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Itdr Core Guide 2024 10 26

The document is the 'ItDR Core Guide' for the 'Into the Dungeon: Revived' ruleset, providing a LaTeX style manual. It includes various sections on formatting, tables, lists, and content organization for the ruleset. The guide is freely available online and is licensed under Creative Commons.

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0% found this document useful (0 votes)
28 views25 pages

Itdr Core Guide 2024 10 26

The document is the 'ItDR Core Guide' for the 'Into the Dungeon: Revived' ruleset, providing a LaTeX style manual. It includes various sections on formatting, tables, lists, and content organization for the ruleset. The guide is freely available online and is licensed under Creative Commons.

Uploaded by

avstør
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 25

ItDR Core Guide

A
A L TEX style manual for \Into the Dungeon: Revived"

\ fontfamily { ppl }\ selectfont % Set text font

\ 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 }

\ dimage { cover }{468 pt }

\ vfill

\ noindent \ hspace { -0.75 em }\ begin { minipage }{0.15\ textwidth } % FOOTNOTE


\ centering \ includegraphics [ width =\ linewidth ]{ itdr _ logo . pdf }
\ end { minipage }\ hspace { -0.45 em }\ begin { minipage }{0.7\ textwidth }
{\ begin { center }\ footnotesize
‘‘ Into the Dungeon : Revived ’ ’ ruleset freely available at \\ \
href { https :// vladar 4. github . io / itdr }{ https :// vladar 4. github .
io / itdr } or \ href { https :// vladar . itch . io / into - the - dungeon -
revived }{ https :// vladar . itch . io / into - the - dungeon - revived }.

% 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 }

\ end { onecolumn }\ end { titlepage }


\ restoregeometry
\ clearpage

“Into the Dungeon: Revived” ruleset freely available at


https://vladar4.github.io/itdr or https://vladar.itch.io/into-the-dungeon-revived.

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 }

\ paragraphsection { Title } \ dimensions {40}{50}[10]\\

Paragraph Example \toc[5]


\ paragraph { Title } 2a S UB -R OOM
3×2 squares
Nunc sed pede. Praesent vitae lectus. Praesent
Indexed Paragraph \toc[5] neque justo, vehicula eget, interdum id, facilisis et,
nibh. Phasellus at purus et libero lacinia dictum.
\ iparagraph { Indexed Paragraph }
Fusce aliquet. Nulla eu ante placerat leo semper dic-
tum. Mauris metus. Curabitur lobortis. Curabitur
PARAGRAPH S UBSECTION E XAMPLE : text. \toc[6]
sollicitudin hendrerit nunc. Donec ultrices lacus id
\ p a ra g ra p h su b se c ti o n { Title } ipsum.

Subparagraph Example: text. \toc[7] \ room [\ subsubsection ]{2 a }{ Sub - Room }

\ subparagraph { Title } \ dimensions [~ squares ]{3}{2}\\

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

At the very least, it should have \title, \author,


and \keywords definitions, as they are used for the
PDF metadata.

\ def \ game { Into the Dungeon : Revived } % GAME variable


\ def \ title { ItDR Core Guide } % TITLE variable
\ def \ subtitle { A \ LaTeX ~ style manual for ‘ ‘\ game ’ ’} % SUBTITLE variable
\ def \ author { Vladimir Arabadzhi } % AUTHOR variable
\ def \ keywords {\ title ; Into the Dungeon ; RPG ; LaTeX } % KEYWORDS variable
\ def \ version {2024/05/20} % VERSION variable
\ def \ license {\ href { https :// creativecommons . org / licenses / by - sa /4.0/}{
Creative Commons Attribution - ShareAlike 4.0 International License ( CC
BY - SA 4.0) }} % LICENSE variable

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}

\feate{Text} Eligibility: Text Armour (10s): Armour 1.

\featmt Can be taken multiple times. % indexed


\ armour [\ jobname ]{ Armour }{10 s }{1}
\feathp Roll twice for HP and take the better
result. % non - indexed
\ armour *{ Armour }{10 s }{1}
\featadv Text Advancement: Text
Equipment (10s): Description.
= WARRIOR =
% indexed
Can be taken multiple times.
\ equip [\ jobname ]{ Equipment }{10 s }
Roll twice for HP and take the better result.
Description .
Gain bonus d4 weapon Damage die.
Advancement: The bonus die is Raised by one. % non - indexed
% indexed \ equip *{ Equipment }{10 s } Description .
\ feat [/ jobname ]{ Warrior }
\ featmt \ feathp D OMAIN
Gain bonus d 4 weapon Damage die . Red Hill — Home of the Man-Beasts
\ featadv { The bonus die is Raised by
Ruler: Black Yur Og, Veteran Shaman.
one .}
SIZ 5 (Populace 3,000).
Stone walls (8hp, Armour 8), 4 Rock Throwers.
% non - indexed
30 Tribal Champions (2-handed axe), 300 Wild
\ feat *{ Warrior }
Men (axe, shield), 300 Wild Men (bow).
= A NCESTRY = \ paragraph { Red Hill --- Home of the
Ancestry description. Man - Beasts }
\ domain { Black Yur Og , Veteran Shaman
% indexed }{5}{ Stone walls (8 hp , Armour 8) ,
\ feata [/ jobname ]{ Ancestry } 4 Rock Throwers .\\30 Tribal
Champions (2 - handed axe ) , 300
% non - indexed Wild Men ( axe , shield ) , 300 Wild
\ feata *{ Ancestry } Men ( bow ) .}
= B ACKGROUND = SIZ 4 (Populace 1,000)
Background description. SIZ 21 (Populace unknown)
% indexed SIZ 0 (Populace insignificant)
\ featb [/ jobname ]{ Background } \ sizpop {4}
\ sizpop {21}
% non - indexed \ sizpop [ insignificant ]{0}
\ featb *{ Background }

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]

Stand-alone Spell (1): Spell description. * Note. \notetext[1]{Note}


% indexed † Note. \notetext[2]{Note.}
\ sspell [\ spells ]{ Stand - alone Spell
}{1} Spell description . ‡ Note. \notetext[3]{Note.}
§ Note. \notetext[4]{Note.}
% non - indexed
\ sspell *{ Stand - alone Spell }{1} Spell ¶ Note. \notetext[5]{Note.}
description .
|| Note. \notetext[6]{Note.}

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

% non - indexed \lineskip — skip one line.


\ statpar *{ Monster }
\lineskip[length] — skip vertical length.
\ underpar { Underparagraph text } Tight
STR ~12 , 3 hp , Armour ~1 , d 4~ Bite , club A shortcut for the \looseness=-1 command. When
( d 6) , abilities .
placed at the end of a paragraph, it attempts to fit the
text in a lesser amount of lines than previously.
\ subparagraph { Critical Damage in
Melee :} Effect . ­ Paragraph text above .\ tight

7
C HAPTER 1. N UMBERED C HAPTER I T DR C ORE G UIDE

B OXES Centered Box


Short quotes and handouts.
Default Box
Optional rules and notes. \ begin { cbox }
Nunc sed pede. Praesent vitae lectus. Praesent neque CONTENTS
justo, vehicula eget, interdum id, facilisis et, nibh. \ end { cbox }
Phasellus at purus et libero lacinia dictum. Fusce ali-
quet. Nulla eu ante placerat leo semper dictum. Mau- Background Box
ris metus. Curabitur lobortis. Curabitur sollicitudin Highlighting important information.
hendrerit nunc. Donec ultrices lacus id ipsum. Nunc sed pede. Praesent vitae lectus. Praesent neque
justo, vehicula eget, interdum id, facilisis et, nibh. Phasel-
\ begin { dbox } lus at purus et libero lacinia dictum. Fusce aliquet. Nulla
CONTENTS eu ante placerat leo semper dictum. Mauris metus. Cur-
\ end { dbox } abitur lobortis. Curabitur sollicitudin hendrerit nunc.
Donec ultrices lacus id ipsum.

\ 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 Œ \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


\faOldKey (custom v4 icon) ¸ \iconChevronN µ \iconChevronS


 \faLock locked \iconChevronNE \iconChevronSW
·

# \faMagic magic · \iconChevronE ¶ \iconChevronW


' \faMap map \iconChevronSE \iconChevronNW
µ

- \faMapSigns directions ´ \iconChevronCircleN ± \iconChevronCircleS


Q \faMoon night \iconChevronCircleNE \iconChevronCircleSW
³

t \faPaw tracks ³ \iconChevronCircleE ² \iconChevronCircleW


Í \faRulerCombined size, dimensions \iconChevronCircleSE \iconChevronCircleNW
±

Ù \faScroll scroll, info


 \iconTriangleN

\iconTriangleS
Û \faSearch hidden
  

\iconTriangleNE \iconTriangleSW


ÿ \faSkullCrossbones trap, danger


\iconTriangleE \iconTriangleW
+ \faStar special
\iconTriangleSE \iconTriangleNW
☼ \faSun day
 \iconLevelUp  \iconLevelDown
Œ \faTrophy reward
\faUser character
² \faUsers group

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

\ customref { sec : links }{ A link to


Links section }

R OOMREF
See 1. First Room and 2a. Sub-Room.

See \ roomref {1. First Room } and


\ roomref {2 a . Sub - Room }.

F ULLREF
section : Links

\ fullref { sec : links }

S AFENAMEREF
LinksLinks section and some other section.
If the label is undefined, fallback is used.

\ safenameref { sec : links }{ Links


section } and \ safenameref { sec :
other }{ some other section }.

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.

\ safepageref { Links : p .}{ sec : links }


{.}{ Links : fallback }\\
\ safepageref { Other : p .}{ sec : other }
{.}{ Other : fallback }

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 }

% FLOAT ( underlying environment )


\ begin { wrapfloat }{ object name }[ line number ]{ location }[ overhang ]{ width }
object
\ end { wrapfloat }

New environment (around wrapfloat):

\ begin { wrap }[ line number ]{ location }[ overhang ]{ width }


object
\ end { wrap }

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.

Nam dui ligula, fringilla C ENTRAL W RAP Fusce mauris. Vestibu-


a, euismod sodales, sol- lum luctus nibh at lectus.
licitudin vel, wisi. Morbi % first column Sed bibendum, nulla a fau-
auctor lorem non justo. \ begin { wrap }{ r } cibus semper, leo velit ul-
Nam lacus libero, pretium [0.5\ linewidth ]{\ linewidth } tricies tellus, ac venenatis
at, lobortis vitae, ultricies \ vspace { -\ baselineskip } arcu wisi vel nisl. Vestibu-
et, tellus. Donec aliquet, % CONTENT lum diam. Aliquam pel-
tortor sed accumsan \ end { wrap } lentesque, augue quis sagit-
bibendum, erat ligula ali- tis posuere, turpis lacus
quet magna, vitae ornare % second column congue quam, in hendrerit
odio metus a mi. Morbi % ( empty wrap environment to match risus eros eget felis. Mae-
ac orci et nisl hendrerit % the one in the first column ) cenas eget erat in sapien
mollis. Suspendisse ut \ begin { wrap }[15]{ l }{0.46\ linewidth } mattis porttitor. Vestibulum
massa. Cras nec ante. \ end { wrap } porttitor. Nulla facilisi. Sed
Pellentesque a nulla. a turpis eu lacus commodo
Cum sociis natoque penatibus et magnis dis parturient facilisis. Morbi fringilla, wisi in dignissim interdum, justo
montes, nascetur ridiculus mus. Aliquam tincidunt lectus sagittis dui, et vehicula libero dui cursus dui. Mau-
urna. Nulla ullamcorper vestibulum turpis. Pellentesque ris tempor ligula sed lacus. Duis cursus enim ut augue.
cursus luctus mauris. Cras ac magna. Cras nulla. Nulla egestas. Curabitur a leo.
Quisque egestas wisi eget nunc. Nam feugiat lacus vel
Nulla malesuada porttitor diam. Donec felis erat, est. Curabitur consectetuer.
congue non, volutpat at, tincidunt tristique, libero. Viva-
mus viverra fermentum felis. Donec nonummy pellen-
tesque ante. Phasellus adipiscing semper elit. Proin fer-
mentum massa ac quam. Sed diam turpis, molestie vitae,
placerat a, molestie nec, leo. Maecenas lacinia. Nam ip-
sum ligula, eleifend at, accumsan nec, suscipit a, ipsum.

12
I T DR C ORE G UIDE C HAPTER 1. N UMBERED C HAPTER

ë dimagetop
Ï 50pt

I MAGES
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% place BEFORE anything on the page {./img/} {./img/pic/} {./pic/} {./itdr/img/}
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% \ dimagetop [ options ]{ filename }[ % \ dimage [ options ]{ filename }[
extension ]{ height }[ after ] extension ]{ height }

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clip ]{ itdr _ logo }[ pdf ]{100 pt }
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extension ]

(See the next page) ¬

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( except \ dimagetop )
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extension ]{ height }

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13
ë dimagepage
Ï 636pt
I T DR C ORE G UIDE A PPENDIX A: A PPENDIX N AME

A PPENDIX A: A PPENDIX N AME


\ cleartoleftpage
\ addtocontents { toc }
{\ protect \ newcolumn } % start
appendixes ’ toc from the second
column

\ chapterx { Appendix A : Appendix Name }


\ label { ch : appendix _ a }

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

name | tags | str | dex | wil | hp | armour | data | desc | info ||


Elephant | beast |20||8|12|1| d 10~ Tusks ||\ subparagraph { Charge :} a target must
pass a \ save { DEX } or take Tusks Damage and be knocked prone .|\
subparagraph { Trample :} a prone target takes d 12~ Damage .|

16
I T DR C ORE G UIDE A PPENDIX B: B ESTIARY

M ANAGING THE DATABASE


D \bestiaryDefault — default database file name: itdr/bestiary

D \bestiaryExtension — database file extension: csv

D \bestiaryFilename{filename} — add the file extension to a file name (done automatically on load)

D \def\bestiaryIndex{} — (default) disable the bestiary index

D \def\bestiaryIndex{\jobname} — set the bestiary index to default one.

D \def\bestiaryIndex{bestiary} — (used in this document) set the bestiary index to bestiary.

D \usepackage{itdr/bestiary} — load with the default database file: itdr/bestiary.csv

D \usepackage[db=filename]{itdr/bestiary} — load with a custom database file

D \usepackage[db={file1, file2, file3, ...}]{itdr/bestiary} — load with a custom list of


database files
D \bestiaryClear — clear the database

D \bestiarySort — sort the database by name field

D \bestiaryLoad{filename} — clear, load and sort the database by name field

D \bestiaryAppend{filename} — append to the database and sort it by name field

D \bestiaryLoadList{file1, file2, file3, ...} — clear the database, load a comma-separated


list of files, and then sort it by name field
D \DTLdef{\name}{bestiaryDB}{column1 name}{column1 value}{column2 name} — store the
value of column2 into a new \def

17
A PPENDIX B: B ESTIARY I T DR C ORE G UIDE

P RINT N AMES \ begin { enumerate }


\ bestiaryPrintNamesByTag \ b e s t i a r y P r i n t A l l N a m e s [\ item ]
{ tag }[ prefix ][ suffix ] \ end { enumerate }

\ 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

P RINT AN E NTRY P RINT E NTRIES


\ bestiaryPrint [ fields ]{ name } \ b e s t i a r y P r i n t E n t r i e s B y T a g [ fields ]
{ tag }[ before ][ after ]
\ bestiaryPrint *[ fields ]{ name }
\ b e s t i a r y P r i n t E n t r i e s B y T a g *[ fields ]
\ bestiary PrintSta t { name } { tag }[ before ][ after ]

% the starred version does not write \ 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 ]


into the index { first }{ last }[ before ][ after ]

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

L EECH S WARM P RINT A LL E NTRIES


DEX 14, WIL 6, 9hp, d6 Bites, non-Blast attacks are
Impaired. \ b e s t i a r y P r i n t A l l E n t r i e s [][\ vfill ]
L ION
B EAR
STR 17, DEX 15, 6hp, Armour 1, 2d6 Claws, d8 Bite.
STR 15, WIL 7, 6hp, Armour 1, 2d6 Claws, d8 Bite.
S HARK
STR 14, DEX 14, WIL 5, 4hp, Armour 1, d8 Bite. B RAIN L ORD
S NAKE , C ONSTRICTOR STR 14, DEX 14, WIL 20, 18hp, immune to mind con-
trol magic.
STR 16, WIL 3, 5hp, d4 Bite.
Its psychic ability allows it to levitate, project itself
S NAKE , V ENOMOUS to other realities, and telepathically issue any com-
DEX 16, WIL 3, 3hp, d6 Venomous Bite. mand. If the target refuses to obey the command,
W ILD B OAR they must succeed on a WIL Save or lose d8 WIL.
STR 13, DEX 11, WIL 5, 4hp, d6 Tusks. Mind Blast: attacks the target’s mind with psychic
energy for d8 Damage. Critical Damage affects WIL
W OLF
instead of STR and is avoided by a WIL Save.
STR 12, DEX 15, WIL 6, 3hp, d6 Bite.
Critical Damage in Melee: the target has its brain ex-
R ANGE tracted and eaten. The Brain Lord absorbs its recent
memories.
\ bestiaryPrintEntriesRange
[ name , stat ]{ Landshark }{ Manticore } C ROCODILE
STR 15, WIL 5, 3hp, Armour 1, d8 Bite.
L ANDSHARK
STR 17, DEX 8, WIL 8, 18hp, Armour 3, d8 Bite. D EER
L EECH S WARM DEX 16, WIL 5, 2hp, d6 Hooves.
DEX 14, WIL 6, 9hp, d6 Bites, non-Blast attacks are
Impaired. E LEPHANT
L ION STR 20, WIL 8, 12hp, Armour 1, d10 Tusks.
STR 17, DEX 15, 6hp, Armour 1, 2d6 Claws, d8 Bite. Charge: the target must pass a DEX Save or take
M ANTICORE Tusks Damage and be knocked prone.
STR 17, DEX 15, 8hp, Armour 1, 2d6 Claws, d8 Bite. Trample: a prone target takes d12 Damage.

R ANGE B Y TAG ( BEAST ) E LK


\ bestiaryPrintEntriesRangeByTag STR 16, WIL 5, 6hp, d8 Horns.
{ Landshark }{ Manticore }{ beast }
F ILTH E ATER
L EECH S WARM STR 16, DEX 6, WIL 5, 16hp, Armour 1, d6 Bite.
DEX 14, WIL 6, 9hp, d6 Bites, non-Blast attacks are Big, stupid beasts that eat nearly anything they
Impaired. find. Much prefer dead food to alive. Can bark out a
Leech: if the bite reduces STR score, the swarm re- very limited vocabulary of common tongue but have
stores the same amount of STR. little comprehension.

L ION Critical Damage: the target contracts filth fever un-


less they pass a STR Save. If they fail, then for the
STR 17, DEX 15, 6hp, Armour 1, 2d6 Claws, d8 Bite.
next day they are violently ill and do not benefit
Pounce: pass a DEX Save or be knocked prone and from Resting.
take Claws and Bite attacks combined.

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

Venomous Bite: if the bite reduces STR score, O RC


the target suffers 1 DEX Loss as well. STR 11, DEX 9, WIL 8, 5hp, Armour 2 (piecemeal
Shape-shift: changes appearance to a small beast. armour + shield), martial weapon (d6/d8).
Amoral minions that are rarely seen outside of the
L ANDSHARK
service of some foul leader and vary hugely in ap-
STR 17, DEX 8, WIL 8, 18hp, Armour 3, d8 Bite. pearance from one master to another.
Carves through earth as if it were water, using this
to lay in ambush for prey. If it fears for its life, a P HASE PANTHER
Landshark may cause a cave-in. Falling rocks will STR 16, DEX 18, WIL 6, 13hp, 2d8 Clawed Tentacles.
cause d6 Damage but anyone that stays long enough The beast’s displaced image grants it Advantage
to be buried takes d10 Damage. The Landshark will on Critical Damage Saves. Will attack any other liv-
have burrowed away before this point. ing things for fun without provocation.
L EECH S WARM P URPLE W ORM
DEX 14, WIL 6, 9hp, d6 Bites, non-Blast attacks are STR 20, DEX 3, WIL 5, 30hp, Armour 3, d10 Sting.
Impaired.
Giant worm that moves underground leaving
Leech: if the bite reduces STR score, the swarm re- circular tunnels in its wake.
stores the same amount of STR.
Swallow: a medium or smaller creature must pass
L ION a DEX Save or be swallowed whole, losing d10 DEX
STR 17, DEX 15, 6hp, Armour 1, 2d6 Claws, d8 Bite. each turn and d8 STR every hour as they are di-
gested. When rolling against Critical Damage, the
Pounce: pass a DEX Save or be knocked prone and
Worm must succeed on an additional STR Save or
take Claws and Bite attacks combined.
regurgitate all swallowed creatures.
M ANTICORE Critical Damage: the target is stung, losing
STR 17, DEX 15, 8hp, Armour 1, 2d6 Claws, d8 Bite. 3d6 STR.
A horrible abomination with a body of a lion, a
toothy human-like head, and a tail full of spikes. R ED D RAGON
STR 20, WIL 12, 25hp, Armour 3, 2d10 Claws,
Tail Spikes: venomous spikes could be shoot quite
Advantage on Saves from magic, flight.
far, dealing d6 Damage. If the spike reduces STR
score, the target suffers d4 DEX Loss as well. Cunning and dangerous winged reptile of enor-
mous size. Can speak but generally chooses not to
M UMMY unless properly motivated.
STR 16, DEX 8, 9hp, Armour 1, d8 Fist, immune to Fire Breath: d6 Fire Damage to everyone within the
non-magical attacks and mind control magic, Fire at- blast. Also causes d6 Fire Damage at the end of their
tacks are Enhanced. next turn until a DEX Save is passed or any other
Vengeful embalmed corpses awoken by careless way to put out the flames is found.
tomb robbers in ruins of ancient cities or temples. Red Dragons instinctively hoard treasure, partic-
Frightening Appearance: when seeing a Mummy ularly gold items. A dragon’s hoard will be worth
for the first time, everyone must succeed on a 5d20g. If properly harvested, dead dragon’s parts
WIL Save or be Stunned for the next turn. will be worth 100g to specialist buyers.
Critical Damage: infects the target with mummy
RUST M ONSTER
rot. The target loses d4 STR and maximum HP right
DEX 12, WIL 5, 6hp, d6 Bite.
away and each following day until cured by remov-
ing the curse or a week of conventional healing. Does not normally attack. Able to turn metal into
rust-like dust, which it then consumes. If a melee
O GRE opponent is carrying a metal weapon, shield, or ar-
STR 18, DEX 8, WIL 7, 6hp, Armour 1, club (d8). mour, the Rust Monster will turn one of these to rust
Big and ill-tempered man-eating brutes. as an action, unless they pass a DEX Save.

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

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