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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@@ -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."
]
},
{