn. These explorers want to keep their operation covert. If they aren't convinced the characters can keep their secret, the Xhorhasians attack."],["4","A {@creature roc} flies overhead and attempts to scoop up a character of your choice as its next meal."],["5","The characters encounter a coven of three {@creature Night Hag||night hags} searching for Aeorian items. In their humanoid guises, these hags pretend to be lost explorers and request the characters' escort. When the characters are in a vulnerable spot, the hags reveal their true nature and attack."],["6","The characters are ambushed by {@dice 1d8 + 1} {@creature Frost Giant||frost giants}."]],"name":"Eiselcross Encounters: Levels 11–16","page":122,"source":"EGW","chapter":{"name":"Wildemount Gazetteer","ordinal":{"type":"chapter","identifier":3},"index":4}},{"caption":"Eiselcross Encounters: Levels 17–20","colLabels":["d8","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The characters find the buried top of an Aeorian tower that crashed into the ice. Ice fills the lower levels of the tower, and {@dice 1d4 + 1} {@creature Aeorian Nullifier|EGW|Aeorian nullifiers} (see {@book chapter 7|EGW|8|Aeorian Nullifier}) are frozen in the ice."],["2","The characters encounter {@dice 2d6} gladiator wormkin (see \"{@book Tomb of the Worm|EGW|4|Tomb of the Worm}\" later in this chapter) attempting to force-feed a group of {@dice 3d6} wildfolk {@creature Commoner||commoners} the meat of the Undermaw."],["3","The characters find a humanoid skull frozen in the ice. If they free the skull, it comes alive, revealing its true form as a {@creature demilich}."],["4","The characters encounter two {@creature Mage||mages} from Balenpost planning to steal an Aeorian item from a camp of {@dice 3d6} {@creature Frost Giant||frost giants} and their tamed {@creature frost worm|EGW} (see {@book chapter 7|EGW|8|Frost Worm}) The mages ask for the characters' help with the heist."],["5","The characters encounter the {@creature ghost} of an Aeorian citizen. If the characters are kind to the ghost, the undead might be able to share the history of the crashed city with the characters."],["6","The characters encounter {@dice 2d6} {@creature Frost Giant Zombie|EGW|frost giant zombies} (see {@book chapter 7|EGW|8|Frost Giant Zombie}). These zombies did not come from the Fortress of the Dead Jarl. Their origin is up to you."],["7","The characters cross over an area of thin ice. A {@creature kraken} obsessed with Aeor floats beneath the ice and orders the characters to share any knowledge they have of the place or face its wrath."],["8","An {@creature ancient white dragon} ambushes the characters."]],"name":"Eiselcross Encounters: Levels 17–20","page":122,"source":"EGW","chapter":{"name":"Wildemount Gazetteer","ordinal":{"type":"chapter","identifier":3},"index":4}},{"colLabels":["d8","Habitat"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Arctic"],["2","Desert"],["3","Forest"],["4","Grassland"],["5","Hill"],["6","Mountain"],["7","Ocean"],["8","Swamp"]],"name":"Mutalos Habitats","page":128,"source":"EGW","chapter":{"name":"Wildemount Gazetteer","ordinal":{"type":"chapter","identifier":3},"index":4}},{"colLabels":["d10","Phenomenon"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","It smells of death here. This area is permanently ridden with the stench of rot and decay."],["2","Incorporeal phantoms move in and out of reality here. These apparitions ignore any interaction with creatures."],["3","Everything is a single color here. All physical matter in this area adopts the pigmentation of one of the seven colors of the rainbow or the color black."],["4","Nonmagical fire can't burn here."],["5","Sources of light here appear kaleidoscopic. Empty air refracts light in this area, creating dazzling displays of prismatic colors."],["6","Any character who sleeps here dreams of a different life on a different world in a different body."],["7","There is no sound here. This area is permanently under the effects of the {@spell silence} spell."],["8","This place is supernaturally unlucky. Attack rolls, ability checks, and saving throws cannot be rerolled in this area."],["9","Water turns to acid here. Water introduced to this area becomes acid in {@dice 1d4} days."],["10","This place is haunted by fragments of the Far Realm. Whenever the target of a Wisdom saving throw fails its save, that creature has a {@chance 5|5 percent} chance of becoming afflicted by a random form of long-term madness (see \"{@book Madness|DMG|8|Madness}\" in chapter 8 of the {@book Dungeon Master's Guide|DMG})."]],"name":"Uncanny Phenomena","page":151,"source":"EGW","chapter":{"name":"Wildemount Gazetteer","ordinal":{"type":"chapter","identifier":3},"index":4}},{"caption":"Social Status Relationships","colLabels":["d20","Background","Clovis Concord","Dwendalian Empire","Greying Wildlands","Kryn Dynasty"],"colStyles":["col-2 text-center","col-2","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center"],"rows":[["1","{@background Acolyte}","1 ally","1 ally (legal faith) or 1 rival (illegal faith)","1 rival","1 ally"],["2","{@background Luxonborn (Acolyte)|EGW|Acolyte (Luxonborn)}","—","1 rival","—","1 ally"],["3","{@background Charlatan}","1 ally","1 rival","1 ally","1 rival"],["4","{@background Variant Criminal (Spy)||Criminal}","1 rival","1 rival","1 ally","1 rival"],["5","{@background Myriad Operative (Criminal)|EGW|Criminal (Myriad operative)}","1 rival","1 ally","1 rival","—"],["6","{@background Entertainer}","1 ally","1 ally","1 rival","1 ally"],["7","{@background Folk Hero}","1 ally","1 rival","1 rival","1 ally"],["8","{@background Grinner|EGW}","1 ally","1 rival","—","—"],["9","{@background Variant Guild Artisan (Guild Merchant)||Guild Artisan}","1 rival","1 ally","—","1 ally"],["10","{@background Hermit}","—","1 rival","1 ally","1 ally"],["11","{@background Noble}","1 ally","1 ally and 1 rival","1 rival","1 ally and 1 rival"],["12","{@background Outlander}","—","—","1 ally","—"],["13","{@background Sage}","1 rival","1 rival","—","1 ally"],["14","{@background Cobalt Scholar (Sage)|EGW|Sage (Cobalt Scholar)}","1 ally","1 ally and 1 rival","1 ally","1 rival"],["15","{@background Sailor}","1 ally and 1 rival","—","1 rival","1 ally"],["16","{@background Revelry Pirate (Sailor)|EGW|Sailor (Revelry pirate)}","1 ally and 1 rival","—","1 ally","—"],["17","{@background Soldier}","1 ally","1 ally and 1 rival","1 rival","1 ally and 1 rival"],["18","{@background Augen Trust (Spy)|EGW|Spy (Augen Trust)}","—","1 ally","—","1 rival"],["19","{@background Urchin}","1 ally","1 rival","1 rival","1 rival"],["20","{@background Volstrucker Agent|EGW}","—","1 ally","—","1 rival"]],"name":"Heroic Chronicle; Social Status Relationships","page":190,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Homelands","colLabels":["d100","Region (Government)"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–21","Menagerie Coast (choose either the Clovis Concord or Revelry pirates)"],["22–40","Marrow Valley in Western Wynandir (Dwendalian Empire)"],["41–72","Zemni Fields in Western Wynandir (Dwendalian Empire)"],["73–77","Greying Wildlands (choose either the Tribes of Shadycreek Run or Uthodurn)"],["78–00","Xhorhas in Eastern Wynandir (choose either the Kryn Dynasty or Xarzith Kitril)"]],"name":"Backstory; Homelands","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Backgrounds","colLabels":["d20","Background","Reference"],"colStyles":["col-2 text-center","col-9","col-1 text-center"],"rows":[["1","{@background Acolyte}","PH"],["2","{@background Luxonborn (Acolyte)|EGW|Acolyte (Luxonborn)}","EGW"],["3","{@background Charlatan}","PH"],["4","{@background Variant Criminal (Spy)||Criminal}","PH"],["5","{@background Myriad Operative (Criminal)|EGW|Criminal (Myriad operative)}","EGW"],["6","{@background Entertainer}","PH"],["7","{@background Folk Hero}","PH"],["8","{@background Grinner|EGW}","EGW"],["9","{@background Variant Guild Artisan (Guild Merchant)||Guild Artisan}","PH"],["10","{@background Hermit}","PH"],["11","{@background Noble}","PH"],["12","{@background Outlander}","PH"],["13","{@background Sage}","PH"],["14","{@background Cobalt Scholar (Sage)|EGW|Sage (Cobalt Scholar)}","EGW"],["15","{@background Sailor}","PH"],["16","{@background Revelry Pirate (Sailor)|EGW|Sailor (Revelry pirate)}","EGW"],["17","{@background Soldier}","PH"],["18","{@background Augen Trust (Spy)|EGW|Spy (Augen Trust)}","EGW"],["19","{@background Urchin}","PH"],["20","{@background Volstrucker Agent|EGW}","EGW"]],"name":"Backstory; Backgrounds","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Menagerie Coast Settlements","colLabels":["d100","Settlement Name","Type"],"colStyles":["col-2 text-center","col-8","col-2"],"rows":[["01","Brokenbank","Town"],["02","Darktow","Town"],["03–09","Feolinn","City"],["10–19","Gwardan","City"],["20–36","Nicodranas","City"],["37–40","Othe","City"],["41","Palma Flora","Town"],["42–84","Port Damali","City"],["85–93","Port Zoon","City"],["94–00","Tussoa","City"]],"name":"Backstory; Menagerie Coast Settlements","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Marrow Valley Settlements","colLabels":["d100","Settlement Name","Type"],"colStyles":["col-2 text-center","col-8","col-2"],"rows":[["01–02","Alfield","Town"],["03–05","Ashguard Garrison","Military outpost"],["06–07","Berleben","Town"],["08–12","Bladegarden","City"],["13–18","Deastok","City"],["19–22","Felderwin","City"],["23–32","Grimgolir","City"],["33–40","Hupperdook","City"],["41–44","Kamordah","City"],["45","Talonstadt","Town"],["46–50","Trostenwald","City"],["51–52","Vol'antim","Town"],["53–00","Zadash","City"]],"name":"Backstory; Marrow Valley Settlements","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Zemni Fields Settlements","colLabels":["d100","Settlement Name","Type"],"colStyles":["col-2 text-center","col-8","col-2"],"rows":[["01","Blumenthal","Town"],["02–07","Bysaes Tyl","City"],["08–11","Druvenlode","City"],["12–13","Icehaven","Town"],["14–18","Nogvurot","City"],["19–20","Odessloe","City"],["21–26","Pride's Call","City"],["27–96","Rexxentrum","City"],["97–98","Rockguard Garrison","Military outpost"],["99","Velvin Thicket","Nomadic diaspora"],["00","Yrrosa","Town"]],"name":"Backstory; Zemni Fields Settlements","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Greying Wildlands Settlements","colLabels":["d100","Settlement Name","Type"],"colStyles":["col-2 text-center","col-8","col-2"],"rows":[["01–03","Boroftkrah","Town"],["04–06","Palebank Village","Village"],["07–30","Shadycreek Run","City"],["31–00","Uthodurn","City"]],"name":"Backstory; Greying Wildlands Settlements","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Eastern Wynandir Settlements","colLabels":["d100","Settlement Name","Type"],"colStyles":["col-2 text-center","col-8","col-2"],"rows":[["01–20","Asarius","City"],["21","Bazzoxan","Town"],["22","Charis","Village"],["23–30","Igrathad","Seven villages"],["31–36","Jigow","City"],["37","New Haxon","Military outpost"],["38–89","Rosohna (Ghor Dranas)","City"],["90–93","Rotthold","City"],["94–96","Urzin","Town"],["97–00","Xarzith Kitril","City"]],"name":"Backstory; Eastern Wynandir Settlements","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Family Size (Village)","colLabels":["d100","Number of Parents","Number of Siblings"],"colStyles":["col-2 text-center","col-8","col-2"],"rows":[["01–10","3 or more","{@dice 2d4 + 2}"],["11–50","2","{@dice 2d4}"],["51–89","1","{@dice 1d4}"],["90–00","0","0"]],"name":"Backstory; Family Size (Village)","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Family Size (City)","colLabels":["d100","Number of Parents","Number of Siblings"],"colStyles":["col-2 text-center","col-8","col-2"],"rows":[["01–05","3 or more","{@dice 2d4 + 2}"],["06–60","2","{@dice 2d4}"],["61–80","1","{@dice 1d4}"],["81–00","0","0"]],"name":"Backstory; Family Size (City)","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Family Relationships","colLabels":["d100","Relationship"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–10","You thought you killed this family member, whether by accident or otherwise. You never expected to see them again—but now they're out for your blood. You gain one rival."],["11–20","You insulted this family member so gravely that they left your life forever. If they ever return, it will be to settle the score. You gain one rival."],["21–30","You have always been better than this family member at a particular activity. They grew jealous and abandoned you, so that they could return and best you one day. You gain one rival."],["31–40","You uncovered a secret about this family member, whether a tiny embarrassment or a life-changing scandal. They now seek to unveil your darkest secret. You gain one rival."],["41–50","You and this family member have a friendly rivalry, and are constantly trying to best each other in an activity, craft, or other pursuit. You visit occasionally to test each other's skills. You gain one rival."],["51–60","This family member owes you a debt, and they don't like it. They'll help you out when you need it, but only to clear the slate. You gain one ally."],["61–70","This family member loves you, but you were never that close. They'll do anything to help you—as long as they won't be at risk of injury or death. You gain one ally."],["71–80","This family member caused you to have a horrible accident when you were a child. They still feel incredible guilt, which they would do anything to assuage. You gain one ally."],["81–90","This family member left long ago for reasons you don't understand or won't talk about. Before they left, they promised you that they would return in your hour of greatest need. You gain one ally."],["91–00","This family member has always loved you with all their heart, and would do anything for you. You gain one ally."]],"name":"Backstory; Family Relationships","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Ally Relationships","colLabels":["d100","Relationship"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–10","This ally is a loyal pet. Rather than rolling on the Ally and Rival Identities table, choose one beast of CR 1/8 or lower as your pet."],["11–20","This person once lost a bet to you and is still trying to scrounge up the cash to pay you back. They've decided you'd both be better off if they put you in their debt instead."],["21–30","This person was once a beggar to whom you gave a large sum of money. They have transformed their life thanks to you, and now want to repay your generosity."],["31–40","You were this person's favorite drinking buddy, and their home is always open to you and your friends."],["41–50","This person was once your mentor, but you left before you could complete your training. You are welcome to return and finish what you started, but only when you are ready."],["51–60","You bonded with this person over a traumatic event such as a battle or an armed robbery. If you ever tell them that you are in danger, they will try to aid you."],["61–70","You and this person share a terrible secret, and you have sworn to never reveal it to anyone. They will help you keep this secret if it is ever in danger of being revealed."],["71–80","This person fell in love with you. If you reciprocated, they always stand at your side. If you didn't, they took it well, and still consider you their closest friend."],["81–90","You and this person were affected by powerful magic, and now you both share a telepathic connection that functions while you are within 1 mile of each other."],["91–00","This person owes you their life. Even if they can't follow you everywhere you go, they will do anything they can to protect you."]],"name":"Backstory; Ally Relationships","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Rival Relationships","colLabels":["d100","Relationship"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–10","This person believes that you murdered their sibling. Regardless of your guilt or innocence, they are out for your blood."],["11–20","You bested this person in combat, but they believe you cheated to defeat them. They long to prove that they are the superior warrior."],["21–30","You broke a promise to this person, and it caused them to suffer greatly. Now they conspire to make someone else break a valuable promise to you."],["31–40","You once loved this person, but broke their heart. They are now obsessed with making you feel the same pain they felt."],["41–50","This person was ordered to arrest you, and doggedly hunts you wherever you go."],["51–60","This person thinks that you were replaced by a doppelganger or possessed by a spirit or monster. They are now trying to defeat you, so as to find or free the original you."],["61–70","You fled from your home under mysterious circumstances. This person is obsessed with finding out the truth of what caused you to leave."],["71–80","You and this person tried to harness power beyond your control, and it left them disfigured and in constant pain. Having since mastered the power that nearly destroyed them, they now seek to turn it upon you."],["81–90","You helped this person out once when they were down on their luck, and now they go to you whenever they need help."],["91–00","This person wants to be your friend, but their help has always made your life harder."]],"name":"Backstory; Rival Relationships","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Ally and Rival Identities","colLabels":["d100","Stat Block"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–05","{@creature Commoner} (MM)"],["06–10","{@creature Acolyte} (MM)"],["11–15","{@creature Bandit} (MM)"],["16–20","{@creature Bandit captain} (MM)"],["21–25","{@creature Berserker} (MM)"],["26–30","{@creature Cultist} (MM)"],["31–35","{@creature Cult fanatic} (MM); gain one fateful moment"],["36–40","{@creature Druid} (MM)"],["41–45","{@creature Gladiator} (MM); gain one fateful moment"],["46–50","{@creature Guard} (MM)"],["51–55","{@creature Knight} (MM)"],["56–60","{@creature Priest} (MM)"],["61–65","{@creature Scout} (MM)"],["66–70","{@creature Spy} (MM)"],["71–75","{@creature Tribal warrior} (MM)"],["76–80","{@creature Veteran} (MM)"],["81–84","{@creature Mage} (MM); gain one fateful moment"],["85–88","{@creature Noble} (MM); gain one fateful moment"],["89–92","{@creature Assassin} (MM); gain one fateful moment"],["93–94","{@creature Blood hunter|EGW} (EGW); gain one fateful moment"],["95–96","Good or neutral {@creature werebear} or {@creature weretiger} (DM's choice; MM); gain one fateful moment"],["97–98","Evil {@creature wereboar}, {@creature wererat}, or {@creature werewolf} (DM's choice; MM); gain one fateful moment"],["99","{@creature Archmage} (MM); gain one fateful moment"],["00","{@creature Adult gold dragon} or {@creature adult red dragon} (DM's choice; MM); gain one fateful moment"]],"name":"Backstory; Ally and Rival Identities","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Fateful Moments","colLabels":["d20","Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Your parents were murdered in front of you. Roll on the {@book Ally and Rival Identities table|EGW|5|Ally and Rival Identities} to determine the type of creature that killed them. You have proficiency in the {@skill Stealth} and {@skill Survival} skills."],["2","You met a dark elf dying in the wilderness. Around their neck was a silver talisman containing a cameo of their child and the name \"Il'viranya.\" It is an {@item amulet of proof against detection and location}."],["3","A mysterious stranger gave you a gift that saved your life while you were lost in the wilderness. Roll on the {@book Ally and Rival Identities table|EGW|5|Ally and Rival Identities} to determine the identity of the stranger. Then roll on {@table Magic Item Table B} in the {@book Dungeon Master's Guide|DMG} to determine the item. If you roll a consumable item from the table, roll again."],["4","You were caught in a terrible storm but miraculously survived. Now your dreams contain visions sent by a mysterious god or demigod. You have proficiency in the {@skill Arcana} or {@skill Religion} skill (your choice)."],["5","A famous warrior trained you with what has become your signature weapon. You have proficiency with a martial weapon of your choice, and you own one such weapon. It has special features as detailed in {@book chapter 7|DMG|7|Types of Treasure} of the {@book Dungeon Master's Guide|DMG}. You also have the {@feat Martial Adept} feat from the {@book Player's Handbook|PHB}."],["6","You were the sole survivor when a horde of rampaging monsters raided your village or your neighborhood. You have proficiency in the {@skill Stealth} skill or proficiency with martial weapons (your choice)."],["7","A famous mage saw potential in you and tutored you in the arcane arts. You have a spellbook and the {@feat Magic Initiate} feat from the {@book Player's Handbook|PHB}."],["8","While on a long journey, you were picked up by a traveling circus, spending a year with them before returning to your home. You have proficiency in the {@skill Acrobatics} or {@skill Performance} skill (your choice) and proficiency with the disguise kit."],["9","You were transformed into a bear by mysterious magic, and lived for a year as an animal before you were saved by a druid. Magic still lingers within you, though, and you can cast {@spell speak with animals} at will."],["10","You were press-ganged into military service, and were left shaken by what you saw on the battlefield. You have proficiency with medium armor, shields, and martial weapons. You also have a random form of indefinite madness, determined by rolling on the {@table indefinite madness||Indefinite Madness table} in chapter 8 of the {@book Dungeon Master's Guide|DMG}."],["11","You were kidnapped by bandits while traveling between towns. While captured, you met an old thief who helped you escape. You have proficiency with thieves' tools and proficiency in the {@skill Stealth} skill."],["12","You were visited by a demon lord in a dream. You awakened knowing the {@spell find familiar} spell and are now able to cast it as a ritual, but your familiar always takes the form of a {@creature quasit}. You also have a random form of indefinite madness, determined by rolling on the {@table indefinite madness||Indefinite Madness table} in chapter 8 of the {@book Dungeon Master's Guide|DMG}."],["13","While exploring a remote forest, you were attacked by evil lycanthropes but escaped before being killed. You are cursed with {@creature wereboar}, {@creature wererat}, or {@creature werewolf} lycanthropy (DM's choice)."],["14","While lost in a remote forest or jungle, you were saved by a {@creature werebear} or {@creature weretiger} (DM's choice). The lycanthrope believed you were destined for greatness and granted you the gift of lycanthropy with your consent."],["15","You saved a pseudodragon from being eaten by a giant spider in a dark forest. The {@creature pseudodragon} now loyally follows you wherever you go, even if you'd rather it stay hidden. It is controlled by the DM but obeys your commands if treated well."],["16","You nearly died from a virulent disease (the DM's choice of cackle fever, sewer plague, or sight rot; see {@book chapter 8|DMG|8|Diseases} of the {@book Dungeon Master's Guide|DMG}). Your life was saved by an agent of the Cobalt Soul, who could not cure the disease, but who gave you a {@item periapt of health} that suppresses it."],["17","You were accused of a crime and were exiled or imprisoned, regardless of whether or not you were guilty. Having spent time among criminals, you have proficiency in the {@skill Intimidation} skill and you know thieves' cant."],["18","You saved a riderless horse wearing full tack and harness from wolves. You own a {@creature riding horse} and a saddle, and you have proficiency in the {@skill Animal Handling} skill."],["19","While reading through a mysterious tome once owned by your parent, you found a treasure map that points toward a place in Wildemount of the DM's choice."],["20","You received a letter revealing that you were the secret child of a wealthy noble family living in Rexxentrum within the Dwendalian Empire. They enclosed 100 gp to ensure your safe passage to the imperial capital, and a signet ring bearing your true family's seal."]],"name":"Backstory; Fateful Moments","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Favorite Foods (Menagerie Coast)","colLabels":["d8","Food"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Paella—a working-class dish made with rice, white beans, and seafood"],["2","Plantain cups—a sweet and savory dish of fried plantains stuffed with meat and rice"],["3","Gazpacho—a cold soup served on hot days, made from pounded vegetables and fruit"],["4","Honeyflame bread—a fried dessert soaked in honey and coated in Marquesian spices"],["5","Fusaka fish—seafood cutlets smothered in Marquesian fusaka spice and fried in oil"],["6","Snakelocks noodles—sea anemone tendrils coated in honey batter and delicately fried"],["7","Queen's water—a soft drink made from syrup, honey, guava, and tamarind"],["8","Blacksand coffee—a tiny shot of coffee, brewed atop red-hot sand, Marquet-style"]],"name":"Backstory; Favorite Foods (Menagerie Coast)","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Favorite Foods (Western Wynandir)","colLabels":["d8","Food"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Dumplings—a steamed potato bread that can be served with any meal"],["2","Sauerbraten—a Zemnian peasant dish of pickled horse meat served with cabbage"],["3","Brawn, also known as head cheese—a meat jelly made from boiled calf's head"],["4","Schweinshaxe—a Zemnian peasant dish of long-marinated roasted pork knuckle"],["5","Dampfnudel—a regal steamed roll served in sweet custard or with savory potatoes"],["6","Spanferkel—an expensive dish of suckling pig, roasted and served at royal parties"],["7","Trost—a sweet, dark ale brewed in Trostenwald"],["8","Radler—a sweet, expensive drink made from imported lemonade mixed with beer"]],"name":"Backstory; Favorite Foods (Western Wynandir)","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Favorite Foods (Greying Wildlands)","colLabels":["d8","Food"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Imperial pickled plums, smuggled from the Dwendalian Empire by Myriad agents"],["2","Charred venison and roasted potatoes, prepared with local game and local tubers"],["3","Raw venison still dripping with blood"],["4","Elf-mash—a creamy dish made from overripe cloudberries"],["5","Dwarven rootbake—a hearty casserole of roots and tubers wrapped in seaweed"],["6","Jam porridge—made from Xhorhasian rice and topped with salmonberry jam"],["7","Blazing tea—a beverage blended from fermented fireroot and mouth-scalding spices"],["8","Sbiten—a drink made from honey and spices, best enjoyed hot on snowy days"]],"name":"Backstory; Favorite Foods (Greying Wildlands)","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Favorite Foods (Eastern Wynandir)","colLabels":["d8","Food"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Rzukaal—a dish made from sautéed rice noodles, hearty mushrooms, and giant spider legs"],["2","Yuyandl—grilled yuyo (a zucchini-like vegetable that grows in Rosohna's sunless gardens) spiced and served with rice"],["3","Mastodon kor'rundl—grilled mastodon served with sunless kor'run (a squash-like vegetable that grows in Rosohna's sunless gardens) and rice"],["4","Kinespaji spaaldl—soup made from mushrooms or vegetables and the boiled spit of a horizonback turtle"],["5","Umarindaly—a dessert akin to rice pudding, topped with spiced gooseberry jam"],["6","Keltaly—heavy cream mixed with pulverized black currants and frozen into a fluffy, sweet, creamy dessert"],["7","Erzfaalyu—a potent spirit made from fermented rice"],["8","Yunfaalyu—a fragrant plum liquor served at frigid temperatures and garnished with currants"]],"name":"Backstory; Favorite Foods (Eastern Wynandir)","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Mysterious Secrets","colLabels":["d20","Secret"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Years ago, my best friend came to me in the middle of the night and gave me a key that glowed with an icy blue light. I never saw that friend again."],["2","I was the only witness to a cold-blooded murder. In the aftermath, I saw the killer take a gold coin with a ruby inlaid at its center from the victim's body."],["3","I once had a dream where an old stranger looked me dead in the eye, screamed \"Scourger!\" at the top of their lungs, and then exploded into a column of flame."],["4","While exploring near my home, I found a cliff with a bunch of caverns dug out of it, all of them large enough for people to hide within."],["5","I once saw a cat that seemed to be moving with a strange sense of purpose. I followed it to the dwelling of an important local elder, where it gazed through the window for an hour. Then it suddenly shook itself and raced away, as though a spell had been broken."],["6","One of my parents left home in the middle of a storm, in the middle of the night. They had their sword and shield. They came back a week later, with the shield practically in pieces. They never talked about that night."],["7","I had a friend who was a farmer. Every week, their crops doubled in size until they had pumpkins as big as houses. Then the next week, the friend was gone and their fields were torched. I never heard from them again."],["8","I once saw an enormous figure walking through the clouds on a stormy night. At one point, they looked at me, and then kept walking."],["9","I woke up one night to find one of my siblings perched on my chest, staring into my eyes. They said, \"The time is soon,\" and then giggled and ran off. When I asked them, they had no memory of the event."],["10","I once saw a giant bird soar past overhead. It croaked out a cry that sounded like my name, then disappeared beyond the clouds."],["11","I ate a fruit whose seeds spelled out a magic word where I'd cast them onto the ground. Years later, I saw the same word spelled out within a slice of bread."],["12","A warrior friend of mine died. But every so often, I swear I see that friend in their old armor, at the corner of my vision."],["13","An old seer once touched my forehead and gave me a vision of a flaming bird chained beneath a mountain, squirming and wailing in the darkness."],["14","Once while on a boat, I heard a voice rumbling around me. I looked down below the water, and I swear I saw golden eyes looking up at me."],["15","While I was eating, a whole potato exploded into worms, and I suffered a vision of a gigantic worm eating the world like a giant apple."],["16","While picking flowers, I saw a tall figure with red skin and horns wandering the meadow. The flowers grew taller where they walked, but I fled in fear and never saw the figure again."],["17","I was attacked by wolves in the woods one day, and was saved by a stranger with a bandage over their eyes. This person shone with silver light and was covered with scars—and I think I might have seen black wings tucked in at their back."],["18","While trying to forge a sword, I accidentally burned myself with the red-hot blade. A strange vision then came to me, of powerful weapons calling out for me to wield them."],["19","I once met someone fleeing through the woods who said they had escaped from some evil place. I asked what that meant, but the stranger fell dead on the spot. When I returned with help to collect the body, it was gone."],["20","I once caught a falling star. It looked up from my hands and smiled, then told me to look for it on the day when fire erupts from the earth."]],"name":"Backstory; Mysterious Secrets","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Prophecy Inspirations","colLabels":["d20","Prophecy"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I will defeat the creature that killed my parents. Its defeat might make me question my purpose in life."],["2","I will uncover the reason that the Cerberus Assembly took my sibling away. Finding my sibling will set political events beyond my control into motion."],["3","I will save my village from the gnoll tribe that has raided us for the past year. Their defeat will inspire me to perform even greater feats of heroism."],["4","I will unlock the secrets of consecution that the Kryn are hiding. This knowledge will open my mind to a terrifying truth."],["5","I will join a blood hunter order. My new comrades-in-arms will make me powerful, but I must pay a steep price for that power."],["6","I will steal a king's ransom from a Revelry pirate. That wealth will make me happy, but it will also draw unsavory characters to me."],["7","I will become a hero of the war between the Dwendalian Empire and the Kryn. I will be haunted by the atrocities I witness on the battlefield."],["8","I will cleanse the Savalirwood of its corruption while welcoming that corruption into my own body."],["9","I will infiltrate the Myriad, but doing so will compel me to commit evil acts."],["10","I will uncover a relic from Eiselcross and become famous, but the relic will exact a terrible cost."],["11","I will speak to a dragon, live to tell the tale, and provoke the dragon's everlasting wrath."],["12","I will steal a holy relic of the Kryn Dynasty, making me a target for anyone who desires its power."],["13","I will hesitate at an important moment. Another person will suffer for it."],["14","I will stumble by accident into the arms of the Golden Grin. Though I will reject their call at first, something will draw me back."],["15","I will befriend a flying beast and ride it through the skies. Others will envy me for the bond I have with this creature."],["16","I will kneel before Bright Queen Leylas Kryn without knowing who she is. This moment of uncertainty will lead to danger."],["17","I will stand before Princess Suria Dwendal and briefly hold the fate of the empire in my hand. I won't realize the gravity of my decision until it is too late."],["18","My actions will lead to the death of a marquis of the Clovis Concord. I will know exactly who killed them, but no one in power will believe me."],["19","I will anger one of the Tribes of Shadycreek Run. As its members hunt me in retribution, others will suffer and I will pay the price."],["20","I will meet my birth parents. Doing so reveals a secret about my birth that will change the way I look at the world."]],"name":"Prophecy Inspirations","page":199,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Arms of the Betrayers Destruction","colLabels":["d8","Destruction Method"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The weapon must be bathed in the ichor of an archdevil or demon lord."],["2","A coven of twelve night hags must perform an eight-hour ritual known only to them on the plane of Gehenna to destroy the weapon."],["3","The weapon must be brought back to a forgotten forge in Xhorhas and melted down by the furnace that made it."],["4","The fiery breath of an {@creature ancient red dragon} is the only thing that can destroy the weapon."],["5","The weapon is destroyed if devoured by Uk'otoa."],["6","Thrusting the weapon into a {@item Luxon beacon|EGW} destroys the weapon and the beacon alike."],["7","The weapon can be broken only by a blow from another of the Arms of the Betrayers."],["8","Burning the remains of the first champion to wield the weapon destroys the item."]],"name":"Arms of the Betrayers Destruction","page":274,"source":"EGW","chapter":{"name":"Wildemount Treasures","ordinal":{"type":"chapter","identifier":6},"index":7}},{"caption":"Standard Languages","colLabels":["Language","Typical Speakers","Script"],"colStyles":["col-4 text-center","col-4 text-center","col-4 text-center"],"rows":[["{@language Common|MOT}","Humans","Common"],["{@language Giant|MOT}","Cyclopes, giants","Minotaur"],["{@language Leonin|MOT}","Leonin","Common"],["{@language Primordial|MOT}","Tritons","Common"],["{@language Minotaur|MOT}","Minotaurs","Minotaur"],["{@language Sylvan|MOT}","Centaurs, satyrs","Elvish"]],"name":"Standard Languages","page":9,"source":"MOT","chapter":{"name":"Welcome to Theros","index":0}},{"caption":"Exotic Languages","colLabels":["Language","Typical Speakers","Script"],"colStyles":["col-4 text-center","col-4 text-center","col-4 text-center"],"rows":[["{@language Celestial|MOT}","Gods","Celestial"],["{@language Draconic|MOT}","Dragons","Draconic"],["{@language Sphinx|MOT}","Sphinxes","—"]],"name":"Exotic Languages","page":9,"source":"MOT","chapter":{"name":"Welcome to Theros","index":0}},{"caption":"Gods of Theros","colLabels":["Deity","Alignment","Suggested Cleric Domains","Common Symbol"],"colStyles":["col-4","col-1 text-center","col-3","col-3"],"rows":[["Athreos, god of passage","LE","Death, Grave*","Crescent moon"],["Ephara, god of the polis","LN","Knowledge, Light","Urn pouring water"],["Erebos, god of the dead","NE","Death, Trickery","Serene face"],["Heliod, god of the sun","LG","Light","Laurel crown"],["Iroas, god of victory","CG","War","Four-winged helmet"],["Karametra, god of harvests","NG","Life, Nature","Cornucopia"],["Keranos, god of storms","CN","Knowledge, Tempest","Blue eye"],["Klothys, god of destiny","N","Knowledge, War","Drop spindle"],["Kruphix, god of horizons","N","Knowledge, Trickery","Eight-pointed star"],["Mogis, god of slaughter","CE","War","Four-horned bull's head"],["Nylea, god of the hunt","NG","Nature","Four arrows"],["Pharika, god of affliction","NE","Death, Knowledge, Life","Snakes"],["Phenax, god of deception","CN","Trickery","Winged golden mask"],["Purphoros, god of the forge","CN","Forge,* Knowledge","Double crest"],["Thassa, god of the sea","N","Knowledge, Tempest","Waves"]],"footnotes":["* The Forge and Grave domains appear in {@book Xanathar's Guide to Everything|XGE}"],"name":"Gods of Theros","page":35,"source":"MOT","chapter":{"name":"Gods of Theros","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Meletian Calendar","colLabels":["Month","Name","Length","God"],"colStyles":["col-2 text-center","col-4 text-center","col-2 text-center","col-3 text-center"],"rows":[["1","Lyokymion","30 days","Thassa"],["2","Protokynion","29 days","Nylea"],["3","Astrapion","30 days","Keranos"],["4","Polidrysion","29 days","Ephara"],["5","Thriambion","30 days","Iroas"],["6","Megasphagion","29 days","Mogis"],["7","Chalcanapsion","30 days","Purphoros"],["8","Necrologion","29 days","Athreos"],["9","Therimakarion","30 days","Karametra"],["10","Katabasion","29 days","Erebos"],["11","Cheimazion","30 days","Pharika"],["12","Agrypnion","29 days","Kruphix"],["13*","Anagrypnion","30 days","Kruphix"]],"footnotes":["* This month occurs only once every three years."],"name":"The Meletian Calendar; Meletian Calendar","page":85,"source":"MOT","chapter":{"name":"Realms of Gods and Mortals","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Omens of Athreos","colLabels":["d6","d100","Omen of Athreos"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","01","Faintly glowing wisps of fog or mist coalesce into shapes in the air."],["2","02","Ghostly whispers come from nowhere."],["3","03","The ground beneath a character's feet flows like water in a river."],["4","04","A veiled figure observes the character from a distance, then vanishes."],["5","05","Silent mourners carry a body past."],["6","06","Echoes produce words different from the ones originally spoken."]],"name":"Omens of Athreos","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Ephara","colLabels":["d6","d100","Omen of Ephara"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","07","A carved image or face-like pattern on a wall animates and speaks."],["2","08","The streets of a city seem to alter course to lead to a specific destination."],["3","09","Birds fly in parallel rows, like a marching army."],["4","10","Eddies in a stream subside, and the water flows in a straight line."],["5","11","A grove of trees has a perfectly symmetrical configuration."],["6","12","A clay vessel overflows with water."]],"name":"Omens of Ephara","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Erebos","colLabels":["d8","d100","Omen of Erebos"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","13","Small animals drop dead within an area."],["2","14","A gold coin hangs like a piece of fruit from the branch of a dead tree."],["3","15","The sun's light does not penetrate an area."],["4","16","A character is stung as if struck by a whip."],["5","17","Words can be heard in the sounds made by clinking coins."],["6","18","An eclipse suddenly occurs."],["7","19","Crows or vultures drop bones in an ominous pattern."],["8","20","Swirling smoke forms macabre shapes."]],"name":"Omens of Erebos","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Heliod","colLabels":["d8","d100","Omen of Heliod"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","21","A brilliant pattern appears around the sun."],["2","22","A shaft of sunlight breaks through cloud cover or foliage to shine on a specific spot."],["3","23","A pegasus appears and invites a character to touch it."],["4","24","The sun remains in the same place in the sky for far too long."],["5","25","The sun blinks."],["6","26","No shadows are cast."],["7","27","A specific area can't be made dark."],["8","28","The sky turns blood-red at sunrise or sunset."]],"name":"Omens of Heliod","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Iroas","colLabels":["d6","d100","Omen of Iroas"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","29","The rousing blare of distant trumpets drowns out other sounds."],["2","30","Clouds limned by sunlight take a form that resembles Iroas."],["3","31","A character's weapon or shield shatters dramatically, then repairs itself."],["4","32","A four-winged bird circles overhead."],["5","33","The sun or moon appears to have four glowing wings."],["6","34","Water or wind sounds like cheering."]],"name":"Omens of Iroas","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Karametra","colLabels":["d6","d100","Omen of Karametra"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","35","Patterns form in fallen leaves or in the scattered leavings of grain in a field."],["2","36","Rustling plants produce sounds that resemble words."],["3","37","Fruit begins mewling and giggling like delighted infants."],["4","38","Hearth fires blaze or small fires start up, attracting small creatures to curl up in front of them."],["5","39","Wild animals act domesticated."],["6","40","Food multiplies or heals when bitten."]],"name":"Omens of Karametra","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Keranos","colLabels":["d6","d100","Omen of Keranos"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","41","Lightning strikes, thunder rumbles, or rain falls in a clear sky."],["2","42","A powerful thought springs unbidden to mind, like a shout in one's head."],["3","43","Rain produces a melody that sounds like a familiar song."],["4","44","A lightning-scarred tree stands alone in a forest clearing."],["5","45","A fierce wind blows in a particular direction."],["6","46","A character sees distinct figures or patterns in the sky when lightning flashes."]],"name":"Omens of Keranos","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Klothys","colLabels":["d6","d100","Omen of Klothys"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","47","A character experiences an extended episode of déjà vu."],["2","48","Spider webs gleam as if they were made of silver threads."],["3","49","The sky turns a rich gold color."],["4","50","A character's hair grows several inches and braids itself."],["5","51","Glowing green threads create a pattern or follow a path in the air."],["6","52","A character experiences a powerful episode of déjà vu."]],"name":"Omens of Klothys","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Kruphix","colLabels":["d6","d100","Omen of Kruphix"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","53","The natural world falls utterly silent."],["2","54","An aurora shimmers on the horizon."],["3","55","The attention of every celestial figure in the night sky is suddenly focused on one character or place."],["4","56","Nyx appears in the shadows of all things."],["5","57","Two extra ethereal arms sprout from a character's body."],["6","58","The night sky appears to wheel overhead as though years are streaming by."]],"name":"Omens of Kruphix","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Mogis","colLabels":["d6","d100","Omen of Mogis"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","59","A creature spontaneously starts bleeding, their blood pooling in a bull shape."],["2","60","Normally harmless animals turn aggressive—the smaller, the angrier."],["3","61","Water (a stream, pool, rain, or a liquid in a container) turns to boiling blood."],["4","62","A bestial roar erupts from over the horizon or deep within the earth."],["5","63","The stars turn red."],["6","64","A character develops a ravenous hunger for raw meat."]],"name":"Omens of Mogis","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Nylea","colLabels":["d8","d100","Omen of Nylea"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","65","Butterflies land on a character or fly together in a particular direction."],["2","66","Fallen leaves blow perpendicular to the wind."],["3","67","The weather suddenly changes radically."],["4","68","A colored arrow strikes nearby, arching from an impossible direction."],["5","69","Plants sprout and grow to maturity instantly."],["6","70","Trees and vines coil to hinder movement."],["7","71","Animal tracks appear where nothing walks."],["8","72","A celestial lynx paces back and forth across the night sky."]],"name":"Omens of Nylea","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Pharika","colLabels":["d6","d100","Omen of Pharika"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","73","Hundreds of snakes, spiders, or centipedes crawl from the ground."],["2","74","A strong chemical smell follows a character."],["3","75","A character exhibits a disease's symptoms."],["4","76","Leaves shrivel and turn black, while flowers pour acidic nectar."],["5","77","A snakeskin wraps around a way marker or personal possession."],["6","78","Patterns of clouds or stars slither away, moving with an audible susurrus."]],"name":"Omens of Pharika","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Phenax","colLabels":["d6","d100","Omen of Phenax"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","79","Shadows move independently of whatever casts them, appearing to run away."],["2","80","A gold mask momentarily appears over the face of every living creature in sight."],["3","81","Objects, landmarks, even stars momentarily vanish, as if pilfered in plain sight."],["4","82","Everything turns shades of gray."],["5","83","Creatures' mouths momentarily vanish and they can't make sounds or speak."],["6","84","The sun momentarily melts, raining gold coins that vanish soon after landing."]],"name":"Omens of Phenax","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Purphoros","colLabels":["d8","d100","Omen of Purphoros"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","85","The sound of a hammer rings in the air."],["2","86","Noxious gas suddenly vents from underground."],["3","87","The ground or a metal object becomes uncomfortably hot."],["4","88","An animal moves in a mechanical manner."],["5","89","Huge plumes of smoke rise from the horizon."],["6","90","The earth shakes in a deliberate rhythm."],["7","91","Something that was broken is reshaped into something new."],["8","92","A statue or metal object comes to life."]],"name":"Omens of Purphoros","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Thassa","colLabels":["d8","d100","Omen of Thassa"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","93","A lustrous seashell or small fish appears in someone's drink."],["2","94","The tide goes out (or in) at the wrong time."],["3","95","The sound of crashing waves fills the air."],["4","96","Ripples in water form patterns of ships and sea creatures."],["5","97","A beautiful coral pillar rises from the earth."],["6","98","A flock of dozens of noisy seabirds land."],["7","99","A school of sea creatures swim in the air."],["8","00","Someone starts drowning on dry land."]],"name":"Omens of Thassa","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Athreos's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Seal a secret path that the Returned use to escape the Underworld."],["2","Strike against one of the necropoleis, either Asphodel or Odunos, curtailing its growth or bringing it to ruin."],["3","Seek out a {@creature lampad|MOT} nymph who has fallen in love with a soul he was supposed to lead to the Underworld."],["4","Hunt down a rampaging cerberus and return it to its place guarding the Underworld."],["5","Reconsecrate a grand but neglected mausoleum, putting the unquiet spirits there to rest."],["6","Defeat an agent of a god who seeks to free a loved one, a mentor, or a champion from the Underworld."]],"name":"Athreos's Quests","page":116,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Athreos's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) follows omens to find those who have been resurrected, claiming they owe Athreos a debt."],["2","A mercenary ({@creature gladiator}) accuses a community of harboring Returned and threatens to claim their leader's life to restore the balance."],["3","A warmongering {@creature noble} rallies the public against a necropolis, encouraging a war between the living and the dead."],["4","A group of {@creature Cult Fanatic||cult fanatics} charges exorbitant prices for funeral rites, threatening to lead the dead astray unless they're shown proper respect."],["5","A {@creature priest} of Athreos speaks out against healers and Pharika's followers during a plague, offering death as the only alternative to suffering."],["6","A {@creature lampad|MOT} (see {@book chapter 6|MOT|6|Lampad}) hunts the offspring of an ancient hero who escaped death, claiming they shouldn't exist."]],"name":"Athreos's Villains","page":116,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Athreos's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Giant vulture}"],["2","{@creature Two-headed cerberus|MOT}"],["3","{@creature Hell hound}"],["3","{@creature Lampad|MOT}"],["6","{@creature Invisible stalker}"],["6","{@creature Underworld cerberus|MOT}"],["8","{@creature Spirit naga}"],["9","{@creature Phylaskia|MOT}"]],"name":"Athreos's Monsters","page":116,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Athreos's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Athreos tires of his responsibilities but refuses to abandon them. Secretly, he has allowed the same spirit to be reborn again and again, allowing it to see all of life and death so it might one day take his place. When this apprentice disappears, Athreos refuses to ferry any more souls until his student is returned."],["2","The wealth Athreos collects in payment for his work has gone missing, stolen from his sanctuary at the end of the Tartyx River. The River Guide needs the treasure returned swiftly, not out of greed, but as it is payment for something beyond the gods."],["3","The Rivers That Ring the World are drying up. As the tides recede, great ruins are revealed, rising from the river bottom. Athreos sends agents to the headwaters of the Tartyx River, seeking the cause of the problem before whatever the river had kept drowned emerges."],["4","War between Heliod and Erebos is inevitable. Rather than letting it explode unpredictably, Athreos puts a plan into Motion to mitigate the damage. Ultimately, all it takes to end the war is Heliod's death or Erebos joining the Returned."]],"name":"Athreos's Divine Schemes","page":117,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Underworld Crossing Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Enter the Underworld without alerting Athreos to your presence."],["2","Escape the Underworld."],["3","Force someone to lose their identity in the waters of the Tartyx River."],["4","Escort a {@creature Returned sentry|MOT} (see {@book chapter 6|MOT|6|Returned Sentry}) escaping from the Underworld into the mortal world."],["5","Bargain with a {@creature lampad|MOT} (see {@book chapter 6|MOT|6|Lampad}) to learn where the body of a lost hero lies entombed."],["6","Get information from a soul waiting to be ferried to the Underworld."],["7","Pay for a stranded soul to cross the Tartyx River."],["8","Steal a specific valuable from the banks of the Tartyx River and escape unseen."],["9","Sail from the crossing to a nearby, haunted island in the center of the Tartyx River."],["10","Convince an innocent spirit who keeps returning to their mortal home to pass into the Underworld."],["11","Seek an audience with Athreos."],["12","Capture an {@creature Underworld cerberus|MOT} (see {@book chapter 6|MOT|6|Underworld Cerberus})."]],"name":"Underworld Crossing Adventures","page":118,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Underworld Crossings Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature Returned palamnite|MOT} (see {@book chapter 6|MOT|6|Returned Palamnite}) seeks to destroy all Underworld crossings so the dead can freely enter the mortal world."],["2","A conquering general captures a number of {@creature Underworld Cerberus|MOT|Underworld cerberi} (see {@book chapter 6|MOT|6|Underworld Cerberus}), plotting to unleash the terrifying beasts during a war."],["3","A greedy {@creature priest} of Erebos steals coins from the dead before they are buried, thereby filling a crossing with stranded souls."],["4","A {@creature nightmare shepherd|MOT} (see {@book chapter 6|MOT|6|Nightmare Shepherd}) takes over a crossing and doesn't allow souls to pass into the Underworld. As a result, they become {@creature Specter||specters} that harass the living in the mortal world."],["5","A {@creature priest} of Athreos becomes annoyed with the dead returning and sends armies of clergy to secure the mortal side of the crossing."],["6","A {@creature satyr reveler|MOT} (see {@book chapter 6|MOT|6|Satyr Reveler}) seeks to throw an eternal revel! By stealing coins from the dead, the satyr traps souls at his morbid, Tartyx-side bacchanal."]],"name":"Underworld Crossings Villains","page":118,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Ephara's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Oust the corrupt leader of a town or a city."],["2","Reclaim a city that has been overrun by creatures of the wild."],["3","Help establish a new city in a sparsely populated area."],["4","Find a treasure to adorn a major landmark of a city."],["5","Hunt down a criminal who is causing devastating damage to a city, such as by arson."],["6","Defeat a champion of an opposed deity, most likely Phenax or Nylea."]],"name":"Ephara's Quests","page":120,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Ephara's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A neighborhood leader enacts punitive laws, preventing people from expressing themselves."],["2","A {@creature guard} imprisons people who worship gods opposed to Ephara, such as Phenax and Nylea."],["3","A {@creature noble} is building a new development directly in a forest, where it will displace wildlife that has lived there for millennia."],["4","A {@creature soldier|GGR} begins killing people who have committed terrible crimes but have been acquitted because of loopholes in the judicial system."],["5","A group of {@creature Mage||mages} who follow Ephara want to build a city on an island, heedless of the current residents."],["6","An {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) leads a cadre of scholars secretly destroying work that they deem antithetical to proper society."]],"name":"Ephara's Villains","page":120,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Ephara's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10","col-1 text-center"],"rows":[["1/8","{@creature Guard}"],["1/2","{@creature Anvilwrought raptor|MOT}"],["3","{@creature Meletian hoplite|MOT}"],["9","{@creature War priest|VGM}"],["11","{@creature Gynosphinx}*"],["15","{@creature Hundred-handed one|MOT}"],["17","{@creature Androsphinx}*"],["23","{@creature Empyrean}"]],"footnotes":["* See {@book chapter 6|MOT|6|Sphinx} for details about these creatures in Theros."],"name":"Ephara's Monsters","page":120,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Ephara's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Ephara tries to curry Karametra's favor, hoping to persuade her to use her influence over agriculture to help the cities under Ephara's protection flourish. But Karametra, as the patron of Setessa, thinks that Ephara's focus on cities is dangerous and damaging to the lands. Nylea lashes out at both Karametra and Ephara, believing them to be working together."],["2","Ephara attempts to strip Phenax of his \"stolen\" divinity, outraged by his influence over criminals."],["3","A recent earthquake has changed the coastline, exposing a new island with a verdant and lush landscape. Ephara and Nylea are locked in a battle for control over the island, with Nylea wanting it to remain wilderness and Ephara seeking to build a city on the fertile ground."],["4","Ephara sends champions to free a city from the control of tyrants who worship Mogis, god of wrath. Mogis retaliates by sending his armies to attack a city under Ephara's protection."]],"name":"Ephara's Divine Schemes","page":121,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Agora Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Apprehend the ringleader of a thieves' guild who frequently targets people in the agora."],["2","Protect a civil leader giving a speech."],["3","Perform for an audience."],["4","Humiliate someone giving a speech or performing."],["5","Make a profit running someone's market stall."],["6","Sabotage business for the entire market."],["7","Eavesdrop on a private meeting under a stoa."],["8","Incite a crowd to action with a public speech."],["9","Debate a well-loved politician or philosopher and convince the audience to take your side."],["10","Recapture an escaped beast that was up for sale."],["11","Stop a public execution."],["12","Quell a riot without violence."]],"name":"Agora Adventures","page":122,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Agora Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature assassin} murders a politician's rivals then poses the victims in grisly, public tableaus."],["2","A group of {@creature Thug||thugs} vandalizes market stalls whose owners don't pay a weekly protection fee."],["3","{@creature Cultist||Cultists} of Pharika plot to spike the wine at a party in the agora with an experimental poison."],["4","A snake charmer overreaches when he unsuccessfully attempts to control an {@creature amphisbaena|GoS} (see {@book chapter 6|MOT|6|Amphisbaena}) during a performance."],["5","A disgraced priest of Ephara releases a horde of anvilwrought creatures (see {@book chapter 6|MOT|6|Anvilwroughts}) on a crowd gathered at the agora."],["6","A {@creature mage} politician uses enchantment magic to spread rumors about rivals."]],"name":"Agora Villains","page":122,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Erebos's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Capture a hero who came back to Theros as a Returned and send them back to the Underworld."],["2","Find out why those who die in a coastal village never arrive in the Underworld, and why the village is haunted by eidolons."],["3","Protect those who attend the funeral of a village elder in the hills near Akros, where minotaurs have disrupted recent burials."],["4","Investigate an alchemist who claims to have transmuted lead into gold—but who might somehow be stealing it from the Underworld."],["5","Refute the claim of a priest of Heliod who is said to be immortal because of the sun god's blessing."],["6","Take an aging champion of Iroas who has pledged their soul to Erebos in exchange for a glorious death on one last foray into the wild lands."]],"name":"Erebos's Quests","page":124,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Erebos's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature veteran} bargains with Erebos to allow him to remain in the living world as a Returned in exchange for a steady stream of mortal sacrifices."],["2","A prominent {@creature knight} of another god loses their entire family, then publicly turns to Erebos in hopes of being reunited with loved ones in the Underworld."],["3","An {@creature acolyte} convinces Erebos to bring her murdered daughter back to life, but the daughter is restored as a potent Returned who now terrorizes the polis."],["4","A wealthy {@creature noble} drives tenants out of a poor part of a polis so he can build a temple to Erebos."],["5","The queen of a remote settlement prays to Erebos for endless treasure, and Erebos \"blesses\" her by turning the nearby river to liquid silver. The tyrant is delighted, but everyone else in her domain suffers."],["6","A {@creature priest} of Erebos terrorizes a village, convinced that a particular Returned has taken refuge there."]],"name":"Erebos's Villains","page":124,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Erebos's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1/2","{@creature Shadow}","MM"],["2","{@creature Two-headed cerberus|MOT}","MOoT"],["3","{@creature Lampad|MOT}","MOoT"],["3","{@creature Nightmare}","MM"],["5","{@creature Night hag}*","MM"],["9","{@creature Abhorrent Overlord|MOT}","MOoT"],["11","{@creature Doomwake giant|MOT}","MOoT"],["11","{@creature Nightmare shepherd|MOT}","MOoT"]],"footnotes":["* See {@book chapter 6|MOT|6} for details about these creatures in Theros."],"name":"Erebos's Monsters","page":124,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Erebos's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Erebos has captured Phenax's eidolon, the identity severed from Phenax's body when he became the first Returned, and uses it to force Phenax to serve his whims."],["2","Erebos unleashes a deadly plague. The cure grows only in the peaceful Underworld realm of Ilysia. Mortal champions flock to Ilysia, threatening to breach the ward's sanctity and allow Erebos's influence to creep in."],["3","Servants of Heliod find a stone that can raise the dead in both body and soul. Enraged, Erebos sends his followers to claim the stone, which Heliod's worshipers have claimed as a holy relic."],["4","With the aid of Pharika, Erebos creates a poison capable of killing a god. Learning of this, the other gods try to force Erebos to relinquish the poison, but the god of the dead has already deployed it in the form of a sapient being. Now, champions of the gods scour the world, searching for the living weapon."]],"name":"Erebos's Divine Schemes","page":125,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Graveyard Temple Adventures","colLabels":["d10","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Rob a grave or the temple's vault."],["2","Protect a grave or the temple's vault from robbery."],["3","Destroy a seemingly endless wave of undead pouring forth from a graveyard."],["4","Prevent the funeral of a loathed individual from being disrupted."],["5","Find an entrance to the Underworld in the graveyard."],["6","Reunite a {@creature Returned sentry|MOT} (see {@book chapter 6|MOT|6|Returned Sentry}) and their {@creature ghostblade eidolon|MOT} (see {@book chapter 6|MOT|6|Eidolons})."],["7","Destroy {@creature Giant Spider||giant spiders} infesting a tomb."],["8","Acquire death records for a family from a temple full of angry spirits."],["9","Escape the graveyard when undead suddenly rise and overtake the complex."],["10","Use a person's remains to raise them from the dead."]],"name":"Graveyard Temple Adventures","page":126,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Graveyard Temple Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A terrified {@creature Returned palamnite|MOT} (see {@book chapter 6|MOT|6|Returned Palamnite}) runs amok in the graveyard, having lost all sense of itself after finding its way back to the world."],["2","A {@creature cyclops} with a taste for rotting flesh digs up plots in the graveyard each night."],["3","A priest removes limbs from corpses to build an congregation of {@creature Flesh Golem||flesh golems} he can't control."],["4","A gate to the Underworld releases a bloodthirsty {@creature Underworld cerberus|MOT} (see {@book chapter 6|MOT|6|Underworld Cerberus}) into the graveyard."],["5","An {@creature archmage} works to raise a vengeful army from the remains of her war-ravaged village."],["6","A mob of paranoid, inexperienced {@creature Commoner||commoners} hunt for Returned but end up tormenting all strangers."]],"name":"Graveyard Temple Villains","page":126,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Heliod's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Bring a shard of sunlight to a place of unending darkness."],["2","Establish law and order in a place of anarchy and lawlessness."],["3","Keep people safe from a natural disaster caused by the anger of another god (such as a volcano spawned by Purphoros or a tidal wave caused by Thassa)."],["4","Hunt down a notorious lawbreaker who has fled from a polis into the wilderness."],["5","Triumph in a contest of strength or charisma to prove Heliod's superiority over the other gods."],["6","Defeat a champion of another god (most likely Erebos, Purphoros, Phenax, or Mogis)."]],"name":"Heliod's Quests","page":128,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Heliod's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A local {@creature noble} imposes overwhelming punishments for even minor infractions of law."],["2","A leader persecutes an entire population of people because of a crime committed by a single member."],["3","An {@creature assassin} starts killing everyone connected to a trial after which the perpetrator was exonerated."],["4","A fanatical {@creature priest} tries to undermine the priests of other gods by outlawing their holidays."],["5","A tyrant suppresses free expression, punishes protesters, and quashes any form of dissent."],["6","A nervous {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) identifies the characters as a threat to the stability of the polis."]],"name":"Heliod's Villains","page":128,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Heliod's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1/8","{@creature Noble}"],["2","{@creature Centaur}"],["2","{@creature Griffon}"],["2","{@creature Pegasus}"],["3","{@creature Fleecemane lion|MOT}"],["9","{@creature Cloud giant}"],["11","{@creature Roc}"],["23","{@creature Empyrean}"]],"name":"Heliod's Monsters","page":128,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Heliod's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Heliod decides to confront Erebos in the Underworld. He gathers fallen heroes around him as he marches on Erebos's palace in Tizerus. Meanwhile, the sun has vanished from the sky in the mortal world, and the dead can't enter the Underworld."],["2","Heliod grows tired of the battles between Iroas and Mogis, and he decides to end their conflict by banishing Mogis. To his surprise, both gods turn against him. The resulting conflict causes the sun to rain divine blood, producing bizarre effects."],["3","Angry at the hubris of nobles who boast of having the best hounds, Heliod turns all dogs into wolves and monsters that kill and run wild."],["4","Heliod arms a champion with his weapon, Khrusor, but the hero goes wild with power and tries to slay Purphoros. The repercussions border on the cataclysmic, with the champion slain, Mount Velus erupting, and the spear shattered. Only Purphoros can repair the spear, and he's hardly in the mood to do so."]],"name":"Heliod's Divine Schemes","page":129,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Sun Temple Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Acquire an artifact used by a legendary hero."],["2","Defend a hero being honored in a ceremony from an assassination attempt."],["3","Acquire the remains of a legendary hero from the temple's crypts so the person can be resurrected."],["4","Prevent a wedding from taking place, so the couple's union doesn't fulfill an ominous prophecy."],["5","Expose a celebrated hero as a fraud."],["6","Learn the sins of a person seeking religious counsel."],["7","Find out who among a crowd of people gathered at the temple murdered a priest."],["8","Disperse a mob of people who blame Heliod and his clergy for a long drought."],["9","Defend the temple's worshipers from followers of Mogis assaulting the building."],["10","Offer Heliod a burnt sacrifice to gain his blessing."],["11","Offer Heliod a mass sacrifice to prevent him from smiting a nearby settlement."],["12","Find a hero's firsthand account of a battle with a unique monster among the temple's records before a rival group of adventurers does."]],"name":"Sun Temple Adventures","page":130,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Sun Temple Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A once-heroic {@creature veteran} seeking to regain his youthful strength tries to burn attendees at a dawn banquet as a sacrifice to Heliod."],["2","A secret cabal of Phenax {@creature Cult Fanatic||cult fanatics} infiltrates the temple and uses details learned in private counseling sessions to blackmail worshipers."],["3","An {@creature adult blue dragon}, scarred by a champion of Heliod, seeks to destroy all sun temples in the hopes of bringing about everlasting night."],["4","A corrupt {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) of Heliod sells counterfeit heroic artifacts to those he can't see as being destined for greatness."],["5","A lazy {@creature priest} of Heliod risks bringing the god's wrath down upon the entire temple."],["6","An {@creature archmage} devoted to Heliod has created a second sun, one which endlessly illuminates the land and burns those she considers wicked."]],"name":"Sun Temple Villains","page":130,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Iroas's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Defeat Returned bandits who are terrorizing the polis."],["2","Defend a polis against a champion of Mogis."],["3","Sail to a remote island to reclaim a lost weapon of great power."],["4","Establish law and order in a place of anarchy and lawlessness."],["5","Triumph in a contest of strength or dexterity to prove Iroas's superiority over the other gods."],["6","Defeat a champion of another god (most likely Mogis, Phenax, or Pharika)."]],"name":"Iroas's Quests","page":132,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Iroas's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature knight} in the polis guard regularly subjects his soldiers to extreme disciplinary techniques, leading them to start a revolt."],["2","A general ({@creature Akroan hoplite|MOT}; see {@book chapter 6|MOT|6|Hoplites}) commands a town be put to the torch for its soldiers' crimes. Followers of Phenax are actually responsible for the crimes and are framing the community so it will be destroyed and turned into a haven for the Returned."],["3","An aging athlete ({@creature gladiator}) pursues sinister magic to aid his performance at the cost of innocent lives."],["4","The government of a polis fearful of impending war forces farmers to join a militia, precipitating a famine as crops are left untended."],["5","A {@creature priest} tries to undermine the servants of other gods by forcing them into duels and shaming them if they lose."],["6","A gifted orator ({@creature noble}) offers honest but scathing criticism of a champion of Iroas. The champion demands recompense, and the orator needs support against this threat."]],"name":"Iroas's Villains","page":132,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Iroas's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1/8","{@creature Guard}"],["1","{@creature Nyx-fleece ram|MOT}"],["2","{@creature Griffon}"],["3","{@creature Akroan hoplite|MOT}"],["3","{@creature Fleecemane lion|MOT}"],["5","{@creature Gladiator}"],["7","{@creature Stone giant}"],["11","{@creature Roc}"]],"name":"Iroas's Monsters","page":132,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Iroas's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Iroas inspires a brave Akroan general to travel forth with a handpicked army and confront the forces of a powerful and supposedly vulnerable minotaur warlord. The general loses despite Iroas's favor, and Akros is left exposed and poorly defended before a wave of Mogis-worshiping minotaurs."],["2","Heliod, weary of the constant strife between Iroas and Mogis, swears an oath to destroy Mogis with a godly coalition behind him. Erebos, disgusted with Heliod's hubris, forms a group in support of Mogis. Iroas, rather than accepting Heliod's aid, launches a grand campaign of his own against his brother."],["3","Mogis arms one of his champions with an axe capable of sundering the souls of mortal creatures. Iroas wants his champions to procure the weapon so he can lock it away in his armory and thwart his brother. Agents of Erebos also seek to recover the weapon on their master's behalf."],["4","Iroas achieves the victory he has always pursued: he kills his brother, and the world falls into chaos."]],"name":"Iroas's Divine Schemes","page":133,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Arena Adventures","colLabels":["d8","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Help an unfit participant survive an athletic competition."],["2","Convincingly lose an athletic competition so a gambler can win big."],["3","Sabotage a star athlete's chances of winning."],["4","Attend tryouts to become members of a chariot racing team."],["5","Assassinate a person watching a competition before the final match ends."],["6","Save a wrestler from a planned murder in the arena."],["7","Capture a beast that has escaped from the stadium."],["8","Recover a blessed trophy and award it to a contest's rightful victor."]],"name":"Arena Adventures","page":134,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Arena Villains","colLabels":["d8","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A champion pankratiast ({@creature Akroan hoplite|MOT}; see {@book chapter 6|MOT|6|Hoplites}) has her cronies lock everyone in the arena. She allows none to leave until a challenger defeats her."],["2","A {@creature minotaur} frees all the beasts in the amphitheater during a well-attended event."],["3","A chariot racer ({@creature gladiator}) poisons members of a rival team, causing them to fall asleep during competition."],["4","A {@creature mage} uses magic to spy on athletes' conversations and then blackmails them with the information."],["5","A {@creature stone giant} interrupts a session of games and demands a chance to compete."],["6","A promoter forces athletes to overexert themselves, causing dangerous accidents during competitions."],["7","An {@creature archmage} enchants or polymorphs innocents, forcing them to participate in brutal contests."],["8","A {@creature druid} uses the {@spell awaken} spell on beasts in the arena to make them more capable competitors."]],"name":"Arena Villains","page":134,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Karametra's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Plant a fruit-bearing tree where one has never grown."],["2","Save a village whose crops are failing."],["3","Defend or found an orphanage."],["4","Teach a settlement to defend itself from wild beasts."],["5","Reunite an orphan with living relatives."],["6","Convince raiders to give up their ways, settle down, found a village, and devote their lives to farming."]],"name":"Karametra's Quests","page":136,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Karametra's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The head of an orphanage ({@creature commoner}) believes she can care for the city's children better than their parents and works to have the other adults arrested."],["2","A {@creature priest} begins imposing restrictive lifestyle rules on a nearby population in order to \"civilize\" them."],["3","A local leader ({@creature Setessan hoplite|MOT}; see {@book chapter 6|MOT|6|Hoplites}) imposes harsh penalties on the poor, claiming their poverty is a sign they have invited the gods' wrath."],["4","The head of a prominent family ({@creature noble}) continues to exert abusive control over their adult children, citing their role as matriarch or patriarch to justify it."],["5","A local leader ({@creature druid}) forces marriages between widows and widowers to increase the population."],["6","A polis leader ({@creature soldier|GGR}) begins doing sweeps of the surrounding countryside to round up non-citizens and put them to work supporting the community."]],"name":"Karametra's Villains","page":136,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Karametra's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["0","{@creature Awakened shrub}"],["1","{@creature Alseid|MOT}"],["1","{@creature Dryad}"],["2","{@creature Awakened tree}"],["2","{@creature Druid}"],["4","{@creature Setessan hoplite|MOT}"],["5","{@creature Earth elemental}"],["5","{@creature Unicorn}*"],["9","{@creature Treant}"],["12","{@creature Archdruid|VGM}"]],"footnotes":["* See {@book chapter 6|MOT|6|Unicorn} for details about these creatures in Theros."],"name":"Karametra's Monsters","page":136,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Karametra's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Karametra's statues have covered their faces as if in despair, and nothing will grow. No one seems to know what has caused the god of fertility to withdraw her blessings from the world, but the problem must be solved if life is to endure."],["2","Karametra judges that mortals have over produced and moves to cull populations. She creates new plant species that feed on mortals, while her followers act oddly, running off to join bloody revels or sacrificing each other in the fields. How many must die before balance is restored?"],["3","Karametra's civilizing influence infringes on the territory and freedom of other nature gods, and so Nylea and Pharika band together to reduce her power."],["4","Karametra bestows her gifts on a wild cultist or minotaur champion trying to encourage her older, more bloodthirsty worship. The faith takes hold, causing the god to make vicious demands of her followers."]],"name":"Karametra's Divine Schemes","page":137,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Watchtower Adventures","colLabels":["d10","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Guard a watchtower from assault."],["2","Assault a watchtower, defeating the guards defending it and claiming it for a different god."],["3","Steal military plans kept within a watchtower without alerting any of the guards inside."],["4","Free a prisoner from a cell."],["5","Infiltrate the watchtower as spies."],["6","Clear out monsters than have taken over the place."],["7","Steal a legendary weapon."],["8","Steal griffon mounts."],["9","Find a spy among the soldiers stationed at a watchtower."],["10","Train soldiers at a watchtower to face an approaching mythic monster."]],"name":"Watchtower Adventures","page":138,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Watchtower Villains","colLabels":["d8","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A disguised {@creature abhorrent overlord|MOT} (see {@book chapter 6|MOT|6|Abhorrent Overlord}) convinces the soldiers in a watchtower to rise up against the officers."],["2","A {@creature medusa} takes over a watchtower and conducts experiments on the soldiers she captures."],["3","{@creature Siren|TftYP|Sirens} (see the harpies entry in {@book chapter 6|MOT|6|Harpies}) call soldiers to the top of the watchtower, then entice them over the edge so they can feast on the corpses."],["4","A flight of {@creature Griffon||griffons} attacks a watchtower after soldiers steal the creatures' eggs to train the hatchlings to serve as mounts."],["5","A {@creature cyclops} attacks a watchtower, eager to devour the animals within."],["6","A {@creature druid} of Nylea, angered by the construction of a watchtower in the forest, attracts a mythic beast to the area to destroy the structure."],["7","{@creature Blood-Toll Harpy|MOT|Blood-toll harpies} (see {@book chapter 6|MOT|6|Harpies}) take over a watchtower and light its beacon to bring more victims to the place."],["8","A {@creature spy} in a watchtower poisons the tower's food supply in advance of an upcoming attack."]],"name":"Watchtower Villains","page":138,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Keranos's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Help a genius artist who had their inspiration physically stolen."],["2","Break down a ruling structure that stifles ingenuity and creativity."],["3","Bring together lost icons of power to create an incredible storm with the might to halt a greater threat."],["4","Find a long-lost artifact that bestows oracular visions upon the user."],["5","Defeat the champion of another god in a battle of wits (perhaps Phenax, Mogis, or Klothys)."],["6","Find and restore a lost art form, arcane technique, or crafting method for the glory of Keranos."]],"name":"Keranos's Quests","page":140,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Keranos's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) foretells disaster for a polis unless a number of innocent citizens are sacrificed."],["2","An {@creature mage} servant of Keranos enhances storms as they form, threatening the countryside."],["3","An artist ({@creature commoner}) creates incredible works of art whose subjects come to life and wreak havoc."],["4","An {@creature archmage} who controls lightning rises to power, blasting those who oppose her to smithereens."],["5","A wild-eyed {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) points to the characters as harbingers of a coming disaster."],["6","A living storm deluges an area, taking what it believes is righteous revenge on a community."]],"name":"Keranos's Villains","page":140,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Keranos's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["2","{@creature Centaur}"],["3","{@creature Akroan hoplite|MOT}"],["3","{@creature Blue dragon wyrmling}*"],["5","{@creature Air elemental}"],["7","{@creature Theran chimera|MOT}"],["9","{@creature Young blue dragon}*"],["13","{@creature Storm giant}"],["16","{@creature Adult blue dragon}*"],["23","{@creature Ancient blue dragon}*"]],"footnotes":["* See {@book chapter 6|MOT|6|Blue Dragons} for details about these creatures in Theros."],"name":"Keranos's Monsters","page":140,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Keranos's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Bored with the temporary beauty of violent weather, Keranos creates a massive, self-perpetuating storm. Over time, the storm grows out of control. Keranos is delighted by his creation."],["2","Dared by Phenax to prove that he can, Keranos inspires eight mortals with eight ingenious ways to destroy the world. As a result, a genius actor, alchemist, inventor, diver, miner, sculptor, thief, and a duplicitous goat all set forth to enact their terrible brilliance."],["3","Keranos finds the spread of mortal knowledge inconsistent and slow. He empowers a champion to grant vast knowledge to any person or beast she touches. The advent of sagacious cattle, wolves, and children greatly disrupts (and unnerves) those who live in the areas through which Keranos's champion travels."],["4","Keranos creates a realm of his own design amid the Dakra Isles, a place where the land and its creatures obey unique physical laws and strange truths. Some of the inhabitants escape the isle and begin infecting the rest of Theros with their alternate reality."]],"name":"Keranos's Divine Schemes","page":141,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Oracular Conflux Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Race an air elemental to an oracular conflux in order to receive a prediction of the future before the elemental's whirlwind obliterates all evidence of the reading."],["2","Defend the shrine from a worshiper who is angry with an oracle for an incorrect prediction."],["3","Convince an oracle to give a worshiper a particular false prediction."],["4","Help the addled victim of a lightning strike recover."],["5","Recover sacrificial animals from a {@creature cyclops} raider."],["6","Rig tools used to predict the future so that they produce a specific outcome."],["7","Manipulate a situation so prophesied events transpire within sight of a half-blind oracle."],["8","Evacuate a crowded shrine during a storm when lightning strike sets the temple ablaze."],["9","Infiltrate the shrine to determine the accuracy of a particular oracle or prediction method."],["10","Steal a book of recorded predictions from the shrine."],["11","Collect the materials necessary to create a revolutionary oracular device."],["12","Protect an oracle who must deliver bad news to a worshiper who is both influential and unpredictable."]],"name":"Oracular Conflux Adventures","page":142,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Oracular Conflux Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A bitter {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) who has foreseen her imminent death gives false predictions to worshipers so they will share her misery."],["2","A {@creature storm giant} pretends to be an avatar of Keranos and takes over the shrine, making its worshipers his subjects."],["3","A {@creature revenant} who died due to a misinterpreted prophecy comes back for revenge against the oracle who issued it."],["4","A {@creature cult fanatic} from a rival shrine gets the temple's animals drunk on fermented fruit, throwing off their predictions."],["5","An angry athlete ({@creature gladiator}) takes the conflux's oracles hostage, demanding they alter the future after predicting his defeat in an upcoming match."],["6","An {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) makes false predictions to convince nobles to give him money and lavish gifts."]],"name":"Oracular Conflux Villains","page":142,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Klothys's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Defeat a titan-spawned monster that has escaped the Underworld."],["2","Destroy an undead creature terrorizing a small community."],["3","Punish a powerful mortal for their hubris."],["4","Reestablish the balance between nature and civilization in a particular location."],["5","Repair the fabric of reality in a place where the mortal world was overlaid by Nyx during Xenagos's pretensions to godhood."],["6","Defeat a champion of another god (most likely Ephara, Heliod, or Iroas)."]],"name":"Klothys's Quests","page":144,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Klothys's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A single-minded Nyxborn {@creature assassin} of Klothys hunts a hero who was raised from the dead."],["2","Believing in the holiness of a terrible beast, Klothys's {@creature Acolyte||acolytes} murder heroes sent to deal with it."],["3","Certain that civilization offends fate, a {@creature priest} raises a herd of {@creature Typhon|MOT|typhons} to release on a city."],["4","Insulted {@creature Satyr Reveler|MOT|satyr revelers} (see {@book chapter 6|MOT|6|Satyr}) channel Klothys's magic to drive a polis's priests into embarrassing debauchery."],["5","An {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) knows it is a character's destiny to serve Klothys. The seer manufactures tragedy for the individual to provoke this revelation."],["6","A {@creature cult fanatic} of Klothys believes that the characters' deeds mark them as servants of the titans, destined to free one of those ancient terrors."]],"name":"Klothys's Villains","page":144,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Klothys's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Satyr reveler|MOT}"],["2","{@creature Satyr thornbearer|MOT}"],["3","{@creature Green hag}"],["4","{@creature Oracle|MOT}"],["6","{@creature Annis hag|VGM}"],["6","{@creature Cyclops}*"],["6","{@creature Underworld cerberus|MOT}"],["7","{@creature Woe strider|MOT}"],["9","{@creature Phylaskia|MOT}"],["15","{@creature Typhon|MOT}"]],"footnotes":["* See {@book chapter 6|MOT|6|Cyclops} for details about these creatures in Theros."],"name":"Klothys's Monsters","page":144,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Klothys's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Convinced that Heliod's boundless ambition will destroy Theros, Klothys creates an artifact that will destroy the sun god once he claims it as his own. She needs mortal heroes who can demonstrate the artifact's power by vanquishing Erebos's servants, and in the process stoke Heliod's envy."],["2","Concerned by the spread of Meletian influence, Klothys fills the dreams of the polis's people with treachery. Neighbors attack neighbors, and attempts by Ephara's followers to intervene only redirect the violence toward the polis's patron."],["3","Klothys becomes convinced that mortals giving worship to the gods distorts their proper relationship to each other, and she sets out to abolish religion."],["4","Now that she has left the Underworld, Klothys knows it's only a matter of time until the titans escape. To prepare the world for the horrors of that inevitable conflict, she unleashes Underworld beasts into the mortal realm, trusting that the mayhem will bring forth heroes who can ultimately defeat the titans."]],"name":"Klothys's Divine Schemes","page":145,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Abandoned Temple Condition","colLabels":["d8","Status"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Sunken underground"],["2","Overgrown with plants"],["3","Underwater"],["4","Partially collapsed"],["5","Buried in dirt, mud, sand, or snow"],["6","Beneath a new temple"],["7","Cracked into more than one piece"],["8","Floating in an unstable parallel reality"]],"name":"Abandoned Temple Condition","page":146,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Abandoned Temple Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Retrieve records or a magic item left in the temple."],["2","Demolish what's left of the temple to prevent anyone from retrieving the ancient secrets hidden inside."],["3","Retrieve the remains of a dead humanoid from the temple."],["4","Kill monsters infesting the temple."],["5","Find a replacement for the temple's current guardian."],["6","Consult with a hermit who lives in the temple."],["7","Stop cultists from performing a destructive ritual in the temple."],["8","Restore the temple to receive the patron deity's blessing."],["9","Find a gate to the Underworld or Nyx."],["10","Consult a demon living in the temple."],["11","Discover why the temple was abandoned."],["12","Restore the temple to reveal the truth hidden in its architecture."]],"name":"Abandoned Temple Adventures","page":146,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Abandoned Temple Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A depraved cult of Klothys captures victims on the road and brings them to the temple for ritual torture."],["2","A {@creature hydra} slumbers within an abandoned temple, having dug a lair out of one of the collapsed sections."],["3","A {@creature medusa} living in an abandoned temple grants curative aid to those who bring her a humanoid sacrifice."],["4","A {@creature bandit captain} hiding in a temple hopes to open its vault to find treasure, not knowing that a demon is trapped inside."],["5","{@creature Blood-Toll Harpy|MOT|Blood-toll harpies} make an abandoned temple their nest and devour any creatures that get too close."],["6","A {@creature gynosphinx} curious about human behavior creates a series of deadly traps in an abandoned temple and lures adventurers to the place to witness if and how they overcome its challenges."]],"name":"Abandoned Temple Villains","page":146,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Kruphix's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Seize a powerful magic item from those who would misuse it, study it, and then destroy it."],["2","Capture a former follower of Kruphix who used secret knowledge for personal gain and deliver them to Kruphix's temple for judgment."],["3","Suppress all knowledge of a dangerous secret, such as the location of a fountain of immortality, by any means necessary."],["4","Bring proof of a powerful conspiracy to the leaders of a human polis while evading or defeating the agents sent to stop you."],["5","Investigate rumors of an unearthed divine relic and decide whether it's safe to be in the mortal realm."],["6","End a conflict between the followers of two other gods, whether by mediating, forcing a truce, or siding with the weaker group to defeat the stronger one."]],"name":"Kruphix's Quests","page":148,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Kruphix's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) seeks to erase the memories of an entire community, reducing them to a simpler, happier, more natural state."],["2","A {@creature gynosphinx} possesses magic that can stop a rampaging monster, but refuses to share it for fear that it might be misused."],["3","A former agent ({@creature spy}) of Kruphix knows the location of an unguarded portal to the Underworld and plans to sell it to the highest bidder."],["4","A {@creature noble} sows discord among Heliod's followers, believing that the sun god is the greatest threat to harmony among the gods."],["5","An {@creature archmage} works to destroy the Temple of Mystery to further divide Nyx from the mortal world."],["6","A {@creature cult fanatic} of Kruphix learns that the characters have discovered knowledge mortals were not meant to know and works to silence them."]],"name":"Kruphix's Villains","page":148,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Kruphix's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1/4","{@creature Blink dog}"],["1/2","{@creature Cockatrice}"],["2","{@creature Nothic}"],["3","{@creature Phase spider}"],["6","{@creature Invisible stalker}"],["7","{@creature Theran chimera|MOT}"],["11","{@creature Gynosphinx}*"],["12","{@creature Archmage}"],["17","{@creature Androsphinx}*"]],"footnotes":["* See {@book chapter 6|MOT|6|Sphinx} for details about these creatures in Theros."],"name":"Kruphix's Monsters","page":148,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Kruphix's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Shadowy forces steal a holy artifact, thought to be a part of the sun, from Heliod's followers. The priesthood blames Phenax or Erebos, but Kruphix is behind the theft. The sun stone holds a terrible secret power, and Kruphix seeks to remove it from the mortal world before it does great harm."],["2","Kruphix sends Nyxborn to torment a community. The locals are baffled, until it's revealed that miners have impeded on a cave that underpins the nature of time. Not only are mortals not welcome there, but someone has already entered, employed the passages there, and stolen something from the past."],["3","A philosopher in Meletis argues that the gods rely on mortals for their existence, rather than the other way around. When this idea gains adherents, Kruphix curses the polis so that no one can speak or read."],["4","After a minor altercation between the gods, Kruphix declares a new Silence. He refuses to lift it unless the other gods agree to aid him in forcing Klothys back into the Underworld."]],"name":"Kruphix's Divine Schemes","page":149,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Temple of Mystery Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Find and repair one of the temple's challenges that has malfunctioned."],["2","Seek the help of the temple's priest, who's become trapped in stasis due to a malfunctioning trap."],["3","Solve the puzzles in a temple to claim a magic item hidden inside."],["4","Rescue someone trapped in the temple."],["5","Learn how a particular trap or puzzle works so it can be recreated."],["6","Solve more challenges than a rival party of adventurers who are also in the temple."],["7","Enter the temple and contend with a complex trap that, over time, has developed consciousness."],["8","Lead dangerous individuals into the temple and ensure they never leave."],["9","Question the priest to find the location of another temple of mystery."],["10","Lead dangerous creatures into the temple to trap them there."],["11","Defeat a cabal of mages that has claimed the temple."],["12","Defeat a temple's challenges to get the attention of the gods."]],"name":"Temple of Mystery Adventures","page":150,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Temple of Mystery Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A bored {@creature androsphinx} asks visitors riddles with no correct answer, then tears them apart for fun when they respond incorrectly."],["2","A mad {@creature archmage}, obsessed with a mystery she can't solve, wanders the halls of the temple and forces those she meets to confront the puzzle."],["3","A dragon disguised as a humanoid waits in the temple's entrance and demands treasure from anyone leaving."],["4","The {@creature priest} caring for the temple gets jealous whenever adventurers solve a puzzle he couldn't and tries to kill them."],["5","A hero challenges adventurers to solve the temple's mysteries faster than she can, but she has rigged each to ensure her victory."],["6","A {@creature cyclops} accidentally trapped in the temple goes on a rampage."]],"name":"Temple of Mystery Villains","page":150,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Mogis's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Foment a war between rival poleis."],["2","Bring about anarchy and lawlessness in a formerly peaceful polis."],["3","Organize disparate groups of bandits and criminals into a cohesive fighting force."],["4","Hunt down a famous defender of the law who champions Iroas."],["5","Triumph in a contest of strength or endurance to prove Mogis's superiority over other gods."],["6","Defeat a champion of another god (most likely Iroas, Heliod, or Ephara)."]],"name":"Mogis's Quests","page":152,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Mogis's Villains","colLabels":["d8","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A petty tyrant ({@creature gladiator}) rules his populace through threats and intimidation. His favorite pastime is forcing unwilling subjects to fight in gladiatorial blood sports."],["2","A band of {@creature Minotaur||minotaurs} directed by a champion of Mogis forges a trail of devastation through the countryside."],["3","A serial killer ({@creature assassin}) stalks the streets of the polis, taking lives seemingly at random."],["4","An {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) of Mogis marches into town and predicts doom on the populace within a fortnight."],["5","Priests of Iroas and Heliod are being murdered by unknown assailants and their temples desecrated."],["6","An {@creature archmage} is corrupted by Mogis and begins summoning demons to savage the population."],["7","A badly wounded caravan guard ({@creature bandit captain}) accuses the characters of murder and banditry."],["8","A cabal of Mogis's {@creature Cult Fanatic||cult fanatics} have almost succeeded in finding a way to summon Mogis's warhound to their service."]],"name":"Mogis's Villains","page":152,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Mogis's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Death dog}"],["2","{@creature Berserker}"],["3","{@creature Fleecemane lion|MOT}"],["3","{@creature Manticore}"],["3","{@creature Minotaur}"],["5","{@creature Catoblepas|VGM}*"],["6","{@creature Cyclops}*"],["7","{@creature Theran chimera|MOT}"],["8","{@creature Blackguard|VGM}"]],"footnotes":["* See {@book chapter 6|MOT|6|Classic Monsters} for details about these creatures in Theros."],"name":"Mogis's Monsters","page":152,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Mogis's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A champion of Mogis unites the {@creature minotaur} bands and {@creature cyclops} tribes of Phoberos under her banner, creating a terrifying army. At Mogis's command, she leads the army in an all-out assault on Akros, hoping to draw Iroas into battle and defeat him once and for all."],["2","Mogis bargains with Pharika, convincing her to create elixirs that will turn his followers into invincible monsters. He sends his champions to fetch the necessary ingredients for her."],["3","A bitter noble makes a pact with Mogis for power in exchange for carrying out a plot to ignite a war between Meletis and Setessa. Thousands will die unless the scheme is put to rest."],["4","Mogis agrees to ally with three other gods against their rivals if they help him defeat Iroas. Mogis's brother does the same. Soon the entire pantheon divides along faction lines and prepare for the final war."]],"name":"Mogis's Divine Schemes","page":153,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Canyon Shrine Adventures","colLabels":["d10","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Survive a journey through the canyon while escorting a caravan transporting offerings to another god."],["2","Slay a massive, blood-drunk monster that rampages through the region."],["3","Find a band of {@creature Minotaur||minotaurs} residing in the canyon and convince them to attack a gang of undead about to pass through on their way to attack a village."],["4","Consult a hermit who lives in a hidden part of the canyon."],["5","Retrieve an item buried amid the shrine's sacrifices."],["6","Destroy the shrine."],["7","Negotiate with a group of Mogis's followers."],["8","Convince a young aristocrat who was seduced into joining a cult of Mogis to return home."],["9","Infiltrate a cult of Mogis to learn of any raids they have planned."],["10","Steal an egg from a griffon nest in the canyon."]],"name":"Canyon Shrine Adventures","page":154,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Canyon Shrine Villains","colLabels":["d8","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature minotaur} captures and devours other creatures limb by limb as part of a bizarre ritual honoring Mogis."],["2","A tribe of {@creature Berserker||berserkers} ride {@creature Giant Bat||giant bats} and hunt humanoids that travel through the canyon."],["3","An {@creature adult blue dragon} enslaves the inhabitants of the caves, intent on building an army to conquer a neighboring settlement."],["4","A {@creature manticore} captures warriors and forces them to fight to the death for its amusement."],["5","A group of {@creature Cyclops||cyclopes} capture travelers and keep them as livestock in their caves."],["6","A {@creature lamia} lures young nobles into its cult with promises of hedonism and sells those who disappoint it to other canyon inhabitants."],["7","A vicious {@creature gynosphinx} captures groups of people, then forces one person to choose which of the others should be devoured first."],["8","The victims of the canyon's inhabitants rise as {@creature Wraith||wraiths} determined to end all life in the area."]],"name":"Canyon Shrine Villains","page":154,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Nylea's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Free a hydra that has been captured and imprisoned in a menagerie."],["2","Investigate reports of unnatural horrors infesting the Nessian Wood."],["3","Plant a golden acorn in a distant grove guarded by monsters."],["4","Find and punish an unknown perpetrator who killed a unicorn, cut off its horn, and left its body to rot, and retrieve the horn."],["5","Hunt a dangerous creature for a sacred feast."],["6","Defeat a champion of another god (most likely Karametra, Heliod, or Ephara)."]],"name":"Nylea's Quests","page":156,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Nylea's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A Setessan hunt-leader ({@creature Setessan hoplite|MOT}; see {@book chapter 6|MOT|6|Hoplites}) swears vengeance on a poacher in the Nessian Wood who turns out to be an Akroan general."],["2","A {@creature hydra} goes on a rampage at the edge of the forest. It must be dealt with, but a {@creature druid} follower of Nylea will take vengeance on anyone who kills it outright."],["3","A {@creature mage} who lives in a secluded grove has been using a magic item to transform interlopers into boars. She claims that Nylea gave her this item."],["4","A {@creature druid} uses magic on fields near the border of the forest, creating animated plants to drive off farmers."],["5","A {@creature scout} has taken to hunting and eating sapient beings. What could have caused this gruesome turn?"],["6","Those who follow a mysterious green {@creature unicorn} inevitably turn up dead, their bodies entangled in strangling vines."]],"name":"Nylea's Villains","page":156,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Nylea's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1/2","{@creature Scout}"],["1","{@creature Dryad}"],["1","Nyxborn {@creature brown bear}*"],["2","Nyxborn {@creature saber-toothed tiger}*"],["2","{@creature Satyr thornbearer|MOT}"],["3","{@creature Archer|VGM}"],["5","{@creature Shambling mound}"],["5","{@creature Unicorn}*"],["9","{@creature Treant}"],["12","{@creature Ironscale hydra|MOT}"],["19","{@creature Polukranos|MOT}"]],"footnotes":["* See {@book chapter 6|MOT|6} for details about these creatures in Theros."],"name":"Nylea's Monsters","page":157,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Nylea's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","When the polis of Meletis expands, clearing new land for houses and crops, Nylea decides to punish the polis and destroy it if necessary. Animated trees topple the walls, and Nyxborn beasts invade the city."],["2","Nylea refuses to turn winter into spring unless Karametra agrees to abolish agriculture and yield all cropland back to the forest."],["3","When tensions between Akros and Setessa peak, Nylea blames Iroas for stirring up the conflict and puts Setessa under her protection, expanding the borders of the Nessian Wood to encompass all of Setessa, creating a near-impenetrable fortress filled with dangerous creatures."],["4","Nylea abruptly vanishes. Explorers deep in the Nessian Wood discover her sacred grove abandoned, and the giant chrysalis at its heart empty. What was in the chrysalis? Could it have harmed Nylea? Or did she leave with the creature—and if so, did she do that to protect the creature, or to protect Theros?"]],"name":"Nylea's Divine Schemes","page":157,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Forest Shrine Adventures","colLabels":["d10","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Get permission from the shrine's {@creature Druid||druids} to take part in a sacred hunt with them."],["2","Prevent game hunters from killing a {@creature unicorn}, and lead the unicorn to a shrine for shelter."],["3","Find a {@creature scout} from the shrine who has gone missing."],["4","Escape a shrine after being captured and held there for crimes against the forest."],["5","Rescue trophy hunters being tortured at a shrine."],["6","Earn a {@creature Druid||druid's} trust to learn a valuable secret about the forest."],["7","Retrieve a sacred weapon held in the grove."],["8","Recruit the help of the shrine's {@creature Druid||druids} to defeat a group of poachers."],["9","Acquire a beast companion from the shrine."],["10","Defend the shrine from a group of {@creature Harpy||harpies}."]],"name":"Forest Shrine Adventures","page":158,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Forest Shrine Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A group of {@creature Dryad||dryads}, enraged by seeing a section of forest burned, plots to destroy the shrine in order to punish the druids for failing to protect the trees."],["2","Poachers ({@creature Scout||scouts}) kill the shrine's defenders and set their traps in the surrounding forest."],["3","The shrine stands in the path of a {@creature hydra} on a destructive rampage."],["4","A {@creature druid} who lost her spouse in a hunting accident attacks any hunters who come to the shrine."],["5","A {@creature giant boar} affected by the {@spell awaken} spell convinces the shrine's druids to cast the spell on other boars to strike back at a contingent of hunting nobles."],["6","A {@creature cult fanatic} of Erebos infiltrates the shrine in disguise and plans to kill all its plant life."]],"name":"Forest Shrine Villains","page":158,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Pharika's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Concoct the antidote for a powerful affliction that resists conventional treatments."],["2","Seek out a powerful beast whose blood has unique alchemical value."],["3","Infiltrate the Underworld to extract a secret someone carried with them to the grave."],["4","Track down and eliminate someone who is trying to keep a radical discovery a secret."],["5","Assassinate an important figure whose death would catalyze one of Pharika's experiments."],["6","Perfect a perilous ritual to awaken the landscape and learn how to discover its forgotten lore."]],"name":"Pharika's Quests","page":160,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Pharika's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature druid} seeds deadly herbs into a village's fields, coaxing the plants to resemble farmers' crops."],["2","The life of a tyrant ({@creature knight}) is central to one of Pharika's experiments in mortal suffering, so the god resurrects the tyrant whenever enemies kill him."],["3","Legend tells of a hydra with alchemical lore scribed upon its bones. When an alchemist ({@creature mage}) begins poisoning the beasts, Nylea sends dozens of {@creature Hydra||hydras} to seek revenge, catching innocents in the fray."],["4","A town suffering from a plague seeks a cure from a {@creature cult fanatic} of Pharika engaged in warlike research. The researcher's blessing alleviates the pox but leaves the survivors delusional and violent."],["5","After the characters witness a miracle, an apothecary ({@creature mage}) seeks their blood as a medicinal ingredient."],["6","An {@creature archmage} devotee of Pharika manages to shrink monsters to a size so small that they effectively behave as viruses."]],"name":"Pharika's Villains","page":160,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Pharika's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1/4","Nyxborn {@creature giant poisonous snake}*"],["1/2","{@creature Amphisbaena|GoS}"],["1/2","{@creature Cockatrice}"],["2","{@creature Swarm of poisonous snakes}"],["3","{@creature Basilisk}*"],["6","{@creature Medusa}*"],["8","{@creature Assassin}"],["8","{@creature Hydra}"],["8","{@creature Spirit naga}"],["17","{@creature Hythonia|MOT}"]],"footnotes":["* See {@book chapter 6|MOT|6} for details about these creatures in Theros."],"name":"Pharika's Monsters","page":160,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Pharika's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Pharika creates a mind-controlling incense to manipulate several of Kruphix's oracles, compelling them to reveal secrets of the cosmos. Unfortunately, her mutagenic mist causes them to transform into beings they've glimpsed from beyond Theros."],["2","Seeking to understand more about the Returned, Pharika begins granting them elixirs meant to restore their lost memories. Although this works as intended for a rare few, most of the Returned instead experience traumatic visions that drive them to violence."],["3","Medusas the world over find themselves infected with a strange disease. They believe Pharika is collecting their souls to harvest the secrets they hoard. The medusas seek advocates to end Pharika's plague."],["4","After losing a bet to an ambitious physician, Pharika loans the doctor her sacred kylix for one week and invites him to cure as many patients as he pleases. In that time, he cures death itself in a small town. Not only has this emboldened some of the town's scalawags to commit crimes without fear of retribution, but the news has also infuriated disciples of Erebos, Mogis, and Klothys. Meanwhile, Pharika watches with delight as too much of a good medicine inspires distress and conflict that threaten to boil over into surrounding regions."]],"name":"Pharika's Divine Schemes","page":161,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Healing Pools Adventures","colLabels":["d10","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Heal yourself or a diseased or injured party member in the pools."],["2","Escort a sick or injured person to the pools."],["3","Kill monsters taking up residence in the pools."],["4","Capture people and creatures for the priests to use in their experiments."],["5","Cure the pools of a contamination."],["6","Create a poison based on notes provided to you by one of Pharika's priests and contaminate the pools."],["7","Steal reagent-rich water from the pools."],["8","Rescue a priest's test subject and help them undo or adapt to the transformations they underwent due to the priest's experiments."],["9","Kill or capture an escaped beast monstrously transformed by the priest's experiments."],["10","Retrieve materials needed to create a cure for a disease and convince a priest to help you make it."]],"name":"Healing Pools Adventures","page":162,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Healing Pools Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A group of {@creature Returned Palamnite|MOT|Returned palamnites} (see {@book chapter 6|MOT|6|Returned Palamnite}) invade the pools, believing the waters' magic can restore their lost memories and mortal bodies."],["2","{@creature Naiad|MOT|Naiads} (see {@book chapter 6|MOT|6|Naiad}) guard the pools, making their own judgments about who is and isn't worthy of the pools' healing magic."],["3","The magic waters of the pools wash out to sea and attract a dying {@creature kraken} to the area."],["4","An {@creature assassin} barters captured humanoid test subjects for poison from the pools' {@creature medusa} priest."],["5","A dying {@creature veteran} who was {@condition poisoned} by the pools slaughters any person who is healed by the waters."],["6","An {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) allows the pools' poisons to seep from the caves and contaminate a community."]],"name":"Healing Pools Villains","page":162,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Phenax's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Rob or defend a gambling parlor."],["2","Destabilize or aid the government of the local polis."],["3","Form or foil a heretical cult of Heliod to bring discord to the countryside."],["4","Assassinate or protect the local magistrate who has been cracking down on Phenax worshipers."],["5","Create a grand prank built around obfuscation and deceit to embarrass a local government or temple."],["6","Defeat a champion of another god (most likely Heliod, Erebos, or Iroas)."]],"name":"Phenax's Quests","page":164,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Phenax's Villains","colLabels":["d8","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A charismatic crime boss ({@creature bandit captain}) unites local gangs in a bid to seize control of the polis."],["2","A {@creature Returned palamnite|MOT} (see {@book chapter 6|MOT|6|Returned Palamnite}) wreaks havoc across the countryside in Phenax's name."],["3","The lies of a government functionary ({@creature noble}) start a trade war between struggling settlements."],["4","Phenax {@creature Cultist||cultists} establish a fake cult of Ephara in a bid to start a sectarian civil war in Meletis."],["5","An information broker ({@creature spy}) holds damaging secrets about important folk and is blackmailing them."],["6","A group of vocal iconoclasts ({@creature Noble||nobles}) are fomenting social upheaval that threatens to turn to violence."],["7","A champion ({@creature veteran}) of Heliod is threatening to torch a section of the polis in her hunt for a Phenax-worshiping oath breaker."],["8","Folk go missing then turn up with no memory of their disappearance. Phenax {@creature Cult Fanatic||cult fanatics} are brainwashing these souls for use as sleeper agents."]],"name":"Phenax's Villains","page":164,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Phenax's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Returned sentry|MOT}"],["3","{@creature Leucrotta|VGM}"],["3","{@creature Slithering tracker|VGM}"],["4","{@creature Returned palamnite|MOT}"],["5","{@creature Ghostblade eidolon|MOT}"],["5","{@creature Master thief|VGM}"],["8","{@creature Assassin}"],["16","{@creature Phoenix|MTF}"]],"name":"Phenax's Monsters","page":164,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Phenax's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Phenax finds an artifact capable of imprisoning Athreos and engages in a shadow war with Erebos, causing pandemonium in the Underworld. As a result, droves of Returned flood the mortal world."],["2","Phenax undertakes a plot to transform Erebos into one of the Returned. If he succeeds, the balance of life and death will be shattered."],["3","Phenax vanishes. For a time, it's believe the god has been killed or grew bored and left Theros. In fact, though, Phenax managed to imprison another god and has since taken their place."],["4","Phenax dispatches a powerful agent to find a lost relic called Deception's Edge, a dagger that enables the wielder to warp the minds of mortals. Once in possession of the artifact, the agent embarks on a campaign of assassination and espionage that threatens to lead to all-out war between Akros and Meletis."]],"name":"Phenax's Divine Schemes","page":165,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Amphitheater Adventures","colLabels":["d10","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Steal an item from an audience member."],["2","Find evidence of a crime hidden backstage."],["3","Defend a theater being run by a criminal cabal from a rival gang's assault."],["4","Take the place of a group of performers on stage to impress an audience member."],["5","Assassinate an audience member during a performance without being seen."],["6","Serve as bodyguards for an audience member."],["7","Learn which performers are criminals."],["8","Find a spy among the audience members and deliver a message to that person."],["9","Steal costumes from the theater to infiltrate a temple in disguise."],["10","Intercept and decipher a coded message meant for someone else."]],"name":"Amphitheater Adventures","page":166,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Amphitheater Villains","colLabels":["d8","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An actor charms nobles who see him perform into surrendering their fortunes."],["2","The {@creature wraith} of a murdered actress reenacts her death every night, playing the role of the murderer and targeting a new performer in her place."],["3","An untalented dancer ({@creature scout}) poisons those with more skill in order to get ahead."],["4","A {@creature mage} playwright invites political figures to see his satires, then uses magic to make them react dramatically, which encourages more people to see his plays."],["5","A leading lady is also an {@creature assassin} for hire, and she uses a secret room in the theater as her base."],["6","Burglars ({@creature Veteran||veterans}) masquerading as acrobats identify marks during their performances, then rob them afterward."],["7","A murderer ({@creature spy}) who works as a prop maker hides his weapons and victims in among pieces of the set."],["8","A theater-loving {@creature mage} uses a {@creature homunculus} to spy on audience members to gain blackmail material."]],"name":"Amphitheater Villains","page":166,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Purphoros's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Clear out a monster-infested mine and help procure precious iron ore for a master smith."],["2","Protect a traveling theater troupe as they perform a new play that glorifies Purphoros and makes another god look foolish."],["3","Retrieve a sacred weapon of Purphoros that has fallen into the hands of minotaurs."],["4","Resist the corrupt authority of a powerful priest of Heliod or a cruel village elder."],["5","Triumph in a contest of strength or crafting to bring glory to Purphoros."],["6","Defeat a champion of another god (most likely Heliod, Kruphix, Phenax, or Mogis)."]],"name":"Purphoros's Quests","page":168,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Purphoros's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature cult fanatic} of Purphoros turns to Mogis to enhance his craft, engaging in bloody rituals to produce exquisite cursed weapons."],["2","An aging {@creature veteran} seeks to replace her body with living bronze and enlists a genius {@creature archmage} of Purphoros to aid her. Then several of their test limbs escape."],["3","A rebel ({@creature spy}) plots to set fire to a temple of Heliod and dedicate the blaze to Purphoros, driving the gods toward a conflict he's certain Purphoros will win."],["4","A {@creature gladiator} of Purphoros partakes of the fumes at Mount Velus then goes on what seems to be a rampage that contributes to a mysterious design."],["5","A {@creature priest} of Purphoros condemns the party for treating their weapons and tools poorly, insisting they discard them until the heroes prove their worthiness."],["6","A group of {@creature Oread|MOT|oreads} (see {@book chapter 6|MOT|6|Oread}) seeks inspiration in flames. The oreads leave Purphoros's forge and conduct thorough studies of everything they burn."]],"name":"Purphoros's Villains","page":168,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Purphoros's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1/2","{@creature Anvilwrought raptor|MOT}"],["1","{@creature Bronze sable|MOT}"],["2","{@creature Burnished hart|MOT}"],["4","{@creature Oread|MOT}"],["5","{@creature Gold-forged sentinel|MOT}"],["5","{@creature Fire elemental}"],["6","{@creature Cyclops}*"],["9","{@creature Fire giant}"],["16","{@creature Iron golem}"],["17","{@creature Adult red dragon}*"],["24","{@creature Ancient red dragon}*"]],"footnotes":["* See {@book chapter 6|MOT|6|Classic Monsters} for details about these creatures in Theros."],"name":"Purphoros's Monsters","page":168,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Purphoros's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Enraged at Heliod's latest insult, Purphoros causes Mount Velus to erupt. The volcano's rage doesn't cease, though, threatening the region."],["2","Insulted that the other gods don't appreciate his creations, Purphoros breaks the Nyx-infused chains that bind the ancient red dragon Thraxes, allowing it to go on a far-ranging rampage."],["3","Gripped by sudden inspiration, Purphoros begins building a massive Nyx-bronze bridge that will link Mount Velus in the mortal world with Nyx itself. Every god opposes him in this effort. Can the construction effort be sabotaged without bringing the bridge tumbling down on the mortal world?"],["4","Purphoros's double, Petros, reveals an army of metal Nyxborn creatures and unleashes them against temples and settlements dedicated to other gods. The gods blame Purphoros for the attack, but he is too proud, and too fond of Petros, to stop the attacks."]],"name":"Purphoros's Divine Schemes","page":169,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Volcano Temple Adventures","colLabels":["d10","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Acquire an item that wasn't up to Purphoros's standards before it's cast into the lava."],["2","Defend the temple from fiery zombies emerging from tunnels connecting to a collapsed temple."],["3","Steal a phoenix egg from the temple."],["4","Become an apprentice to one of the priests and craft an item in the temple."],["5","Explore a ruined temple after an eruption to make sure it is safe for others to enter."],["6","Stop the temple priests from destroying well-crafted but substandard armor and weapons that are needed by a nearby settlement."],["7","The volcano is erupting! Prevent it, or save the most fanatical priests who refuse to leave their forges."],["8","Negotiate with fire giants who want to use the temple's forges."],["9","Destroy a near-indestructible item in the volcano's forges."],["10","Rescue an artisan lost in the temple's twisting halls."]],"name":"Volcano Temple Adventures","page":170,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Volcano Temple Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult red dragon} tries to make its nest inside the temple, attacking the artisans and priests within."],["2","A {@creature priest} of Mogis infiltrates the volcano and mars its ornate halls, hoping to draw Purphoros's ire and thus cause the volcano to erupt at an unexpected time, killing everyone in the temple."],["3","A obsessed {@creature cult fanatic} is never satisfied with her apprentices' creations and works them to death."],["4","A unit of defeated and desperate {@b hoplites} (see {@book chapter 6|MOT|6|Hoplites}) raid the temple, steal magical weapons, and prepare to avenge their fallen companions."],["5","An apprentice artisan summons {@creature Fire Elemental||fire elementals} that he can't control to murder his cruel master."],["6","An {@creature iron golem} forged in the temple breaks free of its maker's control and goes on a killing spree."]],"name":"Volcano Temple Villains","page":170,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Thassa's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Help a village of Thassa's faithful evacuate to the hills before Thassa sends a great wave to punish the village's willful coastal neighbors."],["2","Phenax has learned the location of a sunken treasure in a flooded cave. Retrieve the treasure before his fortune-hunters can steal it from Thassa."],["3","Smuggle a cargo of offerings for Thassa past harbor inspectors at Meletis, skirting new laws put into place at the behest of Heliod's priesthood that ban the import of items intended for sacrifice to other gods."],["4","Find a magically stolen vessel sequestered high in the mountains and return it to the ocean."],["5","Capture a great beast of the land and bring it to the shore as an offering for a kraken."],["6","Humiliate a champion of another god (most likely Ephara, Karametra, Pharika, Iroas, or Mogis)."]],"name":"Thassa's Quests","page":172,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Thassa's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature triton master of waves|MOT} (see {@book chapter 6|MOT|6|Triton}) demands ever greater sacrifices to Thassa from merchants moving along a crucial trade route, threatening to sink ships that don't comply."],["2","A former {@creature priest} of Thassa kidnaps indigents and plans to drown them as offerings to regain her favor."],["3","A {@creature druid} of Thassa, after being mistreated by a coastal community, uses magic to lure a plague of {@creature Giant Crab||giant crabs} out of the depths to take revenge."],["4","A {@creature water elemental} is trapped in a village well and has changed the drinking water to saltwater. It needs help returning to the sea."],["5","Sirens (see the harpies entry in {@book chapter 6|MOT|6|Harpies}) favored by Thassa take up residence in a lighthouse, preventing its use."],["6","A ship carrying a massive pearl sacred to Thassa has been sunk. Thassa's {@creature Cultist||cultists} want the pearl back, but anyone trying to retrieve it find that the god's triton followers have claimed it."]],"name":"Thassa's Villains","page":172,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Thassa's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1/2","{@creature Hippocamp|MOT}"],["1","Siren ({@creature harpy})*"],["2","{@creature Naiad|MOT}"],["2","{@creature Triton shorestalker|MOT}"],["5","{@creature Water elemental}"],["8","{@creature Triton master of waves|MOT}"],["13","{@creature Storm giant}"],["17","{@creature Dragon turtle}"],["23","{@creature Kraken}*"],["26","{@creature Tromokratis|MOT}"]],"footnotes":["* See {@book chapter 6|MOT|6} for details about these creatures in Theros."],"name":"Thassa's Monsters","page":172,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Thassa's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","After a kraken is sighted near an inhabited island, a fleet prepares to set sail from Meletis to face it. In retribution, Thassa pulls the ocean back from the entire coastline, stranding not only the fleet, but the fishing boats and merchant vessels that keep the polis fed and supplied. Thassa's oracles announce that \"the forest of masts must be felled\" before the waters will return, but Meletis refuses to give up its navy. How can Thassa be appeased?"],["2","During a divine conflict, one of the gods' weapons tumbles into the sea. Thassa refuses to return the godly weapon, claiming it as her own, much to the owner's ire."],["3","Thassa turns a ship full of another god's champions into dolphins as punishment for setting foot on one of her holy isles. Can she be persuaded to change them back? How will the champions' patrons respond if she refuses?"],["4","When multiple gods turn against her in a dispute, Thassa is enraged. She releases the locks binding every kraken in the sea, along with that of an ancient and mysterious kraken brood mother."]],"name":"Thassa's Divine Schemes","page":173,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Coastal Temple Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Save land-dwelling worshipers who became trapped inside the temple during a flood."],["2","Steal an offering before it washes away."],["3","Confront pirates worshiping at the temple."],["4","Defend the temple from kraken-worshiping cultists."],["5","Kill or drive off a {@creature hydra} that has claimed the temple as its home."],["6","Help a {@creature killer whale} beached in the temple."],["7","Get information from a worshiper."],["8","Kidnap a worshiper without making a scene."],["9","Steal a magic {@creature quipper} from a sacred tide pool."],["10","Spy on a conversation between two worshipers."],["11","Negotiate with a {@b blue dragon} that wants to claim the temple as its lair."],["12","Escape the temple as it floods."]],"name":"Coastal Temple Adventures","page":174,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Coastal Temple Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature kraken} threatens to destroy the temple if worshipers don't pay tribute to the creature."],["2","A {@creature Naiad|MOT} (see {@book chapter 6|MOT|6|Naiad}) hides inside the temple and murders fishers who worship here for their crimes against the sea."],["3","A group of sirens (see the {@creature Harpy||harpies} entry in {@book chapter 6|MOT|6|Harpies}) take over the temple and lure new victims inside to drown themselves during high tide."],["4","A {@creature priest} of Thassa falsely convinces elderly worshipers that giving more wealth to the temple increases the length of time they live."],["5","A {@creature giant octopus} under the effects of the {@spell awaken} spell hunts in the temple at high tide."],["6","A rageful {@creature triton master of waves|MOT} (see {@book chapter 6|MOT|6|Triton Master of Waves}) believes everyone in a temple is secretly serving a kraken and begins murdering them."]],"name":"Coastal Temple Villains","page":174,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Adventures at Sea","colLabels":["d10","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Slay a monster or pirates terrorizing ships at sea."],["2","Follow an omen that leads out to sea."],["3","Seek an artifact hidden underwater or on an island."],["4","Find your way home after getting lost."],["5","Find a lost temple of a god."],["6","Relocate settlers trying to colonize an inhabited isle."],["7","Discover a safe route through deadly waters."],["8","Retrace the path of a hero lost at sea."],["9","Find a whirlpool that is a passage to the Underworld."],["10","Sail from the edge of the world into Nyx."]],"name":"Embarking on Adventure; Adventures at Sea","page":176,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Island Environments","colLabels":["d10","Environment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Frozen. The island is magically frozen or is a floating iceberg. Perhaps something lies locked within."],["2","Sargassum. The island is a dense layer of seaweed that has developed its own ecosystem of strange beasts and trapped sailors."],["3","Living. The island is actually a gigantic slumbering creature—potentially unbeknown to its residents."],["4","Mirage. Magical phenomena surround a mundane island with tempting or treacherous illusions."],["5","Nyx Shard. The island is a manifestation of Nyx, a recreation of a land from the distant past or completely from fiction."],["6","Idyllic. The island has beautiful weather and abundant fruit—so much so that some might consider never leaving."],["7","Lost Ruin. The island is all that survived a calamity that destroyed a legendary city."],["8","Gateway. The island is inherently magical, perhaps being an intrusion from a bizarre demiplane or the dream of a sleeping demigod."],["9","Promised Land. The island is a gift from a god to a favored individual or population, specially tailored to suit their whims."],["10","Divine Refuge. A god created this island to be a personal getaway, making it a reflection of the world as it would appear if they were in complete control."]],"name":"Island Environments","page":177,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Island Inhabitants","colLabels":["d10","Inhabitants"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Last. Creatures that think they're the last of their kind—perhaps Returned, leonin, or humans—make their home on the island."],["2","First Contact. A prosperous civilization, unconnected to the great poleis, thrives on the island."],["3","Strangers. A species not usually connected to Theros dwells here—such as thri-kreen, yuan-ti, or another creature from the {@book Monster Manual|MM}."],["4","Rivals. Two settlements have turned the island into a war zone."],["5","Prisoner. A powerful monster or dangerous figure from legend is imprisoned on this island."],["6","Tyrant. A powerful individual built a fortress on the island, and all other residents revere them."],["7","Fanatics. The island's residents know only one god and don't appreciate visits from heretics."],["8","The Dead. A settlement of the Returned is located near an obscure passage to the Underworld."],["9","Memories. Everyone on the island is Nyxborn, being the reincarnation of a lost people."],["10","Oracle. An oracle with a reputation for accurate knowledge and prediction lives on the island."]],"name":"Island Inhabitants","page":178,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Underwater Adventures","colLabels":["d12","Plot"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Seek aid or advice from the eldest member of an aquatic species—such as the first dolphin."],["2","Recover the treasure of a hero long ago devoured by a sea beast."],["3","Carry a coastal city's gifts and diplomatic messages to an underwater community."],["4","Calm a kraken attempting to break out of its sea lock (see {@book chapter 6|MOT|6|Kraken})."],["5","Make a sacrifice at a triton temple devoted to Thassa or another god."],["6","Transform into a sea creature and infiltrate an undersea community."],["7","Convince a hero who's fallen in love with a sea dweller to return home."],["8","Raise a sunken city back above the waves while avoiding whatever now makes the place its home."],["9","Seek information from an oracle who lives on a sunken island inside a giant bubble."],["10","Seal a hole in the sea that's allowing denizens of the Underworld ward of Nerono to escape."],["11","Return a juvenile sea monster caught in a fisher's net to its home."],["12","Protect a priest of Thassa intent on journeying to the bottom of the sea."]],"name":"Underwater Adventures","page":179,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Underworld Adventures","colLabels":["d20","Plot"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","In Phylias, find and bargain for information with your least favorite dead acquaintance or family member."],["2","Smuggle the puppy of an {@creature Underworld cerberus|MOT} (see {@book chapter 6|MOT|6|Underworld Cerberus}) into the mortal world."],["3","Find and free a lost hero from the Labyrinth of Memories on Nerono."],["4","Free a legendary lost ship and the souls aboard from the endless Nerono whirlpool they're trapped within."],["5","Meet with your family's most legendary member in Ilysia and prove yourself worthy of their name."],["6","Steal a legendary, long-shattered treasure from its resting place in Ilysia's Citadel of Destiny."],["7","Seek out a long-dead foe and learn how they're keeping you from being magically resurrected."],["8","Discover a secret from an infamous member of your family who became a {@creature typhon|MOT} (see {@book chapter 6|MOT|6|Typhon})."],["9","Save a god's favored worshiper from a cruel punishment in the Underworld—even though they've been dead for hundreds of years."],["10","Sever one of the massive chains of Tizerus, releasing the ancient being it binds."],["11","Lead an immortal anvilwrought to Erebos's palace and convince the god to let the construct die."],["12","Discover why Erebos is no longer allowing certain individuals to die."],["13","Coerce a {@creature night hag} into granting a morbid prophecy by stealing its eye."],["14","Learn a secret way to escape the Underworld from one of the titans."],["15","Find the lost secret of a long-dead warlord that now rests with the villain's misera."],["16","Discover from a {@creature woe strider|MOT} (see {@book chapter 6|MOT|6|Woe Strider}) how to escape the bonds of destiny."],["17","Defeat a host of legendary villains in Agonas's Stadium of Dishonor."],["18","Prevent one of your ancestors from transforming into an {@creature eater of hope|MOT} (see {@book chapter 6|MOT|6|Eater of Hope})."],["19","Travel to Erebos's palace and recover a secret from one who failed to bargain for their release."],["20","Seek out Klothys's domain and learn from her oracles how you're destined to escape the Underworld."]],"name":"Underworld Adventures","page":183,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Remarkable Origins","colLabels":["d12","Origin"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The item bears the name or emblem of a lost troop of Akroan stratians (described in {@book chapter 3|MOT|3|Stratians})."],["2","The item is etched with a name or prayer written in Celestial (the language of the gods)."],["3","The item looks like it's been at the bottom of the sea for a hundred years but functions perfectly."],["4","The item is wrapped in handwritten scrolls, suggesting it was once possessed by a founder of one of Meletis's philosophical schools (described in {@book chapter 3|MOT|3|Meletis})."],["5","The item bears a design or sculpted feature suggestive of a Returned mask."],["6","A knotted cover or grip depicts colorful birds or stylized herd animals from the plains of Oreskos."],["7","The item is at least partially made from the heartwood of a Setessan caryatid (described in {@book chapter 3|MOT|3|Caryatid Groves}). The wood regularly sprouts fresh leaves, or its whorls suggest humanoid features."],["8","The item rests among the remains of its former owner, who thanks (or curses) those who take it."],["9","The item is at least partially made of iron."],["10","Whoever first touches the item receives an omen from the god who watches over it (see {@book chapter 4|MOT|4|Omens} for details on omens)."],["11","The item lies in a crater, as if it fell from the heavens."],["12","The item glimmers with the stars of Nyx and is a perfect facsimile of an item used by a legendary hero."]],"name":"Gifts of the Gods; Remarkable Origins","page":195,"source":"MOT","chapter":{"name":"Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Weapons of the Gods Adventures","colLabels":["d6","Plot"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Steal a god's weapon to lay low one of that god's servants—a creature that can only be harmed by its creator's wrath."],["2","Recover a god's weapon that has been stolen by another god's champion in an attempt to frame the weapon's owner for cruel acts."],["3","Wrest back a god's weapon from a divine champion who needed it but refuses to return it."],["4","Destroy a god's weapon and channel the energy released to create a new magic item or work a miracle."],["5","Reforge a god's weapon after an incredible feat caused it to shatter."],["6","A god's weapon has gained sentience (see \"{@book Sentient Magic Items|DMG|-1}\" in chapter 7 of the {@book Dungeon Master's Guide|DMG}). Determine whether to use it, return it to its creator, or help it grow into its own being."]],"name":"Artifacts; Weapons of the Gods Adventures","page":198,"source":"MOT","chapter":{"name":"Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Nyxborn Monster Origin","colLabels":["d6","Origin"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A god created the creature to serve as an emissary."],["2","The creature formed as the side effect of some other divine action."],["3","The creature escaped from the Underworld."],["4","The creature took shape from the tales told about it."],["5","A god made the creature to serve as a pet or mount."],["6","The creature took shape from dreams or nightmares."]],"name":"Nyxborn Creatures; Nyxborn Monster Origin","page":203,"source":"MOT","chapter":{"name":"Friends and Foes","ordinal":{"type":"chapter","identifier":6},"index":6}},{"caption":"Nyxborn Traits","colLabels":["d6","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Magic Resistance}. The creature's Nyxborn nature gives it advantage on saving throws against spells and other magical effects."],["2","{@b Light Sensitivity}. A creature of the night sky, the Nyxborn has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight, while it is in bright light."],["3","{@b Immutable Form}. The Nyxborn creature is the philosophical ideal of its kind. It is immune to any spell or effect that would alter its form."],["4","{@b Magic Weapons}. The Nyxborn creature's weapon attacks are magical."],["5","{@b Nyx Step}. The Nyxborn can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@dice 1d10}) force damage if it ends its turn inside an object."],["6","{@b Starlight Form}. The Nyxborn glows with the soft light of the night sky, shedding dim light in a 15-foot radius."]],"name":"Nyxborn Statistics; Nyxborn Traits","page":203,"source":"MOT","chapter":{"name":"Friends and Foes","ordinal":{"type":"chapter","identifier":6},"index":6}},{"caption":"Setting a DC","colLabels":["Difficulty","DC"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Very Easy","5"],["Easy","10"],["Moderate","15"],["Hard","20"],["Very Hard","25"],["Nearly Impossible","30"]],"name":"Screen; Setting a DC","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Monster Motivation","colLabels":["d20","Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1–2","Find a sanctuary"],["3–5","Conquer the dungeon"],["6–8","Seek an item"],["9–11","Slay a rival"],["12–13","Hide from enemies"],["14–15","Recover from a battle"],["16–17","Avoid danger"],["18–20","Seek wealth"]],"name":"Screen; Monster Motivation","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Damage by Level and Severity","colLabels":["Character Level","Setback","Dangerous","Deadly"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["1–4","{@dice 1d10}","{@dice 2d10}","{@dice 4d10}"],["5–10","{@dice 2d10}","{@dice 4d10}","{@dice 10d10}"],["11–16","{@dice 4d10}","{@dice 10d10}","{@dice 18d10}"],["17–20","{@dice 10d10}","{@dice 18d10}","{@dice 24d10}"]],"name":"Screen; Damage by Level and Severity","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Improvising Damage","colLabels":["Dice","Examples"],"colStyles":["col-2 text-center","col-10"],"rows":[["{@dice 1d10}","Burned by coals, hit by a falling bookcase, pricked by a poison needle"],["{@dice 2d10}","Being struck by lightning, stumbling into a fire pit"],["{@dice 4d10}","Hit by falling rubble in a collapsing tunnel, stumbling into a vat of acid"],["{@dice 10d10}","Crushed by compacting walls, hit by whirling steel blades, wading through a lava stream"],["{@dice 18d10}","Being submerged in lava, being hit by a crashing flying fortress"],["{@dice 24d10}","Tumbling into a vortex of fire on the Elemental Plane of Fire, being crushed in the jaws of a godlike creature or a moon-sized monster"]],"name":"Screen; Improvising Damage","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Object Armor Class","colLabels":["Substance","AC"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Cloth, paper, rope","11"],["Crystal, glass, ice","13"],["Wood, bone","15"],["Stone","17"],["Iron, steel","19"],["Mithral","21"],["Adamantine","23"]],"name":"Screen; Object Armor Class","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Object Hit Points","colLabels":["Size","Fragile","Resilient"],"colStyles":["col-6","col-3 text-center","col-3 text-center"],"rows":[["Tiny ({@item glass bottle|phb|bottle}, {@item lock|phb})","2 ({@dice 1d4})","5 ({@dice 2d4})"],["Small ({@item chest|phb}, {@item lute|phb})","3 ({@dice 1d6})","10 ({@dice 3d6})"],["Medium ({@item barrel|phb}, chandelier)","4 ({@dice 1d8})","18 ({@dice 4d8})"],["Large ({@item cart|phb}, 10-ft.-by-10-ft. window)","5 ({@dice 1d10})","27 ({@dice 5d10})"]],"name":"Screen; Object Hit Points","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Skills and Associated Abilities","colLabels":["Skill","Ability"],"colStyles":["col-6","col-6"],"rows":[["{@skill Acrobatics}","Dexterity"],["{@skill Animal Handling}","Wisdom"],["{@skill Arcana}","Intelligence"],["{@skill Athletics}","Strength"],["{@skill Deception}","Charisma"],["{@skill History}","Intelligence"],["{@skill Insight}","Wisdom"],["{@skill Intimidation}","Charisma"],["{@skill Investigation}","Intelligence"],["{@skill Medicine}","Wisdom"],["{@skill Nature}","Intelligence"],["{@skill Perception}","Wisdom"],["{@skill Performance}","Charisma"],["{@skill Persuasion}","Charisma"],["{@skill Religion}","Intelligence"],["{@skill Sleight of Hand}","Dexterity"],["{@skill Stealth}","Dexterity"],["{@skill Survival}","Wisdom"]],"name":"Screen; Skills and Associated Abilities","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"colLabels":["Level","Effect"],"colStyles":["col-2 text-center","col-2"],"rows":[["1","Disadvantage on ability checks"],["2","Speed halved"],["3","Disadvantage on attack rolls and saving throws"],["4","Hit point maximum halved"],["5","Speed reduced to 0"],["6","Death"]],"name":"Exhaustion","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"colLabels":["d6","Quality","Effect"],"colStyles":["col-2 text-center","col-2","col-8"],"rows":[["1","Perilous","The area is dangerously worn and prone to collapse. Any impacts or damage to the structure, including from spells and other areas of effect, have a 50 percent chance of causing a collapse (see the {@table Improvising Damage|DMG} table)."],["2","Crumbling","Areas within the dungeon section are choked with rubble and have a {@chance 50} chance of being {@quickref difficult terrain||3}. Half cover and hiding places are plentiful."],["3","Neglected","One dungeon {@5etools hazard|trapshazards.html} such as {@hazard brown mold}, {@hazard yellow mold}, or {@hazard green slime} is abundant."],["4","Abandoned","Most of the dungeon is deserted and quiet as a tomb. Dexterity ({@skill Stealth}) checks have disadvantage because any sounds stand out as unusual."],["5","Secure","Ability checks made to break down doors, open locks, or similar breaking and entering activities have disadvantage."],["6","Thriving","The dungeon is heavily populated. Any loud noises or other attention-drawing phenomena require a check for Dungeon Encounters (see below)."]],"name":"State of Ruin","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"colLabels":["d6","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A lone, powerful creature appears! You choose the creature, selecting one with a challenge rating that is 1–3 higher than the level of the player characters. The creature lives in the dungeon or is passing through, and it is hostile toward the group only if they provoke it."],["2–4","Hostile creatures prowl nearby! You choose the creatures, selecting five with a challenge rating equal to the level of the player characters. These creatures are either monsters native to the dungeon or hostile explorers."],["5","A patch of {@hazard brown mold}, {@hazard green slime}, or {@hazard yellow mold} lies nearby. "],["6","A group of friendly explorers crosses the player characters' path. The explorers have {@dice 2d4} goods for sale that cost 1 gp or less, which you can select from the {@table Adventuring Gear|PHB} table in the Player's Handbook."]],"name":"Dungeon Encounters","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"colLabels":["d100","Purpose"],"colStyles":["col-2 text-center","col-8"],"rows":[["01","Antechamber"],["02–03","Armory"],["04","Audience chamber"],["05","Aviary"],["06–07","Banquet room"],["08–10","Barracks"],["11","Bath or latrine"],["12","Bedroom"],["13","Bestiary"],["14–16","Cell"],["17","Chantry"],["18","Chapel"],["19–20","Cistern"],["21","Classroom"],["22","Closet"],["23–24","Conjuring room"],["25–26","Court"],["27–29","Crypt"],["30–31","Dining room"],["32–33","Divination room"],["34","Dormitory"],["35","Dressing room"],["36–37","Gallery"],["38–39","Game room"],["40–42","Guardroom"],["43–44","Hall"],["45–46","Hall, great"],["47–48","Hallway"],["49","Kennel"],["50–51","Kitchen"],["52–53","Laboratory"],["54–56","Library"],["57–58","Lounge"],["59","Meditation chamber"],["60","Nursery"],["61","Observatory"],["62","Office"],["63–64","Pantry"],["65–66","Pen or Prison"],["67–68","Reception room"],["69–70","Refectory"],["71","Robing room"],["72","Salon"],["73–74","Shrine"],["75–76","Sitting room"],["77–78","Smithy"],["79","Stable"],["80–81","Storage room"],["82–83","Strong room"],["84–85","Study"],["86–88","Temple"],["89–90","Throne room"],["91","Torture chamber"],["92–93","Training room"],["94–95","Trophy room"],["96","Vestibule"],["97","Waiting room"],["98","Well"],["99–00","Workshop"]],"name":"Dungeon Chambers","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Travel Pace","colLabels":["Pace","Distance Traveled per Minute","Distance Traveled per Hour","Distance Traveled per Day","Effect"],"colStyles":["col-2","col-2","col-2","col-2","col-4"],"rows":[["Fast","400 feet","4 miles","30 miles","-5 penalty to passive Wisdom ({@skill Perception}) scores"],["Normal","300 feet","3 miles","24 miles","-"],["Slow","200 feet","2 miles","18 miles","Able to use stealth"]],"name":"Screen; Travel Pace","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Cover","colLabels":["Cover","Effect"],"colStyles":["col-3","col-9"],"rows":[["Half cover","+2 bonus to AC and Dexterity saving throws against attacks and effects that originate on the opposite side of the cover"],["Three-quarters cover","+5 bonus to AC and Dexterity saving throws against attacks and effects that originate on the opposite side of the cover"],["Total cover","Can't be targeted directly by an attack or a spell"]],"name":"Screen; Cover","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Light","colLabels":["Source","Bright Light","Dim Light","Duration"],"colStyles":["col-3","col-3","col-3","col-3"],"rows":[["{@item Candle|phb}","5 ft.","+ 5 ft.","1 hour"],["{@item Lamp|phb}","15 ft.","+ 30 ft.","6 hours"],["{@item Bullseye Lantern|phb|Lantern, bullseye}","60 ft. cone","+ 60 ft.","6 hours"],["{@item Hooded Lantern|phb|Lantern, hooded}","30 ft.","+ 30 ft.","6 hours"],{"type":"row","style":"row-indent-first","row":["Lowered hood","—","+ 5 ft.","—"]},["{@item Torch|phb}","20 ft.","+ 20 ft.","1 hour"]],"name":"Screen; Light","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Obscured Areas","colLabels":["Obscureness","Effect","Examples"],"colStyles":["col-3","col-5","col-4"],"rows":[["Lightly obscured","Creatures have disadvantage on Wisdom ({@skill Perception}) checks that rely on sight.","Dim light, patchy fog, moderate foliage"],["Heavily obscured","Vision is blocked; creatures are effectively {@condition blinded}.","Darkness, opaque fog, dense foliage"]],"name":"Screen; Obscured Areas","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Tracking DCs","colLabels":["Ground Surface","DC"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Soft surface such as snow","10"],["Dirt or grass","15"],["Bare stone","20"],["Each day since the creature passed","+5"],["Creature left a trail such as blood","-5"]],"name":"Screen; Tracking DCs","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Visibility Outdoors","colLabels":["Environment","Distance"],"colStyles":["col-6","col-6"],"rows":[["Clear day, no obstructions","2 miles"],["Rain","1 mile"],["Fog","100 to 300 feet"],["From a height","× 20"]],"name":"Screen; Visibility Outdoors","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Audible Distance","colLabels":["Noise","Distance"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Trying to be quiet","{@dice 2d6 × 5} feet"],["Normal noise level","{@dice 2d6 × 10} feet"],["Very loud","{@dice 2d6 × 50} feet"]],"name":"Screen; Audible Distance","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Food, Drink, and Lodging","colLabels":["Item","Cost"],"colStyles":["col-6","col-6 text-right"],"rows":[["{@i Ale}",""],{"type":"row","style":"row-indent-first","row":["{@item Ale (Gallon)|PHB|Gallon}","2 sp"]},{"type":"row","style":"row-indent-first","row":["{@item Ale (mug)|phb|Mug}","4 cp"]},["Banquet (per person)","10 gp"],["{@item loaf of bread|phb|Bread, loaf}","2 cp"],["{@item hunk of cheese|phb|Cheese, hunk}","1 sp"],["{@i Inn stay (per day)}",""],{"type":"row","style":"row-indent-first","row":["Squalid","7 cp"]},{"type":"row","style":"row-indent-first","row":["Poor","1 sp"]},{"type":"row","style":"row-indent-first","row":["Modest","5 sp"]},{"type":"row","style":"row-indent-first","row":["Comfortable","8 sp"]},{"type":"row","style":"row-indent-first","row":["Wealthy","2 gp"]},{"type":"row","style":"row-indent-first","row":["Aristocratic","4 gp"]},["{@i Meals (per day)}",""],{"type":"row","style":"row-indent-first","row":["Squalid","3 cp"]},{"type":"row","style":"row-indent-first","row":["Poor","6 cp"]},{"type":"row","style":"row-indent-first","row":["Modest","3 sp"]},{"type":"row","style":"row-indent-first","row":["Comfortable","5 sp"]},{"type":"row","style":"row-indent-first","row":["Wealthy","8 sp"]},{"type":"row","style":"row-indent-first","row":["Aristocratic","2 gp"]},["{@item chunk of meat|phb|Meat, chunk}","3 sp"],["{@i Wine}",""],{"type":"row","style":"row-indent-first","row":["{@item common wine (pitcher)|phb|Common (pitcher)}","2 sp"]},{"type":"row","style":"row-indent-first","row":["{@item fine wine (bottle)|phb|Fine (bottle)}","10 gp"]}],"name":"Screen; Food, Drink, and Lodging","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Foraging DCs","colLabels":["Food and Water Availability","DC"],"colStyles":["col-6","col-6 text-center"],"rows":[["Abundant food and water sources","10"],["Limited food and water sources","15"],["Very little, if any, food and water sources","20"]],"name":"Screen; Foraging DCs","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Wilderness Encounter","colLabels":["d8","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A lone, powerful creature appears! The DM chooses the creature, selecting one with a challenge rating that is 1-3 higher than the group's level. The creature lives in the area or is passing through, and it is hostile toward the group only if they provoke it."],["2-4","Hostile creatures prowl nearby! The DM chooses the creatures, selecting five with a challenge rating equal to the group's level. These creatures are either monsters native to the area or hostile travelers"],["5-6","A group of friendly travelers crosses the group's path. The travelers have {@dice 2d6} goods for sale that cost 1 gp or less on the Adventuring Gear table in the Player's Handbook"],["7","The group discovers a monument. Roll on the {@table Wilderness Journeys; Monuments|ScreenWildernessKit|Monuments} table."],["8","The group wanders into a strange place. Roll on the {@table Wilderness Journeys; Weird Locales|ScreenWildernessKit|Weird Locales} table."]],"name":"Random Encounter; Wilderness Encounter","source":"ScreenWildernessKit","chapter":{"name":"Wilderness Journeys","index":0}},{"caption":"Monuments","colLabels":["d20","Monument"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Sealed burial mound or pyramid"],["2","Plundered burial mound or pyramid"],["3","Faces carved into a mountainside or cliff"],["4","Giant statues carved out of a mountainside or cliff"],["5-6","intact obelisk etched with a warning, historical lore, dedication, or religious iconography"],["7-8","Ruined or toppled obelisk"],["9-10","Intact statue of a person or deity"],["11-13","Ruined or toppled statue of a person or deity"],["14","Great stone wall, intact, with tower fortifications spaced at one-mile intervals"],["15","Great stone wall in ruins"],["16","Great stone arch"],["17","Fountain"],["18","Intact circle of standing stones"],["19","Ruined or toppled circle of standing stones"],["20","Pillar carved with elemental or fey symbols"]],"name":"Wilderness Journeys; Monuments","source":"ScreenWildernessKit","chapter":{"name":"Wilderness Journeys","index":0}},{"caption":"Weird Locales","colLabels":["d20","Locale"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","Dead magic zone (similar to an antimagic field)"],["3","Wild magic zone (roll on the {@table Wild Magic Surge|PHB} table in the Player's Handbook whenever a spell is cast within the zone)"],["4","Boulder carved with talking faces"],["5","Crystal cave that mystically answers questions"],["6","Ancient tree containing a trapped spirit"],["7-8","Battlefield where lingering fog occasionally assumes humanoid forms"],["9-10","A portal to another plane of existence"],["11","Wishing well"],["12","Giant crystal shard protruding from the ground"],["13","Wrecked ship, even if water is nowhere nearby"],["14-15","Haunted hill or barrow mound"],["16","River ferry guided by a skeletal captain"],["17","Field of {@condition petrified} soldiers or other creatures"],["18","Forest of {@condition petrified} or {@creature awakened tree||awakened trees}"],["19","Canyon containing a dragons' graveyard"],["20","Floating earth mote with a tower on it"]],"name":"Wilderness Journeys; Weird Locales","source":"ScreenWildernessKit","chapter":{"name":"Wilderness Journeys","index":0}},{"caption":"Food and Water Needs","colLabels":["Creature Size","Food/Water per Cycle","Food Cost per Short Cycle","Food Cost per Long Cycle"],"colStyles":["col-3","col-3","col-3","col-3"],"rows":[["Tiny","1/4 unit","1 sp, 2 cp","7 sp, 5 cp"],["Small","1 unit","5 sp","3 gp, 5 sp"],["Medium","1 unit","5 sp","3 gp, 5 sp"],["Large","4 units","2 gp","14 gp"],["Huge","16 units","8 gp","56 gp"],["Gargantuan","64 units","32 gp","224 gp"]],"name":"Food and Water Needs","source":"ScreenWildernessKit","chapter":{"name":"Wilderness Journeys","index":0}},{"caption":"Wilderness Chase Complications","colLabels":["d20","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[[1,"Your path takes you through a rough patch of brush. Make a DC 10 Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (your choice) to get past the brush. On failed check, the brush counts as 5feet of {@quickref difficult terrain||3}."],[2,"Uneven ground threatens to slow your progress. Make a DC 10 Dexterity ({@skill Acrobatics}) check to navigate the area. On failed check, the ground counts as 10 feet of {@quickref difficult terrain||3}."],[3,"You run through a {@creature swarm of insects} (see the Monster Manual For game statistics). The swarm makes an opportunity attack against you (+3 to hit; {@damage 4d4} piercing damage on a hit)."],[4,"A stream, ravine, or rock bed blocks your path. Make a DC 10 Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (your choice) to cross the impediment. On a failed check, the impediment counts as 10 feet of {@quickref difficult terrain||3}."],[5,"Make a DC 10 Constitution saving throw. Ona failed save, you are {@condition blinded} by blowing sand,dirt, ash, snow,or pollen until the end of your turn. While {@condition blinded} in this way, your speed is halved."],[6,"A sudden drop catches you by surprise. Make a DC 10 Dexterity saving throw to navigate the impediment. On failed save, you fall {@dice 1d4 x 5} feet, taking {@damage 1d6} bludgeoning damage per 10 feet fallen as normal, and land {@condition prone}."],[7,"You blunder into a snare. Make a DC 15 Dexterity saving throw. On failed save, you are caught in the snare and {@condition restrained}. As an action, you or someone within 5 feet of you can make a DC 10 Strength check, freeing you on a success. The snare can also be destroyed; it has an AC of 10 and 5 hit points, and it is immune to poison and psychic damage. Complication"],[8,"You are caught in a stampede of spooked animals. Make a DC 10 Dexterity saving throw. Ona failed save, you are knocked about and take {@damage 1d4} bludgeoning damage and {@damage 1d4} piercing damage."],[9,"Your path takes you near a patch of razorvine. Make a DC 15 Dexterity saving throw or use 10 feet of movement (your choice) to avoid the razorvine. On a failed save, you take {@damage 1d10} slashing damage."],[10,"One or more creatures in the area chase after you! The DM chooses these pursuers or rolls a {@dice d8} to determine them: (1) 2 {@creature brown bear||brown bears}, (2) {@dice 2d4} {@creature giant toad||giant toads}, (3) {@dice 1d4} {@creature poisonous snake||poisonous snakes}, (4) {@dice 2d4} {@creature wolf||wolves}, (5) 1 {@creature giant boar}, (6) 2 {@creature dire wolf||dire wolves}, (7) {@creature griffon}, or (8) {@dice 1d12} {@creature giant rat||giant rats} (see the {@book Monster Manual|MM} for the creatures' game statistics)."],["11-20","No complication."]],"name":"Playing a Chase; Wilderness Chase Complications","source":"ScreenWildernessKit","chapter":{"name":"Wilderness Chases","index":1}},{"caption":"Escape Factors","colLabels":["Factor","Check Has..."],"colStyles":["col-8","col-4"],"rows":[["Quarry has many things to hide behind","Advantage"],["Quarry is in a very crowded or noisy area","Advantage"],["Quarry has few things to hide behind","Disadvantage"],["Quarry is in an uncrowded or quiet area","Disadvantage"],["The lead pursuer is a ranger or has proficiency in {@skill Survival}","Disadvantage"]],"name":"Ending a Chase; Escape Factors","source":"ScreenWildernessKit","chapter":{"name":"Wilderness Chases","index":1}},{"caption":"Academy Type","colLabels":["d6","Academy Types"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Boarding School}. Students and faculty enjoy a familial relationship on a self-contained campus."],["2","{@b Arcane Enclave}. Drawn together by cutting-edge magical scholarship, the enclave's residents are hungry for secrets, reagents, and subjects."],["3","{@b Secret Monastery}. Ageless secrets remain the focus of contemplation and rigorous training at this site."],["4","{@b Elite Institute}. This cutthroat college of science or the arts accepts only the crème de la crème of society and talent."],["5","{@b Vault of Secrets}. This conspiracy strives to keep or eradicate all knowledge of a specific truth."],["6","{@b Museum of Dreams}. Magical communication or shared dreamscapes connect a network of wide-ranging specialists."]],"name":"Academy Type","page":84,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Academy Contact","colLabels":["d6","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Harried Functionary}. A disinterested secretary conveys written correspondence to you from an exceptionally busy or aloof senior faculty member."],["2","{@b Celebrated Instructor}. Despite their throngs of ambitious assistants, a celebrity researcher considers you their star pupil."],["3","{@b Wizened Fixture}. A fantastically old, believed-to-be-deceased librarian gives you assignments from the circulation desk they never leave."],["4","{@b Infatuated Tourist}. A flirtatious visiting scholar perceives your every report and donated discovery as a personal gift."],["5","{@b Spectral Fragment}. A haunted piece of the academy's collection compels you to complete its secret research."],["6","{@b Distant Observer}. A mysterious sponsor encourages your research from afar to avoid alerting nefarious forces embedded within the academy's bureaucracy."]],"name":"Academy Contact","page":85,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Academy Factotum Roles","colLabels":["Role","Backgrounds"],"colStyles":["col-2","col-10"],"rows":[["Student","{@background Acolyte}, {@background Guild Artisan}, {@background Noble}, {@background Outlander}, {@background Sage}, {@background Urchin}"],["Groundskeeper","{@background Charlatan}, {@background Hermit}, {@background Outlander}, {@background Soldier}, {@background Urchin}"],["Professor","{@background Acolyte}, {@background Entertainer}, {@background Folk Hero}, {@background Noble}, {@background Sage}"],["Researcher","{@background Acolyte}, {@background Charlatan}, {@background Guild Artisan}, {@background Hermit}, {@background Sage}"],["Financier","{@background Charlatan}, {@background Criminal}, {@background Noble}, {@background Sailor}, {@background Urchin}"],["Expert Speaker","{@5etools Any|backgrounds.html}"]],"name":"Academy Factotum Roles","page":85,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Academy Quests","colLabels":["d6","Quest"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Aberrant Zoology}. You undertake expeditions to document, capture, and explain beings antithetical to the natural order."],["2","{@b Arcanodynamics}. You investigate the ways magic underpins existence, exploring its flows and seeking ways to harness its nexuses."],["3","{@b Forbidden History}. You reveal the lost truths of the world's darkest ages, pursuing the history of purposefully hidden or taboo eras."],["4","{@b Cryptogeography}. You search for proof of a hidden land or that the world isn't structured as commonly assumed."],["5","{@b Restorative Antiquarianism}. You track clues leading to plundered artifacts and then restore them to their rightful owners."],["6","{@b Evolutionary Divinity}. You dare to explore what no mortal was meant to know: the origins of divinity."]],"name":"Academy Quests","page":86,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ancient Being","colLabels":["d6","Ancient Being"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Elder Dragon}. An ancient dragon seeks knowledge or power. It wishes to gather greater wealth for its hoard, its ambitions expanding in its advancing years."],["2","{@b Lich}. An undead spellcaster of immense power employs your group. Its interests are strangely diverse and seemingly benign. Perhaps it's not as evil as conventional adventuring wisdom suggests?"],["3","{@b Bound Fiend}. This fiend is bound to a location, either in its true form or as a possessing spirit. Whether trapped in an unbreakable circle of binding sigils or sealed as a spirit within a gigantic statue, the fiend's influence drives your group."],["4","{@b Guardian Celestial}. An angel or another powerful celestial takes an interest in a specific region of the Material Plane. It cultivates a network of mortal informants and agents to serve its agenda."],["5","{@b The Endless}. This person has lived many lifetimes because they can't die—at least not permanently. No matter the cause of their demise, they return. To all appearances, they are alive and mortal, but they control the amassed resources of an immortal."],["6","{@b Primal Manifestation}. Its existence defies mortal understanding; the being simply is. It could be a primordial force of nature awakened to self-awareness that now inhabits the landscape or an alien intellect that whispers through proxies, omens, and idols."]],"name":"Ancient Being","page":86,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ancient Being Contact","colLabels":["d6","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Employer}. An established member of local society acts as the interface between you and the patron and provides the cover of legitimate employment. They could be a bartender, shopkeeper, local official, or noble."],["2","{@b Back-Room Dealers}. An exclusive area in an otherwise-ordinary establishment requires a password or token to gain entry. There you meet and communicate with shadowy agents of your patron."],["3","{@b Magical Message Drop}. Magically recorded messages from your contact or your patron appear in odd places. You know to check a predetermined location, such as a crack in an ancient monolith or a specific grave, for instructions."],["4","{@b Visions}. Your patron doesn't use intermediaries, instead speaking to you in dreams, omens, or visions. The being appears in your mind as you sleep, taking control of your dreams to deliver instructions that become difficult to ignore."],["5","{@b Ephemeral Echo}. Your contact never physically reveals itself to you. Perhaps it is the ghost of a dead person, an entity that appears outside the flow of time, or a projected illusion of a being that never leaves your patron's hidden sanctum."],["6","{@b The Mouthpiece}. The ancient being's voice whispers through the lips of an ordinary person. You patron might posses the body of a stranger or a party member to converse with you."]],"name":"Ancient Being Contact","page":87,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ancient Being Operative Roles","colLabels":["Role","Backgrounds"],"colStyles":["col-2","col-10"],"rows":[["Devotee","{@background Acolyte}, {@background Hermit}, {@background Noble}, {@background Outlander}, {@background Sage}"],["Infiltrator","{@background Charlatan}, {@background Criminal}, {@background Hermit}, {@background Soldier}, {@background Urchin}"],["Mouthpiece","{@background Charlatan}, {@background Entertainer}, {@background Folk Hero}, {@background Hermit}, {@background Sage}"],["Pupil","{@background Acolyte}, {@background Entertainer}, {@background Folk Hero}, {@background Guild Artisan}, {@background Sage}"],["Guardian","{@background Acolyte}, {@background Folk Hero}, {@background Hermit}, {@background Outlander}, {@background Soldier}"],["Offspring","{@5etools Any|backgrounds.html}"]],"name":"Ancient Being Operative Roles","page":88,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ancient Being Quests","colLabels":["d6","Quest"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Rescue}. A wayward agent went missing while gathering information or materials. You must discover their fate and recover them and their findings."],["2","{@b Sabotage}. You must destroy an aspect of a rival's organization, either assassinating a key minion or destroying a critical object."],["3","{@b Artifice}. Your specialized skills are instrumental to assembling components for a powerful magic ritual or object."],["4","{@b Treachery}. A high-profile minion of another powerful figure is in a position to betray their master, to the benefit of your patron. You must convince them to defect to your organization or extract them from now-hostile territory."],["5","{@b Culling}. A respected agent of your patron (possibly an ally or a mentor for your group) has been compromised. Perhaps they are defecting to a rival, attempting to seize the ancient being's power. Whatever the case, you must catch them to end their threat."],["6","{@b Astral Heist}. A powerful rival of your patron stores their secrets in a mind vault on the Astral Plane. That means they can't be tricked or coerced into revealing anything, nor can their thoughts be read. You must find the vault and travel through the rival's deadly memories to find the knowledge your patron desires."]],"name":"Ancient Being Quests","page":88,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Aristocrat Types","colLabels":["d6","Aristocrats"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Local Lord}. Convinced that power and prestige lie just around the corner, this minor lordling grasps for every opportunity to climb the ranks."],["2","{@b Merchant Mastermind}. Reputation, wealth, and power are one and the same for the head of a family with world-spanning business holdings."],["3","{@b Nomadic Princeling}. Nothing is more appealing to this princeling than treasure. Their sprawling merchant caravan trails behind their palanquin as far as the eye can see."],["4","{@b Double Dealer}. The leader of a noble family has turned against their nation, secretly opposing their liege for personal gain or ethical reasons."],["5","{@b Ambitious Entrepreneur}. The sole heir of a vast fortune, this entrepreneur seeks allies to expand their wealth in a new business on the international, global, or planar stage."],["6","{@b Future Ruler}. This young noble is destined to rule, but currently their whims are fickle and dangerous."]],"name":"Aristocrat Types","page":89,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Aristocrat Contact","colLabels":["d6","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Common Contact}. A servant with ambitions toward a title works as a go-between for your patron."],["2","{@b Professional}. A level-headed advisor or manager of your patron's business directs you in keeping their reckless employer safe."],["3","{@b Family Peacemaker}. A naive aristocrat appointed by your patron wants your assistance in keeping the peace between fractious family members, which isn't your patron's priority."],["4","{@b Intimate Connection}. A common-born confidant or lover of your patron guides you in creating circumstances to bolster the noble family's best interests."],["5","{@b Outside Insider}. An outcast noble favored by your patron works with you to uphold their family's interests despite their exile."],["6","{@b Outsider Inside}. A mysterious entity manipulates a noble family's fortunes. Through your patron, it employs you to help guide its chosen family along a centuries-long course."]],"name":"Aristocrat Contact","page":90,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Aristocrat Retainer Roles","colLabels":["Role","Backgrounds"],"colStyles":["col-2","col-10"],"rows":[["Advisor","{@background Acolyte}, {@background Charlatan}, {@background Folk Hero}, {@background Hermit}, {@background Sage}"],["Bodyguard","{@background Criminal}, {@background Folk Hero}, {@background Noble}, {@background Outlander}, {@background Soldier}"],["Informant","{@background Charlatan}, {@background Criminal}, {@background Entertainer}, {@background Sailor}, {@background Urchin}"],["House Staff","{@background Entertainer}, {@background Guild Artisan}, {@background Sailor}, {@background Soldier}, {@background Urchin}"],["Messenger","{@background Charlatan}, {@background Entertainer}, {@background Outlander}, {@background Sailor}, {@background Urchin}"],["Family Scion","{@5etools Any|backgrounds.html}"]],"name":"Aristocrat Retainer Roles","page":90,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Aristocrat Quests","colLabels":["d6","Quest"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Noble Union}. You work within multiple noble factions to unite rival families."],["2","{@b Business Breakthrough}. You track down and obtain a wonder your patron believes is the key to their financial fortunes."],["3","{@b Sabotage Rival}. You break into the business or estate of an enemy noble family and undermine their political or professional ventures."],["4","{@b Lost Lineage}. You seek evidence of a lost branch of a noble family or proof that individuals don't possess a noble pedigree."],["5","{@b Origin of Nobility}. You reveal the secret reason why certain individuals were elevated to noble status and how they will soon fulfill their purpose."],["6","{@b The New Nobility}. You recreate the remarkable event that granted today's noble families their special standing, enabling the rise of new nobles."]],"name":"Aristocrat Quests","page":90,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Syndicate Types","colLabels":["d6","Syndicate"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Thieves' Guild}. A disparate convocation of thieves, spies, smugglers, and other scoundrels controls criminal activity in a region of a city."],["2","{@b Assassin Society}. The network's livelihood is death. Members of the society hone their skills as cutthroats, poisoners, body-disposal specialists, and any other profession focused on ending lives. The society is motivated by profit or labors in service to a greater cause."],["3","{@b Magical Arms Dealer}. The syndicate has cornered the market on deadly magical devices. They offer their services and wares for a price and acquire staggering magical might for those who meet their demands."],["4","{@b Pirate Fleet}. This alliance of pirate captains is unified under a ruling captain or admiral and adheres to a strict code of honor. They converge only in response to an outside threat."],["5","{@b Body Snatchers}. The syndicate consists predominantly, if not entirely, of creatures that possess or impersonate other people. They seek to replace influential individuals throughout society with members of their ranks."],["6","{@b Thought Thieves}. These psychic criminals infiltrate their target's minds to steal secrets and disguise their existence."]],"name":"Types of Criminal Syndicates; Syndicate Types","page":91,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Syndicate Contact","colLabels":["d6","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Personal Mentor}. This longtime member of the syndicate took you under their wing when you were young and became a parental figure."],["2","{@b Clever Urchin}. An innocuous person, perhaps a beggar or menial laborer, knows all the right people and shares their connections with you."],["3","{@b Former Law Enforcement}. Your contact used to be (or maybe still is) a member of local law enforcement. They have sharp insight into the law's workings in your area and a healthy dose of paranoia for that reason."],["4","{@b Bon Vivant}. The boss of a local den of vice—whether gambling, narcotics, or other pleasures—aids you when they're not distracted by their own debauchery."],["5","{@b Traitor}. You know your contact in the syndicate has betrayed it, but they have enough clout and leverage that you don't dare cross them—yet."],["6","{@b Criminal Royalty}. Unknown to most, your contact is a member of local nobility or royalty. Why they maintain relations with the syndicate is a troubling mystery."]],"name":"Criminal Syndicate Contact; Syndicate Contact","page":92,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Criminal Syndicate Member Roles","colLabels":["Role","Backgrounds"],"colStyles":["col-2","col-10"],"rows":[["Burglar","{@background Criminal}, {@background Folk Hero}, {@background Noble}, {@background Outlander}, {@background Urchin}"],["Muscle","{@background Criminal}, {@background Entertainer}, {@background Outlander}, {@background Sailor}, {@background Soldier}"],["Con Artist","{@background Acolyte}, {@background Charlatan}, {@background Criminal}, {@background Entertainer}, {@background Noble}, {@background Urchin}"],["Cleaner","{@background Acolyte}, {@background Charlatan}, {@background Guild Artisan}, {@background Noble}, {@background Soldier}"],["Mastermind","{@background Acolyte}, {@background Criminal}, {@background Folk Hero}, {@background Noble}, {@background Sage}"],["Mole","{@5etools Any|backgrounds.html}"]],"name":"Criminal Syndicate Member Roles","page":92,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Criminal Syndicate Quests","colLabels":["d6","Quest"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Acquisition and Retrieval}. You acquire assets for the syndicate. You steal important documents or clear out locations for use as hideouts."],["2","{@b Heists}. You plan and execute elaborate robberies that require the combined skills of your team."],["3","{@b Gang Warfare}. You ensure that no other crime syndicate gains a significant foothold in your territory."],["4","{@b Enforcement}. You keep the corrupt, headstrong, and avaricious members of your syndicate in line with the goals and rules of the organization."],["5","{@b Assassination}. You dispatch prominent people—the sort who have numerous bodyguards and elaborate security systems to circumvent."],["6","{@b Topple the Powerful}. Your syndicate is criminal and your methods illegal, but your goals are righteous. You help people who are powerless against exploitation by the powerful."]],"name":"Criminal Syndicate Quests","page":93,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Guild Types","colLabels":["d6","Guild"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Crafters' Guild}. This conglomerate of artisans pools its resources and influence to ensure a steady exchange of gold for its crafts."],["2","{@b Merchant Consortium}. These entrepreneurs don't create the wares they peddle, instead specializing in linking products to prospective owners. If they don't have it, they find it."],["3","{@b Miracle Makers' Association}. The magically inclined crafters of this guild specialize in imbuing physical goods with magical effects. Rumor has it they can strip the magic from existing enchanted items and might be willing to buy or trade adventurers' spoils."],["4","{@b Moneychangers}. These merchants deal in all forms of currency, acting as bankers, loan agents, and crucial contacts for adventurers and other individuals who deal with large sums of wealth. They exchange coin for gemstones as readily as they find buyers for historical relics and recovered art."],["5","{@b Philosophical Faction}. These like-minded individuals follow specific teachings, spreading word of their expertise through their services and training."],["6","{@b Identity Traders}. These enigmatic dealers buy and sell documents, memories, and the trappings of thoroughly lived lives, selling them to those in need of the ultimate fresh start."]],"name":"Guild Types","page":93,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Guild Contact","colLabels":["d6","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b The Perfectionist}. Your contact is a skilled but obsessive creator consumed with the quest to create something perfect that will define their life's work and secure their legacy. They lose sight of right and wrong in pursuit of the finest materials and exciting opportunities."],["2","{@b Attentive Overseer}. A guild representative takes personal interest in your group's tasks. They follow your exploits and know of your adventures before you return to report. Despite the unsettling depth of their knowledge, they seem genuinely eager to shepherd your work."],["3","{@b Hidden Benefactor}. Whoever your contact is, they don't communicate directly. They send messages via couriers or letters. No one in the guild knows who the contact is, or if they do, they aren't telling you. Regardless, the contact's information is good, and they pay on time."],["4","{@b Discerning Mentor}. No matter how well you perform, or how perfect your creations, nothing is ever good enough for this contact. They point out every flaw and missed opportunity. Are they bitter, lashing out at anyone around them, or do they recognize your potential and try to push you to greatness?"],["5","{@b Golem Guide}. Your guild contact is the soul of a long-dead artisan preserved in a construct body. This golem is wise and knowledgeable, but it has difficulty grasping the passage of time and the state of the world compared to its original era."],["6","{@b Fallen Muse}. Your contact is a fallen celestial. Whether they regret their transgressions or hunger for vengeance, they provide divine inspiration and guidance to you and to the guild. Somehow your group and the guild inspire their hope for ascension."]],"name":"Guild Contact","page":94,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Guild Representative Roles","colLabels":["Role","Backgrounds"],"colStyles":["col-2","col-10"],"rows":[["Researcher","{@background Acolyte}, {@background Entertainer}, {@background Guild Artisan}, {@background Sage}"],["Negotiator","{@background Charlatan}, {@background Entertainer}, {@background Guild Artisan}, {@background Noble}, {@background Sailor}"],["Saboteur","{@background Charlatan}, {@background Criminal}, {@background Guild Artisan}, {@background Soldier}, {@background Urchin}"],["Guard","{@background Criminal}, {@background Folk Hero}, {@background Outlander}, {@background Sailor}, {@background Soldier}"],["Explorer","{@background Acolyte}, {@background Folk Hero}, {@background Guild Artisan}, {@background Outlander}, {@background Sailor}"],["Expert","{@5etools Any|backgrounds.html}"]],"name":"Guild Representative Roles","page":95,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Guild Quests","colLabels":["d6","Quest"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Deliver Goods}. You need to deliver an order to an important customer or partner of the guild. The delivery must arrive by a critical deadline—regardless of who or what tries to stop you."],["2","{@b Acquire Materials}. Your guild requires materials that are rare and difficult to procure, either for a guild project or for a paying client. Your group must gather the missing components from a dangerous location or a recalcitrant owner while outpacing a rival to the prize."],["3","{@b Eliminate a Rival}. A competitor has humiliated the guild one too many times, and it's time for that to stop. Your group is charged with assuring the rival never darkens the guild's reputation again. Can you trick them into permanent disgrace, or must you resort to more direct methods?"],["4","{@b The Masterpiece}. An exquisite work of art for an influential client, either created by your guild or acquired through agents, has gone missing. You must track down its whereabouts and secure it before time runs out and the guild suffers a penalty."],["5","{@b The Collector}. Your guild is tasked to create or acquire something wondrous for a wealthy but secretive client's collection. Guild members who previously failed to fulfill this assignment ended up missing. The collector promises to return your comrades if you provide what the collector seeks, but if you fail, you'll become part of the collection."],["6","{@b The Bill Comes Due}. Your guild master achieved their vaunted position by means of an otherworldly bargain. That price has come due, and they are desperate to avoid paying. You must defeat whatever's coming to collect the master's debt or find another acceptable payment."]],"name":"Guild Quests","page":95,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Military Force Types","colLabels":["d6","Military Organization"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Standing Army}. A standing army serves as the highly disciplined and structured guardian of a province or an entire nation. Strict tiers of command ensure coordination between branches of the force."],["2","{@b Mercenary Company}. Hard-bitten veterans of numerous conflicts, mercenaries serve an employer for coin rather than out of loyalty."],["3","{@b Expeditionary Force}. This military force is far from home, fighting behind enemy lines or striking into wild, unsettled lands. The force must be fast, self-sufficient, and either diplomatic or decisive to assure their survival."],["4","{@b Horde}. The horde is almost a force of nature, and what it lacks in discipline it makes up in ferocity. It doesn't have a rigid command structure, instead functioning like a pyramid of smaller armies. Horde commanders owe fealty to stronger leaders above them, all the way up to the warlord."],["5","{@b Planar Conscripts}. This military force battles for cosmic stakes on far-flung planes of the multiverse or fights against extraplanar invasion on the Material Plane. Warriors include conscripts pressed into service in the Blood War, fodder in the thrall of ruthless yugoloth mercenaries, or members of a glorious celestial host defending against fiendish incursion."],["6","{@b Sky Warriors}. This military force consists of winged creatures, employs magical flight, or sails airships as a sky navy. Traditional defenses are ineffective against attacks from the air, positioning the sky warriors as a fearsome nation or expensive and coveted mercenaries."]],"name":"Military Force Types","page":96,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Commanding Officer","colLabels":["d6","Officer"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Tested Veteran}. Your commander is a battle-scarred officer who experienced horrors in combat. They rely on something to dull the pain of their memories or wounds, from a favorite writer's prose to a distracting vice."],["2","{@b Taskmaster}. This angry officer yells every order, reprimands you for the smallest mistake, and fully expects you to fail at every mission you undertake. This might be tough love or simple brutishness."],["3","{@b Protective Officer}. A kindly officer is hesitant to send you into danger and constantly reminds you to be careful."],["4","{@b Bitter Soldier}. Your commander carries deep grudges against your force's enemies. They leap at any chance to do those foes harm, even if it puts your group in terrible risk."],["5","{@b Hopeful Commander}. This optimistic officer knows that a new era of peace is just over the horizon. You just need to complete these last few missions, then it should all finally be over."],["6","{@b Devout Leader}. Your commander is a person of deep faith. They believe that your success or failure lies entirely in divine hands and you are the instruments of that will."]],"name":"Military Force Contact; Commanding Officer","page":97,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Military Force Envoy Roles","colLabels":["Role","Backgrounds"],"colStyles":["col-2","col-10"],"rows":[["Combatant","{@background Criminal}, {@background Folk Hero}, {@background Outlander}, {@background Sailor}, {@background Soldier}"],["Tactician","{@background Acolyte}, {@background Folk Hero}, {@background Noble}, {@background Outlander}, {@background Sage}, {@background Soldier}"],["Medic","{@background Acolyte}, {@background Folk Hero}, {@background Hermit}, {@background Sage}, {@background Soldier}"],["Scout","{@background Hermit}, {@background Outlander}, {@background Sailor}, {@background Soldier}, {@background Urchin}"],["Provocateur","{@background Acolyte}, {@background Charlatan}, {@background Criminal}, {@background Entertainer}, {@background Noble}"],["Spy","{@5etools Any|backgrounds.html}"]],"name":"Military Force Envoy Roles","page":97,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Military Quests","colLabels":["d6","Quest"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Strike Force}. You undertake a quick, strategic, and devastating attack against an enemy force."],["2","{@b Defensive Operations}. You must preserve the safety of an important location such as a civilian population center, a supply depot, or strategically critical bridge or seaport."],["3","{@b Special Forces}. You are assigned to a covert operation behind enemy lines. This is similar to the work of a spy or an assassin but with a broader scope. You engage in equipment sabotage or execute targeted strikes against high-value targets."],["4","{@b Reconnaissance}. You gather information on enemy troop numbers, placements, movement, or supply caches and routes."],["5","{@b Seek and Destroy}. You are responsible for hunting down specific high-value and dangerous targets, which include deserters, suspected enemy special forces, or magical war machines run amok."],["6","{@b Siege}. You are assigned to initiate a siege on an enemy stronghold or help break a siege in progress on an allied fortress."]],"name":"Military Quests","page":98,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Religious Order Types","colLabels":["d6","Religious Order"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Undead Hunters}. This community of scholars and monster hunters laboriously researches the unquiet dead, tracking them to their lairs and permanently laying them to rest."],["2","{@b Devout Scholars}. This federation prizes knowledge and texts pertaining to their god. They collect rare holy books and record the life stories of miracle-working prophets."],["3","{@b Relic Collectors}. This order of archaeologist-monks seeks to fill their museum-like temple with storied holy relics."],["4","{@b Charitable Missionaries}. Adhering to the belief that religion empowers civilization, this order travels far to help the downtrodden, seeking to draw new believers by their virtuous example."],["5","{@b Militant Inquisitors}. This dogmatically rigid hierarchy seeks to stamp out all threats to their beliefs."],["6","{@b Doomsaying Evangelists}. This order believes the world is about to end. They're convinced that if they persuade everyone else of this fact they might stave off the impending doom."]],"name":"Religious Order Types","page":98,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Religious Order Contact","colLabels":["d6","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Shadow Tongue}. A mysterious speaker for your order advises your next steps but fears being discovered by a powerful rival faith."],["2","{@b Inspired Creator}. A gifted artisan conveys the will of the divine through prophetic song or artwork."],["3","{@b Mysterious Text}. The gradual translation of a secret holy text points you toward the next step of a divine destiny."],["4","{@b Fierce Inquisitor}. A severe hierarch directs you to cleanse wickedness from a region, from the order, or from within yourself."],["5","{@b Beloved Healer}. A famed healer guides you to where you'll be needed most, even if their reasons are unclear until you arrive."],["6","{@b Divinity's Voice}. Otherworldly messages direct you to undertake divine quests."]],"name":"Religious Order Contact","page":99,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Religious Order Member Roles","colLabels":["Role","Backgrounds"],"colStyles":["col-2","col-10"],"rows":[["Councilor","{@background Acolyte}, {@background Folk Hero}, {@background Hermit}, {@background Sage}, {@background Urchin}"],["Defender","{@background Acolyte}, {@background Criminal}, {@background Folk Hero}, {@background Outlander}, {@background Soldier}"],["Ascetic","{@background Acolyte}, {@background Entertainer}, {@background Hermit}, {@background Sage}, {@background Soldier}"],["Inquisitor","{@background Acolyte}, {@background Criminal}, {@background Noble}, {@background Sailor}, {@background Soldier}"],["Emissary","{@background Acolyte}, {@background Charlatan}, {@background Entertainer}, {@background Noble}, {@background Sailor}"],["Chosen One","{@5etools Any|backgrounds.html}"]],"name":"Religious Order Member Roles","page":99,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Religious Order Quests","colLabels":["d6","Quest"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Safe Escape}. A band of the faithful wandered into territory hostile to your order. You must find them and escort them to safety."],["2","{@b Relic Recovery}. You seek a lost symbol of the order discovered in a dangerous place or in the hands of an enemy."],["3","{@b Cult Hunt}. You hunt a cell of zealots dangerous to your order or mortals at large."],["4","{@b Desperate Pilgrimage}. You protect members of the order as they participate in a pilgrimage that takes them through dangerous lands."],["5","{@b Expunge Heresy}. You seek out the source of blasphemy that's taken root within the order."],["6","{@b Prevent Prophecy}. A rival order stands on the cusp of fulfilling a prophecy with deadly ramifications. You strive to undermine their blasphemous agenda."]],"name":"Religious Order Quests","page":100,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Sovereign Types","colLabels":["d6","Sovereign"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Village Elder}. The wizened leader of a community offers both civic and moral leadership."],["2","{@b Young Noble}. An ambitious noble eagerly seeks to reform society to align with a personal vision."],["3","{@b Shipwrecked Governor}. A desperate leader struggles to keep people alive in a wilderness they're not prepared to endure."],["4","{@b Ruler Returned}. A tribe's revered leader has returned from the dead and seeks to resurrect their past glories."],["5","{@b Hidden Power}. A mysterious figure manipulates the nation's puppet leader and guides the government's true agenda."],["6","{@b True Regent}. The rightful heir to the throne struggles to reclaim power from a perfect impostor."]],"name":"Sovereign Types","page":100,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Sovereign Contact","colLabels":["d6","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Intimate Confidant}. The sovereign's friend or lover seeks to aid their companion in any way possible."],["2","{@b Spymaster}. An intelligence operative attends to the nation's dirty work so the sovereign keeps their hands clean."],["3","{@b Administrator}. This severe bureaucrat disagrees with many of the sovereign's policies but takes loyal service seriously."],["4","{@b Executive Assistant}. The responsibilities of an exacting butler or other servant at the royal household far exceed their title."],["5","{@b Envoy}. A semi-retired, leisure-loving ambassador speaks in suggestion and innuendo."],["6","{@b Spectral Assembly}. A ghostly council of the nation's previous regents manifests to avert disasters."]],"name":"Sovereign Contact","page":102,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Sovereign Proxy Roles","colLabels":["Role","Backgrounds"],"colStyles":["col-2","col-10"],"rows":[["Advisor","{@background Acolyte}, {@background Folk Hero}, {@background Noble}, {@background Sage}, {@background Soldier}"],["Ambassador","{@background Charlatan}, {@background Folk Hero}, {@background Guild Artisan}, {@background Noble}, {@background Sailor}"],["Secret Agent","{@background Charlatan}, {@background Criminal}, {@background Entertainer}, {@background Soldier}, {@background Urchin}"],["Champion","{@background Criminal}, {@background Noble}, {@background Outlander}, {@background Soldier}, {@background Urchin}"],["Jester","{@background Charlatan}, {@background Criminal}, {@background Entertainer}, {@background Outlander}, {@background Urchin}"],["Confidant","{@5etools Any|backgrounds.html}"]],"name":"Sovereign Proxy Roles","page":102,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Sovereign Quests","colLabels":["d6","Quest"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b International Espionage}. You attempt to steal intelligence, national symbols, or super weapons from an enemy power."],["2","{@b Undermine Rival}. You seek to weaken or remove a rival to the regent's rule—perhaps a general, an archdruid, or a noble with a claim to the throne."],["3","{@b Expel Corruption}. You help the sovereign reform their government, rooting out institutional vices."],["4","{@b Subvert Blame}. The sovereign is caught in an embarrassing affair. Make it disappear."],["5","{@b Test Heir}. You prepare the sovereign's heir for the challenge of taking the throne."],["6","{@b Desperate Diplomacy}. You seek to make peace with a force or entity that could wipe out your nation."]],"name":"Sovereign Quests","page":102,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"colLabels":["Level","Spell","School","Conc.","Ritual","Class"],"colStyles":["col-1 text-center","col-3","col-2","col-1 text-center","col-1 text-center","col-5"],"rows":[["0","{@spell Booming Blade|TCE}","Evocation","No","No","Artificer, Sorcerer, Warlock, Wizard"],["0","{@spell Green-Flame Blade|TCE}","Evocation","No","No","Artificer, Sorcerer, Warlock, Wizard"],["0","{@spell Lightning Lure|TCE}","Evocation","No","No","Artificer, Sorcerer, Warlock, Wizard"],["0","{@spell Mind Sliver|TCE}","Enchantment","No","No","Sorcerer, Warlock, Wizard"],["0","{@spell Sword Burst|TCE}","Conjuration","No","No","Artificer, Sorcerer, Warlock, Wizard"],["1st","{@spell Tasha's Caustic Brew|TCE}","Evocation","Yes","No","Artificer, Sorcerer, Wizard"],["2nd","{@spell Summon Beast|TCE}","Conjuration","Yes","No","Druid, Ranger"],["2nd","{@spell Tasha's Mind Whip|TCE}","Enchantment","No","No","Sorcerer, Wizard"],["3rd","{@spell Intellect Fortress|TCE}","Abjuration","Yes","No","Artificer, Bard, Sorcerer, Warlock, Wizard"],["3rd","{@spell Spirit Shroud|TCE}","Necromancy","Yes","No","Cleric, Paladin, Warlock, Wizard"],["3rd","{@spell Summon Fey|TCE}","Conjuration","Yes","No","Druid, Ranger, Warlock, Wizard"],["3rd","{@spell Summon Shadowspawn|TCE}","Conjuration","Yes","No","Warlock, Wizard"],["3rd","{@spell Summon Undead|TCE}","Necromancy","Yes","No","Warlock, Wizard"],["4th","{@spell Summon Aberration|TCE}","Conjuration","Yes","No","Warlock, Wizard"],["4th","{@spell Summon Construct|TCE}","Conjuration","Yes","No","Artificer, Wizard"],["4th","{@spell Summon Elemental|TCE}","Conjuration","Yes","No","Druid, Ranger, Wizard"],["5th","{@spell Summon Celestial|TCE}","Conjuration","Yes","No","Cleric, Paladin"],["6th","{@spell Summon Fiend|TCE}","Conjuration","Yes","No","Warlock, Wizard"],["6th","{@spell Tasha's Otherworldly Guise|TCE}","Transmutation","Yes","No","Sorcerer, Warlock, Wizard"],["7th","{@spell Dream of the Blue Veil|TCE}","Conjuration","No","No","Bard, Sorcerer, Warlock, Wizard"],["9th","{@spell Blade of Disaster|TCE}","Conjuration","Yes","No","Sorcerer, Warlock, Wizard"]],"name":"Spells","page":105,"source":"TCE","chapter":{"name":"Magical Miscellany","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Magic Themes","colLabels":["d10","Theme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Book pages, origami, quills, and ink, all accompanied by rustling sounds and library scents"],["2","Brine-scented shapes of sharks, jellyfish, octopi, and other sea creatures"],["3","Food or utensils that carry the scent of cuisine from the spellcaster's homeland"],["4","Rich, copper scents accompanied by what appears to be the caster's own imbalanced humors"],["5","Bursts and strokes of watercolor painted by an invisible brush"],["6","Transparent weapons, armor, miniature war machines, and phantom soldiers"],["7","Golden rays that carry faint warmth and the hint of windblown sand"],["8","Rowdy barnyard animals accompanied by the warm scents of coops and stables"],["9","Manifestations of deep emotions, like the faint shackles of melancholy, sepia shades of nostalgia, or heart-shaped bursts of affection"],["10","Tiny whimsical or fearsome beings from the spellcaster's inescapable, recurring dreams"]],"name":"Personalizing Spells; Magic Themes","page":116,"source":"TCE","chapter":{"name":"Magical Miscellany","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Magic Items","colLabels":["Rarity","Item","Attunement"],"colStyles":["col-2 text-center","col-7 text-center","col-3 text-center"],"rows":[["Common","{@item Illuminator's Tattoo|TCE}","Yes"],["Common","{@item Masquerade Tattoo|TCE}","Yes"],["Common","{@item Prosthetic Limb|TCE}","No"],["Common+","{@item Spellwrought Tattoo|TCE}","No"],["Uncommon+","{@item +1 All-Purpose Tool|TCE|All-Purpose Tool}","Yes"],["Uncommon+","{@item +1 Amulet of the Devout|TCE|Amulet of the Devout}","Yes"],["Uncommon+","{@item +1 Arcane Grimoire|TCE|Arcane Grimoire}","Yes"],["Uncommon+","{@item Barrier Tattoo (small)|TCE|Barrier Tattoo}","Yes"],["Uncommon+","{@item +1 Bloodwell Vial|TCE|Bloodwell Vial}","Yes"],["Uncommon","{@item Coiling Grasp Tattoo|TCE}","Yes"],["Uncommon","{@item Eldritch Claw Tattoo|TCE}","Yes"],["Uncommon","{@item Feywild Shard|TCE}","Yes"],["Uncommon","{@item Guardian Emblem|TCE}","Yes"],["Uncommon+","{@item +1 Moon Sickle|TCE|Moon Sickle}","Yes"],["Uncommon","{@item Nature's Mantle|TCE}","Yes"],["Uncommon+","{@item +1 Rhythm-Maker's Drum|TCE|Rhythm-Maker's Drum}","Yes"],["Rare","{@item Alchemical Compendium|TCE}","Yes"],["Rare","{@item Astral Shard|TCE}","Yes"],["Rare","{@item Astromancy Archive|TCE}","Yes"],["Rare","{@item Atlas of Endless Horizons|TCE}","Yes"],["Rare","{@item Bell Branch|TCE}","Yes"],["Rare","{@item Devotee's Censer|TCE}","Yes"],["Rare","{@item Duplicitous Manuscript|TCE}","Yes"],["Rare","{@item Elemental Essence Shard|TCE}","Yes"],["Rare","{@item Far Realm Shard|TCE}","Yes"],["Rare","{@item Fulminating Treatise|TCE}","Yes"],["Rare","{@item Heart Weaver's Primer|TCE}","Yes"],["Rare","{@item Libram of Souls and Flesh|TCE}","Yes"],["Rare","{@item Lyre of Building|TCE}","Yes"],["Rare","{@item Outer Essence Shard|TCE}","Yes"],["Rare","{@item Planecaller's Codex|TCE}","Yes"],["Rare","{@item Protective Verses|TCE}","Yes"],["Rare","{@item Reveler's Concertina|TCE}","Yes"],["Rare","{@item Shadowfell Brand Tattoo|TCE}","Yes"],["Rare","{@item Shadowfell Shard|TCE}","Yes"],["Very Rare","{@item Absorbing Tattoo|TCE}","Yes"],["Very Rare","{@item Cauldron of Rebirth|TCE}","Yes"],["Very Rare","{@item Crystalline Chronicle|TCE}","Yes"],["Very Rare","{@item Ghost Step Tattoo|TCE}","Yes"],["Very Rare","{@item Lifewell Tattoo|TCE}","Yes"],["Legendary","{@item Blood Fury Tattoo|TCE}","Yes"],["Artifact","{@item Baba Yaga's Mortar and Pestle|TCE}","Yes"],["Artifact","{@item Crook of Rao|TCE}","Yes"],["Artifact","{@item Demonomicon of Iggwilv|TCE}","Yes"],["Artifact","{@item Luba's Tarokka of Souls|TCE}","Yes"],["Artifact","{@item Mighty Servant of Leuk-o|TCE}","Yes"],["Artifact","{@item Teeth of Dahlver-Nar|TCE}","Yes"]],"name":"Magic Items","page":117,"source":"TCE","chapter":{"name":"Magical Miscellany","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Magic Tattoo Coverage","colLabels":["Tattoo Rarity","Area Covered"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Common","One hand or foot or a quarter of a limb"],["Uncommon","Half a limb or the scalp"],["Rare","One limb"],["Very Rare","Two limbs or the chest or upper back"],["Legendary","Two limbs and the torso"]],"name":"Magic Tattoos; Magic Tattoo Coverage","page":118,"source":"TCE","chapter":{"name":"Magical Miscellany","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Party Origin","colLabels":["d6","Origin Story"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The characters grew up in the same place and have known each other for years."],["2","The characters have united to overcome a foe."],["3","The characters were brought together by a common benefactor who wishes to sponsor their adventures."],["4","A funeral brings the characters together."],["5","A festival brings the characters together."],["6","The characters find themselves trapped together."]],"name":"Party Formation; Party Origin","page":139,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Monster Research","colLabels":["Type","Suggested Skills"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Aberration","{@skill Arcana}"],["Beast","{@skill Animal Handling}, {@skill Nature}, or {@skill Survival}"],["Celestial","{@skill Arcana} or {@skill Religion}"],["Construct","{@skill Arcana}"],["Dragon","{@skill Arcana}, {@skill History}, or {@skill Nature}"],["Elemental","{@skill Arcana} or {@skill Nature}"],["Fey","{@skill Arcana} or {@skill Nature}"],["Fiend","{@skill Arcana} or {@skill Religion}"],["Giant","{@skill History}"],["Humanoid","{@skill History}"],["Monstrosity","{@skill Nature} or {@skill Survival}"],["Ooze","{@skill Arcana} or {@skill Survival}"],["Plant","{@skill Nature} or {@skill Survival}"],["Undead","{@skill Arcana} or {@skill Religion}"]],"name":"Monster Research","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Aberrations","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The brain or other organs of a rare creature"],["2","Flattery and obsequiousness"],["3","Secrets or lore it doesn't already know"],["4","Accepting a strange, organic graft onto your body"]],"name":"Monsters' Desires; Aberrations","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Beasts","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Fresh meat"],["2","A soothing melody"],["3","Brightly colored beads, cloth, feathers, or string"],["4","An old stuffed animal or other soft trinket"]],"name":"Monsters' Desires; Beasts","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Celestials","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The tale of a heroic figure"],["2","An oath to do three charitable deeds before dawn"],["3","The crown of a defeated tyrant"],["4","A holy relic or treasured family heirloom"]],"name":"Monsters' Desires; Celestials","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Constructs","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Oil to apply to the construct's joints"],["2","A magic item with charges, to be used as fuel"],["3","A vessel infused with elemental power"],["4","Adamantine or mithral components"]],"name":"Monsters' Desires; Constructs","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Dragons","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Gold or gems"],["2","Anything from a draconic rival's hoard"],["3","An antique passed down at least three generations"],["4","A flattering artistic depiction of the dragon"]],"name":"Monsters' Desires; Dragons","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Elementals","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A gem worth at least 50 gp, which the creature eats"],["2","An exceedingly pure sample of a favored element"],["3","A way to return the elemental to its home plane"],["4","Performing a dance from the elemental's home plane"]],"name":"Monsters' Desires; Elementals","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Fey","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The memory of your first kiss"],["2","The color of your eyes"],["3","An object of deep sentimental value to you"],["4","Reciting a sublime poem"]],"name":"Monsters' Desires; Fey","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Fiends","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Your soul"],["2","A desecrated holy object"],["3","Blood from a living or recently slain loved one"],["4","Breaking a sacred promise in the fiend's presence"]],"name":"Monsters' Desires; Fiends","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Giants","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A dwarf admitting giant-craft to be superior to dwarf-craft"],["2","A strong working animal"],["3","Multiple barrels of ale"],["4","Treasure stolen from a rival giant"]],"name":"Monsters' Desires; Giants","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Humanoids","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Promising to find a lost item of great importance to their culture"],["2","Challenging them to a type of friendly contest, such as dancing, singing, or drinking"],["3","Recovering something they've lost"],["4","Information on a foe's secrets or weaknesses"]],"name":"Monsters' Desires; Humanoids","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Monstrosities","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Dislodging the stuck scraps of the creature's last meal"],["2","The creature's favorite food"],["3","Driving off the creature's rival"],["4","Making movements that mimic the monster's mating dance"]],"name":"Monsters' Desires; Monstrosities","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Oozes","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A vial of putrid liquids"],["2","A cloth bearing a noxious odor"],["3","Bones or metal, which the ooze promptly absorbs"],["4","A gallon of any effervescent fluid"]],"name":"Monsters' Desires; Oozes","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Plants","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A pound of mulch"],["2","Water from a spring infused with Feywild energy"],["3","Clearing invasive vegetation from the creature's territory"],["4","Destroying all axes and fire-making implements the party carries"]],"name":"Monsters' Desires; Plants","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Undead","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A vial of blood"],["2","A personal memento from the creature's past"],["3","Materials, tools, or the skills to sun-proof a crumbling mausoleum"],["4","Completing a task the creature was unable to finish in life"]],"name":"Monsters' Desires; Undead","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Blessed Radiance Effects","colLabels":["d100","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–06","Golden light fills a 20-foot-radius, 40-foot-high cylinder centered on one character in the region and then fades. That character and their friends in the cylinder gain the benefits of the {@spell divine favor} spell for 1 hour."],["07–12","Radiant energy erupts in a 10-foot-radius sphere centered on one random creature in the region. Each creature in the sphere that isn't undead regains {@dice 3d6} hit points. Each undead creature in the sphere takes {@dice 3d6} radiant damage."],["13–18","Aberrations, fiends, and undead in the region have disadvantage on attack rolls and ability checks for the next 24 hours."],["19–24","Each creature carrying the holy symbol of a deity from a non-evil plane while in the region gains advantage on saving throws for the next 24 hours."],["25–30","One character in the region is suffused with celestial power. For 1 minute, the character's melee attacks deal an extra {@dice 2d6} radiant damage on a hit."],["31–36","One {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon} that is nonmagical and carried by one character in the region gains the properties of a {@item mace of disruption} for 24 hours."],["37–42","A flying, gleaming sword (use the {@creature flying sword} stat block in the {@book Monster Manual|MM}) appears within 60 feet of an aberration, a fiend, or an undead, which becomes the sword's target. The sword deals radiant damage instead of slashing damage and knows the exact location of its target while the target is within the region. The sword vanishes when it or its target is reduced to 0 hit points."],["43–48","One character in the region hears whispers from celestial beings or refrains of celestial choirs. The character can ask those voices one question as if using the {@spell commune} spell."],["49–54","Aberrations, fiends, and undead in the region give off a crimson glow for 1 minute. The creatures shed dim light in a 10-foot radius, attacks against them have advantage if the attacker can see them, and the creatures can't benefit from being {@condition invisible}."],["55–60","Celestial power explodes in a 30-foot-radius sphere of divine light centered on an aberration, a fiend, or an undead creature within the region. Each creature in the sphere must make a DC 15 Constitution saving throw. On a failure, the creature takes {@dice 4d6} radiant damage and is {@condition blinded}. On a success, it takes half damage and isn't {@condition blinded}."],["61–66","One character in the region feels a profound sense of purpose and gains the benefit of the {@spell bless} spell for 1 minute. They can choose two other creatures they can see to gain the spell's benefits as well."],["67–72","A booming voice thunders in Celestial and can be heard throughout the region. Each creature in the region must make a DC 15 Constitution saving throw. On a success, the creature gains {@dice 2d10} temporary hit points. On a failure, the creature is {@condition deafened} for 1 minute."],["73–78","One character in the region gains the ability to cure afflictions for 1 hour. As an action, they can cast {@spell lesser restoration} or {@spell greater restoration} without expending a spell slot and requiring no material components."],["79–84","The effects of a {@spell hallow} spell (save DC 17), with one of its extra effects (DM's choice), settle over the region for 24 hours."],["85–90","An angelic voice rings throughout the region. Each creature there must succeed on a DC 15 Wisdom saving throw or perform the grovel option of the {@spell command} spell."],["91–95","One character in the region permanently gains resistance to necrotic damage. Reroll if you've already rolled this effect."],["96–00","One character in the region gains the ability to use the {@classFeature Divine Intervention|Cleric||10} cleric feature, which succeeds automatically. The character can use the feature granted in this way only once and must use it within 7 days. Reroll if you've already rolled this effect."]],"name":"Blessed Radiance Effects","page":150,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Far Realm Effects","colLabels":["d100","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–09","A structure in the region whispers faintly. Any creature within 60 feet of the structure that can hear it must succeed on a DC 12 Wisdom saving throw or be {@condition charmed}. While {@condition charmed} in this way, the creature must move toward the source of the whispering, avoiding obvious hazards. When it reaches the source, it is {@condition incapacitated}. The creature can repeat the saving throw when it takes damage and at the end of every hour, ending the effect on itself on a success."],["10–18","An elder evil turns its attention to the region, imposing the pressure of its unfathomable presence upon the place. Any creature that finishes a rest in the region must succeed on a DC 12 Charisma saving throw, or it gains no benefit from finishing the rest. It instead finds strange scrawls, stacked stones, or its belongings arranged in intricate, abstruse patterns nearby."],["19–27","Local plants and animals share a malevolent intelligence. Roll a {@dice d6}. On a 1–2, an {@spell insect plague} spell is centered on one random creature in the region. On a 3–4, {@dice 1d4} {@creature Swarm of Ravens||swarms of ravens} and {@dice 1d4} {@creature Swarm of Rats||swarms of rats} gather and attack any other creatures in the region. On a 5–6, a {@creature treant} (in forested terrain) or a {@creature galeb duhr} (in rockier terrain) attacks."],["28–36","Distance no longer functions in a comprehensible manner within the region. Creatures make ranged attack rolls with disadvantage, and the range of those attacks is halved."],["37–45","The landscape melts into a mass of writhing flesh, eyes, and fanged mouths. From an unoccupied space in the fleshy ground arise {@dice 1d4 + 5} {@creature Gibbering Mouther||gibbering mouthers} that attack anyone in sight."],["46–54","Unintelligible murmurings threaten to overcome the mind of one random creature within the region. At the start of the creature's turn, it must succeed on a DC 13 Intelligence saving throw or use its action to make one melee attack against the nearest creature it can see. If there are no other creatures within reach, the target spends its action babbling."],["55–63","Bizarre appendages squirm beneath the ground and around trees or other structures within this region. Dozens of limbs burst forth, entangling anyone within a 30-foot sphere surrounding one random creature. Each creature in the sphere must succeed on a DC 14 Dexterity saving throw or take {@dice 3d6} bludgeoning damage and be {@condition restrained}. Any creature that ends its turn in the area takes {@dice 3d6} bludgeoning damage. A creature can free itself or someone else within reach from being {@condition restrained} in this way by using an action to make a successful DC 14 Strength or Dexterity check (its choice)."],["64–72","Creatures in the region can't leave it and find themselves covering the same ground over and over. By the time they realize this, {@dice 2d10} hours have passed, during which they have made no progress in their effort to leave. The effect then ends, and each creature must succeed on a DC 10 Constitution saving throw or gain 1 level of {@condition exhaustion}."],["73–79","One random creature in the region hears strange whispers and must succeed on a DC 14 Wisdom saving throw or become {@condition charmed}. While {@condition charmed} in this way, the creature focuses on copying the blasphemous designs that appear in its mind using whatever medium it has available (ink, charcoal, mud, or its own blood). Unless {@condition restrained}, the creature completes the designs in 1 hour of work. When the creature finishes its work, it is no longer {@condition charmed}, and a {@creature death slaad} appears within 30 feet of it and attacks anyone in sight."],["80–85","Natural features and structures in this region writhe to spell out words and form strange symbols. Any creature that tries to read the messages must make a DC 20 Intelligence ({@skill Arcana}) check. On a success, the creature gains insight as if it had cast the {@spell contact other plane} spell. On a failure, the creature is affected as if it failed a saving throw against the {@spell confusion} spell. This effect ends at the end of the creature's next turn."],["86–90","In this region, circular things (such as buttons, crystal balls, the sun, and so on) seem appallingly wrong. One random creature that starts its turn in this region must succeed on a DC 14 Intelligence saving throw or spend their turn loudly trying to destroy these objects."],["91–95","Glaring eyes, which weep viscid tears, appear on inanimate objects throughout the region. These eyes watch the characters, and creatures within the region can't be {@quickref Surprise|PHB|3|0|surprised} by the characters for as long as the eyes exist. An eye closes and disappears if it takes any damage. Reroll if you've already rolled this effect."],["96–00","A tear in reality creates a rift in the region, similar to the spell {@spell gate}, that passes through the Far Realm and connects with a random plane. Any creature that enters the rift takes {@dice 10d10} psychic damage from the horrors of the Far Realm and appears in an empty space closest to the rift's opening on another random plane. The rift vanishes after {@dice 2d10 + 2} hours."]],"name":"Far Realm Effects","page":152,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Haunted Effects","colLabels":["d100","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–05","A violent thunderstorm begins, centered over the region. It doesn't end until the party leaves the region."],["06–10","A random building in the region gains the benefits of the {@spell guards and wards} spell (save DC 13) for the next 24 hours."],["11–15","A mundane part of one random character's surroundings—perhaps a tree bole or a taxidermied animal head—animates for 1 minute and whispers a warning or threatens to reveal one of the character's secrets."],["16–20","All bright light weakens to dim light for 24 hours. Sources that provide dim light, such as candles, do not shed any light."],["21–25","The temperature in the region drops by 10 degrees Fahrenheit every hour for the next {@dice 1d6} hours, after which the temperature returns to normal. If cold enough, ice crystals form in sinister patterns."],["26–30","One random creature's shadow acts independently for the next 24 hours. The shadow acts out of sync with its owner, perhaps dramatically choking or trying to murder another shadow."],["31–35","After the next sunset, the sun doesn't rise again for 36 hours. During this time, the sky over the region might hold a crimson moon, be obscured by roiling fog, or display blinking, alien stars."],["36–40","During the next night, one random sleeping creature vanishes and reappears approximately a foot beneath where they were sleeping—typically buried in undisturbed dirt or in a space beneath floorboards. The creature or someone else can free it with a successful DC 13 Strength ({@skill Athletics}) check."],["41–45","One random creature in the region is targeted by the {@spell levitate} spell (save DC 15) for 1 minute."],["46–50","A nonviolent but unsettling {@creature ghost}—perhaps a pet, an accident-prone child, or a dismembered big toe—appears and follows one random creature for 24 hours before vanishing. The ghost vanishes if reduced to 0 hit points."],["51–55","One player character's appearance changes for the next 24 hours to reflect the region's haunted history. For example, they might manifest the distinctive facial scar associated with a notorious tyrant who died in the region."],["56–60","For the next 24 hours, any humanoid killed in the region rapidly decomposes and rises as a {@creature skeleton} {@dice 1d10} minutes after dying."],["61–65","Over the next 24 hours, whenever any creature is wounded, its blood (or similar fluid) spreads to form a short message or grisly tableau."],["66–70","A spirit inhabits one character's {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon}, making it a sentient magic item until the character leaves the region. Randomly generate the item's properties as described in the \"{@book Sentient Magic Items|DMG|-1}\" section of the {@book Dungeon Master's Guide|DMG}."],["71–75","A spectral force manifests to one character in the region, allowing them to ask one question and receive a short answer as through the {@spell augury} spell. The force manifests as a planchette moving on a talking board, writing on foggy glass, or insects swarming to create messages."],["76–80","During the next night, one sleeping character in the region receives a vision as if the target of the {@spell dream} spell. The dream is brief and unsettling, revealing some element of the environment's history and putting the character in the place of someone who suffered a grim fate there."],["81–85","A coffin or small enclosed space in the region—perhaps an antique box, stone cairn, or tree stump sealed with rocks—radiates palpable malice. The first time a creature opens it, roll a die. If you roll an even number, the creature receives a terrible vision and is {@condition frightened} of all creatures for the next 24 hours. If you roll an odd number, an {@creature avatar of death|DMG} appears and attacks as though summoned by the Skull card from a {@item deck of many things}."],["86–90","Over the next 24 hours, whenever any creature in the region regains hit points from a spell, the healing magic leaves scars. This might be accompanied by a purging of black bile or a spectral force tearing free from the creature. These scars can be removed only by {@spell greater restoration} or {@spell wish}."],["91–95","For 24 hours, a luminous wisp of vapor floats above a corpse or grave in the region. If the wisp is put in a container, a creature holding the receptacle can cast the {@spell resurrection} spell once, requiring no components and causing the wisp to vanish. Any creature returned to life in this way experiences strange dreams."],["96–00","A mysterious mist rises from the shadows. This dense fog heavily obscures everything in a 50-foot-radius sphere around one random creature in the region. Any creature that starts its turn in the mist must succeed on a DC 10 Constitution saving throw or gain 1 level of {@condition exhaustion}. This {@condition exhaustion} can't be removed while the creature is in the mist. Additionally, creatures notice unsettling sights through the fog, such as ominous ruins or soundless silhouettes fleeing pursuit. The mists can't be dispersed by any wind, but clear after 1 minute."]],"name":"Haunted Effects","page":154,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Infested Effects","colLabels":["d100","Infested Effects"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–05","Intense buzzing or grinding noises fill the region for the next 24 hours. With the exception of truly cacophonous sounds, creatures can only hear speech and noises that originate within 10 feet of them."],["06–10","A mass migration of insects begins, with waves of Tiny bugs crawling over everything in the region. Creatures cannot take a short or long rest in the region for the next 24 hours."],["11–15","A swarm of bioluminescent flies converges on one random creature in the region. For the next minute, the creature sheds dim light in a 10-foot radius, any attack against it has advantage if the attacker can see it, and the creature can't benefit from being {@condition invisible}."],["16–20","A boil of termites bursts from the ground, along with dozens of bones and a treasure of the DM's choice (see \"{@book Random Treasure|DMG|7|Random Treasure}\" in the {@book Dungeon Master's Guide|DMG})."],["21–25","A cricket-shaped creature with the statistics of a {@creature cat} bounds up to one random creature and follows it like an affectionate pet for 24 hours before scampering off."],["26–30","A cluster of {@dice 1d4 + 2} faintly glowing grubs appears in an unoccupied space within 30 feet of the party. Any creature that consumes one of these succulent grubs receives the benefits of a {@item potion of healing}."],["31–35","A large, psychedelically colored moth flies over the party, dusting the characters with strange powder. Creatures the moth flies over must succeed on a DC 16 Constitution saving throw or be {@condition charmed} by all creatures for 1 hour."],["36–45","The region is choked with wispy webbing, which acts as {@quickref difficult terrain||3}."],["46–50","Nearly every surface is covered with discarded cicadae-like shells that crunch loudly when trod upon, imposing disadvantage on Dexterity ({@skill Stealth}) checks made while moving across them. The shells vanish after 1 hour."],["51–55","A massive, bloated maggot emerges from the ground within 10 feet of the party and bursts, covering the ground with ichor in a 10-foot square centered on it. This region is affected by the {@spell grease} spell (save DC 13) for 1 minute."],["56–60","The ground opens up beneath one random creature, creating a {@book quicksand|DMG|5|Quicksand} pit (see the {@book Dungeon Master's Guide|DMG})."],["61–65","One random creature in the region must succeed on a DC 16 Constitution saving throw or contract the {@disease Sight Rot||sight rot disease} (see the {@book Dungeon Master's Guide|DMG}) from minute parasites."],["66–70","Dung-colored bugs cover the ground. Creatures that move at half their normal walking speed can ignore the bugs. Those that move faster must succeed on a DC 16 Constitution saving throw or become {@condition poisoned} until the start of their next turn. A creature {@condition poisoned} in this way has its speed reduced to 0, as it is overcome by the squashed insects' foul smell. Creatures that don't need to breathe automatically succeed on this saving throw."],["71–75","One of the characters in the region must succeed on a DC 15 Wisdom saving throw or be transformed into a giant spider, as if by the {@spell polymorph} spell. The spell lasts for 1 hour or until dispelled."],["76–80","One random creature in the region must succeed on a DC 16 Constitution saving throw, or it acquires a ravenous silverfish infestation among its gear. The infestation is discovered the next time the creature finishes a short or long rest. If the creature has any paper material, the silverfish destroy one random book or other paper item that isn't magical."],["81–85","One random creature in the region must succeed on a DC 16 Constitution saving throw or become host to a particularly aggressive tapeworm. The affected creature gains no benefit from eating until it receives treatment that removes a disease. A creature immune to disease automatically succeeds on this saving throw."],["86–90","Biting mites infest creatures' clothing in the region. Any creature wearing medium or heavy armor has disadvantage on attack rolls, ability checks, and saving throws for the next 24 hours."],["91–95","Tiny arachnids invade unattended spaces. The next time one random creature in the region dons its clothing or armor after finishing a long rest, it must succeed on a DC 16 Constitution saving throw or take 11 ({@dice 2d10}) poison damage."],["96–00","Countless tiny, bloodsucking insects infest the region for the next {@dice 1d6} hours. Every hour, each creature in the region must succeed on a DC 10 Constitution saving throw or gain 1 level of {@condition exhaustion}. The insects don't affect creatures that are immune to disease."]],"name":"Infested Effects","page":156,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Mirror Zone Effects","colLabels":["d100","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–06","Creatures in the region begin to display features other than their own for the next 24 hours. During that time, affected creatures have advantage on Charisma ({@skill Deception}) checks and ability checks made to disguise themselves."],["07–12","The {@spell hallucinatory terrain} spell (save DC 15) affects the natural terrain of the region, changing it into a different kind of terrain (DM's choice)."],["13–18","One random creature in the region gains the benefits of the {@spell blink} spell for 1 minute, shimmering with overlapping shattered reflections."],["19–24","Creatures in the region don't cast reflections. Wisdom ({@skill Insight}) checks made against those creatures have disadvantage, and the creatures have disadvantage on Charisma ({@skill Persuasion}) checks made against anyone who notices their lack of {@creature reflection|TCE}. When they leave the region, creatures regain their reflections, and the effect ends."],["25–34","Reflections of {@dice 1d4} creatures in the region emerge from mirrors and attack. The {@creature reflection|TCE|reflections} are two-dimensional, shimmering versions of the creatures that cast them. Treat the reflections as {@creature Shadow||shadows} that are fey instead of undead and vulnerable to bludgeoning damage instead of radiant."],["35–40","One character in the region gains the benefit of the {@spell mirror image} spell. The images created sometimes move or speak of their own volition."],["41–46","For the next 24 hours, certain wounds caused in the region attract spectral slivers of glass that cause extra damage. Any creature, other than a construct or an undead, hit by an attack that deals piercing or slashing damage begins to bleed, losing {@dice 1d4} hit points at the start of each of its turns. If the bleeding creature is hit by another such attack, the bleeding increases by {@dice 1d4}. Any creature can take an action to stanch the wound with a successful DC 10 Wisdom ({@skill Medicine}) check. The bleeding also stops if the target receives magical healing."],["47–52","Mirrors and other highly reflective surfaces allow magical transport while in the region. Any creature that touches its {@creature reflection|TCE} in an object that it isn't wearing or carrying can immediately cast the {@spell misty step} spell, requiring no components."],["53–58","One character can cast the {@spell scrying} spell (save DC 17) once within the next 24 hours, requiring no components but using a mirror or other reflective surface."],["59–64","The skin of one random creature in the region becomes silvery and reflective for the next 24 hours. For the duration, that creature has advantage on saving throws against spells, and spell attacks have disadvantage against that creature."],["65–70","A longsword or shortsword with a blade made of a jagged mirror appears in an unoccupied space within 60 feet of a random creature in the region. The weapon is a {@item sword of wounding} (see the {@book Dungeon Master's Guide|DMG}). If the weapon's wielder rolls a 1 or 20 on an attack roll using the weapon, the weapon shatters and is destroyed after that attack."],["71–76","For the next 24 hours, when anyone in the region hits a creature with an attack roll and deals damage to it, the attacker must succeed on a DC 13 Charisma saving throw or take force damage equal to half the damage dealt."],["77–82","Two shimmering, vertical, reflective disks of energy appear in unoccupied spaces in the region for 1 minute. Each is 6 feet in diameter and floats 1 foot above the ground. One appears in an unoccupied space within 30 feet of the party. Any creature that moves through the disk instantly appears within 5 feet of the other disk or the nearest unoccupied space."],["83–88","The next time one character in the party sees their {@creature reflection|TCE} in the region, that {@creature reflection|TCE} of comes to life and engages its counterpart in conversation. It offers to answer one question posed to it as if the creature cast the {@spell divination} spell. After answering the question, the {@creature reflection|TCE} returns to normal."],["89–94","Floating shards of broken mirrors swirl through the region, showing reflections of creatures and places that aren't present, for the next minute before vanishing. On initiative count 20 (losing all ties), the shards make a ranged weapon attack (+6 to hit) against one random creature in the region. On a hit, the target takes 10 ({@dice 3d6}) slashing damage."],["95–00","A duplicate of one random creature in the region appears in an unoccupied space within 30 feet of that creature. The duplicate's appearance, game statistics, and equipment are identical to the creature's. The duplicate immediately attacks the creature, seeking to slay it. If the duplicate dies, it and all its equipment shatter into mirror shards. If the duplicate fails to slay the creature within 1 hour, the duplicate vanishes."]],"name":"Mirror Zone Effects","page":157,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Psychic Resonance Effects","colLabels":["d100","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–06","One random creature in the region gains the ability to cast the {@spell detect thoughts} spell (save DC 13) once over the next 24 hours, requiring no components. Intelligence is the spellcasting ability for this spell."],["07–12","One random creature in the region is affected by the {@spell mind blank} spell for the next 24 hours."],["13–18","For 1 minute on initiative count 20 (losing all ties), Tiny and Small objects in the region that aren't being worn or carried are flung by an unseen force. One random creature in the region must succeed on a DC 15 Dexterity saving throw or take {@dice 2d4} bludgeoning damage from the flung objects."],["19–24","Memories become sharp and clear for 1 hour. During this time, each creature in the region adds double its proficiency bonus to Intelligence checks made to recall information."],["25–34","Headaches and nosebleeds plague humanoids in the region, imposing disadvantage on Wisdom ({@skill Perception}) checks for 1 hour."],["35–40","Psychic power builds in the mind of one random creature in the region. Once within the next minute, the creature can use a bonus action to magically assault the mind of another creature it can see. The target must succeed on a DC 14 Intelligence saving throw or take {@dice 4d10} psychic damage."],["41–46","Lurking fears become nightmares. Any creature that finishes a short or long rest in the region must succeed on a DC 10 Wisdom saving throw or gain no benefit for finishing the rest."],["47–52","For 1 hour, each creature in the region gains the ability to communicate telepathically with any creature it can see within 60 feet. If the target understands any languages, it can respond telepathically."],["53–58","One random creature in the region can sense the presence of nearby minds for 1 hour. For the duration, the creature gains advantage on Wisdom ({@skill Perception}) checks made to locate other creatures within 120 feet of it, even creatures behind total cover."],["59–64","Creatures in the region suffer from disjointed thoughts and difficulty concentrating for 1 hour. For the duration, creatures have disadvantage on Intelligence checks and Constitution saving throws to maintain concentration on spells."],["65–70","One random creature in the region hears strange whispers in its mind. The whispers are fragments of thoughts from other creatures nearby. The creature has advantage on Wisdom ({@skill Insight}) checks for 1 hour."],["71–76","One random creature in the region gains the ability to cast the {@spell telekinesis} spell (save DC 15) once over the next 24 hours, requiring no components. Intelligence is the spellcasting ability for this spell."],["77–82","Thoughts in the region attract ambient psychic energy, forming protective fields around creatures' minds. Creatures in the region gain resistance to psychic damage for the next hour."],["83–88","For 1 minute on initiative count 20 (losing all ties), one random creature in the region must succeed on a DC 15 Intelligence saving throw or take {@dice 2d6} psychic damage."],["89–94","Compassion and joy fill the mind of one random creature in the region for 1 minute. For the duration, the creature has advantage on Intelligence, Wisdom, and Charisma saving throws, and disadvantage on attack rolls."],["95–00","The mind of every beast in the region is flooded with psychic energy. This energy causes each beast's Intelligence score to become 10, if it wasn't already higher, and the beast gains the ability to speak Common and Sylvan fluently. These changes are permanent."]],"name":"Psychic Resonance Effects","page":160,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Unraveling Magic Effects","colLabels":["d100","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–05","All magic items in the region temporarily lose their magical properties, becoming nonmagical for 1 hour. Artifacts are unaffected. When the items regain their magic, a creature's attunement to any of them is restored."],["06–10","The region becomes a dead-magic zone for 1 hour. For the duration, the entire region is affected by the {@spell antimagic field} spell."],["11–15","One random creature in the region must succeed on a DC 15 Dexterity saving throw or be enclosed in {@spell Otiluke's resilient sphere} for 1 minute."],["16–20","One random creature in the region that has expended spell slots regains one expended spell slot of a random level."],["21–25","Flares of magical energy flash through the region for 1 minute. For the duration, each round on initiative count 20 (losing all ties) one random creature in the region takes {@dice 2d4} damage of a type determined by a {@dice d6}: 1, acid; 2, cold; 3, fire; 4, force; 5, lightning; or 6, thunder."],["26–30","One of the characters in the region must succeed on a DC 15 Wisdom saving throw or be transformed into a {@creature blink dog}, as if by the {@spell polymorph} spell. The spell lasts for 1 hour or until dispelled."],["31–35","One random creature in the region that has spell slots expends one spell slot of a random level in a harmless shower of sparks and sounds."],["36–40","All fire in the region freezes into ice that gives off a blue light equal to the illumination it normally provides. In addition, the region radiates {@book extreme cold|DMG|5|Extreme Cold} (see the {@book Dungeon Master's Guide|DMG}) for 1 day."],["41–45","One random creature in the region with spell slots becomes a focal point for ambient magic for 1 hour. At the end of each of the creature's turns, other creatures within 10 feet of it must succeed on a Dexterity saving throw against the spellcaster's spell save DC or take {@dice 1d6} force damage."],["46–50","The {@spell flaming sphere} spell (save DC 15) spontaneously activates in an unoccupied space within 5 feet of the party. On initiative count 20 (losing all ties), the sphere moves 30 feet toward the nearest creature. The sphere vanishes after 1 minute."],["51–55","{@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon}s in the region that are nonmagical crackle with power. For 1 hour, they become magic weapons that grant a +1 bonus to attack and damage rolls made with them."],["56–60","Swirling energy surrounds one random creature in the region for 24 hours. For the duration, the creature gains resistance to force damage and its speed is reduced by 10 feet."],["61–65","Each character in the region suddenly learns some magic. A character learns one wizard cantrip of the character's choice and knows the cantrip for {@dice 1d8} days."],["66–70","One random creature in the region crackles with sparks of light for 1 hour. For the duration, the creature magically sheds bright light in a 10-foot radius and dim light for an additional 10 feet. In addition, any creature it touches (requiring an unarmed strike if the target is unwilling) takes {@dice 1d6} force damage."],["71–75","Lightning arcs in a 5-foot wide line between two creatures in the region that are within 30 feet of each other and not behind total cover. Each creature in the line (including the two) must make a DC 13 Dexterity saving throw, taking {@dice 4d6} lightning damage on a failed save or half as much damage on a successful one."],["76–80","The {@spell reverse gravity} spell (save DC 18) activates for 1 minute, centered on the ground beneath one random creature in the region."],["81–85","On initiative count 20 (losing all ties), two random creatures in the region must each make a DC 15 Charisma saving throw. If either save fails, the creatures magically teleport, switching places. If both saves succeed, they don't teleport."],["86–90","One random creature in the region breaks spells for 1 hour. Whenever anyone within 20 feet of the creature casts a spell, the spellcaster must succeed on a DC 15 saving throw using its spellcasting ability, or the spell drains away without effect. The spell slot, charge, or feature use that powered the spell is wasted."],["91–95","During the next 24 hours, the first time a creature in the region targets another creature with a spell, the caster must make a DC 11 saving throw using its spellcasting ability. On a failed save, the spell targets the caster instead. On a successful save, the spell functions normally. This effect then ends."],["96–00","One random creature in the region can suddenly cast the {@spell wish} spell once, within the next minute. Reroll if you've rolled this effect in the past 24 hours."]],"name":"Unraveling Magic Effects","page":161,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Enchanted Spring Effects","colLabels":["d12","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Any creature that touches or drinks the water of this spring feels blessed. The creature gains the benefits of a {@spell bless} spell for 1 hour."],["2","Bathing in the spring covers a creature with a glowing coat of golden feathers. While the creature isn't wearing armor, the feathers grant a +1 bonus to AC. The feathers vanish after {@dice 1d4} days."],["3","A creature that touches or drinks the water of this spring develops an overwhelming desire to sing. Every sentence the creature speaks for the next 24 hours rings with lyrical splendor, which grants it advantage on all Charisma checks."],["4","Bathing in the spring grants a creature the benefits of the {@spell greater restoration} spell. As a side effect, the creature's skin, hair, and eyes become a shimmering golden color for {@dice 1d4} days."],["5","Bathing in the spring grants a creature the benefits of the {@spell spider climb} spell for 24 hours."],["6","A creature that touches or drinks the water of this spring grows the tail of its favorite animal. The tail is not under the creature's control; it moves or reacts to emotions. The tail vanishes after 24 hours."],["7","Any creature with an Intelligence score of 6 or higher that touches or drinks the water of this spring gains advantage on Wisdom ({@skill Insight}) checks and can cast the {@spell detect thoughts} spell once, requiring no components. The effects of the spring fade when either the spell is used or 24 hours pass, whichever happens first."],["8","Bathing in the spring causes {@dice 1d10} flowers to grow from a creature's head. The flowers smell lovely, and they renew their vitality and scent every day. The flowers vanish after 7 days."],["9","A creature that touches or drinks the water of this spring grows {@dice 1d4} eyestalks. These eyestalks let the creature see in all directions and grant it advantage on Wisdom ({@skill Perception}) checks that rely on sight. The eyestalks vanish after {@dice 1d4} days."],["10","Bathing in the spring causes a creature's voice to sound sinister. For the next 24 hours, the creature's voice grants it advantage on Charisma ({@skill Intimidation}) checks and disadvantage on Charisma ({@skill Deception}) and Charisma ({@skill Persuasion}) checks."],["11","A creature that touches or drinks the water of this spring grows a set of donkey ears. The ears grant the creature advantage on Wisdom ({@skill Perception}) checks that rely on hearing. The ears vanish after {@dice 1d4} days."],["12","Bathing in the spring causes a creature to develop a third eye on its forehead. The eye grants the creature {@sense truesight} out to a range of 60 feet. The eye vanishes after 24 hours."]],"name":"Enchanted Springs; Enchanted Spring Effects","page":165,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Magic Mushroom Effects","colLabels":["d10","Effects"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The creature's skin turns an unusual color. Roll a {@dice d4}: 1, purple with yellow splotches; 2, bright orange with tiger stripes; 3, tree-frog green with red squiggles; 4, hot pink with yellow spots. This change is permanent unless removed by a {@spell greater restoration} spell or similar magic."],["2","The creature gains the enlarge or reduce effect ({@chance 50|50 percent} chance of either) of the {@spell enlarge/reduce} spell for 1 hour."],["3","The creature regains {@dice 5d8 + 20} hit points."],["4","Vocally, the creature can only cluck and croon like a chicken. The creature can also understand and speak to chickens. This curse lasts for 1 hour unless ended by a {@spell remove curse} spell or similar magic."],["5","The creature can understand and speak all languages for {@dice 1d4} days."],["6","The creature gains the benefits of the {@spell telepathy} spell for the next 24 hours."],["7","The creature gains the benefits of the {@spell speak with plants} spell for 8 hours."],["8","The creature immediately casts the {@spell time stop} spell, requiring no components. Constitution is the spellcasting ability for this spell."],["9","The creature immediately casts the {@spell detect thoughts} spell, requiring no components. Constitution is the spellcasting ability for this spell."],["10","Magical mists pour out of the creature's eyes and ears, acting as a {@spell fog cloud} spell for 1 hour that is centered on the creature and moves with it."]],"name":"Magic Mushrooms; Magic Mushroom Effects","page":166,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Primal Fruit Effects","colLabels":["d8","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The creature regains {@dice 3d8 + 4} hit points, and its skin sheds bright light in a 5-foot radius and dim light for an additional 5 feet for 1 hour"],["2","The creature feels a surge of might. For 1 hour, the creature has advantage on attack rolls using Strength, Strength checks, and Strength saving throws. When the effect ends, the creature gains 1 level of {@condition exhaustion}."],["3","Waves of vitality crash over the creature. The creature's hit point maximum increases by {@dice 2d10}, and it gains the same number of hit points. The increase lasts until the creature finishes a long rest, at which time the creature must succeed on a DC 15 Charisma saving throw or be cursed with a random form of lycanthropy (see \"Lycanthropes\" in the {@book Monster Manual|MM})."],["4","The creature's skin prickles faintly. For 1 hour, it gains resistance to one damage type (chosen by the DM)."],["5","Euphoric visions of bright light swim through the creature's mind. The creature gains the benefits of the {@spell death ward} spell for 8 hours and must succeed on a DC 13 Constitution saving throw or be {@condition poisoned} for the duration."],["6","A faint humming drones in the background of everything the creature hears for 1 hour, during which the creature has advantage on saving throws against spells."],["7","The creature doesn't require food, drink, or sleep for {@dice 1d4} days. For the duration, the creature can't be put to sleep by magic, and its dreams intrude upon its waking thoughts, imposing disadvantage on its Wisdom ({@skill Perception}) checks."],["8","Whispers intrude on the creature's mind for 24 hours. For the duration, the creature can telepathically communicate with any creature it can see within 120 feet of it. If the other creature understands at least one language, it can respond telepathically."]],"name":"Primal Fruit Effects","page":168,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Unearthly Road Keys","colLabels":["d6","Key"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Throwing a silver orb through an ancient arch"],["2","Spilling a pint of humanoid blood"],["3","Calling the name of a specific archfey three times"],["4","Wearing the regalia of a lost royal dynasty"],["5","Permanently sacrificing a memory of joy"],["6","Being the descendant of a legendary hero"]],"name":"Unearthly Roads; Unearthly Road Keys","page":169,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Spells as Natural Hazards","colLabels":["Natural Hazard","Approximate Spell"],"colStyles":["col-6","col-6"],"rows":[["Ball lightning","{@spell Chromatic orb}"],["Blizzard","{@spell Cone of cold}, {@spell ice storm}, {@spell sleet storm}"],["Earthquake","{@spell Earthquake}"],["Falling debris","{@spell Conjure barrage}, {@spell conjure volley}"],["Flood","{@spell Control water}, {@spell tsunami}"],["Fog","{@spell Fog cloud}"],["Lava bomb","{@spell Fireball}, {@spell produce flame}"],["Lightning","{@spell Call lightning}, {@spell lightning bolt}"],["Meteor","{@spell Fireball}, {@spell meteor swarm}"],["Mirage","{@spell Hallucinatory terrain}"],["Pyroclastic flow","{@spell Incendiary cloud}"],["Radiation","{@spell Blight}, {@spell circle of death}"],["Smoke","{@spell Fog cloud}"],["St. Elmo's fire","{@spell Faerie fire}"],["Swamp gas","{@spell Dancing lights}"],["Tidal wave","{@spell Tsunami}"],["Toxic eruption","{@spell Acid splash}"],["Toxic gas","{@spell Cloudkill}, {@spell stinking cloud}"],["Thunder","{@spell Thunderwave}"],["Volcanic lightning","{@spell Storm of vengeance}"],["Whirlpool","{@spell Control water}"],["Wildfire","{@spell Fire storm}, {@spell wall of fire}"],["Windstorm","{@spell Gust of wind}"]],"name":"Spells as Natural Hazards","page":170,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Creature Paintings","colLabels":["Painting","Number","Letter"],"colStyles":["col-6","col-3 text-center","col-3 text-center"],"rows":[["Gnolls","3","O"],["Werewolf","1","W"],["Kobolds","5","L"],["Beholder","1","B"],["Gelatinous Cubes","2","E"],["Dragons","3","A"],["Trolls","2","R"]],"name":"Creature Paintings","page":172,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Skeleton Keys Solution","colLabels":["Lock","Key"],"colStyles":["col-4 text-center","col-8 text-center"],"rows":[["Bat","Three teeth"],["Snake","Five teeth"],["Spider","Six teeth"],["Wolf","Four teeth"]],"name":"Skeleton Keys Solution","page":175,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Gem Inventory","colLabels":["Gem","Amount","Letter"],"colStyles":["col-6","col-3 text-center","col-3 text-center"],"rows":[["Amber","9","I"],["Amethyst","14","N"],["Citrine","8","H"],["Garnet","5","E"],["Jade","18","R"],["Onyx","16","P"],["Quartz","1","A"],["Ruby","12","L"],["Sapphire","13","M"]],"name":"Solution; Gem Inventory","page":176,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Potential Passwords","colLabels":["Number Provided","Response Required"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["One","Three"],["Two","Three"],["Three","Five"],["Four","Four"],["Five","Four"],["Six","Three"],["Eight","Five"],["Nine","Four"],["Eleven","Six"],["Thirteen","Eight"]],"name":"Solution; Potential Passwords","page":183,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Remembered Names","colLabels":["Alcove","Name","Letter"],"colStyles":["col-2 text-center","col-5 text-center","col-5 text-center"],"rows":[["1","Sam","S"],["2","Delia","E"],["3","Fifi","F"],["4","Tobias","I"],["5","Johana","N"],["6","Alexia","A"]],"name":"Solution; Remembered Names","page":187,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Menu Items","colLabels":["Item","Price"],"colStyles":["col-10","col-2 text-right"],"rows":[["Corn and lentil soup","12 cp"],["Rabbit stew","1 cp"],["Ale and cheese pastry","7 cp"],["Brandied ham and carrots","9 cp"],["Grilled fish and carrots","6 cp"],["Seared boar and potatoes","9 cp"],["Dragonfire mead","11 cp"]],"name":"Menu Items","page":187,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"What's on the Menu Solution","colLabels":["Item (Price)","Letter"],"colStyles":["col-8","col-4 text-center"],"rows":[["Ale and cheese pastry (7 cp)","C (7th letter)"],["Brandied ham and carrots (9 cp)","H (9th letter)"],["Corn and lentil soup (12 cp)","I (12th letter)"],["Dragonfire mead (11 cp)","M (11th letter)"],["Grilled fish and carrots (6 cp)","E (6th letter)"],["Rabbit stew (1 cp)","R (1st letter)"],["Seared boar and potatoes (3 cp)","A (3rd letter)"]],"name":"What's on the Menu Solution","page":188,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Horror Character Personality Traits","colLabels":["d12","Personality Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I had an encounter that I believe gives me a special affinity with a supernatural creature or event."],["2","A signature piece of clothing or distinct weapon serves as an emblem of who I am."],["3","I never accept that I'm out of my depth."],["4","I must know the answer to every secret. No door remains unopened in my presence."],["5","I let people underestimate me, revealing my full competency only to those close to me."],["6","I compulsively seek to collect trophies of my travels and victories."],["7","It doesn't matter if the whole world's against me. I'll always do what I think is right."],["8","I have morbid interests and a macabre aesthetic."],["9","I have a personal ritual, mantra, or relaxation method I use to deal with stress."],["10","Nothing is more important than life, and I never leave anyone in danger."],["11","I'm quick to jump to extreme solutions. Why risk a lesser option not working?"],["12","I'm easily startled, but I'm not a coward."]],"name":"Horror Characteristics; Horror Character Personality Traits","page":32,"source":"VRGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Horror Character Ideals","colLabels":["d12","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Adrenaline. I've experienced such strangeness that now I feel alive only in extreme situations."],["2","Balance. I strive to counter the deeds of someone for whom I feel responsible."],["3","Bound. I've wronged someone and must work their will to avoid their curse."],["4","Escape. I believe there is something beyond the world I know, and I need to find it."],["5","Legacy. I must do something great so that I'm remembered, and my time is running out."],["6","Misdirection. I work vigorously to keep others from realizing my flaws or misdeeds."],["7","Obsession. I've lived this way for so long that I can't imagine another way."],["8","Obligation. I owe it to my people, faith, family, or teacher to continue a vaunted legacy."],["9","Promise. My life is no longer my own. I must fulfill the dream of someone who's gone."],["10","Revelation. I need to know what lies beyond the mysteries of death, the world, or the Mists."],["11","Sanctuary. I know the forces at work in the world and strive to create islands apart from them."],["12","Truth. I care about the truth above all else, even if it doesn't benefit anyone."]],"name":"Horror Characteristics; Horror Character Ideals","page":32,"source":"VRGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Horror Character Bonds","colLabels":["d12","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I desperately need to get back to someone or someplace, but I lost them in the Mists."],["2","Everything I do is in the service of a powerful master, one I must keep a secret from everyone."],["3","I owe much to my vanished mentor. I seek to continue their work even as I search to find them."],["4","I've seen great darkness, and I'm committed to being a light against it—the light of all lights."],["5","Someone I love has become a monster, murderer, or other threat. It's up to me to redeem them."],["6","The world has been convinced of a terrible lie. It's up to me to reveal the truth."],["7","I deeply miss someone and am quick to adopt people who remind me of them."],["8","A great evil dwells within me. I will fight against it and the world's other evils for as long as I can."],["9","I'm desperately seeking a cure to an affliction or a curse, either for someone close to me for myself."],["10","Spirits are drawn to me. I do all I can to help them find peace."],["11","I use my cunning mind to solve mysteries and find justice for those who've been wronged."],["12","I lost someone I care about, but I still see them in guilty visions, recurring dreams, or as a spirit."]],"name":"Horror Characteristics; Horror Character Bonds","page":32,"source":"VRGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Horror Character Flaws","colLabels":["d12","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I believe doom follows me and that anyone who gets close to me will face a tragic end."],["2","I'm convinced something is after me, appearing in mirrors, dreams, and places where no one could."],["3","I'm especially superstitious and live life seeking to avoid bad luck, wicked spirits, or the Mists."],["4","I've done unspeakable evil and will do anything to prevent others from finding out."],["5","I am exceptionally credulous and believe any story or legend immediately."],["6","I'm a skeptic and don't believe in the power of rituals, religion, superstition, or spirits."],["7","I know my future is written and that anything I do will lead to a prophesied end."],["8","I need to find the best in everyone and everything, even when that means denying obvious malice."],["9","I've seen the evil of a type of place—like forests, cities, or graveyards—and resist going there."],["10","I'm exceptionally cautious, planning laboriously and devising countless contingencies."],["11","I have a reputation for defeating a great evil, but that's a lie and the wicked force knows."],["12","I know the ends always justify the means and am quick to make sacrifices to attain my goals."]],"name":"Horror Characteristics; Horror Character Flaws","page":32,"source":"VRGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Fatal Flaws","colLabels":["d10","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Once someone questions me, I won't stop until I befriend them and then betray them."],["2","Others' concerns bore me, and I would rather have my lessers handle everything possible."],["3","I am always right, and anyone who doesn't agree with me is cut out of my life."],["4","When someone loves me, I will do anything for them, no matter whom they hurt."],["5","I've given up resisting my habits and indulge myself whenever possible."],["6","I would rather be righteously angry at problems than solve them."],["7","I assume everyone is lying to me, even my most trusted allies, and constantly test their loyalty."],["8","I don't know love, only domineering obsession, and I chain objects of my affection to pedestals."],["9","When I see something priceless or rare, I sacrifice all of my beliefs and loyalties to possess it."],["10","I'm distrustful of anyone who seems pure of heart and will prove to all their admirers how secretly ugly they are."]],"name":"Wicked Personality; Fatal Flaws","page":40,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Monstrous Transformations","colLabels":["d10","Transformation"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Darklord loses their voice; their words now carve themselves on their skin as lingering scars."],["2","Something the Darklord stole or used in a terrible crime becomes part of their body—perhaps a sizable jewel, emblem of rulership, or suit of armor."],["3","The Darklord's eyes distend from their sockets like a slug's tentacles, in the mouths of serpents, or on metallic cables."],["4","The Darklord's most painful memories visually repeat in reflections around them or amid illusory projections."],["5","The Darklord gains an idealized form, though it's made of an inorganic material or others react as if it were terrifying."],["6","The Darklord's body disintegrates, leaving only an animate heart, hand, gory ooze, or nervous system that must attach to new, temporary bodies."],["7","Clouds of incense, insects, poison gas, or smoke leak from the Darklord's mouth, fingers, or pores."],["8","The Darklord appears as someone they wronged, and their true appearance is revealed at particular hours, in reflections, or under certain lights."],["9","The Darklord splits into multiple creatures, each representing them at a different time in their life."],["10","The Darklord retains their memories and intellect but is otherwise any monster from {@book chapter 5|VRGR|5} or the {@book Monster Manual|MM}."]],"name":"Monstrous Transformations","page":41,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Darklord Connections","colLabels":["d8","Connection"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An adventurer reminds the Darklord of their bond, desire, or loved one."],["2","An adventurer shares a Darklord's flaw."],["3","The Darklord and an adventurer share camaraderie over a mutual ideal."],["4","The Darklord believes they can teach an adventurer, making them their apprentice or inheritor."],["5","An adventurer is a reincarnated version of the Darklord's beloved or their murderer."],["6","The Darklord is convinced that an adventurer is the key to finally attaining their desire."],["7","The Darklord immediately looks up to an adventurer and seeks to emulate them to grim extremes."],["8","An adventurer is a reincarnated younger version of the Darklord before they became irredeemable."]],"name":"Adventures; Darklord Connections","page":44,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Darklord Interactions","colLabels":["d8","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Darklord promises to give the adventurers what they want if they join the Darklord for dinner."],["2","The Darklord contacts the adventurers via letters or dreams."],["3","The Darklord meets the adventurers disguised as a nonthreatening inhabitant or animal."],["4","The Darklord meets the adventurers at a ceremony, funeral, or wedding where violence is discouraged."],["5","The Darklord meets the adventurers at a public market, festival, temple, or library, surrounded by a crowd of innocents."],["6","The Darklord possesses the body of someone the adventurers care about."],["7","The Darklord possesses the body of one of the adventurers."],["8","The Darklord invites the adventurers to a negotiation, promising nonviolent solutions to a conflict."]],"name":"Adventures; Darklord Interactions","page":44,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Body Horror Monsters","colLabels":["Challenge","Creature","Source"],"colStyles":["col-2 text-center","col-7 text-center","col-3 text-center"],"rows":[["1","{@creature Carrionette|VRGR}","VGR"],["2","{@creature Gibbering mouther}","{@book MM|MM}"],["3","{@creature Carrion stalker|VRGR}","VGR"],["3","{@creature Doppelganger}","{@book MM|MM}"],["4","{@creature Black pudding}","{@book MM|MM}"],["4","{@creature Strigoi|VRGR}","VGR"],["5","{@creature Flesh golem}","{@book MM|MM}"],["5","{@creature Red slaad}","{@book MM|MM}"],["6","{@creature Medusa}","{@book MM|MM}"],["6","{@creature Zombie clot|VRGR}","VGR"],["8","{@creature Chain devil}","{@book MM|MM}"],["10","{@creature Aboleth}","{@book MM|MM}"]],"name":"Body Horror Monsters","page":45,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Body Horror Villains","colLabels":["d10","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An abandoned homunculus made in the image of its creator's child, now left to fester alone"],["2","A scientist who, hoping to keep their spouse alive, grafted the spouse onto their body"],["3","A seething mass of fungi that grows more intelligent with every sapient life it engulfs"],["4","A guardian angel possessed by the vile blood of the demons it has slain"],["5","An aging king obsessed with creating a new body so he can continue his reign indefinitely"],["6","A cancer possessed by the mind of a dead necromancer that seeks to regrow his body"],["7","A monarch who feeds their cannibal children, no matter the cost"],["8","The priests of a forgotten god who attempt to raise their deity from the flesh of the faithful"],["9","A house that remembers having tenants and will do anything to regain them"],["10","A grieving mortician who sculpts every face she encounters into the countenance of her lost love"]],"name":"Body Horror Villains","page":45,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Body Horror Torments","colLabels":["d8","Torment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Darklord is pockmarked with eyes that never close and never allow for sleep."],["2","The Darklord suffers ever-growing, tumorous organs, the mass expanding beyond them to choke their dwelling."],["3","The Darklord possesses a second starving mouth in their torso, one that howls unless fed."],["4","The Darklord can't control their transformation into a beast and back."],["5","The voices of those the Darklord have wronged scream endlessly from inside them."],["6","The Darklord aches daily with a monstrous, unceasing hunger."],["7","The Darklord is perpetually gravid with monstrous egg sacs that hatch waves of insects."],["8","The Darklord has extraneous limbs that tear the Darklord apart then re-stitch the pieces."]],"name":"Body Horror Torments","page":47,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Body Horror Settings","colLabels":["d8","Setting"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A country of red muscle, with bleeding eyes embedded in the hair-strangled trees"],["2","A world of monuments and houses, all made of flesh"],["3","A domain ordinary save for the abundance of black hair, the strands always moving even when there is no breeze"],["4","A neighborhood of derelict houses, each one composed of numerous mimics"],["5","An ocean of undead leviathans, still moving despite the entrails bubbling from their burst torsos"],["6","A forest of black pines draped in bodies"],["7","A slaughterhouse larger than it appears on the outside, full of victims mutely awaiting slaughter"],["8","A system of subterranean tunnels, their walls spackled with fossils or mummified organs"]],"name":"Body Horror Settings","page":47,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Body Horror Adventure Sites","colLabels":["d8","Adventure Site"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A derelict ship, buried for mysterious reasons"],["2","A vine-covered, ostensibly abandoned prison"],["3","The cavernous gut of a dead, multi-eyed behemoth"],["4","An inn in the valley, its insides dark and smoke-drowned"],["5","An asylum, abandoned save for vermin"],["6","A cave system, slick and comprised of gleaming black rock"],["7","An old church sitting astride a warren of ancient tunnels"],["8","A sprawling university, older than the town surrounding it, and older still than the memories of its inhabitants"]],"name":"Body Horror Adventure Sites","page":47,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Body Horror Plots","colLabels":["d8","Plot"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Learn who's organizing the local dinner parties before more epicureans die of autophagia."],["2","Stop whatever is stealing the livers from the town's guard."],["3","Find out what is causing the children of the city to transform into misshapen statues."],["4","Stop whatever is killing the sea life and transforming them into monsters."],["5","End the curse that is leaving the beasts of forests dead, mutated, and halfway human."],["6","Stop the infestation before it can use more townsfolk as incubators for giant insects."],["7","Solve the mystery of whatever is causing a town's inhabitants to melt into giant blobs."],["8","Cast out the fiends that have infiltrated a community by wearing the corpses of the recently dead."]],"name":"Body Horror Plots","page":47,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Cosmic Horror Monsters","colLabels":["Challenge","Creature","Source"],"colStyles":["col-2 text-center","col-8 text-center","col-2 text-center"],"rows":[["1/4","{@creature Kuo-toa}","{@book MM|MM}"],["2","{@creature Intellect devourer}","{@book MM|MM}"],["2","{@creature Pentadrone}","{@book MM|MM}"],["3","{@creature Brain in a jar|VRGR}","VGR"],["3","{@creature Githyanki warrior}","{@book MM|MM}"],["3","{@creature Grell}","{@book MM|MM}"],["5","{@creature Vampiric mind flayer|VRGR}","VGR"],["7","{@creature Bodytaker plant|VRGR}","VGR"],["7","{@creature Mind flayer}","{@book MM|MM}"],["7","{@creature Yuan-ti abomination}","{@book MM|MM}"],["8","{@creature Unspeakable horror|VRGR}","VGR"],["10","{@creature Aboleth}","{@book MM|MM}"],["13","{@creature Beholder}","{@book MM|MM}"],["19","{@creature Lesser star spawn emissary|VRGR}","VGR"],["21","{@creature Greater star spawn emissary|VRGR}","VGR"],["23","{@creature Kraken}","{@book MM|MM}"]],"name":"Cosmic Horror Monsters","page":48,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Cosmic Horror Villains","colLabels":["d8","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A smiling minstrel with yellow eyes and music that drives listeners to murder"],["2","A priest obsessed with creating a shelter that will preserve her through the coming apocalypse"],["3","The mayor of a town who will do anything to make sure the citizens finish their sacred transformation"],["4","An astronomer broken and enraptured by what they saw in the stars"],["5","An old scientist convinced he must make his body the perfect host for an ageless being's emissary"],["6","A coroner who believes a message is being relayed to him through the bodies he autopsies"],["7","The head librarian of an ancient sect, who seeks secrets hidden within her peers"],["8","A spoiled noble who intends to raise a cult to feed to the realm they want access to"]],"name":"Cosmic Horror Villains","page":48,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Cosmic Horror Torments","colLabels":["d8","Torment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Darklord is obsessed with music, their body warping to embody whatever song they hear."],["2","The Darklord is transforming into a long-extinct being or something from the far-flung future."],["3","The Darklord sees multiple dimensions at once and is going blind from their incandescence."],["4","The Darklord is haunted by otherworldly masters that whisper from reflective surfaces."],["5","The Darklord incubates something within them, an entity that slowly eats through their skin."],["6","The Darklord is emptying of their own thoughts and filling with the voices of their scrolls."],["7","The Darklord randomly screams their masters' words, messages that etch upon stone and flesh."],["8","Any object the Darklord sees is drained of all but one portentous color."]],"name":"Cosmic Horror Torments","page":49,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Cosmic Horror Settings","colLabels":["d8","Setting"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A wind-blasted dimension of indigo sand and eyeless statues"],["2","A world with slowly vanishing land masses being consumed by an obsidian sea"],["3","A kingdom of rusting spires ruled by oblivious academics"],["4","A land possessed by fear of the colossi that move only during dawn and dusk"],["5","A red ocean that manifested without warning"],["6","An ambulatory forest riddled with glowing eyes"],["7","A kingdom of undying monarchs who outnumber their frightened subjects"],["8","A dimension of featureless white, broken up only by the eyes that blink across the landscape"]],"name":"Cosmic Horror Settings","page":49,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Cosmic Horror Adventure Sites","colLabels":["d8","Adventure Site"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A hidden floor of the royal library"],["2","The ninth basement beneath a family home that seems normal from the outside"],["3","A decrepit manor, empty save for staff who swear the lord is merely preoccupied"],["4","A small inn in the mountains that smells perpetually of brine"],["5","The place in the forest where all the animals come to die"],["6","A fortress manned by paladins, all of whom removed their own tongues"],["7","A sewage system that predates the city above"],["8","A thin chapel in the woods, whose bells rings without ceasing"]],"name":"Cosmic Horror Adventure Sites","page":49,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Cosmic Horror Plots","colLabels":["d8","Plot"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Help a parent recover a child who's gone missing in the impossibly vast space underneath their bed."],["2","Stop a sapient, unholy tome from reaching a group of cultists."],["3","Save the inheritors of an ancient sect before they transform into horrors."],["4","Stop the sacrifice of a young noble by those who believe the noble's grandchild will end the world."],["5","Find and stop the musician whose music has robbed entire cities of sleep."],["6","Survive an evening in the sinking, ancestral home of a hydrophobic family."],["7","Discover what is dragging the people of a hamlet out of their homes, garbing them in silver, and leading them into the surf to drown."],["8","Learn why the bakers of a small town have started making pastries filled with a popular, delicious, and faintly glowing blue goo."]],"name":"Cosmic Horror Plots","page":49,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Dark Fantasy Monsters","colLabels":["Challenge","Creature","Source"],"colStyles":["col-2 text-center","col-8 text-center","col-2 text-center"],"rows":[["1/8","{@creature Gremishka|VRGR}","VGR"],["1/4","{@creature Goblin}","{@book MM|MM}"],["1/4","{@creature Sprite}","{@book MM|MM}"],["3","{@creature Displacer beast}","{@book MM|MM}"],["4","{@creature Shadow demon}","{@book MM|MM}"],["5","{@creature Umber hulk}","{@book MM|MM}"],["6","{@creature Drider}","{@book MM|MM}"],["7","{@creature Necrichor|VRGR}","VGR"],["8","{@creature Fomorian}","{@book MM|MM}"],["8","{@creature Inquisitor of the Mind Fire|VRGR}","VGR"],["10","{@creature Yochlol}","{@book MM|MM}"],["13","{@creature Beholder}","{@book MM|MM}"],["15","{@creature Purple worm}","{@book MM|MM}"],["17","{@creature Death knight}","{@book MM|MM}"],["17","{@creature Adult blue dracolich}","{@book MM|MM}"],["21","{@creature Lich}","{@book MM|MM}"]],"name":"Dark Fantasy Monsters","page":50,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Dark Fantasy Villains","colLabels":["d10","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A machine that believes it's a resurrected tyrant and seeks to rebuild its empire in iron"],["2","The leader of a subterranean people who plots to manipulate the moon to blot out the sun's searing light"],["3","A high priest intent on shifting an entire nation into their god's otherworldly realm"],["4","A desperate general who unleashes otherworldly armies or war machines that they can't control"],["5","A massive treant who has allied with exploitative raiders and seeks to fell every forest"],["6","A sage who, heedless of the consequences, solves an endless war by preventing anyone from dying"],["7","A member of a cabal of eternal royals who support a war against Mount Celestia, as their immortality relies on the blood of angels"],["8","The commander of a legion of soul-addicted templars who punish crimes by burning criminals into psychoactive spirit dust"],["9","An ancient dragon whose godlike magic drains the domain of life"],["10","A god who killed all their peers and now rules the mortal realm"]],"name":"Dark Fantasy Villains","page":50,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Dark Fantasy Torments","colLabels":["d8","Torment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Darklord's regime is fraught with spies and saboteurs, increasing the Darklord's paranoia."],["2","Worthless sycophants surround the Darklord, their incessant praise making every success hollow."],["3","The Darklord's incredible power uncontrollably damages everything the Darklord cares for."],["4","Others excessively revere or fear the Darklord, leaving the Darklord isolated."],["5","Imagined or remembered rivals endlessly critique the Darklord, causing them doubt."],["6","Society preemptively celebrates an achievement the Darklord will never be able to provide."],["7","The Darklord seeks the pleasure of lost glories, engaging in hollow contests against unworthy foes."],["8","The Darklord manufactures catastrophes to distract from their inability to fulfill their role."]],"name":"Dark Fantasy Torments","page":51,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Dark Fantasy Settings","colLabels":["d8","Setting"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A land where towering stents pierce magical leylines, allowing their power to be drained"],["2","A country devastated by magical pollution or the fallout of weapons used in an age-old war"],["3","An empire covered in the watchful symbols of an all-seeing religion"],["4","A city adrift on a sea full of primeval predators"],["5","A land dotted with the floating and fallen ruins of magical megastructures"],["6","A world where an unstoppable ooze, infection, or hive encroaches on civilization"],["7","A demiplane created by unknowable beings and populated with their test subjects"],["8","A place of punishment or endless boredom that a Darklord believes is part of the afterlife"]],"name":"Dark Fantasy Settings","page":51,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Dark Fantasy Adventure Sites","colLabels":["d8","Adventure Site"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An expanding labyrinth that grows to protect the evil imprisoned at its heart"],["2","A forest where every tree grows from the body of a mummified hero"],["3","A magical factory that distills living beings into the reagents of a wish-granting elixir"],["4","A criminal consortium's lavish sewer-academy, where recruits are transformed to be perfectly suited to enacting one near-impossible heist"],["5","The fractured mind-scape of a powerful but dormant sentient weapon"],["6","A massive construct-cathedral built to exact the ultimate expression of faith and sacrifice"],["7","A palace where the nonhumanoid inhabitants purposefully {@condition petrified} themselves"],["8","A fortress with seven locked gates that seal off the underworld"]],"name":"Dark Fantasy Adventure Sites","page":51,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Dark Fantasy Plots","colLabels":["d8","Plot"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Track down a beholder-shaped flesh golem and learn why it's targeting specific individuals."],["2","Seal a portal to a demonic realm that opens within the mouth of an innocent acolyte."],["3","Cure a virus turning people into shadows."],["4","Mount a defense against the swarm of giant spiders that's declared war on bipeds."],["5","Prevent a mighty spell that a coven of witches is casting using a volcanic caldera as a cauldron."],["6","Keep a nation from tearing itself apart when it's revealed the beloved ruler is a lich."],["7","Banish a spirit haunting the moon."],["8","Uncover the identity of an otherworldly coward who's hiding among mortals, avoiding the destructive search of the immortals they fled."]],"name":"Dark Fantasy Plots","page":51,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Folk Horror Monsters","colLabels":["Challenge","Creature","Source"],"colStyles":["col-2 text-center","col-7 text-center","col-3 text-center"],"rows":[["1/2","{@creature Myconid adult}","{@book MM|MM}"],["2","{@creature Awakened tree}","{@book MM|MM}"],["2","{@creature Cult fanatic}","{@book MM|MM}"],["2","{@creature Will-o'-wisp}","{@book MM|MM}"],["3","{@creature Green hag}","{@book MM|MM}"],["3","{@creature Werewolf}","{@book MM|MM}"],["5","{@creature Shambling mound}","{@book MM|MM}"],["7","{@creature Bodytaker plant|VRGR}","VGR"],["9","{@creature Jiangshi|VRGR}","VGR"]],"name":"Folk Horror Monsters","page":52,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Folk Horror Villains","colLabels":["d8","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A secluded temple's high priest who needs to find the perfect sacrifice before the annual festival"],["2","An erinyes that appears when youngsters speak a rhyme into a darkened mirror"],["3","A night hag that dwells in the dreams of those who drink a special lavender and ergot tea"],["4","A shape-shifter that takes on the appearance of the last person it fed upon"],["5","A wicker giant that animates during the new moon, collecting sacrifices and punishing the unwary"],["6","A village of people who behave in archaic ways so they don't enrage an ancient, lingering ghost"],["7","A treant who demands living limbs to replace the branches of trees cleared by a town's construction"],["8","A protective giant made from the corpses of deceased villagers"]],"name":"Folk Horror Villains","page":52,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Folk Horror Torments","colLabels":["d6","Torment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Darklord can't commune with the spirit they worship. They offer ever greater sacrifices in hopes of proving their worthiness."],["2","The Darklord constantly, uncontrollably speaks prophecies."],["3","The Darklord is haunted by the judgmental spirits of their predecessors."],["4","The Darklord is the only one who adheres to an ancient faith and desperately works to convert nonbelievers."],["5","The Darklord seeks to transform their body into a vessel or gate for the subject of their belief."],["6","The Darklord knows the community's beliefs are false but keeps up the facade to maintain power."]],"name":"Folk Horror Torments","page":53,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Folk Horror Settings","colLabels":["d6","Setting"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A countryside with stretches of hayfields, colorful barns, and perpetually smiling residents"],["2","An island floating in the air where ground-worshipers dream of the lands below"],["3","A telepathic collective that townsfolk join by ingesting a rare fungus"],["4","Tunnels where sewer dwellers assure that the \"blood of the city\" ever flows"],["5","A glacier that residents never leave, lest the icy spirits haunting their community escape"],["6","Rival villages engaged in a private, age-old war"]],"name":"Folk Horror Settings","page":53,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Folk Horror Adventure Sites","colLabels":["d6","Adventure Site"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A seemingly deserted chapel that has been burnt down and rebuilt a thousand times"],["2","A hag's hut that stands atop a growing hill of rotten sweets"],["3","A whispering pit once plugged by a monolith covered in prayer scrolls"],["4","A field where paths grow in corridor-like patterns leading to a ruin at the center"],["5","A mansion built incorporating a stone circle"],["6","A cavern where the glowing bones of an otherworldly being jut from the walls"]],"name":"Folk Horror Adventure Sites","page":53,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Folk Horror Plots","colLabels":["d8","Plot"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Recover a missing villager who ran away to escape the local cult."],["2","Hunt down the monster blamed for causing a blight: a unicorn meant to serve as a sacrifice."],["3","Discover why anyone entering the city on horseback is imprisoned and sentenced to death."],["4","Help a cult summon a fiend to combat an impending greater evil."],["5","Defeat a violent hag who's protected by everyone in town and called \"grandmother.\""],["6","Escape an estate after the residents adopt the party and refuse to let them leave."],["7","Learn why the characters bear uncanny resemblances to the founders of an underground village."],["8","Slay a dragon and, in so doing, prove a character is the prophesied chosen one."]],"name":"Folk Horror Plots","page":53,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ghost Story Monsters","colLabels":["Challenge","Creature","Source"],"colStyles":["col-2 text-center","col-8 text-center","col-2 text-center"],"rows":[["1/2","{@creature Death's head|VRGR}","VGR"],["1","{@creature Animated armor}","{@book MM|MM}"],["1","{@creature Death dog}","{@book MM|MM}"],["1","{@creature Scarecrow}","{@book MM|MM}"],["2","{@creature Specter} ({@creature poltergeist})","{@book MM|MM}"],["4","{@creature Banshee}","{@book MM|MM}"],["4","{@creature Ghost}","{@book MM|MM}"],["5","{@creature Revenant}","{@book MM|MM}"],["6","{@creature Gallows Speaker|VRGR|Gallow speaker}","VGR"],["9","{@creature Treant}","{@book MM|MM}"],["10","{@creature Dullahan|VRGR}","VGR"]],"name":"Ghost Story Monsters","page":54,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ghost Story Villains","colLabels":["d10","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A medium who feeds victims to spirits in exchange for power over them"],["2","The spirit of a long-dead murderer who stalks the same types of victims in death as in life"],["3","The haunted home of a cruel patriarch, who refuses to relinquish control of his descendants"],["4","A priest who marks the unworthy for death at the hands of the cathedral's hungry spirits"],["5","A phantom rider who sweeps through the village, stealing victims who disbelieve her legend"],["6","An unbound spirit that repeatedly manifests in victims' nightmares"],["7","The capricious phantasm of an amoral accident victim who torments victims for fun"],["8","The spirit of a former tyrant who demands sacrifices from the village she once ruled"],["9","A ghost hunter who inflicts hauntings on unwitting clients—and then charges to remove the undead"],["10","The spirit of an evil captain who lurks near their shipwreck, harassing vessels and crews that pass"]],"name":"Ghost Story Villains","page":54,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ghost Story Torments","colLabels":["d8","Torment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Darklord tames the spirits in his haunted mansion, but only when he sacrifices a memory."],["2","The Darklord's skin is haunted, but she can temporarily release spirits from her elaborate scars."],["3","A dozen phantoms cater to the Darklord; each spirit is an emotion he can no longer feel."],["4","Vampiric spirits keep the Darklord forever young, but physical sensation fled them long ago."],["5","Despite being alive, the Darklord is cursed with the inability to convince anyone they're not a spirit."],["6","All spirits obey a Darklord who can't touch anyone without stealing their soul."],["7","The Darklord fully controls the veil between this world and the spirit world, but if he steps outside his mansion, he'll be permanently destroyed."],["8","Any animal the Darklord sees dies and comes to haunt the morbid zoo her home has become."]],"name":"Ghost Story Torments","page":55,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ghost Story Settings","colLabels":["d8","Setting"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A realm where speaking to spirits is just like speaking with the living"],["2","A graveyard city-state where all living residents are grave keepers"],["3","A nation where the residents observe grueling rituals to keep the angry dead appeased"],["4","A city where the victims of violence can't cross into the afterlife until their murders are solved"],["5","A ship with the same name and lines as a vessel lost at sea a hundred years earlier"],["6","A realm in which a common ritual allows a living individual to trade places with a dead one"],["7","An expansive forest in which a cruel noble once hunted the poor for sport"],["8","A land in which mediums are revered because they maintain the veil between the living and dead"]],"name":"Ghost Story Settings","page":55,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ghost Story Adventure Sites","colLabels":["d8","Adventure Site"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A decrepit conservatory whose inhabitants are prone to terrible accidents"],["2","A village graveyard that holds the victims of a terrible mass crime"],["3","A decrepit barn where dozens of remarkable animals lost their lives in a fire"],["4","An attic in which a hateful spirit has been sealed for decades"],["5","A theater in which, decades ago, an actor systematically poisoned their rivals"],["6","A swanky inn where, for years, nobles killed the staff to prevent word of their affairs getting out"],["7","A picturesque cliff that's a popular destination for lovers, despite the fact that couples frequently fall to their deaths"],["8","A lighthouse where a lone guard is the only living individual keeping an army of spirits at bay"]],"name":"Ghost Story Adventure Sites","page":55,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ghost Story Plots","colLabels":["d8","Plot"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Investigate the bloody graffiti being left on the village's ancient walls and stop the vandal."],["2","A dying hero is convinced they're going to return as a spirit. Prevent this from happening."],["3","Discover why members of a prominent family never allow anyone to enter their guest house."],["4","Solve the murder of a phantom who can say only the words \"blood,\" \"onions,\" and \"wine.\""],["5","Solve the murder of the countess, who drowned in the same well as her mother and grandmother."],["6","Convince a stubborn miser to visit his haunted family home and put his deathless family to rest."],["7","Discreetly follow a phantom vagabond to find out where she disappears to and with whom."],["8","Learn why a mob of spirits besieges the local temple on the winter solstice each year."]],"name":"Ghost Story Plots","page":55,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Gothic Horror Monsters","colLabels":["Challenge","Creature","Source"],"colStyles":["col-2 text-center","col-7 text-center","col-3 text-center"],"rows":[["1/4","{@creature Zombie}","{@book MM|MM}"],["1","{@creature Ghoul}","{@book MM|MM}"],["2","{@creature Gargoyle}","{@book MM|MM}"],["2","{@creature Wereraven|VRGR}","VGR"],["3","{@creature Green hag}","{@book MM|MM}"],["3","{@creature Werewolf}","{@book MM|MM}"],["4","{@creature Succubus}/ {@creature incubus}","{@book MM|MM}"],["8","{@creature Nosferatu|VRGR}","VGR"],["11","{@creature Efreeti}","{@book MM|MM}"],["13","{@creature Loup garou|VRGR}","VGR"],["13","{@creature Vampire}","{@book MM|MM}"]],"name":"Gothic Horror Monsters","page":56,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Gothic Horror Villains","colLabels":["d10","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A reclusive noble who isn't a vampire, but uses his reputation as one to terrorize his vassals"],["2","An indulgent socialite who made a terrible bargain with a fell power to retain her youth"],["3","A scientist obsessed with creating the perfect poison, machine, or lifeform"],["4","A beloved magnate who abducts commoners to steal their blood for his beauty rituals"],["5","A celebrity who openly murders innocents but uses their charm to avoid repercussions"],["6","Someone who loves a monstrous creature and does anything to keep it fed and safe"],["7","A wealthy heir who manipulates the ambitious into committing terrible deeds"],["8","A poisoner who seeks to manipulate history through targeted killings"],["9","An artist who manufactures terrible accidents to provide inspiration and reference for her art"],["10","A monster hunter who accuses those they consider sinful of being monsters"]],"name":"Gothic Horror Villains","page":56,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Gothic Horror Torments","colLabels":["d8","Torment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Darklord's soul is so consumed by shadows that it extinguishes all light that shines on them."],["2","The Darklord inherited unlimited wealth, but finery she wears turns to rags and food tastes like ash."],["3","The Darklord is incomparably beautiful, but locals perceive him as a terrible beast."],["4","Tattoos detailing the Darklord's sins cover their body."],["5","Every night, the Darklord is the focus of a lavish ball, but during the day he turns into a lead statue."],["6","A choir of spirits follows the Darklord, endlessly singing her sins."],["7","The Darklord endlessly cries tears of blood, ink, poison, or molten iron."],["8","The Darklord knows how he's going to die and sees evidence of impending doom everywhere."]],"name":"Gothic Horror Torments","page":56,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Gothic Horror Settings","colLabels":["d8","Setting"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A city-state where the rulers are secretly warring lycanthropes, hags, and vampires"],["2","A countryside littered with gigantic pieces of armor"],["3","A nation where fog hides packs of deadly beasts"],["4","An island where the inhabitants make sacrifices to avoid eerie transformations"],["5","A mountain-sized cathedral devoted to transforming a prophesied being into a deity"],["6","A forest of eternal night where bloodthirsty creatures live in monstrous peace"],["7","A city where all who die are cast in plaster and used to adorn tableau-covered avenues"],["8","An artist's paradise where cruelties are elevated to terrible and beautiful art forms"]],"name":"Gothic Horror Settings","page":57,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Gothic Horror Adventure Sites","colLabels":["d8","Adventure Site"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A mansion's forbidden east wing, where terrible noises sound from every night"],["2","A castle where all visitors are transformed into rats, bats, spiders, and other beasts"],["3","A science lab where preserved body parts carry the consciousnesses of their former owners"],["4","A hidden fighting arena where rivals and lovers battle to prove the strength of their emotions"],["5","A beautiful garden where the past keepers find immortality as statues and in ancient trees"],["6","A tower where honorable heroes are sworn to protect a monstrous ruler"],["7","A lavish inn where a random guest chokes on their own blood each night"],["8","A rectory where the stained glass windows hold the trapped souls of the pious"]],"name":"Gothic Horror Adventure Sites","page":57,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Gothic Horror Plots","colLabels":["d8","Plot"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Discover why anyone who utters the prince's true name immediately turns to dust."],["2","Investigate the disappearance of a scientist known only through their correspondence."],["3","Help a repentant immortal lose centuries of painful memories."],["4","Track down a serial killer who impales her victims on the same monument."],["5","End an affliction that turns a noble into a living doll every night."],["6","Settle a dispute between mortals and devils who both claim the same child is their next ruler."],["7","Put to rest a pair of spirits that bring tragedy to any couple who tries to get married."],["8","Find a way to end a land's generational curse that doesn't involve a group of innocents willingly sacrificing themselves."]],"name":"Gothic Horror Plots","page":57,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Wandering the Mists","colLabels":["d100","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–20","Characters emerge in a domain of your choosing."],["21–40","Characters wander the Mists for another {@dice 1d6} hours, then roll on this table again."],["41–65","Characters emerge from the Mists on stable ground {@dice 1d100} feet away from where they entered."],["66–75","Characters emerge on stable ground a mile from where they entered the Mists at midnight of the night after they entered the Mists."],["76–85","Characters emerge from the Mists inside a structure somewhere within the domain they tried to leave, perhaps a cave, crypt, shed, or closet."],["86–95","Other creatures appear within the Mists. Roll any die. If you roll an even number, a lost and terrified {@creature commoner} appears. If you roll an odd number, {@dice 2d6} {@creature Skeleton||skeletons} or 1 {@creature unspeakable horror|VRGR} (see {@book chapter 5|VRGR|5}) appears. After the encounter, another {@dice 1d6} hours pass, then roll on this table again."],["96–99","Characters emerge from the Mists where they entered to find the domain changed. Perhaps someone the characters knew is gone, and no one has any knowledge of them ever existing."],["100","Characters emerge from the Mists on a world on the Material Plane. After {@dice 1d6} hours, the Mists rise around them once more. Roll again on this table."]],"name":"Wandering the Mists","page":61,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Barovia Adventures","colLabels":["d8","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Mists draw the characters into Barovia, where the fortune-teller Madam Eva sets them on a dark course that leads them to Castle Ravenloft."],["2","{@creature Priest of Osybus|VRGR|Priests of Osybus} (see {@book chapter 5|VRGR|5|Priests of Osybus}) have gained a following in Vallaki. They consider Strahd a demigod of their faith and drain the blood of nonbelievers in his name."],["3","A merchant working for a mysterious patron hires the party to recover the bones of Tatsaul Eris, a noble buried in the catacombs of Castle Ravenloft."],["4","The Martikovs, owners of the Wizard of Wines winery, seek aid recovering a shipment of cursed wine that turns drinkers into {@creature Vine Blight||vine blights}."],["5","A dying {@creature wereraven|VRGR} (see {@book chapter 5|VRGR|5|Wereraven}) gives the characters a scroll and an amulet bearing the Mark of the Raven. It begs the characters to deliver the message to the Keepers of the Feather."],["6","A megalith erected by Barovia's original inhabitants topples near Vallaki. Beneath lies the tomb of an ancient {@creature nosferatu|VRGR} (see {@book chapter 5|VRGR|5|Nosferatu}) who calls himself Duke Gundar; he immediately takes a disliking to Count Strahd von Zarovich."],["7","From the ruined mansion of Argynvostholt, the {@creature revenant} knight Vladimir Horngaard dragoons innocents into the Order of the Silver Dragon and pits them against Strahd's servants."],["8","The characters are accused of a crime. Surprising everyone, word arrives that Count Strahd von Zarovich will serve as their judge."]],"name":"Barovia Adventures","page":69,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Tatyana's Incarnation","colLabels":["d8","Who Is Tatyana's Newest Incarnation?"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Ireena Kolyana, the adopted daughter of burgomaster Kolyan Indirovich of the village of Barovia"],["2","{@book Ez d'Avenir|VRGR|3|Ez d'Avenir},* vampire slayer and protégé of Rudolph van Richten"],["3","Vasilka, a {@creature flesh golem} or reborn (see {@book chapter 1|VRGR|1|Reborn}) who lives in the abbey near the village of Krezk"],["4","The identical twins Yasmine and Nasseri, who are devout servants of the god Ezra"],["5","Renoir Laurent, the teenage son of Chantal Laurent, a woman Strahd abducted years ago"],["6","Petra Rilenovich, a young prodigy who has gained local renown for her remarkable paintings of what she calls her \"dream lives\""],["7","Vanasia, the leader of a far-ranging Vistani band"],["8","Quentin L'Argent, the dragonborn son of human goat herders living near the ruined manor Argynvostholt."]],"name":"Who Is Tatyana?; Tatyana's Incarnation","page":70,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Avoiding Strahd","colLabels":["d8","Concealment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The incarnation pretends to be a religious zealot who took a vow of silence."],["2","The incarnation (or their guardians) made a bargain with Madam Eva or the Keepers of the Feather to hide the incarnation from Strahd."],["3","The incarnation is the ward of a famous monster hunter, who might not know the soul's identity."],["4","The incarnation was adopted by a group of Vistani travelers and rarely visits Barovia."],["5","The incarnation hides from Strahd by taking a magic potion that causes them to sleep for all but one hour a day."],["6","The incarnation uses magic to appear as an old person, a child, or a white raven."],["7","Some evil, such as the Abbot of the Abbey of Saint Markovia or an inhabitant of the Amber Temple, cloaks the incarnation's existence from Strahd."],["8","The incarnation lives a charmed life and is heedless of the count, not realizing Strahd is cultivating them until a particular time."]],"name":"Connection to Strahd; Avoiding Strahd","page":70,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Hunting Strahd","colLabels":["d10","Hunting Method"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The incarnation seeks to become the greatest monster hunter ever, training constantly so they're prepared when Strahd eventually appears."],["2","The incarnation misguidedly plans to redeem Strahd through their exceptional kindness or faith."],["3","The incarnation knows their true nature and has weaponized their blood with poison that will put Strahd to sleep for a generation."],["4","The incarnation seeks to resurrect a historic figure to battle Strahd, perhaps Sergei von Zarovich, the first Tatyana, or another enemy of the count."],["5","The incarnation has located a relic that can weaken Strahd. However, they need the heroes to recover the item while they distract the count."],["6","The incarnation used powerful magic to lead the heroes to Barovia so they can destroy Strahd."],["7","The incarnation has joined the {@book Keepers of the Feather|VRGR|3|Keepers of the Feather}* and seeks to organize a siege of Castle Ravenloft."],["8","The incarnation feels the weight of their past lives and seeks a way to end their cycle of rebirth by freeing Barovia from the Mists—or destroying it."],["9","The incarnation falls in with a sinister group such as the {@book priests of Osybus|VRGR|3|Priests of Osybus}* and seeks to manipulate Strahd to further their organization's schemes."],["10","The incarnation has drawn an enemy of Strahd's to Barovia, such as {@book Firan Zal'honen|VRGR|3|Firan Zal'honan}* or {@book Jander Sunstar|VRGR|3|Jander Sunstar},* hoping the rivals will slay one another."]],"name":"Connection to Strahd; Hunting Strahd","page":70,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Lost Tatyana","colLabels":["d6","Resurrection Circumstances"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Tatyana's incorporeal spirit assembles and haunts heroes whom she believes have the best chance of defeating Strahd."],["2","A character's friend or loved one is the incarnation of Tatyana. When the Mists claim that individual, the character is drawn into Barovia as well."],["3","A character's own reincarnation allows Tatyana's soul to enter their body, bringing with it memories in the form of vivid dreams."],["4","Tatyana's soul was captured by an effect similar to the {@spell magic jar} spell. Strahd or another entity hires the characters to seek out the container holding the soul, not revealing its true nature."],["5","Tatyana's soul reincarnated as someone another Darklord covets, such as the bearer of Ankhtepot's ka in {@book Har'Akir|VRGR|3} or {@creature Elise|VRGR} in {@book Lamordia|VRGR|3} (both detailed later in this chapter)."],["6","Tatyana's soul found its way into a distant relative of Strahd, Lyssa von Zarovich. Lyssa seeks to grow more powerful and claim Castle Ravenloft for herself. Her first step to deposing Strahd was to become a {@creature vampire}. Now she needs allies."]],"name":"Beyond Barovia; Lost Tatyana","page":71,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Bluetspur Adventures","colLabels":["d8","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Characters awake within the shattered remains of a fluid-filled tube deep in Citadel Subterrene. They have no idea how they arrived there."],["2","A cavern the characters were exploring seamlessly abuts with Bluetspur, trapping them in caves overrun with {@creature Vampiric Mind Flayer|VRGR|vampiric mind flayers} (see {@book chapter 5|VRGR|5})."],["3","A strange message leads characters to a silvery vessel full of alien mysteries wrecked on Bluetspur's surface. The only surviving creature in the wreck is a cunning {@creature displacer beast}."],["4","The characters find a strange but adorable creature trapped within an abandoned alien installation. The being is a lovable companion, until it reveals itself to be a {@b star spawn emissary} (see {@book chapter 5|VRGR|5|Star Spawn Emissary})."],["5","An acquaintance of the characters complains of reoccurring nightmares. The complaints stop when the dreamer is taken over by an {@creature intellect devourer}."],["6","An inventor requests the characters' insight into a pill-sized device she extracted from her own body. As the characters examine it, the device projects a map into their minds and emits a telepathic call for help. The map leads to a {@creature mind flayer} who wants to put the God-Brain out of its misery."],["7","A farmer hires the characters to protect his family, whom he believes—without evidence—are being abducted and returned every night."],["8","The High Master mind flayer of Mount Grysl seeks to claim all the God-Brain knows. To do this, it creates a copy of the Apparatus (see \"{@book Mordent|VRGR|3}\" later in this chapter). All it needs is a relic called the Rod of Rastinon, which it wants the characters to retrieve for it."]],"name":"Bluetspur Adventures","page":74,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Aberrant Evidence","colLabels":["d6","Evidence"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A needle-like device buried under someone's skin"],["2","An inexplicable crater or circle of scorched crops"],["3","A stable full of exploded livestock"],["4","An {@item antimatter rifle} (detailed in the {@book Dungeon Master's Guide|DMG})"],["5","A missing person or otherworldly being transformed into a {@creature brain in a jar|VRGR} (see {@book chapter 5|VRGR|5|Brain in a Jar})"],["6","The damaged corpse of a {@creature vampiric mind flayer|VRGR} (see {@book chapter 5|VRGR|5|Vampiric Mind Flayer})"]],"name":"Alien Artifacts; Aberrant Evidence","page":75,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Suppressed Memories","colLabels":["d6","Memory"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You're paralyzed on a cold table. Clicking sounds surround you. Pallid tentacles slither toward your face, each ending in gleaming surgical instruments. What are they trying to do?"],["2","Some unfamiliar reflex moves your arm. Looking, you catch a glimpse of a bruise slithering beneath your skin. What do you do?"],["3","A many-legged, ferret-like creature floats into your cell. You feel multitudes of unseen eyes upon you. What do your captors expect you to do with this? What do you do?"],["4","Rainbow storms assail the heights of a mountain so tall it seems to curve over you. You're floating over a red wasteland, just one in a line of hovering beings. What do you see ahead?"],["5","You knew a stranger. You were each other's comfort against fear and pain. Then they were taken away. What were their final words to you?"],["6","The figure hovering before you is deemed acceptable. They're lowered into a pool, where pale, slug-like beings set upon them. You float forward. Why are you deemed unacceptable?"]],"name":"Lost Memories; Suppressed Memories","page":75,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Noble Families and Estates","colLabels":["Noble Family","Estate Name"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Boritsi","Misericordia"],["Dilisnya","Degravo"],["Eris","Coairdeiador"],["Ivliskova","Abreptoro"],["Nobriskov","Cubratdis"],["Nuikin","Esecklae"],["Ocrotire","Sanctesalat"],["Olzanik","Kinisaradia"],["Piechota","Alieselti"],["Pretorius","Mundorhova"],["Ritter","Vetistiqua"],["Tatenna","Fulchighora"]],"name":"Misericordia and Other Noble Estates; Noble Families and Estates","page":77,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Borca Adventures","colLabels":["d8","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A noble asks the characters to protect their sibling from a mysterious assassin. The killer is Nostalia Romaine, whose blood was replaced with poison by Ivana Boritsi."],["2","A scholar requests aid in gaining access to Scholomance. This institution is Borca's elite school of magic and also home to the Rainmaker Society, which is said to control Borcan politics."],["3","A young noble befriends the characters and introduces them to the fabulously amoral Levkarest club scene. By the night's end, a character is accused of murder."],["4","Half the village of Leoni is arrested by the erinyes-masked Judge Ranziska and marched before Sturben's Faceless Court. The remaining villagers beseech the party to defend their families in court."],["5","The eligible noble Vladimir Nobriskov hosts a contest for his affections. Participants turn up murdered, victims of Nobriskov's lycanthropic hunger."],["6","A book-collecting noble seeks the party's help in finding a rare text called The Revelations of the Prince of Twilight, a tome said to teach the reader to tap into the hidden power of their shadow."],["7","The Ocrotire family offers a sizable bounty for anyone who can capture the Lake Balaur Beast, which has escaped from the estate's oceanarium."],["8","Members of the Ulmist Inquisition accuse the characters of crimes they haven't yet committed. They relent only if the characters undertake a mission against the {@creature Priest of Osybus|VRGR|priests of Osybus} (see {@book chapter 5|VRGR|5|Priests of Osybus})."]],"name":"Borca Adventures","page":81,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Ignoble Request","colLabels":["d6","Request"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Manufacture a business or social opportunity for the target's confidant, leaving the target isolated."],["2","Deliver a lavish gift to the target, such as a large sculpture or a steed, at an inappropriate time."],["3","Make the target cry in public."],["4","Plant evidence of a crime at the target's home."],["5","Orchestrate a false business deal, political alliance, or arranged relationship."],["6","Make the target miss their own social event."]],"name":"Ignoble Bonds; Ignoble Request","page":82,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Lethal Leverage","colLabels":["d6","Leverage"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The contact provides the characters with noteworthy gear to use during a request, then collects it afterward as evidence."],["2","The contact conveniently \"goes out of town,\" requesting characters report to them in writing."],["3","The contact requests magical insurance, such as a {@spell geas} spell preventing mutual harm or committing the characters to a misrepresented act."],["4","The contact becomes the guardian of someone close to the characters."],["5","The contact holds a powerful magic item for the characters \"so it doesn't fall into the wrong hands.\""],["6","The contact has the characters act against a mutual friend \"for their own good.\" The contact then threatens to reveal this act to the friend."]],"name":"Lethal Leverage","page":82,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Carnival Adventures","colLabels":["d4","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","One of the Carnival's performers has been arrested by a local sheriff. Hermos asks the party to return the trouper, either to save them or to make them face Carnival justice."],["2","A local hires the party to find a loved one who disappeared at the Carnival. The trail leads to a Litwick Market vendor whose trinkets turn people into their favorite animals."],["3","The Carnival adopts a new performer escaping their family. The performer asks the party to deter family members intent on bringing them home."],["4","The characters find a mirror holding the disembodied reflection of Tindafulus, a {@creature mage} trapped by his own reflection. He wants the party to find his duplicate, who escaped with a mysterious carnival."]],"name":"Adventures in the Carnival; Carnival Adventures","page":87,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Darkon Adventures","colLabels":["d6","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The party learns how to destroy the Heart of the Abyss, a relic held by the Order of the Guardians and hunted by a demon called the Whistling Fiend."],["2","The {@creature night hag} Styrix has created a device called the Rift Spanner that she plans to use to escape the Domains of Dread. She just needs to transform a few hundred innocents into larvae to power it."],["3","A ship captain offers to take the characters away from Darkon, but only after they deliver a trunk full of alchemical supplies to Madame Eris at her family estate."],["4","Merchants hire the party as protection from the pirate ship Bountiful. Captain Damon Skragg raids not for loot, but for flesh to feed his {@creature ghoul} crew."],["5","Researchers from the Brautslava Institute require assistants to aid in investigations into fields such as necrolinguistics and temporal archaeozoology."],["6","Murders plague the wealthy families of Redleaf Lake. Locals seek aid from the characters, unaware the bitter dowager Damita Adler exacts a generations-old revenge from her dilapidated home."]],"name":"Darkon Adventures","page":91,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Darkon's Destruction","colLabels":["d4","Destruction"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","With Azalin gone, Darkon has no purpose. The Shadowfell is reabsorbing the demiplane."],["2","Darkon is being consumed to fuel magic funneling power from Castle Avernus into the King's Tear."],["3","The Hour of Ascension was an attack. Invaders are using the Shroud to disguise their assault."],["4","The {@creature Priest of Osybus|VRGR|priests of Osybus} (see {@book chapter 5|VRGR|5|Priests of Osybus}) are draining life from Darkon to empower the imprisoned vestige of a wicked deity."]],"name":"Darkon's Destruction","page":92,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Azalin's Fate","colLabels":["d4","Fate"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Azalin was destroyed—slain by a failed magical experiment, a rival, or the Dark Powers."],["2","Azalin escaped the Domains of Dread and returned to his home world of Oerth."],["3","Azalin caused an ongoing conjunction that allows him to walk free so long as Darkon is collapsing."],["4","Azalin escaped into his past or drew multiple versions of himself into the present."]],"name":"The Secret of Darkon's Doom; Azalin's Fate","page":92,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Darkon's Salvation","colLabels":["d6","Method"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Find or restore Azalin and return him to Darkon."],["2","Present the Dark Powers a worthy new Darklord."],["3","Bestow a symbol of rule upon a new Darklord."],["4","Free Darkon from the Shadowfell."],["5","Merge Darkon with another domain."],["6","Trick another Darklord into entering Darkon."]],"name":"Darkon's Salvation","page":92,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Means to Save Darkon","colLabels":["d6","Implement"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Pieces of Azalin's shattered crown"],["2","The Rift Spanner, a portal-making contraption"],["3","A hidden amber sarcophagus that contains the last vestige of a powerful evil being"],["4","The King's Tear, a floating anomaly or structure"],["5","The Apparatus (see \"{@book Mordent|VRGR|3}\" in this chapter)"],["6","The blood of Strahd von Zarovich, fundamental to the nature of the Domains of Dread"]],"name":"Means to Save Darkon","page":92,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Darkon Allies","colLabels":["d6","Ally"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Irik Zal'honen, the mournful spirit of Azalin's son"],["2","The Order of the Guardians, ascetics who isolate dangerous magic and prevent supernatural ruin"],["3","Cardinna Artazas of the Eternal Order"],["4","Doctor Ingrid van Richten, a scholarly spirit who haunts Richten House near Rivalis"],["5","The Ray Agency, investigators based in Martira Bay"],["6","Skeever, Azalin's {@creature imp} familiar"]],"name":"Darkon Allies","page":92,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Darkon Rivals","colLabels":["d6","Rival"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Alcio Metus and the Kargat"],["2","Darcalus Rex and the Eternal Order"],["3","Madame Talisveri Eris and the Family"],["4","Ebbasheyth, Azalin's black shadow dragon advisor"],["5","A cursed artifact held within an Order of the Guardians monastery"],["6","Azalin's shadow, an echo of the Darklord"]],"name":"Darkon Rivals","page":92,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Dread in Darkon","colLabels":["d6","Dread Possibility"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A prophecy foretells the characters' involvement in Darkon's salvation or destruction, and comes with eight unavoidable omens."],["2","The characters were involved in the Hour of Ascension and share a Dark Gift (see {@book chapter 1|VRGR|1})."],["3","One of the characters is the perfect vessel for a new Darklord or Azalin's rebirth."],["4","The party is forced to work with an evil being, one from the Darkon Rivals table or another Darklord."],["5","The dead of Darkon wish to aid the characters, flocking to them in a growing legion."],["6","The characters suffer desperate, fractured dreams sent from mysterious allies or their future selves, warning them of calamity."]],"name":"Dread in Darkon","page":93,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Darkon Finale","colLabels":["d6","Finale"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","None of Azalin's would-be inheritors are fit to become Darklord. Only by merging their spirits or making one inheritor the vessel for a hidden evil can a new Darklord arise."],["2","The King's Tear is a dungeon-sized amber chrysalis that Azalin is using to create a new Dark Power. The characters must find the black shadow dragon Ebbasheyth and convince her to help infiltrate the floating construction and shatter it from within."],["3","Azalin believes the only way to escape the Domains of Dread is by shattering their linchpin: the first domain, Barovia. He has escaped Darkon, but the next stage of his scheme must be stopped before he destroys all the domains."],["4","Each of Azalin's inheritors holds a piece of the Darklord's crown. Claiming the pieces and bringing them to Castle Avernus allows Azalin's restoration or a new Darklord's ascension."],["5","One of the characters is a clone of Azalin, created as a potential Darklord so the real Azalin could escape. The Hour of Ascension was a distraction to mislead the Dark Powers."],["6","Azalin changed time so he never became a Darklord. The characters must follow Azalin into his past and ensure his deeds attract the Dark Powers' notice."]],"name":"Darkon Finale","page":93,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Dementlieu Adventures","colLabels":["d6","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A shrieky soprano is starring in the new production at the Port-a-Lucine Opera House. Jealous divas hire the party to figure out what magic she used to bewitch her way into a role."],["2","A Phlegethan Hospital patient contacts the party, claiming to be the rightful Duke d'Honaire. He has a preternatural ability to bend others to his will."],["3","The party runs afoul of the city watch and learns that their captain has been replaced by a devil who's transforming them into a brutal force."],["4","People are being replaced by lifelike constructs, while the originals are held captive in the cellar beneath Alexandre du Cire's House of Wax. A party member is the next target."],["5","A crusader hunting the Red Death is murdered. The culprit isn't the Red Death, but the family of a recent victim, who don't want the victim's poverty and lies to come to light."],["6","A woman claiming to be Duchess Saidra's stepsister arrives in town and makes discreet inquiries about how to best reveal the horrible truth about the duchess: that she is a lowborn fraud."]],"name":"Dementlieu Adventures","page":97,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Grand Masquerade Objectives","colLabels":["d6","Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Find a specific aristocrat at the masquerade and get information from (or to) them."],["2","Prevent a villain from committing a crime at the masquerade."],["3","Perform a trivial task in exchange for a favor from the hags of the Three Odd Gables, such as leaving a trinket on a mantle or filching a fruit tart."],["4","Protect another attendee, ensuring that person isn't assassinated... or unmasked."],["5","Use the crowd to expose people to an antidote, a curse, or important information."],["6","Secure a private audience with Duchess Saidra."]],"name":"The Grand Masquerade; Grand Masquerade Objectives","page":97,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Grand Masquerade Complications","colLabels":["d6","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An angry guest with a costume identical to a character's accuses them of stealing the idea."],["2","A flirtatious guest decides these interesting characters deserve to be introduced to the city's elite."],["3","The character with the highest passive Wisdom ({@skill Perception}) score notices a nimble-fingered guest slipping a necklace off their dance partner."],["4","An intoxicated guest loudly confesses truths that other guests pretend not to hear."],["5","A scream from a different part of the estate pierces the air. Everyone hushes for a moment, then immediately carries on as if nothing had happened."],["6","Duchess Saidra enters the room, and sycophants immediately surround her."]],"name":"Random Complications; Grand Masquerade Complications","page":99,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Falkovnia Adventures","colLabels":["d10","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The party discovers a town where {@creature Zombie||zombies} have begun acting strangely: plowing fields, tarrying in shops, and congregating in the crumbling temple. What's causing this odd behavior?"],["2","In Morfenzi, Vjorn Horstman envisions an army of bestial super soldiers. He works to perfect what he calls his \"primal serum,\" an elixir that inflicts those injected with a random form of lycanthropy. He seeks to use the characters as test subjects."],["3","A plague strikes the slums of Lekar. Those killed by the disease rise as {@creature Zombie Plague Spreader|VRGR|zombie plague spreaders} (see {@book chapter 5|VRGR|5})."],["4","A pack of zombie animals—predominantly wolves, ravens, and cattle—attacks work bands from Lekar and survivors upon the roads. The characters are enlisted to serve as guards."],["5","The characters are sent to investigate a fallen star that crashed near the village of Delmunster. The village proves remarkably peaceful and free of zombies, in large part because it's populated by the {@creature Podling|VRGR|podlings} of a {@creature bodytaker plant|VRGR} (see {@book chapter 5|VRGR|5})."],["6","A character learns that an influential Talon plans to overthrow General Drakov during the next zombie assault on Lekar by sabotaging the city's defenses and admitting the zombies to the Bastion Ward."],["7","The Jimsonweeds, a band of survivors in Silbervas, vanish after attempting to pillage Dekovan Palace. Soon after, the palace's strange lights appear among buildings formerly claimed by the lost survivors."],["8","A knight named Gondegal attacks Talon patrols and claims she can lead common folk to a safe holdfast. None who go with her are seen again. The Talons hire the party to hunt down the knight."],["9","The characters learn of downtrodden citizens in Lekar plotting to escape into the Mists following the next zombie siege. Are the citizens desperate noncombatants, or are they Talon agents seeking to draw out \"traitors\"?"],["10","On the night of the new moon, no zombie horde appears at Lekar's walls. Instead, a undead messenger arrives with a missive for General Drakov."]],"name":"Falkovnia Adventures","page":103,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Zombie Siege Encounters","colLabels":["{@dice 1d6;2d6|d6s}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Zombies rip apart a soldier, causing those nearby to freeze or flee."],["2","Commoners flee the battle. A Talon attacks them, killing deserters to deter further flight."],["3","A Talon messenger, bearing orders from General Drakov, struggles to reach a besieged gate."],["4","A panicked Talon mage recklessly casts destructive spells, catching zombies and soldiers in the effects."],["5","A group of commoners attempts to flee the city, revealing a hidden gap in the wall."],["6","Zombie bodies pile up, creating a growing ramp onto a section of wall."],["7","Zombies dig through or under the wall, allowing them to flow steadily into the city."],["8","Zombies cause a siege weapon to fire into the city or start a conflagration."],["9","Fighting breaks out at a building Talon priests use to treat the wounded."],["10","Zombies break through a gate and begin scaling the portcullis beyond."],["11","Zombies infiltrate the sewers and appear in a supposedly safe part of the city."],["12+","Masses of zombies or a botched scheme by defenders causes a wall or tower to collapse."]],"name":"During the Siege; Zombie Siege Encounters","page":105,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Zombie Siege Climax","colLabels":["d4","Climax"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Breaching the river grates, zombies pour into the city via the Zapadnost River. Drakov orders thousands of gallons of oil emptied into the sewer and then lit. The zombies burn, but flames consume the districts and the river is poisoned."],["2","The northern district will be overwhelmed. Drakov plans to destroy the bridges crossing the river using kegs of explosive powder. This will halt the zombies but trap many soldiers and civilians on the other side."],["3","Drakov plans to open several gates, admitting the zombies into one populated district. While the zombies feed, the district will be set aflame."],["4","Drakov's troops round up civilians and force them out of the city, splitting the zombies' attention. This allows the Talons to shore up defenses and repel a second, less concentrated zombie attack."]],"name":"Concluding the Siege; Zombie Siege Climax","page":105,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Har'Akir Adventures","colLabels":["d8","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The priests of Ese seek adventurers to retrieve someone they condemned from the Labyrinth."],["2","The historian Kharafek has excavated a canyon riddled with sealed tombs. She's paying laborers well but is also using them to bear the brunt of the curses the crypts conceal."],["3","The hermits settled in River's Shelter accidentally revealed a crypt and released {@creature Mummy||mummies} that resent being disturbed."],["4","The pyramid of a former high priest has vanished. The priests of Neb seek help finding the monument before the pharaoh notices and is displeased."],["5","Snefru, a priest of Oru, discovers that the Bent Pyramid responds to song. She seeks aid to assemble a massive chorus to open a path inside."],["6","The revolutionary Aliz is secretly a jackal-headed {@creature werewolf} allied with the {@creature mummy lord} Senmet. She seeks to find Ankhtepot's ka to bring the pharaoh's rule to an end."],["7","Sute's Chosen seek help rescuing travelers missing in the Breath of the Forgotten. The party must endure the gods' tests to save them from the storm."],["8","Nephyr, a cat-headed Child of Ankhtepot, arrives in Muhar. To motivate the living to find the pharaoh's lost treasure, each dawn she curses a number of innocents equal to the days she's spent in the city."]],"name":"Har'Akir Adventures","page":110,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Ankhtepot's Soul","colLabels":["d8","The Ka's Form"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature hawk} or {@creature giant eagle} that tirelessly circles the sun."],["2","A canopic jar containing the pharaoh's heart hidden within a forgotten tomb"],["3","Mummified and divided-up heart-meat, a piece of which is hidden within each of the remaining loyal Children of Ankhtepot"],["4","A blessing granted to those who survive both the Breath of the Forgotten and the Breath of the False"],["5","A set of relics holy to the old gods of Har'Akir"],["6","The manifestation of a joyous song sung by Muhar's people"],["7","The soul of an innocent healer who resembles the pharaoh as he was in life"],["8","The soul of a character, perhaps one with an Echoing Soul (a Dark Gift detailed in {@book chapter 1|VRGR|1|Echoing Soul})"]],"name":"The Soul's Shape; Ankhtepot's Soul","page":110,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Hunt for the Ka","colLabels":["d6","Hunt"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The characters come to the attention of High Priest Rehkotep, who demands they aid her in finding the pharaoh's lost treasure or face punishment."],["2","Revolutionaries displeased with the priests and the pharaoh search for Ankhtepot's lost treasure in hopes of gaining leverage over the ruler."],["3","The sphinxes of Har'Akir know that Ankhtepot is close to finding his lost ka. They hope to find it first and place it outside the Darklord's reach."],["4","A Child of Ankhtepot, either a loyal servant like Nephyr or a traitor like Senmet, tasks the characters with finding the lost ka to fulfill their own ends."],["5","Murals or hieroglyphs within a tomb the characters discover lead to other ruins, each bearing a clue to finding the pharaoh's missing treasure."],["6","After the characters die, Pharaoh Ankhtepot resurrects them (perhaps as reborn; see {@book chapter 1|VRGR|1|Reborn}). Their continued existence is contingent on searching for and finding his ka."]],"name":"The Hunters' Role; Hunt for the Ka","page":111,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Ankhtepot Reborn","colLabels":["d4","Development"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Ankhtepot is now mortal, but retains all his supernatural abilities. Newly invigorated, the tyrant takes a more active role in Har'Akir's rulership, indulging in decadences and forcing the people to raise vast monuments to his newfound glory."],["2","Ankhtepot is only briefly mortal. His body rapidly wastes away, returning him to his Undead state. Furious, he unleashes his deathless hordes, intent on transforming Har'Akir into an afterlife of his own making."],["3","Ankhtepot is reborn and soon after dies for good. The remaining Children of Ankhtepot turn against one another, each declaring themself Pharaoh Ankhtepot II."],["4","Ankhtepot is reborn, dies, is cursed by the gods anew, and is locked within a hidden tomb. Har'Akir falls to chaos as the land is scoured by squabbling mummies, a fruitless revolution, and harsh storms. Only by returning Ankhtepot to power can the land be saved."]],"name":"The Pharaoh's Return; Ankhtepot Reborn","page":110,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Hazlan Adventures","colLabels":["d10","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Hazlik's apprentice Eleni charmed the ancient albino {@creature purple worm} Gravedrinker, using it as a weapon against any who oppose her master. When the worm breaks free of her control, Eleni seeks aid with recapturing it before Hazlik finds out."],["2","Castoff magical creations litter the dry lake bed called Obsession's End. A sapient war machine or an {@creature iron golem} escapes the midden and asks the party to help it find a way to live an ordinary life."],["3","Innumerable {@creature Gremishka|VRGR|gremishkas} (see {@book chapter 5|VRGR|5|Gremishka}) collect in caves along what's known as the Gnawing Path. The creatures plot to overwhelm Sly-Var and will pass through Toyalis in the process. Members of both communities request exterminators."],["4","A cult forms around the Philosopher's Egg, an eight-story citrine egg perched atop a mesa in the region called Seething. The cultists hunt for someone who has never been touched by magic to release the unborn antimagic entity within."],["5","One of Hazlik's apprentices sends multiple groups to capture a {@b star spawn emissary} (see {@book chapter 5|VRGR|5|Star Spawn Emissary}) that emerged from a meteor in Moonstone Valley. But the shape-shifter disappears, slipping in among its would-be captors."],["6","An apprentice of Hazlik yearns to explore the bottomless pit known as Gluttonkettle. He needs a test crew for a vehicle he's devised to traverse impossible distances."],["7","A magically talented commoner is kidnapped and forced to become a wizard's apprentice. Their family hires the characters to retrieve them, but the kidnappee has quickly adjusted to the decadent life of an amoral wizard."],["8","The moon over Hazlan shatters and plummets toward the ground. Whether caused by a mighty spell gone awry or a domain-spanning illusion, the sight throws Toyalis into chaos. Residents demand that the characters help them flee the disaster."],["9","One of Hazlik's apprentices needs agents to search for a suspected fountain of youth said to have formed among the innumerable magical toxins polluting the swamp known as the Brew."],["10","Hazlik knows his domain's days are numbered. He attempts to use the characters to recreate the living portal that first brought him to Hazlan, either as its creators or its raw materials."]],"name":"Hazlan Adventures","page":115,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Hazlan Wild Magic","colLabels":["d20","Wild Magic Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1–5","The character causes a random effect from the {@table Wild Magic Surge|phb} table in the {@book Player's Handbook|PHB}."],["6–7","The character is {@condition frightened} of all creatures until the end of their next turn."],["8–9","A number ({@dice 2d4}) of the Staring Cats of Uldun-dar appear within 30 feet of the character. These sapient, hyperdimensional {@creature Cat||cats} have uneven numbers of eyes and are not hostile, but they ominously share reports on how the character died in multiple parallel dimensions. The cats vanish after the character's next long rest."],["10–11","The character and the creature nearest them both teleport up to 60 feet to random unoccupied spaces of the DM's choice. When they reappear, they are covered in harmless ectoplasm."],["12","The character broadcasts their surface thoughts for 1 round, as if all creatures within 30 feet of them had cast {@spell detect thoughts} targeting them."],["13–14","A spectral Eye of Hazlik appears, hovering over the character for 1 hour. The eye functions as detailed in the \"{@book The Eye of Hazlik|VRGR|3|The Eye of Hazlik}\" section."],["15–16","A portal similar to that created by {@spell arcane gate} opens within 10 feet of the character. It connects to another portal somewhere in Hazlan. The portal remains open for 1 hour, during which creatures from either side can pass through."],["17–18","A shrieking, skinless, many-limbed horror that has the statistics of (and vaguely resembles) a {@creature unicorn} appears within 30 feet of the character. It is hostile to them, vanishing after 1 minute."],["19","The character casts {@spell fireball} as a 5th-level spell centered on themself using Charisma as the spellcasting ability. Screams and laughter emanate from the flames."],["20","A fog cloud appears, centered on the character. The effect is similar to a {@spell fog cloud} spell and lasts for 10 minutes. The DM can choose to have the fog affect creatures as if they'd entered the Mists."]],"name":"Hazlan Wild Magic","page":116,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"I'Cath Adventures","colLabels":["d10","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A desperate local needs medicine for a sick spouse, but the only merchant in Gwai-Huit Center with the necessary herbs demands fresh fruit from the Gemstone Gardens. The local entreats the characters to infiltrate the {@creature jiangshi|VRGR}-haunted park (see {@book chapter 5|VRGR|5})."],["2","A child has gone missing on the streets of I'Cath. The child's parents plead with the characters to find the youngster before dusk."],["3","A {@creature spy} known as a criminal in I'Cath's dream city is imprisoned and tormented every time he falls asleep. He begs for the characters' aid to help keep him awake."],["4","A group of {@creature Bandit||bandits} waylay anyone who passes through their territory, demanding fresh meat for passage. Trapped locals seek help in moving through the gang's territory."],["5","A melancholy elf is unable to enter Tsien Chiang's dream to join his family. He entreats the characters to help him find a way."],["6","A {@creature jiangshi|VRGR} approaches the characters and asks them to locate one or more of her lost family members within the dream city. She's worried about what's become of her family—their bodies should be in the city, but she's lost track of them."],["7","A family in the Mansions made offerings of food and remembrances to placate a hungry {@creature ghost}. This has attracted dozens of other ghosts. The family seeks help placating the undead mouths they can't feed."],["8","Tsien Chiang's library in the Palace of Bones holds secrets about the border between dreams and reality. The characters must infiltrate the palace, find the information they need, and escape before Tsien Chiang returns at dawn."],["9","A desperate {@creature veteran} wakes from the dream and attempts to set I'Cath on fire, believing it's better for everything to burn than to live a lie. The characters must choose how to contend with the murderous arsonist."],["10","All but one of Tsien Chiang's daughters have gone missing—and the remaining daughter is either Tsien Seu-Mei or Tsien Lei-An, neither of whom can speak. This daughter crosses the party's path and silently begs for help."]],"name":"I'Cath Adventures","page":121,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Kalakeri Adventures","colLabels":["d10","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Bandit||Bandits} takes over the village of Neelakurinji, claiming Ramya or Arijani as their leader. In truth they serve neither and are opportunistically robbing those who fear disobeying the factions. An escaped villager entreats the characters for help."],["2","The {@creature stone giant} guru Jalendu claims to know a path to religious enlightenment. Those who fail to prove their devotion to his teachings turn up {@condition petrified}."],["3","The sea boils around an ancient, submerged ruin called the Drowned Altar. With constant upheaval, no one has performed the rites necessary to placate what dwells in the deep."],["4","Dozens of servants were hired to help host a grand gala thrown by Arijani. The event was a success, but none of the servants returned home. Their families entreat the characters to seek answers."],["5","The rare ralvanji spice has miraculous medicinal properties, but by royal edict it is grown only in the gardens of the Cerulean Citadel. Estavan, a mysterious {@creature oni} merchant, offers to pay good money for the spice and even more for the seeds."],["6","A parent asks the characters to bring their runaway teenager home, not knowing their child joined Ramya's army, died, and returned as a {@creature wight}."],["7","Reeva employs the party to find the forbidden ruins of Bahru, said to lie somewhere in the Ashwagangha Mountains. She believes her ancestors imprisoned a powerful force there, which she hopes to awaken and bend to her service."],["8","The shadows of people in Meenakara are disappearing, and the shadow-bereft soon sicken and die. A local leader claims that the strange plague's cure lies among the hidden isles known as the Ashram of {@book Niranjan|VRGR|3|Niranjan} (detailed in \"{@book Other Domains of Dread|VRGR|3}\" later in this chapter)."],["9","A {@creature commoner} begs the characters to prove their sibling's loyalty to Ramya. Time is short, since the sibling was arrested and taken to the Tower of Traitors to face execution."],["10","Ramya desires a consort to cement her rulership and bring stability to the kingdom. A character who is a capable warrior catches her attention."]],"name":"Kalakeri Adventures","page":128,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Renown in Kalakeri","colLabels":["Adjusted Renown","Activity","Faction"],"colStyles":["col-2 text-center","col-9","col-1 text-center"],"rows":[["+1","Advancing the faction's interests","Either"],["+1","Revealing a traitor","Either"],["+1","Attaining victory over a rival through martial skill","Loyalists"],["+1","Evicting rebels from a community","Loyalists"],["+1","Attaining victory over a rival through duplicity","Rebels"],["+2","Completing a mission assigned by the faction","Either"],["+2","Executing a traitor","Either"],["+2","Evicting loyalists from a community","Rebels"],["+2","Gaining a rich or powerful ally for the faction","Rebels"],["+2","Offering rare occult lore to Reeva","Rebels"],["+3","Recovering Arijani or Reeva's skull from the Tower of Traitors","Rebels"],["+4","Ousting foes from the Cerulean Citadel","Either"],["–1","Being accused of treachery","Either"],["–2","Being caught aiding a rival faction's agenda","Either"],["–2","Failing at an assignment","Either"],["–2","Offending Arijani's ego","Rebels"],["–3","Discovering a faction leader's true form","Either"],["–5","Openly betraying the faction","Either"]],"name":"Renown in Kalakeri","page":130,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Loyalist Benefits","colLabels":["Renown Threshold","Request","Renown Adjustment"],"colStyles":["col-2 text-center","col-9","col-1 text-center"],"rows":[["1","Moving unimpeded through loyalist-controlled territory","—"],["1","Learning the location of the bulk of Ramya's armies","—"],["3","Learning where a particular skull is in the Tower of Traitors","–1"],["3","Learning where a specific soldier in Ramya's army is stationed","—"],["5","Gaining an audience with Maharani Ramya","—"],["10","Pardoning someone accused of being a traitor","–2"],["10","Gaining command of a contingent of Undead soldiers to fulfill a mission","–2"],["15","Convincing the faction to heed advice","–2"],["15","Convincing Ramya to relinquish a skull from the Tower of Traitors or dismiss a soldier from her army","–2"],["20","Convincing the faction to heed advice seemingly counter to its interests","–5"],["25","Convincing Ramya to leave Jadurai","–5"]],"name":"Benefits of Renown; Loyalist Benefits","page":131,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Rebel Benefits","colLabels":["Renown Threshold","Request","Renown Adjustment"],"colStyles":["col-2 text-center","col-8","col-2 text-center"],"rows":[["1","Moving unimpeded through rebel-controlled territory","—"],["1","Learning if a wealthy individual has been courted by the rebels in the past month","—"],["3","Learning where Arijani and Reeva are encamped","—"],["5","Gaining a private audience with both Arijani and Reeva","—"],["7","Gaining a private audience with either Arijani or Reeva","—"],["10","Obtaining an invitation to one of Arijani and Reeva's galas","–4"],["15","Convincing the faction to heed advice","–2"],["15","Convincing the faction to heed advice seemingly counter to its interests","–5"],["20","Obtaining an invitation to one of Arijani and Reeva's private feasts","–5"],["25","Convincing Reeva to reveal secrets hidden under the Cerulean Citadel","–5"]],"name":"Benefits of Renown; Rebel Benefits","page":131,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Kartakass Adventures","colLabels":["d8","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The characters arrive in Kartakass and immediately meet a friendly local: Harkon Lukas."],["2","A foe carries an invitation to Harmonia's Crystal Club. If the characters visit, they find themselves the only non-lycanthropes in the crowd."],["3","A set dresser in Medria used \"tamed\"{@creature Mimic||mimics} during a stage production. Now the audience is trapped inside a theater overrun by the monsters."],["4","The party investigates a murder in Emherst. The victim is an actor who played a character murdered daily in the ongoing immersive play."],["5","Akriel Lukas hires the party to \"borrow\" her father's violin so she can accurately model her own violin, Sundered Heart, from it."],["6","A scholar named Radaga seeks the characters' aid in recovering a mysterious relic—an ancient crown—from a skeleton-haunted canyon in the Martello Hills."],["7","The party is invited to participate in a fighting tournament in the goblin-overrun hills known as the Catacombs. Upon arriving, they find that {@creature Goblin||goblins} organized the event under the oversight of the flamboyant {@creature gladiator} Nym Pymplee."],["8","A brewer in Harmonia hires the party to deliver a cart of meekulbrau—a local berry wine that soothes the throat and improves vocal performances. A band of thieves hijacked the last two deliveries, and the brewer wants to make sure this latest delivery reaches its buyer, Harkon Lukas."]],"name":"Kartakass Adventures","page":135,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Favors for Harkon Lukas","colLabels":["d4","Favor"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Harkon is expected to debut a new song, \"Just Like the Wind,\" but his backup performers and entourage are missing. The Darklord asks for the characters to fill in as entertainers and personal security."],["2","Harkon expects to be attacked by a toxic former student or lover at a public event. The Darklord asks the party to intercept this stalker."],["3","Harkon feigns fear of being mobbed by fans. The Darklord asks the party to disguise him and escort him to an event."],["4","In the wild, Harkon's entourage is slain by wolves or by bandits. If the party saves him, the Darklord feigns helplessness and asks to travel with them."]],"name":"Meeting the Darklord; Favors for Harkon Lukas","page":136,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Lamordia Adventures","colLabels":["d10","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Sapient lab animals escape Ludendorf University and need help finding a new home. One, however, is eager to improve upon its form and the forms of its fellows."],["2","Medical student Emil Bollenbach strives to craft revolutionary {@creature Flesh Golem||flesh golems}, such as ones made entirely of doppelgangers or beholders. His patrons enlist the party to aid his research."],["3","A murderous, jaundiced whale is hunting Ludendorf's ships. The superstitious Captain Furschter of the city's navy asks the party to learn why by seeking Winter's Mouth, a crack in the ice where the sea supposedly whispers its secrets."],["4","Three brilliant Ludendorf University students compete to become Dr. Mordenheim's new assistant. Each seeks the party's assistance in ensuring they're chosen for the opportunity."],["5","A wave of warped monstrosities is preparing to assault Neufurchtenburg. The metallurgists at the Giesbrecht Automatic Armaments company have created a new weapon or vehicle that could save the town, but they need someone to test it."],["6","Ruprekt Schaller stood to inherit his dying father's factory in Ludendorf. Instead, Udo Schaller paid assassins to murder his son and had his brain transplanted into Ruprekt's young body, with the help of Dr. Mordenheim. Udo's daughter and sole surviving heir, Varissa Schaller, wants to avenge her brother's murder and begs the party to help destroy her father."],["7","Prospectors seeking rare gas pockets discover numerous well-preserved bog mummies dating back to Lamordia's ancient druidic peoples. They seek help when the mummies vanish and undead animals begin terrorizing their camp."],["8","Baron von Aubrecker writes to the party, asking them to recover the body of a \"relative\" from the Haifisch, a shipwreck impaled on a spire of ice."],["9","The Sleeping Beast is experiencing an increasing number of earthquakes. The overseers of the Pulstein Mine call for aid, believing that strange creatures are causing the quakes to steal the \"marrowstone\" they're mining."],["10","Scholars at Ludendorf University learn of the Unbreakable Heart and claim a monster stole it. The characters and dozens of other hunters are sent to the Isles of Agony to recover the device."]],"name":"Lamordia Adventures","page":141,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Serving Dr. Mordenheim","colLabels":["d4","Mission"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The doctor desires a cutting-edge discovery from a factory in Neufurchtenburg. To acquire it, she has kidnapped the factory owner's family and put the characters' consciousnesses into their bodies. Until the characters deliver the discovery, she holds their bodies and the family's brains in cold storage."],["2","Wishing to spy on Ludendorf University, Mordenheim mounts the characters' heads onto suits of {@creature animated armor}. The characters will get their bodies back when they return with the information the doctor desires."],["3","Agents of Baron von Aubrecker attack Schloss Mordenheim and wreak considerable damage. Dr. Mordenheim places the characters' brains into {@creature Flesh Golem||flesh golems} and sets them loose to punish the baron."],["4","Dr. Mordenheim wants {@creature Elise|VRGR} found and returned. Using various monster parts, she creates unique hunter bodies with the statistics of {@creature Flesh Golem||flesh golems} or {@b} other monsters. She places the characters' minds into these bodies, promising to restore them when they bring her {@creature Elise|VRGR}."]],"name":"Mordenheim's Designs; Serving Dr. Mordenheim","page":142,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Mordent Adventures","colLabels":["d8","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An alchemist discovers a way to \"burn\" spirits to provide fuel for magical fire. Several spirits seek the party's aid in preventing their second death."],["2","A {@creature noble} seeks help as an undead ancestor tries to prevent the {@creature noble}'s marriage to an \"unsuitable\" partner."],["3","The spirits of two lovers whose families prevented their union begin exacting revenge on the living."],["4","A pair of rival fiends, Athos and Diche, break loose from idols in the collection at Heather House. Members of the Weathermay family call for aid."],["5","The citizens of the village of Crawford spread tales of a gigantic {@creature raven}. Sheriff Perkins hires the characters to hunt down the creature, which is actually a {@creature wereraven|VRGR} (see {@book chapter 5|VRGR|5}) protecting the community from a greater threat."],["6","A curse has afflicted Westcote Manor for a hundred years. The surrounding bog encroaches on the house, and howling bog hounds draw ever closer to the estate's beleaguered lord."],["7","The baronet of a small estate is forced to commit increasingly heinous crimes each day or face unspeakable torment at the hands of his ghostly ancestors, who suffered under the same curse."],["8","Someone has rebuilt the infamous Apparatus and is using it to transpose vicious souls into the bodies of mild-mannered citizens of Mordentshire."]],"name":"Mordent Adventures","page":147,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Ghost's History","colLabels":["d6","Ghost's History"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The ghost died so recently that they might not yet fully realize they are dead."],["2","The ghost died recently enough that people who knew them in life are still around."],["3","The ghost died years ago, and few people who knew them in life are still alive."],["4","The ghost died a generation ago; folks remember rumors or stories told about the person's life."],["5","The ghost died multiple generations ago, and only local folklore or histories preserve their memory."],["6","The ghost died a very long time ago, and no one knows anything about their history."]],"name":"Ghost's History","page":148,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Tragic Elements","colLabels":["d10","Tragic Element"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The ghost aches from a broken heart."],["2","The ghost interferes with the romantic life of their victim."],["3","The ghost was falsely accused and convicted of a crime."],["4","The ghost makes an innocent person appear to be guilty of the ghost's crimes."],["5","In life, the ghost was cut off by family members and denied a rightful inheritance."],["6","The ghost refuses to acknowledge any living heirs as family members and tries to prevent these heirs from inheriting what is rightly theirs."],["7","Society shunned the ghost unfairly in life."],["8","Association with the ghost causes their living victim to be shunned by society."],["9","In life, the ghost's efforts to do good led them to be cursed by a hag, fiend, or powerful spirit."],["10","The ghost foils their victim's efforts to do good."]],"name":"Tragedy; Tragic Elements","page":148,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Romantic Elements","colLabels":["d8","Romantic Element"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The ghost hopes to be reunited with another ghost—the spirit of someone they loved in life."],["2","The ghost haunts someone they loved in life, who still returns that love."],["3","The ghost haunts a place they loved in life, perhaps their home or a memorial to one they lost."],["4","The ghost haunts someone they loved in life, who is trying to move on."],["5","The ghost haunts someone who looks like a person the ghost loved in life (possibly a descendant of that person)."],["6","A person who loved the ghost in life refuses to let the spirit leave."],["7","The ghost was murdered by someone they loved in life."],["8","The ghost seeks vengeance on someone who spurned them in life."]],"name":"Romance; Romantic Elements","page":148,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Richemulot Adventures","colLabels":["d6","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","At the command of Jacqueline Renier, {@creature Swarm of Rats||swarms of rats} nightly slip into homes and murder the resident cats. Distraught pet owners entreat the characters for aid."],["2","A desperate rogue seeks the characters' aid when the rest of her band is trapped within the abandoned Fiox Estate by a haywire security system."],["3","A band of students plot a revolution against Jacqueline Renier in the valley called Assassin's Echo. They're convinced one among them is a traitor but don't realize there's a {@creature wererat} in their midst."],["4","A constable requests the characters' aid in solving murders in which the victims have been drained of blood. The murderer is a {@creature strigoi|VRGR} (see {@book chapter 5|VRGR|5}) that haunts a sunken chapel in the swamp known as the Gardens."],["5","Doctor Temator of Mortigny believes she can create a cure for the Gnawing Plague and enlists the characters to find subjects who have never had the disease. Rumors soon spread that the doctor and characters are actually spreading the plague."],["6","Louise Renier seeks the characters' aid in infiltrating a ball Jacqueline is holding at Chateau Delanuit. She aims to infuriate Jacqueline so that she reveals her {@creature wererat} nature before her guests."]],"name":"Richemulot Adventures","page":153,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Stage Two Encounters","colLabels":["d6","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The character avoids direct contact with anyone who might be infected."],["2","How many people brush up against the character as they push through the crowds? The character must succeed on a DC 12 Constitution saving throw or contract the Gnawing Plague."],["3","A nearby person turns and coughs directly on the character, who must succeed on a DC 14 Constitution saving throw or contract the Gnawing Plague."],["4","A {@creature rat} scurries across the character's foot. If the character isn't wearing metal armor, it scratches them and they must succeed on a DC 12 Constitution saving throw or contract the Gnawing Plague."],["5","A sobbing child is separated from their parents in a crowd. A character who physically interacts with the child must succeed on a DC 14 Constitution saving throw or contract the Gnawing Plague."],["6","A cutpurse tries to pick the character's pocket. If the character tries to physically stop the criminal, they must succeed on a DC 12 Constitution saving throw or contract the Gnawing Plague."]],"name":"Stage Two: Outbreak; Stage Two Encounters","page":154,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Stage Three Encounters","colLabels":["d6","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A dead body lies in the character's path. A character who touches the body must succeed on a DC 12 Constitution saving throw or contract the Gnawing Plague."],["2","A retching {@creature commoner} tries to grapple the character, begging for any help. Anyone the commoner touches must succeed on a DC 16 Constitution saving throw or contract the Gnawing Plague."],["3","Three Casques Silencieux ({@creature animated armor}) gesture for the character to get indoors immediately. They turn hostile if the character resists."],["4","Several mangy {@creature Giant Rat||giant rats} attack. Anyone bitten by a giant rat must succeed on a DC 14 Constitution saving throw or contract the Gnawing Plague."],["5","A {@creature swarm of rats} shadows the character as they travel. If confronted, the swarm attacks. Anyone bitten by the rats must succeed on a DC 14 Constitution saving throw or contract the Gnawing Plague."],["6","A young, well-heeled couple cavorts openly, oblivious to the quarantine. These {@creature Wererat||wererats} don't reveal their true nature unless they must, and then only to blend in with the swarms of rats."]],"name":"Stage Three: Illness; Stage Three Encounters","page":155,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Stage Four Encounters","colLabels":["d6","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A desperate group of {@creature Commoner||commoners} tries to break through a sealed gate to escape quarantine. Anyone who tries to aid or deter them must succeed on a DC 16 Constitution saving throw or contract the Gnawing Plague."],["2","Three thieves attack someone who cries out for help. If a character intervenes, all four thieves reveal themselves to be {@creature Wererat||wererats} and attack."],["3","A squad of Casques Silencieux ({@creature animated armor}) marches through the street. If the Casques Silencieux spot a character, they try to force the character into a home where the residents are all dead."],["4","The character spots several rats in an alley using trash to enact a miniature courtroom drama. If a character interrupts or is critical of the rats' play, the rats become a {@creature swarm of rats} and attack."],["5","The character notices a {@creature giant rat} about to throw alchemist's fire at an inhabited home. If they intervene, the rat flees. Whether or not it escapes, the character's lodgings are soon the target of arson."],["6","A celebration takes place in a nearby house. Six {@creature Wererat||wererats} openly cavort in hybrid form, dancing and carousing with the corpses of the home's former owners."]],"name":"Stage Four: Pestilence; Stage Four Encounters","page":155,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Tepest Adventures","colLabels":["d10","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Toxic, vision-inducing fungi taint the ruined village of Briggdarrow. Recently, homesteaders outside Viktal discovered the fungus on their properties and claim it's being spread by strange fungus-covered bipeds (myconids)."],["2","A hermit who once lived in the abandoned fortress on Cas Island hires the party to retrieve an heirloom she left behind. But she warns that the Avanc, a dangerous lake monster, swims nearby."],["3","A shepherd's youngest child went missing after a sinkhole opened in a nearby pasture, revealing a glowing cavern that leads into the tunnels of Arak."],["4","The Parrish family fled Viktal in fear of Mother. They seek help revealing her malice to their former neighbors before she finds them."],["5","Mother's Minders nail wicker dolls over the doors of a dozen houses in Viktal. Soon after, both the dolls and the inhabitants of those houses vanish."],["6","A druid seeks aid in reclaiming their people's holy site from an ancient, evil {@creature treant} called Blightroot. The druid doesn't mention that the surrounding forests are a clonal colony of the villainous plant."],["7","A grieving villager begs the characters to take their deceased loved one to the Cauldron, a pool said to restore life to a corpse bathed in its waters. The villager says nothing of the terrible price the pool's magic exacts."],["8","Two young lovers go missing from Viktal. One is found days later, unable to remember anything, aged fifty years, and desperate for help to find their partner."],["9","A character's reflection on the water warns of impending doom. The image insists they find the Seer's Glass, which can reveal the past and future."],["10","A strange old woman claims to have lost her child and begs the characters for help. Thus disguised, Lorinda hopes to have the party track down her runaway Laoirse."]],"name":"Tepest Adventures","page":159,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Sights in Viktal","colLabels":["d8","Sight"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Locals weave flowers into crowns and sew cuts of meat into cloaks, creating traditional garb for an upcoming festival."],["2","Most children in town are hexbloods (see {@book chapter 1|VRGR|1|Hexblood}). Evasive locals refuse to say why."],["3","Villagers harvest wings and chrysalises from caged moths, which are powdered and used to make \"shift spice\"—a pervasive ingredient in local dishes."],["4","A group of young people dramatically sob at the window of an old woman, who tosses horned wicker dolls to those who sob loudest."],["5","A local fisher teaches knife-wielding youngsters how to debone live eels and create festive \"elver-crowns,\" a grim local decoration."],["6","With adult approval, youngsters affix hornlike sticks to a terrified animal's head."],["7","A lovingly carved door or mural depicts a woman's face made of moth wings, watching over an explicitly detailed scene of butchery or surgery."],["8","Villagers sing and dance in a circle around someone undergoing a ritual to have their left eye removed."]],"name":"Welcome to Viktal; Sights in Viktal","page":160,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Tithe Events","colLabels":["d6","Event","Token"],"colStyles":["col-2 text-center","col-6","col-4"],"rows":[["1","Crooked Joust. Participants use stilts strapped to their arms and legs to topple one another.","Five-legged sheep figurine"],["2","Powrie Chase. Pursuers dress as wicked faeries, donning tattered red cloaks and using sharp darts in a game of tag.","Red wooden ring"],["3","Lost Siblings. Blindfolded participants identify other players by touching their hair.","Sheaf of black wheat"],["4","Gossamer Glutton. Whoever eats the most live moths wins.","Glass butterfly wing"],["5","Hungry Sister. A dozen players with a rope tied around them try to stop someone from getting past them and stealing a pear from a bowl.","A dried length of pear skin"],["6","Never Naughty. Participants take turns flattering three elderly villagers, who decide who wins and who gets paddled.","A reed switch"]],"name":"Tithe Events","page":160,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Lorinda's Daughter","colLabels":["d6","Laoirse's Form","Statistics","CR"],"colStyles":["col-2 text-center","col-4","col-3 text-center","col-3 text-center"],"rows":[["1","Giant upright-walking ram","{@creature Minotaur}","3"],["2","Humanoid made of wicker","{@creature Shambling mound}","5"],["3","Dozens of stitched together corpses","{@creature Zombie clot|VRGR}*","6"],["4","Shivering, hairless, rabbit-bear","{@creature Abominable yeti}","9"],["5","Bipedal wolf-elk","{@creature Loup garou|VRGR}*","13"],["6","Giant, shrieking, bipedal sheep","{@creature Goristro}","17"]],"name":"Mother's Blessing; Lorinda's Daughter","page":161,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Valachan Adventures","colLabels":["d8","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Oselo joyously adopt a new member into their community, but the ceremony erupts in strife when Chakuna appears and demands that all newcomers participate in the Trial of Hearts."],["2","Shuaran warriors seek help in slaying a massive {@creature saber-toothed tiger} killing their people. They don't mention that they recently lost the Cat of Felkovic, a sentient magic item similar to a {@item figurine of wondrous power} that conjures a feline killer."],["3","A sapient {@creature giant spider} emerges from the caverns known as the Council of the Whip Spider. It demands that the Oselo provide it a sacrifice, or every arachnid in Valachan will attack the village."],["4","The {@creature tyrannosaurus rex} called Mother Heartless rampages from the Forest of Fossils, incensed by something amiss in her hunting grounds."],["5","The {@creature lizardfolk} of the lakes surrounding the Anquara Plateau discover a submerged ruin and unleash an {@creature aboleth} that now holds them in thrall."],["6","Beast-shaped {@creature Treant||treants} animate and lay siege to Pantara Lodge, obeying Urik von Kharkov's will."],["7","The merchant ship Zodiac runs aground on Kiru Island. The sailors seek help salvaging other shipwrecks and escaping back to sea—preferably before Chakuna notices them."],["8","A pack of {@creature Displacer Beast||displacer beasts} washes up dead in Sangui Cove. An enraged Chakuna prowls the jungle, slaying anyone she suspects of being involved."]],"name":"Valachan Adventures","page":164,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Valachan Hunt Complications","colLabels":["d20","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Chakuna appears and attacks. Roll a die. If you roll an even number, this occurs during another complication and you can roll again on this table. If you roll an odd number, Chakuna attacks suddenly without another complication."],["2","Dense foliage, swampy ground, clouds of insects, or thick fog slows the party's travel to a crawl. The party chooses one character, who must succeed on a DC 14 Wisdom ({@skill Survival}) check or the party's travel speed is reduced by half for the next hour (this is in addition to any speed reduction from {@quickref difficult terrain||3})."],["3","The area is riddled with traps set by Chakuna. A random character must succeed on a DC 15 Wisdom ({@skill Perception}) check or fall into a {@trap pits||spiked pit} (see the {@book Dungeon Master's Guide|DMG})."],["4","{@creature Chuul||Chuuls}, {@creature Vine Blight||vine blights}, or {@creature Zombie Plague Spreader|VRGR|zombie plague spreaders} (see {@book chapter 5|VRGR|5}) ambush the party."],["5","The characters find a tree bound in rope. One or more withered, oversized hearts hang from cords attached to its branches. Roll a die. If you roll an even number, the hearts look grim but are harmless. If you roll an odd number, the {@dice 1d6} hearts have the statistics of gnashing {@creature Death's Head|VRGR|death's heads} (see {@book chapter 5|VRGR|5}) and attack."],["6","Clouds of insects, persistent leeches, or other parasites torment the party. Each character must succeed on a DC 16 Wisdom ({@skill Survival}) check or gain 1 level of {@condition exhaustion}. Creatures immune to disease suffer no ill effects from the parasites."],["7","The party encounters a {@creature druid}, {@creature green hag}, or {@creature displacer beast} that is not part of the hunt. If a character succeeds on a DC 16 Charisma ({@skill Persuasion}) check, that creature shows them a route that allows them to move at double their speed for the next hour and avoid rolling on this table at the end of that time."],["8","An individual or a group of competitors—{@creature Gladiator||gladiators}, {@creature Scout||scouts}, or {@creature Tribal Warrior||tribal warriors}—attempts to ambush the party."],["9","Whispers in the Druidic language issue from the boughs of trees and cracks in the earth. They repeat one word: Blood."],["10","A desperate competitor appears. Roll a die. If you roll an even number, the competitor is gravely wounded, incoherent, and suffering from hallucinations. If you roll an odd number, the competitor offers to help the party break the trial's rules and is struck dead by an arrow from the forest seconds later."],["11","Dinosaurs, {@creature Giant Poisonous Snake||giant poisonous snakes}, or {@creature Hydra||hydras} attack the party."],["12","A rope bridge provides the only method of crossing a river or ravine. Each character must succeed on a DC 10 Dexterity ({@skill Acrobatics}) check to cross the bridge or fall 60 feet into the jungle or water below. The bridge has AC 11, 16 hit points, and immunity to poison and psychic damage."],["13","The party discovers an overgrown ruin. A character who succeeds on a DC 18 Wisdom ({@skill Perception}) check spots a relief carving of a wicked-looking figure ripping out its own heart."],["14","A random character must succeed on a DC 14 Wisdom ({@skill Perception}) check or fall into {@book quicksand|DMG|5|Quicksand} (see the {@book Dungeon Master's Guide|DMG})."],["15","{@creature Panther||Panthers}, {@creature Displacer Beast||displacer beasts}, or werepanthers ({@creature Weretiger||weretigers}) attempt to ambush the party."],["16","The characters discover the corpse of a competitor. Roll a die. If you roll an even number, the corpse has a {@item potion of healing}. If you roll an odd number, the corpse's heart has been removed."],["17","The party chooses one character who must succeed on a DC 16 Wisdom ({@skill Survival}) check. On a failed check, the party becomes lost. It takes the characters 1 hour to realize they are {@dice 1d4} miles away from their assumed location in a disadvantageous direction."],["18–20","No complication"]],"name":"Valachan Hunt Complications","page":167,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Domains of Ravenloft","colLabels":["d100","Domain"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–04","{@book Barovia|VRGR|3}*"],["05–06","{@book Bluetspur|VRGR|3}*"],["07–09","{@book Borca|VRGR|3}*"],["10–12","{@book Carnival|VRGR|3}*"],["13–14","{@book Cyre 1313|VRGR|3|Cyre 1313, The Mourning Rail}"],["15–18","{@book Darkon|VRGR|3}*"],["19–21","{@book Dementlieu|VRGR|3}*"],["22–24","{@book Falkovnia|VRGR|3}*"],["25–26","{@book Forlorn|VRGR|3|Forlorn}"],["27–28","{@book Ghastria|VRGR|3|Ghastria}"],["29–30","{@book G'henna|VRGR|3|G'henna}"],["31–33","{@book Har'Akir|VRGR|3}*"],["34–36","{@book Hazlan|VRGR|3}*"],["37–39","{@book I'Cath|VRGR|3}*"],["40–41","{@book Invidia|VRGR|3|Invidia}"],["42–44","{@book Kalakeri|VRGR|3}*"],["45–47","{@book Kartakass|VRGR|3}*"],["48–49","{@book Keening|VRGR|3|Keening}"],["50–51","{@book Klorr|VRGR|3|Klorr}"],["52–54","{@book Lamordia|VRGR|3}*"],["55–56","{@book Markovia|VRGR|3|Markovia}"],["57–59","{@book Mordent|VRGR|3}*"],["60–62","{@book Nightmare Lands|VRGR|3|The Nightmare Lands}"],["63–64","{@book Niranjan|VRGR|3|Niranjan}"],["65–66","{@book Nova Vaasa|VRGR|3|Nova Vaasa}"],["67–69","{@book Odaire|VRGR|3|Odaire}"],["70–71","{@book Rider's Bridge|VRGR|3|The Rider's Bridge}"],["72–74","{@book Richemulot|VRGR|3}*"],["75–76","{@book Risibilos|VRGR|3|Risibilos}"],["77–78","{@book Scaena|VRGR|3|Scaena}"],["79–81","{@book Sea of Sorrows|VRGR|3|Sea of Sorrows}"],["82–83","{@book Shadowlands|VRGR|3|The Shadowlands}"],["84–85","{@book Souragne|VRGR|3|Souragne}"],["86–87","{@book Staunton Bluffs|VRGR|3|Staunton Bluffs}"],["88–90","{@book Tepest|VRGR|3}*"],["91–92","{@book Tovag|VRGR|3|Tovag}"],["93–95","{@book Valachan|VRGR|3}*"],["96–97","{@book Vhage Agency|VRGR|3|Vhage Agency}"],["98–99","{@book Zherisia|VRGR|3|Zherisia}"],["100","DM's design"]],"name":"Domains of Ravenloft","page":168,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Strangers in the Mists","colLabels":["d6","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Someone from another world who's just been drawn into a domain by the Mists"],["2","Someone fleeing the Darklord of another domain"],["3","A raven carrying a message from the Keepers of the Feather"],["4","Curious members of the Keepers of the Feather led by a {@creature wereraven|VRGR} (see {@book chapter 5|VRGR|5}) in disguise"],["5","A band of Vistani"],["6","A spirit that cries out before being yanked back into the Mists, leaving behind a Mist talisman"]],"name":"Travelers in the Mists; Strangers in the Mists","page":174,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Keeper Adventures","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Keepers invite the characters to a social gathering where fortunes are told and attendees sample rare imported mumia—powdered mummy."],["2","A Keeper delivers a letter to the characters that arrived by raven. The message has no sender."],["3","Orphir Brindletop, a Kalakeri gnome occultist, is surprised to meet one of the characters, as he received a message for them in a séance long ago."],["4","The characters are invited to help a Keeper stake out a graveyard in hopes of spotting a legendary creature said to dwell there."],["5","The party is hired to collect a parcel from the Blue Water Inn in the Barovian town of Vallaki, which is secretly run by wereravens. They must not open the package and must get it out of Barovia swiftly."],["6","A character glimpses a raven-like figure. When they investigate, they find only the mysterious talisman that it left behind."]],"name":"Keeper Adventures","page":175,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Creatures by Challenge Rating","colLabels":["CR","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1/8","{@creature Gremishka|VRGR}"],["1/2","{@creature Death's head|VRGR}"],["1/2","{@creature Podling|VRGR}"],["1","{@creature Boneless|VRGR}"],["1","{@creature Carrionette|VRGR}"],["1","{@creature Swarm of zombie limbs|VRGR}"],["2","{@creature Swarm of gremishkas|VRGR}"],["2","{@creature Swarm of maggots|VRGR}"],["2","{@creature Wereraven|VRGR}"],["3","{@creature Brain in a jar|VRGR}"],["3","{@creature Carrion stalker|VRGR}"],["3","{@creature Swarm of scarabs|VRGR}"],["4","{@creature Strigoi|VRGR}"],["4","{@creature Zombie plague spreader|VRGR}"],["5","{@creature Vampiric mind flayer|VRGR}"],["6","{@creature Gallows speaker|VRGR}"],["6","{@creature Priest of Osybus|VRGR}"],["6","{@creature Zombie clot|VRGR}"],["7","{@creature Bodytaker plant|VRGR}"],["7","{@creature Necrichor|VRGR}"],["8","{@creature Inquisitor of the Mind Fire|VRGR}"],["8","{@creature Inquisitor of the Sword|VRGR}"],["8","{@creature Inquisitor of the Tome|VRGR}"],["8","{@creature Nosferatu|VRGR}"],["8","{@creature Relentless slasher|VRGR}"],["8","{@creature Unspeakable horror|VRGR}"],["9","{@creature Jiangshi|VRGR}"],["10","{@creature Dullahan|VRGR}"],["12","{@creature Relentless juggernaut|VRGR}"],["13","{@creature Loup garou|VRGR}"],["19","{@creature Lesser star spawn emissary|VRGR}"],["21","{@creature Greater star spawn emissary|VRGR}"]],"name":"Bestiary; Creatures by Challenge Rating","page":226,"source":"VRGR","chapter":{"name":"Monsters of Ravenloft","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Feywild Weather","colLabels":["d8","Weather Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Flower blossoms rain from a sky filled with sparkling, pastel-colored clouds."],["2","A grand fairy drama plays in the sky as a stylistically rendered illusion or a swirling aurora."],["3","It rains tiny fruit tarts. They fall slowly and disappear just before they hit the ground. If caught from the air and eaten, they're delicious."],["4","Fog rolls in and plays harmless tricks on the characters, giving them fog mustaches, fog eyebrows, and fog wigs of many styles—perhaps even fog cloaks or fog companions."],["5","Snow begins to fall, and the flakes grow bigger over time. Flakes as big as dinner plates, wagon wheels, and even a waterwheel fall, but they're light as a feather."],["6","The sky fills with iridescent bubbles that lazily fall to the ground. Giggling pixie children chase and pop the bubbles but turn {@condition invisible} and flee if spoken to or approached."],["7","A silvery rain lifts the spirits and brings a song to each heart that it touches."],["8","A howling wind blows through the party, and each party member must roll a {@dice d8}. Anyone who rolls an 8 has a trinket or some other tiny, nonmagical item (such as a coin) stolen from them by weather spirits."]],"name":"Feywild Weather","page":5,"source":"DoD","chapter":{"name":"Feywild Overview","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Feywild Guide Names","colLabels":["d8","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Fetter"],["2","Fiddlebones"],["3","Moonray"],["4","Pip"],["5","Starlight"],["6","Stumpwick"],["7","Thistledown"],["8","Whisperwind"]],"name":"Feywild Guides; Feywild Guide Names","page":5,"source":"DoD","chapter":{"name":"Feywild Overview","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Feywild Guide Identities","colLabels":["d8","Identity"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Friendly forest gnome (use the {@creature scout} stat block, but change its size to Small)"],["2","Gloomy wood elf druid (use the {@creature druid} stat block)"],["3","Flamboyant {@creature pixie}"],["4","Happy-go-lucky {@creature satyr}"],["5","Ultra-competitive {@creature sprite}"],["6","Overly cautious {@creature treant sapling|wbtw} (see chapter 1 of The Wild Beyond the Witchlight for its stat block)"],["7","Giggly goblin warlock (use the {@creature cult fanatic} stat block, but change its size to Small)"],["8","Humorless {@creature centaur}"]],"name":"Feywild Guides; Feywild Guide Identities","page":5,"source":"DoD","chapter":{"name":"Feywild Overview","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Feywild Guide Quirks","colLabels":["d8","Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Always hearkens back and compares things to \"the good old days\""],["2","Can't tell a lie without wiggling their nose first"],["3","Never takes off their hat"],["4","Loves food and isn't picky about what they eat"],["5","On a secret quest that they can't talk about, except to remind others that they're \"on a secret quest\""],["6","Afraid of something commonplace, such as heights, enclosed spaces, or bare hands and feet"],["7","Carries around a suitcase full of wigs, forks, ashes, glass orbs, left shoes, or something else strange"],["8","Full of folksy wisdom that usually starts with, \"Papa always said...\" or \"Mama always said...\""]],"name":"Feywild Guides; Feywild Guide Quirks","page":5,"source":"DoD","chapter":{"name":"Feywild Overview","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Fey Desires for Greater Contracts","colLabels":["d8","What the Fey Wants"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","One of your fingers"],["2","To take the next child born in your family and raise the child in the Feywild"],["3","The completion of three quests, each of which you must agree to before the contract is formed"],["4","Your everlasting fealty"],["5","The ruin or demise of the Fey's sworn enemy"],["6","A precious object (such as a rare, very rare, or legendary magic item) that was stolen by or belongs to the Fey's sworn enemy"],["7","An art object that is deemed priceless, such as a famous painting that hangs in a museum"],["8","Your youth (which the Fey can harvest and bestow on another creature)"]],"name":"Price of a Contract; Fey Desires for Greater Contracts","page":9,"source":"DoD","chapter":{"name":"Feywild Overview","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Fey Desires for Lesser Contracts","colLabels":["d8","What the Fey Wants"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Your singing voice"],["2","A trinket that carries great sentimental value"],["3","Companionship (you remain in the Fey's company for an agreed-upon period of time)"],["4","The color in your eyes"],["5","The memory of your first kiss"],["6","The spring in your step or the sparkle in your eyes"],["7","A lock of your hair"],["8","Your name (requiring you to choose a new one for yourself)"]],"name":"Price of a Contract; Fey Desires for Lesser Contracts","page":9,"source":"DoD","chapter":{"name":"Feywild Overview","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Breaking a Greater Contract","colLabels":["d8","Penalty"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You can't speak or cast spells with verbal components. Whenever you try to speak, you bray like a donkey instead."],["2–3","You magically transform into an owl. You retain your languages, your ability to speak, and your mental ability scores (Intelligence, Wisdom, and Charisma). You otherwise have the statistics of an owl."],["4–5","You can't attune to magic items. If you are currently attuned to one or more magic items, your attunement to those items ends immediately."],["6–7","You are {@condition petrified}."],["8","An iron thorn is magically lodged in your chest. Every day, you can feel it move closer to your heart. If this effect is not ended within 3 days, you die and can't be revived for {@dice 5d12} days."]],"name":"Breaking a Contract; Breaking a Greater Contract","page":9,"source":"DoD","chapter":{"name":"Feywild Overview","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Breaking a Lesser Contract","colLabels":["d8","Penalty"],"colStyles":["col-2 text-center","col-10"],"rows":[["1–2","Your appearance becomes more toad-like (warty skin, bulbous eyes, large mouth, and webbed digits). This transformation has no game effects."],["3","You smell like swamp gas. No amount of bathing can rid you of this stench."],["4","Your shadow does not match your movements, which other creatures find unsettling."],["5–6","Your appearance becomes more rat-like (beady eyes, whiskers, small ears, pointy nose, little hands and feet, and a rat's tail). This transformation has no game effects."],["7","You cast no reflection. Superstitious folk who notice think you're a vampire."],["8","You are constantly surrounded by a small cloud of annoying but harmless flies."]],"name":"Breaking a Contract; Breaking a Lesser Contract","page":9,"source":"DoD","chapter":{"name":"Feywild Overview","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Fey Curses","colLabels":["d8","Curse"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Your ears are magically replaced by a pair of soft, fuzzy donkey ears. Moreover, when you try to speak, you instead bray."],["2","You gain {@dice 1d3} levels of {@condition exhaustion}. Until the curse ends, these levels of {@condition exhaustion} can't be removed."],["3","Spells can't restore hit points to you."],["4","The sound of pixie laughter fills your head while you are awake, drowning out all other sounds."],["5","Anything you try to pick up or hold in your hands slips through your fingers."],["6","Moonlight burns your flesh. You take {@damage 1d10} radiant damage when you start your turn in moonlight."],["7","You are magically transformed into an animated wooden doll that looks like you. Your statistics are the same, but you are a Construct with vulnerability to fire damage, and you don't require air, food, or drink. Items worn or carried by you are unaffected."],["8","Whenever you tell a lie, you lose the ability to speak for {@dice 1d8} hours."]],"name":"Fey Curses","page":10,"source":"DoD","chapter":{"name":"Feywild Overview","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Ending the Curse","colLabels":["d12","Ending the Curse"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You must carve your name into a tree, whereupon the tree inherits the curse's magic and dies."],["2","You must drink the blood of a pixie or sprite while basking in moonlight."],["3","You must speak the true name of the creature that cursed you three times in a row."],["4","While standing in sunlight on an arched bridge over running water, you must beg the Summer Queen for her \"fair blessing.\""],["5","After filling your pockets with fool's gold, you must flap your arms and quack like a duck."],["6","You must bury an executioner's hood (a blackcapped mushroom found in the Feywild) in the earth and pour goat's milk over it while whistling."],["7","You must be bitten by a faerie dragon. (It's possible any faerie dragon might do, or the faerie dragon might have to be of a particular color.)"],["8","You must leave a bouquet of eight black roses at the place where you were cursed, or you must give the bouquet to the creature that cursed you."],["9","You must persuade a centaur to carry you on its back for eight miles. Before the centaur will do this willingly, it might demand a gift or service in exchange, or the completion of a quest."],["10","You must obtain leaves or pinecones from three different species of treants and burn them in a campfire under a full moon while singing a particular campfire song."],["11","You must bake a small cake and leave it on the doorstep of a forest gnome's abode. Only when the gnome eats the whole cake does your curse end."],["12","You must persuade another creature to willingly take your name. If it does so, it inherits your curse, whereupon you are nameless and must choose a new name for yourself."]],"name":"Fey Curses; Ending the Curse","page":10,"source":"DoD","chapter":{"name":"Feywild Overview","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Fey Abodes","colLabels":["d20","Abode"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A pagoda overgrown with flowering vines that beckon visitors with pleasing scents"],["2","A crooked stone tower that has a moon-like orb of light circling its rooftop, which causes the tower's shadow to move like a clock hand"],["3","A decrepit mansion that is partially sunk in the middle of a bog"],["4","A rocky hill shaped like a sleeping satyr, with its open mouth forming a cave entrance"],["5","A windmill that walks around on giant crow's feet"],["6","A crumbling keep on a small island in the middle of a mist-shrouded loch"],["7","An old farm overgrown with giant pumpkins"],["8","A treehouse built in the boughs of a treant"],["9","A tower that used to be the trunk of a giant {@condition petrified} tree, with rope bridges connecting it to the giant living trees that surround it"],["10","One or more houses in hollowed-out mushrooms"],["11","A gingerbread cottage with a frosting-covered roof, frosting icicles, chocolate doors, and gumdrop gardens"],["12","A musty, web-shrouded stone cottage surrounded by an orchard of awakened apple trees"],["13","A walking stone colossus with a tower for a head"],["14","A cave-riddled hill that walks around on giant stone feet"],["15","A walled garden filled with friendly critters, talking flowers, and grasping vines"],["16","A well-preserved elven tomb overgrown with moss, decorated with statues, and festooned with bird nests"],["17","A giant beaver's lodge"],["18","An inn or hostel carved into the foot of a hill"],["19","A dragon skull lying in the sand"],["20","One or more giant rusty helmets that serve as houses, surrounded by an ancient battlefield"]],"name":"Fey Abodes","page":11,"source":"DoD","chapter":{"name":"Feywild Overview","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Archfey's Presentation","colLabels":["d8","Presentation"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Adorable.} The archfey has taken on the form of something adorable, such as an otter, a fawn, a sugar glider, a wombat, or a beautiful butterfly."],["2","{@b Ancient.} This archfey appears to be eons old. They might have gnarled skin like teakwood and long, gray hair that looks like elaborate lacework."],["3","{@b Bizarre.} This archfey looks like something from the realm of dreams. They could take on the appearance of a scintillating ball of light, a floating mask, or a whispering shadow."],["4","{@b Floral.} Flowers bloom from the archfey's fingertips, and their skin is covered in petals. Their body might have thorns, or they could have vine-like hair covered in sweet-smelling blossoms."],["5","{@b Fluid.} The archfey can change body type or transform from one creature into another."],["6","{@b Iridescent.} The archfey floats off the ground and gazes about with glowing eyes, their body surrounded by a nimbus of light and their skin sparkling like sunlight on water."],["7","{@b Metallic.} The archfey appears to be made of metal. Their face is an exquisitely crafted mask of mithral, silver, or gold, and their body is made of finely tooled metal etched with organic designs or cryptic symbols."],["8","{@b Monstrous.} This archfey has a monstrous form. For example, they might resemble an enormous spider, a hydra whose heads look like oversized elf heads with fangs, or any other horrific form you can imagine."]],"name":"Archfey's Presentation","page":12,"source":"DoD","chapter":{"name":"Creating an Archfey","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Archfey's Personality","colLabels":["d8","Personality"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Benevolent.} The archfey welcomes all into their domain and does everything in their power to assist those who come to them in true friendship or grave need."],["2","{@b Covetous.} The archfey hoards things they consider valuable and uses spies to find more of what they covet. The archfey never leaves their lair for fear that their hoard might be plundered."],["3","{@b Imperious.} The archfey surrounds themself with a court of sycophants and expects visitors to grovel before them. Their mercy is rare, and their superiority complex is legendary."],["4","{@b Madcap.} The archfey loves to sing, dance, drink, wear silly masks, do cartwheels, and throw parties where everyone is free to cavort and revel how they wish."],["5","{@b Mercurial.} The archfey has two personalities (choose two other personalities from this table). They shift back and forth between these personalities at certain times or when certain conditions are met."],["6","{@b Mischievous.} The archfey is a trickster who likes to confound and frustrate visitors to their domain and who surrounds themself with sly creatures such as boggles, pixies, foxes, magpies, and crows."],["7","{@b Reclusive.} The archfey prefers to be left alone and seldom, if ever, leaves their domain. They might adopt disguises or turn {@condition invisible} when they travel, and they might use magic to conceal their lair."],["8","{@b Wild.} The archfey has the demeanor of a wild animal and shuns the trappings of society."]],"name":"Archfey's Personality","page":13,"source":"DoD","chapter":{"name":"Creating an Archfey","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Archfey Obsession","colLabels":["d8","Obsession"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Beauty.} The archfey does everything in their power to rid their domain of that which they consider ugly. What they consider beautiful is not always clear, however."],["2","{@b Color.} This archfey is obsessed with a particular color and puts their subjects to work making sure the archfey's favorite color is predominant. Wearing another color in the domain could be seen as laughable, obnoxious, or downright rude."],["3","{@b Etiquette.} The rules in the archfey's domain change as they learn about some new custom that is popular in the Summer Court. The archfey requires all creatures in their domain to respect the new rules of etiquette."],["4","{@b Magic.} Magic in all its forms fascinates the archfey. They collect magic items and spellbooks, and they enjoy seeing demonstrations of magic from visitors."],["5","Material {@b Plane.} The archfey is obsessed with creatures and objects from the Material Plane. There is a scent, an energy, and a uniqueness to them that fascinates the archfey."],["6","{@b Monsters.} The archfey has a menagerie of monsters and is obsessed with finding marvelous new creatures to add to its collection."],["7","Rule of {@b Three.} The archfey is obsessed with the Rule of Three. They look for patterns, deeper meanings, and ill omens in things that occur in threes. The archfey's obsession is reflected throughout their domain, where things seem to naturally come in threes."],["8","{@b Stories.} The archfey wants nothing more than to listen to stories told by creatures from faraway places. They love to gather lore so they can build their own internal world of imagination or transform their domain with ideas from other worlds. Their lair is festooned with books, which give the archfey inspiration."]],"name":"Obsessions; Archfey Obsession","page":13,"source":"DoD","chapter":{"name":"Creating an Archfey","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Signature Magic","colLabels":["d8","Magic"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Arcane Antlers.} The archfey has antlers made of metal, crystal, bone, or some other substance, which allow the archfey to raise the dead. They shed their antlers and grow new ones every hundred years, prompting thieves to sneak into the domain to acquire the shed antlers."],["2","{@b Compelling Voice.} The archfey has a magical voice that can charm creatures of a certain type (such as Beasts or Fey). This voice might be as soft as a whisper or loud like thunder."],["3","{@b Dreamwalk.} When they sleep, the archfey projects a ghost-like version of themself that can leave their body and go anywhere in their domain."],["4","{@b Hand of Knowing.} One of the archfey's hands blurs as though it were in multiple places at once. The archfey can learn the entire history of a creature or object by touching it with that hand."],["5","{@b Health Aura.} The archfey's presence rids creatures and vegetation of disease. Healthy vegetation yields an overabundance of flowers and fruit."],["6","{@b Scrying Eye.} This archfey has an ornately crafted, removable eye that has the power of {@sense truesight} (as described in the Monster Manual). The archfey can see through this orb at all times. If the detached eye is destroyed, it rematerializes undamaged in the archfey's empty eye socket."],["7","{@b Simulacra.} The archfey can make magical copies of themself and other creatures. These simulacra are similar to those created by the {@spell simulacrum} spell."],["8","{@b Time Distortion.} For each minute spent in the archfey's presence, an hour passes elsewhere."]],"name":"Signature Magic","page":14,"source":"DoD","chapter":{"name":"Creating an Archfey","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Magical Gifts","colLabels":["d8","Gift"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Charm.} The archfey bestows a charm of the DM's choice (see \"Supernatural Gifts\" in the Dungeon Master's Guide)."],["2","{@b Guide.} The archfey summons a magical guide that takes the form of a faerie dragon, a sprite, or some other creature. The guide is a harmless figment that can't be damaged, and it knows its way around the Feywild. It can't leave the Feywild and disappears after eight days."],["3","{@b Lore.} With a touch, the archfey magically imparts useful knowledge about a particular subject of the archfey's choice. This knowledge might be permanent, or it might fade over time."],["4","Magic {@b Item.} The archfey bestows a useful magic item (such as a crystal ball or an oathbow) but warns that the item will vanish after a specified period of time, which it does."],["5","{@b Refuge.} The archfey creates a wooded glen, a dome of brambles, a silken cocoon, or some other kind of refuge. Creatures hostile toward the gift's recipient can't enter this refuge without the recipient's consent. After a specified period of time, the refuge vanishes."],["6","{@b Resurrection.} The archfey offers one free casting of the {@spell true resurrection} spell, which they can cast as an action without material components once per century."],["7","{@b Training.} With a touch, the archfey grants the benefit of months of special training (see \"Marks of Prestige\" in the Dungeon Master's Guide for different benefits of training)."],["8","{@b Transformation.} The archfey offers one free casting of the {@spell true polymorph} spell, which they can cast without material components. The spell's effect can be made permanent, if you wish."]],"name":"Magical Gifts","page":15,"source":"DoD","chapter":{"name":"Creating an Archfey","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Geographical Features","colLabels":["d8","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A colossal, gnarled tree, its trunk riddled with passageways, halls, chambers, and staircases"],["2","A valley filled with grassy meadows and groves of trees along a running river, nestled between two snow-capped mountains that look like the points of a crescent moon"],["3","A crystal castle that sings in sunlight or moonlight"],["4","A vast thicket of thick roots, thorny vines, and sinuous creepers that weave together to form long tunnels, grand hallways, and enormous domes"],["5","A complex of caves connected by passageways formed by Fey magic to create grand galleries and soaring vaults"],["6","Rolling farmland that yields healthy, bountiful produce of amazing size"],["7","A forest of tower-sized mushrooms, or a forest of tiny mushrooms that characters must shrink down to explore"],["8","An island that is actually a colossal sleeping turtle"]],"name":"Geographical Features","page":16,"source":"DoD","chapter":{"name":"Creating a Domain of Delight","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Domain Theme","colLabels":["d8","Theme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Adversarial.} Adversarial personalities are common here, even among the local wildlife. Animated trees swat at passersby, sentient flowers scoff and sneer, and local Fey are grumpy and uncooperative."],["2","{@b Crystalline.} This domain contains a profusion of crystal formations and outgrowths, as well as structures and trees made of crystal. Some of the crystals might generate light, music, or both."],["3","{@b Gloomy.} Everything here has a gloomy cast. Tree branches look like skeletal fingers, night creatures slink and flutter about, and skull-like faces appear on plants, stones, and sprites' wings."],["4","{@b Inquisitive.} Creatures in this domain are nosy and hungry for gossip. Animated trees use their branches to pick through backpacks when travelers aren't looking; pixies spy on strangers; and birds eavesdrop on conversations, repeating what they've heard to their masters."],["5","{@b Kaleidoscopic.} This domain is a riot of everchanging colors. Plants come in a dazzling array of colors, flowers change color to suit the prevailing mood, and Fey wear costumes of scintillating hues."],["6","{@b Lackadaisical.} The creatures here are easygoing. No one is in a hurry, and no task is greeted with a sense of urgency."],["7","{@b Musical.} This domain abounds with music. Frogs, toads, and insects break into multipart harmonies that sometimes crescendo into a symphonic rapture of melodious tweets, trills, chirps, and whistles. Fey in this domain are just as musically inclined."],["8","{@b Poisonous.} Almost every plant here has spines or thorns that cause anything from itchy welts to damage or out-of-body experiences. Other sources of poison might be present as well (for example, toxic bogs or giant, poisonous Beasts)."]],"name":"Domain Theme","page":16,"source":"DoD","chapter":{"name":"Creating a Domain of Delight","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Fey Crossings","colLabels":["d8","Fey Crossing"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Altar.} This stone altar might be found atop a lonely plateau, behind a waterfall, inside a cave, or in some other remote location. When certain stars align and the proper ritual is performed, the fey crossing appears as a portal above the altar."],["2","{@b Crystal Cave.} This cave is filled with natural crystalline formations and resembles a glittering cathedral. When moonlight shines into the cave at night, it causes a shimmering pool or spring in the center of the cave to transform into a fey crossing."],["3","{@b Hollow Tree.} The fey crossing lies within the hollow interior of an enormous tree. The crossing is open to anyone who carries a leaf or acorn from the tree."],["4","{@b Maze.} The fey crossing lies at the center of a maze that might change configuration from time to time. To use the crossing, one must walk or run from the maze's entrance to its center. Creatures who circumvent the maze using magic or flight find themselves unable to use the crossing."],["5","{@b Mushroom Circle.} This fey crossing appears as a circle of mushrooms. The size of the mushrooms and the width of the circle can vary, but activating the fey crossing requires that a particular act be performed inside it or a particular object or creature be present."],["6","{@b Ruined Tower.} The ruins of an ancient elven tower house a fey crossing. For three nights each year, a ghostly image of the intact tower appears above the ruined foundation, during which time the fey crossing appears as a shimmering doorway that creatures can pass through."],["7","{@b Stone Bridge.} A Fey creature hides under this ancient stone bridge. In exchange for treasure or some other gift, this Fey can use its innate magic to create a portal atop the bridge that serves as a fey crossing."],["8","{@b Stone Circle.} This circle of stone megaliths contains a fey crossing that is active during equinoxes and solstices."]],"name":"Coming and Going; Fey Crossings","page":17,"source":"DoD","chapter":{"name":"Creating a Domain of Delight","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Shortcut Routines","colLabels":["d8","Routine"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Picking petals from a flower while walking toward a beckoning sunset"],["2","Playing \"Ode to the Summer Queen\" on a {@item lute|PHB} while skipping counterclockwise around a tree"],["3","Eating a mushroom while gazing at one's own reflection in a clear pool or stream of water"],["4","Doing a headstand in a ring of stones"],["5","Staring at firelight while playing a {@item flute|PHB} or singing about a fond memory"],["6","Sitting by a creek while lost in childlike wonder"],["7","Whistling a tune while walking backward"],["8","Holding hands and dancing around a tree at twilight"]],"name":"Magical Shortcuts; Shortcut Routines","page":18,"source":"DoD","chapter":{"name":"Creating a Domain of Delight","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Domain Drama","colLabels":["d8","Drama"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A cherished object or favorite pet belonging to the domain's archfey ruler has gone missing."],["2","Fomorians (or other hostile creatures) have emerged from a cave and are causing a ruckus."],["3","The domain's archfey ruler recently turned down an invitation to the Gloaming Court, offending the Queen of Air and Darkness, whose spies are now sowing discord throughout the domain."],["4","The domain's archfey has fallen into a magical slumber. Others are looking for someone they can trust to find a way to awaken the archfey."],["5","The vegetation is sick in part of the domain, and the contagion is spreading. The domain's archfey needs help finding the cause of the sickness."],["6","Part of the domain overlaps the domain of another archfey, and the Fey living in that region are tired of answering to two masters. They won't be happy until one archfey yields to the other."],["7","A sleeping knight in silver plate mail bearing no distinguishing symbols has been discovered in a hollow tree trunk. Local Fey wonder who she is and if they should revive her or not."],["8","An arranged wedding was supposed to unite two feuding villages, but one of the grooms has disappeared. Everyone is searching for him in the hope that the wedding will take place, bringing peace to the domain."]],"name":"Domain Drama","page":19,"source":"DoD","chapter":{"name":"Creating a Domain of Delight","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Weird Magic Effects","colLabels":["d8","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Time visibly moves more quickly outside the region than inside it. For every minute the party spends inside the region, one hour passes outside the region."],["2","Flowers not only are abundant in the region but also have faces and limited sentience, allowing them to communicate with creatures in the Elvish and Sylvan tongues. They know what has transpired in the region within the past day and happilyshare this information."],["3","Each character in the region gains the benefit of a {@spell barkskin} spell that lasts for 8 hours."],["4","Each character who spends 1 hour in the region undergoes a magical transformation, gaining fur, a tail, and large ears reminiscent of a donkey's, goat's, or llama's. This effect ends on a character {@dice 3d8} hours after the character leaves the region. Any magic that ends a curse also restores the character's normal appearance."],["5","Harmless fireflies gather and flit around one character in the region, sharing that character's space for 1 hour. The fireflies generate bright light out to a range of 10 feet and dim light for an additional 10 feet. While surrounded by the fireflies, the character feels a profound sense of purpose and gains the benefit of the {@spell bless} spell."],["6","Creatures in the region can't leave it and find themselves covering the same ground over and over. By the time they realize this, {@dice 3d8} hours have passed, during which they have made no progress in their effort to leave. The effect then ends."],["7","One character in the region sees a wide, grinning mouth that floats in midair, 10 feet away from them. No other creature can see the grinning mouth. In a language the character understands, the mouth says, \"I'll answer three questions you put to me. Noes and yesses, I promise thee.\" The character can ask it three questions as if using the {@spell commune} spell."],["8","One character in the region triggers a wild magic effect that is determined by rolling on the {@table Wild Magic Surge|PHB} table in the \"Sorcerer\" section of the Player's Handbook. If the effect duplicates a spell, the character's spellcasting ability for that spell is Charisma."]],"name":"Weird Magic Effects","page":19,"source":"DoD","chapter":{"name":"Creating a Domain of Delight","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Feywild Creatures","colLabels":["CR","Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["0","{@creature Awakened shrub}, {@creature baboon}, {@creature badger}, {@creature campestri|WBtW}, {@creature cat}, {@creature crab}, {@creature deer}, {@creature eagle}, {@creature frog}, {@creature giant fire beetle}, {@creature goat}, {@creature hawk}, {@creature hyena}, {@creature jackal}, {@creature lizard}, {@creature myconid sprout}, {@creature octopus}, {@creature owl}, {@creature rat}, {@creature raven}, {@creature scorpion}, {@creature sea horse}, {@creature shrieker}, {@creature spider}, {@creature vulture}, {@creature weasel}"],["1/8","{@creature Bandit}, {@creature blood hawk}, {@creature boggle|vgm}, {@creature brigganock|WBtW}, {@creature camel}, {@creature displacer beast kitten|WBtW}, {@creature flying snake}, {@creature giant crab}, {@creature giant rat}, {@creature giant weasel}, {@creature guard}, {@creature harengon brigand|WBtW}, {@creature mastiff}, {@creature merfolk}, {@creature mule}, {@creature poisonous snake}, {@creature pony}, {@creature stirge}, {@creature twig blight}"],["1/4","{@creature Blink dog}, {@creature boar}, {@creature bullywug}, {@creature constrictor snake}, {@creature draft horse}, {@creature drow}, {@creature elk}, {@creature flying sword}, {@creature giant badger}, giant crane ({@creature pteranodon}), {@creature giant frog}, {@creature giant lizard}, {@creature giant owl}, {@creature giant poisonous snake}, {@creature giant snail|WBtW}, {@creature giant wolf spider}, {@creature goblin}, {@creature harengon sniper|WBtW}, {@creature needle blight}, {@creature panther}, {@creature pixie}, {@creature pseudodragon}, {@creature riding horse}, {@creature sprite}, {@creature swarm of ravens}, {@creature violet fungus}, {@creature wolf}"],["1/2","{@creature Ape}, {@creature black bear}, {@creature cockatrice}, {@creature crocodile}, {@creature darkling|vgm}, {@creature giant dragonfly|WBtW}, {@creature giant goat}, {@creature giant sea horse}, {@creature giant wasp}, {@creature hobgoblin}, {@creature myconid adult}, {@creature satyr}, {@creature scout}, {@creature swarm of insects}, {@creature vine blight}, {@creature warhorse}, {@creature worg}"],["1","{@creature Animated armor}, {@creature brown bear}, {@creature bugbear}, {@creature dryad}, {@creature faerie dragon (red)||faerie dragon (young)}, {@creature giant eagle}, {@creature giant hyena}, {@creature giant octopus}, {@creature giant spider}, {@creature giant toad}, {@creature giant vulture}, {@creature goblin boss}, {@creature half-ogre (ogrillon)||half-ogre}, {@creature harpy}, {@creature hippogriff}, {@creature lion}, {@creature quickling|vgm}, {@creature scarecrow}, {@creature spy}, {@creature swarm of campestris|WBtW}, {@creature tiger}"],["2","{@creature Awakened tree}, {@creature bandit captain}, {@creature berserker}, {@creature centaur}, {@creature darkling elder|vgm}, {@creature druid}, {@creature ettercap}, {@creature faerie dragon (violet)||faerie dragon (old)}, {@creature giant boar}, {@creature giant constrictor snake}, {@creature giant elk}, {@creature griffon}, {@creature merrow}, {@creature myconid sovereign}, {@creature ogre}, {@creature peryton}, {@creature sea hag}, {@creature swarm of poisonous snakes}, {@creature treant sapling|WBtW}, {@creature will-o'-wisp}"],["3","{@creature Basilisk}, {@creature bugbear chief}, {@creature bullywug knight|WBtW}, {@creature bullywug royal|GoS}, {@creature displacer beast}, {@creature giant scorpion}, {@creature green hag}, {@creature hobgoblin captain}, {@creature knight}, {@creature manticore}, {@creature minotaur}, {@creature owlbear}, {@creature phase spider}, {@creature redcap|vgm}, {@creature veteran}, {@creature water weird}, {@creature winter wolf}, {@creature yeti}"],["4","{@creature Banshee}, {@creature elephant}, {@creature ettin}, {@creature sea hag} (in coven)"],["5","{@creature Bulette}, {@creature drow elite warrior}, {@creature giant crocodile}, {@creature giant shark}, {@creature gorgon}, {@creature green hag} (in coven), {@creature hill giant}, {@creature shambling mound}, {@creature troll}, {@creature unicorn}"],["6","{@creature Chimera}, {@creature cyclops}, {@creature galeb duhr}, {@creature hobgoblin warlord}, {@creature mage}, {@creature mammoth}, {@creature medusa}, {@creature wyvern}"],["7","{@creature Drow mage}, {@creature giant ape}, {@creature korred|vgm}, {@creature oni}, {@creature stone giant}, {@creature tree blight|cos}"],["8","{@creature Fomorian}, {@creature frost giant}, {@creature hydra}"],["9","{@creature Abominable yeti}, {@creature cloud giant}, {@creature fire giant}, {@creature treant}"],["11","{@creature Behir}, {@creature roc}"],["12","{@creature Archmage}"],["13","{@creature Jabberwock|WBtW}, {@creature storm giant}"],["17","{@creature Dragon turtle}"]],"name":"Domain Denizens; Feywild Creatures","page":20,"source":"DoD","chapter":{"name":"Creating a Domain of Delight","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Domain Visitors","colLabels":["d8","Visitor"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A ranger (use the {@creature scout} stat block) searching for a missing companion, lover, or long-lost ancestor"],["2","A {@creature druid} searching for herbs, mushrooms, or seeds found only in the Feywild"],["3","A {@creature mage} or an {@creature archmage} who wants to serve the Summer Queen or the Queen of Air and Darkness but doesn't know how or where to find her"],["4","An elf (use the {@creature noble} stat block) from the Material Plane who is researching their Fey ancestry"],["5","A hunter (use the {@creature gladiator} or {@creature scout} stat block) who was lured into the Feywild by their prey"],["6","A {@creature githzerai zerth} studying the chaotic energy of the Feywild and the magic of Fey creatures"],["7","A would-be warlock (use the {@creature cultist} or {@creature cult fanatic} stat block) seeking an audience with the domain's archfey in the hope of gaining its patronage"],["8","A friendly {@creature arcanaloth} using {@spell alter self} spells to assume Humanoid form as it searches the Feywild for one of the Books of Keeping"]],"name":"Domain Visitors","page":21,"source":"DoD","chapter":{"name":"Creating a Domain of Delight","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Random Hometown","colLabels":["d4","Hometown","Themes","Suggested Group Patrons"],"colStyles":["col-1 text-center","col-2","col-2","col-8"],"rows":[["1","Athkatla","Sword and Sorcery, Urban","Adventurer's Guild, Church of Sune, Knights of Bahamut, Emerald Enclave, Harpers, Shadow Thieves"],["2","Baldur's Gate","Heroic Fantasy","Adventurer's Guild, Candlekeep, Church of Sune, Knights of Bahamut, Emerald Enclave, Flaming Fist, Harpers"],["3","Suldanesellar","Horror","Order of Icarus, Raven Circle"],["4","Ust Natha","Dark Fantasy, Underdark","Adventurer's Guild, Knights of Bahamut, Shadow Thieves"]],"name":"Campaign Villains; Random Hometown","page":6,"source":"MaBJoV","chapter":{"name":"Heroic Stories","index":1}},{"caption":"Random Group Patron","colLabels":["d10","Group Patron","Contacts","Themes","Overview"],"colStyles":["col-1 text-center","col-2","col-2","col-2","col-5"],"rows":[["1","Adventurer's Guild","Doc Watson, Flimp Shagglecran","Lighthearted","An unlikely pair who want to bankroll you to become famous adventurers. Why not have some laughs on your way to stardom."],["2","Candlekeep","{@creature Valygar|MaBJoV|Valygar Corthola, Xan Moonblade}","High adventure","Work for the most prestigious academy in the world. Seek out ancient secrets and rare artifacts and place them in the care of the monks of Candlekeep."],["3","Church of Sune","{@creature Naes Inuus|MaBJoV}, {@creature Tiberius Inuus|MaBJoV}","Epic Fantasy and War","Join in the epic struggle between good and evil and help ensure that war doesn't engulf the world."],["4","Emerald Enclave","{@creature Faldorn|MaBJoV}, {@creature Kivan|MaBJoV}","Exploration","Become an explorer who travels to the edges of the world."],["5","Flaming Fist","Borivik Windheim, {@creature Nauk|MaBJoV}","Mercenaries and War","Work for the world's most feared mercenaries."],["6","Harpers","{@creature Jaheira|MaBJoV|Jaheira, Vellin Farstride}","Spies and Intrigue","Join the Harpers, a famed organization that works from the shadows to keep the world from falling into ruin."],["7","Knights of Bahamut","{@creature Suldil Baldoriel|MaBJoV|Suldil}, {@creature Minsc and Boo!|MaBJoV|Minsc}","Dragonriders","Lost in the Feywild for more than a millennium, Suldil wants you to help her resurrect the ancient Knights of Bahamut."],["8","Order of Icarus","{@creature Jon Irenicus|MaBJoV}, {@creature Bodhi Irenicus|MaBJoV}","Horror","Rulers and prisoners of a haunted elven city consumed by the Shadowfell. You must help them escape."],["9","Raven Circle","{@creature Viktor|MaBJoV}, {@creature Lothar|MaBJoV|Lothar of the Raven}","Lovecraftian horror","Grizzled veterans recruit you to aid the enigmatic Raven Queen in her quest to collect memories."],["10","Shadow Thieves","{@creature Imoen|MaBJoV}, {@creature Montaron and the Laughing Skull|MaBJoV|Montaron}","Urban","The oldest and most dangerous thief's guild in Faerûn, the Shadow Thieves have long ago grown beyond simple thievery."]],"name":"Campaign Villains; Random Group Patron","page":6,"source":"MaBJoV","chapter":{"name":"Heroic Stories","index":1}},{"caption":"Random Campaign Villain","colLabels":["d6","Campaign Villain","Overview","Henchmen"],"colStyles":["col-1 text-center","col-2","col-7","col-2"],"rows":[["1","{@creature Baalzebul|MaBJoV}","The lord of lies. He spins a web of intrigue and untruths that threatens to make a mockery of all that is good and decent.","{@creature Dagryn|MaBJoV|Dagryn the Lost}, {@creature Saemon Havarian|MaBJoV}"],["2","Bhaal","The god of murder. Thought dead for more than a century. Recently reborn, he seeks to wash the world in blood in order to rebuild his power.","{@creature Pelyious Avhoste|MaBJoV|Pelyious}, {@creature Kagain|MaBJoV}, {@creature Sarevok|MaBJoV|Sarevok Anchev}"],["3","{@creature Cryonax|MaBJoV}","A prince of elemental evil. Ruler of the Plane of ice. He wants to bring a winter to the world that never ends.","{@creature Darien|MaBJoV}, {@creature Viconia DeVir|mabjov|Viconia}"],["4","{@creature Mephistopheles|MaBJoV}","The archdevil of Hellfire. Second only to Asmodeus in power and deviousness. Why corrupt a single soul when you can corrupt the soul of an entire world.","{@creature Aribeth de Tylmarande|mabjov}, A Group Patron"],["5","{@creature Pazuzu|MaBJoV}","The first and most ancient demon lord. He has been trapped in an {@item iron flask} and must be kept imprisoned until a way is found to destroy him.","{@creature Eo Ashmajiir|MaBJoV}, {@creature Edwin Odesseiron|mabjov}"],["6","Ssendam","The first slaad. Lord of chaos and insanity. She wants to spread her anarchy and filth across the entire world.","{@creature Xzar the Chaos Clone|mabjov|Xzar, Death Slaad}"]],"name":"Campaign Villains; Random Campaign Villain","page":6,"source":"MaBJoV","chapter":{"name":"Heroic Stories","index":1}},{"caption":"Random Encounters in Athkatla","colLabels":["d6","Encounter"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@creature Farastu Stalker|mabjov} in pursuit of an escaped Carceri prisoner"],["2","{@creature Dread Doppelganger|MaBJoV} posing as a fellow adventurer"],["3","Shadow Thief Slavers ({@creature thug||thugs}) looking to replace escaped slaves"],["4","Cowled Wizards ({@creature mage||mages}) seeking to incarcerate illegal magic users"],["5","{@creature Tasloi|MaBJoV} who have infested a forest or sewer system"],["6","{@creature Sirene|MaBJoV} band hunting to retrieve a stolen sacred item"]],"name":"Random Encounters in Athkatla","page":12,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Random Magical Item at Waukeen's Promenade","colLabels":["d100","Magic Item","Cost"],"colStyles":["col-1 text-center","col-9","col-2 text-right"],"rows":[["1-10","{@item +1 Ammunition||Ammunition, +1}—{@item +1 Arrow||arrows} (10), {@item +1 crossbow bolt||bolts} (10) or {@item +1 sling bullet||sling bullets} (20)","100 gp"],["11-15","{@item Rope of climbing}","250 gp"],["16-24","Simple {@item +1 Weapon||weapon, +1}—{@item +1 dagger||dagger}, {@item +1 mace||mace} or {@item +1 sickle||sickle}","300 gp"],["25-26","{@item +1 Battleaxe||Battleaxe, +1}","400 gp"],["27-28","{@item +1 Shortsword||Shortsword, +1}","400 gp"],["29-30","{@item +1 Warhammer||Warhammer, +1}","400 gp"],["31-35","{@item Potion of growth}","200 gp"],["36-40","{@item Potion of greater healing}","300 gp"],["41-45","{@item +1 Shield||Shield, +1}","300 gp"],["46-50","{@item Lantern of revealing}","400 gp"],["51-55","{@item Medallion of thoughts}","400 gp"],["56-60","{@item Robe of useful items}","500 gp"],["61-65","{@item Driftglobe}","600 gp"],["66-70","{@item Wand of secrets}","600 gp"],["71-75","{@item Wand of magic missiles}","1000 gp"],["76-80","{@item +2 Shield||Shield, +2}","3,000 gp"],["81-83","{@item Potion of invulnerability}","4,000 gp"],["84-86","{@item +1 Breastplate||Breastplate, +1}","7,500 gp"],["87-88","{@item Rope of entanglement}","7,500 gp"],["89-90","{@item +2 Shortbow||Shortbow, +2}","8,000 gp"],["91-92","{@item Belt of hill giant strength}","9,000 gp"],["93-94","{@item Mantle of spell resistance}","9,000 gp"],["95-96","{@item +2 Rapier||Rapier, +2}","9,000 gp"],["97","{@item Portable hole}","11,000 gp"],["98","{@item +2 Studded leather armor||Studded leather, +2}","25,000 gp"],["99","{@item Crystal ball} (very rare version)","32,500 gp"],["00","{@item Greatsword of sharpness}","36,000 gp"]],"name":"Waukeen's Promenade (Area A3); Random Magical Item at Waukeen's Promenade","page":13,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Shop of the Bizarre Finds","colLabels":["Roll","DMG Treasure Tables","Chance of Being Illusionary"],"colStyles":["col-1 text-center","col-9","col-2 text-center"],"rows":[["01-20","Roll 3 times on Table A, 3 times on Table B","0%"],["21-30","Roll {@dice 4d4} times on Table B","10%"],["31-40","Roll {@dice 2d4} times on Table B, Roll {@dice 2d4} times on Table C","10%"],["41-50","Roll {@dice 3d4} times on Table B, Roll {@dice 1d4} times on Table D","20%"],["51-60","Roll {@dice 2d4} times on Table C, Roll {@dice 1d4} times on Table D","20%"],["61-65","Roll {@dice 2d4} time on Table C, Roll {@dice 1d4} times on Table E","20%"],["66-73","Roll {@dice 1d4} times on Table E, Roll {@dice 2d4} times on Table F","20%"],["74-80","Roll {@dice 3d4} times on Table F","30%"],["81-85","Roll {@dice 2d12} times on Table F","40%"],["86-90","Roll {@dice 1d12} times on Table F, Roll {@dice 2d4} times on Table G","50%"],["91-94","Roll {@dice 2d12} times on Table G","60%"],["95-98","Roll {@dice 2d12} times on Table H","70%"],["99-00","Roll {@dice 2d12} times on Table I","80%"]],"name":"Shop of the Bizarre (Area A17); Shop of the Bizarre Finds","page":13,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Random Encounters in Baldur's Gate","colLabels":["d6","Encounter"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@creature Dread doppelganger|mabjov} posing as a Flaming Fist captain"],["2","{@creature Gibberling|MaBJoV} horde erupts from burrows on the roadside"],["3","{@creature Wolfwere|MaBJoV} hunt for victims during the night"],["4","{@creature Skeleton warrior|MaBJoV} hunting for its golden circlet"],["5","{@creature Hamadryad|MaBJoV} seek vengeance on human loggers"],["6","Bhaal cultist ({@creature assassin}) looking to kill in the name of her god"]],"name":"Random Encounters in Baldur's Gate","page":18,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Rilsa Rael's Wares","colLabels":["Magic Item","Persuasion DC","Cost"],"colStyles":["col-8","col-2 text-center","col-2 text-right"],"rows":[["{@item Deck of illusions}","12","400 gp"],["{@item Gloves of thievery}","12","500 gp"],["{@item Bead of force}","18","5,000 gp"],["{@item Ring of free action}","18","9,000 gp"],["{@item Sword of life stealing}","22","11,000 gp"],["{@item Wand of binding}","22","11,000 gp"],["{@item Elven chain}","22","11,000 gp"],["{@item Mace of terror}","22","12,000 gp"],["{@item Arrow-catching shield}","22","13,000 gp"],["{@item Ioun Stone, Reserve||Ioun stone (reserve)}","22","13,000 gp"]],"name":"Rilsa Rael, Fence (Area B21); Rilsa Rael's Wares","page":19,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Magic Items at Sorcerous Sundries","colLabels":["Magic Item","Required Level","Cost"],"colStyles":["col-8","col-2 text-center","col-2 text-right"],"rows":[["{@item Dust of disappearance}","–","100 gp"],["{@item Potion of growth}","–","100 gp"],["Wizard {@item Spell Scroll (1st Level)||scroll (1st level)}","–","100 gp"],["{@item Potion of fire breath}","–","150 gp"],["{@item Alchemy jug}","–","200 gp"],["{@item Spell Scroll (2nd Level)||Wizard scroll (2nd level)}","5","200 gp"],["{@item Bag of holding}","5","500 gp"],["{@item Spell Scroll (3rd Level)||Wizard scroll (3rd level)}","5","800 gp"],["{@item Spell Scroll (4th Level)||Wizard scroll (4th level)}","10","2,000 gp"],["{@item Oil of etherealness}","10","3,000 gp"],["{@item Spell Scroll (5th Level)||Wizard scroll (5th level)}","10","4,000 gp"],["{@item Ring of protection}","10","9,000 gp"],["{@item spell scroll (6th level)||Wizard scroll}—{@spell Globe of Invulnerability}","10","10,000 gp"],["{@item spell scroll (6th level)||Wizard scroll}—{@spell True Seeing}","10","10,000 gp"],["{@item spell scroll (7th level)||Wizard scroll}—{@spell Mordenkainen's Magnificent Mansion}","10","15,000 gp"],["{@item +3 Wand of the war mage||Wand of the war mage, +3}","15","40,000 gp"]],"name":"Magic Items at Sorcerous Sundries","page":19,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Magic Items at the High House of Wonders","colLabels":["Magic Item","Religion DC","Cost"],"colStyles":["col-8","col-2 text-center","col-2 text-right"],"rows":[["{@item Instrument of the Bards, Doss Lute||Instrument of the bard (Doss lute)}","12","500 gp"],["{@item Broom of flying}","12","600 gp"],["{@item Gauntlets of ogre power}","12","700 gp"],["{@item Heward's handy haversack}","18","8,000 gp"],["{@item Instrument of the Bards, Canaith Mandolin||Instrument of the bard (Canaith mandolin)}","18","9,000 gp"],["{@item Wings of flying}","22","12,000 gp"],["{@item Chime of opening}","22","12,000 gp"],["{@item Quaal's Feather Token, Swan Boat||Quaal's feather token (swan boat)}","22","12,000 gp"],["{@item Figurine of Wondrous Power, Onyx Dog||Figurine of wondrous power (onyx dog)}","22","14,000 gp"],["{@item Horseshoes of a zephyr}","22","27,000 gp"],["{@item Helm of brilliance}","22","33,000 gp"],["{@item Spellguard shield}","24","40,000 gp"],["{@item Ioun stone, intellect||Ioun stone (intellect)}","15","45,000 gp"]],"name":"High House of Wonders (Area B11); Magic Items at the High House of Wonders","page":19,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Random Encounters in Suldanessellar","colLabels":["d6","Encounter"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@creature Hamadryad|MaBJoV} haunt an abandoned elven house"],["2","{@creature Sirene|MaBJoV} crazed from the influence of the Shadowfell"],["3","Victims hunted by a {@creature Wolfwere|MaBJoV} in the Black Branches"],["4","A {@creature Skeleton warrior|MaBJoV} seeking to punish one who has transgressed against {@creature Jon Irenicus|MaBJoV}"],["5","{@creature Sword spider|MaBJoV|Sword spiders} prowling the outskirts"],["6","{@creature Vampire spawn} seeking victims for {@creature Bodhi Irenicus|MaBJoV}"]],"name":"Random Encounters in Suldanessellar","page":21,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Random Magic Items at the House of the Horn","colLabels":["d100","Magic Item","Intimidation DC","Cost"],"colStyles":["col-1 text-center","col-2","col-7 text-center","col-2 text-right"],"rows":[["1-10","{@item Pipes of haunting}","12","500 gp"],["11-20","{@item Ring of mind shielding}","12","600 gp"],["21-30","{@item Shortbow of warning}","12","800 gp"],["31-40","{@item Mariner's plate armor}","12","1,200 gp"],["41-50","{@item Ring of feather falling}","18","7,500 gp"],["51-60","{@item +2 Rod of the pact keeper||Rod of the pact keeper, +2}","18","9,000 gp"],["61-67","{@item Vicious weapon}","20","10,000 gp"],["68-74","{@item Cloak of the bat}","20","11,000 gp"],["75-82","{@item +2 Greatsword||Greatsword, +2}","20","12,000 gp"],["83-89","{@item Scale Mail of Cold Resistance||Scale mail armor of resistance (cold)}","20","12,000 gp"],["90-93","{@item Staff of withering}","22","12,000 gp"],["94-97","{@item Robe of eyes}","22","15,000 gp"],["98-00","{@item Shortsword of wounding}","22","20,000 gp"]],"name":"House of the Horn (Area S4); Random Magic Items at the House of the Horn","page":23,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Random Curses","colLabels":["d10","Curse"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","The previous owner, a vampire, will hunt down the purchasers in {@dice 1d4} weeks"],["2","The item requires two attunement slots (if the item does not normally require attunement, it now requires one)"],["3","After {@dice 2d4} days, the item disappears, returning to the Shadar-Kai's store"],["4","A commoner will find the new owner after {@dice 1d4} weeks and explain the item was stolen from her and that she needs the money from selling it or else her family will starve"],["5","The item is part of a game between two rakshasa. They gamble to see how long each owner of the item survives after obtaining it. Within {@dice 3d6} days one of the rakshasa will attempt to kill the owner"],["6","Within {@dice 1d6} weeks an adult gold dragon will confront the new owner when she recognizes the item as belonging to the lair of her recently slain child"],["7","1 week after first obtaining the item, the new owner loses {@dice 4d4} from their hit point maximum until a {@spell greater restoration} spell is cast upon the item"],["8","Within {@dice 1d6} days of purchasing the item, it becomes a normal version of its base item"],["9","Each day the item changes to a random color"],["10","The item begins to stink after {@dice 1d4} weeks, giving disadvantage to anyone within 10 ft. making Wisdom ({@skill Perception}) checks involving smell."]],"name":"House of the Horn (Area S4); Random Curses","page":23,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Magic Items at the House of the Horn","colLabels":["Magic Item","Religion DC","Cost"],"colStyles":["col-8","col-2 text-center","col-2 text-right"],"rows":[["{@item Potion of healing}","12","30 gp"],["{@item Elixir of health}","12","100 gp"],["{@item Potion of greater healing}","12","300 gp"],["{@item Boots of elvenkind}","12","600 gp"],["{@item Stone of good luck} (luckstone)","12","600 gp"],["{@item Boots of striding and springing}","12","600 gp"],["{@item Mithral chain mail}","12","800 gp"],["{@item Cloak of elvenkind}","18","1,000 gp"],["{@item Mariner's chain mail} armor","18","1,000 gp"],["{@item Potion of flying}","18","9,000 gp"],["{@item Elven chain}","22","12,000 gp"],["{@item Bracers of defense}","22","13,000 gp"],["{@item Boots of levitation}","22","15,000 gp"],["{@item Folding boat}","22","15,000 gp"],["{@item Oathbow}","24","50,000 gp"]],"name":"House of the Horn (Area S4); Magic Items at the House of the Horn","page":23,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Random encounters in Ust Natha","colLabels":["d6","Encounter"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","An {@creature Achaierai|MaBJoV} band hunting for vengeance"],["2","{@creature Kelubar Consul|mabjov|Kelubar Consuls} pursuing an escaped prisoner"],["3","{@creature Phaerimm|MaBJoV} seeking victims to experiment upon"],["4","{@creature Deep Spider|MaBJoV|Deep Spiders} in service of house Despana"],["5","A war band of eight {@creature drow} led by a {@creature drow mage}"],["6","{@creature Aboleth} in water filled crystal bowl carried by four {@creature chuul}"]],"name":"Random encounters in Ust Natha","page":25,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Common Items at the Trade Center","colLabels":["Magic Item","Cost"],"colStyles":["col-10","col-2 text-right"],"rows":[["{@item Spell scroll (1st level)}","50 gp"],["{@item Potion of healing}","40 gp"],["{@item +1 Ammunition||Ammunition, +1}—{@item +1 Arrow||arrows} (10), {@item +1 crossbow bolt||bolts} (10) or {@item +1 sling bullet||sling bullets} (20)","100 gp"],["{@item Elixir of health}","125 gp"],["{@item Potion of poison}","125 gp"],["{@item Spell scroll (2nd level)}","300 gp"],["{@item +1 weapon||Weapon, +1}—any simple or martial","400 gp"],["{@item Bag of holding}","500 gp"],["{@item Cloak of elvenkind}","600 gp"],["{@item Driftglobe}","700 gp"],["{@item Wand of secrets}","750 gp"],["{@item Cloak of protection}","800 gp"],["{@item Adamantine Half Plate Armor||Adamantine half plate}","900 gp"]],"name":"Trade Center (Area U13); Common Items at the Trade Center","page":25,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Random Rare Magic Items at the Trade Center","colLabels":["d100","Magic Item","Cost"],"colStyles":["col-1 text-center","col-9","col-2 text-right"],"rows":[["1-10","{@item Spell scroll (3rd level)}","300 gp"],["11-20","{@item Potion of greater healing}","400 gp"],["21-25","{@item Medallion of thoughts}","600 gp"],["26-30","{@item Ring of mind shielding}","700 gp"],["31-40","{@item Adamantine plate armor||Adamantine plate}","2,000 gp"],["41-45","{@item Dimensional shackles}","3,000 gp"],["46-55","{@item Spell scroll (4th level)}","6,500 gp"],["56-60","{@item +2 Weapon||Weapon, +2}—any simple or martial (ranged)","9,000 gp"],["61-65","{@item Mantle of spell resistance}","12,000 gp"],["66-70","{@item +2 Weapon||Weapon, +2}—any martial","12,500 gp"],["71-75","{@item Wand of lightning bolts}","15,000 gp"],["76-80","{@item Periapt of proof against poison}","20,000 gp"],["81-85","{@item +3 Shield||Shield, +3}","30,000 gp"],["86-89","{@item +2 Splint armor||Splint armor, +2}","40,000 gp"],["90-91","{@item +3 Weapon||Weapon, +3}—heavy crossbow, rapier or morningstar","60,000 gp"],["92-93","{@item +3 Rapier||Rapier, +3}","60,000 gp"],["94-95","{@item +3 Morningstar||Morningstar, +3}","60,000 gp"],["96-00","{@item +3 Rod of the pact keeper||Rod of the pact keeper, +3}","60,000 gp"]],"name":"Trade Center (Area U13); Random Rare Magic Items at the Trade Center","page":25,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Magic Items at the Aboleth Bowl","colLabels":["Magic Item","Intimidation DC","Cost"],"colStyles":["col-8","col-2 text-center","col-2 text-right"],"rows":[["{@item Oil of slipperiness}","12","200 gp"],["{@item Periapt of wound closure}","12","500 gp"],["{@item Wand of magic detection}","18","1,200 gp"],["{@item Staff of swarming insects}","18","9,000 gp"],["{@item Ring of evasion}","22","12,000 gp"],["{@item Nolzur's marvelous pigments}","22","32,500 gp"],["{@item Amulet of the planes}","22","35,000 gp"],["{@item Horn of Valhalla, Bronze||Horn of valhalla (bronze)}","24","40,000 gp"],["{@item Efreeti bottle}","24","45,000 gp"],["{@item Ioun stone} (fortitude)","24","50,000 gp"],["{@item Tome of leadership and influence}","24","55,000 gp"],["{@item Ring of regeneration}","24","60,000 gp"],["{@item Cloak of invisibility}","26","150,000 gp"]],"name":"Aboleth Bowl (Area U15); Magic Items at the Aboleth Bowl","page":26,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Random Quests From the Adventurer's Guild","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Monster Hunter. You take missions to hunt down and capture or kill monsters"],["2","Archaeologist. You track down ancient treasures of historical significance and bring them back to museums"],["3","Treasure Hunter. You purchase treasure maps to dungeons, tombs and ruins that haven't yet been plundered"],["4","Mercenary. You hire out to anyone who needs the unique set of skills that your group provides. As long as the money is good"],["5","Surveyor. You go into and map unexplored lands for kingdoms and city states"],["6","Zoologist. You seek out monsters to research and write about"]],"name":"Random Quests From the Adventurer's Guild","page":28,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Henchmen Rates and Risk-taking DCs","colLabels":["Henchman","Daily Rate","Intimidation DC","Persuasion DC"],"colStyles":["col-6","col-2 text-center","col-2 text-center","col-2 text-center"],"rows":[["Talkative {@creature tasloi|MaBJoV}","1 gp","12","10"],["Slobbering {@creature gibberling|MaBJoV}","1 gp","10","20"],["Flatuelent {@creature thug}","2 gp","20","12"],["Anxious {@creature scout}","2 gp","12","15"],["Egotistical svirfneblin","2 gp","15","15"],["Alluring {@creature sirene|MaBJoV}","10 gp","15","15"],["Ridiculous {@creature berserker}","10 gp","20","10"]],"name":"Henchmen Rates and Risk-taking DCs","page":29,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Random Quests From Candlekeep","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Retrieval. You must retrieve a rare tome that was stolen from the library"],["2","Tomb Raiding. Break into an ancient tomb and bring back any relics, scrolls or ancient texts"],["3","Archeology. Investigate newly discovered Netherese ruins. Bring back any secrets found"],["4","Evil Magic User. Defeat a {@creature necromancer wizard|mpmm} or {@creature lich} and take their magical relics or tomes to be sealed up in Candlekeep"],["5","Corrupting Relic. Track down an evil relic that is corrupting a forest/river/town"],["6","Artifact. An ancient book that has the location of a powerful artifact has been discovered. Track it down before it falls into the wrong hands"]],"name":"Random Quests From Candlekeep","page":34,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Adventurer's Guild Arcane Secrets","colLabels":["Magic Item Recipe","Assistant","Components Needed","Arcana Roll Bonus","Material Cost"],"colStyles":["col-3","col-3","col-3","col-1-5 text-center","col-1-5 text-right"],"rows":[["{@item Flame tongue}","Force a Salamander to forge it","Remorhaz heart","+8","2000 gp"],["{@item Glamoured Studded Leather||Glamoured leather armor}","Convince a Deva to bless it","Behir hide","+8","2000 gp"],["{@item +2 Shield||Shield, +2}","Force a Fire Giant to forge it","Young Red Dragon hide","+8","2000 gp"],["{@item Staff of charming}","Complete a task for a hag coven to get their assistance","Incubus/Succubus tail","+8","2000 gp"],["{@item Helm of brilliance}","A Dao must forge it","Crown of a Mummy Lord","+12","20,000 gp"],["{@item Robe of stars}","A cloud giant must help you forge it","Sail from a Githyanki astral ship","+12","20,000 gp"],["{@item +3 Shield||Shield +3}","Force an Efreet to forge it","Dragon Turtle shell","+12","20,000 gp"],["{@item Ioun stone} (mastery)","Convince an Archmage to help you","A Pit Fiend's {@condition petrified} eye","+15","100,000 gp"],["{@item Staff of power}","Best a Planetar in a friendly single combat to gain his aid","A rare magical rod or staff","+15","100,000 gp"],["{@item Talisman of pure good}","Prove yourself to an Adult Gold Dragon in a contest to gain its aid","A rare magical ring","+15","100,000 gp"]],"name":"Adventurer's Guild Arcane Secrets","page":35,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Random Quests from The Church of Sune","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Musical Prodigy. Rescue a musical prodigy who has been taken prisoner by a goblin or orc war band"],["2","Architect. Escort a famed architect to a far-off town where he is to set down the foundations of a new temple to Sune"],["3","Necromancers. Hunt down a band of necromancers who have been vandalizing beautiful monuments and terrorizing artists"],["4","Cult. Root out and destroy a cult devoted to an infernal lord that is especially abhorrent to Sune"],["5","Warlord. Assassinate a powerful warlord who leads an alliance of orcs, hobgoblins and giants"],["6","Siege Breaker. Break the siege of an important town by destroying the siege equipment of the enemy force"]],"name":"Random Quests from The Church of Sune","page":41,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Religious Relics from the Church of Sune","colLabels":["Religious Relics","Religious Service","Required Level","Cost"],"colStyles":["col-6","col-2 text-center","col-2 text-center","col-2 text-right"],"rows":[["{@item Gem of brightness}","None","–","600 gp"],["{@item Pearl of power}","Required","5","600 gp"],["{@item Periapt of wound closure}","Required","5","500 gp"],["{@item Ring of Warmth}","None","5","100 gp"],["{@item Wind fan}","None","5","100 gp"],["{@item Amulet of health}","Required","10","4,000 gp"],["{@item Gem of seeing}","Required","10","18,000 gp"],["Glamoured leather armor","None","10","5,000 gp"],["{@item Ioun stone, awareness||Ioun stone (awareness)}","Required","10","6,000 gp"],["{@item Ioun stone, sustenance||Ioun stone (sustenance)}","Required","10","6,000 gp"],["{@item Mace of disruption}","Required","10","10,000 gp"],["{@item Necklace of prayer beads}","None","10","10,000 gp"],["{@item Ring of x-ray vision}","Required","10","4,000 gp"],["{@item Staff of charming}","None","10","8,000 gp"],["{@item Staff of healing}","Required","10","10,000 gp"],["{@item Ioun stone, leadership||Ioun stone (leadership)}","None","15","30,000 gp"],["{@item Rod of security}","Required","15","30,000 gp"],["{@item Tome of leadership and influence}","None","15","40,000 gp"]],"name":"Religious Relics from the Church of Sune","page":41,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Required Religious Service","colLabels":["d20","Religious Service"],"colStyles":["col-1 text-center","col-11"],"rows":[["1-4","Seduce an important noble's daughter/son"],["5-8","Restore a desecrated shrine of Sune"],["9-12","Destroy a necromancer who has been raising an army of dead"],["13-15","Stamp out a potential warlord"],["16-19","Protect a young and powerful noble in the Lord's Alliance who has recently converted to Sune. Assassins have targeted the noble"],["20","Vanquish a powerful foe of the Church"]],"name":"Religious Relics; Required Religious Service","page":41,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Random Quests from the Emerald Enclave","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Logging Camp. Raid a {@creature hobgoblin} logging camp"],["2","Spider Nest. Clear out a den of {@creature sword spider|MaBJoV|sword spiders} and giant spiders that have infested a forest"],["3","Inferno. {@action Help} to put out a forest fire by destroying the efreet who is keeping it going"],["4","Snake Men. Destroy the nest of yuan-ti that is poisoning the headwater of a major river"],["5","Shadow Druid. Capture the shadow druid who is terrorizing a town with his {@condition charmed} animals"],["6","Alkilith. Close a portal to the abyss that is corrupting a beautiful mountain valley"]],"name":"Random Quests from the Emerald Enclave","page":46,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Emerald Enclave Secret Trails","colLabels":["Trail","The Trail Leads to...","Required Level","Dangers of the Trail"],"colStyles":["col-2","col-6","col-2 text-center","col-2"],"rows":[["Folk path","Llyrath forest in the Moonshae islands","1","{@creature Needle Blight||Needle Blights}"],["Mythal paths","Myth Rynn in the forest of Tethyr or Myth Drannor in the forest of Cormanthor","1","{@creature Quickling|mpmm|Quicklings}"],["The unicorn run","The Star Mounts or the Grandfather Tree in the High Forest","3","{@creature Displacer Beast||Displacer beasts}"],["Forest pool to the Feywild","The fens bordering the Summer Court","5","{@creature Ettercap||Ettercaps} and {@creature Giant Spider||giant spiders}"],["Tree roots to Ysgard","The Gates of the Moon—home to the goddesses Selune and Sune","7","Lone {@creature green hag} or a coven"],["Forest paths to the Beastlands","The Grove of the Unicorns—the realm of the goddess Mielikki","7","{@creature fomorian||Fomorian giants}"],["Mushroom ring to Bytopia","Whispertree—the ancient oak tree that is home to the god Baervan Wildwanderer","7","Lone {@creature night hag} or a coven"]],"name":"Emerald Enclave Secret Trails","page":47,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Random Quests from The Flaming Fist","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Exploration. The Flaming Fist is considering building a new fort. You are sent on a mission to scout out the area where it is to be built"],["2","Siege Breaker. You are sent to a town or city that is under siege by the Flaming Fist. You must help break the siege by opening the main gate, blowing a hole in the city wall or some other means"],["3","Scout. You must scout out an enemy army and determine their numbers, access to magic, monstrous allies, etc."],["4","Destabilize. You are to foment tensions in a region so that war is more likely"],["5","Extraction. You must rescue a Flaming Fist agent or prisoners of war"],["6","Defense. You are to defend a bridge or other choke point against a large warband of orcs"]],"name":"Random Quests from The Flaming Fist","page":52,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Flaming Fist Ranks","colLabels":["Rank","Equivalent","Level"],"colStyles":["col-2","col-8","col-2 text-center"],"rows":[["Fist","Common soldier","1"],["Manip","Sergeant","2"],["Flame","Captain","5"],["Blaze","General","8"],["Marshal","Commander of the Flaming Fist","12"]],"name":"Flaming Fist Ranks","page":52,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Flaming Fist Salaries","colLabels":["Rank","Lifestyle","Pay"],"colStyles":["col-2","col-2 text-center","col-8 text-center"],"rows":[["Fist","Modest","5 sp per day"],["Manip","Modest","1 gp per day"],["Flame","Modest","5 gp per day"],["Blaze","Wealthy","10 gp per day"],["Marshal","Aristocratic","Every month roll on the Treasure Horde: Challenge 0-4 table from the {@book Dungeon Master's Guide|DMG}"]],"name":"Flaming Fist Salaries","page":53,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Flaming Fist Land Grants","colLabels":["Land Grant","Required Rank","Monthly Upkeep Cost","Donation"],"colStyles":["col-3","col-3 text-center","col-3 text-center","col-3 text-right"],"rows":[["Fortified Tower","Flame","5 gp","5,000 gp"],["Fort","Flame","10 gp","10,000 gp"],["Keep","Blaze","20 gp","25,000 gp"],["Castle","Marshal","100 gp","100,000 gp"]],"name":"Flaming Fist Land Grants","page":53,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Random Quests from the Harpers","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","The Black Network. Take out a Zhentarim safe house in a major city"],["2","Devil Worshippers. Expose an Athkatlan noble family that secretly worships a lord of the Nine Hells"],["3","Demon Possession. Banish a demon that has possessed the lord of a major city"],["4","Slavers. Take out the transport ships of a major slave ring operation"],["5","Assassination. Assassinate an evil noble who threatens to destabilize the Lords' Alliance"],["6","Spies. Infiltrate the court of a powerful king who has been preparing to go to war against his neighbors"]],"name":"Random Quests from the Harpers","page":58,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Items Aquired via Harper Fences","colLabels":["Magic Item","Required Trade","Cost"],"colStyles":["col-8","col-2 text-center","col-2 text-right"],"rows":[["Armor, +1 of your choice","Armor, +1","200 gp"],["{@item Bag of holding}, {@item bag of tricks}, {@item boots of elvenkind}, {@item cloak of elvenkind}, {@item cloak of protection}, {@item robe of useful items}, {@item winged boots}","Uncommon magical bag, boots or cloak","75 gp"],["{@item Eyes of charming}, {@item eyes of minute seeing}, {@item eyes of the eagle}, {@item gloves of missile snaring}, {@item gloves of swimming and climbing}, {@item gloves of thievery}, {@item hat of disguise}","Any uncommon magical wondrous item","75 gp"],["{@item Wand of magic detection}, {@item wand of magic missiles}, {@item wand of secrets}, wand of the war mage, {@item wand of web}","Any magical wand","100 gp"],["{@item +1 Weapon||Weapon, +1} of your choice","{@item +1 Weapon||Weapon, +1}","100 gp"]],"name":"Items Aquired via Harper Fences","page":59,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Random Quests from the Knights of Bahamut","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Relic of Bahamut. Track down an ancient relic blessed by Bahamut"],["2","Dragon Egg. Steal a dragon egg from a chromatic dragon that raided the nest of a metallic dragon"],["3","Recovery. Recover dragon eggs from the lair of a recently slain metallic dragon"],["4","Pearls. Loot a horde of pearls from the bottom of the ocean to give to an ancient gold dragon as a gift (pearls are a food delicacy to such beings)"],["5","Assault. Join an adult bronze dragon in an assault against a castle ruled by goblinoids and devils"],["6","Silver Dragon. Accompany an adult silver dragon into the Anauroch desert to investigate Netherese ruins"]],"name":"Random Quests from the Knights of Bahamut","page":64,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Dragon Eggs from Suldil","colLabels":["Dragon Egg","Required Level","Magic Item"],"colStyles":["col-4","col-4 text-center","col-4 text-center"],"rows":[["Copper","12","Very Rare"],["Brass","12","Very Rare"],["Bronze","14","Very Rare"],["Silver","16","Legendary"],["Gold","18","Legendary"]],"name":"Dragon Eggs from Suldil","page":64,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Random Quests from the Order of Irenicus","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Domain of Dread. Steal a relic from a rival Dark Lord in another Domain of Dread"],["2","Elemental Evil. Loot a temple dedicated to the Elder Elemental Eye"],["3","Netherese Ruins. Explore the ruins of a crashed Netherese city"],["4","Horrific Tomb. Steal the spell books of a rival lich"],["5","Mythal. Investigate a recently discovered Mythal"],["6","Dark Elf Vault. Infiltrate a dark elf city and break into the vault of their magical academy"]],"name":"Icarus Quests; Random Quests from the Order of Irenicus","page":70,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Scrolls and Books","colLabels":["Scroll","Required Level","Cost"],"colStyles":["col-8","col-2 text-center","col-2 text-right"],"rows":[["{@item Spell scroll (1st level)||Spell scroll—1st level wizard spells}","1","100 gp"],["{@item Spell scroll (2nd level)||Spell scroll—2nd level wizard spells}","1","200 gp"],["{@item Spell scroll (3rd level)||Spell scroll—3rd level wizard spells}","3","500 gp"],["{@item Spell scroll (4th level)||Spell scroll—4th level wizard spells}","3","900 gp"],["{@item Spell scroll (5th level)||Spell scroll—5th level wizard spells}","9","2,000 gp"],["{@item Spell scroll (6th level)||Spell scroll—6th level wizard spells}","12","4,000 gp"],["{@item Spell scroll (7th level)||Spell scroll—7th level wizard spells}","12","7,500 gp"],["{@item Scroll of protection}","3","1,500 gp"],["{@item Manual of Clay Golems||Manual of golems—clay}","12","5,000 gp"],["{@item Manual of flesh Golems||Manual of golems—flesh}","9","5,000 gp"]],"name":"Magical Scrolls and Books; Scrolls and Books","page":70,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Item Transmutation Components and Costs","colLabels":["Magic Item","Magical Component","Arcana Check DC","Material Component Cost"],"colStyles":["col-4","col-4 text-center","col-2 text-center","col-2 text-right"],"rows":[["{@item Amulet of the planes}","Rare or Very Rare Wondrous Item","20","1,500 gp"],["{@item Belt of fire giant strength}","Rare or Very Rare Wondrous Item","25","7,500 gp"],["{@item Crystal ball}","Rare or Very Rare Wondrous Item","20","1,500 gp"],["{@item Efreeti bottle}","Rare or Very Rare Wondrous Item","25","5,000 gp"],["{@item Ring of shooting stars}","Rare or Very Rare Ring","20","1,500 gp"],["{@item Robe of stars}","Rare or Very Rare magical Cloak or Robe","20","1,500 gp"],["{@item Staff of fire}","Rare or Very Rare Magical Rod or Staff","20","1,500 gp"],["{@item Staff of frost}","Rare or Very Rare Magical Rod or Staff","20","1,500 gp"],["{@item Staff of power}","Rare or Very Rare Magical Rod or Staff","25","7,500 gp"],["{@item Spellguard shield}","Rare or Very Rare Shield","20","1,500 gp"]],"name":"Magic Item Transmutation; Item Transmutation Components and Costs","page":71,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Random Quests from the Raven Circle","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Vecna. Collect the memories from an archmage who is dedicated to Vecna"],["2","Fallen Paladin. Collect the memories of an oath breaking paladin"],["3","Corrupt Despot. A powerful lord or king rules with an iron fist while drowning himself in drink and debauchery to forget the many tragedies of his life. Complete his fall by engineering his overthrow"],["4","Faithless Priestess. Collect the memories of a priestess who has lost faith in her god after the death of her husband and children"],["5","Obsessed Vigilante. Capture or kill a vigilante that has been terrorizing a city. Collect the memories of the tragedy that drives his obsession"],["6","Dark Lord. Stop a Dark Lord's scheme to escape the Domain of Dread that she rules"]],"name":"Random Quests from the Raven Circle","page":78,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Devotion Tokens","colLabels":["CR","Neutral","Chaotic","Lawful","Lycanthrope, Intelligent Undead*, Cursed**","Good, Used To Be Evil","Evil, Used To Be Good"],"colStyles":["col-2","col-1-3 text-center","col-1-3 text-center","col-1-3 text-center","col-2 text-center","col-2 text-center","col-2 text-center"],"rows":[["5-9","Feather","Feather","Feather","Gold Coin","Gold Coin","Gem"],["10-12","Feather","Feather","Feather","Gold Coin","Gold Coin","Gem"],["13-15","Feather","Feather","Feather","Gold Coin","Gem","Gem"],["16-18","Feather","Feather","Gold Coin","Gold Coin","Gem","Gem"],["19+","Feather","Feather","Gold Coin","Gem","Gem","Gem"]],"footnotes":["* Intelligent undead must have an Intelligence or Wisdom score of at least 16. Examples include dracoliches, liches, mummy lords, vampires.","** DMs discretion; examples include driders, medusa, shadow dragons."],"name":"Collect Memories; Devotion Tokens","page":79,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Raven Queen Sentient Weapon Bonuses","colLabels":["CR","Rare","Very Rare","Legendary"],"colStyles":["col-3","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["5-9","+1","+1","+2"],["10-15","+2","+2","+3"],["16+","+2","+3","+3"]],"name":"Weapons of the Raven Queen; Raven Queen Sentient Weapon Bonuses","page":79,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Sentient Weapon Powers","colLabels":["Devotion Cost","Level Required","Power"],"colStyles":["col-2","col-1 text-center","col-9"],"rows":[["Feather token","1","The weapon can speak, read, and understand one language. This can be taken multiple times"],["Gold token","3","The weapon can communicate telepathically with any character that carries or wields it"],["Gem token","3","Roll on the Magic Item Minor Property table of the {@book Dungeon Master's Guide|DMG}. This can only be taken three times"],["Feather token","3","The weapon has hearing and normal vision out to 30 feet"],["Gold token","5","The weapon has hearing and normal vision out an additional 30 feet (to a maximum of 120 ft.)"],["Gold token","7","The weapon has {@sense darkvision} (requires hearing and normal vision)"],["Gem token","7","The weapon has advantage on all {@skill Perception} checks"],["Feather token","9","One aspect of the weapon's alignment can be changed (good to evil, chaotic to lawful)"],["Gold token","9","The weapon scores a critical hit on a roll of 19 or 20"],["Gem token","12","Roll once on the Artifact Minor Beneficial Properties table in the {@book Dungeon Master's Guide|DMG}. This can only be taken three times"]],"name":"Sentient Weapon Powers","page":79,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Random Quests from the Shadow Thieves","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Assassination. Kill an enemy of the Shadow Thieves"],["2","Difficult Heist. Rob a high-profile target such as a noble family estate, temple or palace"],["3","Prison Break. Break a number of Shadow Thief operatives out of a prison"],["4","Destroy a rival. Destroy an existing thief's guild in a town or city so that the Shadow Thieves can move in"],["5","Disrupt Slave Lords. {@action Attack} a slaver stockade run by the Zhentarim"],["6","Infiltrate the Undercity. Spy on a newly started organization with ties to Xanathar based out of the undercity of a major city"]],"name":"Random Quests from the Shadow Thieves","page":84,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Heist Details","colLabels":["Heist","Magical Treasure","Gold","Guardians","Lock DC"],"colStyles":["col-3","col-3 text-center","col-1-5 text-center","col-3 text-center","col-1-5 text-center"],"rows":[["Diamond Dragon Jewelers in Athkatla","{@item Gem of seeing}","15,000 gp in jewels","one {@creature mage}, four {@creature veteran||veterans}","20"],["Seven Songs import in Athkatla","{@item Nolzur's marvelous pigments}","8,000 gp","twelve {@creature thug||thugs}, one {@creature assassin}","15"],["High House of Wonders in Baldur's Gate","{@item Apparatus of kwalish}, shield guardian control medallion","20,000 gp in art objects","two {@creature clay golem||clay golems}, one {@creature stone golem}, one {@creature iron golem}","25"],["Ducal Palace in Baldur's Gate","{@item Figurine of wondrous power}—obsidian steed","15,000 gp in platinum ingots","twelve {@creature knight||knights}, two {@creature mage||mages}","25"],["Temple of Lolth in Ust Natha","{@item Candle of invocation}","10,000 gp","six {@creature drow elite warrior||elite drow warriors}, four {@creature drow priestess of lolth||drow priestesses}","20"]],"name":"Heist Targets; Heist Details","page":85,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Draconic Character Ties","colLabels":["d10","Draconic Tie"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I revere and draw my power from one of the dragon gods—most likely Bahamut or Tiamat, but possibly Sardior or a powerful dragon with heightened dragonsight, such as Aasterinian, Ashardalon, or Chronepsis. (Cleric, paladin, warlock)"],["2","I revere or host a draconic spirit, akin to a nature or ancestral spirit. (Barbarian, druid, ranger)"],["3","I was part of an order that preserves the teachings of an ancient dragon founder. (Fighter, monk, paladin, wizard)"],["4","I have a dragon for a mentor or patron. (Bard, druid, fighter, rogue, sorcerer, warlock)"],["5","I use my class features to take on draconic characteristics. (Barbarian, sorcerer)"],["6","I have a dragon tooth, horn, claw, or scale that I use as a focus for my spellcasting. (Cleric, druid, paladin, ranger, sorcerer, warlock, wizard)"],["7","A dragon ancestor, or a dragon's gift to my ancestor, fuels my might. (Barbarian, fighter, sorcerer)"],["8","My connection to nature gives me a strange link to a dragon whose presence alters the fabric of nature around the dragon's lair. (Druid, ranger)"],["9","I recently discovered that a person I loved and trusted was a dragon in disguise. (Any)"],["10","I have an apparently mundane item that was stolen from a dragon's hoard, and inexplicable things happen when I carry it with me. (Any)"]],"name":"Heroes of the Dragon; Draconic Character Ties","page":16,"source":"FTD","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Spells","colLabels":["Level","Spell","School","Conc.","Ritual","Class"],"colStyles":["col-1 text-center","col-2","col-2","col-1 text-center","col-1 text-center","col-5"],"rows":[["2nd","{@spell Nathair's Mischief|FTD}","Illusion","Yes","No","Bard, Sorcerer, Wizard"],["2nd","{@spell Rime's Binding Ice|FTD}","Evocation","No","No","Sorcerer, Wizard"],["3rd","{@spell Ashardalon's Stride|FTD}","Transmutation","Yes","No","Artificer,* Ranger, Sorcerer, Wizard"],["4th","{@spell Raulothim's Psychic Lance|FTD}","Enchantment","No","No","Bard, Sorcerer, Warlock, Wizard"],["5th","{@spell Summon Draconic Spirit|FTD}","Conjuration","Yes","No","Druid, Sorcerer, Wizard"],["6th","{@spell Fizban's Platinum Shield|FTD}","Abjuration","Yes","No","Sorcerer, Wizard"],["7th","{@spell Draconic Transformation|FTD}","Transmutation","Yes","No","Druid, Sorcerer, Wizard"]],"footnotes":["*The artificer class appears in {@book Tasha's Cauldron of Everything|TCE} and {@book Eberron: Rising from the Last War|ERLW}."],"name":"Spells","page":19,"source":"FTD","chapter":{"name":"Dragon Magic","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Hoard Item States","colLabels":["State","Age"],"colStyles":["col-7 text-center","col-5 text-center"],"rows":[["Slumbering","—"],["Stirring","Young"],["Wakened","Adult"],["Ascendant","Ancient"]],"name":"Hoard Magic Items; Hoard Item States","page":25,"source":"FTD","chapter":{"name":"Dragon Magic","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Draconic Quirks","colLabels":["d8","Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","When resting on the ground, the item points in the direction of the last hoard it steeped in."],["2","The item's bearer can speak and understand Draconic."],["3","The item glows softly when within 60 feet of a Dragon or another hoard item."],["4","The item's bearer gains a swimming speed equal to their walking speed."],["5","The item's bearer has advantage on Intelligence ({@skill History}) checks."],["6","The item's bearer has advantage on Charisma ({@skill Intimidation}) checks made against non-Dragons."],["7","The item grants its bearer resistance to the damage type of the breath weapon of the last dragon whose hoard the item steeped in."],["8","The item's bearer dreams of the dragon whose hoard the item last steeped in."]],"name":"Hoard Item Quirks; Draconic Quirks","page":25,"source":"FTD","chapter":{"name":"Dragon Magic","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Draconic Marks","colLabels":["d4","Visual Manifestation"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","One or both of the character's eyes change color to resemble the dragon's eyes or scales."],["2","The character's hair (or a streak of it) changes color to match the color of the dragon's scales."],["3","A mark like a stylized dragon eye or claw appears on the body."],["4","Patches of scales appear on the character's body, typically on the neck, shoulders, or forearms."]],"name":"Draconic Gifts; Draconic Marks","page":27,"source":"FTD","chapter":{"name":"Dragon Magic","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Draconic Gift Rarity","colLabels":["Rarity","Age Category"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Uncommon","Wyrmling"],["Rare","Young"],["Very rare","Adult"],["Legendary","Ancient"]],"name":"Draconic Gift Descriptions; Draconic Gift Rarity","page":28,"source":"FTD","chapter":{"name":"Dragon Magic","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Dragon Appearance","colLabels":["d20","Appearance"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Draconic letters or symbols engraved on prominent scales"],["2","Large scar"],["3","One eye missing or milky"],["4","Crooked teeth"],["5","Notably overweight or underweight"],["6","Elongated, sinuous body"],["7","Shortened, stocky body"],["8","Coins or gems embedded in hide"],["9","Sculpted horns or claws"],["10","Rings piercing crest or wing edges"],["11","Draped in some semblance of clothing, from a stole to a full robe"],["12","Unusual coloration (for example, a red dragon with an orange, brown, or purple cast)"],["13","Crouched, predatory posture like a stalking cat's"],["14","Erect, almost bipedal posture"],["15","Scales covered with painted handprints of minions, admirers, or children"],["16","Necklaces made of bones, horns, claws, or teeth taken from enemies"],["17","Extra horns or spines"],["18","Elongated, fang-like teeth, or extra rows of teeth"],["19","Sharpened or serrated scales"],["20","Elemental energy matching the dragon's breath weapon, seeping out between the scales"]],"name":"Dragon Characters; Dragon Appearance","page":31,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Dragon Mannerisms","colLabels":["d20","Mannerism"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Rotates head from side to side when listening or speaking"],["2","Tail writhes constantly in a snakelike fashion"],["3","Slowly and constantly fans wings"],["4","Lowers head to speak eye-to-eye to smaller creatures—unless angry"],["5","Uses Draconic words and phrases even when speaking other languages"],["6","Punctuates speech with bestial sounds—growls, roars, croaks, chirps, or whistles"],["7","Fiddles with tip of tail"],["8","Absently chews on or picks at teeth with swords, spears, or lances"],["9","Quickly forgets names and invents random nicknames instead"],["10","Burdens conversation with extensive historical context, whether or not it's relevant"],["11","Constantly twitches tail—and occasionally pounces on it"],["12","Speaks an archaic form of Common (equivalent to Shakespearean English) and doesn't understand contemporary slang and idioms"],["13","Prone to uttering terrifying, guttural sounds, which are actually laughter"],["14","Enjoys mimicking Humanoid voices"],["15","Dismisses modern cultures as historical curiosities sure to collapse imminently"],["16","Has trouble discerning details of anything as small as Humanoids"],["17","Sharpens claws or horns on nearby stone surfaces"],["18","Manifests small signs of the breath weapon, such as exhaling smoke rings, setting arc lightning dancing over teeth, or blowing acid bubbles"],["19","Sighs restlessly, giving an impression of tremendous boredom"],["20","Deeply suspicious, treating all Humanoids encountered as probable agents of a rival dragon"]],"name":"Dragon Characters; Dragon Mannerisms","page":31,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Dragon Bonds","colLabels":["d10","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I treasure one particular item in my hoard—a gift from a person I loved, who is long since dead."],["2","I am close to my siblings, whose lairs are nearby. I would go to great lengths to protect them—or avenge them."],["3","A nearby person intrigues me with fascinating questions and bizarre ideas."],["4","I collect information about the worlds of the Material Plane, and I would love to visit another world someday."],["5","I am devoted to Bahamut or Tiamat and put their interests ahead of my own."],["6","I'm determined to destroy the adventurers who slew my parent—and everyone connected to them."],["7","I'm obsessed with attracting the attention of another dragon."],["8","I feel an obligation to protect the creatures that inhabit my territory (except the ones I eat)."],["9","I am trying to collect an extremely rare set of priceless treasures."],["10","I won't rest until I retrieve an item stolen from my hoard."]],"name":"Dragon Characters; Dragon Bonds","page":31,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Dragon Flaws and Secrets","colLabels":["d10","Flaw or Secret"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I find adventurers fearsome, and I'm convinced that I'll meet my doom at their hands one day."],["2","One item in my possession is worth as much as the rest of my hoard combined, and the fear that it might be stolen consumes me."],["3","Given the opportunity, I eat to excess and then fall into a long, deep sleep."],["4","I would rather let my fearsome reputation scare away intruders than fight them off."],["5","Other dragons would scorn me if they knew how fondly I regard my minions. They're so cute!"],["6","I am terrified of creatures from the Outer Planes—especially modrons."],["7","Another dragon has sworn to find and destroy me."],["8","Humanoids are not ready to learn the horrible cosmic truths in the books in my hoard."],["9","The prospect of living for centuries more exhausts me."],["10","I'm convinced that a version of me on a different world in the Material Plane is hoping to destroy me and steal my hoard."]],"name":"Dragon Characters; Dragon Flaws and Secrets","page":31,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Dragon Name Elements","isNameGenerator":true,"colLabels":["d20","1","2","3","4"],"colStyles":["col-2-4 text-center","col-2-4 text-center","col-2-4 text-center","col-2-4 text-center","col-2-4 text-center"],"rows":[["1","Aeros","Agha","Akkan","Alae"],["2","Andra","Andusk","Angkar","Aradace"],["3","Arauth","Arveia","Aryz","Atar"],["4","Auntyr","Auth","Bahr","Bala"],["5","Calaun","Ciym","Claug","Daerev"],["6","Dalagh","Durg","Eir","Elden"],["7","Endar","Ethar","Fel","Galad"],["8","Gaul","Golos","Guth","Ingeir"],["9","Ix","Iyliam","Jhar","Kerin"],["10","Lham","Lothtor","Malae","Marun"],["11","Mere","Miir","Morn","Nabal"],["12","Nur","Nym","Oloth","Ontor"],["13","Othim","Palar","Raali","Ragoth"],["14","Rith","Rysear","Saryx","Ser"],["15","Skad","Surr","Thal","Thanach"],["16","Thoth","Thrax","Thriin","Tostyn"],["17","Tratain","Treori","Turace","Ualin"],["18","Umer","Uryte","Uxin","Vaer"],["19","Vala","Valos","Vinc","Voar"],["20","Vureem","Waur","Zundae","Zyreph"]],"name":"How to Name Your Dragon; Dragon Name Elements","page":33,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Wyrmling Goals","colLabels":["d6","Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Establish independence from adult dragons (or other powerful creatures)"],["2","Acquire one valuable magic item or art object to build a hoard around"],["3","Acquire minions who will bring food and treasure"],["4","Establish dominance over other wyrmlings in the same brood"],["5","Secure a partnership with a more powerful creature for safety"],["6","Find a good spot for a first independent lair"]],"name":"Wyrmlings; Wyrmling Goals","page":35,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Young Dragon Goals","colLabels":["d6","Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Establish a lair and develop the land around it to maximize safety and good hunting"],["2","Amass as much treasure as possible"],["3","Acquire magical wards to help protect the lair"],["4","Sabotage the efforts of other young dragons to establish lairs in the local area"],["5","Earn the fear and respect of other creatures living near the lair through displays of power"],["6","Secure the allegiance of loyal and powerful minions"]],"name":"Young Dragons; Young Dragon Goals","page":36,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Adult Dragon Goals","colLabels":["d6","Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Find a good location for an additional lair"],["2","Acquire an artifact or a powerful magic item for the hoard"],["3","Establish a dynastic bloodline by producing young"],["4","Eliminate younger dragons who could become rivals or threats if they are allowed to grow older"],["5","Transform a large region into an environment suitable for the dragon's preferred sort of lair"],["6","Develop dragonsight to pursue goals across multiple worlds"]],"name":"Adult Dragons; Adult Dragon Goals","page":36,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Ancient Dragon Goals","colLabels":["d6","Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Avoid decline by becoming Undead or seeking magical alternatives to aging"],["2","Transcend the limits of physical existence on a single world by uniting echoes across multiple worlds or establishing a lair on another plane of existence"],["3","Acquire a particular artifact, perhaps to complete a set (all three parts of the Regalia of Evil, the {@item Eye of Vecna} and {@item Hand of Vecna}, and so forth)"],["4","Collect a complete set of artistic treasures, such as all the paintings of a great master, manuscripts for a famed author's entire body of writings, or every piece of jewelry made by a master artisan"],["5","Transform an entire world into an extreme environment suitable as a lair—a volcanic hellscape, a frozen wonderland, an arid wasteland, or the like"],["6","Destroy one or more gods as an act of vengeance or to ascend to godhood"]],"name":"Greatwyrms; Ancient Dragon Goals","page":37,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Origin of Dragon Eggs","colLabels":["d10","Origin"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Spontaneous Reincarnation}. When an adult or older dragon dies, one or more eggs form in the dragon's decomposing body. These eggs might grow like fungus as the body rots away, they could appear among the ashes after the body is consumed by fire, or they might need to be mined out from a corpse that has turned to solid stone or metal."],["2","{@b Seedlings of the First World}. At the heart of the world (underground, or in a remote area of pristine wilderness) stands a tree on which dragon eggs grow like fruit. Once in a lifetime, each dragon feels an overwhelming urge to seek out this tree. After finding it, the dragon must persuade its guardian to relinquish one or more eggs."],["3","{@b Consuming Treasure}. By eating a significant portion of their own hoards, dragons cause themselves to lay clutches of eggs."],["4","{@b Magical Crafting}. Mirroring the creative acts of Bahamut and Tiamat, dragons craft their eggs through painstaking labor, then breathe the gift of life into them."],["5","{@b Draconic Transformation}. Enlightened non-dragons (most often Humanoids) are transformed into dragon eggs when they die, when they experience profound enlightenment, or when they undergo a ritual that might involve bathing in dragon blood or being devoured by a dragon. Humanoids and dragons alike understand the transformation to be a transition into a higher state of existence."],["6","{@b Divine Origin}. Only Bahamut and Tiamat can create dragon eggs—each egg is the result of divine intervention."],["7","{@b Spontaneous Formation}. Dragon eggs arise naturally in certain regions, often in underground veins of metal ore or gems for metallic and gem dragons, respectively, or in extreme environments (volcanoes, arctic wastes, deadly swamps, and so forth) for chromatic dragons. The eggs might hatch on their own, or they might have to be unearthed first by another creature, whether that's an adult or older dragon or a hapless miner."],["8","{@b Parthenogenesis}. An adult or older dragon can lay a clutch of eggs whenever the dragon feels ready to rear a clutch of wyrmlings—or to impose that responsibility on others."],["9","{@b Dragon Conclave}. Five adult or older dragons of different kinds come together to create a clutch of eggs, with each giving up a bit of life energy as part of the process. This clutch of eggs hatches five dragons of different kinds, depending on the dragons making up the conclave."],["10","{@b Rejuvenation}. An ancient dragon voluntarily enters a deep trance and eventually dies, leaving behind a single egg."]],"name":"Reproduction; Origin of Dragon Eggs","page":38,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Half-Dragon Origin","colLabels":["d6","Origin"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Regional Effects}. The magical influence of a dragon's lair causes half-dragons to spontaneously arise among the area's other creatures."],["2","{@b Forbidden Fruit}. A dragon can cause a particular tree to produce magical fruit. When eaten by a creature able to bear children, the fruit causes the creature to bear a half-dragon."],["3","{@b True Love's Gift}. Love occasionally blossoms between dragons and creatures of other kinds, and this life bond can result in half-dragon children. Most half-dragons born of love are created as a magical gift."],["4","{@b Blood Transformation}. A creature that bathes in or drinks the blood of a dragon can sometimes be transformed into a half-dragon. A dragon might voluntarily offer some blood to bring this about, or it could happen accidentally when a would-be dragonslayer is splashed with dragon blood."],["5","{@b Cradle Favor}. A dragon might bestow the gift of draconic power on a newborn baby or an unborn child—as either a blessing or a curse."],["6","{@b Hoard Thieves}. The hoard of an older dragon is imbued with that dragon's power. Those who steal from such a hoard might transform into half-dragons as that power leaches into them."]],"name":"Half-Dragons; Half-Dragon Origin","page":39,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Dragon Death Throes","colLabels":["d6","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The dragon immediately uses one of its lair actions, centering the effect on itself. For example, a fallen black dragon and any characters around it might be pulled into a nearby pool of water, and a copper dragon's body might be swallowed suddenly in mud."],["2","The dragon uses its breath weapon one last time."],["3","The dragon's body transforms into stone, metal, lava, ice, or mist. Or the body dissipates, leaving behind only a transformed heart or other organ."],["4","Roll on the {@table Wild Magic Surge|PHB} table in the \"{@class Sorcerer|phb}\" section of the {@book Player's Handbook|PHB}, rerolling any inappropriate result."],["5","A surge of life energy erupts from the dragon, causing each creature within 120 feet of the body to gain the benefit of finishing a long rest."],["6","The body is drawn through a portal to the lair of one of the dragon's echoes on another world, increasing that echo's power."]],"name":"Death of a Dragon; Dragon Death Throes","page":40,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Undead Dragon Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A dragon seeks help, desperate to prevent a dracolich-worshiping cult from convincing the dragon's sibling, mate, or rival to become a dracolich."],["2","A dragon suffering from a wasting affliction asks the characters to travel to another world, where they must destroy an echo of that dragon who has become a dracolich."],["3","A pirate crew under the command of a {@creature ghost dragon|FTD} fights to recover the dead dragon's scattered hoard."],["4","A {@creature hollow dragon|FTD} guards an artifact meant to be used in the dire circumstances foretold in an ancient prophecy. Now the prophecy is coming to pass, but the dragon won't let the artifact be used for its intended purpose."],["5","A gem dragon from another world is searching for the dragon's echo, which has become a {@creature draconic shard|FTD}."],["6","A dracolich keeps returning after being destroyed. The dracolich's connection to its echoes on other worlds is keeping its soul intact, like a phylactery, and the connection must be severed before the creature's threat can be ended."]],"name":"Undeath; Undead Dragon Adventure Hooks","page":41,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Dragon Echo Characteristics","colLabels":["d8","Echo Characteristics"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Same dragon kind and age, differing only in physical appearance"],["2","Same dragon kind and age, differing only in a peculiar mannerism"],["3","Same dragon kind and age, but significantly different in personality, ideals, or alignment"],["4","Same dragon kind and generally alike, but older or younger by one category"],["5","Same age, different kind within the same family (chromatic, gem, or metallic), and similar in appearance and personality"],["6","Same age, different kind in a different family (with a similar breath weapon or habitat), with similar appearance but very different ideals or alignment"],["7","Radically different in almost every way imaginable but still bound by fate across the worlds"],["8","Roll again, and in addition the echo is Undead (a dracolich, {@creature hollow dragon|FTD}, {@creature ghost dragon|FTD}, or {@creature draconic shard|FTD}) or a shadow dragon."]],"name":"Echoes across the Worlds; Dragon Echo Characteristics","page":42,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Cult of the Dragon Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A group of cultists has stolen a dragon egg, with the dual goal of hatching a minion for themselves and gaining leverage over the dragon who was caring for the egg. But the dragon wants the egg back."],["2","A group of cultists is trying to access a magic portal linking the Material Plane to Tiamat's domain, hoping to break the seal that has kept the portal closed for centuries."],["3","A dragon whose echo on another world has become a dracolich suffers from a wasting affliction (see \"{@book Undeath|FTD|3|Undeath}\" above). Members of the Cult of the Dragon are trying to persuade the afflicted dragon to become a dracolich as well."],["4","A dragon and a dracolich, representing the opposing factions of the Cult of the Dragon, war against each other. Their battle is devastating the region between their lairs and endangers countless innocents."],["5","A group of cultists searches for all the {@item Orb of Dragonkind||Orbs of Dragonkind}, planning to use them to bend dragons to their will."],["6","A fringe group of cultists decides to focus on the \"shattered thrones\" part of the ancient prophecy and attempts to assassinate rulers and destroy their seats of power."]],"name":"Cult of the Dragon Adventure Hooks","page":45,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Chamber Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An agent of the Chamber has plundered the research of an eccentric sage whose work is widely considered nonsense, suggesting that something important is hidden in the sage's notes."],["2","A dragon of the Chamber is convinced that dragonmarked Humanoids on Eberron have echoes on other worlds of the Material Plane, and seeks ways to identify them."],["3","A dragon of the Chamber draws the characters from one Material Plane world to another, trying to glean information about the Prophecy by examining the relationship between the two worlds."],["4","A member of the Chamber seeks to hire the characters to explore a dungeon that was recently discovered behind a sigil-inscribed stone seal."],["5","A member of the Chamber believes that one of the characters could serve as \"the Child of Winter\" (or some similar title) mentioned in the Prophecy and tries to manipulate the character into bringing the terms of the Prophecy to pass."],["6","A Fiend tries to trick the characters into slaying a dragon belonging to the Chamber."]],"name":"Chamber Adventure Hooks","page":46,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Lauth Goals","colLabels":["d6","Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Support the establishment of a powerful empire to maintain order in the lauth's territory"],["2","Bring about the downfall of a powerful empire"],["3","End the influence of Aberrations originating in the Underdark"],["4","Seek out and destroy hundreds of cursed magic items created by an ancient lich"],["5","Destroy an archdevil, a demon prince, a powerful Celestial, or an archfey whose extraplanar influence is altering the lauth's territory"],["6","Bring about (or prevent) the fulfillment of a prophecy uttered by an ancient dragon centuries ago"]],"name":"Common Purpose; Lauth Goals","page":47,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Hidecarved Wards","colLabels":["d6","Ward Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Immutability}. The dragon is immune to any spell or effect that would alter its form."],["2","{@b Inscrutability}. The dragon is immune to any effect that would sense its emotions or read its thoughts. Wisdom ({@skill Insight}) checks made to ascertain its intentions or sincerity have disadvantage."],["3","{@b Magic Resistance}. The dragon has advantage on saving throws against spells and other magical effects."],["4","{@b Damage Resistance}. The dragon has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks."],["5","{@b Additional Resistance}. The dragon has resistance to one type of damage. Roll a {@dice d8}, rerolling if you get a damage type the dragon is already resistant or immune to: 1, acid; 2, cold; 3, fire; 4, lightning; 5, necrotic: 6, psychic; 7, radiant; 8, thunder."],["6","{@b Death Ward}. The dragon can cast the {@spell death ward} spell on itself and regains the ability to do so after a long rest."]],"name":"Engraved Wards; Hidecarved Wards","page":47,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Hidecarved Dragons Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A hidecarved dragon hires the characters to undertake a quest in pursuit of the lauth's goal."],["2","A lauth becomes convinced that their goal demands the destruction of the characters."],["3","A lauth unexpectedly aids the characters' quest, which aligns with the hidecarved dragons' goal."],["4","A lauth opposes the characters' quest, which is at odds with the hidecarved dragons' goal."],["5","Following reports of a dangerous dragon in the region, the characters discover the dragon is part of a lauth whose goal is worth aiding."],["6","A dragon asks the characters to help figure out why mysterious arcane markings have suddenly appeared on the dragon's scales. Solving this puzzle might mean journeying to another world or finding a way to help awaken the dragon's dragonsight."]],"name":"Hidecarved Dragons Adventure Hooks","page":48,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Inheritors of the First World Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A fleeing foe disappears into a magic portal linked to another world of the Material Plane. When the characters follow this enemy, they draw the attention of dragons who want to know more about the world they came from."],["2","The lair of a gem dragon turns out to be a magical nexus containing portals linked to the lairs of the dragon's echoes on several other worlds."],["3","The characters discover an enormous ruby deep in the Underdark. When word of their find gets out, the gem becomes the target of thieves and eventually of dragons who believe it is the heart of Sardior and a key to the Ruby Dragon's return."],["4","A dragon offers to pay the characters handsomely if they travel to another world. There, they must make contact with the dragon's echo and solve the mystery of why their patron has been unable to learn dragonsight."],["5","Priests or dragon servitors of Bahamut send the characters to combat the Inheritors of the First World, worried that any attempt to restore Bahamut and Tiamat's primal creation will anger the gods and rekindle the ancient wars between dragons and Humanoids."],["6","Dragons establish a permanent portal connecting two worlds of the Material Plane, establishing an exciting era of discovery and trade between them. But the longer the portal remains open, the larger it grows, seemingly drawing the two worlds together into a catastrophic collision."]],"name":"Inheritors of the First World Adventure Hooks","page":49,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Relationships and Adventures","colLabels":["d20","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The dragon is trying to eliminate a business rival through ruthless competition or underhanded means, and the rival seeks the characters' help. (Business owner)"],["2","A struggling merchant hires the characters to identify a mysterious competitor who seems to have unlimited resources. (Business owner)"],["3","A repentant enemy comes to the characters, telling them that a former companion of the enemy is actually a manipulative dragon—and asking them to help get revenge. (Companion)"],["4","The characters develop an ever-closer friendship with a secretive person who seems to have inexhaustible wealth and an endless supply of useful information. (Companion)"],["5","A city council asks the characters to help put an end to a deadly war between two criminal gangs, not knowing one of the gangs is led by a dragon. (Crime boss)"],["6","While the characters fight a crime family in a major city, they discover their patron is a dragon hoping to take over the criminal enterprise. (Crime boss)"],["7","A small nation is worried about the aggressive expansion of a dragon-ruled empire on the opposite side of a desert, ocean, or mountain range. Its leaders seek aid from powerful adventurers who can protect the nation from conquest. (Emperor)"],["8","As the characters become powerful enough that they might conceivably threaten a dragon ruler, they are given a choice: enter government service or face exile in the wild borderlands. (Emperor)"],["9","Two nobles worry about the amount of money their heir is donating to a new temple. (God)"],["10","A dragon with developed dragonsight is trying to bring together worshipers from multiple worlds to perform a ritual that will let the dragon ascend to true godhood. (God)"],["11","A dragon noble's servants have kidnapped a well-known storyteller or musician because the dragon is having trouble sleeping. (Noble)"],["12","An aristocrat is being blackmailed by someone threatening to reveal that the noble is actually a dragon in disguise. (Noble)"],["13","When the characters defeat a powerful enemy, the enemy's \"pet\" dragon tries to adopt the characters. (Parental figure)"],["14","When the characters kill a dragon's minions, the distraught dragon surrenders and agrees to leave the area—while secretly plotting revenge against the party. (Parental figure)"],["15","Another group of adventurers—supplied with superior equipment and information by their dragon patron—is pursuing the same goal as the characters. (Patron)"],["16","Local aristocrats complain that the best artists and performers are being lured away by a mysterious patron's promises of riches. (Patron)"],["17","A dragon can teach great magical secrets. But any would-be disciples must prove their worth by acquiring a valuable item to add to the dragon's hoard. (Teacher)"],["18","A dragon teacher from a character's past (whom the character might not know is a dragon) asks for help tracking down a student who has turned to evil. (Teacher)"],["19","A marauding group of bandits has grown from an irritation to a significant threat after coming under the leadership of a dragon. (Warlord)"],["20","The warlike minions of two dragons are clashing in skirmishes across the region, devastating peaceful villages and farmlands. (Warlord)"]],"name":"Warlord; Relationships and Adventures","page":51,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Dragon Encounter Complications","colLabels":["d20","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The dragon has no interest in fighting and tries to avoid the characters, until they anger the dragon through significantly injury or insult."],["2","The dragon is too bored to fight and offers the characters a tiny amount of treasure if they'll leave."],["3","The dragon hates a certain type of character (sneaky rogues, healers, or heavily armored fighters, perhaps) and directs at least one attack each round at such a character."],["4","The dragon tries to drive the characters off by emotionally hurting or humiliating them—threatening something they obviously care about, damaging their equipment, insulting them, or showing how ineffectual their attacks are."],["5","The dragon has a way to call for help hidden deep inside the lair, such as a magic horn that summons minions, an {@item iron flask} with a powerful Fiend inside, or a magic portal to an echo's lair. The characters must prevent the dragon from summoning aid or face a new threat."],["6","The dragon is desperately trying to protect a particular treasure, one or more eggs, or perhaps a minion, bargaining to protect this treasure and flying into a rage if it is harmed."],["7","The previous occupant of the dragon's lair left behind a curse, a trap, or a lingering spirit that clever characters can turn against the dragon."],["8","The dragon's lair is almost impossible to navigate without access to one or more of the dragon's special movement modes (typically flight, but possibly burrowing, swimming, or climbing)."],["9","It's been so long since anyone has dared to intrude on the dragon's lair that the dragon is more interested in showing off the lair—and impressive lair actions—than in doing serious harm to the characters. If the characters escape and spread stories of the dragon's grandeur, so much the better."],["10","When the dragon is agitated, the regional effects that alter the terrain around the lair create visible changes around the dragon each round."],["11","Factions and grudges within the ranks of the dragon's minions erupt when the characters challenge the dragon, resulting in infighting that might tip the odds in the main battle in either direction."],["12","A feature in the dragon's lair has an unpredictable magical effect, perhaps similar to a {@item wand of wonder}, a sorcerer's {@table Wild Magic Surge|PHB}, or a {@book dungeon trick|DMG|10|Random Tricks} as described in the {@book Dungeon Master's Guide|DMG}. The dragon avoids the feature unless the encounter is going badly, then either activates the feature or tries to goad the characters into doing so."],["13","Spell effects and breath weapons used inside the dragon's lair cause dramatic destruction, including chasms opening up, ceilings collapsing, pillars toppling, and other effects that can damage or hinder the characters and the dragon equally."],["14","The dragon has a rival who notices the characters approaching the dragon's lair and keeps tabs on the fight. This rival might step in to help the characters or the dragon, depending on the circumstances, or might ambush the characters when they leave the dragon's lair."],["15","The dragon takes tremendous pleasure in adopting Humanoid form and pretending to be a minion, groveling and sniveling when intruders enter the lair and claiming that the dragon is away."],["16","The dragon's only goal is to learn a key piece of information about the characters' larger goals and then escape."],["17","The dragon enjoys combat, roaring in appreciation each time the characters pull off effective attacks or flashy spells. But if seriously hurt, the dragon quickly calls for a truce."],["18","Each round of combat with the dragon, the characters catch an eerie glimpse of another world where one of the dragon's echoes is active."],["19","The dragon has a plan to feign death in case of attack—apparently being buried in a cave-in, tumbling into a deep chasm, drowning in lava, or some similarly dramatic exit. After escaping, the dragon plots revenge."],["20","At the same time the characters are confronting the dragon, another group of adventurers is confronting one of the dragon's echoes on another world. Halfway through the fight, either the dragons or the characters and the other adventurers switch places."]],"name":"Dragon Encounters; Dragon Encounter Complications","page":53,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Cross-Purposes","colLabels":["d6","The Dragon's Schemes..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","...directly target one or more characters. The adventure begins when the dragon or the dragon's minions confront the characters."],["2","...threaten a character's bond or an NPC who's important to one or more characters."],["3","...challenge a character's ideal or exploit a flaw. The character might hear rumors of the dragon's activity, spurring them into action."],["4","...trap the characters between clashing forces."],["5","...create an opportunity for a character to pursue a personal goal."],["6","...cause an accident or catastrophe that threatens the characters."]],"name":"Dragon as Schemer; Cross-Purposes","page":56,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Lair Location","colLabels":["d10","Unusual Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The area is a climate anomaly—a cool and lush oasis in a hot desert, a balmy spring within a frozen tundra, a drifting iceberg in a warm sea, a barren waste in the midst of a verdant forest, or the like."],["2","The area is a wild magic zone. Whenever a creature casts a spell of 1st level or higher or activates a magic item, roll a {@dice d10}. On a 1, roll on the {@table Wild Magic Surge|PHB} table in the {@book Player's Handbook|PHB}."],["3","Natural rock formations align with celestial phenomena at particular times of the year. Stars and planets might line up with rock spires and windows on solstices and equinoxes, for example."],["4","A dead god or titan is buried in the area."],["5","The area is a vast crater, at the center of which is a long-buried meteorite."],["6","A magical portal to another plane of existence releases dangerous energy—and sometimes creatures—into the area."],["7","The area was a battlefield in an ancient war where thousands of soldiers were annihilated in a devastating magical assault."],["8","Gravity does not function as expected in the area, which might manifest as giant floating earth motes or similar terrain."],["9","An enormous tree—possibly the oldest living organism in the world—grows at the heart of the area."],["10","A god left a profound impression on the site during an ancient visit to the Material Plane—perhaps a footprint, a pool of tears, or a splash of blood that has permanently infused the ground."]],"name":"Dragon Lairs; Lair Location","page":63,"source":"FTD","chapter":{"name":"Lairs and Hoards","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Hoard Linking Items","colLabels":["d10","Linking Items"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The broken pieces of an artifact (such as the Rod of Seven Parts)"],["2","A set of large gemstones, each engraved with the seal of a particular nation or the symbol of a deity"],["3","Numbered volumes of an encyclopedia or comprehensive history"],["4","Statuettes depicting different kinds of dragons"],["5","Portraits of the members of a well-known historical family"],["6","Ornate nesting dolls that feature a large gemstone egg at the heart of the set"],["7","Regalia—an orb, a crown, a scepter, and so forth—belonging to a recently deposed monarch"],["8","Pieces of a full suit of armor that once belonged to an ancient hero"],["9","A set of teeth from a rival dragon, a prophet, or a rare creature"],["10","Pieces of a chess set or another board game, or cards from a deck of playing cards, a {@deck tarokka deck|CoS}, or a {@item deck of many things}"]],"name":"Linking Hoards; Hoard Linking Items","page":67,"source":"FTD","chapter":{"name":"Lairs and Hoards","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Unfinished Business","colLabels":["d6","Unfinished Business"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Entrust the haunted item to the ghost's heir"],["2","Entomb the haunted item with the ghost's corpse"],["3","Destroy the haunted item"],["4","Use the haunted item for a specific purpose"],["5","Reunite the haunted item with other items forming a set"],["6","Destroy the ghost's killer: a dragon who is an echo of the hoard's owner on another world"]],"name":"Haunted Hoards; Unfinished Business","page":68,"source":"FTD","chapter":{"name":"Lairs and Hoards","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Hoard Curse Effects","colLabels":["d6","Hoard Curse Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Each affected creature gains 1 level of {@condition exhaustion} that can't be removed until the curse is broken."],["2","Each affected creature automatically fails saving throws against dragons' breath weapons and Frightful Presence."],["3","Each affected creature gains vulnerability to the damage type of the breath weapon of the dragon who cursed the hoard."],["4","Each affected creature's speed is reduced by 10 feet."],["5","Affected creatures can't spend Hit Dice to regain hit points during a short rest."],["6","When an affected creature dies, its soul becomes imprisoned by the slain dragon's spirit, preventing the creature from being raised from the dead."]],"name":"A Dragon's Curse; Hoard Curse Effects","page":68,"source":"FTD","chapter":{"name":"Lairs and Hoards","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Breaking a Hoard Curse","colLabels":["d4","Rite Elements"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Cast the {@spell hallow} spell"],["2","Make an offering of blood from everyone who participated in killing the dragon (or those creatures' nearest kin)"],["3","Bathe or sprinkle the treasure in the dragon's blood"],["4","Make a sacrifice to Bahamut, Tiamat, or both"]],"name":"A Dragon's Curse; Breaking a Hoard Curse","page":68,"source":"FTD","chapter":{"name":"Lairs and Hoards","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Hoard Magic","colLabels":["d6","Magical Motivation"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Create a permanent protective ward covering a city-state or small kingdom"],["2","Destroy a large magical ward protecting a region"],["3","Create a dead magic zone where spells and magic items won't function"],["4","Repair the fabric of magic in a dead magic zone"],["5","Reassert the dominance of the Material Plane in a region, banishing influence that has been seeping in from another plane of existence"],["6","Open a portal to another plane of existence or another world of the Material Plane"]],"name":"Competition for a Hoard; Hoard Magic","page":69,"source":"FTD","chapter":{"name":"Lairs and Hoards","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Coin Origins","colLabels":["d10","Origin"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Equivalent value in {@book trade goods|PHB|5|Trade Goods} (see the {@book Player's Handbook|PHB}) rather than coins"],["2–3","Coins from an ancient culture local to this region, ancestral to the people who live here now"],["4–5","Coins from an ancient culture in a distant region"],["6–7","Coins from a nearby contemporary culture"],["8–9","Coins from a local contemporary culture"],["10","Coins from another world"]],"name":"Coins; Coin Origins","page":70,"source":"FTD","chapter":{"name":"Lairs and Hoards","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Hoard Mundane Items","colLabels":["d100","Mundane Items"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–04","A painting by an artist long forgotten by everyone except the dragon"],["05–08","A hogshead (large cask) containing 65 gallons of clean drinking water"],["09–12","Several embroidered throw pillows depicting wyrmling dragons"],["13–16","A funerary urn containing remains the dragon can't identify"],["17–20","A set of seven candlesticks bearing a god's holy symbol"],["21–24","A tarnished brazier with pleasant-smelling ash"],["25–28","A drum for use in religious rites, with a foreboding echo to its beat"],["29–32","A stuffed Monstrosity appropriate to the local terrain"],["33–36","The skull of a Fiend or Celestial"],["37–40","A spinning wheel"],["41–44","An hourglass filled with sparkling sand"],["45–48","A crude flute with a pleasing sound"],["49–52","Hundreds or thousands of fake coins interspersed with the real treasure"],["53–56","A treatise on alchemy etched on steel cylinders"],["57–60","The battle standard of one of the dragon's ancient foes"],["61–64","A sketchbook from another world of the Material Plane, depicting unfamiliar creatures and one very familiar dragon"],["65–68","A set of irregular polyhedral dice (with 9, 13, 25, and 34 sides)"],["69–72","A map showing the dragon's lair in relation to villages and other long-gone landmarks"],["73–76","A kneeling bench, which anyone addressing the dragon is required to use"],["77–80","A scroll containing a long epic poem in praise of the dragon"],["81–84","A star chart showing Bahamut and a one-headed Tiamat as constellations, with \"Elegy for the First World\" written between the stars"],["85–88","A large, noisy wind chime"],["89–92","A small shrine with a statuette, a brazier, and an altar dedicated to a god worshiped by many of the dragon's minions"],["93–96","A jar with a dead illithid tadpole floating in preserving chemicals"],["97–00","An extensive historical record in the form of carefully knotted strings"]],"name":"Creating a Hoard; Hoard Mundane Items","page":72,"source":"FTD","chapter":{"name":"Lairs and Hoards","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Hoard Gems","colLabels":["Wyrmling d100","Young d100","Adult d100","Ancient d100","Gem Value"],"colStyles":["col-2-4 text-center","col-2-4 text-center","col-2-4 text-center","col-2-4 text-center","col-2-4 text-center"],"rows":[["01–43","01–51","01–18","01–14","10 gp"],["44–99","52–75","19–36","15–28","50 gp"],["00","76–99","37–54","29–42","100 gp"],["—","00","55–77","43–58","500 gp"],["—","—","78–99","59–93","1,000 gp"],["—","—","00","94–00","5,000 gp"]],"name":"Creating a Hoard; Hoard Gems","page":72,"source":"FTD","chapter":{"name":"Lairs and Hoards","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Hoard Art Objects","colLabels":["Wyrmling d100","Young d100","Adult d100","Ancient d100","Art Object Value"],"colStyles":["col-2-4 text-center","col-2-4 text-center","col-2-4 text-center","col-2-4 text-center","col-2-4 text-center"],"rows":[["01–95","01–53","01–49","01–22","25 gp"],["96–00","54–99","50–75","23–42","250 gp"],["—","00","76–99","43–58","750 gp"],["—","—","00","59–93","2,500 gp"],["—","—","—","94–00","7,500 gp"]],"name":"Creating a Hoard; Hoard Art Objects","page":72,"source":"FTD","chapter":{"name":"Lairs and Hoards","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Hoard Magic Items","colLabels":["Wyrmling d100","Young d100","Adult d100","Ancient d100","Magic Items"],"colStyles":["col-2-4 text-center","col-2-4 text-center","col-2-4 text-center","col-2-4 text-center","col-2-4 text-center"],"rows":[["01–34","01–21","01–06","—","Common minor item ({@table Magic Item Table A}*)"],["35–61","22–49","07–18","—","Uncommon minor item ({@table Magic Item Table B}*)"],["62–77","50–64","19–41","01–12","Rare minor item ({@table Magic Item Table C}*)"],["—","65–72","42–64","13–56","Very rare minor item ({@table Magic Item Table D}*)"],["—","—","65–69","57–67","Legendary minor item ({@table Magic Item Table E}*)"],["78–96","73–91","70–72","—","Uncommon major item ({@table Magic Item Table F}*)"],["97–00","92–97","73–80","68–73","Rare major item ({@table Magic Item Table G}*)"],["—","98–00","81–91","74–82","Very rare major item ({@table Magic Item Table H}*)"],["—","—","92–00","83–00","Legendary major item ({@table Magic Item Table I}*)"]],"footnotes":["*See the {@book Dungeon Master's Guide|DMG}."],"name":"Creating a Hoard; Hoard Magic Items","page":72,"source":"FTD","chapter":{"name":"Lairs and Hoards","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Amethyst Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I am never so content as when contemplating the beauty and wonders of the multiverse."],["2","I am a sworn protector against the depredations of the Far Realm, and I will root out its corruption wherever it may arise."],["3","What use is vast knowledge or insight if it is not shared with those who can appreciate it?"],["4","Although some are fascinated by words, I think numbers are the true foundations of creation."],["5","To experience a thing is to truly understand it. Direct and personal experience is the most valuable form of knowledge."],["6","I see a far more kaleidoscopic reality than you do... or than any of your selves do, really."],["7","It is not my place to interfere. I merely seek to observe, learn, and understand."],["8","With a true understanding of metaphysics, anything is possible—including the creation of a more orderly and perfect cosmos than this one."]],"name":"Creating an Amethyst Dragon; Amethyst Dragon Personality Traits","page":76,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Amethyst Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Balance. Everything is a complex interaction of forces that must be kept in a delicate and carefully maintained balance. (Neutral)"],["2","Knowledge. We are the whole of creation, seeking to understand itself. (Any)"],["3","Self-Improvement. I am a complex gem, and I constantly polish and refine my many facets to make the whole that much more perfect. (Any)"],["4","Responsibility. Having knowledge and power gives one a responsibility to those who have less of either. (Lawful)"],["5","Noble Obligation. My superior experience, intellect, and insight give me a duty to mediate disputes when I can. (Good)"],["6","Power. Knowledge is power, power must be used, and I use it. Your concerns are irrelevant. (Evil)"]],"name":"Creating an Amethyst Dragon; Amethyst Dragon Ideals","page":76,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Amethyst Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An amethyst dragon seeks a rare type of crystal found in the domain of a territorial stone giant clan."],["2","A coven of hags seeks to reclaim its hag eye, which rests within an amethyst dragon's hoard."],["3","An amethyst dragon magically disables all teleportation within a thousand miles of their lair. Governments within that area seek emissaries who can negotiate an end to the restriction."],["4","An amethyst dragon recruits a group of adventurers to psychically trade bodies with adventurers from another world, so that each can carry out certain tasks before swapping back."],["5","A cult devoted to a Great Old One of the Far Realm seeks an alien monolith that can summon its master, but the site is guarded by an amethyst dragon."],["6","An {@creature amethyst dragon wyrmling|FTD} is actually the temporally displaced form of an {@creature ancient amethyst dragon|FTD} who already exists in the same time line."],["7","An amethyst dragon seeks the means to plant special crystals that will allow the dragon to magically coexist in multiple places at once across the world during a rare celestial alignment."],["8","An amethyst dragon is fusing with their echoes on other worlds. They all hope to ascend to godhood, perhaps recreating or replacing Sardior."]],"name":"Amethyst Dragon Adventures; Amethyst Dragon Adventure Hooks","page":76,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Amethyst Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature amethyst dragon wyrmling|FTD} is in the care of a cloistered religious order of scribes."],["2","A half-amethyst dragon cares for an {@creature amethyst dragon wyrmling|FTD} sibling after the disappearance of their dragon parent."],["3","A {@creature Faerie Dragon (Violet)||violet faerie dragon} is the playmate and guardian of an {@creature amethyst dragon wyrmling|FTD}."],["4","An {@creature amethyst dragon wyrmling|FTD} lives alone in a lair, cared for by a cadre of animated objects."],["5","A cloister of {@creature Flumph||flumphs} protects an {@creature amethyst dragon wyrmling|FTD} while feeding on the wyrmling's excess psionic energy."],["6","A circle of druids looks after an {@creature amethyst dragon wyrmling|FTD} lairing in the circle's mountain tarn."]],"name":"Connected Creatures; Amethyst Dragon Wyrmling Connections","page":77,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Amethyst Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A myconid community dwells in tunnels near a {@creature Young Amethyst Dragon|FTD|young amethyst dragon's} lair, and its members telepathically commune with the dragon and any visitors in the lair from time to time."],["2","A {@creature young amethyst dragon|FTD} and a {@creature githzerai zerth} travel together, learning about the multiverse."],["3","A {@creature young amethyst dragon|FTD} wants to take over the cavern lair of a {@creature hydra}."],["4","A deep pool in a {@creature Young Amethyst Dragon|FTD|young amethyst dragon's} lair leads to the underground domain of an {@creature aboleth} the dragon has been seeking to eliminate."],["5","A {@creature young amethyst dragon|FTD} and a {@creature cloud giant} regularly host each other to play strategy games."],["6","{@creature Pegasus||Pegasi} nesting in the mountain heights are under the protection of a {@creature young amethyst dragon|FTD}."]],"name":"Connected Creatures; Young Amethyst Dragon Connections","page":77,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Amethyst Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Merfolk} dwelling near an {@creature Adult Amethyst Dragon|FTD|adult amethyst dragon's} lair are under threat from {@creature sahuagin} raiders."],["2","Clusters of {@creature Shrieker||shriekers} serve as a warning system in the tunnels of an {@creature Adult Amethyst Dragon|FTD|adult amethyst dragon's} lair."],["3","The Enlightened Dragon Master of an isolated monastery is, in fact, an {@creature adult amethyst dragon|FTD}."],["4","An {@creature adult amethyst dragon|FTD} is at war with a {@creature beholder} that has moved into the dragon's domain."],["5","{@creature Xorn} serve as lookouts and spies for an {@creature adult amethyst dragon|FTD} who rewards them with gems."],["6","To repay a favor long owed to a monastery of githzerai warrior-monks, an {@creature adult amethyst dragon|FTD} sends them aid against a {@creature mind flayer} colony."],["7","An apostate community of githyanki follows the tutelage of an {@creature adult amethyst dragon|FTD}, who safeguards their creche on the Material Plane."],["8","The crystal-infused clay near an {@creature Adult Amethyst Dragon|FTD|adult amethyst dragon's} lair is ideal for the creation of {@creature Clay Golem||clay golems}, and the dragon can perceive everything those golems do."]],"name":"Connected Creatures; Adult Amethyst Dragon Connections","page":77,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Amethyst Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A yuan-ti cult known as the Serpents of the Dreaming City draws power from an {@creature ancient amethyst dragon|FTD}, which the cultists keep in eternal slumber with braziers of enchanted smoke."],["2","A rogue {@creature purple worm} swallowed a large portion of an amethyst dragon's hoard before burrowing back into the deep Underdark. The dragon has a magic crystal that can trace the worm's movement."],["3","An {@creature ancient amethyst dragon|FTD} is able to awaken psionic potential in others, and many of the greatest psi warriors in history were the dragon's students."],["4","After centuries guarding the world against incursions from the Far Realm, an {@creature ancient amethyst dragon|FTD} has been corrupted by aberrant influences and now leads a cult the dragon once opposed."]],"name":"Connected Creatures; Ancient Amethyst Dragon Connections","page":77,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Amethyst Dragon Art Objects","colLabels":["d8","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A complex orrery of the planes of existence made of engraved movable plates of precious metals and set with gemstones"],["2","A two-foot-long rod of pale crystal that gives off eerie sounds when touched, with the tone varying up and down the length of the rod"],["3","A life-sized human skull carved from a single piece of crystal, including a hollow interior"],["4","A beautifully engraved gong, 3 feet in diameter, suspended from an ornate, inlaid frame"],["5","A crystal singing bowl etched with mantras in Gith, accompanied by an inlaid wooden mallet"],["6","A beautifully illuminated treatise on the planes of existence, bound in ebony covers with metal corner caps and a cover boss set with polished gems"],["7","An etched crystal that projects a star map showing an unfamiliar star field and constellations when set on top of a light source"],["8","A ring in the shape of a coiling dragon, with tiny gemstones for eyes"]],"name":"Amethyst Dragon Treasures; Amethyst Dragon Art Objects","page":79,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Black Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I demonstrate my brilliance through the cruel subtlety of my actions."],["2","Watching the works of lesser beings crumble and fall into ruin fills me with joy."],["3","I never confront a threat directly when deceit and skulduggery are available options."],["4","Subjugating others is preferable to destroying them. Thralls make life so much more pleasant."],["5","I will go to great lengths to obtain deadly new magical knowledge."],["6","Nothing lasts forever. But I promise to outlast you."],["7","I have witnessed the rise and fall of civilizations. What consideration does a creature as pitiful and short-lived as you deserve?"],["8","Collecting antiquities and learning why lost cultures vanished are my reasons for existing. If you can help me in that, I'll let you live."]],"name":"Creating a Black Dragon; Black Dragon Personality Traits","page":80,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Black Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Envy. If the achievements of others cannot be eclipsed, they can always be torn down. (Evil)"],["2","Acquisitiveness. Possessing what others covet is immensely satisfying. (Any)"],["3","Cunning. Destroying your foes without exposing yourself to danger is an art. (Evil)"],["4","Adaptability. It is not the most powerful, but the most flexible who survive. (Chaotic)"],["5","Patience. There's no need to rush a poorly constructed plan when time is on your side. (Any)"],["6","Serenity. Observing a culture sliding into oblivion along the trek of time puts life in perspective. (Any)"]],"name":"Creating a Black Dragon; Black Dragon Ideals","page":80,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Black Dragon Spellcasting","colLabels":["Age","Spell Save DC","Spells Known"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["{@creature Young Black Dragon||Young}","13","{@spell blindness/deafness}, {@spell create or destroy water}"],["{@creature Adult Black Dragon||Adult}","16","{@spell blindness/deafness}, {@spell create or destroy water}, {@spell plant growth}"],["{@creature Ancient Black Dragon||Ancient}","19","{@spell blindness/deafness}, {@spell create or destroy water}, {@spell insect plague}, {@spell plant growth}"]],"name":"Creating a Black Dragon; Black Dragon Spellcasting","page":80,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Black Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A black dragon recently took control of a band of pirates and their backwater hideout. Emboldened, the pirates have started raiding nearby shipping lanes."],["2","A conflict-averse black dragon is secretly spraying an alchemical defoliant on local farmland to push people living in the area away from the dragon's lair. The resulting famine is devastating the countryside."],["3","Rival realms are secretly being driven to war by the machinations of a black dragon, who hopes to revel in the resulting carnage."],["4","When swamplands shrink due to a prolonged drought, two black dragons form a temporary alliance to destroy a nearby town for more living space."],["5","The acidic bile of a black dragon is the only substance able to melt the lock of a despot's vault."],["6","A potent artifact is rumored to lie in the ruins where a black dragon dwells."],["7","A group of adventurers and a black dragon are hunting the same treasure in the ruins of a partially sunken city."],["8","A black dragon with epicurean tastes is poaching game in a noble's hunting preserve at a frightening pace."]],"name":"Black Dragon Adventures; Black Dragon Adventure Hooks","page":80,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Black Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","After breaking free from captivity at the hands of a cocky mage, a cunning {@creature black dragon wyrmling} claimed the mage's amulet—and the suits of {@creature animated armor} the amulet controls."],["2","A band of {@creature Troglodyte||troglodytes} is cowed into serving a {@creature black dragon wyrmling} as bodyguards."],["3","The recent appearance of a {@creature black dragon wyrmling} has altered the local ecosystem, allowing various types of blights to spread prodigiously and upset nature's balance."],["4","A {@creature black dragon wyrmling} is setting cunning traps along local roadways, hoping to injure horses and draft animals for easy butchering."],["5","Kobolds dwelling under a tropical city serve as safecrackers and tunneling burglars to amass treasure for their beloved {@creature black dragon wyrmling} master."],["6","A gnome relic hunter looting a long-abandoned city strikes up an unlikely partnership with a {@creature black dragon wyrmling} to plunder an archaeological dig."]],"name":"Connected Creatures; Black Dragon Wyrmling Connections","page":81,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Black Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young black dragon} with a talent for alchemy has weaponized the spores of a myconid colony."],["2","A {@creature merrow} war band has negotiated an alliance with a {@creature young black dragon} to sack a nearby trading port."],["3","A pack of {@creature Ghoul||ghouls} infesting a necropolis serve as a {@creature Young Black Dragon||young black dragon's} bodyguards and enforcers."],["4","A {@creature young black dragon} has cultivated an awakened carnivorous plant (use the {@creature awakened tree} stat block) as a lair guardian and has been abducting travelers to feed the plant creature."],["5","Lizardfolk worshiping a {@creature young black dragon} have been raiding a local fishing community."],["6","A {@creature young black dragon} has struck up a mutual assistance pact with a {@creature roper} that haunts the ruins outside the dragon's lair."]],"name":"Connected Creatures; Young Black Dragon Connections","page":81,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Black Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult black dragon} has learned to domesticate swamp-bred {@creature Chimera||chimeras} as guardians and has sold a few of the creatures to local warlords."],["2","A cult of assassins worships an {@creature adult black dragon} as an avatar of their deity. The dragon now uses the cult to destabilize the local sovereign's rule."],["3","Ruins rumored to hold the treasury of a lost empire are guarded by an elaborate network of ooze-based traps designed by a restless {@creature adult black dragon}."],["4","The appearance of a {@creature spirit naga} in the domain of an {@creature adult black dragon} encourages the dragon to study necromancy."],["5","An {@creature adult black dragon} has hidden a cache of gems in a dismal topiary maze filled with {@creature Shambling Mound||shambling mounds}, traps, and noxious plant life, all for the amusement of testing adventurers."],["6","An {@creature adult black dragon} has bound {@creature Water Elemental||water elementals} to the task of bringing food to the dragon's lair."],["7","A bullywug community seeks help to defeat an {@creature adult black dragon} who has been feasting on the bullywugs' domesticated {@creature Giant Frog||giant frogs}."],["8","Two nations—one led by an {@creature adult black dragon} and the other by a {@creature yuan-ti abomination}—are on the brink of joining forces to destroy a third nation. The threatened nation is recruiting adventurers to defend it."]],"name":"Connected Creatures; Adult Black Dragon Connections","page":81,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Black Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient black dragon}, after studying blasphemous texts dedicated to alien gods, issues a warning that a corrupted {@creature planetar} will soon fall to earth like a meteor in the fens outside a great city's walls."],["2","An illithid community has spent nearly a millennium raising and preparing a black dragon to become an {@creature elder brain dragon|FTD} (described in {@book chapter 6|FTD|6|Elder Brain Dragon}), so the {@creature elder brain|VGM} can wreak ruin upon its rivals."],["3","The decades-long machinations of an {@creature ancient black dragon} and an evil {@creature archmage} are nearing fruition. If their pact succeeds, they will unleash devastation on a continental scale."],["4","An {@creature ancient black dragon} rules a vast, decadent city built on artificial islands within a polluted lake. The site is threatened with destruction by an enraged {@creature archdruid|VGM}—but destroying the city means thousands of innocents will die."]],"name":"Connected Creatures; Ancient Black Dragon Connections","page":81,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Black Dragon Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An elegant necklace owned by a beloved noble who disappeared years ago"],["2","Stone carvings representing a pantheon of deities that passed from common knowledge long ago"],["3","The lost secret to forging an alloy imbued with arcane potential, etched on twelve metal disks the size of dinner plates"],["4","A sealed platinum flask containing the last known aqua vitae created by a master dwarf distiller"],["5","A ceremonial longsword with an embossed silver hilt and a blade of amber"],["6","A lavishly illustrated genealogy kept in a magically sealed container that disputes a current monarch's right to the throne"],["7","Heretical religious symbols carved on a trio of gemstones the size of apples"],["8","An elaborately carved mask representing a god of harvest and fertility"],["9","Metal horn caps inset with gems, made for the dragon by loyal cultists"],["10","A beautifully enameled urn holding the desiccated heart of the dragon's former green dragon rival"]],"name":"Black Dragon Treasures; Black Dragon Art Objects","page":84,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Blue Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I enforce order and social hierarchies because I believe this is how strong societies are built."],["2","Why waste time and energy murdering weaker creatures when I can make them entertain me instead?"],["3","My children, whether born to me or chosen by me, are treasures."],["4","Nothing is funnier than tricking a thirsty traveler into drinking a mouthful of sand."],["5","I have standards for my hoard. Not just any gem or trinket will do."],["6","I'm so pleased with myself and my own good fortune that I can't stop laughing or chuckling."],["7","I would rather destroy my lair and lose my hoard than allow anyone to steal from me."],["8","I am sometimes secretly impressed by what other peoples can accomplish with the proper guidance."]],"name":"Creating a Blue Dragon; Blue Dragon Personality Traits","page":85,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Blue Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Order. Life is best when everyone is part of a hierarchy and rules are clear and consistent. (Lawful)"],["2","Humor. Lesser beings exist to be my playthings, and I excel at finding ways to toy with them. (Evil)"],["3","Taste. I value my possessions for more than just their beauty and consider gauche displays of wealth a sign of inferiority. (Any)"],["4","Family. Blood ties are irrevocable, and even if one doesn't particularly like one's family members, they come before anyone else. (Lawful)"],["5","Display. One should never take risks or waste resources by using power if one can achieve the same results merely by the threat of power. (Any)"],["6","Loyalty. I don't form bonds with those outside my kindred often. But when I do, I am an unshakable and powerful ally. (Good)"]],"name":"Creating a Blue Dragon; Blue Dragon Ideals","page":85,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Blue Dragon Spellcasting","colLabels":["Age","Spell Save DC","Spells Known"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["{@creature Young Blue Dragon||Young}","15","{@spell create or destroy water}, {@spell major image}"],["{@creature Adult Blue Dragon||Adult}","17","{@spell arcane eye}, {@spell create or destroy water}, {@spell major image}"],["{@creature Ancient Blue Dragon||Ancient}","20","{@spell arcane eye}, {@spell create or destroy water}, {@spell major image}, {@spell project image}"]],"name":"Creating a Blue Dragon; Blue Dragon Spellcasting","page":85,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Blue Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A blue dragon family demands tribute from desert communities in exchange for protection."],["2","Enraged at the loss of a wyrmling, a blue dragon is causing lightning storms to destroy coastal settlements and refuses to stop until someone delivers the adventurer responsible."],["3","A prosperous-looking city appears among the desert dunes, drawing explorers and treasure hunters aplenty, but it's an illusion created by a blue dragon."],["4","A blue dragon promises great wealth to anyone who offers worthy treasures—but eats anyone who misses the mark."],["5","A blue dragon recently acquired trunks full of dress clothes and costumes and is abducting people to put on a fashion show."],["6","A pair of blue dragons is hiring adventurers to find their missing egg, which appears to have been stolen by another blue dragon related to them."],["7","Rock slides have closed a mountain pass, and the only other road through the area wends through the territory of a blue dragon notorious for playing illusory tricks on travelers."],["8","{@creature Blue Dragon Wyrmling||Blue dragon wyrmlings} are playing deadly pranks on the people in their territory, and those people are afraid to ask the wyrmlings' parents to stop them."]],"name":"Blue Dragon Adventures; Blue Dragon Adventure Hooks","page":85,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Blue Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A recently hatched brood of {@creature Blue Dragon Wyrmling||blue dragon wyrmlings} has adopted a wounded {@creature pseudodragon} as a sibling."],["2","A {@creature blue dragon wyrmling} frequently wanders off to a nearby city, where the residents treat the wyrmling as royalty."],["3","A clan of druids has taken in an orphaned {@creature blue dragon wyrmling}, and its members are trying to teach the creature the value of compassion."],["4","A family of gnolls is holding a {@creature blue dragon wyrmling} hostage in an attempt to force the wyrmling's parents to leave the gnolls' hunting grounds."],["5","Because of the friendship between a bandit leader's child and a {@creature blue dragon wyrmling}, the wyrmling's parents are considering allowing the bandits to move into the dragons' territory."],["6","The accidental death of a {@creature blue dragon wyrmling} has caused a sibling to seek revenge."]],"name":"Connected Creatures; Blue Dragon Wyrmling Connections","page":86,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Blue Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature Young Blue Dragon||young blue dragon's} family was killed, and the dragon is building a whole realm as a base for exterminating those responsible."],["2","A {@creature young blue dragon} claims the rule of a fast-growing city to impress the dragon's family."],["3","A {@creature young blue dragon} running a protection racket has run afoul of an {@creature efreeti}, who has decided the area would be better off without dragons."],["4","A tough but fair {@creature young blue dragon} leads a fanatically loyal mercenary squad."],["5","A {@creature young blue dragon} schemes to take over a {@creature Guardian Naga||guardian naga's} ancient temple."],["6","A {@creature mummy lord} keeps a {@creature young blue dragon} bodyguard as a sign of power."]],"name":"Connected Creatures; Young Blue Dragon Connections","page":86,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Blue Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult blue dragon} rules a city and applies exacting standards of aesthetic perfection to everything and everyone in it, swiftly disposing of anyone who fails to meet those standards."],["2","An {@creature adult blue dragon} and an {@creature efreeti} have formed a friendship over the decades. They now share a territory and assist one another in protecting it."],["3","Feeling unappreciated and disrespected in one family, an {@creature adult blue dragon} offers allegiance to a rival dragon family, setting off a blood feud."],["4","A pair of {@creature Adult Blue Dragon||adult blue dragons} has decided to take over a thriving, wealthy city, whose governor is desperate to buy them off."],["5","Decades ago, a {@creature gynosphinx} insulted an {@creature adult blue dragon}, earning the lasting enmity of a whole dragon family."],["6","An {@creature adult blue dragon} has adopted a half-blue dragon as an heir and is setting this heir up to be a puppet ruler."],["7","An {@creature adult blue dragon} plans to present a loyal bandit clan to a bronze dragon as a courting gift."],["8","An {@creature adult blue dragon} is obsessed with getting at the treasure guarded by a {@creature medusa}."]],"name":"Connected Creatures; Adult Blue Dragon Connections","page":86,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Blue Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient blue dragon} is worried that no members of the younger generation are strong enough to inherit the ancient dragon's territory, and this elder is trying to start a war to test the younger dragons and determine which, if any, might be a worthy heir."],["2","An {@creature ancient blue dragon} without offspring has adopted wyrmlings of various colors—including a number stolen from the wyrmlings' parents."],["3","An {@creature ancient blue dragon} is training an {@creature androsphinx} as heir to the region the dragon rules and searching for magic items that will allow the sphinx to control the weather as the dragon does."],["4","Under the pretense of helping an {@creature ancient blue dragon} become a dracolich, an {@creature archmage} is actually hoping to claim the dragon's vast hoard."]],"name":"Connected Creatures; Ancient Blue Dragon Connections","page":86,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Blue Dragon Art Objects","colLabels":["d8","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An intricately carved seal from a civilization that worshiped the dragon's ancestors as gods"],["2","An extensive collection of elaborate jewelry, including a tiara, tail rings, and claw covers, which the dragon wears when meeting with supplicants"],["3","A set of sculptures depicting the dragon's deceased relatives, all adorned with ground-up jewels"],["4","A jeweled mosaic map of the dragon's territory"],["5","A glass bell that creates the sound of rainstorms and thunder for 1 hour when struck"],["6","An ornately tooled tome recording the lineages of all the blue dragon families in the area"],["7","A massive geode that contains spectacular blue, purple, and black crystals"],["8","A blue silk fan painted with ground gems that creates a briny breeze when hung from the ceiling"]],"name":"Blue Dragon Treasures; Blue Dragon Art Objects","page":88,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Brass Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I don't ask for much in a conversation partner—just smile, occasionally nod, and stay awake!"],["2","I'm skilled at making others feel that I'm interested in the details of their tiny, meaningless lives."],["3","Every word I say is worth hearing, so I speak loudly and eloquently to make sure I get my point across."],["4","I don't care about the opinions of creatures that are less intelligent than I am. But I'm fascinated by creatures that are significantly more intelligent."],["5","Hoarding knowledge is no fun. It's best when you can trade knowledge away for treasure."],["6","I'm fascinated by intelligence with no brain—talking swords, sapient Constructs, and the like."],["7","I love hearing stories and songs and sharing them with others to bring comfort and calm."],["8","I have no patience for people who imagine their lives are the least bit important."]],"name":"Creating a Brass Dragon; Brass Dragon Personality Traits","page":90,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Brass Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Curiosity. The best way to show you value others is to learn as much as you can about them. (Good)"],["2","Perspective. Everyone sees things differently, so if you want to know about the world, gather as many different points of view as you can. (Any)"],["3","Knowledge. What's the point of living for centuries if you don't learn all there is to know? (Any)"],["4","Self-Determination. All creatures have the right to make their own decisions about their lives and ultimate destinies. (Chaotic)"],["5","Compassion. Sharing each other's pain and loss brings us all closer to peace and unity. (Good)"],["6","Cruelty. The most hilarious thing about lesser creatures who think they're important is how outraged they get when I hurt them. (Evil)"]],"name":"Creating a Brass Dragon; Brass Dragon Ideals","page":90,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Brass Dragon Spellcasting","colLabels":["Age","Spell Save DC","Spells Known"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["{@creature Young Brass Dragon||Young}","13","{@spell create or destroy water}, {@spell speak with animals}"],["{@creature Adult Brass Dragon||Adult}","16","{@spell create or destroy water}, {@spell speak with animals}, {@spell suggestion}"],["{@creature Ancient Brass Dragon||Ancient}","18","{@spell create or destroy water}, {@spell locate creature}, {@spell speak with animals}, {@spell suggestion}"]],"name":"Creating a Brass Dragon; Brass Dragon Spellcasting","page":90,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Brass Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A brass dragon has discovered an unfamiliar settlement and is determined to learn everything about the site's inhabitants, drastically disrupting the inhabitants' lives."],["2","A brass dragon is the secret power behind the throne in an aggressively colonizing realm, using this position to learn about neighboring realms without regard for the consequences."],["3","A brass dragon is the most likely source of crucial information about how to stop an extraplanar incursion that coincides with a certain comet's arrival."],["4","A caravan is being held captive by a brass dragon who is delighted to have such wonderfully diverse conversation partners."],["5","Offended by the sudden departure of a rude guest, a brass dragon rampages through a nearby settlement—and demands the return of a treasure the guest stole."],["6","An intelligent magic item in a brass dragon's hoard sends out a telepathic distress call, wanting to be rescued so it can be used for its intended purpose."],["7","A windstorm uncovers part of a brass dragon's hoard, and various people and creatures carry off parts of it. The dragon wants every scattered coin and trinket back."],["8","A brass dragon, tired of the increasing traffic, starts leading caravans away from safe water sources and stranding them in the desert."]],"name":"Brass Dragon Adventures; Brass Dragon Adventure Hooks","page":90,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Brass Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Captured by a band of gnolls, a {@creature brass dragon wyrmling} is patiently trying to teach the gnolls to speak Draconic."],["2","Grieved by the fate of a former friend, a {@creature brass dragon wyrmling} guards a tomb haunted by a {@creature wight}."],["3","Yuan-ti have captured a {@creature brass dragon wyrmling} and are picking up the dragon's twisted sense of humor."],["4","A party of {@creature Bandit||bandits} stole a brass dragon egg, and now the hatched wyrmling is manipulating the bandits to do the dragon's whimsical bidding."],["5","A lost {@creature brass dragon wyrmling} was raised by {@creature Hyena||hyenas} and now leads the pack."],["6","A {@creature druid} who tends a desert oasis has been keeping watch over several {@creature Brass Dragon Wyrmling||brass dragon wyrmlings} since adventurers killed the wyrmlings' parents."]],"name":"Connected Creatures; Brass Dragon Wyrmling Connections","page":91,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Brass Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young brass dragon} and a {@creature young blue dragon} fight over territory."],["2","A {@creature young brass dragon} frequently visits a {@creature couatl} who is charged with guarding an ancient temple, sharing stories to help the couatl pass the years."],["3","A {@creature lamia} and a {@creature young brass dragon} lair in the same desert ruin, mostly leaving each other alone—but the lamia hopes to corrupt the dragon."],["4","A {@creature Young Brass Dragon||young brass dragon's} lair occasionally spawns {@creature Air Elemental||air elementals} that roam around the area for a while, causing havoc before eventually dissipating."],["5","A {@creature young brass dragon} and a {@creature weretiger} have become close friends as they try to keep a region safe from a growing horde of malicious gnolls."],["6","A {@creature young brass dragon} allowed a group of {@creature Cyclops||cyclopes} to shelter in the dragon's lair when they were harassed by a blue dragon. Now the cyclopes won't leave, so the dragon is trying to educate them."]],"name":"Connected Creatures; Young Brass Dragon Connections","page":91,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Brass Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult brass dragon} enjoys trading riddles with a {@creature gynosphinx}."],["2","Long ago, an {@creature adult brass dragon} swore service to a human priest, expecting to outlive the priest. But now the priest is a {@creature mummy lord}, and the dragon remains bound to serve."],["3","An {@creature efreeti} wants to claim an {@creature Adult Brass Dragon||adult brass dragon's} palatial lair and fabulous hoard."],["4","A pair of {@creature Roc||rocs} have nested too close to an {@creature Adult Brass Dragon||adult brass dragon's} lair, and they harass the dragon whenever they can."],["5","A {@creature guardian naga} charged with protecting an ancient artifact has decided that the artifact—as well as the naga—would be safer in an {@creature Adult Brass Dragon||adult brass dragon's} hoard than left alone in some crumbling ruin."],["6","A half-brass dragon {@creature yuan-ti abomination} leads other yuan-ti in worshiping an {@creature adult brass dragon} as a serpent god, much to the dragon's amusement."],["7","Two {@creature Adult Brass Dragon||adult brass dragons} are rearing a clutch of wyrmlings together, and they allow the infant dragons to wreak innocent havoc on nearby settlements."],["8","A solitary {@creature adult brass dragon} has adopted a {@creature blue dragon wyrmling} found starving in the desert."]],"name":"Connected Creatures; Adult Brass Dragon Connections","page":91,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Brass Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient brass dragon} once ruled a temple-state through a puppet sovereign, who is now a {@creature mummy lord} ruling a city of {@creature Ghoul||ghouls} that owe the dragon fealty."],["2","An {@creature ancient brass dragon} believes that a local {@creature androsphinx} is an insufferable know-it-all with no sense of humor and enjoys playing pranks on the sphinx."],["3","An {@creature ancient brass dragon} and an {@creature ancient blue dragon} have a centuries-old rivalry, and each dragon manipulates adventurers into harassing the other."],["4","An {@creature ancient brass dragon} rules a mighty city whose folk have erected massive stone monuments to honor the dragon over the centuries."]],"name":"Connected Creatures; Ancient Brass Dragon Connections","page":91,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Brass Dragon Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A finely carved bust of a long-dead human ruler, which the dragon has named Cornelius and argues with incessantly"],["2","An elegant locket holding a watercolor portrait of a dragonborn the dragon fondly calls Lux"],["3","A polished platter engraved with an elaborate scene showing a person talking to a sphinx; the dragon likes to imagine being in the scene, dominating the conversation"],["4","A sculpture depicting a pod of dolphins leaping among stone waves, all of which the dragon has named and imagines as pets"],["5","A cameo pendant depicting a human woman the dragon calls \"Bruno\" and imagines to be a brilliant philosopher"],["6","A statuette of an important deity, which the dragon calls by a diminutive version of the god's name and baby-talks to"],["7","A large tapestry depicting a party of elves riding stags through the woods; the dragon has named all the stags and offers condolences on their being saddled and mounted"],["8","A sculpted bird in an ornate cage; the dragon calls the bird Fweep and sings to it"],["9","A large mirror in a frame studded with gemstones; the dragon likes to gaze in the mirror and imagine having a mate"],["10","An idol of an obscure minor divinity; the dragon addresses it reverently as \"O mighty Froglet\" (its shape is only vaguely frog-like)"]],"name":"Brass Dragon Treasures; Brass Dragon Art Objects","page":94,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Bronze Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The weakest creatures sometimes display the greatest courage. I respect all beings who risk their lives in defense of something greater than themselves."],["2","My payment is a matter of principle. Requiring even a small fee for my service allows those I help to preserve their dignity. It's really for your benefit."],["3","I have no time for chitchat or insinuation. I get to the point and expect others to do the same."],["4","I respect law and order, but it's no excuse for tyranny. Those who abuse power must be stripped of it, and soldiers have a responsibility to refuse immoral orders."],["5","I strive to treat foes honorably, but not at the expense of strategy. A quick death in combat is its own kind of courtesy."],["6","I trust my gut. I'd rather act on incomplete information than be hamstrung by indecision."],["7","I'm fascinated by other species' military technology, especially magic armaments and siege engines—the bigger, the better!"],["8","Conflict drives evolution. By sparking wars between nations, I contribute to the advancement of their civilizations. (And they pay me for it, too!)"]],"name":"Creating a Bronze Dragon; Bronze Dragon Personality Traits","page":94,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Bronze Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Action. Passivity is shameful. We owe it to the world and ourselves to try to improve things, even if we can't guarantee success. (Any)"],["2","Analysis. When possible, dig into the root of a conflict before committing to end it, to ensure you aren't fighting for the wrong side. (Any)"],["3","Honor. I never lie outright, though I choose my words carefully. I will fight to the death rather than break my word or abandon a comrade. (Lawful)"],["4","Discipline. Disorganization breeds defeat. I demand self-control from both myself and those who fight beside me. (Lawful)"],["5","Guardianship. It's the duty of the strong to protect the weak. (Good)"],["6","Dominance. Anyone who opposes my will is either an underling to be punished or an enemy to be vanquished. (Evil)"]],"name":"Creating a Bronze Dragon; Bronze Dragon Ideals","page":94,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Bronze Dragon Spellcasting","colLabels":["Age","Spell Save DC","Spells Known"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["{@creature Young Bronze Dragon||Young}","14","{@spell beast sense}, {@spell detect thoughts}, {@spell speak with animals}"],["{@creature Adult Bronze Dragon||Adult}","17","{@spell beast sense}, {@spell control water}, {@spell detect thoughts}, {@spell speak with animals}"],["{@creature Ancient Bronze Dragon||Ancient}","20","{@spell beast sense}, {@spell control water}, {@spell detect thoughts}, {@spell heroes' feast},* {@spell speak with animals}"]],"footnotes":["*This spell's casting time is longer than 1 action."],"name":"Creating a Bronze Dragon; Bronze Dragon Spellcasting","page":94,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Bronze Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Attempts to salvage a sunken merchant ship are being thwarted by a bronze dragon who claims \"finder's rights.\""],["2","Betrayed by corrupt city officials, a bronze dragon is punishing the city by preventing ships from entering its harbor, but the citizens are suffering."],["3","A bronze dragon gathers crusaders to rescue a hero imprisoned in the Abyss—a mission that will mean almost certain death for the rank-and-file troops."],["4","A bronze dragon has conscripted a local militia into an ongoing conflict with a black dragon who lives in the waterlogged ruins of a magical academy."],["5","The bronze dragon who protects a coastal nation is stricken by a curse, and the cure lies in a sunken temple the dragon destroyed generations ago."],["6","Believing that the winner of a city's democratic election is unworthy of the job, a bronze dragon is now supporting an authoritarian leader instead."],["7","A bronze dragon has been approached by both sides in a war and needs agents to get close to both leaders to discover which has the worthier claim."],["8","A bronze dragon fears that a remote library-fortress is no longer the best place to safeguard an infamous tome called the Antitheorem Codex—and has decided to prove it by attacking the site."]],"name":"Bronze Dragon Adventures; Bronze Dragon Adventure Hooks","page":95,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Bronze Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A flight of {@creature Pseudodragon||pseudodragons} has raised an orphaned {@creature bronze dragon wyrmling}, who is quickly growing too large for the group's usual activities."],["2","A {@creature knight} rescued a {@creature bronze dragon wyrmling} from sacrifice at the hands of a cult, and the two now travel together in search of wrongs to right."],["3","A {@creature Bronze Dragon Wyrmling||bronze dragon wyrmling's} murdered tutor rose as a {@creature revenant}, and the dragon seeks anyone who can help obtain justice."],["4","A {@creature bronze dragon wyrmling} has chosen a lair filled with {@creature Poisonous Snake||poisonous snakes}, admiring the elegance with which they slither through the flooded tunnels."],["5","A {@creature bronze dragon wyrmling} has been captured by {@creature sahuagin} raiders and manipulated into serving as the band's icon and war leader."],["6","A group of {@creature merrow} stole a {@creature Bronze Dragon Wyrmling||bronze dragon wyrmling's} hoard, and the wyrmling is training a {@creature plesiosaurus} to help attack the merrow's stronghold."]],"name":"Connected Creatures; Bronze Dragon Wyrmling Connections","page":95,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Bronze Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature guardian naga} and a {@creature young bronze dragon} each defend half of an artifact called the Sundered Crown."],["2","A {@creature young bronze dragon} and a {@creature medusa} have been enemies for so long that they've developed mutual respect, communicating by way of a magical book that teleports back and forth between them."],["3","A {@creature young bronze dragon} seeks to turn a band of {@creature Cyclops||cyclopes} into a disciplined army, with little success."],["4","A {@creature young bronze dragon} has been magically bound to the service of a {@creature marid}, and the dragon is unable to take direct action to get free of the genie."],["5","A {@creature young bronze dragon} runs a prestigious military academy, training paladins of smaller species to fight for justice beneath the dragon's banner."],["6","Dragonborn pirates bribe a {@creature young bronze dragon} into helping them steal ship cargoes for a sizable cut of the profits."]],"name":"Connected Creatures; Young Bronze Dragon Connections","page":95,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Bronze Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature rakshasa} disguised as a pirate lord seeks revenge on the {@creature adult bronze dragon} who has killed the Fiend three times so far."],["2","An {@creature adult bronze dragon} regularly consults a {@creature storm giant} whose prophecies give hints as to which conflicts the dragon should seek out and engage in."],["3","An {@creature adult bronze dragon} keeps a {@creature roc} as a beloved pet and views the creature's predations on local settlements as simply part of the natural order."],["4","An {@creature adult bronze dragon} swore an oath to a comrade who later became a {@creature vampire}. The dragon reluctantly continues to protect the vampire, all the while searching for a way to reverse the transformation."],["5","An {@creature adult bronze dragon} sends regular tributes of treasure to an {@creature adult topaz dragon|FTD}, not wanting the topaz dragon's enmity to become a threat to coastal communities under the bronze dragon's protection."],["6","An {@creature archmage} and an {@creature adult bronze dragon} who have been friends since they fought together in the mage's youth often visit each other to share stories."],["7","An {@creature adult bronze dragon} attempting to raise a clutch of wyrmlings alone is in desperate need of tutors and babysitters who can survive the assignment."],["8","An obsessed shadow dragon plots to trap an {@creature adult bronze dragon} in the Shadowfell until the bronze dragon too is transformed."]],"name":"Connected Creatures; Adult Bronze Dragon Connections","page":95,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Bronze Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient bronze dragon} is locked in a centuries-old conflict with a {@creature kraken} that destroyed a settlement under the bronze dragon's protection."],["2","Two ancient dragons, one {@creature Ancient Bronze Dragon||bronze} and one {@creature Ancient Silver Dragon||silver}, support different nations locked in a war, each believing that their side has the moral high ground."],["3","An {@creature ancient bronze dragon} controls a network of privateers who prey on pirates and accept government commissions if the dragon deems a cause worthy."],["4","An {@creature ancient bronze dragon} guards a {@creature merfolk} monastery that's risen mysteriously from the depths, prompting attacks by greedy coastal nations even as the monks warn of a coming apocalypse."]],"name":"Connected Creatures; Ancient Bronze Dragon Connections","page":95,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Bronze Dragon Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A painting of the bronze dragon alongside a human woman wearing an outdated military uniform"],["2","An ornate, mostly complete collection of Oristene's multi-volume Military History of the Outer Planes"],["3","A heavy cloak of shimmering blue scales, with an attached half-mask"],["4","An oversized key of living wood, with seemingly natural whorls in the bark that form the words, \"For service not forgotten\""],["5","A dragon-sized drinking vessel crafted from a behir horn"],["6","Framed blueprints of a siege engine called the Moonhammer"],["7","An aquatic howdah made of sharkskin and bearing an emblem of a lonely black tower perched high atop a sea stack"],["8","A statue of a dishonored elf general, which is surrounded by historical treatises recounting the general's disgrace and notes that suggest the dragon has vowed to redeem this former hero"],["9","An idol of an insectile devil, with a blindfold tied carefully around its compound eyes"],["10","An elaborate clockwork zoetrope that, when activated, displays a moving picture of a bronze dragon fighting a red dragon over a burning city"]],"name":"Bronze Dragon Treasures; Bronze Dragon Art Objects","page":98,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Copper Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I am generous with my time, my words, and my considerable wisdom—but my treasure is mine."],["2","I love music. It is truly the universal language, able to express ideas far better than mere words alone."],["3","I find the notion of trade and barter fascinating, and sometimes even find ways to participate in them."],["4","There is no sound I love more than laughter, a powerful balm for hearts and minds."],["5","I enjoy games of all kinds, especially challenges of wit and intellect—and those I can decisively win."],["6","I admire how brightly short-lived creatures shine before their lights go out."],["7","Nothing is more satisfying than deflating the egos of the high-and-mighty with a well-placed jibe."],["8","When I'm bored, stirring up a settlement and watching its people scurry about amuses me."]],"name":"Creating a Copper Dragon; Copper Dragon Personality Traits","page":99,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Copper Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Beauty. The ability to create, appreciate, and sustain beauty is the true measure of a creature or civilization. (Good)"],["2","Curiosity. The world holds so much to experience. I value different perspectives and insights. (Any)"],["3","Creativity. Our purpose is to create something new and clever, and I admire those who do so. (Any)"],["4","Change. The only constant is change, and we must change with the world. (Chaotic)"],["5","Fairness. Life is often unfair, and it is up to us to rebalance its scales from time to time. (Good)"],["6","Cruelty. Existence is a cruel joke. You can either be in on the joke, or be made a fool by it. (Evil)"]],"name":"Creating a Copper Dragon; Copper Dragon Ideals","page":99,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Copper Dragon Spellcasting","colLabels":["Age","Spell Save DC","Spells Known"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["{@creature Young Copper Dragon||Young}","13","{@spell lesser restoration}, {@spell phantasmal force}"],["{@creature Adult Copper Dragon||Adult}","16","{@spell lesser restoration}, {@spell phantasmal force}, {@spell stone shape}"],["{@creature Ancient Copper Dragon||Ancient}","19","{@spell lesser restoration}, {@spell move earth}, {@spell phantasmal force}, {@spell stone shape}"]],"name":"Creating a Copper Dragon; Copper Dragon Spellcasting","page":99,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Copper Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A copper dragon holds an annual competition of poetry and music. The winner dwells with and entertains the dragon for a year—providing a perfect opportunity to access the dragon's lair and hoard."],["2","An area of reputedly haunted hills is the domain of a copper dragon, who takes advantage of local legend and trickery for amusement and to deter intruders."],["3","A copper dragon is found half buried in a rock slide, badly injured and unable to recall what happened—or the location of the dragon's lair."],["4","A reclusive, eccentric noble who sometimes employs adventurers turns out to be a copper dragon working through various intermediaries."],["5","An {@creature adult copper dragon} wants {@creature Griffon||griffons} nesting near the dragon's lair gone but hopes to have the griffons—and their eggs—relocated rather than killed."],["6","A message found in the Underdark was meant for a copper dragon, who has believed for generations that the message's original bearer betrayed them."],["7","A copper dragon has been trying to engineer peace for two nearby domains by facilitating a romance between the heirs of those lands' rulers."],["8","A {@creature hobgoblin warlord} scarred by a copper dragon in youth has raised an army to slay the dragon and plunder the dragon's hoard."]],"name":"Copper Dragon Adventures; Copper Dragon Adventure Hooks","page":99,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Copper Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A flock of {@creature aarakocra} shelters a {@creature copper dragon wyrmling} from {@creature Gargoyle||gargoyles} hunting in the mountains."],["2","A {@creature copper dragon wyrmling} guards a hidden pass that leads into a sylvan valley populated by {@creature Centaur||centaurs}, {@creature Pixie||pixies}, and {@creature Satyr||satyrs}."],["3","A {@creature copper dragon wyrmling} has killed a number of domestic animals. A group of {@creature Druid||druids} wants the wyrmling captured and relocated, rather than killed."],["4","A ruined manor house being reclaimed by a newly titled noble is the lair of a {@creature copper dragon wyrmling}."],["5","A {@creature copper dragon wyrmling} follows a wizard everywhere, fascinated by {@spell prestidigitation} tricks."],["6","An {@creature ettin} is trying to keep a captured {@creature copper dragon wyrmling} as a pet."]],"name":"Connected Creatures; Copper Dragon Wyrmling Connections","page":100,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Copper Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young copper dragon} has enticed a band of {@creature Kobold||kobolds} to undertake activities for the dragon's amusement—and to rein in the band's more chaotic tendencies."],["2","The head of a local thieves' guild is a {@creature young copper dragon} who delights in tales of daring thefts and skims the best stolen art objects as tribute."],["3","A {@creature young copper dragon} needs aid to root out a {@creature behir} that has claimed the dragon's lair."],["4","A band of raiders tithes treasure and tales to a {@creature young copper dragon}, in exchange for using the canyons around the dragon's lair as a haven."],["5","A {@creature dryad} dwelling in the woods near a {@creature Young Copper Dragon||young copper dragon's} lair helps to ward off intruders."],["6","A child's imaginary friend is a very real {@creature young copper dragon} who can cast {@spell invisibility}."]],"name":"Connected Creatures; Young Copper Dragon Connections","page":100,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Copper Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult copper dragon} befriended a {@creature djinni} after granting the genie freedom. Now the two meet yearly to talk and exchange news."],["2","{@creature Centaur} communities in the foothills surrounding an {@creature Adult Copper Dragon||adult copper dragon's} lair gather yearly to offer tribute to the dragon, who settles disputes and dispenses advice for them."],["3","A {@creature galeb duhr} acts as the guardian of an {@creature Adult Copper Dragon||adult copper dragon's} hoard."],["4","An {@creature adult copper dragon} regularly visits the {@creature Treant||treants} of the nearby forest to help protect their woods from encroachment."],["5","A band of {@creature Fomorian||fomorians} believe they have allied with a red dragon to burn a Feywild grove, but an {@creature adult copper dragon} has deceived them."],["6","An {@creature adult copper dragon} serves as the patron of a community of gnome tinkerers, who present their best ideas to the dragon in hopes of being funded."],["7","A community of {@creature Stone Giant||stone giants} believes an {@creature adult copper dragon} is a key figure in a prophecy—and the dragon has decided to play along for fun."],["8","An {@creature adult copper dragon} sends agents into a {@creature goristro} demon's labyrinth to steal a lost soul, as part of a centuries-long game."]],"name":"Connected Creatures; Adult Copper Dragon Connections","page":100,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Copper Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient copper dragon} and an {@creature ancient red dragon} have been playing a complex game of strategy for centuries, using whole communities as their pawns and nations as their game board."],["2","An {@creature ancient copper dragon} guards the sealed entrance to a ruined temple filled with devils."],["3","A renowned gnome trickster, now deceased, so impressed an {@creature ancient copper dragon} that the dragon assumes the gnome's form from time to time to help keep their legend alive."],["4","The {@creature ancient copper dragon} progenitor of a lineage of dragon-blooded sorcerers likes to check in on these descendants from time to time."]],"name":"Connected Creatures; Ancient Copper Dragon Connections","page":100,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Copper Dragon Art Objects","colLabels":["d8","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A jeweled cloak pin bearing the symbol of an ancient secret society"],["2","A smooth piece of amber with what appears to be a tiny sprite frozen inside it"],["3","A metal egg that unfolds into a lotus-like flower"],["4","A harp that plays by itself on command"],["5","A six-foot-tall mirror of silvered glass in a precious frame carved with the shapes of coiling dragons"],["6","A complex puzzle box made of rare woods and inlaid with stone"],["7","The figurehead of a ship, carved in rare woods and set with gemstones—and bearing the likeness of the copper dragon's head"],["8","A complex astrological clock, with tiny gemstones marking out stars and constellations"]],"name":"Copper Dragon Treasures; Copper Dragon Art Objects","page":102,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Crystal Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","If you're not a thief or a frost giant, let's talk!"],["2","Are you comfortable? Can I tell your future for you? Just let me know what I can do for you, okay?"],["3","Jokes are as valuable as any gemstone and more fun to share."],["4","My empathy is a bottomless well. I can't help but lose myself in the emotions of others."],["5","The stars have much to tell us, and folk need me to interpret what the stars say."],["6","All play and no work—those are the words I live by."],["7","I am always the first to offer a compliment."],["8","Get off my snowfield, you immature bipeds! When I was a wyrmling, people respected their elders!"]],"name":"Creating a Crystal Dragon; Crystal Dragon Personality Traits","page":103,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Crystal Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Exploration. Yesterday is already known. Today is for something new. (Chaotic)"],["2","Empathy. It's a gift to share in another's joy, even if sometimes you must bear their pain, too. (Good)"],["3","Hospitality. We all live beautiful lives—it would be a shame not to share our lives with others. (Neutral)"],["4","Determinism. Our destinies may already be written, but the way we achieve them still matters. (Any)"],["5","Fun and Games. Play is learning, but without the boredom. (Chaotic)"],["6","Control. Everyone is welcome, as long as they follow my rules. (Lawful)"]],"name":"Creating a Crystal Dragon; Crystal Dragon Ideals","page":103,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Crystal Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A towering palace of ice and quartz that was once the abode of an {@creature ancient crystal dragon|FTD} is found deserted, with no clue as to whether its master will return or whether some other creature has claimed it."],["2","Prismatic shards rain from the sky in a beautiful but dangerous display. Rumors quickly spread that a crystal dragon is responsible."],["3","A crystal dragon invites the greatest bards and philosophers to partake in \"the Great Dialogue\" in the dragon's mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can leave the lair once it has begun."],["4","A crystal dragon intent on exploring a new world of the Material Plane has acquired a magic ship for the journey and now just needs a brave crew."],["5","A crystal dragon who has guarded a mountain pass for decades unexpectedly retires to the Elemental Plane of Air. Monstrous forces immediately move into the area—and might take control of the pass unless the dragon can be convinced to return."],["6","A royal heir goes missing while secretly visiting a crystal dragon. The heir's family, the heir's friends, and the dragon all want to find the heir, but no faction trusts the others."],["7","A crystal dragon seeks bold adventurers to steal an egg from an {@creature ancient white dragon} who is infamous for abject cruelty and utter remorselessness."],["8","A crystal dragon has ripped open holes to the Elemental Planes of Air and Water, creating flash glaciation that encroaches upon inhabited lands."]],"name":"Crystal Dragon Adventures; Crystal Dragon Adventure Hooks","page":103,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Crystal Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature crystal dragon wyrmling|FTD} rides a sled pulled by a trained pack of {@creature Wolf||wolves} and frets about outgrowing this favorite pastime."],["2","A {@creature crystal dragon wyrmling|FTD} has foreseen an untimely end for the {@creature Bandit||bandits} who raided the wyrmling's lair and follows the bandits to keep them safe."],["3","A {@creature crystal dragon wyrmling|FTD} has befriended a {@creature white dragon wyrmling}. The wyrmlings' parents, who are ancient rivals, regard the relationship with concern."],["4","A {@creature crystal dragon wyrmling|FTD} encourages nearby farmers to go on dangerous excursions so they'll return with interesting stories to tell the dragon."],["5","A {@creature crystal dragon wyrmling|FTD} finds {@creature Ice Mephit||ice mephits} to be the perfect household servants—if only they would stop trying to kill the dragon's guests."],["6","A {@creature crystal dragon wyrmling|FTD} is placed in a monastery to learn the teachings of the monks before returning home in three years. The monks don't appreciate the wyrmling's pranks."]],"name":"Connected Creatures; Crystal Dragon Wyrmling Connections","page":104,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Crystal Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young crystal dragon|FTD} tries to protect a local population of rare {@creature Snowy Owlbear|IDRotF|snowy owlbears} from poachers and hunters."],["2","A {@creature young crystal dragon|FTD} has adopted a group of {@creature Kobold||kobolds} and is trying to teach them the value of a good practical joke."],["3","A {@creature young crystal dragon|FTD} has captured a pack of {@creature Winter Wolf||winter wolves} loyal to a {@creature frost giant}, intent on convincing the wolves to change their evil ways."],["4","A lonely {@creature werebear} enjoys long conversations with a {@creature young crystal dragon|FTD} but doesn't always appreciate the dragon's sense of humor."],["5","A {@creature young crystal dragon|FTD} finds some {@creature Manticore||manticores'} bluster hilarious and befriends them despite their fear. But the dragon is having trouble overcoming the manticores' predatory nature."],["6","A {@creature young crystal dragon|FTD} uses {@spell dancing lights} and {@spell hypnotic pattern} to give an air of authenticity to a charlatan fortuneteller's act, in exchange for a portion of the take from the charlatan's clients."]],"name":"Connected Creatures; Young Crystal Dragon Connections","page":104,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Crystal Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult crystal dragon|FTD} convinces a {@creature druid} to cast the {@spell awaken} spell on creatures around the dragon's lair, so the dragon will never want for conversation."],["2","A family of {@creature Yeti||yetis} seized an {@creature Adult Crystal Dragon|FTD|adult crystal dragon's} lair and hoard, and the dragon seeks help to drive the yetis out."],["3","An {@creature adult crystal dragon|FTD} and an elf {@creature archmage} have been friends for centuries and often go stargazing together on the peaks of their favorite mountains, but the dragon is grieving as the elf approaches the end of life."],["4","A pair of {@creature Adult Crystal Dragon|FTD|adult crystal dragons} lairing on neighboring mountaintops have enjoyed a decades-long snowball war, but their antics sometimes cause avalanches that threaten nearby villages."],["5","An {@creature adult crystal dragon|FTD} enjoys shaping the ice and snow near a den of {@creature Troll||trolls} into a labyrinth and watching the trolls try to make their way through it."],["6","{@creature Remorhaz||Remorhazes} infest the glacier beneath an {@creature Adult Crystal Dragon|FTD|adult crystal dragon's} lair, posing an imminent threat to the dragon's home and hoard."],["7","A {@creature revenant} persuades an {@creature adult crystal dragon|FTD} to help get revenge on the {@creature Frost Giant||frost giants} who murdered her."],["8","An {@creature adult crystal dragon|FTD} teaches astronomy to students of a renowned university, but the students must travel to the dragon's mountain lair for class."]],"name":"Connected Creatures; Adult Crystal Dragon Connections","page":104,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Crystal Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A clan of dwarves has discovered a self-renewing vein of quartz near an {@creature Ancient Crystal Dragon|FTD|ancient crystal dragon's} lair. The dwarves mine the area aggressively, unaware that the dragon is spying on them—and intends to demand recompense at some point in the future."],["2","An {@creature ancient crystal dragon|FTD} is stalked by a villainous ranger who has already claimed a dozen draconic trophies."],["3","An {@creature ancient crystal dragon|FTD} follows a pod of whales from one sea to another, having grown fond of the valuable ambergris they leave in their wake. Now whalers are scheming to kill the dragon."],["4","A community of seal hunters reveres an {@creature ancient crystal dragon|FTD} as the spirit of their glacier home. Such worship amuses and flatters the dragon, who keeps the hunters safe and leads them to locations where seals are plentiful."]],"name":"Connected Creatures; Ancient Crystal Dragon Connections","page":104,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Crystal Dragon Art Objects","colLabels":["d12","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An armillary sphere revealing the positions of several unknown worlds in the Material Plane (relative to the one the dragon is on)"],["2","A set of handmade {@deck Tarokka Deck|CoS|tarokka cards} depicting the various wizard clans of a magocracy called Glantri"],["3","A dazzling array of crystals carved to refract any light passing through them into star-like patterns"],["4","An oversized monocle custom-made for the crystal dragon, who thinks it looks stylish"],["5","A children's coin bank shaped like an owlbear, with beautiful blue gemstone eyes"],["6","An ancient water clock that tells the time with perfect accuracy"],["7","A star chart reproducing the night sky of some other Material Plane world"],["8","A magnificent fresco depicting a noble court in the Feywild"],["9","Alabaster panels etched with unusual glyphs, designed to be hung in windows to catch the light"],["10","Astrological birth charts for every year since the dragon was born"],["11","A vast number of colored glass bottles collected from dozens of cultures and historical periods"],["12","A fine divan set with gemstone buttons and stitched with silver thread"]],"name":"Crystal Dragon Treasures; Crystal Dragon Art Objects","page":106,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Deep Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I will not risk injury at the hands of weaker creatures—especially while I can turn them against one another and have them fight in my stead."],["2","It is difficult for anyone not of dragonkind to penetrate the twisting labyrinth of my thoughts."],["3","I might disagree with other dragons, but we are superior beings and should not lower ourselves to direct conflict."],["4","I have no interest in going to the surface world. It's where one sends one's servants."],["5","While the petty squabbles of other creatures bore and irritate me, I might hear out those who demonstrate an appreciation for the finer things in life by bringing me delicacies like clams or {@creature aboleth} flesh."],["6","I might be willing to exert myself to take out a {@creature mind flayer}. Those disgusting creatures must be stopped."],["7","I dream of seeing the deepest places in the ocean."],["8","I find I rather enjoy the company of people—as long as they remain unaware of my true nature."]],"name":"Creating a Deep Dragon; Deep Dragon Personality Traits","page":107,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Deep Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Understanding. True power comes from the ability to discern other creatures' motivations better than they can discern yours. (Any)"],["2","Kindred. All dragons are kin to one another, and we would all do well to prioritize that kinship. (Any)"],["3","Mystery. I appreciate a question I cannot answer, so I strive to be an enigma for other creatures. (Any)"],["4","Adaptability. Whether taking on a new form, making new allies, or trying a new strategy, flexibility keeps one youthful. (Chaotic)"],["5","Superiority. Weaker creatures cannot be trusted, so I constantly remind my servants of my power. (Evil)"],["6","Patience. All creatures might teach me something, and I'm willing to wait and find out what that might be rather than acting in haste. (Good)"]],"name":"Creating a Deep Dragon; Deep Dragon Ideals","page":107,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Deep Dragon Spellcasting","colLabels":["Age","Spell Save DC","Spells Known"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["{@creature Young Deep Dragon|FTD|Young}","14","{@spell command}, {@spell dissonant whispers}, {@spell faerie fire}"],["{@creature Adult Deep Dragon|FTD|Adult}","16","{@spell command}, {@spell dissonant whispers}, {@spell faerie fire}, {@spell water breathing}"],["{@creature Ancient Deep Dragon|FTD|Ancient}","19","{@spell command}, {@spell dissonant whispers}, {@spell faerie fire}, {@spell passwall}, {@spell water breathing}"]],"name":"Creating a Deep Dragon; Deep Dragon Spellcasting","page":107,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Deep Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Unfamiliar drow adventurers have been prowling a city's streets at night and have been overheard talking about the dragon they serve."],["2","Svirfneblin hire the characters to deliver tribute to their deep dragon neighbor."],["3","A disguised deep dragon offers access to rare artifacts—to a party who is willing to partner up on a seafood shipping business."],["4","A talented young ranger is kidnapped by a deep dragon who wants a hunting partner."],["5","A friendly {@creature young copper dragon} seeks an entourage, hoping to impress the deep dragon holding the copper dragon's inheritance in trust."],["6","A deep dragon wants to know if rumors of a sea monster in an Underdark lake are true, so the dragon hires adventurers to investigate."],["7","Two Underdark settlements are about to go to war, having been carefully manipulated by a deep dragon. A desperate ruler offers a reward to anyone who can uncover the true cause of the hostility."],["8","A deep dragon wants someone to manufacture a scenario that will get the dragon out of an old commitment to protect a city."]],"name":"Deep Dragon Adventures; Deep Dragon Adventure Hooks","page":107,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Deep Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ogre} has acquired a {@creature deep dragon wyrmling|FTD} as a pet, ignoring the fact that the dragon is an intelligent creature who will grow extremely large."],["2","An inquisitive {@creature deep dragon wyrmling|FTD} has made it to the surface world. Lost and confused, the wyrmling has been captured by a group of cruel adventurers."],["3","A {@creature deep dragon wyrmling|FTD} whimsically rules over a worshipful group of kobolds, sending them to the surface to fetch delicacies the wyrmling craves."],["4","An exclusive auction in an enclave of Lolth-worshipers features a deep dragon egg just about to hatch."],["5","A {@creature deep dragon wyrmling|FTD} with an experimental bent has created a \"garden\" of {@creature Gray Ooze||gray oozes}."],["6","An orphaned {@creature deep dragon wyrmling|FTD} is cared for by a {@creature giant constrictor snake} that is the recipient of a druid's {@spell awaken} spell."]],"name":"Connected Creatures; Deep Dragon Wyrmling Connections","page":108,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Deep Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young deep dragon|FTD} has captured a number of {@creature kuo-toa} and has decided to try them out as servants instead of eating them."],["2","A {@creature young deep dragon|FTD} maintains the guise of a handsome Humanoid artist so as to maintain an adoring cult of drow and duergar admirers."],["3","A rather snooty {@creature Bone Naga (Spirit)||bone naga} serves as a {@creature Young Deep Dragon|FTD|young deep dragon's} loyal butler, as it did for the dragon's parent."],["4","A {@creature young deep dragon|FTD} has organized a society of hobgoblin explorers, whose members seek out new places in the Underdark for the dragon to visit."],["5","A {@creature doppelganger} mimics a {@creature Young Deep Dragon|FTD|young deep dragon's} Humanoid form while committing a string of murders, hoping to turn local Underdark settlements against the dragon."],["6","Despite repeated {@creature mind flayer} attacks, a {@creature young deep dragon|FTD} refuses to leave the cave where the dragon's best friend—an adventurer who won the dragon's respect and affection—lingers as a {@creature ghost}."]],"name":"Connected Creatures; Young Deep Dragon Connections","page":108,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Deep Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult deep dragon|FTD} has played chess with a drow matriarch for centuries. Each move represents what that player plans to do next in the competitors' long struggle for domination in the Underdark."],["2","A {@creature fire giant} who accidentally insulted a deep dragon is tormented by the dragon's servants in ways that can't be tied to the dragon conclusively."],["3","A group of {@creature Cyclops||cyclopes} wants a deep dragon to protect them from {@creature Mind Flayer||mind flayers}, but the dragon is uninterested in meeting with them despite their repeated petitions."],["4","A nest of {@creature Vampire||vampires} has developed a taste for deep dragon blood."],["5","An {@creature adult deep dragon|FTD} craves the knowledge stored in an {@creature Aboleth||aboleth's} nearby lair."],["6","A {@creature spirit naga} desperately wants to claim the key to a mysterious underground door from the hoard of an {@creature adult deep dragon|FTD}."],["7","An {@creature adult deep dragon|FTD} has ended up rearing a {@creature young brass dragon} and is running out of patience for the young dragon's mischief."],["8","An {@creature adult deep dragon|FTD} takes pride in breeding {@creature Hell Hound||hell hounds} but can't control them."]],"name":"Connected Creatures; Adult Deep Dragon Connections","page":108,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Deep Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient deep dragon|FTD} has taken on a {@creature young red shadow dragon} as a protégé."],["2","Two ancient dragon lovers—one {@creature Ancient Deep Dragon|FTD|deep} and one {@creature Ancient White Dragon||white}—see each other only once every hundred years, when they choose targets for a deadly hunting spree."],["3","Two {@creature Ancient Deep Dragon|FTD|ancient deep dragons} fight over territory. Unwilling to move against each other directly, they use local settlements—and any competent visitors—as pawns in their struggle."],["4","An {@creature ancient deep dragon|FTD} has put the folk of a city to work building the dragon a metropolis to rule in the center of a vast underground salt lake."]],"name":"Connected Creatures; Ancient Deep Dragon Connections","page":108,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Deep Dragon Art Objects","colLabels":["d12","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A statue of an unknown winged antelope-like creature carved from a single massive opal"],["2","A preserved juvenile purple worm on an ebony stand set with amethysts"],["3","A cunningly worked metal automaton of a sphinx that, when addressed directly, answers every question with a question referencing forgotten civilizations"],["4","A set of filigreed gold claw covers set with gems that change color according to the wearer's mood"],["5","A silver pelt that belonged to a long-extinct species of bear and sheds snowflakes when touched"],["6","A painting of a caldera island with unique fauna that shows how to access the interior by swimming through an underwater cave"],["7","A magic chandelier that projects images of the most inaccessible places in the world on the wall, changing the images each time the chandelier is relit"],["8","A magical goblet activated when the creature holding it speaks the name of a country, whereupon the goblet fills with the finest wine from that land's vineyards"],["9","A set of exquisite miniature dragons made of precious metals, jewels, and stone, with one representing each kind of chromatic, metallic, and gem dragon"],["10","The jewel-encrusted skull of an ancient dragon, which the deep dragon always keeps close at hand and talks to when lonely"],["11","A magnificent set of drums painted with scenes from the folklore of an isolated mountain community"],["12","A beautifully worked statue of the deep dragon in a favorite Humanoid form, made by an artist the dragon knew centuries ago"]],"name":"Deep Dragon Treasures; Deep Dragon Art Objects","page":109,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Dragon Turtle Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I speak slowly and deliberately, pausing to reflect after (or sometimes in the middle of) each utterance."],["2","I am more interested in the shiny baubles people carry than in anything they have to say."],["3","I think of ships as kindred spirits and like to rub affectionately against their keels."],["4","I like to show visitors the vastness of my domain, so they appreciate how insignificant they are."],["5","I attack anyone I notice taking from the sea's bounty without offering something in return."],["6","I think of sailors' songs as their \"water speech\" and try to converse with them by humming snippets of tunes I have overheard."],["7","I swim alongside ships sailing through my domain, just out of arrow range, so they know I am watching."],["8","I am fascinated by the politics of surface realms and talk endlessly with sailors and adventurers to stay current on the latest happenings on land."]],"name":"Creating a Dragon Turtle; Dragon Turtle Personality Traits","page":110,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Dragon Turtle Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Endurance. We who dwell beneath the waves can weather all storms. (Any)"],["2","Indifference. What do I care for the fleeting concerns of those who crawl upon the land? (Any)"],["3","Curiosity. I want to know about everything that enters my domain, especially oddities from the surface world. (Any)"],["4","Supremacy. Creatures who refuse to recognize my rule over these waters suffer my displeasure. (Lawful or Evil)"],["5","Preservation. I am the ocean's steward, tending reefs and waters to ensure that they remain unspoiled. (Lawful)"],["6","Eradication. The peoples of the surface world were a mistake of creation. I will correct that error. (Evil)"]],"name":"Creating a Dragon Turtle; Dragon Turtle Ideals","page":110,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Dragon Turtle Spellcasting","colLabels":["Age","Spell Save DC","Spells Known"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["{@creature Young Dragon Turtle|FTD|Young}","13","{@spell fog cloud}"],["{@creature Dragon Turtle||Adult}","15","{@spell control water}, {@spell fog cloud}"],["{@creature Ancient Dragon Turtle|FTD|Ancient}","17","{@spell control water}, {@spell control weather},* {@spell fog cloud}"]],"footnotes":["*This spell's casting time is longer than 1 action."],"name":"Creating a Dragon Turtle; Dragon Turtle Spellcasting","page":110,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Dragon Turtle Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A ruthless shipping magnate has bribed a dragon turtle to attack competitors' vessels and drive them out of business."],["2","A curious dragon turtle swam upriver from the sea and is now stuck beneath a bridge on a major trade road, terrifying travelers."],["3","After an unwise attack from a whaling ship, a dragon turtle pursued the ship back to harbor and now attacks any ship that tries to leave."],["4","The sea around a wizard's tower is too stormy for ships to sail through, but a resident dragon turtle might be convinced to ferry the characters across."],["5","A royal bathhouse was renowned for its sauna, until the dragon turtle supplying the steam escaped and started rampaging through the palace."],["6","A millennium ago, a fabled sword was buried at sea with its wielder. Now the sword must be found, and only a dragon turtle remembers where it is."],["7","A dragon turtle has taken up residence in a subterranean lake, and the steam has been driving other creatures up out of their tunnels toward the surface."],["8","A sea god has sent a dragon turtle to unleash devastation along a populated coast."]],"name":"Dragon Turtle Adventures; Dragon Turtle Adventure Hooks","page":110,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Dragon Turtle Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature sea hag} has promised treasure to a {@creature dragon turtle wyrmling|FTD} if the wyrmling brings the hag \"visitors\" by capsizing fishing boats."],["2","A school of {@creature Hunter Shark||hunter sharks} try to drive a {@creature dragon turtle wyrmling|FTD} out of their waters."],["3","A {@creature dragon turtle wyrmling|FTD} shares food with a {@creature giant octopus} in exchange for the octopus pilfering baubles from passing ships."],["4","A {@creature dragon turtle wyrmling|FTD} lairs in a geyser inhabited by {@creature Steam Mephit||steam mephits}, believing the creatures to be dragon turtle spirits."],["5","A {@creature dragon turtle wyrmling|FTD} is blamed for attacks on sea traffic being made by a {@creature plesiosaurus}."],["6","A {@creature dragon turtle wyrmling|FTD} plays with a pod of {@creature Killer Whale||killer whales}, leaping into the air and blowing clouds of steam each time the whales breach."]],"name":"Connected Creatures; Dragon Turtle Wyrmling Connections","page":111,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Dragon Turtle Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young dragon turtle|FTD} serves as a mount for a {@creature sahuagin baron} in exchange for plunder."],["2","A {@creature young blue dragon} is teaching a {@creature young dragon turtle|FTD} to terrorize nearby settlements so the inhabitants will propitiate the dragon turtle with gold."],["3","A {@creature young dragon turtle|FTD} serves as a mobile rookery for a flock of {@creature Pteranodon||pteranodons} and eats fish they drop."],["4","A {@creature young dragon turtle|FTD} has been enslaved by an {@creature aboleth} and forced to guard the creature's lair."],["5","A clan of gnomes pays a {@creature young dragon turtle|FTD} to serve as a mobile refueling platform for their fleet of steamboats."],["6","A {@creature young dragon turtle|FTD} likes to feast on {@creature Giant Crocodile||giant crocodiles'} eggs."]],"name":"Connected Creatures; Young Dragon Turtle Connections","page":111,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Dragon Turtle Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult bronze dragon} has befriended an {@creature Dragon Turtle||adult dragon turtle} and is trying to convince the dragon turtle to help fight off an invading navy."],["2","A {@creature marid} and an {@creature Dragon Turtle||adult dragon turtle} are traveling companions, touring oceans across the multiverse."],["3","{@creature Shambling Mound||Shambling mounds} grow like an infestation on an {@creature Dragon Turtle||adult dragon turtle's} shell and spread wherever the dragon turtle travels."],["4","An {@creature archmage} is helping an {@creature Dragon Turtle||adult dragon turtle} write a definitive history of the deep."],["5","An {@creature Dragon Turtle||adult dragon turtle} serves as a mount for the {@creature storm giant} who saved the dragon turtle's life."],["6","An {@creature Dragon Turtle||adult dragon turtle} hunts an aquatic {@creature purple worm} that has been hollowing out the reef where the dragon turtle dwells."],["7","An {@creature Dragon Turtle||adult dragon turtle} has awoken from a decades-long nap to discover that halflings have unwittingly built a seaside tavern upon the dragon turtle's back."],["8","An {@creature ultroloth} works with an {@creature Dragon Turtle||adult dragon turtle} living in the River Styx, using magic to protect the dragon turtle from the river's effects and charging travelers for safe passage to the other side."]],"name":"Connected Creatures; Adult Dragon Turtle Connections","page":111,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Dragon Turtle Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient dragon turtle|FTD} and an {@creature ancient gold dragon} meet once a year to trade moves in a game of dragonchess that has been going on for centuries."],["2","An {@creature ancient dragon turtle|FTD} serves as counsel to an {@creature empyrean} court, tempering the Celestials' passions with the dragon turtle's endless patience."],["3","A {@spell geas} spell forces an {@creature ancient dragon turtle|FTD} to carry a {@creature Lich||lich's} tower."],["4","An {@creature ancient dragon turtle|FTD} is responsible for ensuring that a {@creature kraken} is never woken from its slumber."]],"name":"Connected Creatures; Ancient Dragon Turtle Connections","page":111,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Dragon Turtle Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An elven coronet, which the dragon turtle wears as an earring"],["2","A pipe organ that the dragon turtle refers to as \"Bubbles,\" which works underwater"],["3","Cast-metal masks painted with the faces of rulers whose names the dragon turtle constantly misremembers"],["4","A zither fashioned from a conch shell, which the dragon turtle insists visitors play before granting them an audience"],["5","A painted egg decorated with glittering jewels"],["6","An ornate underwater carriage fashioned from coral and seashells, which the dragon turtle pushes back and forth like a toy"],["7","A sculpture depicting a knight on griffonback, whose lance the dragon turtle uses to scrape off barnacles"],["8","An urn engraved with a scowling dwarf's face, whose expression the dragon turtle mimics comically"],["9","A scepter fashioned to resemble a skeletal arm, which unnerves the dragon turtle for some inexplicable reason"],["10","An elegant candelabra that the dragon turtle thinks is lost, but that is actually wedged into a crack in their shell"]],"name":"Dragon Turtle Treasures; Dragon Turtle Art Objects","page":113,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Emerald Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I repeat what others have said back to them to make sure I have remembered it correctly."],["2","I might not like you, but I will endeavor to treat you with respect, if not kindness."],["3","I like to impress visitors by reciting epic poetry."],["4","The only people I'm interested in are those who know history and those who make history."],["5","I like to adopt the personas of characters from legend."],["6","I studiously mimic the mannerisms of my guests."],["7","I prefer to get others talking, then fade into the background. Sometimes literally."],["8","I seek out audiences and like to be the center of attention."]],"name":"Creating an Emerald Dragon; Emerald Dragon Personality Traits","page":114,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Emerald Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Seclusion. It's safer if others don't know I'm here—safer for me and safer for them. (Any)"],["2","Observation. People lie. Histories lie. Even dragons lie. But actions always ring true. (Lawful)"],["3","Storytelling. There is a magic in the retelling of stories. Each new teller adds a bit of themself to the spell. (Any)"],["4","Nurture. Rearing a child is our best chance to make sure our own stories are passed on. (Any)"],["5","Inquisitiveness. Even the smallest village contains myriad stories of love, loss, triumph, and betrayal. There is always more to learn about people. (Any)"],["6","Espionage. Once I get paid for the information I glean, I don't care what others do with it. (Evil)"]],"name":"Creating an Emerald Dragon; Emerald Dragon Ideals","page":114,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Emerald Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An emerald dragon is the only witness to a murder but doesn't want to be found or identified."],["2","An emerald dragon seeks heroes to participate in a dramatic reenactment of a legendary battle involving dragon riders."],["3","An emerald dragon's assault on a {@creature fire giant} has attracted the attention of the giant's clan, and now the dragon seeks aid."],["4","Villagers have been going missing, and then are found weeks later roaming the forest. They have no memory of the emerald dragon who charmed them for wandering too close to the dragon's lair."],["5","{@creature Giant Lizard||Giant lizards} drawn to the lair of a legendary emerald dragon are terrorizing a nearby halfling settlement. One solution is to get rid of the dragon."],["6","An emerald dragon is the headmaster in absentia of a bardic college and must be convinced to defend the school in a contest against a rival college."],["7","An emerald dragon invisibly tails a party of adventurers, causing trouble for the heroes so the dragon can watch how they respond."],["8","An emerald dragon has been spying for a villainous cabal, ensuring the villains remain one step ahead of the adventurers."]],"name":"Emerald Dragon Adventures; Emerald Dragon Adventure Hooks","page":114,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Emerald Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Blood Hawk||Blood hawks} routinely accost an {@creature emerald dragon wyrmling|FTD} who lairs near the hawks' nest."],["2","An {@creature emerald dragon wyrmling|FTD} is being hunted by a {@creature Fire Giant||fire giant's} pet {@creature hell hound}."],["3","An {@creature emerald dragon wyrmling|FTD} follows a {@creature berserker} to observe the berserker's life. The berserker believes the dragon is a spirit companion."],["4","A flattering {@creature orog} plies an {@creature emerald dragon wyrmling|FTD} with gems in exchange for information about a settlement the wyrmling has been observing."],["5","An {@creature emerald dragon wyrmling|FTD} keeps trying to play with a pair of newly hatched {@creature Fire Snake||fire snakes}."],["6","An {@creature emerald dragon wyrmling|FTD} has been captured by scheming duergar, who plan to use the wyrmling as bait to lure the wyrmling's parents out of their lair."]],"name":"Connected Creatures; Emerald Dragon Wyrmling Connections","page":114,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Emerald Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young emerald dragon|FTD} has befriended a {@creature stone giant}, who is teaching the dragon giant folklore."],["2","A {@creature young emerald dragon|FTD} lairs in abandoned bandit caverns also occupied by a friendly {@creature earth elemental}, which hunts for buried coins for the dragon's hoard."],["3","A {@creature galeb duhr} acts as a door guard to a {@creature Young Emerald Dragon|FTD|young emerald dragon's} lair."],["4","A {@creature young emerald dragon|FTD} invites repeated visits from a {@creature drow mage} who corrects what the dragon has learned about the history of the elven schism."],["5","A {@creature young emerald dragon|FTD} attempts to drive off a clan of {@creature Cyclops||cyclopes} who have taken up residence in a nearby cave, attacking the clan's herd of {@creature Giant Goat||giant goats}."],["6","An {@creature assassin} and a {@creature young emerald dragon|FTD} train together to master the art of stealth."]],"name":"Connected Creatures; Young Emerald Dragon Connections","page":114,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Emerald Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult emerald dragon|FTD} wages a constant battle against deep gnome miners, who scour the tunnels of the dragon's lair in search of emeralds."],["2","An {@creature adult silver dragon} tries to befriend and draw out a reclusive {@creature adult emerald dragon|FTD}."],["3","An {@creature adult emerald dragon|FTD} unwillingly serves a {@creature fire giant} tribe holding the dragon's egg hostage."],["4","An {@creature adult emerald dragon|FTD} is fascinated by the intrigues of a {@creature rakshasa} disguised as a human merchant prince."],["5","An {@creature adult emerald dragon|FTD} shows an {@creature emerald dragon wyrmling|FTD} how to safely observe Humanoids without being detected."],["6","An {@creature adult emerald dragon|FTD} keeps a wary eye on the {@creature Efreeti||efreet} who have built a tower near the dragon's lair, and indirectly aids any who oppose the efreet."],["7","An {@creature iron golem} ferries visitors across the lava moat surrounding an {@creature Adult Emerald Dragon|FTD|adult emerald dragon's} lair."],["8","An {@creature adult emerald dragon|FTD} spies on the {@creature adult red dragon} who killed the emerald dragon's mate, looking for weaknesses."]],"name":"Connected Creatures; Adult Emerald Dragon Connections","page":114,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Emerald Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient emerald dragon|FTD} bargains with a {@creature pit fiend} to buy back the soul of a legendary hero."],["2","A group of {@creature Adult Red Dragon||adult red} and {@creature Adult Silver Dragon||silver} dragons set aside their differences to learn wisdom from an {@creature ancient emerald dragon|FTD}."],["3","Two {@creature Balor||balors} act as jailers for an {@creature ancient emerald dragon|FTD} imprisoned by a long-dead enemy."],["4","An {@creature ancient emerald dragon|FTD} works to summon a {@creature solar} to get a firsthand account for a history of the gods the dragon is compiling."]],"name":"Connected Creatures; Ancient Emerald Dragon Connections","page":114,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Emerald Dragon Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A traveling cloak worn by an elf apostate named Huwellah Starshine to the trial where she was convicted and executed"],["2","A nonmagical crystal ball used by Firendelbip, a deep gnome seer who predicted the overthrow of a thousand-year-old fomorian empire"],["3","Spurs worn by the famous human cavalier Roganvald, who challenged the dragon Arathimax the Red (Roganvald's armor now lies in Arathimax's hoard)"],["4","The ornate badge of office of the lich Zakir, nine-time governor of the city of Durn"],["5","A gravy ladle belonging to Lara Rumpledeep, a famed halfling gourmand"],["6","A sextant used by the renowned dwarf explorer Thavrik Rustbeard"],["7","A jeweled hairnet worn by the cloud giant Ultania, who slew her own mother to claim her throne"],["8","A phoenix-shaped brooch passed down to each of the forty-seven recorded incarnations of Gaz, a githzerai monk"],["9","A trophy cup engraved with a pumpkin, awarded each year at the harvest festival of Riksdell before that settlement fell to a plague"],["10","Rusty chains used to bind the orc master thief Korjus before she escaped and conquered half the lands of the south"]],"name":"Emerald Dragon Treasures; Emerald Dragon Art Objects","page":117,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Faerie Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Some people say I have a short attention span, and that I'm easily distractable, but they don't... oh wow, is that a lute?"],["2","I do not constantly steal food. If you can't keep track of your rations, that's really a personal failing."],["3","I'm much smarter than I look, and if you can't say the same, this is going to be a short conversation."],["4","Elf, dwarf, horse—you non-dragons all look the same to me. No offense."],["5","When I narrate what I'm doing in song, it makes everything feel more epic, don't you think?"],["6","The world is a product of my imagination. The fact that you think you exist when I'm not thinking about you is adorable."],["7","I'm quick to make friends and love winning over grumpy and stoic types. If they don't yet appreciate my help, that just means they need more of it!"],["8","I like to earn people's trust, then lead them into dangerous situations and make off with their treasure while they're distracted."]],"name":"Creating a Faerie Dragon; Faerie Dragon Personality Traits","page":118,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Faerie Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Benevolence. Jokes are one thing, but I won't abide cruelty. My mischief brings joy to the downtrodden and ridicule to oppressors. (Good)"],["2","Variety. How can anyone stand to do the same things over and over? I take any opportunity to shake things up by trying something new. (Chaotic)"],["3","Fun. What's the point of living if you're not going to enjoy yourself? (Any)"],["4","Humor. My jokes make life more interesting for everyone. Or at least for me. (Any)"],["5","Energy. Boredom is worse than death. I'm not much for plans, but you can always count on me to make something happen! (Chaotic)"],["6","Selfishness. Other creatures exist for my amusement. If tormenting them were wrong, why would I enjoy it so much? (Evil)"]],"name":"Creating a Faerie Dragon; Faerie Dragon Ideals","page":118,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Faerie Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A faerie dragon has noticed raiders tracking a defenseless caravan and is eager to warn someone who can help."],["2","A faerie dragon seeks revenge on the monsters that killed the dragon's ranger companion."],["3","A faerie dragon needs help ending a curse that has begun corrupting local plants and animals in the dragon's forest."],["4","A faerie dragon has been harassing local miners who are disturbing the dragon's territory."],["5","A faerie dragon has discovered the entrance to an ancient ruin and is eager to tag along while an adventuring party explores it."],["6","A faerie dragon has stolen a dangerous magic item from a wizard's workshop, without any idea of what it actually does."],["7","A faerie dragon has stumbled upon the recently dead corpse of a centaur messenger bearing a crucial warning for the centaur's community."],["8","A faerie dragon has been magically compelled to work as an invisible assassin and is desperate for someone to break the compulsion."]],"name":"Faerie Dragon Adventures; Faerie Dragon Adventure Hooks","page":118,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Faerie Dragon Connections","colLabels":["d10","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An entrepreneurial gnome uses a {@creature Faerie Dragon (Violet)||faerie dragon's} Euphoria Breath to open a novel relaxation spa; the dragon appreciates the steady stream of treats and baubles they receive in exchange for their labor."],["2","A {@creature Faerie Dragon (Violet)||faerie dragon} is in love with a member of a {@creature pixie} royal court and is constantly searching for some grand deed capable of impressing their beloved."],["3","A {@creature Faerie Dragon (Violet)||faerie dragon} uses magic to aid in the rambling revels of a band of {@creature Satyr||satyrs}."],["4","A {@creature Faerie Dragon (Violet)||faerie dragon} and a {@creature quasit} are sworn enemies, and their invisible battles and the elaborate traps they lay for each other cause havoc in the area where they both live."],["5","A mercenary band keeps a {@creature Faerie Dragon (Violet)||faerie dragon} captive in a cage, forcing the dragon to act as a jester."],["6","A {@creature Faerie Dragon (Violet)||faerie dragon} nests in the branches of a tree that recently received the benefit of a {@creature Druid||druid's} {@spell awaken} spell and promises to teach the {@creature awakened tree} in exchange for shelter and companionship."],["7","A {@creature Faerie Dragon (Violet)||faerie dragon} rules a pack of {@creature Blink Dog||blink dogs}, leading them on a grand quest against evil that the dragon is making up along the way."],["8","A {@creature green dragon wyrmling} has recruited a {@creature Faerie Dragon (Violet)||faerie dragon} as a spy, though the faerie dragon's bizarre means of carrying out orders leaves the green dragon wondering if it's worth the effort."],["9","A {@creature Faerie Dragon (Violet)||faerie dragon} constantly tries to impress a gruff dwarf priest by proselytizing to everyone they meet as they travel together, but the dragon's interpretation of their \"shared faith\" is extremely eccentric."],["10","A {@creature Faerie Dragon (Violet)||faerie dragon} has intimidated a gang of {@creature Goblin||goblins} and now forces the goblins to follow an increasingly bizarre set of rules."]],"name":"Connected Creatures; Faerie Dragon Connections","page":118,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Faerie Dragon Art Objects","colLabels":["d8","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A fist-sized puzzle box that the dragon hasn't been able to open, and that holds a tiny clay tablet marked with a mysterious string of numbers"],["2","An illustrated tome titled Hrgold's Bestiary, which falls open to an oft-read entry on faerie dragons"],["3","A majestic military jacket featuring a dazzling array of medals and five different secret pockets"],["4","A gold-rimmed monocle sized for a cyclops, complete with a gold chain"],["5","A gilded pseudodragon skull that the faerie dragon likes to wear as a mask while pretending to be a different dragon called \"Regnus the Unspeakable\""],["6","A cask of wine stamped with the seal of a noble's private collection"],["7","A framed painting of a red dragon destroying an army, with a hole chewed through the dragon's face so the faerie dragon can stick their head through it"],["8","A tiny scale model of a castle that opens like a dollhouse to reveal the chambers and secret passages within"]],"name":"Faerie Dragon Treasures; Faerie Dragon Art Objects","page":120,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Gold Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I prefer to parley before combat. If villains can be reformed without violence, all the better."],["2","Shorter-lived species often have difficulty perceiving the full scope of time's tapestry and lack the patience for my appropriately thorough explanations."],["3","Others might find me cold and dispassionate, but such is the price of perspective. Few creatures enjoy confronting the relative smallness of their lives."],["4","Disguises allow me to bestow small kindnesses and experience the simple pleasures of companionship without constantly being petitioned. I'm proud of my acting ability and never break character."],["5","The future is writ large in the patterns of history. I enjoy conversing with others who think critically about history and society."],["6","I enjoy gifts but find attempts to hire or bribe me deeply offensive."],["7","My reclusiveness is a filter. If someone lacks the motivation to overcome my barriers, then their matter is unworthy of my attention."],["8","On a long enough timescale, all actions are meaningless. So why should I deny myself anything?"]],"name":"Creating a Gold Dragon; Gold Dragon Personality Traits","page":121,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Gold Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Foresight. Righteous action requires carefully weighing potential consequences to ensure the cure is not worse than the disease. (Lawful)"],["2","Restraint. I cannot right every wrong. I encourage others to solve their own problems, and I save my strength for tribulations only I can address. (Any)"],["3","Stewardship. I do not serve individuals, but rather history. By acting strategically, I tip the ultimate balance toward justice and virtue. (Good)"],["4","Objectivity. I remain impartial in my judgments and refuse to let personal feelings get in the way of what's fair or necessary. (Lawful)"],["5","Isolation. Every interaction has ramifications that stretch on into infinity. I curate my impact on the world by remaining aloof and self-reliant. (Any)"],["6","Sovereignty. Other creatures lack my wisdom and must be controlled to prevent wrongdoing. (Evil)"]],"name":"Creating a Gold Dragon; Gold Dragon Ideals","page":121,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Gold Dragon Spellcasting","colLabels":["Age","Spell Save DC","Spells Known"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["{@creature Young Gold Dragon||Young}","17","{@spell bless}, {@spell cure wounds}, {@spell slow}, {@spell suggestion}, {@spell zone of truth}"],["{@creature Adult Gold Dragon||Adult}","21","{@spell bless}, {@spell commune}, {@spell cure wounds}, {@spell geas},* {@spell slow}, {@spell suggestion}, {@spell zone of truth}"],["{@creature Ancient Gold Dragon||Ancient}","24","{@spell bless}, {@spell commune},* {@spell cure wounds}, {@spell geas},* {@spell plane shift} (+16 to hit), {@spell slow}, {@spell suggestion}, {@spell word of recall}, {@spell zone of truth}"]],"footnotes":["*This spell's casting time is longer than 1 action."],"name":"Creating a Gold Dragon; Gold Dragon Spellcasting","page":121,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Gold Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","When two cities stand on the brink of war, someone needs to make the arduous journey to convince a gold dragon to arbitrate the dispute."],["2","A scholar has learned a secret so dangerous that a gold dragon is set on magically wiping the scholar's mind. The dragon is recruiting trackers to locate the scholar, while the scholar tries to hire bodyguards."],["3","A gold dragon seeks to vanquish evil by conquering and uniting all nations under a totalitarian government that will enforce the dragon's benevolent laws."],["4","A gold dragon has been attacking travelers in an effort to drive them away from the dragon's territory, which holds a deadly artifact at its center."],["5","A gold dragon has decided to burn a plague- infected city to the ground, sacrificing the residents to limit the contagion's spread."],["6","A gold dragon needs agents to infiltrate a magical prison complex and liberate the dragon's monk companion, who has been unjustly sentenced."],["7","A gold dragon demands reparations from a city whose rulers sent adventurers to steal from the dragon's hoard."],["8","A gold dragon requires a team of specialists to help break into the infamous Lamentation Vault and acquire the world-shaking prophecy held within."]],"name":"Gold Dragon Adventures; Gold Dragon Adventure Hooks","page":121,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Gold Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature gold dragon wyrmling} bonded with a {@creature xorn} over their shared love of gems and seeks to help the creature back to the Elemental Plane of Earth."],["2","A {@creature gold dragon wyrmling} yearns to imitate a {@creature couatl} mentor and is searching for a magical location worth guarding."],["3","A {@creature gold dragon wyrmling} is venerated by a tribe of lizardfolk—much to the consternation of the priest who used to rule the tribe."],["4","A band of {@creature Centaur||centaurs} makes pilgrimages to a {@creature Gold Dragon Wyrmling||gold dragon wyrmling's} lair, bringing gifts of gems and knowledge."],["5","A {@creature gold dragon wyrmling} is fascinated by modrons' clockwork determinism and has tracked down and befriended a rogue {@creature pentadrone}."],["6","A {@creature gold dragon wyrmling} has befriended a group of {@creature Githzerai Monk||githzerai monks} and visits them regularly to conduct elaborate thought experiments."]],"name":"Connected Creatures; Gold Dragon Wyrmling Connections","page":122,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Gold Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young gold dragon} enjoys the company of {@creature Treant||treants}, who share the dragon's long view of history and methodical conversational style."],["2","A {@creature young gold dragon} lives in a cluster of stone spires and has secured the service of the {@creature galeb duhr} who watch over the site."],["3","An {@creature arcanaloth} has secured a contract requiring a {@creature young gold dragon} to serve the Fiend once every five years. It can't make the dragon do evil acts, but the jobs often have unforeseen consequences."],["4","A {@creature young gold dragon} maintains a lair in a flying cloud giant citadel, winning the continued right to dwell there in repeated gambling games."],["5","A {@creature young gold dragon} and an {@creature archmage} are uneasy companions, bound to defend each other by the dying wish of a heroic warrior they both loved."],["6","After a {@creature young gold dragon} freed a {@creature djinni} from servitude, the djinni installed a portal linking the dragon's lair to the djinni's citadel on the Elemental Plane of Air."]],"name":"Connected Creatures; Young Gold Dragon Connections","page":122,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Gold Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult gold dragon} has sworn to destroy the {@creature balor} who killed the dragon's mate."],["2","An {@creature adult gold dragon} feels responsible for a paladin's fall from grace and sends minions across the world in search of the paladin—now a {@creature death knight}—so they both might be redeemed."],["3","An {@creature adult green dragon} and an {@creature adult gold dragon} skirmish over control of the vine-choked ruins of a floating mausoleum and its library of talking skulls."],["4","An {@creature adult gold dragon} enjoys playing strategy games with an {@creature androsphinx}, one of the few creatures able to successfully bluff the dragon."],["5","An {@creature adult gold dragon} living in a desert temple helps some elf oracles interpret visions bestowed by an artifact called the Siren's Lens."],["6","An imprisoned {@creature mummy lord} has convinced its {@creature adult gold dragon} jailer that the mummy's plans for domination will be for the best in the long run."],["7","An {@creature adult gold dragon} crafted an {@creature iron golem} to defend the dragon's lair and talks to it as if it were a person."],["8","An {@creature adult gold dragon} hunts the {@creature adult blue dracolich} who stole the legendary Crown of Endings from the gold dragon's hoard."]],"name":"Connected Creatures; Adult Gold Dragon Connections","page":122,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Gold Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature solar} who admires an {@creature ancient gold dragon} campaigns to recruit the dragon into the service of the solar's god."],["2","An {@creature ancient gold dragon} is infatuated with an oblivious {@creature empyrean}, drawn in by the empyrean's carefree nature and larger-than-life emotions."],["3","An {@creature ancient gold dragon} and a {@creature lich} have vied to bend history to their respective wills. The two have reluctantly come to understand and empathize with each other."],["4","An {@creature ancient gold dragon} takes little interest in the day-to-day governance of a powerful empire. But the dragon expects to be obeyed completely when deigning to address the populace."]],"name":"Connected Creatures; Ancient Gold Dragon Connections","page":122,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Gold Dragon Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A fine tapestry depicting the intermingled family trees of several royal bloodlines going back multiple generations—and containing surprising revelations"],["2","An orrery showing the world's place in the solar system—with one gemstone planet too many"],["3","A scroll covered with surrealist imagery, entitled Voyage through the Land of Dreams"],["4","A black dragon skull with a crack down the middle and gems fixed in its eye sockets; a plaque along the bottom reads, \"So too shall ye be\""],["5","A metal wheel with various holy symbols affixed to its edges; thin arms at the center of the wheel are made to hold a spherical object that is missing"],["6","A series of nesting metal cylinders, each inscribed with a different proverb or paradox; the central cylinder contains a single gold dragon scale"],["7","An elaborate atlas bound in wyvern hide, with several remote regions circled and labeled in code"],["8","A clever clockwork music box that, when cranked, recites a prophecy in Modron"],["9","An elaborately decorated tea set, each of its cups themed after a different plane of existence"],["10","An elaborate calendar clock with one face burned and cracked and two others that are counting down to unspecified future events, including one less than a month away"]],"name":"Gold Dragon Treasures; Gold Dragon Art Objects","page":124,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Green Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You're either with me or you're against me. Just kidding—you're lunch either way!"],["2","I hate how much people think they matter in a world that was old before their kind even learned the idea of names."],["3","The more the merrier as far as I'm concerned: more to control, more to torture, more to feast upon when I'm finally bored."],["4","Bipedal life is too ugly and ignorant to merit even a scrap of compassion."],["5","I like seeing life through the eyes of a lesser being—before forcing that creature to gouge their eyes out."],["6","The wilds are mine and mine alone, and anyone who thinks they can enter my territory had best hope I have other distractions that day."],["7","I allow others to dwell in my forest—if they act as my eyes, ears, and occasional playthings in return."],["8","I harbor no animosity toward anyone. Let me grow ancient with my forest, and I'll leave you in peace."]],"name":"Creating a Green Dragon; Green Dragon Personality Traits","page":126,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Green Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Isolation. Territories can be properly established only when all parties respect the borders of their neighbors. (Lawful)"],["2","Control. All lesser beings should bare their throats to their betters. (Evil)"],["3","Respect. Fear is amusing, but reverence is delicious. (Any)"],["4","Intrigue. The world is so much more entertaining when no one trusts anyone. (Evil)"],["5","Imagination. Nothing is more gauche than repeating the same activities day after day. (Any)"],["6","Tolerance. The impermanence of intelligent life is bittersweet and should be honored as such. (Good)"]],"name":"Creating a Green Dragon; Green Dragon Ideals","page":126,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Green Dragon Spellcasting","colLabels":["Age","Spell Save DC","Spells Known"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["{@creature Young Green Dragon||Young}","13","{@spell invisibility}, {@spell speak with animals}"],["{@creature Adult Green Dragon||Adult}","16","{@spell invisibility}, {@spell plant growth}, {@spell speak with animals}"],["{@creature Ancient Green Dragon||Ancient}","19","{@spell invisibility}, {@spell mass suggestion}, {@spell plant growth}, {@spell speak with animals}"]],"name":"Creating a Green Dragon; Green Dragon Spellcasting","page":126,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Green Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A green dragon is terrorizing a forest settlement, murdering and eating someone each night before depositing the grisly remains in the village square."],["2","{@creature Troll||Trolls} are attacking trade caravans, stealing and killing whatever they can—all to placate a green dragon living in their territory."],["3","A cult is capturing travelers to feed a newly hatched pair of green dragons."],["4","A convicted murderer begs for clemency, claiming to have been under the control of a green dragon while on a killing spree."],["5","The misty forest at the border of a coastal realm is beginning to grow alarmingly, and sages suspect it might be the work of a green dragon."],["6","A green dragon stirs from a long underground slumber to discover that a city has been built where the dragon's forest lair once stood."],["7","{@creature Hill giant} raiders promise to stop their pillaging in exchange for a clutch of {@creature Green Dragon Wyrmling||green dragon wyrmlings} to raise."],["8","A green dragon stalks a well-known trade route, interrogating all passersby on what they know about a dead gold dragon's lost hoard."]],"name":"Green Dragon Adventures; Green Dragon Adventure Hooks","page":126,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Green Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature green dragon wyrmling} is the centerpiece of a traveling circus but might not be a prisoner after all."],["2","A {@creature green dragon wyrmling} was raised by a cluster of {@creature Pseudodragon||pseudodragons}, whom the wyrmling now protects."],["3","Hobgoblin raiders have captured several {@creature Green Dragon Wyrmling||green dragon wyrmlings}, hoping to use them as the vanguards of their war parties."],["4","A {@creature green dragon wyrmling} exacerbates the chaotic tendencies of a group of {@creature Satyr||satyrs}, driving them to greater acts of mischief with the promise of rich rewards."],["5","A {@creature green dragon wyrmling} tricks a village of lizardfolk into believing the dragon is an incarnation of a lizardfolk god."],["6","An ancient {@creature couatl} attempts to shape the moral outlook of a {@creature green dragon wyrmling}, so the dragon might inherit the duty of guarding the couatl's treasures."]],"name":"Connected Creatures; Green Dragon Wyrmling Connections","page":127,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Green Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young green dragon} and a {@creature treant} vie for influence over a woodland region."],["2","A {@creature young green dragon} forces a group of {@creature Dryad||dryads} to collect treasures for the dragon's hoard, threatening to destroy their trees if they refuse."],["3","An infestation of {@creature Twig Blight||twig blights} has taken over the lair of a {@creature young green dragon}, and the dragon will do anything to reclaim it."],["4","{@creature Green Hag||Green hags} compete to gain an alliance with a {@creature young green dragon}, turning a village into a staging ground for their games of deceit."],["5","A {@creature young green dragon} directs a conclave of yuan-ti under the command of a {@creature yuan-ti abomination}, ordering the serpentfolk to search the forgotten tunnels of a city for the ancient treasures buried there."],["6","An {@creature oni} and a {@creature young green dragon} work together to terrorize a village, taking a victim every night and leaving the rest too frightened to flee."]],"name":"Connected Creatures; Young Green Dragon Connections","page":127,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Green Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A ruler controlled by an {@creature adult green dragon} plunders the realm's populace to fill the dragon's hoard."],["2","Several {@creature Adult Green Dragon||adult green dragons} fight to claim a treasure hoard hidden under a woodland city."],["3","An {@creature adult green dragon} is bound to the service of a {@creature guardian naga} and baits other creatures to kill the dragon's naga captor."],["4","{@creature Giant Ape||Giant apes} raised from birth by an {@creature adult green dragon} now serve as the dragon's hunting party."],["5","Mind-controlled clerics lead unsuspecting worshipers to the lair of an {@creature adult green dragon}."],["6","An {@creature adult green dragon} works to corrupt a {@creature young gold dragon} trapped in the green dragon's woods."],["7","Wood elves flagellate themselves to earn the favor of a god suddenly turned cruel, not knowing they've been misled by an {@creature adult green dragon}."],["8","An {@creature adult green dragon} turns {@creature Treant||treants} against the druids who once guarded the treants' grove."]],"name":"Connected Creatures; Adult Green Dragon Connections","page":127,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Green Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient green dragon} returns to the same sylvan forest every year to feed upon a herd of {@creature Unicorn||unicorns}."],["2","An {@creature ancient green dragon} prevents would-be rescuers from reaching a cursed realm whose people are magically asleep and hidden behind a forest of thorns."],["3","A once-peaceful land has become warlike, thanks to the {@creature ancient green dragon} controlling its elf monarchs."],["4","An {@creature ancient green dragon} is the guardian of a {@creature Lich||lich's} phylactery and extorts favors from the lich."]],"name":"Connected Creatures; Ancient Green Dragon Connections","page":127,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Green Dragon Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The polished skull of a unicorn, latticed with luminescent blooms"],["2","An elaborate necklace of yuan-ti origin, set with gleaming gems and dripping with strands of pearls"],["3","A harp, its pillar carved to resemble a beautiful elf who weeps loudly and inconsolably"],["4","A marble statue that once showed a knight vanquishing a dragon, but due to strategic damage, now looks like a knight tumbling into massive jaws"],["5","The baby teeth of a Humanoid, preserved in amber furred with a golden fungus that smells like gingerbread"],["6","A giant-sized hunting horn scrimshawed with elaborate patterns, the pewter only slightly tarnished"],["7","A stained glass window still set within a fragment of wall depicting the many deaths of an elf monarch"],["8","A triptych of silver mirrors, set in an ornate brambled iron frame sculpted to depict figures in a grotesque bacchanal"],["9","Quartz terrariums carried on the backs of tourmaline jaguars, overgrown with misshapen cacti"],["10","A string of skulls riddled with too many eye sockets, their jaws replaced by carved gemstones"]],"name":"Green Dragon Treasures; Green Dragon Art Objects","page":129,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Moonstone Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I often lose track of whether I'm in the Feywild or on the Material Plane."],["2","I have been known to throw caution to the wind when in pursuit of new items for my hoard."],["3","No matter how old I get, I always delight in harmless pranks and tricks."],["4","I've always been mature for my age, and I can't wait for the day I can retire to my lair to be taken care of by doting fey."],["5","I look down upon any being who resorts to violence to solve a problem."],["6","Conversing with others is often difficult because I'm so easily distr... oh my goodness, is that circlet made of silver?"],["7","I find the waking world tedious and mundane and would much rather spend my time asleep, in the realm of dreams."],["8","I find the whimsy of fey, and whimsy in general, to be exasperating and exhausting."]],"name":"Creating a Moonstone Dragon; Moonstone Dragon Personality Traits","page":130,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Moonstone Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Curiosity. I might never be able to experience everything in the multiverse—but it doesn't hurt to try. (Any)"],["2","Nonviolence. Violence need never be the answer in a multiverse of infinite possibilities. (Neutral)"],["3","Whimsy. Why waste time on boring, ordinary concerns when the world is filled with fantastic and ludicrous wonders? (Chaotic)"],["4","Beauty. There is beauty to be found in even the simplest things if you look hard enough. (Good)"],["5","Inspiration. Great are history's artists and creators. But greater still are those who inspire them. (Any)"],["6","Power. Creatures are at their most vulnerable in their dreams, and I am the master of dreams. (Evil)"]],"name":"Creating a Moonstone Dragon; Moonstone Dragon Ideals","page":130,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Moonstone Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A wealthy and well-known artist's muse—a moonstone dragon—has stopped appearing in their dreams. The artist is desperate to hire adventurers to find the dragon."],["2","A clutch of moonstone dragons has discovered a portal to the Material Plane and is wreaking havoc on nearby villages, pilfering every bit of silver the locals own."],["3","A moonstone dragon seeks the platinum crown of a Fey prince—and will do anything to get it."],["4","A gluttonous moonstone dragon is consuming all the moonlight in a small forest, making the darkened path through the woods ideal for banditry."],["5","A moonstone dragon hosts a storytelling competition in the Feywild, and the winner gets to claim any one item on display in the dragon's lair."],["6","A moonstone dragon, offended by gifts of gold, is causing nightmares among the local nobility."],["7","A powerful spellcaster is forcing a captive moonstone dragon to invade the dreams of adventurers, sending parties on quests to assist the spellcaster's nefarious schemes."],["8","A moonstone dragon that accidentally stumbled through a portal to the Material Plane can't find a way back home to the Feywild."]],"name":"Moonstone Dragon Adventures; Moonstone Dragon Adventure Hooks","page":131,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Moonstone Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An abandoned {@creature moonstone dragon wyrmling|FTD} is being raised by a family of {@creature Faerie Dragon (Violet)||faerie dragons}, who eagerly encourage the wyrmling's mischievous habits."],["2","A {@creature moonstone dragon wyrmling|FTD} searches for whoever made the dragon's friend—a suit of {@creature animated armor} able to make witty, if limited, conversation."],["3","A {@creature moonstone dragon wyrmling|FTD} has convinced a lost {@creature white dragon wyrmling} that the latter is also a moonstone dragon, cursed by an archfey of winter. The two travel together, causing trouble in the name of lifting the \"curse.\""],["4","{@creature Ettercap||Ettercaps} captured a {@creature moonstone dragon wyrmling|FTD}, who has so far avoided becoming dinner by teaching the ettercaps to create wild, impossible sculptures with their webs."],["5","A {@creature moonstone dragon wyrmling|FTD} torments a group of lost modrons by tricking them into performing chaotic acts."],["6","A {@creature moonstone dragon wyrmling|FTD} has volunteered to be a spy in a conflict between a group of {@creature Pixie||pixies} and a group of {@creature Quickling|VGM|quicklings}. Both sides believe the wyrmling is working exclusively for them."]],"name":"Connected Creatures; Moonstone Dragon Wyrmling Connections","page":131,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Moonstone Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young moonstone dragon|FTD} on the cusp of adulthood refuses to settle down and build a lair. To protect the local populace from the dragon's chaotic activities, a minor deity sends a {@creature deva} to temper the dragon's mischievous spirit."],["2","A {@creature young moonstone dragon|FTD} fell victim to a {@creature Fomorian||fomorian's} curse and has elected to stay with the Giant rather than reveal this magical affliction."],["3","A {@creature treant} and a {@creature young moonstone dragon|FTD} love to meet and share stories. While the dragon speaks of travels and adventures, the treant tells tales of the tiny moments that make up a forest's life."],["4","A {@creature young moonstone dragon|FTD} has acquired a powerful magic item belonging to one of the fey courts and is leading the assassin sent to retrieve the item on a chase through the Feywild."],["5","A {@creature young moonstone dragon|FTD} has joined a pack of {@creature Blink Dog||blink dogs} for a year and a day. The dragon pretends to be a blink dog and refuses to admit otherwise until this time with the pack expires."],["6","A {@creature young moonstone dragon|FTD} and a {@creature night hag} repeatedly encounter each other in the dream realm, but they have never met in the flesh."]],"name":"Connected Creatures; Young Moonstone Dragon Connections","page":131,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Moonstone Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A Fey noble has sent an {@creature archmage} advisor to parley with an {@creature adult moonstone dragon|FTD} whose lair is in the noble's territory, and it isn't going well."],["2","Fascinated by the dreams of a {@creature myconid sovereign}, an {@creature adult moonstone dragon|FTD} has befriended the whole myconid colony."],["3","In the midst of a {@creature werewolf} invasion, someone suggests that a nearby {@creature Adult Moonstone Dragon|FTD|adult moonstone dragon's} hoard could be a good source of silver."],["4","An {@creature Adult Moonstone Dragon|FTD|adult moonstone dragon's} burgeoning hoard attracts the attention of an {@creature arcanaloth} seeking a powerful Feywild artifact."],["5","An {@creature adult moonstone dragon|FTD} attempts to help a {@creature beholder} worried that its dreams will soon give birth to a rival beholder."],["6","Members of a {@creature Night Hag||night hag coven} are determined to prevent an {@creature adult moonstone dragon|FTD} from contacting creatures in the dream realm, and the dragon has no idea why."],["7","An {@creature adult moonstone dragon|FTD} is called upon to discipline a group of {@creature Moonstone Dragon Wyrmling|FTD|moonstone dragon wyrmlings} that rampaged through a Fey noble's territory."],["8","An {@creature adult moonstone dragon|FTD} has amassed a menagerie of {@item Figurine of Wondrous Power||figurines of wondrous power} and activates the items regularly to liven up the lair."]],"name":"Connected Creatures; Adult Moonstone Dragon Connections","page":131,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Moonstone Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient moonstone dragon|FTD} and an {@creature ancient green dragon} vie for supremacy in a primeval forest."],["2","An {@creature ancient moonstone dragon|FTD} has partnered with an {@creature androsphinx} to guard a precious treasure, taking the place of the sphinx's slain {@creature gynosphinx} partner."],["3","An {@creature ancient moonstone dragon|FTD} is summoned to mediate a centuries-old conflict between fey courts."],["4","An {@creature Ancient Moonstone Dragon|FTD|ancient moonstone dragon's} sibling, imprisoned for centuries in the Shadowfell, has finally returned home as a shadow dragon."]],"name":"Connected Creatures; Ancient Moonstone Dragon Connections","page":131,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Moonstone Dragon Art Objects","colLabels":["d8","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A statue of a beautiful Fey who appears to be laughing, crying, or scowling, depending on the viewer's mood; the dragon requires all who visit to describe the face and sends away anyone who sees an angry visage"],["2","A string of leaves collected from the rarest trees in the Feywild and then dipped in silver"],["3","A small mithral ball that shows significant scuffing, as the dragon plays with it constantly"],["4","A mobile from which hang six figurines of pixies and sprites; the dragon insists that Fey allies address any questions and concerns to the figurines"],["5","A painting of a beautiful Feywild vista; the dragon studies the painting every day for clues about the vista's whereabouts"],["6","An ornate silver chest that holds a mountain of gold coins; the dragon refuses to open the chest, claiming it can still smell the stink of the \"noxious metal\""],["7","A collection of gem-encrusted pitchers, decanters, and goblets; the dragon will not consume faerie nectar unless it is served in one of these items"],["8","A vast bookshelf full of dream journals written by creatures the dragon has befriended over the years; the dragon has each entry illustrated by a different celebrated artist, making the library one of the largest art collections in the world"]],"name":"Moonstone Dragon Treasures; Moonstone Dragon Art Objects","page":132,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Red Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The thrill of the hunt and of battle makes my blood burn and stokes the fire in my heart. A pity there are so few foes and so little prey worthy of me."],["2","The worship of smaller creatures pleases me, though their weakness is pathetic—how can they do other than adore me?"],["3","Nothing is better than to sleep and dream upon my hoard with the warmth of a full belly. Let those who would disturb me beware!"],["4","Ah, if these foolish creatures only knew they were but pawns in the games I play to amuse myself."],["5","I know that others seek to steal my treasures, my beautiful baubles, won through strength and cunning. But they are mine. Mine!"],["6","All that I survey, I could easily destroy. From time to time, it is important to remind these small creatures of the true extent of my power."],["7","Although my power and life span are vast, they have merely whetted my appetite for immortality."],["8","Heroes need foes to test them. Not all teachers can afford to be kind, and some lessons must be harsh."]],"name":"Creating a Red Dragon; Red Dragon Personality Traits","page":133,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Red Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Cruelty. Pain and fear are the most powerful tools. With them, any creature's will can be broken. (Evil)"],["2","Might. Only the strongest survive and prosper, so I must be the strongest of all. (Any)"],["3","Greed. If I desire a thing, then it must be mine and mine alone. (Evil)"],["4","Respect. All that I have achieved must be acknowledged and treated with the utmost respect. (Any)"],["5","No Limits. I do whatever I please, whenever it pleases me to do so. (Chaotic)"],["6","Responsibility. Fire destroys, but it can also temper when it is applied carefully—if the material tested is strong enough. (Lawful)"]],"name":"Creating a Red Dragon; Red Dragon Ideals","page":133,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Red Dragon Spellcasting","colLabels":["Age","Spell Save DC","Spells Known"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["{@creature Young Red Dragon||Young}","16","{@spell bane}, {@spell heat metal}, {@spell hypnotic pattern}, {@spell suggestion}"],["{@creature Adult Red Dragon||Adult}","19","{@spell bane}, {@spell dominate person}, {@spell heat metal}, {@spell hypnotic pattern}, {@spell suggestion}"],["{@creature Ancient Red Dragon||Ancient}","21","{@spell bane}, {@spell dominate person}, {@spell heat metal}, {@spell hypnotic pattern}, {@spell power word stun}, {@spell suggestion}"]],"name":"Creating a Red Dragon; Red Dragon Spellcasting","page":133,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Red Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A red dragon has spent years hunting a stolen treasure, which has fallen into the hands of adventurers who have no idea where it came from."],["2","A red dragon's fiery breath is the only means of completing an important magic item or of destroying a baleful artifact."],["3","A red dragon is the cause of raging wildfires, making the hunt for the dragon even more dangerous."],["4","A red dragon is unusually willing to entertain a peace envoy representing the various peoples dwelling in the valley below the dragon's mountain lair."],["5","A dwarf wants to recover a family heirloom rumored to be in the hoard of a red dragon."],["6","Evil cultists plan to meet with a red dragon and persuade it to become a dracolich."],["7","A red dragon has been held in an enchanted slumber for generations, but signs suggest the enchantment is beginning to fail."],["8","A region has survived for generations by annually tithing victims and treasures to a red dragon."]],"name":"Red Dragon Adventures; Red Dragon Adventure Hooks","page":134,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Red Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature fire giant} lord has captured a {@creature red dragon wyrmling} and is looking to train the willful creature as a pet."],["2","A {@creature red dragon wyrmling} adopted a nest of {@creature Fire Snake||fire snakes}, which have now grown into {@creature Salamander||salamanders} who protect the wyrmling."],["3","A band of {@creature Kobold||kobolds} was driven out of its warren by a {@creature red dragon wyrmling}; they now raid to survive—and to gather offerings to propitiate \"the winged god.\""],["4","A tiefling child has secretly hidden and raised a {@creature red dragon wyrmling} from an egg. The wyrmling is bonded to the child, but dangerous to anyone else."],["5","A bound {@creature fire elemental} serves as the guardian of an orphaned {@creature red dragon wyrmling}."],["6","A band of {@creature Hobgoblin||hobgoblins} is thrown into chaos when a {@creature red dragon wyrmling} supports a coup by an ambitious war leader, in exchange for tribute."]],"name":"Connected Creatures; Red Dragon Wyrmling Connections","page":134,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Red Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature specter} is bound as the guardian of a {@creature Young Red Dragon||young red dragon's} treasure hoard."],["2","A {@creature Young Red Dragon||young red dragon's} new lair spawns {@creature Magma Mephit||magma mephits} and {@creature Smoke Mephit||smoke mephits}, which escape into the surrounding countryside and cause mischief."],["3","A {@creature young red dragon} serves as the guardian of a githyanki creche, hoping to eventually earn the allegiance of the young githyanki raised there."],["4","{@creature Ogre||Ogres} and {@creature Ettin||ettins} cowed by a {@creature young red dragon} wander the foothills near the dragon's lair, helping to drive away intruders."],["5","A colony of {@creature Mind Flayer||mind flayers} has captured and controlled a {@creature young red dragon}, which now guards the passages to the illithids' underground lair."],["6","A parent of a {@creature young red dragon} has become a dracolich, and the dragon wishes to see the Undead abomination destroyed."]],"name":"Connected Creatures; Young Red Dragon Connections","page":134,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Red Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A flock of {@creature Gargoyle||gargoyles} dwell near an {@creature Adult Red Dragon||adult red dragon's} lair, serving as lookouts and guardians."],["2","{@creature Azer} artisans are bound in service to an {@creature adult red dragon}, for whom they make sculptures and art objects from precious metals and gems."],["3","An {@creature adult red dragon} rules over a hidden valley filled with dinosaurs."],["4","A {@creature shadow demon} serves as an {@creature Adult Red Dragon||adult red dragon's} spy and messenger."],["5","Cultists worshiping an {@creature adult red dragon} act as the dragon's agents throughout the region."],["6","A mysterious masked knight relentlessly hunting an {@creature adult red dragon} is, in fact, the dragon's half-dragon offspring bent on vengeance."],["7","An {@creature adult red dragon} owes a debt of service to an elderly {@creature druid}, enforced by a magical oath."],["8","An {@creature adult red dragon} has seized an outpost of an {@creature efreeti} pasha's domain as a lair, and the noble genie wants to evict the intruder."]],"name":"Connected Creatures; Adult Red Dragon Connections","page":134,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Red Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient red dragon} controls a vast intelligence network that has infiltrated nearly every nation."],["2","An {@creature ancient red dragon} warlord has united a number of formerly squabbling nations, creating a massive army ready to conquer the known world."],["3","A cult in service to an {@creature ancient red dragon} is gathering resources to summon a consort of Tiamat, so the cult's master can defeat the consort in single combat and claim a place at Tiamat's side."],["4","A {@creature balor} demon hopes an {@creature Ancient Red Dragon||ancient red dragon's} dragonsight can help the demon coordinate a multidimensional play for power in the Abyss."]],"name":"Connected Creatures; Ancient Red Dragon Connections","page":134,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Red Dragon Art Objects","colLabels":["d12","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A hammered metal brazier elaborately etched and set with polished obsidian, which sits atop a stand holding rare incense blends"],["2","A beautifully inlaid mosaic map of the region within a 100-mile radius of the dragon's lair"],["3","A life-sized basalt statue of a fierce knight, weapon raised to strike, which might be the preserved form of an actual knight turned to stone"],["4","The blackened skull of a young dragon that has been etched with designs and decorated with gems"],["5","A tiered fountain filled with liquid gold that is cool to the touch, but immediately hardens if removed from the fountain"],["6","A statue of the red dragon with gemstones for eyes"],["7","A detailed, life-sized elf skull cast in precious metal"],["8","A game board and a complete set of pieces, all carved and inlaid with precious and semiprecious stones (the dragon is fond of playing the game but has few worthy opponents)"],["9","A fist-sized gemstone carved into a likeness of the dragon's head"],["10","A set of precious metal tablets containing ancient lore"],["11","A beautifully wrought crown set with fiery gemstones, possibly the legacy of a lost empire"],["12","A beautiful polished sphere of rainbow obsidian, set on a wrought-gold stand"]],"name":"Red Dragon Treasures; Red Dragon Art Objects","page":137,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Sapphire Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I often fixate on specific historical battles or wars and won't rest until my hoard contains that conflict's most significant artifacts."],["2","I am constantly aware of a call from beyond this world. I must prepare to answer that call by amassing powerful arms and armor."],["3","I secretly look forward to adventurers trying to infiltrate my lair. How else could I try out new defenses?"],["4","Give me a storied helmet or scimitar over a pile of gold any day."],["5","No creature can outsmart my defenses—if they do, they obviously cheated."],["6","Any creature that can hold their own against me must teach me how—whether they want to or not."],["7","I cannot resist a game of dragonchess—which, I will have you know, my ancestors probably invented."],["8","The sight of blood makes me queasy."]],"name":"Creating a Sapphire Dragon; Sapphire Dragon Personality Traits","page":138,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Sapphire Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Solitude. A stranger is just an intruder I haven't dealt with yet. (Neutral)"],["2","Preservation. Most creatures cannot be trusted to properly safeguard historically significant artifacts. I can. (Lawful)"],["3","Knowledge. The stories surrounding every piece in my collection are as important as the treasures themselves. (Any)"],["4","Order. An organized hoard makes me happy—and you don't want to see me unhappy. (Lawful)"],["5","Preparation. Justice and righteousness do not guarantee victory. Planning and tactics do. (Lawful)"],["6","Companionship. Sure, my hoard brings me great joy. But the real treasures are the guests who stop by to see it. (Good)"]],"name":"Creating a Sapphire Dragon; Sapphire Dragon Ideals","page":138,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Sapphire Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Posing as an avatar of an evil earth elemental-god, a sapphire dragon serves as general to a fanatical cult—and claims the spoils of the cult's victories."],["2","A sapphire dragon is bound by an ancient pact to advise a monarchy on matters of defense—until someone bests the dragon's security measures."],["3","A sapphire dragon seeks adventurers to lead into battle against the {@creature Mind Flayer||mind flayers} that usurped the dragon's lair."],["4","Powerful infernal creatures have opened a portal in the middle of a city square. The key to closing the portal is a mythical holy weapon that happens to be the pride and joy of a sapphire dragon's hoard."],["5","A sapphire dragon threatens to sink a town into the Underdark unless the authorities find and turn over a thief who stole from the dragon."],["6","A village is beset by swarms of {@creature Giant Spider||giant spiders} drawn to the area when a sapphire dragon took up residence nearby. Ridding the village of the spiders means tampering with the dragon's food supply."],["7","A sapphire dragon invites warriors to vie for the honor of studying military tactics under the dragon. The front-runner is an infamous bandit leader who will undoubtedly terrorize the area if they win."],["8","A sapphire dragon's lair is so well protected that its inner defenses have never been tested. The dragon spreads rumors of the treasures within to attract adventurers who can put the traps to the test."]],"name":"Sapphire Dragon Adventures; Sapphire Dragon Adventure Hooks","page":138,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Sapphire Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","After being robbed by gnomes who had pledged to protect the hoard, a {@creature sapphire dragon wyrmling|FTD} installs new guardians that have no interest in material riches: {@creature Gelatinous Cube||gelatinous cubes} and {@creature Ochre Jelly||ochre jellies}."],["2","A band of {@creature Minotaur||minotaurs} in service to Baphomet has captured a {@creature sapphire dragon wyrmling|FTD} to learn from the wyrmling's strategies."],["3","Two {@creature Sapphire Dragon Wyrmling|FTD|sapphire dragon wyrmlings} vie for the same territory. Their primary battle tactic involves luring {@creature Grell||grells} into each other's lairs."],["4","A group of Lolth-worshiping {@creature Drow Elite Warrior||drow warriors} were sent to kill a {@creature sapphire dragon wyrmling|FTD} who has been making meals of their goddess's holy spiders."],["5","A {@creature sapphire dragon wyrmling|FTD} is on the verge of starvation after incorrectly identifying a nearby {@creature phase spider} nest as an easy food source."],["6","A {@creature Sapphire Dragon Wyrmling|FTD|sapphire dragon wyrmling's} hoard contains a cursed item, which has attracted {@creature Specter||specters} and {@creature Wraith||wraiths} to the area around the dragon's lair."]],"name":"Connected Creatures; Sapphire Dragon Wyrmling Connections","page":139,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Sapphire Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young sapphire dragon|FTD} practices martial skills by regularly using a {@item horn of Valhalla} to summon {@creature Berserker||berserker spirits} to fight."],["2","A {@creature young sapphire dragon|FTD} has found a collection of long-forgotten {@creature Clay Golem||clay golems} and is trying to teach them military tactics."],["3","A {@creature druid} summoned {@creature galeb duhr} to guard a {@creature Young Sapphire Dragon|FTD|young sapphire dragon's} hoard in exchange for the dragon controlling the {@creature giant spider} population, but the galeb duhr are causing trouble for local miners."],["4","Two Lolth {@creature Cultist||cultists} seek a magical relic that attracts {@creature Giant Spider||giant spiders}, but the relic's resting place has become a {@creature Young Sapphire Dragon|FTD|young sapphire dragon's} feeding ground."],["5","A {@creature young sapphire dragon|FTD} and a {@creature hobgoblin warlord} have become friends. The hobgoblin visits regularly to trade war stories and tactics with the dragon."],["6","A {@creature kuo-toa archpriest} believes a {@creature young sapphire dragon|FTD} is a god named Sliploopdreegoo, and calls on other kuo-toa to worship the dragon."]],"name":"Connected Creatures; Young Sapphire Dragon Connections","page":139,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Sapphire Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult sapphire dragon|FTD} lives adjacent to active {@creature purple worm} tunnels, hoping the threat of the worm will deter treasure hunters."],["2","An {@creature adult sapphire dragon|FTD} employs a {@creature dao} to help shape and defend the dragon's lair, and the dao maintains a portal to the Elemental Plane of Earth there."],["3","An {@creature adult sapphire dragon|FTD} regularly confers with a plane-hopping {@creature archmage} regarding the dragon's ongoing dreams of other worlds and other lives."],["4","A {@creature drow priestess of Lolth} and several {@creature yochlol} demons have been ordered by their goddess to deal with the {@creature adult sapphire dragon|FTD} who has been hunting her holy spiders."],["5","A forgetful and nearsighted {@creature adult sapphire dragon|FTD} believes a {@creature blue dragon wyrmling} is actually the {@creature Sapphire Dragon Wyrmling|FTD|sapphire wyrmling} who left home months before."],["6","An {@creature adult sapphire dragon|FTD} and a squadron of githyanki have joined forces to locate and destroy a {@creature mind flayer} colony."],["7","A group of {@creature Stone Giant||stone giants} believes a {@creature young sapphire dragon|FTD} to be an emissary of their god, Skoraeus Stonebones. The dragon considers the notion ridiculous but loves having an audience who will listen to lectures on military history without complaint."],["8","An {@creature adult sapphire dragon|FTD} and an {@creature aboleth} psychically face off for control of an area of the Underdark. The constant bombardment of psychic forces has begun to affect the local fauna in strange ways."]],"name":"Connected Creatures; Adult Sapphire Dragon Connections","page":139,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Sapphire Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient sapphire dragon|FTD} has called a conclave of ancient gem dragons to discuss how they might reunite and restore Sardior, the Ruby Dragon."],["2","A horde of {@creature Revenant||revenants} led by a {@creature death knight} has one goal—destroying the {@creature ancient sapphire dragon|FTD} who defeated their army in battle centuries ago."],["3","An {@creature ancient sapphire dragon|FTD} guards the phylactery of a {@creature lich} who helped the dragon establish a lair centuries before becoming Undead."],["4","Lolth the Spider Queen has declared war on an {@creature ancient sapphire dragon|FTD} who has annexed the heart of her cult's Underdark territory."]],"name":"Connected Creatures; Ancient Sapphire Dragon Connections","page":139,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Sapphire Dragon Art Objects","colLabels":["d6","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A battle standard showing the coat of arms of an ancient realm the dragon failed to protect"],["2","A dragonchess set with the white knights replaced by the symbols of a war god; the board is set up for the start of a new game, and the dragon has been waiting decades for the god to make the first move"],["3","A large tapestry depicting a bloody battle between two realms of the surface world; the dragon claims it is the tiny dragon embroidered in one corner"],["4","A music box that plays a haunting song; the dragon claims the music is very popular on another world"],["5","A necklace made from discarded sapphire dragon horn tips and tail barbs; the dragon refuses to say whether the pieces were donated willingly"],["6","A perfectly polished mirror that the dragon spends hours staring into, hoping to catch glimpses into other worlds"]],"name":"Sapphire Dragon Treasures; Sapphire Dragon Art Objects","page":140,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Shadow Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I am a creature of endless consumption, always looking for the next thing to possess or devour."],["2","I am rarely satisfied with what I have. I envy others' lives and belongings."],["3","I'm constantly calculating my next move. If I'm not at least one step ahead of foes, I'm a step behind."],["4","I loathe my existence, and the only thing that pleases me is sharing my misery."],["5","It isn't that I'm unsympathetic to others' needs; I just don't let sympathy get in the way."],["6","Everything is a transaction. I don't do anything before I know what's in it for me."],["7","It's nearly impossible for me to conceal my contempt for others."],["8","I truly regret the things I have done and will do whatever I can to atone."]],"name":"Creating a Shadow Dragon; Shadow Dragon Personality Traits","page":142,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Shadow Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Merciless. Life doesn't offer second chances, and neither do I. (Lawful)"],["2","Hedonism. The multiverse is painful enough. Seek pleasure wherever you can find it. (Chaotic)"],["3","Cruelty. The only release for my pain is to visit it upon others. (Evil)"],["4","Aspiration. I will one day find an escape from this condemnation. (Any)"],["5","Self-Serving. The petty concerns of other creatures are of no concern to me. I have enough to occupy my attention. (Neutral)"],["6","Compassion. My existence is misery, and no one else should have to suffer such torment. (Good)"]],"name":"Creating a Shadow Dragon; Shadow Dragon Ideals","page":142,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Shadow Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A shadow dragon hunts the descendants of the miners who, centuries ago, uncovered the Shadowfell portal that caused the dragon's corruption."],["2","A magical catastrophe has transported a town into the Underdark. The only path back to the surface goes directly through a shadow dragon's lair."],["3","A young woman seeks heroes to retrieve a family heirloom stolen from her. The woman is actually a {@creature night hag}, the heirloom is her heartstone, and the thief is a shadow dragon in Humanoid guise."],["4","As war brews in a Material Plane world, a shrewd shadow dragon exploits a convergence with the Shadowfell to establish a cross-planar arms trade."],["5","A hundred years ago, a savvy ruler bargained with a dragon to ensure the safety of the populace. The treaty is about to expire and must be renegotiated, but in the intervening century, the dragon has fallen to shadow."],["6","A group of shadar-kai (elves native to the Shadowfell) arrive at a city's gates, seeking refuge. They are fleeing the despotic rule of a shadow dragon—but fail to mention that the dragon pursues them."],["7","A shadow dragon has seized control of a city's criminal underworld. Those who want to depose the dragon face an army of assassins and Undead shadows."],["8","Night after night, innocent folk are drained of their life's energy and rise as {@creature Shadow||shadows}. A shadow dragon living in the area is suspected of the foul murders, but the real culprit is something else."]],"name":"Shadow Dragon Adventures; Shadow Dragon Adventure Hooks","page":142,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Shadow Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature bard|VGM} befriends a shadow dragon wyrmling and teaches the dragon about the Shadowfell."],["2","A group of wicked duergar has discovered that dragon eggs hatched in a certain part of the Underdark produce shadow dragon wyrmlings. They believe (wrongly) that they can raise these wyrmlings to serve them."],["3","A shadow dragon wyrmling is training a colony of {@creature Darkmantle||darkmantles} to guard the lair the creatures all share."],["4","A shadow dragon wyrmling and a {@creature shadow demon} have become unlikely companions as they compare and contrast their parallel evolutions."],["5","Two shadow dragon wyrmlings of different dragon kinds blame each other for their transformation."],["6","A family of deep gnomes adopts a shadow dragon wyrmling, hoping to show the dragon a noble path through gloom and despair."]],"name":"Connected Creatures; Shadow Dragon Wyrmling Connections","page":143,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Shadow Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A young shadow dragon demands tribute from a group of myconids in exchange for shielding the myconids from other creatures of the Underdark."],["2","A young shadow dragon kidnaps a cleric to help stave off despair. The cleric is torn between attempting escape or trying to earn their freedom by helping the dragon."],["3","A coterie of dragon cultists has fallen under the sway of a young shadow dragon, and their obeisance borders on fanaticism."],["4","A young shadow dragon shares a lair with a {@creature cloaker}; the cloaker leaves the dragon alone but hunts other creatures in the lair."],["5","A young shadow dragon is attended by the {@creature Shadow||shadows} formed from the dragon's breath, even though the dragon despises these Undead."],["6","A young shadow dragon has been summoned from the Shadowfell and forced to stand guard over a wizard's sanctum."]],"name":"Connected Creatures; Young Shadow Dragon Connections","page":143,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Shadow Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An adult red dragon continues to serve as the steed for a {@creature githyanki knight} even after transforming into a shadow dragon."],["2","An adult shadow dragon and an evil {@creature lich} vie for control of a crumbling empire, whose thousand-year history chronicles their struggle."],["3","An adult shadow dragon and a {@creature death knight} are both hunted by adventurers. In their previous lives, the two were sworn enemies, but now they join together against their common foes."],["4","An adult shadow dragon and a {@creature beholder} share a precarious bond, allied against an {@creature ancient sapphire dragon|FTD} neither can defeat alone."],["5","An adult shadow dragon is gathering a {@creature fomorian} army for some mysterious purpose."],["6","A recently transformed adult shadow dragon uses the new power of shadow to terrorize the {@creature adult silver dragon} who has been a rival for centuries."],["7","An adult shadow dragon hired a {@creature vampire} to convert the dragon's lizardfolk servants to immortal Undead minions, but the dragon now vies with the vampire for the Undead lizardfolk's loyalty."],["8","Two mated adult metallic dragons try to rebuild their lives after one becomes a shadow dragon."]],"name":"Connected Creatures; Adult Shadow Dragon Connections","page":143,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Shadow Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A warlock hopes to make a pact with an ancient shadow dragon by way of an eldritch ritual. If the ritual succeeds, the dragon will be elevated to a status akin to that of a Great Old One."],["2","An ancient shadow dragon is harried by a {@creature solar}. Once the two were friends, and the solar hopes to cleanse the shadow from the dragon."],["3","Hidden away in an ancient shadow dragon's lair lurks a {@creature demilich}, its jeweled skull almost indistinguishable from the dragon's other grim baubles."],["4","An ancient shadow dragon courts Tiamat, enacting the Dragon Queen's every demand in hopes of gaining her affection—and becoming her first shadow dragon consort."]],"name":"Connected Creatures; Ancient Shadow Dragon Connections","page":143,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Shadow Dragon Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An ornate scepter marred by soot and grime"],["2","A priceless painting badly in need of restoration"],["3","A lump of melted precious metal that was once a splendid necklace and holds gemstones inside it"],["4","A series of fine charcoal drawings depicting the royal lineage of a prominent drow house"],["5","A seemingly plain gray tapestry; close inspection reveals a tableau in shades of dove, ash, and slate"],["6","A pair of stonework gargoyles rendered in a grotesquely baroque and terrifying style"],["7","A pile of loose sheet music representing the lost dirges of a famous shadar-kai bard"],["8","An exquisitely crafted mirror that drains all color from the reflections of those who look into it"],["9","A ventriloquist's dummy made to resemble the vampire Strahd von Zarovich"],["10","A peculiar dragonchess set entirely crafted from onyx, making it extremely difficult to tell one side's pieces from the other"]],"name":"Shadow Dragon Treasures; Shadow Dragon Art Objects","page":144,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Silver Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","People are so wonderfully varied, and I do so love experiencing life with them."],["2","I'm an epicurean, and I live to eat all the delightful foods people concoct."],["3","It's my duty as a member of an elder species to protect and guide other peoples."],["4","I like coming up with new disguises to use among small folk. It makes me feel clever!"],["5","Violence is the provenance of uncouth beings, and I will do my best to avoid its use."],["6","I don't understand why anyone would fight when they could talk instead and build on this ecosystem of wondrous cultures and fascinating traditions."],["7","I owe the short-lived mortals I become friends with the responsibility of watching over their progeny."],["8","People must earn my respect—and they're failing badly."]],"name":"Creating a Silver Dragon; Silver Dragon Personality Traits","page":145,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Silver Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Sensualism. I savor the world and consume its myriad delights with appropriate gratitude. (Any)"],["2","Altruism. We are surrounded by a malignant and unfeeling cosmos. Ultimately, all we have is each other. (Good)"],["3","Camaraderie. The true treasure is the friends we make along the way. (Good)"],["4","Leadership. These younger species will do great things—but need some subtle support. (Good)"],["5","Guile. All the world is a stage, and it is both my purpose and my pleasure to give an excellent performance. (Any)"],["6","Ownership. This town, these families, this world—I've spent centuries watching over them, and they belong to me. (Evil)"]],"name":"Creating a Silver Dragon; Silver Dragon Ideals","page":145,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Silver Dragon Spellcasting","colLabels":["Age","Spell Save DC","Spells Known"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["{@creature Young Silver Dragon||Young}","16","{@spell beacon of hope}, {@spell calm emotions}, {@spell hold person}, {@spell zone of truth}"],["{@creature Adult Silver Dragon||Adult}","18","{@spell beacon of hope}, {@spell calm emotions}, {@spell hold person}, {@spell polymorph}, {@spell zone of truth}"],["{@creature Ancient Silver Dragon||Ancient}","21","{@spell beacon of hope}, {@spell calm emotions}, {@spell hold person}, {@spell polymorph}, {@spell teleport}, {@spell zone of truth}"]],"name":"Creating a Silver Dragon; Silver Dragon Spellcasting","page":145,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Silver Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","For centuries, a silver dragon has posed as a sage dwelling on a mountaintop. Now it's time to retire this persona without alarming the people who have grown reliant on the sage's advice."],["2","An adventurer's funeral takes a surprising turn when a silver dragon arrives to pay respects."],["3","A disgraced knight tries to escape the attention of the silver dragon whose kindness the knight once took advantage of."],["4","As a city comes under siege, a silver dragon must decide between solitude and saving the place where the dragon has lived so many lives."],["5","In memory of a long friendship with a late sovereign, a silver dragon vows to assist the sovereign's newly crowned child."],["6","Portraits have been vanishing from a silver dragon's hoard, and the people depicted in the portraits have begun committing crimes."],["7","An enraged silver dragon causes a blizzard in an oft-traveled mountain route and will not stop until stolen treasures are returned."],["8","A silver dragon is kidnapping children from a village, and no one knows why."]],"name":"Silver Dragon Adventures; Silver Dragon Adventure Hooks","page":145,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Silver Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature silver dragon wyrmling} is raised by {@creature Giant Eagle||giant eagles} who have lost their own clutch of eggs."],["2","A {@creature silver dragon wyrmling} becomes the mascot and would-be protector of a group of refugee {@creature aarakocra}."],["3","A {@creature silver dragon wyrmling} practices precocious shape-shifting abilities among a colony of {@creature Kobold||kobolds}."],["4","A {@creature hell hound} watches over a {@creature silver dragon wyrmling} in the name of its master—a {@creature lich} hoping to corrupt the dragon when the dragon is older."],["5","A {@creature silver dragon wyrmling} besieges a pack of {@creature Pseudodragon||pseudodragons}, intent on teaching them poetry."],["6","{@creature Ogre||Ogres} keep a young {@creature silver dragon wyrmling} as a pet, and the dragon has become dedicated to changing the ogres' nefarious ways."]],"name":"Connected Creatures; Silver Dragon Wyrmling Connections","page":146,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Silver Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young silver dragon} allows a {@creature stone giant} to take refuge in the dragon's lair."],["2","A {@creature young silver dragon} in Humanoid form tries to keep an unsuspecting royal heir away from an attractive stranger the dragon knows to be a {@creature succubus} or {@creature incubus} in disguise."],["3","A herd of {@creature Hippogriff||hippogriffs} has taken over a {@creature Young Silver Dragon||young silver dragon's} lair, and the dragon seeks to get rid of the interlopers without violence."],["4","Two silver dragons compete to see who is better at playing the part of a young noble."],["5","A {@creature young silver dragon} rules over a group of yuan-ti, claiming to be an ancient yuan-ti leader reborn."],["6","A {@creature young silver dragon} performs nightly to entertain a village of {@creature Cloud Giant||cloud giants}, hoping to earn their help in securing a new lair."]],"name":"Connected Creatures; Young Silver Dragon Connections","page":146,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Silver Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult silver dragon} watches over a flock of rare {@creature Goat||goats}, but a group of {@creature Storm Giant||storm giants} covet their wool."],["2","An {@creature adult silver dragon} and a {@creature vampire} write books of philosophy arguing with each other's works."],["3","An {@creature adult red dragon} killed a group of adventurers that an {@creature adult silver dragon} had befriended, and the silver dragon now seeks revenge."],["4","In making a new lair, an {@creature adult silver dragon} destroyed the home of some {@creature galeb duhr}, and the dragon now seeks help to restore the site for them."],["5","A number of {@creature Adult Silver Dragon||adult silver dragons} all pretend to be painters and vie for the commission to paint the ceiling of a huge cathedral."],["6","An {@creature adult silver dragon} leads a group of warriors, changing identities every generation."],["7","Having lost their own offspring, two {@creature Adult Silver Dragon||adult silver dragons} raise a clutch of {@creature Wyvern||wyverns}."],["8","A solitary {@creature adult silver dragon} domesticates {@creature Roc||rocs} as an amusement."]],"name":"Connected Creatures; Adult Silver Dragon Connections","page":146,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Silver Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient silver dragon} helps a group of spellcasters keep the {@creature tarrasque} asleep."],["2","An {@creature ancient silver dragon} is secretly the age-old blacksmith who creates magical weapons for a kingdom's heroes."],["3","Bound by an oath, an {@creature ancient silver dragon} rules a dead city in place of its original monarchs."],["4","An {@creature ancient silver dragon} has become the figurehead and protector of a clan of {@creature Frost Giant||frost giants}."]],"name":"Connected Creatures; Ancient Silver Dragon Connections","page":146,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Silver Dragon Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A group portrait of nobles set in a faded mahogany frame, one corner of which is etched with signatures"],["2","An ancient shortsword with a pommel in the shape of a goblin's face, its blade notched with heavy use"],["3","The shattered helm of a dwarf monarch, mended with brazed gold"],["4","A full suit of ancient armor, its breastplate scrimshawed with draconic faces"],["5","A pearl-handled switchblade, its blade eaten away by salt water and its handle emblazoned with a crest"],["6","An elaborate elven crown made to resemble a dragon's head"],["7","A triptych of tapestries depicting the end of a war, the restoration work that followed, and the sunset flight of a silver dragon leaving the renewed realm"],["8","A cape studded with gemstones and featuring epaulets of egret feathers, set on the shoulders of a battered tailor's mannequin"],["9","A dramatic portrait of a human noble rendered mostly as shadow and glinting light that reveals the dragon-shaped pendant the figure wears"],["10","A series of detailed obsidian sculptures depicting a human transitioning from childhood to old age"]],"name":"Silver Dragon Treasures; Silver Dragon Art Objects","page":148,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Topaz Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I seek no company other than my own, for no one else can compete with me."],["2","If my offspring can't care for themselves, I'm not sure they're worthy of my attention."],["3","The sea is beautiful and I love gazing upon it, but I abhor being wet."],["4","Why should I risk damaging my splendid physique when I can fight with the power of my mind?"],["5","I am predictable only in my unpredictability."],["6","It takes true artistry to maintain a warm, desert-like dwelling under the water."],["7","I soothe myself to sleep by imagining the perfect insults for bronze dragons; while I wait to meet one, I hone them on other creatures."],["8","I secretly enjoy conversing with lesser beings, although I usually do so only to find their weaknesses."]],"name":"Creating a Topaz Dragon; Topaz Dragon Personality Traits","page":149,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Topaz Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Solitude. My own company obviates the need for others in my life, whether they are dragons or lesser creatures. (Any)"],["2","Change. Consistency is stagnation. (Chaotic)"],["3","Mental Superiority. I hone my mental powers so I can confuse, control, or kill any who annoy me. (Evil)"],["4","Territoriality. Any creature that comes into my territory has forfeited its right to be upset by anything I do to it. (Evil)"],["5","Wonder. Though I don't wish to spend time in it, my soul sings at the sight of the vast beauty of the ocean. (Good)"],["6","Code of Combat. I despise most other dragons, but I meet them face to face without resorting to the base trickery I use on lesser creatures. (Lawful)"]],"name":"Creating a Topaz Dragon; Topaz Dragon Ideals","page":149,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Topaz Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A pirate ship is found floating on the open sea, the bodies of the crew completely desiccated. The only clue to what happened is a single topaz dragon scale on the deck."],["2","A topaz dragon has claimed a stretch of coastline and ordered the residents of a seaside town to vacate the area or suffer the dragon's wrath."],["3","A fishery that specializes in a type of eel favored by a local topaz dragon is \"haunted,\" and shipments of the eel vanish every time the ghost appears."],["4","Legends claim that a gauntlet imbued with divine power rests in a temple beneath the waves. Unfortunately, that temple is now the lair of an especially tricky topaz dragon."],["5","A topaz dragon is injured and stranded far from the sea, but the dragon is too proud to ask for help getting home."],["6","A topaz dragon is building a tableau of desiccated creatures and has grown obsessed with catching one treasure hunter who escaped the dragon's clutches."],["7","A topaz dragon has developed a taste for {@creature merfolk}, and the merfolk community near the dragon's lair is desperate for help."],["8","A topaz dragon is intent on destroying the homes of all intelligent creatures in the dragon's territory, and desperate locals seek to find out what's behind the dragon's wrath."]],"name":"Topaz Dragon Adventures; Topaz Dragon Adventure Hooks","page":149,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Topaz Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Moved by pity, a {@creature giant eagle} continues bringing food to an abandoned {@creature topaz dragon wyrmling|FTD}, despite the wyrmling's attempts to eat the eagle."],["2","A {@creature pseudodragon} who is fanatical about the kinship of all dragonkind is trying to win a {@creature Topaz Dragon Wyrmling|FTD|topaz dragon wyrmling's} friendship."],["3","A {@creature topaz dragon wyrmling|FTD} has developed a taste for crab meat and persistently hunts a {@creature giant crab} that always manages to evade the wyrmling. (The crab might have been the recipient of a druid's {@spell awaken} spell.)"],["4","A mated pair of {@creature Griffon||griffons} found a topaz dragon egg, and they care for it as if it were their own."],["5","A {@creature sea hag} is on the hunt for a {@creature topaz dragon wyrmling|FTD}, to be used as a component in a fell ritual."],["6","A pirate crew keeps a curmudgeonly {@creature topaz dragon wyrmling|FTD} as a beloved mascot."]],"name":"Connected Creatures; Topaz Dragon Wyrmling Connections","page":149,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Topaz Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young topaz dragon|FTD} engages in repeated aerial battles with a young {@creature gynosphinx} to determine territory. Both of them are secretly starting to enjoy the bouts."],["2","A {@creature young topaz dragon|FTD} found and ate a dead {@creature sahuagin} on the beach, unwittingly incurring the wrath of the sahuagin's community."],["3","A flock of {@creature Harpy||harpies} enjoy taunting a {@creature young topaz dragon|FTD} who has moved into their territory. The dragon adds a feather to a necklace for each harpy slain."],["4","A curious {@creature water elemental} supplies a {@creature young topaz dragon|FTD} with aquatic delicacies so as to learn more about the dragon."],["5","A {@creature young topaz dragon|FTD} continually attempts to steal eggs from a {@creature roc} nest, despite having nearly been killed by the roc parents multiple times."],["6","A clan of {@creature Winged Kobold||winged kobolds} consider a {@creature young topaz dragon|FTD} their monarch, despite the dragon's complete lack of interest and growing annoyance toward them."]],"name":"Connected Creatures; Young Topaz Dragon Connections","page":149,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Topaz Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult topaz dragon|FTD} vies with a {@creature storm giant} over territory. The giant keeps live seafood in a tide pool, and the dragon keeps drying out the pool in an effort to drive the giant away."],["2","An {@creature adult topaz dragon|FTD} and an {@creature adult bronze dragon} are finding their centuries-old enmity turning into a more romantic passion."],["3","A {@creature djinni} hopes to convince a topaz dragon to tolerate the djinni's presence by driving off a clan of {@creature Cyclops||cyclopes} harassing the dragon."],["4","Reunited after years apart, an {@creature adult topaz dragon|FTD} parent and young dragon child realize they enjoy hunting together."],["5","A tempestuous {@creature marid} continually floods the carefully dried-out lair of a topaz dragon."],["6","A {@creature sahuagin baron} attempts to gain the support of other sahuagin for driving away a topaz dragon attempting to claim the sea devils' territory."],["7","A pirate captain tells stories of an {@creature Adult Topaz Dragon|FTD|adult topaz dragon's} legendary hoard while attempting to gather a crew to raid the dragon's lair."],["8","A ship wrecks near an {@creature Adult Topaz Dragon|FTD|adult topaz dragon's} lair. The dragon claims what's left of the cargo and tries to ransom the survivors (including the dragonborn ship captain) back to the city they came from."]],"name":"Connected Creatures; Adult Topaz Dragon Connections","page":149,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Topaz Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient topaz dragon|FTD} has decided to set local {@creature ogre} and bandit clans against one another, hoping they wipe each other out."],["2","An {@creature adult bronze dragon} has ignored the petitions of townsfolk to deal with an {@creature ancient topaz dragon|FTD} killing livestock and farmers alike. But now the topaz dragon has killed the bronze dragon's child."],["3","An {@creature Ancient Topaz Dragon|FTD|ancient topaz dragon's} lair contains a portal to the Elemental Chaos."],["4","An {@creature ancient bronze dragon} and an {@creature ancient topaz dragon|FTD} are locked in an ongoing conflict that threatens shipping and caravans around a major city."]],"name":"Connected Creatures; Ancient Topaz Dragon Connections","page":149,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Topaz Dragon Art Objects","colLabels":["d8","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An ornate statue of a sea serpent that plays ocean sounds when its gemstone eyes are pressed"],["2","A set of seven levered brass mirrors that can be adjusted to direct light in different directions"],["3","A stained glass window depicting a golden city whose buildings are decorated with statues of dragons and other winged creatures"],["4","A gold scrying bowl that shows random, constantly shifting views of the Elemental Chaos"],["5","A 10-foot-tall statue of the dragon, carved out of a single massive yellow crystal (the dragon thinks it's flattering, except for the tail)"],["6","A large, shallow dish filled with water on which floats a set of delicate wooden ships; speaking different command words creates waves and whirlpools in the bowl"],["7","A large spherical gold chandelier that gives off sunlight and is surrounded by an intricate and interlocking set of glass bands engraved in an unknown language"],["8","A set of topaz-inlaid gold claw rings engraved with the names of bronze dragons the topaz dragon has killed"]],"name":"Topaz Dragon Treasures; Topaz Dragon Art Objects","page":152,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"White Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Talkative people are usually the most dangerous. I like to eat them first."],["2","I brood over past encounters with foes and sometimes mistake newcomers for my ancient enemies."],["3","I can recall many tidbits of lore picked up over the centuries but have no sense of their import."],["4","I don't like the taste of warm blood and always rinse my mouth out with snow after a fight."],["5","Whenever I encounter a new type of creature, I try to lure it back to my lair so I can add it to my collection of frozen trophies."],["6","I have named the wind that blows through my lair and speak to it often. It is my sole companion."],["7","I meet any challenge to my territory with aggression, even if I can't win outright."],["8","I feel protective of smaller, weaker creatures that are tormented by larger monsters."]],"name":"Creating a White Dragon; White Dragon Personality Traits","page":153,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"White Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Rapacity. When a creature has the misfortune of crossing my path, I ask myself two questions: Am I hungry now? And if not, will I be hungry later? (Any)"],["2","Survival. This world is harsh and unforgiving, and so am I. I do whatever it takes to survive. (Any)"],["3","Dominance. I delight in making others tremble, knowing that I could kill them at any time. (Evil)"],["4","Isolation. All creatures are either prey or rivals. What do you mean by \"company?\" (Any)"],["5","Vengeance. Every scar upon my scales, every treasure beyond my reach, is a slight that must be answered. (Evil)"],["6","Service. I used to live as a beast, before learning what is possible when creatures put aside their petty needs in service of a greater goal. (Lawful)"]],"name":"Creating a White Dragon; White Dragon Ideals","page":153,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"White Dragon Spellcasting","colLabels":["Age","Spell Save DC","Spells Known"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["{@creature Young White Dragon||Young}","12","{@spell gust of wind}"],["{@creature Adult White Dragon||Adult}","14","{@spell gust of wind}"],["{@creature Ancient White Dragon||Ancient}","16","{@spell gust of wind}, {@spell ice storm}"]],"name":"Creating a White Dragon; White Dragon Spellcasting","page":153,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"White Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A white dragon has been starving out a fortified settlement by decimating the local caribou herds."],["2","The words of a ritual to propitiate a vengeful spirit are tattooed on the flesh of a frost giant druid—who is entombed in the ice of a white dragon's lair."],["3","{@creature Aarakocra} have become a nuisance in the lowlands ever since they were driven out of their mountain aerie by the arrival of a white dragon."],["4","An item stolen from a white dragon's hoard has been passed down to an adventurer as a family heirloom—and the dragon is coming to get it back."],["5","After driving away a white dragon, a group of adventurers discovered a mighty demon trapped in the ice in the dragon's lair. Now the ice is melting and the demon will soon awaken—so the dragon must be lured back."],["6","A white dragon has been raiding distant farmlands, procuring gifts of food for a mate with a taste for unusual cuisine."],["7","A white dragon has been exacting vengeance on a rival silver dragon by killing off the silver dragon's Humanoid companions."],["8","A {@creature frost giant} wants to subdue a white dragon, hoping to overthrow the current frost giant jarl with the dragon's aid. In exchange for assistance from adventurers, the giant promises peace between the giant clan and nearby settlements."]],"name":"White Dragon Adventures; White Dragon Adventure Hooks","page":153,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"White Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A pair of {@creature Ice Mephit||ice mephits} delight in chasing townsfolk into a {@creature White Dragon Wyrmling||white dragon wyrmling's} lair to be eaten."],["2","A brooding {@creature griffon} found a dragon egg and cared for it along with her own brood. Though the {@creature white dragon wyrmling} ate the griffon's other hatchlings, the griffon treats the wyrmling as her offspring and protects the creature fiercely."],["3","A clan of warriors has adopted a {@creature white dragon wyrmling} as the clan's sacred guardian and brings the wyrmling captured foes as offerings."],["4","{@creature Yeti||Yetis} keep a {@creature white dragon wyrmling} chained near the entrance of their lair to discourage scavengers."],["5","A well-meaning {@creature druid} is trying to rear a {@creature white dragon wyrmling} as a guardian of nature, training the dragon to hunt only Monstrosities. But the wyrmling keeps attacking other creatures."],["6","A band of {@creature Ogre||ogres} keeps a {@creature white dragon wyrmling} caged near their larder, as they have discovered that the dragon's cold breath keeps their meat fresh."]],"name":"Connected Creatures; White Dragon Wyrmling Connections","page":154,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young White Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young white dragon} and a {@creature young remorhaz} are vying for control of the same territory, and their altercations endanger the other creatures in the area."],["2","A {@creature young white dragon} has gained control of an {@creature invisible stalker} and sends it out to steal treasure."],["3","A {@creature young white dragon} allows a clan of deep gnomes to mine the dragon's mountain home in exchange for a healthy portion of the gemstones they extract."],["4","A {@creature frost giant} hunter has raised a {@creature young white dragon} since the dragon hatched, and the two are now inseparable."],["5","A {@creature young white dragon} is pestered by a {@creature flameskull} bound to guard a magic item the dragon recently acquired."],["6","A {@creature young white dragon} has been stalking a herd of {@creature Mammoth||mammoths} for days, trying to pick off the herd's newborn calves."]],"name":"Connected Creatures; Young White Dragon Connections","page":154,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult White Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A pirate captain uses the pervasive fog near an {@creature Adult White Dragon||adult white dragon's} lair to elude capture and propitiates the dragon with a share of the crew's booty."],["2","A {@creature djinni} has pledged to serve an {@creature adult white dragon} for a year and a day in exchange for sparing the genie's previous master's life."],["3","An {@creature arcanaloth} has been trying to tease information out of an {@creature adult white dragon}, hoping the dragon can lead it to a lost font of magical power."],["4","An {@creature adult white dragon}, captured by devils decades ago, now serves as a mount for an {@creature ice devil}."],["5","A {@creature beholder} manipulates an {@creature adult white dragon} into eliminating its enemies by inventing ways in which these foes have supposedly offended the dragon."],["6","A {@creature storm giant} and an {@creature adult white dragon} are engaged in a deadly game of cat-and-mouse, leaving a trail of destruction behind them."],["7","An {@creature adult white dragon} periodically brings a mouthful of gems to the {@creature ancient crystal dragon|FTD} who raised them, and who is now too old and tired to seek out new mineral veins for sustenance."],["8","A clan of {@creature Winged Kobold||winged kobolds} treat the air currents and ice slides of an {@creature Adult White Dragon||adult white dragon's} lair as an obstacle course. The dragon enjoys devising increasingly hazardous routes for the kobolds to tackle."]],"name":"Connected Creatures; Adult White Dragon Connections","page":154,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient White Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature death knight} and an {@creature ancient white dragon} swap tales of old foes and unanswered grievances, nursing the hunger for vengeance that sustains them."],["2","An {@creature ancient white dragon} makes intermittent assaults against a mated pair of {@creature Adult Silver Dragon||adult silver dragons} who lair nearby."],["3","An {@creature ancient white dragon} guards a {@creature Lich||lich's} phylactery, keeping it sealed in a tomb of ice. The lich visits periodically, bearing fabulous treasures as payment."],["4","A community of orcs believe an {@creature ancient white dragon} to be the reincarnation of a legendary leader. They've been venerating the dragon so long that the dragon now believes the story and speaks proudly in Orc about the orcs' triumphs."]],"name":"Connected Creatures; Ancient White Dragon Connections","page":154,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"White Dragon Art Objects","colLabels":["d12","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A war horn carved to resemble a dragon's head with a wide-open maw, which the dragon calls \"Little Toot\""],["2","A statue depicting an elf paladin with the face turned upward; the body has been defaced by the dragon's claws"],["3","A mammoth tusk engraved with images depicting the history of a nomadic tribe; the dragon uses the tusk to mark the spot where it has buried its pile of gold"],["4","A giant-sized cloak decorated with silver braiding that the dragon uses as a nest lining for its egg"],["5","A wooden throne heaped with furs; any visitors must sit on the throne while the dragon recounts the grisly death of the seat's previous owner"],["6","A huge wooden door carved and painted to depict a monarch enthroned with sword and scepter; the dragon occasionally raps the door with its knuckles, pauses, and then chortles, \"Nobody home\""],["7","A frost giant jarl's crown with broken horns; the dragon enjoys perching the crown on an icy stalagmite and then knocking it off with its tail"],["8","The prow of a ship carved to look like a pouncing lion; the dragon occasionally roars at the lion"],["9","A gilded shield emblazoned with the holy symbol of a forgotten god; the dragon enjoys flicking the shield with a claw to hear the sound it makes"],["10","A ceremonial anvil of dwarven make; gazing at the anvil, the dragon fondly recounts, \"Seven at one blow!\""],["11","A long, embroidered linen tapestry showing the history of an ancient realm's civil war; the dragon \"reads\" the tapestry when it has trouble sleeping."],["12","A bell engraved with images of an angelic host, still attached to its splintered belfry; the dragon tolls the bell with its tail, growling the name of one of its defeated foes with each ring"]],"name":"White Dragon Treasures; White Dragon Art Objects","page":157,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Creatures by Challenge Rating","colLabels":["CR","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1/8","{@creature Hoard scarab|FTD}"],["1/4","{@creature Metallic warbler|FTD}"],["1/2","{@creature Draconian foot soldier|FTD}"],["1","{@creature Deep dragon wyrmling|FTD}"],["2","{@creature Crystal dragon wyrmling|FTD}"],["2","{@creature Draconian mage|FTD}"],["2","{@creature Dragonnel|FTD}"],["2","{@creature Dragon speaker|FTD}"],["2","{@creature Egg hunter hatchling|FTD}"],["2","{@creature Emerald dragon wyrmling|FTD}"],["2","{@creature Moonstone dragon wyrmling|FTD}"],["2","{@creature Swarm of hoard scarabs|FTD}"],["2","{@creature Topaz dragon wyrmling|FTD}"],["3","{@creature Draconian infiltrator|FTD}"],["3","{@creature Dragon chosen|FTD}"],["3","{@creature Dragonflesh grafter|FTD}"],["3","{@creature Sapphire dragon wyrmling|FTD}"],["4","{@creature Amethyst dragon wyrmling|FTD}"],["4","{@creature Draconian dreadnought|FTD}"],["4","{@creature Dragon turtle wyrmling|FTD}"],["4","{@creature Metallic peacekeeper|FTD}"],["5","{@creature Dragon blessed|FTD}"],["5","{@creature Dragonblood ooze|FTD}"],["5","{@creature Egg hunter adult|FTD}"],["5","{@creature Gem stalker|FTD}"],["5","{@creature Young crystal dragon|FTD}"],["5","{@creature Young deep dragon|FTD}"],["6","{@creature Animated breath|FTD}"],["6","{@creature Draconian mastermind|FTD}"],["6","{@creature Dragonborn of Sardior|FTD}"],["6","{@creature Dragonflesh abomination|FTD}"],["7","{@creature Dragonborn of Tiamat|FTD}"],["7","{@creature Liondrake|FTD}"],["7","{@creature Young topaz dragon|FTD}"],["8","{@creature Dragonborn of Bahamut|FTD}"],["8","{@creature Eyedrake|FTD}"],["8","{@creature Hoard mimic|FTD}"],["8","{@creature Young emerald dragon|FTD}"],["8","{@creature Young moonstone dragon|FTD}"],["8","{@creature Young sea serpent|FTD}"],["9","{@creature Young amethyst dragon|FTD}"],["9","{@creature Young sapphire dragon|FTD}"],["10","{@creature Young dragon turtle|FTD}"],["11","{@creature Adult deep dragon|FTD}"],["11","{@creature Dracohydra|FTD}"],["11","{@creature Dragonbone golem|FTD}"],["12","{@creature Adult crystal dragon|FTD}"],["13","{@creature Adult topaz dragon|FTD}"],["14","{@creature Adult emerald dragon|FTD}"],["14","{@creature Ancient sea serpent|FTD}"],["15","{@creature Adult moonstone dragon|FTD}"],["15","{@creature Adult sapphire dragon|FTD}"],["16","{@creature Adult amethyst dragon|FTD}"],["17","{@creature Draconic shard|FTD}"],["17","{@creature Ghost dragon|FTD}"],["18","{@creature Ancient deep dragon|FTD}"],["18","{@creature Hollow dragon|FTD}"],["19","{@creature Ancient crystal dragon|FTD}"],["20","{@creature Ancient topaz dragon|FTD}"],["21","{@creature Ancient emerald dragon|FTD}"],["21","{@creature Ancient moonstone dragon|FTD}"],["22","{@creature Ancient sapphire dragon|FTD}"],["22","{@creature Elder brain dragon|FTD}"],["23","{@creature Ancient amethyst dragon|FTD}"],["24","{@creature Ancient dragon turtle|FTD}"],["26","Gem greatwyrm"],["27","Chromatic greatwyrm"],["28","Metallic greatwyrm"],["30","{@creature Aspect of Bahamut|FTD}"],["30","{@creature Aspect of Tiamat|FTD}"]],"name":"Challenge Ratings; Creatures by Challenge Rating","page":224,"source":"FTD","chapter":{"name":"Creature Lists","index":7}},{"caption":"Colleges of Strixhaven","colLabels":["College","Description"],"colStyles":["col-1","col-11"],"rows":[["Lorehold","Explores the past and preserves its lessons for future generations. Also called the College of Archaeomancy."],["Prismari","Uses the elements to practice the arts. Also called the College of Elemental Arts."],["Quandrix","Focuses on the mathematics of nature. Also called the College of Numeromancy."],["Silverquill","Teaches the magic of rhetoric, poetry, oration, and writing. Also called the College of Eloquence."],["Witherbloom","Harnesses the forces of life and death. Also called the College of Essence Studies."]],"name":"Welcome to Strixhaven; Colleges of Strixhaven","page":4,"source":"SCC","chapter":{"name":"Welcome to Strixhaven","index":0}},{"caption":"Founder Dragons","colLabels":["College","Founder"],"colStyles":["col-4 text-center","col-8 text-center"],"rows":[["Lorehold","{@creature Velomachus Lorehold|SCC}"],["Prismari","{@creature Galazeth Prismari|SCC}"],["Quandrix","{@creature Tanazir Quandrix|SCC}"],["Silverquill","{@creature Shadrix Silverquill|SCC}"],["Witherbloom","{@creature Beledros Witherbloom|SCC}"]],"name":"Founder Dragons","page":6,"source":"SCC","chapter":{"name":"Welcome to Strixhaven","index":0}},{"caption":"Strixhaven Mascots","colLabels":["College","Mascot"],"colStyles":["col-4 text-center","col-8 text-center"],"rows":[["Lorehold","{@creature Spirit Statue Mascot|SCC}"],["Prismari","{@creature Art Elemental Mascot|SCC}"],["Quandrix","{@creature Fractal Mascot|SCC}"],["Silverquill","{@creature Inkling Mascot|SCC}"],["Witherbloom","{@creature Pest Mascot|SCC}"]],"name":"Strixhaven Mascots","page":10,"source":"SCC","chapter":{"name":"Life at Strixhaven","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Lorehold Scholars","colLabels":["d10","Scholar","Principle"],"colStyles":["col-2 text-center","col-9","col-1 text-center"],"rows":[["1","Archaeoscribe, chronicling historical truths for posterity","Order"],["2","Battle medium, strengthening summoned spirits for use in battles","Order"],["3","Chaos scholar, chasing down historical anecdotes as a litany of happenstance","Chaos"],["4","Conservator, preserving ancient spell knowledge and other relics of the past","Order"],["5","Dustspeaker, conversing with spirits of the past to learn their stories","Chaos"],["6","Pastraiser, binding spirits into the monuments that bear their likeness to learn about their inspiring deeds","Order"],["7","Relic reader, divining wisdom from the past from the context of ruin sites","Order"],["8","Ruin shaman, wielding magic that helps delve into ancient sites","Chaos"],["9","Tomewielder, summoning fiery magic from the words in old writings","Chaos"],["10","Warsinger, studying the magic used in ancient wars","Chaos"]],"name":"Scholars of Lorehold; Lorehold Scholars","page":13,"source":"SCC","chapter":{"name":"Life at Strixhaven","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Prismari Scholars","colLabels":["d12","Scholar","Principle"],"colStyles":["col-2 text-center","col-9","col-1 text-center"],"rows":[["1","Aesthemancer, studying abstract principles of beauty for insight into the workings of the multiverse","Perfection"],["2","Electrovisionary, wielding the forms of lightning as a paintbrush","Expression"],["3","Flamesinger, combining fire and music","Expression"],["4","Geosculptor, using earth and lava in volatile emotional displays","Expression"],["5","Heartrager, turning inner creative fire into personal strength","Expression"],["6","Ice sculptor, crafting ice and cold into immersive experiences","Perfection"],["7","Mistmage, shaping cloud, fog, and mist into lasting sculptures","Perfection"],["8","Muse channeler, projecting blasts of inspiration toward others","Expression"],["9","Opusmancer, creating magical effects on a monumental scale","Perfection"],["10","Spectacle mage, hurling stormy displays into the sky","Expression"],["11","Waterbinder, shaping water into animated elemental forms","Perfection"],["12","Zephyrist, weaving wind with dance","Perfection"]],"name":"Scholars of Prismari; Prismari Scholars","page":16,"source":"SCC","chapter":{"name":"Life at Strixhaven","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Quandrix Scholars","colLabels":["d8","Scholar","Principle"],"colStyles":["col-2 text-center","col-9","col-1 text-center"],"rows":[["1","Abstractor, using magic to stretch the possibilities of space","Theory"],["2","Augmenter, making creatures and things larger","Substance"],["3","Fractalologist, creating beautiful illusory patterns","Theory"],["4","Mana scholar, studying snarls, leylines, and star arches","Substance"],["5","Metamancer, studying metaphysics to alter reality","Theory"],["6","Scale druid, manipulating the size of plants and animals","Substance"],["7","Sequence prophet, studying repeating patterns that bend the mind","Theory"],["8","Vivifier, conjuring fractal creatures based on biological life","Substance"]],"name":"Scholars of Quandrix; Quandrix Scholars","page":19,"source":"SCC","chapter":{"name":"Life at Strixhaven","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Silverquill Scholars","colLabels":["d8","Scholar","Principle"],"colStyles":["col-2 text-center","col-9","col-1 text-center"],"rows":[["1","Bantermage, using incisive observation to pierce rivals' confidence","Shadow"],["2","Duskmage, conjuring inky voids of shadow magic","Shadow"],["3","Inkcaster, summoning living inklings to service","Shadow"],["4","Lumimancer, bringing light to bear on shameful situations and holding corrupt institutions to account","Radiance"],["5","Shadewing, forming weapons from darkness to slice and stab at foes","Shadow"],["6","Silvertongue, bathing others in the light of inspiring words","Radiance"],["7","Vainglory, wielding the power of a perfectly crafted compliment to enhance a person's best qualities","Radiance"],["8","Warsinger, stirring hearts through poetic performance and song","Radiance"]],"name":"Scholars of Silverquill; Silverquill Scholars","page":22,"source":"SCC","chapter":{"name":"Life at Strixhaven","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Witherbloom Scholars","colLabels":["d8","Scholar","Principle"],"colStyles":["col-2 text-center","col-9","col-1 text-center"],"rows":[["1","Banelock, using concoctions of noxious ingredients for withering magic","Decay"],["2","Bleed doctor, drain the essence of living creatures to fuel sinister spells","Decay"],["3","Boon witch, brewing drafts to empower the living","Growth"],["4","Boughcaller, summoning creatures from bogs","Growth"],["5","Dreadbones, infusing dead tissue with magic to create Undead servants","Decay"],["6","Earthcroucher, connecting directly with the land to power nature magic","Growth"],["7","Leafbinder, using medicinal herbs to soothe wounds","Growth"],["8","Pestcatcher, harvesting life energy from the pests of the bayou","Decay"]],"name":"Scholars of Witherbloom; Witherbloom Scholars","page":25,"source":"SCC","chapter":{"name":"Life at Strixhaven","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Spells","colLabels":["Level","Spell","School","Class"],"colStyles":["col-2 text-center","col-2","col-2","col-6"],"rows":[["1st","{@spell Silvery Barbs|SCC}","Enchantment","{@class Bard}, {@class Sorcerer}, {@class Wizard}"],["2nd","{@spell Borrowed Knowledge|SCC}","Divination","{@class Bard}, {@class Cleric}, {@class Warlock}, {@class Wizard}"],["2nd","{@spell Kinetic Jaunt|SCC}","Transmutation","{@class Artificer|TCE},* {@class Bard}, {@class Sorcerer}, {@class Wizard}"],["2nd","{@spell Vortex Warp|SCC}","Conjuration","{@class Artificer|TCE},* {@class Sorcerer}, {@class Wizard}"],["2nd","{@spell Wither and Bloom|SCC}","Necromancy","{@class Druid}, {@class Sorcerer}, {@class Wizard}"]],"footnotes":["*The artificer class appears in {@book Tasha's Cauldron of Everything|TCE} and {@book Eberron: Rising from the Last War|ERLW}."],"name":"Spells","page":37,"source":"SCC","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Magic Items for Sale","colLabels":["Item","Rarity","Cost"],"colStyles":["col-9","col-2 text-center","col-1 text-right"],"rows":[["{@item Bottle of Boundless Coffee|SCC}","Common","100 gp"],["{@item Cuddly Strixhaven Mascot|SCC}","Common","100 gp"],["{@item Lorehold Primer|SCC}","Uncommon","300 gp"],["{@item Prismari Primer|SCC}","Uncommon","300 gp"],["{@item Quandrix Primer|SCC}","Uncommon","300 gp"],["{@item Silverquill Primer|SCC}","Uncommon","300 gp"],["{@item Spell Scroll (1st Level)||Spell Scroll} (1st-Level Spell; {@book DMG|DMG})","Common","50 gp"],["{@item Strixhaven Pennant|SCC}","Common","100 gp"],["{@item +1 Weapon||Weapon, +1} ({@book DMG|DMG})","Uncommon","300 gp"],["{@item Witherbloom Primer|SCC}","Uncommon","300 gp"]],"name":"Magic Items for Sale","page":38,"source":"SCC","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Adventure Levels","colLabels":["Adventure","Starting Level","Chapter"],"colStyles":["col-6","col-4 text-center","col-2 text-center"],"rows":[["Campus Kerfuffle","1st","{@adventure 3|SCC-CK|0}"],["Hunt for Mage Tower","4th","{@adventure 4|SCC-HfMT|0}"],["The Magister's Masquerade","6th","{@adventure 5|SCC-TMM|0}"],["A Reckoning in Ruins","8th","{@adventure 6|SCC-ARiR|0}"]],"name":"Standalone Adventures; Adventure Levels","page":41,"source":"SCC","chapter":{"name":"School Is in Session","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Starting Relationship Points","colLabels":["Person","Relationship Points"],"colStyles":["col-3 text-center","col-3 text-center"],"rows":[["Friend","2"],["Beloved","3"],["Rival","−2"]],"name":"Relationships; Starting Relationship Points","page":42,"source":"SCC","chapter":{"name":"School Is in Session","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Student NPC Stat Blocks","colLabels":["Year","Stat Block"],"colStyles":["col-5 text-center","col-7 text-center"],"rows":[["First","{@creature First-Year Student|SCC}"],["Second","[College] Apprentice"],["Third or Later","[College] Pledgemage"]],"name":"Student NPC Stat Blocks","page":50,"source":"SCC","chapter":{"name":"School Is in Session","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Strixhaven Creatures","colLabels":["Creature","Creature Type","CR"],"colStyles":["col-8","col-3 text-center","col-1 text-center"],"rows":[["{@creature Archaic|SCC}","Celestial","18"],["{@creature Art Elemental Mascot|SCC}","Elemental","1/4"],["{@creature Beledros Witherbloom|SCC}","Dragon","24"],["{@creature Brackish Trudge|SCC}","Plant","3"],["{@creature Cogwork Archivist|SCC}","Construct","4"],["{@creature Daemogoth|SCC}","Fiend","10"],["{@creature Daemogoth Titan|SCC}","Fiend","16"],["{@creature First-Year Student|SCC}","Humanoid","1/2"],["{@creature Fractal Mascot|SCC}","Construct","1/4"],["{@creature Galazeth Prismari|SCC}","Dragon","23"],["{@creature Groff|SCC}","Plant","4"],["{@creature Inkling Mascot|SCC}","Ooze","1/4"],["{@creature Lorehold Apprentice|SCC}","Humanoid","2"],["{@creature Lorehold Pledgemage|SCC}","Humanoid","4"],["{@creature Lorehold Professor of Chaos|SCC}","Humanoid","7"],["{@creature Lorehold Professor of Order|SCC}","Humanoid","7"],["{@creature Mage Hunter|SCC}","Monstrosity","5"],["{@creature Oracle of Strixhaven|SCC}","Humanoid","15"],["{@creature Oriq Blood Mage|SCC}","Humanoid","9"],["{@creature Oriq Recruiter|SCC}","Humanoid","4"],["{@creature Pest Mascot|SCC}","Monstrosity","1/4"],["{@creature Prismari Apprentice|SCC}","Humanoid","2"],["{@creature Prismari Pledgemage|SCC}","Humanoid","4"],["{@creature Prismari Professor of Expression|SCC}","Humanoid","7"],["{@creature Prismari Professor of Perfection|SCC}","Humanoid","7"],["{@creature Quandrix Apprentice|SCC}","Humanoid","2"],["{@creature Quandrix Pledgemage|SCC}","Humanoid","4"],["{@creature Quandrix Professor of Substance|SCC}","Humanoid","7"],["{@creature Quandrix Professor of Theory|SCC}","Humanoid","7"],["{@creature Relic Sloth|SCC}","Beast","2"],["{@creature Ruin Grinder|SCC}","Construct","5"],["{@creature Shadrix Silverquill|SCC}","Dragon","22"],["{@creature Silverquill Apprentice|SCC}","Humanoid","2"],["{@creature Silverquill Pledgemage|SCC}","Humanoid","4"],["{@creature Silverquill Professor of Radiance|SCC}","Humanoid","7"],["{@creature Silverquill Professor of Shadow|SCC}","Humanoid","7"],["{@creature Spirit Statue Mascot|SCC}","Construct","1/4"],["{@creature Strixhaven Campus Guide|SCC}","Construct","1"],["{@creature Tanazir Quandrix|SCC}","Dragon","24"],["{@creature Velomachus Lorehold|SCC}","Dragon","25"],["{@creature Witherbloom Apprentice|SCC}","Humanoid","2"],["{@creature Witherbloom Pledgemage|SCC}","Humanoid","4"],["{@creature Witherbloom Professor of Decay|SCC}","Humanoid","7"],["{@creature Witherbloom Professor of Growth|SCC}","Humanoid","7"]],"name":"Friends and Foes; Strixhaven Creatures","page":183,"source":"SCC","chapter":{"name":"Friends and Foes","ordinal":{"type":"chapter","identifier":7},"index":8}},{"caption":"Exandrian Calendar","colLabels":["Month","Day","Holidays"],"colStyles":["col-4","col-3 text-center","col-5"],"rows":[["Horisal","29",{"type":"entries","entries":["New Dawn (1st)","Hillsgold (27th)"],"id":"012"}],["Misuthar","30","Day of Challenging (7th)"],["Dualahei","30",{"type":"entries","entries":["Renewal Festival (13th)","Wild's Grandeur (20th)"],"id":"013"}],["Thunsheer","31",{"type":"entries","entries":["Harvest's Rise (11th)","Merryfrond's Day (31st)"],"id":"014"}],["Unndilar","28",{"type":"entries","entries":["Deep Solace (8th)","Zenith (26th)"],"id":"015"}],["Brussendar","31",{"type":"entries","entries":["Artisan's Faire (15th)","Elvendawn or Midsummer (20th)"],"id":"016"}],["Sydenstar","32",{"type":"entries","entries":["Highsummer (7th)","Morn of Largesse (14th)"],"id":"017"}],["Fessuran","29","Harvest's Close (3rd)"],["Quen'pillar","27",{"type":"entries","entries":["The Hazel Festival (10th)","Civilization's Dawn (22nd)"],"id":"018"}],["Cuersaar","29",{"type":"entries","entries":["Night of Ascension (13th)","Zan's Cup (21st)"],"id":"019"}],["Duscar","32",{"type":"entries","entries":["Barren Eve (2nd)","Embertide (5th)","Winter's Crest (20th)"],"id":"01a"}]],"name":"Exandrian Calendar","page":9,"source":"TDCSR","chapter":{"name":"Welcome to Tal'Dorei","ordinal":{"identifier":1,"type":"chapter"},"index":1}},{"caption":"Prime Deities","colLabels":["Deity","Alignment","Province"],"colStyles":["col-4","col-4","col-4"],"rows":[["{@deity The Changebringer|Exandria|TDCSR|Changebringer}","Chaotic good","Change, freedom, luck"],["{@deity The Platinum Dragon|Exandria|TDCSR|Platinum Dragon}","Lawful good","Honor, justice"],["{@deity The Arch Heart|Exandria|TDCSR|Arch Heart}","Chaotic good","Art, beauty, {@book elves|TDCSR|4|elves}"],["{@deity The Lawbearer|Exandria|TDCSR|Lawbearer}","Lawful neutral","Civilization, law, peace"],["{@deity The Knowing Mentor|Exandria|TDCSR|Knowing Mentor}","Neutral","Knowledge, learning, teaching"],["{@deity The Stormlord|Exandria|TDCSR|Stormlord}","Chaotic neutral","Battle, competition, storms"],["{@deity The Wildmother|Exandria|TDCSR|Wildmother}","Neutral","Seas, wilderness"],["{@deity The All-Hammer|Exandria|TDCSR|All-Hammer}","Lawful good","Craft, creation"],["{@deity The Dawnfather|Exandria|TDCSR|Dawnfather}","Neutral good","Healing, sun"],["{@deity The Everlight|Exandria|TDCSR|Everlight}","Neutral good","Atonement, compassion"],["{@deity The Matron of Ravens|Exandria|TDCSR|Matron of Ravens}","Lawful neutral","Death, fate, winter"],["{@deity The Moonweaver|Exandria|TDCSR|Moonweaver}","Chaotic good","Illusion, moonlight, night"]],"name":"Prime Deities","page":27,"source":"TDCSR","chapter":{"name":"Allegiances of Tal'Dorei","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Betrayer Gods","colLabels":["Deity","Alignment","Province"],"colStyles":["col-4","col-4","col-4"],"rows":[["{@deity The Lord of the Hells|Exandria|TDCSR|Lord of the Hells}","Lawful evil","God of devils and the Hells"],["{@deity The Strife Emperor|Exandria|TDCSR|Strife Emperor}","Lawful evil","Conquest, tyranny"],["{@deity The Ruiner|Exandria|TDCSR}","Chaotic evil","Slaughter, warfare"],["{@deity The Spider Queen|Exandria|TDCSR|Spider Queen}","Chaotic evil","Deceit, spiders"],["{@deity The Chained Oblivion|Exandria|TDCSR|Chained Oblivion}","Chaotic evil","Darkness, destruction"],["{@deity The Scaled Tyrant|Exandria|TDCSR|Scaled Tyrant}","Lawful evil","Dragon god of evil"],["{@deity The Crawling King|Exandria|TDCSR|Crawling King}","Neutral evil","Enslavement, torture"],["{@deity The Whispered One|Exandria|TDCSR|Whispered One}","Neutral evil","Necromancy, secrets"],["{@deity The Cloaked Serpent|Exandria|TDCSR|Cloaked Serpent}","Chaotic evil","Assassins, poison, snakes"]],"name":"Betrayer Gods","page":34,"source":"TDCSR","chapter":{"name":"Allegiances of Tal'Dorei","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Lesser Idols","colLabels":["Deity","Alignment","Province"],"colStyles":["col-4","col-4","col-4"],"rows":[["{@deity Azgrah|Exandria|TDCSR}","Lawful neutral","Undying"],["{@deity Galdric|Exandria|TDCSR}","Lawful good","Celestial, Undying"],["{@deity Graz'tchar|Exandria|TDCSR}","Chaotic evil","Fiend, Hexblade"],["{@deity Khedive Xundi|Exandria|TDCSR}","Chaotic neutral","Genie"],["{@deity The Lost Beacon of Unknown Light|Exandria|TDCSR|Lost Beacon}","Neutral","Celestial"],["{@deity The Observer|Exandria|TDCSR}","Neutral good","Archfey, Celestial"],["{@deity The Sightless|Exandria|TDCSR}","Chaotic evil","Great Old One"],["{@deity The Traveler|Exandria|TDCSR}","Chaotic neutral","Archfey"],["{@deity Vesh|Exandria|TDCSR}","Neutral evil","Archfey, Undying"]],"name":"Lesser Idols","page":39,"source":"TDCSR","chapter":{"name":"Allegiances of Tal'Dorei","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Cracksackle Wares","colLabels":["Item","Cost","Description"],"colStyles":["col-3","col-2","col-7"],"rows":[["{@item Dynamite|TDCSR}","100gp","This bundle of explosives can be lit and thrown up to 30 feet as an action. It explodes at the start of your next turn. Creatures and objects within 20 feet of it must make a {@dc 12} Dexterity {@quickref saving throws|PHB|2|1|saving throw}, taking {@damage 6d6} fire damage on a failed save, or half as much damage on a successful one."],["{@item Gluebomb|TDCSR}","50gp","This unique explosive can be primed and thrown up to 30 feet as an action. It explodes on impact. Creatures within 20 feet of it must make a {@dc 12} Dexterity {@quickref saving throws|PHB|2|1|saving throw} or be {@condition restrained} for 1 minute. A {@condition restrained} creature can make a {@dc 12} Strength check as an action, escaping on a success."],["{@item Stink bomb|TDCSR}","25gp","This smelly explosive can be primed and thrown up to 30 feet as an action. It explodes at the start of your next turn. Creatures within 20 feet of it must make a {@dc 12} Constitution {@quickref saving throws|PHB|2|1|saving throw} or be {@condition poisoned} for 1 minute. A creature can repeat this save at the end of each of its turns, ending the effect on itself on a success."]],"name":"Cracksackle Guildhall (Middle Slab); Cracksackle Wares","page":100,"source":"TDCSR","chapter":{"name":"Tal'Dorei Gazetteer","ordinal":{"identifier":3,"type":"chapter"},"index":3}},{"caption":"Vestiges of Divergence by Advancement","colLabels":["Item Group","Dormant","Awakened","Exalted"],"colStyles":["col-3 text-left","col-3 text-right","col-3 text-right","col-3 text-right"],"rows":[["{@item Agony|TDCSR}","{@item Agony (Dormant)|TDCSR}","{@item Agony (Awakened)|TDCSR}","{@item Agony (Exalted)|TDCSR}"],["{@item Armor of the Valiant Soul|TDCSR}","{@item Armor of the Valiant Soul (Dormant)|TDCSR}","{@item Armor of the Valiant Soul (Awakened)|TDCSR}","{@item Armor of the Valiant Soul (Exalted)|TDCSR}"],["{@item Cabal's Ruin|TDCSR}","{@item Cabal's Ruin (Dormant)|TDCSR}","{@item Cabal's Ruin (Awakened)|TDCSR}","{@item Cabal's Ruin (Exalted)|TDCSR}"],["{@item Circlet of Barbed Vision|TDCSR}","{@item Circlet of Barbed Vision (Dormant)|TDCSR}","{@item Circlet of Barbed Vision (Awakened)|TDCSR}","{@item Circlet of Barbed Vision (Exalted)|TDCSR}"],["{@item Condemner|TDCSR}","{@item Condemner (Dormant)|TDCSR}","{@item Condemner (Awakened)|TDCSR}","{@item Condemner (Exalted)|TDCSR}"],["{@item Deathwalker's Ward|TDCSR}","{@item Deathwalker's Ward (Dormant)|TDCSR}","{@item Deathwalker's Ward (Awakened)|TDCSR}","{@item Deathwalker's Ward (Exalted)|TDCSR}"],["{@item Fenthras|TDCSR}","{@item Fenthras (Dormant)|TDCSR}","{@item Fenthras (Awakened)|TDCSR}","{@item Fenthras (Exalted)|TDCSR}"],["{@item Honor's Last Stand|TDCSR}","{@item Honor's Last Stand (Dormant)|TDCSR}","{@item Honor's Last Stand (Awakened)|TDCSR}","{@item Honor's Last Stand (Exalted)|TDCSR}"],["{@item Kiss of the Changebringer|TDCSR}","{@item Kiss of the Changebringer (Dormant)|TDCSR}","{@item Kiss of the Changebringer (Awakened)|TDCSR}","{@item Kiss of the Changebringer (Exalted)|TDCSR}"],["{@item Mythcarver|TDCSR}","{@item Mythcarver (Dormant)|TDCSR}","{@item Mythcarver (Awakened)|TDCSR}","{@item Mythcarver (Exalted)|TDCSR}"],["{@item Plate of the Dawnmartyr|TDCSR}","{@item Plate of the Dawnmartyr (Dormant)|TDCSR}","{@item Plate of the Dawnmartyr (Awakened)|TDCSR}","{@item Plate of the Dawnmartyr (Exalted)|TDCSR}"],["{@item Pyremaul|TDCSR}","{@item Pyremaul (Dormant)|TDCSR}","{@item Pyremaul (Awakened)|TDCSR}","{@item Pyremaul (Exalted)|TDCSR}"],["{@item Spire of Conflux|TDCSR}","{@item Spire of Conflux (Dormant)|TDCSR}","{@item Spire of Conflux (Awakened)|TDCSR}","{@item Spire of Conflux (Exalted)|TDCSR}"],["{@item Star Razor|TDCSR}","{@item Star Razor (Dormant)|TDCSR}","{@item Star Razor (Awakened)|TDCSR}","{@item Star Razor (Exalted)|TDCSR}"],["{@item Titanstone Knuckles|TDCSR}","{@item Titanstone Knuckles (Dormant)|TDCSR}","{@item Titanstone Knuckles (Awakened)|TDCSR}","{@item Titanstone Knuckles (Exalted)|TDCSR}"],["{@item Whisper|TDCSR}","{@item Whisper (Dormant)|TDCSR}","{@item Whisper (Awakened)|TDCSR}","{@item Whisper (Exalted)|TDCSR}"],["{@item Wraps of Dyamak|TDCSR}","{@item Wraps of Dyamak (Dormant)|TDCSR}","{@item Wraps of Dyamak (Awakened)|TDCSR}","{@item Wraps of Dyamak (Exalted)|TDCSR}"]],"name":"Vestiges of Divergence by Advancement","page":200,"source":"TDCSR","chapter":{"name":"Game Master's Toolkit","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"First Adventure","colLabels":["d10","Adventure Seed"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The adventure begins on the Rock of Bral, where an {@creature autognome|BAM} (see {@book Boo's Astral Menagerie|BAM}) needs the characters' help to find its creator, who has gone missing on the Rock."],["2","One of the characters inherits a ship equipped with a {@item spelljamming helm|AAG} and an old captain's log that hints at places to explore, treasure to find, and perils to avoid."],["3","In the wilderness on their home world, the characters find a {@item spelljamming helm|AAG} in the wreckage of a crashed {@vehicle scorpion ship|AAG} (see {@book chapter 2|AAG|2|Scorpion Ship}) and run afoul of goblins who want to plunder the wreck."],["4","A wealthy patron gives the characters a ship and a {@item spelljamming helm|AAG} to call their own and expects them to accomplish a dangerous task in return."],["5","A spelljamming ship lands on the outskirts of a village where the characters are staying. The ship's captain is looking for raw recruits to join a war in Wildspace."],["6","Villagers ask the characters to investigate a strange object in the hills, which turns out to be a crashed {@vehicle nightspider|AAG} (see {@book chapter 2|AAG|2|Nightspider}) with survivors: a {@creature neogi pirate|BAM} and a {@creature neogi hatchling swarm|BAM} (see {@book Boo's Astral Menagerie|BAM} for both)."],["7","A {@creature hadozee explorer|BAM} (see {@book Boo's Astral Menagerie|BAM}) needs the characters' help to slay a white {@creature kindori|BAM} (see {@book Boo's Astral Menagerie|BAM}) that keeps attacking her {@vehicle flying fish ship|AAG} (see {@book chapter 2|AAG|2|Flying Fish Ship}). The hadozee can't tell whether the kindori is mean-spirited or amorous. Perhaps it has mistaken the ship for a rival—or a mate!"],["8","The characters were passengers aboard a spelljamming ship that crash-landed on a strange world after the {@item spelljamming helm|AAG} malfunctioned. The characters must fend off alien monsters until they are rescued."],["9","The characters are hired by a trading company to protect a valuable cargo that's being delivered to a distant world. The characters become crew members aboard the {@vehicle squid ship|AAG} (see {@book chapter 2|AAG|2|Squid Ship}) that is transporting the precious cargo."],["10","The adventure begins on the Rock of Bral, where one or more characters have earned the enmity of a {@creature plasmoid boss|BAM} (see {@book Boo's Astral Menagerie|BAM}). The heroes must either flee Bral to save themselves or contend with the boss's underlings."]],"name":"Astral Campaigns; First Adventure","page":4,"source":"AAG","chapter":{"name":"Introduction: Vast Oceans of Adventure","index":0}},{"caption":"Air Envelopes of Creatures","colLabels":["Creature's Size","Air Envelope"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Tiny","2½-foot cube"],["Small or Medium","5-foot cube"],["Large","10-foot cube"],["Huge","15-foot cube"],["Gargantuan","20-foot cube"]],"name":"Air Envelopes of Creatures","page":17,"source":"AAG","chapter":{"name":"Astral Adventuring","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Fishing","colLabels":["d10","Catch"],"colStyles":["col-2 text-center","col-10"],"rows":[["1–2","Tiny, inedible fish (a creature that consumes it is {@condition poisoned} for 1 hour)"],["3–5","Tiny, edible fish (feeds one person)"],["6–8","Small, edible fish (feeds up to four people)"],["9","Hostile {@creature space eel|BAM} (see {@book Boo's Astral Menagerie|BAM}; feeds up to twelve people)"],["10","Hostile {@creature gray scavver|BAM} (see {@book Boo's Astral Menagerie|BAM}; feeds up to twenty people), some other creature of the DM's choosing, or an Tiny object of the DM's choosing"]],"name":"Astral Fishing; Fishing","page":21,"source":"AAG","chapter":{"name":"Astral Adventuring","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Spells","colLabels":["Level","Spell","School","Class"],"colStyles":["col-2 text-center","col-3","col-2","col-5"],"rows":[["2nd","{@spell Air Bubble|AAG}","Conjuration","Artificer, Druid, Ranger, Sorcerer, Wizard"],["5th","{@spell Create Spelljamming Helm|AAG}","Transmutation","Artificer, Wizard"]],"name":"Spells","page":22,"source":"AAG","chapter":{"name":"Astral Adventuring","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Helpful Spells","colLabels":["Spell","Donation"],"colStyles":["col-6","col-6"],"rows":[["{@spell Commune}","1,000 gp"],["{@spell Legend lore}","1,500 gp"],["{@spell Lesser restoration}","150 gp"],["{@spell Raise dead}","2,000 gp"],["{@spell Remove curse}","250 gp"],["{@spell Scrying}","1,000 gp"]],"name":"Temple District; Helpful Spells","page":61,"source":"AAG","chapter":{"name":"The Rock of Bral","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Shipboard Tasks","colLabels":["d12","Task"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Scrape barnacles off the hull."],["2","Scrub pots and dishes in the galley."],["3","Chop vegetables in the galley."],["4","Swab the deck or sweep the cargo hold."],["5","Update the ship's navigational charts, which requires cartographer's tools."],["6","Repair the captain's favorite pair of boots, which requires cobbler's tools. (A {@spell mending} spell also does the trick.)"],["7","Repair superficial damage to the ship, which requires carpenter's tools or woodcarver's tools. (A {@spell mending} spell also does the trick.)"],["8","Compose a new chantey, which requires a musical instrument."],["9","Entertain the crew with tall tales or gossip."],["10","Fix the captain's broken spyglass, which requires jeweler's tools or tinker's tools. (A {@spell mending} spell also does the trick.)"],["11","Teach the captain the basics of a language they don't already know."],["12","Prepare a tasty dinner for the captain's table, which requires cook's utensils."]],"name":"Shipboard Tasks","source":"AAG","chapter":{"name":"Additional Spelljammer Tables","index":4}},{"caption":"Ship Quirks","colLabels":["d10","Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A chatty but harmless spirit haunts the cargo hold."],["2","The excessive creaking of the hull echoes throughout the ship."],["3","Any creature that removes itself from the ship's {@item spelljamming helm|AAG} receives a startling but harmless magical shock."],["4","The ship's companionways are smaller than those found in most other similar vessels."],["5","The ship makes a groaning sound in what seems like defiance whenever it comes to a stop."],["6","The floor of the main deck is adorned with a stylized rendering of a mysterious star chart that pulsates occasionally with scintillating colors."],["7","The ship's air envelope has a salty, briny smell."],["8","Bulkheads throughout the ship have lines of poetry scrawled on them."],["9","Unattended tools often go missing, only to reappear {@dice 1d4} hours later in another part of the ship."],["10","A creature seated in the ship's {@item spelljamming helm|AAG} hears faint spacefaring chanteys in its mind except when the ship is under attack."]],"name":"Ship Quirks","source":"AAG","chapter":{"name":"Additional Spelljammer Tables","index":4}},{"caption":"Cheap Cargo","colLabels":["d12","Cargo"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Trunk containing ten outfits of {@item traveler's clothes|PHB} (2 gp each)"],["2","Crate containing one hundred bars of soap (2 cp each)"],["3","Twenty ballista bolts (5 gp each)"],["4","Coop containing fifty live chickens (2 cp each)"],["5","Crate containing twenty wheels of cheese (5 sp each)"],["6","Locked cage containing one friendly Beast of your choice"],["7","Ten 40-gallon barrels of fresh water"],["8","Ten crates, each containing fifty days of rations (25 gp per crate)"],["9","Locked cage containing one hostile Beast of your choice"],["10","Chest containing fifty {@item Perfume (vial)|PHB|vials of perfume} (2 gp each)"],["11","Crate containing fifty loaves of bread (2 cp each)"],["12","Ten 40-gallon barrels of ale (4 gp each)"]],"name":"Ship Cargo; Cheap Cargo","source":"AAG","chapter":{"name":"Additional Spelljammer Tables","index":4}},{"caption":"Expensive Cargo","colLabels":["d12","Cargo"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Crate containing fifty blank {@item Spellbook|PHB|spellbooks} (50 gp each)"],["2","Crate containing one hundred {@item Ink (1-ounce bottle)|PHB|1-ounce bottles of ink} (10 gp each) and one thousand sheets of {@item Parchment (one sheet)|PHB|parchment} (1 sp each)"],["3","Crate containing twenty {@item Potion of Healing||potions of healing}, {@item Alchemist's Fire (flask)|PHB|flasks of alchemist's fire}, or {@item Antitoxin (vial)|PHB|vials of antitoxin} (50 gp each)"],["4","Crate containing one hundred bottles of exquisite wine (25 gp each)"],["5","Set of exquisitely crafted furniture (2,500 gp)"],["6","Locked trunk containing five unloaded {@item Pistol||pistols} (250 gp each) and a box of 100 bullets"],["7","Locked case containing an exquisite Dragonchess set made of crystal or ivory (2,500 gp)"],["8","Locked trunk containing ten {@item Bomb||bombs} (150 gp each; see \"{@book Explosives|DMG|9|Explosives}\" in the {@book Dungeon Master's Guide|DMG})"],["9","Crate containing one hundred fireworks (25 gp each)"],["10","Crate containing five unloaded {@item Musket||muskets} (500 gp each) and a box of 100 bullets"],["11","Locked case containing five {@item Spyglass|PHB|spyglasses} (1,000 gp each)"],["12","Ten 20-pound {@item Gunpowder Keg||kegs of gunpowder} (250 gp each; see \"{@book Explosives|DMG|9|Explosives}\" in the {@book Dungeon Master's Guide|DMG})"]],"name":"Ship Cargo; Expensive Cargo","source":"AAG","chapter":{"name":"Additional Spelljammer Tables","index":4}},{"caption":"Stat Blocks by Challenge Rating","colLabels":["CR","Stat Block Name","Creature Type"],"colStyles":["col-2 text-center","col-6","col-4"],"rows":[["0","{@creature Chwinga astronaut|BAM}","Elemental"],["0","{@creature Dohwar|BAM}","Fey"],["0","{@creature Space guppy|BAM}","Beast"],["0","{@creature Space mollymawk|BAM}","Beast"],["1/8","{@creature Hadozee shipmate|BAM}","Humanoid"],["1/4","{@creature Giant space hamster|BAM}","Beast"],["1/4","{@creature Gray scavver|BAM}","Monstrosity"],["1/4","{@creature Plasmoid explorer|BAM}","Ooze"],["1/4","{@creature Space hamster|BAM}","Monstrosity"],["1/4","{@creature Space swine|BAM}","Beast"],["1/2","{@creature Hadozee warrior|BAM}","Humanoid"],["1/2","{@creature Space eel|BAM}","Beast"],["1/2","{@creature Ssurran poisoner|BAM}","Monstrosity"],["1","{@creature Jammer leech|BAM}","Plant"],["1","{@creature Psurlon ringer|BAM}","Aberration"],["2","{@creature Aartuk starhorror|BAM}","Plant"],["2","{@creature Aartuk weedling|BAM}","Plant"],["2","{@creature Autognome|BAM}","Construct"],["2","{@creature Hadozee explorer|BAM}","Humanoid"],["2","{@creature Lunar dragon wyrmling|BAM}","Dragon"],["2","{@creature Psurlon|BAM}","Aberration"],["2","{@creature Space clown|BAM}","Fiend"],["2","{@creature Thri-kreen hunter|BAM}","Monstrosity"],["2","{@creature Vampirate|BAM}","Undead"],["3","{@creature Aartuk elder|BAM}","Plant"],["3","{@creature Astral elf warrior|BAM}","Humanoid"],["3","{@creature Giff shipmate|BAM}","Humanoid"],["3","{@creature Githyanki buccaneer|BAM}","Humanoid"],["3","{@creature Neogi hatchling swarm|BAM}","Aberration"],["3","{@creature Neogi pirate|BAM}","Aberration"],["3","{@creature Plasmoid warrior|BAM}","Ooze"],["3","{@creature Solar dragon wyrmling|BAM}","Dragon"],["3","{@creature Ssurran defiler|BAM}","Monstrosity"],["4","{@creature Brown scavver|BAM}","Monstrosity"],["4","{@creature Gaj|BAM}","Aberration"],["4","{@creature Neh-thalggu|BAM}","Aberration"],["4","{@creature Neogi void hunter|BAM}","Aberration"],["4","{@creature Plasmoid boss|BAM}","Ooze"],["5","{@creature Astral elf honor guard|BAM}","Humanoid"],["5","{@creature Astral elf star priest|BAM}","Humanoid"],["5","{@creature Feyr|BAM}","Aberration"],["5","{@creature Mercane|BAM}","Giant"],["5","{@creature Murder comet|BAM}","Elemental"],["5","{@creature Night scavver|BAM}","Monstrosity"],["5","{@creature Starlight apparition|BAM}","Celestial"],["5","{@creature Thri-kreen mystic|BAM}","Monstrosity"],["5","{@creature Vampirate mage|BAM}","Undead"],["6","{@creature B'rohg|BAM}","Giant"],["6","{@creature Giff shock trooper|BAM}","Humanoid"],["6","{@creature Psurlon leader|BAM}","Aberration"],["6","{@creature Vampirate captain|BAM}","Undead"],["7","{@creature Astral elf commander|BAM}","Humanoid"],["7","{@creature Githyanki star seer|BAM}","Humanoid"],["7","{@creature Kindori|BAM}","Celestial"],["7","{@creature Thri-kreen gladiator|BAM}","Monstrosity"],["7","{@creature Young lunar dragon|BAM}","Dragon"],["8","{@creature Astral elf aristocrat|BAM}","Humanoid"],["8","{@creature Reigar|BAM}","Celestial"],["9","{@creature Braxat|BAM}","Giant"],["9","{@creature Githyanki xenomancer|BAM}","Humanoid"],["9","{@creature Young solar dragon|BAM}","Dragon"],["10","{@creature Eye monger|BAM}","Aberration"],["10","{@creature Giff warlord|BAM}","Humanoid"],["11","{@creature Megapede|BAM}","Monstrosity"],["11","{@creature Void scavver|BAM}","Monstrosity"],["12","{@creature Esthetic|BAM}","Aberration"],["13","{@creature Adult lunar dragon|BAM}","Dragon"],["14","{@creature Adult solar dragon|BAM}","Dragon"],["16","{@creature Zodar|BAM}","Aberration"],["18","{@creature Cosmic horror|BAM}","Aberration"],["19","{@creature Ancient lunar dragon|BAM}","Dragon"],["21","{@creature Ancient solar dragon|BAM}","Dragon"]],"name":"Using a Stat Block; Stat Blocks by Challenge Rating","page":4,"source":"BAM","chapter":{"name":"Introduction","index":0}},{"caption":"Initial Attitude","colLabels":["Attitude Roll Total","Initial Attitude"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["4 or lower","Hostile"],["5–8","Indifferent"],["9 or higher","Friendly"]],"name":"Initial Attitude","page":6,"source":"BAM","chapter":{"name":"Introduction","index":0}},{"caption":"Setting a DC","colLabels":["Difficulty","DC","Difficulty","DC"],"colStyles":["col-5","col-1 text-center","col-5","col-1 text-center"],"rows":[["Very easy","5","Hard","20"],["Easy","10","Very hard","25"],["Moderate","15","Nearly impossible","30"]],"name":"Setting a DC","source":"ScreenSpelljammer","chapter":{"name":"Screen","index":0}},{"caption":"Skills and Associated Abilities","colLabels":["Skill","Ability","Skill","Ability"],"colStyles":["col-3","col-3","col-3","col-3"],"rows":[["{@skill Acrobatics}","Dexterity","{@skill Medicine}","Wisdom"],["{@skill Animal Handling}","Wisdom","{@skill Nature}","Intelligence"],["{@skill Arcana}","Intelligence","{@skill Perception}","Wisdom"],["{@skill Athletics}","Strength","{@skill Performance}","Charisma"],["{@skill Deception}","Charisma","{@skill Persuasion}","Charisma"],["{@skill History}","Intelligence","{@skill Religion}","Intelligence"],["{@skill Insight}","Wisdom","{@skill Sleight of Hand}","Dexterity"],["{@skill Intimidation}","Charisma","{@skill Stealth}","Dexterity"],["{@skill Investigation}","Intelligence","{@skill Survival}","Wisdom"]],"name":"Skills and Associated Abilities","source":"ScreenSpelljammer","chapter":{"name":"Screen","index":0}},{"caption":"Initial Attitude","colLabels":["Attitude Roll Total","Initial Attitude"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["4 or lower","Hostile"],["5–8","Indifferent"],["9 or higher","Friendly"]],"name":"Initial Attitude","source":"ScreenSpelljammer","chapter":{"name":"Screen","index":0}},{"colLabels":["Distance","Notes"],"colStyles":["col-2","col-10"],"rows":[["250 feet","Long range for {@object ballista||ballistae}, {@object Mangonel||mangonels}, {@item shortbow|phb|shortbows}, {@item longbow|phb|longbows}, {@item light crossbow|phb|light crossbows}, and {@item heavy crossbow|phb|heavy crossbows}"],["500 feet","Long range for {@item longbow|phb|longbows} and {@object Mangonel||mangonels}; beyond the range of {@object ballista||ballistae} and crossbows"],["1,000 feet","Beyond the range of most ranged weapons"]],"name":"Ship-to-Ship Starting Distance","source":"ScreenSpelljammer","chapter":{"name":"Screen","index":0}},{"colLabels":["Size of Creature or Object Struck","Bludgeoning Damage"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Large","{@dice 4d10}"],["Huge","{@dice 8d10}"],["Gargantuan","{@dice 16d10}"]],"name":"Crashing","source":"ScreenSpelljammer","chapter":{"name":"Screen","index":0}},{"caption":"Shipboard Tasks","colLabels":["d12","Task"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Scrape barnacles off the hull."],["2","Scrub pots and dishes in the galley."],["3","Chop vegetables in the galley."],["4","Swab the deck or sweep the cargo hold."],["5","Update the ship's navigational charts, which requires cartographer's tools."],["6","Repair the captain's favorite pair of boots, which requires cobbler's tools. (A {@spell mending} spell also does the trick.)"],["7","Repair superficial damage to the ship, which requires carpenter's tools or woodcarver's tools. (A {@spell mending} spell also does the trick.)"],["8","Compose a new chantey, which requires a musical instrument."],["9","Entertain the crew with tall tales or gossip."],["10","Fix the captain's broken spyglass, which requires jeweler's tools or tinker's tools. (A {@spell mending} spell also does the trick.)"],["11","Teach the captain the basics of a language they don't already know."],["12","Prepare a tasty dinner for the captain's table, which requires cook's utensils."]],"name":"Shipboard Tasks","source":"ScreenSpelljammer","chapter":{"name":"Screen","index":0}},{"caption":"Ship Quirks","colLabels":["d10","Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A chatty but harmless spirit haunts the cargo hold."],["2","The excessive creaking of the hull echoes throughout the ship."],["3","Any creature that removes itself from the ship's {@item spelljamming helm|AAG} receives a startling but harmless magical shock."],["4","The ship's companionways are smaller than those found in most other similar vessels."],["5","The ship makes a groaning sound in what seems like defiance whenever it comes to a stop."],["6","The floor of the main deck is adorned with a stylized rendering of a mysterious star chart that pulsates occasionally with scintillating colors."],["7","The ship's air envelope has a salty, briny smell."],["8","Bulkheads throughout the ship have lines of poetry scrawled on them."],["9","Unattended tools often go missing, only to reappear {@dice 1d4} hours later in another part of the ship."],["10","A creature seated in the ship's {@item spelljamming helm|AAG} hears faint spacefaring chanteys in its mind except when the ship is under attack."]],"name":"Ship Quirks","source":"ScreenSpelljammer","chapter":{"name":"Screen","index":0}},{"caption":"Cheap Cargo","colLabels":["d12","Cargo"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Trunk containing ten outfits of {@item traveler's clothes|PHB} (2 gp each)"],["2","Crate containing one hundred bars of soap (2 cp each)"],["3","Twenty ballista bolts (5 gp each)"],["4","Coop containing fifty live chickens (2 cp each)"],["5","Crate containing twenty wheels of cheese (5 sp each)"],["6","Locked cage containing one friendly Beast of your choice"],["7","Ten 40-gallon barrels of fresh water"],["8","Ten crates, each containing fifty days of rations (25 gp per crate)"],["9","Locked cage containing one hostile Beast of your choice"],["10","Chest containing fifty {@item Perfume (vial)|PHB|vials of perfume} (2 gp each)"],["11","Crate containing fifty loaves of bread (2 cp each)"],["12","Ten 40-gallon barrels of ale (4 gp each)"]],"name":"Ship Cargo; Cheap Cargo","source":"ScreenSpelljammer","chapter":{"name":"Screen","index":0}},{"caption":"Expensive Cargo","colLabels":["d12","Cargo"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Crate containing fifty blank {@item Spellbook|PHB|spellbooks} (50 gp each)"],["2","Crate containing one hundred {@item Ink (1-ounce bottle)|PHB|1-ounce bottles of ink} (10 gp each) and one thousand sheets of {@item Parchment (one sheet)|PHB|parchment} (1 sp each)"],["3","Crate containing twenty {@item Potion of Healing||potions of healing}, {@item Alchemist's Fire (flask)|PHB|flasks of alchemist's fire}, or {@item Antitoxin (vial)|PHB|vials of antitoxin} (50 gp each)"],["4","Crate containing one hundred bottles of exquisite wine (25 gp each)"],["5","Set of exquisitely crafted furniture (2,500 gp)"],["6","Locked trunk containing five unloaded {@item Pistol||pistols} (250 gp each) and a box of 100 bullets"],["7","Locked case containing an exquisite Dragonchess set made of crystal or ivory (2,500 gp)"],["8","Locked trunk containing ten {@item Bomb||bombs} (150 gp each; see \"{@book Explosives|DMG|9|Explosives}\" in the {@book Dungeon Master's Guide|DMG})"],["9","Crate containing one hundred fireworks (25 gp each)"],["10","Crate containing five unloaded {@item Musket||muskets} (500 gp each) and a box of 100 bullets"],["11","Locked case containing five {@item Spyglass|PHB|spyglasses} (1,000 gp each)"],["12","Ten 20-pound {@item Gunpowder Keg||kegs of gunpowder} (250 gp each; see \"{@book Explosives|DMG|9|Explosives}\" in the {@book Dungeon Master's Guide|DMG})"]],"name":"Ship Cargo; Expensive Cargo","source":"ScreenSpelljammer","chapter":{"name":"Screen","index":0}},{"caption":"NPC Features","colStyles":["col-2","col-2","col-8"],"rows":[["{@creature Behtu|ToB1-2023}","+2 Str, +1 Dex","Fire Breath action; Bite attack; resistance to cold, fire, and lightning damage; {@sense darkvision} 60 ft.; walking speed of 20 feet, climbing speed of 20 feet; knows the Infernal and Behtu languages"],["{@creature Burrowling|ToB1-2023}","+2 Dex","Burrow Awareness and Pack Tactics traits; Bite and Claw attacks; {@sense darkvision} 60 ft.; burrowing speed of 10 feet"],["{@creature Deep One|ToB1-2023}","+2 Str, +1 Con","Amphibious and Frenzied Rage traits; Claw attack; resistance to cold damage and vulnerability to fire damage; {@sense darkvision} 120 ft.; swimming speed of 30 feet; knows the Void Speech language"],["{@creature Eonic Drifter|ToB1-2023}","+2 Int, +1 Dex","Drift Forward action; Call to the Future bonus action; proficiency in the {@skill History} skill; knows the Eonic, Giant, and Sylvan languages"],["{@creature Lemurfolk|ToB1-2023}","+2 Dex","Glide trait; Small size; {@sense darkvision} 60 ft.; walking speed of 30 feet, climbing speed of 20 feet; knows the Lemurfolk language"],["{@creature Noctiny|ToB1-2023}","+2 Cha, +1 Str","Eldritch Weapons and Magic Resistance traits; Eldritch Fury attack; immunity to the {@condition frightened} condition"],["{@creature Roachling Skirmisher|ToB1-2023|Roachling}","+2 Dex","Hardy and Unpleasant Scent traits; Small size; AC equals 11 + its Dexterity modifier; {@sense darkvision} 60 ft., {@sense tremorsense|MM} 10 ft.; walking speed of 25 feet"]],"name":"NPC Features Table; NPC Features","source":"ToB1-2023","chapter":{"name":"Appendix: NPCs","index":2}},{"caption":"Giant Trinkets","colLabels":["d6","Giant Trinket"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A giant's toothpick (a {@item dagger|PHB})"],["2","A giant's handkerchief (a {@item blanket|PHB})"],["3","A giant's marble (a crystal orb)"],["4","A giant's match (a {@item torch|PHB})"],["5","A giant's letter opener (a {@item longsword|PHB})"],["6","A giant's thimble (an {@item iron pot|PHB})"]],"name":"Giant Trinkets","page":16,"source":"BGG","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Elemental Marks","colLabels":["d6","Mark"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Small, benign motes of elemental energy, like pebbles or water droplets, float around your head."],["2","Your skin harmlessly feels blazing hot or freezing cold (your choice)."],["3","You have a faint scent reminiscent of your primordial nexus home, like petrichor, ozone, or smoke."],["4","Sparks flicker in your eyes whenever you are angry or excited."],["5","Patches of your skin are veined with stone, like marble or obsidian."],["6","Your hair ripples as if moved by an unseen current."]],"name":"Elemental Marks","page":16,"source":"BGG","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Underground Quirks","colLabels":["d6","Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You've seen few colors, instead primarily experiencing the world in shades of black and white."],["2","Your eyes lack pigment and appear translucent."],["3","You vaguely recall a phenomenon called \"rain,\" during which fresh water fell from above."],["4","Your ears are used to the echo of empty caverns, and the bustling noises of the surface are distracting for you."],["5","The idea of a space with no ceiling terrifies you."],["6","You're desperate to touch a cloud. You don't know what it will feel like, but you hope it's fluffy."]],"name":"Underground Quirks","page":16,"source":"BGG","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Tall Tales","colLabels":["d6","Tall Tale Connection"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You stumbled into a giant castle in the sky when you were younger, but no one believed your story. You aim to prove them wrong."],["2","A loved one died mysteriously at sea. You swore the culprit was a sea leviathan everyone else dismissed as a myth, and you seek vindication and revenge."],["3","Stories say you're descended from a legendary giant-killer, and you strive to uphold that legacy."],["4","A city's legends claim the neighboring landscape is the work of some ancient giant sculptor or rampaging titanic beast—or is itself a sleeping giant. You seek to discover the truth of the land's origin."],["5","A relative once returned home claiming to have found a strange island inhabited by ancient, larger-than-life creatures. Because of this, your family became the town laughingstock, and you seek to redeem your family's reputation."],["6","Your sibling says giants and other enormous creatures are stories for children. You hope to slay such a creature and bring back proof of their existence out of spite."]],"name":"Tall Tales","page":17,"source":"BGG","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Huge Behaviors","colLabels":["d8","Behavior"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The giant has a pet (a {@creature panther}, a {@creature wolf}, or a {@creature giant weasel}) that sits on the giant's lap or shoulder."],["2","The giant swats at a murmuration of starlings as if it were a cloud of gnats."],["3","The giant uses a {@item dagger|PHB} as a toothpick, a {@item greatsword|PHB} as a letter opener, or a pair of {@item Javelin|PHB|javelins} as knitting needles."],["4","The giant carefully lifts Humanoids (cradling their heads to avoid injury) to see and hear them better."],["5","The giant exclaims with admiration at the fine detail and exquisite articulation of the characters' armor."],["6","The giant fidgets with the skulls of Humanoids."],["7","The giant drinks from a barrel as a human would from a waterskin."],["8","The giant takes a messy bite from a large melon held in one hand."]],"name":"Size; Huge Behaviors","page":21,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Life Spans","colLabels":["Giant Kind","Life Span"],"colStyles":["col-6","col-6"],"rows":[["Hill","200 years"],["Frost","250 years"],["Fire","350 years"],["Cloud","400 years"],["Storm","600 years"],["Stone","800 years"]],"name":"Age; Life Spans","page":22,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ancient Behaviors","colLabels":["d8","Behavior"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The giant addresses Humanoids as citizens of a fallen realm (equivalent to calling people in the real world \"Babylonians\")."],["2","The giant burdens conversation with irrelevant historical context."],["3","The giant is curious about minute details of fashion, slang, and popular culture among Humanoids."],["4","The giant is a hopeless procrastinator, always convinced there will be time later for any task."],["5","The giant is prone to reminiscing about friends and family members who have died."],["6","The giant is unwilling to accept any problems as truly urgent."],["7","The giant is determined to wring every possible ounce of enjoyment from each day."],["8","The giant is convinced that giants were meant to use their long lives to make a mark on the world."]],"name":"Age; Ancient Behaviors","page":22,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Loud Behaviors","colLabels":["d6","Behavior"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The giant constantly (and loudly) encourages smaller creatures to speak up."],["2","The giant's thoughtful \"hmm\" causes a rumbling vibration in the ground and the pit of listeners' stomachs."],["3","The giant's exclamation of surprise or anger briefly sets listeners' ears ringing."],["4","The giant's sneeze, snore, or sigh rattles windows or blows leaves off trees."],["5","The giant's laughter feels like a small earthquake."],["6","The giant's armor or weapons clang thunderously."]],"name":"Volume; Loud Behaviors","page":22,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Proud Behaviors","colLabels":["d8","Behavior"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The giant ignores smaller creatures unless they offer the giant obeisance and flattery."],["2","The giant refuses to bend over, sit, or kneel in the presence of smaller creatures."],["3","The giant ignores the names of smaller creatures, referring to them with generic labels (such as \"human\" or \"armor shaker\")."],["4","The giant's first reaction to smaller creatures—even when threatened or presented with a terrible problem—is laughter."],["5","The giant constantly demeans or patronizes smaller creatures, calling them \"tiny,\" \"insignificant,\" \"babies,\" \"pests,\" \"vermin,\" or similar terms."],["6","The giant won't speak any language but Giant."],["7","The giant erupts in rage at the slightest sign of insult or disrespect from a smaller creature."],["8","The giant addresses smaller creatures in a tone that drips with condescension and refuses to take them seriously."]],"name":"Pride; Proud Behaviors","page":22,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Giants' Names","colLabels":["d10","Hill","Stone","Frost","Fire","Cloud","Storm"],"colStyles":["col-1-8 text-center","col-1-7","col-1-7","col-1-7","col-1-7","col-1-7","col-1-7"],"rows":[["1","Adj","Brunnar","Estia","Ashvalk","Alastrah","Adana"],["2","Bor","Delveni","Flakkar","Askavar","Cressaro","Bullrak"],["3","Cug","Frasta","Grugnur","Brasalag","Eigeron","Eblixten"],["4","Dop","Kragsten","Gurdrim","Brimskarda","Kaaltar","Mirran"],["5","Gug","Maddag","Jokalla","Glodden","Lissia","Nym"],["6","Kru","Olhuud","Kallen","Osaglod","Messet","Orlekto"],["7","Moog","Pashka","Luskig","Snurre","Mollen","Serissa"],["8","Noad","Ralden","Rimna","Svavehild","Nedimma","Shaldoor"],["9","Paff","Steyras","Storvald","Tartha","Santar","Uthor"],["10","Tig","Thonna","Thryggid","Zaltasker","Thullen","Vaasha"]],"name":"Giants' Names","page":23,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Giants and the Ordning","colLabels":["d10","Ranking","Status"],"colStyles":["col-2 text-center","col-2","col-8"],"rows":[["1","High","Very protective of that high status and angling to get even higher"],["2","High","Hoping to improve but not doing much to pursue an increase in status"],["3","High","Unconcerned with maintaining that status"],["4","Medium","On the rise"],["5","Medium","Contented"],["6","Medium","In a state of decline"],["7","Low","Despairing after years of steady decline"],["8","Low","Desperate to improve"],["9","Low","Resigned to that status"],["10","Outcast","Shunned by giant society"]],"name":"Giants and the Ordning","page":24,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Cloud Giant Wealth","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A cloud giant seeks to gain wealth by investing in an adventuring party (perhaps giving the characters magic items or other valuables) in exchange for a share of the party's rewards."],["2","A cloud giant hosts an art gala in a cloud castle to display their wealth, providing an opportunity for the characters to retrieve an important magic item from the giant's collection."],["3","Wishing to one-up rivals, a cloud giant seeks adventurers to hunt exotic monsters for a lavish banquet."],["4","With two nations on the brink of war, the characters discover cloud giants are betting on the outcome—and at least one giant is meddling behind the scenes to increase the likelihood of one side winning."],["5","A cloud giant who recently lost a large amount of money on bad bets tries to recoup those losses by plundering a royal treasury or the adventurers' stronghold."],["6","A cloud giant offers to buy the adventurers' services as an extravagant (and useful) gift for another giant."]],"name":"The Ordning; Cloud Giant Wealth","page":24,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Fire Giant Skill","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A fire giant demands payments from miners transporting a rare ore through a mountain pass. The miners seek adventurers to intervene."],["2","The characters acquire a broken magic weapon that only a renowned fire giant smith can repair."],["3","The characters find a giant-crafted sword—a magical masterpiece; when word of their find gets out, the artisan's descendants come looking for the sword."],["4","When the characters' enemies take refuge in a giant-built ruin, an ambitious fire giant offers to help the characters get inside in return for a share of the treasure."],["5","A fire giant captures a renowned Humanoid smith in the hope of learning a new technique, and the smith's spouse begs the adventurers to help."],["6","A fire giant offers adventurers an extravagant sum for metal ore retrieved from another plane of existence."]],"name":"The Ordning; Fire Giant Skill","page":24,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Frost Giant Might","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Planning to claim all the credit, a frost giant seeks the help of powerful adventurers to defeat a foe the giant could never handle alone."],["2","A frost giant wants help obtaining a {@item manual of gainful exercise} believed to be in a dragon's hoard."],["3","A low-ranking frost giant prefers to be surrounded with weaker creatures and so leads a band of Humanoid brigands. A merchant council asks for aid against them."],["4","A frost giant keeps a defeated foe's head as a trophy; the foe's family wants justice—and the head back—and asks adventurers for help."],["5","Two groups of frost giants meet near a mountain pass. When their wrestling matches cause avalanches, travelers who rely on the pass ask for help."],["6","A frost giant destroys works of Humanoid construction—such as bridges, barns, and walls—as a show of strength. Affected farmers beg for help."]],"name":"The Ordning; Frost Giant Might","page":24,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Stone Giant Artistry","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A stone giant has been throwing stones near a city in the mountains. The mayor seeks help to protect the city from the destructive effects of the boulders."],["2","A famous Humanoid sculptor attracts stone giants to the sculptor's town. The struggling town seeks protection from the rowdy giants, who thoughtlessly cause great damage because they believe they're in the dream world."],["3","The characters' discovery of a huge, raw onyx attracts the attention of a stone giant who wants to carve the stone."],["4","A stone giant traveler hones their skills by carving a relief into a city's walls. The city's rulers and masons beg for help."],["5","Characters traveling underground encounter feuding stone giants who accuse each other of destroying their artwork; the characters can end the feud by finding the actual vandal (perhaps a third giant, a group of duergar, or an unwitting {@creature umber hulk})."],["6","A stone giant tries to manipulate characters into killing a fierce rival."]],"name":"The Ordning; Stone Giant Artistry","page":24,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Rejecting the Ordning","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A giant wanders into a settlement of Humanoids looking for an opportunity to use talents the giant's kin do not value, but the giant is greeted with suspicion and hostility. The giant seeks adventurers to help negotiate peace with the settlement."],["2","Characters must find a wise giant who has pursued specialized knowledge instead of excellence within the ordning."],["3","A giant tries to use the characters as pawns in a scheme to subvert the ordning and increase the giant's status."],["4","A charismatic leader gathers giants of different kinds into a mighty war band, intending to conquer and settle lands inhabited by Humanoids who seek adventurers' protection."],["5","A {@creature storm giant} asks adventurers to kill a revolutionary before the ordning is irrevocably disrupted."],["6","A family of giants joined a cult of Elemental Evil and quickly took over the leadership, sorting its membership into a new hierarchy and creating dissension within the ranks—which the adventurers can use as they try to foil the cult's evil schemes."],["7","A giant serving a demon lord attacks a town. The town's leaders ask the characters to retaliate against the giant's kin—which is exactly what the demon cultist was hoping for."],["8","A group of giants seeks adventurers to deal with a surge of demon cult activity within the giants' community."]],"name":"Rejecting the Ordning","page":26,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Gods of the Ordning","colLabels":["Name","Alignment","Suggested Cleric Domains","Symbol"],"colStyles":["col-2","col-2 text-center","col-4","col-4"],"rows":[["Annam","LN","{@class Cleric||Knowledge|Knowledge}","Two hands, wrists crossed, with fingers pointing downward"],["Diancastra","CN","{@class Cleric||Trickery|Trickery}","Journey rune"],["Grolantor","CE","{@class Cleric||War|War}","Wooden club"],["Hiatea","N","{@class Cleric||Life|Life}, {@class Cleric||Nature|Nature}","Flaming spear"],["Iallanis","NG","{@class Cleric||Light|Light}, {@class Cleric||Peace|Peace|TCE}*","Garland of flowers"],["Karontor","NE","{@class Cleric||Death|Death|DMG}, {@class Cleric||Knowledge|Knowledge}","Broken shackles"],["Memnor","N or NE","{@class Cleric||Knowledge|Knowledge}, {@class Cleric||Trickery|Trickery}","Black obelisk"],["Skoraeus","N","{@class Cleric||Knowledge|Knowledge}","Stalactite"],["Stronmaus","NG","{@class Cleric||Life|Life}, {@class Cleric||Tempest|Tempest}","Forked lightning bolt descending from a cloud partly obscuring the sun"],["Surtur","LE","{@class Cleric||Forge|Forge|XGE},** {@class Cleric||Knowledge|Knowledge}, {@class Cleric||War|War}","Flaming sword"],["Thrym","CE","{@class Cleric||War|War}","White double-bladed axe"]],"name":"Gods and Religion; Gods of the Ordning","page":27,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Annam's Children Adventures","colLabels":["d12","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A storm giant prophet claims a revelation from Annam and begins a campaign of unification and conquest to prepare the way for the All-Father's return. A rival asks adventurers to stop the prophet."],["2","A mysterious woman leads adventurers through a perilous dungeon to find an ancient giant queen's crown. In the end, she reveals herself to be Diancastra and either blesses or curses the adventurers, depending on how they acted."],["3","A stone giant recluse asks adventurers to help stop a hill giant who has gathered a band of other giants and is plundering nearby giant steadings in Grolantor's name."],["4","A fire giant priest of Hiatea warns a city of a titanic monster wandering nearby. The city asks adventurers for aid, and the priest offers to help."],["5","A cloud giant priest of Iallanis seeks a neutral party to negotiate a truce between warring giant families whose conflict threatens a town."],["6","Adventurers investigating a series of kidnappings discover a stone giant carrying people into the Underdark as an offering to Karontor."],["7","Adventurers sent as emissaries to a cloud giant enclave find the place in chaos, sown by a devotee of Memnor in a bid to seize power."],["8","Adventurers find a stone giant community in distress because its priest of Skoraeus has not returned from a pilgrimage to the Underdark. The giants suspect the priest has been captured by mind flayers."],["9","Adventurers are shipwrecked in a mighty storm and rescued by storm giants, who believe the storm is a message from Stronmaus and are trying to discern its meaning."],["10","A metallic dragon wyrmling asks adventurers for help stopping a fire giant who is slaughtering older dragons. The giant hopes to provoke a conflict between giants and dragons that will lead to Surtur cleansing the world with fire."],["11","When winter stretches too long, food grows scarce and a priest of Thrym leads a hunting band to prey on the beleaguered people, who seek adventurers' protection."],["12","A frost giant seeks help protecting a strange baby giant whom she believes to be a child of Annam who will herald a new age for all giantkind."]],"name":"Gods and Adventures; Annam's Children Adventures","page":33,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Interloper Gods Adventures","colLabels":["d10","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A giant who worships Vaprak leads ogres and ettins in a rebellion against their steading. The leaders ask adventurers for help."],["2","Adventurers traveling underground become lost in a labyrinthine network of passages and are hunted by stone giant cultists of Baphomet."],["3","A storm giant devotee of Demogorgon begins summoning the Prince of Demons in a sea cave, but before the ritual is complete, hordes of aquatic monsters swarm the area. Local fishers seek protection."],["4","After being cast out from a steading, a frost giant devotee of Kostchtchie attacks caravans. The drivers hire adventurers as guards."],["5","The characters discover a large horde of gnolls attacking a hill giant steading, but the more gnolls the hill giants kill (and eat), the more the giants seem to change into demonic forms."],["6","The characters experience a series of small earthquakes while visiting a mountain town. Their investigation suggests Evil Earth cultists might be active nearby, practicing for a larger catastrophe. A stone giant leads the cult."],["7","Adventurers encounter a longboat crewed by frost giant cultists of Evil Water, which is plundering a busy trade route."],["8","Forest gnomes seek protection from Evil Fire cultists who are burning the forest, having grown impatient waiting for Surtur to cleanse the world in flames."],["9","A storm giant cultist of Evil Air unleashes an endless storm upon a thriving seaport. The locals ask for help."],["10","A fire giant opens a gateway to the Nine Hells in the heart of a volcano. Locals seek protection from the lava and marauding fiends."]],"name":"Gods and Adventures; Interloper Gods Adventures","page":33,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Recluses","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Adventurers stumble upon a giants' enclave where a deadly plague wiped out most of the inhabitants. One survivor remains, tending the site and trying to hold back the ravages of time."],["2","A new settlement in a remote region seeks to hire adventurers to get rid of a giant lairing nearby. The giant just wants to be left alone and is tired of having to move every few decades as other creatures crowd too close to the giant's dwelling."],["3","Adventurers are hired to deal with a rampaging wild beast, but they discover the beast has a collar. The beast's owner is a giant who was forced to move recently, and the beast got lost trying to find its new home."],["4","A wandering giant comes to a city looking for people who are knowledgeable about the world and might possess maps of remote regions. City authorities point the giant to the adventurers."],["5","An approaching giant alarms the people of a small town, who ask the adventurers to protect them. But the peaceful giant is just searching for a new community of giants to join after fleeing a community ravaged by internal conflict. The giant agrees to leave the town in peace if the adventurers will help find a new home for the giant."],["6","Adventurers stumble across the humble abode of a reclusive giant who is hungry for company and doesn't want them to leave."]],"name":"Recluses","page":35,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Exiles","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Characters get entangled in the affairs of a criminal gang operating in a major city and eventually discover the gang's leader is a giant whose headquarters is a huge warehouse at the city's outskirts."],["2","Adventurers discover a secret cult conducting sinister rites in a vast mansion where a giant lives in luxury."],["3","A giant takes up residence in a city and demands a huge share of tax revenue in exchange for protecting the city from outside threats."],["4","An adventurer receives an exclusive invitation to study a topic of interest (perhaps giants' sagas or religion), but the invitation seems suspicious—demanding secrecy, traveling to a remote place, and so on. The teacher is a giant living near a city who is trying not to attract attention."],["5","A group of adventurers—supplied with superior equipment and information by their giant patron—pursues the same goal as the characters."],["6","A giant who lives in a city asks the characters to take the giant's teenage child with them on their next adventure. (See the \"{@book Giant Children|BGG|2|Giant Children}\" sidebar for suggestions on how to represent the teenage giant with a stat block.)"]],"name":"Exiles","page":35,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Bands","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A band of giants is spotted near a town, and the adventurers are asked to dissuade the giants from coming any closer."],["2","A raiding band of giants draws disaffected citizens of the region to join its ranks. The region's desperate despot hires adventurers to fight the giants."],["3","A giant-led cult devoted to a demon lord or Elemental Evil wreaks destruction across the countryside."],["4","A band of nature-revering giants seeks adventurers' help dealing with a corruption spreading through the local flora and turning animals into Aberrations."],["5","A band of hunting giants has driven its prey—enormous beasts—into pastureland. The local farmers seek help."],["6","Devout giants live a monastic life at a sacred site with vast magical power—power the adventurers require to deal with a cosmic threat."]],"name":"Bands","page":36,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Families","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","After a family of giants plunders a farming village of grain and livestock, adventurers are asked to track the raiders to their lair and prevent any further raids."],["2","After a devastating storm, a lost giant child wanders into a settlement, looking for help getting home."],["3","A giant begs adventurers for help after a family member becomes possessed by a murderous ghost."],["4","Lost or stranded in the wilderness, the adventurers stumble upon a giant family's home."],["5","Adventurers follow or track a fugitive to a giant family's home, where the villain hides from both the giants and the characters."],["6","Characters seeking a mighty magical artifact learn it was lost during a battle against giants, and magical divination reveals it's now an heirloom treasured by a family of giants."]],"name":"Family; Families","page":37,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Steadings","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A young giant looks for adventurers' help turning the rest of the steading, including the young giant's family, away from the worship of a demon lord."],["2","The only possible source to learn about an ancient evil threatening the world is a steading of giants who preserved a detailed history of the evil's previous appearance thousands of years ago."],["3","Giants raided a village and took several prisoners to their steading, and adventurers must free them."],["4","An evil conqueror tries to recruit giants from a steading, which would be disastrous for the peaceful peoples standing against the conqueror. Adventurers are asked to make sure no alliance is made."],["5","A dozen people arrive in a small town after escaping from captivity in a giant steading. Their fierce habits disrupt the peace in the town while they look for heroes who can help free the remaining captives."],["6","A metallic dragon asks adventurers to help reclaim the dragon's lair, which has been occupied by giants."]],"name":"Steadings","page":37,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Settlements","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Adventurers track marauding giants to a settlement where a cult of an interloper god dominates about half the steadings. The giants who remain faithful to the gods of the Ordning are barricaded in their steadings."],["2","Adventurers are sent on a diplomatic mission to a giant sovereign to ask permission to open new mines in the giants' territory."],["3","Adventurers need to infiltrate a giants' settlement to discover who is leading its ruler on the path to war."],["4","The death of a giant monarch is an opportunity for adventurers to help a giant who has a peaceable attitude toward smaller folk to claim the throne."],["5","Characters investigating a magical catastrophe discover that it engulfed a giants' settlement, and the giants need help dealing with its effects."],["6","Adventurers are asked to deliver a ransom to a giants' settlement to secure the freedom of a very important captive, but the giants decide the adventurers would be even more valuable captives!"]],"name":"Settlements","page":38,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Hidden Rune Adventures","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","While exploring an ancient giant ruin, adventurers encounter an agent of the Hidden Rune who tries to drive them from the ruin."],["2","After adventurers discover an artifact made by ancient giants, an agent of the Hidden Rune approaches them and demands the item for the order's archive."],["3","A collector hires adventurers to retrieve stolen items, but the thief has already sold the items to a giant. The chase could lead all the way to the Elemental Plane of Earth."],["4","An agent of the Hidden Rune is unable to open the sealed entrance to an ancient ruin. The giant lures adventurers there, hoping they'll figure it out."],["5","A comet appears in the sky, last seen when giants ruled the world. Adventurers discover there is information about the comet in the Hidden Rune's archive, if the giants can be persuaded to share it."],["6","An agent of the Hidden Rune steals an important artifact and flees to another world, but the adventurers have a chance to follow."]],"name":"Hidden Rune Adventures","page":39,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Eternal Throne Adventures","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Characters arriving in a remote village are greeted by a stern giant who urges them to move along quickly, as the town is under the giant's protection."],["2","A wandering knight of the stewards asks adventurers for help closing a planar portal that is allowing demons to spill across the countryside."],["3","A Fiend or Undead hunted by a knight of the stewards poses as human and tells adventurers the giant is a dangerous marauder."],["4","A giant knight is convinced the adventurers pose a threat and must be eliminated."],["5","Following rumors of a \"dangerous giants' hideout\" in the mountains, the adventurers discover a bastion of the stewards."],["6","After defeating a terrible evil, the adventurers receive an invitation to a stronghold of the stewards, where they are welcomed warmly and offered a peaceful life in the bastion if they agree to help protect it."]],"name":"Eternal Throne Adventures","page":40,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Worldroot Circle Adventures","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Giants of the Worldroot Circle need smaller adventurers to brave the caves beneath their world tree to stop whatever is gnawing or corrupting its roots."],["2","A druid who saw the root of the world in a vision hires adventurers for protection on a pilgrimage to the site, which is guarded by the Worldroot Circle."],["3","Long ago, the Worldroot Circle helped seal portals where invaders from another plane broke through. Now one of those portals has reopened, and the characters must find giants to reseal it."],["4","Multiple oracles see visions of a great evil entering the world through a portal at its root, so adventurers are sent to find the place and ensure the portal doesn't open. They arrive to find giants of the Worldroot Circle locked in a losing battle to hold back the evil."],["5","The characters find a magic staff made from a branch of a world tree, but the staff gives its owner haunting dreams that echo the Worldroot Circle's rites."],["6","A giant of the Worldroot Circle comes to a city and insists a portal to the Far Realm has opened somewhere inside. Adventurers are tasked with helping the giant find and seal the portal."]],"name":"Worldroot Circle Adventures","page":41,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Initial Attitudes","colLabels":["Attitude Roll Total","Initial Attitude"],"colStyles":["col-2","col-10"],"rows":[["4 or lower","Hostile"],["5–8","Indifferent"],["9 or higher","Friendly"]],"name":"Initial Attitudes","page":44,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Giantkind Encounters","colLabels":["d8","Encounter Table"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@book Cloud Giant Encounters|BGG|3|Cloud Giant Encounters}"],["2","{@book Death Giant Encounters|BGG|3|Death Giant Encounters}"],["3","{@book Fire Giant Encounters|BGG|3|Fire Giant Encounters}"],["4","{@book Fomorian Encounters|BGG|3|Fomorian Encounters}"],["5","{@book Frost Giant Encounters|BGG|3|Frost Giant Encounters}"],["6","{@book Hill Giant Encounters|BGG|3|Hill Giant Encounters}"],["7","{@book Stone Giant Encounters|BGG|3|Stone Giant Encounters}"],["8","{@book Storm Giant Encounters|BGG|3|Storm Giant Encounters}"]],"name":"Giantkind Encounters","page":44,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Against the Giants","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Adventurers find a village completely deserted, with tracks leading to a hill giant steading. Can they rescue the surviving villagers and livestock before the {@creature Hill Giant||hill giants} eat them all?"],["2","A family of {@creature Stone Giant||stone giants} fell under the sway of Lolth and allied with Lolth-worshiping drow to raid the surface. Adventurers must break the alliance or eliminate the stone giants if necessary."],["3","An especially harsh winter is accompanied by roving bands of {@creature Frost Giant||frost giants} and {@creature Winter Wolf||winter wolves} preying on travelers."],["4","{@creature Fire Giant||Fire giants} send {@creature Hell Hound||hell hounds} into mine tunnels to chase the miners out, then send their own azer servants to plunder the mineral-rich mines. The miners seek help to reclaim their mines."],["5","A clever {@creature cloud giant} plays several other powerful creatures against each other and against nearby Humanoids. Eliminating the giant will return the volatile situation to an uneasy status quo."],["6","A {@creature frost giant} leads a mixed band of weaker giants in a campaign of bloodlust to honor Thrym or a demon lord."],["7","After a villainous group slays a young {@creature storm giant}, the giant's parent unleashes an undiscriminating campaign of vengeance against any \"interfering little gnats\" living nearby."],["8","As characters explore a steading belonging to one kind of giant (you can roll a {@dice d6} on this table to decide why the characters are there), they discover an honored guest of a more powerful giant kind who is coordinating the weaker giants' activities."]],"name":"Against the Giants","page":55,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Clash of Titans","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Frost giants besiege a fire giant settlement, disrupting travel and trade across the region. Injured frost giants shelter in nearby towns, demanding the people there serve them while they recover."],["2","A dragon and a giant, in the middle of a fierce battle, suddenly fall from the sky into a town square. Neither combatant is concerned about protecting the people around them."],["3","Hired to guard a caravan heading to a remote mountain town, adventurers find the pass blocked with rockslides caused by stone giants at play."],["4","A group of giants (perhaps members of the Stewards of the Eternal Throne, described in {@book chapter 2|BGG|2|Stewards of the Eternal Throne}) warns a city that the {@creature tarrasque} is approaching and asks for heroes to evacuate the city while the giants hold the monster at bay."],["5","A terrifying storm lashes a fishing village for days. After helping people get to safety, the adventurers investigate the storm, and they discover a storm giant locked in battle with a kraken nearby."],["6","After slumbering for centuries, a {@creature scion of Grolantor|BGG} (described in {@book chapter 6)|BGG|6|Hill Scion}, begins to stir. The residents of the farming village built on the sleeping giant's back seek help evacuating."]],"name":"Clash of Titans","page":56,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Delve into the Past","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","During a long drought, the water level of a lake lowers, revealing huge structures at its bottom."],["2","A sinkhole releases strange monsters into the surface world, and characters who investigate discover a ruined stronghold in its depths."],["3","An eccentric aristocrat finances an expedition to a remote ruin to retrieve giant-made art and artifacts."],["4","The characters' research suggests the last known location of the {@item Axe of the Dwarvish Lords} (or some other artifact they want to retrieve) was in an ancient giant stronghold."],["5","Adventurers tracking a monster discover its lair in an ancient giants' ruin. While they hunt the monster, they can also piece together the history of the place."],["6","Characters exploring a strange ruin accidentally trigger magic that causes seven flying castles—including the one the characters are in—to rise into the sky from where they had fallen."]],"name":"Delve into the Past","page":57,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Giant-Sized Schemes","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The ghost of a murdered giant monarch appears to the monarch's heirs and demands they claim vengeance. The heirs and the murderer end up in a wide-ranging conflict that threatens to devastate settlements near the giants' realm."],["2","Convinced she is the rightful ruler of another giant's domain, a giant launches an invasion, heedless of the inhabitants of the lands between the giants' realms."],["3","Believing his sovereign has violated the ordning by promoting an inferior giant instead of him, a scheming giant hires adventurers to undermine the sovereign's authority."],["4","Seeking to impress a fire giant, a frost giant tries to bind a powerful elemental, but the elemental escapes and rampages across the region."],["5","A dejected storm or cloud giant causes a drought or flooding across nearby farmlands."],["6","After being insulted by a giant sovereign, a noble giant schemes to open a portal to the Abyss and summon a demon lord to destroy the sovereign's settlement. The site becomes a festering sinkhole of evil as demons roam the surrounding area."]],"name":"Giant-Sized Schemes","page":57,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Into the Giant Realms","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A fissure opens during an earthquake, and ordinary means can't determine its depth. Adventurers are asked to explore it and determine the source of the light that is barely visible far below."],["2","Characters find a coded journal in a dragon's treasure hoard, indicating a path to a hidden paradise."],["3","Adventurers find a giant-sized ring inscribed with the sigil sequence for a teleportation circle."],["4","An enormous stone archway is carved with symbols that, when touched in the correct sequence, activate a portal."],["5","A strange map shows a road where no road exists. During solstices, the road appears and stretches in an impossible direction to a mysterious destination."],["6","Characters acquire a broken piece of an artifact that magically guides them to the location of another piece, which is in a realm of giants."]],"name":"Into the Giant Realms","page":58,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Giant Patrons","colLabels":["Giant Role","Group Patron Type"],"colStyles":["col-4 text-center","col-8 text-center"],"rows":[["{@book Boss|BGG|3|Boss}","Criminal Syndicate"],["{@book Financier|BGG|3|Financier}","Aristocrat"],["{@book Seer|BGG|3|Seer}","Ancient Being"],["{@book Sovereign|BGG|3|Sovereign}","Sovereign"],["{@book Tutor|BGG|3|Tutor}","Academy"],["{@book Warleader|BGG|3|Warleader}","Military Force"]],"name":"Giant Patrons","page":59,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Boss Assignments","colLabels":["d6","Assignment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Thieves stole the giant's most precious treasure and fled into the sewers, where the giant can't follow. Hunt the thieves and retrieve the treasure."],["2","A rival gang is encroaching on the giant's territory. Spy on these rivals, and identify the best place for the giant to strike to shut them down for good."],["3","Somebody who works for the giant is stealing. Find out who it is, and make sure they never think about double-crossing the giant again."],["4","The giant has a score to settle with a powerful foe (perhaps a dragon, a {@creature beholder}, or another monstrous crime lord). Make sure the boss survives!"],["5","The boss wants a treasure that's being held in an underground refuge the giant can't enter. Plan and execute the perfect heist."],["6","Another group of adventurers refuses to serve the boss anymore. Find them and convince them to return, or join forces with them to topple the giant."]],"name":"Boss Assignments","page":59,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Financier Assignments","colLabels":["d6","Assignment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Follow a map found in an ancient tome to a long-forgotten ruin in search of treasure or lore."],["2","Find a new route around or across inhospitable terrain such as a desert or ocean."],["3","Delve into the Underdark in search of deposits of rare magical crystal, and map your route so miners can retrace it."],["4","Sabotage the business of a rival giant."],["5","Guard a wagon or caravan hauling goods to a remote settlement of giants."],["6","Venture into a desolate wasteland to find the undiscovered ruined city at the center and identify the catastrophe that devastated the region."]],"name":"Financier Assignments","page":59,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Seer Assignments","colLabels":["d6","Assignment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Help the giant re-create an ancient ritual that should reveal an omen or revelation from Annam."],["2","Steal the research notes of some ancient sage (perhaps a dragon or a yugoloth), which hold information pertinent to Annam's activities."],["3","Explore the ruins of an ancient temple to Annam, looking for records of revelations or prophecies."],["4","Follow a devastating storm across the countryside, carefully mapping its path and cataloging the destruction left in its wake."],["5","Brave a dragon's hoard to steal a device that tracks the positions of invisible celestial bodies."],["6","Search for clues pointing to the location of the {@item Adze of Annam|BGG} (described in {@book chapter 5|BGG|5|Adze of Annam}) or some other artifact related to the gods of the Ordning."]],"name":"Seer Assignments","page":60,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Sovereign Assignments","colLabels":["d6","Assignment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Steal intelligence from an enemy giant sovereign."],["2","Weaken or remove a rival to the sovereign's rule—an ambitious general, fanatical priest, or jealous sibling."],["3","Root out corruption or disloyalty among the giants, and eliminate their abuse of their strength to exploit the settlement's smaller inhabitants."],["4","Bring gifts to a powerful dragon—and convince it not to destroy the settlement of giants."],["5","Suppress (or secretly aid) an underground rebellion among the smaller folk of the settlement."],["6","While pretending to entertain visiting diplomats, try to discover their secret reason for visiting."]],"name":"Sovereign Assignments","page":60,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Tutor Assignments","colLabels":["d6","Assignment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Capture and document the elemental hulks (see {@book chapter 6|BGG|6}) or other creatures that inhabit a remote valley, island, or cavern."],["2","Explore the effects of a planar nexus on spellcasting, creatures, and magic items."],["3","Delve into an ancient ruin to discover the nature of the plague, conflict, or magical catastrophe that exterminated the giants who once lived there."],["4","Find the secret demiplane where an ancient city of giants was hidden to avoid catastrophe."],["5","Find a set of artifacts that was plundered and scattered when a settlement of giants fell."],["6","Plumb the secrets of a sect of giants that was wiped from the face of the earth by the gods' wrath."]],"name":"Tutor Assignments","page":60,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Warleader Assignments","colLabels":["d6","Assignment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Take out a champion or commander at the rear of a mass of enemy forces."],["2","Oversee the defense of a supply depot when enemies attack."],["3","Sabotage or steal a powerful magical weapon before enemies can use it against the giant's forces."],["4","Gather information on enemy troop numbers, placements, composition, or supply routes."],["5","Protect the giant's forces from an attacking dragon."],["6","Suppress the activities of bandits and rebels within the giant's territory."]],"name":"Warleader Assignments","page":61,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"World-Shaking Events","colLabels":["d8","Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A giant who claims prophetic inspiration from Annam unites scattered bands of giants into a powerful political and militaristic force."],["2","The death of a storm giant sets off a wide-ranging struggle among various giant leaders to fill the resulting power vacuum."],["3","A cataclysmic disaster (such as a volcanic eruption, unending winter, or relentless storm) displaces both giants and smaller folk from their homes; only later do adventurers discover giants caused the disaster."],["4","A mighty army led by giants launches an invasion of its neighbors, secretly motivated by the desire to access an ancient ruin in neighboring territory."],["5","Humanoids mobilize to overthrow their giant oppressors, but the Humanoids are hopelessly outmatched in battle."],["6","One of the giants' organizations described in {@book chapter 2|BGG|2|Organizations} is founded or comes to this world for the first time."],["7","A group of giants sailing in enormous boats makes landfall in an area inhabited by Humanoids, marking each people's first awareness of the other and the lands they inhabit."],["8","A small but growing number of giants believe the adventurers might be the fulfillment of an ancient prophecy that means they will bring about the return of Annam—and either the downfall or the resurgence of the giants."]],"name":"Campaign Events; World-Shaking Events","page":62,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Howling Iceberg Tunnels","colLabels":["d10","Destination"],"colStyles":["col-2 text-center","col-10"],"rows":[["1–4","A planar portal leading to the Frostfell"],["5–8","A planar portal leading to Pandemonium"],["9–10","The cavern where the Frostfell Shard rests"]],"name":"Howling Iceberg Tunnels","page":88,"source":"BGG","chapter":{"name":"Giant Enclaves","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Star Forge Item Creation","colLabels":["Rarity","Material Cost","Check DC"],"colStyles":["col-4","col-5 text-right","col-3 text-right"],"rows":[["Common","100 gp","10"],["Uncommon","500 gp","15"],["Rare","5,000 gp","20"],["Very Rare","50,000 gp","25"],["Legendary","500,000 gp","30"]],"name":"Star Forge Item Creation","page":98,"source":"BGG","chapter":{"name":"Giant Enclaves","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Cloud Giant Bag Items","colLabels":["d12","Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A 4-foot-diameter gourd"],["2","A massive mortar and pestle"],["3","A gilded birdcage, large enough to hold a Medium creature, worth 50 gp"],["4","A giant-sized silver ring set with blue crystals, worth 75 gp"],["5","A large, gaudy citrine pendant carved to look like the sun, worth 90 gp"],["6","A giant-sized brass spyglass worth 100 gp"],["7","A life-sized malachite statue of a vulture, worth 110 gp"],["8","A tall electrum goblet inlaid with jade, worth 115 gp"],["9","A giant-sized silk dressing gown worth 125 gp"],["10","A 3-foot-tall turquoise idol depicting Memnor, worth 150 gp"],["11","Two 1-foot-tall golden eggs, each worth 100 gp"],["12","A large platinum mask worth 200 gp, which can depict two expressions—one of grand joy and one of deep sorrow—depending on its orientation"]],"name":"Cloud Giant Bag Contents; Cloud Giant Bag Items","page":105,"source":"BGG","chapter":{"name":"Giant Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Fire Giant Bag Items","colLabels":["d12","Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A battered, giant-sized pewter bowl and spoon"],["2","A giant-sized leather apron stained with soot"],["3","A branding iron of the giant's family name"],["4","Six giant-sized iron ingots"],["5","A large pot of metal polish"],["6","An old iron warhammer (used to emboss metal)"],["7","120 feet of thick hemp rope coated in fire-retardant lacquer"],["8","A diagram showing how to make a spiked tower shield"],["9","A 3-foot-tall ceramic mug with golden paint"],["10","A giant-sized ivory beard comb worth 50 gp"],["11","Fragments of a fire opal, worth 60 gp"],["12","A delicate, blown-glass flower wrapped carefully in gauze, worth 80 gp"]],"name":"Fire Giant Bag Contents; Fire Giant Bag Items","page":106,"source":"BGG","chapter":{"name":"Giant Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Frost Giant Bag Items","colLabels":["d12","Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A large bronze bell with no clapper"],["2","A giant-sized wineskin, half-filled with wine frozen to slush"],["3","A necklace made of griffon beaks and skulls"],["4","The jagged claw of a white dragon with ice still riming its tip"],["5","A giant-sized fur cloak, ripped and patched in multiple places"],["6","A rusty longsword used to skin animals"],["7","A sack of dried meat strips, with \"Wolf Treats\" stitched in Giant on the front"],["8","Six large iron caltrops"],["9","Three ivory tusks, each worth 10 gp"],["10","Two polar bear pelts, each worth 20 gp"],["11","A massive, gold-tipped war horn worth 50 gp"],["12","Five large blue quartz gems, each worth 25 gp"]],"name":"Frost Giant Bag Contents; Frost Giant Bag Items","page":106,"source":"BGG","chapter":{"name":"Giant Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Hill Giant Bag Items","colLabels":["d12","Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Five wheels of cheese"],["2","A giant-sized pair of old sandals"],["3","The skull of a Monstrosity native to the region"],["4","A haunch of smoked meat"],["5","A rusty dagger the giant used as a toothpick"],["6","Iron prongs and a trough of coal to create a makeshift spit-roast setup"],["7","A beehive with live bees"],["8","A small picture book for learning Common"],["9","A hefty box containing an assortment of colorful peppercorns"],["10","A clay tablet carved with stirring poetry"],["11","An unopened cask of honey mead, worth 25 gp"],["12","A cracked, giant-sized porcelain plate, repaired with silver lacquer, worth 50 gp"]],"name":"Hill Giant Bag Contents; Hill Giant Bag Items","page":107,"source":"BGG","chapter":{"name":"Giant Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Stone Giant Bag Items","colLabels":["d12","Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A striated boulder, notably smooth on one side but rough and bumpy on the other"],["2","A pair of flat stones tied together with hempen rope, currently pressing bioluminescent flowers"],["3","A string of giant-sized clay beads, each engraved with different patterns that mimic constellations"],["4","A wooden ocarina that perfectly imitates the sound of wind echoing in an underground cavern"],["5","A leather sack containing pungent spices"],["6","A multifaceted crystal prism"],["7","A giant-sized iron kettle"],["8","A misshapen, plush rendition of a giant cave spider"],["9","A giant-sized, elegant silver chisel and hammer used for carving runes, worth 20 gp"],["10","Seven giant-sized knucklebones worth 50 gp total"],["11","A 2-foot-diameter moonstone pendant depicting the profile of Skoraeus, worth 70 gp"],["12","Two halves of a 3-foot-diameter geode worth 120 gp total, split to reveal jagged indigo crystals"]],"name":"Stone Giant Bag Contents; Stone Giant Bag Items","page":107,"source":"BGG","chapter":{"name":"Giant Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Storm Giant Bag Items","colLabels":["d12","Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The bones of a roc, carved with prophetic runes"],["2","A giant-sized deck of ornately illustrated cards, their edges trimmed with gold foil"],["3","A drop of crystallized amber from a sacred tree"],["4","An earthenware jar filled with salt"],["5","10 pounds of candle wax in various colors"],["6","An elegant, giant-sized drinking horn engraved with a prayer to Stronmaus in the Giant language"],["7","A smooth, triangular blue stone crossed with etchings that look like lightning strikes"],["8","A giant-sized dulcimer inlaid with mother-of-pearl, worth 100 gp"],["9","A large bronze gong worth 50 gp"],["10","A gold toad pendant with carnelian eyes, worth 90 gp"],["11","A star rose quartz orb worth 120 gp"],["12","Three giant-sized sticks of incense, worth 75 gp each"]],"name":"Storm Giant Bag Contents; Storm Giant Bag Items","page":108,"source":"BGG","chapter":{"name":"Giant Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"25 gp Art Objects","colLabels":["d8","Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A dome-shaped crystal carved with patterns of constellations"],["2","A pale-blue clay mask depicting an expression of raucous laughter"],["3","A set of gilded, giant-sized cutlery"],["4","A 5-foot-tall stone tablet engraved with runes that feel warm to the touch"],["5","A quartz pendant carved in the likeness of a god"],["6","A slightly bent silver crown kept as a trophy"],["7","A lopsided chunk of luminous stone"],["8","A bronze war horn, its flared bell shaped like a charging ram"]],"name":"25 gp Art Objects","page":109,"source":"BGG","chapter":{"name":"Giant Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"250 gp Art Objects","colLabels":["d8","Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An ornate tapestry depicting a high-ranking family of giants"],["2","The expertly stuffed and mounted remains of a Large Monstrosity native to the area"],["3","An abstract spiral sculpture carved from a fulgurite"],["4","A rowboat displayed inside a giant-sized green crystal bottle"],["5","An iridescent conch shell that echoes with the sounds of a maelstrom"],["6","A hefty ceramic funerary urn, intricately painted with scenes from its inhabitant's lifetime"],["7","A 10-foot-tall mirror set in a gem-encrusted frame"],["8","A complex bronze armillary sphere, its rings engraved with various Giant runes and prophecies"]],"name":"250 gp Art Objects","page":109,"source":"BGG","chapter":{"name":"Giant Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Cloud Giants","colLabels":["Giant","CR"],"colStyles":["col-10","col-2 text-center"],"rows":[["{@creature Cloud giant}","9"],["{@creature Cloud giant destiny gambler|BGG}*","19"],["{@creature Cloud giant of Evil Air|BGG}*","12"],["{@creature Cloud giant smiling one|MPMM}†","11"],["{@creature Mist hulk|BGG}*","6"],["{@creature Scion of Memnor|BGG}*","26"],["{@creature Spectral cloud|BGG}*","13"]],"name":"Giants by Kind; Cloud Giants","page":188,"source":"BGG","chapter":{"name":"Bestiary","ordinal":{"type":"chapter","identifier":6},"index":6}},{"caption":"Fire Giants","colLabels":["Giant","CR"],"colStyles":["col-10","col-2 text-center"],"rows":[["{@creature Cinder hulk|BGG}*","7"],["{@creature Firegaunt|BGG}*","11"],["{@creature Fire giant}","9"],["{@creature Fire giant dreadnought|MPMM}†","14"],["{@creature Fire giant forgecaller|BGG}*","18"],["{@creature Fire giant of Evil Fire|BGG}*","10"],["{@creature Fire hellion|BGG}*","11"],["{@creature Scion of Surtur|BGG}*","25"]],"name":"Giants by Kind; Fire Giants","page":188,"source":"BGG","chapter":{"name":"Bestiary","ordinal":{"type":"chapter","identifier":6},"index":6}},{"caption":"Frost Giants","colLabels":["Giant","CR"],"colStyles":["col-10","col-2 text-center"],"rows":[["{@creature Frost giant}","8"],["{@creature Frost giant everlasting one|MPMM}†","12"],["{@creature Frost giant ice shaper|BGG}*","17"],["{@creature Frost giant of Evil Water|BGG}*","11"],["{@creature Frostmourn|BGG}*","10"],["{@creature Fury of Kostchtchie|BGG}*","14"],["{@creature Rime hulk|BGG}*","5"],["{@creature Scion of Thrym|BGG}*","24"]],"name":"Giants by Kind; Frost Giants","page":188,"source":"BGG","chapter":{"name":"Bestiary","ordinal":{"type":"chapter","identifier":6},"index":6}},{"caption":"Hill Giants","colLabels":["Giant","CR"],"colStyles":["col-10","col-2 text-center"],"rows":[["{@creature Barrowghast|BGG}*","7"],["{@creature Hill giant}","5"],["{@creature Hill giant avalancher|BGG}*","12"],["{@creature Maw of Yeenoghu|BGG}*","10"],["{@creature Mouth of Grolantor|MPMM}†","6"],["{@creature Mud hulk|BGG}*","3"],["{@creature Scion of Grolantor|BGG}*","22"]],"name":"Giants by Kind; Hill Giants","page":188,"source":"BGG","chapter":{"name":"Bestiary","ordinal":{"type":"chapter","identifier":6},"index":6}},{"caption":"Stone Giants","colLabels":["Giant","CR"],"colStyles":["col-10","col-2 text-center"],"rows":[["{@creature Cairnwight|BGG}*","9"],["{@creature Dust hulk|BGG}*","5"],["{@creature Scion of Skoraeus|BGG}*","23"],["{@creature Stalker of Baphomet|BGG}*","12"],["{@creature Stone giant}","7"],["{@creature Stone giant dreamwalker|MPMM}†","10"],["{@creature Stone giant of Evil Earth|BGG}*","9"],["{@creature Stone giant rockspeaker|BGG}*","16"]],"name":"Giants by Kind; Stone Giants","page":188,"source":"BGG","chapter":{"name":"Bestiary","ordinal":{"type":"chapter","identifier":6},"index":6}},{"caption":"Storm Giants","colLabels":["Giant","CR"],"colStyles":["col-10","col-2 text-center"],"rows":[["{@creature Lightning hulk|BGG}*","9"],["{@creature Scion of Stronmaus|BGG}*","27"],["{@creature Storm giant}","13"],["{@creature Storm giant quintessent|MPMM}†","16"],["{@creature Storm giant tempest caller|BGG}*","20"],["{@creature Storm herald|BGG}*","17"],["{@creature Tempest spirit|BGG}*","15"]],"name":"Giants by Kind; Storm Giants","page":188,"source":"BGG","chapter":{"name":"Bestiary","ordinal":{"type":"chapter","identifier":6},"index":6}},{"caption":"Other Giants","colLabels":["Giant","CR"],"colStyles":["col-10","col-2 text-center"],"rows":[["{@creature Cyclops}","6"],["{@creature Death giant reaper|BGG}*","12"],["{@creature Death giant shrouded one|BGG}*","15"],["{@creature Dire troll|MPMM}†","13"],["{@creature Echo of Demogorgon|BGG}*","6"],["{@creature Ettin}","4"],["{@creature Ettin ceremorph|BGG}*","8"],["{@creature Fensir skirmisher|BGG}*","6"],["{@creature Fensir devourer|BGG}*","8"],["{@creature Fomorian}","8"],["{@creature Fomorian deep crawler|BGG}*","10"],["{@creature Fomorian noble|BGG}*","15"],["{@creature Fomorian warlock of the dark|BGG}*","12"],["{@creature Gargantua|BGG}*","21"],["{@creature Ogre}","2"],["{@creature Ogre battering ram|MPMM}†","4"],["{@creature Ogre bolt launcher|MPMM}†","2"],["{@creature Ogre chain brute|MPMM}†","3"],["{@creature Ogre howdah|MPMM}†","2"],["{@creature Rot troll|MPMM}†","9"],["{@creature Spirit troll|MPMM}†","11"],["{@creature Troll}","5"],["{@creature Troll amalgam|BGG}*","17"],["{@creature Troll mutate|BGG}*","7"],["{@creature Venom troll|MPMM}†","7"]],"name":"Giants by Kind; Other Giants","page":188,"source":"BGG","chapter":{"name":"Bestiary","ordinal":{"type":"chapter","identifier":6},"index":6}},{"caption":"Creatures by Challenge Rating","colLabels":["CR","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1/2","{@creature Giant lynx|BGG}"],["1","{@creature Bag jelly|BGG}"],["1","{@creature Giant ram|BGG}"],["1","{@creature Grinning cat|BGG}"],["2","{@creature Giant tick|BGG}"],["3","{@creature Giant goose|BGG}"],["3","{@creature Giant ox|BGG}"],["3","{@creature Goliath giant-kin|BGG}"],["3","{@creature Mud hulk|BGG}"],["3","{@creature Spotted lion|BGG}"],["4","{@creature Firbolg primeval warden|BGG}"],["5","{@creature Dust hulk|BGG}"],["5","{@creature Firbolg wanderer|BGG}"],["5","{@creature Rime hulk|BGG}"],["5","{@creature Titanothere|BGG}"],["6","{@creature Echo of Demogorgon|BGG}"],["6","{@creature Fensir skirmisher|BGG}"],["6","{@creature Mist hulk|BGG}"],["7","{@creature Barrowghast|BGG}"],["7","{@creature Cinder hulk|BGG}"],["7","{@creature Troll mutate|BGG}"],["8","{@creature Ettin ceremorph|BGG}"],["8","{@creature Fensir devourer|BGG}"],["9","{@creature Cairnwight|BGG}"],["9","{@creature Ceratops|BGG|Ceratops (dinosaur)}"],["9","{@creature Lightning hulk|BGG}"],["9","{@creature Stone giant of Evil Earth|BGG}"],["10","{@creature Aerosaur|BGG|Aerosaur (dinosaur)}"],["10","{@creature Fire giant of Evil Fire|BGG}"],["10","{@creature Fomorian deep crawler|BGG}"],["10","{@creature Frostmourn|BGG}"],["10","{@creature Maw of Yeenoghu|BGG}"],["11","{@creature Firegaunt|BGG}"],["11","{@creature Fire hellion|BGG}"],["11","{@creature Frost giant of Evil Water|BGG}"],["11","{@creature Storm crab|BGG}"],["12","{@creature Cloud giant of Evil Air|BGG}"],["12","{@creature Death giant reaper|BGG}"],["12","{@creature Fomorian warlock of the dark|BGG}"],["12","{@creature Hill giant avalancher|BGG}"],["12","{@creature Stalker of Baphomet|BGG}"],["13","{@creature Altisaur|BGG|Altisaur (dinosaur)}"],["13","{@creature Spectral cloud|BGG}"],["14","{@creature Fury of Kostchtchie|BGG}"],["14","{@creature Regisaur|BGG|Regisaur (dinosaur)}"],["15","{@creature Death giant shrouded one|BGG}"],["15","{@creature Fomorian noble|BGG}"],["15","{@creature Tempest spirit|BGG}"],["16","{@creature Stone giant rockspeaker|BGG}"],["17","{@creature Frost giant ice shaper|BGG}"],["17","{@creature Storm herald|BGG}"],["17","{@creature Troll amalgam|BGG}"],["18","{@creature Fire giant forgecaller|BGG}"],["19","{@creature Cloud giant destiny gambler|BGG}"],["20","{@creature Flesh colossus|BGG}"],["20","{@creature Gigant|BGG}"],["20","{@creature Storm giant tempest caller|BGG}"],["21","{@creature Gargantua|BGG}"],["21","{@creature Runic colossus|BGG}"],["22","{@creature Scion of Grolantor|BGG}"],["23","{@creature Scion of Skoraeus|BGG}"],["24","{@creature Scion of Thrym|BGG}"],["25","{@creature Scion of Surtur|BGG}"],["26","{@creature Scion of Memnor|BGG}"],["27","{@creature Scion of Stronmaus|BGG}"]],"name":"Challenge Ratings; Creatures by Challenge Rating","page":188,"source":"BGG","chapter":{"name":"Bestiary","ordinal":{"type":"chapter","identifier":6},"index":6}},{"caption":"Adventure Hooks","colLabels":["d100","Adventure Hook Table or Text"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–02","{@book Cloud Giant Wealth|BGG|2|Cloud Giant Wealth} (chapter 2, \"{@book The Ordning|BGG|2|The Ordning}\")"],["03–04","{@book Fire Giant Skill|BGG|2|Fire Giant Skill} (chapter 2, \"{@book The Ordning|BGG|2|The Ordning}\")"],["05–06","{@book Frost Giant Might|BGG|2|Frost Giant Might} (chapter 2, \"{@book The Ordning|BGG|2|The Ordning}\")"],["07–08","{@book Stone Giant Artistry|BGG|2|Stone Giant Artistry} (chapter 2, \"{@book The Ordning|BGG|2|The Ordning}\")"],["09–11","{@book Rejecting the Ordning|BGG|2|Rejecting the Ordning} (chapter 2, \"{@book The Ordning|BGG|2|The Ordning}\")"],["12–14","{@book Annam's Children Adventures|BGG|2|Annam's Children Adventures} (chapter 2, \"{@book Gods and Religion|BGG|2|Gods and Religion}\")"],["15–17","{@book Interloper Gods Adventures|BGG|2|Interloper Gods Adventures} (chapter 2, \"{@book Gods and Religion|BGG|2|Gods and Religion}\")"],["18–20","{@book Recluses|BGG|2|Recluses} (chapter 2, \"{@book Social Structures|BGG|2|Social Structures}\")"],["21–23","{@book Exiles|BGG|2|Exiles} (chapter 2, \"{@book Social Structures|BGG|2|Social Structures}\")"],["24–25","{@book Bands|BGG|2|Bands} (chapter 2, \"{@book Social Structures|BGG|2|Social Structures}\")"],["26–27","{@book Families|BGG|2|Families} (chapter 2, \"{@book Social Structures|BGG|2|Social Structures}\")"],["28–29","{@book Steadings|BGG|2|Steadings} (chapter 2, \"{@book Social Structures|BGG|2|Social Structures}\")"],["30–31","{@book Settlements|BGG|2|Settlements} (chapter 2, \"{@book Social Structures|BGG|2|Social Structures}\")"],["32–33","{@book Hidden Rune Adventures|BGG|2|Hidden Rune Adventures} (chapter 2, \"{@book Organizations|BGG|2|Organizations}\")"],["34–35","{@book Eternal Throne Adventures|BGG|2|Eternal Throne Adventures} (chapter 2, \"{@book Organizations|BGG|2|Organizations}\")"],["36–37","{@book Worldroot Circle Adventures|BGG|2|Worldroot Circle Adventures} (chapter 2, \"{@book Organizations|BGG|2|Organizations}\")"],["38–40","{@book Against the Giants|BGG|3|Against the Giants} (chapter 3, \"{@book Adventure Models|BGG|3|Adventure Models}\")"],["41–43","{@book Clash of Titans|BGG|3|Clash of Titans} (chapter 3, \"{@book Adventure Models|BGG|3|Adventure Models}\")"],["44–46","{@book Delve into the Past|BGG|3|Delve into the Past} (chapter 3, \"{@book Adventure Models|BGG|3|Adventure Models}\")"],["47–49","{@book Giant-Sized Schemes|BGG|3|Giant-Sized Schemes} (chapter 3, \"{@book Adventure Models|BGG|3|Adventure Models}\")"],["50–52","{@book Into the Giant Realms|BGG|3|Into the Giant Realms} (chapter 3, \"{@book Adventure Models|BGG|3|Adventure Models}\")"],["53–54","{@book Boss Assignments|BGG|3|Boss Assignments} (chapter 3, \"{@book Giant Patrons|BGG|3|Giant Patrons}\")"],["55–56","{@book Financier Assignments|BGG|3|Financier Assignments} (chapter 3, \"{@book Giant Patrons|BGG|3|Giant Patrons}\")"],["57–58","{@book Seer Assignments|BGG|3|Seer Assignments} (chapter 3, \"{@book Giant Patrons|BGG|3|Giant Patrons}\")"],["59–60","{@book Sovereign Assignments|BGG|3|Sovereign Assignments} (chapter 3, \"{@book Giant Patrons|BGG|3|Giant Patrons}\")"],["61–62","{@book Tutor Assignments|BGG|3|Tutor Assignments} (chapter 3, \"{@book Giant Patrons|BGG|3|Giant Patrons}\")"],["63–64","{@book Warleader Assignments|BGG|3|Warleader Assignments} (chapter 3, \"{@book Giant Patrons|BGG|3|Giant Patrons}\")"],["65–66","{@book Annam's Cradle Adventures|BGG|4|Annam's Cradle Adventures} ({@book chapter 4|BGG|4|Annam's Cradle})"],["67–68","{@book Ashen Grotto Adventures|BGG|4|Ashen Grotto Adventures} ({@book chapter 4|BGG|4|Ashen Grotto})"],["69–70","{@book Dreamer's Reach Adventures|BGG|4|Dreamer's Reach Adventures} ({@book chapter 4|BGG|4|Dreamer's Reach})"],["71–72","{@book Endless Rockslide Adventures|BGG|4|Endless Rockslide Adventures} ({@book chapter 4|BGG|4|Endless Rockslide})"],["73–74","{@book Forest Crystal Adventures|BGG|4|Forest Crystal Adventures} ({@book chapter 4|BGG|4|Forest Crystal})"],["75–76","{@book Forsaken Deep Adventures|BGG|4|Forsaken Deep Adventures} ({@book chapter 4|BGG|4|Forsaken Deep})"],["77–78","{@book Gale's Eye Tower Adventures|BGG|4|Gale's Eye Tower Adventures} ({@book chapter 4|BGG|4|Gale's Eye Tower})"],["79–80","{@book Grolantor's Larder Adventures|BGG|4|Grolantor's Larder Adventures} ({@book chapter 4|BGG|4|Grolantor's Larder})"],["81–82","{@book Hiatea's Hearth Adventures|BGG|4|Hiatea's Hearth Adventures} ({@book chapter 4|BGG|4|Hiatea's Hearth})"],["83–84","{@book Horizon's Edge Adventures|BGG|4|Horizon's Edge Adventures} ({@book chapter 4|BGG|4|Horizon's Edge})"],["85–86","{@book Howling Iceberg Adventures|BGG|4|Howling Iceberg Adventures} ({@book chapter 4|BGG|4|Howling Iceberg})"],["87–88","{@book Karontor's Hold Adventures|BGG|4|Karontor's Hold Adventures} ({@book chapter 4|BGG|4|Karontor's Hold})"],["89–90","{@book Misty Vale Adventures|BGG|4|Misty Vale Adventures} ({@book chapter 4|BGG|4|Misty Vale})"],["91–92","{@book Runic Circle Adventures|BGG|4|Runic Circle Adventures} ({@book chapter 4|BGG|4|Runic Circle})"],["93–94","{@book Singing Sands Adventures|BGG|4|Singing Sands Adventures} ({@book chapter 4|BGG|4|Singing Sands})"],["95–96","{@book Star Forge Adventures|BGG|4|Star Forge Adventures} ({@book chapter 4|BGG|4|Star Forge})"],["97–98","{@book Thundering Observatory Adventures|BGG|4|Thundering Observatory Adventures} ({@book chapter 4|BGG|4|Thundering Observatory})"],["99–00","{@book Worldroot Sapling Adventures|BGG|4|Worldroot Sapling Adventures} ({@book chapter 4|BGG|4|Worldroot Sapling})"]],"name":"Appendix B: Adventure Hooks; Adventure Hooks","page":192,"source":"BGG","chapter":{"name":"Adventure Hooks","ordinal":{"type":"appendix","identifier":"B"},"index":8}},{"caption":"Eldraine Creatures","colLabels":["CR","Creature","Creature Type"],"colStyles":["col-2 text-center","col-6","col-4"],"rows":[["1/2","{@creature Faerie Borrower|MCV4EC}","Fey"],["1/2","{@creature Gingerbrute|MCV4EC}","Construct"],["1","{@creature Faerie Pest|MCV4EC}","Fey"],["2","{@creature Faerie Pathlighter|MCV4EC}","Fey"],["2","{@creature Sewer King|MCV4EC}","Fiend"],["3","{@creature Knight of Eldraine|MCV4EC}","Humanoid"],["3","{@creature Ogre Chitterlord|MCV4EC}","Giant"],["3","{@creature Redtooth Werefox|MCV4EC}","Monstrosity"],["4","{@creature Sweettooth Horror|MCV4EC}","Fiend"],["5","{@creature Deathless Rider|MCV4EC}","Undead"],["5","{@creature Dunbarrow Witch|MCV4EC}","Humanoid"],["5","{@creature Nightmare Haunt|MCV4EC}","Aberration"],["6","{@creature Witchstalker|MCV4EC}","Monstrosity"],["7","{@creature Goose Mother|MCV4EC}","Fey"],["11","{@creature High Fae Impostor|MCV4EC}","Fey"],["11","{@creature Snapping Hydra|MCV4EC}","Monstrosity"],["11","{@creature Tempest Hart|MCV4EC}","Elemental"],["11","{@creature Treefolk|MCV4EC}","Plant"],["12","{@creature High Fae Kindguard|MCV4EC}","Fey"],["12","{@creature High Fae Mage|MCV4EC}","Fey"],["12","{@creature Specter of Night|MCV4EC}","Undead"],["13","{@creature High Fae Noble|MCV4EC}","Fey"],["15","{@creature Archon of Boundaries|MCV4EC}","Celestial"],["15","{@creature Witchkite|MCV4EC}","Dragon"],["18","{@creature Beanstalk Wurm|MCV4EC}","Monstrosity"]],"name":"In This Collection; Eldraine Creatures","source":"MCV4EC","chapter":{"name":"Monstrous Compendium Vol. Four: Eldraine Creatures","index":0}},{"caption":"Stat Blocks by Challenge Rating","colLabels":["CR","Stat Block","Creature Type"],"colStyles":["col-2 text-center","col-6","col-4"],"rows":[["0","{@creature Cranium rat squeaker|MPP}","Aberration"],["0","{@creature Sunfly|MPP}","Celestial"],["1","{@creature Swarm of sunflies|MPP}","Celestial"],["1","{@creature Vargouille reflection|MPP}","Fiend"],["2","{@creature Dabus|MPP}","Celestial"],["2","{@creature Lantern archon|MPP}","Celestial"],["2","{@creature Musteval guardinal|MPP}","Celestial"],["3","{@creature Bariaur wanderer|MPP}","Celestial"],["3","{@creature Bleak Cabal void soother|MPP}*","Humanoid"],["3","{@creature Githzerai traveler|MPP}","Aberration"],["3","{@creature Harmonium peacekeeper|MPP}*","Humanoid"],["3","{@creature Society of Sensation muse|MPP}*","Humanoid"],["3","{@creature Transcendent Order instinct|MPP}*","Humanoid"],["4","{@creature Hands of Havoc fire starter|MPP}*","Humanoid"],["4","{@creature Heralds of Dust remnant|MPP}*","Humanoid"],["4","{@creature Hound archon|MPP}","Celestial"],["4","{@creature Mind's Eye matter smith|MPP}*","Humanoid"],["5","{@creature Athar null|MPP}*","Humanoid"],["5","{@creature Cranium rat squeaker swarm|MPP}","Aberration"],["5","{@creature Fated shaker|MPP}*","Humanoid"],["5","{@creature Time dragon wyrmling|MPP}","Dragon"],["6","{@creature Doomguard rot blade|MPP}*","Humanoid"],["6","{@creature Eater of knowledge|MPP}","Aberration"],["6","{@creature Equinal guardinal|MPP}","Celestial"],["7","{@creature Githzerai uniter|MPP}","Aberration"],["7","{@creature Mercykiller bloodhound|MPP}*","Humanoid"],["8","{@creature Decaton modron|MPP}","Celestial"],["8","{@creature Harmonium captain|MPP}*","Humanoid"],["8","{@creature Transcendent Order conduit|MPP}*","Humanoid"],["8","{@creature Warden archon|MPP}","Celestial"],["9","{@creature Avoral guardinal|MPP}","Celestial"],["9","{@creature Ferrumach rilmani|MPP}","Celestial"],["9","{@creature Fraternity of Order law bender|MPP}*","Humanoid"],["9","{@creature Githzerai futurist|MPP}","Aberration"],["10","{@creature Darkweaver|MPP}","Aberration"],["10","{@creature Maelephant|MPP}","Fiend"],["10","{@creature Nonaton modron|MPP}","Construct"],["11","{@creature Farastu demodand|MPP}","Fiend"],["11","{@creature Octon modron|MPP}","Construct"],["11","{@creature Young time dragon|MPP}","Dragon"],["12","{@creature Cuprilach rilmani|MPP}","Celestial"],["12","{@creature Doomguard doom lord|MPP}*","Humanoid"],["12","{@creature Septon modron|MPP}","Construct"],["13","{@creature Hexton modron|MPP}","Construct"],["13","{@creature Kelubar demodand|MPP}","Fiend"],["14","{@creature Shemeshka|MPP}","Fiend"],["16","{@creature Shator demodand|MPP}","Fiend"],["17","{@creature Aurumach rilmani|MPP}","Celestial"],["17","{@creature Baernaloth|MPP}","Fiend"],["18","{@creature Adult time dragon|MPP}","Dragon"],["20","{@creature Kolyarut|MPP}","Construct"],["22","{@creature Planar incarnate|MPP}","Celestial or Fiend"],["26","{@creature Ancient time dragon|MPP}","Dragon"]],"footnotes":["*Appears in the \"{@book Faction Agents|MPP|1|Faction Agents}\" section"],"name":"Meeting Magic Item Prerequisites; Stat Blocks by Challenge Rating","page":4,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outer Plane Alignments","colLabels":["Outer Plane","Alignment"],"colStyles":["col-6","col-6"],"rows":[["{@book The Abyss|MPP|0|The Abyss}","CE"],["{@book Acheron|MPP|0|Acheron}","LN, LE"],["{@book Arborea|MPP|0|Arborea}","CG"],["{@book Arcadia|MPP|0|Arcadia}","LN, LG"],["{@book The Beastlands|MPP|0|The Beastlands}","NG, CG"],["{@book Bytopia|MPP|0|Bytopia}","NG, LG"],["{@book Carceri|MPP|0|Carceri}","NE, CE"],["{@book Elysium|MPP|0|Elysium}","NG"],["{@book Gehenna|MPP|0|Gehenna}","NE, LE"],["{@book Hades|MPP|0|Hades}","NE"],["{@book Limbo|MPP|0|Limbo}","CN"],["{@book Mechanus|MPP|0|Mechanus}","LN"],["{@book Mount Celestia|MPP|0|Mount Celestia}","LG"],["{@book The Nine Hells|MPP|0|The Nine Hells}","LE"],["{@book Pandemonium|MPP|0|Pandemonium}","CN, CE"],["{@book Ysgard|MPP|0|Ysgard}","CN, CG"]],"name":"Planar Alignment; Outer Plane Alignments","page":6,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Aberrations","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature aboleth} travels in a muck-filled, orbicular carriage, seeking to better understand the Outer Planes in preparation for a future world-domination scheme."],["2","A {@creature beholder} influenced by {@book the Abyss|MPP|0|The Abyss} has compound eyes and looks like a floating, cyclopean fly head. It promises not to destroy the characters if they bring it a corpse it has never tasted before."],["3","A dejected {@creature red slaad} wishes to be reunited with its {@creature slaad tadpole}, but it isn't certain where—or in what—it implanted its egg."],["4","A hirsute, axe-wielding {@creature flumph} influenced by {@book Ysgard|MPP|0|Ysgard} quests across the land, seeking legendary beasts to slay and epic songs to sing."]],"name":"Outlands Aberrations","page":11,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Beasts","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An awakened {@creature giant scorpion} owns a custom-made boat and runs a ferry business along a prominent river. It offers its services to characters in need."],["2","A {@creature triceratops} influenced by {@book Mechanus|MPP|0|Mechanus} and composed of simple geometric shapes charges creatures that enter the angular canyons it inhabits. It moves only in straight lines and turns only at right angles."],["3","{@creature Stirge||Stirges} drawn from countless worlds congregate in a tornado-sized, bloodsucking cloud that threatens a gate-town."],["4","A desiccated {@creature giant frog} influenced by {@book Pandemonium|MPP|0|Pandemonium} screams whenever it opens its mouth. Its interior is even noisier."]],"name":"Outlands Beasts","page":11,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Celestials","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature empyrean} calls for aid in taking back a corner of the Outlands overrun by demons."],["2","Wearing grim armor and displaying a rust-colored horn, a {@creature unicorn} influenced by {@book Acheron|MPP|0|Acheron} challenges all it encounters to mortal combat."],["3","A fallen {@creature deva}, now neutral aligned, is on permanent vacation. The mellow angel is a font of multiversal secrets, but it shares them only with strangers who prove themselves more relaxed than it."],["4","A {@creature couatl} influenced by {@book Limbo|MPP|0|Limbo} has color-changing wings and insists passersby convince it that they're worthy of existing. If the couatl isn't convinced, it has a 50 percent chance of either attacking or wandering off."]],"name":"Outlands Celestials","page":11,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Constructs","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A tyrannical {@creature homunculus} rules over the small domain of its long-lost archmage master."],["2","A beautiful but vain {@creature flesh golem} influenced by {@book Arborea|MPP|0|Arborea} insists on following a character until the character sketches, sculpts, or otherwise artistically renders it."],["3","A gang of inquisitive {@creature Monodrone||monodrones} and its {@creature duodrone} leader insist on following a character, saying they expect that individual's doom to be \"statistically noteworthy.\""],["4","A {@creature clay golem} influenced by {@book the Beastlands|MPP|0|The Beastlands} has been transformed into the walking hive that's home to numerous {@creature Swarm of Wasps||swarms of insects (wasps)}."]],"name":"Outlands Constructs","page":12,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Dragons","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient gold dragon} disguised as a canary gives the characters a nonmagical item and offers them Bahamut's best wishes."],["2","A lawful good {@creature Faerie Dragon (Violet)||faerie dragon} with wings like stained glass has been influenced by {@book Mount Celestia|MPP|0|Mount Celestia}. It seeks the characters' aid in recovering a stolen {@item holy avenger}."],["3","A {@creature time dragon wyrmling|MPP} (presented later in this book) wants help constructing a magical structure that will be important in the future."],["4","A neutral evil {@creature adult silver dragon} with dull, gray scales has been influenced by {@book Hades|MPP|0|Hades}. It demands a toll from any who crosses its domain."]],"name":"Outlands Dragons","page":12,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Elementals","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Water Elemental||Water elementals} travel in a group that looks like a long, wandering river."],["2","Some skull-headed {@creature Azer||azers} have been influenced by {@book the Nine Hells|MPP|0|The Nine Hells}. They escort a heavily armored caravan of rare ore to the gate-town of Ribcage."],["3","A wounded {@creature mud mephit} asks the characters to help it deliver a sealed package to a leader in a nearby gate-town."],["4","A wealthy {@creature dao} that glistens with gemstones has been influenced by {@book Arborea|MPP|0|Arborea}. It leads a parade of glimmering {@creature galeb duhr} between gate-towns as part of a shopping spree for precious rocks."]],"name":"Outlands Elementals","page":13,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Fey","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Revelers joined a group of {@creature Satyr||satyrs} in their festivities. As the satyrs' celebration has continued for over a year, the revelers seek the characters' help in extricating themselves without offending their hosts."],["2","A kindly {@creature green hag} influenced by {@book Elysium|MPP|0|Elysium} invites passersby to join her for tea in her cottage made of sweets. She makes some of the best cookies in the Outlands."],["3","A pack of {@creature Blink Dog||blink dogs} tracks a band of {@creature Maelephant|MPP|maelephants} (presented {@book later|MPP|1|Maelephant} in this book) to prevent them from spoiling lands influenced by the Upper Planes."],["4","A gnarled {@creature dryad} influenced by {@book Carceri|MPP|0|Carceri} seeks to entrap creatures within the root-snarled, prison-like cavern beneath her grove."]],"name":"Outlands Fey","page":13,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Fiends","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature nycaloth} seeks to capture several monochromatic {@creature Hell Hound||hell hounds} influenced by {@book Gehenna|MPP|0|Gehenna}. The yugoloth seeks to sell the hounds to Fiends participating in the Blood War."],["2","After being ambushed by a rival, a {@creature night hag} merchant offers a reward to characters who help her recover her lost inventory: several dozen stray {@creature Larva|DMG|larvae} (see the {@book Dungeon Master's Guide|DMG})."],["3","A hero requests the characters' help in gaining the aid of a legendary steed called a nic'epona, a {@creature nightmare} influenced by one of the Upper Planes."],["4","Rival {@creature Incubus||incubi} seek to recruit the characters to serve either a {@creature balor} warlord or a {@creature pit fiend} general whose fiendish armies are prepared to clash nearby."]],"name":"Outlands Fiends","page":13,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Giants","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Several {@creature Cyclops||cyclopes} refuse to let the characters pass through a region where they're constructing a massive ring of beautifully carved standing stones."],["2","An {@creature ettin} influenced by {@book the Beastlands|MPP|0|The Beastlands} has one head with bovine features and one head with lupine features. It desperately needs help finding something both heads are willing to eat."],["3","A {@creature storm giant} seeks the characters' help in finding an offering of significant worth and size to impress the god Annam."],["4","A jade-skinned {@creature oni} from Bytopia has become separated from the spirit she was bound to protect. She requests aid in catching up to her lost ward."]],"name":"Outlands Giants","page":13,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Humanoids","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The characters need to find a wandering {@creature priest} who alone knows the ritual necessary to open a specific portal."],["2","Several gnome {@creature Mage||mages} seek help recovering their walking castle from a band of aggressive, spine-covered {@creature lizardfolk} influenced by {@book the Abyss|MPP|0|The Abyss}."],["3","The characters stumble across a youthful or elderly {@creature commoner} who doesn't know how they came to be in the Outlands and who wants only to go home."],["4","A {@creature bandit captain} and his gang seek the characters' help as they plan a heist in the realm of an immortal being, like the {@book Realm of the Norns|SatO|_UNKNOWN} or {@book Wonderhome|SatO|_UNKNOWN} (see {@book Sigil and the Outlands|SatO} for details on both locations)."]],"name":"Outlands Humanoids","page":14,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Monstrosities","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The characters are hired to recover cargo from a crashed vessel brimming with rare technology, but the wreckage is overrun with {@creature Rust Monster||rust monsters}."],["2","The characters have to retrieve a treasure from a group of mischievous {@creature Sprite||sprites}. The sprites are secretly defended by {@creature Mimic||mimics} influenced by {@book Elysium|MPP|0|Elysium} that take the form of tiny, whimsical cottages."],["3","A pride of {@creature Displacer Beast||displacer beasts} stalks a band of traveling merchants. The merchants seek protection from the predators hunting them for sport."],["4","A {@creature drider} influenced by {@book Arborea|MPP|0|Arborea} runs a {@creature giant spider} ranch. She hires the characters to hunt a rare breed of {@creature sunfly|MPP} (detailed {@book later|MPP|1|Sunflies} in this book) that, when fed to her spiders, will allow them to produce a remarkable type of silk."]],"name":"Outlands Monstrosities","page":14,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Oozes","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A yugoloth arms dealer has captured a hundred {@creature Gray Ooze||gray oozes} and seeks to sell them in the gate-town of Rigus as a weapon capable of destroying Acheron's floating cubes. A rival hires the characters to steal and dispose of the oozes."],["2","Within a {@creature gelatinous cube} influenced by {@book Gehenna|MPP|0|Gehenna} floats a gigantic fiendish skull. Numerous Fiends revere the cube and interpret depraved schemes and threatening orders from its quivering. A Celestial seeks aid in destroying the cube."],["3","A bog in a region influenced by {@book Carceri|MPP|0|Carceri} is swamped with countless {@creature Black Pudding||black puddings}. The characters are hired to recover a lost relic from the bottom of the bog."],["4","A chef in the gate-town of {@book Tradegate|SatO|_UNKNOWN} wants the characters to retrieve royal jelly from a hive of giant bees (use the {@creature giant wasp} stat block). He doesn't note that the hive's honey takes the form of sweet-tasting {@creature Ochre Jelly||ochre jellies}."]],"name":"Outlands Oozes","page":14,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Plants","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A young {@creature treant} wants to put down roots. It asks the characters to help it travel around the Outlands so it can find a suitable place to call home."],["2","A {@creature myconid sovereign} has convinced a group of {@creature Githzerai Monk||githzerai monks} to abandon their teachings and follow its path to serenity. Another githzerai hires the characters to oust the fungal guru."],["3","An herbalist has cultivated a unique breed of {@creature Gas Spore||gas spores}. She hires the characters to convey the spores to her buyer without setting off the fungi."],["4","A resident of the gate-town of {@book Ecstasy|SatO|_UNKNOWN} is missing. His garden of {@creature Twig Blight||twig blights}—influenced by {@book Elysium|MPP|0|Elysium} to resemble topiary sculptures—haven't been fed and now sow chaos in town."]],"name":"Outlands Plants","page":14,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Undead","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The characters find a trapped {@creature crawling claw}. Rather than attacking, the severed hand can lead the characters to the thankful immortal who lost it."],["2","A {@creature banshee} influenced by {@book Acheron|MPP|0|Acheron} appears as a fallen knight-commander with a legion of {@creature Specter||specters}. Guardians of the gate-town of Rigus hire the characters to help banish the phantom army."],["3","A {@creature lich} seeks to dominate the gate-town of Hopeless and see it dragged into Hades with himself as its ruler. Citizens of the gate-town entreat the characters to keep the gate-town hopeful enough that it doesn't fall into the Lower Plane."],["4","Several confused {@creature ghost} {@book petitioners|MPP|0|Petitioners} have become lost. They seek someone to pass judgment on their lives and deliver them to the proper planes."]],"name":"Outlands Undead","page":15,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Chaotic Planar Encounters","colLabels":["d100","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–8","{@dice 1d6} {@creature Bariaur Wanderer|MPP|bariaur wanderers}*"],["09–16","1 {@creature monodrone} that has gone rogue and seeks the meaning of the multiverse"],["17–24","{@dice 1d6} {@creature Swarm of Sunflies|MPP|swarms of sunflies}*"],["25–31","{@dice 1d4} {@creature Red Slaad||red slaadi}"],["32–38","1 {@creature Cranium Rat Squeaker Swarm|MPP|swarm of cranium rat squeakers}.* Roll a die. If the number is even, these cranium rats have set up a tiny shop. If the number is odd, these cranium rats have also set up a tiny shop but are con artists."],["39–46","{@dice 1d6} {@creature Pteranodon||pteranodons}"],["47–55","{@dice 1d4} {@creature Mercykiller Bloodhound|MPP|Mercykiller bloodhounds}* tracking a planar criminal"],["56–62","{@dice 1d8} {@creature berserker} {@book petitioners|MPP|0|Petitioners}"],["63–72","A rift-like portal connecting to a random plane"],["73–79","1 {@creature ettin} with two different animal heads"],["80–85","1 {@creature green slaad} disguised as a lost explorer from the Material Plane"],["86–90","{@dice 1d6} {@creature Vrock||vrocks} seeking to dragoon captives into the Blood War"],["91–97","A location the characters passed hours ago"],["98–00","1 chaotic {@creature empyrean} seeking companions to undertake a mighty quest"]],"name":"Chaotic Planar Encounters","page":63,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Evil Planar Encounters","colLabels":["d100","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–7","{@dice 1d6} {@creature Vargouille Reflection|MPP|vargouille reflections}*"],["08–16","1 {@creature night hag} selling {@dice 2d6} {@creature Larva|DMG|larvae} (see the {@book Dungeon Master's Guide|DMG})"],["17–23","{@dice 1d4} {@creature Razorvine Blight|MPP|razorvine blights}*"],["24–31","A force of {@dice 3d10} {@creature Hobgoblin||hobgoblins} and 1 {@creature hobgoblin} {@creature warlord|MPMM}"],["32–38","1 {@creature gnoll fang of Yeenoghu} and {@dice 2d6} {@creature Gnoll||gnolls}"],["39–47","1 {@creature ultroloth} and {@dice 1d4} {@creature Mezzoloth||mezzoloths}"],["48–53","1 {@creature darkweaver|MPP}* that calls from its shadowy lair"],["54–63","A portal to a Lower Plane that whispers sinister promises"],["64–69","1 {@creature shator demodand|MPP}* seeking its lost prisoners"],["70–77","{@dice 2d6} {@creature Nightmare||nightmares}"],["78–84","1 {@creature githyanki knight} mounted on 1 {@creature young red dragon}"],["85–91","1 {@creature lich} in a sinister walking citadel"],["92–98","A Blood War battlefield where 1 {@creature marilith} general leads demons against 1 {@creature ice devil} general and its devils"],["99–00","1 {@creature baernaloth|MPP}* with a sinister magic item"]],"name":"Evil Planar Encounters","page":63,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Good Planar Encounters","colLabels":["d100","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–09","1 {@creature sunfly|MPP}* carrying a tiny dessert"],["10–16","1 {@creature lantern archon|MPP}* leading a group of {@dice 2d4} {@creature commoner} {@book petitioners|MPP|0|Petitioners} who are prone to getting lost"],["17–22","{@dice 1d6} {@creature Musteval Guardinal|MPP|musteval guardinals}* on a secret mission"],["23–28","1 {@creature time dragon wyrmling|MPP}*"],["29–35","{@dice 1d4} {@creature Hound Archon|MPP|hound archons},* each with a {@creature mastiff} tracking dog"],["36–41","A friendly, awakened {@creature swarm of bats}"],["42–48","{@dice 1d4} {@creature Cloud Giant||cloud giants} on a floating island"],["49–56","1 {@creature druid} studying an inert, magical animal sculpture made of thousands of tanzanite crystals"],["57–63","1 {@creature treant} comprised of cacti, coral, or mushrooms"],["64–70","1 {@creature avoral guardinal|MPP}* seeking a lost animal {@book petitioner|MPP|0|Petitioners}"],["71–80","A portal to an Upper Plane that beckons with promises of eternal peace and comfort"],["81–87","1 gold dragon (your choice of {@creature Young Gold Dragon||young}, {@creature Adult Gold Dragon||adult}, or {@creature Ancient Gold Dragon||ancient})"],["88–95","1 {@creature planar incarnate|MPP|planar incarnate (Celestial form)}"],["96–00","1 {@creature solar} angel sent to bestow a {@book blessing|DMG|7|Blessings} (see the {@book Dungeon Master's Guide|DMG}) on a character"]],"name":"Good Planar Encounters","page":63,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Lawful Planar Encounters","colLabels":["d100","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–06","A {@creature warden archon|MPP}* guarding a portal to a dangerous plane"],["07–13","1 {@creature imp} who claims to speak for an archdevil"],["14–21","{@dice 1d6} {@creature Hands of Havoc Fire Starter|MPP|Hands of Havoc fire starters}*"],["22–29","1 {@creature maelephant|MPP}*"],["30–36","1 {@creature flumph} {@book petitioner|MPP|0|Petitioners} that's excited to learn about the planes"],["37–42","1 {@creature decaton modron|MPP}* and {@dice 2d6} {@creature Quadrone||quadrones} on their way back to Mechanus"],["43–48","1 {@creature guardian naga} storyteller"],["49–54","1 {@creature gynosphinx} who guards secret wisdom"],["55–61","{@dice 1d6} {@creature Knight||knights} on a quest across the planes"],["62–69","1 {@creature nonaton modron|MPP}* in a walking citadel that looks like a giant modron"],["70–76","{@dice 1d4} {@creature Couatl||couatls}"],["77–84","1 {@creature Mind's Eye matter smith|MPP}* testing a new invention"],["85–90","1 {@creature beholder} {@book petitioner|MPP|0|Petitioners} scheming against a rival who's still alive"],["91–97","1 {@creature pit fiend} who claims to speak for an archdevil"],["98–00","1 {@creature hexton modron|MPP}* leading a march of hundreds of lesser modrons"]],"name":"Lawful Planar Encounters","page":63,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Neutral Planar Encounters","colLabels":["d100","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–07","{@dice 1d6} {@creature thri-kreen} looking for a way back to their Material Plane home"],["08–15","A mysterious being who communicates via 1 {@creature cranium rat squeaker|MPP}*"],["16–22","{@dice 1d4} {@creature Society of Sensation Muse|MPP|Society of Sensation muses}* undertaking increasingly daring feats"],["23–31","1 {@creature smoke mephit} carrying challenges between archmage rivals"],["32–38","1 {@creature eater of knowledge|MPP}*"],["39–46","{@dice 2d12} {@creature commoner} {@book petitioners|MPP|0|Petitioners} fleeing {@dice 1d4} {@creature Farastu Demodand|MPP|farastu demodands}* and 1 {@creature kelubar demodand|MPP}*"],["47–55","1 {@creature cuprilach rilmani|MPP}* on an assassination mission"],["56–64","1 {@creature equinal guardinal|MPP}* messenger"],["65–71","{@dice 1d4} {@creature Githzerai Traveler|MPP|githzerai travelers}*"],["72–79","1 {@creature kolyarut|MPP}* seeking a contract breaker"],["80–86","1 {@creature aurumach rilmani|MPP}*"],["87–92","1 {@creature githzerai futurist|MPP}* with a warning about a character's future"],["93–98","1 {@creature flameskull} claiming to be the famed planar explorer Morte"],["99–00","1 {@creature ancient time dragon|MPP}* (50 percent chance the time dragon is from the past, 50 percent chance it's from the future)"]],"name":"Neutral Planar Encounters","page":63,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Ascendant Factions of Sigil","colLabels":["Name","Summary"],"colStyles":["col-6","col-6"],"rows":[["{@creature Athar Null|MPP|Athar}","Claim the gods are frauds"],["{@creature Bleak Cabal Void Soother|MPP|Bleak Cabal}","Find no sense in the multiverse"],["{@creature Doomguard Doom Lord|MPP|Doomguard}","Celebrate destruction"],["{@creature Doomguard Rot Blade|MPP|Fated}","Take all they can"],["{@creature Fated Shaker|MPP|Fraternity of Order}","Discover laws to find truth"],["{@creature Fraternity of Order Law Bender|MPP|Hands of Havoc}","Free society through chaos"],["{@creature Hands of Havoc Fire Starter|MPP|Harmonium}","Enforce peace through might"],["{@creature Harmonium Captain|MPP|Heralds of Dust}","Believe we're already dead"],["{@creature Harmonium Peacekeeper|MPP|Mercykillers}","Bringers of merciless justice"],["{@creature Heralds of Dust Remnant|MPP|Mind's Eye}","Seekers of godhood"],["{@creature Mercykiller Bloodhound|MPP|Society of Sensation}","Find truth through experience"],["{@creature Mind's Eye Matter Smith|MPP|Transcendent Order}","Act unfettered by thought"]],"name":"Faction Agents; Ascendant Factions of Sigil","page":53,"source":"MPP","chapter":{"name":"Bestiary A to Z","index":1}},{"caption":"Spells","colLabels":["Level","Spell","School","Class"],"colStyles":["col-2 text-center","col-2","col-2","col-6"],"rows":[["2nd","{@spell Warp sense|SatO}","Divination","Sorcerer, warlock, wizard"],["4th","{@spell Gate seal|SatO}","Abjuration","Sorcerer, warlock, wizard"]],"name":"Spells","page":12,"source":"SatO","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Portal Quirks","colLabels":["d6","Portal Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","One-Way. The portal functions only one way, either into or out of Sigil. The portal isn't visible or detectable from the exit side."],["2","Shifting. One end of the portal moves in a pattern between different locations in Sigil or the destination plane."],["3","Slow. After a creature enters the portal, {@dice 2d4} days pass before the creature appears at its destination, during which time the creature is trapped in a stasis and is unaware of the passage of time."],["4","Taxing. The portal's energy is unstable. A creature that passes through the portal must succeed on a DC 10 Constitution saving throw or gain 1 level of {@condition exhaustion}."],["5","Temporary. The portal allows only {@dice 1d6 + 6} travelers to pass through in either direction, then vanishes."],["6","Tumbling Lock. Every time the portal is opened, it requires a different portal key."]],"name":"Portal Quirks","page":18,"source":"SatO","chapter":{"name":"Sigil, the City of Doors","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Planar Portals","colLabelGroups":[{"colLabels":["d100"]},{"colLabels":["Portal Anchor"]},{"colLabels":["Destination","Sigil"]},{"colLabels":["Other Plane"]},{"colLabels":["Sample Keys"]}],"colStyles":["col-2 text-center","col-2","col-2","col-2","col-4"],"rows":[["01–03","Carved wooden arch","{@book Bottle and Jug|SatO|2|Bottle and Jug}","{@book Ysgard|DMG|2|Ysgard}","Stein, war horn"],["04–06","Revolving door","{@book Face of Gith|SatO|2|Face of Gith}","{@book Limbo|DMG|2|Limbo}","Melting ice, red slaad egg"],["07–09","Shattered window","{@book Nowhere|SatO|2|Nowhere}","{@book Pandemonium|DMG|2|Pandemonium}","Brick from an infirmary, tattered paper fan"],["10–12","Sewer pipe","{@book Infinite Well|SatO|2|Infinite Well}","{@book The Abyss|DMG|2|The Abyss}","Celestial blood, demon ichor"],["13–15","Cell door","{@book Prison|SatO|2|Prison}","{@book Carceri|DMG|2|Carceri}","Broken key, length of chain"],["16–18","Open grave","{@book Dead Nations|SatO|2|Dead Nations}","{@book Hades|DMG|2|Hades}","Faceless mask, scrap of gray cloth"],["19–21","Trapdoor","{@book Grease Pit|SatO|2|Grease Pit}","{@book Gehenna|DMG|2|Gehenna}","Bloody knife, lava rock"],["22–24","Furnace door","{@book Bank of Abbathor|SatO|2|Bank of Abbathor Inc.}","{@book The Nine Hells|DMG|2|The Nine Hells}","Pinch of sulfur, signed contract"],["25–27","Iron gate","{@book Armory|SatO|2|Armory}","{@book Acheron|DMG|2|Acheron}","Broken blade, medal"],["28–30","Clock tower face","{@book High Courts|SatO|2|High Courts}","{@book Mechanus|DMG|2|Mechanus}","Metal cog, perfectly balanced scales"],["31–33","Razorvine trellis","{@book Great Foundry|SatO|2|Great Foundry}","{@book Arcadia|DMG|2|Arcadia}","Rune-inscribed ingot, sprig of grapes"],["34–36","Temple window","{@book Heart's Fire|SatO|2|Heart's Fire}","{@book Mount Celestia|DMG|2|Mount Celestia}","Angel feather, holy water"],["37–39","Ornate mirror","{@book Hall of Speakers|SatO|2|Hall of Speakers}","{@book Bytopia|DMG|2|Bytopia}","Garden trowel, pair of twins"],["40–42","Reflecting pool","{@book Gatehouse|SatO|2|Gatehouse}","{@book Elysium|DMG|2|Elysium}","Tears of joy, white lily"],["43–45","Stable gate","{@book Flame Pits|SatO|2|Flame Pits}","{@book The Beastlands|DMG|2|The Beastlands}","Animal tooth, fresh wildflower"],["46–48","Garden arch","{@book Civic Festhall|SatO|2|Civic Festhall}","{@book Arborea|DMG|2|Arborea}","Boisterous laughter, pinprick from a thorn"],["49–58","Courtyard gate","{@book Fortune's Wheel|SatO|2|Fortune's Wheel}","{@book The Outlands|DMG|2|The Outlands and Sigil}","Stone from the Spire, spoked wheel"],["59–63","Bedroom closet","{@book Planar Energy Cooperative|SatO|2|Planar Energy Cooperative}","{@book Ethereal Plane|DMG|2|Ethereal Plane}","Burial shroud, phase spider mandible"],["64–68","Skylight","{@book Shattered Temple|SatO|2|Shattered Temple}","{@book Astral Plane|DMG|2|Astral Plane}","Scrap of githyanki armor, silver sphere"],["69–71","Chimney","{@book Great Bazaar|SatO|2|Great Bazaar}","{@book Elemental Plane of Air|DMG|2|Plane of Air}","Incense smoke, silken scarf"],["72–74","Cellar door","{@book Tower Sorcerous|SatO|2|Tower Sorcerous}","{@book Elemental Plane of Earth|DMG|2|Plane of Earth}","Granite cube, metal ore"],["75–77","Blazing hearth","{@book Smoldering Corpse Bar|SatO|2|Smoldering Corpse Bar}","{@book Elemental Plane of Fire|DMG|2|Plane of Fire}","Brass brazier, burning coal"],["78–80","Crumbling well","{@book The Ditch|SatO|2|The Ditch}","{@book Elemental Plane of Water|DMG|2|Plane of Water}","Pearl, pure water"],["81–90","Mausoleum entrance","{@book Mortuary|SatO|2|Mortuary}","{@book Shadowfell|DMG|2|Shadowfell}","Grave dirt, mourner's veil"],["91–94","Yew wardrobe","{@book Parted Veil|SatO|2|Parted Veil}","{@book Feywild|DMG|2|Feywild}","Book of limericks, toadstool"],["95–98","Human-shaped hole","{@book Gastrognome|SatO|2|Gastrognome}","{@book Far Realm|DMG|2|The Far Realm}","Alien fossil, bezoar"],["99–00","Inn room door","{@book Ubiquitous Wayfarer|SatO|2|Ubiquitous Wayfarer}","{@book Material Plane|DMG|2|Known Worlds of the Material Plane}","Childhood toy, map scroll"]],"name":"Planar Portals","page":18,"source":"SatO","chapter":{"name":"Sigil, the City of Doors","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Sigil Wards","colLabels":["Ward","Prominent Factions"],"colStyles":["col-3","col-9"],"rows":[["{@book Clerks' Ward|SatO|2|Clerks' Ward}","{@book Fated|SatO|2|Fated}, {@book Incanterium|SatO|2|Incanterium},* {@book Society of Sensation|SatO|2|Society of Sensation}"],["{@book Hive Ward|SatO|2|Hive Ward}","{@book Bleak Cabal|SatO|2|Bleak Cabal}, {@book Hands of Havoc|SatO|2|Hands of Havoc}, {@book Heralds of Dust|SatO|2|Heralds of Dust}"],["{@book Lady's Ward|SatO|2|Lady's Ward}","{@book Doomguard|SatO|2|Doomguard}, {@book Fraternity of Order|SatO|2|Fraternity of Order}, {@book Harmonium|SatO|2|Harmonium}, {@book Mercykillers|SatO|2|Mercykillers}"],["{@book Lower Ward|SatO|2|Lower Ward}","{@book Athar|SatO|2|Athar}, {@book Ring Givers|SatO|2|Ring Givers},* {@book Mind's Eye|SatO|2|Mind's Eye}"],["{@book Market Ward|SatO|2|Market Ward}","{@book Free League|SatO|2|Free League},* {@book Transcendent Order|SatO|2|Transcendent Order}"],["{@book Undersigil|SatO|2|Undersigil}","Coterie of Cakes,* Revolutionary League,* Undivided* (see the \"{@book Undersigil|SatO|2|Undersigil}\" section later in this chapter for these factions)"]],"name":"Sigil Gazetteer; Sigil Wards","page":29,"source":"SatO","chapter":{"name":"Sigil, the City of Doors","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Prison Inmates","colLabels":["d12","Inmate"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A chaotic evil {@creature storm giant} conquerer who darkened Sigil's skies with storm clouds"],["2","A disheveled wizard named Gifad (chaotic neutral, human {@creature mage}) who claims to hail from the future"],["3","Koe, a fiery-winged, chaotic neutral {@creature deva} imprisoned for smuggling weapons forged on Mount Celestia to Fiends on both sides of the Blood War"],["4","A clone of Manshoon (lawful evil, human {@creature archmage}), an infamous masked archwizard from the world of Toril, who insists he has been framed"],["5","A {@creature cuprilach rilmani|MPP} (see {@book Morte's Planar Parade|MPP}) that killed a former factol to preserve the Balance"],["6","A malevolent cosmic force manifesting as a {@creature planar incarnate|MPP} (see {@book Morte's Planar Parade|MPP}) that feeds on entire realities"],["7","A nameless, chaotic evil {@creature doppelganger} who has impersonated every factol in Sigil"],["8","A supernatural {@creature assassin} who targets only former mortals"],["9","A world-destroying Construct (use the {@creature kolyarut|MPP} stat block) whose creator is still at large"],["10","A {@creature decaton modron|MPP} (see {@book Morte's Planar Parade|MPP}) that turned itself in after a {@creature pentadrone} under its command malfunctioned and abandoned its post"],["11","A {@creature darkweaver|MPP} guilty of trying to eat a {@creature dabus|MPP} (both stat blocks are in {@book Morte's Planar Parade|MPP})"],["12","A {@creature kraken} that briefly drowned one of Sigil's wards by using portals to aquatic planes"]],"name":"Prison Inmates","page":45,"source":"SatO","chapter":{"name":"Sigil, the City of Doors","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Spells for Sale","colLabels":["Spell","Cost per Spell"],"colStyles":["col-10","col-2 text-center"],"rows":[["{@spell Comprehend languages}, {@spell detect magic}, {@spell disguise self}, {@spell feather fall}, {@spell illusory script}, {@spell protection from evil and good}, {@spell shield}, {@spell Tenser's floating disk}","25 gp"],["{@spell Arcane lock}, {@spell darkvision}, {@spell detect thoughts}, {@spell hold person}, {@spell invisibility}, {@spell knock}, {@spell Nystul's magic aura}, {@spell warp sense|SatO}*","75 gp"],["{@spell Dispel magic}, {@spell fly}, {@spell glyph of warding}, {@spell magic circle}, {@spell sending}, {@spell tongues}","150 gp"],["{@spell Dimension door}, {@spell fabricate}, {@spell gate seal|SatO},* {@spell locate creature}","300 gp"],["{@spell Contact other plane}, {@spell legend lore}, {@spell planar binding}, {@spell Rary's telepathic bond}","750 gp"]],"name":"Spells for Sale","page":50,"source":"SatO","chapter":{"name":"Sigil, the City of Doors","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Bazaar Shops","colLabels":["d8","Vendor"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Boastful human hunter ({@creature assassin}) who sells hides and armors made from creatures she has slain—such as ankheg breastplates, angel-feathered cloaks, and horned gorgon shields"],["2","Celestial-owned bookstall carrying holy texts, illuminated manuscripts, and divine stationary"],["3","Boutique where a {@creature darkweaver|MPP} (see {@book Morte's Planar Parade|MPP}) with an eye for fashion weaves the latest styles out of pure shadow"],["4","Food stall catering to creatures of a specific type"],["5","Sweltering iron shack where a {@creature fire giant} blacksmith and his two {@creature magmin} helpers craft sturdy weapons with harmlessly smoldering pommels"],["6","Pawn shop that specializes in portal keys"],["7","Souvenir shop full of chintzy planar trinkets that might all be Tiny {@creature Mimic||mimics}"],["8","Contractor hiring monsters to defend dungeons on other worlds"]],"name":"Shopping in the Bazaar; Bazaar Shops","page":53,"source":"SatO","chapter":{"name":"Sigil, the City of Doors","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Sigil Adventure Hooks","colLabels":["d10","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A lost soul asks the party to escort them to the home of their deity—who no one's ever heard of."],["2","A barrister begs the characters to serve as witnesses during a trial in the {@book High Courts|SatO|2|High Courts}, but the characters have no memory of witnessing a crime."],["3","A {@creature cranium rat squeaker|MPP} (see {@book Morte's Planar Parade|MPP}) with an important secret needs help avoiding foes and finding its swarm elsewhere in Sigil."],["4","Refugees entreat the characters to help them find a safe new home in Sigil."],["5","The characters learn that a terrifying war machine is being transported through Sigil for use in conquering a Material Plane world."],["6","A shop or tavern owner hires the characters to track down a deadbeat patron—a {@creature solar}, a {@creature pit fiend}, a {@creature death knight}, or other powerful being."],["7","A group tries to kidnap a character, as the character is the key to a portal the group plans to use."],["8","A villain looks remarkably like one of the characters, enough so that a {@creature kolyarut|MPP} or {@creature cuprilach rilmani|MPP} (both detailed in {@book Morte's Planar Parade|MPP}) mistakes the character for the scoundrel."],["9","An {@creature archmage} new to the city offers to reward the characters with a magic item if they serve as their touts and sedan chair carriers for a day."],["10","A {@creature dabus|MPP} (see {@book Morte's Planar Parade|MPP}) requests the characters' aid in removing someone or someplace from Sigil before the Lady of Pain learns of it."]],"name":"Sigil Adventure Hooks","page":58,"source":"SatO","chapter":{"name":"Sigil, the City of Doors","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Faction Missions","colLabels":["d6","Mission"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A factol hires the characters to dig up dirt on a rival faction leader."],["2","The characters must infiltrate another faction's headquarters and steal a priceless item."],["3","A faction leader hires the characters as bodyguards for an important city event at the {@book Hall of Speakers|SatO|2|Hall of Speakers}."],["4","Suspicious of their own ranks, a factol hires the characters to root out a spy."],["5","A factotum secretly offers the characters a hefty reward to break someone out of the {@book Prison|SatO|2|Prison}."],["6","After a public spat with another faction leader, a factol goes missing. Their second-in-command hires the characters to investigate."]],"name":"Faction Missions","page":58,"source":"SatO","chapter":{"name":"Sigil, the City of Doors","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Sigil Calamities","colLabels":["d8","Calamity"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Sigil begins to shudder daily at peak and antipeak, causing a citywide panic."],["2","Waves of arcane blackouts sweep across Sigil. During these events, magic items have their effects suppressed, spells behave unpredictably, and portals cease to function. The {@book Incanterium|SatO|2|Incanterium} is to blame."],["3","Without warning, the Lady of Pain sends two-thirds of Sigil's population to {@book the Mazes|SatO|2|The Mazes}. It's up to the characters to figure out why."],["4","Reliable portals throughout Sigil begin to malfunction. Chaos ensues as citizens vanish to unknown planes in a mass."],["5","A portal to the front lines of the Blood War opens in the {@book Lower Ward|SatO|2|Lower Ward}, bringing the conflict to the city."],["6","Dozens of dead factions unite in {@book Undersigil|SatO|2|Undersigil}. They mount an uprising on the surface and attempt to oust several factions."],["7","The Lady of Pain locks the Cage without warning, barring anything and anyone from entering or exiting the City of Doors."],["8","The Lady of Pain decrees that Sigil tolerates its factions no longer. They must disband or risk her wrath. Three factols come together and hire the characters to change the Lady's mind."]],"name":"Sigil Calamities","page":58,"source":"SatO","chapter":{"name":"Sigil, the City of Doors","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Automata Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Fleeing interplanar bounty hunters, a three-horned tiefling named Romerillo (chaotic good, tiefling {@creature spy}) seeks refuge on one of the Upper Planes. Romerillo asks the characters to sneak them aboard the Concordant Express."],["2","Disguised as Serafil, a {@creature shator demodand|MPP} (see {@book Morte's Planar Parade|MPP}) assumes the council member's position and has the \"impostor\" arrested. Serafil's disheveled secretary beseeches the characters for aid."],["3","A chaotic evil {@creature quadrone} tampers with the street numbers at night, causing widespread gridlock as modrons leave for work each morning. The Council of Order asks the characters to investigate."],["4","A {@creature marid} fruit vendor is arrested in the Inverse for color-coordinating the produce in their stall. The genie petitions the characters to defend them in the nonsensical courts of the Hall of Discord."]],"name":"Automata Adventures","page":63,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Bedlam Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The winds puppeteer the contents of an armory in the Bleakheights. A {@creature goblin} shopkeep pays the characters to defend their shop's wind chimes from rampaging suits of {@creature animated armor}."],["2","Each night, a {@creature darkweaver|MPP} (see {@book Morte's Planar Parade|MPP}) snatches a resident of Midtown and drags them into the {@book Wailing Hollows|SatO|3|Wailing Hollows}. Gatekeeper Cirrus calls for the creature's capture or extermination."],["3","Orbys Bumblewing asks the characters to test a dubious new flying machine. During their flight, Nimbus Knife {@creature Bandit||bandits} attempt to steal it."],["4","A wave of murder sweeps through Midtown, caused by a malevolent breeze (use the {@creature ghost} stat block) that possesses the townsfolk."]],"name":"Bedlam Adventures","page":65,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Curst Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Dolores ({@creature green hag}) pays the characters to remove a group of {@creature Bandit||bandits} from her junkyard."],["2","A disgraced {@creature githzerai uniter|MPP} (see {@book Morte's Planar Parade|MPP}) in the {@book Traitor's Gate|SatO|3|Traitor's Gate} pays the characters to free Tovus Gilaf from the burgomaster's estate."],["3","A {@creature Mercykiller bloodhound|MPP} (see {@book Morte's Planar Parade|MPP}) arrives in town, searching for a fugitive who looks exactly like one of the characters."],["4","The gate to Carceri briefly ruptures, releasing a host of destructive {@creature Fomorian||fomorians} on Curst."]],"name":"Curst Adventures","page":67,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Ecstasy Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A convincing petitioner (chaotic neutral {@creature ghost}) pretends to be the long-lost relative of a character. The spirit aims to possess the character and live life to the fullest."],["2","The Lightcaller holds a peace banquet in {@book Solrise Tower|SatO|3|Solrise Tower}, inviting powerful devils and demons in hopes of ending the Blood War. A {@creature solar} requests the characters attend in case things turn ugly."],["3","A {@creature green hag} poisons Ecstasy's orchards daily at twilight, outside the jurisdiction of either monarch. After a string of illnesses at {@book Revelhome|SatO|3|Revelhome}, Madame Millani hires the characters to investigate."],["4","Three evenings have passed since the gates of {@book Moondark Tower|SatO|3|Moondark Tower} last opened. An owl-like {@creature avoral guardinal|MPP} (see {@book Morte's Planar Parade|MPP}) night merchant asks the party to solve the mystery."]],"name":"Ecstasy Adventures","page":69,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Excelsior Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature androsphinx} arrives in Excelsior and declares itself the new high chancellor. Forough petitions the characters to help cement her authority."],["2","The {@creature empyrean} Tygrant receives a prophecy that he can return to Mount Celestia only if he is humbled through defeat. He challenges all of Excelsior, including the characters, to wrestling matches in his tower."],["3","Allowed into the {@book forum|SatO|3|Forum} on an ancient contract, a silver-tongued {@creature pit fiend} invites Excelsior's orators to debate the worth of a soul. An angel asks the characters to take the podium."],["4","The faith of a divine champion ({@creature gladiator}) begins to waver in the {@book Chandelier|SatO|3|Chandelier}, causing their cloud keep to shudder. A {@creature lantern archon|MPP} (see {@book Morte's Planar Parade|MPP}) asks the characters to erase the warrior's doubt before their fortress falls from the sky."]],"name":"Excelsior Adventures","page":71,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Faunel Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Mick Mangehide ({@creature gnoll fang of Yeenoghu}) and his band of {@creature Gnoll||gnolls} set out to claim the hides of Faunel's three pack leaders."],["2","Commanded by a general in Rigus, a {@creature hobgoblin warlord} attempts to capture {@book Camp Greenbriar|SatO|3|Camp Greenbriar} and convert it into a logging camp."],["3","A {@creature musteval guardinal|MPP} (see {@book Morte's Planar Parade|MPP}) explorer hires the characters to join an expedition to recover a lost treasure from Old Faunel."],["4","An irate {@creature roc} assails Eagles' Aerie, gobbling up its inhabitants and destroying their nests in search of its egg, which was stolen by the Vile Hunt."]],"name":"Faunel Adventures","page":73,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Fortitude Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A local politician (dwarf {@creature noble}) pays the characters to dig up dirt on an opponent."],["2","After a series of guilty admissions, {@creature Black Pudding||black puddings} begin to slither from the {@book Pavilion of Purity|SatO|3|Pavilion of Purity} at night, slaying their confessors one by one. The Spotless Seven hires the party to scrub the black puddings from the town."],["3","One of the Storm Lords falls ill with a supernatural cold, plunging Fortitude into a sudden brutal winter. The remaining three elemental beings ask the characters to enter the gate in search of a cure."],["4","A popular candidate for the Spotless Seven convinces several citizens that to achieve inner harmony, they must indulge themselves in one night of unchecked mayhem."]],"name":"Fortitude Adventures","page":75,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Glorium Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The town's deceased warriors rise to fight again as {@creature Ghost||ghosts}, but their resurgence creates headaches when the spirit of Flatnose Grim expects to be reinstated as the town's ruler."],["2","After an argument with Tyrza, Jek Thanol refuses to shield Glorium from the armies of Gzemnid. With their treaty shattered, a {@creature death tyrant} attacks the gate-town."],["3","A {@creature frost giant} jarl learns of the entrance to the World Tree within {@book Serpent's Rise|SatO|3|Serpent's Rise}. Rather than attack Glorium, he sets out to find the root and use it to conquer untold worlds."],["4","A {@creature sea hag} in the {@book Sacred Well|SatO|3|Sacred Well} tells one of the characters they will die at the hand of Gzemnid in five days."]],"name":"Glorium Adventures","page":77,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Hopeless Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The party is caught red-handed after a mean-spirited {@creature goblin} makeup artist ambushes them with a splash of magic paint. Two {@creature Beholder||beholders} demand the characters perform at the {@book Gallows|SatO|3|Gallows} or be disintegrated where they stand."],["2","Commanded by its superiors in Hades, a {@creature nycaloth} bubbles up through the Wishless Well and begins hunting members of the resistance in Hopeless."],["3","High Cardinal Thingol hires the characters to catch the Jester, a costumed vigilante ({@creature mage}) in possession of a wand that spreads joy."],["4","A {@creature baernaloth|MPP} (see {@book Morte's Planar Parade|MPP}) whispers to the characters through the Wishless Well, offering to trade ancient secrets for the Maiden of Misery's true identity."]],"name":"Hopeless Adventures","page":79,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Plague-Mort Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Disguised as a cleric of a sun god, a {@creature deva} from Excelsior begins proselytizing among hopeful townsfolk in secret. Archlector Bex commands the characters to capture the missionary and deliver them to the Pit."],["2","A farmer pays the characters to prune a patch of pustules from a field before the harvest is spoiled. Dozens of {@creature Zombie||zombies} lurk within the maze of stalks."],["3","Armed with a forked spear, the vindictive Martari Mayhem (lawful evil, tiefling {@creature gladiator}) plans to storm {@book Blightsteel Keep|SatO|3|Blightsteel Keep}. At the {@book Razed Altar|SatO|3|Razed Altar}, she hires the characters to infiltrate the stronghold and report on its defenses."],["4","Alorio Nightriddle (chaotic evil, human {@creature mage}) invites the characters to a clandestine meeting at A Pinch of Salt, a rundown tavern with a {@creature glabrezu} proprietor. Alorio wants their help to oust the archlector."]],"name":"Plague-Mort Adventures","page":81,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Ribcage Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","One of the character's loved ones pledges their soul in an infernal contract. To win it back, the party must argue their case before a {@creature pit fiend} judge in the Court of Cinders."],["2","Commanded by a fallen angel (lawful evil {@creature planetar}) who runs a rival tavern, a gaggle of {@creature Imp||imps} begins vandalizing the {@book Bleeding Horn|SatO|3|Bleeding Horn}. The {@creature ice devil} Sparax pays characters to deal with the situation."],["3","Thalamra Vanthampur, a deceased duke of Baldur's Gate, claws her way out of the depths of Avernus and emerges in Ribcage as a {@creature death knight}. A vengeful conqueror, she calls on the characters to help topple Duchess Zurkbane and her cronies."],["4","Duchess Zurkbane hires the characters to capture a supposedly dangerous criminal, who turns out to be an innocent {@creature commoner} who saw Zurkbane's true form."]],"name":"Ribcage Adventures","page":83,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Rigus Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The {@creature arcanaloth} Fetchtatter pays the characters to steal an infernal war machine from {@book Ribcage|SatO|3|Ribcage} so it can be sold to a general in Rigus."],["2","The avatar of an evil deity of war (use the {@creature planar incarnate|MPP} stat block from {@book Morte's Planar Parade|MPP}) emerges from the {@book Lion's Gate|SatO|3|Gate} to destroy Rigus."],["3","A {@creature mummy lord} in the {@book Crown|SatO|3|Crown} commands General Braahg to implement an outdated strategy. Risking treason, the hobgoblin hires the characters to lay his superior to rest."],["4","The {@creature ghost} of a fallen warrior asks the party to investigate why their name isn't on the {@book Final Procession|SatO|3|Final Procession}. The culprit is a petty Crown General who took credit for the warrior's heroism."]],"name":"Rigus Adventures","page":85,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Sylvania Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature vampire} bachelorette invites the characters to a costumed ball at the {@book Yearning Timbers|SatO|3|Yearning Timbers}, hoping to enlist their help in choosing her next partner."],["2","A jolly halfling invites the characters to a tea party at their woodland cottage. The halfling is actually a {@creature green hag} intent on eating her guests."],["3","A {@creature blink dog} gobbles up King Ewren III. As the kingdom descends into chaos, a {@creature pixie} messenger asks the characters to help determine the next monarch."],["4","One of the Seven Spiritors (use the {@creature ghost} stat block) possesses a {@creature satyr} and involves the characters in a scandal that must be remedied."]],"name":"Sylvania Adventures","page":87,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Torch Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","When a buyer stiffs the Stolen Glance, Zephesta hires the characters to collect the debt and \"rough him up a little bit.\" She fails to mention the buyer is a {@creature cloud giant}."],["2","A {@creature death tyrant} claiming to be the deceased founder of the Xanathar's Guild on Toril hires the party to obtain an invitation to the Family on its behalf—or be destroyed."],["3","The {@book Bank of Abbathor|SatO|3|Bank of Abbathor} hires the characters as security. The very same day, two {@creature Maelephant|MPP|maelephants} (see {@book Morte's Planar Parade|MPP}) attempt to rob the bank."],["4","{@creature Doppelganger||Doppelgangers} in the Lookalikes gang take on the characters' appearances and go on a crime spree, creating problems for the party at multiple locations."]],"name":"Torch Adventures","page":89,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Tradegate Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","While the characters are shopping, several hostile {@creature xorn} attack the {@book Trademill Mint|SatO|3|Trademill Mint}."],["2","During a demonstration for the characters, a gnome inventor's latest creation (use the {@creature iron golem} stat block) runs amok, wreaking havoc."],["3","Melvin Manyroads (chaotic good, gnome {@creature mage}) asks the characters to help map one of the many sites in the Outlands (see the \"{@book Other Realms|SatO|3|Other Realms}\" section later in this chapter)."],["4","A local beekeeper wants to sell a special planar honey in the {@book Everything Emporium|SatO|3|Everything Emporium}. To help her get started, the beekeeper asks the characters to capture {@dice 1d10} live {@creature Sunfly|MPP|sunflies} (see {@book Morte's Planar Parade|MPP})."]],"name":"Tradegate Adventures","page":91,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Xaos Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A team of four {@creature Quadrone||quadrones} recruits the party on a rescue mission into the {@book Cube|SatO|3|The Cube}."],["2","Lazethon, a {@creature githzerai uniter|MPP} (see {@book Morte's Planar Parade|MPP}), recruits the characters to defend the embassy from an approaching githyanki warship."],["3","A merciless {@creature githyanki knight} arrives in Xaos on the back of a {@creature young red dragon}. He asks the characters to help him sniff out members of the Sha'sal Khou on behalf of Vlaakith the Lich-Queen."],["4","Slaadi flock to their nest in Xaos for a ritual that occurs once every century. Afraid of becoming hosts for {@creature Slaad Tadpole||slaad tadpoles}, townsfolk beseech the characters for aid."]],"name":"Xaos Adventures","page":93,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Heralds of Dust Spellcasting Fees","colLabels":["Spell","Price"],"colStyles":["col-11","col-2 text-right"],"rows":[["{@spell Identify}, {@spell illusory script}","25 gp"],["{@spell Darkvision}, {@spell gentle repose}","50 gp"],["{@spell Animate dead}, {@spell feign death}, {@spell speak with dead}","100 gp"]],"name":"Heralds of Dust Spellcasting Fees","source":"AATM","chapter":{"name":"Adventure Atlas: The Mortuary","index":0}},{"caption":"Mortuary Portals","colLabels":["d6","Portal Anchor","Portal Key"],"colStyles":["col-2 text-center","col-5 text-center","col-5"],"rows":[["1","Body bag","Vial of embalming fluid"],["2","Bone-filled ossuary","Mourning dance"],["3","Funerary urn","Spoken eulogy"],["4","Eye of a giant's skull","Two gold coins"],["5","Open casket","Flower from a grave"],["6","Pile of ashes","Dead creature's keepsake"]],"name":"Entering the Mortuary; Mortuary Portals","source":"AATM","chapter":{"name":"Adventure Atlas: The Mortuary","index":0}},{"caption":"Mortuary Chambers","colLabels":["d10","Chamber"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A storage room for objects bequeathed by the dead"],["2","A cramped, tenement-like catacomb housing for sapient Undead who live and work in Sigil"],["3","A crematorium littered with ash"],["4","A scriptorium for epitaphs, eulogies, and obituaries"],["5","A filthy room filled with mounds of grave dirt"],["6","A cadaver room where maimed Undead can peruse replacement limbs"],["7","A craft room for caskets, ships, and other containers used in funerary ceremonies"],["8","A ritual chamber affected by a permanent {@spell hallow} spell"],["9","A reception hall that smells of funeral potatoes"],["10","An autopsy room lined with surgical instruments"]],"name":"Exploring the Mortuary; Mortuary Chambers","source":"AATM","chapter":{"name":"Adventure Atlas: The Mortuary","index":0}},{"caption":"Mortuary Adventure Hooks","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A wrongfully interred {@creature death knight} launches a campaign against Factol Skall, fomenting dissent and dividing the Heralds of Dust into splinter factions. Factol Skall hires the characters to unite the dead before the faction crumbles beyond repair."],["2","A multiversal law dictates that a death council must convene in the Mortuary once every century. The characters are charged with exhuming a series of influential Undead entombed on other planes and escorting them to the Mortuary. Some of the council members are especially cranky when awoken."],["3","When a godling is born on the Upper Planes, a wave of positive energy sweeps over the Mortuary through its myriad portals, restoring hundreds of long-dead creatures to life."],["4","{@creature Factol Skall|AATM} (see the appendix) announces his retirement. Before he transcends to True Death, he asks the characters to help him name his successor."]],"name":"Mortuary Adventures; Mortuary Adventure Hooks","source":"AATM","chapter":{"name":"Adventure Atlas: The Mortuary","index":0}},{"caption":"Animated Coffin Contents","colLabels":["d6","Contents"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@dice 1d4} {@creature swarm of bats}"],["2","{@dice 1d4} {@creature Skeleton||skeletons} packed like sardines"],["3","A groaning {@creature mummy}"],["4","A patch of {@hazard yellow mold} (see the {@book Dungeon Master's Guide|DMG})"],["5","A slumbering {@creature vampire spawn}"],["6","A portal to the {@area Path of Graves|02a|x} (detailed earlier in this supplement)"]],"name":"Animated Coffin Contents","source":"AATM","chapter":{"name":"Adventure Atlas: The Mortuary","index":0}},{"caption":"Inspiration Cards","colLabels":["Card","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["Balance (or 2 ♠)","When you deal damage to a creature, immediately spend 1 Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum 1)."],["Comet (or 2 {@color ♦|#ff0000})","As a bonus action, select one creature as your chosen foe. That creature has vulnerability to damage you deal and resistance to all other damage, and it has disadvantage on its attack rolls against any creature other than you. This effect ends when any creature other than you deals damage to the target."],["Donjon (or A ♠)","As an action, you are transported to an empty demiplane until the end of your next turn. You can't affect or be affected by anything on the plane you left until you return. You return to the same space you left or, if that space is occupied, to the nearest unoccupied space."],["Euryale (or Q ♠)","When a creature makes a saving throw, it has disadvantage on that saving throw."],["Fates (or A {@color ♥|#ff0000})","Reroll a single {@dice d20} roll you've just made. You must use the second roll."],["Flames (or Q ♣)","When you deal damage to a creature, that creature takes an extra {@dice 1d6} fire damage."],["Fool (or Joker with ™)","As a reaction, when you take damage, you cause the creature that dealt it to have the {@condition prone} condition."],["Gem (or 2 {@color ♥|#ff0000})","Take an additional action on your turn."],["Jester (or Joker without ™)","Take the {@action Disengage} action as a bonus action."],["Key (or Q {@color ♥|#ff0000})","As a bonus action, teleport, with anything you are wearing or carrying, up to 30 feet to a space you can see."],["Knight (or J {@color ♥|#ff0000})","As a reaction, impose disadvantage on the attack roll of a creature you can see."],["Moon (or Q {@color ♦|#ff0000})","As a bonus action, regain one expended 1st-level spell slot or a single use of an ability that can be used a certain number of times per day."],["Puzzle (or 2 ♣)","Gain advantage on a saving throw."],["Rogue (or J ♠)","Gain advantage on an attack roll."],["Ruin (or K ♠)","As a bonus action, impose disadvantage on all ability checks of a creature you can see until the end of its next turn."],["Sage (or A {@color ♦|#ff0000})","Take the {@action Help} or {@action Search} action as a bonus action."],["Skull (or J ♣)","As an action, surround yourself with a shroud of death. Until the start of your next turn, any creature that ends its turn within 5 feet of you takes {@dice 1d6} necrotic damage."],["Star (or J {@color ♦|#ff0000})","Gain advantage on an ability check."],["Sun (or K {@color ♦|#ff0000})","As a reaction, when a creature makes a melee attack that hits you, that creature has the {@condition blinded} condition until the end of your next turn."],["Talons (or A ♣)","As a bonus action, reduce the speed of one creature within 5 feet of you to 0 until the start of your next turn."],["Throne (or K {@color ♥|#ff0000})","As a reaction, when you take damage, the creature that dealt the damage has the {@condition frightened} condition until the end of its next turn. You are the source of its fear."],["Void (or K ♣)","As a reaction, when you take damage, gain resistance to that damage until the start of your next turn."]],"name":"Inspiration Hand; Inspiration Cards","source":"BMT","chapter":{"name":"Balance","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Forest Encounter Deck","colLabels":["{@dice 1d21|Card}","Creature","Challenge","Group"],"colStyles":["col-2 text-center","col-6","col-2 text-center","col-2 text-center"],"rows":[[{"type":"cell","roll":{"exact":1},"entry":"A ♠"},"{@creature Young green dragon}","8","—"],[{"type":"cell","roll":{"exact":2},"entry":"A ♣"},"{@creature Druid} (friend)","—","—"],[{"type":"cell","roll":{"exact":3},"entry":"K ♠"},"{@creature Bandit captain}","2","Bandits"],[{"type":"cell","roll":{"exact":4},"entry":"K ♣"},"{@creature Bandit} ×4","1/8","Bandits"],[{"type":"cell","roll":{"exact":5},"entry":"K {@color ♥|#ff0000}"},"{@creature Bandit} ×4","1/8","Bandits"],[{"type":"cell","roll":{"exact":6},"entry":"Q ♠"},"{@creature Owlbear}","3","—"],[{"type":"cell","roll":{"exact":7},"entry":"Q ♣"},"{@creature Owlbear}","3","—"],[{"type":"cell","roll":{"exact":8},"entry":"J ♠"},"{@creature Ettercap}","2","Spiders"],[{"type":"cell","roll":{"exact":9},"entry":"J ♣"},"{@creature Swarm of Spiders||Swarm of insects (spiders)}","2","Spiders"],[{"type":"cell","roll":{"exact":10},"entry":"J {@color ♥|#ff0000}"},"{@creature Giant spider} ×2","1","Spiders"],[{"type":"cell","roll":{"exact":11},"entry":"J {@color ♦|#ff0000}"},"{@creature Giant spider} ×2","1","Spiders"],[{"type":"cell","roll":{"exact":12},"entry":"9 ♣"},"{@creature Giant boar}","2","—"],[{"type":"cell","roll":{"exact":13},"entry":"8 ♣"},"{@creature Ankheg} (lurker)","2","—"],[{"type":"cell","roll":{"exact":14},"entry":"7 ♠"},"{@creature Displacer beast} (twin)","3","—"],[{"type":"cell","roll":{"exact":15},"entry":"7 ♣"},"{@creature Displacer beast} (twin)","3","—"],[{"type":"cell","roll":{"exact":16},"entry":"6 ♠"},"{@creature Worg} ×2 (lurker)","1/2","—"],[{"type":"cell","roll":{"exact":17},"entry":"5 ♠"},"{@creature Pegasus}","2","—"],[{"type":"cell","roll":{"exact":18},"entry":"5 ♣"},"{@creature Pegasus}","2","—"],[{"type":"cell","roll":{"exact":19},"entry":"4 ♠"},"{@creature Shambling mound}","5","—"],[{"type":"cell","roll":{"exact":20},"entry":"3 ♠"},"{@creature Vampiric mist|MPMM}*","3","—"],[{"type":"cell","roll":{"exact":21},"entry":"2 ♠"},"Draw two","—","—"]],"footnotes":["*This monster appears in {@book Mordenkainen Presents: Monsters of the Multiverse|MPMM}. Omit this card if you don't have that book."],"name":"Forest Encounter Deck","source":"BMT","chapter":{"name":"Balance","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Corrupted Lands Encounter Deck","colLabels":["{@dice 1d21|Card}","Creature","Challenge","Group"],"colStyles":["col-2 text-center","col-6","col-2 text-center","col-2 text-center"],"rows":[[{"type":"cell","roll":{"exact":1},"entry":" A {@color ♦|#ff0000}"},"{@creature Shoosuva|MPMM}*","8","—"],[{"type":"cell","roll":{"exact":2},"entry":" A {@color ♥|#ff0000}"},"{@creature Gold dragon wyrmling} (friend)","—","—"],[{"type":"cell","roll":{"exact":3},"entry":" K {@color ♦|#ff0000}"},"{@creature Ochre jelly} (lurker)","2","—"],[{"type":"cell","roll":{"exact":4},"entry":" Q {@color ♥|#ff0000}"},"{@creature Nothic} (twin)","2","—"],[{"type":"cell","roll":{"exact":5},"entry":" Q {@color ♦|#ff0000}"},"{@creature Nothic} (twin)","2","—"],[{"type":"cell","roll":{"exact":6},"entry":"10 ♠"},"{@creature Cult fanatic}","2","Cultists"],[{"type":"cell","roll":{"exact":7},"entry":"10 ♣"},"{@creature Veteran}","3","Cultists"],[{"type":"cell","roll":{"exact":8},"entry":"10 {@color ♥|#ff0000}"},"{@creature Cultist} ×4","1/8","Cultists"],[{"type":"cell","roll":{"exact":9},"entry":"10 {@color ♦|#ff0000}"},"{@creature Maw demon|MPMM}*","1","Cultists"],[{"type":"cell","roll":{"exact":10},"entry":" 9 ♠"},"{@creature Gnoll fang of Yeenoghu}","4","Gnolls"],[{"type":"cell","roll":{"exact":11},"entry":" 9 {@color ♥|#ff0000}"},"{@creature Gnoll pack lord}","2","Gnolls"],[{"type":"cell","roll":{"exact":12},"entry":" 9 {@color ♦|#ff0000}"},"{@creature Gnoll}","1/2","Gnolls"],[{"type":"cell","roll":{"exact":13},"entry":" 8 {@color ♥|#ff0000}"},"{@creature Vrock}","6","—"],[{"type":"cell","roll":{"exact":14},"entry":" 7 {@color ♥|#ff0000}"},"{@creature Harpy}","1","—"],[{"type":"cell","roll":{"exact":15},"entry":" 7 {@color ♦|#ff0000}"},"{@creature Harpy}","1","—"],[{"type":"cell","roll":{"exact":16},"entry":" 6 {@color ♥|#ff0000}"},"{@creature Manticore}","3","—"],[{"type":"cell","roll":{"exact":17},"entry":" 5 {@color ♥|#ff0000}"},"{@creature Deathlock|MPMM}* (twin)","4","—"],[{"type":"cell","roll":{"exact":18},"entry":" 5 {@color ♦|#ff0000}"},"{@creature Ghoul} ×2 (twin)","1","—"],[{"type":"cell","roll":{"exact":19},"entry":" 4 {@color ♥|#ff0000}"},"{@creature Gibbering mouther} (lurker)","2","—"],[{"type":"cell","roll":{"exact":20},"entry":" 3 {@color ♥|#ff0000}"},"{@creature Treant} (noncombat encounter)","—","—"],[{"type":"cell","roll":{"exact":21},"entry":" 2 {@color ♦|#ff0000}"},"Draw two","—","—"]],"footnotes":["*This monster appears in {@book Mordenkainen Presents: Monsters of the Multiverse|MPMM}. Omit this card if you don't have that book."],"name":"Corrupted Lands Encounter Deck","source":"BMT","chapter":{"name":"Balance","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Magic Items by Name","colLabels":["Magic Item","Rarity","Chapter"],"colStyles":["col-8","col-2 text-center","col-2 text-center"],"rows":[["{@item Antimagic Armor|BMT}","Very rare","{@book 9|BMT|8|Starshot Crossbow}"],["{@item Armor of Fungal Spores|BMT}","Uncommon","{@book 9|BMT|8|Armor of Fungal Spores}"],["{@item Armor of the Fallen|BMT}","Uncommon","{@book 9|BMT|8|Armor of the Fallen}"],["{@item Armor of Weightlessness|BMT}","Uncommon","{@book 9|BMT|8|Armor of Weightlessness}"],["{@item Baleful Talon|BMT}","Very rare","{@book 5|BMT|4|Baleful Talon}"],["{@item Blasted Goggles|BMT}","Uncommon","{@book 20|BMT|19|Blasted Goggles}"],["{@item Bloodrage Greataxe|BMT}","Uncommon","{@book 9|BMT|8|Bloodrage Greataxe}"],["{@item Bloodseeker Ammunition|BMT}","Very rare","{@book 9|BMT|8|Bloodseeker Ammunition}"],["{@item Boomerang Shield|BMT}","Uncommon","{@book 9|BMT|8|Boomerang Shield}"],["{@item Bow of Conflagration|BMT}","Rare","{@book 9|BMT|8|Bow of Conflagration}"],["{@item Bow of Melodies|BMT}","Very rare","{@book 9|BMT|8|Bow of Melodies}"],["{@item Breastplate of Balance|BMT}","Rare","{@book 5|BMT|4|Breastplate of Balance}"],["{@item Card Sharp's Deck|BMT}","Uncommon","{@book 6|BMT|5|Card Sharp's Deck}"],["{@item Clockwork Armor|BMT}","Very rare","{@book 9|BMT|8|Clockwork Armor}"],["{@item Crown of Whirling Comets|BMT}","Very rare","{@book 5|BMT|4|Crown of Whirling Comets}"],["{@item Deck of Dimensions|BMT}","Very rare","{@book 6|BMT|5|Deck of Dimensions}"],["{@item Deck of Many More Things|BMT}","Legendary","{@book 7|BMT|6|Deck of Many More Things}"],["{@item Deck of Miscellany|BMT}","Uncommon","{@book 6|BMT|5|Deck of Miscellany}"],["{@item Deck of Oracles|BMT}","Rare","{@book 8|BMT|7|Deck of Oracles}"],["{@item Deck of Wild Cards|BMT}","Very rare","{@book 6|BMT|5|Deck of Wild Cards}"],["{@item Deck of Wonder|BMT}","Uncommon","{@book 7|BMT|6|Deck of Wonder}"],["{@item Donjon's Sundering Sphere|BMT}","Rare","{@book 5|BMT|4|Donjon's Sundering Sphere}"],["{@item Dried Leech|BMT}","Uncommon","{@book 9|BMT|8|Dried Leech}"],["{@item Euryale's Aegis|BMT}","Legendary","{@book 5|BMT|4|Euryale's Aegis}"],["{@item Fabulist Gem|BMT}","Uncommon","{@book 5|BMT|4|Fabulist Gem}"],["{@item Fate Cutter Shears|BMT}","Very rare","{@book 8|BMT|7|Fate Cutter Shears}"],["{@item +1 Fate Dealer's Deck|BMT|Fate Dealer's Deck}","Varies","{@book 8|BMT|7|Fate Dealer's Deck}"],["{@item Feywrought Armor|BMT}","Rare","{@book 9|BMT|8|Feywrought Armor}"],["{@item Fool's Blade|BMT}","Very rare","{@book 5|BMT|4|Fool's Blade}"],["{@item Forcebreaker Weapon|BMT}","Very rare","{@book 9|BMT|8|Forcebreaker Weapon}"],["{@item Glimmering Moonbow|BMT}","Rare","{@book 5|BMT|4|Glimmering Moonbow}"],["{@item Gloomwrought Armor|BMT}","Rare","{@book 9|BMT|8|Gloomwrought Armor}"],["{@item Grasping Whip|BMT}","Rare","{@book 9|BMT|8|Grasping Whip}"],["{@item Hammer of Runic Focus|BMT}","Very rare","{@book 9|BMT|8|Hammer of Runic Focus}"],["{@item House of Cards|BMT}","Uncommon","{@book 8|BMT|7|House of Cards}"],["{@item Jester's Mask|BMT}","Legendary","{@book 5|BMT|4|Jester's Mask}"],["{@item Plate of Knight's Fellowship|BMT}","Uncommon","{@book 5|BMT|4|Plate of Knight's Fellowship}"],["{@item Ring of Puzzler's Wit|BMT}","Uncommon","{@book 5|BMT|4|Ring of Puzzler's Wit}"],["{@item Rod of Hellish Flames|BMT}","Very rare","{@book 5|BMT|4|Rod of Hellish Flames}"],["{@item Rogue's Mantle|BMT}","Rare","{@book 5|BMT|4|Rogue's Mantle}"],["{@item Ruinous Flail|BMT}","Rare","{@book 5|BMT|4|Ruinous Flail}"],["{@item Sage's Signet|BMT}","Varies","{@book 5|BMT|4|Sage's Signet}"],["{@item Shield of the Tortoise|BMT}","Uncommon","{@book 9|BMT|8|Shield of the Tortoise}"],["{@item Shrieking Greaves|BMT}","Rare","{@book 20|BMT|19|Shrieking Greaves}"],["{@item Skull Helm|BMT}","Very rare","{@book 5|BMT|4|Skull Helm}"],["{@item Sling of Giant Felling|BMT}","Uncommon","{@book 9|BMT|8|Sling of Giant Felling}"],["{@item Spindle of Fate|BMT}","Legendary","{@book 5|BMT|4|Spindle of Fate}"],["{@item Starshot Crossbow|BMT}","Rare","{@book 5|BMT|4|Antimagic Armor}"],["{@item Stonemaker War Pick|BMT}","Very rare","{@book 9|BMT|8|Stonemaker War Pick}"],["{@item Sun Staff|BMT}","Rare","{@book 5|BMT|4|Sun Staff}"],["{@item Sword of the Planes|BMT}","Legendary","{@book 9|BMT|8|Sword of the Planes}"],["{@item Telescopic Transporter|BMT}","Legendary","{@book 13|BMT|12|Telescopic Transporter}"],["{@item Tidecaller Trident|BMT}","Very rare","{@book 9|BMT|8|Tidecaller Trident}"],["{@item Voidwalker Armor|BMT}","Rare","{@book 5|BMT|4|Voidwalker Armor}"],["{@item Warrior's Passkey|BMT}","Rare","{@book 5|BMT|4|Warrior's Passkey}"],["{@item Weapon of Throne's Command|BMT}","Very rare","{@book 5|BMT|4|Weapon of Throne's Command}"],["{@item Winged Ammunition|BMT}","Uncommon","{@book 9|BMT|8|Winged Ammunition}"],["{@item +1 Wraps of Unarmed Prowess|BMT|Wraps of Unarmed Prowess}","Varies","{@book 9|BMT|8|Wraps of Unarmed Prowess}"]],"name":"Magic Items in This Book; Magic Items by Name","source":"BMT","chapter":{"name":"Gem","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Gem Stories","colLabels":["d6","Moment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","One of the party's patrons dies, and the patron's will bequeaths all their wealth to the characters."],["2","The party is hired by a disguised dragon who offers them part of its hoard as payment."],["3","A character falls through a crevice and discovers a massive deposit of glittering ore."],["4","The party finds a map in an old bottle that leads to a buried treasure chest filled with ancient coins."],["5","The local merchants' guild, enamored with the party's exploits, offers to sponsor the characters."],["6","The characters are invited to participate in a grand talent competition. Despite the odds, one of the characters wins."]],"name":"Sudden Riches; Gem Stories","source":"BMT","chapter":{"name":"Gem","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Rogue Destinies","colLabels":["{@dice 1d22|Card}","Heroic Tie"],"colStyles":["col-2 text-center","col-10"],"rows":[[{"type":"cell","roll":{"exact":1},"entry":"Balance"},"Your family is connected to an organization that seeks justice and opposes tyranny."],[{"type":"cell","roll":{"exact":2},"entry":"Comet"},"A powerful member of a thieves' guild or spy network opposes you at every turn."],[{"type":"cell","roll":{"exact":3},"entry":"Donjon"},"Someone important to you is imprisoned, but you believe they're innocent."],[{"type":"cell","roll":{"exact":4},"entry":"Euryale"},"You committed a terrible trespass and have a bounty on your head."],[{"type":"cell","roll":{"exact":5},"entry":"Fates"},"An important individual owes you a favor; what did you do to earn it?"],[{"type":"cell","roll":{"exact":6},"entry":"Flames"},"A Fiend threatens someone dear to you."],[{"type":"cell","roll":{"exact":7},"entry":"Fool"},"Your friend since childhood is optimistic to a fault and often conned or exploited."],[{"type":"cell","roll":{"exact":8},"entry":"Gem"},"Someone searches for the same treasure you do, and disaster will strike if they find it first."],[{"type":"cell","roll":{"exact":9},"entry":"Jester"},"Hardships bring out your optimism—which is lucky, since you seem to attract unfortunate events!"],[{"type":"cell","roll":{"exact":10},"entry":"Key"},"You've had an unexpected crisis. Did you solve it quickly, or did you hesitate and risk doom?"],[{"type":"cell","roll":{"exact":11},"entry":"Knight"},"An ally who is a member of a helpful organization passes you information or exerts influence on your behalf in subtle ways."],[{"type":"cell","roll":{"exact":12},"entry":"Moon"},"Your life is an idyllic story, except for something that makes you wonder if any of it is true."],[{"type":"cell","roll":{"exact":13},"entry":"Puzzle"},"You have part of a riddle that leads to a great treasure or momentous secret."],[{"type":"cell","roll":{"exact":14},"entry":"Rogue"},"Someone important to you isn't who you think they are."],[{"type":"cell","roll":{"exact":15},"entry":"Ruin"},"You lived a life of luxury until someone in power took it away. Will you get revenge?"],[{"type":"cell","roll":{"exact":16},"entry":"Sage"},"A mage or magical creature takes an interest in you, offering you advice—for a price."],[{"type":"cell","roll":{"exact":17},"entry":"Skull"},"You've defied certain death so many times that it doesn't seem like coincidence anymore."],[{"type":"cell","roll":{"exact":18},"entry":"Star"},"You overcame a hardship imposed by your life circumstances, transforming your position entirely or turning the situation to your benefit."],[{"type":"cell","roll":{"exact":19},"entry":"Sun"},"A divine spellcaster or divine emissary provides you with guidance, whether you want it or not."],[{"type":"cell","roll":{"exact":20},"entry":"Talons"},"A precious object was stolen from you."],[{"type":"cell","roll":{"exact":21},"entry":"Throne"},"You are secretly the heir to great power, but those who usurped that power want you dead."],[{"type":"cell","roll":{"exact":22},"entry":"Void"},"Someone you care for is lost; although others have written them off, you believe they're still alive somewhere."]],"name":"Heroes of Destiny; Rogue Destinies","source":"BMT","chapter":{"name":"Rogue","ordinal":{"type":"chapter","identifier":6},"index":5}},{"caption":"Villainous Motivations","colLabels":["d6","Motivation"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Eliminate the character and take their place."],["2","Use the character as the key to unlocking immense power, perhaps as a ritual sacrifice."],["3","Claim a treasure from the character, or take the character's wealth and holdings for themself."],["4","Avenge a harm caused by the character or someone the character represents."],["5","Prove their superiority by bringing the character to ruin in a public and inescapable fashion."],["6","Use the character to solve a great mystery and then claim credit."]],"name":"The Rogue's Motivation; Villainous Motivations","source":"BMT","chapter":{"name":"Rogue","ordinal":{"type":"chapter","identifier":6},"index":5}},{"caption":"Spells","colLabels":["Level","Spell","School","Concentration","Ritual","Class"],"colStyles":["col-1 text-center","col-2","col-2","col-1 text-center","col-1 text-center","col-5"],"rows":[["2nd","{@spell Spray of Cards|BMT}","Conjuration","No","No","Bard, sorcerer, warlock, wizard"],["3rd","{@spell Antagonize|BMT}","Enchantment","No","No","Bard, sorcerer, warlock, wizard"],["4th","{@spell Spirit of Death|BMT}","Necromancy","Yes","No","Sorcerer, warlock, wizard"]],"name":"Spells","source":"BMT","chapter":{"name":"Sage","ordinal":{"type":"chapter","identifier":7},"index":6}},{"caption":"Sage Destinies","colLabels":["{@dice 1d22|Card}","Heroic Tie"],"colStyles":["col-2 text-center","col-10"],"rows":[[{"type":"cell","roll":{"exact":1},"entry":"Balance"},"You were once a member of an order dedicated to keeping magical artifacts out of the hands of those who would abuse their power."],[{"type":"cell","roll":{"exact":2},"entry":"Comet"},"A seer predicted you're destined for immense power. Do you seek this power or reject it?"],[{"type":"cell","roll":{"exact":3},"entry":"Donjon"},"Your dreams include visions of an imprisoned extraplanar entity."],[{"type":"cell","roll":{"exact":4},"entry":"Euryale"},"You wish to learn powerful magic to protect your loved ones from harm."],[{"type":"cell","roll":{"exact":5},"entry":"Fates"},"Your magical studies are driven by a desire to manipulate reality."],[{"type":"cell","roll":{"exact":6},"entry":"Flames"},"Your magical ability stems from a gamble you made with a Fiend—though you're not sure if you won or lost."],[{"type":"cell","roll":{"exact":7},"entry":"Fool"},"You use your arcane prowess to con unsuspecting individuals."],[{"type":"cell","roll":{"exact":8},"entry":"Gem"},"You carry a seemingly ordinary item stolen from a powerful archmage, and it causes inexplicable things to happen around you."],[{"type":"cell","roll":{"exact":9},"entry":"Jester"},"You come from a long tradition of wild mages, even if your own powers are different."],[{"type":"cell","roll":{"exact":10},"entry":"Key"},"Your spellbook manifests as a deck of cards."],[{"type":"cell","roll":{"exact":11},"entry":"Knight"},"Your family of renowned warriors judges you on your martial talents (or lack thereof)."],[{"type":"cell","roll":{"exact":12},"entry":"Moon"},"A loved one is cursed, and you're determined to break that curse."],[{"type":"cell","roll":{"exact":13},"entry":"Puzzle"},"You live for the pursuit of arcane secrets and lost legends."],[{"type":"cell","roll":{"exact":14},"entry":"Rogue"},"Someone you trust is actually a monster, such as a dragon or a hag, in disguise."],[{"type":"cell","roll":{"exact":15},"entry":"Ruin"},"A fortune teller warned that you're destined to cause great destruction, which you're trying to avoid."],[{"type":"cell","roll":{"exact":16},"entry":"Sage"},"You use a divinatory card spread to decide which spells to prepare each day."],[{"type":"cell","roll":{"exact":17},"entry":"Skull"},"You seek a way to cheat death."],[{"type":"cell","roll":{"exact":18},"entry":"Star"},"Your spells and magical abilities take on the appearance of playing cards."],[{"type":"cell","roll":{"exact":19},"entry":"Sun"},"Agents of the Solar Bastion (see {@book chapter 10|BMT|9}) once saved your life."],[{"type":"cell","roll":{"exact":20},"entry":"Talons"},"You seek to reclaim a stolen magical artifact."],[{"type":"cell","roll":{"exact":21},"entry":"Throne"},"You began your arcane scholarship as an apprentice to a court magician."],[{"type":"cell","roll":{"exact":22},"entry":"Void"},"You've glimpsed another plane of existence, but no one believes you. You strive to prove them wrong."]],"name":"Heroes of Destiny; Sage Destinies","source":"BMT","chapter":{"name":"Sage","ordinal":{"type":"chapter","identifier":7},"index":6}},{"caption":"Fated Destinies","colLabels":["{@dice 1d22|Card}","Heroic Tie"],"colStyles":["col-2 text-center","col-10"],"rows":[[{"type":"cell","roll":{"exact":1},"entry":"Balance"},"You were trained by an organization that opposes a deity or another powerful cosmic force."],[{"type":"cell","roll":{"exact":2},"entry":"Comet"},"You were born under a sign associated with cataclysm, and every attempt to glimpse your future reveals ill omens."],[{"type":"cell","roll":{"exact":3},"entry":"Donjon"},"A religious organization imprisoned you, perhaps because of a crime you committed against that faith or because the leaders considered you the servant of a rival power."],[{"type":"cell","roll":{"exact":4},"entry":"Euryale"},"You or your family are watched by secretive figures. They usually keep hidden, but you've seen they wear an unknown symbol."],[{"type":"cell","roll":{"exact":5},"entry":"Fates"},"You made a choice in your past that haunts you. Whatever the consequences, it's not clear you made the right choice."],[{"type":"cell","roll":{"exact":6},"entry":"Flames"},"A powerful figure opposed to your beliefs vexes your life; even your triumphs seem to serve this being's ends."],[{"type":"cell","roll":{"exact":7},"entry":"Fool"},"What could have been one of the happiest moments in your life turned into a tragedy."],[{"type":"cell","roll":{"exact":8},"entry":"Gem"},"You inherited land containing the ruins of a temple where a coveted relic was hidden."],[{"type":"cell","roll":{"exact":9},"entry":"Jester"},"You were brought up to believe in a prophecy of impending doom, but you perceive potential and hope where others expect disaster."],[{"type":"cell","roll":{"exact":10},"entry":"Key"},"An inflexible person with power over you threatened to bring about disaster, but your decisive action prevailed."],[{"type":"cell","roll":{"exact":11},"entry":"Knight"},"The defenders of a religious organization such as a druid circle, paladin order, or temple watch over you."],[{"type":"cell","roll":{"exact":12},"entry":"Moon"},"You are most comfortable at night, and all your greatest successes have taken place then. You also bear a silvery, crescent-shaped birthmark."],[{"type":"cell","roll":{"exact":13},"entry":"Puzzle"},"Your studies led you to a scrap of prophecy or the memoir of a prominent figure, which calls your beliefs into question."],[{"type":"cell","roll":{"exact":14},"entry":"Rogue"},"A devout individual whom you looked up to revealed themself to be false, a disciple of a power opposed to your beliefs."],[{"type":"cell","roll":{"exact":15},"entry":"Ruin"},"You were once a favored adherent of a religious order, but you've been cast out in disgrace."],[{"type":"cell","roll":{"exact":16},"entry":"Sage"},"An otherworldly being whispers advice to you in dreams or visitations, taking on different guises and speaking through others."],[{"type":"cell","roll":{"exact":17},"entry":"Skull"},"You were returned to life through resurrection magic, divine intervention, or a mysterious circumstance you don't yet understand."],[{"type":"cell","roll":{"exact":18},"entry":"Star"},"When you adopted your current beliefs, your life changed dramatically for the better."],[{"type":"cell","roll":{"exact":19},"entry":"Sun"},"While you never placed much stock in the beliefs you were taught, adhering to them saved you from a catastrophe."],[{"type":"cell","roll":{"exact":20},"entry":"Talons"},"You have a well-used holy symbol from someone you looked up to, and you feel uncertain anytime you're without it."],[{"type":"cell","roll":{"exact":21},"entry":"Throne"},"You were born to a family of divinely favored folk, and they have big expectations for you."],[{"type":"cell","roll":{"exact":22},"entry":"Void"},"Your soul, or a loved one's, is doomed to be taken by a Fiend, a powerful Undead, or another wicked power."]],"name":"Heroes of Destiny; Fated Destinies","source":"BMT","chapter":{"name":"Fates","ordinal":{"type":"chapter","identifier":8},"index":7}},{"caption":"Knight Destinies","colLabels":["{@dice 1d22|Card}","Heroic Tie"],"colStyles":["col-2 text-center","col-10"],"rows":[[{"type":"cell","roll":{"exact":1},"entry":"Balance"},"Someone—or something—wronged you in your past. You seek revenge."],[{"type":"cell","roll":{"exact":2},"entry":"Comet"},"You've been promised an inheritance if you can make a name for yourself as a hero."],[{"type":"cell","roll":{"exact":3},"entry":"Donjon"},"You're stranded far from home and intend to fight your way back."],[{"type":"cell","roll":{"exact":4},"entry":"Euryale"},"A year of solitude gave you clarity and led you down the path of the warrior."],[{"type":"cell","roll":{"exact":5},"entry":"Fates"},"A fortune teller foresaw that you would find your calling in a life of battle."],[{"type":"cell","roll":{"exact":6},"entry":"Flames"},"When the heat of battle takes over, you barely recognize yourself. This scares you."],[{"type":"cell","roll":{"exact":7},"entry":"Fool"},"Friendly (or not-so-friendly) competition with a rival has spurred you to adventure."],[{"type":"cell","roll":{"exact":8},"entry":"Gem"},"You seek a fabled magic weapon or magic suit of armor. You won't rest until you find it."],[{"type":"cell","roll":{"exact":9},"entry":"Jester"},"You feel like a laughingstock but believe you'll make something of yourself on the battlefield."],[{"type":"cell","roll":{"exact":10},"entry":"Key"},"Someone close to you was kidnapped. You hope to find and rescue them."],[{"type":"cell","roll":{"exact":11},"entry":"Knight"},"You used to be a squire to a brave knight, but that knight died in combat."],[{"type":"cell","roll":{"exact":12},"entry":"Moon"},"Your dreams are haunted by the screams of those you couldn't save in battle."],[{"type":"cell","roll":{"exact":13},"entry":"Puzzle"},"Unpredictability is a hallmark of your fighting style. You keep enemies on their toes."],[{"type":"cell","roll":{"exact":14},"entry":"Rogue"},"Tales of your past heroic deeds might be somewhat exaggerated."],[{"type":"cell","roll":{"exact":15},"entry":"Ruin"},"When you lost everything, you realized the only thing you could rely on was your martial skill."],[{"type":"cell","roll":{"exact":16},"entry":"Sage"},"Descended from a family of sorcerers, you were the only one not to show magical aptitude."],[{"type":"cell","roll":{"exact":17},"entry":"Skull"},"You had a near-death experience, and you believe you saw yourself going to the Nine Hells."],[{"type":"cell","roll":{"exact":18},"entry":"Star"},"You're chasing notoriety, hoping for folk to sing of your deeds for years to come."],[{"type":"cell","roll":{"exact":19},"entry":"Sun"},"You once belonged to a small but mighty militia. Sometimes, you miss the regimented structure of that life."],[{"type":"cell","roll":{"exact":20},"entry":"Talons"},"When monsters attacked your hamlet, you found you had a way with weapons."],[{"type":"cell","roll":{"exact":21},"entry":"Throne"},"You honed your martial skills as a bodyguard to an important political figure."],[{"type":"cell","roll":{"exact":22},"entry":"Void"},"Slaying monsters is a welcome distraction to the growing emptiness inside you."]],"name":"Heroes of Destiny; Knight Destinies","source":"BMT","chapter":{"name":"Knight","ordinal":{"type":"chapter","identifier":9},"index":8}},{"caption":"Solar Bastion Contact","colLabels":["d6","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Restless Retiree. Gundra, an ancient dwarf, served the Solar Bastion in the field for over a century before retiring. She lives in the Solar Bastion now and relentlessly drills the knights she trains. She clearly misses working in the field."],["2","Grumpy Veteran. Howart, an older human, has mentored many young adventurers, but most were smart enough to listen to his advice... unlike you lot, who seem to think you know everything."],["3","Busy Supervisor. Theira, a frazzled elf, has so many irons in the fire, so many projects to keep track of! Of course you're not imposing, she says, but can you get quickly to the point, please?"],["4","Distracted Researcher. Haddick, a middle-aged halfling, spends most of her time in the Library Tower at the Solar Bastion. Even when she's not at the library, or when she's talking to you, it's pretty clear that her mind is still there, focused on her latest subject of research."],["5","Lonely Knight. Jared, a human knight of the Solar Bastion with a distinguished career, has traveled the multiverse alone so long he's become isolated and unsure of himself in social situations. He wants to help but needs encouragement to regain his naturally friendly demeanor."],["6","Hilarion. The solar speaks to you directly, via the {@spell Sending} spell or after summoning you to the Solar Bastion."]],"name":"Solar Bastion Contact","source":"BMT","chapter":{"name":"Sun","ordinal":{"type":"chapter","identifier":10},"index":9}},{"caption":"Solar Bastion Member Roles","colLabels":["Role","Backgrounds"],"colStyles":["col-6","col-6"],"rows":[["Counselor","{@background Charlatan}, {@background entertainer}, {@background noble}"],["Curse-breaker","{@background Acolyte}, {@background folk hero}, {@background hermit}, {@background soldier}"],["Investigator","{@background Variant Criminal (Spy)||Criminal}, {@background sage}, {@background sailor}"],["Researcher","{@background Variant Guild Artisan (Guild Merchant)||Guild artisan}, {@background sage}"],["Tracker","{@background Outlander}, {@background urchin}"]],"name":"Solar Bastion Specialists; Solar Bastion Member Roles","source":"BMT","chapter":{"name":"Sun","ordinal":{"type":"chapter","identifier":10},"index":9}},{"caption":"Solar Bastion Quests","colLabels":["d8","Quest"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Aid and Counsel. Your contact has learned another group of adventurers has discovered a {@item Deck of Many Things}. Find them before they draw from it, and warn them of its dangers—or help them get out of the mess their draws bring upon them."],["2","Research. A rare tome said to describe early encounters with Decks of Many Things is thought to lie in the hoard of a dragon. Retrieve it!"],["3","Track Rifflers. {@creature Riffler|BMT|Rifflers} (see {@book chapter 21|BMT|20|Riffler}) have been active in a remote countryside. Find out if they have a {@item Deck of Many Things}, and ensure they don't give it to a hapless mortal."],["4","Stay Ahead of the Grim Harrow. Riders of the Grim Harrow (see {@book chapter 19|BMT|18}) are terrorizing a village as they search for a {@item Deck of Many Things}. Figure out where they're going, and get there before they do!"],["5","Find {@creature Euryale|BMT}. Rumors of a reclusive medusa are spreading through a city. There's a slim chance the medusa could be {@creature Euryale|BMT}, who could lead the knights to {@creature Asteria|BMT}. Determine the medusa's identity and secretly follow her trail, if any, to {@creature Asteria|BMT}."],["6","Prevent Misuse. A {@creature Hierophant of the Comet|BMT|hierophant} of the Heralds of the Comet (see {@book chapter 12|BMT|11|Hierophant of the Comet}) has acquired a few cards from the original {@item Deck of Many Things}. Ensure the complete artifact doesn't fall into her hands."],["7","Combat a Curse. After plundering a dragon's hoard, adventurers attract constant ill luck. Make sure the treasure isn't cursed; if it is, ensure they aren't spreading the curse as they spend the gold."],["8","Contain an Evil Artifact. The blights and ruination befalling a region suggest someone there is casting spells from the {@item Book of Vile Darkness} or perhaps wielding the {@item Wand of Orcus}. Do whatever is necessary to stop this person, and bring the evil artifact back to Hilarion so it can be contained."]],"name":"Solar Bastion Quests","source":"BMT","chapter":{"name":"Sun","ordinal":{"type":"chapter","identifier":10},"index":9}},{"caption":"Apocalyptic Warnings","colLabels":["d12","Warning"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A large star or comet appears in the night sky, shedding as much light as the full moon."],["2","A constant stream of meteors is visible in the sky, even during the day, always moving in the same direction."],["3","The sky turns sickly green or bruised purple."],["4","The water of a river or a lake or along a coastline turns to blood, acid, or blue sand."],["5","All creatures born on a particular day (including livestock and wild animals) have a common feature, such as incandescent eyes, a fiery halo, or brightly glowing blood that is visible through the skin."],["6","Locusts, cicadas, wasps, spiders, or snakes swarm in unimaginable numbers."],["7","Earthquakes shake the ground with increasing frequency and strength."],["8","A warning message in countless languages appears all over a city's walls."],["9","A hermit who is a local legend comes to town and delivers a warning."],["10","A dead angel falls from the sky in a fireball that strikes the earth, leaving a charred skeleton with burnt wings and a scorched trumpet."],["11","Everyone has the exact same dream, in which a disembodied presence delivers a warning."],["12","All children simultaneously stop what they're doing and convey the same warning in unison."]],"name":"Apocalyptic Warnings","source":"BMT","chapter":{"name":"Comet","ordinal":{"type":"chapter","identifier":12},"index":11}},{"caption":"Apocalyptic Calamities","colLabels":["d12","Calamity"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The {@creature tarrasque} awakens. (A {@creature kraken}, an {@creature empyrean}, or another titan might also serve as an agent of apocalyptic wrath.)"],["2","A deadly plague that's resistant to curative magic sweeps the land."],["3","A prolonged drought leads to terrible famine."],["4","A volcano (or chain of volcanoes) erupts."],["5","A large asteroid crashes into the world."],["6","A vast sinkhole opens, swallowing a city into the Underdark or one of the Lower Planes, or releasing hordes of Fiends."],["7","The gods are stripped of their power and are forced to occupy mortal forms."],["8","The world is drawn into another plane of existence."],["9","The gods war among themselves or against incredibly powerful alien beings."],["10","Magic goes awry, creating random zones of wild magic (where casting any spell of 1st level or higher causes a roll on the {@table Wild Magic Surge|PHB|Wild Magic Surge table} in the {@book Player's Handbook|PHB}) and dead magic (like an {@spell Antimagic Field} spell on a larger scale)."],["11","The corpse of a slain god falls to the earth."],["12","Every Dragon is consumed with unthinking rage and unleashes devastation on those living nearby."]],"name":"Apocalyptic Calamities","source":"BMT","chapter":{"name":"Comet","ordinal":{"type":"chapter","identifier":12},"index":11}},{"caption":"Common Zodiac Associations","colLabels":["Sign","Nickname","Prominence","Birthstone","Creature","Color","Ability Score"],"colStyles":["col-1-8","col-1-7","col-1-7","col-1-7","col-1-7","col-1-7","col-1-7"],"rows":[["{@book Skull|BMT|12|Skull}","The Watcher","Midwinter","Onyx","Imp","Black, white","Constitution"],["{@book Balance|BMT|12|Balance}","The Merchant","Late winter","Quartz","Fish","Orange","Intelligence"],["{@book Sage|BMT|12|Sage}","The Wise One","Early spring","Garnet","Sphinx","Purple","Intelligence"],["{@book Throne|BMT|12|Throne}","The Everlasting","Midspring","Ruby","Dragon","Gold","Charisma"],["{@book Key|BMT|12|Key}","The Child","Late spring","Opal","Cat","Silver","Wisdom"],["{@book Flames|BMT|12|Flames}","The Lovers","Early summer","Moonstone","Unicorn","Pink","Charisma"],["{@book Knight|BMT|12|Knight}","The Dragon Slayer","Midsummer","Diamond","Griffon","Blue","Strength"],["{@book Euryale|BMT|12|Euryale}","The Gardener","Late summer","Emerald","Basilisk","Green","Wisdom"],["{@book Rogue|BMT|12|Rogue}","Night's Edge","Early autumn","Jet","Rat","Black","Dexterity"],["{@book Gem|BMT|12|Gem}","The Genie","Midautumn","Blue sapphire","Whale","Indigo","Strength"],["{@book Talons|BMT|12|Talons}","The Elder","Late autumn","Jade","Owlbear","Yellow","Constitution"],["{@book Jester|BMT|12|Jester}","The Nilbog","Early winter","Pearl","Goose","Red","Dexterity"]],"name":"Common Zodiac Associations","source":"BMT","chapter":{"name":"Star","ordinal":{"type":"chapter","identifier":13},"index":12}},{"caption":"Zodiac Phenomena","colLabels":["d12","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Skull. The unliving surge with renewed zeal. Undead in the region gain 13 ({@dice 3d8}) {@book temporary hit points|PHB|9|Temporary Hit Points} daily at dusk."],["2","Balance. Each creature in the region intuitively knows the immunities, resistances, and vulnerabilities of any creature it sees in the region."],["3","Sage. Emotions are muted in the region, but minds open to new ideas. Creatures in the region have advantage on Charisma checks made to improve the attitude of other creatures in the region."],["4","Throne. The resolve of the law-abiding is bolstered, while rebels are emboldened to passionately pursue their causes. Creatures in the region are immune to the {@condition frightened} condition."],["5","Key. A creature can unlock an object in this region simply by touching it, even if the lock is magical."],["6","Flames. Emotions in the region become more intense. Whenever a creature in the region tries to alter the attitude of another, a failed Charisma check always results in the latter creature turning hostile if it wasn't hostile already."],["7","Knight. Spectral knights routinely fly across the sky. Whenever the characters are outdoors and become embroiled in combat in the region, one or more knights descend from the sky to help them, provided none of the characters is evil. Each round on initiative count 20 (losing initiative ties), the knights deal 9 ({@dice 2d8}) force damage to each of the characters' enemies. After the battle, the knights bow, then disappear."],["8","Euryale. Natural vegetation in the region grows poisonous thorns. A creature that enters or ends its turn in {@book difficult terrain|PHB|8|Difficult Terrain} caused by this vegetation must succeed on a DC 12 Constitution saving throw or take 7 ({@dice 2d6}) poison damage. If this damage reduces a creature to 0 hit points, the creature instead has 1 hit point and has the {@condition petrified} condition until that condition is removed by the {@spell Greater Restoration} spell or similar magic."],["9","Rogue. Sneaks find their efforts easier in the region. Creatures in the region make Dexterity ({@skill Stealth}) checks with advantage."],["10","Gem. At midnight on a clear night, the stars appear to multiply tenfold, then rain down to the ground as minuscule silver meteorites. In all, 100 gp worth of silver falls harmlessly from the sky, scattered throughout the region."],["11","Talons. Some magic is suppressed in the region. Common magic items, cantrips, and 1st-level spells don't function within this area."],["12","Jester. Misfortune besets people in the region. Whenever a Humanoid in the region makes an ability check or an attack roll and rolls a 1 on the {@dice d20}, it has the {@condition incapacitated} condition until the end of its next turn, as it is magically overcome with laughter."]],"name":"Zodiac Phenomena","source":"BMT","chapter":{"name":"Star","ordinal":{"type":"chapter","identifier":13},"index":12}},{"caption":"Telescope Travel Mishaps","colLabels":["d6","Mishap"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The travelers appear adrift in the Astral Sea."],["2","The travelers appear on a different plane of existence, determined randomly or chosen by the DM."],["3","Excess cosmic energy overloads the telescope, causing it to explode. Each creature within 60 feet of the telescope takes {@dice 8d6} necrotic damage. Any Humanoid who survives this damage is transformed into a different kind of creature, as if it had been subject to the {@spell Reincarnate} spell."],["4","A creature from the Astral Sea (such as a {@creature githyanki knight}) appears within 60 feet of the telescope. The DM decides its attitude."],["5","The travelers appear on a different planet or celestial body in the Wildspace system nearest to their target destination."],["6","The travelers arrive at their intended destination, but they each appear coated in harmless slime."]],"name":"Telescope Travel Mishaps","source":"BMT","chapter":{"name":"Star","ordinal":{"type":"chapter","identifier":13},"index":12}},{"caption":"Seelie Market Introductions","colLabels":["d6","Introduction"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A strange trail of toadstools leads off the beaten path into the nearby woods."],["2","A pixie beckons you to follow her, promising you a sight beyond your wildest dreams."],["3","A man stumbles from the forest. He doesn't speak, but his arms are full of delicious-looking fruit."],["4","The party hears chattering voices and the music of panpipes coming from a secluded area."],["5","In the distance, the party sees a descending dragon pulling a caravan of wagons."],["6","A dragon's gentle voice calls out to the characters in their dreams, giving them directions to the market but no further details."]],"name":"Seelie Market Introductions","source":"BMT","chapter":{"name":"Jester","ordinal":{"type":"chapter","identifier":14},"index":13}},{"caption":"Fey Fruit Effects","colLabels":["d10","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Every 10 minutes, the creature must eat another fey fruit or make a DC 10 Constitution saving throw, gaining 1 level of {@condition exhaustion} on a failed save. Magic that ends the {@condition charmed} condition cures the cravings, which otherwise end after 1 hour."],["2","The creature turns a sickly green and has the {@condition poisoned} condition for 1 hour."],["3","The creature can't deliberately lie for 24 hours."],["4","The creature can't understand any language for the next 8 hours."],["5","The creature turns into a {@creature Faerie Dragon (Violet)||faerie dragon}, as if by a {@spell True Polymorph} spell that has a duration of 24 hours."],["6","Regenerative bark covers the creature's skin, granting the effects of a {@spell Barkskin} spell for 24 hours."],["7","The creature and anything it is wearing or carrying become {@condition invisible} for 24 hours. This invisibility ends early immediately after the creature attacks or casts a spell."],["8","The creature gains the benefits of a {@spell Speak with Animals} spell for 8 hours."],["9","The creature gains {@dice 4d4 + 4} {@book temporary hit points|PHB|9|Temporary Hit Points}."],["10","The creature sprouts dragonfly-like wings, gaining a flying speed of 30 feet for 1 hour."]],"name":"Fruit Stalls; Fey Fruit Effects","source":"BMT","chapter":{"name":"Jester","ordinal":{"type":"chapter","identifier":14},"index":13}},{"caption":"Secondhand Steals","colLabels":["d8","Secondhand Steal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A pair of small, rose-tinted glasses with round lenses"],["2","A droopy potted plant in an old boot"],["3","A rusty metal goblet shaped like a frog opening its mouth to the sky"],["4","A wide-brimmed, palm-frond sunhat that has been chewed on"],["5","A utensil shaped like a fork on one end and a spoon on the other"],["6","A thick, sun-yellowed book on seasonal agriculture written in Halfling"],["7","A well-used squeaky toy in the shape of a garden gnome with a red hat"],["8","A glass statuette of a rust monster"]],"name":"Secondhand Trinkets; Secondhand Steals","source":"BMT","chapter":{"name":"Jester","ordinal":{"type":"chapter","identifier":14},"index":13}},{"caption":"Lavender's Spell Scrolls","colLabels":["Spell Level","Spell Scroll"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell Cure Wounds}, {@spell Faerie Fire}"],["2nd","{@spell Moonbeam}, {@spell Protection from Poison}"],["3rd","{@spell Antagonize|BMT}*"]],"footnotes":["*This spell appears in {@book chapter 7|BMT|6|Antagonize}."],"name":"Lavender's Spell Scrolls","source":"BMT","chapter":{"name":"Jester","ordinal":{"type":"chapter","identifier":14},"index":13}},{"caption":"Fortunes","colLabels":["{@dice 1d9|Card}","Fortune"],"colStyles":["col-2 text-center","col-10"],"rows":[[{"type":"cell","roll":{"exact":1},"entry":"Comet"},"\"Carry a lit flame with you at all times. You will be rewarded with wondrous treasure.\""],[{"type":"cell","roll":{"exact":2},"entry":"Fates"},"\"You are fated to witness a terrible catastrophe. Take solace in knowing there is nothing you can do to stop it.\""],[{"type":"cell","roll":{"exact":3},"entry":"Fool"},"\"Someone who seems helpless will call for your aid. Do not trust them.\""],[{"type":"cell","roll":{"exact":4},"entry":"Key"},"\"A dream will bring answers to the questions you seek.\""],[{"type":"cell","roll":{"exact":5},"entry":"Knight"},"\"Someone will offer you their services in a time of great need. Trust them.\""],[{"type":"cell","roll":{"exact":6},"entry":"Rogue"},"\"A foe is hunting you. They seek vengeance and shall arrive soon.\""],[{"type":"cell","roll":{"exact":7},"entry":"Ruin"},"\"You will soon lose something you hold dear.\""],[{"type":"cell","roll":{"exact":8},"entry":"Sage"},"\"Give advice freely and often. It will save another's life in the near future, earning you their loyalty.\""],[{"type":"cell","roll":{"exact":9},"entry":"Throne"},"\"Great responsibility shall be thrust upon you. Only you will know if you are ready.\""]],"name":"Fortune-Telling; Fortunes","source":"BMT","chapter":{"name":"Jester","ordinal":{"type":"chapter","identifier":14},"index":13}},{"caption":"Ruin Encounters","colLabels":["1d12","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Animals—such as a {@creature brown bear}, {@creature giant owl}, or pack of {@dice 2d6} {@creature Wolf||wolves}—attack, made vicious by the effect of Baphomet's temple deep under the hill."],["2","{@dice 2d4} {@creature Minotaur Archaeologist|BMT|minotaur archaeologists} explore the hill, looking for artifacts and places to dig."],["3","{@dice 1d6} {@creature Minotaur Infiltrator|BMT|minotaur infiltrators} are performing a bloody rite to Baphomet; if there are six, one is their leader, {@creature Brusipha|BMT} (both stat blocks appear in this chapter). If discovered, the minotaurs attack to conceal their activity from outsiders."],["4","{@dice 1d3} {@creature Displacer Beast||displacer beasts}, pets of the green hags, are on the prowl; alternatively, use {@creature Yeth Hound|MPMM|yeth hounds} from {@book Mordenkainen Presents: Monsters of the Multiverse|MPMM}."],["5","A plaintive howl echoes over the hill. Characters who succeed on a DC 12 Wisdom ({@skill Perception}) check identify the source as the collapsed bell tower in the Feygrove, where a young {@creature displacer beast} is trapped."],["6","A {@creature green hag} from the coven hidden in the Feygrove is on a mysterious errand. If she detects the adventurers before they spot her, the hag uses Illusory Appearance to conceal herself as a dryad and invites the characters to the Feygrove, then returns to her coven and sets a trap for the characters."],["7","Vegetation on the hillside has grown into a hedge maze due to the magical influence of Baphomet's temple. Navigating the maze requires 1 hour and a successful DC 18 Wisdom ({@skill Survival}) check."],["8","Mekkalath's presence prompts a fiery eruption. Creatures in a 5-foot-radius, 20-foot-high cylinder must succeed on a DC 15 Dexterity saving throw or take 17 ({@dice 5d6}) fire damage."],["9","{@dice 1d3} {@creature Fire Elemental||fire elementals} drawn from the Elemental Plane of Fire by Mekkalath's aura wander the hill."],["10","Spiders from the Feygrove are on the prowl; they include {@dice 2d4} {@creature Giant Spider||giant spiders} plus either {@dice 1d3} {@creature Phase Spider||phase spiders} or 1 {@creature ruin spider|BMT} (see {@book chapter 21|BMT|20|Ruin Spider})."],["11","A lone {@creature githyanki warrior} hunts for tonight's meal."],["12","A {@creature red slaad}, dropped here by the comet that recently overflew the site, searches the hill for any way to lift the wards around the watchtower."]],"name":"Random Encounters; Ruin Encounters","source":"BMT","chapter":{"name":"Ruin","ordinal":{"type":"chapter","identifier":16},"index":15}},{"caption":"Visions of Ioun","colLabels":["1d6","Vision"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Minotaurs dig beneath the hill and build a temple to Bahamut and other gods."],["2","Minotaurs clad in the garb of a bestial cult summon demons and slay other minotaur priests in a horrific bloodbath."],["3","Monks and knights travel to the hill and construct the abbey at its summit."],["4","Knights defeat a hobgoblin warlord and bring back a {@item Deck of Many Things} and other trophies."],["5","As an army besieges the abbey, a knight draws the Skull card from a {@item Deck of Many Things}. Skull-headed Undead appear and massacre everyone they see."],["6","A huge red dragon emerges from the catacombs beneath the abbey to make his lair atop the hill. Among his treasures is a {@item Deck of Many Things}."]],"name":"Feygrove; Visions of Ioun","source":"BMT","chapter":{"name":"Ruin","ordinal":{"type":"chapter","identifier":16},"index":15}},{"caption":"Marks of the Donjon","colLabels":["d6","Curse"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The character can't stop shivering."],["2","The character's vision is limited to a 5-foot-wide line pointing in a single direction."],["3","The character gets nauseous near windows or doorways. If the character moves through such a threshold, the character has disadvantage on saving throws for 1 minute."],["4","The character is plagued by nightmares of metal constructs."],["5","The character is disoriented by wide-open spaces and has no sense of direction outdoors."],["6","While in sunlight, the character has disadvantage on attack rolls."]],"name":"Mark of the Donjon; Marks of the Donjon","source":"BMT","chapter":{"name":"Donjon","ordinal":{"type":"chapter","identifier":17},"index":16}},{"caption":"Drone Patrols","colLabels":["d6","Patrol Composition"],"colStyles":["col-2 text-center","col-10"],"rows":[["1–2","{@dice 1d6} {@creature Quadrone Detention Drone|BMT|quadrones}"],["3","{@dice 1d4} suits of {@creature Animated Armor Detention Drone|BMT|animated armor}"],["4–5","2 {@creature Helmed Horror Detention Drone|BMT|helmed horrors}"],["6","1 {@creature Advanced Detention Drone|BMT|shield guardian}"]],"name":"Drone Patrols","source":"BMT","chapter":{"name":"Donjon","ordinal":{"type":"chapter","identifier":17},"index":16}},{"caption":"Gem Shards","colLabels":["Attack Roll or Check Total","Thunder Damage","Gemstone Value"],"colStyles":["col-4","col-4","col-4"],"rows":[["5 or lower","33 ({@dice 6d10})","10 gp"],["10–14","22 ({@dice 4d10})","50 gp"],["15–19","11 ({@dice 2d10})","100 gp"],["20–24","5 ({@dice 1d10})","500 gp"],["25–29","—","1,000 gp"],["30 or higher","—","5,000 gp"]],"name":"Gem Shards","source":"BMT","chapter":{"name":"Void","ordinal":{"type":"chapter","identifier":18},"index":17}},{"caption":"Stat Blocks by Challenge Rating","colLabels":["CR","Stat Block","Creature Type","Chapter"],"colStyles":["col-2 text-center","col-6","col-2","col-2 text-center"],"rows":[["1/4","{@creature Minotaur archaeologist|BMT}","Humanoid","{@book 16|BMT|15}"],["1/2","{@creature Aspirant of the Comet|BMT}","Humanoid","{@book 12|BMT|11}"],["1","{@creature Harrow hawk|BMT}","Undead","{@book 21|BMT|20}"],["2","{@creature Minotaur infiltrator|BMT}","Humanoid","{@book 16|BMT|15}"],["2","{@creature Oddlewin|BMT}","Fey","{@book 14|BMT|13}"],["3","{@creature Brusipha|BMT}","Humanoid","{@book 16|BMT|15}"],["3","{@creature Harrow hound|BMT}","Undead","{@book 19|BMT|18}"],["3","{@creature Living portent|BMT}","Celestial","{@book 21|BMT|20}"],["4","{@creature Fate hag|BMT}","Fey","{@book 21|BMT|20}"],["4","{@creature Initiate of the Comet|BMT}","Humanoid","{@book 12|BMT|11}"],["4","{@creature Werevulture|BMT}","Fiend","{@book 21|BMT|20}"],["5","{@creature Ambitious assassin|BMT}","Humanoid","{@book 6|BMT|5}"],["5","{@creature Riffler|BMT}","Fey","{@book 21|BMT|20}"],["5","{@creature Ruin spider|BMT}","Monstrosity","{@book 21|BMT|20}"],["5","{@creature Sir Jared|BMT}","Humanoid","{@book 10|BMT|9}"],["7","{@creature Talon beast|BMT}","Monstrosity","{@book 21|BMT|20}"],["9","{@creature Boss Augustus|BMT}","Monstrosity","{@book 11|BMT|10}"],["9","{@creature Boss Delour|BMT}","Monstrosity","{@book 11|BMT|10}"],["9","{@creature Gremorly's ghost|BMT}","Undead","{@book 15|BMT|14}"],["9","{@creature Solar Bastion knight|BMT}","Humanoid","{@book 10|BMT|9}"],["11","{@creature Enchanting infiltrator|BMT}","Fey","{@book 6|BMT|5}"],["11","{@creature Hierophant of the Comet|BMT}","Humanoid","{@book 12|BMT|11}"],["14","{@creature Breath drinker|BMT}","Aberration","{@book 18|BMT|17}"],["14","{@creature Hulgaz|BMT}","Fiend","{@book 20|BMT|19}"],["15","{@creature Grim Champion of Pestilence|BMT}","Undead","{@book 19|BMT|18}"],["17","{@creature Hierophant medusa|BMT}","Monstrosity","{@book 21|BMT|20}"],["17","{@creature Otherworldly corrupter|BMT}","Aberration","{@book 6|BMT|5}"],["18","{@creature Asteria|BMT}","Humanoid","{@book 22|BMT|21}"],["18","{@creature Euryale|BMT}","Monstrosity","{@book 22|BMT|21}"],["18","{@creature Malaxxix|BMT}","Fiend","{@book 20|BMT|19}"],["20","{@creature Grim Champion of Bloodshed|BMT}","Undead","{@book 19|BMT|18}"],["21","{@creature Pazrodine|BMT}","Dragon","{@book 14|BMT|13}"],["21","{@creature Veiled presence|BMT}","Celestial","{@book 6|BMT|5}"],["22","{@creature Aurnozci|BMT}","Fiend","{@book 20|BMT|19}"],["25","{@creature Grim Champion of Desolation|BMT}","Undead","{@book 19|BMT|18}"]],"name":"Monsters in This Book; Stat Blocks by Challenge Rating","source":"BMT","chapter":{"name":"Talons","ordinal":{"type":"chapter","identifier":21},"index":20}},{"caption":"Cair Ophidian Flowers","colLabels":["d20","Flower"],"colStyles":["col-2 text-center","col-10"],"rows":[["1–10","Nonmagical Flower. This bloom has no magical properties but is very pretty."],["11–14","Swift Lily. This flower crackles with energy. As a bonus action, you can crush the flower to increase your speed by 30 feet until the start of your next turn. The flower is then destroyed. The flower loses its magic {@dice 1d6} days after being plucked."],["15–17","Drowsing Lavender. This stalk of purple blooms glows faintly. As an action, you can wave it at a creature within your reach. The creature must succeed on a DC 17 Wisdom saving throw or have the {@condition unconscious} condition until the start of your next turn. Once used this way, the flower is destroyed. The flower loses its magic {@dice 1d8} days after being plucked."],["18–19","Iron Peony. This flower's petals are silver-tipped. As a bonus action, you can crush the flower to gain resistance to all damage until the start of your next turn. The flower is then destroyed. This flower loses its magic {@dice 1d12} days after being plucked."],["20","Wishing Lion. This flower appears as a dandelion with a tiny lion head embedded in the fluff. As an action, you can blow on the fluff and cast the {@spell Wish} spell. The flower is then destroyed. This flower retains its magic until the spell is cast."]],"name":"Cair Ophidian Flowers","source":"BMT","chapter":{"name":"Euryale","ordinal":{"type":"chapter","identifier":22},"index":21}},{"caption":"Fortune Tellers","page":12,"colLabels":["d6","Fortune Teller"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","An entertainer at a street fair or civic festival, who emphasizes that this card reading is \"for entertainment purposes only\""],["2","A professional fortune teller with a shop in a small town, who tries to inject the reading with elements of romance"],["3","A seer in a temple, whose eyes are closed throughout the reading and who couches everything in terms of the will of a certain god"],["4","A hag who cackles gleefully at every hint of danger or destruction in the reading"],["5","A haunted deck of cards that lays itself out and narrates the reading in a distant, ghostly echo"],["6","A member of the {@book Heralds of the Comet|BMT|11|Heralds of the Comet} (an apocalyptic cult described in The Book of Many Things), who stresses danger and destruction in the reading"]],"name":"Using an Adventure Spread During Play; Fortune Tellers","source":"DMTCRG","chapter":{"name":"Adventure Spreads","index":2}},{"caption":"Wild Magic","colLabels":["d8","Magical Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Shadowy tendrils lash around you. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take {@damage 1d12} necrotic damage. You also gain {@dice 1d12} temporary hit points."],["2","You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action."],["3","An intangible spirit, which looks like a {@creature flumph} or a {@creature pixie} (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take {@damage 1d6} force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action."],["4","Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn."],["5","Whenever a creature hits you with an attack roll before your rage ends, that creature takes {@damage 1d6} force damage, as magic lashes out in retribution."],["6","Until your rage ends, you are surrounded by multi colored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus."],["7","Flowers and vines temporarily grow around you. Until your rage ends, the ground within 15 feet of you is {@quickref difficult terrain||3} for your enemies."],["8","A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take {@damage 1d6} radiant damage and be {@condition blinded} until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action."]],"name":"Wild Magic","source":"TCE","srd":false,"page":25,"parentEntity":{"type":"subclass","name":"Path of Wild Magic","shortName":"Wild Magic","source":"TCE","className":"Barbarian","classSource":"PHB"}},{"caption":"Wild Magic Surge","colLabels":["{@dice d100}","Effect"],"colStyles":["col-1 text-center","col-11"],"rows":[["01-02","Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls."],["03-04","For the next minute, you can see any {@condition invisible} creature if you have line of sight to it."],["05-06","A {@filter modron|bestiary|source=mm|search=modron} chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later."],["07-08","You cast {@spell fireball} as a 3rd-level spell centered on yourself."],["09-10","You cast {@spell magic missile} as a 5th-level spell."],["11-12","Roll a {@dice d10}. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow."],["13-14","You cast {@spell confusion} centered on yourself."],["15-16","For the next minute, you regain 5 hit points at the start of each of your turns."],["17-18","You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face."],["19-20","You cast {@spell grease} centered on yourself."],["21-22","Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw."],["23-24","Your skin turns a vibrant shade of blue. A {@spell remove curse} spell can end this effect."],["25-26","An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom ({@skill Perception}) checks that rely on sight."],["27-28","For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action."],["29-30","You teleport up to 60 feet to an unoccupied space of your choice that you can see."],["31-32","You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied."],["33-34","Maximize the damage of the next damaging spell you cast within the next minute."],["35-36","Roll a {@dice d10}. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older."],["37-38","{@dice 1d6} {@creature flumph||flumphs} controlled by the DM appear in unoccupied spaces within 60 feet of you and are {@condition frightened} of you. They vanish after 1 minute."],["39-40","You regain {@dice 2d10} hit points."],["41-42","You turn into a potted plant until the start of your next turn. While a plant, you are {@condition incapacitated} and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts."],["43-44","For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns."],["45-46","You cast {@spell levitate} on yourself."],["47-48","A {@creature unicorn} controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later."],["49-50","You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth."],["51-52","A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to {@spell magic missile}."],["53-54","You are immune to being intoxicated by alcohol for the next {@dice 5d6} days."],["55-56","Your hair falls out but grows back within 24 hours."],["57-58","For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame."],["59-60","You regain your lowest-level expended spell slot."],["61-62","For the next minute, you must shout when you speak."],["63-64","You cast {@spell fog cloud} centered on yourself."],["65-66","Up to three creatures you choose within 30 feet of you take {@damage 4d10} lightning damage."],["67-68","You are {@condition frightened} by the nearest creature until the end of your next turn."],["69-70","Each creature within 30 feet of you becomes {@condition invisible} for the next minute. The invisibility ends on a creature when it attacks or casts a spell."],["71-72","You gain resistance to all damage for the next minute."],["73-74","A random creature within 60 feet of you becomes {@condition poisoned} for {@dice 1d4} hours."],["75-76","You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is {@condition blinded} until the end of its next turn."],["77-78","You cast {@spell polymorph} on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration."],["79-80","Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute."],["81-82","You can take one additional action immediately."],["83-84","Each creature within 30 feet of you takes {@damage 1d10} necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt."],["85-86","You cast {@spell mirror image}."],["87-88","You cast {@spell fly} on a random creature within 60 feet of you."],["89-90","You become {@condition invisible} for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell."],["91-92","If you die within the next minute, you immediately come back to life as if by the {@spell reincarnate} spell."],["93-94","Your size increases by one size category for the next minute."],["95-96","You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute."],["97-98","You are surrounded by faint, ethereal music for the next minute."],["99-00","You regain all expended sorcery points."]],"name":"Wild Magic Surge","source":"PHB","srd":false,"page":103,"parentEntity":{"type":"subclass","name":"Wild Magic","shortName":"Wild","source":"PHB","className":"Sorcerer","classSource":"PHB"}},{"caption":"Potions for Sale","colLabels":["Potion of...","Cost"],"colStyles":["col-4 text-center","col-4 text-center","col-4 text-center"],"rows":[["{@item potion of Healing||Healing}","50 gp"],["{@item potion of Climbing||Climbing}","75 gp"],["{@item potion of Animal friendship||Animal friendship}","100 gp"],["{@item potion of Greater healing||Greater healing}","100 gp"],["{@item potion of Water breathing||Water breathing}","100 gp"],["{@item potion of Superior healing||Superior healing}","500 gp"],["{@item potion of Supreme healing||Supreme healing}","5,000 gp"],["{@item potion of Invisibility||Invisibility}","5,000 gp"]],"name":"Potions for Sale","source":"XGE","parentEntity":{"type":"variantrule","name":"Shared Campaign Variant Rules","source":"XGE"}},{"caption":"Spell Scrolls for Sale","colLabels":["Spell Level","Cost"],"colStyles":["col-4 text-center","col-4 text-center","col-4 text-center"],"rows":[["Cantrip","25 gp"],["1st","75 gp"],["2nd","150 gp"],["3rd","300 gp"],["4th","500 gp"],["5th","1,000 gp"]],"name":"Spell Scrolls for Sale","source":"XGE","parentEntity":{"type":"variantrule","name":"Shared Campaign Variant Rules","source":"XGE"}},{"caption":"Lorehold Trinkets","colLabels":["d6","Trinket"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A map made of concentric circles that can be rotated around the page"],["2","A puzzle box bedecked with amber"],["3","A dented brass compass with a red needle"],["4","The head of a broken statue that houses the consciousness of a snarky sage"],["5","A sheet of parchment embossed with tactile lettering, glowing red"],["6","A broken dagger with a wavy blade and a serpentine hilt"]],"name":"Lorehold Trinkets","source":"SCC","parentEntity":{"type":"background","name":"Lorehold Student","source":"SCC"}},{"caption":"Prismari Trinkets","colLabels":["d6","Trinket"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A pair of rose-tinted glasses with glittery frames"],["2","A stoppered glass bottle that, when opened, plays a brassy orchestral piece"],["3","A quartet of hovering water motes in a vial"],["4","A bandolier of watercolor paints"],["5","A tiara capped with a crystal that crackles with harmless lightning"],["6","An iridescent quill"]],"name":"Prismari Trinkets","source":"SCC","parentEntity":{"type":"background","name":"Prismari Student","source":"SCC"}},{"caption":"Quandrix Trinkets","colLabels":["d6","Trinket"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A small succulent in a dodecahedral clay pot"],["2","A blue knit hat that looks a bit like a bottle folding in on itself"],["3","A model hypercube carved from green crystal, showcasing the fourth dimension"],["4","A crumpled test on the theory of gravity manipulation, with a failing grade on the front and the name of a famous Quandrix professor"],["5","A blue tetrahedron that, when tapped twice, projects a recording of an old mathematics lecture"],["6","A round bread roll cut so that someone could spread butter on both halves without ever lifting the knife"]],"name":"Quandrix Trinkets","source":"SCC","parentEntity":{"type":"background","name":"Quandrix Student","source":"SCC"}},{"caption":"Silverquill Trinkets","colLabels":["d6","Trinket"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A black leather notebook filled with half-finished poems"],["2","A set of flashcards detailing different colloquialisms and their meanings"],["3","A canteen that makes any liquid drunk from it taste sweet"],["4","A forged permission slip granting access to the special archives of Strixhaven's libraries"],["5","A stylish silver pin that references a famous series of novels about warlocks"],["6","A stack of small pieces of parchment, each enchanted to stick to whatever surface it's pressed against and peel off easily"]],"name":"Silverquill Trinkets","source":"SCC","parentEntity":{"type":"background","name":"Silverquill Student","source":"SCC"}},{"caption":"Witherbloom Trinkets","colLabels":["d6","Trinket"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A black bird-shaped mask, trimmed with glowing green thread"],["2","A set of rabbit bones"],["3","A pair of thick knee-high waders, stained with muck and moss"],["4","A slimy green tentacle, which occasionally wriggles"],["5","A notebook containing waterproof paper"],["6","A necklace of five small vials, each filled with luminescent white liquid"]],"name":"Witherbloom Trinkets","source":"SCC","parentEntity":{"type":"background","name":"Witherbloom Student","source":"SCC"}},{"name":"Arctic Encounters (Levels 1—4)","type":"table","source":"XGE","page":92,"caption":"Arctic Encounters (Levels 1—4)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","1 {@creature giant owl}"],["02-05","{@dice 1d6 + 3} {@creature kobold||kobolds}"],["06-08","{@dice 1d4 + 3} trappers ({@creature commoner||commoners})"],["09-10","1 {@creature owl}"],["11-12","{@dice 2d4} {@creature blood hawk||blood hawks}"],["13-17","{@dice 2d6} {@creature bandit||bandits}"],["18-20","{@dice 1d3} {@creature winged kobold||winged kobolds} with {@dice 1d6} {@creature kobold||kobolds}"],["21-25","The partially eaten carcass of a mammoth, from which {@dice 1d4} weeks of rations can be harvested."],["26-29","{@dice 2d8} hunters {@creature tribal warrior||tribal warriors}"],["30-35","1 {@creature half-ogre (ogrillon)||half-ogre}"],["36-40","Single-file tracks in the snow that stop abruptly"],["41-45","{@dice 1d3} {@creature ice mephit||ice mephits}"],["46-50","1 {@creature brown bear}"],["51-53","{@dice 1d6 + 1} {@creature orc||orcs}"],["54-55","1 {@creature polar bear}"],["56-57","{@dice 1d6} {@creature scout||scouts}"],["58-60","1 {@creature saber-toothed tiger}"],["61-65","A frozen pond with a jagged hole in the ice that appears recently made"],["66-68","1 {@creature berserker}"],["69-70","1 {@creature ogre}"],["71-72","1 {@creature griffon}"],["73-75","1 {@creature druid}"],["76-80","{@dice 3d4} refugees ({@creature commoner||commoners}) fleeing from orcs"],["81","{@dice 1d3} {@creature veteran||veterans}"],["82","{@dice 1d4} {@creature orog||orogs}"],["83","2 {@creature brown bear||brown bears}"],["84","1 {@creature orc Eye of Gruumsh} and {@dice 2d8} {@creature orc||orcs}"],["85","{@dice 1d3} {@creature winter wolf||winter wolves}"],["86-87","{@dice 1d4} {@creature yeti||yetis}"],["88","1 {@creature half-ogre (ogrillon)||half-ogre}"],["89","{@dice 1d3} {@creature manticore||manticores}"],["90","1 {@creature bandit captain} with {@dice 2d6} {@creature bandit||bandits}"],["91","1 {@creature revenant}"],["92-93","1 {@creature troll}"],["94-95","1 {@creature werebear}"],["96-97","1 {@creature young remorhaz}"],["98","1 {@creature mammoth}"],["99","1 {@creature young white dragon}"],["00","1 {@creature frost giant}"]]},{"name":"Arctic Encounters (Levels 5—10)","type":"table","source":"XGE","page":92,"caption":"Arctic Encounters (Levels 5—10)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-05","2 {@creature saber-toothed tiger||saber-toothed tigers}"],["06-07","{@dice 1d4} {@creature half-ogre (ogrillon)||half-ogres}"],["08-10","{@dice 1d3 + 1} {@creature brown bear||brown bears}"],["11-15","{@dice 1d3} {@creature polar bear||polar bears}"],["16-20","{@dice 2d4} {@creature berserker||berserkers}"],["21-25","A half-orc {@creature druid} tending to an injured {@creature polar bear}. If the characters assist the druid, she gives them a vial of antitoxin."],["26-30","{@dice 2d8} {@creature scout||scouts}"],["31-35","{@dice 2d4} {@creature ice mephit||ice mephits}"],["36-40","{@dice 2d6 + 1} {@creature zombie||zombies} aboard a galleon trapped in the ice. Searching the ship yields {@dice 2d20} days of rations."],["41-45","1 {@creature manticore}"],["46-50","{@dice 2d6 + 3} {@creature orc||orcs}"],["51-53","{@dice 1d6 + 2} {@creature ogre||ogres}"],["54-55","{@dice 2d4} {@creature griffon||griffons}"],["56-57","{@dice 1d4} {@creature veteran||veterans}"],["58-60","1 {@creature bandit captain} with 1 {@creature druid}, {@dice 1d3} {@creature berserker||berserkers}, and {@dice 2d10 + 5} {@creature bandit||bandits}"],["61-65","{@dice 1d4} hours of extreme cold (see chapter 5 of the {@italic Dungeon Master's Guide})"],["66-68","1 {@creature young remorhaz}"],["69-72","1 {@creature orc Eye of Gruumsh} with {@dice 1d6} {@creature orog||orogs} and {@dice 2d8 + 6} {@creature orc||orcs}"],["73-75","1 {@creature revenant}"],["76-80","A howl that echoes over the land for {@dice 1d3} minutes"],["81-82","{@dice 1d3} {@creature mammoth||mammoths}"],["83-84","1 {@creature young white dragon}"],["85-86","{@dice 2d4} {@creature winter wolf||winter wolves}"],["87-88","{@dice 1d6 + 2} {@creature yeti||yetis}"],["89-90","{@dice 1d2} {@creature frost giant||frost giants}"],["91-92","{@dice 1d3} {@creature werebear||werebears}"],["93-94","{@dice 1d4} {@creature troll||trolls}"],["95-96","1 {@creature abominable yeti}"],["97-98","1 {@creature remorhaz}"],["99","1 {@creature roc}"],["00","{@dice 2d4} {@creature young remorhaz||young remorhazes}"]]},{"name":"Arctic Encounters (Levels 11—16)","type":"table","source":"XGE","page":92,"caption":"Arctic Encounters (Levels 11—16)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","1 {@creature abominable yeti}"],["02-04","{@dice 1d6} {@creature revenant||revenants}"],["05-10","{@dice 1d4 + 1} {@creature werebear||werebears}"],["11-20","{@dice 1d3} {@creature young white dragon||young white dragons}"],["21-25","A blizzard that reduces visibility to 5 feet for {@dice 1d6} hours"],["26-35","1 {@creature roc}"],["36-40","A herd of {@dice 3d20 + 60} caribou ({@creature deer}) moving through the snow"],["41-50","{@dice 1d4} {@creature mammoth||mammoths}"],["51-60","{@dice 1d8 + 1} {@creature troll||trolls}"],["61-65","A mile-wide frozen lake in which preserved corpses of strange creatures can be seen"],["66-75","{@dice 2d4} {@creature young remorhaz||young remorhazes}"],["76-80","A crumbling ice castle littered with the frozen bodies of blue-skinned humanoids"],["81-90","1 {@creature adult white dragon}"],["91-96","{@dice 1d8 + 1} {@creature frost giant||frost giants}"],["97-99","{@dice 1d4} {@creature remorhaz||remorhazes}"],["00","1 {@creature ancient white dragon}"]]},{"name":"Arctic Encounters (Levels 17—20)","type":"table","source":"XGE","page":92,"caption":"Arctic Encounters (Levels 17—20)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-02","{@dice 2d10} {@creature revenant||revenants}"],["03-04","{@dice 2d8} {@creature troll||trolls}"],["05-06","{@dice 2d10} {@creature werebear||werebears}"],["07-08","1 {@creature frost giant}"],["09-10","{@dice 2d4} {@creature young remorhaz||young remorhazes}"],["11-20","{@dice 1d4} {@creature frost giant||frost giants}"],["21-25","A Circular patch of black ice on the ground. The air temperature around the patch is warmer than in the surrounding area, and characters who inspect the ice find bits of machinery frozen within."],["26-35","1 {@creature ancient white dragon}"],["36-40","An adventurer frozen 6 feet under the ice; 50% chance the corpse has a rare magic item of the DM's choice"],["41-50","{@dice 1d3} {@creature abominable yeti||abominable yetis}"],["51-60","{@dice 1d4} {@creature remorhaz||remorhazes}"],["61-65","A 500-foot-high wall of ice that is 300 feet thick and spread across {@dice 1d4} miles"],["66-75","{@dice 1d4} {@creature roc||rocs}"],["76-80","The likeness of a stern woman with long, flowing hair, carved into the side of a mountain"],["81-90","{@dice 1d10} {@creature frost giant||frost giants} with {@dice 2d4} {@creature polar bear||polar bears}"],["91-96","{@dice 1d3} {@creature adult white dragon||adult white dragons}"],["97-99","{@dice 2d4} {@creature abominable yeti||abominable yetis}"],["00","1 {@creature ancient white dragon} with {@dice 1d3} {@creature young white dragon||young white dragons}"]]},{"name":"Astral Sea Encounters","type":"table","source":"BAM","page":6,"caption":"Astral Sea Encounters","colLabels":["{@dice d100}","Encounter","Attitude"],"colStyles":["col-2 text-center","col-8","col-2 text-center"],"rows":[["01-02","1 {@creature aartuk starhorror|BAM}*† and {@dice 2d4} {@creature Aartuk Weedling|BAM|aartuk weedlings}*","{@dice 1d12}"],["03-09","1 {@creature archmage}† using the {@spell astral projection} spell","{@dice 1d10 + 3}"],["10-11","1 {@creature braxat|BAM}*","{@dice 1d8}"],["12","1 {@creature cosmic horror|BAM}* (70 percent chance it is asleep)","{@dice 1d6}"],["13-15","{@dice 1d4} {@creature Deva||devas}† on a divine errand","{@dice 1d12 + 3}"],["16-28","1 {@creature githyanki knight}† and {@dice 1d6} {@creature Githyanki Warrior||githyanki warriors}†","{@dice 1d10}"],["29-31","1 {@creature githyanki knight}† mounted on a {@creature young red dragon}","{@dice 1d8}"],["32","1 {@creature githzerai zerth}† being hunted by githyanki","{@dice 1d6 + 6}"],["33-38","{@dice 1d4} {@creature kindori|BAM}*","{@dice 1d6 + 3}"],["39","1 {@creature mercane|BAM}*† and 1 {@creature beholder} bodyguard","{@dice 1d8 + 4}"],["40","1 {@creature neh-thalggu|BAM}*† looking for a portal to the Far Realm","{@dice 1d10}"],["41-42","1 {@creature pentadrone}","{@dice 1d6 + 3}"],["43-44","1 {@creature planetar}† from a nearby astral dominion","{@dice 1d12 + 3}"],["45-47","{@dice 2d4} {@creature Psurlon|BAM|psurlons}*†","{@dice 1d8}"],["48-50","Gargantuan floating crystal obelisk of mysterious origin","—"],["51-52","{@dice 4d4} {@creature Quadrone||quadrones}","{@dice 1d6 + 3}"],["53","1 {@creature monodrone} that has gone rogue","{@dice 2d6 + 3}"],["54-56","{@dice 1d4} {@creature Gray Slaad||gray slaadi}† in Humanoid form","{@dice 1d10}"],["57-58","1 {@creature green slaad}†","{@dice 1d12}"],["59-63","{@dice 3d6} {@creature Gray Scavver|BAM|gray scavvers}*","{@dice 1d8}"],["64","1 {@creature solar}† watching over a dead god that drifts nearby","{@dice 1d12 + 3}"],["65-66","1 solar dragon* (your choice of {@creature Young Solar Dragon|BAM|young}, {@creature Adult Solar Dragon|BAM|adult}, or {@creature Ancient Solar Dragon|BAM|ancient})","{@dice 2d6}"],["67","1 {@creature starlight apparition|BAM}*","{@dice 2d6 + 2}"],["68-70","{@dice 1d8} {@creature Unicorn||unicorns} galloping merrily across the Astral Sea","{@dice 1d6 + 6}"],["71-00","1 spelljamming ship (roll on the Ship Encounters table)","—"]],"footnotes":["Creatures marked with an asterisk (*) appear in this book; the rest are described in the {@book Monster Manual|MM}. Any creature marked with a dagger (†) can serve as a spelljammer because it is a spellcaster."]},{"name":"At Sea Encounters","type":"table","source":"DMG","page":118,"caption":"At Sea Encounters","colLabels":["{@dice d12 + d8}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["2","Ghost ship"],["3","Friendly and curious bronze dragon"],["4","Whirlpool ({@chance 25} chance that the whirlpool is a portal to the Elemental Plane of Water)"],["5","{@creature Merfolk} traders"],["6","Passing warship (friendly or hostile)"],["7-8","Pirate ship (hostile)"],["9-10","Passing merchant ship (galley or sailing ship)"],["11-12","{@creature Killer whale} sighting"],["13-14","Floating debris"],["15","Longship crewed by hostile {@creature berserker||berserkers}"],["16","Hostile {@creature griffon||griffons} or {@creature harpy||harpies}"],["17","Iceberg (easily avoided if seen from a distance)"],["18","{@creature Sahuagin} boarding party"],["19","NPC in the water (clinging to floating debris)"],["20","Sea monster (such as a {@creature dragon turtle} or {@creature kraken})"]]},{"name":"Cloud Giant Encounters","type":"table","source":"BGG","page":44,"caption":"Cloud Giant Encounters","colLabels":["{@dice d12}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","1 {@creature cloud giant} seeking to learn the secrets of 1 {@creature spectral cloud|BGG} (attitude for both: {@dice 1d8})"],["2","1 {@creature cloud giant} (attitude: {@dice 1d12}) trading riddles with 1 {@creature djinni} (attitude: {@dice 1d6 + 4})"],["3","{@dice 1d6} {@creature Nothic||nothics} (attitude: {@dice 2d4 + 2}) coveting cloud giant arcana"],["4","1 {@creature cloud giant destiny gambler|BGG} (attitude: {@dice 1d8 + 2}) conferring with 1 {@creature mage} (attitude: {@dice 1d12})"],["5","{@dice 1d4} {@creature doppelganger} spies (attitude: {@dice 1d8 + 1}) posing as servants while they try to glean secrets"],["6","2 {@creature Cloud Giant||cloud giants} (attitude: {@dice 1d10 + 2}; roll separately for each) engaged in a wager or battle of wits"],["7","1 {@creature cloud giant} (attitude: {@dice 1d10 + 2}) training 1 {@creature spotted lion|BGG} (attitude: {@dice 1d4 + 1})"],["8","1 {@creature cloud giant of Evil Air|BGG} bossing around 2 {@creature Air Elemental||air elementals} (attitude for all: {@dice 1d6})"],["9","1 {@creature cloud giant} (attitude: {@dice 1d8 + 1}) hunting with 1 {@creature wyvern} (attitude: {@dice 1d6})"],["10","{@dice 2d4} {@creature goliath giant-kin|BGG} (attitude: {@dice 1d6 + 4}) trying to retrieve an {@creature owlbear} (attitude: {@dice 1d6}) on a rampage after running away from its giant owner"],["11","{@dice 1d4 + 1} {@creature Vampiric Mist|MPMM|vampiric mists} (attitude: {@dice 1d4 + 1}) lurking in a fog bank"],["12","1 {@creature cloud giant smiling one|MPMM} (attitude: {@dice 1d10}) seeking the {@book Misty Vale|BGG|4|Misty Vale} (see {@book chapter 4|BGG|4})"]]},{"name":"Coastal Encounters (Levels 1—4)","type":"table","source":"XGE","page":93,"caption":"Coastal Encounters (Levels 1—4)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","1 {@creature pseudodragon}"],["02-05","{@dice 2d8} {@creature crab||crabs}"],["06-10","{@dice 2d6} fishers ({@creature commoner||commoners})"],["11","{@dice 1d3} {@creature poisonous snake||poisonous snakes}"],["12-13","{@dice 1d6} {@creature guard||guards} protecting a standard {@creature noble}"],["14-15","{@dice 2d4} {@creature scout||scouts}"],["16-18","{@dice 2d10} {@creature merfolk}"],["19-20","{@dice 1d6 + 2} {@creature sahuagin}"],["21-25","{@dice 1d4} {@creature ghoul||ghouls} feeding on corpses aboard the wreckage of a merchant ship. A search uncovers {@dice 2d6} bolts of ruined silk, a 50-foot length of rope. and a barrel of salted herring."],["26-27","{@dice 1d4} {@creature winged kobold||winged kobolds} with {@dice 1d6 + 1} {@creature kobold||kobolds}"],["28-29","{@dice 2d6} {@creature tribal warrior||tribal warriors}"],["30-31","{@dice 3d4} {@creature kobold||kobolds}"],["32-33","{@dice 2d4 + 5} {@creature blood hawk||blood hawks}"],["34-35","{@dice 1d8 + 1} {@creature pteranodon||pteranodons}"],["36-40","A few dozen baby turtles struggling to make their way to the sea"],["41-42","{@dice 1d6 + 2} {@creature giant lizard||giant lizards}"],["43-44","{@dice 1d6 + 4} {@creature giant crab||giant crabs}"],["45-46","{@dice 2d4} {@creature stirge||stirges}"],["47-48","{@dice 2d6 + 3} {@creature bandit||bandits}"],["49-53","{@dice 2d4} {@creature sahuagin}"],["54-55","{@dice 1d6 + 2} {@creature scout||scouts}"],["56-60","1 {@creature sea hag}"],["61-65","A momentary formation in the waves that looks like an enormous humanoid face"],["66-70","1 {@creature druid}"],["71-75","{@dice 1d4} {@creature harpy||harpies}"],["76-80","A lone hermit ({@creature acolyte}) sitting on the beach contemplating the meaning of the multiverse"],["81","{@dice 1d4} {@creature berserker||berserkers}"],["82","{@dice 1d6} {@creature giant eagle||giant eagles}"],["83","{@dice 2d4} {@creature giant toad||giant toads}"],["84","{@dice 1d4} {@creature ogre||ogres} or {@dice 1d4} {@creature merrow}"],["85","{@dice 3d6} {@creature sahuagin}"],["86","{@dice 1d4} {@creature veteran||veterans}"],["87","{@dice 1d2} {@creature plesiosaurus||plesiosauruses}"],["88","1 {@creature bandit captain} with {@dice 2d6} {@creature bandit||bandits}"],["89","{@dice 1d3} {@creature manticore||manticores}"],["90","1 {@creature banshee}"],["91-92","{@dice 1d4 + 3} {@creature griffon||griffons}"],["93-94","1 {@creature sahuagin priestess} with {@dice 1d3} {@creature merrow} and {@dice 2d6} {@creature sahuagin}"],["95-96","1 {@creature sahuagin baron}"],["97-98","1 {@creature water elemental}"],["99","1 {@creature cyclops}"],["00","1 {@creature young bronze dragon}"]]},{"name":"Coastal Encounters (Levels 5—10)","type":"table","source":"XGE","page":93,"caption":"Coastal Encounters (Levels 5—10)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","{@dice 2d8} {@creature giant wolf spider||giant wolf spiders}"],["02-03","{@dice 3d6} {@creature pteranodon||pteranodons}"],["04-05","{@dice 2d4} {@creature scout||scouts}"],["06-07","{@dice 1d6 + 2} {@creature sahuagin}"],["08","1 {@creature sea hag}"],["09-10","{@dice 1d4 + 1} {@creature giant toad||giant toads}"],["11-15","{@dice 3d6} {@creature sahuagin}"],["16-20","{@dice 2d6} {@creature giant eagle||giant eagles}"],["21-25","A {@creature pseudodragon} chasing gulls through the air"],["26-29","{@dice 1d2} {@creature druid||druids}"],["30-32","{@dice 2d4 + 1} {@creature giant toad||giant toads}"],["33-35","1 {@creature commoner} singing a dirge (day only) or 1 {@creature banshee} (night only)"],["36-40","A stoppered bottle containing an illegible note and half buried in the sand"],["41-43","3 {@creature sea hag||sea hags}"],["44-46","{@dice 1d8 + 1} {@creature harpy||harpies}"],["47-50","{@dice 1d4} {@creature plesiosaurus||plesiosauruses}"],["51-53","{@dice 1d4} {@creature manticore||manticores}"],["54-56","{@dice 2d4} {@creature ogre||ogres}"],["57-60","{@dice 1d10} {@creature griffon||griffons}"],["61-65","A battle at sea between two galleons"],["66-70","{@dice 1d4 + 3} {@creature merrow}"],["71-75","A pirate crew consisting of 1 {@creature bandit captain}, 1 {@creature druid}, 2 {@creature berserker||berserkers}, and {@dice 2d12} {@creature bandit||bandits}, all searching for buried treasure"],["76-80","A severed humanoid hand tangled in a net"],["81-82","1 {@creature water elemental}"],["83-84","1 {@creature cyclops}"],["85-86","{@dice 1d4} {@creature banshee||banshees} (night only)"],["87-88","{@dice 2d4} {@creature veteran||veterans}"],["89-90","1 {@creature young bronze dragon}"],["91-93","{@dice 1d3} {@creature cyclops||cyclopes}"],["94-95","1 {@creature young blue dragon}"],["96","1 {@creature sahuagin baron} with {@dice 1d3} {@creature sahuagin priestess||sahuagin priestesses} and {@dice 2d8} {@creature sahuagin}"],["97","1 {@creature djinni}"],["98","1 {@creature roc}"],["99","1 {@creature marid}"],["00","1 {@creature storm giant}"]]},{"name":"Coastal Encounters (Levels 11—16)","type":"table","source":"XGE","page":93,"caption":"Coastal Encounters (Levels 11—16)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","{@dice 1d4} {@creature banshee||banshees} (night only)"],["02-04","1 {@creature cyclops}"],["05-08","{@dice 1d6 + 2} {@creature manticore||manticores}"],["09-10","{@dice 1d8 + 2} {@creature veteran||veterans}"],["11-20","1 {@creature young blue dragon}"],["21-25","A nest of {@dice 1d6} dragon turtle eggs"],["26-35","{@dice 1d4} {@creature sahuagin baron||sahuagin barons}"],["36-40","A trident partially buried in the sand"],["41-50","1 {@creature young bronze dragon}"],["51-55","1 {@creature marid}"],["56-60","{@dice 1d6} {@creature water elemental||water elementals}"],["61-65","{@dice 2d6} {@creature ghast||ghasts} crawling over {@dice 1d6} wrecked ships and feeding on the dead"],["66-70","1 {@creature djinni}"],["71-75","{@dice 1d3} {@creature young bronze dragon||young bronze dragons}"],["76-80","A beached whale, dead and bloated. If it takes any damage, it explodes, and each creature within 30 feet of it must make a DC 15 Dexterity saving throw, taking {@dice 5d6} bludgeoning damage on a failed save, or half as much damage on a successful one."],["81-82","{@dice 2d4} {@creature cyclops||cyclopes}"],["83-84","1 {@creature storm giant}"],["85-86","{@dice 1d3} {@creature young blue dragon||young blue dragons}"],["87-88","1 {@creature adult bronze dragon}"],["89-90","1 {@creature adult blue dragon}"],["91-93","{@dice 1d3} {@creature roc||rocs}"],["94-97","1 {@creature dragon turtle}"],["98-99","1 {@creature ancient bronze dragon}"],["00","1 {@creature ancient blue dragon}"]]},{"name":"Coastal Encounters (Levels 17—20)","type":"table","source":"XGE","page":93,"caption":"Coastal Encounters (Levels 17—20)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-10","1 {@creature roc}"],["11-20","1 {@creature storm giant}"],["21-25","An {@creature adult bronze dragon} fighting an {@creature adult blue dragon} to the death"],["26-40","{@dice 2d4} {@creature cyclops||cyclopes}"],["41-50","1 {@creature adult bronze dragon} or 1 {@creature adult blue dragon}"],["51-60","{@dice 1d3} {@creature djinni} or {@dice 1d3} {@creature marid||marids}"],["61-70","1 {@creature dragon turtle}"],["71-75","{@dice 1d3} {@creature roc||rocs}"],["76-80","{@dice 1d6 + 2} waterspouts that dance on the water before stopping abruptly"],["81-90","{@dice 1d6} {@creature young blue dragon||young blue dragons}"],["91-96","1 {@creature ancient bronze dragon}"],["97-99","1 {@creature ancient blue dragon}"],["00","{@dice 1d3 + 1} {@creature storm giant||storm giants}"]]},{"name":"Death Giant Encounters","type":"table","source":"BGG","page":45,"caption":"Death Giant Encounters","colLabels":["{@dice d10}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@dice 1d6} {@creature Skeleton||skeletons} (attitude: {@dice 1d4 + 1}) rebuilding a destroyed idol at the disinterested direction of 1 {@creature death giant reaper|BGG} (attitude: {@dice 1d10 + 2})"],["2","1 {@creature death giant shrouded one|BGG} (attitude: {@dice 1d8}) wringing historical facts from a {@creature ghost} (attitude: {@dice 1d6 + 4}) that weeps over the memories"],["3","{@dice 1d4} {@creature Wraith||wraiths} (attitude: {@dice 1d4 + 1}) puzzling over a trinket that reminds them of their past lives"],["4","1 {@creature death giant reaper|BGG} (attitude: {@dice 1d6}) stalking a creature to offer its soul to the Raven Queen"],["5","1 {@creature stone giant} (attitude: {@dice 1d12}) negotiating with 1 {@creature death giant reaper|BGG} (attitude: {@dice 1d8})"],["6","1 {@creature revenant} (attitude: {@dice 1d10}) bent on revenging itself on its killer—a death giant"],["7","1 {@creature death giant reaper|BGG} (attitude: {@dice 1d8 + 2}) brooding over ancient carvings"],["8","1 {@creature death giant reaper|BGG} exile (attitude: {@dice 1d8 + 1}) searching for a creature it killed whose soul escaped the Raven Queen's clutches (the creature is now a {@creature revenant})"],["9","1 {@creature death giant shrouded one|BGG} (attitude: {@dice 1d6}) debating 1 {@creature devourer|MPMM} (attitude: {@dice 1d4 + 1}) on the finer points of souls"],["10","1 {@creature nightwalker|MPMM} (attitude: {@dice 1d4 + 1}) striding in search of a death giant's home or trappings"]]},{"name":"Desert Encounters (Levels 1—4)","type":"table","source":"XGE","page":95,"caption":"Desert Encounters (Levels 1—4)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","{@dice 3d8} {@creature scorpion||scorpions}"],["02","{@dice 2d4} {@creature vulture||vultures}"],["03","1 abandoned {@creature mule}"],["04","{@dice 2d6} {@creature commoner||commoners} with {@dice 2d4} {@creature camel||camels} bound for a distant city"],["05","{@dice 1d6} {@creature flying snake||flying snakes}"],["06","{@dice 2d6} {@creature hyena||hyenas} or {@dice 2d6} {@creature jackal||jackals}"],["07","{@dice 1d6} {@creature guard||guards} escorting a {@creature noble} to the edge of the desert, all of them astride {@creature camel||camels}"],["08","{@dice 1d6} {@creature cat||cats}"],["09","1 {@creature pseudodragon}"],["10","{@dice 1d4} {@creature poisonous snake||poisonous snakes}"],["11-13","{@dice 2d4} {@creature stirge||stirges}"],["14-15","{@dice 1d6 + 2} {@creature giant wolf spider||giant wolf spiders}"],["16-17","1 {@creature scout}"],["18-20","{@dice 2d4} {@creature giant poisonous snake||giant poisonous snakes}"],["21-25","Single-file tracks marching deeper into the desert"],["26-27","{@dice 4d4} {@creature kobold||kobolds}"],["28-29","1 {@creature jackalwere}"],["30-31","{@dice 3d6} {@creature tribal warrior||tribal warriors}"],["32-33","{@dice 1d6} {@creature giant lizard||giant lizards}"],["34-35","1 {@creature swarm of insects}"],["36-40","An oasis surrounded by palm trees and containing the remnants of an old camp"],["41-44","{@dice 3d6} {@creature bandit||bandits}"],["45-46","{@dice 1d4} {@creature constrictor snake||constrictor snakes}"],["47-48","{@dice 2d4} {@creature winged kobold}"],["49-50","1 {@creature dust mephit}"],["51-52","{@dice 1d3 + 1} {@creature giant toad||giant toads}"],["53-54","{@dice 1d4} {@creature giant spider||giant spiders}"],["55","1 {@creature druid}"],["56-57","{@dice 2d4} {@creature hobgoblin||hobgoblins}"],["58","1 {@creature wight}"],["59-60","1 {@creature ogre}"],["61-65","A brass lamp lying on the ground"],["66-67","{@dice 1d4} {@creature giant vulture||giant vultures}"],["68","1 {@creature phase spider}"],["69","1 {@creature giant constrictor snake}"],["70-71","1 {@creature gnoll pack lord} with {@dice 1d3} {@creature giant hyena||giant hyenas}"],["72","{@dice 1d6 + 2} {@creature gnoll||gnolls}"],["73-74","1 {@creature mummy}"],["75","{@dice 1d3} {@creature half-ogre (ogrillon)||half-ogres}"],["76-80","A pile of humanoid bones wrapped in rotting cloth"],["81-82","1 {@creature lamia}"],["83","1 {@creature hobgoblin captain} with {@dice 2d6} {@creature hobgoblin||hobgoblins}"],["84","{@dice 2d4} {@creature death dog||death dogs}"],["85-86","{@dice 1d4} {@creature giant scorpion||giant scorpions}"],["87","1 {@creature yuan-ti malison (type 1)||yuan-ti malison} with {@dice 1d4 + 1} {@creature yuan-ti pureblood||yuan-ti purebloods}"],["88-89","1 {@creature bandit captain} with 1 {@creature druid} and {@dice 3d6} {@creature bandit||bandits}"],["90","{@dice 2d4} {@creature thri-kreen}"],["91","1 {@creature air elemental}"],["92","{@dice 1d3} {@creature couatl||couatls}"],["93","1 {@creature fire elemental}"],["94","{@dice 1d4} {@creature gnoll fang of Yeenoghu||gnoll fangs of Yeenoghu}"],["95","1 {@creature revenant}"],["96","{@dice 1d4} {@creature weretiger||weretigers}"],["97","1 {@creature cyclops}"],["98","1 {@creature young brass dragon}"],["99","1 {@creature medusa}"],["00","1 {@creature yuan-ti abomination}"]]},{"name":"Desert Encounters (Levels 5—10)","type":"table","source":"XGE","page":95,"caption":"Desert Encounters (Levels 5—10)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","1 {@creature scout||scouts}"],["02","{@dice 2d4} {@creature jackalwere||jackalweres}"],["03","{@dice 2d6} {@creature hobgoblin||hobgoblins}"],["04","{@dice 1d4 + 3} {@creature dust mephit||dust mephits}"],["05","{@dice 1d6} {@creature swarm of insects}"],["06","1 {@creature giant constrictor snake}"],["07-08","1 {@creature lion}"],["09-10","{@dice 2d4} {@creature gnoll||gnolls}"],["11-12","{@dice 2d6} {@creature giant toad||giant toads}"],["13-17","1 {@creature mummy}"],["18-20","{@dice 1d8 + 1} {@creature giant vulture||giant vultures}"],["21-25","A stone obelisk partly buried in the sand"],["26-28","1 {@creature ogre} with {@dice 1d3} {@creature half-ogre (ogrillon)||half-ogres}"],["29-35","{@dice 1d10} {@creature giant hyena||giant hyenas}"],["36-40","{@dice 1d6 + 1} empty tents"],["41-43","{@dice 1d6 + 2} {@creature thri-kreen}"],["44-46","{@dice 2d4} {@creature yuan-ti pureblood||yuan-ti purebloods}"],["47-50","{@dice 1d6 + 3} {@creature death dog||death dogs}"],["51-52","{@dice 1d4} {@creature giant scorpion||giant scorpions}"],["53","1 {@creature fire elemental}"],["54-55","1 {@creature hobgoblin captain} with {@dice 3d4} {@creature hobgoblin||hobgoblins}"],["56","{@dice 1d6 + 2} {@creature ogre||ogres}"],["57-58","{@dice 1d4} {@creature lamia||lamias}"],["59-60","1 {@creature air elemental}"],["61-65","A meteorite resting at the bottom of a glassy crater"],["66","{@dice 1d4 + 1} {@creature wight||wights}"],["67-68","1 {@creature young brass dragon}"],["69-70","1 {@creature bandit captain} with {@dice 1d3} {@creature berserker||berserkers} and {@dice 3d6} {@creature bandit||bandits}"],["71-72","1 {@creature cyclops}"],["73","{@dice 1d4} {@creature couatl||couatls}"],["74-75","{@dice 1d4} {@creature yuan-ti malison (type 1)||yuan-ti malisons}"],["76-80","Strong winds that kick up dust and reduce visibility to {@dice 1d6} feet for {@dice 1d4} hours"],["81-83","1 {@creature revenant} with {@dice 1d3} {@creature wight||wights}"],["84-85","{@dice 1d8 + 1} {@creature phase spider||phase spiders}"],["86-87","{@dice 1d6 + 2} {@creature weretiger||weretigers}"],["88-90","{@dice 2d4} {@creature gnoll fang of Yeenoghu||gnoll fangs of Yeenoghu}"],["91","1 {@creature young blue dragon}"],["92","{@dice 1d4} {@creature cyclops||cyclopes}"],["93","{@dice 1d3} {@creature yuan-ti abomination||yuan-ti abominations}"],["94","{@dice 1d4} {@creature medusa||medusas}"],["95","1 {@creature guardian naga}"],["96","{@dice 1d3} {@creature young brass dragon||young brass dragons}"],["97","1 {@creature efreeti}"],["98","1 {@creature roc}"],["99","1 {@creature gynosphinx}"],["00","1 {@creature adult brass dragon}"]]},{"name":"Desert Encounters (Levels 11—16)","type":"table","source":"XGE","page":95,"caption":"Desert Encounters (Levels 11—16)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","1 {@creature young brass dragon}"],["02-05","{@dice 4d6} {@creature gnoll||gnolls}"],["06-10","{@dice 3d10} {@creature giant hyena||giant hyenas}"],["11-12","{@dice 1d8 + 1} {@creature lamia||lamias}"],["13-14","{@dice 2d4} {@creature gnoll fang of Yeenoghu||gnoll fangs of Yeenoghu}"],["15-17","{@dice 1d6 + 2} {@creature giant scorpion||giant scorpions}"],["18-20","{@dice 2d4} {@creature phase spider||phase spiders}"],["21-25","A desert caravan consisting of {@dice 1d6} merchants ({@creature noble||nobles}) with {@dice 2d6} {@creature guard||guards}"],["26-27","{@dice 1d6 + 1} {@creature couatl||couatls}"],["28-30","{@dice 1d4} {@creature fire elemental||fire elementals}"],["31-32","1 {@creature hobgoblin captain} with {@dice 3d10 + 10} {@creature hobgoblin||hobgoblins}"],["33-35","{@dice 2d4} {@creature wight||wights}"],["36-40","{@dice 1d6} square miles of desert glass"],["41-42","1 {@creature young blue dragon}"],["43-45","{@dice 1d6 + 2} {@creature weretiger||weretigers}"],["46-48","{@dice 1d4} {@creature air elemental||air elementals}"],["49-50","{@dice 1d6 + 1} {@creature yuan-ti malison (type 1)||yuan-ti malisons}"],["51-55","{@dice 1d4} {@creature medusa||medusas}"],["56-60","{@dice 1d4} {@creature revenant||revenants} with {@dice 3d12} {@creature skeleton||skeletons}"],["61-65","A plundered pyramid"],["66-70","{@dice 1d4} {@creature young brass dragon||young brass dragons}"],["71-75","{@dice 1d3} {@creature yuan-ti abomination||yuan-ti abominations}"],["76-78","{@dice 1d6 + 2} {@creature cyclops||cyclopes}"],["79-82","1 {@creature adult brass dragon}"],["83-85","1 {@creature purple worm}"],["86","{@dice 1d2} {@creature young blue dragon||young blue dragons}"],["87-88","1 {@creature mummy lord}"],["89","{@dice 1d3} {@creature guardian naga||guardian nagas}"],["90","1 {@creature adult blue dragon}"],["91","{@dice 1d2} {@creature gynosphinx||gynosphinxes}"],["92-93","{@dice 1d3} {@creature efreeti||efreet}"],["94","1 {@creature androsphinx}"],["95","{@dice 1d4} {@creature roc||rocs}"],["96-97","1 {@creature adult blue dracolich}"],["98-99","1 {@creature ancient brass dragon}"],["00","1 {@creature ancient blue dragon}"]]},{"name":"Desert Encounters (Levels 17—20)","type":"table","source":"XGE","page":95,"caption":"Desert Encounters (Levels 17—20)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-05","1 {@creature adult brass dragon}"],["06-10","{@dice 1d2} {@creature yuan-ti abomination||yuan-ti abominations} with {@dice 2d10 + 5} {@creature yuan-ti malison (type 1)||yuan-ti malisons} and {@dice 4d6 + 6} {@creature yuan-ti pureblood||yuan-ti purebloods}"],["11-14","{@dice 1d6 + 2} {@creature medusa||medusas}"],["15-18","{@dice 1d2} {@creature purple worm||purple worms}"],["19-22","{@dice 2d4} {@creature cyclops||cyclopes}"],["23-25","An abandoned city made from white marble, empty during the day. At night, harmless apparitions roam the streets, replaying the final moments of their lives."],["26-30","{@dice 1d3} {@creature young blue dragon||young blue dragons}"],["31-35","1 {@creature mummy lord}"],["36-40","{@dice 1d4} hours of extreme heat (see chapter 5 of the {@italic Dungeon Master's Guide})"],["41-50","{@dice 1d3} {@creature guardian naga||guardian nagas}"],["51-60","{@dice 1d4} {@creature efreeti||efreet}"],["61-63","An old signpost identifying a single destination, called Pazar"],["64-72","{@dice 1d4} {@creature roc||rocs}"],["73-80","{@dice 1d3} {@creature gynosphinx||gynosphinxes}"],["81-85","1 {@creature adult blue dracolich}"],["86-90","1 {@creature androsphinx}"],["91-96","1 {@creature ancient brass dragon}"],["97-99","1 {@creature ancient blue dragon}"],["00","{@dice 1d4} {@creature adult brass dragon||adult brass dragons}"]]},{"name":"Dinosaur World Encounters","type":"table","source":"BGG","page":49,"caption":"Dinosaur World Encounters","colLabels":["{@dice d10}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","1 {@creature regisaur|BGG} (attitude: {@dice 1d8}) hunting"],["2","1 {@creature altisaur|BGG} (attitude: {@dice 1d8 + 2}) grazing"],["3","{@dice 2d4} {@creature ankylosaurus} (attitude: {@dice 1d8}) digging a nest"],["4","{@dice 2d4} {@creature allosaurus} (attitude: {@dice 1d6}) engaged in territorial threat displays"],["5","1 {@creature aerosaur|BGG} (attitude: {@dice 1d8}) slowly circling"],["6","1 {@creature ceratops|BGG} (attitude: {@dice 1d6}) rampaging"],["7","{@dice 1d4 + 1} {@creature triceratops} (attitude: {@dice 1d6 + 4}) grazing"],["8","1 {@creature tyrannosaurus rex} (attitude: {@dice 1d4 + 1}) pursuing prey"],["9","{@dice 2d4} {@creature brontosaurus|MPMM} (attitude: {@dice 1d6 + 4}) migrating"],["10","{@dice 1d4} {@creature stegosaurus|MPMM} (attitude: {@dice 1d8 + 2}) trying to help an additional one that is stuck in thick mud"]]},{"name":"Elemental Air 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{@creature djinni} (attitude: {@dice 1d12 + 2}) examining shattered gargoyle remains"],["9","{@dice 2d4} {@creature Griffon||griffons} (attitude: {@dice 1d10}) with blue and gray coloring soaring"],["10","1 {@creature lightning hulk|BGG} (attitude: {@dice 1d8}) crackling in a jagged path"],["11","{@dice 1d3} {@creature Air Elemental Myrmidon|MPMM|air elemental myrmidons} (attitude: {@dice 1d6}) on high alert"],["12","1 {@creature elder tempest|MPMM} (attitude: {@dice 1d6 + 2}) reveling in a storm"]]},{"name":"Elemental Earth Encounters","type":"table","source":"BGG","page":50,"caption":"Elemental Earth Encounters","colLabels":["{@dice d12}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@dice 2d4} {@creature Gargoyle||gargoyles} (attitude: {@dice 1d8}) keeping watch, crouching utterly still"],["2","2 {@creature Galeb Duhr||galeb duhrs} (attitude: {@dice 1d10}) singing a rumbling bass duet to an audience of boulders"],["3","1 {@creature mud hulk|BGG} (attitude: {@dice 1d4 + 1}) futilely trying to bury 1 {@creature dust hulk|BGG} (attitude: {@dice 1d12}) in piles of muck"],["4","2 {@creature Bulette||bulettes} (attitude: {@dice 1d6 + 2}) burrowing and breaching the surface in an intricate dance"],["5","2 {@creature xorn} (attitude: {@dice 1d10}) gliding through the ground"],["6","1 {@creature roper} lurking near its brood of {@dice 1d6} {@creature Piercer||piercers} (attitude for all: {@dice 1d4 + 1})"],["7","1 {@creature stone giant of Evil Earth|BGG} (attitude: {@dice 1d4 + 1}) seeking surface-world creatures or structures to destroy"],["8","1 {@creature medusa} (attitude: {@dice 1d10}) anxiously planning its next move"],["9","{@dice 1d3} {@creature Earth Elemental||earth elementals} (attitude: {@dice 1d6 + 2}) examining a crystal formation"],["10","1 {@creature dao} (attitude: {@dice 1d8}) shaking down 2 dwarf miners ({@creature Veteran||veterans}; attitude: {@dice 1d10 + 2}) for \"taxes\""],["11","2 {@creature Earth Elemental Myrmidon|MPMM|earth elemental myrmidons} (attitude: {@dice 1d8}) stoically patrolling"],["12","1 {@creature zaratan|MPMM} (attitude: {@dice 1d6 + 2}) lumbering through the area, heedless of damage it causes"]]},{"name":"Elemental Fire Encounters","type":"table","source":"BGG","page":51,"caption":"Elemental Fire Encounters","colLabels":["{@dice d12}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","1 {@creature salamander} heating its spear over {@dice 2d4} {@creature Fire Snake||fire snakes} (attitude for all: {@dice 1d6 + 3}) in a tangled coil"],["2","2 {@creature Cinder Hulk|BGG|cinder hulks} (attitude: {@dice 1d4 + 1}) seeking to burn everything in their path"],["3","{@dice 1d4 + 1} {@creature Smoke Mephit||smoke mephits} (attitude: {@dice 1d6}) following 1 {@creature fire elemental} (attitude: {@dice 1d8}) as it cuts a blazing swath"],["4","1 {@creature efreeti} and its {@dice 1d4} dwarf minions ({@creature Thug||thugs}; attitude for all: {@dice 1d4 + 1}) demanding tribute"],["5","{@dice 2d6} {@creature Magmin||magmins} (attitude: {@dice 1d6}) searching for something sizable to burn"],["6","{@dice 2d4} {@creature Azer||azers} assembling pieces of a {@creature helmed horror} (attitude for all: {@dice 1d10})"],["7","2 {@creature Fire Elemental||fire elementals} (attitude: {@dice 1d8}) flitting adoringly around a bonfire"],["8","1 {@creature young red dragon} (attitude: {@dice 1d4 + 1}) picking through the remains of a burned-out caravan"],["9","1 {@creature fire giant of Evil Fire|BGG} (attitude: {@dice 1d4 + 1}) conquering in the name of Imix, Prince of Evil Fire"],["10","1 {@creature flameskull} (attitude: {@dice 1d8 + 2}) searching for a lost spellbook from its living days"],["11","1 {@creature fire elemental myrmidon|MPMM} guarding 1 {@creature azer} (attitude for both: {@dice 1d6 + 2}) that is gathering metal or other raw material"],["12","1 {@creature phoenix|MPMM} (attitude: {@dice 1d8 + 3}) traveling to or from a site of great devastation"]]},{"name":"Elemental Water Encounters","type":"table","source":"BGG","page":51,"caption":"Elemental Water Encounters","colLabels":["{@dice d12}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature Sea Hag||coven} of 3 {@creature Sea Hag||sea hags} (attitude: {@dice 1d4 + 1}) trying to peer into the future"],["2","1 {@creature cult fanatic} and {@dice 2d6} {@creature Cultist||cultists} of Evil Water (all with swimming speeds of 30 feet and the ability to breathe water), with {@dice 1d2} {@creature Chuul||chuuls} (attitude for all: {@dice 1d4 +1})"],["3","1 {@creature rime hulk|BGG} (attitude: {@dice 1d6}) wailing and stalking"],["4","1 {@creature storm crab|BGG} (attitude: {@dice 1d8}) traveling in a straight path with purpose"],["5","1 {@creature frost giant of Evil Water|BGG} (attitude: {@dice 1d6}) considering going on a rampage"],["6","1 {@creature marid} singing as it lounges with 1 {@creature water elemental} (attitude for both: {@dice 1d10})"],["7","1 {@creature hydra} (attitude: {@dice 1d4 + 1}) hunting"],["8","2 {@creature Water Weird||water weirds} (attitude: {@dice 1d8}) keeping watch in small pools"],["9","1 {@creature dragon turtle} (attitude: {@dice 1d12}) searching for an advantage against a rival {@creature kraken}"],["10","2 {@creature Water Elemental||water elementals} (attitude: {@dice 1d10}) diligently making furrows in the sand using their bodies, creating a sprawling pattern"],["11","2 {@creature Water Elemental Myrmidon|MPMM|water elemental myrmidons} (attitude: {@dice 1d6 + 2}) barring a passage or portal"],["12","1 {@creature leviathan|MPMM} (attitude: {@dice 1d8}) swimming through an exceptionally high tide"]]},{"name":"Fiendish Incursion Encounters","type":"table","source":"BGG","page":52,"caption":"Fiendish Incursion Encounters","colLabels":["{@dice d10}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@dice 1d4} {@creature Barlgura||barlguras} (attitude: {@dice 1d4 + 1}) capering around a blasphemous idol"],["2","1 {@creature arcanaloth} (attitude: {@dice 1d12}) searching for a tempting bit of lost lore"],["3","2 {@creature Chain Devil||chain devils} (attitude: {@dice 1d6}) suspending corpses on spiked chains"],["4","1 {@creature fury of Kostchtchie|BGG} performing a rite with 2 {@creature Troll||trolls} (attitude for all: {@dice 1d6})"],["5","1 {@creature echo of Demogorgon|BGG} (attitude: {@dice 1d4 + 1}) building a two-headed effigy from corpses"],["6","1 {@creature stalker of Baphomet|BGG} (attitude: {@dice 1d4 + 1}) and 2 {@creature minotaur} cultists (attitude: {@dice 1d4 + 1}) stalking a {@creature scout} (attitude: {@dice 1d10 + 4})"],["7","1 {@creature maw of Yeenoghu|BGG} with 4 {@creature Gnoll||gnolls} and 4 {@creature Hyena||hyenas} (attitude for all: {@dice 1d4 + 1}), all stalking prey"],["8","1 {@creature marilith} (attitude: {@dice 1d4 + 2}) searching for a renowned giant smith to forge six new swords"],["9","1 {@creature cambion} (attitude: {@dice 1d8}) trading verbal jabs with 1 {@creature succubus} (attitude: {@dice 1d12})"],["10","1 {@creature fire hellion|BGG} (attitude: {@dice 1d6}) conjuring 1 {@creature bone devil} (attitude: {@dice 1d12}) into a red-hot iron circle"]]},{"name":"Fire Giant Encounters","type":"table","source":"BGG","page":46,"caption":"Fire Giant Encounters","colLabels":["{@dice d12}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","1 {@creature fire giant of Evil Fire|BGG} overseeing the rampage of 2 {@creature Fire Elemental||fire elementals} (attitude for all: {@dice 1d4 + 1})"],["2","1 {@creature fire giant forgecaller|BGG} using a {@creature xorn} (attitude for both: {@dice 1d10}) to track down mineral deposits"],["3","1 {@creature fire giant} (attitude: {@dice 1d10}) feeding {@dice 1d4 + 1} {@creature Hell Hound||hell hounds} (attitude: {@dice 1d6})"],["4","{@dice 2d4} {@creature Rust Monster||rust monsters} (attitude: {@dice 1d10}, automatically hostile toward anyone using metal objects) following the scent of iron"],["5","1 {@creature firegaunt|BGG} (attitude: {@dice 1d6}) stalking its former fellows who betrayed it"],["6","2 {@creature Troll||trolls} (attitude: {@dice 1d10 + 3}) terrified to disobey the orders of 1 {@creature fire giant} (attitude: {@dice 1d6})"],["7","1 soot-caked {@creature iron golem} (attitude: {@dice 1d6})"],["8","1 {@creature fire giant} smith (attitude: {@dice 1d10}) working on a breastplate sized for a Large creature"],["9","{@dice 2d4} {@creature goliath giant-kin|BGG} (attitude: {@dice 1d8 + 2}) hauling a load of ore from a mine"],["10","3 {@creature Fire Giant||fire giants} (attitude: {@dice 1d6 + 1}) battling an {@creature adult red dragon} (attitude: {@dice 1d6})"],["11","1 {@creature fire giant} (attitude: {@dice 1d8 + 1}) leading 4 {@creature Firenewt Warrior|MPMM|firenewt warriors} (attitude: {@dice 1d8 + 1}) riding {@creature Giant Strider|MPMM|giant striders} (attitude: {@dice 1d8 + 3})"],["12","1 {@creature fire giant dreadnought|MPMM} (attitude: {@dice 1d6}) on guard"]]},{"name":"Fomorian Encounters","type":"table","source":"BGG","page":46,"caption":"Fomorian Encounters","colLabels":["{@dice d10}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","1 {@creature fomorian noble|BGG} (attitude: {@dice 1d8 + 2}) studying a treatise on arcane phenomena"],["2","{@dice 1d4 + 2} {@creature Hook Horror||hook horrors} (attitude: {@dice 1d6}) banging their hooks on rocks or their bodies"],["3","1 {@creature fomorian} (attitude: {@dice 1d4 + 1}) with 5 {@creature commoner} captives (attitude: {@dice 1d8 + 4})"],["4","1 {@creature fomorian deep crawler|BGG} (attitude: {@dice 1d4 + 1}) scuttling in search of victims"],["5","1 {@creature fomorian} (attitude: {@dice 1d10}) supervising 1 {@creature umber hulk} (attitude: {@dice 1d6}) as it digs new tunnels"],["6","{@dice 2d4} {@creature Flumph||flumphs} (attitude: {@dice 1d8 + 4}) trying to avoid 1 {@creature ettin ceremorph|BGG} (attitude: {@dice 1d4 + 1}) while feeding on the ettin's psionic energy"],["7","2 {@creature Mind Flayer||mind flayers} (attitude: {@dice 1d4 + 1}) telepathically discussing the finer points of a brain they just shared"],["8","1 {@creature fomorian} (attitude: {@dice 1d8}) contemplating a gemstone it thinks is floating but that is actually suspended inside 1 {@creature gelatinous cube} (attitude: {@dice 1d4 + 1})"],["9","1 {@creature fomorian warlock of the dark|BGG} (attitude: {@dice 1d8 + 2}) seeking omens in the twisting slither of 1 {@creature neothelid|MPMM} (attitude: {@dice 1d8})"],["10","1 {@creature ulitharid|MPMM} (attitude: {@dice 1d6}) bargaining with 1 {@creature fomorian} (attitude: {@dice 1d8}) to establish a new mind flayer colony in the fomorian's territory"]]},{"name":"Forest Encounters (Levels 1—4)","type":"table","source":"XGE","page":97,"caption":"Forest Encounters (Levels 1—4)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","1 {@creature giant owl}"],["02","{@dice 1d4} {@creature cat||cats}"],["03","{@dice 2d4} woodcutters ({@creature commoner||commoners})"],["04","1 {@creature badger} or {@dice 1d4} {@creature poisonous snake||poisonous snakes}"],["05","{@dice 2d8} {@creature baboon||baboons}"],["06","{@dice 1d6 + 3} {@creature hyena||hyenas}"],["07","1 {@creature owl}"],["08","1 {@creature pseudodragon}"],["09","1 {@creature panther}"],["10","1 {@creature giant poisonous snake}"],["11","{@dice 1d6 + 2} {@creature boar||boars}"],["12","{@dice 1d4 + 1} {@creature giant lizard||giant lizards}"],["13","1 {@creature ape} or 1 {@creature tiger}"],["14","{@dice 2d6} {@creature tribal warrior||tribal warriors} with {@dice 1d6} {@creature mastiff||mastiffs}"],["15","{@dice 1d6 + 2} {@creature giant bat||giant bats} or {@dice 3d6} {@creature flying snake||flying snakes}"],["16","1 {@creature scout} or {@dice 2d4} {@creature guard||guards} with {@dice 1d6} {@creature mastiff||mastiffs}"],["17","{@dice 1d8 + 1} {@creature winged kobold||winged kobolds}"],["18","{@dice 1d3} {@creature constrictor snake||constrictor snakes}"],["19","{@dice 1d10 + 5} {@creature giant rat||giant rats} or {@dice 2d6 + 3} {@creature giant weasel||giant weasels}"],["20","{@dice 1d4 + 1} {@creature needle blight||needle blights} with {@dice 1d6 + 3} {@creature twig blight||twig blights}"],["21-25","A lost, weeping child. If the characters take the child home, the parents reward them with {@dice 1d3} potions of healing."],["26","{@dice 1d8 + 1} {@creature giant frog||giant frogs}"],["27","{@dice 4d4} {@creature kobold||kobolds}"],["28","{@dice 1d3} {@creature black bear||black bears}"],["29","{@dice 3d6} {@creature stirge||stirges}"],["30","1 {@creature satyr}"],["31","{@dice 2d4} {@creature kenku}"],["32","{@dice 1d3} {@creature vine blight||vine blights} with {@dice 1d12} {@creature awakened shrub||awakened shrubs}"],["33","{@dice 1d4} {@creature swarm of ravens||swarms of ravens}"],["34","1 {@creature faerie dragon (yellow)||faerie dragon} (yellow or younger)"],["35","{@dice 1d4 + 2} {@creature giant badger||giant badgers}"],["36-40","A young woodcutter ({@creature scout}) racing through the forest to rescue a lost friend"],["41","{@dice 2d4} {@creature blink dog||blink dogs}"],["42","{@dice 1d8 + 1} {@creature sprite||sprites}"],["43","{@dice 1d6 + 2} {@creature elk}"],["44","{@dice 1d4} {@creature lizardfolk} or {@dice 3d6} {@creature bandit||bandits}"],["45","{@dice 1d4 + 4} {@creature wolf||wolves}"],["46","{@dice 2d4} {@creature giant wolf spider||giant wolf spiders}"],["47","1 {@creature swarm of insects} or {@dice 2d8} {@creature blood hawk||blood hawks}"],["48","{@dice 1d6 + 2} {@creature pixie||pixies}"],["49","1 {@creature brown bear}"],["50","{@dice 1d4 + 3} {@creature goblin||goblins}"],["51","{@dice 1d3} {@creature dryad||dryads}"],["52","1 {@creature awakened tree}"],["53","1 {@creature phase spider}"],["54","{@dice 1d6} {@creature harpy||harpies}"],["55","1 {@creature ettercap} or {@dice 1d8 + 1} {@creature orc||orcs}"],["56","1 {@creature goblin boss} with {@dice 2d6 + 1} {@creature goblin||goblins}"],["57","1 {@creature ankheg}"],["58","1 {@creature giant constrictor snake}"],["59","{@dice 1d4} {@creature bugbear||bugbears} or {@dice 2d4} {@creature hobgoblin||hobgoblins}"],["60","1 {@creature pegasus}"],["61-65","A stream of cool, clean water flowing between the trees"],["66","{@dice 1d4} {@creature half-ogre (ogrillon)||half-ogres} or 1 {@creature ogre}"],["67","1 {@creature faerie dragon (green)||faerie dragon} (green or older)"],["68","1 {@creature werewolf} or {@dice 1d8 + 1} {@creature worg||worgs}"],["69","1 {@creature druid} harvesting mistletoe"],["70","1 {@creature will-o'-wisp}"],["71","{@dice 1d4} {@creature dire wolf||dire wolves} or 1 {@creature giant boar}"],["72","{@dice 1d10} {@creature giant wasp||giant wasps}"],["73","1 {@creature owlbear} or 1 {@creature giant elk}"],["74","{@dice 2d6} {@creature gnoll||gnolls}"],["75","{@dice 1d6} {@creature giant toad||giant toads}"],["76-80","{@dice 1d6} web cocoons hanging from the branches, holding withered carcasses"],["81","1 {@creature wereboar} or {@dice 1d4} {@creature giant boar||giant boars}"],["82","{@dice 1d6 + 2} {@creature giant spider||giant spiders}"],["83","{@dice 1d4} {@creature centaur||centaurs} or {@dice 1d4} {@creature giant elk}"],["84","1 {@creature orc Eye of Gruumsh} with {@dice 2d4 + 2} {@creature orc||orcs}"],["85","1 {@creature gnoll fang of Yeenoghu}"],["86","{@dice 1d4} {@creature grick||gricks}"],["87","1 {@creature bandit captain} with {@dice 2d6 + 3} {@creature bandit||bandits}"],["88","{@dice 1d4} {@creature wererat||wererats}"],["89","1 {@creature couatl} (day) or 1 {@creature banshee} (night)"],["90","1 {@creature gnoll pack lord} with {@dice 1d4} {@creature giant hyena||giant hyenas}"],["91","{@dice 2d4} {@creature berserker||berserkers} or {@dice 1d4} {@creature veteran||veterans}"],["92","1 {@creature lizardfolk shaman} with {@dice 1d3} {@creature swarm of poisonous snakes||swarms of poisonous snakes} and {@dice 1d10 + 2} {@creature lizardfolk}"],["93","{@dice 1d4} {@creature displacer beast||displacer beasts}"],["94","{@dice 1d3} {@creature green hag||green hags}"],["95","1 {@creature hobgoblin captain} with {@dice 2d6} {@creature hobgoblin||hobgoblins} and {@dice 1d4} {@creature giant boar||giant boars}"],["96","1 {@creature yuan-ti malison (type 1)||yuan-ti malison} with {@dice 1d6 + 1} {@creature yuan-ti pureblood||yuan-ti purebloods}"],["97","{@dice 1d3} {@creature weretiger||weretigers}"],["98","1 {@creature gorgon} or 1 {@creature unicorn}"],["99","1 {@creature shambling mound}"],["00","1 {@creature yuan-ti abomination}"]]},{"name":"Forest Encounters (Levels 5—10)","type":"table","source":"XGE","page":97,"caption":"Forest Encounters (Levels 5—10)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","{@dice 2d4} {@creature vine blight||vine blights}"],["02","{@dice 2d6} {@creature hobgoblin||hobgoblins} or {@dice 2d6} {@creature orc||orcs}"],["03","{@dice 2d4} {@creature ape||apes} or {@dice 2d4} {@creature satyr||satyrs}"],["04","{@dice 1d3} {@creature will-o'-wisp||will-o'-wisps}"],["05","{@dice 1d4} {@creature swarm of poisonous snakes||swarms of poisonous snakes}"],["06","1 {@creature orc Eye of Gruumsh} with {@dice 1d3} {@creature orog||orogs} and {@dice 1d8 + 2} {@creature orc||orcs}"],["07","{@dice 1d3} {@creature constrictor snake||constrictor snakes} or {@dice 1d4} {@creature tiger||tigers}"],["08","1 {@creature goblin boss} with {@dice 3d6} {@creature goblin||goblins}"],["09","1 {@creature faerie dragon (red)||faerie dragon} (any age)"],["10","1 {@creature brown bear} or {@dice 1d6 + 2} {@creature black bear||black bears}"],["11-13","{@dice 1d4} {@creature giant boar||giant boars}"],["14-15","{@dice 1d8 + 1} {@creature giant spider||giant spiders}"],["16-17","1 {@creature lizardfolk shaman} with {@dice 2d4} {@creature lizardfolk}"],["18","{@dice 1d10} {@creature giant toad||giant toads}"],["19","{@dice 1d4} {@creature ankheg||ankhegs}"],["20","{@dice 1d3} {@creature awakened tree||awakened trees} (day) or 1 {@creature banshee} (night)"],["21-25","A small shack almost hidden by the deep forest. The interior is empty aside from a large cast-iron oven."],["26","1 {@creature couatl}"],["27-28","{@dice 1d4} {@creature ogre||ogres} or {@dice 1d6 + 2} {@creature half-ogre (ogrillon)||half-ogres}"],["29-30","1 {@creature gnoll pack lord} with {@dice 1d4 + 1} {@creature giant hyena||giant hyenas}"],["31-32","{@dice 1d6} {@creature wererat||wererats}"],["33","{@dice 1d4} {@creature grick||gricks}"],["34","{@dice 1d8 + 1} {@creature yuan-ti pureblood||yuan-ti purebloods}"],["35","{@dice 1d6} {@creature pegasus||pegasi}"],["36-40","An old stone archway of obvious elven design. Any character who passes under it makes Wisdom (Perception) checks with advantage for 1 hour."],["41-42","{@dice 1d6 + 2} {@creature dryad||dryads}"],["43","{@dice 1d4} {@creature giant elk}"],["44","{@dice 1d8 + 1} {@creature harpy||harpies}"],["45-46","1 {@creature bandit captain} with 1 {@creature druid} and {@dice 1d6 + 5} {@creature bandit||bandits}"],["47-48","{@dice 2d4} {@creature dire wolf||dire wolves}"],["49-50","{@dice 2d4} {@creature bugbear||bugbears}"],["51-52","{@dice 2d4} {@creature centaur||centaurs}"],["53-54","{@dice 3d10} {@creature blink dog||blink dogs}"],["55-56","{@dice 1d4} {@creature owlbear||owlbears}"],["57-58","{@dice 1d8 + 1} {@creature berserker||berserkers}"],["59-60","{@dice 1d3} {@creature green hag||green hags}"],["61-65","A clear pool of water with {@dice 1d6} sleeping animals lying around its edge"],["66-67","{@dice 1d4} {@creature werewolf||werewolves}"],["68-69","1 {@creature werebear}"],["70-71","{@dice 1d8 + 1} {@creature ettercap||ettercaps}"],["72-73","{@dice 2d10} {@creature elk}"],["74-75","{@dice 1d4} {@creature veteran||veterans}"],["76-80","An old tree with a wizened face carved into the trunk"],["81","{@dice 1d4} {@creature wereboar||wereboars}"],["82","{@dice 2d4} {@creature displacer beast||displacer beasts}"],["83","{@dice 1d4} {@creature shambling mound||shambling mounds}"],["84","1 {@creature hobgoblin captain} with {@dice 3d10} {@creature hobgoblin||hobgoblins} and {@dice 4d12} {@creature goblin||goblins}"],["85","1 {@creature yuan-ti abomination}"],["86","{@dice 1d8 + 1} {@creature phase spider||phase spiders}"],["87","{@dice 1d4} {@creature troll||trolls}"],["88","{@dice 2d4} {@creature yuan-ti malison (type 1)||yuan-ti malisons}"],["89","1 {@creature oni}"],["90","{@dice 1d4} {@creature unicorn||unicorns}"],["91","{@dice 1d6 + 2} {@creature weretiger||weretigers}"],["92","1 {@creature young green dragon}"],["93","{@dice 1d4} {@creature gorgon||gorgons}"],["94","{@dice 1d6 + 2} {@creature gnoll fang of Yeenoghu||gnoll fangs of Yeenoghu}"],["95","1 {@creature treant}"],["96","{@dice 1d4} {@creature revenant||revenants}"],["97","1 {@creature grick alpha} with {@dice 1d6 + 1} {@creature grick||gricks}"],["98","{@dice 1d4} {@creature giant ape||giant apes}"],["99","1 {@creature guardian naga}"],["00","1 {@creature adult gold dragon}"]]},{"name":"Forest Encounters (Levels 11—16)","type":"table","source":"XGE","page":97,"caption":"Forest Encounters (Levels 11—16)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-03","1 {@creature werebear}"],["04-05","{@dice 1d4} {@creature druid||druids} performing a ritual for the dead (day only) or {@dice 1d4} {@creature banshee||banshees} (night only)"],["06-07","{@dice 1d3} {@creature couatl||couatls}"],["08-10","{@dice 1d3} {@creature gnoll fang of Yeenoghu||gnoll fangs of Yeenoghu} with {@dice 2d6 + 3} {@creature gnoll||gnolls}"],["11-15","{@dice 2d4} {@creature displacer beast||displacer beasts}"],["16-20","{@dice 1d6 + 2} {@creature veteran||veterans}"],["21-25","A pool of clear, still water. Gold coins litter the bottom, but they disappear if removed from the pool."],["26-30","{@dice 1d4 + 1} {@creature green hag||green hags} with {@dice 1d3} {@creature owlbear||owlbears}"],["31-35","{@dice 1d6 + 2} {@creature werewolf||werewolves}"],["36-40","A small woodland shrine dedicated to a mysterious cult named the Siswa"],["41-45","{@dice 1d6 + 2} {@creature phase spider||phase spiders}"],["46-50","{@dice 2d4} {@creature yuan-ti malison (type 1)||yuan-ti malisons}"],["51-52","{@dice 1d3} {@creature werebear||werebears}"],["53-54","{@dice 1d4} {@creature revenant||revenants}"],["55-56","1 {@creature young green dragon}"],["57-58","{@dice 1d4} {@creature troll||trolls}"],["59-60","{@dice 1d6 + 2} {@creature wereboar||wereboars}"],["61-65","A group of seven people ({@creature commoner||commoners}) wearing animal masks and ambling through the woods"],["66-67","{@dice 1d4} {@creature gorgon||gorgons}"],["68-69","{@dice 1d3} {@creature shambling mound||shambling mounds}"],["70-71","1 {@creature treant}"],["72-73","{@dice 1d4} {@creature unicorn||unicorns}"],["74-75","{@dice 1d6 + 2} {@creature weretiger||weretigers}"],["76-80","Peals of silvery laughter that echo from a distance"],["81-82","1 {@creature guardian naga}"],["83-84","1 {@creature young gold dragon}"],["85-86","1 {@creature grick alpha} with {@dice 2d4} {@creature grick||gricks}"],["87-88","{@dice 1d3} {@creature yuan-ti abomination||yuan-ti abominations}"],["89-90","1 {@creature adult green dragon}"],["91-93","{@dice 1d8 + 1} {@creature giant ape||giant apes}"],["94-96","{@dice 2d4} {@creature oni}"],["97-99","{@dice 1d3} {@creature treant||treants}"],["00","1 {@creature ancient green dragon}"]]},{"name":"Forest Encounters (Levels 17—20)","type":"table","source":"XGE","page":97,"caption":"Forest Encounters (Levels 17—20)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-05","1 {@creature young green dragon}"],["06-10","1 {@creature treant}"],["11-13","1 {@creature guardian naga}"],["14-16","{@dice 1d10} {@creature revenant||revenants}"],["17-19","{@dice 1d8 + 1} {@creature unicorn||unicorns}"],["20-22","{@dice 1d3} {@creature grick alpha||grick alphas}"],["23-25","For a few hundred feet, wherever the characters step, flowers bloom and emit soft light."],["26-28","1 {@creature young gold dragon}"],["29-31","{@dice 1d6 + 2} {@creature shambling mound||shambling mounds}"],["32-34","{@dice 2d4} {@creature werebear||werebears}"],["35-37","{@dice 1d4} {@creature oni}"],["38-40","{@dice 4d6 + 10} elves living in a small community in the treetop"],["41-43","{@dice 1d6 + 2} {@creature gorgon||gorgons}"],["44-46","{@dice 2d4} {@creature troll||trolls}"],["47-49","{@dice 1d4} {@creature giant ape||giant apes}"],["50-52","{@dice 1d3} {@creature yuan-ti abomination||yuan-ti abominations}"],["53-62","{@dice 1d3} {@creature young green dragon||young green dragons}"],["63-65","A 50-foot-tall stone statue of an elf warrior with hand raised, palm out, as if to forbid travelers from coming this way"],["66-75","{@dice 1d4} {@creature treant||treants}"],["76-80","A cairn set atop a low hill"],["81-90","1 {@creature adult gold dragon}"],["91-96","1 {@creature ancient green dragon}"],["97-99","{@dice 2d4 + 1} {@creature treant||treants}"],["00","1 {@creature ancient gold dragon}"]]},{"name":"Frost Giant Encounters","type":"table","source":"BGG","page":46,"caption":"Frost Giant Encounters","colLabels":["{@dice d12}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","1 {@creature frost giant} (attitude: {@dice 1d8 + 1}) leading 1 {@creature titanothere|BGG} (attitude: {@dice 1d10}) loaded with fur and timber"],["2","1 {@creature young silver dragon} (attitude: {@dice 1d10 + 3}) tracking a frost giant raiding party"],["3","1 {@creature frost giant} hunting with {@dice 1d4} {@creature Winter Wolf||winter wolves} (attitude for all: {@dice 1d6})"],["4","2 {@creature Frost Giant||frost giants} (attitude: {@dice 1d6 + 2}) burying a body that rises as 1 {@creature frostmourn|BGG} (attitude: {@dice 1d4 + 1}) in the process"],["5","{@dice 2d4} {@creature Giant Goat||giant goats} (attitude: {@dice 1d6 + 4}) wandering about with chewed tethers"],["6","1 {@creature troll} (attitude: {@dice 1d10 + 2}) anxiously searching for the lost goats it tends for a frost giant tribe"],["7","1 {@creature frost giant} (attitude: {@dice 1d8 + 1}) building a wind shelter from ice blocks"],["8","1 {@creature frost giant ice shaper|BGG} (attitude: {@dice 1d10}) performing a sacrifice to Thrym"],["9","1 bored {@creature troll amalgam|BGG} (attitude: {@dice 1d10}) throwing its arm at a stack of boulders"],["10","{@dice 2d4} {@creature goliath giant-kin|BGG} (attitude: {@dice 1d8 + 3}) on a pilgrimage"],["11","1 {@creature ogre bolt launcher|MPMM} and {@dice 1d4 + 2} {@creature Ogre||ogres} (attitude for all: {@dice 1d6}) bringing spoils from a raid to their frost giant leader"],["12","1 {@creature frost giant everlasting one|MPMM} (attitude: {@dice 1d4 + 1}) plotting revenge against the tribe that exiled it"]]},{"name":"Giant Construct Encounters","type":"table","source":"BGG","page":53,"caption":"Giant Construct Encounters","colLabels":["{@dice d10}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","1 {@creature runic colossus|BGG} (attitude: {@dice 1d6}) slowly rousing from a dormant state"],["2","{@dice 2d4} {@creature Animated Armor||animated armors} (Large) and 1 {@creature rug of smothering} (attitude for all: {@dice 1d6}) keeping watch"],["3","1 {@creature iron golem} (attitude: {@dice 1d6}) patrolling"],["4","1 {@creature shield guardian} (attitude: {@dice 1d12}) searching for its master"],["5","1 {@creature stone golem} (attitude: {@dice 1d6}) crudely carved to resemble a hill giant"],["6","{@dice 1d4 + 1} {@creature Helmed Horror||helmed horrors} (attitude: {@dice 1d8}) in a partially dormant state, as if asleep"],["7","2 {@creature Flesh Golem||flesh golems} (Large; attitude: {@dice 1d6}) made from ogre corpses stitched with copper wire"],["8","1 {@creature clay golem} (attitude: {@dice 1d6 + 6}) awaiting the fulfillment of a verse of ancient prophecy, which the characters could fulfill"],["9","1 {@creature cadaver collector|MPMM} (attitude: {@dice 1d8}) gathering bodies destined to become a {@creature flesh colossus|BGG} (described in {@book chapter 6|BGG|6|Flesh Colossus})"],["10","1 {@creature retriever|MPMM} (attitude: {@dice 1d6}) searching for a thief who stole a Giant rune"]]},{"name":"Giant Kin Encounters","type":"table","source":"BGG","page":53,"caption":"Giant Kin Encounters","colLabels":["{@dice d10}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A band of {@dice 2d6} {@creature Ogre||ogres} (attitude: {@dice 1d6}) fawning over enormous Giant runes inscribed in the ground"],["2","{@dice 1d4} {@creature Cyclops||cyclopes} (attitude: {@dice 1d10}) tending a herd of sheep"],["3","1 {@creature troll} and {@dice 2d4} {@creature Orc||orcs} (attitude for all: {@dice 1d8}) scouting new settlement locations"],["4","1 {@creature troll mutate|BGG} (attitude: {@dice 1d6}) drawing, scratching, or painting with too many claws"],["5","{@dice 1d4} {@creature Firbolg Primeval Warden|BGG|firbolg primeval wardens} (attitude: {@dice 1d12}) making camp"],["6","{@dice 1d4 + 1} {@creature Fensir Skirmisher|BGG|fensir skirmishers} (attitude: {@dice 1d6 + 2}) frantically gathering and hunting food to stockpile"],["7","1 {@creature firbolg wanderer|BGG} (attitude: {@dice 1d8}) reluctantly bargaining with 1 {@creature green hag} (attitude: {@dice 1d8 + 3})"],["8","2 {@creature Ettin||ettins} (attitude: {@dice 1d8}) playing cards, with each head as an individual player in a four-player game"],["9","2 {@creature Ogre Chain Brute|MPMM|ogre chain brutes} (attitude: {@dice 1d4 + 1}) demolishing a small structure"],["10","1 {@creature dire troll|MPMM} (attitude: {@dice 1d6}) eating a dead troll before it regenerates"]]},{"name":"Giant Necropolis Encounters","type":"table","source":"BGG","page":54,"caption":"Giant Necropolis Encounters","colLabels":["{@dice d10}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","1 {@creature young red shadow dragon} (attitude: {@dice 1d4 + 1}) seeking treasures steeped in sorrow"],["2","2 {@creature Cairnwight|BGG|cairnwights} (attitude: {@dice 1d6 + 3}) critiquing each other's artistic works in progress"],["3","1 {@creature barrowghast|BGG} and 2 {@creature Zombie||zombies} (attitude for all: {@dice 1d4 + 1}) prowling for living creatures to slay"],["4","1 {@creature frostmourn|BGG} (attitude: {@dice 1d8 + 1}) contemplating the many notches on its greataxe"],["5","{@dice 1d4} {@creature Shadow||shadows} (attitude: {@dice 1d8}) playing out the last moments of their lives as a shadow puppet show on a wall"],["6","{@dice 2d6} {@creature Zombie||zombies} (attitude: {@dice 1d4 + 1}) shuffling listlessly, following a path of Giant runes painted in dried blood"],["7","1 {@creature firegaunt|BGG} (attitude: {@dice 1d4 + 1}) killing and destroying, desperately hoping someone will end its existence"],["8","1 {@creature flesh colossus|BGG} (attitude: {@dice 1d6}) marked with the Giant rune of death, defending the crumbled ruins of the place it was created to protect"],["9","1 {@creature tempest spirit|BGG} (attitude: {@dice 1d6}) searching for lost magical knowledge"],["10","1 {@creature spectral cloud|BGG} (attitude: {@dice 1d12}) wandering with a ghostly green lantern"]]},{"name":"Grassland Encounters (Levels 1—5)","type":"table","source":"XGE","page":100,"caption":"Grassland Encounters (Levels 1—5)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","1 {@creature hobgoblin captain} with {@dice 1d4 + 1} {@creature hobgoblin||hobgoblins}"],["02","1 {@creature chimera}"],["03","1 {@creature gorgon}"],["04","{@dice 1d2} {@creature couatl||couatls}"],["05","1 {@creature ankylosaurus}"],["06","1 {@creature weretiger}"],["07","{@dice 1d3} {@creature allosaurus||allosauruses}"],["08-09","{@dice 1d3} {@creature elephant||elephants}"],["10-14","A circle of standing stones within which the air is utterly still, no matter how hard the wind blows outside"],["15-16","1 {@creature phase spider}"],["17-18","1 {@creature gnoll pack lord} with {@dice 1d4} {@creature giant hyena||giant hyenas}"],["19-20","1 {@creature pegasus}"],["21-22","1 {@creature ankheg}"],["23-24","{@dice 1d3} {@creature rhinoceros||rhinoceroses}"],["25-28","{@dice 1d3} {@creature cockatrice||cockatrices}"],["29-32","{@dice 1d6 + 2} {@creature giant wasp||giant wasps} or {@dice 1d4 + 3} {@creature swarm of insects||swarms of insects}"],["33-36","{@dice 1d4} {@creature jackalwere||jackalweres} or {@dice 1d4} {@creature scout||scouts}"],["37-40","{@dice 1d8} {@creature giant goat||giant goats} or {@dice 1d8} {@creature worg||worgs}"],["41-44","{@dice 2d4} {@creature hobgoblin||hobgoblins}, {@dice 2d4} {@creature orc||orcs}, or {@dice 2d4} {@creature gnoll||gnolls}"],["45-46","{@dice 1d2} {@creature giant poisonous snake||giant poisonous snakes}"],["47-48","{@dice 1d6 + 2} {@creature elk} or {@dice 1d6 + 2} {@creature riding horse||riding horses}"],["49-50","{@dice 2d4} {@creature goblin||goblins}"],["51-52","{@dice 1d3} {@creature boar||boars}"],["53-54","1 leopard ({@creature panther}) 1 {@creature lion}"],["55-58","{@dice 1d6 + 3} {@creature goblin||goblins} riding wolves"],["59-62","{@dice 2d6} {@creature giant wolf spider||giant wolf spiders} or 1 {@creature giant eagle}"],["63-65","{@dice 1d8 + 4} {@creature pteranodon||pteranodons}"],["66-69","{@dice 3d6} {@creature wolf||wolves}"],["70-74","{@dice 2d4 + 2} {@creature axe beak||axe beaks}"],["75-76","1 {@creature giant boar} or {@dice 1d2} {@creature tiger||tigers}"],["77-78","1 {@creature ogre} or {@dice 1d3} {@creature bugbear||bugbears}"],["79-80","{@creature giant elk} or 1 {@creature gnoll pack lord} or {@dice 1d3} {@creature giant hyena||giant hyenas}"],["81-82","{@dice 1d3} {@creature giant vulture||giant vultures} or {@dice 1d3} {@creature hippogriff||hippogriffs}"],["83-84","1 {@creature goblin boss} with {@dice 1d6 + 2} {@creature goblin||goblins} and {@dice 1d4 + 3} {@creature wolf||wolves}, or {@dice 1d3} {@creature thri-kreen}"],["85-89","{@dice 1d3} {@creature druid||druids} patrolling the wilds"],["90-91","{@dice 1d6} {@creature scarecrow||scarecrows} or 1 {@creature wereboar}"],["92-93","{@dice 1d3} {@creature centaur||centaurs} or {@dice 1d3} {@creature griffon||griffons}"],["94","{@dice 1d3} {@creature gnoll fang of Yeenoghu||gnoll fangs of Yeenoghu}, or 1 {@creature orc Eye of Gruumsh} with {@dice 2d4 + 1} {@creature orc||orcs}"],["95-96","1 {@creature triceratops}"],["97","1 {@creature cyclops} or 1 {@creature bulette}"],["98-99","{@dice 1d4} {@creature manticore||manticores}"],["00","1 {@creature tyrannosaurus rex}"]]},{"name":"Grassland Encounters (Levels 6—10)","type":"table","source":"XGE","page":100,"caption":"Grassland Encounters (Levels 6—10)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","{@dice 1d3} {@creature gorgon||gorgons}"],["02","{@dice 1d4} {@creature cyclops||cyclopes}"],["03-04","{@dice 1d3} {@creature gnoll fang of Yeenoghu||gnoll fangs of Yeenoghu}"],["05-06","1 {@creature chimera}"],["07-09","{@dice 1d4 + 1} {@creature veteran||veterans} on {@creature riding horse||riding horses}"],["10-11","A tornado that touches down {@dice 1d6} miles away, tearing up the land for 1 mile before it dissipates"],["12-13","{@dice 1d3} {@creature manticore||manticores}"],["14-15","{@dice 2d4} {@creature ankheg||ankhegs}"],["16-17","{@dice 1d8 + 1} {@creature centaur||centaurs}"],["18-19","{@dice 1d6 + 2} {@creature griffon||griffons}"],["20-21","{@dice 1d6} {@creature elephant||elephants}"],["22-24","A stretch of land littered with rotting war machines, bones, and banners of forgotten armies"],["25-28","{@dice 1d8 + 1} {@creature bugbear||bugbears}"],["29-32","1 {@creature gnoll pack lord} with {@dice 1d4 + 1} {@creature giant hyena||giant hyenas}"],["33-36","{@dice 2d4} {@creature scarecrow||scarecrows}"],["37-40","{@dice 1d12} {@creature lion||lions}"],["41-44","{@dice 1d10} {@creature thri-kreen}"],["45-46","1 {@creature allosaurus}"],["47-48","1 {@creature tiger}"],["49-50","{@dice 1d2} {@creature giant eagle||giant eagles} or {@dice 1d2} {@creature giant vulture||giant vultures}"],["51-52","1 {@creature goblin boss} with {@dice 2d4} {@creature goblin||goblins}"],["53-54","{@dice 1d2} {@creature pegasus||pegasi}"],["55-58","1 {@creature ankylosaurus}"],["59-62","{@dice 1d2} {@creature couatl||couatls}"],["63-66","1 {@creature orc Eye of Gruumsh} with {@dice 1d8 + 1} {@creature orc||orcs}"],["67-70","{@dice 2d4} {@creature hippogriff||hippogriffs}"],["71-74","{@dice 1d4 + 1} {@creature rhinoceros||rhinoceroses}"],["75-76","1 {@creature hobgoblin captain} with {@dice 2d6} {@creature hobgoblin||hobgoblins}"],["77-78","{@dice 1d3} {@creature phase spider||phase spiders}"],["79-80","{@dice 1d6 + 2} {@creature giant boar||giant boars}"],["81-82","{@dice 2d4} {@creature giant elk}"],["83-84","{@dice 1d4} {@creature ogre||ogres} with {@dice 1d4} {@creature orog||orogs}"],["85-87","A hot wind that carries the stench of rot"],["88-90","{@dice 1d3} {@creature weretiger||weretigers}"],["91-92","1 {@creature bulette}"],["93-94","A tribe of {@dice 2d20 + 20} nomads ({@creature tribal warrior||tribal warriors}) on {@creature riding horse||riding horses} following a herd of antelope ({@creature deer}). The nomads are willing to trade food, leather, and information for weapons."],["95-96","{@dice 1d6 + 2} {@creature wereboar||wereboars}"],["97","1 {@creature young gold dragon}"],["98-99","{@dice 1d4} {@creature triceratops||triceratopses}"],["00","{@dice 1d3} {@creature tyrannosaurus rex||tyrannosaurus rexes}"]]},{"name":"Grassland Encounters (Levels 11—16)","type":"table","source":"XGE","page":100,"caption":"Grassland Encounters (Levels 11—16)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-05","{@dice 3d6} {@creature wereboar||wereboars}"],["06-10","{@dice 2d10} {@creature gnoll fang of Yeenoghu||gnoll fangs of Yeenoghu}"],["11-15","{@dice 1d4} {@creature bulette||bulettes}"],["16-17","An old road of paved stones, partly reclaimed by wilderness, that travels for {@dice 1d8} miles in either direction before ending"],["18-27","{@dice 1d12} {@creature couatl||couatls}"],["28-30","A witch ({@creature mage}) dwelling in a crude hut. She offers potions of healing, antitoxins, and other consumable items for sale in exchange for food and news."],["31-40","{@dice 2d10} {@creature elephant||elephants}"],["41-46","{@dice 2d4} {@creature weretiger||weretigers}"],["47-56","{@dice 1d8 + 1} {@creature cyclops||cyclopes}"],["57-61","{@dice 1d3} {@creature chimera||chimeras}"],["62-66","5 {@creature triceratops||triceratopses}"],["67-69","A giant hole 50 feet across that descends nearly 500 feet before opening into an empty cave"],["70-79","{@dice 1d4 + 3} {@creature gorgon||gorgons}"],["80-88","{@dice 1d3} {@creature young gold dragon||young gold dragons}"],["89-90","A circular section of grass nearly a quarter-mile across that appears to have been pressed down; {@dice 1d4} more such circles connected by lines can be seen from overhead."],["91-96","{@dice 2d4} {@creature tyrannosaurus rex||tyrannosaurus rexes}"],["97-99","1 {@creature adult gold dragon}"],["00","1 {@creature ancient gold dragon}"]]},{"name":"Grassland Encounters (Levels 17—20)","type":"table","source":"XGE","page":100,"caption":"Grassland Encounters (Levels 17—20)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-10","{@dice 2d6} {@creature triceratops||triceratopses}"],["11-20","{@dice 1d10} {@creature gorgon||gorgons}"],["21-25","{@dice 2d6} {@creature hyena||hyenas} feeding on the carcass of a dead dinosaur"],["26-35","{@dice 3d6} {@creature bulette||bulettes}"],["36-40","A fiery chariot that races across the sky"],["41-50","{@dice 1d3} {@creature young gold dragon||young gold dragons}"],["51-60","{@dice 2d4} {@creature cyclops||cyclopes}"],["61-65","A valley where all the grass has died and the ground is littered with stumps and fallen tree trunks, all petrified"],["66-75","{@dice 2d10} {@creature wolf||wolves}"],["76-80","A friendly adventuring party of {@dice 1d6 + 1} characters of varying races, classes, and levels (average level {@dice 1d6 + 2}). They share information about their recent travels."],["81-90","{@dice 1d12} {@creature chimera||chimeras}"],["91-96","{@dice 1d6 + 2} {@creature tyrannosaurus rex||tyrannosaurus rexes}"],["97-99","1 {@creature adult gold dragon}"],["00","1 {@creature ancient gold dragon}"]]},{"name":"Hill Encounters (Levels 1—4)","type":"table","source":"XGE","page":101,"caption":"Hill Encounters (Levels 1—4)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","1 {@creature eagle}"],["02-03","{@dice 2d4} {@creature baboon||baboons}"],["04-06","{@dice 1d6} {@creature bandit||bandits}"],["07","{@dice 1d4} {@creature vulture||vultures}"],["08","{@dice 1d10} {@creature commoner||commoners}"],["09","1 {@creature raven}"],["10","1 {@creature poisonous snake}"],["11-13","{@dice 2d6} {@creature bandit||bandits} {@dice 2d6} {@creature tribal warrior||tribal warriors}"],["14","{@dice 2d8} {@creature goat||goats}"],["15","{@dice 1d6 + 4} {@creature blood hawk||blood hawks}"],["16","{@dice 1d4 + 3} {@creature giant weasel||giant weasels}"],["17-18","{@dice 1d3} {@creature guard||guards} with {@dice 1d2} {@creature mastiff||mastiffs} and 1 {@creature mule}"],["19-20","{@dice 1d6 + 5} {@creature hyena||hyenas}"],["21-22","{@dice 2d4} {@creature stirge||stirges}"],["23-25","An empty cave littered with bones"],["26","1 {@creature pseudodragon} or {@dice 1d3} {@creature giant owl||giant owls}"],["27","1 {@creature lion} or 1 cougar ({@creature panther})"],["28-30","{@dice 2d8} {@creature kobold||kobolds}"],["31","1 {@creature hippogriff}"],["32-34","{@dice 2d4} {@creature goblin||goblins}"],["35","1 {@creature worg}"],["36","{@dice 1d3} {@creature swarm of bats||swarms of bats} or {@dice 1d3} {@creature swarm of ravens||swarms of ravens}"],["37","1 {@creature giant eagle}"],["38-40","An old dwarf sitting on a stump, whittling a piece of wood"],["41","{@dice 1d4} {@creature elk}"],["42","{@dice 1d4} {@creature winged kobold||winged kobolds} with {@dice 1d6} {@creature kobold||kobolds}"],["43","{@dice 1d6 + 2} {@creature giant wolf spider||giant wolf spiders}"],["44-45","{@dice 2d4} {@creature wolf||wolves}"],["46","1 {@creature swarm of insects}"],["47","{@dice 1d8 + 1} {@creature axe beak||axe beaks}"],["48-49","1 {@creature brown bear} or {@dice 1d3} {@creature boar||boars}"],["50","1 {@creature scout}"],["51","1 {@creature ogre}"],["52-53","{@dice 2d4} {@creature gnoll||gnolls}"],["54","1 {@creature giant elk}"],["55","{@dice 1d3 + 1} {@creature harpy||harpies}"],["56","1 {@creature werewolf}"],["57-58","{@dice 2d4} {@creature orc||orcs}"],["59","{@dice 1d4} {@creature half-ogre (ogrillon)||half-ogres}"],["60","1 {@creature druid} or 1 {@creature veteran}"],["61-63","The corpse of an adventurer that carries an intact {@item explorer's pack|phb} and lies atop a longsword"],["64","1 {@creature green hag}"],["65-66","{@dice 1d3} {@creature dire wolf||dire wolves}"],["67-68","A small cemetery containing {@dice 2d6} graves"],["69-70","1 {@creature hobgoblin captain} with {@dice 2d4} {@creature hobgoblin||hobgoblins}"],["71","{@dice 2d4} {@creature giant goat||giant goats}"],["72","1 {@creature manticore}"],["73-74","{@dice 1d6 + 2} {@creature hobgoblin||hobgoblins}"],["75","1 {@creature phase spider}"],["76-78","A pile of droppings from a very large bird"],["79","1 {@creature gnoll fang of Yeenoghu}"],["80","{@dice 1d3} {@creature giant boar||giant boars}"],["81","1 {@creature gnoll pack lord} with {@dice 1d3} {@creature giant hyena||giant hyenas}"],["82","1 {@creature bandit captain} with {@dice 2d4} {@creature bandit||bandits}"],["83","1 {@creature orc Eye of Gruumsh} with {@dice 1d8 + 2} {@creature orc||orcs}"],["84","{@dice 1d3} {@creature orog||orogs} or {@dice 1d4} {@creature berserker||berserkers}"],["85-86","1 {@creature ettin} or 1 {@creature wereboar}"],["87-88","1 {@creature goblin boss} with {@dice 2d6} {@creature goblin||goblins}"],["89","{@dice 1d3} {@creature griffon||griffons}"],["90","{@dice 1d3} {@creature peryton||perytons} or {@dice 1d4} {@creature pegasus||pegasi}"],["91-96","{@dice 1d3} {@creature troll||trolls}"],["97-99","1 {@creature cyclops}"],["00","1 {@creature stone giant}"]]},{"name":"Hill Encounters (Levels 5—10)","type":"table","source":"XGE","page":101,"caption":"Hill Encounters (Levels 5—10)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","{@dice 1d4} {@creature pegasus||pegasi} or {@dice 1d3} {@creature peryton||perytons}"],["02","{@dice 1d6 + 2} {@creature giant goat||giant goats}"],["03","1 {@creature manticore}"],["04","{@dice 1d8 + 1} {@creature gnoll||gnolls} or {@dice 1d8 + 1} {@creature hobgoblin||hobgoblins}"],["05","{@dice 1d4} {@creature lion||lions}"],["06","{@dice 1d6 + 2} {@creature worg||worgs}"],["07","{@dice 1d4} {@creature brown bear||brown bears}"],["08","{@dice 3d6} {@creature axe beak||axe beaks}"],["09","1 {@creature half-ogre (ogrillon)||half-ogre} with {@dice 2d6} {@creature orc||orcs}"],["10","{@dice 2d10} {@creature winged kobold||winged kobolds}"],["11-12","1 {@creature goblin boss} with {@dice 1d4} {@creature dire wolf||dire wolves} and {@dice 2d6} {@creature goblin||goblins}"],["13","{@dice 1d6} {@creature giant elk}"],["14-15","{@dice 1d8 + 1} {@creature giant eagle||giant eagles}"],["16-17","{@dice 1d4} {@creature phase spider||phase spiders}"],["18-19","1 {@creature gnoll pack lord} with {@dice 2d4} {@creature giant hyena||giant hyenas}"],["20","{@dice 2d4} {@creature hippogriff||hippogriffs}"],["21-25","A 15-foot-tall stone statue of a dwarf warrior that has been tipped over on its side"],["26-27","{@dice 2d4} {@creature orog||orogs}"],["28-29","{@dice 1d4 + 1} {@creature griffon||griffons}"],["30-31","{@dice 1d6 + 2} {@creature harpy||harpies}"],["32-33","1 {@creature orc Eye of Gruumsh} with {@dice 2d6 + 3} {@creature orc||orcs}"],["34-35","{@dice 1d4 + 3} {@creature giant boar||giant boars}"],["36-40","A stone door set into the side of a steep hill, opening onto 15 feet of descending stairs that end at a cave-in"],["41-42","{@dice 1d3} {@creature green hag||green hags}"],["43-44","{@dice 1d4} {@creature werewolf||werewolves}"],["45-46","{@dice 1d6 + 2} {@creature ogre||ogres}"],["47-48","1 {@creature hobgoblin captain} with {@dice 2d8} {@creature hobgoblin||hobgoblins}"],["49-50","1 {@creature bandit captain} with {@dice 3d6} {@creature bandit||bandits}"],["51-54","1 {@creature chimera}"],["55-58","{@dice 1d4} {@creature ettin||ettins}"],["59-62","{@dice 1d6 + 2} {@creature veteran||veterans} with {@dice 2d6} {@creature berserker||berserkers}"],["63-65","An abandoned wooden hut"],["66-69","1 {@creature galeb duhr}"],["70-73","1 {@creature bulette}"],["74-77","1 {@creature wyvern}"],["78-80","{@dice 2d6 + 10} {@creature goat||goats} with 1 herder ({@creature tribal warrior})"],["81-82","{@dice 1d3} {@creature hill giant||hill giants}"],["83-84","{@dice 2d4} {@creature wereboar||wereboars}"],["85-86","{@dice 1d4} {@creature revenant||revenants}"],["87-88","{@dice 1d2} {@creature gorgon||gorgons}"],["89-90","{@dice 1d8 + 1} {@creature gnoll fang of Yeenoghu||gnoll fangs of Yeenoghu}"],["91-93","{@dice 1d4} {@creature cyclops||cyclopes}"],["94-96","1 {@creature young red dragon}"],["97-98","{@dice 1d4} {@creature stone giant||stone giants}"],["99","{@dice 1d3} {@creature young copper dragon||young copper dragons}"],["00","1 {@creature roc}"]]},{"name":"Hill Encounters (Levels 11—16)","type":"table","source":"XGE","page":101,"caption":"Hill Encounters (Levels 11—16)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","{@dice 2d8} {@creature manticore||manticores} or {@dice 2d8} {@creature phase spider||phase spiders}"],["02-04","{@dice 1d6} {@creature green hag||green hags} with {@dice 1d6} {@creature wyvern||wyverns}"],["05-07","1 {@creature hobgoblin captain} with 1 {@creature hill giant} and {@dice 4d10} {@creature hobgoblin||hobgoblins}"],["08-10","{@dice 2d6 + 3} {@creature werewolf||werewolves}"],["11-14","{@dice 1d6 + 2} {@creature ettin||ettins}"],["15-18","{@dice 1d3} {@creature bulette||bulettes}"],["19-22","{@dice 1d4} {@creature werebear||werebears}"],["23-24","A stream of smoke emerging from a small chimney in the hillside"],["25-28","{@dice 1d4} {@creature wyvern||wyverns}"],["29-32","{@dice 1d8 + 1} {@creature wereboar||wereboars}"],["33-36","{@dice 1d3} {@creature revenant||revenants}"],["37-38","A mild earthquake that shakes the region for {@dice 1d20} seconds"],["39-42","{@dice 1d3} {@creature chimera||chimeras}"],["43-46","{@dice 1d4} {@creature gorgon||gorgons}"],["47-50","{@dice 1d6 + 2} {@creature gnoll fang of Yeenoghu||gnoll fangs of Yeenoghu}"],["51-54","{@dice 1d4} {@creature hill giant||hill giants}"],["55-58","1 {@creature young red dragon}"],["59-62","{@dice 1d3 + 1} {@creature galeb duhr}"],["63-65","{@dice 2d10} dwarf miners ({@creature commoner||commoners}), whistling as they march toward their mine"],["66-69","{@dice 1d3} {@creature young copper dragon||young copper dragons}"],["70-73","{@dice 1d4} {@creature troll||trolls}"],["74-77","{@dice 1d3} {@creature cyclops||cyclopes}"],["78-80","{@dice 1d3} {@creature noble||nobles} with {@dice 1d4} {@creature scout||scouts} prospecting for gold"],["81-85","1 {@creature adult copper dragon}"],["86-90","{@dice 2d4} {@creature stone giant||stone giants}"],["91-96","{@dice 1d4} {@creature roc||rocs}"],["97-99","1 {@creature adult red dragon}"],["00","1 {@creature ancient copper dragon}"]]},{"name":"Hill Encounters (Levels 17—20)","type":"table","source":"XGE","page":101,"caption":"Hill Encounters (Levels 17—20)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","{@dice 1d2} {@creature roc||rocs}"],["02-05","1 {@creature young red dragon}"],["06-10","{@dice 2d6} {@creature ettin||ettins}"],["11-15","{@dice 1d4} {@creature bulette||bulettes}"],["16-20","{@dice 1d10} {@creature revenant||revenants}"],["21-25","The white outline of an enormous horse carved into the side of a high hill"],["26-30","{@dice 1d6 + 1} {@creature gorgon||gorgons}"],["31-35","{@dice 2d4 + 1} {@creature troll||trolls}"],["36-40","The scorched remains of {@dice 2d10} humanoids littering a hillside"],["41-45","{@dice 2d4} {@creature hill giant||hill giants}"],["46-50","{@dice 1d6 + 2} {@creature werebear||werebears}"],["51-55","{@dice 2d4} {@creature galeb duhr}"],["56-60","{@dice 1d4 + 2} {@creature wyvern||wyverns}"],["61-65","A massive boulder partly buried in the earth as if it fell or was thrown there"],["66-70","1 {@creature adult copper dragon}"],["71-75","{@dice 1d6 + 3} {@creature cyclops||cyclopes}"],["76-80","The stub of an old stone tower jutting from the top of a hill"],["81-85","{@dice 2d4} {@creature stone giant||stone giants}"],["86-90","1 {@creature adult red dragon}"],["91-96","1 {@creature ancient copper dragon}"],["97-99","1 {@creature ancient red dragon}"],["00","{@dice 1d2} {@creature adult red dragon||adult red dragons} with {@dice 1d3} {@creature young red dragon||young red dragons}"]]},{"name":"Hill Giant Encounters","type":"table","source":"BGG","page":47,"caption":"Hill Giant Encounters","colLabels":["{@dice d12}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","2 {@creature Hill Giant||hill giants} charging at each other until their heads collide, while 4 {@creature Ogre||ogres} (attitude for all: {@dice 1d6 + 3}) watch and cheer"],["2","1 {@creature hill giant avalancher|BGG} (attitude: {@dice 1d8 + 2}) searching exasperatedly for a {@creature giant goose|BGG} that stole from the giant's bag"],["3","2 {@creature Hill Giant||hill giants} (attitude: {@dice 1d10}) trading broken weapons they've collected"],["4","1 {@creature hill giant} and 3 {@creature Ogre||ogres} (attitude for all: {@dice 1d12}) taking turns bowling ettin skulls at sticks stuck in the ground"],["5","1 {@creature hill giant} (attitude: {@dice 1d6 + 3}) dejectedly trying to reassemble a small stone building it accidentally demolished"],["6","{@dice 1d4} {@creature Otyugh||otyughs} (attitude: {@dice 1d10}) in a waste pit where hill giants dispose of feast remnants"],["7","1 {@creature hill giant} singing beautifully for {@dice 1d4} {@creature Dire Wolf||dire wolves} (attitude for all: {@dice 1d10 + 2})"],["8","2 {@creature Hill Giant||hill giants} (attitude: {@dice 1d8}) roasting a bear over a burning wagon and excessively seasoning it with spices plundered from the wagon"],["9","{@dice 2d4} {@creature goliath giant-kin|BGG} (attitude: {@dice 1d8 + 2}) enjoying a feast"],["10","1 {@creature hill giant} (attitude: {@dice 1d6}) asking for food from a gang of {@dice 2d4} {@creature Bugbear||bugbears} (attitude: {@dice 1d6 + 2})"],["11","1 {@creature flind|MPMM} (attitude: {@dice 1d4 + 1}) leading a bloodthirsty party of 5 {@creature Gnoll Hunter|MPMM|gnoll hunters} (attitude: {@dice 1d6})"],["12","1 {@creature mouth of Grolantor|MPMM} (attitude: {@dice 1d6}) eating everything in reach, including the landscape"]]},{"name":"Megafauna World Encounters","type":"table","source":"BGG","page":54,"caption":"Megafauna World Encounters","colLabels":["{@dice d10}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@dice 2d4} {@creature Giant Ox|BGG|giant oxen} (attitude: {@dice 1d6 + 4}) grazing on shrubs, trees, or thatched roofs"],["2","{@dice 1d3} {@creature Titanothere|BGG|titanotheres} (attitude: {@dice 1d8 + 3}) roaming; one of them scratches an itch on trees, uprooting them in the process"],["3","1 {@creature giant goose|BGG} (attitude: {@dice 1d8}) running with an item from a hill giant's bag (see \"{@book Giant Bags|BGG|5|Giant Bags}\" in {@book chapter 5|BGG|5}) in its mouth"],["4","2 {@creature Mammoth||mammoths} (attitude: {@dice 1d6}) locking tusks in a territory dispute"],["5","1 {@creature gigant|BGG} (attitude: {@dice 1d4 + 1}) rampaging"],["6","{@dice 1d4} {@creature Saber-Toothed Tiger||saber-toothed tigers} (attitude: {@dice 1d10}) stalking near a herd of {@dice 2d4} {@creature giant elk} (attitude: {@dice 1d6 + 3})"],["7","1 {@creature purple worm} (attitude: {@dice 1d4 + 1}) following vibrations toward food"],["8","{@dice 2d6} {@creature Giant Tick|BGG|giant ticks} (attitude: {@dice 1d4 + 1}) sucking the last blood from a giant's corpse"],["9","1 {@creature froghemoth|MPMM} (attitude: {@dice 1d6}) trying to hide somewhere comically inadequate for its bulk"],["10","1 {@creature gray render|MPMM} (attitude: {@dice 1d6 + 3}) gnawing the scenery"]]},{"name":"Mortuary Encounters (Levels 1—4)","type":"table","source":"AATM","caption":"Mortuary Encounters (Levels 1—4)","colLabels":["{@dice d10}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A decapitated {@creature zombie} with the {@condition blinded} and {@condition deafened} conditions scrabbles along the ground, looking for its head. The zombie attacks any creature it detects."],["2","{@dice 1d4} {@creature Will-o'-Wisp||will-o'-wisps} offer to guide the characters to their destination but might lead them to a deadly location in the Mortuary, such as a crematorium."],["3","A poshly dressed Duster {@creature wight} asks the characters to help them write a eulogy that's due in 10 minutes."],["4","A friendly {@creature death dog} trots up to the characters and drops a bony hand at their feet. The dog wants to play fetch."],["5","Ten melancholy Dusters ({@creature Commoner||commoners}) conduct an open-casket funeral for a cheery {@creature skeleton} named Merle, who never received one in life. Merle lies in the casket but occasionally sits up to hear his own eulogies. The Dusters ask the characters if they'd like to say anything on behalf of the deceased."],["6","A lost {@creature animated coffin|AATM}* lurches along, carrying a reverently laid corpse to its crypt. The Construct approaches the characters and silently petitions them to escort it to its destination."],["7","{@dice 1d4} {@creature Zombie||zombies}, bloated and riddled with holes, shuffle up to the characters and each expel a {@creature swarm of rot grubs|MPMM}† at their feet. All the creatures are hostile toward the characters."],["8","A {@creature Heralds of Dust exorcist|AATM}* works to expel a {@creature dybbuk|MPMM}† from a corpse. The exorcist asks the characters to help in dispatch the Fiend."],["9","Two {@creature Bard|MPMM|bards}† in the Heralds of Dust approach the characters and sing a ballad honoring the dead. If the characters interrupt or otherwise ruin the tune, {@dice 1d4} irascible {@creature Specter||specters} emerge from the walls and attack, causing the bards to flee."],["10","Three {@creature skeleton} farmers quietly tend to corpse-white grave flowers in an underground garden. Four {@creature Stench Kow|MPMM|stench kows}† graze nearby and protect the farmers, who attack if the characters pluck any flowers or interfere with their work."]],"footnotes":["†Monsters marked with a dagger (†) appear in {@book Monsters of the Multiverse|MPMM}. Roll a {@dice d6} if you don't have that book.","*See {@book the appendix|AATM|Appendix: Mortuary Creatures}."]},{"name":"Mortuary Encounters (Levels 5—10)","type":"table","source":"AATM","caption":"Mortuary Encounters (Levels 5—10)","colLabels":["{@dice d10}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Three {@creature Ghost||ghosts} of long-dead nobles invite the characters to an incorporeal tea party."],["2","{@dice 1d8 + 3} {@creature Ghoul||ghouls} feast on a veritable smorgasbord of corpses in a chilly morgue. The ghouls attack any who disturb their meal."],["3","Twenty {@creature Skeleton||skeletons} parade down a dusty hall, dancing all the way. The skeletons are friendly toward characters who join their procession but attack any who impede it."],["4","Disguised as a Humanoid member of the Heralds of Dust, a {@creature planetar} sneaks through a crypt in hopes of raising one of its god's agents from the dead. The angel reveals itself to the characters and asks for help in finding its way."],["5","The party unknowingly enters a crematorium, and the walls erupt with gouts of flame. Each creature in the room must succeed on a DC 18 Dexterity saving throw, taking 44 ({@dice 8d10}) fire damage on a failed save, or half as much damage on a successful one."],["6","A {@creature stone golem} composed of tombstones tromps down an empty hallway. It lets the characters pass if they etch an epitaph into its frame."],["7","A passing {@creature animated coffin|AATM}* exhales a hostile cloud of {@creature vampiric mist|MPMM}† with an audible wheeze."],["8","{@dice 1d6 + 2} {@creature Vargouille|MPMM|vargouilles}† fly through the halls, looking for their next meal. The vargouilles attack the characters on sight."],["9","{@dice 1d4} {@creature Spawn of Kyuss|MPMM|spawns of Kyuss}† shamble through the Mortuary, infecting its corpses. A lawful neutral {@creature wight} shouts for the party's aid in curbing the infestation."],["10","Two {@creature lost sorrowsworn|MPMM},† manifestations of those who never reached the afterlife, wander aimlessly. The sorrowsworn ask the characters to guide them to the great beyond. If the characters refuse the sorrowsworn attack in panicked fury."]],"footnotes":["†Monsters marked with a dagger (†) appear in {@book Monsters of the Multiverse|MPMM}. Roll a {@dice d6} if you don't have that book.","*See {@book the appendix|AATM|Appendix: Mortuary Creatures}."]},{"name":"Mortuary Encounters (Levels 11—16)","type":"table","source":"AATM","caption":"Mortuary Encounters (Levels 11—16)","colLabels":["{@dice d10}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Factol Skall|AATM}* drifts through the Mortuary toward his {@area orrery|025|x} (detailed later in this supplement)."],["2","Two {@creature Guardian Naga||guardian nagas} slither up to the party. The nagas are collecting stories about those who have passed."],["3","A {@creature death tyrant}, eager to build its undead army, lingers outside a derelict crypt. The monster accosts any non-Undead it encounters."],["4","An {@creature arcanaloth} testator informs the characters they much each present a copy of their last will and testament to continue their exploration. If a character doesn't have a will, the testator offers to write one for them on the spot in exchange for 10 gp each."],["5","A {@creature githyanki knight} and four pallbearers ({@creature Githyanki Warrior||githyanki warriors}) march toward a portal to the Astral Plane to honor a fallen comrade. The githyanki attack characters who interrupt their solemn procession but accept any who share the load as one of their own."],["6","A sarcophagus-like {@creature animated coffin|AATM}* conveys a haughty {@creature mummy lord} to its tomb. Two {@creature Mummy||mummies} walk alongside the coffin. The mummy lord demands that passersby acknowledge its rule with a bow; the mummies attack all who refuse."],["7","A {@creature cadaver collector|MPMM}† emerges from a portal to Acheron, dragging a cart of corpses behind it."],["8","A {@creature deathlock mastermind|MPMM}† leads four {@creature Deathlock|MPMM|deathlocks}† in an unholy ritual dedicated to the powers of death. To complete the ritual, the deathlocks require a living sacrifice—one of the characters would be perfect."],["9","Four {@creature Minotaur Skeleton||minotaur skeletons} carry a palanquin of bones supporting a hostile {@creature skull lord|MPMM}.†"],["10","A {@creature narzugon|MPMM}† astride a {@creature nightmare} patrols a stretch of catacombs as part of an archdevil's errand. The narzugon attacks any non-Undead, eager to add their souls to archdevil's growing collection."]],"footnotes":["†Monsters marked with a dagger (†) appear in {@book Monsters of the Multiverse|MPMM}. Roll a {@dice d6} if you don't have that book.","*See {@book the appendix|AATM|Appendix: Mortuary Creatures}."]},{"name":"Mountain Encounters (Levels 1—4)","type":"table","source":"XGE","page":104,"caption":"Mountain Encounters (Levels 1—4)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-02","1 {@creature eagle}"],["03-05","{@dice 1d3} {@creature swarm of bats||swarms of bats}"],["06-08","{@dice 1d6} {@creature goat||goats}"],["09-11","{@dice 1d10 + 5} {@creature tribal warrior||tribal warriors}"],["12-14","{@dice 1d6 + 3} {@creature pteranodon||pteranodons}"],["15-17","{@dice 1d8 + 1} {@creature winged kobold||winged kobolds}"],["18-20","1 {@creature lion}"],["21-24","Stairs chiseled into the side of the mountain that climb {@dice 3d20 + 40} feet before ending abruptly"],["25-27","{@dice 2d10} {@creature stirge||stirges}"],["28-30","{@dice 2d4} {@creature aarakocra}"],["31-33","{@dice 2d6} dwarf soldiers ({@creature guard||guards}) with {@dice 1d6} {@creature mule||mules} laden with iron ore"],["34-36","1 {@creature giant eagle}"],["37-38","A small shrine dedicated to a lawful neutral god, perched on a stone outcropping"],["39-41","{@dice 2d8 + 1} {@creature blood hawk||blood hawks}"],["42-44","1 {@creature giant goat}"],["45-47","{@dice 3d4} {@creature kobold||kobolds}"],["48-50","1 {@creature half-ogre (ogrillon)||half-ogre}"],["51-53","1 {@creature berserker}"],["54-55","1 {@creature orog}"],["56","1 {@creature hell hound}"],["57","1 {@creature druid}"],["58-59","1 {@creature peryton}"],["60-61","{@dice 1d2} {@creature hippogriff||hippogriffs}"],["62","1 {@creature manticore}"],["63-64","{@dice 1d6 + 2} {@creature scout||scouts}"],["65-67","Enormous footprints left by a giant, which head into the mountain peaks"],["68-73","{@dice 2d4} {@creature orc||orcs}"],["74-75","1 {@creature giant elk}"],["76-77","1 {@creature veteran}"],["78-79","1 {@creature orc Eye of Gruumsh}"],["80","{@dice 1d4} {@creature harpy||harpies}"],["81","1 {@creature ogre}"],["82","1 {@creature griffon}"],["83","1 {@creature basilisk}"],["84-85","1 {@creature saber-toothed tiger}"],["86-90","A sparkling stream of water spilling from a crevice"],["91","{@dice 1d2} {@creature ettin||ettins}"],["92","1 {@creature cyclops}"],["93","1 {@creature troll}"],["94","1 {@creature galeb duhr}"],["95","1 {@creature air elemental}"],["96","1 {@creature bulette}"],["97","1 {@creature chimera}"],["98","1 {@creature wyvern}"],["99","1 {@creature stone giant}"],["00","1 {@creature frost giant}"]]},{"name":"Mountain Encounters (Levels 5—10)","type":"table","source":"XGE","page":104,"caption":"Mountain Encounters (Levels 5—10)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-02","{@dice 2d8 + 1} {@creature aarakocra}"],["03-04","1 {@creature lion} or 1 {@creature saber-toothed tiger}"],["05-06","{@dice 1d8 + 1} {@creature giant goat||giant goats}"],["07-08","{@dice 1d4 + 3} dwarf trailblazers ({@creature scout||scouts})"],["09-10","{@dice 1d6 + 2} {@creature orc||orcs}"],["11-15","{@dice 1d10} {@creature giant eagle||giant eagles}"],["16-20","{@dice 1d8 + 1} {@creature hippogriff||hippogriffs}"],["21-25","{@dice 1d8} fissures venting steam that partially obscures a 20-foot cube above each fissure"],["26-30","1 {@creature basilisk}"],["31-35","{@dice 1d12} {@creature half-ogre (ogrillon)||half-ogres}"],["36-40","A ravine blocked by a 100-foot-high wall, which has an opening in the center where a gate used to be"],["41-45","1 {@creature manticore}"],["46-50","{@dice 2d4} {@creature harpy||harpies}"],["51-52","1 {@creature galeb duhr}"],["53-54","1 {@creature bulette}"],["55-56","{@dice 1d10} {@creature berserker||berserkers}"],["57-58","{@dice 1d3} {@creature hell hound||hell hounds}"],["59-60","{@dice 1d8 + 1} {@creature veteran||veterans}"],["61-65","A distant mountain whose peak resembles a tooth"],["66-69","{@dice 1d4} {@creature ettin||ettins}"],["70-73","1 {@creature wyvern}"],["74-75","1 {@creature orc Eye of Gruumsh} with {@dice 1d6} {@creature orog||orogs} and {@dice 3d6 + 10} {@creature orc||orcs}"],["76-80","A row of {@dice 1d10 + 40} stakes upon which the bodies of kobolds, dwarves, or orcs are impaled"],["81-83","1 {@creature fire giant}"],["84-85","1 {@creature young silver dragon}"],["86-87","{@dice 1d4} {@creature air elemental||air elementals}"],["88-90","{@dice 1d4} {@creature troll||trolls}"],["91-92","{@dice 1d3 + 1} {@creature cyclops||cyclopes}"],["93-94","{@dice 1d4} {@creature chimera||chimeras}"],["95-96","1 {@creature cloud giant}"],["97","1 {@creature roc}"],["98","{@dice 1d4} {@creature stone giant||stone giants}"],["99","1 {@creature young red dragon}"],["00","{@dice 1d4} {@creature frost giant||frost giants}"]]},{"name":"Mountain Encounters (Levels 11—16)","type":"table","source":"XGE","page":104,"caption":"Mountain Encounters (Levels 11—16)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-02","{@dice 1d8 + 1} {@creature basilisk||basilisks}"],["03-04","{@dice 2d4} {@creature hell hound||hell hounds}"],["05-06","{@dice 1d3} {@creature chimera||chimeras}"],["07-08","1 {@creature galeb duhr}"],["09-10","{@dice 2d6} {@creature veteran||veterans}"],["11-15","1 {@creature young silver dragon}"],["16-20","{@dice 2d4} {@creature troll||trolls}"],["21-25","1 red dragon gliding through the sky above the highest mountaintops"],["26-30","{@dice 1d8 + 1} {@creature manticore||manticores}"],["31-35","{@dice 1d4} {@creature cyclops||cyclopes}"],["36-40","Heavy snowfall that lasts for {@dice 1d6} hours"],["41-45","{@dice 1d10} {@creature air elemental||air elementals}"],["46-50","{@dice 1d6 + 2} {@creature bulette||bulettes}"],["51-55","{@dice 1d4} {@creature stone giant||stone giants}"],["56-60","1 {@creature fire giant}"],["61-65","2 {@creature stone giant||stone giants} playing catch with a boulder a few hundred feet away"],["66-70","{@dice 1d8 + 1} {@creature ettin||ettins}"],["71-75","{@dice 1d3} {@creature frost giant||frost giants}"],["76-80","A wide crevasse, its depths shrouded in mist"],["81-85","{@dice 1d4} {@creature cloud giant||cloud giants}"],["86-90","1 {@creature adult silver dragon}"],["91-96","1 {@creature adult red dragon}"],["97-98","{@dice 1d4} {@creature roc||rocs}"],["99","1 {@creature ancient silver dragon}"],["00","1 {@creature ancient red dragon}"]]},{"name":"Mountain Encounters (Levels 17—20)","type":"table","source":"XGE","page":104,"caption":"Mountain Encounters (Levels 17—20)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-05","{@dice 1d10} {@creature bulette||bulettes}"],["06-10","{@dice 1d8 + 1} {@creature chimera||chimeras}"],["11-15","1 {@creature adult silver dragon}"],["16-20","{@dice 1d8 + 1} {@creature wyvern||wyverns}"],["21-25","A massive boat perched atop a mountain"],["26-30","{@dice 2d4} {@creature galeb duhr}"],["31-35","{@dice 1d4} {@creature frost giant||frost giants}"],["36-40","A wooded valley haunted by secretive and reclusive elves who tell warily of their master: a mad wizard who lives in the heart of the valley"],["41-45","{@dice 1d10} {@creature air elemental||air elementals}"],["46-50","{@dice 1d6 + 3} {@creature troll||trolls}"],["51-55","1 {@creature adult red dragon}"],["56-60","{@dice 1d4} {@creature cloud giant||cloud giants}"],["61-65","A waterfall hundreds of feet high that drops into a clear pool"],["66-70","{@dice 1d3} {@creature fire giant||fire giants}"],["71-75","{@dice 2d4} {@creature stone giant||stone giants}"],["76-80","A force of 100 dwarves ({@creature veteran||veterans}) standing guard at a mountain pass, permitting no passage until a traveler pays 100 gp (if on foot) or 200 gp (if mounted)"],["81-85","{@dice 1d4} {@creature roc||rocs}"],["86-90","{@dice 1d4} {@creature young red dragon||young red dragons}"],["91-96","1 {@creature ancient silver dragon}"],["97-00","1 {@creature ancient red dragon}"]]},{"name":"Open Water Encounters (Levels 1—4)","type":"table","source":"GoS","page":207,"caption":"Open Water Encounters (Levels 1—4)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-03","{@dice 3d6} {@creature Quipper||quippers}"],["04-08","1 {@creature swarm of quippers}"],["09-12","{@dice 3d10} {@creature Dolphin|VGM|dolphins}"],["13-14","1 {@creature giant octopus}"],["15-16","{@dice 1d4} {@creature Killer Whale||killer whales}"],["17-18","{@dice 1d6} {@creature merfolk}"],["19-20","{@dice 1d6} {@creature Giant Sea Horse||giant sea horses}"],["21-24","{@dice 1d8} {@creature Giant Crab||giant crabs}"],["25-28","{@dice 1d4} {@creature Reef Shark||reef sharks}"],["29","1 {@creature hunter shark}"],["30-34","{@dice 1d4} {@creature sahuagin}"],["35-37","{@dice 1d4} {@creature koalinth|GoS}"],["38-40","A {@table Whirlpools; Whirlpool Rank|GoS|rank 1 whirlpool} connected to the Elemental Plane of Water (see \"{@variantrule Ocean Environs|GoS|Whirlpools}\" from Appendix A of {@i Ghosts of Saltmarsh})"],["41-45","{@dice 1d4} {@creature Locathah|GoS|locathahs}"],["46-51","{@dice 1d3} {@creature Harpy||harpies}"],["52-54","2 {@creature merrow}"],["55-57","1 {@creature sahuagin priestess} and {@dice 1d4} {@creature sahuagin}"],["58-59","1 {@creature koalinth sergeant|GoS} and {@dice 2d4} {@creature koalinth|GoS}"],["60-62","1 {@creature plesiosaurus}"],["63-64","{@dice 1d3} {@creature Sea Hag||sea hags}"],["65-67","{@dice 1d4} {@creature Blood Hawk||blood hawks}"],["68-70","1 {@creature sahuagin champion|GoS}"],["71-74","1 {@creature giant shark}"],["75","1 {@creature young bronze dragon}"],["76-00","A ship ({@variantrule Random Ships|GoS|generated at random})"]]},{"name":"Open Water Encounters (Levels 5—10)","type":"table","source":"GoS","page":207,"caption":"Open Water Encounters (Levels 5—10)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-03","1 {@creature giant shark}"],["04-07","{@dice 1d4} {@creature Swarm of Quippers||swarms of quippers}"],["08-11","{@dice 1d10} {@creature Killer Whale||killer whales}"],["12-17","{@dice 3d6} {@creature merfolk}"],["18-25","1 {@creature sahuagin high priestess|GoS} and 1 {@creature sahuagin wave shaper|GoS}"],["26-30","{@dice 2d8} {@creature Giant Crab||giant crabs}"],["31-35","{@dice 2d4} {@creature Reef Shark||reef sharks}"],["36-38","{@dice 1d4} {@creature Hunter Shark||hunter sharks}"],["39-40","{@dice 1d4} {@creature Water Elemental||water elementals}"],["41","A {@table Whirlpools; Whirlpool Rank|GoS|rank 2 whirlpool} connected to the Elemental Plane of Water (see \"{@variantrule Ocean Environs|GoS|Whirlpools}\" from Appendix A of {@i Ghosts of Saltmarsh})"],["42-45","{@dice 2d4} {@creature Locathah|GoS|locathahs}"],["46-47","1 {@creature harpy matriarch|GoS} and {@dice 1d4} {@creature Harpy||harpies}"],["48-49","{@dice 2d4} {@creature merrow}"],["50-52","1 {@creature sahuagin baron} and {@dice 1d4} {@creature sahuagin}"],["53-57","1 {@creature koalinth sergeant|GoS} and {@dice 2d4} {@creature koalinth|GoS}"],["58-59","{@dice 2d8} {@creature Giant Crab||giant crabs}"],["60-61","{@dice 1d4} {@creature Plesiosaurus||plesiosauruses}"],["62-63","A coven of 3 {@creature Sea Hag||sea hags}"],["64-65","{@dice 1d4} {@creature Sahuagin Blademaster|GoS|sahuagin blademasters}"],["66-69","1 {@creature hydra}"],["70-71","1 {@creature marid}"],["72","1 {@creature storm giant}"],["73","1 {@creature adult bronze dragon}"],["74","1 {@creature dragon turtle}"],["75-90","A ship ({@variantrule Random Ships|GoS|generated at random})"],["91-00","A mysterious island ({@variantrule Mysterious Islands|GoS|generated at random})"]]},{"name":"Open Water Encounters (Levels 11—20)","type":"table","source":"GoS","page":207,"caption":"Open Water Encounters (Levels 11—20)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-03","1 {@creature storm giant}"],["04-07","{@dice 2d6} {@creature Giant Shark||giant sharks}"],["08-11","1 {@creature marid}"],["12-18","1 {@creature sahuagin high priestess|GoS} and {@dice 2d4} {@creature Sahuagin Champion|GoS|sahuagin champions}"],["19-25","1 {@creature sahuagin baron} and {@dice 1d4} {@creature Sahuagin Blademaster|GoS|sahuagin blademasters}"],["26-28","{@dice 3d6} {@creature Reef Shark||reef sharks}"],["29-32","{@dice 2d6} {@creature Hunter Shark||hunter sharks}"],["33-39","A {@table Whirlpools; Whirlpool Rank|GoS|rank 3 whirlpool} connected to the Elemental Plane of Water (see \"{@variantrule Ocean Environs|GoS|Whirlpools}\" from Appendix A of {@i Ghosts of Saltmarsh})"],["40-43","A {@table Whirlpools; Whirlpool Rank|GoS|rank 4 whirlpool} connected to the Elemental Plane of Water (see \"{@variantrule Ocean Environs|GoS|Whirlpools}\" from Appendix A of {@i Ghosts of Saltmarsh})"],["44-45","{@dice 1d3} {@creature Hydra||hydras}"],["46-48","{@dice 1d4} {@creature koalinth sergeant|GoS} and {@dice 3d10} {@creature koalinth|GoS}"],["49-50","{@dice 2d4} {@creature Plesiosaurus||plesiosauruses}"],["51-53","{@dice 3d6} {@creature merrow}"],["54-57","1 {@creature harpy matriarch|GoS} and {@dice 2d8} {@creature Harpy||harpies}"],["58-60","A coven of 3 {@creature Sea Hag||sea hags}"],["61-63","1 {@creature dragon turtle}"],["64","1 {@creature ancient bronze dragon}"],["65-75","A ship ({@variantrule Random Ships|GoS|generated at random})"],["76-00","A mysterious island ({@variantrule Mysterious Islands|GoS|generated at random})"]]},{"name":"Ship Encounters","type":"table","source":"BAM","page":7,"caption":"Ship Encounters","colLabels":["{@dice d100}","Encounter","Attitude"],"colStyles":["col-2 text-center","col-8","col-2 text-center"],"rows":[["01-07","{@vehicle Bombard|AAG} Leviathan, captained by Myrtle Hunt ({@creature giff warlord|BAM}*) and crewed by 8 {@creature Giff Shipmate|BAM|giff shipmates}* and 3 {@creature Mage||mages}†","{@dice 1d10 + 2}"],["08-16","{@vehicle Damselfly ship|AAG} Voidwinder, captained by Krig Kalu ({@creature hadozee explorer|BAM}*) and crewed by 1 {@creature drow}† and 7 {@creature Hadozee Shipmate|BAM|hadozee shipmates}*","{@dice 2d6 + 3}"],["17-23","{@vehicle Flying fish ship|AAG} Horizon, captained by Thaal Vod (renegade {@creature mind flayer arcanist}†) and crewed by 9 {@creature Plasmoid Warrior|BAM|plasmoid warriors}*","{@dice 1d12}"],["24-31","{@vehicle Hammerhead ship|AAG} Jander Sunstar, captained by Veluna Valderak ({@creature vampirate captain|BAM}*) and crewed by 13 {@creature Vampirate|BAM|vampirates}* and 1 {@creature priest}†","{@dice 1d12}"],["32-36","{@vehicle Lamprey ship|AAG} Astral Prize, crewed by 15 {@creature Psurlon Ringer|BAM|psurlon ringers},*† including Captain Uscath","{@dice 1d12}"],["37-39","{@vehicle Living ship|AAG} Eldervine, captained by Queth ({@creature aartuk elder|BAM}*) and crewed by 2 {@creature Aartuk Starhorror|BAM|aartuk starhorrors},*† 8 {@creature Aartuk Weedling|BAM|aartuk weedlings},* and Eldervine ({@creature treant})","{@dice 1d10}"],["40-45","{@vehicle Nautiloid|AAG} Neurophage, crewed by 4 {@creature Mind Flayer||mind flayers}† and 16 {@creature kuo-toa}, with {@dice 1d6} {@creature Grell||grells} and {@dice 1d6} {@creature Intellect Devourer||intellect devourers} as passengers","{@dice 1d6}"],["46-50","{@vehicle Nightspider|AAG} Malevolence, captained by Yeshk ({@creature neogi void hunter|BAM}*†) and crewed by 24 {@creature Neogi Pirate|BAM|neogi pirates}* and 5 {@creature Umber Hulk||umber hulks}","{@dice 1d6}"],["51-55","{@vehicle Scorpion ship|AAG} Claws of Huraj, captained by Huraj ({@creature hobgoblin captain}) and crewed by 1 {@creature bugbear} (first mate), 8 {@creature Hobgoblin||hobgoblins}, and 2 hobgoblin {@creature Priest||priests}†","{@dice 1d12}"],["56-61","{@vehicle Shrike ship|AAG} Fedifensor, captained by Yaj ({@creature githyanki xenomancer|BAM}*†) and crewed by 10 {@creature Githyanki Buccaneer|BAM|githyanki buccaneers}*†","{@dice 1d12}"],["62-66","{@vehicle Space galleon|AAG} Eleventh, captained by Xorpha Eleven-Eyes ({@creature beholder}) and crewed by 1 {@creature spectator} (first mate), 3 {@creature Cult Fanatic||cult fanatics},† and 16 {@creature Cultist||cultists}","{@dice 1d12}"],["67-72","{@vehicle Space galleon|AAG} Great Kindori, captained by Mystan the Mighty ({@creature djinni}†) and crewed by 1 {@creature invisible stalker} (first mate), 1 {@creature couatl},† 17 {@creature aarakocra}, and 1 {@creature rug of smothering}","{@dice 2d6 + 2}"],["73-78","{@vehicle Squid ship|AAG} Syken's Reach, captained by the pirate Arviglas Syken (human {@creature bandit captain}) and crewed by 1 {@creature cambion}† (Syken's daughter, Tenebra) and 11 {@creature Thug||thugs}","{@dice 1d12}"],["79-84","{@vehicle Star moth|AAG} Apex, captained by Xaleen ({@creature astral elf commander|BAM}*†) and crewed by 11 {@creature Astral Elf Warrior|BAM|astral elf warriors}* and 1 {@creature astral elf aristocrat|BAM}*†","{@dice 1d12}"],["85-90","{@vehicle Turtle ship|AAG} Snorkel, captained by Shelby Norkel (gnome {@creature mage}†) and crewed by 15 {@creature Autognome|BAM|autognomes}*","{@dice 1d10 + 3}"],["91-94","{@vehicle Tyrant ship|AAG} Doomdreamer, crewed by {@dice 2d4 + 2} {@creature Beholder||beholders}","{@dice 1d8}"],["95-00","{@vehicle Wasp ship|AAG} Adventure, abandoned and adrift (25 percent chance that its {@item spelljamming helm|AAG} is still aboard)","—"]],"footnotes":["Creatures marked with an asterisk (*) appear in this book; the rest are described in the {@book Monster Manual|MM}. Any creature marked with a dagger (†) can serve as a spelljammer because it is a spellcaster."]},{"name":"Sigil Clerks' Ward Encounters","type":"table","source":"SatO","page":59,"caption":"Sigil Clerks' Ward Encounters","colLabels":["{@dice d8}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A cocky {@creature bariaur wanderer|MPP} (see {@book Morte's Planar Parade|MPP}) offers their services to the party as a tout."],["2","A stiff-necked Fated tax collector ({@creature noble}), flanked by two {@creature Guard||guards}, smugly informs the characters they must each pay a \"promenade toll\" of 1 sp to proceed in their current direction."],["3","Out of breath and clearly hiding something on their person, a teenage tiefling {@creature spy} begs the characters to help them avoid two oncoming {@creature Harmonium Peacekeeper|MPP|Harmonium peacekeepers} (see {@book Morte's Planar Parade|MPP})."],["4","A drunk elf {@creature commoner} stumbles out of an onion-shaped cab pulled by a sweet and gullible {@creature unicorn} named Corny. The unicorn asks the characters if they need a ride."],["5","A wizened, purple-robed Incantifer ({@creature archmage}) passes through the streets, eliciting nervous whispers from a crowd of onlookers."],["6","A {@creature Society of Sensation Muse|MPP} (see {@book Morte's Planar Parade|MPP}) dazzles the characters with a street-side performance."],["7","Olga, a bookish {@creature frost giant}, trips before the characters as she hurries to the {@book Hall of Records|SatO|2|Hall of Records}, sending a stack of titanic papers into the air."],["8","An obnoxious {@creature equinal guardinal|MPP} (see {@book Morte's Planar Parade|MPP}) brays atop a street-side soapbox. They attempt to goad a character into a cynical debate about the future of Sigil."]]},{"name":"Sigil General Encounters","type":"table","source":"SatO","page":59,"caption":"Sigil General Encounters","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-03","1 {@creature noble} pedestrian distractedly talking to 1 {@creature cranium rat squeaker|MPP}*"],["04-07","{@dice 1d4} {@creature dabus|MPP}*"],["08-10","1 {@creature scout} tumbling through a portal from the Material Plane"],["11-14","{@dice 1d4} {@creature Nightmare||nightmares} recklessly pulling a sedan chair"],["15-17","{@dice 1d10} {@creature Bariaur Wanderer|MPP|bariaur wanderers}*"],["18-22","{@dice 1d6} {@creature Harmonium Peacekeeper|MPP|Harmonium peacekeepers}* on patrol"],["23-25","{@dice 1d6} {@creature dust mephit} messengers"],["26-28","{@dice 1d4} {@creature Razorvine Blight|MPP|razorvine blights}*"],["29-32","{@dice 1d4} {@creature Society of Sensation Muse|MPP|Society of Sensation muses}*"],["33-36","{@dice 1d6} {@creature Quadrone||quadrones}"],["37-39","{@dice 1d4} {@creature Cranium Rat Squeaker Swarm|MPP|cranium rat squeaker swarms}*"],["40-43","1 {@creature Heralds of Dust Remnant|MPP|Herald of Dust remnant}* and {@dice 1d4} {@creature Zombie||zombies} collecting bodies"],["44-46","1 {@creature young copper dragon} sightseer"],["47-49","1 {@creature Mind's Eye matter smith|MPP}* carrying a rare gizmo"],["50-54","1 {@creature night hag} street vendor"],["55-57","{@dice 1d8} {@creature Bleak Cabal Void Soother|MPP|Bleak Cabal void soothers}* assisting locals"],["58-60","{@dice 1d4} {@creature Vrock||vrocks} on a shopping trip"],["61-63","{@dice 1d6} {@creature Equinal Guardinal|MPP|equinal guardinals}*"],["64-66","{@dice 1d6} {@creature Transcendent Order Instinct|MPP|Transcendent Order instincts}* parkouring through the crowd"],["67-69","{@dice 1d4} {@creature green slaad}"],["70-72","{@dice 1d4} {@creature Fated Shaker|MPP|Fated shakers}* collecting taxes"],["73-74","1 {@creature bone devil} late for a meeting"],["75-76","1 {@creature mage} who's overwhelmed, having just arrived from the Material Plane"],["77-79","{@dice 1d4} {@creature Mercykiller Bloodhound|MPP|Mercykiller bloodhounds}* tracking a criminal"],["80-81","{@dice 1d8} {@creature Githzerai Traveler|MPP|githzerai travelers}*"],["82-83","{@dice 1d4} {@creature maelephant|MPP}* mercenaries"],["84-85","{@dice 1d6} {@creature Doomguard rot blade|MPP}* monster hunters"],["86-87","1 {@creature planetar} looking for a shop"],["88-89","1 {@creature cuprilach rilmani|MPP}* spying on a target"],["90-91","1 {@creature Fraternity of Order law bender|MPP}*"],["92-93","{@dice 1d4} {@creature Cloud Giant||cloud giants} who've become lost"],["94-95","1 {@creature aboleth} in an aquarium sedan chair"],["96-97","1 {@creature kolyarut|MPP}*"],["98-99","A famous {@creature archmage}, like Bigby, Evard, Mordenkainen, or Tasha"],["100","The Lady of Pain and {@dice 2d4} {@creature dabus|MPP}*"]],"footnotes":["Creatures marked with an asterisk (*) appear in {@book Morte's Planar Parade|MPP}, while the rest are described in the {@book Monster Manual|MM}. Most creatures are initially indifferent to characters."]},{"name":"Sigil Hive Ward Encounters","type":"table","source":"SatO","page":59,"caption":"Sigil Hive Ward Encounters","colLabels":["{@dice d8}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature Hands of Havoc fire starter|MPP} (see {@book Morte's Planar Parade|MPP}), flame in hand and a wild look in their eyes, stands outside an abandoned building. \"Care to help?\" they ask the characters."],["2","A {@creature kelubar demodand|MPP} (see {@book Morte's Planar Parade|MPP}) street food vendor pushes a rusty cart down a nearby alley. Charred, sausage-link manacles dangle from the cart's torn awning. The demodand offers the characters anything on the cart for 5 cp."],["3","Two chaotic neutral {@creature Troll||trolls} in sleeveless vests strut up to the characters, eager to show off their matching tattoos, courtesy of the dabus Fell."],["4","Pugdug, a kind-eyed orc {@creature Bleak Cabal void soother|MPP} (see {@book Morte's Planar Parade|MPP}), offers to heal the characters, asking only that they pay the deed forward."],["5","Two out-of-breath githzerai ratcatchers ({@creature Guard||guards}) in pink skullcaps chase a nimble {@creature cranium rat squeaker|MPP} (see {@book Morte's Planar Parade|MPP}). \"Get 'em!\" they cry as the rat darts toward the characters."],["6","A droopy-eyed corpse collector (dwarf {@creature commoner}) in tattered clothing dumps a rotten body into the back of a wooden wagon. \"If ye need a ride to the Mortuary, there's room in the back!\" he laughs."],["7","A thieving {@creature musteval guardinal|MPP} (see {@book Morte's Planar Parade|MPP}) snatches a bag from a desperate human {@creature commoner} and flees into a nearby alley. The victim cries for help from the characters."],["8","Two {@creature Ettercap||ettercaps} hiss at the characters from an abandoned tenement building cocooned in thick webbing. The building belongs to the Spite Spinners, a gang of arachnid bandits and their boss, a {@creature darkweaver|MPP} (see {@book Morte's Planar Parade|MPP})."]]},{"name":"Sigil Lady's Ward Encounters","type":"table","source":"SatO","page":59,"caption":"Sigil Lady's Ward Encounters","colLabels":["{@dice d8}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A tiefling wastrel ({@creature noble}) flicks a gambling chip from {@book Fortune's Wheel|SatO|2|Fortune's Wheel} at the party, lamenting, \"May your luck be better than mine.\""],["2","A deluxe sedan chair carried by four {@creature Veteran||veterans} stops in front of the characters. A gloved Humanoid hand parts its privacy curtain, extending them an invitation to a masked ball."],["3","A cheery {@creature drider} skitters toward the party. A cultist of Lolth, the drider hands the party a pamphlet advertising an upcoming ritual at the {@book Infinite Well|SatO|2|Infinite Well} (see the \"{@book Lady's Ward Locations|SatO|2|Lady's Ward Locations}\" section)."],["4","A desperate {@creature commoner} from a faction of your choice has an impending trial in the {@book High Courts of Sigil|SatO|2|High Courts} (see the \"{@book Lady's Ward Locations|SatO|2|Lady's Ward Locations}\" section). Unable to secure an advocate, they plead with the characters to represent them in court."],["5","When the coast is clear, a shady-looking {@creature Doomguard rot blade|MPP} (see {@book Morte's Planar Parade|MPP}) opens their long overcoat in front of the characters to reveal a slew of finely crafted weapons available for purchase."],["6","Three {@creature Harmonium Peacekeeper|MPP|Harmonium peacekeepers} escort a manacled {@creature githzerai uniter|MPP} to the {@book Prison|SatO|2|Prison} (both stat blocks are in {@book Morte's Planar Parade|MPP}). As they pass the characters, the githzerai drops a crumpled note asserting their innocence."],["7","A character spots a notice from the Mercykillers for an escaped prisoner who bears an uncanny resemblance to someone in the party."],["8","Atop a low building, a {@creature githyanki warrior} proselytizes furiously to the characters about Aoskar, the Keeper of Gateways, claiming to have seen the dead god alive and well on the Astral Plane. As Harmonium officers move to arrest the githyanki, he mysteriously vanishes."]]},{"name":"Sigil Lower Ward Encounters","type":"table","source":"SatO","page":59,"caption":"Sigil Lower Ward Encounters","colLabels":["{@dice d8}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A thunder-voiced {@creature Mind's Eye matter smith|MPP} (see {@book Morte's Planar Parade|MPP}) admonishes passersby to realize the power inside themselves. As a demonstration, the matter smith reshapes material around one of the characters."],["2","Two {@creature Wererat||wererats} in human form approach the characters, offering to sell them various junkyard baubles, while a third wererat uses the distraction to pick a character's pocket."],["3","A {@creature bariaur wanderer|MPP} (see {@book Morte's Planar Parade|MPP}) wearing a gold monocle and an embroidered vest asks the characters to pick up an order for him at a nearby pawnshop. He offers to pay them 10 gp for their trouble (and their discretion)."],["4","Two {@creature minotaur} smiths argue with a {@creature goristro} over the price of an expertly forged greataxe, turning to the characters to settle the debate."],["5","An {@creature Athar null|MPP} (see {@book Morte's Planar Parade|MPP}) warmly greets the characters and offers to show them to their destination—while subtly pitching Athar philosophy to them."],["6","The {@creature ghost} of a factory worker appears to the characters and asks them to retrieve its skull from the {@book Bones of the Night|SatO|2|Bones of the Night} (see the \"{@book Lower Ward Locations|SatO|2|Lower Ward Locations}\" section) so it can finally be laid to rest."],["7","Two {@creature Githzerai Monk||githzerai monks} approach the characters, searching for a dangerous {@creature blue slaad} that stole a mote of primordial chaos from the {@book Face of Gith|SatO|2|Face of Gith} tavern (see the \"{@book Lower Ward Locations|SatO|2|Lower Ward Locations}\" section)."],["8","A soot-stained goblin {@creature mage} uses fire magic to repair a damaged {@creature iron golem} in the street. She tells the characters she needs two hundred pounds of iron to replace the construct's missing arm—even scrap will do."]]},{"name":"Sigil Market Ward Encounters","type":"table","source":"SatO","page":59,"caption":"Sigil Market Ward Encounters","colLabels":["{@dice d8}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature Transcendent Order instinct|MPP} (see {@book Morte's Planar Parade|MPP}) asks to spar with the characters, promising a reward if the character wins the fight."],["2","A neutral good {@creature manticore} acupuncturist brushes past the characters, accidentally poking one of them with its spiny tail. As a token of apology, the manticore gifts the party a voucher for one free spa treatment at the Flame Pits (see the \"{@book Market Ward Locations|SatO|2|Market Ward Locations}\" section)."],["3","Wheeze Whistletooth, a {@creature night hag} with a persistent hacking cough, offers the party free samples of her famous mystery meat pies."],["4","Clearly troubled, a human {@creature commoner} in the Free League asks the party which faction, if any, they believe is right about the truths of the multiverse."],["5","Two {@creature Harmonium Peacekeeper|MPP|Harmonium peacekeepers} (see {@book Morte's Planar Parade|MPP}) question the characters about the whereabouts of a red-furred bariaur who reportedly stole a {@item potion of invisibility} from an alchemical shop."],["6","A tiny copper soldier fashioned by a {@creature pentadrone} toymaker marches up to the party, salutes them, and then stops functioning."],["7","A {@creature hill giant} stumbles toward the characters, pointing at his throat in worry but not saying a word. He's choking on an entire spit-roasted hog."],["8","Disguised as Rowan Darkwood, a {@creature barlgura} mastermind attempts to recruit the characters with a lucrative opportunity: robbing the Bank of Abbathor (see the \"{@book Market Ward Locations|SatO|2|Market Ward Locations}\" section)."]]},{"name":"Sigil Undersigil Encounters","type":"table","source":"SatO","page":59,"caption":"Sigil Undersigil Encounters","colLabels":["{@dice d6}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature vargouille reflection|MPP} (see {@book Morte's Planar Parade|MPP}) sprouts from a nearby corpse."],["2","Putrice, a {@creature night hag}, cackles as she fishes a wriggling {@creature larva|DMG} (see the {@book Dungeon Master's Guide|DMG}) from a vent underneath a fiend-owned restaurant."],["3","Two {@creature Cranium Rat Squeaker|MPP|cranium rat squeakers} (see {@book Morte's Planar Parade|MPP}) gnaw on the bones of a {@creature skeleton}, which reaches out toward the characters for help."],["4","Two {@creature dabus|MPP} (see {@book Morte's Planar Parade|MPP}) prune back a mass of razorvine that has spread through a barred grate to the busy street above. As they trim its barbed branches, something shudders within."],["5","Three {@creature sahuagin} emerge from a wide pipe. \"Polluters!\" shouts one of them, addressing the characters."],["6","A warm sponge cake cools on a dusty stone ledge. Its sweet, strawberry aroma wafts through the otherwise dingy passage. A note reading \"DO NOT EAT\" rests below its porcelain serving dish."]]},{"name":"Stone Giant Encounters","type":"table","source":"BGG","page":48,"caption":"Stone Giant Encounters","colLabels":["{@dice d12}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","1 {@creature stone giant} and 1 {@creature xorn} (attitude for both: {@dice 1d10}) hunting for gems, much the way surface peoples hunt for truffles"],["2","1 {@creature stone giant rockspeaker|BGG} conferring with 2 {@creature Galeb Duhr||galeb duhrs} (attitude for all: {@dice 1d8 + 4})"],["3","1 {@creature stone giant} (attitude: {@dice 1d12}) playing fetch with 1 {@creature carrion crawler} (attitude: {@dice 1d4 + 1})"],["4","{@dice 2d4} {@creature goliath giant-kin|BGG} (attitude: {@dice 1d10}) practicing throwing rocks"],["5","1 {@creature stone giant} arguing with 1 {@creature minotaur} (attitude for both: {@dice 1d12}) about the best path for a maze they're designing"],["6","1 {@creature stone giant} (attitude: {@dice 1d6 + 4}) dreamily carving a slab of rock into an abstract hill giant figure"],["7","1 {@creature cairnwight|BGG} (attitude: {@dice 1d8 + 2}) searching for treasure stolen from its tomb"],["8","{@dice 2d4} cave bears ({@creature Polar Bear||polar bears}; attitude: {@dice 1d6 + 1}) on patrol"],["9","1 {@creature stone giant of Evil Earth|BGG} (attitude: {@dice 1d6}) arguing theology with 2 {@creature Stone Giant||stone giants} (attitude: {@dice 1d12})"],["10","{@dice 2d6} dwarf prospectors ({@creature Veteran||veterans}; attitude: {@dice 1d12}) delving into areas full of stone giant dream carvings"],["11","2 {@creature Korred|MPMM|korreds} (attitude: {@dice 1d8}) exchanging their cut hair with 1 {@creature stone giant} (attitude: {@dice 1d10}) for stone and gem artwork"],["12","1 {@creature stone giant dreamwalker|MPMM} (attitude: {@dice 1d8 + 2}) collecting objects and creatures to fuse into its body"]]},{"name":"Storm Giant Encounters","type":"table","source":"BGG","page":48,"caption":"Storm Giant Encounters","colLabels":["{@dice d12}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","1 {@creature storm giant tempest caller|BGG} (attitude: {@dice 1d8 + 2}) communing with a lightning-lit face in a thundercloud"],["2","1 {@creature storm giant} riding 1 {@creature aerosaur|BGG} (attitude for both: {@dice 1d10})"],["3","1 {@creature lightning hulk|BGG} (attitude: {@dice 1d6}) reveling in destruction"],["4","1 {@creature storm giant} hunting or fishing with 1 {@creature griffon} or {@creature giant octopus} companion (attitude for both: {@dice 1d10 + 2})"],["5","1 {@creature storm giant} (attitude: {@dice 1d12}) patiently explaining a Giant rune to {@dice 1d4} {@creature Ogre||ogres} (attitude: {@dice 1d10})"],["6","2 {@creature Storm Giant||storm giants} (attitude: {@dice 1d8 + 2}) moving pieces on a massive game board according to events that haven't happened yet"],["7","{@dice 1d4} {@creature Behir||behirs} (attitude: {@dice 1d8 + 1}) stalking storm giants"],["8","{@dice 2d4} {@creature goliath giant-kin|BGG} (attitude: {@dice 1d8 + 3}) meditating in hopes of receiving a vision or prophetic word"],["9","1 {@creature storm herald|BGG} conferring with 1 {@creature kraken} (attitude for both: {@dice 1d8 + 1})"],["10","1 {@creature adult blue dragon} (attitude: {@dice 1d6}) seeking the secret refuge of a storm giant oracle who is an ancient enemy"],["11","1 {@creature kraken priest|MPMM} and 3 {@creature Deep Scion|MPMM|deep scions} (attitude for all: {@dice 1d4 + 1}) studying storm giant runes"],["12","1 {@creature storm giant quintessent|MPMM} (attitude: {@dice 1d12}) reading omens in the migration paths of 2 {@creature Roc||rocs} or {@creature Killer Whale||killer whales} (attitude: {@dice 1d6 + 4})"]]},{"name":"Swamp Encounters (Levels 1—4)","type":"table","source":"XGE","page":105,"caption":"Swamp Encounters (Levels 1—4)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","{@dice 1d4} {@creature poisonous snake||poisonous snakes}"],["02-05","{@dice 3d6} {@creature rat||rats}"],["06-10","{@dice 2d8} {@creature raven||ravens}"],["11-12","{@dice 3d6} {@creature giant rat||giant rats}"],["13","{@dice 1d10 + 5} {@creature tribal warrior||tribal warriors}"],["14-15","{@dice 1d8 + 1} {@creature giant lizard||giant lizards}"],["16-17","1 {@creature crocodile}"],["18-19","1 {@creature swarm of insects}"],["20","1 {@creature giant spider}"],["21-22","{@dice 1d4 + 1} mud huts partially sunken in murky water"],["23-25","{@dice 2d8 + 1} {@creature kobold||kobolds}"],["26","{@dice 2d4} {@creature mud mephit||mud mephits}"],["27-29","{@dice 1d6 + 2} {@creature giant poisonous snake||giant poisonous snakes}"],["30","{@dice 2d4} {@creature winged kobold||winged kobolds}"],["31-32","1 {@creature scout}"],["33-34","The corpse of an adventurer tangled in the weeds. Looting the body turns up an {@item explorer's pack|phb} and perhaps (50% chance) a random common magic item."],["35-38","1 {@creature giant toad}"],["39-41","{@dice 1d6 + 2} {@creature constrictor snake||constrictor snakes}"],["42-44","{@dice 2d4} {@creature giant frog||giant frogs}"],["45","{@dice 1d8 + 1} {@creature swarm of rats||swarms of rats} or {@dice 1d6 + 2} {@creature swarm of ravens||swarms of ravens}"],["46-48","{@dice 2d10} {@creature stirge||stirges}"],["49-52","{@dice 2d6 + 3} {@creature bullywug||bullywugs}"],["53-54","{@dice 1d8 + 1} {@creature orc||orcs}"],["55-56","{@dice 1d4} {@creature yuan-ti pureblood||yuan-ti purebloods}"],["57","1 {@creature druid}"],["58-59","1 yuan-ti malison: {@creature yuan-ti malison (type 1)||type 1}, {@creature yuan-ti malison (type 2)||type 2}, {@creature yuan-ti malison (type 3)||type 3}"],["60-62","1 {@creature giant constrictor snake}"],["63-64","A high-pitched shriek that lasts for {@dice 1d4} minutes"],["65-67","{@dice 2d4} {@creature lizardfolk}"],["68-69","{@dice 1d4} {@creature ghoul||ghouls}"],["70-71","1 {@creature will-o'-wisp}"],["72","1 {@creature wight}"],["73","1 {@creature ghast}"],["74-75","1 {@creature swarm of poisonous snakes}"],["76-77","A foul stench bubbling up from brackish waters"],["78-80","{@dice 1d4 + 2} {@creature ogre||ogres}"],["81-83","1 {@creature shambling mound}"],["84-86","1 {@creature lizardfolk shaman} with {@dice 1d6} {@creature giant lizard||giant lizards} and {@dice 2d10} {@creature lizardfolk}"],["87","1 {@creature troll}"],["88-89","{@dice 1d4} {@creature green hag||green hags}"],["90-91","1 {@creature revenant}"],["92-93","1 {@creature giant crocodile}"],["94-95","1 {@creature orc Eye of Gruumsh} with {@dice 1d3} {@creature orog||orogs} and {@dice 2d6 + 3} {@creature orc||orcs}"],["96-97","1 {@creature young black dragon}"],["98","1 {@creature yuan-ti abomination}"],["99","{@dice 1d4} {@creature water elemental||water elementals}"],["00","1 {@creature hydra}"]]},{"name":"Swamp Encounters (Levels 5—10)","type":"table","source":"XGE","page":105,"caption":"Swamp Encounters (Levels 5—10)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","1 {@creature green hag}"],["02-03","{@dice 2d4} {@creature giant lizard||giant lizards} or {@dice 2d4} {@creature giant poisonous snake||giant poisonous snakes}"],["04-05","{@dice 2d8} {@creature winged kobold||winged kobolds}"],["06-07","{@dice 1d10 + 1} {@creature bullywug||bullywugs} with {@dice 1d8 + 1} {@creature giant frog||giant frogs}"],["08-09","1 {@creature druid}"],["10","{@dice 1d8 + 1} {@creature swarm of insects||swarms of insects}"],["11-13","{@dice 1d12} {@creature ghoul||ghouls}"],["14-16","{@dice 2d8} {@creature scout||scouts}"],["17-19","{@dice 2d10} {@creature orc||orcs}"],["20-22","{@dice 2d4} {@creature giant spider||giant spiders}"],["23-24","Tainted water that exposes creatures that move through it to {@disease sight rot} (see \"{@book Diseases|DMG|8|Diseases}\" in chapter 8 of the {@italic Dungeon Master's Guide})"],["25-27","{@dice 1d6 + 2} {@creature giant toad||giant toads}"],["28-30","{@dice 3d6} {@creature lizardfolk}"],["31-33","{@dice 1d8 + 1} {@creature yuan-ti pureblood||yuan-ti purebloods}"],["34-36","{@dice 1d4 + 1} {@creature swarm of poisonous snakes||swarms of poisonous snakes}"],["37-38","A bloated humanoid corpse floating facedown in the water"],["39-41","1 {@creature shambling mound}"],["42-44","{@dice 1d4 + 1} {@creature will-o'-wisp||will-o'-wisps}"],["45-47","{@dice 2d6} {@creature crocodile||crocodiles}"],["48-50","{@dice 1d4 + 1} {@creature giant constrictor snake||giant constrictor snakes}"],["51-54","1 {@creature lizardfolk shaman} with {@dice 1d3} {@creature swarm of poisonous snakes||swarms of poisonous snakes} and {@dice 1d8 + 2} {@creature lizardfolk}"],["55-58","{@dice 1d8 + 1} {@creature ogre||ogres}"],["59-62","{@dice 2d4} {@creature ghast||ghasts}"],["63-65","An altar partially sunk into the mud, devoted to a god that is part human and part frog"],["66-69","1 {@creature giant crocodile}"],["70-73","1 {@creature shambling mound}"],["74-77","1 {@creature orc Eye of Gruumsh} with {@dice 1d3} {@creature ogre||ogres} and {@dice 2d10 + 5} {@creature orc||orcs}"],["78-80","A torrential rain that lasts {@dice 1d6} minutes and puts out all unprotected flames within 1 mile"],["81-82","1 {@creature young black dragon}"],["83-84","{@dice 1d4} {@creature green hag||green hags} with {@dice 1d6 + 1} {@creature ogre||ogres}"],["85-86","1 {@creature yuan-ti abomination}"],["87-88","{@dice 1d4 + 1} {@creature wight||wights}"],["89-90","{@dice 1d6 + 1} yuan-ti malisons: {@creature yuan-ti malison (type 1)||type 1}, {@creature yuan-ti malison (type 2)||type 2}, {@creature yuan-ti malison (type 3)||type 3}"],["91-93","{@dice 1d4 + 1} {@creature troll||trolls}"],["94-96","{@dice 1d10} {@creature revenant||revenants}"],["97-99","{@dice 1d8 + 1} {@creature water elemental||water elementals}"],["00","{@dice 1d3} {@creature hydra||hydras}"]]},{"name":"Swamp Encounters (Levels 11—20)","type":"table","source":"XGE","page":105,"caption":"Swamp Encounters (Levels 11—20)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-10","{@dice 1d4} {@creature giant crocodile||giant crocodiles}"],["11-15","{@dice 1d3} {@creature yuan-ti abomination||yuan-ti abominations}"],["16-20","{@dice 1d6 + 1} {@creature green hag||green hags}"],["21-25","A large, spreading tree from which {@dice 2d6} armored knights hang by the neck"],["26-30","{@dice 2d4} {@creature wight||wights}"],["31-35","{@dice 1d8 + 1} yuan-ti malisons: {@creature yuan-ti malison (type 1)||type 1}, {@creature yuan-ti malison (type 2)||type 2}, {@creature yuan-ti malison (type 3)||type 3}"],["36-40","Fog that rolls across the terrain, making the area within {@dice 1d3} miles heavily obscured for {@dice 1d4} hours"],["41-45","{@dice 1d4} {@creature revenant||revenants}"],["46-50","{@dice 1d6} {@creature shambling mound||shambling mounds}"],["51-55","{@dice 1d10} {@creature water elemental||water elementals}"],["56-60","{@dice 1d4} {@creature young black dragon||young black dragons}"],["61-65","An eerie, bat-headed idol almost completely covered by vines"],["66-70","{@dice 1d8 + 2} {@creature troll||trolls}"],["71-75","{@dice 1d3} {@creature hydra||hydras}"],["76-80","The sound of drums beating several miles away"],["81-96","1 {@creature adult black dragon}"],["97-00","1 {@creature ancient black dragon}"]]},{"name":"Sylvan Forest Encounters","type":"table","source":"DMG","page":86,"caption":"Sylvan Forest Encounters","colLabels":["{@dice d12 + d8}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["2","1 {@creature displacer beast}"],["3","1 {@creature gnoll pack lord} and {@dice 2d4} {@creature gnoll||gnolls}"],["4","{@dice 1d4} {@creature gnoll||gnolls} and {@dice 2d4} {@creature hyena||hyenas}"],["5","A grove of burned trees. Characters searching the area and succeeding on a DC 10 Wisdom ({@skill Survival}) check find {@creature gnoll} tracks. Following the tracks for {@dice 1d4} hours leads to an encounter with {@creature gnoll||gnolls}, or the discovery of dead {@creature gnoll||gnolls} with elven arrows sticking out of their flea-ridden corpses."],["6","1 {@creature giant owl}"],["7","An ivy-covered statue of an elven deity or hero."],["8","1 {@creature dryad} (50%) or {@dice 1d4} {@creature satyr||satyrs} (50%)"],["9","{@dice 1d4} {@creature centaur||centaurs}"],["10","{@dice 2d4} {@creature scout||scouts} (elves). One {@creature scout} carries a horn and can use its action to blow it. If the horn is blown within the forest, roll on this table again. If the result indicates a monster encounter, the indicated monster or monsters arrive in {@dice 1d4} minutes. New arrivals other than {@creature gnoll||gnolls}, {@creature hyena||hyenas}, {@creature owlbear||owlbears}, and {@creature displacer beast||displacer beasts} are friendly toward the {@creature scout||scouts}."],["11","{@dice 2d4} {@creature pixie||pixies} (50%) or {@dice 2d4} {@creature sprite||sprites} (50%)"],["12","1 {@creature owlbear}"],["13","{@dice 1d4} {@creature elk||elks} (75%) or 1 {@creature giant elk} (25%)"],["14","{@dice 1d4} {@creature blink dog||blink dogs}"],["15","A magical plant with {@dice 2d4} glowing berries. A creature that ingests a berry becomes {@condition invisible} for 1 hour, or until it attacks or casts a spell. Once picked, a berry loses its magic after 12 hours. Berries regrow at midnight, but if all its berries are picked, the plant becomes nonmagical and grows no more berries."],["16","An elven tune carried on a gentle breeze"],["17","{@dice 1d4} {@creature Faerie Dragon (Orange)||orange} (75%) or {@creature Faerie Dragon (Blue)||blue} (25%) faerie dragons"],["18","1 {@creature druid} (elf). The {@creature druid} is initially indifferent toward the party but becomes friendly if the characters agree to rid the forest of its gnoll infestation."],["19","1 {@creature treant}. The {@creature treant} is friendly if the party includes one or more elves or is accompanied by a visible fey creature. The {@creature treant} is hostile if the characters are carrying open flames. Otherwise, it is indifferent and doesn't announce its presence as the characters pass by."],["20","1 {@creature unicorn}"]]},{"name":"Underdark Encounters (Levels 1—4)","type":"table","source":"XGE","page":106,"caption":"Underdark Encounters (Levels 1—4)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","1 {@creature mind flayer arcanist}"],["02","{@dice 1d3 + 1} {@creature giant poisonous snake||giant poisonous snakes}"],["03","{@dice 1d3} {@creature giant lizard||giant lizards}"],["04","{@dice 2d4} {@creature giant fire beetle||giant fire beetles}"],["05","{@dice 1d8 + 1} {@creature flumph||flumphs}"],["06","1 {@creature shrieker}"],["07","{@dice 1d12} {@creature giant rat||giant rats}"],["08","{@dice 2d4} {@creature kobold||kobolds}"],["09","{@dice 1d8 + 1} {@creature stirge||stirges}"],["10","{@dice 2d4} humans ({@creature tribal warrior||tribal warriors}) seeking the way to the surface, fleeing their Underdark oppressors"],["11-12","{@dice 1d10} {@creature troglodyte||troglodytes}"],["13-14","{@dice 1d2} {@creature gray ooze||gray oozes}"],["15-16","{@dice 3d6} {@creature stirge||stirges}"],["17-18","{@dice 1d3} {@creature magma mephit||magma mephits}"],["19-20","{@dice 1d10} {@creature goblin||goblins}"],["21-22","Orc graffiti on the walls, suggesting something rude about the mother of someone named Krusk"],["23-24","1 {@creature swarm of insects}"],["25","1 deep gnome"],["26-28","{@dice 1d8 + 1} {@creature drow}"],["29-30","{@dice 1d4} {@creature violet fungus||violet fungi}"],["31-32","{@dice 1d12} {@creature kuo-toa}"],["33","1 {@creature rust monster}"],["34-35","A rubble-strewn passage that appears to have been recently cleared after a cave-in"],["36-37","{@dice 1d8 + 1} {@creature giant bat||giant bats}"],["38-39","{@dice 3d6} {@creature kobold||kobolds}"],["40-41","{@dice 2d4} {@creature grimlock||grimlocks}"],["42-43","{@dice 1d4 + 3} {@creature swarm of bats||swarms of bats}"],["44","1 dwarf prospector ({@creature scout}) looking for gold"],["45","1 {@creature carrion crawler} or 1 {@creature gelatinous cube}"],["46","{@dice 1d8} {@creature darkmantle||darkmantles} or {@dice 2d4} {@creature piercer||piercers}"],["47","1 {@creature hell hound}"],["48","{@dice 1d3} {@creature specter||specters}"],["49","{@dice 1d4} {@creature bugbear||bugbears}"],["50","{@dice 1d10 + 5} {@creature winged kobold||winged kobolds}"],["51","{@dice 1d4} {@creature fire snake||fire snakes}"],["52","{@dice 2d8 + 1} {@creature troglodyte||troglodytes}"],["53","{@dice 1d6} {@creature giant spider||giant spiders}"],["54","{@dice 3d6} {@creature kuo-toa}"],["55","1 {@creature goblin boss} with {@dice 2d4} {@creature goblin||goblins}"],["56","{@dice 4d4} {@creature grimlock||grimlocks}"],["57","1 {@creature ochre jelly}"],["58","{@dice 2d10} {@creature giant centipede||giant centipedes}"],["59","1 {@creature nothic} or 1 {@creature giant toad}"],["60","{@dice 1d4} {@creature myconid adult||myconid adults} with {@dice 5d4} {@creature myconid sprout||myconid sprouts}"],["61","1 {@creature minotaur skeleton} or 1 {@creature minotaur}"],["62","{@dice 3d6} {@creature drow}"],["63","1 {@creature mimic} or 1 {@creature doppelganger}"],["64","{@dice 1d6 + 3} {@creature hobgoblin||hobgoblins}"],["65","1 {@creature intellect devourer} or 1 {@creature spectator}"],["66","{@dice 1d8 + 1} {@creature orc||orcs}"],["67-68","A faint tapping coming from inside a nearby wall"],["69","1 {@creature gibbering mouther} or 1 {@creature water weird}"],["70","{@dice 1d12} {@creature gas spore||gas spores}"],["71","1 {@creature giant constrictor snake}"],["72","{@dice 1d10} {@creature shadow||shadows}"],["73","{@dice 1d3} {@creature grell||grells}"],["74","{@dice 1d4} {@creature wight||wights}"],["75","{@dice 1d8 + 1} {@creature quaggoth spore servant||quaggoth spore servants}"],["76","{@dice 1d2} {@creature gargoyle||gargoyles}"],["77","{@dice 1d4} {@creature ogre||ogres} or {@dice 1d3} {@creature ettin||ettins}"],["78","{@dice 1d4} dwarf explorers ({@creature veteran||veterans})"],["79-80","An abandoned miners' camp spattered with blood and littered with the contents of {@dice 1d3} {@item dungeoneer's pack|phb|dungeoneer's packs}"],["81","1 {@creature chuul} or 1 {@creature salamander}"],["82","{@dice 1d4} {@creature phase spider||phase spiders} or {@dice 1d3} {@creature hook horror||hook horrors}"],["83","{@dice 5d4} {@creature duergar}"],["84","1 {@creature ghost} or 1 {@creature flameskull} or 1 {@creature wraith}"],["85","1 {@creature druid} with 1 {@creature polar bear} ({@creature cave bear})"],["86","1 {@creature hobgoblin captain} with {@dice 1d4} {@creature half-ogre (ogrillon)||half-ogres} and {@dice 2d10} {@creature hobgoblin||hobgoblins}"],["87","1 {@creature earth elemental} or 1 {@creature black pudding}"],["88","1 {@creature kuo-toa monitor} with {@dice 1d8 + 1} {@creature kuo-toa whip||kuo-toa whips}"],["89","1 {@creature quaggoth thonot} with {@dice 1d3} {@creature quaggoth||quaggoths}"],["90","1 {@creature beholder zombie} or 1 {@creature bone naga (guardian)||bone naga}"],["91","1 {@creature orc Eye of Gruumsh} with {@dice 1d4} {@creature orog||orogs} and {@dice 2d8} {@creature orc||orcs}"],["92","{@dice 1d4} {@creature ghast||ghasts} with {@dice 1d10} {@creature ghoul||ghouls}"],["93-95","A reeking puddle where slimy water has dripped from the ceiling"],["96","1 {@creature otyugh} or 1 {@creature roper}"],["97","1 {@creature vampire spawn}"],["98","1 {@creature chimera}"],["99","1 {@creature mind flayer}"],["00","1 {@creature spirit naga}"]]},{"name":"Underdark Encounters (Levels 5—10)","type":"table","source":"XGE","page":106,"caption":"Underdark Encounters (Levels 5—10)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","{@dice 3d6} {@creature swarm of bats||swarms of bats}"],["02","{@dice 1d4} {@creature giant spider||giant spiders} or {@dice 1d4} {@creature giant toad||giant toads}"],["03","1 {@creature mimic}"],["04","{@dice 2d4} {@creature gray ooze||grey oozes}"],["05","{@dice 2d10} {@creature orc||orcs} or {@dice 3d6} {@creature troglodyte||troglodytes}"],["06","{@dice 3d6} {@creature grimlock||grimlocks}"],["07","{@dice 1d6 + 2} {@creature magma mephit||magma mephits}"],["08","1 {@creature goblin boss} with {@dice 2d4} {@creature goblin||goblins}"],["09","{@dice 2d4} {@creature darkmantle||darkmantles}"],["10","{@dice 2d8 + 1} {@creature drow}"],["11","{@dice 2d10} {@creature piercer||piercers}"],["12","{@dice 1d4} {@creature minotaur skeleton||minotaur skeletons}"],["13-14","{@dice 3d6} deep gnomes"],["15","1 {@creature druid} with 1 {@creature polar bear} ({@creature cave bear})"],["16-17","{@dice 3d6} {@creature orc||orcs}"],["18","1 {@creature bone naga (guardian)||bone naga}"],["19-20","{@dice 2d6} {@creature bugbear||bugbears}"],["21-25","Luminescent fungi growing on the walls of a moist cave, filling it with dim light"],["26","{@dice 2d4} {@creature specter||specters}"],["27","{@dice 1d12 + 4} {@creature shadow||shadows}"],["28","{@dice 1d3} {@creature gibbering mouther||gibbering mouthers}"],["29-30","{@dice 4d4} {@creature hobgoblin||hobgoblins}"],["31-32","{@dice 1d4} {@creature carrion crawler||carrion crawlers}"],["33-34","1 {@creature black pudding}"],["35","{@dice 1d4} {@creature ochre jelly||ochre jellies}"],["36-40","A patch of mold that appears yellow when light is directed toward it"],["41","{@dice 1d4} {@creature nothic||nothics}"],["42-43","{@dice 2d8 + 1} {@creature gas spore||gas spores}"],["44-45","{@dice 1d3} {@creature gelatinous cube||gelatinous cubes}"],["46","1 {@creature ghost}"],["47-48","1 {@creature flameskull}"],["49-50","{@dice 2d8} {@creature duergar}"],["51","1 {@creature wraith}"],["52","1 {@creature umber hulk}"],["53","1 {@creature xorn}"],["54","{@dice 1d6 + 2} dwarf hunters ({@creature veteran||veterans}) searching for trolls"],["55","1 {@creature hobgoblin captain} with {@dice 3d10} {@creature hobgoblin||hobgoblins}"],["56","1 {@creature roper}"],["57","1 {@creature kuo-toa monitor} with {@dice 1d4} {@creature kuo-toa whip||kuo-toa whips} and {@dice 1d8 + 1} {@creature kuo-toa}"],["58","{@dice 1d3} {@creature water weird||water weirds}"],["59","{@dice 1d4} {@creature ghast||ghasts} with {@dice 1d10} {@creature ghoul||ghouls}"],["60","1 {@creature otyugh}"],["61-62","A merchant caravan consisting of 1 {@creature drow mage}, 2 {@creature drow elite warrior||drow elite warriors}, and {@dice 2d10} {@creature quaggoth||quaggoths}"],["63","{@dice 1d4} {@creature wight||wights}"],["64","{@dice 1d4} {@creature doppelganger||doppelgangers}"],["65","{@dice 2d8} {@creature fire snake||fire snakes}"],["66","{@dice 1d4} {@creature spectator||spectators}"],["67","1 {@creature orc Eye of Gruumsh} with {@dice 1d4} {@creature orog||orogs} and {@dice 2d10 + 3} {@creature orc||orcs}"],["68","{@dice 1d3} {@creature vampire spawn}"],["69","{@dice 1d4} {@creature hook horror||hook horrors} or {@dice 1d4} {@creature minotaur||minotaurs}"],["70","{@dice 3d6} {@creature quaggoth spore servant||quaggoth spore servants}"],["71-72","{@dice 1d3} {@creature grell||grells}"],["73","{@dice 1d6 + 1} {@creature intellect devourer||intellect devourers}"],["74","{@dice 1d10} {@creature gargoyle||gargoyles}"],["75","1 {@creature beholder zombie}"],["76-77","1 {@creature quaggoth thonot} with {@dice 2d4} {@creature quaggoth||quaggoths}"],["78","{@dice 1d6} {@creature ettin||ettins} or {@dice 1d4} {@creature troll||trolls}"],["79","{@dice 1d8 + 1} {@creature phase spider||phase spiders}"],["80","1 {@creature fomorian} or {@dice 1d3} {@creature cyclops||cyclopes}"],["81","{@dice 1d4} {@creature earth elemental||earth elementals}"],["82","{@dice 3d6} {@creature ogre||ogres}"],["83","{@dice 1d4 + 1} {@creature chuul||chuuls}"],["84","{@dice 1d10} {@creature hell hound||hell hounds}"],["85","{@dice 1d3} {@creature drow elite warrior||drow elite warriors}"],["86","{@dice 1d4} {@creature chimera||chimeras}"],["87","{@dice 1d4} {@creature salamander||salamanders}"],["88","1 {@creature cloaker}"],["89","{@dice 2d4} {@creature wight||wights}"],["90","{@dice 1d4} {@creature drider||driders}"],["91","1 {@creature fire giant}"],["92","1 {@creature grick alpha} with {@dice 2d4} {@creature grick||gricks}"],["93","1 {@creature mind flayer arcanist}"],["94","{@dice 1d4} {@creature drow mage||drow mages}"],["95","1 {@creature spirit naga}"],["96","{@dice 1d4} {@creature mind flayer||mind flayers}"],["97","1 {@creature behir}"],["98","1 {@creature aboleth}"],["99","1 {@creature dao} or 1 {@creature stone giant}"],["00","1 {@creature beholder}"]]},{"name":"Underdark Encounters (Levels 11—16)","type":"table","source":"XGE","page":106,"caption":"Underdark Encounters (Levels 11—16)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-02","{@dice 3d6} {@creature carrion crawler||carrion crawlers}"],["03-04","{@dice 1d6 + 1} {@creature gelatinous cube||gelatinous cubes}"],["05-06","{@dice 1d8 + 2} {@creature gibbering mouther||gibbering mouthers}"],["07-08","{@dice 2d8} {@creature minotaur skeleton||minotaur skeletons}"],["09-10","{@dice 2d6} {@creature ochre jelly||ochre jellies}"],["11-12","{@dice 2d4} {@creature doppelganger||doppelgangers}"],["13-14","{@dice 1d4} {@creature quaggoth thonot||quaggoth thonots} with {@dice 1d10 + 2} quaggoths"],["15-16","{@dice 1d3} {@creature roper||ropers}"],["17-18","{@dice 3d6} {@creature gargoyle||gargoyles}"],["19-20","{@dice 1d10} {@creature mimic||mimics}"],["21-25","A 100-foot-long ravine, {@dice 4d10} feet wide and {@dice 5d20 + 200} feet deep"],["26-27","1 {@creature hobgoblin captain} with {@dice 3d10} {@creature hobgoblin||hobgoblins}"],["28-29","{@dice 2d4} {@creature spectator||spectators}"],["30-31","{@dice 3d6} {@creature ghast||ghasts}"],["32-33","{@dice 2d8} {@creature intellect devourer||intellect devourers}"],["34-35","{@dice 1d3} {@creature orc Eye of Gruumsh||orc Eyes of Gruumsh} with {@dice 2d4} {@creature orog||orogs} and {@dice 2d10} {@creature orc||orcs}"],["36-40","A large cave containing {@dice 2d10} extraordinarily detailed statues of various creatures"],["41-42","{@dice 1d8 + 1} {@creature kuo-toa monitor||kuo-toa monitors}"],["43-44","{@dice 2d4} {@creature water weird||water weirds}"],["45-46","{@dice 2d10} {@creature grick||gricks}"],["47-48","{@dice 3d6} {@creature nothic||nothics}"],["49-50","{@dice 2d8 + 1} {@creature ogre||ogres}"],["51-52","{@dice 1d6 + 2} {@creature chuul||chuuls}"],["53-54","{@dice 1d8 + 1} {@creature ettin||ettins}"],["55","{@dice 3d6} {@creature grell||grells}"],["56","{@dice 2d4} {@creature flameskull||flameskulls}"],["57","{@dice 2d12} dwarf soldiers ({@creature veteran||veterans}) on patrol"],["58","{@dice 2d8} {@creature hell hound||hell hounds}"],["59","{@dice 1d10} {@creature ghost||ghosts}"],["60","{@dice 3d4} {@creature wight||wights}"],["61","{@dice 3d6} {@creature phase spider||phase spiders}"],["62","{@dice 1d8 + 1} {@creature bone naga (guardian)||bone nagas}"],["63-65","A shrill scream followed by dark laughter"],["66","{@dice 1d4} {@creature chimera||chimeras}"],["67","{@dice 1d10} {@creature black pudding||black puddings}"],["68","{@dice 3d6} {@creature minotaur||minotaurs}"],["69","{@dice 2d4} {@creature otyugh||otyughs}"],["70","{@dice 1d6 + 1} {@creature beholder zombie||beholder zombies}"],["71","{@dice 4d4} {@creature hook horror||hook horrors}"],["72","{@dice 1d8 + 1} {@creature umber hulk||umber hulks}"],["73","{@dice 2d4} {@creature salamander||salamanders}"],["74","{@dice 1d3} {@creature grick alpha||grick alphas}"],["75","{@dice 1d6 + 2} {@creature xorn}"],["76-80","A ruined village that once belonged to deep gnomes. A search has a 50% chance of uncovering {@dice 1d3} {@item potion of healing||potions of healing} and a 25% chance of finding a random common magic item"],["81","{@dice 2d4} {@creature earth elemental||earth elementals}"],["82","{@dice 1d3} {@creature spirit naga||spirit nagas}"],["83","{@dice 1d8 + 1} {@creature cyclops||cyclopes}"],["84","{@dice 1d6 + 2} {@creature troll||trolls}"],["85","{@dice 2d4} {@creature stone giant||stone giants}"],["86","{@dice 2d4} {@creature wraith||wraiths}"],["87","{@dice 1d4} {@creature fomorian||fomorians}"],["88","{@dice 1d3} {@creature drow mage||drow mages} with {@dice 1d4} {@creature drow elite warrior||drow elite warriors}"],["89","{@dice 1d10} {@creature vampire spawn}"],["90","{@dice 1d3} {@creature cloaker||cloakers}"],["91","{@dice 1d4} {@creature fire giant||fire giants}"],["92","1 {@creature mind flayer arcanist} with {@dice 1d6 + 1} {@creature mind flayer||mind flayers}"],["93","{@dice 1d4} {@creature dao}"],["94","{@dice 1d8 + 1} {@creature drider||driders}"],["95","{@dice 1d3} {@creature behir||behirs}"],["96","{@dice 1d4} {@creature aboleth||aboleths}"],["97","1 {@creature beholder}"],["98","1 {@creature young red shadow dragon}"],["99","1 {@creature death tyrant}"],["00","1 {@creature purple worm}"]]},{"name":"Underdark Encounters (Levels 17—20)","type":"table","source":"XGE","page":106,"caption":"Underdark Encounters (Levels 17—20)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","{@dice 1d4} {@creature grick alpha||grick alphas}"],["02","{@dice 2d8} {@creature spectator||spectators}"],["03-04","{@dice 3d6} {@creature minotaur||minotaurs} or {@dice 2d8} {@creature kuo-toa monitor||kuo-toa monitors}"],["05-06","{@dice 2d8} {@creature grell||grells}"],["07-08","{@dice 2d10} {@creature phase spider||phase spiders}"],["09-10","{@dice 4d4} {@creature hell hound||hell hounds}"],["11-12","{@dice 1d6 + 2} {@creature roper||ropers}"],["13-14","{@dice 2d10} {@creature wight||wights}"],["15-16","{@dice 3d6} {@creature doppelganger||doppelgangers}"],["17-18","{@dice 1d8 + 1} {@creature chimera||chimeras}"],["19-20","{@dice 1d4} {@creature cloaker||cloakers}"],["21","{@dice 1d4} {@creature hobgoblin captain||hobgoblin captains} with {@dice 5d10} {@creature hobgoblin||hobgoblins}"],["22-23","{@dice 1d8 + 1} {@creature earth elemental||earth elementals}"],["24-25","{@dice 2d4} {@creature vampire spawn}"],["26-27","{@dice 3d6} {@creature minotaur||minotaurs}"],["28-30","A 30-foot-tall inverted black pyramid floating 1 inch above the floor in a large cave"],["31-32","{@dice 1d10} {@creature beholder zombie||beholder zombies}"],["33-34","{@dice 1d4} {@creature mind flayer arcanist||mind flayer arcanists}"],["35-36","{@dice 1d6 + 2} {@creature otyugh||otyughs}"],["37-38","{@dice 1d12} {@creature troll||trolls}"],["39-40","{@dice 1d10} {@creature wraith||wraiths}"],["41-43","A beautiful obsidian sculpture of a panther lying on the floor"],["44-45","{@dice 1d4} {@creature drow mage||drow mages} with {@dice 1d6} {@creature drow elite warrior||drow elite warriors}"],["46-47","{@dice 1d4} {@creature spirit naga||spirit nagas}"],["48-49","{@dice 1d8 + 1} {@creature salamander||salamanders}"],["50-51","{@dice 2d4} {@creature umber hulk||umber hulks}"],["52-53","{@dice 1d10} {@creature xorn}"],["54-56","1 {@creature young red shadow dragon}"],["57-59","{@dice 2d4} {@creature fomorian||fomorians}"],["60-62","{@dice 1d8 + 1} {@creature drider||driders}"],["63-65","{@dice 1d20 + 20} {@creature spider||spiders} crawling on the walls of a web-filled cave"],["66-68","{@dice 1d4} {@creature fire giant||fire giants}"],["69-70","{@dice 1d10} {@creature mind flayer||mind flayers}"],["71-73","{@dice 2d4} {@creature stone giant||stone giants}"],["74-76","{@dice 1d12} {@creature cyclops||cyclopes}"],["77-80","A large cave in which stands a 50-foot-tall idol of Blibdoolpoolp"],["81-85","{@dice 1d3} {@creature dao}"],["86-90","{@dice 1d4} {@creature beholder||beholders}"],["91-93","{@dice 1d4} {@creature behir||behirs}"],["94-96","1 {@creature death tyrant}"],["97-99","{@dice 1d3} {@creature purple worm||purple worms}"],["00","{@dice 2d4} {@creature aboleth||aboleths}"]]},{"name":"Undersea Encounters","type":"table","source":"DMG","page":116,"caption":"Undersea Encounters","colLabels":["{@dice d12 + d8}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["2","Sunken ship covered in barnacles ({@chance 25} chance that the ship contains treasure—roll randomly on the treasure tables in chapter 7)"],["3","Sunken ship with {@creature reef shark||reef sharks} (shallow waters) or {@creature hunter shark||hunter sharks} (deep waters) circling around it ({@chance 50} chance that the ship contains treasure—roll randomly on the treasure tables in chapter 7)"],["4","Bed of giant oysters (each oyster has a {@chance 1} chance of having a giant 5,000 gp pearl inside)"],["5","Underwater steam vent ({@chance 25} chance that the vent is a portal to the Elemental Plane of Fire)"],["6","Sunken ruin (uninhabited)"],["7","Sunken ruin (inhabited or haunted)"],["8","Sunken statue or monolith"],["9","Friendly and curious {@creature giant sea horse}"],["10","Patrol of friendly {@creature merfolk}"],["11","Patrol of hostile {@creature merrow} (coastal waters) or {@creature sahuagin} (deep waters)"],["12","Enormous kelp bed (roll again on the table to determine what's hidden in the kelp bed)"],["13","Undersea cave (empty)"],["14","Undersea cave ({@creature sea hag} lair)"],["15","Undersea cave ({@creature merfolk} lair)"],["16","Undersea cave ({@creature giant octopus} lair)"],["17","Undersea cave ({@creature dragon turtle} lair)"],["18","Bronze dragon searching for treasure"],["19","{@creature Storm giant} walking on the ocean floor"],["20","Sunken treasure chest ({@chance 25} chance that it contains something of value—roll treasure randomly using the tables in chapter 7)"]]},{"name":"Underwater Encounters (Levels 1—4)","type":"table","source":"XGE","page":109,"caption":"Underwater Encounters (Levels 1—4)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-10","{@dice 3d6} {@creature quipper||quippers}"],["11-14","{@dice 2d4} {@creature steam mephit||steam mephits}"],["15-18","{@dice 1d4} {@creature sahuagin}"],["19-22","{@dice 2d6} {@creature merfolk}"],["23-25","{@dice 2d4} corpses of drowned sailors tangled in kelp"],["26-29","{@dice 2d4} {@creature constrictor snake||constrictor snakes}"],["30-33","{@dice 1d4} {@creature reef shark||reef sharks}"],["34-37","1 {@creature swarm of quippers}"],["38-40","A bed of enormous clams"],["41-45","{@dice 1d10} {@creature merfolk} with {@dice 1d3} {@creature giant sea horse||giant sea horses}"],["46-50","1 {@creature giant octopus}"],["51-55","1 {@creature merrow}"],["56-60","1 {@creature plesiosaurus}"],["61-65","{@dice 2d10} pieces of corroded brass dinnerware littering the bottom"],["66-70","1 {@creature giant constrictor snake}"],["71-75","1 {@creature sea hag}"],["76-80","A school of silvery fish darting through the water"],["81-85","{@dice 1d4} {@creature hunter shark||hunter sharks}"],["86-90","1 {@creature sahuagin priestess} with {@dice 2d4} {@creature sahuagin}"],["91-96","{@dice 1d4} {@creature killer whale||killer whales}"],["97-98","1 {@creature giant shark}"],["99","1 {@creature water elemental}"],["00","1 {@creature sahuagin baron}"]]},{"name":"Underwater Encounters (Levels 5—10)","type":"table","source":"XGE","page":109,"caption":"Underwater Encounters (Levels 5—10)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-02","{@dice 3d6} {@creature steam mephit||steam mephits}"],["03-04","{@dice 1d10} {@creature sahuagin}"],["05-06","1 {@creature giant octopus}"],["07-08","{@dice 3d6} {@creature constrictor snake||constrictor snakes}"],["09-10","{@dice 2d10} {@creature merfolk} with {@dice 1d4} {@creature giant sea horse||giant sea horses}"],["11-15","{@dice 1d4} {@creature sea hag||sea hags}"],["16-20","{@dice 2d4} {@creature swarm of quippers||swarms of quippers}"],["21-25","A sunken galleon with a 50% chance of a random treasure hoard inside (roll on the Treasure Hoard: Challenge 5-10 table in chapter 7 of the {@italic Dungeon Master's Guide})"],["26-30","{@dice 1d4} {@creature plesiosaurus||plesiosauruses}"],["31-35","{@dice 3d6} {@creature reef shark||reef sharks}"],["36-40","An abandoned bathysphere"],["41-50","{@dice 1d4} {@creature giant constrictor snake||giant constrictor snakes}"],["51-55","{@dice 2d4} {@creature hunter shark||hunter sharks}"],["56-60","{@dice 1d3} {@creature sahuagin priestess||sahuagin priestesses} with {@dice 2d10} {@creature sahuagin}"],["61-65","An empty castle made from coral"],["66-70","{@dice 1d4} {@creature killer whale||killer whales}"],["71-75","{@dice 1d10} {@creature merrow}"],["76-80","An eerie statue of a squatting humanoid, with bat wings on its back and tentacles sprouting from its face"],["81-85","{@dice 1d4} {@creature water elemental||water elementals}"],["86-90","1 {@creature sahuagin baron} with {@dice 2d8} {@creature sahuagin}"],["91-96","{@dice 1d4} {@creature giant shark||giant sharks}"],["97-99","1 {@creature marid}"],["00","1 {@creature storm giant}"]]},{"name":"Underwater Encounters (Levels 11—20)","type":"table","source":"XGE","page":109,"caption":"Underwater Encounters (Levels 11—20)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-10","1 {@creature sahuagin baron} with {@dice 1d4} {@creature sahuagin priestess||sahuagin priestesses} and {@dice 2d10} {@creature sahuagin}"],["11-35","{@dice 1d10} {@creature killer whale||killer whales}"],["36-40","A ghost ship passing overhead, containing {@dice 2d6 + 10} {@creature ghost||ghosts}"],["41-60","{@dice 1d6} {@creature giant shark||giant sharks}"],["61-65","A 1-mile-radius sphere of effervescent water that allows air-breathing creatures to breathe water while in the sphere"],["66-75","{@dice 1d10} {@creature water elemental||water elementals}"],["76-80","A shimmering, blue-green portal to the Elemental Plane of Water"],["81-90","{@dice 1d4} {@creature marid||marids}"],["91-96","{@dice 1d3} {@creature storm giant||storm giants}"],["97-99","1 {@creature dragon turtle}"],["00","1 {@creature kraken}"]]},{"name":"Urban Encounters","type":"table","source":"DMG","page":114,"caption":"Urban Encounters","colLabels":["{@dice d12 + d8}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["2","{@book Animals on the loose|DMG|5|Animals on the loose}"],["3","{@book Announcement|DMG|5|Announcement}"],["4","{@book Brawl|DMG|5|Brawl}"],["5","{@book Bullies|DMG|5|Bullies}"],["6","{@book Companion|DMG|5|Companion}"],["7","{@book Contest|DMG|5|Contest}"],["8","{@book Corpse|DMG|5|Corpse}"],["9","{@book Draft|DMG|5|Draft}"],["10","{@book Drunk|DMG|5|Drunk}"],["11","{@book Fire|DMG|5|Fire}"],["12","{@book Found trinket|DMG|5|Found trinket}"],["13","{@book Guard harassment|DMG|5|Guard harassment}"],["14","{@book Pickpocket|DMG|5|Pickpocket}"],["15","{@book Procession|DMG|5|Procession}"],["16","{@book Protest|DMG|5|Protest}"],["17","{@book Runaway cart|DMG|5|Runaway cart}"],["18","{@book Shady transaction|DMG|5|Shady transaction}"],["19","{@book Spectacle|DMG|5|Spectacle}"],["20","{@book Urchin|DMG|5|Urchin}"]]},{"name":"Urban Encounters (Levels 1—4)","type":"table","source":"XGE","page":110,"caption":"Urban Encounters (Levels 1—4)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","1d6 {@creature cat||cats}"],["02-03","1 {@creature commoner} with 1d6 {@creature goat||goats}"],["04-05","2d10 {@creature rat||rats}"],["06","1 {@creature raven} perched on a signpost"],["07","1 {@creature commoner} on a {@creature draft horse}"],["08","2d4 {@creature mastiff||mastiffs}"],["09","1d2 {@creature commoner||commoners} leading 1d4 {@creature mule||mules} or 1d4 {@creature pony||ponies}"],["10","1 {@creature pseudodragon}"],["11","1 {@creature spy}"],["12-13","1d8 + 1 {@creature acolyte||acolytes}"],["14","1d6 + 6 {@creature flying snake||flying snakes}"],["15","3d6 {@creature kobold||kobolds}"],["16","2d4 {@creature giant centipede||giant centipedes}"],["17","1d8 + 1 {@creature skeleton||skeletons}"],["18-19","1d6 + 2 {@creature swarm of rats||swarms of rats}"],["20","1d12 {@creature zombie||zombies}"],["21-25","A peddler weighed down with a load of pots, pans, and other basic supplies"],["26","1 {@creature giant wasp}"],["27-28","1 {@creature warhorse}"],["29","2d8 {@creature cultist||cultists}"],["30-31","3d4 {@creature giant rat||giant rats}"],["32","2d8 {@creature stirge||stirges}"],["33","1d3 + 2 {@creature giant poisonous snake||giant poisonous snakes}"],["34","1d4 + 2 {@creature swarm of bats||swarms of bats}"],["35","2d4 {@creature winged kobold||winged kobolds}"],["36-40","A wagon loaded with apples that has a broken wheel and holds up traffic"],["41","1 {@creature crocodile}"],["42-43","1 {@creature swarm of insects}"],["44-45","3d6 {@creature bandit||bandits}"],["46-47","1d3 + 2 {@creature noble||nobles} on {@creature riding horse||riding horses} with an escort of 1d10 {@creature guard||guards}"],["48","2d4 {@creature kenku}"],["49","1d6 + 2 {@creature smoke mephit||smoke mephits}"],["50","1d8 + 1 {@creature swarm of ravens||swarms of ravens}"],["51-52","1 {@creature wererat}"],["53-54","1d3 {@creature half-ogre (ogrillon)||half-ogres}"],["55-56","1 {@creature mimic}"],["57-58","1d4 {@creature ghoul||ghouls}"],["59-60","1d4 {@creature specter||specters}"],["61-62","1d10 {@creature shadow||shadows}"],["63-65","Someone empties a chamber pot onto the street from a second-floor window"],["66-67","1 {@creature ghast}"],["68-69","1 {@creature priest}"],["70-71","1 {@creature will-o'-wisp}"],["72-73","1d3 {@creature giant spider||giant-spiders}"],["74-75","1d4 {@creature yuan-ti pureblood||yuan-ti 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price of 1 sp"],["81","1d3 {@creature gladiator||gladiators}"],["82","1d4 + 1 {@creature couatl||couatls}"],["83","1d8 {@creature ghost||ghosts}"],["84","2d4 {@creature doppelganger||doppelgangers}"],["85","1d6 + 2 {@creature phase spider||phase spiders}"],["86","2d4 {@creature veteran||veterans}"],["87","1d8 {@creature ghast||ghasts} with 2d6 {@creature ghoul||ghouls}"],["88","3d6 {@creature gargoyle||gargoyles}"],["89","2d10 {@creature cult fanatic||cult fanatics}"],["90","3d6 {@creature wererat||wererats}"],["91","1 {@creature assassin}"],["92","1d3 {@creature invisible stalker||invisible stalkers}"],["93","1 {@creature gray slaad}"],["94","1 {@creature young silver dragon}"],["95","1d4 {@creature cambion||cambions} or 1d4 {@creature revenant||revenants}"],["96","3d6 {@creature wight||wights}"],["97","1 {@creature archmage}"],["98","2d4 {@creature vampire spawn} or 1d4 {@creature oni}"],["99","1 {@creature mage} with 1 {@creature shield guardian}"],["00","1 {@creature rakshasa} or 1 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Comet|BAM|murder comets}*","{@dice 1d6}"],["40-44","{@dice 1d4} {@creature Brown Scavver|BAM|brown scavvers}*","{@dice 1d8}"],["45-48","1 {@creature night scavver|BAM}* and {@dice 2d6} {@creature Gray Scavver|BAM|gray scavvers}*","{@dice 1d8}"],["49-50","1 {@creature void scavver|BAM}*","{@dice 1d6}"],["51-52","A shipwreck that might still have treasure or creatures aboard it (choose a ship from {@book chapter 2|AAG|2|Spelljammer Vessels} of the {@book Astral Adventurer's Guide|AAG})","—"],["53-54","1 solar dragon* (your choice of {@creature Young Solar Dragon|BAM|young}, {@creature Adult Solar Dragon|BAM|adult}, or {@creature Ancient Solar Dragon|BAM|ancient})","{@dice 2d6}"],["55-59","{@dice 1d6} {@creature Space Eel|BAM|space eels}*","{@dice 1d10}"],["60","1 {@creature starlight apparition|BAM}*","{@dice 2d6 + 2}"],["61-64","{@dice 3d6} {@creature Stirge||stirges} that don't need to breathe air","{@dice 1d6}"],["65-70","{@dice 1d6} {@creature Will-o'-Wisp||will-o'-wisps}","{@dice 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Any creature marked with a dagger (†) can serve as a spelljammer because it is a spellcaster."]},{"name":"Dragonborn Names – Female","type":"table","source":"XGE","page":175,"caption":"Dragonborn Names – Female","colLabels":["{@dice d100}","Name"],"colStyles":["col-2 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Names – Female","type":"table","source":"XGE","page":176,"caption":"Dwarf Names – Female","colLabels":["{@dice d100}","Name"],"colStyles":["col-2 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I must remain strong to survive. (Any)"],["2","Slaughter. If I destroy the weak, I please Yeenoghu. (Evil)"],["3","Destruction. Yeenoghu will return when only those worthy of his fury remain. (Evil)"],["4","Paranoia. Others are planning to kill and eat me. I must find a way to kill and eat them first. (Chaotic)"],["5","Self-Sufficiency. When the time comes, even my allies will die by my hand. (Evil)"],["6","Leadership. I am not part of the pack. I am above it. (Chaotic)"]]},{"type":"table","caption":"Gnoll/Cultist Bonds","colLabels":["d6","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I would die before betraying the Lord of Savagery."],["2","I would follow the leader of our war band anywhere and gladly sacrifice myself to protect him or her."],["3","I cull the weak from our war band, so that we remain strong."],["4","Yeenoghu's omens guide my every choice."],["5","If I die in battle, I was simply too weak to please Yeenoghu."],["6","I devour the weak to purge them from the world, the strong to blunt their power."]]},{"type":"table","caption":"Gnoll/Cultist Flaws","colLabels":["d6","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I lack tactical guile and rely on overwhelming attacks."],["2","I flee from opponents that can match my strength."],["3","My supposed allies are my first victims."],["4","Deep down inside, I am terrified I will fail Yeenoghu."],["5","My desire to torment my foes sometimes gives them the opportunity to outwit me."],["6","My arrogance causes me to overlook opportunities."]]}],"page":36,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"type":"tableGroup","name":"Background; I became...","tables":[{"type":"table","caption":"Acolyte","colLabels":["d6","I became an acolyte because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I ran away from home at an early age and found refuge in a temple."],["2","My family gave me to a temple, since they were unable or unwilling to care for me."],["3","I grew up in a household with strong religious convictions. Entering the service of one or more gods seemed natural."],["4","An impassioned sermon struck a chord deep in my soul and moved me to serve the faith."],["5","I followed a childhood friend, a respected acquaintance, or someone I loved into religious service."],["6","After encountering a true servant of the gods, I was so inspired that I immediately entered the service of a religious group."]]},{"type":"table","caption":"Charlatan","colLabels":["d6","I became a charlatan because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I was left to my own devices, and my knack for manipulating others helped me survive."],["2","I learned early on that people are gullible and easy to exploit."],["3","I often got in trouble, but I managed to talk my way out of it every time."],["4","I took up with a confidence artist, from whom I learned my craft."],["5","After a charlatan fleeced my family, I decided to learn the trade so I would never be fooled by such deception again."],["6","I was poor or I feared becoming poor, so I learned the tricks I needed to keep myself out of poverty."]]},{"type":"table","caption":"Criminal","colLabels":["d6","I became a criminal because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I resented authority in my younger days and saw a life of crime as the best way to fight against tyranny and oppression."],["2","Necessity forced me to take up the life, since it was the only way I could survive."],["3","I fell in with a gang of reprobates and ne'er-do-wells, and I learned my specialty from them."],["4","A parent or relative taught me my criminal specialty to prepare me for the family business."],["5","I left home and found a place in a thieves' guild or some other criminal organization."],["6","I was always bored, so I turned to crime to pass the time and discovered I was quite good at it."]]},{"type":"table","caption":"Entertainer","colLabels":["d6","I became an entertainer because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Members of my family made ends meet by performing, so it was fitting for me to follow their example."],["2","I always had a keen insight into other people, enough so that I could make them laugh or cry with my stories or songs."],["3","I ran away from home to follow a minstrel troupe."],["4","I saw a bard perform once, and I knew from that moment on what I was born to do."],["5","I earned coin by performing on street corners and eventually made a name for myself."],["6","A traveling entertainer took me in and taught me the trade."]]},{"type":"table","caption":"Folk Hero","colLabels":["d6","I became a folk hero because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I learned what was right and wrong from my family."],["2","I was always enamored by tales of heroes and wished I could be something more than ordinary."],["3","I hated my mundane life, so when it was time for someone to step up and do the right thing, I took my chance."],["4","A parent or one of my relatives was an adventurer, and I was inspired by that person's courage."],["5","A mad old hermit spoke a prophecy when I was born, saying that I would accomplish great things."],["6","I have always stood up for those who are weaker than I am."]]},{"type":"table","caption":"Guild Artisan","colLabels":["d6","I became a guild artisan because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I was apprenticed to a master who taught me the guild's business."],["2","I helped a guild artisan keep a secret or complete a task, and in return I was taken on as an apprentice."],["3","One of my family members who belonged to the guild made a place for me."],["4","I was always good with my hands, so I took the opportunity to learn a trade."],["5","I wanted to get away from my home situation and start a new life."],["6","I learned the essentials of my craft from a mentor but had to join the guild to finish my training."]]},{"type":"table","caption":"Hermit","colLabels":["d6","I became a hermit because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","My enemies ruined my reputation, and I fled to the wilds to avoid further disparagement."],["2","I am comfortable with being isolated, as I seek inner peace."],["3","I never liked the people I called my friends, so it was easy for me to strike out on my own."],["4","I felt compelled to forsake my past, but did so with great reluctance, and sometimes I regret making that decision."],["5","I lost everything-my home, my family, my friends. Going it alone was all I could do."],["6","Society's decadence disgusted me, so I decided to leave it behind."]]},{"type":"table","caption":"Noble","colLabels":["d6","I became a noble because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I come from an old and storied family, and it fell to me to preserve the family name."],["2","My family has been disgraced, and I intend to clear our name."],["3","My family recently came by its title, and that elevation thrust us into a new and strange world."],["4","My family has a title, but none of my ancestors have distinguished themselves since we gained it."],["5","My family is filled with remarkable people. I hope to live up to their example."],["6","I hope to increase my family's power and influence."]]},{"type":"table","caption":"Outlander","colLabels":["d6","I became an outlander because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I spent a lot of time in the wilderness as a youngster, and I came to love that way of life."],["2","From a young age, I couldn't abide the stink of the cities and preferred to spend my time in nature."],["3","I came to understand the darkness that lurks in the wilds, and I vowed to combat it."],["4","My people lived on the edges of civilization, and I learned the methods of survival from my family."],["5","After a tragedy I retreated to the wilderness, leaving my old life behind."],["6","My family moved away from civilization, and I learned to adapt to my new environment."]]},{"type":"table","caption":"Sage","colLabels":["d6","I became a sage because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I was naturally curious, so I packed up and went to a university to learn more about the world."],["2","My mentor's teachings opened my mind to new possibilities in that field of study."],["3","I was always an avid reader, and I learned much about my favorite topic on my own."],["4","I discovered an old library and pored over the texts I found there. That experience awakened a hunger for more knowledge."],["5","I impressed a wizard who told me I was squandering my talents and should seek out an education to take advantage of my gifts."],["6","One of my parents or a relative gave me a basic education that whetted my appetite, and I left home to build on what I had learned."]]},{"type":"table","caption":"Sailor","colLabels":["d6","I became a sailor because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I was press-ganged by pirates and forced to serve on their ship until I finally escaped."],["2","I wanted to see the world, so I signed on as a deck-hand for a merchant ship."],["3","One of my relatives was a sailor who took me to sea."],["4","I needed to escape my community quickly, so I stowed away on a ship. When the crew found me, I was forced to work for my passage."],["5","Reavers attacked my community, so I found refuge on a ship until I could seek vengeance."],["6","I had few prospects where I was living, so I left to find my fortune elsewhere."]]},{"type":"table","caption":"Soldier","colLabels":["d6","I became a soldier because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I joined the militia to help protect my community from monsters."],["2","A relative of mine was a soldier, and I wanted to carry on the family tradition."],["3","The local lord forced me to enlist in the army."],["4","War ravaged my homeland while I was growing up. Fighting was the only life I ever knew."],["5","I wanted fame and fortune, so I joined a mercenary company, selling my sword to the highest bidder."],["6","Invaders attacked my homeland. It was my duty to take up arms in defense of my people."]]},{"type":"table","caption":"Urchin","colLabels":["d6","I became an urchin because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Wanderlust caused me to leave my family to see the world. I look after myself."],["2","I ran away from a bad situation at home and made my own way in the world."],["3","Monsters wiped out my village, and I was the sole survivor. I had to find a way to survive."],["4","A notorious thief looked after me and other orphans, and we spied and stole to earn our keep."],["5","One day I woke up on the streets, alone and hungry, with no memory of my early childhood."],["6","My parents died, leaving no one to look after me. I raised myself."]]}],"page":64,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"type":"tableGroup","name":"Class Training; I became...","tables":[{"type":"table","caption":"Barbarian","colLabels":["d6","I became a barbarian because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","My devotion to my people lifted me in battle, making me powerful and dangerous."],["2","The spirits of my ancestors called on me to carry out a great task."],["3","I lost control in battle one day, and it was as if something else was manipulating my body, forcing it to kill every foe I could reach."],["4","I went on a spiritual journey to find myself and instead found a spirit animal to guide, protect, and inspire me."],["5","I was struck by lightning and lived. Afterward, I found a new strength within me that let me push beyond my limitations."],["6","My anger needed to be channeled into battle, or I risked becoming an indiscriminate killer."]]},{"type":"table","caption":"Bard","colLabels":["d6","I became a bard because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I awakened my latent bardic abilities through trial and error."],["2","I was a gifted performer and attracted the attention of a master bard who schooled me in the old techniques."],["3","I joined a loose society of scholars and orators to learn new techniques of performance and magic."],["4","I felt a calling to recount the deeds of champions and heroes, to bring them alive in song and story."],["5","I joined one of the great colleges to learn old lore, the secrets of magic, and the art of performance."],["6","I picked up a musical instrument one day and instantly discovered that I could play it."]]},{"type":"table","caption":"Cleric","colLabels":["d6","I became a cleric because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A supernatural being in service to the gods called me to become a divine agent in the world."],["2","I saw the injustice and horror in the world and felt moved to take a stand against them."],["3","My god gave me an unmistakable sign. I dropped everything to serve the divine."],["4","Although I was always devout, it wasn't until I completed a pilgrimage that I knew my true calling."],["5","I used to serve in my religion's bureaucracy but found I needed to work in the world, to bring the message of my faith to the darkest corners of the land."],["6","I realize that my god works through me, and I do as commanded, even though I don't know why I was chosen to serve."]]},{"type":"table","caption":"Druid","colLabels":["d6","I became a druid because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I saw too much devastation in the wild places, too much of nature's splendor ruined by the despoilers. I joined a circle of druids to fight back against the enemies of nature."],["2","I found a place among a group of druids after I fled a catastrophe."],["3","I have always had an affinity for animals, so I explored my talent to see how I could best use it."],["4","I befriended a druid and was moved by druidic teachings. I decided to follow my friend's guidance and give something back to the world."],["5","While I was growing up, I saw spirits all around me-entities no one else could perceive. I sought out the druids to help me understand the visions and communicate with these beings."],["6","I have always felt disgust for creatures of unnatural origin. For this reason, I immersed myself in the study of the druidic mysteries and became a champion of the natural order."]]},{"type":"table","caption":"Fighter","colLabels":["d6","I became a fighter because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I wanted to hone my combat skills, and so I joined a war college."],["2","I squired for a knight who taught me how to fight, care for a steed, and conduct myself with honor. I decided to take up that path for myself."],["3","Horrible monsters descended on my community, killing someone I loved. I took up arms to destroy those creatures and others of a similar nature."],["4","I joined the army and learned how to fight as part of a group."],["5","I grew up fighting, and I refined my talents by defending myself against people who crossed me."],["6","I could always pick up just about any weapon and know how to use it effectively."]]},{"type":"table","caption":"Monk","colLabels":["d6","I became a monk because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I was chosen to study at a secluded monastery. There, I was taught the fundamental techniques required to eventually master a tradition."],["2","I sought instruction to gain a deeper understanding of existence and my place in the world."],["3","I stumbled into a portal to the Shadowfell and took refuge in a strange monastery, where I learned how to defend myself against the forces of darkness."],["4","I was overwhelmed with grief after losing someone close to me, and I sought the advice of philosophers to help me cope with my loss."],["5","I could feel that a special sort of power lay within me, so I sought out those who could help me call it forth and master it."],["6","I was wild and undisciplined as a youngster, but then I realized the error of my ways. I applied to a monastery and became a monk as a way to live a life of discipline."]]},{"type":"table","caption":"Paladin","colLabels":["d6","I became a paladin because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A fantastical being appeared before me and called on me to undertake a holy quest."],["2","One of my ancestors left a holy quest unfulfilled, so I intend to finish that work."],["3","The world is a dark and terrible place. I decided to serve as a beacon of light shining out against the gathering shadows."],["4","I served as a paladin's squire, learning all I needed to swear my own sacred oath."],["5","Evil must be opposed on all fronts. I feel compelled to seek out wickedness and purge it from the world."],["6","Becoming a paladin was a natural consequence of my unwavering faith. In taking my vows, I became the holy sword of my religion."]]},{"type":"table","caption":"Ranger","colLabels":["d6","I became a ranger because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I found purpose while I honed my hunting skills by bringing down dangerous animals at the edge of civilization."],["2","I always had a way with animals, able to calm them with a soothing word and a touch."],["3","I suffer from terrible wanderlust, so being a ranger gave me a reason not to remain in one place for too long."],["4","I have seen what happens when the monsters come out from the dark. I took it upon myself to become the first line of defense against the evils that lie beyond civilization's borders."],["5","I met a grizzled ranger who taught me woodcraft and the secrets of the wild lands."],["6","I served in an army, learning the precepts of my profession while blazing trails and scouting enemy encampments."]]},{"type":"table","caption":"Rogue","colLabels":["d6","I became a rogue because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I've always been nimble and quick of wit, so I decided to use those talents to help me make my way in the world."],["2","An assassin or a thief wronged me, so I focused my training on mastering the skills of my enemy to better combat foes of that sort."],["3","An experienced rogue saw something in me and taught me several useful tricks."],["4","I decided to turn my natural lucky streak into the basis of a career, though I still realize that improving my skills is essential."],["5","I took up with a group of ruffians who showed me how to get what I want through sneakiness rather than direct confrontation."],["6","I'm a sucker for a shiny bauble or a sack of coins, as long as I can get my hands on it without risking life and limb."]]},{"type":"table","caption":"Sorcerer","colLabels":["d6","I became a sorcerer because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","When I was born, all the water in the house froze solid, the milk spoiled, or all the iron turned to copper. My family is convinced that this event was a harbinger of stranger things to come for me."],["2","I suffered a terrible emotional or physical strain, which brought forth my latent magical power. I have fought to control it ever since."],["3","My immediate family never spoke of my ancestors, and when I asked, they would change the subject. It wasn't until I started displaying strange talents that the full truth of my heritage came out."],["4","When a monster threatened one of my friends, I became filled with anxiety. I lashed out instinctively and blasted the wretched thing with a force that came from within me."],["5","Sensing something special in me, a stranger taught me how to control my gift."],["6","After I escaped from a magical conflagration, I realized that though I was unharmed, I was not unchanged. I began to exhibit unusual abilities that I am just beginning to understand."]]},{"type":"table","caption":"Warlock","colLabels":["d6","I became a warlock because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","While wandering around in a forbidden place, I encountered an otherworldly being that offered to enter into a pact with me."],["2","I was examining a strange tome I found in an abandoned library when the entity that would become my patron suddenly appeared before me."],["3","I stumbled into the clutches of my patron after I accidentally stepped through a magical doorway."],["4","When I was faced with a terrible crisis, I prayed to any being who would listen, and the creature that answered became my patron."],["5","My future patron visited me in my dreams and offered great power in exchange for my service."],["6","One of my ancestors had a pact with my patron, so that entity was determined to bind me to the same agreement."]]},{"type":"table","caption":"Wizard","colLabels":["d6","I became a wizard because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An old wizard chose me from among several candidates to serve an apprenticeship."],["2","When I became lost in a forest, a hedge wizard found me, took me in, and taught me the rudiments of magic."],["3","I grew up listening to tales of great wizards and knew I wanted to follow their path. I strove to be accepted at an academy of magic and succeeded."],["4","One of my relatives was an accomplished wizard who decided I was smart enough to learn the craft."],["5","While exploring an old tomb, library, or temple, I found a spellbook. I was immediately driven to learn all I could about becoming a wizard."],["6","I was a prodigy who demonstrated mastery of the arcane arts at an early age. When I became old enough to set out on my own, I did so to learn more magic and expand my power."]]}],"page":66,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"type":"tableGroup","name":"Devil Customization Tables","tables":[{"type":"table","caption":"Devil Honorifics","colLabels":["d20","Title"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","the Perceiver"],["2","Veteran of Avernus"],["3","the Insightful"],["4","Collector of Debts"],["5","the Summoner"],["6","Speaker of Profit"],["7","Chainer of Demons"],["8","the Conqueror"],["9","Glory Seeker"],["10","the Victorious"],["11","the Infiltrator"],["12","the Voluminous"],["13","the Stoic"],["14","the Shatterer"],["15","the Keeper"],["16","the Faithful"],["17","the Clever"],["18","the Chanter"],["19","the Indomitable"],["20","the Vicious"]]},{"type":"table","caption":"Devil Personality Traits","colLabels":["d6","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I always have a scheme to make a profit."],["2","Nobody is as smart as me, and I need to prove that all the time."],["3","There's a rule for everything."],["4","If I can't seize control, I'll serve in the meantime."],["5","I'm a bully who backs down when faced with any sort of resistance."],["6","Every problem can be solved with the use of force."]]},{"type":"table","caption":"Devil Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Loyalty. I keep my vows to my superior and respect those who do the same."],["2","Law. I might not like the rules, but I obey them."],["3","Ambition. The need to improve my station drives my every action."],["4","Conquest. I am equal to the sum of the foes I have defeated in combat."],["5","Cunning. Those who can see an advantage in the direst situation deserve respect."],["6","Brutality. Overwhelming violence, and those who can deliver it, are worthy of obedience."]]},{"type":"table","caption":"Devil Bonds","colLabels":["d6","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I and my comrades fought well in the Blood War, and our service demands respect."],["2","Evil without law is a pointless exercise in destruction. Rules make us what we are."],["3","Those who follow me rely on my wisdom to ensure their prosperity."],["4","One day I will have revenge on those who defied me."],["5","If I do my duty, in time I will be rewarded."],["6","We don't corrupt mortals. We teach them enlightened self-interest."]]},{"type":"table","caption":"Devil Flaws","colLabels":["d6","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","My frustration boils over into violence."],["2","I obey the law, but I strain at its limits to the point of heresy."],["3","I put the minimum effort possible into anything that isn't my own idea."],["4","A low profile is the best defense of all."],["5","I'm so reliant on the laws of the Nine Hells that I panic without their guidance."],["6","I am secretly jealous of the freedom that mortals enjoy."]]}],"page":23,"source":"MTF","chapter":{"name":"The Blood War","ordinal":{"type":"chapter","identifier":1},"index":0}},{"type":"tableGroup","name":"Dungeon Spread Decks","page":11,"source":"DMTCRG","tables":[{"type":"table","caption":"Locations Deck","page":11,"rows":[["{@card Bridge|Deck of Many More Things|DMTCRG}"],["{@card Cavern|Deck of Many More Things|DMTCRG}"],["{@card Crossroads|Deck of Many More Things|DMTCRG}"],["{@card Donjon|Deck of Many More Things|DMTCRG}"],["{@card Maze|Deck of Many More Things|DMTCRG}"],["{@card Path|Deck of Many More Things|DMTCRG}"],["{@card Ruin|Deck of Many More Things|DMTCRG}"],["{@card Tavern|Deck of Many More Things|DMTCRG}"],["{@card Temple|Deck of Many More Things|DMTCRG}"],["{@card Tomb|Deck of Many More Things|DMTCRG}"],["{@card Tower|Deck of Many More Things|DMTCRG}"]]},{"type":"table","caption":"Story Deck *","page":11,"rows":[["{@card Balance|Deck of Many More Things|DMTCRG}"],["{@card Comet|Deck of Many More Things|DMTCRG}"],["{@card Fates|Deck of Many More Things|DMTCRG}"],["{@card Flames|Deck of Many More Things|DMTCRG}"],["{@card Moon|Deck of Many More Things|DMTCRG}"],["{@card Ship|Deck of Many More Things|DMTCRG}"],["{@card Star|Deck of Many More Things|DMTCRG}"],["{@card Sun|Deck of Many More Things|DMTCRG}"],["{@card Talons|Deck of Many More Things|DMTCRG}"],["{@card Void|Deck of Many More Things|DMTCRG}"]],"footnotes":["* Optional"]},{"type":"table","caption":"Features Deck","page":11,"rows":[["{@card Aberration|Deck of Many More Things|DMTCRG}","{@card Mage|Deck of Many More Things|DMTCRG}"],["{@card Beast|Deck of Many More Things|DMTCRG}","{@card Map|Deck of Many More Things|DMTCRG}"],["{@card Book|Deck of Many More Things|DMTCRG}","{@card Monstrosity|Deck of Many More Things|DMTCRG}"],["{@card Campfire|Deck of Many More Things|DMTCRG}","{@card Ooze|Deck of Many More Things|DMTCRG}"],["{@card Celestial|Deck of Many More Things|DMTCRG}","{@card Pit|Deck of Many More Things|DMTCRG}"],["{@card Construct|Deck of Many More Things|DMTCRG}","{@card Plant|Deck of Many More Things|DMTCRG}"],["{@card Corpse|Deck of Many More Things|DMTCRG}","{@card Priest|Deck of Many More Things|DMTCRG}"],["{@card Door|Deck of Many More Things|DMTCRG}","{@card Prisoner|Deck of Many More Things|DMTCRG}"],["{@card Dragon|Deck of Many More Things|DMTCRG}","{@card Puzzle|Deck of Many More Things|DMTCRG}"],["{@card Elemental|Deck of Many More Things|DMTCRG}","{@card Ring|Deck of Many More Things|DMTCRG}"],["{@card Euryale|Deck of Many More Things|DMTCRG}","{@card Rogue|Deck of Many More Things|DMTCRG}"],["{@card Expert|Deck of Many More Things|DMTCRG}","{@card Sage|Deck of Many More Things|DMTCRG}"],["{@card Fey|Deck of Many More Things|DMTCRG}","{@card Shield|Deck of Many More Things|DMTCRG}"],["{@card Fiend|Deck of Many More Things|DMTCRG}","{@card Skull|Deck of Many More Things|DMTCRG}"],["{@card Fool|Deck of Many More Things|DMTCRG}","{@card Staff|Deck of Many More Things|DMTCRG}"],["{@card Gem|Deck of Many More Things|DMTCRG}","{@card Stairway|Deck of Many More Things|DMTCRG}"],["{@card Giant|Deck of Many More Things|DMTCRG}","{@card Statue|Deck of Many More Things|DMTCRG}"],["{@card Humanoid|Deck of Many More Things|DMTCRG}","{@card Throne|Deck of Many More Things|DMTCRG}"],["{@card Jester|Deck of Many More Things|DMTCRG}","{@card Tree|Deck of Many More Things|DMTCRG}"],["{@card Key|Deck of Many More Things|DMTCRG}","{@card Undead|Deck of Many More Things|DMTCRG}"],["{@card Knight|Deck of Many More Things|DMTCRG}","{@card Warrior|Deck of Many More Things|DMTCRG}"],["{@card Lance|Deck of Many More Things|DMTCRG}","{@card Well|Deck of Many More Things|DMTCRG}"]]}],"chapter":{"name":"Adventure Spreads","index":2}}]} \ No newline at end of file +{"table":[{"page":5,"caption":"Snout of Omgar Encounters","colLabels":["Encounter","Land","Water"],"colStyles":["col-6","col-3 text-center","col-3 text-center"],"rows":[["{@area Almiraj|008|x}","01-05","—"],["{@area Axe beaks|009|x}","06-10","—"],["{@area Baboons|00a|x}","11-15","—"],["{@area Blood hawks|00b|x}","16-20","—"],["{@area Cannibals|00c|x}","21-25","01-15"],["{@area Chwinga|00d|x}","26-30","—"],["{@area Dimetrodons|00e|x}","31-35","—"],["{@area Dolphins|00f|x}","—","16-30"],["{@area Eblis|010|x}","36-40","—"],["{@area Flail snail|011|x}","41-45","—"],["{@area Flying snakes|012|x}","46-50","31-40"],["{@area Geonids|013|x}","51-55","—"],["{@area Giant lizards|014|x}","56-60","—"],["{@area Giant snapping turtle|015|x}","61-65","41-50"],["{@area Jaculis|016|x}","66-70","—"],["{@area Marine Decapus|017|x}","—","51-60"],["{@area Plesiosaurus|018|x}","—","61-75"],["{@area Pteranodons|019|x}","71-75","76-85"],["{@area Reef sharks|01a|x}","—","86-00"],["{@area Stirges|01b|x}","76-80","—"],["{@area Topis|01c|x}","81-85","—"],["{@area Tortle|01d|x}","86-00","—"]],"name":"Random Encounters; Snout of Omgar Encounters","source":"TTP","chapter":{"name":"Exploring the Island","index":2}},{"caption":"Wilderness Encounters","colLabels":["d10","Encounter"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A pack of {@creature Sprite||Sprites} pester the party, playing tricks and attempting to steal small items until the characters leave their territory. If they are treated with deference, the sprites might help the characters find the correct path and hurry them along. If assaulted in any way, fifteen {@creature Sprite||Sprites} riding {@creature Stirge||Stirges} attack. (The sprites' invisibility extends to the stirges as well while they are mounted.)"],["2","The path leads into a lonely grove that serves as the grave of a former dryad queen. If appropriate respects are paid, the characters have a {@chance 50|50 percent} chance to receive a supernatural gift (see {@book chapter 7|DMG|7|Supernatural Gifts} of the {@book Dungeon Master's Guide|DMG})—a charm that allows a character to cast the {@spell Galder's Tower|LLK|Galder's tower} spell (see {@adventure appendix E|LLK|7}) once as an action."],["3","A {@creature Treant} and a {@creature Stone Golem} were magically locked together during an ancient battle. Over the centuries since, fey gardeners have turned the two into a temple. Characters who explore the temple might inadvertently help the treant or the golem finally overcome its foe."],["4","A leprechaun (use {@creature Quickling|VGM} statistics from {@book Volo's Guide to Monsters|VGM}) crosses the characters' path. If successfully caught without being killed, the creature negotiates its release with the location of its hidden treasure: 1,000 gp in brightly polished coins."],["5","Gathering firewood results in a visit from an angered undead {@creature Treant}. (Use normal statistics, but the creature has the undead type and cannot use its Animate Trees feature). The treant collects all such fallen branches to take to a hidden graveyard of treant remains, and it angrily attacks any characters who get in its way."],["6–7","Some strange creature has wandered down from the Monastery of the Distressed Body. Such creatures might include an ancient security construct gone mad (use {@creature Oaken Bolter|MTF} statistics from {@book Mordenkainen's Tome of Foes|MTF}) or a {@creature Gibbering Mouther} with a mechanical skull housing its central brain."],["8–10","The characters come across a group of roving outlaws (five to ten {@creature Thug||Thugs} led by a {@creature Bandit Captain}), who are heading to the monastery to join its ranks. They possess rumors and fragments of a map, and are keen to steal the characters' resources—especially if {@creature Gearbox|LLK} the modron is present."]],"name":"Wilderness Encounters","page":32,"source":"LLK","chapter":{"name":"Random Encounters","ordinal":{"type":"appendix","identifier":"A"},"index":4}},{"caption":"Cavern Encounters","colLabels":["d10","Encounter"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A {@creature Xorn} and an {@creature Umber Hulk} hunt as a team, with the umber hulk working to herd characters toward its partner. Alternatively, the xorn and the umber hulk are rivals, with the characters caught in the middle."],["2","A small war machine built at the monastery has been claimed by three kobolds, which use it to attack any potential threats. Use the statistics for the {@creature Oaken Bolter|MTF} (from {@book Mordenkainen's Tome of Foes|MTF}) and the {@creature Kobold Inventor|VGM} (from {@book Volo's Guide to Monsters|VGM})."],["3","The characters' tunnel route leads through the lair of a {@creature Froghemoth|VGM} or some other exotic monstrosity escaped from another planar craft that crashed into the Barrier Peaks long ago."],["4","A {@creature Galeb Duhr} serves as a kind of door between passageways. Negotiating with it successfully allows access to a secret tunnel that cuts days off the characters' journey."],["5","Roving outlaws (five to ten {@creature Thug||Thugs} led by a {@creature Bandit Captain}) heading to the monastery to join its ranks are hopelessly lost in the tunnels. In gratitude for being rescued, they offer to help the characters in their quest, but betray them at the first opportunity."],["6–7","Six prisoners ({@creature Commoner||Commoners}) escaping from the monastery look to the characters for aid. They are pursued by monks (five {@creature Cultist||Cultists} led by a {@creature Cult Fanatic}). If the prisoners are aided, they can supply some knowledge of the monastery before making their own way safely out of the mountains."],["8–10","A monastery work party—six humanoid prisoners ({@creature Commoner||Commoners}) watched by five {@creature Cultist||Cultists} and a {@creature Cult Fanatic}—is seen collecting ore to fuel the monastery's engines. If the prisoners are rescued, they can supply some knowledge of the monastery before fleeing the mountains."]],"name":"Cavern Encounters","page":33,"source":"LLK","chapter":{"name":"Random Encounters","ordinal":{"type":"appendix","identifier":"A"},"index":4}},{"caption":"Mountain Encounters","colLabels":["d10","Encounter"],"colStyles":["text-center col-2","col-10"],"rows":[["1–2","A party of monks (five {@creature Cultist||Cultists} led by a {@creature Cult Fanatic}) either survived the characters' assault on the Monastery of the Distressed Body or were away from the monastery and returned to find it routed. They pursue the characters—to try to convince them to take on leadership of the monastery."],["3","A party of surviving monks (five {@creature Cultist||Cultists}) pursues the characters in revenge, led by an escaped {@creature Brain in a jar|LLK} using cobbled-together mechanical gear for mobility. (If the Grand Master was defeated and its brain survived any encounter in the treasury (area M10), that brain now leads this group.)"],["4","The characters discover signs of past expeditions to the Barrier Peaks—the remains of travelers crushed by fallen rocks. If searched, the bodies might still possess useful gear or fragmentary maps showing the layout of Daoine Gloine. But a close inspection shows that some bodies have had part of their flesh melted away (from encounters with wandering ooze-folk)."],["5","A {@creature Galeb Duhr} (sibling to the one in the monastery tunnels) blocks a key route into the lost city of Daoine Gloine. A character must succeed on a DC 14 Charisma ({@skill Persuasion}) check for the party to pass. But these galeb duhr have an instinctive knowledge of each other, granting advantage or disadvantage on the check depending on how the other galeb duhr was treated. If the other galeb duhr was killed, this one attacks as soon as the characters are recognized."],["6–7","A wandering {@creature Ooze-Folk|LLK} appears, having accidentally trekked out of the city."],["8–10","An isolated village clings to the mountainside, populated by {@creature Kenku} descended from Daoine Gloine refugees who fled the city when it was flooded with ooze. The kenku still remember ancient legends their forebears told about a cult of the medusa, as well as Kwalish's arrival and the \"plague of ooze.\" However, their ability to speak only in mimicry might make it challenging for the characters to communicate with them. In the course of the conversation, the kenku might mimic the sounds of destruction and screaming heard as the city was overwhelmed, relay the mad ranting of the medusa, and so forth. They might even repeat the words of Kwalish himself as he talks of his extradimensional experiments with glass baubles, and his efforts to hide his lab inside of one."]],"name":"Mountain Encounters","page":33,"source":"LLK","chapter":{"name":"Random Encounters","ordinal":{"type":"appendix","identifier":"A"},"index":4}},{"caption":"Stagefright's Lines","page":250,"colLabels":["1d80","Line"],"colStyles":["col-1 text-center","col-11 text-center"],"rows":[[1,"Did you speak? I thought 'twas the braying of an ass."],[2,"Not even otyughs would dine on this."],[3,"Am I to make pie from these crumbs?"],[4,"Are you the lord here? I bring dark tidings from afar."],[5,"You would make a mistress of the moon, if it shone on you."],[6,"You have lit my lantern wick, that's for sure! I am aflame."],[7,"You! Fetch my steed!"],[8,"'Tis said that in Veluna they eat such things."],[9,"Careful, whelp. Far greater than thou hath perished for less."],[10,"Hold on to thy seat. This trail has more bumps to come!"],[11,"I feel I have inherited much from this meeting."],[12,"Stop saying that! Are you a fool?"],[13,"From this wound I shall not recover. You have slain me."],[14,"Let us dance in the whistling wind!"],[15,"You dare speak of this, rascal?"],[16,"On the contrary, I acknowledge all your faults."],[17,"My liege, he's dead."],[18,"It seems we are in a bit of a pickle."],[19,"No, master! He turned to stone."],[20,"But I am your son!"],[21,"Murder! Oh, murder!"],[22,"Hurts, doesn't it?"],[23,"This portends an unpleasant day."],[24,"What manner of ghoul is this I see before me?"],[25,"Knaves, footpads, and liars. I am in good company!"],[26,"Even a beholder wouldn't have seen that one coming!"],[27,"This truly is the worst outcome."],[28,"Tomorrow, at sunrise, I shall no longer be here."],[29,"Hurry! 'Tis best I die quickly."],[30,"Lend me your hand. There is something I must show you."],[31,"I would not wish you upon a toad."],[32,"You beastly little imp!"],[33,"Oh, let us make merry again soon!"],[34,"Night comes, and we must away!"],[35,"I smell a foul wind."],[36,"Tomorrow should dawn merrier."],[37,"My hope is shriveled like a grape. Let us make wine of it!"],[38,"Tell me what I must do."],[39,"Speak only good news! My mood is leaden."],[40,"I think I'll hide in the chimney."],[41,"Enough! I shall not be kicked by any mule!"],[42,"An unnecessary footnote, you are."],[43,"I would tear the world in two for a quaff."],[44,"How now, friend. Why the long face?"],[45,"I shall make a banquet of your dreams."],[46,"Hush, my sweet dumpling."],[47,"We danced too long; now all the music is gone."],[48,"Such humor. I can barely hold my sides."],[49,"Who goes there, on this woebegone, rain-lashed night?"],[50,"The words catch in my throat. I cannot speak them!"],[51,"That is a goatish look you have upon your face."],[52,"Is that a hoot or a growl? It chills my blood!"],[53,"A tailor could not sew a finer lie."],[54,"Silence, piglet! You have squealed enough."],[55,"This dream shall soon end."],[56,"As for this one: let your sword speak."],[57,"A runt has no place among giants."],[58,"Perhaps I shall have that drink, after all."],[59,"Awake! The time is upon us."],[60,"Strange bedfellows, these ones."],[61,"I have a wicked thought, if you will hear it."],[62,"Well, here is a serpent!"],[63,"Two truths told. A lie is sure to follow."],[64,"I warn you: my patience has sunk."],[65,"It seems I am betrayed."],[66,"Have you met my husband?"],[67,"Bar the door! They're here!"],[68,"Let me answer this one."],[69,"I shall not rest 'til the deed is done."],[70,"My enemies are dead, yet I hunger still."],[71,"This is no night for joy."],[72,"See, 'twas I all along!"],[73,"Here's some gristle to chew upon."],[74,"I feel like a giant stepped on my head."],[75,"All is lost! No prayer can save us now!"],[76,"Oh, for a sword!"],[77,"What malice are you planning?"],[78,"What fresh horror is this?"],[79,"Something stirs below."],[80,"See! I blush red as a radish."]],"name":"Stagefright's Lines","source":"WBtW","chapter":{"name":"Stagefright's Lines","ordinal":{"type":"appendix","identifier":"E"},"index":10}},{"caption":"Summoned Underlings","colLabels":["Archdevil","Underlings Summoned"],"colStyles":["col-6","col-6"],"rows":[["{@creature Asmodeus|CoA}","Any devil, including another archdevil"],["{@creature Baalzebul|CoA}","{@dice 1d6} allied {@creature horned devil||horned devils}, {@dice 1d4} allied {@creature ice devil||ice devils}, or 1 allied {@creature pit fiend}"],["{@creature Bel|CoA}","{@dice 1d6} {@creature bearded devil||bearded devils}"],["{@creature Belial|CoA}","{@dice 1d2} {@creature bone devil||bone devils}"],["{@creature Dispater|CoA}","1 {@creature pit fiend}"],["{@creature Fierna|CoA}","{@dice 1d6} {@creature bearded devil||bearded devils}"],["{@creature Glasya|CoA}","{@dice 1d2} {@creature erinyes}"],["{@creature Levistus|CoA}","1 {@creature pit fiend}"],["{@creature Mammon|CoA}","{@dice 1d2} {@creature bone devil||bone devils}"],["{@creature Mephistopheles|CoA}","{@dice 1d4} {@creature ice devil||ice devils}"],["{@creature Zariel|CoA}","{@dice 1d6} {@creature bearded devil||bearded devils}"]],"name":"Archdevil Lair Action List; Summoned Underlings","page":214,"source":"CoA","chapter":{"name":"Lords of the Nine","ordinal":{"type":"appendix","identifier":"A"},"index":13}},{"caption":"Ability Score Point Cost","basicRules":true,"srd":true,"colLabels":["Score","Cost","Score","Cost"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["8","0","12","4"],["9","1","13","5"],["10","2","14","7"],["11","3","15","9"]],"name":"Variant: Customizing Ability Scores; Ability Score Point Cost","page":13,"source":"PHB","chapter":{"name":"Step-by-Step Characters","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Ability Scores and Modifiers","srd":true,"basicRules":true,"colLabels":["Score","Modifier","Score","Modifier"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["1","-5","16-17","+3"],["2-3","-4","18-19","+4"],["4-5","-3","20-21","+5"],["6-7","-2","22-23","+6"],["8-9","-1","24-25","+7"],["10-11","+0","26-27","+8"],["12-13","+1","28-29","+9"],["14-15","+2","30","+10"]],"name":"Variant: Customizing Ability Scores; Ability Scores and Modifiers","page":13,"source":"PHB","chapter":{"name":"Step-by-Step Characters","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Character Advancement","srd":true,"basicRules":true,"colLabels":["Experience Points","Level","Proficiency Bonus"],"colStyles":["col-4 text-center","col-4 text-center","col-4 text-center"],"rows":[["0","1","+2"],["300","2","+2"],["900","3","+2"],["2,700","4","+2"],["6,500","5","+3"],["14,000","6","+3"],["23,000","7","+3"],["34,000","8","+3"],["48,000","9","+4"],["64,000","10","+4"],["85,000","11","+4"],["100,000","12","+4"],["120,000","13","+5"],["140,000","14","+5"],["165,000","15","+5"],["195,000","16","+5"],["225,000","17","+6"],["265,000","18","+6"],["305,000","19","+6"],["355,000","20","+6"]],"name":"Beyond 1st Level; Character Advancement","page":15,"source":"PHB","chapter":{"name":"Step-by-Step Characters","ordinal":{"type":"chapter","identifier":1},"index":1}},{"basicRules":true,"colLabels":["Class","Description","Hit Die","Primary Ability","Saving Throw Proficiencies","Armor and Weapon Proficiencies"],"colStyles":["col-1","col-4","col-1 text-center","col-1","col-1","col-4"],"rows":[["{@class Barbarian}","A fierce warrior of primitive background who can enter a battle rage","d12","Strength","Strength & Constitution","Light and medium armor, shields, simple and martial weapons"],["{@class Bard}","An inspiring magician whose power echoes the music of creation","d8","Charisma","Dexterity & Charisma","Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords"],["{@class Cleric}","A priestly champion who wields divine magic in service of a higher power","d8","Wisdom","Wisdom & Charisma","Light and medium armor, shields, simple weapons"],["{@class Druid}","A priest of the Old Faith, wielding the powers of nature—moonlight and plant growth, fire and lightning—and adapting animal forms","d8","Wisdom","Intelligence & Wisdom","Light and medium armor (nonmetal), shields (nonmetal), clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears"],["{@class Fighter}","A master of martial combat, skilled with a variety of weapons and armor","d10","Strength or Dexterity","Strength & Constitution","All armor, shields, simple and martial weapons"],["{@class Monk}","A master of martial arts harnessing the power of the body in pursuit of physical and spiritual perfection","d8","Dexterity & Wisdom","Strength & Wisdom","Simple weapons, shortswords"],["{@class Paladin}","A holy warrior bound to a sacred oath","d10","Strength & Charisma","Wisdom & Charisma","All armor, shields, simple and martial weapons"],["{@class Ranger}","A warrior who uses martial prowess and nature magic to combat threats on the edges of civilization","d10","Dexterity & Wisdom","Strength & Dexterity","Light and medium armor, shields, simple and martial weapons"],["{@class Rogue}","A scoundrel who uses stealth and trickery to overcome obstacles and enemies","d8","Dexterity","Dexterity & Intelligence","Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords"],["{@class Sorcerer}","A spellcaster who draws on inherent magic from a gift or bloodline","d6","Charisma","Constitution & Charisma","Daggers, darts, slings, quarterstaffs, light crossbows"],["{@class Warlock}","A wielder of magic that is derived from a bargain with an extraplanar entity","d8","Charisma","Wisdom & Charisma","Light armor, simple weapons"],["{@class Wizard}","A scholarly magic-user capable of manipulating the structures of reality","d6","Intelligence","Intelligence & Wisdom","Daggers, darts, slings, quarterstaffs, light crossbows"]],"name":"Classes","page":45,"source":"PHB","chapter":{"name":"Classes","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Random Height and Weight","basicRules":true,"colLabels":["Race","Base Height","Height Modifier","Base Weight","Weight Modifier"],"colStyles":["col-4","col-2","col-2","col-2","col-2"],"rows":[["{@race Human}","4'8\"","+{@dice 2d10}","110 lb.","× ({@dice 2d4}) lb."],["{@race Dwarf (hill)}","3'8\"","+{@dice 2d4}","115 lb.","× ({@dice 2d6}) lb."],["{@race Dwarf (mountain)}","4'","+{@dice 2d4}","130 lb.","× ({@dice 2d6}) lb."],["{@race Elf (high)}","4'6\"","+{@dice 2d10}","90 lb.","× ({@dice 1d4}) lb."],["{@race Elf (wood)}","4'6\"","+{@dice 2d10}","100 lb.","× ({@dice 1d4}) lb."],["{@race Elf (drow)}","4'5\"","+{@dice 2d6}","75 lb.","× ({@dice 1d6}) lb."],["{@race Halfling}","2'7\"","+{@dice 2d4}","35 lb.","× 1 lb"],["{@race Dragonborn}","5'6\"","+{@dice 2d8}","175 lb.","× ({@dice 2d6}) lb."],["{@race Gnome}","2' 11\"","+{@dice 2d4}","35 lb.","× 1 lb."],["{@race Half-elf}","4'9\"","+{@dice 2d8}","110 lb.","× ({@dice 2d4}) lb."],["{@race Half-orc}","4'10\"","+{@dice 2d10}","140 lb.","× ({@dice 2d6}) lb."],["{@race Tiefling}","4 '9\"","+{@dice 2d8}","110 lb.","× ({@dice 2d4}) lb."]],"name":"Random Height and Weight","page":121,"source":"PHB","chapter":{"name":"Personality and Background","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Standard Languages","srd":true,"basicRules":true,"colLabels":["Language","Typical Speakers","Script"],"colStyles":["col-4","col-4","col-4"],"rows":[["Common","Humans","Common"],["Dwarvish","Dwarves","Dwarvish"],["Elvish","Elves","Elvish"],["Giant","Ogres, giants","Dwarvish"],["Gnomish","Gnomes","Dwarvish"],["Goblin","Goblinoids","Dwarvish"],["Halfling","Halflings","Common"],["Orc","Orcs","Dwarvish"]],"name":"Standard Languages","page":123,"source":"PHB","chapter":{"name":"Personality and Background","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Exotic Languages","basicRules":true,"srd":true,"colLabels":["Language","Typical Speakers","Script"],"colStyles":["col-4","col-4","col-4"],"rows":[["Abyssal","Demons","Infernal"],["Celestial","Celestials","Celestial"],["Draconic","Dragons, dragonborn","Draconic"],["Deep Speech","Mind Flayers, beholders","—"],["Infernal","Devils","Infernal"],["Primordial","Elementals","Dwarvish"],["Sylvan","Fey creatures","Elvish"],["Undercommon","Underdark traders","Elvish"]],"name":"Exotic Languages","page":123,"source":"PHB","chapter":{"name":"Personality and Background","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Starting Wealth by 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Sorcerer}","Charisma 13"],["{@class Warlock}","Charisma 13"],["{@class Wizard}","Intelligence 13"]],"name":"Multiclassing Prerequisites","page":163,"source":"PHB","chapter":{"name":"Customization Options","ordinal":{"type":"chapter","identifier":6},"index":6}},{"caption":"Multiclassing Proficiencies","srd":true,"colLabels":["Class","Proficiencies Gained"],"colStyles":["col-2","col-10"],"rows":[["{@class Barbarian}","Shields, simple weapons, martial weapons"],["{@class Bard}","Light armor, one skill of your choice, one musical instrument of your choice"],["{@class Cleric}","Light armor, medium armor, shields"],["{@class Druid}","Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)"],["{@class Fighter}","Light armor, medium armor, shields, simple weapons, martial weapons"],["{@class Monk}","Simple weapons, shortswords"],["{@class Paladin}","Light armor, medium armor, shields, simple weapons, martial weapons"],["{@class Ranger}","Light armor, medium 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Modifiers","basicRules":true,"srd":true,"colLabels":["Score","Modifier","Score","Modifier"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["1","-5","16-17","+3"],["2-3","-4","18-19","+4"],["4-5","-3","20-21","+5"],["6-7","-2","22-23","+6"],["8-9","-1","24-25","+7"],["10-11","+0","26-27","+8"],["12-13","+1","28-29","+9"],["14-15","+2","30","+10"]],"name":"Ability Scores and Modifiers","page":173,"source":"PHB","chapter":{"name":"Using Ability Scores","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Typical Difficulty Classes","basicRules":true,"srd":true,"colLabels":["Task Difficulty","DC"],"colStyles":["col-9","col-3 text-center"],"rows":[["Very easy","5"],["Easy","10"],["Medium","15"],["Hard","20"],["Very hard","25"],["Nearly impossible","30"]],"name":"Ability Checks; Typical Difficulty Classes","page":174,"source":"PHB","chapter":{"name":"Using Ability 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penalty to passive Wisdom ({@skill Perception}) scores"],["Normal","300 feet","3 miles","24 miles","-"],["Slow","200 feet","2 miles","18 miles","Able to use stealth"]],"name":"Travel Pace","page":181,"source":"PHB","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Size Categories","basicRules":true,"srd":true,"colLabels":["Size","Space"],"colStyles":["col-6","col-6"],"rows":[["Tiny","2½ by 2½ ft."],["Small","5 by 5 ft."],["Medium","5 by 5 ft."],["Large","10 by 10 ft."],["Huge","15 by 15 ft."],["Gargantuan","20 by 20 ft. or larger"]],"name":"Creature Size; Size Categories","page":191,"source":"PHB","chapter":{"name":"Combat","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Deities of the Forgotten Realms","basicRules":true,"colLabels":["Deity","Alignment","Suggested Domains","Symbol"],"colStyles":["col-3","col-1 text-center","col-3","col-5"],"rows":[["{@deity Auril}, goddess of winter","NE","Nature, 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endurance","LG","Life","Hands bound at the wrist with red cord"],["{@deity Kelemvor}, god of the dead","LN","Death","Upright skeletal arm holding balanced scales"],["{@deity Lathander}, god of birth and renewal","NG","Life, Light","Road traveling into a sunrise"],["{@deity Leira}, goddess of illusion","CN","Trickery","Point-down triangle containing a swirl of mist"],["{@deity Lliira}, goddess of joy","CG","Life","Triangle of three six-pointed stars"],["{@deity Loviatar}, goddess of pain","LE","Death","Nine-tailed barbed scourge"],["{@deity Malar}, god of the hunt","CE","Nature","Clawed paw"],["{@deity Mask}, god of thieves","CN","Trickery","Black mask"],["{@deity Mielikki}, goddess of forests","NG","Nature","Unicorn's head"],["{@deity Milil}, god of poetry and song","NG","Light","Five-stringed harp made of leaves"],["{@deity Myrkul}, god of death","NE","Death","White human skull"],["{@deity Mystra}, goddess of magic","NG","Knowledge","Circle of seven stars, or nine stars encircling a flowing red mist, or a single star"],["{@deity Oghma}, god of knowledge","N","Knowledge","Blank scroll"],["{@deity Savras}, god of divination and fate","LN","Knowledge","Crystal ball containing many kinds of eyes"],["{@deity Selûne}, goddess of the moon","CG","Knowledge, Life","Pair of eyes surrounded by seven stars"],["{@deity Shar}, goddess of darkness and loss","NE","Death, Trickery","Black disk encircled with a border"],["{@deity Silvanus}, god of wild nature","N","Nature","Oak leaf"],["{@deity Sune}, goddess of love and beauty","CG","Life, Light","Face of a beautiful red-haired woman"],["{@deity Talona}, goddess of disease and poison","CE","Death","Three teardrops on a triangle"],["{@deity Talos}, god of storms","CE","Tempest","Three lightning bolts radiating from a central point"],["{@deity Tempus}, god of war","N","War","Upright flaming sword"],["{@deity Torm}, god of courage and self-sacrifice","LG","War","White right gauntlet"],["{@deity Tymora}, goddess of good 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Obad-Hai|Greyhawk}, god of nature","N","Nature","Oak leaf and acorn"],["{@deity Olidammara|Greyhawk}, god of revelry","CN","Trickery","Laughing mask"],["{@deity Pelor|Greyhawk}, god of the sun and healing","NG","Life, Light","Sun"],["{@deity Pholtus|Greyhawk}, god of light and law","LG","Light","Silver sun or full moon partially eclipsed by a smaller crescent moon"],["{@deity Ralishaz|Greyhawk}, god of ill luck and insanity","CN","Trickery","Three bone fate-casting sticks"],["{@deity Rao|Greyhawk}, god of peace and reason","LG","Knowledge","White heart"],["{@deity St. Cuthbert|Greyhawk}, god of common sense and zeal","LN","Knowledge","Circle at the center of a starburst of lines"],["{@deity Tharizdun|Greyhawk}, god of eternal darkness","CE","Trickery","Dark spiral or inverted ziggurat"],["{@deity Trithereon|Greyhawk}, god of liberty and retribution","CG","War","Triskelion"],["{@deity Ulaa|Greyhawk}, goddess of hills and mountains","LG","Life, War","Mountain with a circle at its heart"],["{@deity Vecna|Greyhawk}, god of evil secrets","NE","Knowledge","Hand with eye in the palm"],["{@deity Wee Jas|Greyhawk}, goddess of magic and death","LN","Death, Knowledge","Red skull in front of fireball"]],"name":"Deities of Greyhawk","page":293,"source":"PHB","chapter":{"name":"Gods of the Multiverse","ordinal":{"type":"appendix","identifier":"B"},"index":13}},{"caption":"Deities of Dragonlance: Good","colLabels":["The Gods of Good","Alignment","Suggested Domains","Symbol"],"colStyles":["col-3","col-1 text-center","col-3","col-5"],"rows":[["{@deity Paladine|dragonlance}, god of rulers and guardians","LG","War","Silver triangle"],["{@deity Branchala|dragonlance}, god of music","NG","Light","Bard's harp"],["{@deity Habbakuk|dragonlance}, god of animal life and the sea","NG","Nature, Tempest","Blue bird"],["{@deity Kiri-Jolith|dragonlance}, god of honor and war","LG","War","Bison's horns"],["{@deity Majere|dragonlance}, god of meditation and order","LG","Knowledge","Copper spider"],["{@deity Mishakal|dragonlance}, goddess of healing","LG","Knowledge, Life","Blue infinity sign"],["{@deity Solinari|dragonlance}, god of good magic","LG","no clerics","White circle or sphere"]],"name":"Deities of Dragonlance: Good","page":293,"source":"PHB","chapter":{"name":"Gods of the Multiverse","ordinal":{"type":"appendix","identifier":"B"},"index":13}},{"caption":"Deities of Dragonlance: Neutral","colLabels":["The Gods of Neutrality","Alignment","Suggested Domains","Symbol"],"colStyles":["col-3","col-1 text-center","col-3","col-5"],"rows":[["{@deity Gilean|dragonlance}, god of knowledge","N","Knowledge","Open book"],["{@deity Chislev|dragonlance}, goddess of nature","N","Nature","Feather"],["{@deity Reorx|dragonlance}, god of craft","N","Knowledge","Forging hammer"],["{@deity Shinare|dragonlance}, goddess of wealth and trade","N","Knowledge, Trickery","Griffon's wing"],["{@deity Sirrion|dragonlance}, god of fire and change","N","Nature","Multi-colored fire"],["{@deity 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alien spacecraft)"],["8","People (race, tribe, lost civilization, colony)"],["9","Plant (miracle herb, fungal parasite, sentient plant)"],["10","Resource or wealth (gold, gems, mithral)"]],"name":"Discovery, Expansion, Invention; Discoveries","page":31,"source":"DMG","chapter":{"name":"A World of Your Own","ordinal":{"type":"chapter","identifier":1},"index":1}},{"colLabels":["Month","Name","Common Name"],"colStyles":["col-4 text-center","col-4","col-4"],"rows":[["1","Hammer","Deepwinter"],["","Annual holiday: Midwinter",""],["2","Alturiak","The Claw of Winter"],["3","Ches","The Claw of the Sunsets"],["4","Tarsakh","The Claw of the Storms"],["","Annual holiday: Greengrass",""],["5","Mirtul","The Melting"],["6","Kythorn","The Time of Flowers"],["7","Flamerule","Summertide"],["","Annual holiday: Midsummer",""],["","Quadrennial holiday: Shieldmeet",""],["8","Eleasias","Highsun"],["9","Eleint","The Fading"],["","Annual holiday: Highharvesttide",""],["10","Marpenoth","Leaffall"],["11","Uktar","The Rotting"],["","Annual holiday: The Feast of the Moon",""],["12","Nightal","The Drawing Down"]],"name":"The Calendar of Harptos","page":33,"source":"DMG","chapter":{"name":"A World of Your Own","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Starting Equipment","colLabels":["Character Level","Low Magic Campaign","Standard Campaign","High Magic Campaign"],"colStyles":["col-2 text-center","col-3","col-3","col-4"],"rows":[["1st-4th","Normal starting equipment","Normal starting equipment","Normal starting equipment"],["5th-10th","500 gp plus {@dice 1d10 × 25} gp, normal starting equipment","500 gp plus {@dice 1d10 × 25} gp, normal starting equipment","500 gp plus {@dice 1d10 × 25} gp, one uncommon magic item, normal starting equipment"],["11th-16th","5,000 gp plus {@dice 1d10 × 250} gp, one uncommon magic item, normal starting equipment","5,000 gp plus {@dice 1d10 × 250} gp, two uncommon magic items, normal starting equipment","5,000 gp plus {@dice 1d10 × 250} gp, three uncommon magic items, one rare item, normal starting equipment"],["17th-20th","20,000 gp plus {@dice 1d10 × 250} gp, two uncommon magic items, normal starting equipment","20,000 gp plus {@dice 1d10 × 250} gp, two uncommon magic items, one rare item, normal starting equipment","20,000 gp plus {@dice 1d10 × 250} gp, three uncommon magic items, two rare items, one very rare item, normal starting equipment"]],"name":"Starting at Higher Level; Starting Equipment","page":38,"source":"DMG","chapter":{"name":"A World of Your Own","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Wuxia Weapon Names","colLabels":["Weapon","Other Names (Culture)"],"colStyles":["col-4","col-8"],"rows":[["Battleaxe","fu (China), masakari (Japan)"],["Club","bian (China), tonfa (Japan)"],["Dagger","bishou, tamo (China), kozuka, tanto (Japan)"],["Dart","shuriken (Japan)"],["Flail","nunchaku (Japan)"],["Glaive","guandao (China), bisento, naginata (Japan)"],["Greatclub","tetsubo (Japan)"],["Greatsword","changdao (China), nodachi (Japan)"],["Halberd","ji (China), kamayari (Japan)"],["Handaxe","ono (Japan)"],["Javelin","mau (China), uchi-ne (Japan)"],["Lance","umayari (Japan)"],["Longbow","daikyu (Japan)"],["Longsword","jian (China), katana (Japan)"],["Mace","chui (China), kanabo (Japan)"],["Pike","mao (China), nagaeyari (Japan)"],["Quarterstaff","gun (China), bo (Japan)"],["Scimitar","liuyedao (China), wakizashi (Japan)"],["Shortbow","hankyu (Japan)"],["Shortsword","shuangdao (China)"],["Sickle","kama (Japan)"],["Spear","qiang (China), yari (Japan)"],["Trident","cha (China), magariyari (Japan)"],["Warpick","fang (China), kuwa (Japan)"]],"name":"Wuxia Weapon Names","page":41,"source":"DMG","chapter":{"name":"A World of Your Own","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Astral Color Pools","colLabels":["d20","Plane","Pool Color"],"colStyles":["col-2 text-center","col-5","col-5"],"rows":[["1","Ysgard","Indigo"],["2","Limbo","Jet black"],["3","Pandemonium","Magenta"],["4","The Abyss","Amethyst"],["5","Carceri","Olive"],["6","Hades","Rust"],["7","Gehenna","Russet"],["8","The Nine Hells","Ruby"],["9","Acheron","Flame red"],["10","Mechanus","Diamond blue"],["11","Arcadia","Saffron"],["12","Mount Celestia","Gold"],["13","Bytopia","Amber"],["14","Elysium","Orange"],["15","The Beastlands","Emerald green"],["16","Arborea","Sapphire blue"],["17","The Outlands","Leather brown"],["18","Ethereal Plane","Spiraling white"],["19-20","Material Plane","Silver"]],"name":"Astral Color Pools","page":47,"source":"DMG","chapter":{"name":"Creating a Multiverse","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ethereal Curtains","colLabels":["d8","Plane","Color of Curtain"],"colStyles":["col-2 text-center","col-5","col-5"],"rows":[["1","Material Plane","Bright turquoise"],["2","Shadowfell","Dusky gray"],["3","Feywild","Opalescent white"],["4","Plane of Air","Pale blue"],["5","Plane of Earth","Reddish-brown"],["6","Plane of Fire","Orange"],["7","Plane of Water","Green"],["8","Elemental Chaos","Swirling mix of colors"]],"name":"Deep Ethereal; Ethereal Curtains","page":48,"source":"DMG","chapter":{"name":"Creating a Multiverse","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ether Cyclones","colLabels":["d20","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-12","Extended journey"],["13-19","Blown to the Border Ethereal of a random plane (roll on the Ethereal Curtains table)"],["20","Hurled into the Astral Plane"]],"name":"Ether Cyclones","page":49,"source":"DMG","chapter":{"name":"Creating a Multiverse","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Feywild Time Warp","colLabels":["d20","Result"],"colStyles":["col-2 text-center no-wrap","col-10"],"rows":[["1-2","Days become minutes"],["3-6","Days become hours"],["7-13","No change"],["14-17","Days become weeks"],["18-19","Days become months"],["20","Days become years"]],"name":"Feywild Time Warp","page":50,"source":"DMG","chapter":{"name":"Creating a Multiverse","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Shadowfell Despair","colLabels":["d6","Effect"],"colStyles":["col-2 text-center no-wrap","col-10"],"rows":[["1-3","{@bold Apathy.} The character has disadvantage on death saving throws and on Dexterity checks for initiative, and gains the following flaw: \"I don't believe I can make a difference to anyone or anything.\""],["4-5","{@bold Dread.} The character has disadvantage on all saving throws and gains the following flaw: \"I am convinced that this place is going to kill me.\""],["6","{@bold Madness.} The character has disadvantage on ability checks and saving throws that use Intelligence, Wisdom, or Charisma, and gains the following flaw: \"I can't tell what's real anymore.\""]],"name":"Shadowfell Despair","page":52,"source":"DMG","chapter":{"name":"Creating a Multiverse","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"The Outer Planes","colLabels":["Outer Plane","Alignment"],"colStyles":["col-6","col-6"],"rows":[["Mount Celestia, the Seven Heavens of","LG"],["Bytopia, the Twin Paradises of","NG, LG"],["Elysium, the Blessed Fields of","NG"],["The Beastlands, the Wilderness of","NG, CG"],["Arborea, the Olympian Glades of","CG"],["Ysgard, the Heroic Domains of","CN, CG"],["Limbo, the Ever-Changing Chaos of","CN"],["Pandemonium, the Windswept Depths of","CN, CE"],["The Abyss, the Infinite Layers of","CE"],["Carceri, the Tarterian Depths of","NE, CE"],["Hades, the Gray Waste of","NE"],["Gehenna, the Bleak Eternity of","NE, LE"],["The Nine Hells of Baator","LE"],["Acheron, the Infinite Battlefield of","LN, LE"],["Mechanus, the Clockwork Nirvana of","LN"],["Arcadia, the Peaceable Kingdoms of","LN, LG"]],"name":"The Outer Planes","page":57,"source":"DMG","chapter":{"name":"Creating a Multiverse","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Abyssal Corruption","colLabels":["d10","Result"],"colStyles":["col-2 text-center no-wrap","col-10"],"rows":[["1-4","{@bold Treachery.} The character gains the following flaw: \"I can only achieve my goals by making sure that my companions don't achieve theirs.\""],["5-7","{@bold Bloodlust.} The character gains the following flaw: \"I enjoy killing for its own sake, and once I start, it's hard to stop.\""],["8-9","{@bold Overwhelming Ambition.} The character gains the following flaw: \"I am destined to rule the Abyss, and my companions are tools to that end.\""],["10","{@bold Demonic Possession.} The character is possessed by a demonic entity until freed by {@spell dispel evil and good} or similar magic. Whenever the possessed character rolls a 1 on an attack roll, ability check, or saving throw, the demon takes control of the character and determines the character's behavior. At the end of each of the possessed character's turns, he or she can make a DC 15 Charisma saving throw. On a success, the character regains control until he or she rolls another 1."]],"name":"Optional Rule: Abyssal Corruption; Abyssal Corruption","page":62,"source":"DMG","chapter":{"name":"Creating a Multiverse","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Gate-Towns of the Outlands","colLabels":["Town","Gate Destination"],"colStyles":["col-4","col-8"],"rows":[["Excelsior","The Seven Heavens of Mount Celestia"],["Tradegate","The Twin Paradises of Bytopia"],["Ecstasy","The Blessed Fields of Elysium"],["Faunel","The Wilderness of the Beastlands"],["Sylvania","The Olympian Glades of Arborea"],["Glorium","The Heroic Domains of Ysgard"],["Xaos","The Ever-Changing Chaos of Limbo"],["Bedlam","The Windswept Depths of Pandemonium"],["Plague-Mort","The Infinite Layers of the Abyss"],["Curst","The Tarterian Depths of Carceri"],["Hopeless","The Gray Waste of Hades"],["Torch","The Bleak Eternity of Gehenna"],["Ribcage","The Nine Hells of Baator"],["Rigus","The Infinite Battlefield of Acheron"],["Automata","The Clockwork Nirvana of Mechanus"],["Fortitude","The Peaceable Kingdoms of Arcadia"]],"name":"The Outlands and Sigil; Gate-Towns of the Outlands","page":67,"source":"DMG","chapter":{"name":"Creating a Multiverse","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Dungeon Goals","colLabels":["d20","Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Stop the dungeon's monstrous inhabitants from raiding the surface world."],["2","Foil a villain's evil scheme."],["3","Destroy a magical threat inside the dungeon."],["4","Acquire treasure."],["5","Find a particular item for a specific purpose."],["6","Retrieve a stolen item hidden in the dungeon."],["7","Find information needed for a special purpose."],["8","Rescue a captive."],["9","Discover the fate of a previous adventuring party."],["10","Find an NPC who disappeared in the area."],["11","Slay a dragon or some other challenging monster."],["12","Discover the nature and origin of a strange location or phenomenon."],["13","Pursue fleeing foes taking refuge in the dungeon."],["14","Escape from captivity in the dungeon."],["15","Clear a ruin so it can be rebuilt and reoccupied."],["16","Discover why a villain is interested in the dungeon."],["17","Win a bet or complete a rite of passage by surviving in the dungeon for a certain amount of time."],["18","Parley with a villain in the dungeon."],["19","Hide from a threat outside the dungeon."],["20","Roll twice, ignoring results of 20"]],"name":"Identify the Party's Goals; Dungeon Goals","page":72,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Wilderness Goals","colLabels":["d20","Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Locate a dungeon or other site of interest (roll on the Dungeon Goals table to find out why)."],["2","Assess the scope of a natural or unnatural disaster."],["3","Escort an NPC to a destination."],["4","Arrive at a destination without being seen by the villain's forces."],["5","Stop monsters from raiding caravans and farms."],["6","Establish trade with a distant town."],["7","Protect a caravan traveling to a distant town."],["8","Map a new land."],["9","Find a place to establish a colony."],["10","Find a natural resource."],["11","Hunt a specific monster."],["12","Return home from a distant place."],["13","Obtain information from a reclusive hermit."],["14","Find an object that was lost in the wilds."],["15","Discover the fate of a missing group of explorers."],["16","Pursue fleeing foes."],["17","Assess the size of an approaching army."],["18","Escape the reign of a tyrant."],["19","Protect a wilderness site from attackers."],["20","Roll twice, ignoring results of 20."]],"name":"Identify the Party's Goals; Wilderness Goals","page":72,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Other Goals","colLabels":["d12","Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Seize control of a fortified location such as a fortress, town, or ship."],["2","Defend a location from attackers."],["3","Retrieve an object from inside a secure location in a settlement."],["4","Retrieve an object from a caravan."],["5","Salvage an object or goods from a lost vessel or caravan."],["6","Break a prisoner out of a jail or prison camp."],["7","Escape from a jail or prison camp."],["8","Successfully travel through an obstacle course to gain recognition or reward."],["9","Infiltrate a fortified location."],["10","Find the source of strange occurrences in a haunted house or other location."],["11","Interfere with the operation of a business."],["12","Rescue a character, monster, or object from a natural or unnatural disaster."]],"name":"Identify the Party's Goals; Other Goals","page":72,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Adventure Villains","colLabels":["d20","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Beast or monstrosity with no particular agenda"],["2","Aberration bent on corruption or domination"],["3","Fiend bent on corruption or destruction"],["4","Dragon bent on domination and plunder"],["5","Giant bent on plunder"],["6-7","Undead with any agenda"],["8","Fey with a mysterious goal"],["9-10","Humanoid cultist"],["11-12","Humanoid conqueror"],["13","Humanoid seeking revenge"],["14-15","Humanoid schemer seeking to rule"],["16","Humanoid criminal mastermind"],["17-18","Humanoid raider or ravager"],["19","Humanoid under a curse"],["20","Misguided humanoid zealot"]],"name":"Identify Important NPCs; Adventure Villains","page":74,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Adventure Allies","colLabels":["d12","Ally"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Skilled adventurer"],["2","Inexperienced adventurer"],["3","Enthusiastic commoner"],["4","Soldier"],["5","Priest"],["6","Sage"],["7","Revenge seeker"],["8","Raving lunatic adventurer"],["9","Celestial ally"],["10","Fey ally"],["11","Disguised monster"],["12","Villain posing as an ally"]],"name":"Identify Important NPCs; Adventure Allies","page":74,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Adventure Patrons","colLabels":["d20","Patron"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","Retired adventurer"],["3-4","Local ruler"],["5-6","Military officer"],["7-8","Temple official"],["9-10","Sage"],["11-12","Respected elder"],["13","Deity or celestial"],["14","Mysterious fey"],["15","Old friend"],["16","Former teacher"],["17","Parent or other family member"],["18","Desperate Commoner"],["19","Embattled merchant"],["20","Villain posing as a patron"]],"name":"Identify Important NPCs; Adventure Patrons","page":74,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Adventure Introduction","colLabels":["d12","Introduction"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","While traveling in the wilderness, the characters fall into a sinkhole that opens beneath their feet, dropping them into the adventure location."],["2","While traveling in the wilderness, the characters notice the entrance to the adventure location."],["3","While traveling on a road, the characters are attacked by monsters that flee into the nearby adventure location."],["4","The adventurers find a map on a dead body. In addition to the map setting up the adventure, the adventure's villain wants the map."],["5","A mysterious magic item or a cruel villain teleports the characters to the adventure location."],["6","A stranger approaches the characters in a tavern and urges them toward the adventure location."],["7","A town or village needs volunteers to go to the adventure location."],["8","An NPC the characters care about needs them to go to the adventure location."],["9","An NPC the characters must obey orders them to go to the adventure location."],["10","An NPC the characters respect asks them to go to the adventure location."],["11","One night, the characters all dream about entering the adventure location."],["12","A ghost appears and terrorizes a village. Research reveals that it can be put to rest only by entering the adventure location."]],"name":"Find the Ideal Introduction; Adventure Introduction","page":74,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Adventure Climax","colLabels":["d12","Climax"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The adventurers confront the main villain and a group of minions in a bloody battle to the finish."],["2","The adventurers chase the villain while dodging obstacles designed to thwart them, leading to a final confrontation in or outside the villain's refuge."],["3","The actions of the adventurers or the villain result in a cataclysmic event that the adventurers must escape."],["4","The adventurers race to the site where the villain is bringing a master plan to its conclusion, arriving just as that plan is about to be completed."],["5","The villain and two or three lieutenants perform separate rites in a large room. The adventurers must disrupt all the rites at the same time."],["6","An ally betrays the adventurers as they're about to achieve their goal. (Use this climax carefully, and don't overuse it.)"],["7","A portal opens to another plane of existence. Creatures on the other side spill out, forcing the adventurers to close the portal and deal with the villain at the same time."],["8","Traps, hazards, or animated objects turn against the adventurers while the main villain attacks."],["9","The dungeon begins to collapse while the adventurers face the main villain, who attempts to escape in the chaos."],["10","A threat more powerful than the adventurers appears, destroys the main villain, and then turns its attention on the characters."],["11","The adventurers must choose whether to pursue the fleeing main villain or save an NPC they care about or a group of innocents."],["12","The adventurers must discover the main villain's secret weakness before they can hope to defeat that villain."]],"name":"Consider the Ideal Climax; Adventure Climax","page":75,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Event-Based Villain Actions","colLabels":["d6","Type of Actions"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Big event"],["2","Crime spree"],["3","Growing corruption"],["4","One and done"],["5","Serial crimes"],["6","Step by step"]],"name":"Determine the Villain's Actions; Event-Based Villain Actions","page":75,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Event-Based Goals","colLabels":["d20","Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Bring the villain to justice."],["2","Clear the name of an innocent NPC."],["3","Protect or hide an NPC."],["4","Protect an object."],["5","Discover the nature and origin of a strange phenomenon that might be the villain's doing."],["6","Find a wanted fugitive."],["7","Overthrow a tyrant."],["8","Uncover a conspiracy to overthrow a ruler."],["9","Negotiate peace between enemy nations or feuding families."],["10","Secure aid from a ruler or council."],["11","Help a villain find redemption."],["12","Parley with a villain."],["13","Smuggle weapons to rebel forces."],["14","Stop a band of smugglers."],["15","Gather intelligence on an enemy force."],["16","Win a tournament."],["17","Determine the villain's identity."],["18","Locate a stolen item."],["19","Make sure a wedding goes off without a hitch."],["20","Roll twice, ignoring results of 20."]],"name":"Determine the Party's Goals; Event-Based Goals","page":76,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Framing Events","colLabels":["d100","Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-02","Anniversary of a monarch's reign"],["03-04","Anniversary of an important event"],["05-06","Arena event"],["07-08","Arrival of a caravan or ship"],["09-10","Arrival of a circus"],["11-12","Arrival of an important NPC"],["13-14","Arrival of marching modrons"],["15-16","Artistic performance"],["17-18","Athletic event"],["19-20","Birth of a child"],["21-22","Birthday of an important NPC"],["23-24","Civic festival"],["25-26","Comet appearance"],["27-28","Commemoration of a past tragedy"],["29-30","Consecration of a new temple"],["31-32","Coronation"],["33-34","Council meeting"],["35-36","Equinox or solstice"],["37-38","Execution"],["39-40","Fertility festival"],["41-42","Full moon"],["43-44","Funeral"],["45-46","Graduation of cadets or wizards"],["47-48","Harvest festival"],["49-50","Holy day"],["51-52","Investiture of a knight or other noble"],["53-54","Lunar eclipse"],["55-58","Midsummer festival"],["59-60","Midwinter festival"],["61-62","Migration of monsters"],["63-64","Monarch's ball"],["65-66","New moon"],["67-68","New year"],["69-70","Pardoning of a prisoner"],["71-72","Planar conjunction"],["73-74","Planetary alignment"],["75-76","Priestly investiture"],["77-78","Procession of ghosts"],["79-80","Remembrance for soldiers lost in war"],["81-82","Royal address or proclamation"],["83-84","Royal audience day"],["85-86","Signing of a treaty"],["87-88","Solar eclipse"],["89-91","Tournament"],["92-94","Trial"],["95-96","Violent uprising"],["97-98","Wedding or wedding anniversary"],["99-100","Concurrence of two events. (roll twice, ignoring results of 99 or 100.)"]],"name":"Framing Events","page":79,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Moral Quandaries","colLabels":["d20","Quandary"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-3","Ally quandary"],["4-6","Friend quandary"],["7-12","Honor quandary"],["13-16","Rescue quandary"],["17-20","Respect quandary"]],"name":"Moral Quandaries","page":79,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Twists","colLabels":["d10","Twist"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The adventurers are racing against other creatures with the same or opposite goal."],["2","The adventurers become responsible for the safety of a noncombatant NPC."],["3","The adventurers are prohibited from killing the villain, but the villain has no compunctions about killing them."],["4","The adventurers have a time limit."],["5","The adventurers have received false or extraneous information."],["6","Completing an adventure goal fulfills a prophecy or prevents the fulfillment of a prophecy."],["7","The adventurers have two different goals, but they can complete only one."],["8","Completing the goal secretly helps the villain."],["9","The adventurers must cooperate with a known enemy to achieve the goal."],["10","The adventurers are under magical compulsion (such as a geas spell) to complete their goal."]],"name":"Twists","page":80,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Side Quests","colLabels":["d8","Side Quest"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Find a specific item rumored to be in the area."],["2","Retrieve a stolen item in the villain's possession."],["3","Receive information from an NPC in the area."],["4","Rescue a captive."],["5","Discover the fate of a missing NPC."],["6","Slay a specific monster."],["7","Discover the nature and origin of a strange phenomenon in the area."],["8","Secure the aid of a character or creature in the area."]],"name":"Side Quests","page":81,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"XP Thresholds by Character Level","basicRules":true,"colLabels":["Character Level","Easy","Medium","Hard","Deadly"],"colStyles":["col-4 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center"],"rows":[["1st","25","50","75","100"],["2nd","50","100","150","200"],["3rd","75","150","225","400"],["4th","125","250","375","500"],["5th","250","500","750","1,100"],["6th","300","600","900","1,400"],["7th","350","750","1,100","1,700"],["8th","450","900","1,400","2,100"],["9th","550","1,100","1,600","2,400"],["10th","600","1,200","1,900","2,800"],["11th","800","1,600","2,400","3,600"],["12th","1,000","2,000","3,000","4,500"],["13th","1,100","2,200","3,400","5,100"],["14th","1,250","2,500","3,800","5,700"],["15th","1,400","2,800","4,300","6,400"],["16th","1,600","3,200","4,800","7,200"],["17th","2,000","3,900","5,900","8,800"],["18th","2,100","4,200","6,300","9,500"],["19th","2,400","4,900","7,300","10,900"],["20th","2,800","5,700","8,500","12,700"]],"name":"Combat Encounter Difficulty; XP Thresholds by Character Level","page":82,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Encounter Multipliers","basicRules":true,"colLabels":["Number of Monsters","Multiplier"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["1","×1"],["2","×1.5"],["3-6","×2"],["7-10","×2.5"],["11-14","×3"],["15 or more","×4"]],"name":"Modify Total XP for Multiple Monsters; Encounter Multipliers","page":82,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Adventuring Day XP","basicRules":true,"colLabels":["Level","Adjusted XP per Day per Character"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["1st","300"],["2nd","600"],["3rd","1,200"],["4th","1,700"],["5th","3,500"],["6th","4,000"],["7th","5,000"],["8th","6,000"],["9th","7,500"],["10th","9,000"],["11th","10,500"],["12th","11,500"],["13th","13,500"],["14th","15,000"],["15th","18,000"],["16th","20,000"],["17th","25,000"],["18th","27,000"],["19th","30,000"],["20th","40,000"]],"name":"The Adventuring Day; Adventuring Day XP","page":84,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Sylvan Forest Encounters","colLabels":["d12 + d8","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["2","1 {@creature displacer beast}"],["3","1 {@creature gnoll pack lord} and {@dice 2d4} {@creature gnoll||gnolls}"],["4","{@dice 1d4} {@creature gnoll||gnolls} and {@dice 2d4} {@creature hyena||hyenas}"],["5","A grove of burned trees. Characters searching the area and succeeding on a DC 10 Wisdom ({@skill Survival}) check find {@creature gnoll} tracks. Following the tracks for {@dice 1d4} hours leads to an encounter with {@creature gnoll||gnolls}, or the discovery of dead {@creature gnoll||gnolls} with elven arrows sticking out of their flea-ridden corpses."],["6","1 {@creature giant owl}"],["7","An ivy-covered statue of an elven deity or hero."],["8","1 {@creature dryad} (50%) or {@dice 1d4} {@creature satyr||satyrs} (50%)"],["9","{@dice 1d4} {@creature centaur||centaurs}"],["10","{@dice 2d4} {@creature scout||scouts} (elves). One {@creature scout} carries a horn and can use its action to blow it. If the horn is blown within the forest, roll on this table again. If the result indicates a monster encounter, the indicated monster or monsters arrive in {@dice 1d4} minutes. New arrivals other than {@creature gnoll||gnolls}, {@creature hyena||hyenas}, {@creature owlbear||owlbears}, and {@creature displacer beast||displacer beasts} are friendly toward the {@creature scout||scouts}."],["11","{@dice 2d4} {@creature pixie||pixies} (50%) or {@dice 2d4} {@creature sprite||sprites} (50%)"],["12","1 {@creature owlbear}"],["13","{@dice 1d4} {@creature elk||elks} (75%) or 1 {@creature giant elk} (25%)"],["14","{@dice 1d4} {@creature blink dog||blink dogs}"],["15","A magical plant with {@dice 2d4} glowing berries. A creature that ingests a berry becomes {@condition invisible} for 1 hour, or until it attacks or casts a spell. Once picked, a berry loses its magic after 12 hours. Berries regrow at midnight, but if all its berries are picked, the plant becomes nonmagical and grows no more berries."],["16","An elven tune carried on a gentle breeze"],["17","{@dice 1d4} {@creature Faerie Dragon (Orange)||orange} (75%) or {@creature Faerie Dragon (Blue)||blue} (25%) faerie dragons"],["18","1 {@creature druid} (elf). The {@creature druid} is initially indifferent toward the party but becomes friendly if the characters agree to rid the forest of its gnoll infestation."],["19","1 {@creature treant}. The {@creature treant} is friendly if the party includes one or more elves or is accompanied by a visible fey creature. The {@creature treant} is hostile if the characters are carrying open flames. Otherwise, it is indifferent and doesn't announce its presence as the characters pass by."],["20","1 {@creature unicorn}"]],"name":"Probabilities; Sylvan Forest Encounters","page":86,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"NPC Appearance","colLabels":["d20","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Distinctive jewelry: earrings, necklace, circlet, bracelets"],["2","Piercings"],["3","Flamboyant or outlandish clothes"],["4","Formal, clean clothes"],["5","Ragged, dirty clothes"],["6","Pronounced scar"],["7","Missing teeth"],["8","Missing fingers"],["9","Unusual eye color (or two different colors)"],["10","Tattoos"],["11","Birthmark"],["12","Unusual skin color"],["13","Bald"],["14","Braided beard or hair"],["15","Unusual hair color"],["16","Nervous eye twitch"],["17","Distinctive nose"],["18","Distinctive posture (crooked or rigid)"],["19","Exceptionally beautiful"],["20","Exceptionally ugly"]],"name":"NPC Appearance","page":88,"source":"DMG","chapter":{"name":"Creating Nonplayer Characters","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"NPC Abilities","colLabels":["d6","High Ability"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Strength-powerful, brawny, strong as an ox"],["2","Dexterity-lithe, agile, graceful"],["3","Constitution-hardy, hale, healthy"],["4","Intelligence-studious, learned, inquisitive"],["5","Wisdom-perceptive, spiritual, insightful"],["6","Charisma-persuasive, forceful, born leader"]],"name":"NPC Abilities","page":88,"source":"DMG","chapter":{"name":"Creating Nonplayer Characters","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"NPC Low Abilities","colLabels":["d6","Low Ability"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Strength-feeble, scrawny"],["2","Dexterity-clumsy, fumbling"],["3","Constitution-sickly, pale"],["4","Intelligence-dim-witted, slow"],["5","Wisdom-oblivious, absentminded"],["6","Charisma-dull, boring"]],"name":"NPC Low Abilities","page":88,"source":"DMG","chapter":{"name":"Creating Nonplayer Characters","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"NPC Talents","colLabels":["d20","Talent"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Plays a musical instrument"],["2","Speaks several languages fluently"],["3","Unbelievably lucky"],["4","Perfect memory"],["5","Great with animals"],["6","Great with children"],["7","Great at solving puzzles"],["8","Great at one game"],["9","Great at impersonations"],["10","Draws beautifully"],["11","Paints beautifully"],["12","Sings beautifully"],["13","Drinks everyone under the table"],["14","Expert carpenter"],["15","Expert cook"],["16","Expert dart thrower and rock skipper"],["17","Expert juggler"],["18","Skilled actor and master of disguise"],["19","Skilled dancer"],["20","Knows thieves' cant"]],"name":"NPC Talents","page":90,"source":"DMG","chapter":{"name":"Creating Nonplayer Characters","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"NPC Mannerisms","colLabels":["d20","Mannerism"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Prone to singing, whistling, or humming quietly"],["2","Speaks in rhyme or some other peculiar way"],["3","Particularly low or high voice"],["4","Speaks in an unusually formal manner"],["5","Enunciates overly clearly"],["6","Speaks loudly"],["7","Whispers"],["8","Uses flowery speech or long words"],["9","Frequently uses the wrong word"],["10","Uses colorful oaths and exclamations"],["11","Makes constant jokes or puns"],["12","Prone to predictions of doom"],["13","Fidgets"],["14","Squints"],["15","Stares into the distance"],["16","Chews something"],["17","Paces"],["18","Taps fingers"],["19","Bites fingernails"],["20","Twirls hair or tugs beard"]],"name":"NPC Mannerisms","page":90,"source":"DMG","chapter":{"name":"Creating Nonplayer Characters","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"NPC Interaction Traits","colLabels":["d12","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Argumentative"],["2","Arrogant"],["3","Blustering"],["4","Rude"],["5","Curious"],["6","Friendly"],["7","Honest"],["8","Hot tempered"],["9","Irritable"],["10","Ponderous"],["11","Quiet"],["12","Suspicious"]],"name":"Interactions with Others; NPC Interaction Traits","page":90,"source":"DMG","chapter":{"name":"Creating Nonplayer Characters","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"NPC Bonds","colLabels":["d10","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Dedicated to fulfilling a personal life goal"],["2","Protective of close family members"],["3","Protective of colleagues or compatriots"],["4","Loyal to a benefactor, patron, or employer"],["5","Captivated by a romantic interest"],["6","Drawn to a special place"],["7","Protective of a sentimental keepsake"],["8","Protective of a valuable possession"],["9","Out for revenge"],["10","Roll twice, ignoring result of 10."]],"name":"NPC Bonds","page":91,"source":"DMG","chapter":{"name":"Creating Nonplayer Characters","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"NPC Flaws and Secrets","colLabels":["d12","Flaw or Secret"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Forbidden love or susceptibility to romance"],["2","Enjoys decadent pleasures"],["3","Arrogance"],["4","Envies another creature's possessions or station"],["5","Overpowering greed"],["6","Prone to rage"],["7","Has a powerful enemy"],["8","Prone to sudden suspicion"],["9","Shameful or scandalous history"],["10","Secret crime or misdeed"],["11","Possession of forbidden lore"],["12","Foolhardy bravery"]],"name":"Flaw or Secret; NPC Flaws and Secrets","page":91,"source":"DMG","chapter":{"name":"Creating Nonplayer Characters","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Villain's Scheme","colLabels":["{@dice d8}","Objective","Scheme"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[[{"type":"cell","roll":{"exact":1}},"Immortality ({@dice d4|d4|Immortality})",""],["","1","Acquire a legendary item to prolong life"],["","2","Ascend to godhood"],["","3","Become undead or obtain a younger body"],["","4","Steal a planar creature's essence"],[{"type":"cell","roll":{"exact":2}},"Influence ({@dice d4|d4|Influence})",""],["","1","Seize a position of power or title"],["","2","Win a contest or tournament"],["","3","Win favor with a powerful individual"],["","4","Place a pawn in a position of power"],[{"type":"cell","roll":{"exact":3}},"Magic ({@dice d6|d6|Magic})",""],["","1","Obtain an ancient artifact"],["","2","Build a construct or magical device"],["","3","Carry out a deity's wishes"],["","4","Offer sacrifices to a deity"],["","5","Contact a lost deity or power"],["","6","Open a gate to another world"],[{"type":"cell","roll":{"exact":4}},"Mayhem ({@dice d6|d6|Mayhem})",""],["","1","Fulfill an apocalyptic prophecy"],["","2","Enact the vengeful will of a god or patron"],["","3","Spread a vile contagion"],["","4","Overthrow a government"],["","5","Trigger a natural disaster"],["","6","Utterly destroy a bloodline or clan"],[{"type":"cell","roll":{"exact":5}},"Passion ({@dice d4})",""],["","1","Prolong the life of a loved one"],["","2","Prove worthy of another person's love"],["","3","Raise or restore a dead loved one"],["","4","Destroy rivals for another person's affection"],[{"type":"cell","roll":{"exact":6}},"Power ({@dice d4|d4|Power})",""],["","1","Conquer a region or incite a rebellion"],["","2","Seize control of an army"],["","3","Become the power behind the throne"],["","4","Gain the favor of a ruler"],[{"type":"cell","roll":{"exact":7}},"Revenge ({@dice d4})",""],["","1","Avenge a past humiliation or insult"],["","2","Avenge a past imprisonment or injury"],["","3","Avenge the death of a loved one"],["","4","Retrieve stolen property and punish the thief"],[{"type":"cell","roll":{"exact":8}},"Wealth ({@dice d4|d4|Wealth})",""],["","1","Control natural resources or trade"],["","2","Marry into wealth"],["","3","Plunder ancient ruins"],["","4","Steal land, goods, or money"]],"name":"Villains; 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trinket|DMG|5|Found trinket}"],["13","{@book Guard harassment|DMG|5|Guard harassment}"],["14","{@book Pickpocket|DMG|5|Pickpocket}"],["15","{@book Procession|DMG|5|Procession}"],["16","{@book Protest|DMG|5|Protest}"],["17","{@book Runaway cart|DMG|5|Runaway cart}"],["18","{@book Shady transaction|DMG|5|Shady transaction}"],["19","{@book Spectacle|DMG|5|Spectacle}"],["20","{@book Urchin|DMG|5|Urchin}"]],"name":"Random Urban Encounters","page":114,"source":"DMG","chapter":{"name":"Adventure Environments","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Random Undersea Encounters","colLabels":["d12 + d8","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["2","Sunken ship covered in barnacles ({@chance 25} chance that the ship contains treasure—roll randomly on the treasure tables in chapter 7)"],["3","Sunken ship with {@creature reef shark||reef sharks} (shallow waters) or {@creature hunter shark||hunter sharks} (deep waters) circling around it ({@chance 50} chance that the ship contains treasure—roll randomly on the treasure tables in chapter 7)"],["4","Bed of giant oysters (each oyster has a {@chance 1} chance of having a giant 5,000 gp pearl inside)"],["5","Underwater steam vent ({@chance 25} chance that the vent is a portal to the Elemental Plane of Fire)"],["6","Sunken ruin (uninhabited)"],["7","Sunken ruin (inhabited or haunted)"],["8","Sunken statue or monolith"],["9","Friendly and curious {@creature giant sea horse}"],["10","Patrol of friendly {@creature merfolk}"],["11","Patrol of hostile {@creature merrow} (coastal waters) or {@creature sahuagin} (deep waters)"],["12","Enormous kelp bed (roll again on the table to determine what's hidden in the kelp bed)"],["13","Undersea cave (empty)"],["14","Undersea cave ({@creature sea hag} lair)"],["15","Undersea cave ({@creature merfolk} lair)"],["16","Undersea cave ({@creature giant octopus} lair)"],["17","Undersea cave ({@creature dragon turtle} lair)"],["18","Bronze dragon searching for treasure"],["19","{@creature Storm giant} walking on the ocean floor"],["20","Sunken treasure chest ({@chance 25} chance that it contains something of value—roll treasure randomly using the tables in chapter 7)"]],"name":"Random Undersea Encounters","page":116,"source":"DMG","chapter":{"name":"Adventure Environments","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Underwater Encounter Distance","colLabels":["Creature Size","Encounter Distance"],"colStyles":["col-10","col-2 text-center"],"rows":[["Clear water, bright light","60 ft."],["Clear water, dim light","30 ft."],["Murky water or no light","10 ft."]],"name":"Underwater Encounter Distance","page":117,"source":"DMG","chapter":{"name":"Adventure Environments","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Random Encounters at Sea","colLabels":["d12 + d8","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["2","Ghost ship"],["3","Friendly and curious bronze dragon"],["4","Whirlpool ({@chance 25} chance that the whirlpool is a portal to the Elemental Plane of Water)"],["5","{@creature Merfolk} traders"],["6","Passing warship (friendly or hostile)"],["7-8","Pirate ship (hostile)"],["9-10","Passing merchant ship (galley or sailing ship)"],["11-12","{@creature Killer whale} sighting"],["13-14","Floating debris"],["15","Longship crewed by hostile {@creature berserker||berserkers}"],["16","Hostile {@creature griffon||griffons} or {@creature harpy||harpies}"],["17","Iceberg (easily avoided if seen from a distance)"],["18","{@creature Sahuagin} boarding party"],["19","NPC in the water (clinging to floating debris)"],["20","Sea monster (such as a {@creature dragon turtle} or {@creature kraken})"]],"name":"Random Encounters at Sea","page":118,"source":"DMG","chapter":{"name":"Adventure Environments","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Airborne and Waterborne Vehicles","srd":true,"colLabels":["Ship","Cost","Speed","Crew","Passengers","Cargo (tons)","AC","HP","Damage Threshold"],"colStyles":["col-2","col-2 text-right","col-2 text-center","col-1 text-center","col-1 text-center","col-1 text-center","col-1 text-center","col-1 text-center","col-1 text-center"],"rows":[["Airship","20,000 gp","8 mph","10","20","1","13","300","-"],["Galley","30,000 gp","4 mph","80","-","150","15","500","20"],["Keelboat","3,000 gp","1 mph","1","6","1/2","15","100","10"],["Longship","10,000 gp","3 mph","40","150","10","15","300","15"],["Rowboat","50 gp","1½ mph","1","3","-","11","50","-"],["Sailing ship","10,000 gp","2 mph","20","20","100","15","300","15"],["Warship","25,000 gp","2½ mph","60","60","200","15","500","20"]],"name":"Owning a Ship; Airborne and Waterborne Vehicles","page":119,"source":"DMG","chapter":{"name":"Adventure Environments","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Trap Save DCs and Attack Bonuses","srd":true,"colLabels":["Trap Danger","Save DC","Attack Bonus"],"colStyles":["col-4","col-4","col-4"],"rows":[["Setback","10-11","+3 to +5"],["Dangerous","12-15","+6 to +8"],["Deadly","16-20","+9 to +12"]],"name":"Trap Effects; Trap Save DCs and Attack Bonuses","page":121,"source":"DMG","chapter":{"name":"Adventure Environments","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Damage Severity by Level","srd":true,"colLabels":["Character Level","Setback","Dangerous","Deadly"],"colStyles":["col-3","col-3","col-3","col-3"],"rows":[["1st-4th","{@dice 1d10}","{@dice 2d10}","{@dice 4d10}"],["5th-10th","{@dice 2d10}","{@dice 4d10}","{@dice 10d10}"],["11th-16th","{@dice 4d10}","{@dice 10d10}","{@dice 18d10}"],["17th-20th","{@dice 10d10}","{@dice 18d10}","{@dice 24d10}"]],"name":"Trap Effects; Damage Severity by Level","page":121,"source":"DMG","chapter":{"name":"Adventure Environments","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Maintenance Costs","colLabels":["Property","Total Cost per Day","Skilled Hirelings","Untrained Hirelings"],"colStyles":["col-3","col-3 text-right","col-3 text-center","col-3 text-center"],"rows":[["Abbey","20 gp","5","25"],["Farm","5 sp","1","2"],["Guildhall, town or city","5 gp","5","3"],["Inn, rural roadside","10 gp","5","10"],["Inn, town or city","5 gp","1","5"],["Keep or small castle","100 gp","50","50"],["Lodge, hunting","5 sp","1","-"],["Noble estate","10 gp","3","15"],["Outpost or fort","50 gp","20","40"],["Palace or large castle","400 gp","200","100"],["Shop","2 gp","1","-"],["Temple, large","25 gp","10","10"],["Temple, small","1 gp","2","-"],["Tower, fortified","25 gp","10","-"],["Trading post","10 gp","4","2"]],"name":"Recurring Expenses; Maintenance Costs","page":126,"source":"DMG","chapter":{"name":"Between Adventures","ordinal":{"type":"chapter","identifier":6},"index":6}},{"caption":"Individual Treasure: Challenge 0—4","colLabels":["d100","CP","SP","EP","GP","PP"],"colStyles":["col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center"],"rows":[["01-30","{@dice 5d6} (17)","—","—","—","—"],["31-60","—","{@dice 4d6} (14)","—","—","—"],["61-70","—","—","{@dice 3d6} (10)","—","—"],["71-95","—","—","—","{@dice 3d6} (10)","—"],["96-00","—","—","—","—","{@dice 1d6} (3)"]],"name":"Individual Treasure: Challenge 0—4","page":133,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Individual Treasure: Challenge 5—10","colLabels":["d100","CP","SP","EP","GP","PP"],"colStyles":["col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center"],"rows":[["01-30","{@dice 4d6 × 100} (1,400)","—","{@dice 1d6 × 10} (35)","—","—"],["31-60","—","{@dice 6d6 × 10} (210)","—","{@dice 2d6 × 10} (70)","—"],["61-70","—","—","{@dice 3d6 × 10} (105)","{@dice 2d6 × 10} (70)","—"],["71-95","—","—","—","{@dice 4d6 × 10} (140)","—"],["96-00","—","—","—","{@dice 2d6 × 10} (70)","{@dice 3d6} (10)"]],"name":"Individual Treasure: Challenge 5—10","page":133,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Individual Treasure: Challenge 11—16","colLabels":["d100","CP","SP","EP","GP","PP"],"colStyles":["col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center"],"rows":[["01-20","—","{@dice 4d6 × 100} (1,400)","—","{@dice 1d6 × 100} (350)","—"],["21-35","—","—","{@dice 1d6 × 100} (350)","{@dice 1d6 × 100} (350)","—"],["36-75","—","—","—","{@dice 2d6 × 100} (700)","{@dice 1d6 × 10} (35)"],["76-00","—","—","—","{@dice 2d6 × 100} (700)","{@dice 2d6 × 10} (70)"]],"name":"Individual Treasure: Challenge 11—16","page":133,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Individual Treasure: Challenge 17+","colLabels":["d100","CP","SP","EP","GP","PP"],"colStyles":["col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center"],"rows":[["01-15","—","—","{@dice 2d6 × 1,000} (7,000)","{@dice 8d6 × 100} (2,800)","—"],["16-55","—","—","—","{@dice 1d6 × 1,000} (3,500)","{@dice 1d6 × 100} (350)"],["56-00","—","—","—","{@dice 1d6 × 1,000} (3,500)","{@dice 2d6 × 100} (700)"]],"name":"Individual Treasure: Challenge 17+","page":133,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"10 gp Gemstones","colLabels":["d12","Stone Description"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@item Azurite} (opaque mottled deep blue)"],["2","{@item Banded agate} (translucent striped brown, blue, white, or red)"],["3","{@item Blue quartz} (transparent pale blue)"],["4","{@item Eye agate} (translucent circles of gray, white, brown, blue, or green)"],["5","{@item Hematite} (opaque gray-black)"],["6","{@item Lapis lazuli} (opaque light and dark blue with yellow flecks)"],["7","{@item Malachite} (opaque striated light and dark green)"],["8","{@item Moss agate} (translucent pink or yellow-white with mossy gray or green markings)"],["9","{@item Obsidian} (opaque black)"],["10","{@item Rhodochrosite} (opaque light pink)"],["11","{@item Tiger eye} (translucent brown with golden center)"],["12","{@item Turquoise} (opaque light blue-green)"]],"name":"10 gp Gemstones","page":134,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"50 gp Gemstones","colLabels":["d12","Stone Description"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@item Bloodstone} (opaque dark gray with red flecks)"],["2","{@item Carnelian} (opaque orange to red-brown)"],["3","{@item Chalcedony} (opaque white)"],["4","{@item Chrysoprase} (translucent green)"],["5","{@item Citrine} (transparent pale yellow-brown)"],["6","{@item Jasper} (opaque blue, black, or brown)"],["7","{@item Moonstone} (translucent white with pale blue glow)"],["8","{@item Onyx} (opaque bands of black and white, or pure black or white)"],["9","{@item Quartz} (transparent white, smoky gray, or yellow)"],["10","{@item Sardonyx} (opaque bands of red and white)"],["11","{@item Star rose quartz} (translucent rosy stone with white star-shaped center)"],["12","{@item Zircon} (transparent pale blue-green)"]],"name":"50 gp Gemstones","page":134,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"100 gp Gemstones","colLabels":["d10","Stone Description"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@item Amber} (transparent watery gold to rich gold)"],["2","{@item Amethyst} (transparent deep purple)"],["3","{@item Chrysoberyl} (transparent yellow-green to pale green)"],["4","{@item Coral} (opaque crimson)"],["5","{@item Garnet} (transparent red, brown-green, or violet)"],["6","{@item Jade} (translucent light green, deep green, or white)"],["7","{@item Jet} (opaque deep black)"],["8","{@item Pearl} (opaque lustrous white, yellow, or pink)"],["9","{@item Spinel} (transparent red, red-brown, or deep green)"],["10","{@item Tourmaline} (transparent pale green, blue, brown, or red)"]],"name":"100 gp Gemstones","page":134,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"500 gp Gemstones","colLabels":["d6","Stone Description"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@item Alexandrite} (transparent dark green)"],["2","{@item Aquamarine} (transparent pale blue-green)"],["3","{@item Black pearl} (opaque pure black)"],["4","{@item Blue spinel} (transparent deep blue)"],["5","{@item Peridot} (transparent rich olive green)"],["6","{@item Topaz} (transparent golden yellow)"]],"name":"500 gp Gemstones","page":134,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"1,000 gp Gemstones","colLabels":["d8","Stone Description"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@item Black opal} (translucent dark green with black mottling and golden flecks)"],["2","{@item Blue sapphire} (transparent blue-white to medium blue)"],["3","{@item Emerald} (transparent deep bright green)"],["4","{@item Fire opal} (translucent fiery red)"],["5","{@item Opal} (translucent pale blue with green and golden mottling)"],["6","{@item Star ruby} (translucent ruby with white star-shaped center)"],["7","{@item Star sapphire} (translucent blue sapphire with white star-shaped center)"],["8","{@item Yellow sapphire} (transparent fiery yellow or yellow-green)"]],"name":"1,000 gp Gemstones","page":134,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"5,000 gp Gemstones","colLabels":["d4","Stone Description"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@item Black sapphire} (translucent lustrous black with glowing highlights)"],["2","{@item Diamond} (transparent blue-white, canary, pink, brown, or blue)"],["3","{@item Jacinth} (transparent fiery orange)"],["4","{@item Ruby} (transparent clear red to deep crimson)"]],"name":"5,000 gp Gemstones","page":134,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"25 gp Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@item Silver ewer}"],["2","{@item Carved bone statuette}"],["3","{@item Small gold bracelet}"],["4","{@item Cloth-of-gold vestments}"],["5","{@item Black velvet mask stitched with silver thread}"],["6","{@item Copper chalice with silver filigree}"],["7","{@item Pair of engraved bone dice}"],["8","{@item Small mirror set in a painted wooden frame}"],["9","{@item Embroidered silk handkerchief}"],["10","{@item Gold locket with a painted portrait inside}"]],"name":"25 gp Art Objects","page":134,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"250 gp Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@item Gold ring set with bloodstones}"],["2","{@item Carved ivory statuette}"],["3","{@item Large gold bracelet}"],["4","{@item Silver necklace with a gemstone pendant}"],["5","{@item Bronze crown}"],["6","{@item Silk robe with gold embroidery}"],["7","{@item Large well-made tapestry}"],["8","{@item Brass mug with jade inlay}"],["9","{@item Box of turquoise animal figurines}"],["10","{@item Gold bird cage with electrum filigree}"]],"name":"250 gp Art Objects","page":134,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"750 gp Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@item Silver chalice set with moonstones}"],["2","{@item Silver-plated steel longsword with jet set in hilt}"],["3","{@item Carved harp of exotic wood with ivory inlay and zircon gems}"],["4","{@item Small gold idol}"],["5","{@item Gold dragon comb set with red garnets as eyes}"],["6","{@item Bottle stopper cork embossed with gold leaf and set with amethysts}"],["7","{@item Ceremonial electrum dagger with a black pearl in the pommel}"],["8","{@item Silver and gold brooch}"],["9","{@item Obsidian statuette with gold fittings and inlay}"],["10","{@item Painted gold war mask}"]],"name":"750 gp Art Objects","page":134,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"2,500 gp Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@item Fine gold chain set with a fire opal}"],["2","{@item Old masterpiece painting}"],["3","{@item Embroidered silk and velvet mantle set with numerous moonstones}"],["4","{@item Platinum bracelet set with a sapphire}"],["5","{@item Embroidered glove set with jewel chips}"],["6","{@item Jeweled anklet}"],["7","{@item Gold music box}"],["8","{@item Gold circlet set with four aquamarines}"],["9","{@item Eye patch with a mock eye set in blue sapphire and moonstone}"],["10","A {@item necklace string of small pink pearls}"]],"name":"2,500 gp Art Objects","page":134,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"7,500 gp Art Objects","colLabels":["d8","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@item Jeweled gold crown}"],["2","{@item Jeweled platinum ring}"],["3","{@item Small gold statuette set with rubies}"],["4","{@item Gold cup set with emeralds}"],["5","{@item Gold jewelry box with platinum filigree}"],["6","{@item Painted gold child's sarcophagus}"],["7","{@item Jade game board with solid gold playing pieces}"],["8","{@item Bejeweled ivory drinking horn with gold filigree}"]],"name":"7,500 gp Art Objects","page":134,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Magic Item Rarity","colLabels":["Rarity","Character Level","Value"],"colStyles":["col-4","col-4","col-4"],"rows":[["Common","1st or higher","50-100 gp"],["Uncommon","1st or higher","101-500 gp"],["Rare","5th or higher","501-5,000 gp"],["Very rare","11th or higher","5,001-50,000 gp"],["Legendary","17th or higher","50,001+ gp"]],"name":"Magic Item Rarity","page":135,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Potion Miscibility","colLabels":["d100","Result"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","The mixture creates a magical explosion, dealing {@dice 6d10} force damage to the mixer and {@dice 1d10} force damage to each creature within 5 feet of the mixer."],["02-08","The mixture becomes an ingested poison of the DM's choice."],["09-15","Both potions lose their effects."],["16-25","One potion loses its effect."],["26-35","Both potions work, but with their numerical effects and durations halved. A potion has no effect if it can't be halved in this way."],["36-90","Both potions work normally."],["91-99","The numerical effects and duration of one potion are doubled. If neither potion has anything to double in this way, they work normally."],["00","Only one potion works, but its effect is permanent. Choose the simplest effect to make permanent, or the one that seems the most fun. For example, a {@item potion of healing} might increase the drinker's hit point maximum by 4, or {@item oil of etherealness} might permanently trap the user in the Ethereal Plane. At your discretion, an appropriate spell, such as {@spell dispel magic} or {@spell remove curse}, might end this lasting effect."]],"name":"Variant: Mixing Potions; Potion Miscibility","page":140,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Spell Scroll","srd":true,"colLabels":["Spell Level","Rarity","Save DC","Attack Bonus"],"colStyles":["col-3","col-3","col-3 text-center","col-3 text-center"],"rows":[["Cantrip","Common","13","+5 "],["1st","Common","13","+5 "],["2nd","Uncommon","13","+5 "],["3rd","Uncommon","15","+7"],["4th","Rare","15","+7"],["5th","Rare","17","+9"],["6th","Very rare","17","+9"],["7th","Very rare","18","+10"],["8th","Very rare","18","+10"],["9th","Legendary","19","+11"]],"name":"Spell Scrolls; Spell Scroll","page":139,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Scroll Mishap","colLabels":["d6","Result"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A surge of magical energy deals the caster {@dice 1d6} force damage per level of the spell."],["2","The spell affects the caster or an ally (determined randomly) instead of the intended target, or it affects a random target nearby if the caster was the intended target."],["3","The spell affects a random location within the spell's range."],["4","The spell's effect is contrary to its normal one, but neither harmful nor beneficial. For instance, a fireball might produce an area of harmless cold."],["5","The caster suffers a minor but bizarre effect related to the spell. Such effects last only as long as the original spell's duration, or {@dice 1d10} minutes for spells that take effect instantaneously. For example, a fireball might cause smoke to billow from the caster's ears for {@dice 1d10} minutes."],["6","The spell activates after {@dice 1d12} hours. If the caster was the intended target, the spell takes effect normally. If the caster was not the intended target, the spell goes off in the general direction of the intended target, up to the spell's maximum range, if the target has moved away."]],"name":"Variant: Scroll Mishaps; Scroll Mishap","page":140,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Who Created It or Was Intended to Use It?","colLabels":["d20","Creator or Intended User"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Aberration. The item was created by aberrations in ancient times, possibly for the use of favored humanoid thralls. When seen from the corner of the eye, the item seems to be moving."],["2-4","Human. The item was created during the heyday of a fallen human kingdom, or it is tied to a human of legend. It might hold writing in a forgotten tongue or symbols whose significance is lost to the ages."],["5","Celestial. The weapon is half the normal weight and inscribed with feathered wings, suns, and other symbols of good. Fiends find the item's presence repulsive."],["6","Dragon. This item is made from scales and talons shed by a dragon. Perhaps it incorporates precious metals and gems from the dragon's hoard. It grows slightly warm when within 120 feet of a dragon."],["7","Drow. The item is half the normal weight. It is black and inscribed with spiders and webs in honor of Lolth. It might function poorly, or disintegrate, if exposed to sunlight for 1 minute or more."],["8-9","Dwarf. The item is durable and has Dwarven runes worked into its design. It might be associated with a clan that would like to see it returned to their ancestral halls."],["10","Elemental Air. The item is half the normal weight and feels hollow. If it's made of fabric, it is diaphanous."],["11","Elemental Earth. This item might be crafted from stone. Any cloth or leather elements are studded with finely polished rock."],["12","Elemental Fire. This item is warm to the touch, and any metal parts are crafted from black iron. Sigils of flames cover its surface. Shades of red and orange are the prominent colors."],["13","Elemental Water. Lustrous fish scales replace leather or cloth on this item, and metal portions are instead crafted from seashells and worked coral as hard as any metal."],["14-15","Elf. The item is half the normal weight. It is adorned with symbols of nature: leaves, vines, stars, and the like."],["16","Fey. The item is exquisitely crafted from the finest materials and glows with a pale radiance in moonlight, shedding dim light in a 5-foot radius Any metal in the item is silver or mithral, rather than iron or steel."],["17","Fiend. The item is made of black iron or horn inscribed with runes, and any cloth or leather components are crafted from the hide of fiends. It is warm to the touch and features leering faces or vile runes engraved on its surface. Celestials find the item's presence repulsive."],["18","Giant. The item is larger than normal and was crafted by giants for use by their smaller allies."],["19","Gnome. The item is crafted to appear ordinary and it might look worn. It could also incorporate gears and mechanical components, even if these aren't essential to the item's function."],["20","Undead. The item incorporates imagery of death such as bones and skulls, and it might be crafted from parts of corpses. It feels cold to the touch"]],"name":"Special Features; Who Created It or Was Intended to Use It?","page":141,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"What Is a Detail from Its History?","colLabels":["d8","History"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Arcane. This item was created for an ancient order of spellcasters and bears the order's symbol."],["2","Bane. This item was created by the foes of a particular culture or kind of creature. If the culture or creatures are still around, they might recognize the item and single out the bearer as an enemy."],["3","Heroic. A great hero once wielded this item. Anyone who's familiar with the item's history expects great deeds from the new owner."],["4","Ornament. The item was created to honor a special occasion. Inset gemstones, gold or platinum inlays, and gold or silver filigree adorn its surface."],["5","Prophecy. The item features in a prophecy: its bearer is destined to play a key role in future events. Someone else who wants to play that role might try to steal the item, or someone who wants to prevent the prophecy from being fulfilled might try to kill the item's bearer."],["6","Religious. This item was used in religious ceremonies dedicated to a particular deity. It has holy symbols worked into it. The god's followers might try to persuade its owner to donate it to a temple, steal the item for themselves, or celebrate its use by a cleric or paladin of the same deity."],["7","Sinister. This item is linked to a deed of great evil such as a massacre or an assassination. It might have a name or be closely associated with a villain who used it. Anyone familiar with the item's history is likely to treat it and its owner with suspicion."],["8","Symbol of Power. This item was once used as part of royal regalia or as a badge of high office. Its former owner or that person's descendants might desire it, or someone might mistakenly assume its new owner is the item's legitimate inheritor."]],"name":"Special Features; What Is a Detail from Its History?","page":141,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"What Minor Property Does It Have","colLabels":["d20","Minor Property"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Beacon. The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light."],["2","Compass. The wielder can use an action to learn which way is north."],["3","Conscientious. When the bearer of this item contemplates or undertakes a malevolent act, the item enhances pangs of conscience."],["4","Delver. While underground, the bearer of this item always knows the item's depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward."],["5","Gleaming. This item never gets dirty."],["6","Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated."],["7","Harmonious. Attuning to this item takes only 1 minute."],["8","Hidden Message. A message is hidden somewhere on the item. It might be visible only at a certain time of the year, under the light of one phase of the moon, or in a specific location."],["9","Key. The item is used to unlock a container, chamber, vault, or other entryway."],["10","Language. The bearer can speak and understand a language of the DM's choice while the item is on the bearer's person."],["11","Sentinel. Choose a kind of creature that is an enemy of the item's creator. This item glows faintly when such creatures are within 120 feet of it."],["12","Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song."],["13","Strange Material. The item was created from a material that is bizarre given its purpose. Its durability is unaffected."],["14","Temperate. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit."],["15","Unbreakable. The item can't be broken. Special means must be used to destroy it."],["16","War Leader. The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer's next turn."],["17","Waterborne. This item floats on water and other liquids. Its bearer has advantage on Strength ({@skill Athletics}) checks to swim."],["18","Wicked. When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer's urge to do so."],["19","Illusion. The item is imbued with illusion magic, allowing its bearer to alter the item's appearance in minor ways. Such alterations don't change how the item is worn, carried, or wielded, and they have no effect on its other magical properties. For example, the wearer could make a red robe appear blue, or make a gold ring look like it's made of ivory. The item reverts to its true appearance when no one is carrying or wearing it."],["20","Roll twice, rerolling any additional 20s."]],"name":"Special Features; What Minor Property Does It Have","page":141,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"What Quirk Does It Have","colLabels":["d12","Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Blissful. While in possession of the item, the bearer feels fortunate and optimistic about what the future holds. Butterflies and other harmless creatures might frolic in the item's presence."],["2","Confident. The item helps its bearer feel self-assured."],["3","Covetous. The item's bearer becomes obsessed with material wealth."],["4","Frail. The item crumbles, frays, chips, or cracks slightly when wielded, worn, or activated. This quirk has no effect on its properties, but if the item has seen much use, it looks decrepit."],["5","Hungry. This item's magical properties function only if fresh blood from a humanoid has been applied to it within the past 24 hours. It needs only a drop to activate."],["6","Loud. The item makes a loud noise-such as a clang, a shout, or a resonating gong-when used."],["7","Metamorphic. The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item's use."],["8","Muttering. The item grumbles and mutters. A creature who listens carefully to the item might learn something useful."],["9","Painful. The bearer experiences a harmless flash of pain when using the item."],["10","Possessive. The item demands attunement when first wielded or worn, and it doesn't allow its bearer to attune to other items. (Other items already attuned to the bearer remain so until their attunement ends.)"],["11","Repulsive. The bearer feels a sense of distaste when in contact with the item, and continues to sense discomfort while bearing it."],["12","Slothful. The bearer of this item feels slothful and lethargic. While attuned to the item, the bearer requires 10 hours to finish a long rest."]],"name":"Special Features; What Quirk Does It Have","page":141,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Magic Item Table A","colLabels":["d100","Magic Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-50","{@item Potion of healing}"],["51-60","{@item Spell scroll (cantrip)}"],["61-70","{@item Potion of climbing}"],["71-90","{@item Spell scroll (1st level)}"],["91-94","{@item Spell scroll (2nd level)}"],["95-98","{@item Potion of greater healing}"],["99","{@item Bag of holding}"],["00","{@item Driftglobe}"]],"name":"Magic Item Table A","page":144,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Magic Item Table B","colLabels":["d100","Magic Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-15","{@item Potion of greater healing}"],["16-22","{@item Potion of fire breath}"],["23-29","{@item Potion of resistance}"],["30-34","{@item +1 ammunition}"],["35-39","{@item Potion of animal friendship}"],["40-44","{@item Potion of hill giant strength}"],["45-49","{@item Potion of growth}"],["50-54","{@item Potion of water breathing}"],["55-59","{@item Spell scroll (2nd level)}"],["60-64","{@item Spell scroll (3rd level)}"],["65-67","{@item Bag of holding}"],["68-70","{@item Keoghtom's ointment}"],["71-73","{@item Oil of slipperiness}"],["74-75","{@item Dust of disappearance}"],["76-77","{@item Dust of dryness}"],["78-79","{@item Dust of sneezing and choking}"],["80-81","{@item Elemental gem}"],["82-83","{@item Philter of love}"],["84","{@item Alchemy jug}"],["85","{@item Cap of water breathing}"],["86","{@item Cloak of the manta ray}"],["87","{@item Driftglobe}"],["88","{@item Goggles of night}"],["89","{@item Helm of comprehending languages}"],["90","{@item Immovable rod}"],["91","{@item Lantern of revealing}"],["92","{@item Mariner's armor}"],["93","{@item Mithral armor}"],["94","{@item Potion of poison}"],["95","{@item Ring of swimming}"],["96","{@item Robe of useful items}"],["97","{@item Rope of climbing}"],["98","{@item Saddle of the cavalier}"],["99","{@item Wand of magic detection}"],["00","{@item Wand of secrets}"]],"name":"Magic Item Table B","page":144,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Magic Item Table C","colLabels":["d100","Magic Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-15","{@item Potion of superior healing}"],["16-22","{@item Spell scroll (4th level)}"],["23-27","{@item +2 ammunition}"],["28-32","{@item Potion of clairvoyance}"],["33-37","{@item Potion of diminution}"],["38-42","{@item Potion of gaseous form}"],["43-47","{@item Potion of frost giant strength}"],["48-52","{@item Potion of stone giant strength}"],["53-57","{@item Potion of heroism}"],["58-62","{@item Potion of invulnerability}"],["63-67","{@item Potion of mind reading}"],["68-72","{@item Spell scroll (5th level)}"],["73-75","{@item Elixir of health}"],["76-78","{@item Oil of etherealness}"],["79-81","{@item Potion of fire giant strength}"],["82-84","{@item Quaal's feather token}"],["85-87","{@item Scroll of protection}"],["88-89","{@item Bag of beans}"],["90-91","{@item Bead of force}"],["92","{@item Chime of opening}"],["93","{@item Decanter of endless water}"],["94","{@item Eyes of minute seeing}"],["95","{@item Folding boat}"],["96","{@item Heward's handy haversack}"],["97","{@item Horseshoes of speed}"],["98","{@item Necklace of fireballs}"],["99","{@item Periapt of health}"],["00","{@item Sending stones}"]],"name":"Magic Item Table C","page":144,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Magic Item Table D","colLabels":["d100","Magic Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-20","{@item Potion of supreme healing}"],["21-30","{@item Potion of invisibility}"],["31-40","{@item Potion of speed}"],["41-50","{@item Spell scroll (6th level)}"],["51-57","{@item Spell scroll (7th level)}"],["58-62","{@item +3 ammunition}"],["63-67","{@item Oil of sharpness}"],["68-72","{@item Potion of flying}"],["73-77","{@item Potion of cloud giant strength}"],["78-82","{@item Potion of longevity}"],["83-87","{@item Potion of vitality}"],["88-92","{@item Spell scroll (8th level)}"],["93-95","{@item Horseshoes of a zephyr}"],["96-98","{@item Nolzur's marvelous pigments}"],["99","{@item Bag of devouring}"],["00","{@item Portable hole}"]],"name":"Magic Item Table D","page":144,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Magic Item Table E","colLabels":["d100","Magic Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-30","{@item Spell scroll (8th level)}"],["31-55","{@item Potion of storm giant strength}"],["56-70","{@item Potion of supreme healing}"],["71-85","{@item Spell scroll (9th level)}"],["86-93","{@item Universal solvent}"],["94-98","{@item Arrow of slaying}"],["99-100","{@item Sovereign glue}"]],"name":"Magic Item Table E","page":144,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Magic Item Table F","colLabels":["d100","Magic Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-15","{@item +1 weapon}"],["16-18","{@item +1 shield}"],["19-21","{@item Sentinel shield}"],["22-23","{@item Amulet of proof against detection and location}"],["24-25","{@item Boots of elvenkind}"],["26-27","{@item Boots of striding and springing}"],["28-29","{@item Bracers of archery}"],["30-31","{@item Brooch of shielding}"],["32-33","{@item Broom of flying}"],["34-35","{@item Cloak of elvenkind}"],["36-37","{@item Cloak of protection}"],["38-39","{@item Gauntlets of ogre power}"],["40-41","{@item Hat of disguise}"],["42-43","{@item Javelin of lightning}"],["44-45","{@item Pearl of power}"],["46-47","{@item +1 rod of the pact keeper}"],["48-49","{@item Slippers of spider climbing}"],["50-51","{@item Staff of the adder}"],["52-53","{@item Staff of the python}"],["54-55","{@item Sword of vengeance}"],["56-57","{@item Trident of fish command}"],["58-59","{@item Wand of magic missiles}"],["60-61","{@item +1 wand of the war mage}"],["62-63","{@item Wand of web}"],["64-65","{@item Weapon of warning}"],["66","{@item Adamantine chain mail}"],["67","{@item Adamantine chain shirt}"],["68","{@item Adamantine scale mail}"],["69","{@item Bag of tricks, gray}"],["70","{@item Bag of tricks, rust}"],["71","{@item Bag of tricks, tan}"],["72","{@item Boots of the winterlands}"],["73","{@item Circlet of blasting}"],["74","{@item Deck of illusions}"],["75","{@item Eversmoking bottle}"],["76","{@item Eyes of charming}"],["77","{@item Eyes of the eagle}"],["78","{@item Figurine of wondrous power, silver raven}"],["79","{@item Gem of brightness}"],["80","{@item Gloves of missile snaring}"],["81","{@item Gloves of swimming and climbing}"],["82","{@item Gloves of thievery}"],["83","{@item Headband of intellect}"],["84","{@item Helm of telepathy}"],["85","{@item Instrument of the bards, doss lute}"],["86","{@item Instrument of the bards, fochlucan bandore}"],["87","{@item Instrument of the bards, mac-fuirmidh cittern}"],["88","{@item Medallion of thoughts}"],["89","{@item Necklace of adaptation}"],["90","{@item Periapt of wound closure}"],["91","{@item Pipes of haunting}"],["92","{@item Pipes of the sewers}"],["93","{@item Ring of jumping}"],["94","{@item Ring of mind shielding}"],["95","{@item Ring of warmth}"],["96","{@item Ring of water walking}"],["97","{@item Quiver of ehlonna}"],["98","{@item Stone of good luck}"],["99","{@item Wind fan}"],["00","{@item Winged boots}"]],"name":"Magic Item Table F","page":144,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Magic Item Table G","colLabels":["d100","Magic Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-11","{@item +2 weapon}"],["12-14",{"type":"table","caption":"Figurine of Wondrous Power","colLabels":["d8","Magic Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","{@item Figurine of wondrous power, bronze griffon}"],["02","{@item Figurine of wondrous power, ebony fly}"],["03","{@item Figurine of wondrous power, golden lions}"],["04","{@item Figurine of wondrous power, ivory goats}"],["05","{@item Figurine of wondrous power, marble elephant}"],["06-07","{@item Figurine of wondrous power, onyx dog}"],["08","{@item Figurine of wondrous power, serpentine owl}"]],"data":{"tableIgnore":true}}],["15","{@item Adamantine breastplate}"],["16","{@item Adamantine splint armor}"],["17","{@item Amulet of health}"],["18","{@item Armor of vulnerability}"],["19","{@item Arrow-catching shield}"],["20","{@item Belt of dwarvenkind}"],["21","{@item Belt of hill giant strength}"],["22","{@item Berserker axe}"],["23","{@item Boots of levitation}"],["24","{@item Boots of speed}"],["25","{@item Bowl of commanding water elementals}"],["26","{@item Bracers of defense}"],["27","{@item Brazier of commanding fire elementals}"],["28","{@item Cape of the mountebank}"],["29","{@item Censer of controlling air elementals}"],["30","{@item +1 chain mail}"],["31","{@item armor of resistance||Chain mail of resistance|}"],["32","{@item +1 chain shirt}"],["33","{@item armor of resistance||Chain shirt of resistance|}"],["34","{@item Cloak of displacement}"],["35","{@item Cloak of the bat}"],["36","{@item Cube of force}"],["37","{@item Daern's instant fortress}"],["38","{@item Dagger of venom}"],["39","{@item Dimensional shackles}"],["40","{@item Dragon slayer}"],["41","{@item Elven chain}"],["42","{@item Flame tongue}"],["43","{@item Gem of seeing}"],["44","{@item Giant slayer}"],["45","{@item Glamoured studded leather}"],["46","{@item Helm of teleportation}"],["47","{@item Horn of blasting}"],["48","Horn of Valhalla ({@item Horn of Valhalla, Silver||Silver|} or {@item Horn of Valhalla, Brass||Brass|})"],["49","{@item Instrument of the bards, canaith mandolin}"],["50","{@item Instrument of the bards, cli lyre}"],["51","{@item Ioun stone, awareness}"],["52","{@item Ioun stone, protection}"],["53","{@item Ioun stone, reserve}"],["54","{@item Ioun stone, sustenance}"],["55","{@item Iron bands of bilarro}"],["56","{@item +1 leather armor}"],["57","{@item armor of resistance||Leather armor of resistance|}"],["58","{@item Mace of disruption}"],["59","{@item Mace of smiting}"],["60","{@item Mace of terror}"],["61","{@item Mantle of spell resistance}"],["62","{@item Necklace of prayer beads}"],["63","{@item Periapt of proof against poison}"],["64","{@item Ring of animal influence}"],["65","{@item Ring of evasion}"],["66","{@item Ring of feather falling}"],["67","{@item Ring of free action}"],["68","{@item Ring of protection}"],["69","{@item Ring of resistance}"],["70","{@item Ring of spell storing}"],["71","{@item Ring of the ram}"],["72","{@item Ring of x-ray vision}"],["73","{@item Robe of eyes}"],["74","{@item Rod of rulership}"],["75","{@item +2 rod of the pact keeper}"],["76","{@item Rope of entanglement}"],["77","{@item +1 scale mail}"],["78","{@item armor of resistance||Scale mail of resistance|}"],["79","{@item +2 shield}"],["80","{@item Shield of missile attraction}"],["81","{@item Staff of charming}"],["82","{@item Staff of healing}"],["83","{@item Staff of swarming insects}"],["84","{@item Staff of the woodlands}"],["85","{@item Staff of withering}"],["86","{@item Stone of controlling earth elementals}"],["87","{@item Sun blade}"],["88","{@item Sword of life stealing}"],["89","{@item Sword of wounding}"],["90","{@item Tentacle rod}"],["91","{@item Vicious weapon}"],["92","{@item Wand of binding}"],["93","{@item Wand of enemy detection}"],["94","{@item Wand of fear}"],["95","{@item Wand of fireballs}"],["96","{@item Wand of lightning bolts}"],["97","{@item Wand of paralysis}"],["98","{@item +2 wand of the war mage}"],["99","{@item Wand of wonder}"],["00","{@item Wings of flying}"]],"name":"Magic Item Table G","page":144,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Magic Item Table H","colLabels":["d100","Magic Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-10","{@item +3 weapon}"],["11-12","{@item Amulet of the planes}"],["13-14","{@item Carpet of flying}"],["15-16","{@item Crystal ball}"],["17-18","{@item Ring of regeneration}"],["19-20","{@item Ring of shooting stars}"],["21-22","{@item Ring of telekinesis}"],["23-24","{@item Robe of scintillating colors}"],["25-26","{@item Robe of stars}"],["27-28","{@item Rod of absorption}"],["29-30","{@item Rod of alertness}"],["31-32","{@item Rod of security}"],["33-34","{@item +3 rod of the pact keeper}"],["35-36","{@item Scimitar of speed}"],["37-38","{@item +3 shield}"],["39-40","{@item Staff of fire}"],["41-42","{@item Staff of frost}"],["43-44","{@item Staff of power}"],["45-46","{@item Staff of striking}"],["47-48","{@item Staff of thunder and lightning}"],["49-50","{@item Sword of sharpness}"],["51-52","{@item Wand of polymorph}"],["53-54","{@item +3 wand of the war mage}"],["55","{@item Adamantine half plate armor}"],["56","{@item Adamantine plate armor}"],["57","{@item Animated shield}"],["58","{@item Belt of fire giant strength}"],["59","Belt of {@item Belt of Frost Giant Strength||Frost|} or {@item Belt of Stone Giant Strength||Stone|} giant strength"],["60","{@item +1 breastplate}"],["61","{@item armor of resistance||Breastplate of resistance|}"],["62","{@item Candle of invocation}"],["63","{@item +2 chain mail}"],["64","{@item +2 chain shirt}"],["65","{@item Cloak of arachnida}"],["66","{@item Dancing sword}"],["67","{@item Demon armor}"],["68","{@item Dragon scale mail}"],["69","{@item Dwarven plate}"],["70","{@item Dwarven thrower}"],["71","{@item Efreeti bottle}"],["72","{@item Figurine of wondrous power, obsidian steed}"],["73","{@item Frost brand}"],["74","{@item Helm of brilliance}"],["75","{@item Horn of valhalla, bronze}"],["76","{@item Instrument of the bards, anstruth harp}"],["77","{@item Ioun stone, absorption}"],["78","{@item Ioun stone, agility}"],["79","{@item Ioun stone, fortitude}"],["80","{@item Ioun stone, insight}"],["81","{@item Ioun stone, intellect}"],["82","{@item Ioun stone, leadership}"],["83","{@item Ioun stone, strength}"],["84","{@item +2 leather armor}"],["85","{@item Manual of bodily health}"],["86","{@item Manual of gainful exercise}"],["87","{@item Manual of golems}"],["88","{@item Manual of quickness of action}"],["89","{@item Mirror of life trapping}"],["90","{@item Nine lives stealer}"],["91","{@item Oathbow}"],["92","{@item +2 scale mail}"],["93","{@item Spellguard shield}"],["94","{@item +1 splint armor}"],["95","{@item armor of resistance||Splint armor of resistance|}"],["96","{@item +1 studded leather armor}"],["97","{@item armor of resistance||Studded leather armor of resistance|}"],["98","{@item Tome of clear thought}"],["99","{@item Tome of leadership and influence}"],["00","{@item Tome of understanding}"]],"name":"Magic Item Table H","page":144,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Magic Item Table I","colLabels":["d100","Magic Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-05","{@item Defender}"],["06-10","{@item Hammer of thunderbolts}"],["11-15","{@item Luck blade}"],["16-20","{@item Sword of answering}"],["21-23","{@item Holy avenger}"],["24-26","{@item Ring of djinni summoning}"],["27-29","{@item Ring of invisibility}"],["30-32","{@item Ring of spell turning}"],["33-35","{@item Rod of lordly might}"],["36-38","{@item Staff of the magi}"],["39-41","{@item Vorpal sword}"],["42-43","{@item Belt of cloud giant strength}"],["44-45","{@item +2 breastplate}"],["46-47","{@item +3 chain mail}"],["48-49","{@item +3 chain shirt}"],["50-51","{@item Cloak of invisibility}"],["52-53","{@item Crystal ball (legendary version)}"],["54-55","{@item +1 half plate armor}"],["56-57","{@item Iron flask}"],["58-59","{@item +3 leather armor}"],["60-61","{@item +1 plate armor}"],["62-63","{@item Robe of the archmagi}"],["64-65","{@item Rod of resurrection}"],["66-67","{@item +1 scale mail}"],["68-69","{@item Scarab of protection}"],["70-71","{@item +2 splint armor}"],["72-73","{@item +2 studded leather armor}"],["74-75","{@item Well of many worlds}"],["76",{"type":"table","caption":"Magic armor","colLabels":["1d12",""],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","{@item +2 half plate armor}"],["3-4","{@item +2 plate armor}"],["5-6","{@item +3 studded leather armor}"],["7-8","{@item +3 breastplate}"],["9-10","{@item +3 splint armor}"],["11","{@item +3 half plate armor}"],["12","{@item +3 plate armor}"]],"data":{"tableIgnore":true}}],["77","{@item Apparatus of kwalish}"],["78","{@item Armor of invulnerability}"],["79","{@item Belt of storm giant strength}"],["80","{@item Cubic gate}"],["81","{@item Deck of many things}"],["82","{@item Efreeti chain}"],["83","{@item armor of resistance||Half plate armor of resistance|}"],["84","{@item Horn of valhalla, iron}"],["85","{@item Instrument of the bards, ollamh harp}"],["86","{@item Ioun stone, greater absorption}"],["87","{@item Ioun stone, mastery}"],["88","{@item Ioun stone, regeneration}"],["89","{@item Plate armor of etherealness}"],["90","{@item armor of resistance||Plate armor of resistance|}"],["91","{@item Ring of air elemental command}"],["92","{@item Ring of earth elemental command}"],["93","{@item Ring of fire elemental command}"],["94","{@item Ring of three wishes}"],["95","{@item Ring of water elemental command}"],["96","{@item Sphere of annihilation}"],["97","{@item Talisman of pure good}"],["98","{@item Talisman of the sphere}"],["99","{@item Talisman of ultimate evil}"],["00","{@item Tome of the stilled tongue}"]],"name":"Magic Item Table I","page":144,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Sentient Magic Item Communication","srd":true,"colLabels":["d100","Communication"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-60","The item communicates by transmitting emotion to the creature carrying or wielding it."],["61-90","The item can speak, read, and understand one or more languages."],["91-100","The item can speak, read, and understand one or more languages. In addition, the item can communicate telepathically with any character that carries or wields it."]],"name":"Sentient Magic Item Communication","page":214,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Sentient Magic Item Senses","srd":true,"colLabels":["d4","Senses"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Hearing and normal vision out to 30 feet."],["2","Hearing and normal vision out to 60 feet"],["3","Hearing and normal vision out to 120 feet."],["4","Hearing and darkvision out to 120 feet."]],"name":"Sentient Magic Item Senses","page":214,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Sentient Magic Item Alignment","srd":true,"colLabels":["d100","Alignment"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-15","Lawful good"],["16-35","Neutral good"],["36-50","Chaotic good"],["51-63","Lawful neutral"],["64-73","Neutral"],["74-85","Chaotic neutral"],["86-89","Lawful evil"],["90-96","Neutral evil"],["97-100","Chaotic evil"]],"name":"Sentient Magic Item Alignment","page":216,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Sentient Special Purpose","srd":true,"colLabels":["d10","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Aligned: The item seeks to defeat or destroy those of a diametrically opposed alignment. (Such an item is never neutral.)"],["2","Bane: The item seeks to defeat or destroy creatures of a particular kind, such as fiends, shapechangers, trolls, or wizards."],["3","Protector: The item seeks to defend a particular race or kind of creature, such as elves or druids."],["4","Crusader: The item seeks to defeat, weaken, or destroy the servants of a particular deity."],["5","Templar: The item seeks to defend the servants and interests of a particular deity."],["6","Destroyer: The item craves destruction and goads its user to fight arbitrarily."],["7","Glory Seeker: The item seeks renown as the greatest magic item in the world, by establishing its user as a famous or notorious figure."],["8","Lore Seeker: The item craves knowledge or is determined to solve a mystery, learn a secret, or unravel a cryptic prophecy."],["9","Destiny Seeker: The item is convinced that it and its wielder have key roles to play in future events."],["10","Creator Seeker: The item seeks its creator and wants to understand why it was created."]],"name":"Sentient Special Purpose","page":216,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Minor Beneficial Properties","colLabels":["d100","Property"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-20","While attuned to the artifact, you gain proficiency in one skill of the DM's choice."],["21-30","While attuned to the artifact, you are immune to disease."],["31-40","While attuned to the artifact, you can't be {@condition charmed} or {@condition frightened}."],["41-50","While attuned to the artifact, you have resistance against one damage type of the DM's choice."],["51-60","While attuned to the artifact, you can use an action to cast one {@filter cantrip|spells|level=0} (chosen by the DM) from it."],["61-70","While attuned to the artifact, you can use an action to cast one {@filter 1st-level|spells|level=1} spell (chosen by the DM) from it. After you cast the spell, roll a {@dice d6}. On a roll of 1-5, you can't cast it again until the next dawn."],["71-80","As 61-70 above, except the spell is {@filter 2nd level|spells|level=2}."],["81-90","As 61-70 above, except the spell is {@filter 3rd level|spells|level=3}."],["91-00","While attuned to the artifact, you gain a +1 bonus to Armor Class."]],"name":"Artifact Properties; Minor Beneficial Properties","page":219,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Major Beneficial Properties","colLabels":["d100","Property"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-20","While attuned to the artifact, one of your ability scores (DM's choice) increases by 2, to a maximum of 24."],["21-30","While attuned to the artifact, you regain {@dice 1d6} hit points at the start of your turn if you have at least 1 hit point."],["31-40","When you hit with a weapon attack while attuned to the artifact, the target takes an extra {@dice 1d6} damage of the weapon's type."],["41-50","While attuned to the artifact, your walking speed increases by 10 feet."],["51-60","While attuned to the artifact, you can use an action to cast one {@filter 4th-level|spells|level=4} spell (chosen by the DM) from it. After you cast the spell, roll a {@dice d6}. On a roll of 1-5, you can't cast it again until the next dawn."],["61-70","As 51-60 above, except the spell is {@filter 5th level|spells|level=5}."],["71-80","As 51-60 above, except the spell is {@filter 6th level|spells|level=6}."],["81-90","As 51-60 above, except the spell is {@filter 7th level|spells|level=7}."],["91-00","While attuned to the artifact, you can't be {@condition blinded}, {@condition deafened}, {@condition petrified}, or {@condition stunned}."]],"name":"Artifact Properties; Major Beneficial Properties","page":219,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Minor Detrimental Properties","colLabels":["d100","Property"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-05","While attuned to the artifact, you have disadvantage on saving throws against spells."],["06-10","The first time you touch a gem or piece of jewelry while attuned to this artifact, the value of the gem or jewelry is reduced by half."],["11-15","While attuned to the artifact, you are {@condition blinded} when you are more than 10 feet away from it."],["16-20","While attuned to the artifact, you have disadvantage on saving throws against poison."],["21-30","While attuned to the artifact, you emit a sour stench noticeable from up to 10 feet away."],["31-35","While attuned to the artifact, all holy water within 10 feet of you is destroyed."],["36-40","While attuned to the artifact, you are physically ill and have disadvantage on any ability check or saving throw that uses Strength or Constitution."],["41-45","While attuned to the artifact, your weight increases by {@dice 1d4 × 10} pounds."],["46-50","While attuned to the artifact, your appearance changes as the DM decides."],["51-55","While attuned to the artifact, you are {@condition deafened} when you are more than 10 feet away from it."],["56-60","While attuned to the artifact, your weight drops by {@dice 1d4 × 5} pounds."],["61-65","While attuned to the artifact, you can't smell."],["66-70","While attuned to the artifact, nonmagical flames are extinguished within 30 feet of you."],["71-80","While you are attuned to the artifact, other creatures can't take short or long rests while within 300 feet of you."],["81-85","While attuned to the artifact, you deal {@dice 1d6} necrotic damage to any plant you touch that isn't a creature."],["86-90","While you are attuned to the artifact, animals within 30 feet of you are hostile toward you."],["91-95","While attuned to the artifact, you must eat and drink six times the normal amount each day."],["96-00","While you are attuned to the artifact, your flaw is amplified in a way determined by the DM."]],"name":"Artifact Properties; Minor Detrimental Properties","page":219,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Major Detrimental Properties","colLabels":["d100","Property"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-05","While you are attuned to the artifact, your body rots over the course of four days, after which the rotting stops. You lose your hair by the end of day 1, finger tips and toe tips by the end of day 2, lips and nose by the end of day 3, and ears by the end of day 4. A {@spell regenerate} spell restores lost body parts."],["06-10","While you are attuned to the artifact, you determine your alignment daily at dawn by rolling a {@dice d6} twice. On the first roll, a 1-2 indicates lawful, 3-4 neutral, and 5-6 chaotic. On the second roll, a 1-2 indicates good, 3-4 neutral, and 5-6 evil."],["11-15","When you first attune to the artifact, it gives you a quest determined by the DM. You must complete this quest as if affected by the {@spell geas} spell. Once you complete the quest, you are no longer affected by this property."],["16-20","The artifact houses a bodiless life force that is hostile toward you. Each time you use an action to use one of the artifact's properties, there is a {@chance 50} chance that the life force tries to leave the artifact and enter your body. If you fail a DC 20 Charisma saving throw, it succeeds, and you become an NPC under the DM's control until the intruding life force is banished using magic such as the {@spell dispel evil and good} spell."],["21-25","Creatures with a challenge rating of 0, as well as plants that aren't creatures, drop to 0 hit points when within 10 feet of the artifact."],["26-30","The artifact imprisons a {@creature death slaad} (see the Monster Manual). Each time you use one of the artifact's properties as an action, the slaad has a {@chance 10} chance of escaping, whereupon it appears within 15 feet of you and attacks you."],["31-35","While you are attuned to the artifact, creatures of a particular type other than humanoid (as chosen by the DM) are always hostile toward you."],["36-40","The artifact dilutes magic potions within 10 feet of it, rendering them nonmagical."],["41-45","The artifact erases magic scrolls within 10 feet of it, rendering them nonmagical."],["46-50","Before using one of the artifact's properties as an action, you must use a bonus action to draw blood, either from yourself or from a willing or incapacitated creature within your reach, using a piercing or slashing melee weapon. The subject takes {@dice 1d4} damage of the appropriate type."],["51-60","When you become attuned to the artifact, you gain a form of {@book long-term madness|dmg|8|madness effects} (see chapter 8, \"Running the Game\")."],["61-65","You take {@dice 4d10} psychic damage when you become attuned to the artifact."],["66-70","You take {@dice 8d10} psychic damage when you become attuned to the artifact."],["71-75","Before you can become attuned to the artifact, you must kill a creature of your alignment."],["76-80","When you become attuned to the artifact, one of your ability scores is reduced by 2 at random. A {@spell greater restoration} spell restores the ability to normal."],["81-85","Each time you become attuned to the artifact, you age {@dice 3d10} years. You must succeed on a DC 10 Constitution saving throw or die from the shock. If you die, you are instantly transformed into a {@creature wight} (see the Monster Manual) under the DM's control that is sworn to protect the artifact."],["86-90","While attuned to the artifact, you lose the ability to speak."],["91-95","While attuned to the artifact, you have vulnerability to all damage."],["96-00","When you become attuned to the artifact, there is a {@chance 10} chance that you attract the attention of a god that sends an avatar to wrest the artifact from you. The avatar has the same alignment as its creator and the statistics of an {@creature empyrean} (see the Monster Manual). Once it obtains the artifact, the avatar vanishes."]],"name":"Artifact Properties; Major Detrimental Properties","page":219,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Ability Checks","colLabels":["Ability","Used for...","Example Uses"],"colStyles":["col-1","col-3","col-8"],"rows":[["Strength","Physical force and athleticism","Smash down a door, move a boulder, use a spike to wedge a door shut"],["Dexterity","Agility, reflexes, and balance","Sneak past a guard, walk along a narrow ledge, wriggle free from chains"],["Constitution","Stamina and health","Endure a marathon, grasp hot metal without flinching, win a drinking contest"],["Intelligence","Memory and reason","Recall a bit of lore, recognize a clue's significance, decode an encrypted message"],["Wisdom","Perceptiveness and willpower","Spot a hidden creature, sense that someone is lying"],["Charisma","Social influence and confidence","Persuade a creature to do something, cow a crowd, lie to someone convincingly"]],"name":"Ability Checks","page":237,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Saving Throws","colLabels":["Ability","Used For..."],"colStyles":["col-2","col-10"],"rows":[["Strength","Opposing a force that would physically move or bind you"],["Dexterity","Dodging out of harm's way"],["Constitution","Enduring a disease, poison, or other hazard that saps vitality"],["Intelligence","Disbelieving certain illusions and resisting mental assaults that can be refuted with logic, sharp memory, or both"],["Wisdom","Resisting effects that charm, frighten, or otherwise assault your willpower"],["Charisma","Withstanding effects, such as possession, that would subsume your personality or hurl you to another plane of existence"]],"name":"Saving Throws","page":238,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Typical DCs","colLabels":["Task","DC"],"colStyles":["col-10","col-2 text-center"],"rows":[["Very easy","5"],["Easy","10"],["Moderate","15"],["Hard","20"],["Very hard","25"],["Nearly impossible","30"]],"name":"Difficulty Class; Typical DCs","page":238,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Map Travel Pace","colLabels":["Map Scale","Slow Pace","Normal Pace","Fast Pace"],"colStyles":["col-3","col-3","col-3","col-3"],"rows":[["Dungeon (1 sq. = 10 ft.)","20 sq./min.","30 sq./min.","40 sq./min."],["City (1 sq. = 100 ft.)","2 sq./min.","3 sq./min.","4 sq./min."],["Province (1 hex = 1 mi.)","2 hexes/hr., 18 hexes/day","3 hexes/hr., 24 hexes/day","4 hexes/hr., 30 hexes/day"],["Kingdom (1 hex = 6 mi.)","1 hex/3 hr., 3 hexes/day","1 hex/2 hr., 4 hexes/day","1 hex/1½ hr., 5 hexes/day"]],"name":"Using a Map; Map Travel Pace","page":242,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Tracking DCs","colLabels":["Ground Surface","DC"],"colStyles":["col-10","col-2 text-center"],"rows":[["Soft surface such as snow","10"],["Dirt or grass","15"],["Bare stone","20"],["Each day since the creature passed","+5"],["Creature left a trail such as blood","-5"]],"name":"Tracking DCs","page":244,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Object Armor Class","srd":true,"colLabels":["Substance","AC"],"colStyles":["col-10","col-2 text-center"],"rows":[["Cloth, paper, rope","11"],["Crystal, glass, ice","13"],["Wood, bone","15"],["Stone","17"],["Iron, steel","19"],["Mithral","21"],["Adamantine","23"]],"name":"Object Armor Class","page":246,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Object Hit Points","srd":true,"colLabels":["Size","Fragile","Resilient"],"colStyles":["col-6","col-3 text-center","col-3 text-center"],"rows":[["Tiny (bottle, lock)","2 ({@dice 1d4})","5 ({@dice 2d4})"],["Small (chest, lute)","3 ({@dice 1d6})","10 ({@dice 3d6})"],["Medium (barrel, chandelier)","4 ({@dice 1d8})","18 ({@dice 4d8})"],["Large (cart, 10-ft.-by-10-ft. window)","5 ({@dice 1d10})","27 ({@dice 5d10})"]],"name":"Object Hit Points","page":247,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Improvising Damage","colLabels":["Dice","Examples"],"colStyles":["col-2 text-center","col-10"],"rows":[["{@dice 1d10}","Burned by coals, hit by a falling bookcase, pricked by a poison needle"],["{@dice 2d10}","Being struck by lightning, stumbling into a fire pit"],["{@dice 4d10}","Hit by falling rubble in a collapsing tunnel, stumbling into a vat of acid"],["{@dice 10d10}","Crushed by compacting walls, hit by whirling steel blades, wading through a lava stream"],["{@dice 18d10}","Being submerged in lava, being hit by a crashing flying fortress"],["{@dice 24d10}","Tumbling into a vortex of fire on the Elemental Plane of Fire, being crushed in the jaws of a godlike creature or a moon-sized monster"]],"name":"Improvising Damage","page":249,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Damage Severity and Level","colLabels":["Character Level","Setback","Dangerous","Deadly"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["1st-4th","{@dice 1d10}","{@dice 2d10}","{@dice 4d10}"],["5th-10th","{@dice 2d10}","{@dice 4d10}","{@dice 10d10}"],["11th-16th","{@dice 4d10}","{@dice 10d10}","{@dice 18d10}"],["17th-20th","{@dice 10d10}","{@dice 18d10}","{@dice 24d10}"]],"name":"Improvising Damage; Damage Severity and Level","page":249,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Targets in Areas of Effect","colLabels":["Area","Number of Targets"],"colStyles":["col-6","col-6"],"rows":[["Cone","{@dice ceil(#$prompt_number:title=Enter a Size$# / 10)|Size ÷ 10} (round up)"],["Cube or square","{@dice ceil(#$prompt_number:title=Enter a Size$# / 5)|Size ÷ 5} (round up)"],["Cylinder","{@dice ceil(#$prompt_number:title=Enter a Radius$# / 5)|Radius ÷ 5} (round up)"],["Line","{@dice ceil(#$prompt_number:title=Enter a Length$# / 30)|Length ÷ 30} (round up)"],["Sphere or circle","{@dice ceil(#$prompt_number:title=Enter a Radius$# / 5)|Radius ÷ 5} (round up)"]],"name":"Adjudicating Areas of Effect; Targets in Areas of Effect","page":249,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Mob Attacks","colLabels":["d20 Roll Needed","Attackers Needed for One to Hit"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["1-5","1"],["6-12","2"],["13-14","3"],["15-16","4"],["17-18","5"],["19-19","10"],["20-20","20"]],"name":"Handling Mobs; Mob Attacks","page":250,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Creature Size and Space","colLabels":["Size","Space: Squares","Space: Hexes"],"colStyles":["col-3","col-6","col-3"],"rows":[["Tiny","4 per square","4 per hex"],["Small","1 square","1 hex"],["Medium","1 square","1 hex"],["Large","4 squares (2 by 2)","3 hexes"],["Huge","9 squares (3 by 3)","7 hexes"],["Gargantuan","16 squares (4 by 4) or more","12 hexes or more"]],"name":"Creature Size on Squares and Hexes; Creature Size and Space","page":251,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Escape Factors","colLabels":["Factor","Check Has..."],"colStyles":["col-6","col-6"],"rows":[["Quarry has many things to hide behind","Advantage"],["Quarry is in a very crowded or noisy area","Advantage"],["Quarry has few things to hide behind","Disadvantage"],["Quarry is in an uncrowded or quiet area","Disadvantage"],["The lead pursuer is a ranger or has proficiency in Survival","Disadvantage"]],"name":"Ending a Chase; Escape Factors","page":253,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Urban Chase Complications","colLabels":["d20","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A large obstacle such as a horse or cart blocks your way. Make a DC 15 Dexterity ({@skill Acrobatics}) check to get past the obstacle. On a failed check, the obstacle counts as 10 feet of {@quickref difficult terrain||3}."],["2","A crowd blocks your way. Make a DC 10 Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (your choice) to make your way through the crowd unimpeded. On a failed check, the crowd counts as 10 feet of {@quickref difficult terrain||3}."],["3","A large stained-glass window or similar barrier blocks your path. Make a DC 10 Strength saving throw to smash through the barrier and keep going. On a failed save, you bounce off the barrier and fall prone."],["4","A maze of barrels, crates, or similar obstacles stands in your way. Make a DC 10 Dexterity ({@skill Acrobatics}) or Intelligence check (your choice) to navigate the maze. On a failed check, the maze counts as 10 feet of {@quickref difficult terrain||3}."],["5","The ground beneath your feet is slippery with rain, spilled oil, or some other liquid. Make a DC 10 Dexterity saving throw. On a failed save, you fall prone."],["6","You come upon a pack of dogs fighting over food. Make a DC 10 Dexterity ({@skill Acrobatics}) check to get through the pack unimpeded. On a failed check, you are bitten and take {@dice 1d4} piercing damage, and the dogs count as 5 feet of {@quickref difficult terrain||3}."],["7","You run into a brawl in progress. Make a DC 15 Strength ({@skill Athletics}), Dexterity ({@skill Acrobatics}), or Charisma ({@skill Intimidation}) check (your choice) to get past the brawlers unimpeded. On a failed check, you take {@dice 2d4} bludgeoning damage, and the brawlers count as 10 feet of {@quickref difficult terrain||3}."],["8","A beggar blocks your way. Make a DC 10 Strength ({@skill Athletics}), Dexterity ({@skill Acrobatics}), or Charisma ({@skill Intimidation}) check (your choice) to slip past the beggar. You succeed automatically if you toss the beggar a coin. On a failed check, the beggar counts as 5 feet of {@quickref difficult terrain||3}."],["9","An overzealous guard (see the Monster Manual (or game statistics) mistakes you for someone else. If you move 20 feet or more on your turn, the guard makes an opportunity attack against you with a spear (+3 to hit; {@dice 1d6 + 1} piercing damage on a hit)."],["10","You are forced to make a sharp turn to avoid colliding with something impassable. Make a DC 10 Dexterity saving throw to navigate the turn. On a failed save, you collide with something hard and take {@dice 1d4} bludgeoning damage."],["11-20","No complication."]],"name":"Urban Chase Complications","page":253,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Wilderness Chase Complications","colLabels":["d20","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Your path takes you through a rough patch of brush. Make a DC 10 Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (your choice) to get past the brush. On a failed check, the brush counts as 5 feet of {@quickref difficult terrain||3}."],["2","Uneven ground threatens to slow your progress. Make a DC 10 Dexterity ({@skill Acrobatics}) check to navigate the area. On a failed check, the ground counts as 10 feet of {@quickref difficult terrain||3}."],["3","You run through a {@creature swarm of insects} (see the Monster Manual for game statistics, with the DM choosing whichever kind of insects makes the most sense). The swarm makes an opportunity attack against you (+3 to hit; {@dice 4d4} piercing damage on a hit)."],["4","A stream, ravine, or rock bed blocks your path. Make a DC 10 Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (your choice) to cross the impediment. On a failed check, the impediment counts as 10 feet of {@quickref difficult terrain||3}."],["5","Make a DC 10 Constitution saving throw. On a failed save, you are blinded by blowing sand, dirt, ash, snow, or pollen until the end of your turn. While blinded in this way, your speed is halved."],["6","A sudden drop catches you by surprise. Make a DC 10 Dexterity saving throw to navigate the impediment. On a failed save, you fall {@dice 1d4 × 5} feet, taking {@dice 1d6} bludgeoning damage per 10 feet fallen as normal, and land prone."],["7","You blunder into a hunter's snare. Make a DC 15 Dexterity saving throw to avoid it. On a failed save, you are caught in a net and restrained. See chapter 5 \"Equipment,\" of the Player's Handbook for rules on escaping a net."],["8","You are caught in a stampede of spooked animals. Make a DC 10 Dexterity saving throw. On a failed save, you are knocked about and take {@dice 1d4} bludgeoning damage and {@dice 1d4} piercing damage."],["9","Your path takes you near a patch of razorvine. Make a DC 15 Dexterity saving throw or use 10 feet of movement (your choice) to avoid the razorvine. On a failed save, you take {@dice 1d10} slashing damage."],["10","A creature indigenous to the area chases after you. The DM chooses a creature appropriate for the terrain."],["11-20","No complication."]],"name":"Wilderness Chase Complications","page":253,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Poisons","srd":true,"colLabels":["Item","Type","Price per Dose"],"colStyles":["col-6","col-3","col-3 text-right"],"rows":[["{@item Assassin's blood}","Ingested","150 gp"],["{@item Burnt othur fumes}","Inhaled","500 gp"],["{@item Carrion crawler mucus}","Contact","200 gp"],["{@item Drow poison}","Injury","200 gp"],["{@item Essence of ether}","Inhaled","300 gp"],["{@item Malice}","Inhaled","250 gp"],["{@item Midnight tears}","Ingested","1,500 gp"],["{@item Oil of taggit}","Contact","400 gp"],["{@item Pale tincture}","Ingested","250 gp"],["{@item Purple worm poison}","Injury","2,000 gp"],["{@item Serpent venom}","Injury","200 gp"],["{@item Torpor}","Ingested","600 gp"],["{@item Truth serum}","Ingested","150 gp"],["{@item Wyvern poison}","Injury","1,200 gp"]],"name":"Poisons","page":257,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Short-Term Madness","srd":true,"colLabels":["d100","Effects (lasts 1d10 minutes)"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-20","The character retreats into his or her mind and becomes {@condition paralyzed}. The effect ends if the character takes any damage."],["21-30","The character becomes {@condition incapacitated} and spends the duration screaming, laughing, or weeping."],["31-40","The character becomes {@condition frightened} and must use his or her action and movement each round to flee from the source of the fear."],["41-50","The character begins babbling and is incapable of normal speech or spellcasting."],["51-60","The character must use his or her action each round to attack the nearest creature."],["61-70","The character experiences vivid hallucinations and has disadvantage on ability checks."],["71-75","The character does whatever anyone tells him or her to do that isn't obviously self-destructive."],["76-80","The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal."],["81-90","The character is {@condition stunned}."],["91-100","The character falls {@condition unconscious}."]],"name":"Short-Term Madness","page":259,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Long-Term Madness","srd":true,"colLabels":["d100","Effects (lasts 1d10 × 10 hours)"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-10","The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins."],["11-20","The character experiences vivid hallucinations and has disadvantage on ability checks."],["21-30","The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks."],["31-40","The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the {@spell antipathy/sympathy} spell."],["41-45","The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects."],["46-55","The character becomes attached to a \"lucky charm,\" such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it."],["56-65","The character is {@condition blinded} (25%) or {@condition deafened} (75%)."],["66-75","The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity."],["76-85","The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn't recognize other people or remember anything that happened before the madness took effect."],["86-90","Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the {@spell confusion} spell. The confusion effect lasts for 1 minute."],["91-95","The character loses the ability to speak."],["96-100","The character falls {@condition unconscious}. No amount of jostling or damage can wake the character."]],"name":"Long-Term Madness","page":259,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Indefinite Madness","srd":true,"colLabels":["d100","Flaw (lasts until cured)"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-15","\"Being drunk keeps me sane.\""],["16-25","\"I keep whatever I find.\""],["26-30","\"I try to become more like someone else I know—adopting his or her style of dress, mannerisms, and name.\""],["31-35","\"I must bend the truth, exaggerate, or outright lie to be interesting to other people.\""],["36-45","\"Achieving my goal is the only thing of interest to me, and I'll ignore everything else to pursue it.\""],["46-50","\"I find it hard to care about anything that goes on around me.\""],["51-55","\"I don't like the way people judge me all the time.\""],["56-70","\"I am the smartest, wisest, strongest, fastest, and most beautiful person I know.\""],["71-80","\"I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they're watching me all the time.\""],["81-85","\"There's only one person I can trust. And only I can see this special friend.\""],["86-95","\"I can't take anything seriously. The more serious the situation, the funnier I find it.\""],["96-100","\"I've discovered that I really like killing people.\""]],"name":"Indefinite Madness","page":259,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Proficiency Dice","colLabels":["Level","Proficiency Bonus","Proficiency Die"],"colStyles":["col-2 no-wrap text-center","col-5 text-center","col-5 text-center"],"rows":[["1st-4th","+2","{@dice 1d4}"],["5th-8th","+3","{@dice 1d6}"],["9th-12th","+4","{@dice 1d8}"],["13th-16th","+5","{@dice 1d10}"],["17th-20th","+6","{@dice 1d12}"]],"name":"Proficiency Dice","page":263,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Ability Check Proficiency by Class","colLabels":["Class","Ability Check"],"colStyles":["col-2","col-10"],"rows":[["{@class Barbarian}","Strength, Dexterity, or Wisdom"],["{@class Bard}","Any one"],["{@class Cleric}","Intelligence, Wisdom, or Charisma"],["{@class Druid}","Intelligence or Wisdom"],["{@class Fighter}","Strength, Dexterity, or Wisdom"],["{@class Monk}","Strength, Dexterity, or Intelligence"],["{@class Paladin}","Strength, Wisdom, or Charisma"],["{@class Ranger}","Strength, Dexterity, or Wisdom"],["{@class Rogue}","Dexterity, Intelligence, Wisdom, or Charisma"],["{@class Sorcerer}","Intelligence or Charisma"],["{@class Warlock}","Intelligence or Charisma"],["{@class Wizard}","Intelligence or Wisdom"]],"name":"Ability Check Proficiency by Class","page":263,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Figuring Out Alien Technology","colLabels":["Int. Check Total","Result"],"colStyles":["col-3 no-wrap","col-9"],"rows":[["9 or lower","One failure; one charge or use is wasted, if applicable; character has disadvantage on next check"],["10-14","One failure"],["15-19","One success"],["20 or higher","One success; character has advantage on next check"]],"name":"Figuring Out Alien Technology","page":268,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Lingering Injuries","colLabels":["d20","Injury"],"colStyles":["col-2 text-center no-wrap","col-10"],"rows":[["1","{@bold Lose an Eye.} You have disadvantage on Wisdom ({@skill Perception}) checks that rely on sight and on ranged attack rolls. Magic such as the {@spell regenerate} spell can restore the lost eye. If you have no eyes left after sustaining this injury, you're {@condition blinded}."],["2","{@bold Lose an Arm or a Hand.} You can no longer hold anything with two hands, and you can hold only a single object at a time. Magic such as the {@spell regenerate} spell can restore the lost appendage."],["3","{@bold Lose a Foot or Leg.} Your speed on foot is halved, and you must use a cane or crutch to move unless you have a peg leg or other prosthesis. You fall {@condition prone} after using the Dash action. You have disadvantage on Dexterity checks made to balance. Magic such as the {@spell regenerate} spell can restore the lost appendage."],["4","{@bold Limp.} Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall {@condition prone}. Magical healing removes the limp."],["5-7","{@bold Internal Injury.} Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. The injury heals if you receive magical healing or if you spend ten days doing nothing but resting."],["8-10","{@bold Broken Ribs.} This has the same effect as Internal Injury above, except that the save DC is 10."],["11-13","{@bold Horrible Scar.} You are disfigured to the extent that the wound can't be easily concealed. You have disadvantage on Charisma ({@skill Persuasion}) checks and advantage on Charisma ({@skill Intimidation}) checks. Magical healing of 6th level or higher, such as {@spell heal} and {@spell regenerate}, removes the scar."],["14-16","{@bold Festering Wound.} Your hit point maximum is reduced by 1 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. The wound heals if you receive magical healing. Alternatively, someone can tend to the wound and make a DC 15 Wisdom ({@skill Medicine}) check once every 24 hours. After ten successes, the wound heals."],["17-20","{@bold Minor Scar.} The scar doesn't have any adverse effect. Magical healing of 6th level or higher, such as {@spell heal} and {@spell regenerate}, removes the scar."]],"name":"Lingering Injuries","page":272,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"System Shock","colLabels":["d10","Effect"],"colStyles":["col-1 text-center no-wrap","col-12"],"rows":[["1","The creature drops to 0 hit points."],["2-3","The creature drops to 0 hit points but is stable."],["4-5","The creature is {@condition stunned} until the end of its next turn."],["6-7","The creature can't take reactions and has disadvantage on attack rolls and ability checks until the end of its next turn."],["8-10","The creature can't take reactions until the end of its next turn."]],"name":"Massive Damage; System Shock","page":273,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Monster Statistics by Challenge Rating","colLabels":["CR","Prof. Bonus","Armor Class","Hit Points","Attack Bonus","Damage/Round","Save DC"],"colStyles":["col-1 text-center","col-1 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center"],"rows":[["0","+2","≤ 13","1-6","≤ +3","0-1","≤ 13"],["1/8","+2","13","7-35","+3","2-3","13"],["1/4","+2","13","36-49","+3","4-5","13"],["1/2","+2","13","50-70","+3","6-8","13"],["1","+2","13","71-85","+3","9-14","13"],["2","+2","13","86-100","+3","15-20","13"],["3","+2","13","101-115","+4","21-26","13"],["4","+2","14","116-130","+5","27-32","14"],["5","+3","15","131-145","+6","33-38","15"],["6","+3","15","146-160","+6","39-44","15"],["7","+3","15","161-175","+6","45-50","15"],["8","+3","16","176-190","+7","51-56","16"],["9","+4","16","191-205","+7","57-62","16"],["10","+4","17","206-220","+7","63-68","16"],["11","+4","17","221-235","+8","69-74","17"],["12","+4","17","236-250","+8","75-80","17"],["13","+5","18","251-265","+8","81-86","18"],["14","+5","18","266-280","+8","87-92","18"],["15","+5","18","281-295","+8","93-98","18"],["16","+5","18","296-310","+9","99-104","18"],["17","+6","19","311-325","+10","105-110","19"],["18","+6","19","326-340","+10","111-116","19"],["19","+6","19","341-355","+10","117-122","19"],["20","+6","19","356-400","+10","123-140","19"],["21","+7","19","401-445","+11","141-158","20"],["22","+7","19","446-490","+11","159-176","20"],["23","+7","19","491-535","+11","177-194","20"],["24","+7","19","536-580","+12","195-212","21"],["25","+8","19","581-625","+12","213-230","21"],["26","+8","19","626-670","+12","231-248","21"],["27","+8","19","671-715","+13","249-266","22"],["28","+8","19","716-760","+13","267-284","22"],["29","+9","19","761-805","+13","285-302","22"],["30","+9","19","806-850","+14","303-320","23"]],"name":"Creating Quick Monster Stats; Monster Statistics by Challenge Rating","page":274,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Experience Points by Challenge Rating","basicRules":true,"srd":true,"colLabels":["CR","XP"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["0","0 or 10"],["1/8","25"],["1/4","50"],["1/2","100"],["1","200"],["2","450"],["3","700"],["4","1,100"],["5","1,800"],["6","2,300"],["7","2,900"],["8","3,900"],["9","5,000"],["10","5,900"],["11","7,200"],["12","8,400"],["13","10,000"],["14","11,500"],["15","13,000"],["16","15,000"],["17","18,000"],["18","20,000"],["19","22,000"],["20","25,000"],["21","33,000"],["22","41,000"],["23","50,000"],["24","62,000"],["25","75,000"],["26","90,000"],["27","105,000"],["28","120,000"],["29","135,000"],["30","155,000"]],"name":"Final Challenge Rating; Experience Points by Challenge Rating","page":274,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Hit Dice by Size","srd":true,"basicRules":true,"colLabels":["Monster Size","Hit Die","Average HP per Die"],"colStyles":["col-3","col-3 text-center","col-3 text-center"],"rows":[["Tiny","{@dice d4}","2½"],["Small","{@dice d6}","3½"],["Medium","{@dice d8}","4½"],["Large","{@dice d10}","5½"],["Huge","{@dice d12}","6½"],["Gargantuan","{@dice d20}","10½"]],"name":"Assign Hit Dice; Hit Dice by Size","page":276,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Effective Hit Points Based on Resistances and Immunities","colLabels":["Expected Challenge Rating","HP Multiplier for Resistances","HP Multiplier for Immunities"],"colStyles":["col-3","col-3","col-3"],"rows":[["1-4","× 2","× 2"],["5-10","× 1.5","× 2"],["11-16","× 1.25","× 1.5"],["17 or more","× 1","× 1.25"]],"name":"Damage Vulnerabilities, Resistances, and Immunities; Effective Hit Points Based on Resistances and Immunities","page":277,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Monster Features","colLabels":["Name","Example Monster","Effect on Challenge Rating"],"colStyles":["col-3","col-3","col-6"],"rows":[["Aggressive","{@creature Orc}","Increase the monster's effective per-round damage output by 2."],["Ambusher","{@creature Doppelganger}","Increase the monster's effective attack bonus by 1."],["Amorphous","{@creature Black pudding}","—"],["Amphibious","{@creature Kuo-toa}","—"],["Angelic Weapons","{@creature Deva}","Increase the monster's effective per-round damage by the amount noted in the trait."],["Antimagic Susceptibility","{@creature Flying sword}","—"],["Avoidance","{@creature Demilich}","Increase the monster's effective AC by 1."],["Blind Senses","{@creature Grimlock}","—"],["Blood Frenzy","{@creature Sahuagin}","Increase the monster's effective attack bonus by 4."],["Breath Weapon","{@creature Ancient black dragon}","For the purpose of determining effective damage output, assume the breath weapon hits two targets, and that each target fails its saving throw."],["Brute","{@creature Bugbear}","Increase the monster's effective per-round damage by the amount noted in the trait."],["Chameleon Skin","{@creature Troglodyte}","—"],["Change Shape","{@creature Ancient brass dragon}","—"],["Charge","{@creature Centaur}","Increase the monster's damage on one attack by the amount noted in the trait."],["Charm","{@creature Vampire}","—"],["Constrict","{@creature Constrictor snake}","Increase the monster's effective AC by 1."],["Damage Absorption","{@creature Flesh golem}","—"],["Damage Transfer","{@creature Cloaker}","Double the monster's effective hit points. Add one-third of the monster's hit points to its per-round damage."],["Death Burst","{@creature Magmin}","Increase the monster's effective damage output for 1 round by the amount noted in the trait, and assume it affects two creatures."],["Devil Sight","{@creature Barbed devil}","—"],["Dive","{@creature Aarakocra}","Increase the monster's effective damage on one attack by the amount noted in the trait."],["Echolocation","{@creature Hook horror}","—"],["Elemental Body","{@creature Azer}","Increase the monster's effective per-round damage by the amount noted in the trait."],["Enlarge","{@creature Duergar}","Increase the monster's effective per-round damage by the amount noted in the trait."],["Etherealness","{@creature Night hag}","—"],["False Appearance","{@creature Gargoyle}","—"],["Fey Ancestry","{@creature Drow}","—"],["Fiendish Blessing","{@creature Cambion}","Apply the monster's Charisma modifier to its actual AC."],["Flyby","{@creature Peryton}","—"],["Frightful Presence","{@creature Ancient black dragon}","Increase the monster's effective hit points by 25% if the monster is meant to face characters of 10th level or lower."],["Grappler","{@creature Mimic}","—"],["Hold Breath","{@creature Lizardfolk}","—"],["Horrifying Visage","{@creature Banshee}","See Frightful Presence."],["Illumination","{@creature Flameskull}","—"],["Illusory Appearance","{@creature Green hag}","—"],["Immutable Form","{@creature Iron golem}","—"],["Incorporeal Movement","{@creature Ghost}","—"],["Innate Spellcasting","{@creature Djinni}","See step 13 under \"Creating a Monster Stat Block.\""],["Inscrutable","{@creature Androsphinx}","—"],["Invisibility","{@creature Imp}","—"],["Keen Senses","{@creature Hell hound}","—"],["Labyrinthine Recall","{@creature Minotaur}","—"],["Leadership","{@creature Hobgoblin captain}","—"],["Legendary Resistance","{@creature Ancient black dragon}","Each per-day use of this trait increases the monster's effective hit points based on the expected challenge rating: 1-4, 10 hp: 5-10, 20 hp: 11 or higher, 30 hp."],["Life Drain","{@creature Wight}","—"],["Light Sensitivity","{@creature Shadow demon}","—"],["Magic Resistance","{@creature Balor}","Increase the monster's effective AC by 2."],["Magic Weapons","{@creature Balor}","—"],["Martial Advantage","{@creature Hobgoblin}","Increase the effective damage of one attack per round by the amount gained from this trait."],["Mimicry","{@creature Kenku}","—"],["Nimble Escape","{@creature Goblin}","Increase the monster's effective AC and effective attack bonus by 4 (assuming the monster hides every round)."],["Otherworldly Perception","{@creature Kuo-toa}","—"],["Pack Tactics","{@creature Kobold}","Increase the monster's effective attack bonus by 1."],["Parry","{@creature Hobgoblin warlord}","Increase the monster's effective AC by 1."],["Possession","{@creature Ghost}","Double the monster's effective hit points."],["Pounce","{@creature Tiger}","Increase the monster's effective damage for 1 round by the amount it deals with the bonus action gained from this trait."],["Psychic Defense","{@creature Githzerai monk}","Apply the monster's Wisdom modifier to its actual AC if the monster isn't wearing armor or wielding a shield."],["Rampage","{@creature Gnoll}","Increase the monster's effective per-round damage by 2."],["Reactive","{@creature Marilith}","—"],["Read Thoughts","{@creature Doppelganger}","—"],["Reckless","{@creature Minotaur}","—"],["Redirect Attack","{@creature Goblin boss}","—"],["Reel","{@creature Roper}","—"],["Regeneration","{@creature Troll}","Increase the monster's effective hit points by 3 × the number of hit points the monster regenerates each round."],["Rejuvenation","{@creature Lich}","—"],["Relentless","{@creature Wereboar}","Increase the monster's effective hit points based on the expected challenge rating: 1-4, 7 hp: 5-10, 14 hp: 11-16, 21 hp: 17 or higher, 28 hp."],["Shadow Stealth","{@creature Shadow demon}","Increase the monster's effective AC by 4."],["Shapechanger","{@creature Wererat}","—"],["Siege Monster","{@creature Earth elemental}","—"],["Slippery","{@creature Kuo-toa}","—"],["Spellcasting","{@creature Lich}","See step 13 under \"Creating a Monster Stat Block.\""],["Spider Climb","{@creature Ettercap}","—"],["Standing Leap","{@creature Bullywug}","—"],["Steadfast","{@creature Bearded devil}","—"],["Stench","{@creature Troglodyte}","Increase the monster's effective AC by 1."],["Sunlight Sensitivity","{@creature Kobold}","—"],["Superior Invisibility","{@creature Faerie dragon (violet)||Faerie dragon}","Increase the monster's effective AC by 2."],["Sure-Footed","{@creature Dao}","—"],["Surprise Attack","{@creature Bugbear}","Increase the monster's effective damage for 1 round by the amount noted in the trait."],["Swallow","{@creature Behir}","Assume the monster swallows one creature and deals 2 rounds of acid damage to it."],["Teleport","{@creature Balor}","—"],["Terrain Camouflage","{@creature Bullywug}","—"],["Tunneler","{@creature Umber hulk}","—"],["Turn Immunity","{@creature Revenant}","—"],["Turn Resistance","{@creature Lich}","—"],["Two Heads","{@creature Ettin}","—"],["Undead Fortitude","{@creature Zombie}","Increase the monster's effective hit points based on the expected challenge rating: 1-4, 7 hp: 5-10, 14 hp: 11-16, 21 hp: 17 or higher, 28 hp."],["Web","{@creature Giant spider}","Increase the monster's effective AC by 1."],["Web Sense","{@creature Giant spider}","—"],["Web Walker","{@creature Giant spider}","—"],["Wounded Fury","{@creature Quaggoth}","Increase the monster's damage for 1 round by the amount noted in the trait."]],"name":"Creating a Monster Stat Block; Monster Features","page":275,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"NPC Features","colLabels":["Race","Ability Modifiers","Features"],"colStyles":["col-3","col-3","col-6"],"rows":[["Aarakocra","+2 Dex, +2 Wis","Dive Attack: talon attack action, speed 20 ft., fly 50 ft., speaks Auran"],["Bullywug","-2 Int, -2 Cha","Amphibious, Speak with Frogs and Toads, Swamp Camouflage, Standing Leap: speed 20 ft., swim 40 ft.: speaks Bullywug"],["Dragonborn*","+2 Str, +1 Cha","Breath Weapon (use challenge rating instead of level to determine damage), Damage Resistance, Draconic Ancestry, speaks Common and Draconic"],["Drow*","+2 Dex, +1 Cha","Fey Ancestry, Innate Spellcasting feature of the drow, Sunlight Sensitivity, darkvision 120 ft., speaks Elvish and Undercommon"],["Dwarf*","+2 Str or Wis, +2 Con","Dwarven Resilience, Stonecunning, speed 25 ft., darkvision 60 ft., speaks Common and Dwarvish"],["Elf*","+2 Dex, +1 Int or Wis","Fey Ancestry, Trance, darkvision 60 ft., proficiency in the Perception skill, speaks Common and Elvish"],["Gnoll","+2 Str, -2 Int","Rampage, darkvision 60 ft."],["Gnome*","+2 Int, +2 Dex or Con","Gnome Cunning, Small size: speed 25 ft., darkvision 60 ft., speaks Common and Gnomish"],["Gnome, deep","+1 Str, +2 Dex","Gnome Cunning, Innate Spellcasting, Stone Camouflage, Small size, speed 20 ft., darkvision 120 ft., speaks Gnomish, Terran, and Undercommon"],["Goblin","-2 Str, +2 Dex","Nimble Escape, Small size, darkvision 60 ft., speaks Common and Goblin"],["Grimlock","+2 Str, -2 Cha","Blind Senses, Keen Hearing and Smell, Stone Camouflage, can't be blinded, blindsight 30 ft., or 10 ft. while deafened (blind beyond this radius), speaks Undercommon"],["Half-elf*","+1 Dex, +1 Int, +2 Cha","Fey Ancestry, darkvision 60 ft., proficiency in two skills, speaks Common and Elvish"],["Half-orc*","+2 Str, +1 Con","Relentless Endurance, darkvision 60 ft., proficiency in the Intimidation skill, speaks Common and Orc"],["Halfling*","+2 Dex, +1 Con or Cha","Brave, Halfling Nimbleness, Lucky, Small size, speed 25 ft., speaks Common and Halfling"],["Hobgoblin","None","Martial Advantage, darkvision 60 ft., speaks Common and Goblin"],["Kenku","+2 Dex","Ambusher, Mimicry, understands Auran and Common but speaks only through the use of its Mimicry trait"],["Kobold","-4 Str, +2 Dex","Pack Tactics, Sunlight Sensitivity, Small size, darkvision 60 ft., speaks Common and Draconic"],["Kuo-toa","None","Amphibious, Otherworldly Perception, Slippery, Sunlight Sensitivity, speed 30 ft., swim 30 ft., darkvision 120 ft., speaks Undercommon"],["Lizardfolk","+2 Str, -2 Int","Hold Breath (15 min.), +3 natural armor bonus to AC, speed 30 ft., swim 30 ft., speaks Draconic"],["Merfolk","None","Amphibious, speed 10 ft., swim 40 ft., speaks Aquan and Common"],["Orc","+2 Str, -2 Int","Aggressive, darkvision 60 ft., speaks Common and Orc"],["Skeleton","+2 Dex, -4 Int, -4 Cha","Vulnerable to bludgeoning damage, immune to poison damage and {@condition exhaustion}, can't be poisoned, darkvision 60 ft., can't speak but understands the languages it knew in life"],["Tiefling*","+1 Int, +2 Cha","Infernal Legacy (use challenge rating instead of level to determine spells), resistance to fire damage, darkvision 60 ft., speaks Common and Infernal"],["Troglodyte","+2 Str, +2 Con, -4 Int, -4 Cha","Chameleon Skin, Stench, Sunlight Sensitivity, +1 natural armor bonus to AC, darkvision 60 ft., speaks Troglodyte"],["Zombie","+1 Str, +2 Con, -6 Int, -4 Wis, -4 Cha","Undead Fortitude, immune to poison damage, can't be poisoned, darkvision 60 ft., can't speak but understands the languages it knew in life"]],"footnotes":["* See the {@i Player's Handbook} for descriptions of this race's features, none of which alter the NPC's challenge rating."],"name":"Creating NPCs from Scratch; NPC Features","page":282,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Spell Damage","colLabels":["Spell Level","One Target","Multiple Targets"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["Cantrip","{@dice 1d10}","{@dice 1d6}"],["1st","{@dice 2d10}","{@dice 2d6}"],["2nd","{@dice 3d10}","{@dice 4d6}"],["3rd","{@dice 5d10}","{@dice 6d6}"],["4th","{@dice 6d10}","{@dice 7d6}"],["5th","{@dice 8d10}","{@dice 8d6}"],["6th","{@dice 10d10}","{@dice 11d6}"],["7th","{@dice 11d10}","{@dice 12d6}"],["8th","{@dice 12d10}","{@dice 13d6}"],["9th","{@dice 15d10}","{@dice 14d6}"]],"name":"Spell Damage","page":283,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Magic Item Power by Rarity","colLabels":["Rarity","Max Spell Level","Max Bonus"],"colStyles":["col-3","col-3 text-center","col-3 text-center"],"rows":[["Common","1st","—"],["Uncommon","3rd","+1"],["Rare","6th","+2"],["Very rare","8th","+3"],["Legendary","9th","+4"]],"name":"Power Level; Magic Item Power by Rarity","page":285,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Spell Point Cost","colLabels":["Spell Level","Point Cost"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["1st",2],["2nd",3],["3rd",5],["4th",6],["5th",7],["6th",9],["7th",10],["8th",11],["9th",13]],"name":"Variant: Spell Points; Spell Point Cost","page":288,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Spell Points by Level","colLabels":["Class Level","Spell Points","Max Spell Level"],"colStyles":["col-4 text-center","col-4 text-center","col-4 text-center"],"rows":[["1st",4,"1st"],["2nd",6,"1st"],["3rd",14,"2nd"],["4th",17,"2nd"],["5th",27,"3rd"],["6th",32,"3rd"],["7th",38,"4th"],["8th",44,"4th"],["9th",57,"5th"],["10th",64,"5th"],["11th",73,"6th"],["12th",73,"6th"],["13th",83,"7th"],["14th",83,"7th"],["15th",94,"8th"],["16th",94,"8th"],["17th",107,"9th"],["18th",114,"9th"],["19th",123,"9th"],["20th",133,"9th"]],"name":"Variant: Spell Points; Spell Points by Level","page":288,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Starting Area","colLabels":["d10","Configuration"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Square, 20 × 20 ft.; passage on each wall"],["2","Square, 20 × 20 ft.; door on two walls, passage in third wall"],["3","Square, 40 × 40 ft.; doors on three walls"],["4","Rectangle, 80 × 20 ft., with row of pillars down the middle; two passages leading from each long wall, doors on each short wall"],["5","Rectangle, 20 × 40 ft.; passage on each wall"],["6","Circle, 40 ft. diameter; one passage at each cardinal direction"],["7","Circle, 40 ft. diameter; one passage in each cardinal direction; well in middle of room (might lead down to lower level)"],["8","Square, 20 × 20 ft.; door on two walls, passage on third wall, secret door on fourth wall"],["9","Passage, 10 ft. wide; T intersection"],["10","Passage, 10 ft. wide; four-way intersection"]],"name":"Starting Area","page":290,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Passage","colLabels":["d20","Detail"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","Continue straight 30 ft., no doors or side passages"],["3","Continue straight 20 ft., door to the right, then an additional 10 ft. ahead"],["4","Continue straight 20 ft., door to the left, then an additional 10 ft. ahead"],["5","Continue straight 20 ft.; passage ends in a door"],["6-7","Continue straight 20 ft., side passage to the right, then an additional 10 ft. ahead"],["8-9","Continue straight 20 ft., side passage to the left, then an additional 10 ft. ahead"],["10","Continue straight 20 ft., comes to a dead end; {@chance 10} chance of a secret door"],["11-12","Continue straight 20 ft., then the passage turns left and continues 10 ft."],["13-14","Continue straight 20 ft., then the passage turns right and continues 10 ft."],["15-19","Chamber (roll on the Chamber table)"],["20","Stairs* (roll on the Stairs table)"]],"footnotes":["* The existence of stairs presumes a dungeon with more than one level. If you don't want a multilevel dungeon, reroll this result, use the stairs as an alternative entrance, or replace them with another feature of your choice."],"name":"Passages; Passage","page":290,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Passage Width","colLabels":["{@dice d12;d20}","Width"],"colStyles":["col-2 text-center","col-10"],"rows":[[{"type":"cell","roll":{"min":1,"max":2}},"5 ft."],[{"type":"cell","roll":{"min":3,"max":12}},"10 ft."],[{"type":"cell","roll":{"min":13,"max":14}},"20 ft."],[{"type":"cell","roll":{"min":15,"max":16}},"30 ft."],[{"type":"cell","roll":{"exact":17}},"40 ft., with row of pillars down the middle"],[{"type":"cell","roll":{"exact":18}},"40 ft., with double row of pillars"],[{"type":"cell","roll":{"exact":19}},"40 ft. wide, 20 ft. high"],[{"type":"cell","roll":{"exact":20}},"40 ft. wide, 20 ft. high, gallery 10 ft. above floor allows access to level above"]],"name":"Passages; Passage Width","page":290,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Door Type","colLabels":["d20","Door Type"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-10","Wooden"],["11-12","Wooden, barred or locked"],["13","Stone"],["14","Stone, barred or locked"],["15","Iron"],["16","Iron, barred or locked"],["17","Portcullis"],["18","Portcullis, locked in place"],["19","Secret door"],["20","Secret door, barred or locked"]],"name":"Doors; Door Type","page":291,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Beyond a Door","colLabels":["d20","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","Passage extending 10 ft., then T intersection extending 10 ft. to the right and left"],["3-8","Passage 20 ft. straight ahead"],["9-18","Chamber (roll on the Chamber table)"],["19","Stairs (roll on the Stairs table)"],["20","False door with trap"]],"name":"Doors; Beyond a Door","page":291,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Chamber","colLabels":["d20","Chamber"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","Square, 20 × 20 ft.¹"],["3-4","Square, 30 × 30 ft.¹"],["5-6","Square, 40 × 40 ft.¹"],["7-9","Rectangle, 20 × 30 ft.¹"],["10-12","Rectangle, 30 × 40 ft.¹"],["13-14","Rectangle, 40 × 50 ft.²"],["15","Rectangle, 50 × 80 ft.²"],["16","Circle, 30 ft. diameter¹"],["17","Circle, 50 ft. diameter²"],["18","Octagon, 40 × 40 ft.²"],["19","Octagon, 60 × 60 ft.²"],["20","Trapezoid, roughly 40 × 60 ft.²"]],"footnotes":["¹ Use the Normal Chamber column on the Chamber Exits table.","² Use the Large Chamber column on the Chamber Exits table."],"name":"Chambers; Chamber","page":291,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Chamber Exits","colLabels":["d20","Normal Chamber","Large Chamber"],"colStyles":["col-2 text-center","col-5 text-center","col-5 text-center"],"rows":[["1-3","0","0"],["4-5","0","1"],["6-8","1","1"],["9-11","1","2"],["12-13","2","2"],["14-15","2","3"],["16-17","3","3"],["18","3","4"],["19","4","5"],["20","4","6"]],"name":"Chambers; Chamber Exits","page":291,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Exit Location","colLabels":["d20","Location"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-7","Wall opposite entrance"],["8-12","Wall left of entrance"],["13-17","Wall right of entrance"],["18-20","Same wall as entrance"]],"name":"Chambers; Exit Location","page":291,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Exit Type","colLabels":["d20","Type"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-10","Door (roll on the Door Type table)"],["11-20","Corridor, 10 ft. long"]],"name":"Chambers; Exit Type","page":291,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Stairs","colLabels":["d20","Stairs"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-4","Down one level to a chamber"],["5-8","Down one level to a passage 20 ft. long"],["9","Down two levels to a chamber"],["10","Down two levels to a passage 20 ft. long"],["11","Down three levels to a chamber"],["12","Down three levels to a passage 20 ft. long"],["13","Up one level to a chamber"],["14","Up one level to a passage 20 ft. long"],["15","Up to a dead end"],["16","Down to a dead end"],["17","Chimney up one level to a passage 20 ft. long"],["18","Chimney up two levels to a passage 20 ft. long"],["19","Shaft (with or without elevator) down one level to a chamber"],["20","Shaft (with or without elevator) up one level to a chamber and down one level to a chamber"]],"name":"Stairs","page":291,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Dungeon: Death Trap","colLabels":["d20","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Antechamber or waiting room for spectators"],["2-8","Guardroom fortified against intruders"],["9-11","Vault for holding important treasures, accessible only by locked or secret door ({@chance 75} chance of being trapped)"],["12-14","Room containing a puzzle that must be solved to bypass a trap or monster"],["15-19","Trap designed to kill or capture creatures"],["20","Observation room, allowing guards or spectators to observe creatures moving through the dungeon"]],"name":"Chamber Purpose; Dungeon: Death Trap","page":292,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Dungeon: Lair","colLabels":["d20","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Armory stocked with weapons and armor"],["2","Audience chamber, used to receive guests"],["3","Banquet room for important celebrations"],["4","Barracks where the lair's defenders are quartered"],["5","Bedroom, for use by leaders"],["6","Chapel where the lair's inhabitants worship"],["7","Cistern or well for drinking water"],["8-9","Guardroom for the defense of the lair"],["10","Kennel for pets or guard beasts"],["11","Kitchen for food storage and preparation"],["12","Pen or prison where captives are held"],["13-14","Storage, mostly nonperishable goods"],["15","Throne room where the lair's leaders hold court"],["16","Torture chamber"],["17","Training and exercise room"],["18","Trophy room or museum"],["19","Latrine or bath"],["20","Workshop for the construction of weapons, armor, tools, and other goods"]],"name":"Chamber Purpose; Dungeon: Lair","page":292,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Dungeon: Maze","colLabels":["d20","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Conjuring room, used to summon creatures that guard the maze"],["2-5","Guard room for sentinels that patrol the maze"],["6-10","Lair for guard beasts that patrol the maze"],["11","Pen or prison accessible only by secret door, used to hold captives condemned to the maze"],["12","Shrine dedicated to a god or other entity"],["13-14","Storage for food, as well as tools used by the maze's guardians to keep the complex in working order"],["15-18","Trap to confound or kill those sent into the maze"],["19","Well that provides drinking water"],["20","Workshop where doors, torch sconces, and other furnishings are repaired and maintained"]],"name":"Chamber Purpose; Dungeon: Maze","page":292,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Dungeon: Mine","colLabels":["d20","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","Barracks for miners"],["3","Bedroom for a supervisor or manager"],["4","Chapel dedicated to a patron deity of miners, earth, or protection"],["5","Cistern providing drinking water for miners"],["6-7","Guardroom"],["8","Kitchen used to feed workers"],["9","Laboratory used to conduct tests on strange minerals extracted from the mine"],["10-15","Lode where metal ore is mined ({@chance 75} chance of being depleted)"],["16","Office used by the mine supervisor"],["17","Smithy for repairing damaged tools"],["18-19","Storage for tools and other equipment"],["20","Strong room or vault used to store ore for transport to the surface"]],"name":"Chamber Purpose; Dungeon: Mine","page":292,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Dungeon: Planar Gate","colLabels":["d100","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-03","Decorated foyer or antechamber"],["04-08","Armory used by the portal's guardians"],["09-10","Audience chamber for receiving visitors"],["11-19","Barracks used by the portal's guards"],["20-23","Bedroom for use by the high-ranking members of the order that guards the portal"],["24-30","Chapel dedicated to a deity or deities related to the portal and its defenders"],["31-35","Cistern providing fresh water"],["36-38","Classroom for use of initiates learning about the portal's secrets"],["39","Conjuring room for summoning creatures used to investigate or defend the portal"],["40-41","Crypt where the remains of those that died guarding the portal are kept"],["42-47","Dining room"],["48-50","Divination room used to investigate the portal and events tied to it"],["51-55","Dormitory for visitors and guards"],["56-57","Entry room or vestibule"],["58-59","Gallery for displaying trophies and objects related to the portal and those that guard it"],["60-67","Guardroom to protect or watch over the portal"],["68-72","Kitchen"],["73-77","Laboratory for conducting experiments relating to the portal and creatures that emerge from it"],["78-80","Library holding books about the portal's history"],["81-85","Pen or prison for holding captives or creatures that emerge from the portal"],["86-87","Planar junction, where the gate to another plane once stood ({@chance 25} chance of being active)"],["88-90","Storage"],["91","Strong room or vault, for guarding valuable treasures connected to the portal or funds used to pay the planar gate's guardians"],["92-93","Study"],["94","Torture chamber, for questioning creatures that pass through the portal or that attempt to clandestinely use it"],["95-98","Latrine or bath"],["99-00","Workshop for constructing tools and gear needed to study the portal"]],"name":"Chamber Purpose; Dungeon: Planar Gate","page":292,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Dungeon: Stronghold","colLabels":["d100","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-02","Antechamber where visitors seeking access to the stronghold wait"],["03-05","Armory holding high-quality gear, including light siege weapons such as ballistas"],["06","Audience chamber used by the master of the stronghold to receive visitors"],["07","Aviary or zoo for keeping exotic creatures"],["08-11","Banquet room for hosting celebrations and guests"],["12-15","Barracks used by elite guards"],["16","Bath outfitted with a marble floor and other luxurious accoutrements"],["17","Bedroom for use by the stronghold's master or important guests"],["18","Chapel dedicated to a deity associated with the stronghold's master"],["19-21","Cistern providing drinking water"],["22-25","Dining room for intimate gatherings or informal meals"],["26","Dressing room featuring a number of wardrobes"],["27-29","Gallery for the display of expensive works of art and trophies"],["30-32","Game room used to entertain visitors"],["33-50","Guardroom"],["51","Kennel where monsters or trained animals that protect the stronghold are kept"],["52-57","Kitchen designed to prepare exotic foods for large numbers of guests"],["58-61","Library with an extensive collection of rare books"],["62","Lounge used to entertain guests"],["63-70","Pantry, including cellar for wine or spirits"],["71-74","Sitting room for family and intimate guests"],["75-78","Stable"],["79-86","Storage for mundane goods and supplies"],["87","Strong room or vault for protecting important treasures ({@chance 75} chance of being hidden behind a secret door)"],["88-92","Study, including a writing desk"],["93","Throne room, elaborately decorated"],["94-96","Waiting room where lesser guests are held before receiving an audience"],["97-98","Latrine or bath"],["99-00","Crypt belonging to the stronghold's master or someone else of importance"]],"name":"Chamber Purpose; Dungeon: Stronghold","page":292,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Dungeon: Temple or Shrine","colLabels":["d100","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-03","Armory filled with weapons and armor, battle banners, and pennants"],["04-05","Audience chamber where priests of the temple receive commoners and low-ranking visitors"],["06-07","Banquet room used for celebrations and holy days"],["08-10","Barracks for the temple's military arm or its hired guards"],["11-14","Cells where the faithful can sit in quiet contemplation"],["15-24","Central temple built to accommodate rituals"],["25-28","Chapel dedicated to a lesser deity associated with the temple's major deity"],["29-31","Classroom used to train initiates and priests"],["32-34","Conjuring room, specially sanctified and used to summon extraplanar creatures"],["35-40","Crypt for a high priest or similar figure, hidden and heavily guarded by creatures and traps"],["41-42","Dining room (large) for the temple's servants and lesser priests"],["43","Dining room (small) for the temple's high priests"],["44-46","Divination room, inscribed with runes and stocked with soothsaying implements"],["47-50","Dormitory for lesser priests or students"],["51-56","Guardroom"],["57","Kennel for animals or monsters associated with the temple's deity"],["58-60","Kitchen (might bear a disturbing resemblance to a torture chamber in an evil temple)"],["61-65","Library, well stocked with religious treatises"],["66-68","Prison for captured enemies (in good or neutral temples) or those designated as sacrifices (in evil temples)"],["69-73","Robing room containing ceremonial outfits and items"],["74","Stable for riding horses and mounts belonging to the temple, or for visiting messengers and caravans"],["75-79","Storage holding mundane supplies"],["80","Strong room or vault holding important relics and ceremonial items, heavily trapped"],["81-82","Torture chamber, used in inquisitions (in good or neutral temples with a lawful bent) or for the sheer joy of causing pain (evil temples)"],["83-89","Trophy room where art celebrating key figures and events from mythology is displayed"],["90","Latrine or bath"],["91-94","Well for drinking water, defendable in the case of attack or siege"],["95-00","Workshop for repairing or creating weapons, religious items, and tools"]],"name":"Chamber Purpose; Dungeon: Temple or Shrine","page":292,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Dungeon: Tomb","colLabels":["d20","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Antechamber for those that have come to pay respect to the dead or prepare themselves for burial rituals"],["2-3","Chapel dedicated to deities that watch over the dead and protect their resting places"],["4-8","Crypt for less important burials"],["9","Divination room, used in rituals to contact the dead for guidance"],["10","False crypt (trapped) to kill or capture thieves"],["11","Gallery to display the deeds of the deceased through trophies, statues, paintings and so forth"],["12","Grand crypt for a noble, high priest, or other important individual"],["13-14","Guardroom, usually guarded by undead, constructs, or other creatures that don't need to eat or sleep"],["15","Robing room for priests to prepare for burial rituals"],["16-17","Storage, stocked with tools for maintaining the tomb and preparing the dead for burial"],["18","Tomb where the wealthiest and most important folk are interred, protected by secret doors and traps"],["19-20","Workshop for embalming the dead"]],"name":"Chamber Purpose; Dungeon: Tomb","page":292,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Dungeon: Treasure Vault","colLabels":["d20","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Antechamber for visiting dignitaries"],["2","Armory containing mundane and magic gear used by the treasure vault's guards"],["3-4","Barracks for guards"],["5","Cistern providing fresh water"],["6-9","Guardroom to defend against intruders"],["10","Kennel for trained beasts used to guard the treasure vault"],["11","Kitchen for feeding guards"],["12","Watch room that allows guards to observe those who approach the dungeon"],["13","Prison for holding captured intruders"],["14-15","Strong room or vault, for guarding the treasure hidden in the dungeon, accessible only by locked or secret door"],["16","Torture chamber for extracting information from captured intruders"],["17-20","Trap or other trick designed to kill or capture creatures that enter the dungeon"]],"name":"Chamber Purpose; Dungeon: Treasure Vault","page":292,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"General Dungeon Chambers","colLabels":["d100","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","Antechamber"],["02-03","Armory"],["04","Audience chamber"],["05","Aviary"],["06-07","Banquet room"],["08-10","Barracks"],["11","Bath or latrine"],["12","Bedroom"],["13","Bestiary"],["14-16","Cell"],["17","Chantry"],["18","Chapel"],["19-20","Cistern"],["21","Classroom"],["22","Closet"],["23-24","Conjuring room"],["25-26","Court"],["27-29","Crypt"],["30-31","Dining room"],["32-33","Divination room"],["34","Dormitory"],["35","Dressing room"],["36","Entry room or vestibule"],["37-38","Gallery"],["39-40","Game room"],["41-43","Guardroom"],["44-45","Hall"],["46-47","Hall, great"],["48-49","Hallway"],["50","Kennel"],["51-52","Kitchen"],["53-54","Laboratory"],["55-57","Library"],["58-59","Lounge"],["60","Meditation chamber"],["61","Observatory"],["62","Office"],["63-64","Pantry"],["65-66","Pen or prison"],["67-68","Reception room"],["69-70","Refectory"],["71","Robing room"],["72","Salon"],["73-74","Shrine"],["75-76","Sitting room"],["77-78","Smithy"],["79","Stable"],["80-81","Storage room"],["82-83","Strong room or vault"],["84-85","Study"],["86-88","Temple"],["89-90","Throne room"],["91","Torture chamber"],["92-93","Training or exercise room"],["94-95","Trophy room or museum"],["96","Waiting room"],["97","Nursery or schoolroom"],["98","Well"],["99-00","Workshop"]],"name":"Chamber Purpose; General Dungeon Chambers","page":292,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Current Chamber State","colLabels":["d20","Features"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-3","Rubble, ceiling partially collapsed"],["4-5","Holes, floor partially collapsed"],["6-7","Ashes, contents mostly burned"],["8-9","Used as a campsite"],["10-11","Pool of water; chamber's original contents are water damaged"],["12-16","Furniture wrecked but still present"],["17-18","Converted to some other use (roll on the General Dungeon Chambers table)"],["19","Stripped bare"],["20","Pristine and in original state"]],"name":"Current Chamber State","page":295,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Dungeon Chamber Contents","colLabels":["d100","Contents"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-08","Monster (dominant inhabitant)"],["09-15","Monster (dominant inhabitant) with treasure"],["16-27","Monster (pet or allied creature)"],["28-33","Monster (pet or allied creature) guarding treasure"],["34-42","Monster (random creature)"],["43-50","Monster (random creature) with treasure"],["51-58","Dungeon hazard (see \"Random Dungeon Hazards\") with incidental treasure"],["59-63","Obstacle (see \"Random Obstacles\")"],["64-73","Trap (see \"Random Traps\")"],["74-76","Trap (see \"Random Traps\") protecting treasure"],["77-80","Trick (see \"Random Tricks\")"],["81-88","Empty room"],["89-94","Empty room with dungeon hazard (see \"Random Dungeon Hazards\")"],["95-00","Empty room with treasure"]],"name":"Dungeon Chamber Contents","page":296,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Monster Motivation","colLabels":["d20","Goals"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","Find a sanctuary"],["3-5","Conquer the dungeon"],["6-8","Seek an item in the dungeon"],["9-11","Slay a rival"],["12-13","Hide from enemies"],["14-15","Recover from a battle"],["16-17","Avoid danger"],["18-20","Seek wealth"]],"name":"Monsters and Motivations; Monster Motivation","page":296,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Dungeon Hazards","colLabels":["d20","Hazard"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-3","{@hazard Brown mold}"],["4-8","{@hazard Green slime}"],["9-10","{@creature Shrieker}"],["11-15","{@hazard webs||Spiderwebs}"],["16-17","{@creature Violet fungus}"],["18-20","{@hazard Yellow mold}"]],"name":"Random Dungeon Hazards; Dungeon Hazards","page":296,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Obstacles","colLabels":["d20","Obstacle"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Antilife aura with a radius of {@dice 1d10 × 10} ft.; while in the aura, living creatures can't regain hit points"],["2","Battering winds reduce speed by half, impose disadvantage on ranged attack rolls"],["3","{@spell Blade barrier} blocks passage"],["4-8","Cave-in"],["9-12","Chasm {@dice 1d4 × 10} ft. wide and {@dice 2d6 × 10} ft. deep, possibly connected to other levels of the dungeon"],["13-14","Flooding leaves {@dice 2d10} ft. of water in the area; create nearby upward-sloping passages, raised floors, or rising sta irs to contain the water"],["15","Lava flows through the area ({@chance 50} chance of a stone bridge crossing it)"],["16","Overgrown mushrooms block progress and must be hacked down ({@chance 25} chance of a mold or fungus dungeon hazard hidden among them)"],["17","Poisonous gas (deals {@dice 1d6} poison damage per minute of exposure)"],["18","Reverse gravity effect causes creatures to fall toward the ceiling"],["19","{@spell Wall of fire} blocks passage"],["20","{@spell Wall of force} blocks passage"]],"name":"Random Obstacles; Obstacles","page":296,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Trap Trigger","colLabels":["d6","Trigger"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","stepped on (floor, stairs)"],["2","moved through (doorway, hallway)"],["3","touched (doorknob, 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in locked room"],["13-14","Chute opens in floor"],["15-16","Clanging noise attracts nearby monsters"],["17-19","Touching an object triggers a {@spell disintegrate} spell"],["20-23","Door or other object is coated with contact poison"],["24-27","Fire shoots out from wall, floor, or object"],["28-30","Touching an object triggers a {@spell flesh to stone} spell"],["31-33","Floor collapses or is an illusion"],["34-36","Vent releases gas: blinding, acidic, obscuring, paralyzing, poisonous, or sleep-inducing"],["37-39","Floor tiles are electrified"],["40-43","{@spell Glyph of warding}"],["44-46","Huge wheeled statue rolls down corridor"],["47-49","{@spell Lightning bolt} shoots from wall or object"],["50-52","Locked room floods with water or acid"],["53-56","Darts shoot out of an opened chest"],["57-59","A {@creature flying sword||weapon}, {@creature animated armor||suit of armor}, or {@creature rug of smothering||rug} animates and attacks when touched (see \"Animated Objects\" in the Monster Manual)"],["60-62","Pendulum, either bladed or weighted as a maul, swings across the room or hall"],["63-67","Hidden pit opens beneath characters ({@chance 25} chance that a {@creature black pudding} or {@creature gelatinous cube} fills the bottom of the pit)"],["68-70","Hidden pit floods with acid or fire"],["71-73","Locking pit floods with water"],["74-77","Scything blade emerges from wall or object"],["78-81","Spears (possibly poisoned) spring out"],["82-84","Brittle stairs collapse over spikes"],["85-88","{@spell Thunderwave} knocks characters into a pit or spikes"],["89-91","Steel or stone jaws restrain a character"],["92-94","Stone block smashes across hallway"],["95-97","{@spell Symbol}"],["98-100","Walls slide together"]],"name":"Random Traps; Trap Effects","page":297,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Trick Objects","colLabels":["d20","Object"],"colStyles":["col-2 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or vulnerability"],["14-16","Changes a character's alignment, personality, size, appearance, or sex when touched"],["17-19","Changes one substance to another, such as gold to lead or metal to brittle crystal"],["20-22","Creates a force field"],["23-26","Creates an illusion"],["27-29","Suppresses magic items for a time"],["30-32","Enlarges or reduces characters"],["33-35","{@spell Magic mouth} speaks a riddle"],["36-38","{@spell Confusion} (targets all creatures within 10 ft.)"],["39-41","Gives directions (true or false)"],["42-44","Grants a wish"],["45-47","Flies about to avoid being touched"],["48-50","Casts {@spell geas} on the characters"],["51-53","Increases, reduces, negates, or reverses gravity"],["54-56","Induces greed"],["57-59","Contains an imprisoned creature"],["60-62","Locks or unlocks exits"],["63-65","Offers a game of chance, with the promise of a reward or valuable information"],["66-68","Helps or harms certain types of creatures"],["69-71","Casts {@spell polymorph} on 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scrabbling"],["73-74","Screaming"],["75-77","Scuttling"],["78","Shuffling"],["79-80","Slithering"],["81","Snapping"],["82","Sneezing"],["83","Sobbing"],["84","Splashing"],["85","Splintering"],["86-87","Squeaking"],["88","Squealing"],["89-90","Tapping"],["91-92","Thud"],["93-94","Thumping"],["95","Tinkling"],["96","Twanging"],["97","Whining"],["98","Whispering"],["99-00","Whistling"]],"name":"Dungeon Dressing; Noises","page":298,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Air","colLabels":["d100","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-60","Clear and damp"],["61-70","Clear and drafty"],["71-80","Clear but cold"],["81-83","Foggy or misty and cold"],["84-85","Clear, with mist covering floor"],["86-90","Clear and warm"],["91-93","Hazy and humid"],["94-96","Smoky or steamy"],["97-98","Clear, with smoke covering ceiling"],["99-00","Clear and windy"]],"name":"Dungeon Dressing; 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(wardrobe)"],["31","Coal"],["32-33","Couch"],["34","Crate"],["35","Cresset"],["36","Cupboard"],["37","Cushion"],["38","Dais"],["39","Desk"],["40-42","Fireplace and wood"],["43","Fireplace with mantle"],["44","Firkin (small cask, 10 gallons)"],["45","Fountain"],["46","Fresco"],["47","Grindstone"],["48","Hamper"],["49","Hassock"],["50","Hogshead (large cask, 65 gallons)"],["51","Idol (large)"],["52","Keg (small barrel, 20 gallons)"],["53","Loom"],["54","Mat"],["55","Mattress"],["56","Pail"],["57","Painting"],["58-60","Pallet"],["61","Pedestal"],["62-64","Pegs"],["65","Pillow"],["66","Pipe (large cask, 105 gallons)"],["67","Quilt"],["68-70","Rug (small or medium)"],["71","Rushes"],["72","Sack"],["73","Sconce"],["74","Screen"],["75","Sheet"],["76-77","Shelf"],["78","Shrine"],["79","Sideboard"],["80","Sofa"],["81","Staff, normal"],["82","Stand"],["83","Statue"],["84","Stool, high"],["85","Stool, normal"],["86","Table, large"],["87","Table, long"],["88","Table, low"],["89","Table, 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(container)"],["85-86","Tube (piping)"],["87","Tweezers"],["88-90","Vial"],["91","Water clock"],["92","Wire"],["93-00","Workbench"]],"name":"Dungeon Dressing; Mage Furnishings","page":298,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Utensils and Personal Items","colLabels":["d100","Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Awl"],["2","Bandages"],["3","Basin"],["4-5","Basket"],["6-7","Book"],["8-9","Bottle"],["10","Bowl"],["11","Box"],["12-13","Brush"],["14","Candle"],["15","Candle snuffer"],["16","Candlestick"],["17","Cane or walking stick"],["18","Case"],["19","Casket (small)"],["20-21","Coffer"],["22","Cologne or perfume"],["23","Comb"],["24","Cup"],["25","Decanter"],["26-27","Dish"],["28","Ear spoon"],["29","Ewer"],["30","Flagon, mug, or tankard"],["31-32","Flask or jar"],["33","Food"],["34","Fork"],["35","Grater"],["36","Grinder"],["37","Horn, drinking"],["38","Hourglass"],["39","Jug 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Name"],"colStyles":["col-5","col-3","col-5"],"rows":[["1","Hammer","Deepwinter"],["Annual Holiday: Midwinter","",""],["2","Alturiak","The Claw of Winter"],["3","Ches","The Claw of Sunsets"],["4","Tarsahk","The Claw of Storms"],["Annual Holiday: Greengrass","",""],["5","Mirtul","The Melting"],["6","Kythorn","The Time of Flowers"],["7","Flamerule","Summertide"],["Annual Holiday: Midsummer","",""],["Quadrennial Holiday: Shieldmeet","",""],["8","Eleasis","Highsun"],["9","Elient","The Fading"],["Annual Holiday: Highharvestide","",""],["10","Marpenoth","Leaffall"],["11","Uktar","The Rotting"],["Annual Holiday: The Feast of the Moon","",""],["12","Nightal","The Drawing Down"]],"name":"The Shifting of the Seasons; The Calendar of Harptos","page":15,"source":"SCAG","chapter":{"name":"Welcome to the Realms","ordinal":{"type":"chapter","identifier":1},"index":1}},{"colLabels":["Deity","Alignment","Domains","Symbol"],"colStyles":["col-4","col-1 text-center","col-2","col-5"],"rows":[["Akadi, goddess of air","N","Tempest","Cloud"],["Amaunator, god of the sun","LN","Life, Light","Golden sun"],["Asmodeus, god of indulgence","LE","Knowledge, Trickery","Three inverted triangles arranged in a long triangle"],["Auril, goddess of winter","NE","Nature, Tempest","Six-pointed snowflake"],["Azuth, god of wizardry","LN","Arcana, Knowledge","Left hand pointing upward, outlined in fire"],["Bane, god of tyranny","LE","War","Upright black hand, thumb and fingers together"],["Beshaba, goddess of misfortune","CE","Trickery","Black antlers"],["Bhaal, god of murder","NE","Death","Skull surrounded by ring of bloody droplets"],["Chauntea, goddess of agriculture","NG","Life","Sheaf of grain or a blooming rose over grain"],["Cyric, god of lies","CE","Trickery","White jawless skull on black or purple sunburst"],["Deneir, god of writing","NG","Arcana, Knowledge","Lit candle above an open eye"],["Eldath, goddess of peace","NG","Life, Nature","Waterfall plunging into a still pool"],["Gond, god of craft","N","Knowledge","Toothed cog with four spokes"],["Grumbar, god of earth","N","Knowledge","Mountain"],["Gwaeron Windstrom, god of tracking","NG","Knowledge, Nature","Paw print with a five-pointed star in its center"],["Helm, god of watchfulness","LN","Life, Light","Staring eye on upright left gauntlet"],["Hoar, god of revenge and retribution","LN","War","A coin with a two-faced head"],["Ilmater, god of endurance","LG","Life","Hands bound at the wrist with red cord"],["Istishia, god of water","N","Tempest","Wave"],["Jergal, scribe of the dead","LN","Knowledge, Death","A skull biting a scroll"],["Kelemvor, god of the dead","LN","Death","Upright skeletal arm holding balanced scales"],["Kossuth, god of fire","N","Light","Flame"],["Lathander, god of dawn and renewal","NG","Life, Light","Road traveling into a sunrise"],["Leira, goddess of illusion","CN","Trickery","Point-down triangle containing a swirl of mist"],["Lliira, goddess of joy","CG","Life","Triangle of three six-pointed stars"],["Loviatar, goddess of pain","LE","Death","Nine-tailed barbed scourge"],["Malar, god of the hunt","CE","Nature","Clawed paw"],["Mask, god of thieves","CN","Trickery","Black mask"],["Mielikki, goddess of forests","NG","Nature","Unicorn's head"],["Milil, god of poetry and song","NG","Light","Five-stringed harp made of leaves"],["Myrkul, god of death","NE","Death","White human skull"],["Mystra, goddess of magic","NG","Arcana, Knowledge","Circle of seven stars, nine stars encircling a flowing red mist, or a single star"],["Oghma, god of knowledge","N","Knowledge","Blank scroll"],["The Red Knight, goddess of strategy","LN","War","Red knight lanceboard piece with stars for eyes"],["Savras, god of divination and fate","LN","Arcana, Knowledge","Crystal ball containing many kinds of eyes"],["Selûne, goddess of the moon","CG","Knowledge, Life","Pair of eyes surrounded by seven stars"],["Shar, goddess of darkness and loss","NE","Death, Trickery","Black disk encircled with a purple border"],["Silvanus, god of wild nature","N","Nature","Oak leaf"],["Sune, goddess of love and beauty","CG","Life, Light","Face of a beautiful red-haired woman"],["Talona, goddess of poison and disease","CE","Death","Three teardrops in a triangle"],["Talos, god of storms","CE","Tempest","Three lightning bolts radiating from a point"],["Tempus, god of war","N","War","Upright flaming sword"],["Torm, god of courage and self-sacrifice","LG","War","White right gauntlet"],["Tymora, goddess of good fortune","CG","Trickery","Face-up coin"],["Tyr, god of justice","LG","War","Balanced scales resting on a warhammer"],["Umberlee, goddess of the sea","CE","Tempest","Wave curling left and right"],["Valkur, Northlander god of sailors","CG","Tempest, War","A cloud and three lightning bolts"],["Waukeen, goddess of trade","N","Knowledge, Trickery","Upright coin with Waukeen's profile facing left"]],"name":"The Faerûnian Pantheon","page":21,"source":"SCAG","chapter":{"name":"Welcome to the Realms","ordinal":{"type":"chapter","identifier":1},"index":1}},{"colLabels":["Deity","Alignment","Domains","Symbol"],"colStyles":["col-4","col-1 text-center","col-2","col-5"],"rows":[["Abbathor, god of greed","NE","Trickery","Jeweled dagger, point-down"],["Berronar Truesilver, goddess of hearth and home","LG","Life, Light","Intertwined silver rings"],["Clangeddin Silverbeard, god of war","LG","War","Crossed silver battleaxes"],["Deep Duerra, duergar goddess of conquest and psionics","LE","Arcana, War","Mind flayer skull"],["Dugmaren Brightmantle, god of discovery","CG","Knowledge","Open book"],["Dumathoin, god of buried secrets","N","Death, Knowledge","Mountain silhouette with a central gemstone"],["Gorm Gulthyn, god of vigilance","LG","War","Bronze half-mask"],["Haela Brightaxe, goddess of war-luck","CG","War","Upright sword whose blade is spiraled in flame"],["Laduguer, duergar god of magic and slavery","LE","Arcana, Death","Broken arrow"],["Marthammor Duin, god of wanderers","NG","Nature, Trickery","Upright mace in front of a tall boot"],["Moradin, god of creation","LG","Knowledge","Hammer and anvil"],["Sharindlar, goddess of healing","CG","Life","Burning needle"],["Vergadain, god of luck and wealth","N","Trickery","Gold coin with the face of a dwarf"]],"name":"The Dwarven Pantheon","page":22,"source":"SCAG","chapter":{"name":"Welcome to the Realms","ordinal":{"type":"chapter","identifier":1},"index":1}},{"colLabels":["Deity","Alignment","Domains","Symbol"],"colStyles":["col-4","col-1 text-center","col-2","col-5"],"rows":[["Aerdrie Faenya, goddess of the sky","CG","Tempest, Trickery","Bird silhouetted against a cloud"],["Angharradh, triple goddess of wisdom and protection","CG","Knowledge, Life","Triangle with three interlocking circles within"],["Corellon Larethian, god of art and magic","CG","Arcana, Light","Crescent moon"],["Deep Sashelas, god of the sea","CG","Nature","Dolphin"],["Erevan Ilesere, god of 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dancing drow female silhouetted against the full moon"],["Kiaransalee, goddess of necromancy","CE","Arcana","Female drow hand wearing many silver rings"],["Lolth, goddess of spiders","CE","Trickery","Spider"],["Selvetarm, god of warriors","CE","War","Spider over crossed sword-and-mace"],["Vhaeraun, god of thieves","CE","Trickery","Black mask with blue glass lenses inset over eyes"]],"name":"The Drow Pantheon","page":23,"source":"SCAG","chapter":{"name":"Welcome to the Realms","ordinal":{"type":"chapter","identifier":1},"index":1}},{"colLabels":["Deity","Alignment","Domains","Symbol"],"colStyles":["col-4","col-1 text-center","col-2","col-5"],"rows":[["Arvoreen, god of vigilance and war","LG","War","Crossed short swords"],["Brandobaris, god of thievery and adventure","N","Trickery","Halfling footprint"],["Cyrrollalee, goddess of hearth and home","LG","Life","An open door"],["Sheela Peryroyl, goddess of agriculture and weather","N","Nature, Tempest","Flower"],["Urogalan, god of earth and 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luck","CG","Knowledge, Trickery","Bellows and a lizard tail"],["Segojan Earthcaller, god of earth and the dead","NG","Light","Glowing gemstone"],["Urdlen, god of greed and murder","CE","Death, War","White clawed mole emerging from ground"]],"name":"The Gnomish Pantheon","page":24,"source":"SCAG","chapter":{"name":"Welcome to the Realms","ordinal":{"type":"chapter","identifier":1},"index":1}},{"colLabels":["Deity","Alignment","Domains","Symbol"],"colStyles":["col-4","col-1 text-center","col-2","col-5"],"rows":[["Bahgtru, god of strength","LE","War","Broken thigh bone"],["Gruumsh, god of storms and war","CE","Tempest, War","Unblinking eye"],["Ilneval, god of strategy and hordes","LE","War","Upright blood-spattered sword"],["Luthic, mother-goddess of fertility and healing","LE","Life, Nature","Orcish rune meaning \"cave entrance\""],["Shargaas, god of stealth and darkness","NE","Trickery","Red crescent moon with a skull between the moon's horns"],["Yurtrus, god of death and 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Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Beholder Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Greed. My trophies are proof of my success. (Evil)"],["2","Community. My hierarchy of minions keeps me safe. (Lawful)"],["3","Intolerance. All other beholders are imperfect and must be destroyed. (Evil)"],["4","Stability. I must maintain the current balance of power in the region. (Lawful)"],["5","Perfection. Although I am perfect as I am, I can strive to be even better. (Neutral)"],["6","Power. I will be secure when I rule over all. (Evil)"]],"name":"Roleplaying a Beholder; Beholder Ideals","page":8,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Beholder Bonds","colLabels":["d6","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","My followers are all spying on me, and I seek motivated, powerful allies to destroy them."],["2","I miss the kinship of my identical twin, who disappeared years ago."],["3","I must recover an artifact that was stolen from me."],["4","I have foreseen the moment of my death and know what will kill me. I hope to curry favor with my slayer to forestall my end."],["5","I was lucky to escape my enemy, and I worry that I might be discovered again before I am ready."],["6","I scheme endlessly to recover an ancient tome that contains the secret of creating perfect, obedient clones of myself."]],"name":"Roleplaying a Beholder; Beholder Bonds","page":8,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Beholder Flaws","colLabels":["d6","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I usually ignore advice from my minions."],["2","I enjoy taunting rivals with hints of my plans."],["3","I am very quick to take offense."],["4","I frequently have terrifying dreams."],["5","I often take out my frustrations on my minions."],["6","I sometimes forget that others don't have access to all of my knowledge."]],"name":"Roleplaying a Beholder; Beholder Flaws","page":8,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Beholder Names","colLabels":["d20","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Barixis"],["2","Chelm"],["3","Derukoskai"],["4","Eddalx"],["5","Famax"],["6","Irv"],["7","Jantroph"],["8","Khoa"],["9","Lanuhsh"],["10","Nagish"],["11","Orox"],["12","Qualnus"],["13","Ralakor"],["14","Selthdrych"],["15","Sokhalsh"],["16","Thimnoll"],["17","Velxer"],["18","Xeo"],["19","Zalshox"],["20","Zirlarq"]],"name":"Beholder Names","page":9,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Beholder Lesser Minions","colLabels":["d100","Lesser Minions*"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-4","{@dice 10d10 + 50} {@creature bandit||bandits} and {@dice 3d6} {@creature bandit captain||bandit captains}"],["5-8","{@dice 10d6} {@creature bugbear||bugbears} and {@dice 1d3} {@creature bugbear chief||bugbear chiefs}"],["9-12","{@dice 1d10} {@creature cultist||cultists} and {@dice 4d6} {@creature cult fanatic||cult fanatics}"],["13-14","{@dice 10d6} {@creature duergar}"],["15-22","{@dice 10d10 + 50} {@creature goblin||goblins} and {@dice 3d4} {@creature goblin boss||goblin bosses}"],["23-25","{@dice 10d10 + 50} {@creature grimlock||grimlocks}"],["26-35","{@dice 10d10 } {@creature hobgoblin||hobgoblins} and {@dice 2d4} {@creature hobgoblin captain||hobgoblin captains}"],["36-43","{@dice 10d10 + 50} {@creature kobold||kobolds}, {@dice 2d4} {@creature kobold inventor|vgm|kobold inventors}, and {@dice 2d6} {@creature kobold scale sorcerer|vgm|kobold scale sorcerers}"],["44-48","{@dice 10d10 + 50} {@creature lizardfolk}"],["49-56","{@dice 10d10} {@creature orc||orcs} and {@dice 1d6} {@creature orc war chief||orc war chiefs}"],["57-59","{@dice 6d6} {@creature quaggoth||quaggoths}"],["60-65","{@dice 10d10 + 50} {@creature troglodyte||troglodytes}"],["66-100","Roll twice, ignoring results above 65"]],"footnotes":["* For death tyrant lairs, use this table, but replace approximately half of its humanoid minions with zombies."],"name":"Pets; Beholder Lesser Minions","page":16,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Beholder Greater Minions","colLabels":["d100","Greater Minions*"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-3","{@dice 2d4} {@creature barlgura||barlguras}"],["4-10","{@dice 1d12} {@creature ettin||ettins}"],["11-20","{@dice 1d2} {@creature fire giant||fire giants}, {@dice 1d3} {@creature frost giant||frost giants}, {@dice 2d4} {@creature hill giant||hill giants} or {@dice 1d6} {@creature stone giant||stone giants} (as appropriate to the terrain)"],["21-25","{@dice 3d6} {@creature hook horror||hook horrors}"],["26-32","{@dice 3d6} {@creature manticore||manticores}"],["33-40","{@dice 3d6} {@creature minotaur||minotaurs}"],["41-55","{@dice 6d6} {@creature ogre||ogres}"],["56-70","{@dice 2d4} {@creature troll||trolls}"],["71-75","{@dice 3d6} {@creature wight||wights}"],["76-100","Roll twice, ignoring results above 75"]],"footnotes":["* For death tyrant lairs, use this table, but replace approximately half of its living minions with ogre zombies."],"name":"Pets; Beholder Greater Minions","page":16,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Beholder Pets","colLabels":["d100","Pets"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-10","{@dice 1d3} {@creature basilisk||basilisks}"],["11-13","{@dice 1d3} {@creature beholder zombie||beholder zombies}"],["14-22","{@dice 1d4} {@creature chimera||chimeras}"],["23-26","{@dice 1d4} {@creature flesh golem||flesh golems}"],["27-29","{@dice 3d6} {@creature gazer|vgm|gazers}"],["30-37","{@dice 3d6} {@creature hell hound||hell hounds}"],["38-41","{@dice 2d6} {@creature nothic||nothics}"],["42-53","{@dice 2d4} {@creature otyugh||otyughs}"],["54-66","{@dice 2d4} {@creature roper||ropers}"],["67-75","{@dice 1d6} {@creature wyvern||wyverns}"],["76-100","Roll twice, ignoring results above 75"]],"name":"Beholder Pets","page":16,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Giant Life Spans","colLabels":["Giant Type","Life Span"],"colStyles":["col-6","col-6"],"rows":[["Hill","200 years"],["Frost","250 years"],["Fire","350 years"],["Cloud","400 years"],["Storm","600 years"],["Stone","800 years"]],"name":"Living the Giant Life; Giant Life Spans","page":22,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Giant Personality Traits","colLabels":["d8","Personality Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The brutality of my peers is a relic of a bygone era that should be stamped out. I seek a more enlightened path."],["2","As the most powerful beings in creation, we have a duty to use our strength for the benefit of all."],["3","I take what I want. I don't care who gets hurt."],["4","A giant lives for a few centuries, but giantkind is eternal. Everything I do is to glorify my ancestors and make my descendants proud."],["5","Dragons are my mortal enemies. Everything I do is to ensure their destruction."],["6","I measure a creature's worth by its size. The small folk are beneath my concern."],["7","The small folk are vermin. I enjoy torturing and killing them."],["8","Good or bad, Annam's sons represent the ideals that we, as giants, must strive to uphold."]],"name":"Roleplaying a Giant; Giant Personality Traits","page":23,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Giant Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Ordning. Annam created the ordning for the good of all giants, and it's our duty to uphold his vision. (Lawful)"],["2","Skill. What sets my clan apart is its mastery of our traditional crafts. (Good)"],["3","Strength. No other race can match the strength of giants, and none should dare to try. (Evil)"],["4","Lordship. Giants are the rightful rulers of the world. All will be well when our empire is restored. (Neutral)"],["5","Tribute. The lesser races owe giants not just respect but payment of tribute, and what they don't pay willingly, we will take by force. (Chaotic)"],["6","Religion. Of Annam's many sons, none is greater than my patron deity. (Any)"]],"name":"Roleplaying a Giant; Giant Ideals","page":23,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Giant Bonds","colLabels":["d6","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","My clan is the most important influence on my life, our collective place in the ordning depends on our devotion to one another."],["2","My clan mates who serve in our deity's temples are the closest companions I'll ever know."],["3","My place in the ordning is ordained by our patron deity, and it would be blasphemous to aspire to anything higher or lower."],["4","Though I can never rise above my clan's position in the ordning, I can be a leader among my clan."],["5","My own kind have turned their backs on me, so I make my way among the lesser creatures of the world."],["6","Humans have proven their worth in the world and earned a measure of respect from giantkind."]],"name":"Roleplaying a Giant; Giant Bonds","page":23,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Giant Flaws","colLabels":["d6","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The ordning is too restrictive for the likes of me."],["2","The lesser creatures of the world have no souls"],["3","Unity among giants is a myth, anyone not of my clan is a fair target for my weapons."],["4","I care nothing for what others expect, to the point where I cannot help but contradict what others ask of me."],["5","I am terrified of arcane magic and can be cowed by overt displays of it."],["6","Ancient dragons fill me with dread. My knees grow weak in their presence."]],"name":"Roleplaying a Giant; Giant Flaws","page":23,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Gnoll Names","colLabels":["d12","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Aargab"],["2","Alark"],["3","Andak"],["4","Ethak"],["5","Eyeth"],["6","Ignar"],["7","Immor"],["8","Oduk"],["9","Orrom"],["10","Otal"],["11","Ulthak"],["12","Ustar"]],"name":"Gnoll Names","page":36,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Gnoll War Band Name","isNameGenerator":true,"colLabels":["d6","Name Part 1","Name Part 2"],"colStyles":["col-2 text-center","col-5","col-5"],"rows":[["1","Abyssal","Harbingers"],["2","Dire","Hunters"],["3","Howling","Mongrels"],["4","Rabid","Mutilators"],["5","Rotted","Ravagers"],["6","Screaming","Slayers"]],"name":"Creating a Gnoll War Band; Gnoll War Band Name","page":39,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Gnoll War Band Composition","colLabels":["War Band Composition","Number Appearing"],"colStyles":["col-6","col-6"],"rows":[["Gnoll fangs ofYeenoghu","{@dice 1d4 + 1}"],["Gnoll hunters","{@dice 1d4 + 1}"],["Gnoll flesh gnawers","{@dice 2d4}"],["Warriors (common gnolls)","{@dice 6d6}"],["Hyenas","{@dice 4d6}"]],"name":"Creating a Gnoll War Band; Gnoll War Band Composition","page":39,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"War Band Leadership","colLabels":["d6","Leader","Number Appearing Modifier"],"colStyles":["col-2 text-center","col-5","col-5"],"rows":[["1","Gnoll War Band Flind Leader","Double"],["2-4","Gnoll War Band Gnoll Pack Lord Leader","None"],["5-6","No Leader","Halve"]],"name":"Creating a Gnoll War Band; War Band Leadership","page":39,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Gnoll War Band Special Creatures","colLabels":["d20","Special Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","1 {@creature Barlgura}"],["2-5","{@dice 3d6} {@creature Dretch||Dretches}"],["6-8","{@dice 2d6} {@creature Ghoul||Ghouls}"],["9-10","{@dice 2d6} {@creature Gnoll Witherling|VGM|Gnoll Witherlings}"],["11","1 {@creature Hezrou}"],["12-13","{@dice 1d4} {@creature Leucrotta|VGM|Leucrottas}"],["14-16","{@dice 2d6} {@creature Manes}"],["17-18","{@dice 2d4} {@creature Maw Demon|VGM|Maw Demons}"],["19","1 {@creature Shoosuva|VGM}"],["20","{@dice 1d3} {@creature Troll||Trolls}"]],"name":"Creating a Gnoll War Band; Gnoll War Band Special Creatures","page":39,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Shared Physical Trait","colLabels":["d10","Shared Physical Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Rune branded on forehead"],["2","Bone piercings"],["3","Ritual scarring"],["4","Surrounded by clouds of flies"],["5","Constant, cackling laugh"],["6","Covered with strange mushroom growths"],["7","Horrid stench"],["8","Eyes glow like fire"],["9","Long, black fangs"],["10","Albinos"]],"name":"Creating a Gnoll War Band; Shared Physical Trait","page":39,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Notable Behavior or Tactics","colLabels":["d8","Notable behavior or Tactics"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Use of flaming arrows and burning pitch"],["2","Use of drums and screeching horns to spread fear"],["3","Attempts to capture and use siege engines"],["4","Carry and spread disease"],["5","Prisoners kept in cages and tormented"],["6","Use of nets to take captives for feasting later"],["7","Leader has a powerful item, such as a horn of blasting"],["8","Actions magically controlled by a spellcaster"]],"name":"Creating a Gnoll War Band; Notable Behavior or Tactics","page":39,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Demonic Influence","colLabels":["d12","Demonic Influence"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Food and drink spoil"],["2","Animals become rabid, vicious"],["3","Terrible storms erupt"],["4","Minor earthquakes strike"],["5","Residents suffer bursts of short-term madness"],["6","Folk indulge in decadence, excessive drinking"],["7","Quarrels turn violent"],["8","Friends betray one another"],["9-12","None"]],"name":"Creating a Gnoll War Band; Demonic Influence","page":39,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Status Symbols","colLabels":["d20","Status Symbol"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Earrings and notches in an ear"],["2","Rib bones tied into hair"],["3","A belt made from raccoon pelts"],["4","A gnome's boot used as a hat"],["5","A pouch of toenail clippings from an allied ogre"],["6","A frog kept in a jar"],["7","Fragile helmets made from axebeak eggs"],["8","Nose rings"],["9","Painted or stained hands"],["10","Bugs kept in a bag for snacking"],["11","War cry tattooed on chest"],["12","Shields made from ankheg chitin"],["13","Bracelet made of pieces of goblins turned to stone"],["14","Special breed of rat kept as pet"],["15","Teeth pulled out in certain places"],["16","Owlbear-feather cloaks"],["17","Scars from lashings"],["18","Orc-tusk lip piercings"],["19","Umbrellas made from dead darkmantles"],["20","Cloaks made of scraps from an elven tapestry"]],"name":"Status Symbols","page":42,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"isStriped":false,"colStyles":["col-6","col-6"],"rows":[["1st rank: Warlord","5th rank: Spear"],["2nd rank: General","6th rank: Fist"],["3rd rank: Captain","7th rank: Soldier"],["4th rank: Fatal Axe",""]],"name":"Rank, Status, and Title","page":46,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Hag Personality Traits","colLabels":["d8","Personality Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I have made subtle insults into an art form."],["2","I always act unpleasant so others never learn of my secret affections."],["3","I enjoy wagers as parts of my bargains, which increase the risk and the stakes."],["4","I laugh at my own jokes-the darker, the better."],["5","I never volunteer information, and I respond only to questions."],["6","I offer generous terms in my deals, but the cost for defaulting is exceedingly high."],["7","I require all of my bargains to be put in writing and signed in the other party's blood."],["8","I am very superstitious, and I see omens in every event and action around me."]],"name":"Roleplaying a Hag; Hag Personality Traits","page":54,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Hag Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Change. I will metamorphose into every kind of hag and live a century as each, becoming something even greater in the end. (Chaotic)"],["2","Community. Loneliness is the path to madness. That is why I have minions to keep me company. (Lawful)"],["3","Greed. I will acquire the rarest and most valuable holy treasures to keep them from being used for good. (Evil)"],["4","Independence. I neither require nor want a coven. I will not be someone's equal. (Neutral)"],["5","Power. I will become an auntie or a grandmother, even if I have to kill my own mother to do it. (Evil)"],["6","Ugliness. I want to be envied for my appearance and my cruel heart. (Evil)"]],"name":"Roleplaying a Hag; Hag Ideals","page":54,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Hag Bonds","colLabels":["d8","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I hate a certain mortal family and steal one of their children each generation for my own purposes."],["2","I am involved in a centuries-long feud with a rival of similar power and status."],["3","My house holds everything that I hold dear. I can't abide visitors who threaten my hearth and home."],["4","I owe a great favor to a hag grandmother."],["5","I traded away something before I realized it was priceless, and now I want it back."],["6","My daughter was taken from me, and I want to find her and train her."],["7","My greatest rival and I know a secret word that will destroy both of us simultaneously."],["8","The ones who looted and burned my home will pay for their offense."]],"name":"Roleplaying a Hag; Hag Bonds","page":54,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Hag Flaws","colLabels":["d6","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I am too eager for gossip."],["2","I can't resist flirting with a handsome man."],["3","I have an allergy to a creature (such as cats or ravens) or a substance (such as apples or blood) that is important to my work."],["4","I will not tell a lie, but I can still say nothing, nod suggestively, or bend the truth a little to suit my needs."],["5","I am greatly weakened on the nights of the full moon."],["6","I can't resist a clever riddle."]],"name":"Roleplaying a Hag; Hag Flaws","page":54,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Hag Names","isNameGenerator":true,"colLabels":["d12","Title","First Name","Last Name"],"colStyles":["col-3 text-center","col-3","col-3","col-3"],"rows":[["1","Auntie","Agatha","Bonechewer"],["2","Black","Agnes","Frogwart"],["3","Cackling","Ethel","Greenteeth"],["4","Dismal","May","Gristlegums"],["5","Dread","Mathilda","Knucklebones"],["6","Driftwood","Morgan","Middenheap"],["7","Granny","Olga","Mudwallow"],["8","Old","Peggy","Pigtooth"],["9","Rickety","Polly","Titchwillow"],["10","Rotten","Sally","Toestealer"],["11","Turtleback","Ursula","Twigmouth"],["12","Wicked","Zilla","Wormwiggle"]],"name":"Hag Names","page":55,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Servants","colLabels":["d8","Servant(s)"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Flameskull||Flameskulls}"],["2","{@creature Flesh Golem||Flesh Golems}"],["3","{@creature Helmed Horror||Helmed Horrors}"],["4","{@creature Rug of Smothering}"],["5","{@creature Scarecrow||Scarecrows}"],["6","{@creature Shadow Mastiff|VGM|Shadow Mastiffs}"],["7","{@dice 2d4} {@creature swarm of insects||swarms of insects} or {@creature swarm of rats||swarms of rats}"],["8","{@creature Yeth Hound|VGM|Yeth Hounds}"]],"name":"Random Hag Minions; Servants","page":61,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Brutes","colLabels":["d12","Brute(s)"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Bugbear||Bugbears}"],["2","{@creature Doppelganger||Doppelgangers}"],["3","{@creature Ettercap||Ettercaps}"],["4","{@creature Gargoyle||Gargoyles}"],["5","{@creature Jackalwere||Jackalweres}"],["6","{@creature Kenku}"],["7","{@creature Meenlock|VGM|Meenlocks}"],["8","{@creature Oni}"],["9","{@creature Quickling|VGM|Quicklings}"],["10","{@creature Redcap|VGM|Redcaps}"],["11","{@creature Wererat||Wererats}"],["12","{@creature Werewolf||Werewolves}"]],"name":"Random Hag Minions; Brutes","page":61,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Hag Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The eye of a cleric, preserved in a liquid-filled jar. When an undead creature comes within 100 feet of the jar, the eye darts about as if it is looking around in a panic. It otherwise remains motionless."],["2","The leathery, preserved head of a dwarf. Anyone who holds its 5-foot-long beard can see through its eyes."],["3","A perfectly smooth, round stone the size of a human's fist. If placed on the ground, it rolls 20 feet per round toward the nearest source of fresh water."],["4","A sickly crow with clipped wings. The only sound it can make is to roar like a lion."],["5","A seemingly empty, sealed jar. If opened, the person standing closest to the jar suddenly recalls {@dice 1d6} happy memories from the life of a long dead elf lord."],["6","A seemingly mundane gold piece. Anyone who touches it gains the unshakable belief that this is the very first gold coin minted by humanity."],["7","A black box, 3 feet on each side. Anyone who opens it finds a set of three wooden, articulated figures that are modeled after three members of the adventuring party. If the figures are stood on the ground, they act out insulting parodies of their duplicates' recent actions."],["8","An oval-shaped disc made of an unknown metal. If it is tossed in the air, it flies in circles around the tosser for a minute, tiny lights winking on its surface, before settling to the ground nearby."],["9","A thick, dusty tome, every page filled with tiny, barely legible writing. Careful study of the book reveals it to be a written transcript of every conversation that took place over the course of a year, three years ago, in a nearby village."],["10","A small painting that depicts a placid field. 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(Evil)"]],"name":"Roleplaying a Mind Flayer; Mind Flayer Ideals","page":74,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Mind Flayer Bonds","colLabels":["d6","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I think the elder brain is wrong about something, and I want to convince it."],["2","I have a secret I wish to keep even from other mind flayers."],["3","The more the colony grows, the more powerful we all become."],["4","Nothing is more important than rebuilding our lost empire."],["5","Persistence of my colony is the greatest good."],["6","I have important research that must be protected at all costs."]],"name":"Roleplaying a Mind Flayer; Mind Flayer Bonds","page":74,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Mind Flayer Flaws","colLabels":["d6","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I am oblivious to the emotions expressed by others."],["2","I believe my minions will always do precisely as I intend."],["3","I never assume others understand and always explain everything."],["4","I have a memory that isn't mine. 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The serpent gods continue to advise us."],["2","I have very high standards for food, drink, and physical pleasures."],["3","I prefer to be alone rather than among other creatures, including my own kind."],["4","I sometimes become consumed by philosophy."],["5","I believe I am superior to others of my caste."],["6","I am driven by wanderlust and want to explore lands far from our cities."],["7","I am interested in modern human culture, even as primitive as it is."],["8","I await the day when we again conquer lands by force, as we did in the old times."]],"name":"Roleplaying a Yuan-ti; Yuan-ti Personality Traits","page":98,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Yuan-ti Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Greed. I display my wealth as a sign of my power and prosperity. (Evil)"],["2","Aspiration. I strive to follow the path toward becoming an anathema. 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My fate is theirs to decide."],["4","I have an interest in an unsuitable mate, which I can't suppress."],["5","I respect and emulate a great hero or ancestor."],["6","An enemy destroyed something of value to me, and I will find where it lives and kill the offender."]],"name":"Roleplaying a Yuan-ti; Yuan-ti Bonds","page":98,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Yuan-ti Flaws","colLabels":["d6","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I feel twinges of emotion, and it shames me that I am imperfect in this way."],["2","I put too much credence in the dictates of a particular god."],["3","I frequently overindulge in food and wine, and I am impaired and lethargic for days afterward."],["4","I worship a forbidden god."],["5","I secretly believe things would be better if I was in charge."],["6","If I could get away with it, I would gladly kill and eat a superior yuan-ti."]],"name":"Roleplaying a Yuan-ti; Yuan-ti Flaws","page":98,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Yuan-ti Names","colLabels":["d20","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Asutali"],["2","Eztli"],["3","Hessatal"],["4","Hitotee"],["5","Issahu"],["6","Itstli"],["7","Manuya"],["8","Meztli"],["9","Nesalli"],["10","Otleh"],["11","Shalkashlah"],["12","Sisava"],["13","Sitlali"],["14","Soakosh"],["15","Ssimalli"],["16","Suisatal"],["17","Talash"],["18","Teoshi"],["19","Yaotal"],["20","Zihu"]],"name":"Yuan-ti Names","page":99,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Yuan-ti Agents","colLabels":["d100","Agents"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-20","{@creature Cultist||Cultists}"],["21-30","{@creature Cult Fanatic||Cult Fanatics}"],["31-34","{@creature Doppelganger||Doppelgangers}"],["35-50","{@creature Guard||Guards}"],["51-60","{@creature Noble||Nobles}"],["61-72","{@creature Priest||Priests}"],["73-86","{@creature Scout||Scouts}"],["87-100","{@creature Spy||Spies}"]],"name":"Random Yuan-ti Servants; Yuan-ti Agents","page":102,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Yuan-ti Protectors","colLabels":["d100","Protector(s)"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-10","{@creature Bandit Captain||Bandit Captains} and {@creature Bandit||Bandits}"],["11-12","{@creature Basilisk||Basilisks}"],["13-18","{@creature Constrictor Snake||Constrictor Snakes}"],["19-26","{@creature Cult Fanatic||Cult Fanatics} and {@creature Cultist||Cultists}"],["27-28","{@creature Flying Snake||Flying Snakes}"],["29-35","{@creature Giant Constrictor Snake||Giant Constrictor Snakes}"],["36-45","{@creature Giant Poisonous Snake||Giant Poisonous Snakes}"],["46-50","{@creature Gladiator||Gladiators}"],["51-55","{@creature Guard||Guards}"],["56-58","{@creature Hydra||Hydras}"],["59-60","{@creature Medusa||Medusas}"],["61","{@creature Mummy||Mummies}*"],["62-63","{@creature Poisonous Snake||Poisonous Snakes}"],["64-68","{@creature Priest||Priests}"],["69-70","{@creature Skeleton||Skeletons}"],["71","{@creature Stone Golem||Stone Golems}"],["72-81","{@creature Swarm of Poisonous Snakes||Swarms of Poisonous Snakes}"],["82-91","{@creature Tribal Warrior||Tribal Warriors}"],["92-97","{@creature Veteran||Veterans}"],["98-100","{@creature Zombie||Zombies}"]],"footnotes":["* The mummies are the undead remains of yuan-ti malisons or purebloods. 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But their true fate lies in the hands of the sinister Nicol Bolas."],"id":"014"}],[{"type":"image","href":{"type":"internal","path":"book/PSA/018.webp"},"credit":"James Paick","width":137,"height":137},{"type":"entries","name":"Dominaria","entries":["Home to the volcanic continent of Shiv, the time-shattered isle of Tolaria, and the cold mountains of Keld, Dominaria is the setting for brutal conflicts and home to powerful mages."],"id":"015"}],[{"type":"image","href":{"type":"internal","path":"book/PSA/019.webp"},"credit":"Jung Park","width":151,"height":151},{"type":"entries","name":"Innistrad","entries":["For centuries, the archangel Avacyn and her hosts protected the humans of Innistrad from the terrors of the night. But then she turned on the people she was supposed to protect as an alien madness seized the plane."],"id":"016"}],[{"type":"image","href":{"type":"internal","path":"book/PSA/020.webp"},"credit":"Daniel Ljunggren","width":150,"height":150},{"type":"entries","name":"Kaladesh","entries":["Kaladesh is a vibrant, beautiful land in the midst of an inventors' renaissance, teeming with creativity and optimism."],"id":"017"}],[{"type":"image","href":{"type":"internal","path":"book/PSA/021.webp"},"credit":"Tomasz Jedruszek","width":151,"height":151},{"type":"entries","name":"New Phyrexia","entries":["Once known as Mirrodin, this metallic plane has been transformed by the vile Phyrexian corruption. Its natives fought and lost the war for their world, and now struggle to survive each day."],"id":"018"}],[{"type":"image","href":{"type":"internal","path":"book/PSA/022.webp"},"credit":"Richard Wright","width":152,"height":150},{"type":"entries","name":"Ravnica","entries":["This worldwide cityscape holds countless grand halls, decrepit slums, and ancient ruins. Ten guilds maintain an uneasy peace in governing the various aspects of life in the majestic city."],"id":"019"}],[{"type":"image","href":{"type":"internal","path":"book/PSA/023.webp"},"credit":"John Severin Brassell","width":150,"height":151},{"type":"entries","name":"Shandalar","entries":["Rich with mana, Shandalar is a place where magic flows freely. Planeswalkers seek out this plane for its plentiful, powerful magic."],"id":"01a"}],[{"type":"image","href":{"type":"internal","path":"book/PSA/024.webp"},"credit":"Jung Park","width":151,"height":150},{"type":"entries","name":"Theros","entries":["Theros is ruled by an awe-inspiring pantheon of gods. Mortals tremble before them, feel the sting of their petty whims, and live in terror of their wrath."],"id":"01b"}],[{"type":"image","href":{"type":"internal","path":"book/PSA/025.webp"},"credit":"Sam Burley","width":151,"height":151},{"type":"entries","name":"Zendikar","entries":["This land of primal mana is slowly recovering from the unnatural disaster of colossal predators from the Aether rampaging across the plane."],"id":"01c"}]],"name":"Appendix: Planeswalkers and the Multiverse","source":"PSA","chapter":{"name":"Planeswalkers and the Multiverse","ordinal":{"type":"appendix"},"index":5}},{"caption":"Subclasses","colLabels":["Class","Subclass","Level Available","Description"],"colStyles":["col-1","col-2","col-1 text-center","col-6"],"rows":[["Barbarian","{@class Barbarian|phb|Path of the Ancestral Guardian|Ancestral Guardian|xge}","3rd","Calls on the spirits of honored ancestors to protect others"],["Barbarian","{@class Barbarian|phb|Path of the Storm Herald|Storm Herald|xge}","3rd","Filled with a rage that channels the primal magic of the storm"],["Barbarian","{@class Barbarian|phb|Path of the Zealot|Zealot|xge}","3rd","Fueled by a religious zeal that visits destruction on foes"],["Bard","{@class Bard|phb|College of Glamour|Glamour|xge}","3rd","Wields the beguiling, glorious magic of the Feywild"],["Bard","{@class Bard|phb|College of Swords|Swords|xge}","3rd","Entertains and slays with daring feats of weapon prowess"],["Bard","{@class Bard|phb|College of Whispers|Whispers|xge}","3rd","Plants fear and doubt in the minds of others "],["Cleric","{@class Cleric|phb|Forge Domain|Forge|XGE}","1st","Clad in heavy armor, serves a god of the forge or creation"],["Cleric","{@class Cleric|phb|Grave Domain|Grave|XGE}","1st","Opposes the blight of undeath"],["Druid","{@class Druid|phb|Circle of Dreams|Dreams|xge}","2nd","Mends wounds, guards the weary, and strides through dreams"],["Druid","{@class Druid|phb|Circle of the Shepherd|Shepherd|xge}","2nd","Summons nature spirits to bolster friends and harry foes"],["Fighter","{@class Fighter|phb|Arcane Archer|Arcane Archer|xge}","3rd","Imbues arrows with spectacular magical effects"],["Fighter","{@class Fighter|phb|Cavalier|Cavalier|xge}","3rd","Defends allies and knocks down enemies, often on horseback"],["Fighter","{@class Fighter|phb|Samurai|Samurai|xge}","3rd","Combines resilience with courtly elegance and mighty strikes"],["Monk","{@class Monk|phb|Way of the Drunken Master|Drunken Master|xge}","3rd","Confounds foes through a martial arts tradition inspired by the swaying of a drunkard"],["Monk","{@class Monk|phb|Way of the Kensei|Kensei|xge}","3rd","Channels ki through a set of mastered weapons"],["Monk","{@class Monk|phb|Way of the Sun Soul|Sun Soul|xge}","3rd","Transforms ki into bursts of fire and searing bolts of light"],["Paladin","{@class Paladin|phb|Oath of Conquest|Conquest|xge}","3rd","Strikes terror in enemies and crushes the forces of chaos"],["Paladin","{@class Paladin|phb|Oath of Redemption|Redemption|xge}","3rd","Offers redemption to the worthy and destruction to those who refuse mercy or righteousness"],["Ranger","{@class Ranger|phb|Gloom Stalker|Gloom Stalker|xge}","3rd","Unafraid of the dark, relentlessly stalks and ambushes foes"],["Ranger","{@class Ranger|phb|Horizon Walker|Horizon Walker|xge}","3rd","Finds portals to other worlds and channels planar magic"],["Ranger","{@class Ranger|phb|Monster Slayer|Monster Slayer|xge}","3rd","Hunts down creatures of the night and wielders of grim magic"],["Rogue","{@class Rogue|phb|Inquisitive|Inquisitive|xge}","3rd","Roots out secrets, akin to a masterful detective"],["Rogue","{@class Rogue|phb|Mastermind|Mastermind|xge}","3rd","A master tactician, manipulates others"],["Rogue","{@class Rogue|phb|Scout|Scout|xge}","3rd","Combines stealth with a knack for survival"],["Rogue","{@class Rogue|phb|Swashbuckler|Swashbuckler|xge}","3rd","Delivers deadly strikes with speed and panache "],["Sorcerer","{@class Sorcerer|phb|Divine Soul|Divine Soul|xge}","1st","Harnesses magic bestowed by a god or other divine source"],["Sorcerer","{@class Sorcerer|phb|Shadow Magic|Shadow|xge}","1st","Wields the grim magic of the Shadowfell"],["Sorcerer","{@class Sorcerer|phb|Storm Sorcery|Storm|xge}","1st","Crackles with the power of the storm"],["Warlock","{@class Warlock|phb|The Celestial|Celestial|xge}","1st","Forges a pact with a being from celestial realms"],["Warlock","{@class Warlock|phb|The Hexblade|Hexblade|xge}","1st","Serves a shadowy entity that bestows dread curses"],["Wizard","{@class Wizard|phb|War Magic|War|xge}","2nd","Mixes evocation and abjuration magic to dominate the battlefield"]],"name":"Character Options; Subclasses","page":7,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Parents","colLabels":["d100","Parents"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-95","You know who your parents are or were."],["96-100","You do not know who your parents were."]],"name":"Parents","page":62,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Half-Elf Parents","colLabels":["d8","Parents"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-5","One parent was an elf and the other was a human."],["6","One parent was an elf and the other was a half-elf."],["7","One parent was a human and the other was a half-elf."],["8","Both parents were half-elves."]],"name":"Half-Elf Parents","page":62,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Half-Orc Parents","colLabels":["d8","Parents"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-3","One parent was an orc and the other was a human."],["4-5","One parent was an orc and the other was a half-orc."],["6-7","One parent was a human and the other was a half-orc."],["8","Both parents were half-orcs."]],"name":"Half-Orc Parents","page":62,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Tiefling Parents","colLabels":["d8","Parents"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-4","Both parents were humans, their infernal heritage dormant until you came along."],["5-6","One parent was a tiefling and the other was a human."],["7","One parent was a tiefling and the other was a devil."],["8","One parent was a human and the other was a devil."]],"name":"Tiefling Parents","page":62,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Birthplace","colLabels":["d100","Location"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-50","Home"],["51-55","Home of a family friend"],["56-63","Home of a healer or midwife"],["64-65","Carriage, cart, or wagon"],["66-68","Barn, shed, or other outbuilding"],["69-70","Cave"],["71-72","Field"],["73-74","Forest"],["75-77","Temple"],["78","Battlefield"],["79-80","Alley or street"],["81-82","Brothel, tavern, or inn"],["83-84","Castle, keep, tower, or palace"],["85","Sewer or rubbish heap"],["86-88","Among people of a different race"],["89-91","On board a boat or a ship"],["92-93","In a prison or in the headquarters of a secret organization"],["94-95","In a sage's laboratory"],["96","In the Feywild"],["97","In the Shadowfell"],["98","On the Astral Plane or the Ethereal Plane"],["99","On an Inner Plane of your choice"],["100","On an Outer Plane of your choice"]],"name":"Birthplace","page":62,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Number of Siblings","colLabels":["d10","Siblings"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","None"],["3-4","{@dice 1d3}"],["5-6","{@dice 1d4+1}"],["7-8","{@dice 1d6+2}"],["9-10","{@dice 1d8+3}"]],"name":"Number of Siblings","page":62,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Birth Order","colLabels":["2d6","Birth Order"],"colStyles":["col-2 text-center","col-10"],"rows":[["2","Twin, triplet, or quadruplet"],["3-7","Older"],["8-12","Younger"]],"name":"Other Details; Birth Order","page":62,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Family","colLabels":["d100","Family"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","None"],["2","Institution, such as an asylum"],["3","Temple"],["4-5","Orphanage"],["6-7","Guardian"],["8-15","Paternal or maternal aunt, uncle, or both"],["16-25","Paternal or maternal grandparent(s)"],["26-35","Adoptive family (same or different race)"],["36-55","Single father or stepfather"],["56-75","Single mother or stepmother"],["76-100","Mother and father"]],"name":"Supplemental Tables; Family","page":63,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Absent Parent","colLabels":["d4","Fate"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Your parent died (roll on the Cause of Death supplemental table)."],["2","Your parent was imprisoned, enslaved, or otherwise taken away."],["3","Your parent abandoned you"],["4","Your parent disappeared to an unknown fate."]],"name":"Supplemental Tables; Absent Parent","page":63,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Family Lifestyle","colLabels":["3d6","Lifestyle*"],"colStyles":["col-2 text-center","col-10"],"rows":[["3","Wretched (-40)"],["4-5","Squalid (-20)"],["6-8","Poor (-10)"],["9-12","Modest (+0)"],["13-15","Comfortable (+10)"],["16-17","Wealthy (+20)"],["18","Aristocratic (+40)"]],"footnotes":["* Use the number in this result as a modifier to your roll on the Childhood Home table."],"name":"Supplemental Tables; Family Lifestyle","page":63,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Childhood Home","colLabels":["{@dice d100 + #$prompt_number:title=Enter Lifestyle Modifier$#}","Home"],"colStyles":["col-2 text-center","col-10"],"rows":[["0","On the streets"],["1-20","Rundown shack"],["21-30","No permanent residence"],["31-40","Encampment or village in the wilderness"],["41-50","Apartment in a rundown neighborhood"],["51-70","Small house"],["71-90","Large house"],["91-110","Mansion"],["111-140","Palace or castle"]],"name":"Supplemental Tables; Childhood Home","page":63,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Childhood Memories","colLabels":["{@dice 3d6 + #$prompt_number:title=Enter Charisma Modifier$#}","Memory"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-3","I am still haunted by my childhood, when I was treated badly by my peers."],["4-5","I spent most of my childhood alone, with no close friends."],["6-8","Others saw me as being different or strange, and so I had few companions."],["9-12","I had a few close friends and lived an ordinary childhood."],["13-15","I had several friends, and my childhood was generally a happy one."],["16-17","I always found it easy to make friends, and I loved being around people."],["18-25","Everyone knew who I was, and I had friends everywhere I went."]],"name":"Supplemental Tables; Childhood Memories","page":63,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Life Events by Age","colLabels":["d100","Current Age","Life Events"],"colStyles":["col-2 text-center","col-5","col-5"],"rows":[["1-20","20 years or younger","1"],["21-59","21-30 years","{@dice 1d4}"],["60-69","31-40 years","{@dice 1d6}"],["70-89","41-50 years","{@dice 1d8}"],["90-99","51-60 years","{@dice 1d10}"],["100","61 years or older","{@dice 1d12}"]],"name":"Life Events by Age","page":69,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Life Events","colLabels":["d100","Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-10","You suffered a tragedy. Roll on the Tragedies table."],["11-20","You gained a bit of good fortune. Roll on the Boons table."],["21-30","You fell in love or got married. If you get this result more than once, you can choose to have a child instead. Work with your DM to determine the identity of your love interest."],["31-40","You made an enemy of an adventurer. Roll a {@dice d6}. An odd number indicates you are to blame for the rift, and an even number indicates you are blameless. Use the supplemental tables and work with your DM to determine this hostile character's identity and the danger this enemy poses to you."],["41-50","You made a friend of an adventurer. Use the supplemental tables and work with your DM to add more detail to this friendly character and establish how your friendship began."],["51-70","You spent time working in a job related to your background. Start the game with an extra {@dice 2d6} gp."],["71-75","You met someone important. Use the supplemental tables to determine this character's identity and how this individual feels about you. Work out additional details with your DM as needed to fit this character into your backstory."],["76-80","You went on an adventure. Roll on the Adventures table to see what happened to you. Work with your DM to determine the nature of the adventure and the creatures you encountered."],["81-85","You had a supernatural experience. Roll on the Supernatural Events table to find out what it was."],["86-90","You fought in a battle. Roll on the War table to learn what happened to you. Work with your DM to come up with the reason for the battle and the factions involved. It might have been a small conflict between your community and a band of orcs, or it could have been a major battle in a larger war."],["91-95","You committed a crime or were wrongly accused of doing so. Roll on the Crime table to determine the nature of the offense and on the Punishment table to see what became of you."],["96-99","You encountered something magical. Roll on the Arcane Matters table."],["100","Something truly strange happened to you. Roll on the Weird Stuff table."]],"name":"Life Events","page":69,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Adventures","colLabels":["d100","Outcome"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-10","You nearly died. You have nasty scars on your body, and you are missing an ear, {@dice 1d3} fingers, or {@dice 1d4} toes."],["11-20","You suffered a grievous injury. Although the wound healed, it still pains you from time to time."],["21-30","You were wounded, but in time you fully recovered."],["31-40","You contracted a disease while exploring a filthy warren. You recovered from the disease, but you have a persistent cough, pockmarks on your skin, or prematurely gray hair."],["41-50","You were poisoned by a trap or a monster. You recovered, but the next time you must make a saving throw against poison, you make the saving throw with disadvantage."],["51-60","You lost something of sentimental value to you during your adventure. Remove one trinket from your possessions."],["61-70","You were terribly frightened by something you encountered and ran away, abandoning your companions to their fate."],["71-80","You learned a great deal during your adventure. The next time you make an ability check or a saving throw, you have advantage on the roll."],["81-90","You found some treasure on your adventure. You have {@dice 2d6} gp left from your share of it."],["91-99","You found a considerable amount of treasure on your adventure. You have {@dice 1d20+50} gp left from your share of it."],["100","You came across a common magic item (of the DM's choice)."]],"name":"Secondary Tables; Adventures","page":70,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Arcane Matters","colLabels":["d10","Magical Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You were {@condition charmed} or {@condition frightened} by a spell."],["2","You were injured by the effect of a spell."],["3","You witnessed a powerful spell being cast by a cleric, a druid, a sorcerer, a warlock, or a wizard."],["4","You drank a potion (of the DM's choice)."],["5","You found a spell scroll (of the DM's choice) and succeeded in casting the spell it contained."],["6","You were affected by teleportation magic."],["7","You turned {@condition invisible} for a time."],["8","You identified an illusion for what it was."],["9","You saw a creature being conjured by magic."],["10","Your fortune was read by a diviner. Roll twice on the Life Events table, but don't apply the results. Instead, the DM picks one event as a portent of your future (which might or might not come true)."]],"name":"Secondary Tables; Arcane Matters","page":70,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Boons","colLabels":["d10","Boon"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A friendly wizard gave you a spell scroll containing one cantrip (of the DM's choice)."],["2","You saved the life of a commoner, who now owes you a life debt. This individual accompanies you on your travels and performs mundane tasks for you, but will leave if neglected, abused, or imperiled. Determine details about this character by using the supplemental tables and working with your DM."],["3","You found a riding horse."],["4","You found some money. You have {@dice 1d20} gp in addition to your regular starting funds."],["5","A relative bequeathed you a simple weapon of your choice."],["6","You found something interesting. You gain one additional trinket."],["7","You once performed a service for a local temple. The next time you visit the temple, you can receive healing up to your hit point maximum."],["8","A friendly alchemist gifted you with a potion of healing or a flask of acid, as you choose."],["9","You found a treasure map."],["10","A distant relative left you a stipend that enables you to live at the comfortable lifestyle for {@dice 1d20} years. If you choose to live at a higher lifestyle, you reduce the price of the lifestyle by 2 gp during that time period."]],"name":"Secondary Tables; Boons","page":70,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Crime","colLabels":["d8","Crime"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Murder"],["2","Theft"],["3","Burglary"],["4","Assault"],["5","Smuggling"],["6","Kidnapping"],["7","Extortion"],["8","Counterfeiting"]],"name":"Secondary Tables; Crime","page":70,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Punishment","colLabels":["d12","Punishment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-3","You did not commit the crime and were exonerated after being accused."],["4-6","You committed the crime or helped do so, but nonetheless the authorities found you not guilty."],["7-8","You were nearly caught in the act. You had to flee and are wanted in the community where the crime occurred."],["9-12","You were caught and convicted. You spent time in jail, chained to an oar, or performing hard labor. You served a sentence of {@dice 1d4} years or succeeded in escaping after that much time."]],"name":"Secondary Tables; Punishment","page":70,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Supernatural Events","colLabels":["d100","Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-5","You were ensorcelled by a fey and enslaved for {@dice 1d6} years before you escaped."],["6-10","You saw a demon and ran away before it could do anything to you."],["11-15","A devil tempted you. Make a DC 10 Wisdom saving throw. On a failed save, your alignment shifts one step toward evil (if it's not evil already), and you start the game with an additional {@dice 1d20+50} gp."],["16-20","You woke up one morning miles from your home, with no idea how you got there."],["21-30","You visited a holy site and felt the presence of the divine there."],["31-40","You witnessed a falling red star, a face appearing in the frost, or some other bizarre happening. You are certain that it was an omen of some sort."],["41-50","You escaped certain death and believe it was the intervention of a god that saved you."],["51-60","You witnessed a minor miracle."],["61-70","You explored an empty house and found it to be haunted."],["71-75","You were briefly possessed. Roll a {@dice d6} to determine what kind of creature possessed you: 1, celestial; 2, devil; 3, demon; 4, fey; 5, elemental; 6, undead."],["76-80","You saw a ghost."],["81-85","You saw a ghoul feeding on a corpse."],["86-90","A Celestial or Fiend visited you in your dreams to give a warning of dangers to come."],["91-95","You briefly visited the Feywild or Shadowfell."],["96-100","You saw a portal that you believe leads to another plane of existence."]],"name":"Secondary Tables; Supernatural Events","page":70,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Tragedies","colLabels":["d12","Tragedy"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","A family member or a close friend died. Roll on the Cause of Death supplemental table to find out how."],["3","A friendship ended bitterly, and the other person is now hostile to you. The cause might have been a misunderstanding or something you or the former friend did."],["4","You lost all your possessions in a disaster, and you had to rebuild your life."],["5","You were imprisoned for a crime you didn't commit and spent {@dice 1d6} years at hard labor, in jail, or shackled to an oar in a slave galley."],["6","War ravaged your home community, reducing everything to rubble and ruin. In the aftermath, you either helped your town rebuild or moved somewhere else."],["7","A lover disappeared without a trace. You have been looking for that person ever since."],["8","A terrible blight in your home community caused crops to fail, and many starved. You lost a sibling or some other family member."],["9","You did something that brought terrible shame to you in the eyes of your family. You might have been involved in a scandal, dabbled in dark magic, or offended someone important. The attitude of your family members toward you becomes indifferent at best, though they might eventually forgive you."],["10","For a reason you were never told, you were exiled from your community. You then either wandered in the wilderness for a time or promptly found a new place to live."],["11","A romantic relationship ended. Roll a {@dice d6}. An odd number means it ended with bad feelings, while an even number means it ended amicably."],["12","A current or prospective romantic partner of yours died. Roll on the Cause of Death supplemental table to find out how. If the result is murder, roll a {@dice d12}. On a 1, you were responsible, whether directly or indirectly."]],"name":"Secondary Tables; Tragedies","page":70,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"War","colLabels":["d12","War Outcome"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You were knocked out and left for dead. You woke up hours later with no recollection of the battle."],["2-3","You were badly injured in the fight, and you still bear the awful scars of those wounds."],["4","You ran away from the battle to save your life, but you still feel shame for your cowardice."],["5-7","You suffered only minor injuries, and the wounds all healed without leaving scars."],["8-9","You survived the battle, but you suffer from terrible nightmares in which you relive the experience."],["10-11","You escaped the battle unscathed, though many of your friends were injured or lost."],["12","You acquitted yourself well in battle and are remembered as a hero. You might have received a medal for your bravery."]],"name":"Secondary Tables; War","page":70,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Weird Stuff","colLabels":["d12","What Happened"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You were turned into a toad and remained in that form for {@dice 1d4} weeks."],["2","You were {@condition petrified} and remained a stone statue for a time until someone freed you."],["3","You were enslaved by a hag, a satyr, or some other being and lived in that creature's thrall for {@dice 1d6} years."],["4","A dragon held you as a prisoner for {@dice 1d4} months until adventurers killed it."],["5","You were taken captive by a race of evil humanoids such as drow, kuo-toa, or quaggoths. You lived as a slave in the Underdark until you escaped."],["6","You served a powerful adventurer as a hireling. You have only recently left that service. Use the supplemental tables and work with your DM to determine the basic details about your former employer."],["7","You went insane for {@dice 1d6} years and recently regained your sanity. A tic or some other bit of odd behavior might linger."],["8","A lover of yours was secretly a silver dragon."],["9","You were captured by a cult and nearly sacrificed on an altar to the foul being the cultists served. 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Resources and Resolution","page":128,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Magic Item Ingredients","colLabels":["Item Rarity","CR Range"],"colStyles":["col-6","col-6 text-center"],"rows":[["Common","1—3"],["Uncommon","4—8"],["Rare","9—12"],["Very rare","13—18"],["Legendary","19+"]],"name":"Crafting Magic Items; Magic Item Ingredients","page":128,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Magic Item Crafting Time and Cost","colLabels":["Item Rarity","Workweeks*","Cost*"],"colStyles":["col-4","col-4 text-center","col-4 text-right"],"rows":[["Common","1","50 gp"],["Uncommon","2","200 gp"],["Rare","10","2,000 gp"],["Very rare","25","20,000 gp"],["Legendary","50","100,000 gp"]],"footnotes":["*Halved for a consumable item like a potion or scroll"],"name":"Crafting Magic Items; Magic Item Crafting Time and Cost","page":128,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Crafting Complications","colLabels":["d6","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Rumors swirl that what you're working on is unstable and a threat to the community.*"],["2","Your tools are stolen, forcing you to buy new ones.*"],["3","A local wizard shows keen interest in your work and insists on observing you."],["4","A powerful noble offers a hefty price for your work and is not interested in hearing no for an answer.*"],["5","A dwarf clan accuses you of stealing its secret lore to fuel your work.*"],["6","A competitor spreads rumors that your work is shoddy and prone to failure.*"]],"footnotes":["*Might involve a rival"],"name":"Crafting Complications","page":129,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Potion of Healing Creation","colLabels":["Type","Time","Cost"],"colStyles":["col-4","col-4","col-4 text-right"],"rows":[["Healing","1 day","25 gp"],["Greater healing","1 workweek","100 gp"],["Superior healing","3 workweeks","1,000 gp"],["Supreme healing","4 workweeks","10,000 gp"]],"name":"Brewing Potions of Healing; Potion of Healing Creation","page":130,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Loot Value","colLabels":["DC","Value"],"colStyles":["col-2 text-center","col-10"],"rows":[["10","50 gp, robbery of a struggling merchant"],["15","100 gp, robbery of a prosperous merchant"],["20","200 gp, robbery of a noble"],["25","1,000 gp, robbery of one of the richest figures in town"]],"name":"Crime; Loot Value","page":130,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Crime Complications","colLabels":["d8","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A bounty equal to your earnings is offered for information about your crime.*"],["2","An unknown person contacts you, threatening to reveal your crime if you don't render a service.*"],["3","Your victim is financially ruined by your crime."],["4","Someone who knows of your crime has been arrested on an unrelated matter.*"],["5","Your loot is a single, easily identified item that you can't fence in this region."],["6","You robbed someone who was under a local crime lord's protection, and who now wants revenge."],["7","Your victim calls in a favor from a guard, doubling the efforts to solve the case."],["8","Your victim asks one of your adventuring companions to solve the crime."]],"footnotes":["*Might involve a rival"],"name":"Crime Complications","page":130,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Gambling Results","colLabels":["Result","Value"],"colStyles":["col-5","col-7"],"rows":[["0 successes","Lose all the money you bet, and accrue a debt equal to that amount."],["1 success","Lose half the money you bet."],["2 successes","Gain the amount you bet plus half again more."],["3 successes","Gain double the amount you bet."]],"name":"Gambling Results","page":130,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Gambling Complications","colLabels":["d6","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You are accused of cheating. You decide whether you actually did cheat or were framed.*"],["2","The town guards raid the gambling hall and throw you in jail.*"],["3","A noble in town loses badly to you and loudly vows to get revenge.*"],["4","You won a sum from a low-ranking member of a thieves' guild, and the guild wants its money back."],["5","A local crime boss insists you start frequenting the boss's gambling parlor and no others."],["6","A high-stakes gambler comes to town and insists that you take part in a game."]],"footnotes":["*Might involve a rival"],"name":"Gambling Complications","page":130,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Pit Fighting Results","colLabels":["Result","Value"],"colStyles":["col-5","col-7"],"rows":[["0 successes","Lose your bouts, earning nothing."],["1 success","Win 50 gp."],["2 successes","Win 100 gp."],["3 successes","Win 200 gp."]],"name":"Pit Fighting Results","page":131,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Pit Fighting Complications","colLabels":["d6","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An opponent swears to take revenge on you.*"],["2","A crime boss approaches you and offers to pay you to intentionally lose a few matches.*"],["3","You defeat a popular local champion, drawing the crowd's ire."],["4","You defeat a noble's servant, drawing the wrath of the noble's house.*"],["5","You are accused of cheating. Whether the allegation is true or not, your reputation is tarnished.*"],["6","You accidentally deliver a near-fatal wound to a foe."]],"footnotes":["*Might involve a rival"],"name":"Pit Fighting Complications","page":131,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Religious Service","colLabels":["Check Total","Result"],"colStyles":["col-2 text-center","col-10"],"rows":[["1—10","No effect. Your efforts fail to make a lasting impression."],["11—20","You earn one favor."],["21+","You earn two favors."]],"name":"Religious Service","page":131,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Religious Service Complications","colLabels":["d6","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You have offended a priest through your words or actions.*"],["2","Blasphemy is still blasphemy, even if you did it by accident."],["3","A secret sect in the temple offers you membership."],["4","Another temple tries to recruit you as a spy.*"],["5","The temple elders implore you to take up a holy quest."],["6","You accidentally discover that an important person in the temple is a fiend worshiper."]],"footnotes":["*Might involve a rival"],"name":"Religious Service Complications","page":132,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Research Outcomes","colLabels":["Check Total","Outcome"],"colStyles":["col-2 text-center","col-10"],"rows":[["1—5","No effect."],["6—10","You learn one piece of lore."],["11—20","You learn two pieces of lore."],["21+","You learn three pieces of lore."]],"name":"Research Outcomes","page":132,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Research Complications","colLabels":["d6","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You accidentally damage a rare book."],["2","You offend a sage, who demands an extravagant gift.*"],["3","If you had known that book was cursed, you never would have opened it."],["4","A sage becomes obsessed with convincing you of a number of strange theories about reality.*"],["5","Your actions cause you to be banned from a library until you make reparations.*"],["6","You uncovered useful lore, but only by promising to complete a dangerous task in return."]],"footnotes":["*Might involve a rival"],"name":"Research Complications","page":132,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Spell Scroll Costs","colLabels":["Spell Level","Time","Cost"],"colStyles":["col-4 text-center","col-4","col-4 text-right"],"rows":[["Cantrip","1 day","15 gp"],["1st","1 day","25 gp"],["2nd","3 days","250 gp"],["3rd","1 workweek","500 gp"],["4th","2 workweeks","2,500 gp"],["5th","4 workweeks","5,000 gp"],["6th","8 workweeks","15,000 gp"],["7th","16 workweeks","25,000 gp"],["8th","32 workweeks","50,000 gp"],["9th","48 workweeks","250,000 gp"]],"name":"Resources; Spell Scroll Costs","page":133,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Scribe a Scroll Complications","colLabels":["d6","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You bought up the last of the rare ink used to craft scrolls, angering a wizard in town."],["2","The priest of a temple of good accuses you of trafficking in dark magic.*"],["3","A wizard eager to collect one of your spells in a book presses you to sell the scroll."],["4","Due to a strange error in creating the scroll, it is instead a random spell of the same level."],["5","The rare parchment you bought for your scroll has a barely visible map on it."],["6","A thief attempts to break into your workroom.*"]],"footnotes":["*Might involve a rival"],"name":"Scribe a Scroll Complications","page":133,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Magic Item Base Prices","colLabels":["Rarity","Base Price*"],"colStyles":["col-2 text-center","col-10"],"rows":[["Common","100 gp"],["Uncommon","400 gp"],["Rare","4,000 gp"],["Very rare","40,000 gp"],["Legendary","200,000 gp"]],"footnotes":["*Halved for a consumable item like a potion or scroll"],"name":"Resolution; Magic Item Base Prices","page":133,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Magic Item Offer","colLabels":["Check Total","Offer"],"colStyles":["col-2 text-center","col-10"],"rows":[["1—10","50% of base price"],["11—20","100% of base price"],["21+","150% of base price"]],"name":"Resolution; Magic Item Offer","page":133,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Magic Item Sale Complications","colLabels":["d6","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Your enemy secretly arranges to buy the item to use it against you.*"],["2","A thieves' guild, alerted to the sale, attempts to steal your item.*"],["3","A foe circulates rumors that your item is a fake.*"],["4","A sorcerer claims your item as a birthright and demands you hand it over."],["5","Your item's previous owner, or surviving allies of the owner, vow to retake the item by force."],["6","The buyer is murdered before the sale is finalized.*"]],"footnotes":["*Might involve a rival"],"name":"Magic Item Sale Complications","page":133,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Training Complications","colLabels":["d6","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Your instructor disappears, forcing you to spend one workweek finding a new one.*"],["2","Your teacher instructs you in rare, archaic methods, which draw comments from others."],["3","Your teacher is a spy sent to learn your plans.*"],["4","Your teacher is a wanted criminal."],["5","Your teacher is a cruel taskmaster."],["6","Your teacher asks for help dealing with a threat."]],"footnotes":["*Might involve a rival"],"name":"Training Complications","page":134,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Wages","colLabels":["Check Total","Earnings"],"colStyles":["col-2 text-center","col-10"],"rows":[["9 or lower","Poor lifestyle for the week"],["10—14","Modest lifestyle for the week"],["15—20","Comfortable lifestyle for the week"],["21+","Comfortable lifestyle for the week + 25 gp"]],"name":"Resolution; Wages","page":134,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Work Complications","colLabels":["d6","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A difficult customer or a fight with a coworker reduces the wages you earn by one category.*"],["2","Your employer's financial difficulties result in your not being paid.*"],["3","A coworker with ties to an important family in town takes a dislike to you.*"],["4","Your employer is involved with a dark cult or a criminal enterprise."],["5","A crime ring targets your business for extortion.*"],["6","You gain a reputation for laziness (unjustified or not, as you choose), giving you disadvantage on checks made for this downtime activity for the next six workweeks you devote to it.*"]],"footnotes":["*Might involve a rival"],"name":"Work Complications","page":134,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Magic Items Awarded by Tier","colLabels":["Character Level","Minor Items","Major Items","All Items"],"colStyles":["col-6","col-2","col-1","col-3"],"rows":[["1-4","9","2","11"],["5-10","28","6","34"],["11-16","24","6","30"],["17-20","19","6","25"],["Total","80","20","100"]],"name":"Distribution by Rarity; Magic Items Awarded by Tier","page":135,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Magic Items Awarded by Rarity - Minor","colLabels":["Level/CR","Common","Uncommon","Rare","Very Rare","Legendary"],"colStyles":["col-4","col-2","col-2","col-1","col-2","col-2"],"rows":[["1-4","6","2","1","0","0"],["5-10","10","12","5","1","0"],["11-16","3","6","9","5","1"],["17+","0","0","4","9","6"],["Total","19","20","19","15","7"]],"name":"Magic Items Awarded by Rarity - Minor","page":135,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Magic Items Awarded by Rarity - Major","colLabels":["Level/CR","Uncommon","Rare","Very Rare","Legendary"],"colStyles":["col-6","col-2","col-2","col-2","col-2"],"rows":[["1-4","2","0","0","0"],["5-10","5","1","0","0"],["11-16","1","2","2","1"],["17+","0","1","2","3"],["Total","8","4","4","4"]],"name":"Magic Items Awarded by Rarity - Major","page":135,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"colLabels":["1d10","Reason for Cooperating"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","The characters begin the campaign captured, whether as prisoners of the Legion of Dusk, captives in a pirate ship's brig, or trapped in jungle snares."],["2","The characters are fighting each other when a dinosaur attacks."],["3","The characters are trapped together by a cave-in, a sinkhole opening, or some similar disaster."],["4","Each character has one piece of a treasure map, or one key of several required to open a treasure vault."],["5","A strange dream leads each of the characters to the same destination."],["6","The characters are all hopelessly lost in the jungle."],["7","Leaders of the characters' factions have ordered them to cooperate on a secret mission."],["8","A pirate captain or other villain is a common enemy to all the characters."],["9","A magical or natural phenomenon threatens all folk of Ixalan."],["10","The characters are all trying to avert the catastrophe of a fullscale war among their peoples."]],"name":"Four Peoples, One Party; 1","page":5,"source":"PSX","chapter":{"name":"The World of Ixalan","index":1}},{"caption":"Suggested Ideals","colLabels":["d6","Ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Nation.} The invaders must be driven out and the ancient capital of Orazca reclaimed."],["2","{@b Glory.} I wish to earn great glory in battle—ideally, by making my foes surrender."],["3","{@b Poetry.} Beauty is to be found in all things, from creation to destruction, and it should all be recorded in words."],["4","{@b Zeal.} I am devoted to the Threefold Sun and the commands of the priests."],["5","{@b History.} I seek to understand the empire's history so I can better chart a course for its future."],["6","{@b Peace.} I would like to believe that peace can be forged among the peoples of this land."]],"name":"Four Peoples, One Party; Suggested Ideals","page":5,"source":"PSX","chapter":{"name":"The World of Ixalan","index":1}},{"caption":"Suggested Bonds","colLabels":["d6","Bond"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","I left behind a family (living or dead) when I set out on my journey of exploration."],["2","I have ties to the imperial line."],["3","I come from a noble family, and have kin who live as hostages in the imperial capital."],["4","I have fallen in love with a member of a pirate crew."],["5","I discovered an ancient ruin in the jungle, but I keep it a secret."],["6","I will one day find the Immortal Sun and restore the empire's ancient glory"]],"name":"Four Peoples, One Party; Suggested Bonds","page":5,"source":"PSX","chapter":{"name":"The World of Ixalan","index":1}},{"caption":"Suggested Ideals","colLabels":["{@dice 1d6}","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Harmony.}. The peoples of this world should strive for the same harmony that exists between air and water."],["2","{@b Nature.} In the midst of war, it is often the forest that suffers most—unless we protect it."],["3","{@b Knowledge.} True understanding of one's self and the world is the highest good."],["4","{@b Reverence.} The wisdom of the shamans and elders is our best guide in the world."],["5","{@b Cleverness.} The best way to defeat your opponents is to outsmart them."],["6","{@b Defense.} The golden city must remain hidden, and its power kept from those who would abuse it."]],"name":"River Heralds; Suggested Ideals","page":7,"source":"PSX","chapter":{"name":"The World of Ixalan","index":1}},{"caption":"Suggested Bonds","colLabels":["{@dice 1d6}","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I have carried on secret trade with a Sun Empire merchant for years now."],["2","I am related to the shaman of my band."],["3","I am fascinated by the culture and beliefs of the strangers in our land."],["4","A small tributary to the Great River is in my care, and I will do anything to defend it."],["5","I aspire to become the leader of my band—either as a shaman, or by supplanting the shaman as a war leader."],["6","I will one day find the Immortal Sun and use its power to drive the invaders from our land."]],"name":"River Heralds; Suggested Bonds","page":7,"source":"PSX","chapter":{"name":"The World of Ixalan","index":1}},{"caption":"Suggested Ideals","colLabels":["d6","Ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Conquest.} The destiny of my people is to rule the world."],["2","{@b Order.} The purpose of our conquest is to establish law and order in the lands we rule."],["3","{@b Devotion.} Following the tenets of the church is the only way to earn eternal life in the coming age of ever-flowing blood."],["4","{@b Slaughter.} I love the feeling of warm blood running down my chin."],["5","{@b Glory.} Those who prove their worth in battle will win eternal life."],["6","{@b Strength.} In life as in war, the stronger force wins."]],"name":"Legion of Dusk; Suggested Ideals","page":8,"source":"PSX","chapter":{"name":"The World of Ixalan","index":1}},{"caption":"Suggested Bonds","colLabels":["d6","Bond"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","My family has been feuding with another noble family for seven hundred years."],["2","I became friends with a merfolk shaman I captured."],["3","I am a knight of the Bloodstained order, and have forsaken all other bonds since the day I slaughtered my own family."],["4","I carry a relic of one of the vampire saints known as the Venerables, counting it as my dearest possession."],["5","I would do anything for the soldiers in my company."],["6","I will one day find the Immortal Sun and use its power to supplant the queen."]],"name":"Legion of Dusk; Suggested Bonds","page":8,"source":"PSX","chapter":{"name":"The World of Ixalan","index":1}},{"caption":"Suggested Ideals","colLabels":["d6","Ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Wealth.} Money can buy anything."],["2","{@b Freedom.} The sea is the freedom to go anywhere and do anything."],["3","{@b Knowledge.} I'm as greedy for secrets and lore as others are for treasure."],["4","{@b Pillage.} It's not the having, it's the taking that shows who's strongest."],["5","{@b Crew.} I'm committed to my crewmates, not to ideals."],["6","{@b Coalition.} I believe we're not just stronger but also better when we join forces in unity."]],"name":"Brazen Coalition; Suggested Ideals","page":9,"source":"PSX","chapter":{"name":"The World of Ixalan","index":1}},{"caption":"Suggested Bonds","colLabels":["d6","Bond"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","My captain is dearer to me than any other person or possession."],["2","My greatest dream is to return across the sea to the land my ancestors left."],["3","I abandoned a child to be fostered in a city somewhere."],["4","I was shipwrecked on an island with a vampire, and we became good friends."],["5","I buried a great treasure somewhere... and lost the map."],["6","I have one piece of a treasure map, and no idea where the other pieces are."]],"name":"Brazen Coalition; Suggested Bonds","page":9,"source":"PSX","chapter":{"name":"The World of Ixalan","index":1}},{"caption":"White Personality Traits","colLabels":["d8","Personality Trait"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","I can find common ground with even the fiercest enemies, empathizing with them and always working toward peace."],["2","I would rather make a new friend than a new enemy."],["3","If someone is in trouble, I'm always ready to lend aid."],["4","I get overly upset when people break even minor rules."],["5","I am honest to the point of being blunt or rude."],["6","I go into every situation with at least one backup plan, but I can get lost when my plans go awry."],["7","I have no patience for selfish or greedy people."],["8","I like my environment to be well ordered and clean."]],"name":"White Personality Traits","page":43,"source":"PSX","chapter":{"name":"The Colors of Magic","ordinal":{"type":"appendix"},"index":5}},{"caption":"White Ideals","colLabels":["d6","Ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Harmony.} I long for a world in which everyone gets along."],["2","{@b Community.} It is the duty of all civilized people to strengthen the bonds of community and the security of civilization."],["3","{@b Peace.} It is each person's responsibility to make the most happiness for the whole community."],["4","{@b Solidarity.} Working together, we are stronger than any of us alone."],["5","{@b Law and Order.} We all must obey those in authority and follow laws, or society will devolve into chaos."],["6","{@b Honor.} If I dishonor myself, I undermine the foundation of my community."]],"name":"White Ideals","page":43,"source":"PSX","chapter":{"name":"The Colors of Magic","ordinal":{"type":"appendix"},"index":5}},{"caption":"Blue Personality Traits","colLabels":["d8","Personality Trait"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","I employ a polysyllabic vocabulary that conveys the impression of tremendous erudition."],["2","I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others."],["3","I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings."],["4","I believe that anything worth doing is worth doing right. I can't help it—I'm a perfectionist."],["5","I want to know how things work and what makes people act as they do."],["6","There's nothing I like more than a good mystery."],["7","Messing up just means an opportunity to learn from my mistakes."],["8","There's no need to rush into action; I prefer to plan before I act."]],"name":"Blue Personality Traits","page":44,"source":"PSX","chapter":{"name":"The Colors of Magic","ordinal":{"type":"appendix"},"index":5}},{"caption":"Blue Ideals","colLabels":["d6","Ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Perfection.} The goal of a life of study is to constantly improve oneself."],["2","{@b Education.} Information can change the world only when it is widely shared."],["3","{@b Knowledge.} The path to power and self-improvement comes through mastery of what can be known."],["4","{@b Change.} The world is in constant flux, and we must be ready to change with it."],["5","{@b Logic.} Emotions must not cloud our clear thinking."],["6","{@b Self-Knowledge.} If you know yourself, there's nothing left to know."]],"name":"Blue Ideals","page":44,"source":"PSX","chapter":{"name":"The Colors of Magic","ordinal":{"type":"appendix"},"index":5}},{"caption":"Black Personality Traits","colLabels":["d8","Personality Trait"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","The best way to get me to do something is to tell me I can't do it."],["2","If you do me an injury, I will crush you, ruin your name, and salt your family's lands for all time."],["3","The first thing I do in a new place is note the locations of everything valuable—or where such things might be hidden."],["4","I get bitter if I'm not the center of attention."],["5","I can't stand the dangerous idiots who deny their own needs in order to help others. It's often difficult to motivate them to do what I want."],["6","If others won't do things when you ask nicely, stop asking nicely."],["7","Inspiring fear can be the most effective way to motivate people."],["8","I don't care about morality or taboos—only results. I'll do whatever it takes to get the results I want."]],"name":"Black Personality Traits","page":45,"source":"PSX","chapter":{"name":"The Colors of Magic","ordinal":{"type":"appendix"},"index":5}},{"caption":"Black Ideals","colLabels":["d6","Ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Power.} Power is the only way to guarantee your ability to control your life—and thus your happiness."],["2","{@b Self-Interest.} If I don't look out for myself, no one else is going to."],["3","Strength. Helping the weak is merely delaying their inevitable failure."],["4","{@b Freedom.} If I need something, I'm a fool if I let laws or morality stand in my way."],["5","{@b Greed.} The clearest way to get ahead in this world is with money."],["6","{@b Independence.} No one tells me what to do."]],"name":"Black Ideals","page":45,"source":"PSX","chapter":{"name":"The Colors of Magic","ordinal":{"type":"appendix"},"index":5}},{"caption":"Red Personality Traits","colLabels":["d8","Personality Trait"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","I always speak and act before I think."],["2","My changing emotions dominate my personality, leaving no one in any doubt about what I'm feeling."],["3","I fall in and out of love faster than the weather changes."],["4","I'm always angry."],["5","I either love something or I hate it; there is no in-between."],["6","I'm always working on some piece of art to express my feelings."],["7","I revel in the storms and the destruction that give expression to the turmoil inside me."],["8","I have no patience for people who think they can boss others around."]],"name":"Red Personality Traits","page":46,"source":"PSX","chapter":{"name":"The Colors of Magic","ordinal":{"type":"appendix"},"index":5}},{"caption":"Red Ideals","colLabels":["d6","Ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Freedom.} Everyone should be free to pursue their own dreams."],["2","{@b Emotion.} My heart tells me what it needs. All I have to do is listen and act accordingly."],["3","{@b Adventure.} Life is an adventure, and it's up to each individual to experience it."],["4","{@b Relationships.} Part of life is embracing the passion, loyalty, and camaraderie that ties us to others."],["5","{@b Creativity.} The world is in need of new ideas and bold action."],["6","{@b Sincerity.} No one should pretend to be something they're not."]],"name":"Red Ideals","page":46,"source":"PSX","chapter":{"name":"The Colors of Magic","ordinal":{"type":"appendix"},"index":5}},{"caption":"Green Personality Traits","colLabels":["d8","Personality Trait"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","I'm sharply attuned to the cycles of nature, and can almost feel the pull of the full moon."],["2","My instincts never lead me astray."],["3","I get along better with animals than I do with most people."],["4","There is more wisdom in a forest pool than in any library."],["5","Beasts of the wild have no need for manners, and neither do I."],["6","Nothing raises my ire like seeing people treat life as disposable."],["7","I can identify hundreds of bird species by their songs."],["8","I see omens in every ripple, gust of wind, and flight of birds."]],"name":"Green Personality Traits","page":47,"source":"PSX","chapter":{"name":"The Colors of Magic","ordinal":{"type":"appendix"},"index":5}},{"caption":"Green Ideals","colLabels":["d6","Ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Acceptance.} Things are as they are for a reason, and it's foolish to try to change them."],["2","{@b Nature.} The natural world is more important than the constructs of civilization."],["3","{@b Potential.} The secret to happiness is to find one's place in the natural order and embrace it."],["4","{@b Interdependence.} My role is deeply connected to the web of life, and my actions have consequences for everyone around me."],["5","{@b Live and Let Live.} Ideals aren't worth killing or going to war for."],["6","{@b History.} Only through studying the past can we avoid repeating past mistakes."]],"name":"Green Ideals","page":47,"source":"PSX","chapter":{"name":"The Colors of Magic","ordinal":{"type":"appendix"},"index":5}},{"caption":"Layers and Rulers of the Nine Hells","colLabels":["Layer","Layer Name","Ruler"],"colStyles":["col-1 text-center","col-5","col-6"],"rows":[["1","Avernus","{@creature Zariel|MTF}"],["2","Dis","Dispater"],["3","Minauros","Mammon"],["4","Phlegethos","Belial and Fierna"],["5","Stygia","Levistus"],["6","Malbolge","Glasya"],["7","Maladomini","Baalzebul"],["8","Cania","Mephistopheles"],["9","Nessus","Asmodeus"]],"name":"Lords of the Nine; Layers and Rulers of the Nine Hells","page":9,"source":"MTF","chapter":{"name":"The Blood War","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Demon Personality Traits","colLabels":["d6","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I enjoy telling lies."],["2","Threats are my only language."],["3","I fawn over others to make my betrayal more unexpected."],["4","I crush those I can defeat, and lie in wait to weaken and overwhelm those I must respect."],["5","I will do anything to survive. Anything."],["6","Someday all will worship me. Until then, I track their insults with obsessive attention."]],"name":"Demon Customization Tables; Demon Personality Traits","page":33,"source":"MTF","chapter":{"name":"The Blood War","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Demon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Self-Preservation. It's everything and everyone for themselves in this cruel world."],["2","Might. The world is divided into the strong who rule and the weak who obey or die."],["3","Cunning. Always have a backup plan ready, especially if it involves betraying someone."],["4","Strength. Strength is the one coin accepted in all realms and by all folk."],["5","Ambition. We reach the station in the cosmos that we deserve due to our drive and talents."],["6","Cruelty. Strength without regular demonstrations of its potential is an empty weapon."]],"name":"Demon Customization Tables; Demon Ideals","page":33,"source":"MTF","chapter":{"name":"The Blood War","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Demon Bonds","colLabels":["d6","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-6","I am a perfect product of creation, destined to one day shape the cosmos to my whims. Everything I do verifies my destiny."]],"name":"Demon Customization Tables; Demon Bonds","page":33,"source":"MTF","chapter":{"name":"The Blood War","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Demon Flaws","colLabels":["d6","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I act based on instinct, rarely with a plan."],["2","I am cowed by threats, and even preposterous ones make me pause."],["3","Deep down, I know I am doomed to anonymity."],["4","My natural inclination is to grovel and beg for the favor of those stronger than me."],["5","I rage, but I use anger to distract from my fear of confrontation."],["6","I become entangled and betrayed by my own machinations."]],"name":"Demon Customization Tables; Demon Flaws","page":33,"source":"MTF","chapter":{"name":"The Blood War","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Unusual Demon Features","colLabels":["d20","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Belches Flies. Once per day, the demon can use an action to belch enough flies to create an effect as though it cast fog cloud."],["2","Tiny Wings. The demon gains a flying speed of 10 feet. If it could already fly, its flying speed becomes 10 feet."],["3","Ever-Open Extra Eye. The demon gains advantage on Perception checks related to sight."],["4","Bleeds Wasps. The first time in each combat the demon is reduced to half its hit points or less, a {@creature swarm of wasps||swarm of insects (wasps)} forms around it. The swarm considers creatures other than the demon to be enemies."],["5","Extra Arm. The demon gains advantage on Sleight of Hand checks."],["6","Enormous Ears. The demon gains advantage on Perception checks to hear sounds."],["7","Silver Bones. The demon's natural weapons are considered silvered."],["8","Snake Hair. Creatures that grapple the demon or are grappled by it are poisoned until the grapple ends."],["9","Endlessly Mumbling Second Mouth. The demon suffers disadvantage on Stealth checks against creatures that can hear."],["10","Huge Feet. The demon suffers disadvantage on Stealth, Athletics, and Acrobatics checks when they involve moving its feet."],["11","Translucent Skin. The demon's skin is slimy and translucent. It has advantage on attempts to escape a grapple."],["12","Oily Boils. Each time the demon takes bludgeoning, piercing, or slashing damage, the area within 5 feet of it becomes {@quickref difficult terrain||3} until the end of the demon's next turn."],["13","Thick Lead Skull. The demon can't use telepathy or be contacted by telepathy. It can't be charmed, frightened, or stunned."],["14","Worm Tongue. The demon can't speak any language."],["15","Head Hands. The demon has heads where its hands should be and uses the heads' mouths to manipulate objects. If the demon had claw attacks, they become bite attacks that deal piercing damage."],["16","Blimp Body. The demon can float at will as if under the effect of the levitate spell (no concentration required). While it has half its hit points or less, it loses this ability."],["17","Immaterial. The demon has resistance to all damage except psychic damage, and all damage it deals is halved."],["18","Long Arms. The demon's reach is 5 feet longer than normal."],["19","Eyeless. The demon is blind. It has blindsight with a radius of 60 feet."],["20","Vestigial Demon. A miniature vestigial twin of the demon grows from its body. The demon can't be blinded, deafened, or stunned."]],"name":"Demon Customization Tables; Unusual Demon Features","page":33,"source":"MTF","chapter":{"name":"The Blood War","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Cult Goals","colLabels":["d6","Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Political power, control over the local area"],["2","The death of a hated enemy or rival"],["3","Control of a guild or similar institution"],["4","Recovery of an artifact or magic item that could prove useful in the Blood War"],["5","Revenge for an insult, wrong, or past defeat"],["6","Personal power and comfort for its leaders"]],"name":"Fiendish Cults; Cult Goals","page":34,"source":"MTF","chapter":{"name":"The Blood War","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Cult Resources","colLabels":["d6","Resource"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The cult uses a respectable guild, business, or institution as a front."],["2","The cult thrives through the support of generations of a powerful noble family."],["3","The cult controls the local officers of the law."],["4","The cult has access to a cache of powerful magic."],["5","The cult can open a direct portal to the Outer Planes, allowing fiends to intercede on their behalf."],["6","The cult's leader is a renegade fiend seeking to evade its enemies."]],"name":"Fiendish Cults; Cult Resources","page":34,"source":"MTF","chapter":{"name":"The Blood War","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Cult Organization","colLabels":["d6","Organization"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Conspiracy. Members use passwords and double-blind communication."],["2","False Front. The cult puts on an elaborate deception to appear as a harmless civic group."],["3","Criminal Enterprise. The cult is organized through a thieves' guild."],["4","Network. The cult has a secret alliance of members who have infiltrated the lower ranks of every organization of note in the region."],["5","Cult of Personality. The cult leader is a beloved figure renowned for great, benevolent deeds."],["6","Entrenched. The cult is part of the local culture, a tradition that established decades ago and kept secret from outsiders."]],"name":"Fiendish Cults; Cult Organization","page":34,"source":"MTF","chapter":{"name":"The Blood War","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Cult Hardship","colLabels":["d6","Hardship"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The cult is wracked with infighting."],["2","A rival cult strives to destroy this group and replace it."],["3","The cult struggles to rein in its dark, violent impulses in order to remain undetected."],["4","Murder and betrayal leads to a constant turnover in cult leadership."],["5","The cult leader is a figurehead. The real power is a crime lord behind the scenes."],["6","The cult is a disposable pawn manipulated by its master."]],"name":"Fiendish Cults; Cult Hardship","page":34,"source":"MTF","chapter":{"name":"The Blood War","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Elf Deities (The Seldarine)","colLabels":["Deity","Alignment","Province","Suggested Domains","Common Symbol"],"colStyles":["col-2","col-1 text-center","col-4","col-2","col-3"],"rows":[["{@deity Aerdrie Faenya|elven|mtf}","CG","Air, rain, fertility, birth","Life, Tempest, Trickery","Bird silhouetted against a cloud"],["{@deity Angharradh|elven|mtf}","CG","Wisdom, growth, protection","Knowledge, Life, War","Three interlocking circles"],["{@deity Alathrien Druanna|elven|mtf}","N","Runes, writing, spellcasting","Arcana,** Knowledge","A quill or glyph"],["{@deity Alobal Lorfiril|elven|mtf}","CG","Revelry, mirth","Life, Trickery","Wine glass"],["{@deity Araleth Letheranil|elven|mtf}","CG","Light, stars, revelations","Knowledge, Light","Shaft of light"],["{@deity Corellon Larethian|elven|mtf}","CG","Primary god of elves","Arcana,** Life, Light, War","Quarter moon or starburst"],["{@deity Darahl Tilvenar|elven|mtf}","LN","Fire, earth, metalwork","Forge,* Light","Flame between hands"],["{@deity Deep Sashelas|elven|mtf}","CG","Creativity, knowledge, sea","Knowledge, Nature, Tempest","Dolphin"],["{@deity Elebrin Liothiel|elven|mtf}","CG","Abundance, gardens, the harvest","Life, Nature","Acorn"],["{@deity Erevan Ilesere|elven|mtf}","CN","Mischief, change","Trickery","Asymmetrical starburst"],["{@deity Fenmarel Mestarine|elven|mtf}","CN","Solitude, outcasts","Nature, Trickery","Two peering elven eyes"],["{@deity Gadhelyn|elven|mtf}","CN","Independence, outlawry","Nature, Trickery","Leaf-shaped arrowhead"],["{@deity Hanali Celanil|elven|mtf}","CG","Love, beauty, the arts","Life","Golden heart"],["{@deity Kirith Sotheril|elven|mtf}","NG","Divination, illusion","Knowledge, Trickery","Rainbow sphere"],["{@deity Labelas Enoreth|elven|mtf}","CG","Time, history, memory","Arcana,** Knowledge, Life","Setting sun"],["{@deity Melira Taralen|elven|mtf}","CG","Poetry, songs","Knowledge, Life, Trickery","Lute"],["{@deity Mythrien Sarath|elven|mtf}","CG","Abjuration, mythals","Arcana,** Forge,* Knowledge","Row of three intertwined rings"],["{@deity Naralis Analor|elven|mtf}","NG","Healing, suffering, death","Life, Grave*","White dove"],["{@deity Rellavar Danuvien|elven|mtf}","NG","Winter, harsh weather","Tempest","Spear between two circles"],["{@deity Rillifane Rallathil|elven|mtf}","CG","Nature, beasts, the seasons","Nature","Oak"],["{@deity Sarula Iliene|elven|mtf}","CG","Lakes, streams","Tempest, Trickery","Three lines symbolizing waves"],["{@deity Sehanine Moonbow|elven|mtf}","CG","Dreams, death, travel","Grave,* Knowledge, Light","Full moon under a moonbow"],["{@deity Shevarash|elven|mtf}","CN","Vengeance, loss, hatred","War","Broken arrow over a tear"],["{@deity Solonor Thelandira|elven|mtf}","CG","Archery, hunting, survival","Nature, War","Silver arrow with green fletching"],["{@deity Tarsellis Meunniduin|elven|mtf}","CN","Mountains, rivers, wild places","Nature, Tempest","Mountain with a river"],["{@deity Tethrin Veraldé|elven|mtf}","NG","Battle, sword fighting","War","Crossed swords beneath a quarter moon and above a full moon"],["{@deity Vandria Gilmadrith|elven|mtf}","LN","War, grief, justice, vigilance","Grave,* War","Weeping eye"],["{@deity Ye'Cind|elven|mtf}","CG","Music, enchantment","Life, Trickery","Recorder"],["{@deity Zandilar|elven|mtf}","CN","Romance, lust, dance","Life","Lips"]],"footnotes":["*Appears in {@i Xanathar's Guide to Everything}","**Appears in {@i Sword Coast Adventurer's Guide}"],"name":"Elf Deities (The Seldarine)","page":43,"source":"MTF","chapter":{"name":"Elves","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Drow Deities (The Dark Seldarine)","colLabels":["Deity","Alignment","Province","Suggested Domains","Common Symbol"],"colStyles":["col-1","col-1 text-center","col-4","col-2","col-4"],"rows":[["{@deity Eilistraee|drow|mtf}","CG","Freedom, moonlight, song","Life, Light, Nature","Sword-wielding, dancing female drow silhouetted against the full moon"],["{@deity Ghaunadaur|drow|mtf}","CE","Oozes, slimes, outcasts","War","Purple eye with black sclera"],["{@deity Keptolo|drow|mtf}","CE","Beauty, hedonism, fertility","Nature, Trickery","Mushroom"],["{@deity Kiaransalee|drow|mtf}","CE","Necromancy","Arcana,* Death","Drow hand wearing many silver rings"],["{@deity Malyk|drow|mtf}","CE","Chaos, rebellion, wild magic","Tempest, Trickery","A flame in a tear or a multihued vortex"],["{@deity Lolth|drow|mtf}","CE","Primary god of drow, spiders","Trickery, War","Spider"],["{@deity Selvetarm|drow|mtf}","CE","Warriors, slaughter","War","Spider over crossed sword and mace"],["{@deity Vhaeraun|drow|mtf}","CE","Arrogance, thieves","Trickery, War","Black mask with blue glass lenses inset over eyes"],["{@deity Zinzerena|drow|mtf}","CN","Assassination, illusion, lies","Trickery","Shortsword draped with cloth"]],"footnotes":["*Appears in {@i Sword Coast Adventurer's Guide}"],"name":"Drow Deities (The Dark Seldarine)","page":53,"source":"MTF","chapter":{"name":"Elves","ordinal":{"type":"chapter","identifier":2},"index":1}},{"colLabels":["Subrace","Base Height","Base Weight","Height Modifier","Weight Modifier"],"colStyles":["col-3","col-1 text-center","col-2 text-center","col-2 text-center","col-4 text-center"],"rows":[["Eladrin","4'6\"","90 lb.","+{@dice 2d12}","×({@dice 1d4}) lb."],["Sea elf","4'6\"","90 lb.","+{@dice 2d8}","×({@dice 1d4}) lb."],["Shadar-kai","4'8\"","90 lb.","+{@dice 2d8}","×({@dice 1d4}) lb."]],"name":"Elf Random Height and Weight","page":63,"source":"MTF","chapter":{"name":"Elves","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Elf (Non-drow) Adventurer Story Hooks","colLabels":["d8","Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You believe the key to reuniting the elves with Corellon lies somewhere in the wider world, not within elven society, and you're determined to find it."],["2","Your sibling was killed by a rampaging monster. You won't rest until you track it down and slay it."],["3","A raven brought you a cryptic message from an old friend who needs your help, but the message was vague about the friend's location. You're trying to follow a years-old trail and save your friend."],["4","A beautiful elf won your heart, then broke it. If you earn enough gold and glory by adventuring, perhaps you can win back your love."],["5","Your father thought you too weak to survive as an adventurer, but he's wrong, and you'll prove it."],["6","Only those who perform great deeds are remembered long after their death. Bards will honor your exploits for generations to come."],["7","You're secretly in love with one of the other members of your adventuring group, and you can't bear the thought of any harm befalling that person."],["8","When you were born, your grandmother prophesied you would one day rule a human kingdom. You've gone in search of that destiny."]],"name":"Elf Tables; Elf (Non-drow) Adventurer Story Hooks","page":64,"source":"MTF","chapter":{"name":"Elves","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Drow Adventurer Story Hooks","colLabels":["d8","Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You overheard members of your own house plotting to poison you, so you fled from the Underdark to save yourself. You won't return until you've amassed enough fortune to surround yourself with loyal mercenary bodyguards."],["2","You were enslaved as punishment for trying to poison an influential rival, but you escaped and fled to the surface. If you return to the Underdark and are captured, you'll be re-enslaved."],["3","You were the lover of a high-ranking priestess of Lolth as a means of enhancing your status. When she tired of you, the loss of status was humiliating, so you left."],["4","You killed a drow from a more powerful house in a duel over a public insult. The slain drow's house vowed to destroy your house unless you were handed over. Your kin urged you to leave the Underdark. You wonder what became of them."],["5","A close friend of yours was revealed to be a worshiper of Eilistraee. Suspicion fell on everyone in her circle. Running was a tacit admission of guilt, even though you knew nothing about it, but you'd have been sacrificed to Lolth if you stayed."],["6","You were among a group of surface raiders that was ambushed, and you were captured. During years of captivity, you learned that most of what Lolth's priestesses taught about the outer world was lies. Now you're experiencing the truth for yourself."],["7","All your life, you were alienated and terrified by the cruelty of your kin. The first chance you got, you volunteered to go on a surface raid, then deserted the group and remained behind. Now you're hated and feared wherever you go, but at least you've found a small group of adventurous friends who trust and support each other."],["8","You were part of a delegation carrying diplomatic messages to another drow city when duergar attacked the caravan for slaves and treasure. Only you and one other guard escaped. If you'd returned home, you'd have been poisoned or worse for failure. Becoming a mercenary was your best option."]],"name":"Elf Tables; Drow Adventurer Story Hooks","page":64,"source":"MTF","chapter":{"name":"Elves","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Drow House Specialty","colLabels":["d10","Specialty"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Adamantine weapons"],["2","Assassinations"],["3","Giant spiders subject to magical control"],["4","Hallucinogenic substances"],["5","High-status slaves and sacrificial victims"],["6","Items taken from surface world in raids"],["7","Low-cost, humanoid slaves"],["8","Maps of the Underdark"],["9","Poisons"],["10","Reptilian beasts of burden"]],"name":"Elf Tables; Drow House Specialty","page":64,"source":"MTF","chapter":{"name":"Elves","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Dwarf Deities (The Mordinsamman)","colLabels":["Deity","Alignment","Province","Suggested Domains","Common Symbol"],"colStyles":["col-2","col-1 text-center","col-3","col-2","col-4"],"rows":[["{@deity Abbathor|dwarven|mtf}","NE","Greed","Trickery","Jeweled dagger, point down"],["{@deity Berronar Truesilver|dwarven|mtf}","LG","Hearth, home, truth","Life, Light","Intertwined silver rings"],["{@deity Clangeddin Silverbeard|dwarven|mtf}","LG","War, strategy","War","Crossed silver battleaxes"],["{@deity Dugmaren Brightmantle|dwarven|mtf}","CG","Discovery","Knowledge","Open book"],["{@deity Dumathoin|dwarven|mtf}","N","Buried secrets","Grave,* Knowledge","Gemstone in a mountain"],["{@deity Gorm Gulthyn|dwarven|mtf}","LG","Vigilance","War","Bronze half-mask"],["{@deity Haela Brightaxe|dwarven|mtf}","CG","Combat prowess, luck in battle","War","Upright sword with blade sheathed in flame"],["{@deity Hanseath|dwarven|mtf}","CN","Festivity, brewing, song","Trickery, War","Beer stein"],["{@deity Marthammor Duin|dwarven|mtf}","NG","Explorers, wanderers, the lost","Nature, Trickery","Upright mace in front of a tall boot"],["{@deity Moradin|dwarven|mtf}","LG","Primary deity of dwarves","Forge,* Knowledge","Hammer and anvil"],["{@deity Muamman Duathal|dwarven|mtf}","NG","Storms, travel","Tempest","Mace held in gauntlets"],["{@deity Mya|dwarven|mtf}","NG","Clan, family, wisdom","Knowledge, Life","A faceless mother figure"],["{@deity Roknar|dwarven|mtf}","NE","Lies, intrigue","Trickery","Hands filled with coins"],["{@deity Sharindlar|dwarven|mtf}","CG","Healing, love","Life","Burning needle"],["{@deity Thard Harr|dwarven|mtf}","CG","Wilderness, hunting","Nature","Two clawed gauntlets"],["{@deity Tharmekhûl|dwarven|mtf}","N","Fire, forges, molten rock","Forge,* Light","Fiery axe"],["{@deity Thautam|dwarven|mtf}","N","Mysteries, darkness, lost treasures","Knowledge, Trickery","Blindfold"],["{@deity Ulaa|dwarven|mtf}","LG","Mining, quarrying","Forge*","A miner's pick"],["{@deity Valkauna|dwarven|mtf}","LN","Oaths, birth, aging, death","Grave,* Life","A silver ewer"],["{@deity Vergadain|dwarven|mtf}","N","Luck, wealth","Trickery","Gold coin bearing a dwarf's face"]],"footnotes":["*Appears in {@i Xanathar's Guide to Everything}"],"name":"Dwarven Religion; 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Special Allies","page":81,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Purpose of Travel","colLabels":["d6","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Merchant caravan"],["2","Seeking a specific enemy"],["3","Patrolling to keep roads safe"],["4","Delivering ransom for captive clan member"],["5","Fleeing attack on stronghold"],["6","Diplomatic mission"]],"name":"Dwarves on the Move; Purpose of Travel","page":81,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Special Circumstances","colLabels":["d4","Circumstance"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Suspicious of all outsiders"],["2","Carrying secret message"],["3","Pursued by foe"],["4","Returning home laden with treasure"]],"name":"Dwarves on the Move; Special Circumstances","page":81,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Clan's Status","colLabels":["d6","Status"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Prosperous. Clan occupies original stronghold, currently flourishing"],["2","Growing. Stronghold expanding"],["3","Declining. Clan population stagnant or decreasing"],["4","Beleaguered. Victimized by goblinoid and dragon attacks, intact but severely weakened"],["5","Scattered. Stronghold recently lost, many folk slain, survivors scattered"],["6","Refugees. Stronghold lost, survivors occupy a neighborhood or ward in human city"]],"name":"Dwarves in the Clan; Clan's Status","page":82,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Clan's Notable Trait","colLabels":["d10","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Founder was one of the greatest artisans in history"],["2","Clan owns a powerful artifact, such as an {@item Axe of the Dwarvish Lords}"],["3","Clan noted for expertise in a specific craft, such as brewing or armorsmithing"],["4","Clan has a sinister reputation, history plagued by scandal and mark of Abbathor"],["5","Militaristic clan, known for excellent fighting skills"],["6","Unusual stronghold, such as an undersea castle, a former cloud giant fortress, or an aboveground city"],["7","Prophecies indicate clan is destined to play a pivotal role in history"],["8","Heretical clan has rejected dwarf teachings in favor of human deities"],["9","Unique marker or curse, such as all clan members are hairless"],["10","Clan is known for its evil ways or a particularly sinister, notable member"]],"name":"Dwarves in the Clan; Clan's Notable Trait","page":82,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Clan Vocations","colLabels":["d20","Vocation"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Armorer"],["2","Blacksmith"],["3","Brewer"],["4","Carpenter"],["5","Cook"],["6","Envoy"],["7","Farmer"],["8","Hunter"],["9","Jeweler"],["10","Mason"],["11","Merchant"],["12","Messenger"],["13","Miner"],["14","Potter"],["15","Scout"],["16","Sculptor"],["17","Shepherd"],["18","Warrior"],["19","Weaponsmith"],["20","Weaver"]],"name":"Dwarves in the Clan; Clan Vocations","page":82,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Dwarf Adventurer Story Hooks","colLabels":["d6","Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You were accused of stealing a fellow artisan's item and claiming it as your work. Innocent or guilty, you were made an outcast."],["2","Your wanderlust prompted you to shirk your duties as a crafter in favor of wandering the world. Your clan isn't pleased with this choice."],["3","You became separated from your clan due to an earthquake, a drow slave raid, or similar event and hope to return home."],["4","You were assigned to become a merchant by the priests of Moradin and have yet to forgive them for their mistake. You should be working a forge, not wandering the outside world!"],["5","You are a spy, traveling incognito to gather information for the clan elders."],["6","You struggle to resist the lure of Abbathor, but can't hold it at bay. Better to walk the world and sate your greed on non-dwarves."]],"name":"Dwarves in the World; Dwarf Adventurer Story Hooks","page":83,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Dwarf Quirks","colLabels":["d8","Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Water from the sky! It always surprises you."],["2","You have a fascination with the ocean and its chaos."],["3","Any creature larger than a human makes you nervous."],["4","You prefer to travel with a parasol or similar item that puts a comforting shelter over your head."],["5","You prefer to sleep during the day."],["6","You speak Common or any other non-dwarf language only if you must."],["7","For you, relaxation is putting in a day at the forge."],["8","You avoid contact with other dwarves, since you mistrust those who would leave their strongholds."]],"name":"Dwarves in the World; Dwarf Quirks","page":83,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"","colLabels":["Members","Number Present"],"colStyles":["col-6","col-6"],"rows":[["{@creature Duergar}","{@dice 2d6 + 5}"],["{@creature Duergar stone guard|mtf|Duergar stone guards}","{@dice 1d4 + 1}"],["{@creature Duergar kavalrachni|mtf}","{@dice 1d4}"],["{@creature Male steeder|mtf|Male steeders}","{@dice 1d4}"]],"name":"Duergar Raiding Parties; 1","page":83,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Duergar Group Leader","colLabels":["d6","Leader"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Duergar Stone Guard|MTF}"],["2-4","{@creature Duergar Warlord|MTF}"],["5-6","{@creature Duergar Despot|MTF}"]],"name":"Duergar Raiding Parties; Duergar Group Leader","page":83,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Duergar Special Allies","colLabels":["d20","Allies"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-3","{@dice 1d4} {@creature female steeder|MTF|steeders, female}"],["4-6","{@dice 1d3} {@creature duergar hammerer|MTF|duergar hammerers}"],["7","1 {@creature duergar mind master|MTF}"],["8","{@dice 1d3} {@creature duergar screamer|MTF|duergar screamers}"],["9-10","{@dice 1d3} {@creature duergar soulblade|MTF|duergar soulblades}"],["11","{@dice 1d6} {@creature duergar xarrorn|MTF}"],["12","{@dice 1d6} {@creature bearded devil||bearded devils} bound to service"],["13","{@dice 2d4} allied evil {@creature azer||azers}"],["14","{@dice 3d20} enslaved {@creature goblin||goblins}"],["15","{@dice 1d4} summoned {@creature earth elemental||earth elementals}"],["16","{@dice 1d6 + 2} {@creature gargoyle||gargoyles}"],["17","{@dice 1d8} {@creature hell hound||hell hounds}"],["18","1 trained {@creature rust monster}"],["19","1 {@creature shield guardian} bound to group leader"],["20","{@dice 1d4} enslaved {@creature troll||trolls}"]],"name":"Duergar Raiding Parties; Duergar Special Allies","page":83,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Duergar Purpose of Raid","colLabels":["d6","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-3","Collecting slaves"],["4","Pursuing a specific enemy"],["5","Patrolling for expansion opportunities"],["6","On a rampage for loot"]],"name":"Duergar Raiding Parties; Duergar Purpose of Raid","page":83,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Duergar Special Circumstances","colLabels":["d4","Circumstance"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Special hatred for dwarves, will attack them first"],["2","Exiles, willing to bargain"],["3","Laden with loot from raid, tries to flee"],["4","Seeks to take hostages for ransom"]],"name":"Duergar Raiding Parties; Duergar Special Circumstances","page":83,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Duergar Clan Names","colLabels":["d12","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Ashlord"],["2","Battlegore"],["3","Doomfist"],["4","Earthlord"],["5","Firetamer"],["6","Knifemind"],["7","Mindeater"],["8","Necksnapper"],["9","Orehammer"],["10","Runehammer"],["11","Thundermaster"],["12","Underearth"]],"name":"Duergar in the Clan; Duergar Clan Names","page":84,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Duergar Clan's Status","colLabels":["d6","Status"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Mighty. Conquered several dwarven strongholds, dominates Underdark region"],["2","Growing. Stronghold expanding"],["3","Declining. Clan growing stale, population falling"],["4","Beleaguered. Surrounded by drow and illithid foes"],["5","Scattered. Torn apart by slave rebellion or civil war"],["6","Refugees. Defeated by enemies, few survivors"]],"name":"Duergar in the Clan; Duergar Clan's Status","page":84,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Clan's Notable Trait","colLabels":["d12","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Stole a mighty dwarven artifact"],["2","Has bound many devils to service"],["3","Experts in building mechanical devices"],["4","Conducts trade with the City of Brass"],["5","Notable for defeating many dwarves"],["6","Conquered and occupied a drow enclave"],["7","Is secretly controlled by mind flayers"],["8","Has enslaved a colony of troglodytes"],["9","Have interbred with devils"],["10","Known for its extensive spy network on surface"],["11","Masters of psionics"],["12","Dominated by a coven of warlocks"]],"name":"Duergar in the Clan; Clan's Notable Trait","page":84,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Duergar Adventurer Story Hooks","colLabels":["d6","Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You are a heretic, drawn to worship of Moradin."],["2","Caught stealing, you escaped imprisonment but not before torture left you with a scar or lasting injury."],["3","You were enslaved by drow or mind flayers but escaped to the surface."],["4","You seek only to test yourself in battle with monsters."],["5","Profit is all that matters to you."],["6","The best way to defeat the folk of the surface is to study them firsthand."]],"name":"Duergar in the World; Duergar Adventurer Story Hooks","page":84,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Duergar Quirks","colLabels":["d6","Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A separate personality in your mind provides advice and guidance to you."],["2","Your gear must be perfectly arranged, otherwise someone must bleed."],["3","When there isn't a roof over your head, you keep your eyes on the ground."],["4","You don't talk unless you absolutely must."],["5","The outside world is a giant cave, and nothing will convince you otherwise."],["6","Humans fascinate you, and you collect odd trinkets of their culture."]],"name":"Duergar in the World; Duergar Quirks","page":84,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Race","Base Height","Base Weight","Height Modifier","Weight Modifier"],"colStyles":["col-3","col-2 text-center","col-2 text-center","col-2 text-center","col-3 text-center"],"rows":[["Githyanki","5'0\"","100 lb.","+{@dice 2d12}","×({@dice 2d4}) lb."],["Githzerai","4'11\"","90 lb.","+{@dice 2d12}","×({@dice 1d4}) lb."]],"name":"Gith Random Height and Weight","page":96,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githyanki Names, Male","colLabels":["d10","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Elirdain"],["2","Gaath"],["3","Ja'adoc"],["4","Kar'i'nas"],["5","Lykus"],["6","Quith"],["7","Ris'a'an"],["8","Tropos"],["9","Viran"],["10","Xamodas"]],"name":"Gith Tables; Githyanki Names, Male","page":97,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githyanki Names, Female","colLabels":["d10","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Aaryl"],["2","B'noor"],["3","Fenelzi'ir"],["4","Jen'lig"],["5","Pah'zel"],["6","Quorstyl"],["7","Sirruth"],["8","Vaira"],["9","Yessune"],["10","Zar'ryth"]],"name":"Gith Tables; Githyanki Names, Female","page":97,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githyanki Personality Traits","colLabels":["d4","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","When I'm bored I make my own excitement, and I'm always bored."],["2","I treat others as if they were animals that simply don't know any better."],["3","Violence is a spice that makes life worth living."],["4","Old age is a concept that I find fascinating. Maybe someday I too will be aged."]],"name":"Gith Tables; Githyanki Personality Traits","page":97,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githyanki Ideals","colLabels":["d4","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Fidelity. Warriors are only as good as the vows they keep."],["2","Power. The weak rule the strong."],["3","Duty. It is by Vlaakith's will alone that I act."],["4","Freedom. No strong soul should be enslaved. Better to die first than live as another's puppet."]],"name":"Gith Tables; Githyanki Ideals","page":97,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githyanki Bonds","colLabels":["d4","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","There is no greater duty than to serve the Revered Queen."],["2","Humanity thrives only because we conquered the illithids. Therefore, what is theirs is ours."],["3","Without battle, life has no purpose."],["4","Life is but a spark in the dark. We all go dark, but those who dare can burn bright."]],"name":"Gith Tables; Githyanki Bonds","page":97,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githyanki Flaws","colLabels":["d4","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Hunger and thirst are unbearable pains to me."],["2","I can't see a non-githyanki as a real threat."],["3","I follow orders, regardless of their implications."],["4","I start projects but never finish them."]],"name":"Gith Tables; Githyanki Flaws","page":97,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githzerai Names, Male","colLabels":["d10","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Dak"],["2","Duurth"],["3","Ferzth"],["4","Greth"],["5","Hurm"],["6","Kalla"],["7","Muurg"],["8","Nurm"],["9","Shrakk"],["10","Xorm"]],"name":"Gith Tables; Githzerai Names, Male","page":97,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githzerai Names, Female","colLabels":["d10","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Adaka"],["2","Adeya"],["3","Ella"],["4","Ezhelya"],["5","Immilzin"],["6","Izera"],["7","Janara"],["8","Loraya"],["9","Uweya"],["10","Vithka"]],"name":"Gith Tables; Githzerai Names, Female","page":97,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githzerai Personality Traits","colLabels":["d4","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","All energy must be expended to a useful end. Frivolity is the first step to defeat."],["2","Patience in all things. The first step in any venture is the most treacherous."],["3","Emotions are a trap, meant to weaken the intellect and disturb the nerves. Pay them no heed."],["4","Begin only those tasks you will finish. Strike only that which you will kill."]],"name":"Gith Tables; Githzerai Personality Traits","page":97,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githzerai Ideals","colLabels":["d4","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Faith. Zerthimon shall return, and I will be worthy to walk beside him."],["2","Courage. The mind can master anything if it is unfettered by fear."],["3","Duty. My people survive only because those like me place their needs above our own."],["4","Freedom. No strong soul should be enslaved. Better to die first than live as another's puppet."]],"name":"Gith Tables; Githzerai Ideals","page":97,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githzerai Bonds","colLabels":["d4","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Zerthimon provides an example of conduct that I strive to duplicate."],["2","Menyar-Ag hand-picked me for my duties, and I will never betray the trust he showed in me."],["3","Vlaakith and her toadies will be defeated, if not by me then by those who follow in my footsteps."],["4","I will not rest until the last elder brain is destroyed."]],"name":"Gith Tables; Githzerai Bonds","page":97,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githzerai Flaws","colLabels":["d4","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I see githyanki machinations behind every threat."],["2","I believe in the supremacy of the gith and that githzerai and githyanki will align to rule the multiverse."],["3","I respond to even minor threats with overwhelming displays of force."],["4","The next time I laugh will be the first. The sound of merriment takes me to the edge of violence."]],"name":"Gith Tables; Githzerai Flaws","page":97,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Dragon Chance","colLabels":["d6","result"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-5","No dragons"],["6","Roll on the encounter to determine the number"]],"name":"Githyanki Raiding Parties; Dragon Chance","page":98,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Raiding Party Leader","colLabels":["d6","Leader"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Githyanki Supreme Commander|MTF}"],["2-3","{@creature Githyanki Knight}"],["4-5","{@creature Githyanki Kith'rak|MTF}"],["6","{@creature Githyanki Gish|MTF}"]],"name":"Githyanki Raiding Parties; Raiding Party Leader","page":98,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githyanki Special Allies","colLabels":["d10","Ally"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-3","No special Allies"],["4-5","{@creature Githyanki Knight||Githyanki Knights}"],["6-7","{@creature Githyanki Knight||Knights} and {@creature Githyanki Gish|MTF|Gish}"],["8-9","{@creature Githyanki Gish|MTF|Gish} and {@creature Githyanki Knight||Knights}"],["10","{@creature Githyanki Kith'rak|MTF|Kith'rak}"]],"name":"Githyanki Raiding Parties; Githyanki Special Allies","page":98,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Raiding Party Transport","colLabels":["d6","Transport (with crew)"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","One astral skiff carrying entire group"],["3-4","Two astral skiffs, each carrying half of group"],["5","Astral brig carrying entire group plus an additional 30 {@creature githyanki warrior||githyanki warriors}"],["6","Planar raider carrying entire group plus an additional 60 {@creature githyanki warrior||githyanki warriors}"]],"name":"Githyanki Raiding Parties; Raiding Party Transport","page":98,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githyanki Purpose of Raid","colLabels":["d6","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","Wanton destruction, the githyanki want to fight and loot to relieve their boredom"],["3","Revenge, the githyanki seek a stolen silver sword"],["4-5","Mind flayer hunt, the githyanki are seeking mind flayers and their thralls"],["6","Vlaakith's orders, the githyanki have been dispatched to seize a specific item or person"]],"name":"Githyanki Raiding Parties; Githyanki Purpose of Raid","page":98,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githzerai Group Leader","colLabels":["d6","Leader"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Githzerai Anarch|MTF}"],["2-3","{@creature Githzerai Enlightened|MTF}"],["4-6","{@creature Githzerai Zerth}"]],"name":"Githzerai Groups; Githzerai Group Leader","page":98,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githzerai Special Allies","colLabels":["d8","Ally"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-3","The group has no allies"],["4-5","{@dice 1d4} {@creature Githzerai Zerth||Zerths}"],["6","{@dice 1d4} {@creature githzerai enlightened|MTF}"],["7","{@dice 1d4} {@creature githzerai zerth||githzerai zerths}, {@dice 1d4} {@creature githzerai enlightened|MTF}"],["8","1 {@creature githzerai anarch|mtf}, {@dice 1d4} {@creature githzerai enlightened|mtf}"]],"name":"Githzerai Groups; Githzerai Special Allies","page":98,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githzerai Mission Purpose","colLabels":["d4","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Hunting a specific mind flayer colony"],["2","Seeking news on mind flayer activity"],["3","On a training mission, seeking to hone their skills and learn of the world"],["4","Seek to ally with party on a raid against mind flayers"]],"name":"Githzerai Groups; Githzerai Mission Purpose","page":98,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"colLabels":["Deity","Alignment","Province","Suggested Domains","Common Symbol"],"colStyles":["col-2","col-1 text-center","col-4","col-2","col-3"],"rows":[["{@deity Arvoreen|halfling|mtf}","LG","Vigilance, war","War","Crossed short swords"],["{@deity Brandobaris|halfling|mtf}","N","Adventure, thievery","Trickery","Halfling footprint"],["{@deity Charmalaine|halfling|mtf}","N","Keen senses, luck","Trickery","Burning boot print"],["{@deity Cyrrollalee|halfling|mtf}","LG","Hearth, home","Life","An open door"],["{@deity Sheela Peryroyl|halfling|mtf}","NG","Agriculture, nature, weather","Nature, Tempest","A flower"],["{@deity Urogalan|halfling|mtf}","LN","Earth, death","Death, Grave,* Knowledge","Silhouette of a dog's head"],["{@deity Yondalla|halfling|mtf}","LG","Primary goddess of halflings","Life","Cornucopia"]],"name":"Halfling Deities","page":102,"source":"MTF","chapter":{"name":"Halflings and Gnomes","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Halfling Personality Traits","colLabels":["d6","Personality Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You try to start every day with a smile."],["2","Why walk when you can skip?"],["3","You make up songs about your friends that praise them for their bravery and intelligence."],["4","You are extremely cautious, always on the lookout for monsters and other dangers."],["5","You always see the bright side of a situation."],["6","You like to collect mementos of your travels."]],"name":"Halfling Tables; Halfling Personality Traits","page":105,"source":"MTF","chapter":{"name":"Halflings and Gnomes","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Halfling Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Courage. You seek to prove that the bravest heart can be contained within the smallest of packages."],["2","Companionship. You're pretty sure you can be friends with anyone or anything."],["3","Hopeful. You will live a life of adventure and have many stories to tell."],["4","Protective. You make sure to shelter the innocent."],["5","Honest. Your mother told you to always tell the truth."],["6","Excitement. Can you steal the sleeping giant's pouch? Of course you can!"]],"name":"Halfling Tables; Halfling Ideals","page":105,"source":"MTF","chapter":{"name":"Halflings and Gnomes","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Halfling Bonds","colLabels":["d6","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The safety of your village is worth any sacrifice."],["2","Nothing is more valuable than friendship and family."],["3","You are following your own path through life. No one can tell you what to do."],["4","You have a special heirloom that you never part with."],["5","You won't rob or hurt those who are weaker or less fortunate than you."],["6","No matter how small you may be, you won't back down from a bully."]],"name":"Halfling Tables; Halfling Bonds","page":105,"source":"MTF","chapter":{"name":"Halflings and Gnomes","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Halfling Flaws","colLabels":["d6","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You can't resist poking your nose where it doesn't belong."],["2","You are very fidgety. Sitting still is a major challenge."],["3","You can't pass up a good time."],["4","You hate to miss a meal, and become grumpy and illtempered when you must."],["5","You are fascinated by shiny things and can't help \"borrowing\" them."],["6","You never settle for just one slice when you can have the whole cake."]],"name":"Halfling Tables; Halfling Flaws","page":105,"source":"MTF","chapter":{"name":"Halflings and Gnomes","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Reasons for Adventuring","colLabels":["d6","Reason"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Peeling taters and herding goats all the time wasn't your cup of tea."],["2","You fell asleep on a raft one day and woke up near a human city. You were so thrilled with the strange sights and tasty food that you never turned back."],["3","What started off as simple pumpkin pillaging from nearby farms turned into your becoming a wandering rogue for hire."],["4","You talked to a nice faerie in the woods, and all of a sudden you were a thousand miles from home."],["5","Your village elder told you so many stories about being a rogue in an adventuring party that you couldn't resist the urge to try doing it yourself."],["6","A friend dared you to jump on the back of a sleeping horse, which turned out to be a pegasus, and your life hasn't slowed down since."]],"name":"Halfling Tables; Reasons for Adventuring","page":105,"source":"MTF","chapter":{"name":"Halflings and Gnomes","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Gnome Deities","colLabels":["Deity","Alignment","Province","Suggested Domains","Common Symbol"],"colStyles":["col-3","col-1 text-center","col-2","col-2","col-4"],"rows":[["{@deity Baervan Wildwanderer|gnome|mtf}","NG","Woodlands","Nature","Face of a raccoon"],["{@deity Baravar Cloakshadow|gnome|mtf}","NG","Illusion, deception","Arcana,** Trickery","Dagger against a hooded cloak"],["{@deity Bleredd|gnome|mtf}","N","Labor, craft","Forge,* Light","Iron mule"],["{@deity Callarduran Smoothhands|gnome|mtf}","N","Mining, stone carving","Knowledge, Nature","Golden signet ring with six pointed star"],["{@deity Flandal Steelskin|gnome|mtf}","NG","Metalwork Forge,*","Knowledge","Flaming hammer"],["{@deity Gaerdal Ironhand|gnome|mtf}","LG","Protection","War","Iron band"],["{@deity Garl Glittergold|gnome|mtf}","LG","Primary god of gnomes","Trickery","Gold nugget"],["{@deity Gelf Darkhearth|gnome|mtf}","CN","Frustration, destruction","War","Broken anvil"],["{@deity Nebelun|gnome|mtf}","CG","Invention, luck","Forge,* Knowledge, Trickery","Bellows and lizard tail"],["{@deity Rill Cleverthrush|gnome|mtf}","LN","Law, thought","Knowledge","Interlocking gears"],["{@deity Segojan Earthcaller|gnome|mtf}","NG","Earth, the dead","Grave,* Light","Glowing gemstone"],["{@deity Sheyanna Flaxenstrand|gnome|mtf}","CG","Love, beauty, passion","Light","Two silver goblets"],["{@deity Urdlen|gnome|mtf}","CE","Greed, murder","Death, War","Whiteclawed mole emerging from ground"]],"footnotes":["*Appears in {@i Xanathar's Guide to Everything}","**Appears in {@i Sword Coast Adventurer's Guide}"],"name":"Gnome Gods; Gnome Deities","page":110,"source":"MTF","chapter":{"name":"Halflings and Gnomes","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Gnome Personality Traits","colLabels":["d6","Personality Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Once you develop a liking for something, you quickly become obsessed with it."],["2","You live life like a leaf on the breeze, letting it take you where it will."],["3","The world is a miraculous place, and you are fascinated by everything in it."],["4","You study your friends and take notes about how they act, jotting down things they say that interest you."],["5","Your curiosity is so wide-ranging that you sometimes have trouble concentrating on any one thing."],["6","You like to make little objects and creatures out of twigs or bits of metal and give them to friends."]],"name":"Gnome Tables; Gnome Personality Traits","page":114,"source":"MTF","chapter":{"name":"Halflings and Gnomes","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Gnome Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Love. You love little (and big) critters and go out of your way to help them."],["2","Curiosity. You can't stand an unsolved mystery or an unopened door."],["3","Knowledge. You are interested in everything. You never know when what you learn will come in handy."],["4","Compassion. You never turn down a plea for help."],["5","Helpfulness. Whether you see a broken contraption or a broken heart, you have to try to fix it."],["6","Excellence. You strive to be and do the best you can."]],"name":"Gnome Tables; Gnome Ideals","page":114,"source":"MTF","chapter":{"name":"Halflings and Gnomes","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Gnome Bonds","colLabels":["d6","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You pledge to bring something of immense value back to your burrow."],["2","Anything of great quality and artisanship is to be protected, respected, and cared for."],["3","Kobolds have caused you and your people nothing but trouble. You will avenge those wrongs."],["4","You are searching for your lost love."],["5","You will recover a keepsake stolen from your clan."],["6","You are willing to take risks to learn about the world."]],"name":"Gnome Tables; Gnome Bonds","page":114,"source":"MTF","chapter":{"name":"Halflings and Gnomes","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Gnome Flaws","colLabels":["d4","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You embody the typical absent-minded professor. If you could forget where you put your head, you would."],["2","You prefer to hide during a fight."],["3","There is no difference between what you think and what you say."],["4","You can't keep a secret."]],"name":"Gnome Tables; Gnome Flaws","page":114,"source":"MTF","chapter":{"name":"Halflings and Gnomes","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Suggested Ideals","colLabels":["d6","Ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Nation.} I am devoted to the restoration of Benalia's empire."],["2","{@b Peace.} Life can truly thrive only when war and strife are stilled."],["3","{@b Protection.} I will also protect the less fortunate from the depredations of the rich and strong."],["4","{@b Hope.} The world is emerging from a long despair, and needs every shred of inspiration we can offer."],["5","{@b Honor.} If I dishonor myself, I bring dishonor on my deity, my nation, and my family."],["6","{@b Solidarity.} Together, we are stronger than any of us alone."]],"name":"Heroes of Benalia; Suggested Ideals","page":5,"source":"PSD","chapter":{"name":"Seven Pillars of Benalia","index":2}},{"caption":"Suggested Bonds","colLabels":["d6","Bond"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","I am connected to one of the Seven Great Houses, and I place its interests above all others."],["2","I have closer ties among my Star-Clan than in my blood family."],["3","I own a weapon or a piece of armor used by a renowned ancestor."],["4","I am in love with a member of a different great house."],["5","I believe I am the last heir of a great house that was lost."],["6","My family's estate lies in ruins, and I want to rebuild it."]],"name":"Heroes of Benalia; Suggested Bonds","page":5,"source":"PSD","chapter":{"name":"Seven Pillars of Benalia","index":2}},{"caption":"Benalish Quests","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Defend a mining settlement in the Red Iron Mountains from the raids of Crookshank kobolds."],["2","Establish trade or negotiate a treaty with minotaurs in the Hurloon Mountains."],["3","Help settle a dispute between two of the Great Houses."],["4","Convince the Council of Seven to send military aid to one of the seven houses."],["5","Establish a trading colony in an inhospitable land."],["6","Uncover a traitor or Cabal cultist among the Seven Great Houses."]],"name":"Benalish Quests","page":7,"source":"PSD","chapter":{"name":"Seven Pillars of Benalia","index":2}},{"caption":"Benalish Sites","colLabels":["d10","Adventure Site"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","A lost Sheoltun temple of the state-sponsored Church of Angelfire"],["2","A hidden mountain cave holding an ancient Thran relic"],["3","A secret subbasement deep under New Benalia, which once served as a meeting place for the outlawed Church of Serra during the Sheoltun Empire's reign"],["4","A wrecked Phyrexian portal-ship, long overgrown by nature"],["5","The remains of a castle that sank in a mire during the Years of Salt"],["6","The top of a tower in Benalia City"],["7","An open field dotted with ruins left behind by long-ago war"],["8","A shipwreck just off the coast"],["9","An abandoned mansion in the Caligo Morass"],["10","A Serran cathedral fallen to the ground from its place in the sky"]],"name":"Benalish Sites","page":7,"source":"PSD","chapter":{"name":"Seven Pillars of Benalia","index":2}},{"caption":"Benalish Villains","colLabels":["d8","Villain"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","A zealous warrior wants to lead an army to war against Keld."],["2","A house leader wants their house to be the Highest House several years ahead of schedule."],["3","A suspicious noble joins forces with a fiery Serran priest to try to root out corruption and the taint of the Cabal from the populace, with many innocents getting hurt in the process."],["4","A hotheaded aven demands that their people gain immediate representation on the Council of Seven."],["5","A pious noble seeks to bring the entire Church of Serra under Benalish control, combining church and state into a theocratic empire."],["6","One member of the Council of Seven has a long-standing grudge against another."],["7","A skin-witch of the Caligo Morass brings a nearby area under a curse."],["8","An important noble has fallen under the influence of an advisor with ties to the Cabal, and is advancing the Cabal's plans without knowing it."]],"name":"Benalish Villains","page":7,"source":"PSD","chapter":{"name":"Seven Pillars of Benalia","index":2}},{"caption":"Suggested Ideals","colLabels":["d6","Ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Law.} \"Law must be upheld. If the knots of order are loosened, chaos will spill through.\" ({@i Song of All}, Canto 167)"],["2","{@b Grace.} \"Grace must be preserved. If the strands of Grace are unraveled, its design will be lost, and the people with it.\" ({@i Song of All}, Canto 167)"],["3","{@b Duty.} \"Duty must be obeyed. If the frame of Duty is broken, none shall weave life's fabric.\" ({@i Song of All}, Canto 167)"],["4","{@b Reason.} \"Reason must be retained. If the web of Reason comes unwoven, madness will escape.\" ({@i Song of All}, Canto 167)"],["5","{@b Truth.} \"Truth must be set free. If the wings of Truth are clipped, the voices will fall silent.\" ({@i Song of All}, Canto 167)"],["6","{@b The Four Virtues.} Art, discourse, freedom, and peace are the life of the spirit, as the spirit is the life of the body."]],"name":"Heroes of Serra; Suggested Ideals","page":8,"source":"PSD","chapter":{"name":"Church of Serra","index":3}},{"caption":"Suggested Bonds","colLabels":["d6","Bond"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","I would do anything to protect the Cathedral of Serra at Sursi."],["2","I have sworn to aid Lyra Dawnbringer in protecting Benalia."],["3","I make regular pilgrimages to the Temple of Serra at Epityr in New Argive, the oldest active Serran worship site in the world."],["4","I preserve many of the old traditions of the Daru nomads or the aven, revering Serra as the Ancestor."],["5","A lesser angel has become a close friend and confidante to me."],["6","I think the stained glass in my holy symbol came from Serra's Realm before that artificial plane's collapse. Invoke the Divine Magali Villeneuve"]],"name":"Heroes of Serra; Suggested Bonds","page":8,"source":"PSD","chapter":{"name":"Church of Serra","index":3}},{"caption":"Serran Quests","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Act as an impartial mediator between Benalia and Keld (or two other powers of the region)."],["2","Tame a mesa pegasus from the lands of Sursi on the east coast of southern Aerona, near the great Cathedral of Serra."],["3","Protect a peaceful community of Serran monks who have come under attack (from without or within)."],["4","Answer the call of a barbarian chieftain who wants to hear the message of Serra and consider conversion."],["5","Find an angel who has disappeared in a dangerous land."],["6","Retrieve as much artwork as possible from a ruined Serran church—whether an ancient site or one that was only recently destroyed."]],"name":"Serran Quests","page":9,"source":"PSD","chapter":{"name":"Church of Serra","index":3}},{"caption":"Serran Sites","colLabels":["d10","Adventure Site"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","A majestic Serran cathedral floating in the air (perhaps above Benalia City)"],["2","A small monastery surrounded by pastoral farmland or quiet woods"],["3","A remote temple maintained and inhabited by an order of knights"],["4","An ancient ruin preserving some foreign aspect of Serra worship (such as Otarian devotion to the Ancestor)"],["5","A sacred cave where a new angel was (or is about to be) birthed"],["6","An abandoned missionary post destroyed by hostile natives of the area"],["7","A chapel within a castle or palace beset by intrigue"],["8","A roadside shrine where miracles have occurred lately"],["9","A community devoted to the spiritual path of the artistic life"],["10","The scorched site of an angel's death"]],"name":"Serran Sites","page":9,"source":"PSD","chapter":{"name":"Church of Serra","index":3}},{"caption":"Serran Villains","colLabels":["d8","Villain"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","A Serran priest believes that no one is beyond redemption, and is shielding a murderous villain from the law in the hope that they will repent."],["2","A naive angel keeps sending Serran knights on deadly quests against impossible odds."],["3","An aven priest wants to lead other aven away from the Serran church and revive the worship of the Ancestor, but without the accretion of Serran tradition."],["4","A warrior chieftain claims to have converted to Serra worship and launches a crusade in the church's name—but this is a thinly veiled excuse to conquer a neighboring territory."],["5","A Serra angel has been corrupted by the demonic power of the Cabal."],["6","A community of Serran monks has been somehow led astray into the contemplation of an ancient, nameless evil."],["7","An old priest grows bitter with grief and frustration, convinced that their life's work has been a waste—and turns to the pursuit of revenge."],["8","A priest twists the teachings of Serra to paint a certain group of innocent people as evil, and to call for their extermination."]],"name":"Serran Villains","page":9,"source":"PSD","chapter":{"name":"Church of Serra","index":3}},{"caption":"Suggested Ideals","colLabels":["d6","Ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Teaching.} Tolaria is a school where the world's most promising wizards can learn from masters of their craft."],["2","{@b Restoration.} Every day, lost knowledge is regained and devastated lands are renewed. It's our duty to use our magic to help this effort continue."],["3","{@b Responsibility.} Following the philosophy of the Academy's original headmaster, Barrin, I am dedicated to keeping powerful magic out of the hands of those who would abuse it."],["4","{@b Innovation.} Like the ancient artificer Urza, I believe progress comes through bold and radical new design."],["5","{@b Progress.} Like the kind Tolarian chancellor Rayne, I believe progress comes through careful iteration and measured experimentation."],["6","{@b Self-Improvement.} Like Urza's brother Mishra, I believe that the improvement of the body through genetic and artificial modification leads to the general improvement of humanity."]],"name":"Heroes of Tolaria; Suggested Ideals","page":10,"source":"PSD","chapter":{"name":"Tolarian Academy","index":4}},{"caption":"Suggested Bonds","colLabels":["d6","Bond"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","I have a former student I'm convinced will do great things—for good or for evil."],["2","I bought a cheap curio from a secondhand store, and I was expelled when it caused a magical accident."],["3","I've gotten tangled up with illegal research by way of the Shadow Academy, which uses interdimensional spaces to facilitate communication."],["4","By virtue of a parent who is emeritus faculty, I have the rare privilege of citizenship in one of the Academies."],["5","One of my old teachers has a knack for contacting me at the strangest times."],["6","I believe that my genetic makeup was manipulated for some unknown purpose."]],"name":"Heroes of Tolaria; Suggested Bonds","page":10,"source":"PSD","chapter":{"name":"Tolarian Academy","index":4}},{"caption":"Tolarian Quests","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Retrieve a unique magical device from the ruins of a catastrophe—but be careful, because the device might well have been what caused the catastrophe."],["2","Copy a spell from the spellbook of a mysterious or hostile wizard."],["3","Find a way to reverse the effect of a disastrous magical experiment."],["4","Decide what to do with a notebook you found, which is full of forbidden research into Phyrexian transformation."],["5","Steal a magical object that's on display in a museum on campus in order to uncover its secrets or harness the energy it holds."],["6","Try to reproduce the research of a wizard who has gone missing, without ending up missing yourself."]],"name":"Tolarian Quests","page":11,"source":"PSD","chapter":{"name":"Tolarian Academy","index":4}},{"caption":"Tolarian Sites","colLabels":["d10","Adventure Site"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","An underwater ruin left behind by a terrible catastrophe"],["2","The trap-filled tower of an eccentric, suspicious, and powerful wizard"],["3","An arcane workshop or laboratory filled with inexplicable and undoubtedly dangerous devices"],["4","A laboratory where research was once conducted—or still is conducted—on living monsters"],["5","A small stronghold drifting through the air or across the ocean"],["6","A library hidden in an extradimensional space"],["7","An ancient Phyrexian or Thran artifact, now overgrown by nature"],["8","A crater where a meteorite or a flying vessel crashed to the ground centuries ago"],["9","A newly discovered ruin from an ancient era of advanced magical technology"],["10","An area that has just returned after being phased out of the flow of time"]],"name":"Tolarian Sites","page":11,"source":"PSD","chapter":{"name":"Tolarian Academy","index":4}},{"caption":"Tolarian Villains","colLabels":["d8","Villain"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","A member of the Society of Mishra seeks to be transformed into a biomechanical demon of fused metal and flesh."],["2","A Gathist involved in illegal genetic experimentation seeks to create a race of supersoldiers to forge a nation through conquest."],["3","A collector steals magical items and treats them like valuable works of art."],["4","A professor of temporal studies seeks to hasten the process of rebirth and renewal—by shifting the entire world backward in time to its \"glory days.\""],["5","An archaeologist has discovered an ancient magical weapon that caused untold devastation, and is trying to find a use for it."],["6","A professor has imprisoned students in a tower and compelled them to participate in genetic, biomechanical, psychological, or other research."],["7","An artificer built a golem that has achieved its own evil consciousness, and which seeks to better understand living creatures through vivisection."],["8","A misguided master wizard is trying to trace a single \"true Tolarian ancestry,\" so as to prevent those who don't belong to that human bloodline from entering the Academies and studying magic."]],"name":"Tolarian Villains","page":12,"source":"PSD","chapter":{"name":"Tolarian Academy","index":4}},{"caption":"Vodalian Quests","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Retrieve an artifact from ancient Vodalia that is kept in a Tolarian museum."],["2","Sabotage a Cabal port on Walassa, where ships set sail for Aerona carrying Cabal cultists."],["3","Protect a peripatetic member of the Society of the Conch on a journey to learn about your native culture."],["4","Defend a surface port loyal to Vodalia from a land-based attack."],["5","Find a pirate captain who slaughtered a group of merfolk, but who has not been seen in the Voda Sea since."],["6","Retrieve an item of historical significance from a Keldon fortress."]],"name":"Vodalian Quests","page":13,"source":"PSD","chapter":{"name":"Merfolk of Vodalia","index":5}},{"caption":"Vodalian Sites","colLabels":["d10","Adventure Site"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","A shipwreck on the ocean floor"],["2","A surface-built city that sank in a magical catastrophe"],["3","A temple to Svyelune"],["4","A city built on the back of an enormous leviathan"],["5","A palace in a coral reef"],["6","A ship crossing the Voda Sea"],["7","A well-preserved Thran or Phyrexian artifact deep underwater"],["8","A deep ocean trench"],["9","A sea cave on an island shore"],["10","A beach where merfolk trade with surface-dwellers"]],"name":"Vodalian Sites","page":14,"source":"PSD","chapter":{"name":"Merfolk of Vodalia","index":5}},{"caption":"Vodalian Villains","colLabels":["d8","Villain"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","A hotheaded young military officer, part of the Akula Current, plans to escalate conflict with a surface port in hopes of eventually annexing the port."],["2","A notable aristocrat decides that no ships may cross their territory—and sinks a merchant vessel to emphasize the point."],["3","A mage manipulates coastal waters, causing saltwater to back up rivers, beachfront land to flood, and docks to be swept away by the waves."],["4","A group of merfolk turn to piracy, angering both surface-dwellers and other merfolk."],["5","A trickster lures sailors into shipwrecks, then either takes them captive or watches them drown."],["6","A spellcaster calls up horrific monsters from the ocean depths to attack a coastal town."],["7","A general's crusade against homarids is driving those creatures into human-occupied coastal lands."],["8","A wizard seeks the Golgothian Sylex—the artifact that destroyed the island of Argoth and launched the ice age—in hopes of destroying all land on Dominaria."]],"name":"Vodalian Villains","page":14,"source":"PSD","chapter":{"name":"Merfolk of Vodalia","index":5}},{"caption":"Cabal Sites","colLabels":["d10","Adventure Site"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","A small shrine to Belzenlok located near a major city"],["2","A basement room in a busy town where Cabal cultists meet"],["3","A ruined library that cultists are excavating, hoping to find magic items to decorate Belzenlok's throne"],["4","A half-collapsed temple in a dark swamp"],["5","An ancient war machine whose power the Cabal is trying to harness"],["6","A small outpost of Grimnant knights"],["7","A deep sinkhole with whispering echoes emerging from the darkness"],["8","A secret fortress in the mountains"],["9","An abandoned mine shaft"],["10","The house of an aristocrat who has joined the Cabal"]],"name":"Cabal Sites","page":16,"source":"PSD","chapter":{"name":"Belezenlok's Cabal","index":6}},{"caption":"Cabal Villains","colLabels":["d8","Villain"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","A Grimnant commander leads raids along a nation's borders to sow chaos and confusion."],["2","A Cabal assassin starts killing the firstborn children of prominent families."],["3","A dementist unleashes formless horrors of nightmare upon a defenseless town."],["4","A cult leader sends a miasma out from a hidden temple to pollute and corrupt the surrounding forest."],["5","A Cabal cultist has infiltrated a ruling council or prominent church body and begins destroying it from within."],["6","A dementist is controlling the mind of a monster, sending it to rampage through an area of farms and villages."],["7","A Cabal infiltrator sows discord among various factions within a larger organization (different Serran orders, different Benalish houses, and so forth)."],["8","Cabal infiltrators detonate nightmare devices designed to cause as much terror as possible, striking in highly populated areas at unpredictable times."]],"name":"Cabal Villains","page":17,"source":"PSD","chapter":{"name":"Belezenlok's Cabal","index":6}},{"caption":"Suggested Ideals","colLabels":["d6","ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Self-Reliance.} I don't wear or use anything I haven't made myself. You can't count on anyone else in this world."],["2","{@b Future.} I believe a true Twilight still awaits the Keldon faithful, when our fallen heroes will rise up to fight alongside us as we conquer the world."],["3","{@b Pragmatism.} No ancestors are coming to save us—we are our only hope."],["4","{@b Coin.} I will happily fight for those too weak to defend themselves, if they pay me enough."],["5","{@b Freedom.} The so-called \"new Keld\" is too safe, too controlled. The fire in Keldon blood demands warfare and pillage."],["6","{@b Keld.} I am Keldon, and that is all that matters. I seek the glory and prosperity of my people above all else."]],"name":"Bard or Cleric; Suggested Ideals","page":18,"source":"PSD","chapter":{"name":"Warhosts of Keld","index":7}},{"caption":"Suggested Bonds","colLabels":["d6","Bond"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","I fight to prove myself worthy of my glorious ancestors."],["2","Even away from Keld, my loyalty is to my warlord and the rest of my warhost."],["3","I'm inexplicably drawn to the sacred peak called the Mountain."],["4","My favorite weapon is one I forged from the broken weapons of my enemies."],["5","I want to be a warlord someday, and I won't stop there."],["6","I had a dear mentor from another nation who taught me my skills."]],"name":"Bard or Cleric; Suggested Bonds","page":18,"source":"PSD","chapter":{"name":"Warhosts of Keld","index":7}},{"caption":"Keld Quests","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Persuade a Benalish house to abandon a colony newly established on Keld's soil."],["2","Carry an urgent message from one warlord to another across a dangerous area."],["3","Convince a wayward warlord to obey an overseer's orders before the situation escalates into full-on rebellion."],["4","Undermine the loyalty of a rebellious warlord's warhost, thus depriving the warlord of power."],["5","Kill a monster lurking in the mountains."],["6","Fend off attacks by frost giants from the north."]],"name":"Keld Quests","page":20,"source":"PSD","chapter":{"name":"Warhosts of Keld","index":7}},{"caption":"Keld Sites","colLabels":["d10","Adventure Site"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","At the foot of the Keldons' sacred Mountain"],["2","At the entrance to the Keldon Necropolis, where great figures of the past are interred"],["3","Inside a glacier"],["4","A mountain cave"],["5","A tower formed from strange black ice"],["6","A forest clearing where the air is cold enough to freeze your breath in your mouth"],["7","A smith's forge"],["8","A plateau where carved megaliths are erected"],["9","A camp with dozens of round tents"],["10","At the peak of the Keldons' sacred Mountain"]],"name":"Keld Sites","page":20,"source":"PSD","chapter":{"name":"Warhosts of Keld","index":7}},{"caption":"Keld Villains","colLabels":["d8","Villain"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","A warlord leads an attack on a different warhost."],["2","A doyen advises several different warlords to provoke conflicts with Benalia, believing that a full-scale war will trigger the true Twilight."],["3","A shaman has secretly made an alliance with the frost giants of the northern wastes to help overthrow the grand warlord."],["4","A shaman dabbles in the hated arts of necromancy, hoping to reproduce the false Twilight caused by the Phrexians."],["5","A frost giant shaman brings a nightmarish winter down over Keld, and it begins spreading farther south."],["6","A warlord leads a host in longboats to the Benalish isle of Avenant."],["7","A warlord directly challenges the authority of the grand warlord, hoping to take her place."],["8","A warlord kills the grand warlord and starts transforming Keld back into the land of bloodthirsty raiders it once was."]],"name":"Keld Villains","page":20,"source":"PSD","chapter":{"name":"Warhosts of Keld","index":7}},{"caption":"Suggested Ideals","colLabels":["d8","Ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Riashil Pacifism.} To live at peace with nature, we must first learn to live at peace with each other."],["2","{@b Staprion Defiance.} Those who cross lines must be put in their place."],["3","{@b Loridalh Interdependence.} I am my own master, but I am strongest when I work as part of the web of all life."],["4","{@b Kelfae Flexibility.} The search for stability—whether in a swaying treetop or in the turmoil of life—is fruitless."],["5","{@b Jubilar Remembrance.} The sacrifice of those who were exterminated in the Phyrexian Invasion must be remembered, and their stories retold."],["6","{@b Basiphem Pride.} Because we are strong, it is our responsibility to aid the rest of the forest where we can."],["7","{@b Hedressel Holiness.} We must maintain our distance—culturally and physically—from other peoples to maintain our connections to the wood."],["8","{@b Ruadach Openness.} We must open ourselves to new cultures, new peoples, and new ideas, or we will rot like a fallen log."]],"name":"Fighter or Ranger; Suggested Ideals","page":21,"source":"PSD","chapter":{"name":"Elves of Llanowar","index":8}},{"caption":"Suggested Bonds","colLabels":["d8","Bond"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","I could always count on my mother to give me a good bonk on the head if I did something foolish. (Riashil)"],["2","I will have my revenge against the Cabal for the harm they have done to my kin. (Staprion)"],["3","One of the twelve tallest emergent trees in Llanowar is the dearest place to me in all the world. (Loridalh)"],["4","I was bonded to a kavu at birth. (Kelfae)"],["5","I survived the Phyrexian Invasion over three hundred years ago, and I will never forget the faces of those who died. (Jubilar)"],["6","My family carries the shame of failing to protect Llanowar from the Phyrexian Invasion, and I will stop at nothing to undo that shame. (Basiphem)"],["7","I spent a year in Hedressel, and I would give my life to defend that holy place. (Hedressel)"],["8","I left my family rather than endure the grief of losing them. (Ruadach)"]],"name":"Fighter or Ranger; Suggested Bonds","page":21,"source":"PSD","chapter":{"name":"Elves of Llanowar","index":8}},{"caption":"Llanowar Quests","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Find the source of orc raids in the Ironcrown Mountains."],["2","Retrieve something caught in the web of an enormous spider."],["3","Carry a message to a Benalish city—about diplomacy, trade, matters of the heart, or anything else."],["4","Track down an interloper who managed to escape punishment for crimes against the forest (perhaps even trespassing in Hedressel)."],["5","Dispose of a newly uncovered piece of Phyrexian wreckage."],["6","Plant a seed from Llanowar in the Whispering Woods or another distant forest."]],"name":"Llanowar Quests","page":23,"source":"PSD","chapter":{"name":"Elves of Llanowar","index":8}},{"caption":"Llanowar Sites","colLabels":["d10","Adventure Site"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Inside a giant tree that has strangely begun to rot from the inside"],["2","At the top of an emergent tree, where magical flowers grow"],["3","Nestled among the roots of one of the oldest and largest trees in the forest"],["4","A temple hollowed out from a huge branch of a still-living tree"],["5","A statue of the elf hero Eladamri, situated in the middle of a placid forest clearing"],["6","A network of rope bridges connecting canopy trees"],["7","A sinister-looking tower made from a dead tree"],["8","An enormous patch of mushrooms that gets larger every day"],["9","An overgrown Phyrexian war machine"],["10","An anthill, termite nest, or wasp nest that's larger than a grand temple"]],"name":"Llanowar Sites","page":23,"source":"PSD","chapter":{"name":"Elves of Llanowar","index":8}},{"caption":"Llanowar Villains","colLabels":["d8","Villain"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","A zealous druid wants to drive the humans and half-elves out of Ruadach."],["2","A pragmatist thinks the old druidic traditions are holding the elves back from greatness, and seeks to destroy Hedressel or Molimo (or both)."],["3","A knight of the Steel Leaf tries to stir up war with Benalia, in order to have an excuse to slaughter the humans."],["4","A druid uses ancient necromancy to poison a stream supplying water to a Benalish town."],["5","A Staprion warrior believes the pacifist Riashil are traitors to the elves, and tries to goad them into fighting."],["6","An elf has bred a giant kavu intended to topple trees and destroy elfhames."],["7","A necromancer wants to use the spirits of the elven dead that are said to guard Hedressel to destroy the elves entirely."],["8","A leader of the Order of the Steel Leaf is in league with the Cabal, and tries to undermine the Staprion offensive against that order."]],"name":"Llanowar Villains","page":23,"source":"PSD","chapter":{"name":"Elves of Llanowar","index":8}},{"colLabels":["d10","Guild"],"colStyles":["text-center col-6","text-center col-6"],"rows":[["1","Azorius Senate"],["2","Boros Legion"],["3","House Dimir"],["4","Golgari Swarm"],["5","Gruul Clans"],["6","Izzet League"],["7","Orzhov Syndicate"],["8","Cult of Rakdos"],["9","Selesnya Conclave"],["10","Simic Combine"]],"name":"Random Guilds","page":6,"source":"GGR","chapter":{"name":"Welcome to Ravnica","index":0}},{"colLabels":["Month","Name"],"colStyles":["text-center col-6","text-center col-6"],"rows":[["1","Seleszeni (March)"],["2","Dhazo (April)"],["3","Prahz (May)"],["4","Mokosh (June)"],["5","Paujal (July)"],["6","Cizarm (August)"],["7","Tevnember (September)"],["8","Golgar (October)"],["9","Quaegar (November)"],["10","Xivaskir (December)"],["11","Griev (January)"],["12","Zuun (February)"]],"name":"Ravnica's Calendar","page":7,"source":"GGR","chapter":{"name":"Welcome to Ravnica","index":0}},{"caption":"Ravnica Currency","colStyles":["col-3 text-center","col-3","col-3","col-3"],"colLabels":["Value","Azorius","Boros","Orzhov"],"rows":[["1 cp","copper zib","—","copper alms-coin"],["25 cp","silver 25-zib coin","—","—"],["1 ep","electrum 50-zib coin","—","—"],["1 gp","gold zino","gold zino","—"],["5 gp","—","gold 5-zino coin","—"],["1 pp","—","—","platinum 10-zino coin"],["10 pp","—","—","platinum 100-zino coin"]],"name":"Currency: Zibs and Zinos; Ravnica Currency","page":9,"source":"GGR","chapter":{"name":"Welcome to Ravnica","index":0}},{"caption":"Cosmopolitan Conveniences","colLabels":["Item","Cost"],"colStyles":["col-6","col-6 text-right"],"rows":[["Cup of coffee","10 cp"],["Newspaper","15 cp"],["Pendulum clock","100–250 gp"],["Spectacles","25 gp"],["Spyglass","50–100 gp"]],"name":"Comforts of Civilization; Cosmopolitan Conveniences","page":9,"source":"GGR","chapter":{"name":"Welcome to Ravnica","index":0}},{"caption":"Standard Languages","colLabels":["Language","Typical Speakers","Script"],"colStyles":["col-4","col-4","col-4"],"rows":[["Abyssal","Demons, devils","Infernal"],["Celestial","Angels","Celestial"],["Common","Humans","Common"],["Draconic","Dragons","Draconic"],["Elvish","Elves","Elvish"],["Giant","Ogres, giants","Minotaur"],["Goblin","Goblins","Common"],["Kraul","Kraul","Kraul"],["Loxodon","Loxodons","Elvish"],["Merfolk","Merfolk","Merfolk"],["Minotaur","Minotaurs","Minotaur"],["Sphinx","Sphinxes","—"],["Sylvan","Centaurs, dryads","Elvish"],["Vedalken","Vedalken","Vedalken"]],"name":"Standard Languages","page":9,"source":"GGR","chapter":{"name":"Welcome to Ravnica","index":0}},{"caption":"Party Makeup","colLabels":["d8","Party Makeup"],"colStyles":["text-center col-2","col-10"],"rows":[["1","{@b One-Guild Party}. Choose a guild and refer to its description in {@book chapter 2|GGR|2} for suggestions on building the party around it."],["2","{@b Classic Party}. Boros or Selesnya cleric (Life Domain), Azorius or Boros fighter (Champion archetype), Dimir or Golgari rogue (Thief archetype), Boros or Izzet wizard (School of Evocation)"],["3","{@b Law and Order Party}. Boros cleric, Azorius fighter, Azorius wizard, Boros ranger"],["4","{@b Mad Science Party}. Simic druid, Izzet fighter, Izzet wizard, Simic monk"],["5","{@b Skulkers Party}. Golgari druid, Golgari fighter or ranger, Dimir rogue or monk, Dimir wizard"],["6","{@b Chaos Party}. Gruul druid, Gruul barbarian, {@creature Rakdos|GGR} warlock, {@creature Rakdos|GGR} rogue"],["7","{@b Nature Party}. Selesnya druid, Gruul barbarian, Simic wizard or Selesnya bard, Golgari rogue"],["8","{@b Benevolent Party}. Selesnya cleric, Boros paladin, Azorius wizard, Selesnya bard"]],"name":"Building a Party; Party Makeup","page":11,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Common Cause","colLabels":["d8","Reasons for Cooperating"],"colStyles":["text-center col-2","col-10"],"rows":[["1","{@b Cellmates}. The characters are prisoners in an Azorius prison, a Gruul camp, or a {@creature Rakdos|GGR} cage."],["2","{@b Greater Threat}. The characters are fighting each other when a rampaging wurm attacks."],["3","{@b Sudden Danger}. The characters are trapped together by a sinkhole opening, a building collapsing, or a laboratory exploding."],["4","{@b Dream Team}. A strange dream leads each character to the same destination."],["5","{@b Lost Together}. The characters are hopelessly lost in an unfamiliar part of the city."],["6","{@b Detente}. By order of their guilds' leaders, the characters must cooperate to complete a secret mission."],["7","{@b Common Foe}. A villain is a common enemy to all the characters."],["8","{@b Do or Die}. The characters are all trying to avert the catastrophe of an all-out war among the guilds."]],"name":"Building a Party; Common Cause","page":11,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Random Height and Weight","colLabels":["Race","Base Height","Height Modifier","Base Weight","Weight Modifier"],"rows":[["Centaur","6'0\"","+{@dice 1d10}","600 lb.","× ({@dice 2d12}) lb."],["Goblin","3'5\"","+{@dice 2d4}","35 lb.","× 1 lb."],["Simic hybrid","*","*","*","*"],["Loxodon","6'7\"","+{@dice 2d10}","295 lb.","× ({@dice 2d4}) lb."],["Minotaur","5'4\"","+{@dice 2d8}","175 lb.","× ({@dice 2d6}) lb."],["Vedalken","5'4\"","+{@dice 2d10}","110 lb.","× ({@dice 2d4}) lb."]],"footnotes":["* As humanoid base option"],"name":"Random Height and Weight","page":12,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Barbarian","colStyles":["col-6","col-6"],"colLabels":["Subclass","Guild"],"rows":[["{@class barbarian||Path of the Ancestral Guardian|Ancestral Guardian|XGE}*","Gruul"],["{@class barbarian||Path of the Berserker|Berserker}","Gruul, {@creature Rakdos|GGR}"],["{@class barbarian||Path of the Storm Herald|Storm Herald|XGE}*","Gruul"],["{@class barbarian||Path of the Totem Warrior|Totem Warrior}","Gruul"],["{@class barbarian||Path of the Zealot|Zealot|XGE}*","Boros, {@creature Rakdos|GGR}"]],"footnotes":["* Appears in {@book Xanathar's Guide to Everything|XGE}"],"name":"Barbarian","page":23,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Bard","colStyles":["col-6","col-6"],"colLabels":["Subclass","Guild"],"rows":[["{@class bard||College of Glamour|Glamour|XGE}*","Selesnya"],["{@class bard||College of Lore|Lore}","Azorius, Selesnya"],["{@class bard||College of Swords|Swords|XGE}*","{@creature Rakdos|GGR}"],["{@class bard||College of Valor|Valor}","{@creature Rakdos|GGR}"],["{@class bard||College of Whispers|Whispers|XGE}*","Dimir"]],"footnotes":["* Appears in {@book Xanathar's Guide to Everything|XGE}"],"name":"Bard","page":23,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Cleric","colStyles":["col-6","col-6"],"colLabels":["Subclass","Guild"],"rows":[["{@class cleric||Forge Domain|Forge|XGE}*","Boros"],["{@class cleric||Knowledge Domain|Knowledge}","Azorius"],["{@class cleric||Life Domain|Life}","Boros, Selesnya"],["{@class cleric||Light Domain|Light}","Boros"],["{@class cleric||Nature Domain|Nature}","Selesnya"],["{@class cleric||Order Domain|Order|TCE}**","Azorius, Orzhov"],["{@class cleric||Tempest Domain|Tempest}","Gruul"],["{@class cleric||Trickery Domain|Trickery}","Dimir"],["{@class cleric||War Domain|War}","Boros"]],"footnotes":["* Appears in {@book Xanathar's Guide to Everything|XGE}","** Appears in this chapter"],"name":"Cleric","page":23,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Druid","colStyles":["col-6","col-6"],"colLabels":["Subclass","Guild"],"rows":[["{@class druid||Circle of Dreams|Dreams|XGE}*","Selesnya"],["{@class druid||Circle of Spores|Spores|TCE}**","Golgari"],["{@class druid||Circle of the Land|Land}","Golgari (forest, swamp, Underdark), Selesnya (forest, grassland), Simic (coast, forest)"],["{@class druid||Circle of the Moon|Moon}","Gruul"],["{@class druid||Circle of the Shepherd|Shepherd|XGE}*","Selesnya"]],"footnotes":["* Appears in {@book Xanathar's Guide to Everything|XGE}","** Appears in this chapter"],"name":"Druid","page":23,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Fighter","colStyles":["col-6","col-6"],"colLabels":["Subclass","Guild"],"rows":[["{@class fighter||Arcane Archer|Arcane Archer|XGE}*","Selesnya"],["{@class fighter||Battle Master|Battle MAster}","Azorius, Boros, Orzhov, Selesnya"],["{@class fighter||Cavalier|Cavalier|XGE}*","Azorius, Boros"],["{@class fighter||Champion|Champion}","Azorius, Boros, Golgari, Gruul, Orzhov, {@creature Rakdos|GGR}, Selesnya, Simic"],["{@class fighter||Eldritch Knight|Eldritch Knight}","Azorius, Boros, Izzet, {@creature Rakdos|GGR}"]],"footnotes":["* Appears in {@book Xanathar's Guide to Everything|XGE}"],"name":"Fighter","page":24,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Monk","colStyles":["col-6","col-6"],"colLabels":["Subclass","Guild"],"rows":[["{@class monk||Way of Shadow|Shadow}","Dimir"],["{@class monk||Way of the Four Elements|Four Elements}","Simic (focus on water- and air-related disciplines)"],["{@class monk||Way of the Open Hand|Open Hand}","Selesnya, Simic"],["{@class monk||Way of the Sun Soul|Sun Soul|XGE}*","Boros"]],"footnotes":["* Appears in {@book Xanathar's Guide to Everything|XGE}"],"name":"Monk","page":24,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Paladin","colStyles":["col-6","col-6"],"colLabels":["Subclass","Guild"],"rows":[["{@class Paladin||Oath of Conquest|Conquest|XGE}*","Orzhov"],["{@class Paladin||Oath of Devotion|Devotion}","Boros"],["{@class Paladin||Oath of Redemption|Redemption|XGE}*","Selesnya"],["{@class Paladin||Oath of the Ancients|Ancients}","Selesnya"],["{@class Paladin||Oath of Vengeance|Vengeance}","Azorius"]],"name":"Paladin","page":24,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Ranger","colStyles":["col-6","col-6"],"colLabels":["Subclass","Guild"],"rows":[["{@class ranger||Beast Master|Beast Master}","Golgari (prefer insects and reptiles), Gruul (prefer fierce beasts), Selesnya (prefer wolves)"],["{@class ranger||Gloom Stalker|Gloom Stalker|XGE}*","Golgari"],["{@class ranger||Hunter|Hunter}","Boros, Gruul, Selesnya"]],"footnotes":["* Appears in {@book Xanathar's Guide to Everything|XGE}"],"name":"Ranger","page":24,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Rogue","colStyles":["col-6","col-6"],"colLabels":["Subclass","Guild"],"rows":[["{@class Rogue||Arcane Trickster|Arcane Trickster}","Dimir"],["{@class Rogue||Assassin|Assassin}","Dimir, Golgari, Orzhov"],["{@class Rogue||Inquisitive|Inquisitive|XGE}*","Azorius, Dimir"],["{@class Rogue||Mastermind|Mastermind|XGE}*","Dimir"],["{@class Rogue||Scout|Scout|XGE}*","Gruul"],["{@class Rogue||Swashbuckler|Swashbuckler|XGE}*","{@creature Rakdos|GGR}"],["{@class Rogue||Thief|Thief}","Dimir, Golgari, Orzhov, {@creature Rakdos|GGR}"]],"name":"Rogue","page":24,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Sorcerer","colStyles":["col-6","col-6"],"colLabels":["Subclass","Guild"],"rows":[["{@class Sorcerer||Divine Soul|Divine Soul|XGE}*","Boros"],["{@class Sorcerer||Draconic Bloodline|Draconic}","Izzet"],["{@class Sorcerer||Shadow Magic|Shadow|XGE}*","Dimir"],["{@class Sorcerer||Storm Sorcery|Storm|XGE}*","Izzet"],["{@class Sorcerer||Wild Magic|Wild}","Izzet"]],"footnotes":["* Appears in {@book Xanathar's Guide to Everything|XGE}"],"name":"Sorcerer","page":25,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Warlock","colStyles":["col-6","col-6"],"colLabels":["Subclass","Guild"],"rows":[["{@class Warlock||The Archfey|Archfey}","Selesnya"],["{@class Warlock||The Celestial|Celestial|XGE}*","Boros"],["{@class Warlock||The Fiend|Fiend}","{@creature Rakdos|GGR}"],["{@class Warlock||The Great Old One|Great Old One}","Any"]],"footnotes":["* Appears in {@book Xanathar's Guide to Everything|XGE}"],"name":"Warlock","page":25,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Wizard","colStyles":["col-6","col-6"],"colLabels":["Subclass","Guild"],"rows":[["{@class Wizard||School of Abjuration|Abjuration}","Azorius, Orzhov"],["{@class Wizard||School of Conjuration|Conjuration}","Izzet, Simic"],["{@class Wizard||School of Divination|Divination}","Azorius, Dimir, Orzhov"],["{@class Wizard||School of Enchantment|Enchantment}","Azorius, Dimir, Orzhov"],["{@class Wizard||School of Evocation|Evocation}","Boros, Izzet"],["{@class Wizard||School of Illusion|Illusion}","Dimir"],["{@class Wizard||School of Necromancy|Necromancy}","Golgari, Orzhov"],["{@class Wizard||School of Transmutation|Transmutation}","Izzet, Simic"],["{@class Wizard||War Magic|War|XGE}*","Boros"]],"footnotes":["* Appears in {@book Xanathar's Guide to Everything|XGE}"],"name":"Wizard","page":25,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"colLabels":["d6","Reason for Independence"],"colStyles":["text-center col-2","col-10"],"rows":[["1","I've been around long enough that my guild lets me do what I want."],["2","I've been chosen for special assignments because I'm just that good."],["3","I've been singled out for special assignments because somebody up the ranks hates me."],["4","I'm moonlighting, and I'd get in trouble if my superiors knew what I was up to."],["5","I've been put at the disposal of another guild because my superiors want to help them."],["6","I've been put at the disposal of another guild because my superiors hope I'll fail."]],"name":"Membership and Independence","page":31,"source":"GGR","chapter":{"name":"Guilds of Ravnica","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Gruul Clan Options","colLabels":["d8","Clan"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Burning Tree clan"],["2","Ghor clan"],["3","Scab clan"],["4","Slizt clan"],["5","Gravel Hide clan"],["6","Zhur-Taa clan"],["7","Minor or new clan"],["8","Trog"]],"name":"Joining the Gruul Clans; Gruul Clan Options","page":59,"source":"GGR","chapter":{"name":"Guilds of Ravnica","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"People on the Street—Precinct One","colLabels":["d12","Description"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Banker, heading to a favorite restaurant"],["2","Diplomat, heading to the Chamber of the Guildpact"],["3","Gardener, pruning vegetation"],["4","Ghost, looking for directions to Orzhova"],["5","Government official, late for an appointment"],["6","Jeweler, heading to a grooming salon"],["7","Mob boss, leaving a nightclub"],["8","Noble, taking in the sights"],["9","Opera singer, enjoying a meal outside"],["10","Painter, working on a street scene"],["11","Tourist, gawking at everything"],["12","Translator, feeding some birds"]],"name":"People on the Street—Precinct One","page":105,"source":"GGR","chapter":{"name":"The Tenth District","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Rumors—Precinct One","colLabels":["d6","Rumor"],"colStyles":["text-center col-2","col-10"],"rows":[["1","\"Oh, dear! Did you hear all that commotion yesterday evening near the opera house? It appears that a couple of dignitaries went missing during the performance.\""],["2","\"I hear that Nolson has purses and handbags in his inventory that bear some sort of magic. They'll get snapped up quickly, I'll wager.\""],["3","\"A most dreadful moaning was coming from the plaza today. My friend said she saw a wailing spirit floating over the park. I wish they'd stay in the bank.\""],["4","\"Such a commotion at the Wayfinder Club last night. I heard the fight, but a friend told me there were blades drawn, and the perpetrator escaped!\""],["5","\"Can you believe the gall of some people? I saw a couple of dirty ruffians in my neighborhood last night, and they were defacing the walls of the courthouse!\""],["6","\"I still can't believe that crazy old Orzhov syndic just handing out zinos near the plaza, muttering 'The end is near.' She'll invite nothing but undesirables sniffing for free coin.\""]],"name":"Rumors—Precinct One","page":105,"source":"GGR","chapter":{"name":"The Tenth District","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"People on the Street—Precinct Two","colLabels":["d12","Description"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Arrester, off duty and out buying produce"],["2","Arrester, on duty and watching for trouble"],["3","Baker, returning from a long work shift"],["4","Carpenter, searching for a good pack animal"],["5","Chandler, fuming after a recent argument"],["6","Government official, enjoying a day off"],["7","Locksmith, on the way to unlock a door"],["8","Mob enforcer, trailing a debtor"],["9","Retired soldier, heading to a chess game"],["10","Shopkeeper, taking a child out for a treat"],["11","Teenager, heading to a friend's house"],["12","Tourist, heading to the Millennial Platform"]],"name":"People on the Street—Precinct Two","page":108,"source":"GGR","chapter":{"name":"The Tenth District","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Rumors—Precinct Two","colLabels":["d6","Rumor"],"colStyles":["text-center col-2","col-10"],"rows":[["1","\"Can you believe the deals that Janus has this week in his shop? I wonder if he's in trouble, trying to move his merchandise so quickly.\""],["2","\"I got a tip on some high-quality blades at Minera's. She's looking to find good homes for them, and she says some are enchanted.\""],["3","\"Two Boros minotaurs garrisoned at Sunhome were meeting with old friends at Newson's Tavern last night. They spent most of the night telling stories about a madness taking hold of their ranks.\""],["4","\"An airship docked in the middle of the night at Augustin Station without any people on board. No one knows how it got there without a crew.\""],["5","\"This is the third person gone missing in Griffin Heights this week. I hear they were all gamblers and deep in it. Must've owed way too much.\""],["6","\"Did you hear about that lawmage who went crazy? They had to send two squads of arresters to bring him down. He kept telling them 'A homunculus made me do it.' I don't want to know what 'it' is.\""]],"name":"Rumors—Precinct Two","page":108,"source":"GGR","chapter":{"name":"The Tenth District","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"People on the Street—Precinct Three","colLabels":["d12","Description"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Beast trainer, walking an animal on a leash"],["2","Awakened shrub, completing an errand"],["3","Centaur, out to get the family some food"],["4","Evangelist, trying to win Selesnya converts"],["5","Farmer, using a healing balm after a hard day"],["6","Guide, taking a wolf out for a stroll"],["7","Healer, on the way to tend to someone sick"],["8","Ledev guardian, on patrol"],["9","Pilgrim, looking for directions to Vitu-Ghazi"],["10","Storyteller, practicing oration out on the street"],["11","Teamster, carrying a broken wagon wheel"],["12","Woodcarver, whistling a familiar song"]],"name":"People on the Street—Precinct Three","page":111,"source":"GGR","chapter":{"name":"The Tenth District","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Rumors—Precinct Three","colLabels":["d6","Rumor"],"colStyles":["text-center col-2","col-10"],"rows":[["1","\"Something keeps spooking the pack animals. I wonder what it could be?\""],["2","\"I hear there's an old granary in the rubblebelt that's filled with bandit plunder. Probably worth a peek!\""],["3","\"The giant spiders above Velen's Rest have become aggressive as of late. I heard someone got poisoned by one yesterday.\""],["4","\"Can you believe they're going to close Vitu-Ghazi to visitors tomorrow? I wonder what's going on.\""],["5","\"Those rumblings that shook the ground last night were definitely wurms tunneling. I'm sure the Selesnya aren't pleased.\""],["6","\"We should go find that loxodon priest and see if she's still having visions. I'll bet we can get her to tell us our future!\""]],"name":"Rumors—Precinct Three","page":111,"source":"GGR","chapter":{"name":"The Tenth District","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"People on the Street—Precinct Four","colLabels":["d12","Description"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Bounty hunter, asking about a mark"],["2","Displaced merchant, looking for a new home"],["3","Goblin messenger, anxious and impatient"],["4","Healer, covered in blood"],["5","Leatherworker, carrying some flowers"],["6","Merchant, whistling a tune"],["7","Scientist, lost in thought"],["8","Street urchin, busking for money"],["9","Soldier, on duty and eating a quick bite"],["10","Soldier, off duty and fixing his armor"],["11","Thrill seeker, hoping to see some Gruul raiders"],["12","Transient, looking for a good place to sleep"]],"name":"People on the Street—Precinct Four","page":114,"source":"GGR","chapter":{"name":"The Tenth District","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Rumors—Precinct Four","colLabels":["d6","Rumor"],"colStyles":["text-center col-2","col-10"],"rows":[["1","\"Sergeant Uwen got hold of something even the war wurms of the Gruul fear. Don't know what it is, but he sent one of them running just by standing there.\""],["2","\"If you're looking for the best deals on explosives, you should talk to one of the Shattergang Brothers. They'll set you up right, no questions asked.\""],["3","\"I swear I saw {@creature Niv-Mizzet|GGR}'s head floating above Nivix last night. I wonder what it means.\""],["4","\"Beria over on Tin Street just put out some new curiosities. Says they came from an expedition in the undercity. Could be magical.\""],["5","\"My whole street's been smelling like sulfur for the past two days now. People are starting to get sick, and the soldiers don't take it seriously.\""],["6","\"I saw an angel and a demon having what looked like a polite conversation. I couldn't believe my eyes!\""]],"name":"Rumors—Precinct Four","page":114,"source":"GGR","chapter":{"name":"The Tenth District","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"People on the Street—Precinct Five","colLabels":["d12","Description"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Alchemist, reviewing an ingredient list"],["2","Barkeep, picking up some dropped coins"],["3","Cartographer, laden with map cases"],["4","Engineer, reading a schematic"],["5","Homunculus, on an errand"],["6","Librarian, going home for tea"],["7","Poet, shopping for fresh produce"],["8","Professor, assessing a student"],["9","Scribe, hands stained with ink"],["10","Student, lost in a book"],["11","Tinker, out of breath from running"],["12","Vampire mind drinker, heading to the library"]],"name":"People on the Street—Precinct Five","page":118,"source":"GGR","chapter":{"name":"The Tenth District","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Rumors—Precinct Five","colLabels":["d6","Rumor"],"colStyles":["text-center col-2","col-10"],"rows":[["1","\"The latest is that the translocation device is only operating within fifty percent of tolerances. I'm certain that funding will be pulled any day now.\""],["2","\"I don't know how Zameck does it, but they've certainly built a better soldier. And I hear some of the formulas have made it outside their halls.\""],["3","\"That ghost haunting the history section of the Ismeri Library is back. I've heard this time it can speak, and it's looking for someone.\""],["4","\"Creatures of some sort of elemental composition were emerging from the Blistercoils this morning. Those things could be anywhere in the city by now.\""],["5","\"I can't believe Professor Zagany let her see his research. She's going to take his findings to an information broker, I'm sure. He'll never work again.\""],["6","\"Sila has a new stock of exotic components. She says they can enhance spells in a way other components cannot.\""]],"name":"Rumors—Precinct Five","page":118,"source":"GGR","chapter":{"name":"The Tenth District","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"People on the Street—Precinct Six","colLabels":["d12","Description"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Actor, out getting a meal"],["2","Carpenter, heading to the next job"],["3","Devkarin elf (dark elf), on an errand"],["4","Goblin cutpurse, looking for an easy mark"],["5","Laborer, ready to head to the tavern"],["6","Merchant, looking for a {@creature Rakdos|GGR} club"],["7","Metalsmith, grimy from a long day's work"],["8","Performer, with a child apprentice"],["9","Shipwright, out buying some supplies"],["10","Soldier, off duty and enjoying a walk"],["11","Soldier, on duty and in a hurry"],["12","Teamster, spoiling for a fight"]],"name":"People on the Street—Precinct Six","page":121,"source":"GGR","chapter":{"name":"The Tenth District","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Rumors—Precinct Six","colLabels":["d6","Rumor"],"colStyles":["text-center col-2","col-10"],"rows":[["1","\"Something very large was lurking in the chasm last night, and it knocked a carriage off a bridge. The passengers jumped out just in time!\""],["2","\"I heard that Krenko's gang has been trying to get their hands on mizzium, and are willing to pay a good price for it too.\""],["3","\"The wight of Precinct Six has struck again! This morning, an arrester and a cutpurse were found dead in an alley, drained of their life. A bystander saw it happen.\""],["4","\"Did you hear those shrieking sounds out near Benzer's Bridge last night? Whatever it was, it didn't sound like anything I've ever heard before. Chilling.\""],["5","\"I hear Rhionna is closing up her forge. She says she's getting sick of replacing stolen tools every week. The staff claims they're innocent.\""],["6","\"One of the warehouses out in Medori Park had an intense red glow shining through its windows yesterday. Smelled of sulfur. No one wants to go near it.\""]],"name":"Rumors—Precinct Six","page":121,"source":"GGR","chapter":{"name":"The Tenth District","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Guild Location Goals","colLabels":["d8","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Prevent a magical catastrophe inside the location."],["2","Find the source of strange occurrences in or near the location."],["3","Escape the location (and help others escape) when a disaster occurs inside."],["4","Quell a riot inside or around the location."],["5","Kill or drive out a monster that has turned the location into its lair."],["6","Defend the location against an external attacker."],["7","Seize control of the location."],["8","Infiltrate the location and report on what's happening inside."]],"name":"Guild Locations; Guild Location Goals","page":123,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Location Connections","colLabels":["d6","Adventure Connection"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Transport a person, an object, or information collected at the first location safely to the second."],["2","Plant something taken from the first location inside the second to incriminate someone in the second location."],["3","Do the same thing at the second location as was done at the first."],["4","Uncover the source of interference encountered at the first location, which lies in the second."],["5","Follow a fleeing foe or trail a suspicious figure from the first location to the second."],["6","Follow up on information gained at the first location by investigating the second."]],"name":"Linked Locations; Location Connections","page":123,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Guild Villains","colLabels":["d6","Villainous Activity"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A villain is attempting to disgrace or discredit a powerful person."],["2","A villain is striving for power within their guild."],["3","A villain has claimed power in their guild and needs to be supplanted."],["4","The villain is sending agents to infiltrate one or more guilds."],["5","The villain's agents are luring members away from another guild."],["6","The villain's agents are sabotaging the operations of another guild."]],"name":"Guild Villains","page":123,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Guild Character Objectives","colLabels":["d8","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Find an item that is important to the guild."],["2","Get information from a guild member."],["3","Protect or rescue a guild member in the midst of a catastrophe."],["4","Free a guild member from captivity."],["5","Find a missing guild member."],["6","Kill or capture an enemy of the guild."],["7","Help a guild member who's in trouble with the law."],["8","Recruit someone to join the guild."]],"name":"Guild Character Objectives","page":124,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Dungeon Delve Guilds","colLabels":["d12","Guild"],"colStyles":["text-center col-2","col-10"],"rows":[["1–3","House Dimir"],["4–8","Golgari Swarm"],["9–10","Cult of Rakdos"],["11–12","Simic Combine"]],"name":"Dungeon Delve Guilds","page":124,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Wilderness Guilds","colLabels":["d6","Guild"],"colStyles":["text-center col-2","col-10"],"rows":[["1–4","Gruul Clans"],["5–6","Selesnya Conclave"]],"name":"Wilderness Guilds","page":124,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Intrigue Guilds","colLabels":["d12","Guild"],"colStyles":["text-center col-2","col-10"],"rows":[["1–2","Azorius Senate"],["3–6","House Dimir"],["7–8","Golgari Swarm"],["9–11","Orzhov Syndicate"],["12","Simic Combine"]],"name":"Plots and Intrigue; Intrigue Guilds","page":124,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Mystery Guilds","colLabels":["d12","Guild"],"colStyles":["text-center col-2","col-10"],"rows":[["1–4","House Dimir"],["5–7","Golgari Swarm"],["8","Izzet League"],["9–11","Orzhov Syndicate"],["12","Simic Combine"]],"name":"Mystery Guilds","page":125,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Disaster Guilds","colLabels":["d12","Guild"],"colStyles":["text-center col-2","col-10"],"rows":[["1–2","Golgari Swarm"],["3–5","Gruul Clans"],["6–8","Izzet League"],["9–10","Selesnya Conclave"],["11–12","Simic Combine"]],"name":"Disaster Guilds","page":125,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Protection Guilds","colLabels":["d12","Guild"],"colStyles":["text-center col-2","col-10"],"rows":[["1–2","Boros Legion"],["3–6","Gruul Clans"],["7–8","Orzhov Syndicate"],["9–12","Cult of Rakdos"]],"name":"Protection Guilds","page":125,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Cross Purposes","colLabels":["d10","The Villain's Activities..."],"colStyles":["text-center col-2","col-10"],"rows":[["1","... directly target one or more characters. The adventure begins when characters are attacked by the villain's agents."],["2","... threaten a character's contact or bond."],["3","... challenge a character's ideal or exploit a flaw. The character might hear rumors of this activity, spurring them into action."],["4","... open an opportunity for a character to pursue a personal goal."],["5","... compete with a character's guild. A guild authority might order the character to rectify the situation."],["6","... threaten guild members or property."],["7","... conflict with guild goals."],["8","... open an opportunity for a guild to pursue its own agenda."],["9","... catch the characters between fighting forces."],["10","... cause an accident or catastrophe that traps the characters."]],"name":"Involving the Characters; Cross Purposes","page":126,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Secondary Guild Role","colLabels":["d8","Secondary Guild Role"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A rival pursues the same goal as the adventurers, but is doing it \"wrong.\""],["2","One or more members of another guild are caught between the villain and the adventurers."],["3","A group of NPC adventurers from another guild confront the same villain for different reasons."],["4","Someone is manipulating the villain for their own purposes."],["5","A known rival or enemy meddles in the adventure, hoping the adventurers will fail."],["6","A known rival or enemy can provide essential help in stopping the villain."],["7","A second villain's plot is unfolding at the same time but is otherwise unrelated."],["8","A second villain is in competition with the first one."]],"name":"Complications; Secondary Guild Role","page":127,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Guild Intrigue","colLabels":["d6","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Guilds are vying for influence over a prominent individual (who might be a player character)."],["2","Guilds are competing for control of a key site or swath of territory."],["3","Guilds are locked in a deadly feud but might be open to a peace negotiation."],["4","Villains from two or more guilds are forming a dangerous alliance."],["5","A villain is trying to disrupt an alliance between two or more guilds."],["6","Splinter factions from two guilds are trying to form a new guild."]],"name":"Guild Intrigue","page":127,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Arrester Station Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Break out of the holding cells."],["2","Break someone else out of the holding cells."],["3","Stop someone before they can give information to the arresters or testify before a judge."],["4","Protect a prisoner from assassins."],["5","Get information from or to someone in the holding cells."],["6","Apprehend a former prisoner who used magic to take over the station and drive the guards away."],["7","Retrieve something held as evidence."],["8","Find proof that the captain of this station is corrupt."],["9","Discover who helped a prisoner escape and how."],["10","Uncover a plot to discredit, blackmail, or kill the station commander."],["11","Steal the arresters' files about a criminal or a case."],["12","Intercept a message being sent to or from the station."]],"name":"Arrester Station Adventures","page":129,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Azorius Villains","colLabels":["d8","Villain"],"colStyles":["text-center col-2","col-10"],"rows":[["1","An ambitious authority figure seeks to achieve a higher rank by framing or defaming a rival."],["2","A venal judge's rulings are swayed by bribes and favors."],["3","A vengeful imperator persecutes a certain group of people, seeking revenge for a past wrong done by one of the group's members."],["4","An overzealous imperator is prepared to arrest a neighborhood full of people to find a stolen item."],["5","A sadistic warden tortures prisoners, ostensibly for the sake of law and order."],["6","A corrupt senator seeks to pass laws that favor a certain class of people."],["7","A {@creature precognitive mage|GGR} invents visions designed to frame enemies."],["8","A cowardly bureaucrat destroys evidence to hide someone else's involvement in a crime."]],"name":"Azorius Villains","page":129,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Azorius Assignments","colLabels":["d6","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Find and arrest a wanted fugitive."],["2","Arrest someone identified as a potential criminal by precognitive mages."],["3","Clear the name of an innocent person."],["4","Solve a murder by questioning suspects."],["5","Retrieve a stolen item."],["6","Quell a riot."]],"name":"Azorius Character Goals; Azorius Assignments","page":131,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Azorius Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A {@creature precognitive mage|GGR} has identified the characters as future criminals, and now there's a warrant out for their arrest."],["2","A {@creature precognitive mage|GGR} has foreseen the characters' future struggles and tries to protect them, thereby interfering in their next adventure."],["3","{@creature Felidar|GGR|Felidars} have bonded with the wrong person and now track an innocent citizen."],["4","Hussars—Azorius {@creature Soldier|GGR|soldiers} mounted on {@creature Griffon||griffons}—declare martial law in a neighborhood and enforce their harsh authority on the citizenry."],["5","An {@creature archon of the Triumvirate|GGR} interprets innocent actions as illegal ones because its connection to the law has been corrupted."],["6","A missing {@creature homunculus} is the sole witness to the murder of a judge."]],"name":"Other Adventure Hooks; Azorius Adventure Hooks","page":131,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Legion Garrison Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Lay siege to the garrison."],["2","Break a siege at the garrison."],["3","Sabotage the building's defenses so someone else can break into the garrison."],["4","Find a hidden explosive charge in the garrison before it detonates."],["5","Steal a magic weapon held inside the garrison."],["6","Discover evidence that incriminates an officer in the garrison."],["7","Identify a spy among the garrison's soldiers before the spy can escape."],["8","Help a spy get safely out of the garrison without being discovered."],["9","Capture a garrison officer for interrogation."],["10","Shore up the garrison's defenses before an assault."],["11","Clear out the monsters infesting a garrison that was abandoned years ago."],["12","Steal plans for future Boros military action."]],"name":"Legion Garrison Adventures","page":132,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Boros Villains","colLabels":["d8","Villain"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Seeking to avenge a partner's murder, a Wojek League officer turns to vigilantism."],["2","A Boros commander starts preemptively closing Izzet foundries, Simic research chambers, and other locations considered prone to disaster."],["3","Angered at the death of a loved one in a certain neighborhood, a Wojek agent is inciting its residents to revolt, knowing that the Boros will respond with force."],["4","Believing that they are harboring terrorists, a Boros brigadier is slaughtering helpless people in transient communities in the undercity."],["5","A squad of corrupt Boros {@creature Soldier|GGR|soldiers} is extorting money from local merchants."],["6","A Boros commander under the thumb of another guild is turning a blind eye to the violence perpetrated by that guild."],["7","An overzealous angel has risen up against innocent people, including the soldiers in her own garrison, believing that they harbor evil in their hearts."],["8","A crazed angel demands to be worshiped as a god."]],"name":"Boros Villains","page":132,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Boros Assignments","colLabels":["d6","Assignment"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Help quell a {@creature Rakdos|GGR} riot or hold back Gruul raiders, or otherwise maintain the peace while protecting innocent bystanders."],["2","Capture or kill a Gruul chieftain who has taken responsibility for a series of brutal raids."],["3","Help evacuate citizens from the area of a natural or magical disaster."],["4","Escort an important person safely from one place to another."],["5","Investigate a Boros commander suspected of cultivating personal loyalty in underlings, rather than loyalty to the legion."],["6","Uncover a spy in the legion."]],"name":"Boros Character Goals; Boros Assignments","page":133,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Boros Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A Boros officer is awaiting trial for unsanctioned and excessive use of force, and the officer's squad is planning a jailbreak."],["2","The Boros are secretly working with the Shattergang Brothers, a group of black market arms dealers, to develop a devastating weapon."],["3","A Boros offensive is displacing and even killing innocent bystanders caught in its path."],["4","Flame-kin soldiers created as part of an abandoned weapons project are suddenly reactivated and run amok. These soldiers use the {@creature azer} stat block in the {@book Monster Manual|MM}."],["5","A Boros parade meant as a show of strength provokes widespread protests, some of which erupt into violence."],["6","A flying Boros fortress is about to crash, threatening to devastate the neighborhood below."]],"name":"Other Adventure Hooks; Boros Adventure Hooks","page":133,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Safe House Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Find a fugitive hiding in the safe house."],["2","Liberate someone being held in the safe house."],["3","Retrieve a stolen item."],["4","Get information from a prisoner in the safe house without revealing that information to the Dimir."],["5","Acquire information from a Dimir agent to unmask a spy embedded in another guild."],["6","Escape from captivity in the safe house."],["7","Plant a magical surveillance device inside the safe house."],["8","Damage or destroy the safe house so the Dimir can't use it anymore."],["9","Prevent the creation of a horror (a {@creature flying horror|ggr}, {@creature shadow horror|ggr}, or a {@creature skittering horror|ggr}) in the safe house. (You can replace the horror with a different creature from the {@book Monster Manual|MM}.)"],["10","Find and kill a {@creature mind drinker vampire|GGR} or other monster that is picking off the safe house's inhabitants."],["11","Disable the safe house's wards and plant a beacon inside it so that members of another guild can find and raid the place."],["12","After stumbling into the safe house accidentally, get out with memories intact."]],"name":"Safe House Adventures","page":135,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Dimir Villains","colLabels":["d8","Villain"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A spy seeks to plunder another guild's secrets."],["2","A {@creature mind mage|GGR} is hunting down everyone who witnessed a great humiliation to expunge their memories of the event."],["3","A {@creature mind mage|GGR} has implanted false memories of a crime in many minds in order to incriminate someone."],["4","A group of Dimir agents is plundering the minds of people who have knowledge of a vault that holds great wealth or magical power."],["5","After a Dimir spy is unmasked, a {@creature mind mage|GGR} erases the memory of the spy's identity from the minds of those involved."],["6","A shapeshifter has replaced a high-ranking member of another guild in order to provoke conflicts."],["7","A {@creature mind drinker vampire|GGR} is plundering the minds of its victims."],["8","Roll on another guild's villain table, but the villain is a disguised Dimir agent or someone being manipulated by the Dimir."]],"name":"Dimir Villains","page":135,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Dimir Assignments","colLabels":["d6","Assignment"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Impersonate an individual to gather information from that individual's contacts and associates."],["2","Make sure that a particular person (not a main antagonist) at an adventure site doesn't survive the encounter with the characters."],["3","Make sure that a particular person (not the main villain) survives the adventure."],["4","Get information from the main villain by magically extracting the villain's dying thoughts."],["5","Plant evidence to steer the other adventurers away from the true villain."],["6","Get information to a Dimir agent who is embedded in the adventure location."]],"name":"Dimir Character Goals; Dimir Assignments","page":137,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Dimir Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["text-center col-2","col-10"],"rows":[["1","The characters find a bundle of {@i thought strands}, and Dimir agents are in a rush to find them before they fade away."],["2","A rogue agent hunted by Dimir assassins offers crippling information about House Dimir in exchange for protection."],["3","A Dimir horror (a {@creature flying horror|ggr}, {@creature shadow horror|ggr}, or a {@creature skittering horror|ggr}) is randomly killing people in the dark alleys of a particular neighborhood."],["4","Word is out that someone claims to have a list of Dimir agents embedded in other guilds, igniting a furious contest to obtain the list."],["5","While prying too deeply into ancient lore, a Dimir agent (now deceased) released a nameless evil into the city."],["6","Roll on another guild's adventure hooks table, but the Dimir are secretly behind the situation."]],"name":"Other Adventure Hooks; Dimir Adventure Hooks","page":137,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Undercity Mansion Adventures","colLabels":["d10","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Find the source of a noxious fog rising from the undercity and poisoning a surface neighborhood."],["2","Rescue several citizens being held hostage by Ochran agents."],["3","Find the daytime lair of an elusive monster that hunts on the surface at night."],["4","Rescue a guild member {@condition petrified} by an {@creature undercity medusa|GGR} that uses the mansion as its lair."],["5","Take shelter in the mansion to escape a horrible monster prowling the undercity."],["6","Win a bet by surviving a night inside."],["7","Escape from captivity here."],["8","Find a fugitive hiding here."],["9","Find and claim a treasure hidden in the mansion."],["10","Attend a masked ball held in the mansion in order to get information from another guest."]],"name":"Undercity Mansion Adventures","page":138,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Golgari Villains","colLabels":["d8","Villain"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Armed with a powerful magic item found among the dead in the undercity, a {@creature Golgari shaman|GGR} enacts a plan of revenge against another guild."],["2","A {@creature kraul death priest|GGR} is seeking a way to revive the ancient gods of Ravnica and destroy the world."],["3","A {@creature Devkarin lich|GGR} is capturing living subjects and infecting them with an insidious, mind-controlling fungus."],["4","A trophy-hunting {@creature undercity medusa|GGR} for the stat block) is on a killing spree, petrifying victims in interesting poses."],["5","A {@creature Golgari shaman|GGR} is spreading a fungal infection that transforms its dead victims into {@creature Zombie||zombies}."],["6","An elf child lures citizens into the sewers, where a monstrous \"pet\" is waiting to kill and eat them."],["7","Pursuing a personal vendetta, an Ochran {@creature assassin} is targeting members of a certain guild and trying to ensure that their bodies are never found."],["8","A {@creature kraul death priest|GGR}, angry at the way the Golgari have treated the kraul in the past, is killing the elves and medusas of the guild, hoping to eventually take Jarad's place as guildmaster."]],"name":"Golgari Villains","page":138,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Golgari Assignments","colLabels":["d6","Assignment"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Find a valuable item believed lost in the undercity."],["2","Retrieve a corpse in the undercity."],["3","Collect a sample of a fungus in the undercity."],["4","Steal something that is important to another guild."],["5","Kill an outspoken enemy of the Golgari."],["6","Position a fungus so that its spores will spread into a populated area and drive the inhabitants out."]],"name":"Golgari Character Goals; Golgari Assignments","page":140,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Golgari Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Citizens who die in a particular neighborhood sprout fungal growths and rise as {@creature Zombie||zombies}, then shamble toward the undercity."],["2","{@creature Shrieker||Shriekers} sprout throughout a neighborhood."],["3","{@creature Swarm of Insects||Swarms of insects} under the control of a {@creature Golgari shaman|GGR} terrorize a neighborhood."],["4","Poor people who subsist on Golgari food contract a dangerous, contagious magical infection."],["5","Several kraul have moved into an old tenement and are making their neighbors nervous."],["6","A beloved statue, long assumed to be the image of some forgotten community hero, suddenly returns to life after being {@condition petrified} for a hundred years."]],"name":"Other Adventure Hooks; Golgari Adventure Hooks","page":140,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Rubblebelt Encampment Adventures","colLabels":["d10","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Determine why the Gruul have camped so close to a settled neighborhood."],["2","Free a captive taken in a recent raid."],["3","Win freedom by defeating a Gruul champion in a duel."],["4","Retrieve something looted in a recent raid."],["5","Strike a deal with the Gruul leader to cooperate against a common foe."],["6","Attempt to overthrow the clan chieftain in a combat challenge."],["7","Strike a blow to the Gruul to ensure that they don't launch a raid."],["8","Free a corralled herd of violent beasts so they stampede through the Gruul camp before the Gruul can steer them toward settled areas."],["9","Interrupt a ritual intended to summon or create a huge elemental."],["10","Disrupt a gathering of clans that could lead to an alliance between them."]],"name":"Rubblebelt Encampment Adventures","page":141,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Gruul Villains","colLabels":["d8","Villain"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A {@creature druid of the Old Ways|GGR}, spurred by visions of the end of civilization, plans humanoid sacrifices in the name of Ilharg the Raze-Boar."],["2","A druid is directing herds of beasts to run amok through tenement neighborhoods."],["3","A druid summons huge vines and roots to tear buildings down."],["4","A clan chieftain leads a raid to settle a personal vendetta against another guild."],["5","In a display of strength, a clan chieftain seeks to destroy a significant landmark."],["6","Looking for a totem of spiritual significance, a clanless giant wrecks anything in its path."],["7","Hoping to form a new clan, a clever centaur tries to break violent criminals out of jail."],["8","A druid leads a band that has begun starting fires around the district."]],"name":"Gruul Villains","page":141,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Gruul Assignments","colLabels":["d6","Assignment"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Collect a beast cub so it can be trained for battle."],["2","Slay a powerful monster to prove your strength."],["3","Destroy a laboratory, a work of engineering, or a similar edifice of decadent civilization."],["4","Kill someone who has been persecuting the Gruul."],["5","Free a captive warrior who was imprisoned during a recent raid."],["6","Create a disruption so the clan can raid elsewhere."]],"name":"Gruul Character Goals; Gruul Assignments","page":143,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Gruul Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Conflict between two feuding clans spills onto the streets of the city, threatening to destroy entire neighborhoods."],["2","Gruul {@creature Anarch|GGR|anarchs} deface or destroy monuments throughout the district."],["3","A Gruul mob riots in the streets in observance of Rauck-Chauv, a holiday celebrated with violence."],["4","A {@creature wurm|GGR} breaks free of its Gruul controller and goes on a rampage."],["5","Swine everywhere run wild, and the Gruul interpret this as a sign of the Raze-Boar's return."],["6","Gruul raiders steal something from an Izzet laboratory that will cause a disaster if it isn't returned."]],"name":"Other Adventure Hooks; Gruul Adventure Hooks","page":143,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Experimental Workshop Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Rescue people trapped in the workshop after a disaster."],["2","Steal plans or a prototype for a new weapon."],["3","Capture an inventor for interrogation."],["4","Stop the spread of toxic gas or molten mizzium from inside the workshop."],["5","Shut down the operation of a dangerous device."],["6","Capture or kill an elemental or an Izzet weird (a {@creature blistercoil weird|ggr} or {@creature galvanice weird|ggr}) that is running amok in the workshop, and make sure it doesn't escape out into the city."],["7","Get out of the workshop before it is destroyed by a spreading catastrophe."],["8","Destroy the workshop in order to obliterate the research being done there."],["9","Destroy the workshop in order to bring down a different building nearby."],["10","Find a saboteur in the workshop before the traitor's plans can be enacted."],["11","Kill an inventor whose ideas are too dangerous to be put into practice."],["12","Activate an invention being held in storage in the workshop."]],"name":"Experimental Workshop Adventures","page":144,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Bizarre Magical Effects","colLabels":["d6","Effect"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Every spell cast in the area triggers a wild magic surge. (Roll on the {@table Wild Magic Surge|PHB} table in the \"Sorcerer\" section of the {@i Player's Handbook}.)"],["2","One or more objects in the area have a random trick effect. (Roll on the Tricks table in {@book appendix A|DMG|10|Random Tricks} of the {@book Dungeon Master's Guide|DMG}.)"],["3","The area is affected by a {@spell guards and wards}{@i spell}."],["4","Rooms and chambers in the area are affected by random obstacles. (Roll on the Obstacles table in {@book appendix A|DMG|10|Stocking a Dungeon} of the {@book Dungeon Master's Guide|DMG}.)"],["5","One or more objects in the area have a random trap effect. (Roll on the Traps table in {@book appendix A|DMG|10|Random Traps} of the {@book Dungeon Master's Guide|DMG}.)"],["6","Random sections of the area are affected by an {@spell antimagic field} spell."]],"name":"Experimental Workshop Map; Bizarre Magical Effects","page":144,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Izzet Villains","colLabels":["d8","Villain"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A disgraced member of the Izmundi tries to embarrass the guild by orchestrating a magical disaster."],["2","A team of inventors is creating a secret arsenal of volatile weapons."],["3","Trying to impress the guildmaster, a mage from the Laboratory of Storms and Electricity creates a device that pushes the weather from one extreme to another."],["4","A researcher siphons power from the Blistercoils to fuel experiments, causing failures in parts of the city's infrastructure."],["5","An obsessive researcher, trying to perfect an alchemical formula, causes a series of ever-worsening laboratory mishaps."],["6","A guild leader orchestrates a series of \"accidental\" laboratory explosions that are actually meant to disrupt the nearby activities of other guilds."],["7","An imprisoned spellcaster stages an explosive prison break using improvised materials."],["8","A suspicious spellcaster who can't trust research secrets to others creates clones that run amok."]],"name":"Izzet Villains","page":144,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Izzet Assignments","colLabels":["d6","Assignment"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Acquire a hard-to-find metal or energy source."],["2","Copy a rival's research notes."],["3","Destroy a rival's research."],["4","Take measurements of an unusual object or location (such as spatial dimensions or readings of various magical levels)."],["5","Test a new invention."],["6","Repair an important piece of Ravnica's infrastructure, such as a water main or a boiler pipe, that is tucked away in a remote location."]],"name":"Izzet Character Goals; Izzet Assignments","page":146,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Izzet Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["text-center col-2","col-10"],"rows":[["1","An Izzet experiment transforms a researcher, who then seeks help in returning to normal form."],["2","An escaped Izzet weird (a {@creature blistercoil weird|ggr} or {@creature galvanice weird|ggr}) is causing magical malfunctions around the district."],["3","A researcher trying to craft an antigravity alloy for a personal flight apparatus has created a number of {@spell reverse gravity} effects, and is now trapped in midair at the top of one."],["4","After a laboratory explosion, an alchemical fire resistant to conventional firefighting techniques is spreading through several neighborhoods."],["5","A reckless researcher triggered an explosion in a mizzium foundry, causing a wave of molten metal to spill out into the surrounding streets."],["6","A researcher who claims to have traveled back in time warns of an impending disaster."]],"name":"Other Adventure Hooks; Izzet Adventure Hooks","page":146,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Grand Basilica Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Steal (or recover) a magic item from the vaults below the basilica."],["2","Put an end to nightly visitations by finding and confronting the haunting spirit in the basilica."],["3","Survive a night trapped inside the basilica."],["4","Deliver a warning to an Orzhov pontiff in the basilica and get out alive."],["5","Rescue a prisoner being held in the basilica's spire or crypts."],["6","Escape from captivity in the basilica's spire or crypts."],["7","Destroy a dangerous weapon stored in a vault beneath the basilica."],["8","Acquire or destroy some incriminating evidence held by an Orzhov blackmailer."],["9","Retrieve a precious item held as collateral by an Orzhov loan shark."],["10","Get information from a spirit who knew something important in life."],["11","Find concrete evidence of the syndicate's illegal activities."],["12","Discover the fate of someone who was last seen entering the basilica a week ago."]],"name":"Grand Basilica Adventures","page":147,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Orzhov Villains","colLabels":["d8","Villain"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A powerful pontiff is using the spirits of dead relatives to intimidate members of other guilds."],["2","An angel defected from the Boros Legion, bringing a magic sword with her that the Boros want back."],["3","An Orzhov knight is trying to collect an overdue debt incurred by one of the adventurers' ancestors."],["4","A pontiff is running an extortion racket, promising local businesses protection from thugs that are also in the Orzhov's employ."],["5","A {@creature blood drinker vampire|GGR} is holding prisoners as a food supply in a bank vault."],["6","An advokist is exploiting legal loopholes to win the freedom of several criminals from Azorius prisons."],["7","A desperate spirit tries to frighten people into paying its debts so it can pass on."],["8","An unusually quick-witted {@creature Orzhov giant|GGR} for the stat block) with grand visions of starting a criminal gang interferes with the flow of protection money."]],"name":"Orzhov Villains","page":147,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Orzhov Assignments","colLabels":["d6","Assignment"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Convince a debtor to make a payment."],["2","Damage the person or property of someone who refuses to pay protection money."],["3","Distribute alms-coins to the poor."],["4","Transport a chest of coins to an Orzhov bank."],["5","Destroy evidence that implicates the Orzhov in a crime."],["6","Find information that can be used to blackmail a powerful person."]],"name":"Orzhov Character Goals; Orzhov Assignments","page":149,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Orzhov Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Newly minted Orzhov coins are inscribed with a magical symbol that binds the spirit of anyone who uses them."],["2","{@creature Indentured Spirit|GGR|Indentured spirits} have been deployed to haunt a location the Orzhov want to keep people away from."],["3","Thrulls (a {@creature servitor thrull|ggr} or {@creature winged thrull|ggr}) that have broken free of Orzhov control are causing mischief."],["4","Items appear on the black market that were obviously stolen from an Orzhov vault, but no one admits that the theft has occurred or claims credit."],["5","{@creature Gargoyle||Gargoyles} perched on structures throughout the city are robbing passersby and delivering their stolen goods to an Orzhov basilica."],["6","An eclipse triggers violent behavior from bound Orzhov spirits."]],"name":"Other Adventure Hooks; Orzhov Adventure Hooks","page":149,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Notorious Nightclub Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Shut down a performance before the performers start attacking the crowd."],["2","Escape from the club once the violence starts."],["3","Protect a thrill seeker who wants to witness a performance close up."],["4","Rescue someone who has been abducted for use as an extra in a show."],["5","Find evidence that someone important was (or was not) killed in a previous performance here."],["6","Capture a performer who ran away from a prominent family to \"join the circus.\""],["7","Use the distraction of a performance to hold a secret meeting with someone from another guild."],["8","Spy on someone who is using the distraction of a performance to hold a secret meeting."],["9","Acquire a magic item the {@creature Rakdos|GGR} are using as part of a performance."],["10","Investigate rumors that the {@creature Rakdos|GGR} have a wingless angel in their show."],["11","Find an escaped convict who is rumored to be hiding behind {@creature Rakdos|GGR} makeup."],["12","Stop a {@creature Rakdos|GGR} member who is blackmailing an important person with embarrassing information."]],"name":"Notorious Nightclub Adventures","page":150,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Rakdos Villains","colLabels":["d8","Villain"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A coven of {@creature Blood Witch|GGR|blood witches}, seeking {@creature Rakdos|GGR}'s favor, uses magic to turn members of other guilds against their own allies."],["2","Word spreads that a retiring performer wants to go out with a bang, and their final performance promises to be explosive."],["3","Mocking the absence of the Guildpact, a {@creature Rakdos|GGR} troupe takes over the Chamber of the Guildpact and performs its satire before a captive audience."],["4","A demon captures people and makes a game of thwarting their efforts to escape."],["5","A skilled puppeteer uses skeletal marionettes to recreate historical acts of violence between guilds—which are inexplicably repeated in the real world within the next few days."],["6","A ringmaster has discovered magic that fills the whole audience with blood lust and sends them rampaging through the streets."],["7","A hypnotist is programming audience members to go into a murderous rage when a triggering event occurs."],["8","A crazed {@creature blood witch|GGR} hopes to rouse {@creature Rakdos|GGR} by driving captured sacrificial victims into his lair."]],"name":"Rakdos Villains","page":152,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Rakdos Assignments","colLabels":["d6","Assignment"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Acquire a flashy magic item to use as a prop in a performance."],["2","Try out a new performance routine in the midst of actual life-or-death combat."],["3","Sow distrust of an important person through satire or slander."],["4","Make sure a specific person is in the front row for a certain performance."],["5","Capture a deadly monster for use in a spectacular show."],["6","Interrupt a solemn ceremony or ritual being performed by another guild."]],"name":"Rakdos Character Goals; Rakdos Assignments","page":153,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Rakdos Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Wild-eyed people attending a popular new club seem unwilling or unable to go home after several days of nonstop merriment."],["2","One morning, everyone who has seen a {@creature Rakdos|GGR} performance in the past week suddenly transforms into a minor demon."],["3","An apparently spontaneous {@creature Rakdos|GGR}-led riot has spread to take over an entire neighborhood."],["4","People who die in {@creature Rakdos|GGR}-inspired violence stand back up as {@creature Zombie||zombies} and keep fighting."],["5","Ordinary knives and chains in homes across the neighborhood seem to come to life in advance of the start of a {@creature Rakdos|GGR} show."],["6","After several mausoleums are burst open from the inside, people see their undead family members cavorting on a {@creature Rakdos|GGR} stage."]],"name":"Other Adventure Hooks; Rakdos Adventure Hooks","page":153,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Vernadi Center Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Ascertain the numbers of the military forces housed in and around the vernadi."],["2","Find the source of pollen that is drifting through the neighborhood and making people placid and compliant."],["3","Find the source of wind-borne seeds that are drifting through the neighborhood and quickly growing into hostile awakened shrubs."],["4","Retrieve an initiate who was supposedly forced to join the guild through mind-affecting magic."],["5","Stop the vernadi, whose tree has awakened and escaped the control of its dryad, from trampling through the neighborhood."],["6","Find a way to tap into the mind, will, and knowledge of Mat'Selesnya through the vernadi's central tree or its dryad."],["7","Introduce a contagion into Mat'Selesnya through the vernadi's tree or its dryad."],["8","Capture an equenaut who has been accused of a crime and who has taken refuge at the vernadi."],["9","Convince or coerce a healer to tend to a sick or wounded person who would normally be an enemy of the conclave."],["10","Find a spy embedded in the vernadi community."],["11","Blend into the community to avoid pursuers."],["12","Retrieve an item that was donated to the community by a new initiate, but without the permission of the item's owner."]],"name":"Vernadi Center Adventures","page":153,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Selesnya Villains","colLabels":["d8","Villain"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A fanatical leader disrupts building projects because they aren't in harmony with nature."],["2","A Ledev guardian is leading preemptive raids on other guilds, believing that a full-scale attack on the conclave is imminent."],["3","A voda, feeling imperiled by the ills of society, causes vines to grow and seal the members of her vernadi inside."],["4","A militant leader of a splinter group harasses \"unbelievers\" on the street and threatens to unleash elemental power on them."],["5","A loxodon evangel uses coercive methods to recruit young people into the conclave."],["6","An elf seeking spiritual union with Mat'Selesnya threatens the dryad of their own vernadi."],["7","A crazed prophet claims to be the incarnation of Mat'Selesnya and gathers an army to strike at other guilds."],["8","A {@creature horncaller|GGR} steals animals that were used as pets, mounts, and beasts of burden throughout the neighborhood."]],"name":"Selesnya Villains","page":155,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Selesnya Assignments","colLabels":["d6","Assignment"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Work to stop the spread of a strange illness."],["2","Tend to the victims of a catastrophe or an attack."],["3","Mediate a dispute between two other guilds."],["4","Plant a magic seed, watch it grow into a great tree, and defend the tree until reinforcements arrive."],["5","Bring an unruly beast under control and return it to the vernadi it escaped from."],["6","Lead a targeted military strike to warn another guild against overreaching."]],"name":"Selesnya Character Goals; Selesnya Assignments","page":156,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Selesnya Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A sacred tree has been defiled or cut down, and an angry Selesnya mob is gathering to exact revenge."],["2","The Worldsoul has identified the characters as emblematic of their guilds' overreaching ambition."],["3","A seer of the conclave tries to convince the characters that they are fated to save the world."],["4","Plants throughout a neighborhood develop carnivorous tendencies."],["5","A magic-infused stone of a Selesnya building grows out of control, threatening nearby buildings."],["6","A Selesnya {@creature wurm|GGR} breaks free of its controller and goes on a rampage."]],"name":"Other Adventure Hooks; Selesnya Adventure Hooks","page":156,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Growth Chamber Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Escape from the chamber while a {@creature category 3 krasis|GGR} runs amok through it after breaking out of its growth pod."],["2","Break one or more krasis out of their growth pods in order to wreak havoc on the growth chamber."],["3","Stop a sinister experiment in progress."],["4","Spy on a research program intended to create superior soldiers."],["5","Subtly sabotage a research program so that it fails without the interference being obvious."],["6","Steal research notes from an experiment with broad applications."],["7","Free someone who has become the involuntary subject of Simic experiments."],["8","Discover the source of a form of terraforming magic spreading out from the chamber's location."],["9","Capture a crazed Simic scientist who is trying to use other scientists in the chamber for experimental subjects."],["10","Capture a crazed Simic scientist whose own body has been drastically altered by their experiments."],["11","Acquire the laboratory's technology so it can be put to use by another guild."],["12","Retrieve research notes from a flooded and abandoned laboratory."]],"name":"Growth Chamber Adventures","page":156,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Simic Villains","colLabels":["d8","Villain"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A rogue researcher is flooding parts of the undercity to serve as aquariums for secret experiments."],["2","Researchers are capturing members of the other guilds so they can create hybrid soldiers that take advantage of the weaknesses of those guilds."],["3","Researchers team up to surround an entire neighborhood in a plasma casing that is slowly altering the environment and all its inhabitants."],["4","A magic-wielding Simic hybrid is eluding capture by the authorities thanks to a combination of adaptations and spells."],["5","A researcher delves too deep into ancient lore and discovers mind-warping alien secrets."],["6","A researcher creates a moss that threatens to destroy much of the city's food production."],["7","A {@creature biomancer|GGR} seeks revenge by creating a specialized krasis that targets a specific guild."],["8","A researcher turns to necromancy, exploring the combination of dead body parts with living tissue."]],"name":"Simic Villains","page":158,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Simic Assignments","colLabels":["d6","Assignment"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Protect a Simic researcher who is trying to make an exhaustive examination of a new form of plant life."],["2","Capture a previously unknown type of creature."],["3","Contain an ooze or a krasis that is running loose."],["4","Observe the behavior of a new form of krasis or Simic hybrid in the field."],["5","Test a symbiotic magic item or life form (perhaps something like a living {@item cloak of the manta ray})."],["6","Introduce a new predator species to the area to prey on a smaller species that is running amok."]],"name":"Simic Character Goals; Simic Assignments","page":159,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Simic Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A researcher who was hybridized with an ooze is accidentally spreading that effect throughout a neighborhood, partially liquefying the residents."],["2","Multiple {@creature category 3 krasis|GGR} under no one's control emerge from canals throughout the city."],["3","A Simic laboratory has sunk to the bottom of a zonot, and all contact has been lost with the researchers inside."],["4","A Simic airship falls to the ground, and it contains key research that several parties want to acquire."],["5","A sage of the Gyre Clade accidentally creates an {@spell antimagic field} that slowly spreads over the neighborhood."],["6","People and animals near a Simic zonot develop spontaneous mutations."]],"name":"Other Adventure Hooks; Simic Adventure Hooks","page":159,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"General Items","colLabels":["Rarity","Item","Source"],"colStyles":["col-2 text-center","col-8","col-2 text-center"],"rows":[["Uncommon","{@item Skyblinder staff|GGR}","{@i GGR}"],["Very rare","{@item Illusionist's Bracers|GGR|Illusionist's bracers}","{@i GGR}"],["Very rare","{@item Peregrine mask|GGR}","{@i GGR}"],["Very rare","{@item Sword of the paruns|GGR}","{@i GGR}"],["Very rare","{@item Voyager staff|GGR}","{@i GGR}"]],"name":"Guilds and Magic Items; General Items","page":174,"source":"GGR","chapter":{"name":"Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Azorius Items","colLabels":["Rarity","Item","Source"],"colStyles":["col-2 text-center","col-8","col-2 text-center"],"rows":[["Uncommon","{@item Azorius Guild signet|GGR}","{@i GGR}"],["Uncommon","{@item Lantern of revealing}","{@i DMG}"],["Uncommon","{@item Weapon of warning}","{@i DMG}"],["Rare","{@item Bead of force}","{@i DMG}"],["Rare","{@item Dimensional shackles}","{@i DMG}"],["Rare","{@item Azorius keyrune|GGR}","{@i GGR}"],["Rare","{@item Iron bands of Bilarro}","{@i DMG}"],["Rare","{@item Rope of entanglement}","{@i DMG}"],["Rare","{@item Wand of binding}","{@i DMG}"],["Very rare","{@item Rod of alertness}","{@i DMG}"],["Very rare","{@item Rod of security}","{@i DMG}"],["Legendary","{@item Defender}","{@i DMG}"],["Legendary","{@item Rod of lordly might}","{@i DMG}"]],"name":"Azorius Items","page":175,"source":"GGR","chapter":{"name":"Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Boros Items","colLabels":["Rarity","Item","Source"],"colStyles":["col-2 text-center","col-8","col-2 text-center"],"rows":[["Uncommon","{@item Boros Guild signet|GGR}","{@i GGR}"],["Uncommon","{@item Sentinel shield}","{@i DMG}"],["Rare","{@item Daern's instant fortress}","{@i DMG}"],["Rare","{@item Boros keyrune|GGR}","{@i GGR}"],["Rare or greater","{@item Horn of Valhalla}","{@i DMG}"],["Rare","{@item Pariah's Shield|GGR|Pariah's shield}","{@i GGR}"],["Rare","{@item Sun blade}","{@i DMG}"],["Rare","{@item Sunforger|GGR}","{@i GGR}"],["Very rare","{@item Spellguard shield}","{@i DMG}"],["Legendary","{@item Holy avenger}","{@i DMG}"]],"name":"Boros Items","page":175,"source":"GGR","chapter":{"name":"Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Dimir Items","colLabels":["Rarity","Item","Source"],"colStyles":["col-2 text-center","col-8","col-2 text-center"],"rows":[["Uncommon","{@item Amulet of proof against detection and location}","{@i DMG}"],["Uncommon","{@item Dimir Guild signet|GGR}","{@i GGR}"],["Uncommon","{@item Hat of disguise}","{@i DMG}"],["Uncommon","{@item Medallion of thoughts}","{@i DMG}"],["Uncommon","{@item Ring of mind shielding}","{@i DMG}"],["Uncommon","{@item Spies' Murmur|GGR|Spies' murmur}","{@i GGR}"],["Very rare or greater","{@item Crystal ball}","{@i DMG}"],["Very rare","{@item Dimir keyrune|GGR}","{@i GGR}"],["Legendary","{@item Cloak of invisibility}","{@i DMG}"],["Legendary","{@item Ring of invisibility}","{@i DMG}"]],"name":"Dimir Items","page":175,"source":"GGR","chapter":{"name":"Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Golgari Items","colLabels":["Rarity","Item","Source"],"colStyles":["col-2 text-center","col-8","col-2 text-center"],"rows":[["Common","{@item Moodmark paint|GGR}","{@i GGR}"],["Uncommon","{@item Boots of elvenkind}","{@i DMG}"],["Uncommon","{@item Cloak of elvenkind}","{@i DMG}"],["Uncommon","{@item Golgari Guild signet|GGR}","{@i GGR}"],["Uncommon","{@item Pipes of the sewers}","{@i DMG}"],["Rare","{@item Dagger of venom}","{@i DMG}"],["Rare","{@item Staff of swarming insects}","{@i DMG}"],["Very rare","{@item Cloak of arachnida}","{@i DMG}"],["Very rare","{@item Golgari keyrune|GGR}","{@i GGR}"],["Very rare","{@item Ring of regeneration}","{@i DMG}"]],"name":"Golgari Items","page":175,"source":"GGR","chapter":{"name":"Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Gruul Items","colLabels":["Rarity","Item","Source"],"colStyles":["col-2 text-center","col-8","col-2 text-center"],"rows":[["Uncommon","{@item Gauntlets of ogre power}","{@i DMG}"],["Uncommon","{@item Gruul Guild signet|GGR}","{@i GGR}"],["Rare or greater","{@item Belt of giant strength}","{@i DMG}"],["Rare","{@item Berserker axe}","{@i DMG}"],["Rare","{@item Gruul keyrune|GGR}","{@i GGR}"],["Rare","{@item Horn of blasting}","{@i DMG}"],["Rare","{@item Ring of the ram}","{@i DMG}"],["Rare","{@item Stone of controlling earth elementals}","{@i DMG}"],["Legendary","{@item Ring of spell turning}","{@i DMG}"]],"name":"Gruul Items","page":175,"source":"GGR","chapter":{"name":"Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Izzet Items","colLabels":["Rarity","Item","Source"],"colStyles":["col-2 text-center","col-8","col-2 text-center"],"rows":[["Uncommon","{@item Alchemy jug}","{@i DMG}"],["Uncommon","{@item Elemental gem}","{@i DMG}"],["Uncommon","{@item Izzet Guild signet|GGR}","{@i GGR}"],["Uncommon","{@item Headband of intellect}","{@i DMG}"],["Uncommon","{@item Mizzium apparatus|GGR}","{@i GGR}"],["Uncommon","{@item Pyroconverger|GGR}","{@i GGR}"],["Rare","{@item Bowl of commanding water elementals}","{@i DMG}"],["Rare","{@item Brazier of commanding fire elementals}","{@i DMG}"],["Rare","{@item Censer of controlling air elementals}","{@i DMG}"],["Rare","{@item Izzet keyrune|GGR}","{@i GGR}"],["Rare","{@item Mizzium armor|GGR}","{@i GGR}"],["Rare","{@item Mizzium mortar|GGR}","{@i GGR}"],["Rare","{@item Wand of wonder}","{@i DMG}"],["Very rare","{@item Manual of golems}","{@i DMG}"],["Very rare","{@item Staff of thunder and lightning}","{@i DMG}"],["Legendary","{@item Apparatus of Kwalish}","{@i DMG}"],["Legendary","{@item Ring of elemental command}","{@i DMG}"],["Legendary","{@item Staff of the magi}","{@i DMG}"]],"name":"Izzet Items","page":175,"source":"GGR","chapter":{"name":"Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Orzhov Items","colLabels":["Rarity","Item","Source"],"colStyles":["col-2 text-center","col-8","col-2 text-center"],"rows":[["Uncommon","{@item Eyes of charming}","{@i DMG}"],["Uncommon","{@item Orzhov Guild signet|GGR}","{@i GGR}"],["Rare","{@item Orzhov keyrune|GGR}","{@i GGR}"],["Rare","{@item Rod of rulership}","{@i DMG}"],["Rare","{@item Wings of flying}","{@i DMG}"],["Very rare","{@item Mirror of life trapping}","{@i DMG}"],["Very rare","{@item Tome of leadership and influence}","{@i DMG}"],["Legendary","{@item Sphere of annihilation}","{@i DMG}"]],"name":"Orzhov Items","page":176,"source":"GGR","chapter":{"name":"Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Rakdos Items","colLabels":["Rarity","Item","Source"],"colStyles":["col-2 text-center","col-8","col-2 text-center"],"rows":[["Uncommon","{@item Deck of illusions}","{@i DMG}"],["Uncommon","{@item Rakdos keyrune|GGR}","{@i GGR}"],["Uncommon","{@item Rakdos Guild signet|GGR}","{@i GGR}"],["Uncommon","{@item Potion of fire breath}","{@i DMG}"],["Rare","{@item Cape of the mountebank}","{@i DMG}"],["Rare","{@item Flame tongue}","{@i DMG}"],["Rare","{@item Mace of terror}","{@i DMG}"],["Rare","{@item Necklace of fireballs}","{@i DMG}"],["Rare","{@item Sword of wounding}","{@i DMG}"],["Rare","{@item Wand of fear}","{@i DMG}"],["Rare","{@item Wand of fireballs}","{@i DMG}"],["Very rare","{@item Bag of devouring}","{@i DMG}"],["Very rare","{@item Dancing sword}","{@i DMG}"],["Very rare","{@item Demon armor}","{@i DMG}"],["Very rare","{@item Nine lives stealer}","{@i 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text-center"],"rows":[["Melee weapon attack","Strength mod.*","Strength mod."],["Ranged weapon attack","Dexterity mod.*","Dexterity mod."],["Spell attack","Spellcasting ability mod.**","Depends on effect"]],"name":"How do I know which ability modifier to use with an attack roll and its damage roll?","source":"SAC","chapter":{"name":"Sage Advice Compendium","index":0}},{"caption":"Random Height and Weight","colLabels":["Race","Base Height","Height Modifier","Base Weight","Weight Modifier"],"colStyles":["col-1","col-1","col-1","col-1","col-1"],"rows":[["Cervan (Grove)","4'8\"","+{@dice 2d10}","110 lb.","x ({@dice 1d4}) lb."],["Cervan (Pronghorn)","6'1\"","+{@dice 2d10}","120 lb.","x ({@dice 2d4}) lb."],["Corvum","4'4\"","+{@dice 2d10}","70 lb.","x ({@dice 1d4}) lb."],["Gallus","3'4\"","+{@dice 3d10}","55 lb.","x ({@dice 1d4}) lb."],["Hedge","2'11\"","+{@dice 2d6}","30 lb.","x ({@dice 1d4}) lb."],["Jerbeen","2'4\"","+{@dice 2d4}","20 lb.","x ({@dice 1d2}) lb."],["Luma","2'8\"","+{@dice 2d4}","25 lb.","x 1 lb."],["Mapach","3'11\"","+{@dice 2d6}","85 lb.","x ({@dice 2d4}) lb."],["Raptor","2'11\"","+{@dice 2d6}","25 lb.","x 1 lb."],["Strig","3'10\"","+{@dice 2d10}","80 lb.","x ({@dice 1d6}) lb."],["Vulpin","4'2\"","+{@dice 2d10}","80 lb.","x ({@dice 2d4}) lb."]],"name":"Random Height and Weight","page":32,"source":"HWCS","chapter":{"name":"Ch. 1: Welcome to the Wood","index":1}},{"caption":"Standard Languages","colLabels":["Language","Typical Speakers","Script"],"colStyles":["col-1","col-1","col-1"],"rows":[["Birdfolk","Birdfolk, Humblefolk","Birdfolk"],["Cervan","Cervans","–"],["Hedge","Hedges","Sylvan"],["Jerbeen","Jerbeens","Birdfolk"],["Mapach","Mapachs","Mapach"],["Vulpin","Vulpins","Vulpin"]],"name":"Languages of the Wood; Standard Languages","page":32,"source":"HWCS","chapter":{"name":"Ch. 1: Welcome to the Wood","index":1}},{"colLabels":["Amaranthine","Alignment","Race","Domains","Symbol"],"rows":[["{@deity Altus|Amaranthine|HWCS|Altus, the Enduring}","CG","Strig","Tempest, War","An ornate wooden chalice, out of which pour storm clouds"],["{@deity Ardea|Amaranthine|HWCS|Ardea, the Dawnmother}","NG","–","Life, Light","A radiant sun with two golden feathers"],["{@deity Cairith|Amaranthine|HWCS|Cairith, the Resolute}","LN","Cervan","Life","A pair of white antlers wrapped in flowering vines"],["{@deity Clhuran|Amaranthine|HWCS|Clhuran, the Fickle}","CN","Luma","Arcana, Trickery","Two birds, one singing, the other crowing"],["{@deity Gaspard|Amaranthine|HWCS|Gaspard, the Champion}","NG","Jerbeen","Community","Three rapiers, tied together by a pink ribbon"],["{@deity Gesme|Amaranthine|HWCS|Gesme, the Brilliant}","N","Corvum","Knowledge, The Forge","A gnarled oak branch, burning at one end"],["{@deity Hanera|Amaranthine|HWCS|Hanera, the Provider}","LG","Gallus","Community, Nature","A bird with plants for tail feathers"],["{@deity Hath|Amaranthine|HWCS|Hath, the Whisperer}","CN","Mapach","Night","A raccoon mask with a single star above it"],["{@deity Reya|Amaranthine|HWCS|Reya, the Explorer}","CN","Raptor","Nature, Tempest","Four arrows, in a circle of ivy, forming a compass"],["{@deity Henwin|Amaranthine|HWCS|Henwin, the Kind}","NG","Hedge","Nature","A blooming yellow rose, flecked with dew"],["{@deity Kren|Amaranthine|HWCS|Kren, the Sly}","NE","Vulpin","Trickery","An eye wreathed in fangs"],["{@deity Tyton|Amaranthine|HWCS|Tyton, the Nightfather}","LN","–","Grave, Night","A wing containing three stars and a crescent moon"]],"name":"The Amaranthine","page":54,"source":"HWCS","chapter":{"name":"Ch. 2: Religion in the Wood","index":2}},{"caption":"City Encounters (Levels 2-4)","colLabels":["d8","Encounter"],"colStyles":["col-1 text-center","col-11"],"rows":[[1,"A {@creature mapach tinkerer|HWCS} with a hand cart of goods distracts the party with his marvelous wares while his {@creature hedge bard|HWCS} partner attempts to pickpocket them."],[2,"An innocent {@creature cervan priest|HWCS} is accosted by {@dice 1d4} {@creature birdfolk guard|HWCS|birdfolk guards}. These birdfolk are criminals who've stolen Perch Guard uniforms, and the party will be rewarded for their capture."],[3,"A visiting {@creature vulpin noble|HWCS} is interested in seeing the sights. Show them around town by rolling again on this table. They will accompany the party for this encounter, and should they survive, will reward the party 20 gp for the invigorating time."],[4,"A gathering of acrobatic street performers. If high enough level, a party member with the Sharp Mind trait, or who makes a DC 14 Intelligence check, will recognize a {@creature gallus monk|HWCS} among them from a wanted poster."],[5,"A citywide parade to honor Gaspard, the Champion. There are jousts, fencing matches, and other contests in which the party can participate. Defeat a {@creature jerbeen swashbuckler|HWCS} in a duel to win a magic item."],[6,"A mysterious death. If players are high enough level, this could lead to a fight with the {@creature corvum assassin|HWCS} who was paid to perform the murder."],[7,"A bar fight breaks out between {@dice 1d4} {@creature mapach bandit|HWCS} patrons and {@dice 1d4} {@creature birdfolk militia|HWCS}."],[8,"A pair of {@creature jerbeen thief|HWCS|jerbeen thieves} steal from the party. This leads back to their {@creature vulpin captain|HWCS} leader, who runs a pickpocketing ring in town."]],"name":"Appendix E: Random Encounters; City Encounters (Levels 2-4)","page":215,"source":"HWCS","chapter":{"name":"App. E: Random Encounters","index":9}},{"caption":"Cave Encounters (Level 1)","colLabels":["d8","Encounter"],"colStyles":["col-1 text-center","col-11"],"rows":[[1,"{@dice 1d2} {@creature gray ooze|mm|gray oozes} conceal themselves as stagnant pools."],[2,"A {@creature shifting slime|HWCS} attacks."],[3,"{@dice 1d2} roosting {@creature swarm of emberbats|HWCS|swarms of emberbats} drop from the ceiling."],[4,"2 {@creature caustic slime|HWCS|caustic slimes} attack."],[5,"The party finds a 6-foot-tall bioluminescent mushroom."],[6,"{@dice 1d4} {@creature sticky slime|HWCS|sticky slimes} attack."],[7,"Two {@creature sticky slime|HWCS|sticky slimes} and a {@creature caustic slime|HWCS} attack."],[8,"{@dice 1d4} {@creature violet fungus} attack."]],"name":"Appendix E: Random Encounters; Cave Encounters (Level 1)","page":215,"source":"HWCS","chapter":{"name":"App. E: Random Encounters","index":9}},{"caption":"Coast Encounters (Level 4)","colLabels":["d8","Encounter"],"colStyles":["col-1 text-center","col-11"],"rows":[[1,"The party finds a small shrine to Gesme within a hidden grotto. The first player to pray here gains the ability to cast {@spell clairvoyance} once, without material components."],[2,"2 {@creature raptor explorer|HWCS|raptor explorers} are leading a {@creature strig tracker|HWCS} bounty hunter to the party."],[3,"{@dice 1d4} giant petrels circle overhead (use the stat block for a {@creature giant eagle}, but with a 30 ft. swim speed)."],[4,"A violent storm rolls in. If the party chooses not to take shelter, they must make a DC 14 Constitution saving throw while traveling, suffering a level of {@condition exhaustion} on a failure."],[5,"A mass of seaweed turns out to be a {@creature shambling mound}."],[6,"A ship is stolen from the docks by {@dice 1d4 + 1} {@creature birdfolk sailor|HWCS} pirates, led by a {@creature jerbeen swashbuckler|HWCS}."],[7,"A sinking ship is spotted with its crew aboard. There are {@dice 1d3} {@creature hunter shark|mm|hunter sharks} circling in the water."],[8,"A crashing wave sweeps in, and the party must make a DC 14 Strength saving throw or be swept 80 feet into the sea, where a {@creature water elemental} lies in wait."]],"name":"Appendix E: Random Encounters; Coast Encounters (Level 4)","page":215,"source":"HWCS","chapter":{"name":"App. E: Random Encounters","index":9}},{"caption":"Forest Encounters (Level 1-2)","colLabels":["d8","Encounter"],"colStyles":["col-1 text-center","col-11"],"rows":[[1,"{@dice 2d4} {@creature mapach bandit|HWCS|mapach bandits} ambush the party."],[2,"{@dice 1d2} {@creature swarm of emberbats|HWCS|swarms of emberbats} attack the party."],[3,"{@dice 1d4} {@creature magmin} can be spotted burning foliage through the trees. They haven't started a fire yet, but they will if left unchecked."],[4,"The party finds a moss covered shrine to Reya. The first character that stops to pray here gains the ability to cast {@spell elevated sight|HWCS} once."],[5,"{@dice 1d4} {@creature mapach bandit|HWCS|mapach bandits} and a {@creature jerbeen thief|HWCS} spring from the forest, offering safe passage for a road toll of 3 gp per party member. They will attack if the toll is not paid immediately."],[6,"{@dice 1d3} {@creature wolf|mm|wolves} led by a {@creature dire wolf} attack the party."],[7,"A {@creature birdfolk skirmisher|HWCS} on patrol is struggling in a large spider web and calling for help. He has been bound in silk, requiring a DC 15 Strength check or one round using a cutting tool to free him. There are {@dice 1d2 + 1} {@creature giant spider|mm|giant spiders} hidden in the trees."],[8,"A bandit's net trap has been laid across the trail and covered with leaves. It can be spotted with a DC 15 Wisdom ({@skill Perception}) check. If players walk into it, the trap springs, and players must make a DC 14 Dexterity saving throw to avoid getting caught. On a failure, you can roll on this table again to complicate the encounter."]],"name":"Appendix E: Random Encounters; Forest Encounters (Level 1-2)","page":215,"source":"HWCS","chapter":{"name":"App. E: Random Encounters","index":9}},{"caption":"Mountain Encounters (Levels 2-3)","colLabels":["d8","Encounter"],"colStyles":["col-1 text-center","col-11"],"rows":[[1,"Two {@creature griffon|mm|griffons} can be seen in the distance. They give a warning shriek. The party can find another route, losing ground and rolling again on this table, or fight them."],[2,"{@dice 1d4} {@creature mapach bandit|HWCS|mapach bandits} and a {@creature vulpin captain|HWCS} attack."],[3,"A hungry {@creature basilisk} appears."],[4,"{@dice 1d4} {@creature jerbeen thief|HWCS|jerbeen thieves} attack."],[5,"{@dice 1d4} {@creature mountain lion|HWCS|mountain lions} attack."],[6,"The weather suddenly shifts to a bitter storm. If the party chooses not to take shelter, they must make a DC 13 Constitution saving throw while traveling, suffering a level of {@condition exhaustion} from the cold on a failure."],[7,"The party finds a weathered shrine to Altus. The first character that stops to pray here gains the ability to cast {@spell enhance ability} once, without using material components. The player may only select either the {@b Bear's Endurance} or {@b Bull's Strength} options when the spell is cast."],[8,"The party finds a roost of {@dice 1d3} {@creature giant eagle|mm|giant eagles} with {@dice 1d4} young (Medium sized beasts that cannot attack) with them. They will attack unless the party can convince them they are not a threat."]],"name":"Appendix E: Random Encounters; Mountain Encounters (Levels 2-3)","page":215,"source":"HWCS","chapter":{"name":"App. E: Random Encounters","index":9}},{"caption":"Scorched Grove Encounters (Level 3)","colLabels":["d8","Encounter"],"colStyles":["col-1 text-center","col-11"],"rows":[[1,"{@dice 1d4 + 1} {@creature swarm of emberbats|HWCS|swarms of emberbats} attack."],[2,"An {@creature ashsnake|HWCS} attacks. If the party is hunting for the ashsnake in {@adventure Part 3|HWAitW|3}, it is waiting to ambush them."],[3,"The party finds a small stand of scorched trees, two of which tower above the others. When approached these two {@creature awakened tree|mm|awakened trees} attack with branches that glow with embers. Their attacks deal fire damage instead of bludgeoning damage, and can set flammable objects carried by characters on fire."],[4,"One {@creature fire elemental} can be seen off in the distance. Players must make a DC 10 Dexterity ({@skill Stealth}) check to avoid its notice, otherwise it will see them and attack. "],[5,"{@dice 1d3} {@creature magma mephit|mm|magma mephits} and {@dice 1d2} {@creature dust mephit|mm|dust mephits} attack."],[6,"{@dice 1d4} {@creature magmin} attack."],[7,"A Tender is being attacked by a {@creature swarm of emberbats|HWCS}."],[8,"A field of geysers lays ahead, each intermittently spraying scalding gases into the air. The party can attempt to cross cautiously with a DC 16 Intelligence check to notice a pattern, or by making three DC 14 Dexterity saving throws, taking 4 ({@dice 1d8}) fire damage on each failure. Pass or fail, after 3 saving throws they've made it across. Alternatively, party members can choose to go around. If so, roll again on this table."]],"name":"Appendix E: Random Encounters; Scorched Grove Encounters (Level 3)","page":215,"source":"HWCS","chapter":{"name":"App. E: Random Encounters","index":9}},{"caption":"Swamp Encounters (Level 1)","colLabels":["d8","Encounter"],"colStyles":["col-1 text-center","col-11"],"rows":[[1,"{@dice 1d3} {@creature birdfolk skeleton|HWCS|birdfolk skeletons}, covered in moss rise from the murky water and attack."],[2,"Two {@creature sticky slime|HWCS|sticky slimes} and a {@creature caustic slime|HWCS} attack."],[3,"The party stumbles upon a {@creature swarm of quippers} in the water. Players with a passive Perception of 15 or higher notice the swarm and avoid it."],[4,"The party finds a fungus covered shrine to Henwin within a tangle of plant life. The first character to pray here gains the ability to cast {@spell spiny shield|HWCS} once, without using material components."],[5,"{@dice 1d4} {@creature sticky slime|HWCS|sticky slimes} attack."],[6,"{@dice 1d2} {@creature swarm of insects|MM|swarms of insects} envelop the party. They have a walking speed of 5 ft., a 30 ft. flying speed, and no climbing speed."],[7,"Two {@creature caustic slime|HWCS|caustic slimes} attack."],[8,"A birdfolk researcher caught in quicksand. Requires a DC 12 Strength ({@skill Athletics}) check to free. Roll again on this table to complicate the encounter."]],"name":"Appendix E: Random Encounters; Swamp Encounters (Level 1)","page":215,"source":"HWCS","chapter":{"name":"App. E: Random Encounters","index":9}},{"caption":"What did They Find?","colLabels":["d20","They find..."],"colStyles":["col-1 text-center","col-11"],"rows":[[1,"A carefully cleaned and varnished mouse skull."],[2,"A ruby statue worth 50 gp, but birdfolk and humblefolk alike believe it to be cursed."],[3,"A golden coin dating back to the very founding of Alderheart."],[4,"A small switch-knife hidden inside of a wooden spoon."],[5,"A holy symbol of an Amaranthine not worshiped in Humblewood."],[6,"A feather with brilliant tropical colors, not seen on any Humblewood birdfolk."],[7,"A ring with a strange seed where a gemstone would normally be."],[8,"A mechanical cricket, but its winding key is missing."],[9,"A thin length of chain, that when examined is actually made of seamless loops of wood."],[10,"A small bag containing hand polished marbles, each one with a different small insect in it."],[11,"A necklace made from the shells of small iridescent beetles."],[12,"A wooden frog that is perpetually slick with some kind of viscous moisture."],[13,"A short, thin twig that is unbendable and indestructible."],[14,"A locket made from a polished periwinkle shell. A strange sigil has been carved on the inside."],[15,"A glass jar filled with eight fireflies, each giving off light. One glows white, and the others glow a different color of the rainbow."],[16,"A bandit mask from a time before the Coalition."],[17,"A detailed onyx carving of a birdfolk skull. It is cold to the touch."],[18,"A silver pinecone that is completely immune to fire damage."],[19,"A locked music box. Mechanical chirping can occasionally be heard from inside."],[20,"A weathered parchment scroll, which unfurls to reveal music inscribed in long-faded ink."]],"name":"Appendix F: What did They Find?; What did They Find?","page":218,"source":"HWCS","chapter":{"name":"App. F: What did They Find?","index":10}},{"caption":"Franchise Logos or Livery","colLabels":["d10","Logo or Livery"],"colStyles":["text-center col-2","col-10"],"rows":[["1","The words \"Green Flan\" in Elvish"],["2","The symbol of Asmodeus"],["3","The name of the franchise's dead founder, elaborately engraved"],["4","A beholder's central eye"],["5","The silhouette of a catoblepas"],["6","Three werewolves howling at the moon"],["7","\"Lathander is Our Copilot\""],["8","A winking {@creature Jim Darkmagic|AI}"],["9","A snaking piece of barbed wire"],["10","The franchise's business number"]],"name":"Fast Franchise Generator; Franchise Logos or Livery","page":7,"source":"AI","chapter":{"name":"Acquisitions Incorporated","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Headquarters Locations","colLabels":["d10","Headquarters"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A tavern once owned by smugglers. Tunnel entrances have clearly been bricked over, and no one's quite sure where they all lead."],["2","A simple chapel to a long-forgotten god. The pews are awfully uncomfortable, but fragrant incense burns without ceasing."],["3","A battle-worn castle. A real fixer-upper, it's seen better days. Better years. Maybe even better centuries."],["4","A top-of-the-line naval vessel that has somehow been stranded miles inland."],["5","A private library. The franchise is free to use the space as long as no harm comes to the books."],["6","A hollowed-out statue of an ancient king."],["7","An early model airship. Very early. The balloon is mostly patches at this point—a motley assortment of ship sails, cloaks, and animal skins."],["8","A former blacksmith's shop, which was a former exercise studio, and a former cafe before that."],["9","A multicolor waterproof canvas stretched over a succession of jutting stone columns. Within, it always appears to be late spring."],["10","A creaking wagon that smells of turnips, and which is bigger inside than out."]],"name":"Fast Franchise Generator; Headquarters Locations","page":7,"source":"AI","chapter":{"name":"Acquisitions Incorporated","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Headquarters Quirks","colLabels":["d8","Quirk"],"colStyles":["text-center col-2","col-10"],"rows":[["1","One staircase leads to two different places somehow."],["2","Any kettle used in the kitchen screams when it boils."],["3","Every chair has one leg slightly shorter than the others."],["4","Every stairwell has an illusion of one additional step at the top."],["5","There's a nest in the attic. A big nest. Like, really big."],["6","Every Friday, the color of the walls changes to a different festive theme."],["7","The building was previously owned by a franchise rival, and the place is filled with their marketing materials."],["8","There's a space inside the headquarters that's clearly a room, but which has no doors."]],"name":"Fast Franchise Generator; Headquarters Quirks","page":7,"source":"AI","chapter":{"name":"Acquisitions Incorporated","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Memorable Majordomos","colLabels":["d6","Majordomo"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A consummate professional. No amount of blood, gore, or viscera will keep them from completing their duties."],["2","A sinister figure who sticks to the shadows and respond always to requests with, \"Yes, master.\""],["3","The ghost of the previous owner. They do a terrible job and refer to all prospective clients as trespassers."],["4","A brusque, deaf, retired military captain."],["5","An incredibly cheerful chef, who insists that no business is more pressing than a full belly."],["6","A druid that keeps an open door policy for any and all animals seeking shelter. Their cleaning policy is less rigorous."]],"name":"Fast Franchise Generator; Memorable Majordomos","page":7,"source":"AI","chapter":{"name":"Acquisitions Incorporated","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Reliable Connections","colLabels":["d8","Connection"],"colStyles":["text-center col-2","col-10"],"rows":[["1","{@b Kim the Kid}: The best fence in town."],["2","{@b Jeremy Snoot}: The most easily intimidated customs official in the city. From blueprints of government buildings to shipping manifests, he's your halfling."],["3","{@b York Battleby}: A dab hand at knitting and swinging a sword. He takes payment in liquor for either service."],["4","{@b Diana Fenwick}: Noble who wants to play criminal; enthusiastic, inexperienced, and loaded."],["5","{@b \"G\"}: The only thing known about this information broker is the dead-drop point where they exchange messages, and that they're never wrong."],["6","{@b Teresa Clearlake}: If you're looking for a place to lie low, her funeral home is ideal."],["7","{@b Jenkin Twotooth}: Always has a job for those looking to scrape together a few coins. Unfortunately, his teeth outnumber his scruples."],["8","{@b \"Mustard\" Micah}: Famous for being able to get goods and people past any blockade. Provided you don't mind said goods or people smelling strongly of mustard for the next month."]],"name":"Fast Franchise Generator; Reliable Connections","page":7,"source":"AI","chapter":{"name":"Acquisitions Incorporated","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Franchise Advancement","colLabels":["Levels","Franchise Rank","Licensed Region","New Staff","Franchise Tasks","Headquarters Features","Costs"],"rows":[["1–4","1","Settlement","Majordomo, 2 untrained hirelings, 1 skilled hireling","1 task","Starter headquarters","× 1"],["5–10","2","Small territory","4 untrained hirelings, 1 skilled hireling, 10 crew","2 tasks","Cosmetic, expansion, transportation, weapon","× 1.5"],["11–16","3","Large territory","8 untrained hirelings, 2 skilled hirelings, 10 crew","3 tasks","Arcane, defensive, franchise choice","× 3"],["17–20","4","Limited extraplanar","16 untrained hirelings, 4 skilled hirelings, 20 crew","4 tasks","Arcane, franchise choice, secret","× 5"]],"name":"Franchise Advancement","page":10,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Baseline Costs","colStyles":["col-10","col-2 text-right"],"colLabels":["Franchise Headquarters","Monthly Cost"],"rows":[["Horse-drawn carriage or wagon","15 gp"],["Farm or rural enterprise","20 gp"],["Settlement enterprise (guildhall, inn, tavern, shop, and so forth)","120 gp"],["Sailing ship, including all port fees","200 gp"],["Remote enterprise (fort, lighthouse, trading post, roadhouse, and so forth)","250 gp"],["Noble estate, large manor, fortified tower","350 gp"],["Airship","800 gp"],["Giant walking statue, magic locomotive","1,000 gp"],["Keep or small castle","3,000 gp"],["Large castle or palace","12,000 gp"]],"name":"Baseline Costs","page":17,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"The Cartographer","colStyles":["col-2 text-center","col-10"],"colLabels":["Franchise Rank","Features"],"rows":[["1","Proficiencies and Starting Equipment, It's a Rental"],["2","{@item Spyglass of Clairvoyance|AI}, Tale of Safe Travel"],["3","Map of Shortcuts, Map of the Moment"],["4","{@item Elder Cartographer's Glossography|AI}, Greater Tale of Safe Travel"]],"name":"The Cartographer","page":19,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Possible Map Mission Landmarks","colLabels":["d8","Landmark"],"colStyles":["text-center col-2","col-10"],"rows":[["1","The Ancient Sarcophagus of Gerald Smith"],["2","A tree labeled \"This tree\""],["3","\"The Last Resting Place of My Rich Brother that is Also a Bear Cave\""],["4","A range of peaks known as the Slightly Wobbly Spires"],["5","An ever-flowing, nonmagical spigot of pure, clear water in the middle of nowhere"],["6","A cave filled with screaming bioluminescent worms"],["7","The most haunted forest for ten miles in any direction"],["8","A huge pile of rocks with no other rocks within sight"]],"name":"Map of the Moment; Possible Map Mission Landmarks","page":20,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Why Be a Cartographer?","colLabels":["d8","Reason"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A paranoid person by nature, you like seeing what's ahead of you at all times."],["2","Your parent was a cartographer, their parent was a cartographer, and by the gods, you're going to be one too."],["3","You're fairly certain no one else in your party even knows how to hold a map, let alone read one."],["4","You like spyglasses. A lot."],["5","Your nickname as a child was \"the cartography kid.\""],["6","Contrary to popular opinion, the destination is much, much more important than the journey."],["7","A good map is like an adventure without the bugs. And the mud. And the wolves."],["8","You suffer from the nagging feeling of never knowing why you've come into a room, and you need the professional flourish that lets you cover for that."]],"name":"Why Be a Cartographer?","page":20,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"The Decisonist","colStyles":["col-2 text-center","col-10"],"colLabels":["Franchise Rank","Features"],"rows":[["1","Proficiencies and Starting Equipment, Tiebreaker"],["2","Absentee Ballot, {@item Coin of Decisionry|AI}"],["3","Better Odds, Inspired Decision"],["4","Charming Misdemeanor, Clandestine Kit"]],"name":"Decisionist; The Decisonist","page":21,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Coin of Decisionry \"Tails\" Image","colLabels":["d8","Tails"],"colStyles":["text-center col-2","col-10"],"rows":[["1","{@creature Omin Dran|AI}"],["2","Yourself"],["3","A pumpkin"],["4","A fourteen-headed hydra (it's a big coin)"],["5","An old despotic tyrant, their image defaced"],["6","A demon lord"],["7","A foaming tankard of beer"],["8","A Masked Lord of Waterdeep"]],"name":"Proficiencies and Starting Equipment; Coin of Decisionry \"Tails\" Image","page":22,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"colLabels":["d4","Decision"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Lucrative"],["2","Brand Appeal"],["3","Indeterminate"],["4","Ruinous"]],"name":"Coin of Decisionry","page":22,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Why Be a Decisionist?","colLabels":["d8","Reason"],"colStyles":["text-center col-2","col-10"],"rows":[["1","It's always you who picks where everyone has lunch."],["2","Roughly half your choices are the right ones. You might as well just toss a coin for it."],["3","You have no idea. In fact, you're constantly plagued by indecision."],["4","Democracy is the greatest force for change in the world, but is ruined by everyone else voting."],["5","All the other positions were taken."],["6","You've always felt it was your calling to tell other people what to do. Now to make it official."],["7","When faced with two choices, you've always yearned for the freedom to choose both."],["8","As a child, you had a sibling make you choose which of your toys lived or died. You were never the same."]],"name":"Why Be a Decisionist?","page":22,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Favorite Methods to Destroy Documents","colLabels":["d6","Method"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Any way you like, provided you make a copy first"],["2","Mimic shredder"],["3","Fake dragon-head incinerator"],["4","The bottomless hole in the basement—at least you're pretty sure it's bottomless"],["5","Feeding it to the goat out back"],["6","Making your coworkers eat it by slipping it into their food, piece by piece—it's the only way to be sure"]],"name":"Documancer; Favorite Methods to Destroy Documents","page":23,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"The Documancer","colStyles":["col-2 text-center","col-10"],"colLabels":["Franchise Rank","Features"],"rows":[["1","Proficiencies and Starting Equipment, Gift of Words"],["2","{@item Documancy Satchel|AI}, Fluent in Boss"],["3","Satchel of Holding, Document Flexibility"],["4","Scroll Humidor, Scroll Service"]],"name":"The Documancer","page":23,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Why Be a Documancer?","colLabels":["d8","Reason"],"colStyles":["text-center col-2","col-10"],"rows":[["1","You heard a rumor once that signing a contract with your off hand is technically nonbinding, and you're desperate to see if it's true. For reasons."],["2","All businesses have their ups and downs, but there's always money to be made from \"processing fees.\""],["3","You have a habit of always being clear about what you've promised, but never saying when you'll do it."],["4","You love doing decorative scrollwork on documents, knowing that's the best place to hide the fine print."],["5","As a child, you learned to cross your fingers behind your back when making a promise. Now you yearn to make that legally binding."],["6","Your habit of screaming, \"No take backs!\" after any group decision seemed to suggest your true calling."],["7","You believe that language is an art, not a science. Who's to say what is or isn't a \"real\" word?"],["8","The smell of old parchment makes you giddy."]],"name":"Why Be a Documancer?","page":24,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"The Hoardsperson","colStyles":["col-2 text-center","col-10"],"colLabels":["Franchise Rank","Features"],"rows":[["1","Proficiencies and Starting Equipment, What a Deal"],["2","{@item Living Loot Satchel|AI}, Living the Good Life"],["3","Secret Satchel, That Thing You Need"],["4","Portable Hole Satchel, That Expensive Thing You Need"]],"name":"The Hoardsperson","page":24,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Class-Based Living Loot Satchel","colLabels":["Class","Satchel"],"rows":[["Barbarian","Broad belt with a dozen hanging pockets"],["Bard","Lute case"],["Cleric","Hollowed-out holy tome"],["Druid","Made from natural, organic, locally sourced woven fibers"],["Fighter","A thick, battle-scarred iron lockbox"],["Paladin","A metal case with fine engraving and scrollwork"],["Ranger","A fur-lined bindle"],["Rogue","A nondescript coin pouch"],["Sorcerer","A battered leather satchel, prone to spitting out multicolored sparks at the seams"],["Warlock","A patchwork monster-leather satchel with a \"purely decorative\" fanged mouth."],["Wizard","A pocket dimension hidden up your sleeve or inside your hat"]],"name":"Class-Based Living Loot Satchel","page":25,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Why Be a Hoardsperson?","colLabels":["d8","Reason"],"colStyles":["text-center col-2","col-10"],"rows":[["1","You once tried to dive into a huge pool of gold coins. It hurt."],["2","You've been betrayed by your adventuring party before, and there's no way now that you'll trust anyone else to hold on to the loot"],["3","Once, through a series of increasingly complex negotiations, you traded a paper clip for temporary control of a minor fiefdom."],["4","Material possessions don't mean that much to you. Or at least that's the story you're going with."],["5","You've never had a problem spending other people's money. Surely keeping other people's money can't be that hard."],["6","You believe there's no such thing as worthless goods. Only unmotivated buyers."],["7","You're not a hoarder. More of a passionate collector. You can stop anytime you want. Really."],["8","Given the personalities of the other party members, it was mutually agreed that you were the only one who could be trusted"]],"name":"Why Be a Hoardsperson?","page":26,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"The Loremonger","colStyles":["col-2 text-center","col-10"],"colLabels":["Franchise Rank","Features"],"rows":[["1","Proficiencies and Starting Equipment, {@item Whisper Jar|AI}"],["2","Need to Know, Whispered Encyclopedia"],["3","Construction Permits, Whispered Warnings"],["4","Efficient Upgrades, Whispered Arcana"]],"name":"The Loremonger","page":26,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Things Recorded in Your Whisper Jar","colLabels":["d8","Recording"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A live recording of the only performance of the mostly forgotten stage play {@i Tabaxi on a Hot Tin Roof}"],["2","The life's work of the loremonger who owned the jar before you"],["3","Every courageous thought you've ever had, to cover for how scared you are most of the time"],["4","Everything, because everyone else around you will eat their words one day!"],["5","The top seven places to eat fried rat skewers in every settlement you've ever visited"],["6","The entire family tree of every royal line, extant or lost, in Faerûn"],["7","A moment-by-moment review of your favorite {@creature Jim Darkmagic|AI} stage performance"],["8","The sound of raucous applause, which you play back liberally"]],"name":"Things Recorded in Your Whisper Jar","page":27,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Why Be a Loremonger?","colLabels":["d8","Reason"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Your favorite thing to hear is, \"I probably shouldn't say anything, but did you know... ?\""],["2","Your {@i whisper jar} is a better conversationalist than most people you've ever met."],["3","You can't keep a secret for the life of you, and you need to tell someone this thing you know or it's going to kill you!"],["4","You never know when someone else's words will come in handy."],["5","Peoples and cultures can never die as long as their stories are still told."],["6","You talked about a really cool idea once when you were drunk, and can't remember a word of it now. That'll never happen again."],["7","A person is only as good as their word, and you feel compelled to keep others honest."],["8","You can't read or write, so this whole recording-and-playing-back-what-you-say-in-a-jar thing is a huge benefit."]],"name":"Why Be a Loremonger?","page":28,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"The Obviator","colStyles":["col-2 text-center","col-10"],"colLabels":["Franchise Rank","Features"],"rows":[["1","Proficiencies and Starting Equipment, Read the Opposition"],["2","Alchemist's Insight, {@item Obviator's Lenses|AI}"],["3","Advanced Preparations, {@item Travel Alchemical Kit|AI}"],["4","Enhanced Lenses, Obviate the Opposition"]],"name":"The Obviator","page":28,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Where You First Dabbled in Alchemy","colLabels":["d8","Learning Experience"],"colStyles":["text-center col-2","col-10"],"rows":[["1","You traveled with a charlatan alchemist for years, until they were arrested for selling fake healing potions. You still remember how to get the taste just right."],["2","You were once the head dishwasher in a famous wizard's college."],["3","One of your parents was a healer in a small outpost, and they taught you that even the most mundane flora and natural materials can be used to wondrous effect."],["4","While lost in the Underdark, you were forced to consume mold, fungus, and insect parts to survive. You developed a taste for that sort of thing."],["5","You think you might be addicted to holy water. You just can't stop drinking it long enough to find out for sure."],["6","You were once the personnel manager of a struggling business and needed to come up with a herbal cure-all that would keep employees awake for eighteen-hour shifts. No one died. Mostly."],["7","As the child of a wealthy and despotic noble, you learned to smell {@condition poisoned} pastries a mile off. A shame that your siblings weren't so talented."],["8","As a server in a tavern, you refined the perfect hangover cure but never wrote the recipe down. Now you're desperate to recreate it."]],"name":"Alchemist's Insight; Where You First Dabbled in Alchemy","page":29,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Why Be an Obviator?","colLabels":["d8","Reason"],"colStyles":["text-center col-2","col-10"],"rows":[["1","There's nothing that excites you more than a puzzle you can't immediately solve."],["2","Your favorite saying is, \"All according to plan.\" Especially when you have no idea what's going on."],["3","You have an entire room dedicated to notes and sketches connected by red yarn."],["4","Your plans are so detailed that they have plans of their own."],["5","You find the little details so much more interesting than... well, anything else."],["6","You already had the chemical burns on your hands. Might as well make it official."],["7","Methodical. Calculating. Brilliant. One day, you hope these words will apply to you."],["8","It's not paranoia if they really are out to get you. And if you're out to get them first."]],"name":"Why Be an Obviator?","page":30,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"The Occultant","colStyles":["col-2 text-center","col-10"],"colLabels":["Franchise Rank","Features"],"rows":[["1","Proficiencies and Starting Equipment, Read the Kill"],["2","Eldritch Occultant, Bring Out Your Dead"],["3","Bead of Instant Karma, Death's Omen"],["4","Bead of Diverted Karma, Correct the Balance"]],"name":"The Occultant","page":30,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Ways to Read the Kill","colLabels":["d6","Reading"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Using a tiny bellows to pump one last breath into a corpse."],["2","Reading the entrails with special reading-the-entrails glasses."],["3","Burning a small piece of the body and looking for shapes in the smoke."],["4","A cautious, reasoned, professional guesstimate."],["5","Careful measurements. The distance between nostrils. The difference between the index finger and the middle finger. The elasticity of the ear lobe."],["6","You take a long, careful look, and then decide based on which fellow franchisee has been nice to you lately."]],"name":"Ways to Read the Kill","page":31,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Why Be an Occultant?","colLabels":["d8","Reason"],"colStyles":["text-center col-2","col-10"],"rows":[["1","You believe in karmic balance, but hate the idea that \"balance\" means good and bad things can both happen to you. Good things happening to you and bad things happening to other people seems perfectly reasonable."],["2","You love drinking tea and hate cleaning up, so pretending that the dregs in those dozens of empty cups are there to show ill omens and portents is a perfect cover."],["3","You collected beads carved as skulls as a child. Nobody ever told you there was a career in that sort of thing."],["4","You watched someone close to you die, and were overcome by the feeling that you should be making money off it somehow."],["5","You've always owned a stuffed cat. You're not sure where it came from, but it's given you great career advice so far."],["6","You've always worn a lot of black."],["7","You really wanted a job where you can hide a fog machine under the desk for dramatic effect during meetings."],["8","You have an obsession with death that clearly marks you for great things."]],"name":"Why Be an Occultant?","page":32,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"The Secretarian","colStyles":["col-2 text-center","col-10"],"colLabels":["Franchise Rank","Features"],"rows":[["1","Proficiencies and Starting Equipment, {@item Sending Stone|AI}"],["2","{@item Portfolio Keeper|AI}, Rumor Mill"],["3","Cards of Sending, Improved Rumor Mill"],["4","Always Hiring, Charming Introduction"]],"name":"The Secretarian","page":32,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Quirks of Your Sending Stone","colLabels":["d8","Quirk"],"colStyles":["text-center col-2","col-10"],"rows":[["1","It's a flip stone."],["2","It gets great reception everywhere except in your headquarters."],["3","It sometimes picks up other magical conversations."],["4","It's the perfect size, shape, and weight to be used as a skipping stone."],["5","It heats up when you use it, to the extent that it once burned through your gloves."],["6","It has an obnoxious ringtone that you can't work out how to change."],["7","It fails to notify you of incoming messages except for a faint pulsating glow."],["8","It's voice activated, so that every time you talk to someone, it tries to send a message to someone else."]],"name":"Quirks of Your Sending Stone","page":33,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Why Be a Secretarian?","colLabels":["d8","Reason"],"colStyles":["text-center col-2","col-10"],"rows":[["1","You believe that people shouldn't work harder; they should work smarter. And then they should work harder."],["2","You've always yearned to be in the people business, because inanimate objects can't pay you."],["3","Being able to hand out \"Employee of the Month\" stickers has been a life-long dream."],["4","You believe that customer loyalty can't be bought, but that it can be rented at reasonable terms and rates."],["5","Your habit of constantly telling other people how they can improve makes you a master of performance reviews."],["6","You've always believed that the customer is satisfied when you say the customer is satisfied, and not a second before."],["7","You love the joy that other people get when you tell them what to do."],["8","Buzzwords was your first language."]],"name":"Why Be a Secretarian?","page":34,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Signature Items","colLabels":["d10","Item"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A tooth from a previous victim, wrapped in a silk handkerchief"],["2","A calling card with your name on it"],["3","A quick charcoal sketch of your victim, done in your own hand"],["4","Petals from your favorite flower"],["5","Six drops of blood, either your own or someone else's"],["6","A carved ivory die with an eye instead of a pip on the 1 face"],["7","A copper coin bearing the likeness of a reaper"],["8","A tiny vial containing a few drops of the homemade ale you're so proud of"],["9","A riddle, joke, or verse"],["10","An IOU, accompanied by you taking something from the victim"]],"name":"Sending a Clear Message; Signature Items","page":53,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Barbarian Style","colLabels":["d10","Style"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A fur-lined, double-breasted suit with a corporate logo on the pocket"],["2","A hand-woven turban from a master tailor of Calimshan"],["3","Soft leather boots with a notable personal symbol etched into the side"],["4","A pair of suspenders made from the hide of a displacer beast"],["5","A gold belt buckle depicting the Dwarvish rune for chaos"],["6","A specially tailored belt pouch that you wear at the small of your back"],["7","Stylish mirrored spectacles"],["8","A specially dyed tunic containing all the colors of the rainbow in a swirled pattern"],["9","An overcoat with numerous pockets and leather patches on the elbows"],["10","Golden grillwork for your teeth, set with small gems that mark out ancient glyphs translating as \"Getting Paid\""]],"name":"Barbarian Style","page":53,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["d6","Spirit Guardian"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A half-orc enforcer called Joey Plantain, missing his right arm"],["2","A disgraced tax collector named Nibbin Clutchquill"],["3","An overly enthusiastic morale liaison called Apricot Reese"],["4","A grumpy dwarf carriage driver nicknamed Bolt"],["5","A pair of identical twin circus performers called Stella and Bella"],["6","An elf bodyguard known as Mistress Leafwind"]],"name":"Path of the Ancestral Guardian","page":54,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colStyles":["col-2 text-center","col-10"],"colLabels":["Totem Animal","Urban Replacements"],"rows":[["Bear","Otyugh, giant spider"],["Eagle","Crow, flying snake"],["Wolf","Giant rat, giant fire beetle"]],"name":"Path of the Totem Warrior","page":54,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Insults to Die For","colLabels":["d20","Insult"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Did your mother have any children who lived?"],["2","Who dressed you, a grimlock?"],["3","You smell like a hell hound's hindquarters."],["4","You're as helpful as a halfling."],["5","Let me guess. You're a self-taught wizard?"],["6","Your personality has all the warmth of a winter wolf."],["7","You're the loveliest hag in the coven."],["8","You're not the sharpest piercer in the cave."],["9","Aren't you a little short for a giant?"],["10","Truly, your intellect is as deep as a {@spell Tenser's floating disk}."],["11","Did you wake up in a troglodyte den this morning, or is that how you normally smell?"],["12","You must have been sick the day they taught fighting at warrior school."],["13","Gruumsh must have closed his eye when he created you."],["14","I can see you, but where's the dragon that pooped you out?"],["15","You've got all the good sense of a mind flayer's last meal."],["16","You don't know a beholder from a gas spore."],["17","I suspected you'd fallen out of the idiot tree, but I didn't know you were dragged through Stupid Forest afterward."],["18","There's nothing about your looks that a full-face helmet wouldn't improve."],["19","You're about as useful as an orc horde at a tea party."],["20","I've seen better-looking faces on a gibbering mouther."]],"name":"Cutting Wit and Wicked Barbs; Insults to Die For","page":55,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Notable Enemies","colLabels":["d10","Enemy"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A guard captain who was fired for failing to catch you after you flouted the law"],["2","A former master bard whose songs you stole and knowledge you plundered"],["3","A lesser noble who you double-crossed in a brilliant scheme"],["4","A fallen paladin who you tricked into breaking their oath"],["5","A leader of another adventuring party who blames you for their downfall"],["6","A former adventuring partner who you cut loose because of their lack of skill"],["7","The master of a powerful guild whose wares you were involved in pilfering"],["8","A government official who you tricked into providing secrets"],["9","A former tavern owner who lost their business when you implicated them in a scheme they weren't actually involved in"],["10","A moneylender who you inadvertently bankrupted"]],"name":"The Wrong Kind of People; Notable Enemies","page":55,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Relics of Faith","colLabels":["d8","Relic"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Saint's-thighbone walking stick (50 gp)"],["2","Do-it-yourself indulgence kit (10 gp)"],["3","Holy-water-brewed ale (20 gp)"],["4","Deva wing-feather bookmark (10 gp)"],["5","Deity-autographed holy symbol (100 gp)"],["6","Scratch-and-sniff icon (5 gp)"],["7","Planetar shaving set (15 gp)"],["8","Unexpurgated holy texts with all the really naughty bits (10 gp)"]],"name":"Divine Deals; Relics of Faith","page":56,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Meditative Rituals","colLabels":["d8","Ritual"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Fifteen minutes of deity-mandated calisthenics"],["2","Handwriting a detailed agenda for the next 24 hours"],["3","Sitting in silence for 15 minutes, while screaming \"Shut up!\" at anyone who makes noise"],["4","Sleep another hour; your deity says it's fine"],["5","Burning incense and lighting a candle on a makeshift altar while you recite your vows"],["6","Practicing battle forms and stances"],["7","Creating a new likeness of your deity out of whatever materials you have on hand"],["8","Drinking a lot of wine (sacramental, of course)"]],"name":"Clerical Routine; Meditative Rituals","page":56,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Relationship with Your Deity","colLabels":["d10","Relationship"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Your deity possesses you and speaks through your lips, and you need someone else to take notes."],["2","You see your deity's signs in the movements of creatures, the changing weather, the shapes of buildings, other stuff."],["3","In secret, you curse the burden your deity has placed on you."],["4","You wonder often if you're worthy of your deity's gifts."],["5","You're convinced your deity isn't all-knowing, because they clearly have no idea what you really get up to."],["6","Your deity gives you power and you give them glory—at any cost."],["7","Those other clerics don't love your deity like you do."],["8","You were raised religious, but you only really go to church on the high holidays."],["9","Your deity's grace gives you peace. Their anger drives your fury."],["10","You've got buyer's remorse, and you're wondering if this is really the deity for you."]],"name":"The Ways of Faith; Relationship with Your Deity","page":56,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Distinguishing Features of Wild Shape","colLabels":["d6","Feature"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Your pelt is rich hues of gold and silver so bright that they reflect light."],["2","When you take wild shape form, it's a painful, squelchy process that usually leaves your fellow adventurers queasy."],["3","Your wild shape forms all wear an identical ceremonial bracelet on one limb, decorated with teeth."],["4","A dark patch on your body is recognizable as the silhouette of {@creature Omin Dran|AI}"],["5","You always have twigs, leaves, and other refuse tangled in your fur or hair."],["6","When you switch back to your normal form, one hand always manages to retain its fur or feathers for a short while."]],"name":"Running Wild; Distinguishing Features of Wild Shape","page":58,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Urban Sanctuaries","colLabels":["d10","Sanctuary"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A cemetery that acts as a de facto park"],["2","A museum hosting rare plants and animals from other lands"],["3","A swampy patch, unsuitable for building, teeming with marsh flora and fauna"],["4","A large copse containing the habitats of tree-dwelling animals"],["5","A community garden whose bounty is shared by local residents"],["6","A ruined section of the city that has been reclaimed by nature"],["7","A zoo overseen by a strange but powerful fellow druid"],["8","A private park that charges a fee for entrance, ensuring that only the wealthy can enjoy its serenity"],["9","A nature reserve stocked with scared and confused animals that are hunted for sport"],["10","A business that grows and harvests rare and exotic plants and animals for creating magical and mundane products"]],"name":"Nature in Unlikely Places; Urban Sanctuaries","page":58,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Creatures to Care For","colLabels":["d10","Creature"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A carnivorous plant with a taste for fine foods"],["2","A colony of bees whose hive once hung from a tree in your homeland"],["3","A seven-legged pygmy giant spider once used as a pixie's mount"],["4","A baby death dog that shows no evil tendencies (yet)"],["5","An orphaned owlbear cub-chick with a never-ending cold"],["6","An unhatched silvery egg that is ice-cold to the touch"],["7","A very small, very old awakened shrub"],["8","A grouchy badger that lives under your bed"],["9","A feral cat that thinks it's much tougher than it is"],["10","A friendly stirge that nests in your backpack and drinks only fruit juice"]],"name":"Steward of Nature; Creatures to Care For","page":58,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Martial Tricks","colLabels":["d6","Trick"],"colStyles":["text-center col-2","col-10"],"rows":[["1","You are an expert at pretending you've been injured to the point where you can't possibly go on. By goading foes to finish you off, you keep your allies safe as you reveal how much fight you still have in you."],["2","You always keep a small pouch of salt or sand at your belt. If you can blind an opponent, even momentarily, you can usually end a fight quickly."],["3","You fight with your off hand at the start of a battle, so that your opponent sets their defenses and attacks to one side. Then you quickly switch hands at the most opportune moment, making your foe wonder what other tricks you might play."],["4","Swearing, name-calling, political satire—you do it all. You make use of a range of down-and-dirty fighting epithets that would make an ogre barbarian blush."],["5","You constantly converse with your opponents during the battle, doing whatever you can to distract them or get into their heads. It's surprising how many combatants enter a fight not knowing whether their boots have come untied."],["6","You have a belt pouch specially made to release ball bearings or caltrops in the thick of the fight, forcing your enemies to avoid those hazards while fending off your blows."]],"name":"Keeping them Guessing; Martial Tricks","page":59,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Signature Equipment","colLabels":["d12","Equipment"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Handcrafted arrows whose heads bear the mark of a lightning bolt, and which give a distinctive whistle when fired"],["2","A shield made from the shell of a giant turtle"],["3","A matching shortsword and dagger, decorated to look like the upper and lower jaws of a carnivorous dinosaur"],["4","A battleaxe with its head shaped like the flowing hair of a dwarf warrior"],["5","A suit of armor made from the discarded chitin of giant arthropods"],["6","A pair of boots fashioned to look like the paws of a large feline"],["7","A sword whose pommel is shaped in the form of a hand, so that you shake the hand when you wield it"],["8","A hammer forged to resemble a giant's fist on one side and a dragon's head on the other"],["9","A helmet shaped like the head of a hare, with tiny diamonds for eyes"],["10","A bow carved with images of the phases of the moon"],["11","A dagger with a handle made of bone, etched with worn and unreadable runes"],["12","A backpack made from the leather and fur of a skunk"]],"name":"Wielding the Best; Signature Equipment","page":59,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Victory Celebration","colLabels":["d10","Celebration"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A finely honed, well-choreographed dance"],["2","Ale! And then more ale!"],["3","Seizing a trophy from a vanquished foe"],["4","Composing a poem extolling your valiant combat prowess"],["5","Adding a commemorative square to your battle quilt"],["6","Adding a decorative stencil to your favorite weapon or armor"],["7","Paying the town crier to proclaim your victory"],["8","Commissioning a painting of the battle"],["9","Praising surviving enemies for a job well done, no hard feelings"],["10","There is no time to celebrate, for your war is eternal!"]],"name":"Victory Is Yours; Victory Celebration","page":60,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Subtle Stances","colLabels":["d8","Stance"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Incontinent Elder—Standing straight, knees together (excellent for surviving those long queues)"],["2","Addled Adder—Lying flat on the ground (perfect when attempting to hide)"],["3","Ponderous Pudding—Collapsed in a heap (useful when trying to disguise yourself as a drunken fool)"],["4","Frightened Gnome—Curled in the fetal position (excellent when about to take a lot of damage)"],["5","Ambitious Student—Standing with one armed raised (useful when trying to be seen)"],["6","Boisterous Brewmaster—Hand raised as if making a toast (excellent at preventing being slapped)"],["7","Hardy Harpy—Arms flapping wildly while singing (inspires people to leave you alone, and good for cooling off on hot days)"],["8","Broken Bridge—Face down on the ground with knees bent and posterior up (reduces visibility to foes in front, and makes a useful ramp for allies to jump off)"]],"name":"Stances for Success; Subtle Stances","page":61,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Ancient Tomes","colLabels":["d10","Tome"],"colStyles":["text-center col-2","col-10"],"rows":[["1","{@i Gambling with the Gods}"],["2","{@i Plowshares into Swords}"],["3","{@i The Poetry of Flumphism}"],["4","{@i Monsters are People Too}"],["5","{@i Oracles of the Future}"],["6","{@i The Sociable Hermit}"],["7","{@i The Enigma of Air}"],["8","{@i The Compendium of Limitless Space}"],["9","{@i The Organic Sun and Moon Cookbook}"],["10","{@i Life is Endless Calamities, What Are You Going to Do About It}?"]],"name":"By the Book; Ancient Tomes","page":61,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Commercial Monasteries","colLabels":["d10","Monastery"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Monastery of the Eternal Spirits (legendary distillers)"],["2","House of the Upright Arches (creators of quality footwear)"],["3","Dome of the Curious Quill (makers of parchment, ink, and writing quills)"],["4","Crystal Bastion (makers of crystal goblets and ornaments)"],["5","Monastery Actuary (underwriters of reasonably priced insurance policies)"],["6","House of Hot Ki (delicious barbecue take-out)"],["7","Sage's Retreat (custom research services)"],["8","Monastery of the Wayward Grape (vintners of fine wines)"],["9","Spider's House Retreat (drow trainers of giant spiders as mounts and companions)"],["10","Hall of Mysteries (investigators for hire)"]],"name":"Ascetic Business Practices; Commercial Monasteries","page":62,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Terrible Secrets","colLabels":["d6","Secret"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Before taking your paladin oath, you accidentally publicly humiliated a good friend. You have sworn to make it up to them, despite them wanting nothing to do with you."],["2","You took another person's identity to escape the law in your younger days—and quickly came to realize that this person was far cooler than the real you. If anyone finds out your true identity, your reputation will suffer."],["3","You were the child of nobles who were found guilty of stealing vast sums from their subjects. If your identity is discovered, you might be hunted down. But you might also be in line for a massive inheritance."],["4","You once belonged to an organization that was eventually banned because a typo in its name made it appear seditious. If anyone discovers this, you run the risk of being mistaken for an enemy of the realm."],["5","You made a deal with a fiendish creature to escape trouble or save another character's life. Emissaries of this fiend appear occasionally to tell you that the paperwork regarding the debt you owe is temporarily lost, but they're working on it."],["6","You owe an enormous amount of money to a forgetful and amoral person. So far, that person has made no sign of wanting you to repay the debt, and you have no idea what to do about that."]],"name":"Things Best Left Unsaid; Terrible Secrets","page":63,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Legendary Catchphrases","colLabels":["d8","Catchphrase"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Looks like this is the end. So let's go back to the beginning."],["2","There's only one way out of this pickle, and that's by breaking a few jars!"],["3","Looks like trouble has some vacation time coming up. So let's book it a nice inn."],["4","We've got a real game of cat and mouse here... so it's time to eat some cheese."],["5","Is that all I've got?!"],["6","It's always darkest before the dawn, except when the moon is full. So let's moon!"],["7","We might be beaten, but we're not beaten! Because \"beaten\" means different things in both those contexts!"],["8","\"Surrender\" is my middle name, but it was a family thing and I never use it!"]],"name":"Fixer of Problems; Legendary Catchphrases","page":63,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Urban Beast Friends","colLabels":["d10","Beast"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Rat"],["2","Pigeon"],["3","Skunk"],["4","Crow"],["5","Raccoon"],["6","Possum"],["7","Snake"],["8","Toad"],["9","Giant beetle"],["10","Lizard"]],"name":"Animals are Everywhere; Urban Beast Friends","page":64,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Disguised Weapons","colLabels":["d6","Object (Improvised Weapon)"],"colStyles":["text-center col-2","col-10"],"rows":[["1","The roasted drumstick of a huge bird (greatclub; longsword if a shard of bone is broken off)"],["2","A long loaf of stale bread (mace)"],["3","A musical instrument missing all but one string (shortbow)"],["4","A racket used in a popular sport (handaxe, battleaxe)"],["5","A metal-tipped crutch (greatsword, spear)"],["6","A large bottle of wine (mace, shortsword if shattered)"]],"name":"No Weapons Allowed; Disguised Weapons","page":64,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Points of Interest","colLabels":["d8","Point of Interest"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A secret cove a few hours' north of town that is a known meeting spot for pirates."],["2","A sewer system underneath the local guardhouse."],["3","The quaint settlement where you grew up, and where you send most of what you earn adventuring."],["4","A caravan of merchants and sellswords that follows a regular route across the land."],["5","A temple built to honor a dark god, long abandoned."],["6","The final resting place of the ranger who trained you."],["7","The shady market known as Gort Jorkle's Afflicted Finery, openly and proudly selling the most illegal things imaginable."],["8","An unnamed hill where a ruined tower appears at midnight, then vanishes again at dawn."]],"name":"Places to Go; Points of Interest","page":65,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Favorite Trophies","colLabels":["d10","Trophy"],"colStyles":["text-center col-2","col-10"],"rows":[["1","The handkerchief of a noble's paramour, with their initials sewn into it as well as the date and the place the gift was given. Perfect blackmail fodder."],["2","A silver goblet from the kitchens of a castle in a wealthy land. It still smells of the wonderful burgundy that was in it when you stole it."],["3","A gold-tipped fountain pen stolen from the breast pocket of a royal wizard."],["4","A piece of intricately woven curtain you had to cut to escape a mayor's manor after stealing their valuables."],["5","A gray cat with white feet, once the pet of a rich merchant's spoiled child. She almost blew your cover. Now she knows when to keep quiet, and she's great at catching mice."],["6","A small statue of a ballerina, broken off from a marble fountain in a city from which you're now banned."],["7","A serpentine lapel pin set with tiny diamonds, which you slipped off the chest of a noble whose fete you finessed your way into."],["8","The solid-gold hammer holy symbol of that one rude blacksmith who refused to fix your sword."],["9","A full potion bottle from the temple of Oghma, marked \"Drink in case of emergency.\" So far, no one has dared you to drink it."],["10","A cracked mirror from a mystic's tower, which sometimes shows you a glint of another realm in one of its shards."]],"name":"Sign of Success; Favorite Trophies","page":65,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Former Guilds","colLabels":["d8","Guild"],"colStyles":["text-center col-2","col-10"],"rows":[["1","The Tumble Dumplings, an all-halfling guild whose cover identities are acrobats"],["2","The Char Hawks, whose front operation is a well-known cleaning service"],["3","The Flattering Butchers, known for their sales of discount meat of unknown provenance"],["4","The Profane Pilferers, who leave lewd calling cards at the scenes of their crimes"],["5","The Undead Rangers, whose cover is that they have nothing to do with rangers or the undead"],["6","The Loyalists, ironically known for breaking contracts at an alarming rate"],["7","The Robust Vultures, who make use of flying magic for specialty jobs"],["8","The Quick and the Fred, who all use \"Fred\" as an alias"]],"name":"Old Business Ties; Former Guilds","page":66,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Unusual Arcane Focuses","colLabels":["d10","Focus"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A stuffed weasel with fake diamonds for eyes"],["2","A rare gold coin that sparkles as you cast"],["3","A copper belt buckle created in your own likeness"],["4","A pair of silver spectacles whose lenses change color based on the school of spell you're casting"],["5","A well-preserved sausage that smells delicious to you and any other creature nearby"],["6","A gold harmonica that cranks out a dramatic tune when you cast"],["7","A shrunken gnome head that blinks and sticks its tongue out occasionally"],["8","A polo mallet carved in the shape of the tarrasque"],["9","A flask of liquid that changes color each time you cast"],["10","The antler stub of a peryton, decorated with nymph hair and pixie dust"]],"name":"Focusing with Flair; Unusual Arcane Focuses","page":67,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Residual Magic","colLabels":["d10","Effect"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A smell just slightly less noxious than troglodyte musk wafts off you from time to time."],["2","At random, your voice shifts three octaves higher or lower than normal."],["3","Your hair changes color for 1 hour. If you don't have hair, you grow silver hair that lasts for 1 hour, then falls out."],["4","At random, your speech and movement suggest that you are blind drunk."],["5","Your eyes glow for 1 minute, cycling intermittently through red, blue, and green."],["6","Sometimes when you deal damage to a creature, a disembodied voice near you shouts out, \"Boo yah!\""],["7","Blood momentarily drips from your ears and eyes."],["8","Your fingernails grow out to gnarled talons. This new growth falls off after 10 minutes or if you touch something."],["9","Intermittently, any somatic components for spells you cast take the form of violent coughing."],["10","For 1 minute, you are 6 inches shorter or taller than normal."]],"name":"Personal Magic; Residual Magic","page":68,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Otherworldly Quirks","colLabels":["d10","Quirk"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Every meal you eat must involve copious amounts of raw onions."],["2","When you are in a stressful situation, you shout every fourth word you speak."],["3","You have a second set of ears that emerge and retract whenever you are actively listening."],["4","You can't bear to touch anything valuable without wearing gloves."],["5","When you wash or bathe, anything less than uncomfortably hot water feels cold to you."],["6","You have to slap some creature roughly before you can get a good night's sleep."],["7","You're just not comfortable unless your clothing features garishly contrasting colors or patterns."],["8","When you cast a spell, the verbal or somatic component must involve a mild obscenity."],["9","Your hair grows so quickly that you must cut it during every short or long rest."],["10","When people call you by your correct name, you constantly admonish them by telling them your correct name."]],"name":"Eldritch Affectations; Otherworldly Quirks","page":69,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Cool Mottos","colLabels":["d6","Motto"],"colStyles":["text-center col-2","col-10"],"rows":[["1","\"I don't break even; I get even.\""],["2","\"I'm the prophet of profit, and I've got a prediction for success.\""],["3","\"Victory is the finest perfume, and I smell delightful.\""],["4","\"Your treasure is my business.\""],["5","\"To err is human, so I'm not.\""],["6","\"I get the job done rather than thinking up fancy mottos.\""]],"name":"Marketing Is Everything; Cool Mottos","page":69,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Lingering Nightmares","colLabels":["d6","Nightmare"],"colStyles":["text-center col-2","col-10"],"rows":[["1","You stand atop a cliff as an apocalyptic sea monster emerges and begins painting the world around you with a brush in each tentacle. You cannot escape its attention, but wake up just before you are recolored."],["2","You dream about walking on pieces of paper, each of which is scribed with the word \"eggshells.\" This is written in multiple languages, some of which you can't read."],["3","You are giving the most important presentation of your career, and the magic you are using to create an impressive visual display has gone haywire. It now displays an illusory image of you wearing nothing but a strategically placed scarf."],["4","A franchise staff member has gained a huge inheritance and retired. A note signed by you indicates that you withdrew the same huge amount of cash from company accounts the day before, but you have no memory of doing so."],["5","You feel the pleasant tickling of feathers, then look up to find a cockatrice preening on your chest."],["6","All your pockets have been torn open, but you can't stop placing valuable objects in them. Each time an object falls out of a pocket, you pick it up, then put it in a pocket again."]],"name":"Nightmare Magic; Lingering Nightmares","page":70,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Arcane Masters","colLabels":["d8","Master"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Philia Fjor, a half-elf abjurer who baked cupcakes that functioned as potions."],["2","Oghhga, a mute half-orc diviner who beat her unsuccessful students to death with rocks."],["3","Impler Rickys, a gnome transmuter who lived under a bridge and worked for candied beets and honey peanuts."],["4","Dame Melna Rothburntonberryville, a 238-year-old elf croquet player and evoker, and hero of the first, second, third, fifth, and sixth Troll Wars. (She was out on maternity leave during the fourth.)"],["5","Fernstern Drockburn, a deep gnome ventriloquist and conjurer, and his \"dummy\" Vinceroy, an imp familiar in a puppet suit."],["6","Loa Hatt, a tiefling illusionist and cobbler, whose rumored dealings with devils led to many jokes about fixing soles while destroying souls."],["7","Reni the Hare, a halfling enchanter with an odd fondness for carrots. You ate a lot of carrots as an apprentice. You don't much like carrots anymore."],["8","Sylvester Delague, a human necromancer whose greatest possession was a portrait painted by an ex-student, said to capture his green eyes perfectly. In truth, Sylvester was color-blind, and the portrait's eyes are bloodshot red. No one ever told him."]],"name":"Learning from the Best; Arcane Masters","page":71,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Score","Modifier","Score","Modifier"],"colStyles":["col-2 text-center","col-4 text-center","col-2 text-center","col-4 text-right"],"rows":[["1","−5","16–17","+3"],["2–3","−4","18–19","+4"],["4–5","−3","20–21","+5"],["6–7","−2","22–23","+6"],["8–9","−1","24–25","+7"],["10–11","+0","26–27","+8"],["12–13","+1","28–29","+9"],["14–15","+2","30","+10"]],"name":"Ability Scores and Modifiers","page":7,"source":"RMR","chapter":{"name":"How to Play","ordinal":{"type":"chapter","identifier":1},"index":0}},{"colLabels":["{@comic {@dice d12}}","{@comic Surprise}"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A ghostly hand appears and slaps a random character for {@dice 2d4} bludgeoning damage. If this kills them, they rise as a spectral presence that follows the group, endlessly slapping them as well."],["2","Five {@creature Giant Rat||giant rats} burst from the ground and attack. Name them after your favorite boy band."],["3","Every magic potion the party carries has turned to spoiled milk."],["4","Point at the character who last spoke. Their left foot has fallen asleep, causing them to suffer {@b −}1 Dexterity for an hour."],["5","Two {@creature Flameskull||flameskulls} fly in, accompanied by loud heavy metal music. They attack."],["6","A lone {@creature flameskull} flies in, looking for his two friends who ditched him on the way to a heavy metal concert. He's confused and angry and also attacks."],["7","The party hears a scraping noise coming from the nearby wall. Make it seem important to the story. Use this noise to focus the group and lead them to the next encounter."],["8","A random character vomits up an {@creature ochre jelly}. Describe the burning sensation as it erupts from the character's feeble mouth-hole. Make the party regret ever wasting your time."],["9","A random character's favorite weapon just gained magical intelligence and starts nagging them about getting on with the adventure."],["10","An arrow suddenly shoots out from the shadows and hits the character who is pissing you off. The character takes {@dice 1d6 + 4} piercing damage and should reconsider their current course of action."],["11","Something gold and shiny catches the eye of a party member. What is it? Whatever you want."],["12","Pick a random character. Tell them their esophagus is cursed."]],"name":"Surprise","page":17,"source":"RMR","chapter":{"name":"Combat","ordinal":{"type":"chapter","identifier":2},"index":1}},{"colLabels":["{@comic {@dice d12}}","{@comic CuFuC}"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","If you made this roll during an attack, you just hit a random character with double critical damage instead. If this roll was non-combat, you're so angry at f***ing up that you attack a random character with your primary weapon in frustration."],["2","Give the die that made this roll to another player at the table. They must use this die for the rest of the game session and, every time they roll it, they have to say \"Bad, die. BAD!\""],["3","All your hair falls out. Yes, even down there..."],["4","All your magic items have turned into nonmagical versions of the same stuff."],["5","Roll twice on the SURPRISE table from earlier in this chapter."],["6","You take {@dice 1d12} force damage. Describe in excruciating detail what you did to earn this embarrassing injury."],["7","You get a paper cut. If you fail a DC 16 Constitution saving throw, you lose {@dice 1d6} hit points from blood loss at the start of each of your turns for the next {@dice 1d6} rounds."],["8","The weapon or item you were using when you made this crappy roll catches on fire. Throw it away or take {@dice 2d10} fire damage while it smolders."],["9","Whatever you were doing when this roll took place just became a comedic pratfall that hits you in the junk. Take {@dice 2d6} bludgeoning damage, and if you had a point of Inspiration, it's now gone."],["10","You are so angry at your stupid mistake that an important grouping of blood vessels in your brain bursts. Permanently lose 1 Intelligence and your sense of smell."],["11","Your roll was so bad that you forsake the gods. If you're a cleric you poop yourself every time you cast a spell until you finish a long rest."],["12","Your internal organs are replaced with stinging bees. Instant death. No saving throw."]],"name":"Critical Hits","page":28,"source":"RMR","chapter":{"name":"Combat","ordinal":{"type":"chapter","identifier":2},"index":1}},{"colLabels":["Experience Points","Level","Proficiency Bonus"],"colStyles":["col-2 text-center","col-2 text-right","col-8 text-right"],"rows":[["0","1","+2"],["300","2","+2"],["900","3","+2"],["2,700","4","+2"],["6,500","5","+3"]],"name":"Rewards","page":35,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Armor","Cost","Armor Class (AC)","Weight"],"colStyles":["col-3","col-3 text-right","col-3 text-center","col-3 text-center"],"rows":[["Leather","10 gp","11*","10 lb."],["Studded leather","45 gp","12*","13 lb."]],"footnotes":["*You add your Dexterity modifier to your Armor Class when you wear this armor."],"name":"Light Armor","page":37,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Armor","Cost","Armor Class (AC)","Weight"],"colStyles":["col-3","col-3 text-right","col-3 text-center","col-3 text-center"],"rows":[["Hide","10 gp","12**","12 lb."],["Chain shirt","50 gp","13**","20 lb."],["Scale mail","50 gp","14**","45 lb."],["Breastplate","400 gp","14**","20 lb."]],"footnotes":["**You add your Dexterity modifier, to a maximum of +2, to your Armor Class when you wear this armor."],"name":"Medium Armor","page":37,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Armor","Cost","Armor Class (AC)","Weight"],"colStyles":["col-3","col-3 text-right","col-3 text-center","col-3 text-center"],"rows":[["Ring mail","30 gp","14","40 lb."],["Chain mail","75 gp","16","55 lb."],["Splint","200 gp","17","60 lb."]],"name":"Heavy Armor","page":37,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Armor","Cost","Armor Class (AC)","Weight"],"colStyles":["col-3","col-3 text-right","col-3 text-center","col-3 text-center"],"rows":[["Shield","10 gp","+2","6 lb."]],"name":"Shields","page":37,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Name","Cost","Damage","Weight","Properties"],"colStyles":["col-2","col-1 text-center","col-2 text-center","col-2 text-center","col-5"],"rows":[["Club","1 sp","{@dice 1d4} bludgeoning","2 lb.","Light"],["Dagger","2 gp","{@dice 1d4} piercing","1 lb.","Finesse, light, thrown (range 20/60)"],["Greatclub","2 sp","{@dice 1d8} bludgeoning","10 lb.","Two-handed"],["Handaxe","5 gp","{@dice 1d6} slashing","2 lb.","Light, thrown (range 20/60)"],["Javelin","5 sp","{@dice 1d6} piercing","2 lb.","Thrown (range 30/120)"],["Light hammer","2 gp","{@dice 1d4} bludgeoning","2 lb.","Light, thrown (range 20/60)"],["Mace","5 gp","{@dice 1d6} bludgeoning","4 lb.","—"],["Quarterstaff","2 sp","{@dice 1d6} bludgeoning","4 lb.","Versatile ({@dice 1d8})"],["Spear","1 gp","{@dice 1d6} piercing","3 lb.","Thrown (range 20/60), versatile ({@dice 1d8})"]],"name":"Simple Melee Weapons","page":39,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Name","Cost","Damage","Weight","Properties"],"colStyles":["col-2","col-1 text-center","col-2 text-center","col-2 text-center","col-5"],"rows":[["Crossbow, light","25 gp","{@dice 1d8} piercing","5 lb.","Ammunition (range 80/320), loading, two-handed"],["Shortbow","25 gp","{@dice 1d6} piercing","2 lb.","Ammunition (range 80/320), two-handed"]],"name":"Simple Ranged Weapons","page":39,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Name","Cost","Damage","Weight","Properties"],"colStyles":["col-2","col-1 text-center","col-2 text-center","col-2 text-center","col-5"],"rows":[["Battleaxe","10 gp","{@dice 1d8} slashing","4 lb.","Versatile ({@dice 1d10})"],["Greataxe","30 gp","{@dice 1d12} slashing","7 lb.","Heavy, two-handed"],["Greatsword","50 gp","{@dice 2d6} slashing","6 lb.","Heavy, two-handed"],["Longsword","15 gp","{@dice 1d8} slashing","3 lb.","Versatile ({@dice 1d10})"],["Maul","10 gp","{@dice 2d6} bludgeoning","10 lb.","Heavy, two-handed"],["Morningstar","15 gp","{@dice 1d8} piercing","4 lb.","—"],["Rapier","25 gp","{@dice 1d8} piercing","2 lb.","Finesse"],["Scimitar","25 gp","{@dice 1d6} slashing","3 lb.","Finesse, light"],["Shortsword","10 gp","{@dice 1d6} piercing","2 lb.","Finesse, light"],["Trident","5 gp","{@dice 1d6} piercing","4 lb.","Thrown (range 20/60), versatile ({@dice 1d8})"],["Warhammer","15 gp","{@dice 1d8} bludgeoning","2 lb.","Versatile ({@dice 1d10})"]],"name":"Martial Melee Weapons","page":39,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Name","Cost","Damage","Weight","Properties"],"colStyles":["col-2","col-1 text-center","col-2 text-center","col-2 text-center","col-5"],"rows":[["Crossbow, hand","75 gp","{@dice 1d6} piercing","3 lb.","Ammunition (range 30/120), light, loading"],["Crossbow, heavy","50 gp","{@dice 1d10} piercing","18 lb.","Ammunition (range 100/400), heavy, loading, two-handed"],["Longbow","50 gp","{@dice 1d8} piercing","2 lb.","Ammunition (range 150/600), heavy, two-handed"]],"name":"Martial Ranged Weapons","page":39,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["{@comic Name}","{@comic Cost}","{@comic Damage}","{@comic Weight}","{@comic Properties}"],"colStyles":["col-2","col-1 text-center","col-2 text-center","col-2 text-center","col-5"],"rows":[["{@comic Commitment}","{@comic your happiness}","{@comic {@dice 2d12} ongoing}","{@comic your freedom}","{@comic Roll for regrets}"],["{@comic Children}","{@comic your future happiness}","{@comic {@dice 2d20} until adulthood}","{@comic your legacy}","{@comic Just get a pet instead}"]],"name":"Marital Emotional Weapons","page":39,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Item","Cost","Weight"],"colStyles":["col-8","col-2 text-center","col-2 text-center"],"rows":[["Ammunition - Arrows (20)","1 gp","1 lb."],["Ammunition - Crossbow bolts (20)","1 gp","1½ lb."],["Backpack","2 gp","5 lb."],["Bedroll","1 gp","7 lb."],["Bell","1 gp","—"],["Blanket","5 sp","3 lb."],["Book","25 gp","5 lb."],["Candle","1 cp","—"],["Carpenter's tools","8 gp","6 lb."],["Case (for map or scroll)","1 gp","1 lb."],["Chalk (1 piece)","1 cp","—"],["Chest","5 gp","25 lb."],["Clothes, common","5 sp","3 lb."],["Clothes, fine","15 gp","6 lb."],["Component pouch","25 gp","2 lb."],["Crowbar","2 gp","5 lb."],["Grappling hook","2 gp","4 lb."],["Hammer","1 gp","3 lb."],["Hammer, sledge","2 gp","10 lb."],["Healer's kit","5 gp","3 lb."],["Holy symbol","5 gp","1 lb."],["Hourglass","25 gp","1 lb."],["Ink (1 ounce bottle)","10 gp","—"],["Ink pen","2 cp","—"],["Lantern, bullseye","10 gp","2 lb."],["Lantern, hooded","5 gp","2 lb."],["Lock","10 gp","1 lb."],["Mason's tools","10 gp","8 lb."],["Mess kit","2 sp","1 lb."],["Mirror, steel","5 gp","1/2 lb."],["Oil (flask)","1 sp","1 lb."],["Paper (one sheet)","2 sp","—"],["Parchment (one sheet)","1 sp","—"],["Perfume (vial)","5 gp","—"],["Pick, miner's","2 gp","10 lb."],["Piton","5 cp","1/4 lb."],["Pot, iron","2 gp","10 lb."],["Potion of healing","50 gp","1/2 lb."],["Playing cards","5 sp","—"],["Pouch","5 sp","1 lb."],["Rations (1 day)","5 sp","2 lb."],["Robes","1 gp","4 lb."],["Rope, hempen (50 feet)","1 gp","10 lb."],["Rope, silk (50 feet)","10 gp","5 lb."],["Sack","1 cp","1/2 lb."],["Sealing wax","5 sp","—"],["Shovel","2 gp","5 lb."],["Signal whistle","5 cp","—"],["Signet ring","5 gp","—"],["Spellbook","50 gp","3 lb."],["Spike, iron (10)","1 gp","5 lb."],["Tent, two-person","2 gp","20 lb."],["Thieves' tools","25 gp","1 lb."],["Tinderbox","5 sp","1 lb."],["Torch","1 cp","1 lb."],["Waterskin","2 sp","5 lb. (full)"],["Whetstone","1 cp","1 lb."]],"name":"Adventuring Gear","page":41,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Item","Cost","Speed","Carrying Capacity"],"colStyles":["col-6","col-2 text-center","col-2 text-center","col-2 text-center"],"rows":[["Donkey or {@creature mule}","8 gp","40 ft.","420 lb."],["{@creature Draft Horse||Horse, draft}","50 gp","40 ft.","540 lb."],["{@creature Riding Horse||Horse, riding}","75 gp","60 ft.","480 lb."]],"name":"Mounts and Other Animals","page":43,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Item","Cost","Weight"],"colStyles":["col-8","col-2 text-center","col-2 text-center"],"rows":[["Bit and bridle","2 gp","1 lb."],["Feed (per day)","5 cp","10 lb."],["{@i Saddle}","",""],{"type":"row","style":"row-indent-first","row":["Pack","5 gp","15 lb."]},{"type":"row","style":"row-indent-first","row":["Riding","10 gp","25 lb."]},{"type":"row","style":"row-indent-first","row":["Saddlebags","4 gp","8 lb."]},["Stabling (per day)","5 sp","—"]],"name":"Tack and Harness","page":43,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Item","Cost"],"colStyles":["col-6","col-6 text-center"],"rows":[["{@i Ale}",""],{"type":"row","style":"row-indent-first","row":["Gallon","2 sp"]},{"type":"row","style":"row-indent-first","row":["Mug","4 cp"]},{"type":"row","style":"row-indent-first","row":["{@comic Full Keg}","{@comic 8 sp - Awww yeah!}"]},["Inn stay (per day)",""],{"type":"row","style":"row-indent-first","row":["Squalid","7 cp"]},{"type":"row","style":"row-indent-first","row":["Poor","1 sp"]},{"type":"row","style":"row-indent-first","row":["Modest","5 sp"]},{"type":"row","style":"row-indent-first","row":["Comfortable","8 sp"]},{"type":"row","style":"row-indent-first","row":["Wealthy","2 gp"]},{"type":"row","style":"row-indent-first","row":["Aristocratic","4 gp"]},{"type":"row","style":"row-indent-first","row":["{@comic Passed out in the back alley}","{@comic Free}"]},["Meals (per day)",""],{"type":"row","style":"row-indent-first","row":["Squalid","3 cp"]},{"type":"row","style":"row-indent-first","row":["Poor","6 cp"]},{"type":"row","style":"row-indent-first","row":["Modest","3 sp"]},{"type":"row","style":"row-indent-first","row":["Comfortable","5 sp"]},{"type":"row","style":"row-indent-first","row":["Wealthy","8 sp"]},{"type":"row","style":"row-indent-first","row":["Aristocratic","2 gp"]},["Wine",""],{"type":"row","style":"row-indent-first","row":["Common (pitcher)","2 sp"]},{"type":"row","style":"row-indent-first","row":["Fine (bottle)","10 gp"]}],"name":"Food, Drink, and Lodging","page":43,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Standard Languages of Eberron","colLabels":["Language","Main Speakers","Script"],"colStyles":["col-2","col-8","col-2"],"rows":[["Common","The Five Nations, trade language of Khorvaire","Common"],["Dwarvish","Mror Holds","Dwarvish"],["Elvish","Aerenal, Valenar","Elvish"],["Giant","Inhabitants of Xen'drik","Giant"],["Gnomish","Zilargo","Dwarvish"],["Goblin","Darguun, Droaam, Shadow Marches, monsters of Khorvaire","Goblin"],["Halfling","Talenta Plains","Common"],["Riedran","People of Sarlona","Common"]],"name":"Standard Languages of Eberron","page":6,"source":"ERLW","chapter":{"name":"Welcome to Eberron","index":0}},{"caption":"Exotic Languages of Eberron","colLabels":["Language","Main Speakers","Script"],"colStyles":["col-2","col-8","col-2"],"rows":[["Celestial","Celestials","Celestial"],["Daelkyr","Aberrations, denizens of Khyber","Daelkyr"],["Draconic","Dragons, dragonborn","Draconic"],["Infernal","Fiends","Infernal"],["Orc","Isolated orc tribes","Goblin"],["Primordial","Elementals","Primordial"],["Quori","Inspired, kalashtar, quori","Quori"],["Sylvan","Fey creatures","Elvish"]],"name":"Exotic Languages of Eberron","page":6,"source":"ERLW","chapter":{"name":"Welcome to Eberron","index":0}},{"caption":"Eberron Months","colLabels":["Month","Name"],"colStyles":["col-2","col-10"],"rows":[["1","Zarantyr (mid-winter)"],["2","Olarune (late winter)"],["3","Therendor (early spring)"],["4","Eyre (mid-spring)"],["5","Dravago (late spring)"],["6","Nymm (early summer)"],["7","Lharvion (mid-summer)"],["8","Barrakas (late summer)"],["9","Rhaan (early autumn)"],["10","Sypheros (mid-autumn)"],["11","Aryth (late autumn)"],["12","Vult (early winter)"]],"name":"Calendar; Eberron Months","page":7,"source":"ERLW","chapter":{"name":"Welcome to Eberron","index":0}},{"caption":"Regrets","colLabels":["d10","Regret"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","While you were serving in the Last War, you were forced to abandon an injured comrade. You don't know if they survived."],["2","You placed your faith in a lover who betrayed you. You don't know if you can ever trust anyone again."],["3","You murdered a rival. Your actions may have been justified, but their face still haunts you."],["4","You made a promise to a child or a lover that you failed to keep."],["5","You squandered your family's fortune and brought shame and ruin to your household."],["6","You made a bargain with an extraplanar entity that you now regret."],["7","You abandoned your family to pursue a life of adventure. Your village was destroyed in the war and you don't know if they survived."],["8","You engaged in covert operations for a nation as a spy or soldier. While you were serving your country, you did unforgivable things."],["9","Someone put their trust in you and you betrayed them for personal gain. You might regret it now, but you can never repair the damage you've done."],["10","You volunteered for mystical experiments. These may be responsible for your class abilities, but you might experience side effects."]],"name":"Everyone Has Regrets; Regrets","page":8,"source":"ERLW","chapter":{"name":"Welcome to Eberron","index":0}},{"caption":"Debts","colLabels":["d10","Debt"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You committed a crime during the Last War, and now you're being blackmailed by someone who has proof. You can justify your actions, but the law won't care."],["2","You've got a gambling problem. If you can't repay Daask (see {@book chapter 3|ERLW|8|Daask}), you're going to be playing tag with a cockatrice."],["3","You own an uncommon magic item, but you had to sell it to a pawn shop. If you can't reclaim it within the month, they'll sell it off."],["4","You were making a delivery on behalf of the Boromar Clan (see {@book chapter 3|ERLW|8|The Boromar Clan}) and you lost the merchandise."],["5","Someone knows the whereabouts of a sibling or loved one you thought lost in the Mourning, but that information is going to cost you."],["6","You have a degenerative disease that can't be cured by mundane means. If you can't get a lesser restoration soon, you're going to start showing symptoms."],["7","Your family lost everything in the Last War. You could get them a stake in a new farm, inn, or stagecoach with 200 gp."],["8","You've got a price on your head. Until you settle things with House Tharashk, you'd better keep an eye out for bounty hunters."],["9","You have an opportunity to join an influential secret society. But you've got only one month to raise the membership dues."],["10","Roll again. It's not your debt: it's your lover's problem. Can you solve the problem before they have to face the consequences?"]],"name":"Why Do You Need 200 Gold Pieces?; Debts","page":9,"source":"ERLW","chapter":{"name":"Welcome to Eberron","index":0}},{"caption":"Communication and Security Services","colLabels":["Service","Cost"],"colStyles":["col-9","col-3"],"rows":[["{@spell Arcane lock} (House Kundarak)","20 gp"],["Courier service (House Orien)","1 sp per mile"],["{@spell Glyph of warding} (House Kundarak)","350 gp"],["{@spell Illusory script} (House Sivis)","15 gp"],["Mail service (House Orien)","1 cp per mile"],["Message station (House Sivis)","2 sp per word"],["Translation (House Sivis)","2 cp per word"]],"name":"Communication and Security Services","page":10,"source":"ERLW","chapter":{"name":"Welcome to Eberron","index":0}},{"caption":"Healing Services","colLabels":["Service","Cost"],"colStyles":["col-6","col-6"],"rows":[["Minor nonmagical care","3 sp per use of the {@skill Medicine} skill"],["Major nonmagical care","1 gp per day"],["{@spell Cure wounds}","25 gp per level of the spell"],["{@spell Lesser restoration}","50 gp"],["{@spell Remove curse}","75 gp"],["{@spell Greater restoration}","150 gp"],["{@spell Raise dead}","750 gp"]],"name":"Medicine; Healing Services","page":10,"source":"ERLW","chapter":{"name":"Welcome to Eberron","index":0}},{"caption":"Travel Services","colLabels":["Service","Cost","Speed"],"colStyles":["col-8","col-2 text-center","col-2 text-center"],"rows":[["Airship (House Lyrandar)","1 gp per mile","20 mph"],["Elemental galleon (House Lyrandar)","5 sp per mile","10 mph"],["Lightning rail, standard (House Orien)","2 sp per mile","30 mph"],["Lightning rail, first class (House Orien)","5 sp per mile","30 mph"],["Lightning rail, steerage (House Orien)","3 cp per mile","30 mph"],["Magebred coach (House Orien)","3 sp per mile","5 mph"],["{@spell Teleportation circle} (House Orien)","2,500 gp","Instant"]],"name":"Transportation; Travel Services","page":11,"source":"ERLW","chapter":{"name":"Welcome to Eberron","index":0}},{"caption":"Leaving the Mror Holds","colLabels":["d8","Reason for Leaving"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A feud with a rival clan has gotten out of hand, and it's best that you spend a few decades away from the Holds while things cool down."],["2","You come from a large family and there's no room for you to shine in your hold, so you hope to make a name for yourself in the wider world."],["3","Your clan has arranged your marriage and your future, and you've decided to have a few adventures before you settle down."],["4","You're pursuing a vendetta with a personal rival, seeking to defeat them either in battle or in business."],["5","You're searching for a legendary dwarven artifact, stolen centuries ago by a Karrnish noble."],["6","You want to assemble champions who can help you explore the ancient ruins beneath your ancestral home."],["7","You've rejected your clan's attitude toward daelkyr magic, earning the enmity of powerful dwarves."],["8","You want to understand how the other peoples of Khorvaire—especially the goblins and orcs—have fought the daelkyr."]],"name":"Dwarves of the Mror Holds; Leaving the Mror Holds","page":19,"source":"ERLW","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Zil Schemes","colLabels":["d10","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Your family is working on a new form of elemental binding, but they need a lot of Khyber dragonshards."],["2","You have an anonymous contact who sends you missions via the {@spell sending} spell. When you do as you're asked, you receive handsome rewards."],["3","You've inherited a plot of land in Q'barra. If you don't visit within a year, you'll lose the claim."],["4","Due to an unusual twist of Triumvirate law, you share the same name with a number of other Zil, and you're all legally considered to be the same person."],["5","You've acquired a {@item spellshard|ERLW} (described in {@book chapter 5|ERLW|12}) that contains a vast amount of text in a strange code."],["6","You know the location of a wanted war criminal, and you've been trying to decide whether to turn them in or try to get something in exchange for your silence."],["7","You've been selling false treasure maps, but now you've found one that might be real."],["8","You've acquired a controlling stake in a dragonshard mine, which was abandoned long ago. But why? Kobolds? Aberrations? There's only one way to find out!"],["9","Your family is facing financial ruin, and they've taken out a life insurance policy on you. It only pays out if you die under unusual circumstances, and they're encouraging you to seek out more dangerous adventures."],["10","You're peddling a life-extension scheme where clients are {@condition petrified} by a medusa and then restored later."]],"name":"Gnomes of Zilargo; Zil Schemes","page":23,"source":"ERLW","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Khoravar Origin","colLabels":["d10","Origin"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You're the linchpin of a Khoravar community in a major city, hosting unity meals and maintaining connections with every half-elf in the city."],["2","You grew up in a small town dominated by humans. You didn't know any other half-elves, and you did your best to fit in."],["3","You lived in the Eldeen Reaches as part of a small Khoravar community, trying to be a bridge between the human farmers in the east and the druids and wilder folk in the west."],["4","Your small Khoravar community has only survived in the slums of Sharn through the close, family-like support you show each other."],["5","You're part of a community in Thrane whose devotion to the Silver Flame has led you to extend your unity meals to non-Khoravar."],["6","Your Khoravar community is the crew of a Lhazaar ship."],["7","You're part of a tiny Khoravar community in Karrnath that's fascinated with death and the practices of your Aereni ancestors, transforming your unity meals into grim celebrations of death."],["8","You're part of a tiny community of Khoravar living in an unexpected place, such as Droaam, Darguun, or even the Demon Wastes. Your people strive to find common ground with the native population."],["9","You are associated with House Lyrandar or House Medani, but you're more interested in the role the house plays in supporting Khoravar communities than in the work of its guilds."],["10","You ride with the Valenar, hoping one day to prove that you are worthy of taking on a patron ancestor."]],"name":"Khoravar Origin","page":26,"source":"ERLW","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Halfling Quirks","colLabels":["d10","Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You are constantly amazed by things the people of the Five Nations take for granted."],["2","You pattern your behavior on a species of dinosaur."],["3","You are extremely curious, and you're always searching for new experiences."],["4","You love to boast, and you're always telling exaggerated stories of your amazing adventures."],["5","You wear a mask that you believe holds the spirit of your former dinosaur mount. You like to talk to it."],["6","You don't understand the concept of \"facts.\" To you, everything is a story, and truth is in how you tell it."],["7","You are annoyed by buildings and tools designed without consideration for small people."],["8","You seek vengeance for a wrong done to your people."],["9","You never forget an insult or injury."],["10","You ascribe everything to the work of spirits."]],"name":"Talenta Halflings; Halfling Quirks","page":27,"source":"ERLW","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Human Origins","colLabels":["d10","Origin"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An impoverished wizard from Aundair, striving to prove you're as intelligent as any other Aundairian"],["2","A streetwise rogue from Breland who wants nothing more than to escape the bustle of Sharn forever"],["3","A displaced Cyran fighter who was engaged in war outside Cyre at the time of the Mourning and is now stranded with no home"],["4","A barbarian from the Demon Wastes who repented from a life of cruelty and hopes to atone for past evils"],["5","A kindly druid from the Eldeen Reaches who wants to learn about the flora and fauna of the rest of Khorvaire and beyond"],["6","A cleric from Karrnath who aspires to learn the arts of necromancy—for the noblest aims, of course"],["7","A piratical bard from the Lhazaar Principalities who loves sea shanties but also wants to immortalize the deeds of great heroes in song"],["8","A ranger trained to hunt the jungles of Q'barra who harbors a grudge against dragons"],["9","A warlock from the Shadow Marches, teetering on the edge of sanity while contemplating the daelkyr"],["10","A Thrane paladin of the Silver Flame who's looking for something to prove the truth underpinning belief"]],"name":"Humans; Human Origins","page":29,"source":"ERLW","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Leaving the Shadow Marches","colLabels":["d8","Reason for Leaving"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You're associated with the Gatekeepers, and you're on a quest to combat a daelkyr-related threat beyond the bounds of the Shadow Marches."],["2","House Tharashk recruited you from the Marches to serve as a mercenary in the Last War."],["3","You're a simple hunter, but you've decided to seek your fortune or a real challenge in the world beyond the Marches."],["4","Your village was destroyed by monsters from Droaam, so you're looking for a new place in the world."],["5","As a cultist of the Dragon Below, you believe that slaying powerful foes is the only way to earn your passage to the paradise that lies deep within the hollow world. You've ventured beyond the Marches in search of worthy enemies."],["6","Your clan works with House Tharashk, and you've been recruited as a bounty hunter or investigator even though you're not a member of the house."],["7","The leader of your clan committed a great wrong against another clan, which has now sworn to exterminate every last member of your clan. What better time to see the world?"],["8","Your work as an investigator has set you upon a trail of mysteries that leads far beyond the Marches."]],"name":"Orcs of the Shadow Marches; Leaving the Shadow Marches","page":31,"source":"ERLW","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Dragonmarks and Their Houses","colLabels":["Dragonmark","House","Race","Guild Specialties"],"colStyles":["col-2","col-2","col-2","col-6"],"rows":[["Detection","Medani","Half-elf","Bodyguards, investigation, risk management"],["Finding","Tharashk","Human, half-orc","Bounty hunting, investigation, prospecting"],["Handling","Vadalis","Human","Animal training and breeding"],["Healing","Jorasco","Halfling","Healing"],["Hospitality","Ghallanda","Halfling","Food, lodging, urban information"],["Making","Cannith","Human","Manufacturing"],["Passage","Orien","Human","Land transportation"],["Scribing","Sivis","Gnome","Communication, translation, verification"],["Sentinel","Deneith","Human","Bodyguards, mercenaries"],["Shadow","Phiarlan","Elf","Entertainment, espionage"],["","Thuranni","Elf","Entertainment, assassination"],["Storm","Lyrandar","Half-elf","Air and sea transportation"],["Warding","Kundarak","Dwarf","Banking, storage, prisons"]],"name":"Dragonmarks and Their Houses","page":37,"source":"ERLW","chapter":{"name":"Character Creation - Dragonmarks","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Dragonmark Quirks","colLabels":["d8","Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Your dragonmark is unusually small or faint."],["2","Your dragonmark is exceptionally large."],["3","Your dragonmark appears somewhere else on your body whenever you finish a long rest."],["4","Your dragonmark emits dim light in a 5-foot radius for 10 minutes whenever you use it."],["5","Your dragonmark tingles and changes color for a moment when you're within 10 feet of someone with the same mark."],["6","When you use your dragonmark, it animates and adopts the appearance of your dragonmarked house's emblem for 1 minute."],["7","Your dragonmark is an unusual color."],["8","Your dragonmark changes size whenever you use it."]],"name":"Dragonmark Appearance; Dragonmark Quirks","page":38,"source":"ERLW","chapter":{"name":"Character Creation - Dragonmarks","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Patrons","colLabels":["Type of Patron","Example"],"colStyles":["col-6","col-6"],"rows":[["Adventurers' Guild","Clifftop Adventurers' Guild"],["Crime Syndicate","Boromar Clan"],["Dragonmarked House","Any dragonmarked house"],["Espionage Agency","King's Dark Lanterns"],["Head of State","Prince Oargev of New Cyre"],["Immortal Being","Sora Kell"],["Inquisitive Agency","Finders Guild"],["Military Force","Redcloak Battalion"],["Newspaper","{@i The Korranberg Chronicle}"],["Religious Order","Templars of the Silver Flame"],["University","Morgrave University"]],"name":"Patrons in Eberron; Patrons","page":65,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Guild Contacts","colLabels":["d10","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The charismatic leader of the guild, who doesn't actually do very much except inspire and encourage members"],["2","A retired adventurer who works hard to connect member groups with employment opportunities that match their skills"],["3","A petty rival who continually tries to claim jobs, bounties, and rewards before you can"],["4","A bitter enemy who nurtures a grudge over some past wrong (real or imagined) and does everything possible to undermine you"],["5","A naive adventurer who admires you and tries to emulate you in every way"],["6","A hardened adventurer who thinks a moral compass is akin to a pair of manacles"],["7","An injured retired adventurer who can't quite let go of the adventuring life and experiences it vicariously by spending time in the guildhall"],["8","A grouchy employee who keeps the guildhall clean and cares for its guests while quietly complaining about how adventurers should \"grow up,\" get a \"real job,\" and contribute to society"],["9","A kindly mentor who loves to tell stories of past exploits in front of the guildhall fireplace"],["10","A sad, older adventurer who tells cautionary tales in the vain hope that younger members avoid making the same mistakes"]],"name":"Adventurers' Guild Contacts; Guild Contacts","page":66,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Guild Adventures","colLabels":["d10","Adventures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Crime}. You have to break the law to administer justice or thwart a criminal act (see \"{@book Crime Syndicate|ERLW|4|Crime Syndicate}\")."],["2","{@b Dragonmarked Affairs}. The job involves some dragonmarked house concern (see \"{@book Dragonmarked House|ERLW|4|Dragonmarked House}\")."],["3","{@b Espionage}. Someone requires some spying or sabotage (see \"{@book Espionage Agency|ERLW|4|Espionage Agency}\")."],["4","{@b Statecraft}. You're involved in national or international affairs (see \"{@book Head of State|ERLW|4|Head of State}\")."],["5","{@b Cryptic Mystery}. The job is linked to the concerns of immortals (see \"{@book Immortal Being|ERLW|4|Immortal Being}\")."],["6","{@b Investigation}. An assignment involves finding something or solving a mystery (see \"{@book Inquisitive Agency|ERLW|4|Inquisitive Agency}\")."],["7","{@b Military Action}. Your party is invited to serve as a military unit (see \"{@book Military Force|ERLW|4|Military Force}\")."],["8","{@b Gathering News}. You're called on to act as freelance reporters (see \"{@book Newspaper|ERLW|4|Newspaper}\")."],["9","{@b Religious Work}. The job involves the work of faith (see \"{@book Religious Order|ERLW|4|Religious Order}\")."],["10","{@b Field Research}. The job involves research or relic-hunting (see \"{@book University|ERLW|4|University}\")."]],"name":"Guild Adventures","page":67,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Syndicate Crimes","colLabels":["d6","Crime"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Acquisitions and Retrieval}. Your job is to acquire assets for the syndicate. You might steal important documents or clear out a location for use as a hideout."],["2","{@b Heists}. You plan and execute elaborate robberies that require the skills of everyone on your team."],["3","{@b Gang Warfare}. Your primary job is to ensure that no other crime syndicate (such as Daask or House Tarkanan) gains a significant foothold in your territory."],["4","{@b Internal Affairs}. Your task is to keep all the corrupt, headstrong, and avaricious members of your syndicate in line with the goals and rules of the group."],["5","{@b Assassination}. Your work involves killing prominent people—the sort who have numerous bodyguards and elaborate security systems to circumvent."],["6","{@b Topple the Powerful}. Your syndicate might be criminal and your methods illegal, but your goals are righteous. You help people who are powerless to defend themselves against exploitation by the rich and powerful."]],"name":"Types of Crime; Syndicate Crimes","page":70,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Group Infamy","colLabels":["d6","Notorious Element"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Tattoos}. Each member of your group has a distinct tattoo that inspires fear in others. When possible, you use the symbol as a calling card to mark your work."],["2","{@b Outfit}. Whether it is a leather duster with a group symbol or a distinctive handkerchief tucked in your pocket, your gang has a signature accessory."],["3","{@b Infamy}. Your group is linked to an infamous crime, one that remains the talk of the town."],["4","{@b Idols}. A certain type of person finds criminals alluring, and your band has acquired a group of such hangers-on. They're not criminals themselves, just outsiders who admire you for your brutality, cunning, or flair."],["5","{@b Legitimate}. The Boromar Clan has a legitimate front, though everyone knows the truth behind it. You're part of that facade of legitimacy, but you have a reputation for getting away with (literal) murder."],["6","{@b Legends}. You have an air of mystery, and people whisper that you command strange powers. True or not, this reputation keeps people out of your way."]],"name":"Group Infamy","page":70,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Group Rivals","colLabels":["d6","Rival"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b The Law}. Someone in the Sharn Watch has vowed to put you in prison or die trying."],["2","{@b Gang War}. Some members of a rival syndicate (such as Daask, House Tarkanan, or the Tyrants) hate you, probably for good reason."],["3","{@b The Press}. Your group's adventures make for great headlines. Your every move is reported in the broadsheets and your steps are dogged by journalists."],["4","{@b Infighting}. Another group within the Boromar Clan is jealous of your success or angry about a past wrong. They do everything they can to undercut you."],["5","{@b Vigilante}. A citizen you wronged has sworn vengeance. Around any corner, you might find yourself facing a vigilante or a posse of angry citizens out for your blood."],["6","{@b The Bosses}. The halfling family in control of the syndicate has its eye on you, taking pains to keep you in line and make sure you stay loyal."]],"name":"Rival Outfit; Group Rivals","page":70,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Syndicate Contact","colLabels":["d8","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A surrogate parent who views you as challenging but beloved children"],["2","A no-nonsense boss who treats the syndicate's work as just another business"],["3","A hardened criminal with no mercy, no patience, and no moral compass"],["4","A former urchin, now fabulously wealthy, who wants to see everyone in the syndicate find the same success"],["5","The boss at a gambling den or similar house of vice who enjoys the business just a little too much"],["6","A kind-hearted crook who's grateful to finally be able to delegate the dirty work on the streets to you"],["7","A miserable cynic who only cares about how much money you bring in to the syndicate"],["8","A former law enforcement officer who is full of cheerful tips for avoiding the law"]],"name":"Crime Syndicate Contacts; Syndicate Contact","page":71,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"General House Missions","colLabels":["d8","Mission"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Establish a safe location for a house enclave in a hostile environment."],["2","Find the wreckage of a crashed vehicle (airship, lightning rail car, sailing ship, or other) carrying house property."],["3","Retrieve assets from a house enclave in the Mournland."],["4","Protect a leader of your house from an anticipated assassination attempt."],["5","Enforce your house's territory by preventing a rival from stealing its business."],["6","Find a trove of dragonshards for your patron house to use."],["7","Recruit a renowned sage to join the house's team of researchers."],["8","Persuade a hostile tribe to agree to a trade agreement with your patron house."]],"name":"General House Missions","page":72,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"House Missions","colLabels":["d12","House","Mission 1","Mission 2","Mission 3"],"colStyles":["col-1 text-center","col-2 text-center","col-3","col-3","col-3"],"rows":[["1","Cannith","Escort a valuable shipment of goods","Track down rare materials","Advance the cause of one branch of the family at the expense of the other two"],["2","Deneith","Act as bodyguards for a prominent or wealthy person","Serve as mercenaries in a lingering border conflict","Enforce the law across national borders as Sentinel Marshals"],["3","Ghallanda","Establish useful diplomatic contacts","Acquire rare ingredients or recipes","Defend a Golden Dragon Inn that is under attack"],["4","Jorasco","Provide healing for a caravan or military unit on a dangerous mission","Seek out the source of a mysterious new illness","Find a cure for an exotic curse afflicting a wealthy patient"],["5","Kundarak","Safeguard something valuable until it is locked in a vault","Recover something stolen from your house","Find an abandoned vault in the Mournland"],["6","Lyrandar","Hunt down pirates in the Lhazaar Sea","Salvage a prototype airship lost in the Mournland","Accompany a new airship on its first voyage"],["7","Medani","Protect a powerful figure from kidnapping or assassination","Track down the source of rumors pointing to an imminent threat","Find the villain behind a series of apparently unrelated crimes"],["8","Orien","Carry a sensitive message to its destination","Retrieve an important package stolen from another courier","Investigate a problem on a lightning rail line"],["9","Phiarlan and Thuranni","Sneak into a secret area to serve as the target of a scrying spell","Steal plans for a powerful new weapon","Carry out an assassination"],["10","Sivis","Mediate a tense negotiation","Assure that two parties keep to the terms of their agreement","Break a code used during the Last War"],["11","Tharashk","Track down fugitives","Locate a supply of dragonshards","Find the bandits who have been preying on house prospectors"],["12","Vadalis","Capture wild animals and tame them","Prevent magebred specimens from upsetting a delicate ecosystem","Handle the animals drawing a massive caravan across the continent"]],"name":"House Missions","page":72,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Group Status","colLabels":["d4","Status"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Favored}. You have access to the leadership of the house, owing to your record of faithful service."],["2","{@b Reliable}. You are reliable contributors to the house, and can count on it for help in difficult situations."],["3","{@b Oddballs}. You don't quite fit in, and tend to draw strange assignments or those that other operatives pass up."],["4","{@b Outcast}. You have made some mistakes in the recent past, and your status in the house is tenuous at best."]],"name":"House Status; Group Status","page":73,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"House Contacts","colLabels":["d8","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A lesser guild functionary who is cowed by your group (especially if it includes a dragonmarked character) and apologetic about giving you assignments"],["2","The stern and demanding parent of one (or more) of the characters in your group"],["3","The lovingly indulgent parent of a character in your group"],["4","The smugly superior dragonmarked sibling of an unmarked member of the family in your group"],["5","The money-minded business manager of a guild within your patron house"],["6","A retired adventurer within the family who would rather join you on your adventures than assign them to you"],["7","The proud leader of a regional branch of the dragonmarked family"],["8","The patriarch or matriarch of the patron house"]],"name":"Dragonmarked House Contacts; House Contacts","page":73,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Espionage Missions","colLabels":["d6","Mission"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Information Gathering}. If information is out there, you can find it and hand it over to your patron."],["2","{@b Counterintelligence}. Your work focuses on finding, opposing, and eliminating enemy intelligence agents."],["3","{@b Misinformation}. You are experts at creating false stories and bogus information to foil enemy spies."],["4","{@b Covert Elimination}. When you disappear someone you leave behind no evidence."],["5","{@b Disruption}. You excel at infiltration and wreaking havoc via blackmail, misinformation, and subversion."],["6","{@b Sabotage}. You slip into places, lay the seeds for their destruction, and escape without detection."]],"name":"Types of Espionage; Espionage Missions","page":78,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Secrets","colLabels":["d6","Secret"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Blackmail Material}. You have evidence of a career-ending secret concerning an important figure."],["2","{@b Hidden Agenda}. You are party to a conspiracy that seeks to influence events to better suit your desires."],["3","{@b Careful Balance}. You have damning information on your patron agency, but it has carefully collected equally damaging secrets on all of you."],["4","{@b Conspiracy}. A local organization, such as a guild, government, or dragonmarked house, is engaged in dirty deeds, and you have inside information on them."],["5","{@b Deep Cover}. You know the secret identity of a seemingly innocent but powerful person who would rather remain anonymous."],["6","{@b Empty Threats}. Rumors say you collect damaging secrets on anyone, and people tread carefully around you as a result. The truth is that your reputation is overblown, so you have your own secret to keep safe."]],"name":"Secrets","page":78,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Memorable Mission","colLabels":["d4","Mission"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Betrayal}. A former associate turned against you. You escaped, and want revenge."],["2","{@b Left in the Cold.} Things went wrong, and you had to make the terrible decision to abandon an ally. They might be dead, or they might be looking for revenge."],["3","{@b The Perfect Operation}. Your actions made headlines across Khorvaire, shaping history for the next decade. Nobody knows you were involved, and sometimes you wish you could have a little credit for your work."],["4","{@b The Standoff}. You met your match during a tense operation. Neither side got everything they wanted. You hate to admit it, but the team you went up against proved your match. Maybe you'll cross paths again."]],"name":"Memorable Mission","page":78,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Agency Contacts","colLabels":["d8","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A condescending career desk agent who views you as expendable tools"],["2","A bitter former field agent, now confined to a field office, who envies your work"],["3","A kindly bureau chief who views you as a truly special team with invaluable skills"],["4","A crotchety middle-manager on the cusp of retirement who constantly bemoans the state of today's agents compared to those in the \"good old days\""],["5","A hotheaded former soldier who would prefer a return to open warfare instead of this so-called \"Shadow War\""],["6","A battle-scarred field agent who would do almost anything to prevent a return to the horrors of the Last War"],["7","A bored but effective manager who refuses to be impressed by anything you do or shocked by anything that happens to you"],["8","A mysterious voice on the other end of a {@item speaking stone|ERLW}"]],"name":"Espionage Agency Contacts; Agency Contacts","page":78,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Cyran Affairs","colLabels":["d6","Mission"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Convince nations to recognize Oargev as a sovereign"],["2","Work diplomatically to secure land for a Cyran nation"],["3","Track down agents and infiltrators from other nations who are acting against New Cyre's interests"],["4","Venture into the Mournland to salvage Cyran treasures"],["5","Aid Cyran refugees in Breland and elsewhere"],["6","Make incriminating or embarrassing evidence about the prince quietly disappear"]],"name":"National Affairs; Cyran Affairs","page":81,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"State Status","colLabels":["d6","Status"],"colStyles":["col-2 text-center","col-10"],"rows":[["1–3","{@b Official}. You hold an official position and are recognized as attached to your patron. You can expect the head of state's support, but you must also ensure your actions avoid staining your patron's reputation."],["4–5","{@b Shadow}. You can expect no official, public recognition of your work, but the head of state you work for does acknowledge you in private and provide help."],["6","{@b Double}. Your allegiance lies with an official or government other than the one you overtly serve. You may receive support from the head of state you openly answer follow, as well as the official you secretly report to, but must remain on constant guard against having your true loyalties revealed."]],"name":"Official Status; State Status","page":81,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"State Contacts","colLabels":["d8","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A disapproving courtier who finds your extrajudicial work highly distasteful"],["2","A fawning sycophant who figures you are the best path to the head of state's good graces"],["3","A wide-eyed bureaucrat who dreams of living a life as exciting and dangerous as yours"],["4","A scheming relative of the head of state who sees you as a path toward seizing power"],["5","A bored chancellor who is constantly irritated at the amount of money you spend"],["6","A grumpy ex-adventurer who was \"promoted\" from doing your job to supervising you"],["7","A worried parental figure who is sure that every mission will be your last"],["8","The ghost of the previous head of state"]],"name":"Head of State Contacts; State Contacts","page":81,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Heads of State","colLabels":["d20","Patron and Missions"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","As representatives of the Sibling Kings of Aerenal, secure trade pacts with the nations of Khorvaire."],["2–3","As agents of Queen Aurala, help her build Aundair's strength in preparation for the next war, without alerting other nations to her ambitions."],["4–5","Assist the Brelish crown in dealing with matters beyond the capabilities of local law enforcement."],["6","As emissaries of Darguun's Lhesh Haruuc, work to build respect for Darguun as a nation."],["7","As agents of the Daughters of Sora Kell, keep the powerful Droaamite warlords in line and strengthen support for your fledging nation."],["8–9","Patrol the forests of the Eldeen Reaches on guard against threats, particularly those coming from the Demon Wastes to the west."],["10–11","Crack down on the Order of the Emerald Claw's activities in Karrnath."],["12","Strengthen the ties between the Lhazaar princes while ensuring your prince comes out on top."],["13","On behalf of a dwarf clan, search for artifacts in the underground realms below the Mror Holds."],["14","Clear land for a new settlement in Q'barra, driving out the monsters that haunt the jungle location."],["15","Unite several halfling tribes of the Talenta Plains under the banner of a single leader."],["16–17","Combat forces of corruption within the Church of the Silver Flame, both in Thrane and abroad."],["18","Gain glory for Valenar by leading raids and battling threats from the Mournland."],["19–20","On behalf of one member of Zilargo's Triumvirate, collect information that could be used as leverage against the other two."]],"name":"Other Heads of State; Heads of State","page":82,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Immortal Missions","colLabels":["d8","Mission"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","While in the tower of Mordain the Fleshweaver, spill blood on the stairs between the third and fourth floors."],["2","As you pursue a Cult of the Dragon Below into the caverns of Khyber, retrieve one (and only one) of a specific variety of mushroom from a cave where twelve crystals glow."],["3","Ensure that the villain you are pursuing dies by falling from a great height, not by any other means."],["4","Remove the obstacles that prevent a retired adventurer from marrying the nobleman she loves, so that their child can grow up to carry out another part of your patron's plan."],["5","Plant a magical seed in a remote location to ensure it grows into a mighty tree and bears fruit that will give power to future heroes."],["6","Defeat a dragon-blooded sorcerer who is doing the bidding of the Chamber—and wreaking havoc in Darguun in the process."],["7","Destroy an eldritch machine, created by a rogue Cannith artificer, that is drawing on the energy of an imprisoned rakshasa—and that will, unknown to the inventor, lead to the rakshasa's release."],["8","Protect a kalashtar monk who is being targeted by Dreaming Dark assassins as she studies a path that might eventually prevent the quori from projecting themselves into the Material Plane."]],"name":"Serving an Immortal; Immortal Missions","page":84,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Immortal Communication","colLabels":["d10","Means of Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A party member speaks to your patron in dreams."],["2","A ghostly projection of your patron appears before you to deliver messages."],["3","Random people are suddenly seized by your patron's will and, glassy-eyed, deliver messages to you."],["4","You have a sending stone connected to one in your patron's possession."],["5","You are adept at interpreting your patron's messages from the movement of smoke in the air."],["6","A secretive cabal of other mortal agents summons you to meetings in various locations."],["7","Certain animals speaks to you in your patron's voice."],["8","Your patron teleports you to their presence, expresses their will, then returns you to where you were."],["9","Supernatural messengers deliver your patron's messages."],["10","Your patron unexpectedly appears in person."]],"name":"Immortal Contacts; Immortal Communication","page":84,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Contacts","colLabels":["d12","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A friendly law-enforcement officer sends clients your way and gives you inside information about the workings of the watch."],["2","A satisfied former client with a minor position in local government can pull strings for you."],["3","A lieutenant in a crime gang knows the underworld and will help you so long as you don't interfere in that gang's affairs."],["4","A bitter, more experienced inquisitive spends a lot of time telling you who you could have talked to ten years ago—if that person hadn't died—but still knows a lot about the city's inner workings."],["5","The owner of a tavern or other business that attracts clientele from the seedy parts of society has an ear to the ground and often feeds you leads to more work."],["6","A wealthy former client can get you into high-society parties and put you in touch with other rich people."],["7","A nosy journalist always wants to write stories about your cases, but also helps lead you to new work and key contacts."],["8","A local priest appreciates the work you do and provides you with minor magical assistance."],["9","A tough-as-nails street urchin will carry messages for you, lead you anywhere in the city, and squeeze into tight spaces for a meager reward."],["10","A brooding warforged can connect you to an extensive network of former soldiers."],["11","A kalashtar seer might be a fraud, but also occasionally provides you with valuable leads."],["12","A curious changeling always seems to show up when you least expect it."]],"name":"Patron Benefits; Contacts","page":86,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Investigative Expertise","colLabels":["d6","Investigation"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Find People}. You seek people who are lost, in hiding, on the run, or victims of foul play."],["2","{@b Find Items}. Whether it's a stolen painting or a family heirloom, you excel at finding lost items."],["3","{@b Justice for All}. The powerful often escape justice due to their wealth and influence. Their victims sometimes turn to you, hoping you'll help set things right."],["4","{@b Help Law Enforcement}. The city watch must obey the rules to bring criminals to justice. When the rules need to be bent or broken, they turn to you for help."],["5","{@b Uncover Secrets}. You put your inquisitive skills to use inquiring into others' mysterious backgrounds."],["6","{@b Private Security}. You provide services for a specific organization. Perhaps you travel on airships to provide security or work in a casino to catch cheaters."]],"name":"Types of Inquisitive Work; Investigative Expertise","page":87,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Signature Case","colLabels":["d6","Case"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Case of the Century.} You uncovered key evidence in a sensational case. You made headlines, but some parties involved carry grudges against you."],["2","{@b The Set Up}. You uncovered evidence of a high-profile figure's misdeeds. At trial, that evidence was deemed false, but by then the accused's career was ruined."],["3","{@b Scandal}. Your work uncovered a deeply embarrassing scandal that ended a powerful politician's career."],["4","{@b Underdog Champion}. You brought justice to a sympathetic victim, proving yourself a champion of those overlooked by society."],["5","{@b Genius}. You resolved a case that baffled others, and now you are celebrated for your brilliance."],["6","{@b Bungler}. You bungled a case, badly. The guilty party walked free, and everyone blames you."]],"name":"Signature Case","page":87,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Clientele","colLabels":["d6","Clientele"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Wealthy Socialites}. Your discretion and low-key approach to cases make you the perfect team to handle cases best keep out of the public eye."],["2","{@b Underdogs}. Whether deserved or not, you have a reputation for doing the right thing even if it comes without a reasonable fee. Anyone pitted against the rich and powerful knows to come to you for justice."],["3","{@b Magnet for Trouble}. Maybe you trust people too easily or it's just bad luck, but every client who walks into your office has some double deal, hidden agenda, or scam they're running."],["4","{@b Desperate}. You have a reputation for taking on clients who can't afford your services. Every hard-luck case ends up at your door, whether you want them or not."],["5","{@b Warforged}. In a world where the rights of warforged are not always certain, you take up their cause."],["6","{@b Criminals}. When a criminal has been wronged but doesn't want to be brought to justice they come to you, trusting (rightly or wrongly) that you won't turn them in."]],"name":"Clientele","page":88,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Military Missions","colLabels":["d6","Missions"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Strike Force}. You are trained to make quick, strategic, devastating attacks against enemy assets."],["2","{@b Special Forces}. You're trained in covert operations, similar to the work of spies but with more focus on combat."],["3","{@b Defensive Operations}. Your focus is on protecting your allies from attackers, monsters, or deadlier enemies."],["4","{@b Reconnaissance}. Your missions involve keeping track of enemy troops and surveying potential battlefields."],["5","{@b Peacekeeping}. Your paradoxical task is to maintain the fragile peace of the Treaty of Thronehold by maintaining a military presence in turbulent areas."],["6","{@b Warforged Affairs}. You are responsible for hunting down berserk warforged, working in the gray spaces between national order and a people seeking their destiny."]],"name":"Military Missions","page":90,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Defining Mission","colLabels":["d6","Mission"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Heroic Stand}. You knew if you took one step back from the line, all would be lost. When relief arrived days later, you had not budged."],["2","{@b Telling Blow}. The enemy general never knew what hit them. You still carry their personal flag as a trophy."],["3","{@b Dawn Raid}. You traveled hundreds of miles around enemy lines to reach your target. In a single day, months of enemy preparation went up in flames."],["4","{@b Break the Line}. During a key battle, you were part of a heroic push to break the enemy line."],["5","{@b Liberator}. You were at the forefront of a daring assault to liberate a captured citadel or town."],["6","{@b Sharp Eye}. The enemy's secret attack would've been devastating. Luckily, you spotted it in time."]],"name":"Defining Mission","page":90,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Nemesis","colLabels":["d6","Nemesis"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Necromancer}. You lost a lot of friends in battle, but what made it worse was watching that cackling wizard raise them as zombies and turn them against you."],["2","{@b Camp Commandant}. As prisoners of war, you were captured and subjected to brutal conditions in a prisoner camp. The commandant delighted in your pain."],["3","{@b Inept Commander}. Your friends would still be alive if one incompetent officer with political power and influential allies hadn't sent you on a disastrous mission."],["4","{@b Colossus}. You were among those who survived an encounter with a warforged colossus. Cyre or House Cannith—whoever was responsible for such a nightmare—deserves whatever evil fate comes their way."],["5","{@b Mercenaries}. A band of traitorous mercenaries who switched sides, turning the battle against you."],["6","{@b Champion}. One mighty hero fought on the enemy side, wielding powerful magic and cruel strategies against the rank-and-file soldiers on your side."]],"name":"Nemesis","page":91,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Commanding Officer","colLabels":["d8","Officer"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An angry officer who yells every order, reprimands you for even the smallest mistake, and fully expects you to fail at every mission you undertake"],["2","A battle-scarred officer who experienced terrible horrors during the Last War and is barely capable of giving you orders through a haze of intoxication"],["3","A grim officer who expects the Last War to reignite at any moment and intends to be ready"],["4","A cheerful officer with a dark sense of humor who merrily sends you into grave danger"],["5","A kindly officer who is hesitant to send you into danger and constantly reminds you to be careful"],["6","A bitter officer who carries deep grudges against your nation's enemies in the Last War and leaps at any chance to deal them any blow"],["7","An optimistic officer who believes that a new era of peace is just over the horizon, as soon as these few last military tasks are complete"],["8","A devout officer who believes that your success or failure lies entirely in divine hands and you're ultimately just along for the ride"]],"name":"Military Contacts; Commanding Officer","page":91,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Journalistic Focus","colLabels":["d10","Reporting"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Investigation}. Your job is to uncover the secrets that governments, dragonmarked houses, and other powerful people don't want the public to know."],["2","{@b Muckraking}. You look for scandalous and titillating secrets that famous people would rather hide."],["3","{@b Local News}. You care about the local community and report on local events and government."],["4","{@b International Affairs}. You report on the activities of national governments and their relationships."],["5","{@b Crime}. You work with police and inquisitives—or do some inquisitive work yourselves—to report on criminal activity."],["6","{@b Cultural Reporting}. You write about arts, fashion, and similar events and trends."],["7","{@b Science and Magic}. Your job is to investigate scientific and magical advances and explain them in jargon-free language anyone can understand."],["8","{@b Personal Interest}. You seek out stories of personal triumph over adversity, such as how people are rebuilding and working together in the wake of the Last War."],["9","{@b Travel}. You travel extensively and write about the best way for others to enjoy such journeys."],["10","{@b Adventure Logs}. Your job is to entertain the public with exciting stories about your life as an adventurer."]],"name":"Types of Reporting; Journalistic Focus","page":94,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Famous Story","colLabels":["d6","Famous Story"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Fear Monger}. You spiced up a story by stretching a few facts, instigating a wave of misinformation that plagues public discourse to this day."],["2","{@b Hit Piece}. You have revealed secrets that many famous people wanted kept under wraps. You try to keep a low profile when dealing with the rich and powerful."],["3","{@b Unheeded Warning}. You've been tracking a significant story and have published damning articles. Unfortunately, those who keep the truth hidden work to make even your most ironclad proof look shaky."],["4","{@b Scandal}. You reported on a massive scandal that completely upended the local political scene."],["5","{@b Buried Headline}. You almost broke a story, but then received a threat or bribe so significant that you put it on ice."],["6","{@b Double Cross}. You thought you had the scoop of a lifetime, but you were fed false information and published a story that was pure fiction."]],"name":"Famous Story","page":94,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Story Aftermath","colLabels":["d6","Aftermath"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Business}. Your reporting put a serious dent in a business, and that organization refuses to deal with you."],["2","{@b Dragonmarked House}. One of the dragonmarked houses has sworn revenge against you. You avoid showing your face in their facilities."],["3","{@b Criminal}. You exposed a criminal conspiracy. Most involved were arrested, but a few crooks remain free."],["4","{@b Politician}. You ended a politician's career, and they've sworn to return the favor."],["5","{@b Rival Newspaper}. You got the scoop of a lifetime by stealing it from another newspaper. Now that paper tries to undermine you at every turn."],["6","{@b Innocent Victim}. You rashly published the name of a person you incorrectly thought was connected to a scandal, ruining their life."]],"name":"Reporting Repercussions; Story Aftermath","page":95,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Newspaper Contact","colLabels":["d8","Primary Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A tough-as-nails senior editor who holds you to high standards but rewards you well when you reach them"],["2","A wealthy newspaper owner who demands the paper use your work even though the editor doesn't want to"],["3","An ambitious junior editor who hopes that your work will help them rise through the ranks"],["4","A senior reporter obsessed with their own supposedly groundbreaking work, making you run down the day-to-day stories they don't consider \"real journalism.\""],["5","An editor who is more interested in keeping powerful friends happy than in reporting the truth"],["6","An editor who thinks the way to make reporters do their best work is by making them compete with each other, setting your group up against a team of rivals"],["7","An editor who suffered horrors during the Last War and is desperate for signs of hope"],["8","A cynical editor who seeks the corruption and down side in every story"]],"name":"Newspaper Contact","page":95,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Religious Service","colLabels":["d6","Service"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Smite Evil}. You battle evil in your order's name."],["2","{@b Fight for Freedom}. You protect the downtrodden from the forces of oppression."],["3","{@b Retrieval}. Your group seeks sacred relics and holy artifacts on behalf of your church."],["4","{@b Root Out Corruption}. You are charged with finding corruption within the hierarchy of your own faith."],["5","{@b Exhortation}. You work with the faithful at a grassroots level to get them to uphold their high ideals."],["6","{@b Dirty Work}. As the radical zealots of your order, you sin so the other members of the order don't have to."]],"name":"Serving the Order; Religious Service","page":97,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Order Reputation","colLabels":["d6","Reputation"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Faithful Few}. You are seen as righteous crusaders, upholding the highest ideals of your faith and doing the gods' work in the world. Your deeds and methods are rarely, if ever, questioned."],["2","{@b Respectable}. Your behavior and beliefs are in line with the hierarchy's expectations. As long as you stay in line, no one gives you trouble."],["3","{@b Troublemakers}. You attract unwanted attention to your order or hierarchy from outside, so you are under a great deal of pressure to keep a low profile."],["4","{@b Rebels}. You flout the dictates of your hierarchy—even if it's for just reasons. Your superiors constantly try to rein you in."],["5","{@b Reformers}. You bring a much-needed breath of fresh air into the ranks of your faith. If only more people of faith would act as you do!"],["6","{@b Anathema}. For right or wrong, your behavior and beliefs are viewed as unacceptable, and the hierarchy of your faith actively opposes your work."]],"name":"Hierarchy; Order Reputation","page":97,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Order Contact","colLabels":["d8","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A cloistered priest with little worldly experience who doesn't really understand what you do but seems to approve of it anyway"],["2","A cynical priest who thinks nothing you do makes any difference in the grand scheme of things"],["3","A zealous priest who is constantly urging you to do more and do it better"],["4","An ambitious priest who views you as a ticket to advancement in the hierarchy"],["5","A retired adventurer who would rather do your work than direct you in it"],["6","A pious priest who sees the hands of the divine in every event, even the actions of unbelievers"],["7","A devout lay person who envies the magic and power your group wields"],["8","A practical functionary who tries to keep your work isolated from the knowledge and influence of the priests"]],"name":"Religious Order Contacts; Order Contact","page":97,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Scholarly Missions","colLabels":["d6","Mission"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Adventurous Archeology}. Your focus is on finding ancient artifacts and bringing back what you can."],["2","{@b Arcane Research}. Your team focuses on acquiring magical knowledge that can only be found outside the university walls."],["3","{@b Investigative Ecology}. None can say how many amazing creatures make their homes in the world's wildest reaches, but you're dedicated to finding out."],["4","{@b Historical Research}. Your team's work involves learning more about Eberron's long history."],["5","{@b Radical Engineering}. The birth of a new race wasn't the peak of magical and mechanical engineering, it was just the beginning of new scientific fields you now explore."],["6","{@b Exploration}. Khorvaire is a vast continent, and areas beyond the heartland of the Five Nations are poorly charted. Your focus is on understanding the wilder places of the world, as well as distant cultures."]],"name":"Scholarly Missions","page":100,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Scholarly Standing","colLabels":["d6","Standing"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Revolutionary}. Your work has upended scholarly consensus and reshaped the way other academics think about your field. Each new discovery you make is received with acclaim."],["2","{@b Respected}. Your work is considered noteworthy, though not revolutionary. Scholars in your field follow your writing and efforts with interest."],["3","{@b Anonymous}. Try as you might, you can't earn positive or negative attention. Even worse, after you've published your findings, more prominent scholars have made similar statements to much acclaim."],["4","{@b Misguided}. Your theories challenge scholarly consensus and are discounted. A prominent scholar argues against your conclusions, and their voice carries the day... for now."],["5","{@b Fringe}. You work on the edges of your field, advocating bizarre theories that challenge scholarly consensus and seem patently outrageous, even scandalous."],["6","{@b Fraud}. For right or wrong, many in the academic community believe you have invented at least some of your \"findings\" to earn attention."]],"name":"Scholarly Standing","page":100,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"University Contact","colLabels":["d8","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An overworked department head who doesn't quite know what to make of you but gives you work to keep you busy"],["2","A career bureaucrat who insists you file paperwork in multiple offices in order to get anything done"],["3","A junior professor who might be more interested in selling plundered artifacts than in actual research"],["4","A department secretary who thinks you're a great deal more interesting than any of the regular faculty"],["5","An erudite dean who believes you have tremendous potential and urges you on to greater endeavors"],["6","An energetic librarian or museum curator who addresses every question, assignment, or acquisition with disproportionate enthusiasm"],["7","A tired senior professor whose only joy in academia is seeing what you bring back from your adventures"],["8","An eager researcher who wants to come with you on every adventure because second-hand reports are always incomplete and unsatisfying"]],"name":"University Contact","page":101,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Trinkets from Aerenal","colLabels":["d8","Trinket"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A bronzewood ring inscribed with the Elvish word for \"hope\""],["2","A dried flower; if it's placed in water, it blooms"],["3","An ebony locket; when it's opened, an elven voice whispers \"Always\""],["4","A tiny skull carved from dark wood"],["5","A finger bone inscribed with an unknown sigil"],["6","An ivory flute which produces no sound"],["7","A small journal made from preserved leaves"],["8","A book of poetry written by undead elves"]],"name":"Trinkets from Aerenal","page":134,"source":"ERLW","chapter":{"name":"Khorvaire Gazeteer - Distant Lands","ordinal":{"type":"chapter","identifier":2},"index":6}},{"caption":"Trinkets from Argonnessen","colLabels":["d10","Trinket"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A pierced dragon scale on a cord"],["2","A statuette of a dragon carved from black bone"],["3","A dragon's tooth, engraved with an unknown sigil"],["4","A child's doll of a dragon, woven from leather cords"],["5","A dagger carved from a dragon's talon"],["6","A brass disk bearing the silhouette of a black dragon"],["7","A small egg-shaped piece of polished bone"],["8","A bone fragment with brass inlaid runes"],["9","A leather pouch filled with tiny draconic teeth"],["10","A single large seed that's warm to the touch"]],"name":"Trinkets from Argonnessen","page":134,"source":"ERLW","chapter":{"name":"Khorvaire Gazeteer - Distant Lands","ordinal":{"type":"chapter","identifier":2},"index":6}},{"caption":"Trinkets from Khyber","colLabels":["d10","Trinket"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A pressed flower with vivid green petals; when you smell it, you hear eerie music"],["2","A tiny ball of putty; if you set it down, it begins to slowly crawl around"],["3","A perpetually warm disk of dark iron"],["4","A small journal with leathery pages; any words you write in it slowly disappear"],["5","A four-sided die carved with strange markings"],["6","A cameo with the silhouette of an unknown species"],["7","A preserved finger with purple flesh and four joints"],["8","A perfectly preserved eye; if you set it down, it rotates to follow your movement"],["9","A small box; when opened, you alone hear screaming"],["10","A preserved insect; you've never seen another like it"]],"name":"Trinkets from Khyber","page":135,"source":"ERLW","chapter":{"name":"Khorvaire Gazeteer - Distant Lands","ordinal":{"type":"chapter","identifier":2},"index":6}},{"caption":"Trinkets from the Frostfell and Everice","colLabels":["d8","Trinket"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A small prism carved from ice that doesn't melt"],["2","A rusted iron coin, depicting a dwarf lord and the worlds \"Five Rex Undra\""],["3","A pair of eight-sided dice carved from ice that doesn't melt"],["4","A swatch of silvery fur that's cold to the touch, possibly from a winter wolf"],["5","A snowball; it doesn't melt and can't be compressed into ice"],["6","A tiny white dragon sculpted from ice that doesn't melt"],["7","A key carved from ice that doesn't melt"],["8","A single scale from a white dragon"]],"name":"The Frostfell's and Everice's Influence in Khorvaire; Trinkets from the Frostfell and Everice","page":136,"source":"ERLW","chapter":{"name":"Khorvaire Gazeteer - Distant Lands","ordinal":{"type":"chapter","identifier":2},"index":6}},{"caption":"Trinkets from Sarlona","colLabels":["d8","Trinket"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A polished crystal sphere; when you clutch it in your fist, a telepathic voice recites a story in your mind"],["2","A teardrop pendant made from polished shell; when you hold it, you see the image of a young Riedran man"],["3","A six-sided crystal die; when you roll it, you feel a surge of emotion for six seconds"],["4","A sealed vial filled with faintly luminescent blue mist"],["5","A crystal disk engraved with a labyrinthine pattern"],["6","A leather-bound collection of kalashtar poetry called {@i Shards of the Light}"],["7","A sphere of polished crystal; when you hold it in your palm, you feel that it knows you and understands you"],["8","A cup and ball toy; when you successfully catch the ball in the cup, you feel a momentary surge of joy"]],"name":"Trinkets from Sarlona","page":138,"source":"ERLW","chapter":{"name":"Khorvaire Gazeteer - Distant Lands","ordinal":{"type":"chapter","identifier":2},"index":6}},{"caption":"Trinkets from Xen'drik","colLabels":["d8","Trinket"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A punched ticket for a voyage from Sharn to Stormreach"],["2","A scorpion's barb engraved with a single Elvish letter"],["3","A copper coin so big you could use it as a dinner plate"],["4","An image of an elf warrior engraved on a giant's tooth"],["5","A single page from a giant wizard's spellbook, bearing an incomplete spell"],["6","A scrap of parchment, part of a map of Stormreach"],["7","A small book titled {@i Feersome Beests of Zendrik}"],["8","A scrimshaw carving of a sahuagin"]],"name":"Trinkets from Xen'drik","page":140,"source":"ERLW","chapter":{"name":"Khorvaire Gazeteer - Distant Lands","ordinal":{"type":"chapter","identifier":2},"index":6}},{"caption":"Foundation of Faith","colLabels":["d6","Foundation"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You were raised in the faith. Your religion is an important part of your family and community."],["2","Someone you care about—a mentor, a friend, or a lover—introduced you to the faith."],["3","You were raised in a different religion but became drawn to the ideals and beliefs of your current faith."],["4","You never took your faith seriously. Then you made a vow during the Last War, pledging your devotion if a disaster was averted... and it was."],["5","You're devoted to your religion, but you've never been formally educated in its ways. You follow your own personal interpretation."],["6","You had a transcendental experience and believe you have a divine purpose to fulfill."]],"name":"Chapter 2: Khorvaire Gazeteer - Faiths of Khorvaire; Foundation of Faith","page":140,"source":"ERLW","chapter":{"name":"Khorvaire Gazeteer - Faiths of Khorvaire","ordinal":{"type":"chapter","identifier":2},"index":7}},{"caption":"Rejection of Faith","colLabels":["d6","Rejection"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You believe that the magic of clerics and paladins doesn't come from deities, but from the caster's inner power or belief."],["2","You come from an agnostic community and give little thought to spiritual matters."],["3","You were once deeply devout, but a tragedy during the Last War caused you to question your faith."],["4","A personal loss or betrayal shook your faith."],["5","You were spiritually scarred by an encounter with a fiend or aberration."],["6","You've created your own personal religion and believe that all the established faiths are flawed."]],"name":"Chapter 2: Khorvaire Gazeteer - Faiths of Khorvaire; Rejection of Faith","page":140,"source":"ERLW","chapter":{"name":"Khorvaire Gazeteer - Faiths of Khorvaire","ordinal":{"type":"chapter","identifier":2},"index":7}},{"colLabels":["The Sovereign Host","Province","Suggested Cleric Domains","Common Symbol"],"colStyles":["col-2","col-2","col-2","col-6"],"rows":[["{@deity Arawai|eberron|erlw}","Life, love","Life, Nature","Sheaf of wheat tied with green ribbon {@i or} bronze dragon"],["{@deity Aureon|eberron|erlw}","Knowledge, law","Knowledge, Order*","Open tome {@i or} blue dragon"],["{@deity Balinor|eberron|erlw}","Beasts, the hunt","Nature, War","Pair of antlers {@i or} green dragon"],["{@deity Boldrei|eberron|erlw}","Community, home","Life","Fire in a stone hearth {@i or} copper dragon"],["{@deity Dol Arrah|eberron|erlw}","Honor, sunlight","Light, War","Rising sun {@i or} red dragon"],["{@deity Dol Dorn|eberron|erlw}","Strength at arms","War","Longsword crossed over a shield {@i or} silver dragon"],["{@deity Kol Korran|eberron|erlw}","Trade, travel","Trickery","Nine-sided gold coin {@i or} white dragon"],["{@deity Olladra|eberron|erlw}","Good fortune","Life, Trickery","Domino {@i or} black dragon"],["{@deity Onatar|eberron|erlw}","Artifice, the forge","Forge**, Knowledge","Crossed hammer and tongs {@i or} brass dragon"]],"name":"Deities of Eberron; 1","page":141,"source":"ERLW","chapter":{"name":"Khorvaire Gazeteer - Faiths of Khorvaire","ordinal":{"type":"chapter","identifier":2},"index":7}},{"colLabels":["The Dark Six","Province","Suggested Cleric Domains","Common Symbol"],"colStyles":["col-2","col-2","col-2","col-6"],"rows":[["{@deity The Devourer|eberron|erlw}","Nature's wrath","Tempest","Bundle of five sharpened bones {@i or} dragon turtle"],["{@deity The Fury|eberron|erlw}","Passion, revenge","War","Winged wyrm with woman's head and arms"],["{@deity The Keeper|eberron|erlw}","Death, greed","Death","Dragonshard in the shape of a fang {@i or} dracolich"],["{@deity The Mockery|eberron|erlw}","Betrayal, bloodshed","Trickery, War","Five blood-spattered blades {@i or} flayed dragon"],["{@deity The Shadow|eberron|erlw}","Ambition, dark magic","Knowledge","Obsidian tower"],["{@deity The Traveler|eberron|erlw}","Change, chaos","Forge**, Knowledge, Trickery","Four crossed, rune-inscribed bones"]],"name":"Deities of Eberron; 2","page":141,"source":"ERLW","chapter":{"name":"Khorvaire Gazeteer - Faiths of Khorvaire","ordinal":{"type":"chapter","identifier":2},"index":7}},{"colLabels":["Other Faiths","Province","Suggested Cleric Domains","Common Symbol"],"colStyles":["col-2","col-2","col-2","col-6"],"rows":[["{@deity The Silver Flame|eberron|erlw}","Good, protection","Life, Light, War","Flame drawn on silver or molded from silver"],["{@deity The Blood of Vol|eberron|erlw}","Immortality","Death, Life","Red teardrop gem"],["{@deity Cults of the Dragon Below|eberron|erlw}","Madness","Trickery","Varies"],["{@deity The Path of Light|eberron|erlw}","Light, self-improvement","Life, Light","Brilliant crystal"],["{@deity The Spirits of the Past|eberron|erlw}","Elven ancestors","Nature, War","Varies"],["{@deity The Undying Court|eberron|erlw}","Elven ancestors","Grave**, Knowledge, Life","Golden mask"]],"name":"Deities of Eberron; 3","page":141,"source":"ERLW","chapter":{"name":"Khorvaire Gazeteer - Faiths of Khorvaire","ordinal":{"type":"chapter","identifier":2},"index":7}},{"caption":"Falling in Sharn","colLabels":["d8","Result"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You fall hundreds of feet before striking the ground at the base of the towers."],["2","You fall {@dice 3d6 × 10} feet before striking a bridge. A major bridge in an upper or a middle ward will have a {@spell feather fall} enchantment; otherwise, it's going to be a hard landing."],["3","You fall {@dice 2d4 × 10} feet and land in a passing skycoach, possibly injuring a passenger."],["4","You fall {@dice 4d4 × 5} feet and strike an outcropping, flagpole, or projecting statue. If you survive, you're still precariously perched on the edge of a tower or bridge."],["5","You fall past a {@creature hippogriff}—make a successful DC 15 Dexterity ({@skill Acrobatics}) check to catch its leg!"],["6","A {@creature gargoyle} or {@creature giant owl} catches you—then threatens to drop you if it doesn't get a reward."],["7","You can fly! Actually, a nearby wizard or artificer casts {@spell feather fall} to save you, but for a moment it felt like you can fly. And now the spellcaster wants payment."],["8","You strike a small {@creature air elemental} that was drawn to the city. Doing this cushions your fall, but now you're on top of an air elemental."]],"name":"Watch Your Step!; Falling in Sharn","page":152,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Magewright Casting Fees","colLabels":["Spell Level","Price"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["1st","25 gp"],["2nd","50 gp"],["3rd","100 gp"]],"name":"Spellcasting Services; Magewright Casting Fees","page":153,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Sharn Councilors","colLabels":["d12","Councilor"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Sorik Sensos} (human) represents Middle Central. An elder statesman and a brilliant orator, he is rumored to be involved in a web of bribery and graft."],["2","{@b Sava Kharisa} (human) is the outspoken councilor from Lower Central. Since taking her seat, she has fought to improve conditions for the lower classes of Sharn, and she has made many enemies on the council and beyond."],["3","{@b Thurik Davandi} (gnome) represents Upper Menthis. He is known to have ties to Zilargo and the Boromar Clan, and reportedly loves intrigues and blackmail."],["4","{@b Savia Potellas} (human) has her hand in the entertainment industry of Lower Menthis. She hopes to reduce the influence of organized crime in her district, but it's a dangerous game."],["5","{@b Maza Thadian} (elf) represents Upper Northedge. A venerable elf and owner of one of the finest restaurants in Sharn, she fights to maintain tradition but definitely puts the needs of the wealthy ahead of the poor."],["6","{@b Shassa Tarr} (shifter), from Lower Northedge, represents the interests of the merchants and shifters of her ward. She is a cunning diplomat and devoted to her constituents."],["7","{@b Bestan ir'Tonn} (halfling) has represented Upper Tavick's Landing for thirty years, and largely views his ward as a separate city within the city. He has a reputation for stirring up conflict and setting the other councilors against one another."],["8","{@b Kilk} (changeling) represents the merchants of Lower Tavick's Landing. Whispered rumors suggest that the changeling has ties to the mysterious Tyrants. Some insist that Kilk is actually an identity shared by a group of changelings."],["9","{@b Hruitt} (owl) is a {@creature giant owl} who can assume human form. A former aerial racer, he's a clever negotiator who fights for the good of the Bazaar and Middle Dura, often opposing the Boromar Clan and its allies."],["10","{@b Ilyra Boromar} (halfling) is the councilor for Lower Dura, but it's common knowledge that her true allegiance is to her family and its criminal empire. The current ongoing conflict with Daask has weakened her family and her position."],["11","{@b Evix ir'Marasha} (human) represents Skyway. Lady Marasha owns the Celestial Vista restaurant, along with several other valuable businesses. She's an eloquent speaker who supports many radical positions, including abolishing the monarchy after the death of King Boranel and recognizing Sharn as an independent province."],["12","{@b Nolan Toranak} (dwarf), the councilor for the Cogs, is largely seen as a tool of the industrialists who own the foundries there. Members of his family were killed by warforged during the Last War, and Toranak harbors a bitter grudge against House Cannith and the warforged. He has tried to have warforged reclassified as property, and seeks to suppress warforged activists in the Cogs."]],"name":"City Government; Sharn Councilors","page":156,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"colLabels":["District","Description","Location"],"colStyles":["col-2","col-8","col-2"],"rows":[["Highest Towers","The seat of city government, this district is also where airships arrive and depart.","Upper Central"],["Korranath","Named for the great temple of Kol Korran that lies at its center, this district is dedicated to wealth and finance. Moneychangers, banks, and grand vaults are found here, in addition to the estates of powerful merchants.","Upper Central"],["Platinum Heights","Catering to Sharn's elite, this district provides a wide range of shops and services of wealthy to aristocratic quality.","Upper Central"],["Skysedge Park","Home to three sprawling rooftop parks, this district provides a touch of wilderness in the heart of the city. A small community of immigrants from the Eldeen Reaches maintains these groves and gardens.","Upper Central"],["Ambassador Towers","This district contains the embassies to the Thronehold nations, along with Aerenal and Riedra. It's also the seat of the Citadel and home to the Brelish Museum of Fine Art.","Middle Central"],["Dragon Towers","This is the primary place to do business with representatives of the dragonmarked houses. All the houses have outposts here, and Sivis, Tharashk, Jorasco, and Cannith have their primary enclaves in Dragon Towers.","Middle Central"],["Sovereign Towers","A district filled with a vast assortment of temples and shrines. It is home to the two most important temples in Sharn: the Pavilion of the Host and the Cathedral of the Cleansing Flame.","Middle Central"],["Sword Point","This garrison district houses the forces that police and defend Central Plateau, including the Sharn Watch and a detachment of the royal army.","Middle Central"],["Tradefair","A merchant district offering legal goods and services of modest to comfortable quality.","Middle Central"],["Boldrei's Hearth","A haven for travelers, this district contains reliable inns ranging from modest to comfortable quality.","Lower Central"],["Olladra's Kitchen","Neither the best nor worst Sharn has to offer, Olladra's Kitchen is home to a wide number of taverns and restaurants of modest to comfortable quality.","Lower Central"]],"name":"Central Plateau: Important Districts","page":161,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"colLabels":["District","Description","Location"],"colStyles":["col-2","col-8","col-2"],"rows":[["Clifftop","This district caters to adventurers, with a wide array of businesses aimed at explorers and fortune hunters. It is the home base of the Clifftop Adventurer's Guild.","Upper Dura"],["Daggerwatch","Daggerwatch holds garrisons for both the Sharn Watch and the Brelish army, along with business and residences for those who support the garrisons.","Upper Dura"],["Highhold","A district built by dwarves for dwarves, Highhold has strong Mror influences in its architecture. It's a good place to find Mror goods and is home to talented smiths and brewers.","Upper Dura"],["Highwater","The finest residential district in Dura and the seat of House Vadalis, Highwater is largely comfortable in quality with a few wealthy estates.","Upper Dura"],["Hope's Peak","A relatively new temple district, with shrines and churches that have relocated from Fallen in Lower Dura. Hope's Peak includes several monasteries and a sacred grove.","Upper Dura"],["Overlook","Overlook is noteworthy for its kalashtar community, which maintains a community center, a shrine devoted to the Path of Light, and a few restaurants serving Sarlonan cuisine.","Upper Dura"],["The Bazaar","The largest commercial district in Sharn, an excellent place to buy or sell used—and possibly stolen—goods.","Middle Dura"],["Broken Arch","Once a proud residential district, Broken Arch has fallen into disrepair. Its housing is poor to modest in quality, though the shells of wealthy manors can still be seen.","Middle Dura"],["Hareth's Folly","A jumble of architectural styles, Hareth's Folly is a place to gamble and enjoy modest food and drink. The Hollow Tower is a center for aerial sports, and Hareth's Folly is where the Race of Eight Winds begins and ends.","Middle Dura"],["Rattlestone","Rattlestone is a tenement district. Its people have little but their pride, but there's a strong camaraderie between them.","Middle Dura"],["Stormhold","A comfortable residential district, Stormhold is home to the few powerful families that have remained in Dura. It's in better condition than most of Middle Dura, and Deneith mercenaries protect the streets.","Middle Dura"],["Tumbledown","A poor residential district, Tumbledown has experienced recent incursions from Daask.","Middle Dura"],["Underlook","The center of Sharn's nightlife before Menthis Plateau was built, Underlook is a collection of poor taverns and inns.","Middle Dura"],["Callestan","Home to an assortment of squalid and poor businesses, Callestan is a nexus for criminal activity and known as a stronghold of the Boromar Clan.","Lower Dura"],["Fallen","Sharn's oldest temple district, Fallen was abandoned after a floating tower crashed into the district during the Last War. Now it's a collection of wretched ruins.","Lower Dura"],["Gate of Gold","A squalid slum, providing miserable housing for desperate people.","Lower Dura"],["Malleon's Gate","A poor district originally inhabited by goblins, Malleon's Gate has become a haven for monstrous immigrants from Droaam and Darguun, along with members of Daask.","Lower Dura"],["Oldkeep","Another poor slum, largely home to dockworkers from Precarious.","Lower Dura"],["Precarious","The skydocks of Precarious pass goods between the towers and the port on the Dagger River below. The district is filled with warehouses, along with a handful of poor taverns. A small community of Sarlonans lives here.","Lower Dura"],["The Stores","A warehouse district with a large halfling population, with ties to the Boromar Clan.","Lower Dura"]],"name":"Dura Quarter: Important Districts","page":162,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"colLabels":["District","Description","Location"],"colStyles":["col-2","col-8","col-2"],"rows":[["Den'iyas","Founded by gnome immigrants from Zilargo, Den'iyas is a haven for those interested in Zil culture. It's home to many sages and artisans, and a hotbed of schemes and intrigue.","Upper Menthis"],["Ivy Towers","This residential district includes comfortable homes and modest apartments. Many of the students and faculty of Morgrave University live in Ivy Towers.","Upper Menthis"],["Seventh Tower","A shopping district, with restaurants and goods of comfortable to wealthy quality. Seventh Tower is especially noteworthy for Little Xen'drik, a collection of galleries whose owners buy and sell goods from Xen'drik.","Upper Menthis"],["University","This district is dominated by Morgrave University. It's also a nexus for sophisticated entertainment, including the Art Temple, the Grand Stage, and the Great Hall of Aureon.","Upper Menthis"],["Cassan Bridge","A mercantile district with goods of modest to comfortable quality. Home to a significant number of immigrants from the Shadow Marches, Cassan Bridge is the place to visit for exotic Marcher herbs and cuisine.","Middle Menthis"],["Everbright","This district is a source of magical goods and services. Exotic components, magewrights for hire, common or uncommon magic items—all of these and more can be found here.","Middle Menthis"],["Little Plains","Founded by Talenta halflings, this district includes a central campground for visiting halfling nomads. The permanent residents are mostly halflings as well. Talentan foods and crafts can be found here, along with displays of traditional skills and pastimes.","Middle Menthis"],["Smoky Towers","Safer than the lower wards and less expensive than Upper Menthis, Smoky Towers has plenty of entertainment options. The Classic Theater is its most popular venue, but Smoky Towers offers a wide variety of more exotic fare. Dinner theater, changeling burlesque, and other diversions can be found in Smoky Towers. Thovanic Hall has begun performing works from Darguun and Droaam featuring monstrous performers. Smoky Towers has also become a haven for Cyran refugees wealthy enough to avoid High Walls.","Middle Menthis"],["Warden Towers","This district is the primary garrison of the Sharn Watch in Menthis. It's home to a community of Lhazaar immigrants, and the Broken Anchor is a tavern catering to Lhazaar travelers.","Middle Menthis"],["Downstairs","The Downstairs district is primarily known for food and drink. Though most of its taverns and inns are only modest in quality, the Four Sails serves some of the finest seafood in Sharn. The recent success of the Diamond Theater has also drawn travelers to the district.","Lower Menthis"],["Firelight","This district is a destination for those who seek illicit forms of entertainment. Many forms of illegal gambling and paid companionship can be found in Firelight. It's also the most common location of the Burning Ring.","Lower Menthis"],["Torchfire","A district with a notorious reputation, celebrated for cheap entertainment and infamous for its dangerous alleys. Its theaters specialize in musical comedy and lowbrow entertainment, and there are lots of opportunities for hopeful amateurs to get on a stage in Torchfire.","Lower Menthis"]],"name":"Menthis Plateau: Important Districts","page":162,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"colLabels":["District","Description","Location"],"colStyles":["col-2","col-8","col-2"],"rows":[["Crystal Bridge","A peaceful residential district with many wealthy and aristocratic estates.","Upper Northedge"],["Oak Towers","A residential district where housing ranges from comfortable to aristocratic. Construction in Oak Towers uses materials and styles drawn from Aerenal, and the district is home to many of Sharn's established elf and half-elf families.","Upper Northedge"],["Shae Lias","This district is a bastion for the culture and traditions of the elves of Aerenal. It includes a variety of businesses specializing in Aereni goods, as well as a temple of the Undying Court.","Upper Northedge"],["High Hope","A center for worship for the people of Northedge, High Hope includes temples of the Silver Flame and the Sovereign Host, along with many smaller shrines. It lacks the grandeur of Sovereign Towers in Central Plateau, but has an atmosphere of solemn devotion.","Middle Northedge"],["Holdfast","Holdfast is the heart of Sharn's native dwarf population. The ancestors of the Holdfast dwarves helped build Sharn, and many of its people are stonemasons, architects, and smiths. Holdfast dwarves are proud of their Sharn roots and have little interest in Mror customs or traditions.","Middle Northedge"],["Longstairs","The population of this peaceful residential district is mostly made up of dwarves, humans, and half-elves. Neighbors here generally stand together to deal with any trouble.","Lower Northedge"],["North Market","The open market in this region largely deals in simple, locally produced goods. Due to the significant shifter population in Lower Northedge, North Market offers goods and services aimed at shifters (grooming services, claw care, and so forth) as well as those reflecting an Eldeen influence.","Lower Northedge"],["Stoneyard","This residential district is home to the majority of Sharn's shifters, including both recent immigrants from the Eldeen Reaches and long-established local families. The district includes a makeshift hrazhak court and a shrine devoted to the Wardens of the Wood. Conditions are poor to modest.","Lower Northedge"]],"name":"Northedge Quarter: Important Districts","page":163,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"colLabels":["District","Description","Location"],"colStyles":["col-2","col-8","col-2"],"rows":[["Copper Arch","This district is built around the Deneith garrison that polices the upper ward. It contains shops and services catering to the wealthy elite.","Upper Tavick's Landing"],["Ocean View","This residential district is home to some of the most influential citizens of Sharn. It has a mix of wealthy mansions and aristocratic estates.","Upper Tavick's Landing"],["Silvergate","This shopping district is patronized by those with gold to spare. All manner of fine jewelry and expensive clothing can be found here, along with aristocratic food and lodging.","Upper Tavick's Landing"],["Sunrise","This district provides housing for the shopkeepers and servants who keep Upper Tavick's Landing running. Housing is largely modest in quality, with a few comfortable towers.","Upper Tavick's Landing"],["Twelve Pillars","This is the civic heart of Upper Tavick's Landing. The twelve pillars it's named for surround a courthouse, the Tower of Law, where visitors can get licenses to carry weapons in the ward.","Upper Tavick's Landing"],["Cornerstone","A haven for travelers, Cornerstone has a range of comfortable inns and taverns. It's built around the vast Cornerstone arena and is a center of activity for many major sporting events.","Middle Tavick's Landing"],["Deathsgate","Named for the nearby City of the Dead, this district houses the Deathsgate Guild and businesses that cater to adventurers. House Deneith recruits mercenaries at its outpost here.","Middle Tavick's Landing"],["Graywall","This district was founded long ago by Karrnathi immigrants, and its people are proud of their heritage. It is a haven for any Karrnathi travelers passing through Sharn. Rumors say there's a temple devoted to the Blood of Vol in Graywall, but if that's the case, it's kept hidden.","Middle Tavick's Landing"],["Tavick's Market","This district specializes in produce and other goods brought in by the farmers from the surrounding countryside.","Middle Tavick's Landing"],["Black Arch","This district is filled with checkpoints and enchanted gates. These portals are generally open, but in times of trouble, Black Arch can become an impassable fortress. The Sharn Watch maintains the local garrison. House Orien and House Sivis both maintain outposts here, ensuring that messages can be swiftly delivered through the city and beyond.","Lower Tavick's Landing"],["Cogsgate","This warehouse district is the gateway to the Cogs, and shipments of ore and other goods regularly pass through here. House Kundarak has high-security storage facilities for rent, and a House Deneith outpost hires out Blademark mercenaries for venturing below.","Lower Tavick's Landing"],["Dragoneyes","Dragoneyes tends to the needs of weary travelers, providing a wide range of lodging, food, and entertainment for tourists. It's also the home of most of Sharn's changeling population, and many changelings use their gifts to entertain and amuse travelers. Some say that it's the home of the Tyrants criminal guild, but if so, that place is well hidden.","Lower Tavick's Landing"],["High Walls","This district was converted into an internment center during the Last War. Since the end of the war, it has been transformed into a refugee camp. Most of the residents are Cyrans who fled the Mourning, but High Walls also includes Brelish citizens who lost their homes in the war. It's a crowded and dangerous place, but it allows residents to maintain a squalid lifestyle at no cost. Currently the gates are open, but the Sharn Watch could seal them at any time.","Lower Tavick's Landing"],["Terminus","This district is based around Terminus Station, where the lightning rail enters and leaves Sharn. Most local businesses serve the station or travelers.","Lower Tavick's Landing"],["Wroann's Gate","Travelers who arrive on the main road enter Sharn through Wroann's Gate, passing below a huge statue of the legendary Queen Wroaan. Many of the dragonmarked houses maintain shops here so travelers can send messages, hire bodyguards, or make use of other services.","Lower Tavick's Landing"]],"name":"Tavick's Landing: Important Districts","page":164,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"colLabels":["District","Description","Location"],"colStyles":["col-2","col-8","col-2"],"rows":[["Skyway","Skyway is a district that floats above Central Plateau and Menthis, built atop an island of solidified clouds. The richest people in Sharn live here.","Above the city"],["Cliffside","Boats bring cargo and passengers to the dock at Cliffside, on the edge of the Dagger River. From there, enormous lifts carry people up to Precarious. This dangerous district contains an assortment of taverns, shabby inns, and warehouses.","On the banks of the Dagger River"],["Ashblack","The first foundries of Sharn were built here. The district is devoted to industry, and the environment here is sweltering and claustrophobic.","The Cogs"],["Blackbones","Blackbones is newer than Ashblack, and it shows. The district's corridors are wider and better lit. The foundries are well maintained, and the district has a few thriving businesses. Most of the warforged that reside in Sharn work in Blackbones.","The Cogs"]],"name":"Above and Below Sharn: Important Districts","page":164,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Central Plateau: Noteworthy Locations","colLabels":["Location","Description","District"],"colStyles":["col-2","col-8","col-2"],"rows":[["Aurora Gallery","The most prestigious auction house in Sharn, Aurora deals in magic items, exotic finds from Xen'drik, and other wonders.","Platinum Heights, Upper Central"],["City Archive","This enormous edifice holds the historical and legal records of Sharn and the surrounding regions.","Highest Towers, Upper Central"],["Council Hall","The seat of city government and the site of City Council meetings. The council meets weekly, and visitors can watch from the gallery.","Highest Towers, Upper Central"],["Gray Dragon Inn","This inn provides aristocratic and wealthy lodging for those who can afford it.","Platinum Towers, Upper Central"],["The Korranath","The temple of Kol Korran is an ostentatious display of wealth and a popular tourist attraction, since many believe praying at the Korranath ensures success in business.","Korranath, Upper Central"],["Kundarak Bank of Sharn","This is the largest bank in Sharn and the center of House Kundarak urban operations in the city.","Korranath, Upper Central"],["Lyrandar Tower","All airship travel to and from Sharn passes through the docking spires of Lyrandar Tower, the house's primary enclave in Sharn.","Highest Towers, Upper Central"],["Sannid's","One of Sharn's most celebrated restaurants, Sannid's serves Brelish cuisine of wealthy quality and has a legendary wine cellar.","Platinum Towers, Upper Central"],["The Vaults","Located below the Kundarak Bank, the Vaults are Kundarak's heavily guarded storage facility.","Korranath, Upper Central"],["Wayfinder Foundation","The guildhall for this legendary association of explorers.","Korranath Upper Central"],["Brelish Museum of Fine Art","The museum displays work produced by Brelish artists and relics recovered from Xen'drik.","Ambassador Towers, Middle Central"],["Cathedral of the Cleansing Flame","The central temple of the Church of the Silver Flame serves both as a templar garrison and the site of grand rituals and celebrations.","Sovereign Towers, Middle Central"],["The Citadel","The headquarters of the King's Citadel, Breland's elite military and intelligence service. The Citadel is also a high-security prison holding Sharn's most dangerous criminals.","Ambassador Towers, Middle Central"],["The Panaceum","The largest House Jorasco enclave in Sharn provides high-priced healing services to all who can pay for them.","Dragon Towers, Middle Central"],["Pavilion of the Host","The center for worship of the Sovereign Host is a grand open tower surrounded by nine temples, each dedicated to one of the Sovereigns.","Sovereign Towers, Middle Central"]],"name":"Central Plateau: Noteworthy Locations","page":165,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Dura Quarter: Noteworthy Locations","colLabels":["Location","Description","District"],"colStyles":["col-2","col-8","col-2"],"rows":[["The Citadel of the Sun","A temple devoted to Dol Arrah, noteworthy for the three blessed griffons that reside there.","Hope's Peak, Upper Dura"],["The Clifftop Adventurer's Guild","An institution that provides adventurers with camaraderie and profitable work.","Clifftop, Upper Dura"],["The Drunken Dragon","A tavern frequented by members of the Clifftop Adventurer's Guild. The food is modest, but it has the widest selection of exotic alcohol in Sharn.","Clifftop, Upper Dura"],["The Esoteric Order of Aureon","The guildhall of one of Sharn's most prestigious arcane orders. A reliable source for arcane spellcasting services.","Clifftop, Upper Dura"],["The Gold & White","This tavern offers fare of comfortable quality at modest prices. It caters to members of the Sharn Watch and Brelish veterans, but others will receive a cold welcome.","Daggerwatch, Upper Dura"],["Moraggan's","A posh tavern specializing in strong Mror spirits. Food and drink are wealthy in quality and cost.","Highhold, Upper Dura"],["The Mystic Market","A collection of shops specializing in different categories of magic items. Most merchandise is common or uncommon, but rare items are occasionally available.","Clifftop, Upper Dura"],["Pegasus Spire","The seat of House Vadalis in Sharn is one of the few enclaves where pegasi are raised and trained. Native to Syrania, these celestial beasts can become stranded in Sharn; Vadalis heirs care for them and match them with virtuous companions.","Highwater, Upper Dura"],["Ghallanda Hall","This proud Ghallanda enclave continues to operate amid the fading squalor of Middle Dura, and has become a tourist attraction. It offers a range of services, with food and lodging of poor to comfortable quality.","Underlook, Middle Dura"],["The Hollow Tower","A vertically oriented arena used for aerial jousting and other unusual sporting events.","Hareth's Folly, Middle Dura"],["The King of Fire","A comfortable tavern and gambling hall, known as one of the safest places to bet on the Race of Eight Winds and the events at the Hollow Tower.","Hareth's Folly, Middle Dura"],["The Anvil","This fading Ghallanda inn struggles to maintain its poor to modest quality. It's known to be under the protection of the Boromar Clan, which makes it one of the safest establishments in Lower Dura.","Callestan, Lower Dura"],["The Broken Mirror","A curious tavern owned by a family of changelings, the Broken Mirror changes its appearance and theme every week. It's rumored to be connected to the Tyrants.","Callestan, Lower Dura"],["The Silvermist Theater","A remnant of Callestan's glory days, this place is a shadow of the grand establishment it once was. The current owners are known for staging bizarre events at the Silvermist. Since the Sharn Watch stays out of Callestan, anything can happen here.","Callestan, Lower Dura"]],"name":"Dura Quarter: Noteworthy Locations","page":166,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Bazaar Merchants","colLabels":["d10","Merchant"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Secondhand Strings}. A must-stop shop for the bard on a budget, with a variety of gently used instruments."],["2","{@b Korryn's Quill}. A reliable source for cartographers, calligraphers, and scribes of all stripes."],["3","{@b Seven Leagues}. Owned by the cobbler Boots, this small stall has a remarkable selection of footwear."],["4","{@b Borran's Blades}. Borran is one of the few halfling smiths in Sharn. He specializes in knives and daggers."],["5","{@b Hearty Scales}. A stall serving grilled lizard meat and other Talentan delicacies."],["6","{@b Roll and Conquer}. One of Sharn's only game stores. It does most of its business in cards and dice."],["7","{@b The Old Apothecary}. Selling supplies for herbalists and alchemists, this claims to be Bazaar's oldest shop."],["8","{@b Illumination}. This shop sells lamps, lanterns, candles, and torches. Some are magical."],["9","{@b The Magewright's Miscellany}. This little shop deals in spell components. The clerks love to discuss magic."],["10","{@b Sundry's Shop}. A gnome named Sundry runs a pawn shop filled with all manner of trinkets."]],"name":"Middle Dura; Bazaar Merchants","page":167,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Menthis Plateau: Noteworthy Locations","colLabels":["District","Description","Location"],"colStyles":["col-2","col-8","col-2"],"rows":[["Art Temple","This theater is renowned for its avant-garde techniques and subjects.","University, Upper Menthis"],["Davandi Fine Tailoring","In addition to being the city councilor representing Upper Menthis, the gnome Thurik Davandi is an accomplished tailor and magewright who produces the finest glamerweave clothing available in Sharn.","Den'iyas, Upper Menthis"],["Dezina Museum of Antiquities","Attached to Morgrave University, this building displays the relics recovered on the university's many expeditions.","University, Upper Menthis"],["Golden Horn","This wealthy inn includes a library, a few large meeting rooms, and a small concert hall. Performing at the Horn is an excellent opportunity for aspiring bards.","University, Upper Menthis"],["Grand Stage","This stage hosts grand performances of the beloved classics of Galifar, along with more modern works that follow classical traditions.","University, Upper Menthis"],["Great Hall of Aureon","Sharn's largest temple to the Sovereign Aureon, the Great Hall celebrates knowledge and learning. The clergy are sages and savants in a wide variety of fields.","University, Upper Menthis"],["Khavish Theater","Established by and for gnomes, the Khavish has ample seating for small creatures, and its shows make extensive use of illusions.","Den'iyas, Upper Menthis"],["Little Xen'drik","This area of small shops deals in antiquities and relics recovered from Xen'drik and the ruins below Sharn. Cloud Antiquities specializes in giant artifacts, while the Mekdall Gallery deals in ancient elven and drow goods. Windows on Yesterday looks for items with historical significance, and Echoes of the Past deals in magic items with practical uses.","Seventh Tower, Upper Menthis"],["Sharn Opera House","Performances at the Sharn Opera are one of the most highbrow forms of entertainment in the city.","University, Upper Menthis"],["Stargazer Theater","This open-air theater focuses on popular entertainment with family appeal.","University, Upper Menthis"],["Classic Theater","A small and inexpensive theater, the Classic performs only works written before the start of the Last War.","Smoky Towers, Middle Menthis"],["The Burning Ring","The Ring offers blood sport and gladiatorial combat. These dangerous matches aren't sanctioned by law, and the Burning Ring constantly changes locations to avoid the Sharn Watch. It's always last seen somewhere in Lower Menthis.","Lower Menthis"],["Diamond Theater","A cheap theater once known for bawdy humor, the Diamond has gained fame due to its playwright in residence and has produced several plays about the impact of the Last War.","Downstairs, Lower Menthis"],["Ten Torches","The cheapest ticket in Sharn's theater scene, Ten Torches alternates between lowbrow comedy and bizarre shows that no respectable theater would stage.","Torchfire, Lower Menthis"]],"name":"Menthis Plateau: Noteworthy Locations","page":169,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Shows in Menthis","colLabels":["d8","Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Tira's Tears}. A speculative drama about the founder of the Church of the Silver Flame. (Grand Stage, Upper Menthis)"],["2","{@b Facade}. A comedy of errors about a family of changelings, involving a tangled web of mistaken identities. (Art Temple, Upper Menthis)"],["3","{@b Five Lives}. A bitter reflection on the tragedy of the Last War, as seen through the eyes of five soldiers. Written by up-and-coming playwright Luca Syara. (Diamond Theater, Lower Menthis)"],["4","{@b Galifar Triumphant}. A beloved history based on the legendary king and the conflict that established the Kingdom of Galifar. (Classic Theater, Middle Menthis)"],["5","{@b The Late Count}. A comic opera by the bard Kessler, revolving around a Karrnathi count who is resurrected as a zombie. (Sharn Opera House, Upper Menthis)"],["6","{@b The Carnival of Shadows.} House Phiarlan's traveling circus, a mesmerizing blend of illusions, physical arts, and exotic beasts. The traveling troupe always visits Smoky Towers (Middle Menthis)."],["7","{@b The Brelish Symphony Orchestra.} A performance of some of the finest works of Seventh Century Brelish composers. (Kavarrah Concert Hall, Upper Menthis)"],["8","{@b Reflection}. A one-person show performed by the changeling Adi, exploring the multitudes that exist within us all. (Ten Torches, Lower Menthis)"]],"name":"What's on the Bill?; Shows in Menthis","page":170,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Northedge Quarter: Noteworthy Locations","colLabels":["Location","Description","District"],"colStyles":["col-2","col-8","col-2"],"rows":[["Gates of Passage","Built from Aereni densewood, this spire serves both as the embassy of Aerenal and a temple of the Undying Court. Aereni citizens who die in Sharn are interred in the temple crypts until their remains can be transported to Aerenal.","Shae Lias, Upper Northedge"],["Nightshade","An apothecary dealing in exotic herbs and salves, Nightshade is also a tavern specializing in lightly poisoned beverages.","Shae Lias, Upper Northedge"],["The Oaks","A legendary restaurant that serves Aereni and Brelish cuisine. The quality is unmatched, as are the aristocratic prices. Head chef Maza Thadian has maintained the Oaks for over three hundred years, but after her recent appointment as city councilor for Upper Northedge she is often occupied with other matters.","Shae Lias, Upper Northedge"],["The Silver Bough","This establishment deals in arms crafted in the Aereni tradition. This merchandise includes magic items, but woodshaper Tanar Mendyrian takes time to produce his wonders, and only a limited selection is available at any given time.","Shae Lias, Upper Northedge"],["The Winding Root","A marketplace and gallery that showcases the work of elven artisans, including sculptures, textiles, and fine clothing.","Shae Lias, Upper Northedge"],["The Veil of Flesh","This studio deals in Aereni body art and alteration, such as tattoos and cosmetic transmutation.","Shae Lias, Upper Northedge"],["Coldflame Keep","A garrison temple of the Silver Flame, this place once housed a hundred templars dedicated to protecting Sharn from supernatural threats. It has largely been abandoned; only a dozen devoted templars and adepts remain in residence.","High Hope, Middle Northedge"],["Daca's Watch","A dwarf named Daca has been sitting on a pillar in Northedge for over a century, offering advice and encouragement. Though she doesn't claim to be a priest, many believe that Daca is blessed and guided by Boldrei.","High Hope, Middle Northedge"],["The Bear's Rest","A modest inn maintained by a beasthide shifter named Leara, who usually gives a discount to traveling shifters. The decor features various exotic hides.","North Market, Lower Northedge"],["Fathen's Shrine","This marker in North Market commemorates a miracle that exposed a network of wererats in Sharn, along with the priest of the Silver Flame who died while fighting them. Pilgrims devoted to the Silver Flame often visit the shrine.","North Market, Lower Northedge"],["The Horse and Hearth","Though not as colorful as the Bear's Rest, this large inn is maintained by House Ghallanda and offers rooms of modest and comfortable quality.","North Market, Lower Northedge"],["The Rat's Nest","A modest tavern catering to the shifters of Lower Northedge, the Rat's Nest is a haven for gossip and serves food and drink in the Eldeen style.","North Market, Lower Northedge"]],"name":"Northedge Quarter: Noteworthy Locations","page":171,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Tavick's Landing: Noteworthy Locations","colLabels":["Location","Description","District"],"colStyles":["col-2","col-8","col-2"],"rows":[["Crystals of Denion","This gallery deals in rare and expensive magic items. The selection is limited, and Denion looks for items that are both beautiful and powerful.","Silvergate, Upper Tavick's Landing"],["The Three Towers","A fortress enclave of House Deneith. One tower is a garrison for the Blademark mercenary forces that police Upper Tavick's Landing. The second is dedicated to house business and training. The third is a private mansion for Deneith heirs.","Copper Arch, Upper Tavick's Landing"],["Transmutation","A beauty salon that employs both magical and mundane cosmetic techniques.","Copper Arch, Upper Tavick's Landing"],["Wyredd's Spirits","Wyredd deals in fine wines and exotic spirits. Wyredd's has the finest selection in Sharn, but his prices are high.","Copper Arch, Upper Tavick's Landing"],["The Bloody Mug","A comfortable tavern catering to Sharn's Karrnathi immigrants. Travelers from Karrnath always receive a warm welcome and a tankard of nightwood ale in exchange for stories from the old country.","Graywall, Middle Tavick's Landing"],["The Cornerstone","A massive arena that hosts a wide array of sporting events. These include jousts and races, both on foot and through the air. The Stone Trees is an offshoot of the Cornerstone that serves as the playing field for hrazhak competitions.","Cornerstone, Middle Tavick's Landing"],["The Deathsgate Guild","A society where adventurers can hone their skills and seek profitable work. The Deathsgate Guild has a sinister reputation, earned because its members will do anything in pursuit of success.","Deathsgate, Middle Tavick's Landing"],["The Guild of Starlight and Shadows","The guildhall of one of Sharn's most prestigious arcane orders. A reliable source for arcane spellcasting services.","Deathsgate, Middle Tavick's Landing"],["Maynard's Menagerie","This Vadalis storefront deals in exotic pets and animal companions, along with barding and other useful gear.","Deathsgate, Middle Tavick's Landing"],["Redblade's","A comfortable tavern catering to the adventurers of the Deathsgate Guild. Redblade is rumored to have a side business selling poison and venoms.","Deathsgate, Middle Tavick's Landing"],["Slogar's","This modest restaurant serves traditional Karrnathi cuisine. The ambience is a bit gloomy, but the prices are reasonable, and the food is very filling.","Graywall, Middle Tavick's Landing"],["Tooth and Nail","A comfortable tavern devoted to the sport of hrazhak. Most of the clientele are shifters, but anyone willing to talk hrazhak will find friends here.","Cornerstone, Middle Tavick's Landing"],["Chance","A legendary gambling hall. In addition to standard games, it's said that the host can cover a wide range of unusual wagers.","Dragoneyes, Lower Tavick's Landing"],["Terminus Station","An enclave of House Orien, this site contains the lightning rail station. The administrators coordinate the many Orien caravans that come and go from Sharn. Many of the other dragonmarked houses have small outposts in or around Terminus Station, allowing travelers to immediately access the services of House Sivis, House Deneith, and others.","Terminus, Lower Tavick's Landing"],["Velvet's","Staffed by changelings, this comfortable inn specializes in fulfilling fantasies; both the staff and the rooms can be adapted to fit any scenario. Though some clients have romance in mind, others come to Velvet's to relive triumphs, to prepare for debates or trials, or for help in developing a new identity.","Dragoneyes, Lower Tavick's Landing"]],"name":"Tavick's Landing: Noteworthy Locations","page":172,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Above and Below Sharn: Noteworthy Locations","colLabels":["Location","Deascription","District"],"colStyles":["col-2","col-8","col-2"],"rows":[["The Azure Gateway","This luxurious hotel and restaurant recently replaced an old Ghallanda inn. The menu is a \"Galifar fusion,\" combining styles from across the Five Nations.","Skyway"],["The Celestial Vista","This legendary restaurant is owned by Skyway's city councilor, Lady Evix ir'Marasha. The floor is studded with crystal windows, allowing diners to look down into the city below. The food isn't incredible, but tourist crowds keep the Vista filled with customers.","Skyway"],["The Cloud Dragon","This restaurant serves traditional Brelish cuisine, and it does so exceptionally well. It's rarely as crowded as the other venues in Skyway, but locals know its value.","Skyway"],["The Dragon's Hoard","This resort, maintained by House Ghallanda, offers every luxury for those who can afford its high prices.","Skyway"],["Tain Manor","Sharn's social life revolves around the ir'Tain family. The monthly Tain Gala is the hottest ticket in town, and it's held at the family estate in Skyway.","Skyway"],["Mud Caves","This shantytown sits on the edge of Cliffside, where generations of destitute people have carved out homes in the cliff walls. It's a wretched existence, but most of the inhabitants have no other options. It also makes an excellent hiding place for fugitives.","Cliffside"],["Sharn's Welcome","Also known as the docks of Cliffside, this area is rough and dirty. Its taverns frequently host brawls, while the inns offer travelers a wide variety of ways to be cheated or robbed.","Cliffside"],["Ship's Towers","Drifting alongside the Cliffside docks is a collection of rafts, ships, and houseboats lashed together to form a floating community.","Cliffside"],["Keldoran Forge","Though most of the foundries in the Cogs are devoted to large-scale industry, the dwarf Antos Keldoran maintains a small forge and produces bespoke arms and armor.","Ashblack"],["The Pool of Onatar's Tears","A small temple in the Blackbones district holds a pool said to be blessed by the god Onatar. Smiths come from across Khorvaire to dip their tools in the pool.","Blackbones"],["The Red Hammer","The Red Hammer is Sharn's only inn maintained by and for warforged. It offers those who work in the Cogs opportunities to socialize, along with repair and cosmetic services.","Blackbones"]],"name":"Above and Below Sharn: Noteworthy Locations","page":175,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Boromar Contacts","colLabels":["d6","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Sundry} (gnome) is a fence who runs a pawn shop in the Bazaar of Dura and has ties to many smugglers, sailors, and burglars."],["2","{@b Canon} (halfling) is a pickpocket who works across Sharn and is at home throughout the lower districts."],["3","{@b The Rake} (dwarf) runs a handful of gambling dens and sets odds on the sporting events of Sharn."],["4","{@b Myri Olar} (halfling) is a burglar and socialite, familiar with many of the mansions of the upper districts."],["5","{@b Hass Faldren} (half-elf) is a smuggler and the captain of the elemental sloop {@i Ice Storm}. Hass is also well connected on the docks and in the warehouse districts."],["6","{@b Cala Boromar} (halfling) is a lawyer by trade but with specialties in blackmail and intimidation. Cala loves engaging in the art of negotiation and is always interested in acquiring secrets."]],"name":"The Boromar Clan; Boromar Contacts","page":179,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Daask Contacts","colLabels":["d6","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Whyhyr} (gnoll), a talented tracker, loves a good hunt and finding people who don't want to be found."],["2","{@b Ralscar Shal} (goblin) is a fence and information broker, who is happy to be paid in gold or secrets."],["3","{@b Kar Bloodhorn} (minotaur) is an enforcer who leads raiding parties in Callestan. Kal is rough and loud but well liked in the organization."],["4","{@b Ash} (kobold) is a sorcerer with talent in fire magic, who specializes in arson and assault."],["5","{@b Cask} (changeling), an artificer and alchemist, supplies Daask with drugs and explosives and likes devising new concoctions and finding people to test them on."],["6","{@b Teller} (human) is one of the few humans with a position of influence in Daask. A grifter, Teller serves as a spy in the upper levels of the city where monsters aren't able to move around freely."]],"name":"Daask Contacts","page":179,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Tarkanan Contacts","colLabels":["d6","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Rotting Bal} (human) is an assassin, an expert in unarmed combat, and a founding member of the house."],["2","{@b Fileon} (halfling) is a healer with a deadly touch, who evaluates and trains potential recruits."],["3","{@b Nightshade} (gnome) is an assassin and alchemist specializing in exotic poisons, who's always interested in acquiring new toxins or unusual herbs."],["4","{@b Whisper} (elf) is a thief whose aberrant dragonmark absorbs sound. Whisper appreciates fine things and has a vast collection of unusual trinkets."],["5","{@b Zae} (halfling) can influence vermin and see through rats' eyes—an ability often used to spy on people."],["6","{@b Mala Shol} (half-elf) is an expert pickpocket and a master of disguise, with a talent for illusion."]],"name":"House Tarkanan; Tarkanan Contacts","page":179,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Tyrants Contacts","colLabels":["d4","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Korryn} (elf) maintains Korryn's Quill, a shop in the Bazaar of Dura that sells supplies for artists and scribes. In addition to being a remarkable calligrapher, Korryn is an expert forger."],["2","{@b Gray} (changeling) is a bartender at the Crooked Mirror in Callestan and is an information broker, with access to a wide array of rumors."],["3","{@b Chaela Tas} (half-elf) is a grifter with dozens of plots afoot at any given time. Though this identity is the face they wear with you, they maintain many different personas tied to their schemes."],["4","{@b Weave} (changeling) is a body artist who runs a salon in the Dragoneyes district."]],"name":"The Tyrants; Tyrants Contacts","page":180,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Morally Ambiguous Villains","colLabels":["d4","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The villain is targeting people with aberrant dragonmarks in the desperate hope of preventing another War of the Mark."],["2","The villain is suffering under a terrible curse, and their increasingly serious crimes are an effort to fight off the curse."],["3","The villain is rising to power through entirely legal means, winning popular support (through generous campaign promises) and working within the system."],["4","The villain's schemes are directed at preventing the release of a demonic overlord."]],"name":"Shades of Evil; Morally Ambiguous Villains","page":184,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Villain You Know","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A con artist takes advantage of people who fall for their scams, but leaves behind no proof of any crime."],["2","A cowardly politician fleeces the poor of their last few coins without technically doing anything wrong."],["3","A righteous zealot is continually poking into the characters' business, judging their actions and methods while doing even worse things in the shadows."],["4","A powerful figure in a dragonmarked house is using the house's resources for criminal deeds, but there's no trail of evidence leading back to the villain."],["5","A crime lord has the local authorities on the payroll, so no official action will ever be taken to stop their criminal activities."],["6","A villainous mastermind cooperates with local law enforcement to track down and eliminate rival villains, without ever giving the authorities a peek into their own evil deeds."]],"name":"The Villain You Know; Villain You Know","page":184,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Villain You Don't Understand","colLabels":["d6","Driving Force"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@book The Chamber|ERLW|9|The Chamber}"],["2","{@book The Cults of the Dragon Below|ERLW|9|Cults of the Dragon Below}"],["3","{@book The Daughters of Sora Kell|ERLW|9|Daughters of Sora Kell}"],["4","{@book The Dreaming Dark|ERLW|9|The Dreaming Dark}"],["5","{@book The Lords of Dust|ERLW|10|The Lords of Dust}"],["6","{@book The Order of the Emerald Claw|ERLW|10|Order of the Emerald Claw}"]],"name":"Driving Forces; Villain You Don't Understand","page":185,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Story Kickoff","colLabels":["d6","Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","On a quiet night, the tavern door bursts open and a group of soldiers calls for one of the party members by name."],["2","An explosion rocks a market, sending things flying."],["3","A vehicle crashes near the party: people are hurt and need help, and whatever caused the crash is still around somewhere."],["4","Two groups of people start fighting each other, blood is drawn, and bystanders are getting hurt."],["5","Chanting words of the Draconic Prophecy, a dragon appears and starts causing mayhem."],["6","A tavern patron suddenly leaps up and attacks one of the adventurers, scratching and biting in blind fury."]],"name":"Kicking Off the Action; Story Kickoff","page":186,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"New Development","colLabels":["d8","Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","One or more minions of the adventure's primary villain arrive to put a stop to the party's meddling."],["2","Someone else with the same goal as the party shows up to get them out of the way."],["3","Someone is out for revenge against the party for a past wrong (perhaps something that happened in a previous adventure)."],["4","Someone has a violent argument with an NPC in the same room as the adventurers."],["5","Someone wants a special item carried by one of the characters."],["6","A jealous person thinks one of the adventurers is meddling with the person's romantic partner."],["7","A person in love with the villain tries to stop the party from interfering with the villain's business."],["8","A monster bursts in looking for food."]],"name":"Keeping the Action Going; New Development","page":186,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Story Opening","colLabels":["d6","Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The party receives a detailed reading from a street fortune-teller that lays out the start of the adventure."],["2","A courier escorts the party to an elemental airship, where a wealthy patron outlines their mission."],["3","At an extravagant costume ball, a masked guest asks for the party's help."],["4","In a seedy section of town, the disguised heir of a dragonmarked house approaches the characters with an offer."],["5","A {@creature homunculus} delivers an anonymous letter that contains an offer of employment, but no clue to the author's identity."],["6","A professor from Morgrave University reaches out to one of the party members, a former student, to ask an important favor."]],"name":"Setting the Stage; Story Opening","page":186,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"The Plot Thickens","colLabels":["d8","Plot Twist"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The apparent victim in the situation is actually the villain."],["2","A supposedly valuable object is actually worthless (or vice versa)."],["3","A valuable object doesn't belong to the person who claims to own it."],["4","What's actually precious is not a work of art but a map or other information hidden on it (inside a statue, behind a painting in the frame, and so on)."],["5","Someone is in love with one of the party members, or with the villain."],["6","Someone is a relative of one of the party members."],["7","A friend or former ally is working with the villain."],["8","The initial plot is a distraction from the actual plot."]],"name":"The Plot Thickens","page":186,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Aurum NPCs","colLabels":["d4","NPC"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An aging dwarf—a retired general and an Aurum Concordian—collects unusual constructs, hoping to find a way to transfer his mind into a superior body."],["2","An Aurum Concordian is renowned for having the finest arcane library in Khorvaire. Adventurers might help them collect more tome, but when a number of prominent wizards are murdered and their research goes missing, is the Concordian to blame?"],["3","A member of the Gold Concord is on the run from the Aurum after learning a terrible secret."],["4","An imprisoned Concordian mobilizes a network of contacts and well-placed Aurum members in order to secure their own release."]],"name":"Aurum NPCs","page":187,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Aurum Missions","colLabels":["d6","Mission"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Retrieve a journal from a ship that sailed to Xen'drik and never returned."],["2","Locate the grave of a certain dragonmarked scion, and retrieve the signet buried with them."],["3","Make friends with a scholar at the local university and learn their vices."],["4","Recover a trove of art, artifacts, or recorded knowledge that was thought lost in a battle during the Last War."],["5","Capture an officer from a rival nation's army, or convince the officer to defect, to gain access to their specialized knowledge."],["6","Sabotage the negotiations between a dragonmarked house and the local government on a plan that will undermine the Aurum's status."]],"name":"Aurum Missions","page":188,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Cults of the Dragon Below","colLabels":["d8","Cult"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A cult of {@creature Belashyrra|ERLW} murders innocents and steals their eyes, magically preserving the image of the last thing the eyes beheld. The cultists collect the eyes in a deep vault, while new eyes grow in strange places on their own bodies."],["2","A cult of {@creature Dyrrn|ERLW|Dyrrn the Corrupter} seeks to transcend humanity by bonding with aberrations and symbionts."],["3","A cult of Kyrzin, the daelkyr Prince of Slime, keeps a {@creature gibbering mouther} in the basement and feeds their elders to this creature, believing their voices can still be heard in the whispers of the beast."],["4","A cult of {@creature Rak Tulkhesh|ERLW} believes that this life is only a stepping stone, and members earn a path to paradise by spilling blood and spreading strife."],["5","A cult of {@creature Belashyrra|ERLW} serves a {@creature beholder} messiah, believing that only the eye tyrant has the vision to lead them to a golden age."],["6","A cult of {@creature Dyrrn|ERLW} led by a {@creature mind flayer} kidnaps people with dragonmarks, seeking to decipher the marks and transfer them to others."],["7","An arcane think tank has become a cult of {@creature Sul Khatesh|ERLW}; the members believe they can heal the damage of the Mourning, but the eldritch machine they are building will surely cause more horror."],["8","A cult of {@creature Rak Tulkhesh|ERLW} has sprung up among a local militia. Its members are convinced that refugees from the war are secretly inhuman monsters, and must be destroyed."]],"name":"Cults of the Dragon Below","page":188,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Cult NPCs","colLabels":["d8","NPC"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A monstrous aberration (such as a {@creature beholder}, a {@creature mind flayer}, or a {@creature gibbering mouther}) lairs beneath a popular inn, from where it twists the thoughts and dreams of those sleeping above."],["2","The headmaster of an exclusive magic academy is actually a cult leader who is indoctrinating the students into a cult of {@creature Sul Khatesh|ERLW}."],["3","A wizard found mad scrawlings hidden in a library book, used the writing to make contact with a daelkyr, and began creating aberration servants."],["4","A {@creature mind flayer} serving {@creature Dyrrn|ERLW} dominates a magistrate and takes control of the city watch using {@creature Intellect Devourer||intellect devourers}."],["5","An assassin mixes mind-altering poisons laced with the whispers of a dark entity."],["6","A dragonmarked heir whose fortunes were ruined in the Last War founds a cult within their house."],["7","The local thieves' guild turns from mundane organized crime activities to bizarre murders and acts of chaos."],["8","A respected noble behaves more erratically as time goes on, treating their servants and family with random and escalating cruelty."]],"name":"Cults of the Dragon Below NPCs; Cult NPCs","page":189,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Cult Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Children throughout town begin reciting the same nursery rhyme, adding increasingly disturbing descriptions as the verses progress. No one knows where they learned the rhyme."],["2","Shadows around the old asylum take on a deep, inky cast, and things move just outside the light. Then the whispered laughs begin."],["3","A seemingly healthy noble dies of heart failure brought on by extreme terror, but with no clear source. The noble recently had an exquisite portrait painted. Every other person portrayed by the same artist has also died in a similar fashion."],["4","In a remote village, the local herbalist is condemned for practicing dark magic against the villagers. They swear their innocence to the characters and beg to be exonerated before their scheduled execution."],["5","Magic items begin exhibiting strange side effects, causing minor warping of their users' flesh, or fraying their users' sanity."],["6","Strange bounty hunters stalk the characters, seemingly aware of all their secrets and loved ones. Odd lumps writhe beneath the hunters' cloaks."],["7","A crazed hermit wanders into town and commits suicide in a grisly fashion. All the food in the village spoils instantly, and aberrant creatures attack every midnight thereafter."],["8","Several caravans have gone missing over the course of months. The authorities hire mercenary help after an aberration attacks while wearing the signet ring of a missing caravan master."]],"name":"Cult Adventures; Cult Adventure Hooks","page":189,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Arcane Workshop Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Steal a pattern for creating a magic item, before the workshop's artificers finish making the item."],["2","Petition the ranking artificer for access to the workshop's specialized library."],["3","Use the workshop to create a crucial magic item."],["4","Locate a stolen construct that has been modified for use as a servant in the workshop."],["5","Storm the workshop before the artificers complete a doomsday weapon."],["6","Investigate the workshop for signs of the illegal creation of warforged."],["7","Defend the workshop against an invasion while the artificers try to repair a magic item."],["8","Bring an unknown artifact to the workshop so the artificers can identify it."],["9","Convince the owners of the workshop to give up one of their subordinates, who is wanted for crimes in another nation."],["10","Escort a newly discovered bearer of the Mark of Making to the closest Cannith workshop."],["11","Seek assistance from the workshop's masters to determine why a young artificer's magic is producing unpredictable, often dangerous results."],["12","Request assistance from the artificers in recovering crucial memories from a destroyed construct or warforged."]],"name":"Arcane Workshop Adventures","page":190,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Dragonmarked NPCs","colLabels":["d12","NPC"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A renegade from House Cannith arms a group of bandits with fearsome elemental-bound weapons to prey on caravans as well as facilities belonging to other houses."],["2","A gang from the League of the Bitter Blade in House Deneith squeezes tribute from local towns in exchange for \"protection.\""],["3","An heir of House Ghallanda poisons members of other dragonmarked houses who stay in non-Ghallanda inns, discrediting rival businesses while attacking the houses."],["4","During a plague, a House Jorasco healer chooses which victims to cure and which to let die—and worse, which ones live to spread the plague to the house's enemies."],["5","A House Kundarak thief from the Warding Guild breaks into non-Kundarak vaults and banks to discredit them."],["6","A House Lyrandar airship captain uses the vessel to terrorize the countryside."],["7","A rogue heir of House Medani starts selling secrets, effectively establishing a new espionage guild within the house."],["8","A disgraced caravan leader turns to banditry, hoping to win back House Orien's favor by disrupting non-Orien trade along a busy route."],["9","Two elf assassins, one from House Phiarlan and the other from House Thuranni, are each working to discredit or slay the other while spying on local nobility."],["10","An heir of House Sivis starts blackmailing people based on the content of intercepted messages."],["11","A bounty hunter of House Tharashk hunts one of the characters or an associate of theirs."],["12","A rogue heir of House Vadalis is breeding monstrous animals and setting them loose in the countryside."]],"name":"Dragonmarked NPCs","page":190,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Dragonmarked House Adventure Hooks","colLabels":["d12","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A House Cannith artificer hires adventurers to steal secrets from a forge associated with a rival branch of the house."],["2","House Deneith is recruiting adventurers to oppose a sudden rise in bandit or monster activity in a nearby forest."],["3","A hostel run by House Ghallanda has gained a reputation for being haunted, and the disturbances are growing more dangerous."],["4","People healed at a local Jorasco enclave suddenly manifest strange abilities they never could before—and soon thereafter, a strange curse as well."],["5","The Kundarak Bank needs brave adventurers to test their new wards by trying to break into their vault."],["6","A Lyrandar sky captain lost much of their crew in a recent attack by flying monsters, and hires hands to defend the ship on its return voyage."],["7","A Medani bodyguard is killed defending their charge from assassins, but manages to force the attackers to drop a clue to the identity of their employer."],["8","The characters are hired to protect a crucial shipment aboard an Orien lightning rail."],["9","At a carnival run by House Phiarlan, customers begin acting strangely. They all hum the same song, which spreads like a virus as more people hear it."],["10","A Sivis translator has gone missing after being hired to decipher a trove of scrolls thought destroyed during the Last War."],["11","A House Tharaskh mine collapses, and time is running out for the trapped miners."],["12","House Vadalis needs help recovering a herd of magebred horses stolen from a local ranch."]],"name":"Dragonmarked House Adventure Hooks","page":192,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Planar Observatory Adventures","colLabels":["d8","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A disguised dragon requests assistance repairing a damaged orrery within the observatory."],["2","One of the character's contacts is secretly the servant of a Chamber dragon observer. When the contact goes missing, their notes point toward a hidden \"library\" in the mountains."],["3","The planar observatory might offer a way to prevent or at least predict what seems to be an epidemic of destructive manifest zones."],["4","An observatory has been taken over by demonic cultists, and the characters must reclaim the facility or destroy it before the cult makes use of it."],["5","A dragonmarked character has recurring nightmares that lead them to the observatory."],["6","A thief or assassin has been using a derelict observatory as a hideout, occasionally selling bits of the observatory's dragonshards and equipment."],["7","A scholar hires the characters to assist with studying and restoring a rediscovered observatory."],["8","Several observatories across the region will produce a powerful effect if each is brought into a specific, simultaneous alignment."]],"name":"Planar Observatory Adventures","page":193,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Chamber NPCs","colLabels":["d6","NPC"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A wizard agent of the Chamber seeks to eliminate all the people they worked with in the past to cover their tracks and preserve the Chamber's secrecy."],["2","The Prophecy requires the eventual destruction of a humanoid city. A disguised silver dragon, cunning and subtle, works to destabilize the city and bring about its ruin."],["3","A local librarian is a disguised gold dragon in the service of the Chamber, who provides useful leads to send the characters down paths vital to the Prophecy."],["4","A dragon becomes convinced that the dragonmarked houses are corrupting the Prophecy. It might specifically target dragonmarked heirs, or start a popular movement that seeks to destroy the houses."],["5","A royal advisor or prominent noble, secretly a servant of the Chamber, guides the leader in a direction vital to the Prophecy but disastrous to the region."],["6","A disguised dragon is convinced that an adventurer has a critical role to play in the Prophecy, but an agent of the Lords of Dust is determined to drive them down a different path."]],"name":"Chamber NPCs","page":195,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Chamber Missions","colLabels":["d6","Mission"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Gather pristine dragonshards to expand or repair an observatory."],["2","Seek out a group of people who must be eliminated in order to bring about the fulfillment of a stanza of Prophecy."],["3","Discover who killed another minion of the characters' dragon patron."],["4","Defend a Chamber safe house against a rival draconic attack."],["5","Steal a local sage's research to prevent them from discovering the Chamber's activities."],["6","Recreate an ancient ritual that will bring a new piece of the Prophecy to light."]],"name":"Chamber Missions","page":195,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Dream Adventures","colLabels":["d4","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Break a psychic lock that is preventing a House Thuranni spy from remembering what they learned about a sinister Dreaming Dark plot."],["2","Escape into Dal Quor to find an artifact that can be brought back to the Material Plane when the characters awaken."],["3","Rescue a character who is suffering from debilitating recurring nightmares by defeating the quori inhabiting the character's mind."],["4","Stop the construction of an eldritch machine in Dal Quor that will give the quori physical access to the Material Plane again."]],"name":"The Role of Dreams; Dream Adventures","page":196,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Dreaming Dark NPCs","colLabels":["d4","NPC"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A servant in a manor house overhears everything the visiting nobles whisper about in their private rooms."],["2","The captain of a successful mercenary company suddenly changes the kinds of contracts they'll accept."],["3","A local druid searches out monsters in the wilderness and drives them into murderous rampages."],["4","A charismatic Cyran stirs up anger and discontent among the frightened refugees."]],"name":"Dreaming Dark NPCs","page":197,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Dreaming Dark Adventure Hooks","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The high priest of a temple falls into a deep sleep from which nothing can awaken them."],["2","The characters notice a pattern after defeating several foes: each enemy exhibited a particular quirk of speech or gesture. They now recognize that quirk in an ally or mentor."],["3","A mad wizard encoded the remedy to a destructive spell in their own dreams. The characters must enter the dreamscape and recover the remedy."],["4","A war criminal imprisoned during the Last War reaches out, claiming to have evidence of their innocence and warning that a destructive force is influencing the government."]],"name":"Dreaming Dark Adventure Hooks","page":197,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Ruined Fort Adventures","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Gnoll||Gnolls} lairing in the fort have been attacking caravans and travelers near the Darguun border. But the gnolls are mercenaries. Who are they working for?"],["2","The ruins are said to hold a powerful magic item that was used by the ancient Dhakaani goblins against the daelkyr."],["3","The party is hired to recruit several {@creature Hill Giant||hill giants} for a building project in western Breland. Step one is making sure the giants lairing in the fort don't kill the party; step two is persuading them to work for humans."],["4","The characters must rescue prisoners being held by the monsters in the ruins."],["5","A group of Brelish humans determined to \"take Brelish lands back from the monsters\" have settled and started rebuilding the ruined fort. The party is asked to help them defend the fort—or to protect them as they flee back to Breland, pursued by angry Droaamites."],["6","A Brelish noble hires the party to retrieve a family heirloom lost in the fort's ruins."]],"name":"Ruined Dhakaani Fort Adventures; Ruined Fort Adventures","page":199,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Droaam Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature medusa} sends authorities a broken stone finger bearing a distinctive signet ring, and invites emissaries to bring gold, a magic item, or some other ransom for the {@condition petrified} individual's release."],["2","A House Lyrandar airship has gone down just beyond the Graywall Mountains. The characters must move immediately to rescue any survivors and secure a secret message the ship was carrying."],["3","Sora Teraza appears in a character's dreams every few nights, urging the character to explore a particular ruin."],["4","The characters must entreat the Daughters of Sora Kell for knowledge of how to remove a seemingly unbreakable curse."],["5","The characters must purchase or steal a daelkyr tome or artifact from the tower of Mordain the Fleshweaver, a powerful wizard banished from the Twelve who now makes his home in western Droaam."],["6","An {@creature ogre} warlord is accused of destroying a village just outside the borders of Droaam. The characters must bring the warlord to justice or work with the ogre to find the real culprit."]],"name":"Droaam Adventure Hooks","page":201,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Gatekeeper Seal Adventures","colLabels":["d4","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Deliver a specially treated Khyber dragonshard to the Gatekeepers to repair a widening crack in the seal."],["2","Petition the keepers of a seal for information on an aberration that has been terrorizing the countryside."],["3","Assist the Gatekeepers in an annual ritual that will reenergize the seal and keep it shut for another year."],["4","Escort a new Gatekeeper guardian safely to the seal after its previous guardians were corrupted."]],"name":"Gatekeeper Seal Adventures","page":202,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Gatekeeper NPCs","colLabels":["d4","NPC"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The spirit of a long-dead Gatekeeper lives on in the body of an ancient toad. It speaks in a deep, croaking voice."],["2","A half-orc Gatekeeper works in House Tharashk as an investigator, searching for signs of planar disturbances."],["3","A human Gatekeeper is on a pilgrimage, carrying an amulet that serves as a seal on a journey to a number of sacred sites to restore its power."],["4","An old orc ranger is murdering people in Sharn, claiming that they've been corrupted by the daelkyr."]],"name":"Gatekeeper NPCs","page":202,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Gatekeeper Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","While pursuing rumors of lycanthrope activity, the characters discover a good-aligned werebear that is working with the Gatekeepers to stop an incursion from Khyber."],["2","A Gatekeeper seal in the form of a stone tablet falls into the characters' hands. They must return the seal to the Gatekeepers before its magic fades."],["3","A logging operation is moving close to the area protected by a seal, and the party must convince the loggers to relocate before their work touches off a conflict with the Gatekeepers."],["4","Working with an agent of the Chamber, the Gatekeepers are convinced the actions of the characters will bring a daelkyr one step closer to freedom."],["5","The characters discover evidence suggesting that the rituals performed by the local Gatekeepers are weakening their seal, not empowering it."],["6","Pilgrims traveling through a forest draw the attention of Gatekeepers, who think they are spies sent to sabotage the nearby seal."],["7","One of the kidnapped victims who was rescued from a marauding band of aberrations turns out to be a Gatekeeper initiate."],["8","The adventurers are sent to the Mror Holds to investigate the activity of {@creature Dyrrn|ERLW} the Corruptor and uncover a daelkyr cult among the dwarves."]],"name":"Gatekeeper Adventure Hooks","page":204,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Dhakaani Fort Adventures","colLabels":["d10","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Steal an ancient magic weapon from the fort's commander."],["2","Bring a treaty proposal to the fort, in hopes of having it conveyed to the leader of the occupying kech."],["3","Gather intelligence about the force occupying the fort in preparation for a raid."],["4","Rescue prospectors who were taken prisoner and held in the fort's dungeons."],["5","Steal the fort commander's notes on troop movements in the surrounding areas."],["6","Lead a strike force against the fort to drive out or destroy the occupying Dhakaani."],["7","Rush to support a small squad besieging the fort before Dhakaani reinforcements arrive and break the siege."],["8","Assassinate or kidnap the advisor to the fort's commander."],["9","Work with the occupying commander to discover the spy from another kech in their ranks."],["10","Break a siege by Darguun goblinoids that has trapped the characters' Dhakaani allies within the fort."]],"name":"Dhakaani Fort Adventures","page":205,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Goblinoid NPCs","colLabels":["d8","NPC"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A hobgoblin bard of the Kech Volaar leads an elite team of dungeon delvers to recover Dhakaani artifacts from ancient ruins."],["2","A remarkably intelligent goblin studying at Arcanix or Morgrave is actually a Khesh'dar spy identifying tomes of arcane knowledge worth stealing."],["3","A Dhakaani strike force assaults a museum or a noble's private holdings, reclaiming goblin artifacts \"pillaged\" from ruins. These relics could be part of an eldritch machine, or could simply have important ceremonial value."],["4","A goblin spy stirs up trouble among the city goblins in a major city, using tales of their former glory to incite them to violence."],["5","A string of mysterious bombings are actually the work of Dhakaani sappers testing the strength of modern fortifications."],["6","A Dhakaani strike force attacks a Deneith outpost built atop a goblin ruin. Are the goblins just angry about the desecration, or is something hidden beneath the outpost?"],["7","A bugbear of the Kech Sharaat, to test the mettle of the adventurers, engages them in a series of guerrilla attacks as they are traveling through the wilderness."],["8","A hobgoblin warlock seeks to harness the power of the daelkyr or the fiendish overlords to win the imperial crown for her kech."]],"name":"Goblinoid NPCs","page":205,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Heirs of Dhakaan Adventure Hooks","colLabels":["d12","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A scout patrol has gone missing near the border of Darguun."],["2","A mining tunnel has collapsed, revealing a network of caverns leading into Khyber. The Heirs of Dhakaan are waiting in the darkness and decide to strike first."],["3","A squad of goblins attempts to steal back spoils of a recent adventure, cursing the characters for being grave robbers."],["4","A lone hobgoblin warrior stands at the gates of a town, intent on dueling the mercenary captain who slew their brother. The warrior has already killed ten soldiers that tried to remove them."],["5","Race against a Dhakaani force to recover an ancient artifact from a ruin."],["6","Defend a series of temples against Dhakaani raiders targeting these \"houses of false gods.\""],["7","Explorers discover a fragment of an ancient Dhakaani song that seems to tell of the true heir of Dhakaan. The complete lyrics might settle the question of succession."],["8","The Dhakaani begin kidnapping warforged so that their artificers can learn how to make their own construct soldiers."],["9","In a sacked human settlement, a battle between two opposing forces of goblinoids breaks out. Which side was the cause of the destruction?"],["10","The Kech Sharaat send emissaries to a nearby city with a simple message: abandon the town within one week, or die."],["11","Goblin scouts have been spotted far from Darguun, moving with uncharacteristic coordination and precision."],["12","A representative of the Kech Volaar approaches the characters to request their help in confronting their rivals to maintain the balance of power among the Dhakaani."]],"name":"Heirs of Dhakaan Adventure Hooks","page":206,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Personal Impact","colLabels":["d6","Impact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A former comrade-in-arms asks a player character for help."],["2","One of the adventurers is from a place destroyed during the war; refugees from that location ask for their help."],["3","One of the characters served with the villain during the war, and the villain betrayed them or their nation."],["4","The villain was the cruel commander of a camp where one of the characters was held as a prisoner of war."],["5","One of the adventurers made a promise to a comrade during the war, and achieving the goal of the adventure will fulfill that promise."],["6","The adventure revolves around something one of the characters saw during the war: a powerful weapon, an unusual battlefield, or a unique warforged."]],"name":"Personal Impact","page":206,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Everyday Impact","colLabels":["d6","Impact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A supply shortage is causing tension in the community. This shortage could be of a basic commodity (such as bread), a luxury item (such as wine), or an important service."],["2","Demonstrators in the streets are protesting against refugees or warforged, urging a return to war, complaining about shortages or neglect, or drawing attention to the needs of veterans, refugees, or others."],["3","A disabled veteran shares war stories while begging for copper."],["4","A crowd has gathered around two people engaged in a heated discussion about the war."],["5","A street vendor is selling unusual souvenirs from the war—pieces of a warforged titan, shards of an airship, and other curiosities."],["6","A memorial has been raised to commemorate members of the community lost in the war."]],"name":"Everyday Impact","page":208,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"War-Torn Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The villain doesn't know (or refuses to believe) that the war has ended."],["2","The villain experienced horrors during the war and targets the people they believe to be responsible."],["3","The villain is using the skills they learned during the war to target war profiteers or national leaders."],["4","The villain is a former military commander who commands soldiers who served under them in the war."],["5","The villain is an ex-soldier with a grudge against citizens of a former enemy nation."],["6","The villain wants the power to restart, and \"properly\" finish, the war."]],"name":"War-Torn Survivor; War-Torn Villains","page":209,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Fortified Outpost Adventures","colLabels":["d8","Adventure Premise"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Order of the Emerald Claw has seized the outpost and is raising a legion of undead soldiers."],["2","The outpost is said to be haunted by the vengeful spirit of a former commander who was slain by their own troops."],["3","A tunnel beneath the outpost leads to a sealed portal to Xoriat."],["4","The outpost borders the Mournland, where mutant monstrosities emerge from the mists."],["5","When a force of aberrations arises from Khyber, this abandoned outpost is the adventurers' only chance to stop their advance."],["6","The outpost is in a critical location, but it was damaged during the war. It needs to be protected while it is being restored."],["7","The outpost is located on a manifest zone linked to Thelanis. It has been seized by a group of fey, and the locals want it reclaimed."],["8","The outpost was built on the foundations of an ancient goblin fortress, and treasures are rumored to lie buried beneath it."]],"name":"Fortified Outpost Adventures","page":211,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Warforged Ossuary Adventures","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Rescue an artificer who is being forced to graft warforged components onto {@creature the Lord of Blades|ERLW}' warriors."],["2","Locate a {@item docent|ERLW} (see {@book chapter 5|ERLW|12}) carried by a warforged wizard who has joined up with {@creature the Lord of Blades|ERLW}."],["3","Capture a warforged artificer thought to be an advisor to {@creature the Lord of Blades|ERLW}, who is touring a series of ossuaries and inspecting the remains."],["4","Steal a House Cannith spellbook and workshop log from before the Day of Mourning that is being held in the ossuary's vault."],["5","Extract a warforged spy from within {@creature the Lord of Blades|ERLW}' followers who is close to being discovered."],["6","Retrieve a Cannith schema supposedly held within the ossuary that tells of a process for transferring a warforged consciousness from one body to another."]],"name":"Warforged Ossuary Adventures","page":212,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Lord of Blades NPCs","colLabels":["d6","NPC"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A House Cannith apprentice warforged becomes obsessed with {@creature the Lord of Blades|ERLW}' message, disrupting house operations in the hope of becoming a warrior in the Mournland."],["2","A warforged druid devises diseases and poisons that have no effect on warforged, and starts to unleash them on the general populace."],["3","A warforged ranger relentlessly hunts creatures of flesh in the wilderness near the Mournland."],["4","A warforged assassin poses as a simple workshop assistant while exterminating those who speak out against the rights of the warforged."],["5","A mad artificer is trying to reactivate a destroyed warforged colossus."],["6","A band of warforged attacks a lightning rail, intent on stealing something in one of the cargo carriages."]],"name":"Lord of Blades NPCs","page":214,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Lord of Blades Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A newly awakened {@item docent|ERLW} (see {@book chapter 5|ERLW|12}) tells its new owner that {@creature the Lord of Blades|ERLW} is the only hope for averting a coming catastrophe."],["2","A military officer hires the characters to retrace the steps of a lost scouting party into the Mournland and rescue the commander, who is the officer's son."],["3","Warforged go missing over the course of several weeks; then one resurfaces, badly damaged and raving about {@creature the Lord of Blades|ERLW}."],["4","Characters strike out into a ruin held by {@creature the Lord of Blades|ERLW} and recover a lost relic that has resurfaced in the possession of warforged soldiers."],["5","A warforged accused of murdering several members of their mercenary company claims to have no memory of the night in question."],["6","The characters are met by a warforged who delivers a written summons from {@creature the Lord of Blades|ERLW} himself."]],"name":"Lord of Blades Adventure Hooks","page":214,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Demon Ruin Adventures","colLabels":["d4","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Make a desperate request for aid from a Lord of Dust who is, by all accounts, an enemy of the characters' adversary."],["2","Escort an innocent who is prophesied to destroy the Lord of Dust to the ruin, and there confront the fiend."],["3","Carry an artifact to the river of black lava that runs through the demon ruin, which is the only place where the item can be truly destroyed."],["4","Gather obsidian shards from the ruin as components for a rare spell."]],"name":"Demon Ruin Adventures","page":215,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Lords of Dust NPCs","colLabels":["d6","NPC"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A virtuous paladin is hunting and destroying those who might one day thwart the Lords of Dust."],["2","A possessed lord or lady spreads corruption throughout the noble house."],["3","A wizard who sought to accelerate their own power by making a dark bargain must now pay the price demanded by their sinister patron."],["4","A powerful demon has corrupted the local ruler in the name of its overlord."],["5","A {@creature succubus} or {@creature incubus} tempts a mercenary warlord to engage in greater and greater battles."],["6","One of the characters' most trusted allies or servants turns out to be a {@creature rakshasa} in disguise."]],"name":"Lords of Dust NPCs","page":215,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Lords of Dust Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A retainer who died recently shows up again, as if nothing happened and with no memory of having \"died,\" or of the events immediately preceding their supposed demise."],["2","Agents of the Chamber show up intent on murdering the characters, because their recent actions have unwittingly been at the behest of a Lord of Dust and have twisted a portion of the Prophecy."],["3","A trusted mentor changes their tune abruptly and begins sending the characters on unusual tasks."],["4","Everyone the characters used to deal with in town suddenly acts as if they've never seen the characters before."],["5","Increasingly vicious fiends attack the camp every few nights."],["6","Agents of a Lord of Dust apologetically kidnap a character's loved one, politely requesting that the character perform a series of favors to secure the hostage's release."]],"name":"Lords of Dust Adventure Hooks","page":217,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Unusual Locations","colLabels":["d6","Location"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A pool of glowing water sits in the middle of a ruined and abandoned village. Anyone who looks into the water sees brief reflections of the long-dead villagers going about their lives in harmony and joy."],["2","In the middle of the wreckage of a carnival stands a perfectly preserved carousel. If the carousel is ridden, the characters doing so see visions of Cyre as it was before the Last War."],["3","All the trees and plants in a forest have been turned to objects of glossy white stone with blood-red flecks."],["4","The battlefield before the characters contains no bodies, only the clothing and weapons of thousands of missing soldiers."],["5","The broken bodies of soldiers lie scattered across a battlefield, refusing to decompose."],["6","The characters find a fallen warforged colossus (described later in this section)."]],"name":"Unusual Locations","page":219,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Monstrous Mutations","colLabels":["d6","Mutation"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The creature has grown to an unusual size. You can either set its new size and alter its statistics using the guidelines in the {@book Dungeon Master's Guide|DMG}, or apply the enlarge effect of the {@spell enlarge/reduce} spell to it."],["2","The creature has developed magical camouflage. It gains proficiency in the {@skill Stealth} skill, and it has the Chameleon Skin trait: it has advantage on Dexterity ({@skill Stealth}) checks made to hide."],["3","The creature's body has been infused with one kind of energy: acid, cold, fire, or lightning (your choice, or determine randomly). Its melee attacks deal an extra {@dice 1d6} damage of that type, and it has the Elemental Body trait: a creature that touches it or hits it with a melee attack while within 5 feet of it takes 5 ({@dice 1d10}) damage of that type. You can adjust these damage numbers to suit the creature's challenge rating."],["4","The creature has the Magic Resistance trait: it has advantage on saving throws against spells and other magical effects."],["5","The creature has a supernatural ability to heal its wounds. It has the Regeneration trait: it regains hit points at the start of its turn equal to the maximum value of one of its Hit Dice. If it takes acid or fire damage, this trait doesn't function at the start of the creature's next turn. (A particular creature might be susceptible to different damage types.) The creature dies only if it starts its turn with 0 hit points and doesn't regenerate."],["6","The creature has two heads. If it has a bite attack, it can use Multiattack as an action to make two bite attacks. (If it already has Multiattack, it adds a bite attack to its attack routine.) It also gains the Two Heads trait: it has advantage on Wisdom ({@skill Perception}) checks and on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, and knocked {@condition unconscious}."]],"name":"Creatures of the Mournland; Monstrous Mutations","page":219,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Environmental Effects","colLabels":["d8","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Healing spells are impeded here. Any spell that restores hit points does so as if it were cast at a level one lower than the spell slot expended. A spell cast using a 1st-level slot restores no hit points."],["2","A character who casts a spell must make a Constitution saving throw against the character's own spell save DC. On a failed save, the character takes psychic damage equal to the spell's level and gains one level of {@condition exhaustion}."],["3","Any Medium humanoid that dies in the area reanimates as a {@creature zombie} at the start of its next turn. The zombie is under the DM's control."],["4","The area is affected by a {@spell silence} spell."],["5","Each creature that enters the area is affected by an {@spell enlarge/reduce} spell, with an equal chance for each effect. The effect lasts until the creature leaves the area."],["6","The pull of gravity is lessened. Creatures can jump twice the normal distance in any direction, and everything effectively weighs half its actual weight."],["7","All creatures are linked to every other creature in the area as if by the {@spell telepathy} spell."],["8","A creature that casts a spell of 1st level or higher in the area rolls on the {@table Wild Magic Surge|PHB} table in chapter 3 of the {@book Player's Handbook|PHB}."]],"name":"Magical Effects; Environmental Effects","page":220,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Mournland Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature The Lord of Blades|ERLW} maintains a detention center where experiments are performed on adventurers and scavengers that his forces capture in the Mournland."],["2","The leader of a cult devoted to {@creature Belashyrra|ERLW}, the Lord of Eyes, uses daelkyr-made tentacles to tear out the eyes of victims and attaches them to members of the cult."],["3","A powerful member of House Cannith hopes to find something in the Mournland that will guarantee the ascendancy of her branch of the house."],["4","A Karrnathi {@creature bone knight|ERLW} (see {@book chapter 6|ERLW|13}) wants to raise up an undead army from the corpses in the Mournland."],["5","A {@creature rakshasa} works to free a fiendish overlord trapped in a whirlwind of stone and sand somewhere in the Mournland."],["6","A servant of the Lords of Dust maintains an extensive collection of severed heads and continues to draw on the knowledge in their brains."]],"name":"Mournland Villains","page":222,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Mournland Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A Gatekeeper druid wants a rock sample from the Glass Plateau."],["2","A magewright from House Cannith wants the party to escort him to a {@book warforged colossus|ERLW|10|Warforged Colossus}. The magewright wants to retrieve the docent network from the colossus before an unscrupulous House Phiarlan operative does so."],["3","On her deathbed, the visionary artist who designed the lightning rail station at Metrol reveals that she hid a treasure map within a lamp in her old office."],["4","A wealthy eccentric asks the party to go into the Mournland and retrieve his most prized possession (a letter from a lover, a mechanical caterpillar, or anything else you devise) from his mansion."],["5","A young Cyran paladin is morose because she was away from Cyre on a mission when the Day of Mourning occurred and never got to say goodbye to her family. She longs to retrieve her father's sword."],["6","An elderly knight is strapping on his armor one last time so he can ride into the Mournland and die on the battlefield where his companions perished and \"where I should have been.\""]],"name":"Adventures and Encounters; Mournland Adventure Hooks","page":222,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Mournland Encounters","colLabels":["d6","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The party meets flickering images of their future selves who are trying desperately to communicate, but their message is garbled."],["2","The party encounters a {@creature revenant} who was murdered by House Cannith assassins after she learned too much about the house's secret research. The characters can appease her by promising to help her get revenge."],["3","A tiny kitten mews from inside a hollow log. Within a few hours after being freed, it grows into an adult {@creature displacer beast}."],["4","The apparition of a parent searches for their lost child. As soon as the two are reunited, parent and spirit child both vanish."],["5","The mist congeals into the form of a long-lost love of one of the adventurers. The mist apparition (use the {@creature ghost} stat block) wants the character to stay here forever."],["6","The characters come across the skull of a buried warforged colossus."]],"name":"Encounters and Trinkets; Mournland Encounters","page":222,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Mournland Trinkets","colLabels":["d10","Trinket"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The favorite childhood toy of one of the adventurers, floating in midair"],["2","A tin whistle that makes beautiful colors and patterns magically appear when it's played"],["3","A toy lightning rail car"],["4","A glass eye"],["5","A silver lapel pin of a finely detailed gorgon's head with ruby eyes"],["6","A monocle that can be used as a telescope"],["7","A six-inch-tall mechanical marmoset in need of minor repairs"],["8","A small medallion made of silver, depicting a tower with an eye at the top of it and other smaller eyes embedded in the sides"],["9","A cloak pin made of iron in the shape of two hammers joined by a semicircular haft"],["10","A wooden dinosaur toy that has movable legs"]],"name":"Encounters and Trinkets; Mournland Trinkets","page":222,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Library Vault Adventures","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Destroy a scroll containing an incantation that allows even non-spellcasters to animate the dead."],["2","Steal the journal of a powerful necromancer that's being held in the vault's collection."],["3","Trade a powerful dark magic weapon in return for the rescue of important hostages taken by the order."],["4","Steal a suit of armor that contains the soul of a hero slain during the Last War."],["5","Search the collection for information on the Queen of the Dead, or \"{@creature Lady Illmarrow|ERLW},\" as she is known."],["6","Infiltrate the vault to get close to a new Emerald Claw recruit, then convince them to come to their senses and return to their family."]],"name":"Library Vault Adventures","page":226,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Emerald Claw NPCs","colLabels":["d6","NPC"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Though mortal, this fanatical warrior drinks the blood of those he slays in battle."],["2","A cleric tries to convince her enemies to embrace the order, promising eternal life through undeath."],["3","A noble with sympathies toward the order hides a cell's library vault within the grounds of their estate."],["4","A suave vampire would rather charm its enemies than crush them in battle."],["5","An artificer is obsessed with infusing necromantic curses into their construct creations."],["6","A changeling necromancer often poses as a vampire or a mummy, even though it's still alive."]],"name":"Order of the Emerald Claw NPCs; Emerald Claw NPCs","page":226,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Emerald Claw Adventure Hooks","colLabels":["d8","NPC"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","What at first appears to be a renegade group of Aundairian soldiers turn out to be undead under the order's control."],["2","The order strikes at a small keep, demanding the inhabitants surrender a particular volume from their library."],["3","Investigating strange lights and sounds emanating from a crypt in the dead of night reveals the Emerald Claw experimenting on the corpses within."],["4","The Emerald Claw violates graves near a small village, animating the corpses into undead laborers to help build an eldritch machine."],["5","The Emerald Claw claims a village's town hall for its own use, and any who come near are attacked. The sounds of torture ring out from within the building."],["6","Investigating disappearances among an elf community reveals that the Order of the Emerald Claw has been attempting to inscribe something like a dragonmark in their skin, then reanimating the failed experiments as zombies."],["7","While searching for a magic item in Dhakaani ruins across southern Khorvaire, the characters discover that Emerald Claw agents are looking for the same thing and seem to have access to information the adventurers lack."],["8","A large force of Emerald Claw knights offers the characters a choice: join the order, or submit themselves to death and an eternity of servitude from beyond the grave."]],"name":"Emerald Claw Adventure Hooks","page":226,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Daanvi Manifest Zone Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","People who live in the manifest zone are inclined to follow duly enacted regulations without question, regardless of moral implications."],["2","Creatures can't tell deliberate lies while in the area."],["3","Flora and fauna are preternaturally orderly and homogeneous. Trees here grow in neat rows without needing to be tended, rocks are situated in geometric patterns, and identical cattle graze in unison."],["4","A contingent of modrons is methodically deconstructing and reorganizing the zone, heedless of their effect on the other inhabitants."]],"name":"Daanvi, the Perfect Order; Daanvi Manifest Zone Features","page":229,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Dolurrh Manifest Zone Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Bodies buried here reanimate in {@dice 1d4} days, possessed by restless spirits. These spirits might be malevolent or benign."],["2","Any necromancy spell of 1st level or higher cast within the zone is treated as if it were cast at a level one higher than the spell slot that was expended."],["3","Spells and abilities that raise the dead have a {@chance 50|50 percent} chance to bring back {@dice 1d4} angry spirits as well. These might be banshees, ghosts, shadows, specters, wraiths, or other incorporeal undead."],["4","In order to cast a spell of 1st level or higher in the zone, the caster must succeed on a Constitution check with a DC equal to 10 + the level of the spell. On a failed check, the spell is not cast and its spell slot is not expended, but the action is lost."]],"name":"Dolurrh, the Realm of the Dead; Dolurrh Manifest Zone Features","page":229,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Fernia Manifest Zone Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Spells that deal fire damage are empowered here. Such a spell of 1st level or higher cast within the zone deals fire damage as if it were cast at a level one higher than the spell slot that was expended."],["2","Weapons and armor with unusual abilities can be forged here, though their enchantments are not always stable."],["3","The area is dotted with pools of molten earth and fissures of scalding water, from which mephits and elementals emerge with regularity."],["4","Motes of {@spell continual flame} are spontaneously generated in this region, typically attached to some vegetation or minerals from the area. These flames persist even if they are removed from the region."]],"name":"Fernia, the Sea of Fire; Fernia Manifest Zone Features","page":229,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Irian Manifest Zone Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The waters of a spring hold curative powers—curing disease, healing wounds, even restoring lost senses."],["2","Clusters of radiant crystals sprout from the earth. A spell of 1st level or higher cast within 30 feet of these crystals, if it restores hit points or deals radiant damage, is treated as if it were cast at a level one higher than the spell slot that was expended."],["3","A maple tree with translucent, violet-hued bark and shimmering leaves grows in the heart of a swamp. Creatures that live near it age very slowly."],["4","Undead within the zone have disadvantage on attack rolls, ability checks, and saving throws."]],"name":"Irian, the Eternal Dawn; Irian Manifest Zone Features","page":230,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Kythri Manifest Zone Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The earth here is highly changeable and unstable. A creature that succeeds on a DC 14 Wisdom ({@skill Nature}) check as an action can alter a 20-by-20-foot square of terrain in some way. For example, they might choose to turn the earth to mud, cause stony spikes to erupt from the soil, or warp local plant life. Failing the check causes random, uncontrolled effects."],["2","Fabulous formations of precariously balancing rocks dot these badlands. They randomly collapse, only to slowly reassemble over the course of days."],["3","Packs of slaadi erupt from inside a local cave networks at random intervals, terrorizing travelers."],["4","Any spell that deals acid, cold, fire, force, lightning, or thunder damage cast within the zone instead deals one of those damage types determined at random."]],"name":"Kythri, the Churning Chaos; Kythri Manifest Zone Features","page":230,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Lamannia Manifest Zone Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Spells that summon elementals are empowered here. Such a spell of 1st level or higher cast within the zone is treated as if it were cast at a level one higher than the spell slot that was expended."],["2","The forces of nature work to tear down anything built within the zone. Weather, vegetation, and a rapid rate of decay combine to quickly destroy structures built in the region and overgrow the ruins."],["3","The zone is dominated by towering trees and thick undergrowth. Animals come from the surrounding area to live in the zone, where they grow larger and stronger than usual for their species."],["4","What appears to be a circle of stones is in truth a group of slumbering earth elementals that came from Lamannia during its most recent coterminous period."]],"name":"Lamannia, the Twilight Forest; Lamannia Manifest Zone Features","page":230,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Mabar Manifest Zone Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Undead animated here have 2 extra hit points per Hit Die and make saving throws against being turned or {@condition frightened} with advantage."],["2","Vegetation here is sour and stunted, animals are stillborn or deformed, and a malaise hangs in the air."],["3","On nights during the month of Sypheros, when the Shadow Moon is dominant in the sky, horrific monsters stalk the area, prompting residents to leave offerings outside their doors to ward off the evil."],["4","The radius of any light source in the zone is halved, and saving throws against necromancy spells are made with disadvantage in the zone."]],"name":"Mabar, the Endless Night; Mabar Manifest Zone Features","page":230,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Risia Manifest Zone Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Spells that deal cold damage are empowered here. Such a spell of 1st level or higher cast within the zone deals cold damage as if it were cast at a level one higher than the spell slot that was expended."],["2","Veins of cobalt-blue ice run through a glacier in the area. If extracted, this ice maintains its temperature and doesn't melt. An object carved from it can function as a spellcasting focus for spells dealing with water or ice."],["3","Abominable yetis lair in a network of bitterly cold, frost-rimed caves in the mountains."],["4","Any spell that deals fire damage deals just half the normal damage."]],"name":"Risia, the Plain of Ice; Risia Manifest Zone Features","page":231,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Shavarath Manifest Zone Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Blades crafted here have a reputation for being especially fine and sharp. When a creature in the zone scores a critical hit with an attack that deals piercing or slashing damage, the attack deals one additional die of damage."],["2","Blood spilled here never washes away. Any Charisma checks made in the zone to avoid hostility are made with disadvantage; Charisma checks made to encourage violence are always successful."],["3","Storms of whirling blades cut the sky during times of combat, randomly attacking the participants. The effect is the same as that of the {@spell cloud of daggers} spell, but the area and the damage might both increase."],["4","Devils, demons, and angels duel in the remains of a ruined fortress that serves as a portal to Shavarath."]],"name":"Shavarath, the Battleground; Shavarath Manifest Zone Features","page":231,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Syrania Manifest Zone Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","This zone suppresses all aggressive thought. Any creature that wants to make an attack or cast a damaging spell must succeed on a DC 13 Wisdom saving throw or it doesn't make the attack or cast the spell, but loses its action."],["2","Those with great will and fortitude who ascend a mountain peak in this area can try to bend the weather for miles around to their will, as if they had cast the {@spell control weather} spell."],["3","In this sun-dappled field, children—as well as free-spirited, childlike folk—find themselves able to fly for 1 hour."],["4","A village is built into the side of a cliff face here. Windmills protruding from the cliff collect energy from the power of the wind, which is used to operate elevators throughout the community."]],"name":"Syrania, the Azure Sky; Syrania Manifest Zone Features","page":231,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Thelanis Manifest Zone Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Fey trees whose wood is imbued with magical properties grow here, along with a copse of guardian {@creature Treant||treants} and awakened flora."],["2","A circle of mushrooms serves as a portal to Thelanis when the proper offering is placed in its center."],["3","An eladrin commune that holds powerful esoteric knowledge is nestled in the depths of a forest inhabited by large numbers of {@creature Pixie||pixies}."],["4","The magic of the fey runs deep here. Saving throws against enchantment and illusion spells are made with disadvantage."]],"name":"Thelanis, the Faerie Court; Thelanis Manifest Zone Features","page":232,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Xoriat Manifest Zone Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Reality is frayed here. Casting any spell of 1st level or higher triggers a roll on the {@table Wild Magic Surge|PHB} table in chapter 3 of the {@book Player's Handbook|PHB}."],["2","A character must make a DC 14 Charisma saving throw at the end of each hour spent in this place. On a failed save, the character is afflicted with a random form of short-term madness (see {@book chapter 8|DMG|8|Madness} of the {@book Dungeon Master's Guide|DMG})."],["3","Residents of a settlement here display bizarre mutations and unsettling behavior. Visitors who stay too long develop odd characteristics as well."],["4","A cavern here is a cancerous tumor that issues forth aberrations to prey upon the world, and it is growing."]],"name":"Xoriat, the Realm of Madness; Xoriat Manifest Zone Features","page":232,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Mysterious Passengers","colLabels":["d100","Passenger"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–02","A human merchant of obvious means seems to be deliberately drawing attention, loudly calling out their name and the time of day."],["03–04","Two shifters drinking and spoiling for a fight."],["05–06","A warforged quietly reads a book called {@i The Machine Manifesto}."],["07–08","A half-elf sits down, says, \"Beware—the wolf howls at midnight,\" and leaves without further comment."],["09–10","A gnome watches everyone carefully, writing down observations in a tiny orange book."],["11–12","A one-armed Brelish veteran verbally assaults any warforged he sees, blaming them for his injury."],["13–14","A well-dressed human sits awkwardly next to the wall, seemingly trying to avoid touching or being touched by anyone else."],["15–16","A cloaked figure moves slowly past, pausing briefly upon catching sight of the party."],["17–18","An acolyte of the Silver Flame preaches loudly in an attempt to convert an essentially captive audience."],["19–20","A destitute bard plays the harp with mediocre skill while asking for donations."],["21–22","A deaf couple communicate with each other by sign language, but suddenly stop when they notice they are being watched."],["23–24","A frail human with a small strongbox shackled to one of her wrists is in the company of two heavily armed half-orc bodyguards."],["25–26","Three hobgoblin mercenaries from House Deneith discuss their plans in their native tongue."],["27–28","A harried dwarf tries to keep three children corralled, but the oldest one keeps sneaking away."],["29–30","A bored changeling practices duplicating the faces of the guests. Not all of them are amused."],["31–32","A shifter glowers in a corner booth, looking angry at the world."],["33–34","A warforged bard uses its body as a percussion instrument to entertain the patrons."],["35–36","A dog with no apparent owner wanders around."],["37–38","Two Karrnathi soldiers seem extremely nervous and speak to no one."],["39–40","A halfling leads a tiny pet dinosaur on a leash, tugging at it whenever it tries to examine something."],["41–42","A half-orc sits with a small potted plant, whispering to it in Orc."],["43–44","A well-dressed dwarf wearing eight copper rings paces restlessly."],["45–46","A halfling from House Ghallanda offers food and drink to all passengers except elves or half-elves."],["47–48","An elf bard from House Phiarlan whispers conspiratorially with a member of the vehicle's crew."],["49–50","A kalashtar is trying too hard to pass as human, conspicuously and awkwardly using human slang."],["51–52","A young half-elf in adventuring garb weeps openly."],["53–54","A silver dragon in human form observes the interactions of the clientele, paying close attention to any dragonmarked characters."],["55–56","A House Cannith tinker examines the structure of the vehicle closely, looking concerned and asking questions about possible escape procedures."],["57–58","A one-eyed human (actually an Inspired agent of the Dreaming Dark) watches everyone carefully."],["59–60","A disheveled human magewright offers meager magical skills in return for food or spare coins."],["61–62","A warforged leaning on a wooden staff carries on a conversation with the docent attached to its chest."],["63–64","A human pickpocket circulates among the passengers, looking for another victim."],["65–66","A human from Aundair obsessively checks and rechecks their traveling papers."],["67–68","An artificer tinkers with a new invention."],["69–70","An attractive half-elf makes advances toward a number of other passengers."],["71–72","An apprentice wizard draws arcane symbols on the window, glaring at anyone who interrupts."],["73–74","A dwarf with a bandaged wound checks it repeatedly, occasionally pouring whiskey on it and wincing."],["75–76","A young, red-haired human flirtatiously tries to get other passengers to buy drinks."],["77–78","An Aerenal elf sits silently, trying to ignore the stares of other passengers."],["79–80","A disheveled old human loudly proclaims that the end of the world is nigh, according to the dragons."],["81–82","A human child is apparently traveling with no parent or guardian."],["83–84","A nervous goblin holds traveling papers out to anyone passing by, as if expecting to be challenged at any moment."],["85–86","Four kalashtar monks meditate, burning incense and chanting quietly."],["87–88","A rogue tries to swindle other passengers by using marked cards."],["89–90","A House Tharashk inquisitive examines the floor of the vessel very carefully, offering no explanation."],["91–92","A group of unremarkable farmers are transporting a strange device that bears Draconic runes."],["93–94","A cleric of the Sovereign Host seems annoyed and is rude to several pious passengers who ask for blessings."],["95–96","An older human reads the {@i Korranberg Chronicle}, loudly proclaiming outrage at every story."],["97–98","Roll again; the travelers are one or more changelings appearing to be whatever the second roll indicates."],["99–00","Roll twice more; the two travelers indicated are about to come to a very obvious conflict of some kind (verbal or physical)."]],"name":"Mysterious Passengers","page":238,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Inn Attractions","colLabels":["d6","Attraction"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The bartender is a changeling who is always mimicking the patrons for a laugh."],["2","The innkeeper is 7 feet tall, claiming to have grown 2 feet after venturing into the mist of the Mournland."],["3","Rumor has it that the innkeeper here is a gold dragon cloaked in a humanoid guise."],["4","This inn is haunted by a ghost who loves to sit by the fireplace and tell stories—but it has been accused of more sinister activities once the fire burns down to embers and the guests are in their beds."],["5","The inn has a {@creature blink dog} that wanders around with her five pups, all of them eager for attention and treats."],["6","This inn offers \"the true Talenta experience\"—the halfling family that runs it keeps pet dinosaurs."]],"name":"Inn Attractions","page":239,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Life in the City","colLabels":["d6","Adventure Seed"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A homicidal changeling has killed two members of different dragonmarked houses, and doesn't plan to stop until one heir from each of the dragonmarked houses is dead."],["2","A jeweled statuette has fallen into the hands of House Tarkanan, and a powerful member of the Aurum will stop at nothing to obtain it. The statuette's real worth lies in the secret plans hidden inside it."],["3","A Karrnathi undead soldier troubled by sporadic memories of his former life is trying to locate his wife and family, who have fled Karrnath and now live somewhere in the lower districts of Sharn."],["4","A shifter shopkeeper in Lower Northedge is being harassed by ruffians who believe that she and her family are lycanthropes."],["5","A dragonmarked baron is found dead in her Upper Central mansion, seemingly a victim of some sort of ritual slaying. Outside help is needed to solve this delicate matter."],["6","A {@creature radiant idol|ERLW} (see {@book chapter 6|ERLW|13}) has formed a cult that attracts professors and staff of Morgrave University, promising them knowledge beyond imagining in exchange for their worship."]],"name":"Adventures in Sharn; Life in the City","page":239,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Home Base","colLabels":["d12","Location"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Drunken Dragon (Clifftop, Upper Dura) is a tavern frequented by members of the Clifftop Adventurer's Guild. It has a wide selection of spirits, and its walls are covered with adventuring trophies. The owner, a middle-aged halfling named Hascal d'Ghallanda, is a former adventurer who lost an eye and a leg in Xen'drik; he always has a story to share."],["2","The Anvil (Callestan, Lower Dura) was one of the first Ghallanda halls in Sharn. Its glory days are long past, but the young innkeeper, Eranna d'Ghallanda, is determined to keep it alive. The Anvil is frequented by members of the Boromar Clan and is a good choice if one of the player characters has ties to this group."],["3","The Dezina Museum of Antiquities (University, Upper Menthis) is attached to the library of Morgrave University. The museum has a remarkable collection of relics, but it's always looking for more. The curator is an elf named Emeron Sennared. He might be a personal friend or former teacher of one of the adventurers, or simply one who indulges their enthusiasm for antiquities and exotic locations."],["4","Coldflame Keep (High Hope, Middle Northedge) is a garrison church dedicated to the Silver Flame. Once it supported a troop of templars, but it was largely abandoned during the war and now maintains a minimal staff. The priest, Mazin Tana, is a faithful servant of the Silver Flame and will provide modest food and lodging to adventurers who are trying to make the city a better place."],["5","The Red Hammer (Blackbones, the Cogs) caters to warforged. It is run by two warforged, the envoy Blue and a juggernaut named Crucible. Although this place is a haven for warforged, other humanoids are allowed inside if their warforged allies vouch for them."],["6","A Gold Dragon Inn (described earlier in this chapter) operated by House Ghallanda and located in almost any part of Sharn."],["7","The district of Fallen (Lower Dura) was abandoned after a floating tower fell on it. The adventurers might have taken over an old temple or tavern on the edge of the district."],["8","An abandoned bell tower, which could be anywhere in the city. The spells that drove the massive mechanism failed long ago."],["9","An abandoned library, damaged during the war or thought to be cursed or haunted."],["10","A shuttered tavern, which is a failed business tied to the family of one of the adventurers."],["11","If one of the adventurers is a noble, the characters' base of operations is in the basement of the family estate or a tower apartment owned (but not currently used) by a dotty old aunt."],["12","A ramshackle skycoach tethered to a condemned tower on the edge of the city."]],"name":"What Happens Next?; Home Base","page":240,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Lower Sharn Street Events","colLabels":["d100","Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–02","A {@creature minotaur} holding a large piece of wood that could serve as a maul approaches you and politely asks if you have any copper to spare."],["03–04","Down a nearby alleyway, a dwarf punches a {@creature goblin} in the stomach, then walks away laughing."],["05–08","A thin human child has been following you, but never gets too close. She keeps coughing, and you can see red marks on her neck that might be an aberrant dragonmark."],["09–10","A human {@creature priest} of Boldrei wheels a cart of bread loaves through the city, giving food to the homeless."],["11–15","A {@creature goblin} pushing a cart of rusty weapons and broken clay pots calls out, \"Real artifacts of ancient Dhakaan for sale! Recovered from the ruins below!\""],["16–18","A man dressed in the livery of House Vadalis descends a tower wall mounted on the back of a {@creature giant spider}. He shouts, \"Need a ride? No faster way to get to the middle and upper wards! Reasonable rates!\""],["19–22","An {@creature ogre} eating several rats on a skewer spits out a rodent skull at your feet."],["23–26","A playful stray {@creature mastiff} wags its tail as it approaches, drops a very large egg at your feet, and looks up expectantly."],["27–30","A small, jovial crowd gathers around a {@creature goblin} and a {@creature kobold} that are getting ready to have an arm wrestling match. A dwarf calls for the crowd to place their bets."],["31–34","Three {@creature Harpy||harpies} fly through the streets singing a jolly drinking song. Each carries a bucket around her neck, and passersby occasionally drop coins in one."],["35–38","A human woman and a warforged with a silvered body are walking down the street together. They're too well dressed for this district, and are looking around as if lost."],["39–42","A Khoravar half-elf in the robes of an oracle approaches and promises to give you the answer to all of life's problems for 42 copper crowns."],["43–44","A human and an elf kiss passionately in an alley near your path. They notice you and quickly move apart."],["45–46","Three shifter children run by you, yelling and chasing each other with wooden swords. They duck into a boarded-up building."],["47–48","\"Stop her! She stole my necklace!\" a priest of the Sovereign Host cries, pointing to a grimy halfling clutching a silver chain and climbing up the side of a tower."],["49–50","A young woman using a crutch and missing a leg approaches, asking if you can spare any coin to help a Brelish veteran of the Last War."],["51–52","Cries of alarm fill the street as a wooden crate from somewhere above crashes down into the lower city."],["53–56","A splash of unidentified, putrid liquid falls from above, soaking you."],["57–60","The generally unpleasant smell of the lower wards is pierced by the scent of something delicious being baked nearby."],["61–62","A gnome sits at a table with a sign attached to it that reads, \"I say Breland would have won the Last War. Change my mind.\""],["63–64","Two {@creature changeling|ERLW|changelings} sit on a bench in front of a tavern, sharing a flask. They take turns changing their forms into the people who enter and exit the building."],["65–66","A human woman shouts at a group of Cyran refugees, \"Go home! Stop taking our jobs. Let the Mournland have you!\""],["67–68","A group of students from Morgrave University moves through the street, asking for directions to Dragoneyes."],["69–72","You turn down an empty street. A door suddenly materializes on a nearby building that previously showed no entrances."],["73–74","Faded graffiti on a wall reads, \"Need someone knifed? Tarkanan's got you covered!\""],["75–76","A crowd gathers around a {@creature kobold} playing a pan flute and leading a group of rats in a merry dance."],["77–80","Four {@creature Orc||orcs} jab at an {@creature ochre jelly} with long staffs, trying to herd the ooze into the sewers."],["81–82","Several Cyran refugees are gathered in a circle, singing a haunting song."],["83–84","An old {@creature goblin} offers to pierce your ears or nose for 5 copper crowns. She claims, \"It will be painless. I know magic!\""],["85–86","A figure in red robes preaches, \"The Last War was not the last! As long as the monarchy rules in Breland, another war is inevitable. Rise up!\""],["87–90","A member of the Sharn Watch looks uncomfortable as she wanders the street. It's clear she doesn't come down here often."],["91–92","Two humans run into an alley, drawing daggers as they go."],["93–94","Two drunken humans exit a tavern singing a Karrnathi battle hymn. Another human shouts at them to \"shut up or get shut up.\" The drunken pair sings louder in response."],["95–96","Two children reeking of sewage argue over who gets to wear a shiny helmet that sits on the ground between them."],["97–00","You find a pamphlet on the ground advertising the Silvermist Theater. Someone has scrawled on it, \"The real party is in the basement.\""]],"name":"What Happens Next?; Lower Sharn Street Events","page":240,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Upper Sharn Street Events","colLabels":["d100","Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–03","A group of adventurers approaches, telling you to move along and stop trying to steal their business. (If the characters belong to the Deathsgate Guild or the Clifftop Adventurer's Guild, these could be members of the rival guild.)"],["04–06","Outside a House Kundarak bank, a human noble screams at a dragonmarked dwarf, \"What do you mean it's lost?\""],["07–09","A {@creature priest} of Kol Korran preaches to a crowd, saying, \"The best way to invest in yourself is to invest in your gods.\""],["10–12","An elf riding a {@creature pegasus} with bulging saddlebags asks you for directions to the Aurora Gallery."],["13–15","Two drunk dwarves pass a bottle of spirits back and forth and sing a bawdy song. Passersby are mortified."],["16–18","Two {@creature kalashtar|ERLW} play dragonchess at an outdoor table. They move pieces without touching them."],["19–21","A halfling chef stands in a large skycoach that is equipped with a stove, oven, and washbasin. Several spectral hands prepare and plate food as the chef serves a party of smiling customers."],["22–25","A {@creature harpy} decked out in colorful ribbons flies overhead, calling, \"Get the best deals on adventuring gear at Old Claggin's in Clifftop.\""],["26–29","Some Morgrave students follow their dwarf professor onto a lift as she says, \"Next stop: the Cogs!\""],["30–32","An out-of-breath gnome carrying bagpipes asks you for directions to Kavarrah Concert Hall."],["33–35","A flustered gnome carries a stack of papers taller than he is—unaware of the plume of smoke coming from inside a scroll case slung on his back."],["36–38","You walk by a shirtless elf tattooed from head to waist with images of dragons battling each other."],["39–40","A groomed {@creature hobgoblin} wearing a jeweled vest approaches you and says, \"Ah! Adventurers. Any interest in securing some Dhakaani relics for me?\""],["41–42","Someone has painted, \"The crown dies with Boranel!\" across the gates of a noble's mansion. A member of the Sharn Watch is talking to the household staff."],["43–44","A {@creature magewright|ERLW} offers to shine your shoes instantly with magic for 2 gold galifars, saying, \"You can't be seen with those dirty things up here.\""],["45–46","A human wearing the livery of House Vadalis struggles to carry a 3-foot-tall speckled blue egg down the street."],["47–48","An aasimar oracle approaches and promises to give you the answer to all the problems that ever existed for 42 gold galifars."],["49–51","A {@creature shifter|ERLW} with flowers in her hair and a wand in her hand offers to magically gild any item of clothing you wear for 20 gold galifars."],["52–54","Four warforged work together to operate an enormous tarrasque puppet as publicity for a new play at the Art Temple."],["55–57","A horrified crowd is gathered around a burning effigy of King Boranel. No one claims responsibility for the act."],["58–60","A human {@creature noble} is berating a warforged servant for losing her invitation to the next Tain Gala."],["61–63","A young {@creature noble} proposes to his boyfriend in a beautiful garden on a tower balcony. Nearby, a {@creature changeling|ERLW} looks on in tears."],["64–66","You walk down a path lined with trees on which are growing candy-coated apples."],["67–70","Three children sparring with wooden swords play dangerously close to the edge of a bridge."],["71–73","A {@creature kalashtar|ERLW} on the street approaches you, saying, \"I can help you talk with the dead. Is there anyone you miss?\""],["74–76","An artist offers to draw caricatures of everyone in your group at the same time by using several magically animated quills."],["77–80","You approach a fresco painted on the ground that depicts King Boranel ir'Wynarn. As you get closer, the fresco speaks, delivering an inspiring line taken from one of the king's speeches."],["81–82","A dragonborn standing near several soarsleds offers you a tour of upper Sharn's most impressive mansions."],["83–84","Two {@creature Noble||nobles}, one Aundairian and one Brelish, heatedly debate which of their countries would have won the war had it been fought to a conclusion."],["85–86","A gilded warforged plays a sad song on a trumpet, honoring those who fell during the Last War."],["87–88","A group of well-outfitted adventurers snicker and whisper to each other as you pass."],["89–90","You turn a corner and notice a shifter who immediately puts her hands in her pockets and starts whistling, obviously trying to act inconspicuous."],["91–92","A {@creature pseudodragon} flies out of a nearby bush. As the playful creature licks your faces, you notice it wears a collar engraved with the letter M."],["93–94","You walk past a placid pond in a small park filled with colorful fish. An attendant removes dead fish from the water with a net."],["95–96","You come near a mansion, and an illusion of an old man dressed in noble finery appears. \"Get off my lawn!\" the figure gripes."],["97–98","An elf child with a {@creature faerie dragon (red)||faerie dragon} on a leash walks toward you and asks if you'd like to touch the exotic pet."],["99–00","You find a small brass key on the ground that glows blue whenever it is touched."]],"name":"What Happens Next?; Upper Sharn Street Events","page":240,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Skyway Street Events","colLabels":["d12","Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A few {@creature Gargoyle||gargoyles} perch on a mansion's walls. They're seemingly there for security, but they offer lively commentary about everyone who passes by."],["2","A {@creature noble} with auburn hair held in a silver diadem holds a darkwood staff encrusted with dragonshards, and taps it impatiently while waiting for a skycoach."],["3","You pass by a hope well. Supposedly, any coins you throw in the well are gathered and transported down to help the troubled people of the lower wards."],["4","\"Make way! Make way!\" A boy clears a path for a jewel-encrusted warforged wearing a lavish fur cloak."],["5","You come upon a fountain of cold fire. In the center, a brass dragon spits brilliant flames into the air, and they spill down and out into the surrounding pool."],["6","A team of handlers from House Vadalis walk alongside a small {@creature gelatinous cube}. \"We're trying it out, seeing if it can help keep things clean,\" they say."],["7","A {@creature magewright|ERLW} offers to use a simple charm to polish the coins in your purse for just 3 copper crowns. \"We wouldn't want anyone here to get grime on their gloves from handling those filthy coins of yours from the lower wards.\""],["8","A tour group pauses to marvel at a mansion."],["9","A large statue commemorates Lord Dalian ir'Tain, a noble philanthropist lost at sea at the end of the Last War. He holds a spyglass in one hand and a miniature dragon turtle in the other."],["10","A warforged with roses twined around her limbs offers to sell you a bouquet for five silver sovereigns."],["11","It starts to drizzle. A well-dressed half-elf glares at the sky and snaps his fingers. The rain immediately stops."],["12","A member of the Sharn Watch stops you. \"Can I help you? Are you sure you're in the right ward?\""]],"name":"What Happens Next?; Skyway Street Events","page":240,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Sharn Heights Adventures","colLabels":["d4","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Pose as House Tarkanan operatives to capture a wanted criminal with an aberrant dragonmark. The criminal is waiting on a bridge for his House Tarkanan escort to arrive."],["2","Obtain a satchel of evidence obtained by a goblin who has infiltrated Daask. The goblin, who is working with the Boromar Clan or the Sharn Watch to take down key Daask operatives, is waiting on a bridge."],["3","Break into a building connected to Sharn heights to steal something valuable."],["4","Stop a crooked Sharn Watch official who is trying to reach a skycoach and flee the city to escape arrest."]],"name":"Sharn Heights Adventures","page":244,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Criminal Organizations in Sharn","colLabels":["Organization","Description"],"colStyles":["col-2","col-10"],"rows":[["The Boromar Clan","Influential criminal syndicate founded by Talenta halflings, with blood ties to House Jorasco"],["Daask","Violent monsters and thugs loyal to Droaam and answerable to Sora Katra"],["House Tarkanan","Enemies of the dragonmarked houses dedicated to protecting and training individuals with aberrant dragonmarks"],["The Tyrants","Evil-minded changelings interested in gathering secrets and using them for all sorts of nefarious purposes"]],"name":"Crime in Sharn; Criminal Organizations in Sharn","page":245,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Street Gangs","colLabels":["Gang","Description"],"colStyles":["col-2","col-10"],"rows":[["The Broken Mirror","Khoravar half-elves who often target elves with acts of violence, frequently disfiguring their victims"],["The Brokenbridge Brawlers","Brelish veterans who antagonize Cyrans and former soldiers from other nations"],["The Eyes","Collection of odd individuals who paint symbolic eyes on their clothing and armor and claim to see things others cannot (in fact, they are a cult dedicated to the daelkyr {@creature Belashyrra|ERLW} and serve a hidden beholder)"],["The Five Faces","Changeling pickpockets who work Middle Menthis"],["The Gremlins","Gnomes and halflings who specialize in illusion magic"],["The Little Fingers","Child pickpockets active in Middle Dura (their leaders are adult halflings loosely allied with the Boromar Clan)"],["The Mourners","Cyran veterans who present themselves as a vigilante militia that protects Cyran refugees, but some say they're just pursuing selfish interests"],["Muut","Bugbears in Lower Dura who have been \"protecting\" Malleon's Gate for decades (recently they've aligned with Daask, but their focus is their home district)"],["The Quiet Folk","Goblins who live in the sewers below Tavick's Landing and avoid violence, using stealth and knowledge of the sewers to pull off their thievery"],["The Red Jackals","Primarily shifters and half-orcs who live in the sewers below Menthis and clash with anyone who invades their territory"]],"name":"Crime in Sharn; Street Gangs","page":245,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Shady Nightclub Adventures","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Get accepted into a private high-stakes card game, and try to win the grand prize."],["2","Find out which Sharn Watch captain has a private meeting with a Boromar fence, and steal whatever the captain is buying."],["3","Track down a missing noble hunted by assassins."],["4","Steal a hidden stash of dreamlily."],["5","Broker a deal with the Boromars on behalf of a city councilor who's too scared to face the family in person."],["6","Find evidence that could be used to blackmail a member of a dragonmarked house."]],"name":"Shady Nightclub Adventures","page":247,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Boromar Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A halfling dreamlily dealer (an excoriate of House Ghallanda) smooth-talks new customers into sampling her wares. If pressed, she can call in favors from a number of dangerous clients."],["2","A judge known as \"the Turnkey\" always rules in favor of Boromar Clan members."],["3","A halfling pickpocket using alter self to pose as a child of another race plants contraband on people the Boromars are trying to frame."],["4","A Boromar rogue has kidnapped the child of a strongly anti-Boromar city councilor."],["5","A kalashtar psychic serves the clan by detecting thoughts that suggest possibilities for blackmail. What stray thought might they pick up from an adventurer?"],["6","A Boromar smuggler is bringing unstable explosives or an especially addictive form of dreamlily into Sharn, and innocents are being hurt."]],"name":"Boromar Villains","page":247,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Boromar Clan Assignments","colLabels":["d6","Assignment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Find evidence of an affair between two members of different dragonmarked houses."],["2","Collect from a fence who is late with a payment."],["3","Steal the bank records of a city councilor."],["4","Convince a Sharn Watch captain to aggressively root out Daask operatives."],["5","Retrieve a package of dreamlily that has gone astray."],["6","Discover the location of a Daask safe house."]],"name":"Boromar Clan Campaign Themes; Boromar Clan Assignments","page":249,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Boromar Clan Adventure Hooks","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Daask forces capture Boromar family members who are visiting Sharn from the Talenta Plains. The Boromars offer a reward for the safe return of their family and a larger reward for the kidnappers' heads, leading to gang violence in the streets."],["2","A beloved Sharn Watch captain who openly spoke out against the Boromar Clan disappears. The Boromars claim they had nothing to do with it, but some Sharn Watch members use the incident as an excuse to go after the organization."],["3","A changeling stole a smuggled artifact of great value from the Boromar Clan. Boromar enforcers shake down people all over Sharn to find it, and clan leaders consider going to war with the Tyrants."],["4","The Boromars stage a festival in Callestan for Saidan's birthday. All of the family's allies will be there, creating opportunities for espionage and assassination."]],"name":"Boromar Clan Adventure Hooks","page":249,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Cog Hub Adventures","colLabels":["d10","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Obtain samples of dragon's blood hidden in the Cog hub."],["2","Infiltrate a Daask meeting to discover the next Boromar Clan holding they plan to target."],["3","Capture a Daask worg and replace it with a worg loyal to the Boromar Clan."],["4","Sniff out a traitor among Daask lieutenants."],["5","Escape the Cog hub after being captured by Daask forces."],["6","Kick out squatters to get the Cog hub ready to serve as a Daask safe house."],["7","Assault Daask members meeting in the Cog hub to disrupt the organization."],["8","Defend a Daask Cog hub from a Boromar Clan attack."],["9","Rescue an injured Daask soldier hidden inside a Cog hub that has been taken over by the Boromar Clan."],["10","Place a lethal trap in a Cog hub, to be triggered the next time Daask forces enter the place."]],"name":"Cog Hub Adventures","page":250,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Daask Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Several {@creature Harpy||harpies} travel to the upper wards and use their luring songs to make rich people fall to their deaths. The harpies pick the corpses for valuables."],["2","A pack of {@creature Gnoll||gnolls} rampages through the lower wards, killing any halflings they come across. The gnolls take the halflings' ears as trophies."],["3","A shifter priest of the Devourer wants to crash Skyway by performing a ritual to create a cataclysmic storm. Sacrifices to the Devourer fuels the ritual."],["4","A changeling agent of Daask seeks to frame the Tyrants for attacks on the Boromar Clan, driving a wedge between the two organizations."],["5","A wererat priest of the Mockery starts a cult in Lower Dura, teaching its followers the arts of assassination."],["6","A gargoyle sharpshooter continually finds new vantage points in the upper wards from where it can assassinate targets in the middle and lower wards."]],"name":"Daask Villains","page":250,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Daask Assignments","colLabels":["d6","Assignment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Convince several new businesses in the lower wards to pay protection fees to Daask."],["2","Cause as much death and destruction as possible inside a Boromar-owned establishment."],["3","Guard a priest of the Dark Six as he preaches the word of the Mockery on the street."],["4","Assassinate a member of the Boromar Clan."],["5","Convince a dragonmarked noble to offer the house's services to Daask for free."],["6","Mug someone to steal a magic item in their possession."]],"name":"Daask Assignments","page":252,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Daask Adventure Hooks","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Daask {@creature harpy||harpies} raid a Skyway mansion and tear the place apart looking for a Boromar Clan member."],["2","People who take dragon's blood begin turning to stone, and no one can figure out why."],["3","Cavallah announces a contest within the organization, promising a valuable magic item to whichever Daask soldier kills the most members of the Boromar Clan."],["4","Ash challenges Cavallah for control of Daask, creating a schism that erupts into a violent gang war."]],"name":"Daask Adventure Hooks","page":252,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"House Tarkanan Villains","colLabels":["d4","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A member of House Tarkanan murders members of dragonmarked houses, reducing her victims to smoldering piles of ash."],["2","Driven mad by his aberrant dragonmark, a dwarf becomes obsessed with destroying Sharn in the same manner that Halas Tarkanan collapsed Old Sharn."],["3","A House Tarkanan half-elf kidnaps children with aberrant marks, believing the organization is better suited to bring up the children than their parents."],["4","A House Tarkanan mage starts drinking the blood of dragonmarked nobles, believing it will increase the strength of his aberrant mark."]],"name":"House Tarkanan Villains","page":253,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"House Tarkanan Assignments","colLabels":["d4","Assignment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Steal a satchel full of research on the War of the Mark, carried by a wizard who works at Morgrave University."],["2","Kill a Karrnathi warlord who is visiting Sharn, and make it look like an accident."],["3","Kill a target before she signs her last will and testament to assign her property to a new heir."],["4","Rescue a dreamlily dealer with an aberrant mark who has been captured by the Sharn Watch."]],"name":"House Tarkanan Assignments","page":253,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"House Tarkanan Adventure Hooks","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","House Tarkanan disturbed the dead during an expedition to Old Sharn, causing undead to terrorize the city above."],["2","House Tarkanan declares war on the dragonmarked houses in Sharn and begins killing nobles in the streets. Many of the houses' businesses in the city are shut down as fear spreads."],["3","A victim who was killed by a House Tarkanan assassin returns as an undead that tries to kill anyone who bears an aberrant mark."],["4","House Tarkanan steals a key that can disable a ticking time bomb created by an artificer."]],"name":"House Tarkanan Adventure Hooks","page":254,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Tyrants Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A changeling rogue infiltrates adventuring parties to steal their magic items."],["2","A cabal of changelings shares an identity as a Sharn Watch captain. They use the disguise to free criminals from prison."],["3","A changeling assassin murders members of the Boromar Clan, Daask, and House Tarkanan, then takes on the identities of its victims."],["4","A changeling bard gathers incriminating information about members of the King's Dark Lanterns, then blackmails them."],["5","A Brelish changeling veteran of the Last War was distrusted by fellow soldiers because of the shapechanger's heritage. The veteran now exposes those soldiers' darkest secrets to their friends, families, and employers."],["6","A changeling mage masquerades as a priest of the Silver Flame and uses spells to send the religion's faithful \"signs\" from Tira Miron that encourage them to spy, steal, and kill for the Tyrants."]],"name":"Tyrants Villains","page":255,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Tyrants Assignments","colLabels":["d6","Assignment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Kill an important figure without leaving evidence behind so a member of the Tyrants can replace the target."],["2","Steal a formal badge of office or uniform for a member of the Tyrants to use as part of an assumed identity."],["3","Act as bodyguards for a member of the Tyrants who is pretending to be an important figure."],["4","Assume new identities to infiltrate the Sharn Watch and steal criminal records."],["5","Use incriminating information to blackmail a member of the city council."],["6","Find evidence that can be used to blackmail a member of a dragonmarked house."]],"name":"Tyrants Campaign Themes; Tyrants Assignments","page":255,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Tyrants Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A friendly NPC dies in combat. The corpse reveals its true form to be that of a changeling."],["2","A list of Tyrants agents and their identities exists somewhere in Sharn. Every legitimate and criminal organization in the city competes to find it."],["3","The {@i Sharn Inquisitive} publishes an anonymous article accusing several members of the Sharn Watch, the city council, and the dragonmarked houses of being changeling members of the Tyrants. The accused individuals vehemently deny the claims."],["4","A shamed Brelish general of the Last War goes on a killing spree against changelings, claiming the Tyrants ruined his life by exposing his extramarital affair."],["5","A Sharn Watch captain being blackmailed by the Tyrants has had enough. He publicly exposes his incriminating secrets, then offers a reward for information concerning the organization."],["6","Roll on another organization's Adventure Hooks table; the Tyrants are secretly involved in the situation."]],"name":"Tyrants Adventure Hooks","page":255,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Sharn Watch Races","colLabels":["d20","Race"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Changeling"],["2-4","Dwarf"],["5-6","Elf"],["7","Gnome"],["8-9","Half-elf"],["10-11","Half-orc"],["12-13","Halfling"],["14-16","Human"],["17","Kalashtar"],["18","Shifter"],["19-20","Warforged"]],"name":"Sharn Watch Races","page":257,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Sharn Watch Personalities","colLabels":["d10","Personality"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Disgruntled veteran of the Last War who has seen everything"],["2","Lifelong Sharn resident who loves discussing rumors and debating the city's best haunts"],["3","Layabout who tries to do as little work as possible"],["4","Eternal optimist who encourages victims of crime to have hope and look on the bright side"],["5","Investigator who loves to get to the bottom of a mystery"],["6","Rookie with no experience in facing danger who is a bundle of nerves"],["7","Brawny meathead who believes all problems can be solved with force"],["8","Greedy opportunist who's always angling for a bribe"],["9","Uptight perfectionist who appears to do everything by the book"],["10","Unfriendly interrogator who assumes everyone spills their secrets to the Tyrants."]],"name":"Sharn Watch Personalities","page":257,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Watch Station Adventures","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Destroy evidence of a crime that's being stored in a Watch station, or plant evidence in a Watch station to frame someone for a crime."],["2","Learn which members of a station's crew are on the payroll of a criminal organization."],["3","Ensure the station's Watch officers are indisposed during an upcoming crime spree."],["4","Help defend a Watch station from a siege."],["5","Free someone being held at a Watch station."],["6","Steal uniforms from a Watch station."]],"name":"Watch Station Adventures","page":258,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Sharn Watch Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A dwarf arrests random halflings on the streets in the lower wards and allows Daask agents to interrogate and torture them."],["2","A Brelish veteran of the Last War arrests and murders innocent Cyran refugees, claiming each time that the victim tried to attack him."],["3","A changeling investigator works for the Tyrants and pins unsolved crimes on other Sharn Watch members who interfere with the Tyrants' business."],["4","A half-elf works her way through the ranks of the Sharn Watch by assassinating her superiors but making it look like they died in the line of duty."],["5","An elf in the lower wards comes to the aid of only those who pay a monthly protection fee."],["6","A Blackened Book mage confiscates magic items from others to auction off to criminals."]],"name":"Sharn Watch Villains","page":258,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Sharn Watch Assignments","colLabels":["d8","Assignment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Solve a murder that occurred in Skyway."],["2","Find a dreamlily den and arrest the place's owner and its supplier."],["3","Protect an ambassador from Sarlona who is joining a Morgrave University expedition to the Cogs."],["4","Monitor the Lyrandar Tower airship dock for a specific criminal reportedly trying to leave the city."],["5","Apprehend a war criminal rumored to be arriving in Sharn by lightning rail, and deliver the criminal to the nearest Watch station."],["6","Take a visiting dignitary on a tour of the city and keep them happy."],["7","Venture into the bowels of the city to find a wanted terrorist who has kidnapped a magewright and stolen the parts needed to build an explosive device."],["8","Handle a prisoner exchange—one captured criminal for one captured Sharn Watch officer."]],"name":"Sharn Watch Assignments","page":258,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Sharn Watch Adventure Hooks","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Sharn Watch cracks down on Daask, which leads to violent confrontations in the city's lower wards."],["2","The Sharn Inquisitive publishes an article claiming that changelings of the Tyrants have stolen the identities of many Watch officers, leading to citywide distrust of the organization."],["3","After a Thrane immigrant opens a sealed entrance to Old Sharn's ruins, the Guardians of the Gate do not allow anyone in or out of Sharn until the immigrant is found and the entrance is resealed."],["4","Agents of the Blackened Book find scrying sensors in Sharn Watch stations throughout the city."]],"name":"Sharn Watch Adventure Hooks","page":259,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Creating Common Magic Items","colLabels":["Common Magic Item","Time","Cost"],"colStyles":["col-8","col-2 text-center","col-2 text-center"],"rows":[["{@item Spell scroll} (cantrip)","8 hours","15 gp"],["{@item Potion of healing}","8 hours","25 gp"],["Any other common magic item","32 hours*","50 gp*"]],"footnotes":["*Halved for a consumable item like a potion or scroll"],"name":"Creating Common Magic Items","page":281,"source":"ERLW","chapter":{"name":"Treasures","index":12}},{"caption":"Eberron Crafting Complications","colLabels":["d6","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","House Cannith or another dragonmarked house takes an interest in your work. Do they view you as a threat, or are they impressed by your techniques?"],["2","A mishap creates a temporary manifest zone (see \"{@book The Planes of Existence|ERLW|10|Planes of Existence}\" in {@book chapter 4|ERLW|10} for information on manifest zones)."],["3","You need to acquire an additional rare component to complete your work. Time for adventure!"],["4","The shifting balance of the planes interferes with your work; you must wait for the current planar alignment to change. This delays your work by {@dice 2d6} days."],["5","Your efforts draw the attention of the Aurum, the Chamber, the Emerald Claw, or the Lords of Dust."],["6","Your item becomes sentient (see chapter 7 of the {@book Dungeon Master's Guide|DMG} for rules on sentient items)."]],"name":"Eberron Crafting Complications","page":281,"source":"ERLW","chapter":{"name":"Treasures","index":12}},{"caption":"Daelkyr Modifications","colLabels":["d10","Modification"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The creature is fused with another creature or object."],["2","The creature has additional eyes, or its existing eyes are replaced with the eyes of a different creature."],["3","The creature produces eerie music instead of speech."],["4","The creature's skin has an unusual texture or color."],["5","The creature's hair is replaced by spines or tentacles."],["6","The creature's flesh is transparent."],["7","The creature has extra limbs."],["8","The creature is bioluminescent."],["9","The creature has an additional head."],["10","The creature sheds its skin every 60 days."]],"name":"Daelkyr Modifications","page":284,"source":"ERLW","chapter":{"name":"Friends and Foes","index":13}},{"caption":"Living Spell Customization","colLabels":["Spell Level","Stat Block to Customize"],"colStyles":["col-2 text-center","col-10"],"rows":[["1–2","Living burning hands"],["3–4","Living lightning bolt"],["5","Living cloudkill"]],"name":"Customizing a Living Spell; Living Spell Customization","page":283,"source":"ERLW","chapter":{"name":"Friends and Foes","index":13}},{"colLabels":["Month","Days","Holidays"],"caption":"Exandrian Calendar","colStyles":["col-2","col-2 text-center","col-8"],"rows":[["Horisal","29","New Dawn (1st), Hillsgold (27th)"],["Misuthar","30","Day of Challenging (7th)"],["Dualahei","30","Renewal Festival (13th), Wild's Grandeur (20th)"],["Thunsheer","31","Harvest's Rise (11th), Merryfrond's Day (31st)"],["Unndilar","28","Deep Solace (8th), Zenith (26th)"],["Brussendar","31","Artisan's Faire (15th), Elvendawn (20th)"],["Sydenstar","32","Highsummer (15th), Morn of Largesse (14th)"],["Fessuran","29","Harvest's Close (3rd)"],["Quen'pillar","27","Hazel Festival (10th), Civilization's Dawn (22nd)"],["Cuersaar","29","Night of Ascension (13th)"],["Duscar","32","Barren Eve (2nd), Embertide (5th)"]],"name":"Calendar and Time; Exandrian Calendar","page":8,"source":"EGW","chapter":{"name":"Welcome to Wildemount","index":1}},{"caption":"Prime Deities","colLabels":["Deity","Alignment","Province","Suggested Domains","Common Symbol"],"colStyles":["col-2","col-1 text-center","col-2","col-2","col-5"],"rows":[["{@deity Avandra|Exandria|EGW}","CG","Change, freedom, luck","Nature, Trickery","Woman's profile embossed on a gold coin or pendant"],["{@deity Bahamut|Exandria|EGW}","LG","Honor, justice","Life, Order,* War","Silver dragon's head in profile"],["{@deity Corellon|Exandria|EGW}","CG","Art, beauty, elves","Arcana,** Light","Two crescent moons facing each other atop a four-pointed star"],["{@deity Erathis|Exandria|EGW}","LN","Civilization, law, peace","Knowledge, Order*","Double-headed axe inset with a pattern of scales"],["{@deity Ioun|Exandria|EGW}","N","Knowledge, learning, teaching","Arcana,** Knowledge","Pair of open eyes crowned with a third open eye"],["{@deity Kord|Exandria|EGW}","CN","Battle, competition, storms","Tempest, War","Four bolts of lightning radiating from the center of a shield"],["{@deity Melora|Exandria|EGW}","N","Seas, wilderness","Life, Nature, Tempest","Wreath of grass and grain affixed to a crook"],["{@deity Moradin|Exandria|EGW}","LG","Craft, creation","Forge,*** Knowledge, War","Hammer with ends carved in the likeness of dwarven heads"],["{@deity Pelor|Exandria|EGW}","NG","Healing, sun","Life, Light, Nature","Bright, eight-pointed star"],["{@deity Raei|Exandria|EGW}","NG","Atonement, compassion","Life, Light","Humanoid, feminine phoenix"],["{@deity The Raven Queen|Exandria|EGW}","LN","Death, fate, winter","Death, Grave***","White, humanoid mask framed in black feathers"],["{@deity Sehanine|Exandria|EGW}","CG","Illusion, moonlight, night","Arcana,** Nature, Trickery","Crescent moon turned upward, strung like a bow"]],"footnotes":["* The {@class Cleric||Order domain|Order|TCE} appears in {@book Guildmaster's Guide to Ravnica|GGR}.","** The {@class Cleric||Arcana domain|Arcana|SCAG} appears in {@book Sword Coast Adventurer's Guide|SCAG}.","*** The {@class Cleric||Forge|Forge|XGE} and {@class Cleric||Grave|Grave|XGE} domains appear in {@book Xanathar's Guide to Everything|XGE}."],"name":"Prime Deities","page":20,"source":"EGW","chapter":{"name":"Story of Wildemount","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Betrayer Gods","colLabels":["Deity","Alignment","Province","Suggested Domains","Common Symbol"],"colStyles":["col-2","col-1 text-center","col-2","col-2","col-5"],"rows":[["{@deity Asmodeus|Exandria|EGW}","LE","God of the Nine Hells","Trickery, War","Crown of spiked onyx and curved horns"],["{@deity Bane|Exandria|EGW}","LE","Conquest, tyranny","Forge,* Order,** War","Flail of chains, each ending in shackles"],["{@deity Gruumsh|Exandria|EGW}","CE","Slaughter, warfare","Death, Tempest, War","Single, unblinking eye that bleeds"],["{@deity Lolth|Exandria|EGW}","CE","Deceit, spiders","Knowledge, Trickery","Jeweled spider"],["{@deity Tharizdun|Exandria|EGW}","CE","Darkness, destruction","Death, Grave,* Trickery","Crooked, seven-pointed star made of chains"],["{@deity Tiamat|Exandria|EGW}","LE","Dragon god of evil","Order,** Trickery, War","Taloned dragon claw"],["{@deity Torog|Exandria|EGW}","NE","Enslavement, torture","Death, Trickery","Three pale arms clawing from a dark void"],["{@deity Vecna|Exandria|EGW}","NE","Necromancy, secrets","Arcana,*** Death, Grave,* Knowledge","Desiccated hand with an eye in the palm"],["{@deity Zehir|Exandria|EGW}","CE","Assassins, poison, snakes","Nature, Trickery","Coiled serpent"]],"footnotes":["* The {@class Cleric||Forge|Forge|XGE} and {@class Cleric||Grave|Grave|XGE} domains appear in {@book Xanathar's Guide to Everything|XGE}.","** The {@class Cleric||Order|Order|TCE} domain appears in {@book Guildmaster's Guide to Ravnica|GGR}.","*** The {@class Cleric||Arcana domain|Arcana|SCAG} appears in {@book Sword Coast Adventurer's Guide|SCAG}."],"name":"Betrayer Gods","page":26,"source":"EGW","chapter":{"name":"Story of Wildemount","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Lesser Idols","colLabels":["Deity","Alignment","Province","Suggested Domains","Common Symbol"],"colStyles":["col-2","col-1 text-center","col-2","col-2","col-5"],"rows":[["{@deity Arms of the Betrayers|Exandria|EGW}","NE","The Fiend, the Hexblade*","Death, War","Blade thrust downward through an eight-eyed skull"],["{@deity Ceratos|Exandria|EGW}","CN","The Great Old One","Knowledge, Tempest","Three mismatched eyes surrounded by teeth"],["{@deity Desirat|Exandria|EGW}","LE","The Fiend, the Undying**","Light, Trickery","Burning purple feather"],["{@deity Naviask|Exandria|EGW}","NG","The Archfey","Life, Nature","Wreath of flowers shaped into demon horns"],["{@deity Quajath|Exandria|EGW}","CN","The Fiend, the Great Old One","Nature, War","Ring of teeth"],["{@deity The Hag Mother|Exandria|EGW}","NE","The Fiend","Knowledge, Trickery","Single red horn"],["{@deity The Luxon|Exandria|EGW}","N","—","Arcana,** Light","Hollow dodecahedron"],["{@deity The Traveler|Exandria|EGW}","CN","The Archfey","Nature, Trickery","Arched doorway over a road that vanishes into the distance"],["{@deity Uk'otoa|Exandria|EGW}","NE","The Great Old One, the Hexblade*","Knowledge, Tempest","Yellow, slitted eye"],["{@deity Vesh|Exandria|EGW}","NE","The Archfey, the Undying**","Death, Life","Crimson ring hanging from a chain"],["{@deity Xalicas|Exandria|EGW}","LG","The Archfey, the Celestial*","Life, Light","Single blackened wing"]],"footnotes":["* The {@class Warlock||Celestial|Celestial|XGE} and {@class Warlock||Hexblade|Hexblade|XGE} warlock patrons appear in {@book Xanathar's Guide to Everything|XGE}.","** {@class Warlock||The Undying|Undying|SCAG} warlock patron and the {@class Cleric||Arcana domain|Arcana|SCAG} appear in {@book Sword Coast Adventurer's Guide|SCAG}."],"name":"Lesser Idols","page":30,"source":"EGW","chapter":{"name":"Story of Wildemount","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Eiselcross Encounters: Levels 1–4","colLabels":["d6","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The characters encounter {@dice 1d4} wildfolk {@creature Scout||scouts} hunting a {@creature saber-toothed tiger}. The scouts are out of arrows and willing to trade equipment and information to replenish their ammunition."],["2","The characters encounter a lost Cerberus Assembly {@creature mage} trying to return to Balenpost. The rest of the mage's team died in the ruins of Aeor, and there is a {@chance 50|50 percent} chance the mage carries a recently recovered Aeorian item."],["3","The characters find a {@creature griffon} with an arrow in its wing that prevents it from flying. A character who succeeds on a DC 15 Wisdom ({@skill Animal Handling}) check can approach the griffon without being attacked. Such a character can remove the arrow, restoring the griffon's ability to fly, after which the griffon allows the character to ride it as a mount for the next {@dice 1d10} days."],["4","The characters encounter the {@creature revenant} of a dead explorer from Balenpost who was murdered by one of its team and is looking for vengeance."],["5","The characters find a 3-foot-tall, 50-pound egg. If they keep the egg in a cold environment for {@dice 1d10} weeks, a {@creature white dragon wyrmling} hatches from it."],["6","A {@creature young remorhaz} ambushes the characters."]],"name":"Eiselcross Encounters: Levels 1–4","page":122,"source":"EGW","chapter":{"name":"Wildemount Gazetteer","ordinal":{"type":"chapter","identifier":3},"index":4}},{"caption":"Eiselcross Encounters: Levels 5–10","colLabels":["d6","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The characters encounter {@dice 1d4 + 1} {@creature Mammoth||mammoths} being hunted by {@dice 2d6} wildfolk {@creature Scout||scouts}."],["2","An {@creature abominable yeti} and {@dice 1d4} {@creature Yeti||yetis} stalk the characters."],["3","The characters encounter {@dice 2d4} {@creature Allowak Yeti|EGW|yetis from Allowak's Sanctuary} (see \"{@book Allowak's Sanctuary Yeti Statistics|EGW|4|Allowak's Sanctuary Yeti Statistics}\" later in this chapter). The yetis attempt to scare the characters away but do not wish to do harm."],["4","The characters pass an Aeorian building that crashed nearby. The building contains {@dice 1d4 + 4} {@creature Wight||wights}."],["5","An {@creature Aeorian absorber|EGW} (see {@book chapter 7|EGW|8|Aeorian Absorber}) ambushes the characters."],["6","The characters encounter a large herd of elk. If the characters scare the elk, {@dice 1d6} {@creature elk} attack while the rest of the herd flees. During the combat, a {@creature remorhaz} bursts out of the snow and attacks indiscriminately."]],"name":"Eiselcross Encounters: Levels 5–10","page":122,"source":"EGW","chapter":{"name":"Wildemount Gazetteer","ordinal":{"type":"chapter","identifier":3},"index":4}},{"caption":"Eiselcross Encounters: Levels 11–16","colLabels":["d6","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult white dragon} confronts the characters, demanding treasure for passage through its territory. The dragon accepts 1,000 gp worth of treasure or a rare magic item as acceptable tribute."],["2","The characters encounter an {@creature iron golem} that keeps walking in circles. The golem attacks any creatures within 10 feet of it but otherwise continues walking in circles."],["3","The characters find a camp of {@dice 2d4} {@creature Minotaur||minotaurs} and {@dice 4d6} {@creature Orc||orcs} looking for wildfolk to recruit for the Kryn. These explorers want to keep their operation covert. If they aren't convinced the characters can keep their secret, the Xhorhasians attack."],["4","A {@creature roc} flies overhead and attempts to scoop up a character of your choice as its next meal."],["5","The characters encounter a coven of three {@creature Night Hag||night hags} searching for Aeorian items. In their humanoid guises, these hags pretend to be lost explorers and request the characters' escort. When the characters are in a vulnerable spot, the hags reveal their true nature and attack."],["6","The characters are ambushed by {@dice 1d8 + 1} {@creature Frost Giant||frost giants}."]],"name":"Eiselcross Encounters: Levels 11–16","page":122,"source":"EGW","chapter":{"name":"Wildemount Gazetteer","ordinal":{"type":"chapter","identifier":3},"index":4}},{"caption":"Eiselcross Encounters: Levels 17–20","colLabels":["d8","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The characters find the buried top of an Aeorian tower that crashed into the ice. Ice fills the lower levels of the tower, and {@dice 1d4 + 1} {@creature Aeorian Nullifier|EGW|Aeorian nullifiers} (see {@book chapter 7|EGW|8|Aeorian Nullifier}) are frozen in the ice."],["2","The characters encounter {@dice 2d6} gladiator wormkin (see \"{@book Tomb of the Worm|EGW|4|Tomb of the Worm}\" later in this chapter) attempting to force-feed a group of {@dice 3d6} wildfolk {@creature Commoner||commoners} the meat of the Undermaw."],["3","The characters find a humanoid skull frozen in the ice. If they free the skull, it comes alive, revealing its true form as a {@creature demilich}."],["4","The characters encounter two {@creature Mage||mages} from Balenpost planning to steal an Aeorian item from a camp of {@dice 3d6} {@creature Frost Giant||frost giants} and their tamed {@creature frost worm|EGW} (see {@book chapter 7|EGW|8|Frost Worm}) The mages ask for the characters' help with the heist."],["5","The characters encounter the {@creature ghost} of an Aeorian citizen. If the characters are kind to the ghost, the undead might be able to share the history of the crashed city with the characters."],["6","The characters encounter {@dice 2d6} {@creature Frost Giant Zombie|EGW|frost giant zombies} (see {@book chapter 7|EGW|8|Frost Giant Zombie}). These zombies did not come from the Fortress of the Dead Jarl. Their origin is up to you."],["7","The characters cross over an area of thin ice. A {@creature kraken} obsessed with Aeor floats beneath the ice and orders the characters to share any knowledge they have of the place or face its wrath."],["8","An {@creature ancient white dragon} ambushes the characters."]],"name":"Eiselcross Encounters: Levels 17–20","page":122,"source":"EGW","chapter":{"name":"Wildemount Gazetteer","ordinal":{"type":"chapter","identifier":3},"index":4}},{"colLabels":["d8","Habitat"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Arctic"],["2","Desert"],["3","Forest"],["4","Grassland"],["5","Hill"],["6","Mountain"],["7","Ocean"],["8","Swamp"]],"name":"Mutalos Habitats","page":128,"source":"EGW","chapter":{"name":"Wildemount Gazetteer","ordinal":{"type":"chapter","identifier":3},"index":4}},{"colLabels":["d10","Phenomenon"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","It smells of death here. This area is permanently ridden with the stench of rot and decay."],["2","Incorporeal phantoms move in and out of reality here. These apparitions ignore any interaction with creatures."],["3","Everything is a single color here. All physical matter in this area adopts the pigmentation of one of the seven colors of the rainbow or the color black."],["4","Nonmagical fire can't burn here."],["5","Sources of light here appear kaleidoscopic. Empty air refracts light in this area, creating dazzling displays of prismatic colors."],["6","Any character who sleeps here dreams of a different life on a different world in a different body."],["7","There is no sound here. This area is permanently under the effects of the {@spell silence} spell."],["8","This place is supernaturally unlucky. Attack rolls, ability checks, and saving throws cannot be rerolled in this area."],["9","Water turns to acid here. Water introduced to this area becomes acid in {@dice 1d4} days."],["10","This place is haunted by fragments of the Far Realm. Whenever the target of a Wisdom saving throw fails its save, that creature has a {@chance 5|5 percent} chance of becoming afflicted by a random form of long-term madness (see \"{@book Madness|DMG|8|Madness}\" in chapter 8 of the {@book Dungeon Master's Guide|DMG})."]],"name":"Uncanny Phenomena","page":151,"source":"EGW","chapter":{"name":"Wildemount Gazetteer","ordinal":{"type":"chapter","identifier":3},"index":4}},{"caption":"Social Status Relationships","colLabels":["d20","Background","Clovis Concord","Dwendalian Empire","Greying Wildlands","Kryn Dynasty"],"colStyles":["col-2 text-center","col-2","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center"],"rows":[["1","{@background Acolyte}","1 ally","1 ally (legal faith) or 1 rival (illegal faith)","1 rival","1 ally"],["2","{@background Luxonborn (Acolyte)|EGW|Acolyte (Luxonborn)}","—","1 rival","—","1 ally"],["3","{@background Charlatan}","1 ally","1 rival","1 ally","1 rival"],["4","{@background Variant Criminal (Spy)||Criminal}","1 rival","1 rival","1 ally","1 rival"],["5","{@background Myriad Operative (Criminal)|EGW|Criminal (Myriad operative)}","1 rival","1 ally","1 rival","—"],["6","{@background Entertainer}","1 ally","1 ally","1 rival","1 ally"],["7","{@background Folk Hero}","1 ally","1 rival","1 rival","1 ally"],["8","{@background Grinner|EGW}","1 ally","1 rival","—","—"],["9","{@background Variant Guild Artisan (Guild Merchant)||Guild Artisan}","1 rival","1 ally","—","1 ally"],["10","{@background Hermit}","—","1 rival","1 ally","1 ally"],["11","{@background Noble}","1 ally","1 ally and 1 rival","1 rival","1 ally and 1 rival"],["12","{@background Outlander}","—","—","1 ally","—"],["13","{@background Sage}","1 rival","1 rival","—","1 ally"],["14","{@background Cobalt Scholar (Sage)|EGW|Sage (Cobalt Scholar)}","1 ally","1 ally and 1 rival","1 ally","1 rival"],["15","{@background Sailor}","1 ally and 1 rival","—","1 rival","1 ally"],["16","{@background Revelry Pirate (Sailor)|EGW|Sailor (Revelry pirate)}","1 ally and 1 rival","—","1 ally","—"],["17","{@background Soldier}","1 ally","1 ally and 1 rival","1 rival","1 ally and 1 rival"],["18","{@background Augen Trust (Spy)|EGW|Spy (Augen Trust)}","—","1 ally","—","1 rival"],["19","{@background Urchin}","1 ally","1 rival","1 rival","1 rival"],["20","{@background Volstrucker Agent|EGW}","—","1 ally","—","1 rival"]],"name":"Heroic Chronicle; Social Status Relationships","page":190,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Homelands","colLabels":["d100","Region (Government)"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–21","Menagerie Coast (choose either the Clovis Concord or Revelry pirates)"],["22–40","Marrow Valley in Western Wynandir (Dwendalian Empire)"],["41–72","Zemni Fields in Western Wynandir (Dwendalian Empire)"],["73–77","Greying Wildlands (choose either the Tribes of Shadycreek Run or Uthodurn)"],["78–00","Xhorhas in Eastern Wynandir (choose either the Kryn Dynasty or Xarzith Kitril)"]],"name":"Backstory; Homelands","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Backgrounds","colLabels":["d20","Background","Reference"],"colStyles":["col-2 text-center","col-9","col-1 text-center"],"rows":[["1","{@background Acolyte}","PH"],["2","{@background Luxonborn (Acolyte)|EGW|Acolyte (Luxonborn)}","EGW"],["3","{@background Charlatan}","PH"],["4","{@background Variant Criminal (Spy)||Criminal}","PH"],["5","{@background Myriad Operative (Criminal)|EGW|Criminal (Myriad operative)}","EGW"],["6","{@background Entertainer}","PH"],["7","{@background Folk Hero}","PH"],["8","{@background Grinner|EGW}","EGW"],["9","{@background Variant Guild Artisan (Guild Merchant)||Guild Artisan}","PH"],["10","{@background Hermit}","PH"],["11","{@background Noble}","PH"],["12","{@background Outlander}","PH"],["13","{@background Sage}","PH"],["14","{@background Cobalt Scholar (Sage)|EGW|Sage (Cobalt Scholar)}","EGW"],["15","{@background Sailor}","PH"],["16","{@background Revelry Pirate (Sailor)|EGW|Sailor (Revelry pirate)}","EGW"],["17","{@background Soldier}","PH"],["18","{@background Augen Trust (Spy)|EGW|Spy (Augen Trust)}","EGW"],["19","{@background Urchin}","PH"],["20","{@background Volstrucker Agent|EGW}","EGW"]],"name":"Backstory; Backgrounds","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Menagerie Coast Settlements","colLabels":["d100","Settlement Name","Type"],"colStyles":["col-2 text-center","col-8","col-2"],"rows":[["01","Brokenbank","Town"],["02","Darktow","Town"],["03–09","Feolinn","City"],["10–19","Gwardan","City"],["20–36","Nicodranas","City"],["37–40","Othe","City"],["41","Palma Flora","Town"],["42–84","Port Damali","City"],["85–93","Port Zoon","City"],["94–00","Tussoa","City"]],"name":"Backstory; Menagerie Coast Settlements","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Marrow Valley Settlements","colLabels":["d100","Settlement Name","Type"],"colStyles":["col-2 text-center","col-8","col-2"],"rows":[["01–02","Alfield","Town"],["03–05","Ashguard Garrison","Military outpost"],["06–07","Berleben","Town"],["08–12","Bladegarden","City"],["13–18","Deastok","City"],["19–22","Felderwin","City"],["23–32","Grimgolir","City"],["33–40","Hupperdook","City"],["41–44","Kamordah","City"],["45","Talonstadt","Town"],["46–50","Trostenwald","City"],["51–52","Vol'antim","Town"],["53–00","Zadash","City"]],"name":"Backstory; Marrow Valley Settlements","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Zemni Fields Settlements","colLabels":["d100","Settlement Name","Type"],"colStyles":["col-2 text-center","col-8","col-2"],"rows":[["01","Blumenthal","Town"],["02–07","Bysaes Tyl","City"],["08–11","Druvenlode","City"],["12–13","Icehaven","Town"],["14–18","Nogvurot","City"],["19–20","Odessloe","City"],["21–26","Pride's Call","City"],["27–96","Rexxentrum","City"],["97–98","Rockguard Garrison","Military outpost"],["99","Velvin Thicket","Nomadic diaspora"],["00","Yrrosa","Town"]],"name":"Backstory; Zemni Fields Settlements","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Greying Wildlands Settlements","colLabels":["d100","Settlement Name","Type"],"colStyles":["col-2 text-center","col-8","col-2"],"rows":[["01–03","Boroftkrah","Town"],["04–06","Palebank Village","Village"],["07–30","Shadycreek Run","City"],["31–00","Uthodurn","City"]],"name":"Backstory; Greying Wildlands Settlements","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Eastern Wynandir Settlements","colLabels":["d100","Settlement Name","Type"],"colStyles":["col-2 text-center","col-8","col-2"],"rows":[["01–20","Asarius","City"],["21","Bazzoxan","Town"],["22","Charis","Village"],["23–30","Igrathad","Seven villages"],["31–36","Jigow","City"],["37","New Haxon","Military outpost"],["38–89","Rosohna (Ghor Dranas)","City"],["90–93","Rotthold","City"],["94–96","Urzin","Town"],["97–00","Xarzith Kitril","City"]],"name":"Backstory; Eastern Wynandir Settlements","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Family Size (Village)","colLabels":["d100","Number of Parents","Number of Siblings"],"colStyles":["col-2 text-center","col-8","col-2"],"rows":[["01–10","3 or more","{@dice 2d4 + 2}"],["11–50","2","{@dice 2d4}"],["51–89","1","{@dice 1d4}"],["90–00","0","0"]],"name":"Backstory; Family Size (Village)","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Family Size (City)","colLabels":["d100","Number of Parents","Number of Siblings"],"colStyles":["col-2 text-center","col-8","col-2"],"rows":[["01–05","3 or more","{@dice 2d4 + 2}"],["06–60","2","{@dice 2d4}"],["61–80","1","{@dice 1d4}"],["81–00","0","0"]],"name":"Backstory; Family Size (City)","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Family Relationships","colLabels":["d100","Relationship"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–10","You thought you killed this family member, whether by accident or otherwise. You never expected to see them again—but now they're out for your blood. You gain one rival."],["11–20","You insulted this family member so gravely that they left your life forever. If they ever return, it will be to settle the score. You gain one rival."],["21–30","You have always been better than this family member at a particular activity. They grew jealous and abandoned you, so that they could return and best you one day. You gain one rival."],["31–40","You uncovered a secret about this family member, whether a tiny embarrassment or a life-changing scandal. They now seek to unveil your darkest secret. You gain one rival."],["41–50","You and this family member have a friendly rivalry, and are constantly trying to best each other in an activity, craft, or other pursuit. You visit occasionally to test each other's skills. You gain one rival."],["51–60","This family member owes you a debt, and they don't like it. They'll help you out when you need it, but only to clear the slate. You gain one ally."],["61–70","This family member loves you, but you were never that close. They'll do anything to help you—as long as they won't be at risk of injury or death. You gain one ally."],["71–80","This family member caused you to have a horrible accident when you were a child. They still feel incredible guilt, which they would do anything to assuage. You gain one ally."],["81–90","This family member left long ago for reasons you don't understand or won't talk about. Before they left, they promised you that they would return in your hour of greatest need. You gain one ally."],["91–00","This family member has always loved you with all their heart, and would do anything for you. You gain one ally."]],"name":"Backstory; Family Relationships","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Ally Relationships","colLabels":["d100","Relationship"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–10","This ally is a loyal pet. Rather than rolling on the Ally and Rival Identities table, choose one beast of CR 1/8 or lower as your pet."],["11–20","This person once lost a bet to you and is still trying to scrounge up the cash to pay you back. They've decided you'd both be better off if they put you in their debt instead."],["21–30","This person was once a beggar to whom you gave a large sum of money. They have transformed their life thanks to you, and now want to repay your generosity."],["31–40","You were this person's favorite drinking buddy, and their home is always open to you and your friends."],["41–50","This person was once your mentor, but you left before you could complete your training. You are welcome to return and finish what you started, but only when you are ready."],["51–60","You bonded with this person over a traumatic event such as a battle or an armed robbery. If you ever tell them that you are in danger, they will try to aid you."],["61–70","You and this person share a terrible secret, and you have sworn to never reveal it to anyone. They will help you keep this secret if it is ever in danger of being revealed."],["71–80","This person fell in love with you. If you reciprocated, they always stand at your side. If you didn't, they took it well, and still consider you their closest friend."],["81–90","You and this person were affected by powerful magic, and now you both share a telepathic connection that functions while you are within 1 mile of each other."],["91–00","This person owes you their life. Even if they can't follow you everywhere you go, they will do anything they can to protect you."]],"name":"Backstory; Ally Relationships","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Rival Relationships","colLabels":["d100","Relationship"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–10","This person believes that you murdered their sibling. Regardless of your guilt or innocence, they are out for your blood."],["11–20","You bested this person in combat, but they believe you cheated to defeat them. They long to prove that they are the superior warrior."],["21–30","You broke a promise to this person, and it caused them to suffer greatly. Now they conspire to make someone else break a valuable promise to you."],["31–40","You once loved this person, but broke their heart. They are now obsessed with making you feel the same pain they felt."],["41–50","This person was ordered to arrest you, and doggedly hunts you wherever you go."],["51–60","This person thinks that you were replaced by a doppelganger or possessed by a spirit or monster. They are now trying to defeat you, so as to find or free the original you."],["61–70","You fled from your home under mysterious circumstances. This person is obsessed with finding out the truth of what caused you to leave."],["71–80","You and this person tried to harness power beyond your control, and it left them disfigured and in constant pain. Having since mastered the power that nearly destroyed them, they now seek to turn it upon you."],["81–90","You helped this person out once when they were down on their luck, and now they go to you whenever they need help."],["91–00","This person wants to be your friend, but their help has always made your life harder."]],"name":"Backstory; Rival Relationships","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Ally and Rival Identities","colLabels":["d100","Stat Block"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–05","{@creature Commoner} (MM)"],["06–10","{@creature Acolyte} (MM)"],["11–15","{@creature Bandit} (MM)"],["16–20","{@creature Bandit captain} (MM)"],["21–25","{@creature Berserker} (MM)"],["26–30","{@creature Cultist} (MM)"],["31–35","{@creature Cult fanatic} (MM); gain one fateful moment"],["36–40","{@creature Druid} (MM)"],["41–45","{@creature Gladiator} (MM); gain one fateful moment"],["46–50","{@creature Guard} (MM)"],["51–55","{@creature Knight} (MM)"],["56–60","{@creature Priest} (MM)"],["61–65","{@creature Scout} (MM)"],["66–70","{@creature Spy} (MM)"],["71–75","{@creature Tribal warrior} (MM)"],["76–80","{@creature Veteran} (MM)"],["81–84","{@creature Mage} (MM); gain one fateful moment"],["85–88","{@creature Noble} (MM); gain one fateful moment"],["89–92","{@creature Assassin} (MM); gain one fateful moment"],["93–94","{@creature Blood hunter|EGW} (EGW); gain one fateful moment"],["95–96","Good or neutral {@creature werebear} or {@creature weretiger} (DM's choice; MM); gain one fateful moment"],["97–98","Evil {@creature wereboar}, {@creature wererat}, or {@creature werewolf} (DM's choice; MM); gain one fateful moment"],["99","{@creature Archmage} (MM); gain one fateful moment"],["00","{@creature Adult gold dragon} or {@creature adult red dragon} (DM's choice; MM); gain one fateful moment"]],"name":"Backstory; Ally and Rival Identities","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Fateful Moments","colLabels":["d20","Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Your parents were murdered in front of you. Roll on the {@book Ally and Rival Identities table|EGW|5|Ally and Rival Identities} to determine the type of creature that killed them. You have proficiency in the {@skill Stealth} and {@skill Survival} skills."],["2","You met a dark elf dying in the wilderness. Around their neck was a silver talisman containing a cameo of their child and the name \"Il'viranya.\" It is an {@item amulet of proof against detection and location}."],["3","A mysterious stranger gave you a gift that saved your life while you were lost in the wilderness. Roll on the {@book Ally and Rival Identities table|EGW|5|Ally and Rival Identities} to determine the identity of the stranger. Then roll on {@table Magic Item Table B} in the {@book Dungeon Master's Guide|DMG} to determine the item. If you roll a consumable item from the table, roll again."],["4","You were caught in a terrible storm but miraculously survived. Now your dreams contain visions sent by a mysterious god or demigod. You have proficiency in the {@skill Arcana} or {@skill Religion} skill (your choice)."],["5","A famous warrior trained you with what has become your signature weapon. You have proficiency with a martial weapon of your choice, and you own one such weapon. It has special features as detailed in {@book chapter 7|DMG|7|Types of Treasure} of the {@book Dungeon Master's Guide|DMG}. You also have the {@feat Martial Adept} feat from the {@book Player's Handbook|PHB}."],["6","You were the sole survivor when a horde of rampaging monsters raided your village or your neighborhood. You have proficiency in the {@skill Stealth} skill or proficiency with martial weapons (your choice)."],["7","A famous mage saw potential in you and tutored you in the arcane arts. You have a spellbook and the {@feat Magic Initiate} feat from the {@book Player's Handbook|PHB}."],["8","While on a long journey, you were picked up by a traveling circus, spending a year with them before returning to your home. You have proficiency in the {@skill Acrobatics} or {@skill Performance} skill (your choice) and proficiency with the disguise kit."],["9","You were transformed into a bear by mysterious magic, and lived for a year as an animal before you were saved by a druid. Magic still lingers within you, though, and you can cast {@spell speak with animals} at will."],["10","You were press-ganged into military service, and were left shaken by what you saw on the battlefield. You have proficiency with medium armor, shields, and martial weapons. You also have a random form of indefinite madness, determined by rolling on the {@table indefinite madness||Indefinite Madness table} in chapter 8 of the {@book Dungeon Master's Guide|DMG}."],["11","You were kidnapped by bandits while traveling between towns. While captured, you met an old thief who helped you escape. You have proficiency with thieves' tools and proficiency in the {@skill Stealth} skill."],["12","You were visited by a demon lord in a dream. You awakened knowing the {@spell find familiar} spell and are now able to cast it as a ritual, but your familiar always takes the form of a {@creature quasit}. You also have a random form of indefinite madness, determined by rolling on the {@table indefinite madness||Indefinite Madness table} in chapter 8 of the {@book Dungeon Master's Guide|DMG}."],["13","While exploring a remote forest, you were attacked by evil lycanthropes but escaped before being killed. You are cursed with {@creature wereboar}, {@creature wererat}, or {@creature werewolf} lycanthropy (DM's choice)."],["14","While lost in a remote forest or jungle, you were saved by a {@creature werebear} or {@creature weretiger} (DM's choice). The lycanthrope believed you were destined for greatness and granted you the gift of lycanthropy with your consent."],["15","You saved a pseudodragon from being eaten by a giant spider in a dark forest. The {@creature pseudodragon} now loyally follows you wherever you go, even if you'd rather it stay hidden. It is controlled by the DM but obeys your commands if treated well."],["16","You nearly died from a virulent disease (the DM's choice of cackle fever, sewer plague, or sight rot; see {@book chapter 8|DMG|8|Diseases} of the {@book Dungeon Master's Guide|DMG}). Your life was saved by an agent of the Cobalt Soul, who could not cure the disease, but who gave you a {@item periapt of health} that suppresses it."],["17","You were accused of a crime and were exiled or imprisoned, regardless of whether or not you were guilty. Having spent time among criminals, you have proficiency in the {@skill Intimidation} skill and you know thieves' cant."],["18","You saved a riderless horse wearing full tack and harness from wolves. You own a {@creature riding horse} and a saddle, and you have proficiency in the {@skill Animal Handling} skill."],["19","While reading through a mysterious tome once owned by your parent, you found a treasure map that points toward a place in Wildemount of the DM's choice."],["20","You received a letter revealing that you were the secret child of a wealthy noble family living in Rexxentrum within the Dwendalian Empire. They enclosed 100 gp to ensure your safe passage to the imperial capital, and a signet ring bearing your true family's seal."]],"name":"Backstory; Fateful Moments","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Favorite Foods (Menagerie Coast)","colLabels":["d8","Food"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Paella—a working-class dish made with rice, white beans, and seafood"],["2","Plantain cups—a sweet and savory dish of fried plantains stuffed with meat and rice"],["3","Gazpacho—a cold soup served on hot days, made from pounded vegetables and fruit"],["4","Honeyflame bread—a fried dessert soaked in honey and coated in Marquesian spices"],["5","Fusaka fish—seafood cutlets smothered in Marquesian fusaka spice and fried in oil"],["6","Snakelocks noodles—sea anemone tendrils coated in honey batter and delicately fried"],["7","Queen's water—a soft drink made from syrup, honey, guava, and tamarind"],["8","Blacksand coffee—a tiny shot of coffee, brewed atop red-hot sand, Marquet-style"]],"name":"Backstory; Favorite Foods (Menagerie Coast)","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Favorite Foods (Western Wynandir)","colLabels":["d8","Food"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Dumplings—a steamed potato bread that can be served with any meal"],["2","Sauerbraten—a Zemnian peasant dish of pickled horse meat served with cabbage"],["3","Brawn, also known as head cheese—a meat jelly made from boiled calf's head"],["4","Schweinshaxe—a Zemnian peasant dish of long-marinated roasted pork knuckle"],["5","Dampfnudel—a regal steamed roll served in sweet custard or with savory potatoes"],["6","Spanferkel—an expensive dish of suckling pig, roasted and served at royal parties"],["7","Trost—a sweet, dark ale brewed in Trostenwald"],["8","Radler—a sweet, expensive drink made from imported lemonade mixed with beer"]],"name":"Backstory; Favorite Foods (Western Wynandir)","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Favorite Foods (Greying Wildlands)","colLabels":["d8","Food"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Imperial pickled plums, smuggled from the Dwendalian Empire by Myriad agents"],["2","Charred venison and roasted potatoes, prepared with local game and local tubers"],["3","Raw venison still dripping with blood"],["4","Elf-mash—a creamy dish made from overripe cloudberries"],["5","Dwarven rootbake—a hearty casserole of roots and tubers wrapped in seaweed"],["6","Jam porridge—made from Xhorhasian rice and topped with salmonberry jam"],["7","Blazing tea—a beverage blended from fermented fireroot and mouth-scalding spices"],["8","Sbiten—a drink made from honey and spices, best enjoyed hot on snowy days"]],"name":"Backstory; Favorite Foods (Greying Wildlands)","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Favorite Foods (Eastern Wynandir)","colLabels":["d8","Food"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Rzukaal—a dish made from sautéed rice noodles, hearty mushrooms, and giant spider legs"],["2","Yuyandl—grilled yuyo (a zucchini-like vegetable that grows in Rosohna's sunless gardens) spiced and served with rice"],["3","Mastodon kor'rundl—grilled mastodon served with sunless kor'run (a squash-like vegetable that grows in Rosohna's sunless gardens) and rice"],["4","Kinespaji spaaldl—soup made from mushrooms or vegetables and the boiled spit of a horizonback turtle"],["5","Umarindaly—a dessert akin to rice pudding, topped with spiced gooseberry jam"],["6","Keltaly—heavy cream mixed with pulverized black currants and frozen into a fluffy, sweet, creamy dessert"],["7","Erzfaalyu—a potent spirit made from fermented rice"],["8","Yunfaalyu—a fragrant plum liquor served at frigid temperatures and garnished with currants"]],"name":"Backstory; Favorite Foods (Eastern Wynandir)","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Mysterious Secrets","colLabels":["d20","Secret"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Years ago, my best friend came to me in the middle of the night and gave me a key that glowed with an icy blue light. I never saw that friend again."],["2","I was the only witness to a cold-blooded murder. In the aftermath, I saw the killer take a gold coin with a ruby inlaid at its center from the victim's body."],["3","I once had a dream where an old stranger looked me dead in the eye, screamed \"Scourger!\" at the top of their lungs, and then exploded into a column of flame."],["4","While exploring near my home, I found a cliff with a bunch of caverns dug out of it, all of them large enough for people to hide within."],["5","I once saw a cat that seemed to be moving with a strange sense of purpose. I followed it to the dwelling of an important local elder, where it gazed through the window for an hour. Then it suddenly shook itself and raced away, as though a spell had been broken."],["6","One of my parents left home in the middle of a storm, in the middle of the night. They had their sword and shield. They came back a week later, with the shield practically in pieces. They never talked about that night."],["7","I had a friend who was a farmer. Every week, their crops doubled in size until they had pumpkins as big as houses. Then the next week, the friend was gone and their fields were torched. I never heard from them again."],["8","I once saw an enormous figure walking through the clouds on a stormy night. At one point, they looked at me, and then kept walking."],["9","I woke up one night to find one of my siblings perched on my chest, staring into my eyes. They said, \"The time is soon,\" and then giggled and ran off. When I asked them, they had no memory of the event."],["10","I once saw a giant bird soar past overhead. It croaked out a cry that sounded like my name, then disappeared beyond the clouds."],["11","I ate a fruit whose seeds spelled out a magic word where I'd cast them onto the ground. Years later, I saw the same word spelled out within a slice of bread."],["12","A warrior friend of mine died. But every so often, I swear I see that friend in their old armor, at the corner of my vision."],["13","An old seer once touched my forehead and gave me a vision of a flaming bird chained beneath a mountain, squirming and wailing in the darkness."],["14","Once while on a boat, I heard a voice rumbling around me. I looked down below the water, and I swear I saw golden eyes looking up at me."],["15","While I was eating, a whole potato exploded into worms, and I suffered a vision of a gigantic worm eating the world like a giant apple."],["16","While picking flowers, I saw a tall figure with red skin and horns wandering the meadow. The flowers grew taller where they walked, but I fled in fear and never saw the figure again."],["17","I was attacked by wolves in the woods one day, and was saved by a stranger with a bandage over their eyes. This person shone with silver light and was covered with scars—and I think I might have seen black wings tucked in at their back."],["18","While trying to forge a sword, I accidentally burned myself with the red-hot blade. A strange vision then came to me, of powerful weapons calling out for me to wield them."],["19","I once met someone fleeing through the woods who said they had escaped from some evil place. I asked what that meant, but the stranger fell dead on the spot. When I returned with help to collect the body, it was gone."],["20","I once caught a falling star. It looked up from my hands and smiled, then told me to look for it on the day when fire erupts from the earth."]],"name":"Backstory; Mysterious Secrets","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Prophecy Inspirations","colLabels":["d20","Prophecy"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I will defeat the creature that killed my parents. Its defeat might make me question my purpose in life."],["2","I will uncover the reason that the Cerberus Assembly took my sibling away. Finding my sibling will set political events beyond my control into motion."],["3","I will save my village from the gnoll tribe that has raided us for the past year. Their defeat will inspire me to perform even greater feats of heroism."],["4","I will unlock the secrets of consecution that the Kryn are hiding. This knowledge will open my mind to a terrifying truth."],["5","I will join a blood hunter order. My new comrades-in-arms will make me powerful, but I must pay a steep price for that power."],["6","I will steal a king's ransom from a Revelry pirate. That wealth will make me happy, but it will also draw unsavory characters to me."],["7","I will become a hero of the war between the Dwendalian Empire and the Kryn. I will be haunted by the atrocities I witness on the battlefield."],["8","I will cleanse the Savalirwood of its corruption while welcoming that corruption into my own body."],["9","I will infiltrate the Myriad, but doing so will compel me to commit evil acts."],["10","I will uncover a relic from Eiselcross and become famous, but the relic will exact a terrible cost."],["11","I will speak to a dragon, live to tell the tale, and provoke the dragon's everlasting wrath."],["12","I will steal a holy relic of the Kryn Dynasty, making me a target for anyone who desires its power."],["13","I will hesitate at an important moment. Another person will suffer for it."],["14","I will stumble by accident into the arms of the Golden Grin. Though I will reject their call at first, something will draw me back."],["15","I will befriend a flying beast and ride it through the skies. Others will envy me for the bond I have with this creature."],["16","I will kneel before Bright Queen Leylas Kryn without knowing who she is. This moment of uncertainty will lead to danger."],["17","I will stand before Princess Suria Dwendal and briefly hold the fate of the empire in my hand. I won't realize the gravity of my decision until it is too late."],["18","My actions will lead to the death of a marquis of the Clovis Concord. I will know exactly who killed them, but no one in power will believe me."],["19","I will anger one of the Tribes of Shadycreek Run. As its members hunt me in retribution, others will suffer and I will pay the price."],["20","I will meet my birth parents. Doing so reveals a secret about my birth that will change the way I look at the world."]],"name":"Prophecy Inspirations","page":199,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Arms of the Betrayers Destruction","colLabels":["d8","Destruction Method"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The weapon must be bathed in the ichor of an archdevil or demon lord."],["2","A coven of twelve night hags must perform an eight-hour ritual known only to them on the plane of Gehenna to destroy the weapon."],["3","The weapon must be brought back to a forgotten forge in Xhorhas and melted down by the furnace that made it."],["4","The fiery breath of an {@creature ancient red dragon} is the only thing that can destroy the weapon."],["5","The weapon is destroyed if devoured by Uk'otoa."],["6","Thrusting the weapon into a {@item Luxon beacon|EGW} destroys the weapon and the beacon alike."],["7","The weapon can be broken only by a blow from another of the Arms of the Betrayers."],["8","Burning the remains of the first champion to wield the weapon destroys the item."]],"name":"Arms of the Betrayers Destruction","page":274,"source":"EGW","chapter":{"name":"Wildemount Treasures","ordinal":{"type":"chapter","identifier":6},"index":7}},{"caption":"Standard Languages","colLabels":["Language","Typical Speakers","Script"],"colStyles":["col-4 text-center","col-4 text-center","col-4 text-center"],"rows":[["{@language Common|MOT}","Humans","Common"],["{@language Giant|MOT}","Cyclopes, giants","Minotaur"],["{@language Leonin|MOT}","Leonin","Common"],["{@language Primordial|MOT}","Tritons","Common"],["{@language Minotaur|MOT}","Minotaurs","Minotaur"],["{@language Sylvan|MOT}","Centaurs, satyrs","Elvish"]],"name":"Standard Languages","page":9,"source":"MOT","chapter":{"name":"Welcome to Theros","index":0}},{"caption":"Exotic Languages","colLabels":["Language","Typical Speakers","Script"],"colStyles":["col-4 text-center","col-4 text-center","col-4 text-center"],"rows":[["{@language Celestial|MOT}","Gods","Celestial"],["{@language Draconic|MOT}","Dragons","Draconic"],["{@language Sphinx|MOT}","Sphinxes","—"]],"name":"Exotic Languages","page":9,"source":"MOT","chapter":{"name":"Welcome to Theros","index":0}},{"caption":"Gods of Theros","colLabels":["Deity","Alignment","Suggested Cleric Domains","Common Symbol"],"colStyles":["col-4","col-1 text-center","col-3","col-3"],"rows":[["Athreos, god of passage","LE","Death, Grave*","Crescent moon"],["Ephara, god of the polis","LN","Knowledge, Light","Urn pouring water"],["Erebos, god of the dead","NE","Death, Trickery","Serene face"],["Heliod, god of the sun","LG","Light","Laurel crown"],["Iroas, god of victory","CG","War","Four-winged helmet"],["Karametra, god of harvests","NG","Life, Nature","Cornucopia"],["Keranos, god of storms","CN","Knowledge, Tempest","Blue eye"],["Klothys, god of destiny","N","Knowledge, War","Drop spindle"],["Kruphix, god of horizons","N","Knowledge, Trickery","Eight-pointed star"],["Mogis, god of slaughter","CE","War","Four-horned bull's head"],["Nylea, god of the hunt","NG","Nature","Four arrows"],["Pharika, god of affliction","NE","Death, Knowledge, Life","Snakes"],["Phenax, god of deception","CN","Trickery","Winged golden mask"],["Purphoros, god of the forge","CN","Forge,* Knowledge","Double crest"],["Thassa, god of the sea","N","Knowledge, Tempest","Waves"]],"footnotes":["* The Forge and Grave domains appear in {@book Xanathar's Guide to Everything|XGE}"],"name":"Gods of Theros","page":35,"source":"MOT","chapter":{"name":"Gods of Theros","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Meletian Calendar","colLabels":["Month","Name","Length","God"],"colStyles":["col-2 text-center","col-4 text-center","col-2 text-center","col-3 text-center"],"rows":[["1","Lyokymion","30 days","Thassa"],["2","Protokynion","29 days","Nylea"],["3","Astrapion","30 days","Keranos"],["4","Polidrysion","29 days","Ephara"],["5","Thriambion","30 days","Iroas"],["6","Megasphagion","29 days","Mogis"],["7","Chalcanapsion","30 days","Purphoros"],["8","Necrologion","29 days","Athreos"],["9","Therimakarion","30 days","Karametra"],["10","Katabasion","29 days","Erebos"],["11","Cheimazion","30 days","Pharika"],["12","Agrypnion","29 days","Kruphix"],["13*","Anagrypnion","30 days","Kruphix"]],"footnotes":["* This month occurs only once every three years."],"name":"The Meletian Calendar; Meletian Calendar","page":85,"source":"MOT","chapter":{"name":"Realms of Gods and Mortals","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Omens of Athreos","colLabels":["d6","d100","Omen of Athreos"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","01","Faintly glowing wisps of fog or mist coalesce into shapes in the air."],["2","02","Ghostly whispers come from nowhere."],["3","03","The ground beneath a character's feet flows like water in a river."],["4","04","A veiled figure observes the character from a distance, then vanishes."],["5","05","Silent mourners carry a body past."],["6","06","Echoes produce words different from the ones originally spoken."]],"name":"Omens of Athreos","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Ephara","colLabels":["d6","d100","Omen of Ephara"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","07","A carved image or face-like pattern on a wall animates and speaks."],["2","08","The streets of a city seem to alter course to lead to a specific destination."],["3","09","Birds fly in parallel rows, like a marching army."],["4","10","Eddies in a stream subside, and the water flows in a straight line."],["5","11","A grove of trees has a perfectly symmetrical configuration."],["6","12","A clay vessel overflows with water."]],"name":"Omens of Ephara","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Erebos","colLabels":["d8","d100","Omen of Erebos"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","13","Small animals drop dead within an area."],["2","14","A gold coin hangs like a piece of fruit from the branch of a dead tree."],["3","15","The sun's light does not penetrate an area."],["4","16","A character is stung as if struck by a whip."],["5","17","Words can be heard in the sounds made by clinking coins."],["6","18","An eclipse suddenly occurs."],["7","19","Crows or vultures drop bones in an ominous pattern."],["8","20","Swirling smoke forms macabre shapes."]],"name":"Omens of Erebos","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Heliod","colLabels":["d8","d100","Omen of Heliod"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","21","A brilliant pattern appears around the sun."],["2","22","A shaft of sunlight breaks through cloud cover or foliage to shine on a specific spot."],["3","23","A pegasus appears and invites a character to touch it."],["4","24","The sun remains in the same place in the sky for far too long."],["5","25","The sun blinks."],["6","26","No shadows are cast."],["7","27","A specific area can't be made dark."],["8","28","The sky turns blood-red at sunrise or sunset."]],"name":"Omens of Heliod","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Iroas","colLabels":["d6","d100","Omen of Iroas"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","29","The rousing blare of distant trumpets drowns out other sounds."],["2","30","Clouds limned by sunlight take a form that resembles Iroas."],["3","31","A character's weapon or shield shatters dramatically, then repairs itself."],["4","32","A four-winged bird circles overhead."],["5","33","The sun or moon appears to have four glowing wings."],["6","34","Water or wind sounds like cheering."]],"name":"Omens of Iroas","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Karametra","colLabels":["d6","d100","Omen of Karametra"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","35","Patterns form in fallen leaves or in the scattered leavings of grain in a field."],["2","36","Rustling plants produce sounds that resemble words."],["3","37","Fruit begins mewling and giggling like delighted infants."],["4","38","Hearth fires blaze or small fires start up, attracting small creatures to curl up in front of them."],["5","39","Wild animals act domesticated."],["6","40","Food multiplies or heals when bitten."]],"name":"Omens of Karametra","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Keranos","colLabels":["d6","d100","Omen of Keranos"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","41","Lightning strikes, thunder rumbles, or rain falls in a clear sky."],["2","42","A powerful thought springs unbidden to mind, like a shout in one's head."],["3","43","Rain produces a melody that sounds like a familiar song."],["4","44","A lightning-scarred tree stands alone in a forest clearing."],["5","45","A fierce wind blows in a particular direction."],["6","46","A character sees distinct figures or patterns in the sky when lightning flashes."]],"name":"Omens of Keranos","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Klothys","colLabels":["d6","d100","Omen of Klothys"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","47","A character experiences an extended episode of déjà vu."],["2","48","Spider webs gleam as if they were made of silver threads."],["3","49","The sky turns a rich gold color."],["4","50","A character's hair grows several inches and braids itself."],["5","51","Glowing green threads create a pattern or follow a path in the air."],["6","52","A character experiences a powerful episode of déjà vu."]],"name":"Omens of Klothys","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Kruphix","colLabels":["d6","d100","Omen of Kruphix"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","53","The natural world falls utterly silent."],["2","54","An aurora shimmers on the horizon."],["3","55","The attention of every celestial figure in the night sky is suddenly focused on one character or place."],["4","56","Nyx appears in the shadows of all things."],["5","57","Two extra ethereal arms sprout from a character's body."],["6","58","The night sky appears to wheel overhead as though years are streaming by."]],"name":"Omens of Kruphix","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Mogis","colLabels":["d6","d100","Omen of Mogis"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","59","A creature spontaneously starts bleeding, their blood pooling in a bull shape."],["2","60","Normally harmless animals turn aggressive—the smaller, the angrier."],["3","61","Water (a stream, pool, rain, or a liquid in a container) turns to boiling blood."],["4","62","A bestial roar erupts from over the horizon or deep within the earth."],["5","63","The stars turn red."],["6","64","A character develops a ravenous hunger for raw meat."]],"name":"Omens of Mogis","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Nylea","colLabels":["d8","d100","Omen of Nylea"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","65","Butterflies land on a character or fly together in a particular direction."],["2","66","Fallen leaves blow perpendicular to the wind."],["3","67","The weather suddenly changes radically."],["4","68","A colored arrow strikes nearby, arching from an impossible direction."],["5","69","Plants sprout and grow to maturity instantly."],["6","70","Trees and vines coil to hinder movement."],["7","71","Animal tracks appear where nothing walks."],["8","72","A celestial lynx paces back and forth across the night sky."]],"name":"Omens of Nylea","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Pharika","colLabels":["d6","d100","Omen of Pharika"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","73","Hundreds of snakes, spiders, or centipedes crawl from the ground."],["2","74","A strong chemical smell follows a character."],["3","75","A character exhibits a disease's symptoms."],["4","76","Leaves shrivel and turn black, while flowers pour acidic nectar."],["5","77","A snakeskin wraps around a way marker or personal possession."],["6","78","Patterns of clouds or stars slither away, moving with an audible susurrus."]],"name":"Omens of Pharika","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Phenax","colLabels":["d6","d100","Omen of Phenax"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","79","Shadows move independently of whatever casts them, appearing to run away."],["2","80","A gold mask momentarily appears over the face of every living creature in sight."],["3","81","Objects, landmarks, even stars momentarily vanish, as if pilfered in plain sight."],["4","82","Everything turns shades of gray."],["5","83","Creatures' mouths momentarily vanish and they can't make sounds or speak."],["6","84","The sun momentarily melts, raining gold coins that vanish soon after landing."]],"name":"Omens of Phenax","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Purphoros","colLabels":["d8","d100","Omen of Purphoros"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","85","The sound of a hammer rings in the air."],["2","86","Noxious gas suddenly vents from underground."],["3","87","The ground or a metal object becomes uncomfortably hot."],["4","88","An animal moves in a mechanical manner."],["5","89","Huge plumes of smoke rise from the horizon."],["6","90","The earth shakes in a deliberate rhythm."],["7","91","Something that was broken is reshaped into something new."],["8","92","A statue or metal object comes to life."]],"name":"Omens of Purphoros","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Thassa","colLabels":["d8","d100","Omen of Thassa"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","93","A lustrous seashell or small fish appears in someone's drink."],["2","94","The tide goes out (or in) at the wrong time."],["3","95","The sound of crashing waves fills the air."],["4","96","Ripples in water form patterns of ships and sea creatures."],["5","97","A beautiful coral pillar rises from the earth."],["6","98","A flock of dozens of noisy seabirds land."],["7","99","A school of sea creatures swim in the air."],["8","00","Someone starts drowning on dry land."]],"name":"Omens of Thassa","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Athreos's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Seal a secret path that the Returned use to escape the Underworld."],["2","Strike against one of the necropoleis, either Asphodel or Odunos, curtailing its growth or bringing it to ruin."],["3","Seek out a {@creature lampad|MOT} nymph who has fallen in love with a soul he was supposed to lead to the Underworld."],["4","Hunt down a rampaging cerberus and return it to its place guarding the Underworld."],["5","Reconsecrate a grand but neglected mausoleum, putting the unquiet spirits there to rest."],["6","Defeat an agent of a god who seeks to free a loved one, a mentor, or a champion from the Underworld."]],"name":"Athreos's Quests","page":116,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Athreos's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) follows omens to find those who have been resurrected, claiming they owe Athreos a debt."],["2","A mercenary ({@creature gladiator}) accuses a community of harboring Returned and threatens to claim their leader's life to restore the balance."],["3","A warmongering {@creature noble} rallies the public against a necropolis, encouraging a war between the living and the dead."],["4","A group of {@creature Cult Fanatic||cult fanatics} charges exorbitant prices for funeral rites, threatening to lead the dead astray unless they're shown proper respect."],["5","A {@creature priest} of Athreos speaks out against healers and Pharika's followers during a plague, offering death as the only alternative to suffering."],["6","A {@creature lampad|MOT} (see {@book chapter 6|MOT|6|Lampad}) hunts the offspring of an ancient hero who escaped death, claiming they shouldn't exist."]],"name":"Athreos's Villains","page":116,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Athreos's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Giant vulture}"],["2","{@creature Two-headed cerberus|MOT}"],["3","{@creature Hell hound}"],["3","{@creature Lampad|MOT}"],["6","{@creature Invisible stalker}"],["6","{@creature Underworld cerberus|MOT}"],["8","{@creature Spirit naga}"],["9","{@creature Phylaskia|MOT}"]],"name":"Athreos's Monsters","page":116,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Athreos's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Athreos tires of his responsibilities but refuses to abandon them. Secretly, he has allowed the same spirit to be reborn again and again, allowing it to see all of life and death so it might one day take his place. When this apprentice disappears, Athreos refuses to ferry any more souls until his student is returned."],["2","The wealth Athreos collects in payment for his work has gone missing, stolen from his sanctuary at the end of the Tartyx River. The River Guide needs the treasure returned swiftly, not out of greed, but as it is payment for something beyond the gods."],["3","The Rivers That Ring the World are drying up. As the tides recede, great ruins are revealed, rising from the river bottom. Athreos sends agents to the headwaters of the Tartyx River, seeking the cause of the problem before whatever the river had kept drowned emerges."],["4","War between Heliod and Erebos is inevitable. Rather than letting it explode unpredictably, Athreos puts a plan into Motion to mitigate the damage. Ultimately, all it takes to end the war is Heliod's death or Erebos joining the Returned."]],"name":"Athreos's Divine Schemes","page":117,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Underworld Crossing Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Enter the Underworld without alerting Athreos to your presence."],["2","Escape the Underworld."],["3","Force someone to lose their identity in the waters of the Tartyx River."],["4","Escort a {@creature Returned sentry|MOT} (see {@book chapter 6|MOT|6|Returned Sentry}) escaping from the Underworld into the mortal world."],["5","Bargain with a {@creature lampad|MOT} (see {@book chapter 6|MOT|6|Lampad}) to learn where the body of a lost hero lies entombed."],["6","Get information from a soul waiting to be ferried to the Underworld."],["7","Pay for a stranded soul to cross the Tartyx River."],["8","Steal a specific valuable from the banks of the Tartyx River and escape unseen."],["9","Sail from the crossing to a nearby, haunted island in the center of the Tartyx River."],["10","Convince an innocent spirit who keeps returning to their mortal home to pass into the Underworld."],["11","Seek an audience with Athreos."],["12","Capture an {@creature Underworld cerberus|MOT} (see {@book chapter 6|MOT|6|Underworld Cerberus})."]],"name":"Underworld Crossing Adventures","page":118,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Underworld Crossings Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature Returned palamnite|MOT} (see {@book chapter 6|MOT|6|Returned Palamnite}) seeks to destroy all Underworld crossings so the dead can freely enter the mortal world."],["2","A conquering general captures a number of {@creature Underworld Cerberus|MOT|Underworld cerberi} (see {@book chapter 6|MOT|6|Underworld Cerberus}), plotting to unleash the terrifying beasts during a war."],["3","A greedy {@creature priest} of Erebos steals coins from the dead before they are buried, thereby filling a crossing with stranded souls."],["4","A {@creature nightmare shepherd|MOT} (see {@book chapter 6|MOT|6|Nightmare Shepherd}) takes over a crossing and doesn't allow souls to pass into the Underworld. As a result, they become {@creature Specter||specters} that harass the living in the mortal world."],["5","A {@creature priest} of Athreos becomes annoyed with the dead returning and sends armies of clergy to secure the mortal side of the crossing."],["6","A {@creature satyr reveler|MOT} (see {@book chapter 6|MOT|6|Satyr Reveler}) seeks to throw an eternal revel! By stealing coins from the dead, the satyr traps souls at his morbid, Tartyx-side bacchanal."]],"name":"Underworld Crossings Villains","page":118,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Ephara's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Oust the corrupt leader of a town or a city."],["2","Reclaim a city that has been overrun by creatures of the wild."],["3","Help establish a new city in a sparsely populated area."],["4","Find a treasure to adorn a major landmark of a city."],["5","Hunt down a criminal who is causing devastating damage to a city, such as by arson."],["6","Defeat a champion of an opposed deity, most likely Phenax or Nylea."]],"name":"Ephara's Quests","page":120,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Ephara's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A neighborhood leader enacts punitive laws, preventing people from expressing themselves."],["2","A {@creature guard} imprisons people who worship gods opposed to Ephara, such as Phenax and Nylea."],["3","A {@creature noble} is building a new development directly in a forest, where it will displace wildlife that has lived there for millennia."],["4","A {@creature soldier|GGR} begins killing people who have committed terrible crimes but have been acquitted because of loopholes in the judicial system."],["5","A group of {@creature Mage||mages} who follow Ephara want to build a city on an island, heedless of the current residents."],["6","An {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) leads a cadre of scholars secretly destroying work that they deem antithetical to proper society."]],"name":"Ephara's Villains","page":120,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Ephara's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10","col-1 text-center"],"rows":[["1/8","{@creature Guard}"],["1/2","{@creature Anvilwrought raptor|MOT}"],["3","{@creature Meletian hoplite|MOT}"],["9","{@creature War priest|VGM}"],["11","{@creature Gynosphinx}*"],["15","{@creature Hundred-handed one|MOT}"],["17","{@creature Androsphinx}*"],["23","{@creature Empyrean}"]],"footnotes":["* See {@book chapter 6|MOT|6|Sphinx} for details about these creatures in Theros."],"name":"Ephara's Monsters","page":120,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Ephara's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Ephara tries to curry Karametra's favor, hoping to persuade her to use her influence over agriculture to help the cities under Ephara's protection flourish. But Karametra, as the patron of Setessa, thinks that Ephara's focus on cities is dangerous and damaging to the lands. Nylea lashes out at both Karametra and Ephara, believing them to be working together."],["2","Ephara attempts to strip Phenax of his \"stolen\" divinity, outraged by his influence over criminals."],["3","A recent earthquake has changed the coastline, exposing a new island with a verdant and lush landscape. Ephara and Nylea are locked in a battle for control over the island, with Nylea wanting it to remain wilderness and Ephara seeking to build a city on the fertile ground."],["4","Ephara sends champions to free a city from the control of tyrants who worship Mogis, god of wrath. Mogis retaliates by sending his armies to attack a city under Ephara's protection."]],"name":"Ephara's Divine Schemes","page":121,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Agora Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Apprehend the ringleader of a thieves' guild who frequently targets people in the agora."],["2","Protect a civil leader giving a speech."],["3","Perform for an audience."],["4","Humiliate someone giving a speech or performing."],["5","Make a profit running someone's market stall."],["6","Sabotage business for the entire market."],["7","Eavesdrop on a private meeting under a stoa."],["8","Incite a crowd to action with a public speech."],["9","Debate a well-loved politician or philosopher and convince the audience to take your side."],["10","Recapture an escaped beast that was up for sale."],["11","Stop a public execution."],["12","Quell a riot without violence."]],"name":"Agora Adventures","page":122,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Agora Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature assassin} murders a politician's rivals then poses the victims in grisly, public tableaus."],["2","A group of {@creature Thug||thugs} vandalizes market stalls whose owners don't pay a weekly protection fee."],["3","{@creature Cultist||Cultists} of Pharika plot to spike the wine at a party in the agora with an experimental poison."],["4","A snake charmer overreaches when he unsuccessfully attempts to control an {@creature amphisbaena|GoS} (see {@book chapter 6|MOT|6|Amphisbaena}) during a performance."],["5","A disgraced priest of Ephara releases a horde of anvilwrought creatures (see {@book chapter 6|MOT|6|Anvilwroughts}) on a crowd gathered at the agora."],["6","A {@creature mage} politician uses enchantment magic to spread rumors about rivals."]],"name":"Agora Villains","page":122,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Erebos's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Capture a hero who came back to Theros as a Returned and send them back to the Underworld."],["2","Find out why those who die in a coastal village never arrive in the Underworld, and why the village is haunted by eidolons."],["3","Protect those who attend the funeral of a village elder in the hills near Akros, where minotaurs have disrupted recent burials."],["4","Investigate an alchemist who claims to have transmuted lead into gold—but who might somehow be stealing it from the Underworld."],["5","Refute the claim of a priest of Heliod who is said to be immortal because of the sun god's blessing."],["6","Take an aging champion of Iroas who has pledged their soul to Erebos in exchange for a glorious death on one last foray into the wild lands."]],"name":"Erebos's Quests","page":124,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Erebos's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature veteran} bargains with Erebos to allow him to remain in the living world as a Returned in exchange for a steady stream of mortal sacrifices."],["2","A prominent {@creature knight} of another god loses their entire family, then publicly turns to Erebos in hopes of being reunited with loved ones in the Underworld."],["3","An {@creature acolyte} convinces Erebos to bring her murdered daughter back to life, but the daughter is restored as a potent Returned who now terrorizes the polis."],["4","A wealthy {@creature noble} drives tenants out of a poor part of a polis so he can build a temple to Erebos."],["5","The queen of a remote settlement prays to Erebos for endless treasure, and Erebos \"blesses\" her by turning the nearby river to liquid silver. The tyrant is delighted, but everyone else in her domain suffers."],["6","A {@creature priest} of Erebos terrorizes a village, convinced that a particular Returned has taken refuge there."]],"name":"Erebos's Villains","page":124,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Erebos's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1/2","{@creature Shadow}","MM"],["2","{@creature Two-headed cerberus|MOT}","MOoT"],["3","{@creature Lampad|MOT}","MOoT"],["3","{@creature Nightmare}","MM"],["5","{@creature Night hag}*","MM"],["9","{@creature Abhorrent Overlord|MOT}","MOoT"],["11","{@creature Doomwake giant|MOT}","MOoT"],["11","{@creature Nightmare shepherd|MOT}","MOoT"]],"footnotes":["* See {@book chapter 6|MOT|6} for details about these creatures in Theros."],"name":"Erebos's Monsters","page":124,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Erebos's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Erebos has captured Phenax's eidolon, the identity severed from Phenax's body when he became the first Returned, and uses it to force Phenax to serve his whims."],["2","Erebos unleashes a deadly plague. The cure grows only in the peaceful Underworld realm of Ilysia. Mortal champions flock to Ilysia, threatening to breach the ward's sanctity and allow Erebos's influence to creep in."],["3","Servants of Heliod find a stone that can raise the dead in both body and soul. Enraged, Erebos sends his followers to claim the stone, which Heliod's worshipers have claimed as a holy relic."],["4","With the aid of Pharika, Erebos creates a poison capable of killing a god. Learning of this, the other gods try to force Erebos to relinquish the poison, but the god of the dead has already deployed it in the form of a sapient being. Now, champions of the gods scour the world, searching for the living weapon."]],"name":"Erebos's Divine Schemes","page":125,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Graveyard Temple Adventures","colLabels":["d10","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Rob a grave or the temple's vault."],["2","Protect a grave or the temple's vault from robbery."],["3","Destroy a seemingly endless wave of undead pouring forth from a graveyard."],["4","Prevent the funeral of a loathed individual from being disrupted."],["5","Find an entrance to the Underworld in the graveyard."],["6","Reunite a {@creature Returned sentry|MOT} (see {@book chapter 6|MOT|6|Returned Sentry}) and their {@creature ghostblade eidolon|MOT} (see {@book chapter 6|MOT|6|Eidolons})."],["7","Destroy {@creature Giant Spider||giant spiders} infesting a tomb."],["8","Acquire death records for a family from a temple full of angry spirits."],["9","Escape the graveyard when undead suddenly rise and overtake the complex."],["10","Use a person's remains to raise them from the dead."]],"name":"Graveyard Temple Adventures","page":126,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Graveyard Temple Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A terrified {@creature Returned palamnite|MOT} (see {@book chapter 6|MOT|6|Returned Palamnite}) runs amok in the graveyard, having lost all sense of itself after finding its way back to the world."],["2","A {@creature cyclops} with a taste for rotting flesh digs up plots in the graveyard each night."],["3","A priest removes limbs from corpses to build an congregation of {@creature Flesh Golem||flesh golems} he can't control."],["4","A gate to the Underworld releases a bloodthirsty {@creature Underworld cerberus|MOT} (see {@book chapter 6|MOT|6|Underworld Cerberus}) into the graveyard."],["5","An {@creature archmage} works to raise a vengeful army from the remains of her war-ravaged village."],["6","A mob of paranoid, inexperienced {@creature Commoner||commoners} hunt for Returned but end up tormenting all strangers."]],"name":"Graveyard Temple Villains","page":126,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Heliod's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Bring a shard of sunlight to a place of unending darkness."],["2","Establish law and order in a place of anarchy and lawlessness."],["3","Keep people safe from a natural disaster caused by the anger of another god (such as a volcano spawned by Purphoros or a tidal wave caused by Thassa)."],["4","Hunt down a notorious lawbreaker who has fled from a polis into the wilderness."],["5","Triumph in a contest of strength or charisma to prove Heliod's superiority over the other gods."],["6","Defeat a champion of another god (most likely Erebos, Purphoros, Phenax, or Mogis)."]],"name":"Heliod's Quests","page":128,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Heliod's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A local {@creature noble} imposes overwhelming punishments for even minor infractions of law."],["2","A leader persecutes an entire population of people because of a crime committed by a single member."],["3","An {@creature assassin} starts killing everyone connected to a trial after which the perpetrator was exonerated."],["4","A fanatical {@creature priest} tries to undermine the priests of other gods by outlawing their holidays."],["5","A tyrant suppresses free expression, punishes protesters, and quashes any form of dissent."],["6","A nervous {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) identifies the characters as a threat to the stability of the polis."]],"name":"Heliod's Villains","page":128,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Heliod's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1/8","{@creature Noble}"],["2","{@creature Centaur}"],["2","{@creature Griffon}"],["2","{@creature Pegasus}"],["3","{@creature Fleecemane lion|MOT}"],["9","{@creature Cloud giant}"],["11","{@creature Roc}"],["23","{@creature Empyrean}"]],"name":"Heliod's Monsters","page":128,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Heliod's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Heliod decides to confront Erebos in the Underworld. He gathers fallen heroes around him as he marches on Erebos's palace in Tizerus. Meanwhile, the sun has vanished from the sky in the mortal world, and the dead can't enter the Underworld."],["2","Heliod grows tired of the battles between Iroas and Mogis, and he decides to end their conflict by banishing Mogis. To his surprise, both gods turn against him. The resulting conflict causes the sun to rain divine blood, producing bizarre effects."],["3","Angry at the hubris of nobles who boast of having the best hounds, Heliod turns all dogs into wolves and monsters that kill and run wild."],["4","Heliod arms a champion with his weapon, Khrusor, but the hero goes wild with power and tries to slay Purphoros. The repercussions border on the cataclysmic, with the champion slain, Mount Velus erupting, and the spear shattered. Only Purphoros can repair the spear, and he's hardly in the mood to do so."]],"name":"Heliod's Divine Schemes","page":129,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Sun Temple Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Acquire an artifact used by a legendary hero."],["2","Defend a hero being honored in a ceremony from an assassination attempt."],["3","Acquire the remains of a legendary hero from the temple's crypts so the person can be resurrected."],["4","Prevent a wedding from taking place, so the couple's union doesn't fulfill an ominous prophecy."],["5","Expose a celebrated hero as a fraud."],["6","Learn the sins of a person seeking religious counsel."],["7","Find out who among a crowd of people gathered at the temple murdered a priest."],["8","Disperse a mob of people who blame Heliod and his clergy for a long drought."],["9","Defend the temple's worshipers from followers of Mogis assaulting the building."],["10","Offer Heliod a burnt sacrifice to gain his blessing."],["11","Offer Heliod a mass sacrifice to prevent him from smiting a nearby settlement."],["12","Find a hero's firsthand account of a battle with a unique monster among the temple's records before a rival group of adventurers does."]],"name":"Sun Temple Adventures","page":130,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Sun Temple Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A once-heroic {@creature veteran} seeking to regain his youthful strength tries to burn attendees at a dawn banquet as a sacrifice to Heliod."],["2","A secret cabal of Phenax {@creature Cult Fanatic||cult fanatics} infiltrates the temple and uses details learned in private counseling sessions to blackmail worshipers."],["3","An {@creature adult blue dragon}, scarred by a champion of Heliod, seeks to destroy all sun temples in the hopes of bringing about everlasting night."],["4","A corrupt {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) of Heliod sells counterfeit heroic artifacts to those he can't see as being destined for greatness."],["5","A lazy {@creature priest} of Heliod risks bringing the god's wrath down upon the entire temple."],["6","An {@creature archmage} devoted to Heliod has created a second sun, one which endlessly illuminates the land and burns those she considers wicked."]],"name":"Sun Temple Villains","page":130,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Iroas's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Defeat Returned bandits who are terrorizing the polis."],["2","Defend a polis against a champion of Mogis."],["3","Sail to a remote island to reclaim a lost weapon of great power."],["4","Establish law and order in a place of anarchy and lawlessness."],["5","Triumph in a contest of strength or dexterity to prove Iroas's superiority over the other gods."],["6","Defeat a champion of another god (most likely Mogis, Phenax, or Pharika)."]],"name":"Iroas's Quests","page":132,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Iroas's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature knight} in the polis guard regularly subjects his soldiers to extreme disciplinary techniques, leading them to start a revolt."],["2","A general ({@creature Akroan hoplite|MOT}; see {@book chapter 6|MOT|6|Hoplites}) commands a town be put to the torch for its soldiers' crimes. Followers of Phenax are actually responsible for the crimes and are framing the community so it will be destroyed and turned into a haven for the Returned."],["3","An aging athlete ({@creature gladiator}) pursues sinister magic to aid his performance at the cost of innocent lives."],["4","The government of a polis fearful of impending war forces farmers to join a militia, precipitating a famine as crops are left untended."],["5","A {@creature priest} tries to undermine the servants of other gods by forcing them into duels and shaming them if they lose."],["6","A gifted orator ({@creature noble}) offers honest but scathing criticism of a champion of Iroas. The champion demands recompense, and the orator needs support against this threat."]],"name":"Iroas's Villains","page":132,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Iroas's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1/8","{@creature Guard}"],["1","{@creature Nyx-fleece ram|MOT}"],["2","{@creature Griffon}"],["3","{@creature Akroan hoplite|MOT}"],["3","{@creature Fleecemane lion|MOT}"],["5","{@creature Gladiator}"],["7","{@creature Stone giant}"],["11","{@creature Roc}"]],"name":"Iroas's Monsters","page":132,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Iroas's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Iroas inspires a brave Akroan general to travel forth with a handpicked army and confront the forces of a powerful and supposedly vulnerable minotaur warlord. The general loses despite Iroas's favor, and Akros is left exposed and poorly defended before a wave of Mogis-worshiping minotaurs."],["2","Heliod, weary of the constant strife between Iroas and Mogis, swears an oath to destroy Mogis with a godly coalition behind him. Erebos, disgusted with Heliod's hubris, forms a group in support of Mogis. Iroas, rather than accepting Heliod's aid, launches a grand campaign of his own against his brother."],["3","Mogis arms one of his champions with an axe capable of sundering the souls of mortal creatures. Iroas wants his champions to procure the weapon so he can lock it away in his armory and thwart his brother. Agents of Erebos also seek to recover the weapon on their master's behalf."],["4","Iroas achieves the victory he has always pursued: he kills his brother, and the world falls into chaos."]],"name":"Iroas's Divine Schemes","page":133,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Arena Adventures","colLabels":["d8","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Help an unfit participant survive an athletic competition."],["2","Convincingly lose an athletic competition so a gambler can win big."],["3","Sabotage a star athlete's chances of winning."],["4","Attend tryouts to become members of a chariot racing team."],["5","Assassinate a person watching a competition before the final match ends."],["6","Save a wrestler from a planned murder in the arena."],["7","Capture a beast that has escaped from the stadium."],["8","Recover a blessed trophy and award it to a contest's rightful victor."]],"name":"Arena Adventures","page":134,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Arena Villains","colLabels":["d8","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A champion pankratiast ({@creature Akroan hoplite|MOT}; see {@book chapter 6|MOT|6|Hoplites}) has her cronies lock everyone in the arena. She allows none to leave until a challenger defeats her."],["2","A {@creature minotaur} frees all the beasts in the amphitheater during a well-attended event."],["3","A chariot racer ({@creature gladiator}) poisons members of a rival team, causing them to fall asleep during competition."],["4","A {@creature mage} uses magic to spy on athletes' conversations and then blackmails them with the information."],["5","A {@creature stone giant} interrupts a session of games and demands a chance to compete."],["6","A promoter forces athletes to overexert themselves, causing dangerous accidents during competitions."],["7","An {@creature archmage} enchants or polymorphs innocents, forcing them to participate in brutal contests."],["8","A {@creature druid} uses the {@spell awaken} spell on beasts in the arena to make them more capable competitors."]],"name":"Arena Villains","page":134,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Karametra's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Plant a fruit-bearing tree where one has never grown."],["2","Save a village whose crops are failing."],["3","Defend or found an orphanage."],["4","Teach a settlement to defend itself from wild beasts."],["5","Reunite an orphan with living relatives."],["6","Convince raiders to give up their ways, settle down, found a village, and devote their lives to farming."]],"name":"Karametra's Quests","page":136,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Karametra's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The head of an orphanage ({@creature commoner}) believes she can care for the city's children better than their parents and works to have the other adults arrested."],["2","A {@creature priest} begins imposing restrictive lifestyle rules on a nearby population in order to \"civilize\" them."],["3","A local leader ({@creature Setessan hoplite|MOT}; see {@book chapter 6|MOT|6|Hoplites}) imposes harsh penalties on the poor, claiming their poverty is a sign they have invited the gods' wrath."],["4","The head of a prominent family ({@creature noble}) continues to exert abusive control over their adult children, citing their role as matriarch or patriarch to justify it."],["5","A local leader ({@creature druid}) forces marriages between widows and widowers to increase the population."],["6","A polis leader ({@creature soldier|GGR}) begins doing sweeps of the surrounding countryside to round up non-citizens and put them to work supporting the community."]],"name":"Karametra's Villains","page":136,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Karametra's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["0","{@creature Awakened shrub}"],["1","{@creature Alseid|MOT}"],["1","{@creature Dryad}"],["2","{@creature Awakened tree}"],["2","{@creature Druid}"],["4","{@creature Setessan hoplite|MOT}"],["5","{@creature Earth elemental}"],["5","{@creature Unicorn}*"],["9","{@creature Treant}"],["12","{@creature Archdruid|VGM}"]],"footnotes":["* See {@book chapter 6|MOT|6|Unicorn} for details about these creatures in Theros."],"name":"Karametra's Monsters","page":136,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Karametra's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Karametra's statues have covered their faces as if in despair, and nothing will grow. No one seems to know what has caused the god of fertility to withdraw her blessings from the world, but the problem must be solved if life is to endure."],["2","Karametra judges that mortals have over produced and moves to cull populations. She creates new plant species that feed on mortals, while her followers act oddly, running off to join bloody revels or sacrificing each other in the fields. How many must die before balance is restored?"],["3","Karametra's civilizing influence infringes on the territory and freedom of other nature gods, and so Nylea and Pharika band together to reduce her power."],["4","Karametra bestows her gifts on a wild cultist or minotaur champion trying to encourage her older, more bloodthirsty worship. The faith takes hold, causing the god to make vicious demands of her followers."]],"name":"Karametra's Divine Schemes","page":137,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Watchtower Adventures","colLabels":["d10","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Guard a watchtower from assault."],["2","Assault a watchtower, defeating the guards defending it and claiming it for a different god."],["3","Steal military plans kept within a watchtower without alerting any of the guards inside."],["4","Free a prisoner from a cell."],["5","Infiltrate the watchtower as spies."],["6","Clear out monsters than have taken over the place."],["7","Steal a legendary weapon."],["8","Steal griffon mounts."],["9","Find a spy among the soldiers stationed at a watchtower."],["10","Train soldiers at a watchtower to face an approaching mythic monster."]],"name":"Watchtower Adventures","page":138,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Watchtower Villains","colLabels":["d8","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A disguised {@creature abhorrent overlord|MOT} (see {@book chapter 6|MOT|6|Abhorrent Overlord}) convinces the soldiers in a watchtower to rise up against the officers."],["2","A {@creature medusa} takes over a watchtower and conducts experiments on the soldiers she captures."],["3","{@creature Siren|TftYP|Sirens} (see the harpies entry in {@book chapter 6|MOT|6|Harpies}) call soldiers to the top of the watchtower, then entice them over the edge so they can feast on the corpses."],["4","A flight of {@creature Griffon||griffons} attacks a watchtower after soldiers steal the creatures' eggs to train the hatchlings to serve as mounts."],["5","A {@creature cyclops} attacks a watchtower, eager to devour the animals within."],["6","A {@creature druid} of Nylea, angered by the construction of a watchtower in the forest, attracts a mythic beast to the area to destroy the structure."],["7","{@creature Blood-Toll Harpy|MOT|Blood-toll harpies} (see {@book chapter 6|MOT|6|Harpies}) take over a watchtower and light its beacon to bring more victims to the place."],["8","A {@creature spy} in a watchtower poisons the tower's food supply in advance of an upcoming attack."]],"name":"Watchtower Villains","page":138,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Keranos's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Help a genius artist who had their inspiration physically stolen."],["2","Break down a ruling structure that stifles ingenuity and creativity."],["3","Bring together lost icons of power to create an incredible storm with the might to halt a greater threat."],["4","Find a long-lost artifact that bestows oracular visions upon the user."],["5","Defeat the champion of another god in a battle of wits (perhaps Phenax, Mogis, or Klothys)."],["6","Find and restore a lost art form, arcane technique, or crafting method for the glory of Keranos."]],"name":"Keranos's Quests","page":140,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Keranos's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) foretells disaster for a polis unless a number of innocent citizens are sacrificed."],["2","An {@creature mage} servant of Keranos enhances storms as they form, threatening the countryside."],["3","An artist ({@creature commoner}) creates incredible works of art whose subjects come to life and wreak havoc."],["4","An {@creature archmage} who controls lightning rises to power, blasting those who oppose her to smithereens."],["5","A wild-eyed {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) points to the characters as harbingers of a coming disaster."],["6","A living storm deluges an area, taking what it believes is righteous revenge on a community."]],"name":"Keranos's Villains","page":140,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Keranos's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["2","{@creature Centaur}"],["3","{@creature Akroan hoplite|MOT}"],["3","{@creature Blue dragon wyrmling}*"],["5","{@creature Air elemental}"],["7","{@creature Theran chimera|MOT}"],["9","{@creature Young blue dragon}*"],["13","{@creature Storm giant}"],["16","{@creature Adult blue dragon}*"],["23","{@creature Ancient blue dragon}*"]],"footnotes":["* See {@book chapter 6|MOT|6|Blue Dragons} for details about these creatures in Theros."],"name":"Keranos's Monsters","page":140,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Keranos's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Bored with the temporary beauty of violent weather, Keranos creates a massive, self-perpetuating storm. Over time, the storm grows out of control. Keranos is delighted by his creation."],["2","Dared by Phenax to prove that he can, Keranos inspires eight mortals with eight ingenious ways to destroy the world. As a result, a genius actor, alchemist, inventor, diver, miner, sculptor, thief, and a duplicitous goat all set forth to enact their terrible brilliance."],["3","Keranos finds the spread of mortal knowledge inconsistent and slow. He empowers a champion to grant vast knowledge to any person or beast she touches. The advent of sagacious cattle, wolves, and children greatly disrupts (and unnerves) those who live in the areas through which Keranos's champion travels."],["4","Keranos creates a realm of his own design amid the Dakra Isles, a place where the land and its creatures obey unique physical laws and strange truths. Some of the inhabitants escape the isle and begin infecting the rest of Theros with their alternate reality."]],"name":"Keranos's Divine Schemes","page":141,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Oracular Conflux Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Race an air elemental to an oracular conflux in order to receive a prediction of the future before the elemental's whirlwind obliterates all evidence of the reading."],["2","Defend the shrine from a worshiper who is angry with an oracle for an incorrect prediction."],["3","Convince an oracle to give a worshiper a particular false prediction."],["4","Help the addled victim of a lightning strike recover."],["5","Recover sacrificial animals from a {@creature cyclops} raider."],["6","Rig tools used to predict the future so that they produce a specific outcome."],["7","Manipulate a situation so prophesied events transpire within sight of a half-blind oracle."],["8","Evacuate a crowded shrine during a storm when lightning strike sets the temple ablaze."],["9","Infiltrate the shrine to determine the accuracy of a particular oracle or prediction method."],["10","Steal a book of recorded predictions from the shrine."],["11","Collect the materials necessary to create a revolutionary oracular device."],["12","Protect an oracle who must deliver bad news to a worshiper who is both influential and unpredictable."]],"name":"Oracular Conflux Adventures","page":142,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Oracular Conflux Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A bitter {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) who has foreseen her imminent death gives false predictions to worshipers so they will share her misery."],["2","A {@creature storm giant} pretends to be an avatar of Keranos and takes over the shrine, making its worshipers his subjects."],["3","A {@creature revenant} who died due to a misinterpreted prophecy comes back for revenge against the oracle who issued it."],["4","A {@creature cult fanatic} from a rival shrine gets the temple's animals drunk on fermented fruit, throwing off their predictions."],["5","An angry athlete ({@creature gladiator}) takes the conflux's oracles hostage, demanding they alter the future after predicting his defeat in an upcoming match."],["6","An {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) makes false predictions to convince nobles to give him money and lavish gifts."]],"name":"Oracular Conflux Villains","page":142,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Klothys's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Defeat a titan-spawned monster that has escaped the Underworld."],["2","Destroy an undead creature terrorizing a small community."],["3","Punish a powerful mortal for their hubris."],["4","Reestablish the balance between nature and civilization in a particular location."],["5","Repair the fabric of reality in a place where the mortal world was overlaid by Nyx during Xenagos's pretensions to godhood."],["6","Defeat a champion of another god (most likely Ephara, Heliod, or Iroas)."]],"name":"Klothys's Quests","page":144,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Klothys's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A single-minded Nyxborn {@creature assassin} of Klothys hunts a hero who was raised from the dead."],["2","Believing in the holiness of a terrible beast, Klothys's {@creature Acolyte||acolytes} murder heroes sent to deal with it."],["3","Certain that civilization offends fate, a {@creature priest} raises a herd of {@creature Typhon|MOT|typhons} to release on a city."],["4","Insulted {@creature Satyr Reveler|MOT|satyr revelers} (see {@book chapter 6|MOT|6|Satyr}) channel Klothys's magic to drive a polis's priests into embarrassing debauchery."],["5","An {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) knows it is a character's destiny to serve Klothys. The seer manufactures tragedy for the individual to provoke this revelation."],["6","A {@creature cult fanatic} of Klothys believes that the characters' deeds mark them as servants of the titans, destined to free one of those ancient terrors."]],"name":"Klothys's Villains","page":144,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Klothys's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Satyr reveler|MOT}"],["2","{@creature Satyr thornbearer|MOT}"],["3","{@creature Green hag}"],["4","{@creature Oracle|MOT}"],["6","{@creature Annis hag|VGM}"],["6","{@creature Cyclops}*"],["6","{@creature Underworld cerberus|MOT}"],["7","{@creature Woe strider|MOT}"],["9","{@creature Phylaskia|MOT}"],["15","{@creature Typhon|MOT}"]],"footnotes":["* See {@book chapter 6|MOT|6|Cyclops} for details about these creatures in Theros."],"name":"Klothys's Monsters","page":144,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Klothys's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Convinced that Heliod's boundless ambition will destroy Theros, Klothys creates an artifact that will destroy the sun god once he claims it as his own. She needs mortal heroes who can demonstrate the artifact's power by vanquishing Erebos's servants, and in the process stoke Heliod's envy."],["2","Concerned by the spread of Meletian influence, Klothys fills the dreams of the polis's people with treachery. Neighbors attack neighbors, and attempts by Ephara's followers to intervene only redirect the violence toward the polis's patron."],["3","Klothys becomes convinced that mortals giving worship to the gods distorts their proper relationship to each other, and she sets out to abolish religion."],["4","Now that she has left the Underworld, Klothys knows it's only a matter of time until the titans escape. To prepare the world for the horrors of that inevitable conflict, she unleashes Underworld beasts into the mortal realm, trusting that the mayhem will bring forth heroes who can ultimately defeat the titans."]],"name":"Klothys's Divine Schemes","page":145,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Abandoned Temple Condition","colLabels":["d8","Status"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Sunken underground"],["2","Overgrown with plants"],["3","Underwater"],["4","Partially collapsed"],["5","Buried in dirt, mud, sand, or snow"],["6","Beneath a new temple"],["7","Cracked into more than one piece"],["8","Floating in an unstable parallel reality"]],"name":"Abandoned Temple Condition","page":146,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Abandoned Temple Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Retrieve records or a magic item left in the temple."],["2","Demolish what's left of the temple to prevent anyone from retrieving the ancient secrets hidden inside."],["3","Retrieve the remains of a dead humanoid from the temple."],["4","Kill monsters infesting the temple."],["5","Find a replacement for the temple's current guardian."],["6","Consult with a hermit who lives in the temple."],["7","Stop cultists from performing a destructive ritual in the temple."],["8","Restore the temple to receive the patron deity's blessing."],["9","Find a gate to the Underworld or Nyx."],["10","Consult a demon living in the temple."],["11","Discover why the temple was abandoned."],["12","Restore the temple to reveal the truth hidden in its architecture."]],"name":"Abandoned Temple Adventures","page":146,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Abandoned Temple Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A depraved cult of Klothys captures victims on the road and brings them to the temple for ritual torture."],["2","A {@creature hydra} slumbers within an abandoned temple, having dug a lair out of one of the collapsed sections."],["3","A {@creature medusa} living in an abandoned temple grants curative aid to those who bring her a humanoid sacrifice."],["4","A {@creature bandit captain} hiding in a temple hopes to open its vault to find treasure, not knowing that a demon is trapped inside."],["5","{@creature Blood-Toll Harpy|MOT|Blood-toll harpies} make an abandoned temple their nest and devour any creatures that get too close."],["6","A {@creature gynosphinx} curious about human behavior creates a series of deadly traps in an abandoned temple and lures adventurers to the place to witness if and how they overcome its challenges."]],"name":"Abandoned Temple Villains","page":146,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Kruphix's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Seize a powerful magic item from those who would misuse it, study it, and then destroy it."],["2","Capture a former follower of Kruphix who used secret knowledge for personal gain and deliver them to Kruphix's temple for judgment."],["3","Suppress all knowledge of a dangerous secret, such as the location of a fountain of immortality, by any means necessary."],["4","Bring proof of a powerful conspiracy to the leaders of a human polis while evading or defeating the agents sent to stop you."],["5","Investigate rumors of an unearthed divine relic and decide whether it's safe to be in the mortal realm."],["6","End a conflict between the followers of two other gods, whether by mediating, forcing a truce, or siding with the weaker group to defeat the stronger one."]],"name":"Kruphix's Quests","page":148,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Kruphix's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) seeks to erase the memories of an entire community, reducing them to a simpler, happier, more natural state."],["2","A {@creature gynosphinx} possesses magic that can stop a rampaging monster, but refuses to share it for fear that it might be misused."],["3","A former agent ({@creature spy}) of Kruphix knows the location of an unguarded portal to the Underworld and plans to sell it to the highest bidder."],["4","A {@creature noble} sows discord among Heliod's followers, believing that the sun god is the greatest threat to harmony among the gods."],["5","An {@creature archmage} works to destroy the Temple of Mystery to further divide Nyx from the mortal world."],["6","A {@creature cult fanatic} of Kruphix learns that the characters have discovered knowledge mortals were not meant to know and works to silence them."]],"name":"Kruphix's Villains","page":148,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Kruphix's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1/4","{@creature Blink dog}"],["1/2","{@creature Cockatrice}"],["2","{@creature Nothic}"],["3","{@creature Phase spider}"],["6","{@creature Invisible stalker}"],["7","{@creature Theran chimera|MOT}"],["11","{@creature Gynosphinx}*"],["12","{@creature Archmage}"],["17","{@creature Androsphinx}*"]],"footnotes":["* See {@book chapter 6|MOT|6|Sphinx} for details about these creatures in Theros."],"name":"Kruphix's Monsters","page":148,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Kruphix's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Shadowy forces steal a holy artifact, thought to be a part of the sun, from Heliod's followers. The priesthood blames Phenax or Erebos, but Kruphix is behind the theft. The sun stone holds a terrible secret power, and Kruphix seeks to remove it from the mortal world before it does great harm."],["2","Kruphix sends Nyxborn to torment a community. The locals are baffled, until it's revealed that miners have impeded on a cave that underpins the nature of time. Not only are mortals not welcome there, but someone has already entered, employed the passages there, and stolen something from the past."],["3","A philosopher in Meletis argues that the gods rely on mortals for their existence, rather than the other way around. When this idea gains adherents, Kruphix curses the polis so that no one can speak or read."],["4","After a minor altercation between the gods, Kruphix declares a new Silence. He refuses to lift it unless the other gods agree to aid him in forcing Klothys back into the Underworld."]],"name":"Kruphix's Divine Schemes","page":149,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Temple of Mystery Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Find and repair one of the temple's challenges that has malfunctioned."],["2","Seek the help of the temple's priest, who's become trapped in stasis due to a malfunctioning trap."],["3","Solve the puzzles in a temple to claim a magic item hidden inside."],["4","Rescue someone trapped in the temple."],["5","Learn how a particular trap or puzzle works so it can be recreated."],["6","Solve more challenges than a rival party of adventurers who are also in the temple."],["7","Enter the temple and contend with a complex trap that, over time, has developed consciousness."],["8","Lead dangerous individuals into the temple and ensure they never leave."],["9","Question the priest to find the location of another temple of mystery."],["10","Lead dangerous creatures into the temple to trap them there."],["11","Defeat a cabal of mages that has claimed the temple."],["12","Defeat a temple's challenges to get the attention of the gods."]],"name":"Temple of Mystery Adventures","page":150,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Temple of Mystery Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A bored {@creature androsphinx} asks visitors riddles with no correct answer, then tears them apart for fun when they respond incorrectly."],["2","A mad {@creature archmage}, obsessed with a mystery she can't solve, wanders the halls of the temple and forces those she meets to confront the puzzle."],["3","A dragon disguised as a humanoid waits in the temple's entrance and demands treasure from anyone leaving."],["4","The {@creature priest} caring for the temple gets jealous whenever adventurers solve a puzzle he couldn't and tries to kill them."],["5","A hero challenges adventurers to solve the temple's mysteries faster than she can, but she has rigged each to ensure her victory."],["6","A {@creature cyclops} accidentally trapped in the temple goes on a rampage."]],"name":"Temple of Mystery Villains","page":150,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Mogis's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Foment a war between rival poleis."],["2","Bring about anarchy and lawlessness in a formerly peaceful polis."],["3","Organize disparate groups of bandits and criminals into a cohesive fighting force."],["4","Hunt down a famous defender of the law who champions Iroas."],["5","Triumph in a contest of strength or endurance to prove Mogis's superiority over other gods."],["6","Defeat a champion of another god (most likely Iroas, Heliod, or Ephara)."]],"name":"Mogis's Quests","page":152,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Mogis's Villains","colLabels":["d8","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A petty tyrant ({@creature gladiator}) rules his populace through threats and intimidation. His favorite pastime is forcing unwilling subjects to fight in gladiatorial blood sports."],["2","A band of {@creature Minotaur||minotaurs} directed by a champion of Mogis forges a trail of devastation through the countryside."],["3","A serial killer ({@creature assassin}) stalks the streets of the polis, taking lives seemingly at random."],["4","An {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) of Mogis marches into town and predicts doom on the populace within a fortnight."],["5","Priests of Iroas and Heliod are being murdered by unknown assailants and their temples desecrated."],["6","An {@creature archmage} is corrupted by Mogis and begins summoning demons to savage the population."],["7","A badly wounded caravan guard ({@creature bandit captain}) accuses the characters of murder and banditry."],["8","A cabal of Mogis's {@creature Cult Fanatic||cult fanatics} have almost succeeded in finding a way to summon Mogis's warhound to their service."]],"name":"Mogis's Villains","page":152,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Mogis's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Death dog}"],["2","{@creature Berserker}"],["3","{@creature Fleecemane lion|MOT}"],["3","{@creature Manticore}"],["3","{@creature Minotaur}"],["5","{@creature Catoblepas|VGM}*"],["6","{@creature Cyclops}*"],["7","{@creature Theran chimera|MOT}"],["8","{@creature Blackguard|VGM}"]],"footnotes":["* See {@book chapter 6|MOT|6|Classic Monsters} for details about these creatures in Theros."],"name":"Mogis's Monsters","page":152,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Mogis's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A champion of Mogis unites the {@creature minotaur} bands and {@creature cyclops} tribes of Phoberos under her banner, creating a terrifying army. At Mogis's command, she leads the army in an all-out assault on Akros, hoping to draw Iroas into battle and defeat him once and for all."],["2","Mogis bargains with Pharika, convincing her to create elixirs that will turn his followers into invincible monsters. He sends his champions to fetch the necessary ingredients for her."],["3","A bitter noble makes a pact with Mogis for power in exchange for carrying out a plot to ignite a war between Meletis and Setessa. Thousands will die unless the scheme is put to rest."],["4","Mogis agrees to ally with three other gods against their rivals if they help him defeat Iroas. Mogis's brother does the same. Soon the entire pantheon divides along faction lines and prepare for the final war."]],"name":"Mogis's Divine Schemes","page":153,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Canyon Shrine Adventures","colLabels":["d10","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Survive a journey through the canyon while escorting a caravan transporting offerings to another god."],["2","Slay a massive, blood-drunk monster that rampages through the region."],["3","Find a band of {@creature Minotaur||minotaurs} residing in the canyon and convince them to attack a gang of undead about to pass through on their way to attack a village."],["4","Consult a hermit who lives in a hidden part of the canyon."],["5","Retrieve an item buried amid the shrine's sacrifices."],["6","Destroy the shrine."],["7","Negotiate with a group of Mogis's followers."],["8","Convince a young aristocrat who was seduced into joining a cult of Mogis to return home."],["9","Infiltrate a cult of Mogis to learn of any raids they have planned."],["10","Steal an egg from a griffon nest in the canyon."]],"name":"Canyon Shrine Adventures","page":154,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Canyon Shrine Villains","colLabels":["d8","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature minotaur} captures and devours other creatures limb by limb as part of a bizarre ritual honoring Mogis."],["2","A tribe of {@creature Berserker||berserkers} ride {@creature Giant Bat||giant bats} and hunt humanoids that travel through the canyon."],["3","An {@creature adult blue dragon} enslaves the inhabitants of the caves, intent on building an army to conquer a neighboring settlement."],["4","A {@creature manticore} captures warriors and forces them to fight to the death for its amusement."],["5","A group of {@creature Cyclops||cyclopes} capture travelers and keep them as livestock in their caves."],["6","A {@creature lamia} lures young nobles into its cult with promises of hedonism and sells those who disappoint it to other canyon inhabitants."],["7","A vicious {@creature gynosphinx} captures groups of people, then forces one person to choose which of the others should be devoured first."],["8","The victims of the canyon's inhabitants rise as {@creature Wraith||wraiths} determined to end all life in the area."]],"name":"Canyon Shrine Villains","page":154,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Nylea's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Free a hydra that has been captured and imprisoned in a menagerie."],["2","Investigate reports of unnatural horrors infesting the Nessian Wood."],["3","Plant a golden acorn in a distant grove guarded by monsters."],["4","Find and punish an unknown perpetrator who killed a unicorn, cut off its horn, and left its body to rot, and retrieve the horn."],["5","Hunt a dangerous creature for a sacred feast."],["6","Defeat a champion of another god (most likely Karametra, Heliod, or Ephara)."]],"name":"Nylea's Quests","page":156,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Nylea's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A Setessan hunt-leader ({@creature Setessan hoplite|MOT}; see {@book chapter 6|MOT|6|Hoplites}) swears vengeance on a poacher in the Nessian Wood who turns out to be an Akroan general."],["2","A {@creature hydra} goes on a rampage at the edge of the forest. It must be dealt with, but a {@creature druid} follower of Nylea will take vengeance on anyone who kills it outright."],["3","A {@creature mage} who lives in a secluded grove has been using a magic item to transform interlopers into boars. She claims that Nylea gave her this item."],["4","A {@creature druid} uses magic on fields near the border of the forest, creating animated plants to drive off farmers."],["5","A {@creature scout} has taken to hunting and eating sapient beings. What could have caused this gruesome turn?"],["6","Those who follow a mysterious green {@creature unicorn} inevitably turn up dead, their bodies entangled in strangling vines."]],"name":"Nylea's Villains","page":156,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Nylea's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1/2","{@creature Scout}"],["1","{@creature Dryad}"],["1","Nyxborn {@creature brown bear}*"],["2","Nyxborn {@creature saber-toothed tiger}*"],["2","{@creature Satyr thornbearer|MOT}"],["3","{@creature Archer|VGM}"],["5","{@creature Shambling mound}"],["5","{@creature Unicorn}*"],["9","{@creature Treant}"],["12","{@creature Ironscale hydra|MOT}"],["19","{@creature Polukranos|MOT}"]],"footnotes":["* See {@book chapter 6|MOT|6} for details about these creatures in Theros."],"name":"Nylea's Monsters","page":157,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Nylea's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","When the polis of Meletis expands, clearing new land for houses and crops, Nylea decides to punish the polis and destroy it if necessary. Animated trees topple the walls, and Nyxborn beasts invade the city."],["2","Nylea refuses to turn winter into spring unless Karametra agrees to abolish agriculture and yield all cropland back to the forest."],["3","When tensions between Akros and Setessa peak, Nylea blames Iroas for stirring up the conflict and puts Setessa under her protection, expanding the borders of the Nessian Wood to encompass all of Setessa, creating a near-impenetrable fortress filled with dangerous creatures."],["4","Nylea abruptly vanishes. Explorers deep in the Nessian Wood discover her sacred grove abandoned, and the giant chrysalis at its heart empty. What was in the chrysalis? Could it have harmed Nylea? Or did she leave with the creature—and if so, did she do that to protect the creature, or to protect Theros?"]],"name":"Nylea's Divine Schemes","page":157,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Forest Shrine Adventures","colLabels":["d10","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Get permission from the shrine's {@creature Druid||druids} to take part in a sacred hunt with them."],["2","Prevent game hunters from killing a {@creature unicorn}, and lead the unicorn to a shrine for shelter."],["3","Find a {@creature scout} from the shrine who has gone missing."],["4","Escape a shrine after being captured and held there for crimes against the forest."],["5","Rescue trophy hunters being tortured at a shrine."],["6","Earn a {@creature Druid||druid's} trust to learn a valuable secret about the forest."],["7","Retrieve a sacred weapon held in the grove."],["8","Recruit the help of the shrine's {@creature Druid||druids} to defeat a group of poachers."],["9","Acquire a beast companion from the shrine."],["10","Defend the shrine from a group of {@creature Harpy||harpies}."]],"name":"Forest Shrine Adventures","page":158,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Forest Shrine Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A group of {@creature Dryad||dryads}, enraged by seeing a section of forest burned, plots to destroy the shrine in order to punish the druids for failing to protect the trees."],["2","Poachers ({@creature Scout||scouts}) kill the shrine's defenders and set their traps in the surrounding forest."],["3","The shrine stands in the path of a {@creature hydra} on a destructive rampage."],["4","A {@creature druid} who lost her spouse in a hunting accident attacks any hunters who come to the shrine."],["5","A {@creature giant boar} affected by the {@spell awaken} spell convinces the shrine's druids to cast the spell on other boars to strike back at a contingent of hunting nobles."],["6","A {@creature cult fanatic} of Erebos infiltrates the shrine in disguise and plans to kill all its plant life."]],"name":"Forest Shrine Villains","page":158,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Pharika's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Concoct the antidote for a powerful affliction that resists conventional treatments."],["2","Seek out a powerful beast whose blood has unique alchemical value."],["3","Infiltrate the Underworld to extract a secret someone carried with them to the grave."],["4","Track down and eliminate someone who is trying to keep a radical discovery a secret."],["5","Assassinate an important figure whose death would catalyze one of Pharika's experiments."],["6","Perfect a perilous ritual to awaken the landscape and learn how to discover its forgotten lore."]],"name":"Pharika's Quests","page":160,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Pharika's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature druid} seeds deadly herbs into a village's fields, coaxing the plants to resemble farmers' crops."],["2","The life of a tyrant ({@creature knight}) is central to one of Pharika's experiments in mortal suffering, so the god resurrects the tyrant whenever enemies kill him."],["3","Legend tells of a hydra with alchemical lore scribed upon its bones. When an alchemist ({@creature mage}) begins poisoning the beasts, Nylea sends dozens of {@creature Hydra||hydras} to seek revenge, catching innocents in the fray."],["4","A town suffering from a plague seeks a cure from a {@creature cult fanatic} of Pharika engaged in warlike research. The researcher's blessing alleviates the pox but leaves the survivors delusional and violent."],["5","After the characters witness a miracle, an apothecary ({@creature mage}) seeks their blood as a medicinal ingredient."],["6","An {@creature archmage} devotee of Pharika manages to shrink monsters to a size so small that they effectively behave as viruses."]],"name":"Pharika's Villains","page":160,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Pharika's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1/4","Nyxborn {@creature giant poisonous snake}*"],["1/2","{@creature Amphisbaena|GoS}"],["1/2","{@creature Cockatrice}"],["2","{@creature Swarm of poisonous snakes}"],["3","{@creature Basilisk}*"],["6","{@creature Medusa}*"],["8","{@creature Assassin}"],["8","{@creature Hydra}"],["8","{@creature Spirit naga}"],["17","{@creature Hythonia|MOT}"]],"footnotes":["* See {@book chapter 6|MOT|6} for details about these creatures in Theros."],"name":"Pharika's Monsters","page":160,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Pharika's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Pharika creates a mind-controlling incense to manipulate several of Kruphix's oracles, compelling them to reveal secrets of the cosmos. Unfortunately, her mutagenic mist causes them to transform into beings they've glimpsed from beyond Theros."],["2","Seeking to understand more about the Returned, Pharika begins granting them elixirs meant to restore their lost memories. Although this works as intended for a rare few, most of the Returned instead experience traumatic visions that drive them to violence."],["3","Medusas the world over find themselves infected with a strange disease. They believe Pharika is collecting their souls to harvest the secrets they hoard. The medusas seek advocates to end Pharika's plague."],["4","After losing a bet to an ambitious physician, Pharika loans the doctor her sacred kylix for one week and invites him to cure as many patients as he pleases. In that time, he cures death itself in a small town. Not only has this emboldened some of the town's scalawags to commit crimes without fear of retribution, but the news has also infuriated disciples of Erebos, Mogis, and Klothys. Meanwhile, Pharika watches with delight as too much of a good medicine inspires distress and conflict that threaten to boil over into surrounding regions."]],"name":"Pharika's Divine Schemes","page":161,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Healing Pools Adventures","colLabels":["d10","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Heal yourself or a diseased or injured party member in the pools."],["2","Escort a sick or injured person to the pools."],["3","Kill monsters taking up residence in the pools."],["4","Capture people and creatures for the priests to use in their experiments."],["5","Cure the pools of a contamination."],["6","Create a poison based on notes provided to you by one of Pharika's priests and contaminate the pools."],["7","Steal reagent-rich water from the pools."],["8","Rescue a priest's test subject and help them undo or adapt to the transformations they underwent due to the priest's experiments."],["9","Kill or capture an escaped beast monstrously transformed by the priest's experiments."],["10","Retrieve materials needed to create a cure for a disease and convince a priest to help you make it."]],"name":"Healing Pools Adventures","page":162,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Healing Pools Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A group of {@creature Returned Palamnite|MOT|Returned palamnites} (see {@book chapter 6|MOT|6|Returned Palamnite}) invade the pools, believing the waters' magic can restore their lost memories and mortal bodies."],["2","{@creature Naiad|MOT|Naiads} (see {@book chapter 6|MOT|6|Naiad}) guard the pools, making their own judgments about who is and isn't worthy of the pools' healing magic."],["3","The magic waters of the pools wash out to sea and attract a dying {@creature kraken} to the area."],["4","An {@creature assassin} barters captured humanoid test subjects for poison from the pools' {@creature medusa} priest."],["5","A dying {@creature veteran} who was {@condition poisoned} by the pools slaughters any person who is healed by the waters."],["6","An {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) allows the pools' poisons to seep from the caves and contaminate a community."]],"name":"Healing Pools Villains","page":162,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Phenax's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Rob or defend a gambling parlor."],["2","Destabilize or aid the government of the local polis."],["3","Form or foil a heretical cult of Heliod to bring discord to the countryside."],["4","Assassinate or protect the local magistrate who has been cracking down on Phenax worshipers."],["5","Create a grand prank built around obfuscation and deceit to embarrass a local government or temple."],["6","Defeat a champion of another god (most likely Heliod, Erebos, or Iroas)."]],"name":"Phenax's Quests","page":164,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Phenax's Villains","colLabels":["d8","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A charismatic crime boss ({@creature bandit captain}) unites local gangs in a bid to seize control of the polis."],["2","A {@creature Returned palamnite|MOT} (see {@book chapter 6|MOT|6|Returned Palamnite}) wreaks havoc across the countryside in Phenax's name."],["3","The lies of a government functionary ({@creature noble}) start a trade war between struggling settlements."],["4","Phenax {@creature Cultist||cultists} establish a fake cult of Ephara in a bid to start a sectarian civil war in Meletis."],["5","An information broker ({@creature spy}) holds damaging secrets about important folk and is blackmailing them."],["6","A group of vocal iconoclasts ({@creature Noble||nobles}) are fomenting social upheaval that threatens to turn to violence."],["7","A champion ({@creature veteran}) of Heliod is threatening to torch a section of the polis in her hunt for a Phenax-worshiping oath breaker."],["8","Folk go missing then turn up with no memory of their disappearance. Phenax {@creature Cult Fanatic||cult fanatics} are brainwashing these souls for use as sleeper agents."]],"name":"Phenax's Villains","page":164,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Phenax's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Returned sentry|MOT}"],["3","{@creature Leucrotta|VGM}"],["3","{@creature Slithering tracker|VGM}"],["4","{@creature Returned palamnite|MOT}"],["5","{@creature Ghostblade eidolon|MOT}"],["5","{@creature Master thief|VGM}"],["8","{@creature Assassin}"],["16","{@creature Phoenix|MTF}"]],"name":"Phenax's Monsters","page":164,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Phenax's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Phenax finds an artifact capable of imprisoning Athreos and engages in a shadow war with Erebos, causing pandemonium in the Underworld. As a result, droves of Returned flood the mortal world."],["2","Phenax undertakes a plot to transform Erebos into one of the Returned. If he succeeds, the balance of life and death will be shattered."],["3","Phenax vanishes. For a time, it's believe the god has been killed or grew bored and left Theros. In fact, though, Phenax managed to imprison another god and has since taken their place."],["4","Phenax dispatches a powerful agent to find a lost relic called Deception's Edge, a dagger that enables the wielder to warp the minds of mortals. Once in possession of the artifact, the agent embarks on a campaign of assassination and espionage that threatens to lead to all-out war between Akros and Meletis."]],"name":"Phenax's Divine Schemes","page":165,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Amphitheater Adventures","colLabels":["d10","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Steal an item from an audience member."],["2","Find evidence of a crime hidden backstage."],["3","Defend a theater being run by a criminal cabal from a rival gang's assault."],["4","Take the place of a group of performers on stage to impress an audience member."],["5","Assassinate an audience member during a performance without being seen."],["6","Serve as bodyguards for an audience member."],["7","Learn which performers are criminals."],["8","Find a spy among the audience members and deliver a message to that person."],["9","Steal costumes from the theater to infiltrate a temple in disguise."],["10","Intercept and decipher a coded message meant for someone else."]],"name":"Amphitheater Adventures","page":166,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Amphitheater Villains","colLabels":["d8","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An actor charms nobles who see him perform into surrendering their fortunes."],["2","The {@creature wraith} of a murdered actress reenacts her death every night, playing the role of the murderer and targeting a new performer in her place."],["3","An untalented dancer ({@creature scout}) poisons those with more skill in order to get ahead."],["4","A {@creature mage} playwright invites political figures to see his satires, then uses magic to make them react dramatically, which encourages more people to see his plays."],["5","A leading lady is also an {@creature assassin} for hire, and she uses a secret room in the theater as her base."],["6","Burglars ({@creature Veteran||veterans}) masquerading as acrobats identify marks during their performances, then rob them afterward."],["7","A murderer ({@creature spy}) who works as a prop maker hides his weapons and victims in among pieces of the set."],["8","A theater-loving {@creature mage} uses a {@creature homunculus} to spy on audience members to gain blackmail material."]],"name":"Amphitheater Villains","page":166,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Purphoros's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Clear out a monster-infested mine and help procure precious iron ore for a master smith."],["2","Protect a traveling theater troupe as they perform a new play that glorifies Purphoros and makes another god look foolish."],["3","Retrieve a sacred weapon of Purphoros that has fallen into the hands of minotaurs."],["4","Resist the corrupt authority of a powerful priest of Heliod or a cruel village elder."],["5","Triumph in a contest of strength or crafting to bring glory to Purphoros."],["6","Defeat a champion of another god (most likely Heliod, Kruphix, Phenax, or Mogis)."]],"name":"Purphoros's Quests","page":168,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Purphoros's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature cult fanatic} of Purphoros turns to Mogis to enhance his craft, engaging in bloody rituals to produce exquisite cursed weapons."],["2","An aging {@creature veteran} seeks to replace her body with living bronze and enlists a genius {@creature archmage} of Purphoros to aid her. Then several of their test limbs escape."],["3","A rebel ({@creature spy}) plots to set fire to a temple of Heliod and dedicate the blaze to Purphoros, driving the gods toward a conflict he's certain Purphoros will win."],["4","A {@creature gladiator} of Purphoros partakes of the fumes at Mount Velus then goes on what seems to be a rampage that contributes to a mysterious design."],["5","A {@creature priest} of Purphoros condemns the party for treating their weapons and tools poorly, insisting they discard them until the heroes prove their worthiness."],["6","A group of {@creature Oread|MOT|oreads} (see {@book chapter 6|MOT|6|Oread}) seeks inspiration in flames. The oreads leave Purphoros's forge and conduct thorough studies of everything they burn."]],"name":"Purphoros's Villains","page":168,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Purphoros's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1/2","{@creature Anvilwrought raptor|MOT}"],["1","{@creature Bronze sable|MOT}"],["2","{@creature Burnished hart|MOT}"],["4","{@creature Oread|MOT}"],["5","{@creature Gold-forged sentinel|MOT}"],["5","{@creature Fire elemental}"],["6","{@creature Cyclops}*"],["9","{@creature Fire giant}"],["16","{@creature Iron golem}"],["17","{@creature Adult red dragon}*"],["24","{@creature Ancient red dragon}*"]],"footnotes":["* See {@book chapter 6|MOT|6|Classic Monsters} for details about these creatures in Theros."],"name":"Purphoros's Monsters","page":168,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Purphoros's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Enraged at Heliod's latest insult, Purphoros causes Mount Velus to erupt. The volcano's rage doesn't cease, though, threatening the region."],["2","Insulted that the other gods don't appreciate his creations, Purphoros breaks the Nyx-infused chains that bind the ancient red dragon Thraxes, allowing it to go on a far-ranging rampage."],["3","Gripped by sudden inspiration, Purphoros begins building a massive Nyx-bronze bridge that will link Mount Velus in the mortal world with Nyx itself. Every god opposes him in this effort. Can the construction effort be sabotaged without bringing the bridge tumbling down on the mortal world?"],["4","Purphoros's double, Petros, reveals an army of metal Nyxborn creatures and unleashes them against temples and settlements dedicated to other gods. The gods blame Purphoros for the attack, but he is too proud, and too fond of Petros, to stop the attacks."]],"name":"Purphoros's Divine Schemes","page":169,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Volcano Temple Adventures","colLabels":["d10","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Acquire an item that wasn't up to Purphoros's standards before it's cast into the lava."],["2","Defend the temple from fiery zombies emerging from tunnels connecting to a collapsed temple."],["3","Steal a phoenix egg from the temple."],["4","Become an apprentice to one of the priests and craft an item in the temple."],["5","Explore a ruined temple after an eruption to make sure it is safe for others to enter."],["6","Stop the temple priests from destroying well-crafted but substandard armor and weapons that are needed by a nearby settlement."],["7","The volcano is erupting! Prevent it, or save the most fanatical priests who refuse to leave their forges."],["8","Negotiate with fire giants who want to use the temple's forges."],["9","Destroy a near-indestructible item in the volcano's forges."],["10","Rescue an artisan lost in the temple's twisting halls."]],"name":"Volcano Temple Adventures","page":170,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Volcano Temple Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult red dragon} tries to make its nest inside the temple, attacking the artisans and priests within."],["2","A {@creature priest} of Mogis infiltrates the volcano and mars its ornate halls, hoping to draw Purphoros's ire and thus cause the volcano to erupt at an unexpected time, killing everyone in the temple."],["3","A obsessed {@creature cult fanatic} is never satisfied with her apprentices' creations and works them to death."],["4","A unit of defeated and desperate {@b hoplites} (see {@book chapter 6|MOT|6|Hoplites}) raid the temple, steal magical weapons, and prepare to avenge their fallen companions."],["5","An apprentice artisan summons {@creature Fire Elemental||fire elementals} that he can't control to murder his cruel master."],["6","An {@creature iron golem} forged in the temple breaks free of its maker's control and goes on a killing spree."]],"name":"Volcano Temple Villains","page":170,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Thassa's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Help a village of Thassa's faithful evacuate to the hills before Thassa sends a great wave to punish the village's willful coastal neighbors."],["2","Phenax has learned the location of a sunken treasure in a flooded cave. Retrieve the treasure before his fortune-hunters can steal it from Thassa."],["3","Smuggle a cargo of offerings for Thassa past harbor inspectors at Meletis, skirting new laws put into place at the behest of Heliod's priesthood that ban the import of items intended for sacrifice to other gods."],["4","Find a magically stolen vessel sequestered high in the mountains and return it to the ocean."],["5","Capture a great beast of the land and bring it to the shore as an offering for a kraken."],["6","Humiliate a champion of another god (most likely Ephara, Karametra, Pharika, Iroas, or Mogis)."]],"name":"Thassa's Quests","page":172,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Thassa's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature triton master of waves|MOT} (see {@book chapter 6|MOT|6|Triton}) demands ever greater sacrifices to Thassa from merchants moving along a crucial trade route, threatening to sink ships that don't comply."],["2","A former {@creature priest} of Thassa kidnaps indigents and plans to drown them as offerings to regain her favor."],["3","A {@creature druid} of Thassa, after being mistreated by a coastal community, uses magic to lure a plague of {@creature Giant Crab||giant crabs} out of the depths to take revenge."],["4","A {@creature water elemental} is trapped in a village well and has changed the drinking water to saltwater. It needs help returning to the sea."],["5","Sirens (see the harpies entry in {@book chapter 6|MOT|6|Harpies}) favored by Thassa take up residence in a lighthouse, preventing its use."],["6","A ship carrying a massive pearl sacred to Thassa has been sunk. Thassa's {@creature Cultist||cultists} want the pearl back, but anyone trying to retrieve it find that the god's triton followers have claimed it."]],"name":"Thassa's Villains","page":172,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Thassa's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1/2","{@creature Hippocamp|MOT}"],["1","Siren ({@creature harpy})*"],["2","{@creature Naiad|MOT}"],["2","{@creature Triton shorestalker|MOT}"],["5","{@creature Water elemental}"],["8","{@creature Triton master of waves|MOT}"],["13","{@creature Storm giant}"],["17","{@creature Dragon turtle}"],["23","{@creature Kraken}*"],["26","{@creature Tromokratis|MOT}"]],"footnotes":["* See {@book chapter 6|MOT|6} for details about these creatures in Theros."],"name":"Thassa's Monsters","page":172,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Thassa's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","After a kraken is sighted near an inhabited island, a fleet prepares to set sail from Meletis to face it. In retribution, Thassa pulls the ocean back from the entire coastline, stranding not only the fleet, but the fishing boats and merchant vessels that keep the polis fed and supplied. Thassa's oracles announce that \"the forest of masts must be felled\" before the waters will return, but Meletis refuses to give up its navy. How can Thassa be appeased?"],["2","During a divine conflict, one of the gods' weapons tumbles into the sea. Thassa refuses to return the godly weapon, claiming it as her own, much to the owner's ire."],["3","Thassa turns a ship full of another god's champions into dolphins as punishment for setting foot on one of her holy isles. Can she be persuaded to change them back? How will the champions' patrons respond if she refuses?"],["4","When multiple gods turn against her in a dispute, Thassa is enraged. She releases the locks binding every kraken in the sea, along with that of an ancient and mysterious kraken brood mother."]],"name":"Thassa's Divine Schemes","page":173,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Coastal Temple Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Save land-dwelling worshipers who became trapped inside the temple during a flood."],["2","Steal an offering before it washes away."],["3","Confront pirates worshiping at the temple."],["4","Defend the temple from kraken-worshiping cultists."],["5","Kill or drive off a {@creature hydra} that has claimed the temple as its home."],["6","Help a {@creature killer whale} beached in the temple."],["7","Get information from a worshiper."],["8","Kidnap a worshiper without making a scene."],["9","Steal a magic {@creature quipper} from a sacred tide pool."],["10","Spy on a conversation between two worshipers."],["11","Negotiate with a {@b blue dragon} that wants to claim the temple as its lair."],["12","Escape the temple as it floods."]],"name":"Coastal Temple Adventures","page":174,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Coastal Temple Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature kraken} threatens to destroy the temple if worshipers don't pay tribute to the creature."],["2","A {@creature Naiad|MOT} (see {@book chapter 6|MOT|6|Naiad}) hides inside the temple and murders fishers who worship here for their crimes against the sea."],["3","A group of sirens (see the {@creature Harpy||harpies} entry in {@book chapter 6|MOT|6|Harpies}) take over the temple and lure new victims inside to drown themselves during high tide."],["4","A {@creature priest} of Thassa falsely convinces elderly worshipers that giving more wealth to the temple increases the length of time they live."],["5","A {@creature giant octopus} under the effects of the {@spell awaken} spell hunts in the temple at high tide."],["6","A rageful {@creature triton master of waves|MOT} (see {@book chapter 6|MOT|6|Triton Master of Waves}) believes everyone in a temple is secretly serving a kraken and begins murdering them."]],"name":"Coastal Temple Villains","page":174,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Adventures at Sea","colLabels":["d10","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Slay a monster or pirates terrorizing ships at sea."],["2","Follow an omen that leads out to sea."],["3","Seek an artifact hidden underwater or on an island."],["4","Find your way home after getting lost."],["5","Find a lost temple of a god."],["6","Relocate settlers trying to colonize an inhabited isle."],["7","Discover a safe route through deadly waters."],["8","Retrace the path of a hero lost at sea."],["9","Find a whirlpool that is a passage to the Underworld."],["10","Sail from the edge of the world into Nyx."]],"name":"Embarking on Adventure; Adventures at Sea","page":176,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Island Environments","colLabels":["d10","Environment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Frozen. The island is magically frozen or is a floating iceberg. Perhaps something lies locked within."],["2","Sargassum. The island is a dense layer of seaweed that has developed its own ecosystem of strange beasts and trapped sailors."],["3","Living. The island is actually a gigantic slumbering creature—potentially unbeknown to its residents."],["4","Mirage. Magical phenomena surround a mundane island with tempting or treacherous illusions."],["5","Nyx Shard. The island is a manifestation of Nyx, a recreation of a land from the distant past or completely from fiction."],["6","Idyllic. The island has beautiful weather and abundant fruit—so much so that some might consider never leaving."],["7","Lost Ruin. The island is all that survived a calamity that destroyed a legendary city."],["8","Gateway. The island is inherently magical, perhaps being an intrusion from a bizarre demiplane or the dream of a sleeping demigod."],["9","Promised Land. The island is a gift from a god to a favored individual or population, specially tailored to suit their whims."],["10","Divine Refuge. A god created this island to be a personal getaway, making it a reflection of the world as it would appear if they were in complete control."]],"name":"Island Environments","page":177,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Island Inhabitants","colLabels":["d10","Inhabitants"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Last. Creatures that think they're the last of their kind—perhaps Returned, leonin, or humans—make their home on the island."],["2","First Contact. A prosperous civilization, unconnected to the great poleis, thrives on the island."],["3","Strangers. A species not usually connected to Theros dwells here—such as thri-kreen, yuan-ti, or another creature from the {@book Monster Manual|MM}."],["4","Rivals. Two settlements have turned the island into a war zone."],["5","Prisoner. A powerful monster or dangerous figure from legend is imprisoned on this island."],["6","Tyrant. A powerful individual built a fortress on the island, and all other residents revere them."],["7","Fanatics. The island's residents know only one god and don't appreciate visits from heretics."],["8","The Dead. A settlement of the Returned is located near an obscure passage to the Underworld."],["9","Memories. Everyone on the island is Nyxborn, being the reincarnation of a lost people."],["10","Oracle. An oracle with a reputation for accurate knowledge and prediction lives on the island."]],"name":"Island Inhabitants","page":178,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Underwater Adventures","colLabels":["d12","Plot"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Seek aid or advice from the eldest member of an aquatic species—such as the first dolphin."],["2","Recover the treasure of a hero long ago devoured by a sea beast."],["3","Carry a coastal city's gifts and diplomatic messages to an underwater community."],["4","Calm a kraken attempting to break out of its sea lock (see {@book chapter 6|MOT|6|Kraken})."],["5","Make a sacrifice at a triton temple devoted to Thassa or another god."],["6","Transform into a sea creature and infiltrate an undersea community."],["7","Convince a hero who's fallen in love with a sea dweller to return home."],["8","Raise a sunken city back above the waves while avoiding whatever now makes the place its home."],["9","Seek information from an oracle who lives on a sunken island inside a giant bubble."],["10","Seal a hole in the sea that's allowing denizens of the Underworld ward of Nerono to escape."],["11","Return a juvenile sea monster caught in a fisher's net to its home."],["12","Protect a priest of Thassa intent on journeying to the bottom of the sea."]],"name":"Underwater Adventures","page":179,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Underworld Adventures","colLabels":["d20","Plot"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","In Phylias, find and bargain for information with your least favorite dead acquaintance or family member."],["2","Smuggle the puppy of an {@creature Underworld cerberus|MOT} (see {@book chapter 6|MOT|6|Underworld Cerberus}) into the mortal world."],["3","Find and free a lost hero from the Labyrinth of Memories on Nerono."],["4","Free a legendary lost ship and the souls aboard from the endless Nerono whirlpool they're trapped within."],["5","Meet with your family's most legendary member in Ilysia and prove yourself worthy of their name."],["6","Steal a legendary, long-shattered treasure from its resting place in Ilysia's Citadel of Destiny."],["7","Seek out a long-dead foe and learn how they're keeping you from being magically resurrected."],["8","Discover a secret from an infamous member of your family who became a {@creature typhon|MOT} (see {@book chapter 6|MOT|6|Typhon})."],["9","Save a god's favored worshiper from a cruel punishment in the Underworld—even though they've been dead for hundreds of years."],["10","Sever one of the massive chains of Tizerus, releasing the ancient being it binds."],["11","Lead an immortal anvilwrought to Erebos's palace and convince the god to let the construct die."],["12","Discover why Erebos is no longer allowing certain individuals to die."],["13","Coerce a {@creature night hag} into granting a morbid prophecy by stealing its eye."],["14","Learn a secret way to escape the Underworld from one of the titans."],["15","Find the lost secret of a long-dead warlord that now rests with the villain's misera."],["16","Discover from a {@creature woe strider|MOT} (see {@book chapter 6|MOT|6|Woe Strider}) how to escape the bonds of destiny."],["17","Defeat a host of legendary villains in Agonas's Stadium of Dishonor."],["18","Prevent one of your ancestors from transforming into an {@creature eater of hope|MOT} (see {@book chapter 6|MOT|6|Eater of Hope})."],["19","Travel to Erebos's palace and recover a secret from one who failed to bargain for their release."],["20","Seek out Klothys's domain and learn from her oracles how you're destined to escape the Underworld."]],"name":"Underworld Adventures","page":183,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Remarkable Origins","colLabels":["d12","Origin"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The item bears the name or emblem of a lost troop of Akroan stratians (described in {@book chapter 3|MOT|3|Stratians})."],["2","The item is etched with a name or prayer written in Celestial (the language of the gods)."],["3","The item looks like it's been at the bottom of the sea for a hundred years but functions perfectly."],["4","The item is wrapped in handwritten scrolls, suggesting it was once possessed by a founder of one of Meletis's philosophical schools (described in {@book chapter 3|MOT|3|Meletis})."],["5","The item bears a design or sculpted feature suggestive of a Returned mask."],["6","A knotted cover or grip depicts colorful birds or stylized herd animals from the plains of Oreskos."],["7","The item is at least partially made from the heartwood of a Setessan caryatid (described in {@book chapter 3|MOT|3|Caryatid Groves}). The wood regularly sprouts fresh leaves, or its whorls suggest humanoid features."],["8","The item rests among the remains of its former owner, who thanks (or curses) those who take it."],["9","The item is at least partially made of iron."],["10","Whoever first touches the item receives an omen from the god who watches over it (see {@book chapter 4|MOT|4|Omens} for details on omens)."],["11","The item lies in a crater, as if it fell from the heavens."],["12","The item glimmers with the stars of Nyx and is a perfect facsimile of an item used by a legendary hero."]],"name":"Gifts of the Gods; Remarkable Origins","page":195,"source":"MOT","chapter":{"name":"Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Weapons of the Gods Adventures","colLabels":["d6","Plot"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Steal a god's weapon to lay low one of that god's servants—a creature that can only be harmed by its creator's wrath."],["2","Recover a god's weapon that has been stolen by another god's champion in an attempt to frame the weapon's owner for cruel acts."],["3","Wrest back a god's weapon from a divine champion who needed it but refuses to return it."],["4","Destroy a god's weapon and channel the energy released to create a new magic item or work a miracle."],["5","Reforge a god's weapon after an incredible feat caused it to shatter."],["6","A god's weapon has gained sentience (see \"{@book Sentient Magic Items|DMG|-1}\" in chapter 7 of the {@book Dungeon Master's Guide|DMG}). Determine whether to use it, return it to its creator, or help it grow into its own being."]],"name":"Artifacts; Weapons of the Gods Adventures","page":198,"source":"MOT","chapter":{"name":"Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Nyxborn Monster Origin","colLabels":["d6","Origin"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A god created the creature to serve as an emissary."],["2","The creature formed as the side effect of some other divine action."],["3","The creature escaped from the Underworld."],["4","The creature took shape from the tales told about it."],["5","A god made the creature to serve as a pet or mount."],["6","The creature took shape from dreams or nightmares."]],"name":"Nyxborn Creatures; Nyxborn Monster Origin","page":203,"source":"MOT","chapter":{"name":"Friends and Foes","ordinal":{"type":"chapter","identifier":6},"index":6}},{"caption":"Nyxborn Traits","colLabels":["d6","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Magic Resistance}. The creature's Nyxborn nature gives it advantage on saving throws against spells and other magical effects."],["2","{@b Light Sensitivity}. A creature of the night sky, the Nyxborn has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight, while it is in bright light."],["3","{@b Immutable Form}. The Nyxborn creature is the philosophical ideal of its kind. It is immune to any spell or effect that would alter its form."],["4","{@b Magic Weapons}. The Nyxborn creature's weapon attacks are magical."],["5","{@b Nyx Step}. The Nyxborn can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@dice 1d10}) force damage if it ends its turn inside an object."],["6","{@b Starlight Form}. The Nyxborn glows with the soft light of the night sky, shedding dim light in a 15-foot radius."]],"name":"Nyxborn Statistics; Nyxborn Traits","page":203,"source":"MOT","chapter":{"name":"Friends and Foes","ordinal":{"type":"chapter","identifier":6},"index":6}},{"caption":"Setting a DC","colLabels":["Difficulty","DC"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Very Easy","5"],["Easy","10"],["Moderate","15"],["Hard","20"],["Very Hard","25"],["Nearly Impossible","30"]],"name":"Screen; Setting a DC","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Monster Motivation","colLabels":["d20","Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1–2","Find a sanctuary"],["3–5","Conquer the dungeon"],["6–8","Seek an item"],["9–11","Slay a rival"],["12–13","Hide from enemies"],["14–15","Recover from a battle"],["16–17","Avoid danger"],["18–20","Seek wealth"]],"name":"Screen; Monster Motivation","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Damage by Level and Severity","colLabels":["Character Level","Setback","Dangerous","Deadly"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["1–4","{@dice 1d10}","{@dice 2d10}","{@dice 4d10}"],["5–10","{@dice 2d10}","{@dice 4d10}","{@dice 10d10}"],["11–16","{@dice 4d10}","{@dice 10d10}","{@dice 18d10}"],["17–20","{@dice 10d10}","{@dice 18d10}","{@dice 24d10}"]],"name":"Screen; Damage by Level and Severity","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Improvising Damage","colLabels":["Dice","Examples"],"colStyles":["col-2 text-center","col-10"],"rows":[["{@dice 1d10}","Burned by coals, hit by a falling bookcase, pricked by a poison needle"],["{@dice 2d10}","Being struck by lightning, stumbling into a fire pit"],["{@dice 4d10}","Hit by falling rubble in a collapsing tunnel, stumbling into a vat of acid"],["{@dice 10d10}","Crushed by compacting walls, hit by whirling steel blades, wading through a lava stream"],["{@dice 18d10}","Being submerged in lava, being hit by a crashing flying fortress"],["{@dice 24d10}","Tumbling into a vortex of fire on the Elemental Plane of Fire, being crushed in the jaws of a godlike creature or a moon-sized monster"]],"name":"Screen; Improvising Damage","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Object Armor Class","colLabels":["Substance","AC"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Cloth, paper, rope","11"],["Crystal, glass, ice","13"],["Wood, bone","15"],["Stone","17"],["Iron, steel","19"],["Mithral","21"],["Adamantine","23"]],"name":"Screen; Object Armor Class","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Object Hit Points","colLabels":["Size","Fragile","Resilient"],"colStyles":["col-6","col-3 text-center","col-3 text-center"],"rows":[["Tiny ({@item glass bottle|phb|bottle}, {@item lock|phb})","2 ({@dice 1d4})","5 ({@dice 2d4})"],["Small ({@item chest|phb}, {@item lute|phb})","3 ({@dice 1d6})","10 ({@dice 3d6})"],["Medium ({@item barrel|phb}, chandelier)","4 ({@dice 1d8})","18 ({@dice 4d8})"],["Large ({@item cart|phb}, 10-ft.-by-10-ft. window)","5 ({@dice 1d10})","27 ({@dice 5d10})"]],"name":"Screen; Object Hit Points","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Skills and Associated Abilities","colLabels":["Skill","Ability"],"colStyles":["col-6","col-6"],"rows":[["{@skill Acrobatics}","Dexterity"],["{@skill Animal Handling}","Wisdom"],["{@skill Arcana}","Intelligence"],["{@skill Athletics}","Strength"],["{@skill Deception}","Charisma"],["{@skill History}","Intelligence"],["{@skill Insight}","Wisdom"],["{@skill Intimidation}","Charisma"],["{@skill Investigation}","Intelligence"],["{@skill Medicine}","Wisdom"],["{@skill Nature}","Intelligence"],["{@skill Perception}","Wisdom"],["{@skill Performance}","Charisma"],["{@skill Persuasion}","Charisma"],["{@skill Religion}","Intelligence"],["{@skill Sleight of Hand}","Dexterity"],["{@skill Stealth}","Dexterity"],["{@skill Survival}","Wisdom"]],"name":"Screen; Skills and Associated Abilities","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"colLabels":["Level","Effect"],"colStyles":["col-2 text-center","col-2"],"rows":[["1","Disadvantage on ability checks"],["2","Speed halved"],["3","Disadvantage on attack rolls and saving throws"],["4","Hit point maximum halved"],["5","Speed reduced to 0"],["6","Death"]],"name":"Exhaustion","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"colLabels":["d6","Quality","Effect"],"colStyles":["col-2 text-center","col-2","col-8"],"rows":[["1","Perilous","The area is dangerously worn and prone to collapse. Any impacts or damage to the structure, including from spells and other areas of effect, have a 50 percent chance of causing a collapse (see the {@table Improvising Damage|DMG} table)."],["2","Crumbling","Areas within the dungeon section are choked with rubble and have a {@chance 50} chance of being {@quickref difficult terrain||3}. Half cover and hiding places are plentiful."],["3","Neglected","One dungeon {@5etools hazard|trapshazards.html} such as {@hazard brown mold}, {@hazard yellow mold}, or {@hazard green slime} is abundant."],["4","Abandoned","Most of the dungeon is deserted and quiet as a tomb. Dexterity ({@skill Stealth}) checks have disadvantage because any sounds stand out as unusual."],["5","Secure","Ability checks made to break down doors, open locks, or similar breaking and entering activities have disadvantage."],["6","Thriving","The dungeon is heavily populated. Any loud noises or other attention-drawing phenomena require a check for Dungeon Encounters (see below)."]],"name":"State of Ruin","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"colLabels":["d6","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A lone, powerful creature appears! You choose the creature, selecting one with a challenge rating that is 1–3 higher than the level of the player characters. The creature lives in the dungeon or is passing through, and it is hostile toward the group only if they provoke it."],["2–4","Hostile creatures prowl nearby! You choose the creatures, selecting five with a challenge rating equal to the level of the player characters. These creatures are either monsters native to the dungeon or hostile explorers."],["5","A patch of {@hazard brown mold}, {@hazard green slime}, or {@hazard yellow mold} lies nearby. "],["6","A group of friendly explorers crosses the player characters' path. The explorers have {@dice 2d4} goods for sale that cost 1 gp or less, which you can select from the {@table Adventuring Gear|PHB} table in the Player's Handbook."]],"name":"Dungeon Encounters","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"colLabels":["d100","Purpose"],"colStyles":["col-2 text-center","col-8"],"rows":[["01","Antechamber"],["02–03","Armory"],["04","Audience chamber"],["05","Aviary"],["06–07","Banquet room"],["08–10","Barracks"],["11","Bath or latrine"],["12","Bedroom"],["13","Bestiary"],["14–16","Cell"],["17","Chantry"],["18","Chapel"],["19–20","Cistern"],["21","Classroom"],["22","Closet"],["23–24","Conjuring room"],["25–26","Court"],["27–29","Crypt"],["30–31","Dining room"],["32–33","Divination room"],["34","Dormitory"],["35","Dressing room"],["36–37","Gallery"],["38–39","Game room"],["40–42","Guardroom"],["43–44","Hall"],["45–46","Hall, great"],["47–48","Hallway"],["49","Kennel"],["50–51","Kitchen"],["52–53","Laboratory"],["54–56","Library"],["57–58","Lounge"],["59","Meditation chamber"],["60","Nursery"],["61","Observatory"],["62","Office"],["63–64","Pantry"],["65–66","Pen or Prison"],["67–68","Reception room"],["69–70","Refectory"],["71","Robing room"],["72","Salon"],["73–74","Shrine"],["75–76","Sitting room"],["77–78","Smithy"],["79","Stable"],["80–81","Storage room"],["82–83","Strong room"],["84–85","Study"],["86–88","Temple"],["89–90","Throne room"],["91","Torture chamber"],["92–93","Training room"],["94–95","Trophy room"],["96","Vestibule"],["97","Waiting room"],["98","Well"],["99–00","Workshop"]],"name":"Dungeon Chambers","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Travel Pace","colLabels":["Pace","Distance Traveled per Minute","Distance Traveled per Hour","Distance Traveled per Day","Effect"],"colStyles":["col-2","col-2","col-2","col-2","col-4"],"rows":[["Fast","400 feet","4 miles","30 miles","-5 penalty to passive Wisdom ({@skill Perception}) scores"],["Normal","300 feet","3 miles","24 miles","-"],["Slow","200 feet","2 miles","18 miles","Able to use stealth"]],"name":"Screen; Travel Pace","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Cover","colLabels":["Cover","Effect"],"colStyles":["col-3","col-9"],"rows":[["Half cover","+2 bonus to AC and Dexterity saving throws against attacks and effects that originate on the opposite side of the cover"],["Three-quarters cover","+5 bonus to AC and Dexterity saving throws against attacks and effects that originate on the opposite side of the cover"],["Total cover","Can't be targeted directly by an attack or a spell"]],"name":"Screen; Cover","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Light","colLabels":["Source","Bright Light","Dim Light","Duration"],"colStyles":["col-3","col-3","col-3","col-3"],"rows":[["{@item Candle|phb}","5 ft.","+ 5 ft.","1 hour"],["{@item Lamp|phb}","15 ft.","+ 30 ft.","6 hours"],["{@item Bullseye Lantern|phb|Lantern, bullseye}","60 ft. cone","+ 60 ft.","6 hours"],["{@item Hooded Lantern|phb|Lantern, hooded}","30 ft.","+ 30 ft.","6 hours"],{"type":"row","style":"row-indent-first","row":["Lowered hood","—","+ 5 ft.","—"]},["{@item Torch|phb}","20 ft.","+ 20 ft.","1 hour"]],"name":"Screen; Light","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Obscured Areas","colLabels":["Obscureness","Effect","Examples"],"colStyles":["col-3","col-5","col-4"],"rows":[["Lightly obscured","Creatures have disadvantage on Wisdom ({@skill Perception}) checks that rely on sight.","Dim light, patchy fog, moderate foliage"],["Heavily obscured","Vision is blocked; creatures are effectively {@condition blinded}.","Darkness, opaque fog, dense foliage"]],"name":"Screen; Obscured Areas","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Tracking DCs","colLabels":["Ground Surface","DC"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Soft surface such as snow","10"],["Dirt or grass","15"],["Bare stone","20"],["Each day since the creature passed","+5"],["Creature left a trail such as blood","-5"]],"name":"Screen; Tracking DCs","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Visibility Outdoors","colLabels":["Environment","Distance"],"colStyles":["col-6","col-6"],"rows":[["Clear day, no obstructions","2 miles"],["Rain","1 mile"],["Fog","100 to 300 feet"],["From a height","× 20"]],"name":"Screen; Visibility Outdoors","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Audible Distance","colLabels":["Noise","Distance"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Trying to be quiet","{@dice 2d6 × 5} feet"],["Normal noise level","{@dice 2d6 × 10} feet"],["Very loud","{@dice 2d6 × 50} feet"]],"name":"Screen; Audible Distance","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Food, Drink, and Lodging","colLabels":["Item","Cost"],"colStyles":["col-6","col-6 text-right"],"rows":[["{@i Ale}",""],{"type":"row","style":"row-indent-first","row":["{@item Ale (Gallon)|PHB|Gallon}","2 sp"]},{"type":"row","style":"row-indent-first","row":["{@item Ale (mug)|phb|Mug}","4 cp"]},["Banquet (per person)","10 gp"],["{@item loaf of bread|phb|Bread, loaf}","2 cp"],["{@item hunk of cheese|phb|Cheese, hunk}","1 sp"],["{@i Inn stay (per day)}",""],{"type":"row","style":"row-indent-first","row":["Squalid","7 cp"]},{"type":"row","style":"row-indent-first","row":["Poor","1 sp"]},{"type":"row","style":"row-indent-first","row":["Modest","5 sp"]},{"type":"row","style":"row-indent-first","row":["Comfortable","8 sp"]},{"type":"row","style":"row-indent-first","row":["Wealthy","2 gp"]},{"type":"row","style":"row-indent-first","row":["Aristocratic","4 gp"]},["{@i Meals (per day)}",""],{"type":"row","style":"row-indent-first","row":["Squalid","3 cp"]},{"type":"row","style":"row-indent-first","row":["Poor","6 cp"]},{"type":"row","style":"row-indent-first","row":["Modest","3 sp"]},{"type":"row","style":"row-indent-first","row":["Comfortable","5 sp"]},{"type":"row","style":"row-indent-first","row":["Wealthy","8 sp"]},{"type":"row","style":"row-indent-first","row":["Aristocratic","2 gp"]},["{@item chunk of meat|phb|Meat, chunk}","3 sp"],["{@i Wine}",""],{"type":"row","style":"row-indent-first","row":["{@item common wine (pitcher)|phb|Common (pitcher)}","2 sp"]},{"type":"row","style":"row-indent-first","row":["{@item fine wine (bottle)|phb|Fine (bottle)}","10 gp"]}],"name":"Screen; Food, Drink, and Lodging","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Foraging DCs","colLabels":["Food and Water Availability","DC"],"colStyles":["col-6","col-6 text-center"],"rows":[["Abundant food and water sources","10"],["Limited food and water sources","15"],["Very little, if any, food and water sources","20"]],"name":"Screen; Foraging DCs","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Wilderness Encounter","colLabels":["d8","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A lone, powerful creature appears! The DM chooses the creature, selecting one with a challenge rating that is 1-3 higher than the group's level. The creature lives in the area or is passing through, and it is hostile toward the group only if they provoke it."],["2-4","Hostile creatures prowl nearby! The DM chooses the creatures, selecting five with a challenge rating equal to the group's level. These creatures are either monsters native to the area or hostile travelers"],["5-6","A group of friendly travelers crosses the group's path. The travelers have {@dice 2d6} goods for sale that cost 1 gp or less on the Adventuring Gear table in the Player's Handbook"],["7","The group discovers a monument. Roll on the {@table Wilderness Journeys; Monuments|ScreenWildernessKit|Monuments} table."],["8","The group wanders into a strange place. Roll on the {@table Wilderness Journeys; Weird Locales|ScreenWildernessKit|Weird Locales} table."]],"name":"Random Encounter; Wilderness Encounter","source":"ScreenWildernessKit","chapter":{"name":"Wilderness Journeys","index":0}},{"caption":"Monuments","colLabels":["d20","Monument"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Sealed burial mound or pyramid"],["2","Plundered burial mound or pyramid"],["3","Faces carved into a mountainside or cliff"],["4","Giant statues carved out of a mountainside or cliff"],["5-6","intact obelisk etched with a warning, historical lore, dedication, or religious iconography"],["7-8","Ruined or toppled obelisk"],["9-10","Intact statue of a person or deity"],["11-13","Ruined or toppled statue of a person or deity"],["14","Great stone wall, intact, with tower fortifications spaced at one-mile intervals"],["15","Great stone wall in ruins"],["16","Great stone arch"],["17","Fountain"],["18","Intact circle of standing stones"],["19","Ruined or toppled circle of standing stones"],["20","Pillar carved with elemental or fey symbols"]],"name":"Wilderness Journeys; Monuments","source":"ScreenWildernessKit","chapter":{"name":"Wilderness Journeys","index":0}},{"caption":"Weird Locales","colLabels":["d20","Locale"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","Dead magic zone (similar to an antimagic field)"],["3","Wild magic zone (roll on the {@table Wild Magic Surge|PHB} table in the Player's Handbook whenever a spell is cast within the zone)"],["4","Boulder carved with talking faces"],["5","Crystal cave that mystically answers questions"],["6","Ancient tree containing a trapped spirit"],["7-8","Battlefield where lingering fog occasionally assumes humanoid forms"],["9-10","A portal to another plane of existence"],["11","Wishing well"],["12","Giant crystal shard protruding from the ground"],["13","Wrecked ship, even if water is nowhere nearby"],["14-15","Haunted hill or barrow mound"],["16","River ferry guided by a skeletal captain"],["17","Field of {@condition petrified} soldiers or other creatures"],["18","Forest of {@condition petrified} or {@creature awakened tree||awakened trees}"],["19","Canyon containing a dragons' graveyard"],["20","Floating earth mote with a tower on it"]],"name":"Wilderness Journeys; Weird Locales","source":"ScreenWildernessKit","chapter":{"name":"Wilderness Journeys","index":0}},{"caption":"Food and Water Needs","colLabels":["Creature Size","Food/Water per Cycle","Food Cost per Short Cycle","Food Cost per Long Cycle"],"colStyles":["col-3","col-3","col-3","col-3"],"rows":[["Tiny","1/4 unit","1 sp, 2 cp","7 sp, 5 cp"],["Small","1 unit","5 sp","3 gp, 5 sp"],["Medium","1 unit","5 sp","3 gp, 5 sp"],["Large","4 units","2 gp","14 gp"],["Huge","16 units","8 gp","56 gp"],["Gargantuan","64 units","32 gp","224 gp"]],"name":"Food and Water Needs","source":"ScreenWildernessKit","chapter":{"name":"Wilderness Journeys","index":0}},{"caption":"Wilderness Chase Complications","colLabels":["d20","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[[1,"Your path takes you through a rough patch of brush. Make a DC 10 Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (your choice) to get past the brush. On failed check, the brush counts as 5feet of {@quickref difficult terrain||3}."],[2,"Uneven ground threatens to slow your progress. Make a DC 10 Dexterity ({@skill Acrobatics}) check to navigate the area. On failed check, the ground counts as 10 feet of {@quickref difficult terrain||3}."],[3,"You run through a {@creature swarm of insects} (see the Monster Manual For game statistics). The swarm makes an opportunity attack against you (+3 to hit; {@damage 4d4} piercing damage on a hit)."],[4,"A stream, ravine, or rock bed blocks your path. Make a DC 10 Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (your choice) to cross the impediment. On a failed check, the impediment counts as 10 feet of {@quickref difficult terrain||3}."],[5,"Make a DC 10 Constitution saving throw. Ona failed save, you are {@condition blinded} by blowing sand,dirt, ash, snow,or pollen until the end of your turn. While {@condition blinded} in this way, your speed is halved."],[6,"A sudden drop catches you by surprise. Make a DC 10 Dexterity saving throw to navigate the impediment. On failed save, you fall {@dice 1d4 x 5} feet, taking {@damage 1d6} bludgeoning damage per 10 feet fallen as normal, and land {@condition prone}."],[7,"You blunder into a snare. Make a DC 15 Dexterity saving throw. On failed save, you are caught in the snare and {@condition restrained}. As an action, you or someone within 5 feet of you can make a DC 10 Strength check, freeing you on a success. The snare can also be destroyed; it has an AC of 10 and 5 hit points, and it is immune to poison and psychic damage. Complication"],[8,"You are caught in a stampede of spooked animals. Make a DC 10 Dexterity saving throw. Ona failed save, you are knocked about and take {@damage 1d4} bludgeoning damage and {@damage 1d4} piercing damage."],[9,"Your path takes you near a patch of razorvine. Make a DC 15 Dexterity saving throw or use 10 feet of movement (your choice) to avoid the razorvine. On a failed save, you take {@damage 1d10} slashing damage."],[10,"One or more creatures in the area chase after you! The DM chooses these pursuers or rolls a {@dice d8} to determine them: (1) 2 {@creature brown bear||brown bears}, (2) {@dice 2d4} {@creature giant toad||giant toads}, (3) {@dice 1d4} {@creature poisonous snake||poisonous snakes}, (4) {@dice 2d4} {@creature wolf||wolves}, (5) 1 {@creature giant boar}, (6) 2 {@creature dire wolf||dire wolves}, (7) {@creature griffon}, or (8) {@dice 1d12} {@creature giant rat||giant rats} (see the {@book Monster Manual|MM} for the creatures' game statistics)."],["11-20","No complication."]],"name":"Playing a Chase; Wilderness Chase Complications","source":"ScreenWildernessKit","chapter":{"name":"Wilderness Chases","index":1}},{"caption":"Escape Factors","colLabels":["Factor","Check Has..."],"colStyles":["col-8","col-4"],"rows":[["Quarry has many things to hide behind","Advantage"],["Quarry is in a very crowded or noisy area","Advantage"],["Quarry has few things to hide behind","Disadvantage"],["Quarry is in an uncrowded or quiet area","Disadvantage"],["The lead pursuer is a ranger or has proficiency in {@skill Survival}","Disadvantage"]],"name":"Ending a Chase; Escape Factors","source":"ScreenWildernessKit","chapter":{"name":"Wilderness Chases","index":1}},{"caption":"Academy Type","colLabels":["d6","Academy Types"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Boarding School}. Students and faculty enjoy a familial relationship on a self-contained campus."],["2","{@b Arcane Enclave}. Drawn together by cutting-edge magical scholarship, the enclave's residents are hungry for secrets, reagents, and subjects."],["3","{@b Secret Monastery}. Ageless secrets remain the focus of contemplation and rigorous training at this site."],["4","{@b Elite Institute}. This cutthroat college of science or the arts accepts only the crème de la crème of society and talent."],["5","{@b Vault of Secrets}. This conspiracy strives to keep or eradicate all knowledge of a specific truth."],["6","{@b Museum of Dreams}. Magical communication or shared dreamscapes connect a network of wide-ranging specialists."]],"name":"Academy Type","page":84,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Academy Contact","colLabels":["d6","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Harried Functionary}. A disinterested secretary conveys written correspondence to you from an exceptionally busy or aloof senior faculty member."],["2","{@b Celebrated Instructor}. Despite their throngs of ambitious assistants, a celebrity researcher considers you their star pupil."],["3","{@b Wizened Fixture}. A fantastically old, believed-to-be-deceased librarian gives you assignments from the circulation desk they never leave."],["4","{@b Infatuated Tourist}. A flirtatious visiting scholar perceives your every report and donated discovery as a personal gift."],["5","{@b Spectral Fragment}. A haunted piece of the academy's collection compels you to complete its secret research."],["6","{@b Distant Observer}. A mysterious sponsor encourages your research from afar to avoid alerting nefarious forces embedded within the academy's bureaucracy."]],"name":"Academy Contact","page":85,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Academy Factotum Roles","colLabels":["Role","Backgrounds"],"colStyles":["col-2","col-10"],"rows":[["Student","{@background Acolyte}, {@background Guild Artisan}, {@background Noble}, {@background Outlander}, {@background Sage}, {@background Urchin}"],["Groundskeeper","{@background Charlatan}, {@background Hermit}, {@background Outlander}, {@background Soldier}, {@background Urchin}"],["Professor","{@background Acolyte}, {@background Entertainer}, {@background Folk Hero}, {@background Noble}, {@background Sage}"],["Researcher","{@background Acolyte}, {@background Charlatan}, {@background Guild Artisan}, {@background Hermit}, {@background Sage}"],["Financier","{@background Charlatan}, {@background Criminal}, {@background Noble}, {@background Sailor}, {@background Urchin}"],["Expert Speaker","{@5etools Any|backgrounds.html}"]],"name":"Academy Factotum Roles","page":85,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Academy Quests","colLabels":["d6","Quest"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Aberrant Zoology}. You undertake expeditions to document, capture, and explain beings antithetical to the natural order."],["2","{@b Arcanodynamics}. You investigate the ways magic underpins existence, exploring its flows and seeking ways to harness its nexuses."],["3","{@b Forbidden History}. You reveal the lost truths of the world's darkest ages, pursuing the history of purposefully hidden or taboo eras."],["4","{@b Cryptogeography}. You search for proof of a hidden land or that the world isn't structured as commonly assumed."],["5","{@b Restorative Antiquarianism}. You track clues leading to plundered artifacts and then restore them to their rightful owners."],["6","{@b Evolutionary Divinity}. You dare to explore what no mortal was meant to know: the origins of divinity."]],"name":"Academy Quests","page":86,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ancient Being","colLabels":["d6","Ancient Being"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Elder Dragon}. An ancient dragon seeks knowledge or power. It wishes to gather greater wealth for its hoard, its ambitions expanding in its advancing years."],["2","{@b Lich}. An undead spellcaster of immense power employs your group. Its interests are strangely diverse and seemingly benign. Perhaps it's not as evil as conventional adventuring wisdom suggests?"],["3","{@b Bound Fiend}. This fiend is bound to a location, either in its true form or as a possessing spirit. Whether trapped in an unbreakable circle of binding sigils or sealed as a spirit within a gigantic statue, the fiend's influence drives your group."],["4","{@b Guardian Celestial}. An angel or another powerful celestial takes an interest in a specific region of the Material Plane. It cultivates a network of mortal informants and agents to serve its agenda."],["5","{@b The Endless}. This person has lived many lifetimes because they can't die—at least not permanently. No matter the cause of their demise, they return. To all appearances, they are alive and mortal, but they control the amassed resources of an immortal."],["6","{@b Primal Manifestation}. Its existence defies mortal understanding; the being simply is. It could be a primordial force of nature awakened to self-awareness that now inhabits the landscape or an alien intellect that whispers through proxies, omens, and idols."]],"name":"Ancient Being","page":86,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ancient Being Contact","colLabels":["d6","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Employer}. An established member of local society acts as the interface between you and the patron and provides the cover of legitimate employment. They could be a bartender, shopkeeper, local official, or noble."],["2","{@b Back-Room Dealers}. An exclusive area in an otherwise-ordinary establishment requires a password or token to gain entry. There you meet and communicate with shadowy agents of your patron."],["3","{@b Magical Message Drop}. Magically recorded messages from your contact or your patron appear in odd places. You know to check a predetermined location, such as a crack in an ancient monolith or a specific grave, for instructions."],["4","{@b Visions}. Your patron doesn't use intermediaries, instead speaking to you in dreams, omens, or visions. The being appears in your mind as you sleep, taking control of your dreams to deliver instructions that become difficult to ignore."],["5","{@b Ephemeral Echo}. Your contact never physically reveals itself to you. Perhaps it is the ghost of a dead person, an entity that appears outside the flow of time, or a projected illusion of a being that never leaves your patron's hidden sanctum."],["6","{@b The Mouthpiece}. The ancient being's voice whispers through the lips of an ordinary person. You patron might posses the body of a stranger or a party member to converse with you."]],"name":"Ancient Being Contact","page":87,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ancient Being Operative Roles","colLabels":["Role","Backgrounds"],"colStyles":["col-2","col-10"],"rows":[["Devotee","{@background Acolyte}, {@background Hermit}, {@background Noble}, {@background Outlander}, {@background Sage}"],["Infiltrator","{@background Charlatan}, {@background Criminal}, {@background Hermit}, {@background Soldier}, {@background Urchin}"],["Mouthpiece","{@background Charlatan}, {@background Entertainer}, {@background Folk Hero}, {@background Hermit}, {@background Sage}"],["Pupil","{@background Acolyte}, {@background Entertainer}, {@background Folk Hero}, {@background Guild Artisan}, {@background Sage}"],["Guardian","{@background Acolyte}, {@background Folk Hero}, {@background Hermit}, {@background Outlander}, {@background Soldier}"],["Offspring","{@5etools Any|backgrounds.html}"]],"name":"Ancient Being Operative Roles","page":88,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ancient Being Quests","colLabels":["d6","Quest"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Rescue}. A wayward agent went missing while gathering information or materials. You must discover their fate and recover them and their findings."],["2","{@b Sabotage}. You must destroy an aspect of a rival's organization, either assassinating a key minion or destroying a critical object."],["3","{@b Artifice}. Your specialized skills are instrumental to assembling components for a powerful magic ritual or object."],["4","{@b Treachery}. A high-profile minion of another powerful figure is in a position to betray their master, to the benefit of your patron. You must convince them to defect to your organization or extract them from now-hostile territory."],["5","{@b Culling}. A respected agent of your patron (possibly an ally or a mentor for your group) has been compromised. Perhaps they are defecting to a rival, attempting to seize the ancient being's power. Whatever the case, you must catch them to end their threat."],["6","{@b Astral Heist}. A powerful rival of your patron stores their secrets in a mind vault on the Astral Plane. That means they can't be tricked or coerced into revealing anything, nor can their thoughts be read. You must find the vault and travel through the rival's deadly memories to find the knowledge your patron desires."]],"name":"Ancient Being Quests","page":88,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Aristocrat Types","colLabels":["d6","Aristocrats"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Local Lord}. Convinced that power and prestige lie just around the corner, this minor lordling grasps for every opportunity to climb the ranks."],["2","{@b Merchant Mastermind}. Reputation, wealth, and power are one and the same for the head of a family with world-spanning business holdings."],["3","{@b Nomadic Princeling}. Nothing is more appealing to this princeling than treasure. Their sprawling merchant caravan trails behind their palanquin as far as the eye can see."],["4","{@b Double Dealer}. The leader of a noble family has turned against their nation, secretly opposing their liege for personal gain or ethical reasons."],["5","{@b Ambitious Entrepreneur}. The sole heir of a vast fortune, this entrepreneur seeks allies to expand their wealth in a new business on the international, global, or planar stage."],["6","{@b Future Ruler}. This young noble is destined to rule, but currently their whims are fickle and dangerous."]],"name":"Aristocrat Types","page":89,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Aristocrat Contact","colLabels":["d6","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Common Contact}. A servant with ambitions toward a title works as a go-between for your patron."],["2","{@b Professional}. A level-headed advisor or manager of your patron's business directs you in keeping their reckless employer safe."],["3","{@b Family Peacemaker}. A naive aristocrat appointed by your patron wants your assistance in keeping the peace between fractious family members, which isn't your patron's priority."],["4","{@b Intimate Connection}. A common-born confidant or lover of your patron guides you in creating circumstances to bolster the noble family's best interests."],["5","{@b Outside Insider}. An outcast noble favored by your patron works with you to uphold their family's interests despite their exile."],["6","{@b Outsider Inside}. A mysterious entity manipulates a noble family's fortunes. Through your patron, it employs you to help guide its chosen family along a centuries-long course."]],"name":"Aristocrat Contact","page":90,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Aristocrat Retainer Roles","colLabels":["Role","Backgrounds"],"colStyles":["col-2","col-10"],"rows":[["Advisor","{@background Acolyte}, {@background Charlatan}, {@background Folk Hero}, {@background Hermit}, {@background Sage}"],["Bodyguard","{@background Criminal}, {@background Folk Hero}, {@background Noble}, {@background Outlander}, {@background Soldier}"],["Informant","{@background Charlatan}, {@background Criminal}, {@background Entertainer}, {@background Sailor}, {@background Urchin}"],["House Staff","{@background Entertainer}, {@background Guild Artisan}, {@background Sailor}, {@background Soldier}, {@background Urchin}"],["Messenger","{@background Charlatan}, {@background Entertainer}, {@background Outlander}, {@background Sailor}, {@background Urchin}"],["Family Scion","{@5etools Any|backgrounds.html}"]],"name":"Aristocrat Retainer Roles","page":90,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Aristocrat Quests","colLabels":["d6","Quest"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Noble Union}. You work within multiple noble factions to unite rival families."],["2","{@b Business Breakthrough}. You track down and obtain a wonder your patron believes is the key to their financial fortunes."],["3","{@b Sabotage Rival}. You break into the business or estate of an enemy noble family and undermine their political or professional ventures."],["4","{@b Lost Lineage}. You seek evidence of a lost branch of a noble family or proof that individuals don't possess a noble pedigree."],["5","{@b Origin of Nobility}. You reveal the secret reason why certain individuals were elevated to noble status and how they will soon fulfill their purpose."],["6","{@b The New Nobility}. You recreate the remarkable event that granted today's noble families their special standing, enabling the rise of new nobles."]],"name":"Aristocrat Quests","page":90,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Syndicate Types","colLabels":["d6","Syndicate"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Thieves' Guild}. A disparate convocation of thieves, spies, smugglers, and other scoundrels controls criminal activity in a region of a city."],["2","{@b Assassin Society}. The network's livelihood is death. Members of the society hone their skills as cutthroats, poisoners, body-disposal specialists, and any other profession focused on ending lives. The society is motivated by profit or labors in service to a greater cause."],["3","{@b Magical Arms Dealer}. The syndicate has cornered the market on deadly magical devices. They offer their services and wares for a price and acquire staggering magical might for those who meet their demands."],["4","{@b Pirate Fleet}. This alliance of pirate captains is unified under a ruling captain or admiral and adheres to a strict code of honor. They converge only in response to an outside threat."],["5","{@b Body Snatchers}. The syndicate consists predominantly, if not entirely, of creatures that possess or impersonate other people. They seek to replace influential individuals throughout society with members of their ranks."],["6","{@b Thought Thieves}. These psychic criminals infiltrate their target's minds to steal secrets and disguise their existence."]],"name":"Types of Criminal Syndicates; Syndicate Types","page":91,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Syndicate Contact","colLabels":["d6","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Personal Mentor}. This longtime member of the syndicate took you under their wing when you were young and became a parental figure."],["2","{@b Clever Urchin}. An innocuous person, perhaps a beggar or menial laborer, knows all the right people and shares their connections with you."],["3","{@b Former Law Enforcement}. Your contact used to be (or maybe still is) a member of local law enforcement. They have sharp insight into the law's workings in your area and a healthy dose of paranoia for that reason."],["4","{@b Bon Vivant}. The boss of a local den of vice—whether gambling, narcotics, or other pleasures—aids you when they're not distracted by their own debauchery."],["5","{@b Traitor}. You know your contact in the syndicate has betrayed it, but they have enough clout and leverage that you don't dare cross them—yet."],["6","{@b Criminal Royalty}. Unknown to most, your contact is a member of local nobility or royalty. Why they maintain relations with the syndicate is a troubling mystery."]],"name":"Criminal Syndicate Contact; Syndicate Contact","page":92,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Criminal Syndicate Member Roles","colLabels":["Role","Backgrounds"],"colStyles":["col-2","col-10"],"rows":[["Burglar","{@background Criminal}, {@background Folk Hero}, {@background Noble}, {@background Outlander}, {@background Urchin}"],["Muscle","{@background Criminal}, {@background Entertainer}, {@background Outlander}, {@background Sailor}, {@background Soldier}"],["Con Artist","{@background Acolyte}, {@background Charlatan}, {@background Criminal}, {@background Entertainer}, {@background Noble}, {@background Urchin}"],["Cleaner","{@background Acolyte}, {@background Charlatan}, {@background Guild Artisan}, {@background Noble}, {@background Soldier}"],["Mastermind","{@background Acolyte}, {@background Criminal}, {@background Folk Hero}, {@background Noble}, {@background Sage}"],["Mole","{@5etools Any|backgrounds.html}"]],"name":"Criminal Syndicate Member Roles","page":92,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Criminal Syndicate Quests","colLabels":["d6","Quest"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Acquisition and Retrieval}. You acquire assets for the syndicate. You steal important documents or clear out locations for use as hideouts."],["2","{@b Heists}. You plan and execute elaborate robberies that require the combined skills of your team."],["3","{@b Gang Warfare}. You ensure that no other crime syndicate gains a significant foothold in your territory."],["4","{@b Enforcement}. You keep the corrupt, headstrong, and avaricious members of your syndicate in line with the goals and rules of the organization."],["5","{@b Assassination}. You dispatch prominent people—the sort who have numerous bodyguards and elaborate security systems to circumvent."],["6","{@b Topple the Powerful}. Your syndicate is criminal and your methods illegal, but your goals are righteous. You help people who are powerless against exploitation by the powerful."]],"name":"Criminal Syndicate Quests","page":93,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Guild Types","colLabels":["d6","Guild"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Crafters' Guild}. This conglomerate of artisans pools its resources and influence to ensure a steady exchange of gold for its crafts."],["2","{@b Merchant Consortium}. These entrepreneurs don't create the wares they peddle, instead specializing in linking products to prospective owners. If they don't have it, they find it."],["3","{@b Miracle Makers' Association}. The magically inclined crafters of this guild specialize in imbuing physical goods with magical effects. Rumor has it they can strip the magic from existing enchanted items and might be willing to buy or trade adventurers' spoils."],["4","{@b Moneychangers}. These merchants deal in all forms of currency, acting as bankers, loan agents, and crucial contacts for adventurers and other individuals who deal with large sums of wealth. They exchange coin for gemstones as readily as they find buyers for historical relics and recovered art."],["5","{@b Philosophical Faction}. These like-minded individuals follow specific teachings, spreading word of their expertise through their services and training."],["6","{@b Identity Traders}. These enigmatic dealers buy and sell documents, memories, and the trappings of thoroughly lived lives, selling them to those in need of the ultimate fresh start."]],"name":"Guild Types","page":93,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Guild Contact","colLabels":["d6","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b The Perfectionist}. Your contact is a skilled but obsessive creator consumed with the quest to create something perfect that will define their life's work and secure their legacy. They lose sight of right and wrong in pursuit of the finest materials and exciting opportunities."],["2","{@b Attentive Overseer}. A guild representative takes personal interest in your group's tasks. They follow your exploits and know of your adventures before you return to report. Despite the unsettling depth of their knowledge, they seem genuinely eager to shepherd your work."],["3","{@b Hidden Benefactor}. Whoever your contact is, they don't communicate directly. They send messages via couriers or letters. No one in the guild knows who the contact is, or if they do, they aren't telling you. Regardless, the contact's information is good, and they pay on time."],["4","{@b Discerning Mentor}. No matter how well you perform, or how perfect your creations, nothing is ever good enough for this contact. They point out every flaw and missed opportunity. Are they bitter, lashing out at anyone around them, or do they recognize your potential and try to push you to greatness?"],["5","{@b Golem Guide}. Your guild contact is the soul of a long-dead artisan preserved in a construct body. This golem is wise and knowledgeable, but it has difficulty grasping the passage of time and the state of the world compared to its original era."],["6","{@b Fallen Muse}. Your contact is a fallen celestial. Whether they regret their transgressions or hunger for vengeance, they provide divine inspiration and guidance to you and to the guild. Somehow your group and the guild inspire their hope for ascension."]],"name":"Guild Contact","page":94,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Guild Representative Roles","colLabels":["Role","Backgrounds"],"colStyles":["col-2","col-10"],"rows":[["Researcher","{@background Acolyte}, {@background Entertainer}, {@background Guild Artisan}, {@background Sage}"],["Negotiator","{@background Charlatan}, {@background Entertainer}, {@background Guild Artisan}, {@background Noble}, {@background Sailor}"],["Saboteur","{@background Charlatan}, {@background Criminal}, {@background Guild Artisan}, {@background Soldier}, {@background Urchin}"],["Guard","{@background Criminal}, {@background Folk Hero}, {@background Outlander}, {@background Sailor}, {@background Soldier}"],["Explorer","{@background Acolyte}, {@background Folk Hero}, {@background Guild Artisan}, {@background Outlander}, {@background Sailor}"],["Expert","{@5etools Any|backgrounds.html}"]],"name":"Guild Representative Roles","page":95,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Guild Quests","colLabels":["d6","Quest"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Deliver Goods}. You need to deliver an order to an important customer or partner of the guild. The delivery must arrive by a critical deadline—regardless of who or what tries to stop you."],["2","{@b Acquire Materials}. Your guild requires materials that are rare and difficult to procure, either for a guild project or for a paying client. Your group must gather the missing components from a dangerous location or a recalcitrant owner while outpacing a rival to the prize."],["3","{@b Eliminate a Rival}. A competitor has humiliated the guild one too many times, and it's time for that to stop. Your group is charged with assuring the rival never darkens the guild's reputation again. Can you trick them into permanent disgrace, or must you resort to more direct methods?"],["4","{@b The Masterpiece}. An exquisite work of art for an influential client, either created by your guild or acquired through agents, has gone missing. You must track down its whereabouts and secure it before time runs out and the guild suffers a penalty."],["5","{@b The Collector}. Your guild is tasked to create or acquire something wondrous for a wealthy but secretive client's collection. Guild members who previously failed to fulfill this assignment ended up missing. The collector promises to return your comrades if you provide what the collector seeks, but if you fail, you'll become part of the collection."],["6","{@b The Bill Comes Due}. Your guild master achieved their vaunted position by means of an otherworldly bargain. That price has come due, and they are desperate to avoid paying. You must defeat whatever's coming to collect the master's debt or find another acceptable payment."]],"name":"Guild Quests","page":95,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Military Force Types","colLabels":["d6","Military Organization"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Standing Army}. A standing army serves as the highly disciplined and structured guardian of a province or an entire nation. Strict tiers of command ensure coordination between branches of the force."],["2","{@b Mercenary Company}. Hard-bitten veterans of numerous conflicts, mercenaries serve an employer for coin rather than out of loyalty."],["3","{@b Expeditionary Force}. This military force is far from home, fighting behind enemy lines or striking into wild, unsettled lands. The force must be fast, self-sufficient, and either diplomatic or decisive to assure their survival."],["4","{@b Horde}. The horde is almost a force of nature, and what it lacks in discipline it makes up in ferocity. It doesn't have a rigid command structure, instead functioning like a pyramid of smaller armies. Horde commanders owe fealty to stronger leaders above them, all the way up to the warlord."],["5","{@b Planar Conscripts}. This military force battles for cosmic stakes on far-flung planes of the multiverse or fights against extraplanar invasion on the Material Plane. Warriors include conscripts pressed into service in the Blood War, fodder in the thrall of ruthless yugoloth mercenaries, or members of a glorious celestial host defending against fiendish incursion."],["6","{@b Sky Warriors}. This military force consists of winged creatures, employs magical flight, or sails airships as a sky navy. Traditional defenses are ineffective against attacks from the air, positioning the sky warriors as a fearsome nation or expensive and coveted mercenaries."]],"name":"Military Force Types","page":96,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Commanding Officer","colLabels":["d6","Officer"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Tested Veteran}. Your commander is a battle-scarred officer who experienced horrors in combat. They rely on something to dull the pain of their memories or wounds, from a favorite writer's prose to a distracting vice."],["2","{@b Taskmaster}. This angry officer yells every order, reprimands you for the smallest mistake, and fully expects you to fail at every mission you undertake. This might be tough love or simple brutishness."],["3","{@b Protective Officer}. A kindly officer is hesitant to send you into danger and constantly reminds you to be careful."],["4","{@b Bitter Soldier}. Your commander carries deep grudges against your force's enemies. They leap at any chance to do those foes harm, even if it puts your group in terrible risk."],["5","{@b Hopeful Commander}. This optimistic officer knows that a new era of peace is just over the horizon. You just need to complete these last few missions, then it should all finally be over."],["6","{@b Devout Leader}. Your commander is a person of deep faith. They believe that your success or failure lies entirely in divine hands and you are the instruments of that will."]],"name":"Military Force Contact; Commanding Officer","page":97,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Military Force Envoy Roles","colLabels":["Role","Backgrounds"],"colStyles":["col-2","col-10"],"rows":[["Combatant","{@background Criminal}, {@background Folk Hero}, {@background Outlander}, {@background Sailor}, {@background Soldier}"],["Tactician","{@background Acolyte}, {@background Folk Hero}, {@background Noble}, {@background Outlander}, {@background Sage}, {@background Soldier}"],["Medic","{@background Acolyte}, {@background Folk Hero}, {@background Hermit}, {@background Sage}, {@background Soldier}"],["Scout","{@background Hermit}, {@background Outlander}, {@background Sailor}, {@background Soldier}, {@background Urchin}"],["Provocateur","{@background Acolyte}, {@background Charlatan}, {@background Criminal}, {@background Entertainer}, {@background Noble}"],["Spy","{@5etools Any|backgrounds.html}"]],"name":"Military Force Envoy Roles","page":97,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Military Quests","colLabels":["d6","Quest"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Strike Force}. You undertake a quick, strategic, and devastating attack against an enemy force."],["2","{@b Defensive Operations}. You must preserve the safety of an important location such as a civilian population center, a supply depot, or strategically critical bridge or seaport."],["3","{@b Special Forces}. You are assigned to a covert operation behind enemy lines. This is similar to the work of a spy or an assassin but with a broader scope. You engage in equipment sabotage or execute targeted strikes against high-value targets."],["4","{@b Reconnaissance}. You gather information on enemy troop numbers, placements, movement, or supply caches and routes."],["5","{@b Seek and Destroy}. You are responsible for hunting down specific high-value and dangerous targets, which include deserters, suspected enemy special forces, or magical war machines run amok."],["6","{@b Siege}. You are assigned to initiate a siege on an enemy stronghold or help break a siege in progress on an allied fortress."]],"name":"Military Quests","page":98,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Religious Order Types","colLabels":["d6","Religious Order"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Undead Hunters}. This community of scholars and monster hunters laboriously researches the unquiet dead, tracking them to their lairs and permanently laying them to rest."],["2","{@b Devout Scholars}. This federation prizes knowledge and texts pertaining to their god. They collect rare holy books and record the life stories of miracle-working prophets."],["3","{@b Relic Collectors}. This order of archaeologist-monks seeks to fill their museum-like temple with storied holy relics."],["4","{@b Charitable Missionaries}. Adhering to the belief that religion empowers civilization, this order travels far to help the downtrodden, seeking to draw new believers by their virtuous example."],["5","{@b Militant Inquisitors}. This dogmatically rigid hierarchy seeks to stamp out all threats to their beliefs."],["6","{@b Doomsaying Evangelists}. This order believes the world is about to end. They're convinced that if they persuade everyone else of this fact they might stave off the impending doom."]],"name":"Religious Order Types","page":98,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Religious Order Contact","colLabels":["d6","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Shadow Tongue}. A mysterious speaker for your order advises your next steps but fears being discovered by a powerful rival faith."],["2","{@b Inspired Creator}. A gifted artisan conveys the will of the divine through prophetic song or artwork."],["3","{@b Mysterious Text}. The gradual translation of a secret holy text points you toward the next step of a divine destiny."],["4","{@b Fierce Inquisitor}. A severe hierarch directs you to cleanse wickedness from a region, from the order, or from within yourself."],["5","{@b Beloved Healer}. A famed healer guides you to where you'll be needed most, even if their reasons are unclear until you arrive."],["6","{@b Divinity's Voice}. Otherworldly messages direct you to undertake divine quests."]],"name":"Religious Order Contact","page":99,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Religious Order Member Roles","colLabels":["Role","Backgrounds"],"colStyles":["col-2","col-10"],"rows":[["Councilor","{@background Acolyte}, {@background Folk Hero}, {@background Hermit}, {@background Sage}, {@background Urchin}"],["Defender","{@background Acolyte}, {@background Criminal}, {@background Folk Hero}, {@background Outlander}, {@background Soldier}"],["Ascetic","{@background Acolyte}, {@background Entertainer}, {@background Hermit}, {@background Sage}, {@background Soldier}"],["Inquisitor","{@background Acolyte}, {@background Criminal}, {@background Noble}, {@background Sailor}, {@background Soldier}"],["Emissary","{@background Acolyte}, {@background Charlatan}, {@background Entertainer}, {@background Noble}, {@background Sailor}"],["Chosen One","{@5etools Any|backgrounds.html}"]],"name":"Religious Order Member Roles","page":99,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Religious Order Quests","colLabels":["d6","Quest"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Safe Escape}. A band of the faithful wandered into territory hostile to your order. You must find them and escort them to safety."],["2","{@b Relic Recovery}. You seek a lost symbol of the order discovered in a dangerous place or in the hands of an enemy."],["3","{@b Cult Hunt}. You hunt a cell of zealots dangerous to your order or mortals at large."],["4","{@b Desperate Pilgrimage}. You protect members of the order as they participate in a pilgrimage that takes them through dangerous lands."],["5","{@b Expunge Heresy}. You seek out the source of blasphemy that's taken root within the order."],["6","{@b Prevent Prophecy}. A rival order stands on the cusp of fulfilling a prophecy with deadly ramifications. You strive to undermine their blasphemous agenda."]],"name":"Religious Order Quests","page":100,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Sovereign Types","colLabels":["d6","Sovereign"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Village Elder}. The wizened leader of a community offers both civic and moral leadership."],["2","{@b Young Noble}. An ambitious noble eagerly seeks to reform society to align with a personal vision."],["3","{@b Shipwrecked Governor}. A desperate leader struggles to keep people alive in a wilderness they're not prepared to endure."],["4","{@b Ruler Returned}. A tribe's revered leader has returned from the dead and seeks to resurrect their past glories."],["5","{@b Hidden Power}. A mysterious figure manipulates the nation's puppet leader and guides the government's true agenda."],["6","{@b True Regent}. The rightful heir to the throne struggles to reclaim power from a perfect impostor."]],"name":"Sovereign Types","page":100,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Sovereign Contact","colLabels":["d6","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Intimate Confidant}. The sovereign's friend or lover seeks to aid their companion in any way possible."],["2","{@b Spymaster}. An intelligence operative attends to the nation's dirty work so the sovereign keeps their hands clean."],["3","{@b Administrator}. This severe bureaucrat disagrees with many of the sovereign's policies but takes loyal service seriously."],["4","{@b Executive Assistant}. The responsibilities of an exacting butler or other servant at the royal household far exceed their title."],["5","{@b Envoy}. A semi-retired, leisure-loving ambassador speaks in suggestion and innuendo."],["6","{@b Spectral Assembly}. A ghostly council of the nation's previous regents manifests to avert disasters."]],"name":"Sovereign Contact","page":102,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Sovereign Proxy Roles","colLabels":["Role","Backgrounds"],"colStyles":["col-2","col-10"],"rows":[["Advisor","{@background Acolyte}, {@background Folk Hero}, {@background Noble}, {@background Sage}, {@background Soldier}"],["Ambassador","{@background Charlatan}, {@background Folk Hero}, {@background Guild Artisan}, {@background Noble}, {@background Sailor}"],["Secret Agent","{@background Charlatan}, {@background Criminal}, {@background Entertainer}, {@background Soldier}, {@background Urchin}"],["Champion","{@background Criminal}, {@background Noble}, {@background Outlander}, {@background Soldier}, {@background Urchin}"],["Jester","{@background Charlatan}, {@background Criminal}, {@background Entertainer}, {@background Outlander}, {@background Urchin}"],["Confidant","{@5etools Any|backgrounds.html}"]],"name":"Sovereign Proxy Roles","page":102,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Sovereign Quests","colLabels":["d6","Quest"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b International Espionage}. You attempt to steal intelligence, national symbols, or super weapons from an enemy power."],["2","{@b Undermine Rival}. You seek to weaken or remove a rival to the regent's rule—perhaps a general, an archdruid, or a noble with a claim to the throne."],["3","{@b Expel Corruption}. You help the sovereign reform their government, rooting out institutional vices."],["4","{@b Subvert Blame}. The sovereign is caught in an embarrassing affair. Make it disappear."],["5","{@b Test Heir}. You prepare the sovereign's heir for the challenge of taking the throne."],["6","{@b Desperate Diplomacy}. You seek to make peace with a force or entity that could wipe out your nation."]],"name":"Sovereign Quests","page":102,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"colLabels":["Level","Spell","School","Conc.","Ritual","Class"],"colStyles":["col-1 text-center","col-3","col-2","col-1 text-center","col-1 text-center","col-5"],"rows":[["0","{@spell Booming Blade|TCE}","Evocation","No","No","Artificer, Sorcerer, Warlock, Wizard"],["0","{@spell Green-Flame Blade|TCE}","Evocation","No","No","Artificer, Sorcerer, Warlock, Wizard"],["0","{@spell Lightning Lure|TCE}","Evocation","No","No","Artificer, Sorcerer, Warlock, Wizard"],["0","{@spell Mind Sliver|TCE}","Enchantment","No","No","Sorcerer, Warlock, Wizard"],["0","{@spell Sword Burst|TCE}","Conjuration","No","No","Artificer, Sorcerer, Warlock, Wizard"],["1st","{@spell Tasha's Caustic Brew|TCE}","Evocation","Yes","No","Artificer, Sorcerer, Wizard"],["2nd","{@spell Summon Beast|TCE}","Conjuration","Yes","No","Druid, Ranger"],["2nd","{@spell Tasha's Mind Whip|TCE}","Enchantment","No","No","Sorcerer, Wizard"],["3rd","{@spell Intellect Fortress|TCE}","Abjuration","Yes","No","Artificer, Bard, Sorcerer, Warlock, Wizard"],["3rd","{@spell Spirit Shroud|TCE}","Necromancy","Yes","No","Cleric, Paladin, Warlock, Wizard"],["3rd","{@spell Summon Fey|TCE}","Conjuration","Yes","No","Druid, Ranger, Warlock, Wizard"],["3rd","{@spell Summon Shadowspawn|TCE}","Conjuration","Yes","No","Warlock, Wizard"],["3rd","{@spell Summon Undead|TCE}","Necromancy","Yes","No","Warlock, Wizard"],["4th","{@spell Summon Aberration|TCE}","Conjuration","Yes","No","Warlock, Wizard"],["4th","{@spell Summon Construct|TCE}","Conjuration","Yes","No","Artificer, Wizard"],["4th","{@spell Summon Elemental|TCE}","Conjuration","Yes","No","Druid, Ranger, Wizard"],["5th","{@spell Summon Celestial|TCE}","Conjuration","Yes","No","Cleric, Paladin"],["6th","{@spell Summon Fiend|TCE}","Conjuration","Yes","No","Warlock, Wizard"],["6th","{@spell Tasha's Otherworldly Guise|TCE}","Transmutation","Yes","No","Sorcerer, Warlock, Wizard"],["7th","{@spell Dream of the Blue Veil|TCE}","Conjuration","No","No","Bard, Sorcerer, Warlock, Wizard"],["9th","{@spell Blade of Disaster|TCE}","Conjuration","Yes","No","Sorcerer, Warlock, Wizard"]],"name":"Spells","page":105,"source":"TCE","chapter":{"name":"Magical Miscellany","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Magic Themes","colLabels":["d10","Theme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Book pages, origami, quills, and ink, all accompanied by rustling sounds and library scents"],["2","Brine-scented shapes of sharks, jellyfish, octopi, and other sea creatures"],["3","Food or utensils that carry the scent of cuisine from the spellcaster's homeland"],["4","Rich, copper scents accompanied by what appears to be the caster's own imbalanced humors"],["5","Bursts and strokes of watercolor painted by an invisible brush"],["6","Transparent weapons, armor, miniature war machines, and phantom soldiers"],["7","Golden rays that carry faint warmth and the hint of windblown sand"],["8","Rowdy barnyard animals accompanied by the warm scents of coops and stables"],["9","Manifestations of deep emotions, like the faint shackles of melancholy, sepia shades of nostalgia, or heart-shaped bursts of affection"],["10","Tiny whimsical or fearsome beings from the spellcaster's inescapable, recurring dreams"]],"name":"Personalizing Spells; Magic Themes","page":116,"source":"TCE","chapter":{"name":"Magical Miscellany","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Magic Items","colLabels":["Rarity","Item","Attunement"],"colStyles":["col-2 text-center","col-7 text-center","col-3 text-center"],"rows":[["Common","{@item Illuminator's Tattoo|TCE}","Yes"],["Common","{@item Masquerade Tattoo|TCE}","Yes"],["Common","{@item Prosthetic Limb|TCE}","No"],["Common+","{@item Spellwrought Tattoo|TCE}","No"],["Uncommon+","{@item +1 All-Purpose Tool|TCE|All-Purpose Tool}","Yes"],["Uncommon+","{@item +1 Amulet of the Devout|TCE|Amulet of the Devout}","Yes"],["Uncommon+","{@item +1 Arcane Grimoire|TCE|Arcane Grimoire}","Yes"],["Uncommon+","{@item Barrier Tattoo (small)|TCE|Barrier Tattoo}","Yes"],["Uncommon+","{@item +1 Bloodwell Vial|TCE|Bloodwell Vial}","Yes"],["Uncommon","{@item Coiling Grasp Tattoo|TCE}","Yes"],["Uncommon","{@item Eldritch Claw Tattoo|TCE}","Yes"],["Uncommon","{@item Feywild Shard|TCE}","Yes"],["Uncommon","{@item Guardian Emblem|TCE}","Yes"],["Uncommon+","{@item +1 Moon Sickle|TCE|Moon Sickle}","Yes"],["Uncommon","{@item Nature's Mantle|TCE}","Yes"],["Uncommon+","{@item +1 Rhythm-Maker's Drum|TCE|Rhythm-Maker's Drum}","Yes"],["Rare","{@item Alchemical Compendium|TCE}","Yes"],["Rare","{@item Astral Shard|TCE}","Yes"],["Rare","{@item Astromancy Archive|TCE}","Yes"],["Rare","{@item Atlas of Endless Horizons|TCE}","Yes"],["Rare","{@item Bell Branch|TCE}","Yes"],["Rare","{@item Devotee's Censer|TCE}","Yes"],["Rare","{@item Duplicitous Manuscript|TCE}","Yes"],["Rare","{@item Elemental Essence Shard|TCE}","Yes"],["Rare","{@item Far Realm Shard|TCE}","Yes"],["Rare","{@item Fulminating Treatise|TCE}","Yes"],["Rare","{@item Heart Weaver's Primer|TCE}","Yes"],["Rare","{@item Libram of Souls and Flesh|TCE}","Yes"],["Rare","{@item Lyre of Building|TCE}","Yes"],["Rare","{@item Outer Essence Shard|TCE}","Yes"],["Rare","{@item Planecaller's Codex|TCE}","Yes"],["Rare","{@item Protective Verses|TCE}","Yes"],["Rare","{@item Reveler's Concertina|TCE}","Yes"],["Rare","{@item Shadowfell Brand Tattoo|TCE}","Yes"],["Rare","{@item Shadowfell Shard|TCE}","Yes"],["Very Rare","{@item Absorbing Tattoo|TCE}","Yes"],["Very Rare","{@item Cauldron of Rebirth|TCE}","Yes"],["Very Rare","{@item Crystalline Chronicle|TCE}","Yes"],["Very Rare","{@item Ghost Step Tattoo|TCE}","Yes"],["Very Rare","{@item Lifewell Tattoo|TCE}","Yes"],["Legendary","{@item Blood Fury Tattoo|TCE}","Yes"],["Artifact","{@item Baba Yaga's Mortar and Pestle|TCE}","Yes"],["Artifact","{@item Crook of Rao|TCE}","Yes"],["Artifact","{@item Demonomicon of Iggwilv|TCE}","Yes"],["Artifact","{@item Luba's Tarokka of Souls|TCE}","Yes"],["Artifact","{@item Mighty Servant of Leuk-o|TCE}","Yes"],["Artifact","{@item Teeth of Dahlver-Nar|TCE}","Yes"]],"name":"Magic Items","page":117,"source":"TCE","chapter":{"name":"Magical Miscellany","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Magic Tattoo Coverage","colLabels":["Tattoo Rarity","Area Covered"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Common","One hand or foot or a quarter of a limb"],["Uncommon","Half a limb or the scalp"],["Rare","One limb"],["Very Rare","Two limbs or the chest or upper back"],["Legendary","Two limbs and the torso"]],"name":"Magic Tattoos; Magic Tattoo Coverage","page":118,"source":"TCE","chapter":{"name":"Magical Miscellany","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Party Origin","colLabels":["d6","Origin Story"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The characters grew up in the same place and have known each other for years."],["2","The characters have united to overcome a foe."],["3","The characters were brought together by a common benefactor who wishes to sponsor their adventures."],["4","A funeral brings the characters together."],["5","A festival brings the characters together."],["6","The characters find themselves trapped together."]],"name":"Party Formation; Party Origin","page":139,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Monster Research","colLabels":["Type","Suggested Skills"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Aberration","{@skill Arcana}"],["Beast","{@skill Animal Handling}, {@skill Nature}, or {@skill Survival}"],["Celestial","{@skill Arcana} or {@skill Religion}"],["Construct","{@skill Arcana}"],["Dragon","{@skill Arcana}, {@skill History}, or {@skill Nature}"],["Elemental","{@skill Arcana} or {@skill Nature}"],["Fey","{@skill Arcana} or {@skill Nature}"],["Fiend","{@skill Arcana} or {@skill Religion}"],["Giant","{@skill History}"],["Humanoid","{@skill History}"],["Monstrosity","{@skill Nature} or {@skill Survival}"],["Ooze","{@skill Arcana} or {@skill Survival}"],["Plant","{@skill Nature} or {@skill Survival}"],["Undead","{@skill Arcana} or {@skill Religion}"]],"name":"Monster Research","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Aberrations","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The brain or other organs of a rare creature"],["2","Flattery and obsequiousness"],["3","Secrets or lore it doesn't already know"],["4","Accepting a strange, organic graft onto your body"]],"name":"Monsters' Desires; Aberrations","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Beasts","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Fresh meat"],["2","A soothing melody"],["3","Brightly colored beads, cloth, feathers, or string"],["4","An old stuffed animal or other soft trinket"]],"name":"Monsters' Desires; Beasts","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Celestials","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The tale of a heroic figure"],["2","An oath to do three charitable deeds before dawn"],["3","The crown of a defeated tyrant"],["4","A holy relic or treasured family heirloom"]],"name":"Monsters' Desires; Celestials","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Constructs","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Oil to apply to the construct's joints"],["2","A magic item with charges, to be used as fuel"],["3","A vessel infused with elemental power"],["4","Adamantine or mithral components"]],"name":"Monsters' Desires; Constructs","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Dragons","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Gold or gems"],["2","Anything from a draconic rival's hoard"],["3","An antique passed down at least three generations"],["4","A flattering artistic depiction of the dragon"]],"name":"Monsters' Desires; Dragons","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Elementals","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A gem worth at least 50 gp, which the creature eats"],["2","An exceedingly pure sample of a favored element"],["3","A way to return the elemental to its home plane"],["4","Performing a dance from the elemental's home plane"]],"name":"Monsters' Desires; Elementals","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Fey","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The memory of your first kiss"],["2","The color of your eyes"],["3","An object of deep sentimental value to you"],["4","Reciting a sublime poem"]],"name":"Monsters' Desires; Fey","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Fiends","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Your soul"],["2","A desecrated holy object"],["3","Blood from a living or recently slain loved one"],["4","Breaking a sacred promise in the fiend's presence"]],"name":"Monsters' Desires; Fiends","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Giants","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A dwarf admitting giant-craft to be superior to dwarf-craft"],["2","A strong working animal"],["3","Multiple barrels of ale"],["4","Treasure stolen from a rival giant"]],"name":"Monsters' Desires; Giants","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Humanoids","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Promising to find a lost item of great importance to their culture"],["2","Challenging them to a type of friendly contest, such as dancing, singing, or drinking"],["3","Recovering something they've lost"],["4","Information on a foe's secrets or weaknesses"]],"name":"Monsters' Desires; Humanoids","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Monstrosities","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Dislodging the stuck scraps of the creature's last meal"],["2","The creature's favorite food"],["3","Driving off the creature's rival"],["4","Making movements that mimic the monster's mating dance"]],"name":"Monsters' Desires; Monstrosities","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Oozes","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A vial of putrid liquids"],["2","A cloth bearing a noxious odor"],["3","Bones or metal, which the ooze promptly absorbs"],["4","A gallon of any effervescent fluid"]],"name":"Monsters' Desires; Oozes","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Plants","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A pound of mulch"],["2","Water from a spring infused with Feywild energy"],["3","Clearing invasive vegetation from the creature's territory"],["4","Destroying all axes and fire-making implements the party carries"]],"name":"Monsters' Desires; Plants","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Undead","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A vial of blood"],["2","A personal memento from the creature's past"],["3","Materials, tools, or the skills to sun-proof a crumbling mausoleum"],["4","Completing a task the creature was unable to finish in life"]],"name":"Monsters' Desires; Undead","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Blessed Radiance Effects","colLabels":["d100","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–06","Golden light fills a 20-foot-radius, 40-foot-high cylinder centered on one character in the region and then fades. That character and their friends in the cylinder gain the benefits of the {@spell divine favor} spell for 1 hour."],["07–12","Radiant energy erupts in a 10-foot-radius sphere centered on one random creature in the region. Each creature in the sphere that isn't undead regains {@dice 3d6} hit points. Each undead creature in the sphere takes {@dice 3d6} radiant damage."],["13–18","Aberrations, fiends, and undead in the region have disadvantage on attack rolls and ability checks for the next 24 hours."],["19–24","Each creature carrying the holy symbol of a deity from a non-evil plane while in the region gains advantage on saving throws for the next 24 hours."],["25–30","One character in the region is suffused with celestial power. For 1 minute, the character's melee attacks deal an extra {@dice 2d6} radiant damage on a hit."],["31–36","One {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon} that is nonmagical and carried by one character in the region gains the properties of a {@item mace of disruption} for 24 hours."],["37–42","A flying, gleaming sword (use the {@creature flying sword} stat block in the {@book Monster Manual|MM}) appears within 60 feet of an aberration, a fiend, or an undead, which becomes the sword's target. The sword deals radiant damage instead of slashing damage and knows the exact location of its target while the target is within the region. The sword vanishes when it or its target is reduced to 0 hit points."],["43–48","One character in the region hears whispers from celestial beings or refrains of celestial choirs. The character can ask those voices one question as if using the {@spell commune} spell."],["49–54","Aberrations, fiends, and undead in the region give off a crimson glow for 1 minute. The creatures shed dim light in a 10-foot radius, attacks against them have advantage if the attacker can see them, and the creatures can't benefit from being {@condition invisible}."],["55–60","Celestial power explodes in a 30-foot-radius sphere of divine light centered on an aberration, a fiend, or an undead creature within the region. Each creature in the sphere must make a DC 15 Constitution saving throw. On a failure, the creature takes {@dice 4d6} radiant damage and is {@condition blinded}. On a success, it takes half damage and isn't {@condition blinded}."],["61–66","One character in the region feels a profound sense of purpose and gains the benefit of the {@spell bless} spell for 1 minute. They can choose two other creatures they can see to gain the spell's benefits as well."],["67–72","A booming voice thunders in Celestial and can be heard throughout the region. Each creature in the region must make a DC 15 Constitution saving throw. On a success, the creature gains {@dice 2d10} temporary hit points. On a failure, the creature is {@condition deafened} for 1 minute."],["73–78","One character in the region gains the ability to cure afflictions for 1 hour. As an action, they can cast {@spell lesser restoration} or {@spell greater restoration} without expending a spell slot and requiring no material components."],["79–84","The effects of a {@spell hallow} spell (save DC 17), with one of its extra effects (DM's choice), settle over the region for 24 hours."],["85–90","An angelic voice rings throughout the region. Each creature there must succeed on a DC 15 Wisdom saving throw or perform the grovel option of the {@spell command} spell."],["91–95","One character in the region permanently gains resistance to necrotic damage. Reroll if you've already rolled this effect."],["96–00","One character in the region gains the ability to use the {@classFeature Divine Intervention|Cleric||10} cleric feature, which succeeds automatically. The character can use the feature granted in this way only once and must use it within 7 days. Reroll if you've already rolled this effect."]],"name":"Blessed Radiance Effects","page":150,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Far Realm Effects","colLabels":["d100","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–09","A structure in the region whispers faintly. Any creature within 60 feet of the structure that can hear it must succeed on a DC 12 Wisdom saving throw or be {@condition charmed}. While {@condition charmed} in this way, the creature must move toward the source of the whispering, avoiding obvious hazards. When it reaches the source, it is {@condition incapacitated}. The creature can repeat the saving throw when it takes damage and at the end of every hour, ending the effect on itself on a success."],["10–18","An elder evil turns its attention to the region, imposing the pressure of its unfathomable presence upon the place. Any creature that finishes a rest in the region must succeed on a DC 12 Charisma saving throw, or it gains no benefit from finishing the rest. It instead finds strange scrawls, stacked stones, or its belongings arranged in intricate, abstruse patterns nearby."],["19–27","Local plants and animals share a malevolent intelligence. Roll a {@dice d6}. On a 1–2, an {@spell insect plague} spell is centered on one random creature in the region. On a 3–4, {@dice 1d4} {@creature Swarm of Ravens||swarms of ravens} and {@dice 1d4} {@creature Swarm of Rats||swarms of rats} gather and attack any other creatures in the region. On a 5–6, a {@creature treant} (in forested terrain) or a {@creature galeb duhr} (in rockier terrain) attacks."],["28–36","Distance no longer functions in a comprehensible manner within the region. Creatures make ranged attack rolls with disadvantage, and the range of those attacks is halved."],["37–45","The landscape melts into a mass of writhing flesh, eyes, and fanged mouths. From an unoccupied space in the fleshy ground arise {@dice 1d4 + 5} {@creature Gibbering Mouther||gibbering mouthers} that attack anyone in sight."],["46–54","Unintelligible murmurings threaten to overcome the mind of one random creature within the region. At the start of the creature's turn, it must succeed on a DC 13 Intelligence saving throw or use its action to make one melee attack against the nearest creature it can see. If there are no other creatures within reach, the target spends its action babbling."],["55–63","Bizarre appendages squirm beneath the ground and around trees or other structures within this region. Dozens of limbs burst forth, entangling anyone within a 30-foot sphere surrounding one random creature. Each creature in the sphere must succeed on a DC 14 Dexterity saving throw or take {@dice 3d6} bludgeoning damage and be {@condition restrained}. Any creature that ends its turn in the area takes {@dice 3d6} bludgeoning damage. A creature can free itself or someone else within reach from being {@condition restrained} in this way by using an action to make a successful DC 14 Strength or Dexterity check (its choice)."],["64–72","Creatures in the region can't leave it and find themselves covering the same ground over and over. By the time they realize this, {@dice 2d10} hours have passed, during which they have made no progress in their effort to leave. The effect then ends, and each creature must succeed on a DC 10 Constitution saving throw or gain 1 level of {@condition exhaustion}."],["73–79","One random creature in the region hears strange whispers and must succeed on a DC 14 Wisdom saving throw or become {@condition charmed}. While {@condition charmed} in this way, the creature focuses on copying the blasphemous designs that appear in its mind using whatever medium it has available (ink, charcoal, mud, or its own blood). Unless {@condition restrained}, the creature completes the designs in 1 hour of work. When the creature finishes its work, it is no longer {@condition charmed}, and a {@creature death slaad} appears within 30 feet of it and attacks anyone in sight."],["80–85","Natural features and structures in this region writhe to spell out words and form strange symbols. Any creature that tries to read the messages must make a DC 20 Intelligence ({@skill Arcana}) check. On a success, the creature gains insight as if it had cast the {@spell contact other plane} spell. On a failure, the creature is affected as if it failed a saving throw against the {@spell confusion} spell. This effect ends at the end of the creature's next turn."],["86–90","In this region, circular things (such as buttons, crystal balls, the sun, and so on) seem appallingly wrong. One random creature that starts its turn in this region must succeed on a DC 14 Intelligence saving throw or spend their turn loudly trying to destroy these objects."],["91–95","Glaring eyes, which weep viscid tears, appear on inanimate objects throughout the region. These eyes watch the characters, and creatures within the region can't be {@status surprised} by the characters for as long as the eyes exist. An eye closes and disappears if it takes any damage. Reroll if you've already rolled this effect."],["96–00","A tear in reality creates a rift in the region, similar to the spell {@spell gate}, that passes through the Far Realm and connects with a random plane. Any creature that enters the rift takes {@dice 10d10} psychic damage from the horrors of the Far Realm and appears in an empty space closest to the rift's opening on another random plane. The rift vanishes after {@dice 2d10 + 2} hours."]],"name":"Far Realm Effects","page":152,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Haunted Effects","colLabels":["d100","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–05","A violent thunderstorm begins, centered over the region. It doesn't end until the party leaves the region."],["06–10","A random building in the region gains the benefits of the {@spell guards and wards} spell (save DC 13) for the next 24 hours."],["11–15","A mundane part of one random character's surroundings—perhaps a tree bole or a taxidermied animal head—animates for 1 minute and whispers a warning or threatens to reveal one of the character's secrets."],["16–20","All bright light weakens to dim light for 24 hours. Sources that provide dim light, such as candles, do not shed any light."],["21–25","The temperature in the region drops by 10 degrees Fahrenheit every hour for the next {@dice 1d6} hours, after which the temperature returns to normal. If cold enough, ice crystals form in sinister patterns."],["26–30","One random creature's shadow acts independently for the next 24 hours. The shadow acts out of sync with its owner, perhaps dramatically choking or trying to murder another shadow."],["31–35","After the next sunset, the sun doesn't rise again for 36 hours. During this time, the sky over the region might hold a crimson moon, be obscured by roiling fog, or display blinking, alien stars."],["36–40","During the next night, one random sleeping creature vanishes and reappears approximately a foot beneath where they were sleeping—typically buried in undisturbed dirt or in a space beneath floorboards. The creature or someone else can free it with a successful DC 13 Strength ({@skill Athletics}) check."],["41–45","One random creature in the region is targeted by the {@spell levitate} spell (save DC 15) for 1 minute."],["46–50","A nonviolent but unsettling {@creature ghost}—perhaps a pet, an accident-prone child, or a dismembered big toe—appears and follows one random creature for 24 hours before vanishing. The ghost vanishes if reduced to 0 hit points."],["51–55","One player character's appearance changes for the next 24 hours to reflect the region's haunted history. For example, they might manifest the distinctive facial scar associated with a notorious tyrant who died in the region."],["56–60","For the next 24 hours, any humanoid killed in the region rapidly decomposes and rises as a {@creature skeleton} {@dice 1d10} minutes after dying."],["61–65","Over the next 24 hours, whenever any creature is wounded, its blood (or similar fluid) spreads to form a short message or grisly tableau."],["66–70","A spirit inhabits one character's {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon}, making it a sentient magic item until the character leaves the region. Randomly generate the item's properties as described in the \"{@book Sentient Magic Items|DMG|-1}\" section of the {@book Dungeon Master's Guide|DMG}."],["71–75","A spectral force manifests to one character in the region, allowing them to ask one question and receive a short answer as through the {@spell augury} spell. The force manifests as a planchette moving on a talking board, writing on foggy glass, or insects swarming to create messages."],["76–80","During the next night, one sleeping character in the region receives a vision as if the target of the {@spell dream} spell. The dream is brief and unsettling, revealing some element of the environment's history and putting the character in the place of someone who suffered a grim fate there."],["81–85","A coffin or small enclosed space in the region—perhaps an antique box, stone cairn, or tree stump sealed with rocks—radiates palpable malice. The first time a creature opens it, roll a die. If you roll an even number, the creature receives a terrible vision and is {@condition frightened} of all creatures for the next 24 hours. If you roll an odd number, an {@creature avatar of death|DMG} appears and attacks as though summoned by the Skull card from a {@item deck of many things}."],["86–90","Over the next 24 hours, whenever any creature in the region regains hit points from a spell, the healing magic leaves scars. This might be accompanied by a purging of black bile or a spectral force tearing free from the creature. These scars can be removed only by {@spell greater restoration} or {@spell wish}."],["91–95","For 24 hours, a luminous wisp of vapor floats above a corpse or grave in the region. If the wisp is put in a container, a creature holding the receptacle can cast the {@spell resurrection} spell once, requiring no components and causing the wisp to vanish. Any creature returned to life in this way experiences strange dreams."],["96–00","A mysterious mist rises from the shadows. This dense fog heavily obscures everything in a 50-foot-radius sphere around one random creature in the region. Any creature that starts its turn in the mist must succeed on a DC 10 Constitution saving throw or gain 1 level of {@condition exhaustion}. This {@condition exhaustion} can't be removed while the creature is in the mist. Additionally, creatures notice unsettling sights through the fog, such as ominous ruins or soundless silhouettes fleeing pursuit. The mists can't be dispersed by any wind, but clear after 1 minute."]],"name":"Haunted Effects","page":154,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Infested Effects","colLabels":["d100","Infested Effects"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–05","Intense buzzing or grinding noises fill the region for the next 24 hours. With the exception of truly cacophonous sounds, creatures can only hear speech and noises that originate within 10 feet of them."],["06–10","A mass migration of insects begins, with waves of Tiny bugs crawling over everything in the region. Creatures cannot take a short or long rest in the region for the next 24 hours."],["11–15","A swarm of bioluminescent flies converges on one random creature in the region. For the next minute, the creature sheds dim light in a 10-foot radius, any attack against it has advantage if the attacker can see it, and the creature can't benefit from being {@condition invisible}."],["16–20","A boil of termites bursts from the ground, along with dozens of bones and a treasure of the DM's choice (see \"{@book Random Treasure|DMG|7|Random Treasure}\" in the {@book Dungeon Master's Guide|DMG})."],["21–25","A cricket-shaped creature with the statistics of a {@creature cat} bounds up to one random creature and follows it like an affectionate pet for 24 hours before scampering off."],["26–30","A cluster of {@dice 1d4 + 2} faintly glowing grubs appears in an unoccupied space within 30 feet of the party. Any creature that consumes one of these succulent grubs receives the benefits of a {@item potion of healing}."],["31–35","A large, psychedelically colored moth flies over the party, dusting the characters with strange powder. Creatures the moth flies over must succeed on a DC 16 Constitution saving throw or be {@condition charmed} by all creatures for 1 hour."],["36–45","The region is choked with wispy webbing, which acts as {@quickref difficult terrain||3}."],["46–50","Nearly every surface is covered with discarded cicadae-like shells that crunch loudly when trod upon, imposing disadvantage on Dexterity ({@skill Stealth}) checks made while moving across them. The shells vanish after 1 hour."],["51–55","A massive, bloated maggot emerges from the ground within 10 feet of the party and bursts, covering the ground with ichor in a 10-foot square centered on it. This region is affected by the {@spell grease} spell (save DC 13) for 1 minute."],["56–60","The ground opens up beneath one random creature, creating a {@book quicksand|DMG|5|Quicksand} pit (see the {@book Dungeon Master's Guide|DMG})."],["61–65","One random creature in the region must succeed on a DC 16 Constitution saving throw or contract the {@disease Sight Rot||sight rot disease} (see the {@book Dungeon Master's Guide|DMG}) from minute parasites."],["66–70","Dung-colored bugs cover the ground. Creatures that move at half their normal walking speed can ignore the bugs. Those that move faster must succeed on a DC 16 Constitution saving throw or become {@condition poisoned} until the start of their next turn. A creature {@condition poisoned} in this way has its speed reduced to 0, as it is overcome by the squashed insects' foul smell. Creatures that don't need to breathe automatically succeed on this saving throw."],["71–75","One of the characters in the region must succeed on a DC 15 Wisdom saving throw or be transformed into a giant spider, as if by the {@spell polymorph} spell. The spell lasts for 1 hour or until dispelled."],["76–80","One random creature in the region must succeed on a DC 16 Constitution saving throw, or it acquires a ravenous silverfish infestation among its gear. The infestation is discovered the next time the creature finishes a short or long rest. If the creature has any paper material, the silverfish destroy one random book or other paper item that isn't magical."],["81–85","One random creature in the region must succeed on a DC 16 Constitution saving throw or become host to a particularly aggressive tapeworm. The affected creature gains no benefit from eating until it receives treatment that removes a disease. A creature immune to disease automatically succeeds on this saving throw."],["86–90","Biting mites infest creatures' clothing in the region. Any creature wearing medium or heavy armor has disadvantage on attack rolls, ability checks, and saving throws for the next 24 hours."],["91–95","Tiny arachnids invade unattended spaces. The next time one random creature in the region dons its clothing or armor after finishing a long rest, it must succeed on a DC 16 Constitution saving throw or take 11 ({@dice 2d10}) poison damage."],["96–00","Countless tiny, bloodsucking insects infest the region for the next {@dice 1d6} hours. Every hour, each creature in the region must succeed on a DC 10 Constitution saving throw or gain 1 level of {@condition exhaustion}. The insects don't affect creatures that are immune to disease."]],"name":"Infested Effects","page":156,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Mirror Zone Effects","colLabels":["d100","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–06","Creatures in the region begin to display features other than their own for the next 24 hours. During that time, affected creatures have advantage on Charisma ({@skill Deception}) checks and ability checks made to disguise themselves."],["07–12","The {@spell hallucinatory terrain} spell (save DC 15) affects the natural terrain of the region, changing it into a different kind of terrain (DM's choice)."],["13–18","One random creature in the region gains the benefits of the {@spell blink} spell for 1 minute, shimmering with overlapping shattered reflections."],["19–24","Creatures in the region don't cast reflections. Wisdom ({@skill Insight}) checks made against those creatures have disadvantage, and the creatures have disadvantage on Charisma ({@skill Persuasion}) checks made against anyone who notices their lack of {@creature reflection|TCE}. When they leave the region, creatures regain their reflections, and the effect ends."],["25–34","Reflections of {@dice 1d4} creatures in the region emerge from mirrors and attack. The {@creature reflection|TCE|reflections} are two-dimensional, shimmering versions of the creatures that cast them. Treat the reflections as {@creature Shadow||shadows} that are fey instead of undead and vulnerable to bludgeoning damage instead of radiant."],["35–40","One character in the region gains the benefit of the {@spell mirror image} spell. The images created sometimes move or speak of their own volition."],["41–46","For the next 24 hours, certain wounds caused in the region attract spectral slivers of glass that cause extra damage. Any creature, other than a construct or an undead, hit by an attack that deals piercing or slashing damage begins to bleed, losing {@dice 1d4} hit points at the start of each of its turns. If the bleeding creature is hit by another such attack, the bleeding increases by {@dice 1d4}. Any creature can take an action to stanch the wound with a successful DC 10 Wisdom ({@skill Medicine}) check. The bleeding also stops if the target receives magical healing."],["47–52","Mirrors and other highly reflective surfaces allow magical transport while in the region. Any creature that touches its {@creature reflection|TCE} in an object that it isn't wearing or carrying can immediately cast the {@spell misty step} spell, requiring no components."],["53–58","One character can cast the {@spell scrying} spell (save DC 17) once within the next 24 hours, requiring no components but using a mirror or other reflective surface."],["59–64","The skin of one random creature in the region becomes silvery and reflective for the next 24 hours. For the duration, that creature has advantage on saving throws against spells, and spell attacks have disadvantage against that creature."],["65–70","A longsword or shortsword with a blade made of a jagged mirror appears in an unoccupied space within 60 feet of a random creature in the region. The weapon is a {@item sword of wounding} (see the {@book Dungeon Master's Guide|DMG}). If the weapon's wielder rolls a 1 or 20 on an attack roll using the weapon, the weapon shatters and is destroyed after that attack."],["71–76","For the next 24 hours, when anyone in the region hits a creature with an attack roll and deals damage to it, the attacker must succeed on a DC 13 Charisma saving throw or take force damage equal to half the damage dealt."],["77–82","Two shimmering, vertical, reflective disks of energy appear in unoccupied spaces in the region for 1 minute. Each is 6 feet in diameter and floats 1 foot above the ground. One appears in an unoccupied space within 30 feet of the party. Any creature that moves through the disk instantly appears within 5 feet of the other disk or the nearest unoccupied space."],["83–88","The next time one character in the party sees their {@creature reflection|TCE} in the region, that {@creature reflection|TCE} of comes to life and engages its counterpart in conversation. It offers to answer one question posed to it as if the creature cast the {@spell divination} spell. After answering the question, the {@creature reflection|TCE} returns to normal."],["89–94","Floating shards of broken mirrors swirl through the region, showing reflections of creatures and places that aren't present, for the next minute before vanishing. On initiative count 20 (losing all ties), the shards make a ranged weapon attack (+6 to hit) against one random creature in the region. On a hit, the target takes 10 ({@dice 3d6}) slashing damage."],["95–00","A duplicate of one random creature in the region appears in an unoccupied space within 30 feet of that creature. The duplicate's appearance, game statistics, and equipment are identical to the creature's. The duplicate immediately attacks the creature, seeking to slay it. If the duplicate dies, it and all its equipment shatter into mirror shards. If the duplicate fails to slay the creature within 1 hour, the duplicate vanishes."]],"name":"Mirror Zone Effects","page":157,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Psychic Resonance Effects","colLabels":["d100","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–06","One random creature in the region gains the ability to cast the {@spell detect thoughts} spell (save DC 13) once over the next 24 hours, requiring no components. Intelligence is the spellcasting ability for this spell."],["07–12","One random creature in the region is affected by the {@spell mind blank} spell for the next 24 hours."],["13–18","For 1 minute on initiative count 20 (losing all ties), Tiny and Small objects in the region that aren't being worn or carried are flung by an unseen force. One random creature in the region must succeed on a DC 15 Dexterity saving throw or take {@dice 2d4} bludgeoning damage from the flung objects."],["19–24","Memories become sharp and clear for 1 hour. During this time, each creature in the region adds double its proficiency bonus to Intelligence checks made to recall information."],["25–34","Headaches and nosebleeds plague humanoids in the region, imposing disadvantage on Wisdom ({@skill Perception}) checks for 1 hour."],["35–40","Psychic power builds in the mind of one random creature in the region. Once within the next minute, the creature can use a bonus action to magically assault the mind of another creature it can see. The target must succeed on a DC 14 Intelligence saving throw or take {@dice 4d10} psychic damage."],["41–46","Lurking fears become nightmares. Any creature that finishes a short or long rest in the region must succeed on a DC 10 Wisdom saving throw or gain no benefit for finishing the rest."],["47–52","For 1 hour, each creature in the region gains the ability to communicate telepathically with any creature it can see within 60 feet. If the target understands any languages, it can respond telepathically."],["53–58","One random creature in the region can sense the presence of nearby minds for 1 hour. For the duration, the creature gains advantage on Wisdom ({@skill Perception}) checks made to locate other creatures within 120 feet of it, even creatures behind total cover."],["59–64","Creatures in the region suffer from disjointed thoughts and difficulty concentrating for 1 hour. For the duration, creatures have disadvantage on Intelligence checks and Constitution saving throws to maintain concentration on spells."],["65–70","One random creature in the region hears strange whispers in its mind. The whispers are fragments of thoughts from other creatures nearby. The creature has advantage on Wisdom ({@skill Insight}) checks for 1 hour."],["71–76","One random creature in the region gains the ability to cast the {@spell telekinesis} spell (save DC 15) once over the next 24 hours, requiring no components. Intelligence is the spellcasting ability for this spell."],["77–82","Thoughts in the region attract ambient psychic energy, forming protective fields around creatures' minds. Creatures in the region gain resistance to psychic damage for the next hour."],["83–88","For 1 minute on initiative count 20 (losing all ties), one random creature in the region must succeed on a DC 15 Intelligence saving throw or take {@dice 2d6} psychic damage."],["89–94","Compassion and joy fill the mind of one random creature in the region for 1 minute. For the duration, the creature has advantage on Intelligence, Wisdom, and Charisma saving throws, and disadvantage on attack rolls."],["95–00","The mind of every beast in the region is flooded with psychic energy. This energy causes each beast's Intelligence score to become 10, if it wasn't already higher, and the beast gains the ability to speak Common and Sylvan fluently. These changes are permanent."]],"name":"Psychic Resonance Effects","page":160,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Unraveling Magic Effects","colLabels":["d100","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–05","All magic items in the region temporarily lose their magical properties, becoming nonmagical for 1 hour. Artifacts are unaffected. When the items regain their magic, a creature's attunement to any of them is restored."],["06–10","The region becomes a dead-magic zone for 1 hour. For the duration, the entire region is affected by the {@spell antimagic field} spell."],["11–15","One random creature in the region must succeed on a DC 15 Dexterity saving throw or be enclosed in {@spell Otiluke's resilient sphere} for 1 minute."],["16–20","One random creature in the region that has expended spell slots regains one expended spell slot of a random level."],["21–25","Flares of magical energy flash through the region for 1 minute. For the duration, each round on initiative count 20 (losing all ties) one random creature in the region takes {@dice 2d4} damage of a type determined by a {@dice d6}: 1, acid; 2, cold; 3, fire; 4, force; 5, lightning; or 6, thunder."],["26–30","One of the characters in the region must succeed on a DC 15 Wisdom saving throw or be transformed into a {@creature blink dog}, as if by the {@spell polymorph} spell. The spell lasts for 1 hour or until dispelled."],["31–35","One random creature in the region that has spell slots expends one spell slot of a random level in a harmless shower of sparks and sounds."],["36–40","All fire in the region freezes into ice that gives off a blue light equal to the illumination it normally provides. In addition, the region radiates {@book extreme cold|DMG|5|Extreme Cold} (see the {@book Dungeon Master's Guide|DMG}) for 1 day."],["41–45","One random creature in the region with spell slots becomes a focal point for ambient magic for 1 hour. At the end of each of the creature's turns, other creatures within 10 feet of it must succeed on a Dexterity saving throw against the spellcaster's spell save DC or take {@dice 1d6} force damage."],["46–50","The {@spell flaming sphere} spell (save DC 15) spontaneously activates in an unoccupied space within 5 feet of the party. On initiative count 20 (losing all ties), the sphere moves 30 feet toward the nearest creature. The sphere vanishes after 1 minute."],["51–55","{@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon}s in the region that are nonmagical crackle with power. For 1 hour, they become magic weapons that grant a +1 bonus to attack and damage rolls made with them."],["56–60","Swirling energy surrounds one random creature in the region for 24 hours. For the duration, the creature gains resistance to force damage and its speed is reduced by 10 feet."],["61–65","Each character in the region suddenly learns some magic. A character learns one wizard cantrip of the character's choice and knows the cantrip for {@dice 1d8} days."],["66–70","One random creature in the region crackles with sparks of light for 1 hour. For the duration, the creature magically sheds bright light in a 10-foot radius and dim light for an additional 10 feet. In addition, any creature it touches (requiring an unarmed strike if the target is unwilling) takes {@dice 1d6} force damage."],["71–75","Lightning arcs in a 5-foot wide line between two creatures in the region that are within 30 feet of each other and not behind total cover. Each creature in the line (including the two) must make a DC 13 Dexterity saving throw, taking {@dice 4d6} lightning damage on a failed save or half as much damage on a successful one."],["76–80","The {@spell reverse gravity} spell (save DC 18) activates for 1 minute, centered on the ground beneath one random creature in the region."],["81–85","On initiative count 20 (losing all ties), two random creatures in the region must each make a DC 15 Charisma saving throw. If either save fails, the creatures magically teleport, switching places. If both saves succeed, they don't teleport."],["86–90","One random creature in the region breaks spells for 1 hour. Whenever anyone within 20 feet of the creature casts a spell, the spellcaster must succeed on a DC 15 saving throw using its spellcasting ability, or the spell drains away without effect. The spell slot, charge, or feature use that powered the spell is wasted."],["91–95","During the next 24 hours, the first time a creature in the region targets another creature with a spell, the caster must make a DC 11 saving throw using its spellcasting ability. On a failed save, the spell targets the caster instead. On a successful save, the spell functions normally. This effect then ends."],["96–00","One random creature in the region can suddenly cast the {@spell wish} spell once, within the next minute. Reroll if you've rolled this effect in the past 24 hours."]],"name":"Unraveling Magic Effects","page":161,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Enchanted Spring Effects","colLabels":["d12","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Any creature that touches or drinks the water of this spring feels blessed. The creature gains the benefits of a {@spell bless} spell for 1 hour."],["2","Bathing in the spring covers a creature with a glowing coat of golden feathers. While the creature isn't wearing armor, the feathers grant a +1 bonus to AC. The feathers vanish after {@dice 1d4} days."],["3","A creature that touches or drinks the water of this spring develops an overwhelming desire to sing. Every sentence the creature speaks for the next 24 hours rings with lyrical splendor, which grants it advantage on all Charisma checks."],["4","Bathing in the spring grants a creature the benefits of the {@spell greater restoration} spell. As a side effect, the creature's skin, hair, and eyes become a shimmering golden color for {@dice 1d4} days."],["5","Bathing in the spring grants a creature the benefits of the {@spell spider climb} spell for 24 hours."],["6","A creature that touches or drinks the water of this spring grows the tail of its favorite animal. The tail is not under the creature's control; it moves or reacts to emotions. The tail vanishes after 24 hours."],["7","Any creature with an Intelligence score of 6 or higher that touches or drinks the water of this spring gains advantage on Wisdom ({@skill Insight}) checks and can cast the {@spell detect thoughts} spell once, requiring no components. The effects of the spring fade when either the spell is used or 24 hours pass, whichever happens first."],["8","Bathing in the spring causes {@dice 1d10} flowers to grow from a creature's head. The flowers smell lovely, and they renew their vitality and scent every day. The flowers vanish after 7 days."],["9","A creature that touches or drinks the water of this spring grows {@dice 1d4} eyestalks. These eyestalks let the creature see in all directions and grant it advantage on Wisdom ({@skill Perception}) checks that rely on sight. The eyestalks vanish after {@dice 1d4} days."],["10","Bathing in the spring causes a creature's voice to sound sinister. For the next 24 hours, the creature's voice grants it advantage on Charisma ({@skill Intimidation}) checks and disadvantage on Charisma ({@skill Deception}) and Charisma ({@skill Persuasion}) checks."],["11","A creature that touches or drinks the water of this spring grows a set of donkey ears. The ears grant the creature advantage on Wisdom ({@skill Perception}) checks that rely on hearing. The ears vanish after {@dice 1d4} days."],["12","Bathing in the spring causes a creature to develop a third eye on its forehead. The eye grants the creature {@sense truesight} out to a range of 60 feet. The eye vanishes after 24 hours."]],"name":"Enchanted Springs; Enchanted Spring Effects","page":165,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Magic Mushroom Effects","colLabels":["d10","Effects"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The creature's skin turns an unusual color. Roll a {@dice d4}: 1, purple with yellow splotches; 2, bright orange with tiger stripes; 3, tree-frog green with red squiggles; 4, hot pink with yellow spots. This change is permanent unless removed by a {@spell greater restoration} spell or similar magic."],["2","The creature gains the enlarge or reduce effect ({@chance 50|50 percent} chance of either) of the {@spell enlarge/reduce} spell for 1 hour."],["3","The creature regains {@dice 5d8 + 20} hit points."],["4","Vocally, the creature can only cluck and croon like a chicken. The creature can also understand and speak to chickens. This curse lasts for 1 hour unless ended by a {@spell remove curse} spell or similar magic."],["5","The creature can understand and speak all languages for {@dice 1d4} days."],["6","The creature gains the benefits of the {@spell telepathy} spell for the next 24 hours."],["7","The creature gains the benefits of the {@spell speak with plants} spell for 8 hours."],["8","The creature immediately casts the {@spell time stop} spell, requiring no components. Constitution is the spellcasting ability for this spell."],["9","The creature immediately casts the {@spell detect thoughts} spell, requiring no components. Constitution is the spellcasting ability for this spell."],["10","Magical mists pour out of the creature's eyes and ears, acting as a {@spell fog cloud} spell for 1 hour that is centered on the creature and moves with it."]],"name":"Magic Mushrooms; Magic Mushroom Effects","page":166,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Primal Fruit Effects","colLabels":["d8","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The creature regains {@dice 3d8 + 4} hit points, and its skin sheds bright light in a 5-foot radius and dim light for an additional 5 feet for 1 hour"],["2","The creature feels a surge of might. For 1 hour, the creature has advantage on attack rolls using Strength, Strength checks, and Strength saving throws. When the effect ends, the creature gains 1 level of {@condition exhaustion}."],["3","Waves of vitality crash over the creature. The creature's hit point maximum increases by {@dice 2d10}, and it gains the same number of hit points. The increase lasts until the creature finishes a long rest, at which time the creature must succeed on a DC 15 Charisma saving throw or be cursed with a random form of lycanthropy (see \"Lycanthropes\" in the {@book Monster Manual|MM})."],["4","The creature's skin prickles faintly. For 1 hour, it gains resistance to one damage type (chosen by the DM)."],["5","Euphoric visions of bright light swim through the creature's mind. The creature gains the benefits of the {@spell death ward} spell for 8 hours and must succeed on a DC 13 Constitution saving throw or be {@condition poisoned} for the duration."],["6","A faint humming drones in the background of everything the creature hears for 1 hour, during which the creature has advantage on saving throws against spells."],["7","The creature doesn't require food, drink, or sleep for {@dice 1d4} days. For the duration, the creature can't be put to sleep by magic, and its dreams intrude upon its waking thoughts, imposing disadvantage on its Wisdom ({@skill Perception}) checks."],["8","Whispers intrude on the creature's mind for 24 hours. For the duration, the creature can telepathically communicate with any creature it can see within 120 feet of it. If the other creature understands at least one language, it can respond telepathically."]],"name":"Primal Fruit Effects","page":168,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Unearthly Road Keys","colLabels":["d6","Key"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Throwing a silver orb through an ancient arch"],["2","Spilling a pint of humanoid blood"],["3","Calling the name of a specific archfey three times"],["4","Wearing the regalia of a lost royal dynasty"],["5","Permanently sacrificing a memory of joy"],["6","Being the descendant of a legendary hero"]],"name":"Unearthly Roads; Unearthly Road Keys","page":169,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Spells as Natural Hazards","colLabels":["Natural Hazard","Approximate Spell"],"colStyles":["col-6","col-6"],"rows":[["Ball lightning","{@spell Chromatic orb}"],["Blizzard","{@spell Cone of cold}, {@spell ice storm}, {@spell sleet storm}"],["Earthquake","{@spell Earthquake}"],["Falling debris","{@spell Conjure barrage}, {@spell conjure volley}"],["Flood","{@spell Control water}, {@spell tsunami}"],["Fog","{@spell Fog cloud}"],["Lava bomb","{@spell Fireball}, {@spell produce flame}"],["Lightning","{@spell Call lightning}, {@spell lightning bolt}"],["Meteor","{@spell Fireball}, {@spell meteor swarm}"],["Mirage","{@spell Hallucinatory terrain}"],["Pyroclastic flow","{@spell Incendiary cloud}"],["Radiation","{@spell Blight}, {@spell circle of death}"],["Smoke","{@spell Fog cloud}"],["St. Elmo's fire","{@spell Faerie fire}"],["Swamp gas","{@spell Dancing lights}"],["Tidal wave","{@spell Tsunami}"],["Toxic eruption","{@spell Acid splash}"],["Toxic gas","{@spell Cloudkill}, {@spell stinking cloud}"],["Thunder","{@spell Thunderwave}"],["Volcanic lightning","{@spell Storm of vengeance}"],["Whirlpool","{@spell Control water}"],["Wildfire","{@spell Fire storm}, {@spell wall of fire}"],["Windstorm","{@spell Gust of wind}"]],"name":"Spells as Natural Hazards","page":170,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Creature Paintings","colLabels":["Painting","Number","Letter"],"colStyles":["col-6","col-3 text-center","col-3 text-center"],"rows":[["Gnolls","3","O"],["Werewolf","1","W"],["Kobolds","5","L"],["Beholder","1","B"],["Gelatinous Cubes","2","E"],["Dragons","3","A"],["Trolls","2","R"]],"name":"Creature Paintings","page":172,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Skeleton Keys Solution","colLabels":["Lock","Key"],"colStyles":["col-4 text-center","col-8 text-center"],"rows":[["Bat","Three teeth"],["Snake","Five teeth"],["Spider","Six teeth"],["Wolf","Four teeth"]],"name":"Skeleton Keys Solution","page":175,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Gem Inventory","colLabels":["Gem","Amount","Letter"],"colStyles":["col-6","col-3 text-center","col-3 text-center"],"rows":[["Amber","9","I"],["Amethyst","14","N"],["Citrine","8","H"],["Garnet","5","E"],["Jade","18","R"],["Onyx","16","P"],["Quartz","1","A"],["Ruby","12","L"],["Sapphire","13","M"]],"name":"Solution; Gem Inventory","page":176,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Potential Passwords","colLabels":["Number Provided","Response Required"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["One","Three"],["Two","Three"],["Three","Five"],["Four","Four"],["Five","Four"],["Six","Three"],["Eight","Five"],["Nine","Four"],["Eleven","Six"],["Thirteen","Eight"]],"name":"Solution; Potential Passwords","page":183,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Remembered Names","colLabels":["Alcove","Name","Letter"],"colStyles":["col-2 text-center","col-5 text-center","col-5 text-center"],"rows":[["1","Sam","S"],["2","Delia","E"],["3","Fifi","F"],["4","Tobias","I"],["5","Johana","N"],["6","Alexia","A"]],"name":"Solution; Remembered Names","page":187,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Menu Items","colLabels":["Item","Price"],"colStyles":["col-10","col-2 text-right"],"rows":[["Corn and lentil soup","12 cp"],["Rabbit stew","1 cp"],["Ale and cheese pastry","7 cp"],["Brandied ham and carrots","9 cp"],["Grilled fish and carrots","6 cp"],["Seared boar and potatoes","9 cp"],["Dragonfire mead","11 cp"]],"name":"Menu Items","page":187,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"What's on the Menu Solution","colLabels":["Item (Price)","Letter"],"colStyles":["col-8","col-4 text-center"],"rows":[["Ale and cheese pastry (7 cp)","C (7th letter)"],["Brandied ham and carrots (9 cp)","H (9th letter)"],["Corn and lentil soup (12 cp)","I (12th letter)"],["Dragonfire mead (11 cp)","M (11th letter)"],["Grilled fish and carrots (6 cp)","E (6th letter)"],["Rabbit stew (1 cp)","R (1st letter)"],["Seared boar and potatoes (3 cp)","A (3rd letter)"]],"name":"What's on the Menu Solution","page":188,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Horror Character Personality Traits","colLabels":["d12","Personality Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I had an encounter that I believe gives me a special affinity with a supernatural creature or event."],["2","A signature piece of clothing or distinct weapon serves as an emblem of who I am."],["3","I never accept that I'm out of my depth."],["4","I must know the answer to every secret. No door remains unopened in my presence."],["5","I let people underestimate me, revealing my full competency only to those close to me."],["6","I compulsively seek to collect trophies of my travels and victories."],["7","It doesn't matter if the whole world's against me. I'll always do what I think is right."],["8","I have morbid interests and a macabre aesthetic."],["9","I have a personal ritual, mantra, or relaxation method I use to deal with stress."],["10","Nothing is more important than life, and I never leave anyone in danger."],["11","I'm quick to jump to extreme solutions. Why risk a lesser option not working?"],["12","I'm easily startled, but I'm not a coward."]],"name":"Horror Characteristics; Horror Character Personality Traits","page":32,"source":"VRGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Horror Character Ideals","colLabels":["d12","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Adrenaline. I've experienced such strangeness that now I feel alive only in extreme situations."],["2","Balance. I strive to counter the deeds of someone for whom I feel responsible."],["3","Bound. I've wronged someone and must work their will to avoid their curse."],["4","Escape. I believe there is something beyond the world I know, and I need to find it."],["5","Legacy. I must do something great so that I'm remembered, and my time is running out."],["6","Misdirection. I work vigorously to keep others from realizing my flaws or misdeeds."],["7","Obsession. I've lived this way for so long that I can't imagine another way."],["8","Obligation. I owe it to my people, faith, family, or teacher to continue a vaunted legacy."],["9","Promise. My life is no longer my own. I must fulfill the dream of someone who's gone."],["10","Revelation. I need to know what lies beyond the mysteries of death, the world, or the Mists."],["11","Sanctuary. I know the forces at work in the world and strive to create islands apart from them."],["12","Truth. I care about the truth above all else, even if it doesn't benefit anyone."]],"name":"Horror Characteristics; Horror Character Ideals","page":32,"source":"VRGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Horror Character Bonds","colLabels":["d12","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I desperately need to get back to someone or someplace, but I lost them in the Mists."],["2","Everything I do is in the service of a powerful master, one I must keep a secret from everyone."],["3","I owe much to my vanished mentor. I seek to continue their work even as I search to find them."],["4","I've seen great darkness, and I'm committed to being a light against it—the light of all lights."],["5","Someone I love has become a monster, murderer, or other threat. It's up to me to redeem them."],["6","The world has been convinced of a terrible lie. It's up to me to reveal the truth."],["7","I deeply miss someone and am quick to adopt people who remind me of them."],["8","A great evil dwells within me. I will fight against it and the world's other evils for as long as I can."],["9","I'm desperately seeking a cure to an affliction or a curse, either for someone close to me for myself."],["10","Spirits are drawn to me. I do all I can to help them find peace."],["11","I use my cunning mind to solve mysteries and find justice for those who've been wronged."],["12","I lost someone I care about, but I still see them in guilty visions, recurring dreams, or as a spirit."]],"name":"Horror Characteristics; Horror Character Bonds","page":32,"source":"VRGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Horror Character Flaws","colLabels":["d12","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I believe doom follows me and that anyone who gets close to me will face a tragic end."],["2","I'm convinced something is after me, appearing in mirrors, dreams, and places where no one could."],["3","I'm especially superstitious and live life seeking to avoid bad luck, wicked spirits, or the Mists."],["4","I've done unspeakable evil and will do anything to prevent others from finding out."],["5","I am exceptionally credulous and believe any story or legend immediately."],["6","I'm a skeptic and don't believe in the power of rituals, religion, superstition, or spirits."],["7","I know my future is written and that anything I do will lead to a prophesied end."],["8","I need to find the best in everyone and everything, even when that means denying obvious malice."],["9","I've seen the evil of a type of place—like forests, cities, or graveyards—and resist going there."],["10","I'm exceptionally cautious, planning laboriously and devising countless contingencies."],["11","I have a reputation for defeating a great evil, but that's a lie and the wicked force knows."],["12","I know the ends always justify the means and am quick to make sacrifices to attain my goals."]],"name":"Horror Characteristics; Horror Character Flaws","page":32,"source":"VRGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Fatal Flaws","colLabels":["d10","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Once someone questions me, I won't stop until I befriend them and then betray them."],["2","Others' concerns bore me, and I would rather have my lessers handle everything possible."],["3","I am always right, and anyone who doesn't agree with me is cut out of my life."],["4","When someone loves me, I will do anything for them, no matter whom they hurt."],["5","I've given up resisting my habits and indulge myself whenever possible."],["6","I would rather be righteously angry at problems than solve them."],["7","I assume everyone is lying to me, even my most trusted allies, and constantly test their loyalty."],["8","I don't know love, only domineering obsession, and I chain objects of my affection to pedestals."],["9","When I see something priceless or rare, I sacrifice all of my beliefs and loyalties to possess it."],["10","I'm distrustful of anyone who seems pure of heart and will prove to all their admirers how secretly ugly they are."]],"name":"Wicked Personality; Fatal Flaws","page":40,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Monstrous Transformations","colLabels":["d10","Transformation"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Darklord loses their voice; their words now carve themselves on their skin as lingering scars."],["2","Something the Darklord stole or used in a terrible crime becomes part of their body—perhaps a sizable jewel, emblem of rulership, or suit of armor."],["3","The Darklord's eyes distend from their sockets like a slug's tentacles, in the mouths of serpents, or on metallic cables."],["4","The Darklord's most painful memories visually repeat in reflections around them or amid illusory projections."],["5","The Darklord gains an idealized form, though it's made of an inorganic material or others react as if it were terrifying."],["6","The Darklord's body disintegrates, leaving only an animate heart, hand, gory ooze, or nervous system that must attach to new, temporary bodies."],["7","Clouds of incense, insects, poison gas, or smoke leak from the Darklord's mouth, fingers, or pores."],["8","The Darklord appears as someone they wronged, and their true appearance is revealed at particular hours, in reflections, or under certain lights."],["9","The Darklord splits into multiple creatures, each representing them at a different time in their life."],["10","The Darklord retains their memories and intellect but is otherwise any monster from {@book chapter 5|VRGR|5} or the {@book Monster Manual|MM}."]],"name":"Monstrous Transformations","page":41,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Darklord Connections","colLabels":["d8","Connection"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An adventurer reminds the Darklord of their bond, desire, or loved one."],["2","An adventurer shares a Darklord's flaw."],["3","The Darklord and an adventurer share camaraderie over a mutual ideal."],["4","The Darklord believes they can teach an adventurer, making them their apprentice or inheritor."],["5","An adventurer is a reincarnated version of the Darklord's beloved or their murderer."],["6","The Darklord is convinced that an adventurer is the key to finally attaining their desire."],["7","The Darklord immediately looks up to an adventurer and seeks to emulate them to grim extremes."],["8","An adventurer is a reincarnated younger version of the Darklord before they became irredeemable."]],"name":"Adventures; Darklord Connections","page":44,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Darklord Interactions","colLabels":["d8","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Darklord promises to give the adventurers what they want if they join the Darklord for dinner."],["2","The Darklord contacts the adventurers via letters or dreams."],["3","The Darklord meets the adventurers disguised as a nonthreatening inhabitant or animal."],["4","The Darklord meets the adventurers at a ceremony, funeral, or wedding where violence is discouraged."],["5","The Darklord meets the adventurers at a public market, festival, temple, or library, surrounded by a crowd of innocents."],["6","The Darklord possesses the body of someone the adventurers care about."],["7","The Darklord possesses the body of one of the adventurers."],["8","The Darklord invites the adventurers to a negotiation, promising nonviolent solutions to a conflict."]],"name":"Adventures; Darklord Interactions","page":44,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Body Horror Monsters","colLabels":["Challenge","Creature","Source"],"colStyles":["col-2 text-center","col-7 text-center","col-3 text-center"],"rows":[["1","{@creature Carrionette|VRGR}","VGR"],["2","{@creature Gibbering mouther}","{@book MM|MM}"],["3","{@creature Carrion stalker|VRGR}","VGR"],["3","{@creature Doppelganger}","{@book MM|MM}"],["4","{@creature Black pudding}","{@book MM|MM}"],["4","{@creature Strigoi|VRGR}","VGR"],["5","{@creature Flesh golem}","{@book MM|MM}"],["5","{@creature Red slaad}","{@book MM|MM}"],["6","{@creature Medusa}","{@book MM|MM}"],["6","{@creature Zombie clot|VRGR}","VGR"],["8","{@creature Chain devil}","{@book MM|MM}"],["10","{@creature Aboleth}","{@book MM|MM}"]],"name":"Body Horror Monsters","page":45,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Body Horror Villains","colLabels":["d10","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An abandoned homunculus made in the image of its creator's child, now left to fester alone"],["2","A scientist who, hoping to keep their spouse alive, grafted the spouse onto their body"],["3","A seething mass of fungi that grows more intelligent with every sapient life it engulfs"],["4","A guardian angel possessed by the vile blood of the demons it has slain"],["5","An aging king obsessed with creating a new body so he can continue his reign indefinitely"],["6","A cancer possessed by the mind of a dead necromancer that seeks to regrow his body"],["7","A monarch who feeds their cannibal children, no matter the cost"],["8","The priests of a forgotten god who attempt to raise their deity from the flesh of the faithful"],["9","A house that remembers having tenants and will do anything to regain them"],["10","A grieving mortician who sculpts every face she encounters into the countenance of her lost love"]],"name":"Body Horror Villains","page":45,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Body Horror Torments","colLabels":["d8","Torment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Darklord is pockmarked with eyes that never close and never allow for sleep."],["2","The Darklord suffers ever-growing, tumorous organs, the mass expanding beyond them to choke their dwelling."],["3","The Darklord possesses a second starving mouth in their torso, one that howls unless fed."],["4","The Darklord can't control their transformation into a beast and back."],["5","The voices of those the Darklord have wronged scream endlessly from inside them."],["6","The Darklord aches daily with a monstrous, unceasing hunger."],["7","The Darklord is perpetually gravid with monstrous egg sacs that hatch waves of insects."],["8","The Darklord has extraneous limbs that tear the Darklord apart then re-stitch the pieces."]],"name":"Body Horror Torments","page":47,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Body Horror Settings","colLabels":["d8","Setting"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A country of red muscle, with bleeding eyes embedded in the hair-strangled trees"],["2","A world of monuments and houses, all made of flesh"],["3","A domain ordinary save for the abundance of black hair, the strands always moving even when there is no breeze"],["4","A neighborhood of derelict houses, each one composed of numerous mimics"],["5","An ocean of undead leviathans, still moving despite the entrails bubbling from their burst torsos"],["6","A forest of black pines draped in bodies"],["7","A slaughterhouse larger than it appears on the outside, full of victims mutely awaiting slaughter"],["8","A system of subterranean tunnels, their walls spackled with fossils or mummified organs"]],"name":"Body Horror Settings","page":47,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Body Horror Adventure Sites","colLabels":["d8","Adventure Site"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A derelict ship, buried for mysterious reasons"],["2","A vine-covered, ostensibly abandoned prison"],["3","The cavernous gut of a dead, multi-eyed behemoth"],["4","An inn in the valley, its insides dark and smoke-drowned"],["5","An asylum, abandoned save for vermin"],["6","A cave system, slick and comprised of gleaming black rock"],["7","An old church sitting astride a warren of ancient tunnels"],["8","A sprawling university, older than the town surrounding it, and older still than the memories of its inhabitants"]],"name":"Body Horror Adventure Sites","page":47,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Body Horror Plots","colLabels":["d8","Plot"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Learn who's organizing the local dinner parties before more epicureans die of autophagia."],["2","Stop whatever is stealing the livers from the town's guard."],["3","Find out what is causing the children of the city to transform into misshapen statues."],["4","Stop whatever is killing the sea life and transforming them into monsters."],["5","End the curse that is leaving the beasts of forests dead, mutated, and halfway human."],["6","Stop the infestation before it can use more townsfolk as incubators for giant insects."],["7","Solve the mystery of whatever is causing a town's inhabitants to melt into giant blobs."],["8","Cast out the fiends that have infiltrated a community by wearing the corpses of the recently dead."]],"name":"Body Horror Plots","page":47,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Cosmic Horror Monsters","colLabels":["Challenge","Creature","Source"],"colStyles":["col-2 text-center","col-8 text-center","col-2 text-center"],"rows":[["1/4","{@creature Kuo-toa}","{@book MM|MM}"],["2","{@creature Intellect devourer}","{@book MM|MM}"],["2","{@creature Pentadrone}","{@book MM|MM}"],["3","{@creature Brain in a jar|VRGR}","VGR"],["3","{@creature Githyanki warrior}","{@book MM|MM}"],["3","{@creature Grell}","{@book MM|MM}"],["5","{@creature Vampiric mind flayer|VRGR}","VGR"],["7","{@creature Bodytaker plant|VRGR}","VGR"],["7","{@creature Mind flayer}","{@book MM|MM}"],["7","{@creature Yuan-ti abomination}","{@book MM|MM}"],["8","{@creature Unspeakable horror|VRGR}","VGR"],["10","{@creature Aboleth}","{@book MM|MM}"],["13","{@creature Beholder}","{@book MM|MM}"],["19","{@creature Lesser star spawn emissary|VRGR}","VGR"],["21","{@creature Greater star spawn emissary|VRGR}","VGR"],["23","{@creature Kraken}","{@book MM|MM}"]],"name":"Cosmic Horror Monsters","page":48,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Cosmic Horror Villains","colLabels":["d8","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A smiling minstrel with yellow eyes and music that drives listeners to murder"],["2","A priest obsessed with creating a shelter that will preserve her through the coming apocalypse"],["3","The mayor of a town who will do anything to make sure the citizens finish their sacred transformation"],["4","An astronomer broken and enraptured by what they saw in the stars"],["5","An old scientist convinced he must make his body the perfect host for an ageless being's emissary"],["6","A coroner who believes a message is being relayed to him through the bodies he autopsies"],["7","The head librarian of an ancient sect, who seeks secrets hidden within her peers"],["8","A spoiled noble who intends to raise a cult to feed to the realm they want access to"]],"name":"Cosmic Horror Villains","page":48,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Cosmic Horror Torments","colLabels":["d8","Torment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Darklord is obsessed with music, their body warping to embody whatever song they hear."],["2","The Darklord is transforming into a long-extinct being or something from the far-flung future."],["3","The Darklord sees multiple dimensions at once and is going blind from their incandescence."],["4","The Darklord is haunted by otherworldly masters that whisper from reflective surfaces."],["5","The Darklord incubates something within them, an entity that slowly eats through their skin."],["6","The Darklord is emptying of their own thoughts and filling with the voices of their scrolls."],["7","The Darklord randomly screams their masters' words, messages that etch upon stone and flesh."],["8","Any object the Darklord sees is drained of all but one portentous color."]],"name":"Cosmic Horror Torments","page":49,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Cosmic Horror Settings","colLabels":["d8","Setting"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A wind-blasted dimension of indigo sand and eyeless statues"],["2","A world with slowly vanishing land masses being consumed by an obsidian sea"],["3","A kingdom of rusting spires ruled by oblivious academics"],["4","A land possessed by fear of the colossi that move only during dawn and dusk"],["5","A red ocean that manifested without warning"],["6","An ambulatory forest riddled with glowing eyes"],["7","A kingdom of undying monarchs who outnumber their frightened subjects"],["8","A dimension of featureless white, broken up only by the eyes that blink across the landscape"]],"name":"Cosmic Horror Settings","page":49,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Cosmic Horror Adventure Sites","colLabels":["d8","Adventure Site"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A hidden floor of the royal library"],["2","The ninth basement beneath a family home that seems normal from the outside"],["3","A decrepit manor, empty save for staff who swear the lord is merely preoccupied"],["4","A small inn in the mountains that smells perpetually of brine"],["5","The place in the forest where all the animals come to die"],["6","A fortress manned by paladins, all of whom removed their own tongues"],["7","A sewage system that predates the city above"],["8","A thin chapel in the woods, whose bells rings without ceasing"]],"name":"Cosmic Horror Adventure Sites","page":49,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Cosmic Horror Plots","colLabels":["d8","Plot"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Help a parent recover a child who's gone missing in the impossibly vast space underneath their bed."],["2","Stop a sapient, unholy tome from reaching a group of cultists."],["3","Save the inheritors of an ancient sect before they transform into horrors."],["4","Stop the sacrifice of a young noble by those who believe the noble's grandchild will end the world."],["5","Find and stop the musician whose music has robbed entire cities of sleep."],["6","Survive an evening in the sinking, ancestral home of a hydrophobic family."],["7","Discover what is dragging the people of a hamlet out of their homes, garbing them in silver, and leading them into the surf to drown."],["8","Learn why the bakers of a small town have started making pastries filled with a popular, delicious, and faintly glowing blue goo."]],"name":"Cosmic Horror Plots","page":49,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Dark Fantasy Monsters","colLabels":["Challenge","Creature","Source"],"colStyles":["col-2 text-center","col-8 text-center","col-2 text-center"],"rows":[["1/8","{@creature Gremishka|VRGR}","VGR"],["1/4","{@creature Goblin}","{@book MM|MM}"],["1/4","{@creature Sprite}","{@book MM|MM}"],["3","{@creature Displacer beast}","{@book MM|MM}"],["4","{@creature Shadow demon}","{@book MM|MM}"],["5","{@creature Umber hulk}","{@book MM|MM}"],["6","{@creature Drider}","{@book MM|MM}"],["7","{@creature Necrichor|VRGR}","VGR"],["8","{@creature Fomorian}","{@book MM|MM}"],["8","{@creature Inquisitor of the Mind Fire|VRGR}","VGR"],["10","{@creature Yochlol}","{@book MM|MM}"],["13","{@creature Beholder}","{@book MM|MM}"],["15","{@creature Purple worm}","{@book MM|MM}"],["17","{@creature Death knight}","{@book MM|MM}"],["17","{@creature Adult blue dracolich}","{@book MM|MM}"],["21","{@creature Lich}","{@book MM|MM}"]],"name":"Dark Fantasy Monsters","page":50,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Dark Fantasy Villains","colLabels":["d10","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A machine that believes it's a resurrected tyrant and seeks to rebuild its empire in iron"],["2","The leader of a subterranean people who plots to manipulate the moon to blot out the sun's searing light"],["3","A high priest intent on shifting an entire nation into their god's otherworldly realm"],["4","A desperate general who unleashes otherworldly armies or war machines that they can't control"],["5","A massive treant who has allied with exploitative raiders and seeks to fell every forest"],["6","A sage who, heedless of the consequences, solves an endless war by preventing anyone from dying"],["7","A member of a cabal of eternal royals who support a war against Mount Celestia, as their immortality relies on the blood of angels"],["8","The commander of a legion of soul-addicted templars who punish crimes by burning criminals into psychoactive spirit dust"],["9","An ancient dragon whose godlike magic drains the domain of life"],["10","A god who killed all their peers and now rules the mortal realm"]],"name":"Dark Fantasy Villains","page":50,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Dark Fantasy Torments","colLabels":["d8","Torment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Darklord's regime is fraught with spies and saboteurs, increasing the Darklord's paranoia."],["2","Worthless sycophants surround the Darklord, their incessant praise making every success hollow."],["3","The Darklord's incredible power uncontrollably damages everything the Darklord cares for."],["4","Others excessively revere or fear the Darklord, leaving the Darklord isolated."],["5","Imagined or remembered rivals endlessly critique the Darklord, causing them doubt."],["6","Society preemptively celebrates an achievement the Darklord will never be able to provide."],["7","The Darklord seeks the pleasure of lost glories, engaging in hollow contests against unworthy foes."],["8","The Darklord manufactures catastrophes to distract from their inability to fulfill their role."]],"name":"Dark Fantasy Torments","page":51,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Dark Fantasy Settings","colLabels":["d8","Setting"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A land where towering stents pierce magical leylines, allowing their power to be drained"],["2","A country devastated by magical pollution or the fallout of weapons used in an age-old war"],["3","An empire covered in the watchful symbols of an all-seeing religion"],["4","A city adrift on a sea full of primeval predators"],["5","A land dotted with the floating and fallen ruins of magical megastructures"],["6","A world where an unstoppable ooze, infection, or hive encroaches on civilization"],["7","A demiplane created by unknowable beings and populated with their test subjects"],["8","A place of punishment or endless boredom that a Darklord believes is part of the afterlife"]],"name":"Dark Fantasy Settings","page":51,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Dark Fantasy Adventure Sites","colLabels":["d8","Adventure Site"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An expanding labyrinth that grows to protect the evil imprisoned at its heart"],["2","A forest where every tree grows from the body of a mummified hero"],["3","A magical factory that distills living beings into the reagents of a wish-granting elixir"],["4","A criminal consortium's lavish sewer-academy, where recruits are transformed to be perfectly suited to enacting one near-impossible heist"],["5","The fractured mind-scape of a powerful but dormant sentient weapon"],["6","A massive construct-cathedral built to exact the ultimate expression of faith and sacrifice"],["7","A palace where the nonhumanoid inhabitants purposefully {@condition petrified} themselves"],["8","A fortress with seven locked gates that seal off the underworld"]],"name":"Dark Fantasy Adventure Sites","page":51,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Dark Fantasy Plots","colLabels":["d8","Plot"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Track down a beholder-shaped flesh golem and learn why it's targeting specific individuals."],["2","Seal a portal to a demonic realm that opens within the mouth of an innocent acolyte."],["3","Cure a virus turning people into shadows."],["4","Mount a defense against the swarm of giant spiders that's declared war on bipeds."],["5","Prevent a mighty spell that a coven of witches is casting using a volcanic caldera as a cauldron."],["6","Keep a nation from tearing itself apart when it's revealed the beloved ruler is a lich."],["7","Banish a spirit haunting the moon."],["8","Uncover the identity of an otherworldly coward who's hiding among mortals, avoiding the destructive search of the immortals they fled."]],"name":"Dark Fantasy Plots","page":51,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Folk Horror Monsters","colLabels":["Challenge","Creature","Source"],"colStyles":["col-2 text-center","col-7 text-center","col-3 text-center"],"rows":[["1/2","{@creature Myconid adult}","{@book MM|MM}"],["2","{@creature Awakened tree}","{@book MM|MM}"],["2","{@creature Cult fanatic}","{@book MM|MM}"],["2","{@creature Will-o'-wisp}","{@book MM|MM}"],["3","{@creature Green hag}","{@book MM|MM}"],["3","{@creature Werewolf}","{@book MM|MM}"],["5","{@creature Shambling mound}","{@book MM|MM}"],["7","{@creature Bodytaker plant|VRGR}","VGR"],["9","{@creature Jiangshi|VRGR}","VGR"]],"name":"Folk Horror Monsters","page":52,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Folk Horror Villains","colLabels":["d8","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A secluded temple's high priest who needs to find the perfect sacrifice before the annual festival"],["2","An erinyes that appears when youngsters speak a rhyme into a darkened mirror"],["3","A night hag that dwells in the dreams of those who drink a special lavender and ergot tea"],["4","A shape-shifter that takes on the appearance of the last person it fed upon"],["5","A wicker giant that animates during the new moon, collecting sacrifices and punishing the unwary"],["6","A village of people who behave in archaic ways so they don't enrage an ancient, lingering ghost"],["7","A treant who demands living limbs to replace the branches of trees cleared by a town's construction"],["8","A protective giant made from the corpses of deceased villagers"]],"name":"Folk Horror Villains","page":52,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Folk Horror Torments","colLabels":["d6","Torment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Darklord can't commune with the spirit they worship. They offer ever greater sacrifices in hopes of proving their worthiness."],["2","The Darklord constantly, uncontrollably speaks prophecies."],["3","The Darklord is haunted by the judgmental spirits of their predecessors."],["4","The Darklord is the only one who adheres to an ancient faith and desperately works to convert nonbelievers."],["5","The Darklord seeks to transform their body into a vessel or gate for the subject of their belief."],["6","The Darklord knows the community's beliefs are false but keeps up the facade to maintain power."]],"name":"Folk Horror Torments","page":53,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Folk Horror Settings","colLabels":["d6","Setting"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A countryside with stretches of hayfields, colorful barns, and perpetually smiling residents"],["2","An island floating in the air where ground-worshipers dream of the lands below"],["3","A telepathic collective that townsfolk join by ingesting a rare fungus"],["4","Tunnels where sewer dwellers assure that the \"blood of the city\" ever flows"],["5","A glacier that residents never leave, lest the icy spirits haunting their community escape"],["6","Rival villages engaged in a private, age-old war"]],"name":"Folk Horror Settings","page":53,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Folk Horror Adventure Sites","colLabels":["d6","Adventure Site"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A seemingly deserted chapel that has been burnt down and rebuilt a thousand times"],["2","A hag's hut that stands atop a growing hill of rotten sweets"],["3","A whispering pit once plugged by a monolith covered in prayer scrolls"],["4","A field where paths grow in corridor-like patterns leading to a ruin at the center"],["5","A mansion built incorporating a stone circle"],["6","A cavern where the glowing bones of an otherworldly being jut from the walls"]],"name":"Folk Horror Adventure Sites","page":53,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Folk Horror Plots","colLabels":["d8","Plot"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Recover a missing villager who ran away to escape the local cult."],["2","Hunt down the monster blamed for causing a blight: a unicorn meant to serve as a sacrifice."],["3","Discover why anyone entering the city on horseback is imprisoned and sentenced to death."],["4","Help a cult summon a fiend to combat an impending greater evil."],["5","Defeat a violent hag who's protected by everyone in town and called \"grandmother.\""],["6","Escape an estate after the residents adopt the party and refuse to let them leave."],["7","Learn why the characters bear uncanny resemblances to the founders of an underground village."],["8","Slay a dragon and, in so doing, prove a character is the prophesied chosen one."]],"name":"Folk Horror Plots","page":53,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ghost Story Monsters","colLabels":["Challenge","Creature","Source"],"colStyles":["col-2 text-center","col-8 text-center","col-2 text-center"],"rows":[["1/2","{@creature Death's head|VRGR}","VGR"],["1","{@creature Animated armor}","{@book MM|MM}"],["1","{@creature Death dog}","{@book MM|MM}"],["1","{@creature Scarecrow}","{@book MM|MM}"],["2","{@creature Specter} ({@creature poltergeist})","{@book MM|MM}"],["4","{@creature Banshee}","{@book MM|MM}"],["4","{@creature Ghost}","{@book MM|MM}"],["5","{@creature Revenant}","{@book MM|MM}"],["6","{@creature Gallows Speaker|VRGR|Gallow speaker}","VGR"],["9","{@creature Treant}","{@book MM|MM}"],["10","{@creature Dullahan|VRGR}","VGR"]],"name":"Ghost Story Monsters","page":54,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ghost Story Villains","colLabels":["d10","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A medium who feeds victims to spirits in exchange for power over them"],["2","The spirit of a long-dead murderer who stalks the same types of victims in death as in life"],["3","The haunted home of a cruel patriarch, who refuses to relinquish control of his descendants"],["4","A priest who marks the unworthy for death at the hands of the cathedral's hungry spirits"],["5","A phantom rider who sweeps through the village, stealing victims who disbelieve her legend"],["6","An unbound spirit that repeatedly manifests in victims' nightmares"],["7","The capricious phantasm of an amoral accident victim who torments victims for fun"],["8","The spirit of a former tyrant who demands sacrifices from the village she once ruled"],["9","A ghost hunter who inflicts hauntings on unwitting clients—and then charges to remove the undead"],["10","The spirit of an evil captain who lurks near their shipwreck, harassing vessels and crews that pass"]],"name":"Ghost Story Villains","page":54,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ghost Story Torments","colLabels":["d8","Torment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Darklord tames the spirits in his haunted mansion, but only when he sacrifices a memory."],["2","The Darklord's skin is haunted, but she can temporarily release spirits from her elaborate scars."],["3","A dozen phantoms cater to the Darklord; each spirit is an emotion he can no longer feel."],["4","Vampiric spirits keep the Darklord forever young, but physical sensation fled them long ago."],["5","Despite being alive, the Darklord is cursed with the inability to convince anyone they're not a spirit."],["6","All spirits obey a Darklord who can't touch anyone without stealing their soul."],["7","The Darklord fully controls the veil between this world and the spirit world, but if he steps outside his mansion, he'll be permanently destroyed."],["8","Any animal the Darklord sees dies and comes to haunt the morbid zoo her home has become."]],"name":"Ghost Story Torments","page":55,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ghost Story Settings","colLabels":["d8","Setting"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A realm where speaking to spirits is just like speaking with the living"],["2","A graveyard city-state where all living residents are grave keepers"],["3","A nation where the residents observe grueling rituals to keep the angry dead appeased"],["4","A city where the victims of violence can't cross into the afterlife until their murders are solved"],["5","A ship with the same name and lines as a vessel lost at sea a hundred years earlier"],["6","A realm in which a common ritual allows a living individual to trade places with a dead one"],["7","An expansive forest in which a cruel noble once hunted the poor for sport"],["8","A land in which mediums are revered because they maintain the veil between the living and dead"]],"name":"Ghost Story Settings","page":55,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ghost Story Adventure Sites","colLabels":["d8","Adventure Site"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A decrepit conservatory whose inhabitants are prone to terrible accidents"],["2","A village graveyard that holds the victims of a terrible mass crime"],["3","A decrepit barn where dozens of remarkable animals lost their lives in a fire"],["4","An attic in which a hateful spirit has been sealed for decades"],["5","A theater in which, decades ago, an actor systematically poisoned their rivals"],["6","A swanky inn where, for years, nobles killed the staff to prevent word of their affairs getting out"],["7","A picturesque cliff that's a popular destination for lovers, despite the fact that couples frequently fall to their deaths"],["8","A lighthouse where a lone guard is the only living individual keeping an army of spirits at bay"]],"name":"Ghost Story Adventure Sites","page":55,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ghost Story Plots","colLabels":["d8","Plot"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Investigate the bloody graffiti being left on the village's ancient walls and stop the vandal."],["2","A dying hero is convinced they're going to return as a spirit. Prevent this from happening."],["3","Discover why members of a prominent family never allow anyone to enter their guest house."],["4","Solve the murder of a phantom who can say only the words \"blood,\" \"onions,\" and \"wine.\""],["5","Solve the murder of the countess, who drowned in the same well as her mother and grandmother."],["6","Convince a stubborn miser to visit his haunted family home and put his deathless family to rest."],["7","Discreetly follow a phantom vagabond to find out where she disappears to and with whom."],["8","Learn why a mob of spirits besieges the local temple on the winter solstice each year."]],"name":"Ghost Story Plots","page":55,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Gothic Horror Monsters","colLabels":["Challenge","Creature","Source"],"colStyles":["col-2 text-center","col-7 text-center","col-3 text-center"],"rows":[["1/4","{@creature Zombie}","{@book MM|MM}"],["1","{@creature Ghoul}","{@book MM|MM}"],["2","{@creature Gargoyle}","{@book MM|MM}"],["2","{@creature Wereraven|VRGR}","VGR"],["3","{@creature Green hag}","{@book MM|MM}"],["3","{@creature Werewolf}","{@book MM|MM}"],["4","{@creature Succubus}/ {@creature incubus}","{@book MM|MM}"],["8","{@creature Nosferatu|VRGR}","VGR"],["11","{@creature Efreeti}","{@book MM|MM}"],["13","{@creature Loup garou|VRGR}","VGR"],["13","{@creature Vampire}","{@book MM|MM}"]],"name":"Gothic Horror Monsters","page":56,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Gothic Horror Villains","colLabels":["d10","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A reclusive noble who isn't a vampire, but uses his reputation as one to terrorize his vassals"],["2","An indulgent socialite who made a terrible bargain with a fell power to retain her youth"],["3","A scientist obsessed with creating the perfect poison, machine, or lifeform"],["4","A beloved magnate who abducts commoners to steal their blood for his beauty rituals"],["5","A celebrity who openly murders innocents but uses their charm to avoid repercussions"],["6","Someone who loves a monstrous creature and does anything to keep it fed and safe"],["7","A wealthy heir who manipulates the ambitious into committing terrible deeds"],["8","A poisoner who seeks to manipulate history through targeted killings"],["9","An artist who manufactures terrible accidents to provide inspiration and reference for her art"],["10","A monster hunter who accuses those they consider sinful of being monsters"]],"name":"Gothic Horror Villains","page":56,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Gothic Horror Torments","colLabels":["d8","Torment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Darklord's soul is so consumed by shadows that it extinguishes all light that shines on them."],["2","The Darklord inherited unlimited wealth, but finery she wears turns to rags and food tastes like ash."],["3","The Darklord is incomparably beautiful, but locals perceive him as a terrible beast."],["4","Tattoos detailing the Darklord's sins cover their body."],["5","Every night, the Darklord is the focus of a lavish ball, but during the day he turns into a lead statue."],["6","A choir of spirits follows the Darklord, endlessly singing her sins."],["7","The Darklord endlessly cries tears of blood, ink, poison, or molten iron."],["8","The Darklord knows how he's going to die and sees evidence of impending doom everywhere."]],"name":"Gothic Horror Torments","page":56,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Gothic Horror Settings","colLabels":["d8","Setting"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A city-state where the rulers are secretly warring lycanthropes, hags, and vampires"],["2","A countryside littered with gigantic pieces of armor"],["3","A nation where fog hides packs of deadly beasts"],["4","An island where the inhabitants make sacrifices to avoid eerie transformations"],["5","A mountain-sized cathedral devoted to transforming a prophesied being into a deity"],["6","A forest of eternal night where bloodthirsty creatures live in monstrous peace"],["7","A city where all who die are cast in plaster and used to adorn tableau-covered avenues"],["8","An artist's paradise where cruelties are elevated to terrible and beautiful art forms"]],"name":"Gothic Horror Settings","page":57,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Gothic Horror Adventure Sites","colLabels":["d8","Adventure Site"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A mansion's forbidden east wing, where terrible noises sound from every night"],["2","A castle where all visitors are transformed into rats, bats, spiders, and other beasts"],["3","A science lab where preserved body parts carry the consciousnesses of their former owners"],["4","A hidden fighting arena where rivals and lovers battle to prove the strength of their emotions"],["5","A beautiful garden where the past keepers find immortality as statues and in ancient trees"],["6","A tower where honorable heroes are sworn to protect a monstrous ruler"],["7","A lavish inn where a random guest chokes on their own blood each night"],["8","A rectory where the stained glass windows hold the trapped souls of the pious"]],"name":"Gothic Horror Adventure Sites","page":57,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Gothic Horror Plots","colLabels":["d8","Plot"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Discover why anyone who utters the prince's true name immediately turns to dust."],["2","Investigate the disappearance of a scientist known only through their correspondence."],["3","Help a repentant immortal lose centuries of painful memories."],["4","Track down a serial killer who impales her victims on the same monument."],["5","End an affliction that turns a noble into a living doll every night."],["6","Settle a dispute between mortals and devils who both claim the same child is their next ruler."],["7","Put to rest a pair of spirits that bring tragedy to any couple who tries to get married."],["8","Find a way to end a land's generational curse that doesn't involve a group of innocents willingly sacrificing themselves."]],"name":"Gothic Horror Plots","page":57,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Wandering the Mists","colLabels":["d100","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–20","Characters emerge in a domain of your choosing."],["21–40","Characters wander the Mists for another {@dice 1d6} hours, then roll on this table again."],["41–65","Characters emerge from the Mists on stable ground {@dice 1d100} feet away from where they entered."],["66–75","Characters emerge on stable ground a mile from where they entered the Mists at midnight of the night after they entered the Mists."],["76–85","Characters emerge from the Mists inside a structure somewhere within the domain they tried to leave, perhaps a cave, crypt, shed, or closet."],["86–95","Other creatures appear within the Mists. Roll any die. If you roll an even number, a lost and terrified {@creature commoner} appears. If you roll an odd number, {@dice 2d6} {@creature Skeleton||skeletons} or 1 {@creature unspeakable horror|VRGR} (see {@book chapter 5|VRGR|5}) appears. After the encounter, another {@dice 1d6} hours pass, then roll on this table again."],["96–99","Characters emerge from the Mists where they entered to find the domain changed. Perhaps someone the characters knew is gone, and no one has any knowledge of them ever existing."],["100","Characters emerge from the Mists on a world on the Material Plane. After {@dice 1d6} hours, the Mists rise around them once more. Roll again on this table."]],"name":"Wandering the Mists","page":61,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Barovia Adventures","colLabels":["d8","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Mists draw the characters into Barovia, where the fortune-teller Madam Eva sets them on a dark course that leads them to Castle Ravenloft."],["2","{@creature Priest of Osybus|VRGR|Priests of Osybus} (see {@book chapter 5|VRGR|5|Priests of Osybus}) have gained a following in Vallaki. They consider Strahd a demigod of their faith and drain the blood of nonbelievers in his name."],["3","A merchant working for a mysterious patron hires the party to recover the bones of Tatsaul Eris, a noble buried in the catacombs of Castle Ravenloft."],["4","The Martikovs, owners of the Wizard of Wines winery, seek aid recovering a shipment of cursed wine that turns drinkers into {@creature Vine Blight||vine blights}."],["5","A dying {@creature wereraven|VRGR} (see {@book chapter 5|VRGR|5|Wereraven}) gives the characters a scroll and an amulet bearing the Mark of the Raven. It begs the characters to deliver the message to the Keepers of the Feather."],["6","A megalith erected by Barovia's original inhabitants topples near Vallaki. Beneath lies the tomb of an ancient {@creature nosferatu|VRGR} (see {@book chapter 5|VRGR|5|Nosferatu}) who calls himself Duke Gundar; he immediately takes a disliking to Count Strahd von Zarovich."],["7","From the ruined mansion of Argynvostholt, the {@creature revenant} knight Vladimir Horngaard dragoons innocents into the Order of the Silver Dragon and pits them against Strahd's servants."],["8","The characters are accused of a crime. Surprising everyone, word arrives that Count Strahd von Zarovich will serve as their judge."]],"name":"Barovia Adventures","page":69,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Tatyana's Incarnation","colLabels":["d8","Who Is Tatyana's Newest Incarnation?"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Ireena Kolyana, the adopted daughter of burgomaster Kolyan Indirovich of the village of Barovia"],["2","{@book Ez d'Avenir|VRGR|3|Ez d'Avenir},* vampire slayer and protégé of Rudolph van Richten"],["3","Vasilka, a {@creature flesh golem} or reborn (see {@book chapter 1|VRGR|1|Reborn}) who lives in the abbey near the village of Krezk"],["4","The identical twins Yasmine and Nasseri, who are devout servants of the god Ezra"],["5","Renoir Laurent, the teenage son of Chantal Laurent, a woman Strahd abducted years ago"],["6","Petra Rilenovich, a young prodigy who has gained local renown for her remarkable paintings of what she calls her \"dream lives\""],["7","Vanasia, the leader of a far-ranging Vistani band"],["8","Quentin L'Argent, the dragonborn son of human goat herders living near the ruined manor Argynvostholt."]],"name":"Who Is Tatyana?; Tatyana's Incarnation","page":70,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Avoiding Strahd","colLabels":["d8","Concealment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The incarnation pretends to be a religious zealot who took a vow of silence."],["2","The incarnation (or their guardians) made a bargain with Madam Eva or the Keepers of the Feather to hide the incarnation from Strahd."],["3","The incarnation is the ward of a famous monster hunter, who might not know the soul's identity."],["4","The incarnation was adopted by a group of Vistani travelers and rarely visits Barovia."],["5","The incarnation hides from Strahd by taking a magic potion that causes them to sleep for all but one hour a day."],["6","The incarnation uses magic to appear as an old person, a child, or a white raven."],["7","Some evil, such as the Abbot of the Abbey of Saint Markovia or an inhabitant of the Amber Temple, cloaks the incarnation's existence from Strahd."],["8","The incarnation lives a charmed life and is heedless of the count, not realizing Strahd is cultivating them until a particular time."]],"name":"Connection to Strahd; Avoiding Strahd","page":70,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Hunting Strahd","colLabels":["d10","Hunting Method"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The incarnation seeks to become the greatest monster hunter ever, training constantly so they're prepared when Strahd eventually appears."],["2","The incarnation misguidedly plans to redeem Strahd through their exceptional kindness or faith."],["3","The incarnation knows their true nature and has weaponized their blood with poison that will put Strahd to sleep for a generation."],["4","The incarnation seeks to resurrect a historic figure to battle Strahd, perhaps Sergei von Zarovich, the first Tatyana, or another enemy of the count."],["5","The incarnation has located a relic that can weaken Strahd. However, they need the heroes to recover the item while they distract the count."],["6","The incarnation used powerful magic to lead the heroes to Barovia so they can destroy Strahd."],["7","The incarnation has joined the {@book Keepers of the Feather|VRGR|3|Keepers of the Feather}* and seeks to organize a siege of Castle Ravenloft."],["8","The incarnation feels the weight of their past lives and seeks a way to end their cycle of rebirth by freeing Barovia from the Mists—or destroying it."],["9","The incarnation falls in with a sinister group such as the {@book priests of Osybus|VRGR|3|Priests of Osybus}* and seeks to manipulate Strahd to further their organization's schemes."],["10","The incarnation has drawn an enemy of Strahd's to Barovia, such as {@book Firan Zal'honen|VRGR|3|Firan Zal'honan}* or {@book Jander Sunstar|VRGR|3|Jander Sunstar},* hoping the rivals will slay one another."]],"name":"Connection to Strahd; Hunting Strahd","page":70,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Lost Tatyana","colLabels":["d6","Resurrection Circumstances"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Tatyana's incorporeal spirit assembles and haunts heroes whom she believes have the best chance of defeating Strahd."],["2","A character's friend or loved one is the incarnation of Tatyana. When the Mists claim that individual, the character is drawn into Barovia as well."],["3","A character's own reincarnation allows Tatyana's soul to enter their body, bringing with it memories in the form of vivid dreams."],["4","Tatyana's soul was captured by an effect similar to the {@spell magic jar} spell. Strahd or another entity hires the characters to seek out the container holding the soul, not revealing its true nature."],["5","Tatyana's soul reincarnated as someone another Darklord covets, such as the bearer of Ankhtepot's ka in {@book Har'Akir|VRGR|3} or {@creature Elise|VRGR} in {@book Lamordia|VRGR|3} (both detailed later in this chapter)."],["6","Tatyana's soul found its way into a distant relative of Strahd, Lyssa von Zarovich. Lyssa seeks to grow more powerful and claim Castle Ravenloft for herself. Her first step to deposing Strahd was to become a {@creature vampire}. Now she needs allies."]],"name":"Beyond Barovia; Lost Tatyana","page":71,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Bluetspur Adventures","colLabels":["d8","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Characters awake within the shattered remains of a fluid-filled tube deep in Citadel Subterrene. They have no idea how they arrived there."],["2","A cavern the characters were exploring seamlessly abuts with Bluetspur, trapping them in caves overrun with {@creature Vampiric Mind Flayer|VRGR|vampiric mind flayers} (see {@book chapter 5|VRGR|5})."],["3","A strange message leads characters to a silvery vessel full of alien mysteries wrecked on Bluetspur's surface. The only surviving creature in the wreck is a cunning {@creature displacer beast}."],["4","The characters find a strange but adorable creature trapped within an abandoned alien installation. The being is a lovable companion, until it reveals itself to be a {@b star spawn emissary} (see {@book chapter 5|VRGR|5|Star Spawn Emissary})."],["5","An acquaintance of the characters complains of reoccurring nightmares. The complaints stop when the dreamer is taken over by an {@creature intellect devourer}."],["6","An inventor requests the characters' insight into a pill-sized device she extracted from her own body. As the characters examine it, the device projects a map into their minds and emits a telepathic call for help. The map leads to a {@creature mind flayer} who wants to put the God-Brain out of its misery."],["7","A farmer hires the characters to protect his family, whom he believes—without evidence—are being abducted and returned every night."],["8","The High Master mind flayer of Mount Grysl seeks to claim all the God-Brain knows. To do this, it creates a copy of the Apparatus (see \"{@book Mordent|VRGR|3}\" later in this chapter). All it needs is a relic called the Rod of Rastinon, which it wants the characters to retrieve for it."]],"name":"Bluetspur Adventures","page":74,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Aberrant Evidence","colLabels":["d6","Evidence"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A needle-like device buried under someone's skin"],["2","An inexplicable crater or circle of scorched crops"],["3","A stable full of exploded livestock"],["4","An {@item antimatter rifle} (detailed in the {@book Dungeon Master's Guide|DMG})"],["5","A missing person or otherworldly being transformed into a {@creature brain in a jar|VRGR} (see {@book chapter 5|VRGR|5|Brain in a Jar})"],["6","The damaged corpse of a {@creature vampiric mind flayer|VRGR} (see {@book chapter 5|VRGR|5|Vampiric Mind Flayer})"]],"name":"Alien Artifacts; Aberrant Evidence","page":75,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Suppressed Memories","colLabels":["d6","Memory"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You're paralyzed on a cold table. Clicking sounds surround you. Pallid tentacles slither toward your face, each ending in gleaming surgical instruments. What are they trying to do?"],["2","Some unfamiliar reflex moves your arm. Looking, you catch a glimpse of a bruise slithering beneath your skin. What do you do?"],["3","A many-legged, ferret-like creature floats into your cell. You feel multitudes of unseen eyes upon you. What do your captors expect you to do with this? What do you do?"],["4","Rainbow storms assail the heights of a mountain so tall it seems to curve over you. You're floating over a red wasteland, just one in a line of hovering beings. What do you see ahead?"],["5","You knew a stranger. You were each other's comfort against fear and pain. Then they were taken away. What were their final words to you?"],["6","The figure hovering before you is deemed acceptable. They're lowered into a pool, where pale, slug-like beings set upon them. You float forward. Why are you deemed unacceptable?"]],"name":"Lost Memories; Suppressed Memories","page":75,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Noble Families and Estates","colLabels":["Noble Family","Estate Name"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Boritsi","Misericordia"],["Dilisnya","Degravo"],["Eris","Coairdeiador"],["Ivliskova","Abreptoro"],["Nobriskov","Cubratdis"],["Nuikin","Esecklae"],["Ocrotire","Sanctesalat"],["Olzanik","Kinisaradia"],["Piechota","Alieselti"],["Pretorius","Mundorhova"],["Ritter","Vetistiqua"],["Tatenna","Fulchighora"]],"name":"Misericordia and Other Noble Estates; Noble Families and Estates","page":77,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Borca Adventures","colLabels":["d8","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A noble asks the characters to protect their sibling from a mysterious assassin. The killer is Nostalia Romaine, whose blood was replaced with poison by Ivana Boritsi."],["2","A scholar requests aid in gaining access to Scholomance. This institution is Borca's elite school of magic and also home to the Rainmaker Society, which is said to control Borcan politics."],["3","A young noble befriends the characters and introduces them to the fabulously amoral Levkarest club scene. By the night's end, a character is accused of murder."],["4","Half the village of Leoni is arrested by the erinyes-masked Judge Ranziska and marched before Sturben's Faceless Court. The remaining villagers beseech the party to defend their families in court."],["5","The eligible noble Vladimir Nobriskov hosts a contest for his affections. Participants turn up murdered, victims of Nobriskov's lycanthropic hunger."],["6","A book-collecting noble seeks the party's help in finding a rare text called The Revelations of the Prince of Twilight, a tome said to teach the reader to tap into the hidden power of their shadow."],["7","The Ocrotire family offers a sizable bounty for anyone who can capture the Lake Balaur Beast, which has escaped from the estate's oceanarium."],["8","Members of the Ulmist Inquisition accuse the characters of crimes they haven't yet committed. They relent only if the characters undertake a mission against the {@creature Priest of Osybus|VRGR|priests of Osybus} (see {@book chapter 5|VRGR|5|Priests of Osybus})."]],"name":"Borca Adventures","page":81,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Ignoble Request","colLabels":["d6","Request"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Manufacture a business or social opportunity for the target's confidant, leaving the target isolated."],["2","Deliver a lavish gift to the target, such as a large sculpture or a steed, at an inappropriate time."],["3","Make the target cry in public."],["4","Plant evidence of a crime at the target's home."],["5","Orchestrate a false business deal, political alliance, or arranged relationship."],["6","Make the target miss their own social event."]],"name":"Ignoble Bonds; Ignoble Request","page":82,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Lethal Leverage","colLabels":["d6","Leverage"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The contact provides the characters with noteworthy gear to use during a request, then collects it afterward as evidence."],["2","The contact conveniently \"goes out of town,\" requesting characters report to them in writing."],["3","The contact requests magical insurance, such as a {@spell geas} spell preventing mutual harm or committing the characters to a misrepresented act."],["4","The contact becomes the guardian of someone close to the characters."],["5","The contact holds a powerful magic item for the characters \"so it doesn't fall into the wrong hands.\""],["6","The contact has the characters act against a mutual friend \"for their own good.\" The contact then threatens to reveal this act to the friend."]],"name":"Lethal Leverage","page":82,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Carnival Adventures","colLabels":["d4","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","One of the Carnival's performers has been arrested by a local sheriff. Hermos asks the party to return the trouper, either to save them or to make them face Carnival justice."],["2","A local hires the party to find a loved one who disappeared at the Carnival. The trail leads to a Litwick Market vendor whose trinkets turn people into their favorite animals."],["3","The Carnival adopts a new performer escaping their family. The performer asks the party to deter family members intent on bringing them home."],["4","The characters find a mirror holding the disembodied reflection of Tindafulus, a {@creature mage} trapped by his own reflection. He wants the party to find his duplicate, who escaped with a mysterious carnival."]],"name":"Adventures in the Carnival; Carnival Adventures","page":87,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Darkon Adventures","colLabels":["d6","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The party learns how to destroy the Heart of the Abyss, a relic held by the Order of the Guardians and hunted by a demon called the Whistling Fiend."],["2","The {@creature night hag} Styrix has created a device called the Rift Spanner that she plans to use to escape the Domains of Dread. She just needs to transform a few hundred innocents into larvae to power it."],["3","A ship captain offers to take the characters away from Darkon, but only after they deliver a trunk full of alchemical supplies to Madame Eris at her family estate."],["4","Merchants hire the party as protection from the pirate ship Bountiful. Captain Damon Skragg raids not for loot, but for flesh to feed his {@creature ghoul} crew."],["5","Researchers from the Brautslava Institute require assistants to aid in investigations into fields such as necrolinguistics and temporal archaeozoology."],["6","Murders plague the wealthy families of Redleaf Lake. Locals seek aid from the characters, unaware the bitter dowager Damita Adler exacts a generations-old revenge from her dilapidated home."]],"name":"Darkon Adventures","page":91,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Darkon's Destruction","colLabels":["d4","Destruction"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","With Azalin gone, Darkon has no purpose. The Shadowfell is reabsorbing the demiplane."],["2","Darkon is being consumed to fuel magic funneling power from Castle Avernus into the King's Tear."],["3","The Hour of Ascension was an attack. Invaders are using the Shroud to disguise their assault."],["4","The {@creature Priest of Osybus|VRGR|priests of Osybus} (see {@book chapter 5|VRGR|5|Priests of Osybus}) are draining life from Darkon to empower the imprisoned vestige of a wicked deity."]],"name":"Darkon's Destruction","page":92,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Azalin's Fate","colLabels":["d4","Fate"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Azalin was destroyed—slain by a failed magical experiment, a rival, or the Dark Powers."],["2","Azalin escaped the Domains of Dread and returned to his home world of Oerth."],["3","Azalin caused an ongoing conjunction that allows him to walk free so long as Darkon is collapsing."],["4","Azalin escaped into his past or drew multiple versions of himself into the present."]],"name":"The Secret of Darkon's Doom; Azalin's Fate","page":92,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Darkon's Salvation","colLabels":["d6","Method"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Find or restore Azalin and return him to Darkon."],["2","Present the Dark Powers a worthy new Darklord."],["3","Bestow a symbol of rule upon a new Darklord."],["4","Free Darkon from the Shadowfell."],["5","Merge Darkon with another domain."],["6","Trick another Darklord into entering Darkon."]],"name":"Darkon's Salvation","page":92,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Means to Save Darkon","colLabels":["d6","Implement"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Pieces of Azalin's shattered crown"],["2","The Rift Spanner, a portal-making contraption"],["3","A hidden amber sarcophagus that contains the last vestige of a powerful evil being"],["4","The King's Tear, a floating anomaly or structure"],["5","The Apparatus (see \"{@book Mordent|VRGR|3}\" in this chapter)"],["6","The blood of Strahd von Zarovich, fundamental to the nature of the Domains of Dread"]],"name":"Means to Save Darkon","page":92,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Darkon Allies","colLabels":["d6","Ally"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Irik Zal'honen, the mournful spirit of Azalin's son"],["2","The Order of the Guardians, ascetics who isolate dangerous magic and prevent supernatural ruin"],["3","Cardinna Artazas of the Eternal Order"],["4","Doctor Ingrid van Richten, a scholarly spirit who haunts Richten House near Rivalis"],["5","The Ray Agency, investigators based in Martira Bay"],["6","Skeever, Azalin's {@creature imp} familiar"]],"name":"Darkon Allies","page":92,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Darkon Rivals","colLabels":["d6","Rival"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Alcio Metus and the Kargat"],["2","Darcalus Rex and the Eternal Order"],["3","Madame Talisveri Eris and the Family"],["4","Ebbasheyth, Azalin's black shadow dragon advisor"],["5","A cursed artifact held within an Order of the Guardians monastery"],["6","Azalin's shadow, an echo of the Darklord"]],"name":"Darkon Rivals","page":92,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Dread in Darkon","colLabels":["d6","Dread Possibility"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A prophecy foretells the characters' involvement in Darkon's salvation or destruction, and comes with eight unavoidable omens."],["2","The characters were involved in the Hour of Ascension and share a Dark Gift (see {@book chapter 1|VRGR|1})."],["3","One of the characters is the perfect vessel for a new Darklord or Azalin's rebirth."],["4","The party is forced to work with an evil being, one from the Darkon Rivals table or another Darklord."],["5","The dead of Darkon wish to aid the characters, flocking to them in a growing legion."],["6","The characters suffer desperate, fractured dreams sent from mysterious allies or their future selves, warning them of calamity."]],"name":"Dread in Darkon","page":93,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Darkon Finale","colLabels":["d6","Finale"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","None of Azalin's would-be inheritors are fit to become Darklord. Only by merging their spirits or making one inheritor the vessel for a hidden evil can a new Darklord arise."],["2","The King's Tear is a dungeon-sized amber chrysalis that Azalin is using to create a new Dark Power. The characters must find the black shadow dragon Ebbasheyth and convince her to help infiltrate the floating construction and shatter it from within."],["3","Azalin believes the only way to escape the Domains of Dread is by shattering their linchpin: the first domain, Barovia. He has escaped Darkon, but the next stage of his scheme must be stopped before he destroys all the domains."],["4","Each of Azalin's inheritors holds a piece of the Darklord's crown. Claiming the pieces and bringing them to Castle Avernus allows Azalin's restoration or a new Darklord's ascension."],["5","One of the characters is a clone of Azalin, created as a potential Darklord so the real Azalin could escape. The Hour of Ascension was a distraction to mislead the Dark Powers."],["6","Azalin changed time so he never became a Darklord. The characters must follow Azalin into his past and ensure his deeds attract the Dark Powers' notice."]],"name":"Darkon Finale","page":93,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Dementlieu Adventures","colLabels":["d6","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A shrieky soprano is starring in the new production at the Port-a-Lucine Opera House. Jealous divas hire the party to figure out what magic she used to bewitch her way into a role."],["2","A Phlegethan Hospital patient contacts the party, claiming to be the rightful Duke d'Honaire. He has a preternatural ability to bend others to his will."],["3","The party runs afoul of the city watch and learns that their captain has been replaced by a devil who's transforming them into a brutal force."],["4","People are being replaced by lifelike constructs, while the originals are held captive in the cellar beneath Alexandre du Cire's House of Wax. A party member is the next target."],["5","A crusader hunting the Red Death is murdered. The culprit isn't the Red Death, but the family of a recent victim, who don't want the victim's poverty and lies to come to light."],["6","A woman claiming to be Duchess Saidra's stepsister arrives in town and makes discreet inquiries about how to best reveal the horrible truth about the duchess: that she is a lowborn fraud."]],"name":"Dementlieu Adventures","page":97,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Grand Masquerade Objectives","colLabels":["d6","Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Find a specific aristocrat at the masquerade and get information from (or to) them."],["2","Prevent a villain from committing a crime at the masquerade."],["3","Perform a trivial task in exchange for a favor from the hags of the Three Odd Gables, such as leaving a trinket on a mantle or filching a fruit tart."],["4","Protect another attendee, ensuring that person isn't assassinated... or unmasked."],["5","Use the crowd to expose people to an antidote, a curse, or important information."],["6","Secure a private audience with Duchess Saidra."]],"name":"The Grand Masquerade; Grand Masquerade Objectives","page":97,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Grand Masquerade Complications","colLabels":["d6","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An angry guest with a costume identical to a character's accuses them of stealing the idea."],["2","A flirtatious guest decides these interesting characters deserve to be introduced to the city's elite."],["3","The character with the highest passive Wisdom ({@skill Perception}) score notices a nimble-fingered guest slipping a necklace off their dance partner."],["4","An intoxicated guest loudly confesses truths that other guests pretend not to hear."],["5","A scream from a different part of the estate pierces the air. Everyone hushes for a moment, then immediately carries on as if nothing had happened."],["6","Duchess Saidra enters the room, and sycophants immediately surround her."]],"name":"Random Complications; Grand Masquerade Complications","page":99,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Falkovnia Adventures","colLabels":["d10","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The party discovers a town where {@creature Zombie||zombies} have begun acting strangely: plowing fields, tarrying in shops, and congregating in the crumbling temple. What's causing this odd behavior?"],["2","In Morfenzi, Vjorn Horstman envisions an army of bestial super soldiers. He works to perfect what he calls his \"primal serum,\" an elixir that inflicts those injected with a random form of lycanthropy. He seeks to use the characters as test subjects."],["3","A plague strikes the slums of Lekar. Those killed by the disease rise as {@creature Zombie Plague Spreader|VRGR|zombie plague spreaders} (see {@book chapter 5|VRGR|5})."],["4","A pack of zombie animals—predominantly wolves, ravens, and cattle—attacks work bands from Lekar and survivors upon the roads. The characters are enlisted to serve as guards."],["5","The characters are sent to investigate a fallen star that crashed near the village of Delmunster. The village proves remarkably peaceful and free of zombies, in large part because it's populated by the {@creature Podling|VRGR|podlings} of a {@creature bodytaker plant|VRGR} (see {@book chapter 5|VRGR|5})."],["6","A character learns that an influential Talon plans to overthrow General Drakov during the next zombie assault on Lekar by sabotaging the city's defenses and admitting the zombies to the Bastion Ward."],["7","The Jimsonweeds, a band of survivors in Silbervas, vanish after attempting to pillage Dekovan Palace. Soon after, the palace's strange lights appear among buildings formerly claimed by the lost survivors."],["8","A knight named Gondegal attacks Talon patrols and claims she can lead common folk to a safe holdfast. None who go with her are seen again. The Talons hire the party to hunt down the knight."],["9","The characters learn of downtrodden citizens in Lekar plotting to escape into the Mists following the next zombie siege. Are the citizens desperate noncombatants, or are they Talon agents seeking to draw out \"traitors\"?"],["10","On the night of the new moon, no zombie horde appears at Lekar's walls. Instead, a undead messenger arrives with a missive for General Drakov."]],"name":"Falkovnia Adventures","page":103,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Zombie Siege Encounters","colLabels":["{@dice 1d6;2d6|d6s}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Zombies rip apart a soldier, causing those nearby to freeze or flee."],["2","Commoners flee the battle. A Talon attacks them, killing deserters to deter further flight."],["3","A Talon messenger, bearing orders from General Drakov, struggles to reach a besieged gate."],["4","A panicked Talon mage recklessly casts destructive spells, catching zombies and soldiers in the effects."],["5","A group of commoners attempts to flee the city, revealing a hidden gap in the wall."],["6","Zombie bodies pile up, creating a growing ramp onto a section of wall."],["7","Zombies dig through or under the wall, allowing them to flow steadily into the city."],["8","Zombies cause a siege weapon to fire into the city or start a conflagration."],["9","Fighting breaks out at a building Talon priests use to treat the wounded."],["10","Zombies break through a gate and begin scaling the portcullis beyond."],["11","Zombies infiltrate the sewers and appear in a supposedly safe part of the city."],["12+","Masses of zombies or a botched scheme by defenders causes a wall or tower to collapse."]],"name":"During the Siege; Zombie Siege Encounters","page":105,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Zombie Siege Climax","colLabels":["d4","Climax"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Breaching the river grates, zombies pour into the city via the Zapadnost River. Drakov orders thousands of gallons of oil emptied into the sewer and then lit. The zombies burn, but flames consume the districts and the river is poisoned."],["2","The northern district will be overwhelmed. Drakov plans to destroy the bridges crossing the river using kegs of explosive powder. This will halt the zombies but trap many soldiers and civilians on the other side."],["3","Drakov plans to open several gates, admitting the zombies into one populated district. While the zombies feed, the district will be set aflame."],["4","Drakov's troops round up civilians and force them out of the city, splitting the zombies' attention. This allows the Talons to shore up defenses and repel a second, less concentrated zombie attack."]],"name":"Concluding the Siege; Zombie Siege Climax","page":105,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Har'Akir Adventures","colLabels":["d8","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The priests of Ese seek adventurers to retrieve someone they condemned from the Labyrinth."],["2","The historian Kharafek has excavated a canyon riddled with sealed tombs. She's paying laborers well but is also using them to bear the brunt of the curses the crypts conceal."],["3","The hermits settled in River's Shelter accidentally revealed a crypt and released {@creature Mummy||mummies} that resent being disturbed."],["4","The pyramid of a former high priest has vanished. The priests of Neb seek help finding the monument before the pharaoh notices and is displeased."],["5","Snefru, a priest of Oru, discovers that the Bent Pyramid responds to song. She seeks aid to assemble a massive chorus to open a path inside."],["6","The revolutionary Aliz is secretly a jackal-headed {@creature werewolf} allied with the {@creature mummy lord} Senmet. She seeks to find Ankhtepot's ka to bring the pharaoh's rule to an end."],["7","Sute's Chosen seek help rescuing travelers missing in the Breath of the Forgotten. The party must endure the gods' tests to save them from the storm."],["8","Nephyr, a cat-headed Child of Ankhtepot, arrives in Muhar. To motivate the living to find the pharaoh's lost treasure, each dawn she curses a number of innocents equal to the days she's spent in the city."]],"name":"Har'Akir Adventures","page":110,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Ankhtepot's Soul","colLabels":["d8","The Ka's Form"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature hawk} or {@creature giant eagle} that tirelessly circles the sun."],["2","A canopic jar containing the pharaoh's heart hidden within a forgotten tomb"],["3","Mummified and divided-up heart-meat, a piece of which is hidden within each of the remaining loyal Children of Ankhtepot"],["4","A blessing granted to those who survive both the Breath of the Forgotten and the Breath of the False"],["5","A set of relics holy to the old gods of Har'Akir"],["6","The manifestation of a joyous song sung by Muhar's people"],["7","The soul of an innocent healer who resembles the pharaoh as he was in life"],["8","The soul of a character, perhaps one with an Echoing Soul (a Dark Gift detailed in {@book chapter 1|VRGR|1|Echoing Soul})"]],"name":"The Soul's Shape; Ankhtepot's Soul","page":110,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Hunt for the Ka","colLabels":["d6","Hunt"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The characters come to the attention of High Priest Rehkotep, who demands they aid her in finding the pharaoh's lost treasure or face punishment."],["2","Revolutionaries displeased with the priests and the pharaoh search for Ankhtepot's lost treasure in hopes of gaining leverage over the ruler."],["3","The sphinxes of Har'Akir know that Ankhtepot is close to finding his lost ka. They hope to find it first and place it outside the Darklord's reach."],["4","A Child of Ankhtepot, either a loyal servant like Nephyr or a traitor like Senmet, tasks the characters with finding the lost ka to fulfill their own ends."],["5","Murals or hieroglyphs within a tomb the characters discover lead to other ruins, each bearing a clue to finding the pharaoh's missing treasure."],["6","After the characters die, Pharaoh Ankhtepot resurrects them (perhaps as reborn; see {@book chapter 1|VRGR|1|Reborn}). Their continued existence is contingent on searching for and finding his ka."]],"name":"The Hunters' Role; Hunt for the Ka","page":111,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Ankhtepot Reborn","colLabels":["d4","Development"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Ankhtepot is now mortal, but retains all his supernatural abilities. Newly invigorated, the tyrant takes a more active role in Har'Akir's rulership, indulging in decadences and forcing the people to raise vast monuments to his newfound glory."],["2","Ankhtepot is only briefly mortal. His body rapidly wastes away, returning him to his Undead state. Furious, he unleashes his deathless hordes, intent on transforming Har'Akir into an afterlife of his own making."],["3","Ankhtepot is reborn and soon after dies for good. The remaining Children of Ankhtepot turn against one another, each declaring themself Pharaoh Ankhtepot II."],["4","Ankhtepot is reborn, dies, is cursed by the gods anew, and is locked within a hidden tomb. Har'Akir falls to chaos as the land is scoured by squabbling mummies, a fruitless revolution, and harsh storms. Only by returning Ankhtepot to power can the land be saved."]],"name":"The Pharaoh's Return; Ankhtepot Reborn","page":110,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Hazlan Adventures","colLabels":["d10","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Hazlik's apprentice Eleni charmed the ancient albino {@creature purple worm} Gravedrinker, using it as a weapon against any who oppose her master. When the worm breaks free of her control, Eleni seeks aid with recapturing it before Hazlik finds out."],["2","Castoff magical creations litter the dry lake bed called Obsession's End. A sapient war machine or an {@creature iron golem} escapes the midden and asks the party to help it find a way to live an ordinary life."],["3","Innumerable {@creature Gremishka|VRGR|gremishkas} (see {@book chapter 5|VRGR|5|Gremishka}) collect in caves along what's known as the Gnawing Path. The creatures plot to overwhelm Sly-Var and will pass through Toyalis in the process. Members of both communities request exterminators."],["4","A cult forms around the Philosopher's Egg, an eight-story citrine egg perched atop a mesa in the region called Seething. The cultists hunt for someone who has never been touched by magic to release the unborn antimagic entity within."],["5","One of Hazlik's apprentices sends multiple groups to capture a {@b star spawn emissary} (see {@book chapter 5|VRGR|5|Star Spawn Emissary}) that emerged from a meteor in Moonstone Valley. But the shape-shifter disappears, slipping in among its would-be captors."],["6","An apprentice of Hazlik yearns to explore the bottomless pit known as Gluttonkettle. He needs a test crew for a vehicle he's devised to traverse impossible distances."],["7","A magically talented commoner is kidnapped and forced to become a wizard's apprentice. Their family hires the characters to retrieve them, but the kidnappee has quickly adjusted to the decadent life of an amoral wizard."],["8","The moon over Hazlan shatters and plummets toward the ground. Whether caused by a mighty spell gone awry or a domain-spanning illusion, the sight throws Toyalis into chaos. Residents demand that the characters help them flee the disaster."],["9","One of Hazlik's apprentices needs agents to search for a suspected fountain of youth said to have formed among the innumerable magical toxins polluting the swamp known as the Brew."],["10","Hazlik knows his domain's days are numbered. He attempts to use the characters to recreate the living portal that first brought him to Hazlan, either as its creators or its raw materials."]],"name":"Hazlan Adventures","page":115,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Hazlan Wild Magic","colLabels":["d20","Wild Magic Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1–5","The character causes a random effect from the {@table Wild Magic Surge|phb} table in the {@book Player's Handbook|PHB}."],["6–7","The character is {@condition frightened} of all creatures until the end of their next turn."],["8–9","A number ({@dice 2d4}) of the Staring Cats of Uldun-dar appear within 30 feet of the character. These sapient, hyperdimensional {@creature Cat||cats} have uneven numbers of eyes and are not hostile, but they ominously share reports on how the character died in multiple parallel dimensions. The cats vanish after the character's next long rest."],["10–11","The character and the creature nearest them both teleport up to 60 feet to random unoccupied spaces of the DM's choice. When they reappear, they are covered in harmless ectoplasm."],["12","The character broadcasts their surface thoughts for 1 round, as if all creatures within 30 feet of them had cast {@spell detect thoughts} targeting them."],["13–14","A spectral Eye of Hazlik appears, hovering over the character for 1 hour. The eye functions as detailed in the \"{@book The Eye of Hazlik|VRGR|3|The Eye of Hazlik}\" section."],["15–16","A portal similar to that created by {@spell arcane gate} opens within 10 feet of the character. It connects to another portal somewhere in Hazlan. The portal remains open for 1 hour, during which creatures from either side can pass through."],["17–18","A shrieking, skinless, many-limbed horror that has the statistics of (and vaguely resembles) a {@creature unicorn} appears within 30 feet of the character. It is hostile to them, vanishing after 1 minute."],["19","The character casts {@spell fireball} as a 5th-level spell centered on themself using Charisma as the spellcasting ability. Screams and laughter emanate from the flames."],["20","A fog cloud appears, centered on the character. The effect is similar to a {@spell fog cloud} spell and lasts for 10 minutes. The DM can choose to have the fog affect creatures as if they'd entered the Mists."]],"name":"Hazlan Wild Magic","page":116,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"I'Cath Adventures","colLabels":["d10","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A desperate local needs medicine for a sick spouse, but the only merchant in Gwai-Huit Center with the necessary herbs demands fresh fruit from the Gemstone Gardens. The local entreats the characters to infiltrate the {@creature jiangshi|VRGR}-haunted park (see {@book chapter 5|VRGR|5})."],["2","A child has gone missing on the streets of I'Cath. The child's parents plead with the characters to find the youngster before dusk."],["3","A {@creature spy} known as a criminal in I'Cath's dream city is imprisoned and tormented every time he falls asleep. He begs for the characters' aid to help keep him awake."],["4","A group of {@creature Bandit||bandits} waylay anyone who passes through their territory, demanding fresh meat for passage. Trapped locals seek help in moving through the gang's territory."],["5","A melancholy elf is unable to enter Tsien Chiang's dream to join his family. He entreats the characters to help him find a way."],["6","A {@creature jiangshi|VRGR} approaches the characters and asks them to locate one or more of her lost family members within the dream city. She's worried about what's become of her family—their bodies should be in the city, but she's lost track of them."],["7","A family in the Mansions made offerings of food and remembrances to placate a hungry {@creature ghost}. This has attracted dozens of other ghosts. The family seeks help placating the undead mouths they can't feed."],["8","Tsien Chiang's library in the Palace of Bones holds secrets about the border between dreams and reality. The characters must infiltrate the palace, find the information they need, and escape before Tsien Chiang returns at dawn."],["9","A desperate {@creature veteran} wakes from the dream and attempts to set I'Cath on fire, believing it's better for everything to burn than to live a lie. The characters must choose how to contend with the murderous arsonist."],["10","All but one of Tsien Chiang's daughters have gone missing—and the remaining daughter is either Tsien Seu-Mei or Tsien Lei-An, neither of whom can speak. This daughter crosses the party's path and silently begs for help."]],"name":"I'Cath Adventures","page":121,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Kalakeri Adventures","colLabels":["d10","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Bandit||Bandits} takes over the village of Neelakurinji, claiming Ramya or Arijani as their leader. In truth they serve neither and are opportunistically robbing those who fear disobeying the factions. An escaped villager entreats the characters for help."],["2","The {@creature stone giant} guru Jalendu claims to know a path to religious enlightenment. Those who fail to prove their devotion to his teachings turn up {@condition petrified}."],["3","The sea boils around an ancient, submerged ruin called the Drowned Altar. With constant upheaval, no one has performed the rites necessary to placate what dwells in the deep."],["4","Dozens of servants were hired to help host a grand gala thrown by Arijani. The event was a success, but none of the servants returned home. Their families entreat the characters to seek answers."],["5","The rare ralvanji spice has miraculous medicinal properties, but by royal edict it is grown only in the gardens of the Cerulean Citadel. Estavan, a mysterious {@creature oni} merchant, offers to pay good money for the spice and even more for the seeds."],["6","A parent asks the characters to bring their runaway teenager home, not knowing their child joined Ramya's army, died, and returned as a {@creature wight}."],["7","Reeva employs the party to find the forbidden ruins of Bahru, said to lie somewhere in the Ashwagangha Mountains. She believes her ancestors imprisoned a powerful force there, which she hopes to awaken and bend to her service."],["8","The shadows of people in Meenakara are disappearing, and the shadow-bereft soon sicken and die. A local leader claims that the strange plague's cure lies among the hidden isles known as the Ashram of {@book Niranjan|VRGR|3|Niranjan} (detailed in \"{@book Other Domains of Dread|VRGR|3}\" later in this chapter)."],["9","A {@creature commoner} begs the characters to prove their sibling's loyalty to Ramya. Time is short, since the sibling was arrested and taken to the Tower of Traitors to face execution."],["10","Ramya desires a consort to cement her rulership and bring stability to the kingdom. A character who is a capable warrior catches her attention."]],"name":"Kalakeri Adventures","page":128,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Renown in Kalakeri","colLabels":["Adjusted Renown","Activity","Faction"],"colStyles":["col-2 text-center","col-9","col-1 text-center"],"rows":[["+1","Advancing the faction's interests","Either"],["+1","Revealing a traitor","Either"],["+1","Attaining victory over a rival through martial skill","Loyalists"],["+1","Evicting rebels from a community","Loyalists"],["+1","Attaining victory over a rival through duplicity","Rebels"],["+2","Completing a mission assigned by the faction","Either"],["+2","Executing a traitor","Either"],["+2","Evicting loyalists from a community","Rebels"],["+2","Gaining a rich or powerful ally for the faction","Rebels"],["+2","Offering rare occult lore to Reeva","Rebels"],["+3","Recovering Arijani or Reeva's skull from the Tower of Traitors","Rebels"],["+4","Ousting foes from the Cerulean Citadel","Either"],["–1","Being accused of treachery","Either"],["–2","Being caught aiding a rival faction's agenda","Either"],["–2","Failing at an assignment","Either"],["–2","Offending Arijani's ego","Rebels"],["–3","Discovering a faction leader's true form","Either"],["–5","Openly betraying the faction","Either"]],"name":"Renown in Kalakeri","page":130,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Loyalist Benefits","colLabels":["Renown Threshold","Request","Renown Adjustment"],"colStyles":["col-2 text-center","col-9","col-1 text-center"],"rows":[["1","Moving unimpeded through loyalist-controlled territory","—"],["1","Learning the location of the bulk of Ramya's armies","—"],["3","Learning where a particular skull is in the Tower of Traitors","–1"],["3","Learning where a specific soldier in Ramya's army is stationed","—"],["5","Gaining an audience with Maharani Ramya","—"],["10","Pardoning someone accused of being a traitor","–2"],["10","Gaining command of a contingent of Undead soldiers to fulfill a mission","–2"],["15","Convincing the faction to heed advice","–2"],["15","Convincing Ramya to relinquish a skull from the Tower of Traitors or dismiss a soldier from her army","–2"],["20","Convincing the faction to heed advice seemingly counter to its interests","–5"],["25","Convincing Ramya to leave Jadurai","–5"]],"name":"Benefits of Renown; Loyalist Benefits","page":131,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Rebel Benefits","colLabels":["Renown Threshold","Request","Renown Adjustment"],"colStyles":["col-2 text-center","col-8","col-2 text-center"],"rows":[["1","Moving unimpeded through rebel-controlled territory","—"],["1","Learning if a wealthy individual has been courted by the rebels in the past month","—"],["3","Learning where Arijani and Reeva are encamped","—"],["5","Gaining a private audience with both Arijani and Reeva","—"],["7","Gaining a private audience with either Arijani or Reeva","—"],["10","Obtaining an invitation to one of Arijani and Reeva's galas","–4"],["15","Convincing the faction to heed advice","–2"],["15","Convincing the faction to heed advice seemingly counter to its interests","–5"],["20","Obtaining an invitation to one of Arijani and Reeva's private feasts","–5"],["25","Convincing Reeva to reveal secrets hidden under the Cerulean Citadel","–5"]],"name":"Benefits of Renown; Rebel Benefits","page":131,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Kartakass Adventures","colLabels":["d8","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The characters arrive in Kartakass and immediately meet a friendly local: Harkon Lukas."],["2","A foe carries an invitation to Harmonia's Crystal Club. If the characters visit, they find themselves the only non-lycanthropes in the crowd."],["3","A set dresser in Medria used \"tamed\"{@creature Mimic||mimics} during a stage production. Now the audience is trapped inside a theater overrun by the monsters."],["4","The party investigates a murder in Emherst. The victim is an actor who played a character murdered daily in the ongoing immersive play."],["5","Akriel Lukas hires the party to \"borrow\" her father's violin so she can accurately model her own violin, Sundered Heart, from it."],["6","A scholar named Radaga seeks the characters' aid in recovering a mysterious relic—an ancient crown—from a skeleton-haunted canyon in the Martello Hills."],["7","The party is invited to participate in a fighting tournament in the goblin-overrun hills known as the Catacombs. Upon arriving, they find that {@creature Goblin||goblins} organized the event under the oversight of the flamboyant {@creature gladiator} Nym Pymplee."],["8","A brewer in Harmonia hires the party to deliver a cart of meekulbrau—a local berry wine that soothes the throat and improves vocal performances. A band of thieves hijacked the last two deliveries, and the brewer wants to make sure this latest delivery reaches its buyer, Harkon Lukas."]],"name":"Kartakass Adventures","page":135,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Favors for Harkon Lukas","colLabels":["d4","Favor"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Harkon is expected to debut a new song, \"Just Like the Wind,\" but his backup performers and entourage are missing. The Darklord asks for the characters to fill in as entertainers and personal security."],["2","Harkon expects to be attacked by a toxic former student or lover at a public event. The Darklord asks the party to intercept this stalker."],["3","Harkon feigns fear of being mobbed by fans. The Darklord asks the party to disguise him and escort him to an event."],["4","In the wild, Harkon's entourage is slain by wolves or by bandits. If the party saves him, the Darklord feigns helplessness and asks to travel with them."]],"name":"Meeting the Darklord; Favors for Harkon Lukas","page":136,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Lamordia Adventures","colLabels":["d10","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Sapient lab animals escape Ludendorf University and need help finding a new home. One, however, is eager to improve upon its form and the forms of its fellows."],["2","Medical student Emil Bollenbach strives to craft revolutionary {@creature Flesh Golem||flesh golems}, such as ones made entirely of doppelgangers or beholders. His patrons enlist the party to aid his research."],["3","A murderous, jaundiced whale is hunting Ludendorf's ships. The superstitious Captain Furschter of the city's navy asks the party to learn why by seeking Winter's Mouth, a crack in the ice where the sea supposedly whispers its secrets."],["4","Three brilliant Ludendorf University students compete to become Dr. Mordenheim's new assistant. Each seeks the party's assistance in ensuring they're chosen for the opportunity."],["5","A wave of warped monstrosities is preparing to assault Neufurchtenburg. The metallurgists at the Giesbrecht Automatic Armaments company have created a new weapon or vehicle that could save the town, but they need someone to test it."],["6","Ruprekt Schaller stood to inherit his dying father's factory in Ludendorf. Instead, Udo Schaller paid assassins to murder his son and had his brain transplanted into Ruprekt's young body, with the help of Dr. Mordenheim. Udo's daughter and sole surviving heir, Varissa Schaller, wants to avenge her brother's murder and begs the party to help destroy her father."],["7","Prospectors seeking rare gas pockets discover numerous well-preserved bog mummies dating back to Lamordia's ancient druidic peoples. They seek help when the mummies vanish and undead animals begin terrorizing their camp."],["8","Baron von Aubrecker writes to the party, asking them to recover the body of a \"relative\" from the Haifisch, a shipwreck impaled on a spire of ice."],["9","The Sleeping Beast is experiencing an increasing number of earthquakes. The overseers of the Pulstein Mine call for aid, believing that strange creatures are causing the quakes to steal the \"marrowstone\" they're mining."],["10","Scholars at Ludendorf University learn of the Unbreakable Heart and claim a monster stole it. The characters and dozens of other hunters are sent to the Isles of Agony to recover the device."]],"name":"Lamordia Adventures","page":141,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Serving Dr. Mordenheim","colLabels":["d4","Mission"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The doctor desires a cutting-edge discovery from a factory in Neufurchtenburg. To acquire it, she has kidnapped the factory owner's family and put the characters' consciousnesses into their bodies. Until the characters deliver the discovery, she holds their bodies and the family's brains in cold storage."],["2","Wishing to spy on Ludendorf University, Mordenheim mounts the characters' heads onto suits of {@creature animated armor}. The characters will get their bodies back when they return with the information the doctor desires."],["3","Agents of Baron von Aubrecker attack Schloss Mordenheim and wreak considerable damage. Dr. Mordenheim places the characters' brains into {@creature Flesh Golem||flesh golems} and sets them loose to punish the baron."],["4","Dr. Mordenheim wants {@creature Elise|VRGR} found and returned. Using various monster parts, she creates unique hunter bodies with the statistics of {@creature Flesh Golem||flesh golems} or {@b} other monsters. She places the characters' minds into these bodies, promising to restore them when they bring her {@creature Elise|VRGR}."]],"name":"Mordenheim's Designs; Serving Dr. Mordenheim","page":142,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Mordent Adventures","colLabels":["d8","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An alchemist discovers a way to \"burn\" spirits to provide fuel for magical fire. Several spirits seek the party's aid in preventing their second death."],["2","A {@creature noble} seeks help as an undead ancestor tries to prevent the {@creature noble}'s marriage to an \"unsuitable\" partner."],["3","The spirits of two lovers whose families prevented their union begin exacting revenge on the living."],["4","A pair of rival fiends, Athos and Diche, break loose from idols in the collection at Heather House. Members of the Weathermay family call for aid."],["5","The citizens of the village of Crawford spread tales of a gigantic {@creature raven}. Sheriff Perkins hires the characters to hunt down the creature, which is actually a {@creature wereraven|VRGR} (see {@book chapter 5|VRGR|5}) protecting the community from a greater threat."],["6","A curse has afflicted Westcote Manor for a hundred years. The surrounding bog encroaches on the house, and howling bog hounds draw ever closer to the estate's beleaguered lord."],["7","The baronet of a small estate is forced to commit increasingly heinous crimes each day or face unspeakable torment at the hands of his ghostly ancestors, who suffered under the same curse."],["8","Someone has rebuilt the infamous Apparatus and is using it to transpose vicious souls into the bodies of mild-mannered citizens of Mordentshire."]],"name":"Mordent Adventures","page":147,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Ghost's History","colLabels":["d6","Ghost's History"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The ghost died so recently that they might not yet fully realize they are dead."],["2","The ghost died recently enough that people who knew them in life are still around."],["3","The ghost died years ago, and few people who knew them in life are still alive."],["4","The ghost died a generation ago; folks remember rumors or stories told about the person's life."],["5","The ghost died multiple generations ago, and only local folklore or histories preserve their memory."],["6","The ghost died a very long time ago, and no one knows anything about their history."]],"name":"Ghost's History","page":148,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Tragic Elements","colLabels":["d10","Tragic Element"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The ghost aches from a broken heart."],["2","The ghost interferes with the romantic life of their victim."],["3","The ghost was falsely accused and convicted of a crime."],["4","The ghost makes an innocent person appear to be guilty of the ghost's crimes."],["5","In life, the ghost was cut off by family members and denied a rightful inheritance."],["6","The ghost refuses to acknowledge any living heirs as family members and tries to prevent these heirs from inheriting what is rightly theirs."],["7","Society shunned the ghost unfairly in life."],["8","Association with the ghost causes their living victim to be shunned by society."],["9","In life, the ghost's efforts to do good led them to be cursed by a hag, fiend, or powerful spirit."],["10","The ghost foils their victim's efforts to do good."]],"name":"Tragedy; Tragic Elements","page":148,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Romantic Elements","colLabels":["d8","Romantic Element"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The ghost hopes to be reunited with another ghost—the spirit of someone they loved in life."],["2","The ghost haunts someone they loved in life, who still returns that love."],["3","The ghost haunts a place they loved in life, perhaps their home or a memorial to one they lost."],["4","The ghost haunts someone they loved in life, who is trying to move on."],["5","The ghost haunts someone who looks like a person the ghost loved in life (possibly a descendant of that person)."],["6","A person who loved the ghost in life refuses to let the spirit leave."],["7","The ghost was murdered by someone they loved in life."],["8","The ghost seeks vengeance on someone who spurned them in life."]],"name":"Romance; Romantic Elements","page":148,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Richemulot Adventures","colLabels":["d6","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","At the command of Jacqueline Renier, {@creature Swarm of Rats||swarms of rats} nightly slip into homes and murder the resident cats. Distraught pet owners entreat the characters for aid."],["2","A desperate rogue seeks the characters' aid when the rest of her band is trapped within the abandoned Fiox Estate by a haywire security system."],["3","A band of students plot a revolution against Jacqueline Renier in the valley called Assassin's Echo. They're convinced one among them is a traitor but don't realize there's a {@creature wererat} in their midst."],["4","A constable requests the characters' aid in solving murders in which the victims have been drained of blood. The murderer is a {@creature strigoi|VRGR} (see {@book chapter 5|VRGR|5}) that haunts a sunken chapel in the swamp known as the Gardens."],["5","Doctor Temator of Mortigny believes she can create a cure for the Gnawing Plague and enlists the characters to find subjects who have never had the disease. Rumors soon spread that the doctor and characters are actually spreading the plague."],["6","Louise Renier seeks the characters' aid in infiltrating a ball Jacqueline is holding at Chateau Delanuit. She aims to infuriate Jacqueline so that she reveals her {@creature wererat} nature before her guests."]],"name":"Richemulot Adventures","page":153,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Stage Two Encounters","colLabels":["d6","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The character avoids direct contact with anyone who might be infected."],["2","How many people brush up against the character as they push through the crowds? The character must succeed on a DC 12 Constitution saving throw or contract the Gnawing Plague."],["3","A nearby person turns and coughs directly on the character, who must succeed on a DC 14 Constitution saving throw or contract the Gnawing Plague."],["4","A {@creature rat} scurries across the character's foot. If the character isn't wearing metal armor, it scratches them and they must succeed on a DC 12 Constitution saving throw or contract the Gnawing Plague."],["5","A sobbing child is separated from their parents in a crowd. A character who physically interacts with the child must succeed on a DC 14 Constitution saving throw or contract the Gnawing Plague."],["6","A cutpurse tries to pick the character's pocket. If the character tries to physically stop the criminal, they must succeed on a DC 12 Constitution saving throw or contract the Gnawing Plague."]],"name":"Stage Two: Outbreak; Stage Two Encounters","page":154,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Stage Three Encounters","colLabels":["d6","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A dead body lies in the character's path. A character who touches the body must succeed on a DC 12 Constitution saving throw or contract the Gnawing Plague."],["2","A retching {@creature commoner} tries to grapple the character, begging for any help. Anyone the commoner touches must succeed on a DC 16 Constitution saving throw or contract the Gnawing Plague."],["3","Three Casques Silencieux ({@creature animated armor}) gesture for the character to get indoors immediately. They turn hostile if the character resists."],["4","Several mangy {@creature Giant Rat||giant rats} attack. Anyone bitten by a giant rat must succeed on a DC 14 Constitution saving throw or contract the Gnawing Plague."],["5","A {@creature swarm of rats} shadows the character as they travel. If confronted, the swarm attacks. Anyone bitten by the rats must succeed on a DC 14 Constitution saving throw or contract the Gnawing Plague."],["6","A young, well-heeled couple cavorts openly, oblivious to the quarantine. These {@creature Wererat||wererats} don't reveal their true nature unless they must, and then only to blend in with the swarms of rats."]],"name":"Stage Three: Illness; Stage Three Encounters","page":155,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Stage Four Encounters","colLabels":["d6","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A desperate group of {@creature Commoner||commoners} tries to break through a sealed gate to escape quarantine. Anyone who tries to aid or deter them must succeed on a DC 16 Constitution saving throw or contract the Gnawing Plague."],["2","Three thieves attack someone who cries out for help. If a character intervenes, all four thieves reveal themselves to be {@creature Wererat||wererats} and attack."],["3","A squad of Casques Silencieux ({@creature animated armor}) marches through the street. If the Casques Silencieux spot a character, they try to force the character into a home where the residents are all dead."],["4","The character spots several rats in an alley using trash to enact a miniature courtroom drama. If a character interrupts or is critical of the rats' play, the rats become a {@creature swarm of rats} and attack."],["5","The character notices a {@creature giant rat} about to throw alchemist's fire at an inhabited home. If they intervene, the rat flees. Whether or not it escapes, the character's lodgings are soon the target of arson."],["6","A celebration takes place in a nearby house. Six {@creature Wererat||wererats} openly cavort in hybrid form, dancing and carousing with the corpses of the home's former owners."]],"name":"Stage Four: Pestilence; Stage Four Encounters","page":155,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Tepest Adventures","colLabels":["d10","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Toxic, vision-inducing fungi taint the ruined village of Briggdarrow. Recently, homesteaders outside Viktal discovered the fungus on their properties and claim it's being spread by strange fungus-covered bipeds (myconids)."],["2","A hermit who once lived in the abandoned fortress on Cas Island hires the party to retrieve an heirloom she left behind. But she warns that the Avanc, a dangerous lake monster, swims nearby."],["3","A shepherd's youngest child went missing after a sinkhole opened in a nearby pasture, revealing a glowing cavern that leads into the tunnels of Arak."],["4","The Parrish family fled Viktal in fear of Mother. They seek help revealing her malice to their former neighbors before she finds them."],["5","Mother's Minders nail wicker dolls over the doors of a dozen houses in Viktal. Soon after, both the dolls and the inhabitants of those houses vanish."],["6","A druid seeks aid in reclaiming their people's holy site from an ancient, evil {@creature treant} called Blightroot. The druid doesn't mention that the surrounding forests are a clonal colony of the villainous plant."],["7","A grieving villager begs the characters to take their deceased loved one to the Cauldron, a pool said to restore life to a corpse bathed in its waters. The villager says nothing of the terrible price the pool's magic exacts."],["8","Two young lovers go missing from Viktal. One is found days later, unable to remember anything, aged fifty years, and desperate for help to find their partner."],["9","A character's reflection on the water warns of impending doom. The image insists they find the Seer's Glass, which can reveal the past and future."],["10","A strange old woman claims to have lost her child and begs the characters for help. Thus disguised, Lorinda hopes to have the party track down her runaway Laoirse."]],"name":"Tepest Adventures","page":159,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Sights in Viktal","colLabels":["d8","Sight"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Locals weave flowers into crowns and sew cuts of meat into cloaks, creating traditional garb for an upcoming festival."],["2","Most children in town are hexbloods (see {@book chapter 1|VRGR|1|Hexblood}). Evasive locals refuse to say why."],["3","Villagers harvest wings and chrysalises from caged moths, which are powdered and used to make \"shift spice\"—a pervasive ingredient in local dishes."],["4","A group of young people dramatically sob at the window of an old woman, who tosses horned wicker dolls to those who sob loudest."],["5","A local fisher teaches knife-wielding youngsters how to debone live eels and create festive \"elver-crowns,\" a grim local decoration."],["6","With adult approval, youngsters affix hornlike sticks to a terrified animal's head."],["7","A lovingly carved door or mural depicts a woman's face made of moth wings, watching over an explicitly detailed scene of butchery or surgery."],["8","Villagers sing and dance in a circle around someone undergoing a ritual to have their left eye removed."]],"name":"Welcome to Viktal; Sights in Viktal","page":160,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Tithe Events","colLabels":["d6","Event","Token"],"colStyles":["col-2 text-center","col-6","col-4"],"rows":[["1","Crooked Joust. Participants use stilts strapped to their arms and legs to topple one another.","Five-legged sheep figurine"],["2","Powrie Chase. Pursuers dress as wicked faeries, donning tattered red cloaks and using sharp darts in a game of tag.","Red wooden ring"],["3","Lost Siblings. Blindfolded participants identify other players by touching their hair.","Sheaf of black wheat"],["4","Gossamer Glutton. Whoever eats the most live moths wins.","Glass butterfly wing"],["5","Hungry Sister. A dozen players with a rope tied around them try to stop someone from getting past them and stealing a pear from a bowl.","A dried length of pear skin"],["6","Never Naughty. Participants take turns flattering three elderly villagers, who decide who wins and who gets paddled.","A reed switch"]],"name":"Tithe Events","page":160,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Lorinda's Daughter","colLabels":["d6","Laoirse's Form","Statistics","CR"],"colStyles":["col-2 text-center","col-4","col-3 text-center","col-3 text-center"],"rows":[["1","Giant upright-walking ram","{@creature Minotaur}","3"],["2","Humanoid made of wicker","{@creature Shambling mound}","5"],["3","Dozens of stitched together corpses","{@creature Zombie clot|VRGR}*","6"],["4","Shivering, hairless, rabbit-bear","{@creature Abominable yeti}","9"],["5","Bipedal wolf-elk","{@creature Loup garou|VRGR}*","13"],["6","Giant, shrieking, bipedal sheep","{@creature Goristro}","17"]],"name":"Mother's Blessing; Lorinda's Daughter","page":161,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Valachan Adventures","colLabels":["d8","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Oselo joyously adopt a new member into their community, but the ceremony erupts in strife when Chakuna appears and demands that all newcomers participate in the Trial of Hearts."],["2","Shuaran warriors seek help in slaying a massive {@creature saber-toothed tiger} killing their people. They don't mention that they recently lost the Cat of Felkovic, a sentient magic item similar to a {@item figurine of wondrous power} that conjures a feline killer."],["3","A sapient {@creature giant spider} emerges from the caverns known as the Council of the Whip Spider. It demands that the Oselo provide it a sacrifice, or every arachnid in Valachan will attack the village."],["4","The {@creature tyrannosaurus rex} called Mother Heartless rampages from the Forest of Fossils, incensed by something amiss in her hunting grounds."],["5","The {@creature lizardfolk} of the lakes surrounding the Anquara Plateau discover a submerged ruin and unleash an {@creature aboleth} that now holds them in thrall."],["6","Beast-shaped {@creature Treant||treants} animate and lay siege to Pantara Lodge, obeying Urik von Kharkov's will."],["7","The merchant ship Zodiac runs aground on Kiru Island. The sailors seek help salvaging other shipwrecks and escaping back to sea—preferably before Chakuna notices them."],["8","A pack of {@creature Displacer Beast||displacer beasts} washes up dead in Sangui Cove. An enraged Chakuna prowls the jungle, slaying anyone she suspects of being involved."]],"name":"Valachan Adventures","page":164,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Valachan Hunt Complications","colLabels":["d20","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Chakuna appears and attacks. Roll a die. If you roll an even number, this occurs during another complication and you can roll again on this table. If you roll an odd number, Chakuna attacks suddenly without another complication."],["2","Dense foliage, swampy ground, clouds of insects, or thick fog slows the party's travel to a crawl. The party chooses one character, who must succeed on a DC 14 Wisdom ({@skill Survival}) check or the party's travel speed is reduced by half for the next hour (this is in addition to any speed reduction from {@quickref difficult terrain||3})."],["3","The area is riddled with traps set by Chakuna. A random character must succeed on a DC 15 Wisdom ({@skill Perception}) check or fall into a {@trap pits||spiked pit} (see the {@book Dungeon Master's Guide|DMG})."],["4","{@creature Chuul||Chuuls}, {@creature Vine Blight||vine blights}, or {@creature Zombie Plague Spreader|VRGR|zombie plague spreaders} (see {@book chapter 5|VRGR|5}) ambush the party."],["5","The characters find a tree bound in rope. One or more withered, oversized hearts hang from cords attached to its branches. Roll a die. If you roll an even number, the hearts look grim but are harmless. If you roll an odd number, the {@dice 1d6} hearts have the statistics of gnashing {@creature Death's Head|VRGR|death's heads} (see {@book chapter 5|VRGR|5}) and attack."],["6","Clouds of insects, persistent leeches, or other parasites torment the party. Each character must succeed on a DC 16 Wisdom ({@skill Survival}) check or gain 1 level of {@condition exhaustion}. Creatures immune to disease suffer no ill effects from the parasites."],["7","The party encounters a {@creature druid}, {@creature green hag}, or {@creature displacer beast} that is not part of the hunt. If a character succeeds on a DC 16 Charisma ({@skill Persuasion}) check, that creature shows them a route that allows them to move at double their speed for the next hour and avoid rolling on this table at the end of that time."],["8","An individual or a group of competitors—{@creature Gladiator||gladiators}, {@creature Scout||scouts}, or {@creature Tribal Warrior||tribal warriors}—attempts to ambush the party."],["9","Whispers in the Druidic language issue from the boughs of trees and cracks in the earth. They repeat one word: Blood."],["10","A desperate competitor appears. Roll a die. If you roll an even number, the competitor is gravely wounded, incoherent, and suffering from hallucinations. If you roll an odd number, the competitor offers to help the party break the trial's rules and is struck dead by an arrow from the forest seconds later."],["11","Dinosaurs, {@creature Giant Poisonous Snake||giant poisonous snakes}, or {@creature Hydra||hydras} attack the party."],["12","A rope bridge provides the only method of crossing a river or ravine. Each character must succeed on a DC 10 Dexterity ({@skill Acrobatics}) check to cross the bridge or fall 60 feet into the jungle or water below. The bridge has AC 11, 16 hit points, and immunity to poison and psychic damage."],["13","The party discovers an overgrown ruin. A character who succeeds on a DC 18 Wisdom ({@skill Perception}) check spots a relief carving of a wicked-looking figure ripping out its own heart."],["14","A random character must succeed on a DC 14 Wisdom ({@skill Perception}) check or fall into {@book quicksand|DMG|5|Quicksand} (see the {@book Dungeon Master's Guide|DMG})."],["15","{@creature Panther||Panthers}, {@creature Displacer Beast||displacer beasts}, or werepanthers ({@creature Weretiger||weretigers}) attempt to ambush the party."],["16","The characters discover the corpse of a competitor. Roll a die. If you roll an even number, the corpse has a {@item potion of healing}. If you roll an odd number, the corpse's heart has been removed."],["17","The party chooses one character who must succeed on a DC 16 Wisdom ({@skill Survival}) check. On a failed check, the party becomes lost. It takes the characters 1 hour to realize they are {@dice 1d4} miles away from their assumed location in a disadvantageous direction."],["18–20","No complication"]],"name":"Valachan Hunt Complications","page":167,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Domains of Ravenloft","colLabels":["d100","Domain"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–04","{@book Barovia|VRGR|3}*"],["05–06","{@book Bluetspur|VRGR|3}*"],["07–09","{@book Borca|VRGR|3}*"],["10–12","{@book Carnival|VRGR|3}*"],["13–14","{@book Cyre 1313|VRGR|3|Cyre 1313, The Mourning Rail}"],["15–18","{@book Darkon|VRGR|3}*"],["19–21","{@book Dementlieu|VRGR|3}*"],["22–24","{@book Falkovnia|VRGR|3}*"],["25–26","{@book Forlorn|VRGR|3|Forlorn}"],["27–28","{@book Ghastria|VRGR|3|Ghastria}"],["29–30","{@book G'henna|VRGR|3|G'henna}"],["31–33","{@book Har'Akir|VRGR|3}*"],["34–36","{@book Hazlan|VRGR|3}*"],["37–39","{@book I'Cath|VRGR|3}*"],["40–41","{@book Invidia|VRGR|3|Invidia}"],["42–44","{@book Kalakeri|VRGR|3}*"],["45–47","{@book Kartakass|VRGR|3}*"],["48–49","{@book Keening|VRGR|3|Keening}"],["50–51","{@book Klorr|VRGR|3|Klorr}"],["52–54","{@book Lamordia|VRGR|3}*"],["55–56","{@book Markovia|VRGR|3|Markovia}"],["57–59","{@book Mordent|VRGR|3}*"],["60–62","{@book Nightmare Lands|VRGR|3|The Nightmare Lands}"],["63–64","{@book Niranjan|VRGR|3|Niranjan}"],["65–66","{@book Nova Vaasa|VRGR|3|Nova Vaasa}"],["67–69","{@book Odaire|VRGR|3|Odaire}"],["70–71","{@book Rider's Bridge|VRGR|3|The Rider's Bridge}"],["72–74","{@book Richemulot|VRGR|3}*"],["75–76","{@book Risibilos|VRGR|3|Risibilos}"],["77–78","{@book Scaena|VRGR|3|Scaena}"],["79–81","{@book Sea of Sorrows|VRGR|3|Sea of Sorrows}"],["82–83","{@book Shadowlands|VRGR|3|The Shadowlands}"],["84–85","{@book Souragne|VRGR|3|Souragne}"],["86–87","{@book Staunton Bluffs|VRGR|3|Staunton Bluffs}"],["88–90","{@book Tepest|VRGR|3}*"],["91–92","{@book Tovag|VRGR|3|Tovag}"],["93–95","{@book Valachan|VRGR|3}*"],["96–97","{@book Vhage Agency|VRGR|3|Vhage Agency}"],["98–99","{@book Zherisia|VRGR|3|Zherisia}"],["100","DM's design"]],"name":"Domains of Ravenloft","page":168,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Strangers in the Mists","colLabels":["d6","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Someone from another world who's just been drawn into a domain by the Mists"],["2","Someone fleeing the Darklord of another domain"],["3","A raven carrying a message from the Keepers of the Feather"],["4","Curious members of the Keepers of the Feather led by a {@creature wereraven|VRGR} (see {@book chapter 5|VRGR|5}) in disguise"],["5","A band of Vistani"],["6","A spirit that cries out before being yanked back into the Mists, leaving behind a Mist talisman"]],"name":"Travelers in the Mists; Strangers in the Mists","page":174,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Keeper Adventures","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Keepers invite the characters to a social gathering where fortunes are told and attendees sample rare imported mumia—powdered mummy."],["2","A Keeper delivers a letter to the characters that arrived by raven. The message has no sender."],["3","Orphir Brindletop, a Kalakeri gnome occultist, is surprised to meet one of the characters, as he received a message for them in a séance long ago."],["4","The characters are invited to help a Keeper stake out a graveyard in hopes of spotting a legendary creature said to dwell there."],["5","The party is hired to collect a parcel from the Blue Water Inn in the Barovian town of Vallaki, which is secretly run by wereravens. They must not open the package and must get it out of Barovia swiftly."],["6","A character glimpses a raven-like figure. When they investigate, they find only the mysterious talisman that it left behind."]],"name":"Keeper Adventures","page":175,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Creatures by Challenge Rating","colLabels":["CR","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1/8","{@creature Gremishka|VRGR}"],["1/2","{@creature Death's head|VRGR}"],["1/2","{@creature Podling|VRGR}"],["1","{@creature Boneless|VRGR}"],["1","{@creature Carrionette|VRGR}"],["1","{@creature Swarm of zombie limbs|VRGR}"],["2","{@creature Swarm of gremishkas|VRGR}"],["2","{@creature Swarm of maggots|VRGR}"],["2","{@creature Wereraven|VRGR}"],["3","{@creature Brain in a jar|VRGR}"],["3","{@creature Carrion stalker|VRGR}"],["3","{@creature Swarm of scarabs|VRGR}"],["4","{@creature Strigoi|VRGR}"],["4","{@creature Zombie plague spreader|VRGR}"],["5","{@creature Vampiric mind flayer|VRGR}"],["6","{@creature Gallows speaker|VRGR}"],["6","{@creature Priest of Osybus|VRGR}"],["6","{@creature Zombie clot|VRGR}"],["7","{@creature Bodytaker plant|VRGR}"],["7","{@creature Necrichor|VRGR}"],["8","{@creature Inquisitor of the Mind Fire|VRGR}"],["8","{@creature Inquisitor of the Sword|VRGR}"],["8","{@creature Inquisitor of the Tome|VRGR}"],["8","{@creature Nosferatu|VRGR}"],["8","{@creature Relentless slasher|VRGR}"],["8","{@creature Unspeakable horror|VRGR}"],["9","{@creature Jiangshi|VRGR}"],["10","{@creature Dullahan|VRGR}"],["12","{@creature Relentless juggernaut|VRGR}"],["13","{@creature Loup garou|VRGR}"],["19","{@creature Lesser star spawn emissary|VRGR}"],["21","{@creature Greater star spawn emissary|VRGR}"]],"name":"Bestiary; Creatures by Challenge Rating","page":226,"source":"VRGR","chapter":{"name":"Monsters of Ravenloft","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Feywild Weather","colLabels":["d8","Weather Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Flower blossoms rain from a sky filled with sparkling, pastel-colored clouds."],["2","A grand fairy drama plays in the sky as a stylistically rendered illusion or a swirling aurora."],["3","It rains tiny fruit tarts. They fall slowly and disappear just before they hit the ground. If caught from the air and eaten, they're delicious."],["4","Fog rolls in and plays harmless tricks on the characters, giving them fog mustaches, fog eyebrows, and fog wigs of many styles—perhaps even fog cloaks or fog companions."],["5","Snow begins to fall, and the flakes grow bigger over time. Flakes as big as dinner plates, wagon wheels, and even a waterwheel fall, but they're light as a feather."],["6","The sky fills with iridescent bubbles that lazily fall to the ground. Giggling pixie children chase and pop the bubbles but turn {@condition invisible} and flee if spoken to or approached."],["7","A silvery rain lifts the spirits and brings a song to each heart that it touches."],["8","A howling wind blows through the party, and each party member must roll a {@dice d8}. Anyone who rolls an 8 has a trinket or some other tiny, nonmagical item (such as a coin) stolen from them by weather spirits."]],"name":"Feywild Weather","page":5,"source":"DoD","chapter":{"name":"Feywild Overview","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Feywild Guide Names","colLabels":["d8","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Fetter"],["2","Fiddlebones"],["3","Moonray"],["4","Pip"],["5","Starlight"],["6","Stumpwick"],["7","Thistledown"],["8","Whisperwind"]],"name":"Feywild Guides; Feywild Guide Names","page":5,"source":"DoD","chapter":{"name":"Feywild Overview","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Feywild Guide Identities","colLabels":["d8","Identity"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Friendly forest gnome (use the {@creature scout} stat block, but change its size to Small)"],["2","Gloomy wood elf druid (use the {@creature druid} stat block)"],["3","Flamboyant {@creature pixie}"],["4","Happy-go-lucky {@creature satyr}"],["5","Ultra-competitive {@creature sprite}"],["6","Overly cautious {@creature treant sapling|wbtw} (see chapter 1 of The Wild Beyond the Witchlight for its stat block)"],["7","Giggly goblin warlock (use the {@creature cult fanatic} stat block, but change its size to Small)"],["8","Humorless {@creature centaur}"]],"name":"Feywild Guides; Feywild Guide Identities","page":5,"source":"DoD","chapter":{"name":"Feywild Overview","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Feywild Guide Quirks","colLabels":["d8","Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Always hearkens back and compares things to \"the good old days\""],["2","Can't tell a lie without wiggling their nose first"],["3","Never takes off their hat"],["4","Loves food and isn't picky about what they eat"],["5","On a secret quest that they can't talk about, except to remind others that they're \"on a secret quest\""],["6","Afraid of something commonplace, such as heights, enclosed spaces, or bare hands and feet"],["7","Carries around a suitcase full of wigs, forks, ashes, glass orbs, left shoes, or something else strange"],["8","Full of folksy wisdom that usually starts with, \"Papa always said...\" or \"Mama always said...\""]],"name":"Feywild Guides; Feywild Guide Quirks","page":5,"source":"DoD","chapter":{"name":"Feywild Overview","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Fey Desires for Greater Contracts","colLabels":["d8","What the Fey Wants"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","One of your fingers"],["2","To take the next child born in your family and raise the child in the Feywild"],["3","The completion of three quests, each of which you must agree to before the contract is formed"],["4","Your everlasting fealty"],["5","The ruin or demise of the Fey's sworn enemy"],["6","A precious object (such as a rare, very rare, or legendary magic item) that was stolen by or belongs to the Fey's sworn enemy"],["7","An art object that is deemed priceless, such as a famous painting that hangs in a museum"],["8","Your youth (which the Fey can harvest and bestow on another creature)"]],"name":"Price of a Contract; Fey Desires for Greater Contracts","page":9,"source":"DoD","chapter":{"name":"Feywild Overview","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Fey Desires for Lesser Contracts","colLabels":["d8","What the Fey Wants"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Your singing voice"],["2","A trinket that carries great sentimental value"],["3","Companionship (you remain in the Fey's company for an agreed-upon period of time)"],["4","The color in your eyes"],["5","The memory of your first kiss"],["6","The spring in your step or the sparkle in your eyes"],["7","A lock of your hair"],["8","Your name (requiring you to choose a new one for yourself)"]],"name":"Price of a Contract; Fey Desires for Lesser Contracts","page":9,"source":"DoD","chapter":{"name":"Feywild Overview","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Breaking a Greater Contract","colLabels":["d8","Penalty"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You can't speak or cast spells with verbal components. Whenever you try to speak, you bray like a donkey instead."],["2–3","You magically transform into an owl. You retain your languages, your ability to speak, and your mental ability scores (Intelligence, Wisdom, and Charisma). You otherwise have the statistics of an owl."],["4–5","You can't attune to magic items. If you are currently attuned to one or more magic items, your attunement to those items ends immediately."],["6–7","You are {@condition petrified}."],["8","An iron thorn is magically lodged in your chest. Every day, you can feel it move closer to your heart. If this effect is not ended within 3 days, you die and can't be revived for {@dice 5d12} days."]],"name":"Breaking a Contract; Breaking a Greater Contract","page":9,"source":"DoD","chapter":{"name":"Feywild Overview","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Breaking a Lesser Contract","colLabels":["d8","Penalty"],"colStyles":["col-2 text-center","col-10"],"rows":[["1–2","Your appearance becomes more toad-like (warty skin, bulbous eyes, large mouth, and webbed digits). This transformation has no game effects."],["3","You smell like swamp gas. No amount of bathing can rid you of this stench."],["4","Your shadow does not match your movements, which other creatures find unsettling."],["5–6","Your appearance becomes more rat-like (beady eyes, whiskers, small ears, pointy nose, little hands and feet, and a rat's tail). This transformation has no game effects."],["7","You cast no reflection. Superstitious folk who notice think you're a vampire."],["8","You are constantly surrounded by a small cloud of annoying but harmless flies."]],"name":"Breaking a Contract; Breaking a Lesser Contract","page":9,"source":"DoD","chapter":{"name":"Feywild Overview","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Fey Curses","colLabels":["d8","Curse"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Your ears are magically replaced by a pair of soft, fuzzy donkey ears. Moreover, when you try to speak, you instead bray."],["2","You gain {@dice 1d3} levels of {@condition exhaustion}. Until the curse ends, these levels of {@condition exhaustion} can't be removed."],["3","Spells can't restore hit points to you."],["4","The sound of pixie laughter fills your head while you are awake, drowning out all other sounds."],["5","Anything you try to pick up or hold in your hands slips through your fingers."],["6","Moonlight burns your flesh. You take {@damage 1d10} radiant damage when you start your turn in moonlight."],["7","You are magically transformed into an animated wooden doll that looks like you. Your statistics are the same, but you are a Construct with vulnerability to fire damage, and you don't require air, food, or drink. Items worn or carried by you are unaffected."],["8","Whenever you tell a lie, you lose the ability to speak for {@dice 1d8} hours."]],"name":"Fey Curses","page":10,"source":"DoD","chapter":{"name":"Feywild Overview","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Ending the Curse","colLabels":["d12","Ending the Curse"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You must carve your name into a tree, whereupon the tree inherits the curse's magic and dies."],["2","You must drink the blood of a pixie or sprite while basking in moonlight."],["3","You must speak the true name of the creature that cursed you three times in a row."],["4","While standing in sunlight on an arched bridge over running water, you must beg the Summer Queen for her \"fair blessing.\""],["5","After filling your pockets with fool's gold, you must flap your arms and quack like a duck."],["6","You must bury an executioner's hood (a blackcapped mushroom found in the Feywild) in the earth and pour goat's milk over it while whistling."],["7","You must be bitten by a faerie dragon. (It's possible any faerie dragon might do, or the faerie dragon might have to be of a particular color.)"],["8","You must leave a bouquet of eight black roses at the place where you were cursed, or you must give the bouquet to the creature that cursed you."],["9","You must persuade a centaur to carry you on its back for eight miles. Before the centaur will do this willingly, it might demand a gift or service in exchange, or the completion of a quest."],["10","You must obtain leaves or pinecones from three different species of treants and burn them in a campfire under a full moon while singing a particular campfire song."],["11","You must bake a small cake and leave it on the doorstep of a forest gnome's abode. Only when the gnome eats the whole cake does your curse end."],["12","You must persuade another creature to willingly take your name. If it does so, it inherits your curse, whereupon you are nameless and must choose a new name for yourself."]],"name":"Fey Curses; Ending the Curse","page":10,"source":"DoD","chapter":{"name":"Feywild Overview","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Fey Abodes","colLabels":["d20","Abode"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A pagoda overgrown with flowering vines that beckon visitors with pleasing scents"],["2","A crooked stone tower that has a moon-like orb of light circling its rooftop, which causes the tower's shadow to move like a clock hand"],["3","A decrepit mansion that is partially sunk in the middle of a bog"],["4","A rocky hill shaped like a sleeping satyr, with its open mouth forming a cave entrance"],["5","A windmill that walks around on giant crow's feet"],["6","A crumbling keep on a small island in the middle of a mist-shrouded loch"],["7","An old farm overgrown with giant pumpkins"],["8","A treehouse built in the boughs of a treant"],["9","A tower that used to be the trunk of a giant {@condition petrified} tree, with rope bridges connecting it to the giant living trees that surround it"],["10","One or more houses in hollowed-out mushrooms"],["11","A gingerbread cottage with a frosting-covered roof, frosting icicles, chocolate doors, and gumdrop gardens"],["12","A musty, web-shrouded stone cottage surrounded by an orchard of awakened apple trees"],["13","A walking stone colossus with a tower for a head"],["14","A cave-riddled hill that walks around on giant stone feet"],["15","A walled garden filled with friendly critters, talking flowers, and grasping vines"],["16","A well-preserved elven tomb overgrown with moss, decorated with statues, and festooned with bird nests"],["17","A giant beaver's lodge"],["18","An inn or hostel carved into the foot of a hill"],["19","A dragon skull lying in the sand"],["20","One or more giant rusty helmets that serve as houses, surrounded by an ancient battlefield"]],"name":"Fey Abodes","page":11,"source":"DoD","chapter":{"name":"Feywild Overview","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Archfey's Presentation","colLabels":["d8","Presentation"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Adorable.} The archfey has taken on the form of something adorable, such as an otter, a fawn, a sugar glider, a wombat, or a beautiful butterfly."],["2","{@b Ancient.} This archfey appears to be eons old. They might have gnarled skin like teakwood and long, gray hair that looks like elaborate lacework."],["3","{@b Bizarre.} This archfey looks like something from the realm of dreams. They could take on the appearance of a scintillating ball of light, a floating mask, or a whispering shadow."],["4","{@b Floral.} Flowers bloom from the archfey's fingertips, and their skin is covered in petals. Their body might have thorns, or they could have vine-like hair covered in sweet-smelling blossoms."],["5","{@b Fluid.} The archfey can change body type or transform from one creature into another."],["6","{@b Iridescent.} The archfey floats off the ground and gazes about with glowing eyes, their body surrounded by a nimbus of light and their skin sparkling like sunlight on water."],["7","{@b Metallic.} The archfey appears to be made of metal. Their face is an exquisitely crafted mask of mithral, silver, or gold, and their body is made of finely tooled metal etched with organic designs or cryptic symbols."],["8","{@b Monstrous.} This archfey has a monstrous form. For example, they might resemble an enormous spider, a hydra whose heads look like oversized elf heads with fangs, or any other horrific form you can imagine."]],"name":"Archfey's Presentation","page":12,"source":"DoD","chapter":{"name":"Creating an Archfey","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Archfey's Personality","colLabels":["d8","Personality"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Benevolent.} The archfey welcomes all into their domain and does everything in their power to assist those who come to them in true friendship or grave need."],["2","{@b Covetous.} The archfey hoards things they consider valuable and uses spies to find more of what they covet. The archfey never leaves their lair for fear that their hoard might be plundered."],["3","{@b Imperious.} The archfey surrounds themself with a court of sycophants and expects visitors to grovel before them. Their mercy is rare, and their superiority complex is legendary."],["4","{@b Madcap.} The archfey loves to sing, dance, drink, wear silly masks, do cartwheels, and throw parties where everyone is free to cavort and revel how they wish."],["5","{@b Mercurial.} The archfey has two personalities (choose two other personalities from this table). They shift back and forth between these personalities at certain times or when certain conditions are met."],["6","{@b Mischievous.} The archfey is a trickster who likes to confound and frustrate visitors to their domain and who surrounds themself with sly creatures such as boggles, pixies, foxes, magpies, and crows."],["7","{@b Reclusive.} The archfey prefers to be left alone and seldom, if ever, leaves their domain. They might adopt disguises or turn {@condition invisible} when they travel, and they might use magic to conceal their lair."],["8","{@b Wild.} The archfey has the demeanor of a wild animal and shuns the trappings of society."]],"name":"Archfey's Personality","page":13,"source":"DoD","chapter":{"name":"Creating an Archfey","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Archfey Obsession","colLabels":["d8","Obsession"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Beauty.} The archfey does everything in their power to rid their domain of that which they consider ugly. What they consider beautiful is not always clear, however."],["2","{@b Color.} This archfey is obsessed with a particular color and puts their subjects to work making sure the archfey's favorite color is predominant. Wearing another color in the domain could be seen as laughable, obnoxious, or downright rude."],["3","{@b Etiquette.} The rules in the archfey's domain change as they learn about some new custom that is popular in the Summer Court. The archfey requires all creatures in their domain to respect the new rules of etiquette."],["4","{@b Magic.} Magic in all its forms fascinates the archfey. They collect magic items and spellbooks, and they enjoy seeing demonstrations of magic from visitors."],["5","Material {@b Plane.} The archfey is obsessed with creatures and objects from the Material Plane. There is a scent, an energy, and a uniqueness to them that fascinates the archfey."],["6","{@b Monsters.} The archfey has a menagerie of monsters and is obsessed with finding marvelous new creatures to add to its collection."],["7","Rule of {@b Three.} The archfey is obsessed with the Rule of Three. They look for patterns, deeper meanings, and ill omens in things that occur in threes. The archfey's obsession is reflected throughout their domain, where things seem to naturally come in threes."],["8","{@b Stories.} The archfey wants nothing more than to listen to stories told by creatures from faraway places. They love to gather lore so they can build their own internal world of imagination or transform their domain with ideas from other worlds. Their lair is festooned with books, which give the archfey inspiration."]],"name":"Obsessions; Archfey Obsession","page":13,"source":"DoD","chapter":{"name":"Creating an Archfey","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Signature Magic","colLabels":["d8","Magic"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Arcane Antlers.} The archfey has antlers made of metal, crystal, bone, or some other substance, which allow the archfey to raise the dead. They shed their antlers and grow new ones every hundred years, prompting thieves to sneak into the domain to acquire the shed antlers."],["2","{@b Compelling Voice.} The archfey has a magical voice that can charm creatures of a certain type (such as Beasts or Fey). This voice might be as soft as a whisper or loud like thunder."],["3","{@b Dreamwalk.} When they sleep, the archfey projects a ghost-like version of themself that can leave their body and go anywhere in their domain."],["4","{@b Hand of Knowing.} One of the archfey's hands blurs as though it were in multiple places at once. The archfey can learn the entire history of a creature or object by touching it with that hand."],["5","{@b Health Aura.} The archfey's presence rids creatures and vegetation of disease. Healthy vegetation yields an overabundance of flowers and fruit."],["6","{@b Scrying Eye.} This archfey has an ornately crafted, removable eye that has the power of {@sense truesight} (as described in the Monster Manual). The archfey can see through this orb at all times. If the detached eye is destroyed, it rematerializes undamaged in the archfey's empty eye socket."],["7","{@b Simulacra.} The archfey can make magical copies of themself and other creatures. These simulacra are similar to those created by the {@spell simulacrum} spell."],["8","{@b Time Distortion.} For each minute spent in the archfey's presence, an hour passes elsewhere."]],"name":"Signature Magic","page":14,"source":"DoD","chapter":{"name":"Creating an Archfey","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Magical Gifts","colLabels":["d8","Gift"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Charm.} The archfey bestows a charm of the DM's choice (see \"Supernatural Gifts\" in the Dungeon Master's Guide)."],["2","{@b Guide.} The archfey summons a magical guide that takes the form of a faerie dragon, a sprite, or some other creature. The guide is a harmless figment that can't be damaged, and it knows its way around the Feywild. It can't leave the Feywild and disappears after eight days."],["3","{@b Lore.} With a touch, the archfey magically imparts useful knowledge about a particular subject of the archfey's choice. This knowledge might be permanent, or it might fade over time."],["4","Magic {@b Item.} The archfey bestows a useful magic item (such as a crystal ball or an oathbow) but warns that the item will vanish after a specified period of time, which it does."],["5","{@b Refuge.} The archfey creates a wooded glen, a dome of brambles, a silken cocoon, or some other kind of refuge. Creatures hostile toward the gift's recipient can't enter this refuge without the recipient's consent. After a specified period of time, the refuge vanishes."],["6","{@b Resurrection.} The archfey offers one free casting of the {@spell true resurrection} spell, which they can cast as an action without material components once per century."],["7","{@b Training.} With a touch, the archfey grants the benefit of months of special training (see \"Marks of Prestige\" in the Dungeon Master's Guide for different benefits of training)."],["8","{@b Transformation.} The archfey offers one free casting of the {@spell true polymorph} spell, which they can cast without material components. The spell's effect can be made permanent, if you wish."]],"name":"Magical Gifts","page":15,"source":"DoD","chapter":{"name":"Creating an Archfey","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Geographical Features","colLabels":["d8","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A colossal, gnarled tree, its trunk riddled with passageways, halls, chambers, and staircases"],["2","A valley filled with grassy meadows and groves of trees along a running river, nestled between two snow-capped mountains that look like the points of a crescent moon"],["3","A crystal castle that sings in sunlight or moonlight"],["4","A vast thicket of thick roots, thorny vines, and sinuous creepers that weave together to form long tunnels, grand hallways, and enormous domes"],["5","A complex of caves connected by passageways formed by Fey magic to create grand galleries and soaring vaults"],["6","Rolling farmland that yields healthy, bountiful produce of amazing size"],["7","A forest of tower-sized mushrooms, or a forest of tiny mushrooms that characters must shrink down to explore"],["8","An island that is actually a colossal sleeping turtle"]],"name":"Geographical Features","page":16,"source":"DoD","chapter":{"name":"Creating a Domain of Delight","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Domain Theme","colLabels":["d8","Theme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Adversarial.} Adversarial personalities are common here, even among the local wildlife. Animated trees swat at passersby, sentient flowers scoff and sneer, and local Fey are grumpy and uncooperative."],["2","{@b Crystalline.} This domain contains a profusion of crystal formations and outgrowths, as well as structures and trees made of crystal. Some of the crystals might generate light, music, or both."],["3","{@b Gloomy.} Everything here has a gloomy cast. Tree branches look like skeletal fingers, night creatures slink and flutter about, and skull-like faces appear on plants, stones, and sprites' wings."],["4","{@b Inquisitive.} Creatures in this domain are nosy and hungry for gossip. Animated trees use their branches to pick through backpacks when travelers aren't looking; pixies spy on strangers; and birds eavesdrop on conversations, repeating what they've heard to their masters."],["5","{@b Kaleidoscopic.} This domain is a riot of everchanging colors. Plants come in a dazzling array of colors, flowers change color to suit the prevailing mood, and Fey wear costumes of scintillating hues."],["6","{@b Lackadaisical.} The creatures here are easygoing. No one is in a hurry, and no task is greeted with a sense of urgency."],["7","{@b Musical.} This domain abounds with music. Frogs, toads, and insects break into multipart harmonies that sometimes crescendo into a symphonic rapture of melodious tweets, trills, chirps, and whistles. Fey in this domain are just as musically inclined."],["8","{@b Poisonous.} Almost every plant here has spines or thorns that cause anything from itchy welts to damage or out-of-body experiences. Other sources of poison might be present as well (for example, toxic bogs or giant, poisonous Beasts)."]],"name":"Domain Theme","page":16,"source":"DoD","chapter":{"name":"Creating a Domain of Delight","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Fey Crossings","colLabels":["d8","Fey Crossing"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Altar.} This stone altar might be found atop a lonely plateau, behind a waterfall, inside a cave, or in some other remote location. When certain stars align and the proper ritual is performed, the fey crossing appears as a portal above the altar."],["2","{@b Crystal Cave.} This cave is filled with natural crystalline formations and resembles a glittering cathedral. When moonlight shines into the cave at night, it causes a shimmering pool or spring in the center of the cave to transform into a fey crossing."],["3","{@b Hollow Tree.} The fey crossing lies within the hollow interior of an enormous tree. The crossing is open to anyone who carries a leaf or acorn from the tree."],["4","{@b Maze.} The fey crossing lies at the center of a maze that might change configuration from time to time. To use the crossing, one must walk or run from the maze's entrance to its center. Creatures who circumvent the maze using magic or flight find themselves unable to use the crossing."],["5","{@b Mushroom Circle.} This fey crossing appears as a circle of mushrooms. The size of the mushrooms and the width of the circle can vary, but activating the fey crossing requires that a particular act be performed inside it or a particular object or creature be present."],["6","{@b Ruined Tower.} The ruins of an ancient elven tower house a fey crossing. For three nights each year, a ghostly image of the intact tower appears above the ruined foundation, during which time the fey crossing appears as a shimmering doorway that creatures can pass through."],["7","{@b Stone Bridge.} A Fey creature hides under this ancient stone bridge. In exchange for treasure or some other gift, this Fey can use its innate magic to create a portal atop the bridge that serves as a fey crossing."],["8","{@b Stone Circle.} This circle of stone megaliths contains a fey crossing that is active during equinoxes and solstices."]],"name":"Coming and Going; Fey Crossings","page":17,"source":"DoD","chapter":{"name":"Creating a Domain of Delight","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Shortcut Routines","colLabels":["d8","Routine"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Picking petals from a flower while walking toward a beckoning sunset"],["2","Playing \"Ode to the Summer Queen\" on a {@item lute|PHB} while skipping counterclockwise around a tree"],["3","Eating a mushroom while gazing at one's own reflection in a clear pool or stream of water"],["4","Doing a headstand in a ring of stones"],["5","Staring at firelight while playing a {@item flute|PHB} or singing about a fond memory"],["6","Sitting by a creek while lost in childlike wonder"],["7","Whistling a tune while walking backward"],["8","Holding hands and dancing around a tree at twilight"]],"name":"Magical Shortcuts; Shortcut Routines","page":18,"source":"DoD","chapter":{"name":"Creating a Domain of Delight","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Domain Drama","colLabels":["d8","Drama"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A cherished object or favorite pet belonging to the domain's archfey ruler has gone missing."],["2","Fomorians (or other hostile creatures) have emerged from a cave and are causing a ruckus."],["3","The domain's archfey ruler recently turned down an invitation to the Gloaming Court, offending the Queen of Air and Darkness, whose spies are now sowing discord throughout the domain."],["4","The domain's archfey has fallen into a magical slumber. Others are looking for someone they can trust to find a way to awaken the archfey."],["5","The vegetation is sick in part of the domain, and the contagion is spreading. The domain's archfey needs help finding the cause of the sickness."],["6","Part of the domain overlaps the domain of another archfey, and the Fey living in that region are tired of answering to two masters. They won't be happy until one archfey yields to the other."],["7","A sleeping knight in silver plate mail bearing no distinguishing symbols has been discovered in a hollow tree trunk. Local Fey wonder who she is and if they should revive her or not."],["8","An arranged wedding was supposed to unite two feuding villages, but one of the grooms has disappeared. Everyone is searching for him in the hope that the wedding will take place, bringing peace to the domain."]],"name":"Domain Drama","page":19,"source":"DoD","chapter":{"name":"Creating a Domain of Delight","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Weird Magic Effects","colLabels":["d8","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Time visibly moves more quickly outside the region than inside it. For every minute the party spends inside the region, one hour passes outside the region."],["2","Flowers not only are abundant in the region but also have faces and limited sentience, allowing them to communicate with creatures in the Elvish and Sylvan tongues. They know what has transpired in the region within the past day and happilyshare this information."],["3","Each character in the region gains the benefit of a {@spell barkskin} spell that lasts for 8 hours."],["4","Each character who spends 1 hour in the region undergoes a magical transformation, gaining fur, a tail, and large ears reminiscent of a donkey's, goat's, or llama's. This effect ends on a character {@dice 3d8} hours after the character leaves the region. Any magic that ends a curse also restores the character's normal appearance."],["5","Harmless fireflies gather and flit around one character in the region, sharing that character's space for 1 hour. The fireflies generate bright light out to a range of 10 feet and dim light for an additional 10 feet. While surrounded by the fireflies, the character feels a profound sense of purpose and gains the benefit of the {@spell bless} spell."],["6","Creatures in the region can't leave it and find themselves covering the same ground over and over. By the time they realize this, {@dice 3d8} hours have passed, during which they have made no progress in their effort to leave. The effect then ends."],["7","One character in the region sees a wide, grinning mouth that floats in midair, 10 feet away from them. No other creature can see the grinning mouth. In a language the character understands, the mouth says, \"I'll answer three questions you put to me. Noes and yesses, I promise thee.\" The character can ask it three questions as if using the {@spell commune} spell."],["8","One character in the region triggers a wild magic effect that is determined by rolling on the {@table Wild Magic Surge|PHB} table in the \"Sorcerer\" section of the Player's Handbook. If the effect duplicates a spell, the character's spellcasting ability for that spell is Charisma."]],"name":"Weird Magic Effects","page":19,"source":"DoD","chapter":{"name":"Creating a Domain of Delight","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Feywild Creatures","colLabels":["CR","Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["0","{@creature Awakened shrub}, {@creature baboon}, {@creature badger}, {@creature campestri|WBtW}, {@creature cat}, {@creature crab}, {@creature deer}, {@creature eagle}, {@creature frog}, {@creature giant fire beetle}, {@creature goat}, {@creature hawk}, {@creature hyena}, {@creature jackal}, {@creature lizard}, {@creature myconid sprout}, {@creature octopus}, {@creature owl}, {@creature rat}, {@creature raven}, {@creature scorpion}, {@creature sea horse}, {@creature shrieker}, {@creature spider}, {@creature vulture}, {@creature weasel}"],["1/8","{@creature Bandit}, {@creature blood hawk}, {@creature boggle|vgm}, {@creature brigganock|WBtW}, {@creature camel}, {@creature displacer beast kitten|WBtW}, {@creature flying snake}, {@creature giant crab}, {@creature giant rat}, {@creature giant weasel}, {@creature guard}, {@creature harengon brigand|WBtW}, {@creature mastiff}, {@creature merfolk}, {@creature mule}, {@creature poisonous snake}, {@creature pony}, {@creature stirge}, {@creature twig blight}"],["1/4","{@creature Blink dog}, {@creature boar}, {@creature bullywug}, {@creature constrictor snake}, {@creature draft horse}, {@creature drow}, {@creature elk}, {@creature flying sword}, {@creature giant badger}, giant crane ({@creature pteranodon}), {@creature giant frog}, {@creature giant lizard}, {@creature giant owl}, {@creature giant poisonous snake}, {@creature giant snail|WBtW}, {@creature giant wolf spider}, {@creature goblin}, {@creature harengon sniper|WBtW}, {@creature needle blight}, {@creature panther}, {@creature pixie}, {@creature pseudodragon}, {@creature riding horse}, {@creature sprite}, {@creature swarm of ravens}, {@creature violet fungus}, {@creature wolf}"],["1/2","{@creature Ape}, {@creature black bear}, {@creature cockatrice}, {@creature crocodile}, {@creature darkling|vgm}, {@creature giant dragonfly|WBtW}, {@creature giant goat}, {@creature giant sea horse}, {@creature giant wasp}, {@creature hobgoblin}, {@creature myconid adult}, {@creature satyr}, {@creature scout}, {@creature swarm of insects}, {@creature vine blight}, {@creature warhorse}, {@creature worg}"],["1","{@creature Animated armor}, {@creature brown bear}, {@creature bugbear}, {@creature dryad}, {@creature faerie dragon (red)||faerie dragon (young)}, {@creature giant eagle}, {@creature giant hyena}, {@creature giant octopus}, {@creature giant spider}, {@creature giant toad}, {@creature giant vulture}, {@creature goblin boss}, {@creature half-ogre (ogrillon)||half-ogre}, {@creature harpy}, {@creature hippogriff}, {@creature lion}, {@creature quickling|vgm}, {@creature scarecrow}, {@creature spy}, {@creature swarm of campestris|WBtW}, {@creature tiger}"],["2","{@creature Awakened tree}, {@creature bandit captain}, {@creature berserker}, {@creature centaur}, {@creature darkling elder|vgm}, {@creature druid}, {@creature ettercap}, {@creature faerie dragon (violet)||faerie dragon (old)}, {@creature giant boar}, {@creature giant constrictor snake}, {@creature giant elk}, {@creature griffon}, {@creature merrow}, {@creature myconid sovereign}, {@creature ogre}, {@creature peryton}, {@creature sea hag}, {@creature swarm of poisonous snakes}, {@creature treant sapling|WBtW}, {@creature will-o'-wisp}"],["3","{@creature Basilisk}, {@creature bugbear chief}, {@creature bullywug knight|WBtW}, {@creature bullywug royal|GoS}, {@creature displacer beast}, {@creature giant scorpion}, {@creature green hag}, {@creature hobgoblin captain}, {@creature knight}, {@creature manticore}, {@creature minotaur}, {@creature owlbear}, {@creature phase spider}, {@creature redcap|vgm}, {@creature veteran}, {@creature water weird}, {@creature winter wolf}, {@creature yeti}"],["4","{@creature Banshee}, {@creature elephant}, {@creature ettin}, {@creature sea hag} (in coven)"],["5","{@creature Bulette}, {@creature drow elite warrior}, {@creature giant crocodile}, {@creature giant shark}, {@creature gorgon}, {@creature green hag} (in coven), {@creature hill giant}, {@creature shambling mound}, {@creature troll}, {@creature unicorn}"],["6","{@creature Chimera}, {@creature cyclops}, {@creature galeb duhr}, {@creature hobgoblin warlord}, {@creature mage}, {@creature mammoth}, {@creature medusa}, {@creature wyvern}"],["7","{@creature Drow mage}, {@creature giant ape}, {@creature korred|vgm}, {@creature oni}, {@creature stone giant}, {@creature tree blight|cos}"],["8","{@creature Fomorian}, {@creature frost giant}, {@creature hydra}"],["9","{@creature Abominable yeti}, {@creature cloud giant}, {@creature fire giant}, {@creature treant}"],["11","{@creature Behir}, {@creature roc}"],["12","{@creature Archmage}"],["13","{@creature Jabberwock|WBtW}, {@creature storm giant}"],["17","{@creature Dragon turtle}"]],"name":"Domain Denizens; Feywild Creatures","page":20,"source":"DoD","chapter":{"name":"Creating a Domain of Delight","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Domain Visitors","colLabels":["d8","Visitor"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A ranger (use the {@creature scout} stat block) searching for a missing companion, lover, or long-lost ancestor"],["2","A {@creature druid} searching for herbs, mushrooms, or seeds found only in the Feywild"],["3","A {@creature mage} or an {@creature archmage} who wants to serve the Summer Queen or the Queen of Air and Darkness but doesn't know how or where to find her"],["4","An elf (use the {@creature noble} stat block) from the Material Plane who is researching their Fey ancestry"],["5","A hunter (use the {@creature gladiator} or {@creature scout} stat block) who was lured into the Feywild by their prey"],["6","A {@creature githzerai zerth} studying the chaotic energy of the Feywild and the magic of Fey creatures"],["7","A would-be warlock (use the {@creature cultist} or {@creature cult fanatic} stat block) seeking an audience with the domain's archfey in the hope of gaining its patronage"],["8","A friendly {@creature arcanaloth} using {@spell alter self} spells to assume Humanoid form as it searches the Feywild for one of the Books of Keeping"]],"name":"Domain Visitors","page":21,"source":"DoD","chapter":{"name":"Creating a Domain of Delight","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Random Hometown","colLabels":["d4","Hometown","Themes","Suggested Group Patrons"],"colStyles":["col-1 text-center","col-2","col-2","col-8"],"rows":[["1","Athkatla","Sword and Sorcery, Urban","Adventurer's Guild, Church of Sune, Knights of Bahamut, Emerald Enclave, Harpers, Shadow Thieves"],["2","Baldur's Gate","Heroic Fantasy","Adventurer's Guild, Candlekeep, Church of Sune, Knights of Bahamut, Emerald Enclave, Flaming Fist, Harpers"],["3","Suldanesellar","Horror","Order of Icarus, Raven Circle"],["4","Ust Natha","Dark Fantasy, Underdark","Adventurer's Guild, Knights of Bahamut, Shadow Thieves"]],"name":"Campaign Villains; Random Hometown","page":6,"source":"MaBJoV","chapter":{"name":"Heroic Stories","index":1}},{"caption":"Random Group Patron","colLabels":["d10","Group Patron","Contacts","Themes","Overview"],"colStyles":["col-1 text-center","col-2","col-2","col-2","col-5"],"rows":[["1","Adventurer's Guild","Doc Watson, Flimp Shagglecran","Lighthearted","An unlikely pair who want to bankroll you to become famous adventurers. Why not have some laughs on your way to stardom."],["2","Candlekeep","{@creature Valygar|MaBJoV|Valygar Corthola, Xan Moonblade}","High adventure","Work for the most prestigious academy in the world. Seek out ancient secrets and rare artifacts and place them in the care of the monks of Candlekeep."],["3","Church of Sune","{@creature Naes Inuus|MaBJoV}, {@creature Tiberius Inuus|MaBJoV}","Epic Fantasy and War","Join in the epic struggle between good and evil and help ensure that war doesn't engulf the world."],["4","Emerald Enclave","{@creature Faldorn|MaBJoV}, {@creature Kivan|MaBJoV}","Exploration","Become an explorer who travels to the edges of the world."],["5","Flaming Fist","Borivik Windheim, {@creature Nauk|MaBJoV}","Mercenaries and War","Work for the world's most feared mercenaries."],["6","Harpers","{@creature Jaheira|MaBJoV|Jaheira, Vellin Farstride}","Spies and Intrigue","Join the Harpers, a famed organization that works from the shadows to keep the world from falling into ruin."],["7","Knights of Bahamut","{@creature Suldil Baldoriel|MaBJoV|Suldil}, {@creature Minsc and Boo!|MaBJoV|Minsc}","Dragonriders","Lost in the Feywild for more than a millennium, Suldil wants you to help her resurrect the ancient Knights of Bahamut."],["8","Order of Icarus","{@creature Jon Irenicus|MaBJoV}, {@creature Bodhi Irenicus|MaBJoV}","Horror","Rulers and prisoners of a haunted elven city consumed by the Shadowfell. You must help them escape."],["9","Raven Circle","{@creature Viktor|MaBJoV}, {@creature Lothar|MaBJoV|Lothar of the Raven}","Lovecraftian horror","Grizzled veterans recruit you to aid the enigmatic Raven Queen in her quest to collect memories."],["10","Shadow Thieves","{@creature Imoen|MaBJoV}, {@creature Montaron and the Laughing Skull|MaBJoV|Montaron}","Urban","The oldest and most dangerous thief's guild in Faerûn, the Shadow Thieves have long ago grown beyond simple thievery."]],"name":"Campaign Villains; Random Group Patron","page":6,"source":"MaBJoV","chapter":{"name":"Heroic Stories","index":1}},{"caption":"Random Campaign Villain","colLabels":["d6","Campaign Villain","Overview","Henchmen"],"colStyles":["col-1 text-center","col-2","col-7","col-2"],"rows":[["1","{@creature Baalzebul|MaBJoV}","The lord of lies. He spins a web of intrigue and untruths that threatens to make a mockery of all that is good and decent.","{@creature Dagryn|MaBJoV|Dagryn the Lost}, {@creature Saemon Havarian|MaBJoV}"],["2","Bhaal","The god of murder. Thought dead for more than a century. Recently reborn, he seeks to wash the world in blood in order to rebuild his power.","{@creature Pelyious Avhoste|MaBJoV|Pelyious}, {@creature Kagain|MaBJoV}, {@creature Sarevok|MaBJoV|Sarevok Anchev}"],["3","{@creature Cryonax|MaBJoV}","A prince of elemental evil. Ruler of the Plane of ice. He wants to bring a winter to the world that never ends.","{@creature Darien|MaBJoV}, {@creature Viconia DeVir|mabjov|Viconia}"],["4","{@creature Mephistopheles|MaBJoV}","The archdevil of Hellfire. Second only to Asmodeus in power and deviousness. Why corrupt a single soul when you can corrupt the soul of an entire world.","{@creature Aribeth de Tylmarande|mabjov}, A Group Patron"],["5","{@creature Pazuzu|MaBJoV}","The first and most ancient demon lord. He has been trapped in an {@item iron flask} and must be kept imprisoned until a way is found to destroy him.","{@creature Eo Ashmajiir|MaBJoV}, {@creature Edwin Odesseiron|mabjov}"],["6","Ssendam","The first slaad. Lord of chaos and insanity. She wants to spread her anarchy and filth across the entire world.","{@creature Xzar the Chaos Clone|mabjov|Xzar, Death Slaad}"]],"name":"Campaign Villains; Random Campaign Villain","page":6,"source":"MaBJoV","chapter":{"name":"Heroic Stories","index":1}},{"caption":"Random Encounters in Athkatla","colLabels":["d6","Encounter"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@creature Farastu Stalker|mabjov} in pursuit of an escaped Carceri prisoner"],["2","{@creature Dread Doppelganger|MaBJoV} posing as a fellow adventurer"],["3","Shadow Thief Slavers ({@creature thug||thugs}) looking to replace escaped slaves"],["4","Cowled Wizards ({@creature mage||mages}) seeking to incarcerate illegal magic users"],["5","{@creature Tasloi|MaBJoV} who have infested a forest or sewer system"],["6","{@creature Sirene|MaBJoV} band hunting to retrieve a stolen sacred item"]],"name":"Random Encounters in Athkatla","page":12,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Random Magical Item at Waukeen's Promenade","colLabels":["d100","Magic Item","Cost"],"colStyles":["col-1 text-center","col-9","col-2 text-right"],"rows":[["1-10","{@item +1 Ammunition||Ammunition, +1}—{@item +1 Arrow||arrows} (10), {@item +1 crossbow bolt||bolts} (10) or {@item +1 sling bullet||sling bullets} (20)","100 gp"],["11-15","{@item Rope of climbing}","250 gp"],["16-24","Simple {@item +1 Weapon||weapon, +1}—{@item +1 dagger||dagger}, {@item +1 mace||mace} or {@item +1 sickle||sickle}","300 gp"],["25-26","{@item +1 Battleaxe||Battleaxe, +1}","400 gp"],["27-28","{@item +1 Shortsword||Shortsword, +1}","400 gp"],["29-30","{@item +1 Warhammer||Warhammer, +1}","400 gp"],["31-35","{@item Potion of growth}","200 gp"],["36-40","{@item Potion of greater healing}","300 gp"],["41-45","{@item +1 Shield||Shield, +1}","300 gp"],["46-50","{@item Lantern of revealing}","400 gp"],["51-55","{@item Medallion of thoughts}","400 gp"],["56-60","{@item Robe of useful items}","500 gp"],["61-65","{@item Driftglobe}","600 gp"],["66-70","{@item Wand of secrets}","600 gp"],["71-75","{@item Wand of magic missiles}","1000 gp"],["76-80","{@item +2 Shield||Shield, +2}","3,000 gp"],["81-83","{@item Potion of invulnerability}","4,000 gp"],["84-86","{@item +1 Breastplate||Breastplate, +1}","7,500 gp"],["87-88","{@item Rope of entanglement}","7,500 gp"],["89-90","{@item +2 Shortbow||Shortbow, +2}","8,000 gp"],["91-92","{@item Belt of hill giant strength}","9,000 gp"],["93-94","{@item Mantle of spell resistance}","9,000 gp"],["95-96","{@item +2 Rapier||Rapier, +2}","9,000 gp"],["97","{@item Portable hole}","11,000 gp"],["98","{@item +2 Studded leather armor||Studded leather, +2}","25,000 gp"],["99","{@item Crystal ball} (very rare version)","32,500 gp"],["00","{@item Greatsword of sharpness}","36,000 gp"]],"name":"Waukeen's Promenade (Area A3); Random Magical Item at Waukeen's Promenade","page":13,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Shop of the Bizarre Finds","colLabels":["Roll","DMG Treasure Tables","Chance of Being Illusionary"],"colStyles":["col-1 text-center","col-9","col-2 text-center"],"rows":[["01-20","Roll 3 times on Table A, 3 times on Table B","0%"],["21-30","Roll {@dice 4d4} times on Table B","10%"],["31-40","Roll {@dice 2d4} times on Table B, Roll {@dice 2d4} times on Table C","10%"],["41-50","Roll {@dice 3d4} times on Table B, Roll {@dice 1d4} times on Table D","20%"],["51-60","Roll {@dice 2d4} times on Table C, Roll {@dice 1d4} times on Table D","20%"],["61-65","Roll {@dice 2d4} time on Table C, Roll {@dice 1d4} times on Table E","20%"],["66-73","Roll {@dice 1d4} times on Table E, Roll {@dice 2d4} times on Table F","20%"],["74-80","Roll {@dice 3d4} times on Table F","30%"],["81-85","Roll {@dice 2d12} times on Table F","40%"],["86-90","Roll {@dice 1d12} times on Table F, Roll {@dice 2d4} times on Table G","50%"],["91-94","Roll {@dice 2d12} times on Table G","60%"],["95-98","Roll {@dice 2d12} times on Table H","70%"],["99-00","Roll {@dice 2d12} times on Table I","80%"]],"name":"Shop of the Bizarre (Area A17); Shop of the Bizarre Finds","page":13,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Random Encounters in Baldur's Gate","colLabels":["d6","Encounter"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@creature Dread doppelganger|mabjov} posing as a Flaming Fist captain"],["2","{@creature Gibberling|MaBJoV} horde erupts from burrows on the roadside"],["3","{@creature Wolfwere|MaBJoV} hunt for victims during the night"],["4","{@creature Skeleton warrior|MaBJoV} hunting for its golden circlet"],["5","{@creature Hamadryad|MaBJoV} seek vengeance on human loggers"],["6","Bhaal cultist ({@creature assassin}) looking to kill in the name of her god"]],"name":"Random Encounters in Baldur's Gate","page":18,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Rilsa Rael's Wares","colLabels":["Magic Item","Persuasion DC","Cost"],"colStyles":["col-8","col-2 text-center","col-2 text-right"],"rows":[["{@item Deck of illusions}","12","400 gp"],["{@item Gloves of thievery}","12","500 gp"],["{@item Bead of force}","18","5,000 gp"],["{@item Ring of free action}","18","9,000 gp"],["{@item Sword of life stealing}","22","11,000 gp"],["{@item Wand of binding}","22","11,000 gp"],["{@item Elven chain}","22","11,000 gp"],["{@item Mace of terror}","22","12,000 gp"],["{@item Arrow-catching shield}","22","13,000 gp"],["{@item Ioun Stone, Reserve||Ioun stone (reserve)}","22","13,000 gp"]],"name":"Rilsa Rael, Fence (Area B21); Rilsa Rael's Wares","page":19,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Magic Items at Sorcerous Sundries","colLabels":["Magic Item","Required Level","Cost"],"colStyles":["col-8","col-2 text-center","col-2 text-right"],"rows":[["{@item Dust of disappearance}","–","100 gp"],["{@item Potion of growth}","–","100 gp"],["Wizard {@item Spell Scroll (1st Level)||scroll (1st level)}","–","100 gp"],["{@item Potion of fire breath}","–","150 gp"],["{@item Alchemy jug}","–","200 gp"],["{@item Spell Scroll (2nd Level)||Wizard scroll (2nd level)}","5","200 gp"],["{@item Bag of holding}","5","500 gp"],["{@item Spell Scroll (3rd Level)||Wizard scroll (3rd level)}","5","800 gp"],["{@item Spell Scroll (4th Level)||Wizard scroll (4th level)}","10","2,000 gp"],["{@item Oil of etherealness}","10","3,000 gp"],["{@item Spell Scroll (5th Level)||Wizard scroll (5th level)}","10","4,000 gp"],["{@item Ring of protection}","10","9,000 gp"],["{@item spell scroll (6th level)||Wizard scroll}—{@spell Globe of Invulnerability}","10","10,000 gp"],["{@item spell scroll (6th level)||Wizard scroll}—{@spell True Seeing}","10","10,000 gp"],["{@item spell scroll (7th level)||Wizard scroll}—{@spell Mordenkainen's Magnificent Mansion}","10","15,000 gp"],["{@item +3 Wand of the war mage||Wand of the war mage, +3}","15","40,000 gp"]],"name":"Magic Items at Sorcerous Sundries","page":19,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Magic Items at the High House of Wonders","colLabels":["Magic Item","Religion DC","Cost"],"colStyles":["col-8","col-2 text-center","col-2 text-right"],"rows":[["{@item Instrument of the Bards, Doss Lute||Instrument of the bard (Doss lute)}","12","500 gp"],["{@item Broom of flying}","12","600 gp"],["{@item Gauntlets of ogre power}","12","700 gp"],["{@item Heward's handy haversack}","18","8,000 gp"],["{@item Instrument of the Bards, Canaith Mandolin||Instrument of the bard (Canaith mandolin)}","18","9,000 gp"],["{@item Wings of flying}","22","12,000 gp"],["{@item Chime of opening}","22","12,000 gp"],["{@item Quaal's Feather Token, Swan Boat||Quaal's feather token (swan boat)}","22","12,000 gp"],["{@item Figurine of Wondrous Power, Onyx Dog||Figurine of wondrous power (onyx dog)}","22","14,000 gp"],["{@item Horseshoes of a zephyr}","22","27,000 gp"],["{@item Helm of brilliance}","22","33,000 gp"],["{@item Spellguard shield}","24","40,000 gp"],["{@item Ioun stone, intellect||Ioun stone (intellect)}","15","45,000 gp"]],"name":"High House of Wonders (Area B11); Magic Items at the High House of Wonders","page":19,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Random Encounters in Suldanessellar","colLabels":["d6","Encounter"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@creature Hamadryad|MaBJoV} haunt an abandoned elven house"],["2","{@creature Sirene|MaBJoV} crazed from the influence of the Shadowfell"],["3","Victims hunted by a {@creature Wolfwere|MaBJoV} in the Black Branches"],["4","A {@creature Skeleton warrior|MaBJoV} seeking to punish one who has transgressed against {@creature Jon Irenicus|MaBJoV}"],["5","{@creature Sword spider|MaBJoV|Sword spiders} prowling the outskirts"],["6","{@creature Vampire spawn} seeking victims for {@creature Bodhi Irenicus|MaBJoV}"]],"name":"Random Encounters in Suldanessellar","page":21,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Random Magic Items at the House of the Horn","colLabels":["d100","Magic Item","Intimidation DC","Cost"],"colStyles":["col-1 text-center","col-2","col-7 text-center","col-2 text-right"],"rows":[["1-10","{@item Pipes of haunting}","12","500 gp"],["11-20","{@item Ring of mind shielding}","12","600 gp"],["21-30","{@item Shortbow of warning}","12","800 gp"],["31-40","{@item Mariner's plate armor}","12","1,200 gp"],["41-50","{@item Ring of feather falling}","18","7,500 gp"],["51-60","{@item +2 Rod of the pact keeper||Rod of the pact keeper, +2}","18","9,000 gp"],["61-67","{@item Vicious weapon}","20","10,000 gp"],["68-74","{@item Cloak of the bat}","20","11,000 gp"],["75-82","{@item +2 Greatsword||Greatsword, +2}","20","12,000 gp"],["83-89","{@item Scale Mail of Cold Resistance||Scale mail armor of resistance (cold)}","20","12,000 gp"],["90-93","{@item Staff of withering}","22","12,000 gp"],["94-97","{@item Robe of eyes}","22","15,000 gp"],["98-00","{@item Shortsword of wounding}","22","20,000 gp"]],"name":"House of the Horn (Area S4); Random Magic Items at the House of the Horn","page":23,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Random Curses","colLabels":["d10","Curse"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","The previous owner, a vampire, will hunt down the purchasers in {@dice 1d4} weeks"],["2","The item requires two attunement slots (if the item does not normally require attunement, it now requires one)"],["3","After {@dice 2d4} days, the item disappears, returning to the Shadar-Kai's store"],["4","A commoner will find the new owner after {@dice 1d4} weeks and explain the item was stolen from her and that she needs the money from selling it or else her family will starve"],["5","The item is part of a game between two rakshasa. They gamble to see how long each owner of the item survives after obtaining it. Within {@dice 3d6} days one of the rakshasa will attempt to kill the owner"],["6","Within {@dice 1d6} weeks an adult gold dragon will confront the new owner when she recognizes the item as belonging to the lair of her recently slain child"],["7","1 week after first obtaining the item, the new owner loses {@dice 4d4} from their hit point maximum until a {@spell greater restoration} spell is cast upon the item"],["8","Within {@dice 1d6} days of purchasing the item, it becomes a normal version of its base item"],["9","Each day the item changes to a random color"],["10","The item begins to stink after {@dice 1d4} weeks, giving disadvantage to anyone within 10 ft. making Wisdom ({@skill Perception}) checks involving smell."]],"name":"House of the Horn (Area S4); Random Curses","page":23,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Magic Items at the House of the Horn","colLabels":["Magic Item","Religion DC","Cost"],"colStyles":["col-8","col-2 text-center","col-2 text-right"],"rows":[["{@item Potion of healing}","12","30 gp"],["{@item Elixir of health}","12","100 gp"],["{@item Potion of greater healing}","12","300 gp"],["{@item Boots of elvenkind}","12","600 gp"],["{@item Stone of good luck} (luckstone)","12","600 gp"],["{@item Boots of striding and springing}","12","600 gp"],["{@item Mithral chain mail}","12","800 gp"],["{@item Cloak of elvenkind}","18","1,000 gp"],["{@item Mariner's chain mail} armor","18","1,000 gp"],["{@item Potion of flying}","18","9,000 gp"],["{@item Elven chain}","22","12,000 gp"],["{@item Bracers of defense}","22","13,000 gp"],["{@item Boots of levitation}","22","15,000 gp"],["{@item Folding boat}","22","15,000 gp"],["{@item Oathbow}","24","50,000 gp"]],"name":"House of the Horn (Area S4); Magic Items at the House of the Horn","page":23,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Random encounters in Ust Natha","colLabels":["d6","Encounter"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","An {@creature Achaierai|MaBJoV} band hunting for vengeance"],["2","{@creature Kelubar Consul|mabjov|Kelubar Consuls} pursuing an escaped prisoner"],["3","{@creature Phaerimm|MaBJoV} seeking victims to experiment upon"],["4","{@creature Deep Spider|MaBJoV|Deep Spiders} in service of house Despana"],["5","A war band of eight {@creature drow} led by a {@creature drow mage}"],["6","{@creature Aboleth} in water filled crystal bowl carried by four {@creature chuul}"]],"name":"Random encounters in Ust Natha","page":25,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Common Items at the Trade Center","colLabels":["Magic Item","Cost"],"colStyles":["col-10","col-2 text-right"],"rows":[["{@item Spell scroll (1st level)}","50 gp"],["{@item Potion of healing}","40 gp"],["{@item +1 Ammunition||Ammunition, +1}—{@item +1 Arrow||arrows} (10), {@item +1 crossbow bolt||bolts} (10) or {@item +1 sling bullet||sling bullets} (20)","100 gp"],["{@item Elixir of health}","125 gp"],["{@item Potion of poison}","125 gp"],["{@item Spell scroll (2nd level)}","300 gp"],["{@item +1 weapon||Weapon, +1}—any simple or martial","400 gp"],["{@item Bag of holding}","500 gp"],["{@item Cloak of elvenkind}","600 gp"],["{@item Driftglobe}","700 gp"],["{@item Wand of secrets}","750 gp"],["{@item Cloak of protection}","800 gp"],["{@item Adamantine Half Plate Armor||Adamantine half plate}","900 gp"]],"name":"Trade Center (Area U13); Common Items at the Trade Center","page":25,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Random Rare Magic Items at the Trade Center","colLabels":["d100","Magic Item","Cost"],"colStyles":["col-1 text-center","col-9","col-2 text-right"],"rows":[["1-10","{@item Spell scroll (3rd level)}","300 gp"],["11-20","{@item Potion of greater healing}","400 gp"],["21-25","{@item Medallion of thoughts}","600 gp"],["26-30","{@item Ring of mind shielding}","700 gp"],["31-40","{@item Adamantine plate armor||Adamantine plate}","2,000 gp"],["41-45","{@item Dimensional shackles}","3,000 gp"],["46-55","{@item Spell scroll (4th level)}","6,500 gp"],["56-60","{@item +2 Weapon||Weapon, +2}—any simple or martial (ranged)","9,000 gp"],["61-65","{@item Mantle of spell resistance}","12,000 gp"],["66-70","{@item +2 Weapon||Weapon, +2}—any martial","12,500 gp"],["71-75","{@item Wand of lightning bolts}","15,000 gp"],["76-80","{@item Periapt of proof against poison}","20,000 gp"],["81-85","{@item +3 Shield||Shield, +3}","30,000 gp"],["86-89","{@item +2 Splint armor||Splint armor, +2}","40,000 gp"],["90-91","{@item +3 Weapon||Weapon, +3}—heavy crossbow, rapier or morningstar","60,000 gp"],["92-93","{@item +3 Rapier||Rapier, +3}","60,000 gp"],["94-95","{@item +3 Morningstar||Morningstar, +3}","60,000 gp"],["96-00","{@item +3 Rod of the pact keeper||Rod of the pact keeper, +3}","60,000 gp"]],"name":"Trade Center (Area U13); Random Rare Magic Items at the Trade Center","page":25,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Magic Items at the Aboleth Bowl","colLabels":["Magic Item","Intimidation DC","Cost"],"colStyles":["col-8","col-2 text-center","col-2 text-right"],"rows":[["{@item Oil of slipperiness}","12","200 gp"],["{@item Periapt of wound closure}","12","500 gp"],["{@item Wand of magic detection}","18","1,200 gp"],["{@item Staff of swarming insects}","18","9,000 gp"],["{@item Ring of evasion}","22","12,000 gp"],["{@item Nolzur's marvelous pigments}","22","32,500 gp"],["{@item Amulet of the planes}","22","35,000 gp"],["{@item Horn of Valhalla, Bronze||Horn of valhalla (bronze)}","24","40,000 gp"],["{@item Efreeti bottle}","24","45,000 gp"],["{@item Ioun stone} (fortitude)","24","50,000 gp"],["{@item Tome of leadership and influence}","24","55,000 gp"],["{@item Ring of regeneration}","24","60,000 gp"],["{@item Cloak of invisibility}","26","150,000 gp"]],"name":"Aboleth Bowl (Area U15); Magic Items at the Aboleth Bowl","page":26,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Random Quests From the Adventurer's Guild","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Monster Hunter. You take missions to hunt down and capture or kill monsters"],["2","Archaeologist. You track down ancient treasures of historical significance and bring them back to museums"],["3","Treasure Hunter. You purchase treasure maps to dungeons, tombs and ruins that haven't yet been plundered"],["4","Mercenary. You hire out to anyone who needs the unique set of skills that your group provides. As long as the money is good"],["5","Surveyor. You go into and map unexplored lands for kingdoms and city states"],["6","Zoologist. You seek out monsters to research and write about"]],"name":"Random Quests From the Adventurer's Guild","page":28,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Henchmen Rates and Risk-taking DCs","colLabels":["Henchman","Daily Rate","Intimidation DC","Persuasion DC"],"colStyles":["col-6","col-2 text-center","col-2 text-center","col-2 text-center"],"rows":[["Talkative {@creature tasloi|MaBJoV}","1 gp","12","10"],["Slobbering {@creature gibberling|MaBJoV}","1 gp","10","20"],["Flatuelent {@creature thug}","2 gp","20","12"],["Anxious {@creature scout}","2 gp","12","15"],["Egotistical svirfneblin","2 gp","15","15"],["Alluring {@creature sirene|MaBJoV}","10 gp","15","15"],["Ridiculous {@creature berserker}","10 gp","20","10"]],"name":"Henchmen Rates and Risk-taking DCs","page":29,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Random Quests From Candlekeep","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Retrieval. You must retrieve a rare tome that was stolen from the library"],["2","Tomb Raiding. Break into an ancient tomb and bring back any relics, scrolls or ancient texts"],["3","Archeology. Investigate newly discovered Netherese ruins. Bring back any secrets found"],["4","Evil Magic User. Defeat a {@creature necromancer wizard|mpmm} or {@creature lich} and take their magical relics or tomes to be sealed up in Candlekeep"],["5","Corrupting Relic. Track down an evil relic that is corrupting a forest/river/town"],["6","Artifact. An ancient book that has the location of a powerful artifact has been discovered. Track it down before it falls into the wrong hands"]],"name":"Random Quests From Candlekeep","page":34,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Adventurer's Guild Arcane Secrets","colLabels":["Magic Item Recipe","Assistant","Components Needed","Arcana Roll Bonus","Material Cost"],"colStyles":["col-3","col-3","col-3","col-1-5 text-center","col-1-5 text-right"],"rows":[["{@item Flame tongue}","Force a Salamander to forge it","Remorhaz heart","+8","2000 gp"],["{@item Glamoured Studded Leather||Glamoured leather armor}","Convince a Deva to bless it","Behir hide","+8","2000 gp"],["{@item +2 Shield||Shield, +2}","Force a Fire Giant to forge it","Young Red Dragon hide","+8","2000 gp"],["{@item Staff of charming}","Complete a task for a hag coven to get their assistance","Incubus/Succubus tail","+8","2000 gp"],["{@item Helm of brilliance}","A Dao must forge it","Crown of a Mummy Lord","+12","20,000 gp"],["{@item Robe of stars}","A cloud giant must help you forge it","Sail from a Githyanki astral ship","+12","20,000 gp"],["{@item +3 Shield||Shield +3}","Force an Efreet to forge it","Dragon Turtle shell","+12","20,000 gp"],["{@item Ioun stone} (mastery)","Convince an Archmage to help you","A Pit Fiend's {@condition petrified} eye","+15","100,000 gp"],["{@item Staff of power}","Best a Planetar in a friendly single combat to gain his aid","A rare magical rod or staff","+15","100,000 gp"],["{@item Talisman of pure good}","Prove yourself to an Adult Gold Dragon in a contest to gain its aid","A rare magical ring","+15","100,000 gp"]],"name":"Adventurer's Guild Arcane Secrets","page":35,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Random Quests from The Church of Sune","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Musical Prodigy. Rescue a musical prodigy who has been taken prisoner by a goblin or orc war band"],["2","Architect. Escort a famed architect to a far-off town where he is to set down the foundations of a new temple to Sune"],["3","Necromancers. Hunt down a band of necromancers who have been vandalizing beautiful monuments and terrorizing artists"],["4","Cult. Root out and destroy a cult devoted to an infernal lord that is especially abhorrent to Sune"],["5","Warlord. Assassinate a powerful warlord who leads an alliance of orcs, hobgoblins and giants"],["6","Siege Breaker. Break the siege of an important town by destroying the siege equipment of the enemy force"]],"name":"Random Quests from The Church of Sune","page":41,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Religious Relics from the Church of Sune","colLabels":["Religious Relics","Religious Service","Required Level","Cost"],"colStyles":["col-6","col-2 text-center","col-2 text-center","col-2 text-right"],"rows":[["{@item Gem of brightness}","None","–","600 gp"],["{@item Pearl of power}","Required","5","600 gp"],["{@item Periapt of wound closure}","Required","5","500 gp"],["{@item Ring of Warmth}","None","5","100 gp"],["{@item Wind fan}","None","5","100 gp"],["{@item Amulet of health}","Required","10","4,000 gp"],["{@item Gem of seeing}","Required","10","18,000 gp"],["Glamoured leather armor","None","10","5,000 gp"],["{@item Ioun stone, awareness||Ioun stone (awareness)}","Required","10","6,000 gp"],["{@item Ioun stone, sustenance||Ioun stone (sustenance)}","Required","10","6,000 gp"],["{@item Mace of disruption}","Required","10","10,000 gp"],["{@item Necklace of prayer beads}","None","10","10,000 gp"],["{@item Ring of x-ray vision}","Required","10","4,000 gp"],["{@item Staff of charming}","None","10","8,000 gp"],["{@item Staff of healing}","Required","10","10,000 gp"],["{@item Ioun stone, leadership||Ioun stone (leadership)}","None","15","30,000 gp"],["{@item Rod of security}","Required","15","30,000 gp"],["{@item Tome of leadership and influence}","None","15","40,000 gp"]],"name":"Religious Relics from the Church of Sune","page":41,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Required Religious Service","colLabels":["d20","Religious Service"],"colStyles":["col-1 text-center","col-11"],"rows":[["1-4","Seduce an important noble's daughter/son"],["5-8","Restore a desecrated shrine of Sune"],["9-12","Destroy a necromancer who has been raising an army of dead"],["13-15","Stamp out a potential warlord"],["16-19","Protect a young and powerful noble in the Lord's Alliance who has recently converted to Sune. Assassins have targeted the noble"],["20","Vanquish a powerful foe of the Church"]],"name":"Religious Relics; Required Religious Service","page":41,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Random Quests from the Emerald Enclave","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Logging Camp. Raid a {@creature hobgoblin} logging camp"],["2","Spider Nest. Clear out a den of {@creature sword spider|MaBJoV|sword spiders} and giant spiders that have infested a forest"],["3","Inferno. {@action Help} to put out a forest fire by destroying the efreet who is keeping it going"],["4","Snake Men. Destroy the nest of yuan-ti that is poisoning the headwater of a major river"],["5","Shadow Druid. Capture the shadow druid who is terrorizing a town with his {@condition charmed} animals"],["6","Alkilith. Close a portal to the abyss that is corrupting a beautiful mountain valley"]],"name":"Random Quests from the Emerald Enclave","page":46,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Emerald Enclave Secret Trails","colLabels":["Trail","The Trail Leads to...","Required Level","Dangers of the Trail"],"colStyles":["col-2","col-6","col-2 text-center","col-2"],"rows":[["Folk path","Llyrath forest in the Moonshae islands","1","{@creature Needle Blight||Needle Blights}"],["Mythal paths","Myth Rynn in the forest of Tethyr or Myth Drannor in the forest of Cormanthor","1","{@creature Quickling|mpmm|Quicklings}"],["The unicorn run","The Star Mounts or the Grandfather Tree in the High Forest","3","{@creature Displacer Beast||Displacer beasts}"],["Forest pool to the Feywild","The fens bordering the Summer Court","5","{@creature Ettercap||Ettercaps} and {@creature Giant Spider||giant spiders}"],["Tree roots to Ysgard","The Gates of the Moon—home to the goddesses Selune and Sune","7","Lone {@creature green hag} or a coven"],["Forest paths to the Beastlands","The Grove of the Unicorns—the realm of the goddess Mielikki","7","{@creature fomorian||Fomorian giants}"],["Mushroom ring to Bytopia","Whispertree—the ancient oak tree that is home to the god Baervan Wildwanderer","7","Lone {@creature night hag} or a coven"]],"name":"Emerald Enclave Secret Trails","page":47,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Random Quests from The Flaming Fist","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Exploration. The Flaming Fist is considering building a new fort. You are sent on a mission to scout out the area where it is to be built"],["2","Siege Breaker. You are sent to a town or city that is under siege by the Flaming Fist. You must help break the siege by opening the main gate, blowing a hole in the city wall or some other means"],["3","Scout. You must scout out an enemy army and determine their numbers, access to magic, monstrous allies, etc."],["4","Destabilize. You are to foment tensions in a region so that war is more likely"],["5","Extraction. You must rescue a Flaming Fist agent or prisoners of war"],["6","Defense. You are to defend a bridge or other choke point against a large warband of orcs"]],"name":"Random Quests from The Flaming Fist","page":52,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Flaming Fist Ranks","colLabels":["Rank","Equivalent","Level"],"colStyles":["col-2","col-8","col-2 text-center"],"rows":[["Fist","Common soldier","1"],["Manip","Sergeant","2"],["Flame","Captain","5"],["Blaze","General","8"],["Marshal","Commander of the Flaming Fist","12"]],"name":"Flaming Fist Ranks","page":52,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Flaming Fist Salaries","colLabels":["Rank","Lifestyle","Pay"],"colStyles":["col-2","col-2 text-center","col-8 text-center"],"rows":[["Fist","Modest","5 sp per day"],["Manip","Modest","1 gp per day"],["Flame","Modest","5 gp per day"],["Blaze","Wealthy","10 gp per day"],["Marshal","Aristocratic","Every month roll on the Treasure Horde: Challenge 0-4 table from the {@book Dungeon Master's Guide|DMG}"]],"name":"Flaming Fist Salaries","page":53,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Flaming Fist Land Grants","colLabels":["Land Grant","Required Rank","Monthly Upkeep Cost","Donation"],"colStyles":["col-3","col-3 text-center","col-3 text-center","col-3 text-right"],"rows":[["Fortified Tower","Flame","5 gp","5,000 gp"],["Fort","Flame","10 gp","10,000 gp"],["Keep","Blaze","20 gp","25,000 gp"],["Castle","Marshal","100 gp","100,000 gp"]],"name":"Flaming Fist Land Grants","page":53,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Random Quests from the Harpers","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","The Black Network. Take out a Zhentarim safe house in a major city"],["2","Devil Worshippers. Expose an Athkatlan noble family that secretly worships a lord of the Nine Hells"],["3","Demon Possession. Banish a demon that has possessed the lord of a major city"],["4","Slavers. Take out the transport ships of a major slave ring operation"],["5","Assassination. Assassinate an evil noble who threatens to destabilize the Lords' Alliance"],["6","Spies. Infiltrate the court of a powerful king who has been preparing to go to war against his neighbors"]],"name":"Random Quests from the Harpers","page":58,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Items Aquired via Harper Fences","colLabels":["Magic Item","Required Trade","Cost"],"colStyles":["col-8","col-2 text-center","col-2 text-right"],"rows":[["Armor, +1 of your choice","Armor, +1","200 gp"],["{@item Bag of holding}, {@item bag of tricks}, {@item boots of elvenkind}, {@item cloak of elvenkind}, {@item cloak of protection}, {@item robe of useful items}, {@item winged boots}","Uncommon magical bag, boots or cloak","75 gp"],["{@item Eyes of charming}, {@item eyes of minute seeing}, {@item eyes of the eagle}, {@item gloves of missile snaring}, {@item gloves of swimming and climbing}, {@item gloves of thievery}, {@item hat of disguise}","Any uncommon magical wondrous item","75 gp"],["{@item Wand of magic detection}, {@item wand of magic missiles}, {@item wand of secrets}, wand of the war mage, {@item wand of web}","Any magical wand","100 gp"],["{@item +1 Weapon||Weapon, +1} of your choice","{@item +1 Weapon||Weapon, +1}","100 gp"]],"name":"Items Aquired via Harper Fences","page":59,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Random Quests from the Knights of Bahamut","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Relic of Bahamut. Track down an ancient relic blessed by Bahamut"],["2","Dragon Egg. Steal a dragon egg from a chromatic dragon that raided the nest of a metallic dragon"],["3","Recovery. Recover dragon eggs from the lair of a recently slain metallic dragon"],["4","Pearls. Loot a horde of pearls from the bottom of the ocean to give to an ancient gold dragon as a gift (pearls are a food delicacy to such beings)"],["5","Assault. Join an adult bronze dragon in an assault against a castle ruled by goblinoids and devils"],["6","Silver Dragon. Accompany an adult silver dragon into the Anauroch desert to investigate Netherese ruins"]],"name":"Random Quests from the Knights of Bahamut","page":64,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Dragon Eggs from Suldil","colLabels":["Dragon Egg","Required Level","Magic Item"],"colStyles":["col-4","col-4 text-center","col-4 text-center"],"rows":[["Copper","12","Very Rare"],["Brass","12","Very Rare"],["Bronze","14","Very Rare"],["Silver","16","Legendary"],["Gold","18","Legendary"]],"name":"Dragon Eggs from Suldil","page":64,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Random Quests from the Order of Irenicus","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Domain of Dread. Steal a relic from a rival Dark Lord in another Domain of Dread"],["2","Elemental Evil. Loot a temple dedicated to the Elder Elemental Eye"],["3","Netherese Ruins. Explore the ruins of a crashed Netherese city"],["4","Horrific Tomb. Steal the spell books of a rival lich"],["5","Mythal. Investigate a recently discovered Mythal"],["6","Dark Elf Vault. Infiltrate a dark elf city and break into the vault of their magical academy"]],"name":"Icarus Quests; Random Quests from the Order of Irenicus","page":70,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Scrolls and Books","colLabels":["Scroll","Required Level","Cost"],"colStyles":["col-8","col-2 text-center","col-2 text-right"],"rows":[["{@item Spell scroll (1st level)||Spell scroll—1st level wizard spells}","1","100 gp"],["{@item Spell scroll (2nd level)||Spell scroll—2nd level wizard spells}","1","200 gp"],["{@item Spell scroll (3rd level)||Spell scroll—3rd level wizard spells}","3","500 gp"],["{@item Spell scroll (4th level)||Spell scroll—4th level wizard spells}","3","900 gp"],["{@item Spell scroll (5th level)||Spell scroll—5th level wizard spells}","9","2,000 gp"],["{@item Spell scroll (6th level)||Spell scroll—6th level wizard spells}","12","4,000 gp"],["{@item Spell scroll (7th level)||Spell scroll—7th level wizard spells}","12","7,500 gp"],["{@item Scroll of protection}","3","1,500 gp"],["{@item Manual of Clay Golems||Manual of golems—clay}","12","5,000 gp"],["{@item Manual of flesh Golems||Manual of golems—flesh}","9","5,000 gp"]],"name":"Magical Scrolls and Books; Scrolls and Books","page":70,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Item Transmutation Components and Costs","colLabels":["Magic Item","Magical Component","Arcana Check DC","Material Component Cost"],"colStyles":["col-4","col-4 text-center","col-2 text-center","col-2 text-right"],"rows":[["{@item Amulet of the planes}","Rare or Very Rare Wondrous Item","20","1,500 gp"],["{@item Belt of fire giant strength}","Rare or Very Rare Wondrous Item","25","7,500 gp"],["{@item Crystal ball}","Rare or Very Rare Wondrous Item","20","1,500 gp"],["{@item Efreeti bottle}","Rare or Very Rare Wondrous Item","25","5,000 gp"],["{@item Ring of shooting stars}","Rare or Very Rare Ring","20","1,500 gp"],["{@item Robe of stars}","Rare or Very Rare magical Cloak or Robe","20","1,500 gp"],["{@item Staff of fire}","Rare or Very Rare Magical Rod or Staff","20","1,500 gp"],["{@item Staff of frost}","Rare or Very Rare Magical Rod or Staff","20","1,500 gp"],["{@item Staff of power}","Rare or Very Rare Magical Rod or Staff","25","7,500 gp"],["{@item Spellguard shield}","Rare or Very Rare Shield","20","1,500 gp"]],"name":"Magic Item Transmutation; Item Transmutation Components and Costs","page":71,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Random Quests from the Raven Circle","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Vecna. Collect the memories from an archmage who is dedicated to Vecna"],["2","Fallen Paladin. Collect the memories of an oath breaking paladin"],["3","Corrupt Despot. A powerful lord or king rules with an iron fist while drowning himself in drink and debauchery to forget the many tragedies of his life. Complete his fall by engineering his overthrow"],["4","Faithless Priestess. Collect the memories of a priestess who has lost faith in her god after the death of her husband and children"],["5","Obsessed Vigilante. Capture or kill a vigilante that has been terrorizing a city. Collect the memories of the tragedy that drives his obsession"],["6","Dark Lord. Stop a Dark Lord's scheme to escape the Domain of Dread that she rules"]],"name":"Random Quests from the Raven Circle","page":78,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Devotion Tokens","colLabels":["CR","Neutral","Chaotic","Lawful","Lycanthrope, Intelligent Undead*, Cursed**","Good, Used To Be Evil","Evil, Used To Be Good"],"colStyles":["col-2","col-1-3 text-center","col-1-3 text-center","col-1-3 text-center","col-2 text-center","col-2 text-center","col-2 text-center"],"rows":[["5-9","Feather","Feather","Feather","Gold Coin","Gold Coin","Gem"],["10-12","Feather","Feather","Feather","Gold Coin","Gold Coin","Gem"],["13-15","Feather","Feather","Feather","Gold Coin","Gem","Gem"],["16-18","Feather","Feather","Gold Coin","Gold Coin","Gem","Gem"],["19+","Feather","Feather","Gold Coin","Gem","Gem","Gem"]],"footnotes":["* Intelligent undead must have an Intelligence or Wisdom score of at least 16. Examples include dracoliches, liches, mummy lords, vampires.","** DMs discretion; examples include driders, medusa, shadow dragons."],"name":"Collect Memories; Devotion Tokens","page":79,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Raven Queen Sentient Weapon Bonuses","colLabels":["CR","Rare","Very Rare","Legendary"],"colStyles":["col-3","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["5-9","+1","+1","+2"],["10-15","+2","+2","+3"],["16+","+2","+3","+3"]],"name":"Weapons of the Raven Queen; Raven Queen Sentient Weapon Bonuses","page":79,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Sentient Weapon Powers","colLabels":["Devotion Cost","Level Required","Power"],"colStyles":["col-2","col-1 text-center","col-9"],"rows":[["Feather token","1","The weapon can speak, read, and understand one language. This can be taken multiple times"],["Gold token","3","The weapon can communicate telepathically with any character that carries or wields it"],["Gem token","3","Roll on the Magic Item Minor Property table of the {@book Dungeon Master's Guide|DMG}. This can only be taken three times"],["Feather token","3","The weapon has hearing and normal vision out to 30 feet"],["Gold token","5","The weapon has hearing and normal vision out an additional 30 feet (to a maximum of 120 ft.)"],["Gold token","7","The weapon has {@sense darkvision} (requires hearing and normal vision)"],["Gem token","7","The weapon has advantage on all {@skill Perception} checks"],["Feather token","9","One aspect of the weapon's alignment can be changed (good to evil, chaotic to lawful)"],["Gold token","9","The weapon scores a critical hit on a roll of 19 or 20"],["Gem token","12","Roll once on the Artifact Minor Beneficial Properties table in the {@book Dungeon Master's Guide|DMG}. This can only be taken three times"]],"name":"Sentient Weapon Powers","page":79,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Random Quests from the Shadow Thieves","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Assassination. Kill an enemy of the Shadow Thieves"],["2","Difficult Heist. Rob a high-profile target such as a noble family estate, temple or palace"],["3","Prison Break. Break a number of Shadow Thief operatives out of a prison"],["4","Destroy a rival. Destroy an existing thief's guild in a town or city so that the Shadow Thieves can move in"],["5","Disrupt Slave Lords. {@action Attack} a slaver stockade run by the Zhentarim"],["6","Infiltrate the Undercity. Spy on a newly started organization with ties to Xanathar based out of the undercity of a major city"]],"name":"Random Quests from the Shadow Thieves","page":84,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Heist Details","colLabels":["Heist","Magical Treasure","Gold","Guardians","Lock DC"],"colStyles":["col-3","col-3 text-center","col-1-5 text-center","col-3 text-center","col-1-5 text-center"],"rows":[["Diamond Dragon Jewelers in Athkatla","{@item Gem of seeing}","15,000 gp in jewels","one {@creature mage}, four {@creature veteran||veterans}","20"],["Seven Songs import in Athkatla","{@item Nolzur's marvelous pigments}","8,000 gp","twelve {@creature thug||thugs}, one {@creature assassin}","15"],["High House of Wonders in Baldur's Gate","{@item Apparatus of kwalish}, shield guardian control medallion","20,000 gp in art objects","two {@creature clay golem||clay golems}, one {@creature stone golem}, one {@creature iron golem}","25"],["Ducal Palace in Baldur's Gate","{@item Figurine of wondrous power}—obsidian steed","15,000 gp in platinum ingots","twelve {@creature knight||knights}, two {@creature mage||mages}","25"],["Temple of Lolth in Ust Natha","{@item Candle of invocation}","10,000 gp","six {@creature drow elite warrior||elite drow warriors}, four {@creature drow priestess of lolth||drow priestesses}","20"]],"name":"Heist Targets; Heist Details","page":85,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Draconic Character Ties","colLabels":["d10","Draconic Tie"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I revere and draw my power from one of the dragon gods—most likely Bahamut or Tiamat, but possibly Sardior or a powerful dragon with heightened dragonsight, such as Aasterinian, Ashardalon, or Chronepsis. (Cleric, paladin, warlock)"],["2","I revere or host a draconic spirit, akin to a nature or ancestral spirit. (Barbarian, druid, ranger)"],["3","I was part of an order that preserves the teachings of an ancient dragon founder. (Fighter, monk, paladin, wizard)"],["4","I have a dragon for a mentor or patron. (Bard, druid, fighter, rogue, sorcerer, warlock)"],["5","I use my class features to take on draconic characteristics. (Barbarian, sorcerer)"],["6","I have a dragon tooth, horn, claw, or scale that I use as a focus for my spellcasting. (Cleric, druid, paladin, ranger, sorcerer, warlock, wizard)"],["7","A dragon ancestor, or a dragon's gift to my ancestor, fuels my might. (Barbarian, fighter, sorcerer)"],["8","My connection to nature gives me a strange link to a dragon whose presence alters the fabric of nature around the dragon's lair. (Druid, ranger)"],["9","I recently discovered that a person I loved and trusted was a dragon in disguise. (Any)"],["10","I have an apparently mundane item that was stolen from a dragon's hoard, and inexplicable things happen when I carry it with me. (Any)"]],"name":"Heroes of the Dragon; Draconic Character Ties","page":16,"source":"FTD","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Spells","colLabels":["Level","Spell","School","Conc.","Ritual","Class"],"colStyles":["col-1 text-center","col-2","col-2","col-1 text-center","col-1 text-center","col-5"],"rows":[["2nd","{@spell Nathair's Mischief|FTD}","Illusion","Yes","No","Bard, Sorcerer, Wizard"],["2nd","{@spell Rime's Binding Ice|FTD}","Evocation","No","No","Sorcerer, Wizard"],["3rd","{@spell Ashardalon's Stride|FTD}","Transmutation","Yes","No","Artificer,* Ranger, Sorcerer, Wizard"],["4th","{@spell Raulothim's Psychic Lance|FTD}","Enchantment","No","No","Bard, Sorcerer, Warlock, Wizard"],["5th","{@spell Summon Draconic Spirit|FTD}","Conjuration","Yes","No","Druid, Sorcerer, Wizard"],["6th","{@spell Fizban's Platinum Shield|FTD}","Abjuration","Yes","No","Sorcerer, Wizard"],["7th","{@spell Draconic Transformation|FTD}","Transmutation","Yes","No","Druid, Sorcerer, Wizard"]],"footnotes":["*The artificer class appears in {@book Tasha's Cauldron of Everything|TCE} and {@book Eberron: Rising from the Last War|ERLW}."],"name":"Spells","page":19,"source":"FTD","chapter":{"name":"Dragon Magic","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Hoard Item States","colLabels":["State","Age"],"colStyles":["col-7 text-center","col-5 text-center"],"rows":[["Slumbering","—"],["Stirring","Young"],["Wakened","Adult"],["Ascendant","Ancient"]],"name":"Hoard Magic Items; Hoard Item States","page":25,"source":"FTD","chapter":{"name":"Dragon Magic","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Draconic Quirks","colLabels":["d8","Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","When resting on the ground, the item points in the direction of the last hoard it steeped in."],["2","The item's bearer can speak and understand Draconic."],["3","The item glows softly when within 60 feet of a Dragon or another hoard item."],["4","The item's bearer gains a swimming speed equal to their walking speed."],["5","The item's bearer has advantage on Intelligence ({@skill History}) checks."],["6","The item's bearer has advantage on Charisma ({@skill Intimidation}) checks made against non-Dragons."],["7","The item grants its bearer resistance to the damage type of the breath weapon of the last dragon whose hoard the item steeped in."],["8","The item's bearer dreams of the dragon whose hoard the item last steeped in."]],"name":"Hoard Item Quirks; Draconic Quirks","page":25,"source":"FTD","chapter":{"name":"Dragon Magic","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Draconic Marks","colLabels":["d4","Visual Manifestation"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","One or both of the character's eyes change color to resemble the dragon's eyes or scales."],["2","The character's hair (or a streak of it) changes color to match the color of the dragon's scales."],["3","A mark like a stylized dragon eye or claw appears on the body."],["4","Patches of scales appear on the character's body, typically on the neck, shoulders, or forearms."]],"name":"Draconic Gifts; Draconic Marks","page":27,"source":"FTD","chapter":{"name":"Dragon Magic","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Draconic Gift Rarity","colLabels":["Rarity","Age Category"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Uncommon","Wyrmling"],["Rare","Young"],["Very rare","Adult"],["Legendary","Ancient"]],"name":"Draconic Gift Descriptions; Draconic Gift Rarity","page":28,"source":"FTD","chapter":{"name":"Dragon Magic","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Dragon Appearance","colLabels":["d20","Appearance"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Draconic letters or symbols engraved on prominent scales"],["2","Large scar"],["3","One eye missing or milky"],["4","Crooked teeth"],["5","Notably overweight or underweight"],["6","Elongated, sinuous body"],["7","Shortened, stocky body"],["8","Coins or gems embedded in hide"],["9","Sculpted horns or claws"],["10","Rings piercing crest or wing edges"],["11","Draped in some semblance of clothing, from a stole to a full robe"],["12","Unusual coloration (for example, a red dragon with an orange, brown, or purple cast)"],["13","Crouched, predatory posture like a stalking cat's"],["14","Erect, almost bipedal posture"],["15","Scales covered with painted handprints of minions, admirers, or children"],["16","Necklaces made of bones, horns, claws, or teeth taken from enemies"],["17","Extra horns or spines"],["18","Elongated, fang-like teeth, or extra rows of teeth"],["19","Sharpened or serrated scales"],["20","Elemental energy matching the dragon's breath weapon, seeping out between the scales"]],"name":"Dragon Characters; Dragon Appearance","page":31,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Dragon Mannerisms","colLabels":["d20","Mannerism"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Rotates head from side to side when listening or speaking"],["2","Tail writhes constantly in a snakelike fashion"],["3","Slowly and constantly fans wings"],["4","Lowers head to speak eye-to-eye to smaller creatures—unless angry"],["5","Uses Draconic words and phrases even when speaking other languages"],["6","Punctuates speech with bestial sounds—growls, roars, croaks, chirps, or whistles"],["7","Fiddles with tip of tail"],["8","Absently chews on or picks at teeth with swords, spears, or lances"],["9","Quickly forgets names and invents random nicknames instead"],["10","Burdens conversation with extensive historical context, whether or not it's relevant"],["11","Constantly twitches tail—and occasionally pounces on it"],["12","Speaks an archaic form of Common (equivalent to Shakespearean English) and doesn't understand contemporary slang and idioms"],["13","Prone to uttering terrifying, guttural sounds, which are actually laughter"],["14","Enjoys mimicking Humanoid voices"],["15","Dismisses modern cultures as historical curiosities sure to collapse imminently"],["16","Has trouble discerning details of anything as small as Humanoids"],["17","Sharpens claws or horns on nearby stone surfaces"],["18","Manifests small signs of the breath weapon, such as exhaling smoke rings, setting arc lightning dancing over teeth, or blowing acid bubbles"],["19","Sighs restlessly, giving an impression of tremendous boredom"],["20","Deeply suspicious, treating all Humanoids encountered as probable agents of a rival dragon"]],"name":"Dragon Characters; Dragon Mannerisms","page":31,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Dragon Bonds","colLabels":["d10","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I treasure one particular item in my hoard—a gift from a person I loved, who is long since dead."],["2","I am close to my siblings, whose lairs are nearby. I would go to great lengths to protect them—or avenge them."],["3","A nearby person intrigues me with fascinating questions and bizarre ideas."],["4","I collect information about the worlds of the Material Plane, and I would love to visit another world someday."],["5","I am devoted to Bahamut or Tiamat and put their interests ahead of my own."],["6","I'm determined to destroy the adventurers who slew my parent—and everyone connected to them."],["7","I'm obsessed with attracting the attention of another dragon."],["8","I feel an obligation to protect the creatures that inhabit my territory (except the ones I eat)."],["9","I am trying to collect an extremely rare set of priceless treasures."],["10","I won't rest until I retrieve an item stolen from my hoard."]],"name":"Dragon Characters; Dragon Bonds","page":31,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Dragon Flaws and Secrets","colLabels":["d10","Flaw or Secret"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I find adventurers fearsome, and I'm convinced that I'll meet my doom at their hands one day."],["2","One item in my possession is worth as much as the rest of my hoard combined, and the fear that it might be stolen consumes me."],["3","Given the opportunity, I eat to excess and then fall into a long, deep sleep."],["4","I would rather let my fearsome reputation scare away intruders than fight them off."],["5","Other dragons would scorn me if they knew how fondly I regard my minions. They're so cute!"],["6","I am terrified of creatures from the Outer Planes—especially modrons."],["7","Another dragon has sworn to find and destroy me."],["8","Humanoids are not ready to learn the horrible cosmic truths in the books in my hoard."],["9","The prospect of living for centuries more exhausts me."],["10","I'm convinced that a version of me on a different world in the Material Plane is hoping to destroy me and steal my hoard."]],"name":"Dragon Characters; Dragon Flaws and Secrets","page":31,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Dragon Name Elements","isNameGenerator":true,"colLabels":["d20","1","2","3","4"],"colStyles":["col-2-4 text-center","col-2-4 text-center","col-2-4 text-center","col-2-4 text-center","col-2-4 text-center"],"rows":[["1","Aeros","Agha","Akkan","Alae"],["2","Andra","Andusk","Angkar","Aradace"],["3","Arauth","Arveia","Aryz","Atar"],["4","Auntyr","Auth","Bahr","Bala"],["5","Calaun","Ciym","Claug","Daerev"],["6","Dalagh","Durg","Eir","Elden"],["7","Endar","Ethar","Fel","Galad"],["8","Gaul","Golos","Guth","Ingeir"],["9","Ix","Iyliam","Jhar","Kerin"],["10","Lham","Lothtor","Malae","Marun"],["11","Mere","Miir","Morn","Nabal"],["12","Nur","Nym","Oloth","Ontor"],["13","Othim","Palar","Raali","Ragoth"],["14","Rith","Rysear","Saryx","Ser"],["15","Skad","Surr","Thal","Thanach"],["16","Thoth","Thrax","Thriin","Tostyn"],["17","Tratain","Treori","Turace","Ualin"],["18","Umer","Uryte","Uxin","Vaer"],["19","Vala","Valos","Vinc","Voar"],["20","Vureem","Waur","Zundae","Zyreph"]],"name":"How to Name Your Dragon; Dragon Name Elements","page":33,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Wyrmling Goals","colLabels":["d6","Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Establish independence from adult dragons (or other powerful creatures)"],["2","Acquire one valuable magic item or art object to build a hoard around"],["3","Acquire minions who will bring food and treasure"],["4","Establish dominance over other wyrmlings in the same brood"],["5","Secure a partnership with a more powerful creature for safety"],["6","Find a good spot for a first independent lair"]],"name":"Wyrmlings; Wyrmling Goals","page":35,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Young Dragon Goals","colLabels":["d6","Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Establish a lair and develop the land around it to maximize safety and good hunting"],["2","Amass as much treasure as possible"],["3","Acquire magical wards to help protect the lair"],["4","Sabotage the efforts of other young dragons to establish lairs in the local area"],["5","Earn the fear and respect of other creatures living near the lair through displays of power"],["6","Secure the allegiance of loyal and powerful minions"]],"name":"Young Dragons; Young Dragon Goals","page":36,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Adult Dragon Goals","colLabels":["d6","Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Find a good location for an additional lair"],["2","Acquire an artifact or a powerful magic item for the hoard"],["3","Establish a dynastic bloodline by producing young"],["4","Eliminate younger dragons who could become rivals or threats if they are allowed to grow older"],["5","Transform a large region into an environment suitable for the dragon's preferred sort of lair"],["6","Develop dragonsight to pursue goals across multiple worlds"]],"name":"Adult Dragons; Adult Dragon Goals","page":36,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Ancient Dragon Goals","colLabels":["d6","Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Avoid decline by becoming Undead or seeking magical alternatives to aging"],["2","Transcend the limits of physical existence on a single world by uniting echoes across multiple worlds or establishing a lair on another plane of existence"],["3","Acquire a particular artifact, perhaps to complete a set (all three parts of the Regalia of Evil, the {@item Eye of Vecna} and {@item Hand of Vecna}, and so forth)"],["4","Collect a complete set of artistic treasures, such as all the paintings of a great master, manuscripts for a famed author's entire body of writings, or every piece of jewelry made by a master artisan"],["5","Transform an entire world into an extreme environment suitable as a lair—a volcanic hellscape, a frozen wonderland, an arid wasteland, or the like"],["6","Destroy one or more gods as an act of vengeance or to ascend to godhood"]],"name":"Greatwyrms; Ancient Dragon Goals","page":37,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Origin of Dragon Eggs","colLabels":["d10","Origin"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Spontaneous Reincarnation}. When an adult or older dragon dies, one or more eggs form in the dragon's decomposing body. These eggs might grow like fungus as the body rots away, they could appear among the ashes after the body is consumed by fire, or they might need to be mined out from a corpse that has turned to solid stone or metal."],["2","{@b Seedlings of the First World}. At the heart of the world (underground, or in a remote area of pristine wilderness) stands a tree on which dragon eggs grow like fruit. Once in a lifetime, each dragon feels an overwhelming urge to seek out this tree. After finding it, the dragon must persuade its guardian to relinquish one or more eggs."],["3","{@b Consuming Treasure}. By eating a significant portion of their own hoards, dragons cause themselves to lay clutches of eggs."],["4","{@b Magical Crafting}. Mirroring the creative acts of Bahamut and Tiamat, dragons craft their eggs through painstaking labor, then breathe the gift of life into them."],["5","{@b Draconic Transformation}. Enlightened non-dragons (most often Humanoids) are transformed into dragon eggs when they die, when they experience profound enlightenment, or when they undergo a ritual that might involve bathing in dragon blood or being devoured by a dragon. Humanoids and dragons alike understand the transformation to be a transition into a higher state of existence."],["6","{@b Divine Origin}. Only Bahamut and Tiamat can create dragon eggs—each egg is the result of divine intervention."],["7","{@b Spontaneous Formation}. Dragon eggs arise naturally in certain regions, often in underground veins of metal ore or gems for metallic and gem dragons, respectively, or in extreme environments (volcanoes, arctic wastes, deadly swamps, and so forth) for chromatic dragons. The eggs might hatch on their own, or they might have to be unearthed first by another creature, whether that's an adult or older dragon or a hapless miner."],["8","{@b Parthenogenesis}. An adult or older dragon can lay a clutch of eggs whenever the dragon feels ready to rear a clutch of wyrmlings—or to impose that responsibility on others."],["9","{@b Dragon Conclave}. Five adult or older dragons of different kinds come together to create a clutch of eggs, with each giving up a bit of life energy as part of the process. This clutch of eggs hatches five dragons of different kinds, depending on the dragons making up the conclave."],["10","{@b Rejuvenation}. An ancient dragon voluntarily enters a deep trance and eventually dies, leaving behind a single egg."]],"name":"Reproduction; Origin of Dragon Eggs","page":38,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Half-Dragon Origin","colLabels":["d6","Origin"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Regional Effects}. The magical influence of a dragon's lair causes half-dragons to spontaneously arise among the area's other creatures."],["2","{@b Forbidden Fruit}. A dragon can cause a particular tree to produce magical fruit. When eaten by a creature able to bear children, the fruit causes the creature to bear a half-dragon."],["3","{@b True Love's Gift}. Love occasionally blossoms between dragons and creatures of other kinds, and this life bond can result in half-dragon children. Most half-dragons born of love are created as a magical gift."],["4","{@b Blood Transformation}. A creature that bathes in or drinks the blood of a dragon can sometimes be transformed into a half-dragon. A dragon might voluntarily offer some blood to bring this about, or it could happen accidentally when a would-be dragonslayer is splashed with dragon blood."],["5","{@b Cradle Favor}. A dragon might bestow the gift of draconic power on a newborn baby or an unborn child—as either a blessing or a curse."],["6","{@b Hoard Thieves}. The hoard of an older dragon is imbued with that dragon's power. Those who steal from such a hoard might transform into half-dragons as that power leaches into them."]],"name":"Half-Dragons; Half-Dragon Origin","page":39,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Dragon Death Throes","colLabels":["d6","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The dragon immediately uses one of its lair actions, centering the effect on itself. For example, a fallen black dragon and any characters around it might be pulled into a nearby pool of water, and a copper dragon's body might be swallowed suddenly in mud."],["2","The dragon uses its breath weapon one last time."],["3","The dragon's body transforms into stone, metal, lava, ice, or mist. Or the body dissipates, leaving behind only a transformed heart or other organ."],["4","Roll on the {@table Wild Magic Surge|PHB} table in the \"{@class Sorcerer|phb}\" section of the {@book Player's Handbook|PHB}, rerolling any inappropriate result."],["5","A surge of life energy erupts from the dragon, causing each creature within 120 feet of the body to gain the benefit of finishing a long rest."],["6","The body is drawn through a portal to the lair of one of the dragon's echoes on another world, increasing that echo's power."]],"name":"Death of a Dragon; Dragon Death Throes","page":40,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Undead Dragon Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A dragon seeks help, desperate to prevent a dracolich-worshiping cult from convincing the dragon's sibling, mate, or rival to become a dracolich."],["2","A dragon suffering from a wasting affliction asks the characters to travel to another world, where they must destroy an echo of that dragon who has become a dracolich."],["3","A pirate crew under the command of a {@creature ghost dragon|FTD} fights to recover the dead dragon's scattered hoard."],["4","A {@creature hollow dragon|FTD} guards an artifact meant to be used in the dire circumstances foretold in an ancient prophecy. Now the prophecy is coming to pass, but the dragon won't let the artifact be used for its intended purpose."],["5","A gem dragon from another world is searching for the dragon's echo, which has become a {@creature draconic shard|FTD}."],["6","A dracolich keeps returning after being destroyed. The dracolich's connection to its echoes on other worlds is keeping its soul intact, like a phylactery, and the connection must be severed before the creature's threat can be ended."]],"name":"Undeath; Undead Dragon Adventure Hooks","page":41,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Dragon Echo Characteristics","colLabels":["d8","Echo Characteristics"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Same dragon kind and age, differing only in physical appearance"],["2","Same dragon kind and age, differing only in a peculiar mannerism"],["3","Same dragon kind and age, but significantly different in personality, ideals, or alignment"],["4","Same dragon kind and generally alike, but older or younger by one category"],["5","Same age, different kind within the same family (chromatic, gem, or metallic), and similar in appearance and personality"],["6","Same age, different kind in a different family (with a similar breath weapon or habitat), with similar appearance but very different ideals or alignment"],["7","Radically different in almost every way imaginable but still bound by fate across the worlds"],["8","Roll again, and in addition the echo is Undead (a dracolich, {@creature hollow dragon|FTD}, {@creature ghost dragon|FTD}, or {@creature draconic shard|FTD}) or a shadow dragon."]],"name":"Echoes across the Worlds; Dragon Echo Characteristics","page":42,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Cult of the Dragon Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A group of cultists has stolen a dragon egg, with the dual goal of hatching a minion for themselves and gaining leverage over the dragon who was caring for the egg. But the dragon wants the egg back."],["2","A group of cultists is trying to access a magic portal linking the Material Plane to Tiamat's domain, hoping to break the seal that has kept the portal closed for centuries."],["3","A dragon whose echo on another world has become a dracolich suffers from a wasting affliction (see \"{@book Undeath|FTD|3|Undeath}\" above). Members of the Cult of the Dragon are trying to persuade the afflicted dragon to become a dracolich as well."],["4","A dragon and a dracolich, representing the opposing factions of the Cult of the Dragon, war against each other. Their battle is devastating the region between their lairs and endangers countless innocents."],["5","A group of cultists searches for all the {@item Orb of Dragonkind||Orbs of Dragonkind}, planning to use them to bend dragons to their will."],["6","A fringe group of cultists decides to focus on the \"shattered thrones\" part of the ancient prophecy and attempts to assassinate rulers and destroy their seats of power."]],"name":"Cult of the Dragon Adventure Hooks","page":45,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Chamber Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An agent of the Chamber has plundered the research of an eccentric sage whose work is widely considered nonsense, suggesting that something important is hidden in the sage's notes."],["2","A dragon of the Chamber is convinced that dragonmarked Humanoids on Eberron have echoes on other worlds of the Material Plane, and seeks ways to identify them."],["3","A dragon of the Chamber draws the characters from one Material Plane world to another, trying to glean information about the Prophecy by examining the relationship between the two worlds."],["4","A member of the Chamber seeks to hire the characters to explore a dungeon that was recently discovered behind a sigil-inscribed stone seal."],["5","A member of the Chamber believes that one of the characters could serve as \"the Child of Winter\" (or some similar title) mentioned in the Prophecy and tries to manipulate the character into bringing the terms of the Prophecy to pass."],["6","A Fiend tries to trick the characters into slaying a dragon belonging to the Chamber."]],"name":"Chamber Adventure Hooks","page":46,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Lauth Goals","colLabels":["d6","Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Support the establishment of a powerful empire to maintain order in the lauth's territory"],["2","Bring about the downfall of a powerful empire"],["3","End the influence of Aberrations originating in the Underdark"],["4","Seek out and destroy hundreds of cursed magic items created by an ancient lich"],["5","Destroy an archdevil, a demon prince, a powerful Celestial, or an archfey whose extraplanar influence is altering the lauth's territory"],["6","Bring about (or prevent) the fulfillment of a prophecy uttered by an ancient dragon centuries ago"]],"name":"Common Purpose; Lauth Goals","page":47,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Hidecarved Wards","colLabels":["d6","Ward Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Immutability}. The dragon is immune to any spell or effect that would alter its form."],["2","{@b Inscrutability}. The dragon is immune to any effect that would sense its emotions or read its thoughts. Wisdom ({@skill Insight}) checks made to ascertain its intentions or sincerity have disadvantage."],["3","{@b Magic Resistance}. The dragon has advantage on saving throws against spells and other magical effects."],["4","{@b Damage Resistance}. The dragon has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks."],["5","{@b Additional Resistance}. The dragon has resistance to one type of damage. Roll a {@dice d8}, rerolling if you get a damage type the dragon is already resistant or immune to: 1, acid; 2, cold; 3, fire; 4, lightning; 5, necrotic: 6, psychic; 7, radiant; 8, thunder."],["6","{@b Death Ward}. The dragon can cast the {@spell death ward} spell on itself and regains the ability to do so after a long rest."]],"name":"Engraved Wards; Hidecarved Wards","page":47,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Hidecarved Dragons Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A hidecarved dragon hires the characters to undertake a quest in pursuit of the lauth's goal."],["2","A lauth becomes convinced that their goal demands the destruction of the characters."],["3","A lauth unexpectedly aids the characters' quest, which aligns with the hidecarved dragons' goal."],["4","A lauth opposes the characters' quest, which is at odds with the hidecarved dragons' goal."],["5","Following reports of a dangerous dragon in the region, the characters discover the dragon is part of a lauth whose goal is worth aiding."],["6","A dragon asks the characters to help figure out why mysterious arcane markings have suddenly appeared on the dragon's scales. Solving this puzzle might mean journeying to another world or finding a way to help awaken the dragon's dragonsight."]],"name":"Hidecarved Dragons Adventure Hooks","page":48,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Inheritors of the First World Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A fleeing foe disappears into a magic portal linked to another world of the Material Plane. When the characters follow this enemy, they draw the attention of dragons who want to know more about the world they came from."],["2","The lair of a gem dragon turns out to be a magical nexus containing portals linked to the lairs of the dragon's echoes on several other worlds."],["3","The characters discover an enormous ruby deep in the Underdark. When word of their find gets out, the gem becomes the target of thieves and eventually of dragons who believe it is the heart of Sardior and a key to the Ruby Dragon's return."],["4","A dragon offers to pay the characters handsomely if they travel to another world. There, they must make contact with the dragon's echo and solve the mystery of why their patron has been unable to learn dragonsight."],["5","Priests or dragon servitors of Bahamut send the characters to combat the Inheritors of the First World, worried that any attempt to restore Bahamut and Tiamat's primal creation will anger the gods and rekindle the ancient wars between dragons and Humanoids."],["6","Dragons establish a permanent portal connecting two worlds of the Material Plane, establishing an exciting era of discovery and trade between them. But the longer the portal remains open, the larger it grows, seemingly drawing the two worlds together into a catastrophic collision."]],"name":"Inheritors of the First World Adventure Hooks","page":49,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Relationships and Adventures","colLabels":["d20","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The dragon is trying to eliminate a business rival through ruthless competition or underhanded means, and the rival seeks the characters' help. (Business owner)"],["2","A struggling merchant hires the characters to identify a mysterious competitor who seems to have unlimited resources. (Business owner)"],["3","A repentant enemy comes to the characters, telling them that a former companion of the enemy is actually a manipulative dragon—and asking them to help get revenge. (Companion)"],["4","The characters develop an ever-closer friendship with a secretive person who seems to have inexhaustible wealth and an endless supply of useful information. (Companion)"],["5","A city council asks the characters to help put an end to a deadly war between two criminal gangs, not knowing one of the gangs is led by a dragon. (Crime boss)"],["6","While the characters fight a crime family in a major city, they discover their patron is a dragon hoping to take over the criminal enterprise. (Crime boss)"],["7","A small nation is worried about the aggressive expansion of a dragon-ruled empire on the opposite side of a desert, ocean, or mountain range. Its leaders seek aid from powerful adventurers who can protect the nation from conquest. (Emperor)"],["8","As the characters become powerful enough that they might conceivably threaten a dragon ruler, they are given a choice: enter government service or face exile in the wild borderlands. (Emperor)"],["9","Two nobles worry about the amount of money their heir is donating to a new temple. (God)"],["10","A dragon with developed dragonsight is trying to bring together worshipers from multiple worlds to perform a ritual that will let the dragon ascend to true godhood. (God)"],["11","A dragon noble's servants have kidnapped a well-known storyteller or musician because the dragon is having trouble sleeping. (Noble)"],["12","An aristocrat is being blackmailed by someone threatening to reveal that the noble is actually a dragon in disguise. (Noble)"],["13","When the characters defeat a powerful enemy, the enemy's \"pet\" dragon tries to adopt the characters. (Parental figure)"],["14","When the characters kill a dragon's minions, the distraught dragon surrenders and agrees to leave the area—while secretly plotting revenge against the party. (Parental figure)"],["15","Another group of adventurers—supplied with superior equipment and information by their dragon patron—is pursuing the same goal as the characters. (Patron)"],["16","Local aristocrats complain that the best artists and performers are being lured away by a mysterious patron's promises of riches. (Patron)"],["17","A dragon can teach great magical secrets. But any would-be disciples must prove their worth by acquiring a valuable item to add to the dragon's hoard. (Teacher)"],["18","A dragon teacher from a character's past (whom the character might not know is a dragon) asks for help tracking down a student who has turned to evil. (Teacher)"],["19","A marauding group of bandits has grown from an irritation to a significant threat after coming under the leadership of a dragon. (Warlord)"],["20","The warlike minions of two dragons are clashing in skirmishes across the region, devastating peaceful villages and farmlands. (Warlord)"]],"name":"Warlord; Relationships and Adventures","page":51,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Dragon Encounter Complications","colLabels":["d20","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The dragon has no interest in fighting and tries to avoid the characters, until they anger the dragon through significantly injury or insult."],["2","The dragon is too bored to fight and offers the characters a tiny amount of treasure if they'll leave."],["3","The dragon hates a certain type of character (sneaky rogues, healers, or heavily armored fighters, perhaps) and directs at least one attack each round at such a character."],["4","The dragon tries to drive the characters off by emotionally hurting or humiliating them—threatening something they obviously care about, damaging their equipment, insulting them, or showing how ineffectual their attacks are."],["5","The dragon has a way to call for help hidden deep inside the lair, such as a magic horn that summons minions, an {@item iron flask} with a powerful Fiend inside, or a magic portal to an echo's lair. The characters must prevent the dragon from summoning aid or face a new threat."],["6","The dragon is desperately trying to protect a particular treasure, one or more eggs, or perhaps a minion, bargaining to protect this treasure and flying into a rage if it is harmed."],["7","The previous occupant of the dragon's lair left behind a curse, a trap, or a lingering spirit that clever characters can turn against the dragon."],["8","The dragon's lair is almost impossible to navigate without access to one or more of the dragon's special movement modes (typically flight, but possibly burrowing, swimming, or climbing)."],["9","It's been so long since anyone has dared to intrude on the dragon's lair that the dragon is more interested in showing off the lair—and impressive lair actions—than in doing serious harm to the characters. If the characters escape and spread stories of the dragon's grandeur, so much the better."],["10","When the dragon is agitated, the regional effects that alter the terrain around the lair create visible changes around the dragon each round."],["11","Factions and grudges within the ranks of the dragon's minions erupt when the characters challenge the dragon, resulting in infighting that might tip the odds in the main battle in either direction."],["12","A feature in the dragon's lair has an unpredictable magical effect, perhaps similar to a {@item wand of wonder}, a sorcerer's {@table Wild Magic Surge|PHB}, or a {@book dungeon trick|DMG|10|Random Tricks} as described in the {@book Dungeon Master's Guide|DMG}. The dragon avoids the feature unless the encounter is going badly, then either activates the feature or tries to goad the characters into doing so."],["13","Spell effects and breath weapons used inside the dragon's lair cause dramatic destruction, including chasms opening up, ceilings collapsing, pillars toppling, and other effects that can damage or hinder the characters and the dragon equally."],["14","The dragon has a rival who notices the characters approaching the dragon's lair and keeps tabs on the fight. This rival might step in to help the characters or the dragon, depending on the circumstances, or might ambush the characters when they leave the dragon's lair."],["15","The dragon takes tremendous pleasure in adopting Humanoid form and pretending to be a minion, groveling and sniveling when intruders enter the lair and claiming that the dragon is away."],["16","The dragon's only goal is to learn a key piece of information about the characters' larger goals and then escape."],["17","The dragon enjoys combat, roaring in appreciation each time the characters pull off effective attacks or flashy spells. But if seriously hurt, the dragon quickly calls for a truce."],["18","Each round of combat with the dragon, the characters catch an eerie glimpse of another world where one of the dragon's echoes is active."],["19","The dragon has a plan to feign death in case of attack—apparently being buried in a cave-in, tumbling into a deep chasm, drowning in lava, or some similarly dramatic exit. After escaping, the dragon plots revenge."],["20","At the same time the characters are confronting the dragon, another group of adventurers is confronting one of the dragon's echoes on another world. Halfway through the fight, either the dragons or the characters and the other adventurers switch places."]],"name":"Dragon Encounters; Dragon Encounter Complications","page":53,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Cross-Purposes","colLabels":["d6","The Dragon's Schemes..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","...directly target one or more characters. The adventure begins when the dragon or the dragon's minions confront the characters."],["2","...threaten a character's bond or an NPC who's important to one or more characters."],["3","...challenge a character's ideal or exploit a flaw. The character might hear rumors of the dragon's activity, spurring them into action."],["4","...trap the characters between clashing forces."],["5","...create an opportunity for a character to pursue a personal goal."],["6","...cause an accident or catastrophe that threatens the characters."]],"name":"Dragon as Schemer; Cross-Purposes","page":56,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Lair Location","colLabels":["d10","Unusual Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The area is a climate anomaly—a cool and lush oasis in a hot desert, a balmy spring within a frozen tundra, a drifting iceberg in a warm sea, a barren waste in the midst of a verdant forest, or the like."],["2","The area is a wild magic zone. Whenever a creature casts a spell of 1st level or higher or activates a magic item, roll a {@dice d10}. On a 1, roll on the {@table Wild Magic Surge|PHB} table in the {@book Player's Handbook|PHB}."],["3","Natural rock formations align with celestial phenomena at particular times of the year. Stars and planets might line up with rock spires and windows on solstices and equinoxes, for example."],["4","A dead god or titan is buried in the area."],["5","The area is a vast crater, at the center of which is a long-buried meteorite."],["6","A magical portal to another plane of existence releases dangerous energy—and sometimes creatures—into the area."],["7","The area was a battlefield in an ancient war where thousands of soldiers were annihilated in a devastating magical assault."],["8","Gravity does not function as expected in the area, which might manifest as giant floating earth motes or similar terrain."],["9","An enormous tree—possibly the oldest living organism in the world—grows at the heart of the area."],["10","A god left a profound impression on the site during an ancient visit to the Material Plane—perhaps a footprint, a pool of tears, or a splash of blood that has permanently infused the ground."]],"name":"Dragon Lairs; Lair Location","page":63,"source":"FTD","chapter":{"name":"Lairs and Hoards","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Hoard Linking Items","colLabels":["d10","Linking Items"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The broken pieces of an artifact (such as the Rod of Seven Parts)"],["2","A set of large gemstones, each engraved with the seal of a particular nation or the symbol of a deity"],["3","Numbered volumes of an encyclopedia or comprehensive history"],["4","Statuettes depicting different kinds of dragons"],["5","Portraits of the members of a well-known historical family"],["6","Ornate nesting dolls that feature a large gemstone egg at the heart of the set"],["7","Regalia—an orb, a crown, a scepter, and so forth—belonging to a recently deposed monarch"],["8","Pieces of a full suit of armor that once belonged to an ancient hero"],["9","A set of teeth from a rival dragon, a prophet, or a rare creature"],["10","Pieces of a chess set or another board game, or cards from a deck of playing cards, a {@deck tarokka deck|CoS}, or a {@item deck of many things}"]],"name":"Linking Hoards; Hoard Linking Items","page":67,"source":"FTD","chapter":{"name":"Lairs and Hoards","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Unfinished Business","colLabels":["d6","Unfinished Business"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Entrust the haunted item to the ghost's heir"],["2","Entomb the haunted item with the ghost's corpse"],["3","Destroy the haunted item"],["4","Use the haunted item for a specific purpose"],["5","Reunite the haunted item with other items forming a set"],["6","Destroy the ghost's killer: a dragon who is an echo of the hoard's owner on another world"]],"name":"Haunted Hoards; Unfinished Business","page":68,"source":"FTD","chapter":{"name":"Lairs and Hoards","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Hoard Curse Effects","colLabels":["d6","Hoard Curse Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Each affected creature gains 1 level of {@condition exhaustion} that can't be removed until the curse is broken."],["2","Each affected creature automatically fails saving throws against dragons' breath weapons and Frightful Presence."],["3","Each affected creature gains vulnerability to the damage type of the breath weapon of the dragon who cursed the hoard."],["4","Each affected creature's speed is reduced by 10 feet."],["5","Affected creatures can't spend Hit Dice to regain hit points during a short rest."],["6","When an affected creature dies, its soul becomes imprisoned by the slain dragon's spirit, preventing the creature from being raised from the dead."]],"name":"A Dragon's Curse; Hoard Curse Effects","page":68,"source":"FTD","chapter":{"name":"Lairs and Hoards","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Breaking a Hoard Curse","colLabels":["d4","Rite Elements"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Cast the {@spell hallow} spell"],["2","Make an offering of blood from everyone who participated in killing the dragon (or those creatures' nearest kin)"],["3","Bathe or sprinkle the treasure in the dragon's blood"],["4","Make a sacrifice to Bahamut, Tiamat, or both"]],"name":"A Dragon's Curse; Breaking a Hoard Curse","page":68,"source":"FTD","chapter":{"name":"Lairs and Hoards","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Hoard Magic","colLabels":["d6","Magical Motivation"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Create a permanent protective ward covering a city-state or small kingdom"],["2","Destroy a large magical ward protecting a region"],["3","Create a dead magic zone where spells and magic items won't function"],["4","Repair the fabric of magic in a dead magic zone"],["5","Reassert the dominance of the Material Plane in a region, banishing influence that has been seeping in from another plane of existence"],["6","Open a portal to another plane of existence or another world of the Material Plane"]],"name":"Competition for a Hoard; Hoard Magic","page":69,"source":"FTD","chapter":{"name":"Lairs and Hoards","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Coin Origins","colLabels":["d10","Origin"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Equivalent value in {@book trade goods|PHB|5|Trade Goods} (see the {@book Player's Handbook|PHB}) rather than coins"],["2–3","Coins from an ancient culture local to this region, ancestral to the people who live here now"],["4–5","Coins from an ancient culture in a distant region"],["6–7","Coins from a nearby contemporary culture"],["8–9","Coins from a local contemporary culture"],["10","Coins from another world"]],"name":"Coins; Coin Origins","page":70,"source":"FTD","chapter":{"name":"Lairs and Hoards","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Hoard Mundane Items","colLabels":["d100","Mundane Items"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–04","A painting by an artist long forgotten by everyone except the dragon"],["05–08","A hogshead (large cask) containing 65 gallons of clean drinking water"],["09–12","Several embroidered throw pillows depicting wyrmling dragons"],["13–16","A funerary urn containing remains the dragon can't identify"],["17–20","A set of seven candlesticks bearing a god's holy symbol"],["21–24","A tarnished brazier with pleasant-smelling ash"],["25–28","A drum for use in religious rites, with a foreboding echo to its beat"],["29–32","A stuffed Monstrosity appropriate to the local terrain"],["33–36","The skull of a Fiend or Celestial"],["37–40","A spinning wheel"],["41–44","An hourglass filled with sparkling sand"],["45–48","A crude flute with a pleasing sound"],["49–52","Hundreds or thousands of fake coins interspersed with the real treasure"],["53–56","A treatise on alchemy etched on steel cylinders"],["57–60","The battle standard of one of the dragon's ancient foes"],["61–64","A sketchbook from another world of the Material Plane, depicting unfamiliar creatures and one very familiar dragon"],["65–68","A set of irregular polyhedral dice (with 9, 13, 25, and 34 sides)"],["69–72","A map showing the dragon's lair in relation to villages and other long-gone landmarks"],["73–76","A kneeling bench, which anyone addressing the dragon is required to use"],["77–80","A scroll containing a long epic poem in praise of the dragon"],["81–84","A star chart showing Bahamut and a one-headed Tiamat as constellations, with \"Elegy for the First World\" written between the stars"],["85–88","A large, noisy wind chime"],["89–92","A small shrine with a statuette, a brazier, and an altar dedicated to a god worshiped by many of the dragon's minions"],["93–96","A jar with a dead illithid tadpole floating in preserving chemicals"],["97–00","An extensive historical record in the form of carefully knotted strings"]],"name":"Creating a Hoard; Hoard Mundane Items","page":72,"source":"FTD","chapter":{"name":"Lairs and Hoards","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Hoard Gems","colLabels":["Wyrmling d100","Young d100","Adult d100","Ancient d100","Gem Value"],"colStyles":["col-2-4 text-center","col-2-4 text-center","col-2-4 text-center","col-2-4 text-center","col-2-4 text-center"],"rows":[["01–43","01–51","01–18","01–14","10 gp"],["44–99","52–75","19–36","15–28","50 gp"],["00","76–99","37–54","29–42","100 gp"],["—","00","55–77","43–58","500 gp"],["—","—","78–99","59–93","1,000 gp"],["—","—","00","94–00","5,000 gp"]],"name":"Creating a Hoard; Hoard Gems","page":72,"source":"FTD","chapter":{"name":"Lairs and Hoards","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Hoard Art Objects","colLabels":["Wyrmling d100","Young d100","Adult d100","Ancient d100","Art Object Value"],"colStyles":["col-2-4 text-center","col-2-4 text-center","col-2-4 text-center","col-2-4 text-center","col-2-4 text-center"],"rows":[["01–95","01–53","01–49","01–22","25 gp"],["96–00","54–99","50–75","23–42","250 gp"],["—","00","76–99","43–58","750 gp"],["—","—","00","59–93","2,500 gp"],["—","—","—","94–00","7,500 gp"]],"name":"Creating a Hoard; Hoard Art Objects","page":72,"source":"FTD","chapter":{"name":"Lairs and Hoards","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Hoard Magic Items","colLabels":["Wyrmling d100","Young d100","Adult d100","Ancient d100","Magic Items"],"colStyles":["col-2-4 text-center","col-2-4 text-center","col-2-4 text-center","col-2-4 text-center","col-2-4 text-center"],"rows":[["01–34","01–21","01–06","—","Common minor item ({@table Magic Item Table A}*)"],["35–61","22–49","07–18","—","Uncommon minor item ({@table Magic Item Table B}*)"],["62–77","50–64","19–41","01–12","Rare minor item ({@table Magic Item Table C}*)"],["—","65–72","42–64","13–56","Very rare minor item ({@table Magic Item Table D}*)"],["—","—","65–69","57–67","Legendary minor item ({@table Magic Item Table E}*)"],["78–96","73–91","70–72","—","Uncommon major item ({@table Magic Item Table F}*)"],["97–00","92–97","73–80","68–73","Rare major item ({@table Magic Item Table G}*)"],["—","98–00","81–91","74–82","Very rare major item ({@table Magic Item Table H}*)"],["—","—","92–00","83–00","Legendary major item ({@table Magic Item Table I}*)"]],"footnotes":["*See the {@book Dungeon Master's Guide|DMG}."],"name":"Creating a Hoard; Hoard Magic Items","page":72,"source":"FTD","chapter":{"name":"Lairs and Hoards","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Amethyst Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I am never so content as when contemplating the beauty and wonders of the multiverse."],["2","I am a sworn protector against the depredations of the Far Realm, and I will root out its corruption wherever it may arise."],["3","What use is vast knowledge or insight if it is not shared with those who can appreciate it?"],["4","Although some are fascinated by words, I think numbers are the true foundations of creation."],["5","To experience a thing is to truly understand it. Direct and personal experience is the most valuable form of knowledge."],["6","I see a far more kaleidoscopic reality than you do... or than any of your selves do, really."],["7","It is not my place to interfere. I merely seek to observe, learn, and understand."],["8","With a true understanding of metaphysics, anything is possible—including the creation of a more orderly and perfect cosmos than this one."]],"name":"Creating an Amethyst Dragon; Amethyst Dragon Personality Traits","page":76,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Amethyst Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Balance. Everything is a complex interaction of forces that must be kept in a delicate and carefully maintained balance. (Neutral)"],["2","Knowledge. We are the whole of creation, seeking to understand itself. (Any)"],["3","Self-Improvement. I am a complex gem, and I constantly polish and refine my many facets to make the whole that much more perfect. (Any)"],["4","Responsibility. Having knowledge and power gives one a responsibility to those who have less of either. (Lawful)"],["5","Noble Obligation. My superior experience, intellect, and insight give me a duty to mediate disputes when I can. (Good)"],["6","Power. Knowledge is power, power must be used, and I use it. Your concerns are irrelevant. (Evil)"]],"name":"Creating an Amethyst Dragon; Amethyst Dragon Ideals","page":76,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Amethyst Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An amethyst dragon seeks a rare type of crystal found in the domain of a territorial stone giant clan."],["2","A coven of hags seeks to reclaim its hag eye, which rests within an amethyst dragon's hoard."],["3","An amethyst dragon magically disables all teleportation within a thousand miles of their lair. Governments within that area seek emissaries who can negotiate an end to the restriction."],["4","An amethyst dragon recruits a group of adventurers to psychically trade bodies with adventurers from another world, so that each can carry out certain tasks before swapping back."],["5","A cult devoted to a Great Old One of the Far Realm seeks an alien monolith that can summon its master, but the site is guarded by an amethyst dragon."],["6","An {@creature amethyst dragon wyrmling|FTD} is actually the temporally displaced form of an {@creature ancient amethyst dragon|FTD} who already exists in the same time line."],["7","An amethyst dragon seeks the means to plant special crystals that will allow the dragon to magically coexist in multiple places at once across the world during a rare celestial alignment."],["8","An amethyst dragon is fusing with their echoes on other worlds. They all hope to ascend to godhood, perhaps recreating or replacing Sardior."]],"name":"Amethyst Dragon Adventures; Amethyst Dragon Adventure Hooks","page":76,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Amethyst Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature amethyst dragon wyrmling|FTD} is in the care of a cloistered religious order of scribes."],["2","A half-amethyst dragon cares for an {@creature amethyst dragon wyrmling|FTD} sibling after the disappearance of their dragon parent."],["3","A {@creature Faerie Dragon (Violet)||violet faerie dragon} is the playmate and guardian of an {@creature amethyst dragon wyrmling|FTD}."],["4","An {@creature amethyst dragon wyrmling|FTD} lives alone in a lair, cared for by a cadre of animated objects."],["5","A cloister of {@creature Flumph||flumphs} protects an {@creature amethyst dragon wyrmling|FTD} while feeding on the wyrmling's excess psionic energy."],["6","A circle of druids looks after an {@creature amethyst dragon wyrmling|FTD} lairing in the circle's mountain tarn."]],"name":"Connected Creatures; Amethyst Dragon Wyrmling Connections","page":77,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Amethyst Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A myconid community dwells in tunnels near a {@creature Young Amethyst Dragon|FTD|young amethyst dragon's} lair, and its members telepathically commune with the dragon and any visitors in the lair from time to time."],["2","A {@creature young amethyst dragon|FTD} and a {@creature githzerai zerth} travel together, learning about the multiverse."],["3","A {@creature young amethyst dragon|FTD} wants to take over the cavern lair of a {@creature hydra}."],["4","A deep pool in a {@creature Young Amethyst Dragon|FTD|young amethyst dragon's} lair leads to the underground domain of an {@creature aboleth} the dragon has been seeking to eliminate."],["5","A {@creature young amethyst dragon|FTD} and a {@creature cloud giant} regularly host each other to play strategy games."],["6","{@creature Pegasus||Pegasi} nesting in the mountain heights are under the protection of a {@creature young amethyst dragon|FTD}."]],"name":"Connected Creatures; Young Amethyst Dragon Connections","page":77,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Amethyst Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Merfolk} dwelling near an {@creature Adult Amethyst Dragon|FTD|adult amethyst dragon's} lair are under threat from {@creature sahuagin} raiders."],["2","Clusters of {@creature Shrieker||shriekers} serve as a warning system in the tunnels of an {@creature Adult Amethyst Dragon|FTD|adult amethyst dragon's} lair."],["3","The Enlightened Dragon Master of an isolated monastery is, in fact, an {@creature adult amethyst dragon|FTD}."],["4","An {@creature adult amethyst dragon|FTD} is at war with a {@creature beholder} that has moved into the dragon's domain."],["5","{@creature Xorn} serve as lookouts and spies for an {@creature adult amethyst dragon|FTD} who rewards them with gems."],["6","To repay a favor long owed to a monastery of githzerai warrior-monks, an {@creature adult amethyst dragon|FTD} sends them aid against a {@creature mind flayer} colony."],["7","An apostate community of githyanki follows the tutelage of an {@creature adult amethyst dragon|FTD}, who safeguards their creche on the Material Plane."],["8","The crystal-infused clay near an {@creature Adult Amethyst Dragon|FTD|adult amethyst dragon's} lair is ideal for the creation of {@creature Clay Golem||clay golems}, and the dragon can perceive everything those golems do."]],"name":"Connected Creatures; Adult Amethyst Dragon Connections","page":77,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Amethyst Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A yuan-ti cult known as the Serpents of the Dreaming City draws power from an {@creature ancient amethyst dragon|FTD}, which the cultists keep in eternal slumber with braziers of enchanted smoke."],["2","A rogue {@creature purple worm} swallowed a large portion of an amethyst dragon's hoard before burrowing back into the deep Underdark. The dragon has a magic crystal that can trace the worm's movement."],["3","An {@creature ancient amethyst dragon|FTD} is able to awaken psionic potential in others, and many of the greatest psi warriors in history were the dragon's students."],["4","After centuries guarding the world against incursions from the Far Realm, an {@creature ancient amethyst dragon|FTD} has been corrupted by aberrant influences and now leads a cult the dragon once opposed."]],"name":"Connected Creatures; Ancient Amethyst Dragon Connections","page":77,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Amethyst Dragon Art Objects","colLabels":["d8","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A complex orrery of the planes of existence made of engraved movable plates of precious metals and set with gemstones"],["2","A two-foot-long rod of pale crystal that gives off eerie sounds when touched, with the tone varying up and down the length of the rod"],["3","A life-sized human skull carved from a single piece of crystal, including a hollow interior"],["4","A beautifully engraved gong, 3 feet in diameter, suspended from an ornate, inlaid frame"],["5","A crystal singing bowl etched with mantras in Gith, accompanied by an inlaid wooden mallet"],["6","A beautifully illuminated treatise on the planes of existence, bound in ebony covers with metal corner caps and a cover boss set with polished gems"],["7","An etched crystal that projects a star map showing an unfamiliar star field and constellations when set on top of a light source"],["8","A ring in the shape of a coiling dragon, with tiny gemstones for eyes"]],"name":"Amethyst Dragon Treasures; Amethyst Dragon Art Objects","page":79,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Black Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I demonstrate my brilliance through the cruel subtlety of my actions."],["2","Watching the works of lesser beings crumble and fall into ruin fills me with joy."],["3","I never confront a threat directly when deceit and skulduggery are available options."],["4","Subjugating others is preferable to destroying them. Thralls make life so much more pleasant."],["5","I will go to great lengths to obtain deadly new magical knowledge."],["6","Nothing lasts forever. But I promise to outlast you."],["7","I have witnessed the rise and fall of civilizations. What consideration does a creature as pitiful and short-lived as you deserve?"],["8","Collecting antiquities and learning why lost cultures vanished are my reasons for existing. If you can help me in that, I'll let you live."]],"name":"Creating a Black Dragon; Black Dragon Personality Traits","page":80,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Black Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Envy. If the achievements of others cannot be eclipsed, they can always be torn down. (Evil)"],["2","Acquisitiveness. Possessing what others covet is immensely satisfying. (Any)"],["3","Cunning. Destroying your foes without exposing yourself to danger is an art. (Evil)"],["4","Adaptability. It is not the most powerful, but the most flexible who survive. (Chaotic)"],["5","Patience. There's no need to rush a poorly constructed plan when time is on your side. (Any)"],["6","Serenity. Observing a culture sliding into oblivion along the trek of time puts life in perspective. (Any)"]],"name":"Creating a Black Dragon; Black Dragon Ideals","page":80,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Black Dragon Spellcasting","colLabels":["Age","Spell Save DC","Spells Known"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["{@creature Young Black Dragon||Young}","13","{@spell blindness/deafness}, {@spell create or destroy water}"],["{@creature Adult Black Dragon||Adult}","16","{@spell blindness/deafness}, {@spell create or destroy water}, {@spell plant growth}"],["{@creature Ancient Black Dragon||Ancient}","19","{@spell blindness/deafness}, {@spell create or destroy water}, {@spell insect plague}, {@spell plant growth}"]],"name":"Creating a Black Dragon; Black Dragon Spellcasting","page":80,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Black Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A black dragon recently took control of a band of pirates and their backwater hideout. Emboldened, the pirates have started raiding nearby shipping lanes."],["2","A conflict-averse black dragon is secretly spraying an alchemical defoliant on local farmland to push people living in the area away from the dragon's lair. The resulting famine is devastating the countryside."],["3","Rival realms are secretly being driven to war by the machinations of a black dragon, who hopes to revel in the resulting carnage."],["4","When swamplands shrink due to a prolonged drought, two black dragons form a temporary alliance to destroy a nearby town for more living space."],["5","The acidic bile of a black dragon is the only substance able to melt the lock of a despot's vault."],["6","A potent artifact is rumored to lie in the ruins where a black dragon dwells."],["7","A group of adventurers and a black dragon are hunting the same treasure in the ruins of a partially sunken city."],["8","A black dragon with epicurean tastes is poaching game in a noble's hunting preserve at a frightening pace."]],"name":"Black Dragon Adventures; Black Dragon Adventure Hooks","page":80,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Black Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","After breaking free from captivity at the hands of a cocky mage, a cunning {@creature black dragon wyrmling} claimed the mage's amulet—and the suits of {@creature animated armor} the amulet controls."],["2","A band of {@creature Troglodyte||troglodytes} is cowed into serving a {@creature black dragon wyrmling} as bodyguards."],["3","The recent appearance of a {@creature black dragon wyrmling} has altered the local ecosystem, allowing various types of blights to spread prodigiously and upset nature's balance."],["4","A {@creature black dragon wyrmling} is setting cunning traps along local roadways, hoping to injure horses and draft animals for easy butchering."],["5","Kobolds dwelling under a tropical city serve as safecrackers and tunneling burglars to amass treasure for their beloved {@creature black dragon wyrmling} master."],["6","A gnome relic hunter looting a long-abandoned city strikes up an unlikely partnership with a {@creature black dragon wyrmling} to plunder an archaeological dig."]],"name":"Connected Creatures; Black Dragon Wyrmling Connections","page":81,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Black Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young black dragon} with a talent for alchemy has weaponized the spores of a myconid colony."],["2","A {@creature merrow} war band has negotiated an alliance with a {@creature young black dragon} to sack a nearby trading port."],["3","A pack of {@creature Ghoul||ghouls} infesting a necropolis serve as a {@creature Young Black Dragon||young black dragon's} bodyguards and enforcers."],["4","A {@creature young black dragon} has cultivated an awakened carnivorous plant (use the {@creature awakened tree} stat block) as a lair guardian and has been abducting travelers to feed the plant creature."],["5","Lizardfolk worshiping a {@creature young black dragon} have been raiding a local fishing community."],["6","A {@creature young black dragon} has struck up a mutual assistance pact with a {@creature roper} that haunts the ruins outside the dragon's lair."]],"name":"Connected Creatures; Young Black Dragon Connections","page":81,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Black Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult black dragon} has learned to domesticate swamp-bred {@creature Chimera||chimeras} as guardians and has sold a few of the creatures to local warlords."],["2","A cult of assassins worships an {@creature adult black dragon} as an avatar of their deity. The dragon now uses the cult to destabilize the local sovereign's rule."],["3","Ruins rumored to hold the treasury of a lost empire are guarded by an elaborate network of ooze-based traps designed by a restless {@creature adult black dragon}."],["4","The appearance of a {@creature spirit naga} in the domain of an {@creature adult black dragon} encourages the dragon to study necromancy."],["5","An {@creature adult black dragon} has hidden a cache of gems in a dismal topiary maze filled with {@creature Shambling Mound||shambling mounds}, traps, and noxious plant life, all for the amusement of testing adventurers."],["6","An {@creature adult black dragon} has bound {@creature Water Elemental||water elementals} to the task of bringing food to the dragon's lair."],["7","A bullywug community seeks help to defeat an {@creature adult black dragon} who has been feasting on the bullywugs' domesticated {@creature Giant Frog||giant frogs}."],["8","Two nations—one led by an {@creature adult black dragon} and the other by a {@creature yuan-ti abomination}—are on the brink of joining forces to destroy a third nation. The threatened nation is recruiting adventurers to defend it."]],"name":"Connected Creatures; Adult Black Dragon Connections","page":81,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Black Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient black dragon}, after studying blasphemous texts dedicated to alien gods, issues a warning that a corrupted {@creature planetar} will soon fall to earth like a meteor in the fens outside a great city's walls."],["2","An illithid community has spent nearly a millennium raising and preparing a black dragon to become an {@creature elder brain dragon|FTD} (described in {@book chapter 6|FTD|6|Elder Brain Dragon}), so the {@creature elder brain|VGM} can wreak ruin upon its rivals."],["3","The decades-long machinations of an {@creature ancient black dragon} and an evil {@creature archmage} are nearing fruition. If their pact succeeds, they will unleash devastation on a continental scale."],["4","An {@creature ancient black dragon} rules a vast, decadent city built on artificial islands within a polluted lake. The site is threatened with destruction by an enraged {@creature archdruid|VGM}—but destroying the city means thousands of innocents will die."]],"name":"Connected Creatures; Ancient Black Dragon Connections","page":81,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Black Dragon Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An elegant necklace owned by a beloved noble who disappeared years ago"],["2","Stone carvings representing a pantheon of deities that passed from common knowledge long ago"],["3","The lost secret to forging an alloy imbued with arcane potential, etched on twelve metal disks the size of dinner plates"],["4","A sealed platinum flask containing the last known aqua vitae created by a master dwarf distiller"],["5","A ceremonial longsword with an embossed silver hilt and a blade of amber"],["6","A lavishly illustrated genealogy kept in a magically sealed container that disputes a current monarch's right to the throne"],["7","Heretical religious symbols carved on a trio of gemstones the size of apples"],["8","An elaborately carved mask representing a god of harvest and fertility"],["9","Metal horn caps inset with gems, made for the dragon by loyal cultists"],["10","A beautifully enameled urn holding the desiccated heart of the dragon's former green dragon rival"]],"name":"Black Dragon Treasures; Black Dragon Art Objects","page":84,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Blue Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I enforce order and social hierarchies because I believe this is how strong societies are built."],["2","Why waste time and energy murdering weaker creatures when I can make them entertain me instead?"],["3","My children, whether born to me or chosen by me, are treasures."],["4","Nothing is funnier than tricking a thirsty traveler into drinking a mouthful of sand."],["5","I have standards for my hoard. Not just any gem or trinket will do."],["6","I'm so pleased with myself and my own good fortune that I can't stop laughing or chuckling."],["7","I would rather destroy my lair and lose my hoard than allow anyone to steal from me."],["8","I am sometimes secretly impressed by what other peoples can accomplish with the proper guidance."]],"name":"Creating a Blue Dragon; Blue Dragon Personality Traits","page":85,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Blue Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Order. Life is best when everyone is part of a hierarchy and rules are clear and consistent. (Lawful)"],["2","Humor. Lesser beings exist to be my playthings, and I excel at finding ways to toy with them. (Evil)"],["3","Taste. I value my possessions for more than just their beauty and consider gauche displays of wealth a sign of inferiority. (Any)"],["4","Family. Blood ties are irrevocable, and even if one doesn't particularly like one's family members, they come before anyone else. (Lawful)"],["5","Display. One should never take risks or waste resources by using power if one can achieve the same results merely by the threat of power. (Any)"],["6","Loyalty. I don't form bonds with those outside my kindred often. But when I do, I am an unshakable and powerful ally. (Good)"]],"name":"Creating a Blue Dragon; Blue Dragon Ideals","page":85,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Blue Dragon Spellcasting","colLabels":["Age","Spell Save DC","Spells Known"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["{@creature Young Blue Dragon||Young}","15","{@spell create or destroy water}, {@spell major image}"],["{@creature Adult Blue Dragon||Adult}","17","{@spell arcane eye}, {@spell create or destroy water}, {@spell major image}"],["{@creature Ancient Blue Dragon||Ancient}","20","{@spell arcane eye}, {@spell create or destroy water}, {@spell major image}, {@spell project image}"]],"name":"Creating a Blue Dragon; Blue Dragon Spellcasting","page":85,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Blue Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A blue dragon family demands tribute from desert communities in exchange for protection."],["2","Enraged at the loss of a wyrmling, a blue dragon is causing lightning storms to destroy coastal settlements and refuses to stop until someone delivers the adventurer responsible."],["3","A prosperous-looking city appears among the desert dunes, drawing explorers and treasure hunters aplenty, but it's an illusion created by a blue dragon."],["4","A blue dragon promises great wealth to anyone who offers worthy treasures—but eats anyone who misses the mark."],["5","A blue dragon recently acquired trunks full of dress clothes and costumes and is abducting people to put on a fashion show."],["6","A pair of blue dragons is hiring adventurers to find their missing egg, which appears to have been stolen by another blue dragon related to them."],["7","Rock slides have closed a mountain pass, and the only other road through the area wends through the territory of a blue dragon notorious for playing illusory tricks on travelers."],["8","{@creature Blue Dragon Wyrmling||Blue dragon wyrmlings} are playing deadly pranks on the people in their territory, and those people are afraid to ask the wyrmlings' parents to stop them."]],"name":"Blue Dragon Adventures; Blue Dragon Adventure Hooks","page":85,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Blue Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A recently hatched brood of {@creature Blue Dragon Wyrmling||blue dragon wyrmlings} has adopted a wounded {@creature pseudodragon} as a sibling."],["2","A {@creature blue dragon wyrmling} frequently wanders off to a nearby city, where the residents treat the wyrmling as royalty."],["3","A clan of druids has taken in an orphaned {@creature blue dragon wyrmling}, and its members are trying to teach the creature the value of compassion."],["4","A family of gnolls is holding a {@creature blue dragon wyrmling} hostage in an attempt to force the wyrmling's parents to leave the gnolls' hunting grounds."],["5","Because of the friendship between a bandit leader's child and a {@creature blue dragon wyrmling}, the wyrmling's parents are considering allowing the bandits to move into the dragons' territory."],["6","The accidental death of a {@creature blue dragon wyrmling} has caused a sibling to seek revenge."]],"name":"Connected Creatures; Blue Dragon Wyrmling Connections","page":86,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Blue Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature Young Blue Dragon||young blue dragon's} family was killed, and the dragon is building a whole realm as a base for exterminating those responsible."],["2","A {@creature young blue dragon} claims the rule of a fast-growing city to impress the dragon's family."],["3","A {@creature young blue dragon} running a protection racket has run afoul of an {@creature efreeti}, who has decided the area would be better off without dragons."],["4","A tough but fair {@creature young blue dragon} leads a fanatically loyal mercenary squad."],["5","A {@creature young blue dragon} schemes to take over a {@creature Guardian Naga||guardian naga's} ancient temple."],["6","A {@creature mummy lord} keeps a {@creature young blue dragon} bodyguard as a sign of power."]],"name":"Connected Creatures; Young Blue Dragon Connections","page":86,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Blue Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult blue dragon} rules a city and applies exacting standards of aesthetic perfection to everything and everyone in it, swiftly disposing of anyone who fails to meet those standards."],["2","An {@creature adult blue dragon} and an {@creature efreeti} have formed a friendship over the decades. They now share a territory and assist one another in protecting it."],["3","Feeling unappreciated and disrespected in one family, an {@creature adult blue dragon} offers allegiance to a rival dragon family, setting off a blood feud."],["4","A pair of {@creature Adult Blue Dragon||adult blue dragons} has decided to take over a thriving, wealthy city, whose governor is desperate to buy them off."],["5","Decades ago, a {@creature gynosphinx} insulted an {@creature adult blue dragon}, earning the lasting enmity of a whole dragon family."],["6","An {@creature adult blue dragon} has adopted a half-blue dragon as an heir and is setting this heir up to be a puppet ruler."],["7","An {@creature adult blue dragon} plans to present a loyal bandit clan to a bronze dragon as a courting gift."],["8","An {@creature adult blue dragon} is obsessed with getting at the treasure guarded by a {@creature medusa}."]],"name":"Connected Creatures; Adult Blue Dragon Connections","page":86,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Blue Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient blue dragon} is worried that no members of the younger generation are strong enough to inherit the ancient dragon's territory, and this elder is trying to start a war to test the younger dragons and determine which, if any, might be a worthy heir."],["2","An {@creature ancient blue dragon} without offspring has adopted wyrmlings of various colors—including a number stolen from the wyrmlings' parents."],["3","An {@creature ancient blue dragon} is training an {@creature androsphinx} as heir to the region the dragon rules and searching for magic items that will allow the sphinx to control the weather as the dragon does."],["4","Under the pretense of helping an {@creature ancient blue dragon} become a dracolich, an {@creature archmage} is actually hoping to claim the dragon's vast hoard."]],"name":"Connected Creatures; Ancient Blue Dragon Connections","page":86,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Blue Dragon Art Objects","colLabels":["d8","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An intricately carved seal from a civilization that worshiped the dragon's ancestors as gods"],["2","An extensive collection of elaborate jewelry, including a tiara, tail rings, and claw covers, which the dragon wears when meeting with supplicants"],["3","A set of sculptures depicting the dragon's deceased relatives, all adorned with ground-up jewels"],["4","A jeweled mosaic map of the dragon's territory"],["5","A glass bell that creates the sound of rainstorms and thunder for 1 hour when struck"],["6","An ornately tooled tome recording the lineages of all the blue dragon families in the area"],["7","A massive geode that contains spectacular blue, purple, and black crystals"],["8","A blue silk fan painted with ground gems that creates a briny breeze when hung from the ceiling"]],"name":"Blue Dragon Treasures; Blue Dragon Art Objects","page":88,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Brass Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I don't ask for much in a conversation partner—just smile, occasionally nod, and stay awake!"],["2","I'm skilled at making others feel that I'm interested in the details of their tiny, meaningless lives."],["3","Every word I say is worth hearing, so I speak loudly and eloquently to make sure I get my point across."],["4","I don't care about the opinions of creatures that are less intelligent than I am. But I'm fascinated by creatures that are significantly more intelligent."],["5","Hoarding knowledge is no fun. It's best when you can trade knowledge away for treasure."],["6","I'm fascinated by intelligence with no brain—talking swords, sapient Constructs, and the like."],["7","I love hearing stories and songs and sharing them with others to bring comfort and calm."],["8","I have no patience for people who imagine their lives are the least bit important."]],"name":"Creating a Brass Dragon; Brass Dragon Personality Traits","page":90,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Brass Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Curiosity. The best way to show you value others is to learn as much as you can about them. (Good)"],["2","Perspective. Everyone sees things differently, so if you want to know about the world, gather as many different points of view as you can. (Any)"],["3","Knowledge. What's the point of living for centuries if you don't learn all there is to know? (Any)"],["4","Self-Determination. All creatures have the right to make their own decisions about their lives and ultimate destinies. (Chaotic)"],["5","Compassion. Sharing each other's pain and loss brings us all closer to peace and unity. (Good)"],["6","Cruelty. The most hilarious thing about lesser creatures who think they're important is how outraged they get when I hurt them. (Evil)"]],"name":"Creating a Brass Dragon; Brass Dragon Ideals","page":90,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Brass Dragon Spellcasting","colLabels":["Age","Spell Save DC","Spells Known"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["{@creature Young Brass Dragon||Young}","13","{@spell create or destroy water}, {@spell speak with animals}"],["{@creature Adult Brass Dragon||Adult}","16","{@spell create or destroy water}, {@spell speak with animals}, {@spell suggestion}"],["{@creature Ancient Brass Dragon||Ancient}","18","{@spell create or destroy water}, {@spell locate creature}, {@spell speak with animals}, {@spell suggestion}"]],"name":"Creating a Brass Dragon; Brass Dragon Spellcasting","page":90,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Brass Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A brass dragon has discovered an unfamiliar settlement and is determined to learn everything about the site's inhabitants, drastically disrupting the inhabitants' lives."],["2","A brass dragon is the secret power behind the throne in an aggressively colonizing realm, using this position to learn about neighboring realms without regard for the consequences."],["3","A brass dragon is the most likely source of crucial information about how to stop an extraplanar incursion that coincides with a certain comet's arrival."],["4","A caravan is being held captive by a brass dragon who is delighted to have such wonderfully diverse conversation partners."],["5","Offended by the sudden departure of a rude guest, a brass dragon rampages through a nearby settlement—and demands the return of a treasure the guest stole."],["6","An intelligent magic item in a brass dragon's hoard sends out a telepathic distress call, wanting to be rescued so it can be used for its intended purpose."],["7","A windstorm uncovers part of a brass dragon's hoard, and various people and creatures carry off parts of it. The dragon wants every scattered coin and trinket back."],["8","A brass dragon, tired of the increasing traffic, starts leading caravans away from safe water sources and stranding them in the desert."]],"name":"Brass Dragon Adventures; Brass Dragon Adventure Hooks","page":90,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Brass Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Captured by a band of gnolls, a {@creature brass dragon wyrmling} is patiently trying to teach the gnolls to speak Draconic."],["2","Grieved by the fate of a former friend, a {@creature brass dragon wyrmling} guards a tomb haunted by a {@creature wight}."],["3","Yuan-ti have captured a {@creature brass dragon wyrmling} and are picking up the dragon's twisted sense of humor."],["4","A party of {@creature Bandit||bandits} stole a brass dragon egg, and now the hatched wyrmling is manipulating the bandits to do the dragon's whimsical bidding."],["5","A lost {@creature brass dragon wyrmling} was raised by {@creature Hyena||hyenas} and now leads the pack."],["6","A {@creature druid} who tends a desert oasis has been keeping watch over several {@creature Brass Dragon Wyrmling||brass dragon wyrmlings} since adventurers killed the wyrmlings' parents."]],"name":"Connected Creatures; Brass Dragon Wyrmling Connections","page":91,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Brass Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young brass dragon} and a {@creature young blue dragon} fight over territory."],["2","A {@creature young brass dragon} frequently visits a {@creature couatl} who is charged with guarding an ancient temple, sharing stories to help the couatl pass the years."],["3","A {@creature lamia} and a {@creature young brass dragon} lair in the same desert ruin, mostly leaving each other alone—but the lamia hopes to corrupt the dragon."],["4","A {@creature Young Brass Dragon||young brass dragon's} lair occasionally spawns {@creature Air Elemental||air elementals} that roam around the area for a while, causing havoc before eventually dissipating."],["5","A {@creature young brass dragon} and a {@creature weretiger} have become close friends as they try to keep a region safe from a growing horde of malicious gnolls."],["6","A {@creature young brass dragon} allowed a group of {@creature Cyclops||cyclopes} to shelter in the dragon's lair when they were harassed by a blue dragon. Now the cyclopes won't leave, so the dragon is trying to educate them."]],"name":"Connected Creatures; Young Brass Dragon Connections","page":91,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Brass Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult brass dragon} enjoys trading riddles with a {@creature gynosphinx}."],["2","Long ago, an {@creature adult brass dragon} swore service to a human priest, expecting to outlive the priest. But now the priest is a {@creature mummy lord}, and the dragon remains bound to serve."],["3","An {@creature efreeti} wants to claim an {@creature Adult Brass Dragon||adult brass dragon's} palatial lair and fabulous hoard."],["4","A pair of {@creature Roc||rocs} have nested too close to an {@creature Adult Brass Dragon||adult brass dragon's} lair, and they harass the dragon whenever they can."],["5","A {@creature guardian naga} charged with protecting an ancient artifact has decided that the artifact—as well as the naga—would be safer in an {@creature Adult Brass Dragon||adult brass dragon's} hoard than left alone in some crumbling ruin."],["6","A half-brass dragon {@creature yuan-ti abomination} leads other yuan-ti in worshiping an {@creature adult brass dragon} as a serpent god, much to the dragon's amusement."],["7","Two {@creature Adult Brass Dragon||adult brass dragons} are rearing a clutch of wyrmlings together, and they allow the infant dragons to wreak innocent havoc on nearby settlements."],["8","A solitary {@creature adult brass dragon} has adopted a {@creature blue dragon wyrmling} found starving in the desert."]],"name":"Connected Creatures; Adult Brass Dragon Connections","page":91,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Brass Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient brass dragon} once ruled a temple-state through a puppet sovereign, who is now a {@creature mummy lord} ruling a city of {@creature Ghoul||ghouls} that owe the dragon fealty."],["2","An {@creature ancient brass dragon} believes that a local {@creature androsphinx} is an insufferable know-it-all with no sense of humor and enjoys playing pranks on the sphinx."],["3","An {@creature ancient brass dragon} and an {@creature ancient blue dragon} have a centuries-old rivalry, and each dragon manipulates adventurers into harassing the other."],["4","An {@creature ancient brass dragon} rules a mighty city whose folk have erected massive stone monuments to honor the dragon over the centuries."]],"name":"Connected Creatures; Ancient Brass Dragon Connections","page":91,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Brass Dragon Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A finely carved bust of a long-dead human ruler, which the dragon has named Cornelius and argues with incessantly"],["2","An elegant locket holding a watercolor portrait of a dragonborn the dragon fondly calls Lux"],["3","A polished platter engraved with an elaborate scene showing a person talking to a sphinx; the dragon likes to imagine being in the scene, dominating the conversation"],["4","A sculpture depicting a pod of dolphins leaping among stone waves, all of which the dragon has named and imagines as pets"],["5","A cameo pendant depicting a human woman the dragon calls \"Bruno\" and imagines to be a brilliant philosopher"],["6","A statuette of an important deity, which the dragon calls by a diminutive version of the god's name and baby-talks to"],["7","A large tapestry depicting a party of elves riding stags through the woods; the dragon has named all the stags and offers condolences on their being saddled and mounted"],["8","A sculpted bird in an ornate cage; the dragon calls the bird Fweep and sings to it"],["9","A large mirror in a frame studded with gemstones; the dragon likes to gaze in the mirror and imagine having a mate"],["10","An idol of an obscure minor divinity; the dragon addresses it reverently as \"O mighty Froglet\" (its shape is only vaguely frog-like)"]],"name":"Brass Dragon Treasures; Brass Dragon Art Objects","page":94,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Bronze Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The weakest creatures sometimes display the greatest courage. I respect all beings who risk their lives in defense of something greater than themselves."],["2","My payment is a matter of principle. Requiring even a small fee for my service allows those I help to preserve their dignity. It's really for your benefit."],["3","I have no time for chitchat or insinuation. I get to the point and expect others to do the same."],["4","I respect law and order, but it's no excuse for tyranny. Those who abuse power must be stripped of it, and soldiers have a responsibility to refuse immoral orders."],["5","I strive to treat foes honorably, but not at the expense of strategy. A quick death in combat is its own kind of courtesy."],["6","I trust my gut. I'd rather act on incomplete information than be hamstrung by indecision."],["7","I'm fascinated by other species' military technology, especially magic armaments and siege engines—the bigger, the better!"],["8","Conflict drives evolution. By sparking wars between nations, I contribute to the advancement of their civilizations. (And they pay me for it, too!)"]],"name":"Creating a Bronze Dragon; Bronze Dragon Personality Traits","page":94,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Bronze Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Action. Passivity is shameful. We owe it to the world and ourselves to try to improve things, even if we can't guarantee success. (Any)"],["2","Analysis. When possible, dig into the root of a conflict before committing to end it, to ensure you aren't fighting for the wrong side. (Any)"],["3","Honor. I never lie outright, though I choose my words carefully. I will fight to the death rather than break my word or abandon a comrade. (Lawful)"],["4","Discipline. Disorganization breeds defeat. I demand self-control from both myself and those who fight beside me. (Lawful)"],["5","Guardianship. It's the duty of the strong to protect the weak. (Good)"],["6","Dominance. Anyone who opposes my will is either an underling to be punished or an enemy to be vanquished. (Evil)"]],"name":"Creating a Bronze Dragon; Bronze Dragon Ideals","page":94,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Bronze Dragon Spellcasting","colLabels":["Age","Spell Save DC","Spells Known"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["{@creature Young Bronze Dragon||Young}","14","{@spell beast sense}, {@spell detect thoughts}, {@spell speak with animals}"],["{@creature Adult Bronze Dragon||Adult}","17","{@spell beast sense}, {@spell control water}, {@spell detect thoughts}, {@spell speak with animals}"],["{@creature Ancient Bronze Dragon||Ancient}","20","{@spell beast sense}, {@spell control water}, {@spell detect thoughts}, {@spell heroes' feast},* {@spell speak with animals}"]],"footnotes":["*This spell's casting time is longer than 1 action."],"name":"Creating a Bronze Dragon; Bronze Dragon Spellcasting","page":94,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Bronze Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Attempts to salvage a sunken merchant ship are being thwarted by a bronze dragon who claims \"finder's rights.\""],["2","Betrayed by corrupt city officials, a bronze dragon is punishing the city by preventing ships from entering its harbor, but the citizens are suffering."],["3","A bronze dragon gathers crusaders to rescue a hero imprisoned in the Abyss—a mission that will mean almost certain death for the rank-and-file troops."],["4","A bronze dragon has conscripted a local militia into an ongoing conflict with a black dragon who lives in the waterlogged ruins of a magical academy."],["5","The bronze dragon who protects a coastal nation is stricken by a curse, and the cure lies in a sunken temple the dragon destroyed generations ago."],["6","Believing that the winner of a city's democratic election is unworthy of the job, a bronze dragon is now supporting an authoritarian leader instead."],["7","A bronze dragon has been approached by both sides in a war and needs agents to get close to both leaders to discover which has the worthier claim."],["8","A bronze dragon fears that a remote library-fortress is no longer the best place to safeguard an infamous tome called the Antitheorem Codex—and has decided to prove it by attacking the site."]],"name":"Bronze Dragon Adventures; Bronze Dragon Adventure Hooks","page":95,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Bronze Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A flight of {@creature Pseudodragon||pseudodragons} has raised an orphaned {@creature bronze dragon wyrmling}, who is quickly growing too large for the group's usual activities."],["2","A {@creature knight} rescued a {@creature bronze dragon wyrmling} from sacrifice at the hands of a cult, and the two now travel together in search of wrongs to right."],["3","A {@creature Bronze Dragon Wyrmling||bronze dragon wyrmling's} murdered tutor rose as a {@creature revenant}, and the dragon seeks anyone who can help obtain justice."],["4","A {@creature bronze dragon wyrmling} has chosen a lair filled with {@creature Poisonous Snake||poisonous snakes}, admiring the elegance with which they slither through the flooded tunnels."],["5","A {@creature bronze dragon wyrmling} has been captured by {@creature sahuagin} raiders and manipulated into serving as the band's icon and war leader."],["6","A group of {@creature merrow} stole a {@creature Bronze Dragon Wyrmling||bronze dragon wyrmling's} hoard, and the wyrmling is training a {@creature plesiosaurus} to help attack the merrow's stronghold."]],"name":"Connected Creatures; Bronze Dragon Wyrmling Connections","page":95,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Bronze Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature guardian naga} and a {@creature young bronze dragon} each defend half of an artifact called the Sundered Crown."],["2","A {@creature young bronze dragon} and a {@creature medusa} have been enemies for so long that they've developed mutual respect, communicating by way of a magical book that teleports back and forth between them."],["3","A {@creature young bronze dragon} seeks to turn a band of {@creature Cyclops||cyclopes} into a disciplined army, with little success."],["4","A {@creature young bronze dragon} has been magically bound to the service of a {@creature marid}, and the dragon is unable to take direct action to get free of the genie."],["5","A {@creature young bronze dragon} runs a prestigious military academy, training paladins of smaller species to fight for justice beneath the dragon's banner."],["6","Dragonborn pirates bribe a {@creature young bronze dragon} into helping them steal ship cargoes for a sizable cut of the profits."]],"name":"Connected Creatures; Young Bronze Dragon Connections","page":95,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Bronze Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature rakshasa} disguised as a pirate lord seeks revenge on the {@creature adult bronze dragon} who has killed the Fiend three times so far."],["2","An {@creature adult bronze dragon} regularly consults a {@creature storm giant} whose prophecies give hints as to which conflicts the dragon should seek out and engage in."],["3","An {@creature adult bronze dragon} keeps a {@creature roc} as a beloved pet and views the creature's predations on local settlements as simply part of the natural order."],["4","An {@creature adult bronze dragon} swore an oath to a comrade who later became a {@creature vampire}. The dragon reluctantly continues to protect the vampire, all the while searching for a way to reverse the transformation."],["5","An {@creature adult bronze dragon} sends regular tributes of treasure to an {@creature adult topaz dragon|FTD}, not wanting the topaz dragon's enmity to become a threat to coastal communities under the bronze dragon's protection."],["6","An {@creature archmage} and an {@creature adult bronze dragon} who have been friends since they fought together in the mage's youth often visit each other to share stories."],["7","An {@creature adult bronze dragon} attempting to raise a clutch of wyrmlings alone is in desperate need of tutors and babysitters who can survive the assignment."],["8","An obsessed shadow dragon plots to trap an {@creature adult bronze dragon} in the Shadowfell until the bronze dragon too is transformed."]],"name":"Connected Creatures; Adult Bronze Dragon Connections","page":95,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Bronze Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient bronze dragon} is locked in a centuries-old conflict with a {@creature kraken} that destroyed a settlement under the bronze dragon's protection."],["2","Two ancient dragons, one {@creature Ancient Bronze Dragon||bronze} and one {@creature Ancient Silver Dragon||silver}, support different nations locked in a war, each believing that their side has the moral high ground."],["3","An {@creature ancient bronze dragon} controls a network of privateers who prey on pirates and accept government commissions if the dragon deems a cause worthy."],["4","An {@creature ancient bronze dragon} guards a {@creature merfolk} monastery that's risen mysteriously from the depths, prompting attacks by greedy coastal nations even as the monks warn of a coming apocalypse."]],"name":"Connected Creatures; Ancient Bronze Dragon Connections","page":95,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Bronze Dragon Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A painting of the bronze dragon alongside a human woman wearing an outdated military uniform"],["2","An ornate, mostly complete collection of Oristene's multi-volume Military History of the Outer Planes"],["3","A heavy cloak of shimmering blue scales, with an attached half-mask"],["4","An oversized key of living wood, with seemingly natural whorls in the bark that form the words, \"For service not forgotten\""],["5","A dragon-sized drinking vessel crafted from a behir horn"],["6","Framed blueprints of a siege engine called the Moonhammer"],["7","An aquatic howdah made of sharkskin and bearing an emblem of a lonely black tower perched high atop a sea stack"],["8","A statue of a dishonored elf general, which is surrounded by historical treatises recounting the general's disgrace and notes that suggest the dragon has vowed to redeem this former hero"],["9","An idol of an insectile devil, with a blindfold tied carefully around its compound eyes"],["10","An elaborate clockwork zoetrope that, when activated, displays a moving picture of a bronze dragon fighting a red dragon over a burning city"]],"name":"Bronze Dragon Treasures; Bronze Dragon Art Objects","page":98,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Copper Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I am generous with my time, my words, and my considerable wisdom—but my treasure is mine."],["2","I love music. It is truly the universal language, able to express ideas far better than mere words alone."],["3","I find the notion of trade and barter fascinating, and sometimes even find ways to participate in them."],["4","There is no sound I love more than laughter, a powerful balm for hearts and minds."],["5","I enjoy games of all kinds, especially challenges of wit and intellect—and those I can decisively win."],["6","I admire how brightly short-lived creatures shine before their lights go out."],["7","Nothing is more satisfying than deflating the egos of the high-and-mighty with a well-placed jibe."],["8","When I'm bored, stirring up a settlement and watching its people scurry about amuses me."]],"name":"Creating a Copper Dragon; Copper Dragon Personality Traits","page":99,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Copper Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Beauty. The ability to create, appreciate, and sustain beauty is the true measure of a creature or civilization. (Good)"],["2","Curiosity. The world holds so much to experience. I value different perspectives and insights. (Any)"],["3","Creativity. Our purpose is to create something new and clever, and I admire those who do so. (Any)"],["4","Change. The only constant is change, and we must change with the world. (Chaotic)"],["5","Fairness. Life is often unfair, and it is up to us to rebalance its scales from time to time. (Good)"],["6","Cruelty. Existence is a cruel joke. You can either be in on the joke, or be made a fool by it. (Evil)"]],"name":"Creating a Copper Dragon; Copper Dragon Ideals","page":99,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Copper Dragon Spellcasting","colLabels":["Age","Spell Save DC","Spells Known"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["{@creature Young Copper Dragon||Young}","13","{@spell lesser restoration}, {@spell phantasmal force}"],["{@creature Adult Copper Dragon||Adult}","16","{@spell lesser restoration}, {@spell phantasmal force}, {@spell stone shape}"],["{@creature Ancient Copper Dragon||Ancient}","19","{@spell lesser restoration}, {@spell move earth}, {@spell phantasmal force}, {@spell stone shape}"]],"name":"Creating a Copper Dragon; Copper Dragon Spellcasting","page":99,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Copper Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A copper dragon holds an annual competition of poetry and music. The winner dwells with and entertains the dragon for a year—providing a perfect opportunity to access the dragon's lair and hoard."],["2","An area of reputedly haunted hills is the domain of a copper dragon, who takes advantage of local legend and trickery for amusement and to deter intruders."],["3","A copper dragon is found half buried in a rock slide, badly injured and unable to recall what happened—or the location of the dragon's lair."],["4","A reclusive, eccentric noble who sometimes employs adventurers turns out to be a copper dragon working through various intermediaries."],["5","An {@creature adult copper dragon} wants {@creature Griffon||griffons} nesting near the dragon's lair gone but hopes to have the griffons—and their eggs—relocated rather than killed."],["6","A message found in the Underdark was meant for a copper dragon, who has believed for generations that the message's original bearer betrayed them."],["7","A copper dragon has been trying to engineer peace for two nearby domains by facilitating a romance between the heirs of those lands' rulers."],["8","A {@creature hobgoblin warlord} scarred by a copper dragon in youth has raised an army to slay the dragon and plunder the dragon's hoard."]],"name":"Copper Dragon Adventures; Copper Dragon Adventure Hooks","page":99,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Copper Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A flock of {@creature aarakocra} shelters a {@creature copper dragon wyrmling} from {@creature Gargoyle||gargoyles} hunting in the mountains."],["2","A {@creature copper dragon wyrmling} guards a hidden pass that leads into a sylvan valley populated by {@creature Centaur||centaurs}, {@creature Pixie||pixies}, and {@creature Satyr||satyrs}."],["3","A {@creature copper dragon wyrmling} has killed a number of domestic animals. A group of {@creature Druid||druids} wants the wyrmling captured and relocated, rather than killed."],["4","A ruined manor house being reclaimed by a newly titled noble is the lair of a {@creature copper dragon wyrmling}."],["5","A {@creature copper dragon wyrmling} follows a wizard everywhere, fascinated by {@spell prestidigitation} tricks."],["6","An {@creature ettin} is trying to keep a captured {@creature copper dragon wyrmling} as a pet."]],"name":"Connected Creatures; Copper Dragon Wyrmling Connections","page":100,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Copper Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young copper dragon} has enticed a band of {@creature Kobold||kobolds} to undertake activities for the dragon's amusement—and to rein in the band's more chaotic tendencies."],["2","The head of a local thieves' guild is a {@creature young copper dragon} who delights in tales of daring thefts and skims the best stolen art objects as tribute."],["3","A {@creature young copper dragon} needs aid to root out a {@creature behir} that has claimed the dragon's lair."],["4","A band of raiders tithes treasure and tales to a {@creature young copper dragon}, in exchange for using the canyons around the dragon's lair as a haven."],["5","A {@creature dryad} dwelling in the woods near a {@creature Young Copper Dragon||young copper dragon's} lair helps to ward off intruders."],["6","A child's imaginary friend is a very real {@creature young copper dragon} who can cast {@spell invisibility}."]],"name":"Connected Creatures; Young Copper Dragon Connections","page":100,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Copper Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult copper dragon} befriended a {@creature djinni} after granting the genie freedom. Now the two meet yearly to talk and exchange news."],["2","{@creature Centaur} communities in the foothills surrounding an {@creature Adult Copper Dragon||adult copper dragon's} lair gather yearly to offer tribute to the dragon, who settles disputes and dispenses advice for them."],["3","A {@creature galeb duhr} acts as the guardian of an {@creature Adult Copper Dragon||adult copper dragon's} hoard."],["4","An {@creature adult copper dragon} regularly visits the {@creature Treant||treants} of the nearby forest to help protect their woods from encroachment."],["5","A band of {@creature Fomorian||fomorians} believe they have allied with a red dragon to burn a Feywild grove, but an {@creature adult copper dragon} has deceived them."],["6","An {@creature adult copper dragon} serves as the patron of a community of gnome tinkerers, who present their best ideas to the dragon in hopes of being funded."],["7","A community of {@creature Stone Giant||stone giants} believes an {@creature adult copper dragon} is a key figure in a prophecy—and the dragon has decided to play along for fun."],["8","An {@creature adult copper dragon} sends agents into a {@creature goristro} demon's labyrinth to steal a lost soul, as part of a centuries-long game."]],"name":"Connected Creatures; Adult Copper Dragon Connections","page":100,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Copper Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient copper dragon} and an {@creature ancient red dragon} have been playing a complex game of strategy for centuries, using whole communities as their pawns and nations as their game board."],["2","An {@creature ancient copper dragon} guards the sealed entrance to a ruined temple filled with devils."],["3","A renowned gnome trickster, now deceased, so impressed an {@creature ancient copper dragon} that the dragon assumes the gnome's form from time to time to help keep their legend alive."],["4","The {@creature ancient copper dragon} progenitor of a lineage of dragon-blooded sorcerers likes to check in on these descendants from time to time."]],"name":"Connected Creatures; Ancient Copper Dragon Connections","page":100,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Copper Dragon Art Objects","colLabels":["d8","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A jeweled cloak pin bearing the symbol of an ancient secret society"],["2","A smooth piece of amber with what appears to be a tiny sprite frozen inside it"],["3","A metal egg that unfolds into a lotus-like flower"],["4","A harp that plays by itself on command"],["5","A six-foot-tall mirror of silvered glass in a precious frame carved with the shapes of coiling dragons"],["6","A complex puzzle box made of rare woods and inlaid with stone"],["7","The figurehead of a ship, carved in rare woods and set with gemstones—and bearing the likeness of the copper dragon's head"],["8","A complex astrological clock, with tiny gemstones marking out stars and constellations"]],"name":"Copper Dragon Treasures; Copper Dragon Art Objects","page":102,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Crystal Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","If you're not a thief or a frost giant, let's talk!"],["2","Are you comfortable? Can I tell your future for you? Just let me know what I can do for you, okay?"],["3","Jokes are as valuable as any gemstone and more fun to share."],["4","My empathy is a bottomless well. I can't help but lose myself in the emotions of others."],["5","The stars have much to tell us, and folk need me to interpret what the stars say."],["6","All play and no work—those are the words I live by."],["7","I am always the first to offer a compliment."],["8","Get off my snowfield, you immature bipeds! When I was a wyrmling, people respected their elders!"]],"name":"Creating a Crystal Dragon; Crystal Dragon Personality Traits","page":103,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Crystal Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Exploration. Yesterday is already known. Today is for something new. (Chaotic)"],["2","Empathy. It's a gift to share in another's joy, even if sometimes you must bear their pain, too. (Good)"],["3","Hospitality. We all live beautiful lives—it would be a shame not to share our lives with others. (Neutral)"],["4","Determinism. Our destinies may already be written, but the way we achieve them still matters. (Any)"],["5","Fun and Games. Play is learning, but without the boredom. (Chaotic)"],["6","Control. Everyone is welcome, as long as they follow my rules. (Lawful)"]],"name":"Creating a Crystal Dragon; Crystal Dragon Ideals","page":103,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Crystal Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A towering palace of ice and quartz that was once the abode of an {@creature ancient crystal dragon|FTD} is found deserted, with no clue as to whether its master will return or whether some other creature has claimed it."],["2","Prismatic shards rain from the sky in a beautiful but dangerous display. Rumors quickly spread that a crystal dragon is responsible."],["3","A crystal dragon invites the greatest bards and philosophers to partake in \"the Great Dialogue\" in the dragon's mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can leave the lair once it has begun."],["4","A crystal dragon intent on exploring a new world of the Material Plane has acquired a magic ship for the journey and now just needs a brave crew."],["5","A crystal dragon who has guarded a mountain pass for decades unexpectedly retires to the Elemental Plane of Air. Monstrous forces immediately move into the area—and might take control of the pass unless the dragon can be convinced to return."],["6","A royal heir goes missing while secretly visiting a crystal dragon. The heir's family, the heir's friends, and the dragon all want to find the heir, but no faction trusts the others."],["7","A crystal dragon seeks bold adventurers to steal an egg from an {@creature ancient white dragon} who is infamous for abject cruelty and utter remorselessness."],["8","A crystal dragon has ripped open holes to the Elemental Planes of Air and Water, creating flash glaciation that encroaches upon inhabited lands."]],"name":"Crystal Dragon Adventures; Crystal Dragon Adventure Hooks","page":103,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Crystal Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature crystal dragon wyrmling|FTD} rides a sled pulled by a trained pack of {@creature Wolf||wolves} and frets about outgrowing this favorite pastime."],["2","A {@creature crystal dragon wyrmling|FTD} has foreseen an untimely end for the {@creature Bandit||bandits} who raided the wyrmling's lair and follows the bandits to keep them safe."],["3","A {@creature crystal dragon wyrmling|FTD} has befriended a {@creature white dragon wyrmling}. The wyrmlings' parents, who are ancient rivals, regard the relationship with concern."],["4","A {@creature crystal dragon wyrmling|FTD} encourages nearby farmers to go on dangerous excursions so they'll return with interesting stories to tell the dragon."],["5","A {@creature crystal dragon wyrmling|FTD} finds {@creature Ice Mephit||ice mephits} to be the perfect household servants—if only they would stop trying to kill the dragon's guests."],["6","A {@creature crystal dragon wyrmling|FTD} is placed in a monastery to learn the teachings of the monks before returning home in three years. The monks don't appreciate the wyrmling's pranks."]],"name":"Connected Creatures; Crystal Dragon Wyrmling Connections","page":104,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Crystal Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young crystal dragon|FTD} tries to protect a local population of rare {@creature Snowy Owlbear|IDRotF|snowy owlbears} from poachers and hunters."],["2","A {@creature young crystal dragon|FTD} has adopted a group of {@creature Kobold||kobolds} and is trying to teach them the value of a good practical joke."],["3","A {@creature young crystal dragon|FTD} has captured a pack of {@creature Winter Wolf||winter wolves} loyal to a {@creature frost giant}, intent on convincing the wolves to change their evil ways."],["4","A lonely {@creature werebear} enjoys long conversations with a {@creature young crystal dragon|FTD} but doesn't always appreciate the dragon's sense of humor."],["5","A {@creature young crystal dragon|FTD} finds some {@creature Manticore||manticores'} bluster hilarious and befriends them despite their fear. But the dragon is having trouble overcoming the manticores' predatory nature."],["6","A {@creature young crystal dragon|FTD} uses {@spell dancing lights} and {@spell hypnotic pattern} to give an air of authenticity to a charlatan fortuneteller's act, in exchange for a portion of the take from the charlatan's clients."]],"name":"Connected Creatures; Young Crystal Dragon Connections","page":104,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Crystal Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult crystal dragon|FTD} convinces a {@creature druid} to cast the {@spell awaken} spell on creatures around the dragon's lair, so the dragon will never want for conversation."],["2","A family of {@creature Yeti||yetis} seized an {@creature Adult Crystal Dragon|FTD|adult crystal dragon's} lair and hoard, and the dragon seeks help to drive the yetis out."],["3","An {@creature adult crystal dragon|FTD} and an elf {@creature archmage} have been friends for centuries and often go stargazing together on the peaks of their favorite mountains, but the dragon is grieving as the elf approaches the end of life."],["4","A pair of {@creature Adult Crystal Dragon|FTD|adult crystal dragons} lairing on neighboring mountaintops have enjoyed a decades-long snowball war, but their antics sometimes cause avalanches that threaten nearby villages."],["5","An {@creature adult crystal dragon|FTD} enjoys shaping the ice and snow near a den of {@creature Troll||trolls} into a labyrinth and watching the trolls try to make their way through it."],["6","{@creature Remorhaz||Remorhazes} infest the glacier beneath an {@creature Adult Crystal Dragon|FTD|adult crystal dragon's} lair, posing an imminent threat to the dragon's home and hoard."],["7","A {@creature revenant} persuades an {@creature adult crystal dragon|FTD} to help get revenge on the {@creature Frost Giant||frost giants} who murdered her."],["8","An {@creature adult crystal dragon|FTD} teaches astronomy to students of a renowned university, but the students must travel to the dragon's mountain lair for class."]],"name":"Connected Creatures; Adult Crystal Dragon Connections","page":104,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Crystal Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A clan of dwarves has discovered a self-renewing vein of quartz near an {@creature Ancient Crystal Dragon|FTD|ancient crystal dragon's} lair. The dwarves mine the area aggressively, unaware that the dragon is spying on them—and intends to demand recompense at some point in the future."],["2","An {@creature ancient crystal dragon|FTD} is stalked by a villainous ranger who has already claimed a dozen draconic trophies."],["3","An {@creature ancient crystal dragon|FTD} follows a pod of whales from one sea to another, having grown fond of the valuable ambergris they leave in their wake. Now whalers are scheming to kill the dragon."],["4","A community of seal hunters reveres an {@creature ancient crystal dragon|FTD} as the spirit of their glacier home. Such worship amuses and flatters the dragon, who keeps the hunters safe and leads them to locations where seals are plentiful."]],"name":"Connected Creatures; Ancient Crystal Dragon Connections","page":104,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Crystal Dragon Art Objects","colLabels":["d12","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An armillary sphere revealing the positions of several unknown worlds in the Material Plane (relative to the one the dragon is on)"],["2","A set of handmade {@deck Tarokka Deck|CoS|tarokka cards} depicting the various wizard clans of a magocracy called Glantri"],["3","A dazzling array of crystals carved to refract any light passing through them into star-like patterns"],["4","An oversized monocle custom-made for the crystal dragon, who thinks it looks stylish"],["5","A children's coin bank shaped like an owlbear, with beautiful blue gemstone eyes"],["6","An ancient water clock that tells the time with perfect accuracy"],["7","A star chart reproducing the night sky of some other Material Plane world"],["8","A magnificent fresco depicting a noble court in the Feywild"],["9","Alabaster panels etched with unusual glyphs, designed to be hung in windows to catch the light"],["10","Astrological birth charts for every year since the dragon was born"],["11","A vast number of colored glass bottles collected from dozens of cultures and historical periods"],["12","A fine divan set with gemstone buttons and stitched with silver thread"]],"name":"Crystal Dragon Treasures; Crystal Dragon Art Objects","page":106,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Deep Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I will not risk injury at the hands of weaker creatures—especially while I can turn them against one another and have them fight in my stead."],["2","It is difficult for anyone not of dragonkind to penetrate the twisting labyrinth of my thoughts."],["3","I might disagree with other dragons, but we are superior beings and should not lower ourselves to direct conflict."],["4","I have no interest in going to the surface world. It's where one sends one's servants."],["5","While the petty squabbles of other creatures bore and irritate me, I might hear out those who demonstrate an appreciation for the finer things in life by bringing me delicacies like clams or {@creature aboleth} flesh."],["6","I might be willing to exert myself to take out a {@creature mind flayer}. Those disgusting creatures must be stopped."],["7","I dream of seeing the deepest places in the ocean."],["8","I find I rather enjoy the company of people—as long as they remain unaware of my true nature."]],"name":"Creating a Deep Dragon; Deep Dragon Personality Traits","page":107,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Deep Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Understanding. True power comes from the ability to discern other creatures' motivations better than they can discern yours. (Any)"],["2","Kindred. All dragons are kin to one another, and we would all do well to prioritize that kinship. (Any)"],["3","Mystery. I appreciate a question I cannot answer, so I strive to be an enigma for other creatures. (Any)"],["4","Adaptability. Whether taking on a new form, making new allies, or trying a new strategy, flexibility keeps one youthful. (Chaotic)"],["5","Superiority. Weaker creatures cannot be trusted, so I constantly remind my servants of my power. (Evil)"],["6","Patience. All creatures might teach me something, and I'm willing to wait and find out what that might be rather than acting in haste. (Good)"]],"name":"Creating a Deep Dragon; Deep Dragon Ideals","page":107,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Deep Dragon Spellcasting","colLabels":["Age","Spell Save DC","Spells Known"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["{@creature Young Deep Dragon|FTD|Young}","14","{@spell command}, {@spell dissonant whispers}, {@spell faerie fire}"],["{@creature Adult Deep Dragon|FTD|Adult}","16","{@spell command}, {@spell dissonant whispers}, {@spell faerie fire}, {@spell water breathing}"],["{@creature Ancient Deep Dragon|FTD|Ancient}","19","{@spell command}, {@spell dissonant whispers}, {@spell faerie fire}, {@spell passwall}, {@spell water breathing}"]],"name":"Creating a Deep Dragon; Deep Dragon Spellcasting","page":107,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Deep Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Unfamiliar drow adventurers have been prowling a city's streets at night and have been overheard talking about the dragon they serve."],["2","Svirfneblin hire the characters to deliver tribute to their deep dragon neighbor."],["3","A disguised deep dragon offers access to rare artifacts—to a party who is willing to partner up on a seafood shipping business."],["4","A talented young ranger is kidnapped by a deep dragon who wants a hunting partner."],["5","A friendly {@creature young copper dragon} seeks an entourage, hoping to impress the deep dragon holding the copper dragon's inheritance in trust."],["6","A deep dragon wants to know if rumors of a sea monster in an Underdark lake are true, so the dragon hires adventurers to investigate."],["7","Two Underdark settlements are about to go to war, having been carefully manipulated by a deep dragon. A desperate ruler offers a reward to anyone who can uncover the true cause of the hostility."],["8","A deep dragon wants someone to manufacture a scenario that will get the dragon out of an old commitment to protect a city."]],"name":"Deep Dragon Adventures; Deep Dragon Adventure Hooks","page":107,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Deep Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ogre} has acquired a {@creature deep dragon wyrmling|FTD} as a pet, ignoring the fact that the dragon is an intelligent creature who will grow extremely large."],["2","An inquisitive {@creature deep dragon wyrmling|FTD} has made it to the surface world. Lost and confused, the wyrmling has been captured by a group of cruel adventurers."],["3","A {@creature deep dragon wyrmling|FTD} whimsically rules over a worshipful group of kobolds, sending them to the surface to fetch delicacies the wyrmling craves."],["4","An exclusive auction in an enclave of Lolth-worshipers features a deep dragon egg just about to hatch."],["5","A {@creature deep dragon wyrmling|FTD} with an experimental bent has created a \"garden\" of {@creature Gray Ooze||gray oozes}."],["6","An orphaned {@creature deep dragon wyrmling|FTD} is cared for by a {@creature giant constrictor snake} that is the recipient of a druid's {@spell awaken} spell."]],"name":"Connected Creatures; Deep Dragon Wyrmling Connections","page":108,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Deep Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young deep dragon|FTD} has captured a number of {@creature kuo-toa} and has decided to try them out as servants instead of eating them."],["2","A {@creature young deep dragon|FTD} maintains the guise of a handsome Humanoid artist so as to maintain an adoring cult of drow and duergar admirers."],["3","A rather snooty {@creature Bone Naga (Spirit)||bone naga} serves as a {@creature Young Deep Dragon|FTD|young deep dragon's} loyal butler, as it did for the dragon's parent."],["4","A {@creature young deep dragon|FTD} has organized a society of hobgoblin explorers, whose members seek out new places in the Underdark for the dragon to visit."],["5","A {@creature doppelganger} mimics a {@creature Young Deep Dragon|FTD|young deep dragon's} Humanoid form while committing a string of murders, hoping to turn local Underdark settlements against the dragon."],["6","Despite repeated {@creature mind flayer} attacks, a {@creature young deep dragon|FTD} refuses to leave the cave where the dragon's best friend—an adventurer who won the dragon's respect and affection—lingers as a {@creature ghost}."]],"name":"Connected Creatures; Young Deep Dragon Connections","page":108,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Deep Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult deep dragon|FTD} has played chess with a drow matriarch for centuries. Each move represents what that player plans to do next in the competitors' long struggle for domination in the Underdark."],["2","A {@creature fire giant} who accidentally insulted a deep dragon is tormented by the dragon's servants in ways that can't be tied to the dragon conclusively."],["3","A group of {@creature Cyclops||cyclopes} wants a deep dragon to protect them from {@creature Mind Flayer||mind flayers}, but the dragon is uninterested in meeting with them despite their repeated petitions."],["4","A nest of {@creature Vampire||vampires} has developed a taste for deep dragon blood."],["5","An {@creature adult deep dragon|FTD} craves the knowledge stored in an {@creature Aboleth||aboleth's} nearby lair."],["6","A {@creature spirit naga} desperately wants to claim the key to a mysterious underground door from the hoard of an {@creature adult deep dragon|FTD}."],["7","An {@creature adult deep dragon|FTD} has ended up rearing a {@creature young brass dragon} and is running out of patience for the young dragon's mischief."],["8","An {@creature adult deep dragon|FTD} takes pride in breeding {@creature Hell Hound||hell hounds} but can't control them."]],"name":"Connected Creatures; Adult Deep Dragon Connections","page":108,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Deep Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient deep dragon|FTD} has taken on a {@creature young red shadow dragon} as a protégé."],["2","Two ancient dragon lovers—one {@creature Ancient Deep Dragon|FTD|deep} and one {@creature Ancient White Dragon||white}—see each other only once every hundred years, when they choose targets for a deadly hunting spree."],["3","Two {@creature Ancient Deep Dragon|FTD|ancient deep dragons} fight over territory. Unwilling to move against each other directly, they use local settlements—and any competent visitors—as pawns in their struggle."],["4","An {@creature ancient deep dragon|FTD} has put the folk of a city to work building the dragon a metropolis to rule in the center of a vast underground salt lake."]],"name":"Connected Creatures; Ancient Deep Dragon Connections","page":108,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Deep Dragon Art Objects","colLabels":["d12","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A statue of an unknown winged antelope-like creature carved from a single massive opal"],["2","A preserved juvenile purple worm on an ebony stand set with amethysts"],["3","A cunningly worked metal automaton of a sphinx that, when addressed directly, answers every question with a question referencing forgotten civilizations"],["4","A set of filigreed gold claw covers set with gems that change color according to the wearer's mood"],["5","A silver pelt that belonged to a long-extinct species of bear and sheds snowflakes when touched"],["6","A painting of a caldera island with unique fauna that shows how to access the interior by swimming through an underwater cave"],["7","A magic chandelier that projects images of the most inaccessible places in the world on the wall, changing the images each time the chandelier is relit"],["8","A magical goblet activated when the creature holding it speaks the name of a country, whereupon the goblet fills with the finest wine from that land's vineyards"],["9","A set of exquisite miniature dragons made of precious metals, jewels, and stone, with one representing each kind of chromatic, metallic, and gem dragon"],["10","The jewel-encrusted skull of an ancient dragon, which the deep dragon always keeps close at hand and talks to when lonely"],["11","A magnificent set of drums painted with scenes from the folklore of an isolated mountain community"],["12","A beautifully worked statue of the deep dragon in a favorite Humanoid form, made by an artist the dragon knew centuries ago"]],"name":"Deep Dragon Treasures; Deep Dragon Art Objects","page":109,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Dragon Turtle Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I speak slowly and deliberately, pausing to reflect after (or sometimes in the middle of) each utterance."],["2","I am more interested in the shiny baubles people carry than in anything they have to say."],["3","I think of ships as kindred spirits and like to rub affectionately against their keels."],["4","I like to show visitors the vastness of my domain, so they appreciate how insignificant they are."],["5","I attack anyone I notice taking from the sea's bounty without offering something in return."],["6","I think of sailors' songs as their \"water speech\" and try to converse with them by humming snippets of tunes I have overheard."],["7","I swim alongside ships sailing through my domain, just out of arrow range, so they know I am watching."],["8","I am fascinated by the politics of surface realms and talk endlessly with sailors and adventurers to stay current on the latest happenings on land."]],"name":"Creating a Dragon Turtle; Dragon Turtle Personality Traits","page":110,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Dragon Turtle Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Endurance. We who dwell beneath the waves can weather all storms. (Any)"],["2","Indifference. What do I care for the fleeting concerns of those who crawl upon the land? (Any)"],["3","Curiosity. I want to know about everything that enters my domain, especially oddities from the surface world. (Any)"],["4","Supremacy. Creatures who refuse to recognize my rule over these waters suffer my displeasure. (Lawful or Evil)"],["5","Preservation. I am the ocean's steward, tending reefs and waters to ensure that they remain unspoiled. (Lawful)"],["6","Eradication. The peoples of the surface world were a mistake of creation. I will correct that error. (Evil)"]],"name":"Creating a Dragon Turtle; Dragon Turtle Ideals","page":110,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Dragon Turtle Spellcasting","colLabels":["Age","Spell Save DC","Spells Known"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["{@creature Young Dragon Turtle|FTD|Young}","13","{@spell fog cloud}"],["{@creature Dragon Turtle||Adult}","15","{@spell control water}, {@spell fog cloud}"],["{@creature Ancient Dragon Turtle|FTD|Ancient}","17","{@spell control water}, {@spell control weather},* {@spell fog cloud}"]],"footnotes":["*This spell's casting time is longer than 1 action."],"name":"Creating a Dragon Turtle; Dragon Turtle Spellcasting","page":110,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Dragon Turtle Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A ruthless shipping magnate has bribed a dragon turtle to attack competitors' vessels and drive them out of business."],["2","A curious dragon turtle swam upriver from the sea and is now stuck beneath a bridge on a major trade road, terrifying travelers."],["3","After an unwise attack from a whaling ship, a dragon turtle pursued the ship back to harbor and now attacks any ship that tries to leave."],["4","The sea around a wizard's tower is too stormy for ships to sail through, but a resident dragon turtle might be convinced to ferry the characters across."],["5","A royal bathhouse was renowned for its sauna, until the dragon turtle supplying the steam escaped and started rampaging through the palace."],["6","A millennium ago, a fabled sword was buried at sea with its wielder. Now the sword must be found, and only a dragon turtle remembers where it is."],["7","A dragon turtle has taken up residence in a subterranean lake, and the steam has been driving other creatures up out of their tunnels toward the surface."],["8","A sea god has sent a dragon turtle to unleash devastation along a populated coast."]],"name":"Dragon Turtle Adventures; Dragon Turtle Adventure Hooks","page":110,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Dragon Turtle Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature sea hag} has promised treasure to a {@creature dragon turtle wyrmling|FTD} if the wyrmling brings the hag \"visitors\" by capsizing fishing boats."],["2","A school of {@creature Hunter Shark||hunter sharks} try to drive a {@creature dragon turtle wyrmling|FTD} out of their waters."],["3","A {@creature dragon turtle wyrmling|FTD} shares food with a {@creature giant octopus} in exchange for the octopus pilfering baubles from passing ships."],["4","A {@creature dragon turtle wyrmling|FTD} lairs in a geyser inhabited by {@creature Steam Mephit||steam mephits}, believing the creatures to be dragon turtle spirits."],["5","A {@creature dragon turtle wyrmling|FTD} is blamed for attacks on sea traffic being made by a {@creature plesiosaurus}."],["6","A {@creature dragon turtle wyrmling|FTD} plays with a pod of {@creature Killer Whale||killer whales}, leaping into the air and blowing clouds of steam each time the whales breach."]],"name":"Connected Creatures; Dragon Turtle Wyrmling Connections","page":111,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Dragon Turtle Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young dragon turtle|FTD} serves as a mount for a {@creature sahuagin baron} in exchange for plunder."],["2","A {@creature young blue dragon} is teaching a {@creature young dragon turtle|FTD} to terrorize nearby settlements so the inhabitants will propitiate the dragon turtle with gold."],["3","A {@creature young dragon turtle|FTD} serves as a mobile rookery for a flock of {@creature Pteranodon||pteranodons} and eats fish they drop."],["4","A {@creature young dragon turtle|FTD} has been enslaved by an {@creature aboleth} and forced to guard the creature's lair."],["5","A clan of gnomes pays a {@creature young dragon turtle|FTD} to serve as a mobile refueling platform for their fleet of steamboats."],["6","A {@creature young dragon turtle|FTD} likes to feast on {@creature Giant Crocodile||giant crocodiles'} eggs."]],"name":"Connected Creatures; Young Dragon Turtle Connections","page":111,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Dragon Turtle Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult bronze dragon} has befriended an {@creature Dragon Turtle||adult dragon turtle} and is trying to convince the dragon turtle to help fight off an invading navy."],["2","A {@creature marid} and an {@creature Dragon Turtle||adult dragon turtle} are traveling companions, touring oceans across the multiverse."],["3","{@creature Shambling Mound||Shambling mounds} grow like an infestation on an {@creature Dragon Turtle||adult dragon turtle's} shell and spread wherever the dragon turtle travels."],["4","An {@creature archmage} is helping an {@creature Dragon Turtle||adult dragon turtle} write a definitive history of the deep."],["5","An {@creature Dragon Turtle||adult dragon turtle} serves as a mount for the {@creature storm giant} who saved the dragon turtle's life."],["6","An {@creature Dragon Turtle||adult dragon turtle} hunts an aquatic {@creature purple worm} that has been hollowing out the reef where the dragon turtle dwells."],["7","An {@creature Dragon Turtle||adult dragon turtle} has awoken from a decades-long nap to discover that halflings have unwittingly built a seaside tavern upon the dragon turtle's back."],["8","An {@creature ultroloth} works with an {@creature Dragon Turtle||adult dragon turtle} living in the River Styx, using magic to protect the dragon turtle from the river's effects and charging travelers for safe passage to the other side."]],"name":"Connected Creatures; Adult Dragon Turtle Connections","page":111,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Dragon Turtle Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient dragon turtle|FTD} and an {@creature ancient gold dragon} meet once a year to trade moves in a game of dragonchess that has been going on for centuries."],["2","An {@creature ancient dragon turtle|FTD} serves as counsel to an {@creature empyrean} court, tempering the Celestials' passions with the dragon turtle's endless patience."],["3","A {@spell geas} spell forces an {@creature ancient dragon turtle|FTD} to carry a {@creature Lich||lich's} tower."],["4","An {@creature ancient dragon turtle|FTD} is responsible for ensuring that a {@creature kraken} is never woken from its slumber."]],"name":"Connected Creatures; Ancient Dragon Turtle Connections","page":111,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Dragon Turtle Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An elven coronet, which the dragon turtle wears as an earring"],["2","A pipe organ that the dragon turtle refers to as \"Bubbles,\" which works underwater"],["3","Cast-metal masks painted with the faces of rulers whose names the dragon turtle constantly misremembers"],["4","A zither fashioned from a conch shell, which the dragon turtle insists visitors play before granting them an audience"],["5","A painted egg decorated with glittering jewels"],["6","An ornate underwater carriage fashioned from coral and seashells, which the dragon turtle pushes back and forth like a toy"],["7","A sculpture depicting a knight on griffonback, whose lance the dragon turtle uses to scrape off barnacles"],["8","An urn engraved with a scowling dwarf's face, whose expression the dragon turtle mimics comically"],["9","A scepter fashioned to resemble a skeletal arm, which unnerves the dragon turtle for some inexplicable reason"],["10","An elegant candelabra that the dragon turtle thinks is lost, but that is actually wedged into a crack in their shell"]],"name":"Dragon Turtle Treasures; Dragon Turtle Art Objects","page":113,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Emerald Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I repeat what others have said back to them to make sure I have remembered it correctly."],["2","I might not like you, but I will endeavor to treat you with respect, if not kindness."],["3","I like to impress visitors by reciting epic poetry."],["4","The only people I'm interested in are those who know history and those who make history."],["5","I like to adopt the personas of characters from legend."],["6","I studiously mimic the mannerisms of my guests."],["7","I prefer to get others talking, then fade into the background. Sometimes literally."],["8","I seek out audiences and like to be the center of attention."]],"name":"Creating an Emerald Dragon; Emerald Dragon Personality Traits","page":114,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Emerald Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Seclusion. It's safer if others don't know I'm here—safer for me and safer for them. (Any)"],["2","Observation. People lie. Histories lie. Even dragons lie. But actions always ring true. (Lawful)"],["3","Storytelling. There is a magic in the retelling of stories. Each new teller adds a bit of themself to the spell. (Any)"],["4","Nurture. Rearing a child is our best chance to make sure our own stories are passed on. (Any)"],["5","Inquisitiveness. Even the smallest village contains myriad stories of love, loss, triumph, and betrayal. There is always more to learn about people. (Any)"],["6","Espionage. Once I get paid for the information I glean, I don't care what others do with it. (Evil)"]],"name":"Creating an Emerald Dragon; Emerald Dragon Ideals","page":114,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Emerald Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An emerald dragon is the only witness to a murder but doesn't want to be found or identified."],["2","An emerald dragon seeks heroes to participate in a dramatic reenactment of a legendary battle involving dragon riders."],["3","An emerald dragon's assault on a {@creature fire giant} has attracted the attention of the giant's clan, and now the dragon seeks aid."],["4","Villagers have been going missing, and then are found weeks later roaming the forest. They have no memory of the emerald dragon who charmed them for wandering too close to the dragon's lair."],["5","{@creature Giant Lizard||Giant lizards} drawn to the lair of a legendary emerald dragon are terrorizing a nearby halfling settlement. One solution is to get rid of the dragon."],["6","An emerald dragon is the headmaster in absentia of a bardic college and must be convinced to defend the school in a contest against a rival college."],["7","An emerald dragon invisibly tails a party of adventurers, causing trouble for the heroes so the dragon can watch how they respond."],["8","An emerald dragon has been spying for a villainous cabal, ensuring the villains remain one step ahead of the adventurers."]],"name":"Emerald Dragon Adventures; Emerald Dragon Adventure Hooks","page":114,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Emerald Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Blood Hawk||Blood hawks} routinely accost an {@creature emerald dragon wyrmling|FTD} who lairs near the hawks' nest."],["2","An {@creature emerald dragon wyrmling|FTD} is being hunted by a {@creature Fire Giant||fire giant's} pet {@creature hell hound}."],["3","An {@creature emerald dragon wyrmling|FTD} follows a {@creature berserker} to observe the berserker's life. The berserker believes the dragon is a spirit companion."],["4","A flattering {@creature orog} plies an {@creature emerald dragon wyrmling|FTD} with gems in exchange for information about a settlement the wyrmling has been observing."],["5","An {@creature emerald dragon wyrmling|FTD} keeps trying to play with a pair of newly hatched {@creature Fire Snake||fire snakes}."],["6","An {@creature emerald dragon wyrmling|FTD} has been captured by scheming duergar, who plan to use the wyrmling as bait to lure the wyrmling's parents out of their lair."]],"name":"Connected Creatures; Emerald Dragon Wyrmling Connections","page":114,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Emerald Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young emerald dragon|FTD} has befriended a {@creature stone giant}, who is teaching the dragon giant folklore."],["2","A {@creature young emerald dragon|FTD} lairs in abandoned bandit caverns also occupied by a friendly {@creature earth elemental}, which hunts for buried coins for the dragon's hoard."],["3","A {@creature galeb duhr} acts as a door guard to a {@creature Young Emerald Dragon|FTD|young emerald dragon's} lair."],["4","A {@creature young emerald dragon|FTD} invites repeated visits from a {@creature drow mage} who corrects what the dragon has learned about the history of the elven schism."],["5","A {@creature young emerald dragon|FTD} attempts to drive off a clan of {@creature Cyclops||cyclopes} who have taken up residence in a nearby cave, attacking the clan's herd of {@creature Giant Goat||giant goats}."],["6","An {@creature assassin} and a {@creature young emerald dragon|FTD} train together to master the art of stealth."]],"name":"Connected Creatures; Young Emerald Dragon Connections","page":114,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Emerald Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult emerald dragon|FTD} wages a constant battle against deep gnome miners, who scour the tunnels of the dragon's lair in search of emeralds."],["2","An {@creature adult silver dragon} tries to befriend and draw out a reclusive {@creature adult emerald dragon|FTD}."],["3","An {@creature adult emerald dragon|FTD} unwillingly serves a {@creature fire giant} tribe holding the dragon's egg hostage."],["4","An {@creature adult emerald dragon|FTD} is fascinated by the intrigues of a {@creature rakshasa} disguised as a human merchant prince."],["5","An {@creature adult emerald dragon|FTD} shows an {@creature emerald dragon wyrmling|FTD} how to safely observe Humanoids without being detected."],["6","An {@creature adult emerald dragon|FTD} keeps a wary eye on the {@creature Efreeti||efreet} who have built a tower near the dragon's lair, and indirectly aids any who oppose the efreet."],["7","An {@creature iron golem} ferries visitors across the lava moat surrounding an {@creature Adult Emerald Dragon|FTD|adult emerald dragon's} lair."],["8","An {@creature adult emerald dragon|FTD} spies on the {@creature adult red dragon} who killed the emerald dragon's mate, looking for weaknesses."]],"name":"Connected Creatures; Adult Emerald Dragon Connections","page":114,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Emerald Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient emerald dragon|FTD} bargains with a {@creature pit fiend} to buy back the soul of a legendary hero."],["2","A group of {@creature Adult Red Dragon||adult red} and {@creature Adult Silver Dragon||silver} dragons set aside their differences to learn wisdom from an {@creature ancient emerald dragon|FTD}."],["3","Two {@creature Balor||balors} act as jailers for an {@creature ancient emerald dragon|FTD} imprisoned by a long-dead enemy."],["4","An {@creature ancient emerald dragon|FTD} works to summon a {@creature solar} to get a firsthand account for a history of the gods the dragon is compiling."]],"name":"Connected Creatures; Ancient Emerald Dragon Connections","page":114,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Emerald Dragon Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A traveling cloak worn by an elf apostate named Huwellah Starshine to the trial where she was convicted and executed"],["2","A nonmagical crystal ball used by Firendelbip, a deep gnome seer who predicted the overthrow of a thousand-year-old fomorian empire"],["3","Spurs worn by the famous human cavalier Roganvald, who challenged the dragon Arathimax the Red (Roganvald's armor now lies in Arathimax's hoard)"],["4","The ornate badge of office of the lich Zakir, nine-time governor of the city of Durn"],["5","A gravy ladle belonging to Lara Rumpledeep, a famed halfling gourmand"],["6","A sextant used by the renowned dwarf explorer Thavrik Rustbeard"],["7","A jeweled hairnet worn by the cloud giant Ultania, who slew her own mother to claim her throne"],["8","A phoenix-shaped brooch passed down to each of the forty-seven recorded incarnations of Gaz, a githzerai monk"],["9","A trophy cup engraved with a pumpkin, awarded each year at the harvest festival of Riksdell before that settlement fell to a plague"],["10","Rusty chains used to bind the orc master thief Korjus before she escaped and conquered half the lands of the south"]],"name":"Emerald Dragon Treasures; Emerald Dragon Art Objects","page":117,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Faerie Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Some people say I have a short attention span, and that I'm easily distractable, but they don't... oh wow, is that a lute?"],["2","I do not constantly steal food. If you can't keep track of your rations, that's really a personal failing."],["3","I'm much smarter than I look, and if you can't say the same, this is going to be a short conversation."],["4","Elf, dwarf, horse—you non-dragons all look the same to me. No offense."],["5","When I narrate what I'm doing in song, it makes everything feel more epic, don't you think?"],["6","The world is a product of my imagination. The fact that you think you exist when I'm not thinking about you is adorable."],["7","I'm quick to make friends and love winning over grumpy and stoic types. If they don't yet appreciate my help, that just means they need more of it!"],["8","I like to earn people's trust, then lead them into dangerous situations and make off with their treasure while they're distracted."]],"name":"Creating a Faerie Dragon; Faerie Dragon Personality Traits","page":118,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Faerie Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Benevolence. Jokes are one thing, but I won't abide cruelty. My mischief brings joy to the downtrodden and ridicule to oppressors. (Good)"],["2","Variety. How can anyone stand to do the same things over and over? I take any opportunity to shake things up by trying something new. (Chaotic)"],["3","Fun. What's the point of living if you're not going to enjoy yourself? (Any)"],["4","Humor. My jokes make life more interesting for everyone. Or at least for me. (Any)"],["5","Energy. Boredom is worse than death. I'm not much for plans, but you can always count on me to make something happen! (Chaotic)"],["6","Selfishness. Other creatures exist for my amusement. If tormenting them were wrong, why would I enjoy it so much? (Evil)"]],"name":"Creating a Faerie Dragon; Faerie Dragon Ideals","page":118,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Faerie Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A faerie dragon has noticed raiders tracking a defenseless caravan and is eager to warn someone who can help."],["2","A faerie dragon seeks revenge on the monsters that killed the dragon's ranger companion."],["3","A faerie dragon needs help ending a curse that has begun corrupting local plants and animals in the dragon's forest."],["4","A faerie dragon has been harassing local miners who are disturbing the dragon's territory."],["5","A faerie dragon has discovered the entrance to an ancient ruin and is eager to tag along while an adventuring party explores it."],["6","A faerie dragon has stolen a dangerous magic item from a wizard's workshop, without any idea of what it actually does."],["7","A faerie dragon has stumbled upon the recently dead corpse of a centaur messenger bearing a crucial warning for the centaur's community."],["8","A faerie dragon has been magically compelled to work as an invisible assassin and is desperate for someone to break the compulsion."]],"name":"Faerie Dragon Adventures; Faerie Dragon Adventure Hooks","page":118,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Faerie Dragon Connections","colLabels":["d10","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An entrepreneurial gnome uses a {@creature Faerie Dragon (Violet)||faerie dragon's} Euphoria Breath to open a novel relaxation spa; the dragon appreciates the steady stream of treats and baubles they receive in exchange for their labor."],["2","A {@creature Faerie Dragon (Violet)||faerie dragon} is in love with a member of a {@creature pixie} royal court and is constantly searching for some grand deed capable of impressing their beloved."],["3","A {@creature Faerie Dragon (Violet)||faerie dragon} uses magic to aid in the rambling revels of a band of {@creature Satyr||satyrs}."],["4","A {@creature Faerie Dragon (Violet)||faerie dragon} and a {@creature quasit} are sworn enemies, and their invisible battles and the elaborate traps they lay for each other cause havoc in the area where they both live."],["5","A mercenary band keeps a {@creature Faerie Dragon (Violet)||faerie dragon} captive in a cage, forcing the dragon to act as a jester."],["6","A {@creature Faerie Dragon (Violet)||faerie dragon} nests in the branches of a tree that recently received the benefit of a {@creature Druid||druid's} {@spell awaken} spell and promises to teach the {@creature awakened tree} in exchange for shelter and companionship."],["7","A {@creature Faerie Dragon (Violet)||faerie dragon} rules a pack of {@creature Blink Dog||blink dogs}, leading them on a grand quest against evil that the dragon is making up along the way."],["8","A {@creature green dragon wyrmling} has recruited a {@creature Faerie Dragon (Violet)||faerie dragon} as a spy, though the faerie dragon's bizarre means of carrying out orders leaves the green dragon wondering if it's worth the effort."],["9","A {@creature Faerie Dragon (Violet)||faerie dragon} constantly tries to impress a gruff dwarf priest by proselytizing to everyone they meet as they travel together, but the dragon's interpretation of their \"shared faith\" is extremely eccentric."],["10","A {@creature Faerie Dragon (Violet)||faerie dragon} has intimidated a gang of {@creature Goblin||goblins} and now forces the goblins to follow an increasingly bizarre set of rules."]],"name":"Connected Creatures; Faerie Dragon Connections","page":118,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Faerie Dragon Art Objects","colLabels":["d8","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A fist-sized puzzle box that the dragon hasn't been able to open, and that holds a tiny clay tablet marked with a mysterious string of numbers"],["2","An illustrated tome titled Hrgold's Bestiary, which falls open to an oft-read entry on faerie dragons"],["3","A majestic military jacket featuring a dazzling array of medals and five different secret pockets"],["4","A gold-rimmed monocle sized for a cyclops, complete with a gold chain"],["5","A gilded pseudodragon skull that the faerie dragon likes to wear as a mask while pretending to be a different dragon called \"Regnus the Unspeakable\""],["6","A cask of wine stamped with the seal of a noble's private collection"],["7","A framed painting of a red dragon destroying an army, with a hole chewed through the dragon's face so the faerie dragon can stick their head through it"],["8","A tiny scale model of a castle that opens like a dollhouse to reveal the chambers and secret passages within"]],"name":"Faerie Dragon Treasures; Faerie Dragon Art Objects","page":120,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Gold Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I prefer to parley before combat. If villains can be reformed without violence, all the better."],["2","Shorter-lived species often have difficulty perceiving the full scope of time's tapestry and lack the patience for my appropriately thorough explanations."],["3","Others might find me cold and dispassionate, but such is the price of perspective. Few creatures enjoy confronting the relative smallness of their lives."],["4","Disguises allow me to bestow small kindnesses and experience the simple pleasures of companionship without constantly being petitioned. I'm proud of my acting ability and never break character."],["5","The future is writ large in the patterns of history. I enjoy conversing with others who think critically about history and society."],["6","I enjoy gifts but find attempts to hire or bribe me deeply offensive."],["7","My reclusiveness is a filter. If someone lacks the motivation to overcome my barriers, then their matter is unworthy of my attention."],["8","On a long enough timescale, all actions are meaningless. So why should I deny myself anything?"]],"name":"Creating a Gold Dragon; Gold Dragon Personality Traits","page":121,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Gold Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Foresight. Righteous action requires carefully weighing potential consequences to ensure the cure is not worse than the disease. (Lawful)"],["2","Restraint. I cannot right every wrong. I encourage others to solve their own problems, and I save my strength for tribulations only I can address. (Any)"],["3","Stewardship. I do not serve individuals, but rather history. By acting strategically, I tip the ultimate balance toward justice and virtue. (Good)"],["4","Objectivity. I remain impartial in my judgments and refuse to let personal feelings get in the way of what's fair or necessary. (Lawful)"],["5","Isolation. Every interaction has ramifications that stretch on into infinity. I curate my impact on the world by remaining aloof and self-reliant. (Any)"],["6","Sovereignty. Other creatures lack my wisdom and must be controlled to prevent wrongdoing. (Evil)"]],"name":"Creating a Gold Dragon; Gold Dragon Ideals","page":121,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Gold Dragon Spellcasting","colLabels":["Age","Spell Save DC","Spells Known"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["{@creature Young Gold Dragon||Young}","17","{@spell bless}, {@spell cure wounds}, {@spell slow}, {@spell suggestion}, {@spell zone of truth}"],["{@creature Adult Gold Dragon||Adult}","21","{@spell bless}, {@spell commune}, {@spell cure wounds}, {@spell geas},* {@spell slow}, {@spell suggestion}, {@spell zone of truth}"],["{@creature Ancient Gold Dragon||Ancient}","24","{@spell bless}, {@spell commune},* {@spell cure wounds}, {@spell geas},* {@spell plane shift} (+16 to hit), {@spell slow}, {@spell suggestion}, {@spell word of recall}, {@spell zone of truth}"]],"footnotes":["*This spell's casting time is longer than 1 action."],"name":"Creating a Gold Dragon; Gold Dragon Spellcasting","page":121,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Gold Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","When two cities stand on the brink of war, someone needs to make the arduous journey to convince a gold dragon to arbitrate the dispute."],["2","A scholar has learned a secret so dangerous that a gold dragon is set on magically wiping the scholar's mind. The dragon is recruiting trackers to locate the scholar, while the scholar tries to hire bodyguards."],["3","A gold dragon seeks to vanquish evil by conquering and uniting all nations under a totalitarian government that will enforce the dragon's benevolent laws."],["4","A gold dragon has been attacking travelers in an effort to drive them away from the dragon's territory, which holds a deadly artifact at its center."],["5","A gold dragon has decided to burn a plague- infected city to the ground, sacrificing the residents to limit the contagion's spread."],["6","A gold dragon needs agents to infiltrate a magical prison complex and liberate the dragon's monk companion, who has been unjustly sentenced."],["7","A gold dragon demands reparations from a city whose rulers sent adventurers to steal from the dragon's hoard."],["8","A gold dragon requires a team of specialists to help break into the infamous Lamentation Vault and acquire the world-shaking prophecy held within."]],"name":"Gold Dragon Adventures; Gold Dragon Adventure Hooks","page":121,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Gold Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature gold dragon wyrmling} bonded with a {@creature xorn} over their shared love of gems and seeks to help the creature back to the Elemental Plane of Earth."],["2","A {@creature gold dragon wyrmling} yearns to imitate a {@creature couatl} mentor and is searching for a magical location worth guarding."],["3","A {@creature gold dragon wyrmling} is venerated by a tribe of lizardfolk—much to the consternation of the priest who used to rule the tribe."],["4","A band of {@creature Centaur||centaurs} makes pilgrimages to a {@creature Gold Dragon Wyrmling||gold dragon wyrmling's} lair, bringing gifts of gems and knowledge."],["5","A {@creature gold dragon wyrmling} is fascinated by modrons' clockwork determinism and has tracked down and befriended a rogue {@creature pentadrone}."],["6","A {@creature gold dragon wyrmling} has befriended a group of {@creature Githzerai Monk||githzerai monks} and visits them regularly to conduct elaborate thought experiments."]],"name":"Connected Creatures; Gold Dragon Wyrmling Connections","page":122,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Gold Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young gold dragon} enjoys the company of {@creature Treant||treants}, who share the dragon's long view of history and methodical conversational style."],["2","A {@creature young gold dragon} lives in a cluster of stone spires and has secured the service of the {@creature galeb duhr} who watch over the site."],["3","An {@creature arcanaloth} has secured a contract requiring a {@creature young gold dragon} to serve the Fiend once every five years. It can't make the dragon do evil acts, but the jobs often have unforeseen consequences."],["4","A {@creature young gold dragon} maintains a lair in a flying cloud giant citadel, winning the continued right to dwell there in repeated gambling games."],["5","A {@creature young gold dragon} and an {@creature archmage} are uneasy companions, bound to defend each other by the dying wish of a heroic warrior they both loved."],["6","After a {@creature young gold dragon} freed a {@creature djinni} from servitude, the djinni installed a portal linking the dragon's lair to the djinni's citadel on the Elemental Plane of Air."]],"name":"Connected Creatures; Young Gold Dragon Connections","page":122,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Gold Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult gold dragon} has sworn to destroy the {@creature balor} who killed the dragon's mate."],["2","An {@creature adult gold dragon} feels responsible for a paladin's fall from grace and sends minions across the world in search of the paladin—now a {@creature death knight}—so they both might be redeemed."],["3","An {@creature adult green dragon} and an {@creature adult gold dragon} skirmish over control of the vine-choked ruins of a floating mausoleum and its library of talking skulls."],["4","An {@creature adult gold dragon} enjoys playing strategy games with an {@creature androsphinx}, one of the few creatures able to successfully bluff the dragon."],["5","An {@creature adult gold dragon} living in a desert temple helps some elf oracles interpret visions bestowed by an artifact called the Siren's Lens."],["6","An imprisoned {@creature mummy lord} has convinced its {@creature adult gold dragon} jailer that the mummy's plans for domination will be for the best in the long run."],["7","An {@creature adult gold dragon} crafted an {@creature iron golem} to defend the dragon's lair and talks to it as if it were a person."],["8","An {@creature adult gold dragon} hunts the {@creature adult blue dracolich} who stole the legendary Crown of Endings from the gold dragon's hoard."]],"name":"Connected Creatures; Adult Gold Dragon Connections","page":122,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Gold Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature solar} who admires an {@creature ancient gold dragon} campaigns to recruit the dragon into the service of the solar's god."],["2","An {@creature ancient gold dragon} is infatuated with an oblivious {@creature empyrean}, drawn in by the empyrean's carefree nature and larger-than-life emotions."],["3","An {@creature ancient gold dragon} and a {@creature lich} have vied to bend history to their respective wills. The two have reluctantly come to understand and empathize with each other."],["4","An {@creature ancient gold dragon} takes little interest in the day-to-day governance of a powerful empire. But the dragon expects to be obeyed completely when deigning to address the populace."]],"name":"Connected Creatures; Ancient Gold Dragon Connections","page":122,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Gold Dragon Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A fine tapestry depicting the intermingled family trees of several royal bloodlines going back multiple generations—and containing surprising revelations"],["2","An orrery showing the world's place in the solar system—with one gemstone planet too many"],["3","A scroll covered with surrealist imagery, entitled Voyage through the Land of Dreams"],["4","A black dragon skull with a crack down the middle and gems fixed in its eye sockets; a plaque along the bottom reads, \"So too shall ye be\""],["5","A metal wheel with various holy symbols affixed to its edges; thin arms at the center of the wheel are made to hold a spherical object that is missing"],["6","A series of nesting metal cylinders, each inscribed with a different proverb or paradox; the central cylinder contains a single gold dragon scale"],["7","An elaborate atlas bound in wyvern hide, with several remote regions circled and labeled in code"],["8","A clever clockwork music box that, when cranked, recites a prophecy in Modron"],["9","An elaborately decorated tea set, each of its cups themed after a different plane of existence"],["10","An elaborate calendar clock with one face burned and cracked and two others that are counting down to unspecified future events, including one less than a month away"]],"name":"Gold Dragon Treasures; Gold Dragon Art Objects","page":124,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Green Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You're either with me or you're against me. Just kidding—you're lunch either way!"],["2","I hate how much people think they matter in a world that was old before their kind even learned the idea of names."],["3","The more the merrier as far as I'm concerned: more to control, more to torture, more to feast upon when I'm finally bored."],["4","Bipedal life is too ugly and ignorant to merit even a scrap of compassion."],["5","I like seeing life through the eyes of a lesser being—before forcing that creature to gouge their eyes out."],["6","The wilds are mine and mine alone, and anyone who thinks they can enter my territory had best hope I have other distractions that day."],["7","I allow others to dwell in my forest—if they act as my eyes, ears, and occasional playthings in return."],["8","I harbor no animosity toward anyone. Let me grow ancient with my forest, and I'll leave you in peace."]],"name":"Creating a Green Dragon; Green Dragon Personality Traits","page":126,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Green Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Isolation. Territories can be properly established only when all parties respect the borders of their neighbors. (Lawful)"],["2","Control. All lesser beings should bare their throats to their betters. (Evil)"],["3","Respect. Fear is amusing, but reverence is delicious. (Any)"],["4","Intrigue. The world is so much more entertaining when no one trusts anyone. (Evil)"],["5","Imagination. Nothing is more gauche than repeating the same activities day after day. (Any)"],["6","Tolerance. The impermanence of intelligent life is bittersweet and should be honored as such. (Good)"]],"name":"Creating a Green Dragon; Green Dragon Ideals","page":126,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Green Dragon Spellcasting","colLabels":["Age","Spell Save DC","Spells Known"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["{@creature Young Green Dragon||Young}","13","{@spell invisibility}, {@spell speak with animals}"],["{@creature Adult Green Dragon||Adult}","16","{@spell invisibility}, {@spell plant growth}, {@spell speak with animals}"],["{@creature Ancient Green Dragon||Ancient}","19","{@spell invisibility}, {@spell mass suggestion}, {@spell plant growth}, {@spell speak with animals}"]],"name":"Creating a Green Dragon; Green Dragon Spellcasting","page":126,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Green Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A green dragon is terrorizing a forest settlement, murdering and eating someone each night before depositing the grisly remains in the village square."],["2","{@creature Troll||Trolls} are attacking trade caravans, stealing and killing whatever they can—all to placate a green dragon living in their territory."],["3","A cult is capturing travelers to feed a newly hatched pair of green dragons."],["4","A convicted murderer begs for clemency, claiming to have been under the control of a green dragon while on a killing spree."],["5","The misty forest at the border of a coastal realm is beginning to grow alarmingly, and sages suspect it might be the work of a green dragon."],["6","A green dragon stirs from a long underground slumber to discover that a city has been built where the dragon's forest lair once stood."],["7","{@creature Hill giant} raiders promise to stop their pillaging in exchange for a clutch of {@creature Green Dragon Wyrmling||green dragon wyrmlings} to raise."],["8","A green dragon stalks a well-known trade route, interrogating all passersby on what they know about a dead gold dragon's lost hoard."]],"name":"Green Dragon Adventures; Green Dragon Adventure Hooks","page":126,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Green Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature green dragon wyrmling} is the centerpiece of a traveling circus but might not be a prisoner after all."],["2","A {@creature green dragon wyrmling} was raised by a cluster of {@creature Pseudodragon||pseudodragons}, whom the wyrmling now protects."],["3","Hobgoblin raiders have captured several {@creature Green Dragon Wyrmling||green dragon wyrmlings}, hoping to use them as the vanguards of their war parties."],["4","A {@creature green dragon wyrmling} exacerbates the chaotic tendencies of a group of {@creature Satyr||satyrs}, driving them to greater acts of mischief with the promise of rich rewards."],["5","A {@creature green dragon wyrmling} tricks a village of lizardfolk into believing the dragon is an incarnation of a lizardfolk god."],["6","An ancient {@creature couatl} attempts to shape the moral outlook of a {@creature green dragon wyrmling}, so the dragon might inherit the duty of guarding the couatl's treasures."]],"name":"Connected Creatures; Green Dragon Wyrmling Connections","page":127,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Green Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young green dragon} and a {@creature treant} vie for influence over a woodland region."],["2","A {@creature young green dragon} forces a group of {@creature Dryad||dryads} to collect treasures for the dragon's hoard, threatening to destroy their trees if they refuse."],["3","An infestation of {@creature Twig Blight||twig blights} has taken over the lair of a {@creature young green dragon}, and the dragon will do anything to reclaim it."],["4","{@creature Green Hag||Green hags} compete to gain an alliance with a {@creature young green dragon}, turning a village into a staging ground for their games of deceit."],["5","A {@creature young green dragon} directs a conclave of yuan-ti under the command of a {@creature yuan-ti abomination}, ordering the serpentfolk to search the forgotten tunnels of a city for the ancient treasures buried there."],["6","An {@creature oni} and a {@creature young green dragon} work together to terrorize a village, taking a victim every night and leaving the rest too frightened to flee."]],"name":"Connected Creatures; Young Green Dragon Connections","page":127,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Green Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A ruler controlled by an {@creature adult green dragon} plunders the realm's populace to fill the dragon's hoard."],["2","Several {@creature Adult Green Dragon||adult green dragons} fight to claim a treasure hoard hidden under a woodland city."],["3","An {@creature adult green dragon} is bound to the service of a {@creature guardian naga} and baits other creatures to kill the dragon's naga captor."],["4","{@creature Giant Ape||Giant apes} raised from birth by an {@creature adult green dragon} now serve as the dragon's hunting party."],["5","Mind-controlled clerics lead unsuspecting worshipers to the lair of an {@creature adult green dragon}."],["6","An {@creature adult green dragon} works to corrupt a {@creature young gold dragon} trapped in the green dragon's woods."],["7","Wood elves flagellate themselves to earn the favor of a god suddenly turned cruel, not knowing they've been misled by an {@creature adult green dragon}."],["8","An {@creature adult green dragon} turns {@creature Treant||treants} against the druids who once guarded the treants' grove."]],"name":"Connected Creatures; Adult Green Dragon Connections","page":127,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Green Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient green dragon} returns to the same sylvan forest every year to feed upon a herd of {@creature Unicorn||unicorns}."],["2","An {@creature ancient green dragon} prevents would-be rescuers from reaching a cursed realm whose people are magically asleep and hidden behind a forest of thorns."],["3","A once-peaceful land has become warlike, thanks to the {@creature ancient green dragon} controlling its elf monarchs."],["4","An {@creature ancient green dragon} is the guardian of a {@creature Lich||lich's} phylactery and extorts favors from the lich."]],"name":"Connected Creatures; Ancient Green Dragon Connections","page":127,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Green Dragon Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The polished skull of a unicorn, latticed with luminescent blooms"],["2","An elaborate necklace of yuan-ti origin, set with gleaming gems and dripping with strands of pearls"],["3","A harp, its pillar carved to resemble a beautiful elf who weeps loudly and inconsolably"],["4","A marble statue that once showed a knight vanquishing a dragon, but due to strategic damage, now looks like a knight tumbling into massive jaws"],["5","The baby teeth of a Humanoid, preserved in amber furred with a golden fungus that smells like gingerbread"],["6","A giant-sized hunting horn scrimshawed with elaborate patterns, the pewter only slightly tarnished"],["7","A stained glass window still set within a fragment of wall depicting the many deaths of an elf monarch"],["8","A triptych of silver mirrors, set in an ornate brambled iron frame sculpted to depict figures in a grotesque bacchanal"],["9","Quartz terrariums carried on the backs of tourmaline jaguars, overgrown with misshapen cacti"],["10","A string of skulls riddled with too many eye sockets, their jaws replaced by carved gemstones"]],"name":"Green Dragon Treasures; Green Dragon Art Objects","page":129,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Moonstone Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I often lose track of whether I'm in the Feywild or on the Material Plane."],["2","I have been known to throw caution to the wind when in pursuit of new items for my hoard."],["3","No matter how old I get, I always delight in harmless pranks and tricks."],["4","I've always been mature for my age, and I can't wait for the day I can retire to my lair to be taken care of by doting fey."],["5","I look down upon any being who resorts to violence to solve a problem."],["6","Conversing with others is often difficult because I'm so easily distr... oh my goodness, is that circlet made of silver?"],["7","I find the waking world tedious and mundane and would much rather spend my time asleep, in the realm of dreams."],["8","I find the whimsy of fey, and whimsy in general, to be exasperating and exhausting."]],"name":"Creating a Moonstone Dragon; Moonstone Dragon Personality Traits","page":130,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Moonstone Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Curiosity. I might never be able to experience everything in the multiverse—but it doesn't hurt to try. (Any)"],["2","Nonviolence. Violence need never be the answer in a multiverse of infinite possibilities. (Neutral)"],["3","Whimsy. Why waste time on boring, ordinary concerns when the world is filled with fantastic and ludicrous wonders? (Chaotic)"],["4","Beauty. There is beauty to be found in even the simplest things if you look hard enough. (Good)"],["5","Inspiration. Great are history's artists and creators. But greater still are those who inspire them. (Any)"],["6","Power. Creatures are at their most vulnerable in their dreams, and I am the master of dreams. (Evil)"]],"name":"Creating a Moonstone Dragon; Moonstone Dragon Ideals","page":130,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Moonstone Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A wealthy and well-known artist's muse—a moonstone dragon—has stopped appearing in their dreams. The artist is desperate to hire adventurers to find the dragon."],["2","A clutch of moonstone dragons has discovered a portal to the Material Plane and is wreaking havoc on nearby villages, pilfering every bit of silver the locals own."],["3","A moonstone dragon seeks the platinum crown of a Fey prince—and will do anything to get it."],["4","A gluttonous moonstone dragon is consuming all the moonlight in a small forest, making the darkened path through the woods ideal for banditry."],["5","A moonstone dragon hosts a storytelling competition in the Feywild, and the winner gets to claim any one item on display in the dragon's lair."],["6","A moonstone dragon, offended by gifts of gold, is causing nightmares among the local nobility."],["7","A powerful spellcaster is forcing a captive moonstone dragon to invade the dreams of adventurers, sending parties on quests to assist the spellcaster's nefarious schemes."],["8","A moonstone dragon that accidentally stumbled through a portal to the Material Plane can't find a way back home to the Feywild."]],"name":"Moonstone Dragon Adventures; Moonstone Dragon Adventure Hooks","page":131,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Moonstone Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An abandoned {@creature moonstone dragon wyrmling|FTD} is being raised by a family of {@creature Faerie Dragon (Violet)||faerie dragons}, who eagerly encourage the wyrmling's mischievous habits."],["2","A {@creature moonstone dragon wyrmling|FTD} searches for whoever made the dragon's friend—a suit of {@creature animated armor} able to make witty, if limited, conversation."],["3","A {@creature moonstone dragon wyrmling|FTD} has convinced a lost {@creature white dragon wyrmling} that the latter is also a moonstone dragon, cursed by an archfey of winter. The two travel together, causing trouble in the name of lifting the \"curse.\""],["4","{@creature Ettercap||Ettercaps} captured a {@creature moonstone dragon wyrmling|FTD}, who has so far avoided becoming dinner by teaching the ettercaps to create wild, impossible sculptures with their webs."],["5","A {@creature moonstone dragon wyrmling|FTD} torments a group of lost modrons by tricking them into performing chaotic acts."],["6","A {@creature moonstone dragon wyrmling|FTD} has volunteered to be a spy in a conflict between a group of {@creature Pixie||pixies} and a group of {@creature Quickling|VGM|quicklings}. Both sides believe the wyrmling is working exclusively for them."]],"name":"Connected Creatures; Moonstone Dragon Wyrmling Connections","page":131,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Moonstone Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young moonstone dragon|FTD} on the cusp of adulthood refuses to settle down and build a lair. To protect the local populace from the dragon's chaotic activities, a minor deity sends a {@creature deva} to temper the dragon's mischievous spirit."],["2","A {@creature young moonstone dragon|FTD} fell victim to a {@creature Fomorian||fomorian's} curse and has elected to stay with the Giant rather than reveal this magical affliction."],["3","A {@creature treant} and a {@creature young moonstone dragon|FTD} love to meet and share stories. While the dragon speaks of travels and adventures, the treant tells tales of the tiny moments that make up a forest's life."],["4","A {@creature young moonstone dragon|FTD} has acquired a powerful magic item belonging to one of the fey courts and is leading the assassin sent to retrieve the item on a chase through the Feywild."],["5","A {@creature young moonstone dragon|FTD} has joined a pack of {@creature Blink Dog||blink dogs} for a year and a day. The dragon pretends to be a blink dog and refuses to admit otherwise until this time with the pack expires."],["6","A {@creature young moonstone dragon|FTD} and a {@creature night hag} repeatedly encounter each other in the dream realm, but they have never met in the flesh."]],"name":"Connected Creatures; Young Moonstone Dragon Connections","page":131,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Moonstone Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A Fey noble has sent an {@creature archmage} advisor to parley with an {@creature adult moonstone dragon|FTD} whose lair is in the noble's territory, and it isn't going well."],["2","Fascinated by the dreams of a {@creature myconid sovereign}, an {@creature adult moonstone dragon|FTD} has befriended the whole myconid colony."],["3","In the midst of a {@creature werewolf} invasion, someone suggests that a nearby {@creature Adult Moonstone Dragon|FTD|adult moonstone dragon's} hoard could be a good source of silver."],["4","An {@creature Adult Moonstone Dragon|FTD|adult moonstone dragon's} burgeoning hoard attracts the attention of an {@creature arcanaloth} seeking a powerful Feywild artifact."],["5","An {@creature adult moonstone dragon|FTD} attempts to help a {@creature beholder} worried that its dreams will soon give birth to a rival beholder."],["6","Members of a {@creature Night Hag||night hag coven} are determined to prevent an {@creature adult moonstone dragon|FTD} from contacting creatures in the dream realm, and the dragon has no idea why."],["7","An {@creature adult moonstone dragon|FTD} is called upon to discipline a group of {@creature Moonstone Dragon Wyrmling|FTD|moonstone dragon wyrmlings} that rampaged through a Fey noble's territory."],["8","An {@creature adult moonstone dragon|FTD} has amassed a menagerie of {@item Figurine of Wondrous Power||figurines of wondrous power} and activates the items regularly to liven up the lair."]],"name":"Connected Creatures; Adult Moonstone Dragon Connections","page":131,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Moonstone Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient moonstone dragon|FTD} and an {@creature ancient green dragon} vie for supremacy in a primeval forest."],["2","An {@creature ancient moonstone dragon|FTD} has partnered with an {@creature androsphinx} to guard a precious treasure, taking the place of the sphinx's slain {@creature gynosphinx} partner."],["3","An {@creature ancient moonstone dragon|FTD} is summoned to mediate a centuries-old conflict between fey courts."],["4","An {@creature Ancient Moonstone Dragon|FTD|ancient moonstone dragon's} sibling, imprisoned for centuries in the Shadowfell, has finally returned home as a shadow dragon."]],"name":"Connected Creatures; Ancient Moonstone Dragon Connections","page":131,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Moonstone Dragon Art Objects","colLabels":["d8","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A statue of a beautiful Fey who appears to be laughing, crying, or scowling, depending on the viewer's mood; the dragon requires all who visit to describe the face and sends away anyone who sees an angry visage"],["2","A string of leaves collected from the rarest trees in the Feywild and then dipped in silver"],["3","A small mithral ball that shows significant scuffing, as the dragon plays with it constantly"],["4","A mobile from which hang six figurines of pixies and sprites; the dragon insists that Fey allies address any questions and concerns to the figurines"],["5","A painting of a beautiful Feywild vista; the dragon studies the painting every day for clues about the vista's whereabouts"],["6","An ornate silver chest that holds a mountain of gold coins; the dragon refuses to open the chest, claiming it can still smell the stink of the \"noxious metal\""],["7","A collection of gem-encrusted pitchers, decanters, and goblets; the dragon will not consume faerie nectar unless it is served in one of these items"],["8","A vast bookshelf full of dream journals written by creatures the dragon has befriended over the years; the dragon has each entry illustrated by a different celebrated artist, making the library one of the largest art collections in the world"]],"name":"Moonstone Dragon Treasures; Moonstone Dragon Art Objects","page":132,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Red Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The thrill of the hunt and of battle makes my blood burn and stokes the fire in my heart. A pity there are so few foes and so little prey worthy of me."],["2","The worship of smaller creatures pleases me, though their weakness is pathetic—how can they do other than adore me?"],["3","Nothing is better than to sleep and dream upon my hoard with the warmth of a full belly. Let those who would disturb me beware!"],["4","Ah, if these foolish creatures only knew they were but pawns in the games I play to amuse myself."],["5","I know that others seek to steal my treasures, my beautiful baubles, won through strength and cunning. But they are mine. Mine!"],["6","All that I survey, I could easily destroy. From time to time, it is important to remind these small creatures of the true extent of my power."],["7","Although my power and life span are vast, they have merely whetted my appetite for immortality."],["8","Heroes need foes to test them. Not all teachers can afford to be kind, and some lessons must be harsh."]],"name":"Creating a Red Dragon; Red Dragon Personality Traits","page":133,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Red Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Cruelty. Pain and fear are the most powerful tools. With them, any creature's will can be broken. (Evil)"],["2","Might. Only the strongest survive and prosper, so I must be the strongest of all. (Any)"],["3","Greed. If I desire a thing, then it must be mine and mine alone. (Evil)"],["4","Respect. All that I have achieved must be acknowledged and treated with the utmost respect. (Any)"],["5","No Limits. I do whatever I please, whenever it pleases me to do so. (Chaotic)"],["6","Responsibility. Fire destroys, but it can also temper when it is applied carefully—if the material tested is strong enough. (Lawful)"]],"name":"Creating a Red Dragon; Red Dragon Ideals","page":133,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Red Dragon Spellcasting","colLabels":["Age","Spell Save DC","Spells Known"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["{@creature Young Red Dragon||Young}","16","{@spell bane}, {@spell heat metal}, {@spell hypnotic pattern}, {@spell suggestion}"],["{@creature Adult Red Dragon||Adult}","19","{@spell bane}, {@spell dominate person}, {@spell heat metal}, {@spell hypnotic pattern}, {@spell suggestion}"],["{@creature Ancient Red Dragon||Ancient}","21","{@spell bane}, {@spell dominate person}, {@spell heat metal}, {@spell hypnotic pattern}, {@spell power word stun}, {@spell suggestion}"]],"name":"Creating a Red Dragon; Red Dragon Spellcasting","page":133,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Red Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A red dragon has spent years hunting a stolen treasure, which has fallen into the hands of adventurers who have no idea where it came from."],["2","A red dragon's fiery breath is the only means of completing an important magic item or of destroying a baleful artifact."],["3","A red dragon is the cause of raging wildfires, making the hunt for the dragon even more dangerous."],["4","A red dragon is unusually willing to entertain a peace envoy representing the various peoples dwelling in the valley below the dragon's mountain lair."],["5","A dwarf wants to recover a family heirloom rumored to be in the hoard of a red dragon."],["6","Evil cultists plan to meet with a red dragon and persuade it to become a dracolich."],["7","A red dragon has been held in an enchanted slumber for generations, but signs suggest the enchantment is beginning to fail."],["8","A region has survived for generations by annually tithing victims and treasures to a red dragon."]],"name":"Red Dragon Adventures; Red Dragon Adventure Hooks","page":134,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Red Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature fire giant} lord has captured a {@creature red dragon wyrmling} and is looking to train the willful creature as a pet."],["2","A {@creature red dragon wyrmling} adopted a nest of {@creature Fire Snake||fire snakes}, which have now grown into {@creature Salamander||salamanders} who protect the wyrmling."],["3","A band of {@creature Kobold||kobolds} was driven out of its warren by a {@creature red dragon wyrmling}; they now raid to survive—and to gather offerings to propitiate \"the winged god.\""],["4","A tiefling child has secretly hidden and raised a {@creature red dragon wyrmling} from an egg. The wyrmling is bonded to the child, but dangerous to anyone else."],["5","A bound {@creature fire elemental} serves as the guardian of an orphaned {@creature red dragon wyrmling}."],["6","A band of {@creature Hobgoblin||hobgoblins} is thrown into chaos when a {@creature red dragon wyrmling} supports a coup by an ambitious war leader, in exchange for tribute."]],"name":"Connected Creatures; Red Dragon Wyrmling Connections","page":134,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Red Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature specter} is bound as the guardian of a {@creature Young Red Dragon||young red dragon's} treasure hoard."],["2","A {@creature Young Red Dragon||young red dragon's} new lair spawns {@creature Magma Mephit||magma mephits} and {@creature Smoke Mephit||smoke mephits}, which escape into the surrounding countryside and cause mischief."],["3","A {@creature young red dragon} serves as the guardian of a githyanki creche, hoping to eventually earn the allegiance of the young githyanki raised there."],["4","{@creature Ogre||Ogres} and {@creature Ettin||ettins} cowed by a {@creature young red dragon} wander the foothills near the dragon's lair, helping to drive away intruders."],["5","A colony of {@creature Mind Flayer||mind flayers} has captured and controlled a {@creature young red dragon}, which now guards the passages to the illithids' underground lair."],["6","A parent of a {@creature young red dragon} has become a dracolich, and the dragon wishes to see the Undead abomination destroyed."]],"name":"Connected Creatures; Young Red Dragon Connections","page":134,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Red Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A flock of {@creature Gargoyle||gargoyles} dwell near an {@creature Adult Red Dragon||adult red dragon's} lair, serving as lookouts and guardians."],["2","{@creature Azer} artisans are bound in service to an {@creature adult red dragon}, for whom they make sculptures and art objects from precious metals and gems."],["3","An {@creature adult red dragon} rules over a hidden valley filled with dinosaurs."],["4","A {@creature shadow demon} serves as an {@creature Adult Red Dragon||adult red dragon's} spy and messenger."],["5","Cultists worshiping an {@creature adult red dragon} act as the dragon's agents throughout the region."],["6","A mysterious masked knight relentlessly hunting an {@creature adult red dragon} is, in fact, the dragon's half-dragon offspring bent on vengeance."],["7","An {@creature adult red dragon} owes a debt of service to an elderly {@creature druid}, enforced by a magical oath."],["8","An {@creature adult red dragon} has seized an outpost of an {@creature efreeti} pasha's domain as a lair, and the noble genie wants to evict the intruder."]],"name":"Connected Creatures; Adult Red Dragon Connections","page":134,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Red Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient red dragon} controls a vast intelligence network that has infiltrated nearly every nation."],["2","An {@creature ancient red dragon} warlord has united a number of formerly squabbling nations, creating a massive army ready to conquer the known world."],["3","A cult in service to an {@creature ancient red dragon} is gathering resources to summon a consort of Tiamat, so the cult's master can defeat the consort in single combat and claim a place at Tiamat's side."],["4","A {@creature balor} demon hopes an {@creature Ancient Red Dragon||ancient red dragon's} dragonsight can help the demon coordinate a multidimensional play for power in the Abyss."]],"name":"Connected Creatures; Ancient Red Dragon Connections","page":134,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Red Dragon Art Objects","colLabels":["d12","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A hammered metal brazier elaborately etched and set with polished obsidian, which sits atop a stand holding rare incense blends"],["2","A beautifully inlaid mosaic map of the region within a 100-mile radius of the dragon's lair"],["3","A life-sized basalt statue of a fierce knight, weapon raised to strike, which might be the preserved form of an actual knight turned to stone"],["4","The blackened skull of a young dragon that has been etched with designs and decorated with gems"],["5","A tiered fountain filled with liquid gold that is cool to the touch, but immediately hardens if removed from the fountain"],["6","A statue of the red dragon with gemstones for eyes"],["7","A detailed, life-sized elf skull cast in precious metal"],["8","A game board and a complete set of pieces, all carved and inlaid with precious and semiprecious stones (the dragon is fond of playing the game but has few worthy opponents)"],["9","A fist-sized gemstone carved into a likeness of the dragon's head"],["10","A set of precious metal tablets containing ancient lore"],["11","A beautifully wrought crown set with fiery gemstones, possibly the legacy of a lost empire"],["12","A beautiful polished sphere of rainbow obsidian, set on a wrought-gold stand"]],"name":"Red Dragon Treasures; Red Dragon Art Objects","page":137,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Sapphire Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I often fixate on specific historical battles or wars and won't rest until my hoard contains that conflict's most significant artifacts."],["2","I am constantly aware of a call from beyond this world. I must prepare to answer that call by amassing powerful arms and armor."],["3","I secretly look forward to adventurers trying to infiltrate my lair. How else could I try out new defenses?"],["4","Give me a storied helmet or scimitar over a pile of gold any day."],["5","No creature can outsmart my defenses—if they do, they obviously cheated."],["6","Any creature that can hold their own against me must teach me how—whether they want to or not."],["7","I cannot resist a game of dragonchess—which, I will have you know, my ancestors probably invented."],["8","The sight of blood makes me queasy."]],"name":"Creating a Sapphire Dragon; Sapphire Dragon Personality Traits","page":138,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Sapphire Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Solitude. A stranger is just an intruder I haven't dealt with yet. (Neutral)"],["2","Preservation. Most creatures cannot be trusted to properly safeguard historically significant artifacts. I can. (Lawful)"],["3","Knowledge. The stories surrounding every piece in my collection are as important as the treasures themselves. (Any)"],["4","Order. An organized hoard makes me happy—and you don't want to see me unhappy. (Lawful)"],["5","Preparation. Justice and righteousness do not guarantee victory. Planning and tactics do. (Lawful)"],["6","Companionship. Sure, my hoard brings me great joy. But the real treasures are the guests who stop by to see it. (Good)"]],"name":"Creating a Sapphire Dragon; Sapphire Dragon Ideals","page":138,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Sapphire Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Posing as an avatar of an evil earth elemental-god, a sapphire dragon serves as general to a fanatical cult—and claims the spoils of the cult's victories."],["2","A sapphire dragon is bound by an ancient pact to advise a monarchy on matters of defense—until someone bests the dragon's security measures."],["3","A sapphire dragon seeks adventurers to lead into battle against the {@creature Mind Flayer||mind flayers} that usurped the dragon's lair."],["4","Powerful infernal creatures have opened a portal in the middle of a city square. The key to closing the portal is a mythical holy weapon that happens to be the pride and joy of a sapphire dragon's hoard."],["5","A sapphire dragon threatens to sink a town into the Underdark unless the authorities find and turn over a thief who stole from the dragon."],["6","A village is beset by swarms of {@creature Giant Spider||giant spiders} drawn to the area when a sapphire dragon took up residence nearby. Ridding the village of the spiders means tampering with the dragon's food supply."],["7","A sapphire dragon invites warriors to vie for the honor of studying military tactics under the dragon. The front-runner is an infamous bandit leader who will undoubtedly terrorize the area if they win."],["8","A sapphire dragon's lair is so well protected that its inner defenses have never been tested. The dragon spreads rumors of the treasures within to attract adventurers who can put the traps to the test."]],"name":"Sapphire Dragon Adventures; Sapphire Dragon Adventure Hooks","page":138,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Sapphire Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","After being robbed by gnomes who had pledged to protect the hoard, a {@creature sapphire dragon wyrmling|FTD} installs new guardians that have no interest in material riches: {@creature Gelatinous Cube||gelatinous cubes} and {@creature Ochre Jelly||ochre jellies}."],["2","A band of {@creature Minotaur||minotaurs} in service to Baphomet has captured a {@creature sapphire dragon wyrmling|FTD} to learn from the wyrmling's strategies."],["3","Two {@creature Sapphire Dragon Wyrmling|FTD|sapphire dragon wyrmlings} vie for the same territory. Their primary battle tactic involves luring {@creature Grell||grells} into each other's lairs."],["4","A group of Lolth-worshiping {@creature Drow Elite Warrior||drow warriors} were sent to kill a {@creature sapphire dragon wyrmling|FTD} who has been making meals of their goddess's holy spiders."],["5","A {@creature sapphire dragon wyrmling|FTD} is on the verge of starvation after incorrectly identifying a nearby {@creature phase spider} nest as an easy food source."],["6","A {@creature Sapphire Dragon Wyrmling|FTD|sapphire dragon wyrmling's} hoard contains a cursed item, which has attracted {@creature Specter||specters} and {@creature Wraith||wraiths} to the area around the dragon's lair."]],"name":"Connected Creatures; Sapphire Dragon Wyrmling Connections","page":139,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Sapphire Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young sapphire dragon|FTD} practices martial skills by regularly using a {@item horn of Valhalla} to summon {@creature Berserker||berserker spirits} to fight."],["2","A {@creature young sapphire dragon|FTD} has found a collection of long-forgotten {@creature Clay Golem||clay golems} and is trying to teach them military tactics."],["3","A {@creature druid} summoned {@creature galeb duhr} to guard a {@creature Young Sapphire Dragon|FTD|young sapphire dragon's} hoard in exchange for the dragon controlling the {@creature giant spider} population, but the galeb duhr are causing trouble for local miners."],["4","Two Lolth {@creature Cultist||cultists} seek a magical relic that attracts {@creature Giant Spider||giant spiders}, but the relic's resting place has become a {@creature Young Sapphire Dragon|FTD|young sapphire dragon's} feeding ground."],["5","A {@creature young sapphire dragon|FTD} and a {@creature hobgoblin warlord} have become friends. The hobgoblin visits regularly to trade war stories and tactics with the dragon."],["6","A {@creature kuo-toa archpriest} believes a {@creature young sapphire dragon|FTD} is a god named Sliploopdreegoo, and calls on other kuo-toa to worship the dragon."]],"name":"Connected Creatures; Young Sapphire Dragon Connections","page":139,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Sapphire Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult sapphire dragon|FTD} lives adjacent to active {@creature purple worm} tunnels, hoping the threat of the worm will deter treasure hunters."],["2","An {@creature adult sapphire dragon|FTD} employs a {@creature dao} to help shape and defend the dragon's lair, and the dao maintains a portal to the Elemental Plane of Earth there."],["3","An {@creature adult sapphire dragon|FTD} regularly confers with a plane-hopping {@creature archmage} regarding the dragon's ongoing dreams of other worlds and other lives."],["4","A {@creature drow priestess of Lolth} and several {@creature yochlol} demons have been ordered by their goddess to deal with the {@creature adult sapphire dragon|FTD} who has been hunting her holy spiders."],["5","A forgetful and nearsighted {@creature adult sapphire dragon|FTD} believes a {@creature blue dragon wyrmling} is actually the {@creature Sapphire Dragon Wyrmling|FTD|sapphire wyrmling} who left home months before."],["6","An {@creature adult sapphire dragon|FTD} and a squadron of githyanki have joined forces to locate and destroy a {@creature mind flayer} colony."],["7","A group of {@creature Stone Giant||stone giants} believes a {@creature young sapphire dragon|FTD} to be an emissary of their god, Skoraeus Stonebones. The dragon considers the notion ridiculous but loves having an audience who will listen to lectures on military history without complaint."],["8","An {@creature adult sapphire dragon|FTD} and an {@creature aboleth} psychically face off for control of an area of the Underdark. The constant bombardment of psychic forces has begun to affect the local fauna in strange ways."]],"name":"Connected Creatures; Adult Sapphire Dragon Connections","page":139,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Sapphire Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient sapphire dragon|FTD} has called a conclave of ancient gem dragons to discuss how they might reunite and restore Sardior, the Ruby Dragon."],["2","A horde of {@creature Revenant||revenants} led by a {@creature death knight} has one goal—destroying the {@creature ancient sapphire dragon|FTD} who defeated their army in battle centuries ago."],["3","An {@creature ancient sapphire dragon|FTD} guards the phylactery of a {@creature lich} who helped the dragon establish a lair centuries before becoming Undead."],["4","Lolth the Spider Queen has declared war on an {@creature ancient sapphire dragon|FTD} who has annexed the heart of her cult's Underdark territory."]],"name":"Connected Creatures; Ancient Sapphire Dragon Connections","page":139,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Sapphire Dragon Art Objects","colLabels":["d6","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A battle standard showing the coat of arms of an ancient realm the dragon failed to protect"],["2","A dragonchess set with the white knights replaced by the symbols of a war god; the board is set up for the start of a new game, and the dragon has been waiting decades for the god to make the first move"],["3","A large tapestry depicting a bloody battle between two realms of the surface world; the dragon claims it is the tiny dragon embroidered in one corner"],["4","A music box that plays a haunting song; the dragon claims the music is very popular on another world"],["5","A necklace made from discarded sapphire dragon horn tips and tail barbs; the dragon refuses to say whether the pieces were donated willingly"],["6","A perfectly polished mirror that the dragon spends hours staring into, hoping to catch glimpses into other worlds"]],"name":"Sapphire Dragon Treasures; Sapphire Dragon Art Objects","page":140,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Shadow Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I am a creature of endless consumption, always looking for the next thing to possess or devour."],["2","I am rarely satisfied with what I have. I envy others' lives and belongings."],["3","I'm constantly calculating my next move. If I'm not at least one step ahead of foes, I'm a step behind."],["4","I loathe my existence, and the only thing that pleases me is sharing my misery."],["5","It isn't that I'm unsympathetic to others' needs; I just don't let sympathy get in the way."],["6","Everything is a transaction. I don't do anything before I know what's in it for me."],["7","It's nearly impossible for me to conceal my contempt for others."],["8","I truly regret the things I have done and will do whatever I can to atone."]],"name":"Creating a Shadow Dragon; Shadow Dragon Personality Traits","page":142,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Shadow Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Merciless. Life doesn't offer second chances, and neither do I. (Lawful)"],["2","Hedonism. The multiverse is painful enough. Seek pleasure wherever you can find it. (Chaotic)"],["3","Cruelty. The only release for my pain is to visit it upon others. (Evil)"],["4","Aspiration. I will one day find an escape from this condemnation. (Any)"],["5","Self-Serving. The petty concerns of other creatures are of no concern to me. I have enough to occupy my attention. (Neutral)"],["6","Compassion. My existence is misery, and no one else should have to suffer such torment. (Good)"]],"name":"Creating a Shadow Dragon; Shadow Dragon Ideals","page":142,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Shadow Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A shadow dragon hunts the descendants of the miners who, centuries ago, uncovered the Shadowfell portal that caused the dragon's corruption."],["2","A magical catastrophe has transported a town into the Underdark. The only path back to the surface goes directly through a shadow dragon's lair."],["3","A young woman seeks heroes to retrieve a family heirloom stolen from her. The woman is actually a {@creature night hag}, the heirloom is her heartstone, and the thief is a shadow dragon in Humanoid guise."],["4","As war brews in a Material Plane world, a shrewd shadow dragon exploits a convergence with the Shadowfell to establish a cross-planar arms trade."],["5","A hundred years ago, a savvy ruler bargained with a dragon to ensure the safety of the populace. The treaty is about to expire and must be renegotiated, but in the intervening century, the dragon has fallen to shadow."],["6","A group of shadar-kai (elves native to the Shadowfell) arrive at a city's gates, seeking refuge. They are fleeing the despotic rule of a shadow dragon—but fail to mention that the dragon pursues them."],["7","A shadow dragon has seized control of a city's criminal underworld. Those who want to depose the dragon face an army of assassins and Undead shadows."],["8","Night after night, innocent folk are drained of their life's energy and rise as {@creature Shadow||shadows}. A shadow dragon living in the area is suspected of the foul murders, but the real culprit is something else."]],"name":"Shadow Dragon Adventures; Shadow Dragon Adventure Hooks","page":142,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Shadow Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature bard|VGM} befriends a shadow dragon wyrmling and teaches the dragon about the Shadowfell."],["2","A group of wicked duergar has discovered that dragon eggs hatched in a certain part of the Underdark produce shadow dragon wyrmlings. They believe (wrongly) that they can raise these wyrmlings to serve them."],["3","A shadow dragon wyrmling is training a colony of {@creature Darkmantle||darkmantles} to guard the lair the creatures all share."],["4","A shadow dragon wyrmling and a {@creature shadow demon} have become unlikely companions as they compare and contrast their parallel evolutions."],["5","Two shadow dragon wyrmlings of different dragon kinds blame each other for their transformation."],["6","A family of deep gnomes adopts a shadow dragon wyrmling, hoping to show the dragon a noble path through gloom and despair."]],"name":"Connected Creatures; Shadow Dragon Wyrmling Connections","page":143,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Shadow Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A young shadow dragon demands tribute from a group of myconids in exchange for shielding the myconids from other creatures of the Underdark."],["2","A young shadow dragon kidnaps a cleric to help stave off despair. The cleric is torn between attempting escape or trying to earn their freedom by helping the dragon."],["3","A coterie of dragon cultists has fallen under the sway of a young shadow dragon, and their obeisance borders on fanaticism."],["4","A young shadow dragon shares a lair with a {@creature cloaker}; the cloaker leaves the dragon alone but hunts other creatures in the lair."],["5","A young shadow dragon is attended by the {@creature Shadow||shadows} formed from the dragon's breath, even though the dragon despises these Undead."],["6","A young shadow dragon has been summoned from the Shadowfell and forced to stand guard over a wizard's sanctum."]],"name":"Connected Creatures; Young Shadow Dragon Connections","page":143,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Shadow Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An adult red dragon continues to serve as the steed for a {@creature githyanki knight} even after transforming into a shadow dragon."],["2","An adult shadow dragon and an evil {@creature lich} vie for control of a crumbling empire, whose thousand-year history chronicles their struggle."],["3","An adult shadow dragon and a {@creature death knight} are both hunted by adventurers. In their previous lives, the two were sworn enemies, but now they join together against their common foes."],["4","An adult shadow dragon and a {@creature beholder} share a precarious bond, allied against an {@creature ancient sapphire dragon|FTD} neither can defeat alone."],["5","An adult shadow dragon is gathering a {@creature fomorian} army for some mysterious purpose."],["6","A recently transformed adult shadow dragon uses the new power of shadow to terrorize the {@creature adult silver dragon} who has been a rival for centuries."],["7","An adult shadow dragon hired a {@creature vampire} to convert the dragon's lizardfolk servants to immortal Undead minions, but the dragon now vies with the vampire for the Undead lizardfolk's loyalty."],["8","Two mated adult metallic dragons try to rebuild their lives after one becomes a shadow dragon."]],"name":"Connected Creatures; Adult Shadow Dragon Connections","page":143,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Shadow Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A warlock hopes to make a pact with an ancient shadow dragon by way of an eldritch ritual. If the ritual succeeds, the dragon will be elevated to a status akin to that of a Great Old One."],["2","An ancient shadow dragon is harried by a {@creature solar}. Once the two were friends, and the solar hopes to cleanse the shadow from the dragon."],["3","Hidden away in an ancient shadow dragon's lair lurks a {@creature demilich}, its jeweled skull almost indistinguishable from the dragon's other grim baubles."],["4","An ancient shadow dragon courts Tiamat, enacting the Dragon Queen's every demand in hopes of gaining her affection—and becoming her first shadow dragon consort."]],"name":"Connected Creatures; Ancient Shadow Dragon Connections","page":143,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Shadow Dragon Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An ornate scepter marred by soot and grime"],["2","A priceless painting badly in need of restoration"],["3","A lump of melted precious metal that was once a splendid necklace and holds gemstones inside it"],["4","A series of fine charcoal drawings depicting the royal lineage of a prominent drow house"],["5","A seemingly plain gray tapestry; close inspection reveals a tableau in shades of dove, ash, and slate"],["6","A pair of stonework gargoyles rendered in a grotesquely baroque and terrifying style"],["7","A pile of loose sheet music representing the lost dirges of a famous shadar-kai bard"],["8","An exquisitely crafted mirror that drains all color from the reflections of those who look into it"],["9","A ventriloquist's dummy made to resemble the vampire Strahd von Zarovich"],["10","A peculiar dragonchess set entirely crafted from onyx, making it extremely difficult to tell one side's pieces from the other"]],"name":"Shadow Dragon Treasures; Shadow Dragon Art Objects","page":144,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Silver Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","People are so wonderfully varied, and I do so love experiencing life with them."],["2","I'm an epicurean, and I live to eat all the delightful foods people concoct."],["3","It's my duty as a member of an elder species to protect and guide other peoples."],["4","I like coming up with new disguises to use among small folk. It makes me feel clever!"],["5","Violence is the provenance of uncouth beings, and I will do my best to avoid its use."],["6","I don't understand why anyone would fight when they could talk instead and build on this ecosystem of wondrous cultures and fascinating traditions."],["7","I owe the short-lived mortals I become friends with the responsibility of watching over their progeny."],["8","People must earn my respect—and they're failing badly."]],"name":"Creating a Silver Dragon; Silver Dragon Personality Traits","page":145,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Silver Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Sensualism. I savor the world and consume its myriad delights with appropriate gratitude. (Any)"],["2","Altruism. We are surrounded by a malignant and unfeeling cosmos. Ultimately, all we have is each other. (Good)"],["3","Camaraderie. The true treasure is the friends we make along the way. (Good)"],["4","Leadership. These younger species will do great things—but need some subtle support. (Good)"],["5","Guile. All the world is a stage, and it is both my purpose and my pleasure to give an excellent performance. (Any)"],["6","Ownership. This town, these families, this world—I've spent centuries watching over them, and they belong to me. (Evil)"]],"name":"Creating a Silver Dragon; Silver Dragon Ideals","page":145,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Silver Dragon Spellcasting","colLabels":["Age","Spell Save DC","Spells Known"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["{@creature Young Silver Dragon||Young}","16","{@spell beacon of hope}, {@spell calm emotions}, {@spell hold person}, {@spell zone of truth}"],["{@creature Adult Silver Dragon||Adult}","18","{@spell beacon of hope}, {@spell calm emotions}, {@spell hold person}, {@spell polymorph}, {@spell zone of truth}"],["{@creature Ancient Silver Dragon||Ancient}","21","{@spell beacon of hope}, {@spell calm emotions}, {@spell hold person}, {@spell polymorph}, {@spell teleport}, {@spell zone of truth}"]],"name":"Creating a Silver Dragon; Silver Dragon Spellcasting","page":145,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Silver Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","For centuries, a silver dragon has posed as a sage dwelling on a mountaintop. Now it's time to retire this persona without alarming the people who have grown reliant on the sage's advice."],["2","An adventurer's funeral takes a surprising turn when a silver dragon arrives to pay respects."],["3","A disgraced knight tries to escape the attention of the silver dragon whose kindness the knight once took advantage of."],["4","As a city comes under siege, a silver dragon must decide between solitude and saving the place where the dragon has lived so many lives."],["5","In memory of a long friendship with a late sovereign, a silver dragon vows to assist the sovereign's newly crowned child."],["6","Portraits have been vanishing from a silver dragon's hoard, and the people depicted in the portraits have begun committing crimes."],["7","An enraged silver dragon causes a blizzard in an oft-traveled mountain route and will not stop until stolen treasures are returned."],["8","A silver dragon is kidnapping children from a village, and no one knows why."]],"name":"Silver Dragon Adventures; Silver Dragon Adventure Hooks","page":145,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Silver Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature silver dragon wyrmling} is raised by {@creature Giant Eagle||giant eagles} who have lost their own clutch of eggs."],["2","A {@creature silver dragon wyrmling} becomes the mascot and would-be protector of a group of refugee {@creature aarakocra}."],["3","A {@creature silver dragon wyrmling} practices precocious shape-shifting abilities among a colony of {@creature Kobold||kobolds}."],["4","A {@creature hell hound} watches over a {@creature silver dragon wyrmling} in the name of its master—a {@creature lich} hoping to corrupt the dragon when the dragon is older."],["5","A {@creature silver dragon wyrmling} besieges a pack of {@creature Pseudodragon||pseudodragons}, intent on teaching them poetry."],["6","{@creature Ogre||Ogres} keep a young {@creature silver dragon wyrmling} as a pet, and the dragon has become dedicated to changing the ogres' nefarious ways."]],"name":"Connected Creatures; Silver Dragon Wyrmling Connections","page":146,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Silver Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young silver dragon} allows a {@creature stone giant} to take refuge in the dragon's lair."],["2","A {@creature young silver dragon} in Humanoid form tries to keep an unsuspecting royal heir away from an attractive stranger the dragon knows to be a {@creature succubus} or {@creature incubus} in disguise."],["3","A herd of {@creature Hippogriff||hippogriffs} has taken over a {@creature Young Silver Dragon||young silver dragon's} lair, and the dragon seeks to get rid of the interlopers without violence."],["4","Two silver dragons compete to see who is better at playing the part of a young noble."],["5","A {@creature young silver dragon} rules over a group of yuan-ti, claiming to be an ancient yuan-ti leader reborn."],["6","A {@creature young silver dragon} performs nightly to entertain a village of {@creature Cloud Giant||cloud giants}, hoping to earn their help in securing a new lair."]],"name":"Connected Creatures; Young Silver Dragon Connections","page":146,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Silver Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult silver dragon} watches over a flock of rare {@creature Goat||goats}, but a group of {@creature Storm Giant||storm giants} covet their wool."],["2","An {@creature adult silver dragon} and a {@creature vampire} write books of philosophy arguing with each other's works."],["3","An {@creature adult red dragon} killed a group of adventurers that an {@creature adult silver dragon} had befriended, and the silver dragon now seeks revenge."],["4","In making a new lair, an {@creature adult silver dragon} destroyed the home of some {@creature galeb duhr}, and the dragon now seeks help to restore the site for them."],["5","A number of {@creature Adult Silver Dragon||adult silver dragons} all pretend to be painters and vie for the commission to paint the ceiling of a huge cathedral."],["6","An {@creature adult silver dragon} leads a group of warriors, changing identities every generation."],["7","Having lost their own offspring, two {@creature Adult Silver Dragon||adult silver dragons} raise a clutch of {@creature Wyvern||wyverns}."],["8","A solitary {@creature adult silver dragon} domesticates {@creature Roc||rocs} as an amusement."]],"name":"Connected Creatures; Adult Silver Dragon Connections","page":146,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Silver Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient silver dragon} helps a group of spellcasters keep the {@creature tarrasque} asleep."],["2","An {@creature ancient silver dragon} is secretly the age-old blacksmith who creates magical weapons for a kingdom's heroes."],["3","Bound by an oath, an {@creature ancient silver dragon} rules a dead city in place of its original monarchs."],["4","An {@creature ancient silver dragon} has become the figurehead and protector of a clan of {@creature Frost Giant||frost giants}."]],"name":"Connected Creatures; Ancient Silver Dragon Connections","page":146,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Silver Dragon Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A group portrait of nobles set in a faded mahogany frame, one corner of which is etched with signatures"],["2","An ancient shortsword with a pommel in the shape of a goblin's face, its blade notched with heavy use"],["3","The shattered helm of a dwarf monarch, mended with brazed gold"],["4","A full suit of ancient armor, its breastplate scrimshawed with draconic faces"],["5","A pearl-handled switchblade, its blade eaten away by salt water and its handle emblazoned with a crest"],["6","An elaborate elven crown made to resemble a dragon's head"],["7","A triptych of tapestries depicting the end of a war, the restoration work that followed, and the sunset flight of a silver dragon leaving the renewed realm"],["8","A cape studded with gemstones and featuring epaulets of egret feathers, set on the shoulders of a battered tailor's mannequin"],["9","A dramatic portrait of a human noble rendered mostly as shadow and glinting light that reveals the dragon-shaped pendant the figure wears"],["10","A series of detailed obsidian sculptures depicting a human transitioning from childhood to old age"]],"name":"Silver Dragon Treasures; Silver Dragon Art Objects","page":148,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Topaz Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I seek no company other than my own, for no one else can compete with me."],["2","If my offspring can't care for themselves, I'm not sure they're worthy of my attention."],["3","The sea is beautiful and I love gazing upon it, but I abhor being wet."],["4","Why should I risk damaging my splendid physique when I can fight with the power of my mind?"],["5","I am predictable only in my unpredictability."],["6","It takes true artistry to maintain a warm, desert-like dwelling under the water."],["7","I soothe myself to sleep by imagining the perfect insults for bronze dragons; while I wait to meet one, I hone them on other creatures."],["8","I secretly enjoy conversing with lesser beings, although I usually do so only to find their weaknesses."]],"name":"Creating a Topaz Dragon; Topaz Dragon Personality Traits","page":149,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Topaz Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Solitude. My own company obviates the need for others in my life, whether they are dragons or lesser creatures. (Any)"],["2","Change. Consistency is stagnation. (Chaotic)"],["3","Mental Superiority. I hone my mental powers so I can confuse, control, or kill any who annoy me. (Evil)"],["4","Territoriality. Any creature that comes into my territory has forfeited its right to be upset by anything I do to it. (Evil)"],["5","Wonder. Though I don't wish to spend time in it, my soul sings at the sight of the vast beauty of the ocean. (Good)"],["6","Code of Combat. I despise most other dragons, but I meet them face to face without resorting to the base trickery I use on lesser creatures. (Lawful)"]],"name":"Creating a Topaz Dragon; Topaz Dragon Ideals","page":149,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Topaz Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A pirate ship is found floating on the open sea, the bodies of the crew completely desiccated. The only clue to what happened is a single topaz dragon scale on the deck."],["2","A topaz dragon has claimed a stretch of coastline and ordered the residents of a seaside town to vacate the area or suffer the dragon's wrath."],["3","A fishery that specializes in a type of eel favored by a local topaz dragon is \"haunted,\" and shipments of the eel vanish every time the ghost appears."],["4","Legends claim that a gauntlet imbued with divine power rests in a temple beneath the waves. Unfortunately, that temple is now the lair of an especially tricky topaz dragon."],["5","A topaz dragon is injured and stranded far from the sea, but the dragon is too proud to ask for help getting home."],["6","A topaz dragon is building a tableau of desiccated creatures and has grown obsessed with catching one treasure hunter who escaped the dragon's clutches."],["7","A topaz dragon has developed a taste for {@creature merfolk}, and the merfolk community near the dragon's lair is desperate for help."],["8","A topaz dragon is intent on destroying the homes of all intelligent creatures in the dragon's territory, and desperate locals seek to find out what's behind the dragon's wrath."]],"name":"Topaz Dragon Adventures; Topaz Dragon Adventure Hooks","page":149,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Topaz Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Moved by pity, a {@creature giant eagle} continues bringing food to an abandoned {@creature topaz dragon wyrmling|FTD}, despite the wyrmling's attempts to eat the eagle."],["2","A {@creature pseudodragon} who is fanatical about the kinship of all dragonkind is trying to win a {@creature Topaz Dragon Wyrmling|FTD|topaz dragon wyrmling's} friendship."],["3","A {@creature topaz dragon wyrmling|FTD} has developed a taste for crab meat and persistently hunts a {@creature giant crab} that always manages to evade the wyrmling. (The crab might have been the recipient of a druid's {@spell awaken} spell.)"],["4","A mated pair of {@creature Griffon||griffons} found a topaz dragon egg, and they care for it as if it were their own."],["5","A {@creature sea hag} is on the hunt for a {@creature topaz dragon wyrmling|FTD}, to be used as a component in a fell ritual."],["6","A pirate crew keeps a curmudgeonly {@creature topaz dragon wyrmling|FTD} as a beloved mascot."]],"name":"Connected Creatures; Topaz Dragon Wyrmling Connections","page":149,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Topaz Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young topaz dragon|FTD} engages in repeated aerial battles with a young {@creature gynosphinx} to determine territory. Both of them are secretly starting to enjoy the bouts."],["2","A {@creature young topaz dragon|FTD} found and ate a dead {@creature sahuagin} on the beach, unwittingly incurring the wrath of the sahuagin's community."],["3","A flock of {@creature Harpy||harpies} enjoy taunting a {@creature young topaz dragon|FTD} who has moved into their territory. The dragon adds a feather to a necklace for each harpy slain."],["4","A curious {@creature water elemental} supplies a {@creature young topaz dragon|FTD} with aquatic delicacies so as to learn more about the dragon."],["5","A {@creature young topaz dragon|FTD} continually attempts to steal eggs from a {@creature roc} nest, despite having nearly been killed by the roc parents multiple times."],["6","A clan of {@creature Winged Kobold||winged kobolds} consider a {@creature young topaz dragon|FTD} their monarch, despite the dragon's complete lack of interest and growing annoyance toward them."]],"name":"Connected Creatures; Young Topaz Dragon Connections","page":149,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Topaz Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult topaz dragon|FTD} vies with a {@creature storm giant} over territory. The giant keeps live seafood in a tide pool, and the dragon keeps drying out the pool in an effort to drive the giant away."],["2","An {@creature adult topaz dragon|FTD} and an {@creature adult bronze dragon} are finding their centuries-old enmity turning into a more romantic passion."],["3","A {@creature djinni} hopes to convince a topaz dragon to tolerate the djinni's presence by driving off a clan of {@creature Cyclops||cyclopes} harassing the dragon."],["4","Reunited after years apart, an {@creature adult topaz dragon|FTD} parent and young dragon child realize they enjoy hunting together."],["5","A tempestuous {@creature marid} continually floods the carefully dried-out lair of a topaz dragon."],["6","A {@creature sahuagin baron} attempts to gain the support of other sahuagin for driving away a topaz dragon attempting to claim the sea devils' territory."],["7","A pirate captain tells stories of an {@creature Adult Topaz Dragon|FTD|adult topaz dragon's} legendary hoard while attempting to gather a crew to raid the dragon's lair."],["8","A ship wrecks near an {@creature Adult Topaz Dragon|FTD|adult topaz dragon's} lair. The dragon claims what's left of the cargo and tries to ransom the survivors (including the dragonborn ship captain) back to the city they came from."]],"name":"Connected Creatures; Adult Topaz Dragon Connections","page":149,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Topaz Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient topaz dragon|FTD} has decided to set local {@creature ogre} and bandit clans against one another, hoping they wipe each other out."],["2","An {@creature adult bronze dragon} has ignored the petitions of townsfolk to deal with an {@creature ancient topaz dragon|FTD} killing livestock and farmers alike. But now the topaz dragon has killed the bronze dragon's child."],["3","An {@creature Ancient Topaz Dragon|FTD|ancient topaz dragon's} lair contains a portal to the Elemental Chaos."],["4","An {@creature ancient bronze dragon} and an {@creature ancient topaz dragon|FTD} are locked in an ongoing conflict that threatens shipping and caravans around a major city."]],"name":"Connected Creatures; Ancient Topaz Dragon Connections","page":149,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Topaz Dragon Art Objects","colLabels":["d8","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An ornate statue of a sea serpent that plays ocean sounds when its gemstone eyes are pressed"],["2","A set of seven levered brass mirrors that can be adjusted to direct light in different directions"],["3","A stained glass window depicting a golden city whose buildings are decorated with statues of dragons and other winged creatures"],["4","A gold scrying bowl that shows random, constantly shifting views of the Elemental Chaos"],["5","A 10-foot-tall statue of the dragon, carved out of a single massive yellow crystal (the dragon thinks it's flattering, except for the tail)"],["6","A large, shallow dish filled with water on which floats a set of delicate wooden ships; speaking different command words creates waves and whirlpools in the bowl"],["7","A large spherical gold chandelier that gives off sunlight and is surrounded by an intricate and interlocking set of glass bands engraved in an unknown language"],["8","A set of topaz-inlaid gold claw rings engraved with the names of bronze dragons the topaz dragon has killed"]],"name":"Topaz Dragon Treasures; Topaz Dragon Art Objects","page":152,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"White Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Talkative people are usually the most dangerous. I like to eat them first."],["2","I brood over past encounters with foes and sometimes mistake newcomers for my ancient enemies."],["3","I can recall many tidbits of lore picked up over the centuries but have no sense of their import."],["4","I don't like the taste of warm blood and always rinse my mouth out with snow after a fight."],["5","Whenever I encounter a new type of creature, I try to lure it back to my lair so I can add it to my collection of frozen trophies."],["6","I have named the wind that blows through my lair and speak to it often. It is my sole companion."],["7","I meet any challenge to my territory with aggression, even if I can't win outright."],["8","I feel protective of smaller, weaker creatures that are tormented by larger monsters."]],"name":"Creating a White Dragon; White Dragon Personality Traits","page":153,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"White Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Rapacity. When a creature has the misfortune of crossing my path, I ask myself two questions: Am I hungry now? And if not, will I be hungry later? (Any)"],["2","Survival. This world is harsh and unforgiving, and so am I. I do whatever it takes to survive. (Any)"],["3","Dominance. I delight in making others tremble, knowing that I could kill them at any time. (Evil)"],["4","Isolation. All creatures are either prey or rivals. What do you mean by \"company?\" (Any)"],["5","Vengeance. Every scar upon my scales, every treasure beyond my reach, is a slight that must be answered. (Evil)"],["6","Service. I used to live as a beast, before learning what is possible when creatures put aside their petty needs in service of a greater goal. (Lawful)"]],"name":"Creating a White Dragon; White Dragon Ideals","page":153,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"White Dragon Spellcasting","colLabels":["Age","Spell Save DC","Spells Known"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["{@creature Young White Dragon||Young}","12","{@spell gust of wind}"],["{@creature Adult White Dragon||Adult}","14","{@spell gust of wind}"],["{@creature Ancient White Dragon||Ancient}","16","{@spell gust of wind}, {@spell ice storm}"]],"name":"Creating a White Dragon; White Dragon Spellcasting","page":153,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"White Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A white dragon has been starving out a fortified settlement by decimating the local caribou herds."],["2","The words of a ritual to propitiate a vengeful spirit are tattooed on the flesh of a frost giant druid—who is entombed in the ice of a white dragon's lair."],["3","{@creature Aarakocra} have become a nuisance in the lowlands ever since they were driven out of their mountain aerie by the arrival of a white dragon."],["4","An item stolen from a white dragon's hoard has been passed down to an adventurer as a family heirloom—and the dragon is coming to get it back."],["5","After driving away a white dragon, a group of adventurers discovered a mighty demon trapped in the ice in the dragon's lair. Now the ice is melting and the demon will soon awaken—so the dragon must be lured back."],["6","A white dragon has been raiding distant farmlands, procuring gifts of food for a mate with a taste for unusual cuisine."],["7","A white dragon has been exacting vengeance on a rival silver dragon by killing off the silver dragon's Humanoid companions."],["8","A {@creature frost giant} wants to subdue a white dragon, hoping to overthrow the current frost giant jarl with the dragon's aid. In exchange for assistance from adventurers, the giant promises peace between the giant clan and nearby settlements."]],"name":"White Dragon Adventures; White Dragon Adventure Hooks","page":153,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"White Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A pair of {@creature Ice Mephit||ice mephits} delight in chasing townsfolk into a {@creature White Dragon Wyrmling||white dragon wyrmling's} lair to be eaten."],["2","A brooding {@creature griffon} found a dragon egg and cared for it along with her own brood. Though the {@creature white dragon wyrmling} ate the griffon's other hatchlings, the griffon treats the wyrmling as her offspring and protects the creature fiercely."],["3","A clan of warriors has adopted a {@creature white dragon wyrmling} as the clan's sacred guardian and brings the wyrmling captured foes as offerings."],["4","{@creature Yeti||Yetis} keep a {@creature white dragon wyrmling} chained near the entrance of their lair to discourage scavengers."],["5","A well-meaning {@creature druid} is trying to rear a {@creature white dragon wyrmling} as a guardian of nature, training the dragon to hunt only Monstrosities. But the wyrmling keeps attacking other creatures."],["6","A band of {@creature Ogre||ogres} keeps a {@creature white dragon wyrmling} caged near their larder, as they have discovered that the dragon's cold breath keeps their meat fresh."]],"name":"Connected Creatures; White Dragon Wyrmling Connections","page":154,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young White Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young white dragon} and a {@creature young remorhaz} are vying for control of the same territory, and their altercations endanger the other creatures in the area."],["2","A {@creature young white dragon} has gained control of an {@creature invisible stalker} and sends it out to steal treasure."],["3","A {@creature young white dragon} allows a clan of deep gnomes to mine the dragon's mountain home in exchange for a healthy portion of the gemstones they extract."],["4","A {@creature frost giant} hunter has raised a {@creature young white dragon} since the dragon hatched, and the two are now inseparable."],["5","A {@creature young white dragon} is pestered by a {@creature flameskull} bound to guard a magic item the dragon recently acquired."],["6","A {@creature young white dragon} has been stalking a herd of {@creature Mammoth||mammoths} for days, trying to pick off the herd's newborn calves."]],"name":"Connected Creatures; Young White Dragon Connections","page":154,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult White Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A pirate captain uses the pervasive fog near an {@creature Adult White Dragon||adult white dragon's} lair to elude capture and propitiates the dragon with a share of the crew's booty."],["2","A {@creature djinni} has pledged to serve an {@creature adult white dragon} for a year and a day in exchange for sparing the genie's previous master's life."],["3","An {@creature arcanaloth} has been trying to tease information out of an {@creature adult white dragon}, hoping the dragon can lead it to a lost font of magical power."],["4","An {@creature adult white dragon}, captured by devils decades ago, now serves as a mount for an {@creature ice devil}."],["5","A {@creature beholder} manipulates an {@creature adult white dragon} into eliminating its enemies by inventing ways in which these foes have supposedly offended the dragon."],["6","A {@creature storm giant} and an {@creature adult white dragon} are engaged in a deadly game of cat-and-mouse, leaving a trail of destruction behind them."],["7","An {@creature adult white dragon} periodically brings a mouthful of gems to the {@creature ancient crystal dragon|FTD} who raised them, and who is now too old and tired to seek out new mineral veins for sustenance."],["8","A clan of {@creature Winged Kobold||winged kobolds} treat the air currents and ice slides of an {@creature Adult White Dragon||adult white dragon's} lair as an obstacle course. The dragon enjoys devising increasingly hazardous routes for the kobolds to tackle."]],"name":"Connected Creatures; Adult White Dragon Connections","page":154,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient White Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature death knight} and an {@creature ancient white dragon} swap tales of old foes and unanswered grievances, nursing the hunger for vengeance that sustains them."],["2","An {@creature ancient white dragon} makes intermittent assaults against a mated pair of {@creature Adult Silver Dragon||adult silver dragons} who lair nearby."],["3","An {@creature ancient white dragon} guards a {@creature Lich||lich's} phylactery, keeping it sealed in a tomb of ice. The lich visits periodically, bearing fabulous treasures as payment."],["4","A community of orcs believe an {@creature ancient white dragon} to be the reincarnation of a legendary leader. They've been venerating the dragon so long that the dragon now believes the story and speaks proudly in Orc about the orcs' triumphs."]],"name":"Connected Creatures; Ancient White Dragon Connections","page":154,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"White Dragon Art Objects","colLabels":["d12","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A war horn carved to resemble a dragon's head with a wide-open maw, which the dragon calls \"Little Toot\""],["2","A statue depicting an elf paladin with the face turned upward; the body has been defaced by the dragon's claws"],["3","A mammoth tusk engraved with images depicting the history of a nomadic tribe; the dragon uses the tusk to mark the spot where it has buried its pile of gold"],["4","A giant-sized cloak decorated with silver braiding that the dragon uses as a nest lining for its egg"],["5","A wooden throne heaped with furs; any visitors must sit on the throne while the dragon recounts the grisly death of the seat's previous owner"],["6","A huge wooden door carved and painted to depict a monarch enthroned with sword and scepter; the dragon occasionally raps the door with its knuckles, pauses, and then chortles, \"Nobody home\""],["7","A frost giant jarl's crown with broken horns; the dragon enjoys perching the crown on an icy stalagmite and then knocking it off with its tail"],["8","The prow of a ship carved to look like a pouncing lion; the dragon occasionally roars at the lion"],["9","A gilded shield emblazoned with the holy symbol of a forgotten god; the dragon enjoys flicking the shield with a claw to hear the sound it makes"],["10","A ceremonial anvil of dwarven make; gazing at the anvil, the dragon fondly recounts, \"Seven at one blow!\""],["11","A long, embroidered linen tapestry showing the history of an ancient realm's civil war; the dragon \"reads\" the tapestry when it has trouble sleeping."],["12","A bell engraved with images of an angelic host, still attached to its splintered belfry; the dragon tolls the bell with its tail, growling the name of one of its defeated foes with each ring"]],"name":"White Dragon Treasures; White Dragon Art Objects","page":157,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Creatures by Challenge Rating","colLabels":["CR","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1/8","{@creature Hoard scarab|FTD}"],["1/4","{@creature Metallic warbler|FTD}"],["1/2","{@creature Draconian foot soldier|FTD}"],["1","{@creature Deep dragon wyrmling|FTD}"],["2","{@creature Crystal dragon wyrmling|FTD}"],["2","{@creature Draconian mage|FTD}"],["2","{@creature Dragonnel|FTD}"],["2","{@creature Dragon speaker|FTD}"],["2","{@creature Egg hunter hatchling|FTD}"],["2","{@creature Emerald dragon wyrmling|FTD}"],["2","{@creature Moonstone dragon wyrmling|FTD}"],["2","{@creature Swarm of hoard scarabs|FTD}"],["2","{@creature Topaz dragon wyrmling|FTD}"],["3","{@creature Draconian infiltrator|FTD}"],["3","{@creature Dragon chosen|FTD}"],["3","{@creature Dragonflesh grafter|FTD}"],["3","{@creature Sapphire dragon wyrmling|FTD}"],["4","{@creature Amethyst dragon wyrmling|FTD}"],["4","{@creature Draconian dreadnought|FTD}"],["4","{@creature Dragon turtle wyrmling|FTD}"],["4","{@creature Metallic peacekeeper|FTD}"],["5","{@creature Dragon blessed|FTD}"],["5","{@creature Dragonblood ooze|FTD}"],["5","{@creature Egg hunter adult|FTD}"],["5","{@creature Gem stalker|FTD}"],["5","{@creature Young crystal dragon|FTD}"],["5","{@creature Young deep dragon|FTD}"],["6","{@creature Animated breath|FTD}"],["6","{@creature Draconian mastermind|FTD}"],["6","{@creature Dragonborn of Sardior|FTD}"],["6","{@creature Dragonflesh abomination|FTD}"],["7","{@creature Dragonborn of Tiamat|FTD}"],["7","{@creature Liondrake|FTD}"],["7","{@creature Young topaz dragon|FTD}"],["8","{@creature Dragonborn of Bahamut|FTD}"],["8","{@creature Eyedrake|FTD}"],["8","{@creature Hoard mimic|FTD}"],["8","{@creature Young emerald dragon|FTD}"],["8","{@creature Young moonstone dragon|FTD}"],["8","{@creature Young sea serpent|FTD}"],["9","{@creature Young amethyst dragon|FTD}"],["9","{@creature Young sapphire dragon|FTD}"],["10","{@creature Young dragon turtle|FTD}"],["11","{@creature Adult deep dragon|FTD}"],["11","{@creature Dracohydra|FTD}"],["11","{@creature Dragonbone golem|FTD}"],["12","{@creature Adult crystal dragon|FTD}"],["13","{@creature Adult topaz dragon|FTD}"],["14","{@creature Adult emerald dragon|FTD}"],["14","{@creature Ancient sea serpent|FTD}"],["15","{@creature Adult moonstone dragon|FTD}"],["15","{@creature Adult sapphire dragon|FTD}"],["16","{@creature Adult amethyst dragon|FTD}"],["17","{@creature Draconic shard|FTD}"],["17","{@creature Ghost dragon|FTD}"],["18","{@creature Ancient deep dragon|FTD}"],["18","{@creature Hollow dragon|FTD}"],["19","{@creature Ancient crystal dragon|FTD}"],["20","{@creature Ancient topaz dragon|FTD}"],["21","{@creature Ancient emerald dragon|FTD}"],["21","{@creature Ancient moonstone dragon|FTD}"],["22","{@creature Ancient sapphire dragon|FTD}"],["22","{@creature Elder brain dragon|FTD}"],["23","{@creature Ancient amethyst dragon|FTD}"],["24","{@creature Ancient dragon turtle|FTD}"],["26","Gem greatwyrm"],["27","Chromatic greatwyrm"],["28","Metallic greatwyrm"],["30","{@creature Aspect of Bahamut|FTD}"],["30","{@creature Aspect of Tiamat|FTD}"]],"name":"Challenge Ratings; Creatures by Challenge Rating","page":224,"source":"FTD","chapter":{"name":"Creature Lists","index":7}},{"caption":"Colleges of Strixhaven","colLabels":["College","Description"],"colStyles":["col-1","col-11"],"rows":[["Lorehold","Explores the past and preserves its lessons for future generations. Also called the College of Archaeomancy."],["Prismari","Uses the elements to practice the arts. Also called the College of Elemental Arts."],["Quandrix","Focuses on the mathematics of nature. Also called the College of Numeromancy."],["Silverquill","Teaches the magic of rhetoric, poetry, oration, and writing. Also called the College of Eloquence."],["Witherbloom","Harnesses the forces of life and death. Also called the College of Essence Studies."]],"name":"Welcome to Strixhaven; Colleges of Strixhaven","page":4,"source":"SCC","chapter":{"name":"Welcome to Strixhaven","index":0}},{"caption":"Founder Dragons","colLabels":["College","Founder"],"colStyles":["col-4 text-center","col-8 text-center"],"rows":[["Lorehold","{@creature Velomachus Lorehold|SCC}"],["Prismari","{@creature Galazeth Prismari|SCC}"],["Quandrix","{@creature Tanazir Quandrix|SCC}"],["Silverquill","{@creature Shadrix Silverquill|SCC}"],["Witherbloom","{@creature Beledros Witherbloom|SCC}"]],"name":"Founder Dragons","page":6,"source":"SCC","chapter":{"name":"Welcome to Strixhaven","index":0}},{"caption":"Strixhaven Mascots","colLabels":["College","Mascot"],"colStyles":["col-4 text-center","col-8 text-center"],"rows":[["Lorehold","{@creature Spirit Statue Mascot|SCC}"],["Prismari","{@creature Art Elemental Mascot|SCC}"],["Quandrix","{@creature Fractal Mascot|SCC}"],["Silverquill","{@creature Inkling Mascot|SCC}"],["Witherbloom","{@creature Pest Mascot|SCC}"]],"name":"Strixhaven Mascots","page":10,"source":"SCC","chapter":{"name":"Life at Strixhaven","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Lorehold Scholars","colLabels":["d10","Scholar","Principle"],"colStyles":["col-2 text-center","col-9","col-1 text-center"],"rows":[["1","Archaeoscribe, chronicling historical truths for posterity","Order"],["2","Battle medium, strengthening summoned spirits for use in battles","Order"],["3","Chaos scholar, chasing down historical anecdotes as a litany of happenstance","Chaos"],["4","Conservator, preserving ancient spell knowledge and other relics of the past","Order"],["5","Dustspeaker, conversing with spirits of the past to learn their stories","Chaos"],["6","Pastraiser, binding spirits into the monuments that bear their likeness to learn about their inspiring deeds","Order"],["7","Relic reader, divining wisdom from the past from the context of ruin sites","Order"],["8","Ruin shaman, wielding magic that helps delve into ancient sites","Chaos"],["9","Tomewielder, summoning fiery magic from the words in old writings","Chaos"],["10","Warsinger, studying the magic used in ancient wars","Chaos"]],"name":"Scholars of Lorehold; Lorehold Scholars","page":13,"source":"SCC","chapter":{"name":"Life at Strixhaven","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Prismari Scholars","colLabels":["d12","Scholar","Principle"],"colStyles":["col-2 text-center","col-9","col-1 text-center"],"rows":[["1","Aesthemancer, studying abstract principles of beauty for insight into the workings of the multiverse","Perfection"],["2","Electrovisionary, wielding the forms of lightning as a paintbrush","Expression"],["3","Flamesinger, combining fire and music","Expression"],["4","Geosculptor, using earth and lava in volatile emotional displays","Expression"],["5","Heartrager, turning inner creative fire into personal strength","Expression"],["6","Ice sculptor, crafting ice and cold into immersive experiences","Perfection"],["7","Mistmage, shaping cloud, fog, and mist into lasting sculptures","Perfection"],["8","Muse channeler, projecting blasts of inspiration toward others","Expression"],["9","Opusmancer, creating magical effects on a monumental scale","Perfection"],["10","Spectacle mage, hurling stormy displays into the sky","Expression"],["11","Waterbinder, shaping water into animated elemental forms","Perfection"],["12","Zephyrist, weaving wind with dance","Perfection"]],"name":"Scholars of Prismari; Prismari Scholars","page":16,"source":"SCC","chapter":{"name":"Life at Strixhaven","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Quandrix Scholars","colLabels":["d8","Scholar","Principle"],"colStyles":["col-2 text-center","col-9","col-1 text-center"],"rows":[["1","Abstractor, using magic to stretch the possibilities of space","Theory"],["2","Augmenter, making creatures and things larger","Substance"],["3","Fractalologist, creating beautiful illusory patterns","Theory"],["4","Mana scholar, studying snarls, leylines, and star arches","Substance"],["5","Metamancer, studying metaphysics to alter reality","Theory"],["6","Scale druid, manipulating the size of plants and animals","Substance"],["7","Sequence prophet, studying repeating patterns that bend the mind","Theory"],["8","Vivifier, conjuring fractal creatures based on biological life","Substance"]],"name":"Scholars of Quandrix; Quandrix Scholars","page":19,"source":"SCC","chapter":{"name":"Life at Strixhaven","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Silverquill Scholars","colLabels":["d8","Scholar","Principle"],"colStyles":["col-2 text-center","col-9","col-1 text-center"],"rows":[["1","Bantermage, using incisive observation to pierce rivals' confidence","Shadow"],["2","Duskmage, conjuring inky voids of shadow magic","Shadow"],["3","Inkcaster, summoning living inklings to service","Shadow"],["4","Lumimancer, bringing light to bear on shameful situations and holding corrupt institutions to account","Radiance"],["5","Shadewing, forming weapons from darkness to slice and stab at foes","Shadow"],["6","Silvertongue, bathing others in the light of inspiring words","Radiance"],["7","Vainglory, wielding the power of a perfectly crafted compliment to enhance a person's best qualities","Radiance"],["8","Warsinger, stirring hearts through poetic performance and song","Radiance"]],"name":"Scholars of Silverquill; Silverquill Scholars","page":22,"source":"SCC","chapter":{"name":"Life at Strixhaven","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Witherbloom Scholars","colLabels":["d8","Scholar","Principle"],"colStyles":["col-2 text-center","col-9","col-1 text-center"],"rows":[["1","Banelock, using concoctions of noxious ingredients for withering magic","Decay"],["2","Bleed doctor, drain the essence of living creatures to fuel sinister spells","Decay"],["3","Boon witch, brewing drafts to empower the living","Growth"],["4","Boughcaller, summoning creatures from bogs","Growth"],["5","Dreadbones, infusing dead tissue with magic to create Undead servants","Decay"],["6","Earthcroucher, connecting directly with the land to power nature magic","Growth"],["7","Leafbinder, using medicinal herbs to soothe wounds","Growth"],["8","Pestcatcher, harvesting life energy from the pests of the bayou","Decay"]],"name":"Scholars of Witherbloom; Witherbloom Scholars","page":25,"source":"SCC","chapter":{"name":"Life at Strixhaven","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Spells","colLabels":["Level","Spell","School","Class"],"colStyles":["col-2 text-center","col-2","col-2","col-6"],"rows":[["1st","{@spell Silvery Barbs|SCC}","Enchantment","{@class Bard}, {@class Sorcerer}, {@class Wizard}"],["2nd","{@spell Borrowed Knowledge|SCC}","Divination","{@class Bard}, {@class Cleric}, {@class Warlock}, {@class Wizard}"],["2nd","{@spell Kinetic Jaunt|SCC}","Transmutation","{@class Artificer|TCE},* {@class Bard}, {@class Sorcerer}, {@class Wizard}"],["2nd","{@spell Vortex Warp|SCC}","Conjuration","{@class Artificer|TCE},* {@class Sorcerer}, {@class Wizard}"],["2nd","{@spell Wither and Bloom|SCC}","Necromancy","{@class Druid}, {@class Sorcerer}, {@class Wizard}"]],"footnotes":["*The artificer class appears in {@book Tasha's Cauldron of Everything|TCE} and {@book Eberron: Rising from the Last War|ERLW}."],"name":"Spells","page":37,"source":"SCC","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Magic Items for Sale","colLabels":["Item","Rarity","Cost"],"colStyles":["col-9","col-2 text-center","col-1 text-right"],"rows":[["{@item Bottle of Boundless Coffee|SCC}","Common","100 gp"],["{@item Cuddly Strixhaven Mascot|SCC}","Common","100 gp"],["{@item Lorehold Primer|SCC}","Uncommon","300 gp"],["{@item Prismari Primer|SCC}","Uncommon","300 gp"],["{@item Quandrix Primer|SCC}","Uncommon","300 gp"],["{@item Silverquill Primer|SCC}","Uncommon","300 gp"],["{@item Spell Scroll (1st Level)||Spell Scroll} (1st-Level Spell; {@book DMG|DMG})","Common","50 gp"],["{@item Strixhaven Pennant|SCC}","Common","100 gp"],["{@item +1 Weapon||Weapon, +1} ({@book DMG|DMG})","Uncommon","300 gp"],["{@item Witherbloom Primer|SCC}","Uncommon","300 gp"]],"name":"Magic Items for Sale","page":38,"source":"SCC","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Adventure Levels","colLabels":["Adventure","Starting Level","Chapter"],"colStyles":["col-6","col-4 text-center","col-2 text-center"],"rows":[["Campus Kerfuffle","1st","{@adventure 3|SCC-CK|0}"],["Hunt for Mage Tower","4th","{@adventure 4|SCC-HfMT|0}"],["The Magister's Masquerade","6th","{@adventure 5|SCC-TMM|0}"],["A Reckoning in Ruins","8th","{@adventure 6|SCC-ARiR|0}"]],"name":"Standalone Adventures; Adventure Levels","page":41,"source":"SCC","chapter":{"name":"School Is in Session","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Starting Relationship Points","colLabels":["Person","Relationship Points"],"colStyles":["col-3 text-center","col-3 text-center"],"rows":[["Friend","2"],["Beloved","3"],["Rival","−2"]],"name":"Relationships; Starting Relationship Points","page":42,"source":"SCC","chapter":{"name":"School Is in Session","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Student NPC Stat Blocks","colLabels":["Year","Stat Block"],"colStyles":["col-5 text-center","col-7 text-center"],"rows":[["First","{@creature First-Year Student|SCC}"],["Second","[College] Apprentice"],["Third or Later","[College] Pledgemage"]],"name":"Student NPC Stat Blocks","page":50,"source":"SCC","chapter":{"name":"School Is in Session","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Strixhaven Creatures","colLabels":["Creature","Creature Type","CR"],"colStyles":["col-8","col-3 text-center","col-1 text-center"],"rows":[["{@creature Archaic|SCC}","Celestial","18"],["{@creature Art Elemental Mascot|SCC}","Elemental","1/4"],["{@creature Beledros Witherbloom|SCC}","Dragon","24"],["{@creature Brackish Trudge|SCC}","Plant","3"],["{@creature Cogwork Archivist|SCC}","Construct","4"],["{@creature Daemogoth|SCC}","Fiend","10"],["{@creature Daemogoth Titan|SCC}","Fiend","16"],["{@creature First-Year Student|SCC}","Humanoid","1/2"],["{@creature Fractal Mascot|SCC}","Construct","1/4"],["{@creature Galazeth Prismari|SCC}","Dragon","23"],["{@creature Groff|SCC}","Plant","4"],["{@creature Inkling Mascot|SCC}","Ooze","1/4"],["{@creature Lorehold Apprentice|SCC}","Humanoid","2"],["{@creature Lorehold Pledgemage|SCC}","Humanoid","4"],["{@creature Lorehold Professor of Chaos|SCC}","Humanoid","7"],["{@creature Lorehold Professor of Order|SCC}","Humanoid","7"],["{@creature Mage Hunter|SCC}","Monstrosity","5"],["{@creature Oracle of Strixhaven|SCC}","Humanoid","15"],["{@creature Oriq Blood Mage|SCC}","Humanoid","9"],["{@creature Oriq Recruiter|SCC}","Humanoid","4"],["{@creature Pest Mascot|SCC}","Monstrosity","1/4"],["{@creature Prismari Apprentice|SCC}","Humanoid","2"],["{@creature Prismari Pledgemage|SCC}","Humanoid","4"],["{@creature Prismari Professor of Expression|SCC}","Humanoid","7"],["{@creature Prismari Professor of Perfection|SCC}","Humanoid","7"],["{@creature Quandrix Apprentice|SCC}","Humanoid","2"],["{@creature Quandrix Pledgemage|SCC}","Humanoid","4"],["{@creature Quandrix Professor of Substance|SCC}","Humanoid","7"],["{@creature Quandrix Professor of Theory|SCC}","Humanoid","7"],["{@creature Relic Sloth|SCC}","Beast","2"],["{@creature Ruin Grinder|SCC}","Construct","5"],["{@creature Shadrix Silverquill|SCC}","Dragon","22"],["{@creature Silverquill Apprentice|SCC}","Humanoid","2"],["{@creature Silverquill Pledgemage|SCC}","Humanoid","4"],["{@creature Silverquill Professor of Radiance|SCC}","Humanoid","7"],["{@creature Silverquill Professor of Shadow|SCC}","Humanoid","7"],["{@creature Spirit Statue Mascot|SCC}","Construct","1/4"],["{@creature Strixhaven Campus Guide|SCC}","Construct","1"],["{@creature Tanazir Quandrix|SCC}","Dragon","24"],["{@creature Velomachus Lorehold|SCC}","Dragon","25"],["{@creature Witherbloom Apprentice|SCC}","Humanoid","2"],["{@creature Witherbloom Pledgemage|SCC}","Humanoid","4"],["{@creature Witherbloom Professor of Decay|SCC}","Humanoid","7"],["{@creature Witherbloom Professor of Growth|SCC}","Humanoid","7"]],"name":"Friends and Foes; Strixhaven Creatures","page":183,"source":"SCC","chapter":{"name":"Friends and Foes","ordinal":{"type":"chapter","identifier":7},"index":8}},{"caption":"Exandrian Calendar","colLabels":["Month","Day","Holidays"],"colStyles":["col-4","col-3 text-center","col-5"],"rows":[["Horisal","29",{"type":"entries","entries":["New Dawn (1st)","Hillsgold (27th)"],"id":"012"}],["Misuthar","30","Day of Challenging (7th)"],["Dualahei","30",{"type":"entries","entries":["Renewal Festival (13th)","Wild's Grandeur (20th)"],"id":"013"}],["Thunsheer","31",{"type":"entries","entries":["Harvest's Rise (11th)","Merryfrond's Day (31st)"],"id":"014"}],["Unndilar","28",{"type":"entries","entries":["Deep Solace (8th)","Zenith (26th)"],"id":"015"}],["Brussendar","31",{"type":"entries","entries":["Artisan's Faire (15th)","Elvendawn or Midsummer (20th)"],"id":"016"}],["Sydenstar","32",{"type":"entries","entries":["Highsummer (7th)","Morn of Largesse (14th)"],"id":"017"}],["Fessuran","29","Harvest's Close (3rd)"],["Quen'pillar","27",{"type":"entries","entries":["The Hazel Festival (10th)","Civilization's Dawn (22nd)"],"id":"018"}],["Cuersaar","29",{"type":"entries","entries":["Night of Ascension (13th)","Zan's Cup (21st)"],"id":"019"}],["Duscar","32",{"type":"entries","entries":["Barren Eve (2nd)","Embertide (5th)","Winter's Crest (20th)"],"id":"01a"}]],"name":"Exandrian Calendar","page":9,"source":"TDCSR","chapter":{"name":"Welcome to Tal'Dorei","ordinal":{"identifier":1,"type":"chapter"},"index":1}},{"caption":"Prime Deities","colLabels":["Deity","Alignment","Province"],"colStyles":["col-4","col-4","col-4"],"rows":[["{@deity The Changebringer|Exandria|TDCSR|Changebringer}","Chaotic good","Change, freedom, luck"],["{@deity The Platinum Dragon|Exandria|TDCSR|Platinum Dragon}","Lawful good","Honor, justice"],["{@deity The Arch Heart|Exandria|TDCSR|Arch Heart}","Chaotic good","Art, beauty, {@book elves|TDCSR|4|elves}"],["{@deity The Lawbearer|Exandria|TDCSR|Lawbearer}","Lawful neutral","Civilization, law, peace"],["{@deity The Knowing Mentor|Exandria|TDCSR|Knowing Mentor}","Neutral","Knowledge, learning, teaching"],["{@deity The Stormlord|Exandria|TDCSR|Stormlord}","Chaotic neutral","Battle, competition, storms"],["{@deity The Wildmother|Exandria|TDCSR|Wildmother}","Neutral","Seas, wilderness"],["{@deity The All-Hammer|Exandria|TDCSR|All-Hammer}","Lawful good","Craft, creation"],["{@deity The Dawnfather|Exandria|TDCSR|Dawnfather}","Neutral good","Healing, sun"],["{@deity The Everlight|Exandria|TDCSR|Everlight}","Neutral good","Atonement, compassion"],["{@deity The Matron of Ravens|Exandria|TDCSR|Matron of Ravens}","Lawful neutral","Death, fate, winter"],["{@deity The Moonweaver|Exandria|TDCSR|Moonweaver}","Chaotic good","Illusion, moonlight, night"]],"name":"Prime Deities","page":27,"source":"TDCSR","chapter":{"name":"Allegiances of Tal'Dorei","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Betrayer Gods","colLabels":["Deity","Alignment","Province"],"colStyles":["col-4","col-4","col-4"],"rows":[["{@deity The Lord of the Hells|Exandria|TDCSR|Lord of the Hells}","Lawful evil","God of devils and the Hells"],["{@deity The Strife Emperor|Exandria|TDCSR|Strife Emperor}","Lawful evil","Conquest, tyranny"],["{@deity The Ruiner|Exandria|TDCSR}","Chaotic evil","Slaughter, warfare"],["{@deity The Spider Queen|Exandria|TDCSR|Spider Queen}","Chaotic evil","Deceit, spiders"],["{@deity The Chained Oblivion|Exandria|TDCSR|Chained Oblivion}","Chaotic evil","Darkness, destruction"],["{@deity The Scaled Tyrant|Exandria|TDCSR|Scaled Tyrant}","Lawful evil","Dragon god of evil"],["{@deity The Crawling King|Exandria|TDCSR|Crawling King}","Neutral evil","Enslavement, torture"],["{@deity The Whispered One|Exandria|TDCSR|Whispered One}","Neutral evil","Necromancy, secrets"],["{@deity The Cloaked Serpent|Exandria|TDCSR|Cloaked Serpent}","Chaotic evil","Assassins, poison, snakes"]],"name":"Betrayer Gods","page":34,"source":"TDCSR","chapter":{"name":"Allegiances of Tal'Dorei","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Lesser Idols","colLabels":["Deity","Alignment","Province"],"colStyles":["col-4","col-4","col-4"],"rows":[["{@deity Azgrah|Exandria|TDCSR}","Lawful neutral","Undying"],["{@deity Galdric|Exandria|TDCSR}","Lawful good","Celestial, Undying"],["{@deity Graz'tchar|Exandria|TDCSR}","Chaotic evil","Fiend, Hexblade"],["{@deity Khedive Xundi|Exandria|TDCSR}","Chaotic neutral","Genie"],["{@deity The Lost Beacon of Unknown Light|Exandria|TDCSR|Lost Beacon}","Neutral","Celestial"],["{@deity The Observer|Exandria|TDCSR}","Neutral good","Archfey, Celestial"],["{@deity The Sightless|Exandria|TDCSR}","Chaotic evil","Great Old One"],["{@deity The Traveler|Exandria|TDCSR}","Chaotic neutral","Archfey"],["{@deity Vesh|Exandria|TDCSR}","Neutral evil","Archfey, Undying"]],"name":"Lesser Idols","page":39,"source":"TDCSR","chapter":{"name":"Allegiances of Tal'Dorei","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Cracksackle Wares","colLabels":["Item","Cost","Description"],"colStyles":["col-3","col-2","col-7"],"rows":[["{@item Dynamite|TDCSR}","100gp","This bundle of explosives can be lit and thrown up to 30 feet as an action. It explodes at the start of your next turn. Creatures and objects within 20 feet of it must make a {@dc 12} Dexterity {@quickref saving throws|PHB|2|1|saving throw}, taking {@damage 6d6} fire damage on a failed save, or half as much damage on a successful one."],["{@item Gluebomb|TDCSR}","50gp","This unique explosive can be primed and thrown up to 30 feet as an action. It explodes on impact. Creatures within 20 feet of it must make a {@dc 12} Dexterity {@quickref saving throws|PHB|2|1|saving throw} or be {@condition restrained} for 1 minute. A {@condition restrained} creature can make a {@dc 12} Strength check as an action, escaping on a success."],["{@item Stink bomb|TDCSR}","25gp","This smelly explosive can be primed and thrown up to 30 feet as an action. It explodes at the start of your next turn. Creatures within 20 feet of it must make a {@dc 12} Constitution {@quickref saving throws|PHB|2|1|saving throw} or be {@condition poisoned} for 1 minute. A creature can repeat this save at the end of each of its turns, ending the effect on itself on a success."]],"name":"Cracksackle Guildhall (Middle Slab); Cracksackle Wares","page":100,"source":"TDCSR","chapter":{"name":"Tal'Dorei Gazetteer","ordinal":{"identifier":3,"type":"chapter"},"index":3}},{"caption":"Vestiges of Divergence by Advancement","colLabels":["Item Group","Dormant","Awakened","Exalted"],"colStyles":["col-3 text-left","col-3 text-right","col-3 text-right","col-3 text-right"],"rows":[["{@item Agony|TDCSR}","{@item Agony (Dormant)|TDCSR}","{@item Agony (Awakened)|TDCSR}","{@item Agony (Exalted)|TDCSR}"],["{@item Armor of the Valiant Soul|TDCSR}","{@item Armor of the Valiant Soul (Dormant)|TDCSR}","{@item Armor of the Valiant Soul (Awakened)|TDCSR}","{@item Armor of the Valiant Soul (Exalted)|TDCSR}"],["{@item Cabal's Ruin|TDCSR}","{@item Cabal's Ruin (Dormant)|TDCSR}","{@item Cabal's Ruin (Awakened)|TDCSR}","{@item Cabal's Ruin (Exalted)|TDCSR}"],["{@item Circlet of Barbed Vision|TDCSR}","{@item Circlet of Barbed Vision (Dormant)|TDCSR}","{@item Circlet of Barbed Vision (Awakened)|TDCSR}","{@item Circlet of Barbed Vision (Exalted)|TDCSR}"],["{@item Condemner|TDCSR}","{@item Condemner (Dormant)|TDCSR}","{@item Condemner (Awakened)|TDCSR}","{@item Condemner (Exalted)|TDCSR}"],["{@item Deathwalker's Ward|TDCSR}","{@item Deathwalker's Ward (Dormant)|TDCSR}","{@item Deathwalker's Ward (Awakened)|TDCSR}","{@item Deathwalker's Ward (Exalted)|TDCSR}"],["{@item Fenthras|TDCSR}","{@item Fenthras (Dormant)|TDCSR}","{@item Fenthras (Awakened)|TDCSR}","{@item Fenthras (Exalted)|TDCSR}"],["{@item Honor's Last Stand|TDCSR}","{@item Honor's Last Stand (Dormant)|TDCSR}","{@item Honor's Last Stand (Awakened)|TDCSR}","{@item Honor's Last Stand (Exalted)|TDCSR}"],["{@item Kiss of the Changebringer|TDCSR}","{@item Kiss of the Changebringer (Dormant)|TDCSR}","{@item Kiss of the Changebringer (Awakened)|TDCSR}","{@item Kiss of the Changebringer (Exalted)|TDCSR}"],["{@item Mythcarver|TDCSR}","{@item Mythcarver (Dormant)|TDCSR}","{@item Mythcarver (Awakened)|TDCSR}","{@item Mythcarver (Exalted)|TDCSR}"],["{@item Plate of the Dawnmartyr|TDCSR}","{@item Plate of the Dawnmartyr (Dormant)|TDCSR}","{@item Plate of the Dawnmartyr (Awakened)|TDCSR}","{@item Plate of the Dawnmartyr (Exalted)|TDCSR}"],["{@item Pyremaul|TDCSR}","{@item Pyremaul (Dormant)|TDCSR}","{@item Pyremaul (Awakened)|TDCSR}","{@item Pyremaul (Exalted)|TDCSR}"],["{@item Spire of Conflux|TDCSR}","{@item Spire of Conflux (Dormant)|TDCSR}","{@item Spire of Conflux (Awakened)|TDCSR}","{@item Spire of Conflux (Exalted)|TDCSR}"],["{@item Star Razor|TDCSR}","{@item Star Razor (Dormant)|TDCSR}","{@item Star Razor (Awakened)|TDCSR}","{@item Star Razor (Exalted)|TDCSR}"],["{@item Titanstone Knuckles|TDCSR}","{@item Titanstone Knuckles (Dormant)|TDCSR}","{@item Titanstone Knuckles (Awakened)|TDCSR}","{@item Titanstone Knuckles (Exalted)|TDCSR}"],["{@item Whisper|TDCSR}","{@item Whisper (Dormant)|TDCSR}","{@item Whisper (Awakened)|TDCSR}","{@item Whisper (Exalted)|TDCSR}"],["{@item Wraps of Dyamak|TDCSR}","{@item Wraps of Dyamak (Dormant)|TDCSR}","{@item Wraps of Dyamak (Awakened)|TDCSR}","{@item Wraps of Dyamak (Exalted)|TDCSR}"]],"name":"Vestiges of Divergence by Advancement","page":200,"source":"TDCSR","chapter":{"name":"Game Master's Toolkit","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"First Adventure","colLabels":["d10","Adventure Seed"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The adventure begins on the Rock of Bral, where an {@creature autognome|BAM} (see {@book Boo's Astral Menagerie|BAM}) needs the characters' help to find its creator, who has gone missing on the Rock."],["2","One of the characters inherits a ship equipped with a {@item spelljamming helm|AAG} and an old captain's log that hints at places to explore, treasure to find, and perils to avoid."],["3","In the wilderness on their home world, the characters find a {@item spelljamming helm|AAG} in the wreckage of a crashed {@vehicle scorpion ship|AAG} (see {@book chapter 2|AAG|2|Scorpion Ship}) and run afoul of goblins who want to plunder the wreck."],["4","A wealthy patron gives the characters a ship and a {@item spelljamming helm|AAG} to call their own and expects them to accomplish a dangerous task in return."],["5","A spelljamming ship lands on the outskirts of a village where the characters are staying. The ship's captain is looking for raw recruits to join a war in Wildspace."],["6","Villagers ask the characters to investigate a strange object in the hills, which turns out to be a crashed {@vehicle nightspider|AAG} (see {@book chapter 2|AAG|2|Nightspider}) with survivors: a {@creature neogi pirate|BAM} and a {@creature neogi hatchling swarm|BAM} (see {@book Boo's Astral Menagerie|BAM} for both)."],["7","A {@creature hadozee explorer|BAM} (see {@book Boo's Astral Menagerie|BAM}) needs the characters' help to slay a white {@creature kindori|BAM} (see {@book Boo's Astral Menagerie|BAM}) that keeps attacking her {@vehicle flying fish ship|AAG} (see {@book chapter 2|AAG|2|Flying Fish Ship}). The hadozee can't tell whether the kindori is mean-spirited or amorous. Perhaps it has mistaken the ship for a rival—or a mate!"],["8","The characters were passengers aboard a spelljamming ship that crash-landed on a strange world after the {@item spelljamming helm|AAG} malfunctioned. The characters must fend off alien monsters until they are rescued."],["9","The characters are hired by a trading company to protect a valuable cargo that's being delivered to a distant world. The characters become crew members aboard the {@vehicle squid ship|AAG} (see {@book chapter 2|AAG|2|Squid Ship}) that is transporting the precious cargo."],["10","The adventure begins on the Rock of Bral, where one or more characters have earned the enmity of a {@creature plasmoid boss|BAM} (see {@book Boo's Astral Menagerie|BAM}). The heroes must either flee Bral to save themselves or contend with the boss's underlings."]],"name":"Astral Campaigns; First Adventure","page":4,"source":"AAG","chapter":{"name":"Introduction: Vast Oceans of Adventure","index":0}},{"caption":"Air Envelopes of Creatures","colLabels":["Creature's Size","Air Envelope"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Tiny","2½-foot cube"],["Small or Medium","5-foot cube"],["Large","10-foot cube"],["Huge","15-foot cube"],["Gargantuan","20-foot cube"]],"name":"Air Envelopes of Creatures","page":17,"source":"AAG","chapter":{"name":"Astral Adventuring","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Fishing","colLabels":["d10","Catch"],"colStyles":["col-2 text-center","col-10"],"rows":[["1–2","Tiny, inedible fish (a creature that consumes it is {@condition poisoned} for 1 hour)"],["3–5","Tiny, edible fish (feeds one person)"],["6–8","Small, edible fish (feeds up to four people)"],["9","Hostile {@creature space eel|BAM} (see {@book Boo's Astral Menagerie|BAM}; feeds up to twelve people)"],["10","Hostile {@creature gray scavver|BAM} (see {@book Boo's Astral Menagerie|BAM}; feeds up to twenty people), some other creature of the DM's choosing, or an Tiny object of the DM's choosing"]],"name":"Astral Fishing; Fishing","page":21,"source":"AAG","chapter":{"name":"Astral Adventuring","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Spells","colLabels":["Level","Spell","School","Class"],"colStyles":["col-2 text-center","col-3","col-2","col-5"],"rows":[["2nd","{@spell Air Bubble|AAG}","Conjuration","Artificer, Druid, Ranger, Sorcerer, Wizard"],["5th","{@spell Create Spelljamming Helm|AAG}","Transmutation","Artificer, Wizard"]],"name":"Spells","page":22,"source":"AAG","chapter":{"name":"Astral Adventuring","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Helpful Spells","colLabels":["Spell","Donation"],"colStyles":["col-6","col-6"],"rows":[["{@spell Commune}","1,000 gp"],["{@spell Legend lore}","1,500 gp"],["{@spell Lesser restoration}","150 gp"],["{@spell Raise dead}","2,000 gp"],["{@spell Remove curse}","250 gp"],["{@spell Scrying}","1,000 gp"]],"name":"Temple District; Helpful Spells","page":61,"source":"AAG","chapter":{"name":"The Rock of Bral","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Shipboard Tasks","colLabels":["d12","Task"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Scrape barnacles off the hull."],["2","Scrub pots and dishes in the galley."],["3","Chop vegetables in the galley."],["4","Swab the deck or sweep the cargo hold."],["5","Update the ship's navigational charts, which requires cartographer's tools."],["6","Repair the captain's favorite pair of boots, which requires cobbler's tools. (A {@spell mending} spell also does the trick.)"],["7","Repair superficial damage to the ship, which requires carpenter's tools or woodcarver's tools. (A {@spell mending} spell also does the trick.)"],["8","Compose a new chantey, which requires a musical instrument."],["9","Entertain the crew with tall tales or gossip."],["10","Fix the captain's broken spyglass, which requires jeweler's tools or tinker's tools. (A {@spell mending} spell also does the trick.)"],["11","Teach the captain the basics of a language they don't already know."],["12","Prepare a tasty dinner for the captain's table, which requires cook's utensils."]],"name":"Shipboard Tasks","source":"AAG","chapter":{"name":"Additional Spelljammer Tables","index":4}},{"caption":"Ship Quirks","colLabels":["d10","Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A chatty but harmless spirit haunts the cargo hold."],["2","The excessive creaking of the hull echoes throughout the ship."],["3","Any creature that removes itself from the ship's {@item spelljamming helm|AAG} receives a startling but harmless magical shock."],["4","The ship's companionways are smaller than those found in most other similar vessels."],["5","The ship makes a groaning sound in what seems like defiance whenever it comes to a stop."],["6","The floor of the main deck is adorned with a stylized rendering of a mysterious star chart that pulsates occasionally with scintillating colors."],["7","The ship's air envelope has a salty, briny smell."],["8","Bulkheads throughout the ship have lines of poetry scrawled on them."],["9","Unattended tools often go missing, only to reappear {@dice 1d4} hours later in another part of the ship."],["10","A creature seated in the ship's {@item spelljamming helm|AAG} hears faint spacefaring chanteys in its mind except when the ship is under attack."]],"name":"Ship Quirks","source":"AAG","chapter":{"name":"Additional Spelljammer Tables","index":4}},{"caption":"Cheap Cargo","colLabels":["d12","Cargo"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Trunk containing ten outfits of {@item traveler's clothes|PHB} (2 gp each)"],["2","Crate containing one hundred bars of soap (2 cp each)"],["3","Twenty ballista bolts (5 gp each)"],["4","Coop containing fifty live chickens (2 cp each)"],["5","Crate containing twenty wheels of cheese (5 sp each)"],["6","Locked cage containing one friendly Beast of your choice"],["7","Ten 40-gallon barrels of fresh water"],["8","Ten crates, each containing fifty days of rations (25 gp per crate)"],["9","Locked cage containing one hostile Beast of your choice"],["10","Chest containing fifty {@item Perfume (vial)|PHB|vials of perfume} (2 gp each)"],["11","Crate containing fifty loaves of bread (2 cp each)"],["12","Ten 40-gallon barrels of ale (4 gp each)"]],"name":"Ship Cargo; Cheap Cargo","source":"AAG","chapter":{"name":"Additional Spelljammer Tables","index":4}},{"caption":"Expensive Cargo","colLabels":["d12","Cargo"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Crate containing fifty blank {@item Spellbook|PHB|spellbooks} (50 gp each)"],["2","Crate containing one hundred {@item Ink (1-ounce bottle)|PHB|1-ounce bottles of ink} (10 gp each) and one thousand sheets of {@item Parchment (one sheet)|PHB|parchment} (1 sp each)"],["3","Crate containing twenty {@item Potion of Healing||potions of healing}, {@item Alchemist's Fire (flask)|PHB|flasks of alchemist's fire}, or {@item Antitoxin (vial)|PHB|vials of antitoxin} (50 gp each)"],["4","Crate containing one hundred bottles of exquisite wine (25 gp each)"],["5","Set of exquisitely crafted furniture (2,500 gp)"],["6","Locked trunk containing five unloaded {@item Pistol||pistols} (250 gp each) and a box of 100 bullets"],["7","Locked case containing an exquisite Dragonchess set made of crystal or ivory (2,500 gp)"],["8","Locked trunk containing ten {@item Bomb||bombs} (150 gp each; see \"{@book Explosives|DMG|9|Explosives}\" in the {@book Dungeon Master's Guide|DMG})"],["9","Crate containing one hundred fireworks (25 gp each)"],["10","Crate containing five unloaded {@item Musket||muskets} (500 gp each) and a box of 100 bullets"],["11","Locked case containing five {@item Spyglass|PHB|spyglasses} (1,000 gp each)"],["12","Ten 20-pound {@item Gunpowder Keg||kegs of gunpowder} (250 gp each; see \"{@book Explosives|DMG|9|Explosives}\" in the {@book Dungeon Master's Guide|DMG})"]],"name":"Ship Cargo; Expensive Cargo","source":"AAG","chapter":{"name":"Additional Spelljammer Tables","index":4}},{"caption":"Stat Blocks by Challenge Rating","colLabels":["CR","Stat Block Name","Creature Type"],"colStyles":["col-2 text-center","col-6","col-4"],"rows":[["0","{@creature Chwinga astronaut|BAM}","Elemental"],["0","{@creature Dohwar|BAM}","Fey"],["0","{@creature Space guppy|BAM}","Beast"],["0","{@creature Space mollymawk|BAM}","Beast"],["1/8","{@creature Hadozee shipmate|BAM}","Humanoid"],["1/4","{@creature Giant space hamster|BAM}","Beast"],["1/4","{@creature Gray scavver|BAM}","Monstrosity"],["1/4","{@creature Plasmoid explorer|BAM}","Ooze"],["1/4","{@creature Space hamster|BAM}","Monstrosity"],["1/4","{@creature Space swine|BAM}","Beast"],["1/2","{@creature Hadozee warrior|BAM}","Humanoid"],["1/2","{@creature Space eel|BAM}","Beast"],["1/2","{@creature Ssurran poisoner|BAM}","Monstrosity"],["1","{@creature Jammer leech|BAM}","Plant"],["1","{@creature Psurlon ringer|BAM}","Aberration"],["2","{@creature Aartuk starhorror|BAM}","Plant"],["2","{@creature Aartuk weedling|BAM}","Plant"],["2","{@creature Autognome|BAM}","Construct"],["2","{@creature Hadozee explorer|BAM}","Humanoid"],["2","{@creature Lunar dragon wyrmling|BAM}","Dragon"],["2","{@creature Psurlon|BAM}","Aberration"],["2","{@creature Space clown|BAM}","Fiend"],["2","{@creature Thri-kreen hunter|BAM}","Monstrosity"],["2","{@creature Vampirate|BAM}","Undead"],["3","{@creature Aartuk elder|BAM}","Plant"],["3","{@creature Astral elf warrior|BAM}","Humanoid"],["3","{@creature Giff shipmate|BAM}","Humanoid"],["3","{@creature Githyanki buccaneer|BAM}","Humanoid"],["3","{@creature Neogi hatchling swarm|BAM}","Aberration"],["3","{@creature Neogi pirate|BAM}","Aberration"],["3","{@creature Plasmoid warrior|BAM}","Ooze"],["3","{@creature Solar dragon wyrmling|BAM}","Dragon"],["3","{@creature Ssurran defiler|BAM}","Monstrosity"],["4","{@creature Brown scavver|BAM}","Monstrosity"],["4","{@creature Gaj|BAM}","Aberration"],["4","{@creature Neh-thalggu|BAM}","Aberration"],["4","{@creature Neogi void hunter|BAM}","Aberration"],["4","{@creature Plasmoid boss|BAM}","Ooze"],["5","{@creature Astral elf honor guard|BAM}","Humanoid"],["5","{@creature Astral elf star priest|BAM}","Humanoid"],["5","{@creature Feyr|BAM}","Aberration"],["5","{@creature Mercane|BAM}","Giant"],["5","{@creature Murder comet|BAM}","Elemental"],["5","{@creature Night scavver|BAM}","Monstrosity"],["5","{@creature Starlight apparition|BAM}","Celestial"],["5","{@creature Thri-kreen mystic|BAM}","Monstrosity"],["5","{@creature Vampirate mage|BAM}","Undead"],["6","{@creature B'rohg|BAM}","Giant"],["6","{@creature Giff shock trooper|BAM}","Humanoid"],["6","{@creature Psurlon leader|BAM}","Aberration"],["6","{@creature Vampirate captain|BAM}","Undead"],["7","{@creature Astral elf commander|BAM}","Humanoid"],["7","{@creature Githyanki star seer|BAM}","Humanoid"],["7","{@creature Kindori|BAM}","Celestial"],["7","{@creature Thri-kreen gladiator|BAM}","Monstrosity"],["7","{@creature Young lunar dragon|BAM}","Dragon"],["8","{@creature Astral elf aristocrat|BAM}","Humanoid"],["8","{@creature Reigar|BAM}","Celestial"],["9","{@creature Braxat|BAM}","Giant"],["9","{@creature Githyanki xenomancer|BAM}","Humanoid"],["9","{@creature Young solar dragon|BAM}","Dragon"],["10","{@creature Eye monger|BAM}","Aberration"],["10","{@creature Giff warlord|BAM}","Humanoid"],["11","{@creature Megapede|BAM}","Monstrosity"],["11","{@creature Void scavver|BAM}","Monstrosity"],["12","{@creature Esthetic|BAM}","Aberration"],["13","{@creature Adult lunar dragon|BAM}","Dragon"],["14","{@creature Adult solar dragon|BAM}","Dragon"],["16","{@creature Zodar|BAM}","Aberration"],["18","{@creature Cosmic horror|BAM}","Aberration"],["19","{@creature Ancient lunar dragon|BAM}","Dragon"],["21","{@creature Ancient solar dragon|BAM}","Dragon"]],"name":"Using a Stat Block; Stat Blocks by Challenge Rating","page":4,"source":"BAM","chapter":{"name":"Introduction","index":0}},{"caption":"Initial Attitude","colLabels":["Attitude Roll Total","Initial Attitude"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["4 or lower","Hostile"],["5–8","Indifferent"],["9 or higher","Friendly"]],"name":"Initial Attitude","page":6,"source":"BAM","chapter":{"name":"Introduction","index":0}},{"caption":"Setting a DC","colLabels":["Difficulty","DC","Difficulty","DC"],"colStyles":["col-5","col-1 text-center","col-5","col-1 text-center"],"rows":[["Very easy","5","Hard","20"],["Easy","10","Very hard","25"],["Moderate","15","Nearly impossible","30"]],"name":"Setting a DC","source":"ScreenSpelljammer","chapter":{"name":"Screen","index":0}},{"caption":"Skills and Associated Abilities","colLabels":["Skill","Ability","Skill","Ability"],"colStyles":["col-3","col-3","col-3","col-3"],"rows":[["{@skill Acrobatics}","Dexterity","{@skill Medicine}","Wisdom"],["{@skill Animal Handling}","Wisdom","{@skill Nature}","Intelligence"],["{@skill Arcana}","Intelligence","{@skill Perception}","Wisdom"],["{@skill Athletics}","Strength","{@skill Performance}","Charisma"],["{@skill Deception}","Charisma","{@skill Persuasion}","Charisma"],["{@skill History}","Intelligence","{@skill Religion}","Intelligence"],["{@skill Insight}","Wisdom","{@skill Sleight of Hand}","Dexterity"],["{@skill Intimidation}","Charisma","{@skill Stealth}","Dexterity"],["{@skill Investigation}","Intelligence","{@skill Survival}","Wisdom"]],"name":"Skills and Associated Abilities","source":"ScreenSpelljammer","chapter":{"name":"Screen","index":0}},{"caption":"Initial Attitude","colLabels":["Attitude Roll Total","Initial Attitude"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["4 or lower","Hostile"],["5–8","Indifferent"],["9 or higher","Friendly"]],"name":"Initial Attitude","source":"ScreenSpelljammer","chapter":{"name":"Screen","index":0}},{"colLabels":["Distance","Notes"],"colStyles":["col-2","col-10"],"rows":[["250 feet","Long range for {@object ballista||ballistae}, {@object Mangonel||mangonels}, {@item shortbow|phb|shortbows}, {@item longbow|phb|longbows}, {@item light crossbow|phb|light crossbows}, and {@item heavy crossbow|phb|heavy crossbows}"],["500 feet","Long range for {@item longbow|phb|longbows} and {@object Mangonel||mangonels}; beyond the range of {@object ballista||ballistae} and crossbows"],["1,000 feet","Beyond the range of most ranged weapons"]],"name":"Ship-to-Ship Starting Distance","source":"ScreenSpelljammer","chapter":{"name":"Screen","index":0}},{"colLabels":["Size of Creature or Object Struck","Bludgeoning Damage"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Large","{@dice 4d10}"],["Huge","{@dice 8d10}"],["Gargantuan","{@dice 16d10}"]],"name":"Crashing","source":"ScreenSpelljammer","chapter":{"name":"Screen","index":0}},{"caption":"Shipboard Tasks","colLabels":["d12","Task"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Scrape barnacles off the hull."],["2","Scrub pots and dishes in the galley."],["3","Chop vegetables in the galley."],["4","Swab the deck or sweep the cargo hold."],["5","Update the ship's navigational charts, which requires cartographer's tools."],["6","Repair the captain's favorite pair of boots, which requires cobbler's tools. (A {@spell mending} spell also does the trick.)"],["7","Repair superficial damage to the ship, which requires carpenter's tools or woodcarver's tools. (A {@spell mending} spell also does the trick.)"],["8","Compose a new chantey, which requires a musical instrument."],["9","Entertain the crew with tall tales or gossip."],["10","Fix the captain's broken spyglass, which requires jeweler's tools or tinker's tools. (A {@spell mending} spell also does the trick.)"],["11","Teach the captain the basics of a language they don't already know."],["12","Prepare a tasty dinner for the captain's table, which requires cook's utensils."]],"name":"Shipboard Tasks","source":"ScreenSpelljammer","chapter":{"name":"Screen","index":0}},{"caption":"Ship Quirks","colLabels":["d10","Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A chatty but harmless spirit haunts the cargo hold."],["2","The excessive creaking of the hull echoes throughout the ship."],["3","Any creature that removes itself from the ship's {@item spelljamming helm|AAG} receives a startling but harmless magical shock."],["4","The ship's companionways are smaller than those found in most other similar vessels."],["5","The ship makes a groaning sound in what seems like defiance whenever it comes to a stop."],["6","The floor of the main deck is adorned with a stylized rendering of a mysterious star chart that pulsates occasionally with scintillating colors."],["7","The ship's air envelope has a salty, briny smell."],["8","Bulkheads throughout the ship have lines of poetry scrawled on them."],["9","Unattended tools often go missing, only to reappear {@dice 1d4} hours later in another part of the ship."],["10","A creature seated in the ship's {@item spelljamming helm|AAG} hears faint spacefaring chanteys in its mind except when the ship is under attack."]],"name":"Ship Quirks","source":"ScreenSpelljammer","chapter":{"name":"Screen","index":0}},{"caption":"Cheap Cargo","colLabels":["d12","Cargo"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Trunk containing ten outfits of {@item traveler's clothes|PHB} (2 gp each)"],["2","Crate containing one hundred bars of soap (2 cp each)"],["3","Twenty ballista bolts (5 gp each)"],["4","Coop containing fifty live chickens (2 cp each)"],["5","Crate containing twenty wheels of cheese (5 sp each)"],["6","Locked cage containing one friendly Beast of your choice"],["7","Ten 40-gallon barrels of fresh water"],["8","Ten crates, each containing fifty days of rations (25 gp per crate)"],["9","Locked cage containing one hostile Beast of your choice"],["10","Chest containing fifty {@item Perfume (vial)|PHB|vials of perfume} (2 gp each)"],["11","Crate containing fifty loaves of bread (2 cp each)"],["12","Ten 40-gallon barrels of ale (4 gp each)"]],"name":"Ship Cargo; Cheap Cargo","source":"ScreenSpelljammer","chapter":{"name":"Screen","index":0}},{"caption":"Expensive Cargo","colLabels":["d12","Cargo"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Crate containing fifty blank {@item Spellbook|PHB|spellbooks} (50 gp each)"],["2","Crate containing one hundred {@item Ink (1-ounce bottle)|PHB|1-ounce bottles of ink} (10 gp each) and one thousand sheets of {@item Parchment (one sheet)|PHB|parchment} (1 sp each)"],["3","Crate containing twenty {@item Potion of Healing||potions of healing}, {@item Alchemist's Fire (flask)|PHB|flasks of alchemist's fire}, or {@item Antitoxin (vial)|PHB|vials of antitoxin} (50 gp each)"],["4","Crate containing one hundred bottles of exquisite wine (25 gp each)"],["5","Set of exquisitely crafted furniture (2,500 gp)"],["6","Locked trunk containing five unloaded {@item Pistol||pistols} (250 gp each) and a box of 100 bullets"],["7","Locked case containing an exquisite Dragonchess set made of crystal or ivory (2,500 gp)"],["8","Locked trunk containing ten {@item Bomb||bombs} (150 gp each; see \"{@book Explosives|DMG|9|Explosives}\" in the {@book Dungeon Master's Guide|DMG})"],["9","Crate containing one hundred fireworks (25 gp each)"],["10","Crate containing five unloaded {@item Musket||muskets} (500 gp each) and a box of 100 bullets"],["11","Locked case containing five {@item Spyglass|PHB|spyglasses} (1,000 gp each)"],["12","Ten 20-pound {@item Gunpowder Keg||kegs of gunpowder} (250 gp each; see \"{@book Explosives|DMG|9|Explosives}\" in the {@book Dungeon Master's Guide|DMG})"]],"name":"Ship Cargo; Expensive Cargo","source":"ScreenSpelljammer","chapter":{"name":"Screen","index":0}},{"caption":"NPC Features","colStyles":["col-2","col-2","col-8"],"rows":[["{@creature Behtu|ToB1-2023}","+2 Str, +1 Dex","Fire Breath action; Bite attack; resistance to cold, fire, and lightning damage; {@sense darkvision} 60 ft.; walking speed of 20 feet, climbing speed of 20 feet; knows the Infernal and Behtu languages"],["{@creature Burrowling|ToB1-2023}","+2 Dex","Burrow Awareness and Pack Tactics traits; Bite and Claw attacks; {@sense darkvision} 60 ft.; burrowing speed of 10 feet"],["{@creature Deep One|ToB1-2023}","+2 Str, +1 Con","Amphibious and Frenzied Rage traits; Claw attack; resistance to cold damage and vulnerability to fire damage; {@sense darkvision} 120 ft.; swimming speed of 30 feet; knows the Void Speech language"],["{@creature Eonic Drifter|ToB1-2023}","+2 Int, +1 Dex","Drift Forward action; Call to the Future bonus action; proficiency in the {@skill History} skill; knows the Eonic, Giant, and Sylvan languages"],["{@creature Lemurfolk|ToB1-2023}","+2 Dex","Glide trait; Small size; {@sense darkvision} 60 ft.; walking speed of 30 feet, climbing speed of 20 feet; knows the Lemurfolk language"],["{@creature Noctiny|ToB1-2023}","+2 Cha, +1 Str","Eldritch Weapons and Magic Resistance traits; Eldritch Fury attack; immunity to the {@condition frightened} condition"],["{@creature Roachling Skirmisher|ToB1-2023|Roachling}","+2 Dex","Hardy and Unpleasant Scent traits; Small size; AC equals 11 + its Dexterity modifier; {@sense darkvision} 60 ft., {@sense tremorsense|MM} 10 ft.; walking speed of 25 feet"]],"name":"NPC Features Table; NPC Features","page":405,"source":"ToB1-2023","chapter":{"name":"Appendix: NPCs","index":2}},{"caption":"Giant Trinkets","colLabels":["d6","Giant Trinket"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A giant's toothpick (a {@item dagger|PHB})"],["2","A giant's handkerchief (a {@item blanket|PHB})"],["3","A giant's marble (a crystal orb)"],["4","A giant's match (a {@item torch|PHB})"],["5","A giant's letter opener (a {@item longsword|PHB})"],["6","A giant's thimble (an {@item iron pot|PHB})"]],"name":"Giant Trinkets","page":16,"source":"BGG","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Elemental Marks","colLabels":["d6","Mark"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Small, benign motes of elemental energy, like pebbles or water droplets, float around your head."],["2","Your skin harmlessly feels blazing hot or freezing cold (your choice)."],["3","You have a faint scent reminiscent of your primordial nexus home, like petrichor, ozone, or smoke."],["4","Sparks flicker in your eyes whenever you are angry or excited."],["5","Patches of your skin are veined with stone, like marble or obsidian."],["6","Your hair ripples as if moved by an unseen current."]],"name":"Elemental Marks","page":16,"source":"BGG","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Underground Quirks","colLabels":["d6","Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You've seen few colors, instead primarily experiencing the world in shades of black and white."],["2","Your eyes lack pigment and appear translucent."],["3","You vaguely recall a phenomenon called \"rain,\" during which fresh water fell from above."],["4","Your ears are used to the echo of empty caverns, and the bustling noises of the surface are distracting for you."],["5","The idea of a space with no ceiling terrifies you."],["6","You're desperate to touch a cloud. You don't know what it will feel like, but you hope it's fluffy."]],"name":"Underground Quirks","page":16,"source":"BGG","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Tall Tales","colLabels":["d6","Tall Tale Connection"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You stumbled into a giant castle in the sky when you were younger, but no one believed your story. You aim to prove them wrong."],["2","A loved one died mysteriously at sea. You swore the culprit was a sea leviathan everyone else dismissed as a myth, and you seek vindication and revenge."],["3","Stories say you're descended from a legendary giant-killer, and you strive to uphold that legacy."],["4","A city's legends claim the neighboring landscape is the work of some ancient giant sculptor or rampaging titanic beast—or is itself a sleeping giant. You seek to discover the truth of the land's origin."],["5","A relative once returned home claiming to have found a strange island inhabited by ancient, larger-than-life creatures. Because of this, your family became the town laughingstock, and you seek to redeem your family's reputation."],["6","Your sibling says giants and other enormous creatures are stories for children. You hope to slay such a creature and bring back proof of their existence out of spite."]],"name":"Tall Tales","page":17,"source":"BGG","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Huge Behaviors","colLabels":["d8","Behavior"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The giant has a pet (a {@creature panther}, a {@creature wolf}, or a {@creature giant weasel}) that sits on the giant's lap or shoulder."],["2","The giant swats at a murmuration of starlings as if it were a cloud of gnats."],["3","The giant uses a {@item dagger|PHB} as a toothpick, a {@item greatsword|PHB} as a letter opener, or a pair of {@item Javelin|PHB|javelins} as knitting needles."],["4","The giant carefully lifts Humanoids (cradling their heads to avoid injury) to see and hear them better."],["5","The giant exclaims with admiration at the fine detail and exquisite articulation of the characters' armor."],["6","The giant fidgets with the skulls of Humanoids."],["7","The giant drinks from a barrel as a human would from a waterskin."],["8","The giant takes a messy bite from a large melon held in one hand."]],"name":"Size; Huge Behaviors","page":21,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Life Spans","colLabels":["Giant Kind","Life Span"],"colStyles":["col-6","col-6"],"rows":[["Hill","200 years"],["Frost","250 years"],["Fire","350 years"],["Cloud","400 years"],["Storm","600 years"],["Stone","800 years"]],"name":"Age; Life Spans","page":22,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ancient Behaviors","colLabels":["d8","Behavior"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The giant addresses Humanoids as citizens of a fallen realm (equivalent to calling people in the real world \"Babylonians\")."],["2","The giant burdens conversation with irrelevant historical context."],["3","The giant is curious about minute details of fashion, slang, and popular culture among Humanoids."],["4","The giant is a hopeless procrastinator, always convinced there will be time later for any task."],["5","The giant is prone to reminiscing about friends and family members who have died."],["6","The giant is unwilling to accept any problems as truly urgent."],["7","The giant is determined to wring every possible ounce of enjoyment from each day."],["8","The giant is convinced that giants were meant to use their long lives to make a mark on the world."]],"name":"Age; Ancient Behaviors","page":22,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Loud Behaviors","colLabels":["d6","Behavior"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The giant constantly (and loudly) encourages smaller creatures to speak up."],["2","The giant's thoughtful \"hmm\" causes a rumbling vibration in the ground and the pit of listeners' stomachs."],["3","The giant's exclamation of surprise or anger briefly sets listeners' ears ringing."],["4","The giant's sneeze, snore, or sigh rattles windows or blows leaves off trees."],["5","The giant's laughter feels like a small earthquake."],["6","The giant's armor or weapons clang thunderously."]],"name":"Volume; Loud Behaviors","page":22,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Proud Behaviors","colLabels":["d8","Behavior"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The giant ignores smaller creatures unless they offer the giant obeisance and flattery."],["2","The giant refuses to bend over, sit, or kneel in the presence of smaller creatures."],["3","The giant ignores the names of smaller creatures, referring to them with generic labels (such as \"human\" or \"armor shaker\")."],["4","The giant's first reaction to smaller creatures—even when threatened or presented with a terrible problem—is laughter."],["5","The giant constantly demeans or patronizes smaller creatures, calling them \"tiny,\" \"insignificant,\" \"babies,\" \"pests,\" \"vermin,\" or similar terms."],["6","The giant won't speak any language but Giant."],["7","The giant erupts in rage at the slightest sign of insult or disrespect from a smaller creature."],["8","The giant addresses smaller creatures in a tone that drips with condescension and refuses to take them seriously."]],"name":"Pride; Proud Behaviors","page":22,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Giants' Names","colLabels":["d10","Hill","Stone","Frost","Fire","Cloud","Storm"],"colStyles":["col-1-8 text-center","col-1-7","col-1-7","col-1-7","col-1-7","col-1-7","col-1-7"],"rows":[["1","Adj","Brunnar","Estia","Ashvalk","Alastrah","Adana"],["2","Bor","Delveni","Flakkar","Askavar","Cressaro","Bullrak"],["3","Cug","Frasta","Grugnur","Brasalag","Eigeron","Eblixten"],["4","Dop","Kragsten","Gurdrim","Brimskarda","Kaaltar","Mirran"],["5","Gug","Maddag","Jokalla","Glodden","Lissia","Nym"],["6","Kru","Olhuud","Kallen","Osaglod","Messet","Orlekto"],["7","Moog","Pashka","Luskig","Snurre","Mollen","Serissa"],["8","Noad","Ralden","Rimna","Svavehild","Nedimma","Shaldoor"],["9","Paff","Steyras","Storvald","Tartha","Santar","Uthor"],["10","Tig","Thonna","Thryggid","Zaltasker","Thullen","Vaasha"]],"name":"Giants' Names","page":23,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Giants and the Ordning","colLabels":["d10","Ranking","Status"],"colStyles":["col-2 text-center","col-2","col-8"],"rows":[["1","High","Very protective of that high status and angling to get even higher"],["2","High","Hoping to improve but not doing much to pursue an increase in status"],["3","High","Unconcerned with maintaining that status"],["4","Medium","On the rise"],["5","Medium","Contented"],["6","Medium","In a state of decline"],["7","Low","Despairing after years of steady decline"],["8","Low","Desperate to improve"],["9","Low","Resigned to that status"],["10","Outcast","Shunned by giant society"]],"name":"Giants and the Ordning","page":24,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Cloud Giant Wealth","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A cloud giant seeks to gain wealth by investing in an adventuring party (perhaps giving the characters magic items or other valuables) in exchange for a share of the party's rewards."],["2","A cloud giant hosts an art gala in a cloud castle to display their wealth, providing an opportunity for the characters to retrieve an important magic item from the giant's collection."],["3","Wishing to one-up rivals, a cloud giant seeks adventurers to hunt exotic monsters for a lavish banquet."],["4","With two nations on the brink of war, the characters discover cloud giants are betting on the outcome—and at least one giant is meddling behind the scenes to increase the likelihood of one side winning."],["5","A cloud giant who recently lost a large amount of money on bad bets tries to recoup those losses by plundering a royal treasury or the adventurers' stronghold."],["6","A cloud giant offers to buy the adventurers' services as an extravagant (and useful) gift for another giant."]],"name":"The Ordning; Cloud Giant Wealth","page":24,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Fire Giant Skill","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A fire giant demands payments from miners transporting a rare ore through a mountain pass. The miners seek adventurers to intervene."],["2","The characters acquire a broken magic weapon that only a renowned fire giant smith can repair."],["3","The characters find a giant-crafted sword—a magical masterpiece; when word of their find gets out, the artisan's descendants come looking for the sword."],["4","When the characters' enemies take refuge in a giant-built ruin, an ambitious fire giant offers to help the characters get inside in return for a share of the treasure."],["5","A fire giant captures a renowned Humanoid smith in the hope of learning a new technique, and the smith's spouse begs the adventurers to help."],["6","A fire giant offers adventurers an extravagant sum for metal ore retrieved from another plane of existence."]],"name":"The Ordning; Fire Giant Skill","page":24,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Frost Giant Might","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Planning to claim all the credit, a frost giant seeks the help of powerful adventurers to defeat a foe the giant could never handle alone."],["2","A frost giant wants help obtaining a {@item manual of gainful exercise} believed to be in a dragon's hoard."],["3","A low-ranking frost giant prefers to be surrounded with weaker creatures and so leads a band of Humanoid brigands. A merchant council asks for aid against them."],["4","A frost giant keeps a defeated foe's head as a trophy; the foe's family wants justice—and the head back—and asks adventurers for help."],["5","Two groups of frost giants meet near a mountain pass. When their wrestling matches cause avalanches, travelers who rely on the pass ask for help."],["6","A frost giant destroys works of Humanoid construction—such as bridges, barns, and walls—as a show of strength. Affected farmers beg for help."]],"name":"The Ordning; Frost Giant Might","page":24,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Stone Giant Artistry","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A stone giant has been throwing stones near a city in the mountains. The mayor seeks help to protect the city from the destructive effects of the boulders."],["2","A famous Humanoid sculptor attracts stone giants to the sculptor's town. The struggling town seeks protection from the rowdy giants, who thoughtlessly cause great damage because they believe they're in the dream world."],["3","The characters' discovery of a huge, raw onyx attracts the attention of a stone giant who wants to carve the stone."],["4","A stone giant traveler hones their skills by carving a relief into a city's walls. The city's rulers and masons beg for help."],["5","Characters traveling underground encounter feuding stone giants who accuse each other of destroying their artwork; the characters can end the feud by finding the actual vandal (perhaps a third giant, a group of duergar, or an unwitting {@creature umber hulk})."],["6","A stone giant tries to manipulate characters into killing a fierce rival."]],"name":"The Ordning; Stone Giant Artistry","page":24,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Rejecting the Ordning","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A giant wanders into a settlement of Humanoids looking for an opportunity to use talents the giant's kin do not value, but the giant is greeted with suspicion and hostility. The giant seeks adventurers to help negotiate peace with the settlement."],["2","Characters must find a wise giant who has pursued specialized knowledge instead of excellence within the ordning."],["3","A giant tries to use the characters as pawns in a scheme to subvert the ordning and increase the giant's status."],["4","A charismatic leader gathers giants of different kinds into a mighty war band, intending to conquer and settle lands inhabited by Humanoids who seek adventurers' protection."],["5","A {@creature storm giant} asks adventurers to kill a revolutionary before the ordning is irrevocably disrupted."],["6","A family of giants joined a cult of Elemental Evil and quickly took over the leadership, sorting its membership into a new hierarchy and creating dissension within the ranks—which the adventurers can use as they try to foil the cult's evil schemes."],["7","A giant serving a demon lord attacks a town. The town's leaders ask the characters to retaliate against the giant's kin—which is exactly what the demon cultist was hoping for."],["8","A group of giants seeks adventurers to deal with a surge of demon cult activity within the giants' community."]],"name":"Rejecting the Ordning","page":26,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Gods of the Ordning","colLabels":["Name","Alignment","Suggested Cleric Domains","Symbol"],"colStyles":["col-2","col-2 text-center","col-4","col-4"],"rows":[["Annam","LN","{@class Cleric||Knowledge|Knowledge}","Two hands, wrists crossed, with fingers pointing downward"],["Diancastra","CN","{@class Cleric||Trickery|Trickery}","Journey rune"],["Grolantor","CE","{@class Cleric||War|War}","Wooden club"],["Hiatea","N","{@class Cleric||Life|Life}, {@class Cleric||Nature|Nature}","Flaming spear"],["Iallanis","NG","{@class Cleric||Light|Light}, {@class Cleric||Peace|Peace|TCE}*","Garland of flowers"],["Karontor","NE","{@class Cleric||Death|Death|DMG}, {@class Cleric||Knowledge|Knowledge}","Broken shackles"],["Memnor","N or NE","{@class Cleric||Knowledge|Knowledge}, {@class Cleric||Trickery|Trickery}","Black obelisk"],["Skoraeus","N","{@class Cleric||Knowledge|Knowledge}","Stalactite"],["Stronmaus","NG","{@class Cleric||Life|Life}, {@class Cleric||Tempest|Tempest}","Forked lightning bolt descending from a cloud partly obscuring the sun"],["Surtur","LE","{@class Cleric||Forge|Forge|XGE},** {@class Cleric||Knowledge|Knowledge}, {@class Cleric||War|War}","Flaming sword"],["Thrym","CE","{@class Cleric||War|War}","White double-bladed axe"]],"name":"Gods and Religion; Gods of the Ordning","page":27,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Annam's Children Adventures","colLabels":["d12","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A storm giant prophet claims a revelation from Annam and begins a campaign of unification and conquest to prepare the way for the All-Father's return. A rival asks adventurers to stop the prophet."],["2","A mysterious woman leads adventurers through a perilous dungeon to find an ancient giant queen's crown. In the end, she reveals herself to be Diancastra and either blesses or curses the adventurers, depending on how they acted."],["3","A stone giant recluse asks adventurers to help stop a hill giant who has gathered a band of other giants and is plundering nearby giant steadings in Grolantor's name."],["4","A fire giant priest of Hiatea warns a city of a titanic monster wandering nearby. The city asks adventurers for aid, and the priest offers to help."],["5","A cloud giant priest of Iallanis seeks a neutral party to negotiate a truce between warring giant families whose conflict threatens a town."],["6","Adventurers investigating a series of kidnappings discover a stone giant carrying people into the Underdark as an offering to Karontor."],["7","Adventurers sent as emissaries to a cloud giant enclave find the place in chaos, sown by a devotee of Memnor in a bid to seize power."],["8","Adventurers find a stone giant community in distress because its priest of Skoraeus has not returned from a pilgrimage to the Underdark. The giants suspect the priest has been captured by mind flayers."],["9","Adventurers are shipwrecked in a mighty storm and rescued by storm giants, who believe the storm is a message from Stronmaus and are trying to discern its meaning."],["10","A metallic dragon wyrmling asks adventurers for help stopping a fire giant who is slaughtering older dragons. The giant hopes to provoke a conflict between giants and dragons that will lead to Surtur cleansing the world with fire."],["11","When winter stretches too long, food grows scarce and a priest of Thrym leads a hunting band to prey on the beleaguered people, who seek adventurers' protection."],["12","A frost giant seeks help protecting a strange baby giant whom she believes to be a child of Annam who will herald a new age for all giantkind."]],"name":"Gods and Adventures; Annam's Children Adventures","page":33,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Interloper Gods Adventures","colLabels":["d10","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A giant who worships Vaprak leads ogres and ettins in a rebellion against their steading. The leaders ask adventurers for help."],["2","Adventurers traveling underground become lost in a labyrinthine network of passages and are hunted by stone giant cultists of Baphomet."],["3","A storm giant devotee of Demogorgon begins summoning the Prince of Demons in a sea cave, but before the ritual is complete, hordes of aquatic monsters swarm the area. Local fishers seek protection."],["4","After being cast out from a steading, a frost giant devotee of Kostchtchie attacks caravans. The drivers hire adventurers as guards."],["5","The characters discover a large horde of gnolls attacking a hill giant steading, but the more gnolls the hill giants kill (and eat), the more the giants seem to change into demonic forms."],["6","The characters experience a series of small earthquakes while visiting a mountain town. Their investigation suggests Evil Earth cultists might be active nearby, practicing for a larger catastrophe. A stone giant leads the cult."],["7","Adventurers encounter a longboat crewed by frost giant cultists of Evil Water, which is plundering a busy trade route."],["8","Forest gnomes seek protection from Evil Fire cultists who are burning the forest, having grown impatient waiting for Surtur to cleanse the world in flames."],["9","A storm giant cultist of Evil Air unleashes an endless storm upon a thriving seaport. The locals ask for help."],["10","A fire giant opens a gateway to the Nine Hells in the heart of a volcano. Locals seek protection from the lava and marauding fiends."]],"name":"Gods and Adventures; Interloper Gods Adventures","page":33,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Recluses","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Adventurers stumble upon a giants' enclave where a deadly plague wiped out most of the inhabitants. One survivor remains, tending the site and trying to hold back the ravages of time."],["2","A new settlement in a remote region seeks to hire adventurers to get rid of a giant lairing nearby. The giant just wants to be left alone and is tired of having to move every few decades as other creatures crowd too close to the giant's dwelling."],["3","Adventurers are hired to deal with a rampaging wild beast, but they discover the beast has a collar. The beast's owner is a giant who was forced to move recently, and the beast got lost trying to find its new home."],["4","A wandering giant comes to a city looking for people who are knowledgeable about the world and might possess maps of remote regions. City authorities point the giant to the adventurers."],["5","An approaching giant alarms the people of a small town, who ask the adventurers to protect them. But the peaceful giant is just searching for a new community of giants to join after fleeing a community ravaged by internal conflict. The giant agrees to leave the town in peace if the adventurers will help find a new home for the giant."],["6","Adventurers stumble across the humble abode of a reclusive giant who is hungry for company and doesn't want them to leave."]],"name":"Recluses","page":35,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Exiles","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Characters get entangled in the affairs of a criminal gang operating in a major city and eventually discover the gang's leader is a giant whose headquarters is a huge warehouse at the city's outskirts."],["2","Adventurers discover a secret cult conducting sinister rites in a vast mansion where a giant lives in luxury."],["3","A giant takes up residence in a city and demands a huge share of tax revenue in exchange for protecting the city from outside threats."],["4","An adventurer receives an exclusive invitation to study a topic of interest (perhaps giants' sagas or religion), but the invitation seems suspicious—demanding secrecy, traveling to a remote place, and so on. The teacher is a giant living near a city who is trying not to attract attention."],["5","A group of adventurers—supplied with superior equipment and information by their giant patron—pursues the same goal as the characters."],["6","A giant who lives in a city asks the characters to take the giant's teenage child with them on their next adventure. (See the \"{@book Giant Children|BGG|2|Giant Children}\" sidebar for suggestions on how to represent the teenage giant with a stat block.)"]],"name":"Exiles","page":35,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Bands","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A band of giants is spotted near a town, and the adventurers are asked to dissuade the giants from coming any closer."],["2","A raiding band of giants draws disaffected citizens of the region to join its ranks. The region's desperate despot hires adventurers to fight the giants."],["3","A giant-led cult devoted to a demon lord or Elemental Evil wreaks destruction across the countryside."],["4","A band of nature-revering giants seeks adventurers' help dealing with a corruption spreading through the local flora and turning animals into Aberrations."],["5","A band of hunting giants has driven its prey—enormous beasts—into pastureland. The local farmers seek help."],["6","Devout giants live a monastic life at a sacred site with vast magical power—power the adventurers require to deal with a cosmic threat."]],"name":"Bands","page":36,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Families","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","After a family of giants plunders a farming village of grain and livestock, adventurers are asked to track the raiders to their lair and prevent any further raids."],["2","After a devastating storm, a lost giant child wanders into a settlement, looking for help getting home."],["3","A giant begs adventurers for help after a family member becomes possessed by a murderous ghost."],["4","Lost or stranded in the wilderness, the adventurers stumble upon a giant family's home."],["5","Adventurers follow or track a fugitive to a giant family's home, where the villain hides from both the giants and the characters."],["6","Characters seeking a mighty magical artifact learn it was lost during a battle against giants, and magical divination reveals it's now an heirloom treasured by a family of giants."]],"name":"Family; Families","page":37,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Steadings","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A young giant looks for adventurers' help turning the rest of the steading, including the young giant's family, away from the worship of a demon lord."],["2","The only possible source to learn about an ancient evil threatening the world is a steading of giants who preserved a detailed history of the evil's previous appearance thousands of years ago."],["3","Giants raided a village and took several prisoners to their steading, and adventurers must free them."],["4","An evil conqueror tries to recruit giants from a steading, which would be disastrous for the peaceful peoples standing against the conqueror. Adventurers are asked to make sure no alliance is made."],["5","A dozen people arrive in a small town after escaping from captivity in a giant steading. Their fierce habits disrupt the peace in the town while they look for heroes who can help free the remaining captives."],["6","A metallic dragon asks adventurers to help reclaim the dragon's lair, which has been occupied by giants."]],"name":"Steadings","page":37,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Settlements","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Adventurers track marauding giants to a settlement where a cult of an interloper god dominates about half the steadings. The giants who remain faithful to the gods of the Ordning are barricaded in their steadings."],["2","Adventurers are sent on a diplomatic mission to a giant sovereign to ask permission to open new mines in the giants' territory."],["3","Adventurers need to infiltrate a giants' settlement to discover who is leading its ruler on the path to war."],["4","The death of a giant monarch is an opportunity for adventurers to help a giant who has a peaceable attitude toward smaller folk to claim the throne."],["5","Characters investigating a magical catastrophe discover that it engulfed a giants' settlement, and the giants need help dealing with its effects."],["6","Adventurers are asked to deliver a ransom to a giants' settlement to secure the freedom of a very important captive, but the giants decide the adventurers would be even more valuable captives!"]],"name":"Settlements","page":38,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Hidden Rune Adventures","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","While exploring an ancient giant ruin, adventurers encounter an agent of the Hidden Rune who tries to drive them from the ruin."],["2","After adventurers discover an artifact made by ancient giants, an agent of the Hidden Rune approaches them and demands the item for the order's archive."],["3","A collector hires adventurers to retrieve stolen items, but the thief has already sold the items to a giant. The chase could lead all the way to the Elemental Plane of Earth."],["4","An agent of the Hidden Rune is unable to open the sealed entrance to an ancient ruin. The giant lures adventurers there, hoping they'll figure it out."],["5","A comet appears in the sky, last seen when giants ruled the world. Adventurers discover there is information about the comet in the Hidden Rune's archive, if the giants can be persuaded to share it."],["6","An agent of the Hidden Rune steals an important artifact and flees to another world, but the adventurers have a chance to follow."]],"name":"Hidden Rune Adventures","page":39,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Eternal Throne Adventures","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Characters arriving in a remote village are greeted by a stern giant who urges them to move along quickly, as the town is under the giant's protection."],["2","A wandering knight of the stewards asks adventurers for help closing a planar portal that is allowing demons to spill across the countryside."],["3","A Fiend or Undead hunted by a knight of the stewards poses as human and tells adventurers the giant is a dangerous marauder."],["4","A giant knight is convinced the adventurers pose a threat and must be eliminated."],["5","Following rumors of a \"dangerous giants' hideout\" in the mountains, the adventurers discover a bastion of the stewards."],["6","After defeating a terrible evil, the adventurers receive an invitation to a stronghold of the stewards, where they are welcomed warmly and offered a peaceful life in the bastion if they agree to help protect it."]],"name":"Eternal Throne Adventures","page":40,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Worldroot Circle Adventures","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Giants of the Worldroot Circle need smaller adventurers to brave the caves beneath their world tree to stop whatever is gnawing or corrupting its roots."],["2","A druid who saw the root of the world in a vision hires adventurers for protection on a pilgrimage to the site, which is guarded by the Worldroot Circle."],["3","Long ago, the Worldroot Circle helped seal portals where invaders from another plane broke through. Now one of those portals has reopened, and the characters must find giants to reseal it."],["4","Multiple oracles see visions of a great evil entering the world through a portal at its root, so adventurers are sent to find the place and ensure the portal doesn't open. They arrive to find giants of the Worldroot Circle locked in a losing battle to hold back the evil."],["5","The characters find a magic staff made from a branch of a world tree, but the staff gives its owner haunting dreams that echo the Worldroot Circle's rites."],["6","A giant of the Worldroot Circle comes to a city and insists a portal to the Far Realm has opened somewhere inside. Adventurers are tasked with helping the giant find and seal the portal."]],"name":"Worldroot Circle Adventures","page":41,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Initial Attitudes","colLabels":["Attitude Roll Total","Initial Attitude"],"colStyles":["col-2","col-10"],"rows":[["4 or lower","Hostile"],["5–8","Indifferent"],["9 or higher","Friendly"]],"name":"Initial Attitudes","page":44,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Giantkind Encounters","colLabels":["d8","Encounter Table"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@book Cloud Giant Encounters|BGG|3|Cloud Giant Encounters}"],["2","{@book Death Giant Encounters|BGG|3|Death Giant Encounters}"],["3","{@book Fire Giant Encounters|BGG|3|Fire Giant Encounters}"],["4","{@book Fomorian Encounters|BGG|3|Fomorian Encounters}"],["5","{@book Frost Giant Encounters|BGG|3|Frost Giant Encounters}"],["6","{@book Hill Giant Encounters|BGG|3|Hill Giant Encounters}"],["7","{@book Stone Giant Encounters|BGG|3|Stone Giant Encounters}"],["8","{@book Storm Giant Encounters|BGG|3|Storm Giant Encounters}"]],"name":"Giantkind Encounters","page":44,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Against the Giants","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Adventurers find a village completely deserted, with tracks leading to a hill giant steading. Can they rescue the surviving villagers and livestock before the {@creature Hill Giant||hill giants} eat them all?"],["2","A family of {@creature Stone Giant||stone giants} fell under the sway of Lolth and allied with Lolth-worshiping drow to raid the surface. Adventurers must break the alliance or eliminate the stone giants if necessary."],["3","An especially harsh winter is accompanied by roving bands of {@creature Frost Giant||frost giants} and {@creature Winter Wolf||winter wolves} preying on travelers."],["4","{@creature Fire Giant||Fire giants} send {@creature Hell Hound||hell hounds} into mine tunnels to chase the miners out, then send their own azer servants to plunder the mineral-rich mines. The miners seek help to reclaim their mines."],["5","A clever {@creature cloud giant} plays several other powerful creatures against each other and against nearby Humanoids. Eliminating the giant will return the volatile situation to an uneasy status quo."],["6","A {@creature frost giant} leads a mixed band of weaker giants in a campaign of bloodlust to honor Thrym or a demon lord."],["7","After a villainous group slays a young {@creature storm giant}, the giant's parent unleashes an undiscriminating campaign of vengeance against any \"interfering little gnats\" living nearby."],["8","As characters explore a steading belonging to one kind of giant (you can roll a {@dice d6} on this table to decide why the characters are there), they discover an honored guest of a more powerful giant kind who is coordinating the weaker giants' activities."]],"name":"Against the Giants","page":55,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Clash of Titans","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Frost giants besiege a fire giant settlement, disrupting travel and trade across the region. Injured frost giants shelter in nearby towns, demanding the people there serve them while they recover."],["2","A dragon and a giant, in the middle of a fierce battle, suddenly fall from the sky into a town square. Neither combatant is concerned about protecting the people around them."],["3","Hired to guard a caravan heading to a remote mountain town, adventurers find the pass blocked with rockslides caused by stone giants at play."],["4","A group of giants (perhaps members of the Stewards of the Eternal Throne, described in {@book chapter 2|BGG|2|Stewards of the Eternal Throne}) warns a city that the {@creature tarrasque} is approaching and asks for heroes to evacuate the city while the giants hold the monster at bay."],["5","A terrifying storm lashes a fishing village for days. After helping people get to safety, the adventurers investigate the storm, and they discover a storm giant locked in battle with a kraken nearby."],["6","After slumbering for centuries, a {@creature scion of Grolantor|BGG} (described in {@book chapter 6)|BGG|6|Hill Scion}, begins to stir. The residents of the farming village built on the sleeping giant's back seek help evacuating."]],"name":"Clash of Titans","page":56,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Delve into the Past","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","During a long drought, the water level of a lake lowers, revealing huge structures at its bottom."],["2","A sinkhole releases strange monsters into the surface world, and characters who investigate discover a ruined stronghold in its depths."],["3","An eccentric aristocrat finances an expedition to a remote ruin to retrieve giant-made art and artifacts."],["4","The characters' research suggests the last known location of the {@item Axe of the Dwarvish Lords} (or some other artifact they want to retrieve) was in an ancient giant stronghold."],["5","Adventurers tracking a monster discover its lair in an ancient giants' ruin. While they hunt the monster, they can also piece together the history of the place."],["6","Characters exploring a strange ruin accidentally trigger magic that causes seven flying castles—including the one the characters are in—to rise into the sky from where they had fallen."]],"name":"Delve into the Past","page":57,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Giant-Sized Schemes","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The ghost of a murdered giant monarch appears to the monarch's heirs and demands they claim vengeance. The heirs and the murderer end up in a wide-ranging conflict that threatens to devastate settlements near the giants' realm."],["2","Convinced she is the rightful ruler of another giant's domain, a giant launches an invasion, heedless of the inhabitants of the lands between the giants' realms."],["3","Believing his sovereign has violated the ordning by promoting an inferior giant instead of him, a scheming giant hires adventurers to undermine the sovereign's authority."],["4","Seeking to impress a fire giant, a frost giant tries to bind a powerful elemental, but the elemental escapes and rampages across the region."],["5","A dejected storm or cloud giant causes a drought or flooding across nearby farmlands."],["6","After being insulted by a giant sovereign, a noble giant schemes to open a portal to the Abyss and summon a demon lord to destroy the sovereign's settlement. The site becomes a festering sinkhole of evil as demons roam the surrounding area."]],"name":"Giant-Sized Schemes","page":57,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Into the Giant Realms","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A fissure opens during an earthquake, and ordinary means can't determine its depth. Adventurers are asked to explore it and determine the source of the light that is barely visible far below."],["2","Characters find a coded journal in a dragon's treasure hoard, indicating a path to a hidden paradise."],["3","Adventurers find a giant-sized ring inscribed with the sigil sequence for a teleportation circle."],["4","An enormous stone archway is carved with symbols that, when touched in the correct sequence, activate a portal."],["5","A strange map shows a road where no road exists. During solstices, the road appears and stretches in an impossible direction to a mysterious destination."],["6","Characters acquire a broken piece of an artifact that magically guides them to the location of another piece, which is in a realm of giants."]],"name":"Into the Giant Realms","page":58,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Giant Patrons","colLabels":["Giant Role","Group Patron Type"],"colStyles":["col-4 text-center","col-8 text-center"],"rows":[["{@book Boss|BGG|3|Boss}","Criminal Syndicate"],["{@book Financier|BGG|3|Financier}","Aristocrat"],["{@book Seer|BGG|3|Seer}","Ancient Being"],["{@book Sovereign|BGG|3|Sovereign}","Sovereign"],["{@book Tutor|BGG|3|Tutor}","Academy"],["{@book Warleader|BGG|3|Warleader}","Military Force"]],"name":"Giant Patrons","page":59,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Boss Assignments","colLabels":["d6","Assignment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Thieves stole the giant's most precious treasure and fled into the sewers, where the giant can't follow. Hunt the thieves and retrieve the treasure."],["2","A rival gang is encroaching on the giant's territory. Spy on these rivals, and identify the best place for the giant to strike to shut them down for good."],["3","Somebody who works for the giant is stealing. Find out who it is, and make sure they never think about double-crossing the giant again."],["4","The giant has a score to settle with a powerful foe (perhaps a dragon, a {@creature beholder}, or another monstrous crime lord). Make sure the boss survives!"],["5","The boss wants a treasure that's being held in an underground refuge the giant can't enter. Plan and execute the perfect heist."],["6","Another group of adventurers refuses to serve the boss anymore. Find them and convince them to return, or join forces with them to topple the giant."]],"name":"Boss Assignments","page":59,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Financier Assignments","colLabels":["d6","Assignment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Follow a map found in an ancient tome to a long-forgotten ruin in search of treasure or lore."],["2","Find a new route around or across inhospitable terrain such as a desert or ocean."],["3","Delve into the Underdark in search of deposits of rare magical crystal, and map your route so miners can retrace it."],["4","Sabotage the business of a rival giant."],["5","Guard a wagon or caravan hauling goods to a remote settlement of giants."],["6","Venture into a desolate wasteland to find the undiscovered ruined city at the center and identify the catastrophe that devastated the region."]],"name":"Financier Assignments","page":59,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Seer Assignments","colLabels":["d6","Assignment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Help the giant re-create an ancient ritual that should reveal an omen or revelation from Annam."],["2","Steal the research notes of some ancient sage (perhaps a dragon or a yugoloth), which hold information pertinent to Annam's activities."],["3","Explore the ruins of an ancient temple to Annam, looking for records of revelations or prophecies."],["4","Follow a devastating storm across the countryside, carefully mapping its path and cataloging the destruction left in its wake."],["5","Brave a dragon's hoard to steal a device that tracks the positions of invisible celestial bodies."],["6","Search for clues pointing to the location of the {@item Adze of Annam|BGG} (described in {@book chapter 5|BGG|5|Adze of Annam}) or some other artifact related to the gods of the Ordning."]],"name":"Seer Assignments","page":60,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Sovereign Assignments","colLabels":["d6","Assignment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Steal intelligence from an enemy giant sovereign."],["2","Weaken or remove a rival to the sovereign's rule—an ambitious general, fanatical priest, or jealous sibling."],["3","Root out corruption or disloyalty among the giants, and eliminate their abuse of their strength to exploit the settlement's smaller inhabitants."],["4","Bring gifts to a powerful dragon—and convince it not to destroy the settlement of giants."],["5","Suppress (or secretly aid) an underground rebellion among the smaller folk of the settlement."],["6","While pretending to entertain visiting diplomats, try to discover their secret reason for visiting."]],"name":"Sovereign Assignments","page":60,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Tutor Assignments","colLabels":["d6","Assignment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Capture and document the elemental hulks (see {@book chapter 6|BGG|6}) or other creatures that inhabit a remote valley, island, or cavern."],["2","Explore the effects of a planar nexus on spellcasting, creatures, and magic items."],["3","Delve into an ancient ruin to discover the nature of the plague, conflict, or magical catastrophe that exterminated the giants who once lived there."],["4","Find the secret demiplane where an ancient city of giants was hidden to avoid catastrophe."],["5","Find a set of artifacts that was plundered and scattered when a settlement of giants fell."],["6","Plumb the secrets of a sect of giants that was wiped from the face of the earth by the gods' wrath."]],"name":"Tutor Assignments","page":60,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Warleader Assignments","colLabels":["d6","Assignment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Take out a champion or commander at the rear of a mass of enemy forces."],["2","Oversee the defense of a supply depot when enemies attack."],["3","Sabotage or steal a powerful magical weapon before enemies can use it against the giant's forces."],["4","Gather information on enemy troop numbers, placements, composition, or supply routes."],["5","Protect the giant's forces from an attacking dragon."],["6","Suppress the activities of bandits and rebels within the giant's territory."]],"name":"Warleader Assignments","page":61,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"World-Shaking Events","colLabels":["d8","Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A giant who claims prophetic inspiration from Annam unites scattered bands of giants into a powerful political and militaristic force."],["2","The death of a storm giant sets off a wide-ranging struggle among various giant leaders to fill the resulting power vacuum."],["3","A cataclysmic disaster (such as a volcanic eruption, unending winter, or relentless storm) displaces both giants and smaller folk from their homes; only later do adventurers discover giants caused the disaster."],["4","A mighty army led by giants launches an invasion of its neighbors, secretly motivated by the desire to access an ancient ruin in neighboring territory."],["5","Humanoids mobilize to overthrow their giant oppressors, but the Humanoids are hopelessly outmatched in battle."],["6","One of the giants' organizations described in {@book chapter 2|BGG|2|Organizations} is founded or comes to this world for the first time."],["7","A group of giants sailing in enormous boats makes landfall in an area inhabited by Humanoids, marking each people's first awareness of the other and the lands they inhabit."],["8","A small but growing number of giants believe the adventurers might be the fulfillment of an ancient prophecy that means they will bring about the return of Annam—and either the downfall or the resurgence of the giants."]],"name":"Campaign Events; World-Shaking Events","page":62,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Howling Iceberg Tunnels","colLabels":["d10","Destination"],"colStyles":["col-2 text-center","col-10"],"rows":[["1–4","A planar portal leading to the Frostfell"],["5–8","A planar portal leading to Pandemonium"],["9–10","The cavern where the Frostfell Shard rests"]],"name":"Howling Iceberg Tunnels","page":88,"source":"BGG","chapter":{"name":"Giant Enclaves","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Star Forge Item Creation","colLabels":["Rarity","Material Cost","Check DC"],"colStyles":["col-4","col-5 text-right","col-3 text-right"],"rows":[["Common","100 gp","10"],["Uncommon","500 gp","15"],["Rare","5,000 gp","20"],["Very Rare","50,000 gp","25"],["Legendary","500,000 gp","30"]],"name":"Star Forge Item Creation","page":98,"source":"BGG","chapter":{"name":"Giant Enclaves","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Cloud Giant Bag Items","colLabels":["d12","Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A 4-foot-diameter gourd"],["2","A massive mortar and pestle"],["3","A gilded birdcage, large enough to hold a Medium creature, worth 50 gp"],["4","A giant-sized silver ring set with blue crystals, worth 75 gp"],["5","A large, gaudy citrine pendant carved to look like the sun, worth 90 gp"],["6","A giant-sized brass spyglass worth 100 gp"],["7","A life-sized malachite statue of a vulture, worth 110 gp"],["8","A tall electrum goblet inlaid with jade, worth 115 gp"],["9","A giant-sized silk dressing gown worth 125 gp"],["10","A 3-foot-tall turquoise idol depicting Memnor, worth 150 gp"],["11","Two 1-foot-tall golden eggs, each worth 100 gp"],["12","A large platinum mask worth 200 gp, which can depict two expressions—one of grand joy and one of deep sorrow—depending on its orientation"]],"name":"Cloud Giant Bag Contents; Cloud Giant Bag Items","page":105,"source":"BGG","chapter":{"name":"Giant Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Fire Giant Bag Items","colLabels":["d12","Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A battered, giant-sized pewter bowl and spoon"],["2","A giant-sized leather apron stained with soot"],["3","A branding iron of the giant's family name"],["4","Six giant-sized iron ingots"],["5","A large pot of metal polish"],["6","An old iron warhammer (used to emboss metal)"],["7","120 feet of thick hemp rope coated in fire-retardant lacquer"],["8","A diagram showing how to make a spiked tower shield"],["9","A 3-foot-tall ceramic mug with golden paint"],["10","A giant-sized ivory beard comb worth 50 gp"],["11","Fragments of a fire opal, worth 60 gp"],["12","A delicate, blown-glass flower wrapped carefully in gauze, worth 80 gp"]],"name":"Fire Giant Bag Contents; Fire Giant Bag Items","page":106,"source":"BGG","chapter":{"name":"Giant Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Frost Giant Bag Items","colLabels":["d12","Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A large bronze bell with no clapper"],["2","A giant-sized wineskin, half-filled with wine frozen to slush"],["3","A necklace made of griffon beaks and skulls"],["4","The jagged claw of a white dragon with ice still riming its tip"],["5","A giant-sized fur cloak, ripped and patched in multiple places"],["6","A rusty longsword used to skin animals"],["7","A sack of dried meat strips, with \"Wolf Treats\" stitched in Giant on the front"],["8","Six large iron caltrops"],["9","Three ivory tusks, each worth 10 gp"],["10","Two polar bear pelts, each worth 20 gp"],["11","A massive, gold-tipped war horn worth 50 gp"],["12","Five large blue quartz gems, each worth 25 gp"]],"name":"Frost Giant Bag Contents; Frost Giant Bag Items","page":106,"source":"BGG","chapter":{"name":"Giant Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Hill Giant Bag Items","colLabels":["d12","Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Five wheels of cheese"],["2","A giant-sized pair of old sandals"],["3","The skull of a Monstrosity native to the region"],["4","A haunch of smoked meat"],["5","A rusty dagger the giant used as a toothpick"],["6","Iron prongs and a trough of coal to create a makeshift spit-roast setup"],["7","A beehive with live bees"],["8","A small picture book for learning Common"],["9","A hefty box containing an assortment of colorful peppercorns"],["10","A clay tablet carved with stirring poetry"],["11","An unopened cask of honey mead, worth 25 gp"],["12","A cracked, giant-sized porcelain plate, repaired with silver lacquer, worth 50 gp"]],"name":"Hill Giant Bag Contents; Hill Giant Bag Items","page":107,"source":"BGG","chapter":{"name":"Giant Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Stone Giant Bag Items","colLabels":["d12","Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A striated boulder, notably smooth on one side but rough and bumpy on the other"],["2","A pair of flat stones tied together with hempen rope, currently pressing bioluminescent flowers"],["3","A string of giant-sized clay beads, each engraved with different patterns that mimic constellations"],["4","A wooden ocarina that perfectly imitates the sound of wind echoing in an underground cavern"],["5","A leather sack containing pungent spices"],["6","A multifaceted crystal prism"],["7","A giant-sized iron kettle"],["8","A misshapen, plush rendition of a giant cave spider"],["9","A giant-sized, elegant silver chisel and hammer used for carving runes, worth 20 gp"],["10","Seven giant-sized knucklebones worth 50 gp total"],["11","A 2-foot-diameter moonstone pendant depicting the profile of Skoraeus, worth 70 gp"],["12","Two halves of a 3-foot-diameter geode worth 120 gp total, split to reveal jagged indigo crystals"]],"name":"Stone Giant Bag Contents; Stone Giant Bag Items","page":107,"source":"BGG","chapter":{"name":"Giant Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Storm Giant Bag Items","colLabels":["d12","Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The bones of a roc, carved with prophetic runes"],["2","A giant-sized deck of ornately illustrated cards, their edges trimmed with gold foil"],["3","A drop of crystallized amber from a sacred tree"],["4","An earthenware jar filled with salt"],["5","10 pounds of candle wax in various colors"],["6","An elegant, giant-sized drinking horn engraved with a prayer to Stronmaus in the Giant language"],["7","A smooth, triangular blue stone crossed with etchings that look like lightning strikes"],["8","A giant-sized dulcimer inlaid with mother-of-pearl, worth 100 gp"],["9","A large bronze gong worth 50 gp"],["10","A gold toad pendant with carnelian eyes, worth 90 gp"],["11","A star rose quartz orb worth 120 gp"],["12","Three giant-sized sticks of incense, worth 75 gp each"]],"name":"Storm Giant Bag Contents; Storm Giant Bag Items","page":108,"source":"BGG","chapter":{"name":"Giant Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"25 gp Art Objects","colLabels":["d8","Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A dome-shaped crystal carved with patterns of constellations"],["2","A pale-blue clay mask depicting an expression of raucous laughter"],["3","A set of gilded, giant-sized cutlery"],["4","A 5-foot-tall stone tablet engraved with runes that feel warm to the touch"],["5","A quartz pendant carved in the likeness of a god"],["6","A slightly bent silver crown kept as a trophy"],["7","A lopsided chunk of luminous stone"],["8","A bronze war horn, its flared bell shaped like a charging ram"]],"name":"25 gp Art Objects","page":109,"source":"BGG","chapter":{"name":"Giant Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"250 gp Art Objects","colLabels":["d8","Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An ornate tapestry depicting a high-ranking family of giants"],["2","The expertly stuffed and mounted remains of a Large Monstrosity native to the area"],["3","An abstract spiral sculpture carved from a fulgurite"],["4","A rowboat displayed inside a giant-sized green crystal bottle"],["5","An iridescent conch shell that echoes with the sounds of a maelstrom"],["6","A hefty ceramic funerary urn, intricately painted with scenes from its inhabitant's lifetime"],["7","A 10-foot-tall mirror set in a gem-encrusted frame"],["8","A complex bronze armillary sphere, its rings engraved with various Giant runes and prophecies"]],"name":"250 gp Art Objects","page":109,"source":"BGG","chapter":{"name":"Giant Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Cloud Giants","colLabels":["Giant","CR"],"colStyles":["col-10","col-2 text-center"],"rows":[["{@creature Cloud giant}","9"],["{@creature Cloud giant destiny gambler|BGG}*","19"],["{@creature Cloud giant of Evil Air|BGG}*","12"],["{@creature Cloud giant smiling one|MPMM}†","11"],["{@creature Mist hulk|BGG}*","6"],["{@creature Scion of Memnor|BGG}*","26"],["{@creature Spectral cloud|BGG}*","13"]],"name":"Giants by Kind; Cloud Giants","page":188,"source":"BGG","chapter":{"name":"Bestiary","ordinal":{"type":"chapter","identifier":6},"index":6}},{"caption":"Fire Giants","colLabels":["Giant","CR"],"colStyles":["col-10","col-2 text-center"],"rows":[["{@creature Cinder hulk|BGG}*","7"],["{@creature Firegaunt|BGG}*","11"],["{@creature Fire giant}","9"],["{@creature Fire giant dreadnought|MPMM}†","14"],["{@creature Fire giant forgecaller|BGG}*","18"],["{@creature Fire giant of Evil Fire|BGG}*","10"],["{@creature Fire hellion|BGG}*","11"],["{@creature Scion of Surtur|BGG}*","25"]],"name":"Giants by Kind; Fire Giants","page":188,"source":"BGG","chapter":{"name":"Bestiary","ordinal":{"type":"chapter","identifier":6},"index":6}},{"caption":"Frost Giants","colLabels":["Giant","CR"],"colStyles":["col-10","col-2 text-center"],"rows":[["{@creature Frost giant}","8"],["{@creature Frost giant everlasting one|MPMM}†","12"],["{@creature Frost giant ice shaper|BGG}*","17"],["{@creature Frost giant of Evil Water|BGG}*","11"],["{@creature Frostmourn|BGG}*","10"],["{@creature Fury of Kostchtchie|BGG}*","14"],["{@creature Rime hulk|BGG}*","5"],["{@creature Scion of Thrym|BGG}*","24"]],"name":"Giants by Kind; Frost Giants","page":188,"source":"BGG","chapter":{"name":"Bestiary","ordinal":{"type":"chapter","identifier":6},"index":6}},{"caption":"Hill Giants","colLabels":["Giant","CR"],"colStyles":["col-10","col-2 text-center"],"rows":[["{@creature Barrowghast|BGG}*","7"],["{@creature Hill giant}","5"],["{@creature Hill giant avalancher|BGG}*","12"],["{@creature Maw of Yeenoghu|BGG}*","10"],["{@creature Mouth of Grolantor|MPMM}†","6"],["{@creature Mud hulk|BGG}*","3"],["{@creature Scion of Grolantor|BGG}*","22"]],"name":"Giants by Kind; Hill Giants","page":188,"source":"BGG","chapter":{"name":"Bestiary","ordinal":{"type":"chapter","identifier":6},"index":6}},{"caption":"Stone Giants","colLabels":["Giant","CR"],"colStyles":["col-10","col-2 text-center"],"rows":[["{@creature Cairnwight|BGG}*","9"],["{@creature Dust hulk|BGG}*","5"],["{@creature Scion of Skoraeus|BGG}*","23"],["{@creature Stalker of Baphomet|BGG}*","12"],["{@creature Stone giant}","7"],["{@creature Stone giant dreamwalker|MPMM}†","10"],["{@creature Stone giant of Evil Earth|BGG}*","9"],["{@creature Stone giant rockspeaker|BGG}*","16"]],"name":"Giants by Kind; Stone Giants","page":188,"source":"BGG","chapter":{"name":"Bestiary","ordinal":{"type":"chapter","identifier":6},"index":6}},{"caption":"Storm Giants","colLabels":["Giant","CR"],"colStyles":["col-10","col-2 text-center"],"rows":[["{@creature Lightning hulk|BGG}*","9"],["{@creature Scion of Stronmaus|BGG}*","27"],["{@creature Storm giant}","13"],["{@creature Storm giant quintessent|MPMM}†","16"],["{@creature Storm giant tempest caller|BGG}*","20"],["{@creature Storm herald|BGG}*","17"],["{@creature Tempest spirit|BGG}*","15"]],"name":"Giants by Kind; Storm Giants","page":188,"source":"BGG","chapter":{"name":"Bestiary","ordinal":{"type":"chapter","identifier":6},"index":6}},{"caption":"Other Giants","colLabels":["Giant","CR"],"colStyles":["col-10","col-2 text-center"],"rows":[["{@creature Cyclops}","6"],["{@creature Death giant reaper|BGG}*","12"],["{@creature Death giant shrouded one|BGG}*","15"],["{@creature Dire troll|MPMM}†","13"],["{@creature Echo of Demogorgon|BGG}*","6"],["{@creature Ettin}","4"],["{@creature Ettin ceremorph|BGG}*","8"],["{@creature Fensir skirmisher|BGG}*","6"],["{@creature Fensir devourer|BGG}*","8"],["{@creature Fomorian}","8"],["{@creature Fomorian deep crawler|BGG}*","10"],["{@creature Fomorian noble|BGG}*","15"],["{@creature Fomorian warlock of the dark|BGG}*","12"],["{@creature Gargantua|BGG}*","21"],["{@creature Ogre}","2"],["{@creature Ogre battering ram|MPMM}†","4"],["{@creature Ogre bolt launcher|MPMM}†","2"],["{@creature Ogre chain brute|MPMM}†","3"],["{@creature Ogre howdah|MPMM}†","2"],["{@creature Rot troll|MPMM}†","9"],["{@creature Spirit troll|MPMM}†","11"],["{@creature Troll}","5"],["{@creature Troll amalgam|BGG}*","17"],["{@creature Troll mutate|BGG}*","7"],["{@creature Venom troll|MPMM}†","7"]],"name":"Giants by Kind; Other Giants","page":188,"source":"BGG","chapter":{"name":"Bestiary","ordinal":{"type":"chapter","identifier":6},"index":6}},{"caption":"Creatures by Challenge Rating","colLabels":["CR","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1/2","{@creature Giant lynx|BGG}"],["1","{@creature Bag jelly|BGG}"],["1","{@creature Giant ram|BGG}"],["1","{@creature Grinning cat|BGG}"],["2","{@creature Giant tick|BGG}"],["3","{@creature Giant goose|BGG}"],["3","{@creature Giant ox|BGG}"],["3","{@creature Goliath giant-kin|BGG}"],["3","{@creature Mud hulk|BGG}"],["3","{@creature Spotted lion|BGG}"],["4","{@creature Firbolg primeval warden|BGG}"],["5","{@creature Dust hulk|BGG}"],["5","{@creature Firbolg wanderer|BGG}"],["5","{@creature Rime hulk|BGG}"],["5","{@creature Titanothere|BGG}"],["6","{@creature Echo of Demogorgon|BGG}"],["6","{@creature Fensir skirmisher|BGG}"],["6","{@creature Mist hulk|BGG}"],["7","{@creature Barrowghast|BGG}"],["7","{@creature Cinder hulk|BGG}"],["7","{@creature Troll mutate|BGG}"],["8","{@creature Ettin ceremorph|BGG}"],["8","{@creature Fensir devourer|BGG}"],["9","{@creature Cairnwight|BGG}"],["9","{@creature Ceratops|BGG|Ceratops (dinosaur)}"],["9","{@creature Lightning hulk|BGG}"],["9","{@creature Stone giant of Evil Earth|BGG}"],["10","{@creature Aerosaur|BGG|Aerosaur (dinosaur)}"],["10","{@creature Fire giant of Evil Fire|BGG}"],["10","{@creature Fomorian deep crawler|BGG}"],["10","{@creature Frostmourn|BGG}"],["10","{@creature Maw of Yeenoghu|BGG}"],["11","{@creature Firegaunt|BGG}"],["11","{@creature Fire hellion|BGG}"],["11","{@creature Frost giant of Evil Water|BGG}"],["11","{@creature Storm crab|BGG}"],["12","{@creature Cloud giant of Evil Air|BGG}"],["12","{@creature Death giant reaper|BGG}"],["12","{@creature Fomorian warlock of the dark|BGG}"],["12","{@creature Hill giant avalancher|BGG}"],["12","{@creature Stalker of Baphomet|BGG}"],["13","{@creature Altisaur|BGG|Altisaur (dinosaur)}"],["13","{@creature Spectral cloud|BGG}"],["14","{@creature Fury of Kostchtchie|BGG}"],["14","{@creature Regisaur|BGG|Regisaur (dinosaur)}"],["15","{@creature Death giant shrouded one|BGG}"],["15","{@creature Fomorian noble|BGG}"],["15","{@creature Tempest spirit|BGG}"],["16","{@creature Stone giant rockspeaker|BGG}"],["17","{@creature Frost giant ice shaper|BGG}"],["17","{@creature Storm herald|BGG}"],["17","{@creature Troll amalgam|BGG}"],["18","{@creature Fire giant forgecaller|BGG}"],["19","{@creature Cloud giant destiny gambler|BGG}"],["20","{@creature Flesh colossus|BGG}"],["20","{@creature Gigant|BGG}"],["20","{@creature Storm giant tempest caller|BGG}"],["21","{@creature Gargantua|BGG}"],["21","{@creature Runic colossus|BGG}"],["22","{@creature Scion of Grolantor|BGG}"],["23","{@creature Scion of Skoraeus|BGG}"],["24","{@creature Scion of Thrym|BGG}"],["25","{@creature Scion of Surtur|BGG}"],["26","{@creature Scion of Memnor|BGG}"],["27","{@creature Scion of Stronmaus|BGG}"]],"name":"Challenge Ratings; Creatures by Challenge Rating","page":188,"source":"BGG","chapter":{"name":"Bestiary","ordinal":{"type":"chapter","identifier":6},"index":6}},{"caption":"Adventure Hooks","colLabels":["d100","Adventure Hook Table or Text"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–02","{@book Cloud Giant Wealth|BGG|2|Cloud Giant Wealth} (chapter 2, \"{@book The Ordning|BGG|2|The Ordning}\")"],["03–04","{@book Fire Giant Skill|BGG|2|Fire Giant Skill} (chapter 2, \"{@book The Ordning|BGG|2|The Ordning}\")"],["05–06","{@book Frost Giant Might|BGG|2|Frost Giant Might} (chapter 2, \"{@book The Ordning|BGG|2|The Ordning}\")"],["07–08","{@book Stone Giant Artistry|BGG|2|Stone Giant Artistry} (chapter 2, \"{@book The Ordning|BGG|2|The Ordning}\")"],["09–11","{@book Rejecting the Ordning|BGG|2|Rejecting the Ordning} (chapter 2, \"{@book The Ordning|BGG|2|The Ordning}\")"],["12–14","{@book Annam's Children Adventures|BGG|2|Annam's Children Adventures} (chapter 2, \"{@book Gods and Religion|BGG|2|Gods and Religion}\")"],["15–17","{@book Interloper Gods Adventures|BGG|2|Interloper Gods Adventures} (chapter 2, \"{@book Gods and Religion|BGG|2|Gods and Religion}\")"],["18–20","{@book Recluses|BGG|2|Recluses} (chapter 2, \"{@book Social Structures|BGG|2|Social Structures}\")"],["21–23","{@book Exiles|BGG|2|Exiles} (chapter 2, \"{@book Social Structures|BGG|2|Social Structures}\")"],["24–25","{@book Bands|BGG|2|Bands} (chapter 2, \"{@book Social Structures|BGG|2|Social Structures}\")"],["26–27","{@book Families|BGG|2|Families} (chapter 2, \"{@book Social Structures|BGG|2|Social Structures}\")"],["28–29","{@book Steadings|BGG|2|Steadings} (chapter 2, \"{@book Social Structures|BGG|2|Social Structures}\")"],["30–31","{@book Settlements|BGG|2|Settlements} (chapter 2, \"{@book Social Structures|BGG|2|Social Structures}\")"],["32–33","{@book Hidden Rune Adventures|BGG|2|Hidden Rune Adventures} (chapter 2, \"{@book Organizations|BGG|2|Organizations}\")"],["34–35","{@book Eternal Throne Adventures|BGG|2|Eternal Throne Adventures} (chapter 2, \"{@book Organizations|BGG|2|Organizations}\")"],["36–37","{@book Worldroot Circle Adventures|BGG|2|Worldroot Circle Adventures} (chapter 2, \"{@book Organizations|BGG|2|Organizations}\")"],["38–40","{@book Against the Giants|BGG|3|Against the Giants} (chapter 3, \"{@book Adventure Models|BGG|3|Adventure Models}\")"],["41–43","{@book Clash of Titans|BGG|3|Clash of Titans} (chapter 3, \"{@book Adventure Models|BGG|3|Adventure Models}\")"],["44–46","{@book Delve into the Past|BGG|3|Delve into the Past} (chapter 3, \"{@book Adventure Models|BGG|3|Adventure Models}\")"],["47–49","{@book Giant-Sized Schemes|BGG|3|Giant-Sized Schemes} (chapter 3, \"{@book Adventure Models|BGG|3|Adventure Models}\")"],["50–52","{@book Into the Giant Realms|BGG|3|Into the Giant Realms} (chapter 3, \"{@book Adventure Models|BGG|3|Adventure Models}\")"],["53–54","{@book Boss Assignments|BGG|3|Boss Assignments} (chapter 3, \"{@book Giant Patrons|BGG|3|Giant Patrons}\")"],["55–56","{@book Financier Assignments|BGG|3|Financier Assignments} (chapter 3, \"{@book Giant Patrons|BGG|3|Giant Patrons}\")"],["57–58","{@book Seer Assignments|BGG|3|Seer Assignments} (chapter 3, \"{@book Giant Patrons|BGG|3|Giant Patrons}\")"],["59–60","{@book Sovereign Assignments|BGG|3|Sovereign Assignments} (chapter 3, \"{@book Giant Patrons|BGG|3|Giant Patrons}\")"],["61–62","{@book Tutor Assignments|BGG|3|Tutor Assignments} (chapter 3, \"{@book Giant Patrons|BGG|3|Giant Patrons}\")"],["63–64","{@book Warleader Assignments|BGG|3|Warleader Assignments} (chapter 3, \"{@book Giant Patrons|BGG|3|Giant Patrons}\")"],["65–66","{@book Annam's Cradle Adventures|BGG|4|Annam's Cradle Adventures} ({@book chapter 4|BGG|4|Annam's Cradle})"],["67–68","{@book Ashen Grotto Adventures|BGG|4|Ashen Grotto Adventures} ({@book chapter 4|BGG|4|Ashen Grotto})"],["69–70","{@book Dreamer's Reach Adventures|BGG|4|Dreamer's Reach Adventures} ({@book chapter 4|BGG|4|Dreamer's Reach})"],["71–72","{@book Endless Rockslide Adventures|BGG|4|Endless Rockslide Adventures} ({@book chapter 4|BGG|4|Endless Rockslide})"],["73–74","{@book Forest Crystal Adventures|BGG|4|Forest Crystal Adventures} ({@book chapter 4|BGG|4|Forest Crystal})"],["75–76","{@book Forsaken Deep Adventures|BGG|4|Forsaken Deep Adventures} ({@book chapter 4|BGG|4|Forsaken Deep})"],["77–78","{@book Gale's Eye Tower Adventures|BGG|4|Gale's Eye Tower Adventures} ({@book chapter 4|BGG|4|Gale's Eye Tower})"],["79–80","{@book Grolantor's Larder Adventures|BGG|4|Grolantor's Larder Adventures} ({@book chapter 4|BGG|4|Grolantor's Larder})"],["81–82","{@book Hiatea's Hearth Adventures|BGG|4|Hiatea's Hearth Adventures} ({@book chapter 4|BGG|4|Hiatea's Hearth})"],["83–84","{@book Horizon's Edge Adventures|BGG|4|Horizon's Edge Adventures} ({@book chapter 4|BGG|4|Horizon's Edge})"],["85–86","{@book Howling Iceberg Adventures|BGG|4|Howling Iceberg Adventures} ({@book chapter 4|BGG|4|Howling Iceberg})"],["87–88","{@book Karontor's Hold Adventures|BGG|4|Karontor's Hold Adventures} ({@book chapter 4|BGG|4|Karontor's Hold})"],["89–90","{@book Misty Vale Adventures|BGG|4|Misty Vale Adventures} ({@book chapter 4|BGG|4|Misty Vale})"],["91–92","{@book Runic Circle Adventures|BGG|4|Runic Circle Adventures} ({@book chapter 4|BGG|4|Runic Circle})"],["93–94","{@book Singing Sands Adventures|BGG|4|Singing Sands Adventures} ({@book chapter 4|BGG|4|Singing Sands})"],["95–96","{@book Star Forge Adventures|BGG|4|Star Forge Adventures} ({@book chapter 4|BGG|4|Star Forge})"],["97–98","{@book Thundering Observatory Adventures|BGG|4|Thundering Observatory Adventures} ({@book chapter 4|BGG|4|Thundering Observatory})"],["99–00","{@book Worldroot Sapling Adventures|BGG|4|Worldroot Sapling Adventures} ({@book chapter 4|BGG|4|Worldroot Sapling})"]],"name":"Appendix B: Adventure Hooks; Adventure Hooks","page":192,"source":"BGG","chapter":{"name":"Adventure Hooks","ordinal":{"type":"appendix","identifier":"B"},"index":8}},{"caption":"Eldraine Creatures","colLabels":["CR","Creature","Creature Type"],"colStyles":["col-2 text-center","col-6","col-4"],"rows":[["1/2","{@creature Faerie Borrower|MCV4EC}","Fey"],["1/2","{@creature Gingerbrute|MCV4EC}","Construct"],["1","{@creature Faerie Pest|MCV4EC}","Fey"],["2","{@creature Faerie Pathlighter|MCV4EC}","Fey"],["2","{@creature Sewer King|MCV4EC}","Fiend"],["3","{@creature Knight of Eldraine|MCV4EC}","Humanoid"],["3","{@creature Ogre Chitterlord|MCV4EC}","Giant"],["3","{@creature Redtooth Werefox|MCV4EC}","Monstrosity"],["4","{@creature Sweettooth Horror|MCV4EC}","Fiend"],["5","{@creature Deathless Rider|MCV4EC}","Undead"],["5","{@creature Dunbarrow Witch|MCV4EC}","Humanoid"],["5","{@creature Nightmare Haunt|MCV4EC}","Aberration"],["6","{@creature Witchstalker|MCV4EC}","Monstrosity"],["7","{@creature Goose Mother|MCV4EC}","Fey"],["11","{@creature High Fae Impostor|MCV4EC}","Fey"],["11","{@creature Snapping Hydra|MCV4EC}","Monstrosity"],["11","{@creature Tempest Hart|MCV4EC}","Elemental"],["11","{@creature Treefolk|MCV4EC}","Plant"],["12","{@creature High Fae Kindguard|MCV4EC}","Fey"],["12","{@creature High Fae Mage|MCV4EC}","Fey"],["12","{@creature Specter of Night|MCV4EC}","Undead"],["13","{@creature High Fae Noble|MCV4EC}","Fey"],["15","{@creature Archon of Boundaries|MCV4EC}","Celestial"],["15","{@creature Witchkite|MCV4EC}","Dragon"],["18","{@creature Beanstalk Wurm|MCV4EC}","Monstrosity"]],"name":"In This Collection; Eldraine Creatures","source":"MCV4EC","chapter":{"name":"Monstrous Compendium Vol. Four: Eldraine Creatures","index":0}},{"caption":"Stat Blocks by Challenge Rating","colLabels":["CR","Stat Block","Creature Type"],"colStyles":["col-2 text-center","col-6","col-4"],"rows":[["0","{@creature Cranium rat squeaker|MPP}","Aberration"],["0","{@creature Sunfly|MPP}","Celestial"],["1","{@creature Swarm of sunflies|MPP}","Celestial"],["1","{@creature Vargouille reflection|MPP}","Fiend"],["2","{@creature Dabus|MPP}","Celestial"],["2","{@creature Lantern archon|MPP}","Celestial"],["2","{@creature Musteval guardinal|MPP}","Celestial"],["3","{@creature Bariaur wanderer|MPP}","Celestial"],["3","{@creature Bleak Cabal void soother|MPP}*","Humanoid"],["3","{@creature Githzerai traveler|MPP}","Aberration"],["3","{@creature Harmonium peacekeeper|MPP}*","Humanoid"],["3","{@creature Society of Sensation muse|MPP}*","Humanoid"],["3","{@creature Transcendent Order instinct|MPP}*","Humanoid"],["4","{@creature Hands of Havoc fire starter|MPP}*","Humanoid"],["4","{@creature Heralds of Dust remnant|MPP}*","Humanoid"],["4","{@creature Hound archon|MPP}","Celestial"],["4","{@creature Mind's Eye matter smith|MPP}*","Humanoid"],["5","{@creature Athar null|MPP}*","Humanoid"],["5","{@creature Cranium rat squeaker swarm|MPP}","Aberration"],["5","{@creature Fated shaker|MPP}*","Humanoid"],["5","{@creature Time dragon wyrmling|MPP}","Dragon"],["6","{@creature Doomguard rot blade|MPP}*","Humanoid"],["6","{@creature Eater of knowledge|MPP}","Aberration"],["6","{@creature Equinal guardinal|MPP}","Celestial"],["7","{@creature Githzerai uniter|MPP}","Aberration"],["7","{@creature Mercykiller bloodhound|MPP}*","Humanoid"],["8","{@creature Decaton modron|MPP}","Celestial"],["8","{@creature Harmonium captain|MPP}*","Humanoid"],["8","{@creature Transcendent Order conduit|MPP}*","Humanoid"],["8","{@creature Warden archon|MPP}","Celestial"],["9","{@creature Avoral guardinal|MPP}","Celestial"],["9","{@creature Ferrumach rilmani|MPP}","Celestial"],["9","{@creature Fraternity of Order law bender|MPP}*","Humanoid"],["9","{@creature Githzerai futurist|MPP}","Aberration"],["10","{@creature Darkweaver|MPP}","Aberration"],["10","{@creature Maelephant|MPP}","Fiend"],["10","{@creature Nonaton modron|MPP}","Construct"],["11","{@creature Farastu demodand|MPP}","Fiend"],["11","{@creature Octon modron|MPP}","Construct"],["11","{@creature Young time dragon|MPP}","Dragon"],["12","{@creature Cuprilach rilmani|MPP}","Celestial"],["12","{@creature Doomguard doom lord|MPP}*","Humanoid"],["12","{@creature Septon modron|MPP}","Construct"],["13","{@creature Hexton modron|MPP}","Construct"],["13","{@creature Kelubar demodand|MPP}","Fiend"],["14","{@creature Shemeshka|MPP}","Fiend"],["16","{@creature Shator demodand|MPP}","Fiend"],["17","{@creature Aurumach rilmani|MPP}","Celestial"],["17","{@creature Baernaloth|MPP}","Fiend"],["18","{@creature Adult time dragon|MPP}","Dragon"],["20","{@creature Kolyarut|MPP}","Construct"],["22","{@creature Planar incarnate|MPP}","Celestial or Fiend"],["26","{@creature Ancient time dragon|MPP}","Dragon"]],"footnotes":["*Appears in the \"{@book Faction Agents|MPP|1|Faction Agents}\" section"],"name":"Meeting Magic Item Prerequisites; Stat Blocks by Challenge Rating","page":4,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outer Plane Alignments","colLabels":["Outer Plane","Alignment"],"colStyles":["col-6","col-6"],"rows":[["{@book The Abyss|MPP|0|The Abyss}","CE"],["{@book Acheron|MPP|0|Acheron}","LN, LE"],["{@book Arborea|MPP|0|Arborea}","CG"],["{@book Arcadia|MPP|0|Arcadia}","LN, LG"],["{@book The Beastlands|MPP|0|The Beastlands}","NG, CG"],["{@book Bytopia|MPP|0|Bytopia}","NG, LG"],["{@book Carceri|MPP|0|Carceri}","NE, CE"],["{@book Elysium|MPP|0|Elysium}","NG"],["{@book Gehenna|MPP|0|Gehenna}","NE, LE"],["{@book Hades|MPP|0|Hades}","NE"],["{@book Limbo|MPP|0|Limbo}","CN"],["{@book Mechanus|MPP|0|Mechanus}","LN"],["{@book Mount Celestia|MPP|0|Mount Celestia}","LG"],["{@book The Nine Hells|MPP|0|The Nine Hells}","LE"],["{@book Pandemonium|MPP|0|Pandemonium}","CN, CE"],["{@book Ysgard|MPP|0|Ysgard}","CN, CG"]],"name":"Planar Alignment; Outer Plane Alignments","page":6,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Aberrations","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature aboleth} travels in a muck-filled, orbicular carriage, seeking to better understand the Outer Planes in preparation for a future world-domination scheme."],["2","A {@creature beholder} influenced by {@book the Abyss|MPP|0|The Abyss} has compound eyes and looks like a floating, cyclopean fly head. It promises not to destroy the characters if they bring it a corpse it has never tasted before."],["3","A dejected {@creature red slaad} wishes to be reunited with its {@creature slaad tadpole}, but it isn't certain where—or in what—it implanted its egg."],["4","A hirsute, axe-wielding {@creature flumph} influenced by {@book Ysgard|MPP|0|Ysgard} quests across the land, seeking legendary beasts to slay and epic songs to sing."]],"name":"Outlands Aberrations","page":11,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Beasts","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An awakened {@creature giant scorpion} owns a custom-made boat and runs a ferry business along a prominent river. It offers its services to characters in need."],["2","A {@creature triceratops} influenced by {@book Mechanus|MPP|0|Mechanus} and composed of simple geometric shapes charges creatures that enter the angular canyons it inhabits. It moves only in straight lines and turns only at right angles."],["3","{@creature Stirge||Stirges} drawn from countless worlds congregate in a tornado-sized, bloodsucking cloud that threatens a gate-town."],["4","A desiccated {@creature giant frog} influenced by {@book Pandemonium|MPP|0|Pandemonium} screams whenever it opens its mouth. Its interior is even noisier."]],"name":"Outlands Beasts","page":11,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Celestials","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature empyrean} calls for aid in taking back a corner of the Outlands overrun by demons."],["2","Wearing grim armor and displaying a rust-colored horn, a {@creature unicorn} influenced by {@book Acheron|MPP|0|Acheron} challenges all it encounters to mortal combat."],["3","A fallen {@creature deva}, now neutral aligned, is on permanent vacation. The mellow angel is a font of multiversal secrets, but it shares them only with strangers who prove themselves more relaxed than it."],["4","A {@creature couatl} influenced by {@book Limbo|MPP|0|Limbo} has color-changing wings and insists passersby convince it that they're worthy of existing. If the couatl isn't convinced, it has a 50 percent chance of either attacking or wandering off."]],"name":"Outlands Celestials","page":11,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Constructs","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A tyrannical {@creature homunculus} rules over the small domain of its long-lost archmage master."],["2","A beautiful but vain {@creature flesh golem} influenced by {@book Arborea|MPP|0|Arborea} insists on following a character until the character sketches, sculpts, or otherwise artistically renders it."],["3","A gang of inquisitive {@creature Monodrone||monodrones} and its {@creature duodrone} leader insist on following a character, saying they expect that individual's doom to be \"statistically noteworthy.\""],["4","A {@creature clay golem} influenced by {@book the Beastlands|MPP|0|The Beastlands} has been transformed into the walking hive that's home to numerous {@creature Swarm of Wasps||swarms of insects (wasps)}."]],"name":"Outlands Constructs","page":12,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Dragons","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient gold dragon} disguised as a canary gives the characters a nonmagical item and offers them Bahamut's best wishes."],["2","A lawful good {@creature Faerie Dragon (Violet)||faerie dragon} with wings like stained glass has been influenced by {@book Mount Celestia|MPP|0|Mount Celestia}. It seeks the characters' aid in recovering a stolen {@item holy avenger}."],["3","A {@creature time dragon wyrmling|MPP} (presented later in this book) wants help constructing a magical structure that will be important in the future."],["4","A neutral evil {@creature adult silver dragon} with dull, gray scales has been influenced by {@book Hades|MPP|0|Hades}. It demands a toll from any who crosses its domain."]],"name":"Outlands Dragons","page":12,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Elementals","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Water Elemental||Water elementals} travel in a group that looks like a long, wandering river."],["2","Some skull-headed {@creature Azer||azers} have been influenced by {@book the Nine Hells|MPP|0|The Nine Hells}. They escort a heavily armored caravan of rare ore to the gate-town of Ribcage."],["3","A wounded {@creature mud mephit} asks the characters to help it deliver a sealed package to a leader in a nearby gate-town."],["4","A wealthy {@creature dao} that glistens with gemstones has been influenced by {@book Arborea|MPP|0|Arborea}. It leads a parade of glimmering {@creature galeb duhr} between gate-towns as part of a shopping spree for precious rocks."]],"name":"Outlands Elementals","page":13,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Fey","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Revelers joined a group of {@creature Satyr||satyrs} in their festivities. As the satyrs' celebration has continued for over a year, the revelers seek the characters' help in extricating themselves without offending their hosts."],["2","A kindly {@creature green hag} influenced by {@book Elysium|MPP|0|Elysium} invites passersby to join her for tea in her cottage made of sweets. She makes some of the best cookies in the Outlands."],["3","A pack of {@creature Blink Dog||blink dogs} tracks a band of {@creature Maelephant|MPP|maelephants} (presented {@book later|MPP|1|Maelephant} in this book) to prevent them from spoiling lands influenced by the Upper Planes."],["4","A gnarled {@creature dryad} influenced by {@book Carceri|MPP|0|Carceri} seeks to entrap creatures within the root-snarled, prison-like cavern beneath her grove."]],"name":"Outlands Fey","page":13,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Fiends","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature nycaloth} seeks to capture several monochromatic {@creature Hell Hound||hell hounds} influenced by {@book Gehenna|MPP|0|Gehenna}. The yugoloth seeks to sell the hounds to Fiends participating in the Blood War."],["2","After being ambushed by a rival, a {@creature night hag} merchant offers a reward to characters who help her recover her lost inventory: several dozen stray {@creature Larva|DMG|larvae} (see the {@book Dungeon Master's Guide|DMG})."],["3","A hero requests the characters' help in gaining the aid of a legendary steed called a nic'epona, a {@creature nightmare} influenced by one of the Upper Planes."],["4","Rival {@creature Incubus||incubi} seek to recruit the characters to serve either a {@creature balor} warlord or a {@creature pit fiend} general whose fiendish armies are prepared to clash nearby."]],"name":"Outlands Fiends","page":13,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Giants","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Several {@creature Cyclops||cyclopes} refuse to let the characters pass through a region where they're constructing a massive ring of beautifully carved standing stones."],["2","An {@creature ettin} influenced by {@book the Beastlands|MPP|0|The Beastlands} has one head with bovine features and one head with lupine features. It desperately needs help finding something both heads are willing to eat."],["3","A {@creature storm giant} seeks the characters' help in finding an offering of significant worth and size to impress the god Annam."],["4","A jade-skinned {@creature oni} from Bytopia has become separated from the spirit she was bound to protect. She requests aid in catching up to her lost ward."]],"name":"Outlands Giants","page":13,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Humanoids","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The characters need to find a wandering {@creature priest} who alone knows the ritual necessary to open a specific portal."],["2","Several gnome {@creature Mage||mages} seek help recovering their walking castle from a band of aggressive, spine-covered {@creature lizardfolk} influenced by {@book the Abyss|MPP|0|The Abyss}."],["3","The characters stumble across a youthful or elderly {@creature commoner} who doesn't know how they came to be in the Outlands and who wants only to go home."],["4","A {@creature bandit captain} and his gang seek the characters' help as they plan a heist in the realm of an immortal being, like the {@book Realm of the Norns|SatO|_UNKNOWN} or {@book Wonderhome|SatO|_UNKNOWN} (see {@book Sigil and the Outlands|SatO} for details on both locations)."]],"name":"Outlands Humanoids","page":14,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Monstrosities","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The characters are hired to recover cargo from a crashed vessel brimming with rare technology, but the wreckage is overrun with {@creature Rust Monster||rust monsters}."],["2","The characters have to retrieve a treasure from a group of mischievous {@creature Sprite||sprites}. The sprites are secretly defended by {@creature Mimic||mimics} influenced by {@book Elysium|MPP|0|Elysium} that take the form of tiny, whimsical cottages."],["3","A pride of {@creature Displacer Beast||displacer beasts} stalks a band of traveling merchants. The merchants seek protection from the predators hunting them for sport."],["4","A {@creature drider} influenced by {@book Arborea|MPP|0|Arborea} runs a {@creature giant spider} ranch. She hires the characters to hunt a rare breed of {@creature sunfly|MPP} (detailed {@book later|MPP|1|Sunflies} in this book) that, when fed to her spiders, will allow them to produce a remarkable type of silk."]],"name":"Outlands Monstrosities","page":14,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Oozes","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A yugoloth arms dealer has captured a hundred {@creature Gray Ooze||gray oozes} and seeks to sell them in the gate-town of Rigus as a weapon capable of destroying Acheron's floating cubes. A rival hires the characters to steal and dispose of the oozes."],["2","Within a {@creature gelatinous cube} influenced by {@book Gehenna|MPP|0|Gehenna} floats a gigantic fiendish skull. Numerous Fiends revere the cube and interpret depraved schemes and threatening orders from its quivering. A Celestial seeks aid in destroying the cube."],["3","A bog in a region influenced by {@book Carceri|MPP|0|Carceri} is swamped with countless {@creature Black Pudding||black puddings}. The characters are hired to recover a lost relic from the bottom of the bog."],["4","A chef in the gate-town of {@book Tradegate|SatO|_UNKNOWN} wants the characters to retrieve royal jelly from a hive of giant bees (use the {@creature giant wasp} stat block). He doesn't note that the hive's honey takes the form of sweet-tasting {@creature Ochre Jelly||ochre jellies}."]],"name":"Outlands Oozes","page":14,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Plants","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A young {@creature treant} wants to put down roots. It asks the characters to help it travel around the Outlands so it can find a suitable place to call home."],["2","A {@creature myconid sovereign} has convinced a group of {@creature Githzerai Monk||githzerai monks} to abandon their teachings and follow its path to serenity. Another githzerai hires the characters to oust the fungal guru."],["3","An herbalist has cultivated a unique breed of {@creature Gas Spore||gas spores}. She hires the characters to convey the spores to her buyer without setting off the fungi."],["4","A resident of the gate-town of {@book Ecstasy|SatO|_UNKNOWN} is missing. His garden of {@creature Twig Blight||twig blights}—influenced by {@book Elysium|MPP|0|Elysium} to resemble topiary sculptures—haven't been fed and now sow chaos in town."]],"name":"Outlands Plants","page":14,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Undead","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The characters find a trapped {@creature crawling claw}. Rather than attacking, the severed hand can lead the characters to the thankful immortal who lost it."],["2","A {@creature banshee} influenced by {@book Acheron|MPP|0|Acheron} appears as a fallen knight-commander with a legion of {@creature Specter||specters}. Guardians of the gate-town of Rigus hire the characters to help banish the phantom army."],["3","A {@creature lich} seeks to dominate the gate-town of Hopeless and see it dragged into Hades with himself as its ruler. Citizens of the gate-town entreat the characters to keep the gate-town hopeful enough that it doesn't fall into the Lower Plane."],["4","Several confused {@creature ghost} {@book petitioners|MPP|0|Petitioners} have become lost. They seek someone to pass judgment on their lives and deliver them to the proper planes."]],"name":"Outlands Undead","page":15,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Chaotic Planar Encounters","colLabels":["d100","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–8","{@dice 1d6} {@creature Bariaur Wanderer|MPP|bariaur wanderers}*"],["09–16","1 {@creature monodrone} that has gone rogue and seeks the meaning of the multiverse"],["17–24","{@dice 1d6} {@creature Swarm of Sunflies|MPP|swarms of sunflies}*"],["25–31","{@dice 1d4} {@creature Red Slaad||red slaadi}"],["32–38","1 {@creature Cranium Rat Squeaker Swarm|MPP|swarm of cranium rat squeakers}.* Roll a die. If the number is even, these cranium rats have set up a tiny shop. If the number is odd, these cranium rats have also set up a tiny shop but are con artists."],["39–46","{@dice 1d6} {@creature Pteranodon||pteranodons}"],["47–55","{@dice 1d4} {@creature Mercykiller Bloodhound|MPP|Mercykiller bloodhounds}* tracking a planar criminal"],["56–62","{@dice 1d8} {@creature berserker} {@book petitioners|MPP|0|Petitioners}"],["63–72","A rift-like portal connecting to a random plane"],["73–79","1 {@creature ettin} with two different animal heads"],["80–85","1 {@creature green slaad} disguised as a lost explorer from the Material Plane"],["86–90","{@dice 1d6} {@creature Vrock||vrocks} seeking to dragoon captives into the Blood War"],["91–97","A location the characters passed hours ago"],["98–00","1 chaotic {@creature empyrean} seeking companions to undertake a mighty quest"]],"name":"Chaotic Planar Encounters","page":63,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Evil Planar Encounters","colLabels":["d100","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–7","{@dice 1d6} {@creature Vargouille Reflection|MPP|vargouille reflections}*"],["08–16","1 {@creature night hag} selling {@dice 2d6} {@creature Larva|DMG|larvae} (see the {@book Dungeon Master's Guide|DMG})"],["17–23","{@dice 1d4} {@creature Razorvine Blight|MPP|razorvine blights}*"],["24–31","A force of {@dice 3d10} {@creature Hobgoblin||hobgoblins} and 1 {@creature hobgoblin} {@creature warlord|MPMM}"],["32–38","1 {@creature gnoll fang of Yeenoghu} and {@dice 2d6} {@creature Gnoll||gnolls}"],["39–47","1 {@creature ultroloth} and {@dice 1d4} {@creature Mezzoloth||mezzoloths}"],["48–53","1 {@creature darkweaver|MPP}* that calls from its shadowy lair"],["54–63","A portal to a Lower Plane that whispers sinister promises"],["64–69","1 {@creature shator demodand|MPP}* seeking its lost prisoners"],["70–77","{@dice 2d6} {@creature Nightmare||nightmares}"],["78–84","1 {@creature githyanki knight} mounted on 1 {@creature young red dragon}"],["85–91","1 {@creature lich} in a sinister walking citadel"],["92–98","A Blood War battlefield where 1 {@creature marilith} general leads demons against 1 {@creature ice devil} general and its devils"],["99–00","1 {@creature baernaloth|MPP}* with a sinister magic item"]],"name":"Evil Planar Encounters","page":63,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Good Planar Encounters","colLabels":["d100","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–09","1 {@creature sunfly|MPP}* carrying a tiny dessert"],["10–16","1 {@creature lantern archon|MPP}* leading a group of {@dice 2d4} {@creature commoner} {@book petitioners|MPP|0|Petitioners} who are prone to getting lost"],["17–22","{@dice 1d6} {@creature Musteval Guardinal|MPP|musteval guardinals}* on a secret mission"],["23–28","1 {@creature time dragon wyrmling|MPP}*"],["29–35","{@dice 1d4} {@creature Hound Archon|MPP|hound archons},* each with a {@creature mastiff} tracking dog"],["36–41","A friendly, awakened {@creature swarm of bats}"],["42–48","{@dice 1d4} {@creature Cloud Giant||cloud giants} on a floating island"],["49–56","1 {@creature druid} studying an inert, magical animal sculpture made of thousands of tanzanite crystals"],["57–63","1 {@creature treant} comprised of cacti, coral, or mushrooms"],["64–70","1 {@creature avoral guardinal|MPP}* seeking a lost animal {@book petitioner|MPP|0|Petitioners}"],["71–80","A portal to an Upper Plane that beckons with promises of eternal peace and comfort"],["81–87","1 gold dragon (your choice of {@creature Young Gold Dragon||young}, {@creature Adult Gold Dragon||adult}, or {@creature Ancient Gold Dragon||ancient})"],["88–95","1 {@creature planar incarnate|MPP|planar incarnate (Celestial form)}"],["96–00","1 {@creature solar} angel sent to bestow a {@book blessing|DMG|7|Blessings} (see the {@book Dungeon Master's Guide|DMG}) on a character"]],"name":"Good Planar Encounters","page":63,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Lawful Planar Encounters","colLabels":["d100","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–06","A {@creature warden archon|MPP}* guarding a portal to a dangerous plane"],["07–13","1 {@creature imp} who claims to speak for an archdevil"],["14–21","{@dice 1d6} {@creature Hands of Havoc Fire Starter|MPP|Hands of Havoc fire starters}*"],["22–29","1 {@creature maelephant|MPP}*"],["30–36","1 {@creature flumph} {@book petitioner|MPP|0|Petitioners} that's excited to learn about the planes"],["37–42","1 {@creature decaton modron|MPP}* and {@dice 2d6} {@creature Quadrone||quadrones} on their way back to Mechanus"],["43–48","1 {@creature guardian naga} storyteller"],["49–54","1 {@creature gynosphinx} who guards secret wisdom"],["55–61","{@dice 1d6} {@creature Knight||knights} on a quest across the planes"],["62–69","1 {@creature nonaton modron|MPP}* in a walking citadel that looks like a giant modron"],["70–76","{@dice 1d4} {@creature Couatl||couatls}"],["77–84","1 {@creature Mind's Eye matter smith|MPP}* testing a new invention"],["85–90","1 {@creature beholder} {@book petitioner|MPP|0|Petitioners} scheming against a rival who's still alive"],["91–97","1 {@creature pit fiend} who claims to speak for an archdevil"],["98–00","1 {@creature hexton modron|MPP}* leading a march of hundreds of lesser modrons"]],"name":"Lawful Planar Encounters","page":63,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Neutral Planar Encounters","colLabels":["d100","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–07","{@dice 1d6} {@creature thri-kreen} looking for a way back to their Material Plane home"],["08–15","A mysterious being who communicates via 1 {@creature cranium rat squeaker|MPP}*"],["16–22","{@dice 1d4} {@creature Society of Sensation Muse|MPP|Society of Sensation muses}* undertaking increasingly daring feats"],["23–31","1 {@creature smoke mephit} carrying challenges between archmage rivals"],["32–38","1 {@creature eater of knowledge|MPP}*"],["39–46","{@dice 2d12} {@creature commoner} {@book petitioners|MPP|0|Petitioners} fleeing {@dice 1d4} {@creature Farastu Demodand|MPP|farastu demodands}* and 1 {@creature kelubar demodand|MPP}*"],["47–55","1 {@creature cuprilach rilmani|MPP}* on an assassination mission"],["56–64","1 {@creature equinal guardinal|MPP}* messenger"],["65–71","{@dice 1d4} {@creature Githzerai Traveler|MPP|githzerai travelers}*"],["72–79","1 {@creature kolyarut|MPP}* seeking a contract breaker"],["80–86","1 {@creature aurumach rilmani|MPP}*"],["87–92","1 {@creature githzerai futurist|MPP}* with a warning about a character's future"],["93–98","1 {@creature flameskull} claiming to be the famed planar explorer Morte"],["99–00","1 {@creature ancient time dragon|MPP}* (50 percent chance the time dragon is from the past, 50 percent chance it's from the future)"]],"name":"Neutral Planar Encounters","page":63,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Ascendant Factions of Sigil","colLabels":["Name","Summary"],"colStyles":["col-6","col-6"],"rows":[["{@creature Athar Null|MPP|Athar}","Claim the gods are frauds"],["{@creature Bleak Cabal Void Soother|MPP|Bleak Cabal}","Find no sense in the multiverse"],["{@creature Doomguard Doom Lord|MPP|Doomguard}","Celebrate destruction"],["{@creature Doomguard Rot Blade|MPP|Fated}","Take all they can"],["{@creature Fated Shaker|MPP|Fraternity of Order}","Discover laws to find truth"],["{@creature Fraternity of Order Law Bender|MPP|Hands of Havoc}","Free society through chaos"],["{@creature Hands of Havoc Fire Starter|MPP|Harmonium}","Enforce peace through might"],["{@creature Harmonium Captain|MPP|Heralds of Dust}","Believe we're already dead"],["{@creature Harmonium Peacekeeper|MPP|Mercykillers}","Bringers of merciless justice"],["{@creature Heralds of Dust Remnant|MPP|Mind's Eye}","Seekers of godhood"],["{@creature Mercykiller Bloodhound|MPP|Society of Sensation}","Find truth through experience"],["{@creature Mind's Eye Matter Smith|MPP|Transcendent Order}","Act unfettered by thought"]],"name":"Faction Agents; Ascendant Factions of Sigil","page":53,"source":"MPP","chapter":{"name":"Bestiary A to Z","index":1}},{"caption":"Spells","colLabels":["Level","Spell","School","Class"],"colStyles":["col-2 text-center","col-2","col-2","col-6"],"rows":[["2nd","{@spell Warp sense|SatO}","Divination","Sorcerer, warlock, wizard"],["4th","{@spell Gate seal|SatO}","Abjuration","Sorcerer, warlock, wizard"]],"name":"Spells","page":12,"source":"SatO","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Portal Quirks","colLabels":["d6","Portal Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","One-Way. The portal functions only one way, either into or out of Sigil. The portal isn't visible or detectable from the exit side."],["2","Shifting. One end of the portal moves in a pattern between different locations in Sigil or the destination plane."],["3","Slow. After a creature enters the portal, {@dice 2d4} days pass before the creature appears at its destination, during which time the creature is trapped in a stasis and is unaware of the passage of time."],["4","Taxing. The portal's energy is unstable. A creature that passes through the portal must succeed on a DC 10 Constitution saving throw or gain 1 level of {@condition exhaustion}."],["5","Temporary. The portal allows only {@dice 1d6 + 6} travelers to pass through in either direction, then vanishes."],["6","Tumbling Lock. Every time the portal is opened, it requires a different portal key."]],"name":"Portal Quirks","page":18,"source":"SatO","chapter":{"name":"Sigil, the City of Doors","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Planar Portals","colLabelGroups":[{"colLabels":["d100"]},{"colLabels":["Portal Anchor"]},{"colLabels":["Destination","Sigil"]},{"colLabels":["Other Plane"]},{"colLabels":["Sample Keys"]}],"colStyles":["col-2 text-center","col-2","col-2","col-2","col-4"],"rows":[["01–03","Carved wooden arch","{@book Bottle and Jug|SatO|2|Bottle and Jug}","{@book Ysgard|DMG|2|Ysgard}","Stein, war horn"],["04–06","Revolving door","{@book Face of Gith|SatO|2|Face of Gith}","{@book Limbo|DMG|2|Limbo}","Melting ice, red slaad egg"],["07–09","Shattered window","{@book Nowhere|SatO|2|Nowhere}","{@book Pandemonium|DMG|2|Pandemonium}","Brick from an infirmary, tattered paper fan"],["10–12","Sewer pipe","{@book Infinite Well|SatO|2|Infinite Well}","{@book The Abyss|DMG|2|The Abyss}","Celestial blood, demon ichor"],["13–15","Cell door","{@book Prison|SatO|2|Prison}","{@book Carceri|DMG|2|Carceri}","Broken key, length of chain"],["16–18","Open grave","{@book Dead Nations|SatO|2|Dead Nations}","{@book Hades|DMG|2|Hades}","Faceless mask, scrap of gray cloth"],["19–21","Trapdoor","{@book Grease Pit|SatO|2|Grease Pit}","{@book Gehenna|DMG|2|Gehenna}","Bloody knife, lava rock"],["22–24","Furnace door","{@book Bank of Abbathor|SatO|2|Bank of Abbathor Inc.}","{@book The Nine Hells|DMG|2|The Nine Hells}","Pinch of sulfur, signed contract"],["25–27","Iron gate","{@book Armory|SatO|2|Armory}","{@book Acheron|DMG|2|Acheron}","Broken blade, medal"],["28–30","Clock tower face","{@book High Courts|SatO|2|High Courts}","{@book Mechanus|DMG|2|Mechanus}","Metal cog, perfectly balanced scales"],["31–33","Razorvine trellis","{@book Great Foundry|SatO|2|Great Foundry}","{@book Arcadia|DMG|2|Arcadia}","Rune-inscribed ingot, sprig of grapes"],["34–36","Temple window","{@book Heart's Fire|SatO|2|Heart's Fire}","{@book Mount Celestia|DMG|2|Mount Celestia}","Angel feather, holy water"],["37–39","Ornate mirror","{@book Hall of Speakers|SatO|2|Hall of Speakers}","{@book Bytopia|DMG|2|Bytopia}","Garden trowel, pair of twins"],["40–42","Reflecting pool","{@book Gatehouse|SatO|2|Gatehouse}","{@book Elysium|DMG|2|Elysium}","Tears of joy, white lily"],["43–45","Stable gate","{@book Flame Pits|SatO|2|Flame Pits}","{@book The Beastlands|DMG|2|The Beastlands}","Animal tooth, fresh wildflower"],["46–48","Garden arch","{@book Civic Festhall|SatO|2|Civic Festhall}","{@book Arborea|DMG|2|Arborea}","Boisterous laughter, pinprick from a thorn"],["49–58","Courtyard gate","{@book Fortune's Wheel|SatO|2|Fortune's Wheel}","{@book The Outlands|DMG|2|The Outlands and Sigil}","Stone from the Spire, spoked wheel"],["59–63","Bedroom closet","{@book Planar Energy Cooperative|SatO|2|Planar Energy Cooperative}","{@book Ethereal Plane|DMG|2|Ethereal Plane}","Burial shroud, phase spider mandible"],["64–68","Skylight","{@book Shattered Temple|SatO|2|Shattered Temple}","{@book Astral Plane|DMG|2|Astral Plane}","Scrap of githyanki armor, silver sphere"],["69–71","Chimney","{@book Great Bazaar|SatO|2|Great Bazaar}","{@book Elemental Plane of Air|DMG|2|Plane of Air}","Incense smoke, silken scarf"],["72–74","Cellar door","{@book Tower Sorcerous|SatO|2|Tower Sorcerous}","{@book Elemental Plane of Earth|DMG|2|Plane of Earth}","Granite cube, metal ore"],["75–77","Blazing hearth","{@book Smoldering Corpse Bar|SatO|2|Smoldering Corpse Bar}","{@book Elemental Plane of Fire|DMG|2|Plane of Fire}","Brass brazier, burning coal"],["78–80","Crumbling well","{@book The Ditch|SatO|2|The Ditch}","{@book Elemental Plane of Water|DMG|2|Plane of Water}","Pearl, pure water"],["81–90","Mausoleum entrance","{@book Mortuary|SatO|2|Mortuary}","{@book Shadowfell|DMG|2|Shadowfell}","Grave dirt, mourner's veil"],["91–94","Yew wardrobe","{@book Parted Veil|SatO|2|Parted Veil}","{@book Feywild|DMG|2|Feywild}","Book of limericks, toadstool"],["95–98","Human-shaped hole","{@book Gastrognome|SatO|2|Gastrognome}","{@book Far Realm|DMG|2|The Far Realm}","Alien fossil, bezoar"],["99–00","Inn room door","{@book Ubiquitous Wayfarer|SatO|2|Ubiquitous Wayfarer}","{@book Material Plane|DMG|2|Known Worlds of the Material Plane}","Childhood toy, map scroll"]],"name":"Planar Portals","page":18,"source":"SatO","chapter":{"name":"Sigil, the City of Doors","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Sigil Wards","colLabels":["Ward","Prominent Factions"],"colStyles":["col-3","col-9"],"rows":[["{@book Clerks' Ward|SatO|2|Clerks' Ward}","{@book Fated|SatO|2|Fated}, {@book Incanterium|SatO|2|Incanterium},* {@book Society of Sensation|SatO|2|Society of Sensation}"],["{@book Hive Ward|SatO|2|Hive Ward}","{@book Bleak Cabal|SatO|2|Bleak Cabal}, {@book Hands of Havoc|SatO|2|Hands of Havoc}, {@book Heralds of Dust|SatO|2|Heralds of Dust}"],["{@book Lady's Ward|SatO|2|Lady's Ward}","{@book Doomguard|SatO|2|Doomguard}, {@book Fraternity of Order|SatO|2|Fraternity of Order}, {@book Harmonium|SatO|2|Harmonium}, {@book Mercykillers|SatO|2|Mercykillers}"],["{@book Lower Ward|SatO|2|Lower Ward}","{@book Athar|SatO|2|Athar}, {@book Ring Givers|SatO|2|Ring Givers},* {@book Mind's Eye|SatO|2|Mind's Eye}"],["{@book Market Ward|SatO|2|Market Ward}","{@book Free League|SatO|2|Free League},* {@book Transcendent Order|SatO|2|Transcendent Order}"],["{@book Undersigil|SatO|2|Undersigil}","Coterie of Cakes,* Revolutionary League,* Undivided* (see the \"{@book Undersigil|SatO|2|Undersigil}\" section later in this chapter for these factions)"]],"name":"Sigil Gazetteer; Sigil Wards","page":29,"source":"SatO","chapter":{"name":"Sigil, the City of Doors","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Prison Inmates","colLabels":["d12","Inmate"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A chaotic evil {@creature storm giant} conquerer who darkened Sigil's skies with storm clouds"],["2","A disheveled wizard named Gifad (chaotic neutral, human {@creature mage}) who claims to hail from the future"],["3","Koe, a fiery-winged, chaotic neutral {@creature deva} imprisoned for smuggling weapons forged on Mount Celestia to Fiends on both sides of the Blood War"],["4","A clone of Manshoon (lawful evil, human {@creature archmage}), an infamous masked archwizard from the world of Toril, who insists he has been framed"],["5","A {@creature cuprilach rilmani|MPP} (see {@book Morte's Planar Parade|MPP}) that killed a former factol to preserve the Balance"],["6","A malevolent cosmic force manifesting as a {@creature planar incarnate|MPP} (see {@book Morte's Planar Parade|MPP}) that feeds on entire realities"],["7","A nameless, chaotic evil {@creature doppelganger} who has impersonated every factol in Sigil"],["8","A supernatural {@creature assassin} who targets only former mortals"],["9","A world-destroying Construct (use the {@creature kolyarut|MPP} stat block) whose creator is still at large"],["10","A {@creature decaton modron|MPP} (see {@book Morte's Planar Parade|MPP}) that turned itself in after a {@creature pentadrone} under its command malfunctioned and abandoned its post"],["11","A {@creature darkweaver|MPP} guilty of trying to eat a {@creature dabus|MPP} (both stat blocks are in {@book Morte's Planar Parade|MPP})"],["12","A {@creature kraken} that briefly drowned one of Sigil's wards by using portals to aquatic planes"]],"name":"Prison Inmates","page":45,"source":"SatO","chapter":{"name":"Sigil, the City of Doors","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Spells for Sale","colLabels":["Spell","Cost per Spell"],"colStyles":["col-10","col-2 text-center"],"rows":[["{@spell Comprehend languages}, {@spell detect magic}, {@spell disguise self}, {@spell feather fall}, {@spell illusory script}, {@spell protection from evil and good}, {@spell shield}, {@spell Tenser's floating disk}","25 gp"],["{@spell Arcane lock}, {@spell darkvision}, {@spell detect thoughts}, {@spell hold person}, {@spell invisibility}, {@spell knock}, {@spell Nystul's magic aura}, {@spell warp sense|SatO}*","75 gp"],["{@spell Dispel magic}, {@spell fly}, {@spell glyph of warding}, {@spell magic circle}, {@spell sending}, {@spell tongues}","150 gp"],["{@spell Dimension door}, {@spell fabricate}, {@spell gate seal|SatO},* {@spell locate creature}","300 gp"],["{@spell Contact other plane}, {@spell legend lore}, {@spell planar binding}, {@spell Rary's telepathic bond}","750 gp"]],"name":"Spells for Sale","page":50,"source":"SatO","chapter":{"name":"Sigil, the City of Doors","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Bazaar Shops","colLabels":["d8","Vendor"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Boastful human hunter ({@creature assassin}) who sells hides and armors made from creatures she has slain—such as ankheg breastplates, angel-feathered cloaks, and horned gorgon shields"],["2","Celestial-owned bookstall carrying holy texts, illuminated manuscripts, and divine stationary"],["3","Boutique where a {@creature darkweaver|MPP} (see {@book Morte's Planar Parade|MPP}) with an eye for fashion weaves the latest styles out of pure shadow"],["4","Food stall catering to creatures of a specific type"],["5","Sweltering iron shack where a {@creature fire giant} blacksmith and his two {@creature magmin} helpers craft sturdy weapons with harmlessly smoldering pommels"],["6","Pawn shop that specializes in portal keys"],["7","Souvenir shop full of chintzy planar trinkets that might all be Tiny {@creature Mimic||mimics}"],["8","Contractor hiring monsters to defend dungeons on other worlds"]],"name":"Shopping in the Bazaar; Bazaar Shops","page":53,"source":"SatO","chapter":{"name":"Sigil, the City of Doors","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Sigil Adventure Hooks","colLabels":["d10","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A lost soul asks the party to escort them to the home of their deity—who no one's ever heard of."],["2","A barrister begs the characters to serve as witnesses during a trial in the {@book High Courts|SatO|2|High Courts}, but the characters have no memory of witnessing a crime."],["3","A {@creature cranium rat squeaker|MPP} (see {@book Morte's Planar Parade|MPP}) with an important secret needs help avoiding foes and finding its swarm elsewhere in Sigil."],["4","Refugees entreat the characters to help them find a safe new home in Sigil."],["5","The characters learn that a terrifying war machine is being transported through Sigil for use in conquering a Material Plane world."],["6","A shop or tavern owner hires the characters to track down a deadbeat patron—a {@creature solar}, a {@creature pit fiend}, a {@creature death knight}, or other powerful being."],["7","A group tries to kidnap a character, as the character is the key to a portal the group plans to use."],["8","A villain looks remarkably like one of the characters, enough so that a {@creature kolyarut|MPP} or {@creature cuprilach rilmani|MPP} (both detailed in {@book Morte's Planar Parade|MPP}) mistakes the character for the scoundrel."],["9","An {@creature archmage} new to the city offers to reward the characters with a magic item if they serve as their touts and sedan chair carriers for a day."],["10","A {@creature dabus|MPP} (see {@book Morte's Planar Parade|MPP}) requests the characters' aid in removing someone or someplace from Sigil before the Lady of Pain learns of it."]],"name":"Sigil Adventure Hooks","page":58,"source":"SatO","chapter":{"name":"Sigil, the City of Doors","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Faction Missions","colLabels":["d6","Mission"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A factol hires the characters to dig up dirt on a rival faction leader."],["2","The characters must infiltrate another faction's headquarters and steal a priceless item."],["3","A faction leader hires the characters as bodyguards for an important city event at the {@book Hall of Speakers|SatO|2|Hall of Speakers}."],["4","Suspicious of their own ranks, a factol hires the characters to root out a spy."],["5","A factotum secretly offers the characters a hefty reward to break someone out of the {@book Prison|SatO|2|Prison}."],["6","After a public spat with another faction leader, a factol goes missing. Their second-in-command hires the characters to investigate."]],"name":"Faction Missions","page":58,"source":"SatO","chapter":{"name":"Sigil, the City of Doors","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Sigil Calamities","colLabels":["d8","Calamity"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Sigil begins to shudder daily at peak and antipeak, causing a citywide panic."],["2","Waves of arcane blackouts sweep across Sigil. During these events, magic items have their effects suppressed, spells behave unpredictably, and portals cease to function. The {@book Incanterium|SatO|2|Incanterium} is to blame."],["3","Without warning, the Lady of Pain sends two-thirds of Sigil's population to {@book the Mazes|SatO|2|The Mazes}. It's up to the characters to figure out why."],["4","Reliable portals throughout Sigil begin to malfunction. Chaos ensues as citizens vanish to unknown planes in a mass."],["5","A portal to the front lines of the Blood War opens in the {@book Lower Ward|SatO|2|Lower Ward}, bringing the conflict to the city."],["6","Dozens of dead factions unite in {@book Undersigil|SatO|2|Undersigil}. They mount an uprising on the surface and attempt to oust several factions."],["7","The Lady of Pain locks the Cage without warning, barring anything and anyone from entering or exiting the City of Doors."],["8","The Lady of Pain decrees that Sigil tolerates its factions no longer. They must disband or risk her wrath. Three factols come together and hire the characters to change the Lady's mind."]],"name":"Sigil Calamities","page":58,"source":"SatO","chapter":{"name":"Sigil, the City of Doors","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Automata Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Fleeing interplanar bounty hunters, a three-horned tiefling named Romerillo (chaotic good, tiefling {@creature spy}) seeks refuge on one of the Upper Planes. Romerillo asks the characters to sneak them aboard the Concordant Express."],["2","Disguised as Serafil, a {@creature shator demodand|MPP} (see {@book Morte's Planar Parade|MPP}) assumes the council member's position and has the \"impostor\" arrested. Serafil's disheveled secretary beseeches the characters for aid."],["3","A chaotic evil {@creature quadrone} tampers with the street numbers at night, causing widespread gridlock as modrons leave for work each morning. The Council of Order asks the characters to investigate."],["4","A {@creature marid} fruit vendor is arrested in the Inverse for color-coordinating the produce in their stall. The genie petitions the characters to defend them in the nonsensical courts of the Hall of Discord."]],"name":"Automata Adventures","page":63,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Bedlam Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The winds puppeteer the contents of an armory in the Bleakheights. A {@creature goblin} shopkeep pays the characters to defend their shop's wind chimes from rampaging suits of {@creature animated armor}."],["2","Each night, a {@creature darkweaver|MPP} (see {@book Morte's Planar Parade|MPP}) snatches a resident of Midtown and drags them into the {@book Wailing Hollows|SatO|3|Wailing Hollows}. Gatekeeper Cirrus calls for the creature's capture or extermination."],["3","Orbys Bumblewing asks the characters to test a dubious new flying machine. During their flight, Nimbus Knife {@creature Bandit||bandits} attempt to steal it."],["4","A wave of murder sweeps through Midtown, caused by a malevolent breeze (use the {@creature ghost} stat block) that possesses the townsfolk."]],"name":"Bedlam Adventures","page":65,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Curst Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Dolores ({@creature green hag}) pays the characters to remove a group of {@creature Bandit||bandits} from her junkyard."],["2","A disgraced {@creature githzerai uniter|MPP} (see {@book Morte's Planar Parade|MPP}) in the {@book Traitor's Gate|SatO|3|Traitor's Gate} pays the characters to free Tovus Gilaf from the burgomaster's estate."],["3","A {@creature Mercykiller bloodhound|MPP} (see {@book Morte's Planar Parade|MPP}) arrives in town, searching for a fugitive who looks exactly like one of the characters."],["4","The gate to Carceri briefly ruptures, releasing a host of destructive {@creature Fomorian||fomorians} on Curst."]],"name":"Curst Adventures","page":67,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Ecstasy Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A convincing petitioner (chaotic neutral {@creature ghost}) pretends to be the long-lost relative of a character. The spirit aims to possess the character and live life to the fullest."],["2","The Lightcaller holds a peace banquet in {@book Solrise Tower|SatO|3|Solrise Tower}, inviting powerful devils and demons in hopes of ending the Blood War. A {@creature solar} requests the characters attend in case things turn ugly."],["3","A {@creature green hag} poisons Ecstasy's orchards daily at twilight, outside the jurisdiction of either monarch. After a string of illnesses at {@book Revelhome|SatO|3|Revelhome}, Madame Millani hires the characters to investigate."],["4","Three evenings have passed since the gates of {@book Moondark Tower|SatO|3|Moondark Tower} last opened. An owl-like {@creature avoral guardinal|MPP} (see {@book Morte's Planar Parade|MPP}) night merchant asks the party to solve the mystery."]],"name":"Ecstasy Adventures","page":69,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Excelsior Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature androsphinx} arrives in Excelsior and declares itself the new high chancellor. Forough petitions the characters to help cement her authority."],["2","The {@creature empyrean} Tygrant receives a prophecy that he can return to Mount Celestia only if he is humbled through defeat. He challenges all of Excelsior, including the characters, to wrestling matches in his tower."],["3","Allowed into the {@book forum|SatO|3|Forum} on an ancient contract, a silver-tongued {@creature pit fiend} invites Excelsior's orators to debate the worth of a soul. An angel asks the characters to take the podium."],["4","The faith of a divine champion ({@creature gladiator}) begins to waver in the {@book Chandelier|SatO|3|Chandelier}, causing their cloud keep to shudder. A {@creature lantern archon|MPP} (see {@book Morte's Planar Parade|MPP}) asks the characters to erase the warrior's doubt before their fortress falls from the sky."]],"name":"Excelsior Adventures","page":71,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Faunel Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Mick Mangehide ({@creature gnoll fang of Yeenoghu}) and his band of {@creature Gnoll||gnolls} set out to claim the hides of Faunel's three pack leaders."],["2","Commanded by a general in Rigus, a {@creature hobgoblin warlord} attempts to capture {@book Camp Greenbriar|SatO|3|Camp Greenbriar} and convert it into a logging camp."],["3","A {@creature musteval guardinal|MPP} (see {@book Morte's Planar Parade|MPP}) explorer hires the characters to join an expedition to recover a lost treasure from Old Faunel."],["4","An irate {@creature roc} assails Eagles' Aerie, gobbling up its inhabitants and destroying their nests in search of its egg, which was stolen by the Vile Hunt."]],"name":"Faunel Adventures","page":73,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Fortitude Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A local politician (dwarf {@creature noble}) pays the characters to dig up dirt on an opponent."],["2","After a series of guilty admissions, {@creature Black Pudding||black puddings} begin to slither from the {@book Pavilion of Purity|SatO|3|Pavilion of Purity} at night, slaying their confessors one by one. The Spotless Seven hires the party to scrub the black puddings from the town."],["3","One of the Storm Lords falls ill with a supernatural cold, plunging Fortitude into a sudden brutal winter. The remaining three elemental beings ask the characters to enter the gate in search of a cure."],["4","A popular candidate for the Spotless Seven convinces several citizens that to achieve inner harmony, they must indulge themselves in one night of unchecked mayhem."]],"name":"Fortitude Adventures","page":75,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Glorium Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The town's deceased warriors rise to fight again as {@creature Ghost||ghosts}, but their resurgence creates headaches when the spirit of Flatnose Grim expects to be reinstated as the town's ruler."],["2","After an argument with Tyrza, Jek Thanol refuses to shield Glorium from the armies of Gzemnid. With their treaty shattered, a {@creature death tyrant} attacks the gate-town."],["3","A {@creature frost giant} jarl learns of the entrance to the World Tree within {@book Serpent's Rise|SatO|3|Serpent's Rise}. Rather than attack Glorium, he sets out to find the root and use it to conquer untold worlds."],["4","A {@creature sea hag} in the {@book Sacred Well|SatO|3|Sacred Well} tells one of the characters they will die at the hand of Gzemnid in five days."]],"name":"Glorium Adventures","page":77,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Hopeless Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The party is caught red-handed after a mean-spirited {@creature goblin} makeup artist ambushes them with a splash of magic paint. Two {@creature Beholder||beholders} demand the characters perform at the {@book Gallows|SatO|3|Gallows} or be disintegrated where they stand."],["2","Commanded by its superiors in Hades, a {@creature nycaloth} bubbles up through the Wishless Well and begins hunting members of the resistance in Hopeless."],["3","High Cardinal Thingol hires the characters to catch the Jester, a costumed vigilante ({@creature mage}) in possession of a wand that spreads joy."],["4","A {@creature baernaloth|MPP} (see {@book Morte's Planar Parade|MPP}) whispers to the characters through the Wishless Well, offering to trade ancient secrets for the Maiden of Misery's true identity."]],"name":"Hopeless Adventures","page":79,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Plague-Mort Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Disguised as a cleric of a sun god, a {@creature deva} from Excelsior begins proselytizing among hopeful townsfolk in secret. Archlector Bex commands the characters to capture the missionary and deliver them to the Pit."],["2","A farmer pays the characters to prune a patch of pustules from a field before the harvest is spoiled. Dozens of {@creature Zombie||zombies} lurk within the maze of stalks."],["3","Armed with a forked spear, the vindictive Martari Mayhem (lawful evil, tiefling {@creature gladiator}) plans to storm {@book Blightsteel Keep|SatO|3|Blightsteel Keep}. At the {@book Razed Altar|SatO|3|Razed Altar}, she hires the characters to infiltrate the stronghold and report on its defenses."],["4","Alorio Nightriddle (chaotic evil, human {@creature mage}) invites the characters to a clandestine meeting at A Pinch of Salt, a rundown tavern with a {@creature glabrezu} proprietor. Alorio wants their help to oust the archlector."]],"name":"Plague-Mort Adventures","page":81,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Ribcage Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","One of the character's loved ones pledges their soul in an infernal contract. To win it back, the party must argue their case before a {@creature pit fiend} judge in the Court of Cinders."],["2","Commanded by a fallen angel (lawful evil {@creature planetar}) who runs a rival tavern, a gaggle of {@creature Imp||imps} begins vandalizing the {@book Bleeding Horn|SatO|3|Bleeding Horn}. The {@creature ice devil} Sparax pays characters to deal with the situation."],["3","Thalamra Vanthampur, a deceased duke of Baldur's Gate, claws her way out of the depths of Avernus and emerges in Ribcage as a {@creature death knight}. A vengeful conqueror, she calls on the characters to help topple Duchess Zurkbane and her cronies."],["4","Duchess Zurkbane hires the characters to capture a supposedly dangerous criminal, who turns out to be an innocent {@creature commoner} who saw Zurkbane's true form."]],"name":"Ribcage Adventures","page":83,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Rigus Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The {@creature arcanaloth} Fetchtatter pays the characters to steal an infernal war machine from {@book Ribcage|SatO|3|Ribcage} so it can be sold to a general in Rigus."],["2","The avatar of an evil deity of war (use the {@creature planar incarnate|MPP} stat block from {@book Morte's Planar Parade|MPP}) emerges from the {@book Lion's Gate|SatO|3|Gate} to destroy Rigus."],["3","A {@creature mummy lord} in the {@book Crown|SatO|3|Crown} commands General Braahg to implement an outdated strategy. Risking treason, the hobgoblin hires the characters to lay his superior to rest."],["4","The {@creature ghost} of a fallen warrior asks the party to investigate why their name isn't on the {@book Final Procession|SatO|3|Final Procession}. The culprit is a petty Crown General who took credit for the warrior's heroism."]],"name":"Rigus Adventures","page":85,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Sylvania Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature vampire} bachelorette invites the characters to a costumed ball at the {@book Yearning Timbers|SatO|3|Yearning Timbers}, hoping to enlist their help in choosing her next partner."],["2","A jolly halfling invites the characters to a tea party at their woodland cottage. The halfling is actually a {@creature green hag} intent on eating her guests."],["3","A {@creature blink dog} gobbles up King Ewren III. As the kingdom descends into chaos, a {@creature pixie} messenger asks the characters to help determine the next monarch."],["4","One of the Seven Spiritors (use the {@creature ghost} stat block) possesses a {@creature satyr} and involves the characters in a scandal that must be remedied."]],"name":"Sylvania Adventures","page":87,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Torch Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","When a buyer stiffs the Stolen Glance, Zephesta hires the characters to collect the debt and \"rough him up a little bit.\" She fails to mention the buyer is a {@creature cloud giant}."],["2","A {@creature death tyrant} claiming to be the deceased founder of the Xanathar's Guild on Toril hires the party to obtain an invitation to the Family on its behalf—or be destroyed."],["3","The {@book Bank of Abbathor|SatO|3|Bank of Abbathor} hires the characters as security. The very same day, two {@creature Maelephant|MPP|maelephants} (see {@book Morte's Planar Parade|MPP}) attempt to rob the bank."],["4","{@creature Doppelganger||Doppelgangers} in the Lookalikes gang take on the characters' appearances and go on a crime spree, creating problems for the party at multiple locations."]],"name":"Torch Adventures","page":89,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Tradegate Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","While the characters are shopping, several hostile {@creature xorn} attack the {@book Trademill Mint|SatO|3|Trademill Mint}."],["2","During a demonstration for the characters, a gnome inventor's latest creation (use the {@creature iron golem} stat block) runs amok, wreaking havoc."],["3","Melvin Manyroads (chaotic good, gnome {@creature mage}) asks the characters to help map one of the many sites in the Outlands (see the \"{@book Other Realms|SatO|3|Other Realms}\" section later in this chapter)."],["4","A local beekeeper wants to sell a special planar honey in the {@book Everything Emporium|SatO|3|Everything Emporium}. To help her get started, the beekeeper asks the characters to capture {@dice 1d10} live {@creature Sunfly|MPP|sunflies} (see {@book Morte's Planar Parade|MPP})."]],"name":"Tradegate Adventures","page":91,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Xaos Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A team of four {@creature Quadrone||quadrones} recruits the party on a rescue mission into the {@book Cube|SatO|3|The Cube}."],["2","Lazethon, a {@creature githzerai uniter|MPP} (see {@book Morte's Planar Parade|MPP}), recruits the characters to defend the embassy from an approaching githyanki warship."],["3","A merciless {@creature githyanki knight} arrives in Xaos on the back of a {@creature young red dragon}. He asks the characters to help him sniff out members of the Sha'sal Khou on behalf of Vlaakith the Lich-Queen."],["4","Slaadi flock to their nest in Xaos for a ritual that occurs once every century. Afraid of becoming hosts for {@creature Slaad Tadpole||slaad tadpoles}, townsfolk beseech the characters for aid."]],"name":"Xaos Adventures","page":93,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Heralds of Dust Spellcasting Fees","colLabels":["Spell","Price"],"colStyles":["col-11","col-2 text-right"],"rows":[["{@spell Identify}, {@spell illusory script}","25 gp"],["{@spell Darkvision}, {@spell gentle repose}","50 gp"],["{@spell Animate dead}, {@spell feign death}, {@spell speak with dead}","100 gp"]],"name":"Heralds of Dust Spellcasting Fees","source":"AATM","chapter":{"name":"Adventure Atlas: The Mortuary","index":0}},{"caption":"Mortuary Portals","colLabels":["d6","Portal Anchor","Portal Key"],"colStyles":["col-2 text-center","col-5 text-center","col-5"],"rows":[["1","Body bag","Vial of embalming fluid"],["2","Bone-filled ossuary","Mourning dance"],["3","Funerary urn","Spoken eulogy"],["4","Eye of a giant's skull","Two gold coins"],["5","Open casket","Flower from a grave"],["6","Pile of ashes","Dead creature's keepsake"]],"name":"Entering the Mortuary; Mortuary Portals","source":"AATM","chapter":{"name":"Adventure Atlas: The Mortuary","index":0}},{"caption":"Mortuary Chambers","colLabels":["d10","Chamber"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A storage room for objects bequeathed by the dead"],["2","A cramped, tenement-like catacomb housing for sapient Undead who live and work in Sigil"],["3","A crematorium littered with ash"],["4","A scriptorium for epitaphs, eulogies, and obituaries"],["5","A filthy room filled with mounds of grave dirt"],["6","A cadaver room where maimed Undead can peruse replacement limbs"],["7","A craft room for caskets, ships, and other containers used in funerary ceremonies"],["8","A ritual chamber affected by a permanent {@spell hallow} spell"],["9","A reception hall that smells of funeral potatoes"],["10","An autopsy room lined with surgical instruments"]],"name":"Exploring the Mortuary; Mortuary Chambers","source":"AATM","chapter":{"name":"Adventure Atlas: The Mortuary","index":0}},{"caption":"Mortuary Adventure Hooks","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A wrongfully interred {@creature death knight} launches a campaign against Factol Skall, fomenting dissent and dividing the Heralds of Dust into splinter factions. Factol Skall hires the characters to unite the dead before the faction crumbles beyond repair."],["2","A multiversal law dictates that a death council must convene in the Mortuary once every century. The characters are charged with exhuming a series of influential Undead entombed on other planes and escorting them to the Mortuary. Some of the council members are especially cranky when awoken."],["3","When a godling is born on the Upper Planes, a wave of positive energy sweeps over the Mortuary through its myriad portals, restoring hundreds of long-dead creatures to life."],["4","{@creature Factol Skall|AATM} (see the appendix) announces his retirement. Before he transcends to True Death, he asks the characters to help him name his successor."]],"name":"Mortuary Adventures; Mortuary Adventure Hooks","source":"AATM","chapter":{"name":"Adventure Atlas: The Mortuary","index":0}},{"caption":"Animated Coffin Contents","colLabels":["d6","Contents"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@dice 1d4} {@creature swarm of bats}"],["2","{@dice 1d4} {@creature Skeleton||skeletons} packed like sardines"],["3","A groaning {@creature mummy}"],["4","A patch of {@hazard yellow mold} (see the {@book Dungeon Master's Guide|DMG})"],["5","A slumbering {@creature vampire spawn}"],["6","A portal to the {@area Path of Graves|02a|x} (detailed earlier in this supplement)"]],"name":"Animated Coffin Contents","source":"AATM","chapter":{"name":"Adventure Atlas: The Mortuary","index":0}},{"caption":"Inspiration Cards","colLabels":["Card","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["Balance (or 2 ♠)","When you deal damage to a creature, immediately spend 1 Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum 1)."],["Comet (or 2 {@color ♦|#ff0000})","As a bonus action, select one creature as your chosen foe. That creature has vulnerability to damage you deal and resistance to all other damage, and it has disadvantage on its attack rolls against any creature other than you. This effect ends when any creature other than you deals damage to the target."],["Donjon (or A ♠)","As an action, you are transported to an empty demiplane until the end of your next turn. You can't affect or be affected by anything on the plane you left until you return. You return to the same space you left or, if that space is occupied, to the nearest unoccupied space."],["Euryale (or Q ♠)","When a creature makes a saving throw, it has disadvantage on that saving throw."],["Fates (or A {@color ♥|#ff0000})","Reroll a single {@dice d20} roll you've just made. You must use the second roll."],["Flames (or Q ♣)","When you deal damage to a creature, that creature takes an extra {@dice 1d6} fire damage."],["Fool (or Joker with ™)","As a reaction, when you take damage, you cause the creature that dealt it to have the {@condition prone} condition."],["Gem (or 2 {@color ♥|#ff0000})","Take an additional action on your turn."],["Jester (or Joker without ™)","Take the {@action Disengage} action as a bonus action."],["Key (or Q {@color ♥|#ff0000})","As a bonus action, teleport, with anything you are wearing or carrying, up to 30 feet to a space you can see."],["Knight (or J {@color ♥|#ff0000})","As a reaction, impose disadvantage on the attack roll of a creature you can see."],["Moon (or Q {@color ♦|#ff0000})","As a bonus action, regain one expended 1st-level spell slot or a single use of an ability that can be used a certain number of times per day."],["Puzzle (or 2 ♣)","Gain advantage on a saving throw."],["Rogue (or J ♠)","Gain advantage on an attack roll."],["Ruin (or K ♠)","As a bonus action, impose disadvantage on all ability checks of a creature you can see until the end of its next turn."],["Sage (or A {@color ♦|#ff0000})","Take the {@action Help} or {@action Search} action as a bonus action."],["Skull (or J ♣)","As an action, surround yourself with a shroud of death. Until the start of your next turn, any creature that ends its turn within 5 feet of you takes {@dice 1d6} necrotic damage."],["Star (or J {@color ♦|#ff0000})","Gain advantage on an ability check."],["Sun (or K {@color ♦|#ff0000})","As a reaction, when a creature makes a melee attack that hits you, that creature has the {@condition blinded} condition until the end of your next turn."],["Talons (or A ♣)","As a bonus action, reduce the speed of one creature within 5 feet of you to 0 until the start of your next turn."],["Throne (or K {@color ♥|#ff0000})","As a reaction, when you take damage, the creature that dealt the damage has the {@condition frightened} condition until the end of its next turn. You are the source of its fear."],["Void (or K ♣)","As a reaction, when you take damage, gain resistance to that damage until the start of your next turn."]],"name":"Inspiration Hand; Inspiration Cards","page":18,"source":"BMT","chapter":{"name":"Balance","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Forest Encounter Deck","colLabels":["{@dice 1d21|Card}","Creature","Challenge","Group"],"colStyles":["col-2 text-center","col-6","col-2 text-center","col-2 text-center"],"rows":[[{"type":"cell","roll":{"exact":1},"entry":"A ♠"},"{@creature Young green dragon}","8","—"],[{"type":"cell","roll":{"exact":2},"entry":"A ♣"},"{@creature Druid} (friend)","—","—"],[{"type":"cell","roll":{"exact":3},"entry":"K ♠"},"{@creature Bandit captain}","2","Bandits"],[{"type":"cell","roll":{"exact":4},"entry":"K ♣"},"{@creature Bandit} ×4","1/8","Bandits"],[{"type":"cell","roll":{"exact":5},"entry":"K {@color ♥|#ff0000}"},"{@creature Bandit} ×4","1/8","Bandits"],[{"type":"cell","roll":{"exact":6},"entry":"Q ♠"},"{@creature Owlbear}","3","—"],[{"type":"cell","roll":{"exact":7},"entry":"Q ♣"},"{@creature Owlbear}","3","—"],[{"type":"cell","roll":{"exact":8},"entry":"J ♠"},"{@creature Ettercap}","2","Spiders"],[{"type":"cell","roll":{"exact":9},"entry":"J ♣"},"{@creature Swarm of Spiders||Swarm of insects (spiders)}","2","Spiders"],[{"type":"cell","roll":{"exact":10},"entry":"J {@color ♥|#ff0000}"},"{@creature Giant spider} ×2","1","Spiders"],[{"type":"cell","roll":{"exact":11},"entry":"J {@color ♦|#ff0000}"},"{@creature Giant spider} ×2","1","Spiders"],[{"type":"cell","roll":{"exact":12},"entry":"9 ♣"},"{@creature Giant boar}","2","—"],[{"type":"cell","roll":{"exact":13},"entry":"8 ♣"},"{@creature Ankheg} (lurker)","2","—"],[{"type":"cell","roll":{"exact":14},"entry":"7 ♠"},"{@creature Displacer beast} (twin)","3","—"],[{"type":"cell","roll":{"exact":15},"entry":"7 ♣"},"{@creature Displacer beast} (twin)","3","—"],[{"type":"cell","roll":{"exact":16},"entry":"6 ♠"},"{@creature Worg} ×2 (lurker)","1/2","—"],[{"type":"cell","roll":{"exact":17},"entry":"5 ♠"},"{@creature Pegasus}","2","—"],[{"type":"cell","roll":{"exact":18},"entry":"5 ♣"},"{@creature Pegasus}","2","—"],[{"type":"cell","roll":{"exact":19},"entry":"4 ♠"},"{@creature Shambling mound}","5","—"],[{"type":"cell","roll":{"exact":20},"entry":"3 ♠"},"{@creature Vampiric mist|MPMM}*","3","—"],[{"type":"cell","roll":{"exact":21},"entry":"2 ♠"},"Draw two","—","—"]],"footnotes":["*This monster appears in {@book Mordenkainen Presents: Monsters of the Multiverse|MPMM}. Omit this card if you don't have that book."],"name":"Forest Encounter Deck","page":23,"source":"BMT","chapter":{"name":"Balance","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Corrupted Lands Encounter Deck","colLabels":["{@dice 1d21|Card}","Creature","Challenge","Group"],"colStyles":["col-2 text-center","col-6","col-2 text-center","col-2 text-center"],"rows":[[{"type":"cell","roll":{"exact":1},"entry":" A {@color ♦|#ff0000}"},"{@creature Shoosuva|MPMM}*","8","—"],[{"type":"cell","roll":{"exact":2},"entry":" A {@color ♥|#ff0000}"},"{@creature Gold dragon wyrmling} (friend)","—","—"],[{"type":"cell","roll":{"exact":3},"entry":" K {@color ♦|#ff0000}"},"{@creature Ochre jelly} (lurker)","2","—"],[{"type":"cell","roll":{"exact":4},"entry":" Q {@color ♥|#ff0000}"},"{@creature Nothic} (twin)","2","—"],[{"type":"cell","roll":{"exact":5},"entry":" Q {@color ♦|#ff0000}"},"{@creature Nothic} (twin)","2","—"],[{"type":"cell","roll":{"exact":6},"entry":"10 ♠"},"{@creature Cult fanatic}","2","Cultists"],[{"type":"cell","roll":{"exact":7},"entry":"10 ♣"},"{@creature Veteran}","3","Cultists"],[{"type":"cell","roll":{"exact":8},"entry":"10 {@color ♥|#ff0000}"},"{@creature Cultist} ×4","1/8","Cultists"],[{"type":"cell","roll":{"exact":9},"entry":"10 {@color ♦|#ff0000}"},"{@creature Maw demon|MPMM}*","1","Cultists"],[{"type":"cell","roll":{"exact":10},"entry":" 9 ♠"},"{@creature Gnoll fang of Yeenoghu}","4","Gnolls"],[{"type":"cell","roll":{"exact":11},"entry":" 9 {@color ♥|#ff0000}"},"{@creature Gnoll pack lord}","2","Gnolls"],[{"type":"cell","roll":{"exact":12},"entry":" 9 {@color ♦|#ff0000}"},"{@creature Gnoll}","1/2","Gnolls"],[{"type":"cell","roll":{"exact":13},"entry":" 8 {@color ♥|#ff0000}"},"{@creature Vrock}","6","—"],[{"type":"cell","roll":{"exact":14},"entry":" 7 {@color ♥|#ff0000}"},"{@creature Harpy}","1","—"],[{"type":"cell","roll":{"exact":15},"entry":" 7 {@color ♦|#ff0000}"},"{@creature Harpy}","1","—"],[{"type":"cell","roll":{"exact":16},"entry":" 6 {@color ♥|#ff0000}"},"{@creature Manticore}","3","—"],[{"type":"cell","roll":{"exact":17},"entry":" 5 {@color ♥|#ff0000}"},"{@creature Deathlock|MPMM}* (twin)","4","—"],[{"type":"cell","roll":{"exact":18},"entry":" 5 {@color ♦|#ff0000}"},"{@creature Ghoul} ×2 (twin)","1","—"],[{"type":"cell","roll":{"exact":19},"entry":" 4 {@color ♥|#ff0000}"},"{@creature Gibbering mouther} (lurker)","2","—"],[{"type":"cell","roll":{"exact":20},"entry":" 3 {@color ♥|#ff0000}"},"{@creature Treant} (noncombat encounter)","—","—"],[{"type":"cell","roll":{"exact":21},"entry":" 2 {@color ♦|#ff0000}"},"Draw two","—","—"]],"footnotes":["*This monster appears in {@book Mordenkainen Presents: Monsters of the Multiverse|MPMM}. Omit this card if you don't have that book."],"name":"Corrupted Lands Encounter Deck","page":23,"source":"BMT","chapter":{"name":"Balance","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Magic Items by Name","colLabels":["Magic Item","Rarity","Chapter"],"colStyles":["col-8","col-2 text-center","col-2 text-center"],"rows":[["{@item Antimagic Armor|BMT}","Very rare","{@book 9|BMT|8|Starshot Crossbow}"],["{@item Armor of Fungal Spores|BMT}","Uncommon","{@book 9|BMT|8|Armor of Fungal Spores}"],["{@item Armor of the Fallen|BMT}","Uncommon","{@book 9|BMT|8|Armor of the Fallen}"],["{@item Armor of Weightlessness|BMT}","Uncommon","{@book 9|BMT|8|Armor of Weightlessness}"],["{@item Baleful Talon|BMT}","Very rare","{@book 5|BMT|4|Baleful Talon}"],["{@item Blasted Goggles|BMT}","Uncommon","{@book 20|BMT|19|Blasted Goggles}"],["{@item Bloodrage Greataxe|BMT}","Uncommon","{@book 9|BMT|8|Bloodrage Greataxe}"],["{@item Bloodseeker Ammunition|BMT}","Very rare","{@book 9|BMT|8|Bloodseeker Ammunition}"],["{@item Boomerang Shield|BMT}","Uncommon","{@book 9|BMT|8|Boomerang Shield}"],["{@item Bow of Conflagration|BMT}","Rare","{@book 9|BMT|8|Bow of Conflagration}"],["{@item Bow of Melodies|BMT}","Very rare","{@book 9|BMT|8|Bow of Melodies}"],["{@item Breastplate of Balance|BMT}","Rare","{@book 5|BMT|4|Breastplate of Balance}"],["{@item Card Sharp's Deck|BMT}","Uncommon","{@book 6|BMT|5|Card Sharp's Deck}"],["{@item Clockwork Armor|BMT}","Very rare","{@book 9|BMT|8|Clockwork Armor}"],["{@item Crown of Whirling Comets|BMT}","Very rare","{@book 5|BMT|4|Crown of Whirling Comets}"],["{@item Deck of Dimensions|BMT}","Very rare","{@book 6|BMT|5|Deck of Dimensions}"],["{@item Deck of Many More Things|BMT}","Legendary","{@book 7|BMT|6|Deck of Many More Things}"],["{@item Deck of Miscellany|BMT}","Uncommon","{@book 6|BMT|5|Deck of Miscellany}"],["{@item Deck of Oracles|BMT}","Rare","{@book 8|BMT|7|Deck of Oracles}"],["{@item Deck of Wild Cards|BMT}","Very rare","{@book 6|BMT|5|Deck of Wild Cards}"],["{@item Deck of Wonder|BMT}","Uncommon","{@book 7|BMT|6|Deck of Wonder}"],["{@item Donjon's Sundering Sphere|BMT}","Rare","{@book 5|BMT|4|Donjon's Sundering Sphere}"],["{@item Dried Leech|BMT}","Uncommon","{@book 9|BMT|8|Dried Leech}"],["{@item Euryale's Aegis|BMT}","Legendary","{@book 5|BMT|4|Euryale's Aegis}"],["{@item Fabulist Gem|BMT}","Uncommon","{@book 5|BMT|4|Fabulist Gem}"],["{@item Fate Cutter Shears|BMT}","Very rare","{@book 8|BMT|7|Fate Cutter Shears}"],["{@item +1 Fate Dealer's Deck|BMT|Fate Dealer's Deck}","Varies","{@book 8|BMT|7|Fate Dealer's Deck}"],["{@item Feywrought Armor|BMT}","Rare","{@book 9|BMT|8|Feywrought Armor}"],["{@item Fool's Blade|BMT}","Very rare","{@book 5|BMT|4|Fool's Blade}"],["{@item Forcebreaker Weapon|BMT}","Very rare","{@book 9|BMT|8|Forcebreaker Weapon}"],["{@item Glimmering Moonbow|BMT}","Rare","{@book 5|BMT|4|Glimmering Moonbow}"],["{@item Gloomwrought Armor|BMT}","Rare","{@book 9|BMT|8|Gloomwrought Armor}"],["{@item Grasping Whip|BMT}","Rare","{@book 9|BMT|8|Grasping Whip}"],["{@item Hammer of Runic Focus|BMT}","Very rare","{@book 9|BMT|8|Hammer of Runic Focus}"],["{@item House of Cards|BMT}","Uncommon","{@book 8|BMT|7|House of Cards}"],["{@item Jester's Mask|BMT}","Legendary","{@book 5|BMT|4|Jester's Mask}"],["{@item Plate of Knight's Fellowship|BMT}","Uncommon","{@book 5|BMT|4|Plate of Knight's Fellowship}"],["{@item Ring of Puzzler's Wit|BMT}","Uncommon","{@book 5|BMT|4|Ring of Puzzler's Wit}"],["{@item Rod of Hellish Flames|BMT}","Very rare","{@book 5|BMT|4|Rod of Hellish Flames}"],["{@item Rogue's Mantle|BMT}","Rare","{@book 5|BMT|4|Rogue's Mantle}"],["{@item Ruinous Flail|BMT}","Rare","{@book 5|BMT|4|Ruinous Flail}"],["{@item Sage's Signet|BMT}","Varies","{@book 5|BMT|4|Sage's Signet}"],["{@item Shield of the Tortoise|BMT}","Uncommon","{@book 9|BMT|8|Shield of the Tortoise}"],["{@item Shrieking Greaves|BMT}","Rare","{@book 20|BMT|19|Shrieking Greaves}"],["{@item Skull Helm|BMT}","Very rare","{@book 5|BMT|4|Skull Helm}"],["{@item Sling of Giant Felling|BMT}","Uncommon","{@book 9|BMT|8|Sling of Giant Felling}"],["{@item Spindle of Fate|BMT}","Legendary","{@book 5|BMT|4|Spindle of Fate}"],["{@item Starshot Crossbow|BMT}","Rare","{@book 5|BMT|4|Antimagic Armor}"],["{@item Stonemaker War Pick|BMT}","Very rare","{@book 9|BMT|8|Stonemaker War Pick}"],["{@item Sun Staff|BMT}","Rare","{@book 5|BMT|4|Sun Staff}"],["{@item Sword of the Planes|BMT}","Legendary","{@book 9|BMT|8|Sword of the Planes}"],["{@item Telescopic Transporter|BMT}","Legendary","{@book 13|BMT|12|Telescopic Transporter}"],["{@item Tidecaller Trident|BMT}","Very rare","{@book 9|BMT|8|Tidecaller Trident}"],["{@item Voidwalker Armor|BMT}","Rare","{@book 5|BMT|4|Voidwalker Armor}"],["{@item Warrior's Passkey|BMT}","Rare","{@book 5|BMT|4|Warrior's Passkey}"],["{@item Weapon of Throne's Command|BMT}","Very rare","{@book 5|BMT|4|Weapon of Throne's Command}"],["{@item Winged Ammunition|BMT}","Uncommon","{@book 9|BMT|8|Winged Ammunition}"],["{@item +1 Wraps of Unarmed Prowess|BMT|Wraps of Unarmed Prowess}","Varies","{@book 9|BMT|8|Wraps of Unarmed Prowess}"]],"name":"Magic Items in This Book; Magic Items by Name","page":32,"source":"BMT","chapter":{"name":"Gem","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Gem Stories","colLabels":["d6","Moment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","One of the party's patrons dies, and the patron's will bequeaths all their wealth to the characters."],["2","The party is hired by a disguised dragon who offers them part of its hoard as payment."],["3","A character falls through a crevice and discovers a massive deposit of glittering ore."],["4","The party finds a map in an old bottle that leads to a buried treasure chest filled with ancient coins."],["5","The local merchants' guild, enamored with the party's exploits, offers to sponsor the characters."],["6","The characters are invited to participate in a grand talent competition. Despite the odds, one of the characters wins."]],"name":"Sudden Riches; Gem Stories","page":33,"source":"BMT","chapter":{"name":"Gem","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Rogue Destinies","colLabels":["{@dice 1d22|Card}","Heroic Tie"],"colStyles":["col-2 text-center","col-10"],"rows":[[{"type":"cell","roll":{"exact":1},"entry":"Balance"},"Your family is connected to an organization that seeks justice and opposes tyranny."],[{"type":"cell","roll":{"exact":2},"entry":"Comet"},"A powerful member of a thieves' guild or spy network opposes you at every turn."],[{"type":"cell","roll":{"exact":3},"entry":"Donjon"},"Someone important to you is imprisoned, but you believe they're innocent."],[{"type":"cell","roll":{"exact":4},"entry":"Euryale"},"You committed a terrible trespass and have a bounty on your head."],[{"type":"cell","roll":{"exact":5},"entry":"Fates"},"An important individual owes you a favor; what did you do to earn it?"],[{"type":"cell","roll":{"exact":6},"entry":"Flames"},"A Fiend threatens someone dear to you."],[{"type":"cell","roll":{"exact":7},"entry":"Fool"},"Your friend since childhood is optimistic to a fault and often conned or exploited."],[{"type":"cell","roll":{"exact":8},"entry":"Gem"},"Someone searches for the same treasure you do, and disaster will strike if they find it first."],[{"type":"cell","roll":{"exact":9},"entry":"Jester"},"Hardships bring out your optimism—which is lucky, since you seem to attract unfortunate events!"],[{"type":"cell","roll":{"exact":10},"entry":"Key"},"You've had an unexpected crisis. Did you solve it quickly, or did you hesitate and risk doom?"],[{"type":"cell","roll":{"exact":11},"entry":"Knight"},"An ally who is a member of a helpful organization passes you information or exerts influence on your behalf in subtle ways."],[{"type":"cell","roll":{"exact":12},"entry":"Moon"},"Your life is an idyllic story, except for something that makes you wonder if any of it is true."],[{"type":"cell","roll":{"exact":13},"entry":"Puzzle"},"You have part of a riddle that leads to a great treasure or momentous secret."],[{"type":"cell","roll":{"exact":14},"entry":"Rogue"},"Someone important to you isn't who you think they are."],[{"type":"cell","roll":{"exact":15},"entry":"Ruin"},"You lived a life of luxury until someone in power took it away. Will you get revenge?"],[{"type":"cell","roll":{"exact":16},"entry":"Sage"},"A mage or magical creature takes an interest in you, offering you advice—for a price."],[{"type":"cell","roll":{"exact":17},"entry":"Skull"},"You've defied certain death so many times that it doesn't seem like coincidence anymore."],[{"type":"cell","roll":{"exact":18},"entry":"Star"},"You overcame a hardship imposed by your life circumstances, transforming your position entirely or turning the situation to your benefit."],[{"type":"cell","roll":{"exact":19},"entry":"Sun"},"A divine spellcaster or divine emissary provides you with guidance, whether you want it or not."],[{"type":"cell","roll":{"exact":20},"entry":"Talons"},"A precious object was stolen from you."],[{"type":"cell","roll":{"exact":21},"entry":"Throne"},"You are secretly the heir to great power, but those who usurped that power want you dead."],[{"type":"cell","roll":{"exact":22},"entry":"Void"},"Someone you care for is lost; although others have written them off, you believe they're still alive somewhere."]],"name":"Heroes of Destiny; Rogue Destinies","page":42,"source":"BMT","chapter":{"name":"Rogue","ordinal":{"type":"chapter","identifier":6},"index":5}},{"caption":"Villainous Motivations","colLabels":["d6","Motivation"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Eliminate the character and take their place."],["2","Use the character as the key to unlocking immense power, perhaps as a ritual sacrifice."],["3","Claim a treasure from the character, or take the character's wealth and holdings for themself."],["4","Avenge a harm caused by the character or someone the character represents."],["5","Prove their superiority by bringing the character to ruin in a public and inescapable fashion."],["6","Use the character to solve a great mystery and then claim credit."]],"name":"The Rogue's Motivation; Villainous Motivations","page":43,"source":"BMT","chapter":{"name":"Rogue","ordinal":{"type":"chapter","identifier":6},"index":5}},{"caption":"Spells","colLabels":["Level","Spell","School","Concentration","Ritual","Class"],"colStyles":["col-1 text-center","col-2","col-2","col-1 text-center","col-1 text-center","col-5"],"rows":[["2nd","{@spell Spray of Cards|BMT}","Conjuration","No","No","Bard, sorcerer, warlock, wizard"],["3rd","{@spell Antagonize|BMT}","Enchantment","No","No","Bard, sorcerer, warlock, wizard"],["4th","{@spell Spirit of Death|BMT}","Necromancy","Yes","No","Sorcerer, warlock, wizard"]],"name":"Spells","page":49,"source":"BMT","chapter":{"name":"Sage","ordinal":{"type":"chapter","identifier":7},"index":6}},{"caption":"Sage Destinies","colLabels":["{@dice 1d22|Card}","Heroic Tie"],"colStyles":["col-2 text-center","col-10"],"rows":[[{"type":"cell","roll":{"exact":1},"entry":"Balance"},"You were once a member of an order dedicated to keeping magical artifacts out of the hands of those who would abuse their power."],[{"type":"cell","roll":{"exact":2},"entry":"Comet"},"A seer predicted you're destined for immense power. Do you seek this power or reject it?"],[{"type":"cell","roll":{"exact":3},"entry":"Donjon"},"Your dreams include visions of an imprisoned extraplanar entity."],[{"type":"cell","roll":{"exact":4},"entry":"Euryale"},"You wish to learn powerful magic to protect your loved ones from harm."],[{"type":"cell","roll":{"exact":5},"entry":"Fates"},"Your magical studies are driven by a desire to manipulate reality."],[{"type":"cell","roll":{"exact":6},"entry":"Flames"},"Your magical ability stems from a gamble you made with a Fiend—though you're not sure if you won or lost."],[{"type":"cell","roll":{"exact":7},"entry":"Fool"},"You use your arcane prowess to con unsuspecting individuals."],[{"type":"cell","roll":{"exact":8},"entry":"Gem"},"You carry a seemingly ordinary item stolen from a powerful archmage, and it causes inexplicable things to happen around you."],[{"type":"cell","roll":{"exact":9},"entry":"Jester"},"You come from a long tradition of wild mages, even if your own powers are different."],[{"type":"cell","roll":{"exact":10},"entry":"Key"},"Your spellbook manifests as a deck of cards."],[{"type":"cell","roll":{"exact":11},"entry":"Knight"},"Your family of renowned warriors judges you on your martial talents (or lack thereof)."],[{"type":"cell","roll":{"exact":12},"entry":"Moon"},"A loved one is cursed, and you're determined to break that curse."],[{"type":"cell","roll":{"exact":13},"entry":"Puzzle"},"You live for the pursuit of arcane secrets and lost legends."],[{"type":"cell","roll":{"exact":14},"entry":"Rogue"},"Someone you trust is actually a monster, such as a dragon or a hag, in disguise."],[{"type":"cell","roll":{"exact":15},"entry":"Ruin"},"A fortune teller warned that you're destined to cause great destruction, which you're trying to avoid."],[{"type":"cell","roll":{"exact":16},"entry":"Sage"},"You use a divinatory card spread to decide which spells to prepare each day."],[{"type":"cell","roll":{"exact":17},"entry":"Skull"},"You seek a way to cheat death."],[{"type":"cell","roll":{"exact":18},"entry":"Star"},"Your spells and magical abilities take on the appearance of playing cards."],[{"type":"cell","roll":{"exact":19},"entry":"Sun"},"Agents of the Solar Bastion (see {@book chapter 10|BMT|9}) once saved your life."],[{"type":"cell","roll":{"exact":20},"entry":"Talons"},"You seek to reclaim a stolen magical artifact."],[{"type":"cell","roll":{"exact":21},"entry":"Throne"},"You began your arcane scholarship as an apprentice to a court magician."],[{"type":"cell","roll":{"exact":22},"entry":"Void"},"You've glimpsed another plane of existence, but no one believes you. You strive to prove them wrong."]],"name":"Heroes of Destiny; Sage Destinies","page":47,"source":"BMT","chapter":{"name":"Sage","ordinal":{"type":"chapter","identifier":7},"index":6}},{"caption":"Fated Destinies","colLabels":["{@dice 1d22|Card}","Heroic Tie"],"colStyles":["col-2 text-center","col-10"],"rows":[[{"type":"cell","roll":{"exact":1},"entry":"Balance"},"You were trained by an organization that opposes a deity or another powerful cosmic force."],[{"type":"cell","roll":{"exact":2},"entry":"Comet"},"You were born under a sign associated with cataclysm, and every attempt to glimpse your future reveals ill omens."],[{"type":"cell","roll":{"exact":3},"entry":"Donjon"},"A religious organization imprisoned you, perhaps because of a crime you committed against that faith or because the leaders considered you the servant of a rival power."],[{"type":"cell","roll":{"exact":4},"entry":"Euryale"},"You or your family are watched by secretive figures. They usually keep hidden, but you've seen they wear an unknown symbol."],[{"type":"cell","roll":{"exact":5},"entry":"Fates"},"You made a choice in your past that haunts you. Whatever the consequences, it's not clear you made the right choice."],[{"type":"cell","roll":{"exact":6},"entry":"Flames"},"A powerful figure opposed to your beliefs vexes your life; even your triumphs seem to serve this being's ends."],[{"type":"cell","roll":{"exact":7},"entry":"Fool"},"What could have been one of the happiest moments in your life turned into a tragedy."],[{"type":"cell","roll":{"exact":8},"entry":"Gem"},"You inherited land containing the ruins of a temple where a coveted relic was hidden."],[{"type":"cell","roll":{"exact":9},"entry":"Jester"},"You were brought up to believe in a prophecy of impending doom, but you perceive potential and hope where others expect disaster."],[{"type":"cell","roll":{"exact":10},"entry":"Key"},"An inflexible person with power over you threatened to bring about disaster, but your decisive action prevailed."],[{"type":"cell","roll":{"exact":11},"entry":"Knight"},"The defenders of a religious organization such as a druid circle, paladin order, or temple watch over you."],[{"type":"cell","roll":{"exact":12},"entry":"Moon"},"You are most comfortable at night, and all your greatest successes have taken place then. You also bear a silvery, crescent-shaped birthmark."],[{"type":"cell","roll":{"exact":13},"entry":"Puzzle"},"Your studies led you to a scrap of prophecy or the memoir of a prominent figure, which calls your beliefs into question."],[{"type":"cell","roll":{"exact":14},"entry":"Rogue"},"A devout individual whom you looked up to revealed themself to be false, a disciple of a power opposed to your beliefs."],[{"type":"cell","roll":{"exact":15},"entry":"Ruin"},"You were once a favored adherent of a religious order, but you've been cast out in disgrace."],[{"type":"cell","roll":{"exact":16},"entry":"Sage"},"An otherworldly being whispers advice to you in dreams or visitations, taking on different guises and speaking through others."],[{"type":"cell","roll":{"exact":17},"entry":"Skull"},"You were returned to life through resurrection magic, divine intervention, or a mysterious circumstance you don't yet understand."],[{"type":"cell","roll":{"exact":18},"entry":"Star"},"When you adopted your current beliefs, your life changed dramatically for the better."],[{"type":"cell","roll":{"exact":19},"entry":"Sun"},"While you never placed much stock in the beliefs you were taught, adhering to them saved you from a catastrophe."],[{"type":"cell","roll":{"exact":20},"entry":"Talons"},"You have a well-used holy symbol from someone you looked up to, and you feel uncertain anytime you're without it."],[{"type":"cell","roll":{"exact":21},"entry":"Throne"},"You were born to a family of divinely favored folk, and they have big expectations for you."],[{"type":"cell","roll":{"exact":22},"entry":"Void"},"Your soul, or a loved one's, is doomed to be taken by a Fiend, a powerful Undead, or another wicked power."]],"name":"Heroes of Destiny; Fated Destinies","page":58,"source":"BMT","chapter":{"name":"Fates","ordinal":{"type":"chapter","identifier":8},"index":7}},{"caption":"Knight Destinies","colLabels":["{@dice 1d22|Card}","Heroic Tie"],"colStyles":["col-2 text-center","col-10"],"rows":[[{"type":"cell","roll":{"exact":1},"entry":"Balance"},"Someone—or something—wronged you in your past. You seek revenge."],[{"type":"cell","roll":{"exact":2},"entry":"Comet"},"You've been promised an inheritance if you can make a name for yourself as a hero."],[{"type":"cell","roll":{"exact":3},"entry":"Donjon"},"You're stranded far from home and intend to fight your way back."],[{"type":"cell","roll":{"exact":4},"entry":"Euryale"},"A year of solitude gave you clarity and led you down the path of the warrior."],[{"type":"cell","roll":{"exact":5},"entry":"Fates"},"A fortune teller foresaw that you would find your calling in a life of battle."],[{"type":"cell","roll":{"exact":6},"entry":"Flames"},"When the heat of battle takes over, you barely recognize yourself. This scares you."],[{"type":"cell","roll":{"exact":7},"entry":"Fool"},"Friendly (or not-so-friendly) competition with a rival has spurred you to adventure."],[{"type":"cell","roll":{"exact":8},"entry":"Gem"},"You seek a fabled magic weapon or magic suit of armor. You won't rest until you find it."],[{"type":"cell","roll":{"exact":9},"entry":"Jester"},"You feel like a laughingstock but believe you'll make something of yourself on the battlefield."],[{"type":"cell","roll":{"exact":10},"entry":"Key"},"Someone close to you was kidnapped. You hope to find and rescue them."],[{"type":"cell","roll":{"exact":11},"entry":"Knight"},"You used to be a squire to a brave knight, but that knight died in combat."],[{"type":"cell","roll":{"exact":12},"entry":"Moon"},"Your dreams are haunted by the screams of those you couldn't save in battle."],[{"type":"cell","roll":{"exact":13},"entry":"Puzzle"},"Unpredictability is a hallmark of your fighting style. You keep enemies on their toes."],[{"type":"cell","roll":{"exact":14},"entry":"Rogue"},"Tales of your past heroic deeds might be somewhat exaggerated."],[{"type":"cell","roll":{"exact":15},"entry":"Ruin"},"When you lost everything, you realized the only thing you could rely on was your martial skill."],[{"type":"cell","roll":{"exact":16},"entry":"Sage"},"Descended from a family of sorcerers, you were the only one not to show magical aptitude."],[{"type":"cell","roll":{"exact":17},"entry":"Skull"},"You had a near-death experience, and you believe you saw yourself going to the Nine Hells."],[{"type":"cell","roll":{"exact":18},"entry":"Star"},"You're chasing notoriety, hoping for folk to sing of your deeds for years to come."],[{"type":"cell","roll":{"exact":19},"entry":"Sun"},"You once belonged to a small but mighty militia. Sometimes, you miss the regimented structure of that life."],[{"type":"cell","roll":{"exact":20},"entry":"Talons"},"When monsters attacked your hamlet, you found you had a way with weapons."],[{"type":"cell","roll":{"exact":21},"entry":"Throne"},"You honed your martial skills as a bodyguard to an important political figure."],[{"type":"cell","roll":{"exact":22},"entry":"Void"},"Slaying monsters is a welcome distraction to the growing emptiness inside you."]],"name":"Heroes of Destiny; Knight Destinies","page":69,"source":"BMT","chapter":{"name":"Knight","ordinal":{"type":"chapter","identifier":9},"index":8}},{"caption":"Solar Bastion Contact","colLabels":["d6","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Restless Retiree. Gundra, an ancient dwarf, served the Solar Bastion in the field for over a century before retiring. She lives in the Solar Bastion now and relentlessly drills the knights she trains. She clearly misses working in the field."],["2","Grumpy Veteran. Howart, an older human, has mentored many young adventurers, but most were smart enough to listen to his advice... unlike you lot, who seem to think you know everything."],["3","Busy Supervisor. Theira, a frazzled elf, has so many irons in the fire, so many projects to keep track of! Of course you're not imposing, she says, but can you get quickly to the point, please?"],["4","Distracted Researcher. Haddick, a middle-aged halfling, spends most of her time in the Library Tower at the Solar Bastion. Even when she's not at the library, or when she's talking to you, it's pretty clear that her mind is still there, focused on her latest subject of research."],["5","Lonely Knight. Jared, a human knight of the Solar Bastion with a distinguished career, has traveled the multiverse alone so long he's become isolated and unsure of himself in social situations. He wants to help but needs encouragement to regain his naturally friendly demeanor."],["6","Hilarion. The solar speaks to you directly, via the {@spell Sending} spell or after summoning you to the Solar Bastion."]],"name":"Solar Bastion Contact","page":79,"source":"BMT","chapter":{"name":"Sun","ordinal":{"type":"chapter","identifier":10},"index":9}},{"caption":"Solar Bastion Member Roles","colLabels":["Role","Backgrounds"],"colStyles":["col-6","col-6"],"rows":[["Counselor","{@background Charlatan}, {@background entertainer}, {@background noble}"],["Curse-breaker","{@background Acolyte}, {@background folk hero}, {@background hermit}, {@background soldier}"],["Investigator","{@background Variant Criminal (Spy)||Criminal}, {@background sage}, {@background sailor}"],["Researcher","{@background Variant Guild Artisan (Guild Merchant)||Guild artisan}, {@background sage}"],["Tracker","{@background Outlander}, {@background urchin}"]],"name":"Solar Bastion Specialists; Solar Bastion Member Roles","page":79,"source":"BMT","chapter":{"name":"Sun","ordinal":{"type":"chapter","identifier":10},"index":9}},{"caption":"Solar Bastion Quests","colLabels":["d8","Quest"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Aid and Counsel. Your contact has learned another group of adventurers has discovered a {@item Deck of Many Things}. Find them before they draw from it, and warn them of its dangers—or help them get out of the mess their draws bring upon them."],["2","Research. A rare tome said to describe early encounters with Decks of Many Things is thought to lie in the hoard of a dragon. Retrieve it!"],["3","Track Rifflers. {@creature Riffler|BMT|Rifflers} (see {@book chapter 21|BMT|20|Riffler}) have been active in a remote countryside. Find out if they have a {@item Deck of Many Things}, and ensure they don't give it to a hapless mortal."],["4","Stay Ahead of the Grim Harrow. Riders of the Grim Harrow (see {@book chapter 19|BMT|18}) are terrorizing a village as they search for a {@item Deck of Many Things}. Figure out where they're going, and get there before they do!"],["5","Find {@creature Euryale|BMT}. Rumors of a reclusive medusa are spreading through a city. There's a slim chance the medusa could be {@creature Euryale|BMT}, who could lead the knights to {@creature Asteria|BMT}. Determine the medusa's identity and secretly follow her trail, if any, to {@creature Asteria|BMT}."],["6","Prevent Misuse. A {@creature Hierophant of the Comet|BMT|hierophant} of the Heralds of the Comet (see {@book chapter 12|BMT|11|Hierophant of the Comet}) has acquired a few cards from the original {@item Deck of Many Things}. Ensure the complete artifact doesn't fall into her hands."],["7","Combat a Curse. After plundering a dragon's hoard, adventurers attract constant ill luck. Make sure the treasure isn't cursed; if it is, ensure they aren't spreading the curse as they spend the gold."],["8","Contain an Evil Artifact. The blights and ruination befalling a region suggest someone there is casting spells from the {@item Book of Vile Darkness} or perhaps wielding the {@item Wand of Orcus}. Do whatever is necessary to stop this person, and bring the evil artifact back to Hilarion so it can be contained."]],"name":"Solar Bastion Quests","page":79,"source":"BMT","chapter":{"name":"Sun","ordinal":{"type":"chapter","identifier":10},"index":9}},{"caption":"Apocalyptic Warnings","colLabels":["d12","Warning"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A large star or comet appears in the night sky, shedding as much light as the full moon."],["2","A constant stream of meteors is visible in the sky, even during the day, always moving in the same direction."],["3","The sky turns sickly green or bruised purple."],["4","The water of a river or a lake or along a coastline turns to blood, acid, or blue sand."],["5","All creatures born on a particular day (including livestock and wild animals) have a common feature, such as incandescent eyes, a fiery halo, or brightly glowing blood that is visible through the skin."],["6","Locusts, cicadas, wasps, spiders, or snakes swarm in unimaginable numbers."],["7","Earthquakes shake the ground with increasing frequency and strength."],["8","A warning message in countless languages appears all over a city's walls."],["9","A hermit who is a local legend comes to town and delivers a warning."],["10","A dead angel falls from the sky in a fireball that strikes the earth, leaving a charred skeleton with burnt wings and a scorched trumpet."],["11","Everyone has the exact same dream, in which a disembodied presence delivers a warning."],["12","All children simultaneously stop what they're doing and convey the same warning in unison."]],"name":"Apocalyptic Warnings","page":96,"source":"BMT","chapter":{"name":"Comet","ordinal":{"type":"chapter","identifier":12},"index":11}},{"caption":"Apocalyptic Calamities","colLabels":["d12","Calamity"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The {@creature tarrasque} awakens. (A {@creature kraken}, an {@creature empyrean}, or another titan might also serve as an agent of apocalyptic wrath.)"],["2","A deadly plague that's resistant to curative magic sweeps the land."],["3","A prolonged drought leads to terrible famine."],["4","A volcano (or chain of volcanoes) erupts."],["5","A large asteroid crashes into the world."],["6","A vast sinkhole opens, swallowing a city into the Underdark or one of the Lower Planes, or releasing hordes of Fiends."],["7","The gods are stripped of their power and are forced to occupy mortal forms."],["8","The world is drawn into another plane of existence."],["9","The gods war among themselves or against incredibly powerful alien beings."],["10","Magic goes awry, creating random zones of wild magic (where casting any spell of 1st level or higher causes a roll on the {@table Wild Magic Surge|PHB|Wild Magic Surge table} in the {@book Player's Handbook|PHB}) and dead magic (like an {@spell Antimagic Field} spell on a larger scale)."],["11","The corpse of a slain god falls to the earth."],["12","Every Dragon is consumed with unthinking rage and unleashes devastation on those living nearby."]],"name":"Apocalyptic Calamities","page":97,"source":"BMT","chapter":{"name":"Comet","ordinal":{"type":"chapter","identifier":12},"index":11}},{"caption":"Common Zodiac Associations","colLabels":["Sign","Nickname","Prominence","Birthstone","Creature","Color","Ability Score"],"colStyles":["col-1-8","col-1-7","col-1-7","col-1-7","col-1-7","col-1-7","col-1-7"],"rows":[["{@book Skull|BMT|12|Skull}","The Watcher","Midwinter","Onyx","Imp","Black, white","Constitution"],["{@book Balance|BMT|12|Balance}","The Merchant","Late winter","Quartz","Fish","Orange","Intelligence"],["{@book Sage|BMT|12|Sage}","The Wise One","Early spring","Garnet","Sphinx","Purple","Intelligence"],["{@book Throne|BMT|12|Throne}","The Everlasting","Midspring","Ruby","Dragon","Gold","Charisma"],["{@book Key|BMT|12|Key}","The Child","Late spring","Opal","Cat","Silver","Wisdom"],["{@book Flames|BMT|12|Flames}","The Lovers","Early summer","Moonstone","Unicorn","Pink","Charisma"],["{@book Knight|BMT|12|Knight}","The Dragon Slayer","Midsummer","Diamond","Griffon","Blue","Strength"],["{@book Euryale|BMT|12|Euryale}","The Gardener","Late summer","Emerald","Basilisk","Green","Wisdom"],["{@book Rogue|BMT|12|Rogue}","Night's Edge","Early autumn","Jet","Rat","Black","Dexterity"],["{@book Gem|BMT|12|Gem}","The Genie","Midautumn","Blue sapphire","Whale","Indigo","Strength"],["{@book Talons|BMT|12|Talons}","The Elder","Late autumn","Jade","Owlbear","Yellow","Constitution"],["{@book Jester|BMT|12|Jester}","The Nilbog","Early winter","Pearl","Goose","Red","Dexterity"]],"name":"Common Zodiac Associations","page":101,"source":"BMT","chapter":{"name":"Star","ordinal":{"type":"chapter","identifier":13},"index":12}},{"caption":"Zodiac Phenomena","colLabels":["d12","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Skull. The unliving surge with renewed zeal. Undead in the region gain 13 ({@dice 3d8}) {@book temporary hit points|PHB|9|Temporary Hit Points} daily at dusk."],["2","Balance. Each creature in the region intuitively knows the immunities, resistances, and vulnerabilities of any creature it sees in the region."],["3","Sage. Emotions are muted in the region, but minds open to new ideas. Creatures in the region have advantage on Charisma checks made to improve the attitude of other creatures in the region."],["4","Throne. The resolve of the law-abiding is bolstered, while rebels are emboldened to passionately pursue their causes. Creatures in the region are immune to the {@condition frightened} condition."],["5","Key. A creature can unlock an object in this region simply by touching it, even if the lock is magical."],["6","Flames. Emotions in the region become more intense. Whenever a creature in the region tries to alter the attitude of another, a failed Charisma check always results in the latter creature turning hostile if it wasn't hostile already."],["7","Knight. Spectral knights routinely fly across the sky. Whenever the characters are outdoors and become embroiled in combat in the region, one or more knights descend from the sky to help them, provided none of the characters is evil. Each round on initiative count 20 (losing initiative ties), the knights deal 9 ({@dice 2d8}) force damage to each of the characters' enemies. After the battle, the knights bow, then disappear."],["8","Euryale. Natural vegetation in the region grows poisonous thorns. A creature that enters or ends its turn in {@book difficult terrain|PHB|8|Difficult Terrain} caused by this vegetation must succeed on a DC 12 Constitution saving throw or take 7 ({@dice 2d6}) poison damage. If this damage reduces a creature to 0 hit points, the creature instead has 1 hit point and has the {@condition petrified} condition until that condition is removed by the {@spell Greater Restoration} spell or similar magic."],["9","Rogue. Sneaks find their efforts easier in the region. Creatures in the region make Dexterity ({@skill Stealth}) checks with advantage."],["10","Gem. At midnight on a clear night, the stars appear to multiply tenfold, then rain down to the ground as minuscule silver meteorites. In all, 100 gp worth of silver falls harmlessly from the sky, scattered throughout the region."],["11","Talons. Some magic is suppressed in the region. Common magic items, cantrips, and 1st-level spells don't function within this area."],["12","Jester. Misfortune besets people in the region. Whenever a Humanoid in the region makes an ability check or an attack roll and rolls a 1 on the {@dice d20}, it has the {@condition incapacitated} condition until the end of its next turn, as it is magically overcome with laughter."]],"name":"Zodiac Phenomena","page":102,"source":"BMT","chapter":{"name":"Star","ordinal":{"type":"chapter","identifier":13},"index":12}},{"caption":"Telescope Travel Mishaps","colLabels":["d6","Mishap"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The travelers appear adrift in the Astral Sea."],["2","The travelers appear on a different plane of existence, determined randomly or chosen by the DM."],["3","Excess cosmic energy overloads the telescope, causing it to explode. Each creature within 60 feet of the telescope takes {@dice 8d6} necrotic damage. Any Humanoid who survives this damage is transformed into a different kind of creature, as if it had been subject to the {@spell Reincarnate} spell."],["4","A creature from the Astral Sea (such as a {@creature githyanki knight}) appears within 60 feet of the telescope. The DM decides its attitude."],["5","The travelers appear on a different planet or celestial body in the Wildspace system nearest to their target destination."],["6","The travelers arrive at their intended destination, but they each appear coated in harmless slime."]],"name":"Telescope Travel Mishaps","page":105,"source":"BMT","chapter":{"name":"Star","ordinal":{"type":"chapter","identifier":13},"index":12}},{"caption":"Seelie Market Introductions","colLabels":["d6","Introduction"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A strange trail of toadstools leads off the beaten path into the nearby woods."],["2","A pixie beckons you to follow her, promising you a sight beyond your wildest dreams."],["3","A man stumbles from the forest. He doesn't speak, but his arms are full of delicious-looking fruit."],["4","The party hears chattering voices and the music of panpipes coming from a secluded area."],["5","In the distance, the party sees a descending dragon pulling a caravan of wagons."],["6","A dragon's gentle voice calls out to the characters in their dreams, giving them directions to the market but no further details."]],"name":"Seelie Market Introductions","page":106,"source":"BMT","chapter":{"name":"Jester","ordinal":{"type":"chapter","identifier":14},"index":13}},{"caption":"Fey Fruit Effects","colLabels":["d10","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Every 10 minutes, the creature must eat another fey fruit or make a DC 10 Constitution saving throw, gaining 1 level of {@condition exhaustion} on a failed save. Magic that ends the {@condition charmed} condition cures the cravings, which otherwise end after 1 hour."],["2","The creature turns a sickly green and has the {@condition poisoned} condition for 1 hour."],["3","The creature can't deliberately lie for 24 hours."],["4","The creature can't understand any language for the next 8 hours."],["5","The creature turns into a {@creature Faerie Dragon (Violet)||faerie dragon}, as if by a {@spell True Polymorph} spell that has a duration of 24 hours."],["6","Regenerative bark covers the creature's skin, granting the effects of a {@spell Barkskin} spell for 24 hours."],["7","The creature and anything it is wearing or carrying become {@condition invisible} for 24 hours. This invisibility ends early immediately after the creature attacks or casts a spell."],["8","The creature gains the benefits of a {@spell Speak with Animals} spell for 8 hours."],["9","The creature gains {@dice 4d4 + 4} {@book temporary hit points|PHB|9|Temporary Hit Points}."],["10","The creature sprouts dragonfly-like wings, gaining a flying speed of 30 feet for 1 hour."]],"name":"Fruit Stalls; Fey Fruit Effects","page":107,"source":"BMT","chapter":{"name":"Jester","ordinal":{"type":"chapter","identifier":14},"index":13}},{"caption":"Secondhand Steals","colLabels":["d8","Secondhand Steal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A pair of small, rose-tinted glasses with round lenses"],["2","A droopy potted plant in an old boot"],["3","A rusty metal goblet shaped like a frog opening its mouth to the sky"],["4","A wide-brimmed, palm-frond sunhat that has been chewed on"],["5","A utensil shaped like a fork on one end and a spoon on the other"],["6","A thick, sun-yellowed book on seasonal agriculture written in Halfling"],["7","A well-used squeaky toy in the shape of a garden gnome with a red hat"],["8","A glass statuette of a rust monster"]],"name":"Secondhand Trinkets; Secondhand Steals","page":108,"source":"BMT","chapter":{"name":"Jester","ordinal":{"type":"chapter","identifier":14},"index":13}},{"caption":"Lavender's Spell Scrolls","colLabels":["Spell Level","Spell Scroll"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell Cure Wounds}, {@spell Faerie Fire}"],["2nd","{@spell Moonbeam}, {@spell Protection from Poison}"],["3rd","{@spell Antagonize|BMT}*"]],"footnotes":["*This spell appears in {@book chapter 7|BMT|6|Antagonize}."],"name":"Lavender's Spell Scrolls","page":109,"source":"BMT","chapter":{"name":"Jester","ordinal":{"type":"chapter","identifier":14},"index":13}},{"caption":"Fortunes","colLabels":["{@dice 1d9|Card}","Fortune"],"colStyles":["col-2 text-center","col-10"],"rows":[[{"type":"cell","roll":{"exact":1},"entry":"Comet"},"\"Carry a lit flame with you at all times. You will be rewarded with wondrous treasure.\""],[{"type":"cell","roll":{"exact":2},"entry":"Fates"},"\"You are fated to witness a terrible catastrophe. Take solace in knowing there is nothing you can do to stop it.\""],[{"type":"cell","roll":{"exact":3},"entry":"Fool"},"\"Someone who seems helpless will call for your aid. Do not trust them.\""],[{"type":"cell","roll":{"exact":4},"entry":"Key"},"\"A dream will bring answers to the questions you seek.\""],[{"type":"cell","roll":{"exact":5},"entry":"Knight"},"\"Someone will offer you their services in a time of great need. Trust them.\""],[{"type":"cell","roll":{"exact":6},"entry":"Rogue"},"\"A foe is hunting you. They seek vengeance and shall arrive soon.\""],[{"type":"cell","roll":{"exact":7},"entry":"Ruin"},"\"You will soon lose something you hold dear.\""],[{"type":"cell","roll":{"exact":8},"entry":"Sage"},"\"Give advice freely and often. It will save another's life in the near future, earning you their loyalty.\""],[{"type":"cell","roll":{"exact":9},"entry":"Throne"},"\"Great responsibility shall be thrust upon you. Only you will know if you are ready.\""]],"name":"Fortune-Telling; Fortunes","page":110,"source":"BMT","chapter":{"name":"Jester","ordinal":{"type":"chapter","identifier":14},"index":13}},{"caption":"Ruin Encounters","colLabels":["1d12","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Animals—such as a {@creature brown bear}, {@creature giant owl}, or pack of {@dice 2d6} {@creature Wolf||wolves}—attack, made vicious by the effect of Baphomet's temple deep under the hill."],["2","{@dice 2d4} {@creature Minotaur Archaeologist|BMT|minotaur archaeologists} explore the hill, looking for artifacts and places to dig."],["3","{@dice 1d6} {@creature Minotaur Infiltrator|BMT|minotaur infiltrators} are performing a bloody rite to Baphomet; if there are six, one is their leader, {@creature Brusipha|BMT} (both stat blocks appear in this chapter). If discovered, the minotaurs attack to conceal their activity from outsiders."],["4","{@dice 1d3} {@creature Displacer Beast||displacer beasts}, pets of the green hags, are on the prowl; alternatively, use {@creature Yeth Hound|MPMM|yeth hounds} from {@book Mordenkainen Presents: Monsters of the Multiverse|MPMM}."],["5","A plaintive howl echoes over the hill. Characters who succeed on a DC 12 Wisdom ({@skill Perception}) check identify the source as the collapsed bell tower in the Feygrove, where a young {@creature displacer beast} is trapped."],["6","A {@creature green hag} from the coven hidden in the Feygrove is on a mysterious errand. If she detects the adventurers before they spot her, the hag uses Illusory Appearance to conceal herself as a dryad and invites the characters to the Feygrove, then returns to her coven and sets a trap for the characters."],["7","Vegetation on the hillside has grown into a hedge maze due to the magical influence of Baphomet's temple. Navigating the maze requires 1 hour and a successful DC 18 Wisdom ({@skill Survival}) check."],["8","Mekkalath's presence prompts a fiery eruption. Creatures in a 5-foot-radius, 20-foot-high cylinder must succeed on a DC 15 Dexterity saving throw or take 17 ({@dice 5d6}) fire damage."],["9","{@dice 1d3} {@creature Fire Elemental||fire elementals} drawn from the Elemental Plane of Fire by Mekkalath's aura wander the hill."],["10","Spiders from the Feygrove are on the prowl; they include {@dice 2d4} {@creature Giant Spider||giant spiders} plus either {@dice 1d3} {@creature Phase Spider||phase spiders} or 1 {@creature ruin spider|BMT} (see {@book chapter 21|BMT|20|Ruin Spider})."],["11","A lone {@creature githyanki warrior} hunts for tonight's meal."],["12","A {@creature red slaad}, dropped here by the comet that recently overflew the site, searches the hill for any way to lift the wards around the watchtower."]],"name":"Random Encounters; Ruin Encounters","page":124,"source":"BMT","chapter":{"name":"Ruin","ordinal":{"type":"chapter","identifier":16},"index":15}},{"caption":"Visions of Ioun","colLabels":["1d6","Vision"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Minotaurs dig beneath the hill and build a temple to Bahamut and other gods."],["2","Minotaurs clad in the garb of a bestial cult summon demons and slay other minotaur priests in a horrific bloodbath."],["3","Monks and knights travel to the hill and construct the abbey at its summit."],["4","Knights defeat a hobgoblin warlord and bring back a {@item Deck of Many Things} and other trophies."],["5","As an army besieges the abbey, a knight draws the Skull card from a {@item Deck of Many Things}. Skull-headed Undead appear and massacre everyone they see."],["6","A huge red dragon emerges from the catacombs beneath the abbey to make his lair atop the hill. Among his treasures is a {@item Deck of Many Things}."]],"name":"Feygrove; Visions of Ioun","page":126,"source":"BMT","chapter":{"name":"Ruin","ordinal":{"type":"chapter","identifier":16},"index":15}},{"caption":"Marks of the Donjon","colLabels":["d6","Curse"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The character can't stop shivering."],["2","The character's vision is limited to a 5-foot-wide line pointing in a single direction."],["3","The character gets nauseous near windows or doorways. If the character moves through such a threshold, the character has disadvantage on saving throws for 1 minute."],["4","The character is plagued by nightmares of metal constructs."],["5","The character is disoriented by wide-open spaces and has no sense of direction outdoors."],["6","While in sunlight, the character has disadvantage on attack rolls."]],"name":"Mark of the Donjon; Marks of the Donjon","page":134,"source":"BMT","chapter":{"name":"Donjon","ordinal":{"type":"chapter","identifier":17},"index":16}},{"caption":"Drone Patrols","colLabels":["d6","Patrol Composition"],"colStyles":["col-2 text-center","col-10"],"rows":[["1–2","{@dice 1d6} {@creature Quadrone Detention Drone|BMT|quadrones}"],["3","{@dice 1d4} suits of {@creature Animated Armor Detention Drone|BMT|animated armor}"],["4–5","2 {@creature Helmed Horror Detention Drone|BMT|helmed horrors}"],["6","1 {@creature Advanced Detention Drone|BMT|shield guardian}"]],"name":"Drone Patrols","page":135,"source":"BMT","chapter":{"name":"Donjon","ordinal":{"type":"chapter","identifier":17},"index":16}},{"caption":"Gem Shards","colLabels":["Attack Roll or Check Total","Thunder Damage","Gemstone Value"],"colStyles":["col-4","col-4","col-4"],"rows":[["5 or lower","33 ({@dice 6d10})","10 gp"],["10–14","22 ({@dice 4d10})","50 gp"],["15–19","11 ({@dice 2d10})","100 gp"],["20–24","5 ({@dice 1d10})","500 gp"],["25–29","—","1,000 gp"],["30 or higher","—","5,000 gp"]],"name":"Gem Shards","page":147,"source":"BMT","chapter":{"name":"Void","ordinal":{"type":"chapter","identifier":18},"index":17}},{"caption":"Stat Blocks by Challenge Rating","colLabels":["CR","Stat Block","Creature Type","Chapter"],"colStyles":["col-2 text-center","col-6","col-2","col-2 text-center"],"rows":[["1/4","{@creature Minotaur archaeologist|BMT}","Humanoid","{@book 16|BMT|15}"],["1/2","{@creature Aspirant of the Comet|BMT}","Humanoid","{@book 12|BMT|11}"],["1","{@creature Harrow hawk|BMT}","Undead","{@book 21|BMT|20}"],["2","{@creature Minotaur infiltrator|BMT}","Humanoid","{@book 16|BMT|15}"],["2","{@creature Oddlewin|BMT}","Fey","{@book 14|BMT|13}"],["3","{@creature Brusipha|BMT}","Humanoid","{@book 16|BMT|15}"],["3","{@creature Harrow hound|BMT}","Undead","{@book 19|BMT|18}"],["3","{@creature Living portent|BMT}","Celestial","{@book 21|BMT|20}"],["4","{@creature Fate hag|BMT}","Fey","{@book 21|BMT|20}"],["4","{@creature Initiate of the Comet|BMT}","Humanoid","{@book 12|BMT|11}"],["4","{@creature Werevulture|BMT}","Fiend","{@book 21|BMT|20}"],["5","{@creature Ambitious assassin|BMT}","Humanoid","{@book 6|BMT|5}"],["5","{@creature Riffler|BMT}","Fey","{@book 21|BMT|20}"],["5","{@creature Ruin spider|BMT}","Monstrosity","{@book 21|BMT|20}"],["5","{@creature Sir Jared|BMT}","Humanoid","{@book 10|BMT|9}"],["7","{@creature Talon beast|BMT}","Monstrosity","{@book 21|BMT|20}"],["9","{@creature Boss Augustus|BMT}","Monstrosity","{@book 11|BMT|10}"],["9","{@creature Boss Delour|BMT}","Monstrosity","{@book 11|BMT|10}"],["9","{@creature Gremorly's ghost|BMT}","Undead","{@book 15|BMT|14}"],["9","{@creature Solar Bastion knight|BMT}","Humanoid","{@book 10|BMT|9}"],["11","{@creature Enchanting infiltrator|BMT}","Fey","{@book 6|BMT|5}"],["11","{@creature Hierophant of the Comet|BMT}","Humanoid","{@book 12|BMT|11}"],["14","{@creature Breath drinker|BMT}","Aberration","{@book 18|BMT|17}"],["14","{@creature Hulgaz|BMT}","Fiend","{@book 20|BMT|19}"],["15","{@creature Grim Champion of Pestilence|BMT}","Undead","{@book 19|BMT|18}"],["17","{@creature Hierophant medusa|BMT}","Monstrosity","{@book 21|BMT|20}"],["17","{@creature Otherworldly corrupter|BMT}","Aberration","{@book 6|BMT|5}"],["18","{@creature Asteria|BMT}","Humanoid","{@book 22|BMT|21}"],["18","{@creature Euryale|BMT}","Monstrosity","{@book 22|BMT|21}"],["18","{@creature Malaxxix|BMT}","Fiend","{@book 20|BMT|19}"],["20","{@creature Grim Champion of Bloodshed|BMT}","Undead","{@book 19|BMT|18}"],["21","{@creature Pazrodine|BMT}","Dragon","{@book 14|BMT|13}"],["21","{@creature Veiled presence|BMT}","Celestial","{@book 6|BMT|5}"],["22","{@creature Aurnozci|BMT}","Fiend","{@book 20|BMT|19}"],["25","{@creature Grim Champion of Desolation|BMT}","Undead","{@book 19|BMT|18}"]],"name":"Monsters in This Book; Stat Blocks by Challenge Rating","page":175,"source":"BMT","chapter":{"name":"Talons","ordinal":{"type":"chapter","identifier":21},"index":20}},{"caption":"Cair Ophidian Flowers","colLabels":["d20","Flower"],"colStyles":["col-2 text-center","col-10"],"rows":[["1–10","Nonmagical Flower. This bloom has no magical properties but is very pretty."],["11–14","Swift Lily. This flower crackles with energy. As a bonus action, you can crush the flower to increase your speed by 30 feet until the start of your next turn. The flower is then destroyed. The flower loses its magic {@dice 1d6} days after being plucked."],["15–17","Drowsing Lavender. This stalk of purple blooms glows faintly. As an action, you can wave it at a creature within your reach. The creature must succeed on a DC 17 Wisdom saving throw or have the {@condition unconscious} condition until the start of your next turn. Once used this way, the flower is destroyed. The flower loses its magic {@dice 1d8} days after being plucked."],["18–19","Iron Peony. This flower's petals are silver-tipped. As a bonus action, you can crush the flower to gain resistance to all damage until the start of your next turn. The flower is then destroyed. This flower loses its magic {@dice 1d12} days after being plucked."],["20","Wishing Lion. This flower appears as a dandelion with a tiny lion head embedded in the fluff. As an action, you can blow on the fluff and cast the {@spell Wish} spell. The flower is then destroyed. This flower retains its magic until the spell is cast."]],"name":"Cair Ophidian Flowers","page":190,"source":"BMT","chapter":{"name":"Euryale","ordinal":{"type":"chapter","identifier":22},"index":21}},{"caption":"Fortune Tellers","page":12,"colLabels":["d6","Fortune Teller"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","An entertainer at a street fair or civic festival, who emphasizes that this card reading is \"for entertainment purposes only\""],["2","A professional fortune teller with a shop in a small town, who tries to inject the reading with elements of romance"],["3","A seer in a temple, whose eyes are closed throughout the reading and who couches everything in terms of the will of a certain god"],["4","A hag who cackles gleefully at every hint of danger or destruction in the reading"],["5","A haunted deck of cards that lays itself out and narrates the reading in a distant, ghostly echo"],["6","A member of the {@book Heralds of the Comet|BMT|11|Heralds of the Comet} (an apocalyptic cult described in The Book of Many Things), who stresses danger and destruction in the reading"]],"name":"Using an Adventure Spread During Play; Fortune Tellers","source":"DMTCRG","chapter":{"name":"Adventure Spreads","index":2}},{"caption":"Wild Magic","colLabels":["d8","Magical Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Shadowy tendrils lash around you. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take {@damage 1d12} necrotic damage. You also gain {@dice 1d12} temporary hit points."],["2","You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action."],["3","An intangible spirit, which looks like a {@creature flumph} or a {@creature pixie} (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take {@damage 1d6} force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action."],["4","Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn."],["5","Whenever a creature hits you with an attack roll before your rage ends, that creature takes {@damage 1d6} force damage, as magic lashes out in retribution."],["6","Until your rage ends, you are surrounded by multi colored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus."],["7","Flowers and vines temporarily grow around you. Until your rage ends, the ground within 15 feet of you is {@quickref difficult terrain||3} for your enemies."],["8","A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take {@damage 1d6} radiant damage and be {@condition blinded} until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action."]],"name":"Wild Magic","source":"TCE","srd":false,"page":25,"parentEntity":{"type":"subclass","name":"Path of Wild Magic","shortName":"Wild Magic","source":"TCE","className":"Barbarian","classSource":"PHB"}},{"caption":"Wild Magic Surge","colLabels":["{@dice d100}","Effect"],"colStyles":["col-1 text-center","col-11"],"rows":[["01-02","Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls."],["03-04","For the next minute, you can see any {@condition invisible} creature if you have line of sight to it."],["05-06","A {@filter modron|bestiary|source=mm|search=modron} chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later."],["07-08","You cast {@spell fireball} as a 3rd-level spell centered on yourself."],["09-10","You cast {@spell magic missile} as a 5th-level spell."],["11-12","Roll a {@dice d10}. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow."],["13-14","You cast {@spell confusion} centered on yourself."],["15-16","For the next minute, you regain 5 hit points at the start of each of your turns."],["17-18","You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face."],["19-20","You cast {@spell grease} centered on yourself."],["21-22","Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw."],["23-24","Your skin turns a vibrant shade of blue. A {@spell remove curse} spell can end this effect."],["25-26","An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom ({@skill Perception}) checks that rely on sight."],["27-28","For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action."],["29-30","You teleport up to 60 feet to an unoccupied space of your choice that you can see."],["31-32","You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied."],["33-34","Maximize the damage of the next damaging spell you cast within the next minute."],["35-36","Roll a {@dice d10}. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older."],["37-38","{@dice 1d6} {@creature flumph||flumphs} controlled by the DM appear in unoccupied spaces within 60 feet of you and are {@condition frightened} of you. They vanish after 1 minute."],["39-40","You regain {@dice 2d10} hit points."],["41-42","You turn into a potted plant until the start of your next turn. While a plant, you are {@condition incapacitated} and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts."],["43-44","For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns."],["45-46","You cast {@spell levitate} on yourself."],["47-48","A {@creature unicorn} controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later."],["49-50","You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth."],["51-52","A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to {@spell magic missile}."],["53-54","You are immune to being intoxicated by alcohol for the next {@dice 5d6} days."],["55-56","Your hair falls out but grows back within 24 hours."],["57-58","For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame."],["59-60","You regain your lowest-level expended spell slot."],["61-62","For the next minute, you must shout when you speak."],["63-64","You cast {@spell fog cloud} centered on yourself."],["65-66","Up to three creatures you choose within 30 feet of you take {@damage 4d10} lightning damage."],["67-68","You are {@condition frightened} by the nearest creature until the end of your next turn."],["69-70","Each creature within 30 feet of you becomes {@condition invisible} for the next minute. The invisibility ends on a creature when it attacks or casts a spell."],["71-72","You gain resistance to all damage for the next minute."],["73-74","A random creature within 60 feet of you becomes {@condition poisoned} for {@dice 1d4} hours."],["75-76","You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is {@condition blinded} until the end of its next turn."],["77-78","You cast {@spell polymorph} on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration."],["79-80","Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute."],["81-82","You can take one additional action immediately."],["83-84","Each creature within 30 feet of you takes {@damage 1d10} necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt."],["85-86","You cast {@spell mirror image}."],["87-88","You cast {@spell fly} on a random creature within 60 feet of you."],["89-90","You become {@condition invisible} for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell."],["91-92","If you die within the next minute, you immediately come back to life as if by the {@spell reincarnate} spell."],["93-94","Your size increases by one size category for the next minute."],["95-96","You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute."],["97-98","You are surrounded by faint, ethereal music for the next minute."],["99-00","You regain all expended sorcery points."]],"name":"Wild Magic Surge","source":"PHB","srd":false,"page":103,"parentEntity":{"type":"subclass","name":"Wild Magic","shortName":"Wild","source":"PHB","className":"Sorcerer","classSource":"PHB"}},{"caption":"Potions for Sale","colLabels":["Potion of...","Cost"],"colStyles":["col-4 text-center","col-4 text-center","col-4 text-center"],"rows":[["{@item potion of Healing||Healing}","50 gp"],["{@item potion of Climbing||Climbing}","75 gp"],["{@item potion of Animal friendship||Animal friendship}","100 gp"],["{@item potion of Greater healing||Greater healing}","100 gp"],["{@item potion of Water breathing||Water breathing}","100 gp"],["{@item potion of Superior healing||Superior healing}","500 gp"],["{@item potion of Supreme healing||Supreme healing}","5,000 gp"],["{@item potion of Invisibility||Invisibility}","5,000 gp"]],"name":"Potions for Sale","source":"XGE","parentEntity":{"type":"variantrule","name":"Shared Campaign Variant Rules","source":"XGE"}},{"caption":"Spell Scrolls for Sale","colLabels":["Spell Level","Cost"],"colStyles":["col-4 text-center","col-4 text-center","col-4 text-center"],"rows":[["Cantrip","25 gp"],["1st","75 gp"],["2nd","150 gp"],["3rd","300 gp"],["4th","500 gp"],["5th","1,000 gp"]],"name":"Spell Scrolls for Sale","source":"XGE","parentEntity":{"type":"variantrule","name":"Shared Campaign Variant Rules","source":"XGE"}},{"caption":"Lorehold Trinkets","colLabels":["d6","Trinket"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A map made of concentric circles that can be rotated around the page"],["2","A puzzle box bedecked with amber"],["3","A dented brass compass with a red needle"],["4","The head of a broken statue that houses the consciousness of a snarky sage"],["5","A sheet of parchment embossed with tactile lettering, glowing red"],["6","A broken dagger with a wavy blade and a serpentine hilt"]],"name":"Lorehold Trinkets","source":"SCC","parentEntity":{"type":"background","name":"Lorehold Student","source":"SCC"}},{"caption":"Prismari Trinkets","colLabels":["d6","Trinket"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A pair of rose-tinted glasses with glittery frames"],["2","A stoppered glass bottle that, when opened, plays a brassy orchestral piece"],["3","A quartet of hovering water motes in a vial"],["4","A bandolier of watercolor paints"],["5","A tiara capped with a crystal that crackles with harmless lightning"],["6","An iridescent quill"]],"name":"Prismari Trinkets","source":"SCC","parentEntity":{"type":"background","name":"Prismari Student","source":"SCC"}},{"caption":"Quandrix Trinkets","colLabels":["d6","Trinket"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A small succulent in a dodecahedral clay pot"],["2","A blue knit hat that looks a bit like a bottle folding in on itself"],["3","A model hypercube carved from green crystal, showcasing the fourth dimension"],["4","A crumpled test on the theory of gravity manipulation, with a failing grade on the front and the name of a famous Quandrix professor"],["5","A blue tetrahedron that, when tapped twice, projects a recording of an old mathematics lecture"],["6","A round bread roll cut so that someone could spread butter on both halves without ever lifting the knife"]],"name":"Quandrix Trinkets","source":"SCC","parentEntity":{"type":"background","name":"Quandrix Student","source":"SCC"}},{"caption":"Silverquill Trinkets","colLabels":["d6","Trinket"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A black leather notebook filled with half-finished poems"],["2","A set of flashcards detailing different colloquialisms and their meanings"],["3","A canteen that makes any liquid drunk from it taste sweet"],["4","A forged permission slip granting access to the special archives of Strixhaven's libraries"],["5","A stylish silver pin that references a famous series of novels about warlocks"],["6","A stack of small pieces of parchment, each enchanted to stick to whatever surface it's pressed against and peel off easily"]],"name":"Silverquill Trinkets","source":"SCC","parentEntity":{"type":"background","name":"Silverquill Student","source":"SCC"}},{"caption":"Witherbloom Trinkets","colLabels":["d6","Trinket"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A black bird-shaped mask, trimmed with glowing green thread"],["2","A set of rabbit bones"],["3","A pair of thick knee-high waders, stained with muck and moss"],["4","A slimy green tentacle, which occasionally wriggles"],["5","A notebook containing waterproof paper"],["6","A necklace of five small vials, each filled with luminescent white liquid"]],"name":"Witherbloom Trinkets","source":"SCC","parentEntity":{"type":"background","name":"Witherbloom Student","source":"SCC"}},{"name":"Arctic Encounters (Levels 1—4)","type":"table","source":"XGE","page":92,"caption":"Arctic Encounters (Levels 1—4)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","1 {@creature giant owl}"],["02-05","{@dice 1d6 + 3} {@creature kobold||kobolds}"],["06-08","{@dice 1d4 + 3} trappers ({@creature commoner||commoners})"],["09-10","1 {@creature owl}"],["11-12","{@dice 2d4} {@creature blood hawk||blood hawks}"],["13-17","{@dice 2d6} {@creature bandit||bandits}"],["18-20","{@dice 1d3} {@creature winged kobold||winged kobolds} with {@dice 1d6} {@creature kobold||kobolds}"],["21-25","The partially eaten carcass of a mammoth, from which {@dice 1d4} weeks of rations can be harvested."],["26-29","{@dice 2d8} hunters {@creature tribal warrior||tribal warriors}"],["30-35","1 {@creature half-ogre (ogrillon)||half-ogre}"],["36-40","Single-file tracks in the snow that stop abruptly"],["41-45","{@dice 1d3} {@creature ice mephit||ice mephits}"],["46-50","1 {@creature brown bear}"],["51-53","{@dice 1d6 + 1} {@creature orc||orcs}"],["54-55","1 {@creature polar bear}"],["56-57","{@dice 1d6} {@creature scout||scouts}"],["58-60","1 {@creature saber-toothed tiger}"],["61-65","A frozen pond with a jagged hole in the ice that appears recently made"],["66-68","1 {@creature berserker}"],["69-70","1 {@creature ogre}"],["71-72","1 {@creature griffon}"],["73-75","1 {@creature druid}"],["76-80","{@dice 3d4} refugees ({@creature commoner||commoners}) fleeing from orcs"],["81","{@dice 1d3} {@creature veteran||veterans}"],["82","{@dice 1d4} {@creature orog||orogs}"],["83","2 {@creature brown bear||brown bears}"],["84","1 {@creature orc Eye of Gruumsh} and {@dice 2d8} {@creature orc||orcs}"],["85","{@dice 1d3} {@creature winter wolf||winter wolves}"],["86-87","{@dice 1d4} {@creature yeti||yetis}"],["88","1 {@creature half-ogre (ogrillon)||half-ogre}"],["89","{@dice 1d3} {@creature manticore||manticores}"],["90","1 {@creature bandit captain} with {@dice 2d6} {@creature bandit||bandits}"],["91","1 {@creature revenant}"],["92-93","1 {@creature troll}"],["94-95","1 {@creature werebear}"],["96-97","1 {@creature young remorhaz}"],["98","1 {@creature mammoth}"],["99","1 {@creature young white dragon}"],["00","1 {@creature frost giant}"]]},{"name":"Arctic Encounters (Levels 5—10)","type":"table","source":"XGE","page":92,"caption":"Arctic Encounters (Levels 5—10)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-05","2 {@creature saber-toothed tiger||saber-toothed tigers}"],["06-07","{@dice 1d4} {@creature half-ogre (ogrillon)||half-ogres}"],["08-10","{@dice 1d3 + 1} {@creature brown bear||brown bears}"],["11-15","{@dice 1d3} {@creature polar bear||polar bears}"],["16-20","{@dice 2d4} {@creature berserker||berserkers}"],["21-25","A half-orc {@creature druid} tending to an injured {@creature polar bear}. If the characters assist the druid, she gives them a vial of antitoxin."],["26-30","{@dice 2d8} {@creature scout||scouts}"],["31-35","{@dice 2d4} {@creature ice mephit||ice mephits}"],["36-40","{@dice 2d6 + 1} {@creature zombie||zombies} aboard a galleon trapped in the ice. Searching the ship yields {@dice 2d20} days of rations."],["41-45","1 {@creature manticore}"],["46-50","{@dice 2d6 + 3} {@creature orc||orcs}"],["51-53","{@dice 1d6 + 2} {@creature ogre||ogres}"],["54-55","{@dice 2d4} {@creature griffon||griffons}"],["56-57","{@dice 1d4} {@creature veteran||veterans}"],["58-60","1 {@creature bandit captain} with 1 {@creature druid}, {@dice 1d3} {@creature berserker||berserkers}, and {@dice 2d10 + 5} {@creature bandit||bandits}"],["61-65","{@dice 1d4} hours of extreme cold (see chapter 5 of the {@italic Dungeon Master's Guide})"],["66-68","1 {@creature young remorhaz}"],["69-72","1 {@creature orc Eye of Gruumsh} with {@dice 1d6} {@creature orog||orogs} and {@dice 2d8 + 6} {@creature orc||orcs}"],["73-75","1 {@creature revenant}"],["76-80","A howl that echoes over the land for {@dice 1d3} minutes"],["81-82","{@dice 1d3} {@creature mammoth||mammoths}"],["83-84","1 {@creature young white dragon}"],["85-86","{@dice 2d4} {@creature winter wolf||winter wolves}"],["87-88","{@dice 1d6 + 2} {@creature yeti||yetis}"],["89-90","{@dice 1d2} {@creature frost giant||frost giants}"],["91-92","{@dice 1d3} {@creature werebear||werebears}"],["93-94","{@dice 1d4} {@creature troll||trolls}"],["95-96","1 {@creature abominable yeti}"],["97-98","1 {@creature remorhaz}"],["99","1 {@creature roc}"],["00","{@dice 2d4} {@creature young remorhaz||young remorhazes}"]]},{"name":"Arctic Encounters (Levels 11—16)","type":"table","source":"XGE","page":92,"caption":"Arctic Encounters (Levels 11—16)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","1 {@creature abominable yeti}"],["02-04","{@dice 1d6} {@creature revenant||revenants}"],["05-10","{@dice 1d4 + 1} {@creature werebear||werebears}"],["11-20","{@dice 1d3} {@creature young white dragon||young white dragons}"],["21-25","A blizzard that reduces visibility to 5 feet for {@dice 1d6} hours"],["26-35","1 {@creature roc}"],["36-40","A herd of {@dice 3d20 + 60} caribou ({@creature deer}) moving through the snow"],["41-50","{@dice 1d4} {@creature mammoth||mammoths}"],["51-60","{@dice 1d8 + 1} {@creature troll||trolls}"],["61-65","A mile-wide frozen lake in which preserved corpses of strange creatures can be seen"],["66-75","{@dice 2d4} {@creature young remorhaz||young remorhazes}"],["76-80","A crumbling ice castle littered with the frozen bodies of blue-skinned humanoids"],["81-90","1 {@creature adult white dragon}"],["91-96","{@dice 1d8 + 1} {@creature frost giant||frost giants}"],["97-99","{@dice 1d4} {@creature remorhaz||remorhazes}"],["00","1 {@creature ancient white dragon}"]]},{"name":"Arctic Encounters (Levels 17—20)","type":"table","source":"XGE","page":92,"caption":"Arctic Encounters (Levels 17—20)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-02","{@dice 2d10} {@creature revenant||revenants}"],["03-04","{@dice 2d8} {@creature troll||trolls}"],["05-06","{@dice 2d10} {@creature werebear||werebears}"],["07-08","1 {@creature frost giant}"],["09-10","{@dice 2d4} {@creature young remorhaz||young remorhazes}"],["11-20","{@dice 1d4} {@creature frost giant||frost giants}"],["21-25","A Circular patch of black ice on the ground. The air temperature around the patch is warmer than in the surrounding area, and characters who inspect the ice find bits of machinery frozen within."],["26-35","1 {@creature ancient white dragon}"],["36-40","An adventurer frozen 6 feet under the ice; 50% chance the corpse has a rare magic item of the DM's choice"],["41-50","{@dice 1d3} {@creature abominable yeti||abominable yetis}"],["51-60","{@dice 1d4} {@creature remorhaz||remorhazes}"],["61-65","A 500-foot-high wall of ice that is 300 feet thick and spread across {@dice 1d4} miles"],["66-75","{@dice 1d4} {@creature roc||rocs}"],["76-80","The likeness of a stern woman with long, flowing hair, carved into the side of a mountain"],["81-90","{@dice 1d10} {@creature frost giant||frost giants} with {@dice 2d4} {@creature polar bear||polar bears}"],["91-96","{@dice 1d3} {@creature adult white dragon||adult white dragons}"],["97-99","{@dice 2d4} {@creature abominable yeti||abominable yetis}"],["00","1 {@creature ancient white dragon} with {@dice 1d3} {@creature young white dragon||young white dragons}"]]},{"name":"Astral Sea Encounters","type":"table","source":"BAM","page":6,"caption":"Astral Sea Encounters","colLabels":["{@dice d100}","Encounter","Attitude"],"colStyles":["col-2 text-center","col-8","col-2 text-center"],"rows":[["01-02","1 {@creature aartuk starhorror|BAM}*† and {@dice 2d4} {@creature Aartuk Weedling|BAM|aartuk weedlings}*","{@dice 1d12}"],["03-09","1 {@creature archmage}† using the {@spell astral projection} spell","{@dice 1d10 + 3}"],["10-11","1 {@creature braxat|BAM}*","{@dice 1d8}"],["12","1 {@creature cosmic horror|BAM}* (70 percent chance it is asleep)","{@dice 1d6}"],["13-15","{@dice 1d4} {@creature Deva||devas}† on a divine errand","{@dice 1d12 + 3}"],["16-28","1 {@creature githyanki knight}† and {@dice 1d6} {@creature Githyanki Warrior||githyanki warriors}†","{@dice 1d10}"],["29-31","1 {@creature githyanki knight}† mounted on a {@creature young red dragon}","{@dice 1d8}"],["32","1 {@creature githzerai zerth}† being hunted by githyanki","{@dice 1d6 + 6}"],["33-38","{@dice 1d4} {@creature kindori|BAM}*","{@dice 1d6 + 3}"],["39","1 {@creature mercane|BAM}*† and 1 {@creature beholder} bodyguard","{@dice 1d8 + 4}"],["40","1 {@creature neh-thalggu|BAM}*† looking for a portal to the Far Realm","{@dice 1d10}"],["41-42","1 {@creature pentadrone}","{@dice 1d6 + 3}"],["43-44","1 {@creature planetar}† from a nearby astral dominion","{@dice 1d12 + 3}"],["45-47","{@dice 2d4} {@creature Psurlon|BAM|psurlons}*†","{@dice 1d8}"],["48-50","Gargantuan floating crystal obelisk of mysterious origin","—"],["51-52","{@dice 4d4} {@creature Quadrone||quadrones}","{@dice 1d6 + 3}"],["53","1 {@creature monodrone} that has gone rogue","{@dice 2d6 + 3}"],["54-56","{@dice 1d4} {@creature Gray Slaad||gray slaadi}† in Humanoid form","{@dice 1d10}"],["57-58","1 {@creature green slaad}†","{@dice 1d12}"],["59-63","{@dice 3d6} {@creature Gray Scavver|BAM|gray scavvers}*","{@dice 1d8}"],["64","1 {@creature solar}† watching over a dead god that drifts nearby","{@dice 1d12 + 3}"],["65-66","1 solar dragon* (your choice of {@creature Young Solar Dragon|BAM|young}, {@creature Adult Solar Dragon|BAM|adult}, or {@creature Ancient Solar Dragon|BAM|ancient})","{@dice 2d6}"],["67","1 {@creature starlight apparition|BAM}*","{@dice 2d6 + 2}"],["68-70","{@dice 1d8} {@creature Unicorn||unicorns} galloping merrily across the Astral Sea","{@dice 1d6 + 6}"],["71-00","1 spelljamming ship (roll on the Ship Encounters table)","—"]],"footnotes":["Creatures marked with an asterisk (*) appear in this book; the rest are described in the {@book Monster Manual|MM}. Any creature marked with a dagger (†) can serve as a spelljammer because it is a spellcaster."]},{"name":"At Sea Encounters","type":"table","source":"DMG","page":118,"caption":"At Sea Encounters","colLabels":["{@dice d12 + d8}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["2","Ghost ship"],["3","Friendly and curious bronze dragon"],["4","Whirlpool ({@chance 25} chance that the whirlpool is a portal to the Elemental Plane of Water)"],["5","{@creature Merfolk} traders"],["6","Passing warship (friendly or hostile)"],["7-8","Pirate ship (hostile)"],["9-10","Passing merchant ship (galley or sailing ship)"],["11-12","{@creature Killer whale} sighting"],["13-14","Floating debris"],["15","Longship crewed by hostile {@creature berserker||berserkers}"],["16","Hostile {@creature griffon||griffons} or {@creature harpy||harpies}"],["17","Iceberg (easily avoided if seen from a distance)"],["18","{@creature Sahuagin} boarding party"],["19","NPC in the water (clinging to floating debris)"],["20","Sea monster (such as a {@creature dragon turtle} or {@creature kraken})"]]},{"name":"Cloud Giant Encounters","type":"table","source":"BGG","page":44,"caption":"Cloud Giant Encounters","colLabels":["{@dice d12}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","1 {@creature cloud giant} seeking to learn the secrets of 1 {@creature spectral cloud|BGG} (attitude for both: {@dice 1d8})"],["2","1 {@creature cloud giant} (attitude: {@dice 1d12}) trading riddles with 1 {@creature djinni} (attitude: {@dice 1d6 + 4})"],["3","{@dice 1d6} {@creature Nothic||nothics} (attitude: {@dice 2d4 + 2}) coveting cloud giant arcana"],["4","1 {@creature cloud giant destiny gambler|BGG} (attitude: {@dice 1d8 + 2}) conferring with 1 {@creature mage} (attitude: {@dice 1d12})"],["5","{@dice 1d4} {@creature doppelganger} spies (attitude: {@dice 1d8 + 1}) posing as servants while they try to glean secrets"],["6","2 {@creature Cloud Giant||cloud giants} (attitude: {@dice 1d10 + 2}; roll separately for each) engaged in a wager or battle of wits"],["7","1 {@creature cloud giant} (attitude: {@dice 1d10 + 2}) training 1 {@creature spotted lion|BGG} (attitude: {@dice 1d4 + 1})"],["8","1 {@creature cloud giant of Evil Air|BGG} bossing around 2 {@creature Air Elemental||air elementals} (attitude for all: {@dice 1d6})"],["9","1 {@creature cloud giant} (attitude: {@dice 1d8 + 1}) hunting with 1 {@creature wyvern} (attitude: {@dice 1d6})"],["10","{@dice 2d4} {@creature goliath giant-kin|BGG} (attitude: {@dice 1d6 + 4}) trying to retrieve an {@creature owlbear} (attitude: {@dice 1d6}) on a rampage after running away from its giant owner"],["11","{@dice 1d4 + 1} {@creature Vampiric Mist|MPMM|vampiric mists} (attitude: {@dice 1d4 + 1}) lurking in a fog bank"],["12","1 {@creature cloud giant smiling one|MPMM} (attitude: {@dice 1d10}) seeking the {@book Misty Vale|BGG|4|Misty Vale} (see {@book chapter 4|BGG|4})"]]},{"name":"Coastal Encounters (Levels 1—4)","type":"table","source":"XGE","page":93,"caption":"Coastal Encounters (Levels 1—4)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","1 {@creature pseudodragon}"],["02-05","{@dice 2d8} {@creature crab||crabs}"],["06-10","{@dice 2d6} fishers ({@creature commoner||commoners})"],["11","{@dice 1d3} {@creature poisonous snake||poisonous snakes}"],["12-13","{@dice 1d6} {@creature guard||guards} protecting a standard {@creature noble}"],["14-15","{@dice 2d4} {@creature scout||scouts}"],["16-18","{@dice 2d10} {@creature merfolk}"],["19-20","{@dice 1d6 + 2} {@creature sahuagin}"],["21-25","{@dice 1d4} {@creature ghoul||ghouls} feeding on corpses aboard the wreckage of a merchant ship. A search uncovers {@dice 2d6} bolts of ruined silk, a 50-foot length of rope. and a barrel of salted herring."],["26-27","{@dice 1d4} {@creature winged kobold||winged kobolds} with {@dice 1d6 + 1} {@creature kobold||kobolds}"],["28-29","{@dice 2d6} {@creature tribal warrior||tribal warriors}"],["30-31","{@dice 3d4} {@creature kobold||kobolds}"],["32-33","{@dice 2d4 + 5} {@creature blood hawk||blood hawks}"],["34-35","{@dice 1d8 + 1} {@creature pteranodon||pteranodons}"],["36-40","A few dozen baby turtles struggling to make their way to the sea"],["41-42","{@dice 1d6 + 2} {@creature giant lizard||giant lizards}"],["43-44","{@dice 1d6 + 4} {@creature giant crab||giant crabs}"],["45-46","{@dice 2d4} {@creature stirge||stirges}"],["47-48","{@dice 2d6 + 3} {@creature bandit||bandits}"],["49-53","{@dice 2d4} {@creature sahuagin}"],["54-55","{@dice 1d6 + 2} {@creature scout||scouts}"],["56-60","1 {@creature sea hag}"],["61-65","A momentary formation in the waves that looks like an enormous humanoid face"],["66-70","1 {@creature druid}"],["71-75","{@dice 1d4} {@creature harpy||harpies}"],["76-80","A lone hermit ({@creature acolyte}) sitting on the beach contemplating the meaning of the multiverse"],["81","{@dice 1d4} {@creature berserker||berserkers}"],["82","{@dice 1d6} {@creature giant eagle||giant eagles}"],["83","{@dice 2d4} {@creature giant toad||giant toads}"],["84","{@dice 1d4} {@creature ogre||ogres} or {@dice 1d4} {@creature merrow}"],["85","{@dice 3d6} {@creature sahuagin}"],["86","{@dice 1d4} {@creature veteran||veterans}"],["87","{@dice 1d2} {@creature plesiosaurus||plesiosauruses}"],["88","1 {@creature bandit captain} with {@dice 2d6} {@creature bandit||bandits}"],["89","{@dice 1d3} {@creature manticore||manticores}"],["90","1 {@creature banshee}"],["91-92","{@dice 1d4 + 3} {@creature griffon||griffons}"],["93-94","1 {@creature sahuagin priestess} with {@dice 1d3} {@creature merrow} and {@dice 2d6} {@creature sahuagin}"],["95-96","1 {@creature sahuagin baron}"],["97-98","1 {@creature water elemental}"],["99","1 {@creature cyclops}"],["00","1 {@creature young bronze dragon}"]]},{"name":"Coastal Encounters (Levels 5—10)","type":"table","source":"XGE","page":93,"caption":"Coastal Encounters (Levels 5—10)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","{@dice 2d8} {@creature giant wolf spider||giant wolf spiders}"],["02-03","{@dice 3d6} {@creature pteranodon||pteranodons}"],["04-05","{@dice 2d4} {@creature scout||scouts}"],["06-07","{@dice 1d6 + 2} {@creature sahuagin}"],["08","1 {@creature sea hag}"],["09-10","{@dice 1d4 + 1} {@creature giant toad||giant toads}"],["11-15","{@dice 3d6} {@creature sahuagin}"],["16-20","{@dice 2d6} {@creature giant eagle||giant eagles}"],["21-25","A {@creature pseudodragon} chasing gulls through the air"],["26-29","{@dice 1d2} {@creature druid||druids}"],["30-32","{@dice 2d4 + 1} {@creature giant toad||giant toads}"],["33-35","1 {@creature commoner} singing a dirge (day only) or 1 {@creature banshee} (night only)"],["36-40","A stoppered bottle containing an illegible note and half buried in the sand"],["41-43","3 {@creature sea hag||sea hags}"],["44-46","{@dice 1d8 + 1} {@creature harpy||harpies}"],["47-50","{@dice 1d4} {@creature plesiosaurus||plesiosauruses}"],["51-53","{@dice 1d4} {@creature manticore||manticores}"],["54-56","{@dice 2d4} {@creature ogre||ogres}"],["57-60","{@dice 1d10} {@creature griffon||griffons}"],["61-65","A battle at sea between two galleons"],["66-70","{@dice 1d4 + 3} {@creature merrow}"],["71-75","A pirate crew consisting of 1 {@creature bandit captain}, 1 {@creature druid}, 2 {@creature berserker||berserkers}, and {@dice 2d12} {@creature bandit||bandits}, all searching for buried treasure"],["76-80","A severed humanoid hand tangled in a net"],["81-82","1 {@creature water elemental}"],["83-84","1 {@creature cyclops}"],["85-86","{@dice 1d4} {@creature banshee||banshees} (night only)"],["87-88","{@dice 2d4} {@creature veteran||veterans}"],["89-90","1 {@creature young bronze dragon}"],["91-93","{@dice 1d3} {@creature cyclops||cyclopes}"],["94-95","1 {@creature young blue dragon}"],["96","1 {@creature sahuagin baron} with {@dice 1d3} {@creature sahuagin priestess||sahuagin priestesses} and {@dice 2d8} {@creature sahuagin}"],["97","1 {@creature djinni}"],["98","1 {@creature roc}"],["99","1 {@creature marid}"],["00","1 {@creature storm giant}"]]},{"name":"Coastal Encounters (Levels 11—16)","type":"table","source":"XGE","page":93,"caption":"Coastal Encounters (Levels 11—16)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","{@dice 1d4} {@creature banshee||banshees} (night only)"],["02-04","1 {@creature cyclops}"],["05-08","{@dice 1d6 + 2} {@creature manticore||manticores}"],["09-10","{@dice 1d8 + 2} {@creature veteran||veterans}"],["11-20","1 {@creature young blue dragon}"],["21-25","A nest of {@dice 1d6} dragon turtle eggs"],["26-35","{@dice 1d4} {@creature sahuagin baron||sahuagin barons}"],["36-40","A trident partially buried in the sand"],["41-50","1 {@creature young bronze dragon}"],["51-55","1 {@creature marid}"],["56-60","{@dice 1d6} {@creature water elemental||water elementals}"],["61-65","{@dice 2d6} {@creature ghast||ghasts} crawling over {@dice 1d6} wrecked ships and feeding on the dead"],["66-70","1 {@creature djinni}"],["71-75","{@dice 1d3} {@creature young bronze dragon||young bronze dragons}"],["76-80","A beached whale, dead and bloated. If it takes any damage, it explodes, and each creature within 30 feet of it must make a DC 15 Dexterity saving throw, taking {@dice 5d6} bludgeoning damage on a failed save, or half as much damage on a successful one."],["81-82","{@dice 2d4} {@creature cyclops||cyclopes}"],["83-84","1 {@creature storm giant}"],["85-86","{@dice 1d3} {@creature young blue dragon||young blue dragons}"],["87-88","1 {@creature adult bronze dragon}"],["89-90","1 {@creature adult blue dragon}"],["91-93","{@dice 1d3} {@creature roc||rocs}"],["94-97","1 {@creature dragon turtle}"],["98-99","1 {@creature ancient bronze dragon}"],["00","1 {@creature ancient blue dragon}"]]},{"name":"Coastal Encounters (Levels 17—20)","type":"table","source":"XGE","page":93,"caption":"Coastal Encounters (Levels 17—20)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-10","1 {@creature roc}"],["11-20","1 {@creature storm giant}"],["21-25","An {@creature adult bronze dragon} fighting an {@creature adult blue dragon} to the death"],["26-40","{@dice 2d4} {@creature cyclops||cyclopes}"],["41-50","1 {@creature adult bronze dragon} or 1 {@creature adult blue dragon}"],["51-60","{@dice 1d3} {@creature djinni} or {@dice 1d3} {@creature marid||marids}"],["61-70","1 {@creature dragon turtle}"],["71-75","{@dice 1d3} {@creature roc||rocs}"],["76-80","{@dice 1d6 + 2} waterspouts that dance on the water before stopping abruptly"],["81-90","{@dice 1d6} {@creature young blue dragon||young blue dragons}"],["91-96","1 {@creature ancient bronze dragon}"],["97-99","1 {@creature ancient blue dragon}"],["00","{@dice 1d3 + 1} {@creature storm giant||storm giants}"]]},{"name":"Death Giant Encounters","type":"table","source":"BGG","page":45,"caption":"Death Giant Encounters","colLabels":["{@dice d10}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@dice 1d6} {@creature Skeleton||skeletons} (attitude: {@dice 1d4 + 1}) rebuilding a destroyed idol at the disinterested direction of 1 {@creature death giant reaper|BGG} (attitude: {@dice 1d10 + 2})"],["2","1 {@creature death giant shrouded one|BGG} (attitude: {@dice 1d8}) wringing historical facts from a {@creature ghost} (attitude: {@dice 1d6 + 4}) that weeps over the memories"],["3","{@dice 1d4} {@creature Wraith||wraiths} (attitude: {@dice 1d4 + 1}) puzzling over a trinket that reminds them of their past lives"],["4","1 {@creature death giant reaper|BGG} (attitude: {@dice 1d6}) stalking a creature to offer its soul to the Raven Queen"],["5","1 {@creature stone giant} (attitude: {@dice 1d12}) negotiating with 1 {@creature death giant reaper|BGG} (attitude: {@dice 1d8})"],["6","1 {@creature revenant} (attitude: {@dice 1d10}) bent on revenging itself on its killer—a death giant"],["7","1 {@creature death giant reaper|BGG} (attitude: {@dice 1d8 + 2}) brooding over ancient carvings"],["8","1 {@creature death giant reaper|BGG} exile (attitude: {@dice 1d8 + 1}) searching for a creature it killed whose soul escaped the Raven Queen's clutches (the creature is now a {@creature revenant})"],["9","1 {@creature death giant shrouded one|BGG} (attitude: {@dice 1d6}) debating 1 {@creature devourer|MPMM} (attitude: {@dice 1d4 + 1}) on the finer points of souls"],["10","1 {@creature nightwalker|MPMM} (attitude: {@dice 1d4 + 1}) striding in search of a death giant's home or trappings"]]},{"name":"Desert Encounters (Levels 1—4)","type":"table","source":"XGE","page":95,"caption":"Desert Encounters (Levels 1—4)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","{@dice 3d8} {@creature scorpion||scorpions}"],["02","{@dice 2d4} {@creature vulture||vultures}"],["03","1 abandoned {@creature mule}"],["04","{@dice 2d6} {@creature commoner||commoners} with {@dice 2d4} {@creature camel||camels} bound for a distant city"],["05","{@dice 1d6} {@creature flying snake||flying snakes}"],["06","{@dice 2d6} {@creature hyena||hyenas} or {@dice 2d6} {@creature jackal||jackals}"],["07","{@dice 1d6} {@creature guard||guards} escorting a {@creature noble} to the edge of the desert, all of them astride {@creature camel||camels}"],["08","{@dice 1d6} {@creature cat||cats}"],["09","1 {@creature pseudodragon}"],["10","{@dice 1d4} {@creature poisonous snake||poisonous snakes}"],["11-13","{@dice 2d4} {@creature stirge||stirges}"],["14-15","{@dice 1d6 + 2} {@creature giant wolf spider||giant wolf spiders}"],["16-17","1 {@creature scout}"],["18-20","{@dice 2d4} {@creature giant poisonous snake||giant poisonous snakes}"],["21-25","Single-file tracks marching deeper into the desert"],["26-27","{@dice 4d4} {@creature kobold||kobolds}"],["28-29","1 {@creature jackalwere}"],["30-31","{@dice 3d6} {@creature tribal warrior||tribal warriors}"],["32-33","{@dice 1d6} {@creature giant lizard||giant lizards}"],["34-35","1 {@creature swarm of insects}"],["36-40","An oasis surrounded by palm trees and containing the remnants of an old camp"],["41-44","{@dice 3d6} {@creature bandit||bandits}"],["45-46","{@dice 1d4} {@creature constrictor snake||constrictor snakes}"],["47-48","{@dice 2d4} {@creature winged kobold}"],["49-50","1 {@creature dust mephit}"],["51-52","{@dice 1d3 + 1} {@creature giant toad||giant toads}"],["53-54","{@dice 1d4} {@creature giant spider||giant spiders}"],["55","1 {@creature druid}"],["56-57","{@dice 2d4} {@creature hobgoblin||hobgoblins}"],["58","1 {@creature wight}"],["59-60","1 {@creature ogre}"],["61-65","A brass lamp lying on the ground"],["66-67","{@dice 1d4} {@creature giant vulture||giant vultures}"],["68","1 {@creature phase spider}"],["69","1 {@creature giant constrictor snake}"],["70-71","1 {@creature gnoll pack lord} with {@dice 1d3} {@creature giant hyena||giant hyenas}"],["72","{@dice 1d6 + 2} {@creature gnoll||gnolls}"],["73-74","1 {@creature mummy}"],["75","{@dice 1d3} {@creature half-ogre (ogrillon)||half-ogres}"],["76-80","A pile of humanoid bones wrapped in rotting cloth"],["81-82","1 {@creature lamia}"],["83","1 {@creature hobgoblin captain} with {@dice 2d6} {@creature hobgoblin||hobgoblins}"],["84","{@dice 2d4} {@creature death dog||death dogs}"],["85-86","{@dice 1d4} {@creature giant scorpion||giant scorpions}"],["87","1 {@creature yuan-ti malison (type 1)||yuan-ti malison} with {@dice 1d4 + 1} {@creature yuan-ti pureblood||yuan-ti purebloods}"],["88-89","1 {@creature bandit captain} with 1 {@creature druid} and {@dice 3d6} {@creature bandit||bandits}"],["90","{@dice 2d4} {@creature thri-kreen}"],["91","1 {@creature air elemental}"],["92","{@dice 1d3} {@creature couatl||couatls}"],["93","1 {@creature fire elemental}"],["94","{@dice 1d4} {@creature gnoll fang of Yeenoghu||gnoll fangs of Yeenoghu}"],["95","1 {@creature revenant}"],["96","{@dice 1d4} {@creature weretiger||weretigers}"],["97","1 {@creature cyclops}"],["98","1 {@creature young brass dragon}"],["99","1 {@creature medusa}"],["00","1 {@creature yuan-ti abomination}"]]},{"name":"Desert Encounters (Levels 5—10)","type":"table","source":"XGE","page":95,"caption":"Desert Encounters (Levels 5—10)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","1 {@creature scout||scouts}"],["02","{@dice 2d4} {@creature jackalwere||jackalweres}"],["03","{@dice 2d6} {@creature hobgoblin||hobgoblins}"],["04","{@dice 1d4 + 3} {@creature dust mephit||dust mephits}"],["05","{@dice 1d6} {@creature swarm of insects}"],["06","1 {@creature giant constrictor snake}"],["07-08","1 {@creature lion}"],["09-10","{@dice 2d4} {@creature gnoll||gnolls}"],["11-12","{@dice 2d6} {@creature giant toad||giant toads}"],["13-17","1 {@creature mummy}"],["18-20","{@dice 1d8 + 1} {@creature giant vulture||giant vultures}"],["21-25","A stone obelisk partly buried in the sand"],["26-28","1 {@creature ogre} with {@dice 1d3} {@creature half-ogre (ogrillon)||half-ogres}"],["29-35","{@dice 1d10} {@creature giant hyena||giant hyenas}"],["36-40","{@dice 1d6 + 1} empty tents"],["41-43","{@dice 1d6 + 2} {@creature thri-kreen}"],["44-46","{@dice 2d4} {@creature yuan-ti pureblood||yuan-ti purebloods}"],["47-50","{@dice 1d6 + 3} {@creature death dog||death dogs}"],["51-52","{@dice 1d4} {@creature giant scorpion||giant scorpions}"],["53","1 {@creature fire elemental}"],["54-55","1 {@creature hobgoblin captain} with {@dice 3d4} {@creature hobgoblin||hobgoblins}"],["56","{@dice 1d6 + 2} {@creature ogre||ogres}"],["57-58","{@dice 1d4} {@creature lamia||lamias}"],["59-60","1 {@creature air elemental}"],["61-65","A meteorite resting at the bottom of a glassy crater"],["66","{@dice 1d4 + 1} {@creature wight||wights}"],["67-68","1 {@creature young brass dragon}"],["69-70","1 {@creature bandit captain} with {@dice 1d3} {@creature berserker||berserkers} and {@dice 3d6} {@creature bandit||bandits}"],["71-72","1 {@creature cyclops}"],["73","{@dice 1d4} {@creature couatl||couatls}"],["74-75","{@dice 1d4} {@creature yuan-ti malison (type 1)||yuan-ti malisons}"],["76-80","Strong winds that kick up dust and reduce visibility to {@dice 1d6} feet for {@dice 1d4} hours"],["81-83","1 {@creature revenant} with {@dice 1d3} {@creature wight||wights}"],["84-85","{@dice 1d8 + 1} {@creature phase spider||phase spiders}"],["86-87","{@dice 1d6 + 2} {@creature weretiger||weretigers}"],["88-90","{@dice 2d4} {@creature gnoll fang of Yeenoghu||gnoll fangs of Yeenoghu}"],["91","1 {@creature young blue dragon}"],["92","{@dice 1d4} {@creature cyclops||cyclopes}"],["93","{@dice 1d3} {@creature yuan-ti abomination||yuan-ti abominations}"],["94","{@dice 1d4} {@creature medusa||medusas}"],["95","1 {@creature guardian naga}"],["96","{@dice 1d3} {@creature young brass dragon||young brass dragons}"],["97","1 {@creature efreeti}"],["98","1 {@creature roc}"],["99","1 {@creature gynosphinx}"],["00","1 {@creature adult brass dragon}"]]},{"name":"Desert Encounters (Levels 11—16)","type":"table","source":"XGE","page":95,"caption":"Desert Encounters (Levels 11—16)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","1 {@creature young brass dragon}"],["02-05","{@dice 4d6} {@creature gnoll||gnolls}"],["06-10","{@dice 3d10} {@creature giant hyena||giant hyenas}"],["11-12","{@dice 1d8 + 1} {@creature lamia||lamias}"],["13-14","{@dice 2d4} {@creature gnoll fang of Yeenoghu||gnoll fangs of Yeenoghu}"],["15-17","{@dice 1d6 + 2} {@creature giant scorpion||giant scorpions}"],["18-20","{@dice 2d4} {@creature phase spider||phase spiders}"],["21-25","A desert caravan consisting of {@dice 1d6} merchants ({@creature noble||nobles}) with {@dice 2d6} {@creature guard||guards}"],["26-27","{@dice 1d6 + 1} {@creature couatl||couatls}"],["28-30","{@dice 1d4} {@creature fire elemental||fire elementals}"],["31-32","1 {@creature hobgoblin captain} with {@dice 3d10 + 10} {@creature hobgoblin||hobgoblins}"],["33-35","{@dice 2d4} {@creature wight||wights}"],["36-40","{@dice 1d6} square miles of desert glass"],["41-42","1 {@creature young blue dragon}"],["43-45","{@dice 1d6 + 2} {@creature weretiger||weretigers}"],["46-48","{@dice 1d4} {@creature air elemental||air elementals}"],["49-50","{@dice 1d6 + 1} {@creature yuan-ti malison (type 1)||yuan-ti malisons}"],["51-55","{@dice 1d4} {@creature medusa||medusas}"],["56-60","{@dice 1d4} {@creature revenant||revenants} with {@dice 3d12} {@creature skeleton||skeletons}"],["61-65","A plundered pyramid"],["66-70","{@dice 1d4} {@creature young brass dragon||young brass dragons}"],["71-75","{@dice 1d3} {@creature yuan-ti abomination||yuan-ti abominations}"],["76-78","{@dice 1d6 + 2} {@creature cyclops||cyclopes}"],["79-82","1 {@creature adult brass dragon}"],["83-85","1 {@creature purple worm}"],["86","{@dice 1d2} {@creature young blue dragon||young blue dragons}"],["87-88","1 {@creature mummy lord}"],["89","{@dice 1d3} {@creature guardian naga||guardian nagas}"],["90","1 {@creature adult blue dragon}"],["91","{@dice 1d2} {@creature gynosphinx||gynosphinxes}"],["92-93","{@dice 1d3} {@creature efreeti||efreet}"],["94","1 {@creature androsphinx}"],["95","{@dice 1d4} {@creature roc||rocs}"],["96-97","1 {@creature adult blue dracolich}"],["98-99","1 {@creature ancient brass dragon}"],["00","1 {@creature ancient blue dragon}"]]},{"name":"Desert Encounters (Levels 17—20)","type":"table","source":"XGE","page":95,"caption":"Desert Encounters (Levels 17—20)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-05","1 {@creature adult brass dragon}"],["06-10","{@dice 1d2} {@creature yuan-ti abomination||yuan-ti abominations} with {@dice 2d10 + 5} {@creature yuan-ti malison (type 1)||yuan-ti malisons} and {@dice 4d6 + 6} {@creature yuan-ti pureblood||yuan-ti purebloods}"],["11-14","{@dice 1d6 + 2} {@creature medusa||medusas}"],["15-18","{@dice 1d2} {@creature purple worm||purple worms}"],["19-22","{@dice 2d4} {@creature cyclops||cyclopes}"],["23-25","An abandoned city made from white marble, empty during the day. At night, harmless apparitions roam the streets, replaying the final moments of their lives."],["26-30","{@dice 1d3} {@creature young blue dragon||young blue dragons}"],["31-35","1 {@creature mummy lord}"],["36-40","{@dice 1d4} hours of extreme heat (see chapter 5 of the {@italic Dungeon Master's Guide})"],["41-50","{@dice 1d3} {@creature guardian naga||guardian nagas}"],["51-60","{@dice 1d4} {@creature efreeti||efreet}"],["61-63","An old signpost identifying a single destination, called Pazar"],["64-72","{@dice 1d4} {@creature roc||rocs}"],["73-80","{@dice 1d3} {@creature gynosphinx||gynosphinxes}"],["81-85","1 {@creature adult blue dracolich}"],["86-90","1 {@creature androsphinx}"],["91-96","1 {@creature ancient brass dragon}"],["97-99","1 {@creature ancient blue dragon}"],["00","{@dice 1d4} {@creature adult brass dragon||adult brass dragons}"]]},{"name":"Dinosaur World Encounters","type":"table","source":"BGG","page":49,"caption":"Dinosaur World Encounters","colLabels":["{@dice d10}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","1 {@creature regisaur|BGG} (attitude: {@dice 1d8}) hunting"],["2","1 {@creature altisaur|BGG} (attitude: {@dice 1d8 + 2}) grazing"],["3","{@dice 2d4} {@creature ankylosaurus} (attitude: {@dice 1d8}) digging a nest"],["4","{@dice 2d4} {@creature allosaurus} (attitude: {@dice 1d6}) engaged in territorial threat displays"],["5","1 {@creature aerosaur|BGG} (attitude: {@dice 1d8}) slowly circling"],["6","1 {@creature ceratops|BGG} (attitude: {@dice 1d6}) rampaging"],["7","{@dice 1d4 + 1} {@creature triceratops} (attitude: {@dice 1d6 + 4}) grazing"],["8","1 {@creature tyrannosaurus rex} (attitude: {@dice 1d4 + 1}) pursuing prey"],["9","{@dice 2d4} {@creature brontosaurus|MPMM} (attitude: {@dice 1d6 + 4}) migrating"],["10","{@dice 1d4} {@creature stegosaurus|MPMM} (attitude: {@dice 1d8 + 2}) trying to help an additional one that is stuck in thick mud"]]},{"name":"Elemental Air 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{@creature djinni} (attitude: {@dice 1d12 + 2}) examining shattered gargoyle remains"],["9","{@dice 2d4} {@creature Griffon||griffons} (attitude: {@dice 1d10}) with blue and gray coloring soaring"],["10","1 {@creature lightning hulk|BGG} (attitude: {@dice 1d8}) crackling in a jagged path"],["11","{@dice 1d3} {@creature Air Elemental Myrmidon|MPMM|air elemental myrmidons} (attitude: {@dice 1d6}) on high alert"],["12","1 {@creature elder tempest|MPMM} (attitude: {@dice 1d6 + 2}) reveling in a storm"]]},{"name":"Elemental Earth Encounters","type":"table","source":"BGG","page":50,"caption":"Elemental Earth Encounters","colLabels":["{@dice d12}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@dice 2d4} {@creature Gargoyle||gargoyles} (attitude: {@dice 1d8}) keeping watch, crouching utterly still"],["2","2 {@creature Galeb Duhr||galeb duhrs} (attitude: {@dice 1d10}) singing a rumbling bass duet to an audience of boulders"],["3","1 {@creature mud hulk|BGG} (attitude: {@dice 1d4 + 1}) futilely trying to bury 1 {@creature dust hulk|BGG} (attitude: {@dice 1d12}) in piles of muck"],["4","2 {@creature Bulette||bulettes} (attitude: {@dice 1d6 + 2}) burrowing and breaching the surface in an intricate dance"],["5","2 {@creature xorn} (attitude: {@dice 1d10}) gliding through the ground"],["6","1 {@creature roper} lurking near its brood of {@dice 1d6} {@creature Piercer||piercers} (attitude for all: {@dice 1d4 + 1})"],["7","1 {@creature stone giant of Evil Earth|BGG} (attitude: {@dice 1d4 + 1}) seeking surface-world creatures or structures to destroy"],["8","1 {@creature medusa} (attitude: {@dice 1d10}) anxiously planning its next move"],["9","{@dice 1d3} {@creature Earth Elemental||earth elementals} (attitude: {@dice 1d6 + 2}) examining a crystal formation"],["10","1 {@creature dao} (attitude: {@dice 1d8}) shaking down 2 dwarf miners ({@creature Veteran||veterans}; attitude: {@dice 1d10 + 2}) for \"taxes\""],["11","2 {@creature Earth Elemental Myrmidon|MPMM|earth elemental myrmidons} (attitude: {@dice 1d8}) stoically patrolling"],["12","1 {@creature zaratan|MPMM} (attitude: {@dice 1d6 + 2}) lumbering through the area, heedless of damage it causes"]]},{"name":"Elemental Fire Encounters","type":"table","source":"BGG","page":51,"caption":"Elemental Fire Encounters","colLabels":["{@dice d12}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","1 {@creature salamander} heating its spear over {@dice 2d4} {@creature Fire Snake||fire snakes} (attitude for all: {@dice 1d6 + 3}) in a tangled coil"],["2","2 {@creature Cinder Hulk|BGG|cinder hulks} (attitude: {@dice 1d4 + 1}) seeking to burn everything in their path"],["3","{@dice 1d4 + 1} {@creature Smoke Mephit||smoke mephits} (attitude: {@dice 1d6}) following 1 {@creature fire elemental} (attitude: {@dice 1d8}) as it cuts a blazing swath"],["4","1 {@creature efreeti} and its {@dice 1d4} dwarf minions ({@creature Thug||thugs}; attitude for all: {@dice 1d4 + 1}) demanding tribute"],["5","{@dice 2d6} {@creature Magmin||magmins} (attitude: {@dice 1d6}) searching for something sizable to burn"],["6","{@dice 2d4} {@creature Azer||azers} assembling pieces of a {@creature helmed horror} (attitude for all: {@dice 1d10})"],["7","2 {@creature Fire Elemental||fire elementals} (attitude: {@dice 1d8}) flitting adoringly around a bonfire"],["8","1 {@creature young red dragon} (attitude: {@dice 1d4 + 1}) picking through the remains of a burned-out caravan"],["9","1 {@creature fire giant of Evil Fire|BGG} (attitude: {@dice 1d4 + 1}) conquering in the name of Imix, Prince of Evil Fire"],["10","1 {@creature flameskull} (attitude: {@dice 1d8 + 2}) searching for a lost spellbook from its living days"],["11","1 {@creature fire elemental myrmidon|MPMM} guarding 1 {@creature azer} (attitude for both: {@dice 1d6 + 2}) that is gathering metal or other raw material"],["12","1 {@creature phoenix|MPMM} (attitude: {@dice 1d8 + 3}) traveling to or from a site of great devastation"]]},{"name":"Elemental Water Encounters","type":"table","source":"BGG","page":51,"caption":"Elemental Water Encounters","colLabels":["{@dice d12}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature Sea Hag||coven} of 3 {@creature Sea Hag||sea hags} (attitude: {@dice 1d4 + 1}) trying to peer into the future"],["2","1 {@creature cult fanatic} and {@dice 2d6} {@creature Cultist||cultists} of Evil Water (all with swimming speeds of 30 feet and the ability to breathe water), with {@dice 1d2} {@creature Chuul||chuuls} (attitude for all: {@dice 1d4 +1})"],["3","1 {@creature rime hulk|BGG} (attitude: {@dice 1d6}) wailing and stalking"],["4","1 {@creature storm crab|BGG} (attitude: {@dice 1d8}) traveling in a straight path with purpose"],["5","1 {@creature frost giant of Evil Water|BGG} (attitude: {@dice 1d6}) considering going on a rampage"],["6","1 {@creature marid} singing as it lounges with 1 {@creature water elemental} (attitude for both: {@dice 1d10})"],["7","1 {@creature hydra} (attitude: {@dice 1d4 + 1}) hunting"],["8","2 {@creature Water Weird||water weirds} (attitude: {@dice 1d8}) keeping watch in small pools"],["9","1 {@creature dragon turtle} (attitude: {@dice 1d12}) searching for an advantage against a rival {@creature kraken}"],["10","2 {@creature Water Elemental||water elementals} (attitude: {@dice 1d10}) diligently making furrows in the sand using their bodies, creating a sprawling pattern"],["11","2 {@creature Water Elemental Myrmidon|MPMM|water elemental myrmidons} (attitude: {@dice 1d6 + 2}) barring a passage or portal"],["12","1 {@creature leviathan|MPMM} (attitude: {@dice 1d8}) swimming through an exceptionally high tide"]]},{"name":"Fiendish Incursion Encounters","type":"table","source":"BGG","page":52,"caption":"Fiendish Incursion Encounters","colLabels":["{@dice d10}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@dice 1d4} {@creature Barlgura||barlguras} (attitude: {@dice 1d4 + 1}) capering around a blasphemous idol"],["2","1 {@creature arcanaloth} (attitude: {@dice 1d12}) searching for a tempting bit of lost lore"],["3","2 {@creature Chain Devil||chain devils} (attitude: {@dice 1d6}) suspending corpses on spiked chains"],["4","1 {@creature fury of Kostchtchie|BGG} performing a rite with 2 {@creature Troll||trolls} (attitude for all: {@dice 1d6})"],["5","1 {@creature echo of Demogorgon|BGG} (attitude: {@dice 1d4 + 1}) building a two-headed effigy from corpses"],["6","1 {@creature stalker of Baphomet|BGG} (attitude: {@dice 1d4 + 1}) and 2 {@creature minotaur} cultists (attitude: {@dice 1d4 + 1}) stalking a {@creature scout} (attitude: {@dice 1d10 + 4})"],["7","1 {@creature maw of Yeenoghu|BGG} with 4 {@creature Gnoll||gnolls} and 4 {@creature Hyena||hyenas} (attitude for all: {@dice 1d4 + 1}), all stalking prey"],["8","1 {@creature marilith} (attitude: {@dice 1d4 + 2}) searching for a renowned giant smith to forge six new swords"],["9","1 {@creature cambion} (attitude: {@dice 1d8}) trading verbal jabs with 1 {@creature succubus} (attitude: {@dice 1d12})"],["10","1 {@creature fire hellion|BGG} (attitude: {@dice 1d6}) conjuring 1 {@creature bone devil} (attitude: {@dice 1d12}) into a red-hot iron circle"]]},{"name":"Fire Giant Encounters","type":"table","source":"BGG","page":46,"caption":"Fire Giant Encounters","colLabels":["{@dice d12}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","1 {@creature fire giant of Evil Fire|BGG} overseeing the rampage of 2 {@creature Fire Elemental||fire elementals} (attitude for all: {@dice 1d4 + 1})"],["2","1 {@creature fire giant forgecaller|BGG} using a {@creature xorn} (attitude for both: {@dice 1d10}) to track down mineral deposits"],["3","1 {@creature fire giant} (attitude: {@dice 1d10}) feeding {@dice 1d4 + 1} {@creature Hell Hound||hell hounds} (attitude: {@dice 1d6})"],["4","{@dice 2d4} {@creature Rust Monster||rust monsters} (attitude: {@dice 1d10}, automatically hostile toward anyone using metal objects) following the scent of iron"],["5","1 {@creature firegaunt|BGG} (attitude: {@dice 1d6}) stalking its former fellows who betrayed it"],["6","2 {@creature Troll||trolls} (attitude: {@dice 1d10 + 3}) terrified to disobey the orders of 1 {@creature fire giant} (attitude: {@dice 1d6})"],["7","1 soot-caked {@creature iron golem} (attitude: {@dice 1d6})"],["8","1 {@creature fire giant} smith (attitude: {@dice 1d10}) working on a breastplate sized for a Large creature"],["9","{@dice 2d4} {@creature goliath giant-kin|BGG} (attitude: {@dice 1d8 + 2}) hauling a load of ore from a mine"],["10","3 {@creature Fire Giant||fire giants} (attitude: {@dice 1d6 + 1}) battling an {@creature adult red dragon} (attitude: {@dice 1d6})"],["11","1 {@creature fire giant} (attitude: {@dice 1d8 + 1}) leading 4 {@creature Firenewt Warrior|MPMM|firenewt warriors} (attitude: {@dice 1d8 + 1}) riding {@creature Giant Strider|MPMM|giant striders} (attitude: {@dice 1d8 + 3})"],["12","1 {@creature fire giant dreadnought|MPMM} (attitude: {@dice 1d6}) on guard"]]},{"name":"Fomorian Encounters","type":"table","source":"BGG","page":46,"caption":"Fomorian Encounters","colLabels":["{@dice d10}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","1 {@creature fomorian noble|BGG} (attitude: {@dice 1d8 + 2}) studying a treatise on arcane phenomena"],["2","{@dice 1d4 + 2} {@creature Hook Horror||hook horrors} (attitude: {@dice 1d6}) banging their hooks on rocks or their bodies"],["3","1 {@creature fomorian} (attitude: {@dice 1d4 + 1}) with 5 {@creature commoner} captives (attitude: {@dice 1d8 + 4})"],["4","1 {@creature fomorian deep crawler|BGG} (attitude: {@dice 1d4 + 1}) scuttling in search of victims"],["5","1 {@creature fomorian} (attitude: {@dice 1d10}) supervising 1 {@creature umber hulk} (attitude: {@dice 1d6}) as it digs new tunnels"],["6","{@dice 2d4} {@creature Flumph||flumphs} (attitude: {@dice 1d8 + 4}) trying to avoid 1 {@creature ettin ceremorph|BGG} (attitude: {@dice 1d4 + 1}) while feeding on the ettin's psionic energy"],["7","2 {@creature Mind Flayer||mind flayers} (attitude: {@dice 1d4 + 1}) telepathically discussing the finer points of a brain they just shared"],["8","1 {@creature fomorian} (attitude: {@dice 1d8}) contemplating a gemstone it thinks is floating but that is actually suspended inside 1 {@creature gelatinous cube} (attitude: {@dice 1d4 + 1})"],["9","1 {@creature fomorian warlock of the dark|BGG} (attitude: {@dice 1d8 + 2}) seeking omens in the twisting slither of 1 {@creature neothelid|MPMM} (attitude: {@dice 1d8})"],["10","1 {@creature ulitharid|MPMM} (attitude: {@dice 1d6}) bargaining with 1 {@creature fomorian} (attitude: {@dice 1d8}) to establish a new mind flayer colony in the fomorian's territory"]]},{"name":"Forest Encounters (Levels 1—4)","type":"table","source":"XGE","page":97,"caption":"Forest Encounters (Levels 1—4)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","1 {@creature giant owl}"],["02","{@dice 1d4} {@creature cat||cats}"],["03","{@dice 2d4} woodcutters ({@creature commoner||commoners})"],["04","1 {@creature badger} or {@dice 1d4} {@creature poisonous snake||poisonous snakes}"],["05","{@dice 2d8} {@creature baboon||baboons}"],["06","{@dice 1d6 + 3} {@creature hyena||hyenas}"],["07","1 {@creature owl}"],["08","1 {@creature pseudodragon}"],["09","1 {@creature panther}"],["10","1 {@creature giant poisonous snake}"],["11","{@dice 1d6 + 2} {@creature boar||boars}"],["12","{@dice 1d4 + 1} {@creature giant lizard||giant lizards}"],["13","1 {@creature ape} or 1 {@creature tiger}"],["14","{@dice 2d6} {@creature tribal warrior||tribal warriors} with {@dice 1d6} {@creature mastiff||mastiffs}"],["15","{@dice 1d6 + 2} {@creature giant bat||giant bats} or {@dice 3d6} {@creature flying snake||flying snakes}"],["16","1 {@creature scout} or {@dice 2d4} {@creature guard||guards} with {@dice 1d6} {@creature mastiff||mastiffs}"],["17","{@dice 1d8 + 1} {@creature winged kobold||winged kobolds}"],["18","{@dice 1d3} {@creature constrictor snake||constrictor snakes}"],["19","{@dice 1d10 + 5} {@creature giant rat||giant rats} or {@dice 2d6 + 3} {@creature giant weasel||giant weasels}"],["20","{@dice 1d4 + 1} {@creature needle blight||needle blights} with {@dice 1d6 + 3} {@creature twig blight||twig blights}"],["21-25","A lost, weeping child. If the characters take the child home, the parents reward them with {@dice 1d3} potions of healing."],["26","{@dice 1d8 + 1} {@creature giant frog||giant frogs}"],["27","{@dice 4d4} {@creature kobold||kobolds}"],["28","{@dice 1d3} {@creature black bear||black bears}"],["29","{@dice 3d6} {@creature stirge||stirges}"],["30","1 {@creature satyr}"],["31","{@dice 2d4} {@creature kenku}"],["32","{@dice 1d3} {@creature vine blight||vine blights} with {@dice 1d12} {@creature awakened shrub||awakened shrubs}"],["33","{@dice 1d4} {@creature swarm of ravens||swarms of ravens}"],["34","1 {@creature faerie dragon (yellow)||faerie dragon} (yellow or younger)"],["35","{@dice 1d4 + 2} {@creature giant badger||giant badgers}"],["36-40","A young woodcutter ({@creature scout}) racing through the forest to rescue a lost friend"],["41","{@dice 2d4} {@creature blink dog||blink dogs}"],["42","{@dice 1d8 + 1} {@creature sprite||sprites}"],["43","{@dice 1d6 + 2} {@creature elk}"],["44","{@dice 1d4} {@creature lizardfolk} or {@dice 3d6} {@creature bandit||bandits}"],["45","{@dice 1d4 + 4} {@creature wolf||wolves}"],["46","{@dice 2d4} {@creature giant wolf spider||giant wolf spiders}"],["47","1 {@creature swarm of insects} or {@dice 2d8} {@creature blood hawk||blood hawks}"],["48","{@dice 1d6 + 2} {@creature pixie||pixies}"],["49","1 {@creature brown bear}"],["50","{@dice 1d4 + 3} {@creature goblin||goblins}"],["51","{@dice 1d3} {@creature dryad||dryads}"],["52","1 {@creature awakened tree}"],["53","1 {@creature phase spider}"],["54","{@dice 1d6} {@creature harpy||harpies}"],["55","1 {@creature ettercap} or {@dice 1d8 + 1} {@creature orc||orcs}"],["56","1 {@creature goblin boss} with {@dice 2d6 + 1} {@creature goblin||goblins}"],["57","1 {@creature ankheg}"],["58","1 {@creature giant constrictor snake}"],["59","{@dice 1d4} {@creature bugbear||bugbears} or {@dice 2d4} {@creature hobgoblin||hobgoblins}"],["60","1 {@creature pegasus}"],["61-65","A stream of cool, clean water flowing between the trees"],["66","{@dice 1d4} {@creature half-ogre (ogrillon)||half-ogres} or 1 {@creature ogre}"],["67","1 {@creature faerie dragon (green)||faerie dragon} (green or older)"],["68","1 {@creature werewolf} or {@dice 1d8 + 1} {@creature worg||worgs}"],["69","1 {@creature druid} harvesting mistletoe"],["70","1 {@creature will-o'-wisp}"],["71","{@dice 1d4} {@creature dire wolf||dire wolves} or 1 {@creature giant boar}"],["72","{@dice 1d10} {@creature giant wasp||giant wasps}"],["73","1 {@creature owlbear} or 1 {@creature giant elk}"],["74","{@dice 2d6} {@creature gnoll||gnolls}"],["75","{@dice 1d6} {@creature giant toad||giant toads}"],["76-80","{@dice 1d6} web cocoons hanging from the branches, holding withered carcasses"],["81","1 {@creature wereboar} or {@dice 1d4} {@creature giant boar||giant boars}"],["82","{@dice 1d6 + 2} {@creature giant spider||giant spiders}"],["83","{@dice 1d4} {@creature centaur||centaurs} or {@dice 1d4} {@creature giant elk}"],["84","1 {@creature orc Eye of Gruumsh} with {@dice 2d4 + 2} {@creature orc||orcs}"],["85","1 {@creature gnoll fang of Yeenoghu}"],["86","{@dice 1d4} {@creature grick||gricks}"],["87","1 {@creature bandit captain} with {@dice 2d6 + 3} {@creature bandit||bandits}"],["88","{@dice 1d4} {@creature wererat||wererats}"],["89","1 {@creature couatl} (day) or 1 {@creature banshee} (night)"],["90","1 {@creature gnoll pack lord} with {@dice 1d4} {@creature giant hyena||giant hyenas}"],["91","{@dice 2d4} {@creature berserker||berserkers} or {@dice 1d4} {@creature veteran||veterans}"],["92","1 {@creature lizardfolk shaman} with {@dice 1d3} {@creature swarm of poisonous snakes||swarms of poisonous snakes} and {@dice 1d10 + 2} {@creature lizardfolk}"],["93","{@dice 1d4} {@creature displacer beast||displacer beasts}"],["94","{@dice 1d3} {@creature green hag||green hags}"],["95","1 {@creature hobgoblin captain} with {@dice 2d6} {@creature hobgoblin||hobgoblins} and {@dice 1d4} {@creature giant boar||giant boars}"],["96","1 {@creature yuan-ti malison (type 1)||yuan-ti malison} with {@dice 1d6 + 1} {@creature yuan-ti pureblood||yuan-ti purebloods}"],["97","{@dice 1d3} {@creature weretiger||weretigers}"],["98","1 {@creature gorgon} or 1 {@creature unicorn}"],["99","1 {@creature shambling mound}"],["00","1 {@creature yuan-ti abomination}"]]},{"name":"Forest Encounters (Levels 5—10)","type":"table","source":"XGE","page":97,"caption":"Forest Encounters (Levels 5—10)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","{@dice 2d4} {@creature vine blight||vine blights}"],["02","{@dice 2d6} {@creature hobgoblin||hobgoblins} or {@dice 2d6} {@creature orc||orcs}"],["03","{@dice 2d4} {@creature ape||apes} or {@dice 2d4} {@creature satyr||satyrs}"],["04","{@dice 1d3} {@creature will-o'-wisp||will-o'-wisps}"],["05","{@dice 1d4} {@creature swarm of poisonous snakes||swarms of poisonous snakes}"],["06","1 {@creature orc Eye of Gruumsh} with {@dice 1d3} {@creature orog||orogs} and {@dice 1d8 + 2} {@creature orc||orcs}"],["07","{@dice 1d3} {@creature constrictor snake||constrictor snakes} or {@dice 1d4} {@creature tiger||tigers}"],["08","1 {@creature goblin boss} with {@dice 3d6} {@creature goblin||goblins}"],["09","1 {@creature faerie dragon (red)||faerie dragon} (any age)"],["10","1 {@creature brown bear} or {@dice 1d6 + 2} {@creature black bear||black bears}"],["11-13","{@dice 1d4} {@creature giant boar||giant boars}"],["14-15","{@dice 1d8 + 1} {@creature giant spider||giant spiders}"],["16-17","1 {@creature lizardfolk shaman} with {@dice 2d4} {@creature lizardfolk}"],["18","{@dice 1d10} {@creature giant toad||giant toads}"],["19","{@dice 1d4} {@creature ankheg||ankhegs}"],["20","{@dice 1d3} {@creature awakened tree||awakened trees} (day) or 1 {@creature banshee} (night)"],["21-25","A small shack almost hidden by the deep forest. The interior is empty aside from a large cast-iron oven."],["26","1 {@creature couatl}"],["27-28","{@dice 1d4} {@creature ogre||ogres} or {@dice 1d6 + 2} {@creature half-ogre (ogrillon)||half-ogres}"],["29-30","1 {@creature gnoll pack lord} with {@dice 1d4 + 1} {@creature giant hyena||giant hyenas}"],["31-32","{@dice 1d6} {@creature wererat||wererats}"],["33","{@dice 1d4} {@creature grick||gricks}"],["34","{@dice 1d8 + 1} {@creature yuan-ti pureblood||yuan-ti purebloods}"],["35","{@dice 1d6} {@creature pegasus||pegasi}"],["36-40","An old stone archway of obvious elven design. Any character who passes under it makes Wisdom (Perception) checks with advantage for 1 hour."],["41-42","{@dice 1d6 + 2} {@creature dryad||dryads}"],["43","{@dice 1d4} {@creature giant elk}"],["44","{@dice 1d8 + 1} {@creature harpy||harpies}"],["45-46","1 {@creature bandit captain} with 1 {@creature druid} and {@dice 1d6 + 5} {@creature bandit||bandits}"],["47-48","{@dice 2d4} {@creature dire wolf||dire wolves}"],["49-50","{@dice 2d4} {@creature bugbear||bugbears}"],["51-52","{@dice 2d4} {@creature centaur||centaurs}"],["53-54","{@dice 3d10} {@creature blink dog||blink dogs}"],["55-56","{@dice 1d4} {@creature owlbear||owlbears}"],["57-58","{@dice 1d8 + 1} {@creature berserker||berserkers}"],["59-60","{@dice 1d3} {@creature green hag||green hags}"],["61-65","A clear pool of water with {@dice 1d6} sleeping animals lying around its edge"],["66-67","{@dice 1d4} {@creature werewolf||werewolves}"],["68-69","1 {@creature werebear}"],["70-71","{@dice 1d8 + 1} {@creature ettercap||ettercaps}"],["72-73","{@dice 2d10} {@creature elk}"],["74-75","{@dice 1d4} {@creature veteran||veterans}"],["76-80","An old tree with a wizened face carved into the trunk"],["81","{@dice 1d4} {@creature wereboar||wereboars}"],["82","{@dice 2d4} {@creature displacer beast||displacer beasts}"],["83","{@dice 1d4} {@creature shambling mound||shambling mounds}"],["84","1 {@creature hobgoblin captain} with {@dice 3d10} {@creature hobgoblin||hobgoblins} and {@dice 4d12} {@creature goblin||goblins}"],["85","1 {@creature yuan-ti abomination}"],["86","{@dice 1d8 + 1} {@creature phase spider||phase spiders}"],["87","{@dice 1d4} {@creature troll||trolls}"],["88","{@dice 2d4} {@creature yuan-ti malison (type 1)||yuan-ti malisons}"],["89","1 {@creature oni}"],["90","{@dice 1d4} {@creature unicorn||unicorns}"],["91","{@dice 1d6 + 2} {@creature weretiger||weretigers}"],["92","1 {@creature young green dragon}"],["93","{@dice 1d4} {@creature gorgon||gorgons}"],["94","{@dice 1d6 + 2} {@creature gnoll fang of Yeenoghu||gnoll fangs of Yeenoghu}"],["95","1 {@creature treant}"],["96","{@dice 1d4} {@creature revenant||revenants}"],["97","1 {@creature grick alpha} with {@dice 1d6 + 1} {@creature grick||gricks}"],["98","{@dice 1d4} {@creature giant ape||giant apes}"],["99","1 {@creature guardian naga}"],["00","1 {@creature adult gold dragon}"]]},{"name":"Forest Encounters (Levels 11—16)","type":"table","source":"XGE","page":97,"caption":"Forest Encounters (Levels 11—16)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-03","1 {@creature werebear}"],["04-05","{@dice 1d4} {@creature druid||druids} performing a ritual for the dead (day only) or {@dice 1d4} {@creature banshee||banshees} (night only)"],["06-07","{@dice 1d3} {@creature couatl||couatls}"],["08-10","{@dice 1d3} {@creature gnoll fang of Yeenoghu||gnoll fangs of Yeenoghu} with {@dice 2d6 + 3} {@creature gnoll||gnolls}"],["11-15","{@dice 2d4} {@creature displacer beast||displacer beasts}"],["16-20","{@dice 1d6 + 2} {@creature veteran||veterans}"],["21-25","A pool of clear, still water. Gold coins litter the bottom, but they disappear if removed from the pool."],["26-30","{@dice 1d4 + 1} {@creature green hag||green hags} with {@dice 1d3} {@creature owlbear||owlbears}"],["31-35","{@dice 1d6 + 2} {@creature werewolf||werewolves}"],["36-40","A small woodland shrine dedicated to a mysterious cult named the Siswa"],["41-45","{@dice 1d6 + 2} {@creature phase spider||phase spiders}"],["46-50","{@dice 2d4} {@creature yuan-ti malison (type 1)||yuan-ti malisons}"],["51-52","{@dice 1d3} {@creature werebear||werebears}"],["53-54","{@dice 1d4} {@creature revenant||revenants}"],["55-56","1 {@creature young green dragon}"],["57-58","{@dice 1d4} {@creature troll||trolls}"],["59-60","{@dice 1d6 + 2} {@creature wereboar||wereboars}"],["61-65","A group of seven people ({@creature commoner||commoners}) wearing animal masks and ambling through the woods"],["66-67","{@dice 1d4} {@creature gorgon||gorgons}"],["68-69","{@dice 1d3} {@creature shambling mound||shambling mounds}"],["70-71","1 {@creature treant}"],["72-73","{@dice 1d4} {@creature unicorn||unicorns}"],["74-75","{@dice 1d6 + 2} {@creature weretiger||weretigers}"],["76-80","Peals of silvery laughter that echo from a distance"],["81-82","1 {@creature guardian naga}"],["83-84","1 {@creature young gold dragon}"],["85-86","1 {@creature grick alpha} with {@dice 2d4} {@creature grick||gricks}"],["87-88","{@dice 1d3} {@creature yuan-ti abomination||yuan-ti abominations}"],["89-90","1 {@creature adult green dragon}"],["91-93","{@dice 1d8 + 1} {@creature giant ape||giant apes}"],["94-96","{@dice 2d4} {@creature oni}"],["97-99","{@dice 1d3} {@creature treant||treants}"],["00","1 {@creature ancient green dragon}"]]},{"name":"Forest Encounters (Levels 17—20)","type":"table","source":"XGE","page":97,"caption":"Forest Encounters (Levels 17—20)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-05","1 {@creature young green dragon}"],["06-10","1 {@creature treant}"],["11-13","1 {@creature guardian naga}"],["14-16","{@dice 1d10} {@creature revenant||revenants}"],["17-19","{@dice 1d8 + 1} {@creature unicorn||unicorns}"],["20-22","{@dice 1d3} {@creature grick alpha||grick alphas}"],["23-25","For a few hundred feet, wherever the characters step, flowers bloom and emit soft light."],["26-28","1 {@creature young gold dragon}"],["29-31","{@dice 1d6 + 2} {@creature shambling mound||shambling mounds}"],["32-34","{@dice 2d4} {@creature werebear||werebears}"],["35-37","{@dice 1d4} {@creature oni}"],["38-40","{@dice 4d6 + 10} elves living in a small community in the treetop"],["41-43","{@dice 1d6 + 2} {@creature gorgon||gorgons}"],["44-46","{@dice 2d4} {@creature troll||trolls}"],["47-49","{@dice 1d4} {@creature giant ape||giant apes}"],["50-52","{@dice 1d3} {@creature yuan-ti abomination||yuan-ti abominations}"],["53-62","{@dice 1d3} {@creature young green dragon||young green dragons}"],["63-65","A 50-foot-tall stone statue of an elf warrior with hand raised, palm out, as if to forbid travelers from coming this way"],["66-75","{@dice 1d4} {@creature treant||treants}"],["76-80","A cairn set atop a low hill"],["81-90","1 {@creature adult gold dragon}"],["91-96","1 {@creature ancient green dragon}"],["97-99","{@dice 2d4 + 1} {@creature treant||treants}"],["00","1 {@creature ancient gold dragon}"]]},{"name":"Frost Giant Encounters","type":"table","source":"BGG","page":46,"caption":"Frost Giant Encounters","colLabels":["{@dice d12}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","1 {@creature frost giant} (attitude: {@dice 1d8 + 1}) leading 1 {@creature titanothere|BGG} (attitude: {@dice 1d10}) loaded with fur and timber"],["2","1 {@creature young silver dragon} (attitude: {@dice 1d10 + 3}) tracking a frost giant raiding party"],["3","1 {@creature frost giant} hunting with {@dice 1d4} {@creature Winter Wolf||winter wolves} (attitude for all: {@dice 1d6})"],["4","2 {@creature Frost Giant||frost giants} (attitude: {@dice 1d6 + 2}) burying a body that rises as 1 {@creature frostmourn|BGG} (attitude: {@dice 1d4 + 1}) in the process"],["5","{@dice 2d4} {@creature Giant Goat||giant goats} (attitude: {@dice 1d6 + 4}) wandering about with chewed tethers"],["6","1 {@creature troll} (attitude: {@dice 1d10 + 2}) anxiously searching for the lost goats it tends for a frost giant tribe"],["7","1 {@creature frost giant} (attitude: {@dice 1d8 + 1}) building a wind shelter from ice blocks"],["8","1 {@creature frost giant ice shaper|BGG} (attitude: {@dice 1d10}) performing a sacrifice to Thrym"],["9","1 bored {@creature troll amalgam|BGG} (attitude: {@dice 1d10}) throwing its arm at a stack of boulders"],["10","{@dice 2d4} {@creature goliath giant-kin|BGG} (attitude: {@dice 1d8 + 3}) on a pilgrimage"],["11","1 {@creature ogre bolt launcher|MPMM} and {@dice 1d4 + 2} {@creature Ogre||ogres} (attitude for all: {@dice 1d6}) bringing spoils from a raid to their frost giant leader"],["12","1 {@creature frost giant everlasting one|MPMM} (attitude: {@dice 1d4 + 1}) plotting revenge against the tribe that exiled it"]]},{"name":"Giant Construct Encounters","type":"table","source":"BGG","page":53,"caption":"Giant Construct Encounters","colLabels":["{@dice d10}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","1 {@creature runic colossus|BGG} (attitude: {@dice 1d6}) slowly rousing from a dormant state"],["2","{@dice 2d4} {@creature Animated Armor||animated armors} (Large) and 1 {@creature rug of smothering} (attitude for all: {@dice 1d6}) keeping watch"],["3","1 {@creature iron golem} (attitude: {@dice 1d6}) patrolling"],["4","1 {@creature shield guardian} (attitude: {@dice 1d12}) searching for its master"],["5","1 {@creature stone golem} (attitude: {@dice 1d6}) crudely carved to resemble a hill giant"],["6","{@dice 1d4 + 1} {@creature Helmed Horror||helmed horrors} (attitude: {@dice 1d8}) in a partially dormant state, as if asleep"],["7","2 {@creature Flesh Golem||flesh golems} (Large; attitude: {@dice 1d6}) made from ogre corpses stitched with copper wire"],["8","1 {@creature clay golem} (attitude: {@dice 1d6 + 6}) awaiting the fulfillment of a verse of ancient prophecy, which the characters could fulfill"],["9","1 {@creature cadaver collector|MPMM} (attitude: {@dice 1d8}) gathering bodies destined to become a {@creature flesh colossus|BGG} (described in {@book chapter 6|BGG|6|Flesh Colossus})"],["10","1 {@creature retriever|MPMM} (attitude: {@dice 1d6}) searching for a thief who stole a Giant rune"]]},{"name":"Giant Kin Encounters","type":"table","source":"BGG","page":53,"caption":"Giant Kin Encounters","colLabels":["{@dice d10}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A band of {@dice 2d6} {@creature Ogre||ogres} (attitude: {@dice 1d6}) fawning over enormous Giant runes inscribed in the ground"],["2","{@dice 1d4} {@creature Cyclops||cyclopes} (attitude: {@dice 1d10}) tending a herd of sheep"],["3","1 {@creature troll} and {@dice 2d4} {@creature Orc||orcs} (attitude for all: {@dice 1d8}) scouting new settlement locations"],["4","1 {@creature troll mutate|BGG} (attitude: {@dice 1d6}) drawing, scratching, or painting with too many claws"],["5","{@dice 1d4} {@creature Firbolg Primeval Warden|BGG|firbolg primeval wardens} (attitude: {@dice 1d12}) making camp"],["6","{@dice 1d4 + 1} {@creature Fensir Skirmisher|BGG|fensir skirmishers} (attitude: {@dice 1d6 + 2}) frantically gathering and hunting food to stockpile"],["7","1 {@creature firbolg wanderer|BGG} (attitude: {@dice 1d8}) reluctantly bargaining with 1 {@creature green hag} (attitude: {@dice 1d8 + 3})"],["8","2 {@creature Ettin||ettins} (attitude: {@dice 1d8}) playing cards, with each head as an individual player in a four-player game"],["9","2 {@creature Ogre Chain Brute|MPMM|ogre chain brutes} (attitude: {@dice 1d4 + 1}) demolishing a small structure"],["10","1 {@creature dire troll|MPMM} (attitude: {@dice 1d6}) eating a dead troll before it regenerates"]]},{"name":"Giant Necropolis Encounters","type":"table","source":"BGG","page":54,"caption":"Giant Necropolis Encounters","colLabels":["{@dice d10}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","1 {@creature young red shadow dragon} (attitude: {@dice 1d4 + 1}) seeking treasures steeped in sorrow"],["2","2 {@creature Cairnwight|BGG|cairnwights} (attitude: {@dice 1d6 + 3}) critiquing each other's artistic works in progress"],["3","1 {@creature barrowghast|BGG} and 2 {@creature Zombie||zombies} (attitude for all: {@dice 1d4 + 1}) prowling for living creatures to slay"],["4","1 {@creature frostmourn|BGG} (attitude: {@dice 1d8 + 1}) contemplating the many notches on its greataxe"],["5","{@dice 1d4} {@creature Shadow||shadows} (attitude: {@dice 1d8}) playing out the last moments of their lives as a shadow puppet show on a wall"],["6","{@dice 2d6} {@creature Zombie||zombies} (attitude: {@dice 1d4 + 1}) shuffling listlessly, following a path of Giant runes painted in dried blood"],["7","1 {@creature firegaunt|BGG} (attitude: {@dice 1d4 + 1}) killing and destroying, desperately hoping someone will end its existence"],["8","1 {@creature flesh colossus|BGG} (attitude: {@dice 1d6}) marked with the Giant rune of death, defending the crumbled ruins of the place it was created to protect"],["9","1 {@creature tempest spirit|BGG} (attitude: {@dice 1d6}) searching for lost magical knowledge"],["10","1 {@creature spectral cloud|BGG} (attitude: {@dice 1d12}) wandering with a ghostly green lantern"]]},{"name":"Grassland Encounters (Levels 1—5)","type":"table","source":"XGE","page":100,"caption":"Grassland Encounters (Levels 1—5)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","1 {@creature hobgoblin captain} with {@dice 1d4 + 1} {@creature hobgoblin||hobgoblins}"],["02","1 {@creature chimera}"],["03","1 {@creature gorgon}"],["04","{@dice 1d2} {@creature couatl||couatls}"],["05","1 {@creature ankylosaurus}"],["06","1 {@creature weretiger}"],["07","{@dice 1d3} {@creature allosaurus||allosauruses}"],["08-09","{@dice 1d3} {@creature elephant||elephants}"],["10-14","A circle of standing stones within which the air is utterly still, no matter how hard the wind blows outside"],["15-16","1 {@creature phase spider}"],["17-18","1 {@creature gnoll pack lord} with {@dice 1d4} {@creature giant hyena||giant hyenas}"],["19-20","1 {@creature pegasus}"],["21-22","1 {@creature ankheg}"],["23-24","{@dice 1d3} {@creature rhinoceros||rhinoceroses}"],["25-28","{@dice 1d3} {@creature cockatrice||cockatrices}"],["29-32","{@dice 1d6 + 2} {@creature giant wasp||giant wasps} or {@dice 1d4 + 3} {@creature swarm of insects||swarms of insects}"],["33-36","{@dice 1d4} {@creature jackalwere||jackalweres} or {@dice 1d4} {@creature scout||scouts}"],["37-40","{@dice 1d8} {@creature giant goat||giant goats} or {@dice 1d8} {@creature worg||worgs}"],["41-44","{@dice 2d4} {@creature hobgoblin||hobgoblins}, {@dice 2d4} {@creature orc||orcs}, or {@dice 2d4} {@creature gnoll||gnolls}"],["45-46","{@dice 1d2} {@creature giant poisonous snake||giant poisonous snakes}"],["47-48","{@dice 1d6 + 2} {@creature elk} or {@dice 1d6 + 2} {@creature riding horse||riding horses}"],["49-50","{@dice 2d4} {@creature goblin||goblins}"],["51-52","{@dice 1d3} {@creature boar||boars}"],["53-54","1 leopard ({@creature panther}) 1 {@creature lion}"],["55-58","{@dice 1d6 + 3} {@creature goblin||goblins} riding wolves"],["59-62","{@dice 2d6} {@creature giant wolf spider||giant wolf spiders} or 1 {@creature giant eagle}"],["63-65","{@dice 1d8 + 4} {@creature pteranodon||pteranodons}"],["66-69","{@dice 3d6} {@creature wolf||wolves}"],["70-74","{@dice 2d4 + 2} {@creature axe beak||axe beaks}"],["75-76","1 {@creature giant boar} or {@dice 1d2} {@creature tiger||tigers}"],["77-78","1 {@creature ogre} or {@dice 1d3} {@creature bugbear||bugbears}"],["79-80","{@creature giant elk} or 1 {@creature gnoll pack lord} or {@dice 1d3} {@creature giant hyena||giant hyenas}"],["81-82","{@dice 1d3} {@creature giant vulture||giant vultures} or {@dice 1d3} {@creature hippogriff||hippogriffs}"],["83-84","1 {@creature goblin boss} with {@dice 1d6 + 2} {@creature goblin||goblins} and {@dice 1d4 + 3} {@creature wolf||wolves}, or {@dice 1d3} {@creature thri-kreen}"],["85-89","{@dice 1d3} {@creature druid||druids} patrolling the wilds"],["90-91","{@dice 1d6} {@creature scarecrow||scarecrows} or 1 {@creature wereboar}"],["92-93","{@dice 1d3} {@creature centaur||centaurs} or {@dice 1d3} {@creature griffon||griffons}"],["94","{@dice 1d3} {@creature gnoll fang of Yeenoghu||gnoll fangs of Yeenoghu}, or 1 {@creature orc Eye of Gruumsh} with {@dice 2d4 + 1} {@creature orc||orcs}"],["95-96","1 {@creature triceratops}"],["97","1 {@creature cyclops} or 1 {@creature bulette}"],["98-99","{@dice 1d4} {@creature manticore||manticores}"],["00","1 {@creature tyrannosaurus rex}"]]},{"name":"Grassland Encounters (Levels 6—10)","type":"table","source":"XGE","page":100,"caption":"Grassland Encounters (Levels 6—10)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","{@dice 1d3} {@creature gorgon||gorgons}"],["02","{@dice 1d4} {@creature cyclops||cyclopes}"],["03-04","{@dice 1d3} {@creature gnoll fang of Yeenoghu||gnoll fangs of Yeenoghu}"],["05-06","1 {@creature chimera}"],["07-09","{@dice 1d4 + 1} {@creature veteran||veterans} on {@creature riding horse||riding horses}"],["10-11","A tornado that touches down {@dice 1d6} miles away, tearing up the land for 1 mile before it dissipates"],["12-13","{@dice 1d3} {@creature manticore||manticores}"],["14-15","{@dice 2d4} {@creature ankheg||ankhegs}"],["16-17","{@dice 1d8 + 1} {@creature centaur||centaurs}"],["18-19","{@dice 1d6 + 2} {@creature griffon||griffons}"],["20-21","{@dice 1d6} {@creature elephant||elephants}"],["22-24","A stretch of land littered with rotting war machines, bones, and banners of forgotten armies"],["25-28","{@dice 1d8 + 1} {@creature bugbear||bugbears}"],["29-32","1 {@creature gnoll pack lord} with {@dice 1d4 + 1} {@creature giant hyena||giant hyenas}"],["33-36","{@dice 2d4} {@creature scarecrow||scarecrows}"],["37-40","{@dice 1d12} {@creature lion||lions}"],["41-44","{@dice 1d10} {@creature thri-kreen}"],["45-46","1 {@creature allosaurus}"],["47-48","1 {@creature tiger}"],["49-50","{@dice 1d2} {@creature giant eagle||giant eagles} or {@dice 1d2} {@creature giant vulture||giant vultures}"],["51-52","1 {@creature goblin boss} with {@dice 2d4} {@creature goblin||goblins}"],["53-54","{@dice 1d2} {@creature pegasus||pegasi}"],["55-58","1 {@creature ankylosaurus}"],["59-62","{@dice 1d2} {@creature couatl||couatls}"],["63-66","1 {@creature orc Eye of Gruumsh} with {@dice 1d8 + 1} {@creature orc||orcs}"],["67-70","{@dice 2d4} {@creature hippogriff||hippogriffs}"],["71-74","{@dice 1d4 + 1} {@creature rhinoceros||rhinoceroses}"],["75-76","1 {@creature hobgoblin captain} with {@dice 2d6} {@creature hobgoblin||hobgoblins}"],["77-78","{@dice 1d3} {@creature phase spider||phase spiders}"],["79-80","{@dice 1d6 + 2} {@creature giant boar||giant boars}"],["81-82","{@dice 2d4} {@creature giant elk}"],["83-84","{@dice 1d4} {@creature ogre||ogres} with {@dice 1d4} {@creature orog||orogs}"],["85-87","A hot wind that carries the stench of rot"],["88-90","{@dice 1d3} {@creature weretiger||weretigers}"],["91-92","1 {@creature bulette}"],["93-94","A tribe of {@dice 2d20 + 20} nomads ({@creature tribal warrior||tribal warriors}) on {@creature riding horse||riding horses} following a herd of antelope ({@creature deer}). The nomads are willing to trade food, leather, and information for weapons."],["95-96","{@dice 1d6 + 2} {@creature wereboar||wereboars}"],["97","1 {@creature young gold dragon}"],["98-99","{@dice 1d4} {@creature triceratops||triceratopses}"],["00","{@dice 1d3} {@creature tyrannosaurus rex||tyrannosaurus rexes}"]]},{"name":"Grassland Encounters (Levels 11—16)","type":"table","source":"XGE","page":100,"caption":"Grassland Encounters (Levels 11—16)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-05","{@dice 3d6} {@creature wereboar||wereboars}"],["06-10","{@dice 2d10} {@creature gnoll fang of Yeenoghu||gnoll fangs of Yeenoghu}"],["11-15","{@dice 1d4} {@creature bulette||bulettes}"],["16-17","An old road of paved stones, partly reclaimed by wilderness, that travels for {@dice 1d8} miles in either direction before ending"],["18-27","{@dice 1d12} {@creature couatl||couatls}"],["28-30","A witch ({@creature mage}) dwelling in a crude hut. She offers potions of healing, antitoxins, and other consumable items for sale in exchange for food and news."],["31-40","{@dice 2d10} {@creature elephant||elephants}"],["41-46","{@dice 2d4} {@creature weretiger||weretigers}"],["47-56","{@dice 1d8 + 1} {@creature cyclops||cyclopes}"],["57-61","{@dice 1d3} {@creature chimera||chimeras}"],["62-66","5 {@creature triceratops||triceratopses}"],["67-69","A giant hole 50 feet across that descends nearly 500 feet before opening into an empty cave"],["70-79","{@dice 1d4 + 3} {@creature gorgon||gorgons}"],["80-88","{@dice 1d3} {@creature young gold dragon||young gold dragons}"],["89-90","A circular section of grass nearly a quarter-mile across that appears to have been pressed down; {@dice 1d4} more such circles connected by lines can be seen from overhead."],["91-96","{@dice 2d4} {@creature tyrannosaurus rex||tyrannosaurus rexes}"],["97-99","1 {@creature adult gold dragon}"],["00","1 {@creature ancient gold dragon}"]]},{"name":"Grassland Encounters (Levels 17—20)","type":"table","source":"XGE","page":100,"caption":"Grassland Encounters (Levels 17—20)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-10","{@dice 2d6} {@creature triceratops||triceratopses}"],["11-20","{@dice 1d10} {@creature gorgon||gorgons}"],["21-25","{@dice 2d6} {@creature hyena||hyenas} feeding on the carcass of a dead dinosaur"],["26-35","{@dice 3d6} {@creature bulette||bulettes}"],["36-40","A fiery chariot that races across the sky"],["41-50","{@dice 1d3} {@creature young gold dragon||young gold dragons}"],["51-60","{@dice 2d4} {@creature cyclops||cyclopes}"],["61-65","A valley where all the grass has died and the ground is littered with stumps and fallen tree trunks, all petrified"],["66-75","{@dice 2d10} {@creature wolf||wolves}"],["76-80","A friendly adventuring party of {@dice 1d6 + 1} characters of varying races, classes, and levels (average level {@dice 1d6 + 2}). They share information about their recent travels."],["81-90","{@dice 1d12} {@creature chimera||chimeras}"],["91-96","{@dice 1d6 + 2} {@creature tyrannosaurus rex||tyrannosaurus rexes}"],["97-99","1 {@creature adult gold dragon}"],["00","1 {@creature ancient gold dragon}"]]},{"name":"Hill Encounters (Levels 1—4)","type":"table","source":"XGE","page":101,"caption":"Hill Encounters (Levels 1—4)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","1 {@creature eagle}"],["02-03","{@dice 2d4} {@creature baboon||baboons}"],["04-06","{@dice 1d6} {@creature bandit||bandits}"],["07","{@dice 1d4} {@creature vulture||vultures}"],["08","{@dice 1d10} {@creature commoner||commoners}"],["09","1 {@creature raven}"],["10","1 {@creature poisonous snake}"],["11-13","{@dice 2d6} {@creature bandit||bandits} {@dice 2d6} {@creature tribal warrior||tribal warriors}"],["14","{@dice 2d8} {@creature goat||goats}"],["15","{@dice 1d6 + 4} {@creature blood hawk||blood hawks}"],["16","{@dice 1d4 + 3} {@creature giant weasel||giant weasels}"],["17-18","{@dice 1d3} {@creature guard||guards} with {@dice 1d2} {@creature mastiff||mastiffs} and 1 {@creature mule}"],["19-20","{@dice 1d6 + 5} {@creature hyena||hyenas}"],["21-22","{@dice 2d4} {@creature stirge||stirges}"],["23-25","An empty cave littered with bones"],["26","1 {@creature pseudodragon} or {@dice 1d3} {@creature giant owl||giant owls}"],["27","1 {@creature lion} or 1 cougar ({@creature panther})"],["28-30","{@dice 2d8} {@creature kobold||kobolds}"],["31","1 {@creature hippogriff}"],["32-34","{@dice 2d4} {@creature goblin||goblins}"],["35","1 {@creature worg}"],["36","{@dice 1d3} {@creature swarm of bats||swarms of bats} or {@dice 1d3} {@creature swarm of ravens||swarms of ravens}"],["37","1 {@creature giant eagle}"],["38-40","An old dwarf sitting on a stump, whittling a piece of wood"],["41","{@dice 1d4} {@creature elk}"],["42","{@dice 1d4} {@creature winged kobold||winged kobolds} with {@dice 1d6} {@creature kobold||kobolds}"],["43","{@dice 1d6 + 2} {@creature giant wolf spider||giant wolf spiders}"],["44-45","{@dice 2d4} {@creature wolf||wolves}"],["46","1 {@creature swarm of insects}"],["47","{@dice 1d8 + 1} {@creature axe beak||axe beaks}"],["48-49","1 {@creature brown bear} or {@dice 1d3} {@creature boar||boars}"],["50","1 {@creature scout}"],["51","1 {@creature ogre}"],["52-53","{@dice 2d4} {@creature gnoll||gnolls}"],["54","1 {@creature giant elk}"],["55","{@dice 1d3 + 1} {@creature harpy||harpies}"],["56","1 {@creature werewolf}"],["57-58","{@dice 2d4} {@creature orc||orcs}"],["59","{@dice 1d4} {@creature half-ogre (ogrillon)||half-ogres}"],["60","1 {@creature druid} or 1 {@creature veteran}"],["61-63","The corpse of an adventurer that carries an intact {@item explorer's pack|phb} and lies atop a longsword"],["64","1 {@creature green hag}"],["65-66","{@dice 1d3} {@creature dire wolf||dire wolves}"],["67-68","A small cemetery containing {@dice 2d6} graves"],["69-70","1 {@creature hobgoblin captain} with {@dice 2d4} {@creature hobgoblin||hobgoblins}"],["71","{@dice 2d4} {@creature giant goat||giant goats}"],["72","1 {@creature manticore}"],["73-74","{@dice 1d6 + 2} {@creature hobgoblin||hobgoblins}"],["75","1 {@creature phase spider}"],["76-78","A pile of droppings from a very large bird"],["79","1 {@creature gnoll fang of Yeenoghu}"],["80","{@dice 1d3} {@creature giant boar||giant boars}"],["81","1 {@creature gnoll pack lord} with {@dice 1d3} {@creature giant hyena||giant hyenas}"],["82","1 {@creature bandit captain} with {@dice 2d4} {@creature bandit||bandits}"],["83","1 {@creature orc Eye of Gruumsh} with {@dice 1d8 + 2} {@creature orc||orcs}"],["84","{@dice 1d3} {@creature orog||orogs} or {@dice 1d4} {@creature berserker||berserkers}"],["85-86","1 {@creature ettin} or 1 {@creature wereboar}"],["87-88","1 {@creature goblin boss} with {@dice 2d6} {@creature goblin||goblins}"],["89","{@dice 1d3} {@creature griffon||griffons}"],["90","{@dice 1d3} {@creature peryton||perytons} or {@dice 1d4} {@creature pegasus||pegasi}"],["91-96","{@dice 1d3} {@creature troll||trolls}"],["97-99","1 {@creature cyclops}"],["00","1 {@creature stone giant}"]]},{"name":"Hill Encounters (Levels 5—10)","type":"table","source":"XGE","page":101,"caption":"Hill Encounters (Levels 5—10)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","{@dice 1d4} {@creature pegasus||pegasi} or {@dice 1d3} {@creature peryton||perytons}"],["02","{@dice 1d6 + 2} {@creature giant goat||giant goats}"],["03","1 {@creature manticore}"],["04","{@dice 1d8 + 1} {@creature gnoll||gnolls} or {@dice 1d8 + 1} {@creature hobgoblin||hobgoblins}"],["05","{@dice 1d4} {@creature lion||lions}"],["06","{@dice 1d6 + 2} {@creature worg||worgs}"],["07","{@dice 1d4} {@creature brown bear||brown bears}"],["08","{@dice 3d6} {@creature axe beak||axe beaks}"],["09","1 {@creature half-ogre (ogrillon)||half-ogre} with {@dice 2d6} {@creature orc||orcs}"],["10","{@dice 2d10} {@creature winged kobold||winged kobolds}"],["11-12","1 {@creature goblin boss} with {@dice 1d4} {@creature dire wolf||dire wolves} and {@dice 2d6} {@creature goblin||goblins}"],["13","{@dice 1d6} {@creature giant elk}"],["14-15","{@dice 1d8 + 1} {@creature giant eagle||giant eagles}"],["16-17","{@dice 1d4} {@creature phase spider||phase spiders}"],["18-19","1 {@creature gnoll pack lord} with {@dice 2d4} {@creature giant hyena||giant hyenas}"],["20","{@dice 2d4} {@creature hippogriff||hippogriffs}"],["21-25","A 15-foot-tall stone statue of a dwarf warrior that has been tipped over on its side"],["26-27","{@dice 2d4} {@creature orog||orogs}"],["28-29","{@dice 1d4 + 1} {@creature griffon||griffons}"],["30-31","{@dice 1d6 + 2} {@creature harpy||harpies}"],["32-33","1 {@creature orc Eye of Gruumsh} with {@dice 2d6 + 3} {@creature orc||orcs}"],["34-35","{@dice 1d4 + 3} {@creature giant boar||giant boars}"],["36-40","A stone door set into the side of a steep hill, opening onto 15 feet of descending stairs that end at a cave-in"],["41-42","{@dice 1d3} {@creature green hag||green hags}"],["43-44","{@dice 1d4} {@creature werewolf||werewolves}"],["45-46","{@dice 1d6 + 2} {@creature ogre||ogres}"],["47-48","1 {@creature hobgoblin captain} with {@dice 2d8} {@creature hobgoblin||hobgoblins}"],["49-50","1 {@creature bandit captain} with {@dice 3d6} {@creature bandit||bandits}"],["51-54","1 {@creature chimera}"],["55-58","{@dice 1d4} {@creature ettin||ettins}"],["59-62","{@dice 1d6 + 2} {@creature veteran||veterans} with {@dice 2d6} {@creature berserker||berserkers}"],["63-65","An abandoned wooden hut"],["66-69","1 {@creature galeb duhr}"],["70-73","1 {@creature bulette}"],["74-77","1 {@creature wyvern}"],["78-80","{@dice 2d6 + 10} {@creature goat||goats} with 1 herder ({@creature tribal warrior})"],["81-82","{@dice 1d3} {@creature hill giant||hill giants}"],["83-84","{@dice 2d4} {@creature wereboar||wereboars}"],["85-86","{@dice 1d4} {@creature revenant||revenants}"],["87-88","{@dice 1d2} {@creature gorgon||gorgons}"],["89-90","{@dice 1d8 + 1} {@creature gnoll fang of Yeenoghu||gnoll fangs of Yeenoghu}"],["91-93","{@dice 1d4} {@creature cyclops||cyclopes}"],["94-96","1 {@creature young red dragon}"],["97-98","{@dice 1d4} {@creature stone giant||stone giants}"],["99","{@dice 1d3} {@creature young copper dragon||young copper dragons}"],["00","1 {@creature roc}"]]},{"name":"Hill Encounters (Levels 11—16)","type":"table","source":"XGE","page":101,"caption":"Hill Encounters (Levels 11—16)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","{@dice 2d8} {@creature manticore||manticores} or {@dice 2d8} {@creature phase spider||phase spiders}"],["02-04","{@dice 1d6} {@creature green hag||green hags} with {@dice 1d6} {@creature wyvern||wyverns}"],["05-07","1 {@creature hobgoblin captain} with 1 {@creature hill giant} and {@dice 4d10} {@creature hobgoblin||hobgoblins}"],["08-10","{@dice 2d6 + 3} {@creature werewolf||werewolves}"],["11-14","{@dice 1d6 + 2} {@creature ettin||ettins}"],["15-18","{@dice 1d3} {@creature bulette||bulettes}"],["19-22","{@dice 1d4} {@creature werebear||werebears}"],["23-24","A stream of smoke emerging from a small chimney in the hillside"],["25-28","{@dice 1d4} {@creature wyvern||wyverns}"],["29-32","{@dice 1d8 + 1} {@creature wereboar||wereboars}"],["33-36","{@dice 1d3} {@creature revenant||revenants}"],["37-38","A mild earthquake that shakes the region for {@dice 1d20} seconds"],["39-42","{@dice 1d3} {@creature chimera||chimeras}"],["43-46","{@dice 1d4} {@creature gorgon||gorgons}"],["47-50","{@dice 1d6 + 2} {@creature gnoll fang of Yeenoghu||gnoll fangs of Yeenoghu}"],["51-54","{@dice 1d4} {@creature hill giant||hill giants}"],["55-58","1 {@creature young red dragon}"],["59-62","{@dice 1d3 + 1} {@creature galeb duhr}"],["63-65","{@dice 2d10} dwarf miners ({@creature commoner||commoners}), whistling as they march toward their mine"],["66-69","{@dice 1d3} {@creature young copper dragon||young copper dragons}"],["70-73","{@dice 1d4} {@creature troll||trolls}"],["74-77","{@dice 1d3} {@creature cyclops||cyclopes}"],["78-80","{@dice 1d3} {@creature noble||nobles} with {@dice 1d4} {@creature scout||scouts} prospecting for gold"],["81-85","1 {@creature adult copper dragon}"],["86-90","{@dice 2d4} {@creature stone giant||stone giants}"],["91-96","{@dice 1d4} {@creature roc||rocs}"],["97-99","1 {@creature adult red dragon}"],["00","1 {@creature ancient copper dragon}"]]},{"name":"Hill Encounters (Levels 17—20)","type":"table","source":"XGE","page":101,"caption":"Hill Encounters (Levels 17—20)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","{@dice 1d2} {@creature roc||rocs}"],["02-05","1 {@creature young red dragon}"],["06-10","{@dice 2d6} {@creature ettin||ettins}"],["11-15","{@dice 1d4} {@creature bulette||bulettes}"],["16-20","{@dice 1d10} {@creature revenant||revenants}"],["21-25","The white outline of an enormous horse carved into the side of a high hill"],["26-30","{@dice 1d6 + 1} {@creature gorgon||gorgons}"],["31-35","{@dice 2d4 + 1} {@creature troll||trolls}"],["36-40","The scorched remains of {@dice 2d10} humanoids littering a hillside"],["41-45","{@dice 2d4} {@creature hill giant||hill giants}"],["46-50","{@dice 1d6 + 2} {@creature werebear||werebears}"],["51-55","{@dice 2d4} {@creature galeb duhr}"],["56-60","{@dice 1d4 + 2} {@creature wyvern||wyverns}"],["61-65","A massive boulder partly buried in the earth as if it fell or was thrown there"],["66-70","1 {@creature adult copper dragon}"],["71-75","{@dice 1d6 + 3} {@creature cyclops||cyclopes}"],["76-80","The stub of an old stone tower jutting from the top of a hill"],["81-85","{@dice 2d4} {@creature stone giant||stone giants}"],["86-90","1 {@creature adult red dragon}"],["91-96","1 {@creature ancient copper dragon}"],["97-99","1 {@creature ancient red dragon}"],["00","{@dice 1d2} {@creature adult red dragon||adult red dragons} with {@dice 1d3} {@creature young red dragon||young red dragons}"]]},{"name":"Hill Giant Encounters","type":"table","source":"BGG","page":47,"caption":"Hill Giant Encounters","colLabels":["{@dice d12}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","2 {@creature Hill Giant||hill giants} charging at each other until their heads collide, while 4 {@creature Ogre||ogres} (attitude for all: {@dice 1d6 + 3}) watch and cheer"],["2","1 {@creature hill giant avalancher|BGG} (attitude: {@dice 1d8 + 2}) searching exasperatedly for a {@creature giant goose|BGG} that stole from the giant's bag"],["3","2 {@creature Hill Giant||hill giants} (attitude: {@dice 1d10}) trading broken weapons they've collected"],["4","1 {@creature hill giant} and 3 {@creature Ogre||ogres} (attitude for all: {@dice 1d12}) taking turns bowling ettin skulls at sticks stuck in the ground"],["5","1 {@creature hill giant} (attitude: {@dice 1d6 + 3}) dejectedly trying to reassemble a small stone building it accidentally demolished"],["6","{@dice 1d4} {@creature Otyugh||otyughs} (attitude: {@dice 1d10}) in a waste pit where hill giants dispose of feast remnants"],["7","1 {@creature hill giant} singing beautifully for {@dice 1d4} {@creature Dire Wolf||dire wolves} (attitude for all: {@dice 1d10 + 2})"],["8","2 {@creature Hill Giant||hill giants} (attitude: {@dice 1d8}) roasting a bear over a burning wagon and excessively seasoning it with spices plundered from the wagon"],["9","{@dice 2d4} {@creature goliath giant-kin|BGG} (attitude: {@dice 1d8 + 2}) enjoying a feast"],["10","1 {@creature hill giant} (attitude: {@dice 1d6}) asking for food from a gang of {@dice 2d4} {@creature Bugbear||bugbears} (attitude: {@dice 1d6 + 2})"],["11","1 {@creature flind|MPMM} (attitude: {@dice 1d4 + 1}) leading a bloodthirsty party of 5 {@creature Gnoll Hunter|MPMM|gnoll hunters} (attitude: {@dice 1d6})"],["12","1 {@creature mouth of Grolantor|MPMM} (attitude: {@dice 1d6}) eating everything in reach, including the landscape"]]},{"name":"Megafauna World Encounters","type":"table","source":"BGG","page":54,"caption":"Megafauna World Encounters","colLabels":["{@dice d10}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@dice 2d4} {@creature Giant Ox|BGG|giant oxen} (attitude: {@dice 1d6 + 4}) grazing on shrubs, trees, or thatched roofs"],["2","{@dice 1d3} {@creature Titanothere|BGG|titanotheres} (attitude: {@dice 1d8 + 3}) roaming; one of them scratches an itch on trees, uprooting them in the process"],["3","1 {@creature giant goose|BGG} (attitude: {@dice 1d8}) running with an item from a hill giant's bag (see \"{@book Giant Bags|BGG|5|Giant Bags}\" in {@book chapter 5|BGG|5}) in its mouth"],["4","2 {@creature Mammoth||mammoths} (attitude: {@dice 1d6}) locking tusks in a territory dispute"],["5","1 {@creature gigant|BGG} (attitude: {@dice 1d4 + 1}) rampaging"],["6","{@dice 1d4} {@creature Saber-Toothed Tiger||saber-toothed tigers} (attitude: {@dice 1d10}) stalking near a herd of {@dice 2d4} {@creature giant elk} (attitude: {@dice 1d6 + 3})"],["7","1 {@creature purple worm} (attitude: {@dice 1d4 + 1}) following vibrations toward food"],["8","{@dice 2d6} {@creature Giant Tick|BGG|giant ticks} (attitude: {@dice 1d4 + 1}) sucking the last blood from a giant's corpse"],["9","1 {@creature froghemoth|MPMM} (attitude: {@dice 1d6}) trying to hide somewhere comically inadequate for its bulk"],["10","1 {@creature gray render|MPMM} (attitude: {@dice 1d6 + 3}) gnawing the scenery"]]},{"name":"Mortuary Encounters (Levels 1—4)","type":"table","source":"AATM","caption":"Mortuary Encounters (Levels 1—4)","colLabels":["{@dice d10}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A decapitated {@creature zombie} with the {@condition blinded} and {@condition deafened} conditions scrabbles along the ground, looking for its head. The zombie attacks any creature it detects."],["2","{@dice 1d4} {@creature Will-o'-Wisp||will-o'-wisps} offer to guide the characters to their destination but might lead them to a deadly location in the Mortuary, such as a crematorium."],["3","A poshly dressed Duster {@creature wight} asks the characters to help them write a eulogy that's due in 10 minutes."],["4","A friendly {@creature death dog} trots up to the characters and drops a bony hand at their feet. The dog wants to play fetch."],["5","Ten melancholy Dusters ({@creature Commoner||commoners}) conduct an open-casket funeral for a cheery {@creature skeleton} named Merle, who never received one in life. Merle lies in the casket but occasionally sits up to hear his own eulogies. The Dusters ask the characters if they'd like to say anything on behalf of the deceased."],["6","A lost {@creature animated coffin|AATM}* lurches along, carrying a reverently laid corpse to its crypt. The Construct approaches the characters and silently petitions them to escort it to its destination."],["7","{@dice 1d4} {@creature Zombie||zombies}, bloated and riddled with holes, shuffle up to the characters and each expel a {@creature swarm of rot grubs|MPMM}† at their feet. All the creatures are hostile toward the characters."],["8","A {@creature Heralds of Dust exorcist|AATM}* works to expel a {@creature dybbuk|MPMM}† from a corpse. The exorcist asks the characters to help in dispatch the Fiend."],["9","Two {@creature Bard|MPMM|bards}† in the Heralds of Dust approach the characters and sing a ballad honoring the dead. If the characters interrupt or otherwise ruin the tune, {@dice 1d4} irascible {@creature Specter||specters} emerge from the walls and attack, causing the bards to flee."],["10","Three {@creature skeleton} farmers quietly tend to corpse-white grave flowers in an underground garden. Four {@creature Stench Kow|MPMM|stench kows}† graze nearby and protect the farmers, who attack if the characters pluck any flowers or interfere with their work."]],"footnotes":["†Monsters marked with a dagger (†) appear in {@book Monsters of the Multiverse|MPMM}. Roll a {@dice d6} if you don't have that book.","*See {@book the appendix|AATM|Appendix: Mortuary Creatures}."]},{"name":"Mortuary Encounters (Levels 5—10)","type":"table","source":"AATM","caption":"Mortuary Encounters (Levels 5—10)","colLabels":["{@dice d10}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Three {@creature Ghost||ghosts} of long-dead nobles invite the characters to an incorporeal tea party."],["2","{@dice 1d8 + 3} {@creature Ghoul||ghouls} feast on a veritable smorgasbord of corpses in a chilly morgue. The ghouls attack any who disturb their meal."],["3","Twenty {@creature Skeleton||skeletons} parade down a dusty hall, dancing all the way. The skeletons are friendly toward characters who join their procession but attack any who impede it."],["4","Disguised as a Humanoid member of the Heralds of Dust, a {@creature planetar} sneaks through a crypt in hopes of raising one of its god's agents from the dead. The angel reveals itself to the characters and asks for help in finding its way."],["5","The party unknowingly enters a crematorium, and the walls erupt with gouts of flame. Each creature in the room must succeed on a DC 18 Dexterity saving throw, taking 44 ({@dice 8d10}) fire damage on a failed save, or half as much damage on a successful one."],["6","A {@creature stone golem} composed of tombstones tromps down an empty hallway. It lets the characters pass if they etch an epitaph into its frame."],["7","A passing {@creature animated coffin|AATM}* exhales a hostile cloud of {@creature vampiric mist|MPMM}† with an audible wheeze."],["8","{@dice 1d6 + 2} {@creature Vargouille|MPMM|vargouilles}† fly through the halls, looking for their next meal. The vargouilles attack the characters on sight."],["9","{@dice 1d4} {@creature Spawn of Kyuss|MPMM|spawns of Kyuss}† shamble through the Mortuary, infecting its corpses. A lawful neutral {@creature wight} shouts for the party's aid in curbing the infestation."],["10","Two {@creature lost sorrowsworn|MPMM},† manifestations of those who never reached the afterlife, wander aimlessly. The sorrowsworn ask the characters to guide them to the great beyond. If the characters refuse the sorrowsworn attack in panicked fury."]],"footnotes":["†Monsters marked with a dagger (†) appear in {@book Monsters of the Multiverse|MPMM}. Roll a {@dice d6} if you don't have that book.","*See {@book the appendix|AATM|Appendix: Mortuary Creatures}."]},{"name":"Mortuary Encounters (Levels 11—16)","type":"table","source":"AATM","caption":"Mortuary Encounters (Levels 11—16)","colLabels":["{@dice d10}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Factol Skall|AATM}* drifts through the Mortuary toward his {@area orrery|025|x} (detailed later in this supplement)."],["2","Two {@creature Guardian Naga||guardian nagas} slither up to the party. The nagas are collecting stories about those who have passed."],["3","A {@creature death tyrant}, eager to build its undead army, lingers outside a derelict crypt. The monster accosts any non-Undead it encounters."],["4","An {@creature arcanaloth} testator informs the characters they much each present a copy of their last will and testament to continue their exploration. If a character doesn't have a will, the testator offers to write one for them on the spot in exchange for 10 gp each."],["5","A {@creature githyanki knight} and four pallbearers ({@creature Githyanki Warrior||githyanki warriors}) march toward a portal to the Astral Plane to honor a fallen comrade. The githyanki attack characters who interrupt their solemn procession but accept any who share the load as one of their own."],["6","A sarcophagus-like {@creature animated coffin|AATM}* conveys a haughty {@creature mummy lord} to its tomb. Two {@creature Mummy||mummies} walk alongside the coffin. The mummy lord demands that passersby acknowledge its rule with a bow; the mummies attack all who refuse."],["7","A {@creature cadaver collector|MPMM}† emerges from a portal to Acheron, dragging a cart of corpses behind it."],["8","A {@creature deathlock mastermind|MPMM}† leads four {@creature Deathlock|MPMM|deathlocks}† in an unholy ritual dedicated to the powers of death. To complete the ritual, the deathlocks require a living sacrifice—one of the characters would be perfect."],["9","Four {@creature Minotaur Skeleton||minotaur skeletons} carry a palanquin of bones supporting a hostile {@creature skull lord|MPMM}.†"],["10","A {@creature narzugon|MPMM}† astride a {@creature nightmare} patrols a stretch of catacombs as part of an archdevil's errand. The narzugon attacks any non-Undead, eager to add their souls to archdevil's growing collection."]],"footnotes":["†Monsters marked with a dagger (†) appear in {@book Monsters of the Multiverse|MPMM}. Roll a {@dice d6} if you don't have that book.","*See {@book the appendix|AATM|Appendix: Mortuary Creatures}."]},{"name":"Mountain Encounters (Levels 1—4)","type":"table","source":"XGE","page":104,"caption":"Mountain Encounters (Levels 1—4)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-02","1 {@creature eagle}"],["03-05","{@dice 1d3} {@creature swarm of bats||swarms of bats}"],["06-08","{@dice 1d6} {@creature goat||goats}"],["09-11","{@dice 1d10 + 5} {@creature tribal warrior||tribal warriors}"],["12-14","{@dice 1d6 + 3} {@creature pteranodon||pteranodons}"],["15-17","{@dice 1d8 + 1} {@creature winged kobold||winged kobolds}"],["18-20","1 {@creature lion}"],["21-24","Stairs chiseled into the side of the mountain that climb {@dice 3d20 + 40} feet before ending abruptly"],["25-27","{@dice 2d10} {@creature stirge||stirges}"],["28-30","{@dice 2d4} {@creature aarakocra}"],["31-33","{@dice 2d6} dwarf soldiers ({@creature guard||guards}) with {@dice 1d6} {@creature mule||mules} laden with iron ore"],["34-36","1 {@creature giant eagle}"],["37-38","A small shrine dedicated to a lawful neutral god, perched on a stone outcropping"],["39-41","{@dice 2d8 + 1} {@creature blood hawk||blood hawks}"],["42-44","1 {@creature giant goat}"],["45-47","{@dice 3d4} {@creature kobold||kobolds}"],["48-50","1 {@creature half-ogre (ogrillon)||half-ogre}"],["51-53","1 {@creature berserker}"],["54-55","1 {@creature orog}"],["56","1 {@creature hell hound}"],["57","1 {@creature druid}"],["58-59","1 {@creature peryton}"],["60-61","{@dice 1d2} {@creature hippogriff||hippogriffs}"],["62","1 {@creature manticore}"],["63-64","{@dice 1d6 + 2} {@creature scout||scouts}"],["65-67","Enormous footprints left by a giant, which head into the mountain peaks"],["68-73","{@dice 2d4} {@creature orc||orcs}"],["74-75","1 {@creature giant elk}"],["76-77","1 {@creature veteran}"],["78-79","1 {@creature orc Eye of Gruumsh}"],["80","{@dice 1d4} {@creature harpy||harpies}"],["81","1 {@creature ogre}"],["82","1 {@creature griffon}"],["83","1 {@creature basilisk}"],["84-85","1 {@creature saber-toothed tiger}"],["86-90","A sparkling stream of water spilling from a crevice"],["91","{@dice 1d2} {@creature ettin||ettins}"],["92","1 {@creature cyclops}"],["93","1 {@creature troll}"],["94","1 {@creature galeb duhr}"],["95","1 {@creature air elemental}"],["96","1 {@creature bulette}"],["97","1 {@creature chimera}"],["98","1 {@creature wyvern}"],["99","1 {@creature stone giant}"],["00","1 {@creature frost giant}"]]},{"name":"Mountain Encounters (Levels 5—10)","type":"table","source":"XGE","page":104,"caption":"Mountain Encounters (Levels 5—10)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-02","{@dice 2d8 + 1} {@creature aarakocra}"],["03-04","1 {@creature lion} or 1 {@creature saber-toothed tiger}"],["05-06","{@dice 1d8 + 1} {@creature giant goat||giant goats}"],["07-08","{@dice 1d4 + 3} dwarf trailblazers ({@creature scout||scouts})"],["09-10","{@dice 1d6 + 2} {@creature orc||orcs}"],["11-15","{@dice 1d10} {@creature giant eagle||giant eagles}"],["16-20","{@dice 1d8 + 1} {@creature hippogriff||hippogriffs}"],["21-25","{@dice 1d8} fissures venting steam that partially obscures a 20-foot cube above each fissure"],["26-30","1 {@creature basilisk}"],["31-35","{@dice 1d12} {@creature half-ogre (ogrillon)||half-ogres}"],["36-40","A ravine blocked by a 100-foot-high wall, which has an opening in the center where a gate used to be"],["41-45","1 {@creature manticore}"],["46-50","{@dice 2d4} {@creature harpy||harpies}"],["51-52","1 {@creature galeb duhr}"],["53-54","1 {@creature bulette}"],["55-56","{@dice 1d10} {@creature berserker||berserkers}"],["57-58","{@dice 1d3} {@creature hell hound||hell hounds}"],["59-60","{@dice 1d8 + 1} {@creature veteran||veterans}"],["61-65","A distant mountain whose peak resembles a tooth"],["66-69","{@dice 1d4} {@creature ettin||ettins}"],["70-73","1 {@creature wyvern}"],["74-75","1 {@creature orc Eye of Gruumsh} with {@dice 1d6} {@creature orog||orogs} and {@dice 3d6 + 10} {@creature orc||orcs}"],["76-80","A row of {@dice 1d10 + 40} stakes upon which the bodies of kobolds, dwarves, or orcs are impaled"],["81-83","1 {@creature fire giant}"],["84-85","1 {@creature young silver dragon}"],["86-87","{@dice 1d4} {@creature air elemental||air elementals}"],["88-90","{@dice 1d4} {@creature troll||trolls}"],["91-92","{@dice 1d3 + 1} {@creature cyclops||cyclopes}"],["93-94","{@dice 1d4} {@creature chimera||chimeras}"],["95-96","1 {@creature cloud giant}"],["97","1 {@creature roc}"],["98","{@dice 1d4} {@creature stone giant||stone giants}"],["99","1 {@creature young red dragon}"],["00","{@dice 1d4} {@creature frost giant||frost giants}"]]},{"name":"Mountain Encounters (Levels 11—16)","type":"table","source":"XGE","page":104,"caption":"Mountain Encounters (Levels 11—16)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-02","{@dice 1d8 + 1} {@creature basilisk||basilisks}"],["03-04","{@dice 2d4} {@creature hell hound||hell hounds}"],["05-06","{@dice 1d3} {@creature chimera||chimeras}"],["07-08","1 {@creature galeb duhr}"],["09-10","{@dice 2d6} {@creature veteran||veterans}"],["11-15","1 {@creature young silver dragon}"],["16-20","{@dice 2d4} {@creature troll||trolls}"],["21-25","1 red dragon gliding through the sky above the highest mountaintops"],["26-30","{@dice 1d8 + 1} {@creature manticore||manticores}"],["31-35","{@dice 1d4} {@creature cyclops||cyclopes}"],["36-40","Heavy snowfall that lasts for {@dice 1d6} hours"],["41-45","{@dice 1d10} {@creature air elemental||air elementals}"],["46-50","{@dice 1d6 + 2} {@creature bulette||bulettes}"],["51-55","{@dice 1d4} {@creature stone giant||stone giants}"],["56-60","1 {@creature fire giant}"],["61-65","2 {@creature stone giant||stone giants} playing catch with a boulder a few hundred feet away"],["66-70","{@dice 1d8 + 1} {@creature ettin||ettins}"],["71-75","{@dice 1d3} {@creature frost giant||frost giants}"],["76-80","A wide crevasse, its depths shrouded in mist"],["81-85","{@dice 1d4} {@creature cloud giant||cloud giants}"],["86-90","1 {@creature adult silver dragon}"],["91-96","1 {@creature adult red dragon}"],["97-98","{@dice 1d4} {@creature roc||rocs}"],["99","1 {@creature ancient silver dragon}"],["00","1 {@creature ancient red dragon}"]]},{"name":"Mountain Encounters (Levels 17—20)","type":"table","source":"XGE","page":104,"caption":"Mountain Encounters (Levels 17—20)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-05","{@dice 1d10} {@creature bulette||bulettes}"],["06-10","{@dice 1d8 + 1} {@creature chimera||chimeras}"],["11-15","1 {@creature adult silver dragon}"],["16-20","{@dice 1d8 + 1} {@creature wyvern||wyverns}"],["21-25","A massive boat perched atop a mountain"],["26-30","{@dice 2d4} {@creature galeb duhr}"],["31-35","{@dice 1d4} {@creature frost giant||frost giants}"],["36-40","A wooded valley haunted by secretive and reclusive elves who tell warily of their master: a mad wizard who lives in the heart of the valley"],["41-45","{@dice 1d10} {@creature air elemental||air elementals}"],["46-50","{@dice 1d6 + 3} {@creature troll||trolls}"],["51-55","1 {@creature adult red dragon}"],["56-60","{@dice 1d4} {@creature cloud giant||cloud giants}"],["61-65","A waterfall hundreds of feet high that drops into a clear pool"],["66-70","{@dice 1d3} {@creature fire giant||fire giants}"],["71-75","{@dice 2d4} {@creature stone giant||stone giants}"],["76-80","A force of 100 dwarves ({@creature veteran||veterans}) standing guard at a mountain pass, permitting no passage until a traveler pays 100 gp (if on foot) or 200 gp (if mounted)"],["81-85","{@dice 1d4} {@creature roc||rocs}"],["86-90","{@dice 1d4} {@creature young red dragon||young red dragons}"],["91-96","1 {@creature ancient silver dragon}"],["97-00","1 {@creature ancient red dragon}"]]},{"name":"Open Water Encounters (Levels 1—4)","type":"table","source":"GoS","page":207,"caption":"Open Water Encounters (Levels 1—4)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-03","{@dice 3d6} {@creature Quipper||quippers}"],["04-08","1 {@creature swarm of quippers}"],["09-12","{@dice 3d10} {@creature Dolphin|VGM|dolphins}"],["13-14","1 {@creature giant octopus}"],["15-16","{@dice 1d4} {@creature Killer Whale||killer whales}"],["17-18","{@dice 1d6} {@creature merfolk}"],["19-20","{@dice 1d6} {@creature Giant Sea Horse||giant sea horses}"],["21-24","{@dice 1d8} {@creature Giant Crab||giant crabs}"],["25-28","{@dice 1d4} {@creature Reef Shark||reef sharks}"],["29","1 {@creature hunter shark}"],["30-34","{@dice 1d4} {@creature sahuagin}"],["35-37","{@dice 1d4} {@creature koalinth|GoS}"],["38-40","A {@table Whirlpools; Whirlpool Rank|GoS|rank 1 whirlpool} connected to the Elemental Plane of Water (see \"{@variantrule Ocean Environs|GoS|Whirlpools}\" from Appendix A of {@i Ghosts of Saltmarsh})"],["41-45","{@dice 1d4} {@creature Locathah|GoS|locathahs}"],["46-51","{@dice 1d3} {@creature Harpy||harpies}"],["52-54","2 {@creature merrow}"],["55-57","1 {@creature sahuagin priestess} and {@dice 1d4} {@creature sahuagin}"],["58-59","1 {@creature koalinth sergeant|GoS} and {@dice 2d4} {@creature koalinth|GoS}"],["60-62","1 {@creature plesiosaurus}"],["63-64","{@dice 1d3} {@creature Sea Hag||sea hags}"],["65-67","{@dice 1d4} {@creature Blood Hawk||blood hawks}"],["68-70","1 {@creature sahuagin champion|GoS}"],["71-74","1 {@creature giant shark}"],["75","1 {@creature young bronze dragon}"],["76-00","A ship ({@variantrule Random Ships|GoS|generated at random})"]]},{"name":"Open Water Encounters (Levels 5—10)","type":"table","source":"GoS","page":207,"caption":"Open Water Encounters (Levels 5—10)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-03","1 {@creature giant shark}"],["04-07","{@dice 1d4} {@creature Swarm of Quippers||swarms of quippers}"],["08-11","{@dice 1d10} {@creature Killer Whale||killer whales}"],["12-17","{@dice 3d6} {@creature merfolk}"],["18-25","1 {@creature sahuagin high priestess|GoS} and 1 {@creature sahuagin wave shaper|GoS}"],["26-30","{@dice 2d8} {@creature Giant Crab||giant crabs}"],["31-35","{@dice 2d4} {@creature Reef Shark||reef sharks}"],["36-38","{@dice 1d4} {@creature Hunter Shark||hunter sharks}"],["39-40","{@dice 1d4} {@creature Water Elemental||water elementals}"],["41","A {@table Whirlpools; Whirlpool Rank|GoS|rank 2 whirlpool} connected to the Elemental Plane of Water (see \"{@variantrule Ocean Environs|GoS|Whirlpools}\" from Appendix A of {@i Ghosts of Saltmarsh})"],["42-45","{@dice 2d4} {@creature Locathah|GoS|locathahs}"],["46-47","1 {@creature harpy matriarch|GoS} and {@dice 1d4} {@creature Harpy||harpies}"],["48-49","{@dice 2d4} {@creature merrow}"],["50-52","1 {@creature sahuagin baron} and {@dice 1d4} {@creature sahuagin}"],["53-57","1 {@creature koalinth sergeant|GoS} and {@dice 2d4} {@creature koalinth|GoS}"],["58-59","{@dice 2d8} {@creature Giant Crab||giant crabs}"],["60-61","{@dice 1d4} {@creature Plesiosaurus||plesiosauruses}"],["62-63","A coven of 3 {@creature Sea Hag||sea hags}"],["64-65","{@dice 1d4} {@creature Sahuagin Blademaster|GoS|sahuagin blademasters}"],["66-69","1 {@creature hydra}"],["70-71","1 {@creature marid}"],["72","1 {@creature storm giant}"],["73","1 {@creature adult bronze dragon}"],["74","1 {@creature dragon turtle}"],["75-90","A ship ({@variantrule Random Ships|GoS|generated at random})"],["91-00","A mysterious island ({@variantrule Mysterious Islands|GoS|generated at random})"]]},{"name":"Open Water Encounters (Levels 11—20)","type":"table","source":"GoS","page":207,"caption":"Open Water Encounters (Levels 11—20)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-03","1 {@creature storm giant}"],["04-07","{@dice 2d6} {@creature Giant Shark||giant sharks}"],["08-11","1 {@creature marid}"],["12-18","1 {@creature sahuagin high priestess|GoS} and {@dice 2d4} {@creature Sahuagin Champion|GoS|sahuagin champions}"],["19-25","1 {@creature sahuagin baron} and {@dice 1d4} {@creature Sahuagin Blademaster|GoS|sahuagin blademasters}"],["26-28","{@dice 3d6} {@creature Reef Shark||reef sharks}"],["29-32","{@dice 2d6} {@creature Hunter Shark||hunter sharks}"],["33-39","A {@table Whirlpools; Whirlpool Rank|GoS|rank 3 whirlpool} connected to the Elemental Plane of Water (see \"{@variantrule Ocean Environs|GoS|Whirlpools}\" from Appendix A of {@i Ghosts of Saltmarsh})"],["40-43","A {@table Whirlpools; Whirlpool Rank|GoS|rank 4 whirlpool} connected to the Elemental Plane of Water (see \"{@variantrule Ocean Environs|GoS|Whirlpools}\" from Appendix A of {@i Ghosts of Saltmarsh})"],["44-45","{@dice 1d3} {@creature Hydra||hydras}"],["46-48","{@dice 1d4} {@creature koalinth sergeant|GoS} and {@dice 3d10} {@creature koalinth|GoS}"],["49-50","{@dice 2d4} {@creature Plesiosaurus||plesiosauruses}"],["51-53","{@dice 3d6} {@creature merrow}"],["54-57","1 {@creature harpy matriarch|GoS} and {@dice 2d8} {@creature Harpy||harpies}"],["58-60","A coven of 3 {@creature Sea Hag||sea hags}"],["61-63","1 {@creature dragon turtle}"],["64","1 {@creature ancient bronze dragon}"],["65-75","A ship ({@variantrule Random Ships|GoS|generated at random})"],["76-00","A mysterious island ({@variantrule Mysterious Islands|GoS|generated at random})"]]},{"name":"Ship Encounters","type":"table","source":"BAM","page":7,"caption":"Ship Encounters","colLabels":["{@dice d100}","Encounter","Attitude"],"colStyles":["col-2 text-center","col-8","col-2 text-center"],"rows":[["01-07","{@vehicle Bombard|AAG} Leviathan, captained by Myrtle Hunt ({@creature giff warlord|BAM}*) and crewed by 8 {@creature Giff Shipmate|BAM|giff shipmates}* and 3 {@creature Mage||mages}†","{@dice 1d10 + 2}"],["08-16","{@vehicle Damselfly ship|AAG} Voidwinder, captained by Krig Kalu ({@creature hadozee explorer|BAM}*) and crewed by 1 {@creature drow}† and 7 {@creature Hadozee Shipmate|BAM|hadozee shipmates}*","{@dice 2d6 + 3}"],["17-23","{@vehicle Flying fish ship|AAG} Horizon, captained by Thaal Vod (renegade {@creature mind flayer arcanist}†) and crewed by 9 {@creature Plasmoid Warrior|BAM|plasmoid warriors}*","{@dice 1d12}"],["24-31","{@vehicle Hammerhead ship|AAG} Jander Sunstar, captained by Veluna Valderak ({@creature vampirate captain|BAM}*) and crewed by 13 {@creature Vampirate|BAM|vampirates}* and 1 {@creature priest}†","{@dice 1d12}"],["32-36","{@vehicle Lamprey ship|AAG} Astral Prize, crewed by 15 {@creature Psurlon Ringer|BAM|psurlon ringers},*† including Captain Uscath","{@dice 1d12}"],["37-39","{@vehicle Living ship|AAG} Eldervine, captained by Queth ({@creature aartuk elder|BAM}*) and crewed by 2 {@creature Aartuk Starhorror|BAM|aartuk starhorrors},*† 8 {@creature Aartuk Weedling|BAM|aartuk weedlings},* and Eldervine ({@creature treant})","{@dice 1d10}"],["40-45","{@vehicle Nautiloid|AAG} Neurophage, crewed by 4 {@creature Mind Flayer||mind flayers}† and 16 {@creature kuo-toa}, with {@dice 1d6} {@creature Grell||grells} and {@dice 1d6} {@creature Intellect Devourer||intellect devourers} as passengers","{@dice 1d6}"],["46-50","{@vehicle Nightspider|AAG} Malevolence, captained by Yeshk ({@creature neogi void hunter|BAM}*†) and crewed by 24 {@creature Neogi Pirate|BAM|neogi pirates}* and 5 {@creature Umber Hulk||umber hulks}","{@dice 1d6}"],["51-55","{@vehicle Scorpion ship|AAG} Claws of Huraj, captained by Huraj ({@creature hobgoblin captain}) and crewed by 1 {@creature bugbear} (first mate), 8 {@creature Hobgoblin||hobgoblins}, and 2 hobgoblin {@creature Priest||priests}†","{@dice 1d12}"],["56-61","{@vehicle Shrike ship|AAG} Fedifensor, captained by Yaj ({@creature githyanki xenomancer|BAM}*†) and crewed by 10 {@creature Githyanki Buccaneer|BAM|githyanki buccaneers}*†","{@dice 1d12}"],["62-66","{@vehicle Space galleon|AAG} Eleventh, captained by Xorpha Eleven-Eyes ({@creature beholder}) and crewed by 1 {@creature spectator} (first mate), 3 {@creature Cult Fanatic||cult fanatics},† and 16 {@creature Cultist||cultists}","{@dice 1d12}"],["67-72","{@vehicle Space galleon|AAG} Great Kindori, captained by Mystan the Mighty ({@creature djinni}†) and crewed by 1 {@creature invisible stalker} (first mate), 1 {@creature couatl},† 17 {@creature aarakocra}, and 1 {@creature rug of smothering}","{@dice 2d6 + 2}"],["73-78","{@vehicle Squid ship|AAG} Syken's Reach, captained by the pirate Arviglas Syken (human {@creature bandit captain}) and crewed by 1 {@creature cambion}† (Syken's daughter, Tenebra) and 11 {@creature Thug||thugs}","{@dice 1d12}"],["79-84","{@vehicle Star moth|AAG} Apex, captained by Xaleen ({@creature astral elf commander|BAM}*†) and crewed by 11 {@creature Astral Elf Warrior|BAM|astral elf warriors}* and 1 {@creature astral elf aristocrat|BAM}*†","{@dice 1d12}"],["85-90","{@vehicle Turtle ship|AAG} Snorkel, captained by Shelby Norkel (gnome {@creature mage}†) and crewed by 15 {@creature Autognome|BAM|autognomes}*","{@dice 1d10 + 3}"],["91-94","{@vehicle Tyrant ship|AAG} Doomdreamer, crewed by {@dice 2d4 + 2} {@creature Beholder||beholders}","{@dice 1d8}"],["95-00","{@vehicle Wasp ship|AAG} Adventure, abandoned and adrift (25 percent chance that its {@item spelljamming helm|AAG} is still aboard)","—"]],"footnotes":["Creatures marked with an asterisk (*) appear in this book; the rest are described in the {@book Monster Manual|MM}. Any creature marked with a dagger (†) can serve as a spelljammer because it is a spellcaster."]},{"name":"Sigil Clerks' Ward Encounters","type":"table","source":"SatO","page":59,"caption":"Sigil Clerks' Ward Encounters","colLabels":["{@dice d8}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A cocky {@creature bariaur wanderer|MPP} (see {@book Morte's Planar Parade|MPP}) offers their services to the party as a tout."],["2","A stiff-necked Fated tax collector ({@creature noble}), flanked by two {@creature Guard||guards}, smugly informs the characters they must each pay a \"promenade toll\" of 1 sp to proceed in their current direction."],["3","Out of breath and clearly hiding something on their person, a teenage tiefling {@creature spy} begs the characters to help them avoid two oncoming {@creature Harmonium Peacekeeper|MPP|Harmonium peacekeepers} (see {@book Morte's Planar Parade|MPP})."],["4","A drunk elf {@creature commoner} stumbles out of an onion-shaped cab pulled by a sweet and gullible {@creature unicorn} named Corny. The unicorn asks the characters if they need a ride."],["5","A wizened, purple-robed Incantifer ({@creature archmage}) passes through the streets, eliciting nervous whispers from a crowd of onlookers."],["6","A {@creature Society of Sensation Muse|MPP} (see {@book Morte's Planar Parade|MPP}) dazzles the characters with a street-side performance."],["7","Olga, a bookish {@creature frost giant}, trips before the characters as she hurries to the {@book Hall of Records|SatO|2|Hall of Records}, sending a stack of titanic papers into the air."],["8","An obnoxious {@creature equinal guardinal|MPP} (see {@book Morte's Planar Parade|MPP}) brays atop a street-side soapbox. They attempt to goad a character into a cynical debate about the future of Sigil."]]},{"name":"Sigil General Encounters","type":"table","source":"SatO","page":59,"caption":"Sigil General Encounters","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-03","1 {@creature noble} pedestrian distractedly talking to 1 {@creature cranium rat squeaker|MPP}*"],["04-07","{@dice 1d4} {@creature dabus|MPP}*"],["08-10","1 {@creature scout} tumbling through a portal from the Material Plane"],["11-14","{@dice 1d4} {@creature Nightmare||nightmares} recklessly pulling a sedan chair"],["15-17","{@dice 1d10} {@creature Bariaur Wanderer|MPP|bariaur wanderers}*"],["18-22","{@dice 1d6} {@creature Harmonium Peacekeeper|MPP|Harmonium peacekeepers}* on patrol"],["23-25","{@dice 1d6} {@creature dust mephit} messengers"],["26-28","{@dice 1d4} {@creature Razorvine Blight|MPP|razorvine blights}*"],["29-32","{@dice 1d4} {@creature Society of Sensation Muse|MPP|Society of Sensation muses}*"],["33-36","{@dice 1d6} {@creature Quadrone||quadrones}"],["37-39","{@dice 1d4} {@creature Cranium Rat Squeaker Swarm|MPP|cranium rat squeaker swarms}*"],["40-43","1 {@creature Heralds of Dust Remnant|MPP|Herald of Dust remnant}* and {@dice 1d4} {@creature Zombie||zombies} collecting bodies"],["44-46","1 {@creature young copper dragon} sightseer"],["47-49","1 {@creature Mind's Eye matter smith|MPP}* carrying a rare gizmo"],["50-54","1 {@creature night hag} street vendor"],["55-57","{@dice 1d8} {@creature Bleak Cabal Void Soother|MPP|Bleak Cabal void soothers}* assisting locals"],["58-60","{@dice 1d4} {@creature Vrock||vrocks} on a shopping trip"],["61-63","{@dice 1d6} {@creature Equinal Guardinal|MPP|equinal guardinals}*"],["64-66","{@dice 1d6} {@creature Transcendent Order Instinct|MPP|Transcendent Order instincts}* parkouring through the crowd"],["67-69","{@dice 1d4} {@creature green slaad}"],["70-72","{@dice 1d4} {@creature Fated Shaker|MPP|Fated shakers}* collecting taxes"],["73-74","1 {@creature bone devil} late for a meeting"],["75-76","1 {@creature mage} who's overwhelmed, having just arrived from the Material Plane"],["77-79","{@dice 1d4} {@creature Mercykiller Bloodhound|MPP|Mercykiller bloodhounds}* tracking a criminal"],["80-81","{@dice 1d8} {@creature Githzerai Traveler|MPP|githzerai travelers}*"],["82-83","{@dice 1d4} {@creature maelephant|MPP}* mercenaries"],["84-85","{@dice 1d6} {@creature Doomguard rot blade|MPP}* monster hunters"],["86-87","1 {@creature planetar} looking for a shop"],["88-89","1 {@creature cuprilach rilmani|MPP}* spying on a target"],["90-91","1 {@creature Fraternity of Order law bender|MPP}*"],["92-93","{@dice 1d4} {@creature Cloud Giant||cloud giants} who've become lost"],["94-95","1 {@creature aboleth} in an aquarium sedan chair"],["96-97","1 {@creature kolyarut|MPP}*"],["98-99","A famous {@creature archmage}, like Bigby, Evard, Mordenkainen, or Tasha"],["100","The Lady of Pain and {@dice 2d4} {@creature dabus|MPP}*"]],"footnotes":["Creatures marked with an asterisk (*) appear in {@book Morte's Planar Parade|MPP}, while the rest are described in the {@book Monster Manual|MM}. Most creatures are initially indifferent to characters."]},{"name":"Sigil Hive Ward Encounters","type":"table","source":"SatO","page":59,"caption":"Sigil Hive Ward Encounters","colLabels":["{@dice d8}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature Hands of Havoc fire starter|MPP} (see {@book Morte's Planar Parade|MPP}), flame in hand and a wild look in their eyes, stands outside an abandoned building. \"Care to help?\" they ask the characters."],["2","A {@creature kelubar demodand|MPP} (see {@book Morte's Planar Parade|MPP}) street food vendor pushes a rusty cart down a nearby alley. Charred, sausage-link manacles dangle from the cart's torn awning. The demodand offers the characters anything on the cart for 5 cp."],["3","Two chaotic neutral {@creature Troll||trolls} in sleeveless vests strut up to the characters, eager to show off their matching tattoos, courtesy of the dabus Fell."],["4","Pugdug, a kind-eyed orc {@creature Bleak Cabal void soother|MPP} (see {@book Morte's Planar Parade|MPP}), offers to heal the characters, asking only that they pay the deed forward."],["5","Two out-of-breath githzerai ratcatchers ({@creature Guard||guards}) in pink skullcaps chase a nimble {@creature cranium rat squeaker|MPP} (see {@book Morte's Planar Parade|MPP}). \"Get 'em!\" they cry as the rat darts toward the characters."],["6","A droopy-eyed corpse collector (dwarf {@creature commoner}) in tattered clothing dumps a rotten body into the back of a wooden wagon. \"If ye need a ride to the Mortuary, there's room in the back!\" he laughs."],["7","A thieving {@creature musteval guardinal|MPP} (see {@book Morte's Planar Parade|MPP}) snatches a bag from a desperate human {@creature commoner} and flees into a nearby alley. The victim cries for help from the characters."],["8","Two {@creature Ettercap||ettercaps} hiss at the characters from an abandoned tenement building cocooned in thick webbing. The building belongs to the Spite Spinners, a gang of arachnid bandits and their boss, a {@creature darkweaver|MPP} (see {@book Morte's Planar Parade|MPP})."]]},{"name":"Sigil Lady's Ward Encounters","type":"table","source":"SatO","page":59,"caption":"Sigil Lady's Ward Encounters","colLabels":["{@dice d8}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A tiefling wastrel ({@creature noble}) flicks a gambling chip from {@book Fortune's Wheel|SatO|2|Fortune's Wheel} at the party, lamenting, \"May your luck be better than mine.\""],["2","A deluxe sedan chair carried by four {@creature Veteran||veterans} stops in front of the characters. A gloved Humanoid hand parts its privacy curtain, extending them an invitation to a masked ball."],["3","A cheery {@creature drider} skitters toward the party. A cultist of Lolth, the drider hands the party a pamphlet advertising an upcoming ritual at the {@book Infinite Well|SatO|2|Infinite Well} (see the \"{@book Lady's Ward Locations|SatO|2|Lady's Ward Locations}\" section)."],["4","A desperate {@creature commoner} from a faction of your choice has an impending trial in the {@book High Courts of Sigil|SatO|2|High Courts} (see the \"{@book Lady's Ward Locations|SatO|2|Lady's Ward Locations}\" section). Unable to secure an advocate, they plead with the characters to represent them in court."],["5","When the coast is clear, a shady-looking {@creature Doomguard rot blade|MPP} (see {@book Morte's Planar Parade|MPP}) opens their long overcoat in front of the characters to reveal a slew of finely crafted weapons available for purchase."],["6","Three {@creature Harmonium Peacekeeper|MPP|Harmonium peacekeepers} escort a manacled {@creature githzerai uniter|MPP} to the {@book Prison|SatO|2|Prison} (both stat blocks are in {@book Morte's Planar Parade|MPP}). As they pass the characters, the githzerai drops a crumpled note asserting their innocence."],["7","A character spots a notice from the Mercykillers for an escaped prisoner who bears an uncanny resemblance to someone in the party."],["8","Atop a low building, a {@creature githyanki warrior} proselytizes furiously to the characters about Aoskar, the Keeper of Gateways, claiming to have seen the dead god alive and well on the Astral Plane. As Harmonium officers move to arrest the githyanki, he mysteriously vanishes."]]},{"name":"Sigil Lower Ward Encounters","type":"table","source":"SatO","page":59,"caption":"Sigil Lower Ward Encounters","colLabels":["{@dice d8}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A thunder-voiced {@creature Mind's Eye matter smith|MPP} (see {@book Morte's Planar Parade|MPP}) admonishes passersby to realize the power inside themselves. As a demonstration, the matter smith reshapes material around one of the characters."],["2","Two {@creature Wererat||wererats} in human form approach the characters, offering to sell them various junkyard baubles, while a third wererat uses the distraction to pick a character's pocket."],["3","A {@creature bariaur wanderer|MPP} (see {@book Morte's Planar Parade|MPP}) wearing a gold monocle and an embroidered vest asks the characters to pick up an order for him at a nearby pawnshop. He offers to pay them 10 gp for their trouble (and their discretion)."],["4","Two {@creature minotaur} smiths argue with a {@creature goristro} over the price of an expertly forged greataxe, turning to the characters to settle the debate."],["5","An {@creature Athar null|MPP} (see {@book Morte's Planar Parade|MPP}) warmly greets the characters and offers to show them to their destination—while subtly pitching Athar philosophy to them."],["6","The {@creature ghost} of a factory worker appears to the characters and asks them to retrieve its skull from the {@book Bones of the Night|SatO|2|Bones of the Night} (see the \"{@book Lower Ward Locations|SatO|2|Lower Ward Locations}\" section) so it can finally be laid to rest."],["7","Two {@creature Githzerai Monk||githzerai monks} approach the characters, searching for a dangerous {@creature blue slaad} that stole a mote of primordial chaos from the {@book Face of Gith|SatO|2|Face of Gith} tavern (see the \"{@book Lower Ward Locations|SatO|2|Lower Ward Locations}\" section)."],["8","A soot-stained goblin {@creature mage} uses fire magic to repair a damaged {@creature iron golem} in the street. She tells the characters she needs two hundred pounds of iron to replace the construct's missing arm—even scrap will do."]]},{"name":"Sigil Market Ward Encounters","type":"table","source":"SatO","page":59,"caption":"Sigil Market Ward Encounters","colLabels":["{@dice d8}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature Transcendent Order instinct|MPP} (see {@book Morte's Planar Parade|MPP}) asks to spar with the characters, promising a reward if the character wins the fight."],["2","A neutral good {@creature manticore} acupuncturist brushes past the characters, accidentally poking one of them with its spiny tail. As a token of apology, the manticore gifts the party a voucher for one free spa treatment at the Flame Pits (see the \"{@book Market Ward Locations|SatO|2|Market Ward Locations}\" section)."],["3","Wheeze Whistletooth, a {@creature night hag} with a persistent hacking cough, offers the party free samples of her famous mystery meat pies."],["4","Clearly troubled, a human {@creature commoner} in the Free League asks the party which faction, if any, they believe is right about the truths of the multiverse."],["5","Two {@creature Harmonium Peacekeeper|MPP|Harmonium peacekeepers} (see {@book Morte's Planar Parade|MPP}) question the characters about the whereabouts of a red-furred bariaur who reportedly stole a {@item potion of invisibility} from an alchemical shop."],["6","A tiny copper soldier fashioned by a {@creature pentadrone} toymaker marches up to the party, salutes them, and then stops functioning."],["7","A {@creature hill giant} stumbles toward the characters, pointing at his throat in worry but not saying a word. He's choking on an entire spit-roasted hog."],["8","Disguised as Rowan Darkwood, a {@creature barlgura} mastermind attempts to recruit the characters with a lucrative opportunity: robbing the Bank of Abbathor (see the \"{@book Market Ward Locations|SatO|2|Market Ward Locations}\" section)."]]},{"name":"Sigil Undersigil Encounters","type":"table","source":"SatO","page":59,"caption":"Sigil Undersigil Encounters","colLabels":["{@dice d6}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature vargouille reflection|MPP} (see {@book Morte's Planar Parade|MPP}) sprouts from a nearby corpse."],["2","Putrice, a {@creature night hag}, cackles as she fishes a wriggling {@creature larva|DMG} (see the {@book Dungeon Master's Guide|DMG}) from a vent underneath a fiend-owned restaurant."],["3","Two {@creature Cranium Rat Squeaker|MPP|cranium rat squeakers} (see {@book Morte's Planar Parade|MPP}) gnaw on the bones of a {@creature skeleton}, which reaches out toward the characters for help."],["4","Two {@creature dabus|MPP} (see {@book Morte's Planar Parade|MPP}) prune back a mass of razorvine that has spread through a barred grate to the busy street above. As they trim its barbed branches, something shudders within."],["5","Three {@creature sahuagin} emerge from a wide pipe. \"Polluters!\" shouts one of them, addressing the characters."],["6","A warm sponge cake cools on a dusty stone ledge. Its sweet, strawberry aroma wafts through the otherwise dingy passage. A note reading \"DO NOT EAT\" rests below its porcelain serving dish."]]},{"name":"Stone Giant Encounters","type":"table","source":"BGG","page":48,"caption":"Stone Giant Encounters","colLabels":["{@dice d12}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","1 {@creature stone giant} and 1 {@creature xorn} (attitude for both: {@dice 1d10}) hunting for gems, much the way surface peoples hunt for truffles"],["2","1 {@creature stone giant rockspeaker|BGG} conferring with 2 {@creature Galeb Duhr||galeb duhrs} (attitude for all: {@dice 1d8 + 4})"],["3","1 {@creature stone giant} (attitude: {@dice 1d12}) playing fetch with 1 {@creature carrion crawler} (attitude: {@dice 1d4 + 1})"],["4","{@dice 2d4} {@creature goliath giant-kin|BGG} (attitude: {@dice 1d10}) practicing throwing rocks"],["5","1 {@creature stone giant} arguing with 1 {@creature minotaur} (attitude for both: {@dice 1d12}) about the best path for a maze they're designing"],["6","1 {@creature stone giant} (attitude: {@dice 1d6 + 4}) dreamily carving a slab of rock into an abstract hill giant figure"],["7","1 {@creature cairnwight|BGG} (attitude: {@dice 1d8 + 2}) searching for treasure stolen from its tomb"],["8","{@dice 2d4} cave bears ({@creature Polar Bear||polar bears}; attitude: {@dice 1d6 + 1}) on patrol"],["9","1 {@creature stone giant of Evil Earth|BGG} (attitude: {@dice 1d6}) arguing theology with 2 {@creature Stone Giant||stone giants} (attitude: {@dice 1d12})"],["10","{@dice 2d6} dwarf prospectors ({@creature Veteran||veterans}; attitude: {@dice 1d12}) delving into areas full of stone giant dream carvings"],["11","2 {@creature Korred|MPMM|korreds} (attitude: {@dice 1d8}) exchanging their cut hair with 1 {@creature stone giant} (attitude: {@dice 1d10}) for stone and gem artwork"],["12","1 {@creature stone giant dreamwalker|MPMM} (attitude: {@dice 1d8 + 2}) collecting objects and creatures to fuse into its body"]]},{"name":"Storm Giant Encounters","type":"table","source":"BGG","page":48,"caption":"Storm Giant Encounters","colLabels":["{@dice d12}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","1 {@creature storm giant tempest caller|BGG} (attitude: {@dice 1d8 + 2}) communing with a lightning-lit face in a thundercloud"],["2","1 {@creature storm giant} riding 1 {@creature aerosaur|BGG} (attitude for both: {@dice 1d10})"],["3","1 {@creature lightning hulk|BGG} (attitude: {@dice 1d6}) reveling in destruction"],["4","1 {@creature storm giant} hunting or fishing with 1 {@creature griffon} or {@creature giant octopus} companion (attitude for both: {@dice 1d10 + 2})"],["5","1 {@creature storm giant} (attitude: {@dice 1d12}) patiently explaining a Giant rune to {@dice 1d4} {@creature Ogre||ogres} (attitude: {@dice 1d10})"],["6","2 {@creature Storm Giant||storm giants} (attitude: {@dice 1d8 + 2}) moving pieces on a massive game board according to events that haven't happened yet"],["7","{@dice 1d4} {@creature Behir||behirs} (attitude: {@dice 1d8 + 1}) stalking storm giants"],["8","{@dice 2d4} {@creature goliath giant-kin|BGG} (attitude: {@dice 1d8 + 3}) meditating in hopes of receiving a vision or prophetic word"],["9","1 {@creature storm herald|BGG} conferring with 1 {@creature kraken} (attitude for both: {@dice 1d8 + 1})"],["10","1 {@creature adult blue dragon} (attitude: {@dice 1d6}) seeking the secret refuge of a storm giant oracle who is an ancient enemy"],["11","1 {@creature kraken priest|MPMM} and 3 {@creature Deep Scion|MPMM|deep scions} (attitude for all: {@dice 1d4 + 1}) studying storm giant runes"],["12","1 {@creature storm giant quintessent|MPMM} (attitude: {@dice 1d12}) reading omens in the migration paths of 2 {@creature Roc||rocs} or {@creature Killer Whale||killer whales} (attitude: {@dice 1d6 + 4})"]]},{"name":"Swamp Encounters (Levels 1—4)","type":"table","source":"XGE","page":105,"caption":"Swamp Encounters (Levels 1—4)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","{@dice 1d4} {@creature poisonous snake||poisonous snakes}"],["02-05","{@dice 3d6} {@creature rat||rats}"],["06-10","{@dice 2d8} {@creature raven||ravens}"],["11-12","{@dice 3d6} {@creature giant rat||giant rats}"],["13","{@dice 1d10 + 5} {@creature tribal warrior||tribal warriors}"],["14-15","{@dice 1d8 + 1} {@creature giant lizard||giant lizards}"],["16-17","1 {@creature crocodile}"],["18-19","1 {@creature swarm of insects}"],["20","1 {@creature giant spider}"],["21-22","{@dice 1d4 + 1} mud huts partially sunken in murky water"],["23-25","{@dice 2d8 + 1} {@creature kobold||kobolds}"],["26","{@dice 2d4} {@creature mud mephit||mud mephits}"],["27-29","{@dice 1d6 + 2} {@creature giant poisonous snake||giant poisonous snakes}"],["30","{@dice 2d4} {@creature winged kobold||winged kobolds}"],["31-32","1 {@creature scout}"],["33-34","The corpse of an adventurer tangled in the weeds. Looting the body turns up an {@item explorer's pack|phb} and perhaps (50% chance) a random common magic item."],["35-38","1 {@creature giant toad}"],["39-41","{@dice 1d6 + 2} {@creature constrictor snake||constrictor snakes}"],["42-44","{@dice 2d4} {@creature giant frog||giant frogs}"],["45","{@dice 1d8 + 1} {@creature swarm of rats||swarms of rats} or {@dice 1d6 + 2} {@creature swarm of ravens||swarms of ravens}"],["46-48","{@dice 2d10} {@creature stirge||stirges}"],["49-52","{@dice 2d6 + 3} {@creature bullywug||bullywugs}"],["53-54","{@dice 1d8 + 1} {@creature orc||orcs}"],["55-56","{@dice 1d4} {@creature yuan-ti pureblood||yuan-ti purebloods}"],["57","1 {@creature druid}"],["58-59","1 yuan-ti malison: {@creature yuan-ti malison (type 1)||type 1}, {@creature yuan-ti malison (type 2)||type 2}, {@creature yuan-ti malison (type 3)||type 3}"],["60-62","1 {@creature giant constrictor snake}"],["63-64","A high-pitched shriek that lasts for {@dice 1d4} minutes"],["65-67","{@dice 2d4} {@creature lizardfolk}"],["68-69","{@dice 1d4} {@creature ghoul||ghouls}"],["70-71","1 {@creature will-o'-wisp}"],["72","1 {@creature wight}"],["73","1 {@creature ghast}"],["74-75","1 {@creature swarm of poisonous snakes}"],["76-77","A foul stench bubbling up from brackish waters"],["78-80","{@dice 1d4 + 2} {@creature ogre||ogres}"],["81-83","1 {@creature shambling mound}"],["84-86","1 {@creature lizardfolk shaman} with {@dice 1d6} {@creature giant lizard||giant lizards} and {@dice 2d10} {@creature lizardfolk}"],["87","1 {@creature troll}"],["88-89","{@dice 1d4} {@creature green hag||green hags}"],["90-91","1 {@creature revenant}"],["92-93","1 {@creature giant crocodile}"],["94-95","1 {@creature orc Eye of Gruumsh} with {@dice 1d3} {@creature orog||orogs} and {@dice 2d6 + 3} {@creature orc||orcs}"],["96-97","1 {@creature young black dragon}"],["98","1 {@creature yuan-ti abomination}"],["99","{@dice 1d4} {@creature water elemental||water elementals}"],["00","1 {@creature hydra}"]]},{"name":"Swamp Encounters (Levels 5—10)","type":"table","source":"XGE","page":105,"caption":"Swamp Encounters (Levels 5—10)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","1 {@creature green hag}"],["02-03","{@dice 2d4} {@creature giant lizard||giant lizards} or {@dice 2d4} {@creature giant poisonous snake||giant poisonous snakes}"],["04-05","{@dice 2d8} {@creature winged kobold||winged kobolds}"],["06-07","{@dice 1d10 + 1} {@creature bullywug||bullywugs} with {@dice 1d8 + 1} {@creature giant frog||giant frogs}"],["08-09","1 {@creature druid}"],["10","{@dice 1d8 + 1} {@creature swarm of insects||swarms of insects}"],["11-13","{@dice 1d12} {@creature ghoul||ghouls}"],["14-16","{@dice 2d8} {@creature scout||scouts}"],["17-19","{@dice 2d10} {@creature orc||orcs}"],["20-22","{@dice 2d4} {@creature giant spider||giant spiders}"],["23-24","Tainted water that exposes creatures that move through it to {@disease sight rot} (see \"{@book Diseases|DMG|8|Diseases}\" in chapter 8 of the {@italic Dungeon Master's Guide})"],["25-27","{@dice 1d6 + 2} {@creature giant toad||giant toads}"],["28-30","{@dice 3d6} {@creature lizardfolk}"],["31-33","{@dice 1d8 + 1} {@creature yuan-ti pureblood||yuan-ti purebloods}"],["34-36","{@dice 1d4 + 1} {@creature swarm of poisonous snakes||swarms of poisonous snakes}"],["37-38","A bloated humanoid corpse floating facedown in the water"],["39-41","1 {@creature shambling mound}"],["42-44","{@dice 1d4 + 1} {@creature will-o'-wisp||will-o'-wisps}"],["45-47","{@dice 2d6} {@creature crocodile||crocodiles}"],["48-50","{@dice 1d4 + 1} {@creature giant constrictor snake||giant constrictor snakes}"],["51-54","1 {@creature lizardfolk shaman} with {@dice 1d3} {@creature swarm of poisonous snakes||swarms of poisonous snakes} and {@dice 1d8 + 2} {@creature lizardfolk}"],["55-58","{@dice 1d8 + 1} {@creature ogre||ogres}"],["59-62","{@dice 2d4} {@creature ghast||ghasts}"],["63-65","An altar partially sunk into the mud, devoted to a god that is part human and part frog"],["66-69","1 {@creature giant crocodile}"],["70-73","1 {@creature shambling mound}"],["74-77","1 {@creature orc Eye of Gruumsh} with {@dice 1d3} {@creature ogre||ogres} and {@dice 2d10 + 5} {@creature orc||orcs}"],["78-80","A torrential rain that lasts {@dice 1d6} minutes and puts out all unprotected flames within 1 mile"],["81-82","1 {@creature young black dragon}"],["83-84","{@dice 1d4} {@creature green hag||green hags} with {@dice 1d6 + 1} {@creature ogre||ogres}"],["85-86","1 {@creature yuan-ti abomination}"],["87-88","{@dice 1d4 + 1} {@creature wight||wights}"],["89-90","{@dice 1d6 + 1} yuan-ti malisons: {@creature yuan-ti malison (type 1)||type 1}, {@creature yuan-ti malison (type 2)||type 2}, {@creature yuan-ti malison (type 3)||type 3}"],["91-93","{@dice 1d4 + 1} {@creature troll||trolls}"],["94-96","{@dice 1d10} {@creature revenant||revenants}"],["97-99","{@dice 1d8 + 1} {@creature water elemental||water elementals}"],["00","{@dice 1d3} {@creature hydra||hydras}"]]},{"name":"Swamp Encounters (Levels 11—20)","type":"table","source":"XGE","page":105,"caption":"Swamp Encounters (Levels 11—20)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-10","{@dice 1d4} {@creature giant crocodile||giant crocodiles}"],["11-15","{@dice 1d3} {@creature yuan-ti abomination||yuan-ti abominations}"],["16-20","{@dice 1d6 + 1} {@creature green hag||green hags}"],["21-25","A large, spreading tree from which {@dice 2d6} armored knights hang by the neck"],["26-30","{@dice 2d4} {@creature wight||wights}"],["31-35","{@dice 1d8 + 1} yuan-ti malisons: {@creature yuan-ti malison (type 1)||type 1}, {@creature yuan-ti malison (type 2)||type 2}, {@creature yuan-ti malison (type 3)||type 3}"],["36-40","Fog that rolls across the terrain, making the area within {@dice 1d3} miles heavily obscured for {@dice 1d4} hours"],["41-45","{@dice 1d4} {@creature revenant||revenants}"],["46-50","{@dice 1d6} {@creature shambling mound||shambling mounds}"],["51-55","{@dice 1d10} {@creature water elemental||water elementals}"],["56-60","{@dice 1d4} {@creature young black dragon||young black dragons}"],["61-65","An eerie, bat-headed idol almost completely covered by vines"],["66-70","{@dice 1d8 + 2} {@creature troll||trolls}"],["71-75","{@dice 1d3} {@creature hydra||hydras}"],["76-80","The sound of drums beating several miles away"],["81-96","1 {@creature adult black dragon}"],["97-00","1 {@creature ancient black dragon}"]]},{"name":"Sylvan Forest Encounters","type":"table","source":"DMG","page":86,"caption":"Sylvan Forest Encounters","colLabels":["{@dice d12 + d8}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["2","1 {@creature displacer beast}"],["3","1 {@creature gnoll pack lord} and {@dice 2d4} {@creature gnoll||gnolls}"],["4","{@dice 1d4} {@creature gnoll||gnolls} and {@dice 2d4} {@creature hyena||hyenas}"],["5","A grove of burned trees. Characters searching the area and succeeding on a DC 10 Wisdom ({@skill Survival}) check find {@creature gnoll} tracks. Following the tracks for {@dice 1d4} hours leads to an encounter with {@creature gnoll||gnolls}, or the discovery of dead {@creature gnoll||gnolls} with elven arrows sticking out of their flea-ridden corpses."],["6","1 {@creature giant owl}"],["7","An ivy-covered statue of an elven deity or hero."],["8","1 {@creature dryad} (50%) or {@dice 1d4} {@creature satyr||satyrs} (50%)"],["9","{@dice 1d4} {@creature centaur||centaurs}"],["10","{@dice 2d4} {@creature scout||scouts} (elves). One {@creature scout} carries a horn and can use its action to blow it. If the horn is blown within the forest, roll on this table again. If the result indicates a monster encounter, the indicated monster or monsters arrive in {@dice 1d4} minutes. New arrivals other than {@creature gnoll||gnolls}, {@creature hyena||hyenas}, {@creature owlbear||owlbears}, and {@creature displacer beast||displacer beasts} are friendly toward the {@creature scout||scouts}."],["11","{@dice 2d4} {@creature pixie||pixies} (50%) or {@dice 2d4} {@creature sprite||sprites} (50%)"],["12","1 {@creature owlbear}"],["13","{@dice 1d4} {@creature elk||elks} (75%) or 1 {@creature giant elk} (25%)"],["14","{@dice 1d4} {@creature blink dog||blink dogs}"],["15","A magical plant with {@dice 2d4} glowing berries. A creature that ingests a berry becomes {@condition invisible} for 1 hour, or until it attacks or casts a spell. Once picked, a berry loses its magic after 12 hours. Berries regrow at midnight, but if all its berries are picked, the plant becomes nonmagical and grows no more berries."],["16","An elven tune carried on a gentle breeze"],["17","{@dice 1d4} {@creature Faerie Dragon (Orange)||orange} (75%) or {@creature Faerie Dragon (Blue)||blue} (25%) faerie dragons"],["18","1 {@creature druid} (elf). The {@creature druid} is initially indifferent toward the party but becomes friendly if the characters agree to rid the forest of its gnoll infestation."],["19","1 {@creature treant}. The {@creature treant} is friendly if the party includes one or more elves or is accompanied by a visible fey creature. The {@creature treant} is hostile if the characters are carrying open flames. Otherwise, it is indifferent and doesn't announce its presence as the characters pass by."],["20","1 {@creature unicorn}"]]},{"name":"Underdark Encounters (Levels 1—4)","type":"table","source":"XGE","page":106,"caption":"Underdark Encounters (Levels 1—4)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","1 {@creature mind flayer arcanist}"],["02","{@dice 1d3 + 1} {@creature giant poisonous snake||giant poisonous snakes}"],["03","{@dice 1d3} {@creature giant lizard||giant lizards}"],["04","{@dice 2d4} {@creature giant fire beetle||giant fire beetles}"],["05","{@dice 1d8 + 1} {@creature flumph||flumphs}"],["06","1 {@creature shrieker}"],["07","{@dice 1d12} {@creature giant rat||giant rats}"],["08","{@dice 2d4} {@creature kobold||kobolds}"],["09","{@dice 1d8 + 1} {@creature stirge||stirges}"],["10","{@dice 2d4} humans ({@creature tribal warrior||tribal warriors}) seeking the way to the surface, fleeing their Underdark oppressors"],["11-12","{@dice 1d10} {@creature troglodyte||troglodytes}"],["13-14","{@dice 1d2} {@creature gray ooze||gray oozes}"],["15-16","{@dice 3d6} {@creature stirge||stirges}"],["17-18","{@dice 1d3} {@creature magma mephit||magma mephits}"],["19-20","{@dice 1d10} {@creature goblin||goblins}"],["21-22","Orc graffiti on the walls, suggesting something rude about the mother of someone named Krusk"],["23-24","1 {@creature swarm of insects}"],["25","1 deep gnome"],["26-28","{@dice 1d8 + 1} {@creature drow}"],["29-30","{@dice 1d4} {@creature violet fungus||violet fungi}"],["31-32","{@dice 1d12} {@creature kuo-toa}"],["33","1 {@creature rust monster}"],["34-35","A rubble-strewn passage that appears to have been recently cleared after a cave-in"],["36-37","{@dice 1d8 + 1} {@creature giant bat||giant bats}"],["38-39","{@dice 3d6} {@creature kobold||kobolds}"],["40-41","{@dice 2d4} {@creature grimlock||grimlocks}"],["42-43","{@dice 1d4 + 3} {@creature swarm of bats||swarms of bats}"],["44","1 dwarf prospector ({@creature scout}) looking for gold"],["45","1 {@creature carrion crawler} or 1 {@creature gelatinous cube}"],["46","{@dice 1d8} {@creature darkmantle||darkmantles} or {@dice 2d4} {@creature piercer||piercers}"],["47","1 {@creature hell hound}"],["48","{@dice 1d3} {@creature specter||specters}"],["49","{@dice 1d4} {@creature bugbear||bugbears}"],["50","{@dice 1d10 + 5} {@creature winged kobold||winged kobolds}"],["51","{@dice 1d4} {@creature fire snake||fire snakes}"],["52","{@dice 2d8 + 1} {@creature troglodyte||troglodytes}"],["53","{@dice 1d6} {@creature giant spider||giant spiders}"],["54","{@dice 3d6} {@creature kuo-toa}"],["55","1 {@creature goblin boss} with {@dice 2d4} {@creature goblin||goblins}"],["56","{@dice 4d4} {@creature grimlock||grimlocks}"],["57","1 {@creature ochre jelly}"],["58","{@dice 2d10} {@creature giant centipede||giant centipedes}"],["59","1 {@creature nothic} or 1 {@creature giant toad}"],["60","{@dice 1d4} {@creature myconid adult||myconid adults} with {@dice 5d4} {@creature myconid sprout||myconid sprouts}"],["61","1 {@creature minotaur skeleton} or 1 {@creature minotaur}"],["62","{@dice 3d6} {@creature drow}"],["63","1 {@creature mimic} or 1 {@creature doppelganger}"],["64","{@dice 1d6 + 3} {@creature hobgoblin||hobgoblins}"],["65","1 {@creature intellect devourer} or 1 {@creature spectator}"],["66","{@dice 1d8 + 1} {@creature orc||orcs}"],["67-68","A faint tapping coming from inside a nearby wall"],["69","1 {@creature gibbering mouther} or 1 {@creature water weird}"],["70","{@dice 1d12} {@creature gas spore||gas spores}"],["71","1 {@creature giant constrictor snake}"],["72","{@dice 1d10} {@creature shadow||shadows}"],["73","{@dice 1d3} {@creature grell||grells}"],["74","{@dice 1d4} {@creature wight||wights}"],["75","{@dice 1d8 + 1} {@creature quaggoth spore servant||quaggoth spore servants}"],["76","{@dice 1d2} {@creature gargoyle||gargoyles}"],["77","{@dice 1d4} {@creature ogre||ogres} or {@dice 1d3} {@creature ettin||ettins}"],["78","{@dice 1d4} dwarf explorers ({@creature veteran||veterans})"],["79-80","An abandoned miners' camp spattered with blood and littered with the contents of {@dice 1d3} {@item dungeoneer's pack|phb|dungeoneer's packs}"],["81","1 {@creature chuul} or 1 {@creature salamander}"],["82","{@dice 1d4} {@creature phase spider||phase spiders} or {@dice 1d3} {@creature hook horror||hook horrors}"],["83","{@dice 5d4} {@creature duergar}"],["84","1 {@creature ghost} or 1 {@creature flameskull} or 1 {@creature wraith}"],["85","1 {@creature druid} with 1 {@creature polar bear} ({@creature cave bear})"],["86","1 {@creature hobgoblin captain} with {@dice 1d4} {@creature half-ogre (ogrillon)||half-ogres} and {@dice 2d10} {@creature hobgoblin||hobgoblins}"],["87","1 {@creature earth elemental} or 1 {@creature black pudding}"],["88","1 {@creature kuo-toa monitor} with {@dice 1d8 + 1} {@creature kuo-toa whip||kuo-toa whips}"],["89","1 {@creature quaggoth thonot} with {@dice 1d3} {@creature quaggoth||quaggoths}"],["90","1 {@creature beholder zombie} or 1 {@creature bone naga (guardian)||bone naga}"],["91","1 {@creature orc Eye of Gruumsh} with {@dice 1d4} {@creature orog||orogs} and {@dice 2d8} {@creature orc||orcs}"],["92","{@dice 1d4} {@creature ghast||ghasts} with {@dice 1d10} {@creature ghoul||ghouls}"],["93-95","A reeking puddle where slimy water has dripped from the ceiling"],["96","1 {@creature otyugh} or 1 {@creature roper}"],["97","1 {@creature vampire spawn}"],["98","1 {@creature chimera}"],["99","1 {@creature mind flayer}"],["00","1 {@creature spirit naga}"]]},{"name":"Underdark Encounters (Levels 5—10)","type":"table","source":"XGE","page":106,"caption":"Underdark Encounters (Levels 5—10)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","{@dice 3d6} {@creature swarm of bats||swarms of bats}"],["02","{@dice 1d4} {@creature giant spider||giant spiders} or {@dice 1d4} {@creature giant toad||giant toads}"],["03","1 {@creature mimic}"],["04","{@dice 2d4} {@creature gray ooze||grey oozes}"],["05","{@dice 2d10} {@creature orc||orcs} or {@dice 3d6} {@creature troglodyte||troglodytes}"],["06","{@dice 3d6} {@creature grimlock||grimlocks}"],["07","{@dice 1d6 + 2} {@creature magma mephit||magma mephits}"],["08","1 {@creature goblin boss} with {@dice 2d4} {@creature goblin||goblins}"],["09","{@dice 2d4} {@creature darkmantle||darkmantles}"],["10","{@dice 2d8 + 1} {@creature drow}"],["11","{@dice 2d10} {@creature piercer||piercers}"],["12","{@dice 1d4} {@creature minotaur skeleton||minotaur skeletons}"],["13-14","{@dice 3d6} deep gnomes"],["15","1 {@creature druid} with 1 {@creature polar bear} ({@creature cave bear})"],["16-17","{@dice 3d6} {@creature orc||orcs}"],["18","1 {@creature bone naga (guardian)||bone naga}"],["19-20","{@dice 2d6} {@creature bugbear||bugbears}"],["21-25","Luminescent fungi growing on the walls of a moist cave, filling it with dim light"],["26","{@dice 2d4} {@creature specter||specters}"],["27","{@dice 1d12 + 4} {@creature shadow||shadows}"],["28","{@dice 1d3} {@creature gibbering mouther||gibbering mouthers}"],["29-30","{@dice 4d4} {@creature hobgoblin||hobgoblins}"],["31-32","{@dice 1d4} {@creature carrion crawler||carrion crawlers}"],["33-34","1 {@creature black pudding}"],["35","{@dice 1d4} {@creature ochre jelly||ochre jellies}"],["36-40","A patch of mold that appears yellow when light is directed toward it"],["41","{@dice 1d4} {@creature nothic||nothics}"],["42-43","{@dice 2d8 + 1} {@creature gas spore||gas spores}"],["44-45","{@dice 1d3} {@creature gelatinous cube||gelatinous cubes}"],["46","1 {@creature ghost}"],["47-48","1 {@creature flameskull}"],["49-50","{@dice 2d8} {@creature duergar}"],["51","1 {@creature wraith}"],["52","1 {@creature umber hulk}"],["53","1 {@creature xorn}"],["54","{@dice 1d6 + 2} dwarf hunters ({@creature veteran||veterans}) searching for trolls"],["55","1 {@creature hobgoblin captain} with {@dice 3d10} {@creature hobgoblin||hobgoblins}"],["56","1 {@creature roper}"],["57","1 {@creature kuo-toa monitor} with {@dice 1d4} {@creature kuo-toa whip||kuo-toa whips} and {@dice 1d8 + 1} {@creature kuo-toa}"],["58","{@dice 1d3} {@creature water weird||water weirds}"],["59","{@dice 1d4} {@creature ghast||ghasts} with {@dice 1d10} {@creature ghoul||ghouls}"],["60","1 {@creature otyugh}"],["61-62","A merchant caravan consisting of 1 {@creature drow mage}, 2 {@creature drow elite warrior||drow elite warriors}, and {@dice 2d10} {@creature quaggoth||quaggoths}"],["63","{@dice 1d4} {@creature wight||wights}"],["64","{@dice 1d4} {@creature doppelganger||doppelgangers}"],["65","{@dice 2d8} {@creature fire snake||fire snakes}"],["66","{@dice 1d4} {@creature spectator||spectators}"],["67","1 {@creature orc Eye of Gruumsh} with {@dice 1d4} {@creature orog||orogs} and {@dice 2d10 + 3} {@creature orc||orcs}"],["68","{@dice 1d3} {@creature vampire spawn}"],["69","{@dice 1d4} {@creature hook horror||hook horrors} or {@dice 1d4} {@creature minotaur||minotaurs}"],["70","{@dice 3d6} {@creature quaggoth spore servant||quaggoth spore servants}"],["71-72","{@dice 1d3} {@creature grell||grells}"],["73","{@dice 1d6 + 1} {@creature intellect devourer||intellect devourers}"],["74","{@dice 1d10} {@creature gargoyle||gargoyles}"],["75","1 {@creature beholder zombie}"],["76-77","1 {@creature quaggoth thonot} with {@dice 2d4} {@creature quaggoth||quaggoths}"],["78","{@dice 1d6} {@creature ettin||ettins} or {@dice 1d4} {@creature troll||trolls}"],["79","{@dice 1d8 + 1} {@creature phase spider||phase spiders}"],["80","1 {@creature fomorian} or {@dice 1d3} {@creature cyclops||cyclopes}"],["81","{@dice 1d4} {@creature earth elemental||earth elementals}"],["82","{@dice 3d6} {@creature ogre||ogres}"],["83","{@dice 1d4 + 1} {@creature chuul||chuuls}"],["84","{@dice 1d10} {@creature hell hound||hell hounds}"],["85","{@dice 1d3} {@creature drow elite warrior||drow elite warriors}"],["86","{@dice 1d4} {@creature chimera||chimeras}"],["87","{@dice 1d4} {@creature salamander||salamanders}"],["88","1 {@creature cloaker}"],["89","{@dice 2d4} {@creature wight||wights}"],["90","{@dice 1d4} {@creature drider||driders}"],["91","1 {@creature fire giant}"],["92","1 {@creature grick alpha} with {@dice 2d4} {@creature grick||gricks}"],["93","1 {@creature mind flayer arcanist}"],["94","{@dice 1d4} {@creature drow mage||drow mages}"],["95","1 {@creature spirit naga}"],["96","{@dice 1d4} {@creature mind flayer||mind flayers}"],["97","1 {@creature behir}"],["98","1 {@creature aboleth}"],["99","1 {@creature dao} or 1 {@creature stone giant}"],["00","1 {@creature beholder}"]]},{"name":"Underdark Encounters (Levels 11—16)","type":"table","source":"XGE","page":106,"caption":"Underdark Encounters (Levels 11—16)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-02","{@dice 3d6} {@creature carrion crawler||carrion crawlers}"],["03-04","{@dice 1d6 + 1} {@creature gelatinous cube||gelatinous cubes}"],["05-06","{@dice 1d8 + 2} {@creature gibbering mouther||gibbering mouthers}"],["07-08","{@dice 2d8} {@creature minotaur skeleton||minotaur skeletons}"],["09-10","{@dice 2d6} {@creature ochre jelly||ochre jellies}"],["11-12","{@dice 2d4} {@creature doppelganger||doppelgangers}"],["13-14","{@dice 1d4} {@creature quaggoth thonot||quaggoth thonots} with {@dice 1d10 + 2} quaggoths"],["15-16","{@dice 1d3} {@creature roper||ropers}"],["17-18","{@dice 3d6} {@creature gargoyle||gargoyles}"],["19-20","{@dice 1d10} {@creature mimic||mimics}"],["21-25","A 100-foot-long ravine, {@dice 4d10} feet wide and {@dice 5d20 + 200} feet deep"],["26-27","1 {@creature hobgoblin captain} with {@dice 3d10} {@creature hobgoblin||hobgoblins}"],["28-29","{@dice 2d4} {@creature spectator||spectators}"],["30-31","{@dice 3d6} {@creature ghast||ghasts}"],["32-33","{@dice 2d8} {@creature intellect devourer||intellect devourers}"],["34-35","{@dice 1d3} {@creature orc Eye of Gruumsh||orc Eyes of Gruumsh} with {@dice 2d4} {@creature orog||orogs} and {@dice 2d10} {@creature orc||orcs}"],["36-40","A large cave containing {@dice 2d10} extraordinarily detailed statues of various creatures"],["41-42","{@dice 1d8 + 1} {@creature kuo-toa monitor||kuo-toa monitors}"],["43-44","{@dice 2d4} {@creature water weird||water weirds}"],["45-46","{@dice 2d10} {@creature grick||gricks}"],["47-48","{@dice 3d6} {@creature nothic||nothics}"],["49-50","{@dice 2d8 + 1} {@creature ogre||ogres}"],["51-52","{@dice 1d6 + 2} {@creature chuul||chuuls}"],["53-54","{@dice 1d8 + 1} {@creature ettin||ettins}"],["55","{@dice 3d6} {@creature grell||grells}"],["56","{@dice 2d4} {@creature flameskull||flameskulls}"],["57","{@dice 2d12} dwarf soldiers ({@creature veteran||veterans}) on patrol"],["58","{@dice 2d8} {@creature hell hound||hell hounds}"],["59","{@dice 1d10} {@creature ghost||ghosts}"],["60","{@dice 3d4} {@creature wight||wights}"],["61","{@dice 3d6} {@creature phase spider||phase spiders}"],["62","{@dice 1d8 + 1} {@creature bone naga (guardian)||bone nagas}"],["63-65","A shrill scream followed by dark laughter"],["66","{@dice 1d4} {@creature chimera||chimeras}"],["67","{@dice 1d10} {@creature black pudding||black puddings}"],["68","{@dice 3d6} {@creature minotaur||minotaurs}"],["69","{@dice 2d4} {@creature otyugh||otyughs}"],["70","{@dice 1d6 + 1} {@creature beholder zombie||beholder zombies}"],["71","{@dice 4d4} {@creature hook horror||hook horrors}"],["72","{@dice 1d8 + 1} {@creature umber hulk||umber hulks}"],["73","{@dice 2d4} {@creature salamander||salamanders}"],["74","{@dice 1d3} {@creature grick alpha||grick alphas}"],["75","{@dice 1d6 + 2} {@creature xorn}"],["76-80","A ruined village that once belonged to deep gnomes. A search has a 50% chance of uncovering {@dice 1d3} {@item potion of healing||potions of healing} and a 25% chance of finding a random common magic item"],["81","{@dice 2d4} {@creature earth elemental||earth elementals}"],["82","{@dice 1d3} {@creature spirit naga||spirit nagas}"],["83","{@dice 1d8 + 1} {@creature cyclops||cyclopes}"],["84","{@dice 1d6 + 2} {@creature troll||trolls}"],["85","{@dice 2d4} {@creature stone giant||stone giants}"],["86","{@dice 2d4} {@creature wraith||wraiths}"],["87","{@dice 1d4} {@creature fomorian||fomorians}"],["88","{@dice 1d3} {@creature drow mage||drow mages} with {@dice 1d4} {@creature drow elite warrior||drow elite warriors}"],["89","{@dice 1d10} {@creature vampire spawn}"],["90","{@dice 1d3} {@creature cloaker||cloakers}"],["91","{@dice 1d4} {@creature fire giant||fire giants}"],["92","1 {@creature mind flayer arcanist} with {@dice 1d6 + 1} {@creature mind flayer||mind flayers}"],["93","{@dice 1d4} {@creature dao}"],["94","{@dice 1d8 + 1} {@creature drider||driders}"],["95","{@dice 1d3} {@creature behir||behirs}"],["96","{@dice 1d4} {@creature aboleth||aboleths}"],["97","1 {@creature beholder}"],["98","1 {@creature young red shadow dragon}"],["99","1 {@creature death tyrant}"],["00","1 {@creature purple worm}"]]},{"name":"Underdark Encounters (Levels 17—20)","type":"table","source":"XGE","page":106,"caption":"Underdark Encounters (Levels 17—20)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","{@dice 1d4} {@creature grick alpha||grick alphas}"],["02","{@dice 2d8} {@creature spectator||spectators}"],["03-04","{@dice 3d6} {@creature minotaur||minotaurs} or {@dice 2d8} {@creature kuo-toa monitor||kuo-toa monitors}"],["05-06","{@dice 2d8} {@creature grell||grells}"],["07-08","{@dice 2d10} {@creature phase spider||phase spiders}"],["09-10","{@dice 4d4} {@creature hell hound||hell hounds}"],["11-12","{@dice 1d6 + 2} {@creature roper||ropers}"],["13-14","{@dice 2d10} {@creature wight||wights}"],["15-16","{@dice 3d6} {@creature doppelganger||doppelgangers}"],["17-18","{@dice 1d8 + 1} {@creature chimera||chimeras}"],["19-20","{@dice 1d4} {@creature cloaker||cloakers}"],["21","{@dice 1d4} {@creature hobgoblin captain||hobgoblin captains} with {@dice 5d10} {@creature hobgoblin||hobgoblins}"],["22-23","{@dice 1d8 + 1} {@creature earth elemental||earth elementals}"],["24-25","{@dice 2d4} {@creature vampire spawn}"],["26-27","{@dice 3d6} {@creature minotaur||minotaurs}"],["28-30","A 30-foot-tall inverted black pyramid floating 1 inch above the floor in a large cave"],["31-32","{@dice 1d10} {@creature beholder zombie||beholder zombies}"],["33-34","{@dice 1d4} {@creature mind flayer arcanist||mind flayer arcanists}"],["35-36","{@dice 1d6 + 2} {@creature otyugh||otyughs}"],["37-38","{@dice 1d12} {@creature troll||trolls}"],["39-40","{@dice 1d10} {@creature wraith||wraiths}"],["41-43","A beautiful obsidian sculpture of a panther lying on the floor"],["44-45","{@dice 1d4} {@creature drow mage||drow mages} with {@dice 1d6} {@creature drow elite warrior||drow elite warriors}"],["46-47","{@dice 1d4} {@creature spirit naga||spirit nagas}"],["48-49","{@dice 1d8 + 1} {@creature salamander||salamanders}"],["50-51","{@dice 2d4} {@creature umber hulk||umber hulks}"],["52-53","{@dice 1d10} {@creature xorn}"],["54-56","1 {@creature young red shadow dragon}"],["57-59","{@dice 2d4} {@creature fomorian||fomorians}"],["60-62","{@dice 1d8 + 1} {@creature drider||driders}"],["63-65","{@dice 1d20 + 20} {@creature spider||spiders} crawling on the walls of a web-filled cave"],["66-68","{@dice 1d4} {@creature fire giant||fire giants}"],["69-70","{@dice 1d10} {@creature mind flayer||mind flayers}"],["71-73","{@dice 2d4} {@creature stone giant||stone giants}"],["74-76","{@dice 1d12} {@creature cyclops||cyclopes}"],["77-80","A large cave in which stands a 50-foot-tall idol of Blibdoolpoolp"],["81-85","{@dice 1d3} {@creature dao}"],["86-90","{@dice 1d4} {@creature beholder||beholders}"],["91-93","{@dice 1d4} {@creature behir||behirs}"],["94-96","1 {@creature death tyrant}"],["97-99","{@dice 1d3} {@creature purple worm||purple worms}"],["00","{@dice 2d4} {@creature aboleth||aboleths}"]]},{"name":"Undersea Encounters","type":"table","source":"DMG","page":116,"caption":"Undersea Encounters","colLabels":["{@dice d12 + d8}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["2","Sunken ship covered in barnacles ({@chance 25} chance that the ship contains treasure—roll randomly on the treasure tables in chapter 7)"],["3","Sunken ship with {@creature reef shark||reef sharks} (shallow waters) or {@creature hunter shark||hunter sharks} (deep waters) circling around it ({@chance 50} chance that the ship contains treasure—roll randomly on the treasure tables in chapter 7)"],["4","Bed of giant oysters (each oyster has a {@chance 1} chance of having a giant 5,000 gp pearl inside)"],["5","Underwater steam vent ({@chance 25} chance that the vent is a portal to the Elemental Plane of Fire)"],["6","Sunken ruin (uninhabited)"],["7","Sunken ruin (inhabited or haunted)"],["8","Sunken statue or monolith"],["9","Friendly and curious {@creature giant sea horse}"],["10","Patrol of friendly {@creature merfolk}"],["11","Patrol of hostile {@creature merrow} (coastal waters) or {@creature sahuagin} (deep waters)"],["12","Enormous kelp bed (roll again on the table to determine what's hidden in the kelp bed)"],["13","Undersea cave (empty)"],["14","Undersea cave ({@creature sea hag} lair)"],["15","Undersea cave ({@creature merfolk} lair)"],["16","Undersea cave ({@creature giant octopus} lair)"],["17","Undersea cave ({@creature dragon turtle} lair)"],["18","Bronze dragon searching for treasure"],["19","{@creature Storm giant} walking on the ocean floor"],["20","Sunken treasure chest ({@chance 25} chance that it contains something of value—roll treasure randomly using the tables in chapter 7)"]]},{"name":"Underwater Encounters (Levels 1—4)","type":"table","source":"XGE","page":109,"caption":"Underwater Encounters (Levels 1—4)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-10","{@dice 3d6} {@creature quipper||quippers}"],["11-14","{@dice 2d4} {@creature steam mephit||steam mephits}"],["15-18","{@dice 1d4} {@creature sahuagin}"],["19-22","{@dice 2d6} {@creature merfolk}"],["23-25","{@dice 2d4} corpses of drowned sailors tangled in kelp"],["26-29","{@dice 2d4} {@creature constrictor snake||constrictor snakes}"],["30-33","{@dice 1d4} {@creature reef shark||reef sharks}"],["34-37","1 {@creature swarm of quippers}"],["38-40","A bed of enormous clams"],["41-45","{@dice 1d10} {@creature merfolk} with {@dice 1d3} {@creature giant sea horse||giant sea horses}"],["46-50","1 {@creature giant octopus}"],["51-55","1 {@creature merrow}"],["56-60","1 {@creature plesiosaurus}"],["61-65","{@dice 2d10} pieces of corroded brass dinnerware littering the bottom"],["66-70","1 {@creature giant constrictor snake}"],["71-75","1 {@creature sea hag}"],["76-80","A school of silvery fish darting through the water"],["81-85","{@dice 1d4} {@creature hunter shark||hunter sharks}"],["86-90","1 {@creature sahuagin priestess} with {@dice 2d4} {@creature sahuagin}"],["91-96","{@dice 1d4} {@creature killer whale||killer whales}"],["97-98","1 {@creature giant shark}"],["99","1 {@creature water elemental}"],["00","1 {@creature sahuagin baron}"]]},{"name":"Underwater Encounters (Levels 5—10)","type":"table","source":"XGE","page":109,"caption":"Underwater Encounters (Levels 5—10)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-02","{@dice 3d6} {@creature steam mephit||steam mephits}"],["03-04","{@dice 1d10} {@creature sahuagin}"],["05-06","1 {@creature giant octopus}"],["07-08","{@dice 3d6} {@creature constrictor snake||constrictor snakes}"],["09-10","{@dice 2d10} {@creature merfolk} with {@dice 1d4} {@creature giant sea horse||giant sea horses}"],["11-15","{@dice 1d4} {@creature sea hag||sea hags}"],["16-20","{@dice 2d4} {@creature swarm of quippers||swarms of quippers}"],["21-25","A sunken galleon with a 50% chance of a random treasure hoard inside (roll on the Treasure Hoard: Challenge 5-10 table in chapter 7 of the {@italic Dungeon Master's Guide})"],["26-30","{@dice 1d4} {@creature plesiosaurus||plesiosauruses}"],["31-35","{@dice 3d6} {@creature reef shark||reef sharks}"],["36-40","An abandoned bathysphere"],["41-50","{@dice 1d4} {@creature giant constrictor snake||giant constrictor snakes}"],["51-55","{@dice 2d4} {@creature hunter shark||hunter sharks}"],["56-60","{@dice 1d3} {@creature sahuagin priestess||sahuagin priestesses} with {@dice 2d10} {@creature sahuagin}"],["61-65","An empty castle made from coral"],["66-70","{@dice 1d4} {@creature killer whale||killer whales}"],["71-75","{@dice 1d10} {@creature merrow}"],["76-80","An eerie statue of a squatting humanoid, with bat wings on its back and tentacles sprouting from its face"],["81-85","{@dice 1d4} {@creature water elemental||water elementals}"],["86-90","1 {@creature sahuagin baron} with {@dice 2d8} {@creature sahuagin}"],["91-96","{@dice 1d4} {@creature giant shark||giant sharks}"],["97-99","1 {@creature marid}"],["00","1 {@creature storm giant}"]]},{"name":"Underwater Encounters (Levels 11—20)","type":"table","source":"XGE","page":109,"caption":"Underwater Encounters (Levels 11—20)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-10","1 {@creature sahuagin baron} with {@dice 1d4} {@creature sahuagin priestess||sahuagin priestesses} and {@dice 2d10} {@creature sahuagin}"],["11-35","{@dice 1d10} {@creature killer whale||killer whales}"],["36-40","A ghost ship passing overhead, containing {@dice 2d6 + 10} {@creature ghost||ghosts}"],["41-60","{@dice 1d6} {@creature giant shark||giant sharks}"],["61-65","A 1-mile-radius sphere of effervescent water that allows air-breathing creatures to breathe water while in the sphere"],["66-75","{@dice 1d10} {@creature water elemental||water elementals}"],["76-80","A shimmering, blue-green portal to the Elemental Plane of Water"],["81-90","{@dice 1d4} {@creature marid||marids}"],["91-96","{@dice 1d3} {@creature storm giant||storm giants}"],["97-99","1 {@creature dragon turtle}"],["00","1 {@creature kraken}"]]},{"name":"Urban Encounters","type":"table","source":"DMG","page":114,"caption":"Urban Encounters","colLabels":["{@dice d12 + d8}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["2","{@book Animals on the loose|DMG|5|Animals on the loose}"],["3","{@book Announcement|DMG|5|Announcement}"],["4","{@book Brawl|DMG|5|Brawl}"],["5","{@book Bullies|DMG|5|Bullies}"],["6","{@book Companion|DMG|5|Companion}"],["7","{@book Contest|DMG|5|Contest}"],["8","{@book Corpse|DMG|5|Corpse}"],["9","{@book Draft|DMG|5|Draft}"],["10","{@book Drunk|DMG|5|Drunk}"],["11","{@book Fire|DMG|5|Fire}"],["12","{@book Found trinket|DMG|5|Found trinket}"],["13","{@book Guard harassment|DMG|5|Guard harassment}"],["14","{@book Pickpocket|DMG|5|Pickpocket}"],["15","{@book Procession|DMG|5|Procession}"],["16","{@book Protest|DMG|5|Protest}"],["17","{@book Runaway cart|DMG|5|Runaway cart}"],["18","{@book Shady transaction|DMG|5|Shady transaction}"],["19","{@book Spectacle|DMG|5|Spectacle}"],["20","{@book Urchin|DMG|5|Urchin}"]]},{"name":"Urban Encounters (Levels 1—4)","type":"table","source":"XGE","page":110,"caption":"Urban Encounters (Levels 1—4)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","1d6 {@creature cat||cats}"],["02-03","1 {@creature commoner} with 1d6 {@creature goat||goats}"],["04-05","2d10 {@creature rat||rats}"],["06","1 {@creature raven} perched on a signpost"],["07","1 {@creature commoner} on a {@creature draft horse}"],["08","2d4 {@creature mastiff||mastiffs}"],["09","1d2 {@creature commoner||commoners} leading 1d4 {@creature mule||mules} or 1d4 {@creature pony||ponies}"],["10","1 {@creature pseudodragon}"],["11","1 {@creature spy}"],["12-13","1d8 + 1 {@creature acolyte||acolytes}"],["14","1d6 + 6 {@creature flying snake||flying snakes}"],["15","3d6 {@creature kobold||kobolds}"],["16","2d4 {@creature giant centipede||giant centipedes}"],["17","1d8 + 1 {@creature skeleton||skeletons}"],["18-19","1d6 + 2 {@creature swarm of rats||swarms of rats}"],["20","1d12 {@creature zombie||zombies}"],["21-25","A peddler weighed down with a load of pots, pans, and other basic supplies"],["26","1 {@creature giant wasp}"],["27-28","1 {@creature warhorse}"],["29","2d8 {@creature cultist||cultists}"],["30-31","3d4 {@creature giant rat||giant rats}"],["32","2d8 {@creature stirge||stirges}"],["33","1d3 + 2 {@creature giant poisonous snake||giant poisonous snakes}"],["34","1d4 + 2 {@creature swarm of bats||swarms of bats}"],["35","2d4 {@creature winged kobold||winged kobolds}"],["36-40","A wagon loaded with apples that has a broken wheel and holds up traffic"],["41","1 {@creature crocodile}"],["42-43","1 {@creature swarm of insects}"],["44-45","3d6 {@creature bandit||bandits}"],["46-47","1d3 + 2 {@creature noble||nobles} on {@creature riding horse||riding horses} with an escort of 1d10 {@creature guard||guards}"],["48","2d4 {@creature kenku}"],["49","1d6 + 2 {@creature smoke mephit||smoke mephits}"],["50","1d8 + 1 {@creature swarm of ravens||swarms of ravens}"],["51-52","1 {@creature wererat}"],["53-54","1d3 {@creature half-ogre (ogrillon)||half-ogres}"],["55-56","1 {@creature mimic}"],["57-58","1d4 {@creature ghoul||ghouls}"],["59-60","1d4 {@creature specter||specters}"],["61-62","1d10 {@creature shadow||shadows}"],["63-65","Someone empties a chamber pot onto the street from a second-floor window"],["66-67","1 {@creature ghast}"],["68-69","1 {@creature priest}"],["70-71","1 {@creature will-o'-wisp}"],["72-73","1d3 {@creature giant spider||giant-spiders}"],["74-75","1d4 {@creature yuan-ti pureblood||yuan-ti 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price of 1 sp"],["81","1d3 {@creature gladiator||gladiators}"],["82","1d4 + 1 {@creature couatl||couatls}"],["83","1d8 {@creature ghost||ghosts}"],["84","2d4 {@creature doppelganger||doppelgangers}"],["85","1d6 + 2 {@creature phase spider||phase spiders}"],["86","2d4 {@creature veteran||veterans}"],["87","1d8 {@creature ghast||ghasts} with 2d6 {@creature ghoul||ghouls}"],["88","3d6 {@creature gargoyle||gargoyles}"],["89","2d10 {@creature cult fanatic||cult fanatics}"],["90","3d6 {@creature wererat||wererats}"],["91","1 {@creature assassin}"],["92","1d3 {@creature invisible stalker||invisible stalkers}"],["93","1 {@creature gray slaad}"],["94","1 {@creature young silver dragon}"],["95","1d4 {@creature cambion||cambions} or 1d4 {@creature revenant||revenants}"],["96","3d6 {@creature wight||wights}"],["97","1 {@creature archmage}"],["98","2d4 {@creature vampire spawn} or 1d4 {@creature oni}"],["99","1 {@creature mage} with 1 {@creature shield guardian}"],["00","1 {@creature rakshasa} or 1 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Comet|BAM|murder comets}*","{@dice 1d6}"],["40-44","{@dice 1d4} {@creature Brown Scavver|BAM|brown scavvers}*","{@dice 1d8}"],["45-48","1 {@creature night scavver|BAM}* and {@dice 2d6} {@creature Gray Scavver|BAM|gray scavvers}*","{@dice 1d8}"],["49-50","1 {@creature void scavver|BAM}*","{@dice 1d6}"],["51-52","A shipwreck that might still have treasure or creatures aboard it (choose a ship from {@book chapter 2|AAG|2|Spelljammer Vessels} of the {@book Astral Adventurer's Guide|AAG})","—"],["53-54","1 solar dragon* (your choice of {@creature Young Solar Dragon|BAM|young}, {@creature Adult Solar Dragon|BAM|adult}, or {@creature Ancient Solar Dragon|BAM|ancient})","{@dice 2d6}"],["55-59","{@dice 1d6} {@creature Space Eel|BAM|space eels}*","{@dice 1d10}"],["60","1 {@creature starlight apparition|BAM}*","{@dice 2d6 + 2}"],["61-64","{@dice 3d6} {@creature Stirge||stirges} that don't need to breathe air","{@dice 1d6}"],["65-70","{@dice 1d6} {@creature Will-o'-Wisp||will-o'-wisps}","{@dice 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Any creature marked with a dagger (†) can serve as a spelljammer because it is a spellcaster."]},{"name":"Dragonborn Names – Female","type":"table","source":"XGE","page":175,"caption":"Dragonborn Names – Female","colLabels":["{@dice d100}","Name"],"colStyles":["col-2 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Names – Female","type":"table","source":"XGE","page":176,"caption":"Dwarf Names – Female","colLabels":["{@dice d100}","Name"],"colStyles":["col-2 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I must remain strong to survive. (Any)"],["2","Slaughter. If I destroy the weak, I please Yeenoghu. (Evil)"],["3","Destruction. Yeenoghu will return when only those worthy of his fury remain. (Evil)"],["4","Paranoia. Others are planning to kill and eat me. I must find a way to kill and eat them first. (Chaotic)"],["5","Self-Sufficiency. When the time comes, even my allies will die by my hand. (Evil)"],["6","Leadership. I am not part of the pack. I am above it. (Chaotic)"]]},{"type":"table","caption":"Gnoll/Cultist Bonds","colLabels":["d6","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I would die before betraying the Lord of Savagery."],["2","I would follow the leader of our war band anywhere and gladly sacrifice myself to protect him or her."],["3","I cull the weak from our war band, so that we remain strong."],["4","Yeenoghu's omens guide my every choice."],["5","If I die in battle, I was simply too weak to please Yeenoghu."],["6","I devour the weak to purge them from the world, the strong to blunt their power."]]},{"type":"table","caption":"Gnoll/Cultist Flaws","colLabels":["d6","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I lack tactical guile and rely on overwhelming attacks."],["2","I flee from opponents that can match my strength."],["3","My supposed allies are my first victims."],["4","Deep down inside, I am terrified I will fail Yeenoghu."],["5","My desire to torment my foes sometimes gives them the opportunity to outwit me."],["6","My arrogance causes me to overlook opportunities."]]}],"page":36,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"type":"tableGroup","name":"Background; I became...","tables":[{"type":"table","caption":"Acolyte","colLabels":["d6","I became an acolyte because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I ran away from home at an early age and found refuge in a temple."],["2","My family gave me to a temple, since they were unable or unwilling to care for me."],["3","I grew up in a household with strong religious convictions. Entering the service of one or more gods seemed natural."],["4","An impassioned sermon struck a chord deep in my soul and moved me to serve the faith."],["5","I followed a childhood friend, a respected acquaintance, or someone I loved into religious service."],["6","After encountering a true servant of the gods, I was so inspired that I immediately entered the service of a religious group."]]},{"type":"table","caption":"Charlatan","colLabels":["d6","I became a charlatan because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I was left to my own devices, and my knack for manipulating others helped me survive."],["2","I learned early on that people are gullible and easy to exploit."],["3","I often got in trouble, but I managed to talk my way out of it every time."],["4","I took up with a confidence artist, from whom I learned my craft."],["5","After a charlatan fleeced my family, I decided to learn the trade so I would never be fooled by such deception again."],["6","I was poor or I feared becoming poor, so I learned the tricks I needed to keep myself out of poverty."]]},{"type":"table","caption":"Criminal","colLabels":["d6","I became a criminal because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I resented authority in my younger days and saw a life of crime as the best way to fight against tyranny and oppression."],["2","Necessity forced me to take up the life, since it was the only way I could survive."],["3","I fell in with a gang of reprobates and ne'er-do-wells, and I learned my specialty from them."],["4","A parent or relative taught me my criminal specialty to prepare me for the family business."],["5","I left home and found a place in a thieves' guild or some other criminal organization."],["6","I was always bored, so I turned to crime to pass the time and discovered I was quite good at it."]]},{"type":"table","caption":"Entertainer","colLabels":["d6","I became an entertainer because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Members of my family made ends meet by performing, so it was fitting for me to follow their example."],["2","I always had a keen insight into other people, enough so that I could make them laugh or cry with my stories or songs."],["3","I ran away from home to follow a minstrel troupe."],["4","I saw a bard perform once, and I knew from that moment on what I was born to do."],["5","I earned coin by performing on street corners and eventually made a name for myself."],["6","A traveling entertainer took me in and taught me the trade."]]},{"type":"table","caption":"Folk Hero","colLabels":["d6","I became a folk hero because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I learned what was right and wrong from my family."],["2","I was always enamored by tales of heroes and wished I could be something more than ordinary."],["3","I hated my mundane life, so when it was time for someone to step up and do the right thing, I took my chance."],["4","A parent or one of my relatives was an adventurer, and I was inspired by that person's courage."],["5","A mad old hermit spoke a prophecy when I was born, saying that I would accomplish great things."],["6","I have always stood up for those who are weaker than I am."]]},{"type":"table","caption":"Guild Artisan","colLabels":["d6","I became a guild artisan because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I was apprenticed to a master who taught me the guild's business."],["2","I helped a guild artisan keep a secret or complete a task, and in return I was taken on as an apprentice."],["3","One of my family members who belonged to the guild made a place for me."],["4","I was always good with my hands, so I took the opportunity to learn a trade."],["5","I wanted to get away from my home situation and start a new life."],["6","I learned the essentials of my craft from a mentor but had to join the guild to finish my training."]]},{"type":"table","caption":"Hermit","colLabels":["d6","I became a hermit because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","My enemies ruined my reputation, and I fled to the wilds to avoid further disparagement."],["2","I am comfortable with being isolated, as I seek inner peace."],["3","I never liked the people I called my friends, so it was easy for me to strike out on my own."],["4","I felt compelled to forsake my past, but did so with great reluctance, and sometimes I regret making that decision."],["5","I lost everything-my home, my family, my friends. Going it alone was all I could do."],["6","Society's decadence disgusted me, so I decided to leave it behind."]]},{"type":"table","caption":"Noble","colLabels":["d6","I became a noble because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I come from an old and storied family, and it fell to me to preserve the family name."],["2","My family has been disgraced, and I intend to clear our name."],["3","My family recently came by its title, and that elevation thrust us into a new and strange world."],["4","My family has a title, but none of my ancestors have distinguished themselves since we gained it."],["5","My family is filled with remarkable people. I hope to live up to their example."],["6","I hope to increase my family's power and influence."]]},{"type":"table","caption":"Outlander","colLabels":["d6","I became an outlander because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I spent a lot of time in the wilderness as a youngster, and I came to love that way of life."],["2","From a young age, I couldn't abide the stink of the cities and preferred to spend my time in nature."],["3","I came to understand the darkness that lurks in the wilds, and I vowed to combat it."],["4","My people lived on the edges of civilization, and I learned the methods of survival from my family."],["5","After a tragedy I retreated to the wilderness, leaving my old life behind."],["6","My family moved away from civilization, and I learned to adapt to my new environment."]]},{"type":"table","caption":"Sage","colLabels":["d6","I became a sage because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I was naturally curious, so I packed up and went to a university to learn more about the world."],["2","My mentor's teachings opened my mind to new possibilities in that field of study."],["3","I was always an avid reader, and I learned much about my favorite topic on my own."],["4","I discovered an old library and pored over the texts I found there. That experience awakened a hunger for more knowledge."],["5","I impressed a wizard who told me I was squandering my talents and should seek out an education to take advantage of my gifts."],["6","One of my parents or a relative gave me a basic education that whetted my appetite, and I left home to build on what I had learned."]]},{"type":"table","caption":"Sailor","colLabels":["d6","I became a sailor because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I was press-ganged by pirates and forced to serve on their ship until I finally escaped."],["2","I wanted to see the world, so I signed on as a deck-hand for a merchant ship."],["3","One of my relatives was a sailor who took me to sea."],["4","I needed to escape my community quickly, so I stowed away on a ship. When the crew found me, I was forced to work for my passage."],["5","Reavers attacked my community, so I found refuge on a ship until I could seek vengeance."],["6","I had few prospects where I was living, so I left to find my fortune elsewhere."]]},{"type":"table","caption":"Soldier","colLabels":["d6","I became a soldier because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I joined the militia to help protect my community from monsters."],["2","A relative of mine was a soldier, and I wanted to carry on the family tradition."],["3","The local lord forced me to enlist in the army."],["4","War ravaged my homeland while I was growing up. Fighting was the only life I ever knew."],["5","I wanted fame and fortune, so I joined a mercenary company, selling my sword to the highest bidder."],["6","Invaders attacked my homeland. It was my duty to take up arms in defense of my people."]]},{"type":"table","caption":"Urchin","colLabels":["d6","I became an urchin because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Wanderlust caused me to leave my family to see the world. I look after myself."],["2","I ran away from a bad situation at home and made my own way in the world."],["3","Monsters wiped out my village, and I was the sole survivor. I had to find a way to survive."],["4","A notorious thief looked after me and other orphans, and we spied and stole to earn our keep."],["5","One day I woke up on the streets, alone and hungry, with no memory of my early childhood."],["6","My parents died, leaving no one to look after me. I raised myself."]]}],"page":64,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"type":"tableGroup","name":"Class Training; I became...","tables":[{"type":"table","caption":"Barbarian","colLabels":["d6","I became a barbarian because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","My devotion to my people lifted me in battle, making me powerful and dangerous."],["2","The spirits of my ancestors called on me to carry out a great task."],["3","I lost control in battle one day, and it was as if something else was manipulating my body, forcing it to kill every foe I could reach."],["4","I went on a spiritual journey to find myself and instead found a spirit animal to guide, protect, and inspire me."],["5","I was struck by lightning and lived. Afterward, I found a new strength within me that let me push beyond my limitations."],["6","My anger needed to be channeled into battle, or I risked becoming an indiscriminate killer."]]},{"type":"table","caption":"Bard","colLabels":["d6","I became a bard because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I awakened my latent bardic abilities through trial and error."],["2","I was a gifted performer and attracted the attention of a master bard who schooled me in the old techniques."],["3","I joined a loose society of scholars and orators to learn new techniques of performance and magic."],["4","I felt a calling to recount the deeds of champions and heroes, to bring them alive in song and story."],["5","I joined one of the great colleges to learn old lore, the secrets of magic, and the art of performance."],["6","I picked up a musical instrument one day and instantly discovered that I could play it."]]},{"type":"table","caption":"Cleric","colLabels":["d6","I became a cleric because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A supernatural being in service to the gods called me to become a divine agent in the world."],["2","I saw the injustice and horror in the world and felt moved to take a stand against them."],["3","My god gave me an unmistakable sign. I dropped everything to serve the divine."],["4","Although I was always devout, it wasn't until I completed a pilgrimage that I knew my true calling."],["5","I used to serve in my religion's bureaucracy but found I needed to work in the world, to bring the message of my faith to the darkest corners of the land."],["6","I realize that my god works through me, and I do as commanded, even though I don't know why I was chosen to serve."]]},{"type":"table","caption":"Druid","colLabels":["d6","I became a druid because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I saw too much devastation in the wild places, too much of nature's splendor ruined by the despoilers. I joined a circle of druids to fight back against the enemies of nature."],["2","I found a place among a group of druids after I fled a catastrophe."],["3","I have always had an affinity for animals, so I explored my talent to see how I could best use it."],["4","I befriended a druid and was moved by druidic teachings. I decided to follow my friend's guidance and give something back to the world."],["5","While I was growing up, I saw spirits all around me-entities no one else could perceive. I sought out the druids to help me understand the visions and communicate with these beings."],["6","I have always felt disgust for creatures of unnatural origin. For this reason, I immersed myself in the study of the druidic mysteries and became a champion of the natural order."]]},{"type":"table","caption":"Fighter","colLabels":["d6","I became a fighter because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I wanted to hone my combat skills, and so I joined a war college."],["2","I squired for a knight who taught me how to fight, care for a steed, and conduct myself with honor. I decided to take up that path for myself."],["3","Horrible monsters descended on my community, killing someone I loved. I took up arms to destroy those creatures and others of a similar nature."],["4","I joined the army and learned how to fight as part of a group."],["5","I grew up fighting, and I refined my talents by defending myself against people who crossed me."],["6","I could always pick up just about any weapon and know how to use it effectively."]]},{"type":"table","caption":"Monk","colLabels":["d6","I became a monk because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I was chosen to study at a secluded monastery. There, I was taught the fundamental techniques required to eventually master a tradition."],["2","I sought instruction to gain a deeper understanding of existence and my place in the world."],["3","I stumbled into a portal to the Shadowfell and took refuge in a strange monastery, where I learned how to defend myself against the forces of darkness."],["4","I was overwhelmed with grief after losing someone close to me, and I sought the advice of philosophers to help me cope with my loss."],["5","I could feel that a special sort of power lay within me, so I sought out those who could help me call it forth and master it."],["6","I was wild and undisciplined as a youngster, but then I realized the error of my ways. I applied to a monastery and became a monk as a way to live a life of discipline."]]},{"type":"table","caption":"Paladin","colLabels":["d6","I became a paladin because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A fantastical being appeared before me and called on me to undertake a holy quest."],["2","One of my ancestors left a holy quest unfulfilled, so I intend to finish that work."],["3","The world is a dark and terrible place. I decided to serve as a beacon of light shining out against the gathering shadows."],["4","I served as a paladin's squire, learning all I needed to swear my own sacred oath."],["5","Evil must be opposed on all fronts. I feel compelled to seek out wickedness and purge it from the world."],["6","Becoming a paladin was a natural consequence of my unwavering faith. In taking my vows, I became the holy sword of my religion."]]},{"type":"table","caption":"Ranger","colLabels":["d6","I became a ranger because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I found purpose while I honed my hunting skills by bringing down dangerous animals at the edge of civilization."],["2","I always had a way with animals, able to calm them with a soothing word and a touch."],["3","I suffer from terrible wanderlust, so being a ranger gave me a reason not to remain in one place for too long."],["4","I have seen what happens when the monsters come out from the dark. I took it upon myself to become the first line of defense against the evils that lie beyond civilization's borders."],["5","I met a grizzled ranger who taught me woodcraft and the secrets of the wild lands."],["6","I served in an army, learning the precepts of my profession while blazing trails and scouting enemy encampments."]]},{"type":"table","caption":"Rogue","colLabels":["d6","I became a rogue because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I've always been nimble and quick of wit, so I decided to use those talents to help me make my way in the world."],["2","An assassin or a thief wronged me, so I focused my training on mastering the skills of my enemy to better combat foes of that sort."],["3","An experienced rogue saw something in me and taught me several useful tricks."],["4","I decided to turn my natural lucky streak into the basis of a career, though I still realize that improving my skills is essential."],["5","I took up with a group of ruffians who showed me how to get what I want through sneakiness rather than direct confrontation."],["6","I'm a sucker for a shiny bauble or a sack of coins, as long as I can get my hands on it without risking life and limb."]]},{"type":"table","caption":"Sorcerer","colLabels":["d6","I became a sorcerer because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","When I was born, all the water in the house froze solid, the milk spoiled, or all the iron turned to copper. My family is convinced that this event was a harbinger of stranger things to come for me."],["2","I suffered a terrible emotional or physical strain, which brought forth my latent magical power. I have fought to control it ever since."],["3","My immediate family never spoke of my ancestors, and when I asked, they would change the subject. It wasn't until I started displaying strange talents that the full truth of my heritage came out."],["4","When a monster threatened one of my friends, I became filled with anxiety. I lashed out instinctively and blasted the wretched thing with a force that came from within me."],["5","Sensing something special in me, a stranger taught me how to control my gift."],["6","After I escaped from a magical conflagration, I realized that though I was unharmed, I was not unchanged. I began to exhibit unusual abilities that I am just beginning to understand."]]},{"type":"table","caption":"Warlock","colLabels":["d6","I became a warlock because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","While wandering around in a forbidden place, I encountered an otherworldly being that offered to enter into a pact with me."],["2","I was examining a strange tome I found in an abandoned library when the entity that would become my patron suddenly appeared before me."],["3","I stumbled into the clutches of my patron after I accidentally stepped through a magical doorway."],["4","When I was faced with a terrible crisis, I prayed to any being who would listen, and the creature that answered became my patron."],["5","My future patron visited me in my dreams and offered great power in exchange for my service."],["6","One of my ancestors had a pact with my patron, so that entity was determined to bind me to the same agreement."]]},{"type":"table","caption":"Wizard","colLabels":["d6","I became a wizard because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An old wizard chose me from among several candidates to serve an apprenticeship."],["2","When I became lost in a forest, a hedge wizard found me, took me in, and taught me the rudiments of magic."],["3","I grew up listening to tales of great wizards and knew I wanted to follow their path. I strove to be accepted at an academy of magic and succeeded."],["4","One of my relatives was an accomplished wizard who decided I was smart enough to learn the craft."],["5","While exploring an old tomb, library, or temple, I found a spellbook. I was immediately driven to learn all I could about becoming a wizard."],["6","I was a prodigy who demonstrated mastery of the arcane arts at an early age. When I became old enough to set out on my own, I did so to learn more magic and expand my power."]]}],"page":66,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"type":"tableGroup","name":"Devil Customization Tables","tables":[{"type":"table","caption":"Devil Honorifics","colLabels":["d20","Title"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","the Perceiver"],["2","Veteran of Avernus"],["3","the Insightful"],["4","Collector of Debts"],["5","the Summoner"],["6","Speaker of Profit"],["7","Chainer of Demons"],["8","the Conqueror"],["9","Glory Seeker"],["10","the Victorious"],["11","the Infiltrator"],["12","the Voluminous"],["13","the Stoic"],["14","the Shatterer"],["15","the Keeper"],["16","the Faithful"],["17","the Clever"],["18","the Chanter"],["19","the Indomitable"],["20","the Vicious"]]},{"type":"table","caption":"Devil Personality Traits","colLabels":["d6","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I always have a scheme to make a profit."],["2","Nobody is as smart as me, and I need to prove that all the time."],["3","There's a rule for everything."],["4","If I can't seize control, I'll serve in the meantime."],["5","I'm a bully who backs down when faced with any sort of resistance."],["6","Every problem can be solved with the use of force."]]},{"type":"table","caption":"Devil Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Loyalty. I keep my vows to my superior and respect those who do the same."],["2","Law. I might not like the rules, but I obey them."],["3","Ambition. The need to improve my station drives my every action."],["4","Conquest. I am equal to the sum of the foes I have defeated in combat."],["5","Cunning. Those who can see an advantage in the direst situation deserve respect."],["6","Brutality. Overwhelming violence, and those who can deliver it, are worthy of obedience."]]},{"type":"table","caption":"Devil Bonds","colLabels":["d6","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I and my comrades fought well in the Blood War, and our service demands respect."],["2","Evil without law is a pointless exercise in destruction. Rules make us what we are."],["3","Those who follow me rely on my wisdom to ensure their prosperity."],["4","One day I will have revenge on those who defied me."],["5","If I do my duty, in time I will be rewarded."],["6","We don't corrupt mortals. We teach them enlightened self-interest."]]},{"type":"table","caption":"Devil Flaws","colLabels":["d6","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","My frustration boils over into violence."],["2","I obey the law, but I strain at its limits to the point of heresy."],["3","I put the minimum effort possible into anything that isn't my own idea."],["4","A low profile is the best defense of all."],["5","I'm so reliant on the laws of the Nine Hells that I panic without their guidance."],["6","I am secretly jealous of the freedom that mortals enjoy."]]}],"page":23,"source":"MTF","chapter":{"name":"The Blood War","ordinal":{"type":"chapter","identifier":1},"index":0}},{"type":"tableGroup","name":"Dungeon Spread Decks","page":11,"source":"DMTCRG","tables":[{"type":"table","caption":"Locations Deck","page":11,"rows":[["{@card Bridge|Deck of Many More Things|DMTCRG}"],["{@card Cavern|Deck of Many More Things|DMTCRG}"],["{@card Crossroads|Deck of Many More Things|DMTCRG}"],["{@card Donjon|Deck of Many More Things|DMTCRG}"],["{@card Maze|Deck of Many More Things|DMTCRG}"],["{@card Path|Deck of Many More Things|DMTCRG}"],["{@card Ruin|Deck of Many More Things|DMTCRG}"],["{@card Tavern|Deck of Many More Things|DMTCRG}"],["{@card Temple|Deck of Many More Things|DMTCRG}"],["{@card Tomb|Deck of Many More Things|DMTCRG}"],["{@card Tower|Deck of Many More Things|DMTCRG}"]]},{"type":"table","caption":"Story Deck *","page":11,"rows":[["{@card Balance|Deck of Many More Things|DMTCRG}"],["{@card Comet|Deck of Many More Things|DMTCRG}"],["{@card Fates|Deck of Many More Things|DMTCRG}"],["{@card Flames|Deck of Many More Things|DMTCRG}"],["{@card Moon|Deck of Many More Things|DMTCRG}"],["{@card Ship|Deck of Many More Things|DMTCRG}"],["{@card Star|Deck of Many More Things|DMTCRG}"],["{@card Sun|Deck of Many More Things|DMTCRG}"],["{@card Talons|Deck of Many More Things|DMTCRG}"],["{@card Void|Deck of Many More Things|DMTCRG}"]],"footnotes":["* Optional"]},{"type":"table","caption":"Features Deck","page":11,"rows":[["{@card Aberration|Deck of Many More Things|DMTCRG}","{@card Mage|Deck of Many More Things|DMTCRG}"],["{@card Beast|Deck of Many More Things|DMTCRG}","{@card Map|Deck of Many More Things|DMTCRG}"],["{@card Book|Deck of Many More Things|DMTCRG}","{@card Monstrosity|Deck of Many More Things|DMTCRG}"],["{@card Campfire|Deck of Many More Things|DMTCRG}","{@card Ooze|Deck of Many More Things|DMTCRG}"],["{@card Celestial|Deck of Many More Things|DMTCRG}","{@card Pit|Deck of Many More Things|DMTCRG}"],["{@card Construct|Deck of Many More Things|DMTCRG}","{@card Plant|Deck of Many More Things|DMTCRG}"],["{@card Corpse|Deck of Many More Things|DMTCRG}","{@card Priest|Deck of Many More Things|DMTCRG}"],["{@card Door|Deck of Many More Things|DMTCRG}","{@card Prisoner|Deck of Many More Things|DMTCRG}"],["{@card Dragon|Deck of Many More Things|DMTCRG}","{@card Puzzle|Deck of Many More Things|DMTCRG}"],["{@card Elemental|Deck of Many More Things|DMTCRG}","{@card Ring|Deck of Many More Things|DMTCRG}"],["{@card Euryale|Deck of Many More Things|DMTCRG}","{@card Rogue|Deck of Many More Things|DMTCRG}"],["{@card Expert|Deck of Many More Things|DMTCRG}","{@card Sage|Deck of Many More Things|DMTCRG}"],["{@card Fey|Deck of Many More Things|DMTCRG}","{@card Shield|Deck of Many More Things|DMTCRG}"],["{@card Fiend|Deck of Many More Things|DMTCRG}","{@card Skull|Deck of Many More Things|DMTCRG}"],["{@card Fool|Deck of Many More Things|DMTCRG}","{@card Staff|Deck of Many More Things|DMTCRG}"],["{@card Gem|Deck of Many More Things|DMTCRG}","{@card Stairway|Deck of Many More Things|DMTCRG}"],["{@card Giant|Deck of Many More Things|DMTCRG}","{@card Statue|Deck of Many More Things|DMTCRG}"],["{@card Humanoid|Deck of Many More Things|DMTCRG}","{@card Throne|Deck of Many More Things|DMTCRG}"],["{@card Jester|Deck of Many More Things|DMTCRG}","{@card Tree|Deck of Many More Things|DMTCRG}"],["{@card Key|Deck of Many More Things|DMTCRG}","{@card Undead|Deck of Many More Things|DMTCRG}"],["{@card Knight|Deck of Many More Things|DMTCRG}","{@card Warrior|Deck of Many More Things|DMTCRG}"],["{@card Lance|Deck of Many More Things|DMTCRG}","{@card Well|Deck of Many More Things|DMTCRG}"]]}],"chapter":{"name":"Adventure Spreads","index":2}}]} \ No newline at end of file diff --git a/data/items-base.json b/data/items-base.json index d33e09d..c1fa2cf 100644 --- a/data/items-base.json +++ b/data/items-base.json @@ -403,7 +403,10 @@ "type": "AF", "rarity": "none", "weight": 0.3125, - "age": "futuristic" + "age": "futuristic", + "miscTags": [ + "CNS" + ] }, { "name": "Flail", @@ -1027,7 +1030,10 @@ "type": "AF", "rarity": "none", "weight": 0.1, - "age": "modern" + "age": "modern", + "miscTags": [ + "CNS" + ] }, { "name": "Modern Bullets (10)", @@ -1042,6 +1048,9 @@ "item": "modern bullet", "quantity": 10 } + ], + "miscTags": [ + "CNS" ] }, { @@ -1255,7 +1264,10 @@ "rarity": "none", "weight": 0.2, "value": 30, - "age": "renaissance" + "age": "renaissance", + "miscTags": [ + "CNS" + ] }, { "name": "Renaissance Bullets (10)", @@ -1271,6 +1283,9 @@ "item": "renaissance bullet", "quantity": 10 } + ], + "miscTags": [ + "CNS" ] }, { @@ -2327,6 +2342,13 @@ "While holding the rose by its stem, you gain resistance to {{item.resist}} damage. If you would take more than 10 {{item.resist}} damage from a single source (after applying the resistance), the rose disintegrates, and you take no damage instead.", "As an action, you can blow the petals from the rose to produce a 20-foot cone of {{item.resist}}. Each creature in the cone must make a DC 15 Constitution saving throw, taking {@damage 3d10} {{item.resist}} damage on a failed save, or half as much damage on a successful one. Using this property destroys the rose." ] + }, + { + "name": "Grenade", + "source": "DMG", + "entriesTemplate": [ + "As an action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away." + ] } ] } diff --git a/data/items.json b/data/items.json index 6020c2f..38948e7 100644 --- a/data/items.json +++ b/data/items.json @@ -1591,7 +1591,10 @@ "basicRules": true, "type": "FD", "rarity": "none", - "value": 20 + "value": 20, + "miscTags": [ + "CNS" + ] }, { "name": "Ale (Mug)", @@ -1601,7 +1604,10 @@ "basicRules": true, "type": "FD", "rarity": "none", - "value": 4 + "value": 4, + "miscTags": [ + "CNS" + ] }, { "name": "Alexandrite", @@ -1996,6 +2002,32 @@ ], "hasFluffImages": true }, + { + "name": "Antigravity Belt", + "source": "QftIS", + "type": "G", + "rarity": "none", + "charges": 10, + "entries": [ + "Metal tubes ring the lower edge of this wide belt. It is powered by an {@item energy cell} stored in a metal case near the buckle. Placing a full {@item energy cell} in the belt gives the belt 10 charges.", + { + "name": "Activating the Belt", + "type": "entries", + "entries": [ + "As a bonus action, you can expend any number of the belt's charges to activate it; the belt remains active for 1 minute per charge expended. You can use a bonus action to deactivate the belt early, but doing so doesn't recover any expended charges.", + "When you activate the belt, and as a bonus action while it remains active, you can rise or descend vertically up to 20 feet. You remain floating in place while the property is active, and you can move yourself horizontally by being pushed or towed or by scooting yourself along a surface, such as a wall or ceiling, at half your walking speed. If you are still levitating when the belt deactivates, you fall." + ] + }, + { + "name": "Replacing the Energy Cell", + "type": "entries", + "entries": [ + "While the belt has charges remaining, its {@item energy cell} can't be removed. Once the belt has 0 charges, you can replace the {@item energy cell} with a new cell by using an action or a bonus action." + ] + } + ], + "hasFluffImages": true + }, { "name": "Antitoxin (vial)", "source": "PHB", @@ -2138,6 +2170,9 @@ "If you consume more than one dose of aqua delerium before finishing your next long rest, you take ({@dice 1d12}) necrotic damage for each spell level regained, and your hit point maximum is reduced by an amount equal to the damage taken until you finish a long rest. This damage can't be reduced or prevented in any way.", "When a creature who cannot cast spells using spell slots drinks aqua delerium, it takes 10 ({@damage 3d6}) necrotic damage and gains one {@adventure level of contamination|DoDk|12}." ], + "miscTags": [ + "CNS" + ], "hasFluffImages": true }, { @@ -2151,6 +2186,9 @@ "You are protected against {@adventure contamination|DoDk|12} for six hours after receiving a dose of aqua expurgo. During this time, whenever you fail a saving throw against an effect that would cause you to gain one or more {@adventure contamination levels|DoDk|12}, you can choose to succeed instead. You can use this ability three times, after which the effects of aqua expurgo expire.", "If the effects of aqua expurgo expire in this manner, you immediately take 10 ({@damage 3d6}) necrotic damage and become incapacitated for 1 minute while you violently retch corrupt bile. Your hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until you finish a long rest. You die if this effect reduces your hit point maximum to 0. The necrotic damage can't be reduced or prevented by any means." ], + "miscTags": [ + "CNS" + ], "hasFluffImages": true }, { @@ -2232,6 +2270,9 @@ "This substance is created by distilling the jelly that encases the brain of a {@creature xakalonus|GHLoE}. As an action, you can coat one weapon or 20 pieces of ammunition with the substance.", "If the coated objects are not magical, for the next minute, your attacks with the coated weapon or ammunition gain a +2 bonus to attack and damage rolls.", "If the coated objects are magical, the oil does not affect attack or damage rolls with them. However, your attacks against the {@creature hraptnon|GHLoE} can fully damage that creature for one minute." + ], + "miscTags": [ + "CNS" ] }, { @@ -2655,6 +2696,9 @@ ], "poisonTypes": [ "ingested" + ], + "miscTags": [ + "CNS" ] }, { @@ -2982,6 +3026,9 @@ "entries": [ "The ruins of this sprawling city are now known as the Crystalfen Caverns. These caves are home to scattered veins of {@item azuremite|TDCSR}, a gorgeous blue crystal that formed from millennia of psychic energies existing near element deposits. Curious explorers who discovered the veins found that, when mined and refined into a fine dust, the {@item azuremite|TDCSR} powder is a strong mind-altering agent and induces temporary visions and other psychic phenomena.", "While a number of small, isolated entrances to this labyrinth of tunnels have been discovered and adventuring parties have attempted to chart the mines, the caverns are so vast and deep that either they gave up for fear of becoming lost, or they were assailed by the terrible denizens of the caverns, never to return. Most who now brave the caverns are foolish treasure hunters or criminals seeking to mine more {@item azuremite|TDCSR} to sell on the black market." + ], + "miscTags": [ + "CNS" ] }, { @@ -4013,6 +4060,9 @@ "poison": true, "entries": [ "You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take {@damage 1d4} poison damage. Once applied, the poison retains potency for 1 minute before drying." + ], + "miscTags": [ + "CNS" ] }, { @@ -4082,6 +4132,9 @@ ], "lootTables": [ "Magic Item Table C" + ], + "miscTags": [ + "CNS" ] }, { @@ -4095,7 +4148,8 @@ "This spongy, flavorless, gelatinous bead dissolves on your tongue and provides as much nourishment as 1 day of rations." ], "miscTags": [ - "CF/W" + "CF/W", + "CNS" ] }, { @@ -4107,6 +4161,9 @@ "wondrous": true, "entries": [ "This spongy, flavorless, gelatinous bead dissolves in liquid, transforming up to a pint of the liquid into fresh, cold drinking water. The bead has no effect on magical liquids or harmful substances such as poison." + ], + "miscTags": [ + "CNS" ] }, { @@ -4474,6 +4531,9 @@ ], "poisonTypes": [ "inhaled" + ], + "miscTags": [ + "CNS" ] }, { @@ -4611,6 +4671,9 @@ "rarity": "none", "entries": [ "Every few years, a ghost orchid colony grows a black pod as thick as a human fist that holds three soft, black seeds. A creature that consumes one of these black seeds is affected by the spell {@spell feign death}. If the creature is unaware of the pod's effects or does not wish to be affected, it can resist the effect by succeeding on a DC 16 Constitution saving throw. Otherwise, it is considered to be a willing recipient of the spell." + ], + "miscTags": [ + "CNS" ] }, { @@ -4645,6 +4708,9 @@ "entries": [ "This tarry substance harvested from the dark boughs of the death's head willow is a powerful intoxicant. It can be smoked as a concentrate or injected directly into the bloodstream. A creature subjected to a dose of black sap cannot be {@condition charmed} or {@condition frightened} for {@dice 1d6} hours.", "For each dose of black sap consumed, a creature must succeed on a DC 15 Constitution saving throw or become {@condition poisoned} for {@dice 2d4} hours\u2014an effect that is cumulative with multiple doses." + ], + "miscTags": [ + "CNS" ] }, { @@ -5158,6 +5224,9 @@ "value": 20000, "entries": [ "This bitter chartreuse concoction is distilled from a fungus native to the Blightshore badlands. The sickly green liqueur harbors potent psychedelic properties. Provided it is neither a construct nor undead, a creature subjected to a dose of blight ichor gains advantage on Intelligence and Wisdom checks, as well as vulnerability to psychic damage, for 1 hour. For each dose of blight ichor consumed, the creature must succeed on a DC 15 Constitution saving throw or become {@condition poisoned} for {@dice 1d6} hours and suffer the effects of a {@spell confusion} spell for 1 minute. An undead creature subjected to a dose of blight ichor gains advantage on all Dexterity checks and is immune to the {@condition frightened} condition for 1 hour." + ], + "miscTags": [ + "CNS" ] }, { @@ -5260,6 +5329,9 @@ ], "poisonTypes": [ "injury" + ], + "miscTags": [ + "CNS" ] }, { @@ -5270,6 +5342,9 @@ "rarity": "uncommon", "entries": [ "This clear potion has dark red flecks within, resembling clotted blood. When you drink this potion, it removes the curse of lycanthropy from you if that curse was imposed by a lycanthrope's bite or similar effect." + ], + "miscTags": [ + "CNS" ] }, { @@ -5527,6 +5602,9 @@ "age": "renaissance", "entries": [ "As an action, a character can light this bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw or take {@damage 3d6} fire damage." + ], + "miscTags": [ + "CNS" ] }, { @@ -6148,6 +6226,9 @@ ], "attachedSpells": [ "gust of wind" + ], + "miscTags": [ + "CNS" ] }, { @@ -6729,6 +6810,9 @@ ], "poisonTypes": [ "inhaled" + ], + "miscTags": [ + "CNS" ] }, { @@ -7082,6 +7166,9 @@ "lootTables": [ "Magic Item Table H" ], + "miscTags": [ + "CNS" + ], "hasFluffImages": true }, { @@ -7442,6 +7529,9 @@ ], "poisonTypes": [ "contact" + ], + "miscTags": [ + "CNS" ] }, { @@ -8094,7 +8184,10 @@ "basicRules": true, "type": "FD", "rarity": "none", - "value": 30 + "value": 30, + "miscTags": [ + "CNS" + ] }, { "name": "Cinnamon", @@ -8885,7 +8978,10 @@ "basicRules": true, "type": "FD", "rarity": "none", - "value": 20 + "value": 20, + "miscTags": [ + "CNS" + ] }, { "name": "Component Pouch", @@ -8941,6 +9037,18 @@ ], "hasFluffImages": true }, + { + "name": "Concussion Grenade", + "source": "QftIS", + "type": "EXP", + "rarity": "none", + "hasRefs": true, + "entries": [ + "{#itemEntry Grenade|DMG}", + "This grenade explodes in a concussive blast that fills a 20-foot-radius sphere. Each creature in that area must make a DC 15 Dexterity saving throw, taking ({@dice 6d6}) force damage on a failed save or half as much damage on a successful one." + ], + "hasFluffImages": true + }, { "name": "Condemner (Awakened)", "source": "TDCSR", @@ -10299,6 +10407,131 @@ ], "hasFluffImages": true }, + { + "name": "Daoud's Wondrous Lanthorn", + "source": "QftIS", + "page": 190, + "rarity": "artifact", + "reqAttune": true, + "wondrous": true, + "entries": [ + "This artifact destroys wealth to provide light and protection. Wrought from the finest yellow gold, the lantern has four faces, and an unwavering amber flame burns within it. The faces of the lantern are fitted with faceted gemstone lenses.", + "The lantern is a symbol of the teachings of Daoud, who was once a priest of Istus, a god of fate. When Daoud was stripped of his possessions, he developed a radical new philosophy in his quest to understand fate. He urged followers of his ideology to eschew wealth and seek out all fortunes, good and ill, to unravel the cloth of destiny.", + { + "type": "entries", + "name": "Random Properties", + "entries": [ + "The lantern has the following random properties:", + { + "type": "list", + "items": [ + "2 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} properties", + "1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property", + "1 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property" + ] + } + ] + }, + { + "type": "entries", + "name": "Precious Fuel", + "entries": [ + "The lantern burns only one source of fuel: powdered gemstones placed in the lantern's base. The lantern can hold a maximum of 10,000 gp worth of powdered gems, and it contains 9,000 gp of fuel when found. Thereafter it attempts to burn 100 gp of fuel after each year passes, keeping the lantern burning for another year. If no fuel is available, the lantern's flame goes out. You can add more fuel to the lantern as part of a short or long rest. Once added, fuel can't be removed from the lantern's base.", + "The lantern's flame can't be extinguished by any means other than running out of fuel. If the lantern's flame goes out, the creature attuned to it immediately dies. One exception to this rule exists (see the \"Destroying the Lantern\" section)." + ] + }, + { + "type": "entries", + "name": "Revealing Light", + "entries": [ + "The lantern sheds {@quickref Vision and Light||2||bright light} in a 60-foot radius and {@quickref Vision and Light||2||dim light} for an additional 60 feet. Invisible creatures and objects are visible while in the lantern's {@quickref Vision and Light||2||bright light}.", + "While attuned to the lantern, you can use a bonus action to dim the lantern, reducing the light to {@quickref Vision and Light||2||dim light} in a 5-foot radius, or brighten the lantern back to its normal {@quickref Vision and Light||2||bright light} radius." + ] + }, + { + "type": "entries", + "name": "Lenses", + "entries": [ + "When found, the lantern's faces display the following gem lenses: diamond, emerald, ruby, and sapphire. As part of a short or long rest, you can magically change any of these gem lenses to a different type of gem shown in the Lenses table. The gem lenses can't be removed from the lantern.", + "As an action while holding the lantern, you can burn some of the lantern's fuel to cast a spell (save DC 20) through one or more of its current gem lenses, as noted in the Lenses table. The spell's target or point of origin must be in the lantern's area of {@quickref Vision and Light||2||bright light}. If there isn't enough fuel left to cast the spell, the last of the remaining fuel is expended, and the flame goes out." + ] + }, + { + "type": "table", + "caption": "Lenses", + "colStyles": [ + "col-4", + "col-4", + "col-4" + ], + "colLabels": [ + "Lens Color", + "Spell", + "Fuel Cost" + ], + "rows": [ + [ + "Amethyst", + "{@spell Reverse Gravity}", + "3,000 gp" + ], + [ + "Diamond", + "{@spell Disintegrate}", + "2,000 gp" + ], + [ + "Emerald", + "{@spell Haste}", + "500 gp" + ], + [ + "Jacinth", + "{@spell Flame Strike}", + "1,000 gp" + ], + [ + "Ruby", + "{@spell Hold Monster}", + "1,000 gp" + ], + [ + "Sapphire", + "{@spell Fear}", + "500 gp" + ], + [ + "Topaz", + "{@spell Slow}", + "500 gp" + ], + [ + "Any four colors", + "{@spell Prismatic Wall}", + "5,000 gp" + ] + ] + }, + { + "type": "entries", + "name": "Destroying the Lantern", + "entries": [ + "To destroy the lantern, the creature attuned to it must forsake all material possessions except for the lantern and common clothes. Then the creature must willingly snuff the lantern's flame with the intention to destroy the artifact. When its flame is snuffed in this way, the lantern's gold corrodes, the lenses and remaining gemstone fuel turn to worthless sand, and the creature attuned to it is spared." + ] + } + ], + "attachedSpells": [ + "reverse gravity", + "disintegrate", + "haste", + "flame strike", + "hold monster", + "fear", + "slow", + "prismatic wall" + ], + "hasFluffImages": true + }, { "name": "Dark Shard Amulet", "source": "XGE", @@ -13607,6 +13840,9 @@ "When this orb detonates, it creates a powerful windstorm that lasts for 1 hour. Whenever a creature ends its turn exposed to the wind, the creature must succeed on a DC 18 Constitution saving throw or take {@damage 1d4} bludgeoning damage, as the wind and debris batter it. The wind is strong enough to uproot weak trees and destroy light structures after at least 10 minutes of exposure. Otherwise, the rules for {@hazard strong wind} apply, as detailed in chapter 5 of the Dungeon Master's Guide." ] } + ], + "miscTags": [ + "CNS" ] }, { @@ -13627,6 +13863,9 @@ "When this orb detonates, it subjects the area to the effects of the {@spell earthquake} spell for 1 minute (spell save DC 18). For the purpose of the spell's effects, the spell is cast on the turn that the orb explodes." ] } + ], + "miscTags": [ + "CNS" ] }, { @@ -13647,6 +13886,9 @@ "When this orb detonates, it creates a dry heat wave that lasts for 24 hours. Within the area of effect, the rules for {@hazard extreme heat} apply, as detailed in chapter 5 of the Dungeon Master's Guide. At the end of each hour, there is a ten percent chance that the heat wave starts a wildfire in a random location within the area of effect. The wildfire covers a 10-foot-square area initially but expands to fill another 10-foot square each round until the fire is extinguished or burns itself out. A creature that comes within 10 feet of a wildfire for the first time on a turn or starts its turn there takes {@damage 3d6} fire damage." ] } + ], + "miscTags": [ + "CNS" ] }, { @@ -13667,6 +13909,9 @@ "When this orb detonates, it creates a torrential rainstorm that lasts for 24 hours. Within the area of effect, the rules for {@hazard heavy precipitation} apply, as detailed in chapter 5 of the Dungeon Master's Guide. If there is a substantial body of water in the area, it floods after {@dice 2d10} hours of heavy rain, rising 10 feet above its banks and inundating the surrounding area. The flood advances at a rate of 100 feet per round, moving away from the body of water where it began until it reaches the edge of the area of effect: at that point, the water flows downhill (and possibly recedes back to its origin). Light structures collapse and wash away. Any Large or smaller creature caught in the flood's path is swept away. The flooding destroys crops and might trigger mudslides, depending on the terrain." ] } + ], + "miscTags": [ + "CNS" ] }, { @@ -14487,6 +14732,9 @@ "rarity": "none", "entries": [ "A psychoactive liquid that smells and tastes like your favorite beverage, essence of dreamlily is a Sarlonan opiate. First imported to help manage pain during the Last War, it's now the most commonly abused substance in Sharn. Though dreamlily isn't illegal if used for medicinal purposes, it's heavily taxed, and thus most dreamlily is smuggled in and sold on the black market. Dreamlily dens can be found across the lower wards. Consuming dreamlily causes disorienting euphoria and brings about remarkable resistance to pain. A creature under the effects of dreamlily is {@condition poisoned} for 1 hour. While {@condition poisoned} in this way, the creature is immune to fear, and the first time it drops to 0 hit points without being killed outright, it drops to 1 hit point instead. A dose of dreamlily costs around 1 gp, or up to ten times that if purchased through legal channels. There are many varieties of the drug, however, and the duration or the price might vary accordingly." + ], + "miscTags": [ + "CNS" ] }, { @@ -14525,6 +14773,9 @@ ], "poisonTypes": [ "injury" + ], + "miscTags": [ + "CNS" ] }, { @@ -14740,6 +14991,9 @@ "lootTables": [ "Magic Item Table B" ], + "miscTags": [ + "CNS" + ], "hasFluffImages": true }, { @@ -14787,6 +15041,9 @@ ], "poisonTypes": [ "inhaled" + ], + "miscTags": [ + "CNS" ] }, { @@ -14857,6 +15114,9 @@ "dmgType": "F", "entries": [ "This bundle of explosives can be lit and thrown up to 30 feet as an action. It explodes at the start of your next turn. Creatures and objects within 20 feet of it must make a {@dc 12} Dexterity {@quickref saving throws|PHB|2|1|saving throw}, taking {@damage 6d6} fire damage on a failed save, or half as much damage on a successful one." + ], + "miscTags": [ + "CNS" ] }, { @@ -14871,6 +15131,9 @@ "As an action, a creature can light a stick of dynamite and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw, taking {@damage 3d6} bludgeoning damage on a failed save, or half as much damage on a successful one.", "A character can bind sticks of dynamite together so they explode at the same time. Each additional stick increases the damage by {@damage 1d6} (to a maximum of {@damage 10d6}) and the burst radius by 5 feet (to a maximum of 20 feet).", "Dynamite can be rigged with a longer fuse to explode after a set amount of time, usually 1 to 6 rounds. Roll initiative for the dynamite. After the set number of rounds goes by, the dynamite explodes on that initiative." + ], + "miscTags": [ + "CNS" ] }, { @@ -15452,6 +15715,9 @@ ], "lootTables": [ "Magic Item Table C" + ], + "miscTags": [ + "CNS" ] }, { @@ -15823,6 +16089,9 @@ ], "poisonTypes": [ "inhaled" + ], + "miscTags": [ + "CNS" ] }, { @@ -16051,7 +16320,7 @@ "items": [ "You are immune to disease and poison.", "Using the eye's X-ray vision never causes you to suffer {@condition exhaustion}.", - "You experience premonitions of danger and, unless you are {@condition incapacitated}, can't be {@quickref Surprise|PHB|3|0|surprised}.", + "You experience premonitions of danger and, unless you are {@condition incapacitated}, can't be {@status surprised}.", "If you start your turn with at least 1 hit point, you regain {@dice 1d10} hit points.", "If a creature has a skeleton, you can attempt to turn its bones to jelly with a touch of the {@item Hand of Vecna}. You can do so by using an action to make a melee attack against a creature you can reach, using your choice of your melee attack bonus for weapons or spells. On a hit, the target must succeed on a DC 18 Constitution saving throw or drop to 0 hit points.", "You can use an action to cast {@spell wish}. This property can't be used again until 30 days have passed." @@ -17407,7 +17676,10 @@ "basicRules": true, "type": "FD", "rarity": "none", - "value": 1000 + "value": 1000, + "miscTags": [ + "CNS" + ] }, { "name": "Finely articulated jade glove (River Heralds)", @@ -17943,9 +18215,13 @@ "rarity": "none", "weight": 1, "age": "modern", + "hasRefs": true, "entries": [ - "As an action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away.", + "{#itemEntry Grenade|DMG}", "Each creature within 20 feet of an exploding fragmentation grenade must make a DC 15 Dexterity saving throw, taking {@damage 5d6} piercing damage on a failed save, or half as much damage on a successful one." + ], + "miscTags": [ + "CNS" ] }, { @@ -18573,6 +18849,9 @@ "range": "30", "entries": [ "This unique explosive can be primed and thrown up to 30 feet as an action. It explodes on impact. Creatures within 20 feet of it must make a {@dc 12} Dexterity {@quickref saving throws|PHB|2|1|saving throw} or be {@condition restrained} for 1 minute. A {@condition restrained} creature can make a {@dc 12} Strength check as an action, escaping on a success." + ], + "miscTags": [ + "CNS" ] }, { @@ -19216,8 +19495,9 @@ "rarity": "none", "weight": 7, "age": "modern", + "hasRefs": true, "entries": [ - "As an action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away." + "{#itemEntry Grenade|DMG}" ] }, { @@ -19569,6 +19849,9 @@ "entries": [ "Gunpowder is chiefly used to propel a bullet out of the barrel of a pistol or rifle, or it is formed into a bomb. Gunpowder is sold in small wooden kegs or in water-resistant powder horns.", "Setting fire to a container full of gunpowder can cause it to explode, dealing fire damage to creatures within 10 feet of it ({@damage 3d6} for a powder horn). A successful DC 12 Dexterity saving throw halves the damage. Setting fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an additional 30 feet." + ], + "miscTags": [ + "CNS" ] }, { @@ -19583,6 +19866,9 @@ "entries": [ "Gunpowder is chiefly used to propel a bullet out of the barrel of a pistol or rifle, or it is formed into a bomb. Gunpowder is sold in small wooden kegs or in water-resistant powder horns.", "Setting fire to a container full of gunpowder can cause it to explode, dealing fire damage to creatures within 10 feet of it ({@damage 7d6} for a keg). A successful DC 12 Dexterity saving throw halves the damage. Setting fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an additional 30 feet." + ], + "miscTags": [ + "CNS" ] }, { @@ -19798,7 +20084,7 @@ "items": [ "You are immune to disease and poison.", "Using the eye's X-ray vision never causes you to suffer {@condition exhaustion}.", - "You experience premonitions of danger and, unless you are {@condition incapacitated}, can't be {@quickref Surprise|PHB|3|0|surprised}.", + "You experience premonitions of danger and, unless you are {@condition incapacitated}, can't be {@status surprised}.", "If you start your turn with at least 1 hit point, you regain {@dice 1d10} hit points.", "If a creature has a skeleton, you can attempt to turn its bones to jelly with a touch of the Hand of Vecna. You can do so by using an action to make a melee attack against a creature you can reach, using your choice of your melee attack bonus for weapons or spells. On a hit, the target must succeed on a DC 18 Constitution saving throw or drop to 0 hit points.", "You can use an action to cast {@spell wish}. This property can't be used again until 30 days have passed." @@ -20700,6 +20986,73 @@ } ] }, + { + "name": "Heretic", + "source": "QftIS", + "page": 191, + "baseItem": "longsword|PHB", + "type": "M", + "rarity": "legendary", + "reqAttune": "by a non-good creature", + "reqAttuneTags": [ + { + "alignment": [ + "G" + ] + } + ], + "sentient": true, + "weight": 3, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "bonusWeapon": "+3", + "recharge": "dawn", + "rechargeAmount": "{@dice 1d4 + 1}", + "charges": 6, + "entries": [ + "The blasphemous weapon Heretic was created by a cult to steal power from good-aligned gods. The blade hungers to strike down servants of the Upper Planes and weaken the forces of good.", + "You gain a +3 bonus to attack and damage rolls made with this magic weapon. Heretic has 6 charges for the following properties; the sword regains {@dice 1d4 + 1} charges daily at dawn:", + { + "type": "entries", + "name": "Destroy Devotion", + "entries": [ + "Once per turn when you hit a creature with this weapon, you can expend 1 of its charges to attempt to render the target powerless. The target must succeed on a DC 17 Constitution saving throw or have the {@condition paralyzed} condition until the start of your next turn. Celestials have disadvantage on the save." + ] + }, + { + "type": "entries", + "name": "Faith Hunter", + "entries": [ + "While holding the sword, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: {@spell Detect Evil and Good} (1 charge), {@spell Fly} (2 charges), or {@spell True Seeing} (3 charges)." + ] + }, + { + "type": "entries", + "name": "Sentience", + "entries": [ + "Heretic is a sentient, chaotic evil weapon with an Intelligence of 17, a Wisdom of 17, and a Charisma of 15. It has hearing and {@sense darkvision} out to a range of 120 feet.", + "The weapon can speak, read, and understand Common and Giant, and it can communicate with its wielder telepathically. Its voice is soft and deep but rises in a wild furor when it's aware Celestials or worshipers of good-aligned deities are present. While you are attuned to it, Heretic also understands every language you know." + ] + }, + { + "type": "entries", + "name": "Personality", + "entries": [ + "Heretic craves the destruction of good-aligned gods and their supporters. The blade is condescending and snobby, especially in the company of priests and other pious folk, at whom it often directs sneering comments. When Heretic identifies its quarry, it erupts in a frenzied need for violence." + ] + } + ], + "attachedSpells": [ + "detect evil and good", + "fly", + "true seeing" + ] + }, { "name": "Hew", "source": "LMoP", @@ -21845,7 +22198,10 @@ "basicRules": true, "type": "FD", "rarity": "none", - "value": 10 + "value": 10, + "miscTags": [ + "CNS" + ] }, { "name": "Hunter's Coat", @@ -23066,7 +23422,7 @@ "An {@italic Ioun stone} is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of {@italic Ioun stone} exist, each type a distinct combination of shape and color.", "When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of {@dice 1d3} feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity ({@skill Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.", "A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.", - "You can't be {@quickref Surprise|PHB|3|0|surprised} while this dark blue rhomboid orbits your head." + "You can't be {@status surprised} while this dark blue rhomboid orbits your head." ], "lootTables": [ "Magic Item Table G" @@ -23714,6 +24070,9 @@ ], "attachedSpells": [ "dream" + ], + "miscTags": [ + "CNS" ] }, { @@ -25497,6 +25856,9 @@ "rarity": "very rare", "entries": [ "This terrible venom is extracted and distilled from the deadly {@creature lindwyrm|GHLoE}. It can be delivered via ingestion or a wound. A creature exposed to the venom must succeed on a DC 18 Constitution saving throw or take 36 ({@damage 8d8}) poison damage and be poisoned for 1 minute. While poisoned, the creature has disadvantage on Strength and Dexterity skill checks and saving throws." + ], + "miscTags": [ + "CNS" ] }, { @@ -25690,7 +26052,10 @@ "basicRules": true, "type": "FD", "rarity": "none", - "value": 2 + "value": 2, + "miscTags": [ + "CNS" + ] }, { "name": "Lock", @@ -26188,6 +26553,9 @@ "rarity": "rare", "entries": [ "This silvery potion, made with {@creature fzeg|GHLoE} blood, is dotted with flecks of red. Drinking this liquid removes the curse of werewolf lycanthropy." + ], + "miscTags": [ + "CNS" ] }, { @@ -26522,6 +26890,9 @@ ], "poisonTypes": [ "inhaled" + ], + "miscTags": [ + "CNS" ] }, { @@ -27169,6 +27540,9 @@ ], "poisonTypes": [ "ingested" + ], + "miscTags": [ + "CNS" ] }, { @@ -28140,6 +28514,9 @@ "rarity": "uncommon", "entries": [ "White dust swirls constantly within this pale gray potion. When you drink the potion, it cures you of mummy rot." + ], + "miscTags": [ + "CNS" ] }, { @@ -28788,6 +29165,25 @@ "mending" ] }, + { + "name": "Needler Pistol", + "source": "QftIS", + "type": "G", + "rarity": "none", + "charges": 10, + "entries": [ + "This strange pistol resembles a flask with a honeycomb of tubes sticking out its front. The weapon is powered by an {@item energy cell} stored at the base of the flask. Placing a full {@item energy cell} in the pistol gives the pistol 10 charges.", + "As an action while holding this pistol, you can expend 1 of its charges to fire a burst of glowing, needlelike darts from the pistol in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking {@damage 8d4} piercing damage on a failed save or half as much damage on a successful one.", + { + "name": "Replacing the Energy Cell", + "type": "entries", + "entries": [ + "While the pistol has charges remaining, its {@item energy cell} can't be removed. Once the pistol has 0 charges, you can replace the {@item energy cell} with a new cell by using an action or a bonus action." + ] + } + ], + "hasFluffImages": true + }, { "name": "Nepenthe", "source": "VRGR", @@ -29254,6 +29650,9 @@ ], "lootTables": [ "Magic Item Table C" + ], + "miscTags": [ + "CNS" ] }, { @@ -29270,6 +29669,9 @@ ], "lootTables": [ "Magic Item Table D" + ], + "miscTags": [ + "CNS" ] }, { @@ -29289,6 +29691,9 @@ ], "lootTables": [ "Magic Item Table B" + ], + "miscTags": [ + "CNS" ] }, { @@ -29305,6 +29710,9 @@ ], "poisonTypes": [ "contact" + ], + "miscTags": [ + "CNS" ] }, { @@ -29339,6 +29747,9 @@ ], "attachedSpells": [ "scrying" + ], + "miscTags": [ + "CNS" ] }, { @@ -29708,7 +30119,7 @@ "items": [ "You gain a +2 bonus to attack and damage rolls made with it.", "When you roll a 20 on an attack roll with this weapon against an {@creature orc}, that {@creature orc} must succeed on a DC 17 Constitution saving throw or drop to 0 hit points.", - "You can't be {@quickref Surprise|PHB|3|0|surprised} by {@creature orc||orcs} while you're not {@condition incapacitated}. You are also aware when {@creature orc||orcs} are within 120 feet of you and aren't behind total cover, although you don't know their location.", + "You can't be {@status surprised} by {@creature orc||orcs} while you're not {@condition incapacitated}. You are also aware when {@creature orc||orcs} are within 120 feet of you and aren't behind total cover, although you don't know their location.", "You and any of your friends within 30 feet of you can't be {@condition frightened} while you're not {@condition incapacitated}." ] }, @@ -30205,6 +30616,9 @@ ], "poisonTypes": [ "ingested" + ], + "miscTags": [ + "CNS" ] }, { @@ -30237,6 +30651,25 @@ ], "hasFluffImages": true }, + { + "name": "Paralysis Pistol", + "source": "QftIS", + "type": "G", + "rarity": "none", + "charges": 6, + "entries": [ + "This curious-looking pistol is shaped like a large, glass bulb with a handle on the bottom and brass prongs protruding from its front. The weapon is powered by an {@item energy cell} stored in its grip. Placing a full {@item energy cell} in the pistol gives the pistol 6 charges.", + "As an action while holding this pistol, you can expend 1 of its charges to fire a ray of crackling energy at a creature you can see within 60 feet of yourself. The target must succeed on a DC 15 Constitution saving throw or have the {@condition paralyzed} condition for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.", + { + "name": "Replacing the Energy Cell", + "type": "entries", + "entries": [ + "While the pistol has charges remaining, its {@item energy cell} can't be removed. Once the pistol has 0 charges, you can replace the {@item energy cell} with a new cell by using an action or a bonus action." + ] + } + ], + "hasFluffImages": true + }, { "name": "Parchment (one sheet)", "source": "PHB", @@ -30560,6 +30993,9 @@ ], "lootTables": [ "Magic Item Table B" + ], + "miscTags": [ + "CNS" ] }, { @@ -31411,6 +31847,9 @@ "hasRefs": true, "entries": [ "{#itemEntry Potion of Resistance}" + ], + "miscTags": [ + "CNS" ] }, { @@ -31422,6 +31861,9 @@ "entries": [ "When you drink this potion, you gain advantage on one ability check, attack roll, or saving throw of your choice that you make within the next hour.", "This potion takes the form of a sparkling, golden mist that moves and pours like water." + ], + "miscTags": [ + "CNS" ] }, { @@ -31440,6 +31882,9 @@ ], "lootTables": [ "Magic Item Table B" + ], + "miscTags": [ + "CNS" ] }, { @@ -31477,6 +31922,9 @@ } ] } + ], + "miscTags": [ + "CNS" ] }, { @@ -31495,6 +31943,9 @@ ], "lootTables": [ "Magic Item Table C" + ], + "miscTags": [ + "CNS" ] }, { @@ -31515,6 +31966,9 @@ ], "lootTables": [ "Magic Item Table A" + ], + "miscTags": [ + "CNS" ] }, { @@ -31536,6 +31990,9 @@ ], "lootTables": [ "Magic Item Table D" + ], + "miscTags": [ + "CNS" ] }, { @@ -31552,6 +32009,9 @@ "hasRefs": true, "entries": [ "{#itemEntry Potion of Resistance}" + ], + "miscTags": [ + "CNS" ] }, { @@ -31562,6 +32022,9 @@ "rarity": "common", "entries": [ "When you drink this potion, you gain the effect of a {@spell comprehend languages} spell for 1 hour. This liquid is a clear concoction with bits of salt and soot swirling in it." + ], + "miscTags": [ + "CNS" ] }, { @@ -31580,6 +32043,9 @@ ], "lootTables": [ "Magic Item Table C" + ], + "miscTags": [ + "CNS" ] }, { @@ -31590,6 +32056,9 @@ "rarity": "legendary", "entries": [ "This potion looks like liquid gold, with a single scale from a {@filter chromatic|bestiary|search=chromatic dragon}, {@filter gem|bestiary|search=gem dragon}, or {@filter metallic|bestiary|search=metallic dragon} dragon suspended in it. When you drink this potion, you transform into an adult dragon of the same kind as the dragon the scale came from. The transformation lasts for 1 hour. Any equipment you are wearing or carrying melds into your new form or falls to the ground (your choice). For the duration, you use the game statistics of the adult dragon instead of your own, but you retain your languages, personality, and memories. You can't use a dragon's Change Shape or its legendary or lair actions." + ], + "miscTags": [ + "CNS" ] }, { @@ -31604,6 +32073,9 @@ ], "lootTables": [ "Magic Item Table B" + ], + "miscTags": [ + "CNS" ] }, { @@ -31625,6 +32097,9 @@ ], "lootTables": [ "Magic Item Table C" + ], + "miscTags": [ + "CNS" ] }, { @@ -31641,6 +32116,9 @@ "hasRefs": true, "entries": [ "{#itemEntry Potion of Resistance}" + ], + "miscTags": [ + "CNS" ] }, { @@ -31662,6 +32140,9 @@ ], "lootTables": [ "Magic Item Table D" + ], + "miscTags": [ + "CNS" ] }, { @@ -31678,6 +32159,9 @@ "hasRefs": true, "entries": [ "{#itemEntry Potion of Resistance}" + ], + "miscTags": [ + "CNS" ] }, { @@ -31699,6 +32183,9 @@ ], "lootTables": [ "Magic Item Table C" + ], + "miscTags": [ + "CNS" ] }, { @@ -31717,6 +32204,9 @@ ], "lootTables": [ "Magic Item Table C" + ], + "miscTags": [ + "CNS" ] }, { @@ -31729,6 +32219,9 @@ "When you drink this potion, you become Huge for 24 hours if you are Medium or smaller, otherwise the potion does nothing. For that duration, your Strength becomes 25, if it isn't already higher, and your hit point maximum is doubled (your current hit points are doubled when you drink the potion). In addition, the reach of your melee attacks increases by 5 feet.", "Everything you are carrying and wearing also increases in size for the duration. When rolling damage for weapons enlarged in this manner, roll three times the normal number of dice; for example, an enlarged longsword would deal {@damage 3d8} slashing damage (instead of {@dice 1d8}), or {@damage 3d10} slashing damage (instead of {@dice 1d10}) when used with two hands.", "When the effect ends, any hit points you have above your hit point maximum become temporary hit points. This potion is a pale white liquid made from the tongue of a giant clam, with a pungent aroma akin to that of rotting algae. It tastes sweet, however, when consumed." + ], + "miscTags": [ + "CNS" ] }, { @@ -31745,6 +32238,9 @@ "lootTables": [ "Magic Item Table A", "Magic Item Table B" + ], + "miscTags": [ + "CNS" ] }, { @@ -31763,6 +32259,9 @@ ], "lootTables": [ "Magic Item Table B" + ], + "miscTags": [ + "CNS" ] }, { @@ -31786,6 +32285,9 @@ ], "lootTables": [ "Magic Item Table A" + ], + "miscTags": [ + "CNS" ] }, { @@ -31804,6 +32306,9 @@ ], "lootTables": [ "Magic Item Table C" + ], + "miscTags": [ + "CNS" ] }, { @@ -31825,6 +32330,9 @@ ], "lootTables": [ "Magic Item Table B" + ], + "miscTags": [ + "CNS" ] }, { @@ -31841,6 +32349,9 @@ ], "lootTables": [ "Magic Item Table D" + ], + "miscTags": [ + "CNS" ] }, { @@ -31870,6 +32381,9 @@ ], "lootTables": [ "Magic Item Table C" + ], + "miscTags": [ + "CNS" ] }, { @@ -31886,6 +32400,9 @@ "hasRefs": true, "entries": [ "{#itemEntry Potion of Resistance}" + ], + "miscTags": [ + "CNS" ] }, { @@ -31900,6 +32417,9 @@ ], "lootTables": [ "Magic Item Table D" + ], + "miscTags": [ + "CNS" ] }, { @@ -31911,6 +32431,9 @@ "entries": [ "The first time you cast a damage-dealing spell of 4th level or lower within 1 minute after drinking the potion, instead of rolling dice to determine the damage dealt, you can instead use the highest number possible for each die.", "This glowing purple liquid smells of sugar and plum, but it has a muddy taste." + ], + "miscTags": [ + "CNS" ] }, { @@ -31925,6 +32448,9 @@ ], "attachedSpells": [ "dominate beast" + ], + "miscTags": [ + "CNS" ] }, { @@ -31939,6 +32465,9 @@ ], "attachedSpells": [ "dominate person" + ], + "miscTags": [ + "CNS" ] }, { @@ -31953,6 +32482,9 @@ ], "attachedSpells": [ "dominate monster" + ], + "miscTags": [ + "CNS" ] }, { @@ -31971,6 +32503,9 @@ ], "lootTables": [ "Magic Item Table C" + ], + "miscTags": [ + "CNS" ] }, { @@ -31987,6 +32522,9 @@ "hasRefs": true, "entries": [ "{#itemEntry Potion of Resistance}" + ], + "miscTags": [ + "CNS" ] }, { @@ -32003,6 +32541,9 @@ ], "lootTables": [ "Magic Item Table B" + ], + "miscTags": [ + "CNS" ] }, { @@ -32019,6 +32560,9 @@ "hasRefs": true, "entries": [ "{#itemEntry Potion of Resistance}" + ], + "miscTags": [ + "CNS" ] }, { @@ -32031,6 +32575,9 @@ "When you drink this potion, you and everything you are wearing or carrying take on a rainbow-hued appearance for 1 hour. During that time, you can use a bonus action to turn any color or combination of colors you choose. If you mimic the colors of your surroundings, your hues continually shift to match your surroundings, and you have advantage on Dexterity ({@skill Stealth}) checks until you change your colors again or the potion wears off.", "The potion is separated into seven brightly colored bands of immiscible liquids and has a syrupy taste." ], + "miscTags": [ + "CNS" + ], "hasFluffImages": true }, { @@ -32044,6 +32591,9 @@ "When you make an attack roll, an ability check, or a saving throw, you can expend your fragment to roll an additional {@dice d20} and choose which of the {@dice d20}s to use. Alternatively, when an attack roll is made against you, you can expend your fragment to roll a {@dice d20} and choose which of the {@dice d20}s to use, the one you rolled or the one the attacker rolled.", "If the original {@dice d20} roll has advantage or disadvantage, you roll your {@dice d20} after advantage or disadvantage has been applied to the original roll.", "While you have one or more Fragments of Possibility from this potion, you can't gain another Fragment of Possibility from any source." + ], + "miscTags": [ + "CNS" ] }, { @@ -32055,6 +32605,9 @@ "entries": [ "When you drink this potion, you have advantage for 1 hour on saving throws you make to avoid or end the charmed or stunned condition on yourself.", "This black potion swirls with shimmering flecks of pink and purple." + ], + "miscTags": [ + "CNS" ] }, { @@ -32071,6 +32624,9 @@ "hasRefs": true, "entries": [ "{#itemEntry Potion of Resistance}" + ], + "miscTags": [ + "CNS" ] }, { @@ -32087,6 +32643,9 @@ "hasRefs": true, "entries": [ "{#itemEntry Potion of Resistance}" + ], + "miscTags": [ + "CNS" ] }, { @@ -32105,6 +32664,9 @@ ], "lootTables": [ "Magic Item Table D" + ], + "miscTags": [ + "CNS" ] }, { @@ -32126,6 +32688,9 @@ ], "lootTables": [ "Magic Item Table C" + ], + "miscTags": [ + "CNS" ] }, { @@ -32147,6 +32712,9 @@ ], "lootTables": [ "Magic Item Table E" + ], + "miscTags": [ + "CNS" ] }, { @@ -32162,6 +32730,9 @@ ], "lootTables": [ "Magic Item Table C" + ], + "miscTags": [ + "CNS" ] }, { @@ -32178,6 +32749,9 @@ "lootTables": [ "Magic Item Table D", "Magic Item Table E" + ], + "miscTags": [ + "CNS" ] }, { @@ -32194,6 +32768,9 @@ "hasRefs": true, "entries": [ "{#itemEntry Potion of Resistance}" + ], + "miscTags": [ + "CNS" ] }, { @@ -32209,6 +32786,9 @@ ], "lootTables": [ "Magic Item Table D" + ], + "miscTags": [ + "CNS" ] }, { @@ -32219,6 +32799,9 @@ "rarity": "common", "entries": [ "When you drink this potion, you gain the following benefits for the next 8 hours: magic can't put you to sleep, and you can remain awake during a long rest and still gain its benefits. This sweet, amber-colored brew has no effect on creatures that don't require sleep, such as elves." + ], + "miscTags": [ + "CNS" ] }, { @@ -32235,6 +32818,9 @@ "lootTables": [ "Magic Item Table B" ], + "miscTags": [ + "CNS" + ], "hasFluffImages": true }, { @@ -32414,6 +33000,60 @@ } ] }, + { + "name": "Powered Armor", + "source": "QftIS", + "type": "HA", + "rarity": "none", + "charges": 24, + "entries": [ + "This suit of technologically advanced plate armor includes an under-suit that can fully seal, a helmet with a full face mask and crystal lenses in the eyeholes, and a set of gauntlets. The armor is powered by an {@item energy cell} stored in a compartment on the thigh plate.", + "Placing a full {@item energy cell} in the armor gives the armor 24 charges. A suit of powered armor functions as a suit of normal plate armor, even when it has 0 charges remaining.", + { + "type": "entries", + "name": "Activating the Armor", + "entries": [ + "As an action, you can expend any number of the armor's charges to activate it; the armor remains active for 1 hour per charge expended. You can use a bonus action to deactivate the armor early, but doing so doesn't recover any expended charges.", + "While the armor is active, you gain the following benefits:" + ] + }, + { + "type": "entries", + "name": "Augmented Physicality", + "entries": [ + "You have advantage on Strength checks, and your carrying capacity is doubled." + ] + }, + { + "type": "entries", + "name": "Environmental Adaptation", + "entries": [ + "The armor seals airtight and provides its own atmosphere. You can breathe normally in any environment and withstand extreme temperatures, and you're unaffected by harmful gases, as well as contact and inhaled poisons." + ] + }, + { + "type": "entries", + "name": "Force Field", + "entries": [ + "When you would take damage, you can use your reaction to expend 1 of the armor's charges to deploy a defensive force field. Roll {@dice 3d10} and reduce the damage taken by the total rolled." + ] + }, + { + "type": "entries", + "name": "Propulsion", + "entries": [ + "As a bonus action, you can expend 1 of the armor's charges to gain a flying speed equal to your walking speed for 1 minute. If you're airborne when this duration ends, you fall." + ] + }, + { + "type": "entries", + "name": "Replacing the Energy Cell", + "entries": [ + "While the armor has charges remaining, its {@item energy cell} can't be removed. Once the armor has 0 charges, you can replace the {@item energy cell} with a new cell by using an action or a bonus action." + ] + } + ] + }, { "name": "Prehistoric Figurine of Wondrous Power, Carnelian Triceratops", "source": "BGG", @@ -32511,6 +33151,9 @@ "wondrous": true, "entries": [ "This small capsule is made of beeswax blended with sand and a variety of enchanted water plants. A creature who consumes a pressure capsule ignores the effects of swimming at depths greater than 100 feet (see \"{@book Unusual Environments|dmg|5|Unusual Environments}\" in chapter 5 of the Dungeon Master's Guide)." + ], + "miscTags": [ + "CNS" ] }, { @@ -32861,6 +33504,9 @@ ], "poisonTypes": [ "injury" + ], + "miscTags": [ + "CNS" ] }, { @@ -33679,6 +34325,9 @@ "This pouch contains an ounce of purified and magically charged delerium dust. It may be ingested as an action. When you consume a full pouch, you gain advantage on spell attack rolls and saving throws against spells for one minute.", "You gain one {@adventure level of contamination|DoDk|12} when you consume refined delerium dust." ], + "miscTags": [ + "CNS" + ], "hasFluffImages": true }, { @@ -33718,6 +34367,9 @@ "The sheer amount of leftover arcane power within the {@item whitestone|TDCSR} of the mountains is incredibly receptive to enchantment. Magic items that incorporate at least an ounce of {@item whitestone|TDCSR} into their construction require only one-quarter the creation time of other magic items. Some alchemists in {@book Emon|TDCSR|3|Emon, the City of Fellowship} have discovered that dissolving {@item whitestone|TDCSR} with specific acids can leave behind pure residuum, which can substitute for expensive spell components when such materials are not readily available.", "If a spell has a component cost that consumes the component, its caster can substitute the required component for an amount of residuum of an equal value. One pound of pure residuum is worth approximately 500 gp in most markets, though it becomes extremely expensive and difficult to find outside of {@book Emon|TDCSR|3|Emon, the City of Fellowship} or the city of {@book Whitestone|TDCSR|3|Whitestone} itself.", "Residuum can also be heated and blown into glass, forming a shimmering, greenish surface. Residuum slates or orbs can be used in stationary enchanting tables. Archmages willing to pay exorbitant rates\u2014easily 20,000 gp or more\u2014may acquire an {@item Residuum enchanting slate|TDCSR|enchanting slate} that can be used to expedite the creation of all magic items. Using such a table allows anyone crafting a magic item to do so in one-quarter of the usual time." + ], + "miscTags": [ + "CNS" ] }, { @@ -35109,6 +35761,40 @@ "weight": 4, "value": 100 }, + { + "name": "Robot Controller", + "source": "QftIS", + "type": "G", + "rarity": "none", + "charges": 3, + "entries": [ + "This small handheld device features a glass pane with a glowing display that responds to your touch.", + "The controller is powered by an {@item energy cell} stored in the device. Placing a full {@item energy cell} in the device gives the device 3 charges.", + "As an action while holding this device, you can expend 1 of its charges to cause one of the following effects:", + { + "name": "Control", + "type": "entries", + "entries": [ + "One Construct of your choice within 60 feet of you must succeed on a DC 15 Wisdom saving throw or have the {@condition charmed} condition for 1 minute. While {@condition charmed} in this way, the Construct obeys your verbal commands, and you and the Construct can communicate remotely with each other through the device. Whenever the {@condition charmed} Construct takes damage, it can repeat the saving throw, ending the effect on itself on a success." + ] + }, + { + "name": "Disrupt", + "type": "entries", + "entries": [ + "Constructs of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the {@condition incapacitated} condition for 1 minute. An {@condition incapacitated} Construct can repeat the saving throw at the end of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Replacing the Energy Cell", + "type": "entries", + "entries": [ + "While the device has charges remaining, its {@item energy cell} can't be removed. Once the device has 0 charges, you can replace the {@item energy cell} with a new cell by using an action or a bonus action." + ] + } + ], + "hasFluffImages": true + }, { "name": "Rod of Absorption", "source": "DMG", @@ -36123,6 +36809,9 @@ "value": 5000, "entries": [ "Any creature that ingests a ryath root gains {@dice 2d4} temporary hit points. A creature that consumes more than one ryath root in a 24-hour period must succeed on a DC 13 Constitution saving throw or suffer the {@condition poisoned} condition for 1 hour." + ], + "miscTags": [ + "CNS" ] }, { @@ -36532,6 +37221,9 @@ "lootTables": [ "Magic Item Table I" ], + "miscTags": [ + "CNS" + ], "hasFluffImages": true }, { @@ -36817,6 +37509,9 @@ "rarity": "rare", "entries": [ "Using an action to read the scroll encloses you in an {@condition invisible} barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents aberrations from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that an aberration would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier." + ], + "miscTags": [ + "CNS" ] }, { @@ -36828,6 +37523,9 @@ "rarity": "rare", "entries": [ "Using an action to read the scroll encloses you in an {@condition invisible} barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents beasts from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a beast would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier." + ], + "miscTags": [ + "CNS" ] }, { @@ -36839,6 +37537,9 @@ "rarity": "rare", "entries": [ "Using an action to read the scroll encloses you in an {@condition invisible} barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents celestials from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a celestial would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier." + ], + "miscTags": [ + "CNS" ] }, { @@ -36850,6 +37551,9 @@ "rarity": "rare", "entries": [ "Using an action to read the scroll encloses you in an {@condition invisible} barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents elementals from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that an elemental would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier." + ], + "miscTags": [ + "CNS" ] }, { @@ -36861,6 +37565,9 @@ "rarity": "rare", "entries": [ "Using an action to read the scroll encloses you in an {@condition invisible} barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents fey from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a fey would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier." + ], + "miscTags": [ + "CNS" ] }, { @@ -36872,6 +37579,9 @@ "rarity": "rare", "entries": [ "Using an action to read the scroll encloses you in an {@condition invisible} barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents fiends from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a fiend would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier." + ], + "miscTags": [ + "CNS" ] }, { @@ -36883,6 +37593,9 @@ "rarity": "rare", "entries": [ "Using an action to read the scroll encloses you in an {@condition invisible} barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents plants from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a plant would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier." + ], + "miscTags": [ + "CNS" ] }, { @@ -36894,6 +37607,9 @@ "rarity": "rare", "entries": [ "Using an action to read the scroll encloses you in an {@condition invisible} barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents undead from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that an undead would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier." + ], + "miscTags": [ + "CNS" ] }, { @@ -36904,6 +37620,9 @@ "rarity": "legendary", "entries": [ "Using an action to read the scroll causes the {@creature tarrasque} (see the creature's entry in the Monster Manual) to appear in an unoccupied space you can see within 1 mile of you. The tarrasque disappears when it drops to 0 hit points and is hostile toward all creatures other than itself." + ], + "miscTags": [ + "CNS" ] }, { @@ -36915,6 +37634,9 @@ "entries": [ "By using an action to read the scroll, you cause a comet to fall from the sky and crash to the ground at a point you can see up to 1 mile away from you. You must be outdoors when you use the scroll, or nothing happens and the scroll is wasted.", "The comet creates a 50-foot-deep, 500-foot-radius crater on impact. Any creature in that radius must make a DC 20 Dexterity saving throw, taking {@damage 30d10} force damage on a failed saving throw, or half as much damage on a successful one. All structures in the crater are destroyed, as are all nonmagical objects that aren't being worn or held." + ], + "miscTags": [ + "CNS" ] }, { @@ -37161,6 +37883,9 @@ ], "poisonTypes": [ "injury" + ], + "miscTags": [ + "CNS" ] }, { @@ -38374,6 +39099,9 @@ "entries": [ "These berries are dark brown and bitter. A full-grown sinda berry bush has {@dice 4d6} berries growing on it. A bush plucked of all its berries grows new berries in {@dice 1d4} months. Picked berries lose their freshness and efficacy after 24 hours.", "Fresh sinda berries can be eaten raw or crushed and added to a drink to dull the bitterness. A creature that consumes at least ten fresh sinda berries gains advantage on saving throws against disease and poison for the next 24 hours." + ], + "miscTags": [ + "CNS" ] }, { @@ -38604,6 +39332,18 @@ "weight": 10, "value": 200 }, + { + "name": "Sleep Grenade", + "source": "QftIS", + "type": "EXP", + "rarity": "none", + "hasRefs": true, + "entries": [ + "{#itemEntry Grenade|DMG}", + "This grenade releases a cloud of soporific mist that fills a 20-foot-radius sphere, then dissipates. Each creature in that area must succeed on a DC 15 Constitution saving throw or have the {@condition unconscious} condition for 1 hour. The condition ends on a creature early if the creature takes damage or if another creature uses an action to shake it awake." + ], + "hasFluffImages": true + }, { "name": "Sling Bullets of Althemone", "source": "MOT", @@ -38856,9 +39596,13 @@ "rarity": "none", "weight": 2, "age": "modern", + "hasRefs": true, "entries": [ - "As an action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away.", + "{#itemEntry Grenade|DMG}", "One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round." + ], + "miscTags": [ + "CNS" ] }, { @@ -38949,6 +39693,9 @@ "entries": [ "Soothsalts are derived from a naturally occurring crystalline substance discovered throughout the wilds of the Miskath Strand. The crimson crystals have been mined from cavernous veins like those in the mouth of the Miskath Pit and found within smaller geode formations near sites ravaged by the Calamity. Soothsalts are consumed orally in lozenge-sized doses, and frequent users can be identified by the telltale crimson stain around their mouths. A creature subjected to a dose of soothsalts gains advantage on all Intelligence checks for {@dice 1d4} hours.", "For each dose of soothsalts consumed, the creature must succeed on a DC 15 Constitution saving throw or gain one level of {@condition exhaustion}\u2014an effect which is cumulative with multiple doses." + ], + "miscTags": [ + "CNS" ] }, { @@ -39129,6 +39876,232 @@ "Space Galleon|AAG" ] }, + { + "name": "Spaceship Trinket", + "source": "QftIS", + "type": "G", + "rarity": "none", + "entries": [ + "The Spaceship Trinkets table below offers a selection of trinkets appropriate for adventures with sci-fi themes. The adventure includes encounters that ask you to roll on the table to determine what random trinkets the characters find in certain locations on the spaceship. None of the trinkets requires an energy cell.", + { + "type": "table", + "caption": "Spaceship Trinkets", + "colLabels": [ + "d100", + "Trinket" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "01\u201302", + "Disembodied robot arm with a mind of its own" + ], + [ + "03\u201304", + "Wearable blanket with sleeves and a hood" + ], + [ + "05\u201306", + "Small, rectangular device that can record and play back audio of up to 1 minute in length" + ], + [ + "07\u201308", + "Glow-in-the-dark ink pen" + ], + [ + "09\u201310", + "Fashionable jumpsuit" + ], + [ + "11\u201312", + "Compact scanner that reports whether an object is recyclable in a cheery tone" + ], + [ + "13\u201314", + "Wristwatch programmed to beep at a specific time" + ], + [ + "15\u201316", + "Handheld cylinder that produces a 15-foot cone of bright light for up to 1 hour every 24 hours" + ], + [ + "17\u201318", + "Colorful toy ray gun with lights and sounds" + ], + [ + "19\u201320", + "Bottle of fizzy, sweet-tasting liquid" + ], + [ + "21\u201322", + "Map of an unexplored star system" + ], + [ + "23\u201324", + "Motorized toothbrush that might have been used" + ], + [ + "25\u201326", + "Tiny robot that shines boots and shoes" + ], + [ + "27\u201328", + "Pressurized red canister with a flexible hose that, when squeezed as an action, sprays a 15-foot cone of foam. The foam extinguishes all nonmagical flames in the cone. The canister can perform this action only once." + ], + [ + "29\u201330", + "Loaf of space bread covered in blue-green mold" + ], + [ + "31\u201332", + "Handheld screen that plays a children's story about a friendly, three-eyed frog named Swampy" + ], + [ + "33\u201334", + "Compact device that displays the current weather" + ], + [ + "35\u201336", + "Empty metal bottle that maintains the temperature of liquids stored in it for {@dice 1d4} hours" + ], + [ + "37\u201338", + "Tiny disc that emits a high-pitched noise in the presence of smoke or mild cooking fumes" + ], + [ + "39\u201340", + "Aerosolized can of metal polish" + ], + [ + "41\u201342", + "Identification badge of a deceased crew member" + ], + [ + "43\u201344", + "Depleted energy cell" + ], + [ + "45\u201346", + "Pocket-sized instrument that clicks rapidly within 10 feet of radiation (see the \"{@area Spaceship Features|4ae|x}\" section later in this adventure)" + ], + [ + "47\u201348", + "Vacuum-sealed package of shriveled frankfurters" + ], + [ + "49\u201350", + "Tin hat that telepathically broadcasts the wearer's surface thoughts to creatures within 10 feet of it" + ], + [ + "51\u201352", + "Chalky moon rock" + ], + [ + "53\u201354", + "Collar that, when placed on a Medium or smaller Beast, translates its cries into Common" + ], + [ + "55\u201356", + "Bottle of expired medicine for treating dizziness" + ], + [ + "57\u201358", + "Tiny speaker that plays a catchy tune in an unknown language" + ], + [ + "59\u201360", + "Handheld tool for removing bolts and screws" + ], + [ + "61\u201362", + "Cautionary pamphlet about the dangers of space" + ], + [ + "63\u201364", + "Miniature flying saucer" + ], + [ + "65\u201366", + "Tiny, animatronic bunny that hops after the creature that activates it" + ], + [ + "67\u201368", + "Stick of deodorant with a surprising scent" + ], + [ + "69\u201370", + "Countertop appliance that can transform any fruit into a pulpy juice" + ], + [ + "71\u201372", + "Glass pendant filled with stardust" + ], + [ + "73\u201374", + "Pot containing an artificially dwarfed tree" + ], + [ + "75\u201376", + "Otherworldly insect preserved in amber" + ], + [ + "77\u201378", + "Syringe filled with a viscous, yellow serum" + ], + [ + "79\u201380", + "Tiny brass orrery" + ], + [ + "81\u201382", + "Log of passenger names" + ], + [ + "83\u201384", + "Gas mask with a hole in it" + ], + [ + "85\u201386", + "Small glass terrarium with an empty cocoon" + ], + [ + "87\u201388", + "Dongle that never plugs in correctly on the first try" + ], + [ + "89\u201390", + "Holster fashioned from an unknown reptile's hide" + ], + [ + "91\u201392", + "Severed bundle of important-looking wires" + ], + [ + "93\u201394", + "Prosthetic limb with magnetic attachments" + ], + [ + "95\u201396", + "Set of polyhedral dice that buzz and flash when they land on their highest result" + ], + [ + "97\u201398", + "Musical instrument that plays electronic tones" + ], + [ + "99\u201300", + "Trading card of a beloved fictional hero from a far-off world" + ] + ] + } + ], + "miscTags": [ + "TT" + ] + }, { "name": "Speaking Stone", "source": "ERLW", @@ -39429,6 +40402,9 @@ "spellScrollLevel": 1, "lootTables": [ "Magic Item Table A" + ], + "miscTags": [ + "CNS" ] }, { @@ -39451,6 +40427,9 @@ "lootTables": [ "Magic Item Table A", "Magic Item Table B" + ], + "miscTags": [ + "CNS" ] }, { @@ -39472,6 +40451,9 @@ "spellScrollLevel": 3, "lootTables": [ "Magic Item Table B" + ], + "miscTags": [ + "CNS" ] }, { @@ -39493,6 +40475,9 @@ "spellScrollLevel": 4, "lootTables": [ "Magic Item Table C" + ], + "miscTags": [ + "CNS" ] }, { @@ -39514,6 +40499,9 @@ "spellScrollLevel": 5, "lootTables": [ "Magic Item Table C" + ], + "miscTags": [ + "CNS" ] }, { @@ -39535,6 +40523,9 @@ "spellScrollLevel": 6, "lootTables": [ "Magic Item Table D" + ], + "miscTags": [ + "CNS" ] }, { @@ -39556,6 +40547,9 @@ "spellScrollLevel": 7, "lootTables": [ "Magic Item Table D" + ], + "miscTags": [ + "CNS" ] }, { @@ -39578,6 +40572,9 @@ "lootTables": [ "Magic Item Table D", "Magic Item Table E" + ], + "miscTags": [ + "CNS" ] }, { @@ -39599,6 +40596,9 @@ "spellScrollLevel": 9, "lootTables": [ "Magic Item Table E" + ], + "miscTags": [ + "CNS" ] }, { @@ -39619,6 +40619,9 @@ "spellScrollLevel": 0, "lootTables": [ "Magic Item Table A" + ], + "miscTags": [ + "CNS" ] }, { @@ -39734,6 +40737,9 @@ "entries": [ "Produced by a special needle, this magic tattoo contains a single {@filter 1st level spell|spells|level=1}, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.", "The Ability modifier for this spell is +3; the Save DC is 13 and the attack bonus is +5." + ], + "miscTags": [ + "CNS" ] }, { @@ -39746,6 +40752,9 @@ "entries": [ "Produced by a special needle, this magic tattoo contains a single {@filter 2nd level spell|spells|level=2}, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.", "The Ability modifier for this spell is +3; the Save DC is 13 and the attack bonus is +5." + ], + "miscTags": [ + "CNS" ] }, { @@ -39758,6 +40767,9 @@ "entries": [ "Produced by a special needle, this magic tattoo contains a single {@filter 3rd level spell|spells|level=3}, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.", "The Ability modifier for this spell is +4; the Save DC is 15 and the attack bonus is +7." + ], + "miscTags": [ + "CNS" ] }, { @@ -39770,6 +40782,9 @@ "entries": [ "Produced by a special needle, this magic tattoo contains a single {@filter 4th level spell|spells|level=4}, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.", "The Ability modifier for this spell is +4; the Save DC is 15 and the attack bonus is +7." + ], + "miscTags": [ + "CNS" ] }, { @@ -39782,6 +40797,9 @@ "entries": [ "Produced by a special needle, this magic tattoo contains a single {@filter 5th level spell|spells|level=5}, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.", "The Ability modifier for this spell is +5; the Save DC is 17 and the attack bonus is +9." + ], + "miscTags": [ + "CNS" ] }, { @@ -39794,6 +40812,9 @@ "entries": [ "Produced by a special needle, this magic tattoo contains a single {@filter cantrip|spells|level=0}, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.", "The Ability modifier for this spell is +3; the Save DC is 13 and the attack bonus is +5." + ], + "miscTags": [ + "CNS" ] }, { @@ -39838,6 +40859,9 @@ ], "lootTables": [ "Magic Item Table I" + ], + "miscTags": [ + "CNS" ] }, { @@ -40810,6 +41834,51 @@ ], "hasFluffImages": true }, + { + "name": "Staff of Ruling", + "source": "QftIS", + "page": 191, + "type": "M", + "rarity": "rare", + "reqAttune": true, + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "staff": true, + "entries": [ + "An ornate carving of a serpent adorned with a coursing river spirals down the length of this redand-gold staff. While you're holding it, you can use an action to produce one of the following effects. Once the staff has produced an effect, it can't produce that effect again until the next dawn.", + { + "type": "entries", + "name": "Orb of Lightning", + "entries": [ + "You create a Small orb of lightning in an unoccupied space you can see within 60 feet of yourself. You concentrate on this orb as if {@status concentration||concentrating} on a spell. As a bonus action, you can move the orb up to 20 feet in any direction.", + "When your {@status concentration} ends, or when a creature enters the orb's space or starts its turn there, the orb detonates in a 20-foot-radius sphere. Each creature in that area must make a DC 15 Dexterity saving throw, taking lightning damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one; the orb's base damage is {@dice 6d6}, and if at the end of your turn the orb hasn't detonated, its damage increases by {@dice 2d6}, to a maximum of {@dice 10d6}." + ] + }, + { + "type": "entries", + "name": "Staff to Snake", + "entries": [ + "You throw the staff to an unoccupied space within 10 feet of you, and the staff becomes a {@creature giant poisonous snake}. The snake is under your control and shares your initiative count, but it takes its turn immediately after yours.", + "On your turn, you can mentally command the snake if it is within 60 feet of you and you don't have the {@condition incapacitated} condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemies or guard a location.", + "If you use a bonus action to speak the command word again, or if the snake is reduced to 0 hit points, the snake reverts to staff form in its current space." + ] + }, + { + "type": "entries", + "name": "Thunderclap", + "entries": [ + "You point the staff skyward, producing a fearsome thunderclap. Each creature of your choice in a 30-foot-radius sphere centered on you must succeed on a DC 15 Constitution saving throw or have the {@condition deafened} and {@condition frightened} conditions until the end of your next turn." + ] + } + ], + "hasFluffImages": true + }, { "name": "Staff of Striking", "source": "DMG", @@ -41707,6 +42776,9 @@ "range": "30", "entries": [ "This smelly explosive can be primed and thrown up to 30 feet as an action. It explodes at the start of your next turn. Creatures within 20 feet of it must make a {@dc 12} Constitution {@quickref saving throws|PHB|2|1|saving throw} or be {@condition poisoned} for 1 minute. A creature can repeat this save at the end of each of its turns, ending the effect on itself on a success." + ], + "miscTags": [ + "CNS" ] }, { @@ -42501,6 +43573,9 @@ "After burning {@item suude|TDCSR} within a vessel and inhaling its fumes as an action, you take 22 ({@damage 4d10}) psychic damage and must make a {@dc 10} Constitution {@quickref saving throws|PHB|2|1|saving throw}. On a failure, you become {@condition poisoned} for 1 hour and fall {@condition unconscious} for 1 minute, or until you are shaken awake as an action. During this time, the world seems to move in slow motion, and your vision is twisted in kaleidoscopic colors\u2014yet your focus is never distorted. If one dose of {@item suude|TDCSR}, or more, is used within 1 hour of another, the DC of the Constitution {@quickref saving throws|PHB|2|1|saving throw} is increased by 5 per additional dose. If you fail this save by 10 or more, you instantly drop to 0 hit points.", "On a success, you gain the ability to use one of the following Metamagic options as a sorcerer for the next minute, requiring no sorcery points. The type of Metamagic you gain access to depends on the type of {@item suude|TDCSR}, and once you use it, you can't use it again until you inhale {@item suude|TDCSR} again.", "Blue suude allows you to use the {@optfeature Twinned Spell|PHB} Metamagic option." + ], + "miscTags": [ + "CNS" ] }, { @@ -42514,6 +43589,9 @@ "After burning {@item suude|TDCSR} within a vessel and inhaling its fumes as an action, you take 22 ({@damage 4d10}) psychic damage and must make a {@dc 10} Constitution {@quickref saving throws|PHB|2|1|saving throw}. On a failure, you become {@condition poisoned} for 1 hour and fall {@condition unconscious} for 1 minute, or until you are shaken awake as an action. During this time, the world seems to move in slow motion, and your vision is twisted in kaleidoscopic colors\u2014yet your focus is never distorted. If one dose of {@item suude|TDCSR}, or more, is used within 1 hour of another, the DC of the Constitution {@quickref saving throws|PHB|2|1|saving throw} is increased by 5 per additional dose. If you fail this save by 10 or more, you instantly drop to 0 hit points.", "On a success, you gain the ability to use one of the following Metamagic options as a sorcerer for the next minute, requiring no sorcery points. The type of Metamagic you gain access to depends on the type of {@item suude|TDCSR}, and once you use it, you can't use it again until you inhale {@item suude|TDCSR} again.", "Brown suude allows you to use the {@optfeature Extended Spell|PHB} Metamagic option." + ], + "miscTags": [ + "CNS" ] }, { @@ -42527,6 +43605,9 @@ "After burning {@item suude|TDCSR} within a vessel and inhaling its fumes as an action, you take 22 ({@damage 4d10}) psychic damage and must make a {@dc 10} Constitution {@quickref saving throws|PHB|2|1|saving throw}. On a failure, you become {@condition poisoned} for 1 hour and fall {@condition unconscious} for 1 minute, or until you are shaken awake as an action. During this time, the world seems to move in slow motion, and your vision is twisted in kaleidoscopic colors\u2014yet your focus is never distorted. If one dose of {@item suude|TDCSR}, or more, is used within 1 hour of another, the DC of the Constitution {@quickref saving throws|PHB|2|1|saving throw} is increased by 5 per additional dose. If you fail this save by 10 or more, you instantly drop to 0 hit points.", "On a success, you gain the ability to use one of the following Metamagic options as a sorcerer for the next minute, requiring no sorcery points. The type of Metamagic you gain access to depends on the type of {@item suude|TDCSR}, and once you use it, you can't use it again until you inhale {@item suude|TDCSR} again.", "Red suude allows you to use the {@optfeature Distant Spell|PHB} Metamagic option." + ], + "miscTags": [ + "CNS" ] }, { @@ -43222,6 +44303,9 @@ "attachedSpells": [ "true resurrection" ], + "miscTags": [ + "CNS" + ], "hasFluffImages": true }, { @@ -43262,6 +44346,9 @@ ], "lootTables": [ "Magic Item Table I" + ], + "miscTags": [ + "CNS" ] }, { @@ -43309,6 +44396,9 @@ "lootTables": [ "Magic Item Table I" ], + "miscTags": [ + "CNS" + ], "hasFluffImages": true }, { @@ -43680,6 +44770,9 @@ "weight": 5, "entries": [ "Tej is an amber-colored, fermented drink made from honey. It's more common and popular in Chult than beer or ale. A mug of tej costs 4 cp in Port Nyanzaru or 6 cp in Fort Beluarian. A 1-gallon cask costs 2 sp in the city or 3 sp at the fort." + ], + "miscTags": [ + "CNS" ] }, { @@ -44601,6 +45694,9 @@ "value": 300, "entries": [ "This thick marsh root tastes bitter but is thought to aid digestive health. When you use an action to consume a dose, you gain advantage on saving throws against the effects of poisonous or toxic substances for 8 hours." + ], + "miscTags": [ + "CNS" ] }, { @@ -44628,6 +45724,9 @@ ], "attachedSpells": [ "polymorph" + ], + "miscTags": [ + "CNS" ] }, { @@ -44638,6 +45737,9 @@ "rarity": "uncommon", "entries": [ "This potion appears to change color and texture each time you look at it. When you drink the potion, it ends the {@spell polymorph} effect imposed by thessaltoxin." + ], + "miscTags": [ + "CNS" ] }, { @@ -45335,6 +46437,9 @@ ], "poisonTypes": [ "ingested" + ], + "miscTags": [ + "CNS" ] }, { @@ -47114,6 +48219,9 @@ ], "attachedSpells": [ "zone of truth" + ], + "miscTags": [ + "CNS" ] }, { @@ -47467,6 +48575,9 @@ ] }, "You may have more than one kind of resource in the vial, up to the limits expressed above. You can use a bonus action to consume one day of food (or alcohol) or activate one scroll or magic potion. If activating a magic scroll, the effects of that scroll must end before you can activate another scroll from the Vial of Greed." + ], + "miscTags": [ + "CNS" ] }, { @@ -49282,6 +50393,9 @@ "rarity": "none", "entries": [ "More rarely, the orchids produce a smaller pod holding a single white seed. Among its various magical properties, if a white seed is ground and scattered over a dead body, the body is affected by the {@spell resurrection} spell. A white ghost orchid seed has no effect if consumed." + ], + "miscTags": [ + "CNS" ] }, { @@ -50315,6 +51429,9 @@ ], "poisonTypes": [ "injury" + ], + "miscTags": [ + "CNS" ] }, { @@ -50430,6 +51547,9 @@ "entries": [ "Distilled from the ichor of demons, {@item zeal|TDCSR} was originally used by Tal'Dorei's ancient berserkers to grant them incredible strength and courage before battles. These days, it's most commonly used by criminal bruisers before a brawl. Most modern warriors stay well away from {@item zeal|TDCSR}, due both to its addictive nature and to the mental and physical degeneration it can cause over long periods of time. When prepared properly, {@item zeal|TDCSR} is a purple, ashy-tasting gel that typically costs 150 gp per dose.", "After slathering {@item zeal|TDCSR} across your exposed skin as an action, you must make a {@dc 12} Constitution {@quickref saving throws|PHB|2|1|saving throw}. On a failure, you become {@condition paralyzed} for {@dice 1d4} rounds as your muscles lock up. On a success, your weapon attacks deal an additional {@damage 1d6} damage for the next minute. After this effect ends, you gain one level of {@condition exhaustion}." + ], + "miscTags": [ + "CNS" ] }, { @@ -51114,6 +52234,9 @@ "Devastation Orb of Earth|PotA", "Devastation Orb of Fire|PotA", "Devastation Orb of Water|PotA" + ], + "miscTags": [ + "CNS" ] }, { @@ -51324,7 +52447,7 @@ "items": [ "You are immune to disease and poison.", "Using the eye's X-ray vision never causes you to suffer {@condition exhaustion}.", - "You experience premonitions of danger and, unless you are {@condition incapacitated}, can't be {@quickref Surprise|PHB|3|0|surprised}.", + "You experience premonitions of danger and, unless you are {@condition incapacitated}, can't be {@status surprised}.", "If you start your turn with at least 1 hit point, you regain {@dice 1d10} hit points.", "If a creature has a skeleton, you can attempt to turn its bones to jelly with a touch of the {@item Hand of Vecna}. You can do so by using an action to make a melee attack against a creature you can reach, using your choice of your melee attack bonus for weapons or spells. On a hit, the target must succeed on a DC 18 Constitution saving throw or drop to 0 hit points.", "You can use an action to cast {@spell wish}. This property can't be used again until 30 days have passed." @@ -52149,6 +53272,9 @@ "Potion of Hill Giant Strength", "Potion of Stone Giant Strength", "Potion of Storm Giant Strength" + ], + "miscTags": [ + "CNS" ] }, { @@ -52166,6 +53292,9 @@ "Potion of Greater Healing", "Potion of Superior Healing", "Potion of Supreme Healing" + ], + "miscTags": [ + "CNS" ] }, { @@ -52178,6 +53307,9 @@ "Potion of Mind Control (beast)|TftYP", "Potion of Mind Control (humanoid)|TftYP", "Potion of Mind Control (monster)|TftYP" + ], + "miscTags": [ + "CNS" ] }, { @@ -52201,6 +53333,9 @@ ], "lootTables": [ "Magic Item Table B" + ], + "miscTags": [ + "CNS" ] }, { @@ -52563,6 +53698,9 @@ ], "lootTables": [ "Magic Item Table C" + ], + "miscTags": [ + "CNS" ] }, { @@ -52717,6 +53855,9 @@ "Spell Scroll (7th Level)", "Spell Scroll (8th Level)", "Spell Scroll (9th Level)" + ], + "miscTags": [ + "CNS" ] }, { @@ -52733,6 +53874,9 @@ "Spellwrought Tattoo (3rd Level)|TCE", "Spellwrought Tattoo (4th Level)|TCE", "Spellwrought Tattoo (5th Level)|TCE" + ], + "miscTags": [ + "CNS" ] }, { @@ -52863,6 +54007,9 @@ "Suude (Brown)|TDCSR", "Suude (Blue)|TDCSR", "Suude (Red)|TDCSR" + ], + "miscTags": [ + "CNS" ] }, { diff --git a/data/magicvariants.json b/data/magicvariants.json index 483056e..b3a4e30 100644 --- a/data/magicvariants.json +++ b/data/magicvariants.json @@ -1122,7 +1122,7 @@ "page": 66, "rarity": "very rare", "entries": [ - "Ranged attack rolls made with this ammunition have advantage against any creature doesn't have all its hit points." + "Ranged attack rolls made with this ammunition have advantage against any creature that doesn't have all its hit points." ] } }, @@ -3779,7 +3779,7 @@ "rarity": "uncommon", "reqAttune": true, "entries": [ - "This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be {@quickref Surprise|PHB|3|0|surprised}, except when {@condition incapacitated} by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins." + "This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be {@status surprised}, except when {@condition incapacitated} by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins." ], "lootTables": [ "Magic Item Table F" diff --git a/data/makebrew-creature.json b/data/makebrew-creature.json index 8a8149b..0814d47 100644 --- a/data/makebrew-creature.json +++ b/data/makebrew-creature.json @@ -58,7 +58,7 @@ { "name": "Ambusher", "entries": [ - "<$title_short_name$> has advantage on attack rolls against any creature it has {@quickref Surprise|PHB|3|0|surprised}." + "<$title_short_name$> has advantage on attack rolls against any creature it has {@status surprised}." ] }, { @@ -76,7 +76,7 @@ { "name": "Assassinate", "entries": [ - "During its first turn, <$short_name$> has advantage on attack rolls against any creature that hasn't taken a turn. Any hit <$short_name$> scores against a {@quickref Surprise|PHB|3|0|surprised} creature is a critical hit." + "During its first turn, <$short_name$> has advantage on attack rolls against any creature that hasn't taken a turn. Any hit <$short_name$> scores against a {@status surprised} creature is a critical hit." ] }, { @@ -578,7 +578,7 @@ "name": "Horrific Appearance (Sea Hag)", "entries": [ "Any humanoid that starts its turn within 30 feet of <$short_name$> and can see <$short_name$>'s true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if <$short_name$> is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to <$short_name$>'s Horrific Appearance for the next 24 hours.", - "Unless the target is {@quickref Surprise|PHB|3|0|surprised} or the revelation of <$short_name$>'s true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against <$short_name$>." + "Unless the target is {@status surprised} or the revelation of <$short_name$>'s true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against <$short_name$>." ] }, { @@ -819,7 +819,7 @@ "name": "Petrifying Gaze (Basilisk)", "entries": [ "If a creature starts its turn within 30 feet of <$short_name$> and the two of them can see each other, <$short_name$> can force the creature to make a DC 12 Constitution saving throw if <$short_name$> isn't {@condition incapacitated}. On a failed save, the creature magically begins to turn to stone and is {@condition restrained}. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is {@condition petrified} until freed by the greater restoration spell or other magic.", - "A creature that isn't {@quickref Surprise|PHB|3|0|surprised} can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see <$short_name$> until the start of its next turn, when it can avert its eyes again. If it looks at <$short_name$> in the meantime, it must immediately make the save.", + "A creature that isn't {@status surprised} can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see <$short_name$> until the start of its next turn, when it can avert its eyes again. If it looks at <$short_name$> in the meantime, it must immediately make the save.", "If <$short_name$> sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze." ] }, @@ -1294,7 +1294,7 @@ { "name": "Transparent (Gelatinous Cube)", "entries": [ - "Even when <$short_name$> is in plain sight, it takes a successful DC 15 Wisdom ({@skill Perception}) check to spot a <$short_name$> that has neither moved nor attacked. A creature that tries to enter <$short_name$>'s space while unaware of <$short_name$> is {@quickref Surprise|PHB|3|0|surprised} by <$short_name$>." + "Even when <$short_name$> is in plain sight, it takes a successful DC 15 Wisdom ({@skill Perception}) check to spot a <$short_name$> that has neither moved nor attacked. A creature that tries to enter <$short_name$>'s space while unaware of <$short_name$> is {@status surprised} by <$short_name$>." ] }, { diff --git a/data/monsterfeatures.json b/data/monsterfeatures.json index 1db760b..acd51bc 100644 --- a/data/monsterfeatures.json +++ b/data/monsterfeatures.json @@ -9,7 +9,7 @@ { "name": "Ambusher", "example": "Doppelganger", - "effect": "The creature has advantage on attack rolls against any creature it has {@quickref Surprise|PHB|3|0|surprised}.", + "effect": "The creature has advantage on attack rolls against any creature it has {@status surprised}.", "attackBonus": "1" }, { @@ -42,7 +42,7 @@ "example": "Cloaker", "effect": "While attached or grappling a creature, the creature takes only half damage dealt to it (rounded down), and the other creature takes the other half.", "hp": "hp", - "dpr": "hp * 0.33" + "dpr": "hpActual * 0.33" }, { "name": "Enlarge", diff --git a/data/optionalfeatures.json b/data/optionalfeatures.json index 1b23d7d..a5fb259 100644 --- a/data/optionalfeatures.json +++ b/data/optionalfeatures.json @@ -1542,7 +1542,7 @@ } ], "entries": [ - "While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can't be {@quickref Surprise|PHB|3|0|surprised}, provided it isn't {@condition incapacitated}." + "While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can't be {@status surprised}, provided it isn't {@condition incapacitated}." ] }, { @@ -3062,7 +3062,7 @@ } ], "entries": [ - "Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence ({@skill Arcana}) checks, and you can't be {@quickref Surprise|PHB|3|0|surprised} as long as you aren't {@condition incapacitated}.", + "Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence ({@skill Arcana}) checks, and you can't be {@status surprised} as long as you aren't {@condition incapacitated}.", "In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're {@condition incapacitated}. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can't do so again until you finish a short or long rest." ] }, diff --git a/data/psionics.json b/data/psionics.json index e3220be..1e865aa 100644 --- a/data/psionics.json +++ b/data/psionics.json @@ -2284,7 +2284,7 @@ }, "name": "Danger Sense", "entries": [ - "As an action, you create a psychic model of reality in your mind and set it to show you a few seconds into the future. Until your {@status concentration} ends, you can't be {@quickref Surprise|PHB|3|0|surprised}, attack rolls against you can't gain advantage, and you gain a +10 bonus to initiative." + "As an action, you create a psychic model of reality in your mind and set it to show you a few seconds into the future. Until your {@status concentration} ends, you can't be {@status surprised}, attack rolls against you can't gain advantage, and you gain a +10 bonus to initiative." ] }, { diff --git a/data/races.json b/data/races.json index 989af03..36429b4 100644 --- a/data/races.json +++ b/data/races.json @@ -6965,7 +6965,7 @@ { "name": "Ambusher", "entries": [ - "In the first round of a combat, you have advantage on attack rolls against any creature who is {@quickref Surprise|PHB|3|0|surprised}." + "In the first round of a combat, you have advantage on attack rolls against any creature who is {@status surprised}." ], "type": "entries" }, diff --git a/data/rewards.json b/data/rewards.json index 6ed3928..715f5c8 100644 --- a/data/rewards.json +++ b/data/rewards.json @@ -2341,7 +2341,7 @@ { "type": "item", "name": "Power:", - "entry": "The host can't be {@quickref Surprise|PHB|3|0|surprised}, gains advantage on all Wisdom checks, and never takes damage from falling." + "entry": "The host can't be {@status surprised}, gains advantage on all Wisdom checks, and never takes damage from falling." } ] } diff --git a/data/spells/spells-phb.json b/data/spells/spells-phb.json index cb52fe7..c4c5a51 100644 --- a/data/spells/spells-phb.json +++ b/data/spells/spells-phb.json @@ -8298,7 +8298,7 @@ } ], "entries": [ - "You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be {@quickref Surprise|PHB|3|0|surprised} and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.", + "You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be {@status surprised} and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.", "This spell immediately ends if you cast it again before its duration ends." ], "miscTags": [ diff --git a/data/spells/spells-tce.json b/data/spells/spells-tce.json index bc05601..4b7f3f5 100644 --- a/data/spells/spells-tce.json +++ b/data/spells/spells-tce.json @@ -125,6 +125,9 @@ "damageInflict": [ "thunder" ], + "spellAttack": [ + "M" + ], "miscTags": [ "AAD", "SCL" @@ -243,6 +246,9 @@ "damageInflict": [ "fire" ], + "spellAttack": [ + "M" + ], "miscTags": [ "AAD", "SCL", diff --git a/data/tables.json b/data/tables.json index 85e42b0..28f3ee3 100644 --- a/data/tables.json +++ b/data/tables.json @@ -820,7 +820,7 @@ ], [ "5", - "Heightened Awareness. The krasis can't be {@quickref Surprise|PHB|3|0|surprised}, as a result of having sensitive barbels like a catfish, stereoscopic vision like a chameleon, a tongue like a snake, eye stalks like a lobster, or an array of several eyes." + "Heightened Awareness. The krasis can't be {@status surprised}, as a result of having sensitive barbels like a catfish, stereoscopic vision like a chameleon, a tongue like a snake, eye stalks like a lobster, or an array of several eyes." ], [ "6", diff --git a/data/variantrules.json b/data/variantrules.json index 539105a..06d340f 100644 --- a/data/variantrules.json +++ b/data/variantrules.json @@ -5987,7 +5987,7 @@ { "type": "list", "items": [ - "The creature is {@quickref Surprise|PHB|3|0|surprised}.", + "The creature is {@status surprised}.", "The creature is reduced to half its hit points or fewer for the first time in the battle.", "The creature has no way to harm the opposing side on its turn." ] @@ -5996,7 +5996,7 @@ { "type": "list", "items": [ - "All the creatures in the group are {@quickref Surprise|PHB|3|0|surprised}.", + "All the creatures in the group are {@status surprised}.", "The group's leader is reduced to 0 hit points, {@condition incapacitated}, taken prisoner, or removed from battle.", "The group is reduced to half its original size with no losses on the opposing side." ] diff --git a/decks.html b/decks.html index 37c72f9..a30bf5b 100644 --- a/decks.html +++ b/decks.html @@ -121,8 +121,12 @@ -
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@@ -136,30 +140,30 @@ - - - - - - - - - - + + + + + + + + + + - - - - - - - - - - - - - + + + + + + + + + + + + + diff --git a/dmscreen.html b/dmscreen.html index 1369391..be25730 100644 --- a/dmscreen.html +++ b/dmscreen.html @@ -88,30 +88,30 @@ - - - - - - - - - - - - - + + + + + + + + + + + + + - - - - - - - + + + + + + + - - + + diff --git a/encountergen.html b/encountergen.html index 79361b8..ecda178 100644 --- a/encountergen.html +++ b/encountergen.html @@ -105,28 +105,28 @@ - - - - - - - - - - + + + + + + + + + + - - - - - - - - - - - + + + + + + + + + + + diff --git a/feats.html b/feats.html index 32954f5..cfccf19 100644 --- a/feats.html +++ b/feats.html @@ -124,9 +124,13 @@ -
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@@ -136,30 +140,30 @@ - - - - - - - - - - + + + + + + + + + + - - - - - - - - - - - - - + + + + + + + + + + + + + diff --git a/index.html b/index.html index 38f0931..cf62f24 100644 --- a/index.html +++ b/index.html @@ -250,24 +250,24 @@ Unearthed Arcana content can be accessed by cycling the "All Sources" - - - - - - - - - - + + + + + + + + + + - - - - + + + + - - + + diff --git a/inittrackerplayerview.html b/inittrackerplayerview.html index 69bdc25..6272c78 100644 --- a/inittrackerplayerview.html +++ b/inittrackerplayerview.html @@ -85,27 +85,27 @@ - - - - - - - - - - - - + + + + + + + + + + + + - - - - - + + + + + - - + + diff --git a/items.html b/items.html index e8da9c2..e12090e 100644 --- a/items.html +++ b/items.html @@ -152,10 +152,14 @@ -
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+ + +
+ + + +
@@ -165,31 +169,31 @@ - - - - - - - - - - + + + + + + + + + + - - - - - - - - - - - - - - + + + + + + + + + + + + + + diff --git a/js/actions.js b/js/actions.js index dc71818..57e286f 100644 --- a/js/actions.js +++ b/js/actions.js @@ -55,8 +55,6 @@ class ActionsPage extends ListPage { dataProps: ["action"], - isMarkdownPopout: true, - isPreviewable: true, }); } @@ -75,7 +73,7 @@ class ActionsPage extends ListPage { [+] ${it.name} ${time} - ${source} + ${source}
diff --git a/js/backgrounds.js b/js/backgrounds.js index 2eb3f68..fbf967f 100644 --- a/js/backgrounds.js +++ b/js/backgrounds.js @@ -63,8 +63,6 @@ class BackgroundPage extends ListPage { }, dataProps: ["background"], - - isMarkdownPopout: true, }); } @@ -81,7 +79,7 @@ class BackgroundPage extends ListPage { eleLi.innerHTML = ` ${name} ${bg._skillDisplay} - ${source} + ${source} `; const listItem = new ListItem( diff --git a/js/bestiary.js b/js/bestiary.js index 9ee6aa0..48199cc 100644 --- a/js/bestiary.js +++ b/js/bestiary.js @@ -362,8 +362,6 @@ class BestiaryPage extends ListPageMultiSource { environment: {name: "Environment", transform: it => Renderer.monster.getRenderedEnvironment(it)}, }, }, - - isMarkdownPopout: true, propEntryData: "monster", propLoader: "monster", @@ -436,7 +434,7 @@ class BestiaryPage extends ListPageMultiSource { e_({tag: "span", clazz: `ve-col-1-7 ve-text-center`, text: cr}), e_({ tag: "span", - clazz: `ve-col-2 ve-text-center ${Parser.sourceJsonToColor(mon.source)} pr-0`, + clazz: `ve-col-2 ve-text-center ${Parser.sourceJsonToSourceClassname(mon.source)} pr-0`, style: Parser.sourceJsonToStylePart(mon.source), title: `${Parser.sourceJsonToFull(mon.source)}${Renderer.utils.getSourceSubText(mon)}`, text: source, @@ -946,15 +944,6 @@ class BestiaryPage extends ListPageMultiSource { } } - async pHandleUnknownHash (link, sub) { - const src = Object.keys(this._loadedSources) - .find(src => src.toLowerCase() === (UrlUtil.decodeHash(link)[1] || "").toLowerCase()); - if (src) { - await this._pLoadSource(src, "yes"); - Hist.hashChange(); - } - } - _pOnLoad_initVisibleItemsDisplay (...args) { super._pOnLoad_initVisibleItemsDisplay(...arguments); diff --git a/js/blocklist-ui.js b/js/blocklist-ui.js index 511b08e..06078dd 100644 --- a/js/blocklist-ui.js +++ b/js/blocklist-ui.js @@ -3,6 +3,7 @@ class BlocklistUtil { static _IGNORED_CATEGORIES = new Set([ "_meta", + "_test", "linkedLootTables", // `items-base.json` diff --git a/js/bookslist.js b/js/bookslist.js index a9dee1c..39e9280 100644 --- a/js/bookslist.js +++ b/js/bookslist.js @@ -98,7 +98,11 @@ class AdventuresBooksList { this.addData(data); await handleBrew(await PrereleaseUtil.pGetBrewProcessed()); await handleBrew(await BrewUtil2.pGetBrewProcessed()); - ManageBrewUi.bindBtnOpen($(`#manage-brew`)); + // TODO(MODULES) refactor + import("./utils-brew/utils-brew-ui-manage.js") + .then(({ManageBrewUi}) => { + ManageBrewUi.bindBtngroupManager(e_({id: "btngroup-manager"})); + }); this._list.init(); this._listAlt.init(); @@ -179,7 +183,7 @@ class AdventuresBooksList { this._list.addItem(listItem); // region Alt list (covers/thumbnails) - const eleLiAlt = $(` + const eleLiAlt = $(` Cover Image: ${(it.name ||
${it.name}
`)[0]; diff --git a/js/charcreationoptions.js b/js/charcreationoptions.js index 1d5316f..7a1fa2b 100644 --- a/js/charcreationoptions.js +++ b/js/charcreationoptions.js @@ -56,8 +56,6 @@ class CharCreationOptionsPage extends ListPage { pageFilter, dataProps: ["charoption"], - - isMarkdownPopout: true, }); } @@ -73,7 +71,7 @@ class CharCreationOptionsPage extends ListPage { eleLi.innerHTML = ` ${it._fOptionType} ${it.name} - ${source} + ${source} `; const listItem = new ListItem( diff --git a/js/classes.js b/js/classes.js index 492a4cb..5219b71 100644 --- a/js/classes.js +++ b/js/classes.js @@ -302,17 +302,21 @@ class ClassesPage extends MixinComponentGlobalState(MixinBaseComponent(MixinProx this._pageFilter.trimState(); - ManageBrewUi.bindBtnOpen($(`#manage-brew`)); + // TODO(MODULES) refactor + import("./utils-brew/utils-brew-ui-manage.js") + .then(({ManageBrewUi}) => { + ManageBrewUi.bindBtngroupManager(e_({id: "btngroup-manager"})); + }); this._renderListFeelingLucky({isCompact: true, $btnReset}); - window.onhashchange = this._handleHashChange.bind(this); + window.onhashchange = this._pHandleHashChange.bind(this); this._list.init(); $(`.initial-message`).text(`Select a class from the list to view it here`); // Silently prepare our initial state - this._setClassFromHash(Hist.initialLoad); + await this._pSetClassFromHash(Hist.initialLoad); this._setStateFromHash(Hist.initialLoad); await this._pInitAndRunRender(); @@ -467,21 +471,23 @@ class ClassesPage extends MixinComponentGlobalState(MixinBaseComponent(MixinProx const rawLocation = window.location.hash; const location = rawLocation[0] === "#" ? rawLocation.slice(1) : rawLocation; if (nxtHash !== location) { - if (isSuppressHistory) Hist.replaceHistoryHash(nxtHash); - else window.location.hash = nxtHash; + if (isSuppressHistory) { + Hist.replaceHistoryHash(nxtHash); + this._updateSelected(); + } else window.location.hash = nxtHash; } } - _handleHashChange () { + async _pHandleHashChange () { // Parity with the implementation in hist.js if (Hist.isHistorySuppressed) return Hist.setSuppressHistory(false); - this._setClassFromHash(); + await this._pSetClassFromHash(); this._setStateFromHash(); } - _setClassFromHash (isInitialLoad) { - const [link] = Hist.getHashParts(); + async _pSetClassFromHash (isInitialLoad) { + const [link, ...sub] = Hist.getHashParts(); let ixToLoad; @@ -489,8 +495,10 @@ class ClassesPage extends MixinComponentGlobalState(MixinBaseComponent(MixinProx else { const listItem = Hist.getActiveListItem(link); - if (listItem == null) ixToLoad = -1; - else { + if (listItem == null) { + ixToLoad = -1; + if (link && await this.pHandleUnknownHash(link, sub)) return; + } else { const toLoad = listItem.ix; if (toLoad == null) ixToLoad = -1; else ixToLoad = listItem.ix; @@ -507,6 +515,8 @@ class ClassesPage extends MixinComponentGlobalState(MixinBaseComponent(MixinProx document.title = `${cls ? cls.name : "Classes"} - 5etools`; this._updateSelected(); target._ = ixToLoad; + } else { + this._updateSelected(); } } else { // This should never occur (failed loads should pick the first list item), but attempt to handle it semi-gracefully @@ -516,7 +526,7 @@ class ClassesPage extends MixinComponentGlobalState(MixinBaseComponent(MixinProx } _setStateFromHash (isInitialLoad) { - let [_, ...subs] = Hist.getHashParts(); + let [, ...subs] = Hist.getHashParts(); subs = this.filterBox.setFromSubHashes(subs); const target = isInitialLoad ? this.__state : this._state; @@ -673,7 +683,7 @@ class ClassesPage extends MixinComponentGlobalState(MixinBaseComponent(MixinProx const $lnk = $(` ${cls.name} - ${source} + ${source} `); const $ele = $$`
  • ${$lnk}
  • `; @@ -777,8 +787,8 @@ class ClassesPage extends MixinComponentGlobalState(MixinBaseComponent(MixinProx // reset all hooks in preparation for rendering this._initHashAndStateSync(); this.filterBox - .off(FilterBox.EVNT_VALCHANGE) - .on(FilterBox.EVNT_VALCHANGE, () => this._handleFilterChange(true)); + .off(FILTER_BOX_EVNT_VALCHANGE) + .on(FILTER_BOX_EVNT_VALCHANGE, () => this._handleFilterChange(true)); // region bind list updates const hkSetHref = () => { @@ -1463,7 +1473,7 @@ class ClassesPage extends MixinComponentGlobalState(MixinBaseComponent(MixinProx const isClassFeatureVariantsDisplayed = f[this._pageFilter.optionsFilter.header].isClassFeatureVariant; $btnToggleFeatureVariants.toggleClass("active", isClassFeatureVariantsDisplayed); }; - this.filterBox.on(FilterBox.EVNT_VALCHANGE, () => hkUpdateBtnFeatureVariants()); + this.filterBox.on(FILTER_BOX_EVNT_VALCHANGE, () => hkUpdateBtnFeatureVariants()); hkUpdateBtnFeatureVariants(); const $btnToggleFluff = ComponentUiUtil.$getBtnBool(this, "isShowFluff", {text: "Info"}).title("Toggle Class Info"); @@ -1565,6 +1575,7 @@ class ClassesPage extends MixinComponentGlobalState(MixinBaseComponent(MixinProx SourceUtil.FILTER_GROUP_STANDARD, SourceUtil.FILTER_GROUP_PARTNERED, SourceUtil.FILTER_GROUP_NON_STANDARD, + SourceUtil.FILTER_GROUP_PRERELEASE, SourceUtil.FILTER_GROUP_HOMEBREW, ].filter(it => !toInclude.includes(it)); @@ -1613,7 +1624,7 @@ class ClassesPage extends MixinComponentGlobalState(MixinBaseComponent(MixinProx this._proxyAssign("state", "_state", "__state", cls.subclasses.mergeMap(sc => ({[UrlUtil.getStateKeySubclass(sc)]: false}))); }); - this.filterBox.on(FilterBox.EVNT_VALCHANGE, this._handleSubclassFilterChange.bind(this)); + this.filterBox.on(FILTER_BOX_EVNT_VALCHANGE, this._handleSubclassFilterChange.bind(this)); this._handleSubclassFilterChange(); // Remove the temporary "hidden" class used to prevent popping this._listSubclass.items.forEach(it => it.ele.showVe()); diff --git a/js/conditionsdiseases.js b/js/conditionsdiseases.js index 46519d2..352f17e 100644 --- a/js/conditionsdiseases.js +++ b/js/conditionsdiseases.js @@ -57,8 +57,6 @@ class ConditionsDiseasesPage extends ListPage { dataProps: ["condition", "disease", "status"], - isMarkdownPopout: true, - isPreviewable: true, }); } @@ -76,7 +74,7 @@ class ConditionsDiseasesPage extends ListPage { [+] ${PageFilterConditionsDiseases.getDisplayProp(it.__prop)} ${it.name} - ${source} + ${source}
    diff --git a/js/converter-item.js b/js/converter-item.js index 526100d..0d28e03 100644 --- a/js/converter-item.js +++ b/js/converter-item.js @@ -108,8 +108,9 @@ class ItemParser extends BaseParser { ChargeTag.tryRun(stats); RechargeTypeTag.tryRun(stats, {cbMan: () => options.cbWarning(`${manName}Recharge type requires manual conversion`)}); RechargeAmountTag.tryRun(stats, {cbMan: () => options.cbWarning(`${manName}Recharge amount requires manual conversion`)}); - BonusTag.tryRun(stats); ItemMiscTag.tryRun(stats); + BonusTag.tryRun(stats); + ItemOtherTagsTag.tryRun(stats); ItemSpellcastingFocusTag.tryRun(stats); DamageResistanceTag.tryRun(stats, {cbMan: () => options.cbWarning(`${manName}Damage resistance tagging requires manual conversion`)}); DamageImmunityTag.tryRun(stats, {cbMan: () => options.cbWarning(`${manName}Damage immunity tagging requires manual conversion`)}); diff --git a/js/converterutils-creature.js b/js/converterutils-creature.js index 3f94a8f..79cc5f0 100644 --- a/js/converterutils-creature.js +++ b/js/converterutils-creature.js @@ -299,7 +299,7 @@ class AcConvert { case "half-plate": return "{@item half plate armor|phb}"; case "scale armor": return "{@item scale mail|phb}"; - case "splint armor": return "{@item splint mail|phb}"; + case "splint armor": return "{@item splint armor|phb}"; case "chain shirt": return "{@item chain shirt|phb}"; case "shields": return "{@item shield|phb|shields}"; @@ -741,6 +741,8 @@ class TraitActionTag { "tunneler": "Tunneler", "beast of burden": "Beast of Burden", + + "mimicry": "Mimicry", }, action: { "multiattack": "Multiattack", @@ -1271,11 +1273,14 @@ class MiscTag { static _THROWN_WEAPON_MATCHERS = null; static _IS_INIT = false; + static _WALKER = null; static init ({items}) { if (this._IS_INIT) return; this._IS_INIT = true; + this._WALKER = MiscUtil.getWalker({isNoModification: true, keyBlocklist: MiscUtil.GENERIC_WALKER_ENTRIES_KEY_BLOCKLIST}); + const weaponsBase = items .filter(it => it._category === "Basic" && (it.type === "M" || it.type === "W")); @@ -1292,6 +1297,8 @@ class MiscTag { .map(it => new RegExp(`(^|\\W)(${it.name.escapeRegexp()})(\\W|$)`, "gi")); } + /* -------------------------------------------- */ + /** @return empty string for easy use in `.replace` */ static _addTag ({tagSet, allowlistTags, tag}) { if (allowlistTags != null && !allowlistTags.has(tag)) return ""; @@ -1299,68 +1306,191 @@ class MiscTag { return ""; } + /* -------------------------------------------- */ + static _handleProp ({m, prop, tagSet, allowlistTags}) { if (!m[prop]) return; - m[prop].forEach(it => { - let hasRangedAttack = false; - - const strEntries = it.entries ? JSON.stringify(it.entries, null, "\t") : null; - - if (strEntries) { - // Weapon attacks - // - any melee/ranged attack - strEntries.replace(/{@atk ([^}]+)}/g, (...mx) => { - const spl = mx[1].split(","); - if (spl.includes("rw")) { - this._addTag({tagSet, allowlistTags, tag: "RW"}); - hasRangedAttack = true; - } - if (spl.includes("mw")) this._addTag({tagSet, allowlistTags, tag: "MW"}); - }); - - // - reach - strEntries.replace(/reach (\d+) ft\./g, (...m) => { - if (Number(m[1]) > 5) this._addTag({tagSet, allowlistTags, tag: "RCH"}); - }); - - // AoE effects - strEntries.replace(/\d+-foot[- ](line|cube|cone|radius|sphere|hemisphere|cylinder)/g, () => this._addTag({tagSet, allowlistTags, tag: "AOE"})); - strEntries.replace(/each creature within \d+ feet/gi, () => this._addTag({tagSet, allowlistTags, tag: "AOE"})); - - strEntries.replace(/\bhit point maximum is reduced\b/gi, () => this._addTag({tagSet, allowlistTags, tag: "HPR"})); - } - - if (it.name) { - // Melee weapons - // Ranged weapon - [ - {res: this._MELEE_WEAPON_MATCHERS, tag: "MLW"}, - {res: this._RANGED_WEAPON_MATCHERS, tag: "RNG"}, - ] - .forEach(({res, tag}) => { - res - .forEach(re => { - it.name - .replace(re, () => { - const mAtk = /{@atk ([^}]+)}/.exec(strEntries || ""); - if (mAtk) { - const spl = mAtk[1].split(","); - // Avoid adding the "ranged attack" tag for spell attacks - if (spl.includes("rs")) return ""; - } - this._addTag({tagSet, allowlistTags, tag}); - return ""; - }); - }); - }); - - // Thrown weapon - if (hasRangedAttack) this._THROWN_WEAPON_MATCHERS.forEach(r => it.name.replace(r, () => this._addTag({tagSet, allowlistTags, tag: "THW"}))); - } + m[prop].forEach(subEntry => { + this._handleProp_attacks({subEntry, tagSet, allowlistTags}); + this._handleProp_curse({subEntry, tagSet, allowlistTags}); + this._handleProp_disease({subEntry, tagSet, allowlistTags}); + this._handleProp_other({subEntry, tagSet, allowlistTags}); }); } + /* --------------------- */ + + static _handleProp_attacks ( + { + subEntry, + tagSet, + allowlistTags, + }, + ) { + let hasRangedAttack = false; + + // Weapon attacks + this._WALKER.walk( + subEntry.entries, + { + string: (str) => { + // - any melee/ranged attack + str + .replace(/{@atk ([^}]+)}/g, (...mx) => { + const spl = mx[1].split(","); + + if (spl.includes("rw")) { + this._addTag({tagSet, allowlistTags, tag: "RW"}); + hasRangedAttack = true; + } + + if (spl.includes("mw")) this._addTag({tagSet, allowlistTags, tag: "MW"}); + }); + + // - reach + str + .replace(/reach (\d+) ft\./g, (...m) => { + if (Number(m[1]) > 5) this._addTag({tagSet, allowlistTags, tag: "RCH"}); + }); + }, + }, + ); + + if (!subEntry.name) return; + + // Melee weapons + // Ranged weapon + [ + {res: this._MELEE_WEAPON_MATCHERS, tag: "MLW"}, + {res: this._RANGED_WEAPON_MATCHERS, tag: "RNG"}, + ] + .forEach(({res, tag}) => { + res + .forEach(re => { + if (!re.test(subEntry.name)) return; + + this._WALKER.walk( + subEntry.entries, + { + string: (str) => { + const mAtk = /{@atk ([^}]+)}/.exec(str || ""); + if (mAtk) { + const spl = mAtk[1].split(","); + // Avoid adding the "ranged attack" tag for spell attacks + if (spl.includes("rs")) return ""; + } + this._addTag({tagSet, allowlistTags, tag}); + return ""; + }, + }, + ); + }); + }); + + // Thrown weapon + if (hasRangedAttack) this._THROWN_WEAPON_MATCHERS.forEach(r => subEntry.name.replace(r, () => this._addTag({tagSet, allowlistTags, tag: "THW"}))); + } + + /* --------------------- */ + + static _handleProp_curse ( + { + subEntry, + tagSet, + allowlistTags, + }, + ) { + this._WALKER.walk( + subEntry.entries, + { + string: (str) => { + const strClean = str + .replace(/{@spell bestow curse[^}]+}/gi, " - ") // Ignore the spell; it already has a dedicated filter + ; + + const isCurseLine = /\bbe(?:comes)? cursed\b/.test(strClean) + || /\bis cursed\b/.test(strClean) + ; + + if (!isCurseLine) return; + + // Treat "curses" with limited durations as generic combat effects, rather than real curses + const isLimitedDuration = /\bfor \d+ (turn|round|minute)s?\b/i.test(strClean) + || /\bfor 1 hour\b/i.test(strClean) // Consider e.g. "24 hours" sufficient time + || /\bnext turn\b/i.test(strClean) + ; + + if (isLimitedDuration) return false; + + this._addTag({tagSet, allowlistTags, tag: "CUR"}); + }, + }, + ); + } + + /* --------------------- */ + + static _RES_DISEASE = [ + /\bbecome diseased\b/i, + /\binfected with a disease\b/i, + + /\binfected with the [^.!?]+ disease\b/i, + + /\bsuffer the [^.!?]+ disease\b/i, + + /\bcontract a disease\b/i, + /\bcontract the [^.!?]+ disease\b/i, + + /\bsaving throw against disease\b/i, + + /\bany effect that cures disease\b/i, + /\buntil the disease is cured\b/i, + ]; + + static _handleProp_disease ( + { + subEntry, + tagSet, + allowlistTags, + }, + ) { + this._WALKER.walk( + subEntry.entries, + { + string: (str) => { + if (this._RES_DISEASE.some(re => re.test(str))) this._addTag({tagSet, allowlistTags, tag: "DIS"}); + }, + }, + ); + } + + /* --------------------- */ + + static _handleProp_other ( + { + subEntry, + tagSet, + allowlistTags, + }, + ) { + this._WALKER.walk( + subEntry.entries, + { + string: (str) => { + // AoE effects + str.replace(/\d+-foot[- ](line|cube|cone|radius|sphere|hemisphere|cylinder)/g, () => this._addTag({tagSet, allowlistTags, tag: "AOE"})); + str.replace(/each creature within \d+ feet/gi, () => this._addTag({tagSet, allowlistTags, tag: "AOE"})); + + // Hit point max reduction + str.replace(/\bhit point maximum is reduced\b/gi, () => this._addTag({tagSet, allowlistTags, tag: "HPR"})); + }, + }, + ); + } + + /* -------------------------------------------- */ + static tryRun (m, {isAdditiveOnly = false, allowlistTags = null} = {}) { const tagSet = new Set(isAdditiveOnly ? m.miscTags || [] : []); MiscTag._handleProp({m, prop: "action", tagSet, allowlistTags}); diff --git a/js/converterutils-item.js b/js/converterutils-item.js index d0f9f0d..9b92eed 100644 --- a/js/converterutils-item.js +++ b/js/converterutils-item.js @@ -494,23 +494,62 @@ class BasicTextClean { globalThis.BasicTextClean = BasicTextClean; -class ItemMiscTag { +class ItemOtherTagsTag { static tryRun (it, opts) { if (!(it.entries || (it.inherits && it.inherits.entries))) return; - const isInherits = !it.entries && it.inherits.entries; const tgt = it.entries ? it : it.inherits; const strEntries = JSON.stringify(it.entries || it.inherits.entries); - strEntries.replace(/"Sentience"/, (...m) => tgt.sentient = true); - strEntries.replace(/"Curse"/, (...m) => tgt.curse = true); + strEntries.replace(/"Sentience"/, () => tgt.sentient = true); + strEntries.replace(/"Curse"/, () => tgt.curse = true); - strEntries.replace(/you[^.]* (gain|have)? proficiency/gi, (...m) => tgt.grantsProficiency = true); - strEntries.replace(/you gain[^.]* following proficiencies/gi, (...m) => tgt.grantsProficiency = true); - strEntries.replace(/you are[^.]* considered proficient/gi, (...m) => tgt.grantsProficiency = true); + strEntries.replace(/you[^.]* (gain|have)? proficiency/gi, () => tgt.grantsProficiency = true); + strEntries.replace(/you gain[^.]* following proficiencies/gi, () => tgt.grantsProficiency = true); + strEntries.replace(/you are[^.]* considered proficient/gi, () => tgt.grantsProficiency = true); - strEntries.replace(/[Yy]ou can speak( and understand)? [A-Z]/g, (...m) => tgt.grantsLanguage = true); + strEntries.replace(/[Yy]ou can speak( and understand)? [A-Z]/g, () => tgt.grantsLanguage = true); + } +} + +globalThis.ItemOtherTagsTag = ItemOtherTagsTag; + +class ItemMiscTag { + /** @return empty string for easy use in `.replace` */ + static _addTag ({tagSet, allowlistTags, tag}) { + if (allowlistTags != null && !allowlistTags.has(tag)) return ""; + tagSet.add(tag); + return ""; + } + + static tryRun (ent, {isAdditiveOnly = false, allowlistTags = null} = {}) { + const tagSet = new Set(isAdditiveOnly ? ent.miscTags || [] : []); + const tgt = ent.inherits || ent; + this._tryRun_consumable({tagSet, allowlistTags, tgt}); + if (tagSet.size) ent.miscTags = [...tagSet].sort(SortUtil.ascSortLower); + else if (!isAdditiveOnly) delete ent.miscTags; + } + + static _tryRun_consumable ({tagSet, allowlistTags, tgt}) { + if ( + [ + "AF", // Futuristic Ammo + "EXP", // Explosive + "FD", // Food and Drink + "IDG", // Illegal Drug + "P", // Potion + "SC", // Scroll + ] + .includes(tgt.type) + ) { + this._addTag({tagSet, allowlistTags, tag: "CNS"}); + return; + } + + if (tgt.poison) { + this._addTag({tagSet, allowlistTags, tag: "CNS"}); + } } } diff --git a/js/converterutils.js b/js/converterutils.js index bd347d0..bf62612 100644 --- a/js/converterutils.js +++ b/js/converterutils.js @@ -402,7 +402,7 @@ class TagCondition { "unconscious", ]; - static _STATUS_MATCHER = new RegExp(`\\b(concentration)\\b`, "g"); + static _STATUS_MATCHER = new RegExp(`\\b(concentration|surprised)\\b`, "g"); static _STATUS_MATCHER_ALT = new RegExp(`\\b(concentrating)\\b`, "g"); diff --git a/js/crcalculator.js b/js/crcalculator.js index 5b1733d..d772a47 100644 --- a/js/crcalculator.js +++ b/js/crcalculator.js @@ -168,8 +168,12 @@ function addMonsterFeatures (mfData) { function calculateCr () { const expectedCr = parseInt($("#expectedcr").val()); + // Effective HP let hp = parseInt($("#crcalc #hp").val()); + // Used in e.g. "Damage Transfer" + const hpActual = hp; + if ($("#vulnerabilities").prop("checked")) hp *= 0.5; if ($("#resistances").val() === "res") { if (expectedCr >= 0 && expectedCr <= 4) hp *= 2; diff --git a/js/cultsboons.js b/js/cultsboons.js index d307ae8..d34cd9f 100644 --- a/js/cultsboons.js +++ b/js/cultsboons.js @@ -59,8 +59,6 @@ class CultsBoonsPage extends ListPage { pageFilter, dataProps: ["cult", "boon"], - - isMarkdownPopout: true, }); } @@ -80,7 +78,7 @@ class CultsBoonsPage extends ListPage { ${it._lType} ${it._lSubType} ${it.name} - ${source} + ${source} `; const listItem = new ListItem( diff --git a/js/decks.js b/js/decks.js index b09c78e..57cad6c 100644 --- a/js/decks.js +++ b/js/decks.js @@ -136,7 +136,7 @@ class DecksPage extends ListPage { eleLi.innerHTML = ` ${ent.name} - ${source} + ${source} `; const listItem = new ListItem( diff --git a/js/deities.js b/js/deities.js index 8d331b5..5e14603 100644 --- a/js/deities.js +++ b/js/deities.js @@ -68,7 +68,7 @@ class DeitiesPage extends ListPage { dataProps: ["deity"], - isMarkdownPopout: true, + listSyntax: new ListSyntaxDeities({fnGetDataList: () => this._dataList}), }); } @@ -88,7 +88,7 @@ class DeitiesPage extends ListPage { ${ent.pantheon} ${alignment} ${domains} - ${source} + ${source} `; const listItem = new ListItem( diff --git a/js/feats.js b/js/feats.js index 302aef9..c158568 100644 --- a/js/feats.js +++ b/js/feats.js @@ -68,8 +68,6 @@ class FeatsPage extends ListPage { }, isPreviewable: true, - - isMarkdownPopout: true, }); } @@ -87,7 +85,7 @@ class FeatsPage extends ListPage { ${feat.name} ${feat._slAbility} ${feat._slPrereq} - ${source} + ${source}
    diff --git a/js/filter-actions.js b/js/filter-actions.js index 7368d70..f9dce7a 100644 --- a/js/filter-actions.js +++ b/js/filter-actions.js @@ -1,6 +1,6 @@ "use strict"; -class PageFilterActions extends PageFilter { +class PageFilterActions extends PageFilterBase { static getTimeText (time) { return typeof time === "string" ? time : Parser.getTimeToFull(time); } diff --git a/js/filter-backgrounds.js b/js/filter-backgrounds.js index b9c8be9..f8c6663 100644 --- a/js/filter-backgrounds.js +++ b/js/filter-backgrounds.js @@ -1,6 +1,6 @@ "use strict"; -class PageFilterBackgrounds extends PageFilter { +class PageFilterBackgrounds extends PageFilterBase { // TODO(Future) expand/move to `Renderer.generic` static _getToolDisplayText (tool) { if (tool === "anyTool") return "Any Tool"; @@ -106,7 +106,7 @@ class PageFilterBackgrounds extends PageFilter { globalThis.PageFilterBackgrounds = PageFilterBackgrounds; -class ModalFilterBackgrounds extends ModalFilter { +class ModalFilterBackgrounds extends ModalFilterBase { /** * @param opts * @param opts.namespace @@ -128,7 +128,7 @@ class ModalFilterBackgrounds extends ModalFilter { {sort: "skills", text: "Skills", width: "6"}, {sort: "source", text: "Source", width: "1"}, ]; - return ModalFilter._$getFilterColumnHeaders(btnMeta); + return ModalFilterBase._$getFilterColumnHeaders(btnMeta); } async _pLoadAllData () { @@ -155,7 +155,7 @@ class ModalFilterBackgrounds extends ModalFilter {
    ${bg._versionBase_isVersion ? `` : ""}${bg.name}
    ${bg._skillDisplay}
    -
    ${source}${Parser.sourceJsonToMarkerHtml(bg.source)}
    +
    ${source}${Parser.sourceJsonToMarkerHtml(bg.source)}
    `; const btnShowHidePreview = eleRow.firstElementChild.children[1].firstElementChild; diff --git a/js/filter-bestiary.js b/js/filter-bestiary.js index 2da6a46..4d6ec5a 100644 --- a/js/filter-bestiary.js +++ b/js/filter-bestiary.js @@ -1,6 +1,6 @@ "use strict"; -class PageFilterBestiary extends PageFilter { +class PageFilterBestiary extends PageFilterBase { static _NEUT_ALIGNS = ["NX", "NY"]; static MISC_FILTER_SPELLCASTER = "Spellcaster, "; static _RE_SPELL_TAG = /{@spell ([^}]+)}/g; @@ -622,7 +622,7 @@ class PageFilterBestiary extends PageFilter { globalThis.PageFilterBestiary = PageFilterBestiary; -class ModalFilterBestiary extends ModalFilter { +class ModalFilterBestiary extends ModalFilterBase { /** * @param opts * @param opts.namespace @@ -646,7 +646,7 @@ class ModalFilterBestiary extends ModalFilter { {sort: "cr", text: "CR", width: "2"}, {sort: "source", text: "Source", width: "1"}, ]; - return ModalFilter._$getFilterColumnHeaders(btnMeta); + return ModalFilterBase._$getFilterColumnHeaders(btnMeta); } async _pLoadAllData () { @@ -679,7 +679,7 @@ class ModalFilterBestiary extends ModalFilter {
    ${mon._versionBase_isVersion ? `` : ""}${mon.name}
    ${type}
    ${cr}
    -
    ${source}${Parser.sourceJsonToMarkerHtml(mon.source)}
    +
    ${source}${Parser.sourceJsonToMarkerHtml(mon.source)}
    `; const btnShowHidePreview = eleRow.firstElementChild.children[1].firstElementChild; diff --git a/js/filter-charcreationoptions.js b/js/filter-charcreationoptions.js index 8738e84..73c351a 100644 --- a/js/filter-charcreationoptions.js +++ b/js/filter-charcreationoptions.js @@ -1,6 +1,6 @@ "use strict"; -class PageFilterCharCreationOptions extends PageFilter { +class PageFilterCharCreationOptions extends PageFilterBase { static _filterFeatureTypeSort (a, b) { return SortUtil.ascSort(Parser.charCreationOptionTypeToFull(a.item), Parser.charCreationOptionTypeToFull(b.item)); } diff --git a/js/filter-classes-raw.js b/js/filter-classes-raw.js index 27c889c..6ce59cb 100644 --- a/js/filter-classes-raw.js +++ b/js/filter-classes-raw.js @@ -616,7 +616,7 @@ class PageFilterClassesRaw extends PageFilterClassesBase { globalThis.PageFilterClassesRaw = PageFilterClassesRaw; -class ModalFilterClasses extends ModalFilter { +class ModalFilterClasses extends ModalFilterBase { /** * @param opts * @param opts.namespace @@ -830,7 +830,7 @@ class ModalFilterClasses extends ModalFilter { pageFilter.trimState(); - pageFilter.filterBox.on(FilterBox.EVNT_VALCHANGE, handleFilterChange); + pageFilter.filterBox.on(FILTER_BOX_EVNT_VALCHANGE, handleFilterChange); pageFilter.filterBox.render(); handleFilterChange(); @@ -968,7 +968,7 @@ class ModalFilterClasses extends ModalFilter { eleLabel.innerHTML = `
    ${cls._versionBase_isVersion ? `` : ""}${cls.name}
    -
    ${source}${Parser.sourceJsonToMarkerHtml(cls.source)}
    `; +
    ${source}${Parser.sourceJsonToMarkerHtml(cls.source)}
    `; return new ListItem( clsI, @@ -992,7 +992,7 @@ class ModalFilterClasses extends ModalFilter { eleLabel.innerHTML = `
    ${sc._versionBase_isVersion ? `` : ""}\u2014 ${sc.name}
    -
    ${source}${Parser.sourceJsonToMarkerHtml(sc.source)}
    `; +
    ${source}${Parser.sourceJsonToMarkerHtml(sc.source)}
    `; return new ListItem( `${clsI}--${scI}`, diff --git a/js/filter-classes.js b/js/filter-classes.js index fa85fe3..7fbcec4 100644 --- a/js/filter-classes.js +++ b/js/filter-classes.js @@ -1,6 +1,6 @@ "use strict"; -class PageFilterClassesBase extends PageFilter { +class PageFilterClassesBase extends PageFilterBase { constructor () { super(); diff --git a/js/filter-conditionsdiseases.js b/js/filter-conditionsdiseases.js index 013f0fe..534efa2 100644 --- a/js/filter-conditionsdiseases.js +++ b/js/filter-conditionsdiseases.js @@ -1,6 +1,6 @@ "use strict"; -class PageFilterConditionsDiseases extends PageFilter { +class PageFilterConditionsDiseases extends PageFilterBase { // region static static getDisplayProp (prop) { return prop === "status" ? "Other" : Parser.getPropDisplayName(prop); diff --git a/js/filter-cultsboons.js b/js/filter-cultsboons.js index 5dcf9a0..b0509f1 100644 --- a/js/filter-cultsboons.js +++ b/js/filter-cultsboons.js @@ -1,6 +1,6 @@ "use strict"; -class PageFilterCultsBoons extends PageFilter { +class PageFilterCultsBoons extends PageFilterBase { constructor () { super(); diff --git a/js/filter-decks.js b/js/filter-decks.js index 0e5c17f..c3df84b 100644 --- a/js/filter-decks.js +++ b/js/filter-decks.js @@ -1,6 +1,6 @@ "use strict"; -class PageFilterDecks extends PageFilter { +class PageFilterDecks extends PageFilterBase { constructor () { super(); diff --git a/js/filter-deities.js b/js/filter-deities.js index 301e84a..31b6b26 100644 --- a/js/filter-deities.js +++ b/js/filter-deities.js @@ -1,6 +1,6 @@ "use strict"; -class PageFilterDeities extends PageFilter { +class PageFilterDeities extends PageFilterBase { static unpackAlignment (ent) { ent.alignment.sort(SortUtil.alignmentSort); if (ent.alignment.length === 2 && ent.alignment.includes("N")) { @@ -85,3 +85,22 @@ class PageFilterDeities extends PageFilter { } globalThis.PageFilterDeities = PageFilterDeities; + +class ListSyntaxDeities extends ListUiUtil.ListSyntax { + _getSearchCacheStats (entity) { + const ptrOut = {_: ""}; + + const entriesMeta = Renderer.deity.getDeityRenderableEntriesMeta(entity); + Object.entries(entriesMeta.entriesAttributes) + .forEach(entry => this._getSearchCache_handleEntry(entry, ptrOut)); + + return ptrOut._; + } + + /** Treat entries on the deity as "fluff" */ + async _pGetSearchCacheFluff (entity) { + return this._getSearchCache_entries(entity, {indexableProps: ["entries"]}); + } +} + +globalThis.ListSyntaxDeities = ListSyntaxDeities; diff --git a/js/filter-feats.js b/js/filter-feats.js index 552ea29..c86f98f 100644 --- a/js/filter-feats.js +++ b/js/filter-feats.js @@ -1,6 +1,6 @@ "use strict"; -class PageFilterFeats extends PageFilter { +class PageFilterFeats extends PageFilterBase { // region static static _PREREQ_KEYs_OTHER_IGNORED = new Set(["level"]); // endregion @@ -147,7 +147,7 @@ class PageFilterFeats extends PageFilter { globalThis.PageFilterFeats = PageFilterFeats; -class ModalFilterFeats extends ModalFilter { +class ModalFilterFeats extends ModalFilterBase { /** * @param opts * @param opts.namespace @@ -170,7 +170,7 @@ class ModalFilterFeats extends ModalFilter { {sort: "prerequisite", text: "Prerequisite", width: "3"}, {sort: "source", text: "Source", width: "1"}, ]; - return ModalFilter._$getFilterColumnHeaders(btnMeta); + return ModalFilterBase._$getFilterColumnHeaders(btnMeta); } async _pLoadAllData () { @@ -198,7 +198,7 @@ class ModalFilterFeats extends ModalFilter {
    ${feat._versionBase_isVersion ? `` : ""}${feat.name}
    ${feat._slAbility} ${feat._slPrereq} -
    ${source}${Parser.sourceJsonToMarkerHtml(feat.source)}
    +
    ${source}${Parser.sourceJsonToMarkerHtml(feat.source)}
    `; const btnShowHidePreview = eleRow.firstElementChild.children[1].firstElementChild; diff --git a/js/filter-items.js b/js/filter-items.js index e8c3532..46f9758 100644 --- a/js/filter-items.js +++ b/js/filter-items.js @@ -1,6 +1,6 @@ "use strict"; -class PageFilterEquipment extends PageFilter { +class PageFilterEquipment extends PageFilterBase { static _MISC_FILTER_ITEMS = [ "Item Group", "Bundle", @@ -442,7 +442,7 @@ class PageFilterItems extends PageFilterEquipment { globalThis.PageFilterItems = PageFilterItems; -class ModalFilterItems extends ModalFilter { +class ModalFilterItems extends ModalFilterBase { /** * @param opts * @param opts.namespace @@ -465,7 +465,7 @@ class ModalFilterItems extends ModalFilter { {sort: "type", text: "Type", width: "6"}, {sort: "source", text: "Source", width: "1"}, ]; - return ModalFilter._$getFilterColumnHeaders(btnMeta); + return ModalFilterBase._$getFilterColumnHeaders(btnMeta); } async _pInit () { @@ -502,7 +502,7 @@ class ModalFilterItems extends ModalFilter {
    ${item._versionBase_isVersion ? `` : ""}${item.name}
    ${type.uppercaseFirst()}
    -
    ${source}${Parser.sourceJsonToMarkerHtml(item.source)}
    +
    ${source}${Parser.sourceJsonToMarkerHtml(item.source)}
    `; const btnShowHidePreview = eleRow.firstElementChild.children[1].firstElementChild; diff --git a/js/filter-languages.js b/js/filter-languages.js index 0afe1b8..cd2d7d9 100644 --- a/js/filter-languages.js +++ b/js/filter-languages.js @@ -1,6 +1,6 @@ "use strict"; -class PageFilterLanguages extends PageFilter { +class PageFilterLanguages extends PageFilterBase { constructor () { super(); diff --git a/js/filter-objects.js b/js/filter-objects.js index a197471..7f91b9b 100644 --- a/js/filter-objects.js +++ b/js/filter-objects.js @@ -1,6 +1,6 @@ "use strict"; -class PageFilterObjects extends PageFilter { +class PageFilterObjects extends PageFilterBase { constructor () { super(); diff --git a/js/filter-optionalfeatures.js b/js/filter-optionalfeatures.js index b71da12..39e1907 100644 --- a/js/filter-optionalfeatures.js +++ b/js/filter-optionalfeatures.js @@ -1,6 +1,6 @@ "use strict"; -class PageFilterOptionalFeatures extends PageFilter { +class PageFilterOptionalFeatures extends PageFilterBase { // region static static _filterFeatureTypeSort (a, b) { return SortUtil.ascSort(Parser.optFeatureTypeToFull(a.item), Parser.optFeatureTypeToFull(b.item)); @@ -170,7 +170,7 @@ class PageFilterOptionalFeatures extends PageFilter { globalThis.PageFilterOptionalFeatures = PageFilterOptionalFeatures; -class ModalFilterOptionalFeatures extends ModalFilter { +class ModalFilterOptionalFeatures extends ModalFilterBase { /** * @param opts * @param opts.namespace @@ -194,7 +194,7 @@ class ModalFilterOptionalFeatures extends ModalFilter { {sort: "level", text: "Level", width: "1"}, {sort: "source", text: "Source", width: "1"}, ]; - return ModalFilter._$getFilterColumnHeaders(btnMeta); + return ModalFilterBase._$getFilterColumnHeaders(btnMeta); } async _pLoadAllData () { @@ -225,7 +225,7 @@ class ModalFilterOptionalFeatures extends ModalFilter { ${optfeat._lFeatureType} ${prerequisite} ${level} -
    ${source}${Parser.sourceJsonToMarkerHtml(optfeat.source)}
    +
    ${source}${Parser.sourceJsonToMarkerHtml(optfeat.source)}
    `; const btnShowHidePreview = eleRow.firstElementChild.children[1].firstElementChild; diff --git a/js/filter-psionics.js b/js/filter-psionics.js index 2690eff..0e7330d 100644 --- a/js/filter-psionics.js +++ b/js/filter-psionics.js @@ -1,6 +1,6 @@ "use strict"; -class PageFilterPsionics extends PageFilter { +class PageFilterPsionics extends PageFilterBase { // region static static _sortFilterTypes (a, b) { a = a.item; b = b.item; diff --git a/js/filter-races.js b/js/filter-races.js index 20b32d4..af2dfe2 100644 --- a/js/filter-races.js +++ b/js/filter-races.js @@ -1,6 +1,6 @@ "use strict"; -class PageFilterRaces extends PageFilter { +class PageFilterRaces extends PageFilterBase { // region static static getLanguageProficiencyTags (lProfs) { if (!lProfs) return []; @@ -233,7 +233,7 @@ class PageFilterRaces extends PageFilter { globalThis.PageFilterRaces = PageFilterRaces; -class ModalFilterRaces extends ModalFilter { +class ModalFilterRaces extends ModalFilterBase { /** * @param opts * @param opts.namespace @@ -256,7 +256,7 @@ class ModalFilterRaces extends ModalFilter { {sort: "size", text: "Size", width: "2"}, {sort: "source", text: "Source", width: "1"}, ]; - return ModalFilter._$getFilterColumnHeaders(btnMeta); + return ModalFilterBase._$getFilterColumnHeaders(btnMeta); } async _pLoadAllData () { @@ -286,7 +286,7 @@ class ModalFilterRaces extends ModalFilter {
    ${race._versionBase_isVersion ? `` : ""}${race.name}
    ${ability.asTextShort}
    ${size}
    -
    ${source}${Parser.sourceJsonToMarkerHtml(race.source)}
    +
    ${source}${Parser.sourceJsonToMarkerHtml(race.source)}
    `; const btnShowHidePreview = eleRow.firstElementChild.children[1].firstElementChild; diff --git a/js/filter-recipes.js b/js/filter-recipes.js index 471f476..00e1659 100644 --- a/js/filter-recipes.js +++ b/js/filter-recipes.js @@ -1,6 +1,6 @@ "use strict"; -class PageFilterRecipes extends PageFilter { +class PageFilterRecipes extends PageFilterBase { static _DIET_TO_FULL = { "V": "Vegan", "C": "Vegetarian", diff --git a/js/filter-rewards.js b/js/filter-rewards.js index 26ac4eb..386dae2 100644 --- a/js/filter-rewards.js +++ b/js/filter-rewards.js @@ -1,6 +1,6 @@ "use strict"; -class PageFilterRewards extends PageFilter { +class PageFilterRewards extends PageFilterBase { constructor () { super(); diff --git a/js/filter-spells.js b/js/filter-spells.js index 4476298..9671d41 100644 --- a/js/filter-spells.js +++ b/js/filter-spells.js @@ -73,7 +73,7 @@ MultiFilterClasses._DEFAULT_META = { isVariantSplit: false, }; -class PageFilterSpells extends PageFilter { +class PageFilterSpells extends PageFilterBase { // toss these into the "Tags" section to save screen space static _META_ADD_CONC = "Concentration"; static _META_ADD_V = "Verbal"; @@ -612,7 +612,7 @@ class PageFilterSpells extends PageFilter { globalThis.PageFilterSpells = PageFilterSpells; -class ModalFilterSpells extends ModalFilter { +class ModalFilterSpells extends ModalFilterBase { /** * @param opts * @param opts.namespace @@ -639,7 +639,7 @@ class ModalFilterSpells extends ModalFilter { {sort: "range", text: "Range", width: "2"}, {sort: "source", text: "Source", width: "1"}, ]; - return ModalFilter._$getFilterColumnHeaders(btnMeta); + return ModalFilterBase._$getFilterColumnHeaders(btnMeta); } async _pInit () { @@ -680,7 +680,7 @@ class ModalFilterSpells extends ModalFilter {
    ${school}
    ${concentration}
    ${range}
    -
    ${source}${Parser.sourceJsonToMarkerHtml(spell.source)}
    +
    ${source}${Parser.sourceJsonToMarkerHtml(spell.source)}
    `; const btnShowHidePreview = eleRow.firstElementChild.children[1].firstElementChild; diff --git a/js/filter-tables.js b/js/filter-tables.js index 4ed21c8..8e2a932 100644 --- a/js/filter-tables.js +++ b/js/filter-tables.js @@ -1,6 +1,6 @@ "use strict"; -class PageFilterTables extends PageFilter { +class PageFilterTables extends PageFilterBase { // region static static _sourceSelFn (val) { return !SourceUtil.isNonstandardSource(val) && !SourceUtil.isAdventure(val); diff --git a/js/filter-trapshazards.js b/js/filter-trapshazards.js index ca54f88..ad1d6dd 100644 --- a/js/filter-trapshazards.js +++ b/js/filter-trapshazards.js @@ -1,6 +1,6 @@ "use strict"; -class PageFilterTrapsHazards extends PageFilter { +class PageFilterTrapsHazards extends PageFilterBase { // region static static sortFilterType (a, b) { return SortUtil.ascSortLower(Parser.trapHazTypeToFull(a.item), Parser.trapHazTypeToFull(b.item)); diff --git a/js/filter-variantrules.js b/js/filter-variantrules.js index ecc9e7c..c86a7fc 100644 --- a/js/filter-variantrules.js +++ b/js/filter-variantrules.js @@ -1,6 +1,6 @@ "use strict"; -class PageFilterVariantRules extends PageFilter { +class PageFilterVariantRules extends PageFilterBase { // region static // endregion diff --git a/js/filter-vehicles.js b/js/filter-vehicles.js index d4cb355..e549e40 100644 --- a/js/filter-vehicles.js +++ b/js/filter-vehicles.js @@ -1,6 +1,6 @@ "use strict"; -class PageFilterVehicles extends PageFilter { +class PageFilterVehicles extends PageFilterBase { constructor () { super(); diff --git a/js/filter.js b/js/filter.js index ce972d2..14b904e 100644 --- a/js/filter.js +++ b/js/filter.js @@ -1,5359 +1,30 @@ -"use strict"; - -class FilterUtil {} -FilterUtil.SUB_HASH_PREFIX_LENGTH = 4; - -class PageFilter { - static defaultSourceSelFn (val) { - // Assume the user wants to select their loaded homebrew by default - // Overridden by the "Deselect Homebrew Sources by Default" option - return SourceUtil.getFilterGroup(val) === SourceUtil.FILTER_GROUP_STANDARD - || SourceUtil.getFilterGroup(val) === SourceUtil.FILTER_GROUP_HOMEBREW; - } - - constructor (opts) { - opts = opts || {}; - this._sourceFilter = new SourceFilter(opts.sourceFilterOpts); - this._filterBox = null; - } - - get filterBox () { return this._filterBox; } - get sourceFilter () { return this._sourceFilter; } - - mutateAndAddToFilters (entity, isExcluded, opts) { - this.constructor.mutateForFilters(entity, opts); - this.addToFilters(entity, isExcluded, opts); - } - - static mutateForFilters (entity, opts) { throw new Error("Unimplemented!"); } - addToFilters (entity, isExcluded, opts) { throw new Error("Unimplemented!"); } - toDisplay (values, entity) { throw new Error("Unimplemented!"); } - async _pPopulateBoxOptions () { throw new Error("Unimplemented!"); } - - async pInitFilterBox (opts) { - opts = opts || {}; - await this._pPopulateBoxOptions(opts); - this._filterBox = new FilterBox(opts); - await this._filterBox.pDoLoadState(); - return this._filterBox; - } - - trimState () { return this._filterBox.trimState_(); } - - // region Helpers - static _getClassFilterItem ({className, classSource, isVariantClass, definedInSource}) { - const nm = className.split("(")[0].trim(); - const variantSuffix = isVariantClass ? ` [${definedInSource ? Parser.sourceJsonToAbv(definedInSource) : "Unknown"}]` : ""; - const sourceSuffix = ( - SourceUtil.isNonstandardSource(classSource || Parser.SRC_PHB) - || (typeof PrereleaseUtil !== "undefined" && PrereleaseUtil.hasSourceJson(classSource || Parser.SRC_PHB)) - || (typeof BrewUtil2 !== "undefined" && BrewUtil2.hasSourceJson(classSource || Parser.SRC_PHB)) - ) - ? ` (${Parser.sourceJsonToAbv(classSource)})` : ""; - const name = `${nm}${variantSuffix}${sourceSuffix}`; - - const opts = { - item: name, - userData: { - group: SourceUtil.getFilterGroup(classSource || Parser.SRC_PHB), - }, - }; - - if (isVariantClass) { - opts.nest = definedInSource ? Parser.sourceJsonToFull(definedInSource) : "Unknown"; - opts.userData.equivalentClassName = `${nm}${sourceSuffix}`; - opts.userData.definedInSource = definedInSource; - } - - return new FilterItem(opts); - } - - static _getSubclassFilterItem ({className, classSource, subclassShortName, subclassName, subclassSource, subSubclassName, isVariantClass, definedInSource}) { - const group = SourceUtil.isSubclassReprinted(className, classSource, subclassShortName, subclassSource) || Parser.sourceJsonToFull(subclassSource).startsWith(Parser.UA_PREFIX) || Parser.sourceJsonToFull(subclassSource).startsWith(Parser.PS_PREFIX); - - const classFilterItem = this._getClassFilterItem({ - className: subclassShortName || subclassName, - classSource: subclassSource, - }); - - return new FilterItem({ - item: `${className}: ${classFilterItem.item}${subSubclassName ? `, ${subSubclassName}` : ""}`, - nest: className, - userData: { - group, - }, - }); - } - - static _isReprinted ({reprintedAs, tag, page, prop}) { - return reprintedAs?.length && reprintedAs.some(it => { - const {name, source} = DataUtil.generic.unpackUid(it?.uid ?? it, tag); - const hash = UrlUtil.URL_TO_HASH_BUILDER[page]({name, source}); - return !ExcludeUtil.isExcluded(hash, prop, source, {isNoCount: true}); - }); - } - - static getListAliases (ent) { - return (ent.alias || []).map(it => `"${it}"`).join(","); - } - - static _hasFluff (ent) { return ent.hasFluff || ent.fluff?.entries; } - static _hasFluffImages (ent) { return ent.hasFluffImages || ent.fluff?.images; } - // endregion -} - -globalThis.PageFilter = PageFilter; - -class ModalFilter { - static _$getFilterColumnHeaders (btnMeta) { - return btnMeta.map((it, i) => $(``)); - } - - /** - * @param opts Options object. - * @param opts.modalTitle - * @param opts.fnSort - * @param opts.pageFilter - * @param [opts.namespace] - * @param [opts.allData] - */ - constructor (opts) { - this._modalTitle = opts.modalTitle; - this._fnSort = opts.fnSort; - this._pageFilter = opts.pageFilter; - this._namespace = opts.namespace; - this._allData = opts.allData || null; - this._isRadio = !!opts.isRadio; - - this._list = null; - this._filterCache = null; - } - - get pageFilter () { return this._pageFilter; } - - get allData () { return this._allData; } - - _$getWrpList () { return $(`
    `); } - - _$getColumnHeaderPreviewAll (opts) { - return $(``); - } - - /** - * @param $wrp - * @param opts - * @param opts.$iptSearch - * @param opts.$btnReset - * @param opts.$btnOpen - * @param opts.$btnToggleSummaryHidden - * @param opts.$wrpMiniPills - * @param opts.isBuildUi If an alternate UI should be used, which has "send to right" buttons. - */ - async pPopulateWrapper ($wrp, opts) { - opts = opts || {}; - - await this._pInit(); - - const $ovlLoading = $(`
    Loading...
    `).appendTo($wrp); - - const $iptSearch = (opts.$iptSearch || $(``)).disableSpellcheck(); - const $btnReset = opts.$btnReset || $(``); - const $dispNumVisible = $(`
    `); - - const $wrpIptSearch = $$`
    - ${$iptSearch} -
    - ${$dispNumVisible} -
    `; - - const $wrpFormTop = $$`
    ${$wrpIptSearch}${$btnReset}
    `; - - const $wrpFormBottom = opts.$wrpMiniPills || $(`
    `); - - const $wrpFormHeaders = $(`
    `); - const $cbSelAll = opts.isBuildUi || this._isRadio ? null : $(``); - const $btnSendAllToRight = opts.isBuildUi ? $(``) : null; - - if (!opts.isBuildUi) { - if (this._isRadio) $wrpFormHeaders.append(``); - else $$``.appendTo($wrpFormHeaders); - } - - const $btnTogglePreviewAll = this._$getColumnHeaderPreviewAll(opts) - .appendTo($wrpFormHeaders); - - this._$getColumnHeaders().forEach($ele => $wrpFormHeaders.append($ele)); - if (opts.isBuildUi) $btnSendAllToRight.appendTo($wrpFormHeaders); - - const $wrpForm = $$`
    ${$wrpFormTop}${$wrpFormBottom}${$wrpFormHeaders}
    `; - const $wrpList = this._$getWrpList(); - - const $btnConfirm = opts.isBuildUi ? null : $(``); - - this._list = new List({ - $iptSearch, - $wrpList, - fnSort: this._fnSort, - }); - const listSelectClickHandler = new ListSelectClickHandler({list: this._list}); - - if (!opts.isBuildUi && !this._isRadio) listSelectClickHandler.bindSelectAllCheckbox($cbSelAll); - ListUiUtil.bindPreviewAllButton($btnTogglePreviewAll, this._list); - SortUtil.initBtnSortHandlers($wrpFormHeaders, this._list); - this._list.on("updated", () => $dispNumVisible.html(`${this._list.visibleItems.length}/${this._list.items.length}`)); - - this._allData = this._allData || await this._pLoadAllData(); - - await this._pageFilter.pInitFilterBox({ - $wrpFormTop, - $btnReset, - $wrpMiniPills: $wrpFormBottom, - namespace: this._namespace, - $btnOpen: opts.$btnOpen, - $btnToggleSummaryHidden: opts.$btnToggleSummaryHidden, - }); - - this._allData.forEach((it, i) => { - this._pageFilter.mutateAndAddToFilters(it); - const filterListItem = this._getListItem(this._pageFilter, it, i); - this._list.addItem(filterListItem); - if (!opts.isBuildUi) { - if (this._isRadio) filterListItem.ele.addEventListener("click", evt => listSelectClickHandler.handleSelectClickRadio(filterListItem, evt)); - else filterListItem.ele.addEventListener("click", evt => listSelectClickHandler.handleSelectClick(filterListItem, evt)); - } - }); - - this._list.init(); - this._list.update(); - - const handleFilterChange = () => { - const f = this._pageFilter.filterBox.getValues(); - this._list.filter(li => this._isListItemMatchingFilter(f, li)); - }; - - this._pageFilter.trimState(); - - this._pageFilter.filterBox.on(FilterBox.EVNT_VALCHANGE, handleFilterChange); - this._pageFilter.filterBox.render(); - handleFilterChange(); - - $ovlLoading.remove(); - - const $wrpInner = $$`
    - ${$wrpForm} - ${$wrpList} - ${opts.isBuildUi ? null : $$`
    ${$btnConfirm}
    `} -
    `.appendTo($wrp.empty()); - - return { - $wrpIptSearch, - $iptSearch, - $wrpInner, - $btnConfirm, - pageFilter: this._pageFilter, - list: this._list, - $cbSelAll, - $btnSendAllToRight, - }; - } - - _isListItemMatchingFilter (f, li) { return this._isEntityItemMatchingFilter(f, this._allData[li.ix]); } - _isEntityItemMatchingFilter (f, it) { return this._pageFilter.toDisplay(f, it); } - - async pPopulateHiddenWrapper () { - await this._pInit(); - - this._allData = this._allData || await this._pLoadAllData(); - - await this._pageFilter.pInitFilterBox({namespace: this._namespace}); - - this._allData.forEach(it => { - this._pageFilter.mutateAndAddToFilters(it); - }); - - this._pageFilter.trimState(); - } - - handleHiddenOpenButtonClick () { - this._pageFilter.filterBox.show(); - } - - handleHiddenResetButtonClick (evt) { - this._pageFilter.filterBox.reset(evt.shiftKey); - } - - _getStateFromFilterExpression (filterExpression) { - const filterSubhashMeta = Renderer.getFilterSubhashes(Renderer.splitTagByPipe(filterExpression), this._namespace); - const subhashes = filterSubhashMeta.subhashes.map(it => `${it.key}${HASH_SUB_KV_SEP}${it.value}`); - const unpackedSubhashes = this.pageFilter.filterBox.unpackSubHashes(subhashes, {force: true}); - return this.pageFilter.filterBox.getNextStateFromSubHashes({unpackedSubhashes}); - } - - /** - * N.b.: assumes any preloading has already been done - * @param filterExpression - */ - getItemsMatchingFilterExpression ({filterExpression}) { - const nxtStateOuter = this._getStateFromFilterExpression(filterExpression); - - const f = this._pageFilter.filterBox.getValues({nxtStateOuter}); - const filteredItems = this._filterCache.list.getFilteredItems({ - items: this._filterCache.list.items, - fnFilter: li => this._isListItemMatchingFilter(f, li), - }); - - return this._filterCache.list.getSortedItems({items: filteredItems}); - } - - getEntitiesMatchingFilterExpression ({filterExpression}) { - const nxtStateOuter = this._getStateFromFilterExpression(filterExpression); - - const f = this._pageFilter.filterBox.getValues({nxtStateOuter}); - return this._allData.filter(this._isEntityItemMatchingFilter.bind(this, f)); - } - - getRenderedFilterExpression ({filterExpression}) { - const nxtStateOuter = this._getStateFromFilterExpression(filterExpression); - return this.pageFilter.filterBox.getDisplayState({nxtStateOuter}); - } - - /** - * @param [opts] - * @param [opts.filterExpression] A filter expression, as usually found in @filter tags, which will be applied. - */ - async pGetUserSelection ({filterExpression = null} = {}) { - // eslint-disable-next-line no-async-promise-executor - return new Promise(async resolve => { - const {$modalInner, doClose} = await this._pGetShowModal(resolve); - - await this.pPreloadHidden($modalInner); - - this._doApplyFilterExpression(filterExpression); - - this._filterCache.$btnConfirm.off("click").click(async () => { - const checked = this._filterCache.list.visibleItems.filter(it => it.data.cbSel.checked); - resolve(checked); - - doClose(true); - - // region reset selection state - if (this._filterCache.$cbSelAll) this._filterCache.$cbSelAll.prop("checked", false); - this._filterCache.list.items.forEach(it => { - if (it.data.cbSel) it.data.cbSel.checked = false; - it.ele.classList.remove("list-multi-selected"); - }); - // endregion - }); - - await UiUtil.pDoForceFocus(this._filterCache.$iptSearch[0]); - }); - } - - async _pGetShowModal (resolve) { - const {$modalInner, doClose} = await UiUtil.pGetShowModal({ - isHeight100: true, - isWidth100: true, - title: `Filter/Search for ${this._modalTitle}`, - cbClose: (isDataEntered) => { - this._filterCache.$wrpModalInner.detach(); - if (!isDataEntered) resolve([]); - }, - isUncappedHeight: true, - }); - - return {$modalInner, doClose}; - } - - _doApplyFilterExpression (filterExpression) { - if (!filterExpression) return; - - const filterSubhashMeta = Renderer.getFilterSubhashes(Renderer.splitTagByPipe(filterExpression), this._namespace); - const subhashes = filterSubhashMeta.subhashes.map(it => `${it.key}${HASH_SUB_KV_SEP}${it.value}`); - this.pageFilter.filterBox.setFromSubHashes(subhashes, {force: true, $iptSearch: this._filterCache.$iptSearch}); - } - - _getNameStyle () { return `bold`; } - - /** - * Pre-heat the modal, thus allowing access to the filter box underneath. - * - * @param [$modalInner] - */ - async pPreloadHidden ($modalInner) { - // If we're rendering in "hidden" mode, create a dummy element to attach the UI to. - $modalInner = $modalInner || $(`
    `); - - if (this._filterCache) { - this._filterCache.$wrpModalInner.appendTo($modalInner); - } else { - const meta = await this.pPopulateWrapper($modalInner); - const {$iptSearch, $btnConfirm, pageFilter, list, $cbSelAll} = meta; - const $wrpModalInner = meta.$wrpInner; - - this._filterCache = {$iptSearch, $wrpModalInner, $btnConfirm, pageFilter, list, $cbSelAll}; - } - } - - /** Widths should total to 11/12ths, as 1/12th is set aside for the checkbox column. */ - _$getColumnHeaders () { throw new Error(`Unimplemented!`); } - async _pInit () { /* Implement as required */ } - async _pLoadAllData () { throw new Error(`Unimplemented!`); } - async _getListItem () { throw new Error(`Unimplemented!`); } -} - -globalThis.ModalFilter = ModalFilter; - -class FilterBox extends ProxyBase { - static TITLE_BTN_RESET = "Reset filters. SHIFT to reset everything."; - - static selectFirstVisible (entryList) { - if (Hist.lastLoadedId == null && !Hist.initialLoad) { - Hist._freshLoad(); - } - - // This version deemed too annoying to be of practical use - // Instead of always loading the URL, this would switch to the first visible item that matches the filter - /* - if (Hist.lastLoadedId && !Hist.initialLoad) { - const last = entryList[Hist.lastLoadedId]; - const lastHash = UrlUtil.autoEncodeHash(last); - const link = $("#listcontainer").find(`.list a[href="#${lastHash.toLowerCase()}"]`); - if (!link.length) Hist._freshLoad(); - } else if (Hist.lastLoadedId == null && !Hist.initialLoad) { - Hist._freshLoad(); - } - */ - } - - /** - * @param opts Options object. - * @param [opts.$wrpFormTop] Form input group. - * @param opts.$btnReset Form reset button. - * @param [opts.$btnOpen] A custom button to use to open the filter overlay. - * @param [opts.$iptSearch] Search input associated with the "form" this filter is a part of. Only used for passing - * through search terms in @filter tags. - * @param [opts.$wrpMiniPills] Element to house mini pills. - * @param [opts.$btnToggleSummaryHidden] Button which toggles the filter summary. - * @param opts.filters Array of filters to be included in this box. - * @param [opts.isCompact] True if this box should have a compact/reduced UI. - * @param [opts.namespace] Namespace for this filter, to prevent collisions with other filters on the same page. - */ - constructor (opts) { - super(); - - this._$iptSearch = opts.$iptSearch; - this._$wrpFormTop = opts.$wrpFormTop; - this._$btnReset = opts.$btnReset; - this._$btnOpen = opts.$btnOpen; - this._$wrpMiniPills = opts.$wrpMiniPills; - this._$btnToggleSummaryHidden = opts.$btnToggleSummaryHidden; - this._filters = opts.filters; - this._isCompact = opts.isCompact; - this._namespace = opts.namespace; - - this._doSaveStateThrottled = MiscUtil.throttle(() => this._pDoSaveState(), 50); - this.__meta = this._getDefaultMeta(); - if (this._isCompact) this.__meta.isSummaryHidden = true; - - this._meta = this._getProxy("meta", this.__meta); - this.__minisHidden = {}; - this._minisHidden = this._getProxy("minisHidden", this.__minisHidden); - this.__combineAs = {}; - this._combineAs = this._getProxy("combineAs", this.__combineAs); - this._modalMeta = null; - this._isRendered = false; - - this._cachedState = null; - - this._compSearch = BaseComponent.fromObject({search: ""}); - this._metaIptSearch = null; - - this._filters.forEach(f => f.filterBox = this); - - this._eventListeners = {}; - } - - get filters () { return this._filters; } - - teardown () { - this._filters.forEach(f => f._doTeardown()); - if (this._modalMeta) this._modalMeta.doTeardown(); - } - - // region Event listeners - on (identifier, fn) { - const [eventName, namespace] = identifier.split("."); - (this._eventListeners[eventName] = this._eventListeners[eventName] || []).push({namespace, fn}); - return this; - } - - off (identifier, fn = null) { - const [eventName, namespace] = identifier.split("."); - this._eventListeners[eventName] = (this._eventListeners[eventName] || []).filter(it => { - if (fn != null) return it.namespace !== namespace || it.fn !== fn; - return it.namespace !== namespace; - }); - if (!this._eventListeners[eventName].length) delete this._eventListeners[eventName]; - return this; - } - - fireChangeEvent () { - this._doSaveStateThrottled(); - this.fireEvent(FilterBox.EVNT_VALCHANGE); - } - - fireEvent (eventName) { - (this._eventListeners[eventName] || []).forEach(it => it.fn()); - } - // endregion - - _getNamespacedStorageKey () { return `${FilterBox._STORAGE_KEY}${this._namespace ? `.${this._namespace}` : ""}`; } - getNamespacedHashKey (k) { return `${k || "_".repeat(FilterUtil.SUB_HASH_PREFIX_LENGTH)}${this._namespace ? `.${this._namespace}` : ""}`; } - - async pGetStoredActiveSources () { - const stored = await StorageUtil.pGetForPage(this._getNamespacedStorageKey()); - if (stored) { - const sourceFilterData = stored.filters[FilterBox.SOURCE_HEADER]; - if (sourceFilterData) { - const state = sourceFilterData.state; - const blue = []; - const white = []; - Object.entries(state).forEach(([src, mode]) => { - if (mode === 1) blue.push(src); - else if (mode !== -1) white.push(src); - }); - if (blue.length) return blue; // if some are selected, we load those - else return white; // otherwise, we load non-red - } - } - return null; - } - - registerMinisHiddenHook (prop, hook) { - this._addHook("minisHidden", prop, hook); - } - - isMinisHidden (header) { - return !!this._minisHidden[header]; - } - - async pDoLoadState () { - const toLoad = await StorageUtil.pGetForPage(this._getNamespacedStorageKey()); - if (toLoad == null) return; - this._setStateFromLoaded(toLoad, {isUserSavedState: true}); - } - - _setStateFromLoaded (state, {isUserSavedState = false} = {}) { - state.box = state.box || {}; - this._proxyAssign("meta", "_meta", "__meta", state.box.meta || {}, true); - this._proxyAssign("minisHidden", "_minisHidden", "__minisHidden", state.box.minisHidden || {}, true); - this._proxyAssign("combineAs", "_combineAs", "__combineAs", state.box.combineAs || {}, true); - this._filters.forEach(it => it.setStateFromLoaded(state.filters, {isUserSavedState})); - } - - _getSaveableState () { - const filterOut = {}; - this._filters.forEach(it => Object.assign(filterOut, it.getSaveableState())); - return { - box: { - meta: {...this.__meta}, - minisHidden: {...this.__minisHidden}, - combineAs: {...this.__combineAs}, - }, - filters: filterOut, - }; - } - - async _pDoSaveState () { - await StorageUtil.pSetForPage(this._getNamespacedStorageKey(), this._getSaveableState()); - } - - trimState_ () { - this._filters.forEach(f => f.trimState_()); - } - - render () { - if (this._isRendered) { - // already rendered previously; simply update the filters - this._filters.map(f => f.update()); - return; - } - this._isRendered = true; - - if (this._$wrpFormTop || this._$wrpMiniPills) { - if (!this._$wrpMiniPills) { - this._$wrpMiniPills = $(`
    `).insertAfter(this._$wrpFormTop); - } else { - this._$wrpMiniPills.addClass("fltr__mini-view"); - } - } - - if (this._$btnReset) { - this._$btnReset - .title(FilterBox.TITLE_BTN_RESET) - .click((evt) => this.reset(evt.shiftKey)); - } - - if (this._$wrpFormTop || this._$btnToggleSummaryHidden) { - if (!this._$btnToggleSummaryHidden) { - this._$btnToggleSummaryHidden = $(``) - .prependTo(this._$wrpFormTop); - } else if (!this._$btnToggleSummaryHidden.parent().length) { - this._$btnToggleSummaryHidden.prependTo(this._$wrpFormTop); - } - this._$btnToggleSummaryHidden - .click(() => { - this._meta.isSummaryHidden = !this._meta.isSummaryHidden; - this._doSaveStateThrottled(); - }); - const summaryHiddenHook = () => { - this._$btnToggleSummaryHidden.toggleClass("active", !!this._meta.isSummaryHidden); - this._$wrpMiniPills.toggleClass("ve-hidden", !!this._meta.isSummaryHidden); - }; - this._addHook("meta", "isSummaryHidden", summaryHiddenHook); - summaryHiddenHook(); - } - - if (this._$wrpFormTop || this._$btnOpen) { - if (!this._$btnOpen) { - this._$btnOpen = $(``) - .prependTo(this._$wrpFormTop); - } else if (!this._$btnOpen.parent().length) { - this._$btnOpen.prependTo(this._$wrpFormTop); - } - this._$btnOpen.click(() => this.show()); - } - - const sourceFilter = this._filters.find(it => it.header === FilterBox.SOURCE_HEADER); - if (sourceFilter) { - const selFnAlt = (val) => !SourceUtil.isNonstandardSource(val) && !PrereleaseUtil.hasSourceJson(val) && !BrewUtil2.hasSourceJson(val); - const hkSelFn = () => { - if (this._meta.isBrewDefaultHidden) sourceFilter.setTempFnSel(selFnAlt); - else sourceFilter.setTempFnSel(null); - sourceFilter.updateMiniPillClasses(); - }; - this._addHook("meta", "isBrewDefaultHidden", hkSelFn); - hkSelFn(); - } - - if (this._$wrpMiniPills) this._filters.map((f, i) => f.$renderMinis({filterBox: this, isFirst: i === 0, $wrpMini: this._$wrpMiniPills})); - } - - async _render_pRenderModal () { - this._isModalRendered = true; - - this._modalMeta = await UiUtil.pGetShowModal({ - isHeight100: true, - isWidth100: true, - isUncappedHeight: true, - isIndestructible: true, - isClosed: true, - isEmpty: true, - title: "Filter", // Not shown due toe `isEmpty`, but useful for external overrides - cbClose: (isDataEntered) => this._pHandleHide(!isDataEntered), - }); - - const $children = this._filters.map((f, i) => f.$render({filterBox: this, isFirst: i === 0, $wrpMini: this._$wrpMiniPills})); - - this._metaIptSearch = ComponentUiUtil.$getIptStr( - this._compSearch, "search", - {decorationRight: "clear", asMeta: true, html: ``}, - ); - this._compSearch._addHookBase("search", () => { - const searchTerm = this._compSearch._state.search.toLowerCase(); - this._filters.forEach(f => f.handleSearch(searchTerm)); - }); - - const $btnShowAllFilters = $(``) - .click(() => this.showAllFilters()); - const $btnHideAllFilters = $(``) - .click(() => this.hideAllFilters()); - - const $btnReset = $(``) - .click(evt => this.reset(evt.shiftKey)); - - const $btnSettings = $(``) - .click(() => this._pOpenSettingsModal()); - - const $btnSaveAlt = $(``) - .click(() => this._modalMeta.doClose(true)); - - const $wrpBtnCombineFilters = $(`
    `); - const $btnCombineFilterSettings = $(``) - .click(() => this._pOpenCombineAsModal()); - - const btnCombineFiltersAs = e_({ - tag: "button", - clazz: `btn btn-xs btn-default`, - click: () => this._meta.modeCombineFilters = FilterBox._COMBINE_MODES.getNext(this._meta.modeCombineFilters), - title: `"AND" requires every filter to match. "OR" requires any filter to match. "Custom" allows you to specify a combination (every "AND" filter must match; only one "OR" filter must match) .`, - }).appendTo($wrpBtnCombineFilters[0]); - - const hook = () => { - btnCombineFiltersAs.innerText = this._meta.modeCombineFilters === "custom" ? this._meta.modeCombineFilters.uppercaseFirst() : this._meta.modeCombineFilters.toUpperCase(); - if (this._meta.modeCombineFilters === "custom") $wrpBtnCombineFilters.append($btnCombineFilterSettings); - else $btnCombineFilterSettings.detach(); - this._doSaveStateThrottled(); - }; - this._addHook("meta", "modeCombineFilters", hook); - hook(); - - const $btnSave = $(``) - .click(() => this._modalMeta.doClose(true)); - - const $btnCancel = $(``) - .click(() => this._modalMeta.doClose(false)); - - $$(this._modalMeta.$modal)`
    -
    -

    Filters

    - ${this._metaIptSearch.$wrp.addClass("mobile__mb-2")} -
    -
    -
    -
    Combine as
    - ${$wrpBtnCombineFilters} -
    -
    -
    - ${$btnShowAllFilters} - ${$btnHideAllFilters} -
    - ${$btnReset} - ${$btnSettings} - ${$btnSaveAlt} -
    -
    -
    -
    - -
    -
    - ${$children} -
    -
    -
    ${$btnSave}${$btnCancel}
    `; - } - - async _pOpenSettingsModal () { - const {$modalInner} = await UiUtil.pGetShowModal({title: "Settings"}); - - UiUtil.$getAddModalRowCb($modalInner, "Deselect Homebrew Sources by Default", this._meta, "isBrewDefaultHidden"); - - UiUtil.addModalSep($modalInner); - - UiUtil.$getAddModalRowHeader($modalInner, "Hide summary for filter...", {helpText: "The summary is the small red and blue button panel which appear below the search bar."}); - this._filters.forEach(f => UiUtil.$getAddModalRowCb($modalInner, f.header, this._minisHidden, f.header)); - - UiUtil.addModalSep($modalInner); - - const $rowResetAlwaysSave = UiUtil.$getAddModalRow($modalInner, "div").addClass("pr-2"); - $rowResetAlwaysSave.append(`Always Save on Close`); - $(``) - .appendTo($rowResetAlwaysSave) - .click(async () => { - await StorageUtil.pRemove(FilterBox._STORAGE_KEY_ALWAYS_SAVE_UNCHANGED); - JqueryUtil.doToast("Saved!"); - }); - } - - async _pOpenCombineAsModal () { - const {$modalInner} = await UiUtil.pGetShowModal({title: "Filter Combination Logic"}); - const $btnReset = $(``) - .click(() => { - Object.keys(this._combineAs).forEach(k => this._combineAs[k] = "and"); - $sels.forEach($sel => $sel.val("0")); - }); - UiUtil.$getAddModalRowHeader($modalInner, "Combine filters as...", {$eleRhs: $btnReset}); - const $sels = this._filters.map(f => UiUtil.$getAddModalRowSel($modalInner, f.header, this._combineAs, f.header, ["and", "or"], {fnDisplay: (it) => it.toUpperCase()})); - } - - getValues ({nxtStateOuter = null} = {}) { - const outObj = {}; - this._filters.forEach(f => Object.assign(outObj, f.getValues({nxtState: nxtStateOuter?.filters}))); - return outObj; - } - - addEventListener (type, listener) { - (this._$wrpFormTop ? this._$wrpFormTop[0] : this._$btnOpen[0]).addEventListener(type, listener); - } - - _mutNextState_reset_meta ({tgt}) { - Object.assign(tgt, this._getDefaultMeta()); - } - - _mutNextState_minisHidden ({tgt}) { - Object.assign(tgt, this._getDefaultMinisHidden(tgt)); - } - - _mutNextState_combineAs ({tgt}) { - Object.assign(tgt, this._getDefaultCombineAs(tgt)); - } - - _reset_meta () { - const nxtBoxState = this._getNextBoxState_base(); - this._mutNextState_reset_meta({tgt: nxtBoxState.meta}); - this._setBoxStateFromNextBoxState(nxtBoxState); - } - - _reset_minisHidden () { - const nxtBoxState = this._getNextBoxState_base(); - this._mutNextState_minisHidden({tgt: nxtBoxState.minisHidden}); - this._setBoxStateFromNextBoxState(nxtBoxState); - } - - _reset_combineAs () { - const nxtBoxState = this._getNextBoxState_base(); - this._mutNextState_combineAs({tgt: nxtBoxState.combineAs}); - this._setBoxStateFromNextBoxState(nxtBoxState); - } - - reset (isResetAll) { - this._filters.forEach(f => f.reset({isResetAll})); - if (isResetAll) { - this._reset_meta(); - this._reset_minisHidden(); - this._reset_combineAs(); - } - this.render(); - this.fireChangeEvent(); - } - - async show () { - if (!this._isModalRendered) await this._render_pRenderModal(); - this._cachedState = this._getSaveableState(); - this._modalMeta.doOpen(); - if (this._metaIptSearch?.$ipt) this._metaIptSearch.$ipt.focus(); - } - - async _pHandleHide (isCancel = false) { - if (this._cachedState && isCancel) { - const curState = this._getSaveableState(); - const hasChanges = !CollectionUtil.deepEquals(curState, this._cachedState); - - if (hasChanges) { - const isSave = await InputUiUtil.pGetUserBoolean({ - title: "Unsaved Changes", - textYesRemember: "Always Save", - textYes: "Save", - textNo: "Discard", - storageKey: FilterBox._STORAGE_KEY_ALWAYS_SAVE_UNCHANGED, - isGlobal: true, - }); - if (isSave) { - this._cachedState = null; - this.fireChangeEvent(); - return; - } else this._setStateFromLoaded(this._cachedState, {isUserSavedState: true}); - } - } else { - this.fireChangeEvent(); - } - - this._cachedState = null; - } - - showAllFilters () { - this._filters.forEach(f => f.show()); - } - - hideAllFilters () { - this._filters.forEach(f => f.hide()); - } - - unpackSubHashes (subHashes, {force = false} = {}) { - // TODO(unpack) refactor - const unpacked = {}; - subHashes.forEach(s => { - const unpackedPart = UrlUtil.unpackSubHash(s, true); - if (Object.keys(unpackedPart).length > 1) throw new Error(`Multiple keys in subhash!`); - const k = Object.keys(unpackedPart)[0]; - unpackedPart[k] = {clean: unpackedPart[k], raw: s}; - Object.assign(unpacked, unpackedPart); - }); - - const urlHeaderToFilter = {}; - this._filters.forEach(f => { - const childFilters = f.getChildFilters(); - if (childFilters.length) childFilters.forEach(f => urlHeaderToFilter[f.header.toLowerCase()] = f); - urlHeaderToFilter[f.header.toLowerCase()] = f; - }); - - const urlHeadersUpdated = new Set(); - const subHashesConsumed = new Set(); - let filterInitialSearch; - - const filterBoxState = {}; - const statePerFilter = {}; - const prefixLen = this.getNamespacedHashKey().length; - Object.entries(unpacked) - .forEach(([hashKey, data]) => { - const rawPrefix = hashKey.substring(0, prefixLen); - const prefix = rawPrefix.substring(0, FilterUtil.SUB_HASH_PREFIX_LENGTH); - - const urlHeader = hashKey.substring(prefixLen); - - if (FilterUtil.SUB_HASH_PREFIXES.has(prefix) && urlHeaderToFilter[urlHeader]) { - (statePerFilter[urlHeader] = statePerFilter[urlHeader] || {})[prefix] = data.clean; - urlHeadersUpdated.add(urlHeader); - subHashesConsumed.add(data.raw); - return; - } - - if (Object.values(FilterBox._SUB_HASH_PREFIXES).includes(prefix)) { - // special case for the search """state""" - if (prefix === VeCt.FILTER_BOX_SUB_HASH_SEARCH_PREFIX) filterInitialSearch = data.clean[0]; - else filterBoxState[prefix] = data.clean; - subHashesConsumed.add(data.raw); - return; - } - - if (FilterUtil.SUB_HASH_PREFIXES.has(prefix)) throw new Error(`Could not find filter with header ${urlHeader} for subhash ${data.raw}`); - }); - - if (!subHashesConsumed.size && !force) return null; - - return { - urlHeaderToFilter, - filterBoxState, - statePerFilter, - urlHeadersUpdated, - unpacked, - subHashesConsumed, - filterInitialSearch, - }; - } - - setFromSubHashes (subHashes, {force = false, $iptSearch = null} = {}) { - const unpackedSubhashes = this.unpackSubHashes(subHashes, {force}); - - if (unpackedSubhashes == null) return subHashes; - - const { - unpacked, - subHashesConsumed, - filterInitialSearch, - } = unpackedSubhashes; - - // region Update filter state - const {box: nxtStateBox, filters: nxtStatesFilters} = this.getNextStateFromSubHashes({unpackedSubhashes}); - - this._setBoxStateFromNextBoxState(nxtStateBox); - - this._filters - .flatMap(f => [ - f, - ...f.getChildFilters(), - ]) - .filter(filter => nxtStatesFilters[filter.header]) - .forEach(filter => filter.setStateFromNextState(nxtStatesFilters)); - // endregion - - // region Update search input value - if (filterInitialSearch && ($iptSearch || this._$iptSearch)) ($iptSearch || this._$iptSearch).val(filterInitialSearch).change().keydown().keyup().trigger("instantKeyup"); - // endregion - - // region Re-assemble and return remaining subhashes - const [link] = Hist.getHashParts(); - - const outSub = []; - Object.values(unpacked) - .filter(v => !subHashesConsumed.has(v.raw)) - .forEach(v => outSub.push(v.raw)); - - Hist.setSuppressHistory(true); - Hist.replaceHistoryHash(`${link}${outSub.length ? `${HASH_PART_SEP}${outSub.join(HASH_PART_SEP)}` : ""}`); - - this.fireChangeEvent(); - Hist.hashChange({isBlankFilterLoad: true}); - return outSub; - // endregion - } - - getNextStateFromSubHashes ({unpackedSubhashes}) { - const { - urlHeaderToFilter, - filterBoxState, - statePerFilter, - urlHeadersUpdated, - } = unpackedSubhashes; - - const nxtStateBox = this._getNextBoxStateFromSubHashes(urlHeaderToFilter, filterBoxState); - - const nxtStateFilters = {}; - - Object.entries(statePerFilter) - .forEach(([urlHeader, state]) => { - const filter = urlHeaderToFilter[urlHeader]; - Object.assign(nxtStateFilters, filter.getNextStateFromSubhashState(state)); - }); - - // reset any other state/meta state/etc - Object.keys(urlHeaderToFilter) - .filter(k => !urlHeadersUpdated.has(k)) - .forEach(k => { - const filter = urlHeaderToFilter[k]; - Object.assign(nxtStateFilters, filter.getNextStateFromSubhashState(null)); - }); - - return {box: nxtStateBox, filters: nxtStateFilters}; - } - - _getNextBoxState_base () { - return { - meta: MiscUtil.copyFast(this.__meta), - minisHidden: MiscUtil.copyFast(this.__minisHidden), - combineAs: MiscUtil.copyFast(this.__combineAs), - }; - } - - _getNextBoxStateFromSubHashes (urlHeaderToFilter, filterBoxState) { - const nxtBoxState = this._getNextBoxState_base(); - - let hasMeta = false; - let hasMinisHidden = false; - let hasCombineAs = false; - - Object.entries(filterBoxState).forEach(([k, vals]) => { - const mappedK = this.getNamespacedHashKey(Parser._parse_bToA(FilterBox._SUB_HASH_PREFIXES, k)); - switch (mappedK) { - case "meta": { - hasMeta = true; - const data = vals.map(v => UrlUtil.mini.decompress(v)); - Object.keys(this._getDefaultMeta()).forEach((k, i) => nxtBoxState.meta[k] = data[i]); - break; - } - case "minisHidden": { - hasMinisHidden = true; - Object.keys(nxtBoxState.minisHidden).forEach(k => nxtBoxState.minisHidden[k] = false); - vals.forEach(v => { - const [urlHeader, isHidden] = v.split("="); - const filter = urlHeaderToFilter[urlHeader]; - if (!filter) throw new Error(`Could not find filter with name "${urlHeader}"`); - nxtBoxState.minisHidden[filter.header] = !!Number(isHidden); - }); - break; - } - case "combineAs": { - hasCombineAs = true; - Object.keys(nxtBoxState.combineAs).forEach(k => nxtBoxState.combineAs[k] = "and"); - vals.forEach(v => { - const [urlHeader, ixCombineMode] = v.split("="); - const filter = urlHeaderToFilter[urlHeader]; - if (!filter) throw new Error(`Could not find filter with name "${urlHeader}"`); - nxtBoxState.combineAs[filter.header] = FilterBox._COMBINE_MODES[ixCombineMode] || FilterBox._COMBINE_MODES[0]; - }); - break; - } - } - }); - - if (!hasMeta) this._mutNextState_reset_meta({tgt: nxtBoxState.meta}); - if (!hasMinisHidden) this._mutNextState_minisHidden({tgt: nxtBoxState.minisHidden}); - if (!hasCombineAs) this._mutNextState_combineAs({tgt: nxtBoxState.combineAs}); - - return nxtBoxState; - } - - _setBoxStateFromNextBoxState (nxtBoxState) { - this._proxyAssignSimple("meta", nxtBoxState.meta, true); - this._proxyAssignSimple("minisHidden", nxtBoxState.minisHidden, true); - this._proxyAssignSimple("combineAs", nxtBoxState.combineAs, true); - } - - /** - * @param [opts] Options object. - * @param [opts.isAddSearchTerm] If the active search should be added to the subhashes. - */ - getSubHashes (opts) { - opts = opts || {}; - const out = []; - const boxSubHashes = this.getBoxSubHashes(); - if (boxSubHashes) out.push(boxSubHashes); - out.push(...this._filters.map(f => f.getSubHashes()).filter(Boolean)); - if (opts.isAddSearchTerm && this._$iptSearch) { - const searchTerm = UrlUtil.encodeForHash(this._$iptSearch.val().trim()); - if (searchTerm) out.push(UrlUtil.packSubHash(this._getSubhashPrefix("search"), [searchTerm])); - } - return out.flat(); - } - - getBoxSubHashes () { - const out = []; - - const defaultMeta = this._getDefaultMeta(); - - // serialize base meta in a set order - const anyNotDefault = Object.keys(defaultMeta).find(k => this._meta[k] !== defaultMeta[k]); - if (anyNotDefault) { - const serMeta = Object.keys(defaultMeta).map(k => UrlUtil.mini.compress(this._meta[k] === undefined ? defaultMeta[k] : this._meta[k])); - out.push(UrlUtil.packSubHash(this._getSubhashPrefix("meta"), serMeta)); - } - - // serialize minisHidden as `key=value` pairs - const setMinisHidden = Object.entries(this._minisHidden).filter(([k, v]) => !!v).map(([k]) => `${k.toUrlified()}=1`); - if (setMinisHidden.length) { - out.push(UrlUtil.packSubHash(this._getSubhashPrefix("minisHidden"), setMinisHidden)); - } - - // serialize combineAs as `key=value` pairs - const setCombineAs = Object.entries(this._combineAs).filter(([k, v]) => v !== FilterBox._COMBINE_MODES[0]).map(([k, v]) => `${k.toUrlified()}=${FilterBox._COMBINE_MODES.indexOf(v)}`); - if (setCombineAs.length) { - out.push(UrlUtil.packSubHash(this._getSubhashPrefix("combineAs"), setCombineAs)); - } - - return out.length ? out : null; - } - - getFilterTag ({isAddSearchTerm = false} = {}) { - const parts = this._filters.map(f => f.getFilterTagPart()).filter(Boolean); - if (isAddSearchTerm && this._$iptSearch) { - const term = this._$iptSearch.val().trim(); - if (term) parts.push(`search=${term}`); - } - return `{@filter |${UrlUtil.getCurrentPage().replace(/\.html$/, "")}|${parts.join("|")}}`; - } - - getDisplayState ({nxtStateOuter = null} = {}) { - return this._filters - .map(filter => filter.getDisplayStatePart({nxtState: nxtStateOuter?.filters})) - .filter(Boolean) - .join("; "); - } - - setFromValues (values) { - this._filters.forEach(it => it.setFromValues(values)); - this.fireChangeEvent(); - } - - toDisplay (boxState, ...entryVals) { - return this._toDisplay(boxState, this._filters, entryVals); - } - - /** `filterToValueTuples` should be an array of `{filter: , value: }` objects */ - toDisplayByFilters (boxState, ...filterToValueTuples) { - return this._toDisplay( - boxState, - filterToValueTuples.map(it => it.filter), - filterToValueTuples.map(it => it.value), - ); - } - - _toDisplay (boxState, filters, entryVals) { - switch (this._meta.modeCombineFilters) { - case "and": return this._toDisplay_isAndDisplay(boxState, filters, entryVals); - case "or": return this._toDisplay_isOrDisplay(boxState, filters, entryVals); - case "custom": { - if (entryVals.length !== filters.length) throw new Error(`Number of filters and number of values did not match!`); - - const andFilters = []; - const andValues = []; - const orFilters = []; - const orValues = []; - - for (let i = 0; i < filters.length; ++i) { - const f = filters[i]; - if (!this._combineAs[f.header] || this._combineAs[f.header] === "and") { // default to "and" if undefined - andFilters.push(f); - andValues.push(entryVals[i]); - } else { - orFilters.push(f); - orValues.push(entryVals[i]); - } - } - - return this._toDisplay_isAndDisplay(boxState, andFilters, andValues) && this._toDisplay_isOrDisplay(boxState, orFilters, orValues); - } - default: throw new Error(`Unhandled combining mode "${this._meta.modeCombineFilters}"`); - } - } - - _toDisplay_isAndDisplay (boxState, filters, vals) { - return filters - .map((f, i) => f.toDisplay(boxState, vals[i])) - .every(it => it); - } - - _toDisplay_isOrDisplay (boxState, filters, vals) { - const res = filters.map((f, i) => { - // filter out "ignored" filter (i.e. all white) - if (!f.isActive(boxState)) return null; - return f.toDisplay(boxState, vals[i]); - }).filter(it => it != null); - return res.length === 0 || res.find(it => it); - } - - _getSubhashPrefix (prop) { - if (FilterBox._SUB_HASH_PREFIXES[prop]) return this.getNamespacedHashKey(FilterBox._SUB_HASH_PREFIXES[prop]); - throw new Error(`Unknown property "${prop}"`); - } - - _getDefaultMeta () { - const out = MiscUtil.copy(FilterBox._DEFAULT_META); - if (this._isCompact) out.isSummaryHidden = true; - return out; - } - - _getDefaultMinisHidden (minisHidden) { - if (!minisHidden) throw new Error(`Missing "minisHidden" argument!`); - return Object.keys(minisHidden) - .mergeMap(k => ({[k]: false})); - } - - _getDefaultCombineAs (combineAs) { - if (!combineAs) throw new Error(`Missing "combineAs" argument!`); - return Object.keys(combineAs) - .mergeMap(k => ({[k]: "and"})); - } -} -FilterBox.EVNT_VALCHANGE = "valchange"; -FilterBox.SOURCE_HEADER = "Source"; -FilterBox._PILL_STATES = ["ignore", "yes", "no"]; -FilterBox._COMBINE_MODES = ["and", "or", "custom"]; -FilterBox._STORAGE_KEY = "filterBoxState"; -FilterBox._DEFAULT_META = { - modeCombineFilters: "and", - isSummaryHidden: false, - isBrewDefaultHidden: false, -}; -FilterBox._STORAGE_KEY_ALWAYS_SAVE_UNCHANGED = "filterAlwaysSaveUnchanged"; - -// These are assumed to be the same length (4 characters) -FilterBox._SUB_HASH_BOX_META_PREFIX = "fbmt"; -FilterBox._SUB_HASH_BOX_MINIS_HIDDEN_PREFIX = "fbmh"; -FilterBox._SUB_HASH_BOX_COMBINE_AS_PREFIX = "fbca"; -FilterBox._SUB_HASH_PREFIXES = { - meta: FilterBox._SUB_HASH_BOX_META_PREFIX, - minisHidden: FilterBox._SUB_HASH_BOX_MINIS_HIDDEN_PREFIX, - combineAs: FilterBox._SUB_HASH_BOX_COMBINE_AS_PREFIX, - search: VeCt.FILTER_BOX_SUB_HASH_SEARCH_PREFIX, -}; - -class FilterItem { - /** - * An alternative to string `Filter.items` with a change-handling function - * @param options containing: - * @param options.item the item string - * @param [options.pFnChange] (optional) function to call when filter is changed - * @param [options.group] (optional) group this item belongs to. - * @param [options.nest] (optional) nest this item belongs to - * @param [options.nestHidden] (optional) if nested, default visibility state - * @param [options.isIgnoreRed] (optional) if this item should be ignored when negative filtering - * @param [options.userData] (optional) extra data to be stored as part of the item - */ - constructor (options) { - this.item = options.item; - this.pFnChange = options.pFnChange; - this.group = options.group; - this.nest = options.nest; - this.nestHidden = options.nestHidden; - this.isIgnoreRed = options.isIgnoreRed; - this.userData = options.userData; - - this.rendered = null; - this.searchText = null; - } -} - -class FilterBase extends BaseComponent { - /** - * @param opts - * @param opts.header Filter header (name) - * @param [opts.headerHelp] Filter header help text (tooltip) - */ - constructor (opts) { - super(); - this._filterBox = null; - - this.header = opts.header; - this._headerHelp = opts.headerHelp; - - this.__meta = {...this.getDefaultMeta()}; - this._meta = this._getProxy("meta", this.__meta); - - this._hasUserSavedState = false; - } - - _getRenderedHeader () { - return `${this.header}`; - } - - set filterBox (it) { this._filterBox = it; } - - show () { this._meta.isHidden = false; } - - hide () { this._meta.isHidden = true; } - - getBaseSaveableState () { return {meta: {...this.__meta}}; } - - _getNextState_base () { - return { - [this.header]: { - state: MiscUtil.copyFast(this.__state), - meta: MiscUtil.copyFast(this.__meta), - }, - }; - } - - setStateFromNextState (nxtState) { - this._proxyAssignSimple("state", nxtState[this.header].state, true); - this._proxyAssignSimple("meta", nxtState[this.header].meta, true); - } - - reset ({isResetAll = false} = {}) { - const nxtState = this._getNextState_base(); - this._mutNextState_reset(nxtState, {isResetAll}); - this.setStateFromNextState(nxtState); - } - - _mutNextState_resetBase (nxtState, {isResetAll = false} = {}) { - Object.assign(nxtState[this.header].meta, MiscUtil.copy(this.getDefaultMeta())); - } - - getMetaSubHashes () { - const compressedMeta = this._getCompressedMeta(); - if (!compressedMeta) return null; - return [UrlUtil.packSubHash(this.getSubHashPrefix("meta", this.header), compressedMeta)]; - } - - _mutNextState_meta_fromSubHashState (nxtState, subHashState) { - const hasMeta = this._mutNextState_meta_fromSubHashState_mutGetHasMeta(nxtState, subHashState, this.getDefaultMeta()); - if (!hasMeta) this._mutNextState_resetBase(nxtState); - } - - _mutNextState_meta_fromSubHashState_mutGetHasMeta (nxtState, state, defaultMeta) { - let hasMeta = false; - - Object.entries(state) - .forEach(([k, vals]) => { - const prop = FilterBase.getProp(k); - if (prop !== "meta") return; - - hasMeta = true; - const data = vals.map(v => UrlUtil.mini.decompress(v)); - Object.keys(defaultMeta).forEach((k, i) => { - if (data[i] !== undefined) nxtState[this.header].meta[k] = data[i]; - else nxtState[this.header].meta[k] = defaultMeta[k]; - }); - }); - - return hasMeta; - } - - setBaseStateFromLoaded (toLoad) { Object.assign(this._meta, toLoad.meta); } - - getSubHashPrefix (prop, header) { - if (FilterBase._SUB_HASH_PREFIXES[prop]) { - const prefix = this._filterBox.getNamespacedHashKey(FilterBase._SUB_HASH_PREFIXES[prop]); - return `${prefix}${header.toUrlified()}`; - } - throw new Error(`Unknown property "${prop}"`); - } - - static getProp (prefix) { - return Parser._parse_bToA(FilterBase._SUB_HASH_PREFIXES, prefix); - } - - _getBtnMobToggleControls (wrpControls) { - const btnMobToggleControls = e_({ - tag: "button", - clazz: `btn btn-xs btn-default mobile__visible ml-auto px-3 mr-2`, - html: ``, - click: () => this._meta.isMobileHeaderHidden = !this._meta.isMobileHeaderHidden, - }); - const hkMobHeaderHidden = () => { - btnMobToggleControls.toggleClass("active", !this._meta.isMobileHeaderHidden); - wrpControls.toggleClass("mobile__hidden", !!this._meta.isMobileHeaderHidden); - }; - this._addHook("meta", "isMobileHeaderHidden", hkMobHeaderHidden); - hkMobHeaderHidden(); - - return btnMobToggleControls; - } - - getChildFilters () { return []; } - getDefaultMeta () { return {...FilterBase._DEFAULT_META}; } - - /** - * @param vals Previously-read filter value may be passed in for performance. - */ - isActive (vals) { - vals = vals || this.getValues(); - return vals[this.header]._isActive; - } - - _getCompressedMeta ({isStripUiKeys = false} = {}) { - const defaultMeta = this.getDefaultMeta(); - const isAnyNotDefault = Object.keys(defaultMeta).some(k => this._meta[k] !== defaultMeta[k]); - if (!isAnyNotDefault) return null; - - let keys = Object.keys(defaultMeta); - - if (isStripUiKeys) { - // Always pop the trailing n keys, as these are all UI options, which we don't want to embed in @filter tags - const popCount = Object.keys(FilterBase._DEFAULT_META).length; - if (popCount) keys = keys.slice(0, -popCount); - } - - // Pop keys from the end if they match the default value - while (keys.length && defaultMeta[keys.last()] === this._meta[keys.last()]) keys.pop(); - - return keys.map(k => UrlUtil.mini.compress(this._meta[k] === undefined ? defaultMeta[k] : this._meta[k])); - } - - $render () { throw new Error(`Unimplemented!`); } - $renderMinis () { throw new Error(`Unimplemented!`); } - getValues ({nxtState = null} = {}) { throw new Error(`Unimplemented!`); } - _mutNextState_reset () { throw new Error(`Unimplemented!`); } - update () { throw new Error(`Unimplemented!`); } - toDisplay () { throw new Error(`Unimplemented!`); } - addItem () { throw new Error(`Unimplemented!`); } - // N.B.: due to a bug in Chrome, these return a copy of the underlying state rather than a copy of the proxied state - getSaveableState () { throw new Error(`Unimplemented!`); } - setStateFromLoaded () { throw new Error(`Unimplemented!`); } - getSubHashes () { throw new Error(`Unimplemented!`); } - getNextStateFromSubhashState () { throw new Error(`Unimplemented!`); } - setFromValues () { throw new Error(`Unimplemented!`); } - handleSearch () { throw new Error(`Unimplemented`); } - getFilterTagPart () { throw new Error(`Unimplemented`); } - getDisplayStatePart ({nxtState = null} = {}) { throw new Error(`Unimplemented`); } - _doTeardown () { /* No-op */ } - trimState_ () { /* No-op */ } -} -FilterBase._DEFAULT_META = { - isHidden: false, - isMobileHeaderHidden: true, -}; -// These are assumed to be the same length (4 characters) -FilterBase._SUB_HASH_STATE_PREFIX = "flst"; -FilterBase._SUB_HASH_META_PREFIX = "flmt"; -FilterBase._SUB_HASH_NESTS_HIDDEN_PREFIX = "flnh"; -FilterBase._SUB_HASH_OPTIONS_PREFIX = "flop"; -FilterBase._SUB_HASH_PREFIXES = { - state: FilterBase._SUB_HASH_STATE_PREFIX, - meta: FilterBase._SUB_HASH_META_PREFIX, - nestsHidden: FilterBase._SUB_HASH_NESTS_HIDDEN_PREFIX, - options: FilterBase._SUB_HASH_OPTIONS_PREFIX, -}; - -class Filter extends FilterBase { - static _getAsFilterItems (items) { - return items ? items.map(it => it instanceof FilterItem ? it : new FilterItem({item: it})) : null; - } - - static _validateItemNests (items, nests) { - if (!nests) return; - items = items.filter(it => it.nest); - const noNest = items.find(it => !nests[it.nest]); - if (noNest) throw new Error(`Filter does not have matching nest: "${noNest.item}" (call addNest first)`); - const invalid = items.find(it => !it.nest || !nests[it.nest]); - if (invalid) throw new Error(`Invalid nest: "${invalid.item}"`); - } - - /** A single-item version of the above, for performance. */ - static _validateItemNest (item, nests) { - if (!nests || !item.nest) return; - if (!nests[item.nest]) throw new Error(`Filter does not have matching nest: "${item.item}" (call addNest first)`); - if (!item.nest || !nests[item.nest]) throw new Error(`Invalid nest: "${item.item}"`); - } - - /** - * @param opts Options object. - * @param opts.header Filter header (name) - * @param [opts.headerHelp] Filter header help text (tooltip) - * @param opts.items Array of filter items, either `FilterItem` or strings. e.g. `["DMG", "VGM"]` - * @param [opts.nests] Key-value object of `"Nest Name": {...nestMeta}`. Nests are used to group/nest filters. - * @param [opts.displayFn] Function which translates an item to a displayable form, e.g. `"MM` -> "Monster Manual"` - * @param [opts.displayFnMini] Function which translates an item to a shortened displayable form, e.g. `"UABravoCharlie` -> "UABC"` - * @param [opts.displayFnTitle] Function which translates an item to a form for displaying in a "title" tooltip - * @param [opts.selFn] Function which returns true if an item should be displayed by default; false otherwise. - * @param [opts.deselFn] Function which returns true if an item should be hidden by default; false otherwise. - * @param [opts.itemSortFn] Function which should be used to sort the `items` array if new entries are added. - * Defaults to ascending alphabetical sort. - * @param [opts.itemSortFnMini] Function which should be used to sort the `items` array when rendering mini-pills. - * @param [opts.groupFn] Function which takes an item and assigns it to a group. - * @param [opts.groupNameFn] Function which takes a group and returns a group name; - * @param [opts.minimalUi] True if the filter should render with a reduced UI, false otherwise. - * @param [opts.umbrellaItems] Items which should, when set active, show everything in the filter. E.g. "All". - * @param [opts.umbrellaExcludes] Items which should ignore the state of any `umbrellaItems` - * @param [opts.isSortByDisplayItems] If items should be sorted by their display value, rather than their internal value. - * @param [opts.isMiscFilter] If this is the Misc. filter (containing "SRD" and "Basic Rules" tags). - */ - constructor (opts) { - super(opts); - this._items = Filter._getAsFilterItems(opts.items || []); - this.__itemsSet = new Set(this._items.map(it => it.item)); // Cache the items as a set for fast exists checking - this._nests = opts.nests; - this._displayFn = opts.displayFn; - this._displayFnMini = opts.displayFnMini; - this._displayFnTitle = opts.displayFnTitle; - this._selFn = opts.selFn; - this._selFnCache = null; - this._deselFn = opts.deselFn; - this._itemSortFn = opts.itemSortFn === undefined ? SortUtil.ascSort : opts.itemSortFn; - this._itemSortFnMini = opts.itemSortFnMini; - this._groupFn = opts.groupFn; - this._groupNameFn = opts.groupNameFn; - this._minimalUi = opts.minimalUi; - this._umbrellaItems = Filter._getAsFilterItems(opts.umbrellaItems); - this._umbrellaExcludes = Filter._getAsFilterItems(opts.umbrellaExcludes); - this._isSortByDisplayItems = !!opts.isSortByDisplayItems; - this._isReprintedFilter = !!opts.isMiscFilter && this._items.some(it => it.item === "Reprinted"); - this._isSrdFilter = !!opts.isMiscFilter && this._items.some(it => it.item === "SRD"); - this._isBasicRulesFilter = !!opts.isMiscFilter && this._items.some(it => it.item === "Basic Rules"); - - Filter._validateItemNests(this._items, this._nests); - - this._filterBox = null; - this._items.forEach(it => this._defaultItemState(it, {isForce: true})); - this.__$wrpFilter = null; - this.__wrpPills = null; - this.__wrpMiniPills = null; - this.__$wrpNestHeadInner = null; - this._updateNestSummary = null; - this.__nestsHidden = {}; - this._nestsHidden = this._getProxy("nestsHidden", this.__nestsHidden); - this._isNestsDirty = false; - this._isItemsDirty = false; - this._pillGroupsMeta = {}; - } - - get isReprintedFilter () { return this._isReprintedFilter; } - get isSrdFilter () { return this._isSrdFilter; } - get isBasicRulesFilter () { return this._isBasicRulesFilter; } - - getSaveableState () { - return { - [this.header]: { - ...this.getBaseSaveableState(), - state: {...this.__state}, - nestsHidden: {...this.__nestsHidden}, - }, - }; - } - - setStateFromLoaded (filterState, {isUserSavedState = false} = {}) { - if (!filterState?.[this.header]) return; - - const toLoad = filterState[this.header]; - this._hasUserSavedState = this._hasUserSavedState || isUserSavedState; - this.setBaseStateFromLoaded(toLoad); - Object.assign(this._state, toLoad.state); - Object.assign(this._nestsHidden, toLoad.nestsHidden); - } - - _getStateNotDefault ({nxtState = null} = {}) { - const state = nxtState?.[this.header]?.state || this.__state; - - return Object.entries(state) - .filter(([k, v]) => { - if (k.startsWith("_")) return false; - const defState = this._getDefaultState(k); - return defState !== v; - }); - } - - getSubHashes () { - const out = []; - - const baseMeta = this.getMetaSubHashes(); - if (baseMeta) out.push(...baseMeta); - - const areNotDefaultState = this._getStateNotDefault(); - if (areNotDefaultState.length) { - // serialize state as `key=value` pairs - const serPillStates = areNotDefaultState.map(([k, v]) => `${k.toUrlified()}=${v}`); - out.push(UrlUtil.packSubHash(this.getSubHashPrefix("state", this.header), serPillStates)); - } - - const areNotDefaultNestsHidden = Object.entries(this._nestsHidden).filter(([k, v]) => this._nests[k] && !(this._nests[k].isHidden === v)); - if (areNotDefaultNestsHidden.length) { - // serialize nestsHidden as `key=value` pairs - const nestsHidden = areNotDefaultNestsHidden.map(([k]) => `${k.toUrlified()}=1`); - out.push(UrlUtil.packSubHash(this.getSubHashPrefix("nestsHidden", this.header), nestsHidden)); - } - - if (!out.length) return null; - - // Always extend default state - out.push(UrlUtil.packSubHash(this.getSubHashPrefix("options", this.header), ["extend"])); - return out; - } - - getFilterTagPart () { - const areNotDefaultState = this._getStateNotDefault(); - const compressedMeta = this._getCompressedMeta({isStripUiKeys: true}); - - // If _any_ value is non-default, we need to include _all_ values in the tag - // The same goes for meta values - if (!areNotDefaultState.length && !compressedMeta) return null; - - const pt = Object.entries(this._state) - .filter(([k]) => !k.startsWith("_")) - .filter(([, v]) => v) - .map(([k, v]) => `${v === 2 ? "!" : ""}${k}`) - .join(";") - .toLowerCase(); - - return [ - this.header.toLowerCase(), - pt, - compressedMeta ? compressedMeta.join(HASH_SUB_LIST_SEP) : null, - ] - .filter(it => it != null) - .join("="); - } - - getDisplayStatePart ({nxtState = null} = {}) { - const state = nxtState?.[this.header]?.state || this.__state; - - const areNotDefaultState = this._getStateNotDefault({nxtState}); - - // If _any_ value is non-default, we need to include _all_ values in the tag - if (!areNotDefaultState.length) return null; - - const ptState = Object.entries(state) - .filter(([k]) => !k.startsWith("_")) - .filter(([, v]) => v) - .map(([k, v]) => { - const item = this._items.find(item => `${item.item}` === k); - if (!item) return null; // Should never occur - return `${v === 2 ? "not " : ""}${this._displayFn ? this._displayFn(item.item, item) : item.item}`; - }) - .filter(Boolean) - .join(", "); - - if (!ptState) return null; - - return `${this.header}: ${ptState}`; - } - - /** - * Get transient options used when setting state from URL. - * @private - */ - _getOptionsFromSubHashState (state) { - // `flopsource:thing1~thing2` => `{options: ["thing1", "thing2"]}` - const opts = {}; - Object.entries(state).forEach(([k, vals]) => { - const prop = FilterBase.getProp(k); - switch (prop) { - case "options": { - vals.forEach(val => { - switch (val) { - case "extend": { - opts.isExtendDefaultState = true; - } - } - }); - } - } - }); - return new FilterTransientOptions(opts); - } - - setStateFromNextState (nxtState) { - super.setStateFromNextState(nxtState); - this._proxyAssignSimple("nestsHidden", nxtState[this.header].nestsHidden, true); - } - - getNextStateFromSubhashState (state) { - const nxtState = this._getNextState_base(); - - if (state == null) { - this._mutNextState_reset(nxtState); - return nxtState; - } - - this._mutNextState_meta_fromSubHashState(nxtState, state); - const transientOptions = this._getOptionsFromSubHashState(state); - - let hasState = false; - let hasNestsHidden = false; - - Object.entries(state).forEach(([k, vals]) => { - const prop = FilterBase.getProp(k); - switch (prop) { - case "state": { - hasState = true; - if (transientOptions.isExtendDefaultState) { - Object.keys(nxtState[this.header].state).forEach(k => nxtState[this.header].state[k] = this._getDefaultState(k)); - } else { - // This allows e.g. @filter tags to cleanly specify their sources - Object.keys(nxtState[this.header].state).forEach(k => nxtState[this.header].state[k] = 0); - } - - vals.forEach(v => { - const [statePropLower, state] = v.split("="); - const stateProp = Object.keys(nxtState[this.header].state).find(k => k.toLowerCase() === statePropLower); - if (stateProp) nxtState[this.header].state[stateProp] = Number(state); - }); - break; - } - case "nestsHidden": { - hasNestsHidden = true; - Object.keys(nxtState[this.header].nestsHidden).forEach(k => { - const nestKey = Object.keys(this._nests).find(it => k.toLowerCase() === it.toLowerCase()); - nxtState[this.header].nestsHidden[k] = this._nests[nestKey] && this._nests[nestKey].isHidden; - }); - vals.forEach(v => { - const [nestNameLower, state] = v.split("="); - const nestName = Object.keys(nxtState[this.header].nestsHidden).find(k => k.toLowerCase() === nestNameLower); - if (nestName) nxtState[this.header].nestsHidden[nestName] = !!Number(state); - }); - break; - } - } - }); - - if (!hasState) this._mutNextState_reset(nxtState); - if (!hasNestsHidden && this._nests) this._mutNextState_resetNestsHidden({tgt: nxtState[this.header].nestsHidden}); - - return nxtState; - } - - setFromValues (values) { - if (values[this.header]) { - Object.keys(this._state).forEach(k => this._state[k] = 0); - Object.assign(this._state, values[this.header]); - } - } - - setValue (k, v) { this._state[k] = v; } - - _mutNextState_resetNestsHidden ({tgt}) { - if (!this._nests) return; - Object.entries(this._nests).forEach(([nestName, nestMeta]) => tgt[nestName] = !!nestMeta.isHidden); - } - - _defaultItemState (item, {isForce = false} = {}) { - // Avoid setting state for new items if the user already has active filter state. This prevents the case where e.g.: - // - The user has cleared their source filter; - // - A new source is added to the site; - // - The new source becomes the *only* selected item in their filter. - if (!isForce && this._hasUserSavedState && !Object.values(this.__state).some(Boolean)) return this._state[item.item] = 0; - - // if both a selFn and a deselFn are specified, we default to deselecting - this._state[item.item] = this._getDefaultState(item.item); - } - - _getDefaultState (k) { return this._deselFn && this._deselFn(k) ? 2 : this._selFn && this._selFn(k) ? 1 : 0; } - - _getDisplayText (item) { - return this._displayFn ? this._displayFn(item.item, item) : item.item; - } - - _getDisplayTextMini (item) { - return this._displayFnMini - ? this._displayFnMini(item.item, item) - : this._getDisplayText(item); - } - - _getPill (item) { - const displayText = this._getDisplayText(item); - - const btnPill = e_({ - tag: "div", - clazz: "fltr__pill", - html: displayText, - click: evt => this._getPill_handleClick({evt, item}), - contextmenu: evt => this._getPill_handleContextmenu({evt, item}), - }); - - this._getPill_bindHookState({btnPill, item}); - - item.searchText = displayText.toLowerCase(); - - return btnPill; - } - - _getPill_handleClick ({evt, item}) { - if (evt.shiftKey) { - this._doSetPillsClear(); - } - - if (++this._state[item.item] > 2) this._state[item.item] = 0; - } - - _getPill_handleContextmenu ({evt, item}) { - evt.preventDefault(); - - if (evt.shiftKey) { - this._doSetPillsClear(); - } - - if (--this._state[item.item] < 0) this._state[item.item] = 2; - } - - _getPill_bindHookState ({btnPill, item}) { - this._addHook("state", item.item, () => { - const val = FilterBox._PILL_STATES[this._state[item.item]]; - btnPill.attr("state", val); - })(); - } - - setTempFnSel (tempFnSel) { - this._selFnCache = this._selFnCache || this._selFn; - if (tempFnSel) this._selFn = tempFnSel; - else this._selFn = this._selFnCache; - } - - updateMiniPillClasses () { - this._items.filter(it => it.btnMini).forEach(it => { - const isDefaultDesel = this._deselFn && this._deselFn(it.item); - const isDefaultSel = this._selFn && this._selFn(it.item); - it.btnMini - .toggleClass("fltr__mini-pill--default-desel", isDefaultDesel) - .toggleClass("fltr__mini-pill--default-sel", isDefaultSel); - }); - } - - _getBtnMini (item) { - const toDisplay = this._getDisplayTextMini(item); - - const btnMini = e_({ - tag: "div", - clazz: `fltr__mini-pill ${this._filterBox.isMinisHidden(this.header) ? "ve-hidden" : ""} ${this._deselFn && this._deselFn(item.item) ? "fltr__mini-pill--default-desel" : ""} ${this._selFn && this._selFn(item.item) ? "fltr__mini-pill--default-sel" : ""}`, - html: toDisplay, - title: `${this._displayFnTitle ? `${this._displayFnTitle(item.item, item)} (` : ""}Filter: ${this.header}${this._displayFnTitle ? ")" : ""}`, - click: () => { - this._state[item.item] = 0; - this._filterBox.fireChangeEvent(); - }, - }).attr("state", FilterBox._PILL_STATES[this._state[item.item]]); - - const hook = () => { - const val = FilterBox._PILL_STATES[this._state[item.item]]; - btnMini.attr("state", val); - // Bind change handlers in the mini-pill render step, as the mini-pills should always be available. - if (item.pFnChange) item.pFnChange(item.item, val); - }; - this._addHook("state", item.item, hook); - - const hideHook = () => btnMini.toggleClass("ve-hidden", this._filterBox.isMinisHidden(this.header)); - this._filterBox.registerMinisHiddenHook(this.header, hideHook); - - return btnMini; - } - - _doSetPillsAll () { - this._proxyAssignSimple( - "state", - Object.keys(this._state) - .mergeMap(k => ({[k]: 1})), - true, - ); - } - - _doSetPillsClear () { - this._proxyAssignSimple( - "state", - Object.keys(this._state) - .mergeMap(k => ({[k]: 0})), - true, - ); - } - - _doSetPillsNone () { - this._proxyAssignSimple( - "state", - Object.keys(this._state) - .mergeMap(k => ({[k]: 2})), - true, - ); - } - - _doSetPinsDefault () { - this.reset(); - } - - _getHeaderControls (opts) { - const btnAll = e_({ - tag: "button", - clazz: `btn btn-default ${opts.isMulti ? "btn-xxs" : "btn-xs"} fltr__h-btn--all w-100`, - click: () => this._doSetPillsAll(), - html: "All", - }); - const btnClear = e_({ - tag: "button", - clazz: `btn btn-default ${opts.isMulti ? "btn-xxs" : "btn-xs"} fltr__h-btn--clear w-100`, - click: () => this._doSetPillsClear(), - html: "Clear", - }); - const btnNone = e_({ - tag: "button", - clazz: `btn btn-default ${opts.isMulti ? "btn-xxs" : "btn-xs"} fltr__h-btn--none w-100`, - click: () => this._doSetPillsNone(), - html: "None", - }); - const btnDefault = e_({ - tag: "button", - clazz: `btn btn-default ${opts.isMulti ? "btn-xxs" : "btn-xs"} w-100`, - click: () => this._doSetPinsDefault(), - html: "Default", - }); - - const wrpStateBtnsOuter = e_({ - tag: "div", - clazz: "ve-flex-v-center fltr__h-wrp-state-btns-outer", - children: [ - e_({ - tag: "div", - clazz: "btn-group ve-flex-v-center w-100", - children: [ - btnAll, - btnClear, - btnNone, - btnDefault, - ], - }), - ], - }); - this._getHeaderControls_addExtraStateBtns(opts, wrpStateBtnsOuter); - - const wrpSummary = e_({tag: "div", clazz: "ve-flex-vh-center ve-hidden"}); - - const btnCombineBlue = e_({ - tag: "button", - clazz: `btn btn-default ${opts.isMulti ? "btn-xxs" : "btn-xs"} fltr__h-btn-logic--blue fltr__h-btn-logic w-100`, - click: () => this._meta.combineBlue = Filter._getNextCombineMode(this._meta.combineBlue), - title: `Blue match mode for this filter. "AND" requires all blues to match, "OR" requires at least one blue to match, "XOR" requires exactly one blue to match.`, - }); - const hookCombineBlue = () => e_({ele: btnCombineBlue, text: `${this._meta.combineBlue}`.toUpperCase()}); - this._addHook("meta", "combineBlue", hookCombineBlue); - hookCombineBlue(); - - const btnCombineRed = e_({ - tag: "button", - clazz: `btn btn-default ${opts.isMulti ? "btn-xxs" : "btn-xs"} fltr__h-btn-logic--red fltr__h-btn-logic w-100`, - click: () => this._meta.combineRed = Filter._getNextCombineMode(this._meta.combineRed), - title: `Red match mode for this filter. "AND" requires all reds to match, "OR" requires at least one red to match, "XOR" requires exactly one red to match.`, - }); - const hookCombineRed = () => e_({ele: btnCombineRed, text: `${this._meta.combineRed}`.toUpperCase()}); - this._addHook("meta", "combineRed", hookCombineRed); - hookCombineRed(); - - const btnShowHide = e_({ - tag: "button", - clazz: `btn btn-default ${opts.isMulti ? "btn-xxs" : "btn-xs"} ml-2`, - click: () => this._meta.isHidden = !this._meta.isHidden, - html: "Hide", - }); - const hookShowHide = () => { - e_({ele: btnShowHide}).toggleClass("active", this._meta.isHidden); - wrpStateBtnsOuter.toggleVe(!this._meta.isHidden); - - // render summary - const cur = this.getValues()[this.header]; - - const htmlSummary = [ - cur._totals.yes - ? `${cur._totals.yes}` - : null, - cur._totals.yes && cur._totals.no - ? `` - : null, - cur._totals.no - ? `${cur._totals.no}` - : null, - ].filter(Boolean).join(""); - e_({ele: wrpSummary, html: htmlSummary}).toggleVe(this._meta.isHidden); - }; - this._addHook("meta", "isHidden", hookShowHide); - hookShowHide(); - - return e_({ - tag: "div", - clazz: `ve-flex-v-center fltr__h-wrp-btns-outer`, - children: [ - wrpSummary, - wrpStateBtnsOuter, - e_({tag: "span", clazz: `btn-group ml-2 ve-flex-v-center`, children: [btnCombineBlue, btnCombineRed]}), - btnShowHide, - ], - }); - } - - _getHeaderControls_addExtraStateBtns () { - // To be optionally implemented by child classes - } - - /** - * @param opts Options. - * @param opts.filterBox The FilterBox to which this filter is attached. - * @param opts.isFirst True if this is visually the first filter in the box. - * @param opts.$wrpMini The form mini-view element. - * @param opts.isMulti The name of the MultiFilter this filter belongs to, if any. - */ - $render (opts) { - this._filterBox = opts.filterBox; - this.__wrpMiniPills = opts.$wrpMini ? e_({ele: opts.$wrpMini[0]}) : null; - - const wrpControls = this._getHeaderControls(opts); - - if (this._nests) { - const wrpNestHead = e_({tag: "div", clazz: "fltr__wrp-pills--sub"}).appendTo(this.__wrpPills); - this.__$wrpNestHeadInner = e_({tag: "div", clazz: "ve-flex ve-flex-wrap fltr__container-pills"}).appendTo(wrpNestHead); - - const wrpNestHeadSummary = e_({tag: "div", clazz: "fltr__summary_nest"}).appendTo(wrpNestHead); - - this._updateNestSummary = () => { - const stats = {high: 0, low: 0}; - this._items.filter(it => this._state[it.item] && this._nestsHidden[it.nest]).forEach(it => { - const key = this._state[it.item] === 1 ? "high" : "low"; - stats[key]++; - }); - - wrpNestHeadSummary.empty(); - - if (stats.high) { - e_({ - tag: "span", - clazz: "fltr__summary_item fltr__summary_item--include", - text: stats.high, - title: `${stats.high} hidden "required" tag${stats.high === 1 ? "" : "s"}`, - }).appendTo(wrpNestHeadSummary); - } - - if (stats.high && stats.low) e_({tag: "span", clazz: "fltr__summary_item_spacer"}).appendTo(wrpNestHeadSummary); - - if (stats.low) { - e_({ - tag: "span", - clazz: "fltr__summary_item fltr__summary_item--exclude", - text: stats.low, - title: `${stats.low} hidden "excluded" tag${stats.low === 1 ? "" : "s"}`, - }).appendTo(wrpNestHeadSummary); - } - }; - - this._doRenderNests(); - } - - this._doRenderPills(); - - const btnMobToggleControls = this._getBtnMobToggleControls(wrpControls); - - this.__$wrpFilter = $$`
    - ${opts.isFirst ? "" : `
    `} -
    -
    - ${opts.isMulti ? `\u2012` : ""} - ${this._getRenderedHeader()} - ${btnMobToggleControls} -
    - ${wrpControls} -
    - ${this.__wrpPills} -
    `; - - this._doToggleDisplay(); - - return this.__$wrpFilter; - } - - /** - * @param opts Options. - * @param opts.filterBox The FilterBox to which this filter is attached. - * @param opts.isFirst True if this is visually the first filter in the box. - * @param opts.$wrpMini The form mini-view element. - * @param opts.isMulti The name of the MultiFilter this filter belongs to, if any. - */ - $renderMinis (opts) { - if (!opts.$wrpMini) return; - - this._filterBox = opts.filterBox; - this.__wrpMiniPills = e_({ele: opts.$wrpMini[0]}); - - this._renderMinis_initWrpPills(); - - this._doRenderMiniPills(); - } - - _renderMinis_initWrpPills () { - this.__wrpPills = e_({tag: "div", clazz: `fltr__wrp-pills ${this._groupFn ? "fltr__wrp-subs" : "fltr__container-pills"}`}); - const hook = () => this.__wrpPills.toggleVe(!this._meta.isHidden); - this._addHook("meta", "isHidden", hook); - hook(); - } - - getValues ({nxtState = null} = {}) { - const state = MiscUtil.copy(nxtState?.[this.header]?.state || this.__state); - const meta = nxtState?.[this.header]?.meta || this.__meta; - - // remove state for any currently-absent filters - Object.keys(state).filter(k => !this._items.some(it => `${it.item}` === k)).forEach(k => delete state[k]); - const out = {...state}; - - // add helper data - out._isActive = Object.values(state).some(Boolean); - out._totals = {yes: 0, no: 0, ignored: 0}; - Object.values(state).forEach(v => { - const totalKey = v === 0 ? "ignored" : v === 1 ? "yes" : "no"; - out._totals[totalKey]++; - }); - out._combineBlue = meta.combineBlue; - out._combineRed = meta.combineRed; - return {[this.header]: out}; - } - - _getNextState_base () { - return { - [this.header]: { - ...super._getNextState_base()[this.header], - nestsHidden: MiscUtil.copyFast(this.__nestsHidden), - }, - }; - } - - _mutNextState_reset (nxtState, {isResetAll = false} = {}) { - if (isResetAll) { - this._mutNextState_resetBase(nxtState); - this._mutNextState_resetNestsHidden({tgt: nxtState[this.header].nestsHidden}); - } else { - // Always reset "AND/OR" states - Object.assign(nxtState[this.header].meta, {combineBlue: Filter._DEFAULT_META.combineBlue, combineRed: Filter._DEFAULT_META.combineRed}); - } - Object.keys(nxtState[this.header].state).forEach(k => delete nxtState[this.header].state[k]); - this._items.forEach(item => nxtState[this.header].state[item.item] = this._getDefaultState(item.item)); - } - - _doRenderPills () { - if (this._itemSortFn) this._items.sort(this._isSortByDisplayItems && this._displayFn ? (a, b) => this._itemSortFn(this._displayFn(a.item, a), this._displayFn(b.item, b)) : this._itemSortFn); - - this._items.forEach(it => { - if (!it.rendered) { - it.rendered = this._getPill(it); - if (it.nest) { - const hook = () => it.rendered.toggleVe(!this._nestsHidden[it.nest]); - this._addHook("nestsHidden", it.nest, hook); - hook(); - } - } - - if (this._groupFn) { - const group = this._groupFn(it); - this._doRenderPills_doRenderWrpGroup(group); - this._pillGroupsMeta[group].wrpPills.append(it.rendered); - } else it.rendered.appendTo(this.__wrpPills); - }); - } - - _doRenderPills_doRenderWrpGroup (group) { - const existingMeta = this._pillGroupsMeta[group]; - if (existingMeta && !existingMeta.isAttached) { - existingMeta.wrpDivider.appendTo(this.__wrpPills); - existingMeta.wrpPills.appendTo(this.__wrpPills); - existingMeta.isAttached = true; - } - if (existingMeta) return; - - this._pillGroupsMeta[group] = { - wrpDivider: this._doRenderPills_doRenderWrpGroup_getDivider(group).appendTo(this.__wrpPills), - wrpPills: this._doRenderPills_doRenderWrpGroup_getWrpPillsSub(group).appendTo(this.__wrpPills), - isAttached: true, - }; - - Object.entries(this._pillGroupsMeta) - .sort((a, b) => SortUtil.ascSortLower(a[0], b[0])) - .forEach(([groupKey, groupMeta], i) => { - groupMeta.wrpDivider.appendTo(this.__wrpPills); - groupMeta.wrpDivider.toggleVe(!this._isGroupDividerHidden(groupKey, i)); - groupMeta.wrpPills.appendTo(this.__wrpPills); - }); - - if (this._nests) { - this._pillGroupsMeta[group].toggleDividerFromNestVisibility = () => { - this._pillGroupsMeta[group].wrpDivider.toggleVe(!this._isGroupDividerHidden(group)); - }; - - // bind group dividers to show/hide depending on nest visibility state - Object.keys(this._nests).forEach(nestName => { - const hook = () => this._pillGroupsMeta[group].toggleDividerFromNestVisibility(); - this._addHook("nestsHidden", nestName, hook); - hook(); - this._pillGroupsMeta[group].toggleDividerFromNestVisibility(); - }); - } - } - - _isGroupDividerHidden (group, ixSortedGroups) { - if (!this._nests) { - // When not nested, always hide the first divider - if (ixSortedGroups === undefined) return `${group}` === `${Object.keys(this._pillGroupsMeta).sort((a, b) => SortUtil.ascSortLower(a, b))[0]}`; - return ixSortedGroups === 0; - } - - const groupItems = this._items.filter(it => this._groupFn(it) === group); - const hiddenGroupItems = groupItems.filter(it => this._nestsHidden[it.nest]); - return groupItems.length === hiddenGroupItems.length; - } - - _doRenderPills_doRenderWrpGroup_getDivider (group) { - const eleHr = this._doRenderPills_doRenderWrpGroup_getDividerHr(group); - const elesHeader = this._doRenderPills_doRenderWrpGroup_getDividerHeaders(group); - - return e_({ - tag: "div", - clazz: "ve-flex-col w-100", - children: [ - eleHr, - ...elesHeader, - ] - .filter(Boolean), - }); - } - - _doRenderPills_doRenderWrpGroup_getDividerHr (group) { return e_({tag: "hr", clazz: `fltr__dropdown-divider--sub hr-2 mx-3`}); } - - _doRenderPills_doRenderWrpGroup_getDividerHeaders (group) { - const groupName = this._groupNameFn?.(group); - if (!groupName) return []; - - return [ - e_({ - tag: "div", - clazz: `fltr__divider-header ve-muted italic ve-small`, - text: groupName, - }), - ]; - } - - _doRenderPills_doRenderWrpGroup_getWrpPillsSub () { return e_({tag: "div", clazz: `fltr__wrp-pills--sub fltr__container-pills`}); } - - _doRenderMiniPills () { - // create a list view so we can freely sort - const view = this._items.slice(0); - if (this._itemSortFnMini || this._itemSortFn) { - const fnSort = this._itemSortFnMini || this._itemSortFn; - view.sort(this._isSortByDisplayItems && this._displayFn ? (a, b) => fnSort(this._displayFn(a.item, a), this._displayFn(b.item, b)) : fnSort); - } - - if (this.__wrpMiniPills) { - view.forEach(it => { - // re-append existing elements to sort them - (it.btnMini = it.btnMini || this._getBtnMini(it)).appendTo(this.__wrpMiniPills); - }); - } - } - - _doToggleDisplay () { - // if there are no items, hide everything - if (this.__$wrpFilter) this.__$wrpFilter.toggleClass("fltr__no-items", !this._items.length); - } - - _doRenderNests () { - Object.entries(this._nests) - .sort((a, b) => SortUtil.ascSort(a[0], b[0])) // array 0 (key) is the nest name - .forEach(([nestName, nestMeta]) => { - if (nestMeta._$btnNest == null) { - // this can be restored from a saved state, otherwise, initialise it - if (this._nestsHidden[nestName] == null) this._nestsHidden[nestName] = !!nestMeta.isHidden; - - const $btnText = $(`${nestName} [${this._nestsHidden[nestName] ? "+" : "\u2212"}]`); - nestMeta._$btnNest = $$`
    ${$btnText}
    ` - .click(() => this._nestsHidden[nestName] = !this._nestsHidden[nestName]); - - const hook = () => { - $btnText.text(`${nestName} [${this._nestsHidden[nestName] ? "+" : "\u2212"}]`); - - const stats = {high: 0, low: 0, total: 0}; - this._items - .filter(it => it.nest === nestName) - .find(it => { - const key = this._state[it.item] === 1 ? "high" : this._state[it.item] ? "low" : "ignored"; - stats[key]++; - stats.total++; - }); - const allHigh = stats.total === stats.high; - const allLow = stats.total === stats.low; - nestMeta._$btnNest.toggleClass("fltr__btn_nest--include-all", this._nestsHidden[nestName] && allHigh) - .toggleClass("fltr__btn_nest--exclude-all", this._nestsHidden[nestName] && allLow) - .toggleClass("fltr__btn_nest--include", this._nestsHidden[nestName] && !!(!allHigh && !allLow && stats.high && !stats.low)) - .toggleClass("fltr__btn_nest--exclude", this._nestsHidden[nestName] && !!(!allHigh && !allLow && !stats.high && stats.low)) - .toggleClass("fltr__btn_nest--both", this._nestsHidden[nestName] && !!(!allHigh && !allLow && stats.high && stats.low)); - - if (this._updateNestSummary) this._updateNestSummary(); - }; - - this._items - .filter(it => it.nest === nestName) - .find(it => { - this._addHook("state", it.item, hook); - }); - - this._addHook("nestsHidden", nestName, hook); - hook(); - } - nestMeta._$btnNest.appendTo(this.__$wrpNestHeadInner); - }); - - if (this._updateNestSummary) this._updateNestSummary(); - } - - update () { - if (this._isNestsDirty) { - this._isNestsDirty = false; - - this._doRenderNests(); - } - - if (this._isItemsDirty) { - this._isItemsDirty = false; - - this._doRenderPills(); - } - - // always render the mini-pills, to ensure the overall order in the grid stays correct (shared between multiple filters) - this._doRenderMiniPills(); - this._doToggleDisplay(); - } - - _getFilterItem (item) { - return item instanceof FilterItem ? item : new FilterItem({item}); - } - - addItem (item) { - if (item == null) return; - - if (item instanceof Array) { - const len = item.length; - for (let i = 0; i < len; ++i) this.addItem(item[i]); - return; - } - - if (!this.__itemsSet.has(item.item || item)) { - item = this._getFilterItem(item); - Filter._validateItemNest(item, this._nests); - - this._isItemsDirty = true; - this._items.push(item); - this.__itemsSet.add(item.item); - if (this._state[item.item] == null) this._defaultItemState(item); - } - } - - addNest (nestName, nestMeta) { - // may need to allow this in future - // can easily be circumvented by initialising with empty nests in filter construction - if (!this._nests) throw new Error(`Filter was not nested!`); - if (!this._nests[nestName]) { - this._isNestsDirty = true; - this._nests[nestName] = nestMeta; - - // bind group dividers to show/hide based on the new nest - if (this._groupFn) { - Object.keys(this._pillGroupsMeta).forEach(group => { - const hook = () => this._pillGroupsMeta[group].toggleDividerFromNestVisibility(); - this._addHook("nestsHidden", nestName, hook); - hook(); - this._pillGroupsMeta[group].toggleDividerFromNestVisibility(); - }); - } - } - } - - _toDisplay_getMappedEntryVal (entryVal) { - if (!(entryVal instanceof Array)) entryVal = [entryVal]; - entryVal = entryVal.map(it => it instanceof FilterItem ? it : new FilterItem({item: it})); - return entryVal; - } - - _toDisplay_getFilterState (boxState) { return boxState[this.header]; } - - toDisplay (boxState, entryVal) { - const filterState = this._toDisplay_getFilterState(boxState); - if (!filterState) return true; - - const totals = filterState._totals; - - entryVal = this._toDisplay_getMappedEntryVal(entryVal); - - const isUmbrella = () => { - if (this._umbrellaItems) { - if (!entryVal) return false; - - if (this._umbrellaExcludes && this._umbrellaExcludes.some(it => filterState[it.item])) return false; - - return this._umbrellaItems.some(u => entryVal.includes(u.item)) - && (this._umbrellaItems.some(u => filterState[u.item] === 0) || this._umbrellaItems.some(u => filterState[u.item] === 1)); - } - }; - - let hide = false; - let display = false; - - switch (filterState._combineBlue) { - case "or": { - // default to displaying - if (totals.yes === 0) display = true; - - // if any are 1 (blue) include if they match - display = display || entryVal.some(fi => filterState[fi.item] === 1 || isUmbrella()); - - break; - } - case "xor": { - // default to displaying - if (totals.yes === 0) display = true; - - // if any are 1 (blue) include if precisely one matches - display = display || entryVal.filter(fi => filterState[fi.item] === 1 || isUmbrella()).length === 1; - - break; - } - case "and": { - const totalYes = entryVal.filter(fi => filterState[fi.item] === 1).length; - display = !totals.yes || totals.yes === totalYes; - - break; - } - default: throw new Error(`Unhandled combine mode "${filterState._combineBlue}"`); - } - - switch (filterState._combineRed) { - case "or": { - // if any are 2 (red) exclude if they match - hide = hide || entryVal.filter(fi => !fi.isIgnoreRed).some(fi => filterState[fi.item] === 2); - - break; - } - case "xor": { - // if exactly one is 2 (red) exclude if it matches - hide = hide || entryVal.filter(fi => !fi.isIgnoreRed).filter(fi => filterState[fi.item] === 2).length === 1; - - break; - } - case "and": { - const totalNo = entryVal.filter(fi => !fi.isIgnoreRed).filter(fi => filterState[fi.item] === 2).length; - hide = totals.no && totals.no === totalNo; - - break; - } - default: throw new Error(`Unhandled combine mode "${filterState._combineRed}"`); - } - - return display && !hide; - } - - _doInvertPins () { - const cur = MiscUtil.copy(this._state); - Object.keys(this._state).forEach(k => this._state[k] = cur[k] === 1 ? 0 : 1); - } - - getDefaultMeta () { - // Key order is important, as @filter tags depend on it - return { - ...super.getDefaultMeta(), - ...Filter._DEFAULT_META, - }; - } - - handleSearch (searchTerm) { - const isHeaderMatch = this.header.toLowerCase().includes(searchTerm); - - if (isHeaderMatch) { - this._items.forEach(it => { - if (!it.rendered) return; - it.rendered.toggleClass("fltr__hidden--search", false); - }); - - if (this.__$wrpFilter) this.__$wrpFilter.toggleClass("fltr__hidden--search", false); - - return true; - } - - let visibleCount = 0; - this._items.forEach(it => { - if (!it.rendered) return; - const isVisible = it.searchText.includes(searchTerm); - it.rendered.toggleClass("fltr__hidden--search", !isVisible); - if (isVisible) visibleCount++; - }); - - if (this.__$wrpFilter) this.__$wrpFilter.toggleClass("fltr__hidden--search", visibleCount === 0); - - return visibleCount !== 0; - } - - static _getNextCombineMode (combineMode) { - let ix = Filter._COMBINE_MODES.indexOf(combineMode); - if (ix === -1) ix = (Filter._COMBINE_MODES.length - 1); - if (++ix === Filter._COMBINE_MODES.length) ix = 0; - return Filter._COMBINE_MODES[ix]; - } - - _doTeardown () { - this._items.forEach(it => { - if (it.rendered) it.rendered.detach(); - if (it.btnMini) it.btnMini.detach(); - }); - - Object.values(this._nests || {}) - .filter(nestMeta => nestMeta._$btnNest) - .forEach(nestMeta => nestMeta._$btnNest.detach()); - - Object.values(this._pillGroupsMeta || {}) - .forEach(it => { - it.wrpDivider.detach(); - it.wrpPills.detach(); - it.isAttached = false; - }); - } -} -Filter._DEFAULT_META = { - combineBlue: "or", - combineRed: "or", -}; -Filter._COMBINE_MODES = ["or", "and", "xor"]; - -class FilterTransientOptions { - /** - * @param opts Options object. - * @param [opts.isExtendDefaultState] - */ - constructor (opts) { - this.isExtendDefaultState = opts.isExtendDefaultState; - } -} - -class SearchableFilter extends Filter { - constructor (opts) { - super(opts); - - this._compSearch = BaseComponent.fromObject({ - search: "", - searchTermParent: "", - }); - } - - handleSearch (searchTerm) { - const out = super.handleSearch(searchTerm); - - this._compSearch._state.searchTermParent = searchTerm; - - return out; - } - - _getPill (item) { - const btnPill = super._getPill(item); - - const hkIsVisible = () => { - if (this._compSearch._state.searchTermParent) return btnPill.toggleClass("fltr__hidden--inactive", false); - - btnPill.toggleClass("fltr__hidden--inactive", this._state[item.item] === 0); - }; - this._addHook("state", item.item, hkIsVisible); - this._compSearch._addHookBase("searchTermParent", hkIsVisible); - hkIsVisible(); - - return btnPill; - } - - _getPill_handleClick ({evt, item}) { - if (this._compSearch._state.searchTermParent) return super._getPill_handleClick({evt, item}); - - this._state[item.item] = 0; - } - - _getPill_handleContextmenu ({evt, item}) { - if (this._compSearch._state.searchTermParent) return super._getPill_handleContextmenu({evt, item}); - - evt.preventDefault(); - this._state[item.item] = 0; - } - - _$render_getRowBtn ({fnsCleanup, $iptSearch, item, subtype, state}) { - const handleClick = evt => { - evt.stopPropagation(); - evt.preventDefault(); - - // Keep the dropdown open - $iptSearch.focus(); - - if (evt.shiftKey) { - this._doSetPillsClear(); - } - - if (this._state[item.item] === state) this._state[item.item] = 0; - else this._state[item.item] = state; - }; - - const btn = e_({ - tag: "div", - clazz: `no-shrink clickable fltr-search__btn-activate fltr-search__btn-activate--${subtype} ve-flex-vh-center`, - click: evt => handleClick(evt), - contextmenu: evt => handleClick(evt), - mousedown: evt => { - evt.stopPropagation(); - evt.preventDefault(); - }, - }); - - const hkIsActive = () => { - btn.innerText = this._state[item.item] === state ? "×" : ""; - }; - this._addHookBase(item.item, hkIsActive); - hkIsActive(); - fnsCleanup.push(() => this._removeHookBase(item.item, hkIsActive)); - - return btn; - } - - $render (opts) { - const $out = super.$render(opts); - - const $iptSearch = ComponentUiUtil.$getIptStr( - this._compSearch, - "search", - { - html: ``, - }, - ); - - const wrpValues = e_({ - tag: "div", - clazz: "ve-overflow-y-auto bt-0 absolute fltr-search__wrp-values", - }); - - const fnsCleanup = []; - const rowMetas = []; - - this._$render_bindSearchHandler_keydown({$iptSearch, fnsCleanup, rowMetas}); - this._$render_bindSearchHandler_focus({$iptSearch, fnsCleanup, rowMetas, wrpValues}); - this._$render_bindSearchHandler_blur({$iptSearch}); - - const $wrp = $$``.prependTo(this.__wrpPills); - - const hkParentSearch = () => { - $wrp.toggleVe(!this._compSearch._state.searchTermParent); - }; - this._compSearch._addHookBase("searchTermParent", hkParentSearch); - hkParentSearch(); - - return $out; - } - - _$render_bindSearchHandler_keydown ({$iptSearch, rowMetas}) { - $iptSearch - .on("keydown", evt => { - switch (evt.key) { - case "Escape": evt.stopPropagation(); return $iptSearch.blur(); - - case "ArrowDown": { - evt.preventDefault(); - const visibleRowMetas = rowMetas.filter(it => it.isVisible); - if (!visibleRowMetas.length) return; - visibleRowMetas[0].row.focus(); - break; - } - - case "Enter": { - const visibleRowMetas = rowMetas.filter(it => it.isVisible); - if (!visibleRowMetas.length) return; - if (evt.shiftKey) this._doSetPillsClear(); - this._state[visibleRowMetas[0].item.item] = (EventUtil.isCtrlMetaKey(evt)) ? 2 : 1; - $iptSearch.blur(); - break; - } - } - }); - } - - _$render_bindSearchHandler_focus ({$iptSearch, fnsCleanup, rowMetas, wrpValues}) { - $iptSearch - .on("focus", () => { - fnsCleanup - .splice(0, fnsCleanup.length) - .forEach(fn => fn()); - - rowMetas.splice(0, rowMetas.length); - - wrpValues.innerHTML = ""; - - rowMetas.push( - ...this._items - .map(item => this._$render_bindSearchHandler_focus_getRowMeta({$iptSearch, fnsCleanup, rowMetas, wrpValues, item})), - ); - - this._$render_bindSearchHandler_focus_addHookSearch({rowMetas, fnsCleanup}); - - wrpValues.scrollIntoView({block: "nearest", inline: "nearest"}); - }); - } - - _$render_bindSearchHandler_focus_getRowMeta ({$iptSearch, fnsCleanup, rowMetas, wrpValues, item}) { - const dispName = this._getDisplayText(item); - - const eleName = e_({ - tag: "div", - clazz: "fltr-search__disp-name ml-2", - }); - - const btnBlue = this._$render_getRowBtn({ - fnsCleanup, - $iptSearch, - item, - subtype: "yes", - state: 1, - }); - btnBlue.addClass("br-0"); - btnBlue.addClass("btr-0"); - btnBlue.addClass("bbr-0"); - - const btnRed = this._$render_getRowBtn({ - fnsCleanup, - $iptSearch, - item, - subtype: "no", - state: 2, - }); - btnRed.addClass("bl-0"); - btnRed.addClass("btl-0"); - btnRed.addClass("bbl-0"); - - const row = e_({ - tag: "div", - clazz: "py-1p px-2 ve-flex-v-center fltr-search__wrp-row", - children: [ - btnBlue, - btnRed, - eleName, - ], - attrs: { - tabindex: "0", - }, - keydown: evt => { - switch (evt.key) { - case "Escape": evt.stopPropagation(); return row.blur(); - - case "ArrowDown": { - evt.preventDefault(); - const visibleRowMetas = rowMetas.filter(it => it.isVisible); - if (!visibleRowMetas.length) return; - const ixCur = visibleRowMetas.indexOf(out); - const nxt = visibleRowMetas[ixCur + 1]; - if (nxt) nxt.row.focus(); - break; - } - - case "ArrowUp": { - evt.preventDefault(); - const visibleRowMetas = rowMetas.filter(it => it.isVisible); - if (!visibleRowMetas.length) return; - const ixCur = visibleRowMetas.indexOf(out); - const prev = visibleRowMetas[ixCur - 1]; - if (prev) return prev.row.focus(); - $iptSearch.focus(); - break; - } - - case "Enter": { - if (evt.shiftKey) this._doSetPillsClear(); - this._state[item.item] = (EventUtil.isCtrlMetaKey(evt)) ? 2 : 1; - row.blur(); - break; - } - } - }, - }); - - wrpValues.appendChild(row); - - const out = { - isVisible: true, - item, - row, - dispName, - eleName, - }; - - return out; - } - - _$render_bindSearchHandler_focus_addHookSearch ({rowMetas, fnsCleanup}) { - const hkSearch = () => { - const searchTerm = this._compSearch._state.search.toLowerCase(); - - rowMetas.forEach(({item, row}) => { - row.isVisible = item.searchText.includes(searchTerm); - row.toggleVe(row.isVisible); - }); - - // region Underline matching part - if (!this._compSearch._state.search) { - rowMetas.forEach(({dispName, eleName}) => eleName.textContent = dispName); - return; - } - - const re = new RegExp(this._compSearch._state.search.qq().escapeRegexp(), "gi"); - - rowMetas.forEach(({dispName, eleName}) => { - eleName.innerHTML = dispName - .qq() - .replace(re, (...m) => `${m[0]}`); - }); - // endregion - }; - this._compSearch._addHookBase("search", hkSearch); - hkSearch(); - fnsCleanup.push(() => this._compSearch._removeHookBase("search", hkSearch)); - } - - _$render_bindSearchHandler_blur ({$iptSearch}) { - $iptSearch - .on("blur", () => { - this._compSearch._state.search = ""; - }); - } -} - -globalThis.SearchableFilter = SearchableFilter; - -class SourceFilterItem extends FilterItem { - /** - * @param options - * @param [options.isOtherSource] If this is not the primary source of the entity. - */ - constructor (options) { - super(options); - this.isOtherSource = options.isOtherSource; - } -} - -class SourceFilter extends Filter { - static _SORT_ITEMS_MINI (a, b) { - a = a.item ?? a; - b = b.item ?? b; - const valA = BrewUtil2.hasSourceJson(a) ? 2 : (SourceUtil.isNonstandardSource(a) || PrereleaseUtil.hasSourceJson(a)) ? 1 : 0; - const valB = BrewUtil2.hasSourceJson(b) ? 2 : (SourceUtil.isNonstandardSource(b) || PrereleaseUtil.hasSourceJson(b)) ? 1 : 0; - return SortUtil.ascSort(valA, valB) || SortUtil.ascSortLower(Parser.sourceJsonToFull(a), Parser.sourceJsonToFull(b)); - } - - static _getDisplayHtmlMini (item) { - item = item.item || item; - const isBrewSource = BrewUtil2.hasSourceJson(item); - const isNonStandardSource = !isBrewSource && (SourceUtil.isNonstandardSource(item) || PrereleaseUtil.hasSourceJson(item)); - return ` ${Parser.sourceJsonToAbv(item)}`; - } - - constructor (opts) { - opts = opts || {}; - - opts.header = opts.header === undefined ? FilterBox.SOURCE_HEADER : opts.header; - opts.displayFn = opts.displayFn === undefined ? item => Parser.sourceJsonToFullCompactPrefix(item.item || item) : opts.displayFn; - opts.displayFnMini = opts.displayFnMini === undefined ? SourceFilter._getDisplayHtmlMini.bind(SourceFilter) : opts.displayFnMini; - opts.displayFnTitle = opts.displayFnTitle === undefined ? item => Parser.sourceJsonToFull(item.item || item) : opts.displayFnTitle; - opts.itemSortFnMini = opts.itemSortFnMini === undefined ? SourceFilter._SORT_ITEMS_MINI.bind(SourceFilter) : opts.itemSortFnMini; - opts.itemSortFn = opts.itemSortFn === undefined ? (a, b) => SortUtil.ascSortLower(Parser.sourceJsonToFull(a.item), Parser.sourceJsonToFull(b.item)) : opts.itemSortFn; - opts.groupFn = opts.groupFn === undefined ? SourceUtil.getFilterGroup : opts.groupFn; - opts.groupNameFn = opts.groupNameFn === undefined ? SourceUtil.getFilterGroupName : opts.groupNameFn; - opts.selFn = opts.selFn === undefined ? PageFilter.defaultSourceSelFn : opts.selFn; - - super(opts); - - this.__tmpState = {ixAdded: 0}; - this._tmpState = this._getProxy("tmpState", this.__tmpState); - } - - doSetPillsClear () { return this._doSetPillsClear(); } - - _getFilterItem (item) { - return item instanceof FilterItem ? item : new SourceFilterItem({item}); - } - - addItem (item) { - const out = super.addItem(item); - this._tmpState.ixAdded++; - return out; - } - - trimState_ () { - if (!this._items?.length) return; - - const sourcesLoaded = new Set(this._items.map(itm => itm.item)); - const nxtState = MiscUtil.copyFast(this.__state); - Object.keys(nxtState) - .filter(k => !sourcesLoaded.has(k)) - .forEach(k => delete nxtState[k]); - - this._proxyAssignSimple("state", nxtState, true); - } - - _getHeaderControls_addExtraStateBtns (opts, wrpStateBtnsOuter) { - const btnSupplements = e_({ - tag: "button", - clazz: `btn btn-default w-100 ${opts.isMulti ? "btn-xxs" : "btn-xs"}`, - title: `SHIFT to add to existing selection; CTRL to include UA/etc.`, - html: `Core/Supplements`, - click: evt => this._doSetPinsSupplements({isIncludeUnofficial: EventUtil.isCtrlMetaKey(evt), isAdditive: evt.shiftKey}), - }); - - const btnAdventures = e_({ - tag: "button", - clazz: `btn btn-default w-100 ${opts.isMulti ? "btn-xxs" : "btn-xs"}`, - title: `SHIFT to add to existing selection; CTRL to include UA`, - html: `Adventures`, - click: evt => this._doSetPinsAdventures({isIncludeUnofficial: EventUtil.isCtrlMetaKey(evt), isAdditive: evt.shiftKey}), - }); - - const btnPartnered = e_({ - tag: "button", - clazz: `btn btn-default w-100 ${opts.isMulti ? "btn-xxs" : "btn-xs"}`, - title: `SHIFT to add to existing selection`, - html: `Partnered`, - click: evt => this._doSetPinsPartnered({isAdditive: evt.shiftKey}), - }); - - const btnHomebrew = e_({ - tag: "button", - clazz: `btn btn-default w-100 ${opts.isMulti ? "btn-xxs" : "btn-xs"}`, - title: `SHIFT to add to existing selection`, - html: `Homebrew`, - click: evt => this._doSetPinsHomebrew({isAdditive: evt.shiftKey}), - }); - - const hkIsButtonsActive = () => { - const hasPartnered = Object.keys(this.__state).some(src => SourceUtil.getFilterGroup(src) === SourceUtil.FILTER_GROUP_PARTNERED); - btnPartnered.toggleClass("ve-hidden", !hasPartnered); - - const hasBrew = Object.keys(this.__state).some(src => SourceUtil.getFilterGroup(src) === SourceUtil.FILTER_GROUP_HOMEBREW); - btnHomebrew.toggleClass("ve-hidden", !hasBrew); - }; - this._addHook("tmpState", "ixAdded", hkIsButtonsActive); - hkIsButtonsActive(); - - const actionSelectDisplayMode = new ContextUtil.ActionSelect({ - values: Object.keys(SourceFilter._PILL_DISPLAY_MODE_LABELS).map(Number), - fnGetDisplayValue: val => SourceFilter._PILL_DISPLAY_MODE_LABELS[val] || SourceFilter._PILL_DISPLAY_MODE_LABELS[0], - fnOnChange: val => this._meta.pillDisplayMode = val, - }); - this._addHook("meta", "pillDisplayMode", () => { - actionSelectDisplayMode.setValue(this._meta.pillDisplayMode); - })(); - - const menu = ContextUtil.getMenu([ - new ContextUtil.Action( - "Select All Standard Sources", - () => this._doSetPinsStandard(), - ), - new ContextUtil.Action( - "Select All Partnered Sources", - () => this._doSetPinsPartnered(), - ), - new ContextUtil.Action( - "Select All Non-Standard Sources", - () => this._doSetPinsNonStandard(), - ), - new ContextUtil.Action( - "Select All Homebrew Sources", - () => this._doSetPinsHomebrew(), - ), - null, - new ContextUtil.Action( - `Select "Vanilla" Sources`, - () => this._doSetPinsVanilla(), - {title: `Select a baseline set of sources suitable for any campaign.`}, - ), - new ContextUtil.Action( - "Select All Non-UA Sources", - () => this._doSetPinsNonUa(), - ), - null, - new ContextUtil.Action( - "Select SRD Sources", - () => this._doSetPinsSrd(), - {title: `Select System Reference Document Sources.`}, - ), - new ContextUtil.Action( - "Select Basic Rules Sources", - () => this._doSetPinsBasicRules(), - ), - null, - new ContextUtil.Action( - "Invert Selection", - () => this._doInvertPins(), - ), - null, - actionSelectDisplayMode, - ]); - const btnBurger = e_({ - tag: "button", - clazz: `btn btn-default ${opts.isMulti ? "btn-xxs" : "btn-xs"}`, - html: ``, - click: evt => ContextUtil.pOpenMenu(evt, menu), - title: "Other Options", - }); - - const btnOnlyPrimary = e_({ - tag: "button", - clazz: `btn btn-default w-100 ${opts.isMulti ? "btn-xxs" : "btn-xs"}`, - html: `Include References`, - title: `Consider entities as belonging to every source they appear in (i.e. reprints) as well as their primary source`, - click: () => this._meta.isIncludeOtherSources = !this._meta.isIncludeOtherSources, - }); - const hkIsIncludeOtherSources = () => { - btnOnlyPrimary.toggleClass("active", !!this._meta.isIncludeOtherSources); - }; - hkIsIncludeOtherSources(); - this._addHook("meta", "isIncludeOtherSources", hkIsIncludeOtherSources); - - e_({ - tag: "div", - clazz: `btn-group mr-2 w-100 ve-flex-v-center mobile__m-1 mobile__mb-2`, - children: [ - btnSupplements, - btnAdventures, - btnPartnered, - btnHomebrew, - btnBurger, - btnOnlyPrimary, - ], - }).prependTo(wrpStateBtnsOuter); - } - - _doSetPinsStandard () { - Object.keys(this._state).forEach(k => this._state[k] = SourceUtil.getFilterGroup(k) === SourceUtil.FILTER_GROUP_STANDARD ? 1 : 0); - } - - _doSetPinsPartnered ({isAdditive = false}) { - this._proxyAssignSimple( - "state", - Object.keys(this._state) - .mergeMap(k => ({[k]: SourceUtil.getFilterGroup(k) === SourceUtil.FILTER_GROUP_PARTNERED ? 1 : isAdditive ? this._state[k] : 0})), - ); - } - - _doSetPinsNonStandard () { - Object.keys(this._state).forEach(k => this._state[k] = SourceUtil.getFilterGroup(k) === SourceUtil.FILTER_GROUP_NON_STANDARD ? 1 : 0); - } - - _doSetPinsSupplements ({isIncludeUnofficial = false, isAdditive = false} = {}) { - this._proxyAssignSimple( - "state", - Object.keys(this._state) - .mergeMap(k => ({[k]: SourceUtil.isCoreOrSupplement(k) && (isIncludeUnofficial || !SourceUtil.isNonstandardSource(k)) ? 1 : isAdditive ? this._state[k] : 0})), - ); - } - - _doSetPinsAdventures ({isIncludeUnofficial = false, isAdditive = false}) { - this._proxyAssignSimple( - "state", - Object.keys(this._state) - .mergeMap(k => ({[k]: SourceUtil.isAdventure(k) && (isIncludeUnofficial || !SourceUtil.isNonstandardSource(k)) ? 1 : isAdditive ? this._state[k] : 0})), - ); - } - - _doSetPinsHomebrew ({isAdditive = false}) { - this._proxyAssignSimple( - "state", - Object.keys(this._state) - .mergeMap(k => ({[k]: SourceUtil.getFilterGroup(k) === SourceUtil.FILTER_GROUP_HOMEBREW ? 1 : isAdditive ? this._state[k] : 0})), - ); - } - - _doSetPinsVanilla () { - Object.keys(this._state).forEach(k => this._state[k] = Parser.SOURCES_VANILLA.has(k) ? 1 : 0); - } - - _doSetPinsNonUa () { - Object.keys(this._state).forEach(k => this._state[k] = !SourceUtil.isPrereleaseSource(k) ? 1 : 0); - } - - _doSetPinsSrd () { - SourceFilter._SRD_SOURCES = SourceFilter._SRD_SOURCES || new Set([Parser.SRC_PHB, Parser.SRC_MM, Parser.SRC_DMG]); - - Object.keys(this._state).forEach(k => this._state[k] = SourceFilter._SRD_SOURCES.has(k) ? 1 : 0); - - const srdFilter = this._filterBox.filters.find(it => it.isSrdFilter); - if (srdFilter) srdFilter.setValue("SRD", 1); - - const basicRulesFilter = this._filterBox.filters.find(it => it.isBasicRulesFilter); - if (basicRulesFilter) basicRulesFilter.setValue("Basic Rules", 0); - - // also disable "Reprinted" otherwise some Deities are missing - const reprintedFilter = this._filterBox.filters.find(it => it.isReprintedFilter); - if (reprintedFilter) reprintedFilter.setValue("Reprinted", 0); - } - - _doSetPinsBasicRules () { - SourceFilter._BASIC_RULES_SOURCES = SourceFilter._BASIC_RULES_SOURCES || new Set([Parser.SRC_PHB, Parser.SRC_MM, Parser.SRC_DMG]); - - Object.keys(this._state).forEach(k => this._state[k] = SourceFilter._BASIC_RULES_SOURCES.has(k) ? 1 : 0); - - const basicRulesFilter = this._filterBox.filters.find(it => it.isBasicRulesFilter); - if (basicRulesFilter) basicRulesFilter.setValue("Basic Rules", 1); - - const srdFilter = this._filterBox.filters.find(it => it.isSrdFilter); - if (srdFilter) srdFilter.setValue("SRD", 0); - - // also disable "Reprinted" otherwise some Deities are missing - const reprintedFilter = this._filterBox.filters.find(it => it.isReprintedFilter); - if (reprintedFilter) reprintedFilter.setValue("Reprinted", 0); - } - - static getCompleteFilterSources (ent) { - if (!ent.otherSources) return ent.source; - - const otherSourcesFilt = ent.otherSources - // Avoid `otherSources` from e.g. homebrews which are not loaded, and so lack their metadata - .filter(src => !ExcludeUtil.isExcluded("*", "*", src.source, {isNoCount: true}) && SourceUtil.isKnownSource(src.source)); - if (!otherSourcesFilt.length) return ent.source; - - return [ent.source].concat(otherSourcesFilt.map(src => new SourceFilterItem({item: src.source, isIgnoreRed: true, isOtherSource: true}))); - } - - _doRenderPills_doRenderWrpGroup_getDividerHeaders (group) { - switch (group) { - case SourceUtil.FILTER_GROUP_NON_STANDARD: return this._doRenderPills_doRenderWrpGroup_getDividerHeaders_groupNonStandard(group); - case SourceUtil.FILTER_GROUP_HOMEBREW: return this._doRenderPills_doRenderWrpGroup_getDividerHeaders_groupBrew(group); - default: return super._doRenderPills_doRenderWrpGroup_getDividerHeaders(group); - } - } - - _doRenderPills_doRenderWrpGroup_getDividerHeaders_groupNonStandard (group) { - let dates = []; - const comp = BaseComponent.fromObject({ - min: 0, - max: 0, - curMin: 0, - curMax: 0, - }); - - const wrpSlider = new ComponentUiUtil.RangeSlider({ - comp, - propMin: "min", - propMax: "max", - propCurMin: "curMin", - propCurMax: "curMax", - fnDisplay: val => dates[val]?.str, - }).get(); - - const wrpWrpSlider = e_({ - tag: "div", - clazz: `"w-100 ve-flex pt-2 pb-5 mb-2 mt-1 fltr-src__wrp-slider`, - children: [ - wrpSlider, - ], - }).hideVe(); - - const btnCancel = e_({ - tag: "button", - clazz: `btn btn-xs btn-default px-1`, - html: "Cancel", - click: () => { - grpBtnsInactive.showVe(); - wrpWrpSlider.hideVe(); - grpBtnsActive.hideVe(); - }, - }); - - const btnConfirm = e_({ - tag: "button", - clazz: `btn btn-xs btn-default px-1`, - html: "Confirm", - click: () => { - grpBtnsInactive.showVe(); - wrpWrpSlider.hideVe(); - grpBtnsActive.hideVe(); - - const min = comp._state.curMin; - const max = comp._state.curMax; - - const allowedDateSet = new Set(dates.slice(min, max + 1).map(it => it.str)); - const nxtState = {}; - Object.keys(this._state) - .filter(k => SourceUtil.isNonstandardSource(k)) - .forEach(k => { - const sourceDate = Parser.sourceJsonToDate(k); - nxtState[k] = allowedDateSet.has(sourceDate) ? 1 : 0; - }); - this._proxyAssign("state", "_state", "__state", nxtState); - }, - }); - - const btnShowSlider = e_({ - tag: "button", - clazz: `btn btn-xxs btn-default px-1`, - html: "Select by Date", - click: () => { - grpBtnsInactive.hideVe(); - wrpWrpSlider.showVe(); - grpBtnsActive.showVe(); - - dates = Object.keys(this._state) - .filter(it => SourceUtil.isNonstandardSource(it)) - .map(it => Parser.sourceJsonToDate(it)) - .filter(Boolean) - .unique() - .map(it => ({str: it, date: new Date(it)})) - .sort((a, b) => SortUtil.ascSortDate(a.date, b.date)) - .reverse(); - - comp._proxyAssignSimple( - "state", - { - min: 0, - max: dates.length - 1, - curMin: 0, - curMax: dates.length - 1, - }, - ); - }, - }); - - const btnClear = e_({ - tag: "button", - clazz: `btn btn-xxs btn-default px-1`, - html: "Clear", - click: () => { - const nxtState = {}; - Object.keys(this._state) - .filter(k => SourceUtil.isNonstandardSource(k)) - .forEach(k => nxtState[k] = 0); - this._proxyAssign("state", "_state", "__state", nxtState); - }, - }); - - const grpBtnsActive = e_({ - tag: "div", - clazz: `ve-flex-v-center btn-group`, - children: [ - btnCancel, - btnConfirm, - ], - }).hideVe(); - - const grpBtnsInactive = e_({ - tag: "div", - clazz: `ve-flex-v-center btn-group`, - children: [ - btnClear, - btnShowSlider, - ], - }); - - const elesDividerHeaders = super._doRenderPills_doRenderWrpGroup_getDividerHeaders(group); - if (!elesDividerHeaders.length) elesDividerHeaders.push(e_({clazz: "div"})); - if (elesDividerHeaders.length > 1) throw new Error("Unimplemented!"); - - return [ - e_({ - tag: "div", - clazz: `split-v-center w-100`, - children: [ - ...elesDividerHeaders, - e_({ - tag: "div", - clazz: `mb-1 ve-flex-h-right`, - children: [ - grpBtnsActive, - grpBtnsInactive, - ], - }), - ], - }), - wrpWrpSlider, - ]; - } - - _doRenderPills_doRenderWrpGroup_getDividerHeaders_groupBrew (group) { - const btnClear = e_({ - tag: "button", - clazz: `btn btn-xxs btn-default px-1`, - html: "Clear", - click: () => { - const nxtState = {}; - Object.keys(this._state) - .filter(k => BrewUtil2.hasSourceJson(k)) - .forEach(k => nxtState[k] = 0); - this._proxyAssign("state", "_state", "__state", nxtState); - }, - }); - - const elesDividerHeaders = super._doRenderPills_doRenderWrpGroup_getDividerHeaders(group); - if (!elesDividerHeaders.length) elesDividerHeaders.push(e_({clazz: "div"})); - if (elesDividerHeaders.length > 1) throw new Error("Unimplemented!"); - - return [ - e_({ - tag: "div", - clazz: `split-v-center w-100`, - children: [ - ...elesDividerHeaders, - e_({ - tag: "div", - clazz: `mb-1 ve-flex-h-right`, - children: [ - e_({ - tag: "div", - clazz: `ve-flex-v-center btn-group`, - children: [ - btnClear, - ], - }), - ], - }), - ], - }), - ]; - } - - _toDisplay_getMappedEntryVal (entryVal) { - entryVal = super._toDisplay_getMappedEntryVal(entryVal); - if (!this._meta.isIncludeOtherSources) entryVal = entryVal.filter(it => !it.isOtherSource); - return entryVal; - } - - _getPill (item) { - const displayText = this._getDisplayText(item); - const displayTextMini = this._getDisplayTextMini(item); - - const dispName = e_({ - tag: "span", - html: displayText, - }); - - const spc = e_({ - tag: "span", - clazz: "px-2 fltr-src__spc-pill", - text: "|", - }); - - const dispAbbreviation = e_({ - tag: "span", - html: displayTextMini, - }); - - const btnPill = e_({ - tag: "div", - clazz: "fltr__pill", - children: [ - dispAbbreviation, - spc, - dispName, - ], - click: evt => this._getPill_handleClick({evt, item}), - contextmenu: evt => this._getPill_handleContextmenu({evt, item}), - }); - - this._getPill_bindHookState({btnPill, item}); - - this._addHook("meta", "pillDisplayMode", () => { - dispAbbreviation.toggleVe(this._meta.pillDisplayMode !== 0); - spc.toggleVe(this._meta.pillDisplayMode === 2); - dispName.toggleVe(this._meta.pillDisplayMode !== 1); - })(); - - item.searchText = `${Parser.sourceJsonToAbv(item.item || item).toLowerCase()} -- ${displayText.toLowerCase()}`; - - return btnPill; - } - - getSources () { - const out = { - all: [], - }; - this._items.forEach(it => { - out.all.push(it.item); - const group = this._groupFn(it); - (out[group] ||= []).push(it.item); - }); - return out; - } - - getDefaultMeta () { - // Key order is important, as @filter tags depend on it - return { - ...super.getDefaultMeta(), - ...SourceFilter._DEFAULT_META, - }; - } -} -SourceFilter._DEFAULT_META = { - isIncludeOtherSources: false, - pillDisplayMode: 0, -}; -SourceFilter._PILL_DISPLAY_MODE_LABELS = { - "0": "As Names", - "1": "As Abbreviations", - "2": "As Names Plus Abbreviations", -}; -SourceFilter._SRD_SOURCES = null; -SourceFilter._BASIC_RULES_SOURCES = null; - -class AbilityScoreFilter extends FilterBase { - static _MODIFIER_SORT_OFFSET = 10000; // Arbitrarily large value - - constructor (opts) { - super(opts); - - this._items = []; - this._isItemsDirty = false; - this._itemsLookup = {}; // Cache items for fast lookup - this._seenUids = {}; - - this.__$wrpFilter = null; - this.__wrpPills = null; - this.__wrpPillsRows = {}; - this.__wrpMiniPills = null; - - this._maxMod = 2; - this._minMod = 0; - - // region Init state - Parser.ABIL_ABVS.forEach(ab => { - const itemAnyIncrease = new AbilityScoreFilter.FilterItem({isAnyIncrease: true, ability: ab}); - const itemAnyDecrease = new AbilityScoreFilter.FilterItem({isAnyDecrease: true, ability: ab}); - this._items.push(itemAnyIncrease, itemAnyDecrease); - this._itemsLookup[itemAnyIncrease.uid] = itemAnyIncrease; - this._itemsLookup[itemAnyDecrease.uid] = itemAnyDecrease; - if (this.__state[itemAnyIncrease.uid] == null) this.__state[itemAnyIncrease.uid] = 0; - if (this.__state[itemAnyDecrease.uid] == null) this.__state[itemAnyDecrease.uid] = 0; - }); - - for (let i = this._minMod; i <= this._maxMod; ++i) { - if (i === 0) continue; - Parser.ABIL_ABVS.forEach(ab => { - const item = new AbilityScoreFilter.FilterItem({modifier: i, ability: ab}); - this._items.push(item); - this._itemsLookup[item.uid] = item; - if (this.__state[item.uid] == null) this.__state[item.uid] = 0; - }); - } - // endregion - } - - /** - * @param opts Options. - * @param opts.filterBox The FilterBox to which this filter is attached. - * @param opts.isFirst True if this is visually the first filter in the box. - * @param opts.$wrpMini The form mini-view element. - * @param opts.isMulti The name of the MultiFilter this filter belongs to, if any. - */ - $render (opts) { - this._filterBox = opts.filterBox; - this.__wrpMiniPills = e_({ele: opts.$wrpMini[0]}); - - const wrpControls = this._getHeaderControls(opts); - - this.__wrpPills = e_({tag: "div", clazz: `fltr__wrp-pills ve-overflow-x-auto ve-flex-col w-100`}); - const hook = () => this.__wrpPills.toggleVe(!this._meta.isHidden); - this._addHook("meta", "isHidden", hook); - hook(); - - this._doRenderPills(); - - // FIXME refactor this so we're not stealing the private method - const btnMobToggleControls = Filter.prototype._getBtnMobToggleControls.bind(this)(wrpControls); - - this.__$wrpFilter = $$`
    - ${opts.isFirst ? "" : `
    `} -
    -
    ${opts.isMulti ? `\u2012` : ""}${this._getRenderedHeader()}${btnMobToggleControls}
    - ${wrpControls} -
    - ${this.__wrpPills} -
    `; - - this.update(); // Force an update, to properly mute/unmute our pills - - return this.__$wrpFilter; - } - - _getHeaderControls (opts) { - const btnClear = e_({ - tag: "button", - clazz: `btn btn-default ${opts.isMulti ? "btn-xxs" : "btn-xs"} fltr__h-btn--clear w-100`, - click: () => this._doSetPillsClear(), - html: "Clear", - }); - - const wrpStateBtnsOuter = e_({ - tag: "div", - clazz: "ve-flex-v-center fltr__h-wrp-state-btns-outer", - children: [ - e_({ - tag: "div", - clazz: "btn-group ve-flex-v-center w-100", - children: [ - btnClear, - ], - }), - ], - }); - - const wrpSummary = e_({tag: "div", clazz: "ve-flex-vh-center ve-hidden"}); - - const btnShowHide = e_({ - tag: "button", - clazz: `btn btn-default ${opts.isMulti ? "btn-xxs" : "btn-xs"} ml-2`, - click: () => this._meta.isHidden = !this._meta.isHidden, - html: "Hide", - }); - const hookShowHide = () => { - e_({ele: btnShowHide}).toggleClass("active", this._meta.isHidden); - wrpStateBtnsOuter.toggleVe(!this._meta.isHidden); - - // TODO - // region Render summary - const cur = this.getValues()[this.header]; - - const htmlSummary = [ - cur._totals?.yes - ? `${cur._totals.yes}` - : null, - ].filter(Boolean).join(""); - e_({ele: wrpSummary, html: htmlSummary}).toggleVe(this._meta.isHidden); - // endregion - }; - this._addHook("meta", "isHidden", hookShowHide); - hookShowHide(); - - return e_({ - tag: "div", - clazz: `ve-flex-v-center fltr__h-wrp-btns-outer`, - children: [ - wrpSummary, - wrpStateBtnsOuter, - btnShowHide, - ], - }); - } - - _doRenderPills () { - this._items.sort(this.constructor._ascSortItems.bind(this.constructor)); - - if (!this.__wrpPills) return; - this._items.forEach(it => { - if (!it.rendered) it.rendered = this._getPill(it); - if (!it.isAnyIncrease && !it.isAnyDecrease) it.rendered.toggleClass("fltr__pill--muted", !this._seenUids[it.uid]); - - if (!this.__wrpPillsRows[it.ability]) { - this.__wrpPillsRows[it.ability] = { - row: e_({ - tag: "div", - clazz: "ve-flex-v-center w-100 my-1", - children: [ - e_({ - tag: "div", - clazz: "mr-3 text-right fltr__label-ability-score no-shrink no-grow", - text: Parser.attAbvToFull(it.ability), - }), - ], - }).appendTo(this.__wrpPills), - searchText: Parser.attAbvToFull(it.ability).toLowerCase(), - }; - } - - it.rendered.appendTo(this.__wrpPillsRows[it.ability].row); - }); - } - - _getPill (item) { - const unsetRow = () => { - const nxtState = {}; - for (let i = this._minMod; i <= this._maxMod; ++i) { - if (!i || i === item.modifier) continue; - const siblingUid = AbilityScoreFilter.FilterItem.getUid_({ability: item.ability, modifier: i}); - nxtState[siblingUid] = 0; - } - - if (!item.isAnyIncrease) nxtState[AbilityScoreFilter.FilterItem.getUid_({ability: item.ability, isAnyIncrease: true})] = 0; - if (!item.isAnyDecrease) nxtState[AbilityScoreFilter.FilterItem.getUid_({ability: item.ability, isAnyDecrease: true})] = 0; - - this._proxyAssignSimple("state", nxtState); - }; - - const btnPill = e_({ - tag: "div", - clazz: `fltr__pill fltr__pill--ability-bonus px-2`, - html: item.getPillDisplayHtml(), - click: evt => { - if (evt.shiftKey) { - const nxtState = {}; - Object.keys(this._state).forEach(k => nxtState[k] = 0); - this._proxyAssign("state", "_state", "__state", nxtState, true); - } - - this._state[item.uid] = this._state[item.uid] ? 0 : 1; - if (this._state[item.uid]) unsetRow(); - }, - contextmenu: (evt) => { - evt.preventDefault(); - - this._state[item.uid] = this._state[item.uid] ? 0 : 1; - if (this._state[item.uid]) unsetRow(); - }, - }); - - const hook = () => { - const val = FilterBox._PILL_STATES[this._state[item.uid] || 0]; - btnPill.attr("state", val); - }; - this._addHook("state", item.uid, hook); - hook(); - - return btnPill; - } - - _doRenderMiniPills () { - // create a list view so we can freely sort - this._items.slice(0) - .sort(this.constructor._ascSortMiniPills.bind(this.constructor)) - .forEach(it => { - // re-append existing elements to sort them - (it.btnMini = it.btnMini || this._getBtnMini(it)).appendTo(this.__wrpMiniPills); - }); - } - - _getBtnMini (item) { - const btnMini = e_({ - tag: "div", - clazz: `fltr__mini-pill ${this._filterBox.isMinisHidden(this.header) ? "ve-hidden" : ""}`, - text: item.getMiniPillDisplayText(), - title: `Filter: ${this.header}`, - click: () => { - this._state[item.uid] = 0; - this._filterBox.fireChangeEvent(); - }, - }).attr("state", FilterBox._PILL_STATES[this._state[item.uid] || 0]); - - const hook = () => btnMini.attr("state", FilterBox._PILL_STATES[this._state[item.uid] || 0]); - this._addHook("state", item.uid, hook); - - const hideHook = () => btnMini.toggleClass("ve-hidden", this._filterBox.isMinisHidden(this.header)); - this._filterBox.registerMinisHiddenHook(this.header, hideHook); - - return btnMini; - } - - static _ascSortItems (a, b) { - return SortUtil.ascSort(Number(b.isAnyIncrease), Number(a.isAnyIncrease)) - || SortUtil.ascSortAtts(a.ability, b.ability) - // Offset ability scores to ensure they're all in positive space. This forces the "any decrease" section to - // appear last. - || SortUtil.ascSort(b.modifier ? b.modifier + AbilityScoreFilter._MODIFIER_SORT_OFFSET : b.modifier, a.modifier ? a.modifier + AbilityScoreFilter._MODIFIER_SORT_OFFSET : a.modifier) - || SortUtil.ascSort(Number(b.isAnyDecrease), Number(a.isAnyDecrease)); - } - - static _ascSortMiniPills (a, b) { - return SortUtil.ascSort(Number(b.isAnyIncrease), Number(a.isAnyIncrease)) - || SortUtil.ascSort(Number(b.isAnyDecrease), Number(a.isAnyDecrease)) - // Offset ability scores to ensure they're all in positive space. This forces the "any decrease" section to - // appear last. - || SortUtil.ascSort(b.modifier ? b.modifier + AbilityScoreFilter._MODIFIER_SORT_OFFSET : b.modifier, a.modifier ? a.modifier + AbilityScoreFilter._MODIFIER_SORT_OFFSET : a.modifier) - || SortUtil.ascSortAtts(a.ability, b.ability); - } - - /** - * @param opts Options. - * @param opts.filterBox The FilterBox to which this filter is attached. - * @param opts.isFirst True if this is visually the first filter in the box. - * @param opts.$wrpMini The form mini-view element. - * @param opts.isMulti The name of the MultiFilter this filter belongs to, if any. - */ - $renderMinis (opts) { - this._filterBox = opts.filterBox; - this.__wrpMiniPills = e_({ele: opts.$wrpMini[0]}); - - this._doRenderMiniPills(); - } - - getValues ({nxtState = null} = {}) { - const out = { - _totals: {yes: 0}, - }; - - const state = nxtState?.[this.header]?.state || this.__state; - - Object.entries(state) - .filter(([, value]) => value) - .forEach(([uid]) => { - out._totals.yes++; - out[uid] = true; - }); - - return {[this.header]: out}; - } - - _mutNextState_reset (nxtState, {isResetAll = false} = {}) { - Object.keys(nxtState[this.header].state).forEach(k => delete nxtState[this.header].state[k]); - } - - update () { - if (this._isItemsDirty) { - this._isItemsDirty = false; - - this._doRenderPills(); - } - - // always render the mini-pills, to ensure the overall order in the grid stays correct (shared between multiple filters) - this._doRenderMiniPills(); - } - - _doSetPillsClear () { - Object.keys(this._state).forEach(k => { - if (this._state[k] !== 0) this._state[k] = 0; - }); - } - - toDisplay (boxState, entryVal) { - const filterState = boxState[this.header]; - if (!filterState) return true; - - const activeItems = Object.keys(filterState) - .filter(it => !it.startsWith("_")) - .map(it => this._itemsLookup[it]) - .filter(Boolean); - - if (!activeItems.length) return true; - if ((!entryVal || !entryVal.length) && activeItems.length) return false; - - return entryVal.some(abilObject => { - const cpyAbilObject = MiscUtil.copy(abilObject); - const vewActiveItems = [...activeItems]; - - // region Stage 1. Exact ability score match. - Parser.ABIL_ABVS.forEach(ab => { - if (!cpyAbilObject[ab] || !vewActiveItems.length) return; - - const ixExact = vewActiveItems.findIndex(it => it.ability === ab && it.modifier === cpyAbilObject[ab]); - if (~ixExact) return vewActiveItems.splice(ixExact, 1); - }); - if (!vewActiveItems.length) return true; - // endregion - - // region Stage 2. "Choice" ability score match - if (cpyAbilObject.choose?.from) { - const amount = cpyAbilObject.choose.amount || 1; - const count = cpyAbilObject.choose.count || 1; - - for (let i = 0; i < count; ++i) { - if (!vewActiveItems.length) break; - - const ix = vewActiveItems.findIndex(it => cpyAbilObject.choose.from.includes(it.ability) && amount === it.modifier); - if (~ix) { - const [cpyActiveItem] = vewActiveItems.splice(ix, 1); - cpyAbilObject.choose.from = cpyAbilObject.choose.from.filter(it => it !== cpyActiveItem.ability); - } - } - } else if (cpyAbilObject.choose?.weighted?.weights && cpyAbilObject.choose?.weighted?.from) { - cpyAbilObject.choose.weighted.weights.forEach(weight => { - const ix = vewActiveItems.findIndex(it => cpyAbilObject.choose.weighted.from.includes(it.ability) && weight === it.modifier); - if (~ix) { - const [cpyActiveItem] = vewActiveItems.splice(ix, 1); - cpyAbilObject.choose.weighted.from = cpyAbilObject.choose.weighted.from.filter(it => it !== cpyActiveItem.ability); - } - }); - } - if (!vewActiveItems.length) return true; - // endregion - - // region Stage 3. "Any" ability score match - Parser.ABIL_ABVS.forEach(ab => { - if (!cpyAbilObject[ab] || !vewActiveItems.length) return; - - const ix = vewActiveItems.findIndex(it => it.ability === ab && ((cpyAbilObject[ab] > 0 && it.isAnyIncrease) || (cpyAbilObject[ab] < 0 && it.isAnyDecrease))); - if (~ix) return vewActiveItems.splice(ix, 1); - }); - if (!vewActiveItems.length) return true; - - if (cpyAbilObject.choose?.from) { - const amount = cpyAbilObject.choose.amount || 1; - const count = cpyAbilObject.choose.count || 1; - - for (let i = 0; i < count; ++i) { - if (!vewActiveItems.length) return true; - - const ix = vewActiveItems.findIndex(it => cpyAbilObject.choose.from.includes(it.ability) && ((amount > 0 && it.isAnyIncrease) || (amount < 0 && it.isAnyDecrease))); - if (~ix) { - const [cpyActiveItem] = vewActiveItems.splice(ix, 1); - cpyAbilObject.choose.from = cpyAbilObject.choose.from.filter(it => it !== cpyActiveItem.ability); - } - } - } else if (cpyAbilObject.choose?.weighted?.weights && cpyAbilObject.choose?.weighted?.from) { - cpyAbilObject.choose.weighted.weights.forEach(weight => { - if (!vewActiveItems.length) return; - - const ix = vewActiveItems.findIndex(it => cpyAbilObject.choose.weighted.from.includes(it.ability) && ((weight > 0 && it.isAnyIncrease) || (weight < 0 && it.isAnyDecrease))); - if (~ix) { - const [cpyActiveItem] = vewActiveItems.splice(ix, 1); - cpyAbilObject.choose.weighted.from = cpyAbilObject.choose.weighted.from.filter(it => it !== cpyActiveItem.ability); - } - }); - } - return !vewActiveItems.length; - // endregion - }); - } - - addItem (abilArr) { - if (!abilArr?.length) return; - - // region Update our min/max scores - let nxtMaxMod = this._maxMod; - let nxtMinMod = this._minMod; - - abilArr.forEach(abilObject => { - Parser.ABIL_ABVS.forEach(ab => { - if (abilObject[ab] != null) { - nxtMaxMod = Math.max(nxtMaxMod, abilObject[ab]); - nxtMinMod = Math.min(nxtMinMod, abilObject[ab]); - - const uid = AbilityScoreFilter.FilterItem.getUid_({ability: ab, modifier: abilObject[ab]}); - if (!this._seenUids[uid]) this._isItemsDirty = true; - this._seenUids[uid] = true; - } - }); - - if (abilObject.choose?.from) { - const amount = abilObject.choose.amount || 1; - nxtMaxMod = Math.max(nxtMaxMod, amount); - nxtMinMod = Math.min(nxtMinMod, amount); - - abilObject.choose.from.forEach(ab => { - const uid = AbilityScoreFilter.FilterItem.getUid_({ability: ab, modifier: amount}); - if (!this._seenUids[uid]) this._isItemsDirty = true; - this._seenUids[uid] = true; - }); - } - - if (abilObject.choose?.weighted?.weights) { - nxtMaxMod = Math.max(nxtMaxMod, ...abilObject.choose.weighted.weights); - nxtMinMod = Math.min(nxtMinMod, ...abilObject.choose.weighted.weights); - - abilObject.choose.weighted.from.forEach(ab => { - abilObject.choose.weighted.weights.forEach(weight => { - const uid = AbilityScoreFilter.FilterItem.getUid_({ability: ab, modifier: weight}); - if (!this._seenUids[uid]) this._isItemsDirty = true; - this._seenUids[uid] = true; - }); - }); - } - }); - // endregion - - // region If we have a new max score, populate items - if (nxtMaxMod > this._maxMod) { - for (let i = this._maxMod + 1; i <= nxtMaxMod; ++i) { - if (i === 0) continue; - Parser.ABIL_ABVS.forEach(ab => { - const item = new AbilityScoreFilter.FilterItem({modifier: i, ability: ab}); - this._items.push(item); - this._itemsLookup[item.uid] = item; - if (this.__state[item.uid] == null) this.__state[item.uid] = 0; - }); - } - - this._isItemsDirty = true; - this._maxMod = nxtMaxMod; - } - // endregion - - // region If we have a new min score, populate items - if (nxtMinMod < this._minMod) { - for (let i = nxtMinMod; i < this._minMod; ++i) { - if (i === 0) continue; - Parser.ABIL_ABVS.forEach(ab => { - const item = new AbilityScoreFilter.FilterItem({modifier: i, ability: ab}); - this._items.push(item); - this._itemsLookup[item.uid] = item; - if (this.__state[item.uid] == null) this.__state[item.uid] = 0; - }); - } - - this._isItemsDirty = true; - this._minMod = nxtMinMod; - } - // endregion - } - - getSaveableState () { - return { - [this.header]: { - ...this.getBaseSaveableState(), - state: {...this.__state}, - }, - }; - } - - setStateFromLoaded (filterState, {isUserSavedState = false} = {}) { - if (!filterState?.[this.header]) return; - - const toLoad = filterState[this.header]; - this._hasUserSavedState = this._hasUserSavedState || isUserSavedState; - this.setBaseStateFromLoaded(toLoad); - Object.assign(this._state, toLoad.state); - } - - getSubHashes () { - const out = []; - - const baseMeta = this.getMetaSubHashes(); - if (baseMeta) out.push(...baseMeta); - - const areNotDefaultState = Object.entries(this._state).filter(([k, v]) => { - if (k.startsWith("_")) return false; - return !!v; - }); - if (areNotDefaultState.length) { - // serialize state as `key=value` pairs - const serPillStates = areNotDefaultState.map(([k, v]) => `${k.toUrlified()}=${v}`); - out.push(UrlUtil.packSubHash(this.getSubHashPrefix("state", this.header), serPillStates)); - } - - if (!out.length) return null; - - return out; - } - - getNextStateFromSubhashState (state) { - const nxtState = this._getNextState_base(); - - if (state == null) { - this._mutNextState_reset(nxtState); - return nxtState; - } - - let hasState = false; - - Object.entries(state).forEach(([k, vals]) => { - const prop = FilterBase.getProp(k); - switch (prop) { - case "state": { - hasState = true; - Object.keys(nxtState[this.header].state).forEach(k => nxtState[this.header].state[k] = 0); - - vals.forEach(v => { - const [statePropLower, state] = v.split("="); - const stateProp = Object.keys(nxtState[this.header].state).find(k => k.toLowerCase() === statePropLower); - if (stateProp) nxtState[this.header].state[stateProp] = Number(state) ? 1 : 0; - }); - break; - } - } - }); - - if (!hasState) this._mutNextState_reset(nxtState); - - return nxtState; - } - - setFromValues (values) { - if (!values[this.header]) return; - const nxtState = {}; - Object.keys(this._state).forEach(k => nxtState[k] = 0); - Object.assign(nxtState, values[this.header]); - } - - handleSearch (searchTerm) { - const isHeaderMatch = this.header.toLowerCase().includes(searchTerm); - - if (isHeaderMatch) { - Object.values(this.__wrpPillsRows).forEach(meta => meta.row.removeClass("fltr__hidden--search")); - - if (this.__$wrpFilter) this.__$wrpFilter.toggleClass("fltr__hidden--search", false); - - return true; - } - - // Simply display all if the user searched a "+x" or "-x" value; we don't care if this produces false positives. - const isModNumber = /^[-+]\d*$/.test(searchTerm); - - let visibleCount = 0; - Object.values(this.__wrpPillsRows).forEach(({row, searchText}) => { - const isVisible = isModNumber || searchText.includes(searchTerm); - row.toggleClass("fltr__hidden--search", !isVisible); - if (isVisible) visibleCount++; - }); - - if (this.__$wrpFilter) this.__$wrpFilter.toggleClass("fltr__hidden--search", visibleCount === 0); - - return visibleCount !== 0; - } - - _doTeardown () { - this._items.forEach(it => { - if (it.rendered) it.rendered.detach(); - if (it.btnMini) it.btnMini.detach(); - }); - - Object.values(this.__wrpPillsRows).forEach(meta => meta.row.detach()); - } - - _getStateNotDefault () { - return Object.entries(this._state) - .filter(([, v]) => !!v); - } - - getFilterTagPart () { - const areNotDefaultState = this._getStateNotDefault(); - const compressedMeta = this._getCompressedMeta({isStripUiKeys: true}); - - // If _any_ value is non-default, we need to include _all_ values in the tag - // The same goes for meta values - if (!areNotDefaultState.length && !compressedMeta) return null; - - const pt = Object.entries(this._state) - .filter(([, v]) => !!v) - .map(([k, v]) => `${v === 2 ? "!" : ""}${k}`) - .join(";") - .toLowerCase(); - - return [ - this.header.toLowerCase(), - pt, - compressedMeta ? compressedMeta.join(HASH_SUB_LIST_SEP) : null, - ] - .filter(it => it != null) - .join("="); - } - - getDisplayStatePart ({nxtState = null} = {}) { - const state = nxtState?.[this.header]?.state || this.__state; - - const areNotDefaultState = this._getStateNotDefault({nxtState}); - - // If _any_ value is non-default, we need to include _all_ values in the tag - // The same goes for meta values - if (!areNotDefaultState.length) return null; - - const ptState = Object.entries(state) - .filter(([, v]) => !!v) - .map(([k, v]) => { - const item = this._items.find(item => item.uid === k); - if (!item) return null; // Should never occur - return `${v === 2 ? "not " : ""}${item.getMiniPillDisplayText()}`; - }) - .join(", "); - - return `${this.header}: ${ptState}`; - } -} - -globalThis.AbilityScoreFilter = AbilityScoreFilter; - -AbilityScoreFilter.FilterItem = class { - static getUid_ ({ability = null, isAnyIncrease = false, isAnyDecrease = false, modifier = null}) { - return `${Parser.attAbvToFull(ability)} ${modifier != null ? UiUtil.intToBonus(modifier) : (isAnyIncrease ? `+any` : isAnyDecrease ? `-any` : "?")}`; - } - - constructor ({isAnyIncrease = false, isAnyDecrease = false, modifier = null, ability = null}) { - if (isAnyIncrease && isAnyDecrease) throw new Error(`Invalid arguments!`); - if ((isAnyIncrease || isAnyDecrease) && modifier != null) throw new Error(`Invalid arguments!`); - - this._ability = ability; - this._modifier = modifier; - this._isAnyIncrease = isAnyIncrease; - this._isAnyDecrease = isAnyDecrease; - this._uid = AbilityScoreFilter.FilterItem.getUid_({ - isAnyIncrease: this._isAnyIncrease, - isAnyDecrease: this._isAnyDecrease, - modifier: this._modifier, - ability: this._ability, - }); - } - - get ability () { return this._ability; } - get modifier () { return this._modifier; } - get isAnyIncrease () { return this._isAnyIncrease; } - get isAnyDecrease () { return this._isAnyDecrease; } - get uid () { return this._uid; } - - getMiniPillDisplayText () { - if (this._isAnyIncrease) return `+Any ${Parser.attAbvToFull(this._ability)}`; - if (this._isAnyDecrease) return `\u2012Any ${Parser.attAbvToFull(this._ability)}`; - return `${UiUtil.intToBonus(this._modifier, {isPretty: true})} ${Parser.attAbvToFull(this._ability)}`; - } - - getPillDisplayHtml () { - if (this._isAnyIncrease) return `+Any`; - if (this._isAnyDecrease) return `\u2012Any`; - return UiUtil.intToBonus(this._modifier, {isPretty: true}); - } -}; - -class RangeFilter extends FilterBase { - /** - * @param opts Options object. - * @param opts.header Filter header (name) - * @param [opts.headerHelp] Filter header help text (tooltip) - * @param [opts.min] Minimum slider value. - * @param [opts.max] Maximum slider value. - * @param [opts.isSparse] If this slider should only display known values, rather than a continual range. - * @param [opts.isLabelled] If this slider has labels. - * @param [opts.labels] Initial labels to populate this filter with. - * @param [opts.isAllowGreater] If this slider should allow all items greater than its max. - * @param [opts.isRequireFullRangeMatch] If range values, e.g. `[1, 5]`, must be entirely within the slider's - * selected range in order to be produce a positive `toDisplay` result. - * @param [opts.suffix] Suffix to add to number displayed above slider. - * @param [opts.labelSortFn] Function used to sort labels if new labels are added. Defaults to ascending alphabetical. - * @param [opts.labelDisplayFn] Function which converts a label to a display value. - * @param [opts.displayFn] Function which converts a (non-label) value to a display value. - * @param [opts.displayFnTooltip] Function which converts a (non-label) value to a tooltip display value. - */ - constructor (opts) { - super(opts); - - if (opts.labels && opts.min == null) opts.min = 0; - if (opts.labels && opts.max == null) opts.max = opts.labels.length - 1; - - this._min = Number(opts.min || 0); - this._max = Number(opts.max || 0); - this._labels = opts.isLabelled ? opts.labels : null; - this._isAllowGreater = !!opts.isAllowGreater; - this._isRequireFullRangeMatch = !!opts.isRequireFullRangeMatch; - this._sparseValues = opts.isSparse ? [] : null; - this._suffix = opts.suffix; - this._labelSortFn = opts.labelSortFn === undefined ? SortUtil.ascSort : opts.labelSortFn; - this._labelDisplayFn = opts.labelDisplayFn; - this._displayFn = opts.displayFn; - this._displayFnTooltip = opts.displayFnTooltip; - - this._filterBox = null; - Object.assign( - this.__state, - { - min: this._min, - max: this._max, - curMin: this._min, - curMax: this._max, - }, - ); - this.__$wrpFilter = null; - this.__$wrpMini = null; - this._slider = null; - - this._labelSearchCache = null; - - this._$btnMiniGt = null; - this._$btnMiniLt = null; - this._$btnMiniEq = null; - - // region Trimming - this._seenMin = this._min; - this._seenMax = this._max; - // endregion - } - - set isUseDropdowns (val) { this._meta.isUseDropdowns = !!val; } - - getSaveableState () { - return { - [this.header]: { - ...this.getBaseSaveableState(), - state: {...this.__state}, - }, - }; - } - - setStateFromLoaded (filterState, {isUserSavedState = false} = {}) { - if (!filterState?.[this.header]) return; - - const toLoad = filterState[this.header]; - this._hasUserSavedState = this._hasUserSavedState || isUserSavedState; - - // region Ensure to-be-loaded state is populated with sensible data - const tgt = (toLoad.state || {}); - - if (tgt.max == null) tgt.max = this._max; - else if (this._max > tgt.max) { - if (tgt.max === tgt.curMax) tgt.curMax = this._max; // If it's set to "max", respect this - tgt.max = this._max; - } - - if (tgt.curMax == null) tgt.curMax = tgt.max; - else if (tgt.curMax > tgt.max) tgt.curMax = tgt.max; - - if (tgt.min == null) tgt.min = this._min; - else if (this._min < tgt.min) { - if (tgt.min === tgt.curMin) tgt.curMin = this._min; // If it's set to "min", respect this - tgt.min = this._min; - } - - if (tgt.curMin == null) tgt.curMin = tgt.min; - else if (tgt.curMin < tgt.min) tgt.curMin = tgt.min; - // endregion - - this.setBaseStateFromLoaded(toLoad); - - Object.assign(this._state, toLoad.state); - } - - trimState_ () { - if (this._seenMin <= this._state.min && this._seenMax >= this._state.max) return; - - const nxtState = {min: this._seenMin, curMin: this._seenMin, max: this._seenMax, curMax: this._seenMax}; - this._proxyAssignSimple("state", nxtState); - } - - getSubHashes () { - const out = []; - - const baseMeta = this.getMetaSubHashes(); - if (baseMeta) out.push(...baseMeta); - - const serSliderState = [ - this._state.min !== this._state.curMin ? `min=${this._state.curMin}` : null, - this._state.max !== this._state.curMax ? `max=${this._state.curMax}` : null, - ].filter(Boolean); - if (serSliderState.length) { - out.push(UrlUtil.packSubHash(this.getSubHashPrefix("state", this.header), serSliderState)); - } - - return out.length ? out : null; - } - - _isAtDefaultPosition ({nxtState = null} = {}) { - const state = nxtState?.[this.header]?.state || this.__state; - return state.min === state.curMin && state.max === state.curMax; - } - - // `meta` is not included, as it is used purely for UI - getFilterTagPart () { - if (this._isAtDefaultPosition()) return null; - - if (!this._labels) { - if (this._state.curMin === this._state.curMax) return `${this.header}=[${this._state.curMin}]`; - return `${this.header}=[${this._state.curMin};${this._state.curMax}]`; - } - - if (this._state.curMin === this._state.curMax) { - const label = this._labels[this._state.curMin]; - return `${this.header}=[&${label}]`; - } - - const labelLow = this._labels[this._state.curMin]; - const labelHigh = this._labels[this._state.curMax]; - return `${this.header}=[&${labelLow};&${labelHigh}]`; - } - - getDisplayStatePart ({nxtState = null} = {}) { - if (this._isAtDefaultPosition({nxtState})) return null; - - const {summary} = this._getDisplaySummary({nxtState}); - - return `${this.header}: ${summary}`; - } - - getNextStateFromSubhashState (state) { - const nxtState = this._getNextState_base(); - - if (state == null) { - this._mutNextState_reset(nxtState); - return nxtState; - } - - this._mutNextState_meta_fromSubHashState(nxtState, state); - - let hasState = false; - - Object.entries(state).forEach(([k, vals]) => { - const prop = FilterBase.getProp(k); - if (prop === "state") { - hasState = true; - vals.forEach(v => { - const [prop, val] = v.split("="); - if (val.startsWith("&") && !this._labels) throw new Error(`Could not dereference label: "${val}"`); - - let num; - if (val.startsWith("&")) { // prefixed with "&" for "address (index) of..." - const clean = val.replace("&", "").toLowerCase(); - num = this._labels.findIndex(it => String(it).toLowerCase() === clean); - if (!~num) throw new Error(`Could not find index for label "${clean}"`); - } else num = Number(val); - - switch (prop) { - case "min": - if (num < nxtState[this.header].state.min) nxtState[this.header].state.min = num; - nxtState[this.header].state.curMin = Math.max(nxtState[this.header].state.min, num); - break; - case "max": - if (num > nxtState[this.header].state.max) nxtState[this.header].state.max = num; - nxtState[this.header].state.curMax = Math.min(nxtState[this.header].state.max, num); - break; - default: throw new Error(`Unknown prop "${prop}"`); - } - }); - } - }); - - if (!hasState) this._mutNextState_reset(nxtState); - - return nxtState; - } - - setFromValues (values) { - if (!values[this.header]) return; - - const vals = values[this.header]; - - if (vals.min != null) this._state.curMin = Math.max(this._state.min, vals.min); - else this._state.curMin = this._state.min; - - if (vals.max != null) this._state.curMax = Math.max(this._state.max, vals.max); - else this._state.curMax = this._state.max; - } - - _$getHeaderControls () { - const $btnForceMobile = ComponentUiUtil.$getBtnBool( - this, - "isUseDropdowns", - { - $ele: $(``), - stateName: "meta", - stateProp: "_meta", - }, - ); - const $btnReset = $(``).click(() => this.reset()); - const $wrpBtns = $$`
    ${$btnForceMobile}${$btnReset}
    `; - - const $wrpSummary = $(`
    `).hideVe(); - - const $btnShowHide = $(``) - .click(() => this._meta.isHidden = !this._meta.isHidden); - const hkIsHidden = () => { - $btnShowHide.toggleClass("active", this._meta.isHidden); - $wrpBtns.toggleVe(!this._meta.isHidden); - $wrpSummary.toggleVe(this._meta.isHidden); - - // render summary - const {summaryTitle, summary} = this._getDisplaySummary(); - $wrpSummary - .title(summaryTitle) - .text(summary); - }; - this._addHook("meta", "isHidden", hkIsHidden); - hkIsHidden(); - - return $$` -
    - ${$wrpBtns} - ${$wrpSummary} - ${$btnShowHide} -
    `; - } - - _getDisplaySummary ({nxtState = null} = {}) { - const cur = this.getValues({nxtState})[this.header]; - - const isRange = !cur.isMinVal && !cur.isMaxVal; - const isCapped = !cur.isMinVal || !cur.isMaxVal; - - return { - summaryTitle: isRange ? `Hidden range` : isCapped ? `Hidden limit` : "", - summary: isRange ? `${this._getDisplayText(cur.min)}-${this._getDisplayText(cur.max)}` : !cur.isMinVal ? `≥ ${this._getDisplayText(cur.min)}` : !cur.isMaxVal ? `≤ ${this._getDisplayText(cur.max)}` : "", - }; - } - - _getDisplayText (value, {isBeyondMax = false, isTooltip = false} = {}) { - value = `${this._labels ? this._labelDisplayFn ? this._labelDisplayFn(this._labels[value]) : this._labels[value] : (isTooltip && this._displayFnTooltip) ? this._displayFnTooltip(value) : this._displayFn ? this._displayFn(value) : value}${isBeyondMax ? "+" : ""}`; - if (this._suffix) value += this._suffix; - return value; - } - - /** - * @param opts Options. - * @param opts.filterBox The FilterBox to which this filter is attached. - * @param opts.isFirst True if this is visually the first filter in the box. - * @param opts.$wrpMini The form mini-view element. - * @param opts.isMulti The name of the MultiFilter this filter belongs to, if any. - */ - $render (opts) { - this._filterBox = opts.filterBox; - this.__$wrpMini = opts.$wrpMini; - - const $wrpControls = opts.isMulti ? null : this._$getHeaderControls(); - - const $wrpSlider = $$`
    `; - const $wrpDropdowns = $$`
    `; - const hookHidden = () => { - $wrpSlider.toggleVe(!this._meta.isHidden && !this._meta.isUseDropdowns); - $wrpDropdowns.toggleVe(!this._meta.isHidden && !!this._meta.isUseDropdowns); - }; - this._addHook("meta", "isHidden", hookHidden); - this._addHook("meta", "isUseDropdowns", hookHidden); - hookHidden(); - - // region Slider - // ensure sparse values are correctly constrained - if (this._sparseValues?.length) { - const sparseMin = this._sparseValues[0]; - if (this._state.min < sparseMin) { - this._state.curMin = Math.max(this._state.curMin, sparseMin); - this._state.min = sparseMin; - } - - const sparseMax = this._sparseValues.last(); - if (this._state.max > sparseMax) { - this._state.curMax = Math.min(this._state.curMax, sparseMax); - this._state.max = sparseMax; - } - } - - // prepare slider options - const getSliderOpts = () => { - const fnDisplay = (val, {isTooltip = false} = {}) => { - return this._getDisplayText(val, {isBeyondMax: this._isAllowGreater && val === this._state.max, isTooltip}); - }; - - return { - propMin: "min", - propMax: "max", - propCurMin: "curMin", - propCurMax: "curMax", - fnDisplay: (val) => fnDisplay(val), - fnDisplayTooltip: (val) => fnDisplay(val, {isTooltip: true}), - sparseValues: this._sparseValues, - }; - }; - - const hkUpdateLabelSearchCache = () => { - if (this._labels) return this._doUpdateLabelSearchCache(); - this._labelSearchCache = null; - }; - this._addHook("state", "curMin", hkUpdateLabelSearchCache); - this._addHook("state", "curMax", hkUpdateLabelSearchCache); - hkUpdateLabelSearchCache(); - - this._slider = new ComponentUiUtil.RangeSlider({comp: this, ...getSliderOpts()}); - $wrpSlider.append(this._slider.get()); - // endregion - - // region Dropdowns - const selMin = e_({ - tag: "select", - clazz: `form-control mr-2`, - change: () => { - const nxtMin = Number(selMin.val()); - const [min, max] = [nxtMin, this._state.curMax].sort(SortUtil.ascSort); - this._state.curMin = min; - this._state.curMax = max; - }, - }); - const selMax = e_({ - tag: "select", - clazz: `form-control`, - change: () => { - const nxMax = Number(selMax.val()); - const [min, max] = [this._state.curMin, nxMax].sort(SortUtil.ascSort); - this._state.curMin = min; - this._state.curMax = max; - }, - }); - $$`
    ${selMin}${selMax}
    `.appendTo($wrpDropdowns); - // endregion - - const handleCurUpdate = () => { - // Dropdowns - selMin.val(`${this._state.curMin}`); - selMax.val(`${this._state.curMax}`); - }; - - const handleLimitUpdate = () => { - // Dropdowns - this._doPopulateDropdown(selMin, this._state.curMin); - this._doPopulateDropdown(selMax, this._state.curMax); - }; - - this._addHook("state", "min", handleLimitUpdate); - this._addHook("state", "max", handleLimitUpdate); - this._addHook("state", "curMin", handleCurUpdate); - this._addHook("state", "curMax", handleCurUpdate); - handleCurUpdate(); - handleLimitUpdate(); - - if (opts.isMulti) { - this._slider.get().classList.add("ve-grow"); - $wrpSlider.addClass("ve-grow"); - $wrpDropdowns.addClass("ve-grow"); - - return this.__$wrpFilter = $$`
    -
    ${this._getRenderedHeader()}
    - ${$wrpSlider} - ${$wrpDropdowns} -
    `; - } else { - const btnMobToggleControls = this._getBtnMobToggleControls($wrpControls); - - return this.__$wrpFilter = $$`
    - ${opts.isFirst ? "" : `
    `} -
    -
    ${this._getRenderedHeader()}${btnMobToggleControls}
    - ${$wrpControls} -
    - ${$wrpSlider} - ${$wrpDropdowns} -
    `; - } - } - - $renderMinis (opts) { - if (!opts.$wrpMini) return; - - this._filterBox = opts.filterBox; - this.__$wrpMini = opts.$wrpMini; - - // region Mini pills - this._$btnMiniGt = this._$btnMiniGt || $(`
    `) - .click(() => { - this._state.curMin = this._state.min; - this._filterBox.fireChangeEvent(); - }); - this._$btnMiniGt.appendTo(this.__$wrpMini); - - this._$btnMiniLt = this._$btnMiniLt || $(`
    `) - .click(() => { - this._state.curMax = this._state.max; - this._filterBox.fireChangeEvent(); - }); - this._$btnMiniLt.appendTo(this.__$wrpMini); - - this._$btnMiniEq = this._$btnMiniEq || $(`
    `) - .click(() => { - this._state.curMin = this._state.min; - this._state.curMax = this._state.max; - this._filterBox.fireChangeEvent(); - }); - this._$btnMiniEq.appendTo(this.__$wrpMini); - - const hideHook = () => { - const isHidden = this._filterBox.isMinisHidden(this.header); - this._$btnMiniGt.toggleClass("ve-hidden", isHidden); - this._$btnMiniLt.toggleClass("ve-hidden", isHidden); - this._$btnMiniEq.toggleClass("ve-hidden", isHidden); - }; - this._filterBox.registerMinisHiddenHook(this.header, hideHook); - hideHook(); - - const handleMiniUpdate = () => { - if (this._state.curMin === this._state.curMax) { - this._$btnMiniGt.attr("state", FilterBox._PILL_STATES[0]); - this._$btnMiniLt.attr("state", FilterBox._PILL_STATES[0]); - - this._$btnMiniEq - .attr("state", this._isAtDefaultPosition() ? FilterBox._PILL_STATES[0] : FilterBox._PILL_STATES[1]) - .text(`${this.header} = ${this._getDisplayText(this._state.curMin, {isBeyondMax: this._isAllowGreater && this._state.curMin === this._state.max})}`); - } else { - if (this._state.min !== this._state.curMin) { - this._$btnMiniGt.attr("state", FilterBox._PILL_STATES[1]) - .text(`${this.header} ≥ ${this._getDisplayText(this._state.curMin)}`); - } else this._$btnMiniGt.attr("state", FilterBox._PILL_STATES[0]); - - if (this._state.max !== this._state.curMax) { - this._$btnMiniLt.attr("state", FilterBox._PILL_STATES[1]) - .text(`${this.header} ≤ ${this._getDisplayText(this._state.curMax)}`); - } else this._$btnMiniLt.attr("state", FilterBox._PILL_STATES[0]); - - this._$btnMiniEq.attr("state", FilterBox._PILL_STATES[0]); - } - }; - // endregion - - const handleCurUpdate = () => { - handleMiniUpdate(); - }; - - const handleLimitUpdate = () => { - handleMiniUpdate(); - }; - - this._addHook("state", "min", handleLimitUpdate); - this._addHook("state", "max", handleLimitUpdate); - this._addHook("state", "curMin", handleCurUpdate); - this._addHook("state", "curMax", handleCurUpdate); - handleCurUpdate(); - handleLimitUpdate(); - } - - _doPopulateDropdown (sel, curVal) { - let tmp = ""; - for (let i = 0, len = this._state.max - this._state.min + 1; i < len; ++i) { - const val = i + this._state.min; - const label = `${this._getDisplayText(val)}`.qq(); - tmp += ``; - } - sel.innerHTML = tmp; - return sel; - } - - getValues ({nxtState = null} = {}) { - const state = nxtState?.[this.header]?.state || this.__state; - - const out = { - isMaxVal: state.max === state.curMax, - isMinVal: state.min === state.curMin, - max: state.curMax, - min: state.curMin, - }; - out._isActive = !(out.isMinVal && out.isMaxVal); - return {[this.header]: out}; - } - - _mutNextState_reset (nxtState, {isResetAll = false} = {}) { - if (isResetAll) this._mutNextState_resetBase(nxtState, {isResetAll}); - nxtState[this.header].state.curMin = nxtState[this.header].state.min; - nxtState[this.header].state.curMax = nxtState[this.header].state.max; - } - - update () { - if (!this.__$wrpMini) return; - - // (labels will be automatically updated by the slider handlers) - // always render the mini-pills, to ensure the overall order in the grid stays correct (shared between multiple filters) - if (this._$btnMiniGt) this.__$wrpMini.append(this._$btnMiniGt); - if (this._$btnMiniLt) this.__$wrpMini.append(this._$btnMiniLt); - if (this._$btnMiniEq) this.__$wrpMini.append(this._$btnMiniEq); - } - - toDisplay (boxState, entryVal) { - const filterState = boxState[this.header]; - if (!filterState) return true; // discount any filters which were not rendered - - // match everything if filter is set to complete range - if (entryVal == null) return filterState.min === this._state.min && filterState.max === this._state.max; - - if (this._labels) { - const slice = this._labels.slice(filterState.min, filterState.max + 1); - - // Special case for "isAllowGreater" filters, which assumes the labels are numerical values - if (this._isAllowGreater) { - if (filterState.max === this._state.max && entryVal > this._labels[filterState.max]) return true; - - const sliceMin = Math.min(...slice); - const sliceMax = Math.max(...slice); - - if (entryVal instanceof Array) return entryVal.some(it => it >= sliceMin && it <= sliceMax); - return entryVal >= sliceMin && entryVal <= sliceMax; - } - - if (entryVal instanceof Array) return entryVal.some(it => slice.includes(it)); - return slice.includes(entryVal); - } else { - if (entryVal instanceof Array) { - // If we require a full match on the range, take the lowest/highest input and test them against our min/max - if (this._isRequireFullRangeMatch) return filterState.min <= entryVal[0] && filterState.max >= entryVal.last(); - - // Otherwise, If any of the item's values are in the range, return true - return entryVal.some(ev => this._toDisplay_isToDisplayEntry(filterState, ev)); - } - return this._toDisplay_isToDisplayEntry(filterState, entryVal); - } - } - - _toDisplay_isToDisplayEntry (filterState, ev) { - const isGtMin = filterState.min <= ev; - const isLtMax = filterState.max >= ev; - if (this._isAllowGreater) return isGtMin && (isLtMax || filterState.max === this._state.max); - return isGtMin && isLtMax; - } - - addItem (item) { - if (item == null) return; - - if (item instanceof Array) { - const len = item.length; - for (let i = 0; i < len; ++i) this.addItem(item[i]); - return; - } - - if (this._labels) { - if (!this._labels.some(it => it === item)) this._labels.push(item); - - this._doUpdateLabelSearchCache(); - - // Fake an update to trigger label handling - this._addItem_addNumber(this._labels.length - 1); - } else { - this._addItem_addNumber(item); - } - } - - _doUpdateLabelSearchCache () { - this._labelSearchCache = [...new Array(Math.max(0, this._max - this._min))] - .map((_, i) => i + this._min) - .map(val => this._getDisplayText(val, {isBeyondMax: this._isAllowGreater && val === this._state.max, isTooltip: true})) - .join(" -- ") - .toLowerCase(); - } - - _addItem_addNumber (number) { - if (number == null || isNaN(number)) return; - - this._seenMin = Math.min(this._seenMin, number); - this._seenMax = Math.max(this._seenMax, number); - - if (this._sparseValues && !this._sparseValues.includes(number)) { - this._sparseValues.push(number); - this._sparseValues.sort(SortUtil.ascSort); - } - - if (number >= this._state.min && number <= this._state.max) return; // it's already in the range - if (this._state.min == null && this._state.max == null) this._state.min = this._state.max = number; - else { - const old = {...this.__state}; - - if (number < old.min) this._state.min = number; - if (number > old.max) this._state.max = number; - - // if the slider was previously at the full extent of its range, maintain this - if (old.curMin === old.min) this._state.curMin = this._state.min; - if (old.curMax === old.max) this._state.curMax = this._state.max; - } - } - - getDefaultMeta () { - // Key order is important, as @filter tags depend on it - const out = { - ...super.getDefaultMeta(), - ...RangeFilter._DEFAULT_META, - }; - if (Renderer.hover.isSmallScreen()) out.isUseDropdowns = true; - return out; - } - - handleSearch (searchTerm) { - if (this.__$wrpFilter == null) return; - - const isVisible = this.header.toLowerCase().includes(searchTerm) - || (this._labelSearchCache != null - ? this._labelSearchCache.includes(searchTerm) - : [...new Array(this._state.max - this._state.min)].map((_, n) => n + this._state.min).join(" -- ").includes(searchTerm)); - - this.__$wrpFilter.toggleClass("fltr__hidden--search", !isVisible); - - return isVisible; - } -} -RangeFilter._DEFAULT_META = { - isUseDropdowns: false, -}; - -class OptionsFilter extends FilterBase { - /** - * A filter which has a selection of true/false options. - * @param opts - * @param opts.defaultState The default options. - * @param opts.displayFn Display function which maps an option key to a user-friendly value. - * @param [opts.displayFnMini] As per `displayFn`, but used for mini pills. - */ - constructor (opts) { - super(opts); - this._defaultState = opts.defaultState; - this._displayFn = opts.displayFn; - this._displayFnMini = opts.displayFnMini; - - Object.assign( - this.__state, - MiscUtil.copy(opts.defaultState), - ); - - this._filterBox = null; - this.__$wrpMini = null; - } - - getSaveableState () { - return { - [this.header]: { - ...this.getBaseSaveableState(), - state: {...this.__state}, - }, - }; - } - - setStateFromLoaded (filterState, {isUserSavedState = false} = {}) { - if (!filterState?.[this.header]) return; - - const toLoad = filterState[this.header]; - this._hasUserSavedState = this._hasUserSavedState || isUserSavedState; - - this.setBaseStateFromLoaded(toLoad); - - const toAssign = {}; - Object.keys(this._defaultState).forEach(k => { - if (toLoad.state[k] == null) return; - if (typeof toLoad.state[k] !== typeof this._defaultState[k]) return; // Sanity check - toAssign[k] = toLoad.state[k]; - }); - - Object.assign(this._state, toAssign); - } - - _getStateNotDefault () { - return Object.entries(this._state) - .filter(([k, v]) => this._defaultState[k] !== v); - } - - getSubHashes () { - const out = []; - - const baseMeta = this.getMetaSubHashes(); - if (baseMeta) out.push(...baseMeta); - - const serOptionState = []; - Object.entries(this._defaultState) - .forEach(([k, vDefault]) => { - if (this._state[k] !== vDefault) serOptionState.push(`${k.toLowerCase()}=${UrlUtil.mini.compress(this._state[k])}`); - }); - if (serOptionState.length) { - out.push(UrlUtil.packSubHash(this.getSubHashPrefix("state", this.header), serOptionState)); - } - - return out.length ? out : null; - } - - // `meta` is not included, as it is used purely for UI - getFilterTagPart () { - const areNotDefaultState = this._getStateNotDefault(); - if (!areNotDefaultState.length) return null; - - const pt = areNotDefaultState - .map(([k, v]) => `${v ? "" : "!"}${k}`) - .join(";").toLowerCase(); - - return `${this.header.toLowerCase()}=::${pt}::`; - } - - getDisplayStatePart ({nxtState = null} = {}) { - /* Implement if required */ - return null; - } - - getNextStateFromSubhashState (state) { - const nxtState = this._getNextState_base(); - - if (state == null) { - this._mutNextState_reset(nxtState); - return nxtState; - } - - this._mutNextState_meta_fromSubHashState(nxtState, state); - - let hasState = false; - - Object.entries(state).forEach(([k, vals]) => { - const prop = FilterBase.getProp(k); - if (prop !== "state") return; - - hasState = true; - vals.forEach(v => { - const [prop, valCompressed] = v.split("="); - const val = UrlUtil.mini.decompress(valCompressed); - - const casedProp = Object.keys(this._defaultState).find(k => k.toLowerCase() === prop); - if (!casedProp) return; - - if (this._defaultState[casedProp] != null && typeof val === typeof this._defaultState[casedProp]) nxtState[this.header].state[casedProp] = val; - }); - }); - - if (!hasState) this._mutNextState_reset(nxtState); - - return nxtState; - } - - setFromValues (values) { - if (!values[this.header]) return; - const vals = values[this.header]; - Object.entries(vals).forEach(([k, v]) => { - if (this._defaultState[k] && typeof this._defaultState[k] === typeof v) this._state[k] = v; - }); - } - - setValue (k, v) { this._state[k] = v; } - - /** - * @param opts Options. - * @param opts.filterBox The FilterBox to which this filter is attached. - * @param opts.isFirst True if this is visually the first filter in the box. - * @param opts.$wrpMini The form mini-view element. - * @param opts.isMulti The name of the MultiFilter this filter belongs to, if any. - */ - $render (opts) { - this._filterBox = opts.filterBox; - this.__$wrpMini = opts.$wrpMini; - - const $wrpControls = opts.isMulti ? null : this._$getHeaderControls(); - - const $btns = Object.keys(this._defaultState) - .map(k => this._$render_$getPill(k)); - const $wrpButtons = $$`
    ${$btns}
    `; - - if (opts.isMulti) { - return this.__$wrpFilter = $$`
    -
    ${this._getRenderedHeader()}
    - ${$wrpButtons} -
    `; - } else { - return this.__$wrpFilter = $$`
    - ${opts.isFirst ? "" : `
    `} -
    -
    ${this._getRenderedHeader()}
    - ${$wrpControls} -
    - ${$wrpButtons} -
    `; - } - } - - $renderMinis (opts) { - if (!opts.$wrpMini) return; - - this._filterBox = opts.filterBox; - this.__$wrpMini = opts.$wrpMini; - - const $btnsMini = Object.keys(this._defaultState) - .map(k => this._$render_$getMiniPill(k)); - $btnsMini.forEach($btn => $btn.appendTo(this.__$wrpMini)); - } - - _$render_$getPill (key) { - const displayText = this._displayFn(key); - - const $btnPill = $(`
    ${displayText}
    `) - .click(() => { - this._state[key] = !this._state[key]; - }) - .contextmenu((evt) => { - evt.preventDefault(); - this._state[key] = !this._state[key]; - }); - const hook = () => { - const val = FilterBox._PILL_STATES[this._state[key] ? 1 : 2]; - $btnPill.attr("state", val); - }; - this._addHook("state", key, hook); - hook(); - - return $btnPill; - } - - _$render_$getMiniPill (key) { - const displayTextFull = this._displayFnMini ? this._displayFn(key) : null; - const displayText = this._displayFnMini ? this._displayFnMini(key) : this._displayFn(key); - - const $btnMini = $(`
    ${displayText}
    `) - .title(`${displayTextFull ? `${displayTextFull} (` : ""}Filter: ${this.header}${displayTextFull ? ")" : ""}`) - .click(() => { - this._state[key] = this._defaultState[key]; - this._filterBox.fireChangeEvent(); - }); - - const hook = () => $btnMini.attr("state", FilterBox._PILL_STATES[this._defaultState[key] === this._state[key] ? 0 : this._state[key] ? 1 : 2]); - this._addHook("state", key, hook); - - const hideHook = () => $btnMini.toggleClass("ve-hidden", this._filterBox.isMinisHidden(this.header)); - this._filterBox.registerMinisHiddenHook(this.header, hideHook); - - return $btnMini; - } - - _$getHeaderControls () { - const $btnReset = $(``).click(() => this.reset()); - const $wrpBtns = $$`
    ${$btnReset}
    `; - - const $wrpSummary = $(`
    `).hideVe(); - - const $btnShowHide = $(``) - .click(() => this._meta.isHidden = !this._meta.isHidden); - const hkIsHidden = () => { - $btnShowHide.toggleClass("active", this._meta.isHidden); - $wrpBtns.toggleVe(!this._meta.isHidden); - $wrpSummary.toggleVe(this._meta.isHidden); - - // render summary - const cntNonDefault = Object.entries(this._defaultState).filter(([k, v]) => this._state[k] != null && this._state[k] !== v).length; - - $wrpSummary - .title(`${cntNonDefault} non-default option${cntNonDefault === 1 ? "" : "s"} selected`) - .text(cntNonDefault); - }; - this._addHook("meta", "isHidden", hkIsHidden); - hkIsHidden(); - - return $$` -
    - ${$wrpBtns} - ${$wrpSummary} - ${$btnShowHide} -
    `; - } - - getValues ({nxtState = null} = {}) { - const state = nxtState?.[this.header]?.state || this.__state; - - const out = Object.entries(this._defaultState) - .mergeMap(([k, v]) => ({[k]: state[k] == null ? v : state[k]})); - out._isActive = Object.entries(this._defaultState).some(([k, v]) => state[k] != null && state[k] !== v); - return { - [this.header]: out, - }; - } - - _mutNextState_reset (nxtState, {isResetAll = false} = {}) { - if (isResetAll) this._mutNextState_resetBase(nxtState, {isResetAll}); - Object.assign(nxtState[this.header].state, MiscUtil.copy(this._defaultState)); - } - - update () { /* No-op */ } - - toDisplay (boxState, entryVal) { - const filterState = boxState[this.header]; - if (!filterState) return true; // discount any filters which were not rendered - - if (entryVal == null) return true; // Never filter if a null object, i.e. "no data," is passed in - - // If an object has a relevant value, display if the incoming value matches our state. - return Object.entries(entryVal) - .every(([k, v]) => this._state[k] === v); - } - - getDefaultMeta () { - // Key order is important, as @filter tags depend on it - return { - ...super.getDefaultMeta(), - ...OptionsFilter._DEFAULT_META, - }; - } - - handleSearch (searchTerm) { - if (this.__$wrpFilter == null) return; - - const isVisible = this.header.toLowerCase().includes(searchTerm) - || Object.keys(this._defaultState).map(it => this._displayFn(it).toLowerCase()).some(it => it.includes(searchTerm)); - - this.__$wrpFilter.toggleClass("fltr__hidden--search", !isVisible); - - return isVisible; - } -} -OptionsFilter._DEFAULT_META = {}; - -class MultiFilter extends FilterBase { - constructor (opts) { - super(opts); - this._filters = opts.filters; - this._isAddDropdownToggle = !!opts.isAddDropdownToggle; - - Object.assign( - this.__state, - { - ...MultiFilter._DETAULT_STATE, - mode: opts.mode || MultiFilter._DETAULT_STATE.mode, - }, - ); - this._defaultState = MiscUtil.copy(this.__state); - this._state = this._getProxy("state", this.__state); - - this.__$wrpFilter = null; - this._$wrpChildren = null; - } - - getChildFilters () { - return [...this._filters, ...this._filters.map(f => f.getChildFilters())].flat(); - } - - getSaveableState () { - const out = { - [this.header]: { - ...this.getBaseSaveableState(), - state: {...this.__state}, - }, - }; - this._filters.forEach(it => Object.assign(out, it.getSaveableState())); - return out; - } - - setStateFromLoaded (filterState, {isUserSavedState = false} = {}) { - if (!filterState?.[this.header]) return; - - const toLoad = filterState[this.header]; - this._hasUserSavedState = this._hasUserSavedState || isUserSavedState; - this.setBaseStateFromLoaded(toLoad); - Object.assign(this._state, toLoad.state); - this._filters.forEach(it => it.setStateFromLoaded(filterState, {isUserSavedState})); - } - - getSubHashes () { - const out = []; - - const baseMeta = this.getMetaSubHashes(); - if (baseMeta) out.push(...baseMeta); - - const anyNotDefault = this._getStateNotDefault(); - if (anyNotDefault.length) { - out.push(UrlUtil.packSubHash(this.getSubHashPrefix("state", this.header), this._getCompressedState())); - } - - // each getSubHashes should return an array of arrays, or null - // flatten any arrays of arrays into our array of arrays - this._filters.map(it => it.getSubHashes()).filter(Boolean).forEach(it => out.push(...it)); - return out.length ? out : null; - } - - _getStateNotDefault () { - return Object.entries(this._defaultState) - .filter(([k, v]) => this._state[k] !== v); - } - - // `meta` is not included, as it is used purely for UI - getFilterTagPart () { - return [ - this._getFilterTagPart_self(), - ...this._filters.map(it => it.getFilterTagPart()).filter(Boolean), - ] - .filter(it => it != null) - .join("|"); - } - - _getFilterTagPart_self () { - const areNotDefaultState = this._getStateNotDefault(); - if (!areNotDefaultState.length) return null; - - return `${this.header.toLowerCase()}=${this._getCompressedState().join(HASH_SUB_LIST_SEP)}`; - } - - getDisplayStatePart ({nxtState = null} = {}) { - return this._filters.map(it => it.getDisplayStatePart({nxtState})) - .filter(Boolean) - .join(", "); - } - - _getCompressedState () { - return Object.keys(this._defaultState) - .map(k => UrlUtil.mini.compress(this._state[k] === undefined ? this._defaultState[k] : this._state[k])); - } - - setStateFromNextState (nxtState) { - super.setStateFromNextState(nxtState); - } - - getNextStateFromSubhashState (state) { - const nxtState = this._getNextState_base(); - - if (state == null) { - this._mutNextState_reset_self(nxtState); - return nxtState; - } - - this._mutNextState_meta_fromSubHashState(nxtState, state); - - let hasState = false; - - Object.entries(state).forEach(([k, vals]) => { - const prop = FilterBase.getProp(k); - if (prop === "state") { - hasState = true; - const data = vals.map(v => UrlUtil.mini.decompress(v)); - Object.keys(this._defaultState).forEach((k, i) => nxtState[this.header].state[k] = data[i]); - } - }); - - if (!hasState) this._mutNextState_reset_self(nxtState); - - return nxtState; - } - - setFromValues (values) { - this._filters.forEach(it => it.setFromValues(values)); - } - - _getHeaderControls (opts) { - const wrpSummary = e_({ - tag: "div", - clazz: "fltr__summary_item", - }).hideVe(); - - const btnForceMobile = this._isAddDropdownToggle ? ComponentUiUtil.getBtnBool( - this, - "isUseDropdowns", - { - $ele: $(``), - stateName: "meta", - stateProp: "_meta", - }, - ) : null; - // Propagate parent state to children - const hkChildrenDropdowns = () => { - this._filters - .filter(it => it instanceof RangeFilter) - .forEach(it => it.isUseDropdowns = this._meta.isUseDropdowns); - }; - this._addHook("meta", "isUseDropdowns", hkChildrenDropdowns); - hkChildrenDropdowns(); - - const btnResetAll = e_({ - tag: "button", - clazz: "btn btn-default btn-xs ml-2", - text: "Reset All", - click: () => this._filters.forEach(it => it.reset()), - }); - - const wrpBtns = e_({tag: "div", clazz: "ve-flex", children: [btnForceMobile, btnResetAll].filter(Boolean)}); - this._getHeaderControls_addExtraStateBtns(opts, wrpBtns); - - const btnShowHide = e_({ - tag: "button", - clazz: `btn btn-default btn-xs ml-2 ${this._meta.isHidden ? "active" : ""}`, - text: "Hide", - click: () => this._meta.isHidden = !this._meta.isHidden, - }); - const wrpControls = e_({tag: "div", clazz: "ve-flex-v-center", children: [wrpSummary, wrpBtns, btnShowHide]}); - - const hookShowHide = () => { - wrpBtns.toggleVe(!this._meta.isHidden); - btnShowHide.toggleClass("active", this._meta.isHidden); - this._$wrpChildren.toggleVe(!this._meta.isHidden); - wrpSummary.toggleVe(this._meta.isHidden); - - const numActive = this._filters.map(it => it.getValues()[it.header]._isActive).filter(Boolean).length; - if (numActive) { - e_({ele: wrpSummary, title: `${numActive} hidden active filter${numActive === 1 ? "" : "s"}`, text: `(${numActive})`}); - } - }; - this._addHook("meta", "isHidden", hookShowHide); - hookShowHide(); - - return wrpControls; - } - - _getHeaderControls_addExtraStateBtns (opts, wrpStateBtnsOuter) {} - - $render (opts) { - const btnAndOr = e_({ - tag: "div", - clazz: `fltr__group-comb-toggle ve-muted`, - click: () => this._state.mode = this._state.mode === "and" ? "or" : "and", - title: `"Group AND" requires all filters in this group to match. "Group OR" required any filter in this group to match.`, - }); - - const hookAndOr = () => btnAndOr.innerText = `(group ${this._state.mode.toUpperCase()})`; - this._addHook("state", "mode", hookAndOr); - hookAndOr(); - - const $children = this._filters.map((it, i) => it.$render({...opts, isMulti: true, isFirst: i === 0})); - this._$wrpChildren = $$`
    ${$children}
    `; - - const wrpControls = this._getHeaderControls(opts); - - return this.__$wrpFilter = $$`
    - ${opts.isFirst ? "" : `
    `} -
    -
    -
    ${this._getRenderedHeader()}
    - ${btnAndOr} -
    - ${wrpControls} -
    - ${this._$wrpChildren} -
    `; - } - - $renderMinis (opts) { - this._filters.map((it, i) => it.$renderMinis({...opts, isMulti: true, isFirst: i === 0})); - } - - /** - * @param vals Previously-read filter value may be passed in for performance. - */ - isActive (vals) { - vals = vals || this.getValues(); - return this._filters.some(it => it.isActive(vals)); - } - - getValues ({nxtState = null} = {}) { - const out = {}; - this._filters.forEach(it => Object.assign(out, it.getValues({nxtState}))); - return out; - } - - _mutNextState_reset_self (nxtState) { - Object.assign(nxtState[this.header].state, MiscUtil.copy(this._defaultState)); - } - - _mutNextState_reset (nxtState, {isResetAll = false} = {}) { - if (isResetAll) this._mutNextState_resetBase(nxtState, {isResetAll}); - this._mutNextState_reset_self(nxtState); - } - - reset ({isResetAll = false} = {}) { - super.reset({isResetAll}); - this._filters.forEach(it => it.reset({isResetAll})); - } - - update () { - this._filters.forEach(it => it.update()); - } - - toDisplay (boxState, entryValArr) { - if (this._filters.length !== entryValArr.length) throw new Error("Number of filters and number of values did not match"); - - const results = []; - for (let i = this._filters.length - 1; i >= 0; --i) { - const f = this._filters[i]; - if (f instanceof RangeFilter) { - results.push(f.toDisplay(boxState, entryValArr[i])); - } else { - const totals = boxState[f.header]._totals; - - if (totals.yes === 0 && totals.no === 0) results.push(null); - else results.push(f.toDisplay(boxState, entryValArr[i])); - } - } - - const resultsActive = results.filter(r => r !== null); - if (this._state.mode === "or") { - if (!resultsActive.length) return true; - return resultsActive.find(r => r); - } else { - return resultsActive.filter(r => r).length === resultsActive.length; - } - } - - addItem () { throw new Error(`Cannot add item to MultiFilter! Add the item to a child filter instead.`); } - - handleSearch (searchTerm) { - const isHeaderMatch = this.header.toLowerCase().includes(searchTerm); - - if (isHeaderMatch) { - if (this.__$wrpFilter) this.__$wrpFilter.toggleClass("fltr__hidden--search", false); - // Force-display the children if the parent is visible - this._filters.forEach(it => it.handleSearch("")); - return true; - } - - const numVisible = this._filters.map(it => it.handleSearch(searchTerm)).reduce((a, b) => a + b, 0); - if (!this.__$wrpFilter) return; - this.__$wrpFilter.toggleClass("fltr__hidden--search", numVisible === 0); - } - - _doTeardown () { this._filters.forEach(it => it._doTeardown()); } - trimState_ () { this._filters.forEach(it => it.trimState_()); } -} -MultiFilter._DETAULT_STATE = { - mode: "and", -}; - -// validate subhash prefixes -(() => { - const boxPrefixes = Object.values(FilterBox._SUB_HASH_PREFIXES).filter(it => it.length !== FilterUtil.SUB_HASH_PREFIX_LENGTH); - const filterPrefixes = Object.values(FilterBase._SUB_HASH_PREFIXES).filter(it => it.length !== FilterUtil.SUB_HASH_PREFIX_LENGTH); - const allPrefixes = boxPrefixes.concat(filterPrefixes); - if (allPrefixes.length) throw new Error(`Invalid prefixes! ${allPrefixes.map(it => `"${it}"`).join(", ")} ${allPrefixes.length === 1 ? `is` : `was`} not of length ${FilterUtil.SUB_HASH_PREFIX_LENGTH}`); -})(); -FilterUtil.SUB_HASH_PREFIXES = new Set([...Object.values(FilterBox._SUB_HASH_PREFIXES), ...Object.values(FilterBase._SUB_HASH_PREFIXES)]); - -globalThis.FilterUtil = FilterUtil; -globalThis.PageFilter = PageFilter; +import {EVNT_VALCHANGE, TITLE_BTN_RESET} from "./filter/filter-constants.js"; +import {PageFilterBase} from "./filter/filter-page-filter-base.js"; +import {ModalFilterBase} from "./filter/filter-modal-filter-base.js"; +import {FilterBox} from "./filter/filter-box.js"; +import {FilterItem} from "./filter/filter-item.js"; +import {SearchableFilter} from "./filter/filter/filter-filter-searchable.js"; +import {FilterBase} from "./filter/filter/filter-filter-base.js"; +import {Filter} from "./filter/filter/filter-filter-generic.js"; +import {SourceFilter, SourceFilterItem} from "./filter/filter/filter-filter-source.js"; +import {AbilityScoreFilter} from "./filter/filter/filter-filter-ability-score.js"; +import {RangeFilter} from "./filter/filter/filter-filter-range.js"; +import {OptionsFilter} from "./filter/filter/filter-filter-options.js"; +import {MultiFilter} from "./filter/filter/filter-filter-multi.js"; + +globalThis.FILTER_BOX_EVNT_VALCHANGE = EVNT_VALCHANGE; +globalThis.FILTER_BOX_TITLE_BTN_RESET = TITLE_BTN_RESET; + +globalThis.PageFilterBase = PageFilterBase; +globalThis.ModalFilterBase = ModalFilterBase; globalThis.FilterBox = FilterBox; globalThis.FilterItem = FilterItem; globalThis.FilterBase = FilterBase; globalThis.Filter = Filter; +globalThis.SearchableFilter = SearchableFilter; +globalThis.SourceFilterItem = SourceFilterItem; globalThis.SourceFilter = SourceFilter; +globalThis.AbilityScoreFilter = AbilityScoreFilter; globalThis.RangeFilter = RangeFilter; globalThis.OptionsFilter = OptionsFilter; globalThis.MultiFilter = MultiFilter; diff --git a/js/filter/filter-box.js b/js/filter/filter-box.js new file mode 100644 index 0000000..23aa7de --- /dev/null +++ b/js/filter/filter-box.js @@ -0,0 +1,826 @@ +import {EVNT_VALCHANGE, SOURCE_HEADER, SUB_HASH_PREFIX_LENGTH, TITLE_BTN_RESET} from "./filter-constants.js"; +import {FilterRegistry} from "./filter-registry.js"; + +export class FilterBox extends ProxyBase { + static selectFirstVisible (entryList) { + if (Hist.lastLoadedId == null && !Hist.initialLoad) { + Hist._freshLoad(); + } + + // This version deemed too annoying to be of practical use + // Instead of always loading the URL, this would switch to the first visible item that matches the filter + /* + if (Hist.lastLoadedId && !Hist.initialLoad) { + const last = entryList[Hist.lastLoadedId]; + const lastHash = UrlUtil.autoEncodeHash(last); + const link = $("#listcontainer").find(`.list a[href="#${lastHash.toLowerCase()}"]`); + if (!link.length) Hist._freshLoad(); + } else if (Hist.lastLoadedId == null && !Hist.initialLoad) { + Hist._freshLoad(); + } + */ + } + + /** + * @param opts Options object. + * @param [opts.$wrpFormTop] Form input group. + * @param opts.$btnReset Form reset button. + * @param [opts.$btnOpen] A custom button to use to open the filter overlay. + * @param [opts.$iptSearch] Search input associated with the "form" this filter is a part of. Only used for passing + * through search terms in @filter tags. + * @param [opts.$wrpMiniPills] Element to house mini pills. + * @param [opts.$btnToggleSummaryHidden] Button which toggles the filter summary. + * @param opts.filters Array of filters to be included in this box. + * @param [opts.isCompact] True if this box should have a compact/reduced UI. + * @param [opts.namespace] Namespace for this filter, to prevent collisions with other filters on the same page. + */ + constructor (opts) { + super(); + + this._$iptSearch = opts.$iptSearch; + this._$wrpFormTop = opts.$wrpFormTop; + this._$btnReset = opts.$btnReset; + this._$btnOpen = opts.$btnOpen; + this._$wrpMiniPills = opts.$wrpMiniPills; + this._$btnToggleSummaryHidden = opts.$btnToggleSummaryHidden; + this._filters = opts.filters; + this._isCompact = opts.isCompact; + this._namespace = opts.namespace; + + this._doSaveStateThrottled = MiscUtil.throttle(() => this._pDoSaveState(), 50); + this.__meta = this._getDefaultMeta(); + if (this._isCompact) this.__meta.isSummaryHidden = true; + + this._meta = this._getProxy("meta", this.__meta); + this.__minisHidden = {}; + this._minisHidden = this._getProxy("minisHidden", this.__minisHidden); + this.__combineAs = {}; + this._combineAs = this._getProxy("combineAs", this.__combineAs); + this._modalMeta = null; + this._isRendered = false; + + this._cachedState = null; + + this._compSearch = BaseComponent.fromObject({search: ""}); + this._metaIptSearch = null; + + this._filters.forEach(f => f.filterBox = this); + + this._eventListeners = {}; + } + + get filters () { return this._filters; } + + teardown () { + this._filters.forEach(f => f._doTeardown()); + if (this._modalMeta) this._modalMeta.doTeardown(); + } + + // region Event listeners + on (identifier, fn) { + const [eventName, namespace] = identifier.split("."); + (this._eventListeners[eventName] = this._eventListeners[eventName] || []).push({namespace, fn}); + return this; + } + + off (identifier, fn = null) { + const [eventName, namespace] = identifier.split("."); + this._eventListeners[eventName] = (this._eventListeners[eventName] || []).filter(it => { + if (fn != null) return it.namespace !== namespace || it.fn !== fn; + return it.namespace !== namespace; + }); + if (!this._eventListeners[eventName].length) delete this._eventListeners[eventName]; + return this; + } + + fireChangeEvent () { + this._doSaveStateThrottled(); + this.fireEvent(EVNT_VALCHANGE); + } + + fireEvent (eventName) { + (this._eventListeners[eventName] || []).forEach(it => it.fn()); + } + // endregion + + _getNamespacedStorageKey () { return `${FilterBox._STORAGE_KEY}${this._namespace ? `.${this._namespace}` : ""}`; } + getNamespacedHashKey (k) { return `${k || "_".repeat(SUB_HASH_PREFIX_LENGTH)}${this._namespace ? `.${this._namespace}` : ""}`; } + + async pGetStoredActiveSources () { + const stored = await StorageUtil.pGetForPage(this._getNamespacedStorageKey()); + if (stored) { + const sourceFilterData = stored.filters[SOURCE_HEADER]; + if (sourceFilterData) { + const state = sourceFilterData.state; + const blue = []; + const white = []; + Object.entries(state).forEach(([src, mode]) => { + if (mode === 1) blue.push(src); + else if (mode !== -1) white.push(src); + }); + if (blue.length) return blue; // if some are selected, we load those + else return white; // otherwise, we load non-red + } + } + return null; + } + + registerMinisHiddenHook (prop, hook) { + this._addHook("minisHidden", prop, hook); + } + + isMinisHidden (header) { + return !!this._minisHidden[header]; + } + + async pDoLoadState () { + const toLoad = await StorageUtil.pGetForPage(this._getNamespacedStorageKey()); + if (toLoad == null) return; + this._setStateFromLoaded(toLoad, {isUserSavedState: true}); + } + + _setStateFromLoaded (state, {isUserSavedState = false} = {}) { + state.box = state.box || {}; + this._proxyAssign("meta", "_meta", "__meta", state.box.meta || {}, true); + this._proxyAssign("minisHidden", "_minisHidden", "__minisHidden", state.box.minisHidden || {}, true); + this._proxyAssign("combineAs", "_combineAs", "__combineAs", state.box.combineAs || {}, true); + this._filters.forEach(it => it.setStateFromLoaded(state.filters, {isUserSavedState})); + } + + _getSaveableState () { + const filterOut = {}; + this._filters.forEach(it => Object.assign(filterOut, it.getSaveableState())); + return { + box: { + meta: {...this.__meta}, + minisHidden: {...this.__minisHidden}, + combineAs: {...this.__combineAs}, + }, + filters: filterOut, + }; + } + + async _pDoSaveState () { + await StorageUtil.pSetForPage(this._getNamespacedStorageKey(), this._getSaveableState()); + } + + trimState_ () { + this._filters.forEach(f => f.trimState_()); + } + + render () { + if (this._isRendered) { + // already rendered previously; simply update the filters + this._filters.map(f => f.update()); + return; + } + this._isRendered = true; + + if (this._$wrpFormTop || this._$wrpMiniPills) { + if (!this._$wrpMiniPills) { + this._$wrpMiniPills = $(`
    `).insertAfter(this._$wrpFormTop); + } else { + this._$wrpMiniPills.addClass("fltr__mini-view"); + } + } + + if (this._$btnReset) { + this._$btnReset + .title(TITLE_BTN_RESET) + .click((evt) => this.reset(evt.shiftKey)); + } + + if (this._$wrpFormTop || this._$btnToggleSummaryHidden) { + if (!this._$btnToggleSummaryHidden) { + this._$btnToggleSummaryHidden = $(``) + .prependTo(this._$wrpFormTop); + } else if (!this._$btnToggleSummaryHidden.parent().length) { + this._$btnToggleSummaryHidden.prependTo(this._$wrpFormTop); + } + this._$btnToggleSummaryHidden + .click(() => { + this._meta.isSummaryHidden = !this._meta.isSummaryHidden; + this._doSaveStateThrottled(); + }); + const summaryHiddenHook = () => { + this._$btnToggleSummaryHidden.toggleClass("active", !!this._meta.isSummaryHidden); + this._$wrpMiniPills.toggleClass("ve-hidden", !!this._meta.isSummaryHidden); + }; + this._addHook("meta", "isSummaryHidden", summaryHiddenHook); + summaryHiddenHook(); + } + + if (this._$wrpFormTop || this._$btnOpen) { + if (!this._$btnOpen) { + this._$btnOpen = $(``) + .prependTo(this._$wrpFormTop); + } else if (!this._$btnOpen.parent().length) { + this._$btnOpen.prependTo(this._$wrpFormTop); + } + this._$btnOpen.click(() => this.show()); + } + + const sourceFilter = this._filters.find(it => it.header === SOURCE_HEADER); + if (sourceFilter) { + const selFnAlt = (val) => !SourceUtil.isNonstandardSource(val) && !PrereleaseUtil.hasSourceJson(val) && !BrewUtil2.hasSourceJson(val); + const hkSelFn = () => { + if (this._meta.isBrewDefaultHidden) sourceFilter.setTempFnSel(selFnAlt); + else sourceFilter.setTempFnSel(null); + sourceFilter.updateMiniPillClasses(); + }; + this._addHook("meta", "isBrewDefaultHidden", hkSelFn); + hkSelFn(); + } + + if (this._$wrpMiniPills) this._filters.map((f, i) => f.$renderMinis({filterBox: this, isFirst: i === 0, $wrpMini: this._$wrpMiniPills})); + } + + async _render_pRenderModal () { + this._isModalRendered = true; + + this._modalMeta = await UiUtil.pGetShowModal({ + isHeight100: true, + isWidth100: true, + isUncappedHeight: true, + isIndestructible: true, + isClosed: true, + isEmpty: true, + title: "Filter", // Not shown due toe `isEmpty`, but useful for external overrides + cbClose: (isDataEntered) => this._pHandleHide(!isDataEntered), + }); + + const $children = this._filters.map((f, i) => f.$render({filterBox: this, isFirst: i === 0, $wrpMini: this._$wrpMiniPills})); + + this._metaIptSearch = ComponentUiUtil.$getIptStr( + this._compSearch, "search", + {decorationRight: "clear", asMeta: true, html: ``}, + ); + this._compSearch._addHookBase("search", () => { + const searchTerm = this._compSearch._state.search.toLowerCase(); + this._filters.forEach(f => f.handleSearch(searchTerm)); + }); + + const $btnShowAllFilters = $(``) + .click(() => this.showAllFilters()); + const $btnHideAllFilters = $(``) + .click(() => this.hideAllFilters()); + + const $btnReset = $(``) + .click(evt => this.reset(evt.shiftKey)); + + const $btnSettings = $(``) + .click(() => this._pOpenSettingsModal()); + + const $btnSaveAlt = $(``) + .click(() => this._modalMeta.doClose(true)); + + const $wrpBtnCombineFilters = $(`
    `); + const $btnCombineFilterSettings = $(``) + .click(() => this._pOpenCombineAsModal()); + + const btnCombineFiltersAs = e_({ + tag: "button", + clazz: `btn btn-xs btn-default`, + click: () => this._meta.modeCombineFilters = FilterBox._COMBINE_MODES.getNext(this._meta.modeCombineFilters), + title: `"AND" requires every filter to match. "OR" requires any filter to match. "Custom" allows you to specify a combination (every "AND" filter must match; only one "OR" filter must match) .`, + }).appendTo($wrpBtnCombineFilters[0]); + + const hook = () => { + btnCombineFiltersAs.innerText = this._meta.modeCombineFilters === "custom" ? this._meta.modeCombineFilters.uppercaseFirst() : this._meta.modeCombineFilters.toUpperCase(); + if (this._meta.modeCombineFilters === "custom") $wrpBtnCombineFilters.append($btnCombineFilterSettings); + else $btnCombineFilterSettings.detach(); + this._doSaveStateThrottled(); + }; + this._addHook("meta", "modeCombineFilters", hook); + hook(); + + const $btnSave = $(``) + .click(() => this._modalMeta.doClose(true)); + + const $btnCancel = $(``) + .click(() => this._modalMeta.doClose(false)); + + $$(this._modalMeta.$modal)`
    +
    +

    Filters

    + ${this._metaIptSearch.$wrp.addClass("mobile__mb-2")} +
    +
    +
    +
    Combine as
    + ${$wrpBtnCombineFilters} +
    +
    +
    + ${$btnShowAllFilters} + ${$btnHideAllFilters} +
    + ${$btnReset} + ${$btnSettings} + ${$btnSaveAlt} +
    +
    +
    +
    + +
    +
    + ${$children} +
    +
    +
    ${$btnSave}${$btnCancel}
    `; + } + + async _pOpenSettingsModal () { + const {$modalInner} = await UiUtil.pGetShowModal({title: "Settings"}); + + UiUtil.$getAddModalRowCb($modalInner, "Deselect Homebrew Sources by Default", this._meta, "isBrewDefaultHidden"); + + UiUtil.addModalSep($modalInner); + + UiUtil.$getAddModalRowHeader($modalInner, "Hide summary for filter...", {helpText: "The summary is the small red and blue button panel which appear below the search bar."}); + this._filters.forEach(f => UiUtil.$getAddModalRowCb($modalInner, f.header, this._minisHidden, f.header)); + + UiUtil.addModalSep($modalInner); + + const $rowResetAlwaysSave = UiUtil.$getAddModalRow($modalInner, "div").addClass("pr-2"); + $rowResetAlwaysSave.append(`Always Save on Close`); + $(``) + .appendTo($rowResetAlwaysSave) + .click(async () => { + await StorageUtil.pRemove(FilterBox._STORAGE_KEY_ALWAYS_SAVE_UNCHANGED); + JqueryUtil.doToast("Saved!"); + }); + } + + async _pOpenCombineAsModal () { + const {$modalInner} = await UiUtil.pGetShowModal({title: "Filter Combination Logic"}); + const $btnReset = $(``) + .click(() => { + Object.keys(this._combineAs).forEach(k => this._combineAs[k] = "and"); + $sels.forEach($sel => $sel.val("0")); + }); + UiUtil.$getAddModalRowHeader($modalInner, "Combine filters as...", {$eleRhs: $btnReset}); + const $sels = this._filters.map(f => UiUtil.$getAddModalRowSel($modalInner, f.header, this._combineAs, f.header, ["and", "or"], {fnDisplay: (it) => it.toUpperCase()})); + } + + getValues ({nxtStateOuter = null} = {}) { + const outObj = {}; + this._filters.forEach(f => Object.assign(outObj, f.getValues({nxtState: nxtStateOuter?.filters}))); + return outObj; + } + + addEventListener (type, listener) { + (this._$wrpFormTop ? this._$wrpFormTop[0] : this._$btnOpen[0]).addEventListener(type, listener); + } + + _mutNextState_reset_meta ({tgt}) { + Object.assign(tgt, this._getDefaultMeta()); + } + + _mutNextState_minisHidden ({tgt}) { + Object.assign(tgt, this._getDefaultMinisHidden(tgt)); + } + + _mutNextState_combineAs ({tgt}) { + Object.assign(tgt, this._getDefaultCombineAs(tgt)); + } + + _reset_meta () { + const nxtBoxState = this._getNextBoxState_base(); + this._mutNextState_reset_meta({tgt: nxtBoxState.meta}); + this._setBoxStateFromNextBoxState(nxtBoxState); + } + + _reset_minisHidden () { + const nxtBoxState = this._getNextBoxState_base(); + this._mutNextState_minisHidden({tgt: nxtBoxState.minisHidden}); + this._setBoxStateFromNextBoxState(nxtBoxState); + } + + _reset_combineAs () { + const nxtBoxState = this._getNextBoxState_base(); + this._mutNextState_combineAs({tgt: nxtBoxState.combineAs}); + this._setBoxStateFromNextBoxState(nxtBoxState); + } + + reset (isResetAll) { + this._filters.forEach(f => f.reset({isResetAll})); + if (isResetAll) { + this._reset_meta(); + this._reset_minisHidden(); + this._reset_combineAs(); + } + this.render(); + this.fireChangeEvent(); + } + + async show () { + if (!this._isModalRendered) await this._render_pRenderModal(); + this._cachedState = this._getSaveableState(); + this._modalMeta.doOpen(); + if (this._metaIptSearch?.$ipt) this._metaIptSearch.$ipt.focus(); + } + + async _pHandleHide (isCancel = false) { + if (this._cachedState && isCancel) { + const curState = this._getSaveableState(); + const hasChanges = !CollectionUtil.deepEquals(curState, this._cachedState); + + if (hasChanges) { + const isSave = await InputUiUtil.pGetUserBoolean({ + title: "Unsaved Changes", + textYesRemember: "Always Save", + textYes: "Save", + textNo: "Discard", + storageKey: FilterBox._STORAGE_KEY_ALWAYS_SAVE_UNCHANGED, + isGlobal: true, + }); + if (isSave) { + this._cachedState = null; + this.fireChangeEvent(); + return; + } else this._setStateFromLoaded(this._cachedState, {isUserSavedState: true}); + } + } else { + this.fireChangeEvent(); + } + + this._cachedState = null; + } + + showAllFilters () { + this._filters.forEach(f => f.show()); + } + + hideAllFilters () { + this._filters.forEach(f => f.hide()); + } + + unpackSubHashes (subHashes, {force = false} = {}) { + // TODO(unpack) refactor + const unpacked = {}; + subHashes.forEach(s => { + const unpackedPart = UrlUtil.unpackSubHash(s, true); + if (Object.keys(unpackedPart).length > 1) throw new Error(`Multiple keys in subhash!`); + const k = Object.keys(unpackedPart)[0]; + unpackedPart[k] = {clean: unpackedPart[k], raw: s}; + Object.assign(unpacked, unpackedPart); + }); + + const urlHeaderToFilter = {}; + this._filters.forEach(f => { + const childFilters = f.getChildFilters(); + if (childFilters.length) childFilters.forEach(f => urlHeaderToFilter[f.header.toLowerCase()] = f); + urlHeaderToFilter[f.header.toLowerCase()] = f; + }); + + const urlHeadersUpdated = new Set(); + const subHashesConsumed = new Set(); + let filterInitialSearch; + + const filterBoxState = {}; + const statePerFilter = {}; + const prefixLen = this.getNamespacedHashKey().length; + Object.entries(unpacked) + .forEach(([hashKey, data]) => { + const rawPrefix = hashKey.substring(0, prefixLen); + const prefix = rawPrefix.substring(0, SUB_HASH_PREFIX_LENGTH); + + const urlHeader = hashKey.substring(prefixLen); + + if (FilterRegistry.SUB_HASH_PREFIXES.has(prefix) && urlHeaderToFilter[urlHeader]) { + (statePerFilter[urlHeader] = statePerFilter[urlHeader] || {})[prefix] = data.clean; + urlHeadersUpdated.add(urlHeader); + subHashesConsumed.add(data.raw); + return; + } + + if (Object.values(FilterBox._SUB_HASH_PREFIXES).includes(prefix)) { + // special case for the search """state""" + if (prefix === VeCt.FILTER_BOX_SUB_HASH_SEARCH_PREFIX) filterInitialSearch = data.clean[0]; + else filterBoxState[prefix] = data.clean; + subHashesConsumed.add(data.raw); + return; + } + + if (FilterRegistry.SUB_HASH_PREFIXES.has(prefix)) throw new Error(`Could not find filter with header ${urlHeader} for subhash ${data.raw}`); + }); + + if (!subHashesConsumed.size && !force) return null; + + return { + urlHeaderToFilter, + filterBoxState, + statePerFilter, + urlHeadersUpdated, + unpacked, + subHashesConsumed, + filterInitialSearch, + }; + } + + setFromSubHashes (subHashes, {force = false, $iptSearch = null} = {}) { + const unpackedSubhashes = this.unpackSubHashes(subHashes, {force}); + + if (unpackedSubhashes == null) return subHashes; + + const { + unpacked, + subHashesConsumed, + filterInitialSearch, + } = unpackedSubhashes; + + // region Update filter state + const {box: nxtStateBox, filters: nxtStatesFilters} = this.getNextStateFromSubHashes({unpackedSubhashes}); + + this._setBoxStateFromNextBoxState(nxtStateBox); + + this._filters + .flatMap(f => [ + f, + ...f.getChildFilters(), + ]) + .filter(filter => nxtStatesFilters[filter.header]) + .forEach(filter => filter.setStateFromNextState(nxtStatesFilters)); + // endregion + + // region Update search input value + if (filterInitialSearch && ($iptSearch || this._$iptSearch)) ($iptSearch || this._$iptSearch).val(filterInitialSearch).change().keydown().keyup().trigger("instantKeyup"); + // endregion + + // region Re-assemble and return remaining subhashes + const [link] = Hist.getHashParts(); + + const outSub = []; + Object.values(unpacked) + .filter(v => !subHashesConsumed.has(v.raw)) + .forEach(v => outSub.push(v.raw)); + + Hist.setSuppressHistory(true); + Hist.replaceHistoryHash(`${link}${outSub.length ? `${HASH_PART_SEP}${outSub.join(HASH_PART_SEP)}` : ""}`); + + this.fireChangeEvent(); + Hist.hashChange({isBlankFilterLoad: true}); + return outSub; + // endregion + } + + getNextStateFromSubHashes ({unpackedSubhashes}) { + const { + urlHeaderToFilter, + filterBoxState, + statePerFilter, + urlHeadersUpdated, + } = unpackedSubhashes; + + const nxtStateBox = this._getNextBoxStateFromSubHashes(urlHeaderToFilter, filterBoxState); + + const nxtStateFilters = {}; + + Object.entries(statePerFilter) + .forEach(([urlHeader, state]) => { + const filter = urlHeaderToFilter[urlHeader]; + Object.assign(nxtStateFilters, filter.getNextStateFromSubhashState(state)); + }); + + // reset any other state/meta state/etc + Object.keys(urlHeaderToFilter) + .filter(k => !urlHeadersUpdated.has(k)) + .forEach(k => { + const filter = urlHeaderToFilter[k]; + Object.assign(nxtStateFilters, filter.getNextStateFromSubhashState(null)); + }); + + return {box: nxtStateBox, filters: nxtStateFilters}; + } + + _getNextBoxState_base () { + return { + meta: MiscUtil.copyFast(this.__meta), + minisHidden: MiscUtil.copyFast(this.__minisHidden), + combineAs: MiscUtil.copyFast(this.__combineAs), + }; + } + + _getNextBoxStateFromSubHashes (urlHeaderToFilter, filterBoxState) { + const nxtBoxState = this._getNextBoxState_base(); + + let hasMeta = false; + let hasMinisHidden = false; + let hasCombineAs = false; + + Object.entries(filterBoxState).forEach(([k, vals]) => { + const mappedK = this.getNamespacedHashKey(Parser._parse_bToA(FilterBox._SUB_HASH_PREFIXES, k)); + switch (mappedK) { + case "meta": { + hasMeta = true; + const data = vals.map(v => UrlUtil.mini.decompress(v)); + Object.keys(this._getDefaultMeta()).forEach((k, i) => nxtBoxState.meta[k] = data[i]); + break; + } + case "minisHidden": { + hasMinisHidden = true; + Object.keys(nxtBoxState.minisHidden).forEach(k => nxtBoxState.minisHidden[k] = false); + vals.forEach(v => { + const [urlHeader, isHidden] = v.split("="); + const filter = urlHeaderToFilter[urlHeader]; + if (!filter) throw new Error(`Could not find filter with name "${urlHeader}"`); + nxtBoxState.minisHidden[filter.header] = !!Number(isHidden); + }); + break; + } + case "combineAs": { + hasCombineAs = true; + Object.keys(nxtBoxState.combineAs).forEach(k => nxtBoxState.combineAs[k] = "and"); + vals.forEach(v => { + const [urlHeader, ixCombineMode] = v.split("="); + const filter = urlHeaderToFilter[urlHeader]; + if (!filter) throw new Error(`Could not find filter with name "${urlHeader}"`); + nxtBoxState.combineAs[filter.header] = FilterBox._COMBINE_MODES[ixCombineMode] || FilterBox._COMBINE_MODES[0]; + }); + break; + } + } + }); + + if (!hasMeta) this._mutNextState_reset_meta({tgt: nxtBoxState.meta}); + if (!hasMinisHidden) this._mutNextState_minisHidden({tgt: nxtBoxState.minisHidden}); + if (!hasCombineAs) this._mutNextState_combineAs({tgt: nxtBoxState.combineAs}); + + return nxtBoxState; + } + + _setBoxStateFromNextBoxState (nxtBoxState) { + this._proxyAssignSimple("meta", nxtBoxState.meta, true); + this._proxyAssignSimple("minisHidden", nxtBoxState.minisHidden, true); + this._proxyAssignSimple("combineAs", nxtBoxState.combineAs, true); + } + + /** + * @param [opts] Options object. + * @param [opts.isAddSearchTerm] If the active search should be added to the subhashes. + */ + getSubHashes (opts) { + opts = opts || {}; + const out = []; + const boxSubHashes = this.getBoxSubHashes(); + if (boxSubHashes) out.push(boxSubHashes); + out.push(...this._filters.map(f => f.getSubHashes()).filter(Boolean)); + if (opts.isAddSearchTerm && this._$iptSearch) { + const searchTerm = UrlUtil.encodeForHash(this._$iptSearch.val().trim()); + if (searchTerm) out.push(UrlUtil.packSubHash(this._getSubhashPrefix("search"), [searchTerm])); + } + return out.flat(); + } + + getBoxSubHashes () { + const out = []; + + const defaultMeta = this._getDefaultMeta(); + + // serialize base meta in a set order + const anyNotDefault = Object.keys(defaultMeta).find(k => this._meta[k] !== defaultMeta[k]); + if (anyNotDefault) { + const serMeta = Object.keys(defaultMeta).map(k => UrlUtil.mini.compress(this._meta[k] === undefined ? defaultMeta[k] : this._meta[k])); + out.push(UrlUtil.packSubHash(this._getSubhashPrefix("meta"), serMeta)); + } + + // serialize minisHidden as `key=value` pairs + const setMinisHidden = Object.entries(this._minisHidden).filter(([k, v]) => !!v).map(([k]) => `${k.toUrlified()}=1`); + if (setMinisHidden.length) { + out.push(UrlUtil.packSubHash(this._getSubhashPrefix("minisHidden"), setMinisHidden)); + } + + // serialize combineAs as `key=value` pairs + const setCombineAs = Object.entries(this._combineAs).filter(([k, v]) => v !== FilterBox._COMBINE_MODES[0]).map(([k, v]) => `${k.toUrlified()}=${FilterBox._COMBINE_MODES.indexOf(v)}`); + if (setCombineAs.length) { + out.push(UrlUtil.packSubHash(this._getSubhashPrefix("combineAs"), setCombineAs)); + } + + return out.length ? out : null; + } + + getFilterTag ({isAddSearchTerm = false} = {}) { + const parts = this._filters.map(f => f.getFilterTagPart()).filter(Boolean); + if (isAddSearchTerm && this._$iptSearch) { + const term = this._$iptSearch.val().trim(); + if (term) parts.push(`search=${term}`); + } + return `{@filter |${UrlUtil.getCurrentPage().replace(/\.html$/, "")}|${parts.join("|")}}`; + } + + getDisplayState ({nxtStateOuter = null} = {}) { + return this._filters + .map(filter => filter.getDisplayStatePart({nxtState: nxtStateOuter?.filters})) + .filter(Boolean) + .join("; "); + } + + setFromValues (values) { + this._filters.forEach(it => it.setFromValues(values)); + this.fireChangeEvent(); + } + + toDisplay (boxState, ...entryVals) { + return this._toDisplay(boxState, this._filters, entryVals); + } + + /** `filterToValueTuples` should be an array of `{filter: , value: }` objects */ + toDisplayByFilters (boxState, ...filterToValueTuples) { + return this._toDisplay( + boxState, + filterToValueTuples.map(it => it.filter), + filterToValueTuples.map(it => it.value), + ); + } + + _toDisplay (boxState, filters, entryVals) { + switch (this._meta.modeCombineFilters) { + case "and": return this._toDisplay_isAndDisplay(boxState, filters, entryVals); + case "or": return this._toDisplay_isOrDisplay(boxState, filters, entryVals); + case "custom": { + if (entryVals.length !== filters.length) throw new Error(`Number of filters and number of values did not match!`); + + const andFilters = []; + const andValues = []; + const orFilters = []; + const orValues = []; + + for (let i = 0; i < filters.length; ++i) { + const f = filters[i]; + if (!this._combineAs[f.header] || this._combineAs[f.header] === "and") { // default to "and" if undefined + andFilters.push(f); + andValues.push(entryVals[i]); + } else { + orFilters.push(f); + orValues.push(entryVals[i]); + } + } + + return this._toDisplay_isAndDisplay(boxState, andFilters, andValues) && this._toDisplay_isOrDisplay(boxState, orFilters, orValues); + } + default: throw new Error(`Unhandled combining mode "${this._meta.modeCombineFilters}"`); + } + } + + _toDisplay_isAndDisplay (boxState, filters, vals) { + return filters + .map((f, i) => f.toDisplay(boxState, vals[i])) + .every(it => it); + } + + _toDisplay_isOrDisplay (boxState, filters, vals) { + const res = filters.map((f, i) => { + // filter out "ignored" filter (i.e. all white) + if (!f.isActive(boxState)) return null; + return f.toDisplay(boxState, vals[i]); + }).filter(it => it != null); + return res.length === 0 || res.find(it => it); + } + + _getSubhashPrefix (prop) { + if (FilterBox._SUB_HASH_PREFIXES[prop]) return this.getNamespacedHashKey(FilterBox._SUB_HASH_PREFIXES[prop]); + throw new Error(`Unknown property "${prop}"`); + } + + _getDefaultMeta () { + const out = MiscUtil.copy(FilterBox._DEFAULT_META); + if (this._isCompact) out.isSummaryHidden = true; + return out; + } + + _getDefaultMinisHidden (minisHidden) { + if (!minisHidden) throw new Error(`Missing "minisHidden" argument!`); + return Object.keys(minisHidden) + .mergeMap(k => ({[k]: false})); + } + + _getDefaultCombineAs (combineAs) { + if (!combineAs) throw new Error(`Missing "combineAs" argument!`); + return Object.keys(combineAs) + .mergeMap(k => ({[k]: "and"})); + } +} +FilterBox._PILL_STATES = ["ignore", "yes", "no"]; +FilterBox._COMBINE_MODES = ["and", "or", "custom"]; +FilterBox._STORAGE_KEY = "filterBoxState"; +FilterBox._DEFAULT_META = { + modeCombineFilters: "and", + isSummaryHidden: false, + isBrewDefaultHidden: false, +}; +FilterBox._STORAGE_KEY_ALWAYS_SAVE_UNCHANGED = "filterAlwaysSaveUnchanged"; + +// These are assumed to be the same length (4 characters) +FilterBox._SUB_HASH_BOX_META_PREFIX = "fbmt"; +FilterBox._SUB_HASH_BOX_MINIS_HIDDEN_PREFIX = "fbmh"; +FilterBox._SUB_HASH_BOX_COMBINE_AS_PREFIX = "fbca"; +FilterBox._SUB_HASH_PREFIXES = { + meta: FilterBox._SUB_HASH_BOX_META_PREFIX, + minisHidden: FilterBox._SUB_HASH_BOX_MINIS_HIDDEN_PREFIX, + combineAs: FilterBox._SUB_HASH_BOX_COMBINE_AS_PREFIX, + search: VeCt.FILTER_BOX_SUB_HASH_SEARCH_PREFIX, +}; + +FilterRegistry.registerSubhashes(Object.values(FilterBox._SUB_HASH_PREFIXES)); diff --git a/js/filter/filter-constants.js b/js/filter/filter-constants.js new file mode 100644 index 0000000..5ea4b36 --- /dev/null +++ b/js/filter/filter-constants.js @@ -0,0 +1,5 @@ +export const SUB_HASH_PREFIX_LENGTH = 4; + +export const EVNT_VALCHANGE = "valchange"; +export const SOURCE_HEADER = "Source"; +export const TITLE_BTN_RESET = "Reset filters. SHIFT to reset everything."; diff --git a/js/filter/filter-item.js b/js/filter/filter-item.js new file mode 100644 index 0000000..a080183 --- /dev/null +++ b/js/filter/filter-item.js @@ -0,0 +1,25 @@ +export class FilterItem { + /** + * An alternative to string `Filter.items` with a change-handling function + * @param options containing: + * @param options.item the item string + * @param [options.pFnChange] (optional) function to call when filter is changed + * @param [options.group] (optional) group this item belongs to. + * @param [options.nest] (optional) nest this item belongs to + * @param [options.nestHidden] (optional) if nested, default visibility state + * @param [options.isIgnoreRed] (optional) if this item should be ignored when negative filtering + * @param [options.userData] (optional) extra data to be stored as part of the item + */ + constructor (options) { + this.item = options.item; + this.pFnChange = options.pFnChange; + this.group = options.group; + this.nest = options.nest; + this.nestHidden = options.nestHidden; + this.isIgnoreRed = options.isIgnoreRed; + this.userData = options.userData; + + this.rendered = null; + this.searchText = null; + } +} diff --git a/js/filter/filter-modal-filter-base.js b/js/filter/filter-modal-filter-base.js new file mode 100644 index 0000000..860dafb --- /dev/null +++ b/js/filter/filter-modal-filter-base.js @@ -0,0 +1,298 @@ +import {EVNT_VALCHANGE} from "./filter-constants.js"; + +export class ModalFilterBase { + static _$getFilterColumnHeaders (btnMeta) { + return btnMeta.map((it, i) => $(``)); + } + + /** + * @param opts Options object. + * @param opts.modalTitle + * @param opts.fnSort + * @param opts.pageFilter + * @param [opts.namespace] + * @param [opts.allData] + */ + constructor (opts) { + this._modalTitle = opts.modalTitle; + this._fnSort = opts.fnSort; + this._pageFilter = opts.pageFilter; + this._namespace = opts.namespace; + this._allData = opts.allData || null; + this._isRadio = !!opts.isRadio; + + this._list = null; + this._filterCache = null; + } + + get pageFilter () { return this._pageFilter; } + + get allData () { return this._allData; } + + _$getWrpList () { return $(`
    `); } + + _$getColumnHeaderPreviewAll (opts) { + return $(``); + } + + /** + * @param $wrp + * @param opts + * @param opts.$iptSearch + * @param opts.$btnReset + * @param opts.$btnOpen + * @param opts.$btnToggleSummaryHidden + * @param opts.$wrpMiniPills + * @param opts.isBuildUi If an alternate UI should be used, which has "send to right" buttons. + */ + async pPopulateWrapper ($wrp, opts) { + opts = opts || {}; + + await this._pInit(); + + const $ovlLoading = $(`
    Loading...
    `).appendTo($wrp); + + const $iptSearch = (opts.$iptSearch || $(``)).disableSpellcheck(); + const $btnReset = opts.$btnReset || $(``); + const $dispNumVisible = $(`
    `); + + const $wrpIptSearch = $$`
    + ${$iptSearch} +
    + ${$dispNumVisible} +
    `; + + const $wrpFormTop = $$`
    ${$wrpIptSearch}${$btnReset}
    `; + + const $wrpFormBottom = opts.$wrpMiniPills || $(`
    `); + + const $wrpFormHeaders = $(`
    `); + const $cbSelAll = opts.isBuildUi || this._isRadio ? null : $(``); + const $btnSendAllToRight = opts.isBuildUi ? $(``) : null; + + if (!opts.isBuildUi) { + if (this._isRadio) $wrpFormHeaders.append(``); + else $$``.appendTo($wrpFormHeaders); + } + + const $btnTogglePreviewAll = this._$getColumnHeaderPreviewAll(opts) + .appendTo($wrpFormHeaders); + + this._$getColumnHeaders().forEach($ele => $wrpFormHeaders.append($ele)); + if (opts.isBuildUi) $btnSendAllToRight.appendTo($wrpFormHeaders); + + const $wrpForm = $$`
    ${$wrpFormTop}${$wrpFormBottom}${$wrpFormHeaders}
    `; + const $wrpList = this._$getWrpList(); + + const $btnConfirm = opts.isBuildUi ? null : $(``); + + this._list = new List({ + $iptSearch, + $wrpList, + fnSort: this._fnSort, + }); + const listSelectClickHandler = new ListSelectClickHandler({list: this._list}); + + if (!opts.isBuildUi && !this._isRadio) listSelectClickHandler.bindSelectAllCheckbox($cbSelAll); + ListUiUtil.bindPreviewAllButton($btnTogglePreviewAll, this._list); + SortUtil.initBtnSortHandlers($wrpFormHeaders, this._list); + this._list.on("updated", () => $dispNumVisible.html(`${this._list.visibleItems.length}/${this._list.items.length}`)); + + this._allData = this._allData || await this._pLoadAllData(); + + await this._pageFilter.pInitFilterBox({ + $wrpFormTop, + $btnReset, + $wrpMiniPills: $wrpFormBottom, + namespace: this._namespace, + $btnOpen: opts.$btnOpen, + $btnToggleSummaryHidden: opts.$btnToggleSummaryHidden, + }); + + this._allData.forEach((it, i) => { + this._pageFilter.mutateAndAddToFilters(it); + const filterListItem = this._getListItem(this._pageFilter, it, i); + this._list.addItem(filterListItem); + if (!opts.isBuildUi) { + if (this._isRadio) filterListItem.ele.addEventListener("click", evt => listSelectClickHandler.handleSelectClickRadio(filterListItem, evt)); + else filterListItem.ele.addEventListener("click", evt => listSelectClickHandler.handleSelectClick(filterListItem, evt)); + } + }); + + this._list.init(); + this._list.update(); + + const handleFilterChange = () => { + const f = this._pageFilter.filterBox.getValues(); + this._list.filter(li => this._isListItemMatchingFilter(f, li)); + }; + + this._pageFilter.trimState(); + + this._pageFilter.filterBox.on(EVNT_VALCHANGE, handleFilterChange); + this._pageFilter.filterBox.render(); + handleFilterChange(); + + $ovlLoading.remove(); + + const $wrpInner = $$`
    + ${$wrpForm} + ${$wrpList} + ${opts.isBuildUi ? null : $$`
    ${$btnConfirm}
    `} +
    `.appendTo($wrp.empty()); + + return { + $wrpIptSearch, + $iptSearch, + $wrpInner, + $btnConfirm, + pageFilter: this._pageFilter, + list: this._list, + $cbSelAll, + $btnSendAllToRight, + }; + } + + _isListItemMatchingFilter (f, li) { return this._isEntityItemMatchingFilter(f, this._allData[li.ix]); } + _isEntityItemMatchingFilter (f, it) { return this._pageFilter.toDisplay(f, it); } + + async pPopulateHiddenWrapper () { + await this._pInit(); + + this._allData = this._allData || await this._pLoadAllData(); + + await this._pageFilter.pInitFilterBox({namespace: this._namespace}); + + this._allData.forEach(it => { + this._pageFilter.mutateAndAddToFilters(it); + }); + + this._pageFilter.trimState(); + } + + handleHiddenOpenButtonClick () { + this._pageFilter.filterBox.show(); + } + + handleHiddenResetButtonClick (evt) { + this._pageFilter.filterBox.reset(evt.shiftKey); + } + + _getStateFromFilterExpression (filterExpression) { + const filterSubhashMeta = Renderer.getFilterSubhashes(Renderer.splitTagByPipe(filterExpression), this._namespace); + const subhashes = filterSubhashMeta.subhashes.map(it => `${it.key}${HASH_SUB_KV_SEP}${it.value}`); + const unpackedSubhashes = this.pageFilter.filterBox.unpackSubHashes(subhashes, {force: true}); + return this.pageFilter.filterBox.getNextStateFromSubHashes({unpackedSubhashes}); + } + + /** + * N.b.: assumes any preloading has already been done + * @param filterExpression + */ + getItemsMatchingFilterExpression ({filterExpression}) { + const nxtStateOuter = this._getStateFromFilterExpression(filterExpression); + + const f = this._pageFilter.filterBox.getValues({nxtStateOuter}); + const filteredItems = this._filterCache.list.getFilteredItems({ + items: this._filterCache.list.items, + fnFilter: li => this._isListItemMatchingFilter(f, li), + }); + + return this._filterCache.list.getSortedItems({items: filteredItems}); + } + + getEntitiesMatchingFilterExpression ({filterExpression}) { + const nxtStateOuter = this._getStateFromFilterExpression(filterExpression); + + const f = this._pageFilter.filterBox.getValues({nxtStateOuter}); + return this._allData.filter(this._isEntityItemMatchingFilter.bind(this, f)); + } + + getRenderedFilterExpression ({filterExpression}) { + const nxtStateOuter = this._getStateFromFilterExpression(filterExpression); + return this.pageFilter.filterBox.getDisplayState({nxtStateOuter}); + } + + /** + * @param [opts] + * @param [opts.filterExpression] A filter expression, as usually found in @filter tags, which will be applied. + */ + async pGetUserSelection ({filterExpression = null} = {}) { + // eslint-disable-next-line no-async-promise-executor + return new Promise(async resolve => { + const {$modalInner, doClose} = await this._pGetShowModal(resolve); + + await this.pPreloadHidden($modalInner); + + this._doApplyFilterExpression(filterExpression); + + this._filterCache.$btnConfirm.off("click").click(async () => { + const checked = this._filterCache.list.visibleItems.filter(it => it.data.cbSel.checked); + resolve(checked); + + doClose(true); + + // region reset selection state + if (this._filterCache.$cbSelAll) this._filterCache.$cbSelAll.prop("checked", false); + this._filterCache.list.items.forEach(it => { + if (it.data.cbSel) it.data.cbSel.checked = false; + it.ele.classList.remove("list-multi-selected"); + }); + // endregion + }); + + await UiUtil.pDoForceFocus(this._filterCache.$iptSearch[0]); + }); + } + + async _pGetShowModal (resolve) { + const {$modalInner, doClose} = await UiUtil.pGetShowModal({ + isHeight100: true, + isWidth100: true, + title: `Filter/Search for ${this._modalTitle}`, + cbClose: (isDataEntered) => { + this._filterCache.$wrpModalInner.detach(); + if (!isDataEntered) resolve([]); + }, + isUncappedHeight: true, + }); + + return {$modalInner, doClose}; + } + + _doApplyFilterExpression (filterExpression) { + if (!filterExpression) return; + + const filterSubhashMeta = Renderer.getFilterSubhashes(Renderer.splitTagByPipe(filterExpression), this._namespace); + const subhashes = filterSubhashMeta.subhashes.map(it => `${it.key}${HASH_SUB_KV_SEP}${it.value}`); + this.pageFilter.filterBox.setFromSubHashes(subhashes, {force: true, $iptSearch: this._filterCache.$iptSearch}); + } + + _getNameStyle () { return `bold`; } + + /** + * Pre-heat the modal, thus allowing access to the filter box underneath. + * + * @param [$modalInner] + */ + async pPreloadHidden ($modalInner) { + // If we're rendering in "hidden" mode, create a dummy element to attach the UI to. + $modalInner = $modalInner || $(`
    `); + + if (this._filterCache) { + this._filterCache.$wrpModalInner.appendTo($modalInner); + } else { + const meta = await this.pPopulateWrapper($modalInner); + const {$iptSearch, $btnConfirm, pageFilter, list, $cbSelAll} = meta; + const $wrpModalInner = meta.$wrpInner; + + this._filterCache = {$iptSearch, $wrpModalInner, $btnConfirm, pageFilter, list, $cbSelAll}; + } + } + + /** Widths should total to 11/12ths, as 1/12th is set aside for the checkbox column. */ + _$getColumnHeaders () { throw new Error(`Unimplemented!`); } + async _pInit () { /* Implement as required */ } + async _pLoadAllData () { throw new Error(`Unimplemented!`); } + async _getListItem () { throw new Error(`Unimplemented!`); } +} diff --git a/js/filter/filter-page-filter-base.js b/js/filter/filter-page-filter-base.js new file mode 100644 index 0000000..0610b22 --- /dev/null +++ b/js/filter/filter-page-filter-base.js @@ -0,0 +1,101 @@ +import {FilterItem} from "./filter-item.js"; + +export class PageFilterBase { + static defaultSourceSelFn (val) { + // Assume the user wants to select their loaded homebrew by default + // Overridden by the "Deselect Homebrew Sources by Default" option + return SourceUtil.getFilterGroup(val) === SourceUtil.FILTER_GROUP_STANDARD + || (SourceUtil.getFilterGroup(val) === SourceUtil.FILTER_GROUP_PARTNERED && (typeof BrewUtil2 === "undefined" || BrewUtil2.hasSourceJson(val))) + || SourceUtil.getFilterGroup(val) === SourceUtil.FILTER_GROUP_HOMEBREW; + } + + constructor (opts) { + opts = opts || {}; + this._sourceFilter = new SourceFilter(opts.sourceFilterOpts); + this._filterBox = null; + } + + get filterBox () { return this._filterBox; } + get sourceFilter () { return this._sourceFilter; } + + mutateAndAddToFilters (entity, isExcluded, opts) { + this.constructor.mutateForFilters(entity, opts); + this.addToFilters(entity, isExcluded, opts); + } + + static mutateForFilters (entity, opts) { throw new Error("Unimplemented!"); } + addToFilters (entity, isExcluded, opts) { throw new Error("Unimplemented!"); } + toDisplay (values, entity) { throw new Error("Unimplemented!"); } + async _pPopulateBoxOptions () { throw new Error("Unimplemented!"); } + + async pInitFilterBox (opts) { + opts = opts || {}; + await this._pPopulateBoxOptions(opts); + this._filterBox = new FilterBox(opts); + await this._filterBox.pDoLoadState(); + return this._filterBox; + } + + trimState () { return this._filterBox.trimState_(); } + + // region Helpers + static _getClassFilterItem ({className, classSource, isVariantClass, definedInSource}) { + const nm = className.split("(")[0].trim(); + const variantSuffix = isVariantClass ? ` [${definedInSource ? Parser.sourceJsonToAbv(definedInSource) : "Unknown"}]` : ""; + const sourceSuffix = ( + SourceUtil.isNonstandardSource(classSource || Parser.SRC_PHB) + || (typeof PrereleaseUtil !== "undefined" && PrereleaseUtil.hasSourceJson(classSource || Parser.SRC_PHB)) + || (typeof BrewUtil2 !== "undefined" && BrewUtil2.hasSourceJson(classSource || Parser.SRC_PHB)) + ) + ? ` (${Parser.sourceJsonToAbv(classSource)})` : ""; + const name = `${nm}${variantSuffix}${sourceSuffix}`; + + const opts = { + item: name, + userData: { + group: SourceUtil.getFilterGroup(classSource || Parser.SRC_PHB), + }, + }; + + if (isVariantClass) { + opts.nest = definedInSource ? Parser.sourceJsonToFull(definedInSource) : "Unknown"; + opts.userData.equivalentClassName = `${nm}${sourceSuffix}`; + opts.userData.definedInSource = definedInSource; + } + + return new FilterItem(opts); + } + + static _getSubclassFilterItem ({className, classSource, subclassShortName, subclassName, subclassSource, subSubclassName, isVariantClass, definedInSource}) { + const group = SourceUtil.isSubclassReprinted(className, classSource, subclassShortName, subclassSource) || Parser.sourceJsonToFull(subclassSource).startsWith(Parser.UA_PREFIX) || Parser.sourceJsonToFull(subclassSource).startsWith(Parser.PS_PREFIX); + + const classFilterItem = this._getClassFilterItem({ + className: subclassShortName || subclassName, + classSource: subclassSource, + }); + + return new FilterItem({ + item: `${className}: ${classFilterItem.item}${subSubclassName ? `, ${subSubclassName}` : ""}`, + nest: className, + userData: { + group, + }, + }); + } + + static _isReprinted ({reprintedAs, tag, page, prop}) { + return reprintedAs?.length && reprintedAs.some(it => { + const {name, source} = DataUtil.generic.unpackUid(it?.uid ?? it, tag); + const hash = UrlUtil.URL_TO_HASH_BUILDER[page]({name, source}); + return !ExcludeUtil.isExcluded(hash, prop, source, {isNoCount: true}); + }); + } + + static getListAliases (ent) { + return (ent.alias || []).map(it => `"${it}"`).join(","); + } + + static _hasFluff (ent) { return ent.hasFluff || ent.fluff?.entries; } + static _hasFluffImages (ent) { return ent.hasFluffImages || ent.fluff?.images; } + // endregion +} diff --git a/js/filter/filter-registry.js b/js/filter/filter-registry.js new file mode 100644 index 0000000..50b0ffb --- /dev/null +++ b/js/filter/filter-registry.js @@ -0,0 +1,13 @@ +import {SUB_HASH_PREFIX_LENGTH} from "./filter-constants.js"; + +export class FilterRegistry { + static SUB_HASH_PREFIXES = new Set(); + + static registerSubhashes (subhashes) { + const subhashesInvalid = subhashes.filter(it => it.length !== SUB_HASH_PREFIX_LENGTH); + + if (subhashesInvalid.length) throw new Error(`Invalid prefix! ${subhashesInvalid.map(it => `"${it}"`).join(", ")} ${subhashesInvalid.length === 1 ? `is` : `was`} not of length ${SUB_HASH_PREFIX_LENGTH}`); + + subhashes.forEach(it => this.SUB_HASH_PREFIXES.add(it)); + } +} diff --git a/js/filter/filter/filter-filter-ability-score.js b/js/filter/filter/filter-filter-ability-score.js new file mode 100644 index 0000000..8a340f8 --- /dev/null +++ b/js/filter/filter/filter-filter-ability-score.js @@ -0,0 +1,693 @@ +import {FilterBase} from "./filter-filter-base.js"; +import {Filter} from "./filter-filter-generic.js"; +import {FilterBox} from "../filter-box.js"; + +export class AbilityScoreFilter extends FilterBase { + static _MODIFIER_SORT_OFFSET = 10000; // Arbitrarily large value + + constructor (opts) { + super(opts); + + this._items = []; + this._isItemsDirty = false; + this._itemsLookup = {}; // Cache items for fast lookup + this._seenUids = {}; + + this.__$wrpFilter = null; + this.__wrpPills = null; + this.__wrpPillsRows = {}; + this.__wrpMiniPills = null; + + this._maxMod = 2; + this._minMod = 0; + + // region Init state + Parser.ABIL_ABVS.forEach(ab => { + const itemAnyIncrease = new AbilityScoreFilter.FilterItem({isAnyIncrease: true, ability: ab}); + const itemAnyDecrease = new AbilityScoreFilter.FilterItem({isAnyDecrease: true, ability: ab}); + this._items.push(itemAnyIncrease, itemAnyDecrease); + this._itemsLookup[itemAnyIncrease.uid] = itemAnyIncrease; + this._itemsLookup[itemAnyDecrease.uid] = itemAnyDecrease; + if (this.__state[itemAnyIncrease.uid] == null) this.__state[itemAnyIncrease.uid] = 0; + if (this.__state[itemAnyDecrease.uid] == null) this.__state[itemAnyDecrease.uid] = 0; + }); + + for (let i = this._minMod; i <= this._maxMod; ++i) { + if (i === 0) continue; + Parser.ABIL_ABVS.forEach(ab => { + const item = new AbilityScoreFilter.FilterItem({modifier: i, ability: ab}); + this._items.push(item); + this._itemsLookup[item.uid] = item; + if (this.__state[item.uid] == null) this.__state[item.uid] = 0; + }); + } + // endregion + } + + /** + * @param opts Options. + * @param opts.filterBox The FilterBox to which this filter is attached. + * @param opts.isFirst True if this is visually the first filter in the box. + * @param opts.$wrpMini The form mini-view element. + * @param opts.isMulti The name of the MultiFilter this filter belongs to, if any. + */ + $render (opts) { + this._filterBox = opts.filterBox; + this.__wrpMiniPills = e_({ele: opts.$wrpMini[0]}); + + const wrpControls = this._getHeaderControls(opts); + + this.__wrpPills = e_({tag: "div", clazz: `fltr__wrp-pills ve-overflow-x-auto ve-flex-col w-100`}); + const hook = () => this.__wrpPills.toggleVe(!this._meta.isHidden); + this._addHook("meta", "isHidden", hook); + hook(); + + this._doRenderPills(); + + // FIXME refactor this so we're not stealing the private method + const btnMobToggleControls = Filter.prototype._getBtnMobToggleControls.bind(this)(wrpControls); + + this.__$wrpFilter = $$`
    + ${opts.isFirst ? "" : `
    `} +
    +
    ${opts.isMulti ? `\u2012` : ""}${this._getRenderedHeader()}${btnMobToggleControls}
    + ${wrpControls} +
    + ${this.__wrpPills} +
    `; + + this.update(); // Force an update, to properly mute/unmute our pills + + return this.__$wrpFilter; + } + + _getHeaderControls (opts) { + const btnClear = e_({ + tag: "button", + clazz: `btn btn-default ${opts.isMulti ? "btn-xxs" : "btn-xs"} fltr__h-btn--clear w-100`, + click: () => this._doSetPillsClear(), + html: "Clear", + }); + + const wrpStateBtnsOuter = e_({ + tag: "div", + clazz: "ve-flex-v-center fltr__h-wrp-state-btns-outer", + children: [ + e_({ + tag: "div", + clazz: "btn-group ve-flex-v-center w-100", + children: [ + btnClear, + ], + }), + ], + }); + + const wrpSummary = e_({tag: "div", clazz: "ve-flex-vh-center ve-hidden"}); + + const btnShowHide = e_({ + tag: "button", + clazz: `btn btn-default ${opts.isMulti ? "btn-xxs" : "btn-xs"} ml-2`, + click: () => this._meta.isHidden = !this._meta.isHidden, + html: "Hide", + }); + const hookShowHide = () => { + e_({ele: btnShowHide}).toggleClass("active", this._meta.isHidden); + wrpStateBtnsOuter.toggleVe(!this._meta.isHidden); + + // TODO + // region Render summary + const cur = this.getValues()[this.header]; + + const htmlSummary = [ + cur._totals?.yes + ? `${cur._totals.yes}` + : null, + ].filter(Boolean).join(""); + e_({ele: wrpSummary, html: htmlSummary}).toggleVe(this._meta.isHidden); + // endregion + }; + this._addHook("meta", "isHidden", hookShowHide); + hookShowHide(); + + return e_({ + tag: "div", + clazz: `ve-flex-v-center fltr__h-wrp-btns-outer`, + children: [ + wrpSummary, + wrpStateBtnsOuter, + btnShowHide, + ], + }); + } + + _doRenderPills () { + this._items.sort(this.constructor._ascSortItems.bind(this.constructor)); + + if (!this.__wrpPills) return; + this._items.forEach(it => { + if (!it.rendered) it.rendered = this._getPill(it); + if (!it.isAnyIncrease && !it.isAnyDecrease) it.rendered.toggleClass("fltr__pill--muted", !this._seenUids[it.uid]); + + if (!this.__wrpPillsRows[it.ability]) { + this.__wrpPillsRows[it.ability] = { + row: e_({ + tag: "div", + clazz: "ve-flex-v-center w-100 my-1", + children: [ + e_({ + tag: "div", + clazz: "mr-3 text-right fltr__label-ability-score no-shrink no-grow", + text: Parser.attAbvToFull(it.ability), + }), + ], + }).appendTo(this.__wrpPills), + searchText: Parser.attAbvToFull(it.ability).toLowerCase(), + }; + } + + it.rendered.appendTo(this.__wrpPillsRows[it.ability].row); + }); + } + + _getPill (item) { + const unsetRow = () => { + const nxtState = {}; + for (let i = this._minMod; i <= this._maxMod; ++i) { + if (!i || i === item.modifier) continue; + const siblingUid = AbilityScoreFilter.FilterItem.getUid_({ability: item.ability, modifier: i}); + nxtState[siblingUid] = 0; + } + + if (!item.isAnyIncrease) nxtState[AbilityScoreFilter.FilterItem.getUid_({ability: item.ability, isAnyIncrease: true})] = 0; + if (!item.isAnyDecrease) nxtState[AbilityScoreFilter.FilterItem.getUid_({ability: item.ability, isAnyDecrease: true})] = 0; + + this._proxyAssignSimple("state", nxtState); + }; + + const btnPill = e_({ + tag: "div", + clazz: `fltr__pill fltr__pill--ability-bonus px-2`, + html: item.getPillDisplayHtml(), + click: evt => { + if (evt.shiftKey) { + const nxtState = {}; + Object.keys(this._state).forEach(k => nxtState[k] = 0); + this._proxyAssign("state", "_state", "__state", nxtState, true); + } + + this._state[item.uid] = this._state[item.uid] ? 0 : 1; + if (this._state[item.uid]) unsetRow(); + }, + contextmenu: (evt) => { + evt.preventDefault(); + + this._state[item.uid] = this._state[item.uid] ? 0 : 1; + if (this._state[item.uid]) unsetRow(); + }, + }); + + const hook = () => { + const val = FilterBox._PILL_STATES[this._state[item.uid] || 0]; + btnPill.attr("state", val); + }; + this._addHook("state", item.uid, hook); + hook(); + + return btnPill; + } + + _doRenderMiniPills () { + // create a list view so we can freely sort + this._items.slice(0) + .sort(this.constructor._ascSortMiniPills.bind(this.constructor)) + .forEach(it => { + // re-append existing elements to sort them + (it.btnMini = it.btnMini || this._getBtnMini(it)).appendTo(this.__wrpMiniPills); + }); + } + + _getBtnMini (item) { + const btnMini = e_({ + tag: "div", + clazz: `fltr__mini-pill ${this._filterBox.isMinisHidden(this.header) ? "ve-hidden" : ""}`, + text: item.getMiniPillDisplayText(), + title: `Filter: ${this.header}`, + click: () => { + this._state[item.uid] = 0; + this._filterBox.fireChangeEvent(); + }, + }).attr("state", FilterBox._PILL_STATES[this._state[item.uid] || 0]); + + const hook = () => btnMini.attr("state", FilterBox._PILL_STATES[this._state[item.uid] || 0]); + this._addHook("state", item.uid, hook); + + const hideHook = () => btnMini.toggleClass("ve-hidden", this._filterBox.isMinisHidden(this.header)); + this._filterBox.registerMinisHiddenHook(this.header, hideHook); + + return btnMini; + } + + static _ascSortItems (a, b) { + return SortUtil.ascSort(Number(b.isAnyIncrease), Number(a.isAnyIncrease)) + || SortUtil.ascSortAtts(a.ability, b.ability) + // Offset ability scores to ensure they're all in positive space. This forces the "any decrease" section to + // appear last. + || SortUtil.ascSort(b.modifier ? b.modifier + AbilityScoreFilter._MODIFIER_SORT_OFFSET : b.modifier, a.modifier ? a.modifier + AbilityScoreFilter._MODIFIER_SORT_OFFSET : a.modifier) + || SortUtil.ascSort(Number(b.isAnyDecrease), Number(a.isAnyDecrease)); + } + + static _ascSortMiniPills (a, b) { + return SortUtil.ascSort(Number(b.isAnyIncrease), Number(a.isAnyIncrease)) + || SortUtil.ascSort(Number(b.isAnyDecrease), Number(a.isAnyDecrease)) + // Offset ability scores to ensure they're all in positive space. This forces the "any decrease" section to + // appear last. + || SortUtil.ascSort(b.modifier ? b.modifier + AbilityScoreFilter._MODIFIER_SORT_OFFSET : b.modifier, a.modifier ? a.modifier + AbilityScoreFilter._MODIFIER_SORT_OFFSET : a.modifier) + || SortUtil.ascSortAtts(a.ability, b.ability); + } + + /** + * @param opts Options. + * @param opts.filterBox The FilterBox to which this filter is attached. + * @param opts.isFirst True if this is visually the first filter in the box. + * @param opts.$wrpMini The form mini-view element. + * @param opts.isMulti The name of the MultiFilter this filter belongs to, if any. + */ + $renderMinis (opts) { + this._filterBox = opts.filterBox; + this.__wrpMiniPills = e_({ele: opts.$wrpMini[0]}); + + this._doRenderMiniPills(); + } + + getValues ({nxtState = null} = {}) { + const out = { + _totals: {yes: 0}, + }; + + const state = nxtState?.[this.header]?.state || this.__state; + + Object.entries(state) + .filter(([, value]) => value) + .forEach(([uid]) => { + out._totals.yes++; + out[uid] = true; + }); + + return {[this.header]: out}; + } + + _mutNextState_reset (nxtState, {isResetAll = false} = {}) { + Object.keys(nxtState[this.header].state).forEach(k => delete nxtState[this.header].state[k]); + } + + update () { + if (this._isItemsDirty) { + this._isItemsDirty = false; + + this._doRenderPills(); + } + + // always render the mini-pills, to ensure the overall order in the grid stays correct (shared between multiple filters) + this._doRenderMiniPills(); + } + + _doSetPillsClear () { + Object.keys(this._state).forEach(k => { + if (this._state[k] !== 0) this._state[k] = 0; + }); + } + + toDisplay (boxState, entryVal) { + const filterState = boxState[this.header]; + if (!filterState) return true; + + const activeItems = Object.keys(filterState) + .filter(it => !it.startsWith("_")) + .map(it => this._itemsLookup[it]) + .filter(Boolean); + + if (!activeItems.length) return true; + if ((!entryVal || !entryVal.length) && activeItems.length) return false; + + return entryVal.some(abilObject => { + const cpyAbilObject = MiscUtil.copy(abilObject); + const vewActiveItems = [...activeItems]; + + // region Stage 1. Exact ability score match. + Parser.ABIL_ABVS.forEach(ab => { + if (!cpyAbilObject[ab] || !vewActiveItems.length) return; + + const ixExact = vewActiveItems.findIndex(it => it.ability === ab && it.modifier === cpyAbilObject[ab]); + if (~ixExact) return vewActiveItems.splice(ixExact, 1); + }); + if (!vewActiveItems.length) return true; + // endregion + + // region Stage 2. "Choice" ability score match + if (cpyAbilObject.choose?.from) { + const amount = cpyAbilObject.choose.amount || 1; + const count = cpyAbilObject.choose.count || 1; + + for (let i = 0; i < count; ++i) { + if (!vewActiveItems.length) break; + + const ix = vewActiveItems.findIndex(it => cpyAbilObject.choose.from.includes(it.ability) && amount === it.modifier); + if (~ix) { + const [cpyActiveItem] = vewActiveItems.splice(ix, 1); + cpyAbilObject.choose.from = cpyAbilObject.choose.from.filter(it => it !== cpyActiveItem.ability); + } + } + } else if (cpyAbilObject.choose?.weighted?.weights && cpyAbilObject.choose?.weighted?.from) { + cpyAbilObject.choose.weighted.weights.forEach(weight => { + const ix = vewActiveItems.findIndex(it => cpyAbilObject.choose.weighted.from.includes(it.ability) && weight === it.modifier); + if (~ix) { + const [cpyActiveItem] = vewActiveItems.splice(ix, 1); + cpyAbilObject.choose.weighted.from = cpyAbilObject.choose.weighted.from.filter(it => it !== cpyActiveItem.ability); + } + }); + } + if (!vewActiveItems.length) return true; + // endregion + + // region Stage 3. "Any" ability score match + Parser.ABIL_ABVS.forEach(ab => { + if (!cpyAbilObject[ab] || !vewActiveItems.length) return; + + const ix = vewActiveItems.findIndex(it => it.ability === ab && ((cpyAbilObject[ab] > 0 && it.isAnyIncrease) || (cpyAbilObject[ab] < 0 && it.isAnyDecrease))); + if (~ix) return vewActiveItems.splice(ix, 1); + }); + if (!vewActiveItems.length) return true; + + if (cpyAbilObject.choose?.from) { + const amount = cpyAbilObject.choose.amount || 1; + const count = cpyAbilObject.choose.count || 1; + + for (let i = 0; i < count; ++i) { + if (!vewActiveItems.length) return true; + + const ix = vewActiveItems.findIndex(it => cpyAbilObject.choose.from.includes(it.ability) && ((amount > 0 && it.isAnyIncrease) || (amount < 0 && it.isAnyDecrease))); + if (~ix) { + const [cpyActiveItem] = vewActiveItems.splice(ix, 1); + cpyAbilObject.choose.from = cpyAbilObject.choose.from.filter(it => it !== cpyActiveItem.ability); + } + } + } else if (cpyAbilObject.choose?.weighted?.weights && cpyAbilObject.choose?.weighted?.from) { + cpyAbilObject.choose.weighted.weights.forEach(weight => { + if (!vewActiveItems.length) return; + + const ix = vewActiveItems.findIndex(it => cpyAbilObject.choose.weighted.from.includes(it.ability) && ((weight > 0 && it.isAnyIncrease) || (weight < 0 && it.isAnyDecrease))); + if (~ix) { + const [cpyActiveItem] = vewActiveItems.splice(ix, 1); + cpyAbilObject.choose.weighted.from = cpyAbilObject.choose.weighted.from.filter(it => it !== cpyActiveItem.ability); + } + }); + } + return !vewActiveItems.length; + // endregion + }); + } + + addItem (abilArr) { + if (!abilArr?.length) return; + + // region Update our min/max scores + let nxtMaxMod = this._maxMod; + let nxtMinMod = this._minMod; + + abilArr.forEach(abilObject => { + Parser.ABIL_ABVS.forEach(ab => { + if (abilObject[ab] != null) { + nxtMaxMod = Math.max(nxtMaxMod, abilObject[ab]); + nxtMinMod = Math.min(nxtMinMod, abilObject[ab]); + + const uid = AbilityScoreFilter.FilterItem.getUid_({ability: ab, modifier: abilObject[ab]}); + if (!this._seenUids[uid]) this._isItemsDirty = true; + this._seenUids[uid] = true; + } + }); + + if (abilObject.choose?.from) { + const amount = abilObject.choose.amount || 1; + nxtMaxMod = Math.max(nxtMaxMod, amount); + nxtMinMod = Math.min(nxtMinMod, amount); + + abilObject.choose.from.forEach(ab => { + const uid = AbilityScoreFilter.FilterItem.getUid_({ability: ab, modifier: amount}); + if (!this._seenUids[uid]) this._isItemsDirty = true; + this._seenUids[uid] = true; + }); + } + + if (abilObject.choose?.weighted?.weights) { + nxtMaxMod = Math.max(nxtMaxMod, ...abilObject.choose.weighted.weights); + nxtMinMod = Math.min(nxtMinMod, ...abilObject.choose.weighted.weights); + + abilObject.choose.weighted.from.forEach(ab => { + abilObject.choose.weighted.weights.forEach(weight => { + const uid = AbilityScoreFilter.FilterItem.getUid_({ability: ab, modifier: weight}); + if (!this._seenUids[uid]) this._isItemsDirty = true; + this._seenUids[uid] = true; + }); + }); + } + }); + // endregion + + // region If we have a new max score, populate items + if (nxtMaxMod > this._maxMod) { + for (let i = this._maxMod + 1; i <= nxtMaxMod; ++i) { + if (i === 0) continue; + Parser.ABIL_ABVS.forEach(ab => { + const item = new AbilityScoreFilter.FilterItem({modifier: i, ability: ab}); + this._items.push(item); + this._itemsLookup[item.uid] = item; + if (this.__state[item.uid] == null) this.__state[item.uid] = 0; + }); + } + + this._isItemsDirty = true; + this._maxMod = nxtMaxMod; + } + // endregion + + // region If we have a new min score, populate items + if (nxtMinMod < this._minMod) { + for (let i = nxtMinMod; i < this._minMod; ++i) { + if (i === 0) continue; + Parser.ABIL_ABVS.forEach(ab => { + const item = new AbilityScoreFilter.FilterItem({modifier: i, ability: ab}); + this._items.push(item); + this._itemsLookup[item.uid] = item; + if (this.__state[item.uid] == null) this.__state[item.uid] = 0; + }); + } + + this._isItemsDirty = true; + this._minMod = nxtMinMod; + } + // endregion + } + + getSaveableState () { + return { + [this.header]: { + ...this.getBaseSaveableState(), + state: {...this.__state}, + }, + }; + } + + setStateFromLoaded (filterState, {isUserSavedState = false} = {}) { + if (!filterState?.[this.header]) return; + + const toLoad = filterState[this.header]; + this._hasUserSavedState = this._hasUserSavedState || isUserSavedState; + this.setBaseStateFromLoaded(toLoad); + Object.assign(this._state, toLoad.state); + } + + getSubHashes () { + const out = []; + + const baseMeta = this.getMetaSubHashes(); + if (baseMeta) out.push(...baseMeta); + + const areNotDefaultState = Object.entries(this._state).filter(([k, v]) => { + if (k.startsWith("_")) return false; + return !!v; + }); + if (areNotDefaultState.length) { + // serialize state as `key=value` pairs + const serPillStates = areNotDefaultState.map(([k, v]) => `${k.toUrlified()}=${v}`); + out.push(UrlUtil.packSubHash(this.getSubHashPrefix("state", this.header), serPillStates)); + } + + if (!out.length) return null; + + return out; + } + + getNextStateFromSubhashState (state) { + const nxtState = this._getNextState_base(); + + if (state == null) { + this._mutNextState_reset(nxtState); + return nxtState; + } + + let hasState = false; + + Object.entries(state).forEach(([k, vals]) => { + const prop = FilterBase.getProp(k); + switch (prop) { + case "state": { + hasState = true; + Object.keys(nxtState[this.header].state).forEach(k => nxtState[this.header].state[k] = 0); + + vals.forEach(v => { + const [statePropLower, state] = v.split("="); + const stateProp = Object.keys(nxtState[this.header].state).find(k => k.toLowerCase() === statePropLower); + if (stateProp) nxtState[this.header].state[stateProp] = Number(state) ? 1 : 0; + }); + break; + } + } + }); + + if (!hasState) this._mutNextState_reset(nxtState); + + return nxtState; + } + + setFromValues (values) { + if (!values[this.header]) return; + const nxtState = {}; + Object.keys(this._state).forEach(k => nxtState[k] = 0); + Object.assign(nxtState, values[this.header]); + } + + handleSearch (searchTerm) { + const isHeaderMatch = this.header.toLowerCase().includes(searchTerm); + + if (isHeaderMatch) { + Object.values(this.__wrpPillsRows).forEach(meta => meta.row.removeClass("fltr__hidden--search")); + + if (this.__$wrpFilter) this.__$wrpFilter.toggleClass("fltr__hidden--search", false); + + return true; + } + + // Simply display all if the user searched a "+x" or "-x" value; we don't care if this produces false positives. + const isModNumber = /^[-+]\d*$/.test(searchTerm); + + let visibleCount = 0; + Object.values(this.__wrpPillsRows).forEach(({row, searchText}) => { + const isVisible = isModNumber || searchText.includes(searchTerm); + row.toggleClass("fltr__hidden--search", !isVisible); + if (isVisible) visibleCount++; + }); + + if (this.__$wrpFilter) this.__$wrpFilter.toggleClass("fltr__hidden--search", visibleCount === 0); + + return visibleCount !== 0; + } + + _doTeardown () { + this._items.forEach(it => { + if (it.rendered) it.rendered.detach(); + if (it.btnMini) it.btnMini.detach(); + }); + + Object.values(this.__wrpPillsRows).forEach(meta => meta.row.detach()); + } + + _getStateNotDefault () { + return Object.entries(this._state) + .filter(([, v]) => !!v); + } + + getFilterTagPart () { + const areNotDefaultState = this._getStateNotDefault(); + const compressedMeta = this._getCompressedMeta({isStripUiKeys: true}); + + // If _any_ value is non-default, we need to include _all_ values in the tag + // The same goes for meta values + if (!areNotDefaultState.length && !compressedMeta) return null; + + const pt = Object.entries(this._state) + .filter(([, v]) => !!v) + .map(([k, v]) => `${v === 2 ? "!" : ""}${k}`) + .join(";") + .toLowerCase(); + + return [ + this.header.toLowerCase(), + pt, + compressedMeta ? compressedMeta.join(HASH_SUB_LIST_SEP) : null, + ] + .filter(it => it != null) + .join("="); + } + + getDisplayStatePart ({nxtState = null} = {}) { + const state = nxtState?.[this.header]?.state || this.__state; + + const areNotDefaultState = this._getStateNotDefault({nxtState}); + + // If _any_ value is non-default, we need to include _all_ values in the tag + // The same goes for meta values + if (!areNotDefaultState.length) return null; + + const ptState = Object.entries(state) + .filter(([, v]) => !!v) + .map(([k, v]) => { + const item = this._items.find(item => item.uid === k); + if (!item) return null; // Should never occur + return `${v === 2 ? "not " : ""}${item.getMiniPillDisplayText()}`; + }) + .join(", "); + + return `${this.header}: ${ptState}`; + } +} + +AbilityScoreFilter.FilterItem = class { + static getUid_ ({ability = null, isAnyIncrease = false, isAnyDecrease = false, modifier = null}) { + return `${Parser.attAbvToFull(ability)} ${modifier != null ? UiUtil.intToBonus(modifier) : (isAnyIncrease ? `+any` : isAnyDecrease ? `-any` : "?")}`; + } + + constructor ({isAnyIncrease = false, isAnyDecrease = false, modifier = null, ability = null}) { + if (isAnyIncrease && isAnyDecrease) throw new Error(`Invalid arguments!`); + if ((isAnyIncrease || isAnyDecrease) && modifier != null) throw new Error(`Invalid arguments!`); + + this._ability = ability; + this._modifier = modifier; + this._isAnyIncrease = isAnyIncrease; + this._isAnyDecrease = isAnyDecrease; + this._uid = AbilityScoreFilter.FilterItem.getUid_({ + isAnyIncrease: this._isAnyIncrease, + isAnyDecrease: this._isAnyDecrease, + modifier: this._modifier, + ability: this._ability, + }); + } + + get ability () { return this._ability; } + get modifier () { return this._modifier; } + get isAnyIncrease () { return this._isAnyIncrease; } + get isAnyDecrease () { return this._isAnyDecrease; } + get uid () { return this._uid; } + + getMiniPillDisplayText () { + if (this._isAnyIncrease) return `+Any ${Parser.attAbvToFull(this._ability)}`; + if (this._isAnyDecrease) return `\u2012Any ${Parser.attAbvToFull(this._ability)}`; + return `${UiUtil.intToBonus(this._modifier, {isPretty: true})} ${Parser.attAbvToFull(this._ability)}`; + } + + getPillDisplayHtml () { + if (this._isAnyIncrease) return `+Any`; + if (this._isAnyDecrease) return `\u2012Any`; + return UiUtil.intToBonus(this._modifier, {isPretty: true}); + } +}; diff --git a/js/filter/filter/filter-filter-base.js b/js/filter/filter/filter-filter-base.js new file mode 100644 index 0000000..bdd2434 --- /dev/null +++ b/js/filter/filter/filter-filter-base.js @@ -0,0 +1,186 @@ +import {FilterRegistry} from "../filter-registry.js"; + +export class FilterBase extends BaseComponent { + /** + * @param opts + * @param opts.header Filter header (name) + * @param [opts.headerHelp] Filter header help text (tooltip) + */ + constructor (opts) { + super(); + this._filterBox = null; + + this.header = opts.header; + this._headerHelp = opts.headerHelp; + + this.__meta = {...this.getDefaultMeta()}; + this._meta = this._getProxy("meta", this.__meta); + + this._hasUserSavedState = false; + } + + _getRenderedHeader () { + return `${this.header}`; + } + + set filterBox (it) { this._filterBox = it; } + + show () { this._meta.isHidden = false; } + + hide () { this._meta.isHidden = true; } + + getBaseSaveableState () { return {meta: {...this.__meta}}; } + + _getNextState_base () { + return { + [this.header]: { + state: MiscUtil.copyFast(this.__state), + meta: MiscUtil.copyFast(this.__meta), + }, + }; + } + + setStateFromNextState (nxtState) { + this._proxyAssignSimple("state", nxtState[this.header].state, true); + this._proxyAssignSimple("meta", nxtState[this.header].meta, true); + } + + reset ({isResetAll = false} = {}) { + const nxtState = this._getNextState_base(); + this._mutNextState_reset(nxtState, {isResetAll}); + this.setStateFromNextState(nxtState); + } + + _mutNextState_resetBase (nxtState, {isResetAll = false} = {}) { + Object.assign(nxtState[this.header].meta, MiscUtil.copy(this.getDefaultMeta())); + } + + getMetaSubHashes () { + const compressedMeta = this._getCompressedMeta(); + if (!compressedMeta) return null; + return [UrlUtil.packSubHash(this.getSubHashPrefix("meta", this.header), compressedMeta)]; + } + + _mutNextState_meta_fromSubHashState (nxtState, subHashState) { + const hasMeta = this._mutNextState_meta_fromSubHashState_mutGetHasMeta(nxtState, subHashState, this.getDefaultMeta()); + if (!hasMeta) this._mutNextState_resetBase(nxtState); + } + + _mutNextState_meta_fromSubHashState_mutGetHasMeta (nxtState, state, defaultMeta) { + let hasMeta = false; + + Object.entries(state) + .forEach(([k, vals]) => { + const prop = FilterBase.getProp(k); + if (prop !== "meta") return; + + hasMeta = true; + const data = vals.map(v => UrlUtil.mini.decompress(v)); + Object.keys(defaultMeta).forEach((k, i) => { + if (data[i] !== undefined) nxtState[this.header].meta[k] = data[i]; + else nxtState[this.header].meta[k] = defaultMeta[k]; + }); + }); + + return hasMeta; + } + + setBaseStateFromLoaded (toLoad) { Object.assign(this._meta, toLoad.meta); } + + getSubHashPrefix (prop, header) { + if (FilterBase._SUB_HASH_PREFIXES[prop]) { + const prefix = this._filterBox.getNamespacedHashKey(FilterBase._SUB_HASH_PREFIXES[prop]); + return `${prefix}${header.toUrlified()}`; + } + throw new Error(`Unknown property "${prop}"`); + } + + static getProp (prefix) { + return Parser._parse_bToA(FilterBase._SUB_HASH_PREFIXES, prefix); + } + + _getBtnMobToggleControls (wrpControls) { + const btnMobToggleControls = e_({ + tag: "button", + clazz: `btn btn-xs btn-default mobile__visible ml-auto px-3 mr-2`, + html: ``, + click: () => this._meta.isMobileHeaderHidden = !this._meta.isMobileHeaderHidden, + }); + const hkMobHeaderHidden = () => { + btnMobToggleControls.toggleClass("active", !this._meta.isMobileHeaderHidden); + wrpControls.toggleClass("mobile__hidden", !!this._meta.isMobileHeaderHidden); + }; + this._addHook("meta", "isMobileHeaderHidden", hkMobHeaderHidden); + hkMobHeaderHidden(); + + return btnMobToggleControls; + } + + getChildFilters () { return []; } + getDefaultMeta () { return {...FilterBase._DEFAULT_META}; } + + /** + * @param vals Previously-read filter value may be passed in for performance. + */ + isActive (vals) { + vals = vals || this.getValues(); + return vals[this.header]._isActive; + } + + _getCompressedMeta ({isStripUiKeys = false} = {}) { + const defaultMeta = this.getDefaultMeta(); + const isAnyNotDefault = Object.keys(defaultMeta).some(k => this._meta[k] !== defaultMeta[k]); + if (!isAnyNotDefault) return null; + + let keys = Object.keys(defaultMeta); + + if (isStripUiKeys) { + // Always pop the trailing n keys, as these are all UI options, which we don't want to embed in @filter tags + const popCount = Object.keys(FilterBase._DEFAULT_META).length; + if (popCount) keys = keys.slice(0, -popCount); + } + + // Pop keys from the end if they match the default value + while (keys.length && defaultMeta[keys.last()] === this._meta[keys.last()]) keys.pop(); + + return keys.map(k => UrlUtil.mini.compress(this._meta[k] === undefined ? defaultMeta[k] : this._meta[k])); + } + + $render () { throw new Error(`Unimplemented!`); } + $renderMinis () { throw new Error(`Unimplemented!`); } + getValues ({nxtState = null} = {}) { throw new Error(`Unimplemented!`); } + _mutNextState_reset () { throw new Error(`Unimplemented!`); } + update () { throw new Error(`Unimplemented!`); } + toDisplay () { throw new Error(`Unimplemented!`); } + addItem () { throw new Error(`Unimplemented!`); } + // N.B.: due to a bug in Chrome, these return a copy of the underlying state rather than a copy of the proxied state + getSaveableState () { throw new Error(`Unimplemented!`); } + setStateFromLoaded () { throw new Error(`Unimplemented!`); } + getSubHashes () { throw new Error(`Unimplemented!`); } + getNextStateFromSubhashState () { throw new Error(`Unimplemented!`); } + setFromValues () { throw new Error(`Unimplemented!`); } + handleSearch () { throw new Error(`Unimplemented`); } + getFilterTagPart () { throw new Error(`Unimplemented`); } + getDisplayStatePart ({nxtState = null} = {}) { throw new Error(`Unimplemented`); } + _doTeardown () { /* No-op */ } + trimState_ () { /* No-op */ } +} + +FilterBase._DEFAULT_META = { + isHidden: false, + isMobileHeaderHidden: true, +}; + +// These are assumed to be the same length (4 characters) +FilterBase._SUB_HASH_STATE_PREFIX = "flst"; +FilterBase._SUB_HASH_META_PREFIX = "flmt"; +FilterBase._SUB_HASH_NESTS_HIDDEN_PREFIX = "flnh"; +FilterBase._SUB_HASH_OPTIONS_PREFIX = "flop"; +FilterBase._SUB_HASH_PREFIXES = { + state: FilterBase._SUB_HASH_STATE_PREFIX, + meta: FilterBase._SUB_HASH_META_PREFIX, + nestsHidden: FilterBase._SUB_HASH_NESTS_HIDDEN_PREFIX, + options: FilterBase._SUB_HASH_OPTIONS_PREFIX, +}; + +FilterRegistry.registerSubhashes(Object.values(FilterBase._SUB_HASH_PREFIXES)); diff --git a/js/filter/filter/filter-filter-generic.js b/js/filter/filter/filter-filter-generic.js new file mode 100644 index 0000000..7d9c254 --- /dev/null +++ b/js/filter/filter/filter-filter-generic.js @@ -0,0 +1,1084 @@ +import {FilterItem} from "../filter-item.js"; +import {FilterBox} from "../filter-box.js"; +import {FilterBase} from "./filter-filter-base.js"; + +class FilterTransientOptions { + /** + * @param opts Options object. + * @param [opts.isExtendDefaultState] + */ + constructor (opts) { + this.isExtendDefaultState = opts.isExtendDefaultState; + } +} + +export class Filter extends FilterBase { + static _getAsFilterItems (items) { + return items ? items.map(it => it instanceof FilterItem ? it : new FilterItem({item: it})) : null; + } + + static _validateItemNests (items, nests) { + if (!nests) return; + items = items.filter(it => it.nest); + const noNest = items.find(it => !nests[it.nest]); + if (noNest) throw new Error(`Filter does not have matching nest: "${noNest.item}" (call addNest first)`); + const invalid = items.find(it => !it.nest || !nests[it.nest]); + if (invalid) throw new Error(`Invalid nest: "${invalid.item}"`); + } + + /** A single-item version of the above, for performance. */ + static _validateItemNest (item, nests) { + if (!nests || !item.nest) return; + if (!nests[item.nest]) throw new Error(`Filter does not have matching nest: "${item.item}" (call addNest first)`); + if (!item.nest || !nests[item.nest]) throw new Error(`Invalid nest: "${item.item}"`); + } + + /** + * @param opts Options object. + * @param opts.header Filter header (name) + * @param [opts.headerHelp] Filter header help text (tooltip) + * @param opts.items Array of filter items, either `FilterItem` or strings. e.g. `["DMG", "VGM"]` + * @param [opts.nests] Key-value object of `"Nest Name": {...nestMeta}`. Nests are used to group/nest filters. + * @param [opts.displayFn] Function which translates an item to a displayable form, e.g. `"MM` -> "Monster Manual"` + * @param [opts.displayFnMini] Function which translates an item to a shortened displayable form, e.g. `"UABravoCharlie` -> "UABC"` + * @param [opts.displayFnTitle] Function which translates an item to a form for displaying in a "title" tooltip + * @param [opts.selFn] Function which returns true if an item should be displayed by default; false otherwise. + * @param [opts.deselFn] Function which returns true if an item should be hidden by default; false otherwise. + * @param [opts.itemSortFn] Function which should be used to sort the `items` array if new entries are added. + * Defaults to ascending alphabetical sort. + * @param [opts.itemSortFnMini] Function which should be used to sort the `items` array when rendering mini-pills. + * @param [opts.groupFn] Function which takes an item and assigns it to a group. + * @param [opts.groupNameFn] Function which takes a group and returns a group name; + * @param [opts.minimalUi] True if the filter should render with a reduced UI, false otherwise. + * @param [opts.umbrellaItems] Items which should, when set active, show everything in the filter. E.g. "All". + * @param [opts.umbrellaExcludes] Items which should ignore the state of any `umbrellaItems` + * @param [opts.isSortByDisplayItems] If items should be sorted by their display value, rather than their internal value. + * @param [opts.isMiscFilter] If this is the Misc. filter (containing "SRD" and "Basic Rules" tags). + */ + constructor (opts) { + super(opts); + this._items = Filter._getAsFilterItems(opts.items || []); + this.__itemsSet = new Set(this._items.map(it => it.item)); // Cache the items as a set for fast exists checking + this._nests = opts.nests; + this._displayFn = opts.displayFn; + this._displayFnMini = opts.displayFnMini; + this._displayFnTitle = opts.displayFnTitle; + this._selFn = opts.selFn; + this._selFnCache = null; + this._deselFn = opts.deselFn; + this._itemSortFn = opts.itemSortFn === undefined ? SortUtil.ascSort : opts.itemSortFn; + this._itemSortFnMini = opts.itemSortFnMini; + this._groupFn = opts.groupFn; + this._groupNameFn = opts.groupNameFn; + this._minimalUi = opts.minimalUi; + this._umbrellaItems = Filter._getAsFilterItems(opts.umbrellaItems); + this._umbrellaExcludes = Filter._getAsFilterItems(opts.umbrellaExcludes); + this._isSortByDisplayItems = !!opts.isSortByDisplayItems; + this._isReprintedFilter = !!opts.isMiscFilter && this._items.some(it => it.item === "Reprinted"); + this._isSrdFilter = !!opts.isMiscFilter && this._items.some(it => it.item === "SRD"); + this._isBasicRulesFilter = !!opts.isMiscFilter && this._items.some(it => it.item === "Basic Rules"); + + Filter._validateItemNests(this._items, this._nests); + + this._filterBox = null; + this._items.forEach(it => this._defaultItemState(it, {isForce: true})); + this.__$wrpFilter = null; + this.__wrpPills = null; + this.__wrpMiniPills = null; + this.__$wrpNestHeadInner = null; + this._updateNestSummary = null; + this.__nestsHidden = {}; + this._nestsHidden = this._getProxy("nestsHidden", this.__nestsHidden); + this._isNestsDirty = false; + this._isItemsDirty = false; + this._pillGroupsMeta = {}; + } + + get isReprintedFilter () { return this._isReprintedFilter; } + get isSrdFilter () { return this._isSrdFilter; } + get isBasicRulesFilter () { return this._isBasicRulesFilter; } + + getSaveableState () { + return { + [this.header]: { + ...this.getBaseSaveableState(), + state: {...this.__state}, + nestsHidden: {...this.__nestsHidden}, + }, + }; + } + + setStateFromLoaded (filterState, {isUserSavedState = false} = {}) { + if (!filterState?.[this.header]) return; + + const toLoad = filterState[this.header]; + this._hasUserSavedState = this._hasUserSavedState || isUserSavedState; + this.setBaseStateFromLoaded(toLoad); + Object.assign(this._state, toLoad.state); + Object.assign(this._nestsHidden, toLoad.nestsHidden); + } + + _getStateNotDefault ({nxtState = null} = {}) { + const state = nxtState?.[this.header]?.state || this.__state; + + return Object.entries(state) + .filter(([k, v]) => { + if (k.startsWith("_")) return false; + const defState = this._getDefaultState(k); + return defState !== v; + }); + } + + getSubHashes () { + const out = []; + + const baseMeta = this.getMetaSubHashes(); + if (baseMeta) out.push(...baseMeta); + + const areNotDefaultState = this._getStateNotDefault(); + if (areNotDefaultState.length) { + // serialize state as `key=value` pairs + const serPillStates = areNotDefaultState.map(([k, v]) => `${k.toUrlified()}=${v}`); + out.push(UrlUtil.packSubHash(this.getSubHashPrefix("state", this.header), serPillStates)); + } + + const areNotDefaultNestsHidden = Object.entries(this._nestsHidden).filter(([k, v]) => this._nests[k] && !(this._nests[k].isHidden === v)); + if (areNotDefaultNestsHidden.length) { + // serialize nestsHidden as `key=value` pairs + const nestsHidden = areNotDefaultNestsHidden.map(([k]) => `${k.toUrlified()}=1`); + out.push(UrlUtil.packSubHash(this.getSubHashPrefix("nestsHidden", this.header), nestsHidden)); + } + + if (!out.length) return null; + + // Always extend default state + out.push(UrlUtil.packSubHash(this.getSubHashPrefix("options", this.header), ["extend"])); + return out; + } + + getFilterTagPart () { + const areNotDefaultState = this._getStateNotDefault(); + const compressedMeta = this._getCompressedMeta({isStripUiKeys: true}); + + // If _any_ value is non-default, we need to include _all_ values in the tag + // The same goes for meta values + if (!areNotDefaultState.length && !compressedMeta) return null; + + const pt = Object.entries(this._state) + .filter(([k]) => !k.startsWith("_")) + .filter(([, v]) => v) + .map(([k, v]) => `${v === 2 ? "!" : ""}${k}`) + .join(";") + .toLowerCase(); + + return [ + this.header.toLowerCase(), + pt, + compressedMeta ? compressedMeta.join(HASH_SUB_LIST_SEP) : null, + ] + .filter(it => it != null) + .join("="); + } + + getDisplayStatePart ({nxtState = null} = {}) { + const state = nxtState?.[this.header]?.state || this.__state; + + const areNotDefaultState = this._getStateNotDefault({nxtState}); + + // If _any_ value is non-default, we need to include _all_ values in the tag + if (!areNotDefaultState.length) return null; + + const ptState = Object.entries(state) + .filter(([k]) => !k.startsWith("_")) + .filter(([, v]) => v) + .map(([k, v]) => { + const item = this._items.find(item => `${item.item}` === k); + if (!item) return null; // Should never occur + return `${v === 2 ? "not " : ""}${this._displayFn ? this._displayFn(item.item, item) : item.item}`; + }) + .filter(Boolean) + .join(", "); + + if (!ptState) return null; + + return `${this.header}: ${ptState}`; + } + + /** + * Get transient options used when setting state from URL. + * @private + */ + _getOptionsFromSubHashState (state) { + // `flopsource:thing1~thing2` => `{options: ["thing1", "thing2"]}` + const opts = {}; + Object.entries(state).forEach(([k, vals]) => { + const prop = FilterBase.getProp(k); + switch (prop) { + case "options": { + vals.forEach(val => { + switch (val) { + case "extend": { + opts.isExtendDefaultState = true; + } + } + }); + } + } + }); + return new FilterTransientOptions(opts); + } + + setStateFromNextState (nxtState) { + super.setStateFromNextState(nxtState); + this._proxyAssignSimple("nestsHidden", nxtState[this.header].nestsHidden, true); + } + + getNextStateFromSubhashState (state) { + const nxtState = this._getNextState_base(); + + if (state == null) { + this._mutNextState_reset(nxtState); + return nxtState; + } + + this._mutNextState_meta_fromSubHashState(nxtState, state); + const transientOptions = this._getOptionsFromSubHashState(state); + + let hasState = false; + let hasNestsHidden = false; + + Object.entries(state).forEach(([k, vals]) => { + const prop = FilterBase.getProp(k); + switch (prop) { + case "state": { + hasState = true; + if (transientOptions.isExtendDefaultState) { + Object.keys(nxtState[this.header].state).forEach(k => nxtState[this.header].state[k] = this._getDefaultState(k)); + } else { + // This allows e.g. @filter tags to cleanly specify their sources + Object.keys(nxtState[this.header].state).forEach(k => nxtState[this.header].state[k] = 0); + } + + vals.forEach(v => { + const [statePropLower, state] = v.split("="); + const stateProp = Object.keys(nxtState[this.header].state).find(k => k.toLowerCase() === statePropLower); + if (stateProp) nxtState[this.header].state[stateProp] = Number(state); + }); + break; + } + case "nestsHidden": { + hasNestsHidden = true; + Object.keys(nxtState[this.header].nestsHidden).forEach(k => { + const nestKey = Object.keys(this._nests).find(it => k.toLowerCase() === it.toLowerCase()); + nxtState[this.header].nestsHidden[k] = this._nests[nestKey] && this._nests[nestKey].isHidden; + }); + vals.forEach(v => { + const [nestNameLower, state] = v.split("="); + const nestName = Object.keys(nxtState[this.header].nestsHidden).find(k => k.toLowerCase() === nestNameLower); + if (nestName) nxtState[this.header].nestsHidden[nestName] = !!Number(state); + }); + break; + } + } + }); + + if (!hasState) this._mutNextState_reset(nxtState); + if (!hasNestsHidden && this._nests) this._mutNextState_resetNestsHidden({tgt: nxtState[this.header].nestsHidden}); + + return nxtState; + } + + setFromValues (values) { + if (values[this.header]) { + Object.keys(this._state).forEach(k => this._state[k] = 0); + Object.assign(this._state, values[this.header]); + } + } + + setValue (k, v) { this._state[k] = v; } + + _mutNextState_resetNestsHidden ({tgt}) { + if (!this._nests) return; + Object.entries(this._nests).forEach(([nestName, nestMeta]) => tgt[nestName] = !!nestMeta.isHidden); + } + + _defaultItemState (item, {isForce = false} = {}) { + // Avoid setting state for new items if the user already has active filter state. This prevents the case where e.g.: + // - The user has cleared their source filter; + // - A new source is added to the site; + // - The new source becomes the *only* selected item in their filter. + if (!isForce && this._hasUserSavedState && !Object.values(this.__state).some(Boolean)) return this._state[item.item] = 0; + + // if both a selFn and a deselFn are specified, we default to deselecting + this._state[item.item] = this._getDefaultState(item.item); + } + + _getDefaultState (k) { return this._deselFn && this._deselFn(k) ? 2 : this._selFn && this._selFn(k) ? 1 : 0; } + + _getDisplayText (item) { + return this._displayFn ? this._displayFn(item.item, item) : item.item; + } + + _getDisplayTextMini (item) { + return this._displayFnMini + ? this._displayFnMini(item.item, item) + : this._getDisplayText(item); + } + + _getPill (item) { + const displayText = this._getDisplayText(item); + + const btnPill = e_({ + tag: "div", + clazz: "fltr__pill", + html: displayText, + click: evt => this._getPill_handleClick({evt, item}), + contextmenu: evt => this._getPill_handleContextmenu({evt, item}), + }); + + this._getPill_bindHookState({btnPill, item}); + + item.searchText = displayText.toLowerCase(); + + return btnPill; + } + + _getPill_handleClick ({evt, item}) { + if (evt.shiftKey) { + this._doSetPillsClear(); + } + + if (++this._state[item.item] > 2) this._state[item.item] = 0; + } + + _getPill_handleContextmenu ({evt, item}) { + evt.preventDefault(); + + if (evt.shiftKey) { + this._doSetPillsClear(); + } + + if (--this._state[item.item] < 0) this._state[item.item] = 2; + } + + _getPill_bindHookState ({btnPill, item}) { + this._addHook("state", item.item, () => { + const val = FilterBox._PILL_STATES[this._state[item.item]]; + btnPill.attr("state", val); + })(); + } + + setTempFnSel (tempFnSel) { + this._selFnCache = this._selFnCache || this._selFn; + if (tempFnSel) this._selFn = tempFnSel; + else this._selFn = this._selFnCache; + } + + updateMiniPillClasses () { + this._items.filter(it => it.btnMini).forEach(it => { + const isDefaultDesel = this._deselFn && this._deselFn(it.item); + const isDefaultSel = this._selFn && this._selFn(it.item); + it.btnMini + .toggleClass("fltr__mini-pill--default-desel", isDefaultDesel) + .toggleClass("fltr__mini-pill--default-sel", isDefaultSel); + }); + } + + _getBtnMini (item) { + const toDisplay = this._getDisplayTextMini(item); + + const btnMini = e_({ + tag: "div", + clazz: `fltr__mini-pill ${this._filterBox.isMinisHidden(this.header) ? "ve-hidden" : ""} ${this._deselFn && this._deselFn(item.item) ? "fltr__mini-pill--default-desel" : ""} ${this._selFn && this._selFn(item.item) ? "fltr__mini-pill--default-sel" : ""}`, + html: toDisplay, + title: `${this._displayFnTitle ? `${this._displayFnTitle(item.item, item)} (` : ""}Filter: ${this.header}${this._displayFnTitle ? ")" : ""}`, + click: () => { + this._state[item.item] = 0; + this._filterBox.fireChangeEvent(); + }, + }).attr("state", FilterBox._PILL_STATES[this._state[item.item]]); + + const hook = () => { + const val = FilterBox._PILL_STATES[this._state[item.item]]; + btnMini.attr("state", val); + // Bind change handlers in the mini-pill render step, as the mini-pills should always be available. + if (item.pFnChange) item.pFnChange(item.item, val); + }; + this._addHook("state", item.item, hook); + + const hideHook = () => btnMini.toggleClass("ve-hidden", this._filterBox.isMinisHidden(this.header)); + this._filterBox.registerMinisHiddenHook(this.header, hideHook); + + return btnMini; + } + + _doSetPillsAll () { + this._proxyAssignSimple( + "state", + Object.keys(this._state) + .mergeMap(k => ({[k]: 1})), + true, + ); + } + + _doSetPillsClear () { + this._proxyAssignSimple( + "state", + Object.keys(this._state) + .mergeMap(k => ({[k]: 0})), + true, + ); + } + + _doSetPillsNone () { + this._proxyAssignSimple( + "state", + Object.keys(this._state) + .mergeMap(k => ({[k]: 2})), + true, + ); + } + + _doSetPinsDefault () { + this.reset(); + } + + _getHeaderControls (opts) { + const btnAll = e_({ + tag: "button", + clazz: `btn btn-default ${opts.isMulti ? "btn-xxs" : "btn-xs"} fltr__h-btn--all w-100`, + click: () => this._doSetPillsAll(), + html: "All", + }); + const btnClear = e_({ + tag: "button", + clazz: `btn btn-default ${opts.isMulti ? "btn-xxs" : "btn-xs"} fltr__h-btn--clear w-100`, + click: () => this._doSetPillsClear(), + html: "Clear", + }); + const btnNone = e_({ + tag: "button", + clazz: `btn btn-default ${opts.isMulti ? "btn-xxs" : "btn-xs"} fltr__h-btn--none w-100`, + click: () => this._doSetPillsNone(), + html: "None", + }); + const btnDefault = e_({ + tag: "button", + clazz: `btn btn-default ${opts.isMulti ? "btn-xxs" : "btn-xs"} w-100`, + click: () => this._doSetPinsDefault(), + html: "Default", + }); + + const wrpStateBtnsOuter = e_({ + tag: "div", + clazz: "ve-flex-v-center fltr__h-wrp-state-btns-outer", + children: [ + e_({ + tag: "div", + clazz: "btn-group ve-flex-v-center w-100", + children: [ + btnAll, + btnClear, + btnNone, + btnDefault, + ], + }), + ], + }); + this._getHeaderControls_addExtraStateBtns(opts, wrpStateBtnsOuter); + + const wrpSummary = e_({tag: "div", clazz: "ve-flex-vh-center ve-hidden"}); + + const btnCombineBlue = e_({ + tag: "button", + clazz: `btn btn-default ${opts.isMulti ? "btn-xxs" : "btn-xs"} fltr__h-btn-logic--blue fltr__h-btn-logic w-100`, + click: () => this._meta.combineBlue = Filter._getNextCombineMode(this._meta.combineBlue), + title: `Blue match mode for this filter. "AND" requires all blues to match, "OR" requires at least one blue to match, "XOR" requires exactly one blue to match.`, + }); + const hookCombineBlue = () => e_({ele: btnCombineBlue, text: `${this._meta.combineBlue}`.toUpperCase()}); + this._addHook("meta", "combineBlue", hookCombineBlue); + hookCombineBlue(); + + const btnCombineRed = e_({ + tag: "button", + clazz: `btn btn-default ${opts.isMulti ? "btn-xxs" : "btn-xs"} fltr__h-btn-logic--red fltr__h-btn-logic w-100`, + click: () => this._meta.combineRed = Filter._getNextCombineMode(this._meta.combineRed), + title: `Red match mode for this filter. "AND" requires all reds to match, "OR" requires at least one red to match, "XOR" requires exactly one red to match.`, + }); + const hookCombineRed = () => e_({ele: btnCombineRed, text: `${this._meta.combineRed}`.toUpperCase()}); + this._addHook("meta", "combineRed", hookCombineRed); + hookCombineRed(); + + const btnShowHide = e_({ + tag: "button", + clazz: `btn btn-default ${opts.isMulti ? "btn-xxs" : "btn-xs"} ml-2`, + click: () => this._meta.isHidden = !this._meta.isHidden, + html: "Hide", + }); + const hookShowHide = () => { + e_({ele: btnShowHide}).toggleClass("active", this._meta.isHidden); + wrpStateBtnsOuter.toggleVe(!this._meta.isHidden); + + // render summary + const cur = this.getValues()[this.header]; + + const htmlSummary = [ + cur._totals.yes + ? `${cur._totals.yes}` + : null, + cur._totals.yes && cur._totals.no + ? `` + : null, + cur._totals.no + ? `${cur._totals.no}` + : null, + ].filter(Boolean).join(""); + e_({ele: wrpSummary, html: htmlSummary}).toggleVe(this._meta.isHidden); + }; + this._addHook("meta", "isHidden", hookShowHide); + hookShowHide(); + + return e_({ + tag: "div", + clazz: `ve-flex-v-center fltr__h-wrp-btns-outer`, + children: [ + wrpSummary, + wrpStateBtnsOuter, + e_({tag: "span", clazz: `btn-group ml-2 ve-flex-v-center`, children: [btnCombineBlue, btnCombineRed]}), + btnShowHide, + ], + }); + } + + _getHeaderControls_addExtraStateBtns () { + // To be optionally implemented by child classes + } + + /** + * @param opts Options. + * @param opts.filterBox The FilterBox to which this filter is attached. + * @param opts.isFirst True if this is visually the first filter in the box. + * @param opts.$wrpMini The form mini-view element. + * @param opts.isMulti The name of the MultiFilter this filter belongs to, if any. + */ + $render (opts) { + this._filterBox = opts.filterBox; + this.__wrpMiniPills = opts.$wrpMini ? e_({ele: opts.$wrpMini[0]}) : null; + + const wrpControls = this._getHeaderControls(opts); + + if (this._nests) { + const wrpNestHead = e_({tag: "div", clazz: "fltr__wrp-pills--sub"}).appendTo(this.__wrpPills); + this.__$wrpNestHeadInner = e_({tag: "div", clazz: "ve-flex ve-flex-wrap fltr__container-pills"}).appendTo(wrpNestHead); + + const wrpNestHeadSummary = e_({tag: "div", clazz: "fltr__summary_nest"}).appendTo(wrpNestHead); + + this._updateNestSummary = () => { + const stats = {high: 0, low: 0}; + this._items.filter(it => this._state[it.item] && this._nestsHidden[it.nest]).forEach(it => { + const key = this._state[it.item] === 1 ? "high" : "low"; + stats[key]++; + }); + + wrpNestHeadSummary.empty(); + + if (stats.high) { + e_({ + tag: "span", + clazz: "fltr__summary_item fltr__summary_item--include", + text: stats.high, + title: `${stats.high} hidden "required" tag${stats.high === 1 ? "" : "s"}`, + }).appendTo(wrpNestHeadSummary); + } + + if (stats.high && stats.low) e_({tag: "span", clazz: "fltr__summary_item_spacer"}).appendTo(wrpNestHeadSummary); + + if (stats.low) { + e_({ + tag: "span", + clazz: "fltr__summary_item fltr__summary_item--exclude", + text: stats.low, + title: `${stats.low} hidden "excluded" tag${stats.low === 1 ? "" : "s"}`, + }).appendTo(wrpNestHeadSummary); + } + }; + + this._doRenderNests(); + } + + this._doRenderPills(); + + const btnMobToggleControls = this._getBtnMobToggleControls(wrpControls); + + this.__$wrpFilter = $$`
    + ${opts.isFirst ? "" : `
    `} +
    +
    + ${opts.isMulti ? `\u2012` : ""} + ${this._getRenderedHeader()} + ${btnMobToggleControls} +
    + ${wrpControls} +
    + ${this.__wrpPills} +
    `; + + this._doToggleDisplay(); + + return this.__$wrpFilter; + } + + /** + * @param opts Options. + * @param opts.filterBox The FilterBox to which this filter is attached. + * @param opts.isFirst True if this is visually the first filter in the box. + * @param opts.$wrpMini The form mini-view element. + * @param opts.isMulti The name of the MultiFilter this filter belongs to, if any. + */ + $renderMinis (opts) { + if (!opts.$wrpMini) return; + + this._filterBox = opts.filterBox; + this.__wrpMiniPills = e_({ele: opts.$wrpMini[0]}); + + this._renderMinis_initWrpPills(); + + this._doRenderMiniPills(); + } + + _renderMinis_initWrpPills () { + this.__wrpPills = e_({tag: "div", clazz: `fltr__wrp-pills ${this._groupFn ? "fltr__wrp-subs" : "fltr__container-pills"}`}); + const hook = () => this.__wrpPills.toggleVe(!this._meta.isHidden); + this._addHook("meta", "isHidden", hook); + hook(); + } + + getValues ({nxtState = null} = {}) { + const state = MiscUtil.copy(nxtState?.[this.header]?.state || this.__state); + const meta = nxtState?.[this.header]?.meta || this.__meta; + + // remove state for any currently-absent filters + Object.keys(state).filter(k => !this._items.some(it => `${it.item}` === k)).forEach(k => delete state[k]); + const out = {...state}; + + // add helper data + out._isActive = Object.values(state).some(Boolean); + out._totals = {yes: 0, no: 0, ignored: 0}; + Object.values(state).forEach(v => { + const totalKey = v === 0 ? "ignored" : v === 1 ? "yes" : "no"; + out._totals[totalKey]++; + }); + out._combineBlue = meta.combineBlue; + out._combineRed = meta.combineRed; + return {[this.header]: out}; + } + + _getNextState_base () { + return { + [this.header]: { + ...super._getNextState_base()[this.header], + nestsHidden: MiscUtil.copyFast(this.__nestsHidden), + }, + }; + } + + _mutNextState_reset (nxtState, {isResetAll = false} = {}) { + if (isResetAll) { + this._mutNextState_resetBase(nxtState); + this._mutNextState_resetNestsHidden({tgt: nxtState[this.header].nestsHidden}); + } else { + // Always reset "AND/OR" states + Object.assign(nxtState[this.header].meta, {combineBlue: Filter._DEFAULT_META.combineBlue, combineRed: Filter._DEFAULT_META.combineRed}); + } + Object.keys(nxtState[this.header].state).forEach(k => delete nxtState[this.header].state[k]); + this._items.forEach(item => nxtState[this.header].state[item.item] = this._getDefaultState(item.item)); + } + + _doRenderPills () { + if (this._itemSortFn) this._items.sort(this._isSortByDisplayItems && this._displayFn ? (a, b) => this._itemSortFn(this._displayFn(a.item, a), this._displayFn(b.item, b)) : this._itemSortFn); + + this._items.forEach(it => { + if (!it.rendered) { + it.rendered = this._getPill(it); + if (it.nest) { + const hook = () => it.rendered.toggleVe(!this._nestsHidden[it.nest]); + this._addHook("nestsHidden", it.nest, hook); + hook(); + } + } + + if (this._groupFn) { + const group = this._groupFn(it); + this._doRenderPills_doRenderWrpGroup(group); + this._pillGroupsMeta[group].wrpPills.append(it.rendered); + } else it.rendered.appendTo(this.__wrpPills); + }); + } + + _doRenderPills_doRenderWrpGroup (group) { + const existingMeta = this._pillGroupsMeta[group]; + if (existingMeta && !existingMeta.isAttached) { + existingMeta.wrpDivider.appendTo(this.__wrpPills); + existingMeta.wrpPills.appendTo(this.__wrpPills); + existingMeta.isAttached = true; + } + if (existingMeta) return; + + this._pillGroupsMeta[group] = { + wrpDivider: this._doRenderPills_doRenderWrpGroup_getDivider(group).appendTo(this.__wrpPills), + wrpPills: this._doRenderPills_doRenderWrpGroup_getWrpPillsSub(group).appendTo(this.__wrpPills), + isAttached: true, + }; + + Object.entries(this._pillGroupsMeta) + .sort((a, b) => SortUtil.ascSortLower(a[0], b[0])) + .forEach(([groupKey, groupMeta], i) => { + groupMeta.wrpDivider.appendTo(this.__wrpPills); + groupMeta.wrpDivider.toggleVe(!this._isGroupDividerHidden(groupKey, i)); + groupMeta.wrpPills.appendTo(this.__wrpPills); + }); + + if (this._nests) { + this._pillGroupsMeta[group].toggleDividerFromNestVisibility = () => { + this._pillGroupsMeta[group].wrpDivider.toggleVe(!this._isGroupDividerHidden(group)); + }; + + // bind group dividers to show/hide depending on nest visibility state + Object.keys(this._nests).forEach(nestName => { + const hook = () => this._pillGroupsMeta[group].toggleDividerFromNestVisibility(); + this._addHook("nestsHidden", nestName, hook); + hook(); + this._pillGroupsMeta[group].toggleDividerFromNestVisibility(); + }); + } + } + + _isGroupDividerHidden (group, ixSortedGroups) { + if (!this._nests) { + // When not nested, always hide the first divider + if (ixSortedGroups === undefined) return `${group}` === `${Object.keys(this._pillGroupsMeta).sort((a, b) => SortUtil.ascSortLower(a, b))[0]}`; + return ixSortedGroups === 0; + } + + const groupItems = this._items.filter(it => this._groupFn(it) === group); + const hiddenGroupItems = groupItems.filter(it => this._nestsHidden[it.nest]); + return groupItems.length === hiddenGroupItems.length; + } + + _doRenderPills_doRenderWrpGroup_getDivider (group) { + const eleHr = this._doRenderPills_doRenderWrpGroup_getDividerHr(group); + const elesHeader = this._doRenderPills_doRenderWrpGroup_getDividerHeaders(group); + + return e_({ + tag: "div", + clazz: "ve-flex-col w-100", + children: [ + eleHr, + ...elesHeader, + ] + .filter(Boolean), + }); + } + + _doRenderPills_doRenderWrpGroup_getDividerHr (group) { return e_({tag: "hr", clazz: `fltr__dropdown-divider--sub hr-2 mx-3`}); } + + _doRenderPills_doRenderWrpGroup_getDividerHeaders (group) { + const groupName = this._groupNameFn?.(group); + if (!groupName) return []; + + return [ + e_({ + tag: "div", + clazz: `fltr__divider-header ve-muted italic ve-small`, + text: groupName, + }), + ]; + } + + _doRenderPills_doRenderWrpGroup_getWrpPillsSub () { return e_({tag: "div", clazz: `fltr__wrp-pills--sub fltr__container-pills`}); } + + _doRenderMiniPills () { + // create a list view so we can freely sort + const view = this._items.slice(0); + if (this._itemSortFnMini || this._itemSortFn) { + const fnSort = this._itemSortFnMini || this._itemSortFn; + view.sort(this._isSortByDisplayItems && this._displayFn ? (a, b) => fnSort(this._displayFn(a.item, a), this._displayFn(b.item, b)) : fnSort); + } + + if (this.__wrpMiniPills) { + view.forEach(it => { + // re-append existing elements to sort them + (it.btnMini = it.btnMini || this._getBtnMini(it)).appendTo(this.__wrpMiniPills); + }); + } + } + + _doToggleDisplay () { + // if there are no items, hide everything + if (this.__$wrpFilter) this.__$wrpFilter.toggleClass("fltr__no-items", !this._items.length); + } + + _doRenderNests () { + Object.entries(this._nests) + .sort((a, b) => SortUtil.ascSort(a[0], b[0])) // array 0 (key) is the nest name + .forEach(([nestName, nestMeta]) => { + if (nestMeta._$btnNest == null) { + // this can be restored from a saved state, otherwise, initialise it + if (this._nestsHidden[nestName] == null) this._nestsHidden[nestName] = !!nestMeta.isHidden; + + const $btnText = $(`${nestName} [${this._nestsHidden[nestName] ? "+" : "\u2212"}]`); + nestMeta._$btnNest = $$`
    ${$btnText}
    ` + .click(() => this._nestsHidden[nestName] = !this._nestsHidden[nestName]); + + const hook = () => { + $btnText.text(`${nestName} [${this._nestsHidden[nestName] ? "+" : "\u2212"}]`); + + const stats = {high: 0, low: 0, total: 0}; + this._items + .filter(it => it.nest === nestName) + .find(it => { + const key = this._state[it.item] === 1 ? "high" : this._state[it.item] ? "low" : "ignored"; + stats[key]++; + stats.total++; + }); + const allHigh = stats.total === stats.high; + const allLow = stats.total === stats.low; + nestMeta._$btnNest.toggleClass("fltr__btn_nest--include-all", this._nestsHidden[nestName] && allHigh) + .toggleClass("fltr__btn_nest--exclude-all", this._nestsHidden[nestName] && allLow) + .toggleClass("fltr__btn_nest--include", this._nestsHidden[nestName] && !!(!allHigh && !allLow && stats.high && !stats.low)) + .toggleClass("fltr__btn_nest--exclude", this._nestsHidden[nestName] && !!(!allHigh && !allLow && !stats.high && stats.low)) + .toggleClass("fltr__btn_nest--both", this._nestsHidden[nestName] && !!(!allHigh && !allLow && stats.high && stats.low)); + + if (this._updateNestSummary) this._updateNestSummary(); + }; + + this._items + .filter(it => it.nest === nestName) + .find(it => { + this._addHook("state", it.item, hook); + }); + + this._addHook("nestsHidden", nestName, hook); + hook(); + } + nestMeta._$btnNest.appendTo(this.__$wrpNestHeadInner); + }); + + if (this._updateNestSummary) this._updateNestSummary(); + } + + update () { + if (this._isNestsDirty) { + this._isNestsDirty = false; + + this._doRenderNests(); + } + + if (this._isItemsDirty) { + this._isItemsDirty = false; + + this._doRenderPills(); + } + + // always render the mini-pills, to ensure the overall order in the grid stays correct (shared between multiple filters) + this._doRenderMiniPills(); + this._doToggleDisplay(); + } + + _getFilterItem (item) { + return item instanceof FilterItem ? item : new FilterItem({item}); + } + + addItem (item) { + if (item == null) return; + + if (item instanceof Array) { + const len = item.length; + for (let i = 0; i < len; ++i) this.addItem(item[i]); + return; + } + + if (!this.__itemsSet.has(item.item || item)) { + item = this._getFilterItem(item); + Filter._validateItemNest(item, this._nests); + + this._isItemsDirty = true; + this._items.push(item); + this.__itemsSet.add(item.item); + if (this._state[item.item] == null) this._defaultItemState(item); + } + } + + addNest (nestName, nestMeta) { + // may need to allow this in future + // can easily be circumvented by initialising with empty nests in filter construction + if (!this._nests) throw new Error(`Filter was not nested!`); + if (!this._nests[nestName]) { + this._isNestsDirty = true; + this._nests[nestName] = nestMeta; + + // bind group dividers to show/hide based on the new nest + if (this._groupFn) { + Object.keys(this._pillGroupsMeta).forEach(group => { + const hook = () => this._pillGroupsMeta[group].toggleDividerFromNestVisibility(); + this._addHook("nestsHidden", nestName, hook); + hook(); + this._pillGroupsMeta[group].toggleDividerFromNestVisibility(); + }); + } + } + } + + _toDisplay_getMappedEntryVal (entryVal) { + if (!(entryVal instanceof Array)) entryVal = [entryVal]; + entryVal = entryVal.map(it => it instanceof FilterItem ? it : new FilterItem({item: it})); + return entryVal; + } + + _toDisplay_getFilterState (boxState) { return boxState[this.header]; } + + toDisplay (boxState, entryVal) { + const filterState = this._toDisplay_getFilterState(boxState); + if (!filterState) return true; + + const totals = filterState._totals; + + entryVal = this._toDisplay_getMappedEntryVal(entryVal); + + const isUmbrella = () => { + if (this._umbrellaItems) { + if (!entryVal) return false; + + if (this._umbrellaExcludes && this._umbrellaExcludes.some(it => filterState[it.item])) return false; + + return this._umbrellaItems.some(u => entryVal.includes(u.item)) + && (this._umbrellaItems.some(u => filterState[u.item] === 0) || this._umbrellaItems.some(u => filterState[u.item] === 1)); + } + }; + + let hide = false; + let display = false; + + switch (filterState._combineBlue) { + case "or": { + // default to displaying + if (totals.yes === 0) display = true; + + // if any are 1 (blue) include if they match + display = display || entryVal.some(fi => filterState[fi.item] === 1 || isUmbrella()); + + break; + } + case "xor": { + // default to displaying + if (totals.yes === 0) display = true; + + // if any are 1 (blue) include if precisely one matches + display = display || entryVal.filter(fi => filterState[fi.item] === 1 || isUmbrella()).length === 1; + + break; + } + case "and": { + const totalYes = entryVal.filter(fi => filterState[fi.item] === 1).length; + display = !totals.yes || totals.yes === totalYes; + + break; + } + default: throw new Error(`Unhandled combine mode "${filterState._combineBlue}"`); + } + + switch (filterState._combineRed) { + case "or": { + // if any are 2 (red) exclude if they match + hide = hide || entryVal.filter(fi => !fi.isIgnoreRed).some(fi => filterState[fi.item] === 2); + + break; + } + case "xor": { + // if exactly one is 2 (red) exclude if it matches + hide = hide || entryVal.filter(fi => !fi.isIgnoreRed).filter(fi => filterState[fi.item] === 2).length === 1; + + break; + } + case "and": { + const totalNo = entryVal.filter(fi => !fi.isIgnoreRed).filter(fi => filterState[fi.item] === 2).length; + hide = totals.no && totals.no === totalNo; + + break; + } + default: throw new Error(`Unhandled combine mode "${filterState._combineRed}"`); + } + + return display && !hide; + } + + _doInvertPins () { + const cur = MiscUtil.copy(this._state); + Object.keys(this._state).forEach(k => this._state[k] = cur[k] === 1 ? 0 : 1); + } + + getDefaultMeta () { + // Key order is important, as @filter tags depend on it + return { + ...super.getDefaultMeta(), + ...Filter._DEFAULT_META, + }; + } + + handleSearch (searchTerm) { + const isHeaderMatch = this.header.toLowerCase().includes(searchTerm); + + if (isHeaderMatch) { + this._items.forEach(it => { + if (!it.rendered) return; + it.rendered.toggleClass("fltr__hidden--search", false); + }); + + if (this.__$wrpFilter) this.__$wrpFilter.toggleClass("fltr__hidden--search", false); + + return true; + } + + let visibleCount = 0; + this._items.forEach(it => { + if (!it.rendered) return; + const isVisible = it.searchText.includes(searchTerm); + it.rendered.toggleClass("fltr__hidden--search", !isVisible); + if (isVisible) visibleCount++; + }); + + if (this.__$wrpFilter) this.__$wrpFilter.toggleClass("fltr__hidden--search", visibleCount === 0); + + return visibleCount !== 0; + } + + static _getNextCombineMode (combineMode) { + let ix = Filter._COMBINE_MODES.indexOf(combineMode); + if (ix === -1) ix = (Filter._COMBINE_MODES.length - 1); + if (++ix === Filter._COMBINE_MODES.length) ix = 0; + return Filter._COMBINE_MODES[ix]; + } + + _doTeardown () { + this._items.forEach(it => { + if (it.rendered) it.rendered.detach(); + if (it.btnMini) it.btnMini.detach(); + }); + + Object.values(this._nests || {}) + .filter(nestMeta => nestMeta._$btnNest) + .forEach(nestMeta => nestMeta._$btnNest.detach()); + + Object.values(this._pillGroupsMeta || {}) + .forEach(it => { + it.wrpDivider.detach(); + it.wrpPills.detach(); + it.isAttached = false; + }); + } +} +Filter._DEFAULT_META = { + combineBlue: "or", + combineRed: "or", +}; +Filter._COMBINE_MODES = ["or", "and", "xor"]; diff --git a/js/filter/filter/filter-filter-multi.js b/js/filter/filter/filter-filter-multi.js new file mode 100644 index 0000000..9e15d92 --- /dev/null +++ b/js/filter/filter/filter-filter-multi.js @@ -0,0 +1,307 @@ +import {FilterBase} from "./filter-filter-base.js"; +import {RangeFilter} from "./filter-filter-range.js"; + +export class MultiFilter extends FilterBase { + constructor (opts) { + super(opts); + this._filters = opts.filters; + this._isAddDropdownToggle = !!opts.isAddDropdownToggle; + + Object.assign( + this.__state, + { + ...MultiFilter._DETAULT_STATE, + mode: opts.mode || MultiFilter._DETAULT_STATE.mode, + }, + ); + this._defaultState = MiscUtil.copy(this.__state); + this._state = this._getProxy("state", this.__state); + + this.__$wrpFilter = null; + this._$wrpChildren = null; + } + + getChildFilters () { + return [...this._filters, ...this._filters.map(f => f.getChildFilters())].flat(); + } + + getSaveableState () { + const out = { + [this.header]: { + ...this.getBaseSaveableState(), + state: {...this.__state}, + }, + }; + this._filters.forEach(it => Object.assign(out, it.getSaveableState())); + return out; + } + + setStateFromLoaded (filterState, {isUserSavedState = false} = {}) { + if (!filterState?.[this.header]) return; + + const toLoad = filterState[this.header]; + this._hasUserSavedState = this._hasUserSavedState || isUserSavedState; + this.setBaseStateFromLoaded(toLoad); + Object.assign(this._state, toLoad.state); + this._filters.forEach(it => it.setStateFromLoaded(filterState, {isUserSavedState})); + } + + getSubHashes () { + const out = []; + + const baseMeta = this.getMetaSubHashes(); + if (baseMeta) out.push(...baseMeta); + + const anyNotDefault = this._getStateNotDefault(); + if (anyNotDefault.length) { + out.push(UrlUtil.packSubHash(this.getSubHashPrefix("state", this.header), this._getCompressedState())); + } + + // each getSubHashes should return an array of arrays, or null + // flatten any arrays of arrays into our array of arrays + this._filters.map(it => it.getSubHashes()).filter(Boolean).forEach(it => out.push(...it)); + return out.length ? out : null; + } + + _getStateNotDefault () { + return Object.entries(this._defaultState) + .filter(([k, v]) => this._state[k] !== v); + } + + // `meta` is not included, as it is used purely for UI + getFilterTagPart () { + return [ + this._getFilterTagPart_self(), + ...this._filters.map(it => it.getFilterTagPart()).filter(Boolean), + ] + .filter(it => it != null) + .join("|"); + } + + _getFilterTagPart_self () { + const areNotDefaultState = this._getStateNotDefault(); + if (!areNotDefaultState.length) return null; + + return `${this.header.toLowerCase()}=${this._getCompressedState().join(HASH_SUB_LIST_SEP)}`; + } + + getDisplayStatePart ({nxtState = null} = {}) { + return this._filters.map(it => it.getDisplayStatePart({nxtState})) + .filter(Boolean) + .join(", "); + } + + _getCompressedState () { + return Object.keys(this._defaultState) + .map(k => UrlUtil.mini.compress(this._state[k] === undefined ? this._defaultState[k] : this._state[k])); + } + + setStateFromNextState (nxtState) { + super.setStateFromNextState(nxtState); + } + + getNextStateFromSubhashState (state) { + const nxtState = this._getNextState_base(); + + if (state == null) { + this._mutNextState_reset_self(nxtState); + return nxtState; + } + + this._mutNextState_meta_fromSubHashState(nxtState, state); + + let hasState = false; + + Object.entries(state).forEach(([k, vals]) => { + const prop = FilterBase.getProp(k); + if (prop === "state") { + hasState = true; + const data = vals.map(v => UrlUtil.mini.decompress(v)); + Object.keys(this._defaultState).forEach((k, i) => nxtState[this.header].state[k] = data[i]); + } + }); + + if (!hasState) this._mutNextState_reset_self(nxtState); + + return nxtState; + } + + setFromValues (values) { + this._filters.forEach(it => it.setFromValues(values)); + } + + _getHeaderControls (opts) { + const wrpSummary = e_({ + tag: "div", + clazz: "fltr__summary_item", + }).hideVe(); + + const btnForceMobile = this._isAddDropdownToggle ? ComponentUiUtil.getBtnBool( + this, + "isUseDropdowns", + { + $ele: $(``), + stateName: "meta", + stateProp: "_meta", + }, + ) : null; + // Propagate parent state to children + const hkChildrenDropdowns = () => { + this._filters + .filter(it => it instanceof RangeFilter) + .forEach(it => it.isUseDropdowns = this._meta.isUseDropdowns); + }; + this._addHook("meta", "isUseDropdowns", hkChildrenDropdowns); + hkChildrenDropdowns(); + + const btnResetAll = e_({ + tag: "button", + clazz: "btn btn-default btn-xs ml-2", + text: "Reset All", + click: () => this._filters.forEach(it => it.reset()), + }); + + const wrpBtns = e_({tag: "div", clazz: "ve-flex", children: [btnForceMobile, btnResetAll].filter(Boolean)}); + this._getHeaderControls_addExtraStateBtns(opts, wrpBtns); + + const btnShowHide = e_({ + tag: "button", + clazz: `btn btn-default btn-xs ml-2 ${this._meta.isHidden ? "active" : ""}`, + text: "Hide", + click: () => this._meta.isHidden = !this._meta.isHidden, + }); + const wrpControls = e_({tag: "div", clazz: "ve-flex-v-center", children: [wrpSummary, wrpBtns, btnShowHide]}); + + const hookShowHide = () => { + wrpBtns.toggleVe(!this._meta.isHidden); + btnShowHide.toggleClass("active", this._meta.isHidden); + this._$wrpChildren.toggleVe(!this._meta.isHidden); + wrpSummary.toggleVe(this._meta.isHidden); + + const numActive = this._filters.map(it => it.getValues()[it.header]._isActive).filter(Boolean).length; + if (numActive) { + e_({ele: wrpSummary, title: `${numActive} hidden active filter${numActive === 1 ? "" : "s"}`, text: `(${numActive})`}); + } + }; + this._addHook("meta", "isHidden", hookShowHide); + hookShowHide(); + + return wrpControls; + } + + _getHeaderControls_addExtraStateBtns (opts, wrpStateBtnsOuter) {} + + $render (opts) { + const btnAndOr = e_({ + tag: "div", + clazz: `fltr__group-comb-toggle ve-muted`, + click: () => this._state.mode = this._state.mode === "and" ? "or" : "and", + title: `"Group AND" requires all filters in this group to match. "Group OR" required any filter in this group to match.`, + }); + + const hookAndOr = () => btnAndOr.innerText = `(group ${this._state.mode.toUpperCase()})`; + this._addHook("state", "mode", hookAndOr); + hookAndOr(); + + const $children = this._filters.map((it, i) => it.$render({...opts, isMulti: true, isFirst: i === 0})); + this._$wrpChildren = $$`
    ${$children}
    `; + + const wrpControls = this._getHeaderControls(opts); + + return this.__$wrpFilter = $$`
    + ${opts.isFirst ? "" : `
    `} +
    +
    +
    ${this._getRenderedHeader()}
    + ${btnAndOr} +
    + ${wrpControls} +
    + ${this._$wrpChildren} +
    `; + } + + $renderMinis (opts) { + this._filters.map((it, i) => it.$renderMinis({...opts, isMulti: true, isFirst: i === 0})); + } + + /** + * @param vals Previously-read filter value may be passed in for performance. + */ + isActive (vals) { + vals = vals || this.getValues(); + return this._filters.some(it => it.isActive(vals)); + } + + getValues ({nxtState = null} = {}) { + const out = {}; + this._filters.forEach(it => Object.assign(out, it.getValues({nxtState}))); + return out; + } + + _mutNextState_reset_self (nxtState) { + Object.assign(nxtState[this.header].state, MiscUtil.copy(this._defaultState)); + } + + _mutNextState_reset (nxtState, {isResetAll = false} = {}) { + if (isResetAll) this._mutNextState_resetBase(nxtState, {isResetAll}); + this._mutNextState_reset_self(nxtState); + } + + reset ({isResetAll = false} = {}) { + super.reset({isResetAll}); + this._filters.forEach(it => it.reset({isResetAll})); + } + + update () { + this._filters.forEach(it => it.update()); + } + + toDisplay (boxState, entryValArr) { + if (this._filters.length !== entryValArr.length) throw new Error("Number of filters and number of values did not match"); + + const results = []; + for (let i = this._filters.length - 1; i >= 0; --i) { + const f = this._filters[i]; + if (f instanceof RangeFilter) { + results.push(f.toDisplay(boxState, entryValArr[i])); + } else { + const totals = boxState[f.header]._totals; + + if (totals.yes === 0 && totals.no === 0) results.push(null); + else results.push(f.toDisplay(boxState, entryValArr[i])); + } + } + + const resultsActive = results.filter(r => r !== null); + if (this._state.mode === "or") { + if (!resultsActive.length) return true; + return resultsActive.find(r => r); + } else { + return resultsActive.filter(r => r).length === resultsActive.length; + } + } + + addItem () { throw new Error(`Cannot add item to MultiFilter! Add the item to a child filter instead.`); } + + handleSearch (searchTerm) { + const isHeaderMatch = this.header.toLowerCase().includes(searchTerm); + + if (isHeaderMatch) { + if (this.__$wrpFilter) this.__$wrpFilter.toggleClass("fltr__hidden--search", false); + // Force-display the children if the parent is visible + this._filters.forEach(it => it.handleSearch("")); + return true; + } + + const numVisible = this._filters.map(it => it.handleSearch(searchTerm)).reduce((a, b) => a + b, 0); + if (!this.__$wrpFilter) return; + this.__$wrpFilter.toggleClass("fltr__hidden--search", numVisible === 0); + } + + _doTeardown () { this._filters.forEach(it => it._doTeardown()); } + trimState_ () { this._filters.forEach(it => it.trimState_()); } +} +MultiFilter._DETAULT_STATE = { + mode: "and", +}; diff --git a/js/filter/filter/filter-filter-options.js b/js/filter/filter/filter-filter-options.js new file mode 100644 index 0000000..ac4d779 --- /dev/null +++ b/js/filter/filter/filter-filter-options.js @@ -0,0 +1,302 @@ +import {FilterBase} from "./filter-filter-base.js"; +import {FilterBox} from "../filter-box.js"; + +export class OptionsFilter extends FilterBase { + /** + * A filter which has a selection of true/false options. + * @param opts + * @param opts.defaultState The default options. + * @param opts.displayFn Display function which maps an option key to a user-friendly value. + * @param [opts.displayFnMini] As per `displayFn`, but used for mini pills. + */ + constructor (opts) { + super(opts); + this._defaultState = opts.defaultState; + this._displayFn = opts.displayFn; + this._displayFnMini = opts.displayFnMini; + + Object.assign( + this.__state, + MiscUtil.copy(opts.defaultState), + ); + + this._filterBox = null; + this.__$wrpMini = null; + } + + getSaveableState () { + return { + [this.header]: { + ...this.getBaseSaveableState(), + state: {...this.__state}, + }, + }; + } + + setStateFromLoaded (filterState, {isUserSavedState = false} = {}) { + if (!filterState?.[this.header]) return; + + const toLoad = filterState[this.header]; + this._hasUserSavedState = this._hasUserSavedState || isUserSavedState; + + this.setBaseStateFromLoaded(toLoad); + + const toAssign = {}; + Object.keys(this._defaultState).forEach(k => { + if (toLoad.state[k] == null) return; + if (typeof toLoad.state[k] !== typeof this._defaultState[k]) return; // Sanity check + toAssign[k] = toLoad.state[k]; + }); + + Object.assign(this._state, toAssign); + } + + _getStateNotDefault () { + return Object.entries(this._state) + .filter(([k, v]) => this._defaultState[k] !== v); + } + + getSubHashes () { + const out = []; + + const baseMeta = this.getMetaSubHashes(); + if (baseMeta) out.push(...baseMeta); + + const serOptionState = []; + Object.entries(this._defaultState) + .forEach(([k, vDefault]) => { + if (this._state[k] !== vDefault) serOptionState.push(`${k.toLowerCase()}=${UrlUtil.mini.compress(this._state[k])}`); + }); + if (serOptionState.length) { + out.push(UrlUtil.packSubHash(this.getSubHashPrefix("state", this.header), serOptionState)); + } + + return out.length ? out : null; + } + + // `meta` is not included, as it is used purely for UI + getFilterTagPart () { + const areNotDefaultState = this._getStateNotDefault(); + if (!areNotDefaultState.length) return null; + + const pt = areNotDefaultState + .map(([k, v]) => `${v ? "" : "!"}${k}`) + .join(";").toLowerCase(); + + return `${this.header.toLowerCase()}=::${pt}::`; + } + + getDisplayStatePart ({nxtState = null} = {}) { + /* Implement if required */ + return null; + } + + getNextStateFromSubhashState (state) { + const nxtState = this._getNextState_base(); + + if (state == null) { + this._mutNextState_reset(nxtState); + return nxtState; + } + + this._mutNextState_meta_fromSubHashState(nxtState, state); + + let hasState = false; + + Object.entries(state).forEach(([k, vals]) => { + const prop = FilterBase.getProp(k); + if (prop !== "state") return; + + hasState = true; + vals.forEach(v => { + const [prop, valCompressed] = v.split("="); + const val = UrlUtil.mini.decompress(valCompressed); + + const casedProp = Object.keys(this._defaultState).find(k => k.toLowerCase() === prop); + if (!casedProp) return; + + if (this._defaultState[casedProp] != null && typeof val === typeof this._defaultState[casedProp]) nxtState[this.header].state[casedProp] = val; + }); + }); + + if (!hasState) this._mutNextState_reset(nxtState); + + return nxtState; + } + + setFromValues (values) { + if (!values[this.header]) return; + const vals = values[this.header]; + Object.entries(vals).forEach(([k, v]) => { + if (this._defaultState[k] && typeof this._defaultState[k] === typeof v) this._state[k] = v; + }); + } + + setValue (k, v) { this._state[k] = v; } + + /** + * @param opts Options. + * @param opts.filterBox The FilterBox to which this filter is attached. + * @param opts.isFirst True if this is visually the first filter in the box. + * @param opts.$wrpMini The form mini-view element. + * @param opts.isMulti The name of the MultiFilter this filter belongs to, if any. + */ + $render (opts) { + this._filterBox = opts.filterBox; + this.__$wrpMini = opts.$wrpMini; + + const $wrpControls = opts.isMulti ? null : this._$getHeaderControls(); + + const $btns = Object.keys(this._defaultState) + .map(k => this._$render_$getPill(k)); + const $wrpButtons = $$`
    ${$btns}
    `; + + if (opts.isMulti) { + return this.__$wrpFilter = $$`
    +
    ${this._getRenderedHeader()}
    + ${$wrpButtons} +
    `; + } else { + return this.__$wrpFilter = $$`
    + ${opts.isFirst ? "" : `
    `} +
    +
    ${this._getRenderedHeader()}
    + ${$wrpControls} +
    + ${$wrpButtons} +
    `; + } + } + + $renderMinis (opts) { + if (!opts.$wrpMini) return; + + this._filterBox = opts.filterBox; + this.__$wrpMini = opts.$wrpMini; + + const $btnsMini = Object.keys(this._defaultState) + .map(k => this._$render_$getMiniPill(k)); + $btnsMini.forEach($btn => $btn.appendTo(this.__$wrpMini)); + } + + _$render_$getPill (key) { + const displayText = this._displayFn(key); + + const $btnPill = $(`
    ${displayText}
    `) + .click(() => { + this._state[key] = !this._state[key]; + }) + .contextmenu((evt) => { + evt.preventDefault(); + this._state[key] = !this._state[key]; + }); + const hook = () => { + const val = FilterBox._PILL_STATES[this._state[key] ? 1 : 2]; + $btnPill.attr("state", val); + }; + this._addHook("state", key, hook); + hook(); + + return $btnPill; + } + + _$render_$getMiniPill (key) { + const displayTextFull = this._displayFnMini ? this._displayFn(key) : null; + const displayText = this._displayFnMini ? this._displayFnMini(key) : this._displayFn(key); + + const $btnMini = $(`
    ${displayText}
    `) + .title(`${displayTextFull ? `${displayTextFull} (` : ""}Filter: ${this.header}${displayTextFull ? ")" : ""}`) + .click(() => { + this._state[key] = this._defaultState[key]; + this._filterBox.fireChangeEvent(); + }); + + const hook = () => $btnMini.attr("state", FilterBox._PILL_STATES[this._defaultState[key] === this._state[key] ? 0 : this._state[key] ? 1 : 2]); + this._addHook("state", key, hook); + + const hideHook = () => $btnMini.toggleClass("ve-hidden", this._filterBox.isMinisHidden(this.header)); + this._filterBox.registerMinisHiddenHook(this.header, hideHook); + + return $btnMini; + } + + _$getHeaderControls () { + const $btnReset = $(``).click(() => this.reset()); + const $wrpBtns = $$`
    ${$btnReset}
    `; + + const $wrpSummary = $(`
    `).hideVe(); + + const $btnShowHide = $(``) + .click(() => this._meta.isHidden = !this._meta.isHidden); + const hkIsHidden = () => { + $btnShowHide.toggleClass("active", this._meta.isHidden); + $wrpBtns.toggleVe(!this._meta.isHidden); + $wrpSummary.toggleVe(this._meta.isHidden); + + // render summary + const cntNonDefault = Object.entries(this._defaultState).filter(([k, v]) => this._state[k] != null && this._state[k] !== v).length; + + $wrpSummary + .title(`${cntNonDefault} non-default option${cntNonDefault === 1 ? "" : "s"} selected`) + .text(cntNonDefault); + }; + this._addHook("meta", "isHidden", hkIsHidden); + hkIsHidden(); + + return $$` +
    + ${$wrpBtns} + ${$wrpSummary} + ${$btnShowHide} +
    `; + } + + getValues ({nxtState = null} = {}) { + const state = nxtState?.[this.header]?.state || this.__state; + + const out = Object.entries(this._defaultState) + .mergeMap(([k, v]) => ({[k]: state[k] == null ? v : state[k]})); + out._isActive = Object.entries(this._defaultState).some(([k, v]) => state[k] != null && state[k] !== v); + return { + [this.header]: out, + }; + } + + _mutNextState_reset (nxtState, {isResetAll = false} = {}) { + if (isResetAll) this._mutNextState_resetBase(nxtState, {isResetAll}); + Object.assign(nxtState[this.header].state, MiscUtil.copy(this._defaultState)); + } + + update () { /* No-op */ } + + toDisplay (boxState, entryVal) { + const filterState = boxState[this.header]; + if (!filterState) return true; // discount any filters which were not rendered + + if (entryVal == null) return true; // Never filter if a null object, i.e. "no data," is passed in + + // If an object has a relevant value, display if the incoming value matches our state. + return Object.entries(entryVal) + .every(([k, v]) => this._state[k] === v); + } + + getDefaultMeta () { + // Key order is important, as @filter tags depend on it + return { + ...super.getDefaultMeta(), + ...OptionsFilter._DEFAULT_META, + }; + } + + handleSearch (searchTerm) { + if (this.__$wrpFilter == null) return; + + const isVisible = this.header.toLowerCase().includes(searchTerm) + || Object.keys(this._defaultState).map(it => this._displayFn(it).toLowerCase()).some(it => it.includes(searchTerm)); + + this.__$wrpFilter.toggleClass("fltr__hidden--search", !isVisible); + + return isVisible; + } +} +OptionsFilter._DEFAULT_META = {}; diff --git a/js/filter/filter/filter-filter-range.js b/js/filter/filter/filter-filter-range.js new file mode 100644 index 0000000..ce3eaf6 --- /dev/null +++ b/js/filter/filter/filter-filter-range.js @@ -0,0 +1,658 @@ +import {FilterBase} from "./filter-filter-base.js"; +import {FilterBox} from "../filter-box.js"; + +export class RangeFilter extends FilterBase { + /** + * @param opts Options object. + * @param opts.header Filter header (name) + * @param [opts.headerHelp] Filter header help text (tooltip) + * @param [opts.min] Minimum slider value. + * @param [opts.max] Maximum slider value. + * @param [opts.isSparse] If this slider should only display known values, rather than a continual range. + * @param [opts.isLabelled] If this slider has labels. + * @param [opts.labels] Initial labels to populate this filter with. + * @param [opts.isAllowGreater] If this slider should allow all items greater than its max. + * @param [opts.isRequireFullRangeMatch] If range values, e.g. `[1, 5]`, must be entirely within the slider's + * selected range in order to be produce a positive `toDisplay` result. + * @param [opts.suffix] Suffix to add to number displayed above slider. + * @param [opts.labelSortFn] Function used to sort labels if new labels are added. Defaults to ascending alphabetical. + * @param [opts.labelDisplayFn] Function which converts a label to a display value. + * @param [opts.displayFn] Function which converts a (non-label) value to a display value. + * @param [opts.displayFnTooltip] Function which converts a (non-label) value to a tooltip display value. + */ + constructor (opts) { + super(opts); + + if (opts.labels && opts.min == null) opts.min = 0; + if (opts.labels && opts.max == null) opts.max = opts.labels.length - 1; + + this._min = Number(opts.min || 0); + this._max = Number(opts.max || 0); + this._labels = opts.isLabelled ? opts.labels : null; + this._isAllowGreater = !!opts.isAllowGreater; + this._isRequireFullRangeMatch = !!opts.isRequireFullRangeMatch; + this._sparseValues = opts.isSparse ? [] : null; + this._suffix = opts.suffix; + this._labelSortFn = opts.labelSortFn === undefined ? SortUtil.ascSort : opts.labelSortFn; + this._labelDisplayFn = opts.labelDisplayFn; + this._displayFn = opts.displayFn; + this._displayFnTooltip = opts.displayFnTooltip; + + this._filterBox = null; + Object.assign( + this.__state, + { + min: this._min, + max: this._max, + curMin: this._min, + curMax: this._max, + }, + ); + this.__$wrpFilter = null; + this.__$wrpMini = null; + this._slider = null; + + this._labelSearchCache = null; + + this._$btnMiniGt = null; + this._$btnMiniLt = null; + this._$btnMiniEq = null; + + // region Trimming + this._seenMin = this._min; + this._seenMax = this._max; + // endregion + } + + set isUseDropdowns (val) { this._meta.isUseDropdowns = !!val; } + + getSaveableState () { + return { + [this.header]: { + ...this.getBaseSaveableState(), + state: {...this.__state}, + }, + }; + } + + setStateFromLoaded (filterState, {isUserSavedState = false} = {}) { + if (!filterState?.[this.header]) return; + + const toLoad = filterState[this.header]; + this._hasUserSavedState = this._hasUserSavedState || isUserSavedState; + + // region Ensure to-be-loaded state is populated with sensible data + const tgt = (toLoad.state || {}); + + if (tgt.max == null) tgt.max = this._max; + else if (this._max > tgt.max) { + if (tgt.max === tgt.curMax) tgt.curMax = this._max; // If it's set to "max", respect this + tgt.max = this._max; + } + + if (tgt.curMax == null) tgt.curMax = tgt.max; + else if (tgt.curMax > tgt.max) tgt.curMax = tgt.max; + + if (tgt.min == null) tgt.min = this._min; + else if (this._min < tgt.min) { + if (tgt.min === tgt.curMin) tgt.curMin = this._min; // If it's set to "min", respect this + tgt.min = this._min; + } + + if (tgt.curMin == null) tgt.curMin = tgt.min; + else if (tgt.curMin < tgt.min) tgt.curMin = tgt.min; + // endregion + + this.setBaseStateFromLoaded(toLoad); + + Object.assign(this._state, toLoad.state); + } + + trimState_ () { + if (this._seenMin <= this._state.min && this._seenMax >= this._state.max) return; + + const nxtState = {min: this._seenMin, curMin: this._seenMin, max: this._seenMax, curMax: this._seenMax}; + this._proxyAssignSimple("state", nxtState); + } + + getSubHashes () { + const out = []; + + const baseMeta = this.getMetaSubHashes(); + if (baseMeta) out.push(...baseMeta); + + const serSliderState = [ + this._state.min !== this._state.curMin ? `min=${this._state.curMin}` : null, + this._state.max !== this._state.curMax ? `max=${this._state.curMax}` : null, + ].filter(Boolean); + if (serSliderState.length) { + out.push(UrlUtil.packSubHash(this.getSubHashPrefix("state", this.header), serSliderState)); + } + + return out.length ? out : null; + } + + _isAtDefaultPosition ({nxtState = null} = {}) { + const state = nxtState?.[this.header]?.state || this.__state; + return state.min === state.curMin && state.max === state.curMax; + } + + // `meta` is not included, as it is used purely for UI + getFilterTagPart () { + if (this._isAtDefaultPosition()) return null; + + if (!this._labels) { + if (this._state.curMin === this._state.curMax) return `${this.header}=[${this._state.curMin}]`; + return `${this.header}=[${this._state.curMin};${this._state.curMax}]`; + } + + if (this._state.curMin === this._state.curMax) { + const label = this._labels[this._state.curMin]; + return `${this.header}=[&${label}]`; + } + + const labelLow = this._labels[this._state.curMin]; + const labelHigh = this._labels[this._state.curMax]; + return `${this.header}=[&${labelLow};&${labelHigh}]`; + } + + getDisplayStatePart ({nxtState = null} = {}) { + if (this._isAtDefaultPosition({nxtState})) return null; + + const {summary} = this._getDisplaySummary({nxtState}); + + return `${this.header}: ${summary}`; + } + + getNextStateFromSubhashState (state) { + const nxtState = this._getNextState_base(); + + if (state == null) { + this._mutNextState_reset(nxtState); + return nxtState; + } + + this._mutNextState_meta_fromSubHashState(nxtState, state); + + let hasState = false; + + Object.entries(state).forEach(([k, vals]) => { + const prop = FilterBase.getProp(k); + if (prop === "state") { + hasState = true; + vals.forEach(v => { + const [prop, val] = v.split("="); + if (val.startsWith("&") && !this._labels) throw new Error(`Could not dereference label: "${val}"`); + + let num; + if (val.startsWith("&")) { // prefixed with "&" for "address (index) of..." + const clean = val.replace("&", "").toLowerCase(); + num = this._labels.findIndex(it => String(it).toLowerCase() === clean); + if (!~num) throw new Error(`Could not find index for label "${clean}"`); + } else num = Number(val); + + switch (prop) { + case "min": + if (num < nxtState[this.header].state.min) nxtState[this.header].state.min = num; + nxtState[this.header].state.curMin = Math.max(nxtState[this.header].state.min, num); + break; + case "max": + if (num > nxtState[this.header].state.max) nxtState[this.header].state.max = num; + nxtState[this.header].state.curMax = Math.min(nxtState[this.header].state.max, num); + break; + default: throw new Error(`Unknown prop "${prop}"`); + } + }); + } + }); + + if (!hasState) this._mutNextState_reset(nxtState); + + return nxtState; + } + + setFromValues (values) { + if (!values[this.header]) return; + + const vals = values[this.header]; + + if (vals.min != null) this._state.curMin = Math.max(this._state.min, vals.min); + else this._state.curMin = this._state.min; + + if (vals.max != null) this._state.curMax = Math.max(this._state.max, vals.max); + else this._state.curMax = this._state.max; + } + + _$getHeaderControls () { + const $btnForceMobile = ComponentUiUtil.$getBtnBool( + this, + "isUseDropdowns", + { + $ele: $(``), + stateName: "meta", + stateProp: "_meta", + }, + ); + const $btnReset = $(``).click(() => this.reset()); + const $wrpBtns = $$`
    ${$btnForceMobile}${$btnReset}
    `; + + const $wrpSummary = $(`
    `).hideVe(); + + const $btnShowHide = $(``) + .click(() => this._meta.isHidden = !this._meta.isHidden); + const hkIsHidden = () => { + $btnShowHide.toggleClass("active", this._meta.isHidden); + $wrpBtns.toggleVe(!this._meta.isHidden); + $wrpSummary.toggleVe(this._meta.isHidden); + + // render summary + const {summaryTitle, summary} = this._getDisplaySummary(); + $wrpSummary + .title(summaryTitle) + .text(summary); + }; + this._addHook("meta", "isHidden", hkIsHidden); + hkIsHidden(); + + return $$` +
    + ${$wrpBtns} + ${$wrpSummary} + ${$btnShowHide} +
    `; + } + + _getDisplaySummary ({nxtState = null} = {}) { + const cur = this.getValues({nxtState})[this.header]; + + const isRange = !cur.isMinVal && !cur.isMaxVal; + const isCapped = !cur.isMinVal || !cur.isMaxVal; + + return { + summaryTitle: isRange ? `Hidden range` : isCapped ? `Hidden limit` : "", + summary: isRange ? `${this._getDisplayText(cur.min)}-${this._getDisplayText(cur.max)}` : !cur.isMinVal ? `≥ ${this._getDisplayText(cur.min)}` : !cur.isMaxVal ? `≤ ${this._getDisplayText(cur.max)}` : "", + }; + } + + _getDisplayText (value, {isBeyondMax = false, isTooltip = false} = {}) { + value = `${this._labels ? this._labelDisplayFn ? this._labelDisplayFn(this._labels[value]) : this._labels[value] : (isTooltip && this._displayFnTooltip) ? this._displayFnTooltip(value) : this._displayFn ? this._displayFn(value) : value}${isBeyondMax ? "+" : ""}`; + if (this._suffix) value += this._suffix; + return value; + } + + /** + * @param opts Options. + * @param opts.filterBox The FilterBox to which this filter is attached. + * @param opts.isFirst True if this is visually the first filter in the box. + * @param opts.$wrpMini The form mini-view element. + * @param opts.isMulti The name of the MultiFilter this filter belongs to, if any. + */ + $render (opts) { + this._filterBox = opts.filterBox; + this.__$wrpMini = opts.$wrpMini; + + const $wrpControls = opts.isMulti ? null : this._$getHeaderControls(); + + const $wrpSlider = $$`
    `; + const $wrpDropdowns = $$`
    `; + const hookHidden = () => { + $wrpSlider.toggleVe(!this._meta.isHidden && !this._meta.isUseDropdowns); + $wrpDropdowns.toggleVe(!this._meta.isHidden && !!this._meta.isUseDropdowns); + }; + this._addHook("meta", "isHidden", hookHidden); + this._addHook("meta", "isUseDropdowns", hookHidden); + hookHidden(); + + // region Slider + // ensure sparse values are correctly constrained + if (this._sparseValues?.length) { + const sparseMin = this._sparseValues[0]; + if (this._state.min < sparseMin) { + this._state.curMin = Math.max(this._state.curMin, sparseMin); + this._state.min = sparseMin; + } + + const sparseMax = this._sparseValues.last(); + if (this._state.max > sparseMax) { + this._state.curMax = Math.min(this._state.curMax, sparseMax); + this._state.max = sparseMax; + } + } + + // prepare slider options + const getSliderOpts = () => { + const fnDisplay = (val, {isTooltip = false} = {}) => { + return this._getDisplayText(val, {isBeyondMax: this._isAllowGreater && val === this._state.max, isTooltip}); + }; + + return { + propMin: "min", + propMax: "max", + propCurMin: "curMin", + propCurMax: "curMax", + fnDisplay: (val) => fnDisplay(val), + fnDisplayTooltip: (val) => fnDisplay(val, {isTooltip: true}), + sparseValues: this._sparseValues, + }; + }; + + const hkUpdateLabelSearchCache = () => { + if (this._labels) return this._doUpdateLabelSearchCache(); + this._labelSearchCache = null; + }; + this._addHook("state", "curMin", hkUpdateLabelSearchCache); + this._addHook("state", "curMax", hkUpdateLabelSearchCache); + hkUpdateLabelSearchCache(); + + this._slider = new ComponentUiUtil.RangeSlider({comp: this, ...getSliderOpts()}); + $wrpSlider.append(this._slider.get()); + // endregion + + // region Dropdowns + const selMin = e_({ + tag: "select", + clazz: `form-control mr-2`, + change: () => { + const nxtMin = Number(selMin.val()); + const [min, max] = [nxtMin, this._state.curMax].sort(SortUtil.ascSort); + this._state.curMin = min; + this._state.curMax = max; + }, + }); + const selMax = e_({ + tag: "select", + clazz: `form-control`, + change: () => { + const nxMax = Number(selMax.val()); + const [min, max] = [this._state.curMin, nxMax].sort(SortUtil.ascSort); + this._state.curMin = min; + this._state.curMax = max; + }, + }); + $$`
    ${selMin}${selMax}
    `.appendTo($wrpDropdowns); + // endregion + + const handleCurUpdate = () => { + // Dropdowns + selMin.val(`${this._state.curMin}`); + selMax.val(`${this._state.curMax}`); + }; + + const handleLimitUpdate = () => { + // Dropdowns + this._doPopulateDropdown(selMin, this._state.curMin); + this._doPopulateDropdown(selMax, this._state.curMax); + }; + + this._addHook("state", "min", handleLimitUpdate); + this._addHook("state", "max", handleLimitUpdate); + this._addHook("state", "curMin", handleCurUpdate); + this._addHook("state", "curMax", handleCurUpdate); + handleCurUpdate(); + handleLimitUpdate(); + + if (opts.isMulti) { + this._slider.get().classList.add("ve-grow"); + $wrpSlider.addClass("ve-grow"); + $wrpDropdowns.addClass("ve-grow"); + + return this.__$wrpFilter = $$`
    +
    ${this._getRenderedHeader()}
    + ${$wrpSlider} + ${$wrpDropdowns} +
    `; + } else { + const btnMobToggleControls = this._getBtnMobToggleControls($wrpControls); + + return this.__$wrpFilter = $$`
    + ${opts.isFirst ? "" : `
    `} +
    +
    ${this._getRenderedHeader()}${btnMobToggleControls}
    + ${$wrpControls} +
    + ${$wrpSlider} + ${$wrpDropdowns} +
    `; + } + } + + $renderMinis (opts) { + if (!opts.$wrpMini) return; + + this._filterBox = opts.filterBox; + this.__$wrpMini = opts.$wrpMini; + + // region Mini pills + this._$btnMiniGt = this._$btnMiniGt || $(`
    `) + .click(() => { + this._state.curMin = this._state.min; + this._filterBox.fireChangeEvent(); + }); + this._$btnMiniGt.appendTo(this.__$wrpMini); + + this._$btnMiniLt = this._$btnMiniLt || $(`
    `) + .click(() => { + this._state.curMax = this._state.max; + this._filterBox.fireChangeEvent(); + }); + this._$btnMiniLt.appendTo(this.__$wrpMini); + + this._$btnMiniEq = this._$btnMiniEq || $(`
    `) + .click(() => { + this._state.curMin = this._state.min; + this._state.curMax = this._state.max; + this._filterBox.fireChangeEvent(); + }); + this._$btnMiniEq.appendTo(this.__$wrpMini); + + const hideHook = () => { + const isHidden = this._filterBox.isMinisHidden(this.header); + this._$btnMiniGt.toggleClass("ve-hidden", isHidden); + this._$btnMiniLt.toggleClass("ve-hidden", isHidden); + this._$btnMiniEq.toggleClass("ve-hidden", isHidden); + }; + this._filterBox.registerMinisHiddenHook(this.header, hideHook); + hideHook(); + + const handleMiniUpdate = () => { + if (this._state.curMin === this._state.curMax) { + this._$btnMiniGt.attr("state", FilterBox._PILL_STATES[0]); + this._$btnMiniLt.attr("state", FilterBox._PILL_STATES[0]); + + this._$btnMiniEq + .attr("state", this._isAtDefaultPosition() ? FilterBox._PILL_STATES[0] : FilterBox._PILL_STATES[1]) + .text(`${this.header} = ${this._getDisplayText(this._state.curMin, {isBeyondMax: this._isAllowGreater && this._state.curMin === this._state.max})}`); + } else { + if (this._state.min !== this._state.curMin) { + this._$btnMiniGt.attr("state", FilterBox._PILL_STATES[1]) + .text(`${this.header} ≥ ${this._getDisplayText(this._state.curMin)}`); + } else this._$btnMiniGt.attr("state", FilterBox._PILL_STATES[0]); + + if (this._state.max !== this._state.curMax) { + this._$btnMiniLt.attr("state", FilterBox._PILL_STATES[1]) + .text(`${this.header} ≤ ${this._getDisplayText(this._state.curMax)}`); + } else this._$btnMiniLt.attr("state", FilterBox._PILL_STATES[0]); + + this._$btnMiniEq.attr("state", FilterBox._PILL_STATES[0]); + } + }; + // endregion + + const handleCurUpdate = () => { + handleMiniUpdate(); + }; + + const handleLimitUpdate = () => { + handleMiniUpdate(); + }; + + this._addHook("state", "min", handleLimitUpdate); + this._addHook("state", "max", handleLimitUpdate); + this._addHook("state", "curMin", handleCurUpdate); + this._addHook("state", "curMax", handleCurUpdate); + handleCurUpdate(); + handleLimitUpdate(); + } + + _doPopulateDropdown (sel, curVal) { + let tmp = ""; + for (let i = 0, len = this._state.max - this._state.min + 1; i < len; ++i) { + const val = i + this._state.min; + const label = `${this._getDisplayText(val)}`.qq(); + tmp += ``; + } + sel.innerHTML = tmp; + return sel; + } + + getValues ({nxtState = null} = {}) { + const state = nxtState?.[this.header]?.state || this.__state; + + const out = { + isMaxVal: state.max === state.curMax, + isMinVal: state.min === state.curMin, + max: state.curMax, + min: state.curMin, + }; + out._isActive = !(out.isMinVal && out.isMaxVal); + return {[this.header]: out}; + } + + _mutNextState_reset (nxtState, {isResetAll = false} = {}) { + if (isResetAll) this._mutNextState_resetBase(nxtState, {isResetAll}); + nxtState[this.header].state.curMin = nxtState[this.header].state.min; + nxtState[this.header].state.curMax = nxtState[this.header].state.max; + } + + update () { + if (!this.__$wrpMini) return; + + // (labels will be automatically updated by the slider handlers) + // always render the mini-pills, to ensure the overall order in the grid stays correct (shared between multiple filters) + if (this._$btnMiniGt) this.__$wrpMini.append(this._$btnMiniGt); + if (this._$btnMiniLt) this.__$wrpMini.append(this._$btnMiniLt); + if (this._$btnMiniEq) this.__$wrpMini.append(this._$btnMiniEq); + } + + toDisplay (boxState, entryVal) { + const filterState = boxState[this.header]; + if (!filterState) return true; // discount any filters which were not rendered + + // match everything if filter is set to complete range + if (entryVal == null) return filterState.min === this._state.min && filterState.max === this._state.max; + + if (this._labels) { + const slice = this._labels.slice(filterState.min, filterState.max + 1); + + // Special case for "isAllowGreater" filters, which assumes the labels are numerical values + if (this._isAllowGreater) { + if (filterState.max === this._state.max && entryVal > this._labels[filterState.max]) return true; + + const sliceMin = Math.min(...slice); + const sliceMax = Math.max(...slice); + + if (entryVal instanceof Array) return entryVal.some(it => it >= sliceMin && it <= sliceMax); + return entryVal >= sliceMin && entryVal <= sliceMax; + } + + if (entryVal instanceof Array) return entryVal.some(it => slice.includes(it)); + return slice.includes(entryVal); + } else { + if (entryVal instanceof Array) { + // If we require a full match on the range, take the lowest/highest input and test them against our min/max + if (this._isRequireFullRangeMatch) return filterState.min <= entryVal[0] && filterState.max >= entryVal.last(); + + // Otherwise, If any of the item's values are in the range, return true + return entryVal.some(ev => this._toDisplay_isToDisplayEntry(filterState, ev)); + } + return this._toDisplay_isToDisplayEntry(filterState, entryVal); + } + } + + _toDisplay_isToDisplayEntry (filterState, ev) { + const isGtMin = filterState.min <= ev; + const isLtMax = filterState.max >= ev; + if (this._isAllowGreater) return isGtMin && (isLtMax || filterState.max === this._state.max); + return isGtMin && isLtMax; + } + + addItem (item) { + if (item == null) return; + + if (item instanceof Array) { + const len = item.length; + for (let i = 0; i < len; ++i) this.addItem(item[i]); + return; + } + + if (this._labels) { + if (!this._labels.some(it => it === item)) this._labels.push(item); + + this._doUpdateLabelSearchCache(); + + // Fake an update to trigger label handling + this._addItem_addNumber(this._labels.length - 1); + } else { + this._addItem_addNumber(item); + } + } + + _doUpdateLabelSearchCache () { + this._labelSearchCache = [...new Array(Math.max(0, this._max - this._min))] + .map((_, i) => i + this._min) + .map(val => this._getDisplayText(val, {isBeyondMax: this._isAllowGreater && val === this._state.max, isTooltip: true})) + .join(" -- ") + .toLowerCase(); + } + + _addItem_addNumber (number) { + if (number == null || isNaN(number)) return; + + this._seenMin = Math.min(this._seenMin, number); + this._seenMax = Math.max(this._seenMax, number); + + if (this._sparseValues && !this._sparseValues.includes(number)) { + this._sparseValues.push(number); + this._sparseValues.sort(SortUtil.ascSort); + } + + if (number >= this._state.min && number <= this._state.max) return; // it's already in the range + if (this._state.min == null && this._state.max == null) this._state.min = this._state.max = number; + else { + const old = {...this.__state}; + + if (number < old.min) this._state.min = number; + if (number > old.max) this._state.max = number; + + // if the slider was previously at the full extent of its range, maintain this + if (old.curMin === old.min) this._state.curMin = this._state.min; + if (old.curMax === old.max) this._state.curMax = this._state.max; + } + } + + getDefaultMeta () { + // Key order is important, as @filter tags depend on it + const out = { + ...super.getDefaultMeta(), + ...RangeFilter._DEFAULT_META, + }; + if (Renderer.hover.isSmallScreen()) out.isUseDropdowns = true; + return out; + } + + handleSearch (searchTerm) { + if (this.__$wrpFilter == null) return; + + const isVisible = this.header.toLowerCase().includes(searchTerm) + || (this._labelSearchCache != null + ? this._labelSearchCache.includes(searchTerm) + : [...new Array(this._state.max - this._state.min)].map((_, n) => n + this._state.min).join(" -- ").includes(searchTerm)); + + this.__$wrpFilter.toggleClass("fltr__hidden--search", !isVisible); + + return isVisible; + } +} +RangeFilter._DEFAULT_META = { + isUseDropdowns: false, +}; diff --git a/js/filter/filter/filter-filter-searchable.js b/js/filter/filter/filter-filter-searchable.js new file mode 100644 index 0000000..ed06f1d --- /dev/null +++ b/js/filter/filter/filter-filter-searchable.js @@ -0,0 +1,295 @@ +import {Filter} from "./filter-filter-generic.js"; + +export class SearchableFilter extends Filter { + constructor (opts) { + super(opts); + + this._compSearch = BaseComponent.fromObject({ + search: "", + searchTermParent: "", + }); + } + + handleSearch (searchTerm) { + const out = super.handleSearch(searchTerm); + + this._compSearch._state.searchTermParent = searchTerm; + + return out; + } + + _getPill (item) { + const btnPill = super._getPill(item); + + const hkIsVisible = () => { + if (this._compSearch._state.searchTermParent) return btnPill.toggleClass("fltr__hidden--inactive", false); + + btnPill.toggleClass("fltr__hidden--inactive", this._state[item.item] === 0); + }; + this._addHook("state", item.item, hkIsVisible); + this._compSearch._addHookBase("searchTermParent", hkIsVisible); + hkIsVisible(); + + return btnPill; + } + + _getPill_handleClick ({evt, item}) { + if (this._compSearch._state.searchTermParent) return super._getPill_handleClick({evt, item}); + + this._state[item.item] = 0; + } + + _getPill_handleContextmenu ({evt, item}) { + if (this._compSearch._state.searchTermParent) return super._getPill_handleContextmenu({evt, item}); + + evt.preventDefault(); + this._state[item.item] = 0; + } + + _$render_getRowBtn ({fnsCleanup, $iptSearch, item, subtype, state}) { + const handleClick = evt => { + evt.stopPropagation(); + evt.preventDefault(); + + // Keep the dropdown open + $iptSearch.focus(); + + if (evt.shiftKey) { + this._doSetPillsClear(); + } + + if (this._state[item.item] === state) this._state[item.item] = 0; + else this._state[item.item] = state; + }; + + const btn = e_({ + tag: "div", + clazz: `no-shrink clickable fltr-search__btn-activate fltr-search__btn-activate--${subtype} ve-flex-vh-center`, + click: evt => handleClick(evt), + contextmenu: evt => handleClick(evt), + mousedown: evt => { + evt.stopPropagation(); + evt.preventDefault(); + }, + }); + + const hkIsActive = () => { + btn.innerText = this._state[item.item] === state ? "×" : ""; + }; + this._addHookBase(item.item, hkIsActive); + hkIsActive(); + fnsCleanup.push(() => this._removeHookBase(item.item, hkIsActive)); + + return btn; + } + + $render (opts) { + const $out = super.$render(opts); + + const $iptSearch = ComponentUiUtil.$getIptStr( + this._compSearch, + "search", + { + html: ``, + }, + ); + + const wrpValues = e_({ + tag: "div", + clazz: "ve-overflow-y-auto bt-0 absolute fltr-search__wrp-values", + }); + + const fnsCleanup = []; + const rowMetas = []; + + this._$render_bindSearchHandler_keydown({$iptSearch, fnsCleanup, rowMetas}); + this._$render_bindSearchHandler_focus({$iptSearch, fnsCleanup, rowMetas, wrpValues}); + this._$render_bindSearchHandler_blur({$iptSearch}); + + const $wrp = $$``.prependTo(this.__wrpPills); + + const hkParentSearch = () => { + $wrp.toggleVe(!this._compSearch._state.searchTermParent); + }; + this._compSearch._addHookBase("searchTermParent", hkParentSearch); + hkParentSearch(); + + return $out; + } + + _$render_bindSearchHandler_keydown ({$iptSearch, rowMetas}) { + $iptSearch + .on("keydown", evt => { + switch (evt.key) { + case "Escape": evt.stopPropagation(); return $iptSearch.blur(); + + case "ArrowDown": { + evt.preventDefault(); + const visibleRowMetas = rowMetas.filter(it => it.isVisible); + if (!visibleRowMetas.length) return; + visibleRowMetas[0].row.focus(); + break; + } + + case "Enter": { + const visibleRowMetas = rowMetas.filter(it => it.isVisible); + if (!visibleRowMetas.length) return; + if (evt.shiftKey) this._doSetPillsClear(); + this._state[visibleRowMetas[0].item.item] = (EventUtil.isCtrlMetaKey(evt)) ? 2 : 1; + $iptSearch.blur(); + break; + } + } + }); + } + + _$render_bindSearchHandler_focus ({$iptSearch, fnsCleanup, rowMetas, wrpValues}) { + $iptSearch + .on("focus", () => { + fnsCleanup + .splice(0, fnsCleanup.length) + .forEach(fn => fn()); + + rowMetas.splice(0, rowMetas.length); + + wrpValues.innerHTML = ""; + + rowMetas.push( + ...this._items + .map(item => this._$render_bindSearchHandler_focus_getRowMeta({$iptSearch, fnsCleanup, rowMetas, wrpValues, item})), + ); + + this._$render_bindSearchHandler_focus_addHookSearch({rowMetas, fnsCleanup}); + + wrpValues.scrollIntoView({block: "nearest", inline: "nearest"}); + }); + } + + _$render_bindSearchHandler_focus_getRowMeta ({$iptSearch, fnsCleanup, rowMetas, wrpValues, item}) { + const dispName = this._getDisplayText(item); + + const eleName = e_({ + tag: "div", + clazz: "fltr-search__disp-name ml-2", + }); + + const btnBlue = this._$render_getRowBtn({ + fnsCleanup, + $iptSearch, + item, + subtype: "yes", + state: 1, + }); + btnBlue.addClass("br-0"); + btnBlue.addClass("btr-0"); + btnBlue.addClass("bbr-0"); + + const btnRed = this._$render_getRowBtn({ + fnsCleanup, + $iptSearch, + item, + subtype: "no", + state: 2, + }); + btnRed.addClass("bl-0"); + btnRed.addClass("btl-0"); + btnRed.addClass("bbl-0"); + + const row = e_({ + tag: "div", + clazz: "py-1p px-2 ve-flex-v-center fltr-search__wrp-row", + children: [ + btnBlue, + btnRed, + eleName, + ], + attrs: { + tabindex: "0", + }, + keydown: evt => { + switch (evt.key) { + case "Escape": evt.stopPropagation(); return row.blur(); + + case "ArrowDown": { + evt.preventDefault(); + const visibleRowMetas = rowMetas.filter(it => it.isVisible); + if (!visibleRowMetas.length) return; + const ixCur = visibleRowMetas.indexOf(out); + const nxt = visibleRowMetas[ixCur + 1]; + if (nxt) nxt.row.focus(); + break; + } + + case "ArrowUp": { + evt.preventDefault(); + const visibleRowMetas = rowMetas.filter(it => it.isVisible); + if (!visibleRowMetas.length) return; + const ixCur = visibleRowMetas.indexOf(out); + const prev = visibleRowMetas[ixCur - 1]; + if (prev) return prev.row.focus(); + $iptSearch.focus(); + break; + } + + case "Enter": { + if (evt.shiftKey) this._doSetPillsClear(); + this._state[item.item] = (EventUtil.isCtrlMetaKey(evt)) ? 2 : 1; + row.blur(); + break; + } + } + }, + }); + + wrpValues.appendChild(row); + + const out = { + isVisible: true, + item, + row, + dispName, + eleName, + }; + + return out; + } + + _$render_bindSearchHandler_focus_addHookSearch ({rowMetas, fnsCleanup}) { + const hkSearch = () => { + const searchTerm = this._compSearch._state.search.toLowerCase(); + + rowMetas.forEach(({item, row}) => { + row.isVisible = item.searchText.includes(searchTerm); + row.toggleVe(row.isVisible); + }); + + // region Underline matching part + if (!this._compSearch._state.search) { + rowMetas.forEach(({dispName, eleName}) => eleName.textContent = dispName); + return; + } + + const re = new RegExp(this._compSearch._state.search.qq().escapeRegexp(), "gi"); + + rowMetas.forEach(({dispName, eleName}) => { + eleName.innerHTML = dispName + .qq() + .replace(re, (...m) => `${m[0]}`); + }); + // endregion + }; + this._compSearch._addHookBase("search", hkSearch); + hkSearch(); + fnsCleanup.push(() => this._compSearch._removeHookBase("search", hkSearch)); + } + + _$render_bindSearchHandler_blur ({$iptSearch}) { + $iptSearch + .on("blur", () => { + this._compSearch._state.search = ""; + }); + } +} diff --git a/js/filter/filter/filter-filter-source.js b/js/filter/filter/filter-filter-source.js new file mode 100644 index 0000000..e4f68db --- /dev/null +++ b/js/filter/filter/filter-filter-source.js @@ -0,0 +1,594 @@ +import {FilterItem} from "../filter-item.js"; +import {Filter} from "./filter-filter-generic.js"; +import {SOURCE_HEADER} from "../filter-constants.js"; +import {PageFilterBase} from "../filter-page-filter-base.js"; + +export class SourceFilterItem extends FilterItem { + /** + * @param options + * @param [options.isOtherSource] If this is not the primary source of the entity. + */ + constructor (options) { + super(options); + this.isOtherSource = options.isOtherSource; + } +} + +export class SourceFilter extends Filter { + static _SORT_ITEMS_MINI (a, b) { + a = a.item ?? a; + b = b.item ?? b; + const valA = BrewUtil2.hasSourceJson(a) ? 2 : (SourceUtil.isNonstandardSource(a) || PrereleaseUtil.hasSourceJson(a)) ? 1 : 0; + const valB = BrewUtil2.hasSourceJson(b) ? 2 : (SourceUtil.isNonstandardSource(b) || PrereleaseUtil.hasSourceJson(b)) ? 1 : 0; + return SortUtil.ascSort(valA, valB) || SortUtil.ascSortLower(Parser.sourceJsonToFull(a), Parser.sourceJsonToFull(b)); + } + + static _getDisplayHtmlMini (item) { + item = item.item || item; + return `${this._getDisplayHtmlMini_icon(item)} ${Parser.sourceJsonToAbv(item)}`; + } + + static _getDisplayHtmlMini_icon (item) { + const group = SourceUtil.getFilterGroup(item); + switch (group) { + case SourceUtil.FILTER_GROUP_STANDARD: return ``; + case SourceUtil.FILTER_GROUP_NON_STANDARD: return ``; + case SourceUtil.FILTER_GROUP_PARTNERED: return ``; + case SourceUtil.FILTER_GROUP_PRERELEASE: return ``; + case SourceUtil.FILTER_GROUP_HOMEBREW: return ``; + default: throw new Error(`Unhandled source filter group "${group}"`); + } + } + + constructor (opts) { + opts = opts || {}; + + opts.header = opts.header === undefined ? SOURCE_HEADER : opts.header; + opts.displayFn = opts.displayFn === undefined ? item => Parser.sourceJsonToFullCompactPrefix(item.item || item) : opts.displayFn; + opts.displayFnMini = opts.displayFnMini === undefined ? SourceFilter._getDisplayHtmlMini.bind(SourceFilter) : opts.displayFnMini; + opts.displayFnTitle = opts.displayFnTitle === undefined ? item => Parser.sourceJsonToFull(item.item || item) : opts.displayFnTitle; + opts.itemSortFnMini = opts.itemSortFnMini === undefined ? SourceFilter._SORT_ITEMS_MINI.bind(SourceFilter) : opts.itemSortFnMini; + opts.itemSortFn = opts.itemSortFn === undefined ? (a, b) => SortUtil.ascSortLower(Parser.sourceJsonToFull(a.item), Parser.sourceJsonToFull(b.item)) : opts.itemSortFn; + opts.groupFn = opts.groupFn === undefined ? SourceUtil.getFilterGroup : opts.groupFn; + opts.groupNameFn = opts.groupNameFn === undefined ? SourceUtil.getFilterGroupName : opts.groupNameFn; + opts.selFn = opts.selFn === undefined ? PageFilterBase.defaultSourceSelFn : opts.selFn; + + super(opts); + + this.__tmpState = {ixAdded: 0}; + this._tmpState = this._getProxy("tmpState", this.__tmpState); + } + + doSetPillsClear () { return this._doSetPillsClear(); } + + _getFilterItem (item) { + return item instanceof FilterItem ? item : new SourceFilterItem({item}); + } + + addItem (item) { + const out = super.addItem(item); + this._tmpState.ixAdded++; + return out; + } + + trimState_ () { + if (!this._items?.length) return; + + const sourcesLoaded = new Set(this._items.map(itm => itm.item)); + const nxtState = MiscUtil.copyFast(this.__state); + Object.keys(nxtState) + .filter(k => !sourcesLoaded.has(k)) + .forEach(k => delete nxtState[k]); + + this._proxyAssignSimple("state", nxtState, true); + } + + _getHeaderControls_addExtraStateBtns (opts, wrpStateBtnsOuter) { + const btnSupplements = e_({ + tag: "button", + clazz: `btn btn-default w-100 ${opts.isMulti ? "btn-xxs" : "btn-xs"}`, + title: `SHIFT to add to existing selection; CTRL to include UA/etc.`, + html: `Core/Supplements`, + click: evt => this._doSetPinsSupplements({isIncludeUnofficial: EventUtil.isCtrlMetaKey(evt), isAdditive: evt.shiftKey}), + }); + + const btnAdventures = e_({ + tag: "button", + clazz: `btn btn-default w-100 ${opts.isMulti ? "btn-xxs" : "btn-xs"}`, + title: `SHIFT to add to existing selection; CTRL to include UA`, + html: `Adventures`, + click: evt => this._doSetPinsAdventures({isIncludeUnofficial: EventUtil.isCtrlMetaKey(evt), isAdditive: evt.shiftKey}), + }); + + const btnPartnered = e_({ + tag: "button", + clazz: `btn btn-default w-100 ${opts.isMulti ? "btn-xxs" : "btn-xs"}`, + title: `SHIFT to add to existing selection`, + html: `Partnered`, + click: evt => this._doSetPinsPartnered({isAdditive: evt.shiftKey}), + }); + + const btnHomebrew = e_({ + tag: "button", + clazz: `btn btn-default w-100 ${opts.isMulti ? "btn-xxs" : "btn-xs"}`, + title: `SHIFT to add to existing selection`, + html: `Homebrew`, + click: evt => this._doSetPinsHomebrew({isAdditive: evt.shiftKey}), + }); + + const hkIsButtonsActive = () => { + const hasPartnered = Object.keys(this.__state).some(src => SourceUtil.getFilterGroup(src) === SourceUtil.FILTER_GROUP_PARTNERED); + btnPartnered.toggleClass("ve-hidden", !hasPartnered); + + const hasBrew = Object.keys(this.__state).some(src => SourceUtil.getFilterGroup(src) === SourceUtil.FILTER_GROUP_HOMEBREW); + btnHomebrew.toggleClass("ve-hidden", !hasBrew); + }; + this._addHook("tmpState", "ixAdded", hkIsButtonsActive); + hkIsButtonsActive(); + + const actionSelectDisplayMode = new ContextUtil.ActionSelect({ + values: Object.keys(SourceFilter._PILL_DISPLAY_MODE_LABELS).map(Number), + fnGetDisplayValue: val => SourceFilter._PILL_DISPLAY_MODE_LABELS[val] || SourceFilter._PILL_DISPLAY_MODE_LABELS[0], + fnOnChange: val => this._meta.pillDisplayMode = val, + }); + this._addHook("meta", "pillDisplayMode", () => { + actionSelectDisplayMode.setValue(this._meta.pillDisplayMode); + })(); + + const menu = ContextUtil.getMenu([ + new ContextUtil.Action( + "Select All Standard Sources", + () => this._doSetPinsStandard(), + ), + new ContextUtil.Action( + "Select All Partnered Sources", + () => this._doSetPinsPartnered(), + ), + new ContextUtil.Action( + "Select All Non-Standard Sources", + () => this._doSetPinsNonStandard(), + ), + new ContextUtil.Action( + "Select All Prerelease Sources", + () => this._doSetPinsPrerelease(), + ), + new ContextUtil.Action( + "Select All Homebrew Sources", + () => this._doSetPinsHomebrew(), + ), + null, + new ContextUtil.Action( + `Select "Vanilla" Sources`, + () => this._doSetPinsVanilla(), + {title: `Select a baseline set of sources suitable for any campaign.`}, + ), + new ContextUtil.Action( + "Select All Non-UA Sources", + () => this._doSetPinsNonUa(), + ), + null, + new ContextUtil.Action( + "Select SRD Sources", + () => this._doSetPinsSrd(), + {title: `Select System Reference Document Sources.`}, + ), + new ContextUtil.Action( + "Select Basic Rules Sources", + () => this._doSetPinsBasicRules(), + ), + null, + new ContextUtil.Action( + "Invert Selection", + () => this._doInvertPins(), + ), + null, + actionSelectDisplayMode, + ]); + const btnBurger = e_({ + tag: "button", + clazz: `btn btn-default ${opts.isMulti ? "btn-xxs" : "btn-xs"}`, + html: ``, + click: evt => ContextUtil.pOpenMenu(evt, menu), + title: "Other Options", + }); + + const btnOnlyPrimary = e_({ + tag: "button", + clazz: `btn btn-default w-100 ${opts.isMulti ? "btn-xxs" : "btn-xs"}`, + html: `Include References`, + title: `Consider entities as belonging to every source they appear in (i.e. reprints) as well as their primary source`, + click: () => this._meta.isIncludeOtherSources = !this._meta.isIncludeOtherSources, + }); + const hkIsIncludeOtherSources = () => { + btnOnlyPrimary.toggleClass("active", !!this._meta.isIncludeOtherSources); + }; + hkIsIncludeOtherSources(); + this._addHook("meta", "isIncludeOtherSources", hkIsIncludeOtherSources); + + e_({ + tag: "div", + clazz: `btn-group mr-2 w-100 ve-flex-v-center mobile__m-1 mobile__mb-2`, + children: [ + btnSupplements, + btnAdventures, + btnPartnered, + btnHomebrew, + btnBurger, + btnOnlyPrimary, + ], + }).prependTo(wrpStateBtnsOuter); + } + + _doSetPinsStandard () { + Object.keys(this._state).forEach(k => this._state[k] = SourceUtil.getFilterGroup(k) === SourceUtil.FILTER_GROUP_STANDARD ? 1 : 0); + } + + _doSetPinsPartnered ({isAdditive = false} = {}) { + this._proxyAssignSimple( + "state", + Object.keys(this._state) + .mergeMap(k => ({[k]: SourceUtil.getFilterGroup(k) === SourceUtil.FILTER_GROUP_PARTNERED ? 1 : isAdditive ? this._state[k] : 0})), + ); + } + + _doSetPinsNonStandard () { + Object.keys(this._state).forEach(k => this._state[k] = SourceUtil.getFilterGroup(k) === SourceUtil.FILTER_GROUP_NON_STANDARD ? 1 : 0); + } + + _doSetPinsPrerelease () { + Object.keys(this._state).forEach(k => this._state[k] = SourceUtil.getFilterGroup(k) === SourceUtil.FILTER_GROUP_PRERELEASE ? 1 : 0); + } + + _doSetPinsSupplements ({isIncludeUnofficial = false, isAdditive = false} = {}) { + this._proxyAssignSimple( + "state", + Object.keys(this._state) + .mergeMap(k => ({[k]: SourceUtil.isCoreOrSupplement(k) && (isIncludeUnofficial || !SourceUtil.isNonstandardSource(k)) ? 1 : isAdditive ? this._state[k] : 0})), + ); + } + + _doSetPinsAdventures ({isIncludeUnofficial = false, isAdditive = false} = {}) { + this._proxyAssignSimple( + "state", + Object.keys(this._state) + .mergeMap(k => ({[k]: SourceUtil.isAdventure(k) && (isIncludeUnofficial || !SourceUtil.isNonstandardSource(k)) ? 1 : isAdditive ? this._state[k] : 0})), + ); + } + + _doSetPinsHomebrew ({isAdditive = false} = {}) { + this._proxyAssignSimple( + "state", + Object.keys(this._state) + .mergeMap(k => ({[k]: SourceUtil.getFilterGroup(k) === SourceUtil.FILTER_GROUP_HOMEBREW ? 1 : isAdditive ? this._state[k] : 0})), + ); + } + + _doSetPinsVanilla () { + Object.keys(this._state).forEach(k => this._state[k] = Parser.SOURCES_VANILLA.has(k) ? 1 : 0); + } + + _doSetPinsNonUa () { + Object.keys(this._state).forEach(k => this._state[k] = !SourceUtil.isPrereleaseSource(k) ? 1 : 0); + } + + _doSetPinsSrd () { + SourceFilter._SRD_SOURCES = SourceFilter._SRD_SOURCES || new Set([Parser.SRC_PHB, Parser.SRC_MM, Parser.SRC_DMG]); + + Object.keys(this._state).forEach(k => this._state[k] = SourceFilter._SRD_SOURCES.has(k) ? 1 : 0); + + const srdFilter = this._filterBox.filters.find(it => it.isSrdFilter); + if (srdFilter) srdFilter.setValue("SRD", 1); + + const basicRulesFilter = this._filterBox.filters.find(it => it.isBasicRulesFilter); + if (basicRulesFilter) basicRulesFilter.setValue("Basic Rules", 0); + + // also disable "Reprinted" otherwise some Deities are missing + const reprintedFilter = this._filterBox.filters.find(it => it.isReprintedFilter); + if (reprintedFilter) reprintedFilter.setValue("Reprinted", 0); + } + + _doSetPinsBasicRules () { + SourceFilter._BASIC_RULES_SOURCES = SourceFilter._BASIC_RULES_SOURCES || new Set([Parser.SRC_PHB, Parser.SRC_MM, Parser.SRC_DMG]); + + Object.keys(this._state).forEach(k => this._state[k] = SourceFilter._BASIC_RULES_SOURCES.has(k) ? 1 : 0); + + const basicRulesFilter = this._filterBox.filters.find(it => it.isBasicRulesFilter); + if (basicRulesFilter) basicRulesFilter.setValue("Basic Rules", 1); + + const srdFilter = this._filterBox.filters.find(it => it.isSrdFilter); + if (srdFilter) srdFilter.setValue("SRD", 0); + + // also disable "Reprinted" otherwise some Deities are missing + const reprintedFilter = this._filterBox.filters.find(it => it.isReprintedFilter); + if (reprintedFilter) reprintedFilter.setValue("Reprinted", 0); + } + + static getCompleteFilterSources (ent) { + if (!ent.otherSources) return ent.source; + + const otherSourcesFilt = ent.otherSources + // Avoid `otherSources` from e.g. homebrews which are not loaded, and so lack their metadata + .filter(src => !ExcludeUtil.isExcluded("*", "*", src.source, {isNoCount: true}) && SourceUtil.isKnownSource(src.source)); + if (!otherSourcesFilt.length) return ent.source; + + return [ent.source].concat(otherSourcesFilt.map(src => new SourceFilterItem({item: src.source, isIgnoreRed: true, isOtherSource: true}))); + } + + _doRenderPills_doRenderWrpGroup_getDividerHeaders (group) { + switch (group) { + case SourceUtil.FILTER_GROUP_PRERELEASE: return this._doRenderPills_doRenderWrpGroup_getDividerHeaders_groupPrerelease(group); + case SourceUtil.FILTER_GROUP_HOMEBREW: return this._doRenderPills_doRenderWrpGroup_getDividerHeaders_groupBrew(group); + default: return super._doRenderPills_doRenderWrpGroup_getDividerHeaders(group); + } + } + + _doRenderPills_doRenderWrpGroup_getDividerHeaders_groupPrerelease (group) { + let dates = []; + const comp = BaseComponent.fromObject({ + min: 0, + max: 0, + curMin: 0, + curMax: 0, + }); + + const wrpSlider = new ComponentUiUtil.RangeSlider({ + comp, + propMin: "min", + propMax: "max", + propCurMin: "curMin", + propCurMax: "curMax", + fnDisplay: val => dates[val]?.str, + }).get(); + + const wrpWrpSlider = e_({ + tag: "div", + clazz: `"w-100 ve-flex pt-2 pb-5 mb-2 mt-1 fltr-src__wrp-slider`, + children: [ + wrpSlider, + ], + }).hideVe(); + + const btnCancel = e_({ + tag: "button", + clazz: `btn btn-xs btn-default px-1`, + html: "Cancel", + click: () => { + grpBtnsInactive.showVe(); + wrpWrpSlider.hideVe(); + grpBtnsActive.hideVe(); + }, + }); + + const btnConfirm = e_({ + tag: "button", + clazz: `btn btn-xs btn-default px-1`, + html: "Confirm", + click: () => { + grpBtnsInactive.showVe(); + wrpWrpSlider.hideVe(); + grpBtnsActive.hideVe(); + + const min = comp._state.curMin; + const max = comp._state.curMax; + + const allowedDateSet = new Set(dates.slice(min, max + 1).map(it => it.str)); + const nxtState = {}; + Object.keys(this._state) + .filter(k => SourceUtil.isNonstandardSource(k)) + .forEach(k => { + const sourceDate = Parser.sourceJsonToDate(k); + nxtState[k] = allowedDateSet.has(sourceDate) ? 1 : 0; + }); + this._proxyAssign("state", "_state", "__state", nxtState); + }, + }); + + const btnShowSlider = e_({ + tag: "button", + clazz: `btn btn-xxs btn-default px-1`, + html: "Select by Date", + click: () => { + grpBtnsInactive.hideVe(); + wrpWrpSlider.showVe(); + grpBtnsActive.showVe(); + + dates = Object.keys(this._state) + .filter(it => SourceUtil.isPrereleaseSource(it)) + .map(it => Parser.sourceJsonToDate(it)) + .filter(Boolean) + .unique() + .map(it => ({str: it, date: new Date(it)})) + .sort((a, b) => SortUtil.ascSortDate(a.date, b.date)) + .reverse(); + + comp._proxyAssignSimple( + "state", + { + min: 0, + max: dates.length - 1, + curMin: 0, + curMax: dates.length - 1, + }, + ); + }, + }); + + const btnClear = e_({ + tag: "button", + clazz: `btn btn-xxs btn-default px-1`, + html: "Clear", + click: () => { + const nxtState = {}; + Object.keys(this._state) + .filter(k => SourceUtil.isPrereleaseSource(k)) + .forEach(k => nxtState[k] = 0); + this._proxyAssign("state", "_state", "__state", nxtState); + }, + }); + + const grpBtnsActive = e_({ + tag: "div", + clazz: `ve-flex-v-center btn-group`, + children: [ + btnCancel, + btnConfirm, + ], + }).hideVe(); + + const grpBtnsInactive = e_({ + tag: "div", + clazz: `ve-flex-v-center btn-group`, + children: [ + btnClear, + btnShowSlider, + ], + }); + + const elesDividerHeaders = super._doRenderPills_doRenderWrpGroup_getDividerHeaders(group); + if (!elesDividerHeaders.length) elesDividerHeaders.push(e_({clazz: "div"})); + if (elesDividerHeaders.length > 1) throw new Error("Unimplemented!"); + + return [ + e_({ + tag: "div", + clazz: `split-v-center w-100`, + children: [ + ...elesDividerHeaders, + e_({ + tag: "div", + clazz: `mb-1 ve-flex-h-right`, + children: [ + grpBtnsActive, + grpBtnsInactive, + ], + }), + ], + }), + wrpWrpSlider, + ]; + } + + _doRenderPills_doRenderWrpGroup_getDividerHeaders_groupBrew (group) { + const btnClear = e_({ + tag: "button", + clazz: `btn btn-xxs btn-default px-1`, + html: "Clear", + click: () => { + const nxtState = {}; + Object.keys(this._state) + .filter(k => BrewUtil2.hasSourceJson(k)) + .forEach(k => nxtState[k] = 0); + this._proxyAssign("state", "_state", "__state", nxtState); + }, + }); + + const elesDividerHeaders = super._doRenderPills_doRenderWrpGroup_getDividerHeaders(group); + if (!elesDividerHeaders.length) elesDividerHeaders.push(e_({clazz: "div"})); + if (elesDividerHeaders.length > 1) throw new Error("Unimplemented!"); + + return [ + e_({ + tag: "div", + clazz: `split-v-center w-100`, + children: [ + ...elesDividerHeaders, + e_({ + tag: "div", + clazz: `mb-1 ve-flex-h-right`, + children: [ + e_({ + tag: "div", + clazz: `ve-flex-v-center btn-group`, + children: [ + btnClear, + ], + }), + ], + }), + ], + }), + ]; + } + + _toDisplay_getMappedEntryVal (entryVal) { + entryVal = super._toDisplay_getMappedEntryVal(entryVal); + if (!this._meta.isIncludeOtherSources) entryVal = entryVal.filter(it => !it.isOtherSource); + return entryVal; + } + + _getPill (item) { + const displayText = this._getDisplayText(item); + const displayTextMini = this._getDisplayTextMini(item); + + const dispName = e_({ + tag: "span", + html: displayText, + }); + + const spc = e_({ + tag: "span", + clazz: "px-2 fltr-src__spc-pill", + text: "|", + }); + + const dispAbbreviation = e_({ + tag: "span", + html: displayTextMini, + }); + + const btnPill = e_({ + tag: "div", + clazz: "fltr__pill", + children: [ + dispAbbreviation, + spc, + dispName, + ], + click: evt => this._getPill_handleClick({evt, item}), + contextmenu: evt => this._getPill_handleContextmenu({evt, item}), + }); + + this._getPill_bindHookState({btnPill, item}); + + this._addHook("meta", "pillDisplayMode", () => { + dispAbbreviation.toggleVe(this._meta.pillDisplayMode !== 0); + spc.toggleVe(this._meta.pillDisplayMode === 2); + dispName.toggleVe(this._meta.pillDisplayMode !== 1); + })(); + + item.searchText = `${Parser.sourceJsonToAbv(item.item || item).toLowerCase()} -- ${displayText.toLowerCase()}`; + + return btnPill; + } + + getSources () { + const out = { + all: [], + }; + this._items.forEach(it => { + out.all.push(it.item); + const group = this._groupFn(it); + (out[group] ||= []).push(it.item); + }); + return out; + } + + getDefaultMeta () { + // Key order is important, as @filter tags depend on it + return { + ...super.getDefaultMeta(), + ...SourceFilter._DEFAULT_META, + }; + } +} +SourceFilter._DEFAULT_META = { + isIncludeOtherSources: false, + pillDisplayMode: 0, +}; +SourceFilter._PILL_DISPLAY_MODE_LABELS = { + "0": "As Names", + "1": "As Abbreviations", + "2": "As Names Plus Abbreviations", +}; +SourceFilter._SRD_SOURCES = null; +SourceFilter._BASIC_RULES_SOURCES = null; diff --git a/js/hist.js b/js/hist.js index a45d139..91fdc13 100644 --- a/js/hist.js +++ b/js/hist.js @@ -1,44 +1,56 @@ "use strict"; class Hist { + static lastLoadedLink = null; + static _lastUnknownLink = null; + static lastLoadedId = null; + static initialLoad = true; + static isHistorySuppressed = false; + static _pLoadingUnknownHash = null; + + static _pHandleUnknownHash = null; + static _pLoadHash = null; + static _pLoadSubHash = null; + + static setFnHandleUnknownHash (fn) { this._pHandleUnknownHash = fn; } + static setFnLoadHash (fn) { this._pLoadHash = fn; } + static setFnLoadSubhash (fn) { this._pLoadSubHash = fn; } + static hashChange ({isForceLoad, isBlankFilterLoad = false} = {}) { - if (Hist.isHistorySuppressed) { - Hist.setSuppressHistory(false); - return; - } + if (this.isHistorySuppressed) return this.setSuppressHistory(false); - const [link, ...sub] = Hist.getHashParts(); + const [link, ...sub] = this.getHashParts(); - if (link !== Hist.lastLoadedLink || sub.length === 0 || isForceLoad) { - Hist.lastLoadedLink = link; + if (link !== this.lastLoadedLink || sub.length === 0 || isForceLoad) { + this.lastLoadedLink = link; if (link === HASH_BLANK) { isBlankFilterLoad = true; } else { - const listItem = Hist.getActiveListItem(link); + const listItem = this.getActiveListItem(link); if (listItem == null) { - if (typeof pHandleUnknownHash === "function" && window.location.hash.length && Hist._lastUnknownLink !== link) { - Hist._lastUnknownLink = link; - pHandleUnknownHash(link, sub); + if (typeof this._pHandleUnknownHash === "function" && window.location.hash.length && this._lastUnknownLink !== link) { + this._lastUnknownLink = link; + this._pLoadingUnknownHash = this._pHandleUnknownHash(link, sub); return; } else { - Hist._freshLoad(); + this._freshLoad(); return; } } const toLoad = listItem.ix; - if (toLoad === undefined) Hist._freshLoad(); + if (toLoad === undefined) this._freshLoad(); else { - Hist.lastLoadedId = listItem.ix; - loadHash(listItem.ix); + this.lastLoadedId = listItem.ix; + this._pLoadHash(listItem.ix); document.title = `${listItem.name ? `${listItem.name} - ` : ""}5etools`; } } } - if (typeof loadSubHash === "function" && (sub.length > 0 || isForceLoad)) loadSubHash(sub); - if (isBlankFilterLoad) Hist._freshLoad(); + if (typeof this._pLoadSubHash === "function" && (sub.length > 0 || isForceLoad)) this._pLoadSubHash(sub); + if (isBlankFilterLoad) this._freshLoad(); } static init (initialLoadComplete) { @@ -93,15 +105,48 @@ class Hist { } static _freshLoad () { - // defer this, in case the list needs to filter first - setTimeout(() => { - const goTo = $("#listcontainer").find(".list a").attr("href"); - if (goTo) { - const parts = location.hash.split(HASH_PART_SEP); - const fullHash = `${goTo}${parts.length > 1 ? `${HASH_PART_SEP}${parts.slice(1).join(HASH_PART_SEP)}` : ""}`; - location.replace(fullHash); - } - }, 1); + // Wait for any unknown hash handling to resolve. This avoids the case where an async homebrew load + // fails to reload the page, as the hash was over-eagerly reset while the load took place. + (this._pLoadingUnknownHash || Promise.resolve()) + .then(() => { + // defer this, in case the list needs to filter first + setTimeout(() => { + const goTo = $("#listcontainer").find(".list a").attr("href"); + if (goTo) { + const parts = location.hash.split(HASH_PART_SEP); + const fullHash = `${goTo}${parts.length > 1 ? `${HASH_PART_SEP}${parts.slice(1).join(HASH_PART_SEP)}` : ""}`; + location.replace(fullHash); + } + }, 1); + }); + } + + /** + * Avoid "stuck brew" loops which can occur via: + * - user is viewing a homebrew statblock; hash has homebrew source + * - user deletes that homebrew; page reloads + * - "unknown hash" flow triggers for that hash; deleted homebrew is re-loaded by source; page reloads + * - user is presented with the same statblock, from the source they just tried to delete. + */ + static doPreLocationReload () { + const [link] = this.getHashParts(); + if (link === HASH_BLANK) return; + + const {source} = UrlUtil.autoDecodeHash(link); + if (!source) return; + + // If the hash has a site source, do nothing; site data is always present... + if (Parser.hasSourceJson(source)) return; + + // ...if the hash has a prerelease/homebrew source, and that source exists, do nothing... + if ( + [PrereleaseUtil, BrewUtil2] + .some(brewUtil => brewUtil.hasSourceJson(source)) + ) return; + + // ...otherwise, the hash must be from a prerelease/homebrew source which does not exist (i.e. the user just deleted it); wipe the hash. + // If the source does not exist for some other reason, this is still fine, as we assume that the hash is un-loadable anyway. + window.location.hash = ""; } static cleanSetHash (toSet) { @@ -141,11 +186,6 @@ class Hist { ); } } -Hist.lastLoadedLink = null; -Hist._lastUnknownLink = null; -Hist.lastLoadedId = null; -Hist.initialLoad = true; -Hist.isHistorySuppressed = false; Hist.util = class { static getCleanHash (hash) { diff --git a/js/items.js b/js/items.js index 01c6ed0..99dd839 100644 --- a/js/items.js +++ b/js/items.js @@ -213,8 +213,6 @@ class ItemsPage extends ListPage { _entries: {name: "Text", transform: (it) => Renderer.item.getRenderedEntries(it, {isCompact: true}), flex: 3}, }, }, - - isMarkdownPopout: true, propEntryData: "item", listSyntax: new ListSyntaxItems({fnGetDataList: () => this._dataList, pFnGetFluff}), @@ -264,7 +262,7 @@ class ItemsPage extends ListPage { e_({tag: "span", clazz: `ve-col-1-5 ve-text-center`, text: Parser.itemWeightToFull(item, true) || "\u2014"}), e_({ tag: "span", - clazz: `ve-col-1 ve-text-center ${Parser.sourceJsonToColor(item.source)} pr-0`, + clazz: `ve-col-1 ve-text-center ${Parser.sourceJsonToSourceClassname(item.source)} pr-0`, style: Parser.sourceJsonToStylePart(item.source), title: `${Parser.sourceJsonToFull(item.source)}${Renderer.utils.getSourceSubText(item)}`, text: source, @@ -310,7 +308,7 @@ class ItemsPage extends ListPage { e_({tag: "span", clazz: `ve-col-1-4 ve-text-center`, text: (item.rarity || "").toTitleCase()}), e_({ tag: "span", - clazz: `ve-col-1 ve-text-center ${Parser.sourceJsonToColor(item.source)} pr-0`, + clazz: `ve-col-1 ve-text-center ${Parser.sourceJsonToSourceClassname(item.source)} pr-0`, style: Parser.sourceJsonToStylePart(item.source), title: `${Parser.sourceJsonToFull(item.source)}${Renderer.utils.getSourceSubText(item)}`, text: source, diff --git a/js/languages.js b/js/languages.js index 3fbab73..d4f4fc8 100644 --- a/js/languages.js +++ b/js/languages.js @@ -65,8 +65,6 @@ class LanguagesPage extends ListPage { pageFilter, dataProps: ["language"], - - isMarkdownPopout: true, }); } @@ -83,7 +81,7 @@ class LanguagesPage extends ListPage { ${it.name} ${(it.type || "\u2014").uppercaseFirst()} ${(it.script || "\u2014").toTitleCase()} - ${source} + ${source} `; const listItem = new ListItem( diff --git a/js/listpage.js b/js/listpage.js index 6d72393..46e2e19 100644 --- a/js/listpage.js +++ b/js/listpage.js @@ -295,6 +295,10 @@ class SublistManager { "Download JSON Data", () => this._pHandleJsonDownload(), ), + new ContextUtil.Action( + "Download Markdown Data", + () => this._pHandleMarkdownDownload(), + ), null, new ContextUtil.Action( "Copy as Markdown Table", @@ -463,6 +467,27 @@ class SublistManager { DataUtil.userDownload(`${this._getDownloadName()}-data`, entities); } + async _pHandleMarkdownDownload () { + const entities = await this.getPinnedEntities(); + + const markdown = entities + .map(ent => { + return RendererMarkdown.get().render({ + entries: [ + { + type: "statblockInline", + dataType: ent.__prop, + data: ent, + }, + ], + }) + .trim(); + }) + .join("\n\n---\n\n"); + + DataUtil.userDownloadText(`${this._getDownloadName()}.md`, markdown); + } + async _pHandleCopyAsMarkdownTable () { await MiscUtil.pCopyTextToClipboard( RendererMarkdown.get() @@ -978,7 +1003,7 @@ class ListPage { * @param [opts.prereleaseDataSource] Function to fetch prerelease data. * @param [opts.brewDataSource] Function to fetch brew data. * @param [opts.pFnGetFluff] Function to fetch fluff for a given entity. - * @param [opts.pageFilter] PageFilter implementation for this page. (Either `filters` and `filterSource` or + * @param [opts.pageFilter] PageFilterBase implementation for this page. (Either `filters` and `filterSource` or * `pageFilter` must be specified.) * @param opts.listOptions Other list options. * @param opts.dataProps JSON data propert(y/ies). @@ -994,8 +1019,6 @@ class ListPage { * @param [opts.hasAudio] True if the entities have pronunciation audio. * @param [opts.isPreviewable] True if the entities can be previewed in-line as part of the list. * @param [opts.isLoadDataAfterFilterInit] If the order of data loading and filter-state loading should be flipped. - * @param [opts.isBindHashHandlerUnknown] If the "unknown hash" handler function should be bound. - * @param [opts.isMarkdownPopout] If the sublist Popout button supports Markdown on CTRL. * @param [opts.propEntryData] * @param [opts.listSyntax] * @param [opts.compSettings] @@ -1012,9 +1035,7 @@ class ListPage { this._tableViewOptions = opts.tableViewOptions; this._hasAudio = opts.hasAudio; this._isPreviewable = opts.isPreviewable; - this._isMarkdownPopout = !!opts.isMarkdownPopout; this._isLoadDataAfterFilterInit = !!opts.isLoadDataAfterFilterInit; - this._isBindHashHandlerUnknown = !!opts.isBindHashHandlerUnknown; this._propEntryData = opts.propEntryData; this._listSyntax = opts.listSyntax || new ListUiUtil.ListSyntax({fnGetDataList: () => this._dataList, pFnGetFluff: opts.pFnGetFluff}); this._compSettings = opts.compSettings ? opts.compSettings : null; @@ -1076,7 +1097,7 @@ class ListPage { this._pOnLoad_initVisibleItemsDisplay(); - if (this._filterBox) this._filterBox.on(FilterBox.EVNT_VALCHANGE, this.handleFilterChange.bind(this)); + if (this._filterBox) this._filterBox.on(FILTER_BOX_EVNT_VALCHANGE, this.handleFilterChange.bind(this)); if (this._sublistManager) { if (this._sublistManager.isSublistItemsCountable) { @@ -1103,10 +1124,9 @@ class ListPage { this._pOnLoad_bookView(); this._pOnLoad_tableView(); - // bind hash-change functions for hist.js to use - window.loadHash = this.pDoLoadHash.bind(this); - window.loadSubHash = this.pDoLoadSubHash.bind(this); - if (this._isBindHashHandlerUnknown) window.pHandleUnknownHash = this.pHandleUnknownHash.bind(this); + Hist.setFnLoadHash(this.pDoLoadHash.bind(this)); + Hist.setFnLoadSubhash(this.pDoLoadSubHash.bind(this)); + Hist.setFnHandleUnknownHash(this.pHandleUnknownHash.bind(this)); this.primaryLists.forEach(list => list.init()); if (this._sublistManager) this._sublistManager.init(); @@ -1170,7 +1190,11 @@ class ListPage { _pOnLoad_bindMiscButtons () { const $btnReset = $("#reset"); - ManageBrewUi.bindBtnOpen($(`#manage-brew`)); + // TODO(MODULES) refactor + import("./utils-brew/utils-brew-ui-manage.js") + .then(({ManageBrewUi}) => { + ManageBrewUi.bindBtngroupManager(e_({id: "btngroup-manager"})); + }); this._renderListFeelingLucky({$btnReset}); this._renderListShowHide({ $wrpList: $(`#listcontainer`), @@ -1406,13 +1430,13 @@ class ListPage { _bindPopoutButton () { this._getOrTabRightButton(`popout`, `new-window`) .off("click") - .title(`Popout Window (SHIFT for Source Data${this._isMarkdownPopout ? `; CTRL for Markdown Render` : ""})`) + .title(`Popout Window (SHIFT for Source Data; CTRL for Markdown Render)`) .on( "click", (evt) => { if (Hist.lastLoadedId === null) return; - if (this._isMarkdownPopout && (EventUtil.isCtrlMetaKey(evt))) return this._bindPopoutButton_doShowMarkdown(evt); + if (EventUtil.isCtrlMetaKey(evt)) return this._bindPopoutButton_doShowMarkdown(evt); return this._bindPopoutButton_doShowStatblock(evt); }, ); @@ -1861,7 +1885,41 @@ class ListPage { } getListItem () { throw new Error(`Unimplemented!`); } - pHandleUnknownHash () { throw new Error(`Unimplemented!`); } + + async pHandleUnknownHash (link, sub) { + const locStart = window.location.hash; + + const {source} = UrlUtil.autoDecodeHash(link); + + // If the source is from prerelease/homebrew which has been loaded in the background but is + // not yet displayed, reload to refresh the list. + if (this._pHandleUnknownHash_doSourceReload({source})) return true; + + // Otherwise, try to find the source in prerelease/homebrew, load it, and reload + const loaded = await DataLoader.pCacheAndGetHash(UrlUtil.getCurrentPage(), link, {isSilent: true}); + if (!loaded) return false; + + // If navigation has occurred while we were loading the hash, bail out + if (locStart !== window.location.hash) return false; + + return this._pHandleUnknownHash_doSourceReload({source}); + } + + _pHandleUnknownHash_doSourceReload ({source}) { + return [ + PrereleaseUtil, + BrewUtil2, + ] + .some(brewUtil => { + if ( + brewUtil.hasSourceJson(source) + && brewUtil.isReloadRequired() + ) { + brewUtil.doLocationReload(); + return true; + } + }); + } async pDoLoadSubHash (sub, {lockToken} = {}) { try { diff --git a/js/lootgen-ui.js b/js/lootgen-ui.js index 97dd4e6..9de8b83 100644 --- a/js/lootgen-ui.js +++ b/js/lootgen-ui.js @@ -163,11 +163,11 @@ class LootGenUi extends BaseComponent { }); const hkFilterChangeSpells = () => this._handleFilterChangeSpells(); - this._modalFilterSpells.pageFilter.filterBox.on(FilterBox.EVNT_VALCHANGE, hkFilterChangeSpells); + this._modalFilterSpells.pageFilter.filterBox.on(FILTER_BOX_EVNT_VALCHANGE, hkFilterChangeSpells); hkFilterChangeSpells(); const hkFilterChangeItems = () => this._handleFilterChangeItems({tablesMagicItems}); - this._modalFilterItems.pageFilter.filterBox.on(FilterBox.EVNT_VALCHANGE, hkFilterChangeItems); + this._modalFilterItems.pageFilter.filterBox.on(FILTER_BOX_EVNT_VALCHANGE, hkFilterChangeItems); hkFilterChangeItems(); } @@ -1125,7 +1125,7 @@ class LootGenUi extends BaseComponent { JqueryUtil.doToast(`Reset${evt.shiftKey ? " all" : ""}!`); }, textAlt: ``, - titleAlt: FilterBox.TITLE_BTN_RESET, + titleAlt: FILTER_BOX_TITLE_BTN_RESET, }, ), new ContextUtil.Action( @@ -1140,7 +1140,7 @@ class LootGenUi extends BaseComponent { JqueryUtil.doToast(`Reset${evt.shiftKey ? " all" : ""}!`); }, textAlt: ``, - titleAlt: FilterBox.TITLE_BTN_RESET, + titleAlt: FILTER_BOX_TITLE_BTN_RESET, }, ), null, diff --git a/js/makebrew.js b/js/makebrew.js index 0a0f86f..006ac0f 100644 --- a/js/makebrew.js +++ b/js/makebrew.js @@ -220,7 +220,7 @@ class PageUi { this._$selSource = $$` ` .appendTo($wrpSource) .change(async () => { diff --git a/js/makecards.js b/js/makecards.js index 845f47f..e2086fd 100644 --- a/js/makecards.js +++ b/js/makecards.js @@ -381,7 +381,7 @@ class MakeCards extends BaseComponent { const $ele = $$`