diff --git a/book/Jean Lorber; Knowledge is Power.json b/book/Jean Lorber; Knowledge is Power.json new file mode 100644 index 000000000..787acd49f --- /dev/null +++ b/book/Jean Lorber; Knowledge is Power.json @@ -0,0 +1,1427 @@ +{ + "_meta": { + "sources": [ + { + "json": "knowledgeispower", + "abbreviation": "kip", + "full": "Knowledge is Power", + "authors": [ + "Jean Lorber" + ], + "version": "1.0", + "url": "https://www.dmsguild.com/product/244909/", + "convertedBy": [ + "811065834285039621" + ], + "targetSchema": "1.0.0" + } + ], + "dateAdded": 1698697857, + "dateLastModified": 1698697857, + "_dateLastModifiedHash": "8cd08c0989" + }, + + "monster": [ + { + "name": "Arka-Darka", + "size": [ + "T" + ], + "type": { + "type": "humanoid", + "note": "Goblin" + }, + "source": "knowledgeispower", + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 12, + "from": [ + "{@item padded armor|phb}" + ] + } + ], + "hp": { + "special": "4" + }, + "speed": { + "walk": 25 + }, + "str": 8, + "dex": 14, + "con": 10, + "int": 10, + "wis": 8, + "cha": 6, + "passive": 9, + "cr": "1/8", + "page": 16, + "senses": [ + "darkvision 50 ft." + ], + "senseTags": [ + "D" + ], + "trait": [ + { + "name": "Nimble Escape", + "entries": [ + "The arka-darka can take the {@action Disengage} or {@action Hide} action as a bonus action on each of its turns." + ] + } + ], + "traitTags": [ + "Illumination" + ], + "action": [ + { + "name": "Sickle", + "entries": [ + "{@atk mw} {@hit +1} to hit, reach 5 ft., one target. {@h}1 ({@damage 1d4 - 1}) slashing damage." + ] + }, + { + "name": "Sling", + "entries": [ + "{@atk rw} {@hit +4} to hit, range 30/120 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage." + ] + } + ], + "miscTags": [ + "MW", + "MLW", + "RW" + ], + "skill": { + "nature": "+4", + "stealth": "+4", + "survival": "+5" + }, + "attachedItems": [ + "sickle|phb", + "sling|phb" + ], + "damageTags": [ + "B", + "S" + ], + "fluff": { + "entries": [ + "Equiupment", + "{@item Padded armor|phb} (spider hide), {@item sling|phb}, {@item sickle|phb}, {@item boots|phb}", + "In hut: 2 {@item spear|phb|spears}, 2 {@item short sword|phb|short swords}, {@item arrow +1|dmg}, {@item caltrops},", + "{@item glassblower's tools}, {@item bagpipes}" + ] + } + }, + { + "name": "Dryad, Pine", + "size": [ + "M" + ], + "type": "fey", + "source": "knowledgeispower", + "alignment": [ + "N" + ], + "ac": [ + 11, + { + "special": "16" + } + ], + "hp": { + "formula": "5d8", + "average": 22 + }, + "speed": { + "walk": 30 + }, + "str": 10, + "dex": 12, + "con": 11, + "int": 14, + "wis": 15, + "cha": 18, + "passive": 14, + "cr": "1", + "page": 16, + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "resist": [], + "traitTags": [ + "Illumination", + "Magic Resistance", + "Tree Stride" + ], + "skill": { + "stealth": "+3", + "perception": "+2" + }, + "attachedItems": [ + "club|phb" + ], + "immune": [ + "fire" + ], + "languages": [ + "Elvish", + "Sylvan", + "Common" + ], + "languageTags": [ + "E", + "S", + "C" + ], + "action": [ + { + "name": "Club", + "entries": [ + "{@atk mw} {@hit +6} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d8+4}) bludgeoning damage." + ] + }, + { + "name": "Fey Charm (Dryad)", + "entries": [ + "The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a {@dc 14} Wisdom saving throw or be magically {@condition charmed}. The {@condition charmed} creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can.", + "Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours.", + "The dryad can have no more than one humanoid and up to three beasts {@condition charmed} at a time." + ] + } + ], + "miscTags": [ + "MW", + "MLW" + ], + "conditionInflict": [ + "charmed" + ], + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The dryad has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Speak with Beasts and Plants", + "entries": [ + "The dryad can communicate with beasts and plants as if they shared a language." + ] + }, + { + "name": "Tree Stride", + "entries": [ + "Once on their turn, the dryad can use 10 feet of movement to step magically into one living tree within reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger." + ] + }, + { + "name": "Flaming Form", + "entries": [ + "The dryad may assume a form wreathed in", + "flames. Any creature ending its turn next to the dryad takes 3 fire damage." + ] + } + ], + "spellcasting": [ + { + "name": "Innate Spellcasting", + "will": [ + "{@spell druidcraft}" + ], + "daily": { + "3e": [ + "{@spell burning hands}", + "{@spell entangle}" + ], + "1e": [ + "{@spell barkskin}", + "{@spell pass without trace}", + "{@spell shillelagh}" + ] + }, + "type": "spellcasting" + } + ], + "spellcastingTags": [ + "O" + ], + "damageTags": [ + "B", + "F" + ], + "damageTagsSpell": [ + "F" + ], + "savingThrowForced": [ + "wisdom" + ], + "savingThrowForcedSpell": [ + "dexterity", + "strength" + ] + }, + { + "name": "Dirk", + "size": [ + "S" + ], + "type": { + "type": "beast", + "note": "(rat)" + }, + "source": "knowledgeispower", + "alignment": [ + "N", + "G" + ], + "ac": [ + 13 + ], + "hp": { + "special": "8" + }, + "speed": { + "walk": 20 + }, + "str": 6, + "dex": 14, + "con": 8, + "int": 12, + "wis": 14, + "cha": 14, + "passive": 12, + "cr": "0", + "page": 16, + "senses": [ + "darkvision 30 ft." + ], + "senseTags": [ + "D" + ], + "resist": [], + "traitTags": [ + "Illumination", + "Keen Senses", + "Magic Resistance", + "Tree Stride" + ], + "skill": { + "perception": "+4", + "animal handling": "+4", + "insight": "+6" + }, + "fluff": { + "entries": [ + "Equiupment", + "Purple robes, {@item ring of protection}, small mug and plate." + ] + }, + "languages": [ + "Elvish", + "Sylvan", + "Common" + ], + "languageTags": [ + "E", + "S", + "C" + ], + "save": { + "str": "+1", + "dex": "+1", + "con": "+1", + "int": "+1", + "wis": "+1", + "cha": "+1" + }, + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit +4} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d1}) piercing damage." + ] + } + ], + "miscTags": [ + "MW" + ], + "trait": [ + { + "name": "Keen Smell", + "entries": [ + "The dirk has advantage on Wisdom ({@skill Perception}) checks that rely on smell." + ] + } + ], + "damageTags": [ + "P" + ] + }, + { + "name": "Mimic, Baby", + "size": [ + "T" + ], + "type": { + "type": "monstrosity", + "note": "(shapechanger)" + }, + "source": "knowledgeispower", + "alignment": [ + "U" + ], + "ac": [ + 11 + ], + "hp": { + "special": "3" + }, + "speed": { + "walk": 5 + }, + "str": 4, + "dex": 10, + "con": 8, + "int": 4, + "wis": 10, + "cha": 6, + "passive": 10, + "cr": "0", + "page": 17, + "senses": [ + "darkvision 30 ft." + ], + "senseTags": [ + "D" + ], + "resist": [], + "traitTags": [ + "False Appearance", + "Illumination", + "Keen Senses", + "Magic Resistance", + "Shapechanger", + "Tree Stride" + ], + "immune": [], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit +5} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d8+3}) piercing damage plus {@h}4 ({@damage 1d8}) acid damage. " + ] + } + ], + "miscTags": [ + "MW" + ], + "skill": { + "stealth": "+2" + }, + "trait": [ + { + "name": "Shapechanger", + "entries": [ + "The mimic can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. " + ] + }, + { + "name": "False Appearance (Mimic)", + "entries": [ + "While the mimic remains motionless, it is indistinguishable from an ordinary object." + ] + }, + { + "name": "Adhesive", + "entries": [ + "The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also {@condition grappled} by it (escape {@dc 6}). Ability checks made to escape this grapple have disadvantage." + ] + } + ], + "conditionInflict": [ + "grappled" + ], + "damageTags": [ + "A", + "P" + ] + }, + { + "name": "Spider, Woolly-Legged", + "size": [ + "S" + ], + "type": "beast", + "source": "knowledgeispower", + "alignment": [ + "U" + ], + "ac": [ + 11 + ], + "hp": { + "special": "4" + }, + "speed": { + "walk": 15, + "climb": 10 + }, + "str": 4, + "dex": 14, + "con": 8, + "int": 1, + "wis": 10, + "cha": 2, + "passive": 12, + "cr": "1/8", + "skill": { + "stealth": "+4" + }, + "trait": [ + { + "name": "Spider Climb", + "entries": [ + "The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." + ] + } + ], + "traitTags": [ + "Spider Climb" + ], + "actionHeader": [ + "The spider can make two bite attacks every round" + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit +4} to hit, reach 5 ft., one creature. {@h}1 ({@damage 1d1}) piercing damage, and the target must succeed on a DC", + "12 Constitution saving throw or take 2 ({@damage 1d4}) poison damage and also suffer the following effect: the bitten area turns purple and swells up for 24 hours. If applicable, subsequent checks made using the swollen body part have Disadvantage." + ] + } + ], + "miscTags": [ + "MW" + ], + "damageTags": [ + "I", + "P" + ] + } + ], + "book": [ + { + "name": "Knowledge is Power", + "id": "knowledgeispower", + "source": "knowledgeispower", + "group": "homebrew", + "contents": [ + { + "name": "The Riverfront Rat Gang", + "headers": [ + "Introduction", + "Dinner Rush at the Mouth Rat Inn", + "Only you can prevent assist with forest fires", + "Need some new tunes", + "Me make big magic", + "Mama Mimic", + "Buzz off, I'm stuffed", + "A day at the races", + "How much rust...", + "Over the ledge and over easy", + "It's (not) good to be the squire", + "Appendix A: New monsters (and NPCs)", + "Appendix B: Full-Page art" + ] + } + ] + } + ], + "bookData": [ + { + "id": "knowledgeispower", + "source": "knowledgeispower", + "data": [ + + { + "type": "section", + "name": "Introduction", + "entries": [ + { + "type": "quote", + "entries": [ + "You on a quest for a magic sword? Good for you. You know where to find it? Who else wants it? What's guarding it and how many teeth that thing has? No? Well, then…I know a goblin hermit you might want to talk to…" + ], + "by": "Brund Ironboot", + "from": "barkeep of the Fainting Goat tavern" + }, + "Whether your party is hunting a red dragon or looking for a lost kingdom, their success or failure will likely hinge on {@b information}. Good information, to be specific. This supplement is filled with encounters that provide fun and unique opportunities for players to {@i earn} information that keeps your adventure moving. Nothing is free in Faerun, especially not good intel.", + "These encounters don't provide the {@i details} of the information itself, as that will be specific to your campaign. I'll provide the rumor-mongering tavern owner, her motivations and how your PCs might trade with her, but you fill in what crucial information she possesses.", + "For instance, did your players miss your multiple clues about the secret section of the dungeon? Now have them meet Bombycill, a kenku explorer. He'll gladly point them in the right direction, in exchange for some new, wonderful sounds provided by your players.", + "Since you, the DM, are using these encounters to advance the plot or get your players back on course, they should succeed most of the time. To this end, Skill checks and saving throw DCs are relatively low. But that's not to say that your players can be lazy; most encounters require clever role-playing or smart use of Skills to overcome obstacles.", + "Resorting to combat will likely result in victory but won't necessarily grant access to the needed information. So, encourage your more murderousminded players to sheathe their weapons and flex their role-playing muscles instead.", + { + "type": "section", + "name": "Materials and Formatting", + "entries": [ + "To run these encounters, you'll need the Player's Handbook (PHB), Monster Manual (MM) and the Dungeon Master's Guide (DMG).", + "There are several visual cues used in this document to call your attention to important features or bits of information:", + { + "type": "list", + "items": [ + "Major NPCs or monsters will be named in boldtype the first time they are mentioned in the encounter—e.g. kobold — followed by either their reference (MM, p123) or their stat block location within Appendix A.", + "Some game mechanics are capitalized when they are mentioned, such as Inspiration, names of Actions, etc.", + "When referenced, Skill checks and saving throws are listed in bold type—e.g. a successful DC 13 Wisdom (Perception) check is needed to spot the pit trap" + ] + }, + { + "type": "inset", + "entries": [ + "Text in clear boxes is meant to be read aloud to your PCs. Boxed text is mostly used to set a scene, but many times it contains hints or clues about the upcoming encounter. If reading boxed text isn't your style, make sure to relate the key information to your players" + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Dinner Rush at the Mouth Rat Inn", + "page": 4, + "entries": [ + { + "type": "entries", + "name": "Summary", + "entries": [ + "Characters must get on the good side of a grumpy tavern owner in order to get information out of him. The only way to make him happy tonight is to fill in for his missing wait staff. If your PCs can keep the customers satisfied, the owner will divulge the information they need." + ] + }, + { + "type": "entries", + "name": "Utility", + "entries": [ + "This encounter is best suited for a town or city setting. Use it to reveal any sort of needed information." + ] + }, + { + "type": "entries", + "name": "Backstory", + "entries": [ + "The proprietor of the Mouthy Rat Inn is a rat named {@ceature Dirk|knowledgeispower}. He used to be human, and a very clever thief, but when he stole from the wrong wizard, he was transmuted into rat form. He retained his human personality and was forced to scavenge in dungeons for years. He eventually scored a nice batch of loot with the help of a partner, a human ranger named Phlend. The two then bought a tavern and have been living an easier life ever since. Dirk's condition is well-known by the Inn's customers." + ] + }, + { + "type": "entries", + "name": "Encounter", + "entries": [ + "Your PCs have heard that talking to the proprietor of the Mouthy Rat Inn could yield the information that they've been seeking. As they enter the inn, read or paraphrase the following:", + { + "type": "inset", + "entries": [ + "This busy tavern seems to be close to chaos right now. A handful of wait staff are scrambling among the tables, hurriedly tossing down plates of food before rushing back to the kitchen. One center of activity is a side table, where an adventurer-type sits, directing traffic. A small animal sits on the table next to him." + ] + }, + "{@creature Dirk|knowledgeispower} (see { Appendix A: New Monsters}) runs the tavern from this tabletop, issuing orders to {@b Phlend ({@creature Scout}; MM, p349)} who then relates them to staff in a much louder voice. But tonight is not going so well as he is missing several wait staff. A successful {@skillCheck insight 8|DC 8 Wisdom (Insight)} check reveals that there is tension in the air; patrons are yelling for their food, wait staff are yelling back that they're doing their best.", + "Approaching Phlend and Dirk allows the players to notice that the two seem to be conversing. Talking to Phlend {@u first} causes the ranger to smile at them mutely, waiting for the annoyed Dirk to sound off:", + { + "type": "inset", + "entries": [ + "The rat, sitting on a small chair on the tabletop, pipes up in a small voice: \"{@i Hey, down here, you geezers! I'm the Head Rat in Charge. This bag of dirt does what I say! Whadda'ya want?!}\"" + ] + }, + "After a brief exchange about the tavern and how difficult it is to run a kitchen, Dirk will get down to business with the PCs. He plays coy about whether he has the needed information. He can't be bribed and quickly seems to lose interest in the PCs if they attempt it.", + "All this can be turned around, though, if the characters offer to wait tables for Dirk. To clue your players into this opportunity, interrupt their character's conversation with exclamations about the dinner service:", + { + "type": "list", + "items": [ + "Dirk (via Phlend): \"Hey, table 6 is waiting on their boar! It's been 20 minutes, Elika!\"", + "waitress to Dirk: \"{@i Hey rat-tail! The cook says ee hurt his hand, and ee can't chop up the side of beef!} \" " + ] + }, + "Hopefully, characters will take the hints and offer to help. But if needed, have Phlend suggest that he needs help. Dirk eagerly takes the PCs up if they offer. He pledges to give the PCs the needed information if they successfully complete the tavern's dinner service (2 hours left).", + "Phlend produces an apron for each PC, to serve as a uniform (feel free to embellish the uniform to humiliate your players). Dirk then stares at the PCs, admonishing the roughest-looking one:", + " \"I got my eye on you. Anyone so much as frowns at my customers, and the deal is OFF!\" He spits in a tiny spitoon for effect." + ] + }, + { + "type": "entries", + "name": "Mechanics", + "entries": [ + "To complete dinner service, your players must succeed at a Skill-based challenge: they'll need to succeed at 3 Skill checks before 2 failures. Overall, the checks shouldn't be too hard, this is mostly for roleplaying fun: successful DCs of 8-10 are reasonable. The individual checks could be conducted in a montage, spread throughout the dinner service. Suggested checks are below, but allow your players to come up with their own:", + { + "type": "list", + "items": [ + "A customer yells out for a waiter, then throws beer in the PC's face when they arrive: “This ain't the beer I ordered!” The table erupts in laughter. Allow some role-playing, reminding the player that Dirk is watching their character. Award success on this “check” if the PC doesn't lose their temper. The character could also be forced to make a successful DC 10 Charisma (Persuasion) or (Deception) check to cover their hostility with a false smile.", + "A waitress relays multiple orders to a PC: “Tell the kitchen I need 2 roasts for table 7, 3 ducks for table 10, and a tray of vegetables for the elf in the corner. And a beer!” Ask the player to recite back the order immediately. If they fail, allow them to make a successful DC10 Intelligence check. If they fail that, then they've failed this check.", + "The cook needs help in the kitchen. A side of beef has arrived and it needs to be moved then chopped up. This requires a successful DC 10 Strength check, then a DC 10 Strength {Athletics) check, respectively.", + "With an armload of plates, a PC must succeed on a DC 10 Dexterity (Acrobatics) check to dodge fast-moving wait staff; failure triggers a DC 8 Strength saving throw to avoid dropping plates, which then counts as a failed check." + ] + } + ] + }, + { + "type": "entries", + "name": "Resolution", + "entries": [ + "If the characters succeed at the challenge, Dirk makes good on his word later that night:", + + "The last patrons are gone, and only one tired waitress remains, sweeping the wooden floor clean of rubbish. A tiny, high-pitched whistle calls your attention to a shadowy corner, where Dirk sits counting the night's receipts. He's ready to talk.", + + "If the characters fail, Dirk curses their clumsy fingers or short tempers and has them tossed out. Read or paraphrase the following:", + + "After that last mishap, you hear a series of highpitched, vaguely filthy squeaks from Dirk's table. Phlend's commanding voice rings out: \"All right, you lot, you're done! Out!\"", + + "However, all is not lost. Phlend immediately sends a note to the PCs, telling them to come back after the tavern closes. Dirk will give them their information, but it'll cost 50 gold pieces.", + "In any case, Dirk might be interested in hiring the PCs to complete a mission or two. He's spent a lot of time exploring various undercities since he's been a rat, so no telling what he's seen…" + ] + } + ] + }, + { + "type": "section", + "page": 6, + "name": "Only you can prevent assist with forest fires", + "entries": [ + { + "type": "entries", + "name": "Summary", + "entries": [ + "The PCs can help a ranger who is managing a forest fire. They'll enter the actively-burning forest to complete a task, after which the ranger will deliver the needed information." + ] + }, + { + "type": "entries", + "name": "Utility", + "entries": [ + "This encounter is best suited for a forested or wilderness location, beginning in the evening." + ] + }, + { + "type": "entries", + "name": "Backstory", + "entries": [ + "Smoke is a member of the Emerald Enclave and therefore seeks to balance nature and civilization. Encroaching villagers have caused wildfires over the past few years. She is now burning the forest understory during damp conditions, to reduce the \"fuel\" available to future wildfires." + ] + }, + { + "type": "entries", + "name": "Encounter", + "entries": [ + "Characters have been futilely exploring the wilderness all day and come across Smoke starting the burn in the evening. When you're ready to begin the encounter, read or paraphrase the following:", + { + "type": "inset", + "entries": [ + "The smell of smoke is in the air and a dull, orange glow is visible through the forest ahead. A lithe human strides through the gloom, holding a torch. Two deer are feeding nearby, unfazed as the human passes them, touching the torch to the ground.", + "The figure pauses upon seeing you. She throws back her hood, glances down at her sword, then asks you: \"What business do you have here?\"" + ] + }, + "{@b Smoke ({@creature Scout}; MM, p349)} is setting down a line of fire on the ground, which will creep downhill and consume the leaves and downed branches.", + "If the PCs are reasonably friendly or at least not hostile, Smoke tries to recruit them to help. If the characters agree, Smoke promises to give them the information they seek afterward." + ] + }, + { + "type": "entries", + "name": "Mechanics", + "entries": [ + "To earn Smoke's help, the characters must succeed at a task she gives them. Other challenges await them once they begin, and the PCs can earn \"extra credit\", but Smoke's cooperation is only tied to her task:", + { + "type": "inset", + "entries": [ + "\"The seeds of this pine tree only ripen with flame. Take these cones to a dry ridge, where the fire will be hottest. It's crucial that this tree be re-born.\" She hands over a bundle of large, spiky pine cones.", + "\"Follow my fireline along the ridge and make sure the flames haven't spread across it. Then turn east into the burn and bring these cones to the next ridge.\"" + ] + }, + "As the PCs start walking along the fire line, their first challenge emerges: a flaming, dead tree at the line's edge could fall across the line, spreading the fire. Chopping it down requires a successful {@@skillCheck althletics 15|DC 15 Strength (Athletics)} check; only on a natural 1 does the tree fall where it shouldn't. Each check also triggers a {@savingThrow dex 10|DC 10 Dexterity saving throw} to avoid 3 {@dice 1d6|(1d6) fire damage}. Once in the burn area, you can give your players a better sense of the scene:", + { + "type": "inset", + "entries": [ + "A slow-moving curtain of fire is spreading east, downhill from the ridge you've been walking. In the evening gloom, the 4-foot-tall flames illuminate the forest floor, but the canopy remains shrouded in shadows. The flames swell when they reach a pile of brush, but soon die back down." + ] + }, + "The PCs can easily walk through the burned area, avoiding pockets of dead wood and intense flames. To find the ridgetop, a player will need to succeed on a {@skillCheck nature 10|DC 10 Intelligence (Nature)} or {@skillCheck survival 10| Wisdom (Survival)} check. A successful DC 8 Strength (Athletics) check allows the character to traverse the steep terrain; failure results in the character falling down a rocky slope, taking 3 (1d6) bludgeoning damage. Each failure also triggers a {@savingThrow con 10|DC 10 Constitution saving throw} to avoid taking 3 ({@dice 1d6|1d6}}) fire damage.", + "Once they reach the desired ridgetop, a {@creature pine dryad|knowledgeispower} (see Appendix A: New Monsters) steps out of her tree to challenge the PCs, in her flaming form:", { + "type": "inset", + "entries": [ + "\"Begone! This is no place for outsiders! It all must BURN!\" She has a wild look in her eye as tendrils of flame curl out of her fingertips." + ] + }, + "The pine dryad is a little intoxicated by the power of the fire all around her. She doesn't immediately grasp the PCs' purpose, even if they show her the cones. A successful {@@skillCheck persuasion 10| DC 10 Charisma (Persuasion)} check and some role-playing are needed to calm her down. If successful, the pine dryad clutches the cones to her chest, setting them ablaze. She throws the flaming cones, scattering the seeds. \"Thank you.\"" + ] + }, + { + "type": "entries", + "name": "Options", + "entries": [ + "On the way to or from the pine dryad's ridge, the players can come across the following situations:", + { + "type": "list", + "items": [ + "{@u My Hive!} A {@creature pixie} (MM, p253) zips over to the PCs and begs them to rescue a beehive that is important to her clan. A successful {@skillCheck athletics 8|DC 8 Strength (Athletics)} check allows a PC to climb a smoking tree, then calmly extract the beehive with a successful {@skillCheck animal_handling 8|DC 8 Wisdom (Animal Handling)} check, bringing it to a safer tree. Failure on either check causes bees to attack ({@creature swarm of wasps}; MM, p338).", + "{@u Turtle Power}. A fey-touched turtle was headed for safety beneath a rotten log but flipped over and now waves its legs helplessly. A {@creature dire wolf} (MM, p321) menaces it. If the PCs help, the turtle glows a dull green and stretches out its neck towards them. Touching it grants a single use of the goodberry spell.", + "{@u Gnome Rescue}. A gnome named Bips is focused on fulfilling an odd grudge, and is going to get himself hurt:" + ] + }, { + "type": "inset", + "entries": [ + "A small voice issues from beside you: \"Outta my way!\" A young gnome pushes past you, walks straight over to a 4 foot-tall anthill, and begins punching it furiously. He seems completely unaware of the piles of dead branches all around him and the advancing fire." + ] + }, + "If the characters address him, he says: \"{@i Smoke told me to leave, but I ain't! Not 'til I kill alla these ants! It's a {@u family} thing!}\" He does not explain further (giant ants raided his family's larder). Hopefully, the characters will feel compelled to interact, either forcing him away, or succeeding a {@skillCheck persuasion 12|DC 12 Charisma (Persuasion)} check and convincing him to leave." + ] + }, + { + "type": "entries", + "name": "Resolution", + "entries": [ + "If the players complete Smoke's task, then the ranger tells them what they need to know. If the characters mention any additional situations they solved, Smoke gives them 2 scrolls of any 1st-level ranger spell and a {@item potion of fire resistance}. Alternatively, the appreciative dryad could be the one who delivers the helpful information." + ] + } + ] + }, + { + "type": "section", + "page": 8, + "name": "Need some new tunes", + "entries": [ + { + "type": "entries", + "name": "Summary", + "entries": [ + "The PCs come across a kenku explorer, who is familiar with the surrounding dungeon. The kenku wishes to add to its repertoire of sounds and if the PCs can deliver some, he will tell them the information they need." + ] + }, + { + "type": "entries", + "name": "Utility", + "entries": [ + "This encounter is best suited for a dungeon setting. Use it if the characters took a wrong turn, can't find a specific location/secret door or are otherwise stuck." + ] + }, + { + "type": "entries", + "name": "Backstory", + "entries": [ + "Like many kenku, Bombycill is a collector of sounds. It not only gives him a greater vocabulary, but it's also useful in attracting a mate; the most successful kenku males can showcase a huge catalog of diverse sounds.", + "He has explored many dungeons, including this one. He likes to shadow groups of adventurers and listen to their conversations. In this manner, he has \"recorded\" many adventuring-themed sayings and dungeon sounds." + ] + }, + { + "type": "entries", + "name": "Encounter", + "entries": [ + "When the characters are stuck, or about to head down a path you don't want them to take, begin this encounter by reading or paraphrasing the following:", + { + "type": "inset", + "entries": [ + "A dark-feathered, beaked humanoid steps out of the shadows, hands up in a placating gesture. It vocalizes a series of chirps, squeaks and other odd animal sounds, then says in a clear, dwarven voice: \"I don't care what the map says, I think you're lost!\" It cocks its head and looks at you expectantly." + ] + }, + "This is Bombycill's ({@b {@creature Kenku}; MM, p194}) attempt to begin a conversation. For each question a player asks, the kenku {@u first requires} a PC to give him an interesting sound. To introduce this quid pro quo setup, read the following after the first question:", + { + "type": "inset", + "entries": [ + "The kenku nods it's head but doesn't answer your question. It makes a series of sounds: some animal some humanoid sentence fragments, some of unknown origin. It then looks at you, and points." + ] + } + ] + }, + { + "type": "entries", + "name": "Mechanics", + "entries": [ + "Success in this encounter is simply about role-playing fun. The more outrageous sounds your players make, the better: elephants trumpeting, raspberries, ululations, accented exclamations, everything is fair game.", + "Singing or beat-boxing is met with utter ecstasy from the kenku; he nods and dances vigorously and repeats it (to the best of your ability, dear DM). For any player that doesn't wish to join in, allow their character to substitute a successful {@skillCheck performance 10|10 Charisma (Performance)} check." + ] + }, + { + "type": "entries", + "name": "Resolution", + "entries": [ + "Bombycill will answer characters questions about missing information/locations using his catalog of phrases and sounds. Some samples are below:", + { + "type": "list", + "items": [ + "For \"yes\" responses, he answers with a jovial dwarf voice \"Ha-HA! Yes, my companions!\"", + "For \"no\" responses, he answers with a terrified elven voice \"By Corellon, NO!\"", + "To indicate danger, he answers with the clash of steel weapons or, in an excited voice: \"Well lookee here! I disabled the—*screams of agony*\"", + "For a discouraging response, he answers with a cautious voice, echoing in a large chamber: \"This doesn't look like the way to go...to go…to go…\"", + "To indicate a correct location/feature, he answers with a wise voice: \"I knew you would guide us to victory, Keldor.\"" + ] + }, + "If the characters aren't asking the right questions or making headway towards discovering their missing goal, Bombycill can sketch a crude map on the floor which shows their destination." + ] + } + ] + }, + { + "type": "section", + "page": 9, + "name": "Me make big magic", + "entries": [ + { + "type": "entries", + "name": "Summary", + "entries": [ + "The PCs find an ogre who is in possession of some important maps and letters. The ogre wishes to cast a spell with a found wand, and will gladly part with anything it owns if the PCs help him." + ] + }, + { + "type": "entries", + "name": "Utility", + "entries": [ + "This encounter is best suited for a cave or other dungeon-like setting. It can be used to deliver any type of information found on a map, letter, or document." + ] + }, + { + "type": "entries", + "name": "Backstory", + "entries": [ + "Druk and Taag are ogres who have recently defeated a hapless group of adventurers, including a wizard. Druk was captivated by the wizard's spells, even though he is only dimly aware of what magic is. He's always been a bit of a softy, by ogre standards, and now his only desire is to make loud, funny or wondrous things happen with the wand. " + ] + }, + { + "type": "entries", + "name": "Encounter", + "entries": [ + "Your PCs find the scattered contents of an adventurer's backpack. Among the items is a journal page or map fragment that hints at the information they're missing. Following a trail of dropped contents leads to Druk's lair. When ready to begin the encounter, read or paraphrase the following:", + { + "type": "inset", + "entries": [ + "A dimly-lit cavern ({@i or room}) opens up in front of you, a raised area at the far end. On the walls are chalk scribbles.", + "Two ogres are on the raised area; one sleeps while the other paces in front of the scribbles, waving a small stick. The remains of adventurers are strewn about the ogres, along with their adventuring gear, scrolls and loose documents. The sleeping ogre clutches a grisly token as he sleeps: a bloody, human hand." + ] + }, + "The two {@creature ogre|MM|ogres} (MM, p237) are both relaxing after their meal of adventurers. Taag is sleeping and Druk is happily playing with his newly-acquired wand. He's full, so isn't immediately hostile upon seeing the PCs. Any friendly role-playing or a successful {@skillCheck persuasion 8|DC 8 Charisma (Persuasion)} check allows Druk's curiosity to overcome his ogre-ish temper.", + "During the interaction, Druk decides that the PCs know magic. He gets very excited and demands they teach him. He points at the wand then at a PC, then makes weird mouth sounds (you know, the sound that mages make). If needed, Druk points out his scribbles which show many stick figures holding sticks. Succeeding on a {@skillCheck perception 10|DC 10 Wisdom (Perception)} check reveals that the most drawings show a shower of sparks shooting out of the held sticks." + ] + }, + { + "type": "entries", + "name": "Mechanics", + "entries": [ + "To make Druk believe he has cast a spell, he needs to see a display of lights, sounds or other effects (the prettier the better) from the wand. Samples include:", + { + "type": "list", + "items": [ + "an item levitates ({@spell mage hand})", + "sparks shoot out of the wand and float around his head ({@spell dancing lights})" + ] + }, + "The PCs can fool Druk even without using a spell: pantomiming being controlled by his wand movements will be a big hit with Druk. In all cases, the relevant PC must also make a successful DC 10 Charisma (Performance) check while casting, in order to create the illusion that the ogre is responsible for the spell. Any roll over a 15 and Druk is overjoyed, unlocking the extra \"reward\" below.", + "After 3 unsuccessful attempts, Druk gets furious, wakes up Taag and attacks (but if the characters are making progress, Druk doesn't let Taag interfere)." + + ] + }, + { + "type": "entries", + "name": "Resolution", + "entries": [ + "If Druk believes he cast a spell, he happily dances around, waving the wand. He picks up a handful of the scrolls and backpacks and throws them at the PCs for their reward. The documents contain the information the characters need. If overjoyed, Druk happily escorts them past the next threat in the dungeon, scaring it away, but also requiring extra spells along the way…" + ] + } + ] + }, + { + "type": "section", + "page": 10, + "name": "Mama Mimic", + "entries": [ + { + "type": "entries", + "name": "Summary", + "entries": [ + "The PCs unknowingly come across a {@creature mimic} watching over her young as they practice hunting. If she believes they are threatened, she'll take the shape of an object she hopes will appease the PCs." + ] + }, + { + "type": "entries", + "name": "Utility", + "entries": [ + "This encounter is best suited for a dungeon setting, and for finding a hidden or missing location." + ] + }, + { + "type": "entries", + "name": "Backstory", + "entraies": [ + "While not as intelligent as humanoids (INT 5), mimics are slightly more intelligent than most animals and are quite cunning. This serves their predatory lifestyle well, allowing them to judge their quarry's interest and take a relevant shape. Mimics are born instinctively knowing a collection of forms and learn more from their mother.", + "This particular mimic has recently given birth to a clutch of babies, and now protectively watches over them as they attempt to lure dungeon vermin." + ] + }, + { + "type": "entries", + "name": "Encounter", + "entries": [ + "If the characters are stuck, they can come across the mimic family in a dungeon corridor. When ready to begin the encounter, read the following:", + { + "type": "inset", + "entries": [ + "In the corridor ahead, the floor is scattered with a dozen items of food: wheels of cheese, carrots, a roast turkey leg. There is a door on one side of the corridor." + ] + }, + "The adult female {@creature mimic} (MM, p220) has taken the form of a door and watches over her 12 {@ baby mimics|knowledgeispower} (see Appendix A: New Monsters) who have all taken the shapes of food to attract prey like rats or bats. A successful {@skillCheck perception 15|DC 15 Wisdom (Perception)} check allows a player to detect the adult.", + "The PCs are 30 feet away from the mimics when the encounter begins. If anyone gets within 10 feet the babies, read the following:", + { + "type": "inset", + "entries": [ + "As you approach, the food items jiggle slightly, then suddenly turn into small wooden chests with an audible \"pop!\"" + ] + }, + "The babies instinctively change to the tried-and-true form that lures humanoids: a treasure chest. Allow for some role-playing interactions with the babies before the female mimic makes her presence known with a low growl. If touched, a baby mimic can't help but nip for 1 (1d2) piercing damage", + "The mother is concerned for her babies' safety but doesn't attack. Instead, her instincts tell her to give the humanoids what they want so that they'll be on their way. If the female is threatened, any baby is harmed or the interaction lasts more than a minute, read or paraphrase the following:", + { + "type": "inset", + "entries": [ + "The door next to you growls, then wriggles; it's shape changing! In place of the “door” is now a series of grey geometric shapes on a white background. The grey shapes are connected by grey lines." + ] + }, + "The mimic has become an overhead map of the dungeon the characters are currently in, with the grey shapes representing rooms and corridors. A successful DC 8 Intelligence check evokes a sense of familiarity from the PCs. Shown on the “map” is the secret tunnel or location that the characters need. If the PCs fed her children, she shows them a hidden threat, displaying a red skull on the map." + ] + }, + { + "type": "entries", + "name": "Resolution", + "entries": [ + "With the interaction over, the mimic makes a series of squeaks and forms a mouth, into which her babies jump. She slides off down the corridor" + ] + } + ] + }, + { + "type": "section", + "page": 11, + "name": "Buzz off, I'm stuffed", + "entries": [ + { + "type": "entries", + "name": "Summary", + "entries": [ + "The survivors of a hill giant raid tell the PCs that they know of documents with the information they need. But the documents, along with the rest of the contents of a caravan, are in the hill giant's belly. There's no way this doesn't get messy." + ] + }, + { + "type": "entries", + "name": "Utility", + "entries": [ + "This encounter is best suited for a wilderness setting. It can be used to deliver any type of information found on a map, letter, or document." + ] + }, + { + "type": "entries", + "name": "Backstory", + "entries": [ + "The hill giant, Oopa, has waylaid a caravan wagon that was to supply an upcoming feast for a noble in Waterdeep. The caravan carried a number of guests for the feast, professionals such as cartographers, arcanists, and historians.", + "After killing a few guards and watching the rest run away, Oopa settled down for a bountiful meal. The smells sent him into a frenzy, and he consumed everything he could reach, whether it is considered “edible” or not. Oopa ate the books and maps that the characters need, but they aren't sitting well." + ] + }, + { + "type": "entries", + "name": "Encounter", + "entries": [ + "Your lost or aimless PCs encounter Oopa just as he is finishing up his meal, and just as his overindulgence is catching up with him. When you're ready to begin the encounter, read or paraphrase the following:", + { + "type": "inset", + "name": "Filter Tag", + "entries": [ + "From around the next bend in the road comes the sound of loud crunching, followed by a truly enormous belch, then a groan of alarming intensity.", + "In front of you, two well-dressed men are watching the source of these sounds from their vantage point behind a large rock." + ] + }, + "Oopa ({@b {@creature hill giant}; MM, p155}) has consumed truly inedible items like plates and wagon wheels, and it has left him with a bad case of indigestion. He currently has disadvantage on any Wisdom (Perception) checks as he is focused on his gastrointestinal distress. He's in such pain, he doesn't even really react when he sees the PCs. Oopa just wants to feel better.", + "The observers are Kellum and Gyrinius ({@b {@creature commoner|Commoners}; MM, p345}), passengers on the ill-fated caravan. Kellum is a servant in charge of supplying the feast. Gyrinius was escorting an important collection of documents to a Waterdhavian college. Oopa's attack has destroyed the hopes of both men. Gyrinius can provide details about the type of documents that Oopa has consumed, which seem likely to be useful to the characters (maps of a ruined keep, analysis of elven lore, answered riddles from mad wizards).", + "Oopa could be fought and killed, but a simpler solution is to make him vomit up the contents of his stomach, including the needed documents." + ] + }, + { + "type": "entries", + "name": "Mechanics", + "entries": [ + "To make Oopa vomit, the players must succeed on two of the actions below:", + { + "type": "list", + "items": [ + "Contrive for Oopa to ingest an herb called ‘heavethistle' — a natural emetic. A successful {@skillCheck nature 10|10 Wisdom (Nature)} check allows a PC to find it. A successful {@skillCheck medicine 10|DC 10 Intelligence (Medicine)} check allows a PC to prepare it. Don't let your players forget to use any relevant tools or kits.", + "Role-play a discussion with a giant about food (the fattier and greasier the better). Succeeding on a {@skillCheck insight 8|DC 8 Wisdom (Insight)} check allows a character to find just the right words to make him queasy.", + "Make him sneeze repeatedly — there is pepper in the caravan wreckage and also a herb called 'sneezeweed', found with a successful {@skillCheck nature 10|DC 10 Wisdom (Nature)} check in the nearby woods", + "Make him laugh (slapstick works, with a successful {@skillCheck preformance 10|DC10 Charisma (Performance)} check).", + "Any single attack that targets Oopa's stomach and does more than 10 damage. If attacked, Oopa immediately fights back." + ] + }, + "Two failed checks results in Oopa getting annoyed and attacking the players." + ] + }, + { + "type": "entries", + "name": "Resolution", + "entries": [ + "If Oopa is made to vomit, he leaves the scene relieved. The players automatically find the item they're looking for in the sea of disgusting chyme. A successful {@savingThrow con 10|DC 10 Constitution saving throw} might be needed in order to avoid vomiting themselves. Kellum's day is still ruined, but Gyrinius is pleased that his shipment is mostly intact. He might provide extra information about the documents the characters are seeking." + ] + } + ] + }, + { + "type": "section", + "page": 12, + "name": "A day at the races", + "entries": [ + { + "type": "entries", + "name": "Summary", + "entries": [ + "A contact or patron has promised to deliver needed information to the PCs today via messenger pigeon. The only problem is that the city's annual pigeon festival is today. To retrieve their message, the PCs must get their hands on their pigeon while navigating zealous onlookers." + ] + }, + { + "type": "entries", + "name": "Utility", + "entries": [ + "This encounter is best suited for a town or city setting. Use it to help your players acquire missing information of any kind." + ] + }, + { + "type": "entries", + "name": "Backstory", + "entries": [ + "Pigeons are big in this town. Today, dozens of \"flockmasters\" are competing in a contest of pigeon handling; the goal is to have the most pigeons at the end of the day. Owners attract flocks with lures and whistles, scare away others' flocks with startling effects and even raid rooftop coops to release a prize bird. There is serious betting on the day's outcome." + ] + }, + { + "type": "entries", + "name": "Encounter", + "entries": [ + "Your players are unaware of the city's pigeon races. When ready to begin the encounter, read or paraphrase the following:", + { + "type": "inset", + "name": "Filter Tag", + "entries": [ + "As you head to your meeting spot on a rooftop, a cacophony of whistling and yelling greets your ears. Rooftops all around are packed with people, all looking skyward as swarms of white shapes swoop by. A cheer goes up as a large flock of pigeons lands nearby. It looks like the whole town has gone full crazy for pigeon racing." + ] + }, + "Once the characters get to their designated rooftop, they can see their pigeon 50 feet away. However, it immediately gets caught up in a massive flock which lands on a neighbors' coop." + ] + }, + { + "type": "entries", + "name": "Mechanics", + "entries": [ + "To capture their pigeon, the players will need to succeed at the sequence of 3 Skill checks. The penultimate check is physically grabbing their pigeon. If the grab fails, the whole sequence must be restarted. Sample checks include:", + { + "type": "list", + "items": [ + "{@u Attract a flock}. Succeed on a {@skillCheck animal_handling 10|DC 10 Wisdom (Animal Handling)} check, with advantage if the PC has a pigeon lure (20 gp to purchase) or can mimic a flockmaster's whistling.", + "{@u Jump to a different rooftop}. Succeed on a {@skillCheck acrobatics 10|DC 10 Dexterity (Acrobatics)} check or fall onto canvas tents below. The rooftop's occupants yell at the PCs and a successful {@skillCheck persuasion 10|DC 10 Charisma (Persuasion)} check is needed to stay without incident. A 10gp bribe also does the trick.", + "{@u Sneak to opponent's coop}. Succeed on a {@skillCheck stealth 10|DC 10 Dexterity (STEALTH)} check; failure results in the occupants ({@b {@creature commoners|MM|commoners}; MM, p345}) trying to make the PCs leave.", + "{@u Grab a pigeon}. Succeed on a {@skillCheck animal_handing 12|12 Wisdom (Animal Handling)} check, followed by a successful {@ability dex 10|DC 10 Dexterity check}, with advantage. Several druid spells can also come in handy at close range." + ] + }, + "Characters can coordinate actions from separate rooftops, which will grant advantage to a single check. Failure on any check also means that the PCs are noticed by local criminals who control all pigeongambling. A {@creature thug} (MM, p350) and {@creature bandit captain} (MM, p344) follow then attack the PCs. Conspicuous spellcasting to affect pigeon behavior also triggers the ruffians' interest." + ] + }, + { + "type": "entries", + "name": "Resolution", + "entries": [ + "Grabbing the pigeon gives them the needed information from their contact. If the PCs are unsuccessful, they can still get the information: they can approach the flockmaster who has their messenger pigeon. He'll part with it for 50gp." + ] + } + ] + }, + { + "type": "section", + "page": 13, + "name": "How much rust...", + "entries": [ + { + "type": "entries", + "name": "Summary", + "entries": [ + " A broken pit trap allows the PCs to glimpse a hidden network of tunnels that can lead to the location they need to get to. A door to the tunnels is locked, but can be opened with the help of a nearby rust monster. The finicky creature won't move for anything less than 50 gold pieces of material." + ] + }, + { + "type": "entries", + "name": "Utility", + "entries": [ + "This encounter is best suited for a dungeon setting.Use it if the characters aren't finding an important location." + ] + }, + { + "type": "entries", + "name": "Backstory", + "entries": [ + "Dwarven or kobold dungeon engineers built a series of small tunnels that provide \"back-door\" access to areas of the dungeon." + ] + }, + { + "type": "entries", + "name": "Encounter", + "entries": [ + "Your PCs are lost or have missed your clues about where to head next. When ready to begin the encounter, have your PCs trip a pit trap (DMG, p122+) and ask for appropriate Dexterity saving throws. Whether they fail or not, the trap opens but sticks. Read or paraphrase the following:", + { + "type": "inset", + "name": "Filter Tag", + "entries": [ + "The trap doors lock in mid-swing, frozen by rust or faulty gears. Spikes are visible below, as is a small stone door next to the spikes. Cool air washes over you." + ] + }, + "The stone doorway at the bottom leads to the access tunnels. After carefully climbing down, the characters can see an open slot in the door, 3 inches by 6 inches. They can peer through to see a lowceilinged room (4 feet) and two tunnels. The breeze is coming from these tunnels, indicating their extensive length.", + "In the back of the 15'x15'room, two things are visible: a {@b {@creature rust monster} (MM, p262)} on the left and a pressure plate on the floor on the right. A half-eaten chain mail shirt lies next to the creature (a snack).", + "Next to the door is a series of stone buttons. Pushing the right sequence will open the door, but there are no clues as to the sequence. If your players want to blindly guess, have them roll {@dice 2d10|2d10}; on a roll of 00, they guessed right and can now access the tunnels. If they fail, the old buttons lock permanently." + ] + }, + { + "type": "entries", + "name": "Mechanics", + "entries": [ + "The door opens when more than 50 pounds of pressure is put on the plate; the rust monster weighs 60 pounds (50 coins weight 1 pound). Coaxing her onto the plate could be achieved by any number of methods. Examples include:", + { + "type": "list", + "items": [ + "Toss coins onto the plate. The rust monster becomes interested only if more than 50gp of value is present in silver, gold or platinum (she's picky since she's full). Her antennae twitch when she smells metal that entices her.", + "Create a startling effect in the room. While yelling won't suffice, any other loud sound or effect will cause the rust monster to scramble away (e.g. thaumaturgy, thunderwave). If using a spell, a DC10 check using the caster's relevant ability score \"shapes\" the spell, ensuring the rust monster moves across the plate. On a failure, there is only a 50% chance that the rust monster runs across the plate. Loud sounds also trigger another monster of your choice to come and investigate." + ] + } + ] + }, + { + "type": "entries", + "name": "Resolution", + "entries": [ + "If the door is opened, the PCs now have access to a tunnel (or tunnel system) that leads them where they need to go." + ] + } + ] + }, + { + "type": "section", + "page": 14, + "name": "Over the ledge and over easy", + "entries": [ + { + "type": "entries", + "name": "Summary", + "entries": [ + "A knowledgeable hermit is willing to negotiate with the PCs: they retrieve some yummy bird eggs for him, and he'll show them the location they've been looking for. Did he mention that the eggs are in cliffside nests populated by the wooliest spiders ever? Nope." + ] + }, + { + "type": "entries", + "name": "Utility", + "entries": [ + "This encounter is best suited for a wilderness setting. Use it if the characters aren't finding a necessary location." + ] + }, + { + "type": "entries", + "name": "Backstory", + "entries": [ + "Arka-Darka is a goblin hermit who ekes out a living by scavenging and knows the region's hidden sites. His camp is located near the top of a lakeside cliff. Puffin-like birds have excavated small caves out of the cliffside. He considers the eggs a delicacy but rarely attempts to collect them." + ] + }, + { + "type": "entries", + "name": "Encounter", + "entries": [ + "The characters come across Arka-Darka's small camp in the forest. When ready to begin the encounter, read or paraphrase the following:", + { + "type": "inset", + "name": "Other Tags", + "entries": [ + "A small clearing ahead contains a crude mud-andthatch hut. A lone goblin, clad in woolly skins and feathers, sits by a campfire cleaning a helmet." + ] + }, + "{@creature Arka-Darka|knowledgeispower} (see Appendix A: New Monsters) is tending to a recent find. He's skittish but will parley with the PCs from the shadows of his hut. He'll turn the conversation to how hungry he is. He'll take food, but raves about yummy bird eggs nearby.", + "Arka-Darka guesses that the PCs need help finding something and he offers to trade his knowledge for 4 eggs. A successful DC 13 Wisdom (Insight) check reveals that he's holding something back about the eggs; he never mentions the spiders (although the pelts he wears are a clue). If the PCs agree, read or paraphrase the following:" + ] + }, + { + "type": "entries", + "name": "Mechanics", + "entries": [ + "The goblin leads you to the edge of a 100-foot cliff, which looks out over a lake. Chubby white birds wheel in the sky overhead, some swooping down into holes dug out of the cliffside. The cliff face is whitewashed with bird droppings. The birds' nests begin 50 feet down the cliff. PCs can rappel down, no check needed with the right equipment (Arka-Darka has a rope). Hopefully, your players decide to secure themselves onto a rope. If not, a fall into the lake from this height will hurt, but shouldn't be fatal, with a PC taking 7 (2d6) bludgeoning damage on impact. There are scores of 1 foot-tall holes on the cliff's face. To determine the contents, roll a d20 and consult the following table:", + { + "type": "table", + "caption": "Rollable Occupant", + "colLabels": [ + "{@dice d20|Roll}", + "Occupant" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "min": 1, + "max": 7 + } + }, + "Empty" + ], + [ + { + "type": "cell", + "roll": { + "min": 8, + "max": 12 + } + }, + "Adult bird" + ], + [ + { + "type": "cell", + "roll": { + "min": 13, + "max": 15 + } + }, + "Unoccupied nest" + ], + [ + { + "type": "cell", + "roll": { + "min": 16, + "max": 20 + } + }, + "Item V: The Item Items Back" + ], + [ + { + "type": "cell", + "roll": { + "exact": 6 + } + }, + "Spider" + ] + ] + }, + { + "type": "list", + "items": [ + "{@u Empty}. Nothing in this hole.", + "{@u Adult bird}. The bird ({@b {@ creature owl}; MM, p333)} bites but is unable to stop a serious PC from collecting her egg. A DC 10 Dexterity check is needed to grab it.", + "{@u Unoccupied nest}. A straw nest holds an egg.", + "{@u Spider}. A foot-long {@creature spider, woolly-legged|knowledgeispower|woolly-legged spider} (see Appendix A: New Monsters) tries to bite anything stuck in the hole (with advantage). It then scuttles out onto the PC for another attack. A character must make a {@savingThrow dex 10|10 Dexterity saving throw} to avoid losing their balance." + ] + } + ] + }, + { + "type": "entries", + "name": "Resolution", + "entries": [ + "If given 4 eggs, Arka-Darka gives the PCs the information they need. If given more than 4 eggs, he also gives them a magic item like a {@item wand of magic detection}, {@item dust of dryness}, or {@item oil of slipperiness}" + ] + } + ] + }, + { + "type": "section", + "page": 15, + "name": "It's (not) good to be the squire", + "entries": [ + { + "type": "entries", + "name": "Summary", + "entries": [ + "The PCs come across a well-traveled knight who has just vanquished a mighty foe. His squire disappeared during the fray, and the knight now needs someone for the dirty business of \"tidying up\". He'll share the information the PCs need if they complete his tasks." + ] + }, + { + "type": "entries", + "name": "Utility", + "entries": [ + "This encounter is best suited for a wilderness setting and can reveal any type of information." + ] + }, + { + "type": "entries", + "name": "Backstory", + "entries": [ + "The young Sir Keith Ulfant and his squire Gideon have just bested a cyclops that has been raiding farmsteads under Keith's rule." + ] + }, + { + "type": "entries", + "name": "Encounter", + "entries": [ + "Your PCs come across Sir Keith in the immediate aftermath of the battle. When ready to begin the encounter, read or paraphrase the following:", + { + "type": "inset", + "name": "Other Tags", + "entries": [ + "In the field ahead, a grisly scene has just concluded. The bulky, motionless form of a cyclops lies prone, it's single eye staring sightlessly ahead. A man in heavy armor sits near the head, covered in blood. A small campsite is behind him." + ] + }, + "Sir Keith ({@b {@creature knight}; MM, p247}) is brave, but vain and disdainful of those beneath him. He focuses on any PC who acts upper class or important. If none of your PCs possess that feature, they can feign a noble affectation with a successful {@skillCheck deception 10|DC 10 Charisma (Deception)} check. \"Common\" behavior results in disadvantage on any Charisma-based checks with him.", + "Sir Keith proudly shows off his recent victory. He reveals that his new squire has gone missing during the fight, but isn't too concerned: \"{@i He's my third this year. Shame, that…Would you look at the size of this bloke's eye!?}\"", + "He's more concerned with the tasks his squire would have completed. If the PCs agree to help, he accepts the offer and begrudgingly agrees to find out the information the players need." + ] + }, + { + "type": "entries", + "name": "Mechanics", + "entries": [ + "To satisfy Sir Keith, the PCs must succeed on two distasteful tasks related to tidying up. Sample tasks are below:", + { + "type": "list", + "items": [ + "clean his plate armor and longsword: a successful {@skillCheck investigation 10|DC 10 Intelligence (Investigation)} check ensures the level of cleanliness that Keith expects.", + "clean up the cyclops' skull and hand for trophies: a successful {@skillCheck survival 10|DC 10 Wisdom (Survival)} or {@skillCheck medicine 10|Wisdom (Medicine)} check ensures success ({@item leatherworking tools} grant advantage).", + "draw a picture of Sir Keith to commemorate the victory. A successful {@skillCheck insight|DC 10 Wisdom (Insight)} or {@skillCheck performance 10|Charisma (Performance)} check allows a character to capture just the right facial expression that will please Sir Keith." + ] + }, + "During the tasks, the PCs hear a muffled groaning under the cyclops: it's the squire Gideon ({@b {@creature noble}; MM, p348}). He's furious at being left for dead and will attack Sir Keith without some good role-playing and/or a successful {@skillCheck persuasion 12|DC 12 Charisma (Persuasion)} check. If Keith is disrespected by his squire, he stomps off and offers no further help. If restrained, Gideon relents and gives advice about the tasks, granting advantage on one check." + ] + }, + { + "type": "entries", + "name": "Resolution", + "entries": [ + "If the PCs succeed, Sir Keith honors his pledge to provide the information they need. If appropriate, Sir Keith possesses the knowledge himself. Alternatively, he can send his messenger hawk to his castle where his mages and loremasters will send back an answer later that same day. While waiting around camp for the response, your players might enjoy making awkward small talk with a bloody-handed, entitled 19-year-old knight and the fuming squire he left for dead…" + ] + } + ] + }, + { + "type": "section", + "name": "Appendix A: New monsters (and NPCs)", + "entries": [ + { + "type": "list", + "items": [ + "{@creature Arka-Darka|knowledgeispower}", + "{@creature Dirk|knowledgeispower}", + "{@creature Dryad, Pine|knowledgeispower}", + "{@creature Mimic, Baby|knowledgeispower}", + "{@creature Spider, Woolly-Legged|knowledgeispower}" + ] + } + ] + }, + { + "type": "section", + "name": "Appendix B: Full-Page art", + "entries": [ + "These pieces by Christopher Spence are too good not to share full-size. Show them to your players during the encounters (when appropriate!)." + ] + } + ] + } + ] +} \ No newline at end of file diff --git a/book/Jean_Lorber_Knowledge_is_Power.json b/book/Jean_Lorber_Knowledge_is_Power.json new file mode 100644 index 000000000..ccb729d5c --- /dev/null +++ b/book/Jean_Lorber_Knowledge_is_Power.json @@ -0,0 +1,2330 @@ +{ + "_meta": { + "sources": [ + { + "json": "knowledgeispower", + "abbreviation": "kip", + "full": "Knowledge is Power", + "authors": [ + "Jean Lorber" + ], + "version": "1.0", + "url": "https://www.dmsguild.com/product/244909/", + "convertedBy": [ + "811065834285039621" + ], + "targetSchema": "1.0.0" + } + ], + "dateAdded": 1698697857, + "dateLastModified": 1698697857, + "_dateLastModifiedHash": "8cd08c0989" + }, + + "monster": [ + { + "name": "Arka-Darka", + "size": [ + "T" + ], + "type": { + "type": "humanoid", + "note": "Goblin" + }, + "source": "knowledgeispower", + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 12, + "from": [ + "{@item padded armor|phb}" + ] + } + ], + "hp": { + "special": "4" + }, + "speed": { + "walk": 25 + }, + "str": 8, + "dex": 14, + "con": 10, + "int": 10, + "wis": 8, + "cha": 6, + "passive": 9, + "cr": "1/8", + "page": 16, + "senses": [ + "darkvision 50 ft." + ], + "senseTags": [ + "D" + ], + "trait": [ + { + "name": "Nimble Escape", + "entries": [ + "The arka-darka can take the {@action Disengage} or {@action Hide} action as a bonus action on each of its turns." + ] + } + ], + "traitTags": [ + "Illumination" + ], + "action": [ + { + "name": "Sickle", + "entries": [ + "{@atk mw} {@hit +1} to hit, reach 5 ft., one target. {@h}1 ({@damage 1d4 - 1}) slashing damage." + ] + }, + { + "name": "Sling", + "entries": [ + "{@atk rw} {@hit +4} to hit, range 30/120 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage." + ] + } + ], + "miscTags": [ + "MW", + "MLW", + "RW" + ], + "skill": { + "nature": "+4", + "stealth": "+4", + "survival": "+5" + }, + "attachedItems": [ + "sickle|phb", + "sling|phb" + ], + "damageTags": [ + "B", + "S" + ], + "fluff": { + "entries": [ + "Equiupment", + "{@item Padded armor|phb} (spider hide), {@item sling|phb}, {@item sickle|phb}, {@item boots|phb}", + "In hut: 2 {@item spear|phb|spears}, 2 {@item short sword|phb|short swords}, {@item arrow +1|dmg}, {@item caltrops},", + "{@item glassblower's tools}, {@item bagpipes}" + ] + } + }, + { + "name": "Dryad, Pine", + "size": [ + "M" + ], + "type": "fey", + "source": "knowledgeispower", + "alignment": [ + "N" + ], + "ac": [ + 11, + { + "special": "16" + } + ], + "hp": { + "formula": "5d8", + "average": 22 + }, + "speed": { + "walk": 30 + }, + "str": 10, + "dex": 12, + "con": 11, + "int": 14, + "wis": 15, + "cha": 18, + "passive": 14, + "cr": "1", + "page": 16, + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "traitTags": [ + "Illumination", + "Magic Resistance", + "Tree Stride" + ], + "skill": { + "stealth": "+3", + "perception": "+2" + }, + "attachedItems": [ + "club|phb" + ], + "immune": [ + "fire" + ], + "languages": [ + "Elvish", + "Sylvan", + "Common" + ], + "languageTags": [ + "E", + "S", + "C" + ], + "action": [ + { + "name": "Club", + "entries": [ + "{@atk mw} {@hit +6} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d8+4}) bludgeoning damage." + ] + }, + { + "name": "Fey Charm (Dryad)", + "entries": [ + "The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a {@dc 14} Wisdom saving throw or be magically {@condition charmed}. The {@condition charmed} creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can.", + "Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours.", + "The dryad can have no more than one humanoid and up to three beasts {@condition charmed} at a time." + ] + } + ], + "miscTags": [ + "MW", + "MLW" + ], + "conditionInflict": [ + "charmed" + ], + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The dryad has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Speak with Beasts and Plants", + "entries": [ + "The dryad can communicate with beasts and plants as if they shared a language." + ] + }, + { + "name": "Tree Stride", + "entries": [ + "Once on their turn, the dryad can use 10 feet of movement to step magically into one living tree within reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger." + ] + }, + { + "name": "Flaming Form", + "entries": [ + "The dryad may assume a form wreathed in", + "flames. Any creature ending its turn next to the dryad takes 3 fire damage." + ] + } + ], + "spellcasting": [ + { + "name": "Innate Spellcasting", + "will": [ + "{@spell druidcraft}" + ], + "daily": { + "3e": [ + "{@spell burning hands}", + "{@spell entangle}" + ], + "1e": [ + "{@spell barkskin}", + "{@spell pass without trace}", + "{@spell shillelagh}" + ] + }, + "type": "spellcasting" + } + ], + "spellcastingTags": [ + "O" + ], + "damageTags": [ + "B", + "F" + ], + "damageTagsSpell": [ + "F" + ], + "savingThrowForced": [ + "wisdom" + ], + "savingThrowForcedSpell": [ + "dexterity", + "strength" + ] + }, + { + "name": "Dirk", + "size": [ + "S" + ], + "type": { + "type": "beast", + "note": "(rat)" + }, + "source": "knowledgeispower", + "alignment": [ + "N", + "G" + ], + "ac": [ + 13 + ], + "hp": { + "special": "8" + }, + "speed": { + "walk": 20 + }, + "str": 6, + "dex": 14, + "con": 8, + "int": 12, + "wis": 14, + "cha": 14, + "passive": 12, + "cr": "0", + "page": 16, + "senses": [ + "darkvision 30 ft." + ], + "senseTags": [ + "D" + ], + "traitTags": [ + "Illumination", + "Keen Senses", + "Magic Resistance", + "Tree Stride" + ], + "skill": { + "perception": "+4", + "animal handling": "+4", + "insight": "+6" + }, + "fluff": { + "entries": [ + "Equiupment", + "Purple robes, {@item ring of protection}, small mug and plate." + ] + }, + "languages": [ + "Elvish", + "Sylvan", + "Common" + ], + "languageTags": [ + "E", + "S", + "C" + ], + "save": { + "str": "+1", + "dex": "+1", + "con": "+1", + "int": "+1", + "wis": "+1", + "cha": "+1" + }, + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit +4} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d1}) piercing damage." + ] + } + ], + "miscTags": [ + "MW" + ], + "trait": [ + { + "name": "Keen Smell", + "entries": [ + "The dirk has advantage on Wisdom ({@skill Perception}) checks that rely on smell." + ] + } + ], + "damageTags": [ + "P" + ] + }, + { + "name": "Mimic, Baby", + "size": [ + "T" + ], + "type": { + "type": "monstrosity", + "note": "(shapechanger)" + }, + "source": "knowledgeispower", + "alignment": [ + "U" + ], + "ac": [ + 11 + ], + "hp": { + "special": "3" + }, + "speed": { + "walk": 5 + }, + "str": 4, + "dex": 10, + "con": 8, + "int": 4, + "wis": 10, + "cha": 6, + "passive": 10, + "cr": "0", + "page": 17, + "senses": [ + "darkvision 30 ft." + ], + "senseTags": [ + "D" + ], + "traitTags": [ + "False Appearance", + "Illumination", + "Keen Senses", + "Magic Resistance", + "Shapechanger", + "Tree Stride" + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit +5} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d8+3}) piercing damage plus {@h}4 ({@damage 1d8}) acid damage. " + ] + } + ], + "miscTags": [ + "MW" + ], + "skill": { + "stealth": "+2" + }, + "trait": [ + { + "name": "Shapechanger", + "entries": [ + "The mimic can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. " + ] + }, + { + "name": "False Appearance (Mimic)", + "entries": [ + "While the mimic remains motionless, it is indistinguishable from an ordinary object." + ] + }, + { + "name": "Adhesive", + "entries": [ + "The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also {@condition grappled} by it (escape {@dc 6}). Ability checks made to escape this grapple have disadvantage." + ] + } + ], + "conditionInflict": [ + "grappled" + ], + "damageTags": [ + "A", + "P" + ] + }, + { + "name": "Spider, Woolly-Legged", + "size": [ + "S" + ], + "type": "beast", + "source": "knowledgeispower", + "alignment": [ + "U" + ], + "ac": [ + 11 + ], + "hp": { + "special": "4" + }, + "speed": { + "walk": 15, + "climb": 10 + }, + "str": 4, + "dex": 14, + "con": 8, + "int": 1, + "wis": 10, + "cha": 2, + "passive": 12, + "cr": "1/8", + "skill": { + "stealth": "+4" + }, + "trait": [ + { + "name": "Spider Climb", + "entries": [ + "The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." + ] + } + ], + "traitTags": [ + "Spider Climb" + ], + "actionHeader": [ + "The spider can make two bite attacks every round" + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit +4} to hit, reach 5 ft., one creature. {@h}1 ({@damage 1d1}) piercing damage, and the target must succeed on a DC", + "12 Constitution saving throw or take 2 ({@damage 1d4}) poison damage and also suffer the following effect: the bitten area turns purple and swells up for 24 hours. If applicable, subsequent checks made using the swollen body part have Disadvantage." + ] + } + ], + "miscTags": [ + "MW" + ], + "damageTags": [ + "I", + "P" + ] + } + ], + "adventure": [ + { + "name": "Knowledge is Power", + "id": "knowledgeispower", + "source": "knowledgeispower", + "group": "homebrew", + "contents": [ + { + "name": "The Riverfront Rat Gang", + "headers": [ + "Introduction", + "Dinner Rush at the Mouth Rat Inn", + "Only you can prevent assist with forest fires", + "Need some new tunes", + "Me make big magic", + "Mama Mimic", + "Buzz off, I'm stuffed", + "A day at the races", + "How much rust...", + "Over the ledge and over easy", + "It's (not) good to be the squire", + "Appendix A: New monsters (and NPCs)", + "Appendix B: Full-Page art" + ] + } + ] + } + ], + "adventureData": [ + { + "id": "knowledgeispower", + "source": "knowledgeispower", + "data": [ + { + "type": "section", + "name": "Introduction", + "entries": [ + { + "type": "quote", + "entries": [ + "You on a quest for a magic sword? Good for you. You know where to find it? Who else wants it? What's guarding it and how many teeth that thing has? No? Well, then…I know a goblin hermit you might want to talk to…" + ], + "by": "Brund Ironboot", + "from": "barkeep of the Fainting Goat tavern" + }, + "Whether your party is hunting a red dragon or looking for a lost kingdom, their success or failure will likely hinge on {@b information}. Good information, to be specific. This supplement is filled with encounters that provide fun and unique opportunities for players to {@i earn} information that keeps your adventure moving. Nothing is free in Faerun, especially not good intel.", + "These encounters don't provide the {@i details} of the information itself, as that will be specific to your campaign. I'll provide the rumor-mongering tavern owner, her motivations and how your PCs might trade with her, but you fill in what crucial information she possesses.", + "For instance, did your players miss your multiple clues about the secret section of the dungeon? Now have them meet Bombycill, a kenku explorer. He'll gladly point them in the right direction, in exchange for some new, wonderful sounds provided by your players.", + "Since you, the DM, are using these encounters to advance the plot or get your players back on course, they should succeed most of the time. To this end, Skill checks and saving throw DCs are relatively low. But that's not to say that your players can be lazy; most encounters require clever role-playing or smart use of Skills to overcome obstacles.", + "Resorting to combat will likely result in victory but won't necessarily grant access to the needed information. So, encourage your more murderousminded players to sheathe their weapons and flex their role-playing muscles instead.", + { + "type": "section", + "name": "Materials and Formatting", + "entries": [ + "To run these encounters, you'll need the Player's Handbook (PHB), Monster Manual (MM) and the Dungeon Master's Guide (DMG).", + "There are several visual cues used in this document to call your attention to important features or bits of information:", + { + "type": "list", + "items": [ + "Major NPCs or monsters will be named in boldtype the first time they are mentioned in the encounter—e.g. kobold — followed by either their reference (MM, p123) or their stat block location within Appendix A.", + "Some game mechanics are capitalized when they are mentioned, such as Inspiration, names of Actions, etc.", + "When referenced, Skill checks and saving throws are listed in bold type—e.g. a successful DC 13 Wisdom (Perception) check is needed to spot the pit trap" + ] + }, + { + "type": "inset", + "entries": [ + "Text in clear boxes is meant to be read aloud to your PCs. Boxed text is mostly used to set a scene, but many times it contains hints or clues about the upcoming encounter. If reading boxed text isn't your style, make sure to relate the key information to your players" + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Dinner Rush at the Mouth Rat Inn", + "entries": [ + { + "type": "entries", + "name": "Summary", + "entries": [ + "Characters must get on the good side of a grumpy tavern owner in order to get information out of him. The only way to make him happy tonight is to fill in for his missing wait staff. If your PCs can keep the customers satisfied, the owner will divulge the information they need." + ] + }, + { + "type": "entries", + "name": "Utility", + "entries": [ + "This encounter is best suited for a town or city setting. Use it to reveal any sort of needed information." + ] + }, + { + "type": "entries", + "name": "Backstory", + "entries": [ + "The proprietor of the Mouthy Rat Inn is a rat named {@ceature Dirk|knowledgeispower}. He used to be human, and a very clever thief, but when he stole from the wrong wizard, he was transmuted into rat form. He retained his human personality and was forced to scavenge in dungeons for years. He eventually scored a nice batch of loot with the help of a partner, a human ranger named Phlend. The two then bought a tavern and have been living an easier life ever since. Dirk's condition is well-known by the Inn's customers." + ] + }, + { + "type": "entries", + "name": "Encounter", + "entries": [ + "Your PCs have heard that talking to the proprietor of the Mouthy Rat Inn could yield the information that they've been seeking. As they enter the inn, read or paraphrase the following:", + { + "type": "inset", + "entries": [ + "This busy tavern seems to be close to chaos right now. A handful of wait staff are scrambling among the tables, hurriedly tossing down plates of food before rushing back to the kitchen. One center of activity is a side table, where an adventurer-type sits, directing traffic. A small animal sits on the table next to him." + ] + }, + "{@creature Dirk|knowledgeispower} (see { Appendix A: New Monsters}) runs the tavern from this tabletop, issuing orders to {@b Phlend ({@creature Scout}; MM, p349)} who then relates them to staff in a much louder voice. But tonight is not going so well as he is missing several wait staff. A successful {@skillCheck insight 8|DC 8 Wisdom (Insight)} check reveals that there is tension in the air; patrons are yelling for their food, wait staff are yelling back that they're doing their best.", + "Approaching Phlend and Dirk allows the players to notice that the two seem to be conversing. Talking to Phlend {@u first} causes the ranger to smile at them mutely, waiting for the annoyed Dirk to sound off:", + { + "type": "inset", + "entries": [ + "The rat, sitting on a small chair on the tabletop, pipes up in a small voice: \"{@i Hey, down here, you geezers! I'm the Head Rat in Charge. This bag of dirt does what I say! Whadda'ya want?!}\"" + ] + }, + "After a brief exchange about the tavern and how difficult it is to run a kitchen, Dirk will get down to business with the PCs. He plays coy about whether he has the needed information. He can't be bribed and quickly seems to lose interest in the PCs if they attempt it.", + "All this can be turned around, though, if the characters offer to wait tables for Dirk. To clue your players into this opportunity, interrupt their character's conversation with exclamations about the dinner service:", + { + "type": "list", + "items": [ + "Dirk (via Phlend): \"Hey, table 6 is waiting on their boar! It's been 20 minutes, Elika!\"", + "waitress to Dirk: \"{@i Hey rat-tail! The cook says ee hurt his hand, and ee can't chop up the side of beef!} \" " + ] + }, + "Hopefully, characters will take the hints and offer to help. But if needed, have Phlend suggest that he needs help. Dirk eagerly takes the PCs up if they offer. He pledges to give the PCs the needed information if they successfully complete the tavern's dinner service (2 hours left).", + "Phlend produces an apron for each PC, to serve as a uniform (feel free to embellish the uniform to humiliate your players). Dirk then stares at the PCs, admonishing the roughest-looking one:", + " \"I got my eye on you. Anyone so much as frowns at my customers, and the deal is OFF!\" He spits in a tiny spitoon for effect." + ] + }, + { + "type": "entries", + "name": "Mechanics", + "entries": [ + "To complete dinner service, your players must succeed at a Skill-based challenge: they'll need to succeed at 3 Skill checks before 2 failures. Overall, the checks shouldn't be too hard, this is mostly for roleplaying fun: successful DCs of 8-10 are reasonable. The individual checks could be conducted in a montage, spread throughout the dinner service. Suggested checks are below, but allow your players to come up with their own:", + { + "type": "list", + "items": [ + "A customer yells out for a waiter, then throws beer in the PC's face when they arrive: “This ain't the beer I ordered!” The table erupts in laughter. Allow some role-playing, reminding the player that Dirk is watching their character. Award success on this “check” if the PC doesn't lose their temper. The character could also be forced to make a successful DC 10 Charisma (Persuasion) or (Deception) check to cover their hostility with a false smile.", + "A waitress relays multiple orders to a PC: “Tell the kitchen I need 2 roasts for table 7, 3 ducks for table 10, and a tray of vegetables for the elf in the corner. And a beer!” Ask the player to recite back the order immediately. If they fail, allow them to make a successful DC10 Intelligence check. If they fail that, then they've failed this check.", + "The cook needs help in the kitchen. A side of beef has arrived and it needs to be moved then chopped up. This requires a successful DC 10 Strength check, then a DC 10 Strength {Athletics) check, respectively.", + "With an armload of plates, a PC must succeed on a DC 10 Dexterity (Acrobatics) check to dodge fast-moving wait staff; failure triggers a DC 8 Strength saving throw to avoid dropping plates, which then counts as a failed check." + ] + } + ] + }, + { + "type": "entries", + "name": "Resolution", + "entries": [ + "If the characters succeed at the challenge, Dirk makes good on his word later that night:", + + "The last patrons are gone, and only one tired waitress remains, sweeping the wooden floor clean of rubbish. A tiny, high-pitched whistle calls your attention to a shadowy corner, where Dirk sits counting the night's receipts. He's ready to talk.", + + "If the characters fail, Dirk curses their clumsy fingers or short tempers and has them tossed out. Read or paraphrase the following:", + + "After that last mishap, you hear a series of highpitched, vaguely filthy squeaks from Dirk's table. Phlend's commanding voice rings out: \"All right, you lot, you're done! Out!\"", + + "However, all is not lost. Phlend immediately sends a note to the PCs, telling them to come back after the tavern closes. Dirk will give them their information, but it'll cost 50 gold pieces.", + "In any case, Dirk might be interested in hiring the PCs to complete a mission or two. He's spent a lot of time exploring various undercities since he's been a rat, so no telling what he's seen…" + ] + } + ] + }, + { + "type": "section", + "name": "Only you can prevent assist with forest fires", + "entries": [ + { + "type": "entries", + "name": "Summary", + "entries": [ + "The PCs can help a ranger who is managing a forest fire. They'll enter the actively-burning forest to complete a task, after which the ranger will deliver the needed information." + ] + }, + { + "type": "entries", + "name": "Utility", + "entries": [ + "This encounter is best suited for a forested or wilderness location, beginning in the evening." + ] + }, + { + "type": "entries", + "name": "Backstory", + "entries": [ + "Smoke is a member of the Emerald Enclave and therefore seeks to balance nature and civilization. Encroaching villagers have caused wildfires over the past few years. She is now burning the forest understory during damp conditions, to reduce the \"fuel\" available to future wildfires." + ] + }, + { + "type": "entries", + "name": "Encounter", + "entries": [ + "Characters have been futilely exploring the wilderness all day and come across Smoke starting the burn in the evening. When you're ready to begin the encounter, read or paraphrase the following:", + { + "type": "inset", + "entries": [ + "The smell of smoke is in the air and a dull, orange glow is visible through the forest ahead. A lithe human strides through the gloom, holding a torch. Two deer are feeding nearby, unfazed as the human passes them, touching the torch to the ground.", + "The figure pauses upon seeing you. She throws back her hood, glances down at her sword, then asks you: \"What business do you have here?\"" + ] + }, + "{@b Smoke ({@creature Scout}; MM, p349)} is setting down a line of fire on the ground, which will creep downhill and consume the leaves and downed branches.", + "If the PCs are reasonably friendly or at least not hostile, Smoke tries to recruit them to help. If the characters agree, Smoke promises to give them the information they seek afterward." + ] + }, + { + "type": "entries", + "name": "Mechanics", + "entries": [ + "To earn Smoke's help, the characters must succeed at a task she gives them. Other challenges await them once they begin, and the PCs can earn \"extra credit\", but Smoke's cooperation is only tied to her task:", + { + "type": "inset", + "entries": [ + "\"The seeds of this pine tree only ripen with flame. Take these cones to a dry ridge, where the fire will be hottest. It's crucial that this tree be re-born.\" She hands over a bundle of large, spiky pine cones.", + "\"Follow my fireline along the ridge and make sure the flames haven't spread across it. Then turn east into the burn and bring these cones to the next ridge.\"" + ] + }, + "As the PCs start walking along the fire line, their first challenge emerges: a flaming, dead tree at the line's edge could fall across the line, spreading the fire. Chopping it down requires a successful {@@skillCheck althletics 15|DC 15 Strength (Athletics)} check; only on a natural 1 does the tree fall where it shouldn't. Each check also triggers a {@savingThrow dex 10|DC 10 Dexterity saving throw} to avoid 3 {@dice 1d6|(1d6) fire damage}. Once in the burn area, you can give your players a better sense of the scene:", + { + "type": "inset", + "entries": [ + "A slow-moving curtain of fire is spreading east, downhill from the ridge you've been walking. In the evening gloom, the 4-foot-tall flames illuminate the forest floor, but the canopy remains shrouded in shadows. The flames swell when they reach a pile of brush, but soon die back down." + ] + }, + "The PCs can easily walk through the burned area, avoiding pockets of dead wood and intense flames. To find the ridgetop, a player will need to succeed on a {@skillCheck nature 10|DC 10 Intelligence (Nature)} or {@skillCheck survival 10| Wisdom (Survival)} check. A successful DC 8 Strength (Athletics) check allows the character to traverse the steep terrain; failure results in the character falling down a rocky slope, taking 3 (1d6) bludgeoning damage. Each failure also triggers a {@savingThrow con 10|DC 10 Constitution saving throw} to avoid taking 3 ({@dice 1d6|1d6}}) fire damage.", + "Once they reach the desired ridgetop, a {@creature pine dryad|knowledgeispower} (see Appendix A: New Monsters) steps out of her tree to challenge the PCs, in her flaming form:", { + "type": "inset", + "entries": [ + "\"Begone! This is no place for outsiders! It all must BURN!\" She has a wild look in her eye as tendrils of flame curl out of her fingertips." + ] + }, + "The pine dryad is a little intoxicated by the power of the fire all around her. She doesn't immediately grasp the PCs' purpose, even if they show her the cones. A successful {@@skillCheck persuasion 10| DC 10 Charisma (Persuasion)} check and some role-playing are needed to calm her down. If successful, the pine dryad clutches the cones to her chest, setting them ablaze. She throws the flaming cones, scattering the seeds. \"Thank you.\"" + ] + }, + { + "type": "entries", + "name": "Options", + "entries": [ + "On the way to or from the pine dryad's ridge, the players can come across the following situations:", + { + "type": "list", + "items": [ + "{@u My Hive!} A {@creature pixie} (MM, p253) zips over to the PCs and begs them to rescue a beehive that is important to her clan. A successful {@skillCheck athletics 8|DC 8 Strength (Athletics)} check allows a PC to climb a smoking tree, then calmly extract the beehive with a successful {@skillCheck animal_handling 8|DC 8 Wisdom (Animal Handling)} check, bringing it to a safer tree. Failure on either check causes bees to attack ({@creature swarm of wasps}; MM, p338).", + "{@u Turtle Power}. A fey-touched turtle was headed for safety beneath a rotten log but flipped over and now waves its legs helplessly. A {@creature dire wolf} (MM, p321) menaces it. If the PCs help, the turtle glows a dull green and stretches out its neck towards them. Touching it grants a single use of the goodberry spell.", + "{@u Gnome Rescue}. A gnome named Bips is focused on fulfilling an odd grudge, and is going to get himself hurt:" + ] + }, { + "type": "inset", + "entries": [ + "A small voice issues from beside you: \"Outta my way!\" A young gnome pushes past you, walks straight over to a 4 foot-tall anthill, and begins punching it furiously. He seems completely unaware of the piles of dead branches all around him and the advancing fire." + ] + }, + "If the characters address him, he says: \"{@i Smoke told me to leave, but I ain't! Not 'til I kill alla these ants! It's a {@u family} thing!}\" He does not explain further (giant ants raided his family's larder). Hopefully, the characters will feel compelled to interact, either forcing him away, or succeeding a {@skillCheck persuasion 12|DC 12 Charisma (Persuasion)} check and convincing him to leave." + ] + }, + { + "type": "entries", + "name": "Resolution", + "entries": [ + "If the players complete Smoke's task, then the ranger tells them what they need to know. If the characters mention any additional situations they solved, Smoke gives them 2 scrolls of any 1st-level ranger spell and a {@item potion of fire resistance}. Alternatively, the appreciative dryad could be the one who delivers the helpful information." + ] + } + ] + }, + { + "type": "section", + "name": "Need some new tunes", + "entries": [ + { + "type": "entries", + "name": "Summary", + "entries": [ + "The PCs come across a kenku explorer, who is familiar with the surrounding dungeon. The kenku wishes to add to its repertoire of sounds and if the PCs can deliver some, he will tell them the information they need." + ] + }, + { + "type": "entries", + "name": "Utility", + "entries": [ + "This encounter is best suited for a dungeon setting. Use it if the characters took a wrong turn, can't find a specific location/secret door or are otherwise stuck." + ] + }, + { + "type": "entries", + "name": "Backstory", + "entries": [ + "Like many kenku, Bombycill is a collector of sounds. It not only gives him a greater vocabulary, but it's also useful in attracting a mate; the most successful kenku males can showcase a huge catalog of diverse sounds.", + "He has explored many dungeons, including this one. He likes to shadow groups of adventurers and listen to their conversations. In this manner, he has \"recorded\" many adventuring-themed sayings and dungeon sounds." + ] + }, + { + "type": "entries", + "name": "Encounter", + "entries": [ + "When the characters are stuck, or about to head down a path you don't want them to take, begin this encounter by reading or paraphrasing the following:", + { + "type": "inset", + "entries": [ + "A dark-feathered, beaked humanoid steps out of the shadows, hands up in a placating gesture. It vocalizes a series of chirps, squeaks and other odd animal sounds, then says in a clear, dwarven voice: \"I don't care what the map says, I think you're lost!\" It cocks its head and looks at you expectantly." + ] + }, + "This is Bombycill's ({@b {@creature Kenku}; MM, p194}) attempt to begin a conversation. For each question a player asks, the kenku {@u first requires} a PC to give him an interesting sound. To introduce this quid pro quo setup, read the following after the first question:", + { + "type": "inset", + "entries": [ + "The kenku nods it's head but doesn't answer your question. It makes a series of sounds: some animal some humanoid sentence fragments, some of unknown origin. It then looks at you, and points." + ] + } + ] + }, + { + "type": "entries", + "name": "Mechanics", + "entries": [ + "Success in this encounter is simply about role-playing fun. The more outrageous sounds your players make, the better: elephants trumpeting, raspberries, ululations, accented exclamations, everything is fair game.", + "Singing or beat-boxing is met with utter ecstasy from the kenku; he nods and dances vigorously and repeats it (to the best of your ability, dear DM). For any player that doesn't wish to join in, allow their character to substitute a successful {@skillCheck performance 10|10 Charisma (Performance)} check." + ] + }, + { + "type": "entries", + "name": "Resolution", + "entries": [ + "Bombycill will answer characters questions about missing information/locations using his catalog of phrases and sounds. Some samples are below:", + { + "type": "list", + "items": [ + "For \"yes\" responses, he answers with a jovial dwarf voice \"Ha-HA! Yes, my companions!\"", + "For \"no\" responses, he answers with a terrified elven voice \"By Corellon, NO!\"", + "To indicate danger, he answers with the clash of steel weapons or, in an excited voice: \"Well lookee here! I disabled the—*screams of agony*\"", + "For a discouraging response, he answers with a cautious voice, echoing in a large chamber: \"This doesn't look like the way to go...to go…to go…\"", + "To indicate a correct location/feature, he answers with a wise voice: \"I knew you would guide us to victory, Keldor.\"" + ] + }, + "If the characters aren't asking the right questions or making headway towards discovering their missing goal, Bombycill can sketch a crude map on the floor which shows their destination." + ] + } + ] + }, + { + "type": "section", + "name": "Me make big magic", + "entries": [ + { + "type": "entries", + "name": "Summary", + "entries": [ + "The PCs find an ogre who is in possession of some important maps and letters. The ogre wishes to cast a spell with a found wand, and will gladly part with anything it owns if the PCs help him." + ] + }, + { + "type": "entries", + "name": "Utility", + "entries": [ + "This encounter is best suited for a cave or other dungeon-like setting. It can be used to deliver any type of information found on a map, letter, or document." + ] + }, + { + "type": "entries", + "name": "Backstory", + "entries": [ + "Druk and Taag are ogres who have recently defeated a hapless group of adventurers, including a wizard. Druk was captivated by the wizard's spells, even though he is only dimly aware of what magic is. He's always been a bit of a softy, by ogre standards, and now his only desire is to make loud, funny or wondrous things happen with the wand. " + ] + }, + { + "type": "entries", + "name": "Encounter", + "entries": [ + "Your PCs find the scattered contents of an adventurer's backpack. Among the items is a journal page or map fragment that hints at the information they're missing. Following a trail of dropped contents leads to Druk's lair. When ready to begin the encounter, read or paraphrase the following:", + { + "type": "inset", + "entries": [ + "A dimly-lit cavern ({@i or room}) opens up in front of you, a raised area at the far end. On the walls are chalk scribbles.", + "Two ogres are on the raised area; one sleeps while the other paces in front of the scribbles, waving a small stick. The remains of adventurers are strewn about the ogres, along with their adventuring gear, scrolls and loose documents. The sleeping ogre clutches a grisly token as he sleeps: a bloody, human hand." + ] + }, + "The two {@creature ogre|MM|ogres} (MM, p237) are both relaxing after their meal of adventurers. Taag is sleeping and Druk is happily playing with his newly-acquired wand. He's full, so isn't immediately hostile upon seeing the PCs. Any friendly role-playing or a successful {@skillCheck persuasion 8|DC 8 Charisma (Persuasion)} check allows Druk's curiosity to overcome his ogre-ish temper.", + "During the interaction, Druk decides that the PCs know magic. He gets very excited and demands they teach him. He points at the wand then at a PC, then makes weird mouth sounds (you know, the sound that mages make). If needed, Druk points out his scribbles which show many stick figures holding sticks. Succeeding on a {@skillCheck perception 10|DC 10 Wisdom (Perception)} check reveals that the most drawings show a shower of sparks shooting out of the held sticks." + ] + }, + { + "type": "entries", + "name": "Mechanics", + "entries": [ + "To make Druk believe he has cast a spell, he needs to see a display of lights, sounds or other effects (the prettier the better) from the wand. Samples include:", + { + "type": "list", + "items": [ + "an item levitates ({@spell mage hand})", + "sparks shoot out of the wand and float around his head ({@spell dancing lights})" + ] + }, + "The PCs can fool Druk even without using a spell: pantomiming being controlled by his wand movements will be a big hit with Druk. In all cases, the relevant PC must also make a successful DC 10 Charisma (Performance) check while casting, in order to create the illusion that the ogre is responsible for the spell. Any roll over a 15 and Druk is overjoyed, unlocking the extra \"reward\" below.", + "After 3 unsuccessful attempts, Druk gets furious, wakes up Taag and attacks (but if the characters are making progress, Druk doesn't let Taag interfere)." + + ] + }, + { + "type": "entries", + "name": "Resolution", + "entries": [ + "If Druk believes he cast a spell, he happily dances around, waving the wand. He picks up a handful of the scrolls and backpacks and throws them at the PCs for their reward. The documents contain the information the characters need. If overjoyed, Druk happily escorts them past the next threat in the dungeon, scaring it away, but also requiring extra spells along the way…" + ] + } + ] + }, + { + "type": "section", + "name": "Mama Mimic", + "entries": [ + { + "type": "entries", + "name": "Summary", + "entries": [ + "The PCs unknowingly come across a {@creature mimic} watching over her young as they practice hunting. If she believes they are threatened, she'll take the shape of an object she hopes will appease the PCs." + ] + }, + { + "type": "entries", + "name": "Utility", + "entries": [ + "This encounter is best suited for a dungeon setting, and for finding a hidden or missing location." + ] + }, + { + "type": "entries", + "name": "Backstory", + "entraies": [ + "While not as intelligent as humanoids (INT 5), mimics are slightly more intelligent than most animals and are quite cunning. This serves their predatory lifestyle well, allowing them to judge their quarry's interest and take a relevant shape. Mimics are born instinctively knowing a collection of forms and learn more from their mother.", + "This particular mimic has recently given birth to a clutch of babies, and now protectively watches over them as they attempt to lure dungeon vermin." + ] + }, + { + "type": "entries", + "name": "Encounter", + "entries": [ + "If the characters are stuck, they can come across the mimic family in a dungeon corridor. When ready to begin the encounter, read the following:", + { + "type": "inset", + "entries": [ + "In the corridor ahead, the floor is scattered with a dozen items of food: wheels of cheese, carrots, a roast turkey leg. There is a door on one side of the corridor." + ] + }, + "The adult female {@creature mimic} (MM, p220) has taken the form of a door and watches over her 12 {@ baby mimics|knowledgeispower} (see Appendix A: New Monsters) who have all taken the shapes of food to attract prey like rats or bats. A successful {@skillCheck perception 15|DC 15 Wisdom (Perception)} check allows a player to detect the adult.", + "The PCs are 30 feet away from the mimics when the encounter begins. If anyone gets within 10 feet the babies, read the following:", + { + "type": "inset", + "entries": [ + "As you approach, the food items jiggle slightly, then suddenly turn into small wooden chests with an audible \"pop!\"" + ] + }, + "The babies instinctively change to the tried-and-true form that lures humanoids: a treasure chest. Allow for some role-playing interactions with the babies before the female mimic makes her presence known with a low growl. If touched, a baby mimic can't help but nip for 1 (1d2) piercing damage", + "The mother is concerned for her babies' safety but doesn't attack. Instead, her instincts tell her to give the humanoids what they want so that they'll be on their way. If the female is threatened, any baby is harmed or the interaction lasts more than a minute, read or paraphrase the following:", + { + "type": "inset", + "entries": [ + "The door next to you growls, then wriggles; it's shape changing! In place of the “door” is now a series of grey geometric shapes on a white background. The grey shapes are connected by grey lines." + ] + }, + "The mimic has become an overhead map of the dungeon the characters are currently in, with the grey shapes representing rooms and corridors. A successful DC 8 Intelligence check evokes a sense of familiarity from the PCs. Shown on the “map” is the secret tunnel or location that the characters need. If the PCs fed her children, she shows them a hidden threat, displaying a red skull on the map." + ] + }, + { + "type": "entries", + "name": "Resolution", + "entries": [ + "With the interaction over, the mimic makes a series of squeaks and forms a mouth, into which her babies jump. She slides off down the corridor" + ] + } + ] + }, + { + "type": "section", + "name": "Buzz off, I'm stuffed", + "entries": [ + { + "type": "entries", + "name": "Summary", + "entries": [ + "The survivors of a hill giant raid tell the PCs that they know of documents with the information they need. But the documents, along with the rest of the contents of a caravan, are in the hill giant's belly. There's no way this doesn't get messy." + ] + }, + { + "type": "entries", + "name": "Utility", + "entries": [ + "This encounter is best suited for a wilderness setting. It can be used to deliver any type of information found on a map, letter, or document." + ] + }, + { + "type": "entries", + "name": "Backstory", + "entries": [ + "The hill giant, Oopa, has waylaid a caravan wagon that was to supply an upcoming feast for a noble in Waterdeep. The caravan carried a number of guests for the feast, professionals such as cartographers, arcanists, and historians.", + "After killing a few guards and watching the rest run away, Oopa settled down for a bountiful meal. The smells sent him into a frenzy, and he consumed everything he could reach, whether it is considered “edible” or not. Oopa ate the books and maps that the characters need, but they aren't sitting well." + ] + }, + { + "type": "entries", + "name": "Encounter", + "entries": [ + "Your lost or aimless PCs encounter Oopa just as he is finishing up his meal, and just as his overindulgence is catching up with him. When you're ready to begin the encounter, read or paraphrase the following:", + { + "type": "inset", + "name": "Filter Tag", + "entries": [ + "From around the next bend in the road comes the sound of loud crunching, followed by a truly enormous belch, then a groan of alarming intensity.", + "In front of you, two well-dressed men are watching the source of these sounds from their vantage point behind a large rock." + ] + }, + "Oopa ({@b {@creature hill giant}; MM, p155}) has consumed truly inedible items like plates and wagon wheels, and it has left him with a bad case of indigestion. He currently has disadvantage on any Wisdom (Perception) checks as he is focused on his gastrointestinal distress. He's in such pain, he doesn't even really react when he sees the PCs. Oopa just wants to feel better.", + "The observers are Kellum and Gyrinius ({@b {@creature commoner|Commoners}; MM, p345}), passengers on the ill-fated caravan. Kellum is a servant in charge of supplying the feast. Gyrinius was escorting an important collection of documents to a Waterdhavian college. Oopa's attack has destroyed the hopes of both men. Gyrinius can provide details about the type of documents that Oopa has consumed, which seem likely to be useful to the characters (maps of a ruined keep, analysis of elven lore, answered riddles from mad wizards).", + "Oopa could be fought and killed, but a simpler solution is to make him vomit up the contents of his stomach, including the needed documents." + ] + }, + { + "type": "entries", + "name": "Mechanics", + "entries": [ + "To make Oopa vomit, the players must succeed on two of the actions below:", + { + "type": "list", + "items": [ + "Contrive for Oopa to ingest an herb called ‘heavethistle' — a natural emetic. A successful {@skillCheck nature 10|10 Wisdom (Nature)} check allows a PC to find it. A successful {@skillCheck medicine 10|DC 10 Intelligence (Medicine)} check allows a PC to prepare it. Don't let your players forget to use any relevant tools or kits.", + "Role-play a discussion with a giant about food (the fattier and greasier the better). Succeeding on a {@skillCheck insight 8|DC 8 Wisdom (Insight)} check allows a character to find just the right words to make him queasy.", + "Make him sneeze repeatedly — there is pepper in the caravan wreckage and also a herb called 'sneezeweed', found with a successful {@skillCheck nature 10|DC 10 Wisdom (Nature)} check in the nearby woods", + "Make him laugh (slapstick works, with a successful {@skillCheck preformance 10|DC10 Charisma (Performance)} check).", + "Any single attack that targets Oopa's stomach and does more than 10 damage. If attacked, Oopa immediately fights back." + ] + }, + "Two failed checks results in Oopa getting annoyed and attacking the players." + ] + }, + { + "type": "entries", + "name": "Resolution", + "entries": [ + "If Oopa is made to vomit, he leaves the scene relieved. The players automatically find the item they're looking for in the sea of disgusting chyme. A successful {@savingThrow con 10|DC 10 Constitution saving throw} might be needed in order to avoid vomiting themselves. Kellum's day is still ruined, but Gyrinius is pleased that his shipment is mostly intact. He might provide extra information about the documents the characters are seeking." + ] + } + ] + }, + { + "type": "section", + "name": "A day at the races", + "entries": [ + { + "type": "entries", + "name": "Summary", + "entries": [ + "A contact or patron has promised to deliver needed information to the PCs today via messenger pigeon. The only problem is that the city's annual pigeon festival is today. To retrieve their message, the PCs must get their hands on their pigeon while navigating zealous onlookers." + ] + }, + { + "type": "entries", + "name": "Utility", + "entries": [ + "This encounter is best suited for a town or city setting. Use it to help your players acquire missing information of any kind." + ] + }, + { + "type": "entries", + "name": "Backstory", + "entries": [ + "Pigeons are big in this town. Today, dozens of \"flockmasters\" are competing in a contest of pigeon handling; the goal is to have the most pigeons at the end of the day. Owners attract flocks with lures and whistles, scare away others' flocks with startling effects and even raid rooftop coops to release a prize bird. There is serious betting on the day's outcome." + ] + }, + { + "type": "entries", + "name": "Encounter", + "entries": [ + "Your players are unaware of the city's pigeon races. When ready to begin the encounter, read or paraphrase the following:", + { + "type": "inset", + "name": "Filter Tag", + "entries": [ + "As you head to your meeting spot on a rooftop, a cacophony of whistling and yelling greets your ears. Rooftops all around are packed with people, all looking skyward as swarms of white shapes swoop by. A cheer goes up as a large flock of pigeons lands nearby. It looks like the whole town has gone full crazy for pigeon racing." + ] + }, + "Once the characters get to their designated rooftop, they can see their pigeon 50 feet away. However, it immediately gets caught up in a massive flock which lands on a neighbors' coop." + ] + }, + { + "type": "entries", + "name": "Mechanics", + "entries": [ + "To capture their pigeon, the players will need to succeed at the sequence of 3 Skill checks. The penultimate check is physically grabbing their pigeon. If the grab fails, the whole sequence must be restarted. Sample checks include:", + { + "type": "list", + "items": [ + "{@u Attract a flock}. Succeed on a {@skillCheck animal_handling 10|DC 10 Wisdom (Animal Handling)} check, with advantage if the PC has a pigeon lure (20 gp to purchase) or can mimic a flockmaster's whistling.", + "{@u Jump to a different rooftop}. Succeed on a {@skillCheck acrobatics 10|DC 10 Dexterity (Acrobatics)} check or fall onto canvas tents below. The rooftop's occupants yell at the PCs and a successful {@skillCheck persuasion 10|DC 10 Charisma (Persuasion)} check is needed to stay without incident. A 10gp bribe also does the trick.", + "{@u Sneak to opponent's coop}. Succeed on a {@skillCheck stealth 10|DC 10 Dexterity (STEALTH)} check; failure results in the occupants ({@b {@creature commoners|MM|commoners}; MM, p345}) trying to make the PCs leave.", + "{@u Grab a pigeon}. Succeed on a {@skillCheck animal_handing 12|12 Wisdom (Animal Handling)} check, followed by a successful {@ability dex 10|DC 10 Dexterity check}, with advantage. Several druid spells can also come in handy at close range." + ] + }, + "Characters can coordinate actions from separate rooftops, which will grant advantage to a single check. Failure on any check also means that the PCs are noticed by local criminals who control all pigeongambling. A {@creature thug} (MM, p350) and {@creature bandit captain} (MM, p344) follow then attack the PCs. Conspicuous spellcasting to affect pigeon behavior also triggers the ruffians' interest." + ] + }, + { + "type": "entries", + "name": "Resolution", + "entries": [ + "Grabbing the pigeon gives them the needed information from their contact. If the PCs are unsuccessful, they can still get the information: they can approach the flockmaster who has their messenger pigeon. He'll part with it for 50gp." + ] + } + ] + }, + { + "type": "section", + "name": "How much rust...", + "entries": [ + { + "type": "entries", + "name": "Summary", + "entries": [ + " A broken pit trap allows the PCs to glimpse a hidden network of tunnels that can lead to the location they need to get to. A door to the tunnels is locked, but can be opened with the help of a nearby rust monster. The finicky creature won't move for anything less than 50 gold pieces of material." + ] + }, + { + "type": "entries", + "name": "Utility", + "entries": [ + "This encounter is best suited for a dungeon setting.Use it if the characters aren't finding an important location." + ] + }, + { + "type": "entries", + "name": "Backstory", + "entries": [ + "Dwarven or kobold dungeon engineers built a series of small tunnels that provide \"back-door\" access to areas of the dungeon." + ] + }, + { + "type": "entries", + "name": "Encounter", + "entries": [ + "Your PCs are lost or have missed your clues about where to head next. When ready to begin the encounter, have your PCs trip a pit trap (DMG, p122+) and ask for appropriate Dexterity saving throws. Whether they fail or not, the trap opens but sticks. Read or paraphrase the following:", + { + "type": "inset", + "name": "Filter Tag", + "entries": [ + "The trap doors lock in mid-swing, frozen by rust or faulty gears. Spikes are visible below, as is a small stone door next to the spikes. Cool air washes over you." + ] + }, + "The stone doorway at the bottom leads to the access tunnels. After carefully climbing down, the characters can see an open slot in the door, 3 inches by 6 inches. They can peer through to see a lowceilinged room (4 feet) and two tunnels. The breeze is coming from these tunnels, indicating their extensive length.", + "In the back of the 15'x15'room, two things are visible: a {@b {@creature rust monster} (MM, p262)} on the left and a pressure plate on the floor on the right. A half-eaten chain mail shirt lies next to the creature (a snack).", + "Next to the door is a series of stone buttons. Pushing the right sequence will open the door, but there are no clues as to the sequence. If your players want to blindly guess, have them roll {@dice 2d10|2d10}; on a roll of 00, they guessed right and can now access the tunnels. If they fail, the old buttons lock permanently." + ] + }, + { + "type": "entries", + "name": "Mechanics", + "entries": [ + "The door opens when more than 50 pounds of pressure is put on the plate; the rust monster weighs 60 pounds (50 coins weight 1 pound). Coaxing her onto the plate could be achieved by any number of methods. Examples include:", + { + "type": "list", + "items": [ + "Toss coins onto the plate. The rust monster becomes interested only if more than 50gp of value is present in silver, gold or platinum (she's picky since she's full). Her antennae twitch when she smells metal that entices her.", + "Create a startling effect in the room. While yelling won't suffice, any other loud sound or effect will cause the rust monster to scramble away (e.g. thaumaturgy, thunderwave). If using a spell, a DC10 check using the caster's relevant ability score \"shapes\" the spell, ensuring the rust monster moves across the plate. On a failure, there is only a 50% chance that the rust monster runs across the plate. Loud sounds also trigger another monster of your choice to come and investigate." + ] + } + ] + }, + { + "type": "entries", + "name": "Resolution", + "entries": [ + "If the door is opened, the PCs now have access to a tunnel (or tunnel system) that leads them where they need to go." + ] + } + ] + }, + { + "type": "section", + "name": "Over the ledge and over easy", + "entries": [ + { + "type": "entries", + "name": "Summary", + "entries": [ + "A knowledgeable hermit is willing to negotiate with the PCs: they retrieve some yummy bird eggs for him, and he'll show them the location they've been looking for. Did he mention that the eggs are in cliffside nests populated by the wooliest spiders ever? Nope." + ] + }, + { + "type": "entries", + "name": "Utility", + "entries": [ + "This encounter is best suited for a wilderness setting. Use it if the characters aren't finding a necessary location." + ] + }, + { + "type": "entries", + "name": "Backstory", + "entries": [ + "Arka-Darka is a goblin hermit who ekes out a living by scavenging and knows the region's hidden sites. His camp is located near the top of a lakeside cliff. Puffin-like birds have excavated small caves out of the cliffside. He considers the eggs a delicacy but rarely attempts to collect them." + ] + }, + { + "type": "entries", + "name": "Encounter", + "entries": [ + "The characters come across Arka-Darka's small camp in the forest. When ready to begin the encounter, read or paraphrase the following:", + { + "type": "inset", + "name": "Other Tags", + "entries": [ + "A small clearing ahead contains a crude mud-andthatch hut. A lone goblin, clad in woolly skins and feathers, sits by a campfire cleaning a helmet." + ] + }, + "{@creature Arka-Darka|knowledgeispower} (see Appendix A: New Monsters) is tending to a recent find. He's skittish but will parley with the PCs from the shadows of his hut. He'll turn the conversation to how hungry he is. He'll take food, but raves about yummy bird eggs nearby.", + "Arka-Darka guesses that the PCs need help finding something and he offers to trade his knowledge for 4 eggs. A successful DC 13 Wisdom (Insight) check reveals that he's holding something back about the eggs; he never mentions the spiders (although the pelts he wears are a clue). If the PCs agree, read or paraphrase the following:" + ] + }, + { + "type": "entries", + "name": "Mechanics", + "entries": [ + "The goblin leads you to the edge of a 100-foot cliff, which looks out over a lake. Chubby white birds wheel in the sky overhead, some swooping down into holes dug out of the cliffside. The cliff face is whitewashed with bird droppings. The birds' nests begin 50 feet down the cliff. PCs can rappel down, no check needed with the right equipment (Arka-Darka has a rope). Hopefully, your players decide to secure themselves onto a rope. If not, a fall into the lake from this height will hurt, but shouldn't be fatal, with a PC taking 7 (2d6) bludgeoning damage on impact. There are scores of 1 foot-tall holes on the cliff's face. To determine the contents, roll a d20 and consult the following table:", + { + "type": "table", + "caption": "Rollable Occupant", + "colLabels": [ + "{@dice d20|Roll}", + "Occupant" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "min": 1, + "max": 7 + } + }, + "Empty" + ], + [ + { + "type": "cell", + "roll": { + "min": 8, + "max": 12 + } + }, + "Adult bird" + ], + [ + { + "type": "cell", + "roll": { + "min": 13, + "max": 15 + } + }, + "Unoccupied nest" + ], + [ + { + "type": "cell", + "roll": { + "min": 16, + "max": 20 + } + }, + "Item V: The Item Items Back" + ], + [ + { + "type": "cell", + "roll": { + "exact": 6 + } + }, + "Spider" + ] + ] + }, + { + "type": "list", + "items": [ + "{@u Empty}. Nothing in this hole.", + "{@u Adult bird}. The bird ({@b {@ creature owl}; MM, p333)} bites but is unable to stop a serious PC from collecting her egg. A DC 10 Dexterity check is needed to grab it.", + "{@u Unoccupied nest}. A straw nest holds an egg.", + "{@u Spider}. A foot-long {@creature spider, woolly-legged|knowledgeispower|woolly-legged spider} (see Appendix A: New Monsters) tries to bite anything stuck in the hole (with advantage). It then scuttles out onto the PC for another attack. A character must make a {@savingThrow dex 10|10 Dexterity saving throw} to avoid losing their balance." + ] + } + ] + }, + { + "type": "entries", + "name": "Resolution", + "entries": [ + "If given 4 eggs, Arka-Darka gives the PCs the information they need. If given more than 4 eggs, he also gives them a magic item like a {@item wand of magic detection}, {@item dust of dryness}, or {@item oil of slipperiness}" + ] + } + ] + }, + { + "type": "section", + "name": "It's (not) good to be the squire", + "entries": [ + { + "type": "entries", + "name": "Summary", + "entries": [ + "The PCs come across a well-traveled knight who has just vanquished a mighty foe. His squire disappeared during the fray, and the knight now needs someone for the dirty business of \"tidying up\". He'll share the information the PCs need if they complete his tasks." + ] + }, + { + "type": "entries", + "name": "Utility", + "entries": [ + "This encounter is best suited for a wilderness setting and can reveal any type of information." + ] + }, + { + "type": "entries", + "name": "Backstory", + "entries": [ + "The young Sir Keith Ulfant and his squire Gideon have just bested a cyclops that has been raiding farmsteads under Keith's rule." + ] + }, + { + "type": "entries", + "name": "Encounter", + "entries": [ + "Your PCs come across Sir Keith in the immediate aftermath of the battle. When ready to begin the encounter, read or paraphrase the following:", + { + "type": "inset", + "name": "Other Tags", + "entries": [ + "In the field ahead, a grisly scene has just concluded. The bulky, motionless form of a cyclops lies prone, it's single eye staring sightlessly ahead. A man in heavy armor sits near the head, covered in blood. A small campsite is behind him." + ] + }, + "Sir Keith ({@b {@creature knight}; MM, p247}) is brave, but vain and disdainful of those beneath him. He focuses on any PC who acts upper class or important. If none of your PCs possess that feature, they can feign a noble affectation with a successful {@skillCheck deception 10|DC 10 Charisma (Deception)} check. \"Common\" behavior results in disadvantage on any Charisma-based checks with him.", + "Sir Keith proudly shows off his recent victory. He reveals that his new squire has gone missing during the fight, but isn't too concerned: \"{@i He's my third this year. Shame, that…Would you look at the size of this bloke's eye!?}\"", + "He's more concerned with the tasks his squire would have completed. If the PCs agree to help, he accepts the offer and begrudgingly agrees to find out the information the players need." + ] + }, + { + "type": "entries", + "name": "Mechanics", + "entries": [ + "To satisfy Sir Keith, the PCs must succeed on two distasteful tasks related to tidying up. Sample tasks are below:", + { + "type": "list", + "items": [ + "clean his plate armor and longsword: a successful {@skillCheck investigation 10|DC 10 Intelligence (Investigation)} check ensures the level of cleanliness that Keith expects.", + "clean up the cyclops' skull and hand for trophies: a successful {@skillCheck survival 10|DC 10 Wisdom (Survival)} or {@skillCheck medicine 10|Wisdom (Medicine)} check ensures success ({@item leatherworking tools} grant advantage).", + "draw a picture of Sir Keith to commemorate the victory. A successful {@skillCheck insight|DC 10 Wisdom (Insight)} or {@skillCheck performance 10|Charisma (Performance)} check allows a character to capture just the right facial expression that will please Sir Keith." + ] + }, + "During the tasks, the PCs hear a muffled groaning under the cyclops: it's the squire Gideon ({@b {@creature noble}; MM, p348}). He's furious at being left for dead and will attack Sir Keith without some good role-playing and/or a successful {@skillCheck persuasion 12|DC 12 Charisma (Persuasion)} check. If Keith is disrespected by his squire, he stomps off and offers no further help. If restrained, Gideon relents and gives advice about the tasks, granting advantage on one check." + ] + }, + { + "type": "entries", + "name": "Resolution", + "entries": [ + "If the PCs succeed, Sir Keith honors his pledge to provide the information they need. If appropriate, Sir Keith possesses the knowledge himself. Alternatively, he can send his messenger hawk to his castle where his mages and loremasters will send back an answer later that same day. While waiting around camp for the response, your players might enjoy making awkward small talk with a bloody-handed, entitled 19-year-old knight and the fuming squire he left for dead…" + ] + } + ] + }, + { + "type": "section", + "name": "Appendix A: New monsters (and NPCs)", + "entries": [ + { + "type": "list", + "items": [ + "{@creature Arka-Darka|knowledgeispower}", + "{@creature Dirk|knowledgeispower}", + "{@creature Dryad, Pine|knowledgeispower}", + "{@creature Mimic, Baby|knowledgeispower}", + "{@creature Spider, Woolly-Legged|knowledgeispower}" + ] + } + ] + }, + { + "type": "section", + "name": "Appendix B: Full-Page art", + "entries": [ + "These pieces by Christopher Spence are too good not to share full-size. Show them to your players during the encounters (when appropriate!)." + ] + } + ] + } + ], + + "book": [ + { + "name": "Knowledge is Power", + "id": "knowledgeispower", + "source": "knowledgeispower", + "group": "homebrew", + "contents": [ + { + "name": "Introduction" + }, + { + "name": "Dinner Rush at the Mouth Rat Inn" + }, + { + "name": "Only you can prevent assist with forest fires" + }, + { + "name": "Need some new tunes" + }, + { + "name": "Me make big magic" + }, + { + "name": "Mama Mimic" + }, + { + "name": "Buzz off, I'm stuffed" + }, + { + "name": "A day at the races" + }, + { + "name": "How much rust..." + }, + { + "name": "Over the ledge and over easy" + }, + { + "name": "It's (not) good to be the squire" + }, + { + "name": "Appendix A: New monsters (and NPCs)" + }, + { + "name": "Appendix B: Full-Page art" + } + ] + } + ], + "bookData": [ + { + "id": "knowledgeispower", + "source": "knowledgeispower", + "data": [ + { + "type": "section", + "name": "Introduction", + "entries": [ + { + "type": "quote", + "entries": [ + "You on a quest for a magic sword? Good for you. You know where to find it? Who else wants it? What's guarding it and how many teeth that thing has? No? Well, then…I know a goblin hermit you might want to talk to…" + ], + "by": "Brund Ironboot", + "from": "barkeep of the Fainting Goat tavern" + }, + "Whether your party is hunting a red dragon or looking for a lost kingdom, their success or failure will likely hinge on {@b information}. Good information, to be specific. This supplement is filled with encounters that provide fun and unique opportunities for players to {@i earn} information that keeps your adventure moving. Nothing is free in Faerun, especially not good intel.", + "These encounters don't provide the {@i details} of the information itself, as that will be specific to your campaign. I'll provide the rumor-mongering tavern owner, her motivations and how your PCs might trade with her, but you fill in what crucial information she possesses.", + "For instance, did your players miss your multiple clues about the secret section of the dungeon? Now have them meet Bombycill, a kenku explorer. He'll gladly point them in the right direction, in exchange for some new, wonderful sounds provided by your players.", + "Since you, the DM, are using these encounters to advance the plot or get your players back on course, they should succeed most of the time. To this end, Skill checks and saving throw DCs are relatively low. But that's not to say that your players can be lazy; most encounters require clever role-playing or smart use of Skills to overcome obstacles.", + "Resorting to combat will likely result in victory but won't necessarily grant access to the needed information. So, encourage your more murderousminded players to sheathe their weapons and flex their role-playing muscles instead.", + { + "type": "section", + "name": "Materials and Formatting", + "entries": [ + "To run these encounters, you'll need the Player's Handbook (PHB), Monster Manual (MM) and the Dungeon Master's Guide (DMG).", + "There are several visual cues used in this document to call your attention to important features or bits of information:", + { + "type": "list", + "items": [ + "Major NPCs or monsters will be named in boldtype the first time they are mentioned in the encounter—e.g. kobold — followed by either their reference (MM, p123) or their stat block location within Appendix A.", + "Some game mechanics are capitalized when they are mentioned, such as Inspiration, names of Actions, etc.", + "When referenced, Skill checks and saving throws are listed in bold type—e.g. a successful DC 13 Wisdom (Perception) check is needed to spot the pit trap" + ] + }, + { + "type": "inset", + "entries": [ + "Text in clear boxes is meant to be read aloud to your PCs. Boxed text is mostly used to set a scene, but many times it contains hints or clues about the upcoming encounter. If reading boxed text isn't your style, make sure to relate the key information to your players" + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Dinner Rush at the Mouth Rat Inn", + "entries": [ + { + "type": "entries", + "name": "Summary", + "entries": [ + "Characters must get on the good side of a grumpy tavern owner in order to get information out of him. The only way to make him happy tonight is to fill in for his missing wait staff. If your PCs can keep the customers satisfied, the owner will divulge the information they need." + ] + }, + { + "type": "entries", + "name": "Utility", + "entries": [ + "This encounter is best suited for a town or city setting. Use it to reveal any sort of needed information." + ] + }, + { + "type": "entries", + "name": "Backstory", + "entries": [ + "The proprietor of the Mouthy Rat Inn is a rat named {@creature Dirk|knowledgeispower}. He used to be human, and a very clever thief, but when he stole from the wrong wizard, he was transmuted into rat form. He retained his human personality and was forced to scavenge in dungeons for years. He eventually scored a nice batch of loot with the help of a partner, a human ranger named Phlend. The two then bought a tavern and have been living an easier life ever since. Dirk's condition is well-known by the Inn's customers." + ] + }, + { + "type": "entries", + "name": "Encounter", + "entries": [ + "Your PCs have heard that talking to the proprietor of the Mouthy Rat Inn could yield the information that they've been seeking. As they enter the inn, read or paraphrase the following:", + { + "type": "inset", + "entries": [ + "This busy tavern seems to be close to chaos right now. A handful of wait staff are scrambling among the tables, hurriedly tossing down plates of food before rushing back to the kitchen. One center of activity is a side table, where an adventurer-type sits, directing traffic. A small animal sits on the table next to him." + ] + }, + "{@creature Dirk|knowledgeispower} (see { Appendix A: New Monsters}) runs the tavern from this tabletop, issuing orders to {@b Phlend ({@creature Scout}; MM, p349)} who then relates them to staff in a much louder voice. But tonight is not going so well as he is missing several wait staff. A successful {@skillCheck insight 8|DC 8 Wisdom (Insight)} check reveals that there is tension in the air; patrons are yelling for their food, wait staff are yelling back that they're doing their best.", + "Approaching Phlend and Dirk allows the players to notice that the two seem to be conversing. Talking to Phlend {@u first} causes the ranger to smile at them mutely, waiting for the annoyed Dirk to sound off:", + { + "type": "inset", + "entries": [ + "The rat, sitting on a small chair on the tabletop, pipes up in a small voice: \"{@i Hey, down here, you geezers! I'm the Head Rat in Charge. This bag of dirt does what I say! Whadda'ya want?!}\"" + ] + }, + "After a brief exchange about the tavern and how difficult it is to run a kitchen, Dirk will get down to business with the PCs. He plays coy about whether he has the needed information. He can't be bribed and quickly seems to lose interest in the PCs if they attempt it.", + "All this can be turned around, though, if the characters offer to wait tables for Dirk. To clue your players into this opportunity, interrupt their character's conversation with exclamations about the dinner service:", + { + "type": "list", + "items": [ + "Dirk (via Phlend): \"Hey, table 6 is waiting on their boar! It's been 20 minutes, Elika!\"", + "waitress to Dirk: \"{@i Hey rat-tail! The cook says ee hurt his hand, and ee can't chop up the side of beef!} \" " + ] + }, + "Hopefully, characters will take the hints and offer to help. But if needed, have Phlend suggest that he needs help. Dirk eagerly takes the PCs up if they offer. He pledges to give the PCs the needed information if they successfully complete the tavern's dinner service (2 hours left).", + "Phlend produces an apron for each PC, to serve as a uniform (feel free to embellish the uniform to humiliate your players). Dirk then stares at the PCs, admonishing the roughest-looking one:", + " \"I got my eye on you. Anyone so much as frowns at my customers, and the deal is OFF!\" He spits in a tiny spitoon for effect." + ] + }, + { + "type": "entries", + "name": "Mechanics", + "entries": [ + "To complete dinner service, your players must succeed at a Skill-based challenge: they'll need to succeed at 3 Skill checks before 2 failures. Overall, the checks shouldn't be too hard, this is mostly for roleplaying fun: successful DCs of 8-10 are reasonable. The individual checks could be conducted in a montage, spread throughout the dinner service. Suggested checks are below, but allow your players to come up with their own:", + { + "type": "list", + "items": [ + "A customer yells out for a waiter, then throws beer in the PC's face when they arrive: “This ain't the beer I ordered!” The table erupts in laughter. Allow some role-playing, reminding the player that Dirk is watching their character. Award success on this “check” if the PC doesn't lose their temper. The character could also be forced to make a successful DC 10 Charisma (Persuasion) or (Deception) check to cover their hostility with a false smile.", + "A waitress relays multiple orders to a PC: “Tell the kitchen I need 2 roasts for table 7, 3 ducks for table 10, and a tray of vegetables for the elf in the corner. And a beer!” Ask the player to recite back the order immediately. If they fail, allow them to make a successful DC10 Intelligence check. If they fail that, then they've failed this check.", + "The cook needs help in the kitchen. A side of beef has arrived and it needs to be moved then chopped up. This requires a successful DC 10 Strength check, then a DC 10 Strength {Athletics) check, respectively.", + "With an armload of plates, a PC must succeed on a DC 10 Dexterity (Acrobatics) check to dodge fast-moving wait staff; failure triggers a DC 8 Strength saving throw to avoid dropping plates, which then counts as a failed check." + ] + } + ] + }, + { + "type": "entries", + "name": "Resolution", + "entries": [ + "If the characters succeed at the challenge, Dirk makes good on his word later that night:", + + "The last patrons are gone, and only one tired waitress remains, sweeping the wooden floor clean of rubbish. A tiny, high-pitched whistle calls your attention to a shadowy corner, where Dirk sits counting the night's receipts. He's ready to talk.", + + "If the characters fail, Dirk curses their clumsy fingers or short tempers and has them tossed out. Read or paraphrase the following:", + + "After that last mishap, you hear a series of highpitched, vaguely filthy squeaks from Dirk's table. Phlend's commanding voice rings out: \"All right, you lot, you're done! Out!\"", + + "However, all is not lost. Phlend immediately sends a note to the PCs, telling them to come back after the tavern closes. Dirk will give them their information, but it'll cost 50 gold pieces.", + "In any case, Dirk might be interested in hiring the PCs to complete a mission or two. He's spent a lot of time exploring various undercities since he's been a rat, so no telling what he's seen…" + ] + } + ] + }, + { + "type": "section", + "name": "Only you can prevent assist with forest fires", + "entries": [ + { + "type": "entries", + "name": "Summary", + "entries": [ + "The PCs can help a ranger who is managing a forest fire. They'll enter the actively-burning forest to complete a task, after which the ranger will deliver the needed information." + ] + }, + { + "type": "entries", + "name": "Utility", + "entries": [ + "This encounter is best suited for a forested or wilderness location, beginning in the evening." + ] + }, + { + "type": "entries", + "name": "Backstory", + "entries": [ + "Smoke is a member of the Emerald Enclave and therefore seeks to balance nature and civilization. Encroaching villagers have caused wildfires over the past few years. She is now burning the forest understory during damp conditions, to reduce the \"fuel\" available to future wildfires." + ] + }, + { + "type": "entries", + "name": "Encounter", + "entries": [ + "Characters have been futilely exploring the wilderness all day and come across Smoke starting the burn in the evening. When you're ready to begin the encounter, read or paraphrase the following:", + { + "type": "inset", + "entries": [ + "The smell of smoke is in the air and a dull, orange glow is visible through the forest ahead. A lithe human strides through the gloom, holding a torch. Two deer are feeding nearby, unfazed as the human passes them, touching the torch to the ground.", + "The figure pauses upon seeing you. She throws back her hood, glances down at her sword, then asks you: \"What business do you have here?\"" + ] + }, + "{@b Smoke ({@creature Scout}; MM, p349)} is setting down a line of fire on the ground, which will creep downhill and consume the leaves and downed branches.", + "If the PCs are reasonably friendly or at least not hostile, Smoke tries to recruit them to help. If the characters agree, Smoke promises to give them the information they seek afterward." + ] + }, + { + "type": "entries", + "name": "Mechanics", + "entries": [ + "To earn Smoke's help, the characters must succeed at a task she gives them. Other challenges await them once they begin, and the PCs can earn \"extra credit\", but Smoke's cooperation is only tied to her task:", + { + "type": "inset", + "entries": [ + "\"The seeds of this pine tree only ripen with flame. Take these cones to a dry ridge, where the fire will be hottest. It's crucial that this tree be re-born.\" She hands over a bundle of large, spiky pine cones.", + "\"Follow my fireline along the ridge and make sure the flames haven't spread across it. Then turn east into the burn and bring these cones to the next ridge.\"" + ] + }, + "As the PCs start walking along the fire line, their first challenge emerges: a flaming, dead tree at the line's edge could fall across the line, spreading the fire. Chopping it down requires a successful {@skillCheck althletics 15|DC 15 Strength (Athletics)} check; only on a natural 1 does the tree fall where it shouldn't. Each check also triggers a {@savingThrow dex 10|DC 10 Dexterity saving throw} to avoid 3 {@dice 1d6|(1d6) fire damage}. Once in the burn area, you can give your players a better sense of the scene:", + { + "type": "inset", + "entries": [ + "A slow-moving curtain of fire is spreading east, downhill from the ridge you've been walking. In the evening gloom, the 4-foot-tall flames illuminate the forest floor, but the canopy remains shrouded in shadows. The flames swell when they reach a pile of brush, but soon die back down." + ] + }, + "The PCs can easily walk through the burned area, avoiding pockets of dead wood and intense flames. To find the ridgetop, a player will need to succeed on a {@skillCheck nature 10|DC 10 Intelligence (Nature)} or {@skillCheck survival 10| Wisdom (Survival)} check. A successful DC 8 Strength (Athletics) check allows the character to traverse the steep terrain; failure results in the character falling down a rocky slope, taking 3 (1d6) bludgeoning damage. Each failure also triggers a {@savingThrow con 10|DC 10 Constitution saving throw} to avoid taking 3 ({@dice 1d6|1d6}}) fire damage.", + "Once they reach the desired ridgetop, a {@creature pine dryad|knowledgeispower} (see Appendix A: New Monsters) steps out of her tree to challenge the PCs, in her flaming form:", { + "type": "inset", + "entries": [ + "\"Begone! This is no place for outsiders! It all must BURN!\" She has a wild look in her eye as tendrils of flame curl out of her fingertips." + ] + }, + "The pine dryad is a little intoxicated by the power of the fire all around her. She doesn't immediately grasp the PCs' purpose, even if they show her the cones. A successful {@skillCheck persuasion 10| DC 10 Charisma (Persuasion)} check and some role-playing are needed to calm her down. If successful, the pine dryad clutches the cones to her chest, setting them ablaze. She throws the flaming cones, scattering the seeds. \"Thank you.\"" + ] + }, + { + "type": "entries", + "name": "Options", + "entries": [ + "On the way to or from the pine dryad's ridge, the players can come across the following situations:", + { + "type": "list", + "items": [ + "{@u My Hive!} A {@creature pixie} (MM, p253) zips over to the PCs and begs them to rescue a beehive that is important to her clan. A successful {@skillCheck athletics 8|DC 8 Strength (Athletics)} check allows a PC to climb a smoking tree, then calmly extract the beehive with a successful {@skillCheck animal_handling 8|DC 8 Wisdom (Animal Handling)} check, bringing it to a safer tree. Failure on either check causes bees to attack ({@creature swarm of wasps}; MM, p338).", + "{@u Turtle Power}. A fey-touched turtle was headed for safety beneath a rotten log but flipped over and now waves its legs helplessly. A {@creature dire wolf} (MM, p321) menaces it. If the PCs help, the turtle glows a dull green and stretches out its neck towards them. Touching it grants a single use of the goodberry spell.", + "{@u Gnome Rescue}. A gnome named Bips is focused on fulfilling an odd grudge, and is going to get himself hurt:" + ] + }, { + "type": "inset", + "entries": [ + "A small voice issues from beside you: \"Outta my way!\" A young gnome pushes past you, walks straight over to a 4 foot-tall anthill, and begins punching it furiously. He seems completely unaware of the piles of dead branches all around him and the advancing fire." + ] + }, + "If the characters address him, he says: \"{@i Smoke told me to leave, but I ain't! Not 'til I kill alla these ants! It's a {@u family} thing!}\" He does not explain further (giant ants raided his family's larder). Hopefully, the characters will feel compelled to interact, either forcing him away, or succeeding a {@skillCheck persuasion 12|DC 12 Charisma (Persuasion)} check and convincing him to leave." + ] + }, + { + "type": "entries", + "name": "Resolution", + "entries": [ + "If the players complete Smoke's task, then the ranger tells them what they need to know. If the characters mention any additional situations they solved, Smoke gives them 2 scrolls of any 1st-level ranger spell and a {@item potion of fire resistance}. Alternatively, the appreciative dryad could be the one who delivers the helpful information." + ] + } + ] + }, + { + "type": "section", + "name": "Need some new tunes", + "entries": [ + { + "type": "entries", + "name": "Summary", + "entries": [ + "The PCs come across a kenku explorer, who is familiar with the surrounding dungeon. The kenku wishes to add to its repertoire of sounds and if the PCs can deliver some, he will tell them the information they need." + ] + }, + { + "type": "entries", + "name": "Utility", + "entries": [ + "This encounter is best suited for a dungeon setting. Use it if the characters took a wrong turn, can't find a specific location/secret door or are otherwise stuck." + ] + }, + { + "type": "entries", + "name": "Backstory", + "entries": [ + "Like many kenku, Bombycill is a collector of sounds. It not only gives him a greater vocabulary, but it's also useful in attracting a mate; the most successful kenku males can showcase a huge catalog of diverse sounds.", + "He has explored many dungeons, including this one. He likes to shadow groups of adventurers and listen to their conversations. In this manner, he has \"recorded\" many adventuring-themed sayings and dungeon sounds." + ] + }, + { + "type": "entries", + "name": "Encounter", + "entries": [ + "When the characters are stuck, or about to head down a path you don't want them to take, begin this encounter by reading or paraphrasing the following:", + { + "type": "inset", + "entries": [ + "A dark-feathered, beaked humanoid steps out of the shadows, hands up in a placating gesture. It vocalizes a series of chirps, squeaks and other odd animal sounds, then says in a clear, dwarven voice: \"I don't care what the map says, I think you're lost!\" It cocks its head and looks at you expectantly." + ] + }, + "This is Bombycill's ({@b {@creature Kenku}; MM, p194}) attempt to begin a conversation. For each question a player asks, the kenku {@u first requires} a PC to give him an interesting sound. To introduce this quid pro quo setup, read the following after the first question:", + { + "type": "inset", + "entries": [ + "The kenku nods it's head but doesn't answer your question. It makes a series of sounds: some animal some humanoid sentence fragments, some of unknown origin. It then looks at you, and points." + ] + } + ] + }, + { + "type": "entries", + "name": "Mechanics", + "entries": [ + "Success in this encounter is simply about role-playing fun. The more outrageous sounds your players make, the better: elephants trumpeting, raspberries, ululations, accented exclamations, everything is fair game.", + "Singing or beat-boxing is met with utter ecstasy from the kenku; he nods and dances vigorously and repeats it (to the best of your ability, dear DM). For any player that doesn't wish to join in, allow their character to substitute a successful {@skillCheck performance 10|10 Charisma (Performance)} check." + ] + }, + { + "type": "entries", + "name": "Resolution", + "entries": [ + "Bombycill will answer characters questions about missing information/locations using his catalog of phrases and sounds. Some samples are below:", + { + "type": "list", + "items": [ + "For \"yes\" responses, he answers with a jovial dwarf voice \"Ha-HA! Yes, my companions!\"", + "For \"no\" responses, he answers with a terrified elven voice \"By Corellon, NO!\"", + "To indicate danger, he answers with the clash of steel weapons or, in an excited voice: \"Well lookee here! I disabled the—*screams of agony*\"", + "For a discouraging response, he answers with a cautious voice, echoing in a large chamber: \"This doesn't look like the way to go...to go…to go…\"", + "To indicate a correct location/feature, he answers with a wise voice: \"I knew you would guide us to victory, Keldor.\"" + ] + }, + "If the characters aren't asking the right questions or making headway towards discovering their missing goal, Bombycill can sketch a crude map on the floor which shows their destination." + ] + } + ] + }, + { + "type": "section", + "name": "Me make big magic", + "entries": [ + { + "type": "entries", + "name": "Summary", + "entries": [ + "The PCs find an ogre who is in possession of some important maps and letters. The ogre wishes to cast a spell with a found wand, and will gladly part with anything it owns if the PCs help him." + ] + }, + { + "type": "entries", + "name": "Utility", + "entries": [ + "This encounter is best suited for a cave or other dungeon-like setting. It can be used to deliver any type of information found on a map, letter, or document." + ] + }, + { + "type": "entries", + "name": "Backstory", + "entries": [ + "Druk and Taag are ogres who have recently defeated a hapless group of adventurers, including a wizard. Druk was captivated by the wizard's spells, even though he is only dimly aware of what magic is. He's always been a bit of a softy, by ogre standards, and now his only desire is to make loud, funny or wondrous things happen with the wand. " + ] + }, + { + "type": "entries", + "name": "Encounter", + "entries": [ + "Your PCs find the scattered contents of an adventurer's backpack. Among the items is a journal page or map fragment that hints at the information they're missing. Following a trail of dropped contents leads to Druk's lair. When ready to begin the encounter, read or paraphrase the following:", + { + "type": "inset", + "entries": [ + "A dimly-lit cavern ({@i or room}) opens up in front of you, a raised area at the far end. On the walls are chalk scribbles.", + "Two ogres are on the raised area; one sleeps while the other paces in front of the scribbles, waving a small stick. The remains of adventurers are strewn about the ogres, along with their adventuring gear, scrolls and loose documents. The sleeping ogre clutches a grisly token as he sleeps: a bloody, human hand." + ] + }, + "The two {@creature ogre|MM|ogres} (MM, p237) are both relaxing after their meal of adventurers. Taag is sleeping and Druk is happily playing with his newly-acquired wand. He's full, so isn't immediately hostile upon seeing the PCs. Any friendly role-playing or a successful {@skillCheck persuasion 8|DC 8 Charisma (Persuasion)} check allows Druk's curiosity to overcome his ogre-ish temper.", + "During the interaction, Druk decides that the PCs know magic. He gets very excited and demands they teach him. He points at the wand then at a PC, then makes weird mouth sounds (you know, the sound that mages make). If needed, Druk points out his scribbles which show many stick figures holding sticks. Succeeding on a {@skillCheck perception 10|DC 10 Wisdom (Perception)} check reveals that the most drawings show a shower of sparks shooting out of the held sticks." + ] + }, + { + "type": "entries", + "name": "Mechanics", + "entries": [ + "To make Druk believe he has cast a spell, he needs to see a display of lights, sounds or other effects (the prettier the better) from the wand. Samples include:", + { + "type": "list", + "items": [ + "an item levitates ({@spell mage hand})", + "sparks shoot out of the wand and float around his head ({@spell dancing lights})" + ] + }, + "The PCs can fool Druk even without using a spell: pantomiming being controlled by his wand movements will be a big hit with Druk. In all cases, the relevant PC must also make a successful DC 10 Charisma (Performance) check while casting, in order to create the illusion that the ogre is responsible for the spell. Any roll over a 15 and Druk is overjoyed, unlocking the extra \"reward\" below.", + "After 3 unsuccessful attempts, Druk gets furious, wakes up Taag and attacks (but if the characters are making progress, Druk doesn't let Taag interfere)." + + ] + }, + { + "type": "entries", + "name": "Resolution", + "entries": [ + "If Druk believes he cast a spell, he happily dances around, waving the wand. He picks up a handful of the scrolls and backpacks and throws them at the PCs for their reward. The documents contain the information the characters need. If overjoyed, Druk happily escorts them past the next threat in the dungeon, scaring it away, but also requiring extra spells along the way…" + ] + } + ] + }, + { + "type": "section", + "name": "Mama Mimic", + "entries": [ + { + "type": "entries", + "name": "Summary", + "entries": [ + "The PCs unknowingly come across a {@creature mimic} watching over her young as they practice hunting. If she believes they are threatened, she'll take the shape of an object she hopes will appease the PCs." + ] + }, + { + "type": "entries", + "name": "Utility", + "entries": [ + "This encounter is best suited for a dungeon setting, and for finding a hidden or missing location." + ] + }, + { + "type": "entries", + "name": "Backstory", + "entries": [ + "While not as intelligent as humanoids (INT 5), mimics are slightly more intelligent than most animals and are quite cunning. This serves their predatory lifestyle well, allowing them to judge their quarry's interest and take a relevant shape. Mimics are born instinctively knowing a collection of forms and learn more from their mother.", + "This particular mimic has recently given birth to a clutch of babies, and now protectively watches over them as they attempt to lure dungeon vermin." + ] + }, + { + "type": "entries", + "name": "Encounter", + "entries": [ + "If the characters are stuck, they can come across the mimic family in a dungeon corridor. When ready to begin the encounter, read the following:", + { + "type": "inset", + "entries": [ + "In the corridor ahead, the floor is scattered with a dozen items of food: wheels of cheese, carrots, a roast turkey leg. There is a door on one side of the corridor." + ] + }, + "The adult female {@creature mimic} (MM, p220) has taken the form of a door and watches over her 12 {@creature baby mimics|knowledgeispower} (see Appendix A: New Monsters) who have all taken the shapes of food to attract prey like rats or bats. A successful {@skillCheck perception 15|DC 15 Wisdom (Perception)} check allows a player to detect the adult.", + "The PCs are 30 feet away from the mimics when the encounter begins. If anyone gets within 10 feet the babies, read the following:", + { + "type": "inset", + "entries": [ + "As you approach, the food items jiggle slightly, then suddenly turn into small wooden chests with an audible \"pop!\"" + ] + }, + "The babies instinctively change to the tried-and-true form that lures humanoids: a treasure chest. Allow for some role-playing interactions with the babies before the female mimic makes her presence known with a low growl. If touched, a baby mimic can't help but nip for 1 (1d2) piercing damage", + "The mother is concerned for her babies' safety but doesn't attack. Instead, her instincts tell her to give the humanoids what they want so that they'll be on their way. If the female is threatened, any baby is harmed or the interaction lasts more than a minute, read or paraphrase the following:", + { + "type": "inset", + "entries": [ + "The door next to you growls, then wriggles; it's shape changing! In place of the “door” is now a series of grey geometric shapes on a white background. The grey shapes are connected by grey lines." + ] + }, + "The mimic has become an overhead map of the dungeon the characters are currently in, with the grey shapes representing rooms and corridors. A successful DC 8 Intelligence check evokes a sense of familiarity from the PCs. Shown on the “map” is the secret tunnel or location that the characters need. If the PCs fed her children, she shows them a hidden threat, displaying a red skull on the map." + ] + }, + { + "type": "entries", + "name": "Resolution", + "entries": [ + "With the interaction over, the mimic makes a series of squeaks and forms a mouth, into which her babies jump. She slides off down the corridor" + ] + } + ] + }, + { + "type": "section", + "name": "Buzz off, I'm stuffed", + "entries": [ + { + "type": "entries", + "name": "Summary", + "entries": [ + "The survivors of a hill giant raid tell the PCs that they know of documents with the information they need. But the documents, along with the rest of the contents of a caravan, are in the hill giant's belly. There's no way this doesn't get messy." + ] + }, + { + "type": "entries", + "name": "Utility", + "entries": [ + "This encounter is best suited for a wilderness setting. It can be used to deliver any type of information found on a map, letter, or document." + ] + }, + { + "type": "entries", + "name": "Backstory", + "entries": [ + "The hill giant, Oopa, has waylaid a caravan wagon that was to supply an upcoming feast for a noble in Waterdeep. The caravan carried a number of guests for the feast, professionals such as cartographers, arcanists, and historians.", + "After killing a few guards and watching the rest run away, Oopa settled down for a bountiful meal. The smells sent him into a frenzy, and he consumed everything he could reach, whether it is considered “edible” or not. Oopa ate the books and maps that the characters need, but they aren't sitting well." + ] + }, + { + "type": "entries", + "name": "Encounter", + "entries": [ + "Your lost or aimless PCs encounter Oopa just as he is finishing up his meal, and just as his overindulgence is catching up with him. When you're ready to begin the encounter, read or paraphrase the following:", + { + "type": "inset", + "name": "Filter Tag", + "entries": [ + "From around the next bend in the road comes the sound of loud crunching, followed by a truly enormous belch, then a groan of alarming intensity.", + "In front of you, two well-dressed men are watching the source of these sounds from their vantage point behind a large rock." + ] + }, + "Oopa ({@b {@creature hill giant}; MM, p155}) has consumed truly inedible items like plates and wagon wheels, and it has left him with a bad case of indigestion. He currently has disadvantage on any Wisdom (Perception) checks as he is focused on his gastrointestinal distress. He's in such pain, he doesn't even really react when he sees the PCs. Oopa just wants to feel better.", + "The observers are Kellum and Gyrinius ({@b {@creature commoner|Commoners}; MM, p345}), passengers on the ill-fated caravan. Kellum is a servant in charge of supplying the feast. Gyrinius was escorting an important collection of documents to a Waterdhavian college. Oopa's attack has destroyed the hopes of both men. Gyrinius can provide details about the type of documents that Oopa has consumed, which seem likely to be useful to the characters (maps of a ruined keep, analysis of elven lore, answered riddles from mad wizards).", + "Oopa could be fought and killed, but a simpler solution is to make him vomit up the contents of his stomach, including the needed documents." + ] + }, + { + "type": "entries", + "name": "Mechanics", + "entries": [ + "To make Oopa vomit, the players must succeed on two of the actions below:", + { + "type": "list", + "items": [ + "Contrive for Oopa to ingest an herb called ‘heavethistle' — a natural emetic. A successful {@skillCheck nature 10|10 Wisdom (Nature)} check allows a PC to find it. A successful {@skillCheck medicine 10|DC 10 Intelligence (Medicine)} check allows a PC to prepare it. Don't let your players forget to use any relevant tools or kits.", + "Role-play a discussion with a giant about food (the fattier and greasier the better). Succeeding on a {@skillCheck insight 8|DC 8 Wisdom (Insight)} check allows a character to find just the right words to make him queasy.", + "Make him sneeze repeatedly — there is pepper in the caravan wreckage and also a herb called 'sneezeweed', found with a successful {@skillCheck nature 10|DC 10 Wisdom (Nature)} check in the nearby woods", + "Make him laugh (slapstick works, with a successful {@skillCheck preformance 10|DC10 Charisma (Performance)} check).", + "Any single attack that targets Oopa's stomach and does more than 10 damage. If attacked, Oopa immediately fights back." + ] + }, + "Two failed checks results in Oopa getting annoyed and attacking the players." + ] + }, + { + "type": "entries", + "name": "Resolution", + "entries": [ + "If Oopa is made to vomit, he leaves the scene relieved. The players automatically find the item they're looking for in the sea of disgusting chyme. A successful {@savingThrow con 10|DC 10 Constitution saving throw} might be needed in order to avoid vomiting themselves. Kellum's day is still ruined, but Gyrinius is pleased that his shipment is mostly intact. He might provide extra information about the documents the characters are seeking." + ] + } + ] + }, + { + "type": "section", + "name": "A day at the races", + "entries": [ + { + "type": "entries", + "name": "Summary", + "entries": [ + "A contact or patron has promised to deliver needed information to the PCs today via messenger pigeon. The only problem is that the city's annual pigeon festival is today. To retrieve their message, the PCs must get their hands on their pigeon while navigating zealous onlookers." + ] + }, + { + "type": "entries", + "name": "Utility", + "entries": [ + "This encounter is best suited for a town or city setting. Use it to help your players acquire missing information of any kind." + ] + }, + { + "type": "entries", + "name": "Backstory", + "entries": [ + "Pigeons are big in this town. Today, dozens of \"flockmasters\" are competing in a contest of pigeon handling; the goal is to have the most pigeons at the end of the day. Owners attract flocks with lures and whistles, scare away others' flocks with startling effects and even raid rooftop coops to release a prize bird. There is serious betting on the day's outcome." + ] + }, + { + "type": "entries", + "name": "Encounter", + "entries": [ + "Your players are unaware of the city's pigeon races. When ready to begin the encounter, read or paraphrase the following:", + { + "type": "inset", + "name": "Filter Tag", + "entries": [ + "As you head to your meeting spot on a rooftop, a cacophony of whistling and yelling greets your ears. Rooftops all around are packed with people, all looking skyward as swarms of white shapes swoop by. A cheer goes up as a large flock of pigeons lands nearby. It looks like the whole town has gone full crazy for pigeon racing." + ] + }, + "Once the characters get to their designated rooftop, they can see their pigeon 50 feet away. However, it immediately gets caught up in a massive flock which lands on a neighbors' coop." + ] + }, + { + "type": "entries", + "name": "Mechanics", + "entries": [ + "To capture their pigeon, the players will need to succeed at the sequence of 3 Skill checks. The penultimate check is physically grabbing their pigeon. If the grab fails, the whole sequence must be restarted. Sample checks include:", + { + "type": "list", + "items": [ + "{@u Attract a flock}. Succeed on a {@skillCheck animal_handling 10|DC 10 Wisdom (Animal Handling)} check, with advantage if the PC has a pigeon lure (20 gp to purchase) or can mimic a flockmaster's whistling.", + "{@u Jump to a different rooftop}. Succeed on a {@skillCheck acrobatics 10|DC 10 Dexterity (Acrobatics)} check or fall onto canvas tents below. The rooftop's occupants yell at the PCs and a successful {@skillCheck persuasion 10|DC 10 Charisma (Persuasion)} check is needed to stay without incident. A 10gp bribe also does the trick.", + "{@u Sneak to opponent's coop}. Succeed on a {@skillCheck stealth 10|DC 10 Dexterity (STEALTH)} check; failure results in the occupants ({@b {@creature commoners|MM|commoners}; MM, p345}) trying to make the PCs leave.", + "{@u Grab a pigeon}. Succeed on a {@skillCheck animal_handing 12|12 Wisdom (Animal Handling)} check, followed by a successful {@ability dex 10|DC 10 Dexterity check}, with advantage. Several druid spells can also come in handy at close range." + ] + }, + "Characters can coordinate actions from separate rooftops, which will grant advantage to a single check. Failure on any check also means that the PCs are noticed by local criminals who control all pigeongambling. A {@creature thug} (MM, p350) and {@creature bandit captain} (MM, p344) follow then attack the PCs. Conspicuous spellcasting to affect pigeon behavior also triggers the ruffians' interest." + ] + }, + { + "type": "entries", + "name": "Resolution", + "entries": [ + "Grabbing the pigeon gives them the needed information from their contact. If the PCs are unsuccessful, they can still get the information: they can approach the flockmaster who has their messenger pigeon. He'll part with it for 50gp." + ] + } + ] + }, + { + "type": "section", + "name": "How much rust...", + "entries": [ + { + "type": "entries", + "name": "Summary", + "entries": [ + " A broken pit trap allows the PCs to glimpse a hidden network of tunnels that can lead to the location they need to get to. A door to the tunnels is locked, but can be opened with the help of a nearby rust monster. The finicky creature won't move for anything less than 50 gold pieces of material." + ] + }, + { + "type": "entries", + "name": "Utility", + "entries": [ + "This encounter is best suited for a dungeon setting.Use it if the characters aren't finding an important location." + ] + }, + { + "type": "entries", + "name": "Backstory", + "entries": [ + "Dwarven or kobold dungeon engineers built a series of small tunnels that provide \"back-door\" access to areas of the dungeon." + ] + }, + { + "type": "entries", + "name": "Encounter", + "entries": [ + "Your PCs are lost or have missed your clues about where to head next. When ready to begin the encounter, have your PCs trip a pit trap (DMG, p122+) and ask for appropriate Dexterity saving throws. Whether they fail or not, the trap opens but sticks. Read or paraphrase the following:", + { + "type": "inset", + "name": "Filter Tag", + "entries": [ + "The trap doors lock in mid-swing, frozen by rust or faulty gears. Spikes are visible below, as is a small stone door next to the spikes. Cool air washes over you." + ] + }, + "The stone doorway at the bottom leads to the access tunnels. After carefully climbing down, the characters can see an open slot in the door, 3 inches by 6 inches. They can peer through to see a lowceilinged room (4 feet) and two tunnels. The breeze is coming from these tunnels, indicating their extensive length.", + "In the back of the 15'x15'room, two things are visible: a {@b {@creature rust monster} (MM, p262)} on the left and a pressure plate on the floor on the right. A half-eaten chain mail shirt lies next to the creature (a snack).", + "Next to the door is a series of stone buttons. Pushing the right sequence will open the door, but there are no clues as to the sequence. If your players want to blindly guess, have them roll {@dice 2d10|2d10}; on a roll of 00, they guessed right and can now access the tunnels. If they fail, the old buttons lock permanently." + ] + }, + { + "type": "entries", + "name": "Mechanics", + "entries": [ + "The door opens when more than 50 pounds of pressure is put on the plate; the rust monster weighs 60 pounds (50 coins weight 1 pound). Coaxing her onto the plate could be achieved by any number of methods. Examples include:", + { + "type": "list", + "items": [ + "Toss coins onto the plate. The rust monster becomes interested only if more than 50gp of value is present in silver, gold or platinum (she's picky since she's full). Her antennae twitch when she smells metal that entices her.", + "Create a startling effect in the room. While yelling won't suffice, any other loud sound or effect will cause the rust monster to scramble away (e.g. thaumaturgy, thunderwave). If using a spell, a DC10 check using the caster's relevant ability score \"shapes\" the spell, ensuring the rust monster moves across the plate. On a failure, there is only a 50% chance that the rust monster runs across the plate. Loud sounds also trigger another monster of your choice to come and investigate." + ] + } + ] + }, + { + "type": "entries", + "name": "Resolution", + "entries": [ + "If the door is opened, the PCs now have access to a tunnel (or tunnel system) that leads them where they need to go." + ] + } + ] + }, + { + "type": "section", + "name": "Over the ledge and over easy", + "entries": [ + { + "type": "entries", + "name": "Summary", + "entries": [ + "A knowledgeable hermit is willing to negotiate with the PCs: they retrieve some yummy bird eggs for him, and he'll show them the location they've been looking for. Did he mention that the eggs are in cliffside nests populated by the wooliest spiders ever? Nope." + ] + }, + { + "type": "entries", + "name": "Utility", + "entries": [ + "This encounter is best suited for a wilderness setting. Use it if the characters aren't finding a necessary location." + ] + }, + { + "type": "entries", + "name": "Backstory", + "entries": [ + "Arka-Darka is a goblin hermit who ekes out a living by scavenging and knows the region's hidden sites. His camp is located near the top of a lakeside cliff. Puffin-like birds have excavated small caves out of the cliffside. He considers the eggs a delicacy but rarely attempts to collect them." + ] + }, + { + "type": "entries", + "name": "Encounter", + "entries": [ + "The characters come across Arka-Darka's small camp in the forest. When ready to begin the encounter, read or paraphrase the following:", + { + "type": "inset", + "name": "Other Tags", + "entries": [ + "A small clearing ahead contains a crude mud-andthatch hut. A lone goblin, clad in woolly skins and feathers, sits by a campfire cleaning a helmet." + ] + }, + "{@creature Arka-Darka|knowledgeispower} (see Appendix A: New Monsters) is tending to a recent find. He's skittish but will parley with the PCs from the shadows of his hut. He'll turn the conversation to how hungry he is. He'll take food, but raves about yummy bird eggs nearby.", + "Arka-Darka guesses that the PCs need help finding something and he offers to trade his knowledge for 4 eggs. A successful DC 13 Wisdom (Insight) check reveals that he's holding something back about the eggs; he never mentions the spiders (although the pelts he wears are a clue). If the PCs agree, read or paraphrase the following:" + ] + }, + { + "type": "entries", + "name": "Mechanics", + "entries": [ + "The goblin leads you to the edge of a 100-foot cliff, which looks out over a lake. Chubby white birds wheel in the sky overhead, some swooping down into holes dug out of the cliffside. The cliff face is whitewashed with bird droppings. The birds' nests begin 50 feet down the cliff. PCs can rappel down, no check needed with the right equipment (Arka-Darka has a rope). Hopefully, your players decide to secure themselves onto a rope. If not, a fall into the lake from this height will hurt, but shouldn't be fatal, with a PC taking 7 (2d6) bludgeoning damage on impact. There are scores of 1 foot-tall holes on the cliff's face. To determine the contents, roll a d20 and consult the following table:", + { + "type": "table", + "caption": "Rollable Occupant", + "colLabels": [ + "{@dice d20|Roll}", + "Occupant" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "min": 1, + "max": 7 + } + }, + "Empty" + ], + [ + { + "type": "cell", + "roll": { + "min": 8, + "max": 12 + } + }, + "Adult bird" + ], + [ + { + "type": "cell", + "roll": { + "min": 13, + "max": 15 + } + }, + "Unoccupied nest" + ], + [ + { + "type": "cell", + "roll": { + "min": 16, + "max": 20 + } + }, + "Item V: The Item Items Back" + ], + [ + { + "type": "cell", + "roll": { + "exact": 6 + } + }, + "Spider" + ] + ] + }, + { + "type": "list", + "items": [ + "{@u Empty}. Nothing in this hole.", + "{@u Adult bird}. The bird ({@b {@creature owl}; MM, p333)} bites but is unable to stop a serious PC from collecting her egg. A DC 10 Dexterity check is needed to grab it.", + "{@u Unoccupied nest}. A straw nest holds an egg.", + "{@u Spider}. A foot-long {@creature spider, woolly-legged|knowledgeispower|woolly-legged spider} (see Appendix A: New Monsters) tries to bite anything stuck in the hole (with advantage). It then scuttles out onto the PC for another attack. A character must make a {@savingThrow dex 10|10 Dexterity saving throw} to avoid losing their balance." + ] + } + ] + }, + { + "type": "entries", + "name": "Resolution", + "entries": [ + "If given 4 eggs, Arka-Darka gives the PCs the information they need. If given more than 4 eggs, he also gives them a magic item like a {@item wand of magic detection}, {@item dust of dryness}, or {@item oil of slipperiness}" + ] + } + ] + }, + { + "type": "section", + "name": "It's (not) good to be the squire", + "entries": [ + { + "type": "entries", + "name": "Summary", + "entries": [ + "The PCs come across a well-traveled knight who has just vanquished a mighty foe. His squire disappeared during the fray, and the knight now needs someone for the dirty business of \"tidying up\". He'll share the information the PCs need if they complete his tasks." + ] + }, + { + "type": "entries", + "name": "Utility", + "entries": [ + "This encounter is best suited for a wilderness setting and can reveal any type of information." + ] + }, + { + "type": "entries", + "name": "Backstory", + "entries": [ + "The young Sir Keith Ulfant and his squire Gideon have just bested a cyclops that has been raiding farmsteads under Keith's rule." + ] + }, + { + "type": "entries", + "name": "Encounter", + "entries": [ + "Your PCs come across Sir Keith in the immediate aftermath of the battle. When ready to begin the encounter, read or paraphrase the following:", + { + "type": "inset", + "name": "Other Tags", + "entries": [ + "In the field ahead, a grisly scene has just concluded. The bulky, motionless form of a cyclops lies prone, it's single eye staring sightlessly ahead. A man in heavy armor sits near the head, covered in blood. A small campsite is behind him." + ] + }, + "Sir Keith ({@b {@creature knight}; MM, p247}) is brave, but vain and disdainful of those beneath him. He focuses on any PC who acts upper class or important. If none of your PCs possess that feature, they can feign a noble affectation with a successful {@skillCheck deception 10|DC 10 Charisma (Deception)} check. \"Common\" behavior results in disadvantage on any Charisma-based checks with him.", + "Sir Keith proudly shows off his recent victory. He reveals that his new squire has gone missing during the fight, but isn't too concerned: \"{@i He's my third this year. Shame, that…Would you look at the size of this bloke's eye!?}\"", + "He's more concerned with the tasks his squire would have completed. If the PCs agree to help, he accepts the offer and begrudgingly agrees to find out the information the players need." + ] + }, + { + "type": "entries", + "name": "Mechanics", + "entries": [ + "To satisfy Sir Keith, the PCs must succeed on two distasteful tasks related to tidying up. Sample tasks are below:", + { + "type": "list", + "items": [ + "clean his plate armor and longsword: a successful {@skillCheck investigation 10|DC 10 Intelligence (Investigation)} check ensures the level of cleanliness that Keith expects.", + "clean up the cyclops' skull and hand for trophies: a successful {@skillCheck survival 10|DC 10 Wisdom (Survival)} or {@skillCheck medicine 10|Wisdom (Medicine)} check ensures success ({@item leatherworking tools} grant advantage).", + "draw a picture of Sir Keith to commemorate the victory. A successful {@skillCheck insight|DC 10 Wisdom (Insight)} or {@skillCheck performance 10|Charisma (Performance)} check allows a character to capture just the right facial expression that will please Sir Keith." + ] + }, + "During the tasks, the PCs hear a muffled groaning under the cyclops: it's the squire Gideon ({@b {@creature noble}; MM, p348}). He's furious at being left for dead and will attack Sir Keith without some good role-playing and/or a successful {@skillCheck persuasion 12|DC 12 Charisma (Persuasion)} check. If Keith is disrespected by his squire, he stomps off and offers no further help. If restrained, Gideon relents and gives advice about the tasks, granting advantage on one check." + ] + }, + { + "type": "entries", + "name": "Resolution", + "entries": [ + "If the PCs succeed, Sir Keith honors his pledge to provide the information they need. If appropriate, Sir Keith possesses the knowledge himself. Alternatively, he can send his messenger hawk to his castle where his mages and loremasters will send back an answer later that same day. While waiting around camp for the response, your players might enjoy making awkward small talk with a bloody-handed, entitled 19-year-old knight and the fuming squire he left for dead…" + ] + } + ] + }, + { + "type": "section", + "name": "Appendix A: New monsters (and NPCs)", + "entries": [ + { + "type": "list", + "items": [ + "{@creature Arka-Darka|knowledgeispower}", + "{@creature Dirk|knowledgeispower}", + "{@creature Dryad, Pine|knowledgeispower}", + "{@creature Mimic, Baby|knowledgeispower}", + "{@creature Spider, Woolly-Legged|knowledgeispower}" + ] + } + ] + }, + { + "type": "section", + "name": "Appendix B: Full-Page art", + "entries": [ + "These pieces by Christopher Spence are too good not to share full-size. 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As the setting that introduced the artifcer and the magewright, it looked at a world in which magic was treated seriously as a science. It stands to reason that the wizards of such a world would also push the boundaries of arcane research and develop unique magical traditions. This book deals with &ve such traditions, each of which is strongly tied to the world of Eberron.", + "While the {@b Elemental Binders} of Zilargo are best known for their creation of elementally-powered vehicles, they can also focus the strength of the elements to enhance their spellcasting and even their own bodies.", + "The {@b Dust Savants} search out arcane secrets hoarded by the servants of the Overlords or lost since the Age of Demons. Few trust those who delve into such dark powers, even if they use such knowledge to stand against the Lords of Dust.", + "The {@b Knights Arcane} are the elite &ghting force of Aundair, who train with sword and spell. The Knight Phantoms among their number are feared across the Five Nations.", + "The city of Sharn is famous across Eberron, and for good reason. The unique properties of the manifest zone to the plane of Syrania that Sharn is built upon allow for impossibly-tall towers, floating buildings, and easy magical air travel. The {@b Sharn Skymages} have tapped into this connection to enhance their own powers of magical flight.", + "While most religion in Eberron is a pure matter of faith, there is no denying the reality of the Silver Flame. While most who harness the power of the Flame do so through purely divine magics, there are a small number of {@b Silver Pyromancers} who have managed to blend just enough divine magic into their own practices to tap into this power. These wizards enhance the fire that their spells produce with the holy power of the Silver Flame." + ] + } + ] + } + ], + "subclass": [ + { + "name": "Elemental Binder", + "source": "eb5arcanetraditions", + "className": "Wizard", + "classSource": "PHB", + "page": 2, + "shortName": "ElemntalBind", + "subclassFeatures": [ + "Elemental Speech|Wizard||ElemntalBind|eb5arcanetraditions|2", + "Elemental Companion|Wizard||ElemntalBind|eb5arcanetraditions|2", + "Elemental-Bound Focus|Wizard||ElemntalBind|eb5arcanetraditions|6", + "Elemental Graft|Wizard||ElemntalBind|eb5arcanetraditions|10", + "Control Bound Elemental|Wizard||ElemntalBind|eb5arcanetraditions|10", + "Elemental Soul|Wizard||ElemntalBind|eb5arcanetraditions|14" + ], + "foundryImg": "icons/commodities/materials/feather-blue-grey.webp" + }, + { + "name": "Dust Svant", + "shortName": "DustSavant", + "source": "eb5arcanetraditions", + "className": "Wizard", + "classSource": "PHB", + "page": 5, + "subclassFeatures": [ + "Tongue of the Demon|Wizard||DustSavant|eb5arcanetraditions|2", + "Eye of the Demon|Wizard||DustSavant|eb5arcanetraditions|2", + "Servant of Dust|Wizard||DustSavant|eb5arcanetraditions|6", + "Dust Secret|Wizard||DustSavant|eb5arcanetraditions|6", + "Fiendish Bargins|Wizard||DustSavant|eb5arcanetraditions|10", + "Dominate Fiend|Wizard||DustSavant|eb5arcanetraditions|14", + "Whispers of the Overlords|Wizard||DustSavant|eb5arcanetraditions|14" + ] + }, + { + "name": "Knight Arcane", + "shortName": "KnightArcane", + "source": "eb5arcanetraditions", + "className": "Wizard", + "classSource": "PHB", + "page": 7, + "subclassFeatures": [ + "Knight's Training|Wizard||KnightArcane|eb5arcanetraditions|2", + "Arcane Shield|Wizard||KnightArcane|eb5arcanetraditions|2", + "Knight Phantom|Wizard||KnightArcane|eb5arcanetraditions|6", + "Fighting Style|Wizard||KnightArcane|eb5arcanetraditions|6", + "Phantom Form|Wizard||KnightArcane|eb5arcanetraditions|10", + "Arcane Champion|Wizard||KnightArcane|eb5arcanetraditions|14" + ] + }, + { + "name": "Sharn Skymage", + "shortName": "Skymage", + "source": "eb5arcanetraditions", + "className": "Wizard", + "classSource": "PHB", + "page": 9, + "subclassFeatures": [ + "Manifest Flight|Wizard||Skymage|eb5arcanetraditions|2", + "Stay Aloft|Wizard||Skymage|eb5arcanetraditions|6", + "Superior Flight|Wizard||Skymage|eb5arcanetraditions|10", + "We All Float Up Here|Wizard||Skymage|eb5arcanetraditions|10", + "Aerial Perfection|Wizard||Skymage|eb5arcanetraditions|14" + ] + }, + { + "name": "Silver Pyromancer", + "shortName": "SilverPyromancer", + "source": "eb5arcanetraditions", + "className": "Wizard", + "classSource": "PHB", + "page": 11, + "subclassFeatures": [ + "Divine Wizardry|Wizard||SilverPyromancer|eb5arcanetraditions|2", + "Radiant Fire|Wizard||SilverPyromancer|eb5arcanetraditions|2", + "Burning Smite|Wizard||SilverPyromancer|eb5arcanetraditions|6", + "Pyromantics|Wizard||SilverPyromancer|eb5arcanetraditions|6", + "Silver Flame Aura|Wizard||SilverPyromancer|eb5arcanetraditions|10", + "Flame Incarnate|Wizard||SilverPyromancer|eb5arcanetraditions|14" + ] + } + ], + "subclassFeature": [ + { + "name": "Elemental Speech", + "source": "eb5arcanetraditions", + "page": 2, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "ElemntalBind", + "subclassSource": "eb5arcanetraditions", + "level": 2, + "header": 1, + "entries": [ + "{@i 2nd-level Elemental Binder Feature}", + "At 2nd level, you learn the {@language Primordial} language and can converse in all its dialects: Aquan, Auran, Ignan, and Terran." + ] + }, + { + "name": "Elemental Companion", + "source": "eb5arcanetraditions", + "page": 2, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "ElemntalBind", + "subclassSource": "eb5arcanetraditions", + "level": 2, + "header": 1, + "entries": [ + "{@i 2nd-level Elemental Binder Feature}", + "Also at 2nd level, you gain the ability to summon a minor elemental companion. You can use an action to summon a minor elemental of the type of your choice (details below). The elemental is friendly to you and obeys your commands. It remains for 1 hour or until you dismiss it as a bonus action, at which point it returns to its plane of origin. Once you summon your elemental companion, you cannot do so again until you complete a short or long rest. You can choose to summon a different elemental each time you use this ability, though most Elemental Binders will come to rely upon a particular elemental creature." + ] + }, + { + "name": "Elemental-Bound Focus", + "source": "eb5arcanetraditions", + "page": 2, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "ElemntalBind", + "subclassSource": "eb5arcanetraditions", + "level": 6, + "header": 1, + "entries": [ + "{@i 6th-level Elemental Binder Feature}", + "At 6th level, you can temporarily bind an elemental to an arcane focus. The binding lasts for one minute. You can bind a willing elemental, typically your companion, as an action. Alternately, you can bind an unwilling elemental within 5 feet of you as a reaction when it is reduced to 0 hit points. When the binding ends, the elemental returns to its plane of origin. Your arcane focus must have a Khyber dragonshard worth at least 100 gp as part of it. When you bind an elemental to your focus, you can choose one of the following effects, the effect depends upon the elemental type:", + { + "type": "list", + "items": [ + "{@b Air}. While holding the focus, you can cast the {@spell gust} cantrip and saving throws against your spells that deal lightning damage are made at disadvantage.", + "{@b Earth}. While holding the focus, you can cast the {@spell mold earth} cantrip. In addition, you have advantage on spell attacks provided that both you and your target are standing on earth or stone.", + "{@b Fire}. While holding the focus, you can cast the {@spell control flames} cantrip. In addition, you can add your Intelligence modi&er (minimum +1) to the damage of one die of your spells that deal &re damage.", + "{@b Water}. While holding the focus, you can cast the {@spell shape water} cantrip. In addition, you can cause your spells to 2ow like water—when you cast a spell with an area of effect, you can choose a number of 5-foot squares equal to your Intelligence modi&er (minimum 1) and exclude them from the area of effect." + ] + } + ] + }, + { + "name": "Elemental Graft", + "source": "eb5arcanetraditions", + "page": 2, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "ElemntalBind", + "subclassSource": "eb5arcanetraditions", + "level": 10, + "header": 1, + "entries": [ + "{@i 10th-level Elemental Binder Feature}", + "At 10th level, you permanently fuse elemental essence into your own body. Choose an element to infuse yourself with. You can summon an elemental companion of that type at will, and it will remain inde&nitely unless dismissed or destroyed. In addition, you gain a bene&t based upon the element you have selected:", + { + "type": "list", + "items": [ + "{@ Air}. When hit by a ranged weapon attack, you can use your reaction to impose disadvantage on ranged weapon attacks—including the triggering attack—until the beginning of your next turn. In addition, you take half damage from falling.", + "{@ Earth}. You gain a +1 bonus to AC and have advantage on saving throws to avoid being knocked prone or moved against your will.", + "{@ Fire}. You gain resistance to &re damage, and your movement increases by 5 feet.", + "{@ Water}. You gain the ability to breathe water and a swim speed equal to your movement. When you use your Elemental-Bound Focus feature with an elemental of the same type as your graft, the binding lasts for 10 minutes instead of 1 minute." + ] + } + ] + }, + { + "name": "Control Bound Elemental", + "source": "eb5arcanetraditions", + "page": 3, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "ElemntalBind", + "subclassSource": "eb5arcanetraditions", + "level": 10, + "header": 1, + "entries": [ + "{@i 10th-level Elemental Binder Feature}", + "Also at 10th level, you can control bound elementals such as those used in elemental galleons, airships, earthsleds, and the lightning rail without having the appropriate dragonmark. To control such an elemental, you must remain in contact with the dragonshard that it is bound to and concentrate as if on a spell." + ] + }, + { + "name": "Elemental Soul", + "source": "eb5arcanetraditions", + "page": 3, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "ElemntalBind", + "subclassSource": "eb5arcanetraditions", + "level": 14, + "header": 1, + "entries": [ + "{@i 14th-level Elemental Binder Feature}", + "At 14th level, you can bind an elemental to yourself instead of into an arcane focus. The binding lasts for one minute, or ten minutes if the elemental is of the same type as your Elemental Graft. You can bind a willing elemental, including your companion, as an action. Alternately, you can bind an unwilling elemental within 5 feet of you as a reaction when it is reduced to 0 hit points. When the binding ends, the elemental returns to its plane of origin.", + "The effect of binding an elemental to yourself depends upon the elemental type:", + { + "type": "list", + "items": [ + "{@b Air}. You gain a fly speed equal to your movement speed and you can hover.", + "{@b Earth}. You gain tremorsense in a 30-foot-radius.", + "{@b Fire}. You are immune to fire. A creature that touches you or hits you with a melee attack while within 5 feet of you takes 2d6 fire damage.", + "{@b Water}. Melee attacks against you are made with disadvantage." + ] + } + ] + }, + { + "name": "Tongue of the Demon", + "source": "eb5arcanetraditions", + "page": 5, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "DustSavant", + "subclassSource": "eb5arcanetraditions", + "level": 2, + "header": 1, + "entries": [ + "{@i 2nd-level Dust Savant Feature}", + "At 2nd level you gain pro&ciency in the {@skill Deception} skill and learn the {@language Infernal} and {@language Abyssal} languages" + ] + }, + { + "name": "Eye of the Demon", + "source": "eb5arcanetraditions", + "page": 5, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "DustSavant", + "subclassSource": "eb5arcanetraditions", + "level": 2, + "header": 1, + "entries": [ + "{@i 2nd-level Dust Savant Feature}", + "Also at 2nd level, you can use a bonus action to learn if a &end or a magical effect created by a fiend is within 30 feet of you and, if so, where it is located. This ability can penetrate barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Once you use this feature you cannot do so again until you finish a short or long rest." + ] + }, + { + "name": "Servant of Dust", + "source": "eb5arcanetraditions", + "page": 5, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "DustSavant", + "subclassSource": "eb5arcanetraditions", + "level": 6, + "header": 1, + "entries": [ + "{@i 6th-level Dust Savant Feature}", + "At 6th level, you gain the service of a minor fiend to aid you in your pursuit of power. You learn the {@spell find familiar} spell and add it to your spell book. When you cast the spell, your familiar is always a fiend and you can choose for it to be either an imp or a quasit." + ] + }, + { + "name": "Dust Secret", + "source": "eb5arcanetraditions", + "page": 5, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "DustSavant", + "subclassSource": "eb5arcanetraditions", + "level": 6, + "header": 1, + "entries": [ + "{@i 6th-level Dust Savant Feature}", + "Also at 6th level, you learn long-lost arcane secrets. Choose a number of 1st and 2nd level spells that are in your spell book such that the sum of their spell levels does not exceed your Intelligence modi&er (minimum 1). For example, if you have a 16 (+3) Intelligence you can choose either three 1st level spells or one 1st level spell and one 2nd level spell. You can cast these spells as rituals even if they do not have the ritual tag. You can change the spells you have selected, following the rules above, when you increase your level in this class." + ] + }, + { + "name": "Fiendish Bargins", + "source": "eb5arcanetraditions", + "page": 5, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "DustSavant", + "subclassSource": "eb5arcanetraditions", + "level": 10, + "header": 1, + "entries": [ + "{@i 10th-level Dust Savant Feature}", + "At 10th level, you learn how to use the souls of willing mortals in your magic. As an action, you can invoke a &endish bargain with a humanoid you can see within 30 feet of you. That creature can use its reaction to expend any number of hit dice. If it does, you regain an expended spell slot of a level up to the number of hit dice spent. If this reduces the creature to 0 hit dice, it gains a level of exhaustion. Once you use this feature, you cannot do so again until you complete a short or long rest." + ] + }, + { + "name": "Dominate Fiend", + "source": "eb5arcanetraditions", + "page": 6, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "DustSavant", + "subclassSource": "eb5arcanetraditions", + "level": 14, + "header": 1, + "entries": [ + "{@i 14th-level Dust Savant Feature}", + "At 14th level, when you cast an enchantment spell that normally targets only humanoids, such as {@spell charm person}, {@spell calm emotions}, or {@spell hold person}, you can choose for the spell to target fiends instead. You can use this feature a number of times equal to your Intelligence modi&er (minimum 1) and regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Whispers of the Overlords", + "source": "eb5arcanetraditions", + "page": 6, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "DustSavant", + "subclassSource": "eb5arcanetraditions", + "level": 14, + "header": 1, + "entries": [ + "{@i 14th-level Dust Savant Feature}", + "Also at 14th level, you add the spell {@spell commune} to your spell book. You can not prepare it, but you can cast it as a ritual. Once you do so, you cannot cast it again until you finish a long rest. It is otherwise considered a wizard spell for you.", + "When you cast commune, you reach out to the Lords of Dust and their masters. These beings have their own goals and may attempt to manipulate you into serving them with selective truths." + ] + }, + { + "name": "Knight's Training", + "source": "eb5arcanetraditions", + "page": 7, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "KnightArcane", + "subclassSource": "eb5arcanetraditions", + "level": 2, + "header": 1, + "entries": [ + "{@i 2nd-level Knight Arcane Feature}", + "Beginning at 2nd level, you gain proficiency with light armor and two martial weapons of your choice. You also learn your choice of either {@Spell booming blade} or {@Spell green-flame|TCE} blade as a bonus cantrip." + ] + }, + { + "name": "Arcane Shield", + "source": "eb5arcanetraditions", + "page": 7, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "KnightArcane", + "subclassSource": "eb5arcanetraditions", + "level": 2, + "header": 1, + "entries": [ + "{@i 2nd-level Knight Arcane Feature}", + "Also at 2nd level, when you cast a spell, you can use a bonus action to give yourself a bonus to your AC equal to your Intelligence modi&er (minimum of +1) until the beginning of your next turn." + ] + }, + { + "name": "Knight Phantom", + "source": "eb5arcanetraditions", + "page": 7, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "KnightArcane", + "subclassSource": "eb5arcanetraditions", + "level": 6, + "header": 1, + "entries": [ + "{@i 6th-level Knight Arcane Feature}", + "At 6th level, you add phantom steed to your spellbook if you do not already know it. When you cast phantom steed using a spell slot, the summoned creature uses the statistics of a war horse instead of a riding horse, and it adds your Intelligence modi&er (minimum of +1) to its armor class. In addition, the phantom steed can cross liquids and similar substances as if it were under the effects of a water walk spell." + ] + }, + { + "name": "Fighting Style", + "source": "eb5arcanetraditions", + "page": 7, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "KnightArcane", + "subclassSource": "eb5arcanetraditions", + "level": 6, + "header": 1, + "entries": [ + "{@i 6th-level Knight Arcane Feature}", + "Also at 6th level, you choose a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.", + "{@b Defense}. While you are wearing armor, you gain a +1 bonus to AC.", + "{@b Dueling}. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.", + "{@b Great Weapon Fighting}. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this beneit." + ] + }, + { + "name": "Phantom Form", + "source": "eb5arcanetraditions", + "page": 8, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "KnightArcane", + "subclassSource": "eb5arcanetraditions", + "level": 10, + "header": 1, + "entries": [ + "{@i 10th-level Knight Arcane Feature}", + "At 10th level, you can use a bonus action to take on a ghostly appearance, with tendrils of mist that cling to your form and glowing red eyes. In this form, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks and your melee weapon attacks deal force damage. Your movements are dif&cult to track and opportunity attacks are made against you at disadvantage. In addition, each creature that can see you within 30 feet while you are in this form must succeed on a Wisdom saving throw against your spell save DC or be frightened of you for 1 minute. A creature can repeat this saving throw at the end of each turn with a success ending the effect. A creature that succeeds on this saving throw is immune to this effect from your Phantom Form for 24 hours.", + "This form lasts for 10 minutes, or until you end it as a bonus action or die. Once you use this feature, you cannot do so again until you complete a short or long rest." + ] + }, + { + "name": "Arcane Champion", + "source": "eb5arcanetraditions", + "page": 8, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "KnightArcane", + "subclassSource": "eb5arcanetraditions", + "level": 14, + "header": 1, + "entries": [ + "{@i 14th-level Knight Arcane Feature}", + "At 14th level, you can expend a spell slot when you make a melee attack with a weapon. If you do, you add your Intelligence modi&er to the attack roll (minimum of +1) and you immediately gain a number of temporary hit points equal to 10 + the level of the spell slot expended. If the attack hits, it deals additional damage equal to 1d8 per level of the spell slot expended." + ] + }, + { + "name": "Manifest Flight", + "source": "eb5arcanetraditions", + "page": 9, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Skymage", + "subclassSource": "eb5arcanetraditions", + "level": 2, + "header": 1, + "entries": [ + "{@i 2nd-level Skymage Feature}", + "Beginning at 2nd level, you learn how to redirect magic into brief 2ight. As a bonus action, you can expend a spell slot and gain a fly speed equal to 10 feet + 10 feet per level of the spell slot expended. This fly speed lasts until the end of your next turn." + ] + }, + { + "name": "Peace of Syrania", + "source": "eb5arcanetraditions", + "page": 9, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Skymage", + "subclassSource": "eb5arcanetraditions", + "level": 2, + "header": 1, + "entries": [ + "{@i 2nd-level Skymage Feature}", + "Also at 2nd level, you add sanctuary to your spellbook as learn more about Syrania, the plane of peace. This spell is considered a wizard spell for you. If you have it prepared, you may cast it on yourself using a spell slot as part of the bonus action to activate Manifest Flight." + ] + }, + { + "name": "Propelling Launch", + "source": "eb5arcanetraditions", + "page": 10, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Skymage", + "subclassSource": "eb5arcanetraditions", + "level": 6, + "header": 1, + "entries": [ + "{@i 6th-level Skymage Feature}", + "At 6th-level, when you activate your {@subclassFeature Manifest Flight|Wizard|Skymage|eb5arcanetraditions|6} feature, you can choose for a wave of force to expand outward from your position in a 10 foot radius sphere. Each creature other than yourself in the sphere must succeed on a Constitution saving throw against your spell save DC or take 1d6 force damage per level of the spell slot used for Manifest Flight and be pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed" + ] + }, + { + "name": "Stay Aloft", + "source": "eb5arcanetraditions", + "page": 10, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Skymage", + "subclassSource": "eb5arcanetraditions", + "level": 6, + "header": 1, + "entries": [ + "{@i 2nd-level Skymage Feature}", + "At 2nd level you gain pro&ciency in the {@skill Deception} skill and learn the Infernal and Abyssal languages" + ] + }, + { + "name": "Superior Flight", + "source": "eb5arcanetraditions", + "page": 10, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Skymage", + "subclassSource": "eb5arcanetraditions", + "level": 10, + "header": 1, + "entries": [ + "{@i 10th-level Skymage Feature}", + "At 10th-level, when flying, you gain the ability to use the {@action Dash} and {@action Disengage} actions as bonus actions." + ] + }, + { + "name": "We All Float Up Here", + "source": "eb5arcanetraditions", + "page": 10, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Skymage", + "subclassSource": "eb5arcanetraditions", + "level": 10, + "header": 1, + "entries": [ + "{@i 10th-level Skymage Feature}", + "Also at 10th level, you have strengthened your connection to the sky enough that the ground has lost its hold over you. You are immune to bludgeoning damage from falls and you can substitute your Intelligence for your Strength when determining your jumping distance or making {@skill Athletics} checks related to jumping." + ] + }, + { + "name": "Aerial Perfection", + "source": "eb5arcanetraditions", + "page": 10, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Skymage", + "subclassSource": "eb5arcanetraditions", + "level": 14, + "header": 1, + "entries": [ + "{@i 14th-level Skymage Feature}", + "At 14th level, when you use your Manifest Flight feature, you can choose to wrap yourself in the essence of Syrania itself. This effect lasts for one minute. During that time, you retain your flight speed from your Manifest Flight feature and, while flying, you can hover and you never provoke opportunity attacks. In addition, while you are airborne, the area in a 5 foot radius around you is always clear, calm, and pleasant—unaffected by wind, weather, and temperature extremes including magical effects that cause these. While flying, you are resistant to cold, fire, lightning, and thunder damage. You can use this feature once. You must then &nish a short or long rest to use this feature again." + ] + }, + { + "name": "Divine Wizardry", + "source": "eb5arcanetraditions", + "page": 11, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "SilverPyromancer", + "subclassSource": "eb5arcanetraditions", + "level": 2, + "header": 1, + "entries": [ + "{@i 2nd-level Silver Pyromancer Feature}", + "Beginning at 2nd level, when you add two spells to your spellbook upon gaining a level, one of those spells can be from the paladin spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a wizard spell for you. You also learn sacred flame as a cantrip. It is a wizard spell for you, but it does not count against your number of cantrips known." + ] + }, + { + "name": "Radiant Fire", + "source": "eb5arcanetraditions", + "page": 11, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "SilverPyromancer", + "subclassSource": "eb5arcanetraditions", + "level": 2, + "header": 1, + "entries": [ + "{@i 2nd-level Silver Pyromancer Feature}", + "Also at 2nd level, when you cast a spell that normally deals fire damage, you can choose for half of the damage you deal to be radiant damage instead of &re damage. When you reach 10th level, you can choose to have all the damage dealt by such a spell be radiant damage instead." + ] + }, + { + "name": "Burning Smite", + "source": "eb5arcanetraditions", + "page": 11, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "SilverPyromancer", + "subclassSource": "eb5arcanetraditions", + "level": 6, + "header": 1, + "entries": [ + "{@i 6th-level Silver Pyromancer Feature}", + "At 6th-level your cantrips become more potent against fiends and undead. When any fiend or undead would take fire damage or radiant damage from one of your cantrips, it takes an additional amount of radiant damage equal to your Intelligence modi&er (minimum of +1)." + ] + }, + { + "name": "Pyromantics", + "source": "eb5arcanetraditions", + "page": 11, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "SilverPyromancer", + "subclassSource": "eb5arcanetraditions", + "level": 6, + "header": 1, + "entries": [ + "{@i 6th-level Silver Pyromancer Feature}", + "Also at 6th level, you learn how to imbue your burning spells with additional power. When you cast a spell that deals fire damage or radiant damage, you can impose disadvantage on saving throws against that spell. Once you use this feature, you cannot do so again until you complete a short rest or a long rest." + ] + }, + { + "name": "Silver Flame Aura", + "source": "eb5arcanetraditions", + "page": 11, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "SilverPyromancer", + "subclassSource": "eb5arcanetraditions", + "level": 10, + "header": 1, + "entries": [ + "{@i 10th-level Silver Pyromancer Feature}", + "At 10th level, you can spend a bonus action to surround yourself with an aura of silver flame with a 10-foot radius. The aura sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When another creature enters the aura for the first time or begins its turn there, it must succeed on a Constitution saving throw against your spell save DC or take 2d6 fire damage and be blinded until the beginning of its next turn. A creature that succeeds on this saving throw takes half damage and is not blinded. This aura lasts for one minute and it remains active even if you are incapacitated or die. You can use this feature a number of times equal to your Intelligence bonus (minimum 1). You regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Flame Incarnate", + "source": "eb5arcanetraditions", + "page": 12, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "SilverPyromancer", + "subclassSource": "eb5arcanetraditions", + "level": 14, + "header": 1, + "entries": [ + "{@i 14th-level Silver Pyromancer Feature}", + "At 14th level, when your Silver Flame Aura is active, you can use a bonus action to end its effect and become filled with the power of living silver flame. Your eyes become pits of silver fire and waves of heat radiate from your body. When you use this feature, you gain the following bene&ts:", + { + "type": "list", + "items": [ + "You shed bright light in a 20-foot radius and dim light for an additional 20 feet.", + "You are immune to fire damage and radiant damage.", + "If you are hit with an attack, you can use your reaction to cast sacred flame targeting your attacker, provided that the target is within range.", + "Fiends and undead have disadvantage on attack rolls against you and you have advantage on any saving throws made against their abilities.", + "You do not require verbal, somatic, or material components that lack a gold cost when you cast a spell that deals fire or radiant damage." + ] + }, + "This feature lasts 10 minutes or until you use a bonus action to end it, are incapacitated, or die. Once you use this feature, you cannot do so again until you &nish a long rest." + ] + } + ], + "monster": [ + { + "name": "Minor Air Elemental", + "size": [ + "T" + ], + "type": "elemental", + "source": "eb5arcanetraditions", + "alignment": [ + "U" + ], + "ac": [ + 12 + ], + "hp": { + "formula": "5d4", + "average": 12 + }, + "speed": { + "fly": 40 + }, + "str": 4, + "dex": 15, + "con": 10, + "int": 6, + "wis": 10, + "cha": 6, + "passive": 10, + "cr": "1/4", + "shortName": "elemental", + "page": 3, + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "conditionImmune": [ + "exhaustion", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained", + "unconscious" + ], + "languages": [ + "Auran" + ], + "languageTags": [ + "AU" + ], + "immune": [ + "poison" + ], + "resist": [ + "lightning" + ], + "trait": [ + { + "name": "Air Form", + "entries": [ + "The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing." + ] + } + ], + "action": [ + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) bludgeoning damage." + ] + } + ] + }, + { + "name": "Minor Earth Elemental", + "size": [ + "T" + ], + "type": "elemental", + "source": "eb5arcanetraditions", + "alignment": [ + "U" + ], + "ac": [ + 12 + ], + "hp": { + "formula": "5d4 + 10", + "average": 22 + }, + "speed": { + "walk": 30 + }, + "str": 12, + "dex": 8, + "con": 14, + "int": 6, + "wis": 10, + "cha": 6, + "passive": 10, + "cr": "1/4", + "shortName": "elemental", + "page": 3, + "senses": [ + "darkvision 60 ft.", + "tremorsense 10 ft." + ], + "senseTags": [ + "D", + "T" + ], + "conditionImmune": [ + "exhaustion", + "paralyzed", + "petrified", + "poisoned", + "unconscious" + ], + "languages": [ + "Terran" + ], + "languageTags": [ + "T" + ], + "immune": [ + "poison" + ], + "resist": [ + "lightning" + ], + "trait": [ + { + "name": "Earth Glide", + "entries": [ + "The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through." + ] + } + ], + "action": [ + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) bludgeoning damage." + ] + } + ], + "damageTags": [ + "B" + ], + "miscTags": [ + "MW" + ] + }, + { + "name": "Minor Fire Elemental", + "size": [ + "T" + ], + "type": "elemental", + "source": "eb5arcanetraditions", + "alignment": [ + "U" + ], + "ac": [ + 12 + ], + "hp": { + "formula": "5d4", + "average": 12 + }, + "speed": { + "walk": 40 + }, + "str": 4, + "dex": 15, + "con": 10, + "int": 6, + "wis": 10, + "cha": 6, + "passive": 10, + "cr": "1/4", + "shortName": "elemental", + "page": 4, + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "conditionImmune": [ + "exhaustion", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "unconscious" + ], + "immune": [ + "fire", + "poison" + ], + "trait": [ + { + "name": "Fire Form", + "entries": [ + "The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 2 ({@dice 1d4}) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The &rst time it enters a creature's space on a turn, that creature takes 2 ({@dice 1d4}) &re damage." + ] + }, + { + "name": "Illumination", + "entries": [ + "The elemental sheds bright light in a 10-foot radius and dim light in an additional 10 feet." + ] + }, + { + "name": "Water Susceptibility", + "entries": [ + "For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage." + ] + } + ], + "languages": [ + "Ignan" + ], + "languageTags": [ + "IG" + ], + "traitTags": [ + "Illumination" + ], + "action": [ + { + "name": "Touch", + "entries": [ + "{@atk mw} {@hit +2} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 +2}) fire damage.", + "If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the &re, the target takes 2 ({@dice 1d4}) fire damage at the start of each of its turns." + ] + } + ], + "miscTags": [ + "MW" + ], + "damageTags": [ + "C", + "F" + ] + }, + { + "name": "Minor Water Elemental", + "size": [ + "T" + ], + "type": "elemental", + "source": "eb5arcanetraditions", + "alignment": [ + "U" + ], + "ac": [ + 12 + ], + "hp": { + "formula": "5d4 + 5", + "average": 17 + }, + "speed": { + "walk": 20, + "swim": 40 + }, + "str": 10, + "dex": 14, + "con": 12, + "int": 6, + "wis": 10, + "cha": 6, + "passive": 10, + "cr": "1/4", + "shortName": "elemental", + "page": 4, + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "conditionImmune": [ + "exhaustion", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "unconscious" + ], + "immune": [ + "poison" + ], + "resist": [ + "acid" + ], + "trait": [ + { + "name": "WaterForm", + "entries": [ + "The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing." + ] + }, + { + "name": "Freeze", + "entries": [ + " If the elemental takes cold damage, it freezes; its speed is reduced to 0 until the end of its next turn." + ] + } + ], + "languages": [ + "Aquan" + ], + "traitTags": [ + "Illumination" + ], + "action": [ + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit +4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 2}) bludgeoning damage." + ] + } + ], + "miscTags": [ + "MW" + ], + "languageTags": [ + "AQ" + ], + "damageTags": [ + "B" + ] + } + ] +} \ No newline at end of file