Update root-level README and reorganize sources

In an effort to mitigate questions from new, inexperienced users on how
to import data into Fight Club 5e, I rewrote and reorganized the
root-level README file to include detailed instructions on how to
compile their own compendiums using the sources found within this
repository. Some existing data, such as how to create your own
collection file, was moved into other READMEs under the Collections and
Sources directories.

I also took some liberty in reorganizing the directory structure of this
repository and renamed some of the top-level directories. In my view,
having sources under the "FightClub5eXML" folder didn't make a lot of
sense, so I moved those sources into the top-level "Sources" folder. I
made sure to update all of the collection files, along with the
"travis.yml" config file, to properly point to the correct folders.

Finally, while updating the "travis.yml" config file, I changed the
output folder of those build compendiums to be under a top-level
"Compendiums" folder. This folder is ignored by git.
This commit is contained in:
Z. Charles Dziura
2021-11-03 10:55:25 -04:00
parent 94441f22ff
commit cd2e289641
399 changed files with 1648 additions and 1636 deletions

View File

@@ -0,0 +1,311 @@
<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<monster>
<name>Brain in a Jar (Noncore)</name>
<size>M</size>
<type>undead</type>
<alignment>Any alignment</alignment>
<ac>11 (natural armor)</ac>
<hp>58 (9d8+18)</hp>
<speed>walk 0 ft.</speed>
<str>1</str>
<dex>1</dex>
<con>15</con>
<int>19</int>
<wis>10</wis>
<cha>15</cha>
<save>Int +7, Cha +5</save>
<skill></skill>
<passive>10</passive>
<languages></languages>
<cr>6</cr>
<resist></resist>
<immune>necrotic, poison, psychic</immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, exhaustion, frightened</conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Detect Sentience</name>
<text>The Brain in a Jar (Noncore) can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>The Brain in a Jar (Noncore) has advantage on saving throws against spells and other magical effects.</text>
</trait>
<action>
<name>Mind Blast (Recharge 5-6)</name>
<text>The Brain in a Jar (Noncore) magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 13 (2d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
<attack>Mind Blast (Recharge 5-6)||2d8+4</attack>
</action>
<trait>
<name>Innate Spellcasting (Psionics)</name>
<text>The Brain in a Jar (Noncore)'s innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:</text>
<text>At will: detect thoughts, mage hand, zone of truth</text>
<text>3/day each: charm person, command, hold person</text>
<text>1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha's hideous laughter</text>
</trait>
<spells>detect thoughts, mage hand, zone of truth, charm person, command, hold person, compulsion, hold monster, sleep, Tasha's hideous laughter</spells>
<description>
Source: Lost Laboratory of Kwalish p. 38, Infernal Machine Rebuild</description>
<environment></environment>
</monster>
<monster>
<name>Clockwork Kraken</name>
<size>L</size>
<type>construct</type>
<alignment>Unaligned</alignment>
<ac>17 (natural armor)</ac>
<hp>142 (15d10+60)</hp>
<speed>walk 30 ft.</speed>
<str>20</str>
<dex>12</dex>
<con>18</con>
<int>3</int>
<wis>11</wis>
<cha>1</cha>
<save></save>
<skill></skill>
<passive>10</passive>
<languages>understands the languages of its creator but can't speak</languages>
<cr>10</cr>
<resist>fire; bludgeoning, piercing, slashing from nonmagical attacks</resist>
<immune>poison, psychic</immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Magic Resistance</name>
<text>The clockwork kraken has advantage on saving throws against spells and other magical effects.</text>
</trait>
<trait>
<name>Independent Tentacles</name>
<text>The clockwork kraken has eight tentacles, each of which is treated as a Medium creature, moves independently on the construct's turn, and has a flying speed of 40 feet. The clockwork kraken's senses operate through its tentacles as well as its main body. Each tentacle can be attacked independently, with damage dealt to tentacles applied to the clockwork kraken's hit point total. A tentacle is destroyed if it takes more than 20 damage.</text>
<text>Reducing the construct to three or fewer tentacles reduces its attacks accordingly. A clockwork kraken can regrow any destroyed tentacles at the end of a long rest.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The clockwork kraken makes four tentacle slam attacks.</text>
</action>
<action>
<name>Tentacle Slam</name>
<text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 12 (2d6 + 5) bludgeoning damage.</text>
<attack>Tentacle Slam|+9|2d6+5</attack>
</action>
<description>
Source: Lost Laboratory of Kwalish p. 38</description>
<environment></environment>
</monster>
<monster>
<name>Garret Levistusson</name>
<size>M</size>
<type>humanoid</type>
<alignment>Chaotic Neutral</alignment>
<ac>14 (natural armor)</ac>
<hp>44 (8d8+8)</hp>
<speed>walk 30 ft.</speed>
<str>11</str>
<dex>14</dex>
<con>12</con>
<int>11</int>
<wis>12</wis>
<cha>17</cha>
<save></save>
<skill>Deception +7, Investigation +4, Performance +5, Persuasion +5</skill>
<passive>11</passive>
<languages>Abyssal, Common, Infernal, Thieves' cant</languages>
<cr>2</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<trait>
<name>Special Equipment</name>
<text>Garret wears a Ring of Warmth (included in his statistics) and wields a Gambler's Blade longsword.</text>
</trait>
<trait>
<name>Bardic Inspiration (3/Day)</name>
<text>As a bonus action, Garret can give one chosen creature (other than him) a d6 inspiration die. The chosen creature must be within 60 feet of Garret and able to hear him. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can use the inspiration die after the roll is made but before the DM says whether it succeeds or fails. Once the inspiration die is rolled, it is lost. A creature can have only one inspiration die at a time.</text>
</trait>
<trait>
<name>Cunning Action</name>
<text>On each of his turns, Garret can use a bonus action to take the Dash, Disengage, or Hide action.</text>
</trait>
<trait>
<name>Sneak Attack (1/Turn)</name>
<text>Garret deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Garret that isn't incapacitated and Garret doesn't have disadvantage on the attack roll.</text>
</trait>
<action>
<name>Shortsword</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
<attack>Shortsword|+4|1d6+2</attack>
</action>
<trait>
<name>Spellcasting</name>
<text>Garret is a 2nd-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He has the following bard spells prepared:</text>
<text>Cantrips (at will): blade ward, vicious mockery</text>
<text>• 1st level (3 slots): charm person, detect magic, disguise self, identify, Tasha's hideous laughter</text>
</trait>
<slots>3</slots>
<spells>blade ward, vicious mockery, charm person, detect magic, disguise self, identify, Tasha's hideous laughter</spells>
<description>
Source: Lost Laboratory of Kwalish p. 41</description>
<environment></environment>
</monster>
<monster>
<name>Gloine Nathair-Nathair</name>
<size>M</size>
<type>monstrosity</type>
<alignment>Lawful Evil</alignment>
<ac>15 (natural armor)</ac>
<hp>127 (17d8+51)</hp>
<speed>walk 30 ft.</speed>
<str>10</str>
<dex>15</dex>
<con>16</con>
<int>12</int>
<wis>13</wis>
<cha>15</cha>
<save></save>
<skill>Deception +5, Insight +4, Perception +4, Stealth +5</skill>
<passive>14</passive>
<languages>Common</languages>
<cr>6</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Petrifying Gaze</name>
<text>When a creature that can see Gloine's eyes starts its turn within 30 feet of Gloine, Gloine can force it to make a DC 14 Constitution saving throw if Gloine isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.</text>
<text>Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see Gloine until the start of its next turn, when it can avert its eyes again. If the creature looks at Gloine in the meantime, it must immediately make the save.</text>
<text>If Gloine sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, Gloine is, due to its curse, affected by its own gaze.</text>
</trait>
<action>
<name>Multiattack</name>
<text>Gloine makes either three melee attacks—one with its snake hair and two with its shortsword—or two ranged attacks with its longbow.</text>
</action>
<action>
<name>Snake Hair</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage.</text>
<attack>Snake Hair|+5|1d4+2</attack>
</action>
<action>
<name>Shortsword</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
<attack>Shortsword|+5|1d6+2</attack>
</action>
<action>
<name>Longbow</name>
<text>Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage.</text>
<attack>Longbow|+5|1d8+2</attack>
</action>
<description>
Source: Infernal Machine Rebuild p. 23</description>
<environment>desert</environment>
</monster>
<monster>
<name>Mary Greymalkin</name>
<size>M</size>
<type>humanoid</type>
<alignment>Neutral</alignment>
<ac>12 (Bracers of Defense, Ring of Protection)</ac>
<hp>45 (7d8+14)</hp>
<speed>walk 30 ft.</speed>
<str>10</str>
<dex>12</dex>
<con>10</con>
<int>14</int>
<wis>14</wis>
<cha>15</cha>
<save>Wis +4, Cha +4</save>
<skill>Arcana +4, Medicine +4, Nature +4, Religion +4</skill>
<passive>12</passive>
<languages>Abyssal, Celestial, Common, Elvish, Infernal, Sylvan</languages>
<cr>2</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<trait>
<name>Special Equipment</name>
<text>Mary wears Bracers of Defense and a Ring of Protection, and carries a Deck of Several Things</text>
</trait>
<trait>
<name>Fey Presence (Recharges after a Short Rest)</name>
<text>Mary can cause each creature within 10 feet of her to succeed on a DC 12 Wisdom saving throw or become charmed or frightened by her (Mary's choice) until the end of her next turn.</text>
</trait>
<trait>
<name>Fey Ancestry</name>
<text>Mary has advantage on saving throws against being charmed, and magic can't put her to sleep.</text>
</trait>
<action>
<name>Quarterstaff</name>
<text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage.</text>
<attack>Quarterstaff|+2|1d6</attack>
</action>
<trait>
<name>Spellcasting</name>
<text>Mary is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). She regains her expended spell slots when she finishes a short or long rest. She knows the following warlock spells:</text>
<text>Cantrips (at will): chill touch, eldritch blast, mage hand</text>
<text>• 3rd level (3 slots): darkness, hex, hypnotic pattern, misty step, phantasmal force, unseen servant</text>
</trait>
<slots>3</slots>
<spells>chill touch, eldritch blast, mage hand, darkness, hex, hypnotic pattern, misty step, phantasmal force, unseen servant</spells>
<description>
Source: Lost Laboratory of Kwalish p. 41</description>
<environment></environment>
</monster>
<monster>
<name>Ooze-Folk</name>
<size>M</size>
<type>ooze</type>
<alignment>Unaligned</alignment>
<ac>10 (natural armor)</ac>
<hp>19 (2d8+10)</hp>
<speed>walk 30 ft.</speed>
<str>14</str>
<dex>3</dex>
<con>20</con>
<int>1</int>
<wis>6</wis>
<cha>1</cha>
<save></save>
<skill></skill>
<passive>8</passive>
<languages></languages>
<cr>1/2</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, prone</conditionImmune>
<senses>blindsight 60 ft.</senses>
<trait>
<name>Transparent</name>
<text>Even when an ooze-folk is in plain sight, it takes a DC 12 Wisdom (Perception) check to spot an ooze-folk that has neither moved nor attacked. A creature that tries to enter the ooze-folk's space while unaware of the ooze-folk is surprised by the ooze-folk.</text>
</trait>
<trait>
<name>Fragile Bones</name>
<text>For each 5 damage it takes, the ooze-folk's walking speed is reduced by 5 feet.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The ooze folk makes one glass longsword attack and one pseudopod attack.</text>
</action>
<action>
<name>Glass Longsword</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 6 (1d8 + 2) slashing damage. If a 1 is rolled on an attack roll with a glass longsword, it shatters and can no longer be used.</text>
<attack>Glass Longsword|+4|1d8+2</attack>
</action>
<action>
<name>Pseudopod</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) acid damage.</text>
<attack>Pseudopod|+4|1d6+2</attack>
</action>
<description>
Source: Lost Laboratory of Kwalish p. 46</description>
<environment></environment>
</monster>
</compendium>

View File

@@ -0,0 +1,300 @@
<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<item>
<name>Barrier Peaks Trinket</name>
<detail>Adventuring Gear</detail>
<type>G</type>
<weight></weight>
<property></property>
<text>At any point while the characters are searching through unusual equipment or detritus in the Monastery of the Distressed Body or the city of Daoine Gloine, roll on the following table to determine what they find. Each character finds one Barrier Peaks trinket over the course of the adventure.
Barrier Peaks Trinkets
d100 | Trinket
0102 | A handheld device containing a glowing green gem that darkens when no oxygen is present
0304 | A foot-long, egg-shaped object made from stitched leather
0506 | A black metal cylinder that dictates the history of an unknown plant or animal species when held
0708 | A cylindrical jar containing a pickled crustacean of unknown origin
0910 | A small thumb-button storage cylinder that releases a useless iron key when pressed
1112 | An unusual heraldic cloak pin that emits a short musical fanfare when tapped
1314 | A handheld tube that sucks in dust when squeezed and captures it in a detachable compartment
1516 | A scintillating disk of unknown material
1718 | A dial that can be twisted to slowly click back to its origin, whereupon it emits a loud ringing noise
1920 | A hovering, apple-sized orb of metal that follows you around
2122 | The petrified cocoon of an unknown insect
2324 | A bronze gauntlet set with many slots, and which violently expels any object pressed into those slots
2526 | A box that plays an illusory message in an unknown language when opened
2728 | A rod that causes you to forget the last five minutes when you press a button near its tip
2930 | A palm-sized cylinder that emits a harmless ray of glowing blue light when squeezed
3132 | A bead that suppresses your hearing when secreted inside either ear, causing you to be deafened
3334 | An amulet that displays your current health as a green bar above your head, with the bar retracting as your hit point total decreases
3536 | A casket containing one hundred tasteless blue pills that produce no discernible effect when swallowed
3738 | A metal mechanical puzzle with no apparent solution
3940 | A metal spinning top that never tips over when spun
4142 | Two strips of cloth-like material, each coated with a soft, hair-like fuzz on one side
4344 | A simple wire pyramid that preserves any foodstuffs it is placed over
4546 | A star chart labeled in an unknown script
4748 | A rectangle of black glass that displays indecipherable arcane runes when you swipe your finger across it
4950 | A schematic that shows the inner workings of an impossibly complex device
5152 | An odd pair of comfortable shoes made from supple, multicolored material
5354 | A mirror that makes you appear more beautiful when you tap your reflection
5556 | A mechanical metal puppy that playfully follows you around when activated
5758 | A talking bracelet that speaks only to correct your grammar
5960 | A bar of soap that can remove any stain
6162 | A journal in Common, written by someone in a world similar to but not quite the same as your own
6364 | A tub containing one serving of disgusting but nutritious goop that refills itself slowly over the course of one week
6566 | An instruction manual for activating a mysterious, world-destroying device
6768 | A small supple disk that displays weird moving symbols when placed over either eye
6970 | A tiny desk set with large, colorful buttons, each of which plays a discordant musical fanfare when pressed
7172 | A pair of tinted spectacles that reduce the glare of the sun when worn
7374 | An inflatable bedroll made from an unknown material, and which slowly deflates when used
7576 | A rod tipped with a blunt metal pincer whose grip can be adjusted by turning a screw
7778 | A battered helmet with a transparent orange visor that flips into place when donned
7980 | An animated map of a mysterious city that appears to be tracking the movements of five creatures
8182 | A cylinder of mist that holds your hair perfectly in shape when sprayed onto your head
8384 | A talking wand that tells you the name of any plant you point it at
8586 | A metal bracelet that displays the number of steps you've taken since your last long rest
8788 | A tiny handheld device that projects a glowing dot onto whatever you point it at
8990 | A rectangular piece of glass that displays a twelve-digit countdown on its surface
9192 | A wall chart of mysterious formulae arranged into a color-coded grid
9394 | A handheld device that solves any math problem you input using its buttons
9596 | A ball of speckled brown fur that appears to be alive
9798 | A complicated crystal board game that you don't know how to play
9900 | A large glass rectangle that displays a storm of black and white patterns when you press a button on its underside
Source: Lost Laboratory of Kwalish p. 7</text>
</item>
<item>
<name>Deck of Several Things</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>Stored in a leather pouch, this unique deck contains twenty-two colored cards made of some strong but unknown metal, each of which features a design printed as a mosaic of raised dots. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.
Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice.
1d22 | Card
1 | Vizier
2 | Sun
3 | Moon
4 | Star
5 | Comet
6 | The Fates
7 | Throne
8 | Key
9 | Knight
10 | Gem
11 | Talons
12 | The Void
13 | Flames
14 | Skull
15 | Idiot
16 | Donjon
17 | Ruin
18 | Euryale
19 | Rogue
20 | Balance
21 | Fool
22 | Jester
Balance: Your mind suffers a wrenching alteration, causing your alignment to change for the duration of the adventure. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you.
Comet: If you single-handedly defeat the next hostile monster or group of monsters you encounter, you have advantage on ability checks made using one skill of your choice for the duration of the adventure. Otherwise, this card has no effect.
Donjon: You are instantly teleported to and confined within the prison of the Monastery of the Distressed Body (area M6). Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You draw no more cards.
Euryale: The card's medusa-like visage curses you. You take a 1 penalty on saving throws for the duration of the adventure.
The Fates: Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other point during the adventure.
Flames: The Grand Master of the Monastery of the Distressed Body becomes your enemy. The bone devil seeks your ruin, savoring your suffering before attempting to slay you. If the Grand Master has already been defeated, you gain the enmity of Garret Levistusson's patron—a similarly powerful devil.
Fool: For the duration of the adventure, you lose proficiency with one skill or gain disadvantage on all checks made with one skill (with the skill and the penalty determined by the DM). Discard this card and draw from the deck again, counting both draws as one of your declared draws.
Gem: The 1,000 gp hoard of the leprechaun from the Wilderness Encounters table (see appendix A) appears at your feet. If that treasure has already been claimed, you gain an equivalent hoard.
Idiot: Reduce your Intelligence by 1d4 + 1 (to a minimum score of 1) for the duration of the adventure. You can draw one additional card beyond your declared draws.
Jester: You gain proficiency in a skill of your choice for the duration of the adventure, or you can draw two additional cards beyond your declared draws.
Key: A common or uncommon magic weapon with which you are proficient, or a spell scroll featuring a spell of a level you can cast, appears in your hands. The DM chooses the weapon or spell, which you possess for the duration of this adventure.
Knight: You gain the service of any of the NPCs in the "Hirelings" section not currently with the party, who appears in a space you choose within 30 feet of you. The NPC serves you loyally for the duration of the adventure, believing that the fates have drawn them to you. You control this character.
Moon: You are granted the ability to cast any spell of 5th level or lower, and can use that ability 1d3 times for the duration of the adventure.
Rogue: An NPC of the DM's choice becomes secretly hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Any enchantment spell cast on the NPC at 6th level or higher can end the NPC's hostility toward you.
Ruin: All forms of wealth that you carry or own, other than magic items, are lost to you. This wealth can be recovered either in the treasury of the Monastery of the Distressed Body (area M10) or Kwalish's lab in Daoine Gloine (area O7), whichever comes later in the adventure.
Skull: You summon an avatar of death—a mechanical skeleton (use bone naga statistics) clad in a tattered black robe. It appears in a space of the DM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can't be restored to life.
Star: Increase one of your ability scores by 1 for the duration of the adventure. The score can exceed 20 but can't exceed 24.
Sun: You gain proficiency in the skill of your choice for the duration of the adventure. In addition, a common or uncommon wondrous item appears in your hands. The DM chooses the item, which you possess for the duration of this adventure.
Talons: Every magic item you wear or carry is lost to you. These items can be recovered either in the treasury of the Monastery of the Distressed Body (area M10) or Kwalish's lab in Daoine Gloine (area O7), whichever comes later in the adventure.
Throne: You gain proficiency in the Persuasion skill and you double your proficiency bonus on checks made with that skill for the duration of the adventure. In addition, the Monastery of the Distressed Body's brains in jars regard you thereafter as the monastery's rightful master. You must defeat or otherwise clear out the Grand Master and its servants before you can claim the monastery as yours.
Vizier: At any one time you choose within the duration of the adventure, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it.
The Void: This black card spells disaster. Your soul is drawn from your body and held within machinery in either the control room of the Monastery of the Distressed Body (area M8) or Kwalish's lab in Daoine Gloine (area O7), whichever comes later in the adventure. While your soul is trapped in this way, your body is incapacitated. Divination, contact other plane, or a similar spell of 4th level or higher reveals the location of the machinery that holds your soul. You draw no more cards.
Using the Deck of Several Things: The special nature of this deck (carried by Mary Greymalkin if she is used as an NPC) means that many of its effects operate only within and with respect to this specific adventure. This typically covers any time the characters spend between setting out for the Barrier Peaks and the resolution of whatever events transpire in Kwalish's lab (area O7).
For cards that effectively remove a character from play for a period of time (Donjon and the Void), you can allow a player to take on the role of one of the party's NPC hirelings, or introduce a temporary character as an NPC met during the party's journey. Alternatively, you can decide that only some aspect of the character's will disappears and is imprisoned, leaving the character to operate in a robotic state until freed.
Source: Lost Laboratory of Kwalish p. 53</text>
<roll>1d22</roll>
<roll>1d4+1</roll>
<roll>1d3</roll>
</item>
<item>
<name>Enchanted Three-Dragon Ante Set</name>
<detail>Gaming Set</detail>
<type>G</type>
<weight></weight>
<value>1.0</value>
<property></property>
<text>One card in this deck is enchanted to appear as whatever specific card its owner commands. This magic works only 25 percent of the time, but the deck is worth 500 gp to any serious gambler who doesn't mind the risk—or who isn't told about it.
Source: Lost Laboratory of Kwalish p. 15</text>
</item>
<item>
<name>Galder's Bubble Pipe</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This finely carved pipe blows odorless bubbles instead of smoke when used. The pipe has 3 charges, and it regains all spent charges daily at dawn. While you hold the pipe, you can expend charges to gain access to the following properties:
 You can cast fog cloud as an action (1 charge).
 You can cast misty step as a bonus action (2 charges).
 You can summon a steam mephit as an action (3 charges). The mephit is friendly to you, obeys your verbal commands, and acts on its own turn in the initiative order. It disappears in a harmless puff of steam after 1 minute or if it ends its turn more than 60 feet from the pipe.
Source: Lost Laboratory of Kwalish p. 55</text>
</item>
<item>
<name>Heward's Hireling Armor</name>
<detail>Light Armor</detail>
<type>LA</type>
<weight>10</weight>
<property></property>
<ac>11</ac>
<text>A number of Kwalish's experiments were attempts to research the works of the legendary mage Heward, who first crafted what he named hireling armor. While wearing this armor, you gain a +1 bonus to AC. In addition, the armor's animated straps can assist with the drawing and sheathing of weapons, such that you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
This armor also has six pockets, each of which is an extradimensional space. Each pocket can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The armor always weighs 10 pounds, regardless of its pockets' contents. Placing an object into one of the armor's pockets follows the normal rules for interacting with objects. Retrieving an item from a pocket of the armor requires you to use an action. When you reach into a pocket for a specific item, the item is always magically on top.
Placing the armor inside an extradimensional space created by a bag of holding, a Heward's handy haversack, or a similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Source: Lost Laboratory of Kwalish p. 55</text>
</item>
<item>
<name>Ioun Stone, Historical Knowledge</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
You gain proficiency in the History skill, or a +1 bonus to checks with that skill if already proficient, while this polished, steely sphere orbits your head.
Source: Lost Laboratory of Kwalish p. 55</text>
<roll>1d3</roll>
</item>
<item>
<name>Ioun Stone, Language Knowledge</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
You are fluent in one additional language while this pulsating bit of red jeweled crystal orbits your head. The DM chooses the language bestowed by the stone.
Source: Lost Laboratory of Kwalish p. 55</text>
<roll>1d3</roll>
</item>
<item>
<name>Ioun Stone, Natural Knowledge</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
You gain proficiency in the Nature skill, or a +1 bonus to checks with that skill if already proficient, while this burnished, brassy stone orbits your head.
Source: Lost Laboratory of Kwalish p. 55</text>
<roll>1d3</roll>
</item>
<item>
<name>Ioun Stone, Religious Knowledge</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
You gain proficiency in the Religion skill, or a +1 bonus to checks with that skill if already proficient, while this tiny golden gem orbits your head.
Source: Lost Laboratory of Kwalish p. 55</text>
<roll>1d3</roll>
</item>
<item>
<name>Ioun Stone, Self-Preservation</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
You gain a +1 bonus to Intelligence saving throws while this silvery gem orbits your head.
Source: Lost Laboratory of Kwalish p. 55</text>
<roll>1d3</roll>
</item>
<item>
<name>Ioun Stone, Supreme Intellect</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
You gain a +1 bonus to Intelligence checks while this faceted sphere orbits your head.
Source: Lost Laboratory of Kwalish p. 55</text>
<roll>1d3</roll>
</item>
<item>
<name>Leather Golem Armor</name>
<detail>Cursed item, Light Armor</detail>
<type>LA</type>
<weight>10</weight>
<property></property>
<ac>11</ac>
<text>Strange rituals have repurposed the body of a flesh golem into this partially sentient suit of leather armor. While wearing this armor, you gain a +1 bonus to AC and to saving throws against spells and other magical effects. In addition, you gain the following properties:
You are immune to any spell or effect that would alter your form.
You gain resistance to lightning damage. Whenever you take lightning damage, you gain 5 temporary hit points.
Curse: This armor is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the armor. In addition, while you wear the cursed armor, you gain the following properties:
If you take fire damage, you have disadvantage on attack rolls and ability checks until the end of your next turn.
Whenever a critical hit is made against you, roll a d6. On a 6, the armor causes you to go berserk. On each of your turns while berserk, you attack the nearest creature you can see. If no creature is near enough to move to and attack, you attack an object, with preference for an object smaller than yourself. Once the armor causes you to go berserk, it cannot be removed. You continue to attack until you are incapacitated or until another creature is able to calm you with appropriate magic (such as a calm emotions spell) or a successful DC 15 Charisma (Persuasion) check.
Source: Lost Laboratory of Kwalish p. 55</text>
</item>
<item>
<name>Powered Armor</name>
<detail>Heavy Armor</detail>
<type>HA</type>
<weight>65</weight>
<property></property>
<ac>18</ac>
<text>Powered armor resembles a suit of unusual plate armor, with finely articulated joints connected by an oily, black, leather-like material. The armor has been worked to create the appearance of a heavily muscled warrior, and its great helm is unusual in that it has no openings—only a broad glass plate in the front with a second piece of glass above it. Strange plates, tubing, and large metal bosses adorn the armor in seemingly random fashion. On the back of the armor's left gauntlet is a rectangular metal box, from which projects a short rod tipped with a cone-shaped red crystal.
While wearing this armor, you gain the following benefits:
 You have a +1 bonus to AC.
 Your Strength score is 18 (this has no effect if your Strength is already 18 or higher).
 You have advantage on death saving throws.
The armor has further capabilities that can be powered either by energy cells or by your own life energy. You can use a bonus action to draw power from an energy cell or sacrifice hit points to gain one of the following benefits:
 Emit a force field to gain 2d6 + 5 temporary hit points (1 charge or 5 hit points).
 Activate boosters to gain a flying speed of 15 feet for 1 minute (1 charge or 5 hit points).
 Fire arm-mounted laser: Ranged Weapon Attack: +8 to hit, range 120 feet, one target. 2d6 radiant damage (1 charge or 5 hit points).
 Translate any writing you can see in any nonmagical language, to a total of one thousand words over 1 minute (1 charge or 5 hit points).
 Fill the armor with air, allowing you to breathe normally in any environment for up to 1 hour (1 charge or 5 hit points).
 Gain darkvision to a range of 60 feet for up to 1 hour (1 charge or 5 hit points).
The armor can accept only one energy cell at a time. It is found with one energy cell attached, containing 2d10 charges.
Powered Armor Options: Depending on where and how it appears in the adventure, you might wish to modify the features of Kwalish's legendary powered armor.
Source: Lost Laboratory of Kwalish p. 56</text>
<roll>2d6+5</roll>
<roll>2d6</roll>
<roll>2d10</roll>
</item>
<item>
<name>Ioun Stone</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>Ioun Stone, Supreme Intellect
Ioun Stone, Historical Knowledge
Ioun Stone, Natural Knowledge
Ioun Stone, Religious Knowledge
Ioun Stone, Language Knowledge
Ioun Stone, Self-Preservation
Source: Lost Laboratory of Kwalish p. 55</text>
</item>
</compendium>

View File

@@ -0,0 +1,61 @@
<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<spell>
<name>Flock of Familiars</name>
<classes>Warlock, Wizard</classes>
<level>2</level>
<school>C</school>
<ritual>NO</ritual>
<time>1 minute</time>
<range>Touch</range>
<components>V, S</components>
<duration>Concentration, up to 1 hour</duration>
<text>You temporarily summon three familiars—spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the find familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends; your choice). If you already have a familiar conjured by the find familiar spell or similar means, then one fewer familiars are conjured by this spell.
Familiars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you.
When you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell, as normal. However, you can cast a touch spell through only one familiar per turn.
At Higher Levels:
When you cast this spell using a spell slot of 3rd level or higher, you conjure an additional familiar for each slot level above 2nd.
Source: Lost Laboratory of Kwalish p. 57</text>
</spell>
<spell>
<name>Galder's Speedy Courier</name>
<classes>Warlock, Wizard</classes>
<level>4</level>
<school>C</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>10 feet</range>
<components>V, S, M (25 gold pieces, or mineral goods of equivalent value, which the spell consumes)</components>
<duration>10 minutes</duration>
<text>You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature's body.
As soon as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet.
The target creature is made aware of the chest's contents before it chooses whether or not to open it, and knows how much of the spell's duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been removed, the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest reappear on the ground at your feet.
At Higher Levels:
When you cast this spell using an 8th-level spell slot, you can send the chest to a creature on a different plane of existence from you.
Source: Lost Laboratory of Kwalish p. 57</text>
</spell>
<spell>
<name>Galder's Tower</name>
<classes>Wizard</classes>
<level>3</level>
<school>C</school>
<ritual>NO</ritual>
<time>10 minutes</time>
<range>30 feet</range>
<components>V, S, M (a fragment of stone, wood, or other building material)</components>
<duration>24 hours</duration>
<text>You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:
• A bedroom with a bed, chairs, chest, and magical fireplace
• A study with desks, books, bookshelves, parchments, ink, and ink pens
• A dining space with a table, chairs, magical fireplace, containers, and cooking utensils
• A lounge with couches, armchairs, side tables and footstools
• A washroom with toilets, washtubs, a magical brazier, and sauna benches
• An observatory with a telescope and maps of the night sky
• An unfurnished, empty room
The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell's duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear.
You can cast this spell again while it is active to maintain the tower's existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year.
At Higher Levels:
When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd.
Source: Lost Laboratory of Kwalish p. 57</text>
</spell>
</compendium>