The Almanac

Deep within these pages you’ll find plenty of information on the world of Guild66 and it’s mechanics!
Any Questions you might have, you’ll hopefully find the answers in here!

Elements

Acid - A burning liquid or sludge that clings and melts almost anything.

Fire - A high intensity element that burns and sears almost anything.

Frost - A sapping element that absorbs energy, leaving targets cold and still.

Thunder - This element is characterised by wild bolts of arcane energy that resemble lightning.

Necro - A sapping element that feeds on matter, decaying it quickly.

Venom - The go to element for applying ailments, this element can inhibit organic matter in a number of different ways.

Ailments

Blind - A blind creature can’t see, and automatically fails anything requiring sight.

Deaf - A deaf creature can’t hear, and automatically fails anything that requires them to be able to perceive sound.

Drench - A drenched creature is soaked with water. They have immunity to fire damage, but are vulnerable to thunder and frost, doubling the damage they take. Creatures underwater are automatically considered drenched.

Paralysis - A paralysed creature can’t move or take actions because something has disrupted their nervous system. This can be removed with time or tonics.

Poison - A poisoned creature has venom coursing through its veins. It takes damage each round, depending on the strength of the poison, and has disadvantage on its rolls.

Sleep - A sleeping creature is unconscious: it can’t move, and is unaware of its surroundings.

Stun - A stunned creature has taken a blow to the head, rattling its brain. The creature can’t move or take actions on its next turn. Stun quickly wears off, but can’t be ended early.