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TheGiddyLimit
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{
"action": [
{
"name": "Activate an Item",
"source": "DMG",
"page": 141,
"srd": true,
"basicRules": true,
"time": [
{
"number": 1,
"unit": "action"
}
],
"entries": [
"Activating some magic items requires a user to do something in particular, such as holding the item and uttering a command word, reading the item if it is a scroll, or drinking it if it is a potion. The description of each item category or individual item details how an item is activated. Certain items use one or more of the following rules related to their activation.",
"If an item requires an action to activate, that action isn't a function of the {@action Use an Object} action, so a feature such as the rogue's {@subclassFeature Fast Hands|Rogue||Thief||3} can't be used to activate the item.",
{
"type": "entries",
"name": "Command Word",
"entries": [
"A command word is a word or phrase that must be spoken audibly for the item to operate. A magic item that requires the user to speak a command word can't be activated in the area of any effect that prevents sound, such as the area created by the silence spell."
]
},
{
"type": "entries",
"name": "Consumables",
"entries": [
"Some items are used up when they are activated. A potion or elixir must be swallowed, or an oil applied to the body. The writing vanishes from a scroll when it is read. Once used, a consumable item loses its magic and no longer functions."
]
},
{
"type": "entries",
"name": "Spells",
"entries": [
"Some magic items allow the user to cast a spell from the item, often by expending charges from it. The spell is cast at the lowest possible spell and caster level, doesn't expend any of the user's spell slots, and requires no components unless the item's description says otherwise. The spell uses its normal casting time, range, and duration, and the user of the item must concentrate if the spell requires {@status concentration}. Certain items make exceptions to these rules, changing the casting time, duration, or other parts of a spell.",
"Many items, such as potions, bypass the casting of the spell and confer the spell's effects. Such an item still uses the spell's duration unless the item's description says otherwise.",
"A magic item, such as certain staffs, may require you to use your own spellcasting ability when you cast a spell from the item. If you have more than one spellcasting ability, you choose which one to use with the item. If you don't have a spellcasting ability\u2014perhaps you're a rogue with the Use Magic Device feature\u2014your spellcasting ability modifier is +0 for the item, and your proficiency bonus does apply."
]
},
{
"type": "entries",
"name": "Charges",
"entries": [
"Some magic items have charges that you expend to activate its properties. The number of charges an item has remaining is revealed when an identify spell is cast on the item, or when a creature attunes to the item. Additionally, when an item regains charges, the creature attuned to that item learns how many charges it regained."
]
}
]
},
{
"name": "Attack",
"source": "PHB",
"page": 192,
"srd": true,
"basicRules": true,
"time": [
{
"number": 1,
"unit": "action"
}
],
"entries": [
"The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists.",
"With this action, you make one melee or ranged attack. See the \"{@book Making an Attack|phb|9|making an attack}\" section for the rules that govern attacks.",
"Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action."
],
"seeAlsoAction": [
"Disarm|DMG",
"Grapple",
"Mark|DMG",
"Shove",
"Shove Aside|DMG",
"Two-Weapon Fighting"
]
},
{
"name": "Cast a Spell",
"source": "PHB",
"page": 192,
"srd": true,
"basicRules": true,
"time": [
"Varies"
],
"entries": [
"Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a spellcaster often uses his or her action in combat to cast such a spell. See {@book chapter 10|phb|10|casting a spell} for the rules on spellcasting."
]
},
{
"name": "Climb onto a Bigger Creature",
"source": "DMG",
"page": 271,
"fromVariant": "Action Options",
"time": [
{
"number": 1,
"unit": "action"
}
],
"entries": [
"If one creature wants to jump onto another creature, it can do so by {@action grapple||grappling}. A small or Medium creature has little chance of making a successful grapple against a Huge or Gargantuan creature, however, unless magic has granted the grappler supernatural might.",
"As an alternative, a suitably large opponent can be treated as terrain for the purpose of jumping onto its back or clinging to a limb. After making any ability checks necessary to get into position and onto the larger creature, the smaller creature uses its action to make a Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check contested by the target's Dexterity ({@skill Acrobatics}) check. If it wins the contest, the smaller creature successfully moves into the target creature's space, the smaller creature moves with the target and has advantage on attack rolls against it.",
"The smaller creature can move around within the larger creature's space, treating the space as {@quickref difficult terrain||3}. The larger creature's ability to attack the smaller creature depends on the smaller creature's location, and is left to your discretion. The larger creature can dislodge the smaller creature as an action\u2014knocking it off, scraping it against a wall, or grabbing and throwing it\u2014by making a Strength ({@skill Athletics}) check contested by the smaller creature's Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check. The smaller creature chooses which ability to use."
]
},
{
"name": "Dash",
"source": "PHB",
"page": 192,
"srd": true,
"basicRules": true,
"time": [
{
"number": 1,
"unit": "action"
}
],
"entries": [
"When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash.",
"Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash."
]
},
{
"name": "Disarm",
"source": "DMG",
"page": 271,
"fromVariant": "Action Options",
"time": [
{
"number": 1,
"unit": "action"
}
],
"entries": [
"A creature can use a weapon attack to knock a weapon or another item from a target's grasp. The attacker makes an attack roll contested by the target's Strength ({@skill Athletics}) check or Dexterity ({@skill Acrobatics}) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item.",
"The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller."
],
"seeAlsoAction": [
"Attack"
]
},
{
"name": "Disengage",
"source": "PHB",
"page": 192,
"srd": true,
"basicRules": true,
"time": [
{
"number": 1,
"unit": "action"
}
],
"entries": [
"If you take the Disengage action, your movement doesn't provoke opportunity attacks for the rest of the turn."
]
},
{
"name": "Dodge",
"source": "PHB",
"page": 192,
"srd": true,
"basicRules": true,
"time": [
{
"number": 1,
"unit": "action"
}
],
"entries": [
"When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated (as explained in the appendix) or if your speed drops to 0."
]
},
{
"name": "Don or Doff a Shield",
"source": "PHB",
"page": 146,
"srd": true,
"basicRules": true,
"time": [
{
"number": 1,
"unit": "action"
}
],
"entries": [
"The time it takes to don or doff armor {@table Getting Into and Out of Armor; Donning and Doffing Armor|phb|depends on the armor's category}. A {@item shield|phb} can be donned or doffed as an action."
]
},
{
"name": "End Concentration",
"source": "PHB",
"page": 203,
"srd": true,
"basicRules": true,
"time": [
"Free"
],
"entries": [
"If a spell must be maintained with {@status concentration}, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end {@status concentration} at any time (no action required)."
]
},
{
"name": "Escape a Grapple",
"source": "PHB",
"page": 195,
"srd": true,
"basicRules": true,
"time": [
{
"number": 1,
"unit": "action"
}
],
"entries": [
"A {@condition grappled} creature can use its action to escape. To do so, it must succeed on a Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check contested by your Strength ({@skill Athletics}) check."
],
"seeAlsoAction": [
"Grapple"
]
},
{
"name": "Grapple",
"source": "PHB",
"page": 195,
"srd": true,
"basicRules": true,
"time": [
{
"number": 1,
"unit": "action"
}
],
"entries": [
"When you want to grab a creature or wrestle with it, you can use the {@action Attack} action to make a special melee attack, a grapple. If you're able to make multiple attacks with the {@action Attack} action, this attack replaces one of them. The target of your grapple must be no more than one size larger than you, and it must be within your reach.",
"Using at least one free hand, you try to seize the target by making a grapple check, a Strength ({@skill Athletics}) check contested by the target's Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (the target chooses the ability to use). You succeed automatically if the target is {@condition incapacitated}. If you succeed, you subject the target to the {@condition grappled} condition (see the appendix). The condition specifies the things that end it, and you can release the target whenever you like (no action required).",
{
"type": "entries",
"name": "Moving a Grappled Target",
"entries": [
"When you move, you can drag or carry the {@condition grappled} creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you."
]
}
],
"seeAlsoAction": [
"Escape a Grapple"
]
},
{
"name": "Healing Surge",
"source": "DMG",
"page": 266,
"fromVariant": "Healing",
"time": [
{
"number": 1,
"unit": "action"
}
],
"entries": [
"As an action, a character can use a healing surge and spend up to half his or her Hit Dice. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll.",
"A character who uses a healing surge can't do so again until he or she finishes a short or long rest. Under this optional rule, a character regains all spent Hit Dice at the end of a long rest. With a short rest, a character regains Hit Dice equal to his or her level divided by four (minimum of one dice)."
]
},
{
"name": "Help",
"source": "PHB",
"page": 192,
"srd": true,
"basicRules": true,
"time": [
{
"number": 1,
"unit": "action"
}
],
"entries": [
"You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.",
"Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally's attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage."
]
},
{
"name": "Hide",
"source": "PHB",
"page": 192,
"srd": true,
"basicRules": true,
"time": [
{
"number": 1,
"unit": "action"
}
],
"entries": [
"When you take the Hide action, you make a Dexterity ({@skill Stealth}) check in an attempt to hide, following the rules in {@book chapter 7 |phb|7|hiding} for hiding. If you succeed, you gain certain benefits, as described in the \"{@book Unseen Attackers and Targets|PHB|9|unseen attackers and targets}\" section in the Player's Handbook."
]
},
{
"name": "Identify a Spell",
"source": "XGE",
"page": 85,
"fromVariant": "Spellcasting|XGE",
"time": [
{
"number": 1,
"unit": "reaction"
},
{
"number": 1,
"unit": "action"
}
],
"entries": [
"Sometimes a character wants to identify a spell that someone else is casting or that was already cast. To do so, a character can use their reaction to identify a spell as it's being cast, or they can use an action on their turn to identify a spell by its effect after it is cast.",
"If the character perceived the casting, the spell's effect, or both, the character can make an Intelligence ({@skill Arcana}) check with the reaction or action. The DC equals 15 + the spell's level. If the spell is cast as a class spell and the character is a member of that class, the check is made with advantage. For example, if the spellcaster casts a spell as a cleric, another cleric has advantage on the check to identify the spell. Some spells aren't associated with any class when they're cast, such as when a monster uses its Innate Spellcasting trait.",
"This Intelligence ({@skill Arcana}) check represents the fact that identifying a spell requires a quick mind and familiarity with the theory and practice of casting. This is true even for a character whose spellcasting ability is Wisdom or Charisma. Being able to cast spells doesn't by itself make you adept at deducing exactly what others are doing when they cast their spells."
]
},
{
"name": "Improvising an Action",
"source": "PHB",
"page": 193,
"basicRules": true,
"time": [
"Varies"
],
"entries": [
"Your character can do things not covered by the actions in this chapter, such as breaking down doors, intimidating enemies, sensing weaknesses in magical defenses, or calling for a parley with a foe. The only limits to the actions you can attempt are your imagination and your character's ability scores. See the descriptions of the ability scores in {@book chapter 7|phb|7|Ability Scores and Modifiers} for inspiration as you improvise.",
"When you describe an action not detailed elsewhere in the rules, the DM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure."
]
},
{
"name": "Mark",
"source": "DMG",
"page": 271,
"fromVariant": "Action Options",
"entries": [
"This option makes it easier for melee combatants to harry each other with opportunity attacks.",
"When a creature makes a melee attack, it can also mark its target. Until the end of the attacker's next turn, any opportunity attack it makes against the marked target has advantage. The opportunity attack doesn't expend the attacker's reaction, but the attacker can't make the attack if anything, such as the {@condition incapacitated} condition or the {@spell shocking grasp} spell, is preventing it from taking reactions. The attacker is limited to one opportunity attack per turn."
],
"seeAlsoAction": [
"Attack"
]
},
{
"name": "Opportunity Attack",
"source": "PHB",
"page": 195,
"srd": true,
"basicRules": true,
"time": [
{
"number": 1,
"unit": "reaction"
}
],
"entries": [
"In a fight, everyone is constantly watching for enemies to drop their guard. You can rarely move heedlessly past your foes without putting yourself in danger; doing so provokes an opportunity attack.",
"You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack interrupts the provoking creature's movement, occurring right before the creature leaves your reach.",
"You can avoid provoking an opportunity attack by taking the {@action Disengage} action. You also don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don't provoke an opportunity attack if an explosion hurls you out of a foe's reach or if gravity causes you to fall past an enemy."
]
},
{
"name": "Other Activity",
"source": "PHB",
"page": 190,
"srd": true,
"basicRules": true,
"time": [
"Varies"
],
"entries": [
"Your turn can include a variety of flourishes that require neither your action nor your move.",
"You can communicate however you are able, through brief utterances and gestures, as you take your turn.",
"You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack.",
"If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions.",
"The DM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the DM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge.",
{
"type": "inset",
"name": "Interacting with Objects Around You",
"entries": [
"Here are a few examples of the sorts of thing you can do in tandem with your movement and action:",
{
"type": "list",
"items": [
"draw or sheathe a sword",
"open or close a door",
"withdraw a potion from your backpack",
"pick up a dropped axe",
"take a bauble from a table",
"remove a ring from your finger",
"stuff some food into your mouth",
"plant a banner in the ground",
"fish a few coins from your belt pouch",
"drink all the ale in a flagon",
"throw a lever or a switch",
"pull a torch from a sconce",
"take a book from a shelf you can reach",
"extinguish a small flame",
"don a mask",
"pull the hood of your cloak up and over your head",
"put your ear to a door",
"kick a small stone",
"turn a key in a lock",
"tap the floor with a 10-foot pole",
"hand an item to another character"
]
}
]
}
]
},
{
"name": "Overrun",
"source": "DMG",
"page": 272,
"fromVariant": "Action Options",
"time": [
{
"number": 1,
"unit": "action"
},
{
"number": 1,
"unit": "bonus"
}
],
"entries": [
"When a creature tries to move through a hostile creature's space, the mover can try to force its way through by overrunning the hostile creature. As an action or a bonus action, the mover makes a Strength ({@skill Athletics}) check contested by the hostile creature's Strength ({@skill Athletics}) check. The creature attempting the overrun has advantage on this check if it is larger than the hostile creature, or disadvantage if it is smaller. If the mover wins the contest, it can move through the hostile creature's space once this turn."
],
"seeAlsoAction": [
"Tumble|DMG"
]
},
{
"name": "Ready",
"source": "PHB",
"page": 193,
"srd": true,
"basicRules": true,
"time": [
{
"number": 1,
"unit": "action"
}
],
"entries": [
"Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn.",
"First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include \"If the cultist steps on the trapdoor, I'll pull the lever that opens it,\" and \"If the goblin steps next to me, I move away.\"",
"When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round.",
"When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell's magic requires {@status concentration} (explained in {@book chapter 10|phb|10|concentration}). If your {@status concentration} is broken, the spell dissipates without taking effect. For example, if you are {@status concentration||concentrating} on the web spell and ready magic missile, your web spell ends, and if you take damage before you release magic missile with your reaction, your {@status concentration} might be broken.",
"You have until the start of your next turn to use a readied action."
]
},
{
"name": "Search",
"source": "PHB",
"page": 193,
"srd": true,
"basicRules": true,
"time": [
{
"number": 1,
"unit": "action"
}
],
"entries": [
"When you take the Search action, you devote your attention to finding something. Depending on the nature of your search, the DM might have you make a Wisdom ({@skill Perception}) check or an Intelligence ({@skill Investigation}) check."
]
},
{
"name": "Shove",
"source": "PHB",
"page": 195,
"srd": true,
"basicRules": true,
"time": [
{
"number": 1,
"unit": "action"
}
],
"entries": [
"Using the {@action Attack} action, you can make a special melee attack to shove a creature, either to knock it {@condition prone} or push it away from you. If you're able to make multiple attacks with the {@action Attack} action, this attack replaces one of them.",
"The target of your shove must be no more than one size larger than you, and it must be within your reach. You make a Strength ({@skill Athletics}) check contested by the target's Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (the target chooses the ability to use). You succeed automatically if the target is {@condition incapacitated}. If you succeed, you either knock the target {@condition prone} or push it 5 feet away from you."
],
"seeAlsoAction": [
"Attack",
"Shove Aside|DMG"
]
},
{
"name": "Shove Aside",
"source": "DMG",
"page": 272,
"fromVariant": "Action Options",
"time": [
{
"number": 1,
"unit": "action"
}
],
"entries": [
"With this option, a creature uses the special {@action shove} attack from the {@book Player's Handbook|PHB|9|Shoving a Creature} to force a target to the side, rather than away. The attacker has disadvantage on its Strength ({@skill Athletics}) check when it does so. If that check is successful, the attacker moves the target 5 feet to a different space within its reach."
]
},
{
"name": "Tumble",
"source": "DMG",
"page": 272,
"fromVariant": "Action Options",
"time": [
{
"number": 1,
"unit": "action"
},
{
"number": 1,
"unit": "bonus"
}
],
"entries": [
"A creature can try to tumble through a hostile creature's space, ducking and weaving past the opponent. As an action or a bonus action, the tumbler makes a Dexterity ({@skill Acrobatics}) check contested by the hostile creature's Dexterity ({@skill Acrobatics}) check. If the tumbler wins the contest, it can move through the hostile creature's space once this turn."
],
"seeAlsoAction": [
"Overrun|DMG"
]
},
{
"name": "Two-Weapon Fighting",
"source": "PHB",
"page": 195,
"srd": true,
"basicRules": true,
"time": [
{
"number": 1,
"unit": "bonus"
}
],
"entries": [
"When you take the {@action Attack} action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.",
"If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it."
],
"seeAlsoAction": [
"Attack"
]
},
{
"name": "Use an Object",
"source": "PHB",
"page": 193,
"srd": true,
"basicRules": true,
"time": [
{
"number": 1,
"unit": "action"
}
],
"entries": [
"You normally interact with an object while doing something else, such as when you draw a sword as part of an attack. When an object requires your action for its use, you take the Use an Object action. This action is also useful when you want to interact with more than one object on your turn."
]
},
{
"name": "Waking Someone",
"source": "XGE",
"page": 77,
"time": [
{
"number": 1,
"unit": "action"
}
],
"entries": [
"A creature that is naturally sleeping, as opposed to being in a magically or chemically induced sleep, wakes up if it takes any damage or if someone else uses an action to shake or slap the creature awake. A sudden loud noise\u2014such as yelling, thunder, or a ringing bell\u2014also awakens someone that is sleeping naturally.",
"Whispers don't disturb sleep, unless a sleeper's passive Wisdom ({@skill Perception}) score is 20 or higher and the whispers are within 10 feet of the sleeper. Speech at a normal volume awakens a sleeper if the environment is otherwise silent (no wind, birdsong, crickets, street sounds, or the like) and the sleeper has a passive Wisdom ({@skill Perception}) score of 15 or higher."
]
}
]
}

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{
"data": [
{
"type": "section",
"name": "A Verdant Tomb",
"page": 2,
"entries": [
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/AitFR-AVT/13_1476395018.webp"
},
"width": 1240,
"height": 1057,
"credit": "Andrey Kuzinskiy"
},
"Decades ago, a powerful wizard from a distant plane of existence came to the Sword Coast as an explorer. Here she adventured as an explorer, toiled in study, and eventually departed with her young son, back to their home plane of Ravnica. She was called Sylvene, and she left behind memories of beloved allies she met and befriended in the lands of the Sword Coast. Many of those memories were celebrated and commemorated with the construction of a grand crypt in a verdant land\u2014where she hid valuable treasures. Now, those treasures attract not only adventures but the attention of her grandson, Tyreus, whose greed for power knows no bounds.",
"This short Dungeons & Dragons® adventure is written to suit four to six characters of 9th level. With this text and the core D&D manuals, you have everything you need to play.",
{
"type": "section",
"name": "Part of a Series",
"page": 2,
"entries": [
"This adventure is written as the third in a five-part series. Whether you're playing this as part of our adventure series or weaving this adventure into another campaign, read \"Part 3: What's Next?\" to get an idea of where some of these threads lead and how you can change those threads to accommodate your campaign.",
"This adventure involves a recurring villain named Tyreus. More about his plans and powers can be discovered in future adventures. If you prefer not to wait, or if you want to substitute another villain in for ours, you can adapt this adventure to refer to a villainous NPC of your own.",
"By combining the immediacy of the players' choices with the mysterious histories and ambitions of key NPCs, this scenario explores themes of secrecy, hindsight, and loss. Future adventures in this series expand on other themes, to explore both the origins of these situations and the consequences of the players' choices along the way."
],
"id": "001"
},
{
"type": "section",
"name": "Background",
"page": 3,
"entries": [
"A powerful mage is at work enacting a villainous plan near the Sword Coast. He is a trespasser from another plane. He is here in pursuit of legends and lore, in the footsteps of forebears who came here long ago. He is called Tyreus, though few here know him by name.",
{
"type": "entries",
"name": "In Previous Adventures",
"page": 3,
"entries": [
"Tyreus sought out the Wizard's Barrow (prior to the adventure In Scarlet Flames) after discovering a reference to it in a book that cited his grandmother, Sylvene. He tore into the Wizard's Barrow while looking for an arcane secret that might make him powerful\u2014and worthy of his own pride\u2014then had his minions burn the barrow's library in his wake. Tyreus found what he was looking for: a planar key that took him to a secret demiplane refuge Sylvene had created decades before. There Tyreus plundered more books (prior to the adventure in The Hidden Page), in hopes of discovering how Sylvene had created her demiplane.",
"Now he's found what he was looking for."
],
"id": "003"
},
{
"type": "entries",
"name": "Tyreus the Trespasser",
"page": 3,
"entries": [
"Tyreus has been busy. This might not all become known to the characters in this adventure but can be useful for you to know when portraying Tyreus: he's been searching for the hiding place of Sylvene's unused artifacts, called keystones of creation. In her diaries and journals, he found the answers he sought and the sigils he needed to access a teleportation circle in her final secret location. Sylvene buried her keystones of creation with the man she loved, Tyreus's grandfather. Years later, she was buried there, too.",
"Bent on recovering the keystones for his own use, Tyreus has ventured to Sylvene's tomb, recovered the artifacts, and set traps to harrow whoever ventures to the tomb next. (And that almost certainly means the characters.)"
],
"id": "004"
},
{
"type": "entries",
"name": "Sylvene's Tale",
"page": 3,
"entries": [
"Sylvene was a wizard of the distant city-world of Ravnica who came to Faerûn to explore the possibilities of magic across the multiverse. During her time in the Realms, she met and fell in love with a human named Waltarn Everlake, a shepherd from the village of Secomber, on the verge of the High Moors. He left his mundane life to travel with Sylvene and become an adventurer, but he didn't get very far. While exploring the High Moor in pursuit of an artifact called the Stone of Creation, Waltarn perished.",
"He was interred in a lavish addition to his familial tomb, created by the only survivors of his adventuring party: Sylvene and a dwarven fighter called Artura Dwaircalis. They designed Waltarn's crypt to be accessible by teleportation circle in later years, so Sylvene might eventually be buried next to him.",
"Sylvene and Artura told almost no one else, but the expansion they built into the tombs was also created to house a treasure they plundered from the High Moors during the very adventure that got Waltarn killed: keystones of creation."
],
"id": "005"
}
],
"id": "002"
},
{
"type": "section",
"name": "Adventure Synopsis",
"page": 3,
"entries": [
"The adventure is set in motion when the adventurers learn where they can find the tomb of Sylvene and Waltarn and why it is important to get inside. The adventure truly begins when they arrive at the tomb's riverside sepulcher. Getting inside and exploring the site makes up the heart of the scenario, during which the adventurers face several monsters and traps. Their venture likely culminates in a meeting with Tyreus himself\u2014or what seems to be him. Tyreus has prepared much of the crypt as a trap to thin the ranks of adventurers who might oppose him, lording over the tomb through an illusory manifestation. In the end, the adventurers likely learn what Tyreus has stolen from the tomb\u2014powerful fragments of an artifact called the Stone of Creation\u2014and get a sense of his heartless plans for the future.",
"How the scenario ends is up the adventurers, but they may well escape with their own piece of the Stone, called a chip of creation."
],
"id": "006"
},
{
"type": "section",
"name": "Adventure Hooks",
"page": 3,
"entries": [
"The adventurers can become involved in this scenario in several ways, whether they're continuing along from previous scenarios or entering into the fray with this one.",
{
"type": "entries",
"name": "A Visitor in Secret",
"page": 3,
"entries": [
"Adventurers looking into the origins and history of Sylvene's prior adventures\u2014or dealing with the fallout of their own\u2014attract the attention of Durow Dwaircalis, a dwarven veteran who has retired from the adventuring business and become a pacifist. He is the brother of Artura, who adventured with Sylvene and helped to build her tomb. Durow explains that Artura is gone on some adventure but word is spreading about Tyreus gaining power and growing careless. Durow is worried about Sylvene's secret tomb and cannot protect it himself.",
"(In truth, Durow is the victim of a {@spell modify memory} spell cast by Tyreus, who \"confessed\" his plans for Sylvene's tomb to Durow as a means of flushing out rivals and other enemies. Tyreus has already been to Sylvene's tomb.)"
],
"id": "008"
},
{
"type": "entries",
"name": "A Treasure Lost to History",
"page": 4,
"entries": [
"If the characters have not played prior adventures in this series, they might be asked or hired to find and access Sylvene's tomb by a sage or scholar who has worked with other adventurers in the aftermath of the Wizard's Barrow discovery. Perhaps that sage has even been approached by Durow but is unwilling or unable to go to the High Moors himself. The sage wants to know the fate of the mysterious wizard, Sylvene, and any knowledge she had gathered about the Stone of Creation. The adventurers are his agents in the field."
],
"id": "009"
}
],
"id": "007"
}
],
"id": "000"
},
{
"type": "section",
"name": "Part 1: Riverside",
"page": 4,
"entries": [
"The adventure begins when the adventurers reach the area near the sepulcher, about 40 miles east of the village of Secomber. There the south branch of the Delimbiyr (sometimes called Hark River) runs through reedy marshlands along the feet of cliffs and steep hills that rise to form the High Moors' plateau.",
"The place they seek is a shrine and once-beautiful mausoleum built by a few wealthy families from Secomber. It is set into a cliff on the south side of the river. Designed to be rustic and remote, the site has fallen into severe disrepair as a result of its distance from Secomber. Many of the families whose ancestors were interred here have since taken their wealth to Waterdeep and never returned. After visitors stopped arriving to remember those buried here, no one came to combat the weather and the waters as they took their toll.",
"Only one of the participating families stayed in Secomber but fell on hard times decades ago and gradually came to forget their forebears. Their family name was Everlake. The last of them died of old age within the past twenty years.",
{
"type": "entries",
"name": "The Surrounding Area",
"page": 4,
"entries": [
"The land immediately around the sepulcher is unkempt, avoided even by the goats and sheep of the few shepherds in the region. Trees are rare here. Stray boulders and scrub plants abound."
],
"id": "00b"
},
{
"type": "insetReadaloud",
"entries": [
"Cold, windswept rain billows across the reeds and grasses uphill from the river. Water runs off the hills above in muddy streams, bringing dead leaves and clumps of grasses into damp heaps. A single, dead tree bends in the wind, like a bony hand grasping at the sky."
],
"id": "00c"
},
"The grassy ground rises up gradually from the riverbank to where the sepulcher is built into the base of a scrabbly 20-foot cliff. Bits of red granite jut from the cliff and the ground, revealed over long years by the river and the rain. Across the river, wide meadows and wild hedges feed the local sheep.",
"Two {@creature troll||trolls} stalk the marsh on the sepulcher's side of the river. They're twin brothers, clad in rough leather and raw sheep's wool. They hunt along the riverbank at this time of year, looking for strays from nearby flocks. They attempt to stay out of sight and avoid adventurers, but trespassers who seem especially vulnerable or those who are laden with supplies and treasure stir the trolls' greed, inspiring them to ambush the party.",
"Five {@creature will-o'-wisp||will-o'-wisps} haunt the sepulcher yard, day or night. They are prideful, spiteful things eager to lead living creatures near the waters of the sunken yard or into the clutches of other nearby monsters. Yet each will-o'-wisp is loath to venture inside the sepulcher, which they consider the territory of other, more limited undead. The wisps take pride in moving about outdoors, by sunlight or moonlight. They delight in making other encounters more difficult but never venture deeper into the structure than area 4.",
"Note that much of the muddy, soaked ground surrounding the sepulcher may be {@quickref difficult terrain||3}. The sepulcher grounds and the crypts within are shown in map 1.",
{
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"id": "03d",
"credit": "Will Hindmarch"
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{
"type": "inset",
"name": "Be Careful About Piling On",
"page": 5,
"entries": [
"The will-o'-wisps can make any encounter here more difficult, so use them sparingly. These creatures raise the stakes for any adventurer who drops to 0 hit points, but raising the stakes isn't always required. These particular will-o'-wisps are also selfish and cowardly, they seldom work together. And these aren't their graves they're defending. They simply like the ambiance of a rotten sepulcher."
],
"id": "00d"
},
{
"type": "entries",
"name": "1. Sunken Yard",
"page": 5,
"entries": [
{
"type": "insetReadaloud",
"entries": [
"The grounds around the sepulcher are flooded by rain and overflow from the nearby river. Mud and leaves form clogs in the reeds, trapping water in a rough pond surrounded by cattails. The water looks to have partly flooded the sepulcher itself through a few cracks in the facade wide enough to squeeze through."
],
"id": "00f"
},
"The pond is about 4 feet deep. Its bottom is a mix of sucking mud and fallen rocks.",
"The masonry of the structure's face is eroding from both sides, thanks to the water feature in area 4 and the soaked earth here. Small and Medium-sized creatures can move through the largest crack in the facade; a Large creature can squeeze through it.",
"Last spring, three {@creature water weird||water weirds} flowed into this area when the river overflowed. They remain here still, swirling through the water like transparent snakes and steeping in a sense of sorrow and pride from the crypts beyond. They do not threaten the other monsters that dwell here, but they waste no time attacking those they deem trespassers."
],
"id": "00e"
},
{
"type": "entries",
"name": "2. Garden Shrine",
"page": 5,
"entries": [
{
"type": "insetReadaloud",
"entries": [
"A stone arch leans in the tall grass here where the slab it on which it once stood has been overwhelmed. The arch frames a small altar and shelf built into a waisthigh alcove in the front of the sepulcher. The top of the altar is a stone bowl for offerings, flanked by two stone settings meant to hold candles or oil for burning."
],
"id": "011"
},
"This ritual shrine was intended as a way to allow visitors to honor the interred even when the sepulcher was sealed. The fact that the shrine has not been used in years has emboldened the will-o'wisps in the surrounding area.",
"A successful DC 10 Intelligence ({@skill Religion}) check recalls prayers and other customary rites suitable for the shrine, all of which involve lighting candles or lamp oil, or casting light. If the shrine is lit, it attracts all remaining will-o'-wisps at the sepulcher. They arrive angry, ready to attack, and do not leave until the shrine is darkened or they are destroyed."
],
"id": "010"
},
{
"type": "entries",
"name": "3. Sepulcher Entrance",
"page": 5,
"entries": [
{
"type": "insetReadaloud",
"entries": [
"The door to the mausoleum beyond hasn't been used in a long time. Caked mud and rusted hinges hold the iron gate fast. Behind that, a stone slab with two metal loops set into it, for ropes, stands firm\u2014more of a seal than a door."
],
"id": "013"
},
"The names of the mausoleum's three founding families are carved above the entrance: Springbank, Dalmoor, and Everlake.",
"It takes a successful DC 12 Strength ({@skill Athletics}) check to open the iron gate. Unsealing the stone slab requires a successful DC 20 check.",
"Loudly opening the iron gate or unsealing the stone slab likely alerts all creatures in the mausoleum as far as area 7."
],
"id": "012"
}
],
"id": "00a"
},
{
"type": "section",
"name": "Part 2: Inside the Crypts",
"page": 5,
"entries": [
"The first areas inside the mausoleum are open to each other and can quickly become a single, harrowing encounter.",
"The last humanoid trespassers at this site\u2014before the adventurers\u2014were here to loot the place. Four human grave-robbers swam in through the facade a few years ago and, after ransacking area 5, attracted the attention of a shambling mound that often stalks this area. It is likely still here when the adventurers intrude. Its hulking mass includes the bones of the grave-robbers now.",
"Bound to the shambler and the bones within it is a wraith formed from the hateful greed of the lead grave-robber. The wraith haunts its grave, which is essentially inside the shambling mound. The wraith doesn't attack the shambler; it goes where the shambler goes.",
"The other three grave-robbers now haunt this place as three specters under the wraith's command. They tend to gather in area 6, near the treasures they collected.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "General Features",
"page": 5,
"entries": [
"The tombs demonstrate fine designs and quality work, all allowed to rot through neglect."
],
"id": "016"
},
{
"type": "entries",
"name": "Construction",
"page": 6,
"entries": [
"The interior spaces here were meant for somber memorials and funeral services. The stonework was well done but has been slowly sinking and sagging in mud over decades. The marble floors and carved walls are no longer plumb but are not dangerous."
],
"id": "017"
},
{
"type": "entries",
"name": "Ceilings",
"page": 6,
"entries": [
"Most ceilings throughout the tombs are arched to a height of 8 feet. Many are painted with murals of cloudy-blue or starry-night skies, flaking and moldy now."
],
"id": "018"
},
{
"type": "entries",
"name": "Light",
"page": 6,
"entries": [
"No natural light makes it into the mausoleum, except for a bit of overcast spill lighting in area 4. Every chamber has iron sconces for torches or lanterns, but no torches or lanterns remain."
],
"id": "019"
},
{
"type": "entries",
"name": "Sound",
"page": 6,
"entries": [
"Marble floors and walls carry footfalls, voices, and other echoes throughout the place."
],
"id": "01a"
}
],
"id": "015"
},
{
"type": "entries",
"name": "4. Ceremonial Chamber",
"page": 6,
"entries": [
{
"type": "insetReadaloud",
"entries": [
"Part of this room is partially submerged in green water, filling what might have once been a ceremonial pool. The rest of this marble chamber is a few stairs above the water line, but still mossy and slick with algae."
],
"id": "01c"
},
"This space was intended for quiet contemplation and solemn services to honor the dead. It served those purposes for many years. Now it is rotting and crumbling. Loose treasures of monetary value were carried from here into area 6 by the grave-robbers before they died."
],
"id": "01b"
},
{
"type": "entries",
"name": "5. Northern Crypt",
"page": 6,
"entries": [
{
"type": "insetReadaloud",
"entries": [
"The green, iron gate meant to close off this chamber has been pried open. Part of the latch still clings to the marble frame. The stone sarcophagi inside appear intact, but the place is a mess of leaves, mud, and toppled urns."
],
"id": "01e"
},
"This area was thoroughly looted by the grave-robbers a few years ago. All items of monetary value are now in area 6, where the robbers took them before they died."
],
"id": "01d"
},
{
"type": "entries",
"name": "6. Southern Crypt",
"page": 6,
"entries": [
{
"type": "insetReadaloud",
"entries": [
"The iron gate meant to guard this chamber hangs on its last hinge. The room beyond is stained with mud and blood, littered with torn clothes and cast-off buckles. A rusty axe juts from dead vines and reeds tangled in the muddy floor."
],
"id": "020"
},
"The grave-robbers fled here to save their spoils and their lives from the attack of the shambling mound. They failed. Amid inches of mud and debris on the ground are their rotting backpacks and the treasures they gathered.",
"If they have not already, the three specters attack when \"their\" treasures are disturbed here.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Treasure",
"page": 6,
"entries": [
"The grave-robbers had gathered grave goods, candlesticks, metal fixtures, and other art objects worth a total of 440 gp, plus a {@item spell scroll} of {@spell lesser restoration}, a {@item Potion of Greater Healing||potion of healing (greater)}, and a {@item chime of opening}."
],
"id": "022"
}
],
"id": "021"
}
],
"id": "01f"
},
{
"type": "entries",
"name": "7. Grand Mausoleum",
"page": 6,
"entries": [
{
"type": "insetReadaloud",
"entries": [
"This wide, grand hall hosts rows of sealed compartments for coffins and urns. The room is angled roughly to the west, where it has settled unevenly. Water has clearly half-flooded this room before, based on the water damage and masses of rushes, vines, and reeds clinging to the mossy walls. Golden pans, meant to hold lamp oil, hang from the ceiling."
],
"id": "024"
},
"The leader of the grave-robbers had barely set foot in this chamber when he was attacked. As such, it faintly glitters with traces of silver and gold from chalices, medals, statuettes, and other mementos.",
"A total of thirty-six people were interred in the eastern wall of this chamber. As was the custom in Secomber, none of them were interred with treasures of note.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Development",
"page": 6,
"entries": [
"If the shambling mound and the wraith have not yet appeared, they are here."
],
"id": "026"
},
{
"type": "entries",
"name": "Treasure",
"page": 6,
"entries": [
"Many mementos scattered throughout this chamber have rotted to junk, but gold trinkets, silver funerary items, and other personal treasures of value remain, altogether worth 540 gp."
],
"id": "027"
}
],
"id": "025"
}
],
"id": "023"
},
{
"type": "entries",
"name": "8. Processional Corridor",
"page": 6,
"entries": [
{
"type": "insetReadaloud",
"entries": [
"The door to the area beyond is clearly an addition to the chamber but is still probably decades old. The red granite in the doorway may have been sealed once, but gaps have formed as the mausoleum has sunk."
],
"id": "029"
},
"The threshold above the doorway to area 8 is etched with the name Everlake. Prying open this broken seal requires a successful DC 17 Strength ({@skill Athletics}) check.",
"In the corridor, 30 feet beyond the once-sealed doorway, Sylvene installed one of her magic stele traps, facing this door. It has disadvantage on its passive {@skill Perception} score to detect trespassers peering through the gaps in the doorway.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Magic Stele Trap",
"page": 6,
"entries": [
"The stele can detect trespassers out to a range of 60 feet in front of it. It has a passive {@skill Perception} score of 18. To disarm or dispel this trap requires a successful DC 18 check. When triggered, the trap emits a bolt of lightning 60 feet long. Any creature in the target area that fails a DC 15 Dexterity saving throw takes 22 ({@damage 4d10}) lightning damage, or half as much damage with a successful save.",
"The lightning ignites flammable objects in the area that aren't being worn or carried. This stele can emit lightning a total of three times before becoming nothing more than inert stone."
],
"id": "02b"
}
],
"id": "02a"
},
{
"type": "inset",
"name": "Medallion of Safe Passage",
"page": 7,
"entries": [
"Marks of safe passage found in the Wizard's Barrow, in a previous adventure, also work here. Creatures wearing a medallion of safe passage do not trigger the magic stele trap but are not immune to its lightning if it is triggered by someone or something else."
],
"id": "02c"
},
"Aside from housing the trap, this corridor is meant simply to set Waltarn's crypt deeper into the cliff face, to protect it from erosion and settling for a time.",
{
"type": "insetReadaloud",
"entries": [
"Red granite supports and details, from rock frequently mined along the nearby cliffs, enliven the gray stones here. Although this corridor is clearly of more recent construction, it struggles against the shifting ground, too. Fitted stones are being pulled apart from each other over years of slow movement."
],
"id": "02d"
},
"The corridor is in considerably better shape at its north end, where a second seal was installed to further prevent intrusions. This slab is better seated in place, requiring a successful DC 20 Strength ({@skill Athletics}) check to force open."
],
"id": "028"
},
{
"type": "entries",
"name": "9. Tiled Passage",
"page": 7,
"entries": [
{
"type": "insetReadaloud",
"entries": [
"The passage here is decorated with fine tile in an abstract, dwarven style. Though the stairs have settled unevenly, the passage itself is level and tidy."
],
"id": "02f"
},
"This short passage was a gift to Sylvene from Artura, to wow her upon her entrance to the site for Waltarn's burial. It was never intended to be trapped, but it is now. This is as far as Tyreus ventured into the tomb after entering through area 11. He left two traps here using {@spell linked glyphs|AitFR-AVT} (see appendix A). Finding any of these glyphs requires a successful DC 17 Intelligence ({@skill Investigation}) check.",
"First, an alarm glyph has been placed on the stairs (A) to alert Tyreus and let him know it is time for him to cast {@spell project image} and appear in area 11.",
"Secondly, a detection glyph has been placed on the stairs in almost the same spot (A), linked to an effect glyph (B), which casts {@spell fear} (DC 17) up the stairs to the east when any humanoid creature touches or passes over the detection glyph.",
"Tyreus's aim is to drive {@condition frightened} intruders toward the spell glyphs in area 10."
],
"id": "02e"
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},
{
"type": "entries",
"name": "10. Memorial Chamber",
"page": 8,
"entries": [
{
"type": "insetReadaloud",
"entries": [
"This gray chamber features half-pillars, arches, and recessed murals in excellent condition. The south wall shows a wide, shining lake amid green highlands, all beneath brilliant clouds. The north wall is divided into four stylized portraits depicting a female dwarf, a male human, a female human, and, judging by the scale of the details, a male giant."
],
"id": "031"
},
"The highland lake is a depiction of Highstar Lake in the northern region of the High Moors\u2014a spot Waltarn loved when he visited it with his fellow adventurers. The murals are works by the Waterdhavian artist Saraque Skyhill.",
"The four figures depicted here are the members of Sylvene's final adventuring party, as commissioned by Sylvene. From left to right:",
{
"type": "list",
"items": [
"Artura Dwaircalis",
"Waltarn Everlake",
"Sylvene herself",
"Hamish Hewland"
]
},
"Tyreus hated this room. He has hidden a glyph of warding on Waltarn's face, created to cast {@spell phantasmal killer} on the first humanoid to get within 5 feet of the glyph."
],
"id": "030"
},
{
"type": "entries",
"name": "11. Grand Crypt",
"page": 8,
"entries": [
{
"type": "insetReadaloud",
"entries": [
"From the vaulted, blue-and-gold ceiling to the circular, brass seal in the floor and the twin, bare-stone sarcophagi, this tomb looks lavishly made and firmly intact."
],
"id": "033"
},
"This chamber's sarcophagi contain the coffins of Sylvene and Waltarn\u2014unopened and intact\u2014plus a recessed prayer area to the north and a ritual cleansing area to the south. The pillars that support the area are carved with spiral whorls like the stele outside the Wizard's Barrow (from In Scarlet Flames). All the metal fixtures in this area have a green patina and are made to form similar spirals where they can.",
"Sylvene didn't return to the Sword Coast as she intended to, and her sarcophagus here is empty. (She is interred somewhere in Ravnica.)",
"The brass seal is the site of an etched and dyed teleportation circle. It was used by Sylvene to visit the site, by Artura to attend to maintenance here, and by Tyreus to plunder the crypt.",
"While here, Tyreus removed five keystones of creation from the crypt. They were set in the eastern wall and had never been attuned, so soon their power can still be his.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Development",
"page": 8,
"entries": [
"If he can arrange it, Tyreus appears to be standing in the teleportation circle when the adventurers arrive. (It is actually an illusory image of Tyreus, who is hundreds of miles away at Highstar Lake and making use of a {@spell project image} spell.)",
"The human before you appears pale but flushed, with dark hair in a long braid and an exquisitely trimmed beard. He wears dark, fitted clothes and high boots along with a fine blue overcoat. He looks relieved that you're here.",
"Tyreus wanted to see the adventurers, both to satisfy his curiosity and to help him scry on them, if they survive his trap. He intends to let one of the adventurers escape to sow fear.",
"In the meantime, Tyreus is happy to converse with the adventurers and learn what he can from them. He tries to keep their attention on him so his minions can close in on them: Tyreus has placed two tenebrous assassins in the crypt. They arrived with him earlier and he left them behind. They have taken up hiding spots in the crypt and attempt to avoid detection by the adventurers until Tyreus gives the order to attack."
],
"id": "035"
},
{
"type": "entries",
"name": "Trap",
"page": 8,
"entries": [
"Tyreus' final trap is a pair of linked glyphs: a detection glyph (A) on the ground between the coffins and an effect glyph (b) to create a wall of fire that blocks the entrance."
],
"id": "036"
},
{
"type": "entries",
"name": "Treasure",
"page": 8,
"entries": [
"Funeral goods, mementos, prayer objects, and other nonmagical treasures in the area are made predominantly of silver, worth a total of 510 gp. In a prayer bowl in the northern area of the crypt waits more treasure, overlooked by Tyreus when he was here: two {@item chip of creation|AitFR-AVT|chips of creation} (see appendix B)."
],
"id": "037"
},
{
"type": "inset",
"name": "Variant: Tenebrous Assassins",
"page": 8,
"entries": [
"Tyreus's assassins are shadowy monstrosities he found deep in underground warrens beneath Ravnica. They have pebbly, gray, hairless skin, no mouths, and no capacity for speech. They do not require food or drink but do breathe and sleep. If slain, they dissolve into smoke, leaving behind their equipment.",
"These assassins believe Tyreus is coming back for them, but that is unlikely."
],
"id": "038"
}
],
"id": "034"
},
{
"type": "entries",
"name": "Tyreus Came to Talk",
"page": 9,
"entries": [
"Tyreus likes to hear himself talk. He believes himself to be uniquely clever and unfairly lonely. He isn't worried about the adventurers' capacity to get in his way at this stage. He'd rather gloat, order their elimination, and talk while they fight his assassins.",
"In so doing, Tyreus might mention the following:",
{
"type": "list",
"items": [
"He only recently learned\u2014from diaries he took from Sylvene's libraries\u2014that Waltarn Everlake was his grandfather. He's not impressed with Waltarn; Tyreus considers him a weak, common simpleton.",
"Waltarn and his family didn't want him brought back to life after he was slain on an adventure. \"What cowards,\" Tyreus might say. \"What a lack of vision.\"",
"Tyreus took the five keystones of creation Sylvene attempted to hide here with Waltarn. With them, he will \"create for myself a place worthy of the followers I deserve.\""
]
}
],
"id": "039"
}
],
"id": "032"
}
],
"id": "014"
},
{
"type": "section",
"name": "Part 3: What's Next",
"page": 9,
"entries": [
"The adventurers have new information as well as questions about what's next. The subsequent adventure leads deeper into the High Moors to seek the dangerous lair where Waltarn perished. There, vital secrets about the Stone of Creation are kept."
],
"id": "03a"
},
{
"type": "section",
"name": "Appendix A: New Spells",
"page": 9,
"entries": [
"Tyreus uses the {@spell linked glyphs|AitFR-AVT} spell to trap Sylvene's tomb against interlopers like the adventurers. If this spell becomes known to others, it can appear on the bard, cleric, wizard, and artificer spell lists. The spell mighty fortress first appeared in Xanathar's Guide to Everything, and is included here for reference.",
{
"type": "list",
"columns": 2,
"items": [
"{@spell Linked Glyphs|AitFR-AVT}",
"{@spell Mighty Fortress|xge}"
]
}
],
"id": "03b"
},
{
"type": "section",
"name": "Appendix B: New Artifacts",
"page": 10,
"entries": [
"A piece of this new artifact can be found in Sylvene's crypt, in area 11. The keystone from the previous adventure was created by Sylvene using pieces of the Stone of Creation.",
{
"type": "list",
"columns": 3,
"items": [
"{@item Stone of Creation|AitFR-AVT}",
"{@item Chip of Creation|AitFR-AVT}",
"{@item Keystone of Creation|AitFR-AVT}"
]
}
],
"id": "03c"
}
]
}

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{
"data": [
{
"type": "section",
"name": "A Zib for Your Thoughts",
"page": 2,
"entries": [
"This adventure debuts as a part of the second Ravnica Weekend, a celebration of all things Ravnica. The adventure takes place a few weeks after the events depicted in {@adventure Krenko's Way|kkw}, an adventure featured at the first Ravnica Weekend and available as the introductory adventure in {@book Guildmaster's Guide to Ravnica|ggr}. Prior knowledge of that adventure is not necessary to enjoy {@i A Zib for Your Thoughts}.",
{
"type": "section",
"name": "Story Overview",
"page": 2,
"entries": [
"Vezska, a member of the Golgari Swarm, came upon a discarded magic item on her travels throughout the Undercity of the Tenth District. She surreptitiously had the item identified as a {@item vial of thought capture|azfyt}, an item allows the user to encode and store thought strands. As a findbroker, Vezska takes discarded items and resells them to surface dwellers. Once she determined what she had, Vezska put out to her network that she was in possession of the item and got a prospective client within hours.",
"The client promised a handsome sum of zinos (gold pieces) to Vezska but had a catch\u2013the vial had to be delivered to them with three specific thoughts already captured. Vezska accepted the deal, got the information from the client on the individuals and thoughts that needed capturing, and contacted the adventurers for help.",
"The vial belongs to a powerful operative of House Dimir, the guild of secrets and spies. Its absence from its owner's possession will not go undetected for too long..."
],
"id": "001"
},
{
"type": "section",
"name": "Running the Adventure",
"page": 2,
"entries": [
"{@i A Zib for Your Thoughts} is a short Dungeons & Dragons roleplaying game adventure for a party of four to six 2nd-level adventurers, playable in about two hours. It is set in the Tenth District of Ravnica and can serve as an introductory adventure to the setting. A balance of character classes is helpful, since the adventurers will face a variety of challenges. Adventurers can be affiliated with any of the guilds.",
"{@area Pregenerated characters|030|x} are available with this adventure if players don't have the time or desire to create their own adventurers. If players have adventurers that they've used for {@adventure Krenko's Way|kkw}, they may level them up to 2nd level and play them for this adventure.",
"If you would like to run this adventure as the Dungeon Master, we recommend you read the entire adventure before attempting to run it. If you'd prefer to play, you shouldn't read any further. The adventure assumes you have the fifth edition {@book Player's Handbook|phb}, {@book Dungeon Master's Guide|dmg}, and {@book Monster Manual|mm}. If you have {@book Guildmaster's Guide to Ravnica|ggr}, it is helpful but not required.",
"Stat blocks for all the monsters and NPCs from {@book Guildmaster's Guide to Ravnica|ggr} are provided for your convenience.",
"When a creature's name appears in {@b bold} type, that's a visual cue pointing you to the creature's stat block in the {@book Monster Manual|mm} or the stat block is in the appendix. Spells and nonmagical equipment mentioned in the adventure are described in the {@book Player's Handbook|phb}. Magic items are described in the {@book Dungeon Master's Guide|dmg}, unless the adventure's text directs you to an item description in {@book Guildmaster's Guide to Ravnica|ggr}.",
{
"type": "insetReadaloud",
"entries": [
"Text that appears in a box like this is meant to be read aloud or paraphrased for the players when their characters first arrive at a location or under a specific circumstance, as described in the text."
],
"id": "003"
},
{
"type": "entries",
"name": "Adventure Summary",
"page": 2,
"entries": [
"The adventure begins with the characters in a sewer tunnel below the streets where they've arranged a meeting with Vezska, a Golgari findbroker. She came into possession of a {@item vial of thought capture|azfyt}, a magic item that allows the user to capture a few thoughts and store them for later access. A client approached her and wanted to purchase not only the vial, but specific thoughts to be placed in it. Vezska decided that it was best to outsource this sort of work and contacted the adventurers.",
"Vezska presents an errand list to the adventurers, which includes names of three individuals and the specific thoughts that they need to store within the vial. Once all three thoughts are captured within the vial, the adventurers can return to Vezska to collect their reward. She will deliver the \"filled\" vial to her client.",
"The adventurers must visit three individuals and find a way to get the thoughts out of each one. Each individual has reasons for holding back their information, so the party must find a way to obtain the specific thoughts\u2013through deception, negotiation, or coercion. Once they have all three thoughts, they can return to Vezska and collect their reward.",
"It's not just that easy, though. The {@item vial of thought capture|azfyt} is a prized item among House Dimir, a guild that trades in knowledge and secrets. The magic item has a built-in silent alarm system to notify the owner if someone uses it. After it is first activated while in possession of the characters, the Dimir operative that owns the item is notified pending retrieval specialists to reacquire the vial from the party by whatever means necessary."
],
"id": "004"
},
{
"type": "entries",
"name": "Veszka's Client",
"page": 3,
"entries": [
"Veszka was hired by a client from a guild to accomplish this task. Each guild has their own reason for wanting the specific information presented.",
"At the beginning of the adventure, roll a client from the chart below, or choose one. The guild affiliation of the client may influence future adventures if you choose. Vezska does not give up the description of the client unless forced to do so.",
{
"type": "table",
"caption": "Vezska's Client",
"colLabels": [
"d6",
"Faction"
],
"colStyles": [
"col-2 text-center",
"col-10"
],
"rows": [
[
"1",
"Azorius"
],
[
"2",
"Dimir"
],
[
"3",
"Izzet"
],
[
"4",
"Orzhov"
],
[
"5",
"Rakdos"
],
[
"6",
"Simic"
]
]
},
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Azorius",
"entry": "An impeccably dressed male human lawmage."
},
{
"type": "item",
"name": "Dimir",
"entry": "A humanoid roughly the size of a human, elf, or vedalken."
},
{
"type": "item",
"name": "Izzet",
"entry": "An eager, excitable female goblin."
},
{
"type": "item",
"name": "Orzhov",
"entry": "A winged thrull delivered payment and the message from the client."
},
{
"type": "item",
"name": "Rakdos",
"entry": "A flamboyantly dressed female human blood witch."
},
{
"type": "item",
"name": "Simic",
"entry": "A Simic hybrid\u2013an elf with greenish-blue scales and nictitating membranes on their eyes."
}
]
}
],
"id": "005"
}
],
"id": "002"
},
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/AZfyT/findbroker.webp"
},
"width": 1366,
"height": 828,
"credit": "Bram Sels"
},
{
"type": "section",
"name": "Starting the Adventure",
"page": 3,
"entries": [
"Once the players are ready to begin, read or paraphrase the following introductory text and have the players introduce themselves:",
{
"type": "insetReadaloud",
"entries": [
"You wait in the dim glow of a fetid sewer chamber below the streets of the Tenth District. The rhythmic dripping is sometimes interrupted by a sloshing or scrabbling sound from somewhere nearby as you wait for your employer, a specialist in tracking down forgotten and discarded items, to show.",
"After a few more minutes of waiting, a tattooed elf wearing supple leather armor and a fungal shawl arrives from one of the tunnel passages. She strides over to your group.",
"\"Sorry I'm running a bit behind. Let's get down to business.\""
],
"id": "007"
},
"Vezska, a Devkarin elf {@creature scout} and findbroker for the Golgari Swarm has arrived to give an employment offer to the party.",
"If they haven't done so already, the players may want to establish connections between some of the characters before their introductions. Personal connections between characters could include:",
{
"type": "list",
"items": [
"A shared guild",
"A shared contact",
"A mutual friend",
"A previous shared employer",
"Went to the same school/academy",
"Frequent the same social spaces (taverns, arenas, etc.)",
"Live or lived in the same neighborhood"
]
},
"In addition, one or more of the characters might want to have Vezska as their contact in the Golgari if they haven't already established their contacts with their character. If that's the case, then the meetup was brokered through that adventurer. If not, Vezska could have simply put out word she was looking for adventurers, the party got word and assembled itself.",
{
"type": "entries",
"name": "Vezska's Job",
"page": 4,
"entries": [
"Vezska exhibits confident yet casual demeanor when interacting with the party. After initial greetings, Vezska gets down to business, laying out the task at hand.",
{
"type": "list",
"items": [
"\"I came upon a very intriguing item in my travels of late. A small dark blue vial that I sensed must be a magic item of sorts. After doing some inquires, I found my suspicions were correct. It's called a {@item vial of thought capture|azfyt}.\"",
"\"Of course, I needed to find a way to turn it into coin, so I put out word to a select group of potential buyers that are into this sort of thing. I got an interested offer after just a few hours, but there were stipulations. Nevertheless, I accepted the offer, but I need your help in fulfilling it.\"",
"\"My client wants not only the vial, but also three specific thoughts to be captured in it. I have the names of the individuals and the thoughts that need to be captured in the vial. I know nothing else about the specifics of the request, only that it needs to be fulfilled for the arrangement to be satisfied.\""
]
},
"Vezska offers the party 500 zinos (gp) upon successful completion of the task and return of the \"filled\" vial to her by no later than mid-day tomorrow. They can rendezvous at this location again. If a character attempts to negotiate a higher offer, a successful DC 15 Charisma ({@skill Persuasion}) check gets Vezska to up her offer to 750 zinos. This check can be made with advantage for a character that has Vezska as a contact.",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Treasure",
"entry": "If a character has Vezska as a contact, or if there is a member of the Golgari in the group, Vezska gives that character a rust-covered pendant with the Golgari symbol on it, a {@reward Golgari charm|GGR}. When activated, the charm can cast either {@spell dispel magic}, {@spell false life} (3rd-level version), or {@spell stinking cloud} once before vanishing. More information on guild charms can be found in {@book Guildmaster's Guide to Ravnica|ggr|5|guild charms}. She only has one charm to give and she favors a Golgari member over all others."
}
]
},
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/AZfyT/golgari locket.webp"
},
"width": 1200,
"height": 734,
"credit": "Milivoj Ćeran"
},
{
"type": "entries",
"name": "Vial of Thought Capture",
"page": 4,
"entries": [
"This dark blue vial allows you to read another's surface thoughts and capture them as thought strands, storing the strands within the vial. As an action, you can activate the vial to target a creature you can see within 10 feet of you to learn its surface thoughts and pull the thoughts learned out of the creature's head as a tangible glowing string of energy known as a thought strand. The strands can be stored in the vial for up to 24 hours or until the vial reaches capacity, in which case the oldest strands dissipate. A creature affected by the vial knows that its thoughts are being probed.",
"The vial can also store thought strands created by the {@spell encode thoughts|GGR} cantrip. It does not extend the duration of those strands beyond 8 hours, but stored strands do not disappear if you cast {@spell encode thoughts|GGR} again during the duration of the cantrip.",
"The vial has 3 charges and can store up to 3 thought strands. It regains all its charges daily at dusk."
],
"id": "009"
}
],
"id": "008"
},
{
"type": "entries",
"name": "Subjects and Thoughts",
"page": 5,
"entries": [
"Vezska hands over the vial and gives the party the information she was provided on the subjects and what thoughts need to be obtained. All the individuals are known to reside in the Tenth District. Vezska doesn't know any of them personally or by reputation.",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Argona",
"entry": "A red-haired, roan, female centaur and horncaller (a type of beastmaster) in the Selesnya Conclave. The characters must learn the name of the gardening book that she recently returned to the Ismeri Library."
},
{
"type": "item",
"name": "Delrim Munn",
"entry": "A male vedalken student at Prism University. The characters must obtain the location of a secret passage at the Ismeri Library that Delrim accidently discovered."
},
{
"type": "item",
"name": "Herringbone",
"entry": "A male Silhana (wood elf) fence with a propensity to dress in well-tailored clothes. The characters must learn the location of a Mizzium-augmented scorchbringer (a flamethrower-like device) that's he's seen but hasn't been able to obtain."
}
]
}
],
"id": "00a"
}
],
"id": "006"
},
{
"type": "image",
"href": {
"type": "internal",
"path": "book/GGR/026-213.webp"
},
"width": 1000,
"height": 611,
"credit": "Grzegorz Rutkowski"
},
{
"type": "section",
"name": "Getting to Work",
"page": 5,
"entries": [
"Once the characters have been suitably briefed and are ready to get started, Vezska reminds them that they have 24 hours to return with the vial and the required thought strands. If they don't succeed, they don't get paid. If they ask about keeping the vial, Vezska tells them that it's hers and taking from a findbroker is a good way to wind up as fertilizer.",
{
"type": "entries",
"name": "Hitting the Streets",
"page": 5,
"entries": [
"The party can take different approaches to find the individuals on the list. Once the characters find out the location of the individuals, see the appropriate section below.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Use Contacts",
"page": 5,
"entries": [
"If a character has an appropriate contact to press for information, they can reach out to that contact for assistance. It takes one hour to arrange a meeting with the contact and {@dice 1d6} hours for the contact to find the individual's place of work and residence. If the contact is not particularly suited to find the requested individual, the time it takes to find their location is doubled."
],
"id": "00e"
},
{
"type": "entries",
"name": "Gather Information",
"page": 5,
"entries": [
"Characters can go to public gathering places to attempt to find out where the individuals are located. After {@dice 1d4} hours, a character sifting through many idle conversations makes a DC 10 Charisma check. On a success, they find out either the place of work or the residence of the individual, as they choose. Characters get advantage on this check if they are in the precinct where the subject lives.",
{
"type": "list",
"items": [
"{@b Argona} lives in Precinct Three and currently is working at the gardens on Millennial Platform.",
"{@b Delrim Munn} lives and works in Precinct Five, operating out of a small lab near the Blistercoils.",
"{@b Herringbone} is currently staying with some Gruul friends on the edge of Precinct Four in a rubblebelt encampment."
]
},
"It takes roughly a half an hour to travel to where Argona or Delrim are found no matter where the characters are in the city, thanks to public transit. The journey through the rubblebelt to visit Herringbone takes about two hours."
],
"id": "00f"
}
],
"id": "00d"
}
],
"id": "00c"
}
],
"id": "00b"
},
{
"type": "section",
"name": "House Dimir Intervenes",
"page": 5,
"entries": [
"After the characters have used the vial to capture at least one thought strand, a silent magical alarm is sent to the former owner of the vial to inform them that it has been used by someone else. The former owner, a powerful Dimir operative not present in this adventure, sends out a response to attempt to reclaim the vial. The former owner is aware of the vial's location as a result of the magic placed on the vial, but that divination magic fades within 24 hours.",
{
"type": "entries",
"name": "Deception and Lies",
"page": 6,
"entries": [
"The encounter with House Dimir should take place after the second use of the vial. Ideally, this encounter would take place on a busy street, a transit station, or some other location with good hiding spots and escape routes.",
"The retrieval team are given orders to attempt to steal it without open conflict if possible. A team of two {@creature spy||spies} and one {@creature thought spy|ggr} dressed in mundane travelers' clothes with concealed weapons track down the party. They spend some time observing their movements from the shadows. Characters with passive {@skill Perception} scores of 14 or higher might get a sense that they're being watched or followed.",
"The spies know which character currently has the vial. Upon observing the party, they may employ one of the following approaches to obtain it or use your own.",
{
"type": "list",
"items": [
"Two spies create a distraction nearby (such as overturning a cart, starting an argument, etc.) while the thought spy moves in using {@skill Stealth} and {@skill Sleight of Hand} to steal it. If the party is suitably distracted, opposed rolls by the characters to detect the theft are at disadvantage.",
"The thought spy casts {@spell disguise self} to appear as an innocuous individual (a shopkeep, librarian, etc.) and walks up to the character with the vial and asks to accompany the disguised spy back to their place for help. The thought spy takes them to a nearby House Dimir safehouse (where the other spies are waiting) and attempts to obtain the item through a Dexterity ({@skill Sleight of Hand}) check, {@spell charm person} spell, or by force. If the retrieval team resorts to using force, a {@creature flying horror|ggr} arrives as backup after one round of combat.",
"If the spies outnumber the group with the vial (such as if the party decides to split up), they might attempt to ambush them down an alley hidden from public view. The spies do not attack to kill, having orders only to obtain the item. Any character reduced to 0 hit points by their attacks is knocked {@condition unconscious} instead of dying.",
"Captured spies know only that they were brought in to retrieve the vial and drop it off at a secure location in the undercity. The secretive cells of the Dimir ensure that no unneeded information is passed on to operatives in the field."
]
},
{
"type": "inset",
"name": "House Dimir Characters",
"page": 6,
"entries": [
"If a character in the party is a member of House Dimir, they are aware of what thought strands are and how valuable a commodity they represent to the guild of secrets. The character might sympathize with the operative who lost the vial and try to side with them in order to curry favor with their guild.",
"It's okay for this character to have this sort of conflict and possibly their own agenda, so long as it doesn't create too much tension within the rest of the party. Remind the player that there are many cells within the Dimir and they are operating in a relatively independent fashion. Some cells may be at odds with others, so it's not unreasonable to be keeping the operative from retrieving their lost vial.",
"In the end, the disposition of the vial after Vezska gives it to her client could serve as a fertile seed for another adventure for that character, amongst the many other secrets that this adventure presents"
],
"id": "012"
},
"If the spies succeed in stealing the item, but the party notices the theft, a chase through the streets of the Tenth District ensues. You can use the {@table Urban Chase Complications|dmg} table in the {@book Dungeon Master's Guide|dmg|8|chases} to adjudicate the chase.",
"If the spies manage to steal the vial and escape the party, their mission has failed. They can still attempt to find each individual and the answers to the questions, but it's only for their use."
],
"id": "011"
},
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/AZfyT/flying horror.webp"
},
"width": 1200,
"height": 876,
"credit": "Adam Paquette"
}
],
"id": "010"
},
{
"type": "section",
"name": "Argona",
"page": 6,
"entries": [
"The Selesnyan centaur {@creature horncaller|GGR} Argona has had some attitude issues of late, earning some remedial work time from her superiors. She is a recent convert to the Conclave, having been raised in a Gruul clan. As a horncaller, she's responsible for the care and training of beasts in the guild. But her temper has earned her some time landscaping the topiaries on the grounds of Millennial Platform, a floating structure moored to immense chains that affords the best view of the Tenth District and beyond. She can be found on this platform during the day.",
"In the evening, Argona retires to her yurt in Beast Haven, a neighborhood known for raising the best animals in the Tenth District. If the characters encounter her here, she's warier of them and all social interaction checks are made with disadvantage unless initiated by a member of Selesnya or Gruul guilds.",
{
"type": "entries",
"name": "Millennial Platform",
"page": 7,
"entries": [
"Every citizen has an annual token that they can redeem for one zeppelid ride to the platform, including the characters. The public zeppelid transports only run from dawn to dusk. If they wish to pay for the journey instead, it costs 1 zino (gp) to take the zeppelid from the main transit hub Augustin Station to Millennial Platform.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Zeppelids",
"page": 6,
"entries": [
"These are immense floating creatures that remain buoyant through many air sacs on their balloon-like bodies. The result of the Simic Combine's biomancy, they are easily tamed and are often used by Ravnicans for air transportation. An enclosed compartment is often harnessed to their frames to carry travelers.",
"Once the characters arrive at the platform, read the following:",
{
"type": "insetReadaloud",
"entries": [
"The zeppelid journey to Millennial Platform boasts a breathtaking view of the endless city, including the nine guildhalls and domed Chamber of the Guildpact.",
"The garden grounds where Argona works are a short walk away near an elegantly carved marble building ringed on three sides by manicured topiaries depicting all manner of beasts."
],
"id": "017"
},
"A frustrated looking roan centaur with fiery red hair and tribal tattoos makes her way through the topiaries swinging a pair of shears in her hands.",
"Argona is attempting to trim the topiaries, but she's having problems. The topiaries are animated, and don't particularly take well to trimmings. Normally, the Conclave would assign a druid to this task, but Argona has been asked to do it to help her \"get in touch with her peaceful self.\" It's not going well so far."
],
"id": "016"
}
],
"id": "015"
},
{
"type": "entries",
"name": "A Little Off the Top",
"page": 7,
"entries": [
"If the characters approach Argona, she hails them and tries to downplay her frustration now that others have noticed her. She explains what she's doing and tells the characters the topiaries keep moving away when she draws close. She must trim four of them today\u2013two that look like brushstriders (an elk-like creature) and two that look like ceratoks (a rhino-like creature). Each should only take a few minutes to trim, but she admits even though she's been learning how to garden, she's not a plant person and they're skittish.",
"If the characters explain why they're here and what they want from her, Argona asks them for a favor in exchange for the information they seek\u2013help her cut the topiaries. The characters can accept her deal, or they can instead make a DC 15 Charisma ({@skill Persuasion}) check. On a success, they ply the information from her and leave her to her toils. If the characters mention that they are going to capture her thought in a vial and opt out of helping her, the check is made with disadvantage.",
"There are four topiaries\u2013two are brushstriders ({@creature awakened shrub||animated shrubs}) and two are ceratoks ({@creature awakened tree||animated trees}). In order to successfully get close to trim them, a character can attempt one of the following methods:",
{
"type": "list",
"items": [
"A successful DC 15 Intelligence ({@skill Nature}) check allows a character to approach the plant cautiously, close enough to do the work needed.",
"A successful DC 15 Dexterity ({@skill Sleight of Hand}) check allows a character to hide the shears and surreptitiously trim the topiary.",
"Use of a restraint, such as strong ropes or an {@spell entangle} spell. Roll initiative and conduct this like a combat, with the topiary attempting to escape and attacking if a character comes within range unless properly {@condition restrained}.",
"Anything else creative that a character tries might be effective. In general, the difficulty of any check to succeed is DC 15, but you can give advantage if others are helping."
]
}
],
"id": "018"
},
{
"type": "entries",
"name": "Argona's Information",
"page": 7,
"entries": [
"Once the characters have assisted Argona or convinced her to provide what they're looking for, she tells them the following:",
{
"type": "insetReadaloud",
"entries": [
"\"That was a lot of work for the name of a book. Well, it's called Gardening Heals and I returned it back to the Ismeri Library only a few days overdue.\""
],
"id": "01a"
},
"If the characters helped her with the topiaries or succeeded on the check to convince her by 5 or more, she offers up an additional piece of information.",
{
"type": "insetReadaloud",
"entries": [
"\"One other thing about that book... I was reading it by candlelight one night and I swore I saw some other faded writing through the pages. Didn't look like any sort of thing I could read, and I never saw it again.\""
],
"id": "01b"
},
"The party can choose to capture this additional insight in the thought strand, or they can leave it out."
],
"id": "019"
}
],
"id": "014"
}
],
"id": "013"
},
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/AZfyT/sage row savant.webp"
},
"width": 1145,
"height": 750,
"credit": "Bastien Lecouffe-Deharme"
},
{
"type": "section",
"name": "Delrim Munn",
"page": 8,
"entries": [
"The vedalken {@creature apprentice wizard|VGM} Delrim has always had big dreams for himself, and that's why he wanted to attend Prism University, a prestigious school of magic in Precinct Five. His eagerness to prove his worth as a legitimate mage during his studies has nearly become his undoing more than once, as he's taken risks applying his learned knowledge with disastrous results. Now, he needs his latest project to pay off, or he'll fail out of school. He's been working nearly around the clock at a laboratory off-campus in the Blistercoils, a neighborhood in Precinct Five. Day or night, the party finds Delrim here as he prepares his experiment for review.",
{
"type": "entries",
"name": "Delrim's Lab",
"page": 8,
"entries": [
"Delrim has been working for the past few days out of a small room in a basement near the massive waterwheel generators known as blistercoils. The raging sound of the nearby water and the constant humming of the generators make it difficult to hear in this space, but Delrim's wearing ear protection.",
"Once the characters arrive at the lab, read the following:",
{
"type": "insetReadaloud",
"entries": [
"The address provided for Delrim resides in the Blistercoils, an industrial neighborhood dotted with workshops and labs. The exact address lies down a deep descending staircase, the air pounding with the sound of rushing water. The waterwheels that power much of the city must be near."
],
"id": "01e"
},
"The stairway terminates in a steel door with a brownish metal box bolted to the left wall. The box contains nine sets of earplugs, as well as a big green button. Pushing the button alerts the occupants inside the room that someone is calling outside.",
"The door has a sliding slot on the inside for someone to look outside. It is locked and requires a successful DC 16 Dexterity check with {@item thieves' tools|PHB} to pick the lock or a successful DC 20 Strength ({@skill Athletics}) check to break down the door.",
"If the characters press the button Delrim answers the door, shouting a greeting over the din of the water wheels. After the door opens read the following:",
{
"type": "insetReadaloud",
"entries": [
"The door opens on a messy 30-foot-square laboratory that looks both well-used and lived in. A giant apparatus composed of dozens of conduction coils is attached to one wall. Tethered by many cables to this device is a bulbous cylinder with a protruding extension, pointed directly at an engineering book on a table. Written on the side of the cylinder are the words \"Phase Transference Emitter.\""
],
"id": "01f"
},
"For anyone to hear anything in the lab, characters must yell or find some other way to communicate (such as a {@spell message} cantrip). Delrim doesn't wait long for the characters to initiate conversation before yelling \"ARE YOU READY? LET'S BEGIN!\" He then throws a switch near the apparatus and the conduction coils crackle with electricity.",
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/AZfyT/electrostatic field.webp"
},
"width": 1242,
"height": 708,
"credit": "Dan Scott"
},
{
"type": "entries",
"name": "Don't Phase Me",
"page": 9,
"entries": [
"Delrim's device fires a beam that phases objects out of reality for a short time, but he hasn't been able to make it work consistently. In his impatience, he hooked the device up to a massive magically augmented conduction matrix to boost its potency. It was a huge mistake.",
{
"type": "insetReadaloud",
"entries": [
"The smell of ozone fills the room as the apparatus crackles to life. Almost instantly, the coils are laced with electricity so intense it bathes the room in a blue-white light. The Phase Transference Emitter fires a blue beam at the book on the table, and it disappears."
],
"id": "021"
},
"Electricity lances out from the coils powering the emitter as smoke streams and sparks fly from the cylinder's housing, the emitter swings crazily around. Delrim's triumphant expression turns to one of panic as he realizes his experiment has failed with potentially disastrous consequences. The {@trap malfunctioning Phase Transference Emitter|AZFYT} must be disabled or destroyed before it causes too much havoc. It has become a trap!"
],
"id": "020"
},
{
"type": "entries",
"name": "Delrim's Information",
"page": 10,
"entries": [
"Once the characters have assisted Delrim in disabling his experiment or fleeing the building, he's able to provide the following information when asked:",
{
"type": "insetReadaloud",
"entries": [
"\"I was at Ismeri Library in the philosophy section, looking for books from my reading list for my Ethics in Research class when I discovered a secret passage on the top shelf of the second bookcase in the section. It was a crawlspace that you needed a ladder to access, or the ability to fly, or climb, or something like that. Certainly not obvious to anyone at all. It terminated at a locked metal door with some odd symbols on it."
],
"id": "023"
},
"If the characters managed to shut down the experiment without it exploding, Delrim can log the results of his work and asks the party to verify his findings with their signatures. If they agree, he provides them with an additional detail:",
{
"type": "insetReadaloud",
"entries": [
"Delrim fishes in his handbag for a piece of paper and holds it out to you. \"Before I took off, I managed to make a rubbing of some of the symbols on that door. I don't know what they mean since I haven't had time to research them, but you can take them with you.\""
],
"id": "024"
},
"This information does not need to be captured in the thought strand if the party wants to withhold it. Any character that participated in {@adventure Krenko's Way|kkw} notices that these markings are similar to the ones found on a door to Falish's home. Otherwise, the markings are just a curiosity that have no further impact on this adventure."
],
"id": "022"
}
],
"id": "01d"
}
],
"id": "01c"
},
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/AZfyT/rubblebelt raiders.webp"
},
"width": 1271,
"height": 820,
"credit": "Chippy"
},
{
"type": "section",
"name": "Herringbone",
"page": 12,
"entries": [
"An elf-about-town, fence, and man of extraordinary style, Herringbone works all over the Tenth District, selling illicit goods obtained from his network of street thieves. He's not big time enough to have a gang, but he's made a lot of acquaintances that are good at inflicting violence upon anyone attempting to swindle or cheat him out of a transaction. One of his favorite groups of thugs-for-hire is a Gruul warband located in the rubblebelt.",
{
"type": "entries",
"name": "Rubblebelt Encampment",
"page": 12,
"entries": [
{
"type": "image",
"href": {
"type": "internal",
"path": "book/GGR/095-415.webp"
},
"width": 2513,
"height": 3338,
"imageType": "map",
"grid": {
"type": "square",
"size": 146,
"offsetX": -43,
"offsetY": -25,
"scale": 3
},
"title": "Rubblebelt Encampment",
"credit": "Dyson Logos"
},
"Herringbone has spent the last couple of days here after completing a transaction with the warband's leader. Most of the rest of the warband is out raiding, but Herringbone stayed around to keep the few squatters company.",
{
"type": "insetReadaloud",
"entries": [
"The rubblebelt is a ruinous zone of decrepit buildings and overgrowth. The information you obtained leads you to an encampment in an old plaza, reclaimed by the wild. An old tower still stands about 80 above the ground. Thin trees cling to the ruins here and there, and you can some hide tents dotted around the plaza proper. A bonfire is crackling in the center of the area."
],
"id": "027"
},
"A {@creature rubblebelt stalker|GGR} stands watch in the tower, and whistles down to the rest of his band when he spots the party approaching. Two {@creature anarch|GGR|anarchs} are out near the bonfire, and they head to the beast pens to fetch their two {@creature boar|mm|boars} before heading to meet the party. Both the rubblebelt stalker and anarchs are found in the appendix.",
"Herringbone ({@creature noble} with AC 12) heads down from his room in the tower to join the two anarchs in welcoming the party. The assembled group meets the party just north of the bonfire.",
{
"type": "insetReadaloud",
"entries": [
"Herringbone is an impeccably dressed elf with a fine suit, gilded rapier, and a feathered cap smiles wide at you as you walk up. You catch the glint of a couple of gold teeth in his mouth."
],
"id": "028"
},
"If the characters explain what they're here for, Herringbone listens intently to their request, and then flat out refuses to give them the information they're looking for. If they mention capturing the information in a thought strand, Herringbone is emphatic in his rebuke, and asks the party to leave before these Gruul give them a bad day.",
"The Gruul are spoiling for a fight and are ready to attack whenever Herringbone says he's done talking with the party. The rubblebelt stalker starts making his way down from his post in the tower during the conversation and attempts to hide amongst the trees just to the north of the meeting area.",
{
"type": "entries",
"name": "Tea Time is Over",
"page": 13,
"entries": [
"The party has only a short time to deal with Herringbone. If they spend too much time talking, Herringbone dismisses them at once. If they refuse to leave or try to delay, he and the Gruul attack. Here are a few approaches the party could take:",
{
"type": "list",
"items": [
{
"type": "item",
"name": "Barter",
"entry": "The group could try to barter for the information. They would need to offer something of substantial value. The Golgari charm would be considered a good trade in kind. Other valuable items might be acceptable. Characters bartering need to succeed on a DC 15 Charisma ({@skill Persuasion}) check to get Herringbone to take the deal, as long as the item in question is worth 100 zinos (gp) or more."
},
{
"type": "item",
"name": "Intimidate",
"entry": "They could try to intimidate Herringbone, but unless they subdue all the Gruul first, that's a tall order. If the group tries this tactic, it requires a very convincing threat along with a DC 20 Charisma ({@skill Intimidation}) check to get him to back down and give the party the information. A Gruul member of the Burning Tree clan has advantage on this check, as they have the most fearsome reputation amongst the Gruul, cowing Herringbone's associates."
},
{
"type": "item",
"name": "Deceive",
"entry": "It's possible to deceive Herringbone in thinking about the answer, and then subtly using the vial of thought capture to gather the thought strand. This requires an expert in deceit to navigate the conversation and an unseen hand in manipulating the vial. A DC 20 Charisma ({@skill Deception}) check and a DC 15 Dexterity ({@skill Sleight of Hand}) check can obtain the thought strand."
},
{
"type": "item",
"name": "Charm",
"entry": "A character could use magic such as {@spell charm person} to get the answer from Herringbone, although the Gruul may attack the party if one of the anarchs can tell if Herringbone has been {@condition charmed}, requiring an anarch to succeed on a DC 10 Wisdom ({@skill Insight}) check."
},
{
"type": "item",
"name": "Fight",
"entry": "The party could decide to just subdue them in combat. Once all the Gruul are defeated, Herringbone can be easily coerced into giving up the appropriate information."
}
]
}
],
"id": "029"
},
{
"type": "entries",
"name": "Herringbone's Information",
"page": 13,
"entries": [
"Once the party has successfully gotten Herringbone to give up the information, he keeps it short.",
{
"type": "insetReadaloud",
"entries": [
"\"The scorchbringer is in the personal vault of Velren, a pontiff in the Orzhov Syndicate. Good luck with that.\""
],
"id": "02b"
},
"If the party charmed Herringbone, offered up the Golgari charm as barter, or succeeded by 5 or more on a Charisma check to obtain the information, Herringbone offers just a bit more.",
{
"type": "insetReadaloud",
"entries": [
"Oh, one other thing of note. That scorchbringer's special. It's mizzium-infused and can cut through pretty much anything. That's what caught my interest."
],
"id": "02c"
},
"This additional information does not need to be captured in the thought strand at the party's discretion."
],
"id": "02a"
}
],
"id": "026"
}
],
"id": "025"
},
{
"type": "section",
"name": "Return to Vezska",
"page": 13,
"entries": [
"Once the party has obtained the thought strands, they can make their way back to their original meeting location in the sewers. About mid-morning the next day, Vzeska shows up to collect the vial.",
{
"type": "insetReadaloud",
"entries": [
"At the appointed time, Vezska appears from the same passage as before, but she brought along four kraul, bristling with weapons. Vezska smiles as she approaches with her escort.",
"\"Don't mind them. They're just insurance. They're not necessary, right?\""
],
"id": "02e"
},
"Vezska brought four {@creature kraul warrior|GGR|kraul warriors} here just in case the party is thinking about absconding with the vial. If they hand off the vial (with or without all the thought strands), she doesn't initiate combat.",
"If the group succeeds in obtaining all the thought strands and hands the vial over to Vezska, they receive their promised payment. In addition, all party members receive one renown with their guilds, as Vezska spreads the word on their reliability.",
"If the group doesn't succeed in obtaining all the thought strands but hands over the vial, Vezska is disappointed but offers the party 100 zinos for their efforts. They do not receive a renown reward.",
"Of course, if the group keeps the vial and defeats Vezska, they've made potential enemies with some of the Golgari. If the vial is returned to House Dimir, all non-Golgari characters earn one renown, and Dimir characters earn two renown."
],
"id": "02d"
},
{
"type": "section",
"name": "Further Adventures",
"page": 13,
"entries": [
"If you're continuing a campaign set on Ravnica, this adventure sows numerous seeds to use as a part of your campaign. If you'd like, you can review the list of questions below to help inspire future adventures:",
{
"type": "list",
"items": [
"Who was Vezska's client? What do they intend to do with the information they sought?",
"Who is in possession of the vial at the end of the adventure?",
"What is the identity of the Dimir operative that sent retrieval teams to obtain the vial?",
"Did the party withhold any additional information they learned?",
"What do the etchings mean on the door that Delrim discovered?",
"Are there any NPCs that could become future contacts for one or more characters?"
]
}
],
"id": "02f"
}
],
"id": "000"
},
{
"type": "section",
"name": "Pregenerated Characters",
"id": "030",
"entries": [
{
"type": "list",
"columns": 2,
"items": [
"{@5etools Azorius Vedlaken Wizard|pdf/adventure/AZfyT/Azorius Vedlaken Wizard 2.pdf}",
"{@5etools Boros Minotaur Fighter|pdf/adventure/AZfyT/Boros Minotaur Fighter 2.pdf}",
"{@5etools Dimir Human Rogue|pdf/adventure/AZfyT/Dimir Human Rogue 2.pdf}",
"{@5etools Golgari Elf Druid|pdf/adventure/AZfyT/Golgari Elf Druid 2.pdf}",
"{@5etools Gruul Human Barbarian|pdf/adventure/AZfyT/Gruul Human Barbarian 2.pdf}",
"{@5etools Izzet Goblin Sorcerer|pdf/adventure/AZfyT/Izzet Goblin Sorcerer 2.pdf}",
"{@5etools Orzhov Human Cleric|pdf/adventure/AZfyT/Orzhov Human Cleric 2.pdf}",
"{@5etools Rakdos Goblin Bard|pdf/adventure/AZfyT/Rakdos Goblin Bard 2.pdf}",
"{@5etools Selesnya Loxodon Paladin|pdf/adventure/AZfyT/Selesnya Loxodon Paladin 2.pdf}",
"{@5etools Simic Hybrid Monk|pdf/adventure/AZfyT/Simic Hybrid Monk 2.pdf}"
]
}
]
}
]
}

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{
"data": [
{
"type": "section",
"name": "Heroes' Feast: Saving the Children's Menu",
"id": "000",
"entries": [
"{@i Heroes' Feast: Saving the Children's Menu} is a fifth edition Dungeons & Dragons adventure for four to six 10th-level characters, set in the Forgotten Realms. This adventure is written for experienced DMs. The information presented here is for the DM's eyes only. If you're planning to play through the adventure with someone else as your DM, stop reading now!",
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/HFStCM/000-00-001.opening-splash.webp"
},
"credit": "Irina Nordsol",
"width": 1700,
"height": 2073
},
{
"type": "section",
"name": "Overview",
"id": "001",
"entries": [
"The River Shining Tavern is located in the town of Daggerford, in the Sword Coast region of the Forgotten Realms. The tavern's menu is legendary, but shipments from Holrow Homestead, the tavern's main supplier of ingredients, have suddenly stopped.",
"Kaga, the tavern's head chef, is growing anxious. A week ago, he sent adventurers to Holrow Homestead to investigate, but yesterday their bodies were found floating down the river. Concerned, Kaga pleads with the characters to find out what has happened to the homestead and its proprietor, Arthur Holrow, and to bring back the ingredients for a special pasta dish beloved by the tavern's youngest patrons.",
"On arriving at the homestead, the characters discover a fire giant named Ignis and her twin toddlers, Flauma and Calor. If the characters convince Ignis they mean her and her children no harm, the characters can peacefully look around the homestead for the ingredients they need.",
"While the characters are collecting the ingredients, fire giant warriors searching for Ignis track her to the homestead. Suddenly there's more at stake than a bowl of magic noodles\u2014if the characters don't intervene, Ignis's children will be abducted by a cruel villain.",
{
"type": "inset",
"name": "Children in Peril",
"id": "002",
"entries": [
"Before running this adventure, check with each player to see if they're open to playing in an adventure where children are in danger (though the villains intend to capture the children and not harm them). You can adjust the adventure so the giants seek only to harm Ignis, leaving the children alone."
]
},
{
"type": "entries",
"name": "Chef in a Pickle",
"id": "003",
"entries": [
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/HFStCM/001-00-002.hollow-homestead.webp"
},
"credit": "Robin Olausson",
"width": 1700,
"height": 1155
},
"As the characters walk through the streets of Daggerford, they find themselves drawn to the delicious aroma emanating from the River Shining Tavern. When they enter, Jacque\u2014a tall, thin man wearing a crisp white jacket\u2014greets them. Jacque is the head waiter. Seeing the characters are adventurers, he hustles them into the kitchen. There he introduces them to Kaga, the head chef. Kaga is usually pleasant but formal; today, however, his tone is grave. He shares the following information:",
{
"type": "insetReadaloud",
"id": "004",
"entries": [
"\"Jacque was wise to bring you to me. I have need of adventurers such as yourselves, but it's a matter of the utmost discretion. If you are willing to help, together we will bring joy to all the children of Daggerford. And your reward! You shall dine on the most delicious food you have ever tasted, food that grants you a magical boon. Will you help me and the young folk of Daggerford?\""
]
},
"If the adventurers agree to help, proceed to \"What Kaga Knows.\"",
{
"type": "entries",
"name": "What Kaga Knows",
"id": "005",
"entries": [
"Kaga relates that the tavern's secret supplier, an eccentric druid named Arthur Holrow, has an extensive garden and dairy farm known as Holrow Homestead. Arthur's unique produce and dairy products are of the highest quality and have magical properties. When these ingredients are cooked into dishes by someone exceptionally well trained (\"one such as myself,\" Kaga notes), the dishes grant magical boons to those who eat them.",
"These special ingredients have helped make Kaga's dishes famous all over the Sword Coast\u2014particularly Kaga's Stumblenoodles, which are the hallmark of the tavern's children's menu. But Kaga hasn't heard from Arthur for a month and is very worried.",
"A week ago, the tavern hired adventurers to investigate Holrow Homestead, but local authorities found the lifeless bodies of these adventurers yesterday morning. They had been beaten and thrown into the Delimbiyr River, eventually floating downriver to Daggerford. Kaga describes these adventurers as young and brash. \"They were the sort of adventurers who draw swords first and ask questions later. Hiring them was my mistake. But Arthur is a peaceful man, and I can't believe he's responsible for their deaths. I hope you can solve this mystery without further violence.\"",
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/HFStCM/002-00-003.chef-kaga.webp"
},
"title": "Chef Kaga",
"credit": "Irina Nordsol",
"width": 850,
"height": 1143
}
]
},
{
"type": "entries",
"name": "Kaga's Request",
"id": "006",
"entries": [
"Kaga fears for Arthur's life, but he's desperate for answers. He hopes the characters can figure out what's going on at Holrow Homestead and restart regular shipments, or at least collect the ingredients for Kaga's Stumblenoodles. If the characters agree to investigate and return with the necessary ingredients, Kaga will prepare the party a magical dish as payment.",
"Kaga needs the following ingredients to prepare his famous Stumblenoodles:",
{
"type": "list",
"items": [
"{@area One can of milk|024|x} from Holrow's specially fed cows",
"{@area A wheel of Holrow cheese|010|x}, aged exactly seven seasons",
"{@area A small bag of mustard seeds|029|x} from Arthur Holrow's garden"
]
},
{
"type": "inset",
"name": "Kender Stumblenoodles",
"id": "007",
"entries": [
"Kaga got the recipe for Stumblenoodles from a kender adventurer who hailed from the world of Krynn. ({@race Kender|DSotDQ} and Krynn are both described in {@adventure Dragonlance: Shadow of the Dragon Queen|DSotDQ}.) This kender told Kaga dozens of wild stories about traveling the multiverse, but Kaga believed none of them. Regardless, the kender didn't stay long, and Kaga rechristened the recipe in his own name. It has proven incredibly popular with the children of Daggerford. You can find {@area the recipe|037|x} for the original Kender Stumblenoodles at the end of this adventure and in {@i Heroes' Feast: Flavors of the Multiverse}."
]
}
]
}
]
}
]
},
{
"type": "section",
"name": "Adventure Background",
"id": "008",
"entries": [
"Holrow Homestead is a farm that has been in the Holrow family for generations. The two-story, saltbox farmhouse is built atop a hill with a huge secret (see the \"Secret of Holrow Homestead\" sidebar). Arthur Holrow was one of twelve children, born to parents of hardy country stock. Naturally quite shy, Arthur kept to himself. While his siblings were drawn to lofty pursuits and traveled far and wide to make names for themselves, Arthur stayed home and took care of his aging parents. The Holrow name is well known, and many members of the family became accomplished magicians or crafters. But little is known about Arthur Holrow.",
"It turns out young Arthur conducted magical experiments when he wasn't helping his mom and dad on the farm. He was eventually able to produce magically enhanced crops and farm animals, which he sold to surrounding towns at a healthy profit. When his parents died twenty years ago, he buried them in a small plot on the west side of the property. Arthur continued his thriving business and lived a quiet, contented life alone at Holrow Homestead.",
{
"type": "inset",
"name": "Secret of Holrow Homestead",
"id": "009",
"entries": [
"The animals and plants that grow on and around the hill at Holrow Homestead are extraordinary. That's partly due to Arthur's magical experiments and his skill with druidic magic. But there's another, more ominous reason for the land's fecundity.",
"The hill at Holrow Homestead covers a slumbering giant, a grandchild of Annam known as a {@creature scion of Grolantor|BGG}. This enormous giant came down from the foothills and lay down to sleep here many centuries ago. A sleeping scion of Grolantor magically enhances plant and animal growth around it, resulting in rich crops and thriving livestock. Arthur never learned this secret, but he recorded his suspicions in a book in the house's library (see {@area area 2|01a|x} later in the adventure).",
"Scions of the Giant Gods are detailed in {@book Bigby Presents: Glory of the Giants|BGG}."
]
},
{
"type": "entries",
"name": "Enter the Giant",
"id": "00a",
"entries": [
"About a month ago, Arthur heard a loud noise outside. When he went to investigate, he found a fire giant running up the hillside toward his house, with two young fire giant children held close to her chest. She seemed eager to hide, so Arthur opened the doors to his barn and magically regrew the pasture grass to cover her tracks. She accepted his help, and they waited quietly together as they listened for her pursuers.",
"Sure enough, heavy footfalls soon stomped up the hill toward the house, and a hushed conversation took place just outside the barn doors, but eventually the pursuers moved on.",
"Arthur allowed the fire giant mother and her children to stay, and the giants bonded to Arthur gradually. They never had a common language but communicated through pantomime and learned each other's names. Arthur's generous heart embraced the whole family. He made space for them in the main house by pulling down the second story, boarding up the windows, and opening up the ground level, and Ignis and the children moved in.",
{
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{
"type": "entries",
"name": "Ignis's Plight",
"id": "00b",
"entries": [
"Ignis was a queen among her people, but when she gave birth to her twins, she felt the mood at court change. The twins' father wasn't a noble, and one of her trusted advisers, Lord Invido, suggested this consort might try to usurp her throne. But it was Invido himself who coveted her power.",
"When Ignis disregarded Invido's feigned concerns, Invido took matters into his own hands. He had her consort killed and tried to abduct the heirs, intending to raise them as his own. Ignis was ready to fight for her family and throne, but Invido had already turned the other nobles against her. Outnumbered and afraid for her children, she fled.",
"Arthur and Ignis could never communicate well enough for him to get the whole story, but he understood that Invido is a giant who wants Ignis and her family dead and that Ignis was an influential individual among her people. Arthur sympathized with her and the children and strove to protect them at any cost."
]
}
]
},
{
"type": "entries",
"name": "Arthur's Death",
"id": "00c",
"entries": [
"A week ago, when adventurers sent by the River Shining Tavern arrived at Holrow Homestead, they rashly attacked Ignis and her children. Arthur tried to defend his guests but lost his life in the attempt. Ignis, outraged by Arthur's death and the threat against her children, killed the adventurers and threw their corpses into the river. Ignis then buried Arthur in the plot next to his parents. She feels relatively safe at the homestead but remains alert for more adventurers who might threaten her family and for giants sent by Invido."
]
}
]
},
{
"type": "section",
"name": "The Adventure Begins",
"id": "00d",
"entries": [
"Supply shipments from Holrow Homestead usually come on a barge down the Delimbiyr River and take about half a day to arrive. Kaga doesn't know the exact location of the homestead, but he knows it stands atop a hill visible from the water. If the characters follow the river east, they should be able to spot it.",
{
"type": "entries",
"name": "Traveling to the Homestead",
"id": "00e",
"entries": [
"If the characters follow the river on foot, they eventually come to a small mooring and a path that leads up a hillside to a well-kept farm nestled in the foothills of Mount Illefarn. The farm is surrounded by a fence that keeps in roaming farm animals, which are friendly to strangers. A single enormous tree rises from the hill, creating shade over the house."
]
},
{
"type": "entries",
"name": "Arriving at the Homestead",
"id": "00f",
"entries": [
"The fields and orchards around the house are exceptionally lush. A path leads up the hill to a sturdy and artistically crafted wooden gate. \"Holrow Homestead\" is painted on a sign by the gate.",
"Once inside the gate, the characters are greeted by happy piglets and a few hungry goats looking for treats. Chickens cluck and scratch around the grounds, and a tough old barnyard cat looks on from its perch atop a fencepost. All the animals are healthy, and the grass is green and verdant.",
"The carriageway leads up from the south to the house's front entrance. A glass greenhouse is built into the east side of the house, and a large barn is attached to the north side. Soft mooing can be heard coming from the barn.",
"Rows of beans, garlic, shallots, cabbages, onions, and other vegetables line the hill on all sides, along with apple, cherry, pear, and quince trees and other flourishing plants that bear a plethora of fruits, nuts, and berries.",
{
"type": "entries",
"name": "Ingredient: Mustard Seeds",
"id": "010",
"entries": [
"Near the house, three-foot-high mustard plants grow in raised beds among other herbs; a character who searches the garden and succeeds on a DC 12 Wisdom ({@skill Perception}) check spots them. A character can harvest the seeds from the mustard plants with a few minutes of work and a successful DC 15 Intelligence ({@skill Nature}) check, rolling the seed pods between their fingers so the seeds fall out into a bag. A {@spell Detect Magic} spell reveals that a faint aura of enchantment magic emanates from the seeds."
]
},
{
"type": "entries",
"name": "Arthur's Grave",
"id": "011",
"entries": [
"West of the house is a small graveyard with three simple graves. The graves lack headstones or any other way to identify who is buried there. Two of the graves are many years old, but one is newer, the dirt still fresh and heaped in an untidy pile. Plucked wildflowers lie atop this grave; although they're starting to wilt, the flowers still smell fresh.",
"Arthur's corpse lies in this fresh grave, and the {@spell Speak with Dead} spell works on him. A key inside his trouser pocket opens the safe in the house's library."
]
}
]
},
{
"type": "entries",
"name": "Encountering Ignis",
"id": "012",
"entries": [
"If the characters aren't trying to be stealthy as they move about the house, Ignis, the neutral good {@creature fire giant} currently inside the barn, comes to investigate the newcomers. Otherwise, the characters must {@action hide} and succeed on a DC 16 group Dexterity ({@skill Stealth}) check to avoid attracting her attention.",
{
"type": "entries",
"name": "Negotiating with Ignis",
"id": "013",
"entries": [
"Ignis speaks only Giant, but she is intelligent and can tell if the characters are respectful and mean no harm. If the party has no way to talk to her, she patiently tries to communicate through pantomime. If the party convinces her of their good intentions, she allows them to search the premises. Ignis is displeased if anyone flagrantly loots the home or otherwise disrespects Arthur or his memory. Beyond that, she doesn't stop the party from taking ingredients from the farm, so long as the characters don't trample the plants or harm the animals.",
"Ignis is suspicious of intruders, but she's also reluctant to start a fight. If the party displeases her, she becomes angry and orders them out of the house with forceful gestures. However, she won't initiate combat unless the characters threaten her or her children.",
"If Ignis becomes hostile, a character can get her to stand down by succeeding on a DC 18 Charisma ({@skill Persuasion}) check. But any hint of a subsequent threat\u2014or if she fears any danger will come to her children\u2014ends negotiation and she attacks. If a fight does occur, you might remind the players that characters who reduce a target to 0 hit points can choose to leave the defeated foe alive but {@condition unconscious}. If defeated in this way and then awakened, Ignis can again be reasoned with."
]
},
{
"type": "entries",
"name": "Ignis's Children",
"id": "014",
"entries": [
"Ignis's children, Flauma and Calor, are noncombatants. Where the children appear later in the adventure, you'll find guidance for their interactions with the characters. Use the {@creature commoner} stat block for them, if necessary. Change their creature type to Giant and increase their Strength to 14 (+2). They're too young to speak fluently, but they know a few words of Giant (see the \"{@area Fire Giant Baby Talk|01e|x}\" sidebar later in the adventure)."
]
}
]
}
]
},
{
"type": "section",
"name": "Holrow Homestead",
"id": "015",
"entries": [
"The homestead's large farmhouse has two stories and is well maintained, but all the windows have been boarded up. Unless otherwise noted, areas in the homestead share these features:",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "High Alert",
"entry": "Ignis is alert to anything out of the ordinary. If her children cry, the cows startle, or any loud noise occurs, she investigates."
},
{
"type": "item",
"name": "Doors",
"entry": "Each door has AC 15, 30 hit points, and immunity to poison and psychic damage."
},
{
"type": "item",
"name": "Warm Surfaces",
"entry": "Most of the outer walls of the house feel unnaturally warm. (Ignis keeps the hearth stoked very hot.)"
},
{
"type": "item",
"name": "Windows",
"entry": "The windows are boarded up from inside with wooden slats. Only tiny slivers of the interior can be seen through the slats."
}
]
},
{
"type": "entries",
"name": "Homestead Locations",
"id": "016",
"entries": [
"The following locations are keyed to the Holrow Homestead map.",
{
"type": "entries",
"name": "1: Main Hall",
"id": "017",
"entries": [
"The front doors open to a large living area. Most of the interior has been demolished to make one open room that's 20 feet high. The seam along the walls where the second level used to connect is still visible. The interior walls are mostly demolished, though a few remain.",
"The only room that still stands is in the southwest corner; it can be entered by a single door. This room is Arthur's library (area 2). Above the library is a loft with an improvised railing made from wood and wire that reaches partway to the ceiling. This is Ignis's nursery ({@area area 5|025|x}).",
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"The main hall's west wall is lined with shelves. In the northwest corner, a blazing hearth emanates bright light and abundant heat. A pot of water boils on the hearth, and a large rubber cap for bottle-feeding calves bobs in the water. A dining table sits near the hearth.",
"A large sliding door leads north into the barn ({@area area 4|023|x}), and an open glass door leads east into the greenhouse ({@area area 3|01f|x}).",
{
"type": "entries",
"name": "Trapdoor",
"id": "018",
"entries": [
"A large wooden crate rests in the northeast corner of the main hall, concealing a trapdoor in the floor. The crate is heavy, but a character who tries to move it can do so by succeeding on a DC 18 Strength ({@skill Athletics}) check. The trapdoor leads down to the basement ({@area area 6|027|x}). A full-grown fire giant is too big to fit through the trapdoor."
]
},
{
"type": "entries",
"name": "Bottle Time",
"id": "019",
"entries": [
"A minute or two after any characters enter the house, they hear a loud, high cry from the nursery (area 5) above Arthur's library. \"Ima! Ima!\" the voice echoes through the room. Mooing comes from the barn, and then heavy footfalls from within the barn move toward the main hall. After a moment, Ignis exits the barn through the sliding door, closing the door behind her.",
"If the characters are hidden and Ignis doesn't spot them, she first stokes the fire, then reaches into the pot of boiling water and plucks out the rubber cap. She snaps it onto a clear jar filled with frothy, fresh cow's milk. Cooing softly, she carries it toward the fenced-off area above the library. Then, out from the shadows at the back of the loft space staggers Calor, a 6-foot-tall fire giant toddler. He reaches toward his mother, who snuggles him and gives him the bottle. Ignis then sits on the table by the fire and, heating bits of spare metal, goes about crafting what appears to be a homemade sword.",
"Unless drawn by strange noises or her children's cries, Ignis stays focused on her task. If the characters haven't come to an understanding with Ignis and wish to sneak past her unnoticed, they must succeed on a DC 16 group Dexterity ({@skill Stealth}) check."
]
}
]
},
{
"type": "entries",
"name": "2: Library",
"id": "01a",
"entries": [
"This is the only room on the ground floor that is still intact. The ceiling is 8 feet high. This room was Arthur Holrow's office and laboratory. Inside is a desk with scattered papers and a journal; a bookshelf with books, beakers, and jars of mosses and bark; and a few decorative items along the walls. Two wooden chairs face a small, bare table.",
"Characters who approach the desk and succeed on a DC 13 Wisdom ({@skill Perception}) check notice that a section of wall behind the desk protrudes slightly. A character who examines this section of the wall and succeeds on a DC 15 Intelligence ({@skill Investigation}) check discovers a hidden safe behind a sliding panel; see \"Treasure\" below.",
"The bookshelves house many tomes on agricultural magic, with Arthur's scribbled, indecipherable notes on almost every page. A character who searches through these books and succeeds on a DC 15 Intelligence ({@skill Investigation}) check finds a legible passage scribbled in a book recording Arthur's magical experiments. \"Many wondrous results!\" the note reads. \"But even without my experiments, the family farm has always been more fertile and the livestock healthier than those of our neighbors. Could there be some other factor I haven't considered?\" This is as close as Arthur ever got to figuring out the secret source of the farm's magic beneath his home (see the \"{@area Secret of Holrow Homestead|009|x}\" sidebar earlier in the adventure).",
{
"type": "entries",
"name": "Holrow Family Scrapbook",
"id": "01b",
"entries": [
"On a small table lies an album with \"Holrow\" written across the front in Common; this is the Holrow family scrapbook. The scrapbook recounts the achievements of Arthur's siblings, including the following:",
"{@b Benedict Holrow} moved to Waterdeep and has become a controversial politician due to his stance that the Lords of Waterdeep should be unmasked. He claims it is a citizen's right to elect and identify their lawmakers.",
"{@b Christine Holrow} travels the Sword Coast, performing as a singer-songwriter. She seldom lingers in one place for long. A fan group called Chrissy's Clan travels from town to town hoping to cross her path and bask in her music, which is said to soothe all troubles.",
"{@b Dabney Holrow} became an apothecary up north. He sells potions and tinctures and recently cured a prominent member of the Council of Sparkling Stones in Mirabar of an unidentifiable disease."
]
},
{
"type": "entries",
"name": "Cheesemonger's Almanac",
"id": "01c",
"entries": [
"Characters who search the desk find that the journal is in Arthur's hand and titled Cheesemonger's Almanac (see {@area appendix A|034|x}). They can use the almanac to determine which of the cheeses in the basement was intended for sale."
]
},
{
"type": "entries",
"name": "Treasure",
"id": "01d",
"entries": [
"A few family heirlooms on the shelves and walls have more than sentimental value: three solid gold goblets worth 75 gp each, a small silver shield worth 50 gp, and a gold statue of an elephant worth 250 gp.",
"The locked safe can be opened with a successful DC 15 Dexterity ({@skill Sleight of Hand}) check using thieves' tools. It contains 500 gp and ten gems worth 100 gp each. The key to the safe is buried with Arthur.",
"Ignis will not approve of any character looting these treasures from Arthur's home. If pressed on the matter, she insists they belong to Arthur's family.",
{
"type": "inset",
"name": "Fire Giant Baby Talk",
"id": "01e",
"entries": [
"You can use the vocabulary here when roleplaying the fire giant toddlers.",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Baby:",
"entry": "Lepsi"
},
{
"type": "item",
"name": "Bottle:",
"entry": "Puedle"
},
{
"type": "item",
"name": "Bye-bye:",
"entry": "Sii Sii"
},
{
"type": "item",
"name": "Hello:",
"entry": "Treo"
},
{
"type": "item",
"name": "Kiss:",
"entry": "Suudloos"
},
{
"type": "item",
"name": "Milk:",
"entry": "Peema"
},
{
"type": "item",
"name": "Mother:",
"entry": "Ima"
},
{
"type": "item",
"name": "Play:",
"entry": "Manjima"
},
{
"type": "item",
"name": "Toy:",
"entry": "Manji"
}
]
}
]
}
]
}
]
},
{
"type": "entries",
"name": "3: Greenhouse",
"id": "01f",
"entries": [
"This large glass enclosure is accessible only from inside the main hall, through an open and unlocked door. Inside, the atmosphere is hot and humid. Greenery fills the entire space except for a narrow, winding path. The ceiling is 10 feet high.",
{
"type": "entries",
"name": "Flauma",
"id": "020",
"entries": [
"Anyone who enters the greenhouse hears childlike chatter from the south end. Flauma, the other fire giant toddler, is in here playing in the dirt. As soon as she sees the adventurers, she blurts out, \"Manji!\"\u2014the Giant word for toy. She knows only a few words and speaks mostly in nonsense syllables. See the \"Fire Giant Baby Talk\" sidebar earlier in the adventure for inspiration.",
"Flauma is pleased to see new playthings, and as long as the characters appease her, she doesn't cry. If they ignore her, hurt her, or make her angry, she sobs and Ignis comes to her aid. Ignis is hostile toward anyone who causes Flauma's distress. She's too tall and broad to enter the greenhouse without squeezing, but she can attempt to grab or hit any creature within reach of the door.",
"If Ignis feels her child is in real danger, she breaks through the wall or the glass roof to retrieve Flauma and destroy the threat. If Ignis breaks the glass roof, each creature in the greenhouse other than Flauma must succeed on a DC 15 Dexterity saving throw or take 9 ({@dice 2d8}) slashing damage from the falling glass."
]
},
{
"type": "entries",
"name": "Shambling Mounds",
"id": "021",
"entries": [
"Two {@creature Shambling Mound||shambling mounds} hide in the north end of the greenhouse. They can be spotted with a successful DC 12 Wisdom ({@skill Perception}) check. Arthur used magic to domesticate these creatures, which pose no danger to the fire giants. If a character comes within 20 feet of them, they attack."
]
},
{
"type": "entries",
"name": "Treasure",
"id": "022",
"entries": [
"Two rare cacao trees stand in the north end of the greenhouse, near the shambling mounds. The trees have broad flat leaves and yellowish gourds that hang in bunches from the highest branches. A {@spell Detect Magic} spell reveals the trees carry a faint aura of enchantment magic. A character investigating the greenhouse who succeeds on a DC 17 Intelligence ({@skill Nature}) identifies the trees and knows how to gather the precious cocoa beans that grow in clusters within the gourds. Each cacao gourd holds a few dozen beans covered in white pulp. When cleaned off, the beans are dark brown and have a rich chocolate scent. They have the same magical aura as the trees.",
"Kaga will pay the party 2,500 gp for the magical cocoa beans. Ignis won't stop the party from collecting the beans."
]
}
]
},
{
"type": "entries",
"name": "4: Barn",
"id": "023",
"entries": [
"The barn is 20 feet high, with large sliding doors at the north and south ends; the south door leads into the house, and the north door leads outside. The wooden doors each have AC 15, 50 hit points, and immunity to psychic and poison damage. They aren't heavy, but they are noisy. Opening the door that divides the barn from the house without alerting everyone in both locations requires a successful DC 18 Dexterity ({@skill Stealth}) check.",
"When the characters arrive, the north door is kept shut with wooden planks placed along the floor inside the barn door, preventing the door from sliding along its tracks. Removing the planks allows the door to be slid open."
]
},
{
"type": "entries",
"name": "Ingredient: Milk",
"id": "024",
"entries": [
"Inside the barn, cows chew away on troughs of Arthur's special bovine feed. A {@spell Detect Magic} spell reveals that a faint aura of abjuration magic emanates from the feed. The barn has milking stations equipped with buckets and milk cans. A character can try to milk a cow, doing so with a successful DC 10 Wisdom ({@skill Animal Handling}) check. The buckets and cans can be used to store the milk for the short trip back to Daggerford."
]
},
{
"type": "entries",
"name": "5: Nursery",
"id": "025",
"entries": [
"Ignis has used old boards and bits of fence and metal to turn the top of the library into a nursery. The ceiling is 12 feet above the nursery floor.",
"From inside the nursery, characters can see that this space was once a bedroom. An old mattress lies on the floor, serving as a toddler bed, and wagon wheels, barrels, and rocks are scattered around as toys.",
"A character can access this area by climbing the shelving along the west wall of the main hall and succeeding on a DC 13 Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check. Characters trying to avoid Ignis's watchful eye need to succeed on a DC 16 Dexterity ({@skill Stealth}) check to avoid being spotted as they climb.",
{
"type": "entries",
"name": "Calor",
"id": "026",
"entries": [
"If he hasn't been previously disturbed, one of the fire giant toddlers, Calor, is playing here. His half-finished bottle of milk sits on the floor near him.",
"Calor responds to visitors much like his sister, excited to have new friends. He won't give up the milk easily and cries if it's taken from him, but a character can calm him or persuade him to relinquish it with a successful DC 15 Charisma ({@skill Persuasion}) check. However, if Ignis discovers an intruder here, she becomes hostile and attacks. A successful DC 20 Charisma ({@skill Persuasion}) check convinces her to stop fighting, but any threat or act of violence prompts her to fight to the death."
]
}
]
},
{
"type": "entries",
"name": "6: Basement",
"id": "027",
"entries": [
"The basement can be reached through the trapdoor in the main hall, which leads down to a long, narrow corridor. The ceiling here is only 6 feet high. This underground area is dark and cool, and it smells of earth. Two doors lead to {@area areas 7|028|x} and {@area 8|02a|x}."
]
},
{
"type": "entries",
"name": "7: Cheese Storage Room",
"id": "028",
"entries": [
"Arthur's cheese storage room holds shelves of aging cheese wheels. A {@spell Detect Magic} spell reveals that the room emanates a faint aura of conjuration magic. There are nine shelves in the room, each with a numbered label that denotes how many seasons the cheese on that shelf has aged."
]
},
{
"type": "entries",
"name": "Ingredient: Cheese Wheel",
"id": "029",
"entries": [
"Kaga instructed the characters to return with a cheese wheel aged precisely seven seasons, so the cheese they need is on the shelf labeled \"Seven Seasons.\" There are three cheese wheels on this shelf, each weighing about 80 pounds. The first has holes and a pink rind. The second has a green rind. The third has holes and a green rind. All three wheels are double the size of the younger ones in this room.",
"The characters can use Arthur's {@i Cheesemonger's Almanac} (found in the {@area library|01a|x} and reproduced in {@area appendix A|034|x}) to deduce which of the three cheese wheels Arthur intended to sell to Kaga. To do so, they must compare Arthur's seasonal reports and Cheese Sample Observations table in the almanac with the cheese wheels on this shelf: In the first season, fall, wet weather turned the rind of the salable cheese pink. In the second season, winter, there were no conditions that affected the cheese. In the third season, spring, wet conditions left the salable cheese with a pink rind and the weather was hotter than expected. In the fourth season, summer, two consecutive hot seasons caused the salable cheese to double in size. In the fifth season, fall, Arthur covered the cheese, resulting in holes in the salable cheese. In the sixth season, winter, wet weather again turned the rind of the salable cheese pink, but in the final season, spring, dry weather turned the rind of the salable cheese green again.",
"The first cheese is the control sample. The second cheese is the experimental sample. The third cheese\u2014the one that has holes, has a green rind, and has doubled in size\u2014is the salable cheese perfect for Kaga's Stumblenoodles recipe. This is the only one that will grant a magical boon when made into a dish."
]
},
{
"type": "entries",
"name": "8: Storage Room",
"id": "02a",
"entries": [
"This simple underground chamber holds extra bags of feed, cured meats, fertilizer, and other supplies for growing and tending plants."
]
}
]
}
]
},
{
"type": "section",
"name": "Invido Returns",
"id": "02b",
"entries": [
"Lord Invido's agents lost track of Ignis and her children at Arthur's farm. When they returned to Invido's stronghold and admitted their failure, Invido sent a new search party to kill Ignis and bring back her children. You can have Invido's agents arrive when the characters are gathering the final ingredient they need or when they've reached an accord with Ignis.",
{
"type": "entries",
"name": "Ominous Arrival",
"id": "02c",
"entries": [
"As Invido's search party approaches, Ignis is in the main hall and hears something in the distance. She pokes her head out of the barn doors to check and immediately returns. She hurriedly puts out the fire, grabs the sword she has been forging for herself at the hearth, and removes the crate from the trapdoor to the basement. She places her children in the basement, pleading with them to be quiet, then closes the trapdoor and replaces the crate on top of it.",
"Anyone looking outside sees three {@creature Fire Giant||fire giants} heading for the house. Two enormous {@creature Hell Hound||hell hounds} (change their size to Large) accompany the giants, each on a leash of iron chain held by one of the giants. The giant who isn't holding a leash is the commander of the search party. The characters are likely to notice the arrival of such enormous adversaries; even in the basement, the giants' heavy footfalls can be felt.",
{
"type": "inset",
"name": "Alternative Enemies",
"id": "02d",
"entries": [
"{@book Bigby Presents: Glory of the Giants|BGG} describes giants who have joined cults of Elemental Evil. Perhaps Invido has used the Cult of Evil Fire as a way of consolidating his support and influence. If you have access to {@book Glory of the Giants|BGG}, you can replace the commander of the fire giant search party with a {@creature fire giant of evil fire|BGG}."
]
}
]
},
{
"type": "entries",
"name": "No More Hiding",
"id": "02e",
"entries": [
"If the characters reveal themselves, the giants attack. Otherwise, the giants investigate the exterior of the house. \"Keep looking for tracks,\" the commander says (all the fire giants speak only Giant). The hell hounds snarl angrily. Inside, Ignis looks angry and scared.",
"If uninterrupted, the fire giant hunters\u2014with the help of their hell hounds\u2014sniff out Ignis inside the house. The hounds bark loudly and lunge for the house, and the commander of the search party shouts, \"They're in the buildings!\" He smashes the roof of the barn to splinters, prompting the cattle inside to panic, but unless the planks keeping the barn's northern door shut have been removed, the terrified animals are trapped in the barn. Ignis readies her sword, determined to fight.",
"If Ignis is indifferent or friendly toward the characters, she pleads with them to protect her children. Then, she charges forward to face the patrol. The commander sneers, saying to his comrades, \"Go find the children\u2014they must be hidden here somewhere.\" He looks to Ignis with a nasty grin and declares, \"Lord Invido will honor me when I bring him back his heirs.\" At this, Ignis launches herself toward him, and the fight begins."
]
},
{
"type": "entries",
"name": "Finding the Children",
"id": "02f",
"entries": [
"The other two members of the search party use the hounds to sniff out the children's location. The giants never allow the hounds off leash, so a hound can't move more than 20 feet from the giant holding its leash. A hound that uses the {@action Search} action and succeeds on a DC 15 Wisdom ({@skill Perception}) catches a whiff of the children's scent. If the hounds succeed on two such checks, they pinpoint the children's location. Invido's fire giants attack Ignis and the characters first, pursuing the children only if there are no defenders present. The giants can break the house down to get to the basement entrance; one attack from a fire giant makes a 5-foot hole in the old, wooden walls of the house. The giants are too big to enter the basement via the trapdoor, but the hell hounds can get in by squeezing.",
"If the search party gains access to the children, Ignis abandons whatever she is doing and goes to defend them. Invido's giants and their hell hounds avoid hurting the children; instead, they {@action grapple} the children and try to carry them away. If by chance one of the children takes damage, they do not die, but instead cling to life long enough for the characters to heal them.",
"When only one of Invido's fire giants remains, he abandons the battle and tries to flee, warning Ignis and the characters that Invido will not rest until he finds the children, for he is determined to raise them as his own."
]
},
{
"type": "entries",
"name": "Aftermath",
"id": "030",
"entries": [
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/HFStCM/006-00-006.kender-stumblenoodles.webp"
},
"credit": "CoupleofKooks",
"width": 850,
"height": 893
},
"If Ignis survives and the characters helped protect her children, she gives the characters a nod of appreciation. If she wasn't already friendly to them, she becomes friendly now. Indeed, a grateful tear runs down her cheek. She speaks with them freely in Giant and gladly tells her story. She has resolved to return home and reclaim control from Invido. But first, she must recover and make a plan. She'll hide in the mountains while she does so, and if the characters wish to help her, that's where they'll find her. If none of the characters speaks Giant, she tries to pantomime her thanks and her plan to head into the mountains to hide temporarily. If Ignis doesn't survive, but her children do, the characters must decide how to protect Flauma and Calor.",
"In any case, if the characters survive and haven't retrieved all the ingredients, they are now free to complete their mission."
]
},
{
"type": "entries",
"name": "Triumphant Return",
"id": "031",
"entries": [
"When the characters return to the River Shining Tavern, Kaga and Jacque are relieved to see them, then saddened to learn of Arthur Holrow's death.",
"If the characters retrieved all the ingredients, Kaga prepares a feast fit for heroes. Jacque places a heaping plate of Kaga's Stumblenoodles in the center of the large round table, along with anything else the characters desire (you can use dishes from {@i Heroes' Feast: Flavors of the Multiverse} to round out the tavern's menu). Many children from the town of Daggerford join the party for a great feast. Everyone digs in, family style. Characters who have a serving of Stumblenoodles begin to feel a tingling sensation all over. They gain the {@reward Charm of the Stumblenoodle|HFStCM}."
]
}
]
},
{
"type": "section",
"name": "Conclusion",
"id": "033",
"entries": [
"With dinner over, the characters are free to roam the Sword Coast. They might want to inform Arthur's siblings of his death. Perhaps, moved by Ignis's plight, they'll help her regain her rightful position among her people. They might even return to Holrow Homestead to investigate the mystery of its unusual fertility, potentially unleashing the awesome power of a {@creature Scion of Grolantor|BGG|hill giant scion}!"
]
},
{
"type": "section",
"name": "Appendix A: Cheesemonger's Almanac",
"id": "034",
"entries": [
"The almanac is in Arthur's handwriting and contains a record of the weather over the last two years, a chart with the results of Arthur's experiments, and his notes.",
{
"type": "entries",
"name": "Seasonal Weather Log",
"id": "035",
"entries": [
"I've observed that seasonal weather conditions greatly affect the cheese aging process. Recording the weather each season is a key part of these experiments to understand how and why our Holrow cheese is unusual.",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Summer",
"entry": "Dry heat makes for hard work out in the fields. Makes one wish he didn't have to work alone."
},
{
"type": "item",
"name": "Fall",
"entry": "Snowfall came early and often. A nice blanket of snow every few days that melted quickly but kept the ground from hardening."
},
{
"type": "item",
"name": "Winter",
"entry": "Beautiful snow caps on Illefarn. Wish Mom and Dad were here to see it."
},
{
"type": "item",
"name": "Spring",
"entry": "Unusually warm spring. The thaw came fast. The rivers are full."
}
]
},
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Summer",
"entry": "Very hot summer but not too dry thanks to the spring rains."
},
{
"type": "item",
"name": "Fall",
"entry": "Crisp and cool. Excellent cheese weather. Too bad the mice got in. Had to cover my samples until hibernation."
},
{
"type": "item",
"name": "Winter",
"entry": "Great heaps of snow but a warmer ground made it melt fast. Slushy conditions were good for puddle jumping."
},
{
"type": "item",
"name": "Spring",
"entry": "Finally, nice, dry, and warm."
}
]
}
]
},
{
"type": "entries",
"name": "Guide to Cheese Conditioning",
"id": "036",
"entries": [
"It is important to rotate samples to the next shelf space every season to keep track of their age. Each season, I make a control sample from ordinary curds, an experimental sample not safe for consumption until further tests are conducted, and a salable sample from curds perfectly enhanced for peak flavor. To identify the effects of a season's conditions on each kind of sample, refer to the Cheese Sample Observations chart.",
{
"type": "table",
"caption": "Cheese Sample Observations",
"colLabels": [
"Conditions",
"Control",
"Experimental",
"Salable"
],
"colStyles": [
"col-6",
"col-2",
"col-2",
"col-2"
],
"rows": [
[
"Season was mostly wet",
"Cheese develops holes",
"No change",
"Rind turns pink"
],
[
"Season was mostly dry",
"Rind turns pink",
"Doubles in size",
"Rind turns green"
],
[
"Sample was covered at any time during aging",
"No change",
"Rind turns green",
"Holes develop"
],
[
"Weather was hotter than expected for longer than one season",
"Doubles in size",
"No change",
"Doubles in size"
]
]
}
]
}
]
},
{
"type": "section",
"name": "Appendix B: Kender Stumblenoodles Recipe",
"id": "037",
"entries": [
"See the {@recipe Kender Stumblenoodles|HFFotM} entry."
]
}
]
}
]
}

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{
"data": [
{
"type": "section",
"name": "Krenko's Way",
"page": 160,
"id": "000",
"entries": [
"\"{@creature Krenko|KKW}'s Way\" is a short adventure for a party of four to six 1st-level adventurers, who might advance to 2nd level by the adventure's conclusion. It is set in the Tenth District of Ravnica and serves as an introductory adventure to the setting. A balance of character classes is helpful, since the adventurers will face a variety of challenges. Adventurers can be affiliated with any of the guilds.",
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/KKW/109-429.webp"
},
"width": 1001,
"height": 668,
"credit": "Karl Kopinski"
},
{
"type": "section",
"name": "Story Overview",
"page": 160,
"id": "001",
"entries": [
"{@creature Krenko|KKW} is the boss of a notorious goblin mob, and he has made his fortune and built his reputation by mostly staying out of the guilds' way. He has managed to cause no end of trouble for the citizens of the Tenth District, but not without attracting the attention of the guilds. A cunning opportunist, {@creature Krenko|KKW} has spent years consolidating goblin street rabble into his fiercely loyal gang. He cultivated connections among the ruthless and powerful, specializing in high-value theft and mayhem. At the apex of his influence, he got into a nasty turf war with the Shattergang Brothers, a rival goblin gang that often deals in illicit arms. Rumors swirled that {@creature Krenko|KKW} killed Dargig, the youngest of the three brothers, after a weapons drop went bad.",
"The remaining two brothers, Rikkig and Gardagig, attempted to kill {@creature Krenko|KKW} in retaliation for the death of their kin. Before they could do the deed, {@creature Krenko|KKW} was apprehended by the Boros Legion and thrown into Sawtooth Prison\u2014near the legion's headquarters of Sunhome\u2014to spend the rest of his life behind bars. But someone as well connected as {@creature Krenko|KKW} has ways of shortening his own sentence.",
"Inciting a riot in prison secured him a transfer to Udzec, a maximum-security facility in Precinct Two of the Tenth District, administered by the Azorius Senate. During the transfer, agents of a former associate of {@creature Krenko|KKW}'s created a distraction, and he was able to slip away to rendezvous with his gang. He now plots his next move as he reestablishes power over his criminal enterprise.",
"{@creature Krenko|KKW}'s escape is no small matter. The Chamber of the Guildpact gets involved, alarmed at the possibility of another goblin gang war that could threaten the tenuous peace between the guilds. During the adventure, the Shattergang Brothers catch wind of {@creature Krenko|KKW}'s freedom, and are desperate to make him pay.",
{
"type": "inset",
"name": "Guildless Villains",
"page": 160,
"id": "002",
"entries": [
"Not every villain in a Ravnica campaign is a member of a guild, and not every scheme originates in the guildhalls. As you build your own adventures in Ravnica, you can use the suggestions in the {@book Dungeon Master's Guide|DMG} for creating villains to craft a guildless villain, one who prefers the independence of operating outside the guild structure or even seeks to undermine that structure entirely. More often than not, though, the guilds turn out to be involved in the schemes of even minor villains."
]
}
]
},
{
"type": "section",
"name": "Running the Adventure",
"page": 161,
"id": "003",
"entries": [
"This adventure requires the fifth edition D&D rulebooks ({@book Player's Handbook|PHB}, {@book Dungeon Master's Guide|DMG}, and {@book Monster Manual|MM}). You should read the entire adventure before attempting to run it. If you'd prefer to play, you shouldn't read any farther.",
{
"type": "insetReadaloud",
"id": "004",
"entries": [
"Text that appears in a box like this is meant to be read aloud or paraphrased for the players when their characters first arrive at a location or under a specific circumstance, as described in the text."
]
},
"The {@book Monster Manual|MM} contains statistics for many of the creatures found in this adventure. When a creature's name appears in {@b bold} type, that's a visual cue pointing you to the creature's stat block in the {@book Monster Manual|MM}. If the stat block appears elsewhere, the adventure's text tells you so.",
{
"type": "entries",
"name": "Adventure Summary",
"page": 161,
"id": "005",
"entries": [
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/KKW/110-430.webp"
},
"width": 1989,
"height": 1455,
"credit": "Kev Walker"
},
"The adventure begins at Sawtooth Prison as the party is summoned by Nassius Ven, an official from the Chamber of the Guildpact. He explains that {@creature Krenko|KKW} has escaped during a prison transfer, and it's urgent that the characters locate him and bring him back to justice as soon as possible and with discretion.",
"The characters can retrace the route of the transfer, interview the guards for more information, and use their contacts in the city to find out more about {@creature Krenko|KKW}. If they are indiscreet in their investigation, they could attract the attention of the Shattergang Brothers, a rival gang intent on murdering {@creature Krenko|KKW}. Members of that gang will trail the party throughout the city in an attempt to find the goblin mob boss's location.",
"Eventually, the adventurers find {@creature Krenko|KKW}'s hideout: a warehouse near a canal. A final showdown with the goblin mob boss, his retinue, and possible Shattergang interlopers ensues. Then it's merely a matter of delivering {@creature Krenko|KKW} back to Nassius before more trouble breaks out."
]
},
{
"type": "entries",
"name": "Krenko's Patron",
"page": 161,
"id": "006",
"entries": [
"{@creature Krenko|KKW} arranged a deal with a faction while in prison. During his transfer, members of that faction struck down his escort and freed him.",
"At the beginning of the adventure, you can roll a patron from the table below, or you can choose one (preferably a guild that isn't represented by an adventurer in the party). The patron affects the story of {@creature Krenko|KKW}'s escape in a specific way (as indicated following the table) and, if you so choose, might influence future adventures.",
{
"type": "table",
"caption": "Krenko's Patron",
"colLabels": [
"d6",
"Guild"
],
"colStyles": [
"text-center col-2",
"col-10"
],
"rows": [
[
"1",
"{@b Dimir}. An impenetrable fog appeared, confusing the escort and obscuring their view. {@creature Krenko|KKW} slipped his restraints and scurried off in the mist."
],
[
"2",
"{@b Golgari}. A swarm of centipedes burst out of a nearby sewer and overwhelmed the guards, knocking them {@condition unconscious} with venomous bites. When the guards were revived, {@creature Krenko|KKW} was gone."
],
[
"3",
"{@b Gruul}. A Gruul warband screamed through the streets, smashing anything that got in the way. The guards clashed with the Gruul; during the fight, one of them broke {@creature Krenko|KKW}'s bonds and the goblin fled the scene."
],
[
"4",
"{@b Izzet}. A pair of armored mages descended from the sky on hovering discs. They aimed devices attached to their arms at the guards and blasted them back with a concussive wave. While the guards were recovering, the mages magically dissolved {@creature Krenko|KKW}'s bonds and he escaped."
],
[
"5",
"{@b Rakdos}. A troupe of performers crossed paths with the guards, who became transfixed by a fiery acrobatic street display. When the performance was over, {@creature Krenko|KKW} had gone missing."
],
[
"6",
"{@b Simic}. A skyswimmer intercepted and attacked {@creature Krenko|KKW}'s escort. It unleashed a powerful discharge of lightning, which knocked out all the guards. When they woke up, {@creature Krenko|KKW} had disappeared."
]
]
}
]
}
]
},
{
"type": "section",
"name": "Starting the Adventure",
"page": 162,
"id": "007",
"entries": [
"Once the players are ready to begin, read or paraphrase the following introductory text:",
{
"type": "insetReadaloud",
"id": "008",
"entries": [
"Life in the Tenth District is never dull. A hub of constant activity, it always offers a new opportunity, a new challenge, a new intrigue. It is a place where a promising adventurer like you can find your path to glory, riches, or power through your allegiance to your guild. But first you'll need a job that will help you prove your worth.",
"Today is your lucky day. This afternoon, you received a brief note from one of your contacts: \"I heard today from someone who is looking for help finding something. Seems serious. Might be a good opportunity for you. Meet outside Sawtooth Prison at dusk.\"",
"At the appointed time, you find yourself gathered with other like-minded individuals outside the front door to the functional and unremarkable Sawtooth Prison."
]
},
"Have the players introduce their characters to each other, if they aren't acquainted already. This might also be a time for the characters to identify or discover personal connections that might link them, such as common acquaintances or contacts, a shared background, or living in the same neighborhood. Once the characters have had a chance to get to know one another, read:",
{
"type": "insetReadaloud",
"id": "009",
"entries": [
"Light rain begins to patter on the cobblestones as the sun sets behind the spires and towers of the city. You see a male vedalken in well-tailored clothes approach your group from around the side of the prison. His deep blue face bears a gentle but concerned expression. He raises his hand to hail you and speaks in a low tone as his eyes take in your group and the nearby environs. \"Are you here to help us find something?\""
]
},
"This is Nassius Ven, a vedalken {@creature noble} and a proctor from the office of the Guildpact. While the Azorius and Boros help maintain the law and keep the peace, the office of the Guildpact tries to help quell disputes between the guilds while the Living Guildpact is away. Nassius is here to hire the characters to track down {@creature Krenko|KKW} because he suspects the involvement of one or more guilds in the goblin boss's escape but doesn't know who is involved.",
{
"type": "entries",
"name": "Roleplaying Nassius Ven",
"page": 162,
"id": "00a",
"entries": [
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/KKW/111-431.webp"
},
"width": 1000,
"height": 888,
"credit": "Richard Wright"
},
"After receiving affirmative answers from the party, Nassius hands the characters a dossier from Sawtooth Prison with an image of a smug, tough-looking male goblin on it. Nassius offers up the following information, which can be conveyed through conversation with him:",
{
"type": "list",
"items": [
"\"We have need of your particular skills to assist in the retrieval of a convict who got loose just before sunrise this morning. He escaped during his transfer to Udzec, a maximum-security prison where he would have spent the rest of his days.\"",
"\"His name is {@creature Krenko|KKW}. He's the boss of a large gang of goblins that operates around Foundry Street. He was apprehended to answer for a long list of crimes, including murder. He allegedly incited a riot that led to the deaths of a guard and two inmates at this prison a week ago. The warden decided enough was enough and put through his transfer.\"",
"\"{@creature Krenko|KKW} has made a lot of enemies, but the Shattergang Brothers are his biggest threat. They're a rival goblin gang specializing in illicit weapons, and they want {@creature Krenko|KKW} dead in reprisal for the murder of one of their lieutenants. The dead lieutenant also happens to be the youngest of the three siblings that run the gang. They'll tear apart the neighborhood to find him once they know he has escaped.\"",
"\"Normally, we'd let the Azorius deal with this situation, but we suspect that {@creature Krenko|KKW} might have had help from one of the other guilds when he escaped. We are enlisting others to investigate that connection, as it could point to a bigger problem.\"",
"\"We need you to track down {@creature Krenko|KKW} and bring him back alive. Then we can interrogate him and keep him off the streets for good.\"",
"\"I am prepared to give you ten zinos right now to cover any expenses you might incur during your investigation. Upon delivery of the criminal, you'll receive one hundred zinos and my gratitude, which I will convey to your guild leaders. Under no circumstances should you attempt to question {@creature Krenko|KKW} yourselves.\""
]
},
"If he is asked, Nassius provides the guards' account of the circumstances of his escape (see \"{@creature Krenko|KKW}'s Patron\"). The guards have already been thoroughly questioned, and {@creature Krenko|KKW}'s trail has gone cold. Nassius is eager to get the characters started as soon as possible to prevent the Shattergang Brothers from learning of {@creature Krenko|KKW}'s escape.",
"Nassius asks the party to bring {@creature Krenko|KKW} to an old Selesnya granary that was damaged in a Gruul raid at the edge of the district. There, he'll take {@creature Krenko|KKW} into custody.",
"Nassius is evasive about any questions regarding why {@creature Krenko|KKW} shouldn't be interrogated or why the characters should bring him to the granary. His eyes dart back and forth when confronted with these sorts of questions. A character who succeeds on a DC 15 Wisdom ({@skill Insight}) check knows that Nassius isn't being completely forthright. Even if pressed, Nassius doesn't offer up any other information beyond the mission objectives."
]
}
]
},
{
"type": "section",
"name": "The Search for Krenko",
"page": 163,
"id": "00b",
"entries": [
"Once Nassius has departed, the characters can get to work. They can conduct their investigation however they choose, but time is of the essence since eventually word on the street gets back to the Shattergang Brothers and they start another turf war to flush {@creature Krenko|KKW} out.",
{
"type": "entries",
"name": "Timeline of Events",
"page": 163,
"id": "00c",
"entries": [
"Here's a timeline of what has happened since {@creature Krenko|KKW} escaped and what happens in the future, absent interference. As soon as the adventurers get involved, events might change drastically, but the following timeline can still help you determine how the various NPCs involved in the story will react to the player characters' actions.",
{
"type": "inset",
"id": "00d",
"entries": [
{
"type": "list",
"style": "list-hang-notitle",
"items": [
"{@b Early Morning, Day 1}: {@creature Krenko|KKW} escapes.",
"{@b Late Morning, Day 1}: {@creature Krenko|KKW} meets with his gang and prepares a disguise for himself.",
"{@b Noon, Day 1}: {@creature Krenko|KKW} and his gang secure an abandoned warehouse as a temporary hideout for the mob boss.",
"{@b Sunset, Day 1}: The adventurers receive the mission.",
"{@b Late Evening, Day 1}: {@creature Krenko|KKW} places a weapons order with Falish, a human arms dealer.",
"{@b Noon, Day 2}: Additional enforcers from {@creature Krenko|KKW}'s gang arrive at {@creature Krenko|KKW}'s hideout.",
"{@b Sunset, Day 2}: The Shattergang Brothers hear about {@creature Krenko|KKW}'s escape and mobilize to find him. Falish leaves a cache of weapons at a drop point on Foundry Street, and a goblin carries the weapons back to {@creature Krenko|KKW}'s hideout.",
"{@b Late Evening, Day 2}: Explosions rock Foundry Street as the Shattergang Brothers start violently coercing citizens who are known to have dealings with {@creature Krenko|KKW}. The Lyev Column (Azorius law enforcement) is dispatched to Foundry Street to investigate the disturbance.",
"{@b Predawn, Day 3}: The Shattergang Brothers find out {@creature Krenko|KKW}'s location, and a great explosion goes off there, leveling the building and killing many goblins ({@creature Krenko|KKW} survives).",
"{@b Noon, Day 3}: The Foundry Street vicinity is subject to terrible goblin gang violence. The Boros Legion is called in to pacify the area."
]
}
]
}
]
},
{
"type": "entries",
"name": "The Dossier",
"page": 163,
"id": "00e",
"entries": [
"The adventurers can find the following information in the Sawtooth Prison dossier:",
{
"type": "list",
"items": [
"{@creature Krenko|KKW} has been a goblin mob boss for several years. His turf was around Foundry Street. He has been a person of interest in numerous crimes befitting a mobster but managed to evade the law\u2014until recently.",
"{@creature Krenko|KKW} was brought into custody by Gideon Jura, a freelancer working with the Boros Legion at the time. {@creature Krenko|KKW} was found guilty of murdering Dargig, one of the Shattergang Brothers, and of assault with a deadly weapon against Gideon Jura.",
"The weapon on his person at the time of arrest was a magic shiv (a prison knife). Reportedly, it could punch through force barriers. It isn't known how {@creature Krenko|KKW} obtained the weapon.",
"{@creature Krenko|KKW}'s notable associates include the mysterious Mr. Taz (no other information provided) and a renegade Izzet weapons inventor named Falish (female human, seen around Tin Street). Both are also persons of interest to the Azorius."
]
}
]
},
{
"type": "entries",
"name": "Hitting the Streets",
"page": 163,
"id": "00f",
"entries": [
"The characters can take several approaches to investigating {@creature Krenko|KKW}'s whereabouts: meeting with contacts, sussing out rumors, or visiting important locations.",
{
"type": "entries",
"name": "Meet with Contacts",
"page": 163,
"id": "010",
"entries": [
"If a character has an appropriate contact to press for information, they can reach out to that contact for assistance. It takes 1 hour to arrange a meeting with the contact and {@dice 1d6} hours for the contact to find one previously unknown piece of information, unless that contact would have the information on hand."
]
},
{
"type": "entries",
"name": "Gather Rumors",
"page": 163,
"id": "011",
"entries": [
"Characters can go to public gathering places to attempt to obtain information. After {@dice 1d6} hours, a character sifting through rumors makes a DC 15 Charisma ({@skill Persuasion}) check. On a success, they find out one previously unknown piece of information from among those given below:",
{
"type": "list",
"items": [
"{@creature Krenko|KKW}'s absence has hurt his gang's reputation. Other gangs have been encroaching on his territory, and it's only a matter of time before there's another power struggle played out in the streets.",
"Tin Street is a bustling center of trade and the territory of the Shattergang Brothers. They have become emboldened since {@creature Krenko|KKW} was put away and are readying for war to take out his gang once and for all.",
"Foundry Street is where you'll find manufacturing facilities for the Tenth District, and it's {@creature Krenko|KKW}'s gang's turf. His enforcers are still squabbling over who should lead. For now, they all have an uneasy truce with each other.",
"Some goblins were pulling up a sewer grate at a very early hour west of the plaza. They didn't look like maintenance workers and threatened anyone that came too close. The approximate location of this incident is obtained."
]
},
"Three locations important to the adventure are mentioned in the information above: the sewers, Foundry Street, and Tin Street. Each site is described in detail below. The travel time (on foot) between any two of these locations is 30 minutes to 1 hour."
]
}
]
},
{
"type": "entries",
"name": "The Sewers at Plaza West",
"page": 164,
"id": "012",
"entries": [
"Characters heading west of the plaza on a tip they received earlier might look for a sewer grate that is out of place. It takes 1 hour and a successful DC 10 Wisdom ({@skill Perception}) check to find a grate with scrapes from a crowbar on it. Alternatively, the characters can interview residents in the area, in which case it takes half an hour and a successful DC 10 Charisma ({@skill Persuasion}) check to find the location of the grate.",
"The grate can be pulled up with a successful DC 15 Strength check. Once the grate is opened, read:",
{
"type": "insetReadaloud",
"id": "013",
"entries": [
"A circular maintenance shaft plunges down into the darkness. An iron ladder is bolted to one side of the shaft. The pungent smell of the sewers wafts up to your nose. A faint light is visible at the bottom, illuminating refuse-filled water."
]
},
"There is no light source in the shaft, which continues down 50 feet until it ends in a folding ladder with a dangling cord. When unfolded, the ladder reaches another 20 feet to the sewer tunnel floor. When the characters descend to the floor, read:",
{
"type": "insetReadaloud",
"id": "014",
"entries": [
"You stand shin-deep in sewer water, in a dimly lit tunnel. There's a raised walkway on either side that gets you out of the smelly, muck-filled water. Small lamps housing magical flames shed dim light. The walls are covered in moss and lichen."
]
},
"The tunnel is dimly lit by small {@spell continual flame} beacons positioned every 30 feet or so on alternating sides of the 20-foot-high tunnel. The sewer tunnel is 30 feet wide and continues in both directions. The tunnel has a raised walkway 5 feet wide and 5 feet tall along both sides. The main passage is flowing with 1-foot-deep water and smelly refuse.",
"{@creature Krenko|KKW} and three other goblins came this way, heading to his new hideout. The characters can spot signs of grimy boot prints made by Small creatures on one of the walkways by succeeding on a DC 10 Wisdom ({@skill Perception}) check. After finding the prints, they can continue to track them through the sewer tunnels by succeeding on a DC 15 Wisdom ({@skill Survival}) check. For every day since the goblins came through here, add 5 to the DC of the check. It takes 2 hours to navigate the twisting tunnels at normal walking speed. The tunnels are near Golgari territory, but above the undercity.",
"For each hour the party spends in the sewers, roll a {@dice d20}. On a 15 or higher, the party has an encounter determined by rolling on the Sewer Encounters table.",
{
"type": "table",
"caption": "Sewer Encounters",
"colLabels": [
"d20",
"Encounter"
],
"colStyles": [
"text-center col-2",
"col-10"
],
"rows": [
[
"1\u20134",
"{@dice 1d4} {@creature cultist||cultists} of Rakdos"
],
[
"5\u20139",
"{@dice 2d4} {@creature Giant Rat||giant rats}"
],
[
"10\u201311",
"1 {@creature gray ooze}"
],
[
"12\u201314",
"1 {@creature kraul warrior|GGR}"
],
[
"15\u201318",
"1 {@creature swarm of centipedes||swarm of insects (centipedes)}"
],
[
"19\u201320",
"{@dice 1d4} {@creature zombie||zombies} covered in fungus"
]
]
},
"The tracks end at another maintenance shaft in the ceiling of the tunnel. A cord dangles down from the shaft; pulling on it releases a folding ladder that can easily be climbed. The shaft terminates in a grate, which can be pushed aside with a successful DC 15 Strength check.",
"The characters emerge in an alley beside an old warehouse on a canal dock near Foundry Street, in Precinct Six of the Tenth District. The tracks continue up to the warehouse."
]
},
{
"type": "entries",
"name": "Tin Street",
"page": 164,
"id": "015",
"entries": [
{
"type": "insetReadaloud",
"id": "016",
"entries": [
"This bustling market area is busy with the flow of merchants, entertainers, shoppers, and revelers. During daytime hours, Tin Street is a prime destination for shopping and dining. At night, theaters and taverns come alive."
]
},
"Tin Street is one of the two avenues that traverse the entire Tenth District (see {@book chapter 3|GGR|3|Major Trade Ways}). Where it passes through Precinct Six, the Shattergang Brothers have claimed much of it as their turf. They keep a keen eye out for Azorius arresters, rival gang members, and anyone who asks too many questions.",
"Tin Street is also the home of Falish, a renegade Izzet arms dealer who, for the right price, supplies criminals with weapons and explosives.",
{
"type": "entries",
"name": "Shattergang Eavesdropping",
"page": 164,
"id": "017",
"entries": [
"If a check to gather rumors fails by 5 or more, or the characters are otherwise indiscreet while investigating around Tin Street, word gets to the Shattergang Brothers that someone has been asking about {@creature Krenko|KKW}. They send an unremarkably dressed, beady-eyed {@creature goblin} named Erko to tail the characters (about 60 feet) and sneak up to eavesdrop on conversations. If a character's passive Wisdom ({@skill Perception}) score equals or exceeds the goblin's Dexterity ({@skill Stealth}) check, that character notices that they're being followed or observed.",
"If Erko notices the party has seen him, he tries to run away, back to one of his gang's hideouts. As he makes his way down the busy market of Tin Street, you can conduct this scene as a chase, using the chase rules and the Urban Chase Complications table in {@book chapter 8|DMG|8|Chase Complications} of the {@book Dungeon Master's Guide|DMG}.",
"In addition to his weapons, Erko carries a flask of alchemist's fire, which he hurls at the first creature that threatens him. See {@book chapter 5|PHB|5|Adventuring Gear} of the {@book Player's Handbook|PHB} for rules on using alchemist's fire.",
"If a character interrogates Erko and succeeds on a DC 10 Charisma ({@skill Intimidation}) check, the goblin reveals that he works for the Shattergang Brothers, and they have an interest in knowing what goes on in their turf. He doesn't reveal their hideout under any circumstances.",
"If Erko tails the adventurers long enough to discover {@creature Krenko|KKW}'s location, the Shattergang Brothers arrive at {@creature Krenko|KKW}'s hideout in force 2 hours later."
]
},
{
"type": "entries",
"name": "Finding Falish",
"page": 165,
"id": "018",
"entries": [
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/KKW/112-432.webp"
},
"width": 1000,
"height": 1024,
"credit": "Noah Bradley"
},
"The renegade Izzet arms dealer Falish lives and works on Tin Street. Characters can ask around the neighborhood to discover the location of her secret shop, but the information doesn't come easy.",
{
"type": "entries",
"name": "Taverns",
"page": 165,
"id": "019",
"entries": [
"Falish is a regular at the Millstone, a seedy tavern that caters to the rough and rowdy. The tavern's owner and barkeep is Wyroon, a male minotaur with a cracked horn and a surly disposition. He was drummed out of the Boros Legion for insubordination a few years ago. His starting attitude is indifferent, but if a character succeeds on a DC 10 Charisma ({@skill Persuasion}) check, he'll tell the characters that Falish comes down some nights for a drink or two. Falish stops by early in the evening of Day 2, without her flamethrower."
]
},
{
"type": "entries",
"name": "Merchants",
"page": 165,
"id": "01a",
"entries": [
"Very few merchants on Tin Street know Falish, except for a female goblin alchemist named Noggra, who runs an apothecary shop called Noggra's Remedies. Noggra often patches up injured gang members after their scuffles, and occasionally hides them from the law. She sometimes sells Falish alchemical substances to enhance her weapons. Her starting attitude toward the party is indifferent. If a character asks her about Falish and succeeds on a DC 20 Charisma ({@skill Intimidation} or {@skill Persuasion}) check, she gives up Falish's location. A character who offers Noggra 10 gp or more makes this check with advantage."
]
},
{
"type": "entries",
"name": "Street Talk",
"page": 165,
"id": "01b",
"entries": [
"Characters can simply ask around the neighborhood to try to find Falish. If so, use the rules for gathering rumors under \"Hitting the Streets.\""
]
}
]
},
{
"type": "entries",
"name": "Falish's Workshop",
"page": 165,
"id": "01c",
"entries": [
"Once the characters determine Falish's location and travel there, read:",
{
"type": "insetReadaloud",
"id": "01d",
"entries": [
"Following the directions to Falish's shop, you find yourself in an alley behind a restaurant. Near the back door to the establishment is a smaller, padlocked iron door that looks as if it came from a vault."
]
},
"The door has a padlock that requires a successful DC 15 Dexterity check to pick with thieves' tools, or a successful DC 20 Strength check to force open. Once it is open, read:",
{
"type": "insetReadaloud",
"id": "01e",
"entries": [
"Beyond the door, you see a narrow staircase that leads twenty feet down to a green-tinged copper door, with a closed sliding peephole in its center."
]
},
"This copper door is locked and requires a successful DC 15 Dexterity check with thieves' tools to open. It can also be forced open with a successful DC 20 Strength check. The door is trapped with a {@spell glyph of warding} spell that triggers when a character attempts to pick the lock or force open the door. The triggered glyph casts {@spell sleep} at 3rd level, affecting {@dice 9d8} hit points of creatures. A character who searches the door for traps can detect the glyph with a successful DC 15 Intelligence ({@skill Investigation}) check.",
"When the characters enter the room, read:",
{
"type": "insetReadaloud",
"id": "01f",
"entries": [
"The flickering glow of lanterns reveals a haphazard room that is thirty feet long and twenty feet wide, packed with equipment, tools, and materials. Hanging from the wall are all manner of weapons. Boxes and small crates are stuffed under tables that overflow with flasks. A workbench is piled high with tools. There's a small living area with a bed and a large iron stove in the back of the room."
]
},
"This room serves as a laboratory, showroom, and living quarters for Falish, a human {@creature scorchbringer guard|GGR}. She deals in alchemically treated weapons and explosives. A renegade who was expelled from the Izzet League, Falish maintains contacts within the guild, who provide her with the materials she uses to upgrade weapons. She sells her wares to many of the gangs in the Tenth District.",
"If characters trigger the glyph trap on the door, Falish grabs her gear and heads out through a secret door in the back of her living quarters as quickly as possible, closing the door behind her. The secret door opens into a tunnel that leads down into the sewers. When closed, the secret door can be found with a successful DC 15 Wisdom ({@skill Perception}) check.",
"If the characters surprise Falish or manage to sneak in, she realizes she has no quick escape and is willing to cooperate to a certain extent to get the characters out of her home. In exchange for freedom, she reveals the following information:",
{
"type": "list",
"items": [
"{@creature Krenko|KKW} contacted her to deliver some weapons, explosives, and any magic items she had to a drop point on Foundry Street, outside the Smokehouse Inn. She's supposed to make the drop at sunset on the day after {@creature Krenko|KKW}'s escape.",
"{@creature Krenko|KKW} is planning on using the weapons to launch a preemptive attack on the Shattergang Brothers to reassert that he's back in power.",
"{@creature Krenko|KKW} is probably hiding somewhere near the drop point. Falish knows that {@creature Krenko|KKW} and his rescuers were spotted entering a sewer grate west of the plaza."
]
},
{
"type": "entries",
"name": "Treasure",
"page": 166,
"id": "020",
"entries": [
"Falish has one of each weapon in the {@book Player's Handbook|PHB} with a price of no more than 25 gp hanging from the walls of her quarters. On her work tables are three flasks of alchemist's fire, one vial of acid, alchemist's supplies, tinker's tools, a set of thieves' tools, and most of the components needed to assemble two bombs. Under one of the tables is a small, locked strongbox requiring thieves' tools and a successful DC 15 Dexterity check to open. Inside the strongbox are 200 zinos (gp), 3 strips of mizzium (a durable magical metal), and an {@item eversmoking bottle}."
]
}
]
}
]
},
{
"type": "entries",
"name": "Foundry Street",
"page": 166,
"id": "021",
"entries": [
"Foundry Street is where a lot of the manufacturing happens in the Tenth District. Workers toil day and night to make goods that Ravnicans buy in the market, and to supply the Boros Legion with armor and weapons.",
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/KKW/113-433.webp"
},
"width": 1000,
"height": 735,
"credit": "Kirsten Zirngibl"
},
"Goblins are common in this part of the city, and it is {@creature Krenko|KKW}'s gang's turf. Most of the gang members now know that {@creature Krenko|KKW} has escaped, and the bickering between his enforcers has subsided with {@creature Krenko|KKW} back on the streets.",
"Most of the folk who live around Foundry Street know to report any Azorius presence or nosy outsiders to a goblin gang member that serves as the block captain. If the characters conduct their investigation here, {@creature Krenko|KKW}'s gang learns about it within half an hour and sends out a crew to deal with the situation.",
{
"type": "entries",
"name": "Welcoming Party",
"page": 166,
"id": "022",
"entries": [
"{@creature Krenko|KKW}'s goblin gang approaches the characters. Their starting attitude is hostile, and they hurl insults and try to get the characters to leave their turf. If the adventurers don't comply, the goblins fight them. If more than half the goblins are defeated, the remaining gang members try to escape.",
"The gang that approaches the groups consists of six {@creature Goblin gang member|kkw|goblin gang members}. A character who interrogates a captured goblin and succeeds on a DC 20 Charisma ({@skill Intimidation}) check learns {@creature Krenko|KKW}'s location. Alternatively, a character who offers the goblins a bribe of 10 gp or more and succeeds on a DC 20 Charisma ({@skill Persuasion}) check can get the same information."
]
},
{
"type": "entries",
"name": "Shattergang's Response",
"page": 166,
"id": "023",
"entries": [
"Late in the evening on Day 2, the Shattergang Brothers blow up three of {@creature Krenko|KKW}'s safe houses along Foundry Street. The explosions attract the Azorius Senate, which sends twenty {@creature soldier|GGR|soldiers} to secure the area and question bystanders.",
"Characters who are causing trouble with the locals around Foundry Street during this time might be detained at the Foundry Street arrester station for questioning. Characters are detained for {@dice 1d4} hours unless one of them succeeds on a DC 20 Charisma ({@skill Persuasion}) check, which shortens the time to 10 minutes."
]
}
]
}
]
},
{
"type": "section",
"name": "Krenko's Hideout",
"page": 167,
"id": "024",
"entries": [
"The characters can locate {@creature Krenko|KKW}'s hideout either by interrogating members of his gang, following the tracks from the sewer, or following a goblin back from the drop point where Falish leaves {@creature Krenko|KKW}'s weapons. Once they have found the warehouse, read:",
{
"type": "insetReadaloud",
"id": "025",
"entries": [
"A large, soot-stained wooden building with a faded symbol of the Boros Legion sits at the edge of a canal, its timbers cracked and singed. A closed bay door faces north toward the water, and a wooden track runs from the building all the way to the edge of a pier. A similar bay door faces south toward the main street. On the alley sides of the building are two doors\u2014a double door on the west side, and a single door on the east side."
]
},
"This old warehouse used to store equipment finished from the nearby foundries for the Boros Legion's use. It was badly burned in a gang war a few years ago and has since been abandoned by the Boros. {@creature Krenko|KKW}'s gang has used it occasionally as a secret meeting spot, and now {@creature Krenko|KKW} is using it as his hideout.",
"The warehouse is 40 feet tall, 60 feet wide, and 120 feet long. It has no windows, but the outer walls are brittle and fire-damaged; a number of small holes, 1 or 2 feet in diameter, have opened up in various places. Dealing 5 damage to a section of the wall creates an opening that a Medium or smaller creature can walk through.",
{
"type": "entries",
"name": "Krenko's Gang",
"page": 167,
"id": "026",
"entries": [
"All members of {@creature Krenko|KKW}'s gang are {@creature Goblin gang member|kkw|goblin gang members}. Each goblin carries a whistle (worn on a rope around its neck), which it can blow as an action to sound the alarm. A goblin might carry another item it obtained elsewhere, employing it in combat if an opportunity presents itself. You can roll or choose from the items on the Goblin Gang Possessions table. More information on these items can be found in {@book chapter 5|PHB|5|Adventuring Gear} of the {@book Player's Handbook|PHB}.",
{
"type": "table",
"caption": "Goblin Gang Possessions",
"colLabels": [
"d20",
"Item"
],
"colStyles": [
"text-center col-2",
"col-10"
],
"rows": [
[
"1\u201310",
"No additional item"
],
[
"11\u201312",
"Vial of acid"
],
[
"13\u201314",
"Flask of alchemist's fire"
],
[
"15\u201316",
"Ball bearings"
],
[
"17\u201318",
"Caltrops"
],
[
"19\u201320",
"Vial of basic poison"
]
]
}
]
},
{
"type": "entries",
"name": "Lookouts",
"page": 167,
"id": "027",
"entries": [
"A {@creature goblin gang member|kkw} is posted outside each door. If a guard sees one or more characters approaching the warehouse, it signals the other guards by blowing a whistle around its neck. It remains vigilant but doesn't signal the others if the characters are visible on the street but don't make their way to the warehouse. The goblins don't use a light source at night, relying on their {@sense darkvision}.",
"Characters might take the time to observe the lookouts from afar. The rooftops of nearby buildings make excellent vantage points. The buildings across the main street are 50 feet away; those in the alleys are 20 feet away.",
{
"type": "entries",
"name": "Changing of the Guard",
"page": 167,
"id": "028",
"entries": [
"Every 4 hours, new goblins from {@creature Krenko|KKW}'s gang arrive to relieve the lookouts. During this time, they're usually distracted as they chat among themselves for {@dice 1d10} minutes. While they're distracted, characters have advantage on any Dexterity ({@skill Stealth}) checks to hide or move quietly in the area."
]
}
]
},
{
"type": "entries",
"name": "Day 2 Arrivals",
"page": 167,
"id": "029",
"entries": [
"At noon on the second day, four more goblins arrive. Two position themselves inside on the catwalk, and two walk the warehouse floor."
]
},
{
"type": "entries",
"name": "Day 3 Chaos",
"page": 167,
"id": "02a",
"entries": [
"In the small hours of the third day, the Shattergang Brothers finally manage to discover {@creature Krenko|KKW}'s whereabouts and send a team of ten {@creature goblin||goblins} to toss bombs at the warehouse and its occupants.",
"In addition to their normal gear, these goblins each carry one bomb. As an action, a goblin can light a bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw or take 10 ({@dice 3d6}) fire damage.",
"Any survivors of {@creature Krenko|KKW}'s gang flee the warehouse and scatter into the city after this assault."
]
}
]
},
{
"type": "section",
"name": "Warehouse Locations",
"page": 168,
"id": "02b",
"entries": [
"The following locations are keyed to map 4.11, which shows the interior of the warehouse.",
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/KKW/114-434.webp"
},
"width": 2513,
"height": 3338,
"credit": "Dyson Logos",
"imageType": "map",
"title": "Map 4.11: Krenko's Hideout",
"grid": {
"type": "square",
"size": 239,
"offsetX": 54,
"offsetY": 98,
"scale": 3
}
},
{
"type": "entries",
"name": "Office",
"page": 168,
"id": "02c",
"entries": [
"This room is unlit. If the characters have {@sense darkvision} or a light source, describe the room as follows:",
{
"type": "insetReadaloud",
"id": "02d",
"entries": [
"This room is twenty feet square and has a ten-foot-high ceiling. It appears to be an office and makeshift living quarters. A heavy wooden table stands in the center of the room, ringed by six chairs. Under it is an iron box. To the south is a cot covered in blankets. Beside it is a sack full of clothes and the remains of several meals served on fine dinnerware. A door sits in the middle of the wall to the east, with a large window beside it offering a view of the warehouse beyond."
]
},
"{@b Krenko} (see below) is holed up here\u2014with two {@creature Goblin Boss||goblin bosses} that serve as his enforcers\u2014planning a preemptive strike on the Shattergang Brothers. In addition to his weapons, {@creature Krenko|KKW} carries a vial of acid, a flask of alchemist's fire, a bag of caltrops, a vial of basic poison, and the key to the iron strongbox (see \"Treasure\" below).",
{
"type": "entries",
"name": "Treasure",
"page": 168,
"id": "02e",
"entries": [
"The iron strongbox under a desk contains funds {@creature Krenko|KKW} was gathering to pay off Falish. It is locked and can be opened with the key in {@creature Krenko|KKW}'s possession, or with thieves' tools and a successful DC 15 Dexterity check. Inside the box are 350 zinos (gp), two gold rings inset with small rubies (worth 50 gp each), and a {@i potion of giant strength} (hill)."
]
}
]
},
{
"type": "entries",
"name": "Catwalk",
"page": 168,
"id": "02f",
"entries": [
"A 3-foot-wide wooden catwalk is attached to the inside walls of the warehouse 20 feet above the floor. A creaky, charred, narrow, wrap-around wooden staircase near the center of the east wall leads up to it.",
"Two {@creature Goblin gang member|kkw|goblin gang members} patrol the catwalk at all times, rotating in a similar way to the lookouts outside.",
{
"type": "entries",
"name": "Weakened Staircase",
"page": 168,
"id": "030",
"entries": [
"One of the steps of the catwalk staircase is ready to collapse. This fragile board is located 10 feet off the ground and can be spotted by anyone on the stairs who has a passive Wisdom ({@skill Perception}) score of 13 or higher. A creature that weighs more than 100 pounds that steps on the board must succeed on a DC 10 Dexterity saving throw or fall 10 feet to the ground below. The gap that the collapsing board creates can be easily avoided by other creatures walking up the stairs.",
"If one side of the catwalk takes 10 or more damage, that side collapses. Creatures on the walkway when this happens fall 20 feet to the warehouse floor below."
]
}
]
},
{
"type": "entries",
"name": "Main Floor",
"page": 168,
"id": "031",
"entries": [
"The warehouse is lit inside by lanterns placed on hooks located 5 feet up on the wall every 30 feet or so, below the catwalk. The goblins keep this area brightly lit, since their {@sense darkvision} only extends for 60 feet. When the characters enter, read:",
{
"type": "insetReadaloud",
"id": "032",
"entries": [
"The glowing lantern light reveals a warehouse charred by a fire. To the north and south are large, iron-reinforced bay doors, operated from the ground by chains and pulleys. The western wall has a square room in the center that fills a twenty-foot-by-twenty-foot section of the warehouse floor. The room has a door and window on the side facing the center of the warehouse floor.",
"A catwalk encircles the interior twenty feet above the floor. Stairs lead up to it near the center of the eastern wall. Dozens of large boxes and crates are scattered around the warehouse, their integrity in question due to fire damage. A pair of wooden rails runs through the center of the room. On the rails sits a giant wooden wheeled cart. Towering over the cart is a ten-foot-high, soot-stained iron statue. It looks vaguely humanoid, with claw-like appendages at the ends of its arms. In place of its head is a cavity containing a seat with a series of levers all around it."
]
},
"Dealing 20 damage or more to a bay door creates a hole that a Medium or smaller creature can walk through. A character can use an action to open a bay door using its pulley system.",
"Charred and cracked wooden containers are scattered around the room. Nothing of value remains in any of them.",
"Resting on the rails that run through the center of the room is a Large cart. The north and south walls of the cart can be lowered to create ramps leading up to the cart's bed.",
"Near the cart is a {@creature loading rig|kkw} covered in soot and currently inactive. A seat cavity built into the top the rig contains a series of small plates and levers. A creature in the seat can attempt a DC 10 Intelligence ({@skill Arcana}) check to figure out how to press the plates in the correct sequence to activate or deactivate the rig. Pressing the plates requires an action. Once the rig is activated, a creature in the seat can pilot it using the levers. The rig moves as its controller directs it, and the controller can use an action to direct the rig to take the Dash, Disengage, or {@action Dodge} action, or the Multiattack or Slam actions as given in its stat block.",
"A creature with tinker's tools can try to repair damage to the rig. After spending 1 hour making repairs, the creature makes a DC 15 Intelligence ({@skill Arcana}) check. If the check succeeds, the rig regains {@dice 1d6} hit points.",
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/KKW/115-435.webp"
},
"width": 1000,
"height": 668,
"credit": "Mathias Kollros"
}
]
}
]
},
{
"type": "section",
"name": "Confronting Krenko",
"page": 171,
"id": "033",
"entries": [
"{@creature Krenko|KKW} tries to escape if he is reduced to half his hit points or fewer, ordering his goblin enforcers cover him as he makes his getaway. He runs to the {@creature loading rig|KKW} on the warehouse floor and activates it in an effort to fight his way out and flee. If he can get outside, he makes his way to the dock and jumps into the canal to swim away.",
"If {@creature Krenko|KKW} is captured, he tries to convince the adventurers that bringing him to justice isn't in the best interest of the city. He might make any or all of the following arguments in his defense:",
{
"type": "list",
"items": [
"Without his leadership, the goblin gangs have been thrown into chaos, and the only thing keeping the Shattergang Brothers from blowing things up is his gang\u2014with him leading it.",
"He is emphatic that his killing of Dargig was an act of self-defense and that he was framed by the Boros Legion, which he suspects is in league with the Shattergang Brothers. Characters who succeed on a DC 16 Wisdom ({@skill Insight}) check sense he's lying, as he subtly looks past them while making his plea.",
"{@creature Krenko|KKW} is willing to offer the party a deal. He'll give them everything in his office strongbox if they tell Nassius they didn't find him.",
"{@creature Krenko|KKW} warns the party that Nassius isn't all he appears to be. {@creature Krenko|KKW} suspects that Nassius is in someone's pocket but doesn't know who that someone is."
]
},
"{@creature Krenko|KKW} doesn't offer up any information on the allies that aided him in his escape, but he identifies them if pressed. He also remains tight-lipped on the subject of Mr. Taz, offering only the following if a character makes a successful DC 20 Charisma ({@skill Persuasion}) check: \"Mr. Taz gave me a nice shiv as a present for a job once, and I'd love to get my mitts on another one someday."
]
},
{
"type": "section",
"name": "The Handoff",
"page": 171,
"id": "034",
"entries": [
"When the characters reach the meeting point that Nassius specified, read the following:",
{
"type": "insetReadaloud",
"id": "035",
"entries": [
"As the rain intensifies into a downpour, you head to the outskirts of the Tenth District. You're directed to the old granary that Nassius picked as the rendezvous point. The wet, crumbling clay building sits out in an untended field and is overgrown with all manner of vegetation, almost completely reclaimed by the wild. Nassius steps out of the entryway into the field, holding a small purse and flanked by two heavily armed guards."
]
},
"Nassius has asked for Azorius assistance but has also brought two human {@creature veteran||veterans} wearing no obvious guild identifiers to help take {@creature Krenko|KKW} into custody. Six Azorius {@creature Soldier|GGR|soldiers} are hidden in various spots between 50 and 100 feet of the front of the granary, ready to subdue characters who make a wrong move, or to take down {@creature Krenko|KKW} if he tries to flee.",
"Nassius wants the characters to complete the exchange without a fuss and head home. He asks them if they questioned {@creature Krenko|KKW}, and to recount what the goblin said to them. {@creature Krenko|KKW} attempts to call out Nassius as a liar and a corrupt official, but Nassius's veterans move to gag {@creature Krenko|KKW} to stop him from talking.",
"Nassius doesn't answer any questions about where he's taking {@creature Krenko|KKW}, nor does he address the veracity of any claims of corruption. He remarks that he serves the office of the Guildpact, and he's taking {@creature Krenko|KKW} in for the good of the city. The Shattergang Brothers might still take over the turf of {@creature Krenko|KKW}'s gang, but probably without a destructive gang war.",
{
"type": "entries",
"name": "Nassius's Patron",
"page": 171,
"id": "036",
"entries": [
"{@creature Krenko|KKW} was right about one thing: Nassius Ven has been using his position to keep himself wealthy and protected. A patron approached Nassius and made a deal to have {@creature Krenko|KKW} delivered to them instead of to his rightful place in his new cell at Udzec. Nassius was assured that {@creature Krenko|KKW} would eventually make his way back to the prison alive, but the patron wanted to have a few words with him first.",
"To determine whom Nassius Ven cut a deal with, you can roll to determine a patron from the table below, or you can choose one. If the patron is a guild, you should select a guild that isn't represented by an adventurer in the party. The patron might influence future dealings with both Nassius Ven and {@creature Krenko|KKW}.",
{
"type": "table",
"caption": "Nassius's Patron",
"colLabels": [
"d6",
"Patron"
],
"colStyles": [
"text-center col-2",
"col-10"
],
"rows": [
[
"1",
"Azorius Senate"
],
[
"2",
"Boros Legion"
],
[
"3",
"Mr. Taz"
],
[
"4",
"Orzhov Syndicate"
],
[
"5",
"Shattergang Brothers"
],
[
"6",
"Selesnya Conclave"
]
]
}
]
}
]
},
{
"type": "section",
"name": "The End?",
"page": 171,
"id": "037",
"entries": [
"The characters earn 1 renown in their guild if they deliver {@creature Krenko|KKW} to Nassius.",
"In addition to the adventure seeds in the first part of this chapter, you can build on the events of this adventure to chart a course for the party's next adventures. Consider these questions:",
{
"type": "list",
"items": [
"Who were {@creature Krenko|KKW}'s and Nassius's allies? How might they respond to the characters' actions?",
"What's the balance of power between {@creature Krenko|KKW}'s gang and the Shattergang Brothers? Is either gang likely to take revenge on the characters for what they did? Or did the characters earn the gratitude of either gang?",
"How might Nassius, {@creature Krenko|KKW}, Falish, and other NPCs interact with the adventurers in the future? Could one of them ask for the characters' help with a new crisis, or turn into a dangerous antagonist?",
"Did the characters use any of their contacts to gather information? Might those individuals' involvement cause them trouble that could involve the adventurers?"
]
}
]
}
]
}
]
}

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{
"data": [
{
"type": "section",
"name": "Restoring Harmony: A Sticky Situation",
"page": 2,
"entries": [
"Welcome to Restoring Harmony, a Dungeons & Dragons adventure series in collaboration with the tasty and colorful world of NERDS.",
"To run this adventure, you need the fifth edition Basic Rules for D&D, which is available as a free download here. All the magic items and monster stat blocks you need are included at the end of this adventure.",
"Restoring Harmony is a campaign that's divided into six 1st-level mini adventures for a solo player and one longer adventure for multiple players. Each mini adventure takes approximately 45 minutes to play and the final adventure takes approximately 60\u201390 minutes to play.",
"The mini adventures can be played in any order, but the final adventure should be played last. Here is a list of all the adventures:",
{
"type": "list",
"items": [
"{@adventure Adventure 1 The Candy Mountain Caper|NRH-TCMC}",
"{@adventure Adventure 2 A Voice in the Wilderness|NRH-AVitW}",
"{@adventure Adventure 3 A Sticky Situation|NRH-ASS}",
"{@adventure Adventure 4 Circus of Illusions|NRH-CoI}",
"{@adventure Adventure 5 The Lost Tomb|NRH-TLT}",
"{@adventure Adventure 6 A Web of Lies|NRH-AWoL}",
"{@adventure Adventure 7 Adventure Together|NRH-AT}"
]
},
{
"type": "entries",
"name": "Story Summary",
"page": 2,
"entries": [
"Ever jealous of the cheery dispositions and colorful deliciousness of the NERDS, Emo the beholder and his hired muscle, Mr. Greystone, have struck a blow against the NERDS' beloved city of Harmony. After years of searching, the nefarious duo have found the sacred Prismatic Well that gives Harmony its vibrant and fabulous colors. Now, with access to the Prismatic Well, Emo and Mr. Greystone have begun to leech the color from the city of Harmony. If they aren't stopped, the city will gradually turn gray, with everything eventually becoming black and white.",
"To the NERDS, the colors beginning to flicker and drain out of Harmony is an unsettling mystery. What brings the colors to Harmony is an enigma to them. All they can do is hope the power comes back on and restores the vibrancy of Harmony's colors once more.",
"But one group knows what's up, and that group is the Lorekeeper Society\u2014a secret society sworn to protect Harmony. The Lorekeepers know about the power of the Prismatic Well, but its true location is lost even to themselves. However, they have a way to find the well using an ancient artifact known as the Amulet of Harmony, but to activate it they need to find the six Gems of Power. Once activated, the amulet guides whoever controls it to the secret location of the Prismatic Well. But once activated, the amulet also has the power to turn off the well.",
"The Gems of Power were long ago hidden away for safekeeping in dungeons, forests, and towers. No one in the Lorekeeper Society knows the details of the magical beasts and traps guarding the gems, but our heroic NERDS are more than up to the challenge of restoring Harmony!"
],
"id": "001"
},
{
"type": "entries",
"name": "Solo Play",
"page": 2,
"entries": [
"Due to the solo player nature of the adventures (with the exception of Adventure 7 Adventure Together), the power level of some monsters may be difficult with respect to the level of the character. You may want to present a roleplaying solution (such as making friends with the monster or tricking them) to players who are eager to rush into combat. With any encounter in this or subsequent adventures, feel free to present opportunities for unconventional solutions and alternatives to combat.",
"You can also adjust the story to be more benevolent in nature, allowing automatic successes on rolls, having monsters become instant friends, or giving your player advantage on all their rolls.",
{
"type": "entries",
"name": "TPK: Total Party Kill",
"page": 3,
"entries": [
"In solo play, there's always a chance the character can die. In the case of a single adventurer, this death results in the end of play; which isn't optimal for an afternoon of fun! One way to avoid death is to have healing readily available to the adventurer. If they're without healing, have the character find the odd {@item potion of healing} lying in a dusty crate or have them discover a special healing plant on their journey that, if eaten, puts them back to full hit points.",
"In the case of an untimely death, you can have a helpful NPC (like Mr. Honeycutt) save the day and revive them, or you can have them forego death saving throws and wake up as they're being dragged someplace unpleasant."
],
"id": "003"
}
],
"id": "002"
},
{
"type": "entries",
"name": "Adventure Outline",
"page": 3,
"entries": [
"Here is a quick overview of the adventure:",
{
"type": "list",
"items": [
"Orange the Fighter gets jumped in his martial arts school by a couple of goons who've been sent to take him out.",
"After the fight, Orange meets Mr. Honeycutt, the Magister of the Lorekeeper Society. Mr. Honeycutt asks Orange to find the Peach Gem located in a ruined mausoleum.",
"Orange goes to the mausoleum and must defeat a gelatinous cube which has engulfed the gem into its acidic body.",
"Orange returns to Mr. Honeycutt with the gem."
]
}
],
"id": "004"
},
{
"type": "entries",
"name": "Beginning Play",
"page": 3,
"entries": [
"Hand the character sheet (see \"Orange the Fighter,\" below) to your player and let them familiarize themselves with Orange.",
"All creatures or NPCs that are bolded have stat blocks, which are included at the end of the adventure along with any magic items the characters can earn.",
"Whenever you're both ready, you can start the session."
],
"id": "005"
},
{
"type": "section",
"name": "A Sticky Situation",
"page": 3,
"entries": [
"Begin play in the sparring room of the Critical Strike Combat School where Orange is exercising and practicing various skills with the sword. In the training room, Orange has access to one energy drink which acts as a {@item potion of healing}.",
"When everyone's ready, read the following:",
{
"type": "insetReadaloud",
"page": 3,
"entries": [
"You're at the gym early in the morning before the students arrive, getting in an hour of training when two tough-looking goons swagger into the room. One locks the door behind them as the other sneers at you. They have swords, and you can tell instantly that they aren't blunted for training.",
"\"Time for a little candy-coated nap!\" one goon says with a gap-toothed grin."
],
"id": "007"
},
"The two {@creature goon|NRH-ASS|goons} begin swaggering up to Orange, ready for a fight. They've been sent by Mr. Graystone to capture or kill Orange. Emo the Beholder has seen how Mr. Honeycutt is recruiting all the heroes in Harmony to look for the Gems of Power, and they want to put an end to Honeycutt's chances of foiling their master plan.",
"Orange can try intimidating the two toughs, but it'll be difficult as they're fairly determined to carry out their grim task. To intimidate them, Orange must make a successful DC 15 Charisma ({@skill Intimidation}) check followed by a successful DC 15 Strength ({@skill Athletics}) check to show just how powerful they are. If both checks succeed, the goons run off, leaving their swords behind.",
"If Orange takes the goons alive, they won't talk or reveal who sent them unless Orange makes a successful DC 15 Charisma ({@skill Intimidation}) check. If Orange gets them to talk, they explain they were hired to kill Orange by a huge, shadowy man who wore a gray overcoat and spoke in an icy whisper.",
"If Orange gets into trouble during the fight with the goons, have a warrior from the Lorekeeper Society (a {@creature guard}) who's a former student of Orange's kick down the door and come to the rescue.",
"If Orange gets knocked out by dropping to 0 hit points, they wake up to find Mr. Honeycutt looking over them.",
{
"type": "entries",
"name": "Meeting Mr. Honeycutt",
"page": 4,
"entries": [
"If Orange defeats the goons, {@creature Mr. Honeycutt|NRH-TCMC} arrives just after, hoping to warn Orange of the impending fight.",
"If the goons defeat Orange, Mr. Honeycutt arrives just in time to drive them off and resuscitate Orange. Either way, Mr. Honeycutt introduces himself as the leader of the secret Lorekeeper Society\u2014the ancestral guardians of Harmony. He believes nefarious forces are at work, attempting to steal the color from Harmony and use it for their own gain, robbing the color from the world as they do so. To save Harmony, Mr. Honeycutt first needs to collect six Gems of Power, and he hopes Orange can help him get the Peach Gem.",
{
"type": "entries",
"name": "The Mission",
"page": 4,
"entries": [
"After much research, Mr. Honeycutt says he's finally ascertained where the Peach Gem is: it's hidden in a ruined mausoleum notorious for monster activity. He needs a fighter like Orange to go into the mausoleum, return the gem to the Lorekeeper Society, and help him solve the mystery of the color outages.",
"If Orange agrees to help, Mr. Honeycutt offers a reward of 20 gp for the return of the gem. He also gives Orange a {@item necklace of fireballs} with one bead remaining. As he gives the item to Orange, Mr. Honeycutt says, \"I hope you never have to use this.\""
],
"id": "009"
}
],
"id": "008"
}
],
"id": "006"
},
{
"type": "section",
"name": "Ruined Mausoleum",
"page": 4,
"entries": [
"Deep in the forest outside of Harmony lie the ruins of a mausoleum. When Orange arrives read the following:",
{
"type": "insetReadaloud",
"page": 4,
"entries": [
"You see a crumbling building being reclaimed by the forest. Stone walls poke through the vegetation and the courtyard's flagstones are covered with leaves and broken by tree roots.",
"Oddly, the birds don't sing here which makes the area unnaturally quiet."
],
"id": "00b"
},
"The entrance (area M1) can be found with a quick search inside the collapsed walls of the mausoleum. Sweeping aside a thick covering of vines, Orange finds an iron-barred gate with an old, rusted padlock. Breaking the padlock requires a successful DC 12 Strength check. If Orange has a tool, like a crowbar, or uses a creative way to open the padlock, they have advantage on the check.",
"All the doors in the mausoleum are made of rotting wood. They have AC 10, 8 hit points, and immunity to poison and psychic damage.",
{
"type": "entries",
"name": "Exploring the Mausoleum",
"page": 4,
"entries": [
"The following locations are keyed to the Ruined Mausoleum map:",
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/NRH-ASS/006.webp"
},
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"type": "square",
"size": 70,
"offsetY": -25,
"distance": 10
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"mapRegions": [
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"area": "017",
"points": [
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142,
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],
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246,
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"area": "019",
"points": [
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490,
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],
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490,
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],
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386,
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"area": "015",
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],
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],
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142,
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142,
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},
{
"area": "01f",
"points": [
[
488,
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],
[
488,
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],
[
385,
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],
[
385,
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},
{
"area": "011",
"points": [
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252,
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],
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252,
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],
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379,
257
],
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349,
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326
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],
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252,
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281,
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},
{
"area": "00d",
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"imageType": "map",
"hrefThumbnail": {
"type": "internal",
"path": "adventure/NRH-ASS/thumbnail/006.webp"
},
"id": "023",
"credit": "Red Central"
}
],
"id": "00c"
},
{
"type": "entries",
"name": "M1. Entrance",
"page": 4,
"entries": [
"When Orange opens the gate, read the following.",
{
"type": "insetReadaloud",
"page": 4,
"entries": [
"You see a stone staircase descending down into darkness. Thin root tendrils hang from the ceiling and the moss-covered walls glisten and drip."
],
"id": "00e"
},
"The staircase leads down to a corridor that ends in a rotting wood door which can be easily opened or broken down. However, lurking on the ceiling of this corridor is a {@creature gray ooze}.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Monster Tactics",
"page": 4,
"entries": [
"The gray ooze uses its False Appearance trait to blend in with the tunnel's wet stone walls. When a creature approaches within 60 feet of the gray ooze, it senses its next snack and either waits for its target to come within reach of a pseudopod or begins a slow pursuit.",
"Defeating the gray ooze isn't essential to move on, but its ability to corrode metal provides a taste of what's to come deeper in the mausoleum. This encounter is an opportunity for Orange to learn about Oozes firsthand and to devise tactics against them."
],
"id": "010"
}
],
"id": "00f"
}
],
"id": "00d"
},
{
"type": "entries",
"name": "M2. Mausoleum",
"page": 4,
"entries": [
"When Orange steps into this area, read the following:",
{
"type": "insetReadaloud",
"page": 4,
"entries": [
"The walls are covered with trails of slime, some of which drips on the floor and forms slick pools. Four alcoves, each with a rotted wood door, line the corridor."
],
"id": "012"
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Dimensions and Terrain",
"page": 4,
"entries": [
"Each tomb (A\u2013D) is a 10-foot-wide, 15-foot-long room with a stone sarcophagus at the far end. Due to the slippery nature of the slime, the floors are considered {@quickref difficult terrain||3}."
],
"id": "014"
}
],
"id": "013"
},
{
"type": "entries",
"name": "Tomb A",
"page": 5,
"entries": [
"If Orange listens at the door to this tomb before opening it, they hear tapping or clacking sounds. Opening the door reveals two {@creature skeleton||skeletons} repeatedly bumping into each other. When the door opens, they attack.",
"If Orange's weapons have rusted due to the encounter with the gray ooze, the fighter can loot the skeletons' shortswords.",
{
"type": "entries",
"name": "Sarcophagus Inscription",
"page": 5,
"entries": [
"The inscription reads: \"Two warriors, so great was their love, they were buried together.\""
],
"id": "016"
}
],
"id": "015"
},
{
"type": "entries",
"name": "Tomb B",
"page": 5,
"entries": [
"If Orange opens this tomb, they find a skeleton surrounded by hard candies in wax paper wrappers. The skeleton has a parchment closed with a wax seal clutched in its hand. On the parchment is the long-lost recipe for Professor Fizzwidget's famous tart and tangy candies.",
{
"type": "entries",
"name": "Sarcophagus Inscription",
"page": 5,
"entries": [
"The inscription reads: \"Here lies Professor Fizzwidget, inventor of sweet candy treats for all of Harmony.\""
],
"id": "018"
}
],
"id": "017"
},
{
"type": "entries",
"name": "Tomb C",
"page": 5,
"entries": [
"When Orange opens the door to this tomb, read:",
{
"type": "insetReadaloud",
"page": 5,
"entries": [
"Hovering in the middle of the tunnel is an assortment of trinkets, equipment, and bones. An odd, shimmering surface reveals a gelatinous form filling the passageway wall-to-wall."
],
"id": "01a"
},
"Orange has discovered a {@creature gelatinous cube} that's behaving oddly!",
{
"type": "entries",
"name": "Encounter Adjustments",
"page": 5,
"entries": [
"The gelatinous cube is weakened from its attempts to digest the Peach Gem and a magic sword, both of which it has engulfed. When Orange discovers the {@creature gelatinous cube}, it only has 40 hit points remaining and it doesn't have its Transparent trait."
],
"id": "01b"
},
{
"type": "entries",
"name": "Defeating the Cube",
"page": 5,
"entries": [
"Even in its weakened stat, a gelatinous cube is no easy task. Hopefully, Orange uses the last bead of the necklace of fireballs to finish off the cube. If that doesn't work, have {@creature Mr. Honeycutt|NRH-TCMC} arrive with four {@creature guard||guards} to help Orange defeat the cube. Have the cube attack the guards first before attacking Mr. Honeycutt or Orange."
],
"id": "01c"
},
{
"type": "entries",
"name": "Monster Tactics",
"page": 5,
"entries": [
"The gelatinous cube is a floor-toceiling blob. Due to its digestive issues, this one is a sickly green. Regardless, its pseudopods sweep out in search of more things to digest, slow-moving like a street sweeper. If it senses a living creature, it moves toward them at full speed and uses its Engulf action as soon as it can.",
"If Orange is engulfed, the fighter can attempt to grab items from within the gelatinous cube. Roll a {@dice d6} (rerolling duplicates) to determine what Orange retrieves from the table below:",
{
"type": "table",
"caption": "Gelatinous Cube Treasures",
"colLabels": [
"d6",
"Treasure"
],
"colStyles": [
"col-1 text-center",
"col-11"
],
"rows": [
[
"1",
"{@item +1 greatsword}"
],
[
"2",
"{@item Potion of healing}"
],
[
"3",
"{@item Ring of protection}"
],
[
"4",
"Two metal gambling dice"
],
[
"5",
"The Peach Gem"
],
[
"6",
"Brass bell"
]
]
},
"When the gelatinous cube is reduced to 24 hit points or fewer, it spits out the {@item +1 greatsword}, the {@item potion of healing}, and the glowing orange gem (the Peach Gem), and makes its retreat by dashing away."
],
"id": "01d"
},
{
"type": "entries",
"name": "Sarcophagus Inscription",
"page": 5,
"entries": [
"The sarcophagus and its inscriptions have been scratched off."
],
"id": "01e"
}
],
"id": "019"
},
{
"type": "entries",
"name": "Tomb D",
"page": 5,
"entries": [
"Inside the sarcophagus, the robed skeleton of the librarian lies in repose, holding a parchment across their chest. The parchment is a scroll of protection (aberrations).",
{
"type": "entries",
"name": "Sarcophagus Inscription",
"page": 5,
"entries": [
"\"Here lies the First Librarian of the Great Library of Harmony.\""
],
"id": "020"
}
],
"id": "01f"
}
],
"id": "011"
},
{
"type": "entries",
"name": "Completing the Mission",
"page": 5,
"entries": [
"Arriving back in Harmony, Orange is invited to meet with Mr. Honeycutt at the local tavern. On return of the Peach Gem, Mr. Honeycutt is visibly relieved. He offers Orange membership in the Lorekeeper Society and asks if Orange will help him put an end to those who'd steal the color from Harmony. He's close to figuring out who's behind the color outages and feels as if he's going to need the help of heroes to stop them."
],
"id": "021"
}
],
"id": "00a"
},
{
"type": "section",
"name": "Magic Items",
"page": 6,
"entries": [
"The following magic items appear in this adventure.",
{
"type": "list",
"columns": 4,
"items": [
"{@item Necklace of Fireballs}",
"{@item Ring of Protection}",
"{@item Scroll of Protection from Aberrations||Scroll of Protection (Aberrations)}",
"{@item +1 weapon||Weapon, +1}"
]
}
],
"id": "022"
},
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/NRH-ASS/sheet005.webp"
},
"width": 1275,
"height": 825
},
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/NRH-ASS/sheet006.webp"
},
"width": 1275,
"height": 825
}
],
"id": "000"
}
]
}

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{
"data": [
{
"type": "section",
"name": "Restoring Harmony: A Voice in the Wilderness",
"page": 2,
"entries": [
"Welcome to Restoring Harmony, a Dungeons & Dragons adventure series in collaboration with the tasty and colorful world of NERDS.",
"To run this adventure, you need the fifth edition Basic Rules for D&D, which is available as a free download here. All the magic items and monster stat blocks you need are included at the end of this adventure.",
"Restoring Harmony is a campaign that's divided into six 1st-level mini adventures for a solo player and one longer adventure for multiple players. Each mini adventure takes approximately 45 minutes to play and the final adventure takes approximately 60\u201390 minutes to play.",
"The mini adventures can be played in any order, but the final adventure should be played last. Here is a list of all the adventures:",
{
"type": "list",
"items": [
"{@adventure Adventure 1 The Candy Mountain Caper|NRH-TCMC}",
"{@adventure Adventure 2 A Voice in the Wilderness|NRH-AVitW}",
"{@adventure Adventure 3 A Sticky Situation|NRH-ASS}",
"{@adventure Adventure 4 Circus of Illusions|NRH-CoI}",
"{@adventure Adventure 5 The Lost Tomb|NRH-TLT}",
"{@adventure Adventure 6 A Web of Lies|NRH-AWoL}",
"{@adventure Adventure 7 Adventure Together|NRH-AT}"
]
},
{
"type": "entries",
"name": "Story Summary",
"page": 2,
"entries": [
"Ever jealous of the cheery dispositions and colorful deliciousness of the NERDS, Emo the beholder and his hired muscle, Mr. Greystone, have struck a blow against the NERDS' beloved city of Harmony. After years of searching, the nefarious duo have found the sacred Prismatic Well that gives Harmony its vibrant and fabulous colors. Now, with access to the Prismatic Well, Emo and Mr. Greystone have begun to leech the color from the city of Harmony. If they aren't stopped, the city will gradually turn gray, with everything eventually becoming black and white.",
"To the NERDS, the colors beginning to flicker and drain out of Harmony is an unsettling mystery. What brings the colors to Harmony is an enigma to them. All they can do is hope the power comes back on and restores the vibrancy of Harmony's colors once more. But one group knows what's up, and that group is the Lorekeeper Society\u2014a secret society sworn to protect Harmony. The Lorekeepers know about the power of the Prismatic Well, but its true location is lost even to themselves. However, they have a way to find the well using an ancient artifact known as the Amulet of Harmony, but to activate it they need to find the six Gems of Power. Once activated, the amulet guides whoever controls it to the secret location of the Prismatic Well. But once activated, the amulet also has the power to turn off the well.",
"The Gems of Power were long ago hidden away for safekeeping in dungeons, forests, and towers. No one in the Lorekeeper Society knows the details of the magical beasts and traps guarding the gems, but our heroic NERDS are more than up to the challenge of restoring Harmony!"
],
"id": "001"
},
{
"type": "entries",
"name": "Solo Play",
"page": 2,
"entries": [
"Due to the solo player nature of the adventures (with the exception of Adventure 7 Adventure Together), the power level of some monsters may be difficult with respect to the level of the character. You may want to present a roleplaying solution (such as making friends with the monster or tricking them) to players who are eager to rush into combat. With any encounter in this or subsequent adventures, feel free to present opportunities for unconventional solutions and alternatives to combat.",
"You can also adjust the story to be more benevolent in nature, allowing automatic successes on rolls, having monsters become instant friends, or giving your player advantage on all their rolls.",
{
"type": "entries",
"name": "TPK: Total Party Kill",
"entries": [
"In solo play, there's always a chance the character can die. In the case of a single adventurer, this death results in the end of play; which isn't optimal for an afternoon of fun! One way to avoid death is to have healing readily available to the adventurer. If they're without healing, have the character find the odd {@item potion of healing} lying in a dusty crate or have them discover a special healing plant on their journey that, if eaten, puts them back to full hit points.",
"In the case of an untimely death, you can have a helpful NPC (like Mr. Honeycutt) save the day and revive them, or you can have them forego death saving throws and wake up as they're being dragged someplace unpleasant."
],
"id": "003"
}
],
"id": "002"
},
{
"type": "entries",
"name": "Adventure Outline",
"page": 3,
"entries": [
"Here is a quick overview of the adventure:",
{
"type": "list",
"items": [
"Red the Ranger receives a mysterious message from a \"Mr. Honeycutt\" to meet Elowen Greenleaf at Old Oak Grove. If Red gets there in time, they avoid an ambush.",
"Elowen tells Red that she's part of a secret society known as the Lorekeepers. They're trying to discover who or what is causing the \"color outages.\" Elowen has a map to find a magic gem that'll help them in their quest.",
"They travel to Lemondrop Ledges and find the entrance to the temple. But first they must cross a ravine and climb a cliff to get there.",
"They must then face the Scarlet Sentinel, a living statue that guards the Crimson Gem."
]
}
],
"id": "004"
},
{
"type": "entries",
"name": "Beginning Play",
"page": 3,
"entries": [
"Hand the character sheet (see \"Red the Ranger,\" below) to your player and let them familiarize themselves with Red.",
"All creatures or NPCs that are bolded have stat blocks, which are included at the end of the adventure along with any magic items the characters can earn. Whenever you're both ready, you can start the session."
],
"id": "005"
},
{
"type": "section",
"name": "A Voice in the Wilderness",
"page": 3,
"entries": [
"At the start of this adventure, Red the ranger is in their natural element\u2014exploring the forest. Read the following:",
{
"type": "insetReadaloud",
"page": 3,
"entries": [
"You're in the forests on the outskirts of the city of Harmony, investigating what the locals are calling \"color outages\" occurring across the city. The forest is usually filled with lush colors from the plants and wildlife that fill the area, but you've found the strange color outages dulling the city have struck here too\u2014fading the flowers and graying the leaves.",
"Entrusted with protecting and preserving the forest, you've been searching for natural causes that might be behind the outages, but have had no luck so far determining the source. As you hunt for more clues, a little bird lands next to you with a tiny scrap of parchment in its beak."
],
"id": "007"
},
"If Red makes a successful DC 12 Wisdom ({@skill Animal Handling}) check, the bird flies over and drops the parchment into their hand and then flies away. If Red holds out their finger as a perch or offers the bird some tasty seeds, they have advantage on the check. If Red opens the note, read:",
{
"type": "insetReadaloud",
"page": 3,
"entries": [
"Noble ranger, please help us solve the mystery of the color outages. I've sent my Sapling Scout, Elowen Greenleaf, to wait for you in the Old Oak Grove. She knows who you are and awaits your aid. Make haste, she may already be in danger.",
{
"type": "entries",
"name": "\u2014Mr. Honeycutt",
"page": 3,
"entries": [],
"id": "009"
}
],
"id": "008"
},
"Red knows Mr. Honeycutt to be a kindly, soft-spoken librarian at the Harmony Library.",
"Red also knows where Old Oak Grove is. With a successful DC 12 Intelligence ({@skill Nature}) check, Red remembers how to get there in under 15 minutes and arrives before Elowen is ambushed (see \"Arriving Before the Ambush,\" below). On a failed check, it takes Red 25 minutes to get there and they arrive while Elowen is being ambushed (see \"Arriving During the Ambush,\" below)."
],
"id": "006"
},
{
"type": "entries",
"name": "Arriving Before the Ambush",
"page": 4,
"entries": [
"Red dashes through the forest and finds the Old Oak Grove. As Red enters the grove, read the following:",
{
"type": "insetReadaloud",
"page": 4,
"entries": [
"You enter a grove of ancient trees. One in particular you know well, the Old Oak. Its thick, gnarled branches twist up into the sky and birds chirp in its gently creaking boughs. Near the Old Oak, a small sapling with a tiny face looks around as if expecting someone."
],
"id": "00b"
},
"If Red goes to investigate, the sapling, a young {@creature awakened shrub}, introduces herself as Elowen Greenleaf. She knows all about Red the Ranger and recommended Red to Mr. Honeycutt to help unravel and solve the mystery of the color outages.",
{
"type": "entries",
"name": "Meeting Elowen",
"page": 4,
"entries": [
"Elowen Greenleaf is dressed in a Sapling Scout uniform that includes a green sash with stitched-on badges. She's precocious and eager to earn merit badges by being a helpful member of the forest community\u2014but she's also secretly a member of the Lorekeeper Society.",
"She tells Red she's involved in a matter of great importance: Mr. Honeycutt has entrusted her with a mission to find the Crimson Gem, one of the six Gems of Power. But there's a problem, and it's why they need the help of a ranger. The gem is guarded by the legendary Scarlet Sentinel, and no one knows how to get past it. All Elowen has to go on is a tattered map."
],
"id": "00c"
},
{
"type": "entries",
"name": "Equipment",
"page": 4,
"entries": [
"Elowen has a pair of binoculars, a compass, a box of Sapling Scout wafers, and a sewing kit."
],
"id": "00d"
},
{
"type": "entries",
"name": "What Elowen Knows",
"page": 4,
"entries": [
"If pressed for more information, Elowen can tell Red the following:",
{
"type": "list",
"items": [
"Mr. Honeycutt is a kindly man who's the head of the Lorekeeper Society.",
"The Lorekeeper Society is an ancient and secret group dedicated to the defense of Harmony.",
"The Crimson Gem has something to do with helping stop the color outages in Harmony.",
"The Scarlet Sentinel is an ancient statue that the Lorekeeper Society magically enchanted long ago to guard the Crimson Gem. But how to deactivate it has long since been lost.",
"Some bad guys are also looking for the Crimson Gem and Mr. Honeycutt believes they're the ones responsible for the recent color outages. She doesn't know who they are though.",
"She has a tattered map (see \"Elowen's Map,\" below) from the Lorekeeper Society library, but she doesn't recognize the location the map refers to."
]
},
"Elowen entreats Red to help her find the Crimson Gem and sweetly offers to embroider a Sapling Scout merit badge for them as a reward."
],
"id": "00e"
},
{
"type": "entries",
"name": "Elowen's Map",
"page": 4,
"entries": [
"If Red agrees to help the Lorekeeper Society, Elowen shows Red the tattered parchment map. The map illustrates the rough location of what could be a cave mouth or doorway.",
"Red also recognizes the unique shape of the trees depicted on the map as belonging to the lemondrop tree. Red thinks the most likely location is Lemondrop Ledges\u2014a place deep in the wilderness that Red has heard about, but never explored. Some say that, long ago, temples were carved into the cliffs, and Red has often wondered if the rumors were true.",
"Also, some cryptic glyphs are drawn next to the doorway on the map:",
"🦊🧤",
"🕷️🌿",
"🐱🐾",
{
"type": "entries",
"name": "The Secret of the Glyphs",
"page": 4,
"entries": [
"The glyphs represent the three plants that must be touched in the correct order to open the magic door at the entrance to the temple (see area R1, below). The plants are foxglove, spider plant, and catspaw, respectively."
],
"id": "010"
}
],
"id": "00f"
}
],
"id": "00a"
},
{
"type": "entries",
"name": "Arriving After the Ambush",
"page": 4,
"entries": [
"Red dashes through the forest taking a wrong turn here and there. Finally, as Red nears the grove, read the following:",
{
"type": "insetReadaloud",
"page": 4,
"entries": [
"As you enter the Old Oak Grove, you hear a cry of alarm and what sounds like arrows whistling through the air. Near the Old Oak, you see a small sapling with a tiny, {@condition frightened} face flanked by two gnarled thorn bushes that look threatening."
],
"id": "012"
},
"A successful DC 10 Intelligence ({@skill Nature}) check reveals that the thorn bushes are two {@creature twig blight||twig blights}, while the {@condition frightened} sapling wearing a green sash with stitched-on badges is an {@creature awakened shrub}, Elowen Greenleaf.",
"Red can deal with the twig blights in a number of ways. Trying to intimidate or persuade them is difficult and Red must make a successful DC 15 Charisma ({@skill Intimidation} or {@skill Persuasion}) check to change their minds.",
"The {@creature twig blight||twig blights} have orders from the shadowy Mr. Greystone to find the Scarlet Sentinel and retrieve the Crimson Gem. For what purpose, they don't know, but what they do know is that bringing Elowen Greenleaf back to their master is a good first step to finding the gem.",
"Should all go successfully, after the conflict, have Red and Elowen meet (see \"Meeting Elowen,\" above)."
],
"id": "011"
},
{
"type": "entries",
"name": "Journey to Lemondrop Ledges",
"page": 5,
"entries": [
"If Red chooses to help Elowen, they set off for Lemondrop Ledges, which is a two-hour hike from the Old Oak Grove. As they travel, Red notices the color outages extend into the wilderness. Even the animals are noticeably duller, and some are now just tones of gray. Red also notices a {@creature chimeric fox|NRH-AVitW} that seems to be following them. The fox is inquisitive and maybe even a bit nosey, but it's skittish and isn't fond of loud noises. If Red is kind to the fox, it tags along for the rest of the adventure and helps the party as best it can\u2014by barking if there's danger or by distracting a dangerous foe.",
"This is also a good place to have Red discover some healing plants that Red (or Elowen) can brew into a {@item potion of healing}. Finding the healing plants requires a successful DC 14 Intelligence ({@skill Nature}) check, or you can have Red automatically find the plants and brew the potion.",
{
"type": "entries",
"name": "Finding the Ledges",
"page": 5,
"entries": [
"To find Lemondrop Ledges, Red must succeed on three consecutive DC 12 Wisdom ({@skill Survival}) checks. If Red uses Elowen's map, they have advantage on the checks. If a check fails, Elowen can assist by rolling herself, but as she hasn't completed her Sapling Scout orienteering course yet, she doesn't have advantage on her roll."
],
"id": "014"
},
{
"type": "entries",
"name": "Arriving at the Ledges",
"page": 5,
"entries": [
"Eventually, they begin to smell the scent of fresh lemons as they reach the top of a bluff covered by lemondrop trees. Sheer cliffs fall 100 feet from the bluff into the ravine below.",
{
"type": "inset",
"name": "Lemondrop Trees",
"page": 5,
"entries": [
"These deciduous fruiting trees have silvery bark, distinctive spiky, green leaves, and clusters of small, lemon-sweet fruit. Birds, bees, and other forest animals love these fruits as it gives them a boost of energy. Eating three or more fruits grants Red the benefits of an enhance ability (bear's endurance) spell (no concentration required)."
],
"id": "016"
}
],
"id": "015"
},
{
"type": "entries",
"name": "Finding the Entrance",
"page": 5,
"entries": [
"The entrance to the Temple of the Scarlet Sentinel is in the cliff face across the ravine from Lemondrop Ledges and requires a successful DC 14 Wisdom ({@skill Perception}) check to spot. If Elowen or Red remember to use the binoculars Elowen has in her Sapling Scout pack, they have advantage on the check. If the check fails, they still find the entrance, but two twig blights sneak up on them and attack while they're busy looking for it.",
"Getting to the entrance means climbing down the 100-foot cliff into the ravine, crossing the ravine, then climbing halfway up the other side. However, to the north, a precarious-looking rope bridge crosses the ravine, should the adventurers choose that path."
],
"id": "017"
},
{
"type": "entries",
"name": "Scaling the Cliffs",
"page": 5,
"entries": [
"Whether Red is climbing up the cliff or rappelling down it, they must make a DC 12 Strength ({@skill Athletics}) check for every 15 feet of movement (rounded up). Using climbing gear or anchoring themselves to a tree with a rope gives them advantage on the check. If the check fails, and the character isn't anchored to a tree by a rope, any falling character takes 3 ({@damage 1d6}) bludgeoning damage for every 10 feet fall.",
"Crossing the base of the ravine poses no difficulty to Red."
],
"id": "018"
},
{
"type": "entries",
"name": "Rope Bridge",
"page": 6,
"entries": [
"The 250-foot-long rope bridge has wood planks to walk on. Some of the planks are missing or look worse for wear. Some frayed suspension ropes dangle from the main lines where the wood planks have given way. Overall, the bridge looks worn and weather-beaten, but feels as if it'll still take some weight.",
{
"type": "inset",
"name": "Fun with Rope Bridges!",
"page": 6,
"entries": [
"A rope bridge is a great place to throw in some peril for your player to deal with. You can have a horde of needle blights chase them so they have to cross the bridge, or you can have needle blights harass them as they're halfway across. Feel free to invent fun complications for your player as they navigate across it\u2014nothing creates more tension than the rope bridge being sawed through as your heroes run for their lives, or when the heroes must cut the ropes as a bunch of needle blights scramble across after them!"
],
"id": "01a"
}
],
"id": "019"
}
],
"id": "013"
},
{
"type": "entries",
"name": "Temple of the Scarlet Sentinel",
"page": 6,
"entries": [
"The Temple of the Scarlet Sentinel was carved into the cliff long ago as a secret place to house and guard the Crimson Gem.",
"The following locations are keyed to the Temple of the Scarlet Sentinel map:",
{
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"hrefThumbnail": {
"type": "internal",
"path": "adventure/NRH-AVitW/thumbnail/004.webp"
},
"id": "025",
"credit": "Red Central"
},
{
"type": "entries",
"name": "R1. Cliff Ledge Entrance",
"page": 6,
"entries": [
"Whichever way Red gets to the entrance, they finally arrive at a thin ledge on the cliff face 50 feet off the ground. The doorway to the temple is a bas-relief archway carved into the cliff. The bas-relief comprises leaves, flowers, and plants of all different varieties.",
{
"type": "entries",
"name": "Opening the Door",
"page": 6,
"entries": [
"If Red makes a successful DC 12 Intelligence ({@skill Nature}) check, they find carved into the door the same three species of plant depicted on the map: foxglove, spider plant, and catspaw.",
"Pressing them in that order triggers the door's magic. Glowing lines emerge around the archway as a seam forms in the solid stone, then stone grinds on stone as the door swings open.",
"If the player struggles to solve the puzzle, have Elowen give Red a vital clue that puts them on the right track."
],
"id": "01d"
}
],
"id": "01c"
},
{
"type": "entries",
"name": "R2. Passageway",
"page": 6,
"entries": [
"When Red enters the passageway, read the following:",
{
"type": "insetReadaloud",
"page": 6,
"entries": [
"The air smells dank and stale as you look into a dark tunnel that leads into the cliff. Colorful pictograms on the either side of the tunnel show a variety of scenes: happy NERDS frolicking beside a well from which a rainbow of colors pours forth; the city of Harmony being built; an amulet that has six colorful gemstones in it; and a scene of a great library being built."
],
"id": "01f"
},
"Coming from a room at the far end of the tunnel, Red can see a faint, reddish glow."
],
"id": "01e"
},
{
"type": "entries",
"name": "R3. Chamber of the Sentinel",
"page": 6,
"entries": [
"As Red approaches the entrance to this circular, 75-foot-diameter room with a 20-foot-high domed ceiling, read the following:",
{
"type": "insetReadaloud",
"page": 6,
"entries": [
"In the center of the room, you see a faintly glowing red gemstone hovering above a 12-foot-tall statue of a warrior that sits atop a stone dais. The gemstone's glow dimly lights the room. On the floor, a large red circle etched with strange sigils surrounds the statue and extends across most of the room, leaving only a 5-foot wide path around the edge of the circular chamber. As if sensing your presence, the statue's eyes snap open and glow red."
],
"id": "021"
},
"On a raised dais in the center of the room stands the Scarlet Sentinel. It's made from blood onyx and depicts a strange, humanlike creature with elongated arms and fangs that jut from its wide mouth. Any creature that moves into the red circle painted on the floor, even if they cross the boundary without touching the floor, activates the sentinel, which instantly attacks the nearest living thing. As soon as there's nothing alive within the circle, the sentinel returns to the dais and goes dormant\u2014except for its ominously glowing eyes.",
{
"type": "entries",
"name": "Getting the Gem",
"page": 6,
"entries": [
"The gem is magically levitating 17 feet off the ground (5 feet above the sentinel's head). There are many ways Red can go about getting the gem. Here are two methods:",
{
"type": "list",
"items": [
"Red can shoot the hovering gem with an arrow to knock it beyond the red circle. The gem has AC 18, 3 hit points, and immunity to poison and psychic damage. Red must put a pad over the arrow tip, otherwise Red risks shattering the gem. If Red hits the gem with a regular arrow, have the player roll damage. If Red deals the gem 4 or more damage, then the gem breaks and Elowen howls in despair. The gem can ultimately be fixed if the pieces are taken back to {@creature Mr. Honeycutt|NRH-TCMC}, but he panics when he first sees the gem, before remembering he knows a wizard who can help him restore it. Hitting the gem with a padded arrow knocks the gem toward the edge. Have the player roll a {@dice d6}. On a 1\u20134 the gem flies outside the red circle, on a 5 or 6, the gem falls inside the circle where Red can hit it again.",
"Red and Elowen can work together with one of them luring the sentinel away while the other grabs the gem with a net or a long pole. This requires quick and flawless execution as one hit from the sentinel can spell certain death."
]
}
],
"id": "022"
}
],
"id": "020"
}
],
"id": "01b"
},
{
"type": "entries",
"name": "Completing the Mission",
"page": 7,
"entries": [
"If all goes well, Elowen and Red get the gem and head back toward Harmony, where Elowen excitedly wants to introduce her new hero Red to Mr. Honeycutt. You can have them meet in the Old Oak Grove or in a tavern or library within Harmony.",
"Mr. Honeycutt is overjoyed at the return of the Crimson Gem (unless it's in pieces) and wants to know everything about the adventure while he scribbles copious notes in his black notebook.",
"For their troubles, he awards Elowen with a shiny badge of merit for outstanding service and promotes her to Sapling Scout First Class. To Red, he gives a pouch containing 20 gp and invites Red to join the Lorekeeper Society. If Red accepts, Mr. Honeycutt gives Red a magic cloak pin with the emblem of the Lorekeeper Society on it. The Lorekeeper pin acts as a {@item necklace of adaptation}.",
"Elowen also gives Red a newly stitched merit badge for acts of heroism and bravery."
],
"id": "023"
},
{
"type": "section",
"name": "Magic Items",
"page": 7,
"entries": [
"The following magic items appear in this adventure.",
{
"type": "list",
"items": [
"{@item Necklace of Adaptation}"
]
}
],
"id": "024"
},
{
"type": "image",
"href": {
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}

View File

@@ -0,0 +1,448 @@
{
"data": [
{
"type": "section",
"name": "Restoring Harmony: A Web of Lies",
"page": 2,
"entries": [
"Welcome to Restoring Harmony, a Dungeons & Dragons adventure series in collaboration with the tasty and colorful world of NERDS.",
"To run this adventure, you need the fifth edition Basic Rules for D&D, which is available as a free download here. All the magic items and monster stat blocks you need are included at the end of this adventure.",
"Adventure Together is a campaign that's divided into six 1st-level mini adventures for a solo player and one longer adventure for multiple players. Each mini adventure takes approximately 45 minutes to play and the final adventure takes approximately 60\u201390 minutes to play.",
"The mini adventures can be played in any order, but the final adventure should be played last. Here is a list of all the adventures:",
{
"type": "list",
"items": [
"{@adventure Adventure 1 The Candy Mountain Caper|NRH-TCMC}",
"{@adventure Adventure 2 A Voice in the Wilderness|NRH-AVitW}",
"{@adventure Adventure 3 A Sticky Situation|NRH-ASS}",
"{@adventure Adventure 4 Circus of Illusions|NRH-CoI}",
"{@adventure Adventure 5 The Lost Tomb|NRH-TLT}",
"{@adventure Adventure 6 A Web of Lies|NRH-AWoL}",
"{@adventure Adventure 7 Adventure Together|NRH-AT}"
]
},
{
"type": "entries",
"name": "Story Summary",
"page": 2,
"entries": [
"Ever jealous of the cheery dispositions and colorful deliciousness of the NERDS, Emo the beholder and his hired muscle, Mr. Greystone, have struck a blow against the NERDS' beloved city of Harmony. After years of searching, the nefarious duo have found the sacred Prismatic Well that gives Harmony its vibrant and fabulous colors. Now, with access to the Prismatic Well, Emo and Mr. Greystone have begun to leech the color from the city of Harmony. If they aren't stopped, the city will gradually turn gray, with everything eventually becoming black and white.",
"To the NERDS, the colors beginning to flicker and drain out of Harmony is an unsettling mystery. What brings the colors to Harmony is an enigma to them. All they can do is hope the power comes back on and restores the vibrancy of Harmony's colors once more. But one group knows what's up, and that group is the Lorekeeper Society\u2014a secret society sworn to protect Harmony. The Lorekeepers know about the power of the Prismatic Well, but its true location is lost even to themselves. However, they have a way to find the well using an ancient artifact known as the Amulet of Harmony, but to activate it they need to find the six Gems of Power. Once activated, the amulet guides whoever controls it to the secret location of the Prismatic Well. But once activated, the amulet also has the power to turn off the well.",
"The Gems of Power were long ago hidden away for safekeeping in dungeons, forests, and towers. No one in the Lorekeeper Society knows the details of the magical beasts and traps guarding the gems, but our heroic NERDS are more than up to the challenge of restoring Harmony!"
],
"id": "001"
},
{
"type": "entries",
"name": "Solo Play",
"page": 2,
"entries": [
"Due to the solo player nature of the adventures (with the exception of Adventure 7 Adventure Together), the power level of some monsters may be difficult with respect to the level of the character. You may want to present a roleplaying solution (such as making friends with the monster or tricking them) to players who are eager to rush into combat. With any encounter in this or subsequent adventures, feel free to present opportunities for unconventional solutions and alternatives to combat.",
"You can also adjust the story to be more benevolent in nature, allowing automatic successes on rolls, having monsters become instant friends, or giving your player advantage on all their rolls.",
{
"type": "entries",
"name": "TPK: Total Party Kill",
"page": 2,
"entries": [
"In solo play, there's always a chance the character can die. In the case of a single adventurer, this death results in the end of play; which isn't optimal for an afternoon of fun! One way to avoid death is to have healing readily available to the adventurer. If they're without healing, have the character find the odd {@item potion of healing} lying in a dusty crate or have them discover a special healing plant on their journey that, if eaten, puts them back to full hit points.",
"In the case of an untimely death, you can have a helpful NPC (like Mr. Honeycutt) save the day and revive them, or you can have them forego death saving throws and wake up as they're being dragged someplace unpleasant."
],
"id": "003"
}
],
"id": "002"
},
{
"type": "entries",
"name": "Adventure Outline",
"page": 3,
"entries": [
"Here is a quick overview of the adventure:",
{
"type": "list",
"items": [
"Yellow the Cleric is approached by the mysterious Mr. Honeycutt while meditating at the Monastery of Inspiration.",
"Mr. Honeycutt informs Yellow that he is looking for the Saffron Gem. He believes the gem is hidden in a nearby temple.",
"Yellow travels to the temple and finds a tunnel that leads to a spider's lair.",
"After dealing with the spider, Yellow unlocks a puzzle chest that contains the Saffron Gem."
]
}
],
"id": "004"
},
{
"type": "entries",
"name": "Beginning Play",
"page": 3,
"entries": [
"Give the character sheet (see \"Yellow the Cleric\", below) to your player and let them familiarize themselves with Yellow.",
"All creatures or NPCs that are bolded have stat blocks, which are included at the end of the adventure along with any magic items the characters can earn.",
"Whenever you're both ready, you can start the session."
],
"id": "005"
},
{
"type": "section",
"name": "Adventure 6: A Sticky Situation",
"page": 3,
"entries": [
"When play starts, Yellow the Cleric is in the meditation gardens within the Monastery of Inspiration. Read or paraphrase the following:",
{
"type": "insetReadaloud",
"page": 3,
"entries": [
"The clerics at the Monastery of Inspiration are seeking answers to the color outages taking place across Harmony. Many spend their days reading thick tomes filled with ancient knowledge, while others work with the community to inspire a sense of togetherness.",
"Today, you are sitting near a fountain pondering the mystery of the color outages when you see a bee floundering in the water about to drown. You remember a saying from your elder at the monastery that all living things, no matter how small or if they cause you fear, are to be spared, as such is the way of the order."
],
"id": "007"
},
"If Yellow saves the bee, they gain an unlikely ally later in the adventure.",
"After the encounter with the bee, read the following:",
{
"type": "insetReadaloud",
"page": 3,
"entries": [
"As you go back to pondering what you can do to solve the mystery of the color outages, a small man wearing horn-rimmed glasses approaches you and smiles."
],
"id": "008"
},
"The man introduces himself as {@creature Mr. Honeycutt|NRH-TCMC}, the Magister of the Lorekeeper Society. He asks Yellow if they have some time to talk about a matter of great importance, stating that all the colors of Harmony are at stake. If Yellow agrees, read or paraphrase the following:",
{
"type": "insetReadaloud",
"page": 3,
"entries": [
"I belong to a secret order that has sworn to protect Harmony. These color outages are being caused by a nefarious force that is still unknown to us, but we need your help to recover an item that will aid us in rooting out the evil. The item is called the Saffron Gem. It's been lost for some time, but my recent studies have me almost certain of its location. Can you help us recover it?"
],
"id": "009"
},
"Mr. Honeycutt gives Yellow an old map that highlights a location deep within Darkwood Forest. There is a cryptic note written on the map: \"Follow the sweetness.\"",
"Mr. Honeycutt wishes Yellow a safe trip and tells Yellow that he will await them at the Jenny Wren, a local tavern. If Yellow asks for money, Mr. Honeycutt gives them a pouch of 25 gp.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Journey Through Darkwood Forest",
"page": 4,
"entries": [
"On the journey through Darkwood, Yellow has a chance to spot some healing herbs that, if collected and brewed into a tea, can act as a {@item potion of healing}. To find enough herbs to make a single dose of the tea, Yellow must first succeed on a DC 12 Intelligence ({@skill Nature}) check to find the herbs and then make a successful DC 12 Intelligence ({@skill Medicine}) check to brew them into a medicine. There are only enough herbs for one potion.",
"As Yellow draws nearer to the temple, they begin to smell a sweetness in the air\u2014the unmistakable scent of honey."
],
"id": "00b"
}
],
"id": "00a"
}
],
"id": "006"
},
{
"type": "section",
"name": "Temple of Miel",
"page": 4,
"entries": [
"The Temple of Miel was once a sanctuary dedicated to the worship of bees. When Yellow reaches the temple, read or paraphrase the following:",
{
"type": "insetReadaloud",
"page": 4,
"entries": [
"An ancient temple lies in ruin. Its vaulted ceilings, now collapsed, were once shaped like honeycombs. Bee-shaped statuary lie broken about the crumbled outline of the temple foundation.",
"In the courtyard, a ring of moss-covered stones encircles a well. The well has a hoist and a bucket. The sweet scent wafts from the well, as bees congregate around its edge."
],
"id": "00d"
},
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],
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],
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],
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],
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],
[
310,
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],
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]
]
},
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"area": "012",
"points": [
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],
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],
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],
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"imageType": "map",
"grid": {
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"Searching the temple grounds reveals no hidden doors or rooms, though are many beehives (see \"Getting Honey,\" below).",
{
"type": "entries",
"name": "The Well",
"page": 4,
"entries": [
"The well is 50 feet deep and ends in a pool of honey-sweetened water. If Yellow sends the bucket down into the well for a sample, they find that the water is cool, sweet, and pleasant to drink.",
"With a successful DC 15 Intelligence ({@skill Arcana}) check, Yellow can identify that there is conjuration magic at work.",
{
"type": "entries",
"name": "Going into the Well",
"page": 4,
"entries": [
"If Yellow goes into the well, they are met with a host of unhappy bees (use the swarm of insects stat block), unless Yellow assisted the bee in the garden, in which case, the bees allow them to pass. If Yellow did not save the bee earlier in the adventure, then the swarm harasses Yellow, who must fight or distract them. Allow for creative problem-solving here, like building a giant flower or smoking the bees into sleepy docility.",
"Once the bees are dealt with, Yellow can climb down the well or use the rope and bucket to lower themselves down. Yellow must succeed on a DC 12 Strength ({@skill Athletics}) check or fall into the honey-sweetened water. If Yellow is covered with the honeyed water, the bees follow Yellow for the rest of the adventure, giving them disadvantage on Dexterity ({@skill Stealth}) checks.",
"Just above the waterline, Yellow sees an opening in the side of the well\u2014a small 5-foot-wide corridor (see area T1 on the map below).",
{
"type": "inset",
"name": "Dungeon Master Note: Safety Check",
"page": 4,
"entries": [
"Area T2 is the nest of a giant spider. Make sure that your player does not have arachnophobia (a deep fear of spiders) before moving on with the following scene. If your player isn't comfortable with spiders, area T2 is instead guarded by a skeleton and area T1 is filled with bones instead of spiderwebs."
],
"id": "010"
}
],
"id": "00f"
}
],
"id": "00e"
},
{
"type": "entries",
"name": "T1. Narrow Tunnel",
"page": 4,
"entries": [
"If Yellow enters the narrow tunnel that leads from the well to area T2, they see that the tunnel is filled with an increasingly thick network of spiderwebs that crisscrosses the area. To reach area T2, Yellow must pick their way carefully through the webs.",
"For every 10 feet Yellow travels through the webs, have them make a DC 13 Dexterity check. On a failure, they touch a web which sends a vibration and alerts {@creature Szikzith|NRH-AWoL} (see area T2). {@creature Szikzith|NRH-AWoL} either waits in ambush or comes down into the tunnel to investigate. On a success, Yellow has surprise."
],
"id": "011"
},
{
"type": "entries",
"name": "T2. Beehive Room",
"page": 5,
"entries": [
"When Yellow enters this room, read or paraphrase the following:",
{
"type": "insetReadaloud",
"page": 5,
"entries": [
"This room is shaped like a giant beehive and covered in honeycombs and spiderwebs. The walls are carved in hexagonal patterns that curve upward to a domed ceiling 40 feet overhead. Large chunks of beehive hang from the walls, and honey drips from the combs.",
"On the floor, under a dense mat of spiderwebs, there's a chest atop a 4-foot-tall stone plinth."
],
"id": "013"
},
"This is the lair of {@creature Szikzith|NRH-AWoL}, an awakened giant wolf spider. {@creature Szikzith|NRH-AWoL} is greedy and scheming and has developed a taste for honey. She wants all the honey she can get\u2014but she's eaten so much of the delicious honey that there's no more within the beehive room and she has become too fat to escape through the small tunnel.",
"{@creature Szikzith|NRH-AWoL} guards her lair, and if she finds out that there's something Yellow wants\u2014like the chest\u2014she demands that they bring honey to her. {@creature Szikzith|NRH-AWoL} is not very smart, so she can be tricked with a successful DC 13 Intelligence ({@skill Deception}) check. {@creature Szikzith|NRH-AWoL} is also not above going back on a deal and demanding more honey if she feels like she can intimidate Yellow into getting more. Reward your player for good roleplaying here.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Getting Honey",
"page": 5,
"entries": [
"Honey can be found around the temple ruins, but obtaining it can be tricky. Yellow must succeed on a DC 15 Intelligence ({@skill Nature}) check to get some honey without getting attacked by bees (use the {@creature swarm of insects} stat block). If your player comes up with a clever plan for getting the honey, then allow them to roll with advantage or automatically succeed. Good roleplaying is always rewarded!",
"Getting the Saffron Gem Once {@creature Szikzith|NRH-AWoL} is dealt with, Yellow must cut through the webs to uncover a locked chest that's beautifully decorated with bee and flower motifs. There's a riddle written on the lid of the chest: \"I'm a comb but not for hair.\"",
"The chest has five rotating disks on its side. Each disk is carved with the letters of the alphabet and can be rotated independently of the others to create different letter-alignment combinations. To unlock the chest, the disks must be aligned so the topmost letters spell out \"HONEY.\"",
"If your player doesn't like solving puzzles or they become frustrated, let Yellow open the chest with a successful DC 10 Intelligence check. Inside the chest is the Saffron Stone."
],
"id": "015"
}
],
"id": "014"
}
],
"id": "012"
},
{
"type": "entries",
"name": "Completing the Mission",
"page": 5,
"entries": [
"If Yellow returns to the monastery to meet with Mr. Honeycutt and delivers the Saffron Gem as promised, Mr. Honeycutt thanks Yellow profusely. He offers Yellow membership in the Lorekeeper Society and asks if Yellow will help him put an end to those who would \"dare to dull the vibrant soul of Harmony\". Mr. Honeycutt says that he's close to figuring out the culprits behind the color outages and he feels like he's going to need the help of heroes to stop them.",
"Mr. Honeycutt also hands Yellow a long wooden box, thanking him for \"going above and beyond in service to the city of Harmony.\" Inside the box is a {@item mace of disruption}."
],
"id": "016"
}
],
"id": "00c"
},
{
"type": "section",
"name": "Magic Items",
"page": 5,
"entries": [
"The following magic items appear in this adventure.",
{
"type": "list",
"items": [
"{@item Mace of Disruption}"
]
}
],
"id": "017"
},
{
"type": "image",
"href": {
"type": "internal",
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}
]
}

View File

@@ -0,0 +1,812 @@
{
"data": [
{
"type": "section",
"name": "Restoring Harmony: Circus of Illusions",
"page": 2,
"entries": [
"Welcome to Restoring Harmony, a Dungeons & Dragons adventure series in collaboration with the tasty and colorful world of NERDS.",
"To run this adventure, you need the fifth edition Basic Rules for D&D, which is available as a free download here. All the magic items and monster stat blocks you need are included at the end of this adventure.",
"Restoring Harmony is a campaign that's divided into six 1st-level mini adventures for a solo player and one longer adventure for multiple players. Each mini adventure takes approximately 45 minutes to play and the final adventure takes approximately 60\u201390 minutes to play.",
"The mini adventures can be played in any order, but the final adventure should be played last. Here is a list of all the adventures:",
{
"type": "list",
"items": [
"{@adventure Adventure 1 The Candy Mountain Caper|NRH-TCMC}",
"{@adventure Adventure 2 A Voice in the Wilderness|NRH-AVitW}",
"{@adventure Adventure 3 A Sticky Situation|NRH-ASS}",
"{@adventure Adventure 4 Circus of Illusions|NRH-CoI}",
"{@adventure Adventure 5 The Lost Tomb|NRH-TLT}",
"{@adventure Adventure 6 A Web of Lies|NRH-AWoL}",
"{@adventure Adventure 7 Adventure Together|NRH-AT}"
]
},
{
"type": "entries",
"name": "Story Summary",
"page": 2,
"entries": [
"Ever jealous of the cheery dispositions and colorful deliciousness of the NERDS, Emo the beholder and his hired muscle, Mr. Greystone, have struck a blow against the NERDS' beloved city of Harmony. After years of searching, the nefarious duo have found the sacred Prismatic Well that gives Harmony its vibrant and fabulous colors. Now, with access to the Prismatic Well, Emo and Mr. Greystone have begun to leech the color from the city of Harmony. If they aren't stopped, the city will gradually turn gray, with everything eventually becoming black and white.",
"To the NERDS, the colors beginning to flicker and drain out of Harmony is an unsettling mystery. What brings the colors to Harmony is an enigma to them. All they can do is hope the power comes back on and restores the vibrancy of Harmony's colors once more.",
"But one group knows what's up, and that group is the Lorekeeper Society\u2014a secret society sworn to protect Harmony. The Lorekeepers know about the power of the Prismatic Well, but its true location is lost even to themselves. However, they have a way to find the well using an ancient artifact known as the Amulet of Harmony, but to activate it they need to find the six Gems of Power. Once activated, the amulet guides whoever controls it to the secret location of the Prismatic Well. But once activated, the amulet also has the power to turn off the well.",
"The Gems of Power were long ago hidden away for safekeeping in dungeons, forests, and towers. No one in the Lorekeeper Society knows the details of the magical beasts and traps guarding the gems, but our heroic NERDS are more than up to the challenge of restoring Harmony!"
],
"id": "001"
},
{
"type": "entries",
"name": "Solo Play",
"page": 2,
"entries": [
"Due to the solo player nature of the adventures (with the exception of Adventure 7 Adventure Together), the power level of some monsters may be difficult with respect to the level of the character. You may want to present a roleplaying solution (such as making friends with the monster or tricking them) to players who are eager to rush into combat. With any encounter in this or subsequent adventures, feel free to present opportunities for unconventional solutions and alternatives to combat.",
"You can also adjust the story to be more benevolent in nature, allowing automatic successes on rolls, having monsters become instant friends, or giving your player advantage on all their rolls.",
{
"type": "entries",
"name": "TPK: Total Party Kill",
"page": 3,
"entries": [
"In solo play, there's always a chance the character can die. In the case of a single adventurer, this death results in the end of play; which isn't optimal for an afternoon of fun! One way to avoid death is to have healing readily available to the adventurer. If they're without healing, have the character find the odd {@item potion of healing} lying in a dusty crate or have them discover a special healing plant on their journey that, if eaten, puts them back to full hit points.",
"In the case of an untimely death, you can have a helpful NPC (like Mr. Honeycutt) save the day and revive them, or you can have them forego death saving throws and wake up as they're being dragged someplace unpleasant."
],
"id": "003"
}
],
"id": "002"
},
{
"type": "entries",
"name": "Adventure Outline",
"page": 3,
"entries": [
"Here is a quick overview of the adventure:",
{
"type": "list",
"items": [
"Green the Bard is approached by Mr. Honeycutt who asks if he will help him find the Emerald Gem. Mr. Honeycutt has tracked the gem to the local circus. He asks Green to infiltrate the circus and retrieve the gem.",
"After looking around and investigating all the characters in the circus, Green discovers that {@creature Magnifico|NRH-CoI} the Magician has the Emerald Gem, which he's hidden in a magic mirror.",
"Green must somehow get the gem from the magician and escape."
]
}
],
"id": "004"
},
{
"type": "entries",
"name": "Beginning Play",
"page": 3,
"entries": [
"Hand the character sheet (see \"Green the Bard,\" below) to your player and let them familiarize themselves with Green.",
"All creatures or NPCs that are bolded have stat blocks, which are included at the end of the adventure along with any magic items the characters can earn.",
"Whenever you're both ready, you can start the session."
],
"id": "005"
},
{
"type": "section",
"name": "Harmony",
"page": 3,
"entries": [
"The adventure begins in the vibrant and colorful city of Harmony where mysterious \"color outages\" are beginning to cause a bit of alarm. Being NERDS, the populace of Harmony has an optimistic outlook, and tries to carry on as best they can without being too worried, but the lack of color is concerning to even the most ebullient of NERDS.",
"When your player is ready, read the following:",
{
"type": "insetReadaloud",
"page": 3,
"entries": [
"The city of Harmony has many wonderful features, but it's especially known for one thing: its vibrant color.",
"Recently, however, a strange phenomenon has shaken the citizens of Harmony. In the past few weeks, \"color outages\" have been reported throughout the city, turning its vibrant streets dull and gray, with very little clue as to what might be causing them. These outages are causing the citizens of Harmony distress and no one's sure what to do.",
"This evening, you're relaxing in your favorite seat in the tavern when a fastidious-looking fellow wearing a suit and horn-rimmed glasses pulls up a chair next to you and looks around nervously before speaking."
],
"id": "007"
},
"The nervous man introduces himself as {@creature Mr. Honeycutt|NRH-TCMC} and says to Green that he needs their help in a matter of utmost importance. If Green is willing to hear Mr. Honeycutt out, he tells Green that he's the current Magister of the Lorekeeper Society\u2014an ancient and secret group dedicated to the defense of Harmony. He believes he knows how to solve the mystery of the color outages and to do this, he needs to recover the Emerald Gem. He believes this gemstone is in the possession of a thief who's somewhere in the Circus of Illusions, an entertainment mainstay of Harmony. Mr. Honeycutt says a bard of Green's talent and charm could easily infiltrate the circus as a performer. If Green is amenable, Mr. Honeycutt gives Green a {@item potion of healing} and whispers \"Watch out for the clowns.\" He awaits Green's return in the tavern."
],
"id": "006"
},
{
"type": "section",
"name": "Circus of Illusions",
"page": 3,
"entries": [
"The Circus of Illusions has a massive big top tent in the heart of Harmony. The circus serves as an entertainment venue every weeknight and weekend, featuring magic acts, bard performances, illusory animals, trapeze artists, and more.",
"In recent weeks, the magic sparkle of the circus has been less sparkly. Even the big top's red stripes appear faded.",
{
"type": "entries",
"name": "Getting In",
"page": 4,
"entries": [
"Green can choose to pay 1 sp and enter by the main gate or to sneak in. The circus is patrolled by tough-looking clowns wearing colorful costumes, big boots, and red noses. Although the clowns honk horns and act jolly, it's clear they could handle themselves in a fight.",
"Should anyone try to break into the circus or cause trouble, they run afoul of a couple of these clowns. Avoiding the clowns requires a successful DC 12 Dexterity ({@skill Stealth}) check. On a failure, {@dice 1d4} {@creature clown|NRH-CoI|clowns} investigate, ready to pummel and eject any trespassers or ne'er-do-wells. If Green turns to run away, the clowns don't give chase, but shout taunts and honk horns at them.",
"Charming the clowns takes real skill and can only be done with a successful DC 15 Charisma ({@skill Persuasion}) check."
],
"id": "009"
},
{
"type": "entries",
"name": "Encounters at the Circus",
"page": 4,
"entries": [
"Green can meet many colorful characters at the circus. Here are a few of them:",
{
"type": "entries",
"name": "Finster",
"page": 4,
"entries": [
"Finster is the {@creature imp} {@creature Magnifico|NRH-CoI} made a deal with: two years' infernal service for the location of the Emerald Gem. Now the deal is complete, Finster is enjoying changing {@creature Magnifico|NRH-CoI}'s show to feature them more, so they can live out their dream of being a star.",
"Finster spends most of their time in {@creature Magnifico|NRH-CoI}'s tent, in rat form, primping their whiskers and waiting for their nightly show just before midnight. Rarely do they show their true form. Finster is a total narcissist and dreams of one day having {@creature Magnifico|NRH-CoI} as their assistant in their own magic show.",
"If Finster feels they can use the Emerald Gem to advance their career or make another deal, they do. Finster has no loyalty to {@creature Magnifico|NRH-CoI}, other than using him for their own gain. If attacked, Finster shrieks to alert any nearby clowns and turns {@condition invisible}.",
{
"type": "entries",
"name": "Impish Deals",
"page": 4,
"entries": [
"Finster always has their mind on business and is open to making a deal with Green. Any deal Green makes with Finster is binding until the terms of the deal are fulfilled. If Green breaks the terms, their soul is forfeit.",
"Finster can offer Green the following, but they drive a hard bargain and require something they consider of equal (or greater) value:",
{
"type": "list",
"items": [
"The location of the Emerald Gem.",
"Up to 500 gp worth of art objects, coins, or gems.",
"An uncommon magic item.",
"Finster's loyal service for a period not exceeding nine years."
]
}
],
"id": "00c"
}
],
"id": "00b"
},
{
"type": "entries",
"name": "Magnifico",
"page": 4,
"entries": [
"{@creature Magnifico|NRH-CoI} is a magician of some skill, but instead of honing his craft further, he craved the escape of easy money and fell into the diabolic clutches of Finster, an opportunistic imp. Finster answered {@creature Magnifico|NRH-CoI}'s pleas for gold and fame and offered him a deal: two years' service for the location of the Emerald Gem.",
"{@creature Magnifico|NRH-CoI} heard of the Emerald Gem through some shady characters he knows. They told him that a Mr. Greystone was willing to pay handsomely for it and {@creature Magnifico|NRH-CoI} saw this as his ticket out of the small-change circus life. With Finster's help, {@creature Magnifico|NRH-CoI} found the gem and is now haggling a price with Mr. Greystone to make it worth his two years' infernal servitude.",
"{@creature Magnifico|NRH-CoI} isn't a spellcaster, his magic tricks are sleight of hand illusions. If attacked, he cowers and pleads for his life."
],
"id": "00d"
},
{
"type": "entries",
"name": "Mimes",
"page": 4,
"entries": [
"Wandering the circus grounds are mimes ({@creature commoner||commoners}) who do all kinds of silent performances such as walking downstairs, opening doors, pulling on ropes, and moving around {@condition invisible} objects.",
"At any time, you can have a mime approach Green and pantomime one of the following clues:",
{
"type": "list",
"items": [
"The magician's rat changes into an imp.",
"The magician is in trouble.",
"The mime saw {@creature Magnifico|NRH-CoI} holding a magical green gem in his tent.",
"{@creature Magnifico|NRH-CoI} hid the gem in a magic mirror."
]
},
"You can act out the mime's silent message and have your player guess what the mime is saying. The mime remains stone-faced throughout unless they need to make an exaggerated expression of sadness or another emotion. If you player gets frustrated trying to guess, have the mime shrug, mime sad tears running down their face, and walk away dejectedly.",
"The mimes never speak, even if compelled by magic. Only a wish spell can break their silence.",
"Should Green attack a mime, they instantly flee or cower and mime yelling for help."
],
"id": "00e"
},
{
"type": "entries",
"name": "Rubina the Ringmaster",
"page": 5,
"entries": [
"Rubina (a {@creature noble}) is the Circus of Illusions' eccentric and charismatic ringmaster. She's a good-natured bundle of nervous energy and makes sure the circus runs without a hitch, organizing all the entertainment for each day.",
{
"type": "entries",
"name": "What Rubina Knows",
"page": 5,
"entries": [
"As of late, Rubina has grown concerned about her best magician, {@creature Magnifico|NRH-CoI}. Rubina thinks it's probably just the color outages, which have everyone concerned, but she's heard him arguing with someone in his tent at night.",
"Rubina doesn't like {@creature Magnifico|NRH-CoI}'s pet rat, Finster, who {@creature Magnifico|NRH-CoI} is now featuring in his magic act. She thinks it's a horrid beast and she doesn't like its little smirk and beady eyes.",
"She doesn't know anything about an emerald, but {@creature Magnifico|NRH-CoI} did say he was going to be rich and that he'd be leaving the circus in a year."
],
"id": "010"
},
{
"type": "entries",
"name": "Join the Circus",
"page": 5,
"entries": [
"At any time, have Rubina approach Green and say the following:",
{
"type": "insetReadaloud",
"page": 5,
"entries": [
"You! Bard! You are the answer to my desperate prayers to the gods of entertainment! Come with me!"
],
"id": "012"
},
"If Green goes along with the excited ringmaster, Rubina takes Green to the backstage area in the main tent (see area C2, below).",
"Rubina tells Green that Filippo Fleetfingers, her best musical act, suddenly canceled on account of melancholy over the color outages, and now Green must take his place and entertain the crowd gathered in the big tent. She offers Green up to 10 gp to do a show.",
"If Green declines, Rubina is beside herself with anxiety and doesn't know how she'll appease the growing ire of the crowd.",
"If Green accepts, Rubina claps her hands with delight. She asks Green what their stage name is. If your player has a stage name for Green, have Rubina give a big introduction to the crowd using the stage name. If your player can't think of anything, Rubina says not to worry and rushes out on stage to announce the following:",
{
"type": "insetReadaloud",
"page": 5,
"entries": [
"And now good people of Harmony! We have a special treat for you tonight. We've searched near and far for this next act, the greatest entertainer in all Harmony, the Verdant Virtuoso, GREEN!"
],
"id": "013"
},
"Rubina then ushers Green out on stage.",
"You player can act out the show or you can have them roll to see how Green does. Have the player choose from the following:",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Play It Safe",
"entries": [
"Green plays it safe and gives a solid, but uninspired, performance. If your player does some inspired roleplaying, give them advantage on the check. Green must make a DC 12 Charisma ({@skill Performance}) check. On a failure, there are some frowning faces and maybe a couple of yawns. Clearly, they weren't expecting much. On a success, the crowd claps politely and then quickly forgets the performance as they wait for the next show."
]
},
{
"type": "item",
"name": "Go for It!",
"entries": [
"Green attempts the performance of a lifetime with a DC 15 Charisma ({@skill Performance}) check. If your player does some inspired roleplaying, they have advantage on the check, or you could even allow them to succeed outright. On a failure, there are audible groans from the crowd and Rubina manages to crack a supportive smile, but looks crestfallen. On a success, minds are blown, the crowd goes wild, and there are calls for encores. After the show, signatures are demanded. From now on, Green is a celebrity in the city of Harmony. At the end of all the hubbub, Rubina approaches Green with tears in her eyes and gives Green a doss lute. There's an audible gasp from the crowd. \"It was sublime. A gift that has lifted my spirits forever,\" Rubina says."
]
}
]
}
],
"id": "011"
}
],
"id": "00f"
}
],
"id": "00a"
},
{
"type": "entries",
"name": "Exploring the Circus",
"page": 5,
"entries": [
"The following locations are keyed to the Circus of Illusions map:",
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/NRH-CoI/008.webp"
},
"width": 1960,
"height": 1470,
"mapRegions": [
{
"area": "01c",
"points": [
[
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{
"area": "016",
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{
"area": "01e",
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"area": "01f",
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[
1386,
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1354,
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1364,
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1411,
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],
"imageType": "map",
"grid": {
"type": "square",
"size": 70,
"distance": 10
},
"hrefThumbnail": {
"type": "internal",
"path": "adventure/NRH-CoI/thumbnail/008.webp"
},
"id": "023",
"credit": "Red Central"
},
{
"type": "entries",
"name": "C1. Ticket Booth",
"page": 5,
"entries": [
"Beside the main gate is a kiosk where Woody, a magically animated wooden puppet, takes the 1 sp entrance fee, stamps circus-goers' hands with a happy face stamp, and wishes everyone a good time.",
"Woody's circular face is painted with a big smile, but if anyone tries to get past without paying or causes trouble, the face turns upside down, becoming a big frown and Woody starts calling for clowns to boot the offender. Woody can't fight and, if attacked, is easily reduced to a pile of sticks."
],
"id": "015"
},
{
"type": "entries",
"name": "C2. Main Tent",
"page": 6,
"entries": [
"Inside this large red tent is a raised wooden stage complete with curtains and a backstage area where actors and other performers can change and prepare for their shows. Benches surround the front of the stage, and behind them are hay bales for audience members to sit on while they enjoy the shows.",
"At any given time, the stage hosts performances from sword-swallowers, fire-eaters, jugglers, acrobats, musicians, storytellers, and of course, {@creature Magnifico|NRH-CoI}'s magic act."
],
"id": "016"
},
{
"type": "entries",
"name": "C3. Magnifico's Tent",
"page": 6,
"entries": [
"Outside this tent, a wooden sign reads \"{@creature Magnifico|NRH-CoI} the Great\" in florid, painted letters. Two unshaven {@creature clown|NRH-CoI|clowns} stand either side of the entrance, one picking his teeth with a broken chicken bone. The clowns stop anyone trying to enter the tent and aren't hesitant to escalate to blows.",
{
"type": "entries",
"name": "Sneaking In",
"page": 6,
"entries": [
"If Green wishes to enter stealthily, they must make a successful DC 12 Dexterity ({@skill Stealth}) check or alert the clowns or Finster (an {@creature imp}), who's inside the tent in rat form."
],
"id": "018"
},
{
"type": "entries",
"name": "Inside the Tent",
"page": 6,
"entries": [
"Inside the tent is a small table with two chairs, surrounded by the tools of {@creature Magnifico|NRH-CoI}'s trade: a top hat, silken handkerchiefs, a cabinet with a false back, a deck of playing cards, a crystal ball, a large mirror in an ornate frame, and a white dove in a cage. If Finster is alive, they're also in the tent in rat form. If Green successfully sneaked in, they surprise Finster, who pretends to be a simple magician's rat, but carefully observes what Green does. You can also throw a wrench in Finster's plans by having Green surprise them while in imp form.",
"If Finster heard Green coming, they hide and observe Green from the shadows. Spotting Finster while they're hidden requires a successful DC 15 Wisdom ({@skill Perception}) check.",
"If Green appears to be searching for the Emerald Gem, Finster makes themselves known and offers to reveal its location\u2014for a price (see \"Impish Deals,\" above)."
],
"id": "019"
},
{
"type": "entries",
"name": "The Emerald Gem",
"page": 6,
"entries": [
"{@creature Magnifico|NRH-CoI} has hidden the Emerald Gem inside the magic mirror in the ornate frame. The mirror is actually a portal to a small 5-footsquare demiplane where the Emerald Gem is kept inside a locked box. If the mirror is touched, its surface ripples like water. Green can step through the mirror's surface into the demiplane where the locked box is. Inside the demiplane, it's totally dark."
],
"id": "01a"
},
{
"type": "entries",
"name": "Locked Box",
"page": 6,
"entries": [
"This simple ebony box with a magic lock contains the Emerald Gem. The box has AC 12, 10 hit points, a damage threshold of 5, and immunity to poison and psychic damage. (The box's damage threshold means has immunity to all damage unless it takes 5 or more damage, in which case it takes damage as normal. Dealing the box 4 damage or less is considered superficial damage and doesn't reduce the box's hit points.)",
"The box's lock can be picked with a successful DC 14 Dexterity ({@skill Sleight of Hand}) check."
],
"id": "01b"
}
],
"id": "017"
},
{
"type": "entries",
"name": "C4. Rubina's Tent",
"page": 6,
"entries": [
"If Rubina (a {@creature noble}) is here, she's looking over the upcoming schedule of events for tonight and the next couple of days. There's a desk, two wooden chairs, a small table, and a sofa. So long as they're nice to her, Rubina treats anyone who enters her tent the way a kindly schoolmarm would."
],
"id": "01c"
},
{
"type": "entries",
"name": "C5. Filippo Fleetfinger's Tent",
"page": 6,
"entries": [
"Inside this tent is the morose bard, Filippo (a {@creature noble}). Filippo knows nothing about the Emerald Gem, but he's sad about the color outages and is writing deeply emotional poems about them.",
"He's noticed that {@creature Magnifico|NRH-CoI} seems odd lately and he's a bit revolted that {@creature Magnifico|NRH-CoI}'s once tasteful show now seems dedicated to his awful rat.",
"Filippo's tent is filled with instruments and littered with pages of his heartfelt poetry."
],
"id": "01d"
},
{
"type": "entries",
"name": "C6. Imelda the Strongwoman's Tent",
"page": 6,
"entries": [
"If {@creature Imelda|NRH-CoI} is here, she's sipping tea and munching on cakes in between shows. She loves to chat and is always ready to provide a good workout routine to anyone who's interested. {@creature Imelda|NRH-CoI} knows nothing about the Emerald Gem, but she's fiercely loyal to the circus and Rubina, and will do anything to protect them. Her tent is filled with barbells, iron bars, and trophies from all her past feats of strength."
],
"id": "01e"
},
{
"type": "entries",
"name": "C7. Vendors",
"page": 7,
"entries": [
"These tents are for vendors of tasty treats like kettle corn, caramel apples, and toad-in-the-holes. You can also put in a strength test game where you hit the lever with a hammer to ring the bell. Green must make a successful DC 14 Strength ({@skill Athletics}) check to ring the bell and win a prize (a stuffed monster of the player's choice)."
],
"id": "01f"
}
],
"id": "014"
},
{
"type": "entries",
"name": "Getting the Gem",
"page": 7,
"entries": [
"Once the mimes and Rubina point Green in the direction of {@creature Magnifico|NRH-CoI}, there are many ways for Green to get the gem. Here are a few ideas:",
{
"type": "list",
"items": [
"Have Green discover the exact whereabouts of the gem by spying on {@creature Magnifico|NRH-CoI}, who obsessively checks on the gem to make sure his nest egg is safe.",
"Have Finster give up the location of the gem for a price.",
"Stage an attack by a couple of {@creature clown|NRH-CoI|clowns} who were hired by Mr. Greystone to steal the gem from {@creature Magnifico|NRH-CoI}'s tent. If {@creature Magnifico|NRH-CoI} hears of this, he might come to Green in desperation. Green can enlist the help of {@creature Imelda|NRH-CoI} to tip the odds in their favor if it comes to a fight.",
"Have Green try to get the gem during one of {@creature Magnifico|NRH-CoI}'s magic acts when he has the magic mirror on stage, resulting in a grand spectacle for the audience."
]
},
"By the end of it all, Green should get the Emerald Gem and the {@item Instrument of the Bards, Doss Lute||doss lute} (if Rubina didn't already give it to them) as thanks for Green's heroics in such a dull and dreary time."
],
"id": "020"
},
{
"type": "entries",
"name": "Completing the Mission",
"page": 7,
"entries": [
"If all goes well, Green meets with Mr. Honeycutt and returns the Emerald Gem to him. You can have Mr. Honeycutt meet Green in a same tavern as at the start of the adventure or in a library within Harmony.",
"Mr. Honeycutt is overjoyed at the return of the Emerald Gem and wants to know everything about the adventure, scribbling copious notes in his black notebook as he listens.",
"For their bravery and dedication to the well-being of Harmony, he gives Green a pouch of 20 gp and invites them to join the Lorekeeper Society."
],
"id": "021"
}
],
"id": "008"
},
{
"type": "section",
"name": "Magic Items",
"page": 7,
"entries": [
"The following magic items appear in this adventure.",
{
"type": "list",
"items": [
"{@item Instrument of the Bards, Doss Lute}"
]
}
],
"id": "022"
},
{
"type": "image",
"href": {
"type": "internal",
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{
"data": [
{
"type": "section",
"name": "Restoring Harmony: The Lost Tomb",
"page": 2,
"entries": [
"Welcome to Restoring Harmony, a Dungeons & Dragons adventure series in collaboration with the tasty and colorful world of NERDS.",
"To run this adventure, you need the fifth edition Basic Rules for D&D, which is available as a free download here. All the magic items and monster stat blocks you need are included at the end of this adventure.",
"Adventure Together is a campaign that's divided into six 1st-level mini adventures for a solo player and one longer adventure for multiple players. Each mini adventure takes approximately 45 minutes to play and the final adventure takes approximately 60\u201390 minutes to play.",
"The mini adventures can be played in any order, but the final adventure should be played last. Here is a list of all the adventures:",
{
"type": "list",
"items": [
"{@adventure Adventure 1 The Candy Mountain Caper|NRH-TCMC}",
"{@adventure Adventure 2 A Voice in the Wilderness|NRH-AVitW}",
"{@adventure Adventure 3 A Sticky Situation|NRH-ASS}",
"{@adventure Adventure 4 Circus of Illusions|NRH-CoI}",
"{@adventure Adventure 5 The Lost Tomb|NRH-TLT}",
"{@adventure Adventure 6 A Web of Lies|NRH-AWoL}",
"{@adventure Adventure 7 Adventure Together|NRH-AT}"
]
},
{
"type": "entries",
"name": "Story Summary",
"page": 2,
"entries": [
"Ever jealous of the cheery dispositions and colorful deliciousness of the NERDS, Emo the beholder and his hired muscle, Mr. Greystone, have struck a blow against the NERDS' beloved city of Harmony. After years of searching, the nefarious duo have found the sacred Prismatic Well that gives Harmony its vibrant and fabulous colors. Now, with access to the Prismatic Well, Emo and Mr. Greystone have begun to leech the color from the city of Harmony. If they aren't stopped, the city will gradually turn gray, with everything eventually becoming black and white.",
"To the NERDS, the colors beginning to flicker and drain out of Harmony is an unsettling mystery. What brings the colors to Harmony is an enigma to them. All they can do is hope the power comes back on and restores the vibrancy of Harmony's colors once more. But one group knows what's up, and that group is the Lorekeeper Society\u2014a secret society sworn to protect Harmony. The Lorekeepers know about the power of the Prismatic Well, but its true location is lost even to themselves. However, they have a way to find the well using an ancient artifact known as the Amulet of Harmony, but to activate it they need to find the six Gems of Power. Once activated, the amulet guides whoever controls it to the secret location of the Prismatic Well. But once activated, the amulet also has the power to turn off the well.",
"The Gems of Power were long ago hidden away for safekeeping in dungeons, forests, and towers. No one in the Lorekeeper Society knows the details of the magical beasts and traps guarding the gems, but our heroic NERDS are more than up to the challenge of restoring Harmony!"
],
"id": "001"
},
{
"type": "entries",
"name": "Solo Play",
"page": 2,
"entries": [
"Due to the solo player nature of the adventures (with the exception of Adventure 7 Adventure Together), the power level of some monsters may be difficult with respect to the level of the character. You may want to present a roleplaying solution (such as making friends with the monster or tricking them) to players who are eager to rush into combat. With any encounter in this or subsequent adventures, feel free to present opportunities for unconventional solutions and alternatives to combat.",
"You can also adjust the story to be more benevolent in nature, allowing automatic successes on rolls, having monsters become instant friends, or giving your player advantage on all their rolls.",
{
"type": "entries",
"name": "TPK: Total Party Kill",
"page": 2,
"entries": [
"In solo play, there's always a chance the character can die. In the case of a single adventurer, this death results in the end of play; which isn't optimal for an afternoon of fun! One way to avoid death is to have healing readily available to the adventurer. If they're without healing, have the character find the odd {@item potion of healing} lying in a dusty crate or have them discover a special healing plant on their journey that, if eaten, puts them back to full hit points.",
"In the case of an untimely death, you can have a helpful NPC (like Mr. Honeycutt) save the day and revive them, or you can have them forego death saving throws and wake up as they're being dragged someplace unpleasant."
],
"id": "003"
}
],
"id": "002"
},
{
"type": "entries",
"name": "Adventure Outline",
"page": 3,
"entries": [
"This is a quick overview of Adventure 5:",
{
"type": "list",
"items": [
"Purple the Wizard gets a mysterious message to meet a \"Mr. Honeycutt\" at the statue of Filomena within Prism Academy campus.",
"Mr. Honeycutt informs Purple that he is looking for the Violet Gem. He believes that the answer is inscribed on an amber stone that he gives to Purple to decipher.",
"Purple deciphers the runes. The clues lead to a well-known but off-limits location within Prism Academy called Herald's Crypt.",
"Purple finds a way into the crypt and discovers a secret door that leads to a secret tomb where the Violet Gem is hidden."
]
}
],
"id": "004"
},
{
"type": "entries",
"name": "Beginning Play",
"page": 3,
"entries": [
"Give the character sheet (see \"Purple the Wizard,\" below) to your player and let them familiarize themselves with Purple.",
"All creatures or NPCs that are bolded have stat blocks, which are included at the end of the adventure along with any magic items the characters can earn.",
"Whenever you're both ready, you can start the session."
],
"id": "005"
},
{
"type": "section",
"name": "Adventure 5: The Lost Tomb",
"page": 3,
"entries": [
"The adventure begins with Purple deep in thought at the School of Evocation in Prism Academy. Lately, researchers at the academy have been hard at work attempting to discover what could be behind the color outages plaguing Harmony, and Purple's mentor has them working overtime to find any clue as to the cause of this mysterious dulling of Harmony. Many theories abound, and each school of magic claims they have working hypotheses, but no one has anything concrete.",
"When you're ready to start play, read or paraphrase the following:",
{
"type": "insetReadaloud",
"page": 3,
"entries": [
"You are in your study, poring over old books about the magical history of Harmony's vibrant color, trying to find an explanation for it fading away, when a beautiful butterfly alights on your windowsill. It looks at you with sparkling eyes and says, \"Go to the statue of Filomena the Wise.\" Then it disappears into twinkling motes of light."
],
"id": "007"
},
"Purple knows this statue. Filomena the Wise was one of the founding wizards of the Prism Academy. The 8-foot-tall statue of Filomena is in a quiet, wooded glade within the campus, about a five-minute walk away from Purple's study.",
{
"type": "entries",
"name": "Meeting Mr. Honeycutt",
"page": 3,
"entries": [
"A dapper gentleman in a suit with horn-rimmed glasses is waiting for Purple at the statue. The man motions for Purple to come and sit on a bench. The man is {@creature Mr. Honeycutt|NRH-TCMC}, the Magister of the Lorekeeper Society. He begs for Purple's understanding for complete secrecy as he unrolls a {@item spell scroll} of {@spell silence} and casts the spell. Mr. Honeycutt previously imbibed a potion of {@spell telepathy}, and he then speaks the following in Purple's head:",
{
"type": "insetReadaloud",
"page": 3,
"entries": [
"Forgive the precautions, but there are always ears about. My name is Mr. Honeycutt, and I belong to the Lorekeeper Society. You may not have heard of us, but we have been watching you\u2014and right now, we desperately need your help."
],
"id": "009"
},
"With a successful DC 12 Intelligence ({@skill Arcana}) check, Purple has heard a legend about a secret society of wizards and lycanthropes who pledged to defend the magic of Harmony against all manner of enemies. On a failed check, Purple knows only that the society is a secret one that is dedicated to the good of Harmony.",
"Mr. Honeycutt explains that he needs to find the Violet Gem, a magic stone that he says can help the Lorekeeper Society find the cause of these color outages. He has come to Purple to ask for their help in unlocking the mystery. Honeycutt reaches into his leather satchel and pulls out a piece of polished amber inscribed with runes. Mr. Honeycutt says that this piece of amber is the key to finding the Violet Gem, but no one in the Lorekeeper Society knows how to decipher it. If Purple helps decipher the amber stone and recover the Violet Gem, the Lorekeepers and all Harmony would be forever in Purple's debt. Mr. Honeycutt is also willing to throw in a pouch of 25 gold pieces for the trouble.",
"Mr. Honeycutt asks Purple to leave a note for him at the tavern when they find the Gem, and he'll meet them back at the statue of Filomena the Wise within the hour.",
{
"type": "entries",
"name": "Amber Runestone",
"page": 4,
"entries": [
"The piece of amber is an ancient key that unlocks a secret door in Herald's Crypt\u2014a famous tomb underneath the academy. This {@item amber runestone|NRH-TLT} is also a magic item that Purple can attune to by spending a short rest focused on only on the item while in physical contact with it. See the end of the adventure for its game statistics."
],
"id": "00a"
}
],
"id": "008"
},
{
"type": "entries",
"name": "Deciphering the Runes",
"page": 4,
"entries": [
"During their studies, Purple has come across several tomes that had such runes. With two successful DC 14 Intelligence ({@skill Arcana}) checks, Purple can find the books within Prism Academy's library. If Purple asks for help from the librarian, they make the checks with advantage. With two failures, Purple still finds the books but manages to make noise or otherwise incur the librarian's disapproving look.",
"Once translated, the runes on the amber say two things. One is a series of numbers: 12, 2, 6, 9, 24, and 36. The other runes are a poem:",
{
"type": "insetReadaloud",
"page": 4,
"entries": [
"Attune the stone to light the way. At Herald's Crypt one kneels to pray, Turn my skull then bow your head, Lest you who seek now join the dead. Once in my tomb, my name speak thrice, A gift of sunlight is the price."
],
"id": "00c"
},
"Purple has heard of Herald's Crypt\u2014a special place, strictly off-limits to students, where the headmasters of Prism Academy are buried. Students have seen the iron door (known as the Flower Door for all the intricately carved flowers in it) that leads to the crypt during school meetings in the Great Hall."
],
"id": "00b"
},
{
"type": "entries",
"name": "Getting into Herald's Crypt",
"page": 4,
"entries": [
"The entrance to Herald's Crypt is the massive Flower Door that is off to the side of the Great Hall within Prism Academy. There are two main ways to open the door:",
{
"type": "list",
"items": [
"Convince Headmaster Gustava (Lawful good, human, {@creature archmage}) to allow Purple to open the Flower Door and enter the crypt. Purple must make a successful DC 17 Charisma ({@skill Persuasion}) or\u2014with a more wizardly argument\u2014a successful DC 17 Intelligence ({@skill Arcana}) check to convince the headmaster.",
"Sneak in using the {@item amber runestone|NRH-TLT}. If Purple attunes to the stone, they can shine sunlight on the Flower Door. Doing this reveals a series of glowing numerals, 1\u201350, that are in the center of each of the flowers on the door. Pressing the numerals in the sequence written on the stone (12, 2, 6, 9, 24, and 36) opens the magic lock. An incorrect sequence sets off an alarm that summons Headmaster Gustava, who appears instantly."
]
},
"If your player comes up with another clever way to get into the crypt, run with it!",
"Once the door is opened, Purple sees a set of stone stairs that descend 30 feet into darkness."
],
"id": "00d"
}
],
"id": "006"
},
{
"type": "section",
"name": "Herald's Crypt Locations",
"page": 4,
"entries": [
"The following locations are keyed to the map included with this adventure.",
{
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"area": "01b",
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347,
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424,
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300,
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314,
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},
{
"type": "entries",
"name": "H1. Crypt Door",
"page": 4,
"entries": [
"The stone stairs lead to a corridor that ends at a locked iron door. The door has AC 15, 100 hit points, and immunity to poison and psychic damage.",
"On the door is inscribed a riddle:",
{
"type": "insetReadaloud",
"page": 4,
"entries": [
"Dust a hand cannot clean, A button a hand cannot push, A cog a hand cannot freeze."
],
"id": "010"
},
"Purple notices a perfect square of what looks like dirt on the door. It can't be cleaned by hand, only with a {@spell prestidigitation} spell.",
"When the dirt is cleaned off, it reveals a small button. Again, the button can't be pushed except by a {@spell mage hand} spell.",
"When the button is pushed, it turns into a cog that begins turning. It can only be stopped by targeting it with the {@spell ray of frost} spell.",
"When the cog is frozen, the door unlocks with an audible click. A carved mouth appears on the door and says, \"Enter.\"",
"If your player gets too frustrated with the riddle, the mouth can appear early and give Purple some hints."
],
"id": "00f"
},
{
"type": "entries",
"name": "H2. Herald's Crypt",
"page": 5,
"entries": [
"This stone room is a sacred place that honors the headmasters of Prism Academy. The walls of this 50-foot-long hall are lined with alcoves, each one holding the tomb of a former headmaster. The crypt is well maintained; the brass fittings are polished and the floors are freshly mopped.",
"When Purple enters, read or paraphrase the following:",
{
"type": "insetReadaloud",
"page": 5,
"entries": [
"You've heard a lot about this place in your time at Prism Academy. Herald's Crypt is a sacred place that is venerated by all the faculty. You see the tombs of the former headmasters in alcoves along the walls, and flowers and notes of appreciation are laid before the tombs in silent reverence. You've also heard that the tombs are warded with powerful magic\u2014anyone attempting to defile them would face certain death."
],
"id": "012"
},
{
"type": "inset",
"name": "Looting the Crypt",
"page": 5,
"entries": [
"Even though the tombs are tempting, they are not meant for Purple to loot. Purple has heard stories told around Prism Academy that the tombs are protected by deadly spells cast by high-level archmages. Some faculty members say that the whole crypt is a dangerous booby trap and that's why it is strictly off-limits.",
"Despite this warning, your player may want to forego social decency and try to plunder the tombs. If this happens, let the tomb defend itself\u2014which will most likely result in Purple's spectacular death (see \"TPK: Total Party Kill,\" above)."
],
"id": "013"
},
"Each crypt is engraved with the name of the deceased, and ornately carved and decorated with coats of arms and other heraldry significant to that headmaster.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Glyphs of Warding",
"page": 5,
"entries": [
"Each crypt is sealed with a glyph of warding, and only Headmaster Gustava knows the passwords that deactivate the glyphs. To detect the wards, Purple must succeed on a DC 17 Intelligence ({@skill Investigation}) check or cast detect magic.",
"Trying to break into a tomb triggers the glyph. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a DC 17 Dexterity saving throw. A creature takes 45 ({@damage 10d8}) thunder damage on a failed saving throw, or half as much damage on a successful one.",
"Triggering a glyph also alerts Headmaster Gustava, who appears one round later via the teleport spell."
],
"id": "015"
}
],
"id": "014"
},
{
"type": "entries",
"name": "A. Professor Magillicus",
"page": 5,
"entries": [
"This tomb has the bas-relief of a wizard holding a wand aloft. The words \"A founding member of Prism Academy\" are inscribed on the tomb.",
"Inside the tomb is the corpse of Professor Magillicus in his Prism Academy robes."
],
"id": "016"
},
{
"type": "entries",
"name": "B. Professor Filomena",
"page": 5,
"entries": [
"This tomb has the bas-relief of a wizard who looks like the statue of Filomena in the wooded glade (see \"Meeting Mr. Honeycutt\" above), holding an opened book in one hand and a wizard's staff in the other. The words \"A founding member of Prism Academy\" are inscribed on the tomb.",
"Inside the tomb is the corpse of Professor Filomena in her Prism Academy robes."
],
"id": "017"
},
{
"type": "entries",
"name": "C. Professor Orm",
"page": 5,
"entries": [
"This tomb has the bas-relief of a wizard holding a human skull in his hand. The words, \"He investigated far into the shadow realms.\" are inscribed on the tomb.",
"Inside the tomb are the Prism Academy robes of Professor Orm. His corpse is nowhere to be found.",
{
"type": "entries",
"name": "Opening the Secret Door",
"page": 5,
"entries": [
"If the amber runestone is used to shine sunlight on the skull carved on the tomb, the skull glows, becomes three-dimensional, and hovers before Purple.",
"The runes carved on the amber stone (see \"Deciphering the Runes,\" above) instruct Purple to kneel and bow their head after turning the skull to one side. Doing so causes a bolt of lightning to shoot over the top of Purple's head, opening a secret door to area H3.",
"If Purple kneels and turns the skull but doesn't bow their head, a lightning bolt lashes out towards Purple in a line 100 feet long and 5 feet wide. Each creature in the line must make a DC 17 Dexterity saving throw, taking 35 ({@damage 10d6}) lightning damage on a failed save, or half as much damage on a successful one."
],
"id": "019"
},
{
"type": "entries",
"name": "Solving the Riddle",
"page": 5,
"entries": [
"If the player is struggling with the riddle, have the amber runestone glow or have it telepathically remind them about the runes and the riddle. It can even show them a mental image of what to do with the skull.",
"If Purple is killed by the lightning bolt, have them wake up in the crypt or back outside the Flower Door and realize that the past several minutes were a vivid vision of what was to come."
],
"id": "01a"
}
],
"id": "018"
},
{
"type": "entries",
"name": "D. Professor Waziti",
"page": 6,
"entries": [
"This tomb has the bas-relief of a wizard with his hand on a globe. The words, \"He opened the doors to the cosmos.\" are inscribed on the tomb.",
"Inside the tomb is the corpse of Professor Waziti in his Prism Academy robes."
],
"id": "01b"
},
{
"type": "entries",
"name": "E. Professor Alexandra",
"page": 6,
"entries": [
"This tomb has the bas-relief of a plump wizard surrounded by farm animals and magical creatures. The words \"She was {@skill Nature}'s mystery and magic made flesh\" are inscribed on the tomb.",
"Inside the tomb is the corpse of Professor Alexandra in her Prism Academy robes."
],
"id": "01c"
},
{
"type": "entries",
"name": "F. Professor Althea",
"page": 6,
"entries": [
"This tomb has the bas-relief of a wizard with an intense expression, encircled by a wreath of fire. The words \"She who hurled the fire\" are inscribed on the tomb.",
"Inside the tomb is the corpse of Professor Althea in her Prism Academy robes. Her skeleton wears a {@item necklace of fireballs}."
],
"id": "01d"
},
{
"type": "entries",
"name": "G. Professor Wigglewumpus",
"page": 6,
"entries": [
"This tomb has the bas-relief of a gnome wizard surrounded by all manner of mechanical trinkets and toys. The words \"Voted the 'Most Fun Professor Ever' by the students of Prism Academy, 200 years in a row\" are inscribed on the tomb.",
"Inside the tomb is the tiny corpse of Professor Wigglewumpus in his Prism Academy robes, as well as a small wind-up duck that quacks and tells the time when activated."
],
"id": "01e"
}
],
"id": "011"
},
{
"type": "entries",
"name": "H3. Secret Passage",
"page": 6,
"entries": [
"If the secret door in Professor Orm's tomb is opened, a stone slab slides back to reveal a 5-foot-wide passage that leads to another stone door. The door is unlocked, and opens into area H4."
],
"id": "01f"
},
{
"type": "entries",
"name": "H4. Tomb of Professor Prism",
"page": 6,
"entries": [
"When Purple enters the room, read or paraphrase the following:",
{
"type": "insetReadaloud",
"page": 6,
"entries": [
"In the middle of the room rests a stone sarcophagus atop a black marble bier. The sarcophagus is carved with arcane symbols and an inscription: \"Zimandius Prism, founder of Prism Academy.\" On the lid is a carving of a sleeping wizard. Clasped in the wizard's stone hands is a brilliant violet gem, the same size as the amber stone you're holding."
],
"id": "021"
},
"The gem is indeed the Violet Gem that Mr. Honeycutt wants. If Purple follows the riddle correctly (see \"Deciphering the Runes,\" above), they need to speak the name \"Zimandius\" or \"Zimandius Prism\" three times and then swaps the Violet Gem with the {@item amber runestone|NRH-TLT}.",
"Purple must make the swap quickly; one round after the Violet Gem is removed, the door to the room is sealed by a heavy block of stone, and the stone hands on top of the sarcophagus begin blindly searching for the amber runestone. As soon as either the Violet Gem or the amber stone is put into the wizard's hands, the block of stone disappears and the room opens.",
"Again, if the player struggles to solve the riddle and swap the Violet Gem for the amber stone, have the amber runestone guide them telepathically.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Inside the Coffin",
"page": 6,
"entries": [
"As with the other tombs, Professor Prism's tomb is protected by a glyph of warding that triggers when the tomb is opened (see \"Glyphs of Warding,\" above). The sarcophagus contains the body of Professor Zimandius Prism."
],
"id": "023"
}
],
"id": "022"
}
],
"id": "020"
},
{
"type": "entries",
"name": "Completing the Mission",
"page": 6,
"entries": [
"If all goes well, Purple leaves a note at the tavern for Mr. Honeycutt, then returns to the statue of Filomena the Wise to meet with Mr. Honeycutt and give him the Violet Gem.",
"Mr. Honeycutt is grateful for the return of the Violet Gem. He wants to hear how Purple deciphered the runes and found the gem, all the while scribbling notes in his black notebook.",
"As a reward, he gives Purple a {@item bag of tricks, rust||rust bag of tricks} and asks if Purple will join the Lorekeeper Society and help find out how to restore the color to Harmony."
],
"id": "024"
}
],
"id": "00e"
},
{
"type": "section",
"name": "Magic Items",
"page": 7,
"entries": [
"The following magic items appear in this adventure.",
{
"type": "list",
"columns": 3,
"items": [
"{@item Amber Runestone|NRH-TLT}",
"{@item bag of tricks, rust||Rust Bag of Tricks}",
"{@item Necklace of Fireballs}"
]
}
],
"id": "025"
},
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/NRH-TLT/sheet009.webp"
},
"width": 1275,
"height": 825
},
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/NRH-TLT/sheet010.webp"
},
"width": 1275,
"height": 825
}
],
"id": "000"
}
]
}

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{
"data": [
{
"type": "section",
"name": "Note from the Author",
"page": 2,
"entries": [
"to say this is a loosely constructed adventure may be an exaggeration of some degree. However, some patron saint of children requested a pdf of my adventure notes. So, here we are. I've use one version or another of this adventure to introduce people to the D&D experience as it has all the elements of a good game with very little ramp up time needed. The adventure structure is created in such a way to allow for as much or as little combat is desired. Encounters can be changed to suit a lvl1 campaign, and with a little imagination I imagine one could have fun altering it for a party in the high teens. Some nice paintings of Ancient Dragons and Neoliths may be in order.",
"Have fun with it. Change, add, or remove monsters, items, and characters as you see fit.",
"A special thanks to the wonderful donors of the Extra Life Charity and the Dungeons and Dragons Team. Together we can manage to do a little bit of good in this mind-flayer-run world.",
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/TLK/001.webp"
},
"width": 1165,
"height": 1190
},
{
"type": "section",
"name": "Wizard of Weirding",
"page": 3,
"entries": [
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Mind Flayer Alhoon",
"page": 3,
"entries": [
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/TLK/002.webp"
},
"width": 723,
"height": 807
},
"The Wizard Weirding is a mind flayer alhoon in disguise. It uses disguise self to appear as a male human wizard named Weirding. Long ago, it left the hive in search of power and immortality through magic. To blend in with the general population of Faerun, the alhoon married a human woman and adopted her child as his own. Over time, the alhoon was discovered by his wife, and was forced to eat her brain. Currently the alhoon runs the outpost of Weirding where he mines the local mountains for minerals to fund his research. The Wizard Weirding uses the people of Weirding as the subjects of his mind experiments.",
"The Wizard Weirding will attempt to capture new and interesting adventurers and either devour their brains, or preform experiments on them. If confronted violently the Wizard Weirding will attack the party and use the mind controlled population of the outpost to prevent anyone from escaping.",
"The {@creature alhoon|VGM|mind flayer alhoon} stat block can be found in Volo's Guide to Monsters."
],
"id": "003"
}
],
"id": "002"
}
],
"id": "001"
},
{
"type": "section",
"name": "Mez Kara",
"page": 3,
"entries": [
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Sun Elf Apprentice",
"page": 3,
"entries": [
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/TLK/003.webp"
},
"width": 671,
"height": 748
},
"Mez Kara is an elven {@creature apprentice wizard|VGM|apprentice} to the Wizard Weirding. In reality, she is one of his mind controlled thralls. She doesn't know the wizard is an alhoon, but she knows he has granted her power.",
"She serves him willingly and is always looking for ways to please him. She will find powerful adventurers of great interest and convince them to stay at the manor house and meet the Wizard Weirding himself.",
"The apprentice stat block can be found in Volo's Guide to Monsters. Additionally, Mez Kara can cast friendship and charm person at Level 1."
],
"id": "006"
}
],
"id": "005"
}
],
"id": "004"
},
{
"type": "section",
"name": "Gregor Forskog",
"page": 4,
"entries": [
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Thug and Bookie",
"page": 4,
"entries": [
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/TLK/005.webp"
},
"width": 649,
"height": 698
},
"Gregor is a miner and bookie. He and his gang take bets from the locals on just about everything. Currently, he is getting ready to make an example of Gnator Gnimmcap for not paying his debts by feeding Gnator's fingers to his lizard folk thug.",
"Gregor's gang consists of himself, a male lizard folk named Tooth, and a female goliath barbarian named Cat Keeper. Tooth can be distracted by tasty meats. Cat keeper has a weakness for cats. Otherwise they are brutes that will do anything Gregor asks of them. Gregor dreams of being part of a proper gang like the Zhentarim.",
"Use the {@creature bandit captain} and {@creature bandit} stats found in the Monster Manual for Gregor and his gang."
],
"id": "009"
}
],
"id": "008"
}
],
"id": "007"
},
{
"type": "section",
"name": "Gnator Gnimmcap",
"page": 4,
"entries": [
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Grounds Keeper",
"entries": [
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/TLK/010.webp"
},
"width": 442,
"height": 534
},
"Gnator Gnimmcap is the grounds keeper at the Weirding mansion. He has taken to drinking and gambling in order to escape the nightmares brought on by the experimentation of the Wizard Weirding. He has acquired a sizable debt to the bookie Gregor Forskog and is overdue in his payments.",
"Gantor Gnimmcap told Cawkrin Jones how to get into the mansion through the cellar in exchange for a 30 gold pieces (which he has now gambled away). In exchange for helping with his gambling debts, Gnator will gladly help adventurers, as long as it doesn't put him in danger."
],
"id": "00c"
}
],
"id": "00b"
}
],
"id": "00a"
},
{
"type": "section",
"name": "Tonk Hammertoes",
"page": 4,
"entries": [
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Bartender",
"page": 4,
"entries": [
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/TLK/004.webp"
},
"width": 604,
"height": 555
},
"Tonk Hammertoes is the bartender and owner of Bucket's Bottom. Tonk has been experimented on a little too much. He is short on words and intelligence. He will gladly serve ale, but getting useful information out of him is difficult. He has seen a Kenku, but when, where, and who the Kenku was exactly escapes his memory."
],
"id": "00f"
}
],
"id": "00e"
}
],
"id": "00d"
},
{
"type": "section",
"name": "Celest Weirding",
"page": 5,
"entries": [
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Daughter of the Wizard Weirding",
"entries": [
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/TLK/006.webp"
},
"width": 629,
"height": 678
},
"Celest refuses to speak with her father and spends most of her time in her room crying. She is desperate to escape and will bargain with the players if she is convinced they will help her.",
"Celeste is the step daughter of the Wizard Weirding. She wants to leave the the manor and the village to explore the world on her own. Her dream is to visit the great city of Waterdeep with her boyfriend, Dicky Whit. Three nights ago Dicky helped her escape through her window, but they were caught by her father. She hasn't seen Dicky since and worries that her father has scared him off. She can't escape on her own due to the {@creature kamadan|ToA}",
"roaming the grounds. Celest also sufferers from chronic headaches as a result of the experiments her father does on her. Celest is unaware of the experiments performed, but a perception DC 15 can see that celest wears a wig. If the wig is removed scars in an arcane pattern can be seen etched all over her scalp.",
"Unlike the many of his other experiments, wizard weirding has been trying to alter his daughters brain to become a powerful psionicist.",
"Celest can cast Mind Blast once a day."
],
"id": "012"
}
],
"id": "011"
}
],
"id": "010"
},
{
"type": "section",
"name": "Cawkrin Jones",
"page": 5,
"entries": [
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "The Lost Kenku",
"page": 5,
"entries": [
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/TLK/007.webp"
},
"width": 665,
"height": 712
},
"Cawkrin is currently trapped in an enchanted painting in the Wizard's Study. When he touched one of the Glass Cases, he was magically transported into the painting. Cawkrin is a Kenku and thief. If released, he will help the party in whatever way possible. He does not know Weirding's secret.",
"Use the {@creature master thief|VGM} stat block from Volos Guide To Monsters for Cawkrin's stats."
],
"id": "015"
}
],
"id": "014"
}
],
"id": "013"
},
{
"type": "section",
"name": "The Outpost of Weirding",
"page": 6,
"entries": [
"Weirding is a small village outpost protected by tall 12' stone walls. The village consists of a small residential district, mining district, small commercial district, and the Manor of Weirding. Most of the population of Weirding has been subject to the Wizard's experimentation and will become thralls at his mental command. The signs of the experimentation can sometimes be seen ({@skill Perception} DC 17 or higher) as small scars around the temples and scalp.",
{
"type": "entries",
"name": "Residential District",
"page": 6,
"entries": [
"A handful of single family homes, small gardens, and small to medium sized livestock."
],
"id": "017"
},
{
"type": "entries",
"name": "Mining District",
"page": 6,
"entries": [
"This area consists of mining barracks, equipment sheds, blacksmiths, and a large warehouse where minerals are stored.",
"Players will encounter miners coming and going from the mines.",
{
"type": "entries",
"name": "What the Miners Know",
"page": 6,
"entries": [
"Weirding pays well for six month contracts, after which they get to return to their homeland.",
{
"type": "list",
"items": [
"The mountain behind the village is rich with gemstones and gold.",
"There are occasional adventurers or traders that pass through.",
"They have not seen a Kenku.",
"Most recommend going to the tavern if the party wants to hear rumors."
]
},
"Equipment such as rope, shovels, pickaxes, and torches may be found in the equipment sheds."
],
"id": "019"
}
],
"id": "018"
},
{
"type": "entries",
"name": "Commercial District",
"page": 6,
"entries": [
"Local trade is done in the commercial District. The largest building in the commercial district is the tavern inn, Bucket's Bottom. Other areas are a sundrie shop, general store, and butcher's shop.",
{
"type": "entries",
"name": "Further Exploration",
"page": 6,
"entries": [
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Sundrie Shop:",
"entry": "Balick's Goods run by Ballick the Gnome. Ballick sells various sundries and general goods. If asked, Balick will inform the party that a kenku came through five days ago and bought his entire stock of sunflower seeds. The party would know that Cawkrin Jones had a weakness for sunflower seeds."
},
{
"type": "item",
"name": "Butcher Shop:",
"entry": "Nard's Meat Shop, ran by Nard, a female human, who sells various meats. Most meats are from various dinosaurs. A kenku came through five days ago and bought three raw dino-steaks. (Cawkrin later used the stakes to distract the Kamadan patrolling the Manor lawn.)"
},
{
"type": "item",
"name": "Tavern:",
"entries": [
"The Bucket's Bottom is always busy, no matter the time of day. The large tavern is filled with locals relaxing and working off steam from a long day (or nights) at the mine. There is also a small boxing/wrestling ring in the tavern where the locals gamble on fights between boxers. While there are plenty of characters about, a few jump out to the party:",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Mez Kara",
"entry": "drinking wine at a quiet corner table. Silently watching the patrons of the tavern.",
"nameDot": false
},
{
"type": "item",
"name": "Gnator Gnimmcap",
"entry": "looking worried and anxious as the fight he is gambeling on seems not be going his way.",
"nameDot": false
},
{
"type": "item",
"name": "Gregor Forskog",
"entry": "and his thugs are taking bets and collecting debts among the crowd around the fighting ring. Very soon he will confront Gnator about paying his debts.",
"nameDot": false
},
{
"type": "item",
"name": "Tonk Hammertoes,",
"entry": "strange and oddly distant, quietly tends bar."
}
]
}
]
}
]
}
],
"id": "01b"
}
],
"id": "01a"
}
],
"id": "016"
},
{
"type": "section",
"name": "Manor Of Weirding",
"entries": [
"The Manor of Weirding is a large, three story stone manor located on a hill near the back of the village. A stone wall 10 feet in height surrounds the Manor. A large iron gate acts as the only access through the wall. It is guarded by four humanoid guards. The stone walls are covered in vines that have bright yellow blossoms that glow in the dark.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "The Vines",
"page": 6,
"entries": [
"The vines have thorns and are poisonous. If pricked, an adventurer will take {@damage 1d4} poison damage. A character can scale the wall and avoid the vines if they make a Dexterity check of DC15."
],
"id": "01e"
},
{
"type": "entries",
"name": "The Gate",
"page": 6,
"entries": [
"The Large Iron gate is closed. It is guarded by four Guards that will refuse entry unless escorted by the apprentice Mez or the grounds keeper Gnator Gnimmcap. Use the Guard Stat Block in the Monster Manual."
],
"id": "01f"
},
{
"type": "entries",
"name": "The Yard",
"page": 6,
"entries": [
"A small yard consisting of dirt, grass, and the occasion flower seperates the main manor house from the sturrounding wall. Three trained Kamadan roam the yard, guarding against intruders. Use Kamadan stat block in Tomb of Annihilation."
],
"id": "020"
}
],
"id": "01d"
},
{
"type": "entries",
"name": "Entrances into the Manor",
"page": 6,
"entries": [
"The the main entrance to the mannor are a large set of double doors made of solid wood. They are shut and locked in the evening and night. The door can be broken open with a Strength check of DC 18. The lock can be picked with a {@skill Sleight of Hand} check of DC 17. Entry through the Front Doors leads to the Foyer.",
"The cellar doors are located at the rear of the Manor, and lead to the cellar below the manor. A strength check of DC 16 can break them open. {@skill Sleight of Hand} DC 13 check will pick the lock. The cellar doors lead to the Cellar.",
"Windows to various rooms can be seen on the mansion. Most of them are protected with iron grates. The Iron grates are attached directly into the iron window frame and cannot be opened or removed without the use of force (or a hack saw). A DC 24 Strength check is required to remove the iron window grates. One window's iron grates are bent open, leading to Celest Weirding's Room."
],
"id": "021"
}
],
"id": "01c"
},
{
"type": "section",
"name": "Manor Rooms",
"page": 7,
"entries": [
{
"type": "entries",
"name": "1st Floor",
"page": 7,
"entries": [
{
"type": "entries",
"name": "Foyer",
"page": 7,
"entries": [
"The foyer is ornately decorated with a large painting of the Wizard Weirding looking off to the side, hand raised, beginning to cast a spell. Around him are white daisies and bunny rabbits. The floor is an abstract mosaic pattern made of gray and orange stones. A small bench is located outside the door to sit on and remove one's shoes which is required if characters are invited in by someone from the manor. Halls lead to the left (west) and right (east), with a grand stair case leading up to a second-floor landing."
],
"id": "024"
},
{
"type": "entries",
"name": "The West Hall",
"page": 7,
"entries": [
"The west hall has one door leading to the Washroom and the hallway ends with an entrance to the Dining Hall."
],
"id": "025"
},
{
"type": "entries",
"name": "West Hall - Wash Room",
"page": 7,
"entries": [
"A small tiled room. A small pedestal filled with water. A mirror. An enchanted porcelain toilet/bidet. Anything dropped into the bowl is plane shifted to a random plane."
],
"id": "026"
},
{
"type": "entries",
"name": "West Hall - Dining Hall",
"page": 7,
"entries": [
"The dining hall is a long room with an oversized dining table long enough to seat six on each side. Above the table is a large crystal chandelier. As well as an exit to the west hall, there is a door leading to the Kitchen and Servant's Landing"
],
"id": "027"
},
{
"type": "entries",
"name": "Servants' Landing",
"page": 7,
"entries": [
"Past the dining hall is a large door leading to a small room connecting to the kitchen, stairs to the cellar, and servant stairs to the second floor."
],
"id": "028"
},
{
"type": "entries",
"name": "Kitchen",
"page": 7,
"entries": [
"Large, well stocked kitchen. Wood stoves and ovens. Full pantry."
],
"id": "029"
},
{
"type": "entries",
"name": "The East Hall",
"page": 7,
"entries": [
"The east hall has a door leading to the Library, and ends with an entrance to the Parlor."
],
"id": "02a"
},
{
"type": "entries",
"name": "East Hall - Library",
"page": 7,
"entries": [
"A large room with books lining the walls. A set of comfortable reading chairs, and a nice fire place. Upon investigation, the library is filled with mundane books. Examples include; Lord of the Earrings, The Sword of Sahara, Shame of the Wind, The Dark Flower, and The Wheel of Thyme, A Story of Herbs and Other Flavors."
],
"id": "02b"
},
{
"type": "entries",
"name": "East Hall - Parlor",
"page": 7,
"entries": [
"A cozy room, with a view of the topiary garden from large picture windows. Candles decorate shelves along with small animal figurines. Five overstuffed chairs surround a large fireplace. A large harp stands in the corner."
],
"id": "02c"
}
],
"id": "023"
},
{
"type": "entries",
"name": "2nd Floor",
"entries": [
{
"type": "entries",
"name": "East Hall - Guest Rooms",
"page": 7,
"entries": [
"Four guest rooms, each with a bed, chest of drawers, and vanity can be accessed via the East Hall."
],
"id": "02e"
},
{
"type": "entries",
"name": "East Hall - Wash Room",
"page": 7,
"entries": [
"A small tiled room. A small pedestal filled with water. A mirror. An enchanted Copper Tub that heats water inside. An enchanted porcelain toilet/bidet. Anything dropped into the bowl is plane shifted to a random plane."
],
"id": "02f"
},
{
"type": "entries",
"name": "West Hall - Servants Quarters",
"page": 7,
"entries": [
"Four rooms housing the chef, maid, and grounds keeper can be accessed via the West Hall. The West Hall ends with an entrance to the servants landing."
],
"id": "030"
},
{
"type": "entries",
"name": "West Hall - Servants Landing",
"page": 7,
"entries": [
"At the end of the west hall there is a landing with servant stairs leading down to the servants landing on the first floor."
],
"id": "031"
},
{
"type": "entries",
"name": "Second Floor Landing",
"page": 7,
"entries": [
"In the middle of the second floor is a main landing with stairs leading to the first floor Foyer and stairs leading to the Third Floor Landing."
],
"id": "032"
}
],
"id": "02d"
},
{
"type": "entries",
"name": "3rd Floor",
"page": 7,
"entries": [
{
"type": "entries",
"name": "Gallery Hall",
"page": 7,
"entries": [
"Large life-like paintings fill the Hall. Each depicting different monsters. The Paintings include: a flail snail, a garillon, a chull, flame skull, and a minotaur.",
"The paintings are magical, and act as a last resort security system. The Wizard Weirding may trigger the paintings to release the monsters at will. If the painting's frame is broken, or dispelled, their contents will be released. Doors line the Gallery hall leading to the Wizard's Study Lab, Celest's Room, Weirding's Room, and Wizard's Study Library."
],
"id": "034"
},
{
"type": "entries",
"name": "Wizard's Study Lab",
"page": 7,
"entries": [
"An all-stone room with a drain in the middle. Upon the walls are various bodies. Their skin peel back exposing layers of muscle, organs, and bone. Each meticulously labeled. Each body's head has a small round hole located at the top of the skull. Bodies include: a bug bear, a goblin, a male human, and a mind flayer. The male human is still dripping blood. A shelf filled with organs in jars. One of the shelves is a fomorian eye that will curse anyone it sees with the \"Evil Eye\" (the description of the Evil Eye can be found in the {@creature fomorian} entry in the Monster Manual)."
],
"id": "035"
},
{
"type": "entries",
"name": "Celest's Room",
"page": 7,
"entries": [
"Celest Weirding is crying in the room, upset that her father does not let her leave and keeps her trapped in the Village Weirding. The window to Celest's room has the Iron bars bent forward from a previous attempt at escape."
],
"id": "036"
},
{
"type": "entries",
"name": "Weirding's Room",
"page": 8,
"entries": [
"The room contains a bed, and wardrobe filled with robes. One of the robes is a Robe of Stars. On a shelf next to the bed is a of Ring Invisibility.",
"The Robe of Stars and Ring of Invisibility descriptions can be found in the Dungeon Masters Guide."
],
"id": "037"
},
{
"type": "entries",
"name": "Wizard's Study Library",
"page": 8,
"entries": [
"A small room with a lectern in the center. Three locked glass cases line the walls, each filled with books and various items. On the back wall is a painting of the Study Library with everything identical to what the players see, except a Kenku, Cawkrin Jones, is depicted crouched down in front of one of the glass cases. The doorway to the room is magical. Any item taken through the door way will trigger the spell {@spell Alarm}.",
"The glass cases can be opened by picking the locks (DC 15) or breaking the glass. If the lock pick fails or the glass is touched by anyone but the Wizard Weirding, the player attempting to open the case will be magically teleported into the painting in the room and appear next to the kenku, Cawkrin Jones."
],
"id": "038"
},
{
"type": "entries",
"name": "Items of Interest",
"page": 8,
"entries": [
{
"type": "list",
"items": [
"The painting is a magical prison triggered by anyone trying to break into the glass cases. The painting can be disenchanted or disabled by destroying the frame of the painting. Doing so will also release the inhabitants of the painting. An investigation check of DC 14 will uncover magical runes etched into the frame of the painting.",
"The Book: Brain Dead, a Psionic's Guide to Necromancy can be found in one of the locked Glass Cases.",
"A Deck of Many Things can be found in one of the locked glass cases (see \"Deck of Many Things\", page 162 of the Dungeon Masters Guide)",
"A Scroll of Fireball can be found in one of the locked glass cases.",
"A Potion of Greater Healing can be found in one of the locked glass cases."
]
}
],
"id": "039"
}
],
"id": "033"
},
{
"type": "entries",
"name": "Cellar",
"page": 8,
"entries": [
"A large stone-lined cellar spans the manor. Inside the cellar are rows of wine racks. Near the back of the cellar are iron cages, all empty save one which contains a kobold named Quinn Quinn.",
"The walls of the cellar look different than that of the manor. Some still have old hieroglyphs depicting chultan dwarves. A history check of DC 14 will reveal that the manor was built on a much older foundation. Along one of the walls there is wine rack that is out of line with the rest in the cellar. Pushing it aside reveals a secret passage that leads outside, opening behind the Bucket's Bottom.",
"Mez Kara may also be in the cellar preparing to bring up Quinn Quinn for experimentation."
],
"id": "03a"
},
{
"type": "entries",
"name": "Encounters of Manor Weirding",
"page": 8,
"entries": [
"The players may run into one of the servants of the Manor Weirding during any exploration. The servants all suffer one form of disability or another from the wizard's overzealous experimentation. Examples include: constantly drooling, seeming half asleep, zombie-like behavior, high paranoia, and the inability to control the volume of their voice.",
"Celeste can only be encountered in her room, but may choose to follow the party in order to escape. The Wizard Weirding does not sleep or eat (anything but brains) and often wanders the mansion. If the players see him and the Wizard is unaware of their presence, he will be levitating in the manner of a mind flayer rather than walking. If an alarm of any kind is raised, the Wizard will show up.",
{
"type": "entries",
"name": "Nut Puncher Quinn Quinn",
"page": 8,
"entries": [
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/TLK/008.webp"
},
"width": 549,
"height": 650
},
"{@creature Kobold} who specializes in punching folks in the nuts. He is covered in dragon feces. If released from his iron cage Quinn Quinn will attempt to punch any male in the gonads while screaming, \"I'm Nut Puncher Quinn Quinn!\" and then run away."
],
"id": "03c"
},
{
"type": "inset",
"name": "Author's Note",
"page": 8,
"entries": [
"Remember, this was a charity game. I did it for the kids."
],
"id": "03d"
}
],
"id": "03b"
}
],
"id": "022"
},
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/TLK/009.webp"
},
"width": 1153,
"height": 1503
}
],
"id": "000"
}
]
}

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{
"data": [
{
"type": "section",
"page": 1,
"name": "X Marks the Spot",
"entries": [
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/XMtS/1.webp"
},
"width": 960,
"height": 904
},
"A prison escape for an unlikely group of heroes turns into a race for an ancient relic sought by the Legion of Dusk. Can you brave the unknown and capture the treasure before the enemy does? This D&D adventure is set on the plane of Ixalan, and uses 4th-level pregenerated characters.",
{
"type": "section",
"name": "Background",
"page": 2,
"entries": [
"Ixalan is a land of exploration and discovery. But the Legion of Dusk\u2014a vampire society that formed from an alliance of nobles and the church\u2014has recently arrived from overseas to expand its territories. The legion's army seeks to conquer the island, and the vampires have erected numerous forts in the south. However, their plans have been met with resistance from the inhabitants of Ixalan.",
"The Sun Empire rules the coast, and has managed to tame dinosaurs enough to work alongside them. Meanwhile, the River Heralds\u2014a loose society of nomadic merfolk tribes\u2014move throughout the interior of Ixalan, at one with nature. These two groups have long held an uneasy accord.",
"At sea, forces of the piratical Brazen Coalition harry the naval forces of the Legion of Dusk, which make landfall to plunder the bounty of Ixalan as they see fit. But even so, not all vampires view the current ruling establishment as the final authority. The Order of the Five Sacraments, a vampire church sect that believes in establishing a trade relationship with the Sun Empire, hopes to undermine the plans of the would-be conquerors."
],
"id": "001"
}
],
"id": "000"
},
{
"type": "section",
"page": 2,
"name": "Overview",
"entries": [
"The Legion of Dusk is ruled by rituals that require its members to feed only from the blood of their foes. As such, the legion fortification known as Conqueror's Foothold houses prisoners\u2014enemies of the state and others deemed ne'er-do-wells\u2014who are slaughtered once every full moon.",
"At the start of the adventure, the characters find themselves imprisoned at Conqueror's Foothold and scheduled to be executed to feed their captors. Alante, a vampire cleric who administers last rites at the fort, aids them in a prison escape. She belongs to the Order of the Five Sacraments, and has been charged with opposing the aims of the Legion of Dusk.",
"Conqueror's Foothold is overseen by Vona, known as the Butcher of Magan. Vona has uncovered a map of the local region that shows the location of a powerful artifact known as the Hierophant's Chalice, hidden in the south of Ixalan at the Temple of Aclazotz. The Hierophant's Chalice is rumored to be able to create an endless supply of blood, making it potentially valuable to the vampires of the Legion of Dusk. A prophet named Arguel is rumored to have brought the chalice to the temple for unknown reasons, and Vona wishes to secure it.",
"In exchange for various favors\u2014in addition to escaping from certain death\u2014the adventurers have agreed to help Alante find the artifact first. Journeying across the island from Conqueror's Foothold to the Temple of Aclazotz takes several days, and brings the characters through dangerous territory and various random encounters.",
"As they seek the chalice, the characters meet a mad apostle who can lead them to it. At the lost temple that is the chalice's hiding place, the adventurers must face off against the demonic spawn of a bat-god. They are then able to wrest the chalice from the desiccated body of the prophet, who was led to the temple by the demon.",
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/XMtS/2.webp"
},
"width": 625,
"height": 462
}
],
"id": "002"
},
{
"type": "section",
"page": 2,
"name": "Adventure Hooks",
"entries": [
"The characters are on a mission for the Order of the Five Sacraments to retrieve the Hierophant's Chalice from the Temple of Aclazotz, deep in the uncharted forests of Ixalan. In addition to the bargains they have struck with the church, each character has been offered 100 gp to retrieve the sacred item and bring it to a rendezvous point south of the island stronghold of Fort Durron.",
"The backgrounds provided on the {@adventure character sheets|XMtS|9} also provide motivations for the characters to come together as a party.",
"{@b Alante} hopes to gain favor with the Order of the Five Sacraments, a sect of the church that believes in establishing a trade relationship with the Sun Empire.",
"{@b Velisha} yearns to expel the unnatural forces that is rumored to reside in the Temple of Aclazotz.",
"{@b Rouxil} wants to bring an end to the conflict in this region of Ixalan by ensuring the Order of the Five Sacraments rises to power.",
"{@b Artinoq} desires peace and is eager to show is father that he is a worthy leader.",
"{@b Turk Two Coins} desires to claim a share of a great treasure, so that he can live out the rest of his life in debauchery.",
"{@b Ellie Redcap} wants nothing more than to captain her own ship\u2014by whatever means necessary.",
{
"type": "entries",
"page": 2,
"name": "Treasure",
"entries": [
"This adventure uses {@i Magic: The Gathering} cards to help build momentum toward adventure progression, and to reward interactive play.",
"You'll need a handful of Treasure token cards (found in Ixalan booster packs) and a number of cards detailing treasures from the Ixalan set. See \"{@adventure Appendix D: Hidden Plunder|XMtS|8}\" at the end of this adventure for the card list, then shuffle those nontoken cards to make an item deck.",
"Whenever a player advances an objective, makes an important discovery, or has a good idea, give that player a Treasure token. A player cannot have more than one Treasure token for his or her character. Random encounters then provide an opportunity to uncover a treasure cache. When searching an area, players roll against each other to find treasure, allowing one player to redeem a Treasure token and draw from the item deck."
],
"id": "004"
}
],
"id": "003"
},
{
"type": "section",
"page": 3,
"name": "Starting the Adventure",
"entries": [
"Once the players have chosen characters, you are ready to begin. Read the following text to set up the scenario and the bargain the characters have made for their freedom.",
{
"type": "insetReadaloud",
"entries": [
"Your time in the prison cells of Conqueror's Foothold is drawing to an end\u2014as are your lives. Like all those deemed enemies of the Legion of Dusk, you are set to be executed to feed the vampires who command the fortress. On the night before the full moon, you have been moved to the executioner's chamber, next in line to be sacrificed."
],
"id": "006"
},
{
"type": "insetReadaloud",
"entries": [
"But what your captors don't know is that each of you has made a bargain with the cleric, Alante. In exchange for your lives and retrieval of the legendary relic known as the Hierophant's Chalice, you have been promised various favors from the Order of the Five Sacraments\u2014a vampiric sect that opposes the Legion of Dusk's thirst for conquest. During your brief time in Conqueror's Foothold, Alante has been able to communicate a plan of escape by sending message spells at various interludes. Tonight marks the night that plan comes to fruition."
],
"id": "007"
},
{
"type": "entries",
"page": 3,
"name": "The Great Escape",
"entries": [
"Read the following to set up the characters' escape from the forces of the Legion of Dusk:",
{
"type": "insetReadaloud",
"entries": [
"You stand in a large holding cell awaiting the executioner's summons. Outside the cell window, a nearly full moon hangs high in the cloudless sky. In the center of the executioner's chamber, a greataxe lies across a stone block. Chains lined with butcher hooks hang above metal vats stacked and waiting to collect the blood of the executed, and reminding you of your imminent appointment with death.",
"The guards open the metal grate that seals your cell. Stepping into the chamber beyond, you see the cleric who will oversee your sacrifice. That's your cue. It's time to issue last rites. . . to the guards."
],
"id": "009"
},
"The characters have no gear, except for Alante. They are unarmored and can make only unarmed strikes, dealing bludgeoning damage equal to 1 + Strength modifier.",
"The Legion of Dusk troops stationed at Conqueror's Foothold are loyal to Vona, Butcher of Magan. Two human {@creature guard|mm|guards} have escorted the cleric Alante into the cell. One guard carries a set of keys that can be used to open the prison cells, the main door, and the executioner's hatch (see below). The perimeter of the room is lined with five other cell blocks, each large enough to hold five prisoners but empty at present.",
"Only one door leads out of the executioner's chamber. Alante, Turk, and Ellie know that no prisoner has ever successfully escaped from Conqueror's Foothold, and that to go through that door means a vicious fight against dozens of guards, and no guarantee of finding an exit",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "The Executioner's Hatch",
"entries": [
"In one corner of the chamber, a padlocked lever stands next to a three-foot-square metal grate. If the lever is unlocked (either with the key carried by the guard or a successful DC 20 Dexterity check using {@item thieves' tools|phb}), it can be pulled to drop the grate open. This reveals the executioner's hatch\u2014a chute down which bodies are dumped into the ocean after they are drained of life by the vampires in the fort.",
"A character who succeeds on a DC 10 Intelligence ({@skill Investigation}) check notes that the slick walls of the chute offer no handholds. This makes it a straight drop into the ocean, and prevents anyone from getting back up this way. Characters who jump through the hatch take no damage when they hit the water, and can then easily swim to shore.",
"One hour after the characters escape, a new group of guards enters the executioner's block and sounds an alert (see \"{@adventure Conqueror's Foothold|XMtS|3|conqueror's foothold},\" below).",
"Any character who succeeds on a DC 15 Wisdom ({@skill Perception} or {@skill Survival}) check notices a {@creature hunter shark} in the water. Any party member who takes damage during the fight with the guards attracts its attention and causes the shark to attack."
],
"id": "00b"
}
],
"id": "00a"
}
],
"id": "008"
},
{
"type": "entries",
"name": "Conqueror's Foothold",
"page": 3,
"entries": [
"When the characters reach the beach in the shadow of the fortress, read:",
{
"type": "insetReadaloud",
"entries": [
"The bastioned fortification of Conqueror's Foothold towers high above the sheer cliff side. Waves crash along the rocky shoreline, their caps lit by moonlight."
],
"id": "00d"
},
"Artinoq's raptor companion, Sharkbait, waits on the beach with a rucksack containing ten days' {@item rations (1 day)|phb|rations}. Once he sees his companion, he leads the party to a hidden cache buried in the sand, which contains all their confiscated gear. Alante managed to smuggle it out of the fortress a few days ago.",
"To the north, a trail leads to the Field of Ruin. Following this path through to the northwest mountain passage will take the characters through the Primal Wellspring region, bypassing the strongholds of the Legion of Dusk.",
"Those strongholds\u2014Fort Leor and Fort Durron\u2014lie to the west. A well-used path makes travel along that route easier, but the area is often patrolled by soldiers of the Legion of Dusk.",
"Regardless of which route the characters take, they must venture through Unclaimed Territory before making their way to the Temple of Aclazotz.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Discovery and Pursuit",
"entries": [
"One hour after the characters fought the guards, another patrol enters the executioner's chamber and discovers the escape. A bell-toll alarm sounds out within the fort, and a patrol of twelve {@creature guard|mm|guards} is sent out to comb the area for the prisoners and the duplicitous Alante. Additionally, beacon towers between Conqueror's Foothold, Fort Leor, and Fort Durron light up, making it difficult for characters who are not with the Legion of Dusk to move along the beach unseen. Any Dexterity ({@skill Stealth}) checks made by the characters to avoid guards are made with disadvantage.",
"Two hours after the escape, Vona discovers that Alante is attempting to claim the {@i Hierophant's Chalice} before he does. The Butcher of Magan assembles a force and sends them out to find the relic first. Vona's relic hunters are comprised of two vampire soldiers (use {@creature guard} statistics), a human cleric (use {@creature priest} statistics), and a human {@creature scout}, all on horseback. They take the most direct route to the Temple of Aclazotz, past Fort Leor and Fort Durron across the beach. However, they subsequently become lost in the Unclaimed Territory, and can be randomly encountered there."
],
"id": "00f"
},
{
"type": "entries",
"name": "Danger on the Beach",
"entries": [
"If the characters continue along the shoreline, they come upon the wreckage of numerous ships. Among the dead is the orc Captain Beelzebufo from the pirate ship Relentless, on which both Ellie and Turk served. Any character who succeeds on a DC 10 Intelligence ({@skill Investigation}) check notes that the orc appears to have died from stab wounds rather than by drowning.",
"Any character surveilling the area closely with a successful DC 15 Wisdom ({@skill Perception}) check notices movement in the waves.",
{
"type": "insetReadaloud",
"entries": [
"Rising from the surf, skeletons dressed in tattered clothes of pirates shamble toward the shore!"
],
"id": "011"
},
"The six {@creature skeleton|mm|skeletons} attack, gaining surprise if all the characters fail to notice them."
],
"id": "010"
}
],
"id": "00e"
},
{
"type": "inset",
"name": "Exploring Ixalan",
"entries": [
"Traveling from Conqueror's Foothold to the Temple of Aclazotz takes three days by way of the beach or four days through the mountains. While moving through certain terrain ({@adventure Fort Leor and Fort Durron|XMtS|3|fort leor and fort durron}, {@adventure Primal Wellspring|XMtS|3|primal wellspring}, and {@adventure Uncharted Territory|XMtS|3|unclaimed territory}), random encounters might be triggered. Roll a {@dice d20} to check for an encounter once during the day and once during the night. If the result is 18 or higher by day, or 15 or higher at night, a random encounter occurs. Refer to the encounter tables in each region to determine what the adventurers meet, and reroll if the result doesn't make sense given the circumstances."
],
"id": "012"
},
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/XMtS/3.webp"
},
"width": 552,
"height": 913
}
],
"id": "00c"
},
{
"type": "entries",
"page": 4,
"name": "Field of Ruin",
"entries": [
"It takes four hours to reach this area from Conqueror's Foothold.",
{
"type": "insetReadaloud",
"entries": [
"Dozens upon dozens of bodies are strewn about the field in various states of decomposition. The ruined banners of fallen war parties billow in the sea breeze."
],
"id": "014"
},
"The characters can follow a river north to a mountain passage through the Primal Wellspring. To the south is the shoreline. Fort Leor and Fort Durron are to the west, within sight of the beach.",
"A successful DC 15 Wisdom ({@skill Perception}) check reveals the presence of scavengers in the field. Three medium raptors (use {@creature deinonychus|vgm} statistics) feast on corpses to the west. If the characters notice the raptors, they can attempt a group {@skill Stealth} check against the creatures' passive Wisdom ({@skill Perception}) of 13. On a failed group check, or if the characters don't notice the raptors, the raptors spot the party and attack.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Random Encounters",
"entries": [
"If the party travels along the shore near the forts, use the following table if a random encounter is rolled.",
{
"type": "table",
"caption": "Shoreline Encounters",
"colStyles": [
"col-2 text-center",
"col-10"
],
"colLabels": [
"1d6",
"Encounter"
],
"rows": [
[
"1",
"A 20-foot-deep hidden {@trap pit trap|xge} is noticed only with a DC 15 Wisdom ({@skill Perception}) check. The trap fires a flare when triggered, summoning a nearby patrol of {@dice 2d6} guards to investigate."
],
[
"2",
"{@dice 1d6} trilobites (use {@creature giant crab} statistics)"
],
[
"3",
"A worn jade totem is etched with a warning in {@language Primordial|phb|Aquan}: {@i \"No good will come from what you seek. Turn back now or suffer an ignoble death far from your home.\"}"
],
[
"4",
"An area of {@trap quicksand|dmg} cannot be detected until one or more characters steps within it. The quicksand is 10 feet deep, and any creature that steps into it sinks {@dice 1d4 + 1} feet, then sinks {@dice 1d4} feet at the start of each of its turns. A successful Strength check (DC 10 + the number of feet sunk) allows a character to escape the quicksand. A rope thrown by an ally to the struggling creature grants advantage on the check. Any creature completely submerged begins to suffocate."
],
[
"5",
"{@dice 2d4} raptors (use {@creature velociraptor|vgm} statistics)"
],
[
"6",
"The characters discover a treasure cache. All characters with a Treasure token card have a contest of Wisdom ({@skill Perception}), with the character with the highest check trading the token for a card from the {@area hidden plunder|031|x}."
]
]
},
"If the party travels through the interior to avoid the forts, use the following table if a random encounter is rolled.",
{
"type": "table",
"caption": "Interior Encounters",
"colStyles": [
"col-2 text-center",
"col-10"
],
"colLabels": [
"1d4",
"Encounter"
],
"rows": [
[
"1",
"{@dice 2d6} skittering heartstoppers (use {@creature giant centipede} statistics)"
],
[
"2",
"The characters discover a treasure cache. All characters with a Treasure token card have a contest of Wisdom ({@skill Perception}), with the character with the highest check trading the token for a card from the {@area hidden plunder|031|x}."
],
[
"3",
"{@dice 1d4} aerosaurs (use {@creature quetzalcoatlus|vgm} statistics)"
],
[
"4",
"{@dice 1d4} ferocidons (use {@creature allosaurus} statistics)"
]
]
}
],
"id": "016"
}
],
"id": "015"
},
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/XMtS/4.webp"
},
"width": 561,
"height": 669
}
],
"id": "013"
},
{
"type": "entries",
"name": "Fort Leor and Fort Durron",
"page": 5,
"entries": [
"A simple structure surrounded by a wooden palisade, Fort Leor is the nearest fortress to Conqueror's Foothold. It takes one day to travel for the characters to arrive here.",
{
"type": "insetReadaloud",
"entries": [
"Fort Leor stands in the middle of the beach, alongside a river that winds down from the northern mountains to empty into the ocean. Surrounded by a wooden palisade, armed patrols march along the fort's parapet walls."
],
"id": "018"
},
"Fort Durron, near the Temple of Aclazotz, is a stronghold isolated on an island and home to the armada of the Legion of Dusk. It takes one day to travel here from Fort Leor.",
{
"type": "insetReadaloud",
"entries": [
"Fort Durron rises tall on an island to the south. Another bastioned fortress, not unlike Conqueror's Foothold, its looming presence in the distance is made even more ominous by the Dusk Legion dreadnought moored at its stone pier."
],
"id": "019"
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Avoiding Notice",
"entries": [
"The characters must pass near each fort. They can use magic or attempt a group Dexterity ({@skill Stealth}) check (DC 15 to succeed during the day, DC 10 to succeed at night) to travel unseen. At either fort, if the characters are spotted, a patrol of twelve {@creature guard|mm|guards} mounted on {@creature riding horse|mm|riding horses} moves to intercept. The guards ask the characters their reasons for traveling through the area, and if not convinced by their story, move to attack and apprehend them."
],
"id": "01b"
}
],
"id": "01a"
}
],
"id": "017"
},
{
"type": "entries",
"name": "Primal Wellspring",
"page": 5,
"entries": [
"It takes two days to reach this area from the Field of Ruin.",
{
"type": "insetReadaloud",
"entries": [
"Following the natural path up through mountainous terrain, you eventually make your way down again, moving through a lush canopy of vines into a vivid jungle. Ahead of you, a waterfall erupts from a great stone sculpture jutting out from the side of a cliff, sourced by a powerful spring."
],
"id": "01d"
},
"The area around the waterfall spring is covered in thick foliage and tangles of vines, making it {@quickref difficult terrain||3}. Because there is no natural path through this region, the party's navigator must succeed on a DC 15 Wisdom ({@skill Survival}) check to find the way through to the next region. If the party is moving at a slow pace, the navigator gains a +5 bonus to the check, while a fast pace imposes a \u22125 penalty. The party's navigator can repeat the check after the party spends {@dice 1d6} hours trying to get back on course.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Lurking Threat",
"entries": [
"Any character who succeeds on a DC 15 Wisdom ({@skill Perception} or {@skill Survival}) check notes movement beneath the water's surface, masked by the splash of the waterfall. The Primal Wellspring is home to a snapping sailback (use {@creature giant crocodile} statistics).",
"Disturbing the spring in any manner results in attracting the attention of the creature, which attacks immediately.",
{
"type": "insetReadaloud",
"entries": [
"The gaping maw of an enormous breast surfaces from the pool, its giant red fin sluicing water across the shore."
],
"id": "020"
}
],
"id": "01f"
}
],
"id": "01e"
},
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/XMtS/5.webp"
},
"width": 1242,
"height": 809
}
],
"id": "01c"
},
{
"type": "entries",
"page": 6,
"name": "Unclaimed Territory",
"entries": [
"It takes one day to reach this area from Fort Durron or the Primal Wellspring.",
{
"type": "insetReadaloud",
"entries": [
"The mist of the mountains clears to reveal a rainforest. The tall trees and foliage around you are alive with movement, and macaws and parrots sing a cacophonous tune."
],
"id": "022"
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "An Unlikely Ally",
"entries": [
"Any character who succeeds on a DC 15 Wisdom ({@skill Perception}) check while moving within the Unclaimed Territory determines that the party is being followed. In response to being spotted (or at any opportune moment), a vampire cleric named Mavren reveals himself to the characters (use {@creature cult fanatic} statistics).",
"By all outward appearances, Mavren has gone mad. A tall figure with dark hair, sunken eyes, and pallid skin, he is an apostle of the prophet Arguel, and wears the tattered robes of the clergy of the Legion of Dusk. But unknown to the characters, Mavren is secretly under the control of a demon named Zotz\u2014the spawn of a dread bat-god.",
"Mavren knows the following information, which he shares in the course of any conversation with the characters:",
{
"type": "list",
"items": [
"The prophet Arguel had a vision that led him into the jungles of Ixalan with the Hierophant's Chalice.",
"The Temple of Aclazotz is hidden in the nearby jungle, four hours away.",
"A murderous creature lurks around the temple, known to Mavren as \"the night horror.\""
]
},
"Any character who succeeds on a DC 10 Wisdom ({@skill Insight}) check determines that Mavren believes he's working for some higher purpose, but that he is also hiding something. If a character succeeds on a DC 20 Charisma ({@skill Intimidation} or {@skill Persuasion}) check after pressing Mavren, the cleric reveals through his ravings that the Temple of Aclazotz is the home of his demonic master.",
"Mavren can lead the party directly to the Temple of Aclazotz. If the characters decline his aid, the party's navigator must succeed on a DC 15 Wisdom ({@skill Survival}) check to find the way to the temple. If the party is moving at a slow pace, the navigator gains a +5 bonus to the check, while a fast pace imposes a \u22125 penalty. The party's navigator can repeat the check after the party spends {@dice 1d6} hours trying to get back on course."
],
"id": "024"
},
{
"type": "entries",
"name": "Random Encounters",
"entries": [
"As the party travels through the Unclaimed Territory, use the following table if a random encounter is rolled.",
{
"type": "table",
"caption": "Unclaimed Territory Encounters",
"colStyles": [
"col-2 text-center",
"col-10"
],
"colLabels": [
"1d6",
"Encounter"
],
"rows": [
[
"1",
"{@dice 2d4} {@creature frilled deathspitter|psx|frilled deathspitters}"
],
[
"2",
"1 {@creature dryad} and {@dice 1d12} {@creature awakened shrub|mm|awakened shrubs}"
],
[
"3",
"Vona's relic hunters: 2 vampire soldiers ({@creature guard|mm|guards}), 1 human cleric ({@creature priest}), 1 human {@creature scout}"
],
[
"4",
"The characters discover a treasure cache. All characters with a Treasure token card have a contest of Wisdom ({@skill Perception}), with the character with the highest check trading the token for a card from the {@area hidden plunder|031|x}."
],
[
"5",
"1 {@creature griffon}"
],
[
"6",
"1 wildgrowth walker (use {@creature earth elemental} statistics)"
]
]
}
],
"id": "025"
}
],
"id": "023"
},
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/XMtS/6.webp"
},
"width": 536,
"height": 664
}
],
"id": "021"
},
{
"type": "entries",
"page": 7,
"name": "Temple of Aclazotz",
"entries": [
{
"type": "insetReadaloud",
"entries": [
"Nearly hidden by the jungle, a stone temple is overgrown with vines. Its broad steps lead up to a darkened entrance, and are caked with a red-black substance. Absolute silence hangs in the area around the temple, as though the site is devoid of life."
],
"id": "027"
},
"Any character who succeeds on a DC 10 Intelligence ({@skill Investigation}) check reveals the substance on the steps to be blood. It is impossible to determine how many bodies have been dragged into this temple.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "The Night Horror",
"entries": [
"If Marven led the adventurers here, he urges them to enter quickly, before they wake the creature that lurks in the area.",
"The creatures mutts succeed on a DC 15 group Dexterity ({@skill Stealth}) check to pass undetected by this {@creature chupacabra|psx}, which attacks if it senses any intrusion into its territory. Marven abandons and retreats into the temple if the characters are attacked."
],
"id": "029"
},
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/XMtS/7.webp"
},
"width": 524,
"height": 566
},
{
"type": "entries",
"name": "Arguel's End",
"entries": [
"The interior of the temple is a single chamber with a ceiling thirty feet high. It is unlit, and characters must use light or have {@sense darkvision} to explore.",
{
"type": "insetReadaloud",
"entries": [
"The trail from the steps leads into a stone chamber. A strong stench fills the air and the temperature is significantly cooler here than it was outside in the humidity of the rainforest. In the center of the chamber stands a lone altar, upon which lies a corpse."
],
"id": "02b"
},
"Creatures who move within ten feet of the altar note that the corpse is little more than a dessicated husk. It wears the robes of a marshal from the Legion of Dusk and holds an ornate silver goblet in its hands.",
"Any creature who succeeds on a DC 15 Intelligence ({@skill Arcana} or {@skill History}) check recognizes the remains as those of Arguel, the prophet rumored to have brought the {@i Hierophant's Chalice} to the temple. A source of endless blood, the chalice activates when a single drop of blood is placed within it, filling to the brim with sanguineous fluid."
],
"id": "02a"
},
{
"type": "entries",
"name": "Demonic Guardians",
"entries": [
"Hanging from the ceiling above the altar are four blight keepers (use {@creature giant bat} statistics) and a demon named Zotz (use {@creature vrock} statistics). If Mavren fled from the chupacabra attack, he alerts Zotz, his demonic master, of the party's presence outside. Otherwise, if the characters arrive by day, they find the creatures sleeping and can surprise them if they attack at once and make no loud noise. At night, the characters must succeed on a DC 10 group Dexterity ({@skill Stealth}) check to enter the temple undetected and get the drop on the demon and its minions.",
"The spawn of a forgotten bat-god, the demon Zotz means to spread plague and corruption across Ixalan. He has long used his influence upon the insane Mavren to bring prey to the temple. Seeing how the {@i Hierophant's Chalice} could be used as a means to broker peace between the Legion of Dusk and the local inhabitants by reducing the need for blood sacrifices, Zotz protects the item and attempts to corrupt it with his demonic essence.",
"Mavren aids his master in combat. If he survives after Zotz is defeated, the cleric is no longer under the sway of the demon, but he remembers and is haunted by all the horrible things he's done in Zotz's name."
],
"id": "02c"
}
],
"id": "028"
},
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/XMtS/8.webp"
},
"width": 1242,
"height": 959
}
],
"id": "026"
}
],
"id": "005"
},
{
"type": "section",
"page": 8,
"name": "Conclusion",
"entries": [
"After retrieving the {@i Hierophant's Chalice} from the Temple of Aclazotz, the characters can make their way south to a rendezvous point south of Fort Durron, previously arranged by Alante. They are met by two emissaries from the Order of the Five Sacraments, who fulfill the terms of the various agreements made with the party members."
],
"id": "02d"
},
{
"page": 9,
"type": "section",
"name": "Appendix A: Monsters and NPC Statistics",
"entries": [
{
"type": "list",
"columns": 4,
"items": [
"{@creature Allosaurus}",
"{@creature Awakened Shrub}",
"{@creature Chupacabra|psx}",
"{@creature Cult Fanatic}",
"{@creature Deinonychus|vgm}",
"{@creature Dryad}",
"{@creature Earth Elemental}",
"{@creature Frilled Deathspitter|psx}",
"{@creature Giant Bat}",
"{@creature Giant Centipede}",
"{@creature Giant Crab}",
"{@creature Giant Crocodile}",
"{@creature Griffon}",
"{@creature Guard}",
"{@creature Hunter Shark}",
"{@creature Priest}",
"{@creature Quetzalcoatlus|vgm}",
"{@creature Scout}",
"{@creature Skeleton}",
"{@creature Velociraptor|vgm}",
"{@creature Vrock}"
]
}
],
"id": "02e"
},
{
"type": "section",
"page": 15,
"name": "Appendix B: Locations in Ixalan",
"entries": [
"Show these illustrations to the players as their characters progress through the adventure.",
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/XMtS/conquerors foothold.webp"
},
"title": "Conqueror's Foothold",
"width": 822,
"height": 604
},
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/XMtS/field of ruin.webp"
},
"title": "Field of Ruin",
"width": 822,
"height": 604
},
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/XMtS/primal wellspring.webp"
},
"title": "Primal Wellspring",
"width": 822,
"height": 594
},
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/XMtS/unclaimed territory.webp"
},
"title": "Unclaimed Territory",
"width": 822,
"height": 604
},
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/XMtS/temple of aclazotz.webp"
},
"title": "Temple of Aclazotz",
"width": 882,
"height": 648
}
],
"id": "02f"
},
{
"type": "section",
"page": 18,
"name": "Appendix C: Map of Ixalan",
"entries": [
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/XMtS/map of ixalan.webp"
},
"width": 1403,
"height": 936,
"imageType": "map",
"title": "Map of Ixalan",
"grid": {
"type": "none"
}
}
],
"id": "030"
},
{
"type": "section",
"page": 19,
"name": "Appendix D: Hidden Plunder",
"entries": [
"If you have the appropriate {@i Magic: The Gathering} cards from the Ixalan set, you can create a deck and have players draw from it when they find a treasure. Otherwise, roll {@dice 1d6} on the table below.",
{
"type": "table",
"caption": "Hidden Plunder",
"colStyles": [
"col-1 text-center",
"col-2",
"col-4 text-center",
"col-5"
],
"colLabels": [
"1d6",
"Item Name (Card Name)",
"",
"Description"
],
"rows": [
[
"1",
"{@item Dowsing Dagger|XMtS}",
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/XMtS/dowsing dagger.webp"
},
"width": 280,
"height": 206
},
"A curved jade blade fashioned by the River Heralds, this {@item +1 dagger} can detect the presence of fresh water within 200 feet of the wielder."
],
[
"2",
"{@item Pirate's Cutlass|XMtS}",
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/XMtS/pirates cutlass.webp"
},
"width": 280,
"height": 206
},
"This {@item +1 shortsword} is a terrifying weapon with a serrated edge. It grants its wielder advantage on Charisma ({@skill Intimidation}) checks when brandished."
],
[
"3",
"{@item Primal Amulet|XMtS}",
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/XMtS/primal amulet.webp"
},
"width": 281,
"height": 203
},
"This beaded jade necklace bears an ancient symbol of the River Heralds. When worn, the primal amulet allows its wearer to cast {@spell speak with animals}, {@spell locate object}, and {@spell pass without trace}. Once the amulet has been used to cast a spell, it can't be used to cast that spell again until the next dawn."
],
[
"4",
"{@item Prying Blade|XMtS}",
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/XMtS/prying blade.webp"
},
"width": 280,
"height": 208
},
"A hooked blade useful on board a ship or as a cutting tool in the wilderness, this {@item +1 shortsword} grants its wielder advantage on Strength ({@skill Athletics}) checks to climb or to escape while {@condition restrained}."
],
[
"5",
"{@item Sorcerous Spyglass|XMtS}",
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/XMtS/sorcerous spyglass.webp"
},
"width": 280,
"height": 206
},
"This elegant brass {@item spyglass|phb} features an intricate lens mechanism. A creature looking through the sorcerous spyglass has advantage on Wisdom ({@skill Perception}) checks to detect things that can be seen. In addition, the user can view magical auras while looking through the spyglass, as if under the effect of a {@spell detect magic} spell."
],
[
"6",
"{@item Vanquisher's Banner|XMtS}",
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/XMtS/vanquishers banner.webp"
},
"width": 280,
"height": 206
},
"This battle-worn but unbroken standard bears the insignia of one of the forces of the Legion of Dusk. A creature that holds the vanquisher's banner can use a bonus action to grant an ally advantage on the ally's next attack roll, saving throw, or ability check."
]
]
}
],
"id": "031"
},
{
"type": "section",
"name": "Appendix E: Player Characters",
"page": 20,
"entries": [
"{@note Character sheets can be found via the links underneath each portrait.}",
{
"type": "table",
"isStriped": false,
"colStyles": [
"col-6 text-center",
"col-6 text-center"
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"rows": [
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{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/XMtS/alante.webp"
},
"title": "{@5etools Alante, Cleric of the Five Sacraments|pdf/adventure/XMtS/alante.pdf}",
"width": 507,
"height": 582
},
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/XMtS/artinoq.webp"
},
"title": "{@5etools Artinoq, Atzocan Archer|pdf/adventure/XMtS/artinoq.pdf}",
"width": 507,
"height": 582
}
]
]
},
{
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"isStriped": false,
"colStyles": [
"col-6 text-center",
"col-6 text-center"
],
"rows": [
[
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/XMtS/sharkbait.webp"
},
"title": "Sharkbait",
"width": 507,
"height": 562
},
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/XMtS/rouxil.webp"
},
"title": "{@5etools Rouxil, Emperor's Vanguard|pdf/adventure/XMtS/rouxil.pdf}",
"width": 507,
"height": 582
}
]
]
},
{
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"isStriped": false,
"colStyles": [
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"col-6 text-center"
],
"rows": [
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{
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"href": {
"type": "internal",
"path": "adventure/XMtS/velisha.webp"
},
"title": "{@5etools Velisha, Shaper of Highbranch|pdf/adventure/XMtS/velisha.pdf}",
"width": 507,
"height": 582
},
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/XMtS/ellie.webp"
},
"title": "{@5etools Ellie Redcap, Fathom Fleet Firebrand|pdf/adventure/XMtS/ellie.pdf}",
"width": 507,
"height": 582
}
]
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},
{
"type": "table",
"isStriped": false,
"colStyles": [
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"col-6 text-center",
"col-3"
],
"rows": [
[
"",
{
"type": "image",
"href": {
"type": "internal",
"path": "adventure/XMtS/turk.webp"
},
"title": "{@5etools Turk Two Coins, Ruthless Knave|pdf/adventure/XMtS/turk.pdf}",
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""
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"id": "032"
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]
}

33463
data/adventures.json Normal file

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data/backgrounds.json Normal file

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@@ -0,0 +1,502 @@
{
"_meta": {
"otherSources": {
"monster": {
"MPP": "AATM",
"MM": "AATM",
"MPMM": "AATM",
"VRGR": "AATM"
}
}
},
"monster": [
{
"name": "Animated Coffin",
"source": "AATM",
"size": [
"L"
],
"type": "construct",
"alignment": [
"U"
],
"ac": [
{
"ac": 16,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 60,
"formula": "8d10 + 16"
},
"speed": {
"walk": 30,
"climb": 30
},
"str": 16,
"dex": 12,
"con": 15,
"int": 3,
"wis": 11,
"cha": 3,
"senses": [
"blindsight 60 ft. (can't see beyond this radius)"
],
"passive": 10,
"immune": [
"poison",
"psychic"
],
"conditionImmune": [
"blinded",
"charmed",
"deafened",
"exhaustion",
"frightened",
"paralyzed",
"petrified",
"poisoned"
],
"languages": [
"understands the languages of its creator but can't speak"
],
"cr": "3",
"trait": [
{
"name": "False Appearance",
"entries": [
"If the animated coffin is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the coffin move or act, that creature must succeed on a {@dc 18} Intelligence (Investigation) check to discern that the coffin is animate."
]
},
{
"name": "Spider Climb",
"entries": [
"The animated coffin can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The animated coffin makes two Slam attacks."
]
},
{
"name": "Slam",
"entries": [
"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) bludgeoning damage."
]
},
{
"name": "Entrap",
"entries": [
"{@atk mw} {@hit 5} to hit, reach 5 ft., one Large or smaller creature. {@h}The target has the {@condition grappled} condition (escape {@dc 13}). Until this grapple ends, if the target is not an Undead, the target has the {@condition restrained} condition and takes 14 ({@damage 4d6}) piercing damage at the start of each of its turns. The animated coffin can grapple only one creature at a time."
]
}
],
"traitTags": [
"False Appearance",
"Spider Climb"
],
"senseTags": [
"B"
],
"actionTags": [
"Multiattack"
],
"languageTags": [
"CS"
],
"damageTags": [
"B",
"P"
],
"miscTags": [
"MW"
],
"hasToken": true,
"hasFluff": true,
"hasFluffImages": true
},
{
"name": "Factol Skall",
"source": "AATM",
"size": [
"M"
],
"type": {
"type": "undead",
"tags": [
"wizard"
]
},
"alignment": [
"N",
"E"
],
"ac": [
{
"ac": 17,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 210,
"formula": "28d8 + 84"
},
"speed": {
"walk": 30,
"fly": {
"number": 30,
"condition": "(hover)"
},
"canHover": true
},
"str": 11,
"dex": 16,
"con": 16,
"int": 20,
"wis": 14,
"cha": 16,
"save": {
"con": "+9",
"int": "+11",
"wis": "+8"
},
"skill": {
"arcana": "+17",
"history": "+11",
"medicine": "+8",
"perception": "+8"
},
"senses": [
"truesight 120 ft."
],
"passive": 18,
"resist": [
"cold",
{
"resist": [
"bludgeoning",
"piercing",
"slashing"
],
"note": "from nonmagical attacks",
"cond": true
}
],
"immune": [
"necrotic",
"poison"
],
"conditionImmune": [
"charmed",
"exhaustion",
"frightened",
"paralyzed",
"poisoned",
"stunned"
],
"languages": [
"all"
],
"cr": "17",
"spellcasting": [
{
"name": "Spellcasting",
"headerEntries": [
"Skall casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 19}):"
],
"will": [
"{@spell detect magic}",
"{@spell mage hand}",
"{@spell prestidigitation}"
],
"daily": {
"2e": [
"{@spell animate dead} (as an action)",
"{@spell dispel magic}",
"{@spell speak with dead}"
],
"1e": [
"{@spell finger of death}",
"{@spell plane shift} (self only)",
"{@spell project image}"
]
},
"ability": "int",
"displayAs": "action"
}
],
"trait": [
{
"name": "Aura of Death",
"entries": [
"Creatures within 30 feet of Skall have disadvantage on death saving throws."
]
},
{
"name": "Cosmic Annihilation",
"entries": [
"A creature killed by Skall can be restored to life only by means of a true resurrection or {@spell wish} spell."
]
},
{
"name": "Legendary Resistance (4/Day)",
"entries": [
"If Skall fails a saving throw, he can choose to succeed instead."
]
},
{
"name": "Rejuvenation",
"entries": [
"If Skall dies, he turns to dust. If his orrery of souls hasn't been destroyed, Skall re-forms within the Mortuary in {@dice 1d10} days. He appears within 5 feet of the orrery."
]
},
{
"name": "Turn Resistance",
"entries": [
"Skall has advantage on saving throws against any effect that turns Undead."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"Skall makes one Withering Touch attack or uses Spellcasting. He also uses Death Knell twice."
]
},
{
"name": "Withering Touch",
"entries": [
"{@atk ms} {@hit 11} to hit, reach 5 ft., one target. {@h}32 ({@damage 6d8 + 5}) cold damage plus 31 ({@damage 7d8}) necrotic damage, and if the target is a creature, it can't regain hit points until the start of Skall's next turn."
]
},
{
"name": "Death Knell",
"entries": [
"Skall points his finger at a creature he can see within 120 feet of himself, filling the target's mind with visions of death and the plangent toll of an iron bell. The target must succeed on a {@dc 19} Wisdom saving throw or take 14 ({@damage 4d6}) psychic damage and have the {@condition frightened} condition until the start of Skall's next turn."
]
},
{
"name": "Fog of Death (1/Day)",
"entries": [
"Skall exudes a killing fog in a 30-foot-radius sphere centered on himself. The sphere spreads around corners, and its area is heavily obscured. The fog lasts until the start of Skall's next turn, and it can't be dispersed by wind. It does not move with him.",
"Each creature that enters the fog for the first time on a turn or starts its turn there must make a {@dc 19} Constitution saving throw, taking 28 ({@damage 8d6}) necrotic damage and 28 ({@damage 8d6}) poison damage on a failed save, or half as much damage on a successful one. A Medium or smaller Humanoid killed by this damage becomes a zombie under Skall's control. The zombie acts on Skall's initiative but immediately after his turn. Absent any other command, the zombie tries to kill any non-Undead creature it encounters."
]
}
],
"reactionHeader": [
"Skall can take up to three reactions per round but only one per turn."
],
"reaction": [
{
"name": "Baleful Counterspell",
"entries": [
"Skall chatters his teeth to interrupt a creature he can see within 60 feet of himself that is casting a spell. If the spell is 4th level or lower, it fails and has no effect. If the spell is 5th level or higher, Skall makes an Intelligence check ({@dc 10} + the spell's level). On a successful check, the spell fails and has no effect. Whatever the spell's level, the caster takes 10 ({@damage 3d6}) necrotic damage if the spell fails."
]
},
{
"name": "Near-Death Experience",
"entries": [
"In response to being hit by an attack, Skall teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see."
]
}
],
"traitTags": [
"Legendary Resistances",
"Rejuvenation",
"Turn Resistance"
],
"senseTags": [
"U"
],
"actionTags": [
"Multiattack"
],
"languageTags": [
"XX"
],
"damageTags": [
"C",
"I",
"N",
"Y"
],
"damageTagsSpell": [
"N"
],
"spellcastingTags": [
"O"
],
"miscTags": [
"AOE"
],
"conditionInflict": [
"frightened"
],
"conditionInflictSpell": [
"blinded",
"deafened"
],
"savingThrowForced": [
"constitution",
"wisdom"
],
"savingThrowForcedSpell": [
"charisma",
"constitution"
],
"hasToken": true,
"hasFluff": true,
"hasFluffImages": true
},
{
"name": "Heralds of Dust Exorcist",
"source": "AATM",
"size": [
"S",
"M"
],
"type": "humanoid",
"alignment": [
"A"
],
"ac": [
13,
{
"ac": 16,
"condition": "with {@spell mage armor}",
"braces": true
}
],
"hp": {
"average": 112,
"formula": "15d8 + 45"
},
"speed": {
"walk": 30
},
"str": 8,
"dex": 16,
"con": 16,
"int": 17,
"wis": 14,
"cha": 11,
"save": {
"int": "+6",
"wis": "+5",
"cha": "+3"
},
"skill": {
"arcana": "+6",
"perception": "+5",
"religion": "+6"
},
"senses": [
"truesight 60 ft."
],
"passive": 15,
"resist": [
"necrotic"
],
"conditionImmune": [
"charmed",
"frightened"
],
"languages": [
"Common plus three more languages"
],
"cr": "6",
"spellcasting": [
{
"name": "Spellcasting",
"headerEntries": [
"The exorcist casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 14}, {@hit 6} to hit with spell attacks):",
"At-will: detect evil and good, mage armor (self only), mage hand"
],
"daily": {
"2e": [
"{@spell protection from evil and good}",
"{@spell remove curse}",
"{@spell speak with dead}"
],
"1e": [
"{@spell banishment}",
"{@spell dispel evil and good}"
]
},
"ability": "int",
"displayAs": "action"
}
],
"trait": [
{
"name": "Incorruptible Vessel",
"entries": [
"The exorcist can't be possessed by Celestials, Fiends, or Undead."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The exorcist makes two Grave Burst attacks."
]
},
{
"name": "Grave Burst",
"entries": [
"{@atk ms,rs} {@hit 6} to hit, reach 5 ft. or range 120 ft., one target. {@h}19 ({@damage 3d10 + 3}) necrotic or radiant damage (exorcist's choice)."
]
},
{
"name": "Admit Entity {@recharge 5}",
"entries": [
"The exorcist thins the veil of death for a creature it can see within 60 feet of itself, exposing the target to malevolent entities. The target must make a {@dc 14} Charisma saving throw. On a failed save, the target takes 36 ({@damage 8d8}) psychic damage and has the {@condition incapacitated} condition for 1 minute, during which time it retches and babbles incoherently in a voice that is not its own. On a successful save, the target takes half as much damage only. An {@condition incapacitated} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
]
}
],
"senseTags": [
"U"
],
"actionTags": [
"Multiattack"
],
"languageTags": [
"C"
],
"damageTags": [
"N",
"R",
"Y"
],
"spellcastingTags": [
"O"
],
"conditionInflict": [
"incapacitated"
],
"conditionInflictSpell": [
"incapacitated"
],
"savingThrowForced": [
"charisma"
],
"savingThrowForcedSpell": [
"charisma"
],
"hasToken": true,
"hasFluff": true,
"hasFluffImages": true
}
]
}

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{
"monster": [
{
"name": "Giant Zombie Constrictor Snake",
"source": "AitFR-DN",
"page": 11,
"size": [
"H"
],
"type": "undead",
"alignment": [
"N",
"E"
],
"ac": [
{
"ac": 15,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 187,
"formula": "22d12 + 44"
},
"speed": {
"walk": 30,
"climb": 20,
"swim": 30
},
"str": 19,
"dex": 16,
"con": 14,
"int": 1,
"wis": 15,
"cha": 4,
"skill": {
"perception": "+5",
"stealth": "+6"
},
"senses": [
"blindsight 15 ft.",
"darkvision 60 ft."
],
"passive": 15,
"vulnerable": [
"poison"
],
"cr": "8",
"trait": [
{
"name": "Sunlight Vulnerability",
"entries": [
"While in sunlight, the snake has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. When the snake begins its turn in sunlight, it immediately suffers 10 radiant damage."
]
},
{
"name": "Undead Fortitude",
"entries": [
"If damage reduces the snake to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the snake drops to 1 hit point instead."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The snake makes two attacks: one with its bite and one with a constrict attack."
]
},
{
"name": "Bite",
"entries": [
"{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}17 ({@damage 3d8 + 4}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 17 ({@damage 5d6}) poison damage on a failed save, or half as much damage on a successful one."
]
},
{
"name": "Constrict",
"entries": [
"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}17 ({@damage 3d8 + 4}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 16}). Until this grapple ends, the creature is {@condition restrained} and the snake cannot constrict another target."
]
}
],
"traitTags": [
"Undead Fortitude"
],
"senseTags": [
"B",
"D"
],
"actionTags": [
"Multiattack"
],
"damageTags": [
"B",
"I",
"P",
"R"
],
"miscTags": [
"MW",
"RCH"
],
"conditionInflict": [
"grappled",
"restrained"
],
"savingThrowForced": [
"constitution"
],
"hasToken": true,
"hasFluff": true
},
{
"name": "Hamish Hewland",
"isNpc": true,
"isNamedCreature": true,
"source": "AitFR-DN",
"page": 11,
"size": [
"H"
],
"type": "giant",
"alignment": [
"N",
"G"
],
"ac": [
13
],
"hp": {
"average": 85,
"formula": "10d12 + 20"
},
"speed": {
"walk": 40
},
"str": 23,
"dex": 11,
"con": 15,
"int": 10,
"wis": 14,
"cha": 10,
"save": {
"str": "+9",
"wis": "+5"
},
"skill": {
"athletics": "+9",
"history": "+3",
"insight": "+5",
"perception": "+5"
},
"passive": 15,
"languages": [
"Common",
"Dwarvish",
"Giant"
],
"cr": "5",
"action": [
{
"name": "Multiattack",
"entries": [
"Hamish makes two attacks with his axe or throws two rocks."
]
},
{
"name": "Axe",
"entries": [
"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d10 + 6}) slashing damage."
]
},
{
"name": "Rock",
"entries": [
"{@atk rw} {@hit 9} to hit, range 60/240 ft., one target. {@h}17 ({@damage 2d10 + 6}) bludgeoning damage."
]
}
],
"reaction": [
{
"name": "Parry",
"entries": [
"Hamish adds 2 to his AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding a melee weapon or a shield."
]
}
],
"actionTags": [
"Multiattack",
"Parry"
],
"languageTags": [
"C",
"D",
"GI"
],
"damageTags": [
"B",
"S"
],
"miscTags": [
"MW",
"RW"
],
"hasToken": true,
"hasFluff": true
},
{
"name": "Kyrilla, Accursed Gorgon",
"isNpc": true,
"isNamedCreature": true,
"source": "AitFR-DN",
"page": 12,
"size": [
"L"
],
"type": "monstrosity",
"alignment": [
"L",
"E"
],
"ac": [
{
"ac": 15,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 127,
"formula": "15d10 + 45"
},
"speed": {
"walk": 30
},
"str": 11,
"dex": 16,
"con": 16,
"int": 14,
"wis": 14,
"cha": 15,
"save": {
"wis": "+6",
"cha": "+6"
},
"skill": {
"deception": "+6",
"insight": "+6",
"perception": "+6",
"stealth": "+7"
},
"senses": [
"darkvision 60 ft."
],
"passive": 16,
"resist": [
{
"resist": [
"bludgeoning",
"piercing",
"slashing"
],
"note": "from nonmagical attacks",
"cond": true
}
],
"immune": [
"poison"
],
"conditionImmune": [
"charmed"
],
"languages": [
"Common",
"Draconic",
"Primordial"
],
"cr": "10",
"trait": [
{
"name": "Feed on Pain (2/Day)",
"entries": [
"The first time she hits with a weapon attack on her turn, Kyrilla can deal an extra 16 ({@damage 3d10}) poison damage to the target and regains a number of hit points equal to half the damage dealt."
]
},
{
"name": "Legendary Resistance (2/Day)",
"entries": [
"If she fails a saving throw, Kyrilla can choose to succeed instead."
]
},
{
"name": "Petrifying Gaze",
"entries": [
"When a creature that can see Kyrilla's eyes starts its turn within 30 feet of her, Kyrilla can force it to make a {@dc 14} Constitution saving throw if Kyrilla isn't {@condition incapacitated} and can see the creature. If the saving throw fails by 5 or more, the creature is instantly {@condition petrified}. Otherwise, a creature that fails the save begins to turn to stone and is {@condition restrained}. The {@condition restrained} creature must repeat the saving throw at the end of its next turn, becoming {@condition petrified} on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the {@spell greater restoration} spell or other magic.",
"Unless {@quickref Surprise|PHB|3|0|surprised}, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see Kyrilla until the start of its next turn, when it can avert its eyes again. If the creature looks at Kyrilla in the meantime, it must immediately make the save.",
"Kyrilla's accursed gaze does not affect undead or constructs. If Kyrilla sees herself reflected on a polished surface within 30 feet of her and in an area of bright light, she is, due to her curse, affected by her own gaze."
]
},
{
"name": "Sunlight Sensitivity",
"entries": [
"While in sunlight, Kyrilla has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"Kyrilla makes one attack to constrict and two attacks with her claws, or she makes three attacks with her longbow."
]
},
{
"name": "Claw",
"entries": [
"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 3d6 + 3}) slashing damage."
]
},
{
"name": "Constrict",
"entries": [
"{@atk mw} {@hit 4} to hit, reach 10 ft., one target. {@h}10 ({@damage 3d6}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 13}) if it is a Large or smaller creature. Until this grapple ends, the target is {@condition restrained}, and Kyrilla can't constrict another target."
]
},
{
"name": "Longbow",
"entries": [
"{@atk rw} {@hit 7} to hit, range 150/600 ft., one target. {@h}16 ({@damage 3d8 + 3}) piercing damage."
]
},
{
"name": "Summon Swarm of Poisonous Snakes {@recharge 5}",
"entries": [
"Kyrilla conjures a swarm of poisonous snakes into an empty space within 10 feet of her. The swarm is under Kyrilla's control and acts on her turn, immediately after her in the initiative order.",
"It remains in existence for up to 1 hour. She can summon no more than three swarms per day. Kyrilla can banish any or all of her summoned swarms with a bonus action."
]
}
],
"legendary": [
{
"name": "Claw",
"entries": [
"Kyrilla or a swarm of poisonous snakes makes a weapon attack."
]
},
{
"name": "Detect",
"entries": [
"Kyrilla makes a Wisdom (Perception) check."
]
},
{
"name": "Slither",
"entries": [
"Kyrilla moves up to her speed without provoking opportunity attacks."
]
}
],
"legendaryGroup": {
"name": "Kyrilla, Accursed Gorgon",
"source": "AitFR-DN"
},
"attachedItems": [
"longbow|phb"
],
"traitTags": [
"Legendary Resistances",
"Sunlight Sensitivity"
],
"senseTags": [
"D"
],
"actionTags": [
"Multiattack"
],
"languageTags": [
"C",
"DR",
"P"
],
"damageTags": [
"B",
"I",
"P",
"S"
],
"damageTagsLegendary": [
"R",
"S"
],
"miscTags": [
"MW",
"RCH",
"RNG",
"RW"
],
"conditionInflict": [
"grappled",
"petrified",
"restrained"
],
"conditionInflictLegendary": [
"poisoned"
],
"savingThrowForced": [
"constitution"
],
"savingThrowForcedLegendary": [
"constitution"
],
"hasToken": true,
"hasFluff": true
},
{
"name": "Skeletal Horror",
"source": "AitFR-DN",
"page": 13,
"size": [
"L"
],
"type": "undead",
"alignment": [
"N",
"E"
],
"ac": [
13
],
"hp": {
"average": 150,
"formula": "20d10 + 40"
},
"speed": {
"walk": 30
},
"str": 16,
"dex": 14,
"con": 15,
"int": 6,
"wis": 10,
"cha": 5,
"skill": {
"perception": "+3"
},
"senses": [
"darkvision 60 ft."
],
"passive": 16,
"immune": [
"poison"
],
"vulnerable": [
"bludgeoning"
],
"conditionImmune": [
"exhaustion",
"poisoned"
],
"cr": "6",
"action": [
{
"name": "Multiattack",
"entries": [
"The horror makes two attacks with its claws."
]
},
{
"name": "Claw",
"entries": [
"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}19 ({@damage 3d10 + 3}) slashing damage."
]
},
{
"name": "Wave of Bones {@recharge 5}",
"entries": [
"The horror crashes into foes like a wave before quickly reforming. Each creature within 10 feet of the horror must make a {@dc 15} Dexterity saving throw, taking 18 ({@damage 4d8}) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw is also knocked {@condition prone}."
]
}
],
"senseTags": [
"D"
],
"actionTags": [
"Multiattack"
],
"damageTags": [
"B",
"S"
],
"miscTags": [
"AOE",
"MW"
],
"savingThrowForced": [
"dexterity"
],
"hasToken": true,
"hasFluff": true
}
]
}

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{
"monster": [
{
"name": "Mercenary Envoy",
"source": "AitFR-FCD",
"page": 10,
"size": [
"M"
],
"type": "humanoid",
"ac": [
{
"ac": 15,
"from": [
"{@item chain shirt|phb}"
]
}
],
"hp": {
"average": 26,
"formula": "4d8 + 8"
},
"speed": {
"walk": 30
},
"str": 15,
"dex": 15,
"con": 15,
"int": 10,
"wis": 12,
"cha": 9,
"save": {
"str": "+4",
"con": "+4"
},
"skill": {
"athletics": "+4",
"perception": "+3"
},
"passive": 13,
"languages": [
"Common"
],
"cr": "1",
"trait": [
{
"name": "Inspired Courage",
"entries": [
"The mercenary has advantage on savings throws against being {@condition charmed}, {@condition frightened}, {@condition grappled}, or {@condition restrained} while within 5 feet of at least one ally."
]
},
{
"name": "Martial Advantage",
"entries": [
"Once per turn, the mercenary can deal an extra 7 ({@damage 2d6}) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the mercenary that isn't {@condition incapacitated}."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The mercenary makes two longsword attacks."
]
},
{
"name": "Longsword",
"entries": [
"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage."
]
},
{
"name": "Heavy Crossbow",
"entries": [
"{@atk rw} {@hit 4} to hit, range",
"100/400 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage."
]
}
],
"attachedItems": [
"heavy crossbow|phb",
"longsword|phb"
],
"actionTags": [
"Multiattack"
],
"languageTags": [
"C"
],
"damageTags": [
"P",
"S"
],
"miscTags": [
"MLW",
"MW",
"RNG",
"RW"
],
"hasToken": true,
"hasFluff": true
},
{
"name": "Tyreus, Illusionist",
"isNpc": true,
"isNamedCreature": true,
"source": "AitFR-FCD",
"page": 11,
"size": [
"M"
],
"type": {
"type": "humanoid",
"tags": [
"human"
]
},
"alignment": [
"N",
"E"
],
"ac": [
13
],
"hp": {
"average": 156,
"formula": "24d8 + 48"
},
"speed": {
"walk": 30
},
"str": 10,
"dex": 16,
"con": 14,
"int": 20,
"wis": 15,
"cha": 16,
"save": {
"int": "+10",
"wis": "+7"
},
"skill": {
"arcana": "+12",
"deception": "+8",
"history": "+10",
"perception": "+7"
},
"passive": 17,
"resist": [
{
"special": "damage from spells"
},
{
"resist": [
"bludgeoning",
"piercing",
"slashing"
],
"note": "(from stoneskin)",
"preNote": "nonmagical",
"cond": true
}
],
"languages": [
"Common",
"Deep Speech",
"Draconic",
"Primordial",
"Sylvan"
],
"cr": "13",
"spellcasting": [
{
"name": "Spellcasting",
"headerEntries": [
"Tyreus is a 16th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 18}, {@hit 10} to hit with spell attacks). He has the following wizard spells prepared."
],
"spells": {
"0": {
"spells": [
"{@spell fire bolt}",
"{@spell light}",
"{@spell mage hand}",
"{@spell minor illusion}",
"{@spell shocking grasp}"
]
},
"1": {
"slots": 4,
"spells": [
"{@spell mage armor}",
"{@spell magic missile}",
"{@spell shield}",
"{@spell thunderwave}"
]
},
"2": {
"slots": 3,
"spells": [
"{@spell invisibility}*",
"{@spell mirror image}*",
"{@spell phantasmal force}*"
]
},
"3": {
"slots": 3,
"spells": [
"{@spell counterspell}",
"{@spell fly}",
"{@spell lightning bolt}",
"{@spell major image}*"
]
},
"4": {
"slots": 3,
"spells": [
"{@spell banishment}",
"{@spell hallucinatory terrain}*",
"{@spell phantasmal killer}*",
"{@spell stoneskin}"
]
},
"5": {
"slots": 2,
"spells": [
"{@spell conjure elemental}",
"{@spell mislead}*",
"{@spell telekinesis}"
]
},
"6": {
"slots": 1,
"spells": [
"{@spell disintegrate}"
]
},
"7": {
"slots": 1,
"spells": [
"{@spell plane shift}"
]
},
"8": {
"slots": 1,
"spells": [
"{@spell maze}"
]
}
},
"footerEntries": [
"*(Illusion spell of 1st level or higher)"
],
"ability": "int"
}
],
"trait": [
{
"name": "Legendary Resistance (3/Day)",
"entries": [
"If Tyreus fails a saving throw, he can choose to succeed instead."
]
},
{
"name": "Illusory Reality",
"entries": [
"When Tyreus casts an illusion spell of 1st level or higher, he can choose one inanimate, nonmagical object that is part of the illusion and make that object real. He can do this on his turn as a bonus action while the spell is ongoing.",
"The object remains real for 1 minute. The object can't deal damage or otherwise directly harm anyone."
]
},
{
"name": "Displacement (Recharges after Tyreus Casts an Illusion Spell of 1st Level or Higher)",
"entries": [
"As a bonus action, Tyreus projects an illusion that makes him appear to be standing a few inches from his actual location, causing any creature to have disadvantage on attack rolls against Tyreus. The effect ends if Tyreus takes damage, he is {@condition incapacitated}, or his speed becomes 0."
]
}
],
"action": [
{
"name": "Dagger",
"entries": [
"{@atk mw,rw} {@hit 8} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."
]
},
{
"name": "Modify Illusion",
"entries": [
"When Tyreus casts an illusion spell that has a duration of 1 minute or longer, he can use his action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that he can see the illusion."
]
}
],
"legendary": [
{
"name": "Scrutinize",
"entries": [
"Tyreus makes an Intelligence (Investigation) or Wisdom (Perception) check."
]
},
{
"name": "Cast Cantrip",
"entries": [
"Tyreus casts a cantrip from his spell list."
]
},
{
"name": "Cast Spell (Costs 1-3 Actions)",
"entries": [
"Tyreus uses a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that he has prepared. Doing so costs 1 legendary action per level of the spell."
]
}
],
"attachedItems": [
"dagger|phb"
],
"traitTags": [
"Legendary Resistances"
],
"languageTags": [
"C",
"DR",
"DS",
"P",
"S"
],
"damageTags": [
"P"
],
"damageTagsSpell": [
"F",
"L",
"O",
"T",
"Y"
],
"spellcastingTags": [
"CW"
],
"miscTags": [
"MLW",
"MW",
"RW",
"THW"
],
"conditionInflictSpell": [
"blinded",
"deafened",
"frightened",
"incapacitated",
"invisible",
"restrained"
],
"savingThrowForcedSpell": [
"charisma",
"constitution",
"dexterity",
"intelligence",
"wisdom"
],
"hasToken": true,
"hasFluff": true
}
]
}

View File

@@ -0,0 +1,311 @@
{
"monster": [
{
"name": "Exul",
"isNpc": true,
"isNamedCreature": true,
"source": "AitFR-ISF",
"page": 12,
"size": [
"L"
],
"type": "elemental",
"alignment": [
"N",
"E"
],
"ac": [
{
"ac": 17,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 200,
"formula": "16d10 + 112"
},
"speed": {
"walk": 40,
"fly": 60
},
"str": 22,
"dex": 12,
"con": 24,
"int": 16,
"wis": 15,
"cha": 16,
"save": {
"int": "+7",
"cha": "+7"
},
"senses": [
"darkvision 120 ft."
],
"passive": 12,
"immune": [
"fire"
],
"languages": [
"Common",
"Ignan",
"Terran"
],
"cr": "11",
"spellcasting": [
{
"name": "Innate Spellcasting",
"headerEntries": [
"Exul's innate spellcasting ability is Charisma (spell save {@dc 15}, {@hit 7} to hit with spell attacks). He can innately cast the following spells, requiring no material components:"
],
"will": [
"{@spell detect magic}"
],
"daily": {
"3e": [
"{@spell comprehend languages}",
"{@spell tongues}"
],
"1e": [
"{@spell conjure elemental} (earth or fire elemental only)",
"{@spell invisibility}",
"{@spell major image}",
"{@spell plane shift}",
"{@spell wall of fire}"
]
}
}
],
"trait": [
{
"name": "Elemental Demise",
"entries": [
"If Exul dies, his body disintegrates in a flash of fire and puff of smoke, leaving behind only the equipment he was wearing or carrying."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"Exul makes two handaxe attacks or uses his Hurl Flame twice."
]
},
{
"name": "Handaxe",
"entries": [
"{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}13 (2d6 + 6) slashing damage plus 3 (1d6) fire damage."
]
},
{
"name": "Hurl Flame",
"entries": [
"{@atk rs} {@hit 7} to hit, range 120 ft., one target. {@h}17 (5d6) fire damage."
]
}
],
"attachedItems": [
"handaxe|phb"
],
"senseTags": [
"SD"
],
"actionTags": [
"Multiattack"
],
"languageTags": [
"C",
"IG",
"T"
],
"damageTagsSpell": [
"F"
],
"spellcastingTags": [
"I"
],
"miscTags": [
"MLW",
"MW"
],
"conditionInflictSpell": [
"invisible"
],
"savingThrowForcedSpell": [
"charisma",
"dexterity"
],
"hasToken": true,
"hasFluff": true
},
{
"name": "Malivar",
"isNpc": true,
"isNamedCreature": true,
"source": "AitFR-ISF",
"page": 12,
"size": [
"M"
],
"type": {
"type": "humanoid",
"tags": [
"human"
]
},
"alignment": [
"C",
"E"
],
"ac": [
12
],
"hp": {
"average": 40,
"formula": "9d8"
},
"speed": {
"walk": 30
},
"str": 9,
"dex": 14,
"con": 11,
"int": 17,
"wis": 12,
"cha": 17,
"save": {
"int": "+6",
"wis": "+4"
},
"skill": {
"arcana": "+6",
"history": "+6"
},
"passive": 11,
"languages": [
"Common",
"Draconic",
"Ignan",
"Infernal"
],
"cr": "6",
"spellcasting": [
{
"name": "Spellcasting",
"headerEntries": [
"Malivar is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). He has the following wizard spells prepared:"
],
"spells": {
"0": {
"spells": [
"{@spell acid splash}",
"{@spell mage hand}",
"{@spell poison spray}",
"{@spell prestidigitation}"
]
},
"1": {
"slots": 4,
"spells": [
"{@spell mage armor}",
"{@spell magic missile}",
"{@spell unseen servant}*"
]
},
"2": {
"slots": 3,
"spells": [
"{@spell cloud of daggers}*",
"{@spell misty step}*",
"{@spell web}*"
]
},
"3": {
"slots": 3,
"spells": [
"{@spell fireball}",
"{@spell thunder step|XGE}*"
]
},
"4": {
"slots": 3,
"spells": [
"{@spell Evard's black tentacles}*",
"{@spell stoneskin}"
]
},
"5": {
"slots": 2,
"spells": [
"{@spell cone of cold}*",
"{@spell conjure elemental}*"
]
}
},
"footerEntries": [
"*Conjuration spell of 1st level or higher"
],
"ability": "int"
}
],
"trait": [
{
"name": "Benign Transportation (Recharges after Malivar Casts a Conjuration Spell of 1st Level or Higher)",
"entries": [
"As a bonus action, Malivar teleports up to 30 feet to an unoccupied space that he can see.",
"If he instead chooses a space within range that is occupied by a willing Small or Medium creature, they both teleport, swapping places."
]
}
],
"action": [
{
"name": "Dagger",
"entries": [
"{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage"
]
}
],
"attachedItems": [
"dagger|phb"
],
"languageTags": [
"C",
"DR",
"I",
"IG"
],
"damageTags": [
"P"
],
"damageTagsSpell": [
"A",
"B",
"C",
"F",
"I",
"O",
"S",
"T"
],
"spellcastingTags": [
"CW"
],
"miscTags": [
"MLW",
"MW",
"RW",
"THW"
],
"conditionInflictSpell": [
"restrained"
],
"savingThrowForcedSpell": [
"constitution",
"dexterity"
],
"hasToken": true,
"hasFluff": true
}
]
}

View File

@@ -0,0 +1,469 @@
{
"monster": [
{
"name": "Greater Shadow Horror",
"source": "AitFR-THP",
"page": 12,
"size": [
"H"
],
"type": "aberration",
"alignment": [
"N",
"E"
],
"ac": [
13
],
"hp": {
"average": 170,
"formula": "20d12 + 40"
},
"speed": {
"walk": 40
},
"str": 14,
"dex": 16,
"con": 14,
"int": 2,
"wis": 17,
"cha": 18,
"skill": {
"perception": "+7",
"stealth": "+11"
},
"senses": [
"darkvision 120 ft."
],
"passive": 17,
"vulnerable": [
"radiant"
],
"conditionImmune": [
"frightened"
],
"cr": "12",
"trait": [
{
"name": "Incorporeal Movement",
"entries": [
"The horror can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."
]
},
{
"name": "Legendary Resistance (2/Day)",
"entries": [
"If the horror fails a saving throw, it can choose to succeed instead."
]
},
{
"name": "Shadow Stealth",
"entries": [
"While in dim light or darkness, the horror can take the Hide action as a bonus action."
]
},
{
"name": "Shadow Stride",
"entries": [
"As a bonus action, the horror can step into a shadow within 5 feet of it and magically appear in an unoccupied space within 5 feet of a second shadow that is up to 60 feet away. Both shadows must be cast by a Medium or larger creature or object."
]
},
{
"name": "Sunlight Sensitivity",
"entries": [
"While in sunlight, the horror has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The horror makes three attacks: one with its bite and two with its claws."
]
},
{
"name": "Bite",
"entries": [
"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}21 ({@damage 4d8 + 3}) piercing damage."
]
},
{
"name": "Claw",
"entries": [
"{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}17 ({@damage 4d6 + 3}) slashing damage, and the target must succeed on a {@dc 16} Wisdom saving throw or be {@condition frightened} of the horror until the end of the target's next turn."
]
},
{
"name": "Lashing Shadows {@recharge 5}",
"entries": [
"Each creature within 60 feet of the horror, except other horrors, must succeed on a {@dc 16} Dexterity saving throw or take 36 ({@damage 8d8}) necrotic damage."
]
}
],
"legendary": [
{
"name": "Claw",
"entries": [
"The horror makes a weapon attack."
]
},
{
"name": "Glide",
"entries": [
"The horror moves up to 20 feet without provoking opportunity attacks."
]
},
{
"name": "Frighten Foe (Costs 2 Actions)",
"entries": [
"The horror targets one enemy it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a {@dc 16} Wisdom saving throw or be {@condition frightened} until the end of horror's next turn."
]
}
],
"traitTags": [
"Incorporeal Movement",
"Legendary Resistances",
"Sunlight Sensitivity"
],
"senseTags": [
"SD"
],
"actionTags": [
"Multiattack"
],
"damageTags": [
"N",
"O",
"P",
"S"
],
"miscTags": [
"AOE",
"MW"
],
"conditionInflict": [
"frightened"
],
"savingThrowForced": [
"dexterity",
"wisdom"
],
"hasToken": true,
"hasFluff": true
},
{
"name": "Morwena Veilmist",
"isNpc": true,
"isNamedCreature": true,
"source": "AitFR-THP",
"page": 13,
"size": [
"M"
],
"type": {
"type": "humanoid",
"tags": [
"human"
]
},
"alignment": [
"N",
"E"
],
"ac": [
12
],
"hp": {
"average": 55,
"formula": "10d8 + 10"
},
"speed": {
"walk": 30
},
"str": 9,
"dex": 14,
"con": 13,
"int": 17,
"wis": 12,
"cha": 14,
"save": {
"int": "+6",
"wis": "+4"
},
"skill": {
"arcana": "+6",
"history": "+6"
},
"passive": 10,
"languages": [
"any four languages"
],
"cr": "5",
"spellcasting": [
{
"name": "Spellcasting",
"headerEntries": [
"Morwena is a 10th-level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 15}, {@hit 6} to hit with spell attacks). She has the following wizard spells prepared:"
],
"spells": {
"0": {
"spells": [
"{@spell friends}",
"{@spell mage hand}",
"{@spell mending}",
"{@spell message}"
]
},
"1": {
"slots": 4,
"spells": [
"{@spell charm person}*",
"{@spell mage armor}",
"{@spell magic missile}"
]
},
"2": {
"slots": 3,
"spells": [
"{@spell hold person}*",
"{@spell invisibility}",
"{@spell suggestion}*"
]
},
"3": {
"slots": 3,
"spells": [
"{@spell fireball}",
"{@spell haste}",
"{@spell tongues}"
]
},
"4": {
"slots": 3,
"spells": [
"{@spell arcane eye}",
"{@spell phantasmal killer}"
]
},
"5": {
"slots": 2,
"spells": [
"{@spell hold monster}*"
]
}
},
"footerEntries": [
"*Enchantment spell of 1st level or higher"
],
"ability": "int"
}
],
"action": [
{
"name": "Quarterstaff",
"entries": [
"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands."
]
}
],
"reaction": [
{
"name": "Instinctive Charm (Recharges after Morwena Casts an Enchantment Spell of 1st Level or Higher)",
"entries": [
"Morwena tries to magically divert an attack made against her, provided that the attacker is within 30 feet of her and visible to her. She must decide to do so before the attack hits or misses.",
"The attacker must make a {@dc 15} Wisdom saving throw. On a failed save, the attacker targets the creature closest to it, other than Morwena or itself. If multiple creatures are closest, the attacker chooses which one to target."
]
}
],
"attachedItems": [
"quarterstaff|phb"
],
"languageTags": [
"X"
],
"damageTagsSpell": [
"F",
"O",
"Y"
],
"spellcastingTags": [
"CW"
],
"miscTags": [
"MLW",
"MW"
],
"conditionInflictSpell": [
"charmed",
"frightened",
"invisible",
"paralyzed"
],
"savingThrowForced": [
"wisdom"
],
"savingThrowForcedSpell": [
"dexterity",
"wisdom"
],
"hasToken": true,
"hasFluff": true
},
{
"name": "Usagt",
"source": "AitFR-THP",
"page": 14,
"size": [
"M"
],
"type": {
"type": "aberration",
"tags": [
"shapeshifter"
]
},
"alignment": [
"L",
"N"
],
"ac": [
12
],
"hp": {
"average": 97,
"formula": "13d8 + 39"
},
"speed": {
"walk": 30
},
"str": 10,
"dex": 15,
"con": 16,
"int": 15,
"wis": 20,
"cha": 12,
"save": {
"int": "+5",
"wis": "+8",
"cha": "+4"
},
"skill": {
"history": "+5",
"insight": "+8",
"perception": "+8",
"performance": "+7",
"stealth": "+5"
},
"senses": [
"darkvision 100 ft."
],
"passive": 18,
"resist": [
{
"resist": [
"bludgeoning",
"piercing",
"slashing"
],
"note": "from nonmagical attacks",
"cond": true
}
],
"languages": [
"all",
"telepathy 30 ft."
],
"cr": "5",
"spellcasting": [
{
"name": "Innate Spellcasting",
"headerEntries": [
"The usagt's innate spellcasting ability is Charisma (spell save {@dc 15}). It can cast the following spells, requiring no spell components:"
],
"will": [
"{@spell banishment}",
"{@spell detect thoughts}",
"{@spell disguise self}"
],
"ability": "cha"
}
],
"trait": [
{
"name": "Invisibility",
"entries": [
"The usagt's true form is {@condition invisible}."
]
},
{
"name": "Shapechanger",
"entries": [
"The usagt can use its action to polymorph into a Small, Medium, or Large humanoid it has seen in person or telepathically, or back into its true form. Its statistics, other than its size, are the same in each form. While polymorphed, the usagt is not {@condition invisible}. Its new form appears to wear clothes, carry equipment, and even wield weapons, but these are all parts of the usagt itself; they vanish if dropped or removed from the creature. It can't activate, use, wield, or otherwise benefit from any of its apparent equipment. It reverts to its true form if it dies."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The usagt makes two attacks with its claws."
]
},
{
"name": "Claws",
"entries": [
"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 (2d4 + 2) slashing damage plus 11 (2d6 + 4) psychic damage."
]
},
{
"name": "Personal Insight",
"entries": [
"The usagt targets one creature it can see within 30 feet of it. The target must contest its Charisma ({@skill Deception}) check against the usagt's Wisdom (Insight) check.",
"The target has advantage on the roll if it is immune to being {@condition charmed}. A target can choose to fail this check.",
"If the usagt wins, it magically learns the identity of a creature from the target's past, someone the target wishes it could speak to again or with whom the target has left something unsaid. If somehow no such creature exists in the target's past, the usagt learns that instead."
]
}
],
"reaction": [
{
"name": "Invisibility Response (Recharges When the Usagt Uses Its Shapechanger Ability)",
"entries": [
"When the usagt takes damage, it can choose to revert to its default, {@condition invisible} form and move up to 15 feet without provoking opportunity attacks."
]
}
],
"traitTags": [
"Shapechanger"
],
"senseTags": [
"SD"
],
"actionTags": [
"Multiattack"
],
"languageTags": [
"TP",
"XX"
],
"spellcastingTags": [
"I"
],
"miscTags": [
"MW"
],
"conditionInflict": [
"invisible"
],
"conditionInflictSpell": [
"incapacitated"
],
"savingThrowForcedSpell": [
"charisma",
"wisdom"
],
"hasToken": true,
"hasFluff": true
}
]
}

View File

@@ -0,0 +1,886 @@
{
"monster": [
{
"name": "Big Water Slurpent",
"isNpc": true,
"isNamedCreature": true,
"source": "AWM",
"page": 29,
"size": [
"L"
],
"type": "elemental",
"alignment": [
"N"
],
"ac": [
13
],
"hp": {
"special": "58"
},
"speed": {
"walk": 0,
"swim": 60
},
"str": 17,
"dex": 16,
"con": 13,
"int": 11,
"wis": 10,
"cha": 10,
"passive": 0,
"cr": "3",
"trait": [
{
"name": "Invisible in Water",
"entries": [
"The big water slurpent is {@condition invisible} while fully immersed in water."
]
},
{
"name": "Water Bound",
"entries": [
"The big water slurpent dies if it leaves the water to which it is bound or if that water is destroyed."
]
}
],
"action": [
{
"name": "Constrict",
"entries": [
"{@atk mw} {@hit 5} to hit, one target. {@h}13 ({@damage 3d6+3}) bludgeoning damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 13}) and pulled 5 feet toward the big water slurpent. Until this grapple ends, the target is {@condition restrained}, the big water slurpent tries to drown it, and the big water slurpent can't constrict another target."
]
}
],
"damageTags": [
"B"
],
"miscTags": [
"MW"
],
"conditionInflict": [
"grappled",
"invisible",
"restrained"
],
"hasToken": true,
"hasFluff": true
},
{
"name": "Birdsquirrel",
"isNpc": true,
"isNamedCreature": true,
"source": "AWM",
"page": 30,
"size": [
"T"
],
"type": "beast",
"alignment": [
"U"
],
"ac": [
13
],
"hp": {
"special": "10"
},
"speed": {
"walk": 20,
"fly": 30,
"climb": 20
},
"str": 6,
"dex": 14,
"con": 13,
"int": 4,
"wis": 12,
"cha": 6,
"passive": 0,
"cr": "1/4",
"trait": [
{
"name": "Pack Tactics",
"entries": [
"Birdsquirrel has advantage on an attack roll against a creature if at least one of the Birdsquirrel's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"Birdsquirrel makes two attacks: one with its bite and one with its claws."
]
},
{
"name": "Bite",
"entries": [
"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6+2}) piercing damage."
]
},
{
"name": "Claws",
"entries": [
"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4+2}) slashing damage."
]
}
],
"traitTags": [
"Pack Tactics"
],
"actionTags": [
"Multiattack"
],
"damageTags": [
"P",
"S"
],
"miscTags": [
"MW"
],
"hasToken": true,
"hasFluff": true,
"hasFluffImages": true
},
{
"name": "Boontu Monkey",
"source": "AWM",
"page": 30,
"size": [
"M"
],
"type": "beast",
"alignment": [
"U"
],
"ac": [
12
],
"hp": {
"special": "3"
},
"speed": {
"walk": 20,
"climb": 20
},
"str": 8,
"dex": 14,
"con": 11,
"int": 5,
"wis": 12,
"cha": 6,
"passive": 0,
"cr": "0",
"trait": [
{
"name": "Pack Tactics",
"entries": [
"The Boontu monkey has advantage on an attack roll against a creature if at least one of the boontu monkey's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."
]
}
],
"action": [
{
"name": "Bite",
"entries": [
"{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}1 ({@damage 1d4 1}) piercing damage."
]
}
],
"traitTags": [
"Pack Tactics"
],
"miscTags": [
"MW"
],
"hasToken": true,
"hasFluff": true
},
{
"name": "Crystal Cave Merfolk",
"source": "AWM",
"page": 31,
"size": [
"M"
],
"type": {
"type": "humanoid",
"tags": [
"merfolk"
]
},
"alignment": [
"N"
],
"ac": [
11
],
"hp": {
"special": "11"
},
"speed": {
"walk": 10,
"swim": 40
},
"str": 10,
"dex": 13,
"con": 12,
"int": 11,
"wis": 11,
"cha": 12,
"passive": 0,
"cr": "1/8",
"trait": [
{
"name": "Amphibious",
"entries": [
"The merfolk can breathe air and water."
]
},
{
"name": "Siren Song",
"entries": [
"Lovely singing voices charm every humanoid or giant within 300 feet. The targets must succeed on a {@dc 11} Wisdom saving throw or be {@condition charmed} until the song ends."
]
}
],
"action": [
{
"name": "Bite",
"entries": [
"{@atk mw} {@hit 2} to hit, one target. {@h}3 ({@damage 1d6}) piercing damage."
]
}
],
"traitTags": [
"Amphibious"
],
"damageTags": [
"P"
],
"miscTags": [
"MW"
],
"savingThrowForced": [
"wisdom"
],
"hasToken": true,
"hasFluff": true
},
{
"name": "Dankwood Hag",
"source": "AWM",
"page": 31,
"size": [
"M"
],
"type": "fey",
"alignment": [
"N",
"E"
],
"ac": [
17
],
"hp": {
"special": "82"
},
"speed": {
"walk": 30
},
"str": 18,
"dex": 12,
"con": 16,
"int": 13,
"wis": 14,
"cha": 14,
"passive": 0,
"cr": "3",
"spellcasting": [
{
"name": "Innate Spellcasting",
"will": [
"{@spell dancing lights}",
"{@spell minor illusion}",
"{@spell vicious mockery}"
],
"footerEntries": [
"The hag's spellcasting ability is Charisma",
"(spell save {@dc 12}). It can innately cast the following spells:"
]
}
],
"trait": [
{
"name": "Amphibious",
"entries": [
"The hag can breathe air and water."
]
},
{
"name": "Mimicry (Green Hag)",
"entries": [
"The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 14} Wisdom ({@skill Insight}) check."
]
}
],
"action": [
{
"name": "Illusory Appearance",
"entries": [
"The hag covers herself with a magical illusion that allows her to look like another creature of her general size and shape. The illusion ends when the hag chooses, or if she dies. A {@dc 20} Intelligence (Investigation) check will expose the hag's disguise."
]
},
{
"name": "Invisible Passage",
"entries": [
"The hag magically turns {@condition invisible} until she attacks or casts a spell, or until her {@status concentration} ends. While {@condition invisible}, she leaves no physical evidence of her passage, and can only be tracked by magic."
]
},
{
"name": "Claws",
"entries": [
"{@atk mw} {@hit 6} to hit, one target. {@h}17 ({@damage 2d8 + 4}) slashing damage."
]
}
],
"traitTags": [
"Amphibious"
],
"damageTags": [
"S"
],
"damageTagsSpell": [
"Y"
],
"spellcastingTags": [
"I"
],
"miscTags": [
"MW"
],
"conditionInflict": [
"invisible"
],
"savingThrowForcedSpell": [
"wisdom"
],
"hasToken": true,
"hasFluff": true
},
{
"name": "Dum-Dum Goblin",
"source": "AWM",
"page": 32,
"size": [
"S"
],
"type": {
"type": "humanoid",
"tags": [
"goblinoid"
]
},
"alignment": [
"N",
"E"
],
"ac": [
7
],
"hp": {
"special": "7"
},
"speed": {
"walk": 30
},
"str": 8,
"dex": 14,
"con": 10,
"int": 10,
"wis": 8,
"cha": 8,
"passive": 0,
"cr": "1/4",
"trait": [
{
"name": "Nimble Escape",
"entries": [
"The goblin can take the {@action Disengage} or {@action Hide} action as a bonus action on each of its turns."
]
}
],
"action": [
{
"name": "Catch me if you can!",
"entries": [
"Dum-Dum Goblins will opt to run and hide before fighting! A {@dc 15} Dexterity check must be made before they can be attacked."
]
},
{
"name": "Scimitar",
"entries": [
"{@atk mw} {@hit 4} to hit, one target. {@h}3 ({@damage 1d6 +2}) slashing damage."
]
},
{
"name": "Shortbow",
"entries": [
"{@atk rw} {@hit 4} to hit, one target. {@h}6 ({@damage 1d6 + 2}) piercing damage."
]
}
],
"attachedItems": [
"scimitar|phb",
"shortbow|phb"
],
"damageTags": [
"P",
"S"
],
"miscTags": [
"MLW",
"MW",
"RNG",
"RW"
],
"hasToken": true,
"hasFluff": true,
"hasFluffImages": true
},
{
"name": "Dwarf",
"source": "AWM",
"page": 32,
"size": [
"M"
],
"type": {
"type": "humanoid",
"tags": [
"Dwarf"
]
},
"alignment": [
"L",
"G"
],
"ac": [
10
],
"hp": {
"special": "30"
},
"speed": {
"walk": 25
},
"str": 16,
"dex": 13,
"con": 14,
"int": 10,
"wis": 11,
"cha": 10,
"passive": 0,
"cr": "1/4",
"trait": [
{
"name": "Dwarven Resilience",
"entries": [
"They have advantage on saving throws against poison, and they have resistance to poison damage."
]
}
],
"action": [
{
"name": "Shortbow",
"entries": [
"{@atk mw} {@hit 3} to hit, one target. {@h}4 ({@damage 1d6 + 1}) slashing damage."
]
}
],
"attachedItems": [
"shortbow|phb"
],
"damageTags": [
"S"
],
"miscTags": [
"MW",
"RNG"
],
"hasToken": true,
"hasFluff": true,
"hasFluffImages": true
},
{
"name": "Great Kroom, Purple Worm",
"isNpc": true,
"isNamedCreature": true,
"source": "AWM",
"page": 33,
"size": [
"G"
],
"type": "monstrosity",
"alignment": [
"U"
],
"ac": [
{
"ac": 18,
"from": [
"natural armor"
]
}
],
"hp": {
"special": "247"
},
"speed": {
"walk": 50,
"burrow": 30
},
"str": 10,
"dex": 13,
"con": 12,
"int": 11,
"wis": 11,
"cha": 12,
"passive": 0,
"cr": "15",
"trait": [
{
"name": "Tunneler",
"entries": [
"The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The worm makes two attacks:"
]
},
{
"name": "Bite",
"entries": [
"{@atk mw} {@hit 14} to hit, one target. {@h}22 ({@damage 3d8}) piercing damage. Target must make a {@dc 19} Dexterity save, or be swallowed by the worm!"
]
},
{
"name": "Tail Stinger",
"entries": [
"{@atk mw} {@hit 14} to hit, one creature. {@h}19 ({@damage 3d6 + 9}) piercing damage Target must make a {@dc 19} Constitution save, or take 42",
"({@dice 12d6}) poison damage."
]
}
],
"environment": [
"desert",
"underdark"
],
"traitTags": [
"Tunneler"
],
"actionTags": [
"Multiattack",
"Swallow"
],
"damageTags": [
"P"
],
"miscTags": [
"MW"
],
"hasToken": true,
"hasFluff": true,
"hasFluffImages": true
},
{
"name": "Hangry Otyugh",
"source": "AWM",
"page": 33,
"size": [
"L"
],
"type": "aberration",
"alignment": [
"N"
],
"ac": [
14
],
"hp": {
"special": "114"
},
"speed": {
"walk": 30
},
"str": 16,
"dex": 11,
"con": 19,
"int": 6,
"wis": 13,
"cha": 6,
"passive": 0,
"cr": "5",
"trait": [
{
"name": "Limited Telepathy",
"entries": [
"The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The otyugh makes three attacks:"
]
},
{
"name": "Bite",
"entries": [
"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) piercing damage. Target must make a {@dc 15} Constitution save, or take d",
"({@dice 1d10}) poison damage until cured."
]
},
{
"name": "Tentacle",
"entries": [
"{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage ,Target must make a {@dc 19} Constitution save, or take 42",
"({@dice 12d6}) poison damage"
]
},
{
"name": "Slam",
"entries": [
"Target must make a {@dc 14} Constitution save, or be {@condition grappled}."
]
}
],
"environment": [
"underdark"
],
"actionTags": [
"Multiattack",
"Tentacles"
],
"damageTags": [
"B",
"P"
],
"miscTags": [
"MW",
"RCH"
],
"hasToken": true,
"hasFluff": true
},
{
"name": "Hill Giant, Blorbo",
"isNpc": true,
"isNamedCreature": true,
"source": "AWM",
"page": 34,
"size": [
"H"
],
"type": "giant",
"alignment": [
"C",
"E"
],
"ac": [
13
],
"hp": {
"special": "105"
},
"speed": {
"walk": 40
},
"str": 21,
"dex": 8,
"con": 19,
"int": 5,
"wis": 9,
"cha": 6,
"passive": 0,
"cr": "4",
"action": [
{
"name": "Multiattack",
"entries": [
"The giant makes two greatclub attacks."
]
},
{
"name": "Greatclub",
"entries": [
"{@atk mw} {@hit 8} to hit, one target. {@h}18 ({@damage 3d8 + 5}) bludgeoning damage."
]
},
{
"name": "Rock",
"entries": [
"{@atk rw} {@hit 8} to hit, one target. {@h}21 ({@damage 3d10 + 5}) bludgeoning damage."
]
}
],
"attachedItems": [
"greatclub|phb"
],
"actionTags": [
"Multiattack"
],
"damageTags": [
"B"
],
"miscTags": [
"MLW",
"MW",
"RW"
],
"hasToken": true,
"hasFluff": true,
"hasFluffImages": true
},
{
"name": "Saleeth the Couatl",
"isNpc": true,
"isNamedCreature": true,
"source": "AWM",
"page": 34,
"size": [
"M"
],
"type": "celestial",
"alignment": [
"L",
"G"
],
"ac": [
{
"ac": 19,
"from": [
"natural armor"
]
}
],
"hp": {
"special": "97"
},
"speed": {
"walk": 30,
"fly": 90
},
"str": 16,
"dex": 20,
"con": 17,
"int": 18,
"wis": 20,
"cha": 18,
"passive": 0,
"cr": "4",
"spellcasting": [
{
"name": "Innate Spellcasting",
"headerEntries": [
"The couatl's spellcasting ability is Charisma (spell save {@dc 14}). It can innately cast the following spells, requiring only verbal components:"
],
"will": [
"{@spell detect evil and good}",
"{@spell detect magic}",
"{@spell detect thoughts}"
],
"daily": {
"3e": [
"{@spell bless}",
"{@spell create food and water}",
"{@spell cure wounds}",
"{@spell lesser restoration}",
"{@spell protection from poison}",
"{@spell sanctuary}",
"{@spell shield}"
],
"1e": [
"{@spell dream}",
"{@spell greater restoration}",
"{@spell scrying}"
]
},
"ability": "cha"
}
],
"trait": [
{
"name": "Magic Weapons",
"entries": [
"The couatl's weapon attacks are magical."
]
},
{
"name": "Shielded Mind",
"entries": [
"The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location."
]
}
],
"action": [
{
"name": "Bite",
"entries": [
"{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}8 ({@damage 1d6 + 5}) piercing damage, Target must make a {@dc 13} Constitution save, or fall {@condition unconscious}. Another creature can use an action to shake the target awake."
]
},
{
"name": "Constrict",
"entries": [
"{@atk mw} {@hit 6} to hit, reach 10 ft., one Medium or smaller creature. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage, Target is {@condition grappled} (escape {@dc 15}). The couatl can constrain only one target at a time."
]
},
{
"name": "Change Shape",
"entries": [
"The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice).",
"In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form."
]
}
],
"traitTags": [
"Magic Weapons"
],
"actionTags": [
"Shapechanger"
],
"damageTags": [
"B",
"P"
],
"damageTagsSpell": [
"Y"
],
"spellcastingTags": [
"I"
],
"miscTags": [
"MW",
"RCH"
],
"conditionInflict": [
"grappled"
],
"savingThrowForcedSpell": [
"wisdom"
],
"hasToken": true,
"hasFluff": true
}
]
}

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{
"_meta": {
"otherSources": {
"monster": {
"SKT": "DC",
"MM": "DC",
"MTF": "DC",
"VGM": "DC",
"TftYP": "DC",
"GoS": "DC",
"DIP": "DC",
"RoT": "DC"
}
}
},
"monster": [
{
"name": "Ebondeath",
"isNpc": true,
"isNamedCreature": true,
"source": "DC",
"size": [
"M"
],
"type": "undead",
"alignment": [
"A"
],
"ac": [
15
],
"hp": {
"average": 225,
"formula": "10d8"
},
"speed": {
"walk": 0,
"fly": 40
},
"str": 7,
"dex": 13,
"con": 10,
"int": 10,
"wis": 12,
"cha": 17,
"senses": [
"darkvision 60 ft."
],
"passive": 11,
"resist": [
"acid",
"fire",
"lightning",
"thunder",
{
"resist": [
"bludgeoning",
"piercing",
"slashing"
],
"note": "from nonmagical attacks",
"cond": true
}
],
"immune": [
"cold",
"necrotic",
"poison"
],
"conditionImmune": [
"charmed",
"exhaustion",
"frightened",
"grappled",
"paralyzed",
"petrified",
"poisoned",
"prone",
"restrained"
],
"languages": [
"Any languages it knew in life"
],
"cr": "4",
"trait": [
{
"name": "Ethereal Sight",
"entries": [
"Ebondeath can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa."
]
},
{
"name": "Incorporeal Movement",
"entries": [
"Ebondeath can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."
]
},
{
"name": "Legendary Resistance (3/Day)",
"entries": [
"If the dragon fails a saving throw, it can choose to succeed instead."
]
}
],
"action": [
{
"name": "Withering Touch",
"entries": [
"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}17 ({@damage 4d6 + 3}) necrotic damage."
]
},
{
"name": "Etherealness",
"entries": [
"Ebondeath enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane."
]
},
{
"name": "Horrifying Visage",
"entries": [
"Each non-undead creature within 60 feet of Ebondeath that can see it must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} for 1 minute. If the save fails by 5 or more, the target also ages {@dice 1d4 × 10} years. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the {@condition frightened} condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this Ebondeath's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a {@spell greater restoration} spell, but only within 24 hours of it occurring."
]
},
{
"name": "Possession {@recharge}",
"entries": [
"One humanoid that Ebondeath can see within 5 feet of it must succeed on a {@dc 20} Charisma saving throw or be possessed by Ebondeath; Ebondeath then disappears, and the target is {@condition incapacitated} and loses control of its body. Ebondeath now controls the body but doesn't deprive the target of awareness. Ebondeath can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being {@condition charmed} and {@condition frightened}. It otherwise uses the possessed target's statistics, including gaining access to the target's knowledge, class features, and proficiencies.",
"The possession lasts until the body drops to 0 hit points, Ebondeath ends it as a bonus action, or Ebondeath is turned or forced out by an effect like the {@spell dispel evil and good} spell. When the possession ends, Ebondeath reappears in an unoccupied space within 5 feet of the body. The target is immune to Ebondeath Possession for 24 hours after succeeding on the saving throw or after the possession ends."
]
}
],
"traitTags": [
"Incorporeal Movement",
"Legendary Resistances"
],
"senseTags": [
"D"
],
"languageTags": [
"LF"
],
"damageTags": [
"N",
"O"
],
"miscTags": [
"MW"
],
"conditionInflict": [
"frightened",
"incapacitated"
],
"savingThrowForced": [
"charisma",
"wisdom"
],
"hasToken": true,
"hasFluff": true
},
{
"name": "Expert",
"source": "DC",
"level": 11,
"size": [
"M"
],
"type": {
"type": "humanoid",
"sidekickType": "expert",
"sidekickHidden": true
},
"ac": [
{
"ac": 17,
"from": [
"{@item studded leather armor|phb|studded leather}"
]
}
],
"hp": {
"average": 66,
"formula": "12d8 + 12"
},
"speed": {
"walk": 30
},
"str": 10,
"dex": 20,
"con": 12,
"int": 14,
"wis": 10,
"cha": 14,
"save": {
"dex": "+9"
},
"skill": {
"acrobatics": "+13",
"performance": "+6",
"persuasion": "+6",
"sleight of hand": "+9",
"stealth": "+13"
},
"passive": 10,
"languages": [
"Common",
"plus one of your choice"
],
"trait": [
{
"name": "Helpful",
"entries": [
"The expert can take the Help action as a bonus action, and the creature who receives the help gains a {@dice 1d6} bonus to the {@dice d20} roll. If that roll is an attack roll, the creature can forgo adding the bonus to it, and then if the attack hits, the creature can add the bonus to the attack's damage roll against one target."
]
},
{
"name": "Evasion",
"entries": [
"When the expert is not {@condition incapacitated} and subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it failed."
]
},
{
"name": "Reliable Talent",
"entries": [
"Whenever the expert makes an ability check that includes its whole proficiency bonus, it can treat a {@dice d20} roll of 9 or lower as a 10."
]
},
{
"name": "Tools",
"entries": [
"The expert has {@item thieves' tools|phb} and a musical instrument."
]
}
],
"action": [
{
"name": "Extra Attack",
"entries": [
"The expert can attack twice, instead of once, whenever it takes the attack action on its turn."
]
},
{
"name": "Shortsword",
"entries": [
"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage."
]
},
{
"name": "Dagger",
"entries": [
"{@atk mw,rw} {@hit 9} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d4 + 5}) piercing damage."
]
},
{
"name": "Shortbow",
"entries": [
"{@atk rw} {@hit 9} to hit, range 80/320 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage."
]
}
],
"attachedItems": [
"dagger|phb",
"shortbow|phb",
"shortsword|phb"
],
"languageTags": [
"C"
],
"damageTags": [
"P"
],
"miscTags": [
"MLW",
"MW",
"RNG",
"RW",
"THW"
],
"hasToken": true
},
{
"name": "Spellcaster (Healer)",
"source": "DC",
"level": 11,
"size": [
"M"
],
"type": {
"type": "humanoid",
"sidekickType": "spellcaster",
"tags": [
"healer"
],
"sidekickHidden": true
},
"ac": [
{
"ac": 13,
"from": [
"{@item studded leather armor|PHB|studded leather}"
]
}
],
"hp": {
"average": 54,
"formula": "12d8"
},
"speed": {
"walk": 30
},
"str": 10,
"dex": 12,
"con": 10,
"int": 15,
"wis": 18,
"cha": 13,
"save": {
"wis": "+8"
},
"skill": {
"arcana": "+6",
"investigation": "+6",
"religion": "+6"
},
"passive": 14,
"languages": [
"Common",
"plus one of your choice"
],
"spellcasting": [
{
"name": "Spellcasting (Healer)",
"headerEntries": [
"The spellcaster's spellcasting ability is Wisdom (spell save {@dc 16}, {@hit 8} to hit with spell attacks). The spellcaster has following cleric spells prepared:"
],
"spells": {
"0": {
"spells": [
"{@spell guidance}",
"{@spell light}",
"{@spell resistance}",
"{@spell sacred flame}",
"{@spell spare the dying}"
]
},
"1": {
"slots": 4,
"spells": [
"{@spell bless}",
"{@spell cure wounds}",
"{@spell shield of faith}"
]
},
"2": {
"slots": 3,
"spells": [
"{@spell aid}",
"{@spell lesser restoration}"
]
},
"3": {
"slots": 3,
"spells": [
"{@spell protection from energy}",
"{@spell revivify}"
]
},
"4": {
"slots": 3,
"spells": [
"{@spell banishment}",
"{@spell death ward}"
]
},
"5": {
"slots": 2,
"spells": [
"{@spell greater restoration}",
"{@spell mass cure wounds}"
]
},
"6": {
"slots": 1,
"spells": [
"{@spell heal}"
]
}
},
"ability": "wis"
}
],
"trait": [
{
"name": "Empowered Spells",
"entries": [
"Whenever the spellcaster casts a spell of the evocation school by expending a spell slot, the spellcaster can add its spellcasting ability modifier to the spell's damage roll or healing roll, if any."
]
},
{
"name": "Potent Cantrip",
"entries": [
"The spellcaster can add its spellcasting ability modifier to the damage it deals with any cantrip."
]
}
],
"action": [
{
"name": "Quarterstaff",
"entries": [
"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, or 4 ({@damage 1d8}) bludgeoning damage if used with two hands."
]
}
],
"attachedItems": [
"quarterstaff|phb"
],
"languageTags": [
"C"
],
"damageTags": [
"B"
],
"damageTagsSpell": [
"R"
],
"spellcastingTags": [
"CC"
],
"miscTags": [
"MLW",
"MW"
],
"conditionInflictSpell": [
"incapacitated"
],
"savingThrowForcedSpell": [
"charisma",
"dexterity"
],
"hasToken": true
},
{
"name": "Spellcaster (Mage)",
"source": "DC",
"level": 11,
"size": [
"M"
],
"type": {
"type": "humanoid",
"sidekickType": "spellcaster",
"tags": [
"mage"
],
"sidekickHidden": true
},
"ac": [
{
"ac": 13,
"from": [
"{@item studded leather armor|PHB|studded leather}"
]
}
],
"hp": {
"average": 54,
"formula": "12d8"
},
"speed": {
"walk": 30
},
"str": 10,
"dex": 12,
"con": 10,
"int": 18,
"wis": 14,
"cha": 14,
"save": {
"wis": "+6"
},
"skill": {
"arcana": "+8",
"investigation": "+8",
"religion": "+8"
},
"passive": 12,
"languages": [
"Common",
"plus one of your choice"
],
"spellcasting": [
{
"name": "Spellcasting (Mage)",
"headerEntries": [
"The spellcaster's spellcasting ability is Intelligence (spell save {@dc 16}, {@hit 8} to hit with spell attacks). The spellcaster has following wizard spells prepared:"
],
"spells": {
"0": {
"spells": [
"{@spell fire bolt}",
"{@spell light}",
"{@spell mage hand}",
"{@spell minor illusion}",
"{@spell shocking grasp}"
]
},
"1": {
"slots": 4,
"spells": [
"{@spell burning hands}",
"{@spell shield}",
"{@spell sleep}"
]
},
"2": {
"slots": 3,
"spells": [
"{@spell flaming sphere}",
"{@spell invisibility}"
]
},
"3": {
"slots": 3,
"spells": [
"{@spell fireball}",
"{@spell fly}"
]
},
"4": {
"slots": 3,
"spells": [
"{@spell polymorph}",
"{@spell wall of fire}"
]
},
"5": {
"slots": 2,
"spells": [
"{@spell cone of cold}",
"{@spell hold monster}"
]
},
"6": {
"slots": 1,
"spells": [
"{@spell chain lightning}"
]
}
},
"ability": "int"
}
],
"trait": [
{
"name": "Empowered Spells",
"entries": [
"Whenever the spellcaster casts a spell of the evocation school by expending a spell slot, the spellcaster can add its spellcasting ability modifier to the spell's damage roll or healing roll, if any."
]
},
{
"name": "Potent Cantrip",
"entries": [
"The spellcaster can add its spellcasting ability modifier to the damage it deals with any cantrip."
]
}
],
"action": [
{
"name": "Quarterstaff",
"entries": [
"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, or 4 ({@damage 1d8}) bludgeoning damage if used with two hands."
]
}
],
"attachedItems": [
"quarterstaff|phb"
],
"languageTags": [
"C"
],
"damageTags": [
"B"
],
"damageTagsSpell": [
"C",
"F",
"L"
],
"spellcastingTags": [
"CW"
],
"miscTags": [
"MLW",
"MW"
],
"conditionInflictSpell": [
"invisible",
"paralyzed",
"unconscious"
],
"savingThrowForcedSpell": [
"constitution",
"dexterity",
"wisdom"
],
"hasToken": true
},
{
"name": "Warrior",
"source": "DC",
"level": 11,
"size": [
"M"
],
"type": {
"type": "humanoid",
"sidekickType": "warrior",
"sidekickHidden": true
},
"ac": [
{
"ac": 21,
"from": [
"{@item plate armor|PHB|plate}",
"{@item shield|PHB}"
]
}
],
"hp": {
"average": 78,
"formula": "12d8 + 24"
},
"speed": {
"walk": 30
},
"str": 18,
"dex": 14,
"con": 14,
"int": 10,
"wis": 12,
"cha": 10,
"save": {
"con": "+6"
},
"skill": {
"athletics": "+8",
"perception": "+5",
"survival": "+5"
},
"passive": 15,
"languages": [
"Common",
"plus one of your choice"
],
"trait": [
{
"name": "Battle Readiness",
"entries": [
"The warrior has advantage on initiative rolls."
]
},
{
"name": "Improved Critical",
"entries": [
"The warrior's attack rolls score a critical hit on a roll of 19 or 20 on the {@dice d20}."
]
},
{
"name": "Improved Defense",
"entries": [
"The warrior's AC increases by 1."
]
},
{
"name": "Indomitable (1/Day)",
"entries": [
"The warriorcan reroll a saving throw that it fails, but it must use the new result."
]
},
{
"name": "Martial Role",
"entries": [
"The warrior has one of the following traits of your choice:",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Attacker",
"entries": [
"The warrior gains a +2 bonus to attack rolls."
]
},
{
"type": "item",
"name": "Defender",
"entries": [
"The warrior gains the Protection reaction below."
]
}
]
}
]
},
{
"name": "Second Wind (Recharges after a Short or Long Rest)",
"entries": [
"The warrior can use a bonus action on its turn to regain hit points equal to {@dice 1d10} + its level."
]
}
],
"action": [
{
"name": "Extra Attack",
"entries": [
"The warrior can attack three times, instead of once, whenever it takes the attack action on its turn."
]
},
{
"name": "Longsword",
"entries": [
"{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands."
]
},
{
"name": "Longbow",
"entries": [
"{@atk rw} {@hit 6} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."
]
}
],
"reaction": [
{
"name": "Protection (Defender Only)",
"entries": [
"When a creature the warrior can see attacks a target other than the warrior that is within 5 feet of the warrior, the warrior can use their reaction to impose disadvantage on the attack roll. The warrior must be wielding a shield."
]
}
],
"attachedItems": [
"longbow|phb",
"longsword|phb"
],
"languageTags": [
"C"
],
"damageTags": [
"P",
"S"
],
"miscTags": [
"MLW",
"MW",
"RNG",
"RW"
],
"hasToken": true
}
]
}

View File

@@ -0,0 +1,618 @@
{
"_meta": {
"dependencies": {
"monster": [
"MM"
]
},
"otherSources": {
"monster": {
"MM": "DIP",
"MTF": "DIP",
"VGM": "DIP"
}
}
},
"monster": [
{
"name": "Anchorite of Talos",
"source": "DIP",
"page": 51,
"otherSources": [
{
"source": "DC"
},
{
"source": "SDW"
}
],
"size": [
"M"
],
"type": {
"type": "humanoid",
"tags": [
"half-orc",
"shapechanger"
]
},
"alignment": [
"N",
"E"
],
"ac": [
{
"ac": 13,
"from": [
"{@item hide armor|phb}"
]
}
],
"hp": {
"average": 58,
"formula": "9d8 + 18"
},
"speed": {
"walk": 30
},
"str": 16,
"dex": 13,
"con": 14,
"int": 9,
"wis": 15,
"cha": 12,
"skill": {
"nature": "+1",
"stealth": "+3",
"survival": "+4"
},
"senses": [
"darkvision 60 ft."
],
"passive": 12,
"languages": [
"Common",
"Orc"
],
"cr": "3",
"spellcasting": [
{
"name": "Innate Spellcasting",
"headerEntries": [
"The anchorite's innate spellcasting ability is Wisdom (spell save {@dc 12}). It can innately cast the following spells, requiring no material components:"
],
"daily": {
"3": [
"{@spell thunderwave} ({@dice 2d8} damage)"
],
"1e": [
"{@spell augury}",
"{@spell bless}",
"{@spell lightning bolt} ({@dice 8d6} damage)",
"{@spell revivify}"
]
},
"ability": "wis"
}
],
"trait": [
{
"name": "Shapechanger",
"entries": [
"The anchorite can use its action to polymorph into a boar or back into its true form, which is humanoid. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."
]
}
],
"action": [
{
"name": "Clawed Gauntlet (Humanoid Form Only)",
"entries": [
"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) slashing damage."
]
},
{
"name": "Tusk (Boar Form Only)",
"entries": [
"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."
]
}
],
"traitTags": [
"Shapechanger"
],
"senseTags": [
"D"
],
"languageTags": [
"C",
"O"
],
"damageTags": [
"S"
],
"damageTagsSpell": [
"L",
"T"
],
"spellcastingTags": [
"I"
],
"miscTags": [
"MW"
],
"savingThrowForcedSpell": [
"constitution",
"dexterity"
],
"hasToken": true,
"hasFluff": true,
"hasFluffImages": true
},
{
"name": "Don-Jon Raskin",
"isNpc": true,
"isNamedCreature": true,
"source": "DIP",
"page": 56,
"size": [
"M"
],
"type": {
"type": "humanoid",
"tags": [
"human"
]
},
"alignment": [
"N"
],
"ac": [
10
],
"hp": {
"average": 44,
"formula": "8d8 + 8"
},
"speed": {
"walk": 30
},
"str": 11,
"dex": 10,
"con": 13,
"int": 12,
"wis": 10,
"cha": 14,
"save": {
"dex": "+2",
"con": "+3"
},
"skill": {
"deception": "+4",
"persuasion": "+4"
},
"passive": 10,
"languages": [
"Common",
"Dwarvish"
],
"cr": "1/2",
"trait": [
{
"name": "Brave",
"entries": [
"Don-Jon has advantage on saving throws against being {@condition frightened}."
]
},
{
"name": "Not Dead Yet (Recharges after a Long Rest)",
"entries": [
"If damage reduces Don-Jon to 0 hit points, he drops to 1 hit point instead and gains advantage on attack rolls until the end of his next turn."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"Don-Jon makes three melee attacks."
]
},
{
"name": "Dagger",
"entries": [
"{@atk mw,rw} {@hit 2} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}2 ({@damage 1d4}) piercing damage."
]
},
{
"name": "Sling",
"entries": [
"{@atk rw} {@hit 2} to hit, range 30/120 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."
]
}
],
"attachedItems": [
"dagger|phb",
"sling|phb"
],
"actionTags": [
"Multiattack"
],
"languageTags": [
"C",
"D"
],
"damageTags": [
"B",
"P"
],
"miscTags": [
"MLW",
"MW",
"RNG",
"RW",
"THW"
],
"hasToken": true,
"hasFluff": true,
"hasFluffImages": true
},
{
"name": "Falcon the Hunter",
"isNpc": true,
"isNamedCreature": true,
"source": "DIP",
"page": 56,
"size": [
"M"
],
"type": {
"type": "humanoid",
"tags": [
"human"
]
},
"alignment": [
"N",
"G"
],
"ac": [
{
"ac": 14,
"from": [
"{@item studded leather armor|phb|studded leather}"
]
}
],
"hp": {
"average": 112,
"formula": "15d8 + 45"
},
"speed": {
"walk": 30
},
"str": 14,
"dex": 15,
"con": 16,
"int": 11,
"wis": 16,
"cha": 15,
"save": {
"dex": "+4",
"wis": "+5"
},
"skill": {
"athletics": "+4",
"perception": "+7",
"survival": "+5"
},
"passive": 17,
"languages": [
"Common"
],
"cr": "4",
"trait": [
{
"name": "Archer",
"entries": [
"A longbow or shortbow deals one extra die of its damage when Falcon hits with it (included in his longbow attack)."
]
},
{
"name": "Sharpshooter",
"entries": [
"Falcon's ranged weapon attacks ignore half cover and three-quarters cover."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"Falcon makes three melee attacks or two ranged attacks."
]
},
{
"name": "Longsword",
"entries": [
"{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage, or 7 ({@damage 1d10 + 2}) slashing damage if used with two hands."
]
},
{
"name": "Longbow",
"entries": [
"{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}11 ({@damage 2d8 + 2}) piercing damage."
]
}
],
"attachedItems": [
"longbow|phb",
"longsword|phb"
],
"actionTags": [
"Multiattack"
],
"languageTags": [
"C"
],
"damageTags": [
"P",
"S"
],
"miscTags": [
"MLW",
"MW",
"RNG",
"RW"
],
"hasToken": true,
"hasFluff": true,
"hasFluffImages": true
},
{
"name": "Gorthok the Thunder Boar",
"isNpc": true,
"isNamedCreature": true,
"source": "DIP",
"page": 58,
"size": [
"H"
],
"type": "monstrosity",
"alignment": [
"C",
"E"
],
"ac": [
{
"ac": 15,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 73,
"formula": "7d12 + 28"
},
"speed": {
"walk": 50
},
"str": 20,
"dex": 11,
"con": 19,
"int": 6,
"wis": 10,
"cha": 14,
"senses": [
"darkvision 60 ft."
],
"passive": 10,
"resist": [
{
"resist": [
"bludgeoning",
"piercing",
"slashing"
],
"note": "from nonmagical attacks",
"cond": true
}
],
"immune": [
"lightning",
"thunder"
],
"cr": "6",
"trait": [
{
"name": "Relentless (Recharges after a Short or Long Rest)",
"entries": [
"If Gorthok takes 27 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"Gorthok makes two melee attacks: one with its lightning tusks and one with its thunder hooves."
]
},
{
"name": "Lightning Tusks",
"entries": [
"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage plus 7 ({@damage 2d6}) lightning damage."
]
},
{
"name": "Thunder Hooves",
"entries": [
"{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage plus 7 ({@damage 2d6}) thunder damage."
]
},
{
"name": "Lightning Bolt {@recharge}",
"entries": [
"Gorthok shoots a bolt of lightning at one creature it can see within 120 feet of it. The target must make a {@dc 15} Dexterity saving throw, taking 18 ({@damage 4d8}) lightning damage on a failed save, or half as much damage on a successful one."
]
}
],
"senseTags": [
"D"
],
"actionTags": [
"Multiattack"
],
"damageTags": [
"B",
"L",
"S",
"T"
],
"miscTags": [
"MW",
"RCH"
],
"savingThrowForced": [
"dexterity"
],
"hasToken": true,
"hasFluff": true,
"hasFluffImages": true
},
{
"name": "Rock Gnome Recluse",
"source": "DIP",
"page": 62,
"size": [
"S"
],
"type": {
"type": "humanoid",
"tags": [
"gnome"
]
},
"alignment": [
"C",
"N"
],
"ac": [
10,
{
"ac": 13,
"condition": "with {@spell mage armor}",
"braces": true
}
],
"hp": {
"average": 7,
"formula": "2d6"
},
"speed": {
"walk": 25
},
"str": 6,
"dex": 11,
"con": 10,
"int": 15,
"wis": 10,
"cha": 13,
"skill": {
"arcana": "+4",
"history": "+4"
},
"senses": [
"darkvision 60 ft."
],
"passive": 10,
"languages": [
"Common",
"Gnomish"
],
"cr": "1/4",
"spellcasting": [
{
"name": "Spellcasting",
"headerEntries": [
"The gnome is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 12}, {@hit 4} to hit with spell attacks). It has the following wizard spells prepared:"
],
"spells": {
"0": {
"spells": [
"{@spell mage hand}",
"{@spell prestidigitation}",
"{@spell ray of frost} (see \"Actions\" below)"
]
},
"1": {
"slots": 3,
"spells": [
"{@spell detect magic}",
"{@spell mage armor}",
"{@spell magic missile} (see \"Actions\" below)",
"{@spell shield}"
]
}
},
"ability": "int"
}
],
"trait": [
{
"name": "Gnome Cunning",
"entries": [
"The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic."
]
}
],
"action": [
{
"name": "Magic Missile (Expends a 1st-Level Spell Slot)",
"entries": [
"The gnome creates three magical darts. Each dart hits a creature the gnome chooses within 120 feet of it and deals 3 ({@damage 1d4 + 1}) force damage."
]
},
{
"name": "Ray of Frost",
"entries": [
"{@atk rs} {@hit 4} to hit, range 60 ft., one creature. {@h}4 ({@damage 1d8}) cold damage, and the target's speed is reduced by 10 feet until the start of the gnome's next turn."
]
}
],
"senseTags": [
"D"
],
"languageTags": [
"C",
"G"
],
"damageTags": [
"C",
"O"
],
"damageTagsSpell": [
"C",
"O"
],
"spellcastingTags": [
"CW"
],
"hasToken": true,
"hasFluff": true,
"hasFluffImages": true
},
{
"name": "Skeletal Riding Horse",
"source": "DIP",
"page": 21,
"_copy": {
"name": "Riding Horse",
"source": "MM"
},
"type": "undead",
"hasToken": true,
"hasFluffImages": true
}
]
}

View File

@@ -0,0 +1,208 @@
{
"monster": [
{
"name": "Avatar of Death",
"source": "DMG",
"page": 164,
"srd": true,
"otherSources": [
{
"source": "TCE"
},
{
"source": "BMT"
}
],
"size": [
"M"
],
"type": "undead",
"alignment": [
"N",
"E"
],
"ac": [
20
],
"hp": {
"special": "half the hit point maximum of its summoner"
},
"speed": {
"walk": 60,
"fly": {
"number": 60,
"condition": "(hover)"
},
"canHover": true
},
"str": 16,
"dex": 16,
"con": 16,
"int": 16,
"wis": 16,
"cha": 16,
"senses": [
"darkvision 60 ft.",
"truesight 60 ft."
],
"passive": 13,
"immune": [
"necrotic",
"poison"
],
"conditionImmune": [
"charmed",
"frightened",
"paralyzed",
"petrified",
"poisoned",
"unconscious"
],
"languages": [
"all languages known to its summoner"
],
"trait": [
{
"name": "Incorporeal Movement",
"entries": [
"The avatar can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."
]
},
{
"name": "Turn Immunity",
"entries": [
"The avatar is immune to features that turn undead."
]
}
],
"action": [
{
"name": "Reaping Scythe",
"entries": [
"The avatar sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 ({@damage 1d8 + 3}) slashing damage plus 4 ({@damage 1d8}) necrotic damage."
]
}
],
"traitTags": [
"Incorporeal Movement",
"Turn Immunity"
],
"senseTags": [
"D",
"U"
],
"languageTags": [
"XX"
],
"damageTags": [
"N",
"O",
"S"
],
"hasToken": true,
"hasFluff": true
},
{
"name": "Giant Fly",
"source": "DMG",
"page": 169,
"size": [
"L"
],
"type": "beast",
"alignment": [
"U"
],
"ac": [
11
],
"hp": {
"average": 19,
"formula": "3d10 + 3"
},
"speed": {
"walk": 30,
"fly": 60
},
"str": 14,
"dex": 13,
"con": 13,
"int": 2,
"wis": 10,
"cha": 3,
"senses": [
"darkvision 60 ft."
],
"passive": 10,
"senseTags": [
"D"
],
"hasToken": true,
"hasFluffImages": true
},
{
"name": "Larva",
"source": "DMG",
"page": 63,
"otherSources": [
{
"source": "BGDIA"
},
{
"source": "SatO"
},
{
"source": "ToFW"
}
],
"size": [
"M"
],
"type": "fiend",
"alignment": [
"N",
"E"
],
"ac": [
9
],
"hp": {
"average": 9,
"formula": "2d8"
},
"speed": {
"walk": 20
},
"str": 9,
"dex": 9,
"con": 10,
"int": 6,
"wis": 10,
"cha": 2,
"passive": 10,
"languages": [
"understands the languages it knew in life but can't speak"
],
"cr": "0",
"action": [
{
"name": "Bite",
"entries": [
"{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}1 ({@damage 1d4 - 1}) piercing damage."
]
}
],
"languageTags": [
"CS",
"LF"
],
"damageTags": [
"P"
],
"miscTags": [
"MW"
],
"hasToken": true
}
]
}

View File

@@ -0,0 +1,197 @@
{
"monster": [
{
"name": "Yarnspinner",
"isNamedCreature": true,
"source": "DoD",
"page": 22,
"size": [
"H"
],
"type": {
"type": "fey",
"tags": [
"archfey"
]
},
"alignment": [
"L",
"G"
],
"ac": [
{
"ac": 16,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 138,
"formula": "12d12 + 60"
},
"speed": {
"walk": 40,
"climb": 40
},
"str": 24,
"dex": 16,
"con": 21,
"int": 18,
"wis": 21,
"cha": 19,
"save": {
"con": "+9",
"wis": "+9",
"cha": "+8"
},
"skill": {
"perception": "+13",
"stealth": "+7"
},
"senses": [
"truesight 120 ft."
],
"passive": 23,
"conditionImmune": [
"charmed",
"frightened"
],
"languages": [
"Common",
"Druidic",
"Sylvan"
],
"cr": "10",
"spellcasting": [
{
"name": "Spellcasting",
"headerEntries": [
"Yarnspinner casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 17}):"
],
"will": [
"{@spell faerie fire}",
"{@spell speak with animals}"
],
"daily": {
"2e": [
"{@spell animal friendship}",
"{@spell create food and water}",
"{@spell revivify}"
],
"1e": [
"{@spell awaken} (as an action)",
"{@spell pass without trace}"
]
},
"ability": "wis",
"displayAs": "action"
}
],
"trait": [
{
"name": "Fey Rebirth",
"entries": [
"If Yarnspinner dies in his Domain of Delight, he revives with all his hit points {@dice 1d4} days later in a safe location in that domain."
]
},
{
"name": "Legendary Resistance (3/Day)",
"entries": [
"If Yarnspinner fails a saving throw, he can choose to succeed instead."
]
},
{
"name": "Spider Climb",
"entries": [
"Yarnspinner can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
]
},
{
"name": "Web Walker",
"entries": [
"Yarnspinner ignores movement restrictions caused by webbing."
]
},
{
"name": "Web Weaver (3/Day)",
"entries": [
"Yarnspinner can take 1 minute to craft one of the following structures out of webbing:",
{
"type": "list",
"items": [
"A 3-inch-thick, opaque wall of webbing consisting of up to three 10-foot-square sections, each of which must be anchored on at least two sides by other walls or surfaces. Each section has AC 12; 20 hit points; vulnerability to fire damage; and immunity to bludgeoning, poison, and psychic damage.",
"A hut small enough to fit in a 10-foot cube. The hut comes with a closable door and a comfortable bed made of webbing, sized for a Tiny, Small, or Medium creature.",
"A message consisting of no more than twenty-five characters, anchored at various points so it hangs in the air."
]
}
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"Yarnspinner makes two Bite attacks and uses Spellcasting or Web once."
]
},
{
"name": "Bite",
"entries": [
"{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}17 ({@damage 3d6 + 7}) piercing damage plus 11 ({@damage 2d10}) poison damage."
]
},
{
"name": "Web",
"entries": [
"Yarnspinner shoots webbing at one creature he can see within 120 feet of himself. The target must succeed on a {@dc 17} Strength saving throw or be {@condition restrained} for 1 hour. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success."
]
}
],
"traitTags": [
"Legendary Resistances",
"Spider Climb",
"Web Walker"
],
"senseTags": [
"U"
],
"actionTags": [
"Multiattack"
],
"languageTags": [
"C",
"DU",
"S"
],
"damageTags": [
"I",
"P"
],
"spellcastingTags": [
"O"
],
"miscTags": [
"AOE",
"MW",
"RCH"
],
"conditionInflict": [
"restrained"
],
"conditionInflictSpell": [
"charmed"
],
"savingThrowForced": [
"strength"
],
"savingThrowForcedSpell": [
"dexterity",
"wisdom"
],
"hasToken": true,
"hasFluff": true,
"hasFluffImages": true
}
]
}

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