recursal/Fanatic-Fandom huggingface dataset:
Fence

## Types

### General

several large crates of baby shoes advertising SPECIAL: 1 COPPER A SHOE can be seen. the half orc shop keep will claim some bandits robbed a delivery wagon without finding out what was being delivered.

Everything in the shop catalog (at expensive cost) plus:

#### Unique

disadvantage on attack without proficiency
two handed, heavy, 1d12

### Jobs

#### Shakedown

"those scum lord goglunk brothers asked me to get somebody to collect some overdue debts, I got a list of names real close by"

* Human called Berton, 150gp, can be found in the spinning gnome drunk (30 gp reward)
* Human called Ramzey, 300 gp, lives in a tent in the rat strip (60 gp reward)
* Half-Orc called Gex the Wolf, 200 gp, seen fighting in the arena. bounty of 450 gp, stat of orc chief, will challenge a player to fight and will tell the herald to let them in for free, if they win they get the money if they lose he gets more time (50 gp reward)
* A gnome called Copner, 350 gp, gambling in the casino in the high rollers area, with only 260 gp of winnings (75 gp reward)
* A human called Anthon, 1200 gp, ran away to BlackRock where he bought a small 1 room cottage and some farm animals. (350 gp reward)

### Courier

"Ricket from that drug store needs some couriers to discreetly deliver illegal goods to some places out of town. he said hed make it worth your while"

#### Small Orders

* Gasping fish tavernkeeper in traders rest, 2 ounces of arctic soot
* Bandit Camp in Knights fall, 5 satchels of milkglass, 3 roots of yewroot
* Travik, a human miner in blackrock, 4 bottles of jenkem, 2 stalks of foxshroom

20 gp reward each job

#### Large Orders

* 30 ounces of arctic soot to the ruler of haystack (discreetly)
* 20 ounces of purple lichen, 5 spheres of caustic acid, 10 medusa root, and 10 satchels of milkglass to a "Beaven Stealy" in traders rest

50 gp reward each job
Y'Brani

Size: average adult ranges from 6-7 feet

Age: Y'Brani have been known to reach around 500 years of age, and reach adulthood at around 30

Languages: Sobraxi, Common

A branch evolution from the water dwelling Audax, the Y'Brani were originally a water dwelling species who evolved to survive and walk on land. One of the first species of considerable intelligence alongside the Elves, the Y'Brani found little competition on land, easily flourishing and growing due to their unmatched strength, intelligence, and size, developing some of the first settlements on Yam. Curious as to the outside world, the Y'Brani created vessels to travel across water, the first instances of boats (which would be eventually developed into the now known Xelupa, a long canoe like boat, with seats for rowers to sit and a large piece of fabric to catch wind and a shelter and storage in the middle), exploring and populating many continents of Yam. this exploration led to contact with the Elves, who traded knowledge of Mana for the Y'Branis's knowledge and inventions.

The discovery of Mana was revolutionary for the Y'Brani, and as the species grew, and their settlements improved and advanced into kingdoms and cities alongside the Elves, their top minds spent their time studying and researching Mana to better understand it and how to harness it, also alongside the Elves. together they uncovered the majority of the knowledge about magic known today, discovering how to harness it and developing a large portion of spells, techniques and ways to use Mana known to magic users.

the majority Y'Brani populace soon became uneasy by the Elvish tendency to manipulate and exploit that around them for their own gain, using the newfound control of magic to do things Y'Brani did not morally approve. this disagreement led to a heated meeting between the two races high emperors, leading to the Y'Brani Elf war.

lasting hundreds of years, the Y'Brani eventually drove the elves away due to their superior strength, beginning a golden age for the Y'Brani where their empire grew to extend throughout the majority of Yam and for hundreds of years they were uncontested, further developing technologies and becoming the first civilization to develop a Soothscriber, in turn creating the first Godhead: The Uogattuxl godhead (named after the Soothscriber who comprehended it, although it is quite primitive compared to modern godheads, it contains the first mentions of Dieties such as Et, In, Nermia, Pan and the significance of Mon).

After the peak, their civilization began a gradual downfall, hastened by the upcoming races of humans and orcs. as their kingdoms where overthrown or gradually declined, the Y'Brani began to slowly die out. although most of their knowledge has been passed down to other races, the Y'Brani know live in small tribal villages in swampland, content with a more stagnant lifestyle. they know for them their is no reason for unnecessary ambition, that they as a race have already experienced what its like on top, and have explored every corner of the world, and it brought nothing but a slow death of their civilization, and they are content with a simple life of hunting.
Gold heart Medical Clinic and Organ Trade

Inside is a small white room with several chairs and a desk. at the desk is a female gnome called Sabetha

screams and pleading can be heard down the hall to the right. if players ask to see Dr Enro they will be taken to an office down the hall where a half elf in a white medical apron stained in old and fresh blood will walk in, lowering a cloth mask from her face.

"what do you want, are you selling or buying"

### Surgery Cost

 Grafting/Cosmetic implants
 Surgery
10 gp

### Organ Cost Table

Organs in bad condition aren't accepted. items are bought at a lower cost and sold at a higher cost than the prices shown in the table
Skrohn Everton

has a grand temple at the center, known for its mines and industry and its lush farmland. An iron-willed ruler (Thiala Ostoroth, Female Elf) demands respect from the populace.

REPUTATION: 0

Defenses: The town is surrounded by palisades. 12 trained warriors serve in the town's defense, The sheriff is Kali Chaos, Female Tiefling.

**Tavern: Howard's**

**Alchemist: The Dank Illithid**

**Jeweler: The Deva's Choker**

**Enchanter: Tricking's Whispers**

* Horn of Blasting (dmg 174) (430 gp)
* Helm of Comprehending Languages (dmg 173) (490 gp)
* Keoghtom's Ointment (dmg 179) (116 gp)

**General Store: The Sandy Wheel**

* Abacus (phb 150) (2 gp)
* Weaver's Tools (phb 154) (1 gp)
* Glassblower's Tools (phb 154) (29 gp)

**Church: Church of Selune CHAOTIC GOOD**

The highest principle of Selûne's ethos was acceptance and tolerance

There were broadly two kinds of Selûnite clergy: those who remained at the temples (often but not necessarily due to age or infirmity), and those who wandered Faerûn. Their duties were similar but distinct.

Temple priests provided healing to the community and tended to the residents of asylums and sanitariums, which often adjoined their temples. As the goddess bade them, they were generous with their healing magic and charged very little for it. Instead, the temple priests made good money by practicing astrology and telling fortunes. With divine guidance, they were more successful than ordinary folk

https://forgottenrealms.fandom.com/wiki/Church\_of\_Sel%C3%BBne#Magic

### Favored monsters

Song dragons, weredragons, good lycanthropes, shapechangers, Shards
Chiyo Lucifer

**Chiyo Lucifer** is the daughter of Vali Lucifer and Kuroka Lucifer. She's a Nekoshou and Devil

She's as student at Auros Academy

## **Personality**

Chiyo is noted to

has the same prideful nature of her father but to a lesser extent

## **Powers & Abilities**

**Immense Demonic Power:** Chiyo possesses a large amount of demonic power putting her ahead of most young devils kids her age only being equal to Boruto, Astral and Shika.

* Defensive:
* **Teleportation:** Chiyo is capable of teleporting herself and other.
* **Summoning:** Chiyo is show to be very adept at summoning magic as she is capable of using it to summon various creatures to assist her and Dragon Gate magical circles to summon her guardian familiar; the Vanishing Dragon Albion.

## **Trivia**

* Her first name Chiyo (千代) means "Thousand Generations or Worlds".
Bluefield

REPUTATION 0

has canals instead of streets The ruler (Chad Hartford, Male Human) is fair and just, respected by the populace. Defenses: The village is surrounded by rockwalls. A militia of 21 can be mustered in case of attack. The sheriff is Norman Winthrop, Male Human. the smell of fish and coal fill the air

Tavern, Blacksmith, Fishmonger, Markets, Church, General Store

**Tavern: Ale Fool Brothel**

* Fish Pie with Egg and a Tankard of Cider (5 sp)
* Fish Pie with Bread and a Coffee (5 sp)
* Pear Cake with Barley Biscuits and a Tankard of Bee

**Blacksmith: Avice's Steelworks**

Markets: a smaller consisting of around 5 stalls appearing every 3 days

Church

General store: the olive grove
Traders Rest

REPUTATION: 0

Contains many taverns and bathhouses taking advantage of traders and adventurers travelling to the capital of tunstead. It is governed by a council and shops compete for business from high traffic

A large near unpassable river runs underneath making it nearly the only viable passage to tunstead. crossing the river requires a dc 18 athletics check with 3d10 damage on a failure

**Tavern: The Fat Horse**

* Pie with Crowberry Tart and a Tankard of Cider (5 sp)
* Meatballs Soup with Egg and a Glass of Mead (5 sp)
* Sausage Soup with Nutmeg and Leek and a Coffee (5 sp)

**Tavern: Ralf's Inn**

* Owlbear Pie with Sharp Cheese and a Tankard of Cider (5 sp)
* Meatballs Soup with Egg and a Glass of Brandy (5 sp)
* Veggies Stew with Crowberry Tart (4 sp)

**Tavern: The Friendly Fry Rest**

* Oxen Cake with Crowberry Tart (4 sp)
* Pheasant Burger with Potatoes and a Glass of Vodka (5 sp)
* Meatballs Soup with Egg and a Glass of Brandy (5 sp)

**Tavern: The Drunken Friend**

* Eggs and Ham with Barley Biscuits and a Glass of Wine (5 sp)
* Dire Pig Pie with Barley Biscuits (4 sp)
* Meatballs Soup with Egg and a Glass of Vodka(5 sp)

All claim to be the original server of Meatballs Soup with Egg and a Glass of alchohol

**Various bathhouses**

General Store
Gracetop

REPUTATION: 0

The town is quite large, around the size of thirsthal, and quite well kept, with tidy cobble paved paths and buildings painted white and beige. theres a high amount of not churches, but buildings dedicated to prayer, which feature stained glass art of oak trees (qralena) and triangular arrow sort of shape (pan), which also commonly appear on necklaces and statues around the town.

Melora is the patron saint of the province, reclaiming the land from patercists and fought for the honor of Qralena, god of Yams beauty, slaying the 250 defilers who aimed to mine into the mountain after finding large concentrations of minerals

* Cobbler
* Church
* Stable
* Weaponsmith
* Armorsmith
* Cartographers
* Tailor
* Tavern
* Alchemists
* Jewellers
* Messenger

CHURCH: HOUSE OF PAN

Father Gonswitch
Harolds Family

After delivering harolds letter to his wife, she reveals the only reason he signed up for work at Thirsthal was so they could afford to pay off their house. income stopped after their cattle disappeared and crops were trampled. The estate owner doesnt accept their excuse despite the towns situation and insists on the money being paid or they will be kicked out. needs 400 gold to pay off their debts to the estate owner or they will go homeless. if players choose to help they can either threaten the estate owner or pay the gold

IF DEBT PAID OFF

Will step up to become mayor of ramshorn and it will grow bigger in size over campaign, with players being thanes and given advantages such as free shelter, food and supplies.

NOT PAID OFF

will go homeless and come to despise the king and players for sending harold on such a dangerous mission and allowing him to die and will begin terrorist attacks on various cities
Drug Mechanics

Drug use table
 Thokk
 Rafe

Addiction Rating: how addictive the substance is

Con DC: the difficulty of the constitution saving throw. increases by 3 each day after the satiation period

Satiation period: how much time passes before withdrawal symptoms

Withdrawal effects: when a character fails their first withdrawal saving throw they get affected by the effects until they can get the drug again.

Drug List

Drug List (simplified)

### USING DRUGS

When a creature takes a drug, they must make a CON saving throw with a DC based on the drug’s Addiction DC as listed in the drug entry. On a failed saving throw, the creature becomes addicted

#### Withdrawal

When a character becomes addicted to a drug, they must make a CON saving throw with a DC based on the drug’s addiction rating (see the table above) at the end of the drug’s listed satiation period. On a failed saving throw, the character suffers symptoms of withdrawal based on the drug’s addiction rating.

Every day thereafter that the character does not take the drug, the character must make another saving throw. Each new saving throw that the character makes has its DC increased by 3 each day, regardless of a previous roll’s success or failure. Withdrawal symptoms and saving throws reset once the character takes another dose of the drug.

#### Recovery

If a character makes two successful saving throws in a row for withdrawal saves, the character overcomes the addiction. However, the drug leaves a lasting impression on the character. The addiction rating for all drugs increase by one level permanently (just for that character). This represents how dangerous relapses can be, even if the character finds a new addiction.
Skrohn Lakecastle

REPUTATION: 0

The Town is surrounded by looming stone walls and towers, with paranoid citizens concerned about the Regnum watchtowers situated nearby. has a notable military academy, known for its lumber and forestry exports. The ruler (Gunter Springfield, Male Human) is weak and manipulated by their council, all hold a disdain and hate for sunfeld. citizens are encouraged to train in combat and a funeral procession passes when entering town for the first time

**Tavern: The Blue Badger**

**Blacksmith: The Tempered Workbench**

1. Dancing Sword (dmg 161) (1,814 gp)

**Alchemist: Mortar and Clairvoyance**

**Enchanter: Hugh's Fate**

**General Store: The Frayed Wheel**

Church

Training Yard:

Military Academy. only the best allowed to train inside
Haystack

REPUTATION 0

known for its gambling, music and crime, when first encountered the town ruler Philip rednose drunkenly collapses in the street. the sound of flowing water can be heard along with various farm animals. A cage sits in the centre of town to shame criminals and a bandit stands inside begging to be helped

Defenses: The village is surrounded by no walls. A militia of 15 can be mustered in case of attack. The sheriff is Don Leighton, Male Human.

Tavern | Blacksmith | General Store, Bathhouse

**Tavern: The Golden Hand**

**Blacksmith: The White Workbench**
Tunstead assasin

AC: 13 (leather armor)

HP around 40

speed: 30ft

***Assassinate***. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.

***Multiattack***. The fanatic makes two melee attacks.

***Dagger***. *Melee or Ranged Weapon Attack*: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. *Hit*: 4 (1d4 + 2) piercing damage.
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**Welcome to the DNINFO Wiki!**

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

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Oldham Cult

at the manor a bearded man will emerge and stand at the foot of the door "what brings you to Oldham ranch friends" "my grandpappy was the first resident of Oldham ranch, he was the one that built this house",

"i wish you well but i dont really think you have a reason to go snooping around my home, sorry friend"

"you know, id love to let you in but, me and my pals were kind of in the middle of something, its kind of a bad time"

inside many people are seated around a table. there is no food at the table, but you can smell something roasting in the oven and they all stare at the players.

if they listen they can hear a small breathless groan from below, and the house is unusually hot

"my brother euwen has come down with the cowpox, just a little quarantine until hes better so we dont get sick"

#### Down Bellow.

A man and a woman are bloodied and bruised in separate cells, gagged with their hands tied behind their back. they eyes go wide when they see you, but you cant tell if its a look of pleading or terror. there is a statue of a man with no legs and the head of a bull, mounted on a pedestal type object.

"when something greater than you tells you to do to deny is to become less than man"

###### In the Attic

upon climbing the ladder the attic will be pitch black, but the air will feel very hot and thick. Thokk will be able to make out a hood figure in the corner, holding a crooken wooden staff and observing them. it is dead silent. he will begin murmuring at the players

"*Maryajyr, zmaf wmidz wih za zmy tmudvryl ao iwriyd: wmawayjyr mot ky ao zmy tmudvryl ao iwriyd*"

before shouting: " za vyoudy mh wiltzfirh" the room begins to glow, revealing a large painted symbol in the centre of the room, with runes and glyphs extending from it, like tentacles covering the walls, glowing and illuminating the room red.

players must make a dc18 con save or be transported to Lavryt.

"the room begins to heat like an oven and the glyphs on the walls have become so bright they have turned from red to white. *Members who got transported* you stagger backwards from the brightness and find yourself surrounded by a maze of stone walls. in the horizon you can see a large figure, a torso mounted on a looming stone tower with the head of a bull, waving its hands and turning to view all areas of the maze. behind you you can hear the snort of a bull, and throughout the maze you hear bull shrieks and screams."

players must beat a dc 16 athletics check or the minotaur approaches closer. they realize they only wear rags. each turn they also must make a dc13 con save, and on a success they reawaken in the cellar, and the next round they must make a dc16 con save or be transported back.
Baphoment Cultist

# Baphomet Cultist

Medium humanoid (any race), any non-good alignment

**Armor Class** 12 (leather armor)

**Hit Points** (4d8)

**Speed** 30 ft.

**Skills** Deception +2, Religion +2
**Senses** passive Perception 10
***Dark Devotion***. The cultist has advantage on saving throws against being charmed or frightened.

ACTIONS

***Scimitar***. *Melee Weapon Attack*: +3 to hit, reach 5 ft., one creature. *Hit*: (1d6 + 3) slashing damage.
Escaped rat caravan

when escaped, if return with guards bar will be abandoned, guards will put a bounty on barkeep and rat circus owner will try and get a permit to search the circus. guard sheriff will try and get guards off the case saying how it was just alchohol induced psychosis that made the barkeep and customers attack, and barkeep will be found but assasinated in cell. players can assemble a small team of guards to investiage, but be swarmed by rats. if killed players can go further and discover the arena area, if knocked out they are wake up in cell.
Chase sequence

A character’s Move check is +2 per 5′ of base speed.  For an unencumbered human that moves 30′, that’s +12.  In a self-powered race like a footrace, you can add your STR bonus to this in a given round but then have to make a DC 15 Fort save to not become fatigued from the exertion.   Use this same formula for other movement types (riding, swimming) because it takes differing speeds into account well.  (as a bonus, this means you can have a chase where various participants are using different modes of movement).

1. Close Contact – within melee range of leader.  Subject to all obstacles the leader has to deal with.
2. Point Blank – close range (all those “within 30 feet” powers proc here).  Take leader’s obstacles or take an alternate path at DC 20.
3. Short – Take leader’s obstacles or an alternate path at DC 15.  -2 on ranged attacks.
4. Medium – From this far back, it’s usually easy to avoid obstacles.  -4 on ranged attacks.
5. Long – -6 on ranged attacks.
6. Lost – you done lost ’em.   If you have allies still in the chase and you can still run (not fatigued or just giving up) you can run after them sufficiently to at least arrive on the scene once it’s all over, but you can’t get back into the actual chase.

For each 5 points by which you beat the leader’s movement check,  you close by one category on the track; similarly you slip back by one for each 5 points by which you miss their check.

Chase participants start at a chase level that makes sense – if they are right there with the leader and take off after them when they take off, they can start at point blank.  If they’re a round of movement away, or pause to shoot or take another action before they get going, start them at medium range.

if fail skill checks go one level back or if massively fail go prone
Whispers of the Dark

EIT 003

Codename: Whispers of the Dark

Containment Difficulty: Uncontained

Hostility: Unknown

Procedures: Listen in to [REDACTED] Police Department for reports of entity. Search for the missing person(s). Clear memories of experience.

Description: Newly discovered anomaly in [REDACTED], USA. Takes the appearance of a tall, skinny, black humanoid with a small head and a smile extending outside of it's head. Reports indicate red stains on its teeth. Most reports say it lurks in heavily wooded areas and is seen between midnight and 4 AM. No images of said entity recovered. Witnesses say that they heard a whispering of an unknown language.

Images will be added upon discovery
Norwich

REPUTATION 0

due to the close proximity to Crulfield, Norwich contains unusually high security and the local business owners take advantage of frequent bounty hunters entering the town for business. a bounty hunter leading a restrained bandit chief can be seen when first entering. The ruler (Bertram Winterbourne, Male Human) is fair and just, respected by the populace.

Sharpened log walls and 46 trained warriors serve in the town's defense, and a militia of 234 can be mustered in case of attack. The sheriff is Hubert Cotton, Male Human.

**Tavern: The Lame Prince**

**Blacksmith: Blackwing Breastplate**

**Alchemist:**

**Enchanter: Tent of Handy Goods**

**General Store: The Burlap Guild**

**Church**
Staff of Rats

5. player can summon any nearby rats, communicating with them and giving them commands
6. player can summon 2 swarms of rats to attack a day, player can see through the eyes of the rats
7. when hit with bludgeoning, slashing or piecing, player can make an animal handling check. if it meets or beats the enemies roll take half the damage. once a day for 3 turns have 15 feet extra movement
8. can summon an extra swarm, can transform rats into giant rats. can create a crude rat humanoid and access rat memories
9. once a day can absorb all the rats in the area for your hit dice x the amount of rats in the area (dm decides), can temporarily transform into a swarm of rats and teleport up to 30 feet. humanoid now takes the form of you but is misshapen and cannot speak.
10. can create a perfect clone (cant use magic), can transform into a swarm of rats for any amount of time, once a day can summon a plague of rats.
EIT-000 Proposal : Happy Birthday Grimace

Item Number: EIT-0̷̧̡̢̡̰͎̲͖̩̻̰͍̐̅͌͛̑̊̎͆͝͠0̴̨̤̺̱͕̀́͘0̶̣̤̰͎̲̔̃̊́̐̽͘̕͘͝

Codename: Happy Birthday G̸̰͋͒̉͊̔͑ŕ̶̫̭̣̤̇͌͊i̵͎͈̎̓͑̉͒͒̈m̵̧̛̛͕̯̻̜̥̈́͒̃͐͜͝͠a̷̡̪̝̻͓̓̎̕͠͝͝c̵͖̬̤͚͚̈́̒͛̅̊̍̋́͋͝ȅ̸̢̞̩̮̥̫̙̺̈́̃̉̄̓͛̓͘

Containment: Impossible

Hostility: Highly Aggressive

Containment Procedures: Listen in to 911 calls and look for attacks of a purple, grinned face creature. Move and clean the scene, memory wipe witnesses and 911 operator. No way to contain.

Description: Large purple creature with beading eyes, purple fur, and a large grin. Presumably male. Attacks a small percentage of people who drink McDonalds new Grimace Shake.

Victims often end up dead or mentally insane with the shake substance dripping down their bodies. Photos have been taken for documentation.
Site Avis

cultists will ask for help expelling a demon in their temple who they were tricked into believing was a deity. 6 cultists will enter with them and slowly be picked off

Kenku Diety

https://www.aidedd.org/dnd/monstres.php?vo=grimlock

grimlock living sacrificed have been freed from cage and are roaming the temple along with humans and giant boars'

kenku will put out light sources and silently kill people entering
Swanford

REPUTATION: 0

The town smells of fish and meat, specializing in fishing and animals. For some reason magic does not work in the borders of the town. the fish do not taste as good as their rival south warren despite fishing from the same lake and fish returns are lower. The ruler (Don Westcott, Male Human) is weak and manipulated by their council.

Defenses: The town is surrounded by simple wood and earth walls. 40 trained warriors serve in the town's defense, and a militia of 549 can be mustered in case of attack. The sheriff is Emeny Langdon, Female Human.

Tavern | Fishmonger | General Store | Market

**Tavern: Greenview Point**

* Bacon Sandwich with Sharp Cheese and a Glass of Whiskey (5 sp)
* Fish Stew with Biscuits and a Coffee (5 sp

General Store: Flogos various goods

Fishmonger:

Market: twice a week a small market is set up by the lake
Melhaven

REPUTATION: 0

Build on the edge of the flats citizens who live here chose to do so because of the beauty. mostly ruled by priests of **Melora** the village is filled with beautiful plants and flowers with a monument to melora perched on the edge of mountain to pray at. refugee tents surround the city with beggars filling the streets

General Store, Enchanter, tavern, Church

Tavern: **The Ale House**

General Store

**Enchanter:**

church of melora: followers tend to the plants around the city and provide food to beggars. refugees fill the church for shelter
Wynnorian Calendar

https://app.fantasy-calendar.com/calendars/6982d0b755c4e0be093c8ab978d06617

Developed by The Scholarship of Oberron, a collection of students under the teachings of revolutionary Soothscriber Merrick Oberron. The calendar has been praised and studied for its extensive detail and symbology, including the metaphorical cycle of life in the days of the week with Nun in the centre to balance, the months balancing the forces exerted by the elder gods they were named after with Ornatos at the end and Aerith at the beginning to symbolize healing and strength for those going into the new year.

due to its simple yet effective and intricate design, well known father Godhead and practicality (should be noted each day of Mon will contain either a full, new or half moon) the Wynnorian Calendar has been adopted by the majority of Yam, even those who do not follow the Pagar Godhead, who simply ignore its religious naming scheme and undertones. it has been credited for the popularization of the Year:Month:Day model of calendar which can be seen adopted by other calendars after the Wynnorians inception

The calendar was named after the Sobraxi word Wynnyrtl (literally: balancing its time, as in managing time, as well as being a nod to the calendars emphasis on balance) out of respect for the race who developed the art of Soothscribing.
Rat prisoner

AC:10

HP 3d8 +3

speed: 30ft

BEFORE BREAK

Wooden stick: +3 to hit 5ft 1d6 damage, after a hit roll above 5 saving throw minus the amount of damage you dealt, if failed stick breaks in half

AFTER BREAK

Multihit: can hit twice

hit: +1 to hit 5ft 1d4 damage

stab: +1 to hit 1d6+2 piercing damage

throw rock: pick rock up off ground, 20ft range, 1d4

BONUS ACTIONS

block: disadvantage to hit, cant do with broken stick
Drinking Mechanics

When drinking, the drink will have a strength level. everytime a character takes a drink its strength amount will accumulate until it surpasses 1, at which point they will advance 1 round in the table and must make the a con save with the rounds DC, on a fail they will receive 1 level of drunkenness'.

Drink strength levels are doubled for small creatures (halflings and gnomes etc.) and half consecutively each size above medium if a character intakes 1 + their con modifier or more rounds of drinks at once they throw up and only take half the level (rounded up)

*eg if Paul drinks booze with a strength of 2 it will reach 1 twice, advancing him 2 levels on the round chart. he must make both rolls for the con save, and he fails both, and becomes Buzzed*

### Drunkenness chart

1. **Tipsy:** Advantage on Charisma based checks and saving throws\*; Advantage against Frightened (dc 10) *you begin to feel slightly dizzy and lightheaded*
2. **Buzzed:** Disadvantage on Ability Checks; Roll Hit Dice and gain temporary hit points (dc 12) *you begin to feel more relaxed and talkative*
3. **Drunk:** Disadvantage on Saving Throws; Cannot move more than 10' in the same direction, dex mod halved (dc 15) *your speech starts to slur, and your reaction speed begins to slow. if you are below constitution 12 you begin to feel sick*
4. **Hammered:** Gain the Poisoned Condition, Damage Resistance for all damage types, no dex mod (dc 18) *your vision begins to blur and you feel nauseas, you feel yourself constantly losing balance.*
5. **Wasted:** Become Blacked Out for 1d6 + con mod hours before passing out (dc 20) *You can hardly stand and have little to no control of your actions. you retain no memory of this stage upon waking up*

*\*only applicable to this tier*

To cast a spell, make the DC Constitution saving throw for your level or the spell fails. The spell is not wasted. A short rest removes one level of inebriation and 2 rounds; a long rest removes all effects of inebriation and all rounds.

#### Drunkenness'

Tipsy
Buzzed
Drunk
Hammered
TRADE ROUTE

Bring all valuables to the hollow black rock

red garnet encrusted golden ring worth around 150 gold

* 248 gp in coinage:
	+ 110 gp
	+ 1,200 sp
	+ 1,800 cp
* 10 gp gemstones (×6; worth 60 gp total):
	+ Malachite (opaque striated light and dark green)
	+ Banded agate (translucent striped brown, blue, white, or red), ×2
	+ Azurite (opaque mottled deep blue)
	+ Lapis lazuli (opaque light and dark blue with yellow flecks)
	+ Turquoise (opaque light blue-green)
* Magic Items (Table B) (×3)
	+ Potion of Water Breathing (Rolled 54) [reroll]
	+ Potion of Greater Healing (Rolled 15) [reroll]
	+ Spell Scroll (3rd Speak with Dead
	+ painting worth around 2 gp
Harrowfen market

## Stalls

### Golbos Discount Potions

A small halfling female sits behind a stall showcasing several rows of various potions. on each potion its name is written in scrawly handwriting

### Unusual and exotic beasts and pets

A group of humans sit at a stall, with a large book in front of them detailing what they have available to sell

### Quality Forgery and Duplication

 Document forging
 Jewelery duplication
 Uniform

### Shaddams Custom Unlawful Weaponry

Shaddams is male half Elf with multiple scars on his hands and face

### Tegarks

Several various animals rotate over open fires being spun by a half orc. another half orc stands taking orders from customers. A serving of meat and bread is 3 silver. Animals being cooked today:

* Ape
* Goat
* Pony
* Giant frog

### Goons for Hire

3 Humans, 2 hobgoblins, 3 half orcs, 1 orc, and 1 gnome stand around waiting to be hired. "wez the goons"

flat rate is 10 gold per day with provided food water and shelter if needed

### Common and Exotic Slaves

A human slave driver stands atop a stand trying to convince passerbyers to purchase a slave, behind him various slaves stand gagged and chained together

### Quality Unlicensed Liquor

A halfling and a human proudly present bottles of assorted alcohols.

### Genuine Dead Adventurer Equipment

A group of 5 goblins and 2 hobgoblins stand around a stand filled with armor, weapons and loot of dead adventurers.

### Effective and Affordable Poisons

A female gnome sells small vials of poisons
Limefalls

REPUTATION:0

The town is built with a beautiful view facing a waterfall flowing off of the flats. crops and animal enclosures can be seen around the town and the sound of crashing water can be heard. The ruler (Trym Sharps, Male Human) is fair and just, respected by the populace. The races live together mostly in harmony.

Defenses: The town is surrounded by simple wood and earth walls. 11 trained warriors serve in the town's defense, and a militia of 185 can be mustered in case of attack. The sheriff is Tordek Bigtoe, Male Dwarf.

**Tavern: The Crystal falls**

**Alchemist: Hadwisa's Fortune**

**General Store: The Mothers's Essentials**

**Jeweler: The Blue Necklace**

Church
Stye Militia

AC:18 (chain mail + shield)

HP 6d8 +16

**Saving Throws** Con +2, Wis +2

***Multiattack***. The militia makes two melee attacks.

***Shortsword***. *Melee Weapon Attack*: +4 to hit, reach 5 ft., one target. *Hit*: 6 (1d6 + 3) piercing damage.

***Heavy Crossbow***. *Ranged Weapon Attack*: +2 to hit, range 100/400 ft., one target. *Hit*: 5 (1d10) piercing damage.

Reactions

***Parry***. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

*adorned in green grey and blue*
The Spinning Gnome

orcs, goblins, bandits, normal residents of harrowfen and other types all drink and make merry with each other, and busy barmaids rush drinks to tables. crowds form around tables of gamblers and the occasional fight. named after a gnome who used to brawl with customers each day until he died, infamous for his spin attack.

### Games

Games of Faith and Blackjack are being played
Harrowfen Area

The arena will be enclosed by large wooden walls, and guards will stand by the only entrance, a large metal gate. The herald will be seated next to the gate at a desk collecting fees from a queue of customers, and will tell the guards when somebody is allowed through and hand paper tickets to those who pay to fight. the herald will tell the gladiators to hand their tickets to the fight master who will call upon them when its their turn to fight.

* 1 gp spectate fee
* at least 5 gp entry fee, the amount you pay will be your bounty, winner of a round will receive half of their opponents bounty and can be cashed in anytime

Gladiator rules will be told to gladiators before they are handed their ticket:

1. Harm to audience members is strictly forbidden
2. Violence is only permitted within fighting grounds
3. Mercy is forbidden: if a life is not taken by the end of the fight neither gladiators will receive a reward and will be banned from the arena
4. Any bounty unclaimed after leaving the arena becomes void

A wooden fence encases the fighting grounds which spectators surround, cheering and taunting the gladiators.

each gladiator will have a bounty, the reward for killing them. gladiators are placed in their bounty group, more confident fighters will pay more to fight stronger opponents and potentially earn more
Millstone

Abandoned by townspeople out of fear and inhabited by Regnum Knights. The town is surrounded by simple wood and earth walls

Former shops are used as bunks except for tavern which takes advantage of business and also sells general store goods

**Tavern: Odo's**

* Meatballs Stew with Fries and a Glass of Brandy (5 sp)
* Dire Pig Pie with Peas (4 sp)
* Pheasant Cake with Sharp Cheese and a Tankard of Ale (5 sp)

Odo takes frequent trips for supplies
Rat caravan

tasked with delivering a caravan full of supplies for the rat circus in tunstead.

along the path a goblin boss will demand 200 gold or be killed, and 4 goblins will surround them with bow and arrows

https://www.aidedd.org/dnd/monstres.php?vo=goblin

https://www.aidedd.org/dnd/monstres.php?vo=goblin-boss

https://www.aidedd.org/dnd/monstres.php?vo=ape

when fighting, goblins will release 2 apes when 2 goblins have been killed

when arrived owners will invite players inside to look at the rat circus and then invite them for a drink. bar will be just opening and they will be invited inside. there will be a few people inside gambling and drinking. if players have any drinks from the bar they will begin to fall asleep. if they try to fight back tavern goers will get out maces and attack: rat guard, and the barkeep will get out a crossbow

+2 to hit, 1d6 piercing, 18 health

doors and windows will be bolted shut.

they will awaken with only pants, and a tattoo on their collarbone surrounded by others in a dark stone room.

if escaped

Iron Mickey

blind gonzalas

rat prisoner

rat prisoner v2

rat prisoner v3

https://www.aidedd.org/dnd/monstres.php?vo=wererat

https://www.aidedd.org/dnd/monstres.php?vo=swarm-of-rats rat

rat guard

Bugall the half-orc escaped

3d6 fall damage for side drop

*it was a mistake letting you 3 participate in my glorious arena, youve done irreversible damage to my business and needless to say brought a halt to all the gold i was making. you cannot be left alive, and i fear i have no other choice but to come down there myself and put an end to all of you.*

*but i wont let my anger get the better of me, and the knowledge that you will spend the rest of your meddling existence in the shadows fearing every sunrise is enough of a victory for me. but dont think escape is this easy, youll find my claws run deeper than you think*

tunstead assasin

when escaped guards will arrest players after reporting that they were at the scene of a crime and they need to speak to the bailiff for questioning

chase sequence

horse speed is 60ft

https://www.aidedd.org/dnd/monstres.php?vo=guard

https://www.aidedd.org/dnd/monstres.php?vo=veteran

https://www.aidedd.org/dnd/monstres.php?vo=owlbear

https://www.aidedd.org/dnd/monstres.php?vo=dire-wolf
Sarton

Reputation: 0

Farming and fishing village with no ruler. citizens are paranoid and are considering evacuating. rare medicinal plants sprout from around lake.dislike odo for providing hospitality.

Tavern | Alchemists | General Store | Church

**Tavern: Galiena's**

* Drake Sandwich with Peaches and a Coffee (5 sp)
* Chicken Casserole with Roasted Apple and a Glass of Brandy (5 sp)
* Bacon Pie with Fries and a Glass of Whiskey (5 sp)

**Enchanter:**

**General Store**

**Church**
Traditional Venetian Coffee and Pastries

several tables and chairs are arranged outside the building where bandits goblins orcs and other various types can be seen drinking a hot liquid from mugs. some are also eating cream pastries and strange looking biscuits. a man in colorful robes with embroidered patterns and a black cap can be seen at the counter using strange machines resembling alchemy labs.

The man is called Calvino, and explains the drink is coffee, made from coffee beans grown in his country of Venezia. "these types of shops, very popular back in my home of Venezia, so I come here to make the big fortune, but import is expensive so my prices are expensive, and most people too cautious about trying new things, so I soon go out of business. but, I say, I wont give up. I find the city of thieves and set up another shop, and boom, instant success. people are much richer and much more open to new ideas here"

 Pastry
Skrohn Sunfeld

REPUTATION: 0

known for its gambling and its strong drink. A beautiful flowing waterfall can be seen in the distance with the majestic flats, laughing haggling and arguments can be heard from the market. An iron-willed ruler (Myev Home, Female Half-Orc) demands respect from the populace and hates lakecastle and its inhabitants

Defenses: The city is surrounded by a ditch and palisades. 74 trained warriors serve in the city's defense, and a militia of 1,143 can be mustered in case of attack. The sheriff is Hadwisa Walcott, Female Human.

**Tavern: The Burning Tusk**

**Blacksmith**

**Alchemist: Bubbling Bean**

**General Store: Cat Tail Provisions**

Market: held daily and runs down mainstreet

Church: house of Oghma

God of knowledge Oghma: Followers are blind and deaf

University: for devotees of oghma and includes a great library of brail
Harrowfen magic shop

An elderly women wearing a large elaborate fancy hat and fancy robes sits at the counter always watching every customer that enters.

above her is a sheafed sword and a barbed rapier displayed on the wall, and in the glass counter are 2 staffs in cushioned cases. in a display case next to the lady is a glowing blue rope and on the opposite side a hand mannequin with several rings. on one side of the shop is a locked glass cabinet showing a couple leather sacks, a deck of cards, a couple magic wands, a pan flute, a pair of gloves and a pair of gauntlets, a horseshoe, a pair of goggles and a carved ebony statue of a horsefly. on the other side potions line shelves and tables.
Skrohn Blackrock

REPUTATION 0

Mines Minerals and crops The ruler (Gaaki Blakely, Female Half-Orc) is fair and just, respected by the populace. The races live together mostly in harmony.

has a problem with nearby ogre camp

Defenses: The town is surrounded by simple wood and earth walls. 22 trained warriors serve in the town's defense, and a militia of 328 can be mustered in case of attack. The sheriff is Emeny Blakely, Female Human.

**Tavern: The Crossed Badger Rest**

Owner: Sarah Alby, Female Human [Details]

* Chicken Ramen with Peas and a Tankard of Bitter (5 sp)
* Duck Stew with Onion and a Glass of Wine (5 sp)
* Drake Burger with Egg and a Glass of Wine (5 sp)

**Blacksmith: Firehilt Duty**

**Alchemist: The Dank Medicines**

**General Store: Nicor's Petunia**

**Church: Watchful Shield**

Priest is brawling outside
Ramshorn

REPUTATION: 1

sits in the shadow of a large uninhabited tower formerly belonging to the great wizard Elder Balgor.

You hardly recognise the town when you approach it. Wooden walls have started to be contructed around the perimiter, and those who arent hammering away at the scaffolding are tending to farms and crops, which now actually contain farm animals, and the formerly pillaged vegetable patches have been restored and new seeds have been planted.

The Lady Amalia (widow of harold) has been appointed mayor, she will recognise the players and happily greet them "it must be weeks since ive last seen you, welcome back to ramshorn! the townspeople have really been putting in the effort to bring it back from the brink, and since we didnt have any sort of formal leader, ive been appointed mayor. the coinlender dropped my debt and that gold you gave me has really gone far in helping the town."

* **Tavern: The Red Wizard**
* General Store
* Church (father Rockwell will recognise the players and ask how those sending stones been treating them)
* Leatherworker
* Butcher
Rat prisoner v2

AC:12 (10 without shield)

HP 3d8 +3

speed: 30ft

passive perception: 13

Weighted stick: +3 hit 5ft range 1d8 bludgeoning, +2 damage if two handed

Bonus actions:

wooden shield: +2 ac disadvantages for attacks against rat prisoner while wooden shield is out, when prisoner is below half hp shield breaks and prisoner can 2 hand stick
Trolls tower

Cattle and crops have been disappearing and getting destroyed as result as a troll and a group of goblins inside of an abandoned wizard tower (formerly Balgors). the troll only comes out at night, and isnt working with the goblins, instead the goblins assist it in pillaging but keep their distance not to be eaten.

If attacking in the day:

groups of goblins will defend tower at lower floors and troll at the top will go to floor above and throw things at players

   When players make it to the top troll will engage in 1 round of combat, then retreat by jumping out of observatory window, breaking leg from fall but healing and begin terrorizing town, healing 30 health. players can then fully fight the troll as it destroys town and uses surroundings as weapons.

If wait until night:

players will be awoken by screaming and troll dragging away priest along with several goblins wreaking havoc on buildings and crops and attacking several barricaded windows. troll will attack players using priest, and if it gets too injured will retreat into tower while goblins remain to fight, typically targeting the priest as an easy kill. players will have to avoid the same obstacles when scaling the tower except wont have to face goblins and troll wont retreat at the top.

If priest survives he will grant players 2 sending stones he keeps in his treasury box
Alam

REPUTATION:0

is completely destitute and rundown, The ruler (Isabella Winthrop, Female Human) is an idiot, and mean-tempered. There is some tension between the races.

Defenses: The village is surrounded by palisades. 4 trained warriors serve in the village's defense, and a militia of 84 can be mustered in case of attack. The sheriff is Margery Cholmondeley, Female Human.

Tavern, Fishmonger, Blacksmith, Church, General store

**Tavern: Williamina's Rest**

* Fish Pie and a Glass of Brandy (4 sp)
* Turnip Cake and a Glass of Whiskey (4 sp)
* Cheese Casserole with Garden Greens (4 sp)

**Blacksmith:**

Church

Fishmonger: Uptown Bass

General Store: melissa's
Greysky

REPUTATION:0

a massive mountain fills the horizon along with scattered pigstyes, prominently features a massive monument of a gibbonman, known for having hordes of beggars and its medicinal plants. An iron-willed ruler (Patrick Langdon, Male Human) demands respect from the populace

Tavern, blacksmith, general store, alchemists

**Tavern: Bent Hammer**

* Sausages and a Glass of Vodka (5 sp)
* Sausage Soup with a Glass of Brandy (5 sp)

**Blacksmith: The Copper Foundry**

**General Store: The Dusty Bazaar**

Alchemists
Stoa Stye

*Once one of the most prosperous countries in Murg, Stoa Stye has suffered a large decline in recent times, still recovering from the breach of Tartarus into En which sent hordes of fiends throughout Stye destroying all life and settlements in their path, and struggling to keep at bay the thieves and other hostile creatures which make their homes in the vast forests and ruins that can be found. although under the control of Emperor Skrog V, Stye finds itself divided between 3 states, and a large area completely cutoff*

### Info

Under Control by Emperor Andrick Skrog V

Environment: Temperate Oceanic Climate

### Towns

#### Skrog-Owned Towns

* Skrohn Everton
* Skrohn Blackrock
* Knightsfall
* Wetview
* Alam
* Bluefield
* Greysky
* Ramshorn
* Haystack
* Skrohn Thirsthal
* Skrohn Yellowseed
* Skrohn Sunfeld
* Skrohn Lakecastle
* Millstone
* Sarton
* Gracetop
* Melhaven
* Devils Rest
* Traders Rest
* Oldham Ranch
* Skrohn Adrest
* North Warren
* South Warren
* Skrohn Tunstead
* Saviours Rock
* Norwich
* Skrohn Rivermouth
* Limefalls
* Windermere
* Riverpoint
* Goldstead
* Swanford
* Sanfal
* Blackyam

#### Bandit/Orc

* Shadowfen
* Ruzkrazdol
* Skurkog
* Urkog
* Nozgron
* Krighar
The House of Crowns

A body of officially sanctioned Emperors formed after the Great Dragon War. The house of crowns enforces laws Emperors must make their people follow, in return for aid and the protection of other nations if needed and agreed upon. the laws forbid

1. unnecessary violence or cruelty
2. forced labor and slaves
3. corruption
4. unwarranted invasion or attack on other nations
5. respect and tolerance of the ways of other nations in the House of Crowns