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css/main.css

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data/adventure/adventure-cm.json

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@@ -10758,7 +10758,7 @@
1075810758
"id": "201",
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"entries": [
1076010760
"The eldest member of the Fetid Gaze, the lawful evil {@creature Hag of the Fetid Gaze|CM|Auntie Greenbones} often defers to the other two hags on decision-making. In her true form, she is shriveled and worn, her dark green skin covered in bark and fungus. Insects crawl across her and hide in the thick braid of white hair that curls around her shoulders like a serpent. Anyone who stares into her milky-white, seemingly blind eyes sees a reflection of their own face made decrepit and withered by age.",
10761-
"The hag's disguise is that of Greensong, a cheerful, rosy-cheeked wood elf who feigns blindness. She wears a delicate white veil across her eyes and speaks in a singsong voice, giggling often. She keeps her guard dog, Morty, with her at all times. This disguised hell hound{@b} appears as a mastiff with bloodshot eyes.",
10761+
"The hag's disguise is that of Greensong, a cheerful, rosy-cheeked wood elf who feigns blindness. She wears a delicate white veil across her eyes and speaks in a singsong voice, giggling often. She keeps her guard dog, Morty, with her at all times. This disguised {@creature hell hound} appears as a mastiff with bloodshot eyes.",
1076210762
"Auntie Greenbones knows how to infuse demon ichor into the paints needed to create the cursed paintings that drive the coven's evil bargains. This recipe is inscribed on the inside of Morty's collar.",
1076310763
{
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"type": "entries",

data/adventure/adventure-fs.json

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@@ -2123,7 +2123,7 @@
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"page": 244,
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"id": "8a8",
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"entries": [
2126-
"The entrance to Salsvault is frozen shut. The characters can force the door open with a successful DC 15 Strength check or by dealing 10 bludgeoning or fire damage to the ice that seals the door. Unsealing the door with bludgeoning damage draws the attention of three suits of animated armor in area{@adventure S3|FS|0|S3. Animated Armor Laboratory}, which gather in {@adventure area S1|FS|0|S1. Entrance Chamber} and attack the characters as soon as they enter.",
2126+
"The entrance to Salsvault is frozen shut. The characters can force the door open with a successful DC 15 Strength check or by dealing 10 bludgeoning or fire damage to the ice that seals the door. Unsealing the door with bludgeoning damage draws the attention of three suits of animated armor in area {@adventure S3|FS|0|S3. Animated Armor Laboratory}, which gather in {@adventure area S1|FS|0|S1. Entrance Chamber} and attack the characters as soon as they enter.",
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{
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"type": "gallery",
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"images": [

data/adventure/adventure-idrotf.json

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@@ -5717,7 +5717,7 @@
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"page": 44,
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"id": "0eb",
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"entries": [
5720-
"At the eastern end of the cistern is a 10-foot-square, 2-foot-thick, half-submerged slab of blue marble that blocks access to{@area area C23|0f5|x}. This slab is far enough away that characters won't see it with torches or {@sense darkvision} unless they move farther into the cistern. The lever that lowers and raises this gate is in {@area area C22|0f4|x}. The gate can also be opened with a {@spell knock} spell or similar magic."
5720+
"At the eastern end of the cistern is a 10-foot-square, 2-foot-thick, half-submerged slab of blue marble that blocks access to {@area area C23|0f5|x}. This slab is far enough away that characters won't see it with torches or {@sense darkvision} unless they move farther into the cistern. The lever that lowers and raises this gate is in {@area area C22|0f4|x}. The gate can also be opened with a {@spell knock} spell or similar magic."
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]
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},
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{
@@ -17617,7 +17617,7 @@
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"page": 85,
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"id": "210",
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"entries": [
17620-
"Once they slay the awakened white moose, the characters can return to Lonelywood with proof of the moose's demise. After every three hours the characters spend in the forest, check for a random encounter using the{@adventure Lonelywood Forest Encounters table|IDRotF|9|Lonelywood Forest Encounters}.",
17620+
"Once they slay the awakened white moose, the characters can return to Lonelywood with proof of the moose's demise. After every three hours the characters spend in the forest, check for a random encounter using the {@adventure Lonelywood Forest Encounters table|IDRotF|9|Lonelywood Forest Encounters}.",
1762117621
"If Ravisin the frost druid is not dealt with, Lonelywood is doomed to experience more of the same harassment from newly awakened beasts such as {@creature Polar Bear||polar bears}, {@creature Rhinoceros||woolly rhinoceroses}, and {@creature Saber-Toothed Tiger||saber-toothed tigers}."
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]
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}
@@ -22749,7 +22749,7 @@
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"id": "277",
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"entries": [
2275122751
"The crystal shard lodged inside the fossilized mind flayer skull is a {@item psi crystal|IDRotF} (see {@adventure appendix D|IDRotF|22|{@item Psi Crystal|IDRotF}}). The psychic trauma that the mind flayer endured when it died caused the crystal to form in its mind. A character can use a miner's pick to pry loose the psi crystal.",
22752-
"A character who attunes to this {@i psi crystal} gains a form of indefinite madness (see the{@table indefinite madness|| Indefinite Madness table} in the {@book Dungeon Master's Guide|DMG}). Determine the result secretly, then convey this information only to the character's player. The madness does not end until the character is no longer attuned to the {@i psi crystal}. While the madness lasts, the character can hear a repeating telepathic distress signal put out by an illithid ship that crashed in the mountains and track the signal to its source (see \"{@area Id Ascendant|346|x}\"). The only way to block the signal is by ending the character's attunement to the {@i psi crystal}."
22752+
"A character who attunes to this {@i psi crystal} gains a form of indefinite madness (see the {@table indefinite madness|| Indefinite Madness table} in the {@book Dungeon Master's Guide|DMG}). Determine the result secretly, then convey this information only to the character's player. The madness does not end until the character is no longer attuned to the {@i psi crystal}. While the madness lasts, the character can hear a repeating telepathic distress signal put out by an illithid ship that crashed in the mountains and track the signal to its source (see \"{@area Id Ascendant|346|x}\"). The only way to block the signal is by ending the character's attunement to the {@i psi crystal}."
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]
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}
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]
@@ -40469,7 +40469,7 @@
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"page": 171,
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"id": "459",
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"entries": [
40472-
"Characters who learn of Xardorok's plot to forge a dragon of chardalyn and unleash it upon Ten-Towns might decide to launch a preemptive strike on Xardorok's fortress. This chapter describes the fortress of Sunblight in detail, in the event the adventurers decide to attack it. But the characters are in for a surprise: by the time they arrive, Xardorok has already finished his construct and set it loose, leaving the characters with an agonizing decision: press the attack against the duergar fortress, or intercept the dragon in Ten-Towns. If they choose the latter course, skip over this chapter for now and proceed with{@adventure chapter 4|IDRotF|14}.",
40472+
"Characters who learn of Xardorok's plot to forge a dragon of chardalyn and unleash it upon Ten-Towns might decide to launch a preemptive strike on Xardorok's fortress. This chapter describes the fortress of Sunblight in detail, in the event the adventurers decide to attack it. But the characters are in for a surprise: by the time they arrive, Xardorok has already finished his construct and set it loose, leaving the characters with an agonizing decision: press the attack against the duergar fortress, or intercept the dragon in Ten-Towns. If they choose the latter course, skip over this chapter for now and proceed with {@adventure chapter 4|IDRotF|14}.",
4047340473
"The characters are more likely to survive an invasion of Xardorok's fortress if they are at least 4th level. Characters of lower level can succeed if they take frequent rests or have an edge, such as plenty of healing magic or allies to back them up.",
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{
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"type": "entries",
@@ -40574,7 +40574,7 @@
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"From high above comes a loud grinding noise as large sheets of ice break off the fortress walls and tumble down the mountainside. Suddenly, great doors of ice previously hidden under snow stand open more than three hundred feet above you, and from between them flies a huge dragon made of dark ice. Its eyes glow with a bright golden light as it lets out a terrible roar, hurls itself into the air, and glides away from the fortress, then turns and heads north toward Ten-Towns."
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]
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},
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"The {@creature chardalyn dragon|IDRotF} (see {@adventure appendix C|IDRotF|21}) exits the fortress by climbing up a shaft that leads from the forge level to the fortress's summit. The doors at the top of the shaft remain open until the dragon returns or until someone closes them by using the levers in areas{@area X13|496|x} and {@area X15|49d|x}.",
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"The {@creature chardalyn dragon|IDRotF} (see {@adventure appendix C|IDRotF|21}) exits the fortress by climbing up a shaft that leads from the forge level to the fortress's summit. The doors at the top of the shaft remain open until the dragon returns or until someone closes them by using the levers in areas {@area X13|496|x} and {@area X15|49d|x}.",
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"The dragon stays at least 250 feet away from the party and does not pay any attention to the characters as it flies off on its mission to destroy Ten-Towns. Given the dragon's impressive flying speed, it's unlikely that the characters will be able to catch up to it.",
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"The characters must now make a big decision: do they assault Xardorok's fortress as planned or follow the dragon back to Ten-Towns? If they continue their climb to the fortress, continue with the next section; if they pursue the dragon, move on to {@adventure chapter 4|IDRotF|14}."
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]
@@ -42484,7 +42484,7 @@
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"{@b Chest 4} holds a bundled-up gray spider-silk robe sewn with darkmantle eyes, wrapped inside which is a {@item wand of web}.",
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"{@b Chest 5} contains a folded {@item Piwafwi (Cloak of Elvenkind)|OotA|piwafwi}\u2014a dark spider-silk cloak made by drow. This item has the properties of a {@item cloak of elvenkind} but loses its magic if it's exposed to sunlight for 1 hour without interruption.",
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"{@b Chest 6} holds an amber headdress set with three large purple pearls (2,500 gp).",
42487-
"{@b Chest 7} contains a 2-foot-tall stone statuette of Demogorgon that weighs 50 pounds. Anyone who looks into the statue's eyes must succeed on a DC 14 Charisma saving throw or contract a random form of short-term madness (see \"{@table indefinite madness||Madness}\" in the {@book Dungeon Master's Guide|DMG}). A creature can be affected only once by the statue, after which it becomes immune to the effect.",
42487+
"{@b Chest 7} contains a 2-foot-tall stone statuette of Demogorgon that weighs 50 pounds. Anyone who looks into the statue's eyes must succeed on a DC 14 Charisma saving throw or contract a random form of short-term madness (see \"{@variantrule Madness}\" in the {@book Dungeon Master's Guide|DMG}). A creature can be affected only once by the statue, after which it becomes immune to the effect.",
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"{@b Chest 8} houses an inanimate svirfneblin skeleton encrusted with {@hazard yellow mold} (see \"{@book Dungeon Hazards|DMG|5|Dungeon Hazards}\" in the {@book Dungeon Master's Guide|DMG}). The mold releases its spores as soon as the chest's lid is opened. Embedded in one of the skull's eye sockets is a false eye made of moonstone (75 gp)."
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]
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}
@@ -47029,7 +47029,7 @@
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"page": 204,
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"id": "55c",
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"entries": [
47032-
"The stairs in the northwest corner of this room descend 90 feet to{@area area G5|554|x}."
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"The stairs in the northwest corner of this room descend 90 feet to {@area area G5|554|x}."
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]
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}
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]
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"The yips and barks abate as you descend the stairs leading to this cave in which hangs the faint whiff of death."
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]
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},
53050-
"Five {@creature kobold vampire spawn|IDRotF} (see {@area appendix C|755|x}) dwell here. Add a sixth if the one from{@area area H4|5b8|x} escaped and made it all the way here. These creatures have sharp senses and know when living creatures are nearby. They use their Spider Climb trait to cling to the walls and pounce on the first character to enter their lair. The vampires fight until two or more of their number are slain, whereupon the rest retreat to {@area area H19|5e5|x} to make their final stand. {@item Professor Skant|IDRotF} recognizes the creature as vampires and knows their weaknesses.",
53050+
"Five {@creature kobold vampire spawn|IDRotF} (see {@area appendix C|755|x}) dwell here. Add a sixth if the one from {@area area H4|5b8|x} escaped and made it all the way here. These creatures have sharp senses and know when living creatures are nearby. They use their Spider Climb trait to cling to the walls and pounce on the first character to enter their lair. The vampires fight until two or more of their number are slain, whereupon the rest retreat to {@area area H19|5e5|x} to make their final stand. {@item Professor Skant|IDRotF} recognizes the creature as vampires and knows their weaknesses.",
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"Aside from the vampires, the cave is empty. The 20-foot-high ceiling is festooned with icicles.",
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{
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"type": "entries",
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{
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"type": "list",
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"items": [
53731-
"The characters gain a level after overcoming the challenges of all eight towers of magic (areas{@area Y4|640|x}, {@area Y7|64c|x}, {@area Y11|660|x}, {@area Y18|677|x}, {@area Y20|6ae|x}, {@area Y22|6b7|x}, {@area Y24|6bc|x}, and {@area Y26|6c4|x}).",
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"The characters gain a level after overcoming the challenges of all eight towers of magic (areas {@area Y4|640|x}, {@area Y7|64c|x}, {@area Y11|660|x}, {@area Y18|677|x}, {@area Y20|6ae|x}, {@area Y22|6b7|x}, {@area Y24|6bc|x}, and {@area Y26|6c4|x}).",
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"The characters gain a level when they reach Iriolarthas's study ({@area area Y19q|6a9|x}).",
5373353733
"The characters gain a level if they accomplish something extraordinary, such as destroying Iriolarthas the demilich, all three of Auril's forms, or the obelisk in {@area area Y21|6b3|x}."
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]

data/adventure/adventure-kftgv.json

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{
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"type": "item",
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"name": "Secret Vault",
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"entry": "\"Zorhanna usually keeps her {@item Shard Solitaire (Diamond)|KftGV|shard solitaire} necklace in a vault hidden beneath a pool of frigid water in Paliset Hall's bathroom turret, which is guarded by a stone golem. Only Zorhanna can safely bypass the golem, and only Zorhanna knows the three-letter combination to the vault.\" (Eliphas can lead characters safely to{@area area P11|495|x} if they ask to see the bathroom turret, and he will help them defeat the golem that guards it.)"
24124+
"entry": "\"Zorhanna usually keeps her {@item Shard Solitaire (Diamond)|KftGV|shard solitaire} necklace in a vault hidden beneath a pool of frigid water in Paliset Hall's bathroom turret, which is guarded by a stone golem. Only Zorhanna can safely bypass the golem, and only Zorhanna knows the three-letter combination to the vault.\" (Eliphas can lead characters safely to {@area area P11|495|x} if they ask to see the bathroom turret, and he will help them defeat the golem that guards it.)"
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},
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{
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"type": "item",

data/adventure/adventure-mot-nss.json

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"page": 189,
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"id": "334",
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"entries": [
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"On the third day of following Khea's directions, the party reaches the Khystonos. Its riverbed is nearly dry, the river reduced to a muddy trickle. After following the lethargic flow for the better part of a day, the adventurers reach a bend where several prominent rocks jut from the mud{@b}. These stones mark the entrance to the Court of Orestes.",
403+
"On the third day of following Khea's directions, the party reaches the Khystonos. Its riverbed is nearly dry, the river reduced to a muddy trickle. After following the lethargic flow for the better part of a day, the adventurers reach a bend where several prominent rocks jut from the mud. These stones mark the entrance to the Court of Orestes.",
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{
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"type": "entries",
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"name": "Court of Orestes Features",

data/adventure/adventure-oota.json

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]
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},
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"If any of the named drow were killed in chapter 1, they have been replaced by other drow with similar statistics.",
24326-
"On her first turn in combat, Ilvara casts {@spell conjure animals} to summon two {@creature Giant Spider||giant spiders} to fight alongside the drow, while Asha casts {@spell spirit guardians} on herself and concentrates to maintain it. The other drow cast {@spell darkness} to hinder ranged attackers before closing to melee. Shoor protects Ilvara, while Jorlan makes no effort to protect his fellow drow. Ilvara prefers to strike from a distance with her {@item tentacle rod}, or cast spells such as {@spell poison spray} and{@spell ray of sickness}.",
24326+
"On her first turn in combat, Ilvara casts {@spell conjure animals} to summon two {@creature Giant Spider||giant spiders} to fight alongside the drow, while Asha casts {@spell spirit guardians} on herself and concentrates to maintain it. The other drow cast {@spell darkness} to hinder ranged attackers before closing to melee. Shoor protects Ilvara, while Jorlan makes no effort to protect his fellow drow. Ilvara prefers to strike from a distance with her {@item tentacle rod}, or cast spells such as {@spell poison spray} and {@spell ray of sickness}.",
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"If Ilvara loses more than half her hit points, she attempts to summon a {@creature yochlol} demon.",
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{
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"type": "entries",
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"page": 221,
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"id": "5cf",
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"entries": [
42477-
"This appendix provides alte{@s}rnative background features and bonds for player characters, with options that are strongly connected to the NPCs, themes, and events of this adventure.",
42477+
"This appendix provides alternative background features and bonds for player characters, with options that are strongly connected to the NPCs, themes, and events of this adventure.",
4247842478
{
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"type": "section",
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"name": "Substitute Features",

data/adventure/adventure-pota.json

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"id": "529",
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"entries": [
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"The triple eyes of the aboleths depicted on the columns are actually emeralds, sapphires, and blue-green opals. The six gemstones are worth 1,000 gp apiece.",
39441-
"Lying on the floor of the aboleth's cave are 180 pp, 1,700 ep, and a{@item tentacle rod}."
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"Lying on the floor of the aboleth's cave are 180 pp, 1,700 ep, and a {@item tentacle rod}."
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]
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}
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]

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