V1.0.1: Aldenfell campaign seed, content library, party overview
- Seed now resets the database and seeds the Aldenfell campaign from the campaign book: admin DM user, default weapons, locations, bestiary, pre-built encounters, and DM/shared notes - Default weapon/spell/monster library, character profile fields, locations and dice mode (new migration) - Party overview page, pagination, info tips, build preview calc - Remove stale demo-login hint; notes preserve line breaks Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
@@ -0,0 +1,417 @@
|
||||
// Aldenfell campaign content, transcribed (and condensed where a note would
|
||||
// otherwise be unreadable) from docs/Aldenfell - Full Campaign Book.docx.
|
||||
// Consumed by prisma/seed.js. Shapes match the Prisma models minus ids.
|
||||
|
||||
const campaign = {
|
||||
name: 'Aldenfell',
|
||||
description:
|
||||
'A kingdom of knights and dragons is standing on top of something that’s waking up — and you’re the ones who find out first. ' +
|
||||
'Heroic adventure first, real consequences, and horror as a spice rather than the whole meal.',
|
||||
startingGold: 15,
|
||||
startingItemCount: 2,
|
||||
startingSpellCount: 2,
|
||||
};
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Gazetteer
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
const locations = [
|
||||
// Highcrown
|
||||
{ name: 'Highcrown — The Founding Chapel', description: 'Site of Session One’s bell mystery. Its cellar connects to the Sunken Vaults. Quiet by day, a good recurring “something’s off” location throughout Act 1.' },
|
||||
{ name: 'Highcrown — The Palace of Aldenfell', description: 'King Aldric’s seat. Court is held weekly; an audience without a sponsor (a knight, a noble, a Concord representative) takes real effort. Princess Isolde keeps a smaller, more accessible private study here.' },
|
||||
{ name: 'Highcrown — The Grey Dawn Hall', description: 'Order of the Grey Dawn headquarters. Recruitment, training yards, and Ser Kavan Thorne’s office. The natural starting point for a Fighter/Paladin-leaning party.' },
|
||||
{ name: 'Highcrown — The Concord Exchange', description: 'The Merchant Concord’s trading hall. Job boards, contracts, and Mireille Costa’s usual haunt. Best source of quick, paying side work.' },
|
||||
{ name: 'Highcrown — The Lantern Market', description: 'Highcrown’s main marketplace, busiest during the Founding Fair. Gear, rumors, and pickpockets in equal measure. The campaign opens (E1) and closes here.' },
|
||||
// Greywood
|
||||
{ name: 'Greywood — The Warden’s Lodge', description: 'Ashwen and the other Wardens’ base, a day’s ride from Highcrown. First place to hear rumors about the old shrines acting strangely.' },
|
||||
{ name: 'Greywood — The Old Shrine Sites', description: 'Scattered pre-kingdom shrines throughout the forest; several sit almost directly above Hollow Below cracks. Livestock/crop failures (a Stage 1 omen) cluster near these. → Side Quest: The Warden’s Silence.' },
|
||||
{ name: 'Greywood — The Feywild Grove', description: 'A grove where the boundary with the Feywild is thin. Home to a reclusive, capricious fey court — a “be careful what you promise” side encounter, unrelated to the main plot.' },
|
||||
{ name: 'Greywood — The Sunken Library', description: 'Ruins of a pre-kingdom archive, half-collapsed and root-choked. Contains fragments of the truth about the Hollow King’s origin — a place for the party to piece the mystery together on their own terms.' },
|
||||
// Spine
|
||||
{ name: 'The Spine — Threndir’s Eyrie', description: 'High on the eastern peaks, reachable by a hard climb or careful flight/magic. Threndir Ashclaw grants an audience to anyone who approaches openly and unarmed-in-spirit.' },
|
||||
{ name: 'The Spine — Sevrisk’s Hollow', description: 'A lower, damper cave system claimed by the young green dragon Sevrisk. Far more dangerous to simply wander into.' },
|
||||
{ name: 'The Spine — Stonejaw Hold', description: 'Korgath’s clan settlement in a Spine foothill valley. Outsiders are tested, not attacked on sight. → Side Quest: Trial of Stone.' },
|
||||
{ name: 'The Spine — Ironvein', description: 'A mining town at the Spine’s base, Aldenfell’s main source of iron. Practical resupply stop with its own local rumors (miners going quiet, deeper tunnels avoided).' },
|
||||
// Salt Coast & Bramble Marches
|
||||
{ name: 'Salt Coast — Tidewatch', description: 'The Salt Coast’s largest port town, proudly independent-minded. Good base for coastal side content. → Side Quest: What the Tide Brought In.' },
|
||||
{ name: 'Salt Coast — Smuggler’s Cove', description: 'A hidden inlet south of Tidewatch, used for exactly what the name suggests. → Side Quest: The Smugglers’ Tithe.' },
|
||||
{ name: 'Bramble Marches — Greyford Keep', description: 'A border fortress garrisoned by Aldenfell troops watching the disputed line. Tense, under-resourced, a pressure-cooker location (E11, E16).' },
|
||||
{ name: 'Bramble Marches — The Sorrow Camp', description: 'A refugee camp just inside Aldenfell territory, swollen by people fleeing the Marches’ border tension. → Side Quest: Refugees of the Marches.' },
|
||||
// Hollow Below
|
||||
{ name: 'Hollow Below — The Sunken Vaults (Layer 1)', description: 'Old crypts beneath Highcrown, reached from the Founding Chapel’s cellar or three other points in the city. Low real danger, mundane-spooky. Session One’s crawl (E3) happens here.' },
|
||||
{ name: 'Hollow Below — The Root (Layer 2)', description: 'Natural caves beneath the Greywood and the Spine’s lower slopes. Geography stops being reliable. Hollowed, Bellcrawlers, and the Root Stalker live here. Danger is real.' },
|
||||
{ name: 'Hollow Below — The Weeping Passage', description: 'A Root landmark: a long tunnel where the walls audibly “weep” — a faint, wrong, almost-voice sound. Set-piece location for the party’s first Hollowed.' },
|
||||
{ name: 'Hollow Below — The Hollow Court (Layer 3)', description: 'The seal itself. Off-limits until Act 4. Gravity, light, and memory all bend near it. The Hollow King’s Shadow operates here.' },
|
||||
];
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Bestiary (Aldenfell-specific stat blocks). attackBonus/damageDice hold the
|
||||
// creature's primary attack; the rest lives in specialTrait/notes.
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
const monsters = [
|
||||
{
|
||||
name: 'Threndir Ashclaw (old copper dragon)', challengeRating: '8', ac: 17, maxHp: 165, speed: 40,
|
||||
strScore: 23, dexScore: 12, conScore: 17, intScore: 16, wisScore: 13, chaScore: 17, attackBonus: 11, damageDice: '2d10+6',
|
||||
specialTrait: 'Legendary talker — always offers to negotiate before fighting unless attacked first. Acid breath (recharge 5–6): 60-ft line, DC 15 Dex, 10d8 acid (half on success).',
|
||||
notes: 'Huge dragon, 3,900 XP. Climb 40 ft, fly 80 ft. Bite +11 (2d10+6 piercing), Claw +11 (2d6+6 slashing), Tail +11 (2d8+6 bludgeoning). Saves Dex +5, Con +7, Wis +5, Cha +7. Skills Deception +7, Insight +5, Perception +9, Stealth +5. Blindsight 60 ft, darkvision 120 ft, passive Perception 19. Wants proof the crown can still be trusted — the intended “win” is a negotiation.',
|
||||
},
|
||||
{
|
||||
name: 'Sevrisk (young green dragon)', challengeRating: '5', ac: 18, maxHp: 136, speed: 40,
|
||||
strScore: 19, dexScore: 12, conScore: 17, intScore: 16, wisScore: 13, chaScore: 15, attackBonus: 7, damageDice: '2d6+4',
|
||||
specialTrait: 'Poison breath (recharge 5–6): 30-ft cone, DC 14 Con, 8d6 poison (half on success).',
|
||||
notes: 'Large dragon, 1,800 XP. Swim 40 ft, fly 80 ft. Bite +7 (2d6+4 piercing +2d6 poison), Claw +7 (2d4+4 slashing). Territorial and opportunistic — a straightforward combat threat, in contrast to Threndir.',
|
||||
},
|
||||
{
|
||||
name: 'Stonejaw Hill Giant', challengeRating: '5', ac: 13, maxHp: 105, speed: 40,
|
||||
strScore: 21, dexScore: 8, conScore: 19, intScore: 5, wisScore: 9, chaScore: 6, attackBonus: 8, damageDice: '3d8+5',
|
||||
specialTrait: 'Honor-bound — fights fairly and expects the same.',
|
||||
notes: 'Huge giant, 1,800 XP each (Korgath Stonejaw’s Spine Clan warband). Greatclub +8 (3d8+5 bludgeoning), Rock +8, 60/240 ft (3d10+5 bludgeoning). Passive Perception 9, speaks Giant. A trial or contest (Trial of Stone) fits better than an ambush.',
|
||||
},
|
||||
{
|
||||
name: 'Spine Wyvern', challengeRating: '3', ac: 13, maxHp: 68, speed: 20,
|
||||
strScore: 19, dexScore: 10, conScore: 16, intScore: 5, wisScore: 12, chaScore: 6, attackBonus: 6, damageDice: '2d6+4',
|
||||
specialTrait: 'Territorial, not evil — attacks anything lingering near a nest, ignores parties that move on.',
|
||||
notes: 'Large dragon, 700 XP. Fly 80 ft. Bite +6 (2d6+4 piercing), Stinger +6 (2d6+4 piercing, DC 15 Con or poisoned 1 minute). Perception +4, darkvision 60 ft, passive Perception 14.',
|
||||
},
|
||||
{
|
||||
name: 'Reef Terror', challengeRating: '3', ac: 13, maxHp: 68, speed: 20,
|
||||
strScore: 19, dexScore: 10, conScore: 16, intScore: 5, wisScore: 12, chaScore: 6, attackBonus: 6, damageDice: '2d6+4',
|
||||
specialTrait: 'Territorial — drags fishers under near its reef.',
|
||||
notes: 'Reskinned Spine Wyvern for Side Quest: What the Tide Brought In — fins instead of wings, no flight, swim speed instead. Bite +6 (2d6+4 piercing), Stinger +6 (2d6+4 piercing, DC 15 Con or poisoned). NOT connected to the Hollow King.',
|
||||
},
|
||||
{
|
||||
name: 'Greywood Direwolf', challengeRating: '1', ac: 14, maxHp: 37, speed: 50,
|
||||
strScore: 17, dexScore: 15, conScore: 15, intScore: 3, wisScore: 12, chaScore: 7, attackBonus: 5, damageDice: '2d6+3',
|
||||
specialTrait: 'Pack tactics — advantage if an ally is within 5 ft of the target and not incapacitated.',
|
||||
notes: 'Large beast, 200 XP each. Bite +5 (2d6+3 piercing, DC 13 Str or prone). Perception +3, Stealth +4. Use 3–4 at once — the clearest Action Economy lesson for a new table.',
|
||||
},
|
||||
{
|
||||
name: 'Highcrown Cutthroat', challengeRating: '1/8', ac: 12, maxHp: 11, speed: 30,
|
||||
strScore: 11, dexScore: 12, conScore: 12, intScore: 10, wisScore: 10, chaScore: 10, attackBonus: 3, damageDice: '1d6+1',
|
||||
specialTrait: null,
|
||||
notes: 'Medium humanoid, 25 XP each. Shortsword +3 (1d6+1 piercing), Dagger (thrown) +3, 20/60 (1d4+1 piercing). Ordinary desperate people — kill them, scare them off, or find out why they’re desperate?',
|
||||
},
|
||||
{
|
||||
name: 'Bandit Captain', challengeRating: '2', ac: 15, maxHp: 65, speed: 30,
|
||||
strScore: 15, dexScore: 16, conScore: 14, intScore: 10, wisScore: 10, chaScore: 10, attackBonus: 5, damageDice: '1d6+3',
|
||||
specialTrait: 'Multiattack (two scimitar attacks).',
|
||||
notes: 'Medium humanoid, 450 XP. Scimitar +5 (1d6+3 slashing), Dagger (thrown) +5, 20/60 (1d4+3 piercing). Leads a band of 4–6 cutthroats.',
|
||||
},
|
||||
{
|
||||
name: 'Hollowed', challengeRating: '1', ac: 12, maxHp: 27, speed: 30,
|
||||
strScore: 12, dexScore: 10, conScore: 12, intScore: 10, wisScore: 10, chaScore: 8, attackBonus: 3, damageDice: '1d6+1',
|
||||
specialTrait: 'Almost right — DC 15 Insight notices the wrongness (no blink, a repeated phrase, no reflection) before it acts. Hollow whisper — 1/day speaks one sentence in Vessa Hollow’s voice to its target.',
|
||||
notes: 'Medium humanoid, 200 XP. HORROR register. Slam +3 (1d6+1 bludgeoning); on a hit DC 12 Wis save or frightened 1 round. Deception +3 while passing as themselves. The horror is in the roleplay, not the numbers.',
|
||||
},
|
||||
{
|
||||
name: 'Bellcrawler', challengeRating: '2', ac: 14, maxHp: 32, speed: 30,
|
||||
strScore: 12, dexScore: 15, conScore: 16, intScore: 3, wisScore: 12, chaScore: 4, attackBonus: 5, damageDice: '2d6+2',
|
||||
specialTrait: 'Mimic bell-toll — lures the curious. Stillness — motionless and silent the instant it’s observed; DC 17 Perception to spot while still.',
|
||||
notes: 'Small monstrosity, 450 XP. HORROR register. Climb 30 ft. Bite +5 (2d6+2 piercing), Skitter (disengage as a bonus action). Stealth/dread, not a straight fight.',
|
||||
},
|
||||
{
|
||||
name: 'Root Stalker', challengeRating: '4', ac: 15, maxHp: 78, speed: 30,
|
||||
strScore: 17, dexScore: 14, conScore: 13, intScore: 6, wisScore: 14, chaScore: 6, attackBonus: 6, damageDice: '2d8+3',
|
||||
specialTrait: 'Silent approach — advantage on its first attack each combat. Grasping roots — on a hit, target restrained (DC 14 Str to escape) until the Stalker is damaged.',
|
||||
notes: 'Large aberration, 1,100 XP. HORROR register — signature Aldenfell monster. Burrow 20 ft. Multiattack (two Root Lash +6, 2d8+3 bludgeoning). Tremorsense 60 ft (blind beyond), passive Perception 12. Run as a slow, dreadful stalk.',
|
||||
},
|
||||
{
|
||||
name: 'The Hollow King’s Shadow', challengeRating: '7', ac: 14, maxHp: 90, speed: 30,
|
||||
strScore: 10, dexScore: 14, conScore: 10, intScore: 16, wisScore: 16, chaScore: 18, attackBonus: 8, damageDice: '3d8',
|
||||
specialTrait: 'Not yet real — at 0 HP it disperses for the scene, never dies. Echoing dread — starting a turn within 30 ft: DC 15 Wis or frightened. Passes through walls.',
|
||||
notes: 'Large undead (incorporeal), 2,900 XP but uncounted — DO NOT run as a fair fight. Fly 30 ft (hover). Chilling touch +8 (3d8 necrotic). Treat HP as a ticking clock: interrupt, banish, or outlast it (close a ritual circle, reach sunlight/a warded threshold, survive N rounds). Save its true, killable form for Act 4.',
|
||||
},
|
||||
{
|
||||
name: 'Skeleton', challengeRating: '1/4', ac: 13, maxHp: 13, speed: 30,
|
||||
strScore: 10, dexScore: 14, conScore: 15, intScore: 6, wisScore: 8, chaScore: 5, attackBonus: 4, damageDice: '1d6+2',
|
||||
specialTrait: 'Undead — vulnerable to bludgeoning',
|
||||
notes: 'Ordinary restless dead for the Sunken Vaults’ Restless Ossuary (Room 4). Not tied to the Hollow King; DC 12 Religion identifies that proper deconsecration would settle them.',
|
||||
},
|
||||
];
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Encounters — pre-built (PLANNING) for the combat beats of the Campaign Book.
|
||||
// Each participant is [monster name, count]; instances get "#n" suffixes.
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
const encounters = [
|
||||
{ name: 'E3 — Sunken Vaults: The Restless Ossuary', monsters: [['Skeleton', 2]] },
|
||||
{ name: 'E6 — The Bell-Ringer’s Debt: Collectors', monsters: [['Highcrown Cutthroat', 3]] },
|
||||
{ name: 'Side Quest — The Smugglers’ Tithe: Smuggler’s Cove', monsters: [['Bandit Captain', 1], ['Highcrown Cutthroat', 4]] },
|
||||
{ name: 'Side Quest — The Warden’s Silence: Direwolf Pack', monsters: [['Greywood Direwolf', 3]] },
|
||||
{ name: 'Side Quest — The Warden’s Silence: The Shrine', monsters: [['Hollowed', 1]] },
|
||||
{ name: 'Side Quest — What the Tide Brought In: The Reef', monsters: [['Reef Terror', 1]] },
|
||||
{ name: 'E9 — The Root: Weeping Passage', monsters: [['Bellcrawler', 1]] },
|
||||
{ name: 'E9 — The Root: Hollowed Nest', monsters: [['Hollowed', 2]] },
|
||||
{ name: 'E9 — The Root: Root Stalker’s Warren', monsters: [['Root Stalker', 1]] },
|
||||
{ name: 'E9 — The Root: Bellcrawler Gallery', monsters: [['Bellcrawler', 3]] },
|
||||
{ name: 'E12 — A Line Thins', monsters: [['Root Stalker', 1]] },
|
||||
{ name: 'E14 — The Break', monsters: [['Hollowed', 4]] },
|
||||
{ name: 'Mid-campaign scare — The Hollow King’s Shadow', monsters: [['The Hollow King’s Shadow', 1]] },
|
||||
{ name: 'E25 — The Last Approach', monsters: [['Root Stalker', 1], ['Bellcrawler', 2]] },
|
||||
];
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Notes. Listed in reading order; the seed timestamps them so the first entry
|
||||
// shows at the top of the campaign's note list.
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
const sharedNotes = [
|
||||
`Welcome to Aldenfell — Player Primer
|
||||
|
||||
You’re a stranger arriving in Highcrown, the capital, right as the yearly Founding Fair kicks off — a good excuse for adventurers from every corner of the kingdom to cross paths in one place.
|
||||
|
||||
The setting: Aldenfell is a kingdom of knightly orders, old noble houses, and a royal court that’s held things together for generations. To the west, the ancient Greywood forest keeps its own secrets and its own guardians. To the north and east, the mountains of the Spine are home to giant clans and dragons who are neighbors and political players, not just monsters to slay. The Salt Coast to the south is full of independent-minded fishing towns and rumors of things in the water. A world built for classic adventure — quests, courts, monsters, treasure — with real weight behind the choices you make.
|
||||
|
||||
A note on tone: most of this campaign plays like a bright, exciting fantasy adventure. Every so often, especially if you go looking underground, it gets genuinely unsettling. You’ll always get a clear signal before things turn scary, so lean in when it happens.
|
||||
|
||||
Building your character: we’ll roll to discover your species and class, then roll your ability scores. Knights, wandering scholars, forest-raised rangers, self-taught spellcasters — everything has a place here.`,
|
||||
];
|
||||
|
||||
const dmNotes = [
|
||||
`Overview & Tone
|
||||
|
||||
Aldenfell looks whole from the road and is rotting from underneath. Knights ride under bright banners, dragons nest in the high peaks, the court still feasts — but something old and hungry is stirring beneath the capital, and every faction is maneuvering around that fact instead of dealing with it. The party arrives as the cracks start showing.
|
||||
|
||||
Tone pillars (in priority order):
|
||||
• Heroic adventure first — the classic fantasy toybox, played straight and fun.
|
||||
• Real consequences — choices stick; burned bridges stay burned; stalling on the central threat visibly worsens the world. Not punishing, just earned.
|
||||
• Horror as a spice — surface world plays bright; horror spikes in telegraphed places (the Hollow Below). Always signal before a scene turns scary.
|
||||
|
||||
Tone dial (out of 5): Heroism 5 · Intrigue 3 · Combat 4 · Horror 3 (5 in the Underworld) · Comedy 2.
|
||||
|
||||
Regions: Highcrown (capital, home base) · The Greywood (old forest, fey, Wardens) · The Spine (dragons & giants) · The Salt Coast (smuggling, sea monsters) · The Bramble Marches (contested border) · The Hollow Below (underneath everything).`,
|
||||
|
||||
`The Central Conflict — Campaign Clock
|
||||
|
||||
Something sealed beneath the capital centuries ago — the Hollow King — is waking. It doesn’t attack at first; it corrupts. Use this as a VISIBLE clock; it advances only between major story beats.
|
||||
|
||||
Stage 1 — Omens: livestock/crops fail near old shrines; shared identical nightmares in Highcrown; minor nobles acting strangely loyal to no one. (Session One sits here.)
|
||||
Stage 2 — Cracks: the boundary thins in mappable places; monsters surface near cracks; a Bramble Marches faction goes quiet; the corrupted noble house is revealed.
|
||||
Stage 3 — Open wound: a crack becomes a breach; a town/district is lost or quarantined; the crown publicly acknowledges it and fractures; factions jockey for power.
|
||||
Stage 4 — The Hollow King wakes: endgame, shaped by what the party did in stages 1–3.
|
||||
|
||||
Real consequences: an ally lost in stage 2 stays lost; a faction alienated in stage 1 won’t help in stage 3; a region left to fall stays changed.
|
||||
|
||||
Branch points to track: faction(s) sided with · named NPCs alive/allied/dead/estranged · regions with lasting damage · how much the public knows by Act 3.`,
|
||||
|
||||
`Factions
|
||||
|
||||
• The Crown — King Aldric Veyrmont, aging, cornered, in denial. Heir Princess Isolde Veyrmont: capable, well-liked, quietly building her own circle — a strong ally for the party.
|
||||
• Order of the Grey Dawn — premier knightly order sworn to the crown. Split between traditionalists and a faction that thinks the court is hiding something. “You’re recruited” is a clean session-one hook.
|
||||
• The Merchant Concord — trade coalition running Highcrown’s economy. Neutral, pragmatic, pays for side quests, quick to abandon anyone bad for business.
|
||||
• Wardens of the Greywood — rangers/druids who answer to no crown. Suspicious, not hostile; first to notice the cracks near the old shrines.
|
||||
• Spine Clans & dragon eyries — several giant clans and named dragons treating Aldenfell as a neighboring power. “Talk your way out of this” and “earn an ally” scenes.
|
||||
• A corrupted noble house — pick a minor house NOW; don’t reveal until Stage 2. Let their behavior be subtly off from session one.`,
|
||||
|
||||
`Notable NPCs
|
||||
|
||||
• King Aldric Veyrmont — ruler. Tired, proud, in denial. Pays well for quiet problem-solving; reacts badly to blunt truth.
|
||||
• Princess Isolde Veyrmont — heir. Sharp, pragmatic. Best long-term ally; recruits capable outsiders on purpose.
|
||||
• Ser Kavan Thorne — Grey Dawn knight-commander. Rigid, honorable, loyal to a fault. Recruits the party; struggles when evidence points at the crown.
|
||||
• Mireille Costa — Merchant Concord rep. Charming, transactional, always has a job.
|
||||
• Ashwen — Warden of the Greywood. Terse, watchful. First to notice the shrines; a slow-burn ally.
|
||||
• Threndir Ashclaw — old, weary copper dragon of the Spine. Blunt, wants the kingdom to survive. Talks before fighting.
|
||||
• Korgath Stonejaw — giant clan chieftain. Honor-bound, no patience for politics. Trials, contests, bargains.
|
||||
• Vessa Hollow — a voice, not yet a face. Calm, almost kind, wrong. Use in dreams/omens long before she appears.
|
||||
• Corporal Ressa Vane — Grey Dawn warden escort (E9C); reports everything back to Grey Dawn Hall.
|
||||
• The bell-ringer — rescued in Session One; returns in The Bell-Ringer’s Debt.`,
|
||||
|
||||
`DM SECRETS & TWISTS (eyes only)
|
||||
|
||||
• What the Hollow King is: the accumulated, imprisoned will of everyone Highcrown’s founders sacrificed to secure their claim to the land. The seal is a suppression of many, not a prison for one. The resolution is about what the party does with that truth (bury it, expose it, make amends) — not just a sword fight.
|
||||
• Vessa Hollow: one of the sacrificed, the Hollow King’s sympathetic “face.” She believes waking the rest is justice. Unsettling, never mustache-twirling. Negotiating with her is a legitimate outcome.
|
||||
• The corrupted noble house: choose whichever minor house you introduced most casually in Act 1. Their head bargained with Vessa years ago for prosperity and believes they’re managing the influence rather than being used.
|
||||
• Ser Kavan Thorne: the Grey Dawn’s founding is tied to the original sacrifice. Thorne doesn’t know. Whether/how the party tells him is theirs to choose.
|
||||
• Princess Isolde: already suspects something is deeply wrong; most likely to believe the party early.`,
|
||||
|
||||
`Session One — The Bell That Wasn’t Ringing
|
||||
|
||||
Setup: all PCs are in Highcrown for the Founding Fair. Build characters at the table (Roll-Your-Character System) — can be session one’s first half.
|
||||
|
||||
Hook: the old chapel bell, which has rung every hour for as long as anyone remembers, stops. A city guard (or Ser Kavan Thorne) gathers volunteers to check the chapel.
|
||||
|
||||
What they find: no break-in. The bell rope is neatly cut and left coiled. The bell-ringer is missing, not dead. A line of unfamiliar script is scratched inside the bell (Hollow King iconography). A frightened local saw “a woman who wasn’t blinking.” The trail leads to the Sunken Vaults beneath the chapel.
|
||||
|
||||
Light dungeon crawl: 2–4 easy/medium encounters (feral guard dog, low-level undead) — nothing horror-register yet. The bell-ringer is found alive but shaken, having seen “someone who looked like his neighbor, except wrong.”
|
||||
|
||||
Ending: the bell rings again, the fair goes on, nothing is solved. They leave with a taste of combat, one unanswered mystery, and at least one NPC connection.`,
|
||||
|
||||
`Act 1: Omens — E1–E8
|
||||
|
||||
E1 Founding Fair (Lantern Market): character creation, no combat → E2.
|
||||
E2 The Bell That Wasn’t Ringing (Founding Chapel): DC 13 Investigation finds the cut rope & script; DC 12 Persuasion/Insight gets the “woman who wasn’t blinking.”
|
||||
• E2A investigate immediately: full clues; skip Vault Room 1.
|
||||
• E2B distracted first: guard missed the script; DC 13 Investigation to find it; start Room 1.
|
||||
• E2C talk to the crowd first: 3 witness accounts, no script lead; E10 Insight later at advantage.
|
||||
E3 The Sunken Vaults: run Vault Rooms 1–6; bell-ringer found in Room 5 → E4.
|
||||
E4 Aftermath & Faction Hooks (all open doors, can run in parallel):
|
||||
• E4A Grey Dawn recruitment → Grey Dawn ending track.
|
||||
• E4B Concord job board → The Smugglers’ Tithe.
|
||||
• E4C Warden contact → The Warden’s Silence.
|
||||
• E4D Caravan to the Spine → Trial of Stone → Spine Clans track.
|
||||
• E4E Investigate independently (DC 15 Investigation) → Independent track.
|
||||
E5 Omens Montage: 2–3 short scenes across sessions (shrine livestock, shared nightmares — DC 12 Insight, the odd noble).
|
||||
E6 The Bell-Ringer’s Debt (optional side quest).
|
||||
E7 A Closer Look: investigating the noble house hits dead ends — unless E2C, then DC 13 Insight catches a servant who flinched.
|
||||
E8 Turning the Page: after 2+ E4 threads and one E5 omen, advance clock to Stage 2 → E9.`,
|
||||
|
||||
`Act 2: Cracks — E9–E13
|
||||
|
||||
E9 First Descent (The Root, Weeping Passage). Signal the tone shift. DC 14 Survival notices the dripping is a Hollowed’s footsteps.
|
||||
• E9A retreat: keep what they learned, full rest before re-entry.
|
||||
• E9B push through alone: Root Rooms 1–4; Weeping Passage marking matches the bell script.
|
||||
• E9C (took E4A): Corporal Ressa Vane escorts, skips to Room 2 — but reports back (matters at E10B, E15).
|
||||
• E9D (won Trial of Stone): Spine guide enters via Room 4; hears the legend of “the sleeper under the hollow crown”; DC 13 Survival or wake the Root Stalker at the entrance.
|
||||
E10 The House Unmasked (Highcrown). Ledger: every shrine “donation” falls three days after a livestock death.
|
||||
• E10A confront directly: DC 16 Persuasion/Intimidation with proof, DC 20 without.
|
||||
• E10B report to crown/Isolde/Kavan: sets up Act 3 politics; if E9C, Kavan already suspected (trust bump).
|
||||
• E10C (E2C + servant thread): private DC 13 check at advantage → confession + sealed letter; the house never learns it’s suspected. Best route into Act 3.
|
||||
E11 Silence on the Border (Greyford Keep): gate open, no bodies. DC 13 Perception: drag marks — the defenders left. Smugglers’ Tithe outcome decides rescue vs recovery. E11C (Spine allied): clans already there, share Root Stalker migration intel. Treasure: 2d6×10 gp trade goods + masterwork weapon.
|
||||
E12 A Line Thins: a Root Stalker surfaces near a location the party didn’t secure. DC 15 Arcana/Religion: deliberate erosion from below. Key item: root-fiber scrap (needed for E14/E18).
|
||||
E13 The Clock Turns → Stage 3.`,
|
||||
|
||||
`Act 3: Open Wound — E14–E20
|
||||
|
||||
E14 The Break: the E12 crack becomes a breach; 2–4 Hollowed pour out. DC 15 Arcana: shaped for something to come through.
|
||||
• E14A seal it (DC 17 Arcana or chapel ritual): closes, but a debt comes due at E17.
|
||||
• E14B evacuate instead: no deaths, but the breach stays open, worsening omens until E18.
|
||||
Key item: seal-stone fragment (needed at E19).
|
||||
E15 The House Falls (or Doesn’t):
|
||||
• E15A (after E10A): house prepared — DC 18 to break the cover story, or fight guards + a Hollowed retainer.
|
||||
• E15B (after E10B): public tribunal — DC 16 Persuasion/Insight for exile over execution.
|
||||
• E15C (after E10C): strike the cult infrastructure directly → E15C-1 capture a cult lieutenant who reveals the Hollow Court’s surface entrance.
|
||||
E16 What the Marches Cost (Greyford Keep):
|
||||
• E16A reinforced (E11C): the keep holds; Spine standing rises.
|
||||
• E16B under-supplied: the keep falls; a named refugee NPC dies unless DC 16 Athletics/Survival rescue.
|
||||
E17 The Debt Comes Due: pay off E14A, unresolved side quests, or ignored omens — or a quiet breather.
|
||||
E18 Into the Hollow Court: Court Rooms 1–3. E18A standard entry via the Root’s Descent; E18B (lieutenant captured) skip to Room 2.
|
||||
E19 Vessa’s Seat (Court Room 4): the party learns the Hollow King’s true nature from Vessa. Root-fiber + seal-stone (DC 15 Arcana, auto with a Religion-proficient caster) → advantage on the first check at E22.
|
||||
E20 The Clock Turns Again → Stage 4.`,
|
||||
|
||||
`Act 4: The Hollow King Wakes — E21–E27
|
||||
|
||||
E21 Rally Point (Highcrown or Greyford): who shows up depends on the branch list.
|
||||
• E21A Grey Dawn track: Kavan + wardens, by-the-book.
|
||||
• E21B Spine Clans track: war-band; advantage on the first Survival check at E22.
|
||||
• E21C Independent: no reinforcements; every choice stays theirs.
|
||||
• Multiple tracks: groups arrive and disagree — the party mediates.
|
||||
Treasure: a minor magic item as a going-away gift.
|
||||
E22 The Seal Chamber (Court Room 5) — the key branch:
|
||||
• E22A reinforce (DC 18 Arcana/Religion): Sealed Ending; the seal-stone becomes a unique magic item.
|
||||
• E22B break it deliberately: E23 on the party’s terms — the only path to true victory.
|
||||
• E22C do nothing: seal fails anyway; E24–E25 are harder.
|
||||
E23 The Waking Begins (Court Room 6): E22B = no surprise, full resources; E22C = apply one escalation stage first.
|
||||
E24 What the Court Remembers: vision encounter; DC 14 Insight recognizes manipulation vs truth.
|
||||
E25 The Last Approach: gauntlet of 2–3 horror-register creatures; allied faction fights alongside.
|
||||
E26 The Hollow King: build the stat block from DM Secrets, scaled to party. Grey Dawn = disciplined line; Spine Clans = terrain & ritual (collapse passages, the Memory Pool); Independent = hardest, entirely theirs.
|
||||
E27 Endings: Sealed (bought time) · Grey Dawn (institution absorbs the heroes) · Spine Clans (credit finally given) · Independent (their own story). Close back at the Lantern Market, a year later.`,
|
||||
|
||||
`Side Quest — The Smugglers’ Tithe
|
||||
Salt Coast (Tidewatch, Smuggler’s Cove) · Lv 1–3 · Highcrown Cutthroats, Bandit Captain
|
||||
|
||||
Hook: Mireille Costa hires the party to learn why a cut of Tidewatch’s smuggled goods is vanishing before reaching buyers.
|
||||
Truth: a Bandit Captain is extorting the smugglers and funneling the “tithe” to arm one side of the Bramble Marches conflict.
|
||||
Beats: investigate Tidewatch (smugglers distrust outsiders) → track a shipment to Smuggler’s Cove → confront the crew (fight, negotiate, or both).
|
||||
Outcomes: end it quietly (Mireille pays well) or expose where the tithe was headed (pulls the Marches plot forward). Decides whether Greyford is supplied at E11/E16.`,
|
||||
|
||||
`Side Quest — The Warden’s Silence
|
||||
The Greywood (Warden’s Lodge, an Old Shrine) · Lv 1–2 · Greywood Direwolves, one Hollowed
|
||||
|
||||
Hook: Ashwen asks the party to check on a Warden who stopped reporting in from a shrine site.
|
||||
Truth: the Warden was Hollowed after investigating the shrine’s crack alone — the party’s first, sympathetic Hollowed.
|
||||
Beats: track the Warden → direwolf pack on the way (agitated, not evil) → the Hollowed Warden at the shrine; DC 15 Insight reveals the wrongness.
|
||||
Outcomes: fight, or restrain and bring back to Ashwen (hard questions), or it escapes to report back. Either way Ashwen is convinced something is deeply wrong.`,
|
||||
|
||||
`Side Quest — Trial of Stone
|
||||
The Spine (Stonejaw Hold) · Lv 2–4 · Korgath Stonejaw’s Hill Giants
|
||||
|
||||
Hook: the party needs Korgath’s clan as an ally; he offers a trial instead of agreement.
|
||||
Truth: nothing sinister — a genuine test of character.
|
||||
Trials (per PC or shared): non-lethal wrestling with a giant; a test of honesty; proving their word is good (retrieve something, deliver a message honestly).
|
||||
Beats: arrive → formal challenge → trial → feast on success.
|
||||
Outcomes: success = standing alliance (Spine Clans track). Failure isn’t fatal — Korgath offers a second, harder trial.`,
|
||||
|
||||
`Side Quest — The Bell-Ringer’s Debt
|
||||
Highcrown · Lv 1–2 · Highcrown Cutthroats · Follows Session One
|
||||
|
||||
Hook: the rescued bell-ringer owes a Highcrown underworld lender; interest is compounding fast.
|
||||
Truth: the lender operates under the corrupted noble house’s protection (not knowable yet).
|
||||
Beats: hear him out → track the collectors → pay the debt, intimidate the lender, or dig into who backs the lender (harder, more rewarding).
|
||||
Outcomes: a loyal low-key ally either way. Digging plants a connect-the-dots clue toward the corrupted house before Act 2.`,
|
||||
|
||||
`Side Quest — Refugees of the Marches
|
||||
Bramble Marches (Greyford Keep, the Sorrow Camp) · Lv 2–4 · Cutthroats or a Bandit Captain · The clearest moral-choice quest
|
||||
|
||||
Hook: the Sorrow Camp is overwhelmed and preyed on by aid-skimmers; Greyford’s commander wants the camp “moved along.”
|
||||
Truth: no clean villain — the commander isn’t wrong about the strategic liability; the refugees have nowhere else to go.
|
||||
Beats: tension between camp and garrison → find who’s skimming aid → confront them → broker (or fail to broker) an arrangement.
|
||||
Outcomes: genuinely branching — lasting goodwill, or a hardened Marches conflict. Introduce a named refugee NPC here (at risk at E16B).`,
|
||||
|
||||
`Side Quest — What the Tide Brought In
|
||||
Salt Coast (Tidewatch) · Lv 2–3 · Reef Terror (reskinned Spine Wyvern) · Horror-lite
|
||||
|
||||
Hook: a fishing boat washes up empty — sails intact, catch in the hold, crew gone.
|
||||
Truth: NOT connected to the Hollow King (a deliberate palate-cleanser). A territorial sea creature drags fishers under near a reef.
|
||||
Beats: DC 13 Investigation finds claw marks, not violence → spooked fishers give the reef’s location → confront at sea or lure to shallows.
|
||||
Outcomes: safe fishing reopens and real goodwill in Tidewatch — an uncomplicated “you helped real people” win.`,
|
||||
|
||||
`Dungeon — Sunken Vaults (Layer 1)
|
||||
|
||||
1. The Collapsed Stair (entry) — spiral stair, rusted gate on one hinge. No monster. DC 12 Perception: fresh footprints (the bell-ringer’s). → Room 2.
|
||||
2. The Old Crypt Hall — hub; sealed niches, some open. DC 13 Investigation: just old theft. Good spot for a feral dog or low undead. Treasure: silver locket 15 gp (DC 12). → 3, 4, stair to 6.
|
||||
3. Smugglers’ Cache — crates with an unknown merchant sigil. DC 14 Investigation ties it to a lender linked to the corrupted house. Treasure: ~40 gp trade goods + ledger page with partial name. Dead end.
|
||||
4. The Restless Ossuary — 1–2 skeletons rise halfway through (ordinary dead). DC 12 Religion: deconsecration would settle them. Treasure: offering box (DC 13) with 25 gp. Dead end.
|
||||
5. The Bell-Ringer’s Refuge — bedroll, cold lantern. The bell-ringer is found here in E3; otherwise a squatter’s camp. Branch off Room 2 or 6.
|
||||
6. The Descent — ragged hole, wrong cold air. Transition to the Root; signal the tone shift. The party can always turn back. → Root Room 1.`,
|
||||
|
||||
`Dungeon — The Root (Layer 2)
|
||||
|
||||
1. The Threshold — almost-regular dripping. Nothing attacks. DC 15 Perception: the rhythm changes when someone speaks. Retreat always safe. → 2.
|
||||
2. The Weeping Passage — walls “weep.” E9B: marking matches the bell script (DC 16 Arcana/Religion). Maybe one Bellcrawler using Stillness (DC 17 Perception). → 3 (east), 4 (south).
|
||||
3. Hollowed Nest — tidy cavern, bedrolls. 1–2 Hollowed; DC 15 Insight before combat. Maybe a named missing person. Treasure: ~20 gp effects + (DC 14) half-burned letter hinting at the corrupted house. → 2, 5.
|
||||
4. Root Stalker’s Warren — moving roots. Root Stalker lair; DC 14 Perception or its first attack has advantage. Treasure: 60 gp + masterwork dagger (50 gp). Dead end (optional secret passage to 6).
|
||||
5. The Drowned Shrine — pre-kingdom altar in black water. DC 16 History/Religion: older than Aldenfell. Treasure: silver relic 75 gp (DC 13 Athletics/Investigation). → 2, crawl to 6.
|
||||
6. Bellcrawler Gallery — ledges over a drop; bell-toll lure. 2–3 Bellcrawlers; DC 15 Perception; DC 13 Dex or fall 2d6. Treasure: 90 gp + potion of healing. → 2, 7.
|
||||
7. The Descent to the Hollow Court — a stair too regular to exist. Off-limits before Act 4; let them see it and turn back. → Court Room 1.`,
|
||||
|
||||
`Dungeon — The Hollow Court (Layer 3)
|
||||
|
||||
1. The Bent Stair — the stair disagrees with itself. DC 15 Wis save or lose track of time (optionally lose 10 minutes). No monster. → 2.
|
||||
2. The Memory Pool — each PC sees a personal vision tied to their backstory/choices (payoff for the branch list). No damage; can choose not to look. DC 17 Insight to understand it. → 3.
|
||||
3. The Court of Whispers — overlapping voices; Vessa may speak plainly here. DC 16 Insight: she believes what she says. Any combat uses Hollowed guardians, not Vessa. → 4.
|
||||
4. Vessa’s Seat — a single worn stone seat. Meet or confront Vessa; strong candidate for a negotiated outcome. → 5.
|
||||
5. The Seal Chamber — a wound stitched shut, coming undone. DC 18 Arcana/Religion reveals the seal is a suppression of many. Optional DC 14 Wis saves vs disorientation. Treasure: the campaign’s single most significant magic item. → 6.
|
||||
6. The Waking — the end of the dungeon. Don’t decide its contents until Act 3 is complete.`,
|
||||
|
||||
`DM Tables — Skill DCs, Treasure, Downtime
|
||||
|
||||
DCs: Very Easy 5 · Easy 10 · Medium 15 · Hard 20 · Very Hard 25 · Nearly Impossible 30.
|
||||
Recurring: spot a Hollowed (Insight 15) · Hollow Below wrongness (Perception 14–17) · Hollow King iconography (Religion/Arcana 16) · read a political room (Insight 13) · talk down a dragon/giant (Persuasion 15–18) · track (Survival 13) · simple lock/trap (12) · recall lore (History 14) · haggle (Persuasion 12) · resist horror fear (Wis save 14–15).
|
||||
|
||||
Treasure Lv 1–4 (d10): 1 2d10×5 sp · 2 1d6×10 gp · 3 trade good 10–30 gp · 4 masterwork weapon/tool 50 gp · 5 2d6×10 gp · 6 NPC keepsake · 7 potion of healing · 8 1d4×25 gp gems · 9 1st-level scroll · 10 minor magic item.
|
||||
Treasure Lv 5–8 (d10): 1 2d6×25 gp · 2 art object 50–150 gp · 3 masterwork armor · 4 1d6×50 gp gems · 5 greater healing · 6 2nd/3rd-level scroll · 7 uncommon magic item · 8 3d6×25 gp · 9 faction reward · 10 rare magic item.
|
||||
Treasure Lv 9+ (d8): 1 3d6×50 gp · 2 rare item · 3 very rare item · 4 relic 500+ gp · 5 4th/5th-level scroll · 6 faction favor · 7 supreme healing · 8 DM’s choice.
|
||||
|
||||
Downtime (~1 week each): Carousing (1d6×10 gp, DC 12 Persuasion for a rumor/contact) · Crafting (half price in materials) · Training (~25 gp/week) · Faction work (standing, not gold) · Research (Sunken Library or faction records, DC 15 Investigation/History for one clue) · Recuperation (roleplay closure).`,
|
||||
|
||||
`DM Tables — Rumors
|
||||
|
||||
Act 1 (d8): 1 “The bell stopped once before, generations back.” (Misleading — never happened) · 2 “Old man Farrow’s cows went dry past the shrine road.” (True) · 3 “Princess Isolde’s been asking sharp questions of the temple scholars.” (True) · 4 “Ser Kavan turned away a recruit for asking about the crown.” (False) · 5 “There’s gold in the old crypts under the city.” (Misleading — modest and dangerous) · 6 “A noble house has been paying off debts all over the city.” (True — the corrupted house) · 7 “The Wardens haven’t been seen at the eastern shrine in weeks.” (True) · 8 “Something’s wrong with the water past Tidewatch.” (True — What the Tide Brought In)
|
||||
|
||||
Act 2 (d8): 1 “Salt Coast smugglers work for someone bigger now.” (True) · 2 “A Warden went missing near the shrines.” (True/resolved) · 3 “Something down there talked back.” (True) · 4 “That noble house is buying property near the docks.” (Misleading — the reason is worse than greed) · 5 “The King’s been ill.” (False — cornered, in denial) · 6 “The Spine dragons are stirring — war’s coming.” (False) · 7 “Refugees are pouring into the Marches.” (True) · 8 “A missing person was seen acting strange, then vanished.” (True — Hollowed)
|
||||
|
||||
Act 3–4 (d6): 1 “The crown’s lost control of [district].” (True) · 2 “Isolde will move against her father.” (Misleading) · 3 “The old families always knew what’s under the city.” (True) · 4 “A faction says the party caused all this.” (Depends on reputation) · 5 “The sky over Highcrown is different at night.” (True) · 6 “It’s almost over, one way or another.” (True)`,
|
||||
|
||||
`DM Tables — Random Encounters by Region (d6)
|
||||
|
||||
Highcrown: 1 Cutthroat pickpocket (DC 13 Perception) · 2 Grey Dawn patrol · 3 Concord merchant with a small job · 4 street preacher of omens (free rumor) · 5 quiet day · 6 a noble retinue — DC 12 Insight notices something off if it’s the corrupted house.
|
||||
The Greywood: 1 1d3 Greywood Direwolves · 2 Warden patrol · 3 unmarked old shrine · 4 harmless fey mischief · 5 traveler in trouble · 6 quiet — chance for a long rest.
|
||||
The Spine: 1 Spine Wyvern (avoidable) · 2 Stonejaw trading party · 3 signs of dragons · 4 treacherous pass (DC 14 Athletics or detour) · 5 a curious lone giant · 6 empty country.
|
||||
The Salt Coast: 1 smugglers wary of witnesses · 2 short-handed fishing crew · 3 storm (DC 12 Survival for shelter) · 4 rumor of something in the water · 5 petty lord’s toll collector · 6 calm seas.
|
||||
The Bramble Marches: 1 Bandit Captain’s crew · 2 refugees on the road · 3 tense border patrol · 4 signs of the neighboring power · 5 a skirmish in progress · 6 watchful quiet.`,
|
||||
];
|
||||
|
||||
module.exports = { campaign, locations, monsters, encounters, sharedNotes, dmNotes };
|
||||
@@ -1,14 +1,14 @@
|
||||
[
|
||||
{ "key": "FIGHTER", "name": "Fighter", "hitDie": 10, "primaryAbility": "Str/Dex", "saveProficiencies": ["STR", "CON"], "spellcastingAbility": null },
|
||||
{ "key": "BARBARIAN", "name": "Barbarian", "hitDie": 12, "primaryAbility": "Str", "saveProficiencies": ["STR", "CON"], "spellcastingAbility": null },
|
||||
{ "key": "ROGUE", "name": "Rogue", "hitDie": 8, "primaryAbility": "Dex", "saveProficiencies": ["DEX", "INT"], "spellcastingAbility": null },
|
||||
{ "key": "RANGER", "name": "Ranger", "hitDie": 10, "primaryAbility": "Dex/Wis", "saveProficiencies": ["STR", "DEX"], "spellcastingAbility": "WIS" },
|
||||
{ "key": "WIZARD", "name": "Wizard", "hitDie": 6, "primaryAbility": "Int", "saveProficiencies": ["INT", "WIS"], "spellcastingAbility": "INT" },
|
||||
{ "key": "SORCERER", "name": "Sorcerer", "hitDie": 6, "primaryAbility": "Cha", "saveProficiencies": ["CON", "CHA"], "spellcastingAbility": "CHA" },
|
||||
{ "key": "CLERIC", "name": "Cleric", "hitDie": 8, "primaryAbility": "Wis", "saveProficiencies": ["WIS", "CHA"], "spellcastingAbility": "WIS" },
|
||||
{ "key": "PALADIN", "name": "Paladin", "hitDie": 10, "primaryAbility": "Str/Cha", "saveProficiencies": ["WIS", "CHA"], "spellcastingAbility": "CHA" },
|
||||
{ "key": "BARD", "name": "Bard", "hitDie": 8, "primaryAbility": "Cha", "saveProficiencies": ["DEX", "CHA"], "spellcastingAbility": "CHA" },
|
||||
{ "key": "WARLOCK", "name": "Warlock", "hitDie": 8, "primaryAbility": "Cha", "saveProficiencies": ["WIS", "CHA"], "spellcastingAbility": "CHA" },
|
||||
{ "key": "DRUID", "name": "Druid", "hitDie": 8, "primaryAbility": "Wis", "saveProficiencies": ["INT", "WIS"], "spellcastingAbility": "WIS" },
|
||||
{ "key": "MONK", "name": "Monk", "hitDie": 8, "primaryAbility": "Dex/Wis", "saveProficiencies": ["STR", "DEX"], "spellcastingAbility": null }
|
||||
{ "key": "FIGHTER", "name": "Fighter", "hitDie": 10, "primaryAbility": "Str/Dex", "saveProficiencies": ["STR", "CON"], "spellcastingAbility": null, "skillChoices": { "count": 2, "options": ["ACROBATICS", "ANIMAL_HANDLING", "ATHLETICS", "HISTORY", "INSIGHT", "INTIMIDATION", "PERCEPTION", "SURVIVAL"] } },
|
||||
{ "key": "BARBARIAN", "name": "Barbarian", "hitDie": 12, "primaryAbility": "Str", "saveProficiencies": ["STR", "CON"], "spellcastingAbility": null, "skillChoices": { "count": 2, "options": ["ANIMAL_HANDLING", "ATHLETICS", "INTIMIDATION", "NATURE", "PERCEPTION", "SURVIVAL"] } },
|
||||
{ "key": "ROGUE", "name": "Rogue", "hitDie": 8, "primaryAbility": "Dex", "saveProficiencies": ["DEX", "INT"], "spellcastingAbility": null, "skillChoices": { "count": 4, "options": ["ACROBATICS", "ATHLETICS", "DECEPTION", "INSIGHT", "INTIMIDATION", "INVESTIGATION", "PERCEPTION", "PERFORMANCE", "PERSUASION", "SLEIGHT_OF_HAND", "STEALTH"] } },
|
||||
{ "key": "RANGER", "name": "Ranger", "hitDie": 10, "primaryAbility": "Dex/Wis", "saveProficiencies": ["STR", "DEX"], "spellcastingAbility": "WIS", "skillChoices": { "count": 3, "options": ["ANIMAL_HANDLING", "ATHLETICS", "INSIGHT", "INVESTIGATION", "NATURE", "PERCEPTION", "STEALTH", "SURVIVAL"] } },
|
||||
{ "key": "WIZARD", "name": "Wizard", "hitDie": 6, "primaryAbility": "Int", "saveProficiencies": ["INT", "WIS"], "spellcastingAbility": "INT", "skillChoices": { "count": 2, "options": ["ARCANA", "HISTORY", "INSIGHT", "INVESTIGATION", "MEDICINE", "RELIGION"] } },
|
||||
{ "key": "SORCERER", "name": "Sorcerer", "hitDie": 6, "primaryAbility": "Cha", "saveProficiencies": ["CON", "CHA"], "spellcastingAbility": "CHA", "skillChoices": { "count": 2, "options": ["ARCANA", "DECEPTION", "INSIGHT", "INTIMIDATION", "PERSUASION", "RELIGION"] } },
|
||||
{ "key": "CLERIC", "name": "Cleric", "hitDie": 8, "primaryAbility": "Wis", "saveProficiencies": ["WIS", "CHA"], "spellcastingAbility": "WIS", "skillChoices": { "count": 2, "options": ["HISTORY", "INSIGHT", "MEDICINE", "PERSUASION", "RELIGION"] } },
|
||||
{ "key": "PALADIN", "name": "Paladin", "hitDie": 10, "primaryAbility": "Str/Cha", "saveProficiencies": ["WIS", "CHA"], "spellcastingAbility": "CHA", "skillChoices": { "count": 2, "options": ["ATHLETICS", "INSIGHT", "INTIMIDATION", "MEDICINE", "PERSUASION", "RELIGION"] } },
|
||||
{ "key": "BARD", "name": "Bard", "hitDie": 8, "primaryAbility": "Cha", "saveProficiencies": ["DEX", "CHA"], "spellcastingAbility": "CHA", "skillChoices": { "count": 3, "options": ["ACROBATICS", "ANIMAL_HANDLING", "ARCANA", "ATHLETICS", "DECEPTION", "HISTORY", "INSIGHT", "INTIMIDATION", "INVESTIGATION", "MEDICINE", "NATURE", "PERCEPTION", "PERFORMANCE", "PERSUASION", "RELIGION", "SLEIGHT_OF_HAND", "STEALTH", "SURVIVAL"] } },
|
||||
{ "key": "WARLOCK", "name": "Warlock", "hitDie": 8, "primaryAbility": "Cha", "saveProficiencies": ["WIS", "CHA"], "spellcastingAbility": "CHA", "skillChoices": { "count": 2, "options": ["ARCANA", "DECEPTION", "HISTORY", "INTIMIDATION", "INVESTIGATION", "NATURE", "RELIGION"] } },
|
||||
{ "key": "DRUID", "name": "Druid", "hitDie": 8, "primaryAbility": "Wis", "saveProficiencies": ["INT", "WIS"], "spellcastingAbility": "WIS", "skillChoices": { "count": 2, "options": ["ARCANA", "ANIMAL_HANDLING", "INSIGHT", "MEDICINE", "NATURE", "PERCEPTION", "RELIGION", "SURVIVAL"] } },
|
||||
{ "key": "MONK", "name": "Monk", "hitDie": 8, "primaryAbility": "Dex/Wis", "saveProficiencies": ["STR", "DEX"], "spellcastingAbility": null, "skillChoices": { "count": 2, "options": ["ACROBATICS", "ATHLETICS", "HISTORY", "INSIGHT", "RELIGION", "STEALTH"] } }
|
||||
]
|
||||
|
||||
Reference in New Issue
Block a user