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v1.153.0
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TheGiddyLimit committed Apr 19, 2022
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8 changes: 8 additions & 0 deletions .gitattributes
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*.js text eol=lf
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2 changes: 1 addition & 1 deletion css/main.css

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5 changes: 1 addition & 4 deletions cultsboons.html
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Expand Up @@ -110,10 +110,7 @@ <h1 class="page__title">Cults &amp; Supernatural Boons</h1>
</div>

<div class="wrp-stat-tab">
<div id="tabs-right">
<span class="ui-tab__btn-tab-head btn btn-default" id="btn-pin"><span class="glyphicon glyphicon-pushpin"></span></span>
<span class="ui-tab__btn-tab-head btn btn-default" id="btn-popout"><span class="glyphicon glyphicon-new-window"></span></span>
</div>
<div id="tabs-right"></div>
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<div class="wrp-stats-table"><table id="pagecontent" class="stats"></table></div>
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2 changes: 1 addition & 1 deletion data/actions.json
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"entries": [
"If one creature wants to jump onto another creature, it can do so by {@action grapple||grappling}. A small or Medium creature has little chance of making a successful grapple against a Huge or Gargantuan creature, however, unless magic has granted the grappler supernatural might.",
"As an alternative, a suitably large opponent can be treated as terrain for the purpose of jumping onto its back or clinging to a limb. After making any ability checks necessary to get into position and onto the larger creature, the smaller creature uses its action to make a Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check contested by the target's Dexterity ({@skill Acrobatics}) check. If it wins the contest, the smaller creature successfully moves into the target creature's space, the smaller creature moves with the target and has advantage on attack rolls against it.",
"The smaller creature can move around within the larger creature's space, treating the space as difficult terrain. The larger creature's ability to attack the smaller creature depends on the smaller creature's location, and is left to your discretion. The larger creature can dislodge the smaller creature as an action\u2014knocking it off, scraping it against a wall, or grabbing and throwing it\u2014by making a Strength ({@skill Athletics}) check contested by the smaller creature's Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check. The smaller creature chooses which ability to use."
"The smaller creature can move around within the larger creature's space, treating the space as {@quickref difficult terrain||3}. The larger creature's ability to attack the smaller creature depends on the smaller creature's location, and is left to your discretion. The larger creature can dislodge the smaller creature as an action\u2014knocking it off, scraping it against a wall, or grabbing and throwing it\u2014by making a Strength ({@skill Athletics}) check contested by the smaller creature's Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check. The smaller creature chooses which ability to use."
]
},
{
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2 changes: 1 addition & 1 deletion data/adventure/adventure-aitfr-avt.json
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"The grassy ground rises up gradually from the riverbank to where the sepulcher is built into the base of a scrabbly 20-foot cliff. Bits of red granite jut from the cliff and the ground, revealed over long years by the river and the rain. Across the river, wide meadows and wild hedges feed the local sheep.",
"Two {@creature troll||trolls} stalk the marsh on the sepulcher's side of the river. They're twin brothers, clad in rough leather and raw sheep's wool. They hunt along the riverbank at this time of year, looking for strays from nearby flocks. They attempt to stay out of sight and avoid adventurers, but trespassers who seem especially vulnerable or those who are laden with supplies and treasure stir the trolls' greed, inspiring them to ambush the party.",
"Five {@creature will-o'-wisp||will-o'-wisps} haunt the sepulcher yard, day or night. They are prideful, spiteful things eager to lead living creatures near the waters of the sunken yard or into the clutches of other nearby monsters. Yet each will-o'-wisp is loath to venture inside the sepulcher, which they consider the territory of other, more limited undead. The wisps take pride in moving about outdoors, by sunlight or moonlight. They delight in making other encounters more difficult but never venture deeper into the structure than area 4.",
"Note that much of the muddy, soaked ground surrounding the sepulcher may be difficult terrain. The sepulcher grounds and the crypts within are shown in map 1.",
"Note that much of the muddy, soaked ground surrounding the sepulcher may be {@quickref difficult terrain||3}. The sepulcher grounds and the crypts within are shown in map 1.",
{
"type": "image",
"href": {
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8 changes: 4 additions & 4 deletions data/adventure/adventure-aitfr-dn.json
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],
"id": "00b"
},
"This is the place. The tall boulders are Medium-sized stones, each about 1,000 pounds, set in place by the galeb duhrs in area 2. They're meant to discourage trespassers and protect the statue that blocks the way into area 4. A creature that is Small or smaller can squeeze between the boulders to see into area 4, but it is difficult terrain all the way."
"This is the place. The tall boulders are Medium-sized stones, each about 1,000 pounds, set in place by the galeb duhrs in area 2. They're meant to discourage trespassers and protect the statue that blocks the way into area 4. A creature that is Small or smaller can squeeze between the boulders to see into area 4, but it is {@quickref difficult terrain||3} all the way."
],
"id": "00a"
},
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{
"type": "list",
"items": [
"The angled floors make these areas difficult terrain 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 difficult terrain until the start of its next turn. Make the check at the start of the creature's movement.",
"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 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."
]
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"id": "028"
},
"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 difficult terrain. The bottom of it is covered in broken pieces of statues made from yuan-ti cultists she {@condition petrified} and then had destroyed.",
"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.",
"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.",
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2 changes: 1 addition & 1 deletion data/adventure/adventure-aitfr-isf.json
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"id": "04b"
},
"This wide passage was once a memorial site of gray stone and white marble details. The arrival of Tyreus and his elementals shattered the columns, arches, and mosaics. All that remains are drab heaps of stone dotted with bits of tile and marble. The floor is essentially a pit of rubble now, gathering soil, rocks, and grasses from the sinkhole collapse all around.",
"This whole area is difficult terrain. The doors to area 14 are loose on their hinges and blocked by a slab of stone that keeps them from opening. Tyreus didn't want to be followed. The stone requires a successful DC 20 Strength ({@skill Athletics}) check to move aside or a successful DC 14 Dexterity ({@skill Acrobatics}) check to wiggle past.",
"This whole area is {@quickref difficult terrain||3}. The doors to area 14 are loose on their hinges and blocked by a slab of stone that keeps them from opening. Tyreus didn't want to be followed. The stone requires a successful DC 20 Strength ({@skill Athletics}) check to move aside or a successful DC 14 Dexterity ({@skill Acrobatics}) check to wiggle past.",
"This area is inhabited for now by two earth elementals lingering here after helping Tyreus reach this place. They are not afraid to engage in combat, but neither is willing to die here. They flee into the earth if reduced to 25 percent of their hit points, possibly to return days later for further exploring."
],
"id": "04a"
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2 changes: 1 addition & 1 deletion data/adventure/adventure-aitfr-thp.json
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"entries": [
"This trap activates when any of the pressure plates in this area, or in the pit under area 5, are triggered. Once activated, this trap continues to operate for 3 rounds or until disabled, whichever comes first.",
"Once activated, long spears lined with swordlike blades immediately break through the floor tiles from below, stabbing almost 6 inches into the air at odd angles. (The spears are affixed to a metal rack beneath floor; that rack rises higher and higher each round until the blades finally reach the ceiling, the trap's designed limit.)",
"The floor is difficult terrain thereafter. Any creatures on the floor when the spears first appear must make a DC 15 Dexterity saving throw, taking 22 ({@damage 4d10}) piercing damage on a failure, or half as much on a success.",
"The floor is {@quickref difficult terrain||3} thereafter. Any creatures on the floor when the spears first appear must make a DC 15 Dexterity saving throw, taking 22 ({@damage 4d10}) piercing damage on a failure, or half as much on a success.",
"Afterward, on initiative counts 20 and 10 (losing initiative ties), the blades stab 1 foot higher toward the ceiling. Any creature in the area on the trap's turns must attempt a new DC 15 Dexterity saving throw to avoid 11 ({@damage 2d10}) slashing damage as the blades slice by.",
"A successful DC 15 Dexterity check with {@item Thieves' Tools|PHB} (or similar) can disable this trap by interacting with the mechanism from inside the pit under area 5.",
"A path can be hacked through the area by attacking the spear hafts in any 5-foot space (AC 12, 12 hit points)."
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