This commit is contained in:
TheGiddyLimit
2024-07-10 20:47:40 +01:00
parent e5844f8a3f
commit 2eeeb0771b
341 changed files with 67623 additions and 11384 deletions

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@@ -4785,7 +4785,7 @@
"id": "0ad",
"entries": [
"Lanterns hang from the rafters of this drafty hall. The staircase to the north descends 15 feet to area V10.",
"Five lawful evil human {@creature Guard||guards} stand watch here\u2014one by each door. They attack anyone not accompanied by a Vanthampur family member. If they hear trouble elsewhere, the guards can't be {@quickref Surprise|PHB|3|0|surprised}, but they stay put unless ordered to move by a member of the family. Combat here alerts {@creature Thurstwell Vanthampur|BGDIA} in {@area area V13|0af|x}."
"Five lawful evil human {@creature Guard||guards} stand watch here\u2014one by each door. They attack anyone not accompanied by a Vanthampur family member. If they hear trouble elsewhere, the guards can't be {@status surprised}, but they stay put unless ordered to move by a member of the family. Combat here alerts {@creature Thurstwell Vanthampur|BGDIA} in {@area area V13|0af|x}."
]
},
{

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@@ -15793,7 +15793,7 @@
"entries": [
"The characters might correctly assume that this place is what it looks like: the site of a well (which is now abandoned). If they approach to within 5 feet of the stone wall, they can peer over the 2-foot-high wall into the hole, which is dark, but they don't get an idea of how deep the hole is or what's in it.",
"If a character comes up to the stone wall and looks down inside the hole, this activity attracts the attention of a {@creature grick alpha} that uses the place as a lair. The water source at the bottom of the 30-foot-deep hole has long since dried up, making it an ideal place for the grick to lurk when it's not out hunting.",
"The grick's Stone Camouflage trait prevents the characters from realizing its presence\u2014unless they shine a light source down into the hole or have some other way of seeing the bottom of the pit. If they don't see the grick at the same time it sees them, the monster lurches out of the well to confront its prey. A character who can see into the hole and has a passive Wisdom ({@skill Perception}) score of 14 or higher notices the grick before it attacks; any other characters start the encounter {@quickref Surprise|PHB|3|0|surprised}."
"The grick's Stone Camouflage trait prevents the characters from realizing its presence\u2014unless they shine a light source down into the hole or have some other way of seeing the bottom of the pit. If they don't see the grick at the same time it sees them, the monster lurches out of the well to confront its prey. A character who can see into the hole and has a passive Wisdom ({@skill Perception}) score of 14 or higher notices the grick before it attacks; any other characters start the encounter {@status surprised}."
]
},
{

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@@ -5998,7 +5998,7 @@
"A crack of thunder shakes the castle, stirring the dust and cobwebs. You hear a voice: \"Good evening.\""
]
},
"Any character who has a passive Wisdom ({@skill Perception}) score lower than 19 is {@quickref Surprise|PHB|3|0|surprised} as Strahd appears seemingly out of nowhere. The vampire prefers to attack a {@quickref Surprise|PHB|3|0|surprised} character, choosing the one closest to him. Otherwise, see {@area appendix D|7c1|x} for the vampire's tactics."
"Any character who has a passive Wisdom ({@skill Perception}) score lower than 19 is {@status surprised} as Strahd appears seemingly out of nowhere. The vampire prefers to attack a {@status surprised} character, choosing the one closest to him. Otherwise, see {@area appendix D|7c1|x} for the vampire's tactics."
]
},
{
@@ -6093,7 +6093,7 @@
"page": 52,
"id": "196",
"entries": [
"If any character has a passive Wisdom ({@skill Perception}) score of 16 or higher, the party isn't {@quickref Surprise|PHB|3|0|surprised}. In that case, read:",
"If any character has a passive Wisdom ({@skill Perception}) score of 16 or higher, the party isn't {@status surprised}. In that case, read:",
{
"type": "insetReadaloud",
"id": "197",
@@ -11941,7 +11941,7 @@
"This staircase is made of old wood that strains underfoot, creaking and groaning."
]
},
"The staircase climbs from {@area area K16|1c9|x} to {@area area K28|1eb|x}. It seems unstable but is sturdy. The creatures in area K28 can't be {@quickref Surprise|PHB|3|0|surprised} by anyone climbing the creaky steps."
"The staircase climbs from {@area area K16|1c9|x} to {@area area K28|1eb|x}. It seems unstable but is sturdy. The creatures in area K28 can't be {@status surprised} by anyone climbing the creaky steps."
]
},
{
@@ -35490,7 +35490,7 @@
]
},
"The ceiling here is 20 feet high, and the rubble is {@quickref difficult terrain||3}.",
"{@creature Vladimir Horngaard|CoS} (see {@area area Q36|47e|x}) can hear visitors climbing over the rubble and can't be {@quickref Surprise|PHB|3|0|surprised} by them."
"{@creature Vladimir Horngaard|CoS} (see {@area area Q36|47e|x}) can hear visitors climbing over the rubble and can't be {@status surprised} by them."
]
},
{
@@ -38884,7 +38884,7 @@
"The road ahead is cut out of the mountainside, rising steeply to one side and falling away on the other. Mist and snow greatly reduce visibility, and the howling wind cuts through you like a knife."
]
},
"If no character has a passive Wisdom ({@skill Perception}) score of 16 or higher, the party is {@quickref Surprise|PHB|3|0|surprised}. Otherwise, read:",
"If no character has a passive Wisdom ({@skill Perception}) score of 16 or higher, the party is {@status surprised}. Otherwise, read:",
{
"type": "insetReadaloud",
"id": "54a",
@@ -49331,7 +49331,7 @@
"page": 218,
"id": "712",
"entries": [
"This alcove contains a {@creature grick} that slithers out to attack the first character it sees within 5 feet of it. Any character with a passive Wisdom ({@skill Perception}) score under 12 is {@quickref Surprise|PHB|3|0|surprised} by it. The alcove is otherwise empty."
"This alcove contains a {@creature grick} that slithers out to attack the first character it sees within 5 feet of it. Any character with a passive Wisdom ({@skill Perception}) score under 12 is {@status surprised} by it. The alcove is otherwise empty."
]
},
{

View File

@@ -4055,7 +4055,7 @@
"After swimming through a small patch of sea grass, you emerge into a long cavern. The water here doesn't quite reach the ceiling, leaving a small pocket of air near the top. A slight crack in the ceiling allows moonlight to filter through. At the center of the cavern is a pit whose floor is thirty feet deeper than the rest of the cavern\u2014and you catch the faint glint of metal at the bottom."
]
},
"A {@creature giant octopus} dwells at the bottom of the pit and attacks anyone who enters it. A character who enters the pit and succeeds on a DC 17 Wisdom ({@skill Perception}) check notices the octopus at the bottom and is not {@quickref Surprise|PHB|3|0|surprised} when it attacks. If reduced to 13 hit points or fewer, it uses Ink Cloud and moves 10 feet away, hoping the characters leave it alone.",
"A {@creature giant octopus} dwells at the bottom of the pit and attacks anyone who enters it. A character who enters the pit and succeeds on a DC 17 Wisdom ({@skill Perception}) check notices the octopus at the bottom and is not {@status surprised} when it attacks. If reduced to 13 hit points or fewer, it uses Ink Cloud and moves 10 feet away, hoping the characters leave it alone.",
{
"type": "entries",
"name": "Treasure",
@@ -10989,7 +10989,7 @@
"page": 108,
"id": "222",
"entries": [
"As the characters travel to the storehouse where the elephant figurine is being kept, they are watched from the rooftops by two lawful evil, human {@creature Assassin||assassins} who have been hired by the Sentinels of Memory to grab the figurine from the storehouse and return it to the faction's headquarters. After watching the characters interact with Jor Raashid, the assassins follow them to the storehouse. When the characters arrive, the assassins attack. Characters who have a passive Wisdom ({@skill Perception}) score of 19 or higher spot the assassins before they attack and are not {@quickref Surprise|PHB|3|0|surprised} during the first round of combat.",
"As the characters travel to the storehouse where the elephant figurine is being kept, they are watched from the rooftops by two lawful evil, human {@creature Assassin||assassins} who have been hired by the Sentinels of Memory to grab the figurine from the storehouse and return it to the faction's headquarters. After watching the characters interact with Jor Raashid, the assassins follow them to the storehouse. When the characters arrive, the assassins attack. Characters who have a passive Wisdom ({@skill Perception}) score of 19 or higher spot the assassins before they attack and are not {@status surprised} during the first round of combat.",
{
"type": "entries",
"name": "Long Hands of the Law",
@@ -14376,7 +14376,7 @@
"The walls are covered in faded murals that depict orcs and drow working together to build a city in the heart of a verdant jungle. Dozens of clay tablets are scattered across the floor."
]
},
"Four {@creature Scuttling Serpentmaw|CRCotN|scuttling serpentmaws} (see {@adventure appendix A|CRCotN|8}) lurk amid the rubble and scuttle across the floor to attack characters who investigate the room. Characters who have a passive Wisdom ({@skill Perception}) score of 18 or higher notice the serpentmaws and aren't {@quickref Surprise|PHB|3|0|surprised} when they attack.",
"Four {@creature Scuttling Serpentmaw|CRCotN|scuttling serpentmaws} (see {@adventure appendix A|CRCotN|8}) lurk amid the rubble and scuttle across the floor to attack characters who investigate the room. Characters who have a passive Wisdom ({@skill Perception}) score of 18 or higher notice the serpentmaws and aren't {@status surprised} when they attack.",
{
"type": "entries",
"name": "Clay Tablets",
@@ -19947,7 +19947,7 @@
]
},
"The statues in the cavern depict warriors who served with Alyxian. All are carved to look like they've been gravely wounded, and a few are missing limbs or their heads.",
"Three {@creature Scuttling Serpentmaw|CRCotN|scuttling serpentmaws} (see {@adventure appendix A|CRCotN|8}) hide behind the statues and ruidium spikes in the middle of the area. A character who tries to cross the cavern must succeed on a DC 19 Wisdom ({@skill Perception}) check to avoid being {@quickref Surprise|PHB|3|0|surprised} when the serpentmaws attack.",
"Three {@creature Scuttling Serpentmaw|CRCotN|scuttling serpentmaws} (see {@adventure appendix A|CRCotN|8}) hide behind the statues and ruidium spikes in the middle of the area. A character who tries to cross the cavern must succeed on a DC 19 Wisdom ({@skill Perception}) check to avoid being {@status surprised} when the serpentmaws attack.",
{
"type": "entries",
"name": "Apotheon's Fury",

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@@ -1024,7 +1024,7 @@
},
"The front and side doors to the house are locked, but can be picked with a successful DC 15 Dexterity check using thieves' tools. Knocking once on the front door yields no answer, but a second knock summons a coughing, creaky voice from the other side that falteringly tells the characters to stay away for fear of catching the sickness. Any character with a passive Wisdom ({@skill Insight}) score of 15 or higher, or who is successful on a DC 15 Wisdom ({@skill Insight}) check, recognizes that the voice is nervous\u2014and is definitely not a female gnome.",
"If the characters mention anything about the prison break, the voice pauses, then states, \"Actually, I think I might know something about that.\" As the front door is unlocked, the voice invites the characters in.",
"The interior of Nima Cinnarid's house is dark except for a guttering candle on the back table, shedding dim light in a 5-foot radius. Four {@creature Kobold Underling|EGW|kobold underlings} lie in wait in the shadows. Any character with a passive Wisdom ({@skill Perception}) score of 16 or higher, or who succeeds on a DC 16 Wisdom ({@skill Perception}) check, sees the kobolds hiding and ready to spring. When any character moves more than 10 feet into the house, the kobolds attack. Anyone who was not aware of the hidden kobolds is {@quickref Surprise|PHB|3|0|surprised}.",
"The interior of Nima Cinnarid's house is dark except for a guttering candle on the back table, shedding dim light in a 5-foot radius. Four {@creature Kobold Underling|EGW|kobold underlings} lie in wait in the shadows. Any character with a passive Wisdom ({@skill Perception}) score of 16 or higher, or who succeeds on a DC 16 Wisdom ({@skill Perception}) check, sees the kobolds hiding and ready to spring. When any character moves more than 10 feet into the house, the kobolds attack. Anyone who was not aware of the hidden kobolds is {@status surprised}.",
"When the kobolds are defeated, the characters have 2 rounds to loot or investigate the corpses of any slain kobolds. After that time, the kobolds' bodies explode as in {@adventure area H1|DD|0|H1. Ironlot Streets}. See the \"{@adventure Exploding Kobolds|DD|0|Exploding Kobolds}\" section in that area, the kobold underling stat block (earlier in the adventure), and the \"{@adventure Alchemical Items|DD|0|Alchemical Items}\" sidebar for information on removing and keeping the {@item Explosive Seed|EGW|explosive seeds} the kobolds carry.",
"As in area H1, a successful DC 14 Intelligence ({@skill Investigation}) check reveals that each of these kobolds has a deep-crimson mud staining its feet, plus a lead key hanging on a cord around its neck. Neither of these things can be discovered if a kobold explodes.",
{

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@@ -4797,7 +4797,7 @@
},
"Thornwall Keep sits directly across from the Dragon Army soldiers' clifftop vantage. Atop Thornwall Keep sits the creation of the tinker gnome Than: a people-launching device called a gnomeflinger (described in {@adventure appendix A|DSotDQ|8}). If using the gnomeflinger comes up, Becklin or Darrett suggests consulting with Than first.",
"Than is overjoyed to let the characters use the gnomeflinger. They're so delighted that they forget they also have several safety devices called {@item Narycrash|DSotDQ|narycrashes} (see {@adventure appendix A|DSotDQ|8}). Than mentions the narycrashes only if a character raises concerns about landing after using the gnomeflinger. Than has enough narycrashes for each character to get one.",
"Should the characters use the gnomeflinger, it proves surprisingly effective and quiet, allowing the characters to {@quickref surprise|PHB|3|0|surprised} the four {@creature Dragon Army Soldier|DSotDQ|Dragon Army soldiers} (see {@adventure appendix B|DSotDQ|9}) atop the cliffs."
"Should the characters use the gnomeflinger, it proves surprisingly effective and quiet, allowing the characters to {@status surprised} the four {@creature Dragon Army Soldier|DSotDQ|Dragon Army soldiers} (see {@adventure appendix B|DSotDQ|9}) atop the cliffs."
]
}
]

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@@ -1591,7 +1591,7 @@
"Cabinets hang on the north wall of this large room, which is hazy with the smell of tobacco. Near the east wall stands an overstuffed couch. An rectangular table turned on its side blocks a closed door on the south wall."
]
},
"Four {@creature kenku} cutpurses working for Daask hide in two groups of two: one group behind the couch, the other behind the table. A character with a passive Wisdom ({@skill Perception}) score of 13 or higher is not {@quickref Surprise|PHB|3|0|surprised} by the kenku, which prefer to attack from behind the furniture. When using the couch and table for protection, a creature gains half cover. The cabinets are empty."
"Four {@creature kenku} cutpurses working for Daask hide in two groups of two: one group behind the couch, the other behind the table. A character with a passive Wisdom ({@skill Perception}) score of 13 or higher is not {@status surprised} by the kenku, which prefer to attack from behind the furniture. When using the couch and table for protection, a creature gains half cover. The cabinets are empty."
]
},
{

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@@ -6981,7 +6981,7 @@
"The expansive cave is obscured by omnipresent webbing: walls, ceiling, and floor are all coated in the tendrils of pale web. Large cocoons, some intact and some ripped open, hint at the hungry nature of the cavern's inhabitants."
]
},
"The webs are tacky, making the floor (and walls and ceiling) here {@book difficult terrain|PHB|8|Difficult Terrain}. One {@creature spythronar swarm|GHLoE}* is concealed in normal webs on the ceiling at the northwest end of the chamber. A successful DC 17 Wisdom ({@skill Perception}) check is required to see them before they {@quickref surprise|PHB|3|0|surprised} any creature passing through their territory. At the southeast end of the chamber is a {@creature spythronar web|GHLoE}*.",
"The webs are tacky, making the floor (and walls and ceiling) here {@book difficult terrain|PHB|8|Difficult Terrain}. One {@creature spythronar swarm|GHLoE}* is concealed in normal webs on the ceiling at the northwest end of the chamber. A successful DC 17 Wisdom ({@skill Perception}) check is required to see them before they {@status surprised} any creature passing through their territory. At the southeast end of the chamber is a {@creature spythronar web|GHLoE}*.",
{
"type": "entries",
"id": "085",
@@ -15631,7 +15631,7 @@
"A simple wooden pagoda, elegantly constructed, dominates the landscape here. Two rows of wooden benches, little more than felled trees, face the pagoda. Tall vertical wooden walls capped with sharpened tops flank the area to the north and east."
]
},
"Six {@creature Panjaian Ilharan|GHLoE|panjaian ilharans}* await the stormborn ithjar's hatchlings here. One stands in the pagoda, giving what amounts to a sermon to her peers about the glories of the storm and the power of the plane of air. Her name is Arial (CN, desires all sentient life to acknowledge the superiority of Ilhara over the other Primordials). The other five are sitting and listening or inattentively daydreaming. Characters have advantage on checks to {@quickref surprise|PHB|3|0|surprised} these creatures.",
"Six {@creature Panjaian Ilharan|GHLoE|panjaian ilharans}* await the stormborn ithjar's hatchlings here. One stands in the pagoda, giving what amounts to a sermon to her peers about the glories of the storm and the power of the plane of air. Her name is Arial (CN, desires all sentient life to acknowledge the superiority of Ilhara over the other Primordials). The other five are sitting and listening or inattentively daydreaming. Characters have advantage on checks to {@status surprised} these creatures.",
{
"type": "image",
"href": {

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@@ -16611,7 +16611,7 @@
]
},
"This chamber was once the captain's cabin. Now it's a shrine to Lolth, the demon queen of spiders. The skulls are cracked, weathered, and obviously old.",
"Lurking under the garbage and debris is a host of vermin held sacred by the cultists of Lolth\u2014spiders of every size and type. If anyone other than the druid Krell spends more than a few moments in this room, one {@creature giant spider} bursts from the webs on the port side, while an {@creature ettercap} emerges from the starboard side of the room. At the same time, four {@creature Swarm of Spiders||swarms of insects (spiders)} crawl through the deck from below. Any character who has a passive Perception score of 14 or lower is {@quickref Surprise|PHB|3|0|surprised}. (In tight quarters, remember that a swarm can occupy the same space as another creature.)",
"Lurking under the garbage and debris is a host of vermin held sacred by the cultists of Lolth\u2014spiders of every size and type. If anyone other than the druid Krell spends more than a few moments in this room, one {@creature giant spider} bursts from the webs on the port side, while an {@creature ettercap} emerges from the starboard side of the room. At the same time, four {@creature Swarm of Spiders||swarms of insects (spiders)} crawl through the deck from below. Any character who has a passive Perception score of 14 or lower is {@status surprised}. (In tight quarters, remember that a swarm can occupy the same space as another creature.)",
{
"type": "entries",
"name": "Captain's Log",
@@ -16875,7 +16875,7 @@
},
"The water that fills this area is {@quickref difficult terrain||3} for Medium characters. Small characters must swim while in the cargo hold.",
"This deck is a prison for four {@creature Ghast||ghasts}\u2014formerly a group of thieves who stowed away in the hold before the {@i Emperor} last left port. When the ship was waylaid by the storm, they could not escape from the hold and eventually starved to death. The cultists found the undead when they took control of the ship but viewed them as emissaries of their dark god and fed them with offerings of living sacrifices.",
"The ghasts currently hide in the bow of the hold, beneath the water. They won't reveal themselves until characters enter this area and approach their position, whereupon the undead surge out of the water. Any character whose passive {@skill Perception} score is 11 or lower is {@quickref Surprise|PHB|3|0|surprised} by the ghasts when they attack. A creature {@condition paralyzed} by a ghast's claws holds its breath automatically if it collapses into the water, but is at risk of drowning unless it is pulled out again. See \"{@book Suffocating|PHB|8|Suffocating}\" in chapter 8 of the {@book Player's Handbook|PHB}.",
"The ghasts currently hide in the bow of the hold, beneath the water. They won't reveal themselves until characters enter this area and approach their position, whereupon the undead surge out of the water. Any character whose passive {@skill Perception} score is 11 or lower is {@status surprised} by the ghasts when they attack. A creature {@condition paralyzed} by a ghast's claws holds its breath automatically if it collapses into the water, but is at risk of drowning unless it is pulled out again. See \"{@book Suffocating|PHB|8|Suffocating}\" in chapter 8 of the {@book Player's Handbook|PHB}.",
{
"type": "entries",
"name": "Treasure",
@@ -29944,7 +29944,7 @@
},
"This area is {@quickref difficult terrain||3} because of the moisture and slime everywhere.",
"The bottom of the pool is open to the ship's flooded bilge, allowing all the water in the ship to be heated from this area. That opening can't be seen from above through the smoke, steam, and dirty water. A creature can swim from this pool through the bilge directly into areas {@dice D8} and {@dice D9}, and vice versa.",
"The cloudy water conceals three {@creature skum|GoS} (see {@adventure appendix C|GoS|10} and the \"Skum\" sidebar). If they were alerted by the skum guarding the crane or by a noisy opening of the grate above, they're prepared for trouble and can't be {@quickref Surprise|PHB|3|0|surprised}. Otherwise, they're napping or loafing in the water, so they're automatically {@quickref Surprise|PHB|3|0|surprised} by enemies who approach stealthily.",
"The cloudy water conceals three {@creature skum|GoS} (see {@adventure appendix C|GoS|10} and the \"Skum\" sidebar). If they were alerted by the skum guarding the crane or by a noisy opening of the grate above, they're prepared for trouble and can't be {@status surprised}. Otherwise, they're napping or loafing in the water, so they're automatically {@status surprised} by enemies who approach stealthily.",
{
"type": "inset",
"name": "Water Hazard",

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@@ -2468,7 +2468,7 @@
"The thessalhydra uses the Upside Down as a way to return to its lair without being tracked. The lair is a cave where the Material Plane and the Upside Down touch. A special plant grows there\u2014a plant whose flowers bloom in both worlds. These flowers can be used to cross between worlds if you perform a certain ritual. A key component of this ritual is blood from a monstrosity (a type of creature). The thessalhydra is a monstrosity, so it can use its own blood to open a gateway.",
"The Proud Princess can point them to the cavern where the flowers grow, but if the characters want to open a gateway, they'll also need the blood of a monstrosity. Luckily, she knows of one that has been stalking around the Upside Down lately: a {@creature demogorgon|HftT}!",
"She tells them that the demogorgon is attracted to the smell of blood. The easiest way to get its attention is to spill blood on the ground. But since there are so few creatures in the Upside Down, the only source is the characters themselves. Using a weapon carefully, a character can do minor damage (cutting their palm) causing 1 hp of damage and spilling a small amount of blood. If the group spills a total of 3 hp worth of blood, the demogorgon will arrive {@dice 1d6} minutes later, leaping from the darkness and attacking the group.",
"If the characters don't want to spill their own blood, they can stalk the demogorgon, but this is very difficult. One character should try a DC 15 Wisdom ({@skill Survival}) check for the group. If this is successful, they have found the demogorgon. If it fails, the group may try again (with the same character or a different one making the check). If the group fails three times, the demogorgon has found them and attacks, but the characters are {@quickref Surprise|PHB|3|0|surprised} (see chapter 2 of the rulebook for how surprise works)."
"If the characters don't want to spill their own blood, they can stalk the demogorgon, but this is very difficult. One character should try a DC 15 Wisdom ({@skill Survival}) check for the group. If this is successful, they have found the demogorgon. If it fails, the group may try again (with the same character or a different one making the check). If the group fails three times, the demogorgon has found them and attacks, but the characters are {@status surprised} (see chapter 2 of the rulebook for how surprise works)."
]
},
{

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@@ -4340,7 +4340,7 @@
"page": 50,
"id": "0fb",
"entries": [
"High above, two {@creature Peryton||perytons} are watching the road for fresh hearts they can consume before laying their eggs. They circle at an altitude where they are easily mistaken for eagles. Each character can make a DC 15 Intelligence ({@skill Nature}) check upon seeing the creatures. Success means they recognize the perytons for what they are before the first dive attack. Failure means the character is {@quickref Surprise|PHB|3|0|surprised}."
"High above, two {@creature Peryton||perytons} are watching the road for fresh hearts they can consume before laying their eggs. They circle at an altitude where they are easily mistaken for eagles. Each character can make a DC 15 Intelligence ({@skill Nature}) check upon seeing the creatures. Success means they recognize the perytons for what they are before the first dive attack. Failure means the character is {@status surprised}."
]
},
{
@@ -5410,7 +5410,7 @@
]
},
"Each canoe has three paddles and is large enough to hold five humans without much gear, or two or three with packs and other gear. Inside the lean-tos are a few baskets containing smoked fish (edible) along with some lizards and birds that have been smashed flat and dried in the sun (very unappetizing to humans but edible).",
"If characters arrive before dusk, the camp is empty and they can explore it safely. No random encounters bother characters while they're in the campsite. As the sun begins to set, nine {@creature lizardfolk} paddle up in three canoes. They are traveling from Castle Naerytar to the roadhouse to pick up a load of contraband. The lizardfolk expect no trouble near their camp, so if characters posted a watch, then those characters who are actively on watch notice the approaching lizardfolk automatically and the lizardfolk are {@quickref Surprise|PHB|3|0|surprised}. If characters lit a fire, however, then the lizardfolk smell the smoke from quite a distance away and know someone is in the camp. They assume it's more of their own kind returning from the work camp with treasure bound for Castle Naerytar, but the mere is filled with potential enemies and one never knows for sure, so their approach is more cautious if they smell smoke. In that case, characters with passive Wisdom ({@skill Perception}) scores of 10 or higher notice the approaching lizardfolk canoes before the lizardfolk spot the strangers in their camp.",
"If characters arrive before dusk, the camp is empty and they can explore it safely. No random encounters bother characters while they're in the campsite. As the sun begins to set, nine {@creature lizardfolk} paddle up in three canoes. They are traveling from Castle Naerytar to the roadhouse to pick up a load of contraband. The lizardfolk expect no trouble near their camp, so if characters posted a watch, then those characters who are actively on watch notice the approaching lizardfolk automatically and the lizardfolk are {@status surprised}. If characters lit a fire, however, then the lizardfolk smell the smoke from quite a distance away and know someone is in the camp. They assume it's more of their own kind returning from the work camp with treasure bound for Castle Naerytar, but the mere is filled with potential enemies and one never knows for sure, so their approach is more cautious if they smell smoke. In that case, characters with passive Wisdom ({@skill Perception}) scores of 10 or higher notice the approaching lizardfolk canoes before the lizardfolk spot the strangers in their camp.",
"These lizardfolk won't negotiate or converse with characters. They've been told by the elf who commands operations at Castle Naerytar that strangers in the mere are to be killed or captured but never engaged in conversation. If they are captured and tied up, a successful DC 10 Charisma ({@skill Intimidation}) or DC 15 Charisma ({@skill Persuasion}) check loosens their tongues. If the lizardfolk aren't tied up, characters have disadvantage on these rolls because the lizardfolk think them soft-hearted.",
"Lizardfolk know that they're transporting treasure to the castle. The \"dragon kneelers\" take it into the castle, and the lizardfolk never see it again. They are paid in steel blades (they have no ability to manufacture with metal) and magic talismans. All the lizardfolk wear necklaces and bracelets made of bone, teeth, feathers, carved soft stone, and leather. On close inspection, characters see mixed in among these things traces of civilization: glass beads, coins, costume jewelry, tiny mirrors, and stamped copper and tin amulets of the sort that can be bought for a few pennies at any trinket shop or souvenir stand. None of it is magical.",
"During the questioning, have every character make a Charisma check. Whichever character scores highest makes a strong impression on a lizardfolk captive. This lizardfolk, whose name is Snapjaw, is unhappy about the situation in the mere, and he develops the notion that these strangers could be the key to driving out the cultists and to slaughtering their cruel bullywug allies. Snapjaw tries to communicate with the chosen character, but he doesn't want any of his comrades to know. He speaks enough pidgin Common to converse in simple terms, in case no one in the party speaks Draconic.",
@@ -9480,7 +9480,7 @@
"page": 79,
"id": "1a5",
"entries": [
"If the party lingers outside the lodge or explores the woods nearby, it finds company. Those with a passive Wisdom ({@skill Perception}) score of 12 or higher are not {@quickref Surprise|PHB|3|0|surprised} by the rush of a group of two {@creature Troll||trolls} and three {@creature Ambush Drake|HotDQ|ambush drakes} (see {@adventure appendix D|HotDQ|12} for Statistics) that has been wandering the area. The combat alerts Talis that she has company. The trolls serve as the lodge's bouncers, and anyone who is not expected is eaten."
"If the party lingers outside the lodge or explores the woods nearby, it finds company. Those with a passive Wisdom ({@skill Perception}) score of 12 or higher are not {@status surprised} by the rush of a group of two {@creature Troll||trolls} and three {@creature Ambush Drake|HotDQ|ambush drakes} (see {@adventure appendix D|HotDQ|12} for Statistics) that has been wandering the area. The combat alerts Talis that she has company. The trolls serve as the lodge's bouncers, and anyone who is not expected is eaten."
]
},
{
@@ -12968,7 +12968,7 @@
"page": 100,
"id": "264",
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"If the ogres above or below him sound the alarm, {@creature Blagothkus|HotDQ} cannot be {@quickref Surprise|PHB|3|0|surprised}.",
"If the ogres above or below him sound the alarm, {@creature Blagothkus|HotDQ} cannot be {@status surprised}.",
{
"type": "insetReadaloud",
"id": "265",

View File

@@ -616,9 +616,14 @@
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@@ -874,32 +879,47 @@
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"The center of the cave is a 60-foot-wide clearing with tunnels branching off in different directions. Refer to Fig. 1.2 for a map of the Mokkden Caverns.",
{
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"Refer to Fig. 1.3 for a map of Susan's Hut.",
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@@ -4638,6 +4713,11 @@
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"At the heart of the Avium is the central building, made from the trunk of a petrified tree. It is orbited by four terrariums and a dozen or so smaller towers. Each structure which orbits the trunk does so at varying heights and speeds, between one rotation every 10 minutes, and one rotation every half hour.",
@@ -5184,32 +5264,47 @@
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"The stairway that Odwald fled through leads from {@adventure The Old Classroom|HWAitW|4|The Old Classroom}) down to his laboratory. If the party follows Odwald immediately after the previous encounter, they will be able to engage him there, though they may be surprised to find that he isn't alone. the {@creature cobblefright|HWCS} he created lurks in the darkness.",
"Refer to Fig. 4.2 for a map of the Secret Laboratory.",
{
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@@ -5988,32 +6083,47 @@
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"title": "Fig. 5.1: Final Battle with the Aspect",
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View File

@@ -2302,7 +2302,7 @@
],
[
"15",
"A {@creature knucklehead trout|IDRotF} (see {@adventure appendix C|IDRotF|21}) leaps out of the lake, makes a tail attack against one random character in the boat, and dives back into the frigid water. A character with a passive Wisdom ({@skill Perception}) score of 13 or higher is not {@quickref Surprise|PHB|3|0|surprised} by the fish and can use its reaction to make an opportunity attack against it or try to grapple the fish as it dives back into the water."
"A {@creature knucklehead trout|IDRotF} (see {@adventure appendix C|IDRotF|21}) leaps out of the lake, makes a tail attack against one random character in the boat, and dives back into the frigid water. A character with a passive Wisdom ({@skill Perception}) score of 13 or higher is not {@status surprised} by the fish and can use its reaction to make an opportunity attack against it or try to grapple the fish as it dives back into the water."
],
[
"16\u201320",
@@ -18991,7 +18991,7 @@
"page": 90,
"id": "230",
"entries": [
"As the characters tend to Garret, two {@creature Crag Cat|SKT|crag cats} (see {@adventure appendix C|IDRotF|21}) move to within 20 feet of the party and attack, each one pouncing on a randomly determined party member. Known to Ten-Towners as \"Hunters of Men,\" the crag cats caught Garret's scent but failed to reach him before the characters showed up. Characters with passive Wisdom ({@skill Perception}) scores of 17 or higher are not {@quickref Surprise|PHB|3|0|surprised} by the crag cats. If one crag cat dies, the other one disengages from melee combat and tries to flee down the mountain on its next turn."
"As the characters tend to Garret, two {@creature Crag Cat|SKT|crag cats} (see {@adventure appendix C|IDRotF|21}) move to within 20 feet of the party and attack, each one pouncing on a randomly determined party member. Known to Ten-Towners as \"Hunters of Men,\" the crag cats caught Garret's scent but failed to reach him before the characters showed up. Characters with passive Wisdom ({@skill Perception}) scores of 17 or higher are not {@status surprised} by the crag cats. If one crag cat dies, the other one disengages from melee combat and tries to flee down the mountain on its next turn."
]
},
{
@@ -23449,7 +23449,7 @@
"page": 108,
"id": "29d",
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"Make one Dexterity ({@skill Stealth}) check for all the crag cats involved in the encounter and compare the result to the passive (Wisdom) {@skill Perception} scores of the party. Any character whose score equals or exceeds the crag cats' check result is not {@quickref Surprise|PHB|3|0|surprised} when the cats attack.",
"Make one Dexterity ({@skill Stealth}) check for all the crag cats involved in the encounter and compare the result to the passive (Wisdom) {@skill Perception} scores of the party. Any character whose score equals or exceeds the crag cats' check result is not {@status surprised} when the cats attack.",
"If one or two crag cats are encountered, they stalk the characters but keep their distance, hoping to pick off individuals who becomes separated from the rest of the party. These crag cats aren't brave or foolish enough to attack a group that outnumbers them.",
"If three or four crag cats are encountered, their numbers embolden them. They attack the adventuring party like a well-coordinated pack, focusing their attacks on the party member who looks the weakest and least armored. If two or more crag cats die, the others retreat."
]
@@ -23868,7 +23868,7 @@
"page": 112,
"id": "2b6",
"entries": [
"The perytons' keen eyesight enables them to spot prey from great heights, while the dark sky makes them harder to see. Characters who have a passive Wisdom ({@skill Perception}) score of 13 or lower are {@quickref Surprise|PHB|3|0|surprised} when the perytons attack.",
"The perytons' keen eyesight enables them to spot prey from great heights, while the dark sky makes them harder to see. Characters who have a passive Wisdom ({@skill Perception}) score of 13 or lower are {@status surprised} when the perytons attack.",
"As an action, a peryton can rip out the heart of a dead humanoid within 5 feet of it. Once they obtain such a prize, the perytons disengage from battle and return to their nest. The perytons won't break off their attack until they get a heart.",
{
"type": "image",
@@ -23949,7 +23949,7 @@
"page": 113,
"id": "2ba",
"entries": [
"To determine which party members are {@quickref Surprise|PHB|3|0|surprised}, have each character make a Wisdom ({@skill Perception}) check contested by the yetis' Dexterity ({@skill Stealth}) check. Characters can use their passive Wisdom ({@skill Perception}) scores instead of making the check. If multiple yetis are present, make one check\u2014with advantage\u2014for all of them.",
"To determine which party members are {@status surprised}, have each character make a Wisdom ({@skill Perception}) check contested by the yetis' Dexterity ({@skill Stealth}) check. Characters can use their passive Wisdom ({@skill Perception}) scores instead of making the check. If multiple yetis are present, make one check\u2014with advantage\u2014for all of them.",
"After gorging themselves on the humanoids they kill, adult yetis and abominable yetis like to bite off the victims' heads and keep them as trophies."
]
}
@@ -30580,7 +30580,7 @@
"As you trudge deeper into a mountain valley, an eerie glow betrays the monstrous outline of something stupendous and ominous. It looks like a cephalopod with slimy, ropey tentacles as thick as tree trunks that has tried and failed to bury its immense bulk in the snow."
]
},
"Two {@creature Carrion Crawler||carrion crawlers}, Vorryn's trained pets, scuttle through the snow near the ship. Characters who have passive Wisdom ({@skill Perception}) scores of 11 or higher are not {@quickref Surprise|PHB|3|0|surprised} when the creatures attack.",
"Two {@creature Carrion Crawler||carrion crawlers}, Vorryn's trained pets, scuttle through the snow near the ship. Characters who have passive Wisdom ({@skill Perception}) scores of 11 or higher are not {@status surprised} when the creatures attack.",
"Characters {@condition paralyzed} by the crawlers' tentacles are dragged toward the nautiloid. The crawlers' intent is not to eat the characters, but to deliver them to Vorryn for questioning."
]
},
@@ -47817,7 +47817,7 @@
"Suddenly, nearly two dozen figures burst out of the snow sixty feet away from you. They are spaced roughly ten feet apart and begin advancing in a line."
]
},
"Characters who have a passive Wisdom ({@skill Perception}) score of 15 or higher are not {@quickref Surprise|PHB|3|0|surprised} by the ambush, nor are members of the Elk Tribe who are traveling with the party.",
"Characters who have a passive Wisdom ({@skill Perception}) score of 15 or higher are not {@status surprised} by the ambush, nor are members of the Elk Tribe who are traveling with the party.",
{
"type": "entries",
"name": "Ambushers",

View File

@@ -8821,7 +8821,7 @@
"page": 74,
"id": "193",
"entries": [
"Azra uses the {@creature acolyte} stat block and is {@quickref Surprise|PHB|3|0|surprised} during the first round of combat. He seeks only to escape the chaos."
"Azra uses the {@creature acolyte} stat block and is {@status surprised} during the first round of combat. He seeks only to escape the chaos."
]
},
{
@@ -13600,7 +13600,7 @@
"Just in front of a massive mine track turntable that fills the junction, a body lies splayed on the rocky ground. Even at a distance, it's clear this miner died not from falling rubble, but from terrible slashing wounds."
]
},
"As the party approaches the turntable, characters who have a passive Wisdom ({@skill Perception}) score of 14 or higher hear skittering emanating from a nearby tunnel. Characters who have lower scores are {@quickref Surprise|PHB|3|0|surprised} when several many-legged creatures hurtle out of the northwest passage. These five {@creature Aurumvorax|JttRC|aurumvoraxes} (detailed in the \"{@area Aurumvoraxes|245|x}\" section at the end of this adventure) are hostile and rush to attack.",
"As the party approaches the turntable, characters who have a passive Wisdom ({@skill Perception}) score of 14 or higher hear skittering emanating from a nearby tunnel. Characters who have lower scores are {@status surprised} when several many-legged creatures hurtle out of the northwest passage. These five {@creature Aurumvorax|JttRC|aurumvoraxes} (detailed in the \"{@area Aurumvoraxes|245|x}\" section at the end of this adventure) are hostile and rush to attack.",
{
"type": "entries",
"name": "Track Turntable",
@@ -13705,7 +13705,7 @@
"page": 100,
"id": "22b",
"entries": [
"A tunnel dug by claws, not pick and shovel, extends from the easternmost of the newly dug caverns. As the characters approach, they hear sounds of movement from the large cavern beyond. This is the nest of the aurumvorax pack, including five {@creature Aurumvorax|JttRC|aurumvoraxes} and an {@creature aurumvorax den leader|JttRC} (detailed in the \"{@area Aurumvorax|246|x}\" section at the end of this adventure). Characters who want to sneak up on the aurumvoraxes can attempt a group DC 13 Dexterity ({@skill Stealth}) check. (Assume one prince succeeds at the check and the other fails, canceling each other out.) With a successful group check, the aurumvoraxes are {@quickref Surprise|PHB|3|0|surprised}.",
"A tunnel dug by claws, not pick and shovel, extends from the easternmost of the newly dug caverns. As the characters approach, they hear sounds of movement from the large cavern beyond. This is the nest of the aurumvorax pack, including five {@creature Aurumvorax|JttRC|aurumvoraxes} and an {@creature aurumvorax den leader|JttRC} (detailed in the \"{@area Aurumvorax|246|x}\" section at the end of this adventure). Characters who want to sneak up on the aurumvoraxes can attempt a group DC 13 Dexterity ({@skill Stealth}) check. (Assume one prince succeeds at the check and the other fails, canceling each other out.) With a successful group check, the aurumvoraxes are {@status surprised}.",
"When the characters enter the chamber, read the following description:",
{
"type": "insetReadaloud",

View File

@@ -348,7 +348,7 @@
"type": "list",
"items": [
"Review the goblin stat block in appendix B. Since the goblins are hiding, you'll need to know their {@skill Stealth} skill modifier: +6.",
"Check to see who, if anyone, is {@quickref Surprise|PHB|3|0|surprised}. The party cannot surprise the goblins, but the goblins might surprise some or all the characters. Make a Dexterity ({@skill Stealth}) check for the goblins, rolling once for all of them. Roll a {@dice d20}, add the goblins' {@skill Stealth} skill modifier (+6) to the roll, and compare the result to the characters' passive Wisdom ({@skill Perception}) scores. Any character whose score is lower than the goblins' check result is {@quickref Surprise|PHB|3|0|surprised} and loses his or her turn during the first round of combat (see \"Surprise\" in the rulebook).",
"Check to see who, if anyone, is {@status surprised}. The party cannot surprise the goblins, but the goblins might surprise some or all the characters. Make a Dexterity ({@skill Stealth}) check for the goblins, rolling once for all of them. Roll a {@dice d20}, add the goblins' {@skill Stealth} skill modifier (+6) to the roll, and compare the result to the characters' passive Wisdom ({@skill Perception}) scores. Any character whose score is lower than the goblins' check result is {@status surprised} and loses his or her turn during the first round of combat (see \"Surprise\" in the rulebook).",
"Use the initiative rules in the rulebook to determine who acts first, second, third, and so on. Keep track of everyone's initiative count in the margins of this book or on a separate piece of paper.",
"When the time comes for the goblins to act, two of them rush forward and make melee attacks while two goblins stand 30 feet away from the party and make ranged attacks. The goblins' stat block contains the information you need to resolve these attacks. For more information on what the goblins can do on their turn, see chapter 2, \"Combat,\" in the rulebook.",
"When three goblins are defeated, the last goblin attempts to flee, heading for the goblin trail."
@@ -1041,8 +1041,8 @@
"On the east side of the stream flowing from the cave mouth, a small area in the briar thickets has been hollowed out to form a lookout post or blind. Wooden planks flatten out the briars and provide room for guards to lie hidden and watch the area\u2014including a pair of goblins lurking there right now!"
]
},
"Two {@creature goblin||goblins} are stationed here. If the goblins notice intruders in {@area 1|01b}, they open fire with their bows, shooting through the thickets and probably catching the characters by surprise. If the goblins don't notice the adventurers in {@area 1|01b}, they spot them when they splash across the stream, and neither side is {@quickref Surprise|PHB|3|0|surprised}.",
"Characters moving carefully or scouting ahead might be able to surprise the goblin lookouts. Have each character who moves ahead make a Dexterity ({@skill Stealth}) check contested by the goblins' passive Wisdom ({@skill Perception}) score to avoid being {@quickref Surprise|PHB|3|0|surprised}. See the rulebook for more information on ability check contests.",
"Two {@creature goblin||goblins} are stationed here. If the goblins notice intruders in {@area 1|01b}, they open fire with their bows, shooting through the thickets and probably catching the characters by surprise. If the goblins don't notice the adventurers in {@area 1|01b}, they spot them when they splash across the stream, and neither side is {@status surprised}.",
"Characters moving carefully or scouting ahead might be able to surprise the goblin lookouts. Have each character who moves ahead make a Dexterity ({@skill Stealth}) check contested by the goblins' passive Wisdom ({@skill Perception}) score to avoid being {@status surprised}. See the rulebook for more information on ability check contests.",
{
"type": "entries",
"name": "Thickets",
@@ -2259,7 +2259,7 @@
"\"Time for you to move on, strangers. Give us your stuff, and be on your way.\""
]
},
"Continue the insults and baiting as long as you like. The Redbrands attack in a round or two if the characters don't. Neither side is {@quickref Surprise|PHB|3|0|surprised}, because it's obvious that a fight is brewing.",
"Continue the insults and baiting as long as you like. The Redbrands attack in a round or two if the characters don't. Neither side is {@status surprised}, because it's obvious that a fight is brewing.",
"The group consists of four {@creature Redbrand Ruffian|lmop|Redbrand ruffians}. If three of them are defeated, the last one flees toward Tresendar Manor."
]
},
@@ -3238,7 +3238,7 @@
"The walls of this bedchamber are covered with drapes of scarlet cloth. The furnishings include a small writing desk with matching chair, a comfortable-looking bed, and a wooden chest at the foot of the bed."
]
},
"If Iarno is {@quickref Surprise|PHB|3|0|surprised}, add the following paragraph:",
"If Iarno is {@status surprised}, add the following paragraph:",
{
"type": "insetReadaloud",
"id": "0af",
@@ -4565,7 +4565,7 @@
"Heaps of wreckage litter the interior of this ruin. In one corner stands a broken loom."
]
},
"Six {@creature twig blight||twig blights} lurk in the thicket south of this ruin. Allow each character to attempt a Wisdom ({@skill Perception}) check contested by the blights' Dexterity ({@skill Stealth}) check to avoid being {@quickref Surprise|PHB|3|0|surprised} by them.",
"Six {@creature twig blight||twig blights} lurk in the thicket south of this ruin. Allow each character to attempt a Wisdom ({@skill Perception}) check contested by the blights' Dexterity ({@skill Stealth}) check to avoid being {@status surprised} by them.",
{
"type": "entries",
"name": "Developments",
@@ -5591,7 +5591,7 @@
"This high, narrow hall looks as if it might have been part of a chapel or shrine at one time. Angelic figures are sculpted along the room's upper reaches, looking down on the floor below. To the north, heavy curtains block a matching pair of archways. Between the archways is a cracked but ornately carved stone brazier."
]
},
"This chamber contains a {@creature grick}, the special pet of the goblin Lhupo ({@area 9|12f}). The grick like to climb up to a ledge hidden in the shadows of the statuary in the higher reaches of the room. It quietly observes intruders that enter the area before dropping down to strike. Compare the grick's Dexterity ({@skill Stealth}) check to the characters' Wisdom ({@skill Perception}) checks (or their passive scores) to determine who among them is {@quickref Surprise|PHB|3|0|surprised}. The grick knows that goblins are not to be eaten unless Lhupo says so. The rest of the Cragmaws are terrified of Lhupo's pet and hurry through this room, preferably in twos or threes.",
"This chamber contains a {@creature grick}, the special pet of the goblin Lhupo ({@area 9|12f}). The grick like to climb up to a ledge hidden in the shadows of the statuary in the higher reaches of the room. It quietly observes intruders that enter the area before dropping down to strike. Compare the grick's Dexterity ({@skill Stealth}) check to the characters' Wisdom ({@skill Perception}) checks (or their passive scores) to determine who among them is {@status surprised}. The grick knows that goblins are not to be eaten unless Lhupo says so. The rest of the Cragmaws are terrified of Lhupo's pet and hurry through this room, preferably in twos or threes.",
"Any cleric who examines the chapel's decor can attempt a DC 10 Intelligence ({@skill Religion}) check to identify the deities that were once revered here: Oghma (god of knowledge), Mystra (goddess of magic), Lathander (god of dawn), and Tymora (goddess of luck). This is an obvious sign that the builders of the castle were human.",
{
"type": "entries",
@@ -5599,7 +5599,7 @@
"page": 38,
"id": "12c",
"entries": [
"If combat erupts here, the goblins in {@area 9|12f} cannot be {@quickref Surprise|PHB|3|0|surprised}."
"If combat erupts here, the goblins in {@area 9|12f} cannot be {@status surprised}."
]
},
{
@@ -7183,7 +7183,7 @@
"Many tunnels intersect at this natural, thirty-foot-high cavern. The walls are carved with simple reliefs showing dwarf and gnome miners hard at work. Below them, nearly two dozen skeletons in rusted scraps of armor are scattered across the cavern floor. Some are dwarf skeletons, while others are orc remains. Half a dozen large brass lanterns stand in niches or on ledges around the cavern, but none are lit."
]
},
"Clinging to the ceiling like bats are ten {@creature stirge||stirges}. The monsters find scant living prey in the mines, and they are ravenous. If the characters are looking down at the skeletons on the floor, the stirges are likely get the drop on them. Any character who isn't watching the ceiling is {@quickref Surprise|PHB|3|0|surprised} unless his or her passive Wisdom ({@skill Perception}) score is higher than the stirges' Dexterity ({@skill Stealth}) check total (roll once for all of them). Characters who aren't {@quickref Surprise|PHB|3|0|surprised} hear a flapping noise as the stirges descend to attack.",
"Clinging to the ceiling like bats are ten {@creature stirge||stirges}. The monsters find scant living prey in the mines, and they are ravenous. If the characters are looking down at the skeletons on the floor, the stirges are likely get the drop on them. Any character who isn't watching the ceiling is {@status surprised} unless his or her passive Wisdom ({@skill Perception}) score is higher than the stirges' Dexterity ({@skill Stealth}) check total (roll once for all of them). Characters who aren't {@status surprised} hear a flapping noise as the stirges descend to attack.",
"The lanterns and the carvings of miners at work were meant as a welcome to newcomers."
]
},

View File

@@ -2643,7 +2643,7 @@
"id": "084",
"entries": [
"Ask the players which character has the {@item Wildspace orrery|AAG}. If none of the characters want to carry it, Krux takes it. With the item in their possession, Krux and the characters can hop aboard their jolly boat and return to the {@i Second Wind}.",
"Have Krux and each character make a DC 21 Wisdom ({@skill Perception}) check. Those who fail the check are {@quickref Surprise|PHB|3|0|surprised} when {@creature Big Momma|LoX} attacks:",
"Have Krux and each character make a DC 21 Wisdom ({@skill Perception}) check. Those who fail the check are {@status surprised} when {@creature Big Momma|LoX} attacks:",
{
"type": "insetReadaloud",
"id": "085",
@@ -2662,7 +2662,7 @@
"height": 1079,
"credit": "Ralph Horsley"
},
"{@creature Big Momma|LoX}, a {@creature void scavver|BAM} (see {@book Boo's Astral Menagerie|BAM}), starts the encounter 40 feet from the characters' jolly boat, which is 50 feet from the end of {@creature Topolah|LoX}'s dock and the same distance away from the {@i Second Wind}. On its first turn, the void scavver swims up to the jolly boat and attacks a random character. Characters who were {@quickref Surprise|PHB|3|0|surprised} can't act until the next round.",
"{@creature Big Momma|LoX}, a {@creature void scavver|BAM} (see {@book Boo's Astral Menagerie|BAM}), starts the encounter 40 feet from the characters' jolly boat, which is 50 feet from the end of {@creature Topolah|LoX}'s dock and the same distance away from the {@i Second Wind}. On its first turn, the void scavver swims up to the jolly boat and attacks a random character. Characters who were {@status surprised} can't act until the next round.",
"A character can use an action and a pair of oars to row the jolly boat 10 feet horizontally in any direction along the gravity plane shared by {@creature Topolah|LoX}'s asteroid and the {@i Second Wind}. Unlike the jolly boat, {@creature Big Momma|LoX} flies through space like a fish through water and can move in any direction.",
{
"type": "entries",
@@ -5502,7 +5502,7 @@
"An armada of crystal-winged ships patrols the region between your fleet and the citadel. The closest enemy ship is about a thousand feet away."
]
},
"The Xaryxian armada is not expecting an attack. Allow the characters to decide whether they want to open the engagement at range or close to boarding distance. In either case, the Xaryxian ships are {@quickref Surprise|PHB|3|0|surprised} at the beginning of combat.",
"The Xaryxian armada is not expecting an attack. Allow the characters to decide whether they want to open the engagement at range or close to boarding distance. In either case, the Xaryxian ships are {@status surprised} at the beginning of combat.",
{
"type": "entries",
"name": "The Xaryxian Armada",

View File

@@ -3707,7 +3707,7 @@
},
"Nestled into the cracks of the coral throughout this chamber are four {@creature Sahuagin Hatchling Swarm|GoS|sahuagin hatchling swarms}. Characters with a passive Wisdom ({@skill Perception}) of 15 or higher spot tiny movements hidden deep within the walls.",
"Likewise, characters who succeed on an active DC 15 Wisdom ({@skill Perception}) check as they enter the chamber will also spot the movements. Let the players make this check if they wish, but don't prompt them to do so.",
"Otherwise, the characters are {@quickref Surprise|PHB|3|0|surprised} as the sahuagin hatchling swarms attack when they enter the chamber."
"Otherwise, the characters are {@status surprised} as the sahuagin hatchling swarms attack when they enter the chamber."
]
},
{

View File

@@ -846,7 +846,7 @@
"entries": [
"In this room are ten {@creature skeleton||skeletons}, all in matching coveralls with a logo on the back that reads, \"{@creature Mr. Greystone|NRH-AT}'s Garden Care.\" The skeletons are standing around gardening equipment\u2014two wheelbarrows, a scythe, rakes, hoes, a pickaxe, and some pruning shears.",
"The skeletons are dormant until they are attacked or until something makes a noise to alert them. The party can sneak past or sneak up to the skeletons with a successful DC 13 group Dexterity ({@skill Stealth}) check.",
"If the party attacks the dormant skeletons, the skeletons are {@quickref Surprise|PHB|3|0|surprised} (see the rules for Surprise in the D&D Basic Rules) and the party has advantage on their attacks during the first round of combat.",
"If the party attacks the dormant skeletons, the skeletons are {@status surprised} (see the rules for Surprise in the D&D Basic Rules) and the party has advantage on their attacks during the first round of combat.",
"Other than the gardening equipment, there's nothing of value in the room."
],
"id": "01b"

View File

@@ -2144,7 +2144,7 @@
"page": 20,
"id": "059",
"entries": [
"When an encounter occurs, determine if the adventurers or their foes are {@quickref Surprise|PHB|3|0|surprised}, as normal. The adventurers can achieve surprise only if all the following conditions are met:",
"When an encounter occurs, determine if the adventurers or their foes are {@status surprised}, as normal. The adventurers can achieve surprise only if all the following conditions are met:",
{
"type": "list",
"items": [
@@ -3771,12 +3771,12 @@
"items": [
"Both goblins are neutral.",
"Add {@skill Acrobatics} +6 and {@skill Athletics} +3 to the goblins' list of skills.",
"The goblins have advantage on checks made to avoid being {@quickref Surprise|PHB|3|0|surprised}."
"The goblins have advantage on checks made to avoid being {@status surprised}."
]
},
"The goblins notice the adventurers as they approach the Silken Paths and are willing to act as guides and helpers\u2014for a fee, of course. They'll settle for 2 gp per day each, but {@creature Yuk Yuk|OotA} (who does all the negotiating) is just as likely to ask for something flashy belonging to one of the characters. He might also ask for some unspecified favor, to be paid when the goblins and the adventurers get to wherever they're going and part ways. He might ask for first pick of any loot the party uncovers in the Silken Paths, and will expect and ask for a share of the treasure regardless.",
"{@creature Yuk Yuk|OotA} and {@creature Spiderbait|OotA} each carry a gourd of grease, which they apply to their feet so that they can \"surf the webs.\" While sliding down webs, they move at twice their normal walking speed.",
"The Web Runners are as good as their word when it comes to their services, and they can teach the characters a thing or two. While they travel with the two goblins, the characters have advantage on checks made to avoid being {@quickref Surprise|PHB|3|0|surprised}. The goblins know the Silken Paths well enough not to become lost in them.",
"The Web Runners are as good as their word when it comes to their services, and they can teach the characters a thing or two. While they travel with the two goblins, the characters have advantage on checks made to avoid being {@status surprised}. The goblins know the Silken Paths well enough not to become lost in them.",
"If the adventurers make a good impression on the Web Runners and if the party's goals appear to offer interesting opportunities to do new and dangerous things, the goblins offer to stay on after crossing the Silken Paths, and to help guide the characters through the Underdark. The two won't leave the Underdark, however. {@creature Yuk Yuk|OotA} will try to negotiate a suitable fee, but the goblins might simply tag along, content to earn any fair share of whatever the party acquires.",
{
"type": "inset",
@@ -6935,7 +6935,7 @@
"entries": [
"Kuo-toa parade around the altar in a wide circle as they chant. Part of their path sends them splashing and wading through the shallows of the Darklake. The characters quickly can't tell one faction of fish-folk from the other, but they see the archpriest of the Sea Mother and his whip moving toward the altar.",
"Bloppblippodd calls for the sacrifices to be brought forth, and one {@creature kuo-toa} per character jumps to do her bidding. They prod the characters with their spears to herd them toward a slight depression 20 feet from the altar, with a large grate at its center. The characters can see that the stonework of the depression is stained with the blood of innumerable sacrifices, and they can hear the gentle lapping of the Darklake coming up through the grate. The chanting grows louder.",
"When the sacrifices are brought forward, Bloppblippodd gestures toward the altar, whereupon her father suddenly attacks, striking her with his scepter. Kuo-toa loyal to him surge forward to attack, while the guards that brought the characters forward stand in shock. They are {@quickref Surprise|PHB|3|0|surprised} and can't move or take an action on their first turn of the combat, and they can't take reactions until that first turn ends.",
"When the sacrifices are brought forward, Bloppblippodd gestures toward the altar, whereupon her father suddenly attacks, striking her with his scepter. Kuo-toa loyal to him surge forward to attack, while the guards that brought the characters forward stand in shock. They are {@status surprised} and can't move or take an action on their first turn of the combat, and they can't take reactions until that first turn ends.",
"As the two {@creature Kuo-toa Archpriest||archpriests} and their followers fight, the characters can intervene on either side or attempt to slip away during the melee.",
"On round 3 of the fight, characters notice kuo-toa crying out and flailing in the shallows of the Darklake. Several are pulled under or strike at unseen foes beneath the surface. The water foams red with blood.",
"Dozens of {@creature ixitxachitl|OotA} (see {@adventure appendix C|OotA|19}) are responsible for the attacks in the water. They have been drawn by the kuo-toa ritual and feast on any creatures they can reach, including party members in the water. The sudden frenzy sets a wave of panic through the kuo-toa. The young archpriest calls out \"Leemooggoogoon!\" just as her father strikes a final, fatal blow, dropping her before the profane altar. (If any character is also engaging the archpriest of the Deep Father, allow that character to strike the final blow.)"
@@ -12155,7 +12155,7 @@
"Because of its two heads, the {@creature Spider King|OotA} has advantage on Wisdom ({@skill Perception}) checks and on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, and knocked {@condition unconscious}."
]
},
"The {@creature Spider King|OotA} senses when intruders enter its domain and can't be {@quickref Surprise|PHB|3|0|surprised} by them. Along with two normal {@creature Giant Spider||giant spiders} (its attendants), the {@creature Spider King|OotA} waits in ambush. It moves to the entrance of its chamber in an attempt to keep the characters bottled up, while the two giant spiders approach along the walls and ceiling, getting into position above creatures on the floor. The {@creature Spider King|OotA} and the giant spiders fight to the death, but they don't follow prey that flees.",
"The {@creature Spider King|OotA} senses when intruders enter its domain and can't be {@status surprised} by them. Along with two normal {@creature Giant Spider||giant spiders} (its attendants), the {@creature Spider King|OotA} waits in ambush. It moves to the entrance of its chamber in an attempt to keep the characters bottled up, while the two giant spiders approach along the walls and ceiling, getting into position above creatures on the floor. The {@creature Spider King|OotA} and the giant spiders fight to the death, but they don't follow prey that flees.",
{
"type": "entries",
"name": "Development",
@@ -12520,7 +12520,7 @@
]
},
"Four {@creature Quasit||quasits} are wrestling each other farther along in the tunnel. If they notice the characters, they attack.",
"When two quasits are reduced to 0 hit points, the two remaining ones turn {@condition invisible} and flee. However, they make enough noise in doing so for the characters to follow them by sound. If any quasit escapes, the cultists in area 12 can't be {@quickref Surprise|PHB|3|0|surprised} and prepare an ambush.",
"When two quasits are reduced to 0 hit points, the two remaining ones turn {@condition invisible} and flee. However, they make enough noise in doing so for the characters to follow them by sound. If any quasit escapes, the cultists in area 12 can't be {@status surprised} and prepare an ambush.",
{
"type": "entries",
"name": "Development",
@@ -23248,7 +23248,7 @@
"page": 110,
"id": "2df",
"entries": [
"Sounds of battle here alert every other wererat in the warrens. Thereafter, the wererats can't be {@quickref Surprise|PHB|3|0|surprised}."
"Sounds of battle here alert every other wererat in the warrens. Thereafter, the wererats can't be {@status surprised}."
]
}
]
@@ -29463,7 +29463,7 @@
]
},
"Khalessa urges the characters to turn back. If they don't, she fears that the drow force will overwhelm them. Having blown her cover to warn the characters, she asks to stay with them until they reach Gauntlgrym or an alliance settlement.",
"The leaders of the drow force are a female {@creature drow elite warrior} named Ryzliir Symryvvin and her consort, a male {@creature drow mage} named Velgor Zolond. They are joined by a prisoner in manacles\u2014an unarmed and unarmored male human {@creature knight} of the Order of the Gauntlet named {@creature Aljanor Keenblade|OotA}. Sir Aljanor was captured during a surface raid months ago, and the drow have beaten him such that he has only 3 hit points remaining. Members of the order traveling in the party's expeditionary force recognize Sir Aljanor instantly and are {@quickref Surprise|PHB|3|0|surprised}; they assumed he had been killed.",
"The leaders of the drow force are a female {@creature drow elite warrior} named Ryzliir Symryvvin and her consort, a male {@creature drow mage} named Velgor Zolond. They are joined by a prisoner in manacles\u2014an unarmed and unarmored male human {@creature knight} of the Order of the Gauntlet named {@creature Aljanor Keenblade|OotA}. Sir Aljanor was captured during a surface raid months ago, and the drow have beaten him such that he has only 3 hit points remaining. Members of the order traveling in the party's expeditionary force recognize Sir Aljanor instantly and are {@status surprised}; they assumed he had been killed.",
{
"type": "image",
"href": {
@@ -33918,7 +33918,7 @@
"items": [
"H'slaat orders his fellow troglodytes in area 2 to rush across the stream while the troglodytes in area 3 rain javelins down on the chieftain's forces. Meanwhile, H'Slaat grabs H'hoort from area 3.",
"H'slaat crosses the stream, dragging her behind him. He threatens to kill her unless the chieftain meets him in battle.",
"The troglodytes in areas 5 and 7 try to make their way through the side caverns to attack the chieftain's forces in area 4 from the rear. However, if the ropers and piercers in area 8 have not already been killed by the adventurers, the troglodytes are {@quickref Surprise|PHB|3|0|surprised} and massacred.",
"The troglodytes in areas 5 and 7 try to make their way through the side caverns to attack the chieftain's forces in area 4 from the rear. However, if the ropers and piercers in area 8 have not already been killed by the adventurers, the troglodytes are {@status surprised} and massacred.",
"S'slaar's cavalry in area 14 makes its way through the western side caves and attack H'slaat's forces from behind."
]
},
@@ -39761,7 +39761,7 @@
"page": 195,
"id": "50b",
"entries": [
"These {@creature Giant Wolf Spider||spiders} lurk in burrows under the spongy ground, leaping out to attack the party as it passes by. Party members with a passive Wisdom ({@skill Perception}) score of 17 or higher aren't {@quickref Surprise|PHB|3|0|surprised} by the spiders."
"These {@creature Giant Wolf Spider||spiders} lurk in burrows under the spongy ground, leaping out to attack the party as it passes by. Party members with a passive Wisdom ({@skill Perception}) score of 17 or higher aren't {@status surprised} by the spiders."
]
},
{
@@ -40622,7 +40622,7 @@
"page": 200,
"id": "53e",
"entries": [
"These {@creature Giant Wolf Spider||spiders} lurk in burrows beneath the gardens, leaping out to attack the party as it passes by. Party members with a passive Wisdom ({@skill Perception}) score of 17 or higher aren't {@quickref Surprise|PHB|3|0|surprised} by the spiders."
"These {@creature Giant Wolf Spider||spiders} lurk in burrows beneath the gardens, leaping out to attack the party as it passes by. Party members with a passive Wisdom ({@skill Perception}) score of 17 or higher aren't {@status surprised} by the spiders."
]
},
{
@@ -41592,7 +41592,7 @@
"page": 210,
"id": "585",
"entries": [
"A hunting pack consisting of one {@creature gnoll pack lord} and {@dice 3d6} {@creature Gnoll||gnolls} has been driven into a frenzy by the presence of Yeenoghu in the Underdark. The characters can't be {@quickref Surprise|PHB|3|0|surprised} by the gnolls, whose incessant cackling gives them away."
"A hunting pack consisting of one {@creature gnoll pack lord} and {@dice 3d6} {@creature Gnoll||gnolls} has been driven into a frenzy by the presence of Yeenoghu in the Underdark. The characters can't be {@status surprised} by the gnolls, whose incessant cackling gives them away."
]
},
{

View File

@@ -702,7 +702,7 @@
"page": 88,
"id": "02c",
"entries": [
"After the first character has been at the bottom of the fissure for 2 rounds, a group of six {@creature Giant Rat||giant rats} notices the potential feast. Any character at the bottom of the fissure who succeeds on a DC 12 Wisdom ({@skill Perception}) check can hear the approaching rats, and isn't {@quickref Surprise|PHB|3|0|surprised} when three rats emerge from cracks in the walls and attack. Three more rats arrive and attack 1 round later. All the rats are dyed a bright green from trap C in {@area area 3|03a|x}."
"After the first character has been at the bottom of the fissure for 2 rounds, a group of six {@creature Giant Rat||giant rats} notices the potential feast. Any character at the bottom of the fissure who succeeds on a DC 12 Wisdom ({@skill Perception}) check can hear the approaching rats, and isn't {@status surprised} when three rats emerge from cracks in the walls and attack. Three more rats arrive and attack 1 round later. All the rats are dyed a bright green from trap C in {@area area 3|03a|x}."
]
},
{
@@ -997,7 +997,7 @@
"page": 91,
"id": "04b",
"entries": [
"The {@creature giant spider} hides in a dust-filled depression in the floor. A successful DC 17 Wisdom ({@skill Perception}) check spots the arachnid before it springs from its hiding place to attack. Any characters who are focused on the webs above them have disadvantage on the check. Those who fail the check are {@quickref Surprise|PHB|3|0|surprised}.",
"The {@creature giant spider} hides in a dust-filled depression in the floor. A successful DC 17 Wisdom ({@skill Perception}) check spots the arachnid before it springs from its hiding place to attack. Any characters who are focused on the webs above them have disadvantage on the check. Those who fail the check are {@status surprised}.",
"The giant spider initially favors its web attack, hoping to restrain a couple of characters before it starts biting. If reduced to 10 hit points or fewer, the spider retreats into a nearby narrow fissure. However, it attacks again when the characters come back through this area."
]
},
@@ -1888,7 +1888,7 @@
"page": 101,
"id": "08a",
"entries": [
"The two dead horses are {@creature Warhorse Skeleton||warhorse skeletons} whose remaining flesh sloughs off as they fight. When any character comes within 20 feet of the fallen horses, these undead lurch to their feet and attack. When this happens, each character must succeed on a DC 15 Wisdom ({@skill Perception}) check or be {@quickref Surprise|PHB|3|0|surprised}."
"The two dead horses are {@creature Warhorse Skeleton||warhorse skeletons} whose remaining flesh sloughs off as they fight. When any character comes within 20 feet of the fallen horses, these undead lurch to their feet and attack. When this happens, each character must succeed on a DC 15 Wisdom ({@skill Perception}) check or be {@status surprised}."
]
},
{
@@ -8521,7 +8521,7 @@
"Dropping out from behind a dark cloud is an airship held aloft by a large balloon\u2014emblazoned with the sigil of the Six! A crew of hobgoblins and goblins can be seen swarming the deck, and a ballista and three harpoon guns are trained on your vessel. To arms!"
]
},
"If the {@vehicle battle balloon|AI} took more than 20 damage, the chaos of the storm has distracted the characters and crew. In that event, all creatures on the characters' battle balloon are {@quickref Surprise|PHB|3|0|surprised} by the airship sent by the Six to engage the franchise\u2014and to steal the franchise's orrery components. Use the battle balloon stat block from {@book appendix C|AI|6} for the Six's airship, but substitute the following Blowout Ballista attack for the Green Flame Arbalester attack:",
"If the {@vehicle battle balloon|AI} took more than 20 damage, the chaos of the storm has distracted the characters and crew. In that event, all creatures on the characters' battle balloon are {@status surprised} by the airship sent by the Six to engage the franchise\u2014and to steal the franchise's orrery components. Use the battle balloon stat block from {@book appendix C|AI|6} for the Six's airship, but substitute the following Blowout Ballista attack for the Green Flame Arbalester attack:",
"{@i Ranged Weapon Attack}: +8 to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. {@i Hit}: 16 ({@dice 3d10}) piercing damage and 22 ({@dice 4d10}) fire damage.",
"The airship's crew is made up of a female {@creature hobgoblin captain} named Garla, six {@creature Hobgoblin||hobgoblins}, six {@creature Goblin||goblins}, six {@creature Smoke Mephit||smoke mephits}, and a {@creature hippogriff} (serving as the captain's mount). All these creatures are recent mercenary hires, so none of them have the iconic affiliate of the Six features. They employ the following strategy, hoping to distract the characters while they steal the orrery housing and as many of its components as they can.",
{

View File

@@ -6190,7 +6190,7 @@
"page": 37,
"id": "096",
"entries": [
"The bandits in area R2 notice if the characters make a lot of noise here. They burst into the room, gaining {@quickref surprise|PHB|3|0|surprised} if the characters don't know they're coming.",
"The bandits in area R2 notice if the characters make a lot of noise here. They burst into the room, gaining {@status surprised} if the characters don't know they're coming.",
"If the bandits fight in this area and two are defeated, the last bandit might reveal the secret door by fleeing in that direction."
]
},
@@ -8070,7 +8070,7 @@
"The faint smell of smoke hangs in the air as you ascend a rugged ridge on the lower slopes of the hill. Fifty yards away, a cave mouth opens up at the bottom of a ravine. Hunkered down by a boulder twenty yards outside the cave, evidently keeping watch, is a single bugbear."
]
},
"If the characters quietly take out the lone {@creature bugbear}, they have a chance to {@quickref surprise|PHB|3|0|surprised} the raiders in the cave. If the sentry spots the characters sneaking up, or if an attack fails to take the sentry out, the sentry shouts a warning and retreats back to the cave, joining the rest of the marauders there.",
"If the characters quietly take out the lone {@creature bugbear}, they have a chance to {@status surprised} the raiders in the cave. If the sentry spots the characters sneaking up, or if an attack fails to take the sentry out, the sentry shouts a warning and retreats back to the cave, joining the rest of the marauders there.",
"The marauders in the cave include Brughor Axe-Biter, an {@creature orc} with 18 hit points; four {@creature Bugbear||bugbears}; and an {@creature ogre} named Gog. Gog fights until slain, while the rest flee if Brughor is killed.",
"If the characters examine the cave walls, they find a strange, scrawled drawing on the northwest wall. The drawing crudely depicts a lanky goblin with a crystal jutting from its skull. The characters can tell this isn't a Cragmaw goblin, but they can't learn anything more just yet. Psionic goblins who were off task in their search for obelisk fragments made this drawing. It attempts to depict their leader, Ruxithid, who is described more in {@adventure chapter 5|PaBTSO|5}.",
{

View File

@@ -50201,7 +50201,7 @@
]
},
"If the characters seem suspicious or threaten them in any way, the dwarves end their ruse and attack.",
"If the characters think the ceremony is real and join the festivities, the dwarves wait for them to get close before drawing hidden weapons and taking the characters. Characters with a passive Wisdom ({@skill Perception}) score of 13 or higher notice that the dwarves are wearing chain shirts under their robes; these characters aren't {@quickref Surprise|PHB|3|0|surprised} when the dwarves attack. Instead of spears and shields, the dwarves carry warhammers that they wield with two hands ({@dice 1d10 + 1} bludgeoning damage on a hit). Without shields, these guards have AC 14.",
"If the characters think the ceremony is real and join the festivities, the dwarves wait for them to get close before drawing hidden weapons and taking the characters. Characters with a passive Wisdom ({@skill Perception}) score of 13 or higher notice that the dwarves are wearing chain shirts under their robes; these characters aren't {@status surprised} when the dwarves attack. Instead of spears and shields, the dwarves carry warhammers that they wield with two hands ({@dice 1d10 + 1} bludgeoning damage on a hit). Without shields, these guards have AC 14.",
"Once combat erupts, the oni casts {@spell invisibility} on itself, gathers its glaive from behind the dais, and uses the statue of Sharindlar for cover while casting spells, doing its best not to affect its allies. The oni reveals its true form only if doing so might terrify the party. When reduced to half its hit points, the oni casts {@spell gaseous form} on itself and flies through a window into area D7."
]
}

File diff suppressed because it is too large Load Diff

View File

@@ -4779,7 +4779,7 @@
"id": "0f9",
"entries": [
"This chamber is a high vaulted dome with a deep inset ledge circling the room, 10 feet wide and 15 feet up. The floor here is set with a beautiful tile mosaic showing a knight in plate armor wielding a glowing sword against a chimera. The word \"SAFE\" is written in chalk on the door leading to area 5, marking that chamber as a resting place used by the cultists.",
"When the first character enters this room, the tile chimera begins to slowly shift. With a successful DC 14 Wisdom ({@skill Perception}) check, a character notices this movement and is not {@quickref Surprise|PHB|3|0|surprised} as the tiles shoot up and the chimera seemingly claws its way out of the mosaic.",
"When the first character enters this room, the tile chimera begins to slowly shift. With a successful DC 14 Wisdom ({@skill Perception}) check, a character notices this movement and is not {@status surprised} as the tiles shoot up and the chimera seemingly claws its way out of the mosaic.",
"The {@creature Animated Tile Chimera|RoT|tile chimera} acts as a normal {@creature chimera} magically animated and customized per the sidebar. It makes a clacking noise as it moves, and when injured, it sprays tiles instead of bleeding. It is thin in one dimension and can use that fact to its advantage in combat. The creature flies up to the ledge to use its fire breath at range, flying down to attack in melee until it can breathe again.",
{
"type": "inset",

View File

@@ -5378,7 +5378,7 @@
"page": 27,
"entries": [
"Upon entering the cavern, the stream's flow widens to the trickle of a shallow pool before narrowing again on the other side. Several boulders lie scattered around the chamber, though the floor looks remarkably smooth and bare between them.",
"Two {@creature galeb duhr} hide among the boulders, making the most of their False Appearance and {@sense tremorsense|MM}. Once the party is entirely within the chamber, they spring an attack. The galeb duhr can't be identified except by magical means, so the players will likely be {@quickref Surprise|PHB|3|0|surprised} during the first round of combat."
"Two {@creature galeb duhr} hide among the boulders, making the most of their False Appearance and {@sense tremorsense|MM}. Once the party is entirely within the chamber, they spring an attack. The galeb duhr can't be identified except by magical means, so the players will likely be {@status surprised} during the first round of combat."
],
"id": "131"
}

View File

@@ -2955,7 +2955,7 @@
"Ineptly painted portraits of {@creature Murgaxor|SCC} hang on the walls of this shadowy cave. Stairs cut into the north wall lead down to a lower level."
]
},
"Four {@creature Shadow Demon||shadow demons} hide in the shadows of this cave. They attack visitors who aren't accompanied by {@creature Murgaxor|SCC} or {@creature Y'demi|SCC}. Characters who have a passive Wisdom ({@skill Perception}) score of 17 or higher spot the shadow demons before they attack and aren't {@quickref Surprise|PHB|3|0|surprised} by them.",
"Four {@creature Shadow Demon||shadow demons} hide in the shadows of this cave. They attack visitors who aren't accompanied by {@creature Murgaxor|SCC} or {@creature Y'demi|SCC}. Characters who have a passive Wisdom ({@skill Perception}) score of 17 or higher spot the shadow demons before they attack and aren't {@status surprised} by them.",
"The stairs in the north wall lead down to areas U1 through U4, detailed later in the \"{@adventure Underground Cave|SCC-ARiR|0|Underground Cave}\" section."
]
},
@@ -3082,7 +3082,7 @@
"page": 171,
"id": "3f2",
"entries": [
"A character who searches the north wall of the cave and succeeds on a DC 15 Wisdom ({@skill Perception}) check finds a door disguised to blend with the surrounding stone. This 5-foot-wide, 10-foot-tall stone door pulls open to reveal an unlit room containing a pair of hostile {@creature Black Pudding||black puddings}. The puddings spill out and attack as soon as the secret door is opened. Unless the characters were able to see into the room (with the aid of a {@spell clairvoyance} spell or similar magic) before opening the door, they are {@quickref Surprise|PHB|3|0|surprised} at the start of this encounter."
"A character who searches the north wall of the cave and succeeds on a DC 15 Wisdom ({@skill Perception}) check finds a door disguised to blend with the surrounding stone. This 5-foot-wide, 10-foot-tall stone door pulls open to reveal an unlit room containing a pair of hostile {@creature Black Pudding||black puddings}. The puddings spill out and attack as soon as the secret door is opened. Unless the characters were able to see into the room (with the aid of a {@spell clairvoyance} spell or similar magic) before opening the door, they are {@status surprised} at the start of this encounter."
]
}
]

View File

@@ -19800,7 +19800,7 @@
"page": 93,
"id": "1e7",
"entries": [
"The cracking of ice and a faint tremor presage the arrival of this hungry monster. Characters who have a passive Wisdom ({@skill Perception}) score of 11 or higher aren't {@quickref Surprise|PHB|3|0|surprised} when the young remorhaz bursts out of the snow and ice nearby."
"The cracking of ice and a faint tremor presage the arrival of this hungry monster. Characters who have a passive Wisdom ({@skill Perception}) score of 11 or higher aren't {@status surprised} when the young remorhaz bursts out of the snow and ice nearby."
]
}
]
@@ -21810,7 +21810,7 @@
},
"A female {@creature hill giant} named Moog has barricaded herself in this lonely tower so that she can wallow in self-pity undisturbed. {@creature Chief Guh|SKT} has taken Moog's husband, Hruk, as her own, leaving Moog with no one to abuse on a daily basis. Moog is singing a mournful tune, which is amplified by the acoustics of the tower.",
"Moog sits on the upper level of the tower (area 2), her calves and bare feet dangling through a hole in the floor. From this position, she can see anyone that enters the tower through the front door, the hole in the upstairs wall, or the window above the doorway. She has her back to the upstairs window that faces east, and can't see anyone approaching from that direction. Her incessant singing is so loud that she can't hear anything but the loudest noises outside the tower.",
"The hawks circling above the tower are four {@creature Blood Hawk||blood hawks}. Any character who pays attention to the hawks can discern their crimson feathers with a successful DC 10 Wisdom ({@skill Perception}) check or recall their aggressive nature with a successful DC 10 Intelligence ({@skill Nature}) check. The blood hawks attack any creature that tries to enter the tower through the broken wall or the roof, but otherwise they keep their distance. Once the hawks attack, Moog can't be {@quickref Surprise|PHB|3|0|surprised}.",
"The hawks circling above the tower are four {@creature Blood Hawk||blood hawks}. Any character who pays attention to the hawks can discern their crimson feathers with a successful DC 10 Wisdom ({@skill Perception}) check or recall their aggressive nature with a successful DC 10 Intelligence ({@skill Nature}) check. The blood hawks attack any creature that tries to enter the tower through the broken wall or the roof, but otherwise they keep their distance. Once the hawks attack, Moog can't be {@status surprised}.",
{
"type": "image",
"href": {
@@ -27208,7 +27208,7 @@
"id": "30d",
"entries": [
"In the area north of the pigpen, rivulets of water trickle down the north wall and carve shallow ruts in the floor as they snake their way across the room and through openings in the opposite wall. Five wooden cages are arranged about the room. Their doors are situated on top, with heavy rocks placed on them. A creature can use an action to attempt a DC 15 Strength ({@skill Athletics}) check to knock off a rock or open a cage door that has a rock pressing down on it. The sound of a rock hitting the cave floor alerts the guards in this area.",
"Three of the five cages contain prisoners destined for Guh's gullet. Two {@creature Bugbear||bugbears} guard the prisoners. These bugbears can't be {@quickref Surprise|PHB|3|0|surprised} once the alarm sounds or if they hear combat in area 12.",
"Three of the five cages contain prisoners destined for Guh's gullet. Two {@creature Bugbear||bugbears} guard the prisoners. These bugbears can't be {@status surprised} once the alarm sounds or if they hear combat in area 12.",
{
"type": "entries",
"name": "Prisoners",
@@ -31839,7 +31839,7 @@
"id": "33c",
"entries": [
"This damp cave contains a large, shallow pool, around which colorful beds of moss grow. Sprouting from these mossy beds are scores of mushrooms that range in height from a few inches to 5 feet tall. The stone giants consider the mushrooms a delicacy and eat them raw. A narrow stream originating from a fissure in the northeast tunnel feeds the pool before snaking westward and spilling into the canyon.",
"A {@creature stone giant} bathes in the pool. It has gained the benefits of the Olach Morrah feature (see \"The Great Stillness\" section earlier in this chapter). If it hears intruders approaching, it uses its {@spell meld into stone} spell to sink into the stone at the bottom of the pool. If the characters disturb the pool or attempt to cross the room, the giant rises up and attacks with its greatclub. Characters with a passive Wisdom ({@skill Perception}) score lower than 16 are {@quickref Surprise|PHB|3|0|surprised} by the giant as it rises from the pool.",
"A {@creature stone giant} bathes in the pool. It has gained the benefits of the Olach Morrah feature (see \"The Great Stillness\" section earlier in this chapter). If it hears intruders approaching, it uses its {@spell meld into stone} spell to sink into the stone at the bottom of the pool. If the characters disturb the pool or attempt to cross the room, the giant rises up and attacks with its greatclub. Characters with a passive Wisdom ({@skill Perception}) score lower than 16 are {@status surprised} by the giant as it rises from the pool.",
"Clinging to the 50-foot-high ceiling are ten {@creature Piercer||piercers}. As a bonus action on its turn, the giant can hum a tone and cause one of the piercers to drop on another creature in the cavern. The piercers don't attack otherwise."
]
},
@@ -31850,7 +31850,7 @@
"id": "33d",
"entries": [
"The fungi in area 10 have spread throughout this tunnel. A forest of sticky mushrooms ranging in height from a few inches to 3 feet tall covers the floor, and the fossilized stone giants standing in alcoves along the walls are covered with blue, gold, and scarlet moss.",
"When one or more characters reach the middle of this area, have all the characters in the tunnel make a DC 13 Wisdom ({@skill Perception}) check. Those who fail the check are {@quickref Surprise|PHB|3|0|surprised} when two {@creature Black Pudding||black puddings} boil out of crevices in the floor and attack."
"When one or more characters reach the middle of this area, have all the characters in the tunnel make a DC 13 Wisdom ({@skill Perception}) check. Those who fail the check are {@status surprised} when two {@creature Black Pudding||black puddings} boil out of crevices in the floor and attack."
]
},
{
@@ -32325,7 +32325,7 @@
"id": "367",
"entries": [
"When the characters first arrive, most of Svardborg's frost giants are out hunting whales aboard Storvald's flagship (see \"The {@i Krigvind}\" section at the end of this chapter). A few giants stayed behind to guard the white dragon eggs and watch over the Northlander barbarians and yetis. Also present in Svardborg are {@creature Isendraug|SKT}, a female adult white dragon who desperately wants her eggs back, and Nilraun Dhaerlost, the evil Zhentarim mage who is plotting with {@creature Jarl Storvald|SKT} to find the {@item Ring of Winter|ToA}. Characters who interrogate Nilraun can learn where Storvald is and what the frost giant jarl is up to.",
"The giants' lodge has a warning horn on the upper floor (in area 2C). If it is blown, the sound puts all of Svardborg on alert. Some giants remain at their posts and can't be {@quickref Surprise|PHB|3|0|surprised}. Others gather the Northlanders and the yetis and search Svardborg for intruders to kill.",
"The giants' lodge has a warning horn on the upper floor (in area 2C). If it is blown, the sound puts all of Svardborg on alert. Some giants remain at their posts and can't be {@status surprised}. Others gather the Northlanders and the yetis and search Svardborg for intruders to kill.",
"The Svardborg Roster table specifies the locations of the occupants and indicates how those creatures behave when the horn sounds or when intruders are detected.",
{
"type": "entries",
@@ -37233,7 +37233,7 @@
"id": "3c5",
"entries": [
"Characters can try to reach area 9 by climbing through the openings in the frame of the water wheel and crawling along its iron axle. This is a dangerous act, and getting from one side to the other requires a successful DC 15 Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check. A character who fails the check doesn't make it across and must make a DC 10 Dexterity saving throw. On a failed save, the character is swept down the river and tumbles down the mountainside, taking 70 ({@dice 20d6}) bludgeoning damage from the fall. On a successful save, the character manages to hang onto the wheel or the axle and avoid a fall, but is stuck between the spokes of the wheel and must repeat the check on his or her next turn to reach one end of the axle or the other.",
"Characters might try to make this route safer by preventing the water wheel from turning. Jamming a fence post or similar object between the spokes of the water wheel disables it, as does a successful DC 20 Strength check made to grab the wheel and stop it from turning. When the wheel is stopped, the force of the current puts tremendous strain on it. At the end of each turn, the wheel has a 25 percent chance of breaking apart and tumbling down the waterfall. If that happens, the millstone and the elevator (area 9) cease to function. Any creature on the wheel when it breaks is swept over the cliff with the wreckage and takes 70 ({@dice 20d6}) bludgeoning damage from the fall. The breaking of the wheel puts the yakfolk village on alert. Meanwhile, Zalto orders one of the fire giants in area 34 to go to area 9, find out what has caused the elevator to stop working, and report back. Unless it encounters trouble along the way, the giant arrives in area 9 roughly 20 minutes after the elevator stops working. If the giant finds evidence of foul play, it reports back to Zalto (taking 20 minutes to reach him). Zalto then places the foundry on alert, meaning that its defenders can't be {@quickref Surprise|PHB|3|0|surprised}."
"Characters might try to make this route safer by preventing the water wheel from turning. Jamming a fence post or similar object between the spokes of the water wheel disables it, as does a successful DC 20 Strength check made to grab the wheel and stop it from turning. When the wheel is stopped, the force of the current puts tremendous strain on it. At the end of each turn, the wheel has a 25 percent chance of breaking apart and tumbling down the waterfall. If that happens, the millstone and the elevator (area 9) cease to function. Any creature on the wheel when it breaks is swept over the cliff with the wreckage and takes 70 ({@dice 20d6}) bludgeoning damage from the fall. The breaking of the wheel puts the yakfolk village on alert. Meanwhile, Zalto orders one of the fire giants in area 34 to go to area 9, find out what has caused the elevator to stop working, and report back. Unless it encounters trouble along the way, the giant arrives in area 9 roughly 20 minutes after the elevator stops working. If the giant finds evidence of foul play, it reports back to Zalto (taking 20 minutes to reach him). Zalto then places the foundry on alert, meaning that its defenders can't be {@status surprised}."
]
}
]
@@ -48681,7 +48681,7 @@
"id": "505",
"entries": [
"{@creature Khaspere Drylund|SKT}'s treachery convinces {@creature Slarkrethel|SKT} that enemies are close to finding and freeing {@creature King Hekaton|SKT}. The kraken leaves its lair in the darkest depths of the Trackless Sea and swims toward the {@i Morkoth}. The same magic that {@creature Slarkrethel|SKT} placed on the {@i Morkoth} to conceal it from divination spells allows the kraken to locate the ship unerringly.",
"If the characters free Hekaton and leave the {@i Morkoth} within an hour of doing so, {@creature Slarkrethel|SKT} arrives too late to stop them. If the characters are still aboard the {@i Morkoth} an hour after freeing Hekaton, the kraken pays them an unannounced visit. The kraken announces its arrival by wrapping its gigantic tentacles around the hull of the {@i Morkoth}. All creatures aboard the ship are {@quickref Surprise|PHB|3|0|surprised} unless they are swimming beneath the vessel and can see the enormous kraken approaching from directly below the craft. Once the kraken strikes, all creatures in this encounter must roll initiative. {@creature Slarkrethel|SKT} wants to terrify and humble the adventurers, not annihilate them, so it mainly uses its tentacles to crush the {@i Morkoth} and pull it into the depths. Under no circumstances does the kraken allow the ship to fall into enemy hands. As an action, the kraken can attack the {@i Morkoth} with all ten of its tentacles and deal 250 bludgeoning damage to the ship on each of its turns, accounting for the {@i Morkoth}'s damage threshold and the kraken's siege monster feature. Assuming the ship has all its hit points when {@creature Slarkrethel|SKT} attacks, the vessel is destroyed after the kraken's second turn in combat. While crushing the ship, the kraken can't take other actions but can use its legendary actions as normal. Hekaton isn't afraid to face the kraken, and the kraken in turn has no qualms about killing the storm giant king (see \"Development\").",
"If the characters free Hekaton and leave the {@i Morkoth} within an hour of doing so, {@creature Slarkrethel|SKT} arrives too late to stop them. If the characters are still aboard the {@i Morkoth} an hour after freeing Hekaton, the kraken pays them an unannounced visit. The kraken announces its arrival by wrapping its gigantic tentacles around the hull of the {@i Morkoth}. All creatures aboard the ship are {@status surprised} unless they are swimming beneath the vessel and can see the enormous kraken approaching from directly below the craft. Once the kraken strikes, all creatures in this encounter must roll initiative. {@creature Slarkrethel|SKT} wants to terrify and humble the adventurers, not annihilate them, so it mainly uses its tentacles to crush the {@i Morkoth} and pull it into the depths. Under no circumstances does the kraken allow the ship to fall into enemy hands. As an action, the kraken can attack the {@i Morkoth} with all ten of its tentacles and deal 250 bludgeoning damage to the ship on each of its turns, accounting for the {@i Morkoth}'s damage threshold and the kraken's siege monster feature. Assuming the ship has all its hit points when {@creature Slarkrethel|SKT} attacks, the vessel is destroyed after the kraken's second turn in combat. While crushing the ship, the kraken can't take other actions but can use its legendary actions as normal. Hekaton isn't afraid to face the kraken, and the kraken in turn has no qualms about killing the storm giant king (see \"Development\").",
"{@creature Slarkrethel|SKT} is a {@creature kraken}, with the following changes:",
{
"type": "list",
@@ -49345,7 +49345,7 @@
"Three hidden sinkholes are marked 1A, 1B, and 1C on the map."
]
},
"The first creature to enter a hidden sinkhole's space causes the sinkhole to appear and must succeed on a DC 15 Dexterity saving throw or fall to the bottom of it. A creature that falls into a sinkhole lands {@condition prone} but takes no damage, since the sand cushions its fall. The sinkhole remains open thereafter. Sinkhole 1A drops down into a rough-hewn passage that connects areas 4 and 5. Sinkhole 1B is directly above the purple wormling pit in area 5, and any creature falling into it is {@quickref Surprise|PHB|3|0|surprised} and attacked by {@dice 1d4} purple wormlings. Sinkhole 1C drops down into a rough-hewn cave west of areas 2 and 3."
"The first creature to enter a hidden sinkhole's space causes the sinkhole to appear and must succeed on a DC 15 Dexterity saving throw or fall to the bottom of it. A creature that falls into a sinkhole lands {@condition prone} but takes no damage, since the sand cushions its fall. The sinkhole remains open thereafter. Sinkhole 1A drops down into a rough-hewn passage that connects areas 4 and 5. Sinkhole 1B is directly above the purple wormling pit in area 5, and any creature falling into it is {@status surprised} and attacked by {@dice 1d4} purple wormlings. Sinkhole 1C drops down into a rough-hewn cave west of areas 2 and 3."
]
},
{

View File

@@ -5776,7 +5776,7 @@
"name": "2. Unhappy Cultists",
"id": "0de",
"entries": [
"If the characters are able to approach without tripping the alarm, they might hear some disgruntled cultists talking while they work. If the alarm was tripped, the cultists wait with weapons drawn and cannot be {@quickref Surprise|PHB|3|0|surprised}.",
"If the characters are able to approach without tripping the alarm, they might hear some disgruntled cultists talking while they work. If the alarm was tripped, the cultists wait with weapons drawn and cannot be {@status surprised}.",
"If the adventurers get a chance to hear the cultists talking, use the following read-aloud text to portray that conversation:",
{
"type": "insetReadaloud",

View File

@@ -4072,7 +4072,7 @@
"name": "Rolling Stone Trap",
"page": 77,
"entries": [
"A millstone, concealed in the wall behind a layer of stucco, lies at the top of the steps. No nonmagical means can detect the hidden stone. If the trap is triggered, the mechanism pushes the millstone through the wall and sends it rolling down the stairs. When this occurs, anyone who has a passive Perception score of 14 or lower is {@quickref Surprise|PHB|3|0|surprised}. Everyone rolls initiative, including the stone, which has a +10 bonus to the roll. On its turn, the stone moves 60 feet. Anyone in its path must succeed on a DC 15 Dexterity saving throw or take 27 ({@dice 5d10}) bludgeoning damage and have a 50 percent chance to drop anything carried in hand. A character whose saving throw fails by 5 or more takes maximum damage, is knocked {@condition prone}, and drops anything held in hand. Dropped objects take damage from hitting the stone and end up somewhere on the stairs.",
"A millstone, concealed in the wall behind a layer of stucco, lies at the top of the steps. No nonmagical means can detect the hidden stone. If the trap is triggered, the mechanism pushes the millstone through the wall and sends it rolling down the stairs. When this occurs, anyone who has a passive Perception score of 14 or lower is {@status surprised}. Everyone rolls initiative, including the stone, which has a +10 bonus to the roll. On its turn, the stone moves 60 feet. Anyone in its path must succeed on a DC 15 Dexterity saving throw or take 27 ({@dice 5d10}) bludgeoning damage and have a 50 percent chance to drop anything carried in hand. A character whose saving throw fails by 5 or more takes maximum damage, is knocked {@condition prone}, and drops anything held in hand. Dropped objects take damage from hitting the stone and end up somewhere on the stairs.",
"The stone ultimately crashes into the doors to {@adventure area 25|TftYP-THSoT|1|25. The Nest of the Warriors}, breaking them open and destroying them. If beetles remain in the room, some or all of them come into the stairway agitated and looking for a fight."
],
"id": "0b8"

View File

@@ -11827,7 +11827,7 @@
"id": "0e8",
"entries": [
"A ladder clinging to the south face of the spire ends at this level, which is 60 feet above ground.",
"The pterafolk don't use this cave, the most prominent feature of which is a 10-foot-deep pit. The shortest distance across the pit where characters can use a long jump is 15 feet. Climbing into or out of the pit is easy and requires a successful DC 5 Strength ({@skill Athletics}) check. However, the first character who enters the pit disturbs four {@creature Giant Wolf Spider||giant wolf spiders} that nest in crevices along the pit walls. Only a character with a passive Wisdom ({@skill Perception}) score of 17 or higher is not {@quickref Surprise|PHB|3|0|surprised} when the spiders attack.",
"The pterafolk don't use this cave, the most prominent feature of which is a 10-foot-deep pit. The shortest distance across the pit where characters can use a long jump is 15 feet. Climbing into or out of the pit is easy and requires a successful DC 5 Strength ({@skill Athletics}) check. However, the first character who enters the pit disturbs four {@creature Giant Wolf Spider||giant wolf spiders} that nest in crevices along the pit walls. Only a character with a passive Wisdom ({@skill Perception}) score of 17 or higher is not {@status surprised} when the spiders attack.",
{
"type": "entries",
"name": "Reaching Level 2",
@@ -17171,7 +17171,7 @@
]
},
"The hammering sound comes from the east.",
"Eight {@creature Firenewt Warrior|VGM|firenewt warriors} (see {@adventure appendix D|ToA|9}) work here. They're involved in their tasks and not expecting intruders, and the chamber is noisy, so the firenewts are {@quickref Surprise|PHB|3|0|surprised} unless characters move around openly or otherwise draw attention to themselves.",
"Eight {@creature Firenewt Warrior|VGM|firenewt warriors} (see {@adventure appendix D|ToA|9}) work here. They're involved in their tasks and not expecting intruders, and the chamber is noisy, so the firenewts are {@status surprised} unless characters move around openly or otherwise draw attention to themselves.",
"The central pit contains molten iron. The smaller pool contains molten adamantine, not silver. A creature that falls into either pit or starts its turn there takes 55 ({@dice 10d10}) fire damage.",
"The crane to the south (overhanging {@area area 1|118|x}) is used to lower a crucible of ore into the magma river until the ore is liquid. Liquified ore is rolled along the tracks into area 2, where it's dumped into the appropriate cauldron."
]
@@ -20963,7 +20963,7 @@
},
"These terraces overlooking the main concourse are home to myriad creatures, many of them dangerous.",
"A {@creature mantrap|ToA} (see {@adventure appendix D|ToA|9}) grows on the eastern terrace between two of the partially collapsed tunnels. When it senses movement within 30 feet of it, the mantrap releases its attractive pollen.",
"Characters who explore the western terrace encounter six {@creature Yellow Musk Zombie|ToA|yellow musk zombies} (see {@adventure appendix D|ToA|9}) lurking among the trees and plants. The zombies blend in with their surroundings, and any character with a passive Wisdom ({@skill Perception}) score lower than 12 is automatically {@quickref Surprise|PHB|3|0|surprised} by them. Coiled around the northernmost tree on the western terrace is a {@creature yellow musk creeper|ToA} (see {@adventure appendix D|ToA|9}) that uses its musk when one or more characters come within 30 feet of it.",
"Characters who explore the western terrace encounter six {@creature Yellow Musk Zombie|ToA|yellow musk zombies} (see {@adventure appendix D|ToA|9}) lurking among the trees and plants. The zombies blend in with their surroundings, and any character with a passive Wisdom ({@skill Perception}) score lower than 12 is automatically {@status surprised} by them. Coiled around the northernmost tree on the western terrace is a {@creature yellow musk creeper|ToA} (see {@adventure appendix D|ToA|9}) that uses its musk when one or more characters come within 30 feet of it.",
"At the north end of the garden, two arched doorways open into the southwest and southeast flower gardens ({@area area 5|177|x}). Steps still climb up to the doorway on the east, but the western steps collapsed and fell into the walkway below. A character can reach the western doorway with an easy jump and a successful DC 10 Dexterity ({@skill Acrobatics}) check to catch the ledge.",
{
"type": "entries",
@@ -24665,7 +24665,7 @@
"page": 89,
"id": "1cc",
"entries": [
"Tzindelor, a female {@creature young red dragon} better known as Tinder, spends most of her time here, dozing atop her treasure hoard. Otherwise, she's out hunting and terrorizing her neighbors. Characters have improved chances to sneak up on her from {@area area 12|1c7|x}, thanks to the loud waterfall there (either they have advantage on {@skill Stealth} checks or Tinder has disadvantage on {@skill Perception} checks, whichever is more appropriate to the situation). The dragon can't be {@quickref Surprise|PHB|3|0|surprised} if kobolds triggered the boulder trap in {@area area 10|1c3|x}, and she can't miss the sound of an ore cart rolling down the tracks or a loud spell going off anywhere in the complex.",
"Tzindelor, a female {@creature young red dragon} better known as Tinder, spends most of her time here, dozing atop her treasure hoard. Otherwise, she's out hunting and terrorizing her neighbors. Characters have improved chances to sneak up on her from {@area area 12|1c7|x}, thanks to the loud waterfall there (either they have advantage on {@skill Stealth} checks or Tinder has disadvantage on {@skill Perception} checks, whichever is more appropriate to the situation). The dragon can't be {@status surprised} if kobolds triggered the boulder trap in {@area area 10|1c3|x}, and she can't miss the sound of an ore cart rolling down the tracks or a loud spell going off anywhere in the complex.",
"The dragon is inclined to kill anyone she doesn't recognize but might converse with adventurers who have something interesting to say. Being young, she still has much to learn about the world. If flattered and offered a sufficient bribe (offerings worth at least 500 gp), she can even provide basic directions to any landmark within 100 miles of Wyrmheart Mine.",
"The dragon doesn't hold back when it comes to using her breath weapon; she loves watching her prey scream and burn in the flames. In a desperate situation, she's confident she can fly up the mine shaft and escape faster than any intruders can pursue.",
{
@@ -35367,7 +35367,7 @@
"Shrewd and conniving",
"\"I bow before no one and expect others to do as I command.\"",
"Kubazan",
"The host can't be {@quickref Surprise|PHB|3|0|surprised}, gains advantage on all Wisdom checks, and never takes damage from falling."
"The host can't be {@status surprised}, gains advantage on all Wisdom checks, and never takes damage from falling."
],
[
"Shagambi (female)",
@@ -49185,7 +49185,7 @@
"page": 196,
"id": "5a0",
"entries": [
"The characters are ambushed by 1d4+3 {@creature albino dwarf warrior|ToA|albino dwarf warriors} that attack from hidden burrows. Any character with a passive Wisdom (Perception) score of 13 or higher spots the dwarves, but all others are {@quickref Surprise|PHB|3|0|surprised}. The dwarves knock characters out rather than killing them, stealing food, water, and gear from those rendered unconscious. They break off their attack if any character speaks Dwarvish to them or demonstrates peaceful intentions."
"The characters are ambushed by 1d4+3 {@creature albino dwarf warrior|ToA|albino dwarf warriors} that attack from hidden burrows. Any character with a passive Wisdom (Perception) score of 13 or higher spots the dwarves, but all others are {@status surprised}. The dwarves knock characters out rather than killing them, stealing food, water, and gear from those rendered unconscious. They break off their attack if any character speaks Dwarvish to them or demonstrates peaceful intentions."
]
},
{
@@ -49380,7 +49380,7 @@
"page": 197,
"id": "5ab",
"entries": [
"Any character with a passive Wisdom (Perception) score of 12 or higher sees and hears 1d4+1 {@creature crocodile||crocodiles} moments before they attack; all other characters are {@quickref Surprise|PHB|3|0|surprised}. A crocodile can capsize a canoe and throw its occupants into the water by using its action and succeeding on a DC 15 Strength (Athletics) check."
"Any character with a passive Wisdom (Perception) score of 12 or higher sees and hears 1d4+1 {@creature crocodile||crocodiles} moments before they attack; all other characters are {@status surprised}. A crocodile can capsize a canoe and throw its occupants into the water by using its action and succeeding on a DC 15 Strength (Athletics) check."
]
},
{
@@ -49633,7 +49633,7 @@
"page": 198,
"id": "5ba",
"entries": [
" A pack of 3d6 {@creature velociraptor|VGM|velociraptors} burst out from behind cover and attack. Make a single Dexterity (Stealth) check for the dinosaurs, with advantage. Any character whose passive Wisdom (Perception) score equals or exceeds the velociraptors' check result is not {@quickref Surprise|PHB|3|0|surprised}."
" A pack of 3d6 {@creature velociraptor|VGM|velociraptors} burst out from behind cover and attack. Make a single Dexterity (Stealth) check for the dinosaurs, with advantage. Any character whose passive Wisdom (Perception) score equals or exceeds the velociraptors' check result is not {@status surprised}."
]
}
]
@@ -49910,7 +49910,7 @@
"page": 200,
"id": "5ca",
"entries": [
"Before it rises out of the water, make a Dexterity (Stealth) check for the {@creature giant crocodile}. Any character with a passive Wisdom (Perception) score less than the check result is {@quickref Surprise|PHB|3|0|surprised} when the monstrous creature attacks."
"Before it rises out of the water, make a Dexterity (Stealth) check for the {@creature giant crocodile}. Any character with a passive Wisdom (Perception) score less than the check result is {@status surprised} when the monstrous creature attacks."
]
},
{
@@ -49975,7 +49975,7 @@
"id": "5d1",
"entries": [
"A typical Batiri patrol or hunting party consists of a {@creature goblin boss} leading 2d6+3 {@creature goblin||goblins}, all wearing painted wooden masks. They move quietly through familiar areas and seldom range outside their home territory. Batiri prefer to hunt at night and lay low in ambush positions during the day.",
"A night encounter with Batiri goblins involves an attack on the characters' camp. Each party member standing watch must attempt a DC 16 Wisdom (Perception) check, made with disadvantage because of the noise of the jungle at night. On a success, a character detects the goblins moving into attack positions and can rouse the rest of the party. If no one on watch succeeds on the check, all the characters are {@quickref Surprise|PHB|3|0|surprised}.",
"A night encounter with Batiri goblins involves an attack on the characters' camp. Each party member standing watch must attempt a DC 16 Wisdom (Perception) check, made with disadvantage because of the noise of the jungle at night. On a success, a character detects the goblins moving into attack positions and can rouse the rest of the party. If no one on watch succeeds on the check, all the characters are {@status surprised}.",
"If this encounter occurs while the characters are traveling during the day, have each party member make a DC 16 Wisdom (Perception or Survival) check to spot the telltale signs of an ambush: disadvantageous terrain coupled with an eerie silence not normal for the jungle.",
"Goblins bargain for their lives if captured. If the characters can force or coerce a vow of cooperation from goblin prisoners, the Batiri will serve as guides. They have the following additional skill: Survival +1."
]
@@ -49986,8 +49986,8 @@
"page": 201,
"id": "5d2",
"entries": [
"A grung hunting party consists of 2d6 {@creature grung|VGM|grungs} led by a {@creature grung elite warrior|VGM} (see appendix D for both). If this encounter occurs while the characters are traveling, the grungs have set up an ambush in the trees. Any character with a passive Wisdom (Perception) score of 14 or higher spots them just in time. All other characters are {@quickref Surprise|PHB|3|0|surprised}.",
"If this encounter occurs while the party is camped, the grungs spotted the characters earlier in the day and have shadowed them unseen. Each character standing watch must succeed on a DC 14 Wisdom (Perception) check, made with disadvantage because of the noise of the jungle at night. On a success, a character detects the encroaching grungs and can rouse the rest of the party. If no one on watch succeeds on the check, all the characters are {@quickref Surprise|PHB|3|0|surprised}.",
"A grung hunting party consists of 2d6 {@creature grung|VGM|grungs} led by a {@creature grung elite warrior|VGM} (see appendix D for both). If this encounter occurs while the characters are traveling, the grungs have set up an ambush in the trees. Any character with a passive Wisdom (Perception) score of 14 or higher spots them just in time. All other characters are {@status surprised}.",
"If this encounter occurs while the party is camped, the grungs spotted the characters earlier in the day and have shadowed them unseen. Each character standing watch must succeed on a DC 14 Wisdom (Perception) check, made with disadvantage because of the noise of the jungle at night. On a success, a character detects the encroaching grungs and can rouse the rest of the party. If no one on watch succeeds on the check, all the characters are {@status surprised}.",
"If the characters capture one or more grungs, the frogfolk offer to lead the characters to treasure in exchange for a promise of freedom. The \"treasure\" is a half-mile away from the party's present location and consists of a cache, which you can randomly determine by rolling on the Caches table."
]
},
@@ -49997,7 +49997,7 @@
"page": 201,
"id": "5d3",
"entries": [
"Without warning, 1d6 {@creature jaculi|ToA|jaculis} launch themselves at the party from the trees. Any character with a passive Wisdom (Perception) score of 14 or higher is able to react, but all others are {@quickref Surprise|PHB|3|0|surprised}."
"Without warning, 1d6 {@creature jaculi|ToA|jaculis} launch themselves at the party from the trees. Any character with a passive Wisdom (Perception) score of 14 or higher is able to react, but all others are {@status surprised}."
]
},
{
@@ -50006,7 +50006,7 @@
"page": 201,
"id": "5d4",
"entries": [
"The party is ambushed by 1d2 {@creature kamadan|ToA|kamadans}. Any character with a passive Wisdom (Perception) score of 16 or higher gets a warning of the attack, but all others are {@quickref Surprise|PHB|3|0|surprised}. Characters who prevail against the kamadans can search the area for their lair, finding it with a successful DC 15 Wisdom (Survival) check.",
"The party is ambushed by 1d2 {@creature kamadan|ToA|kamadans}. Any character with a passive Wisdom (Perception) score of 16 or higher gets a warning of the attack, but all others are {@status surprised}. Characters who prevail against the kamadans can search the area for their lair, finding it with a successful DC 15 Wisdom (Survival) check.",
"A kamadan lair has a {@chance 25|25 percent} chance of containing 1d3 noncombatant young the size of house cats. With their snakes not yet grown out, they look like leopard cubs. {@creature Ifan Talro'a|ToA} in Port Nyanzaru will pay 150 gp for a live kamadan cub, but a successful DC 15 Charisma (Persuasion) check talks him up to 300 gp.",
{
"type": "table",
@@ -50185,7 +50185,7 @@
"page": 202,
"id": "5e1",
"entries": [
"A {@creature constrictor snake} attacks a random party member from hiding. The character targeted by the snake is {@quickref Surprise|PHB|3|0|surprised} unless he or she has a passive Wisdom (Perception) score of 12 or higher."
"A {@creature constrictor snake} attacks a random party member from hiding. The character targeted by the snake is {@status surprised} unless he or she has a passive Wisdom (Perception) score of 12 or higher."
]
},
{
@@ -50203,7 +50203,7 @@
"page": 202,
"id": "5e3",
"entries": [
"A {@creature giant poisonous snake} shoots out from the undergrowth to attack a random character. The character targeted by the snake is {@quickref Surprise|PHB|3|0|surprised} unless he or she has a passive Wisdom (Perception) score of 14 or higher."
"A {@creature giant poisonous snake} shoots out from the undergrowth to attack a random character. The character targeted by the snake is {@status surprised} unless he or she has a passive Wisdom (Perception) score of 14 or higher."
]
},
{

View File

@@ -697,7 +697,7 @@
"id": "016",
"page": 6,
"entries": [
"Without warning, {@dice 1d6} {@creature jaculi|toa|jaculis} (see {@adventure Tomb of Annihilation|ToA}) launch themselves at the party from trees or mountain ledges. Any character with a passive Wisdom ({@skill Perception}) score of 14 or higher spots the jaculis before they strike, but all others are {@quickref Surprise|PHB|3|0|surprised}."
"Without warning, {@dice 1d6} {@creature jaculi|toa|jaculis} (see {@adventure Tomb of Annihilation|ToA}) launch themselves at the party from trees or mountain ledges. Any character with a passive Wisdom ({@skill Perception}) score of 14 or higher spots the jaculis before they strike, but all others are {@status surprised}."
]
},
{

View File

@@ -418,7 +418,7 @@
],
[
"2",
"While passing through a copse of blackened mangrove trees, the characters are ambushed by {@dice 1d4} {@creature Vine Blight||vine blights} that emerge from the trees' tangled roots. Any character with a passive Wisdom ({@skill Perception}) score of 13 or higher spots the blights, but all others are {@quickref Surprise|PHB|3|0|surprised}."
"While passing through a copse of blackened mangrove trees, the characters are ambushed by {@dice 1d4} {@creature Vine Blight||vine blights} that emerge from the trees' tangled roots. Any character with a passive Wisdom ({@skill Perception}) score of 13 or higher spots the blights, but all others are {@status surprised}."
],
[
"3",
@@ -442,7 +442,7 @@
],
[
"8",
"The characters are ambushed by a {@creature giant constrictor snake} while wading through the murky swamp. Any character with a passive Wisdom ({@skill Perception}) score of 16 or higher spots the snake, but all others are {@quickref Surprise|PHB|3|0|surprised} by it."
"The characters are ambushed by a {@creature giant constrictor snake} while wading through the murky swamp. Any character with a passive Wisdom ({@skill Perception}) score of 16 or higher spots the snake, but all others are {@status surprised} by it."
],
[
"9",
@@ -454,7 +454,7 @@
],
[
"11",
"Any character with a passive Wisdom ({@skill Perception}) score of 12 or higher sees and hears {@dice 1d3 + 1} {@creature Crocodile||crocodiles} moments before they attack. All other characters are {@quickref Surprise|PHB|3|0|surprised} by the reptiles."
"Any character with a passive Wisdom ({@skill Perception}) score of 12 or higher sees and hears {@dice 1d3 + 1} {@creature Crocodile||crocodiles} moments before they attack. All other characters are {@status surprised} by the reptiles."
],
[
"12",
@@ -490,7 +490,7 @@
"You spy a shaded thicket of withered mangrove trees draped in a sickly veil of rotted kudzu and creeper vines. A moldering wooden raft topped with a single withered post floats near the center of this dark and lonely copse. A gaunt form clings lifelessly to the bottom of the post, recognizable as the weathered skeletal remains of a Dwendalian soldier."
]
},
"Two {@creature Swarm of Poisonous Snakes||swarms of poisonous snakes} dwell within the knotted root system of the trees, attacking any creatures that tread or swim through the area. Any character with a passive Wisdom ({@skill Perception}) score of 14 or higher spots the swarms, but all others are {@quickref Surprise|PHB|3|0|surprised}. After the fight, a character who succeeds on a DC 10 Wisdom ({@skill Insight}) check can deduce that the Dwendalian soldier starved to death while waiting out the relentless snakes.",
"Two {@creature Swarm of Poisonous Snakes||swarms of poisonous snakes} dwell within the knotted root system of the trees, attacking any creatures that tread or swim through the area. Any character with a passive Wisdom ({@skill Perception}) score of 14 or higher spots the swarms, but all others are {@status surprised}. After the fight, a character who succeeds on a DC 10 Wisdom ({@skill Insight}) check can deduce that the Dwendalian soldier starved to death while waiting out the relentless snakes.",
{
"type": "entries",
"name": "Treasure",

View File

@@ -8774,7 +8774,7 @@
"page": 104,
"id": "1f9",
"entries": [
"A hostile {@creature dryad} and seven {@creature Awakened Shrub||awakened shrubs} emerge from the undergrowth and surround the characters. Any character who has a passive Wisdom ({@skill Perception}) score of 13 or higher spots the dryad and the shrubs before they arrive, and all other characters are {@quickref Surprise|PHB|3|0|surprised}.",
"A hostile {@creature dryad} and seven {@creature Awakened Shrub||awakened shrubs} emerge from the undergrowth and surround the characters. Any character who has a passive Wisdom ({@skill Perception}) score of 13 or higher spots the dryad and the shrubs before they arrive, and all other characters are {@status surprised}.",
"The dryad, Meadowleaf, was bound to an enchanted tree that Granny Nightshade felled and used to make wooden toys. Believing the characters to be mercenaries hired by Granny Nightshade to capture Will of the Feywild and the Getaway Gang, the dryad points an accusing finger toward them and orders the awakened shrubs, \"Show these villains the true meaning of revenge!\"",
"A character can use an action to make a DC 13 Charisma ({@skill Persuasion}) check in the hope of ending hostilities. On a successful check, the character convinces Meadowleaf (and, by extension, the shrubs) not to attack on their next turn, giving the characters a brief time in which to counter any false notions the dryad might have about the party's intentions and allegiances. If the characters make a sound argument in their defense, or if four or more shrubs are killed in the ensuing battle, Meadowleaf calls off the attack.",
"The dryad is too bitter and angry to apologize for any errors in judgment on her part. Reminding her of the rule of hospitality (see \"{@area Rules of Conduct|105|x}\" in {@adventure chapter 2|WBtW|2}) is enough to convince her that she should be nicer to travelers passing through the forest, which is the closest thing she has to a home now that her beloved tree is gone.",
@@ -9296,7 +9296,7 @@
"A cloaked figure springs from the forest and, with blades flashing, attacks the unicorn. Under the assassin's cowl, you see a wide, toothy smile."
]
},
"Characters who have a passive Wisdom ({@skill Perception}) score of 17 or higher are not {@quickref Surprise|PHB|3|0|surprised} by {@creature Zarak|WBtW}. All other creatures in the area, including Lamorna, are {@quickref Surprise|PHB|3|0|surprised}.",
"Characters who have a passive Wisdom ({@skill Perception}) score of 17 or higher are not {@status surprised} by {@creature Zarak|WBtW}. All other creatures in the area, including Lamorna, are {@status surprised}.",
"On Lamorna's first turn after the surprise round, she teleports away, denying {@creature Zarak|WBtW} his prize and leaving him to face the characters alone. At this point, {@creature Zarak|WBtW} is disgusted with himself for not felling the unicorn immediately (\"I didn't know unicorns could do that,\" he mutters as Lamorna teleports away), but he's smart enough not to antagonize the characters any more than he already has. If the characters aren't spoiling for a fight, {@creature Zarak|WBtW} is satisfied to stand down and retreat back into the forest.",
"{@creature Zarak|WBtW} is willing to give up his hunt in exchange for gold or if the characters seem likely to kill him. Characters who tell {@creature Zarak|WBtW} about the riches in Nib's cave (see \"{@area Nib's Cave|206|x}\" earlier in the chapter) pique his greed; if he is led there, he takes all the gold he can carry and falls prey to Nib's curse.",
"The characters can try to capture {@creature Zarak|WBtW}, but he'd rather die than surrender his weapons and his freedom. He's not much use as a hostage, since no other member of the League of Malevolence cares what happens to him, and he refuses to divulge the secret ways to and from the Palace of Heart's Desire. But if a {@spell charm person} spell or similar magic is used to make him friendly toward one or more of the characters, he can be coaxed into sharing the following information with them:",
@@ -11608,7 +11608,7 @@
"A gnarled bridge formed by tangled tree roots spans a rocky, dried-up riverbed."
]
},
"The bridges sway and creak when crossed. To avoid making a racket, each creature traveling along a bridge must make a DC 12 Dexterity ({@skill Stealth}) check. On a failed check, the creatures stationed in the goblin market (area L2) are alerted; they take no action immediately but can't be {@quickref Surprise|PHB|3|0|surprised}."
"The bridges sway and creak when crossed. To avoid making a racket, each creature traveling along a bridge must make a DC 12 Dexterity ({@skill Stealth}) check. On a failed check, the creatures stationed in the goblin market (area L2) are alerted; they take no action immediately but can't be {@status surprised}."
]
},
{
@@ -13596,7 +13596,7 @@
]
},
"The bridge is 5 feet wide, 100 feet long, and sturdy. Each 5-foot section of the wooden structure has AC 15, 30 hit points, and immunity to fire, poison, and psychic damage.",
"The chasm is haunted by three {@creature Flameskull||flameskulls}\u2014the remains of darklings who suffered from vertigo and fell to their doom before reaching the bridge's halfway point. The flameskulls hide under the bridge's midpoint. Characters who have passive Wisdom ({@skill Perception}) scores of 10 or higher aren't {@quickref Surprise|PHB|3|0|surprised} when the flameskulls emerge from hiding and take up positions 10 feet above the bridge.",
"The chasm is haunted by three {@creature Flameskull||flameskulls}\u2014the remains of darklings who suffered from vertigo and fell to their doom before reaching the bridge's halfway point. The flameskulls hide under the bridge's midpoint. Characters who have passive Wisdom ({@skill Perception}) scores of 10 or higher aren't {@status surprised} when the flameskulls emerge from hiding and take up positions 10 feet above the bridge.",
"The flameskulls speak Elvish and Sylvan. Their names are Weaugh, Teaugh, and Peaugh. The flameskulls are hostile toward all other creatures in the chasm and attack without provocation. They become indifferent toward any creature that walks or runs across the bridge and makes it past the midpoint (regardless of the direction it is traveling). Weaugh, Teaugh, and Peaugh congratulate the creature on making it this far.",
"A character toward whom the flameskulls are indifferent can use an action to try to convince the flameskulls to let the party pass, doing so with a successful DC 13 Charisma ({@skill Persuasion}) check. If the flameskulls are persuaded to allow safe passage, they apologize for their unprovoked hostility before returning to their hiding spots under the bridge. From that point on, all characters in the party can cross the chasm safely in either direction.",
"There's no chance of a character accidentally falling off the bridge or being knocked off the bridge by the flameskulls. The chasm is 200 feet deep, and its bottom is strewn with hundreds of malignant wish stones that give off purple light. These wish stones are unrefined lumps of crystal that shed bright light in a 5-foot radius and dim light for an additional 5 feet; any good-aligned creature that has one or more of them in its possession feels mildly nauseated, although this nausea has no game effect. Hags, liches, and other evil spellcasters can find macabre uses for these malignant wish stones, which otherwise have no value."

View File

@@ -7415,7 +7415,7 @@
"page": 64,
"id": "153",
"entries": [
"At the end of a dead-end side alley south of areas L1 and L2 is an iron grate that covers an opening to the sewers under the North Ward. Five {@creature bugbear||bugbears} have quietly climbed up through the grate and concealed themselves in the side alley. They pour out and attack the characters, hoping to gain surprise in the blizzard. Characters who have a passive Perception score of 16 or higher aren't {@quickref Surprise|PHB|3|0|surprised}.",
"At the end of a dead-end side alley south of areas L1 and L2 is an iron grate that covers an opening to the sewers under the North Ward. Five {@creature bugbear||bugbears} have quietly climbed up through the grate and concealed themselves in the side alley. They pour out and attack the characters, hoping to gain surprise in the blizzard. Characters who have a passive Perception score of 16 or higher aren't {@status surprised}.",
"The bugbears were sent by {@creature Xanathar|WDH} to retrieve a prisoner being held in the Zhent safe house, but they're too bloodthirsty to pass up the chance to murder a band of adventurers standing in their way. The wind and snow render the City Watch oblivious to the danger."
]
},

View File

@@ -2404,7 +2404,10 @@
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@@ -2496,7 +2499,7 @@
"{@b Warning}. The words \"Certain death this way!\" are carved in Common on the southeast wall, with an arrow pointing toward the southern exit."
]
},
"The bugbears detect the approach of adventurers with the aid of the intellect devourers' Detect Sentience trait and therefore can't be {@quickref Surprise|PHB|3|0|surprised}. As intruders approach their location, the bugbears withdraw down the southern tunnel and circle around to warn the goblinoids in {@area area 23|08b|x} of intruders. The bugbears know the perils of the western tunnel ({@area area 21|087|x}) and avoid it. Characters whose passive Wisdom ({@skill Perception}) scores equal or exceed the bugbears' Dexterity ({@skill Stealth}) checks notice the hiding or fleeing bugbears.",
"The bugbears detect the approach of adventurers with the aid of the intellect devourers' Detect Sentience trait and therefore can't be {@status surprised}. As intruders approach their location, the bugbears withdraw down the southern tunnel and circle around to warn the goblinoids in {@area area 23|08b|x} of intruders. The bugbears know the perils of the western tunnel ({@area area 21|087|x}) and avoid it. Characters whose passive Wisdom ({@skill Perception}) scores equal or exceed the bugbears' Dexterity ({@skill Stealth}) checks notice the hiding or fleeing bugbears.",
"When a bugbear drops to 0 hit points, the intellect devourer in its skull teleports out to seek a new host.",
{
"type": "entries",
@@ -3094,7 +3097,7 @@
"id": "080",
"entries": [
"A filthy, 30-foot-square room lies at the end of a long hall, and a putrid stench fills both the room and the hallway.",
"A voracious {@creature troll} hunkers in the room's southwest corner and attacks interlopers on sight. It can't be {@quickref Surprise|PHB|3|0|surprised} by adventurers who are noisy or who approach with uncovered light sources.",
"A voracious {@creature troll} hunkers in the room's southwest corner and attacks interlopers on sight. It can't be {@status surprised} by adventurers who are noisy or who approach with uncovered light sources.",
"Halaster {@condition charmed} the troll so that once a day it is compelled to fetch food from {@area area 19a|083|x} and deliver it to the manticores in {@area area 16|076|x}. A successful {@spell dispel magic} cast on the troll (DC 15) ends the {@condition charmed} condition on it but has no effect on its vile disposition. The troll pursues any fleeing prey."
]
},
@@ -3201,7 +3204,7 @@
"page": 21,
"id": "08b",
"entries": [
"The Xanathar Guild maintains a watch post here, called \"Worg's Eye\" by the bugbears that command it. The goblinoids stationed here, two {@creature Bugbear||bugbears} and fifteen {@creature Goblin||goblins}, can't be {@quickref Surprise|PHB|3|0|surprised} if they know trouble is on the way. If the two {@creature Bugbear||bugbears} in {@area area 2b|03d|x} managed to make it this far, add them to the roster of enemies.",
"The Xanathar Guild maintains a watch post here, called \"Worg's Eye\" by the bugbears that command it. The goblinoids stationed here, two {@creature Bugbear||bugbears} and fifteen {@creature Goblin||goblins}, can't be {@status surprised} if they know trouble is on the way. If the two {@creature Bugbear||bugbears} in {@area area 2b|03d|x} managed to make it this far, add them to the roster of enemies.",
{
"type": "entries",
"name": "23a. Nimraith's Fate",
@@ -3235,7 +3238,7 @@
"{@b Shattered Statue}. The remains of a shattered statue lie in the middle of the room. (The bugbears are trying to reassemble it.)"
]
},
"The bugbears detect the approach of adventurers with the aid of the intellect devourers' Detect Sentience trait and therefore can't be {@quickref Surprise|PHB|3|0|surprised}. When a bugbear drops to 0 hit points, the intellect devourer inhabiting its skull teleports away to seek a new host.",
"The bugbears detect the approach of adventurers with the aid of the intellect devourers' Detect Sentience trait and therefore can't be {@status surprised}. When a bugbear drops to 0 hit points, the intellect devourer inhabiting its skull teleports away to seek a new host.",
"This nonmagical statue has broken into seventeen fist-sized chunks of black stone. (Restoring it will take the bugbears a month.) Any character who succeeds on a DC 15 Intelligence ({@skill Investigation}) check can ascertain what the statue depicted: three male human warriors standing together on a stone mound, facing outward and clutching swords."
]
},
@@ -3397,7 +3400,7 @@
"page": 22,
"id": "09e",
"entries": [
"Just around this corner is a {@creature gelatinous cube}. The first character to walk around the corner is {@quickref Surprise|PHB|3|0|surprised} by the cube unless that character has a passive Wisdom ({@skill Perception}) score of 15 or higher."
"Just around this corner is a {@creature gelatinous cube}. The first character to walk around the corner is {@status surprised} by the cube unless that character has a passive Wisdom ({@skill Perception}) score of 15 or higher."
]
},
{
@@ -3884,7 +3887,7 @@
"page": 26,
"id": "0d1",
"entries": [
"Three {@creature Bugbear||bugbears} sit in the middle of the floor, eating from a sack of dead rats and stirges. One of them has an {@creature intellect devourer} in its skull, which is controlling it like a puppeteer. Because of the intellect devourer's Detect Sentience trait, the bugbears can't be {@quickref Surprise|PHB|3|0|surprised} by the adventurers. When the intellect devourer's host drops to 0 hit points, the intellect devourer teleports away to seek a new host."
"Three {@creature Bugbear||bugbears} sit in the middle of the floor, eating from a sack of dead rats and stirges. One of them has an {@creature intellect devourer} in its skull, which is controlling it like a puppeteer. Because of the intellect devourer's Detect Sentience trait, the bugbears can't be {@status surprised} by the adventurers. When the intellect devourer's host drops to 0 hit points, the intellect devourer teleports away to seek a new host."
]
},
{
@@ -5672,7 +5675,10 @@
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@@ -6196,7 +6202,7 @@
"{@b Xanathar Guild}. Seven Xanathar Guild members (NE human {@creature Thug||thugs}) and their leader, Shunn \"Spider Eyes\" Shurreth (see \"{@creature Shunn Shurreth|WDMM}\" below), gather around a campfire in the middle of the hall. Two {@creature Intellect Devourer||intellect devourers} have taken residence in the skulls of two Xanathar Guild members. The creatures use their Detect Sentience trait to telepathically detect intelligent creatures approaching."
]
},
"Shunn and his thugs can't be {@quickref Surprise|PHB|3|0|surprised} if the intellect devourers sense intruders approaching. If an intellect devourer's host is killed, it tries to find another.",
"Shunn and his thugs can't be {@status surprised} if the intellect devourers sense intruders approaching. If an intellect devourer's host is killed, it tries to find another.",
{
"type": "entries",
"name": "Shunn Shurreth",
@@ -9629,7 +9635,10 @@
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@@ -12290,7 +12299,10 @@
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@@ -15037,7 +15049,10 @@
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@@ -18032,7 +18047,10 @@
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@@ -21181,7 +21199,8 @@
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@@ -23571,7 +23590,10 @@
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@@ -23671,7 +23693,7 @@
"page": 110,
"id": "45f",
"entries": [
"Any character who succeeds on a DC 12 Wisdom ({@skill Perception}) check is not {@quickref Surprise|PHB|3|0|surprised} when three {@creature Shambling Mound||shambling mounds} attack. The shambling mounds chase creatures through the mud but ignore creatures atop the ledge."
"Any character who succeeds on a DC 12 Wisdom ({@skill Perception}) check is not {@status surprised} when three {@creature Shambling Mound||shambling mounds} attack. The shambling mounds chase creatures through the mud but ignore creatures atop the ledge."
]
}
]
@@ -23736,7 +23758,7 @@
"{@b Crates}. Three open crates are stored in the westernmost alcove. They contain sheets of parchment, small jars of ink, quills, 10 days of edible rations, and five 2-gallon casks of clean water."
]
},
"If the glyph in {@area area 7|463|x} triggers, the flesh golem and the wights can't be {@quickref Surprise|PHB|3|0|surprised}. The golem was crafted by Wormriddle the night hag (see {@area level 9|501|x}). If the golem goes berserk, neither Karstis nor any of his other servants can regain control of it."
"If the glyph in {@area area 7|463|x} triggers, the flesh golem and the wights can't be {@status surprised}. The golem was crafted by Wormriddle the night hag (see {@area level 9|501|x}). If the golem goes berserk, neither Karstis nor any of his other servants can regain control of it."
]
},
{
@@ -24020,7 +24042,7 @@
"{@b Hexacali}. Lurking amid the bones is a {@creature Bone Naga (Spirit)||bone naga} (formerly a spirit naga named Hexacali)."
]
},
"The bone naga tries to slay any living creature that enters its domain. Creatures moving through this area must succeed on a DC 15 Wisdom ({@skill Perception}) check or be {@quickref Surprise|PHB|3|0|surprised} when the bone naga attacks."
"The bone naga tries to slay any living creature that enters its domain. Creatures moving through this area must succeed on a DC 15 Wisdom ({@skill Perception}) check or be {@status surprised} when the bone naga attacks."
]
},
{
@@ -26094,7 +26116,10 @@
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@@ -29566,7 +29591,10 @@
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@@ -32517,7 +32545,10 @@
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@@ -34967,7 +34998,8 @@
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@@ -35222,7 +35254,7 @@
"page": 162,
"id": "660",
"entries": [
"Maku, a minotaur shaman, has been busily collecting the remains of slaughtered drow, fallen troglodytes and quaggoths, and unfortunate adventurers in this area. He plans to use these remains in a ritual to summon the demon lord Baphomet. If the characters fought any minotaurs in {@area area 7b|65d|x}, Maku and his followers cannot be {@quickref Surprise|PHB|3|0|surprised} here.",
"Maku, a minotaur shaman, has been busily collecting the remains of slaughtered drow, fallen troglodytes and quaggoths, and unfortunate adventurers in this area. He plans to use these remains in a ritual to summon the demon lord Baphomet. If the characters fought any minotaurs in {@area area 7b|65d|x}, Maku and his followers cannot be {@status surprised} here.",
{
"type": "entries",
"name": "8a. Keep Calm and Carrion",
@@ -35809,7 +35841,7 @@
"Fashioned from seamless black stone with veins of silver running through it, this windowless edifice bears a striking resemblance to a crouching spider. From here, Erelal Freth oversees all House Freth ventures in Undermountain, with her brother Drivvin as her advisor.",
"The central oval of the keep ({@area areas 19e|6a2|x} through {@area 19k|6ad}) has 15-foot-high walls and a 30-foot-high domed roof. The attached outer structures ({@area areas 19a|69b|x} through {@area 19d|6a1}) have 10-foot-high walls and 20-foot-high domed roofs.",
"All outer doors are held shut with {@spell arcane lock} spells that only drow wearing the obsidian insignia scarabs of House Freth can ignore. A successful DC 25 Strength ({@skill Athletics}) check is needed to force open such a door. The inner doors have no locks.",
"When an alarm sounds outside, the occupants of the keep prepare for battle but remain where they are. They cannot be {@quickref Surprise|PHB|3|0|surprised}, and any ability checks to convince residents that intruding characters are not a threat are made with disadvantage. This state of battle readiness is maintained until Rilna Freth tells occupants of the fortress that it is secure.",
"When an alarm sounds outside, the occupants of the keep prepare for battle but remain where they are. They cannot be {@status surprised}, and any ability checks to convince residents that intruding characters are not a threat are made with disadvantage. This state of battle readiness is maintained until Rilna Freth tells occupants of the fortress that it is secure.",
{
"type": "entries",
"name": "19a. Elite Barracks",
@@ -36996,7 +37028,8 @@
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@@ -37718,7 +37751,7 @@
"page": 179,
"id": "6ff",
"entries": [
"Hobgoblins of Doomcrown's phalanx have secured most of the halls and chambers in Arcturiadoom. Consequently, the only wandering monsters of consequence are hobgoblin patrols. A typical patrol consists of four {@creature Hobgoblin||hobgoblins}. Their marching footsteps and clanking armor can be heard well in advance of their arrival, and characters can't be {@quickref Surprise|PHB|3|0|surprised} by them. Combat with a patrol is sure to alert other creatures in the vicinity.",
"Hobgoblins of Doomcrown's phalanx have secured most of the halls and chambers in Arcturiadoom. Consequently, the only wandering monsters of consequence are hobgoblin patrols. A typical patrol consists of four {@creature Hobgoblin||hobgoblins}. Their marching footsteps and clanking armor can be heard well in advance of their arrival, and characters can't be {@status surprised} by them. Combat with a patrol is sure to alert other creatures in the vicinity.",
"If any hobgoblins are defeated while on patrol, subtract their numbers from the guards in {@area area 32a|764|x}."
]
}
@@ -39224,7 +39257,8 @@
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@@ -42170,7 +42204,8 @@
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}
@@ -43128,7 +43163,7 @@
"{@b Scuff Marks}. Scuff marks on the floor show evidence of stone furnishings long since removed."
]
},
"Characters who hold bright light sources in this room or make a lot of noise alert the githzerai in {@area area 24c|7dc|x}, who remain where they are but can't be {@quickref Surprise|PHB|3|0|surprised}.",
"Characters who hold bright light sources in this room or make a lot of noise alert the githzerai in {@area area 24c|7dc|x}, who remain where they are but can't be {@status surprised}.",
{
"type": "entries",
"name": "Teleport Trap",
@@ -43917,7 +43952,7 @@
"height": 1087,
"credit": "Vincent Proce"
},
"Adventurers who explore this area are doomed to face Netherskull the death tyrant if they haven't done so already. Netherskull can't be {@quickref Surprise|PHB|3|0|surprised} in its lair.",
"Adventurers who explore this area are doomed to face Netherskull the death tyrant if they haven't done so already. Netherskull can't be {@status surprised} in its lair.",
{
"type": "entries",
"name": "39a. Hanging Beholder Statue",
@@ -45628,7 +45663,8 @@
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@@ -46048,7 +46084,7 @@
"page": 215,
"id": "855",
"entries": [
"Loud noises in this area alert the denizens of {@area areas 12f|857|x} and {@area 13|85a}, who remain where they are but can't be {@quickref Surprise|PHB|3|0|surprised}.",
"Loud noises in this area alert the denizens of {@area areas 12f|857|x} and {@area 13|85a}, who remain where they are but can't be {@status surprised}.",
{
"type": "inset",
"id": "856",
@@ -47802,7 +47838,8 @@
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@@ -49789,7 +49826,8 @@
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@@ -50683,7 +50721,7 @@
"page": 241,
"id": "95d",
"entries": [
"{@creature Umbraxakar|WDMM} the shadow dragon dwells here and cannot be {@quickref Surprise|PHB|3|0|surprised} by the characters, whose presence he has sensed since they first stepped into the Shadowfell.",
"{@creature Umbraxakar|WDMM} the shadow dragon dwells here and cannot be {@status surprised} by the characters, whose presence he has sensed since they first stepped into the Shadowfell.",
"Characters who experienced the vision in {@area area 17|935|x} recognize this hall as the same one seen in that vision. The hall contains the following:",
{
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@@ -51682,7 +51720,8 @@
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@@ -53802,7 +53841,8 @@
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@@ -56204,7 +56244,8 @@
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@@ -58507,7 +58548,8 @@
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@@ -60957,7 +60999,8 @@
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@@ -62585,7 +62628,8 @@
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@@ -63565,7 +63609,8 @@
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@@ -64009,7 +64054,8 @@
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