{"_id":"0rxEWvRr6psBnQrd","name":"Statue 1 Inscription","flags":{"scene-packer":{"hash":"67cf13fca7a5c328f7f6b4aaf45f33463e885829","sourceId":"JournalEntry.0rxEWvRr6psBnQrd","defaultPermission":2},"core":{"sourceId":"JournalEntry.0rxEWvRr6psBnQrd"},"cf":{"id":"temp_pzwades454d"}},"pages":[{"name":"Statue 1 Inscription","type":"text","title":{"show":false,"level":1},"text":{"format":1,"content":"<img src=\"modules/ruinworks-premium-scenes/scenes/ruinworks-dwarven-ruins-of-grunvyr/images/aeranvyr-the-grim.webp\" /><p>An Inscription at the base of this dour looking statue is written in Dwarvish and reads:</p><p> </p><p>\"<em>Aeranvyr the Grim, First King of Grunvyr</em>\"</p><p></p><img src=\"modules/ruinworks-premium-scenes/scenes/ruinworks-dwarven-ruins-of-grunvyr/statues/dwarven-statue-the-grim-50dpi.webp\" width=\"500\" height=\"700\" /><p> </p><p></p>","markdown":""},"_id":"X0MSaT6nPSLwRTLj","image":{},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":0,"ownership":{"default":-1},"flags":{}}],"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1672803919811,"modifiedTime":1681089642934,"lastModifiedBy":"BCZfDKXZy3dwjVPh"},"folder":null,"sort":0,"ownership":{"default":0,"RuFRN1eHFACTjcgR":3}}
{"name":"#[CF_tempEntity]","flags":{"cf":{"id":"temp_f06ly4xaqwd","name":"Church","color":"#000000","fontColor":"#FFFFFF","icon":"","sorting":"m","contents":["aQT8hoW7Rs1FVL7o"],"children":[],"folderPath":[],"version":"2.5.7"},"scene-packer":{"hash":"e95dcfc708d5f6eafd0215b7da20e7d6c2853ff7"}},"pages":[],"folder":null,"sort":0,"ownership":{"default":0,"RuFRN1eHFACTjcgR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1672804058482,"modifiedTime":1681008107417,"lastModifiedBy":"BCZfDKXZy3dwjVPh"},"_id":"1H3HMRCr5JPBGKmR"}
{"_id":"1tVf3GB26vAtySCy","name":"Statue 6 Inscription","flags":{"scene-packer":{"hash":"d20abec3c973f09a1c434b4f3ddcbfc9d975b56c","sourceId":"JournalEntry.1tVf3GB26vAtySCy","defaultPermission":2},"cf":{"id":"temp_pzwades454d"}},"pages":[{"name":"Statue 6 Inscription","type":"text","title":{"show":false,"level":1},"text":{"format":1,"content":"<img src=\"modules/ruinworks-premium-scenes/scenes/ruinworks-dwarven-ruins-of-grunvyr/images/medaen-of-the%20depths.webp\" /><p>The statue here has been defaced. An Inscription at the base of the statue is written in Dwarvish and reads:</p><p> </p><p>\"<em>Medaen of the Depths, Sixth King of Grunvyr</em>\"</p><p></p><img src=\"modules/ruinworks-premium-scenes/scenes/ruinworks-dwarven-ruins-of-grunvyr/statues/dwarven-statue-depth-delver-50dpi.webp\" width=\"500\" height=\"700\" /><p> </p>","markdown":""},"_id":"zSyTAh1CIP9A9jFJ","image":{},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":0,"ownership":{"default":-1},"flags":{}}],"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1672803919813,"modifiedTime":1681089643002,"lastModifiedBy":"BCZfDKXZy3dwjVPh"},"folder":null,"sort":0,"ownership":{"default":0,"RuFRN1eHFACTjcgR":3}}
{"name":"Tower Bridge Credits","flags":{"core":{"sourceId":"JournalEntry.rBHRkbgewx1PcTX7"},"scene-packer":{"sourceId":"JournalEntry.rBHRkbgewx1PcTX7","hash":"f3afc7984def51d4750772e902e2424f34e7a9c5"},"cf":{"id":"temp_w2e3llyh6w"}},"pages":[{"name":"Tower Bridge Credits","type":"text","title":{"show":false,"level":1},"text":{"format":1,"content":"<p>Maps for this scene were created using:</p>\n<p>Software:</p>\n<p>Dungeondraft</p>\n<p>Assets:</p>\n<p>Forgotten Adventures (https://www.forgotten-adventures.net)</p>\n<p>Tom Cartos (https://www.patreon.com/tomcartos)</p>\n<p>Delapouite (https://www.delapouite.com)</p>\n<p> </p>\n<p>The scene itself uses various free modules from:</p>\n<p>Library: Scene Packer (https://www.patreon.com/blairm)</p>\n<p>theripper93 (https://www.patreon.com/theripper93 | Levels, Better Roofs)</p>\n<p>ironmonk (https://www.patreon.com/ironmonk | Monk's Active Tile Triggers)</p>\n<p> </p>"},"_id":"bcZC1fEsJwGbIQXn","image":{},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":0,"ownership":{"default":-1},"flags":{}}],"ownership":{"default":0,"RuFRN1eHFACTjcgR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1672803860311,"modifiedTime":1681089643027,"lastModifiedBy":"BCZfDKXZy3dwjVPh"},"folder":null,"sort":0,"_id":"1yCDO4fyRQVEZw0S"}
{"name":"Hasna Forest Ruins Details","flags":{"core":{"sourceId":"Compendium.ruinworks-free-content.journals.txYBpfivcJ4n7z9z"},"scene-packer":{"sourceId":"JournalEntry.txYBpfivcJ4n7z9z","hash":"b4d502f14216dde61048127e52c517b3e51c794e"},"cf":{"id":"temp_e4wtt8gqxl"}},"pages":[{"name":"Hasna Forest Ruins Details","type":"text","title":{"show":false,"level":1},"text":{"format":1,"content":"<img src=\"modules/ruinworks-free-content/scenes/ruinworks-hasna-forest-ruins/images/journal%20banner-hasna%20forest%20ruins.webp\" /><p>The Hasna Forest Ruins scene depicts a ruined stone building upon a river island in sparkling blue river. It is a good spot for faeries, or the ruins of an ancient elven city. An option is also provided to add a hatch that could be used as an entrance to a further dungeon.</p><h2>Trees:</h2><p>The trees in this scene are made up of 3 levels - ground, canopy and top. There are 6 seperate trees created each with 3 tiles -canopy, top and shadow. The canopy is used as a level for those hiding in the trees, while the shadow tiles are set to be overhead of those on the ground level, obscuring them slighty. The Tree Top tiles are enabled as better roofs and can be walked on at elevation 30. </p><p> </p><h2>Ruins</h2><p>The Ruins have some small Levels parts, mainly the towers to the right of the scene. </p><p>All active tiles will be noted with red drawing boxes and will be numbered for easy reference here.</p><p><strong>Active Tiles</strong> (1-4)</p><p>Each of these tiles are little white exclamation marks that I call interaction points. Players can double-click these tiles to climb or descend the ruins. Players will be prompted and asked if they wanted to climb or descend the tower. Each is set to change the elevation of the activating token by 10ft, either up or down depending on the interaction point. Filters have been applied so that only tokens within 5ft and at the correct elevation can activate the interaction points. Settings for these triggers can be found in the triggers tab of the tile config.</p><p><strong>Active Tile 5:</strong> this will toggle the visibility of the the hatch on the ground level. This can be useful to include should you want a way to access a dungeon beneath the ruins.</p><p><strong>River Lights </strong>have been added to add a little bit of animation to the water. However, they will turn off at .7 darkness so that they don't ruin a night encounter. </p>","markdown":""},"_id":"FQgoPzjuATHFgHRX","image":{},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":0,"ownership":{"default":-1},"flags":{}}],"ownership":{"default":0,"BCZfDKXZy3dwjVPh":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1672803822556,"modifiedTime":1681089642863,"lastModifiedBy":"BCZfDKXZy3dwjVPh"},"folder":null,"sort":0,"_id":"3wiPK3BYCUd8r8DY"}
{"name":"Hasna Forest Ruins Welcome","flags":{"core":{"sourceId":"Compendium.ruinworks-free-content.journals.T63aqmML4XEL2Zxp"},"scene-packer":{"sourceId":"JournalEntry.T63aqmML4XEL2Zxp","hash":"229409fd816686b30326455d29ed51ee90bc79d5"},"cf":{"id":"temp_e4wtt8gqxl"}},"pages":[{"name":"Hasna Forest Ruins Welcome","type":"text","title":{"show":false,"level":1},"text":{"format":1,"content":"<img src=\"modules/ruinworks-free-content/scenes/ruinworks-hasna-forest-ruins/images/journal%20banner-hasna%20forest%20ruins.webp\" /><p>Hello and Welcome to the <span style=\"text-decoration:underline\"><strong><span style=\"text-decoration:underline\">Hasna Forest Ruins</span></strong></span>!</p><p> </p><p>Named after a forest in my own homebrew world, this scene depicts a set of Ruins on a small island in a river. The Forest is meant to be an ancient wood with large trees and a lush environment. It would be the prefect place to find fae, elves or other magical forest cretures like unicorns or treants.  The Ruins are meant to be old and overgrown, standing slanted on the island. Walls crumbled and towers shattered, it stands a sad reminder of what once was. It could be an elvish ruin, an old gate to the Great Wild, or an ancient temple now overtaken by the forest. </p><p>See @UUID[Compendium.ruinworks-free-content.journals.3wiPK3BYCUd8r8DY]{Hasna Forest Ruins Details} for details on how the scene works.</p><p style=\"box-sizing:border-box;user-select:text;color:#191813\"> </p><p>Enjoy!</p><p>Rob of RuinWorks</p><p>patreon.com/ruinworks</p>","markdown":""},"_id":"mJVqABcBqEc7R2R0","image":{},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":0,"ownership":{"default":-1},"flags":{}}],"ownership":{"default":0,"BCZfDKXZy3dwjVPh":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1672803848951,"modifiedTime":1681089642869,"lastModifiedBy":"BCZfDKXZy3dwjVPh"},"folder":null,"sort":0,"_id":"6K9CYf4sPskfGdOq"}
{"name":"Tower Bridge Welcome","flags":{"core":{"sourceId":"JournalEntry.lDs3M644fUZIzBVC"},"scene-packer":{"sourceId":"JournalEntry.NmGeWeLWNRoqLeCR","hash":"0f7bb7d7b25f2474b67a7c11fe95bafdf651eb32"},"cf":{"id":"temp_w2e3llyh6w"}},"pages":[{"name":"Tower Bridge Welcome","type":"text","title":{"show":false,"level":1},"text":{"format":1,"content":"<p>Welcome to Tower Bridge!</p><p> </p><p>This tower can be used in many instances - a Lord's abode, a border fortification in some far flung province or even a simple toll station. The drawbridge and portcullis can be lifted and closed, a trapdoor to the dungeon can be opened, torches lit and snuffed. </p><p> </p><p style=\"box-sizing:border-box;user-select:text;color:#191813\">For best results please enable the following modules:</p><p style=\"box-sizing:border-box;user-select:text;color:#191813\">Library: Scene Packer</p><p style=\"box-sizing:border-box;user-select:text;color:#191813\">Levels</p><p style=\"box-sizing:border-box;user-select:text;color:#191813\">Better Roofs</p><p style=\"box-sizing:border-box;user-select:text;color:#191813\">Monk's Active Tile Triggers</p><p style=\"box-sizing:border-box;user-select:text;color:#191813\">Wall Height</p><p style=\"box-sizing:border-box;user-select:text;color:#191813\"> </p><p style=\"box-sizing:border-box;user-select:text;color:#191813\">All the above modules are free to download.</p><p style=\"box-sizing:border-box;user-select:text;color:#191813\"> </p><p style=\"box-sizing:border-box;user-select:text;color:#191813\">Additional Journals:</p><p style=\"box-sizing:border-box;user-select:text;color:#191813\">@UUID[Compendium.ruinworks-free-content.journals.xjdWfPWfdVOm6AoD]{Tower Bridge Details}</p><p>@UUID[Compendium.ruinworks-free-content.journals.gu1y13t5WSBMIbJx]{Tower Bridge Game Use Details}</p>","markdown":""},"_id":"SsGlYTkSGuMeNvYw","image":{},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":0,"ownership":{"default":-1},"flags":{}}],"ownership":{"default":0,"BCZfDKXZy3dwjVPh":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1672803865312,"modifiedTime":1681089643054,"lastModifiedBy":"BCZfDKXZy3dwjVPh"},"folder":null,"sort":0,"_id":"6ymcNqt6uIx8g5Id"}
{"name":"RuinWorks Scene Credits","flags":{"core":{"sourceId":"Compendium.ruinworks-free-content.journals.Ioyrc9v0mXcWo7pw"},"scene-packer":{"sourceId":"JournalEntry.Ioyrc9v0mXcWo7pw","hash":"5bf19574d0c87518731ec3802ba5efbab56f5ba2"}},"pages":[{"name":"RuinWorks Scene Credits","type":"text","title":{"show":false,"level":1},"text":{"format":1,"content":"<p style=\"box-sizing:border-box;user-select:text;color:#191813\">Maps for RuinWorks scenes have been created using:</p><p style=\"box-sizing:border-box;user-select:text;color:#191813\">Software:</p><p style=\"box-sizing:border-box;user-select:text;color:#191813\">Dungeondraft</p><p style=\"box-sizing:border-box;user-select:text;color:#191813\">Assets:</p><p style=\"box-sizing:border-box;user-select:text;color:#191813\">Forgotten Adventures (<a class=\"hyperlink\" style=\"box-sizing:border-box;user-select:text\" href=\"https://www.forgotten-adventures.net%29/\" target=\"_blank\" rel=\"nofollow noopener\">https://www.forgotten-adventures.net)</a></p><p style=\"box-sizing:border-box;user-select:text;color:#191813\">Tom Cartos (<a class=\"hyperlink\" style=\"box-sizing:border-box;user-select:text\" href=\"https://www.patreon.com/tomcartos)\" target=\"_blank\" rel=\"nofollow noopener\">https://www.patreon.com/tomcartos)</a></p><p style=\"box-sizing:border-box;user-select:text;color:#191813\"> </p><p style=\"box-sizing:border-box;user-select:text;color:#191813\">The scene itself uses various free modules from:</p><p style=\"box-sizing:border-box;user-select:text;color:#191813\">Blairm (<a class=\"hyperlink\" style=\"box-sizing:border-box;user-select:text\" href=\"https://www.patreon.com/blairm)\" target=\"_blank\" rel=\"nofollow noopener\">https://www.patreon.com/blairm</a> | <span style=\"font-family:var(--font-primary)\">Library: Scene Packer)</span></p><p style=\"box-sizing:border-box;user-select:text;color:#191813\">theripper93 (<a class=\"hyperlink\" style=\"box-sizing:border-box;user-select:text\" href=\"https://www.patreon.com/theripper93\" target=\"_blank\" rel=\"nofollow noopener\">https://www.patreon.com/theripper93</a> | Levels, Better Roofs)</p><p style=\"box-sizing:border-box;user-select:text;color:#191813\">ironmonk (<a class=\"hyperlink\" style=\"box-sizing:border-box;user-select:text\" href=\"https://www.patreon.com/ironmonk\" target=\"_blank\" rel=\"nofollow noopener\">https://www.patreon.com/ironmonk</a> | Monk's Active Tile Triggers)</p><p style=\"box-sizing:border-box;user-select:text;color:#191813\">Freeze (https://gitlab.com/Freeze020/multiface-tiles | Multi-Face Tiles)</p>","markdown":""},"_id":"NKLbB7LoKBkrCLJ0","image":{},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":0,"ownership":{"default":-1},"flags":{}}],"ownership":{"default":0,"BCZfDKXZy3dwjVPh":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1672803831200,"modifiedTime":1681089642921,"lastModifiedBy":"BCZfDKXZy3dwjVPh"},"folder":null,"sort":0,"_id":"CEtTu4oLiAUI9e3r"}
{"name":"#[CF_tempEntity]","flags":{"cf":{"id":"temp_vvfdmr1v7p","name":"Verbane's Rotating Tower","color":"#000000","fontColor":"#FFFFFF","icon":"","sorting":"m","contents":["tddYgnGzqCIOvBXR"],"children":[],"folderPath":[],"version":"2.5.7"},"scene-packer":{"hash":"0673ed642d124391a71eec746c8cef4594f3fd95"}},"pages":[],"folder":null,"sort":0,"ownership":{"default":0,"RuFRN1eHFACTjcgR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1672804017120,"modifiedTime":1681011278947,"lastModifiedBy":"BCZfDKXZy3dwjVPh"},"_id":"CeS5rjraMBjFZIpd"}
{"_id":"FVxElBYTK4a3nIv8","name":"Statue 2 Inscription","flags":{"scene-packer":{"hash":"2fcab7c8fc7315f480b5f2862ec794e56f883109","sourceId":"JournalEntry.FVxElBYTK4a3nIv8","defaultPermission":2},"cf":{"id":"temp_pzwades454d"}},"pages":[{"name":"Statue 2 Inscription","type":"text","title":{"show":false,"level":1},"text":{"format":1,"content":"<img src=\"modules/ruinworks-premium-scenes/scenes/ruinworks-dwarven-ruins-of-grunvyr/images/aeruk-the-horn-bearer.webp\" /><p>An Inscription at the base of this statue, holding a large horn, is written in Dwarvish and reads:</p><p> </p><p>\"<em>Aeruk the Horn-Bearer, Second King of Grunvyr</em>\"</p><p></p><img src=\"modules/ruinworks-premium-scenes/scenes/ruinworks-dwarven-ruins-of-grunvyr/statues/dwarven-statue-horn-bearer-50dpi.webp\" width=\"500\" height=\"700\" /><p> </p>","markdown":""},"_id":"Fc763Q11JzfYPtWV","image":{},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":0,"ownership":{"default":-1},"flags":{}}],"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1672803919813,"modifiedTime":1681089642953,"lastModifiedBy":"BCZfDKXZy3dwjVPh"},"folder":null,"sort":0,"ownership":{"default":0,"RuFRN1eHFACTjcgR":3}}
{"_id":"I26G8wIWD8FWpaBV","name":"Statue 3 Inscription","flags":{"scene-packer":{"hash":"6f630c00cd9fffd081e555ab08159ab57afa433c","sourceId":"JournalEntry.I26G8wIWD8FWpaBV","defaultPermission":2},"cf":{"id":"temp_pzwades454d"}},"pages":[{"name":"Statue 3 Inscription","type":"text","title":{"show":false,"level":1},"text":{"format":1,"content":"<img src=\"modules/ruinworks-premium-scenes/scenes/ruinworks-dwarven-ruins-of-grunvyr/images/daerlyn-the-bell-forge.webp\" /><p>An Inscription at the base of this statue, holding a church-like bell, is written in Dwarvish and reads:</p><p> </p><p>\"<em>Daerlyn Bell Forge, Third King of Grunvyr</em>\"</p><p></p><img src=\"modules/ruinworks-premium-scenes/scenes/ruinworks-dwarven-ruins-of-grunvyr/statues/dwarven-statue-bell-forge-50dpi.webp\" width=\"500\" height=\"700\" /><p> </p><p></p>","markdown":""},"_id":"bxw9QyI87rtmTFaL","image":{},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":0,"ownership":{"default":-1},"flags":{}}],"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1672803919814,"modifiedTime":1681089642970,"lastModifiedBy":"BCZfDKXZy3dwjVPh"},"folder":null,"sort":0,"ownership":{"default":0,"RuFRN1eHFACTjcgR":3}}
{"_id":"IVnkyp3To4zib51a","name":"Statue 5 Runes","flags":{"scene-packer":{"hash":"d3d9074177f09100db2c75697be330c8f9ba3edc","sourceId":"JournalEntry.IVnkyp3To4zib51a","defaultPermission":2},"cf":{"id":"temp_pzwades454d"}},"pages":[{"name":"Statue 5 Runes","type":"text","title":{"show":false,"level":1},"text":{"format":1,"content":"<img src=\"modules/ruinworks-premium-scenes/scenes/ruinworks-dwarven-ruins-of-grunvyr/images/aedris-the-flame-binder.webp\" /><p><span style=\"color:#191813\">An inscription at the base of the statue is written in strange runes, which you do not</span></p><p><span style=\"color:#191813\">comprehend.</span></p><p></p><img src=\"modules/ruinworks-premium-scenes/scenes/ruinworks-dwarven-ruins-of-grunvyr/statues/dwarven-statue-flame-binder-50dpi.webp\" width=\"500\" height=\"700\" /><p> </p><p></p><p> </p><p> </p><p> </p>","markdown":""},"_id":"UxrdztAcXRNslYkR","image":{},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":0,"ownership":{"default":-1},"flags":{}}],"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1672803919815,"modifiedTime":1681089642998,"lastModifiedBy":"BCZfDKXZy3dwjVPh"},"folder":null,"sort":0,"ownership":{"default":0,"RuFRN1eHFACTjcgR":3}}
{"name":"#[CF_tempEntity]","flags":{"cf":{"id":"temp_9jroai6rgk","name":"Road Through the Wilderness","color":"#000000","fontColor":"#FFFFFF","icon":"","sorting":"m","contents":["OS7K0Ls9YSOxEHRO"],"children":[],"folderPath":[],"version":"2.5.7"},"scene-packer":{"hash":"e2b1e718a79e2c7b765d50c919819f909f4e8df6"}},"pages":[],"folder":null,"sort":0,"ownership":{"default":0,"RuFRN1eHFACTjcgR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1672804088382,"modifiedTime":1681010980672,"lastModifiedBy":"BCZfDKXZy3dwjVPh"},"_id":"JBcCV7FsGATghswC"}
{"name":"Ruins of Grunvyr Entrance Guide","flags":{"scene-packer":{"hash":"b4f0e82f37200b612132e475bfd78678366a22f7","sourceId":"JournalEntry.l9e4Grh1B7ypTvbp"},"core":{"sourceId":"Compendium.ruinworks-free-content.journals.l9e4Grh1B7ypTvbp"},"cf":{"id":"temp_pzwades454d"}},"pages":[{"name":"Ruins of Grunvyr Entrance Guide","type":"text","title":{"show":false,"level":1},"text":{"format":1,"content":"<img src=\"modules/ruinworks-free-content/scenes/ruinworks-dwarven-ruins-of-grunvyr/journal%20banner%20-%20grunvyr2.webp\" /><h2>General Notes</h2><p><span style=\"color:#191813\">NOTE: Active tiles are numbered using the drawing tool and highlighted in a red box (green boxes are for levels drawings, white letters for room labels as per below). </span><span style=\"font-family:var(--font-primary)\">Please use the red drawings to locate the active tiles embedded in the scene. </span></p><p style=\"box-sizing:border-box;user-select:text;color:#191813\"><span style=\"box-sizing:border-box;user-select:text\">NOTE 2: Keep in mind that all tiles will show for the GM. Please test with a player account as things may render differently for the GM. </span></p><p style=\"box-sizing:border-box;user-select:text;color:#191813\"><span style=\"box-sizing:border-box;user-select:text\">TORCHES: Torches in this scene have been enabled via MATT (Monk's Active Tile Triggers) to turn on an off using a double click on the torch. The flaming torch tile when double clicked, hides itself revealing the unlit torch beneath. It also deactivates the light sources on top of them. Another double click reverese this. </span></p><p style=\"box-sizing:border-box;user-select:text;color:#191813\"><span style=\"box-sizing:border-box;user-select:text\">All active tiles actions listed below can be found in the tile config menu under \"triggers\".  </span></p><p style=\"box-sizing:border-box;user-select:text;color:#191813\"><span style=\"box-sizing:border-box;user-select:text\">EXCLAMATION MARKS: the exclamation marks found around the map are meant to be points of interest that can be triggered by players through double-click. They will be visible to the players, so if you want checks or something to be done before using them, I suggest hiding them from the players until that is done. Some do already request checks via Monk's Token Bar (for example resetting the trap mechanism). </span></p><p style=\"box-sizing:border-box;user-select:text;color:#191813\"> </p><h2 style=\"box-sizing:border-box;user-select:text;color:#191813\"><span style=\"box-sizing:border-box;user-select:text\">Scene Themes</span></h2><p><span style=\"box-sizing:border-box;user-select:text\">The idea behind this scene was an entrance to a dwarven ruin. However, in an attempt to give GMs more options, I have also created a non-ruined version, and the option to have some Spider's Webs on the scene. Themes can be activated by clicking the icons at the top of the scene. </span></p><p><span style=\"box-sizing:border-box;user-select:text\">Clicking the Ruins icon will show a ruined scene.</span></p><p><span style=\"box-sizing:border-box;user-select:text\">Clicking the temple icon will show a non ruined version. This includes water in the aqueduct and undamaged stone.</span></p><p><span style=\"box-sizing:border-box;user-select:text\">Double-clicking the net icon will toggle the spider's webs. <em>In my personal campaign, spiders had taken up residence in these outer halls. However, goblins have taken over areas A, B, D and E and trapped the spiders inside... leaving them hungry for whomever enters :)</em></span></p><p> </p><h2>A. Entrance Hall</h2><p>Two gruff stone dwarf statues guard the main entrance to Grunvyr. The doors and portcullis to this hall can be opened and closed via the hand wheels on the parapet above (see @UUID[.lILeCtUtGR8pV6zV#d.-parapet]{D. Parapet} for details on use). This hall is lined by six statues representing the past rulers of Grunvyr. At their base or on top of the hammer heads they’re grasping, the title of each liege is written in dwarvish runes. The oldest are closest to the doors and the statues progress in chronological order down the hallway. At the far end of the hall is an old fountain. The provided list of rulers are: Aeranvyr the Grim, 1<sup><span style=\"font-size:7.5pt;mso-fareast-font-family:'Times New Roman'\">st</span></sup> King of Gunvyr; Aeruk the Horn-Bearer, 2<sup><span style=\"font-size:7.5pt;mso-fareast-font-family:'Times New Roman'\">nd</span></sup> King of Gunvyr; Daerlyn the Bell Forge, 3<sup><span style=\"font-size:7.5pt;mso-fareast-font-family:'Times New Roman'\">rd</span></sup> King of Gunvyr; Aarda the Mithril Queen, 4<sup><span style=\"font-size:7.5pt;mso-fareast-font-family:'Times New Roman'\">th</span></sup> Liege of Grunvyr; Aedris the Flame Binder, 5<sup><span style=\"font-size:7.5pt;mso-fareast-font-family:'Times New Roman'\">th</span></sup> King of Grunvyr; Medaen of the Depths, 6<sup><span style=\"font-size:7.5pt;mso-fareast-font-family:'Times New Roman'\">th</span></sup> King of Grunvyr (this statue has been defaced/damaged).</p><p class=\"MsoNormal\"> </p><p></p><p class=\"MsoNormal\">This information is provided for two reasons:</p><p class=\"MsoNormal\">1. To add flavour and context to the dungeon and to flesh out the world a bit better. Further information is provided in the <span style=\"font-family:Calibri, sans-serif\">@UUID[Compendium.ruinworks-free-content.journals.iHTKIePYfrjCiHzY]{A Brief History of Grunvyr} j</span><span style=\"font-family:var(--font-primary)\">ournal note for those interested.</span></p><p class=\"MsoNormal\"><span style=\"font-family:var(--font-primary)\">2. This information will be used for puzzles deeper in the dungeon (further scenes in the Ruins of Grunvyr Series). As such if the players take detailed notes, you may want to provide them the correct permission for the journal entries once revealed.</span></p><p class=\"MsoNormal\"> </p><ol><li class=\"MsoNormal\"><strong>Active Tiles:</strong> The exclamation marks by each statue can be double-clicked to open a journal entry with an image of the statue and a line of runes. If the PC has “Dwarvish” as a language proficiency, it will automatically show them a translated version. If not, it opens a separate journal note that indicates they can’t read the runes. These journal entries can be edited freely to suit your needs. Note: this can only be guaranteed to work for DND5e. Other systems will use different attributes, and PF2e specifically changes these often and it is difficult to track.</li></ol><p>At the far end of the hall is a cracked and broken fountain. </p><p class=\"MsoNormal\"> </p><h2>B. Secret passage</h2><p>This secret passage is guarded by spring wall trap in its north wall. When a token moves into the square directly in front of the trap, a pressure plate triggers, releasing a tensed spring behind the wall. This launches the stone wall into the unfortunate soul who triggered the trap.</p><ol start=\"2\"><li class=\"MsoNormal\"><strong>Active Tiles: </strong>entering the square directly in front of the spring trap (hashed tile - hidden) activates this tile, 75% of the time. It reveals the spring trap and pushes part of the wall into the hall. It also plays a sound and pauses the game to allow you to request saves and assign damage.</li></ol><ul><li class=\"MsoNormal\">Once tripped, the trap reveals a mechanism room where the trap can be reset via interacting with the exclamation mark tile. This will prompt a Str check, DC15, with which the trap is reset and the wall closed (via triggering the reset button below). To exit a small secret panel, just west of the spring can be used.</li><li class=\"MsoNormal\">There is also a reset button for the GM just to the north, activated by doubleclick. This will reset the trap.</li></ul><p class=\"MsoNormal\"> </p><h2>C. Entrance Shaft</h2><p>This shaft is the main entrance to Grunvyr proper, the preceding areas developed mostly for defense and awe. The shaft leads down to further levels of Grunvyr and up to the parapet level.</p><ol start=\"3\"><li class=\"MsoNormal\"><strong>Active Tiles: </strong>The exclamation point on the mechanism in the NW corner activates the doors, via doubleclick. It will prompt the player to confirm if they want to turn the hand wheel before activating. Once confirmed, the doors will open and the image will change to open doors also.</li><li class=\"MsoNormal\"><strong>Active Tiles:</strong> The bridge icon north of the room will cycle the bridge image through three options: cracked, broken and undamaged. This could be used as a trap or an obstacle.</li></ol><p></p><h2>D. Parapet</h2><p><span style=\"font-family:var(--font-primary)\">5. <strong style=\"font-family:var(--font-primary);font-size:var(--font-size-14)\">Active Tiles: </strong>The mechanisms on top of the parapet operate the door and portcullis guarding @UUID[.lILeCtUtGR8pV6zV#a.-entrance-hall]{A. Entrance Hall}. They both confirm the token wants to turn the wheel before activating. Once confirmed, they switch the door to open state and change the door image to open.</span></p><p><span style=\"font-family:var(--font-primary)\">Suggestion: A strength check could also be requested and if both wheels for either mechanism are turned simultaneously, the check could be made with advantage. The portcullis works similarly, but with only one invisible door to open.</span></p><p> </p><h2>E. Watch Rooms</h2><p>These rooms served as look out posts and defensive positions for Grunvyr. They once held weapons and are each armed with an old ballista. The east room has a secret door in the north wall, which leads to area @UUID[.lILeCtUtGR8pV6zV#b.-secret-passage]{B. Secret passage}. The east room is guarded by another portcullis opened with the mechanism in F. If the PCs are struggling to get in, a DC 15 str check could be allowed to lift it, or perhaps it is rusted through in places or stuck half down so that player can crawl beneath it.</p><p class=\"MsoNormal\">Note: the ballista are separate tiles and can be moved/rotated as you please with the tiles tool.</p><p class=\"MsoNormal\"> </p><h2>F. Guard Room</h2><p>This room used to be set up with a table for the parapet guards to use. It is now broken beyond repair, however the mechanism for the small portcullis at @UUID[.lILeCtUtGR8pV6zV#e.-watch-rooms]{E. Watch Rooms} east also resides here. It functions similarly to that on the parapet.</p><p><strong>6. Active Tiles:</strong> there is an alternate tile activated by the water drops icon beside the room. Doubling clicking will toggle the tile. </p><p><strong>7. Active Tiles</strong>: The mechanism here controls the small portcullis to the watch room. Players can activate it by double-clicking the exclamation mark. </p><p class=\"MsoNormal\">Possible items: old jug of moonshine/whisky, iron flask or mug, bits of broken wood, debris.</p><p class=\"MsoNormal\"> </p><h2 class=\"MsoNormal\">G. Shooting Gallery</h2><p>This area used to be a shooting gallery, lined with crossbows and ballista. It formed part of Grunvyr's main defensive resource along with the narrow bridge accross which assailants must cross. Now the area is mostly empty, though remnants of ballista bolts and crossbows might be found in the corners. </p><p> </p><h2>H. Reservoir</h2><p>The reservoir is where water was stored after flowing in through the aqueduct. </p><p><strong>Entrance Level:</strong> a small ladder runs up the wall in the SE corner. The pipes here lead deeper into the ruins of Grunvyr and are connected via scene links to the other Grunvyr Scenes in the full RuinWorks Module.</p><p><strong>Aqueduct level</strong>: A secret door in the SE corner leads to the @UUID[.lILeCtUtGR8pV6zV#g.-shooting-gallery]{G. Shooting Gallery}. The reservoir drops 30ft to the pipes below.</p><p><strong>8. Active Tiles:</strong> The ladder icons in the southeast corner can be doubleclicked to ascend and descend the ladder there.</p><p> </p><h2>I. Boulder Trap</h2><p>The entrance to the aqueduct reservoir is guarded by two things: a line of thick steel bars (likely rusted now, DC15 str to break), and a falling boulder trap just past it. </p><p><strong>9. Active Tiles:</strong> the boulder trap here falls from the roof in a cloud of dust. It will trigger when a Pc enters the tile (50% chance). This will cause the boulder tile to appear and it will cause a Dex save and deal damage to players (3d6/6d6).</p><p>There boulder is attached to an actor so it can be easily moved, to roll onto PCs further in if needed. There is also a reset button at I for this trap, which will move the boulder back into place and hide it.</p><p> </p>","markdown":""},"_id":"lILeCtUtGR8pV6zV","image":{},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":100000,"ownership":{"default":-1},"flags":{}}],"ownership":{"default":0,"BCZfDKXZy3dwjVPh":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1672803932986,"modifiedTime":1681089642906,"lastModifiedBy":"BCZfDKXZy3dwjVPh"},"folder":null,"sort":0,"_id":"JxIflsIcIw1l4HzA"}
{"_id":"LMVROkRUoTM6Xc0m","name":"Statue 2 Runes","flags":{"scene-packer":{"hash":"512d94132a5f8bd62b773ee6976b6e0b7aba5e61","sourceId":"JournalEntry.LMVROkRUoTM6Xc0m","defaultPermission":2},"cf":{"id":"temp_pzwades454d"}},"pages":[{"name":"Statue 2 Runes","type":"text","title":{"show":false,"level":1},"text":{"format":1,"content":"<img src=\"modules/ruinworks-premium-scenes/scenes/ruinworks-dwarven-ruins-of-grunvyr/images/aeruk-the-horn-bearer.webp\" /><p><span style=\"font-family:var(--font-primary)\">An inscription at the base of the statue, holding a large horn, is written in strange runes, which you do not comprehend.</span></p><p></p><img src=\"modules/ruinworks-premium-scenes/scenes/ruinworks-dwarven-ruins-of-grunvyr/statues/dwarven-statue-horn-bearer-50dpi.webp\" width=\"500\" height=\"700\" /><p> </p><p> </p><p> </p><p> </p><p> </p>","markdown":""},"_id":"8bh7QTUYMApcbkNL","image":{},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":0,"ownership":{"default":-1},"flags":{}}],"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1672803919816,"modifiedTime":1681089642966,"lastModifiedBy":"BCZfDKXZy3dwjVPh"},"folder":null,"sort":0,"ownership":{"default":0,"RuFRN1eHFACTjcgR":3}}
{"name":"Road Through the Wilderness","flags":{"scene-packer":{"hash":"62e5f64be7c00978084fee4880e4bd65a310cc3c","sourceId":"JournalEntry.cLPzlgNxcvvfeLhQ"},"core":{"sourceId":"Compendium.ruinworks-free-content.journals.cLPzlgNxcvvfeLhQ"},"cf":{"id":"temp_9jroai6rgk"}},"pages":[{"name":"Road Through the Wilderness","type":"text","title":{"show":false,"level":1},"text":{"format":1,"content":"<img src=\"modules/ruinworks-free-content/scenes/ruinworks-random-encounters/road-through-the-wilderness/journal%20banner-road%20through%20the%20wilderness.webp\" /><p>The Road Through the Wilderness scene is meant to be a semi-customizable random encounter scene, providing various options for its layout. It has been divided into three main areas. Each has a list of clickable icons to alter its area in some way. </p><p><strong>Note:</strong> walls have been create for certain variations. Due to the nature of Monk's Active Tiles, I have found it easiest to make them secret doors, closed for when a wall exists and open when not there. This means however that they will show as open doors in images where there shouldn't be any walls. These will just have to be ignored by the GM but they will not show for the players. Just be careful where you click so you don't inadvertently close them and make a wall!</p><p>I like to use scenes like this in the following manner: have your PCs come through the scene once with maybe just the road and a bridge. There could be an encounter or toll - whatever. Then have them come through the scene a second time - on their way back etc - but change one of the areas to show the world has changed. Perhaps there is now a camp set up and mercenaries resting within or a noble is travelling with his entourage. This will give the world a more lived in feel!</p><h2>Area 1 (left side)</h2><p>This area consists of four options:</p><p>1. Campsite (moon icon)- no horses - a campsite with tent, bedrolls and a campfire. Shows the campsite tile, and activates </p><p>2. Campsite <span style=\"font-family:var(--font-primary)\">(moon icon) - with horses - a campsite with tent, bedrolls and a campfire.</span></p><p>3. Clearing<span style=\"font-family:var(--font-primary)\"> (empty circle) - an open area, where PCs could set up their own camp. This area would also fit some of my buildings from the actor compendium.</span></p><p>4. Ruin (ruin icon)- a ruined circular building made of stone occupies the clearing. Players may decide to make camp within, or bandits might use it as a meeting place.</p><p>5. Open Grass <span style=\"font-family:var(--font-primary)\">(eye icon)</span></p><p> </p><h2>Area 2 (right side)</h2><p>This area consists of four options:</p><p>1. Wealthy campsite <span style=\"font-family:var(--font-primary)\">(moon icon) - no horses - a campsite with tent for servants and a larger tent for the master.</span></p><p>2. <span style=\"font-family:var(--font-primary)\">Wealthy campsite (moon icon) - no horses - a campsite with tent for servants and a larger tent for the master.</span></p><p>3. Clearing (empty circle) - an open area, where PCs could set up their own camp. This area would also fit some of my buildings from the actor compendium.</p><p>4. Ruin <span style=\"font-family:var(--font-primary)\">(ruin icon) - this ruin consists of an abandoned house, or perhaps one that burned down years ago. Goblins may be using it as a hideout to launch raids on nearby lands.</span></p><p>5. Open Grass (eye icon)</p><p> </p><h2>Area 3 (middle)</h2><p>There are three main options in the middle area:</p><p>1. Gorge (explosion icon) - a gorge or fissure that runs the entire height of the scene. Perhaps it is a long known feature or maybe just appeared...? Shows the gorge tile.</p><p>    1a. Bridges - click the bridge icon to cycle through the bridge options - stone, wood, old stone, and broken stone. </p><p>    1b. Cave - click the cave icon to add a small cave to the side of the gorge (north west side). This is useful as an entrance to a monster den or other underground area.</p><p>2. River (waterfall icon) - a relatively fast flowing river. Shows the gorge tile, overlays the water tile, activates the lights. Lights are used to add a bit of animation to the river. It also activates the ambient sounds of water flowing in a creek. </p><p>    2a. Bridges - click the bridge icon to cycle through the bridge options - stone, wood, old stone, and broken stone. </p><p>    2<span style=\"font-family:var(--font-primary)\">b. Cave - click the cave icon to add a small cave to the side of the gorge (north west side). This is useful as an entrance to a monster den or other underground area.</span></p><p>3. Path (road icon) - a divergent path leads off the main road and up a hill. Shows the path tile.</p><p>4. Bare (empty circle) - open grass.</p><p> </p><p> </p>","markdown":""},"_id":"DYkOC9qXzFFQu9hL","image":{},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":0,"ownership":{"default":-1},"flags":{}}],"ownership":{"default":0,"BCZfDKXZy3dwjVPh":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1672803884631,"modifiedTime":1681089642890,"lastModifiedBy":"BCZfDKXZy3dwjVPh"},"folder":null,"sort":0,"_id":"OS7K0Ls9YSOxEHRO"}
{"name":"RuinWorks Welcome Journal","pages":[{"sort":100000,"name":"Welcome","type":"text","_id":"vqKmsFUC1TsQShhl","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<img src=\"modules/ruinworks-free-content/images/Banner%20complete.gif\" /><h2>Welcome</h2><p>Hi and welcome!</p><p>For those of you who don't know, RuinWorks focuses on creating Easy-to-Use interactive and customizable scenes for Foundry VTT. What does this mean? It means more than just maps with lights and walls.</p><p>It means easy to use customizations for scenes (tiles, walls and lights updating automatically with a click); interaction points for players (to pull levers for secret doors, open hatches, climb ladders, read inscriptions etc); traps that pull tokens to other areas or that show poison vapours; puzzles built into scenes.</p><p>Additionally, RuinWorks tries to make generic maps more interesting! Get out of here ordinary inn map. Gimme one with alternate inn rooms, hidden basements, secret doors. Need a crypt? Sure thing, but ours has a puzzle which leads to sinking stairs and customizable sepulchers and sarcophagi. The dwarven temple has a moving statue that reveals a secret door. But enough on that. If you are interested in these things, take a look at:</p><p>https://www.patreon.com/ruinworks</p><p>https://www.youtube.com/@ruinworks5132</p><p></p><p>Need help with the RuinWorks Content? Find me on Discord at: abominablerob#3707</p><p>Please read at least the @UUID[.K6KHrmcYlrPWB5iS]{Getting Started} page, for a brief introduction to RuinWorks scenes.</p><p></p>","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":200000,"name":"Module Dependencies","type":"text","_id":"Eee41NZQAJVljZnW","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<h2>Required Modules</h2><p>This module <em>Requires</em> the use of the following Modules:</p><h3>Levels</h3><p>This module allow for placing different levels on the same scene, directly on top of tiles. See</p><p>@UUID[.pVX5mcYOGKJoZUai]{Levels Basics} for some directions on use.</p><p><a href=\"https://foundryvtt.com/packages/levels\">Levels Foundry Page</a></p><p></p><h3>Better Roofs</h3><p>Some roof improvements.</p><p><a href=\"https://foundryvtt.com/packages/betterroofs\">Better Roofs Foundry Page</a></p><p></p><h3>Wall Height</h3><p>Provides walls elevation ranges, allowing Levels module to function.</p><p><a href=\"https://foundryvtt.com/packages/wall-height\">Wall Height Foundry Page</a></p><p></p><h3>Library: Scene Packer</h3><p>Used to pack and unpack my module.</p><p><a href=\"https://foundryvtt.com/packages/scene-packer\">Scene Packer Foundry Page</a></p><p></p><h3>Libwrapper</h3><p>Dependency of other modules.</p><p><a href=\"https://foundryvtt.com/packages/lib-wrapper\">Libwrapper Foundry Page</a></p><p></p><h3>Monk's Active Tile Triggers</h3><p>Used to facilitate interactive elements and customization options. See @UUID[.UElGSc6QX7Vo1lZW]{Monk's Active Tile Trigger Basics}</p><p><a href=\"https://foundryvtt.com/packages/monks-active-tiles%5D#:~:text=Want%20to%20teleport%2C%20or%20open,a%20token%20walks%20over%20it.\">MATT Foundry Page</a></p><p></p><h3>Multi-Face Tiles</h3><p>Allows selection of alternate tiles for tiles placed on canvas already (not actually used in the Free Content module).</p><p><a href=\"https://foundryvtt.com/packages/multiface-tiles\">Multi-face Tiles Foundry Page</a></p><p></p><h3>Tagger</h3><p>Allows a \"tag\" to be added to any canvas item (tile, token, wall, light, sound, etc). Used to easily identify these. See @UUID[.NcdkA0uaLzkYSYUo]{Tagger Basics}</p><p><a href=\"https://foundryvtt.com/packages/tagger\">Tagger Foundry page</a></p><p></p><h3>Token Attacher</h3><p>Allows canvas items to be attached to tokens. See @UUID[.nJX1MR8sGyQuyCjL]{Token Attacher Basics}</p><p><a href=\"https://foundryvtt.com/packages/token-attacher\">Token Attacher Foundry Page</a></p><p></p><h2>Suggested Modules:</h2><h3>Compendium Folders</h3><p>This will allow for easier organization of my compendiums. </p><p><a href=\"https://foundryvtt.com/packages/compendium-folders\">Compendium Folders Foundry Page</a></p><p></p><h3>Token Magic FX</h3><p>I use some of the macros from the <em>TokenMagic Portfolio</em> compendium to add a little flair to some of the scenes. Important macros to import from this compendium are:</p><ol><li><p><em>05 - Glow</em> — used for some magic effects</p></li><li><p><em>07 - Distortion</em> — used on water tiles to have them move slightly (see Tower Bridge - River Bed level)</p></li></ol><p>As long as they have been imported, they should be used by my scenes automatically.</p><p><a href=\"https://foundryvtt.com/packages/tokenmagic\">Token Magic FX Foundry Page</a></p><p></p><h3>Monk's TokenBar</h3><p>This module makes it easier to track tokens on different levels.</p><p><a href=\"https://foundryvtt.com/packages/monks-tokenbar\">Monk's TokenBar Foundry Page</a></p><p></p><p></p>","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":300000,"name":"Levels Basics","type":"text","_id":"pVX5mcYOGKJoZUai","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p><em>Levels</em> allows for multiple levels on the same scene. These are differentiated by their elevation. Tokens can be placed on these elevations to see the different levels. </p><img src=\"modules/ruinworks-free-content/images/token%20elevation.webp\" /><p></p><p>To switch between levels as a GM the <em>Levels</em> UI should be open.  To open it click on the button shown below:</p><img src=\"modules/ruinworks-free-content/images/Levels%20UI.webp\" /><p>The Levels UI should then pop up:</p><img src=\"modules/ruinworks-free-content/images/Levels%20UI%202.webp\" /><p>Select the different levels (Ground, 2nd Floor, etc) to switch between them. When placing items (lights, tokens, tiles etc), they will be placed on whatever level is selected. </p><p>To change a token's elevation, you can manually change the elevation field on their token (as shown above). Also on  RuinWorks scenes, tokens can change elevations automatically by entering areas with green drawings, which will indicate they are stairs and between which levels they run, like so: </p><img src=\"modules/ruinworks-free-content/images/levels%20stair.webp\" /><p>Some active tiles will also change token's elevation automatically. </p>","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":400000,"name":"Monk's Active Tile Trigger Basics","type":"text","_id":"UElGSc6QX7Vo1lZW","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>Monk's Active Tile Trigger (MATT) powers all interactive buttons in my module. Essentially, it allows for triggers to be added to any tile (and sometimes doors). These triggers can do a variety of things, too numerous to list here. It is a great and useful module, for any scene and I highly suggest checking it out. Iron Monk has a Discord server for all his modules and the moderators are very helpful.</p><p>The module adds a tab to the <em>Tile Configuration</em> menu (accessed by double clicking a tile) where these triggers can be configured:</p><img src=\"modules/ruinworks-free-content/images/MATT%20tab.png\" /><p>There are three sub-tabs:</p><ol><li><p>Setup - dictates activity (on/off), who can activate, when and how triggers are activated. Note: the Tile must be set to active to do any thing. </p></li><li><p>Actions - these define what happens when the tile is triggered - from changing the elevation of a token, to altering the rotation of a tile, or turning lights on and off. There are too many options to list, but I definitely suggest you play around with it. It can be a lot of fun.</p></li><li><p>Images - multiple images can be loaded to one tile, allowing MATT to switch between them when the appropriate action is selected.</p></li></ol><p>In order for RuinWorks scenes to function properly, these should not be altered.</p>","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":500000,"name":"Tagger Basics","type":"text","_id":"NcdkA0uaLzkYSYUo","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>The Tagger module allows the addition of tags to canvas item (lights, walls, sounds, tiles, tokens etc). This allows for easy reference and additionally allows MATT to target all items with the same tag without having to identify each separately.</p><p>An additional field is added to the Tile under the Basics tab. This shouldn't be altered in RuinWorks scenes or it may brake some elements in how the scene functions.</p><img src=\"modules/ruinworks-free-content/images/tagger.webp\" />","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":600000,"name":"Token Attacher Basics","type":"text","_id":"nJX1MR8sGyQuyCjL","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>Token Attacher allows for canvas items (meaning walls, lights, sounds, tiles etc) to be attached to tokens. Once attached, those items will move with the token they are attached to. This is useful for tokens riding horses or wagons. However, it can also be used for rotating portions of a scene (like Verbane's Tower) so that the image (tile) moves with the walls, or making buildings that can be dropped onto a scene.</p><p>Once items are attached to a token, they can't be altered, deleted or otherwise changed without detaching them first or using the Quick Edit button. If you find a canvas item that you can't change or interact with, it might be because it is attached to a token.</p><p>Buttons are added to the Token tool menu to do these:</p><img src=\"modules/ruinworks-free-content/images/Token%20Attacher.webp\" /><p></p><p></p>","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":700000,"name":"RuinWorks Scenes","type":"text","_id":"XbGIhEBsWBE2eUxW","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>Full RuinWorks Catalogue as of April 7, 2023:</p><p></p><h1>Dwarven Ruins of Grunvyr Series</h1><h3>Mountain Entrance (included in Free Content)</h3><ul><li><p>5 level dwarven ruin (entrance)</p></li><li><p>Traps</p></li><li><p>Customizable areas</p></li><li><p>Readable inscriptions</p></li><li><p>Statues with images</p></li><li><p>https://youtu.be/034dKtk1l_k</p></li></ul><h3>Great Hall</h3><ul><li><p>3 Level Dwarven Ruin</p></li><li><p>Openable valves</p></li><li><p>Traps</p></li><li><p>Customizable areas</p></li><li><p>https://youtu.be/FYsoSGFMx2U</p></li></ul><h3>Great Hall Alternates</h3><ul><li><p>Customizable areas</p></li><li><p>Traps</p></li></ul><h3>Dwarven Temple</h3><ul><li><p>Customizable areas</p></li><li><p>Traps</p></li><li><p>Moveable statue/secret door</p></li><li><p>Readable Inscriptions with Images and small puzzle</p></li><li><p>https://youtu.be/s0Wh60WqMGk</p></li></ul><h3>Dwarven Crypt Ruins</h3><ul><li><p>Customizable areas</p></li><li><p>4-Level Scene</p></li><li><p>Traps</p></li><li><p>Moveable statue/secret door</p></li><li><p>Readable Inscriptions with Images</p></li><li><p>Puzzles</p></li><li><p>Moving Drawbridge doors</p></li><li><p>https://youtu.be/qsLAwQIMjls</p></li></ul><p></p><h1>Hasna Forest Series</h1><h3>Forest Ruins (included in Free Content)</h3><ul><li><p>Interaction points to climb ruins</p></li><li><p>Overhead Trees</p></li><li><p>https://youtu.be/ZK4dWjsCETk</p></li></ul><h3>Hasna Forest Puzzle</h3><ul><li><p>Customizable areas</p></li><li><p>Rotating statue puzzle</p></li><li><p>Overhead trees</p></li><li><p>https://youtu.be/2ukZMwSexwM</p></li></ul><h3>Path through the Forest</h3><ul><li><p>Overhead Trees</p></li><li><p>https://youtu.be/ZK4dWjsCETk</p></li></ul><h3>The Chronicle Tree</h3><ul><li><p>Customizable areas</p></li><li><p>4-level giant tree with hollow interior</p></li><li><p>https://youtu.be/jvd0bFa_bWc</p></li></ul><p></p><h1>Random Encounter Series</h1><h3>A Stretch of River</h3><ul><li><p>2-Level Scene</p></li><li><p>Customizable Scene (6 areas)</p></li><li><p>https://youtu.be/z25qWAtRWD4</p></li></ul><h3>Crypt Entrance</h3><ul><li><p>2-level burial mound scene</p></li><li><p>Customizable areas</p></li><li><p>Moveable statue</p></li><li><p>https://youtu.be/brmqnR6PFqU</p></li></ul><h3>Lurkers Caves</h3><ul><li><p>2-level cave dungeon</p></li><li><p>Customizable areas</p></li><li><p>Customizable layout</p></li><li><p>Ability to split into 4 separate dungeons</p></li><li><p>https://youtu.be/f0UjNKRvX8g</p></li></ul><h3>River Cavern</h3><ul><li><p>Customizable areas</p></li><li><p>3-level cavern</p></li><li><p>Traps</p></li><li><p>https://youtu.be/DNSqPyyuFK8</p></li></ul><h3>Road Through the Wilderness (included with Free Content)</h3><ul><li><p>Customizable areas</p></li><li><p>https://youtu.be/DHC4NhO2C4w</p></li></ul><h3>Roadside Copse</h3><ul><li><p>Customizable areas</p></li><li><p>Customizable tracks and road events</p></li><li><p>https://youtu.be/TcY8JFUKxHo</p></li></ul><h3>Sodden Swampland</h3><ul><li><p>9 distinct customizable areas</p></li><li><p>https://youtu.be/iF7Dw_pFMPw</p></li></ul><p></p><h1>Town of Shir Proper Series</h1><h3>Church Alternates</h3><ul><li><p>Customizable areas</p></li><li><p>5-level Church, with 3 themes</p></li></ul><h3>Black Rat Hall</h3><ul><li><p>5-level thieves guild</p></li><li><p>Traps</p></li><li><p>Rotating fireplace secret door</p></li><li><p>https://youtu.be/baGjcw8lIwQ</p></li></ul><h3>Castle Gates</h3><ul><li><p>4-level town scene</p></li><li><p>Moveable/replaceable buildings</p></li></ul><h3>Church District</h3><ul><li><p>5-level town scene</p></li><li><p>Sun Church</p></li><li><p>Moveable/replaceable buildings</p></li><li><p>https://youtu.be/DgUf4R0MCKM</p></li></ul><h3>The Unicorn</h3><ul><li><p>4-level town scene</p></li><li><p>Customizable areas</p></li><li><p>https://youtu.be/Ahxn8heKxVE</p></li></ul><h3>Verbane's Tower</h3><ul><li><p>5-level town scene</p></li><li><p>Rotating Tower puzzle</p></li></ul><h3>Verbane's Tower - Alternate (included with free content)</h3><ul><li><p>5-level tower</p></li><li><p>Rotating Tower puzzle</p></li><li><p>https://youtu.be/awxV0T5yxvs</p></li></ul><h1>Additional Scenes</h1><h3>Castle Ruins</h3><ul><li><p>5 level ruined castle</p></li><li><p>Trap</p></li><li><p>https://youtu.be/nmGWFcojf00</p></li></ul><h3>Castleglen Dungeon Lower</h3><ul><li><p>2 Level Dungeon</p></li><li><p>Traps</p></li><li><p>Customizable areas</p></li><li><p>https://youtu.be/6BJaFvc5708</p></li></ul><h3>Castleglen Dungeon Upper</h3><ul><li><p>2 Level Dungeon</p></li><li><p>Traps</p></li><li><p>customizable areas</p></li><li><p>https://youtu.be/6BJaFvc5708</p></li></ul><h3>Churning Brook Inn (included with Free Content)</h3><ul><li><p>5 Level Inn</p></li><li><p>Included in Free module</p></li></ul><h3>Tower Bridge</h3><ul><li><p>7-level Tower Fortification</p></li><li><p>Functioning draw bridge and portcullis'</p></li><li><p>https://youtu.be/b3XSrz7EJTc</p></li></ul><h3>Crypt Beneath Tower Bridge</h3><ul><li><p>Customizable areas</p></li><li><p>4-level crypt dungeon</p></li><li><p>Traps</p></li><li><p>https://youtu.be/9dG2sQpwKVE</p></li></ul><h3>Walnut Hollow</h3><ul><li><p>3-level halfling home</p></li><li><p>Customizable Areas</p></li><li><p>Secret fireplace entrance</p></li><li><p>https://youtu.be/DMzbO5nOhUA</p></li></ul><h3>Ruins of Birchaven</h3><ul><li><p>3-level ruined village</p></li><li><p>Customizable areas</p></li><li><p>Rotating statue and door</p></li><li><p>https://youtu.be/fqWL8G-1P7w</p></li></ul><h3>Moldy Manor</h3><ul><li><p>6-level ruined manor scene</p></li><li><p>Customizable terrain/background</p></li><li><p>https://youtu.be/OyoBSsmjaiM</p></li></ul><p></p><p></p><p></p><p></p><p></p><p></p><p></p>","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":150000,"name":"Getting Started","type":"text","_id":"K6KHrmcYlrPWB5iS","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<h2>Importing Module Contents</h2><p>There are two ways in which this module can be used. You can either</p><ol><li><p>Import scenes individually from the <em>Ruinworks Free Content</em> Scene Compendium</p></li><li><p>Import the adventure document from the <em>Ruinworks Free Content</em> Adventure Compendium. This will import ALL scenes into your world.</p></li></ol><p>Once imported, each scene has a guide Journal in the top left corner of the scene. This will provide information on how each scene works and often provide descriptions or adventure ideas. This is usually located on the ground floor for each scene. </p><img src=\"modules/ruinworks-free-content/images/Journal%20Guide.webp\" /><p></p><h2>Opening the Levels UI</h2><p>It is important when using RuinWorks Scenes to make sure you have the Levels UI open. If it is not open, the scene will show you all levels at once, making it harder to navigate and make sense of the scene (though it would still render correctly for players). </p><p>Also, having the Levels UI open allows you to easily switch between levels and place canvas elements (tokens, items, tiles, walls, lights, sounds etc) on the correct level. If you are new to Levels, I also suggest reading @UUID[.pVX5mcYOGKJoZUai]{Levels Basics}.</p><p></p><h2>Drawing Markers on Map</h2><p>On my scenes you will notice drawings done with the drawing tool. These represent different things depending on their colour and identifier:</p><p><strong>White boxes with letters</strong>: These are used to identify rooms or locations on the scene. The Scene Guide will use these in their indexes to provide details, such as location descriptions, items, adventure ideas.</p><p><strong>Red boxes with numbers</strong>: These boxes identify active tiles. What are those? They are locations where PCs or the GM can interact with the scene. They include traps, doors, or moving walls or stairs. @UUID[.vqKmsFUC1TsQShhl#interaction-points]{Interaction Points} aren't always included with these but are sometimes. Descriptions of what the tiles do can be found under the relevant area in the scene guide (as per indexed areas above). </p><p><strong>Green boxes with writing</strong>: These represent areas that will transition tokens between elevations (Levels module drawings). This is done automatically when the token enters the area, and will transition them to another level on the map.</p><p></p><h2>Interaction Points</h2><p>Interaction points are areas where PC tokens can interact with the map. They look like little white exclamation marks. PCs can double click on them to activate the interaction. Usually they will be given a prompt to do something, like \"Climb Ladder?\" or \"Turn Mechanism?\". They can choose yes or no. On a yes they'd change elevations or activate something. On \"no\" nothing would happen.</p><p>Not all scenes contain interaction points, but most do. They are described in the relevant area as noted in the Scene Guides. </p><p></p>","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}}],"ownership":{"default":0,"BCZfDKXZy3dwjVPh":3},"flags":{"scene-packer":{"hash":"7e05582ecebbc00889329a915ec29beda499edfb","sourceId":"JournalEntry.LAzRCVq5HqorQTUT"},"core":{"sourceId":"JournalEntry.LAzRCVq5HqorQTUT"}},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1673043991921,"modifiedTime":1681089643097,"lastModifiedBy":"BCZfDKXZy3dwjVPh"},"folder":null,"sort":0,"_id":"QPwNyNEOcELDChuW"}
{"_id":"ZadSOGh9zoWZUcqn","name":"Statue 1 Runes","flags":{"scene-packer":{"hash":"0a86ead9d839a9a71f23ef4796f18d8b97d38f87","sourceId":"JournalEntry.ZadSOGh9zoWZUcqn","defaultPermission":2},"cf":{"id":"temp_pzwades454d"}},"pages":[{"name":"Statue 1 Runes","type":"text","title":{"show":false,"level":1},"text":{"format":1,"content":"<img src=\"modules/ruinworks-premium-scenes/scenes/ruinworks-dwarven-ruins-of-grunvyr/images/aeranvyr-the-grim.webp\" /><p><span style=\"color:#191813\">An inscription at the base of this dour statue is written in strange runes, which you do not</span></p><p><span style=\"color:#191813\">comprehend.</span></p><p></p><img src=\"modules/ruinworks-premium-scenes/scenes/ruinworks-dwarven-ruins-of-grunvyr/statues/dwarven-statue-the-grim-50dpi.webp\" width=\"500\" height=\"700\" /><p> </p><p> </p><p> </p><p> </p>","markdown":""},"_id":"1iaXUEiFg660q3uz","image":{},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":0,"ownership":{"default":-1},"flags":{}}],"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1672803919817,"modifiedTime":1681089642945,"lastModifiedBy":"BCZfDKXZy3dwjVPh"},"folder":null,"sort":0,"ownership":{"default":0,"RuFRN1eHFACTjcgR":3}}
{"name":"Town Church - Alternates - Details","flags":{"scene-packer":{"hash":"0f69c236e7cd80fda281af11d76e5e254ddbecf5","sourceId":"JournalEntry.60WJYuTu9RckZakL"},"core":{"sourceId":"Compendium.ruinworks-free-content.journals.60WJYuTu9RckZakL"},"cf":{"id":"temp_f06ly4xaqwd"}},"pages":[{"name":"Town Church - Alternates - Details","type":"text","title":{"show":false,"level":1},"text":{"format":1,"content":"<p>The Church Alternates are 3 different takes on the Church of Our Lady Laurenthia (another scene in RuinWorks Premium Module). There are 3 different versions in this Scene - Ruined Church, Dark Church, and Basic Church.</p>","markdown":""},"_id":"GZnoUbTOHe599eVz","image":{},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":100000,"ownership":{"default":-1},"flags":{}},{"sort":500000,"name":"Building Prefabs","type":"text","_id":"zChlMFYBtjBFlwo2","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<h2>Building Prefabs</h2><p>The three churches are built into one \"prefab\" actor <span style=\"font-family:var(--font-primary)\">that can be found in the Actors compendium. This actor can dragged and dropped onto the canvas of any and the whole church will appear there.</span></p><p><span style=\"font-family:var(--font-primary)\">To access the different versions, double click the \"three drops\" icon next to the token. Each double-click will transform the building - first from Ruined to Dark, then Dark to Basic, and lastly Basic back to Ruined. Some time should be allowed between each transformation to ensure it is finished. </span></p><p><span style=\"font-family:var(--font-primary)\">Another icon sits beside the token - a lightbulb. Double-clicking this will deactivate all the lights in the Church. This is useful mostly for the Ruined version. </span></p>","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":300000,"name":"Church Alternates","type":"text","_id":"GNIjnHYiJKxtpsM0","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<img src=\"modules/ruinworks-free-content/scenes/ruinworks-town-church/journal%20banner%20-%20church%20district.webp\" /><h2>Alternate Churches</h2><p><strong>The Ruined Church</strong> is just that - a ruined version of the Basic church. Its walls are crumbling, windows broken and the floors chipped and stained. Even the Bell has fallen a level to rest precariously on the 4th floor.</p><p><strong>The Dark Church </strong>is an evil place of worship and sacrifice. The angel statues are instead devils in this version and an evil altar dominates the main worshipping space, where someone or something has been sacrificed. Skulls and pentagrams replace suns as decoration.</p><p><strong>The Basic Church</strong> is essentially a Church identical to that of Our Lady Laurenthia. The only difference here is that the sun imagery has been removed. The idea here is that this church would be easily customizeable to whichever go you like. </p><p>Each variation can be activated using the buttons in the Right margin. Just click the appropriate icon and the scene will convert to your selection. Just ensure you give it a few moments to process all the changes.</p>","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":400000,"name":"Layout","type":"text","_id":"THciOrmOW4nLcICV","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p style=\"box-sizing:border-box;user-select:text;margin:0.5em 0px;color:rgb(25, 24, 19);font-family:Signika, sans-serif;font-size:14px;font-style:normal;font-variant-ligatures:normal;font-variant-caps:normal;font-weight:400;letter-spacing:normal;orphans:2;text-indent:0px;text-transform:none;white-space:normal;widows:2;word-spacing:0px;-webkit-text-stroke-width:0px;text-decoration-thickness:initial;text-decoration-style:initial;text-decoration-color:initial;text-align:start\"><span style=\"font-family:Signika, sans-serif\">1st floor - worship hall, study room and priests kitchens.</span></p><p style=\"box-sizing:border-box;user-select:text;margin:0.5em 0px;color:rgb(25, 24, 19);font-family:Signika, sans-serif;font-size:14px;font-style:normal;font-variant-ligatures:normal;font-variant-caps:normal;font-weight:400;letter-spacing:normal;orphans:2;text-indent:0px;text-transform:none;white-space:normal;widows:2;word-spacing:0px;-webkit-text-stroke-width:0px;text-decoration-thickness:initial;text-decoration-style:initial;text-decoration-color:initial;text-align:start\"><span style=\"font-family:Signika, sans-serif\">2nd floor - High priests chambers an clergies dormitory. </span></p><p style=\"box-sizing:border-box;user-select:text;margin:0.5em 0px;color:rgb(25, 24, 19);font-family:Signika, sans-serif;font-size:14px;font-style:normal;font-variant-ligatures:normal;font-variant-caps:normal;font-weight:400;letter-spacing:normal;orphans:2;text-indent:0px;text-transform:none;white-space:normal;widows:2;word-spacing:0px;-webkit-text-stroke-width:0px;text-decoration-thickness:initial;text-decoration-style:initial;text-decoration-color:initial;text-align:start\"><span style=\"font-family:Signika, sans-serif\">3rd floor - Orphanage/halfway house - a place where the church can take care of those in need. Additionally, there is a store room in the tower and a balcony where higher-ups observe mass. In the Dark variation this room may be used to keep prisoners/sacrifices.</span></p><p style=\"box-sizing:border-box;user-select:text;margin:0.5em 0px;color:rgb(25, 24, 19);font-family:Signika, sans-serif;font-size:14px;font-style:normal;font-variant-ligatures:normal;font-variant-caps:normal;font-weight:400;letter-spacing:normal;orphans:2;text-indent:0px;text-transform:none;white-space:normal;widows:2;word-spacing:0px;-webkit-text-stroke-width:0px;text-decoration-thickness:initial;text-decoration-style:initial;text-decoration-color:initial;text-align:start\"><span style=\"font-family:Signika, sans-serif\">4th floor - Roof and walkway.</span></p><p style=\"box-sizing:border-box;user-select:text;margin:0.5em 0px;color:rgb(25, 24, 19);font-family:Signika, sans-serif;font-size:14px;font-style:normal;font-variant-ligatures:normal;font-variant-caps:normal;font-weight:400;letter-spacing:normal;orphans:2;text-indent:0px;text-transform:none;white-space:normal;widows:2;word-spacing:0px;-webkit-text-stroke-width:0px;text-decoration-thickness:initial;text-decoration-style:initial;text-decoration-color:initial;text-align:start\"><span style=\"font-family:Signika, sans-serif\">5th floor - belltower top</span></p><p></p><p>Note: there is a stairway leading down from the main floor into the ground, at the centre of the belltower. This staircase does not lead anywhere on this scene. Instead it is left for you, to allow a way to enter a dungeon or crypt (on another scene). Otherwise it can simply be described as a cellar.</p>","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}}],"ownership":{"default":0,"BCZfDKXZy3dwjVPh":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1672803811195,"modifiedTime":1681089643067,"lastModifiedBy":"BCZfDKXZy3dwjVPh"},"folder":null,"sort":0,"_id":"aQT8hoW7Rs1FVL7o"}
{"_id":"g0MhqCthovwsgpOL","name":"Statue 4 Inscription","flags":{"scene-packer":{"hash":"efbb7a4fd49233937ea51a82dcbaaa3b7355ef4f","sourceId":"JournalEntry.g0MhqCthovwsgpOL","defaultPermission":2},"cf":{"id":"temp_pzwades454d"}},"pages":[{"name":"Statue 4 Inscription","type":"text","title":{"show":false,"level":1},"text":{"format":1,"content":"<p> </p><img src=\"modules/ruinworks-premium-scenes/scenes/ruinworks-dwarven-ruins-of-grunvyr/images/aarda-the-mithral-queen.webp\" /><p>An Inscription at the base of this female statue is written in Dwarvish and reads:</p><p> </p><p>\"<em>Aarda the Mithril Queen, Fourth Liege of Grunvyr</em>\"</p><p></p><img src=\"modules/ruinworks-premium-scenes/scenes/ruinworks-dwarven-ruins-of-grunvyr/statues/dwarven-statue-mithril-queen-50dpi.webp\" width=\"500\" height=\"700\" /><p></p>","markdown":""},"_id":"vHO67i3CbuUUmIX9","image":{},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":0,"ownership":{"default":-1},"flags":{}}],"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1672803919818,"modifiedTime":1681089642982,"lastModifiedBy":"BCZfDKXZy3dwjVPh"},"folder":null,"sort":0,"ownership":{"default":0,"RuFRN1eHFACTjcgR":3}}
{"name":"#[CF_tempEntity]","flags":{"cf":{"id":"temp_w2e3llyh6w","name":"Tower Bridge","color":"#000000","fontColor":"#FFFFFF","icon":"","sorting":"m","contents":["1yCDO4fyRQVEZw0S","xjdWfPWfdVOm6AoD","gu1y13t5WSBMIbJx","6ymcNqt6uIx8g5Id"],"children":[],"folderPath":[],"version":"2.5.7"},"scene-packer":{"hash":"b28f7b549024cca54e42037a25e02a6420e43e17"}},"pages":[],"folder":null,"sort":0,"ownership":{"default":0,"RuFRN1eHFACTjcgR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1672804073577,"modifiedTime":1681008067430,"lastModifiedBy":"BCZfDKXZy3dwjVPh"},"_id":"g1CuNPVtNNa9opEO"}
{"name":"Tower Bridge Game Use Details","flags":{"core":{"sourceId":"Compendium.ruinworks-free-content.journals.CVgmkqBZsGDjhlkA"},"scene-packer":{"sourceId":"JournalEntry.CVgmkqBZsGDjhlkA","hash":"48a365121fbd7ec170bb583d08b77a74a0e72106"},"cf":{"id":"temp_w2e3llyh6w"}},"pages":[{"name":"Tower Bridge Game Use Details","type":"text","title":{"show":false,"level":1},"text":{"format":1,"content":"<img src=\"modules/ruinworks-free-content/scenes/ruinworks-tower-bridge/journal%20banner%20-%20Tower%20Bridge.webp\" /><h2><span style=\"color:#191813\">General Notes</span></h2><p><span style=\"color:#191813\">NOTE: Active tiles are numbered using the drawing tool and highlighted in a red box (green boxes are for levels drawings, white letters for room labels as per@UUID[Compendium.ruinworks-free-content.journals.xjdWfPWfdVOm6AoD]{Tower Bridge Details} ). Please use the red drawings to locate the active tiles embedded in the scene. </span></p><p><span style=\"color:#191813\">NOTE 2: Keep in mind that all tiles will show for the GM. Please test with a player account (not just a player token) if you want to see how it will appear to players.</span></p><p><span style=\"color:#191813\">TORCHES: Torches in this scene have been enabled via MATT (Monk's Active Tile Triggers) to turn on an off using a double click on the torch. The flaming torch tile when double clicked, hides itself revealing the unlit torch beneath. It also deactivates the light sources on top of them. Another double click reverse this. </span></p><p><span style=\"color:#191813\">All active the actions listed below can be found in the tile config menu under \"triggers\".  This is true for the torch tiles also. </span></p><p> </p><h2 style=\"border-bottom:1px solid var(--color-underline-header)\"><span style=\"color:#191813\">Ground Floor</span></h2><p><span style=\"color:#191813\">Ground floor tiles: </span></p><p><span style=\"color:#191813\"><strong>1. Drawbridge</strong>: this tile is hidden and revealed by double clicking the white drawbridge icon tile in the right margin control panel (for GM only). It can also be activated by players using the interaction point on level 2 by the drawbridge mechanism. When double-clicked here, players will be prompt to \"Raise/Lower Drawbridge?\". Either way a chain sound will play when used.</span></p><p><span style=\"color:#191813\"><strong>2. Trapdoor</strong>: This is a combination of 3 tiles. A white interaction point can be double-clicked and is for opening and closing the trapdoor beneath the crane. It will work for tokens with 1 square of the interaction point and only if a token is selected. Double clicking the open opens the door tile and activates another interaction point over a ladder. The second interaction points allows tokens to climb the ladder down into the cellar. They will be prompted and asked if they want to \"Climb Ladder?\" On a \"yes\" response they will descend to the cellar. On \"no\" they will remain where they are.</span></p><p><span style=\"color:#191813\"><strong>3. Double doors</strong>: The double doors on both sides of the tower can be activated by opening the doors - this opens the door and switches the tile to one that shows open doors.</span></p><p><span style=\"color:#191813\"><strong>4. Portcullis</strong>: combination of 2 tiles and 1 door. The exclamation point tiles is for opening and closing the portcullis, by the GM. Clicking it will toggle the portcullis image tile between open and closed and also toggles the door (wall) between open and closed. The door is set to be invisible and a secret door - so players can see through the portcullis, but not move through it. A similar interaction point can be found on level 3 at the portcullis mechanism, but this one can be used by players also. There, they will be prompt if the want to \"Raise/Lower Portcullis?\"</span></p><h2>Dungeon</h2><p><strong>5. Ladder</strong>: When a character stands beside the ladder at tile 5, they can double click the ladder icon to go up to the ground floor (elevation 0) beside the crane in area F.  </p><h2>Riverbed</h2><p><strong>6. Boats</strong>: Each boat is a separate tile. Each is currently moored. Double clicking the coil of rope icon will switch the tile to a ready to go boat tile. These could be attached to tokens (Token Attacher module) to allow PCs to travel the river or just be moved as necessary. </p><p>There is an additional tile on the river bed which is of the water itself. This was intended to be used with the Token Magic FX module for some minor animation. To get the full effect, import the \"Distortion\" macro from the Token Magic FX module macro compendium.</p><p> </p>","markdown":""},"_id":"j5efx4wmAb4OcuV3","image":{},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":0,"ownership":{"default":-1},"flags":{}}],"ownership":{"default":0,"BCZfDKXZy3dwjVPh":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1672803863607,"modifiedTime":1681089643048,"lastModifiedBy":"BCZfDKXZy3dwjVPh"},"folder":null,"sort":0,"_id":"gu1y13t5WSBMIbJx"}
{"name":"A Brief History of Grunvyr","flags":{"scene-packer":{"hash":"4f28a844794d9a0835e067a1848def8fe572851b","sourceId":"JournalEntry.6qKjrXFVdyL2w040"},"core":{"sourceId":"JournalEntry.6qKjrXFVdyL2w040"},"cf":{"id":"temp_pzwades454d"}},"pages":[{"name":"A Brief History of Grunvyr","type":"text","title":{"show":false,"level":1},"text":{"format":1,"content":"<img src=\"modules/ruinworks-premium-scenes/scenes/ruinworks-dwarven-ruins-of-grunvyr/journal%20banner%20-%20grunvyr2.webp\" /><p>This brief history is not meant as any hard basis for the Dwarven Ruins of Grunvyr Maps. Rather, it is an example of how I envisioned this area for my own game. Hopefully, it will provide you all with inspiration for your own games.</p><p>These notes should help add tidbits to the game, whether it be to fill scripts in lost libraries below Grunvyr or for some dwarven ghost to explain (players love the <em>speak with dead</em> spell). </p><p>Note: some of the items that are mentioned here may be connected to portions of the map (for example the dwarven statues in the entrance hall). I use some of this info in future scenes, to help define and flesh out the dungeon, as well as connect the levels. Most obviously, I plan on using the dwarven statues names/descriptions in later puzzles and traps :-D</p><p> </p><h2>Grunvyr's Beginnings (-1700 to 1650yrs)</h2><p>Grunvyr was found nearly 1700yrs ago, by Aeranvyr Granitehide. He and his people had fled their homeland (in my campaign Sunken Forge), during a troubled period, most likely a war with giants. Travelling miles and for years through human and elven lands, found them no refuge, only further sorrow. As such, they finally settled in unwelcoming lands, just south of those filled with goblins and their ilk (the Goblin Highlands, just south of modern day Shir). </p><p>Long a pessimist, Aeranvyr the Grim's travels had only exacerbated his melancholy. In a fit of stubborness, he founded Grunvyr in a low mountain, claiming \"We shall Wander No More\". He ruled there for 50 years, overseeing the beginnings of the great aqueduct that fed his home, all the while fending off the hoardes of goblins at Grunvyr's feet with his son Aeruk.</p><p><strong>Adventure notes</strong>: perhaps a PC is a long lost relative from Sunken Forge and are searching for their lost family.</p><p> </p><h2>Goblin Wars (-1650 to -1500yrs)</h2><p>Aeranvyr the Grim was succeeded by his son Aeruk the Horn-Bearer. Aeruk lead many battles against the goblins from the lowlands, and became a reknown fighter. He was also associated with a great horn that he slung across his back and that allowed he and his companions to travel great distances in a short period of time. </p><p>His bravery was not put to waste, buying his people time to hew the halls within the mountain, and expand the stronghold for his heir and nephew Daerlyn the Bell Forge.</p><p><strong>Adventure Notes:</strong> the Horn of Great Steps is a long lost treasure and is hidden in Grunvyr's treasure vaults. Perhaps the PCs learn of its existance and it is drive enough to have them explore Grunvyr's halls.</p><p>In his battles, Aeruk also stole an item/artifact of the goblins (human-bane shortsword etc). They may be looking to retrieve it.</p><p> </p><h2>Fortification (-1500yrs to -1225yrs)</h2><p>Daerlyn Granitehide the Bell Forge, was a protective soul, having constantly feared for his brave uncle. He was quick to become a pious individual and took to Moradin. He spear-headed many of the defensive fortifications still seen in Grunvyr today.  He also help carve out and expand the temple to Moradin found within Grunvyr. </p><p>His most impressive feat however was his forging of the Bell of Grunvyr - a massive brass bell that hung in the centre of the Great Hall. Inscribed with runes, when rung it grants protective magic to all good creatures within earshot. As such, great tunnels were hewn throughout Grunvyr, to carry its sound to all corners of the stronghold. The runes on the bell are written in dwarvish script and read \"A Hammer in the Morning, The Pick's up Next, Come Axe by Night, the Bell Protects\" (this will also be used in the vault puzzle scene I hope :)).</p><p><strong>Adventure Notes:</strong> Moradin's followers (or those of another god - like one of protection or creation) have read legends about the Daerlyn's Bell and want it retrieved.</p><p> </p><h2>Riches Found (-1225 to -990)</h2><p>Aarda the Mithril Queen ruled next. She learned much from her father Daerlyn in the ways of ruling and kept faith with Moradin. Her rule was marked by the riches the dwarves of Grunvyr found below their mountain, Lompaar. Mithril was found in some abundance along with gold, silver and jewels. She was known for her gem crusted tiara.</p><p> </p><p><strong>Adventure Notes:</strong> The Mithril Queen was probably the most affluent and social of Grunvyr's Rulers. Legends tell of her visits to far away lands and riches she brought with her. Some may want to find those again. She might have died on one of these trips and a map left in her tomb shows the way to Grunvyr. </p><p> </p><h2>Let the Hammers Ring (-990 to -750)</h2><p>Aedris Flame Binder, Aarda's son, was a responsible King. He listened to his people and tried to improve thier lives and their worth. With all the expansion into the rich tunnels below, the Granitehide clan had collected a lot of ore. They delved ever deeper, only to bring more ore back. So much so that their smelters and smiths, could not keep up with the miners gains. Storerooms of raw ore built up, unused. Aedris searched for a solution and found one. He bound fire elementals to smelters and locked them in adamantine ovens to speed up processing of the miners gains. Rumours have it that some a still trapped below, still raging against their prison's walls.</p><p><strong>Adventure Notes: </strong>A warlock's patron is upset that his fire elemental followers are trapped in Grunvyr's forges. He requests or tricks the warlock into freeing them. </p><p> </p><h2>The Last King of Grunvyr (-750 to -500)</h2><p>While Aedris tried to help his people with the amount of treasure they returned home with, his son Medaen loved the adventure and excitement of exploring the depths, finding new treasures and hewing new paths. Eventually he became obsessed with the thought, leading expeditions and mining parties ever deeper. He was convinced an artifact lay down there somewhere, and that the Granitehides were meant to find it. When expeditions did not return, he sent more, taking dwarves first from the smithy, then the stoneworkers, and finally the garrison, to supplement the miners. He delved with them, on ever longer journeys, until eventually none returned. </p><p>Those left in Grunvyr's halls abandoned the once great stronghold, unable to take care of the sprawling network of tunnels nor the aqueduct that was the life blood of their home. They settled nearby and formed a small community named Grey Rock.</p><p> </p><h2>Modern(-ish) Day</h2><p>Grunvyr has been abandoned for 500 years now. Not many remember its halls, nor its rulers. In Gray Rock, only the oldest dwarves remember a thing about it, and most of that told to them by their parents. </p><p> </p><p> </p><p> </p><p> </p><p> </p><p> </p><p> </p>","markdown":""},"_id":"fgx2o3TMNew0jMqr","image":{},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":0,"ownership":{"default":-1},"flags":{}}],"ownership":{"default":0,"RuFRN1eHFACTjcgR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1672803931244,"modifiedTime":1681089642811,"lastModifiedBy":"BCZfDKXZy3dwjVPh"},"folder":null,"sort":0,"_id":"iHTKIePYfrjCiHzY"}
{"name":"Churning Brook Game Use Details","flags":{"core":{"sourceId":"Compendium.ruinworks-free-content.journals.j5J5nRzCwBLlNJSf"},"scene-packer":{"sourceId":"JournalEntry.j5J5nRzCwBLlNJSf","hash":"47b0cf05b46ac81feaaeebc934f97a19ed5d4c40"},"cf":{"id":"temp_7336bidadt"}},"pages":[{"name":"Churning Brook Game Use Details","type":"text","title":{"show":false,"level":1},"text":{"format":1,"content":"<img src=\"modules/ruinworks-free-content/scenes/ruinworks-churning-brook-inn/journal%20banner%20-%20churning%20brook.webp\" /><p>NOTE: Active tiles are numbered in red boxes using the drawing tool. Please use that to locate the active tiles embedded in the scene and cross reference with this journal guide. <span style=\"font-family:Signika, sans-serif\">Green boxes are for levels drawings - tokens entering them will change elevations. These are generally located on stairs.</span></p><p><span style=\"box-sizing:border-box;user-select:text\"><span style=\"font-family:Signika, sans-serif\">All active tile's actions can be found in the tile config menu under \"triggers\".  </span></span></p><p style=\"box-sizing:border-box;user-select:text;margin:0.5em 0px;color:rgb(25, 24, 19);font-family:Signika, sans-serif;font-size:14px;font-style:normal;font-variant-ligatures:normal;font-variant-caps:normal;font-weight:400;letter-spacing:normal;orphans:2;text-indent:0px;text-transform:none;white-space:normal;widows:2;word-spacing:0px;-webkit-text-stroke-width:0px;text-decoration-thickness:initial;text-decoration-style:initial;text-decoration-color:initial;text-align:start\"><span style=\"box-sizing:border-box;user-select:text\"><span style=\"font-family:Signika, sans-serif\">EXCLAMATION MARKS: the exclamation marks found around the map are meant to be points of interest that can be triggered by players through double-click. They will be visible to the players, so if you want checks or something to be done before using them, I suggest hiding them from the players until that is done. Generally, they are to allow players to climb ladders, open doors, or turn mechanisms.</span></span></p><p>NOTE: Find further details on the inn using @UUID[Compendium.ruinworks-free-content.journals.whGh26gb8BJBTosp]{Churning Brook Details}</p><p> </p>","markdown":""},"_id":"8Te22XpFFVH4e7DD","image":{},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":0,"ownership":{"default":-1},"flags":{}},{"sort":100000,"name":"Cellar","type":"text","_id":"ryjWktXvapw05LgM","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p style=\"box-sizing:border-box;user-select:text;margin:0.5em 0px;color:rgb(25, 24, 19);font-family:Signika, sans-serif;font-size:14px;font-style:normal;font-variant-ligatures:normal;font-variant-caps:normal;font-weight:400;letter-spacing:normal;orphans:2;text-indent:0px;text-transform:none;white-space:normal;widows:2;word-spacing:0px;-webkit-text-stroke-width:0px;text-decoration-thickness:initial;text-decoration-style:initial;text-decoration-color:initial;text-align:start\"><span style=\"font-family:Signika, sans-serif\">Ambient sound here is taken from Game Audio Bundle 4 (wind). If you have the module installed, it will automatically play in this location. </span></p><p style=\"box-sizing:border-box;user-select:text;margin:0.5em 0px;color:rgb(25, 24, 19);font-family:Signika, sans-serif;font-size:14px;font-style:normal;font-variant-ligatures:normal;font-variant-caps:normal;font-weight:400;letter-spacing:normal;orphans:2;text-indent:0px;text-transform:none;white-space:normal;widows:2;word-spacing:0px;-webkit-text-stroke-width:0px;text-decoration-thickness:initial;text-decoration-style:initial;text-decoration-color:initial;text-align:start\"></p>","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":200000,"name":"Kitchens","type":"text","_id":"G2j3VdTA07X4oREz","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p style=\"box-sizing:border-box;user-select:text;margin:0.5em 0px;color:rgb(25, 24, 19);font-family:Signika, sans-serif;font-size:14px;font-style:normal;font-variant-ligatures:normal;font-variant-caps:normal;font-weight:400;letter-spacing:normal;orphans:2;text-indent:0px;text-transform:none;white-space:normal;widows:2;word-spacing:0px;-webkit-text-stroke-width:0px;text-decoration-thickness:initial;text-decoration-style:initial;text-decoration-color:initial;text-align:start\"><span style=\"font-family:Signika, sans-serif\">The trap doors (<strong style=\"box-sizing:border-box;user-select:text\">Active Tile 1</strong>) to the cellar at the north of the map consists of two Active Tiles:</span></p><p style=\"box-sizing:border-box;user-select:text;margin:0.5em 0px;color:rgb(25, 24, 19);font-family:Signika, sans-serif;font-size:14px;font-style:normal;font-variant-ligatures:normal;font-variant-caps:normal;font-weight:400;letter-spacing:normal;orphans:2;text-indent:0px;text-transform:none;white-space:normal;widows:2;word-spacing:0px;-webkit-text-stroke-width:0px;text-decoration-thickness:initial;text-decoration-style:initial;text-decoration-color:initial;text-align:start\"><span style=\"font-family:Signika, sans-serif\">1. Interaction point (exclamation mark) - this tile is set to:</span></p><p style=\"box-sizing:border-box;user-select:text;margin:0.5em 0px;color:rgb(25, 24, 19);font-family:Signika, sans-serif;font-size:14px;font-style:normal;font-variant-ligatures:normal;font-variant-caps:normal;font-weight:400;letter-spacing:normal;orphans:2;text-indent:0px;text-transform:none;white-space:normal;widows:2;word-spacing:0px;-webkit-text-stroke-width:0px;text-decoration-thickness:initial;text-decoration-style:initial;text-decoration-color:initial;text-align:start\"><span style=\"font-family:Signika, sans-serif\">a) asks if triggering token wants to open the hatch. On a 'no' nothing will happen, on a 'yes' b) will happen.</span></p><p style=\"box-sizing:border-box;user-select:text;margin:0.5em 0px;color:rgb(25, 24, 19);font-family:Signika, sans-serif;font-size:14px;font-style:normal;font-variant-ligatures:normal;font-variant-caps:normal;font-weight:400;letter-spacing:normal;orphans:2;text-indent:0px;text-transform:none;white-space:normal;widows:2;word-spacing:0px;-webkit-text-stroke-width:0px;text-decoration-thickness:initial;text-decoration-style:initial;text-decoration-color:initial;text-align:start\"><span style=\"font-family:Signika, sans-serif\">b) hide door tile and activate and show the basement below tile below (toggle)</span></p><p style=\"box-sizing:border-box;user-select:text;margin:0.5em 0px;color:rgb(25, 24, 19);font-family:Signika, sans-serif;font-size:14px;font-style:normal;font-variant-ligatures:normal;font-variant-caps:normal;font-weight:400;letter-spacing:normal;orphans:2;text-indent:0px;text-transform:none;white-space:normal;widows:2;word-spacing:0px;-webkit-text-stroke-width:0px;text-decoration-thickness:initial;text-decoration-style:initial;text-decoration-color:initial;text-align:start\"><span style=\"font-family:Signika, sans-serif\">Meaning when the door tile is hidden, the <em>Basement Below</em> tile activates and shows. Anyone then stepping over it will descend to the cellar automatically (see 2. below). Clicking the exclamation again would show the closed door tile again and deactivate the <em>Basement Below</em> tile. Tokens stepping on the closed door would then not be teleported below.</span></p><p style=\"box-sizing:border-box;user-select:text;margin:0.5em 0px;color:rgb(25, 24, 19);font-family:Signika, sans-serif;font-size:14px;font-style:normal;font-variant-ligatures:normal;font-variant-caps:normal;font-weight:400;letter-spacing:normal;orphans:2;text-indent:0px;text-transform:none;white-space:normal;widows:2;word-spacing:0px;-webkit-text-stroke-width:0px;text-decoration-thickness:initial;text-decoration-style:initial;text-decoration-color:initial;text-align:start\"><span style=\"font-family:Signika, sans-serif\">2. <em>Basement Below</em> tile (this is not showing the actual basement, but is a tile mimicking it) is set to:</span></p><p style=\"box-sizing:border-box;user-select:text;margin:0.5em 0px;color:rgb(25, 24, 19);font-family:Signika, sans-serif;font-size:14px;font-style:normal;font-variant-ligatures:normal;font-variant-caps:normal;font-weight:400;letter-spacing:normal;orphans:2;text-indent:0px;text-transform:none;white-space:normal;widows:2;word-spacing:0px;-webkit-text-stroke-width:0px;text-decoration-thickness:initial;text-decoration-style:initial;text-decoration-color:initial;text-align:start\"><span style=\"font-family:Signika, sans-serif\">a) change elevation of entering tokens to -10 (transport to cellar level)</span></p>","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":300000,"name":"Common Room","type":"text","_id":"igBKtQSTitw2AtPL","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p style=\"box-sizing:border-box;user-select:text;margin:0.5em 0px;color:rgb(25, 24, 19);font-family:Signika, sans-serif;font-size:14px;font-style:normal;font-variant-ligatures:normal;font-variant-caps:normal;font-weight:400;letter-spacing:normal;orphans:2;text-indent:0px;text-transform:none;white-space:normal;widows:2;word-spacing:0px;-webkit-text-stroke-width:0px;text-decoration-thickness:initial;text-decoration-style:initial;text-decoration-color:initial;text-align:start\"><span style=\"font-family:Signika, sans-serif\">In the NW corner is the Barrel Door (trapdoor - (<strong style=\"box-sizing:border-box;user-select:text\">Active Tile 2</strong>)) set up with a configuration similar to the cellar door (<strong style=\"box-sizing:border-box;user-select:text\">Active Tile 1</strong>) on the @UUID[.G2j3VdTA07X4oREz]{Kitchens} level. The interaction point will ask players if they want to open the hatch door. 'Yes' will open the hatch and activate the tile so that tokens entering it will drop down to elevation 0 (Ground Level). Double clicking on the interaction point again would close the hatch and deactivate the elevation change. </span></p><p style=\"box-sizing:border-box;user-select:text;margin:0.5em 0px;color:rgb(25, 24, 19);font-family:Signika, sans-serif;font-size:14px;font-style:normal;font-variant-ligatures:normal;font-variant-caps:normal;font-weight:400;letter-spacing:normal;orphans:2;text-indent:0px;text-transform:none;white-space:normal;widows:2;word-spacing:0px;-webkit-text-stroke-width:0px;text-decoration-thickness:initial;text-decoration-style:initial;text-decoration-color:initial;text-align:start\"><span style=\"font-family:Signika, sans-serif\">Additionally there is a hidden tile on top of the main table in the common room (<strong style=\"box-sizing:border-box;user-select:text\">Active Tile 3</strong>). This tile can be made visible to show a feast table. This just adds another option and allows a little customization. This can be toggled by the button in the right margin. </span></p>","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}},{"sort":400000,"name":"Third Floor","type":"text","_id":"s7XUfWwDDXsYeByf","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p><span style=\"font-family:Signika, sans-serif\">In the bottom right corner there are 2 hidden tiles and 3 </span><span style=\"font-family:var(--font-primary)\">Interaction points (exclamation marks). The interaction points allow use of:</span></p><ol><li><p><span style=\"font-family:var(--font-primary)\">the ladder (<strong>Active Tile 4</strong>): This ladder allows players to climb between this location and the Inn's Owner's private bedroom above. Double-clicking the interaction point will ask players \"Climb ladder and Open Hatch?\" On a 'yes' they will change elevations between 20 and 30.</span></p></li><li><p><span style=\"font-family:var(--font-primary)\">the secret door (<strong>Active Tile 6</strong>): a wheel/mechanism is attached to the wall here. When the interaction point is double clicked, it will prompt players to \"Turn wheel?\" On a 'yes' the secret door on the adjacent square will open.</span></p></li><li><p><span style=\"font-family:var(--font-primary)\">the trapdoor (<strong>Active Tile 5</strong>): Double clicking this interaction point allows descent through the floor hatch and into the closet below (between elevations 10 and 20). Players will be prompted to confirm this is what they want to do before moving them.</span></p></li></ol><p></p>","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{"core":{"sourceId":"JournalEntry.j5J5nRzCwBLlNJSf.JournalEntryPage.s7XUfWwDDXsYeByf"}}},{"sort":500000,"name":"Fourth Floor","type":"text","_id":"m7s5CTHlop4Hk7kT","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p><span style=\"font-family:Signika, sans-serif\"><strong>Active Tile 7</strong>: The carpet can be pulled back to reveal the interaction point by using the icon in the right margin. Simply click the icon to pull the carpet back and reveal the trapdoor and interaction point. </span></p><p><span style=\"font-family:Signika, sans-serif\">The interaction point (exclamation mark) allows for players to use the trapdoor/ladder down to level 3. On double-click, they will be prompted to climb the ladder down and it requires confirmation before they change elevations.</span></p><p></p>","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"ownership":{"default":-1},"flags":{}}],"ownership":{"default":0,"BCZfDKXZy3dwjVPh":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1672803967448,"modifiedTime":1681089642853,"lastModifiedBy":"BCZfDKXZy3dwjVPh"},"folder":null,"sort":0,"_id":"jkk0a7zfXwP8laJW"}
{"name":"#[CF_tempEntity]","flags":{"cf":{"id":"temp_pzwades454d","name":"Mountain Entrance","color":"#000000","fontColor":"#FFFFFF","icon":"","sorting":"m","contents":["iHTKIePYfrjCiHzY","JxIflsIcIw1l4HzA","0rxEWvRr6psBnQrd","ZadSOGh9zoWZUcqn","FVxElBYTK4a3nIv8","LMVROkRUoTM6Xc0m","I26G8wIWD8FWpaBV","yVGrRoHOT8rK0SoJ","g0MhqCthovwsgpOL","tIJbdlI2hfYJu6i8","x6cpbCngpObajWdx","IVnkyp3To4zib51a","1tVf3GB26vAtySCy","wBPNJHxLq1KVB0in"],"children":[],"folderPath":[],"version":"2.5.7"},"scene-packer":{"hash":"e47aeb8f52a059eff212fe6b6654463a384f061f"}},"pages":[],"folder":null,"sort":0,"ownership":{"default":0,"RuFRN1eHFACTjcgR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1672803987291,"modifiedTime":1681084631892,"lastModifiedBy":"BCZfDKXZy3dwjVPh"},"_id":"s9bim3HWGQ8Ki7nI"}
{"_id":"tIJbdlI2hfYJu6i8","name":"Statue 4 Runes","flags":{"scene-packer":{"hash":"9ca49235b60cfe2d42aa078cc36cc6396925f3bb","sourceId":"JournalEntry.tIJbdlI2hfYJu6i8","defaultPermission":2},"cf":{"id":"temp_pzwades454d"}},"pages":[{"name":"Statue 4 Runes","type":"text","title":{"show":false,"level":1},"text":{"format":1,"content":"<img src=\"modules/ruinworks-premium-scenes/scenes/ruinworks-dwarven-ruins-of-grunvyr/images/aarda-the-mithral-queen.webp\" /><p><span style=\"color:#191813\">An inscription at the base of this female statue is written in strange runes, which you do not</span></p><p><span style=\"color:#191813\">comprehend.</span></p><p></p><img src=\"modules/ruinworks-premium-scenes/scenes/ruinworks-dwarven-ruins-of-grunvyr/statues/dwarven-statue-mithril-queen-50dpi.webp\" width=\"500\" height=\"700\" /><p> </p><p></p><p> </p><p> </p>","markdown":""},"_id":"vhpH3CWWb28yC5WF","image":{},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":0,"ownership":{"default":-1},"flags":{}}],"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1672803919818,"modifiedTime":1681089642987,"lastModifiedBy":"BCZfDKXZy3dwjVPh"},"folder":null,"sort":0,"ownership":{"default":0,"RuFRN1eHFACTjcgR":3}}
{"name":"Verbane's Tower Details","flags":{"scene-packer":{"hash":"6f99ea6b780fc08cac23296e1bd544c8f1762758","sourceId":"JournalEntry.v8kg1FUFCpA6TCnt"},"core":{"sourceId":"Compendium.ruinworks-free-content.journals.v8kg1FUFCpA6TCnt"},"cf":{"id":"temp_vvfdmr1v7p"}},"pages":[{"name":"Verbane's Tower Details","type":"text","title":{"show":false,"level":1},"text":{"format":1,"content":"<img src=\"modules/ruinworks-free-content/scenes/ruinworks-town-wizard-tower/journal%20banner%20-%20Verbanes%20Tower.webp\" /><h1>Description</h1><p>A wily wizard lives in this Tower - I have named him Verbane (not necessary to keep this name).  The scene shows off his abode, where he lives and conducts research with 1 or 2 apprentices. It's a four level tower, filled with magic and mystique.</p><p>Verbane's Tower is not only a map, but an interactive puzzle!  The 2nd and 3rd storeys of the tower rotate when the orb at the center of the 2nd floor is touched. This is completely automated and can be done by the players.</p><p>This allows for different paths to be taken through the tower, opening some and closing others. While the center of the tower rotates, the stairwells around it stay in place. This is key to the solution to the puzzle and means that to solve it, it requires a minimum of two players. </p><p>This puzzle requires that the PCs touch all four Crystal Keys (rooms P), to open the door to Verbane's private rooms. The Crystal Keys are spherical green crystals on pedestals. Simply laying a hand upon them will activate one - light will emit from it and the corresponding gem in the Gem Lock Room (U). </p><p>The reason at least 2 players are required, is because one will have to wait in one of the stair wells while another activates the rotation orb. This will reveal otherwise unattainable doors to the player in the stairwell.</p><p><span style=\"text-decoration:underline\"><strong><span style=\"text-decoration:underline\">SOLUTION:</span></strong></span></p><p>Once on second level, one PC will have to stay in one of the two stairwells they can access (H or I after rotating once), while another activates the rotation orb. Eventually this will allow access to the other side of the second floor via another opening (when in the starting configuration, this opening will be at the \"I\" stairwell). NOTE: Doors close after each rotation, so the PC will have to open the door after each rotation to check if there is a passage.</p><p>The PC from the stairwell can now rotate the tower from the other side. Once his friend(s) goes into a stairwell, he can rotate it to pick them up before continuing on.  Now the Crystals can be accessed.</p><p>P3 is the easiest Crystal Key to get to - just rotate the the tower until one of the passages on the third floor aligns with the opening at stairwell R.</p><p>P1/P2 are the next easiest to reach. A PC will have to get into stairwell J, while the other pc(s) rotate the tower. Eventually both P1/P2 can be accessed from J. </p><p>P4 is the hardest to reach. A PC must step into P2 from J, and then have an ally rotate the tower so they can get to stairwell K. Then they can simply climb the stairs to P4. NOTE: this can also be accessed by stepping into P1 and then rotating over to K. The difference here is that the tower would then need to be rotated all the way back around until P2/P4 were aligned with stairwell K. </p><p>I imagine that <span style=\"font-family:var(--font-primary)\">Verbane put this in place to keep his apprentices out of his things. If you're wondering \"hey this would be a huge pain for Verbane to do every time he comes home\", I have a solution - I imagine that he has a \"control key\" in an amulet, which lets him rotate the tower at his will and opens the Gem Locked Door. </span></p><p><span style=\"text-decoration:underline\"><strong><span style=\"text-decoration:underline\">Adventure Ideas</span></strong></span></p><p>1. Verbane has gone missing and his apprentices worry about his whereabouts and ask the PCs to investigate (best if Verbane is an NPC they've already met or need to meet). I used this idea in my campaign. The PCs had actually befriended one of the apprentices and on a future visit (for potions) they found him missing and investigated upstairs where he'd been attacked by one of Verbane's defenders - a suit of Animated Armour. </p><p>2. Perhaps the thieves guild has heard that Verbane is out of town. They have thus far been frustrated by Verbane's defences and ask the PCs to steal something for them. </p><p>3. Verbane uses it as a test before handing over some important information.</p><p> </p><h1>General Notes</h1><p>Rooms are indexed with letters in white boxes. Active Tiles are labeled with numbers in red boxes. These can be found in the indexed items below, for descriptions and explanations. </p><p><strong>1. Active Tile:</strong> In the Margin above the scene, there is a reset button to reset the puzzle to its original configuration. Hitting it will:</p><p>a. Close all the rotating tower doors</p><p>b. Rotate the tower centre to starting position (walls, drawings and lights included)</p><p>c. Deactivate all the puzzle lights. </p><p> </p><p>In the <span style=\"text-decoration:underline\"><span style=\"text-decoration:underline\">margin to the right of the scene</span></span>, there is a \"Number of Keys Activated\" tracker. Everytime one of the Crystal Keys is activated (see rooms P and active tiles 3), the lock icon will move down one square. Once in position 4, it enters another invisible active tile that unlocks the door at Q. </p><p> </p><p><strong>NOTE:</strong> Margin Notes and buttons are viewable on the 3rd Floor level.</p><p><span style=\"font-size:14px\"><strong>NOTE 2:</strong> The centre of the tower for the 2nd and 3rd floors are separate tiles, both configured as active tiles. They function similar to how my mountable vehicles work. When entering these tiles, the tokens will automatically target the actor “Tower” (on level “underground”) and run the macro Mount Up! (from the Token Attacher module in the Example Macros compendium). This will attach the token to the “Tower” token. When Exiting, it will run the macro Stop Follow! so that they are no longer attached to the “Tower”. This is important for the rotating part of this scene. Player tokens (and enemies you place), should be attached to the tower token so that they move when the tower rotates. If not, they will end up in the wrong section of the tower after rotation. The “Tower” token is just used as an anchor to which actual tokens are attached. The token is the size of the tower and hence I placed it on the “underground” level so it wouldn’t get in the way when selecting other tokens.</span></p><p>The Mount Up! and Stop Follow! macros will cause the tokens that have been affected by them to state \"I mount the Tower\" or \"I walk my own path again\". This is part of the macro, and indicates when a player has been affected by either macro.</p><p></p><h1>First Floor</h1><h3><span style=\"text-decoration:underline\"><strong><span style=\"text-decoration:underline\">A. </span></strong><span style=\"text-decoration:underline\">Entrance way</span></span></h3><p>This is the main entrance to Verbane’s Tower. It is adorned with statues. I imagine the flame from the statue brazier could be either magical or mundane. A small closet left of the doorway may include cloaks, boots, gloves, hats, brooms, buckets, oil (for brazier).</p><p> </p><h3><span style=\"text-decoration:underline\"><strong><span style=\"text-decoration:underline\">B. </span></strong><span style=\"text-decoration:underline\">Apprentices’ Chamber</span></span></h3><p>Verbane’s apprentices (2) live out of this chamber. Potential items: clothes, robes, minor spell components, coins, candles.</p><p> </p><h3><span style=\"text-decoration:underline\"><strong><span style=\"text-decoration:underline\">C.</span></strong><span style=\"text-decoration:underline\"> Dining Hall</span></span> </h3><p>A simple room where the apprentices dine and relax. A small toilet can be accessed on the north side of the room.</p><p><strong>Active Tile</strong>: the lantern in this room can be turned on and off via double click.</p><p> </p><h3><strong>D. </strong><span style=\"text-decoration:underline\"><span style=\"text-decoration:underline\">Kitchen</span></span></h3><p>Here the apprentices cook and prepare meals, for themselves and often Verbane.</p><p><span style=\"font-family:var(--font-primary)\"><strong style=\"font-family:var(--font-primary);font-size:var(--font-size-14)\">Potential items:</strong></span>: foodstuffs, cutlery, dishware.</p><p> </p><h3><strong>E. </strong><span style=\"text-decoration:underline\"><span style=\"text-decoration:underline\">Study</span></span> </h3><p>This is where the apprentices study at Verbane’s behest. The bookshelf is filled to overflowing, with whatever Verbane deems appropriate study. In my fairly low magic campaign, there are not many spellbooks so only spells of 1st or maybe 2nd level might be found here (Verbane didn’t think very highly of his pupils).</p><p><span style=\"font-family:var(--font-primary)\"><strong style=\"font-family:var(--font-primary);font-size:var(--font-size-14)\">Potential items: </strong></span>The other books include more mundane studies – languages (almost all), history (local and ancient), architecture (a few), astronomy,  herbology, medicine, and politics. Minor spell components, candles. </p><p> </p><h3><strong>F. </strong><span style=\"text-decoration:underline\"><span style=\"text-decoration:underline\">Cellar</span></span></h3><p>This long room stores food and mundane items for the tower.</p><p><span style=\"font-family:var(--font-primary)\"><strong style=\"font-family:var(--font-primary);font-size:var(--font-size-14)\">Potential items:</strong></span> foodstuffs, oil, firewood, rope, lanterns, candles, tarps, wine, jugs.</p><p> </p><h3><strong>G.</strong><span style=\"text-decoration:underline\"><span style=\"text-decoration:underline\"> Laboratory</span></span></h3><p>This is where Verbane experiments and performs new research and sometimes provides lessons to his apprentices. The attached room is left empty but could be used for various purposes; as a cell; as a store room for more valuable components or magical items; as an entrance to an underground lair or escape route.</p><p><strong>Potential items: </strong>pickled creatures/brains/hearts/members, glassware, powders (sand, salt, sugar, saltpeter), vials, flasks, incense, mirrors. </p><div><p> </p></div><h1>Second Floor</h1><div><p>Note: The centre of the tower for the 2nd and 3rd floors are separate tiles, both configured as active tiles. They function similar to how my mountable vehicles work. When entering these tiles, the tokens will automatically target the actor “Tower” (on level “underground”) and run the macro Mount Up! (from the Token Attacher module in the Example Macros compendium). This will attach the token to the “Tower” token. When Exiting, it will run the macro Stop Follow! so that they are no longer attached to the “Tower”. This is important for the rotating part of this scene. Player tokens (and enemies you place), should be attached to the tower token so that they move when the tower rotates. If not, they will end up in the wrong section of the tower after rotation. The “Tower” token is just used as an anchor to which actual tokens are attached. It is the size of the tower and hence I placed it on the “underground” level so it wouldn’t get in the way when selecting tokens.</p></div><div><p> </p></div><h3><strong>H. </strong><span style=\"text-decoration:underline\"><span style=\"text-decoration:underline\">West Stairway 2</span></span></h3><p> </p><h3><strong>I. </strong><span style=\"text-decoration:underline\"><span style=\"text-decoration:underline\">North Stairway 2</span></span></h3><p> </p><h3><strong>J.</strong> <span style=\"text-decoration:underline\"><span style=\"text-decoration:underline\">East Stairway 2</span></span></h3><p> </p><h3><strong>K.</strong> <span style=\"text-decoration:underline\"><span style=\"text-decoration:underline\">South Stairway 2</span></span></h3><p> </p><h3><strong>L.</strong> <span style=\"text-decoration:underline\"><span style=\"text-decoration:underline\">Guest Chambers</span></span></h3><p>These guest chambers are mostly empty save the furniture.</p><p> </p><h3><strong>M.</strong> <span style=\"text-decoration:underline\"><span style=\"text-decoration:underline\">Orb Room</span></span> </h3><p>The orb room here powers the rotation of Verbane’s Tower. Touching it will cause the tower to rotate 90 degrees, clockwise. This will allow access to other parts of the tower. The orb itself is blue and fills the room with a soft blue light. Inquisitive players may be able to view opposite the room through the orb (as I imagine it somewhat translucent) but this wouldn’t reveal much.</p><p><strong>Active Tiles 2:</strong> The interaction point here (white exclamation mark) can be double clicked by players. When done so, a prompt will ask them if they want to touch the orb. On a “Yes”, the game will pause, all the doors between the rotating floor and the outer staircases close, a grinding stone sound will play and the entire second floor will rotate 90 degrees clockwise, allowing access to other parts of the tower. At the end the game will unpause, allowing players to move again. Pausing is done for two important reasons – a. to ensure that the rotation with them attached goes smoothly and they don’t end up on the wrong side of a wall and b. so that they can’t try dashing through certain doors as they are revealed, circumventing the puzzle of traversing the tower.</p><h3> </h3><h3><strong>N</strong>. <span style=\"text-decoration:underline\"><span style=\"text-decoration:underline\">Landing</span></span></h3><p>This small landing room holds a small cupboard and a set of armour. In my campaign, the sets of armour were guardian Animated Armors, but they could be mundane sets also.</p><p><span style=\"font-family:var(--font-primary)\"><strong style=\"font-family:var(--font-primary);font-size:var(--font-size-14)\">Potential items</strong></span> (in cupboard): candles, flint and steel, paper, pens, ink, slippers, scrying spell components (see next room), polishing cloths (for armour).</p><p> </p><h3><strong>O.</strong> <span style=\"text-decoration:underline\"><span style=\"text-decoration:underline\">Scrying Room</span></span> </h3><p>A white marble basin, seated on stone lions fills this room and is filled with clear blue water, that seems to glow unto itself. Verbane uses this basin for scrying.</p><p> </p><h3><strong>P. </strong><span style=\"text-decoration:underline\"><span style=\"text-decoration:underline\">Crystal Key Rooms (1-4)</span></span></h3><p>These rooms are the “key” rooms for opening the gem locked door at Q. <span style=\"font-family:var(--font-primary)\">The Crystal Keys are spherical green crystals on pedestals. Simply laying a hand upon them will activate one - light will emit from it and the corresponding gem in the Gem Lock Room (U)</span></p><p><strong>Active Tile 3 :</strong> the interaction point here (exclamation mark) will first provide a dialog, asking if the player wishes to touch it. If yes, it will activate a light in this room as well as the corresponding gem light in room U. It will also move the “Key Counter” in the side bar down one position. Once all the key rooms have been activated and the “Key Counter” is at 4 (i.e. all the gem light are on), the door at Q will unlock. The order in which these are activated matters not.</p><p> </p><h1>Third Floor</h1><h3>Q. <span style=\"text-decoration:underline\"><span style=\"text-decoration:underline\">West Stairway 3</span></span></h3><p>This is like the other stairwells, except the door here is magically locked. It has for gems on it, representing the 4 Crystal Keys that must be activated. Once all the keys are activated, the door will automatically unlock via the \"Key Counter\" in the right margin. This will also activate the light at the door to indicate to players that something has changed.</p><p> </p><h3><strong>R.</strong> <span style=\"text-decoration:underline\"><span style=\"text-decoration:underline\">North Stairway 3</span></span></h3><p> </p><h3><strong>S.</strong><span style=\"text-decoration:underline\"><strong><span style=\"text-decoration:underline\"> </span></strong><span style=\"text-decoration:underline\">East Stairway 3</span></span></h3><p> </p><h3><strong>T.</strong> <span style=\"text-decoration:underline\"><span style=\"text-decoration:underline\">South Stairway 3</span></span></h3><p> </p><h3><strong>U.</strong> <span style=\"text-decoration:underline\"><span style=\"text-decoration:underline\">Gem Lock room</span></span></h3><p>Embedded in the floor of this room are four green gems. Each is tied to one of the Crystal Key Rooms (P) and will light up when the “keys” in those rooms are activated.</p><p> </p><h3><strong>V.</strong> <span style=\"text-decoration:underline\"><span style=\"text-decoration:underline\">Teleportation Room </span></span></h3><p>A teleportation circle dominates this room, while two sets of armour sit in dark recesses. Verbane would use this circle to teleport when necessary.</p><p> </p><h3><strong>W.</strong> <span style=\"text-decoration:underline\"><span style=\"text-decoration:underline\">Toilet</span></span></h3><p> </p><h3><strong>X.</strong> <span style=\"text-decoration:underline\"><span style=\"text-decoration:underline\">Storage Room</span></span></h3><p>Components are the main thing found here.</p><p><span style=\"font-family:var(--font-primary)\"><strong style=\"font-family:var(--font-primary);font-size:var(--font-size-14)\">Potential items:</strong></span> mirrors, spell components, sand (different colours).</p><p> </p><h3><strong>Y. </strong><span style=\"text-decoration:underline\"><span style=\"text-decoration:underline\">Verbane’s Living Room</span></span></h3><p>A fireplace emits a warm glow on one side of this room, while the other side has a small games table. This is where Verbane ruminates with a pipe and a drink.</p><p><strong>Potential items: </strong>chess pieces, brandy, sherry, pipes, tobacco, cards.</p><p> </p><h3><strong>Z. </strong><span style=\"text-decoration:underline\"><span style=\"text-decoration:underline\">Verbane’s Study</span></span></h3><p>This large chamber is a mess of papers, books, artifacts and plants. Verbane does most of his work here and it shows. </p><p><span style=\"font-family:var(--font-primary)\"><strong>Potential items:</strong> books, spellbooks, scrolls, relics of bygone ages (figurines, ceremonial daggers, statues), cactuses and rare flowers, candles, inks, pens, wands.</span></p><p> </p><h3><strong>AA.</strong> <span style=\"text-decoration:underline\"><span style=\"text-decoration:underline\">Astronomy Room</span></span></h3><p>A study of the stars is important to many kinds of magic. Here is where Verbane does that.</p><p><strong>Potential items:</strong> telescopes, star charts, moon phase diagrams, planet alignment documents, astrolab.</p><p> </p><h3><strong>AB.</strong> <span style=\"text-decoration:underline\"><span style=\"text-decoration:underline\">Verbane’s Bedroom</span></span></h3><p>A bedroom with two sturdy wardrobes. </p><p><strong>Potential items: </strong>clothes, night cap, candles. </p><p> </p><p> </p><p> </p><p> </p>","markdown":""},"_id":"85bZqqzgksccBhVV","image":{},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":0,"ownership":{"default":-1},"flags":{}}],"ownership":{"default":0,"BCZfDKXZy3dwjVPh":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1672803878086,"modifiedTime":1681089643080,"lastModifiedBy":"BCZfDKXZy3dwjVPh"},"folder":null,"sort":0,"_id":"tddYgnGzqCIOvBXR"}
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{"_id":"wBPNJHxLq1KVB0in","name":"Statue 6 Runes","flags":{"scene-packer":{"hash":"483a6db23fe01e1f6106df42e1299e19f822691e","sourceId":"JournalEntry.wBPNJHxLq1KVB0in","defaultPermission":2},"cf":{"id":"temp_pzwades454d"}},"pages":[{"name":"Statue 6 Runes","type":"text","title":{"show":false,"level":1},"text":{"format":1,"content":"<img src=\"modules/ruinworks-premium-scenes/scenes/ruinworks-dwarven-ruins-of-grunvyr/images/medaen-of-the%20depths.webp\" /><p>The statue here has been defaced. <span style=\"font-family:var(--font-primary)\">An inscription at the base of the statue is written</span></p><p><span style=\"font-family:var(--font-primary)\">in strange runes, which you do not comprehend.</span></p><p></p><img src=\"modules/ruinworks-premium-scenes/scenes/ruinworks-dwarven-ruins-of-grunvyr/statues/dwarven-statue-depth-delver-50dpi.webp\" width=\"500\" height=\"700\" /><p> </p><p> </p><p></p><p> </p><p> </p><p> </p>","markdown":""},"_id":"kSawJUVnCJdq3LYd","image":{},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":0,"ownership":{"default":-1},"flags":{}}],"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1672803919819,"modifiedTime":1681089643015,"lastModifiedBy":"BCZfDKXZy3dwjVPh"},"folder":null,"sort":0,"ownership":{"default":0,"RuFRN1eHFACTjcgR":3}}
{"name":"Churning Brook Details","flags":{"core":{"sourceId":"Compendium.ruinworks-free-content.journals.abD14xbwaq1oQKwN"},"scene-packer":{"sourceId":"JournalEntry.abD14xbwaq1oQKwN","hash":"8031788221da966aee52ed5b802f36dd38b64d63"},"cf":{"id":"temp_7336bidadt"}},"pages":[{"name":"Churning Brook Details","type":"text","title":{"show":false,"level":1},"text":{"format":1,"content":"<img src=\"modules/ruinworks-free-content/scenes/ruinworks-churning-brook-inn/journal%20banner%20-%20churning%20brook.webp\" /><p>Note: For Active Tile descriptions see @UUID[Compendium.ruinworks-free-content.journals.jkk0a7zfXwP8laJW]{Churning Brook Game Use Details}.</p><h1>The Churning Brook</h1><p>I won't lie, I'm not sure I like the name The Churning Brook Inn. It's an on/off relationship. So I understand if others don't like it either. If so, here's a brief list of alternate names:</p><p>The Times Gone By</p><p>The Toppled Oak</p><p>The Giant's Garnish</p><p>The Palcrest Arms</p><p>Tankards and Fellows</p><p>The Rock and Wolf</p><p>Gumble's Grand Stay House</p><h2>Proprietors</h2><p>The Churning Brook is run by Gumble and Bretta Fullhorn. They live in the inn, in a pair of rooms on the top floor, south side across from the loft sleeping area. It is a comfortable if not glamourous space. A trap door in the floor of their bedroom leads to a secret exit. </p><p>Gumble can usually be found behind the bar, doling out brimming tankards of ale. He's a large man, balding and rotund, and wears a heavy leather apron. A former militia member, Gumble walks in a roughly and bears the battlemarks of a veteran. </p><p>Bretta is a tall lanky woman, with hair tied in a tight bun atop her head. She is warm and friendly to customers, and serves the common room with a pair of barmaids. If someone shirks their tab, she is less than forgiving however, and holds a grudge for a long time. Some say this is to balance out Gumble, who is too generous by half. Or perhaps he knows Bretta will be there to protect their interests.</p><h2>Employees</h2><p>The Churning Brook has a few employees:</p><p>Rayter and Cheretch act as bouncers (I'd use the \"thug\" creature from MM) and generally stand near the entrances to the common room. </p><p>Brea and Hally work with Bretta tending tables. They work hard and provide a cheery atmosphere. </p><p>The cook, Delaya, works the kitchens, cooking up everything from mint mutton to plain porridge. </p><p>These might not be the only employees. There may be others tending the inn rooms, running errands or looking after a stable.</p><h2>Adventure Ideas</h2><p>1. Perhaps an old enemy from one of Gumble's past campaigns has returned to extract revenge - first by ruining his business and then his life....</p><p>2. One of bouncers has run afoul of the thieves guild, building up a huge gambling debt. They have been feeding the guild info of wealthy patrons who are ripe for robbing. The inn is earning a bad rep due to this, and Gumble needs help finding out why/how.</p><p>3. An old enemy of the PCs or NPC decides to use the inn as an assaination site. Assassins hide in the rafters above and descend on the party at an opportune time. </p><p> </p><p> </p><p> </p><p> </p><p> </p>","markdown":""},"_id":"8nb8MmsgdZ9vx0Dt","image":{},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":0,"ownership":{"default":-1},"flags":{}}],"ownership":{"default":0,"BCZfDKXZy3dwjVPh":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1672803951590,"modifiedTime":1681089642826,"lastModifiedBy":"BCZfDKXZy3dwjVPh"},"folder":null,"sort":0,"_id":"whGh26gb8BJBTosp"}
{"_id":"x6cpbCngpObajWdx","name":"Statue 5 Inscription","flags":{"scene-packer":{"hash":"13751e9a79460688217dbe6b6d657026685c5b6f","sourceId":"JournalEntry.x6cpbCngpObajWdx","defaultPermission":2},"cf":{"id":"temp_pzwades454d"}},"pages":[{"name":"Statue 5 Inscription","type":"text","title":{"show":false,"level":1},"text":{"format":1,"content":"<img src=\"modules/ruinworks-premium-scenes/scenes/ruinworks-dwarven-ruins-of-grunvyr/images/aedris-the-flame-binder.webp\" /><p></p><p>An Inscription at the base of the statue is written in Dwarvish and reads:</p><p> </p><p>\"<em>Aedris Flame Binder, Fifth King of Grunvyr</em>\"</p><p></p><img src=\"modules/ruinworks-premium-scenes/scenes/ruinworks-dwarven-ruins-of-grunvyr/statues/dwarven-statue-flame-binder-50dpi.webp\" width=\"500\" height=\"700\" /><p></p>","markdown":""},"_id":"Bs1ReMPT97KZNmY4","image":{},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":0,"ownership":{"default":-1},"flags":{}}],"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1672803919820,"modifiedTime":1681089642993,"lastModifiedBy":"BCZfDKXZy3dwjVPh"},"folder":null,"sort":0,"ownership":{"default":0,"RuFRN1eHFACTjcgR":3}}
{"name":"Tower Bridge Details","flags":{"core":{"sourceId":"Compendium.ruinworks-free-content.journals.qYRwmhFfkbZfpZed"},"scene-packer":{"sourceId":"JournalEntry.qYRwmhFfkbZfpZed","hash":"c38d3111f7b37e2dbd20f6dab6aa45d104d8d6d4"},"cf":{"id":"temp_w2e3llyh6w"}},"pages":[{"name":"Tower Bridge Details","type":"text","title":{"show":false,"level":1},"text":{"format":1,"content":"<img src=\"modules/ruinworks-free-content/scenes/ruinworks-tower-bridge/journal%20banner%20-%20Tower%20Bridge.webp\" /><h1>Tower Bridge Index</h1><p>Below is a list of how I imagined the levels of the Tower Bridge and of what they consisted. </p><h2>Riverbed Level</h2><p>This Level is damp and humid, water dripping through the natural rock walls in some places. The river is rough and choppy and requires some skill to navigate via boat and strength to swim. </p><p><strong>Consists of: river, boat pier (B), deep cells (A).</strong></p><p><strong>Connected to: Dungeon Level (through dank cells and boat room), Ground Level via the river gorge </strong></p><p> </p><p>A. Deep Cells</p><p>The dank cells on this level have rough gravelly floors with a drain line running trough its middle, carrying waste from the above dungeon level. An iron cell door stands at the bottom of the stairs here.</p><p>B. Boat Room</p><p>On the descent to the boat room, faint waves can be heard lapping against the shore.</p><p> </p><h2>Dungeon</h2><p>This level is built of smooth stone blocks, both in the walls and the floors. Torches are placed around in various locations, to light nearly the entire floor. </p><p><strong>Consists of: dungeon cells (D), tower storage (C).</strong></p><p><strong>Connects to: Riverbed Level (stairs to deep cells, boat room), Ground Floor (via ladder to crane room, stairs to Guard Room)</strong></p><p> </p><p>C. Storage Room</p><p>The stoage room has many crates and barrels. Items possibly available here are: rope, oil, torches, ale, foodstuffs, whet stones, fishing equipment and tools for minor repairs (hammers, nails, lumber, etc).  A crate has been upturned to serve as a small table, and stools encircle it. And obviously acts as a hangout for guards. A stone platform receives goods from above and a ladder rises to a trapdoor in the roof.</p><p>On the south wall there is a stack of crates in which there is a secret door that leads behind them (moving a few crates out of the way say). Behind the crates could be a meeting spot, a secret sleeping spot for lazy guards or even to a secret door in the wall to...?</p><p>D. Cells </p><p>The room here includes four simple cells, each barred off from the main room. Each cell has a bare bench, some straw and a bucket. The floor of the main room is a mess with buckets and rope lying in the corner. Along the northen cells is a waste trench where prisoners can dump their buckets, which flows down towards the Deep Cells.</p><h2>Ground Floor</h2><p>The ground floor consists a main hallway through which all traffic flows. To the west a drawbridge guards passage over the river gorge and past that is a portcullis that bars the way (see @UUID[Compendium.ruinworks-free-content.journals.gu1y13t5WSBMIbJx]{Tower Bridge Game Use Details}for notes on how to use them).  This passage is well worn from the numerous carts that pass through regularly. </p><p><strong>Consists of: Guard Room (E), Crane Rooom (F), Armoury (G), Office (H)</strong></p><p><strong>Connects to: Dungeon (via Crane and Guard Rooms), 2nd Floor (via Office)</strong></p><p> </p><p>E. Guard Room</p><p>This simple room has a table and chairs for guards at ease. </p><p>F. Crane Room</p><p>This room is used to lower good into the storage room (C) below. </p><p>G. Armoury</p><p>Waepons and armour are stored in this room. Mostly spears and arrows but there are some swords and shields also. The doors to this room are usually kept locked. </p><p>H. Office</p><p>The office is used to keep records on the goings-on of the tower. It may include books noting who has sought passage through the tower, the levies collected or Tower  information - goods bought/used, guard duties/schedules etc. </p><h2>2nd Floor</h2><p>The Second Floor is made of stone slabs and tiles. </p><p><strong>Consists of: Dining Hall, Barracks, Drawbridge Mechanism</strong></p><p><strong>Connects to: Ground (via stairs to office), 3rd floor (via wooden stairs).</strong></p><p> </p><p>I. Dining Hall</p><p>Guards gather here around the fire to eat and socialize. There will almost always be someone in this room. A barrel of ale or water sits in the corner.</p><p>J. Barracks </p><p>A room which houses guards for the tower. Sturdy bunks line the walls, each with two chests containing belongings of those who reside here. </p><p>K. Drawbridge Mechanism</p><p>This room holds the large wood and iron wheels used to raise and lower the drawbridge. @UUID[Compendium.ruinworks-free-content.journals.gu1y13t5WSBMIbJx]{Tower Bridge Game Use Details} for usage details. </p><h2>3rd Floor</h2><p>The floors of this level are a mix of stone and wood. A wooden railing wraps around the hole between level 2 and 3.</p><p><strong>Consitsts of: Portcullis Mechanism, Lord's Chambers, Barracks</strong></p><p><strong>Connects to: 2nd Floor (wooden stairs), roof (central stone stairs)</strong></p><p> </p><p>L. Portcullis Mechanism</p><p>This room contains the portcullis mechanism, which raises and lowers the portcullis on the ground floor. Two doors lead to a overhanging balcony that looks out over the drawbridge. A curtain separates the privy from the room. Pipes dump the privies waste outside. </p><p>M. Commander's/Lord's Quarters</p><p>The North Eastern section of the 3rd floor is reserved for the Lord of the tower. There is a well appointed office and bedroom. </p><p>N. Barracks</p><p>As per J on 2nd floor. The single room may be reserved for a lieutenant or captain. The hammock was intended for the Lord's squire. </p><h2>Roof</h2><p>The roof houses two ballistae. Guards atop the tower watch from raised platforms. Banners and flags also hang from the roof, diplaying the arms of the Tower Bridge. </p><p> </p><p> </p><p> </p><p> </p><p> </p><p> </p>","markdown":""},"_id":"oqGMroneNDInOipT","image":{},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":0,"ownership":{"default":-1},"flags":{}}],"ownership":{"default":0,"BCZfDKXZy3dwjVPh":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1672803861663,"modifiedTime":1681089643040,"lastModifiedBy":"BCZfDKXZy3dwjVPh"},"folder":null,"sort":0,"_id":"xjdWfPWfdVOm6AoD"}
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{"_id":"yVGrRoHOT8rK0SoJ","name":"Statue 3 Runes","flags":{"scene-packer":{"hash":"1cfd824697067f883bdf91830c934e54104d26f0","sourceId":"JournalEntry.yVGrRoHOT8rK0SoJ","defaultPermission":2},"cf":{"id":"temp_pzwades454d"}},"pages":[{"name":"Statue 3 Runes","type":"text","title":{"show":false,"level":1},"text":{"format":1,"content":"<img src=\"modules/ruinworks-premium-scenes/scenes/ruinworks-dwarven-ruins-of-grunvyr/images/daerlyn-the-bell-forge.webp\" /><p></p><p><span style=\"color:#191813\">An inscription at the base of the statue, which holds a large church-like bell, is written in strange runes, which you do not comprehend.</span></p><p></p><img src=\"modules/ruinworks-premium-scenes/scenes/ruinworks-dwarven-ruins-of-grunvyr/statues/dwarven-statue-bell-forge-50dpi.webp\" width=\"500\" height=\"700\" /><p></p><p> </p><p> </p><p> </p>","markdown":""},"_id":"0qqUjNRS0jCaD1Jh","image":{},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":0,"ownership":{"default":-1},"flags":{}}],"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1672803919822,"modifiedTime":1681089642974,"lastModifiedBy":"BCZfDKXZy3dwjVPh"},"folder":null,"sort":0,"ownership":{"default":0,"RuFRN1eHFACTjcgR":3}}
