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v2.5.10
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TheGiddyLimit committed Dec 31, 2024
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1 change: 0 additions & 1 deletion converter.html
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Expand Up @@ -136,7 +136,6 @@ <h3 class="conv__head">Output</h3>
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14 changes: 7 additions & 7 deletions data/adventure/adventure-aitfr-avt.json
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Expand Up @@ -510,7 +510,7 @@
"id": "011"
},
"This ritual shrine was intended as a way to allow visitors to honor the interred even when the sepulcher was sealed. The fact that the shrine has not been used in years has emboldened the will-o'wisps in the surrounding area.",
"A successful DC 10 Intelligence ({@skill Religion}) check recalls prayers and other customary rites suitable for the shrine, all of which involve lighting candles or lamp oil, or casting light. If the shrine is lit, it attracts all remaining will-o'-wisps at the sepulcher. They arrive angry, ready to attack, and do not leave until the shrine is darkened or they are destroyed."
"A successful {@dc 10} Intelligence ({@skill Religion}) check recalls prayers and other customary rites suitable for the shrine, all of which involve lighting candles or lamp oil, or casting light. If the shrine is lit, it attracts all remaining will-o'-wisps at the sepulcher. They arrive angry, ready to attack, and do not leave until the shrine is darkened or they are destroyed."
],
"id": "010"
},
Expand All @@ -527,7 +527,7 @@
"id": "013"
},
"The names of the mausoleum's three founding families are carved above the entrance: Springbank, Dalmoor, and Everlake.",
"It takes a successful DC 12 Strength ({@skill Athletics}) check to open the iron gate. Unsealing the stone slab requires a successful DC 20 check.",
"It takes a successful {@dc 12} Strength ({@skill Athletics}) check to open the iron gate. Unsealing the stone slab requires a successful {@dc 20} check.",
"Loudly opening the iron gate or unsealing the stone slab likely alerts all creatures in the mausoleum as far as area 7."
],
"id": "012"
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],
"id": "029"
},
"The threshold above the doorway to area 8 is etched with the name Everlake. Prying open this broken seal requires a successful DC 17 Strength ({@skill Athletics}) check.",
"The threshold above the doorway to area 8 is etched with the name Everlake. Prying open this broken seal requires a successful {@dc 17} Strength ({@skill Athletics}) check.",
"In the corridor, 30 feet beyond the once-sealed doorway, Sylvene installed one of her magic stele traps, facing this door. It has disadvantage on its passive {@skill Perception} score to detect trespassers peering through the gaps in the doorway.",
{
"type": "entries",
Expand All @@ -722,7 +722,7 @@
"name": "Magic Stele Trap",
"page": 6,
"entries": [
"The stele can detect trespassers out to a range of 60 feet in front of it. It has a passive {@skill Perception} score of 18. To disarm or dispel this trap requires a successful DC 18 check. When triggered, the trap emits a bolt of lightning 60 feet long. Any creature in the target area that fails a DC 15 Dexterity saving throw takes 22 ({@damage 4d10}) lightning damage, or half as much damage with a successful save.",
"The stele can detect trespassers out to a range of 60 feet in front of it. It has a passive {@skill Perception} score of 18. To disarm or dispel this trap requires a successful {@dc 18} check. When triggered, the trap emits a bolt of lightning 60 feet long. Any creature in the target area that fails a {@dc 15} Dexterity saving throw takes 22 ({@damage 4d10}) lightning damage, or half as much damage with a successful save.",
"The lightning ignites flammable objects in the area that aren't being worn or carried. This stele can emit lightning a total of three times before becoming nothing more than inert stone."
],
"id": "02b"
Expand All @@ -747,7 +747,7 @@
],
"id": "02d"
},
"The corridor is in considerably better shape at its north end, where a second seal was installed to further prevent intrusions. This slab is better seated in place, requiring a successful DC 20 Strength ({@skill Athletics}) check to force open."
"The corridor is in considerably better shape at its north end, where a second seal was installed to further prevent intrusions. This slab is better seated in place, requiring a successful {@dc 20} Strength ({@skill Athletics}) check to force open."
],
"id": "028"
},
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],
"id": "02f"
},
"This short passage was a gift to Sylvene from Artura, to wow her upon her entrance to the site for Waltarn's burial. It was never intended to be trapped, but it is now. This is as far as Tyreus ventured into the tomb after entering through area 11. He left two traps here using {@spell linked glyphs|AitFR-AVT} (see appendix A). Finding any of these glyphs requires a successful DC 17 Intelligence ({@skill Investigation}) check.",
"This short passage was a gift to Sylvene from Artura, to wow her upon her entrance to the site for Waltarn's burial. It was never intended to be trapped, but it is now. This is as far as Tyreus ventured into the tomb after entering through area 11. He left two traps here using {@spell linked glyphs|AitFR-AVT} (see appendix A). Finding any of these glyphs requires a successful {@dc 17} Intelligence ({@skill Investigation}) check.",
"First, an alarm glyph has been placed on the stairs (A) to alert Tyreus and let him know it is time for him to cast {@spell project image} and appear in area 11.",
"Secondly, a detection glyph has been placed on the stairs in almost the same spot (A), linked to an effect glyph (B), which casts {@spell fear} (DC 17) up the stairs to the east when any humanoid creature touches or passes over the detection glyph.",
"Secondly, a detection glyph has been placed on the stairs in almost the same spot (A), linked to an effect glyph (B), which casts {@spell fear} ({@dc 17}) up the stairs to the east when any humanoid creature touches or passes over the detection glyph.",
"Tyreus's aim is to drive {@condition frightened} intruders toward the spell glyphs in area 10."
],
"id": "02e"
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10 changes: 5 additions & 5 deletions data/adventure/adventure-aitfr-dn.json
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Expand Up @@ -1086,9 +1086,9 @@
"type": "list",
"items": [
"The angled floors make these areas {@quickref difficult terrain||3} for any creature on the ground that is not climbing. No check is necessary to climb in these areas under normal circumstances.",
"A creature that takes the {@action Dash} action can make a DC 12 Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check to ignore the effects of {@quickref difficult terrain||3} until the start of its next turn. Make the check at the start of the creature's movement.",
"A creature that takes the {@action Dash} action can make a {@dc 12} Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check to ignore the effects of {@quickref difficult terrain||3} until the start of its next turn. Make the check at the start of the creature's movement.",
"A creature without a climbing speed that takes damage while on the ground must make a Dexterity saving throw with a DC equal to the damage it takes; if it fails the save, it loses its footing.",
"A creature that is knocked {@condition prone} must make a DC 12 Dexterity saving throw to avoid losing its footing."
"A creature that is knocked {@condition prone} must make a {@dc 12} Dexterity saving throw to avoid losing its footing."
]
}
],
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"name": "Lost Footing",
"page": 6,
"entries": [
"A creature that loses its footing is knocked {@condition prone} and tumbles downhill until it reaches an occupied space or the edge of the area where it lost its footing. There, it either stops (if it hits a barrier like a wall) or it may make a DC 12 Dexterity saving throw to catch itself on the edge of the area; otherwise it falls into the next adjacent area."
"A creature that loses its footing is knocked {@condition prone} and tumbles downhill until it reaches an occupied space or the edge of the area where it lost its footing. There, it either stops (if it hits a barrier like a wall) or it may make a {@dc 12} Dexterity saving throw to catch itself on the edge of the area; otherwise it falls into the next adjacent area."
],
"id": "016"
}
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},
"This foul liquid combines all the fluids that have ebbed, flowed, or been bled into the lair over time. Most of it is rain and groundwater that have seeped in but all of it has become a gruesome and powerful poison through the accursed power of Kyrilla's lair.",
"The poison pool is 2 feet deep and {@quickref difficult terrain||3}. The bottom of it is covered in broken pieces of statues made from yuan-ti cultists she {@condition petrified} and then had destroyed.",
"A living creature whose eyes, nose, ears, or mouth are submerged in the poison must make a DC 14 Constitution saving throw, suffering 11 ({@damage 2d10}) poison damage if it fails, or half as much if it succeeds. A creature that starts its turn submerged repeats the saving throw.",
"A creature that drinks a mouthful of the poison must succeed on a DC 14 Constitution saving throw or be {@condition poisoned} for 1 minute. The creature can attempt a new saving throw at the end of each of its turns, ending the condition on a success.",
"A living creature whose eyes, nose, ears, or mouth are submerged in the poison must make a {@dc 14} Constitution saving throw, suffering 11 ({@damage 2d10}) poison damage if it fails, or half as much if it succeeds. A creature that starts its turn submerged repeats the saving throw.",
"A creature that drinks a mouthful of the poison must succeed on a {@dc 14} Constitution saving throw or be {@condition poisoned} for 1 minute. The creature can attempt a new saving throw at the end of each of its turns, ending the condition on a success.",
"The pool also hides a mass of bones that are actually the {@condition prone} body of another skeletal horror. Merely disturbing the pool isn't enough to stir its attention; it waits until living flesh touches the pool\u2014or when Kyrilla commands it\u2014then rises to attack intruders.",
{
"type": "entries",
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6 changes: 3 additions & 3 deletions data/adventure/adventure-aitfr-fcd.json
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Expand Up @@ -964,7 +964,7 @@
"page": 8,
"entries": [
"This area is an overlook and a checkpoint, designed by Tyreus to harm intruders and alert him of approaching threats. It has no ceiling and is open to the air, allowing air elementals to reach it with ease. The floor of this area includes a wide, metal grate that can be opened to create a pit into the lake below; the switch is by the doorway on the keep's side of the room.",
"The third floor's eastern doorway is trapped with a glyph of warding's explosive runes and a linked glyph connected to an alarm glyph (DC 18 to detect both); the effect glyph for the alarm is in Tyreus's sanctum (area 10). The glyphs respond to any creature that does not say the password \"visionary\" before passing through the doorway. If {@creature Tyreus, Illusionist|AitFR-FCD|Tyreus} is alerted to an intruder, he prepares for combat as described in his entry in appendix A. For more about {@spell linked glyphs|AitFR-AVT}, see appendix B."
"The third floor's eastern doorway is trapped with a glyph of warding's explosive runes and a linked glyph connected to an alarm glyph ({@dc 18} to detect both); the effect glyph for the alarm is in Tyreus's sanctum (area 10). The glyphs respond to any creature that does not say the password \"visionary\" before passing through the doorway. If {@creature Tyreus, Illusionist|AitFR-FCD|Tyreus} is alerted to an intruder, he prepares for combat as described in his entry in appendix A. For more about {@spell linked glyphs|AitFR-AVT}, see appendix B."
],
"id": "034"
}
Expand Down Expand Up @@ -1024,7 +1024,7 @@
"page": 8,
"entries": [
"This area is an overlook and a checkpoint, designed by Tyreus to harm intruders and alert him of approaching threats. It has no ceiling and is open to the air, allowing air elementals to reach it with ease. The floor of this area includes a wide, metal grate that can be opened to create a pit into the lake below; the switch is by the doorway on the keep's side of the room.",
"The third floor's eastern doorway is trapped with a glyph of warding's explosive runes and a linked glyph connected to an alarm glyph (DC 18 to detect both); the effect glyph for the alarm is in Tyreus's sanctum (area 10). The glyphs respond to any creature that does not say the password \"visionary\" before passing through the doorway. If {@creature Tyreus, Illusionist|AitFR-FCD|Tyreus} is alerted to an intruder, he prepares for combat as described in his entry in appendix A. For more about {@spell linked glyphs|AitFR-AVT}, see appendix B."
"The third floor's eastern doorway is trapped with a glyph of warding's explosive runes and a linked glyph connected to an alarm glyph ({@dc 18} to detect both); the effect glyph for the alarm is in Tyreus's sanctum (area 10). The glyphs respond to any creature that does not say the password \"visionary\" before passing through the doorway. If {@creature Tyreus, Illusionist|AitFR-FCD|Tyreus} is alerted to an intruder, he prepares for combat as described in his entry in appendix A. For more about {@spell linked glyphs|AitFR-AVT}, see appendix B."
],
"id": "03a"
}
Expand Down Expand Up @@ -1056,7 +1056,7 @@
"name": "Traps",
"page": 8,
"entries": [
"Two magical glyphs are hidden in the floor in the center of this room (DC 18 to detect them both) and keyed to activate if anyone but Tyreus or the fortress's mystical servants touches the 10-foot area in the center of the room. The first is an alarm glyph from a linked glyph spell; its effect glyph is located in Tyreus's sanctum. The second glyph is a spell glyph that casts {@spell wall of force} to create a dome over intruders, theoretically trapping intruders and buying Tyreus or his minions time to arrive. The wall of force's dome covers a circle with a 10-foot radius out from the center of the room."
"Two magical glyphs are hidden in the floor in the center of this room ({@dc 18} to detect them both) and keyed to activate if anyone but Tyreus or the fortress's mystical servants touches the 10-foot area in the center of the room. The first is an alarm glyph from a linked glyph spell; its effect glyph is located in Tyreus's sanctum. The second glyph is a spell glyph that casts {@spell wall of force} to create a dome over intruders, theoretically trapping intruders and buying Tyreus or his minions time to arrive. The wall of force's dome covers a circle with a 10-foot radius out from the center of the room."
],
"id": "03e"
},
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