reworked images, checkpointing content
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deadsands/content/images/overland/bastion_thumb.png
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deadsands/content/images/overland/blooming_wastes_thumb.png
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@ -7,7 +7,7 @@ tags: region
|
|||
date: 2022-07-20 17:54:47.286869
|
||||
template: region
|
||||
show_dm_content: True
|
||||
thumbnail: /images/overland_blooming_wastes.png
|
||||
thumbnail: /images/overland/blooming_wastes_thumb.png
|
||||
description:
|
||||
region:
|
||||
name: The Blooming Wastes
|
||||
|
|
106
deadsands/content/locations/bone-city.md
Normal file
|
@ -0,0 +1,106 @@
|
|||
---
|
||||
# locations/bone-city.md
|
||||
|
||||
title: Bone City
|
||||
author: evilchili
|
||||
tags: region
|
||||
date: 2024-01-05 19:41:22.833015
|
||||
template: region
|
||||
show_dm_content: True
|
||||
thumbnail: /images/overland/bone_city_thumb.png
|
||||
region:
|
||||
name: Bone City
|
||||
size: 80
|
||||
terrain: difficult
|
||||
dm_notes:
|
||||
skills:
|
||||
Travel:
|
||||
DC: 18
|
||||
Notes:
|
||||
Forage:
|
||||
DC: 20
|
||||
Notes:
|
||||
Track:
|
||||
DC: 20
|
||||
Notes:
|
||||
Evade:
|
||||
DC: 15
|
||||
Notes:
|
||||
Survey:
|
||||
DC: 15
|
||||
Notes:
|
||||
cr: 6
|
||||
encounters:
|
||||
d1-d10:
|
||||
Difficulty: None
|
||||
d11:
|
||||
Difficulty: Dangerous
|
||||
d12:
|
||||
Difficulty: Difficult
|
||||
d13:
|
||||
Difficulty: None
|
||||
d14:
|
||||
Difficulty: Difficult
|
||||
d15:
|
||||
Difficulty: None
|
||||
d16:
|
||||
Difficulty: Difficult
|
||||
d17:
|
||||
Difficulty: Dangerous
|
||||
d18:
|
||||
Difficulty: Dangerous
|
||||
d19:
|
||||
Difficulty: Difficult
|
||||
d20:
|
||||
Difficulty: None
|
||||
weather:
|
||||
d1-d2:
|
||||
Rarity: Rare
|
||||
Description: Magnetic Turmoil
|
||||
Effect: North moves randomly
|
||||
_: At the start of each round, the DM rolls a d20. Until the start of the next round,
|
||||
anyone with initiative score greater than or equal to the DM's roll is slowed
|
||||
and anyone lower is hasted.
|
||||
d3-d4:
|
||||
Rarity: Uncommon
|
||||
Description: Scorching Temperatures
|
||||
Effect: 2x water consumption
|
||||
_: Succeed on DC 15 WIS save or be frightened for half-day
|
||||
d5-d6:
|
||||
Rarity: Common
|
||||
Description: Clear Skies
|
||||
Effect: No effect
|
||||
d7-d8:
|
||||
Rarity: Weird
|
||||
Description: Whispered Insanity
|
||||
Effect: "\"Clear skies\" (but you are cursed; the DM rolls for each traveler)\n\
|
||||
\ d1 - None of this is really happening.\n d2 - We're invincible!\n d3\
|
||||
\ - They're all turning against you.\n d4 - You're being followed.\n d5\
|
||||
\ - An object in your inventory is the key to your survival.\n d6 - Your soul\
|
||||
\ has fled your body.\n d7 - One of your companions is an imposter.\n d8\
|
||||
\ - You should take off your clothes and experience true freedom.\n"
|
||||
_: All spell damage / effect rolls are maxed.
|
||||
regional_effects:
|
||||
- On a spell attack roll of 5 or less, roll on the Wild Magic Table
|
||||
forage_table:
|
||||
d1-d2:
|
||||
Rarity: Uncommon
|
||||
Name: Dancing Fern
|
||||
Description: Grows up to 2ft in diameter, sways constantly as if in a strong breeze.
|
||||
Value: 2 GP
|
||||
_: 2 GP
|
||||
d3:
|
||||
Rarity: Common
|
||||
Name: Sand Weave
|
||||
Description: Clinging ivy that grows in thick blankets over sandy soil. White flowers.
|
||||
_: 1 GP
|
||||
d4:
|
||||
Rarity: Rare
|
||||
Name: Meal Moss
|
||||
Description: A grey/black moss that grows on the interior of bone.
|
||||
Value: 5 GP
|
||||
_: 5 GP
|
||||
status: published
|
||||
---
|
||||
|
||||
Dunes stretching to the southern horizons spread out before you, dotted with the skeletal remains of massive creatures. There is little shelter here and less foraging, though a strange ecology has begun to sprout around the ancient bones, where a black moss has taken hold and is now home to an array of swarming insects. Far to the south lies the Sand of Sea and Stars; to the north, Calamity ridge. East, past the Ridge and into central Sahwat is the Understands.
|
|
@ -7,7 +7,7 @@ tags: region
|
|||
date: 2022-08-07 13:59:35.261130
|
||||
template: region
|
||||
show_dm_content: True
|
||||
thumbnail: /images/overland_calamity_ridge.png
|
||||
thumbnail: /images/overland/calamity_ridge_thumb.png
|
||||
description:
|
||||
region:
|
||||
name: Calamity Ridge
|
||||
|
@ -71,8 +71,8 @@ region:
|
|||
d1:
|
||||
Name: Blackfruit Palm
|
||||
Description: A short palm tree with fruit similar to mangos that turn black when ripe.
|
||||
Rarity: Rare
|
||||
Value: 3 GP
|
||||
Rarity: Common
|
||||
Value: 1 GP
|
||||
d2:
|
||||
Name: Blade Poppy
|
||||
Description: A pale red flower with black pistils. Razor-sharp leaves grow vertically around the blossom (1pt slashing).
|
||||
|
|
|
@ -7,7 +7,7 @@ tags: location
|
|||
date: 2023-12-15 21:18:16.394170
|
||||
template: location
|
||||
show_dm_content: False
|
||||
thumbnail: /images/caramelized-chocolate-smoke-clan_thumb.png
|
||||
thumbnail: /images/overland/calamity_ridge_thumb.png
|
||||
image: /images/caramelized-chocolate-smoke-clan.png
|
||||
location:
|
||||
type: settlement
|
||||
|
|
|
@ -8,7 +8,7 @@ tags: region
|
|||
date: 2022-08-07 13:21:31.543012
|
||||
template: region
|
||||
show_dm_content: True
|
||||
thumbnail: /images/overland_dust_river_canyon.png
|
||||
thumbnail: /images/overland/dust_river_canyon_thumb.png
|
||||
description:
|
||||
region:
|
||||
name: Dust River Canyon
|
||||
|
@ -68,6 +68,27 @@ region:
|
|||
d1:
|
||||
Effect: Add 1d6 to radiant damage
|
||||
Effect: Prone creatures are heavily obscured but blind beyond 5 feet.
|
||||
forage_table:
|
||||
d1:
|
||||
Name: Shadowfern
|
||||
Description: A squat green shrub found in pockets of shade. Grows only in shade.
|
||||
Rarity: Common
|
||||
Value: 1 GP
|
||||
d2:
|
||||
Name: Cragbreaker
|
||||
Description: A wiry vine that grows in cracks of stone. Blooms tiny blue flowers.
|
||||
Rarity: Common
|
||||
Value: 1 GP
|
||||
d3:
|
||||
Name: Cragbreaker
|
||||
Description: A wiry vine that grows in cracks of stone. Blooms tiny blue flowers.
|
||||
Rarity: Common
|
||||
Value: 1 GP
|
||||
d4:
|
||||
Name: Glowwort
|
||||
Description: Subterranean, bioluminescent mushroom that faintly glows blue.
|
||||
Rarity: Common
|
||||
Value: 1 GP
|
||||
---
|
||||
|
||||
Dust River Canyon is a half-mile wide gash in the landscape, running forty miles southeast from the edge of the Blooming Wastes. A sheer, crumbling switchback leads to its base where thick clouds of red dust some 2 feet thick swirl, resisting all attempts to settle or disperse. Stalking predators move unseen within the dust, emerging from caves in the canyon walls.
|
||||
|
|
|
@ -8,7 +8,7 @@ tags: region
|
|||
date: 2022-08-07 13:38:52.296672
|
||||
template: region
|
||||
show_dm_content: True
|
||||
thumbnail: /images/overland_gopher_gulch.png
|
||||
thumbnail: /images/overland/gopher_gulch_thumb.png
|
||||
description:
|
||||
region:
|
||||
name: Gopher Gulch
|
||||
|
|
25
deadsands/content/locations/malseid-noasa-tiilc.md
Normal file
|
@ -0,0 +1,25 @@
|
|||
---
|
||||
# locations/malseid-noasa-tiilc.md
|
||||
|
||||
title: Malseid Noasa Ti'ilc
|
||||
author: evilchili
|
||||
tags: location
|
||||
date: 2024-01-19 16:14:56.635719
|
||||
template: location
|
||||
show_dm_content: False
|
||||
thumbnail: /images/overland/calamity_ridge_thumb.png
|
||||
location:
|
||||
type: settlement
|
||||
name: Malseid Noasa Ti'ilc
|
||||
population: 150
|
||||
notable_races: Malseid
|
||||
economy: relics, smithing, arcana
|
||||
dm_notes: |
|
||||
DM's notes go here.
|
||||
stores:
|
||||
- trading-post
|
||||
status: published
|
||||
---
|
||||
|
||||
|
||||
The Noasa Ti'ilc are a nomadic group of Malseid with a modest tent encampment currently in Bone City.
|
|
@ -7,7 +7,7 @@ tags: location
|
|||
date: 2023-06-11 16:57:53.734985
|
||||
template: location
|
||||
show_dm_content: False
|
||||
thumbnail: /images/tanos_edge_thumb.png
|
||||
thumbnail: /images/overland/tanos_edge_thumb.png
|
||||
image: /images/tanos_edge.png
|
||||
location:
|
||||
type: settlement
|
||||
|
|
93
deadsands/content/locations/the-undersands.md
Normal file
|
@ -0,0 +1,93 @@
|
|||
---
|
||||
# locations/the-undersands.md
|
||||
|
||||
title: The Undersands
|
||||
author: evilchili
|
||||
tags: region
|
||||
date: 2024-02-17 17:09:11.225832
|
||||
template: region
|
||||
show_dm_content: True
|
||||
thumbnail: /images/overland/the_undersands_thumb.png
|
||||
region:
|
||||
name: The Undersands
|
||||
size: 60
|
||||
terrain: difficult
|
||||
skills:
|
||||
Travel:
|
||||
DC: 16
|
||||
Notes:
|
||||
Forage:
|
||||
DC: 20
|
||||
Notes:
|
||||
Track:
|
||||
DC: 20
|
||||
Notes:
|
||||
Evade:
|
||||
DC: 15
|
||||
Notes:
|
||||
Survey:
|
||||
DC: 15
|
||||
Notes:
|
||||
cr: 6
|
||||
encounters:
|
||||
d1-d13:
|
||||
Difficulty: None
|
||||
d14-17:
|
||||
Difficulty: Difficult
|
||||
d18-d19:
|
||||
Difficulty: Dangerous
|
||||
d20:
|
||||
Difficulty: Deadly
|
||||
weather:
|
||||
d1-d3:
|
||||
Rarity: Common
|
||||
Description: Clear Skies
|
||||
Effect: No effect
|
||||
d4:
|
||||
Rarity: Uncommon
|
||||
Description: Glowing Dust Storm
|
||||
Effect: Disadvantge on WIS checks and saves
|
||||
d5:
|
||||
Rarity: Rare
|
||||
Description: Spontaneous Hail
|
||||
Effect: No effect; counts as magical water if consumed
|
||||
d6:
|
||||
Rarity: Rare
|
||||
Description: Broken Time
|
||||
Effect: At the start of each round, the DM rolls a d20. Until the start of the next round, anyone with initiative score greater than or equal to the DM's roll is slowed and anyone lower is hasted.
|
||||
d7:
|
||||
Rarity: Uncommon
|
||||
Description: Air of Dread
|
||||
Effect: Succeed on DC 15 WIS save or be frightened for half-day.
|
||||
d8:
|
||||
Rarity: Rare
|
||||
Description: Glowing Auras
|
||||
Effect: Faerie Fire spell effects
|
||||
regional_effects:
|
||||
- Darkvision not functional
|
||||
- "Blacksand: Pools of bubbling black sand dot the dones; 1d6 necrotic per turn."
|
||||
forage_table:
|
||||
d1:
|
||||
Rarity: Uncommon
|
||||
Name: Scorpion Flower
|
||||
Description: Green-black flower with an elongated black style ended in a sharp thorn. Stabs anything that gets close. 1d4 piercing damage.
|
||||
Value: 2 GP
|
||||
d2:
|
||||
Rarity: Common
|
||||
Name: Sand Poppy
|
||||
Description: Small red flowers growing in sandy soil.
|
||||
Value: 1 GP
|
||||
d3:
|
||||
Rarity: Uncommon
|
||||
Name: Wand Cactus
|
||||
Description: Tiny spiraling cactus resembling a magical wand. Glows faintly blue at night.
|
||||
Value: 2 GP
|
||||
d4:
|
||||
Rarity: Rare
|
||||
Name: Choke Dust
|
||||
Description: Moss that crumples into dust when touched. 1d4 poison damage. Must be dug out by the root.
|
||||
Value: 2 GP
|
||||
status: published
|
||||
---
|
||||
|
||||
Between Bone City to the west and Gopher Gulch to the east lies a vast, empty stretch of dunes. To most the region does not even warrant consideration; it is simply "more Sahwhat." But the savvy Hopper knows it by a different name: The Undersands. For beneath the dunes lies a twisting labyrinth of caverns and tunnels, accessible from caves in the low buttes rising from the sand known only to a few. In recent times, the Undersands have been overrun by necrotic magics, and they say the sands are roamed at night by the undead.
|
70
deadsands/content/lore/notes-on-eternity.md
Normal file
|
@ -0,0 +1,70 @@
|
|||
---
|
||||
# lore/notes-on-eternity.md
|
||||
|
||||
title: Field Notes on the Eterenity Codex
|
||||
author: evilchili
|
||||
show_dm_content: False
|
||||
tags: lore
|
||||
date: 2024-04-13 20:10:31.463525
|
||||
---
|
||||
|
||||
<div style='margin: 0em 10em 0em 10em;'>
|
||||
<b>Wodag, 43rd of the Shark, 1125</b><br>
|
||||
<i>
|
||||
It's been three days since I reentered the ruins of our old home. The "necrosand" I saw above ground seems to be concentrated here; the deeper I go the more there is. Wonder by what principle is it animated? Seems almost malevolent the way it lashes out.
|
||||
<br><br>
|
||||
|
||||
Get it together, Ru! There's no evidence of intent. Stick to what you observe.
|
||||
|
||||
<br><br>*<br><br>
|
||||
|
||||
Definitely correlation btwn my presence and the behaviour of the necrosand: It becomes more animated closer I get, and twice now I've seen <s>ghosts</s> <s>undead</s> things moving in the shadows, rising out the necrosand. Don't think they saw me. Gotta stay quiet.
|
||||
|
||||
<br><br>*<br><br>
|
||||
|
||||
Found a </i>Ku ci Wês<i>! Knowledge Nexus? Empire had these all over, small public spaces in local settlements dedicated to study and learning, connected in a sort of <s>pilgrimage</s> walking tour? I think students were expected to travel the Empire to seek knowledge. How awesome is that. Found a plaque near the entrace. My High Dwarfish is bad :( :( will check trans at home:
|
||||
<br><br>
|
||||
</i>
|
||||
|
||||
<b>Phâ ci Vitho Ku:
|
||||
<br>
|
||||
Ve shy we shi su sê chadê KHY kayc pha shi. Thê sacofe fe phu Didan te pa KÖLF 20 - 80. Tesa de sakephê dûshâ, zha chû tî wuka thûkhy tho lâ phûwu kêzhu zha.</b>
|
||||
<i>
|
||||
|
||||
<br><br>
|
||||
"THE PATHWAYS OF KNOWLEDGE: On the subject of TIME and its control. here shall you find examples of early empire <sacofe fe phu> <s>enchantments</s> engineering??? circa KÖLF 20 - 80 (middle period??) <s>Workers?</s> Artisans harnessed <thûkhy> <s>forever</s> all-time? Eternity!! Artisans harnessed eternity to fashion implements of both science and war.
|
||||
<br><br>
|
||||
|
||||
<u>I KNEW IT!!</u> The Empire was researching chronometry, and earlier than I thought. Emperor Kölf is Middle Empire! Wonder if those glowing weapons have chronometric properties??
|
||||
|
||||
|
||||
<br><br>*<br><br>
|
||||
|
||||
JACKPOT!!! :D Two scrolls behind the shelf in the corner. One w partial trans to Common on the reverse -- looks like a history, part of sequence? And a mathematical treatise! YES :D :D It's really hard to read :( Will camp here and work on it -- use the light from those weapons. Necrosand not too bad; seems to be avoiding. Hate it here, but so worth it. Mom will crap the path when she finds out omgs
|
||||
|
||||
<br><br>*<br><br>
|
||||
|
||||
Fell asleep :( sand worse now but staying away. Hates the light? Glad I sat here. Taking the sword can't even lift the big one
|
||||
|
||||
<br><br>*<br><br>
|
||||
|
||||
More ghost things. Came up just as I was back across. Think it was a canopy walkway. Was this jungle?? Howd it get buried? <u>Intact?</u> Stairs led to big cavern, stone floor -- town square? Big building w locked door. Necrosand all over. Got in!! Mold Earth ROCKS :D :D Only way down is a huge pit full of necrosand. Can't see bottom, but safe with this sword. Brought rope. How to get down???
|
||||
|
||||
<br><br>
|
||||
<b>Thordag, 44th of the Shark, 1125</b><br>
|
||||
|
||||
OMGs the Empire wasn't just studying chronometry -- major breakthroughs!! -- "trap the essence of eternity, hold it fast" on that plaque and this math it's like -- totally new model, time is zero-sum? Time doesn't flow??? "Eternity" not a theoretical construct but basis for an integration of arcane and science -- everything that happens always happens?? <u>causality is a point of view, just a vector selection collapsing an infinite possibility space</u> means "mote of eternity" some sort of material stasis of chronometric energy? But force vectors are infinite! No decay!! If mote is used, effects backwards and forwards through time? <u>Eternalism as a weapon</u> Mote not on display tho. Lost? Taken? Was that what the outsiders were after -- Luna??
|
||||
|
||||
"Mote of Eternity" misused, forces negative relative to current reference?? The impact would go <u>BACK IN TIME</u>!! Did we cause everything?? The Desert???
|
||||
<u>WHO HAS THE MOTE NOW</u>??!! omgs the damage is happening right now a thousand yrs ago -- means if we fix/destroy/use now, undo the whole desert! Make it like it is now, back then!!
|
||||
|
||||
<br><br>
|
||||
Who do I tell? Not mom lol. Auntie Uli? Selc'ta?? She's crazy now :( :( OMGS does she have Mote is that why?? that thing in the bones -- something in the PAST?? This crap is weird omgs
|
||||
|
||||
<br><br>
|
||||
</i>
|
||||
<div style='display: block;text-align: right;'>
|
||||
<i>-- Ru'omile Noasa Ti'ilc (age 16 1/2), My Field Journal, vol. 7
|
||||
|
||||
</div>
|
||||
</div>
|
32
deadsands/content/lore/the-book-of-false-revelations.md
Normal file
|
@ -0,0 +1,32 @@
|
|||
---
|
||||
# lore/the-book-of-false-revelations.md
|
||||
|
||||
title: The Book of False Revelations
|
||||
author: evilchili
|
||||
show_dm_content: False
|
||||
tags: lore
|
||||
date: 2024-01-19 17:29:26.495813
|
||||
status: published
|
||||
---
|
||||
|
||||
<div style='margin: 0em 10em 0em 10em;'><i>
|
||||
5. And the Pilgrim was brought before the Heart, and made there to prostrate himself. Gathered there also were the Great Sages of the Chamber, to hear the word of the Heart.
|
||||
<br>
|
||||
6. The Heart spake thus unto the Pilgrim: Who art thou, that has caused such disquiet in my realm? And the Pilgrim answered: I was a knight. I am a student.
|
||||
<br>
|
||||
7. The Heart said: And what, pray, dost thou study, O knight-student? And the Pilgrim answered: REVELATION. Upon this word the Sages gasped, for such was the secret wisdom sought by the Chamber also.
|
||||
<br>
|
||||
8. The Heart marked their reaction, and said: The greatest minds of my Empire are discomfited, knight-student; why should it be so? And the Pilgrim answered: Because your greatest minds are as mewling cubs before a great tiger. And the ecstasy of prophecy came up on him, and he spake thus:
|
||||
<br>
|
||||
9. Know this, O Heart of the Empire: You seek REVELATION, but you cannot see beyond the walls of your Chamber, your Empire, your time. The Yanrin Didan is as sand in an hourglass: from within it seems to flow freely without end, but every grain is trapped, a single mote of Eternity bound forever in a glass prison.
|
||||
<br>
|
||||
10. But I have witnessed, and I tell you that there is not one REVELATION but four: DOMINATING, CLEANSING, RESTORING, and ETERNAL. And every mote of Eternity will receive REVELATION.
|
||||
<br>
|
||||
11. And the Pilgrim was taken from the Chamber of the Heart of the Empire, and it was decreed that none would ever repeat his lies or speak of these false revelations.
|
||||
<br>
|
||||
</i>
|
||||
<div style='display: block;text-align: right;'>
|
||||
<i>-- Oru am Didanralithien, The Book of False Revelations, VIII, 5:11</i>
|
||||
</div>
|
||||
</div>
|
||||
<br>
|
22
deadsands/content/lore/the-rituals-of-revelation.md
Normal file
|
@ -0,0 +1,22 @@
|
|||
---
|
||||
# lore/the-rituals-of-revelation.md
|
||||
|
||||
title: The Rituals of Revelation
|
||||
author: evilchili
|
||||
show_dm_content: False
|
||||
tags: lore
|
||||
date: 2024-06-07 19:49:45.988375
|
||||
status: publish
|
||||
---
|
||||
|
||||
### Motes of Eternity
|
||||
|
||||
It is possible to cleans regions of the Sahwat of the residium pollution by traveling into the past and locating the focal point of REVELATION, trapping it in a Mote of Eternity.
|
||||
|
||||
It is also possible to weaponize the Mote, permanently scarring the region but allowing magic to be used one level higher than normal, without expending a higher spell slot.
|
||||
|
||||
The Knights of Eternity seek to prevent anyone from learning about the Motes of Eternity, for fear of this. The Heart of the Empire sought this power and the Sahwat Desert was the result of their misdeeds.
|
||||
|
||||
### The Rituals of Revelation
|
||||
|
||||
The Motes of Eternity were constructed by Didan Artificers. They can look like anything, though the aesthetic popular at the time was to imbue simple, every-day objects with unimaginable power: a book, a hand bell, a medallion. Once in possession of a Mote, you must find the Local.
|
61
deadsands/content/mechanics/alchemy.md
Normal file
|
@ -0,0 +1,61 @@
|
|||
---
|
||||
# mechanics/alchemy.md
|
||||
|
||||
title: Alchemy
|
||||
author: evilchili
|
||||
show_dm_content: False
|
||||
tags: post
|
||||
date: 2024-09-27 17:45:15.416325
|
||||
status: published
|
||||
---
|
||||
|
||||
The flora of the Sahwat Desert have evolved in an ecology polluted by Residium, and have innate magical properties. A skilled alchemist can synthesize any manner of potions and oils, given the time, knowledge, and a high constitution.
|
||||
|
||||
### Ingredients
|
||||
|
||||
Every potion is made of three ingredients, all of which can be foraged from the desert, or very rarely, purchased from specialty shops. The quantity and rarity of each ingredient depends on the rarity of the potion being brewed, as does the difficulty in producing a successful brew, reflected in the number of skills checks required. The DC for each check is 10 + the total numeric rarity of all ingredients (common == 1, uncommon == 2, rare == 3, weird == 5):
|
||||
|
||||
| Potion Rarity | Common | Uncommon | Rare | Weird | Checks | DC
|
||||
|---------------|--------|----------|------|-------|--------|----
|
||||
| Common | 3 | 0 | 0 | 0 | 1 | 13
|
||||
| Uncommon | 1 | 2 | 0 | 0 | 2 | 15
|
||||
| Rare | 0 | 1 | 2 | 0 | 2 | 18
|
||||
| Very Rare | 0 | 1 | 1 | 1 | 3 | 20
|
||||
| Legendary | 0 | 0 | 1 | 2 | 3 | 23
|
||||
|
||||
More common ingredients are also less potent and require more portions to be effective: 10 portions for common ingredients, 5 for uncommon, 3 for rare and 1 for weird.
|
||||
|
||||
### Brewing
|
||||
|
||||
To brew a potion, the alchemist must possess:
|
||||
|
||||
- The necessary ingredients in sufficient quantities
|
||||
- Pure water or oil
|
||||
- Fire
|
||||
- Alchemical Supplies
|
||||
- A magical catalyst (Legendary potions only)
|
||||
|
||||
The alchemist assembles the necessary ingredients and equipment, and performs the number of skill checks required for the desired potion. The alchemist may use either their INT or WIS modifier for the skill checks. They may add their proficiency bonus if they are proficient with alchemist's tools.
|
||||
|
||||
Each skill check takes four hours of uninterrupted focus.
|
||||
|
||||
#### Example
|
||||
|
||||
**Potion of Healing (Common)**
|
||||
|
||||
- Ingredients: Redfoot (Common), Blackfruit Palm (Common), Gulch Thistle (Common)
|
||||
- Skill Checks required: 1
|
||||
- Skill DC: 10 + (3 x 1) == 13
|
||||
|
||||
|
||||
#### Success, Failure, and Dubious Brews
|
||||
|
||||
A brew is successful if the alchemist succeeds on more skill checks than they fail. A brew with no failed checks is completed without complication. A brew with no successes fails completely and causes a Wild Magic Explosion. A successful brew with one or more failed checks creates the desired potion but with side effects, which will be unknown until consumed. These potions are referred to as a Dubious Brew.
|
||||
|
||||
Abandoning or interrupting a brew in progress is an automatic failure.
|
||||
|
||||
### Recipes and Experimentation
|
||||
|
||||
An alchemist can brew any potion for which they know the recipe. They can also combine random ingredients in an attempt to discover new recipes, but this is dangerous: ingredient combinations that do not yield viable potions will result in a failed brew regardless of skill checks.
|
||||
|
||||
However, the alchemist improves their craft with each brew, regardless of success or failure, and will learn one property of every ingredient used in the brew.
|
40
deadsands/content/mechanics/the-ritual-of-relevation.md
Normal file
|
@ -0,0 +1,40 @@
|
|||
---
|
||||
# mechanics/the-ritual-of-revelation.md
|
||||
|
||||
title: The Ritual of Revelation
|
||||
author: evilchili
|
||||
show_dm_content: False
|
||||
tags: post
|
||||
date: 2024-08-02 16:13:41.106682
|
||||
status: published
|
||||
---
|
||||
|
||||
|
||||
### Ritual of Revelation (Spell)
|
||||
|
||||
* **School:** Chronometry
|
||||
* **Level:** 5th
|
||||
* **Casting Time:** 1 Hour (Ritual)
|
||||
* **Components:** Verbal, Somatic, Material (1 Mote of Eternity and 3 samples of flora from the region, which the ritual consumes; 1 Scroll of Revelation)
|
||||
|
||||
<br>
|
||||
|
||||
Without Revelation, every region of the Sahwat Desert is doomed, its future rotting into the past until it is destroyed utterly. If not stopped, the destruction of Eternity will spread and consume all of existence.
|
||||
|
||||
Performing a Ritual of Revelation in a region of the Sahwat Desert will permanently stabilize its temporal structure, preventing its future from disintegrating and pouring backwards through time. Depending on the Revelation enacted by the caster, the ritual may have additional effects. To perform a ritual, the caster must possess a Mote of Eternity, three samples of flora native to the region, and the Scroll of Revelation they wish to enact.
|
||||
|
||||
When you perform this ritual, choose one of the following Revelations, if you have the necessary Scroll:
|
||||
|
||||
**Cleansing Revelation.** Purge all magical effects from the region, and render all magic non-functional. Wild magic surges are dispelled, magical weather effects cease, and a permanent Anti-Magic Field covers the entire region.
|
||||
|
||||
**Restoring Revelation.** Restore the region to its pre-cataclysm state by rewriting its history. The geography and the climate of the region may be significantly impacted. Wild magic surges are dispelled, magical weather effects cease. The full implication of rewriting a region's history is impossible to predict.
|
||||
|
||||
**Dominating Revelation.** Both magical weather effects and wild magic surges in the region are made significantly more dangerous, but grant the caster control over magical effects in the region. While in the region, you may:
|
||||
|
||||
- Cast Dispel Magic at will
|
||||
- Cast Counter Spell at will
|
||||
- As an action, summon or dispel magical weather effects at will.
|
||||
- As a reaction, negate wild magic surges in a 300ft radius centered on you.
|
||||
|
||||
**Eternal Revelation.** Stabilize the region such that its current state will remain fixed for all eternity, wild magic effects and all.
|
||||
|
68
deadsands/content/mechanics/tinkering.md
Normal file
|
@ -0,0 +1,68 @@
|
|||
---
|
||||
# mechanics/tinkering.md
|
||||
|
||||
title: Tinkering
|
||||
author: evilchili
|
||||
show_dm_content: False
|
||||
tags: post
|
||||
date: 2024-11-08 17:26:26.067401
|
||||
status: published
|
||||
---
|
||||
|
||||
When an Artificer wishes to modify weapons, armor, or tools, or invent new ones, they must follow these basic steps: DESIGN, PROTOTYPE, and BUILD. The time required for each phase and the difficulty associated with the task depends on the desired outcome; building things granted by the Artificer class will have a low DC, while novel, potentially game-breaking inventions will be very challenging indeed.
|
||||
|
||||
At each step, one or more skill checks will be assigned by the DM. The Artificer must complete all skill checks in one phase before moving on to the next. Critical successes count as two successful checks; critical failures wipe out all progress in the current phase.
|
||||
|
||||
Any skill may be used, provided the Artificer can justify how it applies to the current phase. The DM may adjust the difficulty depending on the approach.
|
||||
|
||||
An ally may help the Artificer complete a DESIGN or PROTOTYPE phase by lending their relevant expertise to the work; at the DM's discretion, the Artificer may be granted advantage on one or more skill checks.
|
||||
|
||||
An ally can only collaborate on the BUILD phase if they are proficient in artificer's tools.
|
||||
|
||||
### Tinkering Phases
|
||||
|
||||
#### Design
|
||||
|
||||
The Artificer must provide a project estimate to the DM. For example, *This is similar to an invention I have previously made, so I think the effort will be low*, or, *I want to invent laser rifles, so this will be difficult*. The DM will assign a DC and a number of skill checks, typically Intelligence, required for a successful design. Each skill check in the DESIGN phase requires two hours of concentration.
|
||||
|
||||
#### Prototype
|
||||
|
||||
Once the Artificer has completed their design, they must now PROTOTYPE it to reveal any flaws or shortcomings. This will require a minimum of two skill checks:
|
||||
|
||||
- One Artificer's Tools Check; and
|
||||
- One Skill Check related to the purpose of the item.
|
||||
|
||||
Each skill check in the PROTOTYPE stage requires two hours of concentration.
|
||||
|
||||
|
||||
#### Build
|
||||
|
||||
Once the Artificer has completed a design and a non-functional prototype, they are ready to build their creation. This step requires:
|
||||
|
||||
- One Artificer's Tools Check;
|
||||
- One Skill Check related to the purpose of the item;
|
||||
- Any necessary material components, which are consumed by the build attempt.
|
||||
|
||||
Each skill check in the BUILD stage requires four hours of concentration.
|
||||
|
||||
|
||||
#### Rebuilds
|
||||
|
||||
Once an invention has been built once, the Artificer may repair a damaged item or build another by completed the skill checks of the BUILD phase. The artificer has advantage on all checks for a rebuild.
|
||||
|
||||
### Research and Development
|
||||
|
||||
An Artificer may spend four hours of concentration studying relevant blueprints, designs, ancient texts, to permanently reduce the DC of one skill check in any phase of development.
|
||||
|
||||
An Artificer may also spend fours hours studying an existing object to learn the intricacies of its design and reverse-engineer it. Doing so will allow the Artificer to automatically succeed one skill check in the DESIGN phase.
|
||||
|
||||
|
||||
### Example: Clockwork Flamethrower
|
||||
|
||||
**DESIGN:** 1 x Intelligence checks (DC 13). Minimum 2hrs.
|
||||
|
||||
**PROTOTYPE:** 1 x Artificer's Tools check (DC 13) to construct the mechanisms, 1 x Strength (Athletics) (DC 13) check to forge external housing that won't explode. Minimum 4hrs.
|
||||
|
||||
**BUILD**: 1 x Artificer's Tools Check (DC 10), 1 x Strength (Athletics) check (DC 10), disassembled parts of a clockwork dragon. Minimum 8hrs.
|
||||
|
||||
Total elapsed time, assuming no failures: 14 hours.
|
41
deadsands/content/stores/trading-post.md
Normal file
|
@ -0,0 +1,41 @@
|
|||
---
|
||||
# stores/trading-post.md
|
||||
|
||||
title: Trading Post
|
||||
author: evilchili
|
||||
show_dm_content: False
|
||||
tags: store
|
||||
location: Malseid Noasa Ti'ilc
|
||||
date: 2024-01-19 16:14:14.816876
|
||||
description: Rare artifacts of a bygone age. Good deals! -- Da'Osa
|
||||
status: published
|
||||
---
|
||||
|
||||
The Malseid Noasa Ti'ilc do limited trade with outsiders, mostly selling general supplies and a few artifacts recovered from the sands. The Trading Post is run by Da'Osa, a sway-backed, near-sighted malseid with chipped teeth and silver mane.
|
||||
|
||||
|
||||
|
||||
Location: **Malseid Noasa Ti'ilc**
|
||||
|
||||
Faction: **Noasa Ti'ilc**
|
||||
|
||||
|
||||
### Current Stock
|
||||
|
||||
| Rarity | Item | Description | Value | Weight |
|
||||
| --------- | ----------------- | ------------------------------------------------------- | ------ | ------ |
|
||||
| Supplies | Rope | Hemp, 50ft | 4 GP | 10 Lb |
|
||||
| Supplies | Crossbow Bolts | 20 count (imported) | 10 GP | 1 Lb |
|
||||
| Supplies | Dungeoneer's Pack | PHB, page 151 | 48 GP | 61 Lb |
|
||||
| Supplies | Oil (flask) | 0.5 Lb | 4 SP | |
|
||||
| Supplies | Rope | Hemp, 50ft | 4 GP | 10 Lb |
|
||||
| Supplies | Pistol Ammunition | 5 count (nonaligned pricing) | 6 GP | 0.1 lb |
|
||||
| Supplies | Oil (flask) | 0.5 Lb | 4 SP | |
|
||||
| Supplies | Crossbow Bolts | 20 count (imported) | 10 GP | 1 Lb |
|
||||
| Supplies | Torch | | 2 SP | 0.5 Lb |
|
||||
| Supplies | Rations | Enough food for one person per day, desert travel | 2 GP | 0.5 Lb |
|
||||
| Supplies | Rope | Hemp, 50ft | 4 GP | 10 Lb |
|
||||
| Supplies | 10ft Pole | | 2 GP | 7 Lb |
|
||||
| Artifacts | Spell Components | Enquire about current inventory | Varies | |
|
||||
| Supplies | Explorer's Pack | PHB, page 151 | 40 GP | 59 Lb |
|
||||
| Supplies | Water | 1 Gallon of water, enough for 1 medium creature per day | 5 GP | 4 Lbs |
|
|
@ -879,6 +879,9 @@ a.disabled:hover {
|
|||
display: block;
|
||||
clear: both;
|
||||
}
|
||||
div.location h5 {
|
||||
text-align: left;
|
||||
}
|
||||
div.location:hover, div.location:active {
|
||||
background: rgba(244,241,232, 0.5);
|
||||
cursor: pointer;
|
||||
|
|
|
@ -1,17 +1,29 @@
|
|||
{% set locations = articles | selectattr('category', 'in', ['locations']) | list | sort(attribute=date) %}
|
||||
<img src='/images/dewa_qasos.png' class='key_image' alt="Hand-drawn map of the Dewa Q'Asos">
|
||||
<div class='box curled'>
|
||||
<h2>A Hopper's Guide To<br>The Dewa Q'Asos</h2>
|
||||
<h3>Cites, Towns, and Settlements</h3>
|
||||
<div class='thumbnail'><a href='/images/overland/dewa_qasos.png'><img src='/images/overland/dewa_qasos_thumb.png' alt="A hand-drawn map of the Dewa Q'Asos region" /></a></div>
|
||||
<span class="summary">
|
||||
The Dewa Q'Asos region between the Hoard's Vault mountain range in the north and the great scar of Tano's Edge
|
||||
to the south is home to a managerie of peoples. Settlements range from lawless frontier towns to the
|
||||
mighty city-state of Gazach Noch. Traveling the roads may be inherently less risky than the open desert, but
|
||||
danger and intrigue await even the hardiest of traveller. Mind your manners, and keep your spells to yourself;
|
||||
the law is mostly whatever you can get away with.
|
||||
<br>
|
||||
<p>
|
||||
Besides these settlements, as your adventure progresses you may also encounter the settlements of those who call the Sahwat Desert their
|
||||
home; those locations are also included below.
|
||||
</p>
|
||||
</span>
|
||||
{% for location in locations if 'region' not in location.tags %}
|
||||
<div class='location' onclick="window.location.href='{{ SITEURL }}/{{ location.url }}'">
|
||||
<h4><a class='title' href="{{ SITEURL }}/{{ location.url }}" rel="bookmark" title="{{location.title|striptags}}">{{ location.title }}</a></h4>
|
||||
<div class='thumbnail'><a href='{{location.thumbnail}}'><img src='{{ location.thumbnail }}' alt='{{location.title}}'></a></div>
|
||||
<h5><a class='title' href="{{ SITEURL }}/{{ location.url }}" rel="bookmark" title="{{location.title|striptags}}">{{ location.title }}</a></h5>
|
||||
<span class="summary"> {{ location.summary }} </span>
|
||||
</div>
|
||||
{% endfor %}
|
||||
<br>
|
||||
<h3>The Sahwat Desert</h3>
|
||||
<div class='thumbnail'><a href='/images/overland_map.png'><img src='/images/overland_map.png' alt="The known regions of the Sawhat Desert" /></a></div>
|
||||
<div class='thumbnail'><a href='/images/overland/sahwat_desert_region_map_occluded.png'><img src='/images/overland/sahwat_occluded_thumb.png' alt="The known regions of the Sawhat Desert" /></a></div>
|
||||
<span class='summary'>
|
||||
The Sahwat Desert is a vast expanse covering thousands of miles of the Dewa Q'Asos region in southwestern Vosh, from
|
||||
Tano's Edge to the Sea of Storms. It is comprised of a multitude of regions each with its own geography, weather,
|
||||
|
@ -25,8 +37,7 @@
|
|||
|
||||
{% for location in locations if 'region' in location.tags %}
|
||||
<div class='location' onclick="window.location.href='{{ SITEURL }}/{{ location.url }}'">
|
||||
<h4><a class='title' href="{{ SITEURL }}/{{ location.url }}" rel="bookmark" title="{{location.title|striptags}}">{{ location.title }}</a></h4>
|
||||
<div class='thumbnail'><img src='{{ location.thumbnail }}' alt='{{location.title}}'></a></div>
|
||||
<h5><a class='title' href="{{ SITEURL }}/{{ location.url }}" rel="bookmark" title="{{location.title|striptags}}">{{ location.title }}</a></h5>
|
||||
<span class="summary"> {{ location.summary }} </span>
|
||||
</div>
|
||||
{% endfor %}
|
||||
|
|
76
deadsands/sources/effects.yaml
Normal file
|
@ -0,0 +1,76 @@
|
|||
Effects:
|
||||
- Heal
|
||||
- Buff Movement
|
||||
- Buff AC
|
||||
- Buff Strength
|
||||
- Buff Dexterity
|
||||
- Buff Constituion
|
||||
- Buff Intelligence
|
||||
- Buff Wisdom
|
||||
- Buff Charisma
|
||||
- Buff Sight
|
||||
- Buff Charm
|
||||
- Buff Climb
|
||||
- Buff Hearing
|
||||
- Buff Speech
|
||||
- Resist Fear
|
||||
- Resist Stunned
|
||||
- Resist Invisibility
|
||||
- Resist Paralysis
|
||||
- Resist Petrification
|
||||
- Resist Poisoned
|
||||
- Resist Sleep
|
||||
- Resist Exhaustion
|
||||
- Resist Flying
|
||||
- Resist Enlarge
|
||||
- Resist Reduce
|
||||
- Resist Acid
|
||||
- Resist Bludgeoning
|
||||
- Resist Cold
|
||||
- Resist Fire
|
||||
- Resist Force
|
||||
- Resist Lightning
|
||||
- Resist Necrotic
|
||||
- Resist Piercing
|
||||
- Resist Poison
|
||||
- Resist Psychic
|
||||
- Resist Radiant
|
||||
- Resist Slashing
|
||||
- Resist Thunder
|
||||
- Debuff AC
|
||||
- Debuff Movement
|
||||
- Debuff Strength
|
||||
- Debuff Dexterity
|
||||
- Debuff Constituion
|
||||
- Debuff Intelligence
|
||||
- Debuff Wisdom
|
||||
- Debuff Charisma
|
||||
- Debuff Sight
|
||||
- Debuff Charm
|
||||
- Debuff Climb
|
||||
- Debuff Hearing
|
||||
- Debuff Speech
|
||||
- Impose Fear
|
||||
- Impose Stunned
|
||||
- Impose Invisibility
|
||||
- Impose Paralysis
|
||||
- Impose Petrification
|
||||
- Impose Poisoned
|
||||
- Impose Sleep
|
||||
- Impose Exhaustion
|
||||
- Impose Flying
|
||||
- Impose Enlarge
|
||||
- Impose Reduce
|
||||
- Acid Damage
|
||||
- Bludgeoning Damage
|
||||
- Cold Damage
|
||||
- Fire Damage
|
||||
- Force Damage
|
||||
- Lightning Damage
|
||||
- Necrotic Damage
|
||||
- Piercing Damage
|
||||
- Poison Damage
|
||||
- Psychic Damage
|
||||
- Radiant Damage
|
||||
- Slashing Damage
|
||||
- Thunder Damage
|
|
@ -33,7 +33,7 @@ metadata:
|
|||
Dangerous: 0.1
|
||||
Deadly: 0.3
|
||||
None:
|
||||
Easy:
|
||||
Easy:
|
||||
Difficult:
|
||||
Dangerous:
|
||||
Deadly:
|
||||
|
|
|
@ -5,6 +5,7 @@ metadata:
|
|||
- Name
|
||||
- Description
|
||||
- Value
|
||||
- Effect
|
||||
frequencies:
|
||||
default:
|
||||
Common: 0.4
|
||||
|
@ -12,18 +13,33 @@ metadata:
|
|||
Rare: 0.20
|
||||
Weird: 0.10
|
||||
Common:
|
||||
- Redfoot:
|
||||
- A hardy, sandy-brown moss covered in sharp thorns.
|
||||
- 1 GP
|
||||
- Healing, Buff Speech
|
||||
- Gulch Thistle:
|
||||
- A thistle with pink globular flowers. Commonly found in dried riverbeds.
|
||||
- 1 GP
|
||||
- Healing
|
||||
- Globe Cactus:
|
||||
- A globular cactus. 1 gallon of water can be harvested fromm 10 cacti.
|
||||
- 1 GP
|
||||
- Buff Climb
|
||||
- Shadowfern:
|
||||
- A squat green shrub found in pockets of shade. Grows only in shade.
|
||||
- 1 GP
|
||||
- Buff Movement, Resist Sleep
|
||||
- Sugarwort:
|
||||
- A low-lying herb with 8-petaled yellow flowers.
|
||||
- 1 GP
|
||||
- Resist Exhaustion
|
||||
- Dragon's Breath:
|
||||
- Moss that grows in wide straight paths with red-orange flowers.
|
||||
- 1 GP
|
||||
- Desert Pepper:
|
||||
- Tiny white lily with black speckles.
|
||||
- 2 GP
|
||||
- 1 GP
|
||||
- Buff Perception
|
||||
- Bitterweed:
|
||||
- green/brown grass up to 8" in height. Grows in small clumps.
|
||||
- 1 GP
|
||||
|
@ -33,9 +49,11 @@ Common:
|
|||
- Cragbreaker:
|
||||
- A wiry vine that grows in cracks of stone. Blooms tiny blue flowers.
|
||||
- 1 GP
|
||||
- Buff Intelligence
|
||||
- Badberry Plant:
|
||||
- flowering shrub with bright red, poisonous berries. 1pt poison damage if ingested.
|
||||
- 1 GP
|
||||
- Impose Posion
|
||||
- Sunburn Moss:
|
||||
- deep red moss that grows in full sunlight.
|
||||
- 1 GP
|
||||
|
@ -51,36 +69,37 @@ Common:
|
|||
- Sand Weave:
|
||||
- Clinging ivy that grows in thick blankets over sandy soil. White flowers.
|
||||
- 1 GP
|
||||
- Buff Strength
|
||||
- Sand Poppy:
|
||||
- Small red flowers growing in sandy soil.
|
||||
- 1 GP
|
||||
- Buff Movement
|
||||
- Blackfruit Palm:
|
||||
- short palm tree with fruit similar to mangos that turn black when ripe.
|
||||
- 2 GP
|
||||
- 1 GP
|
||||
- Healing
|
||||
- Elf Ear Mushroom:
|
||||
- Small conical fungus that grows to a point similar to an elf's ear.
|
||||
- 2 GP
|
||||
- 1 GP
|
||||
- Godskin Fungus:
|
||||
- Mushroom that grows thin, flat caps up to 3ft in diameter vaguely reminiscent of skin.
|
||||
- 2 GP
|
||||
- 1 GP
|
||||
- Glowwort:
|
||||
- subterranean, bioluminescent mushroom that faintly glows blue. Commonly found growing with starts of the night.
|
||||
- 2 GP
|
||||
- subterranean, bioluminescent mushroom that faintly glows blue. Commonly found growing with Stars of the night.
|
||||
- 1 GP
|
||||
- Buff Hearing
|
||||
- Stars of the Night:
|
||||
- Bioluminescent moss that glows blue/green. Most often found on the ceilings and walls of caves.
|
||||
- 2 GP
|
||||
- 1 GP
|
||||
- Needle Fern:
|
||||
- A large fern up to 2ft in diameter with sharp, needle-like leaves.
|
||||
- 1 GP
|
||||
- Gulch Thistle:
|
||||
- A thistle with pink globular flowers. Commonly found in dried riverbeds.
|
||||
- 1 GP
|
||||
- Lizard Tongue Cactus:
|
||||
- A cactus growing up to 3ft in height reminiscent of a forked lizard's tongue.
|
||||
- 1 GP
|
||||
- Rock Thistle:
|
||||
- Small bush that grows a single, large berry. The berry is pale yellow but matures to a dark brown, falls off, and hardens.
|
||||
- 2 GP
|
||||
- 1 GP
|
||||
- Red Cap Cactus:
|
||||
- tubular cactus that ends in a hemispherical cap that blooms small red flowers.
|
||||
- 1 GP
|
||||
|
@ -88,12 +107,15 @@ Uncommon:
|
|||
- Dancing Fern:
|
||||
- Grows up to 2ft in diameter, sways constantly as if in a strong breeze.
|
||||
- 2 GP
|
||||
- Healing
|
||||
- Sand Orchid:
|
||||
- A flowering cactus up to 36" tall, its long fingers curling like an orchid's stalks. The flower is white and bell-shaped.
|
||||
- 2 GP
|
||||
- Enlarge
|
||||
- Stonegrass:
|
||||
- short, hard, green/yellow grass that grows from cracks in stone and rock.
|
||||
- 1 GP
|
||||
- 2 GP
|
||||
- Buff Constitution
|
||||
- Bell Fruit:
|
||||
- A small flowering palm whose fruits resemble coconuts shaped like bells.
|
||||
- 2 GP
|
||||
|
@ -103,6 +125,7 @@ Uncommon:
|
|||
- Wand Cactus:
|
||||
- Tiny spiraling cactus resembling a magical wand. Glows faintly blue at night.
|
||||
- 2 GP
|
||||
- Healing,
|
||||
- Scorpion Flower:
|
||||
- Green-black flower with an elongated black style ended in a sharp thorn. Stabs anything that gets close. 1d4 piercing damage.
|
||||
- 2 GP
|
||||
|
@ -112,13 +135,13 @@ Rare:
|
|||
- 3 GP
|
||||
- Needle Trap:
|
||||
- A low-lying carnivorous trap cactus. Eats scorpions. Nectar does 1d4 acid damage on touch.
|
||||
- 5 GP
|
||||
- 3 GP
|
||||
- Blood Berry:
|
||||
- A thick brown moss easily mistaken for sweet berry. Tiny black berries grow within, sweet to taste. Causes vomiting of blood if ingested (1d6 poison dmg).
|
||||
- 2 GP
|
||||
- 3 GP
|
||||
- Bone moss:
|
||||
- A black moss that grows on bones deep in the Dust river canyon. Used to create paralysis poisons
|
||||
- 2 GP
|
||||
- 3 GP
|
||||
- Choke Dust:
|
||||
- Moss that crumples into dust when touched. 1d4 poison damage. Must be dug out by the root.
|
||||
- 3 GP
|
||||
|
@ -127,7 +150,7 @@ Rare:
|
|||
- 3 GP
|
||||
- Blood Palm:
|
||||
- A tall palm tree shot through with dark red veins. Its heart is blood red.
|
||||
- 5 GP
|
||||
- 3 GP
|
||||
- Singing Palm:
|
||||
- Palm tree with a spiraling grain up to 12ft in height. Faint singing can be heard from inside the tree. Shrieks when cut down.
|
||||
- 3 GP
|
||||
|
|
21
deadsands/sources/loot.yaml
Normal file
|
@ -0,0 +1,21 @@
|
|||
metadata:
|
||||
headers:
|
||||
- null
|
||||
- Item
|
||||
frequencies:
|
||||
default:
|
||||
Common: 0.7
|
||||
Uncommon: 0.3
|
||||
Common:
|
||||
- dagger
|
||||
- shortsword
|
||||
- leather armor
|
||||
- scroll
|
||||
- orb
|
||||
Uncommon:
|
||||
- longbow
|
||||
- greatsword
|
||||
- chain mail
|
||||
- potion
|
||||
- plate mail
|
||||
- wand
|
65
deadsands/sources/potions.yaml
Normal file
|
@ -0,0 +1,65 @@
|
|||
Common:
|
||||
- Potion of Climbing
|
||||
- Potion of Comprehension
|
||||
- Potion of Healing
|
||||
- Potion of Watchful Rest
|
||||
|
||||
Uncommon:
|
||||
- Bottled Breath
|
||||
- Oil of Slipperiness
|
||||
- Philter of Love
|
||||
- Potion of Acid Resistance
|
||||
- Potion of Advantage
|
||||
- Potion of Animal Friendship
|
||||
- Potion of Cold Resistance
|
||||
- Potion of Fire Breath
|
||||
- Potion of Fire Resistance
|
||||
- Potion of Force Resistance
|
||||
- Potion of Greater Healing
|
||||
- Potion of Growth
|
||||
- Potion of Hill Giant Strength
|
||||
- Potion of Lightning Resistance
|
||||
- Potion of Necrotic Resistance
|
||||
- Potion of Poison
|
||||
- Potion of Poison Resistance
|
||||
- Potion of Polychromy
|
||||
- Potion of Psionic Fortitude
|
||||
- Potion of Psychic Resistance
|
||||
- Potion of Radiant Resistance
|
||||
- Potion of Thunder Resistance
|
||||
- Potion of Water Breathing
|
||||
|
||||
Rare:
|
||||
- Elixir of Health
|
||||
- Oil of Etherealness
|
||||
- Potion of Aqueous Form
|
||||
- Potion of Clairvoyance
|
||||
- Potion of Diminution
|
||||
- Potion of Fire Giant Strength
|
||||
- Potion of Frost Giant Strength
|
||||
- Potion of Gaseous Form
|
||||
- Potion of Superior Healing
|
||||
- Potion of Heroism
|
||||
- Potion of Invulnerability
|
||||
- Potion of Mind Control (beast)
|
||||
- Potion of Mind Control (humanoid)
|
||||
- Potion of Mind Reading
|
||||
- Potion of Stone Giant Strength
|
||||
- Potion of Superior Healing
|
||||
|
||||
Very Rare:
|
||||
- Oil of Sharpness
|
||||
- Potion of Giant Strength
|
||||
- Potion of Cloud Giant Strength
|
||||
- Potion of Flying
|
||||
- Potion of Invisibility
|
||||
- Potion of Longevity
|
||||
- Potion of Mind Control (monster)
|
||||
- Potion of Speed
|
||||
- Potion of Supreme Healing
|
||||
- Potion of Vitality
|
||||
|
||||
Legendary:
|
||||
- Potion of Dragon's Majesty
|
||||
- Potion of Giant Size
|
||||
- Potion of Storm Giant Strength
|