Closed fizbinentertainment closed 6 years ago
Yes, this is a result of some invalid code in your brew, causing the display to crash. And your document is pretty big. I would recommend doing the same thing again; copy your code into a new brew, but this time go piece by piece, or, do a binary search by pasting the first half. Save, and if it works, the error must have been in the second half. Now paste in half of that. It broke? The error is somewhere in there. Paste half of that.
You should find the bad spot pretty easy.
Duplicate of #655
I was editing my homebrew to clean up some boxes and reformat some others, and when the brew autosaved, the preview went blank. See Screenshot...
I saved the code and deleted the original brew, and pasted the code into a new brew. The preview appeared, but then when it saved, the preview cast the invisibility spell again...
Is there a counter-spell for this? If not, and it is somehow my inept coding, can you help me pinpoint the error?
Below is the full code for the brew:
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Prologue
The world has changed… The Great Terminus laid waste to a thriving civilization. There have been three other Terminuses. Some were caused by natural cataclysms, but others, including the last were the result of conflicts between the Races. This most recent Terminus laid waste to the technological and cultural infrastructure the previous age had built. It also decimated much of the natural landscape.
Ancient technology from the last age is now mistrusted—Magic has become the new science. The Old Ways are regarded with fear and superstition, Pursuit and study of the Old Science is only attempted by the very brave, or the very foolish…
Our story begins on the continent of Eripath, in the small mining town of Westhaven,. Tyricite is mined in the north and packaged and prepared for export from the small harbor in the South. This mineral is used in the manufacture of alchemical and arcane potions and augments. The Western Block is home to the business district of Westhaven, while in the East Quarter, a temple to Bahamut stands vigil against the forces of the Keeper, the stealer of souls and bringer of darkness.
The Dream
You have all arrived in Westhaven for different reasons, some for the thrill of adventure, others to get away from the busy life in larger cities. Nestled at the base of The Razor Teeth Mountains in the north, and The Jaded Vale to the West, this small hamlet may provide for both.
You separately find yourselves in the local inn, enjoying a small meal. Suddenly, a Dwarf with rugged brown skin, curled white hair and a medium fu manchu mustache bursts through the front door. “They’re coming! They have awakened!”
At which point, everyone in the dining area gets up and in a panicked rush, race out the door. What would you like to do?
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Chapter 1 - Errands & Escorts
After a restless night of sleep at the Wayspire Inn, you awake and make your way to the dining area. You all notice each other, and having never met, it is strange that you seem to recognize each other. You seem to recall the dream of giant spiders and dwarves with fu manchu mustaches. The spiders were scary, but the fu manchu mustache… that was terrifying. You each order your separate breakfasts. What do you want to do?
As you are talking, a dwarf enters the Inn. This dwarf bears a striking resemblance to Grakilm Brighthammer, the one from your shared dream. Only, he does not have a fu manchu mustache. Instead, he has a bushy, red, braided beard flecked with silver, the tips of which are capped with gold beads. He looks around the dining room, and then announces in a voice that is humorously the exact opposite of the one in your dreams, “I am in n-n-need of h-h-help. Wh-wh-who w-wants to be p-paid for an easy j-j-j-job? I n-n-need to get this p-p-package to my c-cousin up by the m-mine.”
What would you like to do?
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As you exit the inn and start down the main street leading away from the business district, you see two figures on the side of the road just outside the business district. One is slight of build and dressed in leather armor. The other is sitting in a cart half covered by a cloth. They notice you and as you approach the taller of the two holds out her hand and says, “Please can you help us? Our transport has broken down and our escort has beed killed. We need help to get back to Lystyria. My brother and I,” she indicates the figure in the cart, “have been summoned to the wedding of the prince of Lystyria, and we need to get there by the end of the week. Can you help us?”
What is your response?
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Path A: Mine Precious
Having decided to take the package to Grakilm’s cousin, you exit the business district and turn toward the main road leading out of the town proper. As you travel, you pass a few travellers who pause and look at you, a motley crew leaving town. You reach the main road and turn north toward the mine. There are fewer buildings, but there are many an incoming passersby. Never before have you been the focus of so much attention. It is unnerving, but you tell yourself that it is a small town and a group of the sort you find yourself in must be a novelty.
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After about an hour walk north, you arrive at the main building. It is a rather large building. There are no windows. There is only one visible metal door. There does not seem to be much activity around the building. Behind the building is a massive hole in the earth, evidence of the work being done here. You walk up to the door, and try the handle. It is locked.
What do you do?
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The Office of Gurdis Loderr
You walk into what can only be Gurdis’ office. There is a desk occupying one corner facing into the room. The walls immediately to the left and right are lined with square compartments into which a massive amount of order forms, and other paperwork are stuffed. The top of the desk is littered with half eaten food resting on half-completed orders. There are a few seats scattered in groups filling the rest of the room. On the far wall is another solid metal door.
“Pardon the mess, we are swamped with orders. Everyone wants our Tyracite! What business brings you to my establishment?”
Gurdis mutters half to himself, “This,” and he opens the box and extracts a pendant, “will do perfectly. He has been stuck down there for too long. Time to get back to work. But much danger… ” and his voice trails off into quiet contemplation as he studies the pendant.
What do you want to do?
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Hi Ho! Hi Ho! It's Into The Mine We Go!
Gurdis walks over to the door at the other end of his office. He fumbles with the keys at his belt while mumbling to himself, "Much danger... No friends...Get back to work...Get back..." He unlocks the door and it swings into the darkened chamber beyond. A gust of chill air shrieks into the room, and a shiver runs down your spine... not so much due to the cold, but due to the mumblings of Gurdis.
The darkness is oppressive, however, a few moments pass and four everlight lanters flare to life in the middle of the chamber beyond. You see a platform suspended by chains. There is a control panel along the side of the platform. This is obviously how workers entered the mine below. "Step onto the platform and select Floor 2." Gurdis bellows from behind you. Then with a boom and a clink the door is shut and apparently locked behind you.
What do you want to do?
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Level 2
As the lift comes to rest, there is a shudder and the everbright lanterns go out. For the moment there was light, you saw an open passage toward the north end of the room. You then hear a creaking and groaning as the chains supporting the lift start to come apart.
Level 2 Hallway
As your hearts pound from the near disasterous fall, you start down a hallway which opens up into an empty area. To the west, down another hall, you can make out two doors, one to the north and one to the south.
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Arcane Lab
The door to the north opens up into what appears to be an arcane lab of sorts. There is a table along the west wall to your left with bottles, beakers, flasks, as well as dried herbs haphazardly strewn across the top. In the east corner to your right stands a tall table with five flasks containing a red-ish liquid arranged in a star-like pattern. Along the east wall is a deep bookcase. At chest level is a stand on which rests a book. The text is in Dwarvish. There are two metal bookcases side by side on the north wall.
What do you want to do?
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Secret Room
The bookcases swing inwards to reveal a dark room, that is not much more than a walk-in closet. The wals are made of reinforced metal. In the center of the room stands a pedistal containing a glass case. Inside the case is a display stand that contains an amulet of the same shape as the one Gurdis was given. This one has an emerald colored gem instead of the amber colored one Gurdis' had. On top of the glass case is a scroll.
What do you want to do?
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Meeting Room
You open the door to reveal a brightly lit room. Torches line the walls. In the center of the room sits a long table with benches around its perimeter. There is nothing on the table. To the east on your left is a spiral staircase leading to a lower level. There are bookcases along the east and south walls. In the southwest corner of the room is a chest.
What do you want to do?
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Level 3
Storage Room
The spiral staircase ends in a room that has no light source. Those with darkvision can make out the outline of a door on the west wall. Thee is a soft glow seeping under the door. This indicates that the area beyond the door is lit.
What do you want to do?
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Elevator
The platform comes to rest at the bottom of the shaft. As soon as it stops, the everbright lanterns go out plunging the area into pitch black. Those with darkvision can make out just ahead a wooden door which has been reinforced with metal bars.
What do you want to do?
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Hallway from Elevator
The hallway is lit by the warm glow of the everbright lanterns. You walk about 25 feet before the passages turns sharply to the north. There is a door to the east on the right and the passage descends sharply further north. You hear the slight trickle of... could it be water?
What do you want to do?
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Hallway from Spiral Stair Room
To the north, the passage starts to descend steeply, and you can hear what sounds like the slow trickle of... water? to the south, the passage curves to the east.
What do you want to do?
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Chasm
Ahead, you see a chasm with a broken bridge spanning the gap. The trickling sound is coming from the chasm from far below. As you enter this open area, you feel something brush your face. As you look around, you notice the remains of what was once a gigantic spider web float on the almost imperceptable breeze. Looking up, you see hanginging about a foot above your head three cocoons. Before you can do anything, I need you to:
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As the last spider falls on its back, its legs curling in, you contemplate how to get across the chasm.
What do you want to do?
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Once you are safely on the other side of the chasm, you see an iron protcullis blocking the exit to the West. As you approach the gate, one of the stalagtites silently disconnects from the cieling and falls toward you.
What do you want to do?
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The Trapped Golem
The Antechamber
You enter a small area. On the west wall is a gate, beyond which you see a long, narrow room with a low, vaulted ceiling. A row of levers runs down the center of the floor. Each of the five levers points to the right, and each one is a different color. Starting with the lever farthest from you, you see red, yellow, green, blue, and purple. A pair of gratings has been set in the floor at each end of the row of levers, and several grilles have been added to the ceiling above them. To the right of the levers, portcullises block two archways. The remains of two badly charred corpses lie nearby. From their position, it looks like they fell while running away from the archways. You try opening the gate, and with a loud creaking, it swings open. You enter the long lever room...
The Pyramid Chamber
Beyond the portcullises, you see a much larger and loftier chamber containing a flat-topped pyramid surrounded by a stagnant moat. Sickly flames flicker at the top of the pyramid, emitting a fiery orange glow. You can catch a whiff of superheated rock. Stone sluices, now closed, lead from the top of the pyramid to the moat. Grat- ings in the floor at each corner of the pyramid look just like the ones next to the levers in the antechamber where you stand.
What do you wish to do?
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The Triumvirate of Fire
As soon as you try moving one of the levers, three creatures fly to the portcullises. One of the entities is red, and looks like it is made of lava. A second is inky Black with smokey tendrils rising off its flesh. The third is white, and has white vapor eminating from its skin. The red one rhasps, “Cease your feeble efforts, unworthy ones! We, the Triumvirate of Fire, command you to leave—or face our scorching wrath!”
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Epilogue
You return to Gurdis and let him know that the Golem is now free of the lava pit and that the "squaters" have been dealt with. "Thank- you so much... you don't know what that means to me... Here, take this..." He hands you a purse filled with gold pieces. His voice changes to a more gruff tone, "I can now get back to work... Now, if you don't mind... I have work to do..." You turn to leave...
With that errand out of the way, you head back to town...
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Into the Woods
On the hour's trek back to the Wavecrest Inn, you realize that the sun is starting to set. You have spent most of the day at the mine. You arrive at the inn, and seek out Avilora and her brother. You find them sitting at a table in the corner facing out into the dining area. Avilora looks a bit irritated. “There you are! Are you quite finished? It has been almost 8 hours! It is too late to start the journey to Lystyria now. You have wasted my time! At this rate, we will never make it to Lystyria! What took you so long? I thought you were going to just run a ‘quick errand.’”
What do you wish to do?
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Behind the Vale
As you leave Westhaven, you head west toward the Jaded Vale. Avilora tells you, “The Jaded Vale is home to many creatures. It is also said that a doorway to the Feywild can be found somewhere within its canopy. We must be cautious.”
After three to four hour ride from Westhaven, you see stretching before you a green wall of trees. The road ahead disappears into the dark and shadowed vale. It appears that light has a hard time reaching the forest floor due to the dense canopy of trees. You listen, and hear nothing... There is no sound of bird or beast, or creature. It is dead silent.
You coax your mounts forward and enter the Jaded Vale. You take comfort in the plan of just skirting the Northeastern edge of the vale. The road forks ahead. To the right it curves North but narrows to little more than a rough, footpath. To the left, it continues West, deeper into the dark forest.
What do you wish to do?
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Razor Burn
As you leave Westhaven, you head north toward the Razor Teeth mountains. Avilora tells you, “Our path through the Razor Teeth Mountains will be fraught with danger, but it is the most direct and easier travelled route. However, the cliffs of the Razor Teeth are home to Wyverns and Harpies. They prey on the unsuspecting traveler. That is why my escort wanted to skirt south and travel through the Jaded Vale. We must be cautious.”
An hour ride north from Westhaven brings you to the base of the Razor Teeth Mountains. Avilora directs you Northeastward toward the Pass of Srihx. “When we get to the pass, we must follow the Srihx River Northwest until we get to Loch Kycyrs. From there, we will take a ferry across the loch and then head North through the Wrysek Wilds to Lystyria.”
After a few hours’ ride, you come to the Pass of Srihx. You turn North and another hour or two later come upon a landslide. It is blocking your direct route north. You can either cross the Srihx River here, or double back and take the route through the Jaded Vale and lose the half day of travel.
What do you wish to do?
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