Itdr Core Guide 2024 10 26
Itdr Core Guide 2024 10 26
A
A L TEX style manual for \Into the Dungeon: Revived"
\ begin { titlepage }
\ newgeometry { margin =1 in , top =1.1 in }
\ begin { onecolumn }
% TITLE
\ begin { center }
\ textBigTitle {\ title }\\ % \ textBigTitle [ size ][ baselineskip ]{ text }
% default : \ textBigTitle [30][24]{\ title }
\ hrule \ vspace {2 ex }
\ textSubTitle {\ subtitle }\\ % \ textSubTitl [ size ][ baselineskip ] e { text }
% default : \ textSubTitle [18][16]{\ subtitle }
\ end { center }
\ vspace { -2 ex }
\ vfill
% VERSION
\ vspace {\ baselineskip }
\ small \ version
\ end { center }
}\ end { minipage }\ hfill \ begin { minipage }{0.15\ textwidth }
\ centering \ includegraphics [ width =\ linewidth ]{ itdr _ link . pdf }
\ end { minipage }\ hspace {0.5 em }
2024/10/26
I T DR C ORE G UIDE
C ONTENTS
Unnumbered Chapter 3 Appendix A: Appendix Name 15
Section Example . . . . . . . . . . . . . . . . . 3 Section 1 . . . . . . . . . . . . . . . . . . . . . . 15
Subsection Example . . . . . . . . . . . . . 3
Second Section . . . . . . . . . . . . . . . . . . 3 Appendix B: Bestiary 16
Rooms . . . . . . . . . . . . . . . . . . . . . . . 3 Bestiary package . . . . . . . . . . . . . . . . . 16
1. First Room . . . . . . . . . . . . . . . . . 3 Database fields . . . . . . . . . . . . . . . . 16
2. Second Room . . . . . . . . . . . . . . . . 3 Managing the database . . . . . . . . . . . 17
Print Names . . . . . . . . . . . . . . . . . . . . 18
1. Numbered Chapter 4 Print an Entry . . . . . . . . . . . . . . . . . . . 19
def.tex . . . . . . . . . . . . . . . . . . . . . . . 4 Print Entries . . . . . . . . . . . . . . . . . . . . 19
Tables . . . . . . . . . . . . . . . . . . . . . . . . 4 By Tag (beast) . . . . . . . . . . . . . . . . . 19
Lists . . . . . . . . . . . . . . . . . . . . . . . . . 5 Range . . . . . . . . . . . . . . . . . . . . . . 20
Itemize . . . . . . . . . . . . . . . . . . . . . 5 Range By Tag (beast) . . . . . . . . . . . . . 20
Enumerate . . . . . . . . . . . . . . . . . . . 5 Print All Entries . . . . . . . . . . . . . . . . . 20
Templates . . . . . . . . . . . . . . . . . . . . . 6
Features . . . . . . . . . . . . . . . . . . . . . 6 Spell List 24
Equipment . . . . . . . . . . . . . . . . . . . 6
Domain . . . . . . . . . . . . . . . . . . . . . 6 Bestiary 24
Spells . . . . . . . . . . . . . . . . . . . . . . 7
1st Circle . . . . . . . . . . . . . . . . . . . . . . 7 Index 25
Monsters . . . . . . . . . . . . . . . . . . . . 7
Miscellaneous . . . . . . . . . . . . . . . . . 7
Boxes . . . . . . . . . . . . . . . . . . . . . . . . 8
Icons . . . . . . . . . . . . . . . . . . . . . . . . 9
Links . . . . . . . . . . . . . . . . . . . . . . . . 10
Wrap . . . . . . . . . . . . . . . . . . . . . . . . 11
Wrap Examples . . . . . . . . . . . . . . . . 12
Images . . . . . . . . . . . . . . . . . . . . . . . 13
\ toc [2] % Table of Contents
\ hypersetup { bookmarksdepth =5} % paragraph level depth bookmarks ( default )
\ noindent
\ begin { minipage }{\ textwidth }\ begin { center }\ fnsize
‘ ‘\ title ’ ’ and {\ ttfamily bestiary . csv } by \ author \\
are licensed under the \ license .\\
\ corefiles {} files are licensed under the \ corelicense .
\ end { center }\ end { minipage }
©
“ItDR Core Guide” and bestiary.csv by Vladimir Arabadzhi
are licensed under the Creative Commons Attribution-ShareAlike 4.0 International License (CC BY-SA 4.0).
bestiary.sty, core.sty, and itdr.ist files are licensed under the LaTeX Project Public License 1.3c.
I T DR C ORE G UIDE U NNUMBERED C HAPTER
U NNUMBERED C HAPTER
\toc[0] D IFFERENT T ITLE IN TOC
\ chapter [ toc - title ]{ Title }
% numbered In TOC this will be shown as a “Second Section”.
\ chapterx [ toc - title ]{ Title } \ section [ Second Section ]{ Different
% unnumbered Title in TOC }
\ chapterx *{ title }
% unnumbered , no TOC entry
R OOMS
\ chapterstr [ toc - title ]{ Title }
% straight , numbered
\ chapterstrx [ toc - title ]{ Title }
% straight , unnumbered
1F IRST R OOM
Nunc sed pede. Praesent vitae lectus. Praesent
neque justo, vehicula eget, interdum id, facilisis et,
\ chapterstr *{ Title } nibh. Phasellus at purus et libero lacinia dictum.
% straight , unnumbered , no TOC Fusce aliquet. Nulla eu ante placerat leo semper dic-
entry tum. Mauris metus. Curabitur lobortis. Curabitur
sollicitudin hendrerit nunc. Donec ultrices lacus id
\ label { ch : title } % chapter label ipsum.
\ room {1}{ First Room }
S ECTION E XAMPLE \toc[1]
\ section { Title }
S UBSECTION E XAMPLE
2S ECOND R OOM
40×50×10 ft.
\toc[2] Nunc sed pede. Praesent vitae lectus. Praesent
\ subsection { Title } neque justo, vehicula eget, interdum id, facilisis et,
nibh. Phasellus at purus et libero lacinia dictum.
S UBSUBSECTION E XAMPLE \toc[3] Fusce aliquet. Nulla eu ante placerat leo semper dic-
tum. Mauris metus. Curabitur lobortis. Curabitur
\ subsubsection { Title } sollicitudin hendrerit nunc. Donec ultrices lacus id
ipsum.
PARAGRAPH S ECTION E XAMPLE \toc[4]
Maximum recommended ToC depth. \ room {2}{ Second Room }
3
C HAPTER 1. N UMBERED C HAPTER I T DR C ORE G UIDE
1. N UMBERED C HAPTER
DEF. TEX
The file def.tex defines some essential variables
and should be included in the document’s preamble.
\ input { def } % variables
TABLES
Header Column alignment
Left-aligned Centered Right-aligned D c — centred
text text D C — centred, equal width
multirow
text text D l — left-aligned
text multicolumn D L — left-aligned, equal width
multi-line text text D r — right-aligned
paragraph cell
D R — right-aligned, equal width
\ header { Header }
\ begin { dtable }[ L | C | R ]
\ textbf { Left - aligned } & \ textbf { Centered } & \ textbf { Right - aligned }\\
\ rowcolor { dColor 1} & \ cellcolor { dColor 2} text & \ cellcolor { dColor 2} text \\
\ multirow { -2}{*}{ multirow } & text & text \\
\ hline
text & \ multicolumn {2}{ c }{ multicolumn } \\
\ pcell { multi - line \\ paragraph cell } & text & text \\
\ end { dtable }
4
I T DR C ORE G UIDE C HAPTER 1. N UMBERED C HAPTER
L ISTS E NUMERATE
1. depth 1, item 1
I TEMIZE 2–3. depth 1, items 2-3
D depth 1, item 1 (1) depth 2, item (1)
D depth 1, item 2 (2) depth 2, item (2)
v depth 2, item 1 I. depth 3, item I
v depth 2, item 2 II–IV. items II–IV
q depth 3, item 1 (i–iv) depth 4, items (i–iv)
q depth 3, item 2 (v) depth 4, item (v)
r depth 4, item 1 V. depth 3, item V
r depth 4, item 2 VI. depth 3, item VI
q depth 3, item 3 (3) depth 2, item (3)
q depth 3, item 4 (4–7) depth 2, items (4–7)
v depth 2, item 3 4. depth 1, item 4
v depth 2, item 4 5. depth 1, item 5
D depth 1, item 3
D depth 1, item 4
\ begin { enumerate }
\ begin { itemize }[ leftmargin =*] % no \ item depth 1 , item 1
left margin \ itemrange 2 depth 1 , items 2 -3
\ item depth 1 , item 1 \ begin { enumerate }
\ item depth 1 , item 2 \ item depth 2 , item (1)
\ begin { itemize } \ item depth 2 , item (2)
\ item depth 2 , item 1 \ begin { enumerate }
\ item depth 2 , item 2 \ item depth 3 , item I
\ begin { itemize } \ itemrange 3 items II - - IV
\ item depth 3 , item 1 \ begin { enumerate }
\ item depth 3 , item 2 \ itemrange 4 depth 4 , items
\ begin { itemize } (i - - iv )
\ item depth 4 , item 1 \ item depth 4 , item ( v )
\ item depth 4 , item 2 \ end { enumerate }
\ end { itemize } \ item depth 3 , item V
\ item depth 3 , item 3 \ item depth 3 , item VI
\ item depth 3 , item 4 \ end { enumerate }
\ end { itemize } \ item depth 2 , item (3)
\ item depth 2 , item 3 \ itemrange 4 depth 2 , items
\ item depth 2 , item 4 (4 - -7)
\ end { itemize } \ end { enumerate }
\ item depth 1 , item 3 \ item depth 1 , item 4
\ item depth 1 , item 4 \ item depth 1 , item 5
\ end { itemize } \ end { enumerate }
5
C HAPTER 1. N UMBERED C HAPTER I T DR C ORE G UIDE
T EMPLATES E QUIPMENT
Weapon (10s): d6/d8 Damage.
F EATURES
% indexed
\feat{Feature} Feature \ weapon [\ jobname ]{ Weapon }
{10 s }{ d 6/ d 8}
\feata{Ancestry} Ancestry
% non - indexed
\featb{Background} Background \ weapon *{ Weapon }{10 s }{ d 6/ d 8}
6
I T DR C ORE G UIDE C HAPTER 1. N UMBERED C HAPTER
S PELLS M ISCELLANEOUS
Default spell index is defined as Subscript and Superscript
\def\spells{spells} . \tsub{} A shorthand for \textsubscript{}
Define \newindex{\spells}{Spell List} \tsup{} A shorthand for \textsuperscript{}
before the start of your document.
Indexed Paragraph
1 ST C IRCLE
\ iparagraph { Indexed Paragraph }
Spell: Spell description.
Saves
\ section {\ nth {1} Circle } Make a STR Save. This affects all DEX Saves.
\ index { Spells !\ nth {1} Circle }
\ def \ spellcircle {1} Make a \ save { STR }. This affects all
\ saves { DEX }.
% indexed
Notes
\ spell [\ spells ]{ Spell } Spell
description . Text* Text\note[1] Text§ Text\note[4]
Text† Text\note[2] Text¶ Text\note[5]
% non - indexed
\ spell *{ Spell } Spell description . Text‡ Text\note[3] Text|| Text\note[6]
M ONSTERS Footnotes
M ONSTER \footnotemark[1] \footnotetext[1]{text}
U NDERPARAGRAPH TEXT
STR 12, 3hp, Armour 1, d4 Bite, club (d6), abilities. Additionally, see sepfootnotes package.
Symbols
Critical Damage in Melee: Effect.
\dbar || — prettier double bar.
% indexed
\ statpar [\ jobname ]{ Monster } Lineskip
7
C HAPTER 1. N UMBERED C HAPTER I T DR C ORE G UIDE
\ begin { bbox }
CONTENTS
Aloud Box \ end { bbox }
Room descriptions and other material to read aloud
to the players. Left Bar
Nunc sed pede. Praesent vitae lectus. Praesent neque Nunc sed pede. Praesent vitae lectus. Praesent neque
justo, vehicula eget, interdum id, facilisis et, nibh. justo, vehicula eget, interdum id, facilisis et, nibh.
Phasellus at purus et libero lacinia dictum. Fusce Phasellus at purus et libero lacinia dictum. Fusce
aliquet. Nulla eu ante placerat leo semper dictum. aliquet. Nulla eu ante placerat leo semper dictum.
Mauris metus. Curabitur lobortis. Curabitur sollic- Mauris metus. Curabitur lobortis. Curabitur sollici-
itudin hendrerit nunc. Donec ultrices lacus id ipsum. tudin hendrerit nunc. Donec ultrices lacus id ipsum.
\ begin { lbar }
\ begin { abox }
CONTENTS
CONTENTS
\ end { lbar }
\ end { abox }
Right Box ¬ SOME TEXT
Put a right-aligned line of text raised by
\baselineskip + #1 . Default of #1 is
Quote Box
Quotes and handouts. \parskip to put the text on a \paragraph
Nunc sed pede. Praesent vitae lectus. Praesent neque
line above.
justo, vehicula eget, interdum id, facilisis et, nibh.
Phasellus at purus et libero lacinia dictum. Fusce \ paragraph { Right Box }
aliquet. Nulla eu ante placerat leo semper dictum. \ rightbox [\ parskip ]{ %
Mauris metus. Curabitur lobortis. Curabitur sollic- \ faHandPointRight ~\ em { SOME TEXT }}
itudin hendrerit nunc. Donec ultrices lacus id ipsum. TEXT
\ begin { qbox }
CONTENTS Right Text
\ end { qbox } Right-align a part of the text.
Right - align a part \ righttext { of the
text .}
8
I T DR C ORE G UIDE C HAPTER 1. N UMBERED C HAPTER
I CONS
Shortcuts
v Icons from the fontawesome5 package. \iconItDR* \iconLock
\iconCharacter # \iconMagic
\ icon {\ faGem } Icons from the \ href {
ò \iconContainer \iconMonster
https :// ctan . org / pkg / fontawesome
\iconCorridor* Q \iconNight
5}{ fontawesome 5} package . ÿ \iconDanger \iconReward
☼ \iconDay Í \iconSize
v Icon and Paragraph - \iconDirections + \iconStar
\iconDoor Ý \iconTimer
\ icontitle \ faGem \ paragraph { Icon and . \iconEncounter Ì \iconTravel
Paragraph } ² \iconGroup v \iconTreasure
Û \iconHidden W \iconTrigger
Print an icon at the start of the title line. \iconKey* 4 \iconVisible
Rotation * Custom icon declared in itdr.sty
Arrows
R \rot[30]{R} \iconrot{\faArrowUp}
(
% \iconArrows 1 \iconArrowsX
% \ rot [ angle ]{ text } & \iconArrowsH ' \iconArrowsV
\iconArrowsS \iconArrowsB
% \ iconrot [ angle ]{ icon } &
'
% ( the default angle is 45) ( \iconArrowN " \iconArrowS
\iconArrowNE \iconArrowSW
$
#
Examples $ \iconArrowE # \iconArrowW
W \faBolt trigger \iconArrowSE \iconArrowNW
"
(
] \faBookmark bookmark \iconLongArrowN \iconLongArrowS
\faCorridor (custom icon based \iconLongArrowNE \iconLongArrowSW
on \faDungeon) \iconLongArrowE \iconLongArrowW
ò \faCube container \iconLongArrowSE \iconLongArrowNW
\faDragon monster ! \iconArrowCircleN \iconArrowCircleS
\faDungeon door \iconArrowCircleNE \iconArrowCircleSW
. \faExclamationTriangle encounter
\iconArrowCircleE \iconArrowCircleW
4 \faEye visible
\iconArrowCircleSE \iconArrowCircleNW
b \faFlag flag
v \faGem treasure
\iconArrowAltCircleN \iconArrowAltCircleS
Ì \iconArrowAltCircleNE \iconArrowAltCircleSW
\faHiking travel
Ý \faHourglassHalf timer \iconArrowAltCircleE \iconArrowAltCircleW
ø \faKey key \iconArrowAltCircleSE \iconArrowAltCircleNW
\iconTriangleNE \iconTriangleSW
9
C HAPTER 1. N UMBERED C HAPTER I T DR C ORE G UIDE
L INKS
\ label { sec : links }
C USTOMREF
A link to Links section
R OOMREF
See 1. First Room and 2a. Sub-Room.
F ULLREF
section : Links
S AFENAMEREF
LinksLinks section and some other section.
If the label is undefined, fallback is used.
S AFEPAGEREF
Links: p.10.Links: fallback.
Other: fallback.
Output: before ?? after
Where ?? is a page number of the label. If label is
undefined, fallback is used.
10
I T DR C ORE G UIDE C HAPTER 1. N UMBERED C HAPTER
W RAP
Using the wrapfig2 package (imported in the itdr.sty).
% FIGURE
\ begin { wrapfigure }[ indented lines number ]{ location }[ overhang ][ width ]
figure
\ end { wrapfigure }
% TABLE
\ begin { wraptable }[ indented lines number ]{ location }[ overhang ][ width ]
table
\ end { wraptable }
% TEXT
\ begin { wraptext }[ indented lines number correction ]{ location }[ overhang ]{
width }
( optional style settings )
\ includef ramedtex t [ insertion measure ]{ text to frame }[ settings ][ radius ]
\ end { wraptext }
Location
D l — left
D L — floating left
D r — right
D R — floating right
D i — inner margin
D I — floating inner margin
D o — outer margin
D O — floating outer margin
11
C HAPTER 1. N UMBERED C HAPTER I T DR C ORE G UIDE
W RAP E XAMPLES Morbi blandit ligula feugiat magna. Nunc eleifend con-
L EFT W RAP Lorem ipsum dolor sit sequat lorem. Sed lacinia nulla vitae enim. Pellentesque
amet, consectetuer adip- tincidunt purus vel magna. Integer non enim. Praesent
\ begin { wrap }{ l } iscing elit. Ut purus elit, euismod nunc eu purus. Donec bibendum quam in tel-
{0.5\ linewidth } vestibulum ut, placerat lus. Nullam cursus pulvinar lectus. Donec et mi. Nam
% CONTENT ac, adipiscing vitae, felis. vulputate metus eu enim. Vestibulum pellentesque felis
\ end { wrap } Curabitur dictum gravida eu massa.
mauris. Nam arcu libero,
nonummy eget, consectetuer id, vulputate a, magna. Quisque ullamcorper R IGHT W RAP
Donec vehicula augue eu neque. Pellentesque habitant placerat ipsum. Cras nibh.
morbi tristique senectus et netus et malesuada fames ac Morbi vel justo vitae lacus \ begin { wrap }{ r }
turpis egestas. Mauris ut leo. Cras viverra metus rhoncus tincidunt ultrices. Lorem {0.5\ linewidth }
sem. Nulla et lectus vestibulum urna fringilla ultrices. ipsum dolor sit amet, con- % CONTENT
Phasellus eu tellus sit amet tortor gravida placerat. Inte- sectetuer adipiscing elit. \ end { wrap }
ger sapien est, iaculis in, pretium quis, viverra ac, nunc. In hac habitasse platea
Praesent eget sem vel leo ultrices bibendum. Aenean dictumst. Integer tempus convallis augue. Etiam facilisis.
faucibus. Morbi dolor nulla, malesuada eu, pulvinar at, Nunc elementum fermentum wisi. Aenean placerat. Ut
mollis ac, nulla. Curabitur auctor semper nulla. Donec imperdiet, enim sed gravida sollicitudin, felis odio plac-
varius orci eget risus. Duis nibh mi, congue eu, accum- erat quam, ac pulvinar elit purus eget enim. Nunc vitae
san eleifend, sagittis quis, diam. Duis eget orci sit amet tortor. Proin tempus nibh sit amet nisl. Vivamus quis
orci dignissim rutrum. tortor vitae risus porta vehicula.
12
I T DR C ORE G UIDE C HAPTER 1. N UMBERED C HAPTER
ë dimagetop
Ï 50pt
I MAGES
The default \graphicspath is:
% place BEFORE anything on the page {./img/} {./img/pic/} {./pic/} {./itdr/img/}
\ dimagetop { dimagetop }{50 pt }
[\ section { Images }] \ dimage { dimage }{400 pt }
% \ dimagetop [ options ]{ filename }[ % \ dimage [ options ]{ filename }[
extension ]{ height }[ after ] extension ]{ height }
\ dimage [ trim ={0 pt 110 pt 0 pt 0 pt } ,
clip ]{ itdr _ logo }[ pdf ]{100 pt }
% [ trim =\{ left bottom right top \} ,
ë dimage clip ]
Ï 360pt
\ thispagestyle { empty }
\ dimagepage { dimagepage }
% \ dimagepage [ options ]{ filename }[
extension ]
ë dimagebottom
Ï 50pt
13
ë dimagepage
Ï 636pt
I T DR C ORE G UIDE A PPENDIX A: A PPENDIX N AME
S ECTION 1
Lorem ipsum dolor sit amet, consectetuer adipiscing
elit. Ut purus elit, vestibulum ut, placerat ac, adip-
iscing vitae, felis. Curabitur dictum gravida mauris.
Nam arcu libero, nonummy eget, consectetuer id,
vulputate a, magna. Donec vehicula augue eu neque.
Pellentesque habitant morbi tristique senectus et ne-
tus et malesuada fames ac turpis egestas. Mauris ut
leo. Cras viverra metus rhoncus sem. Nulla et lectus
vestibulum urna fringilla ultrices. Phasellus eu tel-
lus sit amet tortor gravida placerat. Integer sapien
est, iaculis in, pretium quis, viverra ac, nunc. Prae-
sent eget sem vel leo ultrices bibendum. Aenean fau-
cibus. Morbi dolor nulla, malesuada eu, pulvinar
at, mollis ac, nulla. Curabitur auctor semper nulla.
Donec varius orci eget risus. Duis nibh mi, congue
eu, accumsan eleifend, sagittis quis, diam. Duis eget
orci sit amet orci dignissim rutrum.
15
A PPENDIX B: B ESTIARY I T DR C ORE G UIDE
A PPENDIX B: B ESTIARY
B ESTIARY PACKAGE
D ATABASE FIELDS
bestiary.csv database fields (separated by | character):
| - - - - - - - - - - - stat - - - - - - - - - - -| | - - info - -( upt to 10 info fields )
| | |
1 |2 |3 |4 |5 |6 |7 |8 |9 |10 |
| | | | | | | | | |
name | tags | str | dex | wil | hp | armour | data | desc | info (1) |...
Fields
1. name — monster name
2. tags — comma-separated list of tags (beast, construct, demon, dragon, monster, person, swarm,
undead, etc.)
3–5. str , dex , wil — ability scores, 10 by default
6. hp — hit points
7. armour — armour score and description, if needed, e.g.: 2 (piecemeal armour + shield)
8. data — the rest of the first line of a stat block: attacks, abilities, etc.
9. desc — literary description paragraph
10. info — ten fields for the abilities and properties descriptions
Example
16
I T DR C ORE G UIDE A PPENDIX B: B ESTIARY
D \bestiaryFilename{filename} — add the file extension to a file name (done automatically on load)
17
A PPENDIX B: B ESTIARY I T DR C ORE G UIDE
\ bestiaryPrintNamesRange 1. Bear
{ first }{ last }[ prefix ][ suffix ] 2. Brain Lord
3. Crocodile
\ bestiaryPrintNamesRangeByTag 4. Deer
{ first }{ last }{ tag }[ prefix ][ suffix ] 5. Elephant
6. Elk
\ bestiaryPrintAllNames 7. Filth Eater
[ prefix ][ suffix ] 8. Gazer
9. Gelatinous Cube
10. Ghoul
\ begin { enumerate } 11. Gnoll
\ b e s t i a r y P r i n t N a m e s B y T a g { beast } 12. Goblin
[\ item ] 13. Hellhound
\ end { enumerate } 14. Hook Horror
15. Hootbear
1. Bear
16. Imp
2. Crocodile
17. Landshark
3. Deer
18. Leech Swarm
4. Elephant
19. Lion
5. Elk
20. Manticore
6. Leech Swarm
21. Mummy
7. Lion
22. Ogre
8. Shark
23. Orc
9. Snake, Constrictor
24. Phase Panther
10. Snake, Venomous
25. Purple Worm
11. Wild Boar
26. Red Dragon
12. Wolf
27. Rust Monster
\ begin { enumerate } 28. Shark
\ bestiaryPrintNamesRange 29. Skeleton
{ Landshark }{ Manticore } 30. Snake Demon
[\ item ] 31. Snake, Constrictor
\ end { enumerate } 32. Snake, Venomous
33. Stinkfrog
1. Landshark 34. Troll
2. Leech Swarm 35. Wild Boar
3. Lion 36. Wolf
4. Manticore 37. Yeti
38. Zombie
\ begin { enumerate }
\ bestiaryPrintNamesRangeByTag
{ Landshark }{ Manticore }{ beast }
[\ item ]
\ end { enumerate }
1. Leech Swarm
2. Lion
18
I T DR C ORE G UIDE A PPENDIX B: B ESTIARY
Fields: \ b e s t i a r y P r i n t E n t r i e s R a n g e *[ fields ]
D name — header and index entry { first }{ last }[ before ][ after ]
D stat — main stat block
D desc — description \ bestiaryPrintEntriesRangeByTag
D info — abilities, properties, etc. [ fields ]{ first }{ last }{ tag }
[ before ][ after ]
\ bestiaryPrint { Gazer }
\ bestiaryPrintEntriesRangeByTag *
[ fields ]{ first }{ last }{ tag }
G AZER [ before ][ after ]
STR 16, DEX 16, WIL 17, 20hp, Armour 1.
Actively seeks to destroy any other lifeforms. \ b e s t i a r y P r i n t A l l E n t r i e s
Magic does not work within the Gazer’s sight. May [ before ][ after ][ fields ]
fire two of the following beams at different targets
each turn. \ bestiaryPrintAllEntries *
Telekinesis Beam: up to an elephant-sized target is [ before ][ after ][ fields ]
lifted, moved, or thrown. Living targets thrown this
way take d6 Damage, but thrown objects may cause % the starred versions do not write
up to d12, depending on the size. into the index
Terror Beam: WIL Save or be terrified. If you do
anything on your next turn other than freeze or flee, B Y TAG ( BEAST )
you lose d6 WIL.
\ bestiaryPrintEntriesByTag
Disintegration Beam: d6 Damage ignoring Armour. [ name , stat ]{ beast }[][\ vfill ]
Anyone taking Critical Damage is turned to dust.
Will completely destroy static objects up to the size
B EAR
of an elephant.
STR 15, WIL 7, 6hp, Armour 1, 2d6 Claws, d8 Bite.
\ bestiaryPrint [ name , desc ]{ Gazer }
C ROCODILE
STR 15, WIL 5, 3hp, Armour 1, d8 Bite.
G AZER
Actively seeks to destroy any other lifeforms. Magic D EER
does not work within the Gazer’s sight. May fire two DEX 16, WIL 5, 2hp, d6 Hooves.
of the following beams at different targets each turn.
E LEPHANT
\ subparagraph { Gazer } STR 20, WIL 8, 12hp, Armour 1, d10 Tusks.
(\ best iaryPrin tStat { Gazer })
E LK
Gazer (STR 16, DEX 16, WIL 17, 20hp, Armour 1) STR 16, WIL 5, 6hp, d8 Horns.
19
A PPENDIX B: B ESTIARY I T DR C ORE G UIDE
20
I T DR C ORE G UIDE A PPENDIX B: B ESTIARY
G AZER G NOLL
STR 16, DEX 16, WIL 17, 20hp, Armour 1. STR 12, DEX 12, WIL 7, 9hp, Armour 2 (light +
Actively seeks to destroy any other lifeforms. shield), axe (d6), 3d6s in stolen coins and trinkets.
Magic does not work within the Gazer’s sight. May Their stink is highly recognisable and spreads
fire two of the following beams at different targets throughout their surroundings. 1-in-6 chance of be-
each turn. ing non-hostile. Can be bargained with but are only
Telekinesis Beam: up to an elephant-sized target is really interested in meat, preferably alive.
lifted, moved, or thrown. Living targets thrown this G OBLIN
way take d6 Damage, but thrown objects may cause STR 8, DEX 14, WIL 8, 4hp, spear (d6), bow (d4).
up to d12, depending on the size.
Mischievous creatures that can easily be bribed
Terror Beam: WIL Save or be terrified. If you do with items that they consider pretty. Some of them
anything on your next turn other than freeze or flee, can cast Cantrips.
you lose d6 WIL.
H ELLHOUND
Disintegration Beam: d6 Damage ignoring Armour.
DEX 12, 5hp, Armour 1, d6 Bite, immune to Fire.
Anyone taking Critical Damage is turned to dust.
Will completely destroy static objects up to the size Black fiery demonic dogs that hunt in packs.
of an elephant. Fire Breath: d4 Fire Damage in a small cone.
H OOK H ORROR
STR 15, DEX 8, WIL 6, 7hp, Armour 3, 2d8 Hooks.
G ELATINOUS C UBE A ten-foot tall Horror stalks tunnels and caves, us-
STR 14, DEX 3, WIL 3, 16hp, Armour 2. ing its audible clicking as a form of echolocation. Its
Appears as hazy, wet air until the observer is dan- vision is very poor, and it is easily disoriented by
gerously close to the Cube. A chemical smell may loud noises.
betray its nature from further away. The Cube is at- Anything dog-sized or smaller is potential food
tracted to noise and heat. to be swallowed whole when dealt Critical Damage,
Does not perform normal attacks. Anyone that causing d6 STR Loss each turn after swallowing. It
the Cube moves over is engulfed unless they pass a will treat anything larger than this as a threat to its
DEX Save to jump aside, assuming there is room to. territory and fight fiercely but will avoid anything
Those engulfed lose d8 DEX each turn and d6 STR larger than itself.
every hour as they are digested. They cannot free H OOTBEAR
themselves but must be pulled from the Cube by
STR 15, DEX 6, WIL 5, 10hp, Armour 1, 2d8 Claws,
other means. When the Cube takes Critical Damage,
Hoot.
it collapses into a puddle of sticky ooze.
Constantly gives out subsonic hooting, used to
sense its surroundings. Thus you can never sneak
up on one unless its hearing is somehow impaired.
G HOUL Hoot: once per Rest, it can give out a single, bone-
STR 13, DEX 15, WIL 6, 5hp, 2d6 Claws, d8 Bite, shaking hoot that causes d6 Damage to everyone
immune to mind control magic. nearby. Anyone reduced to 0hp by this hoot is not at
Monstrous denizens of forlorn cemeteries feed on risk of a Critical Damage but must pass a STR Save
human flesh, be it dead or alive. or be Stunned for the next turn.
Ghoul Touch: if the claws reduce STR score, I MP
the target is Stunned until passing a STR Save at the
STR 6, DEX 16, WIL 14, 3hp, d6 Venomous Bite,
end of their turn, exuding stench that makes those
non-magical attacks are Impaired.
nearby sickened.
A small winged demon-trickster. Can use its ac-
tion to cast Detect Magic and Invisibility at will, and
Suggestion once per Rest.
21
A PPENDIX B: B ESTIARY I T DR C ORE G UIDE
22
I T DR C ORE G UIDE A PPENDIX B: B ESTIARY
S HARK T ROLL
STR 14, DEX 14, WIL 5, 4hp, Armour 1, d8 Bite. STR 18, DEX 13, WIL 7, 9hp, Armour 1, 3d8 Claws
and Bite (can target multiple melee opponents).
S KELETON Giant fearless humanoids with a taste for flesh.
DEX 13, WIL 12, 5hp, Armour 2 (only against pierc- Mutations: due to their unnatural regeneration,
ing attacks such as arrows and spears), blunt sword some Trolls grow extra limbs, heads or develop even
(d6), immune to mind control magic. weirder deformities.
When a skeleton would be killed by physical at-
Regeneration: restores d6hp, d6 STR Loss and re-
tacks, it is smashed into at least two separate pieces.
covers from Critical Damage at the start of each turn.
Unless they are kept apart, these will reform on the
The regeneration does not work if the Troll has taken
skeleton’s next turn, remaining at 0hp. Each half
Acid or Fire Damage on the previous turn.
will continue to fight, but the half without a sword
causes only d4 Damage.
S NAKE D EMON
STR 17, DEX 17, WIL 16, 15hp, Armour 1, six W ILD B OAR
swords (6d6, can target multiple melee opponents), STR 13, DEX 11, WIL 5, 4hp, d6 Tusks.
non-magical attacks are Impaired. Charge: pass a DEX Save or take d8 Damage.
Snake Demons are charged with overseeing
hellish operations and leading lesser minions. They
love single combat and will never turn down a duel.
They can cast the following Spells as an action. W OLF
Soaring Flight: the caster can fly quite swiftly until STR 12, DEX 15, WIL 6, 3hp, d6 Bite.
they touch the ground or take Damage.
Soul Barrier: ghostly visions of tortured souls form
a barrier, screaming and lashing out. Anyone pass-
ing through this barrier takes d8 Damage and loses Y ETI
d6 WIL if they take Critical Damage.
STR 18, DEX 14, 6hp, Armour 1, 2d6 Claws.
S NAKE , C ONSTRICTOR Giant abominable apes that usually dwell in far
mountain forests and prefer to hunt from ambush.
STR 16, WIL 3, 5hp, d4 Bite.
Grapple: pass a DEX Save or be Restrained and
Constrict: pass a DEX Save or be Restrained and
take d8 Damage now and each subsequent turn until
take d8 Damage now and each subsequent turn until
a successful STR or DEX Save.
a successful STR or DEX Save.
Frightening Gaze: when seeing a Yeti for the first
S NAKE , V ENOMOUS time, everyone must succeed on a WIL Save or be
DEX 16, WIL 3, 3hp, d6 Venomous Bite. Stunned for the next turn. On its turn, Yeti can also
gaze at a single creature instead of attacking.
Venomous Bite: if the bite reduces STR score,
the target suffers d4 DEX Loss as well.
S TINKFROG
DEX 13, WIL 7, 6hp, Armour 1, spear (d8). Z OMBIE
Attacks unprovoked and generally tries to lay an STR 14, DEX 6, 3hp, d6 Fist, slow, once per Rest
ambush for their targets. Amphibious and able to ignores first instance of taken Critical Damage.
hop several times their own height. Natural animals A walking corpse animated by magic.
show a strong animosity towards Stinkfrogs and will
attack them in an attempt to drive them away.
23
A PPENDIX B: B ESTIARY I T DR C ORE G UIDE
S PELL L IST
S Stand-alone Spell (1) . . . . . . . . . . . . 7
Spell (1) . . . . . . . . . . . . . . . . . . . . . . . . 7
B ESTIARY
B H R
Bear . . . . . . . . . . . . . . . . . . . . . . . . 19, 20 Hellhound . . . . . . . . . . . . . . . . . . . . . 21 Red Dragon . . . . . . . . . . . . . . . . . . . 22
Brain Lord . . . . . . . . . . . . . . . . . . . . . 20 Hook Horror . . . . . . . . . . . . . . . . . . 21 Rust Monster . . . . . . . . . . . . . . . . . . 22
Hootbear . . . . . . . . . . . . . . . . . . . . . . 21
C S
Crocodile . . . . . . . . . . . . . . . . . . 19, 20 I Shark . . . . . . . . . . . . . . . . . . . . . . 20, 22
Imp . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Skeleton . . . . . . . . . . . . . . . . . . . . . . . 23
D Snake Demon . . . . . . . . . . . . . . . . . 23
Deer . . . . . . . . . . . . . . . . . . . . . . . 19, 20 L Snake, Constrictor . . . . . . . . . . 20, 23
Landshark . . . . . . . . . . . . . . . . . 20, 22 Snake, Venomous . . . . . . . . . . 20, 23
Leech Swarm . . . . . . . . . . . 19, 20, 22 Stinkfrog . . . . . . . . . . . . . . . . . . . . . . 23
E
Lion . . . . . . . . . . . . . . . . . . . . . . . 20, 22
Elephant . . . . . . . . . . . . . . . . . . . 19, 20
T
Elk . . . . . . . . . . . . . . . . . . . . . . . . . 19, 20 M Troll . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Manticore . . . . . . . . . . . . . . . . . . 20, 22
F Mummy . . . . . . . . . . . . . . . . . . . . . . . 22 W
Filth Eater . . . . . . . . . . . . . . . . . . . . . 20 Wild Boar . . . . . . . . . . . . . . . . . . 20, 23
O Wolf . . . . . . . . . . . . . . . . . . . . . . . 20, 23
G Ogre . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Gazer . . . . . . . . . . . . . . . . . . . . . . 19, 20 Orc . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Y
Gelatinous Cube . . . . . . . . . . . . . . . 21 Yeti . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Ghoul . . . . . . . . . . . . . . . . . . . . . . . . . 21 P
Gnoll . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Phase Panther . . . . . . . . . . . . . . . . . 22 Z
Goblin . . . . . . . . . . . . . . . . . . . . . . . . . 21 Purple Worm . . . . . . . . . . . . . . . . . . 22 Zombie . . . . . . . . . . . . . . . . . . . . . . . . 23
% SPELL INDEX
\ noindent \ begin { minipage }{\ textwidth }
\ idxlayout { columns =3 , font = normalsize }
\ printindex [ spells ]
\ end { minipage }
% BESTIARY INDEX
\ noindent \ begin { minipage }{\ textwidth }
\ idxlayout { columns =3 , font = normalsize }
\ printindex [ bestiary ]
\ end { minipage }
24
I T DR C ORE G UIDE I NDEX
I NDEX
A E S
Ancestry (Feature, ancestry) . . . . . . . . 6 Equipment . . . . . . . . . . . . . . . . . . . . . . . . . 6 Spells
Armour . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 1st Circle . . . . . . . . . . . . . . . . . . . . . . . . . 7
I
Indexed Paragraph . . . . . . . . . . . . . . . 3, 7
W
B M Warrior (Feature) . . . . . . . . . . . . . . . . . . . 6
Background (Background) . . . . . . . . . . 6 Monster . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Weapon . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
% MAIN INDEX
\ idxlayout { columns =3 , font = small }
\ printindex
25