recursal/Fanatic-Fandom huggingface dataset:
Ehlonna

Deep within the Beastlands layer of Krigala is the Grove of the Unicorns, a realm she shares with the like-minded goddess Mielikki. The grove sits at the base of a cluster of great sequoias that form a natural cathedral for those beneath the canopy. The lowest branches of the trees are hundreds of feet in the air, such that those with wings can fly through Ehlonna's cathedral without difficulty.

Those who reside within the borders of Ehlonna's realm live in peace with the trees and animals, and they are similarly left alone by the wild creatures. The thinking creatures of the Beastlands adore Ehlonna, ensuring that she is often aware of occurrences that happen far from her domain. True to its name, the grove attracts groups of unicorns. In addition, there are herds of bariaurs in Ehlonna's service. The grove is not far from Skerrit's realm; centaur petitioners are found in Ehlonna's realm and unicorns in Skerrit's.

All spells cast by rangers within the Grove of the Unicorns are enhanced, and all spells that create food or water are exceptionally bountiful. Ehlonna and Mielikki have the power to make other alterations to magic within their realm, if they so desire.

**Dogma**

Ehlonna teaches that the animals and plants of the forests are gifts, and are not to be stolen. She is often the goddess of rangers and druids and opposes hunters and those who would rape the land for fun or profit.

**Worshippers**

Ehlonna is the patron of all good-aligned folk who love the forests. She is worshipped by hunters, trappers, foresters, rangers, woodcutters, and more. Brownies, elves, gnomes, and halflings are especially attuned to Ehlonna of the Forests, and will willingly aid her. Ehlonna's worship is centered in the area from the Wild Coast to the Ulek States, and from the Kron Hills to the sea. She is among the deities worshipped in Hardby.

**Clergy**

For clerics of Ehlonna/Ehlenestra, her domains include Animal, Celerity, Good, Plant, Purification, and Sun. Her favored weapon is the longbow. Clerics of Ehlonna wear pale green robes.

Each cleric of Ehlonna chooses a species of plant as their special ward. They must see to it that their species flourishes and that its properties are respected by common folk. Clerics of Ehlonna often carry the seeds of their chosen plant with them on journeys.

**Temples**

Temples to Ehlonna are usually camouflaged lodges in sylvan settings, although small shrines often exist in villages.

**Rituals**

Ehlonna's services involve vessels of horn and wood, the playing of pipes and flutes, and various herbs. Typical prayers to Ehlonna feature at least two references to positive aspects of the forest. Her ceremonies take place in the forest where possible and involve the various aspects of fertility. Children take part in the more innocent ones.
Mandrake Quickfoot

Mandrake Quickfoot was always a quiet, isolationist kind of child. He never liked to get involved with all the loud rambunctious activities of the other kids. Naturally, this caused him to be ostracized. Not that Mandrake minded; he liked the isolation. It made him feel at peace. Mandrake had always wanted to grow up and be a great fighter, a passion he cared deeply about. Much of his younger years were spent studying swordplay and getting into fights with his fellows. For a brief bout of his life, from around the ages 65-70 he went adventuring the mountains near his village.

However, on his return from adventuring at the age of 75, still a child in the eyes of the elves, Mandrake stumbled upon a young elf trying to assault a maiden. Mandrake stepped in and slew the assailant, saving the maiden, and was pardoned of all charges for the nature of the grievance. However, the dead man's family, Harrowhall, were not so forgiving. The night Mandrake was celebrating his return with his family, Harrowhall men attacked and killed his entire family. Mandrake would have been slain as well, but was able to fight and kill all of the assailants.

In a panic, Mandrake gathered what little possessions he had left and fled his village. He was chased by Harrowhall assassins all the way to Baldur's Gate. By this time, he had already killed four of them and was forever scarred with the mark of vengeance. He had sworn to destroy the entire Harrowhall family and all their relatives from the four corners of Toril. He lived in Baldur's Gate for about a year working as a mercenary and assassin, and he got quite good at his trade. However, each life his blade claimed, another part of him faded into the ruthless killer he is today.

Employer: Laurus Finch
Path of Fortune (Legend)

The *Path of Fortune* is a legend of a path with much treasure along the way at certain checkpoints. It was mapped out by a man. He was killed. The party found his journal which tells the way in code.

## First Checkpoint

The first checkpoint is the Wind Temple. It is accessed through solving a riddle then being teleported near the temple.
Olivia Astaroth

The Astaroth twins are both descendants of Astaroth, of the Deadly Trinity. They were born through an infernal ritual, conducted by the Infernal Cult, using an elvish woman as sacrifice. They learned of their origins later in life. Lilith became a Kenpachi and Olivia became a Psionic. They took a side job as demon hunters, but had a much bigger goal in mind. They want to confront Astaroth. They later joined the group in hopes of finding a clearer path to Astaroth, but are still unable to find a way to him. They hunt higher ranking demons in hopes of finding their evil ancestor. Maybe even kill him.

They have their comrades well being in mind, but they also stay true to their goals. In Neverwinter there is another chance at getting closer to finding Astaroth. In the Crack on Neverwinters surface. There is a rumor, that demons can pass through it, into a different dimension known as “Limbo”. It is a reflection of the Human dimension, but demons lurk the streets. There is a high ranking officer in the Neverwinter of this dimension. His name is Alastor.

## Astaroth

Astaroth was a demon lord who is now a vestige. He was known by the title of Diabolus for his ability to infiltrate the ranks of the devils, and was worshiped by mortals for his prophetic abilities. Astaroth was one of many demon lords that were mentioned only by name in a list in the original Monster Manual II (1983).[1]

Other than Gargauth, who uses his name, there is another being, who is also a vestige, who goes by the name of Astaroth. This Astaroth was a fallen celestial. Green Ronin's Armies of the Abyss has its own non-canonic take on Astaroth the demon prince. He appears as a beautiful angelic human with white feathered wings, golden hair, and rides a dragon and has a viper wrapped around one arm. He is said to rule a layer of the Abyss called the Terminal Archives, which is an infinite library. It is said that the coming of end of the multiverse is signaled by Astaroth burning every book from his library.

## Alastor

Once a human essence on a plane that consumed the essence of existence and caused other planes to diminish, Alastor fought to balance the planes so that no more of the essence that made all things would be consumed by his original plane and the Void than was replenished in the planes. He lives within his chosen hero until their death and then moves on to a new hero. Traveling where ever they are needed most.

### Dogma

Balance of existence. Even Alastor consumed enough essence to become a less deity, but it was only what he had to in order to battle for the good of all existence and never too much at once. Destruction of those that seek to destroy this balance, by any means or material that are still in existence, is what he encourages. Buildings may smash to rubble and men may die, but the reminder of their existence has not been comsumed.

### Clergy and Temples

He has a few hidden temples scattered on planes that overlook the material planes yet are unseen by most known means. Clergy are those that see this hidden battle and fight for balance.
Emerald Enclave

The Emerald Enclave is a far-ranging group that opposes threats to the natural world and helps others survive the many perils of the wild. A ranger might be hired to lead a caravan through a treacherous mountain pass or the frozen tundra of Icewind Dale. A druid might volunteer to help a small village prepare for a long, brutal winter. Barbarians and witches who live like hermits most of the year might defend a town against marauding orcs or barbarians. Members of the Emerald Enclave know how to survive, and more importantly, they want to help others do the same. They are not opposed to civilization or progress, but they strive to prevent civilization and the wilderness from destroying one another.

Members of the Emerald Enclave are spread far and wide, and usually operate in isolation. They learn to depend on themselves more than others. Survival in a harsh world also demands great fortitude and mastery of certain fighting and survival skills. Members of the Enclave who dedicate themselves to helping others survive the perils of the wilderness are more social than others who are charged with defending sacred glades and preserving the natural balance.

### BELIEFS

1. The natural order must be respected and preserved.
2. Forces that seek to upset the natural balance must be destroyed.
3. The wilderness can be harsh. Not everyone can survive in it without assistance.

### GOALS

To restore and preserve the natural order, keep the elemental forces of the world in check, keep civilization and the wilderness from destroying one another, and help others survive the perils of the wilderness.

## Ranks

1. Springwarden
2. Summerstrider
3. Autumnreaver
4. Winterstalker
5. Master of the Wild
My Aidan

**My Aidan** is a song written and sung by Scarlett to Aidan in Season 2

## Lyrics

Don't ever think I'm ashamed

Cause that would bring me such pain

Nobody knows me like you

Don't make that face, it's all true

Whatever happens with us

Don't let it all turn to dust

Give me a chance to explain

He is my Aidan

And he's the only one

Who is my babe (him)

And I won't stop 'til everybody knows

I wanna be proud and free

I could be someone to you

And you could be perfect, perfect for me

He is my Aidan

The one with the goofy grin

Who's mine (he is)

Staying with me through thick and thin

And I'll tell the whole wide world

That I'm his only girl

Y'all know he's perfect for meect

Perfect, perfect for him
Lovely Lion (Retreat of Anchors)

The Garden

* Bartender: Zinmoira (Female elf, 6th-level warrior)
* Accommodations: Common (a placed on a raised, heated floor, blanket and pillow, amongst higher-class company) for 3 sp/day

## Menu

* Breakfast: Beef steak, Soft cheese, Sharp cheese, Dates, Corn pone (cost 3sp).
* Lunch: Lamb stew, Sharp cheese, Broccoli, Apple (cost 4sp).
* Supper: Whole duck, Leeks, Carrots, Rice, Plum pudding (cost 5sp).
* Snack: Chicken eggs, Stewed prunes, Mush (cost 2sp).
Golotspace

This is a crystal sphere that was conquored by Invaders about a hundred and fifty years ago. In the original version, Dragonspace was assumed to be Vodoni occupied Golotspace. However it could just as easily be some other sphere with a race such as the Scro being the Invaders - possibly backed up by the Tenth Pit or Long Fangs.

Prior to the invasion, the locals had almost no knowledge of spelljamming whatsoever: the main arrivals being the fleet of lizardmen ships that colonized Suynama over a millenia ago and an off course band of gnomish vessels that (accidently) placed small gnome colonies on Dragonworld and Bel some centuries later. The sphere's only other visitors were a handfull of elven imperial fleet vessels (the last of which arrived before the start of the first unhuman war), and a couple of incidental wanderers, none of whom made a lasting impression.

## Distances

```
The Sun:        0
Suynama:        50,000,000 miles (1/2 day travel)
Dragonworld:    100,000,000 miles (1 day travel)
Asteriod Belt:  200,000,000 miles (2 days travel)
Sphere Wall:    400,000,000 miles (4 days travel)

```
Iambus (Ship)

## Description

The Iambus is a specialized ship which is built by the arcane on a custom basis for human bards. Each Iambus is powered by a bardic helm, and is linked to that specific bardic helm. If an Imabus is ever powered by a helm other than the particular bardic helm to which it is linked, it will suffer a -1 SR penalty, and have none of the magical effects given below. An Iambus can appear in any shape, but all are about the same size in terms of tonnage, and all somewhat resemble the musical instrument linked to their helms.

As the bardic helmsman of an Iambus plays the instrument linked to the helm, not only does the ship move as per the normal effects of a bardic helm, but the ship also reverberates with the music, such that it can be clearly heard throughout the ship's air envelope. This music has a soothing effect on the crew of the ship, who gain a +2 bonus to morale, and heal damage twice as fast as normal. Unfortunately, this soothing effect also means that while the helm is being played the crew and helmsman will always be surprised when attacked, and will only be able to attack on the second round of combat after a normal initiative roll.

## Crew

An Iambus is typically crewed by a single master bard who is the owner, captain, and helmsman of the ship. The rest of the crew will be made up of his personal retinue, which will can consist of apprentices, fellow performers, or simple servants, depending on the individual bard. An Iambus will usually have a total crew of about a dozen men, but again this varies based on the individual bard owner.

## Ship Uses

Entertainment: Virtually all of these ships are used by travelling bards who fly their ships from one city to another, entertaining thepopulations that they visit. When a bard arrives at an asteroid city in an Iambus, the distinctive appearance of the ship means that the entire city takes notice, guaranteeing a good audience for the bard. In fact, since each Iambus appears distinctively different from each other, at the first sighting of an Iambus operated by a famous bard, the news will quickly travel throughout the population about which specific bard has arrived. These bards can often make a very good living as their reputations grow. Usually such bards limit their travels to one or two spheres, in order to ensure that their ships become recognizable sights. While an Iambus of a successful bard may make a rich and poorly-defended target for pirates, in practice these ships are rarely attacked. This is because most pirate crews appreciate the entertainment value of the bards too much to molest them (although they may demand a performance). This does not apply to goblinkin reavers, neogi slavers, or illithid pirates, however, and as a result many of the most famous bardic owners of these ships demand an armed escort from their destination city.

## Other Configurations

Each Iambus is unique, but all tend to have roughly the same performance characteristics. The modifications which bards perform on their vessels tend to be intended to impress potential audiences rather than to change the performance of their ships.
Bird of Prey (Ship)

The Birds of Prey are light ships used by some human nations. They are used for shuttles, spy missions, and landing craft, but seldom in heavy combat. The beak opens to allow crew members to climb into the cockpit, where the spelljammer helm is located.

## Crew

The Bird of Prey can be operated by three men, making it ideal as a long-range scout vessel. It can also carry small parties, but this is not recommended for long voyages. A typical fighting crew will be a full 7 men, which is enough to man all weaponry, while still being small enough to be comfortably supported by the ship's air envelope.

## Ship Uses

V.I.P Shuttle: This ship's decent passenger space makes for a good private shuttle for visiting admirals or dignitaries. Its forward cargo hold/stateroom can be altered to provide a luxurious living space. When used as a shuttle, the Bird of Prey usually travels only relatively short distances, typically journeys that will take 2 weeks or less.

Landing Craft: Birds of Prey often act as landing craft for small parties sent from a larger ship. Most often, landers are depowered ships, avoiding any unnecessary losses of helms or helmsmen.

Light Combat: The Bird of Prey makes a good light combat vessel, usually acting in support of larger ships, particularly Eagle Carriers. A Bird of Prey acting alone is usually an easy target for any other vessel capable of combat, but in groups of 3 or more, they can be quite effective.

## Other Configurations

Falcon: This is a fighter craft version of the standard bird. It carries a heavy ballista and is fitted with armor plating, bettering its AR by 1 and lowering maneuverability to MC D.

Raptor: A rescue/insertion/extraction ship, the raptor carries two light catapults or jettisons. These are rare ships used by elite forces only.
Krossterra

The natural world and main planer realm. Krossterra, referred to simply as Terra by the people, is a land with a rich history full of magic and adventure. Many heroes have arisen and made their mark joining the ranks of legend.

Krossterra, or the Cross of Earth is the major intersection point between Krosshadow, a land of eternal darkness, and Feykross, a land of wild magic and beauty. Additionally there are rumors of further planer intersections that exist in Krossterra, however not much is known in regards to these rumors.
Eel Ship (Ship)

An earlier, cruder version of the lamprey, these slim vessels were popular for planetary defense. Many of these ships are used by pirate raiders unable to get anything better, or to conduct stealthy hit and run missions for hire. The eel was one of the first ships designed specifically for spacefaring by humans, and was very popular in its day.

## Crew

The usual fighting crew for ship of this type is 10-12 men, although it can sail with as few as 4. The ship is quite spartan, and as a result larger crews are rare even on short voyages. A typical crew will have few officers, usually just a captain, a first mate, and a spelljammer/navigator.

## Ship Uses

Raider: Primarily used as a short-range combat craft, the eel was popular amongst pirates and other raiders. This is a function which many eel ships still serve, primarily because the simple design of the craft means that almost any group, even under-funded pirates, can construct it, with only the most basic ship-building skills and tools. The weaponry of a raider eel frequently varies from the norm, based primarily on what is available.

Defender: A more lawful use for the eel ship, and the one for which it was originally intended, is that of escorts and planetary defense ships. An escort will typically be equipped as described above, but a planetary defender will usually carry heavier weaponry, and will often be topped out. Planetary defenders so equipped will usually carry about 20 crew, but only for extremely short voyages, usually less than a day.

Trader: Many eel ships once served as traders, before being supplanted by larger ships, such as the tradesman. Some few eel ships still serve in this purpose, usually in similar roles to the dragonfly.

## Other Configurations

Heavy Defender: This planetary defense version of the eel ship features a hull which has been thickened and plated, topped-out rigging, and armament consisting of 2 heavy ballistas, a light catapult, and a blunt ram. The resulting ship has a minimum crew of 6, a total fighting crew of 15, is MC C and AR 4, but cargo space is non-existant, resulting in a ship which cannot afford to stray more than a few hours away from its home base.
Nayvet'ah

* Syyna
* Cantursk
* Shenesk
* Kanow
* Jallobrox
* Estonarch
* Nalot
* Jehayok
* Triab
* Arece
* Jaèline
* Aphrelen
* So'emuir
* Valesa
* Zolten
* Vibetos
* Gihan
* Xatio
* Rozem
* Keyrae
* Kearqi
* Senaire
* Chelar
* Myalleth
* Kadriel
* Melsi
* Yenadries
* Scarmortus
* Malih
* Rezaiden
* Preatuch
* A'akvnngi
* Narcydia
* Sedelym
* Kasranta
* Rajoksus
* Garrith
* Tavierx
* Perianith
* Hevairell
* Sejizan
* Zemadron
* Azariah
* Eskyirth
* Kiriu
* Novilvea
Launch (Ship)

## Description

As the name suggests, the Launch is a small craft usually carried by a larger ship and used as a ship's launch. The Launch appears to be a small, open watercraft, with a single small lateen sail, and oars for maneuvering. A Launch is designed to be easily handled by a single person, and it will typically be maneuvered with either sails or oars, but not with both at the same time. The Launch has no internal cabins as such, however the aft quarter of the boat has a canvas cover supported by a fence, making a small 6' high cabin of sorts. This is intended to provide a sleeping area for any journeys of a day or more, and to provide some protection from the elements for any journeys into a planetary atmosphere.

Too small to be powered by a full-blown spelljamming helm, a Launch is usually powered by either a non-magical engine, limiting it to very short journeys, or by Oars of the Void, allowing it to travel greater distances. If 4 sets of Oars of the Void were used, a Launch could acheive speeds as high as SR 8, however this would require at least 5 men to operate, and that many Oars would cost 8,000 gp, which is far more than most owners would be able to justify spending for such a small craft. In fact, it is nearly unheard of for a Launch to be powered by more than a single pair of Oars of the Void. While the nation of Wa rarely uses Launches, instead preferring to use their Locusts, those few Launches that they operate are usually powered by Rudders of Propulsion.

## Crew

A Launch typically has no crew of its own, instead being operated by crew from its parent ship. When powered by a non-magical engine, or by a Rudder of Propulsion, only a single crewman is needed to operate the Launch, however when powered by Oars of the Void, 2 men are needed. Usually only used for short journeys (long journeys with a Launch tend to occur only in emergencies), a Launch can easily carry 15 men.

## Ship Uses

Ship's Launch: The Launch is almost always used as a ship's launch. In such cases it will be used primarily for landing parties, but also for any miscellaneous duties as required, including serving as an escape craft when needed. The small size and low cost of the Launch means that it can be carried by almost any other ship, and frequently 2 or more Launches will be carried. Launches are usually carried on deck, lashed alongside the ship, or towed behind the vessel. Even ships as small as Dragonflies or Mosquitos often find it useful to carry a Launch.

## Other Configurations

The small, utilitarian Launch has no other configurations.
Gray Fiend (Retreat of Anchors)

The Garden

* Bartender: Aritor (Male gnome, 7th-level commoner)
* Accommodations: Common (a placed on a raised, heated floor, blanket and pillow, amongst higher-class company) for 3 sp/day

## Menu

* Breakfast: Fried perch, Duck eggs, Chicken eggs, Sea-grapes, Coarse rye bread (cost 3sp).
* Lunch: Veal sweetbreads, Duck eggs, Seaweed, Apple (cost 4sp).
* Supper: Pork liver, Carrots, Broccoli, Nut bread, Wood-elven crisp cakes (cost 5sp).
* Snack: Goose eggs, Currants, Mush (cost 2sp).
Kord

In the *World of Greyhawk* campaign setting and the default pantheon of deities for the third and fourth editions of the *Dungeons & Dragons* fantasy roleplaying game, **Kord** is the Suel god of Athletics, Sports, Storms, Brawling, Strength, and Courage. His symbol is an eight-pointed star composed of spears and maces.

## Description

Kord is depicted as a hugely muscular man with a red beard and long red hair. He wears a fighting girdle made from a red dragon's hide, gauntlets from a white dragon's hide, and boots from a blue dragon's hide. He wields the greatsword *Kelmar* in battle. Kord is sometimes depicted by his urbanized faithful as a more civilized athlete or wrestler.

## Relationships

Kord is the son of Phaulkon and Syrul, and the grandson of Lendor. He is a foe of dragonkind, especially lawful evil dragons. Kord's favorite heralds are titans. His allies include eladrin and huge earth elementals.

## Realm

Kord's petitioners dwell in the *Hall of the Valiant* on Ysgard's first layer, a grand hall made of stout wood where there's always a feast - or a wrestling match.

## Dogma

“The strong and fit should lead the weaker. Bravery is the greatest quality in any ruler. Scorn cowardice.”

## Worshippers

Kord is the most popular of Suel deities, and his followers are found throughout the Barbarian States of the Thillonrian Peninsula, northern Ulek, Keoland, Almor, Aerdy, Hepmonaland, the Amedio Jungle, Lendore Isle, and in the Bandit Kingdom city of Alhaster.

## Holy days, temples, and rituals

Temples to Kord are most common in the Barbarian States of the Thillonrian Peninsula and other temples to the Brawler can be found in Alhaster and throughout Keoland. One of the most prominent temples, known as the Hall of the Mighty, was founded by a young cleric from the barbarian state of Vika named Yav Lightbringer; the same cleric who eventually became the High Priest of Kord. Incredibly devoted to Kord and his ideals, Yav spent a majority of his life distributing a leaflet which brought many men and women to worship Kord.
Disperser

*Dispersers* clear the way for the Extinguishers to spread darkness. They are bipedal creatures that use weapons such as swords and spears to eliminate threats. They are quick and cause a lot of damage. Dispersers are the vanguard of the Horde. These creatures have a resistance to light.

Back to Shadow Horde page.
Crab-ship (Ship)

The first crab-ship was designed by an unusually intelligent giff named Master Marine Humphred, after he had witnessed an orc scorpion in action. Intended as a pure combat vessel, the crab-ship still carries a respactable amount of cargo for its size and, as a result, has enjoyed some moderate degree of popularity amongst some human groups. The vessel is also fairly popular amongst giff platoons that cannot get their hands on clippers or great bombards. Most crab-ships are built by humans (although designed by a giff, even the first example of this ship was built in a human shipyard), but the scro managed to acquire copies of the design plans, and have taken to producing them in limited numbers. Crab-ships have some serious design flaws which have prevented them from becoming more popular. First, the ship was designed without any sort of sails, relying on manipulation of its legs for maneuverability. As a result, a crab-ship is very clumsy. Additionally, the ship requires a large number of weapons crew to operate at full capacity, and as a result a crab-ship tends to either carry no marines for boarding actions, or tends to carry more men than its air envelope can support for long periods of time.

## Crew

Very few crab-ships operate with less than 22 crew, most of whom are weaponeers. Human and scro crews are often larger (typically around 40) in order to allow for marines to be carried, while giff crews tend to number only 22, since all giff are considered to be marines, even when serving as weaponeers or sailors. It should be noted that crews of all three races tend to strain the crab-ship's air envelope, resulting in a short-range vessel.

## Ship Uses

Warship - The clumsy crab-ship is suitable for little other than combat. Human and scro-operated warships tend to be in the above configuration. When a crab-ship is operated by giff, they replace the ballistas and catapult with a pair of bombards and a greek fire projector whenever possible.

## Other Configurations

Rigged Crab - In this configuration standard sails and rigging are added to the crab-ship, dropping the maneuverability class to a more manageable D, but increasing the crew requirements to 7. This is not a popular modification, however, since adding more crew to a vessel which already requires a large crew to operate at full fighting capacity is not generally a good option.
Giant Spider

Large beast, unaligned

* Armor Class 14 (natural armor)
* Hit Points 26 (4d10 + 4)
* Speed 30 ft., climb 30 ft.
* STR 14 (+2)
* DEX 16 (+3)
* CON 12 (+1)
* INT 2 (-4)
* WIS 11 (+0)
* CHA 4 (-3)
* Skills Stealth +7
* Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10
* Languages
* Challenge 1 (200 XP)

### Spider Climb

The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

### Web Sense

While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

### Web Walker

The spider ignores movement restrictions caused by webbing of any sort.

## ACTIONS

### Bite

Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (ld8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, and paralyzed while poisoned in this way.

### Web

(Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30 ft./60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerable to fire damage; immune to bludgeoning, poison, and psychic damage).

Usually found underground, the lair of a giant spider is often festooned with webs holding helpless victims.
Lance (Ship)

## Description

The Illithid Lance is one of the most recent additions to the Illithid line of ship designs perhaps heralding an attempt at resurgence. One of the smallest Illithid designs thus far, the Lance retains the shell design of the Nautiloid and Dreadnought. Beneath and aft of the typical piercing ram is an adjustable Shearing Lance. Designed to cut away the rigging and masts of opposing ships, the Shearing Lance holds with the Illithid tactics of taking prisoners instead of destroying opponents outright. Although normally outfitted with a Series Helm, occasionally a Lifejammer or a Pool helm is installed to limit the need of helmsmen. Slaves serve as weapons crew and as lookouts. As on all Illithid ships the Slaves also serve as rations on long voyages.

## Crew

Though the ship can be handled by a single helmsman/captain (or at least 2 if a series helm is used), its usual compliment of Crew consists of 7 Illithids (Captain, First officer/navigator and five helmsmen for the Series Helm) and up to 8 slaves. Sometimes in service as an escort (See below) the slaves are dispensed with and the Illithid numbers are increased to 15.

## Ship Uses

Escort/Support Vessel: The most common use of the Lance is in the form of a close escort and support vessel for the Nautiloid and occasionally the Dreadnought. As an Escort the Lance has no need of a Ballista crew. It uses its often superior maneuverability to shear away the rigging of enemy vessels while the Nautiloid pounds away with its weapons. As a support vessel it retains its usual crew compliment and is used to facilitate crew transfers between the larger vessels.

Courier: In Illithid-held space the Lance sees use as a courier vessel. It's small size and minimal crew requirements make it perfect for the job. Often a Courier lance has only a Captain/Helmsman and two slaves to man the ballista.

## Other Configurations

Smuggler: In this configuration sails are added to top out the rigging increasing the Maneuverability to Class A but it adds 2 to the minimum crew requirements. The slave quarters are gutted to increase the cargo capacity to 10 tons although the Armor Rating becomes 7. Illithids rarely use this configuration themselves but other races, particularly the Neogi find them useful to transport illegal goods through unfriendly space.

'Heavy Lance' Raider Class: This configuration of the basic Lance has seen use in some of the areas the Illithid are advancing into. The hull is thickened and plated with steel giving it an Armor Rating of 4. The Maneuverability drops to class C and the cargo capacity becomes 5 tons. The medium Ballista is removed and replaced with a Heavy Ballista. This reduces the Cargo space to 3 tons. Heavy Lances are rarely long range vessels due to the limited space for supplies.
Manratai

Region - Nerimek

* Type - Small Port Town
* Government -
* Population - 430
* Leader -

2 Inns/Taverns, Smithy, Stables, Dock, Shops, Town Hall, Barracks, Fletcher, Tailor, Cobbler

## **Misty River Farm**

Monder Santhod - Son killed by Shadow Creatures.

## **The Foamy Shark Inn**

* **Bartender:**Gifviel, Female half-elf
* **Interesting Clientele:**Group of singing halflings, dwarf buying rounds for the house.
* **Rumors Overheard:**
* **Accommodations:**Common (a placed on a raised, heated floor, blanket and pillow, amongst higher-class company) for 3 sp/day

**Menu:**

* *Breakfast:*Blood pudding, Sharp cheese, Chicken eggs, Dates, Mush (cost 3sp).
* *Lunch:*Veal sweetbreads, Soft cheese, Chick peas, Dates (cost 4sp).
* *Supper:*Whole duck, Assassin vine leaf, Black beans, Flatbread, Fruitcake (cost 1gp).
* *Snack:*Chicken eggs, Blueberries, Millet (cost 2sp).
* Drinks: Khellanic (dwarven) Ale: 8cp, Vodka: 8cp, Ervanic Lager: 5cp, Quillin (elven) Wine: 9cp, Whiskey: 8cp, Heron Wine: 6cp, Thanuk (heavy) Ale: 5cp

## **The Silver Clam**

* **Bartender:**Odisica, Female halfling
* **Interesting Clientele:**A rogue secretly emptying purses, soft-spoken traveling monks.
* **Rumors Overheard:**
* **Accommodations:**Good (a small private room with one bed, some amenities and a covered chamber pot) for 5 sp/day

**Menu:**

* *Breakfast:*Smoked sausage, Soft cheese, Duck eggs, Raspberries, Oatmeal (cost 6sp).
* *Lunch:*Octopus, Soft cheese, Broad beans, Currants (cost 8sp).
* *Supper:*Beef steak, Black beans, Succotash, Flatbread, Fruitcake (cost 1gp).
* *Snack:*Soft cheese, Dates, Coarse rye bread (cost 4sp)
* Drinks: Ervanic Lager: 7cp, Shanshun Lager: 6cp, Askarus (heavy) Ale: 5cp, Vodka: 8cp, Rum: 9cp, Invidian (pale) Ale: 6cp, Thanuk (heavy) Ale: 5cp, Heron Wine: 6cp, Chanusian Wine: 7cp, Kharukan (dwarven) Ale: 9cp, Whiskey: 8cp
Astral Sea

## Mortal Races

* Couatls
* Githyanki
* Maruts
* Quom

The Astral Sea is the home of many native mortal races whose goals will shape the characters' adventures. The four major independent races ofthe Astral Sea are covered in detail at the start of Chapter 3. Each of the four races has its own slant on the Plane Above that is likely to connect with the player characters' goals.

The couatls seem like the most benevolent of the four, but their crusade against various forms of evil masks a status-oriented society that can turn player characters into pawns used in the hierarchy contests within the couatls' Cloud Court.

Of the four races, the githyanki have the most influence on events in the Astral Sea. Player characters will probably have encountered githyanki in their earlier adventures. The githyanki excel as quicksailing raiders and pirates, preying mostly on the border islands, on those who sail between the islands, and on explorers who dare the deep Astral Sea. In a campaign featuring confrontations with astral pirates (page 12), the githyanki and their wandering city Tu'narath can become the characters' chief adversaries.

The maruts were originally creations of the deities. But they were created to have an impartial perspective to allow them to make detached rul­ings that would cut down on the squabbling gods' tendency to resolve arguments by force. Unless the characters have supreme diplomatic skills and some knowledge of history, it's likely that the maruts' literally interpreted contracts will force them into awkward and violent situations rather than making their lives easier.

The quom are the most straightforward ofthe four races. A once-peaceful race converted to violence by the accidental death of their god in a Dawn War battle between Bahamut and a powerful primordial, the quom cut the fragments of their dead god out of the bodies of anyone who had the bad luck to contain a piece ofit, no matter how small. The quom rival the githyanki as fearsome raiders, but where the githyanki seek plunder and entertaining violence, the quom target random creatures, structures, and magic items. As part of a campaign, the quom's random raids can target the player characters, or those close to them. Occasionally, the quom might even target the characters' enemies, perhaps forcing the characters to choose between enemies to assist.
Boreworm (Ship)

## Description

The Boreworm is the smallest illithid ship design, indeed it is too small to be powered by the series helms and pool helms which are favoured by its builders. This tiny vessel is a recent addition to the mind flayer arsenal, appearing at about the same time as the illithid Lance. Intended purely as a boarding craft, the Boreworm has proven to be frighteningly effective.

On a successful ramming attack, the Boreworm's unique bore rams will cause a single point of damage only, with no possibility of a critical hit. A successful ram will never cause any damage to the Boreworm itself, regardless of the size of the vessel rammed. Instead, the psionically-controlled bore rams simultaneously cushion the impact, and burrow into the hull of the enemy ship (this burrowing is what causes the point of hull damage), burying the "head" of the Boreworm inside the hull. Immediately following such an attack, the front boarding hatch and ramp spring open, unleashing boarders inside the target vessel. This bore rams are not powerful enough to perform this special attack against ships with hulls made of metal or stone (ships plated with metal or stone may be attacked normally), and against such a vessel a ramming attack should be resolved as a crash.

## Crew

A Boreworm is always commanded by a single illithid, and will carry 2-4 slave warriors, typically hardy creatures such as bugbears, grimlocks, or lizard men. If a boat helm is used, then a mage pilot will also be on board, as well as a second illithid who will be using psionics to directly control the pilot. If a lifejammer is used, then a victim will be on board, preferably one who will propel the ship at relatively high speeds. Once the Boreworm has burrowed into an enemy vessel, the slave warriors serve as bodyguards for the illithid(s) of the ship, preventing them from being attacked as they use their mental blasts to incapacitate the crew of the target ship.

## Ship Uses

Boarding Vessel: The only use for a Boreworm is as a boarding ship. These ships will be carried by larger illithid craft, particularly Nautiloids and Dreadnoughts, and will usually operate in small swarms of 2-6 Boreworms.

## Other Configurations

The Boreworm is too recent a development to see any modifications. In any case, the small craft would not lend itself well to modifications.
Neverwinter

Neverwinter, also known as the City of Skilled Hands or the Jewel of the North, was a metropolis sitting on the northwestern Sword Coast of Faerûn. Neverwinter was regarded by many, including the erudite travel writer Volo, as the most cosmopolitan and the most civilized city in all of Faerûn, quite a reputation, considering the breadth and variety of the continent. The city was a member in good standing of the Lords' Alliance.

### Blacklake District

* Castle Never
* Beached Leviathan
* Driftwood Tavern
* Vellgard Manor
* House of a Thousand Faces
* Blacklake

### Protector's Enclave

Protector's Enclave is the heart of the economy and governance in the city of Neverwinter. Lord Neverember reclaimed this part of the city from the hoards of monsters that invaded after the eruption of Mount Hotenow and then rebuilt it. For this deed this district was named after his title, "The Protector". He now oversees the rest of this once great city from the Hall of Justice as he tries to bring under his protection the parts of the city still controlled by monsters.

Here is a list of every location in Protector's Enclave:

#### Administration

* Hall of Justice
* Obsidian Bank
* Postal Courier
* Guild Registry
* House of Knowledge

#### Merchants

* Seven Suns Coster Market
* Tarmalune Auction House
* Shaundakul Stables
* Grand Emporium
* Tower of Alteration
* Mystic Shop

#### Taverns

* Moonstone Mask
* Winged Wyvern

#### Gates

* Sleeping Dragon Gate
* Coriol Street Gate
* Deekin Street Gate
* South City Gate

#### Streets

* Coriol Street
* Dagger Way
* Deekin Street
* Fiddler's Path
* Protector's Road
* Tymor Street

### The Chasm

* Neverdeath's Pauper Section
* Neverdeath's Main Graveyard

### River District

* Shard of Night
* The Fallen Tower
* Cloak Tower

## Notable People

* Lord Neverember
* Sergeant Knox
* Supply Sergeant Quinn
* Corporal Benton
* Aralynn the Pious
* Rhix
* Neverwinter Town Crier
* Uloth
* Grace Rathburn
* General Sabine
* Sgt. Marcus Rustam
Mormesk (Wraith)

Medium undead, neutral evil

Armor Class 13

Hit Points 45 (6d8 + l8)

Speed 0 ft., fly 60 ft.

STR 6 (-2)

CON 16 (+3)

WIS 14 (+2)

CHA 15 (+2)

DEX 16 (+3)

INT 12 (+1)

Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from non magical weapons that aren't silvered

Damage Immunities necrotic, poison

Condition Immunities charmed, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses darkvision 60 ft., passive Perception 12

Languages Common, Infernal

Challenge 3 (700 XP)

Incorporeal Movement. The wraith can move through an object or another creature, but can't stop there.

Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.

## ACTIONS

Life Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (3d8 + 3) necrotic damage, and the target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. If this attack reduces the target's hit point maximum to 0, the target dies. This reduction to the target's hit point maximum lasts until the target finishes a long rest.

A wraith is the incorporeal remnant of a particularly hateful being. Most wraiths can transform those they have slain into spectral undead servitors. Mormesk chooses not to, preferring to let the dead stay dead.
Iori Akinoyo

## Iori Akinoyo (Deceased)

*Iori Akinoyo* was a monk that came to the Isle of the Chosen. He joined the group of adventurers heading to Bishop's Delta. They reached the town and traveled beneath the tallest tower. There was a kind of dimension that was a trial of one of the demon artifacts. After a few parts of the trials, he was crushed by a trap ceiling.
Flameskull (Monster)

Tiny undead, neutral evil

Armor Class 13

Hit Points 40 (9d4 + 18)

Speed 0 ft., fly 40 ft.

STR 1 (-5)

WIS 10 (+0)

CHA 11 (+0)

DEX 17 (+3)

CON 14 (+2)

INT 16 (+3)

Skills Arcana +5, Perception +2

Damage Resistances lightning, necrotic, piercing

Damage Immunities cold, fire, poison

Condition Immunities charmed, frightened, paralyzed, poisoned

Senses darkvision 60 ft., passive Perception 12

Languages Common

Challenge 4 (1,100 XP)

Illumination. The flameskull sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action.

Magic Resistance. The flameskull has advantage on saving throws against spells and other magical effects.

Rejuvenation. Ifthe flameskull is destroyed, it regains all its hit points in 1 hour unless holy water is sprinkled on its remains or a dispel magic or remo~e curse spell is cast on them.

Spellcasting. The flameskull is a 5th-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 13, +5 to hit with spell attacks). It needs only verbal components to cast its spells. The flameskull knows the following spells from the wizard's spell list:

* Cantrip (at will): mage hand
* 1st level (3 slots): magic missile, shield
* 2nd level (2 slots): blur, flaming sphere
* 3rd level (1 slot): fireball

## ACTIONS

Multiattack. The flarneskull makes two attacks with its Fire Ray.

Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 10 (3d6) fire damage.

Spell casters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation.
Chemosh

Chemosh, also known as the Lord of Bones, Lifebane, and the Black Goat, represents the godly force of fatalism. He encourages souls to give up to destiny and fate. Chemosh disdains life, feeling that it is wasted on the people of Krynn. He prefers to promise "immortality" by making souls into undead rather than letting them pass into the afterlife. Chemosh gains power as people surrender their free will to him. Chemosh sits in the Hall of Soul's Passing and watches the progression of souls into the afterlife, where he attempts to lure souls into becoming undead. Chemosh is the direct opposite of Mishakal as she promotes life and hope. He is the foe of all of the Gods of Good, and among the Gods of Neutrality is in opposition to Chislev, for disrupting the natural order of life, and Sirrion, for suppressing hope and creativity. He has few allies but sometimes works with Hiddukel and Morgion due to the nature of his schemes. His celestial symbol is the constellation Goat's Skull.
Locust (Ship)

## Description

These ships look like locusts made of balsa wood. They are very light and maneuverable, but easily destroyed. The small craft has enough room for its two crew members, as well as either a single passenger, or 1/4 ton of cargo. Any overloading beyond this will stress the light vessel's frame too much, and it will break up. Likewise, the light frame means that any hit will usually completely destroy a Locust (even a well-placed hit from a sheaf arrow can cause sufficient damage for the Locust to snap in half), but because the ship is so fast and maneuverable, it can be very difficult to hit. The single weapon uses the legs and antennae as supports. On a natural attack roll of 1, the weapon breaks off the ship, splintering the Locust in half. This usually kills the crew. Locusts are never equipped with spelljamming helms, not even boat helms, and instead are powered by Rudders of Propulsion which allow the craft to acheive high tactical speeds, but which are not capable of spelljamming velocities.

## Crew

The helmsman of a Locust sits in the aft, manning the Rudder of Propulsion, while the gunner sits in the front. The cargo, typically ballista shot or rocks for the catapult, lies in the midsection. If a passenger is carried this ammunition must be removed, and the weapon can carry only a single shot. If a Locust is carrying greek fire in place of ammunition, there will only be a single pilot on board.

## Ship Uses

Fighter: These craft are carried in large numbers by the huge Tsunamis that Wa operates. When the Tsunami crew sights and enemy, waves of Locusts are unleashed to weaken, or even completely destroythe ship, while the Tsunami lies back, lobbing its own attacks from a safe distance.

Kamikaze: In particularly important battles, many Locusts may be loaded with greek fire. These ships, piloted by a single volunteer, simply crash into enemy vessels, exploding on impact. This attack causes 3d4 HP of damage to the ship struck, as well as 6d10 hp of damage to all within a 20' radius. This damage is partly because of the actual firey explosion, but also partly because the Locust's construction means that when it explodes long sharp splinters of wood fly in all directions at dangerous velocities.

## Other Configurations

The tiny Locust is very ill-suited to modifications, since its light frame cannot stand up to such work.
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