(align:"==><=")[ #(font: 'Walter Turncoat')[The Saint's Tomb] <hr color="red"> ###(text-colour:red)[A 5e adventure for one 1st level character] ''by Seth Jones'' <small>Licensed under the [[Open Game License]]. [[Picture credits and other legal info.->Legal]]</small> <img src="tomb.jpeg" width="300" alt="A mausoleum in dark cemetery under a full moon"> (button:)[[How to play]] (button:)[[Start]] |==| (text-colour:green)[(checkbox: bind $tm, "Teach me how to play 5e")] Checking the above box and then hitting Start will intersperse instructions in green typeface into the story. These inline tips will teach you how to use the 5e SRD rules, the ruleset that is used to play Dungeons & Dragons, along with similar tabletop roleplaying games.]**OPEN GAME LICENSE Version 1.0a** The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 2 or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, nonexclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE ''Open Game License v 1.0a'' Copyright 2000, Wizards of the Coast, LLC. ''System Reference Document'' 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. ''5e Arena'' Copyright 2022, Seth Jones. END OF LICENSE Back to [[Title Page]] 5e Arena uses the 5th edition SRD under the [[Open Game License]] ''Product Identity:'' The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All proper character names, written descriptions, inventory items, fight elements, and code. (Elements that have previously been designated as Open Game Content are not included in this declaration.) ''Open Game Content:'' Open content in this book includes the opponents (monster/opponent names, descriptions, statistics, and abilities), mechanics of the game, spells, and any inventory items listed in the 5e SRD. No other portion of this work may be reproduced in any form without permission. ''Illustrations'': Specific illustration sources are as follows. If not listed here, the picture is in the public domain. * <a href="https://commons.wikimedia.org/wiki/Category:Pearson_Scott_Foresman_publisher">Pearson Scott Foresman publishing</a>: all pictures with filenames ending in (PSF). Donated to the Public Domain by publisher. * <a href="https://greygnome.com/free-art-assets/">Jason Glover</a> Weapon rack. Allowed for use with credit. * <a href="https://commons.wikimedia.org/wiki/Main_Page">Wikipedia Commons</a>: all dice graphics. Cultist with book. Donated to the public domain by creators. * <a href="https://commons.wikimedia.org/wiki/Main_Page">Wikipedia Commons</a> Card players, graveyard, books, temple, cemetery path, cemetery gates, tomb exterior, tomb interior, street, jackal, rat skeleton, skeleton. Entered public domain by copyright expiration. * <a href="https://picryl.com/media/small-male-figure-in-feathered-cap-with-upraised-hand-holding-a-cup-and-other-3bd7f4">Picryl Public Domain</a> Halfling with hat and beer. Entered public domain by copyright expiration. * <a href="https://www.shutterstock.com/license">Shutterstock</a> Pot of Gold, body in catacomb, Wraith outline. Stock Image License. * <a href="https://www.midjourney.com/home/">Midjourney AI</a> Valnok. Creative Commons Noncommercial 4.0 Attribution International License. * <a href="https://www.drivethrurpg.com/product/91360/108-Terrible-Character-Portraits">108 Terrible Character Portraits</a> by Jeff Preston. Creative Commons Attribution 3.0 Unported License. Chuck portrait. * <a href="http://oldbookillustrations.com">Old Book Illustrations</a>: Entered public domain by copyright expiration. * <a href="https://freesvg.org">Free SVG</a>: Beer mug, gold coins. Entered public domain by copyright expiration. Back to [[Title Page]] ##[How to run this adventure] <hr color="red"> This game is a hybrid of a choose-your-own adventure type computer game and a pen-and-paper roleplaying game. It is compatible with the <a href="https://www.dndbeyond.com/sources/basic-rules/" target="_blank">fifth edition of the most popular roleplaying game in the world</a> (you know the one I'm talking about, though I can't say the name due to copyright restrictions). The mechanics of this adventure are licensed under the [[Open Game License]]. All images used in this game are in the public domain. ### Differences from a computer game <hr color="red"> To play this game, ''you need a 1st level character'' for 5e. You can create one using the free character creation feature at <a href="https://www.dndbeyond.com/" target="_blank">this website</a>, by using the 5e <a href="https://www.dndbeyond.com/sources/basic-rules/" target="_blank">Basic Rulebook</a>, or you can use a pregenerated character such as <a href="https://olddungeonmaster.com/2020/06/03/dd-5e-quick-play-character-sheets-rev-8/" target="_blank">these ones</a>. You will need to have this character sheet either printed out or open in a separate browser tab. You will keep track of your character's hit points, spells, and inventory on your character sheet, roll dice physically or by using the provided sidebar dice, and keep track of enemies using your own scratch paper. The program will tell the story. Regular text will narrate the game. You will also see links to decisions in the game, which will appear in light blue. //Italics indicate out-of-game instructions// These are instructions on what to dice to roll and what to change on your character sheet. ''Bold text indicates important people, objects, or instructions'' ### Differences from a table-top RPG. <hr color="red"> In this game, you'll have to take on some of the role of the Game Master. If a monster or NPC has to make a saving throw against a spell you cast or ability you use, you will have to roll on their behalf. In ''combat'', all enemies will attack you each turn unless otherwise specified. If an enemy hits you with an attack, it will do average damage instead of rolling for damage. I find that damage rolls against 1st level characters are too swingy, especially when it comes to critical hits. If you drop to 0 hp or lower, you do not make ''death saving throws''. Instead, the game will narrate what happens to you. Normally, to start combat, players and enemies would roll ''initiative'' to determine turn order in combat. For simplicity's sake, this game does not use initiative. Instead, the combatant who is the aggressor will usually go first. You can cast ''spells'', use ''abilities'', or drink ''potions'' outside of combat at any time. So if you fall off a cliff, the game may narrate that you take damage, but if you have the //Feather Fall// spell prepared, you could cast it to negate the damage. If the spell calls for a saving throw or DC and none is listed, use +0 for the saving throw or 10 for the DC. So, if you're trying to use //Charm Person// on a shopkeeper, but their Wisdom modifier isn't listed, you can just make a d20 roll against your spellcasting DC. You may only take a ''short rest'' when prompted. <hr color="red"> [[Start]]##(font: 'Walter Turncoat')[The Street] --- You have taken up the life of an adventurer, seeking to earn your fortune and attain your life goals by the strength of your arm, the cunning of your mind, the might of your magic, or a combination of all of these. (if: $tm)[(text-colour:green)[The first thing you need is a ''character sheet''. * You can quick-build a character on <a href="https://www.dndbeyond.com/characters/builder#/" target="_blank">DnD Beyond</a>, choosing the fantasy race and class, and allowing the website to make the other choices for you. Character creation is free, but you'll have to create an account on the website. * Or you can use <a href="https://olddungeonmaster.com/2020/06/03/dd-5e-quick-play-character-sheets-rev-8/" target="_blank">Pre-generated character sheets</a> from various websites. Some ''character classes'' (jobs in an adventuring party) are easier to play than others. Fighter is the easiest, as it just requires the player to hit the bad guys. If you are playing a character that casts spells, you can find the <a href="https://www.dndbeyond.com/sources/basic-rules/spells#SpellDescriptions" target="_blank">spell descriptions</a> in the <a href="https://www.dndbeyond.com/sources/basic-rules" target="_blank">free Basic Rules</a>.] ] As you wander through the city, you see a notice pinned to the exterior of a temple: --- =><= ###(font: 'Walter Turncoat')[NOW HIRING] ###(font: 'Walter Turncoat')[Independent contractor] ''(font: 'Walter Turncoat')[If you can defend yourself and wish to defend the cause of righteousness, please apply within. Gold paid for experienced adventurers]'' <== --- //Make a ''Intelligence'' ability check// (if: $tm)[ (text-colour:green)[To determine if you can do something difficult in a role-playing game, you roll a 20-sided die called a ''d20''. In this game, you could roll with physical dice, with digital dice on another website, or by clicking on one of the d20 links on the sidebar. The above instruction calls for an ''ability check'', meaning you roll a d20, then add or subtract your character's ability bonus in that area. A character has 6 different abilities: STRENGTH (physical power), CONSTITUTION (stamina) DEXTERITY (agility), INTELLIGENCE (smarts), WISDOM (judgement), and CHARISMA (social influence). Your character has a value for each ability, with 10 being what an average, everyday person would have. You, however, are a hero, so most of your values will be higher than 10. For every 2 points above or below 10, you add or subtract one from your d20 roll. Your character sheet shows your bonuses for each ability, such as INT +1, meaning roll a 20-sided die and add 1.]] (link: "If you get higher or equal to 5, click here.")[You know that there has been some crime in this area of the city lately. This temple probably just needs someone to stand guard. You think it's unlikely you'll have to hurt anyone or risk your own neck.] Having found no other employment recently, you decide to enter [[The temple]].###(font: 'Walter Turncoat')[The Temple] <hr color="red"> (set: $map to false) (set: $password to false) <img src="temple.jpeg" width="400" alt="A classical-styled temple with a statue in the center"> As you walk through the open doorway, you notice a sequence of moon phases decorating the marble arch above you. On either side, you see sculpted scenes of lovers embracing under a crescent moon and a nighttime traveler avoiding bandits with help from the light of a full moon. This must be a shrine to moon goddess. //To recall lore about the moon goddess, make a ''Intelligence (Religion)'' skill check with a DC of 10.// (if: $tm)[ (text-colour:green)[A ''DC or Difficulty Class'' is the target number for a check. You have to get equal or higher than the DC to succeed. ''Skill'' checks use a d20 roll plus your ability score (Intelligence in this case) plus a possible proficiency bonus. For example, if your character was well-read in the different gods, religious practices and beliefs of a land they would have a ''proficiency bonus'' to Religion. So, in addition to any bonuses due to intelligence, you could also add another +2 to your roll, representing your learned skills in religion beyond just natural ability. Your skills are listed on your character sheet in a long list starting with "Animal Handling." The skills that you are proficient at typically have a filled circle. If you're using D&D Beyond or a pre-made character sheet, the ability score and proficiency bonus have already been added together for each skill, so you just roll a d20 and add the number next to "Religion." ] ] (link: "If you get a 10 or higher, you remember the basics about the moon goddess")[The mood goddess is a good deity. She counters the darkness of the night with her brightness, offering protection to people in both literal and metaphorical darkness. The worship of the moon goddess is associated with protective and healing magic.] An elderly priest greets you. “Ah! So, you’re the one who has answered our posting! Let me tell you a bit about our predicament." The priest leans back against the plinth of a marble statue of a spear-wielding woman crushing a horrific-looking skull beneath her boot. Not far away, a few acolytes practice sparring with clubs. “We worship the goddess of the moon, but more specifically, our temple is dedicated to the veneration of ''Saint Ikro'', who you see in stone behind me. Many years ago, the blessed Ikro, a warrior-priestess of our goddess, saved our city by vanquishing the necromancer ''Valnok the Half-Fiend'' and his army of undead skeletons. Her body is buried in the city cemetery, but we host those who wish to ask her guidance here at this shrine.” A shout goes up from the sparring acolytes. The priest looks you over. "Come. We'll see what you're made of." He leads you over to the [[training ground]]. ---{ (set: $dungeon to (array: (a: 1,1,1,1,1,1,1,1,1,1,1,1), (a: 1,0,0,0,0,0,0,0,0,0,0,1), (a: 1,0,0,0,0,0,0,0,0,0,0,1), (a: 1,0,0,0,0,0,0,0,0,0,0,1), (a: 1,0,0,0,0,0,0,0,0,0,0,1), (a: 1,0,0,0,0,0,0,0,0,0,0,1), (a: 1,0,0,0,0,0,0,0,0,0,0,1), (a: 1,0,0,0,0,0,0,0,0,0,0,1), (a: 1,0,0,0,0,0,0,0,0,0,0,1), (a: 1,0,0,0,0,0,0,0,0,0,0,1), (a: 1,0,0,0,0,0,0,0,0,0,0,1), (a: 1,1,1,1,1,1,1,1,1,1,1,1) ) ) (set: $positionX to 2) (set: $positionY to 2) (set: $oppX to 11) (set: $oppY to 11) (set: $tm to false) (set: $d to (macro: num-type _dice, [(output-data:(random: 1,_dice))])) }(append: ?SideBar)[<img src="d20.png" width="30em" height="30em" style="vertical-align:top; margin:0px 5px">(link-rerun: "roll d20")[ (random: 1, 20)] (link-rerun: "roll d20")[ (random: 1, 20).] <img src="d12.png" width="25em" height="25em" style="vertical-align:top; margin:0px 5px"> (link-rerun: "roll d12")[ (random: 1, 12).] <img src="d10.png" width="25em" height="25em" style="vertical-align:top;margin:0px 5px"> (link-rerun: "roll d10")[ (random: 1, 10).] <img src="d8.png" width="25em" height="25em"style="vertical-align:top;margin:0px 5px"> (link-rerun: "roll d8")[ (random: 1, 8).] <img src="d6.png" width="25em" height="25em" style="vertical-align:top;margin:0px 5px"> (link-rerun: "roll d6")[ (random: 1, 6).] <img src="d4.png" width="25em" height="25em" style="vertical-align:top;margin:0px 5px"> (link-repeat: "roll d4")[ (random: 1, 4).] (link:"Save")[(save-game:"Saved") Saved] (link: "Load")[(load-game: "Saved")] ]###(font: 'Walter Turncoat')[The Temple] <hr color="red"> You ask the old priest at the entrance if he can remember anything else. <img src="cloak.jpg" align="right" width="200" alt="A mysterious man in a hooded cloak, facing away"> “Well, one of our acolytes thought he saw the man in the gray cloak coming out of the ''Wooly Goat'' tavern. You could try checking out the establishment." In the corner, the acolytes cheer as one lands a particularly good hit on another. ''What would you like to do?'' (unless: (history:) contains "Practice fight")[ Try out a [[Practice fight]] against the acolytes.] [[Go to the Wooly Goat->The street]] [[Go to the cemetery]] ###(font: 'Walter Turncoat')[The Temple] <hr color="red"> You notice a few acolytes in padded jackets on one side of the temple sparring with wooden clubs. "Care for a practice round?" you hear, though you're not sure who speaks. <img="Rack.png" width="200" alt="A rack of weapons"> One of the older acolytes hefts his club and faces you. "Go get 'em, Chuck!" the other cheer. The priest supervising the acolytes nods at you. "Here's the rules: physical attacks only. No magic or weird abilities. Don't worry about getting hurt or healing yourself. If either of you fall, I'm able to heal you back." (if: $tm)[ (text-colour:green)[As before, to determine'' if you hit the target'', roll a d20 and add your modifiers. If the total of the d20 plus the modifier plus any proficiency bonus is equal to or higher than the target's AC, you hit it, If the total is lower than the AC, the attack misses and does no damage. Once you hit a target, you must determine ''how much damage is done.'' Different weapons have different damage dice. What type of die and how many are always mentioned in the weapon's description: 1d8 means roll one eight-sided die, while 2d6 means roll two six-sided dice and add the numbers together. Depending on the weapon you can also add Strength or Dexterity modifiers and a modifier for proficiency. ''Add up the die roll plus any modifiers'' and subtract that number from a target's hit points (''HP''). If you roll a 20 on your d20 attack roll, you score a ''critical hit''. Roll twice for your damage die and add the total to your modifiers. Similarly, ''attacking spells and abilities will typically use a d20 plus a modifier to determine if you hit.'' The spell or ability will tell you which modifier to use in the description. The amount of damage and other effects will also be described in the spell's text. Some spells do not rely on aiming, but on the ''ability for the target to resist the spell's effect.'' In that case, the spell's text will direct the target to roll a d20 plus a saving modifier for a particular ability (''called a "saving throw"''). There are additional rules for combat, but the above explanation should cover most situations. For more information refer to <a href="https://www.dndbeyond.com/sources/basic-rules/combat" target="_blank">Ch 9 of the Basic Rules</a>.] ] ###Roll for initiative {(set: $HP to 11) (set: $init to ($d:20))} (if: $tm)[(text-colour:green)[To start combat, each combatant rolls a d20, then adds their ''Initiative modifier'', which usually is the same as the dexterity ability modifier. ]] Chuck gets a $init for his initiative. If your initiative roll is higher than or equal to $init, [[you go first->Vs Chuck]]. If your initiative roll is lower than $init, [[you go second->Chuck's turn]]. ###(font:'Walter Turncoat')[The Cemetery gates] <hr color="red"> {(set: $HPA to 3) (set: $HPB to 3) (set: $positionX to 6) (set: $positionY to 11) (set: $oppX to 3) (set: $oppY to 3) (set: $opp2X to 9) (set: $opp2Y to 2)} <img src="garden.jpeg" width="500" alt="A wooded pathway to a gate"> The light is falling into dusk as you reach the gates of the cemetery. The grounds are larger than you expected, but you hope to find the saint's tomb before light fades completely. A tall wrought-iron fence surrounds the cemetery. You catch a whiff of decay on the air. As you approach, your memory drifts back to another grave, in another time. What was the name of the person whose grave you recall? (input: bind $memory, "X=") What was this person to you? (dropdown: bind $relation, "A mourned loved one", "Your mentor or teacher", "Your friend", "A complicated relationship", "A mystery to yourself") (if: $tm)[ (text-colour:green)[Not every action in a Role-Playing Game has to do with the roll of the dice. Here, you're asked to create a memory for your character. You may have to make this up on the spot. For many players, improvisation is a gratifying part of the game.]] [[Enter the gates]] ###(font: 'Walter Turncoat')[The Temple] <hr color="red"> Within a small fighting ring, two young men in armor trade hits with their clubs. <img src="Caftan_(PSF).png" align="right" alt="A man with a white beard dressed in robes."> The priest continues: “Recently, our longtime patriarch, ''Martine'', passed away. As an elf, he was long-lived even among his kind, but when he was young, he was squire and acolyte to Ikro herself. We buried him alongside his old master. During the procession to the saint’s mausoleum yesterday, we were trailed by ''a man in a gray cloak.'' Of course, many mourners lined the funeral route, but when you’ve spent as much time as I have in the presence of the divine, you learn to recognize evil." He stops next to a crude wooden figure made of two rough beams nailed crossways. "Well, let's see if you can handle a weapon. ''Hit this training dummy''." //Make a melee attack against the dummy, AC 6.// (If: $tm)[ (text-colour:green)[The difficulty to hit something in combat is determined by a target's Armor Class, abbreviated ''AC''. Despite its name, the AC does not only reflect how strong the armor of a target is, but also if it can dodge an attack. Your own character has an AC that is either based off what armor you are wearing or your Dexterity modifier. To attack a target, you must first ''determine if you hit it.'' To do this, roll a d20, then add modifiers. Some weapons allow you to add Strength as a modifier, while others use Dexterity instead. If your character is proficient with a weapon, you may also be able to add your proficiency bonus to your attempt to hit. ''If the total of the d20 plus the modifier plus any proficiency bonus is equal to or higher than the target's AC, you hit it!'' If the total is lower than the AC, the attack misses and does no damage.]] (link: "If you hit the target")[The priest nods. "I suppose you look capable enough. We here at the temple have to prepare for the full moon, but we’ll pay ''10 gold'' for you to go to the cemetery and ''guard Saint Ikro's tomb'' overnight from any mischief.” ''What would you like to do'' [[Probe for more information]] Take a [[Practice fight]] with the acolytes [[Go to the cemetery]] ] (link: "If you miss")[The priest's brows furrow. "I guess we'll just have to make do with you; we have to prepare for ceremony of the full moon tonight. We’ll pay ''10 gold'' for you to go to the cemetery and ''guard Saint Ikro's tomb ''overnight, but you'll need a bit [[more training first.-->Practice fight]]"] -- ###ACOLYTE <img src="chuck.jpeg" width="200" alt="A young man in armor"> (font: 'Arial')[*Medium human, lawful good*, Armor Class 11, ''HP: (link-repeat: "| + ")[(set: $HP to it + 1)(replace: ?showHP)[|showHP>[$HP]]](link-repeat: "/ - |")[(set: $HP to it - 1)(replace: ?showHP)[|showHP>[$HP]]] |showHP>[$HP] '' --- |= STR 10 (+0) =| DEX 11 (+0) ==| CON 12 (+1) ===| INT 10 (+0) ====| WIS 14 (+2) =====| CHA 10 (+0)] |==| --- <small>Stats modified from 5e SRD, image CC by attribution: Jeff Preston</small>##Your turn ####Action You can use your action and, if applicable, bonus action. Subtract damage from your opponent's HP on the stat block below by hitting the minus button. If it drops to 0, then your opponent falls unconscious. (if: $tm)[ (text-colour:green)[Remember: to attack, first roll a d20 and add your modifiers that determine if you will hit the target. If the attack roll is greater or equal to Chuck's armor class (11), you hit him. Next, roll your damage die, and add your modifiers to determine how many points of damage you do. Subtract that from Chuck's HP on the stat block below by hitting the minus button. If he drops to 0, then he is knocked unconscious. If you roll a 20 on your d20 attack roll, you score a ''critical hit''. Roll twice for your damage die and add the total to your modifiers. For this toe-to-toe practice fight, we won't be using movement.] ] (display: "Chuck") ####Result [[Chuck's turn]] [[Chuck falls unconscious->Practice win]]##Chuck's turn {(set: $attack to ($d:20))} (if: $tm)[ (text-colour:green)[Your opponent gets a turn to attack you. Some spells or abilities give you the chance use a ''reaction'' to interrupt or respond to your opponent's actions. However, given that this is a first level practice fight and that your opponent is neither moving nor using magic, it's unlikely that any reactions will apply in this combat.] ] (either: "Chuck sizes you up and strikes with his club", "The acolyte brings the club around in a wide arc toward your head", "Chuck feints low, then swings the club at your body", "The young man grunts as he tries to backhand you with the club") rolling $attack + 2 for a total of (text: ($attack +2)). If this is less than your AC, he misses. If this is equal to or greater than your AC, subtract 3 from your HP total on your character sheet. If you reach 0 or less, you fall unconscious. (display: "Chuck") ####Results If you are both still standing [[Continue the fight|Vs Chuck]] If you drop to 0 HP, [[you lose]].(set: $map to "")\ |workarea>[ (for: each _y, ...(range: 1, 12))[ (for: each _x, ...(range: 1, 12))[ (if: _x is $positionX and _y is $positionY)[ (set: $map to it + "P ") ] (else-if: _x is $oppX and _y is $oppY)[ (set: $map to it + "A ") ] (else-if: _x is $opp2X and _y is $opp2Y)[ (set: $map to it + "B ") ] (else-if: $dungeon's (_y)'s (_x) is 1)[ (set: $map to it + "&num; ") ] (else-if: $dungeon's (_y)'s (_x) is 0)[ (set: $map to it + ". ") ] (else-if: $dungeon's (_y)'s (_x) is 3)[ (set: $map to it + "X ") ] ] (set: $map to it + " <br>") ] ]\ <span id="map">$map</span>|map>[(display: "Map")] |= ##(link-repeat: "↑")[{ (set: _row to $dungeon's ($positionY - 1)) (if: _row's ($positionX) is not 1)[ (set: $positionY to it - 1) ] (replace: ?map)[(display: "Map")] }] =|= ##(link-repeat: "←")[{ (set: _row to $dungeon's ($positionY) ) (if: _row's ($positionX - 1) is not 1)[ (set: $positionX to it - 1) ] (replace: ?map)[(display: "Map")] }] =|= ##(link-repeat: "→")[{ (set: _row to $dungeon's ($positionY) ) (if: _row's ($positionX + 1) is not 1)[ (set: $positionX to it + 1) ] (replace: ?map)[(display: "Map")] }] =|= ##(link-repeat: "↓")[{ (set: _row to $dungeon's ($positionY + 1) ) (if: _row's ($positionX) is not 1)[ (set: $positionY to it + 1) ] (replace: ?map)[(display: "Map")] }] |==||map>[(display: "Map")] |= ##(link-repeat: "↑")[{ (set: _row to $dungeon's ($oppY - 1)) (if: _row's ($oppX) is not 1)[ (set: $oppY to it - 1) ] (replace: ?map)[(display: "Map")] }] =|= ##(link-repeat: "←")[{ (set: _row to $dungeon's ($oppY) ) (if: _row's ($oppX - 1) is not 1)[ (set: $oppX to it - 1) ] (replace: ?map)[(display: "Map")] }] =|= ##(link-repeat: "→")[{ (set: _row to $dungeon's ($oppY) ) (if: _row's ($oppX + 1) is not 1)[ (set: $oppX to it + 1) ] (replace: ?map)[(display: "Map")] }] =|= ##(link-repeat: "↓")[{ (set: _row to $dungeon's ($oppY + 1) ) (if: _row's ($oppX) is not 1)[ (set: $oppY to it + 1) ] (replace: ?map)[(display: "Map")] }] |==|###(font: 'Walter Turncoat')[The Temple] <hr color="red"> <img src="Gorget_(PSF).png" align="right" alt="A middle-aged man in armor"> Chuck rocks back on his heels, then falls backwards and collapses into a heap. The other boys groan as the armored priest rushes forward to Chuck's slumped body. You hear a brief incantation and see a warm light glow from the priest's hands, then Chucks eyes flutter open. Assured that Chuck is in no danger, the priest turns to you and repeats the incantation. You feel warmth suffuse your body and the pain from your wounds subsides. //You are healed back to full HP.// Chuck stands and gives you a respectful bow. "Good fight," he says. "I heard you're headed to the tomb. You’ll probably need a ''map'' to get there. The cemetery is a pretty big place, and I wouldn’t want you to open the wrong crypt.” He takes a piece of paper from a nearby table and sketches a quick drawing before turning to rejoin his fellows. //You gain a ''cemetery map.''// (set: $map to true) ''What would you like to do?'' (if: (history:) contains "Probe")[Go to the [[Wolly Goat->The street]].](else:)[[Go back to talk to the old priest->Probe for more information]] [[Go to the cemetery]] ###(font: 'Walter Turncoat')[The Temple] <hr color="red"> <img src="Gorget_(PSF).png" align="right" alt="A middle-aged man in armor"> Your vision blurs, then goes dark. You feel yourself falling and the floor hitting your body. The next thing you hear is a brief incantation and feel warmth suffuse your body. The pain from your wounds subsides and you open your eyes to see the armored priest kneeling over you. You stand and brush the dust from your clothes. Chuck gives you a respectful bow before turning to rejoin his fellows. //You are healed back to full HP.// ''What would you like to do?'' (if: (history:) contains "Probe")[Go to the [[Wolly Goat->The street]].](else:)[[Go back to talk to the old priest->Probe for more information]] [[Go to the cemetery]] ##(font: 'Walter Turncoat')[The Street] --- <img src="street.jpg" align="right" alt="A narrow city street, crowded with buildings."> You stroll through town, take a few turns and wind up on the street outside the Wooly Goat. The piles of refuse and animal dung don't seem to be cleared away quite as often as in the temple district. The runoff from the wastes mixes with mud to make the street a disgusting hazard to the few denizens here who scurry about their business. A wooden sign depicting a beer-drinking goat covered in thick white wool hangs above the low entryway to the tavern. Across the street, a customer exits a small hardware store with windows looking out onto the tavern's entrance. ''Where do you want to go''(unless: (history:) contains "Wooly Goat")[ Enter the [[Wooly Goat]].] Go into the [[hardware store->Shop]] [[Go to the cemetery]] [[Return to the temple]]###(font: 'Walter Turncoat')[Hardware shop] <hr color="red"> As you enter the shop, the wooden door pushes back a small pile of sawdust. A spectacled gnome behind the counter puts down his woodcarving and greets you. "Hello, Hello! What can I do for you this fine day?" (link: "Ask about the man in the grey cloak")[You describe the man who the priest told you about. The gnome thinks for a few seconds, then nods his head. "Yes, I may have seen someone like that. In fact, I think he passed by an hour or two ago. He was headed down the street that way." He points in the direction of the cemetery.] (link: "Tell him you're interested in buying some supplies")[ The gnome excitedly shows you around the shop. A catalog of what catches your eye is listed below. You can find descriptions of each item in <a href="https://www.dndbeyond.com/sources/basic-rules/equipment" target="_blank">the Basic Rules</a>. <img src="Coil_(rope)_(PSF).jpeg" align="right" alt="A coil of rope"> Candle 1 cp Chain 5 gp per 10 feet Chalk 1 cp per piece Crowbar 2gp Hammer 1gp Hammer, sledge 2 gp Handaxe 5 gp Pole (10 ft) 5 cp Quarterstaff 2 sp Rope, hempen, 50 ft 1 gp Shovel 2 gp Tinderbox 5 sp Torch 1 cp Whetstone 1cp To purchase an item, simply deduct the cost from your gold, and add the item to your inventory. (if: $tm)[ (text-colour:green)[If you're using D&D Beyond, you can find how much money you have at the top of the INVENTORY tab. One gold piece (gp) equals 10 silver pieces (sp); one silver equals 10 copper pieces (cp).]] ] Thank him for his time and [[leave the shop->The street]].###(font: 'Walter Turncoat')[The Wooly Goat] <hr color="red"> <img src="beer.jpeg" width="100" align="right" alt="A mug of beer">You step off the street into the dimmed light of the Wooly Goat. Smoke hangs along the low ceiling. A few shady-looking patrons are playing cards around a table, while the bartender, a halfling, pours a beer for a half-orc at the bar. Some uneven stairs climb steeply to the left of the entrance, presumably leading to whatever lodging is available in this tavern. ''What do you want to do?'' You could try to [[sneak upstairs]] You could play a game of [[cards]] Or you could continue up to [[the bar]].(set: $card to 0) ###Playing Cards --- (if: $tm)[ (text-colour:green)[These card-playing rules are homebrewed by myself; they do not represent official rules for cards in-game.]] Simulating several rounds of a betting card game requires three rolls: * ''Wisdom (Insight)'' to judge if others have a good hand * ''Charisma (Deception)'' to avoid showing how good your hand is * ''Card Draw (2d10)'' to replicate the luck of the draw For each, you are trying to beat a ''DC of 15''. If you have proficiency in card games or Three Dragon Ante, you can add your proficiency bonus to any of these rolls as a replacement for the skill proficiency. If adding your gaming proficiency to the Card Draw, you add the proficiency to the sum of the d10's, representing your knowledge of the likelihood of different hands. (link-reveal: "If you want to cheat")[, you can roll ''Dexterity (Sleight of Hand)'' to sneak an extra card to yourself in the deal. If you get equal to or greater than 15, you cheat undetected. You can roll 3 d10s instead of 2 for the card draw and use the highest 2 results. If you get less than 15 but equal to or greater than 11 on the Sleight of Hand check, you fail at cheating, but are not noticed, so no rolls are changed. If you get 10 or lower, you caught cheating and forfeit all the money you bet, plus you gain the animosity of the other players and are no longer welcome at card games.] ###Playing <img src="cards.jpg" align="right" alt="A group of people playing cards beside a fireplace"> Enter ''how much you want to bet'', in silver (1-100): (input-box: bind $betinput,"X=========",1,"10") ''Roll Wisdom (Insight)'' (link: "Click if equal to or greater than 15")[(either:"You notice the player to your left tends to stare at his cards when he has a good hand, but looks at other players when his hand is poor.", "An interesting thing about playing against an opponent with a tail: they often have trouble keeping it from twitching when excited.", "You can read your opponents like they were visions in a scrying pool.", "You know when to hold them and know when to fold them.")(set: $card to it +1)] ''Roll Charisma (Deception)'' (link: "Click if equal to or greater than 15")[(either: "You are able to hide your excitement at good hands and bluff your way through bad hands.", "Your face is as stony as an earth elemental.", "You keep your hands steady and your eyes neutral. Nobody knows what cards you have in your hand.", "They can't read your Three-Dragon-Ante face.") (set: $card to it +1)] ''Roll two d10's and add them together,'' add your proficiency if valid. (link: "Click if equal to or greater than 17")[(either: "The hands you are dealt are particularly lucky tonight.", "Lady Luck smiles on you. Or maybe that's just the dealer's way of flirting.", "You can hardly believe your eyes when you see your cards. Amazing.") (set: $card to it +1)] (link: "Click if less than 5")[(either: "The hands you are dealt are particularly bad tonight.", "Lady Luck must hate you.", "You figure the other players must be cheating, but can't seem to catch them. How else could your luck be so bad?") (set: $card to it -1)] --- [[Take your winnings or loss]]{(set: $bet to (num: $betinput))} ###The card game ends <img src="coins.png" align="right" alt="A sack of coins"> (If: $card is 3)[You have great success at playing cards! You're having one of those nights where everything goes your way. Counting up the pot at the end of the game, you've won twice your initial bet, (print: ($bet *2)) silver.](else-if: $card is 2)[You start off slow, but after a couple of hands, you start to get a feel for the game. You win more than you lose. Counting up the pot at the end of the game, you've won 1.5 times your initial bet, (print: ($bet *1.5)) silver, with any decimal values being copper.](else-if: $card is 1)[You play a respectable game of cards, but your opponents are pretty good too. You win some; you lose some. Counting up the pot at the end of the game, you've won back half your initial bet, (print: ($bet /2 )), with any decimal values being copper.](else:)[You have a terrible time at cards. Nothing seems to go your way. You've lost everything you bet, (print: ($bet)) silver.] You've spent enough time here; time to go to [[the bar]] and get some answers.###(font: 'Walter Turncoat')[The Wooly Goat] <hr color="red"> Before the bartender can turn around, you sidestep to the stairs and swiftly ascend. //Make a ''Dexterity (Stealth)'' Check// (if: $tm)[ (text-colour:green)[Roll a d20 and add your ''Stealth'' modifier. If you are wearing armor with the "Stealth Disadvantage" property such as scale mail, half-plate, or chainmail, roll with disadvantage (roll twice and take the lower of the two numbers).]] If the result is equal to or greater than 15, you [[climb the stairs->Success]] without anyone noticing you. If the result is less than 15, a squeaky board (link: "betrays your presence.")[betrays your presence. The bartender rushes upstairs and lunges at you, but you escape down the stairs and [[out the door->The street]] before he can grab you.]You relay the information from the temple: that an evil-looking man seemed to be following the funeral procession of a former master of the moon goddess's temple. You convey that you are investigating this man to see if he has any malevolent plans and that someone saw him coming out of this establishment. //Make a Charisma (Persuasion) check//(if: $tm)[ (text-colour:green)[Roll a d20 and add your ''Persuasion'' skill modifier.]] //If you cast Charm Person, assume that his WIS modifier is +0.// If the total is equal or greater than 10, (link: "The bartender nods")[The bartender nods "The goddess of the moon?" The dwarf asks. "The priests there once cured me of, uh . . . a certain disease." He blushes. "Yeah, that shifty bastard is staying here. I suppose you can go up and check out the room. First on the left. Just don't let anyone know." [[He hands you a key->Success]].] If the total is less than 10, (link: "The bartender shakes his head")[The bartender shakes his head. "That's a good story, but customers are customers and I ain't a snitch." [[You leave->The street]].]You slip the money across the bar with a nod. "You rent rooms by the night, right? Maybe I could rent a few minutes in his room?" The halfling takes the coin, looks at it, and squints at you. (if: $bribe is "1 gold")[He responds, "Well ok. I suppose you can go up and check out the room. First on the left. Just don't let anyone know." [[Go upstairs->Success]]](else:)[He growls at you, [["Get lost! I'll not have you nosing about! I ain't no snitch."->The street]]]###(font: 'Walter Turncoat')[A tavern bedroom] <hr color="red"> <img src="room.jpeg" width="400" alt="A small room with a messy bed"> You enter the room and look around. A bed, a stool and a small table are jammed into a space with no decoration save a dark splotch on one wall near the dirty window. The bed has been slept in recently, but you see no personal effects. Whoever was here must have cleared out. Was that some scratching from underneath the bed? (set: $HP to 3) What do you want to do? Look [[under the bed]] Go [[back to the street->The street]]###(font: 'Walter Turncoat')[The Temple] <hr color="red"> <img src="Caftan_(PSF).png" align="right" alt="A man with a white beard dressed in robes."> You tell the old priest about your trip to the Wooly Goat. "Hmm. Interesting," he replies. He looks at the position of the sun lowering toward the horizon. "I suppose you should be getting to the cemetery if you're going to make it to the tomb on time." (if: (history:) contains "Rat's turn")[ He chants a prayer-spell that heals you to full HP.] ''What do you want to do?'' (unless: (history:) contains "Practice fight")[ Try out a [[Practice fight]] against the acolytes.] [[Go to the cemetery]] [[Go to the hardware store->Shop]]###(font: 'Walter Turncoat')[The Wooly Goat] <hr color="red"> As you stroll up to the bar, the bartender turns and places the beer down in front of the half-orc. The halfling peers at you and remarks, “What’ll it be?” <img src="halfling.jpg" align="left" alt="A halfling wearing a tall hat, serving beer."> You ask him about the man in the gray cloak, using the description the priest gave you: bald and thin, with a black goatee and pockmarks across his face. “Maybe I’ve seen such a man, or maybe not. What’s it to you?” //Make an ''Wisdom (Insight) check ''// (if: $tm)[ (text-colour:green)[Roll a d20 and add your the modifier listed next to Insight on the list of skills. ]]If the result is greater than 10, (link: "you read into his question.")[you realize that he doesn't much care for the man you described, and he could be helpful if given a good reason.] Tell him the [[truth]]. Or slip him a bribe of (dropdown: bind $bribe, "1 copper", "1 silver", "1 gold") [[Bribe him]] (if: $tm)[ (text-colour:green)[ A copper piece (cp) is the cost of a candle or half a loaf of bread. A silver piece (sp) is about a half day wage for unskilled labor. A gold piece (gp) is about a day’s wage for a skilled artisan.] ]###RAT SKELETON <img src="rat.jpeg" width="200" alt="The skeleton of a rat"> (font: 'Arial')[*Small undead, lawful evil*, ''AC 10'', ''HP: (link-repeat: "| + ")[(set: $HP to it + 1)(replace: ?showHP)[|showHP>[$HP]]](link-repeat: "/ - |")[(set: $HP to it - 1)(replace: ?showHP)[|showHP>[$HP]]] |showHP>[$HP] '' --- |= STR 2 (-4) =| DEX 11 (+0) ==| CON 12 (+1) ===| INT 2 (-4) ====| WIS 8 (-1) =====| CHA 4 (-3)] |==| ''Damage Immunities:'' Poison ''Condition Immunities:'' Exhaustion, Poisoned --- <small>Stats modified from 5e SRD</small> (set: $bed to it +1)(if: $bed is 1)[You lift up the bedsheets and surprise a rat! Wait, it's not a rat, it's a ''rat skeleton'', animated by some foul necromancy!] ##Your turn ####Action You can use your action and, if applicable, bonus action. The room is too small for movement to be a factor in this fight, but if you try to leave, (link-reveal: "the rat gets an attack of opportunity.")[(set: $attack to ($d:20)) It rolls $attack with no bonuses. If this is equal to or greater than your AC, subtract 1 HP of piercing damage from your HP total on your character sheet. If you reach 0 or less, you fall unconscious.] (if: $tm)[ (text-colour:green)[Remember: to attack, first roll a d20 and add your modifiers that determine if you will hit the target. If the attack roll is greater or equal to the rat's armor class (10), you hit him. Next, roll your damage die, and add your modifiers to determine how many points of damage you do. If you roll a 20 on your d20 attack roll, you score a ''critical hit''. Roll twice for your damage die and add the total to your modifiers.]] Subtract damage from the rat's HP on the stat block below by hitting the minus button. If it drops to 0, then the rat is destroyed. (display: "Rat") ####Result If you are both still standing [[Continue the fight|Rat's turn]] If you drop to 0 hp, [[you fall]]. If the rat drops to 0 hp or is incapacitated, [[you win->reading]].You wake to the feeling of rough hands smacking you back to consciousness and then the sensation of a healing potion poured down your throat. The dwarven bartender is kneeling above you as you lay on the floor in a puddle of your own blood. "I thought we'd lost you there," he says. "What happened here? No, never mind. I can guess, but I don't want you saying it. Here's the deal: I don't say anything about your snooping nor charge you for the healing; you don't say anything about the rodent issue." //You regain full health.// You nod your agreement and [[leave the tavern->The street]]Moving the bones of the rat out of the way, you notice two things under the bed: a vial labeled (font: 'Walter Turncoat')[Healing Potion] and a leather-bound journal. <img src="books.jpeg" align="right" alt="A stack of books with a candle"> //Add the healing potion to your inventory. You can use this potion to add 2d4+2 (roll d4 twice and add 2) hit points to your health up to your maximum. You can use it at any time out of combat, but using it in combat requires you to use an action. In other words, you can't attack and use a potion in the same turn.// You open the journal to the first page: (font: 'Walter Turncoat')[I have found it! The spell I decoded from the Black Tablet will allow me to revive Lord Valnok. The major problem is that it requires me to ingest the recently-dead flesh of "a great enemy of the subject." The only great enemy of Valnok that is alive is Martine, the priest of Ikro's cult. He is too well-protected for me to kill, but perhaps I can figure out a way.] [[You read on]]. ##Rat's turn The skeletal rat bites you for ($d:20). If this is equal to or greater than your AC, subtract 1 HP of piercing damage from your HP total on your character sheet. If you reach 0 or less, you fall unconscious (display: "Rat") ####Result If you are both still standing [[Continue the fight|under the bed]] If you drop to 0 hp, [[you fall]]. If the rat drops to 0 hp or is incapacitated, [[you win->reading]].The journal rambles on for several pages detailing failed plans to kill Martine. On the last page you read ​ (font: 'Walter Turncoat')[It's happened! The great god Death has succeeded where I have failed. Martine has died, apparently of natural causes and his funeral is today. I shall go tomorrow night and attempt my ritual. Of course, this will tax most of my magical abilities, so I must take some precautions, otherwise I will only have my cantrips to defend myself. Obviously, I shall raise an undead guard with my scroll, but I will also need a magic lock on the tomb entry. If anyone is reading this, it is likely that my ritual did not go as foreseen. If so, please retrieve my body, or if I am only in a debilitated state, renew me with the accompanying health potion. The password for the door is "Valnok."] (set: $password to true) It seems that this mage is planning evil deeds tonight at the tomb. You'd better stop him! [[Go back outside->The street]] { (if: (sqrt: ((pow: ($oppX - $positionX), 2) + (pow: ($oppY - $positionY), 2))) < 1.5)[(set: $close to true)](else:)[(set: $close to false)] } ##Your Turn ####Movement P represents the player character (you), and A and B represent the enemy. ''Each time you press a movement button, you move 5 ft.'' To move diagonally, the first diagonal movement counts as 5 feet, the second diagonal movement counts as 10 feet, then the third counts as 5 feet, and so on. (if: $tm)[ (text-colour:green)[Your maximum movement speed is listed on your character sheet. You can move all or part to this distance before your action and bonus action and any amount of the remainder after your action and bonus action.] ] Take up to your full movement, before and/or after your action/bonus action. Each dot is 5 ft. (if: $close)[If you move out of melee range of the jackals, (link-reveal: "they each take an opportunity attack,")[the first jackal rolling (set: $attack to (random: 1, 20)) $attack + 1 for a **total of (print: $attack + 1)**. (link: "If it hits . . .")[You take 1 point of piercing damage from its spear.] (set: $battack2 to ($d:20)) The second jackal bites at you for $battack2 + 1 for a total of (print: ($battack2 + 1)). (link: "If it hits . . .")[You take 1 point of slashing damage''.] ]] (display: "Player move") ####Action You can take your ''action'' and ''bonus action''. Resolve any damage to each of your opponents below. If you're doing a single-target attack, you can choose which opponent you'd like to attack. Subtract damage from your opponent's HP on the stat block by hitting the minus button for the appropriate foe. If its HP drops to 0, it falls unconscious; likewise if it flees or falls asleep by magical means, count it as unconscious. (if: $tm)[ (text-colour:green)[Remember: to attack, first roll a d20 and add your modifiers that determine if you will hit the target. If the attack roll is greater or equal to the jackal's AC (12), you hit. Next, roll your damage die, and add your modifiers to determine how many points of damage you do. Subtract that from the jackal's HP on the stat block below by hitting the minus button. If it drops to 0, then it is knocked unconscious. If you roll a 20 on your d20 attack roll, you score a ''critical hit''. Roll twice for your damage die and add the total to your modifiers.] ] (display: "Jackal") ####Result [[Jackal's turn->jackals attack]] [[The one of the jackals falls unconscious->jackal's turn]] [[Both of your opponents fall unconscious->the cemetery]] [[You fall unconscious]] ###(font:'Walter Turncoat')[The Cemetery] <hr color="red"> Sneaking past a pair of hungry jackals on the lookout for food is not an easy thing. Decide what actions or spells could help your movement past these animals. (display: "Jackal") Make a ''Dexterity (Stealth)'' skill check. If you decide to create any sort of distraction before you sneak past, add +3 to your stealth. (if: $tm)[ (text-colour:green)[Roll a d20 and add your Stealth modifier. If you are wearing scale mail, half plate, or any heavy armor, roll with ''disadvantage'' (roll twice, take the lower of the two numbers, then add your stealth modifier). Rolling with disadvantage simulates the difficulty of trying to be sneaky in clanking armor. The DC is based on the jackal's ''passive perception,'' a measure of how well they can detect something when not actively trying. This value is calculated as 10 plus their Perception skill bonus. Jackals have ''advantage'' on certain perception checks, which means that if they were rolling, they would roll twice and take the higher number. In this case, they're not rolling, so we add a flat bonus of +5 on top of the +3 skill bonus.]] If your total is equal to or greater than ''18'', you enter [[the cemetery]] unnoticed. If your total is less than 18, they catch your scent on the wind and the [[jackals attack]].###(font:'Walter Turncoat')[The Cemetery] <hr color="red"> You speak softly to the jackals, attempting to calm them. Consider if you could do anything else to enhance your attempt to placate these wild beasts. (display: "Jackal") Make a ''Wisdom (Animal Handling)'' skill check, DC 12. (link: "If you are doing something else to help you, click here")[ Are you . . . (link: "giving the animals some food from your inventory.")[You throw some food, which the jackals greedily devour. Roll a Wisdom (Animal Handling) skill check with advantage to equal or beat a DC of 12.] (link: "using a spell or ability that allows you to communicate with the animals or appear like them.")[You commune with the jackals. Roll both Wisdom (Animal Handling) and Charisma (Persuasion) and choose the higher roll to equal or surpass a DC of 12.] (link-reveal: "using a spell or ability to make friends.")[Roll a Wisdom saving throw (+1) against your spell DC for each jackal that you cast the spell on. If at least one of the jackals fails its saving throw, you can pass by safely.] ] (if: $tm)[ (text-colour:green)[Roll a d20 and add your Animal Handling modifier. If the instructions ask to roll with ''advantage'', you will roll the d20 twice, then take the higher number and add the modifier. Sometimes, you'll be asked to roll with ''disadvantage'', which means to roll the d20 twice and use the lower number for your skill check.] ] If you pass, the jackals let you be and you walk into [[the cemetery]] If you fail, the [[jackals attack]]You brandish your weapon at the jackals and yell. They turn their heads toward you, ears perked and eyes narrowed. Consider if you could use a spell or ability to modify your appearance or voice to something terrifying. (display: "Jackal") Make a ''Charisma (Intimidation)'' skill check. If you use a spell or ability to modify your appearance or to enhance your voice, make this roll with advantage. (if: $tm)[ (text-colour:green)[Roll a d20 and add your Animal Handling modifier. If you need to roll with ''advantage'', you will roll the d20 twice, then take the higher number and add the modifier. Sometimes, you'll be asked to roll with ''disadvantage'', which means to roll the d20 twice and use the lower number for your skill check.] ] If the result is greater than or equal to ''10'', the jackals run away. You enter [[the cemetery]]. If the result is lower than 10, the [[jackals attack]].###JACKAL <img src="jackal.png" width="200" alt="A jackal"> (font: 'Arial')[*small beast, unaligned*, ''AC 12'' --- ''HP for Jackal A: (link-repeat: "| + ")[(set: $HPA to it + 1)(replace: ?showHPA)[|showHPA>[$HPA]]](link-repeat: "/ - |")[(set: $HPA to it - 1)(replace: ?showHPA)[|showHPA>[$HPA]]] |showHPA>[$HPA] '' --- ''HP for Jackal B: (link-repeat: "| + ")[(set: $HPB to it + 1)(replace: ?showHPB)[|showHPB>[$HPB]]](link-repeat: "/ - |")[(set: $HPB to it - 1)(replace: ?showHPB)[|showHPB>[$HPB]]] |showHPB>[$HPB] '' --- |= STR 8 (-1) =| DEX 15 (+2) ==| CON 11 (+0) ===| INT 3 (-4) ====| WIS 12 (+1) =====| CHA 6 (-2)] |==| --- Skills: Perception +3 Senses: Passive Perception 13 --- ''Keen Hearing and Smell.'' The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell. ''Pack Tactics.'' The jackal has advantage on an attack roll against a creature if at least one of the jackal's allies is within 5 feet of the creature and the ally isn't incapacitated. --- <small>Stats from 5e SRD</small>###(font:'Walter Turncoat')[The Cemetery] <hr color="red"> <img src="graves.jpeg" width="500" alt="Some gravestones in an overgrown cemetery"> You walk the paths of the lonely cemetery in the half-light of dusk. (if: $relation is "A mourned loved one")[Seeing the displays of flowers laid on the graves makes you wish you could do the same for $memory.](else-if: $relation is "Your mentor or teacher")[You wonder what $memory would have taught you about life and death in the presence of so many graves.](else-if: $relation is "Your friend")[You wish $memory could be at your side for whatever comes next.](else-if: $relation is "A complicated relationship")[You wonder what you would do if somehow you came across the grave of $memory.](else:)[Looking over the graves, you ponder so many life stories you never knew, just like $memory.] The tombs are scattered across several low hills and your view is blocked by trees here and there. Finding Saint Ikro’s mausoleum may be more difficult than you expected. ''What do you want to do?'' (if: $map is true)[ Use your ''map'' to [[find the tomb->approach the tomb]].] [[Search]] the hills for the tomb. Use any specialized [[Knowledge]] of gravestones to get some clues. The funeral procession went straight to the tomb. It’s been a day since then, but you could try to [[Track]] it.{ (if: (sqrt: ((pow: ($oppX - $positionX), 2) + (pow: ($oppY - $positionY), 2))) < 1.5)[(set: $close to true)](else:)[(set: $close to false)] (if: (sqrt: ((pow: ($opp2X - $positionX), 2) + (pow: ($opp2Y - $positionY), 2))) < 1.5)[(set: $close2 to true)](else:)[(set: $close2 to false)] } ##Jackal A's Turn In this game, you will move for the Jackals. P represents the player character (you), and A and B represent the enemy. ''Each time you press a movement button, the character moves 5 ft.'' To move diagonally, the first diagonal movement counts as 5 feet, the second diagonal movement counts as 10 feet, then the third counts as 5 feet, and so on. The jackal will move 40 feet (8 spaces) toward you in its turn. (display: "Enemy move") (nth: visit, "The first jackal moves in to attack you.", "The jackal growls.", "The jackal's ears lay back on its head.", "The jackal stares you down, looking for a gap in your defenses.") (if: $close)[It (either: "snaps its jaws", "snarls and bites", "lunges at your limbs"), rolling (set: $attack to (random: 1, 20)) $attack (if: $close2)[and (set: $attack2 to ($d:20)) $attack2 + 1 with advantage for a **total of ((print: (max: $attack, $attack2) + 1))**.](else:)[+1 for at total of (print: ($attack +1)).] (link: "If it hits . . .")[You take 1 point of piercing damage.]] (else:)[It moves up to its full speed of 40 ft toward you, unless hampered by a spell or effect. Move Jackal A (A) below, as needed. If it is now within 5 ft of you, it attacks, rolling (set: $attack to (random: 1, 20)) $attack + 1 for a **total of (print: $attack + 1)**. (link: "If it hits . . .")[You take 1 point of piercing damage.] ] (if: $tm)[(text-colour:green)[Your opponent gets a turn to attack you. Some spells or abilities give you the chance use a ''reaction'' to interrupt or respond to your opponent's actions. However, given that this is a first level practice fight and that your opponent is neither moving nor using magic, it's unlikely that any reactions will apply in this combat.] ] (display: "Jackal") ####Result [[The other jackal's turn->Jackal B]] [[The one of the jackals falls unconscious->Fight one jackal]] [[Both of your opponents fall unconscious->the cemetery]] [[You fall unconscious]] { (if: (sqrt: ((pow: ($oppX - $positionX), 2) + (pow: ($oppY - $positionY), 2))) < 1.5)[(set: $close to true)](else:)[(set: $close to false)] (if: (sqrt: ((pow: ($opp2X - $positionX), 2) + (pow: ($opp2Y - $positionY), 2))) < 1.5)[(set: $close2 to true)](else:)[(set: $close2 to false)] } ##Jackal's Turn In this game, you will move for the Jackals. P represents the player character (you), and A and B represent the enemy. ''Each time you press a movement button, the character moves 5 ft.'' To move diagonally, the first diagonal movement counts as 5 feet, the second diagonal movement counts as 10 feet, then the third counts as 5 feet, and so on. The jackal will move 40 feet toward you in its turn. (If: $HPA>0)[(display: "Enemy move")](else:)[(display: "Enemy move2")] (nth: visit, "The jackal glances at its fallen companion, then turns its attention to you.", "The jackal yips.", "A long string of drool trails from the jackal's panting tongue.", "The jackal stares you down, looking for a gap in your defenses.") (if: $close)[It (either: "snaps its jaws", "snarls and bites", "lunges at your limbs"), rolling (set: $attack to (random: 1, 20)) $attack (link: "If it hits . . .")[You take 1 point of piercing damage.]] (else:)[It moves up to its full speed of 40 ft toward you, unless hampered by a spell or effect. Move the surviving Jackal below, as needed. If it is now within 5 ft of you, it attacks, rolling (set: $attack to (random: 1, 20)) $attack + 1 for a **total of (print: $attack + 1)**. (link: "If it hits . . .")[You take 1 point of piercing damage.] ] (display: "Jackal") ####Result [[Fight one jackal]] [[The jackal drops to 0HP or falls unconscious->the cemetery]] [[You fall unconscious]] Your body gives way to the physical damage and pain. Darkness takes hold of your vision and you can’t seem to move your limbs. Dimly, you’re aware of someone, maybe you, falling to the ground. On the edge of consciousness, you hear shouts. “Ah! That must be the priest!” You find yourself thinking, though you know that can’t be correct. . . (live: 2s)[ (stop:) --- You awake in a strange room, your wounds bandaged. The priest sits at the foot of your bed. <img src="Caftan_(PSF).png" align="right" alt="A man with a white beard dressed in robes."> "Hello! You should count yourself lucky! After you left, I received a premonition from the goddess. I took some acolytes with me to the cemetery. We saw something crouched over your body, but as we approached, it ran off. We had arrived just in time; you were in bad shape!" He shakes his head. "Sadly, when we went back this morning, we found Saint Ikro’s tomb desecrated. Master Martine’s corpse had been ripped apart. I fear some great evil took place there last night. Perhaps when you are well, you could investigate it for us and track down whomever is responsible. Until then, you should rest." He leaves you to your thoughts. ''You have survived, but you failed at protecting the tomb.'' ###ENDING 1 of 5 (display: "Achievements") (icon-restart:"Start again?") ] |map>[(display: "Map")] |= ##(link-repeat: "↑")[{ (set: _row to $dungeon's ($opp2Y - 1)) (if: _row's ($opp2X) is not 1)[ (set: $opp2Y to it - 1) ] (replace: ?map)[(display: "Map")] }] =|= ##(link-repeat: "←")[{ (set: _row to $dungeon's ($opp2Y) ) (if: _row's ($opp2X - 1) is not 1)[ (set: $opp2X to it - 1) ] (replace: ?map)[(display: "Map")] }] =|= ##(link-repeat: "→")[{ (set: _row to $dungeon's ($opp2Y) ) (if: _row's ($opp2X + 1) is not 1)[ (set: $opp2X to it + 1) ] (replace: ?map)[(display: "Map")] }] =|= ##(link-repeat: "↓")[{ (set: _row to $dungeon's ($opp2Y + 1) ) (if: _row's ($opp2X) is not 1)[ (set: $opp2Y to it + 1) ] (replace: ?map)[(display: "Map")] }] |==|{ (if: (sqrt: ((pow: ($oppX - $positionX), 2) + (pow: ($oppY - $positionY), 2))) < 1.5)[(set: $close to true)](else:)[(set: $close to false)] (if: (sqrt: ((pow: ($opp2X - $positionX), 2) + (pow: ($opp2Y - $positionY), 2))) < 1.5)[(set: $close2 to true)](else:)[(set: $close2 to false)] } ##Jackal B's Turn P represents the player character (you), and A and B represent the enemy. ''Each time you press a movement button, the character moves 5 ft.'' To move diagonally, the first diagonal movement counts as 5 feet, the second diagonal movement counts as 10 feet, then the third counts as 5 feet, and so on. The jackal will move 40 feet toward you in its turn. (display: "Enemy move2") (nth: visit, "The second jackal joins the attack.", "The jackal follows the lead of its partner.", "The second jackal makes its move.", "The other jackal is just as determined as the first.") (if: $close2)[It (either: "snaps its jaws", "snarls and bites", "lunges at your limbs"), rolling (set: $attack to (random: 1, 20)) $attack (if: $close)[and (set: $attack2 to ($d:20)) $attack2 + 1 with advantage for a **total of ((print: (max: $attack, $attack2) + 1))**.](else:)[+1 for at total of (print: ($attack +1)).] (link: "If it hits . . .")[You take 1 point of piercing damage.]] (else:)[It moves up to its full speed of 40 ft toward you, unless hampered by a spell or effect. Move Jackal ''Bold Text'' (B) below, as needed. If it is now within 5 ft of you, it attacks, rolling (set: $attack to (random: 1, 20)) $attack + 1 for a **total of (print: $attack + 1)**. (link: "If it hits . . .")[You take 1 point of piercing damage.] ] (display: "Jackal") ####Result [[Your turn->Fight the jackals]] [[The one of the jackals falls unconscious->jackal's turn]] [[Both of your opponents fall unconscious->the cemetery]] [[You fall unconscious]] ###(font:'Walter Turncoat')[The Cemetery] <hr color="red"> <img src="gate.jpg" width="300" alt="A set of iron gates"> The path leads between stone pillars, with a gate between them standing open. Twenty feet beyond the gate, a ''pair of jackals'' argue over what looks to be a human thigh bone. The jackals have not seen you yet. (if: $tm)[ (text-colour:green)[An encounter with enemies does not always need to be a fight. In this case, there are several possible approaches to getting past these jackals. Consider who your character is, what they would do in this situation, and how they might go about doing it. What additional actions might they take to ensure that one of the below choices goes in their favor?] ] ''What would you like to do?'' [[Fight the jackals]] [[Sneak past them]] [[Try to be nice to them]] [[Scare them away]]###(font: 'Walter Turncoat')[Outside the tomb] <hr color="red"> <img src="tomb.jpeg" width="300" alt="A mausoleum in dark cemetery under a full moon"> As you approach the tomb, the full moon bathes Saint Ikro's tomb in a soft white glow. Even if you don't have darkvision, you can see well in the moonlight. You feel that the moon goddess must be smiling upon your quest. You keep an eye out for danger. Make a ''Wisdom (Perception)'' check. (if: $tm)[(text-colour:green)[Roll a d20 and add your Perception modifier.]] (link: "If the total is equal to or greater than 7")[You notice an open grave and avoid falling in. Relieved at your near-fall, you duck behind a nearby [[tombstone]] to catch your breath.] (link: "If the total is less than 7")[Scanning the gravestones for any hidden foe, you fail to notice an open grave at your feet. You try not to [[fall]].] ###(font:'Walter Turncoat')[The Cemetery] <hr color="red"> <img src="Gravestone.jpeg" alt="More gravestones on a hill"> You wander among the tombstones, looking for a structure that could be Saint Ikro’s tomb. Make an ''Intelligence (Investigation)'' check. (if: $tm)[ (text-colour:green)[ Roll a d20 and add the modifier next to Investigation in your skills list.]] If the result is equal or more than ''15'', you find what you are looking for! You [[approach the tomb]]. If the result is less than 15, you are [[lost]] ###(font:'Walter Turncoat')[The Cemetery] <hr color="red"> <img src="Gravestone.jpeg" alt="More gravestones on a hill"> You look closely at the tombstones around you, trying to determine if there is a pattern to their arrangement. Make a Intelligence (History) or Intelligence (Religion) check, DC 12. If you have the ''Dwarven Stonecunning'' trait, proficiency in ''mason's tools'', the ''Acolyte'' background, or any other background that would give you expert knowledge of cemeteries or gravestones, you may roll with ''advantage'' (if: $tm)[ (text-colour:green)[Roll a d20 and add either your ''History'' or ''Religion'' modifier, whichever is higher. Sometimes a background such as understanding stonecutting or racial trait such as a dwarf's knowledge of masonry will help with a skill check. In this case, ''advantage'' means to roll a d20 twice and take the higher of the two numbers.] ] If the result is equal or more than ''12'', then you are able to discern the symbols of the moon goddess surrounding one of the hills. Seeing a mausoleum near the crest of the hill, you [[approach the tomb]]. If the result is less than 12, you try looking for a clue in the gravestones’ carvings, but can’t figure out any pattern to the symbology. You are [[lost]]. ###(font:'Walter Turncoat')[The Cemetery] <hr color="red"> <img src="Gravestone.jpeg" alt="More gravestones on a hill"> The group that followed the funeral procession was sizable and there has not been rain since then. You start following the trail, but reach a point where some of the tracks go off on another direction. The sun has set, but the moon hasn't come up yet. In the twilight, it's hard to pick out the details. //If you have a light source, such as a torch, lantern, or Light spell, you may illuminate it if you wish. Otherwise, without darkvision, it is dim light.// Roll a ''Wisdom (Survival)'' check with a DC 10. If you are not using a light source or Darkvision, make the roll with ''disadvantage''. (if: $tm)[ (text-colour:green)[Roll a d20 and add the modifier next to Survival in your skills list. Disadvantage means to roll a d20 twice and use the lower of the two rolls. Some fantasy races, such as elves, have Darkvision, a feature that helps them see in darkness. There are limitations on darkvision, however. It is only effective to a certain range, and does not give color vision. Your character sheet should mention if your character's race has darkvision.] ] If the result is equal or more than ''10'', you notice that the tracks going off in one direction seem to be spaced out in two rows, as if they are carrying a casket. By following these tracks, you [[approach the tomb]]. If the results are less than 10, you decide to follow the larger group. After a while, these tracks disperse across the cemetery. You are [[lost]].###(font:'Walter Turncoat')[The Cemetery] <hr color="red"> You wander around the cemetery for a while until you find a mausoleum that is close to the description of Saint Ikro's tomb. Having no better leads, you open the door and disturb a colony of bats! <img src="bat.jpeg" width="200" alt="A flying bat"> Most of the bats fly past you into the darkening sky. Three of them make attacks at you as they pass. They attack for ''(random: 1, 20), (random: 1 ,20), and (random: 1, 20)''. For each of these that is equal or higher than your AC, subtract 1 from your HP. If this drops you to 0 HP, [[You fall unconscious]] . You look inside the mausoleum and know that you made a mistake. Judging by the guano on the floor, no one living has been here in years, except for the bats. You close the door and move on. Eventually, you find what you are looking for: a mausoleum that more accurately reflects the description you were given. You [[approach the tomb]] ###(font: 'Walter Turncoat')[Outside the tomb] <hr color="red"> (set: $HP to 13) <img src="skeleton.jpeg" width="200" align="right">Peering out from behind the tombstone, you see a ''skeleton'' returning from a patrol around the cemetery. He takes up a guard position outside the tomb entrance, holding a shovel in his hands. It seems that whoever raised this skeleton neglected to provide him with any more fitting weapon than the tool used to exhume the grave beside you. The skeleton is about ''50 feet away'' and has not noticed you. You'll have to get past him to enter the tomb, and there's no cover around the tomb to sneak any closer. (if: $tm)[ (text-colour:green)[If you have a ranged attack (spell or weapon), it has a range listed. The first, smaller, number is the normal range. Ranged attacks made at distances up to the normal range are made normally. For ranged weapons, there is a second number, which is the maximum range. Attacks between the normal and maximum range are made at ''disadvantage'', meaning that your roll a d20 twice and take the lower number. Ranged attacks made at targets 5 feet away or closer are also made at ''disadvantage'', since trying to hit something so close with a ranged attack is difficult. You cannot attack a target that is beyond the maximum range for weapons or beyond the normal range for spells. ]] ''What would you like to do?'' If you have a weapon or spell that can attack from 50 feet, you can try a [[hidden attack]] Or, you could [[run at the skeleton]]. (if: $tm)[ (text-colour:green)[This encounter uses the ''Theatre of the Mind'' style of combat. Unlike gridded combat, distances and locations are expressed in words rather than as icons on a digital map or miniatures on physical terrain. All of these styles of combat are equally valid approaches, though some people prefer one over the others.]]You balance precariously on the edge of the pit. From the corner of your eye, you see a shape moving toward you. Make a ''Dexterity Saving Throw.'' (if: $tm)[ (text-colour:green)[A Saving Throw is an attempt to resist something that is happening //to// you, rather than something that you are doing. They are similar to ability checks since they're based off your ability scores, but certain classes get a bonus to a subset of the types of saving throws. To make a save, roll a d20 and add the bonus listed next to Dexterity (or DEX) in the Saving Throws box on your character sheet.] ] (link: "If the result is greater than or equal to 10")[You catch your balance and duck behind a [[tombstone]].] (link: "If the result is lower than 10")[You tumble headlong into the grave and suffer (random: 1, 6) damage when you hit the ground. If this drops you to 0hp, [[You fall unconscious]]; otherwise, you crawl out and rest behind a [[tombstone]].] ###Your turn You are hidden, so if you make an attack against the skeleton, it will be at advantage, unless the attack is at long distance, in which case it's a normal roll. (if: $tm)[ (text-colour:green)[When a creature can't see you, perhaps because you're hidden or the creature is blinded, you can make attacks against it with advantage. On the other hand, if you're making attacks against a creature you can't see, perhaps because it's invisible, you make your attack rolls with disadvantage. If you're making an attack at long range (between the smaller number for your ranged weapon and its maximum range) you would normally attack at disadvantage, but the advantage cancels out the disadvantage. Roll a d20 once and add your modifiers (listed on your character sheet). You can only have advantage, disadvantage or a normal roll. Multiple instances of advantage or disadvantage do not add.]] You may take other actions, as described in the Basic Rules. To determine the outcome of these actions, use the statblock below. Subtract damage from the skeleton's HP on the stat block by hitting the minus button. (display:"Skeleton") The skeleton notices your attack and begins to run toward you. He moves 30 feet, so that he is now 20 feet away. He does not appear to be equipped with a ranged weapon. ''What would you like to do?'' Make [[another ranged attack]]. Move toward him and [[make a melee attack]]. If the skeleton drops to 0 hp, it is [[destroyed]]. The skeleton is ''50 feet away''. In one turn, you can move up to the maximum movement speed distance listed on your character sheet. Subtract this number from 50 to see how close you can get. If it's 0, you can [[make a melee attack]]. Otherwise, you could make a [[ranged attack]] from that distance as you run toward the skeleton. If you have no ranged attack, the skeleton approaches and swings his shovel for (text: (random: 1, 20) +2). If this is less than your AC, he misses. If this is equal to or greater than your AC, subtract 4 from your hp total. If you reach 0 or less, [[You fall unconscious]]. (if: $tm)[ (text-colour:green)[To attack, roll a d20 once and add your modifiers (listed on your character sheet).If the attack roll is greater or equal to the skeleton's armor class (12), roll your damage die and subtract that from the skeleton's health. The skeleton is vulnerable to bludgeoning attacks, meaning that if you hit with a blunt weapon, double the damage. If he drops to 0, then he is unconscious.]] ''What would you like to do?'' You could [[make a melee attack]]. You could make a [[ranged attack]]. ###SKELETON <img src="skeleton.jpeg" width="200" alt="A skeleton holding a shovel"> (font: 'Arial')[//Medium undead, lawful evil//, ''AC 12'', ''HP: (link-repeat: "| + ")[(set: $HP to it + 1)(replace: ?showHP)[|showHP>[$HP]]](link-repeat: "/ - |")[(set: $HP to it - 1)(replace: ?showHP)[|showHP>[$HP]]] |showHP>[$HP] '' --- |= STR 10 (+0) =| DEX 14 (+2) ==| CON 15 (+2) ===| INT 6 (-2) ====| WIS 8 (-1) =====| CHA 5 (-3)] |==| ''Damage Vulnerabilities:'' Bludgeoning ''Damage Immunities:'' Poison ''Condition Immunities:'' Exhaustion, Poisoned --- <small>Stats modified from 5e SRD</small>##Your turn The skeleton is now only 20 feet away, so you are within range of all ranged weapons. However, you are no longer hidden. You can attack or take any other legal action. (if: $tm)[ (text-colour:green)[To attack, roll a d20 once and add your modifiers (listed on your character sheet).If the attack roll is greater or equal to the skeleton's armor class (12), roll your damage die and subtract that from the skeleton's health. The skeleton is vulnerable to bludgeoning attacks, meaning that if you hit with a blunt weapon, double the damage. If he drops to 0, then he is unconscious.]] You may take other actions, as described in the Basic Rules. To determine the outcome of these actions, use the statblock below. Subtract damage from the skeleton's HP on the stat block by hitting the minus button. (display: "Skeleton") ###Result If the skeleton is still above 0 HP, it's the [[Skeleton's turn]] If the skeleton drops to 0 HP, it is [[destroyed]] ##Your turn ###Action You can use your action and, if applicable, bonus action. The skeleton is vulnerable to bludgeoning attacks, meaning that if you hit with a blunt weapon, double the damage. If he drops to 0, then he is unconscious. (display: "Skeleton") ###Result If you are both still above 0 HP, it's the [[Skeleton's turn]] If the skeleton drops to 0 HP, it is [[destroyed]] If you drop to 0 HP, [[You fall unconscious]] ###(font: 'Walter Turncoat')[The tomb entry] <hr color="red"> Looting the skeleton, you find one silver piece in the mouth cavity and a copper bracelet with jade stones, worth about 3 sp, on the wrist. Make a ''Intelligence (Religion)'' check by rolling a d20 and adding your religion modifier. If the result is equal to or greater than 10, (link: "you understand why he has these things.")[you realize that many religions put a silver piece in the corpse's mouth to pay for passage to the underworld. The bracelet was a talisman for good health and luck.] <img src="moon.jpg" align="right"> Whoever raised the skeleton certainly meant it to guard the entrance to the saint's tomb, so it's likely that more danger will meet you inside. If you're injured, now is a good time to (link: "take a short rest.")[take a short rest. You spend about an hour tending to your wounds and preparing yourself mentally for whatever comes next. Roll your class's hit die and add that number to your HP, up to the maximum. Some abilities also recharge with a short rest, depending upon your class. (if: $tm)[(text-colour:green)[Hit Dice allow you to regain some HP when you rest for at least one hour. The size of the hit die, from a d6 to a d10, varies based on your character class and is listed on your character sheet. Roll one die and add the number to your HP, but don't exceed the maximum HP.]] ] You take a moment to look up at the full moon shining down on you. The sight makes you think about (dropdown: bind $moon, "The goddess of your quest's patron.", "A time you spent with a loved one.", "The natural beauty of moonlight.", "The tactical implications of bright light.", "The magical powers of a full moon.") It's time to enter [[the tomb]].##Your turn To attack at a ''normal range'', roll a d20 and add your modifiers (listed on your character sheet). If you're making an attack at ''long range'' (between the smaller number for your ranged weapon and its maximum range) you would normally attack at disadvantage, but the advantage cancels out the disadvantage. Roll a d20 once and add your modifiers (listed on your character sheet). If the attack roll is greater or equal to the skeleton's armor class (12), roll your damage die and subtract that from the skeleton's health. The skeleton is vulnerable to bludgeoning attacks, meaning that if you hit with a blunt weapon, double the damage. If he drops to 0, then he is unconscious. You may take other actions, as described in the Basic Rules. To determine the outcome of these actions, use the statblock below. (display: "Skeleton") ###Result If you are both still above 0 HP, it's the [[Skeleton's turn]] If the skeleton drops to 0 HP, it is [[destroyed]] If you drop to 0 HP, [[You fall unconscious]] ##Skeleton's turn If not already next to you, the skeleton moves 30 feet toward you. (either: "Its skull opens its mouth as if to shout a battle cry, but nothing comes out except for some grave dust.", "A worm crawls from its eyesocket and drops to the ground.", "You catch a whiff of the rotted corpse stench.") The skeleton swings his shovel, rolling (set: $attack to ($d:20)) $attack + 2 for a **total of (print: $attack + 2)**. (link: "If it hits . . .")[You take (print: ($d:4)+2) points of bludgeoning damage.] (if: $tm)[(text-colour:green)[An enemy's attack hits if it equals or exceeds your AC, which is listed on your character sheet. When an enemy hits you, you subtract the damage from your HP.]] (display: "Skeleton") ###What would you like to do?' (unless: (visited: "Shove"))[ [[Shove]] the skeleton into the open grave.] You could [[make a melee attack]]. If you drop to 0 hp, [[You fall unconscious]]. If the skeleton drops to 0 hp, it is [[destroyed]] { (if: (sqrt: ((pow: ($oppX - $positionX), 2) + (pow: ($oppY - $positionY), 2))) < 1.5)[(set: $close to true)](else:)[(set: $close to false)] } ##Your Turn ####Movement P represents the player character (you), and A and B represent the enemy.. ''Each time you press a movement button, you move 5 ft.'' To move diagonally, the first diagonal movement counts as 5 feet, the second diagonal movement counts as 10 feet, then the third counts as 5 feet, and so on. Take up to your full movement, before and/or after your action/bonus action. Each dot is 5 ft. (if: $close)[If you move out of melee range of the jackal, (link-reveal: "it takes an opportunity attack,")[ rolling (set: $attack to (random: 1, 20)) $attack + 1 for a **total of (print: $attack + 1)**. (link: "If it hits . . .")[You take 1 point of piercing damage from its teeth.] ]] (display: "Player move") ####Action You can take your ''action'' and ''bonus action''. Resolve any damage to each of your opponents below. If you're doing a single-target attack, you can choose which opponent you'd like to attack. (display: "Jackal") ####Result The [[jackal's turn]] [[The jackal drops to 0HP or falls unconscious->the cemetery]] [[You fall unconscious]] You ''shove'' the skeleton. To do this, you will roll a contest against him. Roll a d20 and add your athletics modifier. The skeleton rolls a ($d:20). If your total is ''equal or less than the skeleton's'', (link: "you fail to move him.")[It is now the [[Skeleton's turn]].] If your total is ''greater than the skeleton's'', (link:"he falls into the grave.")[ Smashing into the hard-packed ground, he takes (print: ($d:6) + ($d:6)) damage and lands prone. Subtract the damage from his HP. If this drops him to 0, he is [[destroyed]]. If he's still moving, you move back from the grave. It takes him half his movement to get up, and another 10 feet of movement to climb out of the grave, leaving him only 5 feet of movement to approach you. (display: "Skeleton") ''What do you want to do?'' Approach him and [[make a melee attack]]. Make a [[ranged attack]].]###(font: 'Walter Turncoat')[The tomb entry] <hr color="red"> <img src="door.jpeg" width="300" alt="A door set in a stone entryway"> Saint Ikro's tomb is a large limestone mausoleum, carved with a relief sculpture of the saint defeating the undead forces of Valnok. A heavy reinforced door blocks the stone doorway. You try to open the door. It is locked. (if: $password is true)[You speak the password "Valnok" and it opens, allowing you [[inside the tomb]].] (else:)[If you have thieves' tools, you could try to [[pick the lock]]. Or you could try to [[force your way in]].]###(font: 'Walter Turncoat')[Inside the tomb] <hr color="red"> <img src="inside.jpeg" width="300" alt="A dimly lit chamber with burial alcoves and doors."> Looking around, you see a number of shallow recesses where bodies of the faithful servants of the moon goddess take their final rest. The smell is unpleasant but not overwhelming. In the center of the room, is an ''iron pot'', about the size of a flagon of ale. It is filled with gold coins. Two arched doors lead from this chamber. One door is decorated with imagery of ''skulls and bones'' and appears to lead to a set of stairs descending to the lower level of the tomb. The other bears symbols of ''the moon'' in different phases and leads into another chamber. ''What do you want to investigate?'' [[The pot of gold]] [[The moon door]] [[The skull door]] [[The bodies in the alcoves]]###(font: 'Walter Turncoat')[The tomb entry] <hr color="red"> <img src="door.jpeg" width="300"> You get out your thieves' tools and begin to try to pick the lock. The lock itself is simple in design, but it seems to have some sort of magical enhancement that frustrates your attempt. //Roll a ''Dexterity (Thieves' tools)'' check// (if: $tm)[ (text-colour:green)[Roll a d20, and add your dexterity modifier. If you have proficiency with thieves' tools, perhaps from your background or the rogue class, you can add your proficiency bonus (+2) on top of your DEX modifier. If you also have expertise with thieves' tools as a rogue, then add twice your proficiency bonus (+4).] If the total is greater than or equal to 17, you open the lock and can go [[inside the tomb]]. If the total is less than 17, you are unable to pick the lock. You could try to [[force your way in]] or you could [[look for another entrance]].###(font: 'Walter Turncoat')[The tomb entry] <hr color="red"> <img src="door.jpeg" width="300"> You brace your shoulder and slam against the door. Although it seems to be just an ordinary door, some sort of magic aura is making this more difficult than usual. //Roll a ''Strength ability check.'' If you are using a crowbar or sledgehammer, you may make this roll with advantage.// If the total is ''greater than or equal to 19'', you break in the door. You can now go [[inside the tomb]]. If the total is ''less than 19'', the door holds fast. You must either try to [[pick the lock]] or [[look for another entrance]].You circle the tomb, searching for another way in. The windows are strongly barred, but at the back, you find a crack in the foundation that is just large enough to squeeze into. You emerge into a burial recess, that is, unfortunately, occupied. <img src="body.png" width="300" alt="A corpse in a stone alcove."> //Make a Dexterity ability check. If you are size small, such as a halfling or gnome, make this roll with advantage.// (link: "If you get 10 or higher, click here")[You are able to squeeze through the burial alcove without disturbing the body. You are now [[inside the tomb]].] (link: "If you get lower than 10, click here")[As you crawl around the body, your hand slips and crushes the chest cavity of the decaying corpse. A cloud of toxic gas erupts. Unless you are immune to poison, make a ''Constitution saving throw''. If you are a member of a race with resistance to poison, such as Dwarves, roll with advantage.(if: $tm)[ (text-colour:green)[A Saving Throw is an attempt to resist something that is happening //to// you, rather than something that you are doing. They are similar to ability checks since they're based off your ability scores, but certain classes get a bonus to a subset of the types of saving throws. To make a save, roll a d20 and add the bonus listed next to Constitution (or CON) in the Saving Throws box on your character sheet.] ] (link: "If the result is higher than 14 or if you are immune to poison, click here.")You resist the effects and are now are now [[inside the tomb]]. (link: "If the result is less than or equal to 14, click here")[ You are poisoned. All attacks and saving throws are made at disadvantage until you are cured of poisoning by an antidote, spell, or by visiting the temple. Despite this setback, you are now [[inside the tomb]]. ]] ###(font: 'Walter Turncoat')[The shrine] <hr color="red"> <img src="Ikro.jpeg" width="200" align="right" alt="A statue of a armored woman with a spear"> The walls of this room are tiled in a white stone that reflects and amplifies the moonlight streaming through a skylight. On the back wall of this room stands a statue of Saint Ikro, carved from the same phosphorescent stone. She proudly holds her spear and shield, ready to defend her city from the threat of Valnok the Half-Fiend. In the floor, a thin line of silver inlaid on the stone tile outlines the final resting place of the saint herself. With the full moon shining down into the room, the effect is beautiful, powerful, and calming. You can take a moment, if you like, to pray. You ask for (dropdown: bind $pray, "healing", "guidance", "luck", "nothing") for the coming confrontation. You send your [[prayer to the saint]].{ (set: $dungeon to (array: (a: 1,1,1,1,1,1,1,1,1,1,1,1), (a: 1,0,0,0,0,0,0,0,0,0,0,1), (a: 1,0,0,0,0,0,0,0,0,0,0,1), (a: 1,0,0,0,0,0,0,0,0,0,0,1), (a: 1,0,0,0,0,0,0,0,0,0,0,1), (a: 1,0,0,3,0,0,0,0,0,0,0,1), (a: 1,0,0,3,0,0,0,0,0,0,0,1), (a: 1,0,0,0,0,0,0,0,0,0,0,1), (a: 1,0,0,0,0,0,0,0,0,0,0,1), (a: 1,0,0,0,0,0,0,0,0,0,0,1), (a: 1,0,0,0,0,0,0,0,0,0,0,1), (a: 1,1,1,1,1,1,1,1,1,1,1,1) ) ) (set: $positionX to 10) (set: $positionY to 5) (set: $oppX to 3) (set: $oppY to 6) (set: $opp2X to 11) (set: $opp2Y to 6) (set: $HP to 20) (set: $init to (($d:20)+1)) } ###(font: 'Walter Turncoat')[The crypt] <hr color="red"> <img src="catacomb.jpeg" width="500" alt="A dimly lit chamber with a stone sarcophagus"> (set: $turn to 0) The walls of this room are lined in alcoves containing the corpses of past priests of the moon goddess. Candles placed around a magic circle in the floor illuminate the space. A ''sarcophagus'' in the center of the room has been opened, revealing the body of Martine, the old Master of the order who was once Ikro's squire. A bald, pock-marked ''man in a gray cloak'' looks up from a stack of parchments he had placed on the lid of the sarcophagus. "Ah! Those moon-gawkers sent a lackey to try to stop me. Were they too busy to do it themselves? No matter. Soon I shall raise Lord Valnok and he will do away with them. In the meantime, I'll take care of you myself." ###Roll for initiative (if: $tm)[ (text-colour:green)[To start combat, each combatant rolls a d20, then adds their '' Initiative modifier'', which usually is the same as the dexterity ability modifier .]] The cultist gets a $init for his initiative. If your initiative roll is higher than or equal to $init, [[you go first->Vs Cultist]]. If your initiative roll is lower than $init, [[you go second->Cultist's turn]].###(font: 'Walter Turncoat')[Inside the tomb] <hr color="red"> <img src="potogold.png" width="200" align="right" alt="A pot of gold"> You approach the pot of gold. There is an acrid scent in the air, cutting through the tomb's aroma of decay. The gold glints in the heavy iron saucepot. **What would you like to do?** (link: "Take a closer look at the gold and pot")[Make a **Wisdom (Perception)** check. (link: "If you get a 13 or higher, you notice something")[You notice some dark liquid that has spilled down the side of the pot and onto the floor. The sparkles of the gold don't seem to quite match up with the light in the room. The gold seems to be an illusion covering some sort of liquid in the pot.] ] (link: "Probe the gold with a tool or weapon")[Your probe passes through the gold and into the pot. As you pull it out, it drips with liquid. (link: "If your probe is made of wood or other natural material, click here.")[Your probe comes out smoking and slightly corroded where the liquid touched it.] ] (link: "Use a magic spell or ability")[You use a spell or ability that * (link:"Detects the presence of magic.")[You sense a spell of illusion is creating the image of the gold coins.] * (link: "Removes or neutralizes a magic effect, trap, or illusion.")[The gold coins disappear and only the pot remains. The pot contains a dark liquid.] * (link: "Detects the presence of a trap.")[You sense danger in the direction of the pot.] ] (link: "Grab the gold")[Your hand passes through the gold and into some dark liquid in the pot. You take 2 points of acid damage from the liquid. The gray-cloaked man must have left this pot of acid as a trap for the greedy.] [[Return to your exploration of the tomb->inside the tomb]] { (if: (sqrt: ((pow: ($oppX - $positionX), 2) + (pow: ($oppY - $positionY), 2))) < 1.5)[(set: $close to true)](else:)[(set: $close to false)] } ##Your Turn ####Movement Take up to your full movement, before and/or after your action/bonus action. P represents the player character (you), B represents the staircase up, and A represents the enemy. ''Each time you press a movement button, you move 5 ft.'' To move diagonally, the first diagonal movement counts as 5 feet, the second diagonal movement counts as 10 feet, then the third counts as 5 feet, and so on. The X squares contain Martine's sarcophagus. Crossing the X squares requires movement at half speed. If the sarcophagus is between you and the cultist, he gains 1/2 cover from ranged attacks (+2 AC). (if: $close)[ If you move out of the Cultist's melee range, he takes an opportunity attack, rolling (set: $attack to ($d:20)) $attack + 3 for a **total of (print: $attack + 3)**. (link: "If he hits . . .")[You take (print: ($d:4)+1) points of slashing damage.]] (display: "Player move") ####Action You can take your ''action'' and ''bonus action''. Resolve any damage to your opponent below.(if: $tm)[(text-colour:green)[Remember: to attack, first roll a d20 and add your modifiers that determine if you will hit the target. If the attack roll is greater or equal to the cultist's AC (14), you hit. Next, roll your damage die, and add your modifiers to determine how many points of damage you do. Subtract that from the cultist's HP on the stat block below by hitting the minus button. If it drops to 0, then it is knocked unconscious.]] (display: "Cultist") ####Result [[Cultist's turn]] (if: $turn < 4)[If the cult fanatic drops to 0 hp, [[he dies]].] (else:)[If the cult fanatic drops to 0 hp, [[he dies->wraith]].] If you drop to 0 hp, [[you die]] (if: (sqrt: ((pow: ($opp2X - $positionX), 2) + (pow: ($opp2Y - $positionY), 2))) < 1.5)[Escape [[up the stairs]].] ---{ (if: (sqrt: ((pow: ($oppX - $positionX), 2) + (pow: ($oppY - $positionY), 2))) < 1.5)[(set: $close to true)](else:)[(set: $close to false)] (set: $attack to ($d:20)) } ###Cultist's turn (set: $turn to it + 1) The cultist (A) stays close to the tomb (XX). If he has been pushed away, move him back to within 5 feet (one space) of the tomb, if possible. (display: "Enemy move") (if: $turn is 1)[The old man tries to ignore you. Taking his dagger, he cuts a chunk of muscle from Martine's corpse and begins to chew on it. As he eats the dead flesh, the candles' light changes color from yellow-orange to blue.] (if: $turn is 2)[The cultist turns toward you (if: $close)[with his dagger. He strikes out toward you, rolling $attack + 3 for a total of (print: ($attack +3)). If this is equal to or greater than your AC, you take 3 points of piercing damage.](else:)[and mutters a magic word. A cold ethereal hand strikes out toward you, rolling $attack + 4 for a total of (print: ($attack +4)). If this hits, you take ($d:8) necrotic damage and cannot regain hit points in the next round.]] (if: $turn is 3)[The cultist chants a spell. You feel no effect to yourself, but the room becomes colder and a wind with no apparent source whips around the two of you. An eerie wail sounds throughout the catacombs. The old man grins.] (if: $turn > 3)[The wail increases in volume and you feel a wave of nausea in the pit of your stomach. Giggling insanely, the cultist lashes out (if: $close)[with his dagger. He strikes out toward you, rolling $attack + 3 for a total of (print: ($attack +3)). If this is equal to or greater than your AC, you take 3 points of piercing damage.](else:)[and mutters a magic word. A cold ethereal hand strikes out toward you, rolling $attack + 4 for a total of (print: ($attack +4)). If this hits, you take ($d:8) necrotic damage and cannot regain hit points in the next round.] ] (display: "Cultist") ###Results [[Your turn->Vs Cultist]] (if: $turn < 4)[If the cult fanatic drops to 0 hp, [[he dies]].] (else:)[If the cult fanatic drops to 0 hp, [[he dies->wraith]].] If you drop to 0 hp, [[you die]] ###CULT FANATIC <img src="oldman.jpeg" width="200" alt="A sickly-looking man reading from a tome"> (font: 'Arial')[*Medium human, lawful evil*, AC 14 (Mage Armor), ''HP: (link-repeat: "| + ")[(set: $HP to it + 1)(replace: ?showHP)[|showHP>[$HP]]](link-repeat: "/ - |")[(set: $HP to it - 1)(replace: ?showHP)[|showHP>[$HP]]] |showHP>[$HP] '' --- |= STR 12 (+1) =| DEX 13 (+1) ==| CON 12 (+1) ===| INT 13 (+1) ====| WIS 10 (+0) =====| CHA 14 (+2)] |==| ''Spellcasting.'' The fanatic is a 3rd level spellcaster, but all of his spells above cantrip level have been used today. Spell save DC 11, +3 to hit with spells. ''Dark Devotion.'' The fanatic has advantage on saving throws against being charmed or frightened. --- <small>Stats modified from 5e SRD. Image CC by attribution 3.0: Russ Nicholson</small>###(font: 'Walter Turncoat')[The shrine] <hr color="red"> (unless: $pray is "nothing")[You send your prayer up to Saint Ikro] (if: $pray is "healing")[You feel a warmth from your head to your toes. You heal 5 HP and are cured of any poison or sickness.](else-if: $pray is "guidance")[You hear a woman's voice in your head, "If you face a foe you cannot overcome, flee here and my power will protect you."](else-if: $pray is "luck")[You gain a feeling of empowerment in your body. You can re-roll one d20 roll of your choice within the next hour.](else:)[You spend a moment in quiet contemplation. The moonlight bathing the room gives an atmosphere of peace.] The time has come to return to your mission. You return to the [[entryway of the tomb->inside the tomb]].###(font: 'Walter Turncoat')[The crypt] <hr color="red"> The cult fanatic falls. "I can't . . . Lord Valnok . . . Help me!" he gasps. The old man's eyelids flutter and he breathes his last. You search through his belongings. You find a ''dagger'' with a skull on the pommel. Turning the skull reveals a hidden compartment in the hilt, filled with what looks like powdered bone. You also find about ''25 g worth of gold dust'' and ''8 silver pieces''. Make an ''Arcana check''. If the result is greater than 10, (link: "you understand why he has these things.")[you realize that the bone dust is for raising skeletons, the gold powder is for casting Arcane Lock, and the silver is just spending money.] A few sheets of ''parchment'' are nearby on the sarcophagus, mostly covered in arcane scrawlings, though 4 pieces are blank. Martine's body has been desecrated with cuts and charcoal markings. You clean and arrange it the best you can and close the sarcophagus. You keep vigil in the tomb until dawn, when you [[return to the temple]], your mission complete. <img src="sunrise.png" alt="The sunrise">###(font: 'Walter Turncoat')[The crypt] <hr color="red"> The cult fanatic falls. "You have killed this body . . . but He shall raise me again . . ." he gasps. The old man's eyelids flutter and he breathes his last. Meanwhile, the eerie wail deepens to a low moan. The shadows in the room coalesce into a form. The form begins to move on its own. <img src="outline.jpg" width="400" align="right" alt="An indistinct dark form, enveloped in robes"> Before you floats a ''wraith''. You recall the statue of the horned head being crushed beneath the boot of Saint Ikro. This must be ''Valnok the Half-Fiend'', in wraith form. Make an ''Intelligence (Religion)'' check or ''Intelligence (Arcana)'' check. If the result is ''equal to or greater than 10'', (link: "you have an insight to this creature.")[you realize that you don't stand a chance against him.] The wraith looks around the room, focusing first on the dead cultist, then turning its malevolent gaze on you. What do you want to do? [[Fight the wraith]] [[Bow down to him]] [[Run away!]] ###(font: 'Walter Turncoat')[The tomb] <hr color="red"> Your vision becomes dark and you fall to the ground. You feel the life draining from your body. You die. --- (live: 2s)[ (stop:) <img src="wraith.png" width="400" alt="A horned skeletal figure in robes"> A short time later, you regain awareness. Your spirit is being pulled back into the world by an ice-cold claw. You find yourself face-to-face with Valnok, in wraith form. "Yes, you will do," you hear his voice say, as if from a distance. "You will be my slave, destroying the living and doing my will." You gain a ghostly form, though the details of your body are vague and incomplete. You feel nothing but sorrow. You think nothing but hatred. ''You have become a specter in the service of Valnok.'' ##ENDING 5 OF 5 (display: "Achievements") (icon-restart:"Start again?") ] ###(font: 'Walter Turncoat')[The Temple] <hr color="red"> <img src="Caftan_(PSF).png" align="right"> The old priest greets you. He attentively listens to your story and nods. "The goddess watched over you last night. Here is your ''10 gold'', as promised. We will visit the tomb this morning and re-consecrate the burial chamber." He peers at you more closely. "You have done well. This lifestyle of the adventurer suits you, but you will not always be as fortunate as you were last night. If I may give some advice: you should join with friends and companions who compliment your abilities. Go to one of the local taverns and ask around. Or perhaps you could join up with the group I saw just a few days ago, escorting a wagonload of supplies to some frontier town. Wherever you find them, you'll need allies. This life is too difficult to face alone." You nod your thanks and take your leave. ''You have defended the Saint's Tomb and defeated the plot to raise Valnok from the dead.'' ###ENDING 4 OF 5 (display: "Achievements") [[Continue your adventures?]] (icon-restart:"Start again?")]###(font: 'Walter Turncoat')[The crypt] <hr color="red"> {(set: $HP to 67) (set: $init to (($d:20)+3))} If this is indeed Valnok, he must be stopped before he can gain power and return to life. You see no other choice than to take this challenge head on. ''Roll for initiative'' (if: $tm)[ (text-colour:green)[To start combat, each combatant rolls a d20, then adds their ''Initiative modifier'', which usually is the same as the dexterity ability modifier .]] Valnok gets a $init for his initiative. If your initiative roll is higher than or equal to $init, [[you go first->Vs Valnok]]. If your initiative roll is lower than $init, [[you go second->Valnok's turn]].###(font: 'Walter Turncoat')[The crypt] <hr color="red"> You drop to one knee and incline your head. <img src="wraith.png" width="400" alt="A horned skeletal figure in robes"> "You are the one who has returned me to this plane?" he asks. You remain silent, not denying his assumption. "Very well," he continues, "but I shall require a more corporeal state to regain my full power. You must swear to me an oath and place yourself under my thrall." His tone does not leave you any other options. You submit. ''You have become a servant of Valnok the Wraith.'' ###ENDING 3 OF 5 (display: "Achievements") (icon-restart:"Start again?")]###(font: 'Walter Turncoat')[Inside the tomb] <hr color="red"> You realize that some fights are beyond your current power to win. Turning from Valnok the Wraith, you run from the room as fast as you can. The wraith screams and follows fast on your heels. <img src="wraith.png" width="400" alt="A horned skeletal figure in robes"> You reach the room that you first saw when you entered the tomb. There are two ways you could go: Take the door that leads [[out of the tomb]] and into the cemetery or run through [[the door with the moon]] carvings around the entry. If you'd like, you can make a ''Intelligence (History)'' check to help you decide which direction to take. If you get a ''12 or higher'', (link: "you remember.")[Saint Ikro defeated Valnok before, could she do it again?]###(font: 'Walter Turncoat')[The tomb entry] <hr color="red"> <img src="Gravestone.jpeg" alt="A gravestone on the side of a hill"> You make it to the entrance of the tomb and push open the door. Just as you are about to cross the threshold out into the open air of the cemetery, the wraith catches up with you. With one sweep of his hand, he strikes you from behind. A cold sickening feeling overcomes you as you feel the life force draining out of your body and being absorbed by the wraith. As the last bit of warmth is pulled from your heart, [[you die]].###(font: 'Walter Turncoat')[The shrine] <hr color="red"> <img src="Ikro.jpeg" width="200" align="right" alt="A statue of a armored woman with a spear"> The moonlight that shines through the skylight and brightly illuminates this room. The white stone tiles reflect the light onto the statue of Saint Ikro in her battle armor. As you enter the room, you stumble. The wraith cries out in triumph as it glides toward you for the killing blow. As Valnok the Wraith enters the room, however, the eyes of the statue begin to glow. A beam of moonlight lances out from her spear and strike the body of the wraith. The ghostly form screams in pain and frustration, its body dissolving where the moonlight strikes it. The light swells in intensity, enveloping the form of Valnok. His screams are cut off as all darkness is eliminated by the strength of this radiant beam. The moonlight fades back to its normal intensity and the statue loses its unearthly glow. You spend the remainder of the night in the shrine room, pondering what you just witnessed. (live: 2s)[ (stop:) --- With the light of dawn, you arise and investigate the body of the cultist. You find a dagger with a skull on the pommel. Turning the skull reveals a hidden compartment in the hilt, filled with what looks like powdered bone. You also find about 25 g worth of gold dust and 8 silver pieces. Make an ''Intelligence (Arcana) check'' If the result is greater than 10, (link: "you understand why he has these things.")[you realize that the bone dust is for raising skeletons, the gold powder is for casting Arcane Lock, and the silver is just spending money.] A few sheets of parchment are nearby on the sarcophagus, mostly covered in arcane scrawlings, though 4 pieces are blank. Martine's body has been desecrated with cuts and charcoal markings. You clean and arrange it the best you can and close the sarcophagus. Your mission complete, you [[return to the temple]].] <img src="sunrise.png" width="200" alt="The sunrise">###Valnok the Wraith <img src="wraith.png" width="400" alt="A horned skeletal figure in robes"> (font: 'Arial')[*Medium undead, neutral evil*, AC 13, ''HP: (link-repeat: "| + ")[(set: $HP to it + 1)(replace: ?showHP)[|showHP>[$HP]]](link-repeat: "/ - |")[(set: $HP to it - 1)(replace: ?showHP)[|showHP>[$HP]]] |showHP>[$HP] '' --- |= STR 6 (-2) =| DEX 16 (+3) ==| CON 16 (+3) ===| INT 12 (+1) ====| WIS 14 (+2) =====| CHA 15 (+2)] |==| ''Damage Resistances:'' Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered ''Damage Immunities:'' Necrotic, Poison ''Condition Immunities:'' Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained ---{ (if: (sqrt: ((pow: ($oppX - $positionX), 2) + (pow: ($oppY - $positionY), 2))) < 1.5)[(set: $close to true)](else:)[(set: $close to false)] } ##Your Turn ####Movement Take up to your full movement, before and/or after your action/bonus action. P represents the player character (you), and A represents the enemy. ''Each time you press a movement button, you move 5 ft.'' To move diagonally, the first diagonal movement counts as 5 feet, the second diagonal movement counts as 10 feet, then the third counts as 5 feet, and so on. The X squares contain Martine's sarcophagus. Crossing the X squares requires movement at half speed. If the sarcophagus is between you and the wraith, he gains 1/2 cover from ranged attacks (+2 AC). (if: $close)[ If you move out of the wraith's melee range, he takes an opportunity attack, rolling (set: $attack to ($d:20)) $attack + 6 for a **total of (print: $attack + 6)**. (link: "If he hits . . .")[You take (print: ($d:8)+($d:8)+($d:8)+($d:8)+3) points of necrotic damage.]] (display: "Player move") ####Action You can take your ''action'' and ''bonus action''. Resolve any damage to your opponent below. (display: "Wraith") ####Result [[Valnok's turn]] If the wraith drops to 0 hp, [[you win]] If you drop to 0 hp, [[you die]] (if: (sqrt: ((pow: ($opp2X - $positionX), 2) + (pow: ($opp2Y - $positionY), 2))) < 1.5)[Escape [[up the stairs->Run away!]].] ---{ (if: (sqrt: ((pow: ($oppX - $positionX), 2) + (pow: ($oppY - $positionY), 2))) < 1.5)[(set: $close to true)](else:)[(set: $close to false)] (set: $attack to ($d:20)) } ###Valnok's turn The wraith advances on you with his full speed of 60 ft, unless hampered by a spell or effect. He moves through physical barriers and floats over objects on the ground. (display: "Enemy move") (either: "Valnok sneers at your attempts to fight him and attacks", "Valnok reaches out a boney hand to touch you", "Almost casually, the wraith attempts to grasp your body"), rolling (set: $attack to ($d:20)) $attack + 6 for a **total of (print: $attack + 6)**. (link: "If it hits . . .")[You take (print: ($d:8)+($d:8)+($d:8)+($d:8)+3) points of necrotic damage and must make a DC 14 Constitution Saving throw. If you fail, you cannot regain those HP until you take a long rest.] (display: "Wraith") ####Result [[Your Turn->Vs Valnok]] If the wraith drops to 0 hp, [[you win]] If you drop to 0 hp, [[you die]] (if: (sqrt: ((pow: ($opp2X - $positionX), 2) + (pow: ($opp2Y - $positionY), 2))) < 1.5)[Escape [[up the stairs->Run away!]].] ---Are you sure? For a level 1 player to defeat a CR 5 wraith, you'd have to be pretty lucky. There's a back button there to your left if you'd like to go back. (live: 2s)[ (stop:) --- Still here? Well, OK: Somehow you single-handedly defeated Valnok the Wraith. This would be a deed sung about in taverns and palaces, if there were anyone to witness it. With the first light of dawn, you return to the temple. <img src="Caftan_(PSF).png" align="right"> The old priest greets you. He listens to your story with a skeptical look on his face. "Perhaps what you say is true," he concludes. "I will send a junior priest to investigate the tomb and re-consecrate the burial chamber. In any case, you've earned your ''10 gold''." He peers at you more closely. "You have done well. This lifestyle of the adventurer suits you, but you will not always be as fortunate as you were last night. If I may give some advice: you should join with friends and companions who compliment your abilities. Go to one of the local taverns and ask around. Or perhaps you could join up with the group I saw just a few days ago, escorting a wagonload of supplies to some frontier town. Wherever you find them, you'll need allies. This life is too difficult to face alone." You nod your thanks and take your leave. ''You have defended the Saint's Tomb and defeated Valnok the Wraith.'' ###ENDING 2 OF 5 (display: "Achievements") [[Continue your adventures?]] (icon-restart:"Start again?")] ] ''Achievements'' (visited: "Practice win")[''F*ck Chuck'': defeat Chuck](else:)[(text-colour:grey)[F*ck Chuck]] (visited: "reading")[''Dear Evil Diary'': find the cultist's book](else:)[(text-colour:grey)[Dear Evil Diary]] (visited: "Take your winnings or loss")[''Know when to hold 'em'': play cards](else:)[(text-colour:grey)[Know when to hold 'em]] (unless: (history:) contains "Fight the jackals")[''All creatures great and small'': avoid fighting the jackals](else:)[(text-colour:grey)[All creatures great and small]] (unless: (history:) contains "wraith" or "up the stairs")[''Not today, Valnok'': avoid facing Valnok](else:)[(text-colour:grey)[Not today, Valnok]] (visited: "the door with the moon")[''Moonshot'': let Saint Ikro destroy Valnok](else:)[(text-colour:grey)[Moonshot]] <a href="https://sayeth.itch.io/the-saints-tomb/donate" target="_blank">Support this game</a>###(font: 'Walter Turncoat')[Inside the tomb] <hr color="red"> <img src="body.png" width="300" alt="A corpse in a stone alcove."> You rummage through the corpses in the alcoves, looking for anything of value or interest. Some of the bodies are dry and ancient; their burial shrouds crumble to dust as you grasp them. Others are more freshly interred; your disturbance of their resting place stirs up flies and a stench of death. ''Roll Intelligence (Investigation).'' (link: "If the result is 10 or higher, you find something")[Searching through the corpses, you discover on one body a moonstone brooch. It does not appear to be magical, and you estimate its value at 2 gold pieces. You can choose to take it with you or to leave it with the body. (if: $tm)[(text-colour:green)[In a table-top role playing game, you sometimes face immediate consequences for your actions. At other times, such as this one, no one is present to pass judgement on your actions. Consider your character's background, alignment, and beliefs. If your character considers theft from the dead as something immoral, you would leave the brooch. If not, you would take it.] ] ] [[Return to your exploration of the tomb->inside the tomb]] For the adventure you just completed, you have ''gained a level!'' (if: $tm)[ (text-colour:green)[In 5e, you advance a level when you gain experience. Depending on the game master, you might be awarded experience points (XP) for defeating monsters, avoiding traps, and completing quests. Other game masters may award levels for reaching certain narrative goals. ]] Roll the die corresponding to your class then add your Constitution modifier . Add the total to your maximum HP. (if: $tm)[ (text-colour:green)[Each class has a different size Hit Die, ranging from a d10 for fighters and a d6 for wizards. If you don't know what Hit Die you have, you can look it up in the class description in the Basic Rules.]] Look up your class in the <a href="https://www.dndbeyond.com/sources/basic-rules/" target="_blank">Basic Rules</a> to see what other features you gain at 2nd level. Now, if you'd like you can * (link: "Spend money at the hardware store")[The hardware store has the following inventory: Candle 1 cp Chain 5 gp per 10 feet Chalk 1 cp per piece Crowbar 2gp Hammer 1gp Hammer, sledge 2 gp Handaxe 5 gp Pole (10 ft) 5 cp Quarterstaff 2 sp Rope, hempen, 50 ft 1 gp Shovel 2 gp Tinderbox 5 sp Torch 1 cp Whetstone 1cp To purchase an item, simply deduct the cost from your gold, and add the item to your inventory. ] * <a href="https://sayeth.itch.io/5e-Arena">Fight in an Arena</a> (opens a new game) * <a href="https://sayeth.itch.io/A-Miner-Problem">Leave town for another solo adventure</a> (opens a game for second-level characters) * <a href="https://reddit.com/r/lfg">Find a group of adventurers</a> (opens reddit's Looking For Group subreddit, where you can find other players) ###(font: 'Walter Turncoat')[Inside the tomb] <hr color="red"> <img src="inside.jpeg" width="300"> (set: $turn to it + 1) You run up the stairs to the entryway of the tomb. You can take an action, then [[return downstairs->Cultist's turn]], or wait. --- As you wait, the room becomes colder and a wind with no apparent source whips you. An eerie wail sounds throughout the catacombs. The wail deepens to a low moan and you hear the old man cry out. <img src="outline.jpg" width="400" align="right" alt="An indistinct dark form, enveloped in robes"> Returning down the stairs, you behold before you a ''wraith''. You recall the statue of the horned head being crushed beneath the boot of Saint Ikro. This must be ''Valnok the Half-Fiend'', in wraith form. Make an ''Intelligence (Religion)'' check or ''Intelligence (Arcana)'' check. If the result is ''equal to or greater than 10'', (link: "you have an insight to this creature.")[you realize that you don't stand a chance against him.] The wraith looks around the room, focusing first on the dead cultist, then turning its malevolent gaze on you. What do you want to do? [[Fight the wraith]] [[Bow down to him]] [[Run away!]]